File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 22:08:51 +00:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+1 -1
View File
@@ -150,4 +150,4 @@
/mob/living/proc/check_buckled()
if(buckled && !(buckled in loc))
buckled.unbuckle_mob(src, force = TRUE)
buckled.unbuckle_mob(src, force = TRUE)
+1 -1
View File
@@ -89,4 +89,4 @@
if(8)
visible_message("<span class='warning'>[target] is struggling to withstand the acid!</span>")
if(4)
visible_message("<span class='warning'>[target] begins to crumble under the acid!</span>")
visible_message("<span class='warning'>[target] begins to crumble under the acid!</span>")
+40 -40
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@@ -1,40 +1,40 @@
var/list/obj/effect/bump_teleporter/BUMP_TELEPORTERS = list()
/obj/effect/bump_teleporter
name = "bump-teleporter"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
var/id = null //id of this bump_teleporter.
var/id_target = null //id of bump_teleporter which this moves you to.
invisibility = 101 //nope, can't see this
anchored = 1
density = 1
opacity = 0
/obj/effect/bump_teleporter/New()
..()
BUMP_TELEPORTERS += src
/obj/effect/bump_teleporter/Destroy()
BUMP_TELEPORTERS -= src
return ..()
/obj/effect/bump_teleporter/singularity_act()
return
/obj/effect/bump_teleporter/singularity_pull()
return
/obj/effect/bump_teleporter/Bumped(atom/user)
if(!ismob(user))
//user.loc = src.loc //Stop at teleporter location
return
if(!id_target)
//user.loc = src.loc //Stop at teleporter location, there is nowhere to teleport to.
return
for(var/obj/effect/bump_teleporter/BT in BUMP_TELEPORTERS)
if(BT.id == src.id_target)
usr.loc = BT.loc //Teleport to location with correct id.
return
var/list/obj/effect/bump_teleporter/BUMP_TELEPORTERS = list()
/obj/effect/bump_teleporter
name = "bump-teleporter"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
var/id = null //id of this bump_teleporter.
var/id_target = null //id of bump_teleporter which this moves you to.
invisibility = 101 //nope, can't see this
anchored = 1
density = 1
opacity = 0
/obj/effect/bump_teleporter/New()
..()
BUMP_TELEPORTERS += src
/obj/effect/bump_teleporter/Destroy()
BUMP_TELEPORTERS -= src
return ..()
/obj/effect/bump_teleporter/singularity_act()
return
/obj/effect/bump_teleporter/singularity_pull()
return
/obj/effect/bump_teleporter/Bumped(atom/user)
if(!ismob(user))
//user.loc = src.loc //Stop at teleporter location
return
if(!id_target)
//user.loc = src.loc //Stop at teleporter location, there is nowhere to teleport to.
return
for(var/obj/effect/bump_teleporter/BT in BUMP_TELEPORTERS)
if(BT.id == src.id_target)
usr.loc = BT.loc //Teleport to location with correct id.
return
@@ -211,4 +211,4 @@
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
anchored = TRUE
anchored = TRUE
@@ -1,60 +1,60 @@
/obj/effect/decal/cleanable/blood/gibs/robot
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor = "#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn(0)
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if(i > 0)
if(prob(40))
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
streak.update_icon()
else if(prob(10))
do_sparks(3, 1, src)
if(step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/robot/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibup1", "gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibdown1", "gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
basecolor = "#030303"
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/oil/dry()
return
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/gibs/robot
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor = "#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn(0)
var/direction = pick(directions)
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if(i > 0)
if(prob(40))
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
streak.update_icon()
else if(prob(10))
do_sparks(3, 1, src)
if(step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/blood/gibs/robot/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibup1", "gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7", "gibdown1", "gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
basecolor = "#030303"
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/blood/oil/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/blood/oil/dry()
return
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
@@ -135,4 +135,4 @@ var/global/list/image/fluidtrack_cache = list()
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/footprints/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
..()
+73 -73
View File
@@ -1,73 +1,73 @@
/obj/effect/decal/cleanable
anchored = TRUE
var/list/random_icon_states = list()
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/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
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
..()
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/Initialize(mapload)
. = ..()
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if(replace_decal(C))
qdel(src)
return TRUE
if(random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
if(smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
/obj/effect/decal/cleanable/Destroy()
if(smooth)
queue_smooth_neighbors(src)
return ..()
/obj/effect/decal/cleanable
anchored = TRUE
var/list/random_icon_states = list()
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/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
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
..()
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/Initialize(mapload)
. = ..()
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if(replace_decal(C))
qdel(src)
return TRUE
if(random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
if(smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
/obj/effect/decal/cleanable/Destroy()
if(smooth)
queue_smooth_neighbors(src)
return ..()
+19 -19
View File
@@ -1,19 +1,19 @@
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "A rune drawn in crayon."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
layer = MID_TURF_LAYER
plane = GAME_PLANE //makes the graffiti visible over a wall.
anchored = TRUE
mergeable_decal = FALSE // Allows crayon drawings to overlap one another.
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
. = ..()
name = e_name
desc = "A [name] drawn in crayon."
icon_state = type
color = main
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "A rune drawn in crayon."
icon = 'icons/effects/crayondecal.dmi'
icon_state = "rune1"
layer = MID_TURF_LAYER
plane = GAME_PLANE //makes the graffiti visible over a wall.
anchored = TRUE
mergeable_decal = FALSE // Allows crayon drawings to overlap one another.
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune")
. = ..()
name = e_name
desc = "A [name] drawn in crayon."
icon_state = type
color = main
+1 -1
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@@ -12,4 +12,4 @@
var/turf/T = loc
if(!istype(T)) //you know this will happen somehow
CRASH("Turf decal initialized in an object/nullspace")
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
T.AddComponent(/datum/component/decal, icon, icon_state, dir, CLEAN_GOD, color, null, null, alpha)
+72 -72
View File
@@ -1,72 +1,72 @@
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = FALSE
anchored = TRUE
layer = 50
plane = HUD_PLANE
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
return
/obj/effect/decal/snow
name = "snow"
density = FALSE
anchored = TRUE
layer = TURF_DECAL_LAYER
icon = 'icons/turf/snow.dmi'
icon_state = "snow"
/obj/effect/decal/snow/clean/edge
icon_state = "snow_corner"
/obj/effect/decal/snow/sand/edge
icon_state = "gravsnow_corner"
/obj/effect/decal/snow/clean/surround
icon_state = "snow_surround"
/obj/effect/decal/snow/sand/surround
icon_state = "gravsnow_surround"
/obj/effect/decal/leaves
name = "fall leaves"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "fallleaves"
/obj/effect/decal/straw
name = "scattered straw"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "strawscattered"
/obj/effect/decal/straw/medium
icon_state = "strawscattered3"
/obj/effect/decal/straw/light
icon_state = "strawscattered2"
/obj/effect/decal/straw/edge
icon_state = "strawscatterededge"
/obj/effect/decal/ants
name = "space ants"
desc = "A bunch of space ants."
icon = 'icons/goonstation/effects/effects.dmi'
icon_state = "spaceants"
scoop_reagents = list("ants" = 20)
/obj/effect/decal/ants/Initialize(mapload)
. = ..()
var/scale = (rand(2, 10) / 10) + (rand(0, 5) / 100)
transform = matrix(transform, scale, scale, MATRIX_SCALE)
setDir(pick(NORTH, SOUTH, EAST, WEST))
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = FALSE
anchored = TRUE
layer = 50
plane = HUD_PLANE
/obj/effect/decal/chempuff
name = "chemicals"
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
return
/obj/effect/decal/snow
name = "snow"
density = FALSE
anchored = TRUE
layer = TURF_DECAL_LAYER
icon = 'icons/turf/snow.dmi'
icon_state = "snow"
/obj/effect/decal/snow/clean/edge
icon_state = "snow_corner"
/obj/effect/decal/snow/sand/edge
icon_state = "gravsnow_corner"
/obj/effect/decal/snow/clean/surround
icon_state = "snow_surround"
/obj/effect/decal/snow/sand/surround
icon_state = "gravsnow_surround"
/obj/effect/decal/leaves
name = "fall leaves"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "fallleaves"
/obj/effect/decal/straw
name = "scattered straw"
density = FALSE
anchored = TRUE
layer = HIGH_TURF_LAYER
icon = 'icons/obj/flora/plants.dmi'
icon_state = "strawscattered"
/obj/effect/decal/straw/medium
icon_state = "strawscattered3"
/obj/effect/decal/straw/light
icon_state = "strawscattered2"
/obj/effect/decal/straw/edge
icon_state = "strawscatterededge"
/obj/effect/decal/ants
name = "space ants"
desc = "A bunch of space ants."
icon = 'icons/goonstation/effects/effects.dmi'
icon_state = "spaceants"
scoop_reagents = list("ants" = 20)
/obj/effect/decal/ants/Initialize(mapload)
. = ..()
var/scale = (rand(2, 10) / 10) + (rand(0, 5) / 100)
transform = matrix(transform, scale, scale, MATRIX_SCALE)
setDir(pick(NORTH, SOUTH, EAST, WEST))
+46 -46
View File
@@ -1,46 +1,46 @@
/obj/effect/decal/remains
gender = PLURAL
/obj/effect/decal/remains/acid_act()
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
playsound(src, 'sound/items/welder.ogg', 150, TRUE)
new /obj/effect/decal/cleanable/greenglow(drop_location())
qdel(src)
/obj/effect/decal/remains/human
name = "remains"
desc = "They look like human remains. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = TRUE
/obj/effect/decal/remains/xeno
name = "remains"
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remainsxeno"
anchored = TRUE
/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
anchored = TRUE
/obj/effect/decal/remains/slime
name = "You shouldn't see this"
desc = "Noooooooooooooooooooooo"
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = TRUE
/obj/effect/decal/remains/slime/New()
..()
var/datum/reagents/R = new/datum/reagents(5)
var/obj/effect/particle_effect/water/W = new(get_turf(src))
W.reagents = R
R.my_atom = W
R.add_reagent("water", 5)
R.reaction(get_turf(src))
qdel(src)
/obj/effect/decal/remains
gender = PLURAL
/obj/effect/decal/remains/acid_act()
visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
playsound(src, 'sound/items/welder.ogg', 150, TRUE)
new /obj/effect/decal/cleanable/greenglow(drop_location())
qdel(src)
/obj/effect/decal/remains/human
name = "remains"
desc = "They look like human remains. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = TRUE
/obj/effect/decal/remains/xeno
name = "remains"
desc = "They look like the remains of something... alien. They have a strange aura about them."
icon = 'icons/effects/blood.dmi'
icon_state = "remainsxeno"
anchored = TRUE
/obj/effect/decal/remains/robot
name = "remains"
desc = "They look like the remains of something mechanical. They have a strange aura about them."
icon = 'icons/mob/robots.dmi'
icon_state = "remainsrobot"
anchored = TRUE
/obj/effect/decal/remains/slime
name = "You shouldn't see this"
desc = "Noooooooooooooooooooooo"
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
anchored = TRUE
/obj/effect/decal/remains/slime/New()
..()
var/datum/reagents/R = new/datum/reagents(5)
var/obj/effect/particle_effect/water/W = new(get_turf(src))
W.reagents = R
R.my_atom = W
R.add_reagent("water", 5)
R.reaction(get_turf(src))
qdel(src)
@@ -2,4 +2,4 @@
icon_state = "sandyfloor"
/obj/effect/turf_decal/sand/plating
icon_state = "sandyplating"
icon_state = "sandyplating"
@@ -149,4 +149,4 @@
icon_state = "box_corners_red"
/obj/effect/turf_decal/plaque
icon_state = "plaque"
icon_state = "plaque"
@@ -36,4 +36,4 @@
/obj/effect/turf_decal/tile/neutral
name = "neutral corner"
color = "#D4D4D4"
alpha = 50
alpha = 50
@@ -9,4 +9,4 @@
/obj/effect/turf_decal/weather/snow/corner
name = "snow corner piece"
icon = 'icons/turf/snow.dmi'
icon_state = "snow_corner"
icon_state = "snow_corner"
@@ -73,4 +73,4 @@ would spawn and follow the beaker, even if it is carried or thrown.
/datum/effect_system/proc/decrement_total_effect()
total_effects--
if(autocleanup && total_effects <= 0)
qdel(src)
qdel(src)
@@ -123,4 +123,4 @@
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.can_breathe_gas())
chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)
chemholder.reagents.copy_to(C, chemholder.reagents.total_volume)
@@ -218,4 +218,4 @@
return !density
/obj/structure/foamedmetal/CanAtmosPass()
return !density
return !density
+1 -1
View File
@@ -89,4 +89,4 @@
/obj/effect/decal/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
qdel(src)
qdel(src)
+1 -1
View File
@@ -38,4 +38,4 @@
/obj/effect/forcefield/mime/advanced
name = "invisible blockade"
desc = "You might be here a while."
lifetime = 60 SECONDS
lifetime = 60 SECONDS
+53 -53
View File
@@ -1,53 +1,53 @@
/proc/gibs(atom/location, datum/dna/MobDNA) //CARN MARKER
new /obj/effect/gibspawner/generic(get_turf(location), MobDNA)
/proc/hgibs(atom/location, datum/dna/MobDNA)
new /obj/effect/gibspawner/human(get_turf(location), MobDNA)
/proc/xgibs(atom/location)
new /obj/effect/gibspawner/xeno(get_turf(location))
/proc/robogibs(atom/location)
new /obj/effect/gibspawner/robot(get_turf(location))
/obj/effect/gibspawner
var/sparks = 0 //whether sparks spread on Gib()
var/list/gibtypes = list()
var/list/gibamounts = list()
var/list/gibdirections = list() //of lists
/obj/effect/gibspawner/New(location, datum/dna/MobDNA)
..()
if(istype(loc,/turf)) //basically if a badmin spawns it
Gib(loc, MobDNA)
/obj/effect/gibspawner/proc/Gib(atom/location, datum/dna/MobDNA = null)
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
to_chat(world, "<span class='warning'>Gib list length mismatch!</span>")
return
var/obj/effect/decal/cleanable/blood/gibs/gib = null
if(sparks)
do_sparks(2, 1, location)
for(var/i = 1, i<= gibtypes.len, i++)
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(location)
gib.blood_DNA = list()
if(MobDNA)
gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
else if(istype(src, /obj/effect/gibspawner/xeno))
gib.blood_DNA["UNKNOWN DNA"] = "X*"
else if(istype(src, /obj/effect/gibspawner/human)) // Probably a monkey
gib.blood_DNA["Non-human DNA"] = "A+"
var/list/directions = gibdirections[i]
if(directions.len)
gib.streak(directions)
qdel(src)
/proc/gibs(atom/location, datum/dna/MobDNA) //CARN MARKER
new /obj/effect/gibspawner/generic(get_turf(location), MobDNA)
/proc/hgibs(atom/location, datum/dna/MobDNA)
new /obj/effect/gibspawner/human(get_turf(location), MobDNA)
/proc/xgibs(atom/location)
new /obj/effect/gibspawner/xeno(get_turf(location))
/proc/robogibs(atom/location)
new /obj/effect/gibspawner/robot(get_turf(location))
/obj/effect/gibspawner
var/sparks = 0 //whether sparks spread on Gib()
var/list/gibtypes = list()
var/list/gibamounts = list()
var/list/gibdirections = list() //of lists
/obj/effect/gibspawner/New(location, datum/dna/MobDNA)
..()
if(istype(loc,/turf)) //basically if a badmin spawns it
Gib(loc, MobDNA)
/obj/effect/gibspawner/proc/Gib(atom/location, datum/dna/MobDNA = null)
if(gibtypes.len != gibamounts.len || gibamounts.len != gibdirections.len)
to_chat(world, "<span class='warning'>Gib list length mismatch!</span>")
return
var/obj/effect/decal/cleanable/blood/gibs/gib = null
if(sparks)
do_sparks(2, 1, location)
for(var/i = 1, i<= gibtypes.len, i++)
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(location)
gib.blood_DNA = list()
if(MobDNA)
gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.blood_type
else if(istype(src, /obj/effect/gibspawner/xeno))
gib.blood_DNA["UNKNOWN DNA"] = "X*"
else if(istype(src, /obj/effect/gibspawner/human)) // Probably a monkey
gib.blood_DNA["Non-human DNA"] = "A+"
var/list/directions = gibdirections[i]
if(directions.len)
gib.streak(directions)
qdel(src)
+169 -169
View File
@@ -1,169 +1,169 @@
//separate dm since hydro is getting bloated already
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = 0
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
max_integrity = 30
var/delay = 1200
var/floor = 0
var/generation = 1
var/spreadIntoAdjacentChance = 60
var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
icon_state = "glowcap"
myseed = /obj/item/seeds/glowshroom/glowcap
/obj/structure/glowshroom/shadowshroom
name = "shadowshroom"
desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light."
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
/obj/structure/glowshroom/single/Spread()
return
/obj/structure/glowshroom/examine(mob/user)
. = ..()
. += "This is a [generation]\th generation [name]!"
/obj/structure/glowshroom/Destroy()
QDEL_NULL(myseed)
return ..()
/obj/structure/glowshroom/New(loc, obj/item/seeds/newseed, mutate_stats)
..()
if(newseed)
myseed = newseed.Copy()
myseed.forceMove(src)
else
myseed = new myseed(src)
if(mutate_stats) //baby mushrooms have different stats :3
myseed.adjust_potency(rand(-3,6))
myseed.adjust_yield(rand(-1,2))
myseed.adjust_production(rand(-3,6))
myseed.adjust_endurance(rand(-3,6))
delay = delay - myseed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
obj_integrity = myseed.endurance
max_integrity = myseed.endurance
if(myseed.get_gene(/datum/plant_gene/trait/glow))
var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow)
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = "[base_icon_state]f"
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
var/shrooms_planted = 0
for(var/i in 1 to myseed.yield)
if(prob(1/(generation * generation) * 100))//This formula gives you diminishing returns based on generation. 100% with 1st gen, decreasing to 25%, 11%, 6, 4, 2...
var/list/possibleLocs = list()
var/spreadsIntoAdjacent = FALSE
if(prob(spreadIntoAdjacentChance))
spreadsIntoAdjacent = TRUE
for(var/turf/simulated/floor/earth in view(3,src))
if(!ownturf.CanAtmosPass(earth))
continue
if(spreadsIntoAdjacent || !locate(/obj/structure/glowshroom) in view(1,earth))
possibleLocs += earth
CHECK_TICK
if(!possibleLocs.len)
break
var/turf/newLoc = pick(possibleLocs)
var/shroomCount = 0 //hacky
var/placeCount = 1
for(var/obj/structure/glowshroom/shroom in newLoc)
shroomCount++
for(var/wallDir in cardinal)
var/turf/isWall = get_step(newLoc,wallDir)
if(isWall.density)
placeCount++
if(shroomCount >= placeCount)
continue
var/obj/structure/glowshroom/child = new type(newLoc, myseed, TRUE)
child.generation = generation + 1
shrooms_planted++
CHECK_TICK
else
shrooms_planted++ //if we failed due to generation, don't try to plant one later
if(shrooms_planted < myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.yield -= shrooms_planted
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
for(var/wallDir in cardinal)
var/turf/newTurf = get_step(location,wallDir)
if(newTurf.density)
direction |= wallDir
for(var/obj/structure/glowshroom/shroom in location)
if(shroom == src)
continue
if(shroom.floor) //special
direction &= ~16
else
direction &= ~shroom.dir
var/list/dirList = list()
for(var/i=1,i<=16,i <<= 1)
if(direction & i)
dirList += i
if(dirList.len)
var/newDir = pick(dirList)
if(newDir == 16)
floor = 1
newDir = 1
return newDir
floor = 1
return 1
/obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)
//separate dm since hydro is getting bloated already
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = 0
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
max_integrity = 30
var/delay = 1200
var/floor = 0
var/generation = 1
var/spreadIntoAdjacentChance = 60
var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
icon_state = "glowcap"
myseed = /obj/item/seeds/glowshroom/glowcap
/obj/structure/glowshroom/shadowshroom
name = "shadowshroom"
desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light."
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
/obj/structure/glowshroom/single/Spread()
return
/obj/structure/glowshroom/examine(mob/user)
. = ..()
. += "This is a [generation]\th generation [name]!"
/obj/structure/glowshroom/Destroy()
QDEL_NULL(myseed)
return ..()
/obj/structure/glowshroom/New(loc, obj/item/seeds/newseed, mutate_stats)
..()
if(newseed)
myseed = newseed.Copy()
myseed.forceMove(src)
else
myseed = new myseed(src)
if(mutate_stats) //baby mushrooms have different stats :3
myseed.adjust_potency(rand(-3,6))
myseed.adjust_yield(rand(-1,2))
myseed.adjust_production(rand(-3,6))
myseed.adjust_endurance(rand(-3,6))
delay = delay - myseed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
obj_integrity = myseed.endurance
max_integrity = myseed.endurance
if(myseed.get_gene(/datum/plant_gene/trait/glow))
var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow)
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = "[base_icon_state]f"
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
var/shrooms_planted = 0
for(var/i in 1 to myseed.yield)
if(prob(1/(generation * generation) * 100))//This formula gives you diminishing returns based on generation. 100% with 1st gen, decreasing to 25%, 11%, 6, 4, 2...
var/list/possibleLocs = list()
var/spreadsIntoAdjacent = FALSE
if(prob(spreadIntoAdjacentChance))
spreadsIntoAdjacent = TRUE
for(var/turf/simulated/floor/earth in view(3,src))
if(!ownturf.CanAtmosPass(earth))
continue
if(spreadsIntoAdjacent || !locate(/obj/structure/glowshroom) in view(1,earth))
possibleLocs += earth
CHECK_TICK
if(!possibleLocs.len)
break
var/turf/newLoc = pick(possibleLocs)
var/shroomCount = 0 //hacky
var/placeCount = 1
for(var/obj/structure/glowshroom/shroom in newLoc)
shroomCount++
for(var/wallDir in cardinal)
var/turf/isWall = get_step(newLoc,wallDir)
if(isWall.density)
placeCount++
if(shroomCount >= placeCount)
continue
var/obj/structure/glowshroom/child = new type(newLoc, myseed, TRUE)
child.generation = generation + 1
shrooms_planted++
CHECK_TICK
else
shrooms_planted++ //if we failed due to generation, don't try to plant one later
if(shrooms_planted < myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.yield -= shrooms_planted
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
for(var/wallDir in cardinal)
var/turf/newTurf = get_step(location,wallDir)
if(newTurf.density)
direction |= wallDir
for(var/obj/structure/glowshroom/shroom in location)
if(shroom == src)
continue
if(shroom.floor) //special
direction &= ~16
else
direction &= ~shroom.dir
var/list/dirList = list()
for(var/i=1,i<=16,i <<= 1)
if(direction & i)
dirList += i
if(dirList.len)
var/newDir = pick(dirList)
if(newDir == 16)
floor = 1
newDir = 1
return newDir
floor = 1
return 1
/obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)
+306 -306
View File
@@ -1,306 +1,306 @@
/obj/effect/landmark
name = "landmark"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
anchored = 1.0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/landmark/New()
..()
set_tag()
invisibility = 101
switch(name) //some of these are probably obsolete
if("start")
newplayer_start += loc
qdel(src)
if("wizard")
wizardstart += loc
qdel(src)
if("JoinLate")
latejoin += loc
qdel(src)
if("JoinLateGateway")
latejoin_gateway += loc
qdel(src)
if("JoinLateCryo")
latejoin_cryo += loc
qdel(src)
if("JoinLateCyborg")
latejoin_cyborg += loc
qdel(src)
if("prisonwarp")
prisonwarp += loc
qdel(src)
if("prisonsecuritywarp")
prisonsecuritywarp += loc
qdel(src)
if("tdome1")
tdome1 += loc
if("tdome2")
tdome2 += loc
if("tdomeadmin")
tdomeadmin += loc
if("tdomeobserve")
tdomeobserve += loc
if("aroomwarp")
aroomwarp += loc
if("blobstart")
blobstart += loc
qdel(src)
if("xeno_spawn")
xeno_spawn += loc
qdel(src)
if("ninjastart")
ninjastart += loc
qdel(src)
if("carpspawn")
carplist += loc
if("voxstart")
raider_spawn += loc
if("ERT Director")
ertdirector += loc
qdel(src)
if("Response Team")
emergencyresponseteamspawn += loc
qdel(src)
if("Syndicate Officer")
syndicateofficer += loc
qdel(src)
GLOB.landmarks_list += src
return 1
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
..()
return QDEL_HINT_HARDDEL_NOW
/obj/effect/landmark/proc/set_tag()
tag = text("landmark*[]", name)
/obj/effect/landmark/singularity_act()
return
// Please stop bombing the Observer-Start landmark.
/obj/effect/landmark/ex_act()
return
/obj/effect/landmark/singularity_pull()
return
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
anchored = 1.0
/obj/effect/landmark/start/set_tag()
tag = "start*[name]"
//Costume spawner landmarks
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
qdel(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
new /obj/item/clothing/head/chicken(src.loc)
new /obj/item/reagent_containers/food/snacks/egg(src.loc)
qdel(src)
/obj/effect/landmark/costume/gladiator/New()
new /obj/item/clothing/under/gladiator(src.loc)
new /obj/item/clothing/head/helmet/gladiator(src.loc)
qdel(src)
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/storage/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
qdel(src)
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havana(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
qdel(src)
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
qdel(src)
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/sunglasses/blindfold(src.loc)
qdel(src)
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
qdel(src)
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/color/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
if(prob(30))
new /obj/item/clothing/head/cueball(src.loc)
qdel(src)
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
qdel(src)
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowlerhat, /obj/item/clothing/head/that)
new CHOICE(src.loc)
new /obj/item/clothing/shoes/black(src.loc)
new /obj/item/cane(src.loc)
new /obj/item/clothing/under/sl_suit(src.loc)
new /obj/item/clothing/mask/fakemoustache(src.loc)
qdel(src)
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
qdel(src)
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/gas/owl_mask(src.loc)
qdel(src)
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/apron(src.loc)
qdel(src)
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate_black(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/eyepatch(src.loc)
qdel(src)
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
qdel(src)
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if(prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
qdel(src)
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
qdel(src)
/obj/effect/landmark/costume/marisawizard/fake/New()
new /obj/item/clothing/head/wizard/marisa/fake(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc)
qdel(src)
/obj/effect/landmark/costume/cutewitch/New()
new /obj/item/clothing/under/sundress(src.loc)
new /obj/item/clothing/head/witchwig(src.loc)
new /obj/item/twohanded/staff/broom(src.loc)
qdel(src)
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
new /obj/item/twohanded/staff/(src.loc)
qdel(src)
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/clown_hat/sexy(loc)
new /obj/item/clothing/under/rank/clown/sexy(loc)
qdel(src)
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
qdel(src)
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/New(loc, my_ruin_template)
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
..(loc)
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()
// Damage tiles
/obj/effect/landmark/damageturf
icon_state = "damaged"
/obj/effect/landmark/damageturf/New()
..()
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.break_tile()
/obj/effect/landmark/burnturf
icon_state = "burned"
/obj/effect/landmark/burnturf/New()
..()
var/turf/simulated/T = get_turf(src)
T.burn_tile()
/obj/effect/landmark/battle_mob_point
name = "Nanomob Battle Avatar Spawn Point"
/obj/effect/landmark/free_golem_spawn
name = "Free Golem Spawn Point"
/obj/effect/landmark
name = "landmark"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
anchored = 1.0
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/landmark/New()
..()
set_tag()
invisibility = 101
switch(name) //some of these are probably obsolete
if("start")
newplayer_start += loc
qdel(src)
if("wizard")
wizardstart += loc
qdel(src)
if("JoinLate")
latejoin += loc
qdel(src)
if("JoinLateGateway")
latejoin_gateway += loc
qdel(src)
if("JoinLateCryo")
latejoin_cryo += loc
qdel(src)
if("JoinLateCyborg")
latejoin_cyborg += loc
qdel(src)
if("prisonwarp")
prisonwarp += loc
qdel(src)
if("prisonsecuritywarp")
prisonsecuritywarp += loc
qdel(src)
if("tdome1")
tdome1 += loc
if("tdome2")
tdome2 += loc
if("tdomeadmin")
tdomeadmin += loc
if("tdomeobserve")
tdomeobserve += loc
if("aroomwarp")
aroomwarp += loc
if("blobstart")
blobstart += loc
qdel(src)
if("xeno_spawn")
xeno_spawn += loc
qdel(src)
if("ninjastart")
ninjastart += loc
qdel(src)
if("carpspawn")
carplist += loc
if("voxstart")
raider_spawn += loc
if("ERT Director")
ertdirector += loc
qdel(src)
if("Response Team")
emergencyresponseteamspawn += loc
qdel(src)
if("Syndicate Officer")
syndicateofficer += loc
qdel(src)
GLOB.landmarks_list += src
return 1
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
..()
return QDEL_HINT_HARDDEL_NOW
/obj/effect/landmark/proc/set_tag()
tag = text("landmark*[]", name)
/obj/effect/landmark/singularity_act()
return
// Please stop bombing the Observer-Start landmark.
/obj/effect/landmark/ex_act()
return
/obj/effect/landmark/singularity_pull()
return
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
anchored = 1.0
/obj/effect/landmark/start/set_tag()
tag = "start*[name]"
//Costume spawner landmarks
/obj/effect/landmark/costume/New() //costume spawner, selects a random subclass and disappears
var/list/options = typesof(/obj/effect/landmark/costume)
var/PICK= options[rand(1,options.len)]
new PICK(src.loc)
qdel(src)
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
new /obj/item/clothing/head/chicken(src.loc)
new /obj/item/reagent_containers/food/snacks/egg(src.loc)
qdel(src)
/obj/effect/landmark/costume/gladiator/New()
new /obj/item/clothing/under/gladiator(src.loc)
new /obj/item/clothing/head/helmet/gladiator(src.loc)
qdel(src)
/obj/effect/landmark/costume/madscientist/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/suit/storage/labcoat/mad(src.loc)
new /obj/item/clothing/glasses/gglasses(src.loc)
qdel(src)
/obj/effect/landmark/costume/elpresidente/New()
new /obj/item/clothing/under/gimmick/rank/captain/suit(src.loc)
new /obj/item/clothing/head/flatcap(src.loc)
new /obj/item/clothing/mask/cigarette/cigar/havana(src.loc)
new /obj/item/clothing/shoes/jackboots(src.loc)
qdel(src)
/obj/effect/landmark/costume/nyangirl/New()
new /obj/item/clothing/under/schoolgirl(src.loc)
new /obj/item/clothing/head/kitty(src.loc)
qdel(src)
/obj/effect/landmark/costume/maid/New()
new /obj/item/clothing/under/blackskirt(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/beret , /obj/item/clothing/head/rabbitears )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/sunglasses/blindfold(src.loc)
qdel(src)
/obj/effect/landmark/costume/butler/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/under/suit_jacket(src.loc)
new /obj/item/clothing/head/that(src.loc)
qdel(src)
/obj/effect/landmark/costume/scratch/New()
new /obj/item/clothing/gloves/color/white(src.loc)
new /obj/item/clothing/shoes/white(src.loc)
new /obj/item/clothing/under/scratch(src.loc)
if(prob(30))
new /obj/item/clothing/head/cueball(src.loc)
qdel(src)
/obj/effect/landmark/costume/highlander/New()
new /obj/item/clothing/under/kilt(src.loc)
new /obj/item/clothing/head/beret(src.loc)
qdel(src)
/obj/effect/landmark/costume/prig/New()
new /obj/item/clothing/suit/wcoat(src.loc)
new /obj/item/clothing/glasses/monocle(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/bowlerhat, /obj/item/clothing/head/that)
new CHOICE(src.loc)
new /obj/item/clothing/shoes/black(src.loc)
new /obj/item/cane(src.loc)
new /obj/item/clothing/under/sl_suit(src.loc)
new /obj/item/clothing/mask/fakemoustache(src.loc)
qdel(src)
/obj/effect/landmark/costume/plaguedoctor/New()
new /obj/item/clothing/suit/bio_suit/plaguedoctorsuit(src.loc)
new /obj/item/clothing/head/plaguedoctorhat(src.loc)
qdel(src)
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/gas/owl_mask(src.loc)
qdel(src)
/obj/effect/landmark/costume/waiter/New()
new /obj/item/clothing/under/waiter(src.loc)
var/CHOICE= pick( /obj/item/clothing/head/kitty, /obj/item/clothing/head/rabbitears)
new CHOICE(src.loc)
new /obj/item/clothing/suit/apron(src.loc)
qdel(src)
/obj/effect/landmark/costume/pirate/New()
new /obj/item/clothing/under/pirate(src.loc)
new /obj/item/clothing/suit/pirate_black(src.loc)
var/CHOICE = pick( /obj/item/clothing/head/pirate , /obj/item/clothing/head/bandana )
new CHOICE(src.loc)
new /obj/item/clothing/glasses/eyepatch(src.loc)
qdel(src)
/obj/effect/landmark/costume/commie/New()
new /obj/item/clothing/under/soviet(src.loc)
new /obj/item/clothing/head/ushanka(src.loc)
qdel(src)
/obj/effect/landmark/costume/imperium_monk/New()
new /obj/item/clothing/suit/imperium_monk(src.loc)
if(prob(25))
new /obj/item/clothing/mask/gas/cyborg(src.loc)
qdel(src)
/obj/effect/landmark/costume/holiday_priest/New()
new /obj/item/clothing/suit/holidaypriest(src.loc)
qdel(src)
/obj/effect/landmark/costume/marisawizard/fake/New()
new /obj/item/clothing/head/wizard/marisa/fake(src.loc)
new/obj/item/clothing/suit/wizrobe/marisa/fake(src.loc)
qdel(src)
/obj/effect/landmark/costume/cutewitch/New()
new /obj/item/clothing/under/sundress(src.loc)
new /obj/item/clothing/head/witchwig(src.loc)
new /obj/item/twohanded/staff/broom(src.loc)
qdel(src)
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
new /obj/item/twohanded/staff/(src.loc)
qdel(src)
/obj/effect/landmark/costume/sexyclown/New()
new /obj/item/clothing/mask/gas/clown_hat/sexy(loc)
new /obj/item/clothing/under/rank/clown/sexy(loc)
qdel(src)
/obj/effect/landmark/costume/sexymime/New()
new /obj/item/clothing/mask/gas/sexymime(src.loc)
new /obj/item/clothing/under/sexymime(src.loc)
qdel(src)
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/New(loc, my_ruin_template)
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
..(loc)
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()
// Damage tiles
/obj/effect/landmark/damageturf
icon_state = "damaged"
/obj/effect/landmark/damageturf/New()
..()
var/turf/simulated/T = get_turf(src)
if(istype(T))
T.break_tile()
/obj/effect/landmark/burnturf
icon_state = "burned"
/obj/effect/landmark/burnturf/New()
..()
var/turf/simulated/T = get_turf(src)
T.burn_tile()
/obj/effect/landmark/battle_mob_point
name = "Nanomob Battle Avatar Spawn Point"
/obj/effect/landmark/free_golem_spawn
name = "Free Golem Spawn Point"
+20 -20
View File
@@ -1,20 +1,20 @@
/obj/effect/manifest
name = "manifest"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
/obj/effect/manifest/New()
src.invisibility = 101
return
/obj/effect/manifest/proc/manifest()
var/dat = "<B>Crew Manifest</B>:<BR>"
for(var/mob/living/carbon/human/M in GLOB.mob_list)
dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
var/obj/item/paper/P = new /obj/item/paper( src.loc )
P.info = dat
P.name = "paper- 'Crew Manifest'"
//SN src = null
qdel(src)
return
/obj/effect/manifest
name = "manifest"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
/obj/effect/manifest/New()
src.invisibility = 101
return
/obj/effect/manifest/proc/manifest()
var/dat = "<B>Crew Manifest</B>:<BR>"
for(var/mob/living/carbon/human/M in GLOB.mob_list)
dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
var/obj/item/paper/P = new /obj/item/paper( src.loc )
P.info = dat
P.name = "paper- 'Crew Manifest'"
//SN src = null
qdel(src)
return
+1 -1
View File
@@ -87,4 +87,4 @@
/obj/effect/mapping_helpers/no_lava/New()
var/turf/T = get_turf(src)
T.flags |= NO_LAVA_GEN
. = ..()
. = ..()
+185 -185
View File
@@ -1,185 +1,185 @@
/obj/effect/mine
name = "dummy mine"
desc = "I Better stay away from that thing."
density = 0
anchored = 1
icon = 'icons/obj/items.dmi'
icon_state = "uglyminearmed"
var/triggered = 0
var/faction = "syndicate"
/obj/effect/mine/proc/mineEffect(mob/living/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
if(!isliving(AM))
return
var/mob/living/M = AM
if(faction && (faction in M.faction))
return
if(M.flying)
return
triggermine(M)
/obj/effect/mine/proc/triggermine(mob/living/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
do_sparks(3, 1, src)
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/ex_act(severity)
// Necessary because, as effects, they have infinite health, and wouldn't be destroyed otherwise.
// Also, they're pressure-sensitive mines, it makes sense that an explosion (wave of pressure) triggers/destroys them.
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/living/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 8
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Weaken(stun_time)
/obj/effect/mine/depot
name = "sentry mine"
/obj/effect/mine/depot/mineEffect(mob/living/victim)
var/area/syndicate_depot/core/depotarea = areaMaster
if(istype(depotarea))
if(depotarea.mine_triggered(victim))
explosion(loc, 1, 0, 0, 1) // devastate the tile you are on, but leave everything else untouched
/obj/effect/mine/dnascramble
name = "Radiation Mine"
var/radiation_amount
/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
victim.apply_effect(radiation_amount, IRRADIATE, 0)
if(ishuman(victim))
var/mob/living/carbon/human/V = victim
if(NO_DNA in V.dna.species.species_traits)
return
randmutb(victim)
domutcheck(victim ,null)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = LINDA_SPAWN_OXYGEN
/obj/effect/mine/gas/mineEffect(mob/living/victim)
atmos_spawn_air(gas_type, gas_amount)
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = LINDA_SPAWN_N2O
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/living/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/living/victim)
if(triggered)
return
triggered = 1
invisibility = 101
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "red"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!istype(victim) || !victim.client)
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
victim << 'sound/misc/e1m1.ogg'
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP | DROPDEL
victim.drop_l_hand()
victim.drop_r_hand()
victim.put_in_hands(chainsaw)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine", 25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
spawn(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
spawn(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "blue"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive()
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "yellow"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.status_flags |= GOTTAGOFAST
spawn(duration)
victim.status_flags &= ~GOTTAGOFAST
to_chat(victim, "<span class='notice'>You slow down.</span>")
/obj/effect/mine
name = "dummy mine"
desc = "I Better stay away from that thing."
density = 0
anchored = 1
icon = 'icons/obj/items.dmi'
icon_state = "uglyminearmed"
var/triggered = 0
var/faction = "syndicate"
/obj/effect/mine/proc/mineEffect(mob/living/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
if(!isliving(AM))
return
var/mob/living/M = AM
if(faction && (faction in M.faction))
return
if(M.flying)
return
triggermine(M)
/obj/effect/mine/proc/triggermine(mob/living/victim)
if(triggered)
return
visible_message("<span class='danger'>[victim] sets off [bicon(src)] [src]!</span>")
do_sparks(3, 1, src)
mineEffect(victim)
triggered = 1
qdel(src)
/obj/effect/mine/ex_act(severity)
// Necessary because, as effects, they have infinite health, and wouldn't be destroyed otherwise.
// Also, they're pressure-sensitive mines, it makes sense that an explosion (wave of pressure) triggers/destroys them.
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
var/range_devastation = 0
var/range_heavy = 1
var/range_light = 2
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/living/victim)
explosion(loc, range_devastation, range_heavy, range_light, range_flash)
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 8
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Weaken(stun_time)
/obj/effect/mine/depot
name = "sentry mine"
/obj/effect/mine/depot/mineEffect(mob/living/victim)
var/area/syndicate_depot/core/depotarea = areaMaster
if(istype(depotarea))
if(depotarea.mine_triggered(victim))
explosion(loc, 1, 0, 0, 1) // devastate the tile you are on, but leave everything else untouched
/obj/effect/mine/dnascramble
name = "Radiation Mine"
var/radiation_amount
/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
victim.apply_effect(radiation_amount, IRRADIATE, 0)
if(ishuman(victim))
var/mob/living/carbon/human/V = victim
if(NO_DNA in V.dna.species.species_traits)
return
randmutb(victim)
domutcheck(victim ,null)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = LINDA_SPAWN_OXYGEN
/obj/effect/mine/gas/mineEffect(mob/living/victim)
atmos_spawn_air(gas_type, gas_amount)
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = LINDA_SPAWN_N2O
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/living/victim)
playsound(loc, sound, 100, 1)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/obj/effect/mine/pickup
name = "pickup"
desc = "pick me up"
icon = 'icons/effects/effects.dmi'
icon_state = "electricity2"
density = 0
var/duration = 0
/obj/effect/mine/pickup/New()
..()
animate(src, pixel_y = 4, time = 20, loop = -1)
/obj/effect/mine/pickup/triggermine(mob/living/victim)
if(triggered)
return
triggered = 1
invisibility = 101
mineEffect(victim)
qdel(src)
/obj/effect/mine/pickup/bloodbath
name = "Red Orb"
desc = "You feel angry just looking at it."
duration = 1200 //2min
color = "red"
/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
if(!istype(victim) || !victim.client)
return
to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
victim << 'sound/misc/e1m1.ogg'
var/old_color = victim.client.color
var/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
var/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
spawn(0)
new /obj/effect/hallucination/delusion(victim.loc, victim, force_kind = "demon", duration = duration, skip_nearby = 0)
var/obj/item/twohanded/required/chainsaw/doomslayer/chainsaw = new(victim.loc)
chainsaw.flags |= NODROP | DROPDEL
victim.drop_l_hand()
victim.drop_r_hand()
victim.put_in_hands(chainsaw)
chainsaw.attack_self(victim)
chainsaw.wield(victim)
victim.reagents.add_reagent("adminordrazine", 25)
victim.client.color = pure_red
animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
spawn(10)
animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
spawn(duration)
to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
qdel(chainsaw)
qdel(src)
/obj/effect/mine/pickup/healing
name = "Blue Orb"
desc = "You feel better just looking at it."
color = "blue"
/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel great!</span>")
victim.revive()
/obj/effect/mine/pickup/speed
name = "Yellow Orb"
desc = "You feel faster just looking at it."
color = "yellow"
duration = 300
/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.status_flags |= GOTTAGOFAST
spawn(duration)
victim.status_flags &= ~GOTTAGOFAST
to_chat(victim, "<span class='notice'>You slow down.</span>")
+123 -123
View File
@@ -1,123 +1,123 @@
//MISC EFFECTS
//This file is for effects that are less than 20 lines and don't fit very well in any other category.
/*CURRENT CONTENTS
Strange Present
Mark
Beam
Laser
Begin
Stop
Projection
Shut_controller
Showcase
Spawner
List_container
*/
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/effect/mark
var/mark = ""
icon = 'icons/misc/mark.dmi'
icon_state = "blank"
anchored = 1
layer = 99
plane = HUD_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/laser
name = "laser"
desc = "IT BURNS!!!"
icon = 'icons/obj/projectiles.dmi'
var/damage = 0.0
var/range = 10.0
/obj/effect/begin
name = "begin"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "begin"
anchored = 1.0
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."
anchored = 1.0
/obj/effect/shut_controller
name = "shut controller"
var/moving = null
var/list/parts = list( )
/obj/structure/showcase
name = "Showcase"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "showcase_1"
desc = "A stand with the empty body of a cyborg bolted to it."
density = 1
anchored = 1
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/structure/showcase/horrific_experiment
name = "horrific experiment"
desc = "Some sort of pod filled with blood and vicerea. You swear you can see it moving..."
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_g"
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL
//MISC EFFECTS
//This file is for effects that are less than 20 lines and don't fit very well in any other category.
/*CURRENT CONTENTS
Strange Present
Mark
Beam
Laser
Begin
Stop
Projection
Shut_controller
Showcase
Spawner
List_container
*/
//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/items.dmi'
icon_state = "strangepresent"
density = 1
anchored = 0
/obj/effect/mark
var/mark = ""
icon = 'icons/misc/mark.dmi'
icon_state = "blank"
anchored = 1
layer = 99
plane = HUD_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/laser
name = "laser"
desc = "IT BURNS!!!"
icon = 'icons/obj/projectiles.dmi'
var/damage = 0.0
var/range = 10.0
/obj/effect/begin
name = "begin"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "begin"
anchored = 1.0
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."
anchored = 1.0
/obj/effect/shut_controller
name = "shut controller"
var/moving = null
var/list/parts = list( )
/obj/structure/showcase
name = "Showcase"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "showcase_1"
desc = "A stand with the empty body of a cyborg bolted to it."
density = 1
anchored = 1
/obj/effect/spawner
name = "object spawner"
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list( )
/obj/structure/showcase/horrific_experiment
name = "horrific experiment"
desc = "Some sort of pod filled with blood and vicerea. You swear you can see it moving..."
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_g"
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL
+65 -65
View File
@@ -1,65 +1,65 @@
/obj/effect/overlay
name = "overlay"
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull()
return
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name = "beam"
icon = 'icons/effects/beam.dmi'
icon_state = "b_beam"
var/tmp/atom/BeamSource
/obj/effect/overlay/beam/New()
..()
QDEL_IN(src, 10)
/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = 1
layer = 5
anchored = 1
/obj/effect/overlay/palmtree_l
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = 1
layer = 5
anchored = 1
/obj/effect/overlay/coconut
name = "Coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
/obj/effect/overlay/sparkles
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
/obj/effect/overlay/adminoverlay
name = "adminoverlay"
icon = 'icons/effects/effects.dmi'
icon_state = "admin"
layer = 4.1
/obj/effect/overlay/wall_rot
name = "Wallrot"
desc = "Ick..."
icon = 'icons/effects/wallrot.dmi'
anchored = 1
density = 1
layer = 5
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/overlay/wall_rot/New()
..()
pixel_x += rand(-10, 10)
pixel_y += rand(-10, 10)
/obj/effect/overlay
name = "overlay"
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.
/obj/effect/overlay/singularity_act()
return
/obj/effect/overlay/singularity_pull()
return
/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name = "beam"
icon = 'icons/effects/beam.dmi'
icon_state = "b_beam"
var/tmp/atom/BeamSource
/obj/effect/overlay/beam/New()
..()
QDEL_IN(src, 10)
/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"
density = 1
layer = 5
anchored = 1
/obj/effect/overlay/palmtree_l
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"
density = 1
layer = 5
anchored = 1
/obj/effect/overlay/coconut
name = "Coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
/obj/effect/overlay/sparkles
name = "sparkles"
icon = 'icons/effects/effects.dmi'
icon_state = "shieldsparkles"
/obj/effect/overlay/adminoverlay
name = "adminoverlay"
icon = 'icons/effects/effects.dmi'
icon_state = "admin"
layer = 4.1
/obj/effect/overlay/wall_rot
name = "Wallrot"
desc = "Ick..."
icon = 'icons/effects/wallrot.dmi'
anchored = 1
density = 1
layer = 5
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/overlay/wall_rot/New()
..()
pixel_x += rand(-10, 10)
pixel_y += rand(-10, 10)
+128 -128
View File
@@ -1,128 +1,128 @@
/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
anchored = TRUE
var/obj/item/target = null
var/creator = null
var/failchance = 5
var/fail_icon = "portal1"
var/precision = TRUE // how close to the portal you will teleport. FALSE = on the portal, TRUE = adjacent
var/can_multitool_to_remove = FALSE
var/ignore_tele_proof_area_setting = FALSE
/obj/effect/portal/New(loc, turf/target, creator = null, lifespan = 300)
..()
GLOB.portals += src
src.target = target
src.creator = creator
if(lifespan > 0)
spawn(lifespan)
qdel(src)
/obj/effect/portal/Destroy()
GLOB.portals -= src
if(isobj(creator))
var/obj/O = creator
O.portal_destroyed(src)
creator = null
target = null
return ..()
/obj/effect/portal/singularity_pull()
return
/obj/effect/portal/singularity_act()
return
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(isobserver(AM))
return ..()
if(target && (get_turf(oldloc) == get_turf(target)))
return ..()
if(!teleport(AM))
return ..()
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
. = ..()
if(.)
return
if(get_turf(user) == get_turf(src))
teleport(user)
if(Adjacent(user))
user.forceMove(get_turf(src))
/obj/effect/portal/attack_ghost(mob/dead/observer/O)
if(target)
O.forceMove(target)
/obj/effect/portal/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(can_multitool_to_remove)
qdel(src)
else
user.forceMove(get_turf(src))
/obj/effect/portal/proc/can_teleport(atom/movable/M)
. = TRUE
if(!istype(M))
. = FALSE
if(!M.simulated || iseffect(M))
. = FALSE
if(M.anchored && ismecha(M))
. = FALSE
/obj/effect/portal/proc/teleport(atom/movable/M)
if(!can_teleport(M))
return FALSE
if(!target)
qdel(src)
return FALSE
if(ismegafauna(M))
message_admins("[M] has used a portal at [ADMIN_VERBOSEJMP(src)] made by [key_name_admin(usr)].")
if(prob(failchance))
icon_state = fail_icon
if(!do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0, bypass_area_flag = ignore_tele_proof_area_setting)) // Try to send them to deep space.
invalid_teleport()
return FALSE
else
if(!do_teleport(M, target, precision, bypass_area_flag = ignore_tele_proof_area_setting)) // Try to send them to a turf adjacent to target.
invalid_teleport()
return FALSE
return TRUE
/obj/effect/portal/proc/invalid_teleport()
visible_message("<span class='warning'>[src] flickers and fails due to bluespace interference!</span>")
do_sparks(5, 0, loc)
qdel(src)
/obj/effect/portal/redspace
name = "redspace portal"
desc = "A portal capable of bypassing bluespace interference."
icon_state = "portal1"
failchance = 0
precision = 0
ignore_tele_proof_area_setting = TRUE
/obj/effect/portal
name = "portal"
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
anchored = TRUE
var/obj/item/target = null
var/creator = null
var/failchance = 5
var/fail_icon = "portal1"
var/precision = TRUE // how close to the portal you will teleport. FALSE = on the portal, TRUE = adjacent
var/can_multitool_to_remove = FALSE
var/ignore_tele_proof_area_setting = FALSE
/obj/effect/portal/New(loc, turf/target, creator = null, lifespan = 300)
..()
GLOB.portals += src
src.target = target
src.creator = creator
if(lifespan > 0)
spawn(lifespan)
qdel(src)
/obj/effect/portal/Destroy()
GLOB.portals -= src
if(isobj(creator))
var/obj/O = creator
O.portal_destroyed(src)
creator = null
target = null
return ..()
/obj/effect/portal/singularity_pull()
return
/obj/effect/portal/singularity_act()
return
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(isobserver(AM))
return ..()
if(target && (get_turf(oldloc) == get_turf(target)))
return ..()
if(!teleport(AM))
return ..()
/obj/effect/portal/attack_tk(mob/user)
return
/obj/effect/portal/attack_hand(mob/user)
. = ..()
if(.)
return
if(get_turf(user) == get_turf(src))
teleport(user)
if(Adjacent(user))
user.forceMove(get_turf(src))
/obj/effect/portal/attack_ghost(mob/dead/observer/O)
if(target)
O.forceMove(target)
/obj/effect/portal/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(can_multitool_to_remove)
qdel(src)
else
user.forceMove(get_turf(src))
/obj/effect/portal/proc/can_teleport(atom/movable/M)
. = TRUE
if(!istype(M))
. = FALSE
if(!M.simulated || iseffect(M))
. = FALSE
if(M.anchored && ismecha(M))
. = FALSE
/obj/effect/portal/proc/teleport(atom/movable/M)
if(!can_teleport(M))
return FALSE
if(!target)
qdel(src)
return FALSE
if(ismegafauna(M))
message_admins("[M] has used a portal at [ADMIN_VERBOSEJMP(src)] made by [key_name_admin(usr)].")
if(prob(failchance))
icon_state = fail_icon
if(!do_teleport(M, locate(rand(5, world.maxx - 5), rand(5, world.maxy -5), 3), 0, bypass_area_flag = ignore_tele_proof_area_setting)) // Try to send them to deep space.
invalid_teleport()
return FALSE
else
if(!do_teleport(M, target, precision, bypass_area_flag = ignore_tele_proof_area_setting)) // Try to send them to a turf adjacent to target.
invalid_teleport()
return FALSE
return TRUE
/obj/effect/portal/proc/invalid_teleport()
visible_message("<span class='warning'>[src] flickers and fails due to bluespace interference!</span>")
do_sparks(5, 0, loc)
qdel(src)
/obj/effect/portal/redspace
name = "redspace portal"
desc = "A portal capable of bypassing bluespace interference."
icon_state = "portal1"
failchance = 0
precision = 0
ignore_tele_proof_area_setting = TRUE
@@ -1,65 +1,65 @@
/obj/effect/spawner/newbomb
name = "bomb"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
var/btype = 0 // 0=radio, 1=prox, 2=time
var/btemp1 = 1500
var/btemp2 = 1000 // tank temperatures
timer
btype = 2
syndicate
btemp1 = 150
btemp2 = 20
proximity
btype = 1
radio
btype = 0
/obj/effect/spawner/newbomb/New()
..()
var/obj/item/transfer_valve/V = new(src.loc)
var/obj/item/tank/plasma/PT = new(V)
var/obj/item/tank/oxygen/OT = new(V)
V.tank_one = PT
V.tank_two = OT
PT.master = V
OT.master = V
PT.air_contents.temperature = btemp1 + T0C
OT.air_contents.temperature = btemp2 + T0C
var/obj/item/assembly/S
switch(src.btype)
// radio
if(0)
S = new/obj/item/assembly/signaler(V)
// proximity
if(1)
S = new/obj/item/assembly/prox_sensor(V)
// timer
if(2)
S = new/obj/item/assembly/timer(V)
V.attached_device = S
S.holder = V
S.toggle_secure()
V.update_icon()
qdel(src)
/obj/effect/spawner/newbomb
name = "bomb"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
var/btype = 0 // 0=radio, 1=prox, 2=time
var/btemp1 = 1500
var/btemp2 = 1000 // tank temperatures
timer
btype = 2
syndicate
btemp1 = 150
btemp2 = 20
proximity
btype = 1
radio
btype = 0
/obj/effect/spawner/newbomb/New()
..()
var/obj/item/transfer_valve/V = new(src.loc)
var/obj/item/tank/plasma/PT = new(V)
var/obj/item/tank/oxygen/OT = new(V)
V.tank_one = PT
V.tank_two = OT
PT.master = V
OT.master = V
PT.air_contents.temperature = btemp1 + T0C
OT.air_contents.temperature = btemp2 + T0C
var/obj/item/assembly/S
switch(src.btype)
// radio
if(0)
S = new/obj/item/assembly/signaler(V)
// proximity
if(1)
S = new/obj/item/assembly/prox_sensor(V)
// timer
if(2)
S = new/obj/item/assembly/timer(V)
V.attached_device = S
S.holder = V
S.toggle_secure()
V.update_icon()
qdel(src)
@@ -1,35 +1,35 @@
/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)
/obj/effect/gibspawner/generic/New()
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
..()
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/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,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
/obj/effect/gibspawner/human/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
/obj/effect/gibspawner/xeno
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)
/obj/effect/gibspawner/xeno/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
/obj/effect/gibspawner/robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot/up,/obj/effect/decal/cleanable/blood/gibs/robot/down,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot/limb)
gibamounts = list(1,1,1,1,1,1)
/obj/effect/gibspawner/robot/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
gibamounts[6] = pick(0,1,2)
..()
/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)
/obj/effect/gibspawner/generic/New()
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH),list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
..()
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs,/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,/obj/effect/decal/cleanable/blood/gibs,/obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1,1,1,1,1,1,1)
/obj/effect/gibspawner/human/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
/obj/effect/gibspawner/xeno
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)
/obj/effect/gibspawner/xeno/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs, list())
gibamounts[6] = pick(0,1,2)
..()
/obj/effect/gibspawner/robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot/up,/obj/effect/decal/cleanable/blood/gibs/robot/down,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot/limb)
gibamounts = list(1,1,1,1,1,1)
/obj/effect/gibspawner/robot/New()
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST),list(SOUTH, SOUTHEAST, SOUTHWEST),list(WEST, NORTHWEST, SOUTHWEST),list(EAST, NORTHEAST, SOUTHEAST), alldirs, alldirs)
gibamounts[6] = pick(0,1,2)
..()
@@ -318,4 +318,4 @@
/obj/effect/spawner/random_spawners/syndicate/layout/spacepod
name = "50pc loot spacepod"
result = list(/obj/spacepod/syndi = 1,
/obj/spacepod/syndi/unlocked = 1)
/obj/spacepod/syndi/unlocked = 1)
@@ -1,26 +1,26 @@
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
new /turf/simulated/wall/vault(locate(i,j,z),type)
else
new /turf/simulated/floor/vault(locate(i,j,z),type)
qdel(src)
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
new /turf/simulated/wall/vault(locate(i,j,z),type)
else
new /turf/simulated/floor/vault(locate(i,j,z),type)
qdel(src)
+213 -213
View File
@@ -1,213 +1,213 @@
//generic procs copied from obj/effect/alien
/obj/structure/spider
name = "web"
desc = "it's stringy and sticky"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
density = FALSE
max_integrity = 15
var/mob/living/carbon/human/master_commander = null
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
switch(damage_type)
if(BURN)
damage_amount *= 2
if(BRUTE)
damage_amount *= 0.25
. = ..()
/obj/structure/spider/Destroy()
master_commander = null
return ..()
/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/New()
..()
if(prob(50))
icon_state = "stickyweb2"
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
return TRUE
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return TRUE
else if(istype(mover, /mob/living))
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in [src] for a moment.</span>")
return FALSE
else if(istype(mover, /obj/item/projectile))
return prob(30)
return TRUE
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life"
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/list/faction = list()
/obj/structure/spider/eggcluster/New()
..()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
START_PROCESSING(SSobj, src)
/obj/structure/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(3, 12)
for(var/i in 1 to num)
var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(loc)
S.faction = faction.Copy()
S.master_commander = master_commander
if(player_spiders)
S.player_spiders = 1
qdel(src)
/obj/structure/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = 0
layer = 2.75
max_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/list/faction = list()
var/selecting_player = 0
/obj/structure/spider/spiderling/New()
..()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
START_PROCESSING(SSobj, src)
/obj/structure/spider/spiderling/Destroy()
STOP_PROCESSING(SSobj, src)
entry_vent = null
new /obj/effect/decal/cleanable/spiderling_remains(get_turf(src))
return ..()
/obj/structure/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
loc = user.loc
else
..()
/obj/structure/spider/spiderling/process()
if(travelling_in_vent)
if(istype(loc, /turf))
travelling_in_vent = 0
entry_vent = null
else if(entry_vent)
if(get_dist(src, entry_vent) <= 1)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in entry_vent.parent.other_atmosmch)
vents.Add(temp_vent)
if(!vents.len)
entry_vent = null
return
var/obj/machinery/atmospherics/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
visible_message("<B>[src] scrambles into the ventilation ducts!</B>", \
"<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
spawn(rand(20,60))
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
spawn(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
if(prob(50))
audible_message("<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
sleep(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
visible_message("<span class='notice'>[src] skitters[pick(" away"," around","")].</span>")
else if(prob(10))
//ventcrawl!
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(!grow_as)
grow_as = pick(typesof(/mob/living/simple_animal/hostile/poison/giant_spider))
var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(loc)
S.faction = faction.Copy()
S.master_commander = master_commander
if(player_spiders && !selecting_player)
selecting_player = 1
spawn()
var/list/candidates = pollCandidates("Do you want to play as a spider?", ROLE_GSPIDER, 1)
if(candidates.len)
var/mob/C = pick(candidates)
if(C)
S.key = C.key
if(S.master_commander)
to_chat(S, "<span class='biggerdanger'>You are a spider who is loyal to [S.master_commander], obey [S.master_commander]'s every order and assist [S.master_commander.p_them()] in completing [S.master_commander.p_their()] goals at any cost.</span>")
qdel(src)
/obj/effect/decal/cleanable/spiderling_remains
name = "spiderling remains"
desc = "Green squishy mess."
icon = 'icons/effects/effects.dmi'
icon_state = "greenshatter"
anchored = 1
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
max_integrity = 60
/obj/structure/spider/cocoon/New()
..()
icon_state = pick("cocoon1","cocoon2","cocoon3")
/obj/structure/spider/cocoon/Destroy()
visible_message("<span class='danger'>[src] splits open.</span>")
for(var/atom/movable/A in contents)
A.forceMove(loc)
return ..()
//generic procs copied from obj/effect/alien
/obj/structure/spider
name = "web"
desc = "it's stringy and sticky"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
density = FALSE
max_integrity = 15
var/mob/living/carbon/human/master_commander = null
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
switch(damage_type)
if(BURN)
damage_amount *= 2
if(BRUTE)
damage_amount *= 0.25
. = ..()
/obj/structure/spider/Destroy()
master_commander = null
return ..()
/obj/structure/spider/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/New()
..()
if(prob(50))
icon_state = "stickyweb2"
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
return TRUE
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return TRUE
else if(istype(mover, /mob/living))
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in [src] for a moment.</span>")
return FALSE
else if(istype(mover, /obj/item/projectile))
return prob(30)
return TRUE
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life"
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/list/faction = list()
/obj/structure/spider/eggcluster/New()
..()
pixel_x = rand(3,-3)
pixel_y = rand(3,-3)
START_PROCESSING(SSobj, src)
/obj/structure/spider/eggcluster/process()
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/num = rand(3, 12)
for(var/i in 1 to num)
var/obj/structure/spider/spiderling/S = new /obj/structure/spider/spiderling(loc)
S.faction = faction.Copy()
S.master_commander = master_commander
if(player_spiders)
S.player_spiders = 1
qdel(src)
/obj/structure/spider/spiderling
name = "spiderling"
desc = "It never stays still for long."
icon_state = "spiderling"
anchored = 0
layer = 2.75
max_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/list/faction = list()
var/selecting_player = 0
/obj/structure/spider/spiderling/New()
..()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
START_PROCESSING(SSobj, src)
/obj/structure/spider/spiderling/Destroy()
STOP_PROCESSING(SSobj, src)
entry_vent = null
new /obj/effect/decal/cleanable/spiderling_remains(get_turf(src))
return ..()
/obj/structure/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
loc = user.loc
else
..()
/obj/structure/spider/spiderling/process()
if(travelling_in_vent)
if(istype(loc, /turf))
travelling_in_vent = 0
entry_vent = null
else if(entry_vent)
if(get_dist(src, entry_vent) <= 1)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in entry_vent.parent.other_atmosmch)
vents.Add(temp_vent)
if(!vents.len)
entry_vent = null
return
var/obj/machinery/atmospherics/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
visible_message("<B>[src] scrambles into the ventilation ducts!</B>", \
"<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
spawn(rand(20,60))
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
spawn(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
if(prob(50))
audible_message("<span class='notice'>You hear something squeezing through the ventilation ducts.</span>")
sleep(travel_time)
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
var/area/new_area = get_area(loc)
if(new_area)
new_area.Entered(src)
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
visible_message("<span class='notice'>[src] skitters[pick(" away"," around","")].</span>")
else if(prob(10))
//ventcrawl!
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)
if(amount_grown >= 100)
if(!grow_as)
grow_as = pick(typesof(/mob/living/simple_animal/hostile/poison/giant_spider))
var/mob/living/simple_animal/hostile/poison/giant_spider/S = new grow_as(loc)
S.faction = faction.Copy()
S.master_commander = master_commander
if(player_spiders && !selecting_player)
selecting_player = 1
spawn()
var/list/candidates = pollCandidates("Do you want to play as a spider?", ROLE_GSPIDER, 1)
if(candidates.len)
var/mob/C = pick(candidates)
if(C)
S.key = C.key
if(S.master_commander)
to_chat(S, "<span class='biggerdanger'>You are a spider who is loyal to [S.master_commander], obey [S.master_commander]'s every order and assist [S.master_commander.p_them()] in completing [S.master_commander.p_their()] goals at any cost.</span>")
qdel(src)
/obj/effect/decal/cleanable/spiderling_remains
name = "spiderling remains"
desc = "Green squishy mess."
icon = 'icons/effects/effects.dmi'
icon_state = "greenshatter"
anchored = 1
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
max_integrity = 60
/obj/structure/spider/cocoon/New()
..()
icon_state = pick("cocoon1","cocoon2","cocoon3")
/obj/structure/spider/cocoon/Destroy()
visible_message("<span class='danger'>[src] splits open.</span>")
for(var/atom/movable/A in contents)
A.forceMove(loc)
return ..()
+1 -1
View File
@@ -195,4 +195,4 @@
playsound(T, sound, volume, freq_vary, extra_range)
if(happens_once)
qdel(src)
qdel(src)
@@ -38,4 +38,4 @@
/obj/effect/temp_visual/cult/turf/open/floor
icon_state = "floorglow"
duration = 5
plane = FLOOR_PLANE
plane = FLOOR_PLANE
@@ -353,4 +353,4 @@
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
duration = 6
+32 -32
View File
@@ -1,32 +1,32 @@
/proc/empulse(turf/epicenter, heavy_range, light_range, log=0, cause = null)
if(!epicenter) return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])": ""] [ADMIN_COORDJMP(epicenter)]</a>")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)]")
if(heavy_range > 1)
new/obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
for(var/mob/M in range(heavy_range, epicenter))
M << 'sound/effects/empulse.ogg'
for(var/atom/T in range(light_range, epicenter))
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(1)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
T.emp_act(2)
return 1
/proc/empulse(turf/epicenter, heavy_range, light_range, log=0, cause = null)
if(!epicenter) return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
if(log)
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])": ""] [ADMIN_COORDJMP(epicenter)]</a>")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)]")
if(heavy_range > 1)
new/obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
light_range = heavy_range
for(var/mob/M in range(heavy_range, epicenter))
M << 'sound/effects/empulse.ogg'
for(var/atom/T in range(light_range, epicenter))
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
if(distance < heavy_range)
T.emp_act(1)
else if(distance == heavy_range)
if(prob(50))
T.emp_act(1)
else
T.emp_act(2)
else if(distance <= light_range)
T.emp_act(2)
return 1
+241 -241
View File
@@ -1,241 +1,241 @@
//TODO: Flash range does nothing currently
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0, silent = 0, smoke = 1, cause = null, breach = TRUE)
src = null //so we don't abort once src is deleted
epicenter = get_turf(epicenter)
// Archive the uncapped explosion for the doppler array
var/orig_dev_range = devastation_range
var/orig_heavy_range = heavy_impact_range
var/orig_light_range = light_impact_range
if(!ignorecap)
// Clamp all values to MAX_EXPLOSION_RANGE
devastation_range = min (MAX_EX_DEVASTATION_RANGE, devastation_range)
heavy_impact_range = min (MAX_EX_HEAVY_RANGE, heavy_impact_range)
light_impact_range = min (MAX_EX_LIGHT_RANGE, light_impact_range)
flash_range = min (MAX_EX_FLASH_RANGE, flash_range)
flame_range = min (MAX_EX_FLAME_RANGE, flame_range)
spawn(0)
var/watch = start_watch()
if(!epicenter) return
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
var/list/cached_exp_block = list()
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [ADMIN_COORDJMP(epicenter)] ")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)] ")
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
if(!silent)
var/frequency = get_rand_frequency()
var/sound/explosion_sound = sound(get_sfx("explosion"))
var/sound/global_boom = sound('sound/effects/explosionfar.ogg')
for(var/P in GLOB.player_list)
var/mob/M = P
// Double check for client
if(M && M.client)
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == epicenter.z)
var/dist = get_dist(M_turf, epicenter)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, null, 100, 1, frequency, falloff = 5, S = explosion_sound)
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(M.can_hear() && !isspaceturf(M.loc))
M << global_boom
if(heavy_impact_range > 1)
if(smoke)
var/datum/effect_system/explosion/smoke/E = new/datum/effect_system/explosion/smoke()
E.set_up(epicenter)
E.start()
else
var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
E.set_up(epicenter)
E.start()
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
var/list/affected_turfs = spiral_range_turfs(max_range, epicenter)
if(config.reactionary_explosions)
for(var/A in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = A
cached_exp_block[T] = 0
if(T.density && T.explosion_block)
cached_exp_block[T] += T.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
CHECK_TICK
for(var/A in affected_turfs)
var/turf/T = A
if(!T)
continue
var/dist = hypotenuse(T.x, T.y, x0, y0)
if(config.reactionary_explosions)
var/turf/Trajectory = T
while(Trajectory != epicenter)
Trajectory = get_step_towards(Trajectory, epicenter)
dist += cached_exp_block[Trajectory]
var/flame_dist = 0
// var/throw_dist = max_range - dist
if(dist < flame_range)
flame_dist = 1
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
else if(dist < light_impact_range) dist = 3
else dist = 0
//------- TURF FIRES -------
if(T)
if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
new /obj/effect/hotspot(T) //Mostly for ambience!
if(dist > 0)
if(istype(T, /turf/simulated))
var/turf/simulated/S = T
var/affecting_level
if(dist == 1)
affecting_level = 1
else
affecting_level = S.is_shielded() ? 2 : (S.intact ? 2 : 1)
for(var/atom in S.contents) //bypass type checking since only atom can be contained by turfs anyway
var/atom/AM = atom
if(AM && AM.simulated)
if(AM.level >= affecting_level)
AM.ex_act(dist)
else
for(var/atom in T.contents) //see above
var/atom/AM = atom
if(AM && AM.simulated)
AM.ex_act(dist)
CHECK_TICK
if(breach)
T.ex_act(dist)
else
T.ex_act(3)
CHECK_TICK
//--- THROW ITEMS AROUND ---
/*
if(throw_dist > 0)
var/throw_dir = get_dir(epicenter,T)
for(var/obj/item/I in T)
spawn(0) //Simultaneously not one at a time
if(I && !I.anchored)
var/throw_mult = 0.5 + (0.5 * rand()) // Between 0.5 and 1.0
var/throw_range = round((throw_dist + 1) * throw_mult) // Roughly 50% to 100% of throw_dist
if(throw_range > 0)
var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
I.throw_at(throw_at, throw_range, 2, no_spin = 1) //Throw it at 2 speed, this is purely visual anyway; don't spin the thrown items, it's very costly.
*/
var/took = stop_watch(watch)
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(Debug2)
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
//Machines which report explosions.
for(var/i,i<=doppler_arrays.len,i++)
var/obj/machinery/doppler_array/Array = doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
return 1
/proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in spiral_range_turfs(range, epicenter))
tile.ex_act(2)
/client/proc/check_bomb_impacts()
set name = "Check Bomb Impact"
set category = "Debug"
var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
var/turf/epicenter = get_turf(mob)
if(!epicenter)
return
var/dev = 0
var/heavy = 0
var/light = 0
var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
var/choice = input("Bomb Size?") in choices
switch(choice)
if(null)
return 0
if("Small Bomb")
dev = 1
heavy = 2
light = 3
if("Medium Bomb")
dev = 2
heavy = 3
light = 4
if("Big Bomb")
dev = 3
heavy = 5
light = 7
if("Custom Bomb")
dev = input("Devestation range (Tiles):") as num
heavy = input("Heavy impact range (Tiles):") as num
light = input("Light impact range (Tiles):") as num
var/max_range = max(dev, heavy, light)
var/x0 = epicenter.x
var/y0 = epicenter.y
var/list/wipe_colours = list()
for(var/turf/T in spiral_range_turfs(max_range, epicenter))
wipe_colours += T
var/dist = hypotenuse(T.x, T.y, x0, y0)
if(newmode == "Yes")
var/turf/TT = T
while(TT != epicenter)
TT = get_step_towards(TT,epicenter)
if(TT.density)
dist += TT.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
if(dist < dev)
T.color = "red"
T.maptext = "Dev"
else if(dist < heavy)
T.color = "yellow"
T.maptext = "Heavy"
else if(dist < light)
T.color = "blue"
T.maptext = "Light"
else
continue
sleep(100)
for(var/turf/T in wipe_colours)
T.color = null
T.maptext = ""
//TODO: Flash range does nothing currently
/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0, silent = 0, smoke = 1, cause = null, breach = TRUE)
src = null //so we don't abort once src is deleted
epicenter = get_turf(epicenter)
// Archive the uncapped explosion for the doppler array
var/orig_dev_range = devastation_range
var/orig_heavy_range = heavy_impact_range
var/orig_light_range = light_impact_range
if(!ignorecap)
// Clamp all values to MAX_EXPLOSION_RANGE
devastation_range = min (MAX_EX_DEVASTATION_RANGE, devastation_range)
heavy_impact_range = min (MAX_EX_HEAVY_RANGE, heavy_impact_range)
light_impact_range = min (MAX_EX_LIGHT_RANGE, light_impact_range)
flash_range = min (MAX_EX_FLASH_RANGE, flash_range)
flame_range = min (MAX_EX_FLAME_RANGE, flame_range)
spawn(0)
var/watch = start_watch()
if(!epicenter) return
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
var/list/cached_exp_block = list()
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [ADMIN_COORDJMP(epicenter)] ")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)] ")
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
if(!silent)
var/frequency = get_rand_frequency()
var/sound/explosion_sound = sound(get_sfx("explosion"))
var/sound/global_boom = sound('sound/effects/explosionfar.ogg')
for(var/P in GLOB.player_list)
var/mob/M = P
// Double check for client
if(M && M.client)
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == epicenter.z)
var/dist = get_dist(M_turf, epicenter)
// If inside the blast radius + world.view - 2
if(dist <= round(max_range + world.view - 2, 1))
M.playsound_local(epicenter, null, 100, 1, frequency, falloff = 5, S = explosion_sound)
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(M.can_hear() && !isspaceturf(M.loc))
M << global_boom
if(heavy_impact_range > 1)
if(smoke)
var/datum/effect_system/explosion/smoke/E = new/datum/effect_system/explosion/smoke()
E.set_up(epicenter)
E.start()
else
var/datum/effect_system/explosion/E = new/datum/effect_system/explosion()
E.set_up(epicenter)
E.start()
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
var/list/affected_turfs = spiral_range_turfs(max_range, epicenter)
if(config.reactionary_explosions)
for(var/A in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = A
cached_exp_block[T] = 0
if(T.density && T.explosion_block)
cached_exp_block[T] += T.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
CHECK_TICK
for(var/A in affected_turfs)
var/turf/T = A
if(!T)
continue
var/dist = hypotenuse(T.x, T.y, x0, y0)
if(config.reactionary_explosions)
var/turf/Trajectory = T
while(Trajectory != epicenter)
Trajectory = get_step_towards(Trajectory, epicenter)
dist += cached_exp_block[Trajectory]
var/flame_dist = 0
// var/throw_dist = max_range - dist
if(dist < flame_range)
flame_dist = 1
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
else if(dist < light_impact_range) dist = 3
else dist = 0
//------- TURF FIRES -------
if(T)
if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
new /obj/effect/hotspot(T) //Mostly for ambience!
if(dist > 0)
if(istype(T, /turf/simulated))
var/turf/simulated/S = T
var/affecting_level
if(dist == 1)
affecting_level = 1
else
affecting_level = S.is_shielded() ? 2 : (S.intact ? 2 : 1)
for(var/atom in S.contents) //bypass type checking since only atom can be contained by turfs anyway
var/atom/AM = atom
if(AM && AM.simulated)
if(AM.level >= affecting_level)
AM.ex_act(dist)
else
for(var/atom in T.contents) //see above
var/atom/AM = atom
if(AM && AM.simulated)
AM.ex_act(dist)
CHECK_TICK
if(breach)
T.ex_act(dist)
else
T.ex_act(3)
CHECK_TICK
//--- THROW ITEMS AROUND ---
/*
if(throw_dist > 0)
var/throw_dir = get_dir(epicenter,T)
for(var/obj/item/I in T)
spawn(0) //Simultaneously not one at a time
if(I && !I.anchored)
var/throw_mult = 0.5 + (0.5 * rand()) // Between 0.5 and 1.0
var/throw_range = round((throw_dist + 1) * throw_mult) // Roughly 50% to 100% of throw_dist
if(throw_range > 0)
var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
I.throw_at(throw_at, throw_range, 2, no_spin = 1) //Throw it at 2 speed, this is purely visual anyway; don't spin the thrown items, it's very costly.
*/
var/took = stop_watch(watch)
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(Debug2)
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
//Machines which report explosions.
for(var/i,i<=doppler_arrays.len,i++)
var/obj/machinery/doppler_array/Array = doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
return 1
/proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in spiral_range_turfs(range, epicenter))
tile.ex_act(2)
/client/proc/check_bomb_impacts()
set name = "Check Bomb Impact"
set category = "Debug"
var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
var/turf/epicenter = get_turf(mob)
if(!epicenter)
return
var/dev = 0
var/heavy = 0
var/light = 0
var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
var/choice = input("Bomb Size?") in choices
switch(choice)
if(null)
return 0
if("Small Bomb")
dev = 1
heavy = 2
light = 3
if("Medium Bomb")
dev = 2
heavy = 3
light = 4
if("Big Bomb")
dev = 3
heavy = 5
light = 7
if("Custom Bomb")
dev = input("Devestation range (Tiles):") as num
heavy = input("Heavy impact range (Tiles):") as num
light = input("Light impact range (Tiles):") as num
var/max_range = max(dev, heavy, light)
var/x0 = epicenter.x
var/y0 = epicenter.y
var/list/wipe_colours = list()
for(var/turf/T in spiral_range_turfs(max_range, epicenter))
wipe_colours += T
var/dist = hypotenuse(T.x, T.y, x0, y0)
if(newmode == "Yes")
var/turf/TT = T
while(TT != epicenter)
TT = get_step_towards(TT,epicenter)
if(TT.density)
dist += TT.explosion_block
for(var/obj/O in T)
var/the_block = O.explosion_block
dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
if(dist < dev)
T.color = "red"
T.maptext = "Dev"
else if(dist < heavy)
T.color = "yellow"
T.maptext = "Heavy"
else if(dist < light)
T.color = "blue"
T.maptext = "Light"
else
continue
sleep(100)
for(var/turf/T in wipe_colours)
T.color = null
T.maptext = ""
+681 -681
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -91,4 +91,4 @@
max_butts = 12
max_integrity = 12
materials = list(MAT_GLASS=60)
throwforce = 6
throwforce = 6
+77 -77
View File
@@ -1,77 +1,77 @@
//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = WEIGHT_CLASS_SMALL
attack_self(mob/user)
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/structure/closet/body_bag
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = 0
integrity_failure = 0
/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob, params)
if(istype(W, /obj/item/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && src.loc != user)
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if(t)
src.name = "body bag - "
src.name += t
src.overlays += image(src.icon, "bodybag_label")
else
src.name = "body bag"
return
if(istype(W, /obj/item/wirecutters))
to_chat(user, "You cut the tag off the bodybag")
src.name = "body bag"
src.overlays.Cut()
return
return ..()
/obj/structure/closet/body_bag/close()
if(..())
density = 0
return 1
return 0
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(opened) return 0
if(contents.len) return 0
visible_message("[usr] folds up the [src.name]")
new item_path(get_turf(src))
spawn(0)
qdel(src)
return
/obj/structure/closet/body_bag/relaymove(mob/user as mob)
if(user.stat)
return
// Make it possible to escape from bodybags in morgues and crematoriums
if(loc && (isturf(loc) || istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
if(!open())
to_chat(user, "<span class='notice'>It won't budge!</span>")
//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = WEIGHT_CLASS_SMALL
attack_self(mob/user)
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/structure/closet/body_bag
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = 0
integrity_failure = 0
/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob, params)
if(istype(W, /obj/item/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && src.loc != user)
return
t = sanitize(copytext(t,1,MAX_MESSAGE_LEN))
if(t)
src.name = "body bag - "
src.name += t
src.overlays += image(src.icon, "bodybag_label")
else
src.name = "body bag"
return
if(istype(W, /obj/item/wirecutters))
to_chat(user, "You cut the tag off the bodybag")
src.name = "body bag"
src.overlays.Cut()
return
return ..()
/obj/structure/closet/body_bag/close()
if(..())
density = 0
return 1
return 0
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(opened) return 0
if(contents.len) return 0
visible_message("[usr] folds up the [src.name]")
new item_path(get_turf(src))
spawn(0)
qdel(src)
return
/obj/structure/closet/body_bag/relaymove(mob/user as mob)
if(user.stat)
return
// Make it possible to escape from bodybags in morgues and crematoriums
if(loc && (isturf(loc) || istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
if(!open())
to_chat(user, "<span class='notice'>It won't budge!</span>")
+86 -86
View File
@@ -1,86 +1,86 @@
/obj/item/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
item_state = "candle1"
w_class = WEIGHT_CLASS_TINY
var/wax = 200
var/lit = 0
var/infinite = 0
var/start_lit = 0
light_color = "#E09D37"
/obj/item/candle/New()
..()
if(start_lit)
// No visible message
light(show_message = 0)
/obj/item/candle/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/candle/update_icon()
var/i
if(wax>150)
i = 1
else if(wax>80)
i = 2
else i = 3
icon_state = "candle[i][lit ? "_lit" : ""]"
/obj/item/candle/attackby(obj/item/W, mob/user, params)
if(is_hot(W))
light("<span class='notice'>[user] lights [src] with [W].</span>")
return
return ..()
/obj/item/candle/welder_act(mob/user, obj/item/I)
. = TRUE
if(I.tool_use_check(user, 0)) //Don't need to flash eyes because you are a badass
light("<span class='notice'>[user] casually lights the [name] with [I], what a badass.</span>")
/obj/item/candle/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
if(!lit)
light() //honk
return ..()
/obj/item/candle/proc/light(show_message)
if(!lit)
lit = 1
if(show_message)
usr.visible_message(show_message)
set_light(CANDLE_LUM)
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/candle/process()
if(!lit)
return
if(!infinite)
wax--
if(!wax)
new/obj/item/trash/candle(src.loc)
if(istype(src.loc, /mob))
var/mob/M = src.loc
M.unEquip(src, 1) //src is being deleted anyway
qdel(src)
update_icon()
if(isturf(loc)) //start a fire if possible
var/turf/T = loc
T.hotspot_expose(700, 5)
/obj/item/candle/attack_self(mob/user)
if(lit)
user.visible_message("<span class='notice'>[user] snuffs out [src].</span>")
lit = 0
update_icon()
set_light(0)
/obj/item/candle/eternal
desc = "A candle. This one seems to have an odd quality about the wax."
infinite = 1
/obj/item/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
item_state = "candle1"
w_class = WEIGHT_CLASS_TINY
var/wax = 200
var/lit = 0
var/infinite = 0
var/start_lit = 0
light_color = "#E09D37"
/obj/item/candle/New()
..()
if(start_lit)
// No visible message
light(show_message = 0)
/obj/item/candle/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/candle/update_icon()
var/i
if(wax>150)
i = 1
else if(wax>80)
i = 2
else i = 3
icon_state = "candle[i][lit ? "_lit" : ""]"
/obj/item/candle/attackby(obj/item/W, mob/user, params)
if(is_hot(W))
light("<span class='notice'>[user] lights [src] with [W].</span>")
return
return ..()
/obj/item/candle/welder_act(mob/user, obj/item/I)
. = TRUE
if(I.tool_use_check(user, 0)) //Don't need to flash eyes because you are a badass
light("<span class='notice'>[user] casually lights the [name] with [I], what a badass.</span>")
/obj/item/candle/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
if(!lit)
light() //honk
return ..()
/obj/item/candle/proc/light(show_message)
if(!lit)
lit = 1
if(show_message)
usr.visible_message(show_message)
set_light(CANDLE_LUM)
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/candle/process()
if(!lit)
return
if(!infinite)
wax--
if(!wax)
new/obj/item/trash/candle(src.loc)
if(istype(src.loc, /mob))
var/mob/M = src.loc
M.unEquip(src, 1) //src is being deleted anyway
qdel(src)
update_icon()
if(isturf(loc)) //start a fire if possible
var/turf/T = loc
T.hotspot_expose(700, 5)
/obj/item/candle/attack_self(mob/user)
if(lit)
user.visible_message("<span class='notice'>[user] snuffs out [src].</span>")
lit = 0
update_icon()
set_light(0)
/obj/item/candle/eternal
desc = "A candle. This one seems to have an odd quality about the wax."
infinite = 1
+287 -287
View File
@@ -1,287 +1,287 @@
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT | SLOT_EARS
attack_verb = list("attacked", "coloured")
toolspeed = 1
var/colour = "#FF0000" //RGB
var/drawtype = "rune"
var/list/graffiti = list("body","amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","up","down","left","right","heart","borgsrogue","voxpox","shitcurity","catbeast","hieroglyphs1","hieroglyphs2","hieroglyphs3","security","syndicate1","syndicate2","nanotrasen","lie","valid","arrowleft","arrowright","arrowup","arrowdown","chicken","hailcrab","brokenheart","peace","scribble","scribble2","scribble3","skrek","squish","tunnelsnake","yip","youaredead")
var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
var/dat
var/busy = FALSE
var/list/validSurfaces = list(/turf/simulated/floor)
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming the [name] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide.</span>")
return BRUTELOSS|OXYLOSS
/obj/item/toy/crayon/New()
..()
name = "[colourName] crayon" //Makes crayons identifiable in things like grinders
drawtype = pick(pick(graffiti), pick(letters), "rune[rand(1,10)]")
/obj/item/toy/crayon/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/proc/update_window(mob/living/user as mob)
dat += "<center><h2>Currently selected: [drawtype]</h2><br>"
dat += "<a href='?src=[UID()];type=random_letter'>Random letter</a><a href='?src=[UID()];type=letter'>Pick letter</a>"
dat += "<hr>"
dat += "<h3>Runes:</h3><br>"
dat += "<a href='?src=[UID()];type=random_rune'>Random rune</a>"
for(var/i = 1; i <= 10; i++)
dat += "<a href='?src=[UID()];type=rune[i]'>Rune[i]</a>"
if(!((i + 1) % 3)) //3 buttons in a row
dat += "<br>"
dat += "<hr>"
graffiti.Find()
dat += "<h3>Graffiti:</h3><br>"
dat += "<a href='?src=[UID()];type=random_graffiti'>Random graffiti</a>"
var/c = 1
for(var/T in graffiti)
dat += "<a href='?src=[UID()];type=[T]'>[T]</a>"
if(!((c + 1) % 3)) //3 buttons in a row
dat += "<br>"
c++
dat += "<hr>"
var/datum/browser/popup = new(user, "crayon", name, 300, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
dat = ""
/obj/item/toy/crayon/Topic(href, href_list, hsrc)
var/temp = "a"
switch(href_list["type"])
if("random_letter")
temp = pick(letters)
if("letter")
temp = input("Choose the letter.", "Scribbles") in letters
if("random_rune")
temp = "rune[rand(1,10)]"
if("random_graffiti")
temp = pick(graffiti)
else
temp = href_list["type"]
if((usr.restrained() || usr.stat || !usr.is_in_active_hand(src)))
return
drawtype = temp
update_window(usr)
/obj/item/toy/crayon/afterattack(atom/target, mob/user, proximity)
if(!proximity) return
if(busy) return
if(is_type_in_list(target,validSurfaces))
var/temp = "rune"
if(letters.Find(drawtype))
temp = "letter"
else if(graffiti.Find(drawtype))
temp = "graffiti"
to_chat(user, "<span class='info'>You start drawing a [temp] on the [target.name].</span>")
busy = TRUE
if(instant || do_after(user, 50 * toolspeed, target = target))
var/obj/effect/decal/cleanable/crayon/C = new /obj/effect/decal/cleanable/crayon(target,colour,drawtype,temp)
C.add_hiddenprint(user)
to_chat(user, "<span class='info'>You finish drawing [temp].</span>")
if(uses)
uses--
if(!uses)
to_chat(user, "<span class='danger'>You used up your [name]!</span>")
qdel(src)
busy = FALSE
/obj/item/toy/crayon/attack(mob/M, mob/user)
var/huffable = istype(src,/obj/item/toy/crayon/spraycan)
if(M == user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.check_has_mouth())
to_chat(user, "<span class='warning'>You do not have a mouth!</span>")
return
playsound(loc, 'sound/items/eatfood.ogg', 50, 0)
to_chat(user, "<span class='notice'>You take a [huffable ? "huff" : "bite"] of the [name]. Delicious!</span>")
user.adjust_nutrition(5)
if(uses)
uses -= 5
if(uses <= 0)
to_chat(user, "<span class='warning'>There is no more of [name] left!</span>")
qdel(src)
else
..()
/obj/item/toy/crayon/red
icon_state = "crayonred"
colour = "#DA0000"
colourName = "red"
/obj/item/toy/crayon/orange
icon_state = "crayonorange"
colour = "#FF9300"
colourName = "orange"
/obj/item/toy/crayon/yellow
icon_state = "crayonyellow"
colour = "#FFF200"
colourName = "yellow"
/obj/item/toy/crayon/green
icon_state = "crayongreen"
colour = "#A8E61D"
colourName = "green"
/obj/item/toy/crayon/blue
icon_state = "crayonblue"
colour = "#00B7EF"
colourName = "blue"
/obj/item/toy/crayon/purple
icon_state = "crayonpurple"
colour = "#DA00FF"
colourName = "purple"
/obj/item/toy/crayon/random/New()
icon_state = pick(list("crayonred", "crayonorange", "crayonyellow", "crayongreen", "crayonblue", "crayonpurple"))
switch(icon_state)
if("crayonred")
colour = "#DA0000"
colourName = "red"
if("crayonorange")
colour = "#FF9300"
colourName = "orange"
if("crayonyellow")
colour = "#FFF200"
colourName = "yellow"
if("crayongreen")
colour = "#A8E61D"
colourName = "green"
if("crayonblue")
colour = "#00B7EF"
colourName = "blue"
if("crayonpurple")
colour = "#DA00FF"
colourName = "purple"
..()
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
colour = "#FFFFFF"
colourName = "white"
/obj/item/toy/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
colour = "#FFFFFF"
colourName = "mime"
uses = 0
/obj/item/toy/crayon/mime/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/mime/update_window(mob/living/user as mob)
dat += "<center><span style='border:1px solid #161616; background-color: [colour];'>&nbsp;&nbsp;&nbsp;</span><a href='?src=[UID()];color=1'>Change color</a></center>"
..()
/obj/item/toy/crayon/mime/Topic(href,href_list)
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
if(colour != "#FFFFFF")
colour = "#FFFFFF"
else
colour = "#000000"
update_window(usr)
else
..()
/obj/item/toy/crayon/rainbow
icon_state = "crayonrainbow"
colour = "#FFF000"
colourName = "rainbow"
uses = 0
/obj/item/toy/crayon/rainbow/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/rainbow/update_window(mob/living/user as mob)
dat += "<center><span style='border:1px solid #161616; background-color: [colour];'>&nbsp;&nbsp;&nbsp;</span><a href='?src=[UID()];color=1'>Change color</a></center>"
..()
/obj/item/toy/crayon/rainbow/Topic(href,href_list[])
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
var/temp = input(usr, "Please select colour.", "Crayon colour") as color
colour = temp
update_window(usr)
else
..()
//Spraycan stuff
/obj/item/toy/crayon/spraycan
icon_state = "spraycan_cap"
desc = "A metallic container containing tasty paint."
var/capped = 1
instant = 1
validSurfaces = list(/turf/simulated/floor,/turf/simulated/wall)
/obj/item/toy/crayon/spraycan/New()
..()
name = "Nanotrasen-brand Rapid Paint Applicator"
update_icon()
/obj/item/toy/crayon/spraycan/attack_self(mob/living/user as mob)
var/choice = input(user,"Spraycan options") in list("Toggle Cap","Change Drawing","Change Color")
switch(choice)
if("Toggle Cap")
to_chat(user, "<span class='notice'>You [capped ? "Remove" : "Replace"] the cap of the [src]</span>")
capped = capped ? 0 : 1
icon_state = "spraycan[capped ? "_cap" : ""]"
update_icon()
if("Change Drawing")
..()
if("Change Color")
colour = input(user,"Choose Color") as color
update_icon()
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity)
return
if(capped)
return
else
if(iscarbon(target))
if(uses-10 > 0)
uses = uses - 10
var/mob/living/carbon/human/C = target
user.visible_message("<span class='danger'> [user] sprays [src] into the face of [target]!</span>")
if(C.client)
C.EyeBlurry(3)
C.EyeBlind(1)
if(C.check_eye_prot() <= 0) // no eye protection? ARGH IT BURNS.
C.Confused(3)
C.Weaken(3)
C.lip_style = "spray_face"
C.lip_color = colour
C.update_body()
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
..()
/obj/item/toy/crayon/spraycan/update_icon()
overlays.Cut()
var/image/I = image('icons/obj/crayons.dmi',icon_state = "[capped ? "spraycan_cap_colors" : "spraycan_colors"]")
I.color = colour
overlays += I
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT | SLOT_EARS
attack_verb = list("attacked", "coloured")
toolspeed = 1
var/colour = "#FF0000" //RGB
var/drawtype = "rune"
var/list/graffiti = list("body","amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","up","down","left","right","heart","borgsrogue","voxpox","shitcurity","catbeast","hieroglyphs1","hieroglyphs2","hieroglyphs3","security","syndicate1","syndicate2","nanotrasen","lie","valid","arrowleft","arrowright","arrowup","arrowdown","chicken","hailcrab","brokenheart","peace","scribble","scribble2","scribble3","skrek","squish","tunnelsnake","yip","youaredead")
var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
var/dat
var/busy = FALSE
var/list/validSurfaces = list(/turf/simulated/floor)
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming the [name] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide.</span>")
return BRUTELOSS|OXYLOSS
/obj/item/toy/crayon/New()
..()
name = "[colourName] crayon" //Makes crayons identifiable in things like grinders
drawtype = pick(pick(graffiti), pick(letters), "rune[rand(1,10)]")
/obj/item/toy/crayon/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/proc/update_window(mob/living/user as mob)
dat += "<center><h2>Currently selected: [drawtype]</h2><br>"
dat += "<a href='?src=[UID()];type=random_letter'>Random letter</a><a href='?src=[UID()];type=letter'>Pick letter</a>"
dat += "<hr>"
dat += "<h3>Runes:</h3><br>"
dat += "<a href='?src=[UID()];type=random_rune'>Random rune</a>"
for(var/i = 1; i <= 10; i++)
dat += "<a href='?src=[UID()];type=rune[i]'>Rune[i]</a>"
if(!((i + 1) % 3)) //3 buttons in a row
dat += "<br>"
dat += "<hr>"
graffiti.Find()
dat += "<h3>Graffiti:</h3><br>"
dat += "<a href='?src=[UID()];type=random_graffiti'>Random graffiti</a>"
var/c = 1
for(var/T in graffiti)
dat += "<a href='?src=[UID()];type=[T]'>[T]</a>"
if(!((c + 1) % 3)) //3 buttons in a row
dat += "<br>"
c++
dat += "<hr>"
var/datum/browser/popup = new(user, "crayon", name, 300, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
dat = ""
/obj/item/toy/crayon/Topic(href, href_list, hsrc)
var/temp = "a"
switch(href_list["type"])
if("random_letter")
temp = pick(letters)
if("letter")
temp = input("Choose the letter.", "Scribbles") in letters
if("random_rune")
temp = "rune[rand(1,10)]"
if("random_graffiti")
temp = pick(graffiti)
else
temp = href_list["type"]
if((usr.restrained() || usr.stat || !usr.is_in_active_hand(src)))
return
drawtype = temp
update_window(usr)
/obj/item/toy/crayon/afterattack(atom/target, mob/user, proximity)
if(!proximity) return
if(busy) return
if(is_type_in_list(target,validSurfaces))
var/temp = "rune"
if(letters.Find(drawtype))
temp = "letter"
else if(graffiti.Find(drawtype))
temp = "graffiti"
to_chat(user, "<span class='info'>You start drawing a [temp] on the [target.name].</span>")
busy = TRUE
if(instant || do_after(user, 50 * toolspeed, target = target))
var/obj/effect/decal/cleanable/crayon/C = new /obj/effect/decal/cleanable/crayon(target,colour,drawtype,temp)
C.add_hiddenprint(user)
to_chat(user, "<span class='info'>You finish drawing [temp].</span>")
if(uses)
uses--
if(!uses)
to_chat(user, "<span class='danger'>You used up your [name]!</span>")
qdel(src)
busy = FALSE
/obj/item/toy/crayon/attack(mob/M, mob/user)
var/huffable = istype(src,/obj/item/toy/crayon/spraycan)
if(M == user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.check_has_mouth())
to_chat(user, "<span class='warning'>You do not have a mouth!</span>")
return
playsound(loc, 'sound/items/eatfood.ogg', 50, 0)
to_chat(user, "<span class='notice'>You take a [huffable ? "huff" : "bite"] of the [name]. Delicious!</span>")
user.adjust_nutrition(5)
if(uses)
uses -= 5
if(uses <= 0)
to_chat(user, "<span class='warning'>There is no more of [name] left!</span>")
qdel(src)
else
..()
/obj/item/toy/crayon/red
icon_state = "crayonred"
colour = "#DA0000"
colourName = "red"
/obj/item/toy/crayon/orange
icon_state = "crayonorange"
colour = "#FF9300"
colourName = "orange"
/obj/item/toy/crayon/yellow
icon_state = "crayonyellow"
colour = "#FFF200"
colourName = "yellow"
/obj/item/toy/crayon/green
icon_state = "crayongreen"
colour = "#A8E61D"
colourName = "green"
/obj/item/toy/crayon/blue
icon_state = "crayonblue"
colour = "#00B7EF"
colourName = "blue"
/obj/item/toy/crayon/purple
icon_state = "crayonpurple"
colour = "#DA00FF"
colourName = "purple"
/obj/item/toy/crayon/random/New()
icon_state = pick(list("crayonred", "crayonorange", "crayonyellow", "crayongreen", "crayonblue", "crayonpurple"))
switch(icon_state)
if("crayonred")
colour = "#DA0000"
colourName = "red"
if("crayonorange")
colour = "#FF9300"
colourName = "orange"
if("crayonyellow")
colour = "#FFF200"
colourName = "yellow"
if("crayongreen")
colour = "#A8E61D"
colourName = "green"
if("crayonblue")
colour = "#00B7EF"
colourName = "blue"
if("crayonpurple")
colour = "#DA00FF"
colourName = "purple"
..()
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
colour = "#FFFFFF"
colourName = "white"
/obj/item/toy/crayon/mime
icon_state = "crayonmime"
desc = "A very sad-looking crayon."
colour = "#FFFFFF"
colourName = "mime"
uses = 0
/obj/item/toy/crayon/mime/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/mime/update_window(mob/living/user as mob)
dat += "<center><span style='border:1px solid #161616; background-color: [colour];'>&nbsp;&nbsp;&nbsp;</span><a href='?src=[UID()];color=1'>Change color</a></center>"
..()
/obj/item/toy/crayon/mime/Topic(href,href_list)
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
if(colour != "#FFFFFF")
colour = "#FFFFFF"
else
colour = "#000000"
update_window(usr)
else
..()
/obj/item/toy/crayon/rainbow
icon_state = "crayonrainbow"
colour = "#FFF000"
colourName = "rainbow"
uses = 0
/obj/item/toy/crayon/rainbow/attack_self(mob/living/user as mob)
update_window(user)
/obj/item/toy/crayon/rainbow/update_window(mob/living/user as mob)
dat += "<center><span style='border:1px solid #161616; background-color: [colour];'>&nbsp;&nbsp;&nbsp;</span><a href='?src=[UID()];color=1'>Change color</a></center>"
..()
/obj/item/toy/crayon/rainbow/Topic(href,href_list[])
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
var/temp = input(usr, "Please select colour.", "Crayon colour") as color
colour = temp
update_window(usr)
else
..()
//Spraycan stuff
/obj/item/toy/crayon/spraycan
icon_state = "spraycan_cap"
desc = "A metallic container containing tasty paint."
var/capped = 1
instant = 1
validSurfaces = list(/turf/simulated/floor,/turf/simulated/wall)
/obj/item/toy/crayon/spraycan/New()
..()
name = "Nanotrasen-brand Rapid Paint Applicator"
update_icon()
/obj/item/toy/crayon/spraycan/attack_self(mob/living/user as mob)
var/choice = input(user,"Spraycan options") in list("Toggle Cap","Change Drawing","Change Color")
switch(choice)
if("Toggle Cap")
to_chat(user, "<span class='notice'>You [capped ? "Remove" : "Replace"] the cap of the [src]</span>")
capped = capped ? 0 : 1
icon_state = "spraycan[capped ? "_cap" : ""]"
update_icon()
if("Change Drawing")
..()
if("Change Color")
colour = input(user,"Choose Color") as color
update_icon()
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity)
return
if(capped)
return
else
if(iscarbon(target))
if(uses-10 > 0)
uses = uses - 10
var/mob/living/carbon/human/C = target
user.visible_message("<span class='danger'> [user] sprays [src] into the face of [target]!</span>")
if(C.client)
C.EyeBlurry(3)
C.EyeBlind(1)
if(C.check_eye_prot() <= 0) // no eye protection? ARGH IT BURNS.
C.Confused(3)
C.Weaken(3)
C.lip_style = "spray_face"
C.lip_color = colour
C.update_body()
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
..()
/obj/item/toy/crayon/spraycan/update_icon()
overlays.Cut()
var/image/I = image('icons/obj/crayons.dmi',icon_state = "[capped ? "spraycan_cap_colors" : "spraycan_colors"]")
I.color = colour
overlays += I
+1 -1
View File
@@ -49,4 +49,4 @@
var/mob/living/simple_animal/hostile/carp/C = new /mob/living/simple_animal/hostile/carp(get_turf(src))
// Make carp non-hostile to user, yes this means
C.faction |= list("syndicate", "\ref[owner]")
qdel(src)
qdel(src)
+107 -107
View File
@@ -1,107 +1,107 @@
/obj/item/aicard
name = "inteliCard"
icon = 'icons/obj/aicards.dmi'
icon_state = "aicard" // aicard-full
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
flags = NOBLUDGEON
var/flush = null
origin_tech = "programming=3;materials=3"
/obj/item/aicard/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
var/mob/living/silicon/ai/AI = locate(/mob/living/silicon/ai) in src
if(AI) //AI is on the card, implies user wants to upload it.
target.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
add_attack_logs(user, AI, "Carded with [src]")
else //No AI on the card, therefore the user wants to download one.
target.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
update_state() //Whatever happened, update the card's state (icon, name) to match.
/obj/item/aicard/proc/update_state()
var/mob/living/silicon/ai/AI = locate(/mob/living/silicon/ai) in src //AI is inside.
if(AI)
name = "intelliCard - [AI.name]"
if(AI.stat == DEAD)
icon_state = "aicard-404"
else
icon_state = "aicard-full"
AI.cancel_camera() //AI are forced to move when transferred, so do this whenver one is downloaded.
else
icon_state = "aicard"
name = "intelliCard"
overlays.Cut()
/obj/item/aicard/attack_self(mob/user)
ui_interact(user)
/obj/item/aicard/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "aicard.tmpl", "[name]", 600, 400, state = state)
ui.open()
ui.set_auto_update(1)
/obj/item/aicard/ui_data(mob/user, ui_key = "main", datum/topic_state/state = inventory_state)
var/data[0]
var/mob/living/silicon/ai/AI = locate() in src
if(istype(AI))
data["has_ai"] = 1
data["name"] = AI.name
data["hardware_integrity"] = ((AI.health + 100) / 2)
data["radio"] = !AI.aiRadio.disabledAi
data["wireless"] = !AI.control_disabled
data["operational"] = AI.stat != DEAD
data["flushing"] = flush
var/laws[0]
for(var/datum/ai_law/AL in AI.laws.all_laws())
laws[++laws.len] = list("index" = AL.get_index(), "law" = sanitize(AL.law))
data["laws"] = laws
data["has_laws"] = laws.len
return data
/obj/item/aicard/Topic(href, href_list, nowindow, state)
if(..())
return 1
var/mob/living/silicon/ai/AI = locate() in src
if(!istype(AI))
return 1
var/user = usr
if(href_list["wipe"])
var/confirm = alert("Are you sure you want to wipe this card's memory? This cannot be undone once started.", "Confirm Wipe", "Yes", "No")
if(confirm == "Yes" && (CanUseTopic(user, state) == STATUS_INTERACTIVE))
msg_admin_attack("[key_name_admin(user)] wiped [key_name_admin(AI)] with \the [src].", ATKLOG_FEW)
add_attack_logs(user, AI, "Wiped with [src].")
flush = 1
AI.suiciding = 1
to_chat(AI, "Your core files are being wiped!")
while(AI && AI.stat != DEAD)
AI.adjustOxyLoss(2)
sleep(10)
flush = 0
if(href_list["radio"])
AI.aiRadio.disabledAi = text2num(href_list["radio"])
to_chat(AI, "<span class='warning'>Your Subspace Transceiver has been [AI.aiRadio.disabledAi ? "disabled" : "enabled"]!</span>")
to_chat(user, "<span class='notice'>You [AI.aiRadio.disabledAi ? "disable" : "enable"] the AI's Subspace Transceiver.</span>")
if(href_list["wireless"])
AI.control_disabled = text2num(href_list["wireless"])
to_chat(AI, "<span class='warning'>Your wireless interface has been [AI.control_disabled ? "disabled" : "enabled"]!</span>")
to_chat(user, "<span class='notice'>You [AI.control_disabled ? "disable" : "enable"] the AI's wireless interface.</span>")
update_icon()
return 1
/obj/item/aicard
name = "inteliCard"
icon = 'icons/obj/aicards.dmi'
icon_state = "aicard" // aicard-full
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
flags = NOBLUDGEON
var/flush = null
origin_tech = "programming=3;materials=3"
/obj/item/aicard/afterattack(atom/target, mob/user, proximity)
..()
if(!proximity || !target)
return
var/mob/living/silicon/ai/AI = locate(/mob/living/silicon/ai) in src
if(AI) //AI is on the card, implies user wants to upload it.
target.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
add_attack_logs(user, AI, "Carded with [src]")
else //No AI on the card, therefore the user wants to download one.
target.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
update_state() //Whatever happened, update the card's state (icon, name) to match.
/obj/item/aicard/proc/update_state()
var/mob/living/silicon/ai/AI = locate(/mob/living/silicon/ai) in src //AI is inside.
if(AI)
name = "intelliCard - [AI.name]"
if(AI.stat == DEAD)
icon_state = "aicard-404"
else
icon_state = "aicard-full"
AI.cancel_camera() //AI are forced to move when transferred, so do this whenver one is downloaded.
else
icon_state = "aicard"
name = "intelliCard"
overlays.Cut()
/obj/item/aicard/attack_self(mob/user)
ui_interact(user)
/obj/item/aicard/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "aicard.tmpl", "[name]", 600, 400, state = state)
ui.open()
ui.set_auto_update(1)
/obj/item/aicard/ui_data(mob/user, ui_key = "main", datum/topic_state/state = inventory_state)
var/data[0]
var/mob/living/silicon/ai/AI = locate() in src
if(istype(AI))
data["has_ai"] = 1
data["name"] = AI.name
data["hardware_integrity"] = ((AI.health + 100) / 2)
data["radio"] = !AI.aiRadio.disabledAi
data["wireless"] = !AI.control_disabled
data["operational"] = AI.stat != DEAD
data["flushing"] = flush
var/laws[0]
for(var/datum/ai_law/AL in AI.laws.all_laws())
laws[++laws.len] = list("index" = AL.get_index(), "law" = sanitize(AL.law))
data["laws"] = laws
data["has_laws"] = laws.len
return data
/obj/item/aicard/Topic(href, href_list, nowindow, state)
if(..())
return 1
var/mob/living/silicon/ai/AI = locate() in src
if(!istype(AI))
return 1
var/user = usr
if(href_list["wipe"])
var/confirm = alert("Are you sure you want to wipe this card's memory? This cannot be undone once started.", "Confirm Wipe", "Yes", "No")
if(confirm == "Yes" && (CanUseTopic(user, state) == STATUS_INTERACTIVE))
msg_admin_attack("[key_name_admin(user)] wiped [key_name_admin(AI)] with \the [src].", ATKLOG_FEW)
add_attack_logs(user, AI, "Wiped with [src].")
flush = 1
AI.suiciding = 1
to_chat(AI, "Your core files are being wiped!")
while(AI && AI.stat != DEAD)
AI.adjustOxyLoss(2)
sleep(10)
flush = 0
if(href_list["radio"])
AI.aiRadio.disabledAi = text2num(href_list["radio"])
to_chat(AI, "<span class='warning'>Your Subspace Transceiver has been [AI.aiRadio.disabledAi ? "disabled" : "enabled"]!</span>")
to_chat(user, "<span class='notice'>You [AI.aiRadio.disabledAi ? "disable" : "enable"] the AI's Subspace Transceiver.</span>")
if(href_list["wireless"])
AI.control_disabled = text2num(href_list["wireless"])
to_chat(AI, "<span class='warning'>Your wireless interface has been [AI.control_disabled ? "disabled" : "enabled"]!</span>")
to_chat(user, "<span class='notice'>You [AI.control_disabled ? "disable" : "enable"] the AI's wireless interface.</span>")
update_icon()
return 1
+258 -258
View File
@@ -1,258 +1,258 @@
/obj/item/chameleon
name = "chameleon-projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "electronic"
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "syndicate=4;magnets=4"
var/can_use = 1
var/obj/effect/dummy/chameleon/active_dummy = null
var/saved_item = /obj/item/cigbutt
var/saved_icon = 'icons/obj/clothing/masks.dmi'
var/saved_icon_state = "cigbutt"
var/saved_overlays = null
var/saved_underlays = null
/obj/item/chameleon/dropped()
disrupt()
/obj/item/chameleon/equipped()
disrupt()
/obj/item/chameleon/attack_self()
toggle()
/obj/item/chameleon/afterattack(atom/target, mob/user , proximity)
if(!proximity) return
if(!active_dummy)
if(istype(target,/obj/item) && !istype(target, /obj/item/disk/nuclear))
playsound(get_turf(src), 'sound/weapons/flash.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>Scanned [target].</span>")
saved_item = target.type
saved_icon = target.icon
saved_icon_state = target.icon_state
saved_overlays = target.overlays
saved_underlays = target.underlays
/obj/item/chameleon/proc/toggle()
if(!can_use || !saved_item) return
if(active_dummy)
eject_all()
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
QDEL_NULL(active_dummy)
to_chat(usr, "<span class='notice'>You deactivate [src].</span>")
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8)
qdel(T)
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/O = new saved_item(src)
if(!O) return
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.activate(O, usr, saved_icon, saved_icon_state, saved_overlays, saved_underlays, src)
qdel(O)
to_chat(usr, "<span class='notice'>You activate [src].</span>")
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8)
qdel(T)
/obj/item/chameleon/proc/disrupt(var/delete_dummy = 1)
if(active_dummy)
do_sparks(5, 0, src)
eject_all()
if(delete_dummy)
qdel(active_dummy)
active_dummy = null
can_use = 0
spawn(50) can_use = 1
/obj/item/chameleon/proc/eject_all()
for(var/atom/movable/A in active_dummy)
A.loc = active_dummy.loc
if(ismob(A))
var/mob/M = A
M.reset_perspective(null)
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
var/can_move = 1
var/obj/item/chameleon/master = null
/obj/effect/dummy/chameleon/proc/activate(var/obj/O, var/mob/M, new_icon, new_iconstate, new_overlays, new_underlays, var/obj/item/chameleon/C)
name = O.name
desc = O.desc
icon = new_icon
icon_state = new_iconstate
overlays = new_overlays
underlays = new_underlays
dir = O.dir
M.loc = src
master = C
master.active_dummy = src
/obj/effect/dummy/chameleon/attackby()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
master.disrupt()
/obj/effect/dummy/chameleon/attack_hand()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
master.disrupt()
/obj/effect/dummy/chameleon/attack_animal()
master.disrupt()
/obj/effect/dummy/chameleon/attack_slime()
master.disrupt()
/obj/effect/dummy/chameleon/attack_alien()
master.disrupt()
/obj/effect/dummy/chameleon/ex_act(severity) //no longer bomb-proof
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
spawn()
M.ex_act(severity)
master.disrupt()
/obj/effect/dummy/chameleon/bullet_act()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
..()
master.disrupt()
/obj/effect/dummy/chameleon/relaymove(var/mob/user, direction)
if(istype(loc, /turf/space) || !direction)
return //No magical space movement!
if(can_move)
can_move = 0
switch(user.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src, direction)
return
/obj/effect/dummy/chameleon/Destroy()
master.disrupt(0)
return ..()
/obj/item/borg_chameleon
name = "cyborg chameleon projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
var/active = FALSE
var/activationCost = 300
var/activationUpkeep = 50
var/disguise = "landmate"
var/mob/living/silicon/robot/syndicate/saboteur/S
/obj/item/borg_chameleon/Destroy()
if(S)
S.cham_proj = null
return ..()
/obj/item/borg_chameleon/dropped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/equipped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/attack_self(mob/living/silicon/robot/syndicate/saboteur/user)
if(user && user.cell && user.cell.charge > activationCost)
if(isturf(user.loc))
toggle(user)
else
to_chat(user, "<span class='warning'>You can't use [src] while inside something!</span>")
else
to_chat(user, "<span class='warning'>You need at least [activationCost] charge in your cell to use [src]!</span>")
/obj/item/borg_chameleon/proc/toggle(mob/living/silicon/robot/syndicate/saboteur/user)
if(active)
playsound(src, 'sound/effects/pop.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>You deactivate [src].</span>")
deactivate(user)
else
to_chat(user, "<span class='notice'>You activate [src].</span>")
var/start = user.filters.len
var/X
var/Y
var/rsq
var/i
var/f
for(i in 1 to 7)
do
X = 60 * rand() - 30
Y = 60 * rand() - 30
rsq = X * X + Y * Y
while(rsq < 100 || rsq > 900)
user.filters += filter(type = "wave", x = X, y = Y, size = rand() * 2.5 + 0.5, offset = rand())
for(i in 1 to 7)
f = user.filters[start+i]
animate(f, offset = f:offset, time = 0, loop = 3, flags = ANIMATION_PARALLEL)
animate(offset = f:offset - 1, time = rand() * 20 + 10)
if(do_after(user, 50, target = user) && user.cell.use(activationCost))
playsound(src, 'sound/effects/bamf.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>You are now disguised as a Nanotrasen engineering cyborg.</span>")
activate(user)
else
to_chat(user, "<span class='warning'>The chameleon field fizzles.</span>")
do_sparks(3, FALSE, user)
for(i in 1 to min(7, user.filters.len)) // removing filters that are animating does nothing, we gotta stop the animations first
f = user.filters[start + i]
animate(f)
user.filters = null
/obj/item/borg_chameleon/process()
if(S)
if(!S.cell || !S.cell.use(activationUpkeep))
disrupt(S)
else
return PROCESS_KILL
/obj/item/borg_chameleon/proc/activate(mob/living/silicon/robot/syndicate/saboteur/user)
START_PROCESSING(SSobj, src)
S = user
user.base_icon = disguise
user.icon_state = disguise
user.cham_proj = src
active = TRUE
user.update_icons()
/obj/item/borg_chameleon/proc/deactivate(mob/living/silicon/robot/syndicate/saboteur/user)
STOP_PROCESSING(SSobj, src)
S = user
user.base_icon = initial(user.base_icon)
user.icon_state = initial(user.icon_state)
active = FALSE
user.update_icons()
/obj/item/borg_chameleon/proc/disrupt(mob/living/silicon/robot/syndicate/saboteur/user)
if(active)
to_chat(user, "<span class='danger'>Your chameleon field deactivates.</span>")
deactivate(user)
/obj/item/chameleon
name = "chameleon-projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "electronic"
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "syndicate=4;magnets=4"
var/can_use = 1
var/obj/effect/dummy/chameleon/active_dummy = null
var/saved_item = /obj/item/cigbutt
var/saved_icon = 'icons/obj/clothing/masks.dmi'
var/saved_icon_state = "cigbutt"
var/saved_overlays = null
var/saved_underlays = null
/obj/item/chameleon/dropped()
disrupt()
/obj/item/chameleon/equipped()
disrupt()
/obj/item/chameleon/attack_self()
toggle()
/obj/item/chameleon/afterattack(atom/target, mob/user , proximity)
if(!proximity) return
if(!active_dummy)
if(istype(target,/obj/item) && !istype(target, /obj/item/disk/nuclear))
playsound(get_turf(src), 'sound/weapons/flash.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>Scanned [target].</span>")
saved_item = target.type
saved_icon = target.icon
saved_icon_state = target.icon_state
saved_overlays = target.overlays
saved_underlays = target.underlays
/obj/item/chameleon/proc/toggle()
if(!can_use || !saved_item) return
if(active_dummy)
eject_all()
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
QDEL_NULL(active_dummy)
to_chat(usr, "<span class='notice'>You deactivate [src].</span>")
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8)
qdel(T)
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/O = new saved_item(src)
if(!O) return
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.activate(O, usr, saved_icon, saved_icon_state, saved_overlays, saved_underlays, src)
qdel(O)
to_chat(usr, "<span class='notice'>You activate [src].</span>")
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8)
qdel(T)
/obj/item/chameleon/proc/disrupt(var/delete_dummy = 1)
if(active_dummy)
do_sparks(5, 0, src)
eject_all()
if(delete_dummy)
qdel(active_dummy)
active_dummy = null
can_use = 0
spawn(50) can_use = 1
/obj/item/chameleon/proc/eject_all()
for(var/atom/movable/A in active_dummy)
A.loc = active_dummy.loc
if(ismob(A))
var/mob/M = A
M.reset_perspective(null)
/obj/effect/dummy/chameleon
name = ""
desc = ""
density = 0
anchored = 1
var/can_move = 1
var/obj/item/chameleon/master = null
/obj/effect/dummy/chameleon/proc/activate(var/obj/O, var/mob/M, new_icon, new_iconstate, new_overlays, new_underlays, var/obj/item/chameleon/C)
name = O.name
desc = O.desc
icon = new_icon
icon_state = new_iconstate
overlays = new_overlays
underlays = new_underlays
dir = O.dir
M.loc = src
master = C
master.active_dummy = src
/obj/effect/dummy/chameleon/attackby()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
master.disrupt()
/obj/effect/dummy/chameleon/attack_hand()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
master.disrupt()
/obj/effect/dummy/chameleon/attack_animal()
master.disrupt()
/obj/effect/dummy/chameleon/attack_slime()
master.disrupt()
/obj/effect/dummy/chameleon/attack_alien()
master.disrupt()
/obj/effect/dummy/chameleon/ex_act(severity) //no longer bomb-proof
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
spawn()
M.ex_act(severity)
master.disrupt()
/obj/effect/dummy/chameleon/bullet_act()
for(var/mob/M in src)
to_chat(M, "<span class='danger'>Your chameleon-projector deactivates.</span>")
..()
master.disrupt()
/obj/effect/dummy/chameleon/relaymove(var/mob/user, direction)
if(istype(loc, /turf/space) || !direction)
return //No magical space movement!
if(can_move)
can_move = 0
switch(user.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src, direction)
return
/obj/effect/dummy/chameleon/Destroy()
master.disrupt(0)
return ..()
/obj/item/borg_chameleon
name = "cyborg chameleon projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
var/active = FALSE
var/activationCost = 300
var/activationUpkeep = 50
var/disguise = "landmate"
var/mob/living/silicon/robot/syndicate/saboteur/S
/obj/item/borg_chameleon/Destroy()
if(S)
S.cham_proj = null
return ..()
/obj/item/borg_chameleon/dropped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/equipped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/attack_self(mob/living/silicon/robot/syndicate/saboteur/user)
if(user && user.cell && user.cell.charge > activationCost)
if(isturf(user.loc))
toggle(user)
else
to_chat(user, "<span class='warning'>You can't use [src] while inside something!</span>")
else
to_chat(user, "<span class='warning'>You need at least [activationCost] charge in your cell to use [src]!</span>")
/obj/item/borg_chameleon/proc/toggle(mob/living/silicon/robot/syndicate/saboteur/user)
if(active)
playsound(src, 'sound/effects/pop.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>You deactivate [src].</span>")
deactivate(user)
else
to_chat(user, "<span class='notice'>You activate [src].</span>")
var/start = user.filters.len
var/X
var/Y
var/rsq
var/i
var/f
for(i in 1 to 7)
do
X = 60 * rand() - 30
Y = 60 * rand() - 30
rsq = X * X + Y * Y
while(rsq < 100 || rsq > 900)
user.filters += filter(type = "wave", x = X, y = Y, size = rand() * 2.5 + 0.5, offset = rand())
for(i in 1 to 7)
f = user.filters[start+i]
animate(f, offset = f:offset, time = 0, loop = 3, flags = ANIMATION_PARALLEL)
animate(offset = f:offset - 1, time = rand() * 20 + 10)
if(do_after(user, 50, target = user) && user.cell.use(activationCost))
playsound(src, 'sound/effects/bamf.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>You are now disguised as a Nanotrasen engineering cyborg.</span>")
activate(user)
else
to_chat(user, "<span class='warning'>The chameleon field fizzles.</span>")
do_sparks(3, FALSE, user)
for(i in 1 to min(7, user.filters.len)) // removing filters that are animating does nothing, we gotta stop the animations first
f = user.filters[start + i]
animate(f)
user.filters = null
/obj/item/borg_chameleon/process()
if(S)
if(!S.cell || !S.cell.use(activationUpkeep))
disrupt(S)
else
return PROCESS_KILL
/obj/item/borg_chameleon/proc/activate(mob/living/silicon/robot/syndicate/saboteur/user)
START_PROCESSING(SSobj, src)
S = user
user.base_icon = disguise
user.icon_state = disguise
user.cham_proj = src
active = TRUE
user.update_icons()
/obj/item/borg_chameleon/proc/deactivate(mob/living/silicon/robot/syndicate/saboteur/user)
STOP_PROCESSING(SSobj, src)
S = user
user.base_icon = initial(user.base_icon)
user.icon_state = initial(user.icon_state)
active = FALSE
user.update_icons()
/obj/item/borg_chameleon/proc/disrupt(mob/living/silicon/robot/syndicate/saboteur/user)
if(active)
to_chat(user, "<span class='danger'>Your chameleon field deactivates.</span>")
deactivate(user)
@@ -93,4 +93,4 @@
for(var/mob/living/M in T)
M.visible_message("\The [M] gets obliterated!")
M.gib()
M.gib()
+281 -281
View File
@@ -1,281 +1,281 @@
/obj/item/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags = CONDUCT
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/battery_panel = 0 //whether the flash can be modified with a cell or not
var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable
var/use_sound = 'sound/weapons/flash.ogg'
/obj/item/flash/proc/clown_check(mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/flash/attackby(obj/item/W, mob/user, params)
if(can_overcharge)
if(istype(W, /obj/item/screwdriver))
if(battery_panel)
to_chat(user, "<span class='notice'>You close the battery compartment on the [src].</span>")
battery_panel = 0
else
to_chat(user, "<span class='notice'>You open the battery compartment on the [src].</span>")
battery_panel = 1
if(battery_panel && !overcharged)
if(istype(W, /obj/item/stock_parts/cell))
to_chat(user, "<span class='notice'>You jam the cell into battery compartment on the [src].</span>")
qdel(W)
overcharged = 1
overlays += "overcharge"
/obj/item/flash/random/New()
..()
if(prob(25))
broken = 1
icon_state = "[initial(icon_state)]burnt"
/obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = 1
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>The [src.name] burns out!</span>")
/obj/item/flash/proc/flash_recharge(var/mob/user)
if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
/obj/item/flash/proc/try_use_flash(var/mob/user = null)
flash_recharge(user)
if(broken)
return 0
playsound(src.loc, use_sound, 100, 1)
flick("[initial(icon_state)]2", src)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1)
add_attack_logs(user, M, "Flashed with [src]")
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.AdjustConfused(power)
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields [M.p_their()] eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
if(M.flash_eyes())
M.AdjustConfused(power)
/obj/item/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return 1
else if(issilicon(M))
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.module) // Perhaps they didn't choose a module yet
for(var/obj/item/borg/combat/shield/S in R.module.modules)
if(R.activated(S))
add_attack_logs(user, M, "Flashed with [src]")
user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but is blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by [M.p_their()] shield!</span>")
return 1
add_attack_logs(user, M, "Flashed with [src]")
if(M.flash_eyes(affect_silicon = 1))
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the [src.name]!</span>", "<span class='danger'>You overload [M]'s sensors with the [src.name]!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the [src.name]!</span>", "<span class='warning'>You fail to blind [M] with the [src.name]!</span>")
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s [src.name] emits a blinding light!</span>", "<span class='danger'>Your [src.name] emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 3, 0)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in SSticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!ismindshielded(M))
if(user.mind in SSticker.mode.head_revolutionaries)
if(SSticker.mode.add_revolutionary(M.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
to_chat(user, "<span class='warning'>This mind seems resistant to the [name]!</span>")
else
to_chat(user, "<span class='warning'>They must be conscious before you can convert [M.p_them()]!</span>")
else
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
/obj/item/flash/cyborg
origin_tech = null
/obj/item/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cameraflash
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
item_state = "electropack" //spelling, a coders worst enemy. This part gave me trouble for a while.
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
can_overcharge = FALSE
var/flash_max_charges = 5
var/flash_cur_charges = 5
var/charge_tick = 0
use_sound = 'sound/items/polaroid1.ogg'
/obj/item/flash/cameraflash/burn_out() //stops from burning out
return
/obj/item/flash/cameraflash/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flash/cameraflash/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system.
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges+1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/attack(mob/living/M, mob/user)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/cameraflash/attack_self(mob/living/carbon/user, flag = 0)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/internal/cyberimp/arm/flash/I = null
/obj/item/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/flash/synthetic //just a regular flash now
/obj/item/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags = CONDUCT
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/battery_panel = 0 //whether the flash can be modified with a cell or not
var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable
var/use_sound = 'sound/weapons/flash.ogg'
/obj/item/flash/proc/clown_check(mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/flash/attackby(obj/item/W, mob/user, params)
if(can_overcharge)
if(istype(W, /obj/item/screwdriver))
if(battery_panel)
to_chat(user, "<span class='notice'>You close the battery compartment on the [src].</span>")
battery_panel = 0
else
to_chat(user, "<span class='notice'>You open the battery compartment on the [src].</span>")
battery_panel = 1
if(battery_panel && !overcharged)
if(istype(W, /obj/item/stock_parts/cell))
to_chat(user, "<span class='notice'>You jam the cell into battery compartment on the [src].</span>")
qdel(W)
overcharged = 1
overlays += "overcharge"
/obj/item/flash/random/New()
..()
if(prob(25))
broken = 1
icon_state = "[initial(icon_state)]burnt"
/obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = 1
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>The [src.name] burns out!</span>")
/obj/item/flash/proc/flash_recharge(var/mob/user)
if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
/obj/item/flash/proc/try_use_flash(var/mob/user = null)
flash_recharge(user)
if(broken)
return 0
playsound(src.loc, use_sound, 100, 1)
flick("[initial(icon_state)]2", src)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1)
add_attack_logs(user, M, "Flashed with [src]")
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.AdjustConfused(power)
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields [M.p_their()] eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
if(M.flash_eyes())
M.AdjustConfused(power)
/obj/item/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return 1
else if(issilicon(M))
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.module) // Perhaps they didn't choose a module yet
for(var/obj/item/borg/combat/shield/S in R.module.modules)
if(R.activated(S))
add_attack_logs(user, M, "Flashed with [src]")
user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but is blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by [M.p_their()] shield!</span>")
return 1
add_attack_logs(user, M, "Flashed with [src]")
if(M.flash_eyes(affect_silicon = 1))
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the [src.name]!</span>", "<span class='danger'>You overload [M]'s sensors with the [src.name]!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the [src.name]!</span>", "<span class='warning'>You fail to blind [M] with the [src.name]!</span>")
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s [src.name] emits a blinding light!</span>", "<span class='danger'>Your [src.name] emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 3, 0)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in SSticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!ismindshielded(M))
if(user.mind in SSticker.mode.head_revolutionaries)
if(SSticker.mode.add_revolutionary(M.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
to_chat(user, "<span class='warning'>This mind seems resistant to the [name]!</span>")
else
to_chat(user, "<span class='warning'>They must be conscious before you can convert [M.p_them()]!</span>")
else
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
/obj/item/flash/cyborg
origin_tech = null
/obj/item/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cameraflash
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
item_state = "electropack" //spelling, a coders worst enemy. This part gave me trouble for a while.
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
can_overcharge = FALSE
var/flash_max_charges = 5
var/flash_cur_charges = 5
var/charge_tick = 0
use_sound = 'sound/items/polaroid1.ogg'
/obj/item/flash/cameraflash/burn_out() //stops from burning out
return
/obj/item/flash/cameraflash/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flash/cameraflash/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system.
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges+1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/attack(mob/living/M, mob/user)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/cameraflash/attack_self(mob/living/carbon/user, flag = 0)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/internal/cyberimp/arm/flash/I = null
/obj/item/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/flash/synthetic //just a regular flash now
+398 -398
View File
@@ -1,398 +1,398 @@
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //luminosity when on
var/togglesound = 'sound/weapons/empty.ogg'
/obj/item/flashlight/Initialize()
. = ..()
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc].")//To prevent some lighting anomalities.
return 0
on = !on
playsound(user, togglesound, 100, 1)
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(on && user.zone_selected == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!(istype(user, /mob/living/carbon/human) || SSticker) && SSticker.mode.name != "monkey") //don't have dexterity
to_chat(user, "<span class='notice'>You don't have the dexterity to do this!</span>")
return
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(H) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
to_chat(user, "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask" : "glasses"] first.</span>")
return
if(M == user) //they're using it on themselves
if(M.flash_eyes(visual = 1))
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
if(istype(H)) //robots and aliens are unaffected
var/obj/item/organ/internal/eyes/eyes = H.get_int_organ(/obj/item/organ/internal/eyes)
if(M.stat == DEAD || !eyes || M.disabilities & BLIND) //mob is dead or fully blind
to_chat(user, "<span class='notice'>[M]'s pupils are unresponsive to the light!</span>")
else if((XRAY in M.mutations) || eyes.see_in_dark >= 8) //The mob's either got the X-RAY vision or has a tapetum lucidum (extreme nightvision, i.e. Vulp/Tajara with COLOURBLIND & their monkey forms).
to_chat(user, "<span class='notice'>[M]'s pupils glow eerily!</span>")
else //they're okay!
if(M.flash_eyes(visual = 1))
to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
else
return ..()
/obj/item/flashlight/extinguish_light()
if(on)
on = FALSE
update_brightness()
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT | SLOT_EARS
flags = CONDUCT
brightness_on = 2
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
/obj/item/flashlight/drone
name = "low-power flashlight"
desc = "A miniature lamp, that might be used by small robots."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
w_class = WEIGHT_CLASS_TINY
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list()
on = TRUE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
brightness_on = 8
light_color = "#ff0000"
icon_state = "flare"
item_state = "flare"
togglesound = 'sound/goonstation/misc/matchstick_light.ogg'
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
var/fuel_lower = 800
var/fuel_upp = 1000
/obj/item/flashlight/flare/New()
fuel = rand(fuel_lower, fuel_upp)
..()
/obj/item/flashlight/flare/process()
var/turf/pos = get_turf(src)
if(pos && produce_heat)
pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
src.icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/flare/proc/turn_off()
on = 0
src.force = initial(src.force)
src.damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/flashlight/flare/update_brightness(var/mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='notice'>[src] is out of fuel.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] activates [src].</span>", "<span class='notice'>You activate [src].</span>")
src.force = on_damage
src.damtype = "fire"
START_PROCESSING(SSobj, src)
// GLOWSTICKS
/obj/item/flashlight/flare/glowstick
name = "green glowstick"
desc = "A military-grade glowstick."
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
togglesound = 'sound/effects/bone_break_1.ogg'
produce_heat = 0
fuel_lower = 1600
fuel_upp = 2000
/obj/item/flashlight/flare/glowstick/Initialize()
light_color = color
..()
/obj/item/flashlight/flare/glowstick/update_icon()
item_state = "glowstick"
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
update_brightness(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
update_brightness(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/flashlight/flare/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/flashlight/flare/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/flare/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/flare/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/flashlight/flare/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/flashlight/flare/glowstick/emergency
name = "emergency glowstick"
desc = "A cheap looking, mass produced glowstick. You can practically feel it was made on a tight budget."
color = LIGHT_COLOR_BLUE
fuel_lower = 30
fuel_upp = 90
/obj/item/flashlight/flare/glowstick/random
name = "random colored glowstick"
icon_state = "random_glowstick"
color = null
/obj/item/flashlight/flare/glowstick/random/Initialize()
. = ..()
var/T = pick(typesof(/obj/item/flashlight/flare/glowstick) - /obj/item/flashlight/flare/glowstick/random - /obj/item/flashlight/flare/glowstick/emergency)
new T(loc)
qdel(src) // return INITIALIZE_HINT_QDEL <-- Doesn't work
/obj/item/flashlight/flare/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 7
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "A glowing ball of what appears to be amber."
icon = 'icons/obj/lighting.dmi'
icon_state = "floor1" //not a slime extract sprite but... something close enough!
item_state = "slime"
w_class = WEIGHT_CLASS_TINY
brightness_on = 6
light_color = "#FFBF00"
materials = list()
on = TRUE //Bio-luminesence has one setting, on.
/obj/item/flashlight/slime/New()
..()
set_light(brightness_on)
spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
update_brightness()
icon_state = initial(icon_state)
/obj/item/flashlight/slime/attack_self(mob/user)
return //Bio-luminescence does not toggle.
/obj/item/flashlight/slime/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M as mob, mob/living/user as mob)
if(on && user.zone_selected == "eyes") // call original attack proc only if aiming at the eyes
..()
return
/obj/item/flashlight/emp/afterattack(atom/A as mob|obj, mob/user, proximity)
if(!proximity) return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at \the [A].")
if(ismob(A))
var/mob/M = A
add_attack_logs(user, M, "Hit with EMP-light")
to_chat(user, "[src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = FALSE
var/brightness_on = 4 //luminosity when on
var/togglesound = 'sound/weapons/empty.ogg'
/obj/item/flashlight/Initialize()
. = ..()
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/proc/update_brightness(var/mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
/obj/item/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc].")//To prevent some lighting anomalities.
return 0
on = !on
playsound(user, togglesound, 100, 1)
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
return 1
/obj/item/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(on && user.zone_selected == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!(istype(user, /mob/living/carbon/human) || SSticker) && SSticker.mode.name != "monkey") //don't have dexterity
to_chat(user, "<span class='notice'>You don't have the dexterity to do this!</span>")
return
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(H) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
to_chat(user, "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask" : "glasses"] first.</span>")
return
if(M == user) //they're using it on themselves
if(M.flash_eyes(visual = 1))
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
if(istype(H)) //robots and aliens are unaffected
var/obj/item/organ/internal/eyes/eyes = H.get_int_organ(/obj/item/organ/internal/eyes)
if(M.stat == DEAD || !eyes || M.disabilities & BLIND) //mob is dead or fully blind
to_chat(user, "<span class='notice'>[M]'s pupils are unresponsive to the light!</span>")
else if((XRAY in M.mutations) || eyes.see_in_dark >= 8) //The mob's either got the X-RAY vision or has a tapetum lucidum (extreme nightvision, i.e. Vulp/Tajara with COLOURBLIND & their monkey forms).
to_chat(user, "<span class='notice'>[M]'s pupils glow eerily!</span>")
else //they're okay!
if(M.flash_eyes(visual = 1))
to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
else
return ..()
/obj/item/flashlight/extinguish_light()
if(on)
on = FALSE
update_brightness()
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT | SLOT_EARS
flags = CONDUCT
brightness_on = 2
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
icon_state = "seclite"
item_state = "seclite"
force = 9 // Not as good as a stun baton.
brightness_on = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
/obj/item/flashlight/drone
name = "low-power flashlight"
desc = "A miniature lamp, that might be used by small robots."
icon_state = "penlight"
item_state = ""
flags = CONDUCT
brightness_on = 2
w_class = WEIGHT_CLASS_TINY
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list()
on = TRUE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
item_state = "lampgreen"
/obj/item/flashlight/lamp/verb/toggle_light()
set name = "Toggle light"
set category = "Object"
set src in oview(1)
if(!usr.stat)
attack_self(usr)
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
item_state = "bananalamp"
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
brightness_on = 8
light_color = "#ff0000"
icon_state = "flare"
item_state = "flare"
togglesound = 'sound/goonstation/misc/matchstick_light.ogg'
var/fuel = 0
var/on_damage = 7
var/produce_heat = 1500
var/fuel_lower = 800
var/fuel_upp = 1000
/obj/item/flashlight/flare/New()
fuel = rand(fuel_lower, fuel_upp)
..()
/obj/item/flashlight/flare/process()
var/turf/pos = get_turf(src)
if(pos && produce_heat)
pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
if(!fuel)
src.icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/flare/proc/turn_off()
on = 0
src.force = initial(src.force)
src.damtype = initial(src.damtype)
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/flashlight/flare/update_brightness(var/mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
else
item_state = "[initial(item_state)]"
/obj/item/flashlight/flare/attack_self(mob/user)
// Usual checks
if(!fuel)
to_chat(user, "<span class='notice'>[src] is out of fuel.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
// All good, turn it on.
if(.)
user.visible_message("<span class='notice'>[user] activates [src].</span>", "<span class='notice'>You activate [src].</span>")
src.force = on_damage
src.damtype = "fire"
START_PROCESSING(SSobj, src)
// GLOWSTICKS
/obj/item/flashlight/flare/glowstick
name = "green glowstick"
desc = "A military-grade glowstick."
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
togglesound = 'sound/effects/bone_break_1.ogg'
produce_heat = 0
fuel_lower = 1600
fuel_upp = 2000
/obj/item/flashlight/flare/glowstick/Initialize()
light_color = color
..()
/obj/item/flashlight/flare/glowstick/update_icon()
item_state = "glowstick"
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
update_brightness(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
update_brightness(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/flashlight/flare/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/flashlight/flare/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/flare/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/flare/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/flashlight/flare/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/flashlight/flare/glowstick/emergency
name = "emergency glowstick"
desc = "A cheap looking, mass produced glowstick. You can practically feel it was made on a tight budget."
color = LIGHT_COLOR_BLUE
fuel_lower = 30
fuel_upp = 90
/obj/item/flashlight/flare/glowstick/random
name = "random colored glowstick"
icon_state = "random_glowstick"
color = null
/obj/item/flashlight/flare/glowstick/random/Initialize()
. = ..()
var/T = pick(typesof(/obj/item/flashlight/flare/glowstick) - /obj/item/flashlight/flare/glowstick/random - /obj/item/flashlight/flare/glowstick/emergency)
new T(loc)
qdel(src) // return INITIALIZE_HINT_QDEL <-- Doesn't work
/obj/item/flashlight/flare/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = WEIGHT_CLASS_BULKY
brightness_on = 7
icon_state = "torch"
item_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "A glowing ball of what appears to be amber."
icon = 'icons/obj/lighting.dmi'
icon_state = "floor1" //not a slime extract sprite but... something close enough!
item_state = "slime"
w_class = WEIGHT_CLASS_TINY
brightness_on = 6
light_color = "#FFBF00"
materials = list()
on = TRUE //Bio-luminesence has one setting, on.
/obj/item/flashlight/slime/New()
..()
set_light(brightness_on)
spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
update_brightness()
icon_state = initial(icon_state)
/obj/item/flashlight/slime/attack_self(mob/user)
return //Bio-luminescence does not toggle.
/obj/item/flashlight/slime/extinguish_light()
visible_message("<span class='danger'>[src] dims slightly before scattering the shadows around it.</span>")
/obj/item/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0
/obj/item/flashlight/emp/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/emp/process()
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M as mob, mob/living/user as mob)
if(on && user.zone_selected == "eyes") // call original attack proc only if aiming at the eyes
..()
return
/obj/item/flashlight/emp/afterattack(atom/A as mob|obj, mob/user, proximity)
if(!proximity) return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
"<span class='userdanger'>[user] blinks \the [src] at \the [A].")
if(ismob(A))
var/mob/M = A
add_attack_logs(user, M, "Hit with EMP-light")
to_chat(user, "[src] now has [emp_cur_charges] charge\s.")
A.emp_act(1)
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_color = null
brightness_on = 0
light_range = 0
light_power = 10
alpha = 0
layer = 0
on = TRUE
anchored = TRUE
var/range = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
@@ -88,4 +88,4 @@
/obj/item/handheld_defibrillator/proc/recharge()
cooldown = FALSE
icon_state = "[icon_base]-on"
playsound(loc, "sound/weapons/flash.ogg", 75, 1)
playsound(loc, "sound/weapons/flash.ogg", 75, 1)
@@ -189,4 +189,4 @@
/obj/item/stack/tape_roll = 5)
tools = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
time = 80
category = CAT_MISC
category = CAT_MISC
+269 -269
View File
@@ -1,269 +1,269 @@
// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
origin_tech = "magnets=3;engineering=4"
force = 8
var/emagged = FALSE
var/max_uses = 20
var/uses = 10
// How much to increase per each glass?
var/increment = 5
// How much to take from the glass?
var/decrement = 1
var/charge = 1
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
/obj/item/lightreplacer/examine(mob/user)
. = ..()
. += status_string()
/obj/item/lightreplacer/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
else if(G.use(decrement))
AddUses(increment)
to_chat(user, "<span class='notice'>You insert a piece of glass into [src]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
return
if(istype(I, /obj/item/shard))
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
if(!user.unEquip(I))
return
AddUses(round(increment * 0.75))
to_chat(user, "<span class='notice'>You insert a shard of glass into [src]. You have [uses] light\s remaining.</span>")
qdel(I)
return
if(istype(I, /obj/item/light))
var/obj/item/light/L = I
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.unEquip(L))
return
AddUses(1)
qdel(L)
else
if(!user.unEquip(L))
return
to_chat(user, "<span class='notice'>You insert [L] into [src].</span>")
AddShards(1, user)
qdel(L)
return
if(istype(I, /obj/item/storage))
var/obj/item/storage/S = I
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/IT in S.contents)
if(istype(IT, /obj/item/light))
var/obj/item/light/L = IT
found_lightbulbs = TRUE
if(uses >= max_uses)
break
if(L.status == LIGHT_OK)
replaced_something = TRUE
AddUses(1)
qdel(L)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1, user)
qdel(L)
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>[S] contains no bulbs.</span>")
return
if(!replaced_something && uses == max_uses)
to_chat(user, "<span class='warning'>[src] is full!</span>")
return
to_chat(user, "<span class='notice'>You fill [src] with lights from [S]. " + status_string() + "</span>")
return
return ..()
/obj/item/lightreplacer/emag_act(user as mob)
if(!emagged)
Emag()
/obj/item/lightreplacer/attack_self(mob/user)
for(var/obj/machinery/light/target in user.loc)
ReplaceLight(target, user)
to_chat(user, status_string())
/obj/item/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
/obj/item/lightreplacer/proc/Use(mob/user)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/lightreplacer/proc/AddUses(amount = 1)
uses = Clamp(uses + amount, 0, max_uses)
/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
AddUses(new_bulbs)
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>[src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(loc, 'sound/machines/ding.ogg', 50, TRUE)
return new_bulbs
/obj/item/lightreplacer/proc/Charge(var/mob/user)
charge += 1
if(charge > 3)
AddUses(1)
charge = 1
/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U))
return
to_chat(U, "<span class='notice'>You replace [target.fitting] with [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
var/obj/item/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness_range = L2.brightness_range
target.brightness_power = L2.brightness_power
target.brightness_color = L2.brightness_color
target.on = target.has_power()
target.update()
qdel(L2)
if(target.on && target.rigged)
target.explode()
return
else
to_chat(U, "[src]'s refill light blinks red.")
return
else
to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
return
/obj/item/lightreplacer/proc/Emag()
emagged = !emagged
playsound(loc, "sparks", 100, TRUE)
if(emagged)
name = "shortcircuited [initial(name)]"
else
name = initial(name)
update_icon()
/obj/item/lightreplacer/proc/CanUse(mob/living/user)
add_fingerprint(user)
if(uses > 0)
return 1
else
return 0
/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
. = ..()
if(!proximity)
return
if(!isturf(T))
return
var/used = FALSE
for(var/atom/A in T)
if(!CanUse(U))
break
used = TRUE
if(istype(A, /obj/machinery/light))
ReplaceLight(A, U)
if(!used)
to_chat(U, "[src]'s refill light blinks red.")
/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
#define LIGHT_OK 0
#define LIGHT_EMPTY 1
#define LIGHT_BROKEN 2
#define LIGHT_BURNED 3
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
icon = 'icons/obj/janitor.dmi'
icon_state = "lightreplacer0"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
origin_tech = "magnets=3;engineering=4"
force = 8
var/emagged = FALSE
var/max_uses = 20
var/uses = 10
// How much to increase per each glass?
var/increment = 5
// How much to take from the glass?
var/decrement = 1
var/charge = 1
// Eating used bulbs gives us bulb shards
var/bulb_shards = 0
// when we get this many shards, we get a free bulb.
var/shards_required = 4
/obj/item/lightreplacer/examine(mob/user)
. = ..()
. += status_string()
/obj/item/lightreplacer/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
else if(G.use(decrement))
AddUses(increment)
to_chat(user, "<span class='notice'>You insert a piece of glass into [src]. You have [uses] light\s remaining.</span>")
return
else
to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
return
if(istype(I, /obj/item/shard))
if(uses >= max_uses)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
if(!user.unEquip(I))
return
AddUses(round(increment * 0.75))
to_chat(user, "<span class='notice'>You insert a shard of glass into [src]. You have [uses] light\s remaining.</span>")
qdel(I)
return
if(istype(I, /obj/item/light))
var/obj/item/light/L = I
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
if(!user.unEquip(L))
return
AddUses(1)
qdel(L)
else
if(!user.unEquip(L))
return
to_chat(user, "<span class='notice'>You insert [L] into [src].</span>")
AddShards(1, user)
qdel(L)
return
if(istype(I, /obj/item/storage))
var/obj/item/storage/S = I
var/found_lightbulbs = FALSE
var/replaced_something = TRUE
for(var/obj/item/IT in S.contents)
if(istype(IT, /obj/item/light))
var/obj/item/light/L = IT
found_lightbulbs = TRUE
if(uses >= max_uses)
break
if(L.status == LIGHT_OK)
replaced_something = TRUE
AddUses(1)
qdel(L)
else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
replaced_something = TRUE
AddShards(1, user)
qdel(L)
if(!found_lightbulbs)
to_chat(user, "<span class='warning'>[S] contains no bulbs.</span>")
return
if(!replaced_something && uses == max_uses)
to_chat(user, "<span class='warning'>[src] is full!</span>")
return
to_chat(user, "<span class='notice'>You fill [src] with lights from [S]. " + status_string() + "</span>")
return
return ..()
/obj/item/lightreplacer/emag_act(user as mob)
if(!emagged)
Emag()
/obj/item/lightreplacer/attack_self(mob/user)
for(var/obj/machinery/light/target in user.loc)
ReplaceLight(target, user)
to_chat(user, status_string())
/obj/item/lightreplacer/update_icon()
icon_state = "lightreplacer[emagged]"
/obj/item/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
/obj/item/lightreplacer/proc/Use(mob/user)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/lightreplacer/proc/AddUses(amount = 1)
uses = Clamp(uses + amount, 0, max_uses)
/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
bulb_shards += amount
var/new_bulbs = round(bulb_shards / shards_required)
if(new_bulbs > 0)
AddUses(new_bulbs)
bulb_shards = bulb_shards % shards_required
if(new_bulbs != 0)
to_chat(user, "<span class='notice'>[src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
playsound(loc, 'sound/machines/ding.ogg', 50, TRUE)
return new_bulbs
/obj/item/lightreplacer/proc/Charge(var/mob/user)
charge += 1
if(charge > 3)
AddUses(1)
charge = 1
/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U))
return
to_chat(U, "<span class='notice'>You replace [target.fitting] with [src].</span>")
if(target.status != LIGHT_EMPTY)
AddShards(1, U)
target.status = LIGHT_EMPTY
target.update()
var/obj/item/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness_range = L2.brightness_range
target.brightness_power = L2.brightness_power
target.brightness_color = L2.brightness_color
target.on = target.has_power()
target.update()
qdel(L2)
if(target.on && target.rigged)
target.explode()
return
else
to_chat(U, "[src]'s refill light blinks red.")
return
else
to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
return
/obj/item/lightreplacer/proc/Emag()
emagged = !emagged
playsound(loc, "sparks", 100, TRUE)
if(emagged)
name = "shortcircuited [initial(name)]"
else
name = initial(name)
update_icon()
/obj/item/lightreplacer/proc/CanUse(mob/living/user)
add_fingerprint(user)
if(uses > 0)
return 1
else
return 0
/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
. = ..()
if(!proximity)
return
if(!isturf(T))
return
var/used = FALSE
for(var/atom/A in T)
if(!CanUse(U))
break
used = TRUE
if(istype(A, /obj/machinery/light))
ReplaceLight(A, U)
if(!used)
to_chat(U, "[src]'s refill light blinks red.")
/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.myreplacer = src
J.update_icon()
/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
#undef LIGHT_OK
#undef LIGHT_EMPTY
#undef LIGHT_BROKEN
#undef LIGHT_BURNED
+340 -340
View File
@@ -1,340 +1,340 @@
/obj/item/paicard
name = "personal AI device"
icon = 'icons/obj/aicards.dmi'
icon_state = "pai"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
origin_tech = "programming=2"
var/request_cooldown = 5 // five seconds
var/last_request
var/obj/item/radio/radio
var/looking_for_personality = 0
var/mob/living/silicon/pai/pai
var/list/faction = list("neutral") // The factions the pAI will inherit from the card
resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
/obj/item/paicard/syndicate
name = "syndicate personal AI device"
faction = list("syndicate")
/obj/item/paicard/relaymove(var/mob/user, var/direction)
if(user.stat || user.stunned)
return
var/obj/item/rig/rig = get_rig()
if(istype(rig))
rig.forced_move(direction, user)
/obj/item/paicard/New()
..()
overlays += "pai-off"
/obj/item/paicard/Destroy()
if(pai)
pai.ghostize()
QDEL_NULL(pai)
QDEL_NULL(radio)
return ..()
/obj/item/paicard/attack_self(mob/user)
if(!in_range(src, user))
return
user.set_machine(src)
var/dat = {"
<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\" \"http://www.w3.org/TR/html4/loose.dtd\">
<html>
<head>
<style>
body {
margin-top:5px;
font-family:Verdana;
color:white;
font-size:13px;
background-image:url('uiBackground.png');
background-repeat:repeat-x;
background-color:#272727;
background-position:center top;
}
table {
font-size:13px;
margin-left:-2px;
}
table.request {
border-collapse:collapse;
}
table.desc {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
table.download {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
tr.d0 td, tr.d0 th {
background-color: #506070;
color: white;
}
tr.d1 td, tr.d1 th {
background-color: #708090;
color: white;
}
tr.d2 td {
background-color: #00FF00;
color: white;
text-align:center;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
td.button_red {
border: 1px solid #161616;
background-color: #B04040;
text-align: center;
}
td.download {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
th {
text-align:left;
width:125px;
}
td.request {
width:140px;
vertical-align:top;
}
td.radio {
width:90px;
vertical-align:top;
}
td.request {
vertical-align:top;
}
a {
color:#4477E0;
}
a.button {
color:white;
text-decoration: none;
}
h2 {
font-size:15px;
}
</style>
</head>
<body>
"}
if(pai)
dat += {"
<b><font size='3px'>Personal AI Device</font></b><br><br>
<table class="request">
<tr>
<td class="request">Installed Personality:</td>
<td>[pai.name]</td>
</tr>
<tr>
<td class="request">Prime directive:</td>
<td>[pai.pai_law0]</td>
</tr>
<tr>
<td class="request">Additional directives:</td>
<td>[pai.pai_laws]</td>
</tr>
</table>
<br>
"}
dat += {"
<table>
<td class="button">
<a href='byond://?src=[UID()];setlaws=1' class='button'>Configure Directives</a>
</td>
</table>
"}
if(pai && (!pai.master_dna || !pai.master))
dat += {"
<table>
<td class="button">
<a href='byond://?src=[UID()];setdna=1' class='button'>Imprint Master DNA</a>
</td>
</table>
"}
dat += "<br>"
if(radio)
dat += "<b>Radio Uplink</b>"
dat += {"
<table class="request">
<tr>
<td class="radio">Transmit:</td>
<td><a href='byond://?src=[UID()];wires=4'>[radio.broadcasting ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
<tr>
<td class="radio">Receive:</td>
<td><a href='byond://?src=[UID()];wires=2'>[radio.listening ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
</table>
<br>
"}
else
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
dat += {"
<table>
<td class="button_red"><a href='byond://?src=[UID()];wipe=1' class='button'>Wipe current pAI personality</a>
</td>
</table>
"}
else
if(looking_for_personality)
dat += {"
<b><font size='3px'>pAI Request Module</font></b><br><br>
<p>Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.</p>
Searching for personalities, please wait...<br><br>
<table>
<tr>
<td class="button">
<a href='byond://?src=[UID()];request=1' class="button">Refresh available personalities</a>
</td>
</tr>
</table><br>
"}
else
dat += {"
<b><font size='3px'>pAI Request Module</font></b><br><br>
<p>No personality is installed.</p>
<table>
<tr>
<td class="button"><a href='byond://?src=[UID()];request=1' class="button">Request personality</a>
</td>
</tr>
</table>
<br>
<p>Each time this button is pressed, a request will be sent out to any available personalities. Check back often give plenty of time for personalities to respond. This process could take anywhere from 15 seconds to several minutes, depending on the available personalities' timeliness.</p>
"}
user << browse(dat, "window=paicard")
onclose(user, "paicard")
return
/obj/item/paicard/Topic(href, href_list)
var/mob/U = usr
if(!usr || usr.stat)
return
if(pai)
if(!in_range(src, U))
U << browse(null, "window=paicard")
usr.unset_machine()
return
if(href_list["setdna"])
if(pai.master_dna)
return
var/mob/M = usr
if(!istype(M, /mob/living/carbon))
to_chat(usr, "<font color=blue>You don't have any DNA, or your DNA is incompatible with this device.</font>")
else
var/datum/dna/dna = usr.dna
pai.master = M.real_name
pai.master_dna = dna.unique_enzymes
to_chat(pai, "<font color = red><h3>You have been bound to a new master.</h3></font>")
if(href_list["request"])
var/delta = (world.time / 10) - last_request
if(request_cooldown > delta)
var/cooldown_time = round(request_cooldown - ((world.time / 10) - last_request), 1)
to_chat(usr, "<span class='warning'>The request system is currently offline. Please wait another [cooldown_time] seconds.</span>")
return
last_request = world.time / 10
looking_for_personality = 1
paiController.findPAI(src, usr)
if(href_list["wipe"])
var/confirm = input("Are you CERTAIN you wish to delete the current personality? This action cannot be undone.", "Personality Wipe") in list("Yes", "No")
if(confirm == "Yes")
for(var/mob/M in src)
to_chat(M, "<font color = #ff0000><h2>You feel yourself slipping away from reality.</h2></font>")
to_chat(M, "<font color = #ff4d4d><h3>Byte by byte you lose your sense of self.</h3></font>")
to_chat(M, "<font color = #ff8787><h4>Your mental faculties leave you.</h4></font>")
to_chat(M, "<font color = #ffc4c4><h5>oblivion... </h5></font>")
var/mob/living/silicon/pai/P = M
if(istype(P))
if(P.resting || P.canmove)
P.close_up()
M.death(0, 1)
removePersonality()
if(href_list["wires"])
var/t1 = text2num(href_list["wires"])
switch(t1)
if(4)
radio.ToggleBroadcast()
if(2)
radio.ToggleReception()
if(href_list["setlaws"])
var/newlaws = sanitize(copytext(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.pai_laws) as message,1,MAX_MESSAGE_LEN))
if(newlaws)
pai.pai_laws = newlaws
to_chat(pai, "Your supplemental directives have been updated. Your new directives are:")
to_chat(pai, "Prime Directive: <br>[pai.pai_law0]")
to_chat(pai, "Supplemental Directives: <br>[pai.pai_laws]")
attack_self(usr)
// WIRE_SIGNAL = 1
// WIRE_RECEIVE = 2
// WIRE_TRANSMIT = 4
/obj/item/paicard/proc/setPersonality(mob/living/silicon/pai/personality)
pai = personality
overlays += "pai-happy"
/obj/item/paicard/proc/removePersonality()
pai = null
overlays.Cut()
overlays += "pai-off"
/obj/item/paicard
var/current_emotion = 1
/obj/item/paicard/proc/setEmotion(var/emotion)
if(pai)
overlays.Cut()
switch(emotion)
if(1) overlays += "pai-happy"
if(2) overlays += "pai-cat"
if(3) overlays += "pai-extremely-happy"
if(4) overlays += "pai-face"
if(5) overlays += "pai-laugh"
if(6) overlays += "pai-off"
if(7) overlays += "pai-sad"
if(8) overlays += "pai-angry"
if(9) overlays += "pai-what"
current_emotion = emotion
/obj/item/paicard/proc/alertUpdate()
var/turf/T = get_turf_or_move(loc)
for(var/mob/M in viewers(T))
M.show_message("<span class='notice'>[src] flashes a message across its screen, \"Additional personalities available for download.\"</span>", 3, "<span class='notice'>[src] bleeps electronically.</span>", 2)
/obj/item/paicard/emp_act(severity)
for(var/mob/M in src)
M.emp_act(severity)
..()
/obj/item/paicard/extinguish_light()
pai.extinguish_light()
set_light(0)
/obj/item/paicard
name = "personal AI device"
icon = 'icons/obj/aicards.dmi'
icon_state = "pai"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
origin_tech = "programming=2"
var/request_cooldown = 5 // five seconds
var/last_request
var/obj/item/radio/radio
var/looking_for_personality = 0
var/mob/living/silicon/pai/pai
var/list/faction = list("neutral") // The factions the pAI will inherit from the card
resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
/obj/item/paicard/syndicate
name = "syndicate personal AI device"
faction = list("syndicate")
/obj/item/paicard/relaymove(var/mob/user, var/direction)
if(user.stat || user.stunned)
return
var/obj/item/rig/rig = get_rig()
if(istype(rig))
rig.forced_move(direction, user)
/obj/item/paicard/New()
..()
overlays += "pai-off"
/obj/item/paicard/Destroy()
if(pai)
pai.ghostize()
QDEL_NULL(pai)
QDEL_NULL(radio)
return ..()
/obj/item/paicard/attack_self(mob/user)
if(!in_range(src, user))
return
user.set_machine(src)
var/dat = {"
<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\" \"http://www.w3.org/TR/html4/loose.dtd\">
<html>
<head>
<style>
body {
margin-top:5px;
font-family:Verdana;
color:white;
font-size:13px;
background-image:url('uiBackground.png');
background-repeat:repeat-x;
background-color:#272727;
background-position:center top;
}
table {
font-size:13px;
margin-left:-2px;
}
table.request {
border-collapse:collapse;
}
table.desc {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
table.download {
border-collapse:collapse;
font-size:13px;
border: 1px solid #161616;
width:100%;
}
tr.d0 td, tr.d0 th {
background-color: #506070;
color: white;
}
tr.d1 td, tr.d1 th {
background-color: #708090;
color: white;
}
tr.d2 td {
background-color: #00FF00;
color: white;
text-align:center;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
}
td.button {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
td.button_red {
border: 1px solid #161616;
background-color: #B04040;
text-align: center;
}
td.download {
border: 1px solid #161616;
background-color: #40628a;
text-align: center;
}
th {
text-align:left;
width:125px;
}
td.request {
width:140px;
vertical-align:top;
}
td.radio {
width:90px;
vertical-align:top;
}
td.request {
vertical-align:top;
}
a {
color:#4477E0;
}
a.button {
color:white;
text-decoration: none;
}
h2 {
font-size:15px;
}
</style>
</head>
<body>
"}
if(pai)
dat += {"
<b><font size='3px'>Personal AI Device</font></b><br><br>
<table class="request">
<tr>
<td class="request">Installed Personality:</td>
<td>[pai.name]</td>
</tr>
<tr>
<td class="request">Prime directive:</td>
<td>[pai.pai_law0]</td>
</tr>
<tr>
<td class="request">Additional directives:</td>
<td>[pai.pai_laws]</td>
</tr>
</table>
<br>
"}
dat += {"
<table>
<td class="button">
<a href='byond://?src=[UID()];setlaws=1' class='button'>Configure Directives</a>
</td>
</table>
"}
if(pai && (!pai.master_dna || !pai.master))
dat += {"
<table>
<td class="button">
<a href='byond://?src=[UID()];setdna=1' class='button'>Imprint Master DNA</a>
</td>
</table>
"}
dat += "<br>"
if(radio)
dat += "<b>Radio Uplink</b>"
dat += {"
<table class="request">
<tr>
<td class="radio">Transmit:</td>
<td><a href='byond://?src=[UID()];wires=4'>[radio.broadcasting ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
<tr>
<td class="radio">Receive:</td>
<td><a href='byond://?src=[UID()];wires=2'>[radio.listening ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
</table>
<br>
"}
else
dat += "<b>Radio Uplink</b><br>"
dat += "<font color=red><i>Radio firmware not loaded. Please install a pAI personality to load firmware.</i></font><br>"
dat += {"
<table>
<td class="button_red"><a href='byond://?src=[UID()];wipe=1' class='button'>Wipe current pAI personality</a>
</td>
</table>
"}
else
if(looking_for_personality)
dat += {"
<b><font size='3px'>pAI Request Module</font></b><br><br>
<p>Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.</p>
Searching for personalities, please wait...<br><br>
<table>
<tr>
<td class="button">
<a href='byond://?src=[UID()];request=1' class="button">Refresh available personalities</a>
</td>
</tr>
</table><br>
"}
else
dat += {"
<b><font size='3px'>pAI Request Module</font></b><br><br>
<p>No personality is installed.</p>
<table>
<tr>
<td class="button"><a href='byond://?src=[UID()];request=1' class="button">Request personality</a>
</td>
</tr>
</table>
<br>
<p>Each time this button is pressed, a request will be sent out to any available personalities. Check back often give plenty of time for personalities to respond. This process could take anywhere from 15 seconds to several minutes, depending on the available personalities' timeliness.</p>
"}
user << browse(dat, "window=paicard")
onclose(user, "paicard")
return
/obj/item/paicard/Topic(href, href_list)
var/mob/U = usr
if(!usr || usr.stat)
return
if(pai)
if(!in_range(src, U))
U << browse(null, "window=paicard")
usr.unset_machine()
return
if(href_list["setdna"])
if(pai.master_dna)
return
var/mob/M = usr
if(!istype(M, /mob/living/carbon))
to_chat(usr, "<font color=blue>You don't have any DNA, or your DNA is incompatible with this device.</font>")
else
var/datum/dna/dna = usr.dna
pai.master = M.real_name
pai.master_dna = dna.unique_enzymes
to_chat(pai, "<font color = red><h3>You have been bound to a new master.</h3></font>")
if(href_list["request"])
var/delta = (world.time / 10) - last_request
if(request_cooldown > delta)
var/cooldown_time = round(request_cooldown - ((world.time / 10) - last_request), 1)
to_chat(usr, "<span class='warning'>The request system is currently offline. Please wait another [cooldown_time] seconds.</span>")
return
last_request = world.time / 10
looking_for_personality = 1
paiController.findPAI(src, usr)
if(href_list["wipe"])
var/confirm = input("Are you CERTAIN you wish to delete the current personality? This action cannot be undone.", "Personality Wipe") in list("Yes", "No")
if(confirm == "Yes")
for(var/mob/M in src)
to_chat(M, "<font color = #ff0000><h2>You feel yourself slipping away from reality.</h2></font>")
to_chat(M, "<font color = #ff4d4d><h3>Byte by byte you lose your sense of self.</h3></font>")
to_chat(M, "<font color = #ff8787><h4>Your mental faculties leave you.</h4></font>")
to_chat(M, "<font color = #ffc4c4><h5>oblivion... </h5></font>")
var/mob/living/silicon/pai/P = M
if(istype(P))
if(P.resting || P.canmove)
P.close_up()
M.death(0, 1)
removePersonality()
if(href_list["wires"])
var/t1 = text2num(href_list["wires"])
switch(t1)
if(4)
radio.ToggleBroadcast()
if(2)
radio.ToggleReception()
if(href_list["setlaws"])
var/newlaws = sanitize(copytext(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.pai_laws) as message,1,MAX_MESSAGE_LEN))
if(newlaws)
pai.pai_laws = newlaws
to_chat(pai, "Your supplemental directives have been updated. Your new directives are:")
to_chat(pai, "Prime Directive: <br>[pai.pai_law0]")
to_chat(pai, "Supplemental Directives: <br>[pai.pai_laws]")
attack_self(usr)
// WIRE_SIGNAL = 1
// WIRE_RECEIVE = 2
// WIRE_TRANSMIT = 4
/obj/item/paicard/proc/setPersonality(mob/living/silicon/pai/personality)
pai = personality
overlays += "pai-happy"
/obj/item/paicard/proc/removePersonality()
pai = null
overlays.Cut()
overlays += "pai-off"
/obj/item/paicard
var/current_emotion = 1
/obj/item/paicard/proc/setEmotion(var/emotion)
if(pai)
overlays.Cut()
switch(emotion)
if(1) overlays += "pai-happy"
if(2) overlays += "pai-cat"
if(3) overlays += "pai-extremely-happy"
if(4) overlays += "pai-face"
if(5) overlays += "pai-laugh"
if(6) overlays += "pai-off"
if(7) overlays += "pai-sad"
if(8) overlays += "pai-angry"
if(9) overlays += "pai-what"
current_emotion = emotion
/obj/item/paicard/proc/alertUpdate()
var/turf/T = get_turf_or_move(loc)
for(var/mob/M in viewers(T))
M.show_message("<span class='notice'>[src] flashes a message across its screen, \"Additional personalities available for download.\"</span>", 3, "<span class='notice'>[src] bleeps electronically.</span>", 2)
/obj/item/paicard/emp_act(severity)
for(var/mob/M in src)
M.emp_act(severity)
..()
/obj/item/paicard/extinguish_light()
pai.extinguish_light()
set_light(0)
@@ -102,4 +102,4 @@
/obj/item/pizza_bomb/autoarm
timer_set = 1
timer = 30 // 3 seconds
timer = 30 // 3 seconds
+153 -153
View File
@@ -1,153 +1,153 @@
#define DISCONNECTED 0
#define CLAMPED_OFF 1
#define OPERATING 2
// Powersink - used to drain station power
/obj/item/powersink
name = "power sink"
desc = "A nulling power sink which drains energy from electrical systems."
icon = 'icons/obj/device.dmi'
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 2000000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 6e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = FALSE // stop spam, only warn the admins once that we are about to boom
var/obj/structure/cable/attached // the attached cable
/obj/item/powersink/Destroy()
STOP_PROCESSING(SSobj, src)
attached = null
return ..()
/obj/item/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = FALSE
density = FALSE
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
mode = value
update_icon()
set_light(0)
/obj/item/powersink/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "No exposed cable here to attach to.")
return
else
set_mode(CLAMPED_OFF)
visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
message_admins("Power sink activated by [key_name_admin(user)] at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Power sink activated by [key_name(user)] at ([x],[y],[z])")
else
to_chat(user, "Device must be placed over an exposed cable to attach to it.")
else
set_mode(DISCONNECTED)
src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(var/mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [AREACOORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min (drain_rate, attached.newavail())
attached.add_delayedload(drained)
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(drained >= drain_rate)
break
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = TRUE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)
#undef DISCONNECTED
#undef CLAMPED_OFF
#undef OPERATING
#define DISCONNECTED 0
#define CLAMPED_OFF 1
#define OPERATING 2
// Powersink - used to drain station power
/obj/item/powersink
name = "power sink"
desc = "A nulling power sink which drains energy from electrical systems."
icon = 'icons/obj/device.dmi'
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 2000000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 6e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = FALSE // stop spam, only warn the admins once that we are about to boom
var/obj/structure/cable/attached // the attached cable
/obj/item/powersink/Destroy()
STOP_PROCESSING(SSobj, src)
attached = null
return ..()
/obj/item/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = FALSE
density = FALSE
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = TRUE
density = TRUE
mode = value
update_icon()
set_light(0)
/obj/item/powersink/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "No exposed cable here to attach to.")
return
else
set_mode(CLAMPED_OFF)
visible_message("<span class='notice'>[user] attaches [src] to the cable!</span>")
message_admins("Power sink activated by [key_name_admin(user)] at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Power sink activated by [key_name(user)] at ([x],[y],[z])")
else
to_chat(user, "Device must be placed over an exposed cable to attach to it.")
else
set_mode(DISCONNECTED)
src.visible_message("<span class='notice'>[user] detaches [src] from the cable!</span>")
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(var/mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [AREACOORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min (drain_rate, attached.newavail())
attached.add_delayedload(drained)
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(drained >= drain_rate)
break
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = TRUE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)
#undef DISCONNECTED
#undef CLAMPED_OFF
#undef OPERATING
+106 -106
View File
@@ -1,106 +1,106 @@
/obj/item/radio/beacon
name = "Tracking Beacon"
desc = "A beacon used by a teleporter."
icon_state = "beacon"
item_state = "signaler"
var/code = "Beacon"
origin_tech = "bluespace=1"
var/emagged = 0
var/syndicate = 0
var/area_bypass = FALSE
var/cc_beacon = FALSE //set if allowed to teleport to even if on zlevel2
/obj/item/radio/beacon/New()
..()
code = "[code] ([GLOB.beacons.len + 1])"
GLOB.beacons += src
/obj/item/radio/beacon/Destroy()
GLOB.beacons -= src
return ..()
/obj/item/radio/beacon/emag_act(user as mob)
if(!emagged)
emagged = 1
syndicate = 1
to_chat(user, "<span class='notice'>The This beacon now only be locked on to by emagged teleporters!</span>")
/obj/item/radio/beacon/hear_talk()
return
/obj/item/radio/beacon/send_hear()
return null
/obj/item/radio/beacon/verb/alter_signal(t as text)
set name = "Alter Beacon's Signal"
set category = "Object"
set src in usr
if(usr.stat || usr.restrained())
return
code = t
if(isnull(code))
code = initial(code)
src.add_fingerprint(usr)
return
/obj/item/radio/beacon/bacon //Probably a better way of doing this, I'm lazy.
/obj/item/radio/beacon/bacon/proc/digest_delay()
QDEL_IN(src, 600)
// SINGULO BEACON SPAWNER
/obj/item/radio/beacon/syndicate
name = "suspicious beacon"
desc = "A label on it reads: <i>Activate to have a singularity beacon teleported to your location</i>."
origin_tech = "bluespace=6;syndicate=5"
syndicate = TRUE
var/obj/machinery/computer/syndicate_depot/teleporter/mycomputer
/obj/item/radio/beacon/syndicate/Destroy()
if(mycomputer)
mycomputer.mybeacon = null
return ..()
/obj/item/radio/beacon/syndicate/attack_self(mob/user)
if(user)
to_chat(user, "<span class='notice'>Locked In</span>")
new /obj/machinery/power/singularity_beacon/syndicate( user.loc )
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
qdel(src)
return
/obj/item/radio/beacon/syndicate/bomb
name = "suspicious beacon"
desc = "A label on it reads: <i>Warning: Activating this device will send a high-ordinance explosive to your location</i>."
origin_tech = "bluespace=5;syndicate=5"
/obj/item/radio/beacon/syndicate/bomb/attack_self(mob/user)
if(user)
to_chat(user, "<span class='notice'>Locked In</span>")
new /obj/machinery/syndicatebomb( user.loc )
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
qdel(src)
return
/obj/item/radio/beacon/engine
desc = "A label on it reads: <i>Warning: This device is used for transportation of high-density objects used for high-yield power generation. Stay away!</i>."
anchored = 1 //Let's not move these around. Some folk might get the idea to use these for assassinations
var/list/enginetype = list()
/obj/item/radio/beacon/engine/Initialize()
LAZYADD(GLOB.engine_beacon_list, src)
/obj/item/radio/beacon/engine/tesling
name = "Engine Beacon for Tesla and Singularity"
enginetype = list(ENGTYPE_TESLA, ENGTYPE_SING)
/obj/item/radio/beacon/engine/tesla
name = "Engine Beacon for Tesla"
enginetype = list(ENGTYPE_TESLA)
/obj/item/radio/beacon/engine/sing
name = "Engine Beacon for Singularity"
enginetype = list(ENGTYPE_SING)
/obj/item/radio/beacon
name = "Tracking Beacon"
desc = "A beacon used by a teleporter."
icon_state = "beacon"
item_state = "signaler"
var/code = "Beacon"
origin_tech = "bluespace=1"
var/emagged = 0
var/syndicate = 0
var/area_bypass = FALSE
var/cc_beacon = FALSE //set if allowed to teleport to even if on zlevel2
/obj/item/radio/beacon/New()
..()
code = "[code] ([GLOB.beacons.len + 1])"
GLOB.beacons += src
/obj/item/radio/beacon/Destroy()
GLOB.beacons -= src
return ..()
/obj/item/radio/beacon/emag_act(user as mob)
if(!emagged)
emagged = 1
syndicate = 1
to_chat(user, "<span class='notice'>The This beacon now only be locked on to by emagged teleporters!</span>")
/obj/item/radio/beacon/hear_talk()
return
/obj/item/radio/beacon/send_hear()
return null
/obj/item/radio/beacon/verb/alter_signal(t as text)
set name = "Alter Beacon's Signal"
set category = "Object"
set src in usr
if(usr.stat || usr.restrained())
return
code = t
if(isnull(code))
code = initial(code)
src.add_fingerprint(usr)
return
/obj/item/radio/beacon/bacon //Probably a better way of doing this, I'm lazy.
/obj/item/radio/beacon/bacon/proc/digest_delay()
QDEL_IN(src, 600)
// SINGULO BEACON SPAWNER
/obj/item/radio/beacon/syndicate
name = "suspicious beacon"
desc = "A label on it reads: <i>Activate to have a singularity beacon teleported to your location</i>."
origin_tech = "bluespace=6;syndicate=5"
syndicate = TRUE
var/obj/machinery/computer/syndicate_depot/teleporter/mycomputer
/obj/item/radio/beacon/syndicate/Destroy()
if(mycomputer)
mycomputer.mybeacon = null
return ..()
/obj/item/radio/beacon/syndicate/attack_self(mob/user)
if(user)
to_chat(user, "<span class='notice'>Locked In</span>")
new /obj/machinery/power/singularity_beacon/syndicate( user.loc )
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
qdel(src)
return
/obj/item/radio/beacon/syndicate/bomb
name = "suspicious beacon"
desc = "A label on it reads: <i>Warning: Activating this device will send a high-ordinance explosive to your location</i>."
origin_tech = "bluespace=5;syndicate=5"
/obj/item/radio/beacon/syndicate/bomb/attack_self(mob/user)
if(user)
to_chat(user, "<span class='notice'>Locked In</span>")
new /obj/machinery/syndicatebomb( user.loc )
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
qdel(src)
return
/obj/item/radio/beacon/engine
desc = "A label on it reads: <i>Warning: This device is used for transportation of high-density objects used for high-yield power generation. Stay away!</i>."
anchored = 1 //Let's not move these around. Some folk might get the idea to use these for assassinations
var/list/enginetype = list()
/obj/item/radio/beacon/engine/Initialize()
LAZYADD(GLOB.engine_beacon_list, src)
/obj/item/radio/beacon/engine/tesling
name = "Engine Beacon for Tesla and Singularity"
enginetype = list(ENGTYPE_TESLA, ENGTYPE_SING)
/obj/item/radio/beacon/engine/tesla
name = "Engine Beacon for Tesla"
enginetype = list(ENGTYPE_TESLA)
/obj/item/radio/beacon/engine/sing
name = "Engine Beacon for Singularity"
enginetype = list(ENGTYPE_SING)
@@ -1,113 +1,113 @@
/obj/item/radio/electropack
name = "electropack"
desc = "Dance my monkeys! DANCE!!!"
icon_state = "electropack0"
item_state = "electropack"
frequency = AIRLOCK_FREQ
flags = CONDUCT
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
materials = list(MAT_METAL=10000, MAT_GLASS=2500)
var/code = 2
is_special = 1
/obj/item/radio/electropack/attack_hand(mob/user as mob)
if(src == user.back)
to_chat(user, "<span class='notice'>You need help taking this off!</span>")
return 0
. = ..()
/obj/item/radio/electropack/Destroy()
if(istype(src.loc, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/S = src.loc
if(S.part1 == src)
S.part1 = null
else if(S.part2 == src)
S.part2 = null
master = null
return ..()
/obj/item/radio/electropack/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/clothing/head/helmet))
if(!b_stat)
to_chat(user, "<span class='notice'>[src] is not ready to be attached!</span>")
return
var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit( user )
A.icon = 'icons/obj/assemblies.dmi'
if(!user.unEquip(W))
to_chat(user, "<span class='notice'>\the [W] is stuck to your hand, you cannot attach it to \the [src]!</span>")
return
W.loc = A
W.master = A
A.part1 = W
user.unEquip(src)
loc = A
master = A
A.part2 = src
user.put_in_hands(A)
A.add_fingerprint(user)
if(src.flags & NODROP)
A.flags |= NODROP
/obj/item/radio/electropack/Topic(href, href_list)
if(..())
return 1
if(href_list["freq"])
var/new_frequency = sanitize_frequency(frequency + text2num(href_list["freq"]))
set_frequency(new_frequency)
else if(href_list["code"])
code += text2num(href_list["code"])
code = round(code)
code = Clamp(code, 1, 100)
else if(href_list["power"])
on = !on
add_fingerprint(usr)
/obj/item/radio/electropack/receive_signal(datum/signal/signal)
if(!signal || signal.encryption != code)
return
if(ismob(loc) && on)
var/mob/M = loc
var/turf/T = M.loc
if(istype(T, /turf))
if(!M.moved_recently && M.last_move)
M.moved_recently = 1
step(M, M.last_move)
sleep(50)
if(M)
M.moved_recently = 0
to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
do_sparks(3, 1, M)
M.Weaken(5)
if(master)
master.receive_signal()
return
/obj/item/radio/electropack/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio_electro.tmpl", "[name]", 400, 500)
ui.open()
ui.set_auto_update(1)
/obj/item/radio/electropack/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
data["power"] = on
data["freq"] = format_frequency(frequency)
data["code"] = code
return data
/obj/item/radio/electropack
name = "electropack"
desc = "Dance my monkeys! DANCE!!!"
icon_state = "electropack0"
item_state = "electropack"
frequency = AIRLOCK_FREQ
flags = CONDUCT
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
materials = list(MAT_METAL=10000, MAT_GLASS=2500)
var/code = 2
is_special = 1
/obj/item/radio/electropack/attack_hand(mob/user as mob)
if(src == user.back)
to_chat(user, "<span class='notice'>You need help taking this off!</span>")
return 0
. = ..()
/obj/item/radio/electropack/Destroy()
if(istype(src.loc, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/S = src.loc
if(S.part1 == src)
S.part1 = null
else if(S.part2 == src)
S.part2 = null
master = null
return ..()
/obj/item/radio/electropack/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/clothing/head/helmet))
if(!b_stat)
to_chat(user, "<span class='notice'>[src] is not ready to be attached!</span>")
return
var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit( user )
A.icon = 'icons/obj/assemblies.dmi'
if(!user.unEquip(W))
to_chat(user, "<span class='notice'>\the [W] is stuck to your hand, you cannot attach it to \the [src]!</span>")
return
W.loc = A
W.master = A
A.part1 = W
user.unEquip(src)
loc = A
master = A
A.part2 = src
user.put_in_hands(A)
A.add_fingerprint(user)
if(src.flags & NODROP)
A.flags |= NODROP
/obj/item/radio/electropack/Topic(href, href_list)
if(..())
return 1
if(href_list["freq"])
var/new_frequency = sanitize_frequency(frequency + text2num(href_list["freq"]))
set_frequency(new_frequency)
else if(href_list["code"])
code += text2num(href_list["code"])
code = round(code)
code = Clamp(code, 1, 100)
else if(href_list["power"])
on = !on
add_fingerprint(usr)
/obj/item/radio/electropack/receive_signal(datum/signal/signal)
if(!signal || signal.encryption != code)
return
if(ismob(loc) && on)
var/mob/M = loc
var/turf/T = M.loc
if(istype(T, /turf))
if(!M.moved_recently && M.last_move)
M.moved_recently = 1
step(M, M.last_move)
sleep(50)
if(M)
M.moved_recently = 0
to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
do_sparks(3, 1, M)
M.Weaken(5)
if(master)
master.receive_signal()
return
/obj/item/radio/electropack/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "radio_electro.tmpl", "[name]", 400, 500)
ui.open()
ui.set_auto_update(1)
/obj/item/radio/electropack/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
data["power"] = on
data["freq"] = format_frequency(frequency)
data["code"] = code
return data
+426 -426
View File
@@ -1,426 +1,426 @@
/obj/item/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
var/radio_desc = ""
icon_state = "headset"
item_state = "headset"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/ears.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/ears.dmi'
) //We read you loud and skree-er.
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
var/translate_binary = FALSE
var/translate_hive = FALSE
var/obj/item/encryptionkey/keyslot1 = null
var/obj/item/encryptionkey/keyslot2 = null
var/ks1type = null
var/ks2type = null
dog_fashion = null
/obj/item/radio/headset/New()
..()
internal_channels.Cut()
/obj/item/radio/headset/Initialize()
..()
if(ks1type)
keyslot1 = new ks1type(src)
if(keyslot1.syndie)
syndiekey = keyslot1
if(ks2type)
keyslot2 = new ks2type(src)
if(keyslot2.syndie)
syndiekey = keyslot2
recalculateChannels(TRUE)
/obj/item/radio/headset/Destroy()
QDEL_NULL(keyslot1)
QDEL_NULL(keyslot2)
return ..()
/obj/item/radio/headset/list_channels(var/mob/user)
return list_secure_channels()
/obj/item/radio/headset/examine(mob/user)
. = ..()
if(in_range(src, user) && radio_desc)
. += "The following channels are available:"
. += radio_desc
/obj/item/radio/headset/handle_message_mode(mob/living/M as mob, list/message_pieces, channel)
if(channel == "special")
if(translate_binary)
var/datum/language/binary = GLOB.all_languages["Robot Talk"]
binary.broadcast(M, strip_prefixes(multilingual_to_message(message_pieces)))
return RADIO_CONNECTION_NON_SUBSPACE
if(translate_hive)
var/datum/language/hivemind = GLOB.all_languages["Hivemind"]
hivemind.broadcast(M, strip_prefixes(multilingual_to_message(message_pieces)))
return RADIO_CONNECTION_NON_SUBSPACE
return RADIO_CONNECTION_FAIL
return ..()
/obj/item/radio/headset/is_listening()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.l_ear == src || H.r_ear == src)
return ..()
else if(isanimal(loc) || isAI(loc))
return ..()
return FALSE
/obj/item/radio/headset/alt
name = "bowman headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/syndicate
origin_tech = "syndicate=3"
ks1type = /obj/item/encryptionkey/syndicate/nukeops
/obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs."
flags = EARBANGPROTECT
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/radio/headset/syndicate/syndteam
ks1type = /obj/item/encryptionkey/syndteam
/obj/item/radio/headset/syndicate/alt/syndteam
ks1type = /obj/item/encryptionkey/syndteam
/obj/item/radio/headset/binary
origin_tech = "syndicate=3"
ks1type = /obj/item/encryptionkey/binary
/obj/item/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force."
icon_state = "sec_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_sec
/obj/item/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls."
icon_state = "eng_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists who cannot decide between departments."
icon_state = "rob_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_rob
/obj/item/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay."
icon_state = "med_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual."
icon_state = "sci_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_sci
/obj/item/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science."
icon_state = "medsci_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_medsci
/obj/item/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_com
/obj/item/radio/headset/heads/captain
name = "captain's headset"
desc = "The headset of the boss."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/rd
name = "Research Director's headset"
desc = "Headset of the researching God."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/rd
/obj/item/radio/headset/heads/hos
name = "head of security's headset"
desc = "The headset of the man who protects your worthless lives."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/hos
/obj/item/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/ce
name = "chief engineer's headset"
desc = "The headset of the guy who is in charge of morons."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ce
/obj/item/radio/headset/heads/cmo
name = "chief medical officer's headset"
desc = "The headset of the highly trained medical chief."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/cmo
/obj/item/radio/headset/heads/hop
name = "head of personnel's headset"
desc = "The headset of the guy who will one day be captain."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/hop
/obj/item/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the cargo department."
icon_state = "cargo_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners."
icon_state = "mine_headset"
/obj/item/radio/headset/headset_service
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean."
icon_state = "srv_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_service
/obj/item/radio/headset/heads/ntrep
name = "nanotrasen representative's headset"
desc = "The headset of the Nanotrasen Representative."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ntrep
/obj/item/radio/headset/heads/magistrate
name = "magistrate's headset"
desc = "The headset of the Magistrate."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/magistrate
/obj/item/radio/headset/heads/magistrate/alt
name = "\proper magistrate's bowman headset"
desc = "The headset of the Magistrate. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/blueshield
name = "blueshield's headset"
desc = "The headset of the Blueshield."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/blueshield
/obj/item/radio/headset/heads/blueshield/alt
name = "\proper blueshield's bowman headset"
desc = "The headset of the Blueshield. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/ert
name = "emergency response team headset"
desc = "The headset of the boss's boss."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/ert
/obj/item/radio/headset/ert/alt
name = "\proper emergency response team's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/centcom
name = "\proper centcom officer's bowman headset"
desc = "The headset of final authority. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
ks2type = /obj/item/encryptionkey/centcom
/obj/item/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
name = "\improper AI subspace transceiver"
desc = "Integrated AI radio transceiver."
icon = 'icons/obj/robot_component.dmi'
icon_state = "radio"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ai_integrated
var/myAi = null // Atlantis: Reference back to the AI which has this radio.
var/disabledAi = 0 // Atlantis: Used to manually disable AI's integrated radio via intellicard menu.
/obj/item/radio/headset/heads/ai_integrated/is_listening()
if(disabledAi)
return FALSE
return ..()
/obj/item/radio/headset/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/encryptionkey/))
user.set_machine(src)
if(keyslot1 && keyslot2)
to_chat(user, "The headset can't hold another key!")
return
if(!keyslot1)
user.drop_item()
W.loc = src
keyslot1 = W
else
user.drop_item()
W.loc = src
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/radio/headset/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = 0))
return
user.set_machine(src)
if(keyslot1 || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, SSradio.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot1)
var/turf/T = get_turf(user)
if(T)
keyslot1.loc = T
keyslot1 = null
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
recalculateChannels()
to_chat(user, "You pop out the encryption keys in the headset!")
I.play_tool_sound(user, I.tool_volume)
else
to_chat(user, "This headset doesn't have any encryption keys! How useless...")
/obj/item/radio/headset/proc/recalculateChannels(var/setDescription = FALSE)
channels = list()
translate_binary = FALSE
translate_hive = FALSE
syndiekey = null
if(keyslot1)
for(var/ch_name in keyslot1.channels)
if(ch_name in channels)
continue
channels += ch_name
channels[ch_name] = keyslot1.channels[ch_name]
if(keyslot1.translate_binary)
translate_binary = TRUE
if(keyslot1.translate_hive)
translate_hive = TRUE
if(keyslot1.syndie)
syndiekey = keyslot1
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in channels)
continue
channels += ch_name
channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
translate_binary = TRUE
if(keyslot2.translate_hive)
translate_hive = TRUE
if(keyslot2.syndie)
syndiekey = keyslot2
for(var/ch_name in channels)
if(!SSradio)
name = "broken radio headset"
return
secure_radio_connections[ch_name] = SSradio.add_object(src, SSradio.radiochannels[ch_name], RADIO_CHAT)
if(setDescription)
setupRadioDescription()
return
/obj/item/radio/headset/proc/setupRadioDescription()
var/radio_text = ""
for(var/i = 1 to channels.len)
var/channel = channels[i]
var/key = get_radio_key_from_channel(channel)
radio_text += "[key] - [channel]"
if(i != channels.len)
radio_text += ", "
radio_desc = radio_text
/obj/item/radio/headset/proc/make_syndie() // Turns normal radios into Syndicate radios!
qdel(keyslot1)
keyslot1 = new /obj/item/encryptionkey/syndicate
syndiekey = keyslot1
recalculateChannels()
/obj/item/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
var/radio_desc = ""
icon_state = "headset"
item_state = "headset"
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/ears.dmi',
"Vox Armalis" = 'icons/mob/species/armalis/ears.dmi'
) //We read you loud and skree-er.
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
var/translate_binary = FALSE
var/translate_hive = FALSE
var/obj/item/encryptionkey/keyslot1 = null
var/obj/item/encryptionkey/keyslot2 = null
var/ks1type = null
var/ks2type = null
dog_fashion = null
/obj/item/radio/headset/New()
..()
internal_channels.Cut()
/obj/item/radio/headset/Initialize()
..()
if(ks1type)
keyslot1 = new ks1type(src)
if(keyslot1.syndie)
syndiekey = keyslot1
if(ks2type)
keyslot2 = new ks2type(src)
if(keyslot2.syndie)
syndiekey = keyslot2
recalculateChannels(TRUE)
/obj/item/radio/headset/Destroy()
QDEL_NULL(keyslot1)
QDEL_NULL(keyslot2)
return ..()
/obj/item/radio/headset/list_channels(var/mob/user)
return list_secure_channels()
/obj/item/radio/headset/examine(mob/user)
. = ..()
if(in_range(src, user) && radio_desc)
. += "The following channels are available:"
. += radio_desc
/obj/item/radio/headset/handle_message_mode(mob/living/M as mob, list/message_pieces, channel)
if(channel == "special")
if(translate_binary)
var/datum/language/binary = GLOB.all_languages["Robot Talk"]
binary.broadcast(M, strip_prefixes(multilingual_to_message(message_pieces)))
return RADIO_CONNECTION_NON_SUBSPACE
if(translate_hive)
var/datum/language/hivemind = GLOB.all_languages["Hivemind"]
hivemind.broadcast(M, strip_prefixes(multilingual_to_message(message_pieces)))
return RADIO_CONNECTION_NON_SUBSPACE
return RADIO_CONNECTION_FAIL
return ..()
/obj/item/radio/headset/is_listening()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.l_ear == src || H.r_ear == src)
return ..()
else if(isanimal(loc) || isAI(loc))
return ..()
return FALSE
/obj/item/radio/headset/alt
name = "bowman headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/syndicate
origin_tech = "syndicate=3"
ks1type = /obj/item/encryptionkey/syndicate/nukeops
/obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs."
flags = EARBANGPROTECT
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/radio/headset/syndicate/syndteam
ks1type = /obj/item/encryptionkey/syndteam
/obj/item/radio/headset/syndicate/alt/syndteam
ks1type = /obj/item/encryptionkey/syndteam
/obj/item/radio/headset/binary
origin_tech = "syndicate=3"
ks1type = /obj/item/encryptionkey/binary
/obj/item/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force."
icon_state = "sec_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_sec
/obj/item/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls."
icon_state = "eng_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists who cannot decide between departments."
icon_state = "rob_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_rob
/obj/item/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay."
icon_state = "med_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual."
icon_state = "sci_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_sci
/obj/item/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science."
icon_state = "medsci_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_medsci
/obj/item/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_com
/obj/item/radio/headset/heads/captain
name = "captain's headset"
desc = "The headset of the boss."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/rd
name = "Research Director's headset"
desc = "Headset of the researching God."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/rd
/obj/item/radio/headset/heads/hos
name = "head of security's headset"
desc = "The headset of the man who protects your worthless lives."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/hos
/obj/item/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/ce
name = "chief engineer's headset"
desc = "The headset of the guy who is in charge of morons."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ce
/obj/item/radio/headset/heads/cmo
name = "chief medical officer's headset"
desc = "The headset of the highly trained medical chief."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/cmo
/obj/item/radio/headset/heads/hop
name = "head of personnel's headset"
desc = "The headset of the guy who will one day be captain."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/hop
/obj/item/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the cargo department."
icon_state = "cargo_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners."
icon_state = "mine_headset"
/obj/item/radio/headset/headset_service
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean."
icon_state = "srv_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/headset_service
/obj/item/radio/headset/heads/ntrep
name = "nanotrasen representative's headset"
desc = "The headset of the Nanotrasen Representative."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ntrep
/obj/item/radio/headset/heads/magistrate
name = "magistrate's headset"
desc = "The headset of the Magistrate."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/magistrate
/obj/item/radio/headset/heads/magistrate/alt
name = "\proper magistrate's bowman headset"
desc = "The headset of the Magistrate. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/blueshield
name = "blueshield's headset"
desc = "The headset of the Blueshield."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/blueshield
/obj/item/radio/headset/heads/blueshield/alt
name = "\proper blueshield's bowman headset"
desc = "The headset of the Blueshield. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/ert
name = "emergency response team headset"
desc = "The headset of the boss's boss."
icon_state = "com_headset"
item_state = "headset"
ks2type = /obj/item/encryptionkey/ert
/obj/item/radio/headset/ert/alt
name = "\proper emergency response team's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/centcom
name = "\proper centcom officer's bowman headset"
desc = "The headset of final authority. Protects ears from flashbangs."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
ks2type = /obj/item/encryptionkey/centcom
/obj/item/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
name = "\improper AI subspace transceiver"
desc = "Integrated AI radio transceiver."
icon = 'icons/obj/robot_component.dmi'
icon_state = "radio"
item_state = "headset"
ks2type = /obj/item/encryptionkey/heads/ai_integrated
var/myAi = null // Atlantis: Reference back to the AI which has this radio.
var/disabledAi = 0 // Atlantis: Used to manually disable AI's integrated radio via intellicard menu.
/obj/item/radio/headset/heads/ai_integrated/is_listening()
if(disabledAi)
return FALSE
return ..()
/obj/item/radio/headset/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/encryptionkey/))
user.set_machine(src)
if(keyslot1 && keyslot2)
to_chat(user, "The headset can't hold another key!")
return
if(!keyslot1)
user.drop_item()
W.loc = src
keyslot1 = W
else
user.drop_item()
W.loc = src
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/radio/headset/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = 0))
return
user.set_machine(src)
if(keyslot1 || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, SSradio.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot1)
var/turf/T = get_turf(user)
if(T)
keyslot1.loc = T
keyslot1 = null
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
recalculateChannels()
to_chat(user, "You pop out the encryption keys in the headset!")
I.play_tool_sound(user, I.tool_volume)
else
to_chat(user, "This headset doesn't have any encryption keys! How useless...")
/obj/item/radio/headset/proc/recalculateChannels(var/setDescription = FALSE)
channels = list()
translate_binary = FALSE
translate_hive = FALSE
syndiekey = null
if(keyslot1)
for(var/ch_name in keyslot1.channels)
if(ch_name in channels)
continue
channels += ch_name
channels[ch_name] = keyslot1.channels[ch_name]
if(keyslot1.translate_binary)
translate_binary = TRUE
if(keyslot1.translate_hive)
translate_hive = TRUE
if(keyslot1.syndie)
syndiekey = keyslot1
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in channels)
continue
channels += ch_name
channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
translate_binary = TRUE
if(keyslot2.translate_hive)
translate_hive = TRUE
if(keyslot2.syndie)
syndiekey = keyslot2
for(var/ch_name in channels)
if(!SSradio)
name = "broken radio headset"
return
secure_radio_connections[ch_name] = SSradio.add_object(src, SSradio.radiochannels[ch_name], RADIO_CHAT)
if(setDescription)
setupRadioDescription()
return
/obj/item/radio/headset/proc/setupRadioDescription()
var/radio_text = ""
for(var/i = 1 to channels.len)
var/channel = channels[i]
var/key = get_radio_key_from_channel(channel)
radio_text += "[key] - [channel]"
if(i != channels.len)
radio_text += ", "
radio_desc = radio_text
/obj/item/radio/headset/proc/make_syndie() // Turns normal radios into Syndicate radios!
qdel(keyslot1)
keyslot1 = new /obj/item/encryptionkey/syndicate
syndiekey = keyslot1
recalculateChannels()
+274 -274
View File
@@ -1,274 +1,274 @@
/obj/item/radio/intercom
name = "station intercom (General)"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
flags = CONDUCT
var/number = 0
var/circuitry_installed = 1
var/last_tick //used to delay the powercheck
var/buildstage = 0
dog_fashion = null
/obj/item/radio/intercom/custom
name = "station intercom (Custom)"
broadcasting = 0
listening = 0
/obj/item/radio/intercom/interrogation
name = "station intercom (Interrogation)"
frequency = AIRLOCK_FREQ
/obj/item/radio/intercom/private
name = "station intercom (Private)"
frequency = AI_FREQ
/obj/item/radio/intercom/command
name = "station intercom (Command)"
frequency = COMM_FREQ
/obj/item/radio/intercom/specops
name = "\improper Special Operations intercom"
frequency = ERT_FREQ
/obj/item/radio/intercom/department
canhear_range = 5
broadcasting = 0
listening = 1
/obj/item/radio/intercom/department/medbay
name = "station intercom (Medbay)"
frequency = MED_I_FREQ
/obj/item/radio/intercom/department/security
name = "station intercom (Security)"
frequency = SEC_I_FREQ
/obj/item/radio/intercom/New(turf/loc, ndir, building = 3)
..()
buildstage = building
if(buildstage)
START_PROCESSING(SSobj, src)
else
if(ndir)
pixel_x = (ndir & EAST|WEST) ? (ndir == EAST ? 28 : -28) : 0
pixel_y = (ndir & NORTH|SOUTH) ? (ndir == NORTH ? 28 : -28) : 0
dir=ndir
b_stat=1
on = 0
GLOB.global_intercoms.Add(src)
update_icon()
/obj/item/radio/intercom/department/medbay/New()
..()
internal_channels = default_medbay_channels.Copy()
/obj/item/radio/intercom/department/security/New()
..()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(SEC_I_FREQ) = list(ACCESS_SECURITY)
)
/obj/item/radio/intercom/syndicate
name = "illicit intercom"
desc = "Talk through this. Evilly"
frequency = SYND_FREQ
subspace_transmission = TRUE
syndiekey = new /obj/item/encryptionkey/syndicate/nukeops
/obj/item/radio/intercom/syndicate/New()
..()
internal_channels[num2text(SYND_FREQ)] = list(ACCESS_SYNDICATE)
/obj/item/radio/intercom/pirate
name = "pirate radio intercom"
desc = "You wouldn't steal a space shuttle. Piracy. It's a crime!"
subspace_transmission = 1
/obj/item/radio/intercom/pirate/New()
..()
internal_channels.Cut()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(AI_FREQ) = list(),
num2text(COMM_FREQ)= list(),
num2text(ENG_FREQ) = list(),
num2text(MED_FREQ) = list(),
num2text(MED_I_FREQ)=list(),
num2text(SEC_FREQ) = list(),
num2text(SEC_I_FREQ)=list(),
num2text(SCI_FREQ) = list(),
num2text(SUP_FREQ) = list(),
num2text(SRV_FREQ) = list()
)
/obj/item/radio/intercom/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.global_intercoms.Remove(src)
return ..()
/obj/item/radio/intercom/attack_ai(mob/user as mob)
add_hiddenprint(user)
add_fingerprint(user)
spawn(0)
attack_self(user)
/obj/item/radio/intercom/attack_hand(mob/user as mob)
add_fingerprint(user)
spawn(0)
attack_self(user)
/obj/item/radio/intercom/receive_range(freq, level)
if(!is_listening())
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
// TODO: Integrate radio with the space manager
if(isnull(position) || !(position.z in level))
return -1
if(freq in SSradio.ANTAG_FREQS)
if(!(syndiekey))
return -1//Prevents broadcast of messages over devices lacking the encryption
return canhear_range
/obj/item/radio/intercom/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/stack/tape_roll)) //eww
return
else if(iscoil(W) && buildstage == 1)
var/obj/item/stack/cable_coil/coil = W
if(coil.amount < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
return
if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1)
coil.use(5)
to_chat(user, "<span class='notice'>You wire \the [src]!</span>")
buildstage = 2
return 1
else if(istype(W,/obj/item/intercom_electronics) && buildstage == 0)
playsound(get_turf(src), W.usesound, 50, 1)
if(do_after(user, 10 * W.toolspeed, target = src) && buildstage == 0)
qdel(W)
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src]!</span>")
buildstage = 1
return 1
else
return ..()
/obj/item/radio/intercom/crowbar_act(mob/user, obj/item/I)
if(buildstage != 1)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You begin removing the electronics...</span>")
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 1)
return
new /obj/item/intercom_electronics(get_turf(src))
to_chat(user, "<span class='notice'>The circuit board pops out!</span>")
buildstage = 0
/obj/item/radio/intercom/screwdriver_act(mob/user, obj/item/I)
if(buildstage != 2)
return ..()
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 2)
return
update_icon()
on = 1
b_stat = 0
buildstage = 3
to_chat(user, "<span class='notice'>You secure the electronics!</span>")
update_icon()
START_PROCESSING(SSobj, src)
for(var/i, i<= 5, i++)
wires.UpdateCut(i,1)
/obj/item/radio/intercom/wirecutter_act(mob/user, obj/item/I)
if(!(buildstage == 3 && b_stat && wires.IsAllCut()))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
new /obj/item/stack/cable_coil(get_turf(src),5)
on = 0
b_stat = 1
buildstage = 1
update_icon()
STOP_PROCESSING(SSobj, src)
/obj/item/radio/intercom/welder_act(mob/user, obj/item/I)
if(!buildstage)
return
. = TRUE
if(!I.tool_use_check(user, 3))
return
to_chat(user, "<span class='notice'>You start slicing [src] from the wall...</span>")
if(I.use_tool(src, user, 10, amount = 3, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You cut [src] free from the wall!</span>")
new /obj/item/mounted/frame/intercom(get_turf(src))
qdel(src)
/obj/item/radio/intercom/update_icon()
if(!circuitry_installed)
icon_state="intercom-frame"
return
icon_state = "intercom[!on?"-p":""][b_stat ? "-open":""]"
/obj/item/radio/intercom/process()
if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
last_tick = world.timeofday
if(!src.loc)
on = 0
else
var/area/A = get_area(src)
if(!A)
on = 0
else
on = A.powered(EQUIP) // set "on" to the power status
update_icon()
/obj/item/intercom_electronics
name = "intercom electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
desc = "Looks like a circuit. Probably is."
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=2;programming=1"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/radio/intercom/locked
var/locked_frequency
/obj/item/radio/intercom/locked/set_frequency(var/frequency)
if(frequency == locked_frequency)
..(locked_frequency)
/obj/item/radio/intercom/locked/list_channels()
return ""
/obj/item/radio/intercom/locked/ai_private
name = "\improper AI intercom"
frequency = AI_FREQ
/obj/item/radio/intercom/locked/confessional
name = "confessional intercom"
frequency = 1480
/obj/item/radio/intercom/locked/prison
name = "\improper prison intercom"
desc = "Talk through this. It looks like it has been modified to not broadcast."
/obj/item/radio/intercom/locked/prison/New()
..()
wires.CutWireIndex(RADIO_WIRE_TRANSMIT)
/obj/item/radio/intercom
name = "station intercom (General)"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
flags = CONDUCT
var/number = 0
var/circuitry_installed = 1
var/last_tick //used to delay the powercheck
var/buildstage = 0
dog_fashion = null
/obj/item/radio/intercom/custom
name = "station intercom (Custom)"
broadcasting = 0
listening = 0
/obj/item/radio/intercom/interrogation
name = "station intercom (Interrogation)"
frequency = AIRLOCK_FREQ
/obj/item/radio/intercom/private
name = "station intercom (Private)"
frequency = AI_FREQ
/obj/item/radio/intercom/command
name = "station intercom (Command)"
frequency = COMM_FREQ
/obj/item/radio/intercom/specops
name = "\improper Special Operations intercom"
frequency = ERT_FREQ
/obj/item/radio/intercom/department
canhear_range = 5
broadcasting = 0
listening = 1
/obj/item/radio/intercom/department/medbay
name = "station intercom (Medbay)"
frequency = MED_I_FREQ
/obj/item/radio/intercom/department/security
name = "station intercom (Security)"
frequency = SEC_I_FREQ
/obj/item/radio/intercom/New(turf/loc, ndir, building = 3)
..()
buildstage = building
if(buildstage)
START_PROCESSING(SSobj, src)
else
if(ndir)
pixel_x = (ndir & EAST|WEST) ? (ndir == EAST ? 28 : -28) : 0
pixel_y = (ndir & NORTH|SOUTH) ? (ndir == NORTH ? 28 : -28) : 0
dir=ndir
b_stat=1
on = 0
GLOB.global_intercoms.Add(src)
update_icon()
/obj/item/radio/intercom/department/medbay/New()
..()
internal_channels = default_medbay_channels.Copy()
/obj/item/radio/intercom/department/security/New()
..()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(SEC_I_FREQ) = list(ACCESS_SECURITY)
)
/obj/item/radio/intercom/syndicate
name = "illicit intercom"
desc = "Talk through this. Evilly"
frequency = SYND_FREQ
subspace_transmission = TRUE
syndiekey = new /obj/item/encryptionkey/syndicate/nukeops
/obj/item/radio/intercom/syndicate/New()
..()
internal_channels[num2text(SYND_FREQ)] = list(ACCESS_SYNDICATE)
/obj/item/radio/intercom/pirate
name = "pirate radio intercom"
desc = "You wouldn't steal a space shuttle. Piracy. It's a crime!"
subspace_transmission = 1
/obj/item/radio/intercom/pirate/New()
..()
internal_channels.Cut()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(AI_FREQ) = list(),
num2text(COMM_FREQ)= list(),
num2text(ENG_FREQ) = list(),
num2text(MED_FREQ) = list(),
num2text(MED_I_FREQ)=list(),
num2text(SEC_FREQ) = list(),
num2text(SEC_I_FREQ)=list(),
num2text(SCI_FREQ) = list(),
num2text(SUP_FREQ) = list(),
num2text(SRV_FREQ) = list()
)
/obj/item/radio/intercom/Destroy()
STOP_PROCESSING(SSobj, src)
GLOB.global_intercoms.Remove(src)
return ..()
/obj/item/radio/intercom/attack_ai(mob/user as mob)
add_hiddenprint(user)
add_fingerprint(user)
spawn(0)
attack_self(user)
/obj/item/radio/intercom/attack_hand(mob/user as mob)
add_fingerprint(user)
spawn(0)
attack_self(user)
/obj/item/radio/intercom/receive_range(freq, level)
if(!is_listening())
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
// TODO: Integrate radio with the space manager
if(isnull(position) || !(position.z in level))
return -1
if(freq in SSradio.ANTAG_FREQS)
if(!(syndiekey))
return -1//Prevents broadcast of messages over devices lacking the encryption
return canhear_range
/obj/item/radio/intercom/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/stack/tape_roll)) //eww
return
else if(iscoil(W) && buildstage == 1)
var/obj/item/stack/cable_coil/coil = W
if(coil.amount < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
return
if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1)
coil.use(5)
to_chat(user, "<span class='notice'>You wire \the [src]!</span>")
buildstage = 2
return 1
else if(istype(W,/obj/item/intercom_electronics) && buildstage == 0)
playsound(get_turf(src), W.usesound, 50, 1)
if(do_after(user, 10 * W.toolspeed, target = src) && buildstage == 0)
qdel(W)
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src]!</span>")
buildstage = 1
return 1
else
return ..()
/obj/item/radio/intercom/crowbar_act(mob/user, obj/item/I)
if(buildstage != 1)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You begin removing the electronics...</span>")
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 1)
return
new /obj/item/intercom_electronics(get_turf(src))
to_chat(user, "<span class='notice'>The circuit board pops out!</span>")
buildstage = 0
/obj/item/radio/intercom/screwdriver_act(mob/user, obj/item/I)
if(buildstage != 2)
return ..()
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 2)
return
update_icon()
on = 1
b_stat = 0
buildstage = 3
to_chat(user, "<span class='notice'>You secure the electronics!</span>")
update_icon()
START_PROCESSING(SSobj, src)
for(var/i, i<= 5, i++)
wires.UpdateCut(i,1)
/obj/item/radio/intercom/wirecutter_act(mob/user, obj/item/I)
if(!(buildstage == 3 && b_stat && wires.IsAllCut()))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
new /obj/item/stack/cable_coil(get_turf(src),5)
on = 0
b_stat = 1
buildstage = 1
update_icon()
STOP_PROCESSING(SSobj, src)
/obj/item/radio/intercom/welder_act(mob/user, obj/item/I)
if(!buildstage)
return
. = TRUE
if(!I.tool_use_check(user, 3))
return
to_chat(user, "<span class='notice'>You start slicing [src] from the wall...</span>")
if(I.use_tool(src, user, 10, amount = 3, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You cut [src] free from the wall!</span>")
new /obj/item/mounted/frame/intercom(get_turf(src))
qdel(src)
/obj/item/radio/intercom/update_icon()
if(!circuitry_installed)
icon_state="intercom-frame"
return
icon_state = "intercom[!on?"-p":""][b_stat ? "-open":""]"
/obj/item/radio/intercom/process()
if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
last_tick = world.timeofday
if(!src.loc)
on = 0
else
var/area/A = get_area(src)
if(!A)
on = 0
else
on = A.powered(EQUIP) // set "on" to the power status
update_icon()
/obj/item/intercom_electronics
name = "intercom electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
desc = "Looks like a circuit. Probably is."
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=2;programming=1"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/radio/intercom/locked
var/locked_frequency
/obj/item/radio/intercom/locked/set_frequency(var/frequency)
if(frequency == locked_frequency)
..(locked_frequency)
/obj/item/radio/intercom/locked/list_channels()
return ""
/obj/item/radio/intercom/locked/ai_private
name = "\improper AI intercom"
frequency = AI_FREQ
/obj/item/radio/intercom/locked/confessional
name = "confessional intercom"
frequency = 1480
/obj/item/radio/intercom/locked/prison
name = "\improper prison intercom"
desc = "Talk through this. It looks like it has been modified to not broadcast."
/obj/item/radio/intercom/locked/prison/New()
..()
wires.CutWireIndex(RADIO_WIRE_TRANSMIT)
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File diff suppressed because it is too large Load Diff
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@@ -1,324 +1,324 @@
/obj/item/taperecorder
name = "universal recorder"
desc = "A device that can record to cassette tapes, and play them. It automatically translates the content in playback."
icon = 'icons/obj/device.dmi'
icon_state = "taperecorder_empty"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL=60, MAT_GLASS=30)
force = 2
throwforce = 0
var/recording = 0
var/playing = 0
var/playsleepseconds = 0
var/obj/item/tape/mytape
var/open_panel = 0
var/canprint = 1
var/starts_with_tape = TRUE
/obj/item/taperecorder/New()
..()
if(starts_with_tape)
mytape = new /obj/item/tape/random(src)
update_icon()
/obj/item/taperecorder/Destroy()
QDEL_NULL(mytape)
return ..()
/obj/item/taperecorder/examine(mob/user)
. = ..()
if(in_range(user, src))
. += "The wire panel is [open_panel ? "opened" : "closed"]."
/obj/item/taperecorder/attackby(obj/item/I, mob/user)
if(!mytape && istype(I, /obj/item/tape))
user.drop_item()
I.loc = src
mytape = I
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
update_icon()
/obj/item/taperecorder/proc/eject(mob/user)
if(mytape)
to_chat(user, "<span class='notice'>You remove [mytape] from [src].</span>")
stop()
user.put_in_hands(mytape)
mytape = null
update_icon()
/obj/item/taperecorder/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
mytape.ruin() //Fires destroy the tape
return ..()
/obj/item/taperecorder/attack_hand(mob/user)
if(loc == user)
if(mytape)
if(user.l_hand != src && user.r_hand != src)
..()
return
eject(user)
return
..()
/obj/item/taperecorder/verb/ejectverb()
set name = "Eject Tape"
set category = "Object"
if(usr.stat)
return
if(!mytape)
return
eject(usr)
/obj/item/taperecorder/update_icon()
if(!mytape)
icon_state = "taperecorder_empty"
else if(recording)
icon_state = "taperecorder_recording"
else if(playing)
icon_state = "taperecorder_playing"
else
icon_state = "taperecorder_idle"
/obj/item/taperecorder/hear_talk(mob/living/M as mob, list/message_pieces)
var/msg = multilingual_to_message(message_pieces)
if(mytape && recording)
var/ending = copytext(msg, length(msg))
mytape.timestamp += mytape.used_capacity
if(M.stuttering)
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] stammers, \"[msg]\""
return
if(M.getBrainLoss() >= 60)
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] gibbers, \"[msg]\""
return
if(ending == "?")
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] asks, \"[msg]\""
return
else if(ending == "!")
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] exclaims, \"[msg]\""
return
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] says, \"[msg]\""
/obj/item/taperecorder/hear_message(mob/living/M as mob, msg)
if(mytape && recording)
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] [msg]"
/obj/item/taperecorder/verb/record()
set name = "Start Recording"
set category = "Object"
if(usr.stat)
return
if(!mytape || mytape.ruined)
return
if(recording)
return
if(playing)
return
if(mytape.used_capacity < mytape.max_capacity)
to_chat(usr, "<span class='notice'>Recording started.</span>")
recording = 1
update_icon()
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] Recording started."
var/used = mytape.used_capacity //to stop runtimes when you eject the tape
var/max = mytape.max_capacity
for(used, used < max)
if(recording == 0)
break
mytape.used_capacity++
used++
sleep(10)
recording = 0
update_icon()
else
to_chat(usr, "<span class='notice'>The tape is full.</span>")
/obj/item/taperecorder/verb/stop()
set name = "Stop"
set category = "Object"
if(usr.stat)
return
if(recording)
recording = 0
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] Recording stopped."
to_chat(usr, "<span class='notice'>Recording stopped.</span>")
return
else if(playing)
playing = 0
atom_say("Playback stopped.")
update_icon()
/obj/item/taperecorder/verb/play()
set name = "Play Tape"
set category = "Object"
if(usr.stat)
return
if(!mytape || mytape.ruined)
return
if(recording)
return
if(playing)
return
playing = 1
update_icon()
to_chat(usr, "<span class='notice'>Playing started.</span>")
var/used = mytape.used_capacity //to stop runtimes when you eject the tape
var/max = mytape.max_capacity
for(var/i = 1, used < max, sleep(10 * playsleepseconds))
if(!mytape)
break
if(playing == 0)
break
if(mytape.storedinfo.len < i)
break
atom_say("[mytape.storedinfo[i]]")
if(mytape.storedinfo.len < i + 1)
playsleepseconds = 1
sleep(10)
T = get_turf(src)
atom_say("End of recording.")
else
playsleepseconds = mytape.timestamp[i + 1] - mytape.timestamp[i]
if(playsleepseconds > 14)
sleep(10)
T = get_turf(src)
atom_say("Skipping [playsleepseconds] seconds of silence.")
playsleepseconds = 1
i++
playing = 0
update_icon()
/obj/item/taperecorder/attack_self(mob/user)
if(!mytape || mytape.ruined)
return
if(recording)
stop()
else
record()
/obj/item/taperecorder/verb/print_transcript()
set name = "Print Transcript"
set category = "Object"
if(usr.stat)
return
if(!mytape)
return
if(!canprint)
to_chat(usr, "<span class='notice'>The recorder can't print that fast!</span>")
return
if(recording || playing)
return
to_chat(usr, "<span class='notice'>Transcript printed.</span>")
playsound(loc, 'sound/goonstation/machines/printer_thermal.ogg', 50, 1)
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
var/t1 = "<B>Transcript:</B><BR><BR>"
for(var/i = 1, mytape.storedinfo.len >= i, i++)
t1 += "[mytape.storedinfo[i]]<BR>"
P.info = t1
P.name = "paper- 'Transcript'"
usr.put_in_hands(P)
canprint = 0
sleep(300)
canprint = 1
//empty tape recorders
/obj/item/taperecorder/empty
starts_with_tape = FALSE
/obj/item/tape
name = "tape"
desc = "A magnetic tape that can hold up to ten minutes of content."
icon = 'icons/obj/device.dmi'
icon_state = "tape_white"
item_state = "analyzer"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 600
var/used_capacity = 0
var/list/storedinfo = list()
var/list/timestamp = list()
var/ruined = 0
/obj/item/tape/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
ruin()
/obj/item/tape/attack_self(mob/user)
if(!ruined)
to_chat(user, "<span class='notice'>You pull out all the tape!</span>")
ruin()
/obj/item/tape/verb/wipe()
set name = "Wipe Tape"
set category = "Object"
if(usr.stat)
return
if(ruined)
return
to_chat(usr, "You erase the data from the [src]")
clear()
/obj/item/tape/proc/clear()
used_capacity = 0
storedinfo.Cut()
timestamp.Cut()
/obj/item/tape/proc/ruin()
if(!ruined)
overlays += "ribbonoverlay"
ruined = 1
/obj/item/tape/proc/fix()
overlays -= "ribbonoverlay"
ruined = 0
/obj/item/tape/attackby(obj/item/I, mob/user)
if(ruined && istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You start winding the tape back in.</span>")
if(do_after(user, 120 * I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wound the tape back in!</span>")
fix()
else if(istype(I, /obj/item/pen))
var/title = stripped_input(usr,"What do you want to name the tape?", "Tape Renaming", name, MAX_NAME_LEN)
if(!title || !length(title))
name = initial(name)
return
name = "tape - [title]"
//Random colour tapes
/obj/item/tape/random/New()
..()
icon_state = "tape_[pick("white", "blue", "red", "yellow", "purple")]"
/obj/item/taperecorder
name = "universal recorder"
desc = "A device that can record to cassette tapes, and play them. It automatically translates the content in playback."
icon = 'icons/obj/device.dmi'
icon_state = "taperecorder_empty"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL=60, MAT_GLASS=30)
force = 2
throwforce = 0
var/recording = 0
var/playing = 0
var/playsleepseconds = 0
var/obj/item/tape/mytape
var/open_panel = 0
var/canprint = 1
var/starts_with_tape = TRUE
/obj/item/taperecorder/New()
..()
if(starts_with_tape)
mytape = new /obj/item/tape/random(src)
update_icon()
/obj/item/taperecorder/Destroy()
QDEL_NULL(mytape)
return ..()
/obj/item/taperecorder/examine(mob/user)
. = ..()
if(in_range(user, src))
. += "The wire panel is [open_panel ? "opened" : "closed"]."
/obj/item/taperecorder/attackby(obj/item/I, mob/user)
if(!mytape && istype(I, /obj/item/tape))
user.drop_item()
I.loc = src
mytape = I
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
update_icon()
/obj/item/taperecorder/proc/eject(mob/user)
if(mytape)
to_chat(user, "<span class='notice'>You remove [mytape] from [src].</span>")
stop()
user.put_in_hands(mytape)
mytape = null
update_icon()
/obj/item/taperecorder/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
mytape.ruin() //Fires destroy the tape
return ..()
/obj/item/taperecorder/attack_hand(mob/user)
if(loc == user)
if(mytape)
if(user.l_hand != src && user.r_hand != src)
..()
return
eject(user)
return
..()
/obj/item/taperecorder/verb/ejectverb()
set name = "Eject Tape"
set category = "Object"
if(usr.stat)
return
if(!mytape)
return
eject(usr)
/obj/item/taperecorder/update_icon()
if(!mytape)
icon_state = "taperecorder_empty"
else if(recording)
icon_state = "taperecorder_recording"
else if(playing)
icon_state = "taperecorder_playing"
else
icon_state = "taperecorder_idle"
/obj/item/taperecorder/hear_talk(mob/living/M as mob, list/message_pieces)
var/msg = multilingual_to_message(message_pieces)
if(mytape && recording)
var/ending = copytext(msg, length(msg))
mytape.timestamp += mytape.used_capacity
if(M.stuttering)
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] stammers, \"[msg]\""
return
if(M.getBrainLoss() >= 60)
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] gibbers, \"[msg]\""
return
if(ending == "?")
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] asks, \"[msg]\""
return
else if(ending == "!")
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] exclaims, \"[msg]\""
return
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] says, \"[msg]\""
/obj/item/taperecorder/hear_message(mob/living/M as mob, msg)
if(mytape && recording)
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] [M.name] [msg]"
/obj/item/taperecorder/verb/record()
set name = "Start Recording"
set category = "Object"
if(usr.stat)
return
if(!mytape || mytape.ruined)
return
if(recording)
return
if(playing)
return
if(mytape.used_capacity < mytape.max_capacity)
to_chat(usr, "<span class='notice'>Recording started.</span>")
recording = 1
update_icon()
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] Recording started."
var/used = mytape.used_capacity //to stop runtimes when you eject the tape
var/max = mytape.max_capacity
for(used, used < max)
if(recording == 0)
break
mytape.used_capacity++
used++
sleep(10)
recording = 0
update_icon()
else
to_chat(usr, "<span class='notice'>The tape is full.</span>")
/obj/item/taperecorder/verb/stop()
set name = "Stop"
set category = "Object"
if(usr.stat)
return
if(recording)
recording = 0
mytape.timestamp += mytape.used_capacity
mytape.storedinfo += "\[[time2text(mytape.used_capacity * 10,"mm:ss")]\] Recording stopped."
to_chat(usr, "<span class='notice'>Recording stopped.</span>")
return
else if(playing)
playing = 0
atom_say("Playback stopped.")
update_icon()
/obj/item/taperecorder/verb/play()
set name = "Play Tape"
set category = "Object"
if(usr.stat)
return
if(!mytape || mytape.ruined)
return
if(recording)
return
if(playing)
return
playing = 1
update_icon()
to_chat(usr, "<span class='notice'>Playing started.</span>")
var/used = mytape.used_capacity //to stop runtimes when you eject the tape
var/max = mytape.max_capacity
for(var/i = 1, used < max, sleep(10 * playsleepseconds))
if(!mytape)
break
if(playing == 0)
break
if(mytape.storedinfo.len < i)
break
atom_say("[mytape.storedinfo[i]]")
if(mytape.storedinfo.len < i + 1)
playsleepseconds = 1
sleep(10)
T = get_turf(src)
atom_say("End of recording.")
else
playsleepseconds = mytape.timestamp[i + 1] - mytape.timestamp[i]
if(playsleepseconds > 14)
sleep(10)
T = get_turf(src)
atom_say("Skipping [playsleepseconds] seconds of silence.")
playsleepseconds = 1
i++
playing = 0
update_icon()
/obj/item/taperecorder/attack_self(mob/user)
if(!mytape || mytape.ruined)
return
if(recording)
stop()
else
record()
/obj/item/taperecorder/verb/print_transcript()
set name = "Print Transcript"
set category = "Object"
if(usr.stat)
return
if(!mytape)
return
if(!canprint)
to_chat(usr, "<span class='notice'>The recorder can't print that fast!</span>")
return
if(recording || playing)
return
to_chat(usr, "<span class='notice'>Transcript printed.</span>")
playsound(loc, 'sound/goonstation/machines/printer_thermal.ogg', 50, 1)
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
var/t1 = "<B>Transcript:</B><BR><BR>"
for(var/i = 1, mytape.storedinfo.len >= i, i++)
t1 += "[mytape.storedinfo[i]]<BR>"
P.info = t1
P.name = "paper- 'Transcript'"
usr.put_in_hands(P)
canprint = 0
sleep(300)
canprint = 1
//empty tape recorders
/obj/item/taperecorder/empty
starts_with_tape = FALSE
/obj/item/tape
name = "tape"
desc = "A magnetic tape that can hold up to ten minutes of content."
icon = 'icons/obj/device.dmi'
icon_state = "tape_white"
item_state = "analyzer"
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=20, MAT_GLASS=5)
force = 1
throwforce = 0
var/max_capacity = 600
var/used_capacity = 0
var/list/storedinfo = list()
var/list/timestamp = list()
var/ruined = 0
/obj/item/tape/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
ruin()
/obj/item/tape/attack_self(mob/user)
if(!ruined)
to_chat(user, "<span class='notice'>You pull out all the tape!</span>")
ruin()
/obj/item/tape/verb/wipe()
set name = "Wipe Tape"
set category = "Object"
if(usr.stat)
return
if(ruined)
return
to_chat(usr, "You erase the data from the [src]")
clear()
/obj/item/tape/proc/clear()
used_capacity = 0
storedinfo.Cut()
timestamp.Cut()
/obj/item/tape/proc/ruin()
if(!ruined)
overlays += "ribbonoverlay"
ruined = 1
/obj/item/tape/proc/fix()
overlays -= "ribbonoverlay"
ruined = 0
/obj/item/tape/attackby(obj/item/I, mob/user)
if(ruined && istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You start winding the tape back in.</span>")
if(do_after(user, 120 * I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wound the tape back in!</span>")
fix()
else if(istype(I, /obj/item/pen))
var/title = stripped_input(usr,"What do you want to name the tape?", "Tape Renaming", name, MAX_NAME_LEN)
if(!title || !length(title))
name = initial(name)
return
name = "tape - [title]"
//Random colour tapes
/obj/item/tape/random/New()
..()
icon_state = "tape_[pick("white", "blue", "red", "yellow", "purple")]"
@@ -25,4 +25,4 @@
name = "diamond tipped thermal safe drill"
desc = "A diamond tipped thermal drill with magnetic clamps for the purpose of quickly drilling hardened objects. Guaranteed 100% jam proof."
icon_state = "diamond_drill"
time_multiplier = 0.5
time_multiplier = 0.5
@@ -167,4 +167,4 @@ effective or pretty fucking useless.
if(active)
GLOB.active_jammers |= src
else
GLOB.active_jammers -= src
GLOB.active_jammers -= src
+220 -220
View File
@@ -1,220 +1,220 @@
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
desc = "Regulates the transfer of air between two tanks"
var/obj/item/tank/tank_one = null
var/obj/item/tank/tank_two = null
var/obj/item/assembly/attached_device = null
var/mob/living/attacher = null
var/valve_open = 0
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/transfer_valve/Destroy()
QDEL_NULL(tank_one)
QDEL_NULL(tank_two)
QDEL_NULL(attached_device)
attacher = null
return ..()
/obj/item/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/transfer_valve/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first.</span>")
return
if(!tank_one)
if(!user.unEquip(I))
return
tank_one = I
I.forceMove(src)
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(I.w_class > w_class)
w_class = I.w_class
else if(!tank_two)
if(!user.unEquip(I))
return
tank_two = I
I.forceMove(src)
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(I.w_class > w_class)
w_class = I.w_class
update_icon()
SSnanoui.update_uis(src) // update all UIs attached to src
//TODO: Have this take an assemblyholder
else if(isassembly(I))
var/obj/item/assembly/A = I
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first.</span>")
return
user.remove_from_mob(A)
attached_device = A
A.forceMove(src)
to_chat(user, "<span class='notice'>You attach the [A] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
investigate_log("[key_name(user)] attached a [A] to a transfer valve.", INVESTIGATE_BOMB)
msg_admin_attack("[key_name_admin(user)]attached [A] to a transfer valve.", ATKLOG_FEW)
log_game("[key_name_admin(user)] attached [A] to a transfer valve.")
attacher = user
SSnanoui.update_uis(src) // update all UIs attached to src
/obj/item/transfer_valve/HasProximity(atom/movable/AM)
if(!attached_device)
return
attached_device.HasProximity(AM)
/obj/item/transfer_valve/hear_talk(mob/living/M, list/message_pieces)
..()
for(var/obj/O in contents)
O.hear_talk(M, message_pieces)
/obj/item/transfer_valve/hear_message(mob/living/M, msg)
..()
for(var/obj/O in contents)
O.hear_message(M, msg)
/obj/item/transfer_valve/attack_self(mob/user)
ui_interact(user)
/obj/item/transfer_valve/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1)
// update the ui if it exists, returns null if no ui is passed/found
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "transfer_valve.tmpl", "Tank Transfer Valve", 460, 280)
// open the new ui window
ui.open()
// auto update every Master Controller tick
//ui.set_auto_update(1)
/obj/item/transfer_valve/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
data["attachmentOne"] = tank_one ? tank_one.name : null
data["attachmentTwo"] = tank_two ? tank_two.name : null
data["valveAttachment"] = attached_device ? attached_device.name : null
data["valveOpen"] = valve_open ? 1 : 0
return data
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(usr.incapacitated())
return 0
if(loc != usr)
return 0
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.forceMove(get_turf(src))
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.forceMove(get_turf(src))
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.forceMove(get_turf(src))
attached_device.holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
add_fingerprint(usr)
return 1 // Returning 1 sends an update to attached UIs
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/transfer_valve/update_icon()
overlays.Cut()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
overlays += "[tank_one.icon_state]"
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
overlays += "device"
/obj/item/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if(!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = 1
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
investigate_log("Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]", INVESTIGATE_BOMB)
message_admins("Bomb valve opened at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name_admin(mob)]")
log_game("Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]")
merge_gases()
spawn(20) // In case one tank bursts
for(var/i in 1 to 5)
update_icon()
sleep(10)
update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = 0
update_icon()
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
desc = "Regulates the transfer of air between two tanks"
var/obj/item/tank/tank_one = null
var/obj/item/tank/tank_two = null
var/obj/item/assembly/attached_device = null
var/mob/living/attacher = null
var/valve_open = 0
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/transfer_valve/Destroy()
QDEL_NULL(tank_one)
QDEL_NULL(tank_two)
QDEL_NULL(attached_device)
attacher = null
return ..()
/obj/item/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/transfer_valve/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first.</span>")
return
if(!tank_one)
if(!user.unEquip(I))
return
tank_one = I
I.forceMove(src)
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(I.w_class > w_class)
w_class = I.w_class
else if(!tank_two)
if(!user.unEquip(I))
return
tank_two = I
I.forceMove(src)
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(I.w_class > w_class)
w_class = I.w_class
update_icon()
SSnanoui.update_uis(src) // update all UIs attached to src
//TODO: Have this take an assemblyholder
else if(isassembly(I))
var/obj/item/assembly/A = I
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first.</span>")
return
user.remove_from_mob(A)
attached_device = A
A.forceMove(src)
to_chat(user, "<span class='notice'>You attach the [A] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
investigate_log("[key_name(user)] attached a [A] to a transfer valve.", INVESTIGATE_BOMB)
msg_admin_attack("[key_name_admin(user)]attached [A] to a transfer valve.", ATKLOG_FEW)
log_game("[key_name_admin(user)] attached [A] to a transfer valve.")
attacher = user
SSnanoui.update_uis(src) // update all UIs attached to src
/obj/item/transfer_valve/HasProximity(atom/movable/AM)
if(!attached_device)
return
attached_device.HasProximity(AM)
/obj/item/transfer_valve/hear_talk(mob/living/M, list/message_pieces)
..()
for(var/obj/O in contents)
O.hear_talk(M, message_pieces)
/obj/item/transfer_valve/hear_message(mob/living/M, msg)
..()
for(var/obj/O in contents)
O.hear_message(M, msg)
/obj/item/transfer_valve/attack_self(mob/user)
ui_interact(user)
/obj/item/transfer_valve/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1)
// update the ui if it exists, returns null if no ui is passed/found
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "transfer_valve.tmpl", "Tank Transfer Valve", 460, 280)
// open the new ui window
ui.open()
// auto update every Master Controller tick
//ui.set_auto_update(1)
/obj/item/transfer_valve/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
data["attachmentOne"] = tank_one ? tank_one.name : null
data["attachmentTwo"] = tank_two ? tank_two.name : null
data["valveAttachment"] = attached_device ? attached_device.name : null
data["valveOpen"] = valve_open ? 1 : 0
return data
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(usr.incapacitated())
return 0
if(loc != usr)
return 0
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.forceMove(get_turf(src))
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.forceMove(get_turf(src))
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.forceMove(get_turf(src))
attached_device.holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
add_fingerprint(usr)
return 1 // Returning 1 sends an update to attached UIs
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/transfer_valve/update_icon()
overlays.Cut()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
overlays += "[tank_one.icon_state]"
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
overlays += "device"
/obj/item/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if(!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = 1
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
investigate_log("Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]", INVESTIGATE_BOMB)
message_admins("Bomb valve opened at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name_admin(mob)]")
log_game("Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]")
merge_gases()
spawn(20) // In case one tank bursts
for(var/i in 1 to 5)
update_icon()
sleep(10)
update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = 0
update_icon()
+1 -1
View File
@@ -353,4 +353,4 @@ var/list/world_uplinks = list()
/obj/item/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 20
hidden_uplink.uses = 20
+1 -1
View File
@@ -41,4 +41,4 @@
return
voice = sanitize(copytext(chosen_voice, 1, MAX_MESSAGE_LEN))
to_chat(user, "<span class='notice'>You are now mimicking <b>[voice]</b>.</span>")
to_chat(user, "<span class='notice'>You are now mimicking <b>[voice]</b>.</span>")
+1 -1
View File
@@ -52,4 +52,4 @@
H.reagents.add_reagent(poison_type, poison_dose)
poison_total -= poison_dose
add_attack_logs(src, user, "Picked up [src], the trapped syndicate documents")
return ..()
return ..()
+1 -1
View File
@@ -275,4 +275,4 @@
/obj/item/flag/chameleon/depot/New()
..()
boobytrap = new /obj/item/grenade/gas/plasma(src)
boobytrap = new /obj/item/grenade/gas/plasma(src)
+65 -65
View File
@@ -1,65 +1,65 @@
/obj/item/latexballon
name = "latex glove"
desc = "" //todo
icon_state = "latexballon"
item_state = "lgloves"
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
var/state
var/datum/gas_mixture/air_contents = null
/obj/item/latexballon/Destroy()
QDEL_NULL(air_contents)
return ..()
/obj/item/latexballon/proc/blow(obj/item/tank/tank, mob/user)
if(icon_state == "latexballon_bursted")
return
icon_state = "latexballon_blow"
item_state = "latexballon"
user.update_inv_r_hand()
user.update_inv_l_hand()
to_chat(user, "<span class='notice'>You blow up [src] with [tank].</span>")
air_contents = tank.remove_air_volume(3)
/obj/item/latexballon/proc/burst()
if(!air_contents || icon_state != "latexballon_blow")
return
playsound(src, 'sound/weapons/gunshots/gunshot.ogg', 100, 1)
icon_state = "latexballon_bursted"
item_state = "lgloves"
if(isliving(loc))
var/mob/living/user = loc
user.update_inv_r_hand()
user.update_inv_l_hand()
loc.assume_air(air_contents)
/obj/item/latexballon/ex_act(severity)
burst()
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
/obj/item/latexballon/bullet_act(obj/item/projectile/P)
if(!P.nodamage)
burst()
return ..()
/obj/item/latexballon/temperature_expose(datum/gas_mixture/air, temperature, volume)
..()
if(temperature > T0C+100)
burst()
/obj/item/latexballon/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
var/obj/item/tank/T = W
blow(T, user)
return
if(is_sharp(W) || is_hot(W) || is_pointed(W))
burst()
/obj/item/latexballon
name = "latex glove"
desc = "" //todo
icon_state = "latexballon"
item_state = "lgloves"
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
var/state
var/datum/gas_mixture/air_contents = null
/obj/item/latexballon/Destroy()
QDEL_NULL(air_contents)
return ..()
/obj/item/latexballon/proc/blow(obj/item/tank/tank, mob/user)
if(icon_state == "latexballon_bursted")
return
icon_state = "latexballon_blow"
item_state = "latexballon"
user.update_inv_r_hand()
user.update_inv_l_hand()
to_chat(user, "<span class='notice'>You blow up [src] with [tank].</span>")
air_contents = tank.remove_air_volume(3)
/obj/item/latexballon/proc/burst()
if(!air_contents || icon_state != "latexballon_blow")
return
playsound(src, 'sound/weapons/gunshots/gunshot.ogg', 100, 1)
icon_state = "latexballon_bursted"
item_state = "lgloves"
if(isliving(loc))
var/mob/living/user = loc
user.update_inv_r_hand()
user.update_inv_l_hand()
loc.assume_air(air_contents)
/obj/item/latexballon/ex_act(severity)
burst()
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
/obj/item/latexballon/bullet_act(obj/item/projectile/P)
if(!P.nodamage)
burst()
return ..()
/obj/item/latexballon/temperature_expose(datum/gas_mixture/air, temperature, volume)
..()
if(temperature > T0C+100)
burst()
/obj/item/latexballon/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
var/obj/item/tank/T = W
blow(T, user)
return
if(is_sharp(W) || is_hot(W) || is_pointed(W))
burst()
+1 -1
View File
@@ -167,4 +167,4 @@
var/obj/item/reagent_containers/food/snacks/badrecipe/ffuu = new(get_turf(source))
ffuu.reagents.add_reagent("carbon", amount)
ffuu.reagents.add_reagent("????", amount/10)
make_dirty(75)
make_dirty(75)
@@ -13,4 +13,4 @@ Code shamelessly copied from apc_frame
/obj/item/mounted/frame/alarm_frame/do_build(turf/on_wall, mob/user)
new /obj/machinery/alarm(get_turf(src), get_dir(on_wall, user), 1)
qdel(src)
qdel(src)
@@ -29,4 +29,4 @@
/obj/item/mounted/frame/apc_frame/do_build(turf/on_wall, mob/user)
new /obj/machinery/power/apc(get_turf(src), get_dir(user, on_wall), 1)
qdel(src)
qdel(src)
@@ -20,4 +20,4 @@
/obj/item/mounted/frame/light_switch/do_build(turf/on_wall, mob/user)
new /obj/machinery/light_switch(get_turf(user), get_dir(user, on_wall))
qdel(src)
qdel(src)
@@ -7,4 +7,4 @@
/obj/item/mounted/frame/firealarm/do_build(turf/on_wall, mob/user)
new /obj/machinery/firealarm(get_turf(src), get_dir(on_wall, user), 1)
qdel(src)
qdel(src)
@@ -7,4 +7,4 @@
/obj/item/mounted/frame/intercom/do_build(turf/on_wall, mob/user)
new /obj/item/radio/intercom(get_turf(src), get_dir(user, on_wall), 0)
qdel(src)
qdel(src)
@@ -36,4 +36,4 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-item"
fixture_type = "bulb"
sheets_refunded = 1
sheets_refunded = 1
@@ -28,4 +28,4 @@
var/obj/machinery/newscaster/N = new /obj/machinery/newscaster(get_turf(src), get_dir(on_wall, user), 1)
N.pixel_y -= (loc.y - on_wall.y) * 32
N.pixel_x -= (loc.x - on_wall.x) * 32
qdel(src)
qdel(src)
+1 -1
View File
@@ -321,4 +321,4 @@
..()
for(var/i in 1 to 6)
var/nade = pick(grenadelist)
new nade(src)
new nade(src)
+37 -37
View File
@@ -1,37 +1,37 @@
/**********************************************************************
Cyborg Spec Items
***********************************************************************/
/obj/item/borg
icon = 'icons/mob/robot_items.dmi'
/obj/item/borg/stun
name = "electrically-charged arm"
icon_state = "elecarm"
var/charge_cost = 30
/obj/item/borg/stun/attack(mob/living/M, mob/living/silicon/robot/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK))
playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
return 0
if(isrobot(user))
if(!user.cell.use(charge_cost))
return
user.do_attack_animation(M)
M.Weaken(5)
M.apply_effect(STUTTER, 5)
M.Stun(5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
"<span class='userdanger'>[user] has prodded you with [src]!</span>")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
add_attack_logs(user, M, "Stunned with [src] (INTENT: [uppertext(user.a_intent)])")
/obj/item/borg/overdrive
name = "Overdrive"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
/**********************************************************************
Cyborg Spec Items
***********************************************************************/
/obj/item/borg
icon = 'icons/mob/robot_items.dmi'
/obj/item/borg/stun
name = "electrically-charged arm"
icon_state = "elecarm"
var/charge_cost = 30
/obj/item/borg/stun/attack(mob/living/M, mob/living/silicon/robot/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK))
playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
return 0
if(isrobot(user))
if(!user.cell.use(charge_cost))
return
user.do_attack_animation(M)
M.Weaken(5)
M.apply_effect(STUTTER, 5)
M.Stun(5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
"<span class='userdanger'>[user] has prodded you with [src]!</span>")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
add_attack_logs(user, M, "Stunned with [src] (INTENT: [uppertext(user.a_intent)])")
/obj/item/borg/overdrive
name = "Overdrive"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
+177 -177
View File
@@ -1,177 +1,177 @@
// Targets, the things that actually get shot!
/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
var/hp = 1800
var/icon/virtualIcon
var/list/bulletholes = list()
/obj/item/target/Destroy()
// if a target is deleted and associated with a stake, force stake to forget
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
T.pinned_target = null
T.density = 1
break
return ..() // delete target
/obj/item/target/Move()
..()
// After target moves, check for nearby stakes. If associated, move to target
for(var/obj/structure/target_stake/M in view(3,src))
if(M.density == 0 && M.pinned_target == src)
M.loc = loc
// This may seem a little counter-intuitive but I assure you that's for a purpose.
// Stakes are the ones that carry targets, yes, but in the stake code we set
// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
// the stake now, we have to push the target.
/obj/item/target/welder_act(mob/user, obj/item/I)
. = TRUE
if(!use_tool(src, user, 0,, volume = I.tool_volume))
return
overlays.Cut()
to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
/obj/item/target/attack_hand(mob/user as mob)
// taking pinned targets off!
var/obj/structure/target_stake/stake
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
stake = T
break
if(stake)
if(stake.pinned_target)
stake.density = 1
density = 0
layer = OBJ_LAYER
loc = user.loc
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(src)
to_chat(user, "You take the target out of the stake.")
else
src.loc = get_turf(user)
to_chat(user, "You take the target out of the stake.")
stake.pinned_target = null
return
else
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600 // i guess syndie targets are sturdier?
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350 // alium onest too kinda
/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = 1 // 1 - scorch, 2 - bullet
if(istype(/obj/item/projectile/bullet, Proj))
decaltype = 2
virtualIcon = new(icon, icon_state)
if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
hp -= Proj.damage
if(hp <= 0)
visible_message("<span class='warning'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
// Create a temporary object to represent the damage
var/obj/bmark = new
bmark.pixel_x = p_x
bmark.pixel_y = p_y
bmark.icon = 'icons/effects/effects.dmi'
bmark.layer = 3.5
bmark.icon_state = "scorch"
if(decaltype == 1)
// Energy weapons are hot. they scorch!
// offset correction
bmark.pixel_x--
bmark.pixel_y--
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
else
bmark.icon_state = "light_scorch"
else
// Bullets are hard. They make dents!
bmark.icon_state = "dent"
if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
if(decaltype == 2) // bullet
if(prob(Proj.damage+30)) // bullets make holes more commonly!
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
else // Lasers!
if(prob(Proj.damage-10)) // lasers make holes less commonly
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
// draw bullet holes
for(var/datum/bullethole/B in bulletholes)
virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
overlays += bmark // add the decal
icon = virtualIcon // apply bulletholes over decals
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
// Small memory holder entity for transparent bullet holes
/datum/bullethole
// First box
var/b1x1 = 0
var/b1x2 = 0
var/b1y = 0
// Second box
var/b2x = 0
var/b2y1 = 0
var/b2y2 = 0
/datum/bullethole/New(obj/item/target/Target, pixel_x = 0, pixel_y = 0)
if(!Target) return
// Randomize the first box
b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
b1y = pixel_y
if(prob(35))
b1y += rand(-4,4)
// Randomize the second box
b2x = pixel_x
if(prob(35))
b2x += rand(-4,4)
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
Target.bulletholes.Add(src)
// Targets, the things that actually get shot!
/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
var/hp = 1800
var/icon/virtualIcon
var/list/bulletholes = list()
/obj/item/target/Destroy()
// if a target is deleted and associated with a stake, force stake to forget
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
T.pinned_target = null
T.density = 1
break
return ..() // delete target
/obj/item/target/Move()
..()
// After target moves, check for nearby stakes. If associated, move to target
for(var/obj/structure/target_stake/M in view(3,src))
if(M.density == 0 && M.pinned_target == src)
M.loc = loc
// This may seem a little counter-intuitive but I assure you that's for a purpose.
// Stakes are the ones that carry targets, yes, but in the stake code we set
// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
// the stake now, we have to push the target.
/obj/item/target/welder_act(mob/user, obj/item/I)
. = TRUE
if(!use_tool(src, user, 0,, volume = I.tool_volume))
return
overlays.Cut()
to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
/obj/item/target/attack_hand(mob/user as mob)
// taking pinned targets off!
var/obj/structure/target_stake/stake
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
stake = T
break
if(stake)
if(stake.pinned_target)
stake.density = 1
density = 0
layer = OBJ_LAYER
loc = user.loc
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(src)
to_chat(user, "You take the target out of the stake.")
else
src.loc = get_turf(user)
to_chat(user, "You take the target out of the stake.")
stake.pinned_target = null
return
else
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600 // i guess syndie targets are sturdier?
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350 // alium onest too kinda
/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = 1 // 1 - scorch, 2 - bullet
if(istype(/obj/item/projectile/bullet, Proj))
decaltype = 2
virtualIcon = new(icon, icon_state)
if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
hp -= Proj.damage
if(hp <= 0)
visible_message("<span class='warning'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
// Create a temporary object to represent the damage
var/obj/bmark = new
bmark.pixel_x = p_x
bmark.pixel_y = p_y
bmark.icon = 'icons/effects/effects.dmi'
bmark.layer = 3.5
bmark.icon_state = "scorch"
if(decaltype == 1)
// Energy weapons are hot. they scorch!
// offset correction
bmark.pixel_x--
bmark.pixel_y--
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
else
bmark.icon_state = "light_scorch"
else
// Bullets are hard. They make dents!
bmark.icon_state = "dent"
if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
if(decaltype == 2) // bullet
if(prob(Proj.damage+30)) // bullets make holes more commonly!
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
else // Lasers!
if(prob(Proj.damage-10)) // lasers make holes less commonly
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
// draw bullet holes
for(var/datum/bullethole/B in bulletholes)
virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
overlays += bmark // add the decal
icon = virtualIcon // apply bulletholes over decals
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
// Small memory holder entity for transparent bullet holes
/datum/bullethole
// First box
var/b1x1 = 0
var/b1x2 = 0
var/b1y = 0
// Second box
var/b2x = 0
var/b2y1 = 0
var/b2y2 = 0
/datum/bullethole/New(obj/item/target/Target, pixel_x = 0, pixel_y = 0)
if(!Target) return
// Randomize the first box
b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
b1y = pixel_y
if(prob(35))
b1y += rand(-4,4)
// Randomize the second box
b2x = pixel_x
if(prob(35))
b2x += rand(-4,4)
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
Target.bulletholes.Add(src)
+283 -283
View File
@@ -1,283 +1,283 @@
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
max_integrity = 40
var/heal_brute = 0
var/heal_burn = 0
var/self_delay = 20
var/unique_handling = FALSE //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
var/healverb = "bandage"
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
return 1
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(!H.can_inject(user, TRUE))
return TRUE
if(!affecting)
to_chat(user, "<span class='danger'>That limb is missing!</span>")
return TRUE
if(affecting.is_robotic())
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return TRUE
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, self_delay))
return TRUE
return
if(isanimal(M))
var/mob/living/simple_animal/critter = M
if(!(critter.healable))
to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
return
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
return
else if(heal_brute < 1)
to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
return
critter.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
"<span class='green'>You apply [src] on [critter].</span>")
use(1)
else
M.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
"<span class='green'>You apply [src] on [M].</span>")
use(1)
/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
var/rembrute = max(0, heal_brute - affecting.brute_dam) // Maxed with 0 since heal_damage let you pass in a negative value
var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
var/list/achildlist
if(!isnull(affecting.children))
achildlist = affecting.children.Copy()
var/parenthealed = FALSE
while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
var/obj/item/organ/external/E
if(LAZYLEN(achildlist))
E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
E = affecting.parent
parenthealed = TRUE
else
break // If the organ have no child left and no parent / parent healed, break
if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
continue
else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
continue
nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
nremburn = max(0, remburn - E.burn_dam)
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
//Bruise Packs//
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "gauze"
origin_tech = "biotech=2"
heal_brute = 10
stop_bleeding = 1800
/obj/item/stack/medical/bruise_pack/attackby(obj/item/I, mob/user, params)
if(I.sharp)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
return
new /obj/item/stack/sheet/cloth(user.drop_location())
user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \
"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
"<span class='italics'>You hear cutting.</span>")
use(2)
else
return ..()
/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
affecting.germ_level = 0
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
/obj/item/stack/medical/bruise_pack/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
stop_bleeding = 900
/obj/item/stack/medical/bruise_pack/advanced
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 25
stop_bleeding = 0
//Ointment//
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
healverb = "salve"
heal_burn = 10
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
affecting.germ_level = 0
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
/obj/item/stack/medical/ointment/advanced
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 25
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey leaf"
singular_name = "Comfrey leaf"
desc = "A soft leaf that is rubbed on bruises."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "tea_aspera_leaves"
color = "#378C61"
stop_bleeding = 0
heal_brute = 12
/obj/item/stack/medical/ointment/aloe
name = "\improper Aloe Vera leaf"
singular_name = "Aloe Vera leaf"
desc = "A cold leaf that is rubbed on burns."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "ambrosiavulgaris"
color = "#4CC5C7"
heal_burn = 12
// Splints
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = TRUE
self_delay = 100
var/other_delay = 0
/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return TRUE
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
H.handle_splints()
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return TRUE
if((M == user && self_delay > 0) || (M != user && other_delay > 0))
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(M == user && !do_mob(user, H, self_delay))
return TRUE
else if(!do_mob(user, H, other_delay))
return TRUE
user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
affecting.status |= ORGAN_SPLINTED
affecting.splinted_count = H.step_count
H.handle_splints()
use(1)
/obj/item/stack/medical/splint/tribal
name = "tribal splints"
icon_state = "tribal_splint"
other_delay = 50
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
max_integrity = 40
var/heal_brute = 0
var/heal_burn = 0
var/self_delay = 20
var/unique_handling = FALSE //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
var/healverb = "bandage"
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
return 1
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(!H.can_inject(user, TRUE))
return TRUE
if(!affecting)
to_chat(user, "<span class='danger'>That limb is missing!</span>")
return TRUE
if(affecting.is_robotic())
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return TRUE
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, self_delay))
return TRUE
return
if(isanimal(M))
var/mob/living/simple_animal/critter = M
if(!(critter.healable))
to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
return
else if (critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
return
else if(heal_brute < 1)
to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
return
critter.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
"<span class='green'>You apply [src] on [critter].</span>")
use(1)
else
M.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
"<span class='green'>You apply [src] on [M].</span>")
use(1)
/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
var/rembrute = max(0, heal_brute - affecting.brute_dam) // Maxed with 0 since heal_damage let you pass in a negative value
var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
var/list/achildlist
if(!isnull(affecting.children))
achildlist = affecting.children.Copy()
var/parenthealed = FALSE
while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
var/obj/item/organ/external/E
if(LAZYLEN(achildlist))
E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
E = affecting.parent
parenthealed = TRUE
else
break // If the organ have no child left and no parent / parent healed, break
if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
continue
else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
continue
nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
nremburn = max(0, remburn - E.burn_dam)
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
//Bruise Packs//
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "gauze"
origin_tech = "biotech=2"
heal_brute = 10
stop_bleeding = 1800
/obj/item/stack/medical/bruise_pack/attackby(obj/item/I, mob/user, params)
if(I.sharp)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
return
new /obj/item/stack/sheet/cloth(user.drop_location())
user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \
"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
"<span class='italics'>You hear cutting.</span>")
use(2)
else
return ..()
/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
affecting.germ_level = 0
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
/obj/item/stack/medical/bruise_pack/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
stop_bleeding = 900
/obj/item/stack/medical/bruise_pack/advanced
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 25
stop_bleeding = 0
//Ointment//
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
healverb = "salve"
heal_burn = 10
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == FALSE)
affecting.germ_level = 0
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
/obj/item/stack/medical/ointment/advanced
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 25
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey leaf"
singular_name = "Comfrey leaf"
desc = "A soft leaf that is rubbed on bruises."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "tea_aspera_leaves"
color = "#378C61"
stop_bleeding = 0
heal_brute = 12
/obj/item/stack/medical/ointment/aloe
name = "\improper Aloe Vera leaf"
singular_name = "Aloe Vera leaf"
desc = "A cold leaf that is rubbed on burns."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "ambrosiavulgaris"
color = "#4CC5C7"
heal_burn = 12
// Splints
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = TRUE
self_delay = 100
var/other_delay = 0
/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return TRUE
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
H.handle_splints()
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return TRUE
if((M == user && self_delay > 0) || (M != user && other_delay > 0))
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(M == user && !do_mob(user, H, self_delay))
return TRUE
else if(!do_mob(user, H, other_delay))
return TRUE
user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
affecting.status |= ORGAN_SPLINTED
affecting.splinted_count = H.step_count
H.handle_splints()
use(1)
/obj/item/stack/medical/splint/tribal
name = "tribal splints"
icon_state = "tribal_splint"
other_delay = 50
+68 -68
View File
@@ -1,68 +1,68 @@
var/global/list/datum/stack_recipe/rod_recipes = list ( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
)
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
item_state = "rods"
flags = CONDUCT
w_class = WEIGHT_CLASS_NORMAL
force = 9.0
throwforce = 10.0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/stack/rods/cyborg
materials = list()
/obj/item/stack/rods/ten
amount = 10
/obj/item/stack/rods/twentyfive
amount = 25
/obj/item/stack/rods/fifty
amount = 50
/obj/item/stack/rods/New(loc, amount=null)
..()
recipes = rod_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
/obj/item/stack/rods/welder_act(mob/user, obj/item/I)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/stack/sheet/metal/new_item = new(drop_location())
if(new_item.get_amount() <= 0)
// stack was moved into another one on the pile
new_item = locate() in user.loc
visible_message("<span class='notice'>[user.name] shapes [src] into metal with [I]!</span>", \
"<span class='notice'>You shape [src] into metal with [I]!</span>", \
"<span class='warning'>You hear welding.</span>")
var/replace = user.is_in_inactive_hand(src)
use(2)
if(get_amount() <= 0 && replace)
user.unEquip(src, 1)
if(new_item)
user.put_in_hands(new_item)
var/global/list/datum/stack_recipe/rod_recipes = list ( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
)
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
item_state = "rods"
flags = CONDUCT
w_class = WEIGHT_CLASS_NORMAL
force = 9.0
throwforce = 10.0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/stack/rods/cyborg
materials = list()
/obj/item/stack/rods/ten
amount = 10
/obj/item/stack/rods/twentyfive
amount = 25
/obj/item/stack/rods/fifty
amount = 50
/obj/item/stack/rods/New(loc, amount=null)
..()
recipes = rod_recipes
update_icon()
/obj/item/stack/rods/update_icon()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
/obj/item/stack/rods/welder_act(mob/user, obj/item/I)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/stack/sheet/metal/new_item = new(drop_location())
if(new_item.get_amount() <= 0)
// stack was moved into another one on the pile
new_item = locate() in user.loc
visible_message("<span class='notice'>[user.name] shapes [src] into metal with [I]!</span>", \
"<span class='notice'>You shape [src] into metal with [I]!</span>", \
"<span class='warning'>You hear welding.</span>")
var/replace = user.is_in_inactive_hand(src)
use(2)
if(get_amount() <= 0 && replace)
user.unEquip(src, 1)
if(new_item)
user.put_in_hands(new_item)
+211 -211
View File
@@ -1,211 +1,211 @@
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
* Plasma Glass Sheets
* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
Todo: Create a unified construct_window(sheet, user, created_window, full_window)
*/
/*
* Glass sheets
*/
GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe/window("directional window", /obj/structure/window/basic, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/basic, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fishbowl", /obj/machinery/fishtank/bowl, 1, time = 0), \
new/datum/stack_recipe("fish tank", /obj/machinery/fishtank/tank, 3, time = 0, on_floor = TRUE), \
new/datum/stack_recipe("wall aquariam", /obj/machinery/fishtank/wall, 4, time = 0, on_floor = TRUE) \
))
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=1"
created_window = /obj/structure/window/basic
full_window = /obj/structure/window/full/basic
merge_type = /obj/item/stack/sheet/glass
point_value = 1
/obj/item/stack/sheet/glass/fifty
amount = 50
/obj/item/stack/sheet/glass/cyborg
materials = list()
/obj/item/stack/sheet/glass/New(loc, amount)
recipes = GLOB.glass_recipes
..()
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
..()
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.amount < 5)
to_chat(user, "<b>There is not enough wire in this coil. You need 5 lengths.</b>")
return
CC.use(5)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
new /obj/item/stack/light_w(user.loc)
src.use(1)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if(!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced glass sheets
*/
GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe/window("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/reinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced
full_window = /obj/structure/window/full/reinforced
merge_type = /obj/item/stack/sheet/rglass
point_value = 4
/obj/item/stack/sheet/rglass/cyborg
materials = list()
/obj/item/stack/sheet/rglass/New(loc, amount)
recipes = GLOB.reinforced_glass_recipes
..()
GLOBAL_LIST_INIT(pglass_recipes, list ( \
new/datum/stack_recipe/window("directional window", /obj/structure/window/plasmabasic, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/plasmabasic, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/plasmaglass
name = "plasma glass"
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
singular_name = "glass sheet"
icon_state = "sheet-plasmaglass"
item_state = "sheet-rglass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmabasic
full_window = /obj/structure/window/full/plasmabasic
point_value = 19
/obj/item/stack/sheet/plasmaglass/New(loc, amount)
recipes = GLOB.pglass_recipes
..()
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/plasmarglass/RG = new (user.loc)
RG.add_fingerprint(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if(!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced plasma glass sheets
*/
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/plasmareinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/plasmareinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/plasmarglass
name = "reinforced plasma glass"
desc = "Plasma glass which seems to have rods or something stuck in them."
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-plasmarglass"
item_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmareinforced
full_window = /obj/structure/window/full/plasmareinforced
point_value = 23
/obj/item/stack/sheet/plasmarglass/New(loc, amount)
recipes = GLOB.prglass_recipes
..()
GLOBAL_LIST_INIT(titaniumglass_recipes, list(
new/datum/stack_recipe/window("shuttle window", /obj/structure/window/full/shuttle, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
/obj/item/stack/sheet/titaniumglass
name = "titanium glass"
desc = "A glass sheet made out of a titanium-silicate alloy."
singular_name = "titanium glass sheet"
icon_state = "sheet-titaniumglass"
item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
full_window = /obj/structure/window/full/shuttle
/obj/item/stack/sheet/titaniumglass/New(loc, amount)
recipes = GLOB.titaniumglass_recipes
..()
GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
new/datum/stack_recipe/window("plastitanium window", /obj/structure/window/plastitanium, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
/obj/item/stack/sheet/plastitaniumglass
name = "plastitanium glass"
desc = "A glass sheet made out of a plasma-titanium-silicate alloy."
singular_name = "plastitanium glass sheet"
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
full_window = /obj/structure/window/plastitanium
/obj/item/stack/sheet/plastitaniumglass/New(loc, amount)
recipes = GLOB.plastitaniumglass_recipes
..()
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
* Plasma Glass Sheets
* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
Todo: Create a unified construct_window(sheet, user, created_window, full_window)
*/
/*
* Glass sheets
*/
GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe/window("directional window", /obj/structure/window/basic, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/basic, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fishbowl", /obj/machinery/fishtank/bowl, 1, time = 0), \
new/datum/stack_recipe("fish tank", /obj/machinery/fishtank/tank, 3, time = 0, on_floor = TRUE), \
new/datum/stack_recipe("wall aquariam", /obj/machinery/fishtank/wall, 4, time = 0, on_floor = TRUE) \
))
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=1"
created_window = /obj/structure/window/basic
full_window = /obj/structure/window/full/basic
merge_type = /obj/item/stack/sheet/glass
point_value = 1
/obj/item/stack/sheet/glass/fifty
amount = 50
/obj/item/stack/sheet/glass/cyborg
materials = list()
/obj/item/stack/sheet/glass/New(loc, amount)
recipes = GLOB.glass_recipes
..()
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
..()
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(CC.amount < 5)
to_chat(user, "<b>There is not enough wire in this coil. You need 5 lengths.</b>")
return
CC.use(5)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
new /obj/item/stack/light_w(user.loc)
src.use(1)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
RG.add_fingerprint(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if(!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced glass sheets
*/
GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe/window("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/reinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced
full_window = /obj/structure/window/full/reinforced
merge_type = /obj/item/stack/sheet/rglass
point_value = 4
/obj/item/stack/sheet/rglass/cyborg
materials = list()
/obj/item/stack/sheet/rglass/New(loc, amount)
recipes = GLOB.reinforced_glass_recipes
..()
GLOBAL_LIST_INIT(pglass_recipes, list ( \
new/datum/stack_recipe/window("directional window", /obj/structure/window/plasmabasic, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile window", /obj/structure/window/full/plasmabasic, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/plasmaglass
name = "plasma glass"
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
singular_name = "glass sheet"
icon_state = "sheet-plasmaglass"
item_state = "sheet-rglass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmabasic
full_window = /obj/structure/window/full/plasmabasic
point_value = 19
/obj/item/stack/sheet/plasmaglass/New(loc, amount)
recipes = GLOB.pglass_recipes
..()
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/plasmarglass/RG = new (user.loc)
RG.add_fingerprint(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if(!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced plasma glass sheets
*/
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/plasmareinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/plasmareinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/plasmarglass
name = "reinforced plasma glass"
desc = "Plasma glass which seems to have rods or something stuck in them."
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-plasmarglass"
item_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmareinforced
full_window = /obj/structure/window/full/plasmareinforced
point_value = 23
/obj/item/stack/sheet/plasmarglass/New(loc, amount)
recipes = GLOB.prglass_recipes
..()
GLOBAL_LIST_INIT(titaniumglass_recipes, list(
new/datum/stack_recipe/window("shuttle window", /obj/structure/window/full/shuttle, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
/obj/item/stack/sheet/titaniumglass
name = "titanium glass"
desc = "A glass sheet made out of a titanium-silicate alloy."
singular_name = "titanium glass sheet"
icon_state = "sheet-titaniumglass"
item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
full_window = /obj/structure/window/full/shuttle
/obj/item/stack/sheet/titaniumglass/New(loc, amount)
recipes = GLOB.titaniumglass_recipes
..()
GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
new/datum/stack_recipe/window("plastitanium window", /obj/structure/window/plastitanium, 2, time = 0, on_floor = TRUE, window_checks = TRUE)
))
/obj/item/stack/sheet/plastitaniumglass
name = "plastitanium glass"
desc = "A glass sheet made out of a plasma-titanium-silicate alloy."
singular_name = "plastitanium glass sheet"
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
full_window = /obj/structure/window/plastitanium
/obj/item/stack/sheet/plastitaniumglass/New(loc, amount)
recipes = GLOB.plastitaniumglass_recipes
..()
+242 -242
View File
@@ -1,242 +1,242 @@
/obj/item/stack/sheet/animalhide
name = "hide"
desc = "Something went wrong."
origin_tech = "biotech=3"
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
var/global/list/datum/stack_recipe/human_recipes = list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/bloated_human, 5, on_floor = 1), \
new/datum/stack_recipe("bloated human costume head", /obj/item/clothing/head/human_head, 5, on_floor = 1), \
)
/obj/item/stack/sheet/animalhide/human/New(var/loc, var/amount=null)
recipes = human_recipes
return ..()
/obj/item/stack/sheet/animalhide/generic
name = "generic skin"
desc = "A piece of generic skin."
singular_name = "generic skin piece"
icon_state = "sheet-hide"
/obj/item/stack/sheet/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
/obj/item/stack/sheet/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
GLOBAL_LIST_INIT(xeno_recipes, list (
new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/xenos, 1),
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2)))
/obj/item/stack/sheet/animalhide/xeno/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.xeno_recipes
return ..()
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
origin_tech = ""
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = ""
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
origin_tech = ""
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
origin_tech = ""
/obj/item/stack/sheet/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
origin_tech = ""
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
GLOBAL_LIST_INIT(leather_recipes, list (
new/datum/stack_recipe("wallet", /obj/item/storage/wallet, 1),
new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2),
new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3),
new/datum/stack_recipe("toolbelt", /obj/item/storage/belt/utility, 4),
new/datum/stack_recipe("leather satchel", /obj/item/storage/backpack/satchel, 5),
new/datum/stack_recipe("bandolier", /obj/item/storage/belt/bandolier, 5),
new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7),
new/datum/stack_recipe("leather shoes", /obj/item/clothing/shoes/laceup, 2),
new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10),
new/datum/stack_recipe("hide mantle", /obj/item/clothing/suit/unathi/mantle, 4)))
/obj/item/stack/sheet/leather/New(loc, new_amount, merge = TRUE)
recipes = GLOB.leather_recipes
return ..()
/obj/item/stack/sheet/sinew
name = "watcher sinew"
icon = 'icons/obj/mining.dmi'
desc = "Long stringy filaments which presumably came from a watcher's wings."
singular_name = "watcher sinew"
icon_state = "sinew"
origin_tech = "biotech=4"
var/global/list/datum/stack_recipe/sinew_recipes = list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/sinew, 1, on_floor = 1), \
)
/obj/item/stack/sheet/sinew/New(var/loc, var/amount=null)
recipes = sinew_recipes
return ..()
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/mining.dmi'
icon_state = "goliath_hide"
singular_name = "hide plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
var/static/list/goliath_platable_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/space/hardsuit/mining,
/obj/item/clothing/head/helmet/space/hardsuit/mining,
/obj/item/clothing/suit/hooded/explorer,
/obj/item/clothing/head/hooded/explorer,
/obj/item/clothing/head/helmet/space/plasmaman/mining))
/obj/item/stack/sheet/animalhide/goliath_hide/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag)
return
if(is_type_in_typecache(target, goliath_platable_armor_typecache))
var/obj/item/clothing/C = target
var/list/current_armor = C.armor
if(current_armor["melee"] < 60)
current_armor["melee"] = min(current_armor["melee"] + 10, 60)
to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
use(1)
else
to_chat(user, "<span class='warning'>You can't improve [C] any further!</span>")
else if(istype(target, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/D = target
if(D.hides < 3)
D.hides++
D.armor["melee"] = min(D.armor["melee"] + 10, 70)
D.armor["bullet"] = min(D.armor["bullet"] + 5, 50)
D.armor["laser"] = min(D.armor["laser"] + 5, 50)
to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
D.update_icon()
if(D.hides == 3)
D.desc = "Autonomous Power Loader Unit. It's wearing a fearsome carapace entirely composed of goliath hide plates - its pilot must be an experienced monster hunter."
else
D.desc = "Autonomous Power Loader Unit. Its armour is enhanced with some goliath hide plates."
use(1)
else
to_chat(user, "<span class='warning'>You can't improve [D] any further!</span>")
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake."
icon = 'icons/obj/mining.dmi'
icon_state = "dragon_hide"
singular_name = "drake plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/W as obj, mob/user as mob, params)
if(W.sharp)
user.visible_message("[user] starts cutting hair off \the [src].", "<span class='notice'>You start cutting the hair off \the [src]...</span>", "<span class='italics'>You hear the sound of a knife rubbing against flesh.</span>")
if(do_after(user, 50 * W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name].</span>")
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/hairlesshide/HS in usr.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/hairlesshide/HS = new(usr.loc)
HS.amount = 1
src.use(1)
else
..()
//Step two - washing (also handled by water reagent code and washing machine code)
/obj/item/stack/sheet/hairlesshide/water_act(volume, temperature, source, method = REAGENT_TOUCH)
. = ..()
if(volume >= 10)
new /obj/item/stack/sheet/wetleather(get_turf(src), amount)
qdel(src)
//Step three - drying
/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)
/obj/item/stack/sheet/animalhide
name = "hide"
desc = "Something went wrong."
origin_tech = "biotech=3"
/obj/item/stack/sheet/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"
var/global/list/datum/stack_recipe/human_recipes = list( \
new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/bloated_human, 5, on_floor = 1), \
new/datum/stack_recipe("bloated human costume head", /obj/item/clothing/head/human_head, 5, on_floor = 1), \
)
/obj/item/stack/sheet/animalhide/human/New(var/loc, var/amount=null)
recipes = human_recipes
return ..()
/obj/item/stack/sheet/animalhide/generic
name = "generic skin"
desc = "A piece of generic skin."
singular_name = "generic skin piece"
icon_state = "sheet-hide"
/obj/item/stack/sheet/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
/obj/item/stack/sheet/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
/obj/item/stack/sheet/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
/obj/item/stack/sheet/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
GLOBAL_LIST_INIT(xeno_recipes, list (
new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/xenos, 1),
new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2)))
/obj/item/stack/sheet/animalhide/xeno/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.xeno_recipes
return ..()
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
origin_tech = ""
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = ""
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
origin_tech = ""
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
origin_tech = ""
/obj/item/stack/sheet/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
origin_tech = ""
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
/obj/item/stack/sheet/leather
name = "leather"
desc = "The by-product of mob grinding."
singular_name = "leather piece"
icon_state = "sheet-leather"
origin_tech = "materials=2"
GLOBAL_LIST_INIT(leather_recipes, list (
new/datum/stack_recipe("wallet", /obj/item/storage/wallet, 1),
new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2),
new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3),
new/datum/stack_recipe("toolbelt", /obj/item/storage/belt/utility, 4),
new/datum/stack_recipe("leather satchel", /obj/item/storage/backpack/satchel, 5),
new/datum/stack_recipe("bandolier", /obj/item/storage/belt/bandolier, 5),
new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7),
new/datum/stack_recipe("leather shoes", /obj/item/clothing/shoes/laceup, 2),
new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10),
new/datum/stack_recipe("hide mantle", /obj/item/clothing/suit/unathi/mantle, 4)))
/obj/item/stack/sheet/leather/New(loc, new_amount, merge = TRUE)
recipes = GLOB.leather_recipes
return ..()
/obj/item/stack/sheet/sinew
name = "watcher sinew"
icon = 'icons/obj/mining.dmi'
desc = "Long stringy filaments which presumably came from a watcher's wings."
singular_name = "watcher sinew"
icon_state = "sinew"
origin_tech = "biotech=4"
var/global/list/datum/stack_recipe/sinew_recipes = list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/sinew, 1, on_floor = 1), \
)
/obj/item/stack/sheet/sinew/New(var/loc, var/amount=null)
recipes = sinew_recipes
return ..()
/obj/item/stack/sheet/animalhide/goliath_hide
name = "goliath hide plates"
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
icon = 'icons/obj/mining.dmi'
icon_state = "goliath_hide"
singular_name = "hide plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
var/static/list/goliath_platable_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/space/hardsuit/mining,
/obj/item/clothing/head/helmet/space/hardsuit/mining,
/obj/item/clothing/suit/hooded/explorer,
/obj/item/clothing/head/hooded/explorer,
/obj/item/clothing/head/helmet/space/plasmaman/mining))
/obj/item/stack/sheet/animalhide/goliath_hide/afterattack(atom/target, mob/user, proximity_flag)
if(!proximity_flag)
return
if(is_type_in_typecache(target, goliath_platable_armor_typecache))
var/obj/item/clothing/C = target
var/list/current_armor = C.armor
if(current_armor["melee"] < 60)
current_armor["melee"] = min(current_armor["melee"] + 10, 60)
to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
use(1)
else
to_chat(user, "<span class='warning'>You can't improve [C] any further!</span>")
else if(istype(target, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/D = target
if(D.hides < 3)
D.hides++
D.armor["melee"] = min(D.armor["melee"] + 10, 70)
D.armor["bullet"] = min(D.armor["bullet"] + 5, 50)
D.armor["laser"] = min(D.armor["laser"] + 5, 50)
to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
D.update_icon()
if(D.hides == 3)
D.desc = "Autonomous Power Loader Unit. It's wearing a fearsome carapace entirely composed of goliath hide plates - its pilot must be an experienced monster hunter."
else
D.desc = "Autonomous Power Loader Unit. Its armour is enhanced with some goliath hide plates."
use(1)
else
to_chat(user, "<span class='warning'>You can't improve [D] any further!</span>")
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
desc = "The strong, scaled hide of an ash drake."
icon = 'icons/obj/mining.dmi'
icon_state = "dragon_hide"
singular_name = "drake plate"
flags = NOBLUDGEON
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
//Step one - dehairing.
/obj/item/stack/sheet/animalhide/attackby(obj/item/W as obj, mob/user as mob, params)
if(W.sharp)
user.visible_message("[user] starts cutting hair off \the [src].", "<span class='notice'>You start cutting the hair off \the [src]...</span>", "<span class='italics'>You hear the sound of a knife rubbing against flesh.</span>")
if(do_after(user, 50 * W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name].</span>")
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/hairlesshide/HS in usr.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/hairlesshide/HS = new(usr.loc)
HS.amount = 1
src.use(1)
else
..()
//Step two - washing (also handled by water reagent code and washing machine code)
/obj/item/stack/sheet/hairlesshide/water_act(volume, temperature, source, method = REAGENT_TOUCH)
. = ..()
if(volume >= 10)
new /obj/item/stack/sheet/wetleather(get_turf(src), amount)
qdel(src)
//Step three - drying
/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/sheet/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
src.use(1)
wetness = initial(wetness)
break
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/sheet/leather/HS = new(src.loc)
HS.amount = 1
wetness = initial(wetness)
src.use(1)
+37 -37
View File
@@ -1,37 +1,37 @@
/obj/item/stack/light_w
name = "wired glass tiles"
gender = PLURAL
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = WEIGHT_CLASS_NORMAL
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
..()
if(istype(O,/obj/item/wirecutters))
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/sheet/glass(user.loc)
if(amount <= 0)
user.unEquip(src, 1)
qdel(src)
if(istype(O,/obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = O
M.amount--
if(M.amount <= 0)
user.unEquip(src, 1)
qdel(M)
amount--
new/obj/item/stack/tile/light(user.loc)
if(amount <= 0)
user.unEquip(src, 1)
qdel(src)
/obj/item/stack/light_w
name = "wired glass tiles"
gender = PLURAL
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = WEIGHT_CLASS_NORMAL
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
..()
if(istype(O,/obj/item/wirecutters))
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/sheet/glass(user.loc)
if(amount <= 0)
user.unEquip(src, 1)
qdel(src)
if(istype(O,/obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = O
M.amount--
if(M.amount <= 0)
user.unEquip(src, 1)
qdel(M)
amount--
new/obj/item/stack/tile/light(user.loc)
if(amount <= 0)
user.unEquip(src, 1)
qdel(src)
+389 -389
View File
@@ -1,389 +1,389 @@
/*
Mineral Sheets
Contains:
- Sandstone
- Diamond
- Uranium
- Plasma
- Gold
- Silver
- Bananium
- Tranqillite
- Enriched Uranium
- Platinum
- Alien Alloy
- Adamantine
*/
var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
new/datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sandstone door", /obj/structure/mineral_door/sandstone, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Assistant Statue", /obj/structure/statue/sandstone/assistant, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Breakdown into sand", /obj/item/stack/ore/glass, 1, one_per_turf = 0, on_floor = 1), \
)
var/global/list/datum/stack_recipe/silver_recipes = list ( \
new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("silver tile", /obj/item/stack/tile/mineral/silver, 1, 4, 20), \
null, \
new/datum/stack_recipe("Janitor Statue", /obj/structure/statue/silver/janitor, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Officer Statue", /obj/structure/statue/silver/sec, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Borg Statue", /obj/structure/statue/silver/secborg, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Med Doctor Statue", /obj/structure/statue/silver/md, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Med Borg Statue", /obj/structure/statue/silver/medborg, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/diamond_recipes = list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("diamond tile", /obj/item/stack/tile/mineral/diamond, 1, 4, 20), \
null, \
new/datum/stack_recipe("Captain Statue", /obj/structure/statue/diamond/captain, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Hologram Statue", /obj/structure/statue/diamond/ai1, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Core Statue", /obj/structure/statue/diamond/ai2, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/uranium_recipes = list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("uranium tile", /obj/item/stack/tile/mineral/uranium, 1, 4, 20), \
null, \
new/datum/stack_recipe("Nuke Statue", /obj/structure/statue/uranium/nuke, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Engineer Statue", /obj/structure/statue/uranium/eng, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("gold tile", /obj/item/stack/tile/mineral/gold, 1, 4, 20), \
null, \
new/datum/stack_recipe("HoS Statue", /obj/structure/statue/gold/hos, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("HoP Statue", /obj/structure/statue/gold/hop, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("CE Statue", /obj/structure/statue/gold/ce, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("RD Statue", /obj/structure/statue/gold/rd, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("CMO Statue", /obj/structure/statue/gold/cmo, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Simple Crown", /obj/item/clothing/head/crown, 5), \
)
var/global/list/datum/stack_recipe/plasma_recipes = list ( \
new/datum/stack_recipe/dangerous("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe/dangerous("plasma tile", /obj/item/stack/tile/mineral/plasma, 1, 4, 20), \
null, \
new/datum/stack_recipe/dangerous("Scientist Statue", /obj/structure/statue/plasma/scientist, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe/dangerous("Xenomorph Statue", /obj/structure/statue/plasma/xeno, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/bananium_recipes = list ( \
new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \
null, \
new/datum/stack_recipe("Clown Statue", /obj/structure/statue/bananium/clown, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("bananium computer frame", /obj/structure/computerframe/HONKputer, 50, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bananium grenade casing", /obj/item/grenade/bananade/casing, 4, on_floor = 1), \
)
var/global/list/datum/stack_recipe/tranquillite_recipes = list ( \
new/datum/stack_recipe("invisible wall", /obj/structure/barricade/mime, 5, one_per_turf = 1, on_floor = 1, time = 50), \
null, \
new/datum/stack_recipe("silent tile", /obj/item/stack/tile/mineral/tranquillite, 1, 4, 20), \
null, \
new/datum/stack_recipe("Mime Statue", /obj/structure/statue/tranquillite/mime, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/abductor_recipes = list ( \
new/datum/stack_recipe("alien bed", /obj/structure/bed/abductor, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien locker", /obj/structure/closet/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien table frame", /obj/structure/table_frame/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien airlock assembly", /obj/structure/door_assembly/door_assembly_abductor, 4, time = 20, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("alien floor tile", /obj/item/stack/tile/mineral/abductor, 1, 4, 20), \
)
var/global/list/datum/stack_recipe/adamantine_recipes = list(
new /datum/stack_recipe("incomplete servant golem shell", /obj/item/golem_shell/servant, req_amount = 1, res_amount = 1), \
)
var/global/list/datum/stack_recipe/snow_recipes = list(
new/datum/stack_recipe("snowman", /obj/structure/snowman, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowball", /obj/item/snowball, 1)
)
/obj/item/stack/sheet/mineral
force = 5
throwforce = 5
throw_speed = 3
/obj/item/stack/sheet/mineral/New()
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/mineral/sandstone
name = "sandstone brick"
desc = "This appears to be a combination of both sand and stone."
singular_name = "sandstone brick"
icon_state = "sheet-sandstone"
throw_range = 5
origin_tech = "materials=1"
sheettype = "sandstone"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/sheet/mineral/sandstone/New()
..()
recipes = sandstone_recipes
/*
* Sandbags
*/
/obj/item/stack/sheet/mineral/sandbags
name = "sandbags"
icon_state = "sandbags"
singular_name = "sandbag"
layer = LOW_ITEM_LAYER
merge_type = /obj/item/stack/sheet/mineral/sandbags
GLOBAL_LIST_INIT(sandbag_recipes, list ( \
new/datum/stack_recipe("sandbags", /obj/structure/barricade/sandbags, 1, time = 25, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/sandbags/New()
recipes = GLOB.sandbag_recipes
..()
/obj/item/emptysandbag
name = "empty sandbag"
desc = "A bag to be filled with sand."
icon = 'icons/obj/items.dmi'
icon_state = "sandbag"
w_class = WEIGHT_CLASS_TINY
/obj/item/emptysandbag/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/ore/glass))
var/obj/item/stack/ore/glass/G = I
to_chat(user, "<span class='notice'>You fill the sandbag.</span>")
var/obj/item/stack/sheet/mineral/sandbags/S = new /obj/item/stack/sheet/mineral/sandbags(drop_location())
qdel(src)
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(S)
G.use(1)
else
return ..()
/obj/item/stack/sheet/mineral/diamond
name = "diamond"
icon_state = "sheet-diamond"
singular_name = "diamond"
origin_tech = "materials=6"
sheettype = "diamond"
materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
point_value = 25
/obj/item/stack/sheet/mineral/diamond/New()
..()
recipes = diamond_recipes
/obj/item/stack/sheet/mineral/uranium
name = "uranium"
icon_state = "sheet-uranium"
singular_name = "uranium sheet"
origin_tech = "materials=5"
sheettype = "uranium"
materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/uranium/New()
..()
recipes = uranium_recipes
/obj/item/stack/sheet/mineral/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
singular_name = "plasma sheet"
origin_tech = "plasmatech=2;materials=2"
sheettype = "plasma"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
resistance_flags = FLAMMABLE
max_integrity = 100
point_value = 20
/obj/item/stack/sheet/mineral/plasma/New()
..()
recipes = plasma_recipes
/obj/item/stack/sheet/mineral/plasma/welder_act(mob/user, obj/item/I)
if(I.use_tool(src, user, volume = I.tool_volume))
message_admins("Plasma sheets ignited by [key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma sheets ignited by [key_name(user)] in ([x],[y],[z])")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
fire_act()
/obj/item/stack/sheet/mineral/plasma/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, amount*10)
qdel(src)
/obj/item/stack/sheet/mineral/gold
name = "gold"
icon_state = "sheet-gold"
singular_name = "gold bar"
origin_tech = "materials=4"
sheettype = "gold"
materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/gold/New()
..()
recipes = gold_recipes
/obj/item/stack/sheet/mineral/silver
name = "silver"
icon_state = "sheet-silver"
singular_name = "silver bar"
origin_tech = "materials=4"
sheettype = "silver"
materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/silver/New()
..()
recipes = silver_recipes
/obj/item/stack/sheet/mineral/bananium
name = "bananium"
icon_state = "sheet-clown"
singular_name = "bananium sheet"
origin_tech = "materials=4"
sheettype = "bananium"
materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 50
/obj/item/stack/sheet/mineral/bananium/New(loc, amount=null)
..()
recipes = bananium_recipes
/obj/item/stack/sheet/mineral/tranquillite
name = "tranquillite"
icon_state = "sheet-mime"
singular_name = "beret"
origin_tech = "materials=4"
sheettype = "tranquillite"
materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT)
wall_allowed = FALSE //no tranquilite walls in code
point_value = 50
/obj/item/stack/sheet/mineral/tranquillite/New(loc, amount=null)
..()
recipes = tranquillite_recipes
/*
* Titanium
*/
/obj/item/stack/sheet/mineral/titanium
name = "titanium"
icon_state = "sheet-titanium"
item_state = "sheet-metal"
singular_name = "titanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "titanium"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 20
var/global/list/datum/stack_recipe/titanium_recipes = list (
new/datum/stack_recipe("titanium tile", /obj/item/stack/tile/mineral/titanium, 1, 4, 20),
new/datum/stack_recipe("surgical tray", /obj/structure/table/tray, 2, one_per_turf = 1, on_floor = 1),
)
/obj/item/stack/sheet/mineral/titanium/New(loc, amount=null)
recipes = titanium_recipes
..()
/obj/item/stack/sheet/mineral/titanium/fifty
amount = 50
/*
* Plastitanium
*/
/obj/item/stack/sheet/mineral/plastitanium
name = "plastitanium"
icon_state = "sheet-plastitanium"
item_state = "sheet-metal"
singular_name = "plastitanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "plastitanium"
materials = list(MAT_TITANIUM=2000, MAT_PLASMA=2000)
point_value = 45
var/global/list/datum/stack_recipe/plastitanium_recipes = list (
new/datum/stack_recipe("plas-titanium tile", /obj/item/stack/tile/mineral/plastitanium, 1, 4, 20),
)
/obj/item/stack/sheet/mineral/plastitanium/New(loc, amount=null)
recipes = plastitanium_recipes
..()
/obj/item/stack/sheet/mineral/enruranium
name = "enriched uranium"
icon_state = "sheet-enruranium"
origin_tech = "materials=6"
materials = list(MAT_URANIUM=3000)
//Alien Alloy
/obj/item/stack/sheet/mineral/abductor
name = "alien alloy"
icon = 'icons/obj/abductor.dmi'
icon_state = "sheet-abductor"
singular_name = "alien alloy sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
origin_tech = "materials=6;abductor=1"
sheettype = "abductor"
/obj/item/stack/sheet/mineral/abductor/New(loc, amount=null)
recipes = abductor_recipes
..()
/obj/item/stack/sheet/mineral/adamantine
name = "adamantine"
desc = "A strange mineral used in the construction of sentient golems."
icon_state = "sheet-adamantine"
singular_name = "adamantine sheet"
origin_tech = "materials=5"
merge_type = /obj/item/stack/sheet/mineral/adamantine
wall_allowed = FALSE
/obj/item/stack/sheet/mineral/adamantine/New(loc, amount = null)
recipes = adamantine_recipes
..()
/*
* Snow
*/
/obj/item/stack/sheet/mineral/snow
name = "snow"
icon_state = "sheet-snow"
item_state = "sheet-snow"
singular_name = "snow block"
force = 1
throwforce = 2
merge_type = /obj/item/stack/sheet/mineral/snow
/obj/item/stack/sheet/mineral/snow/New(loc, amount = null)
recipes = snow_recipes
..()
/*
Mineral Sheets
Contains:
- Sandstone
- Diamond
- Uranium
- Plasma
- Gold
- Silver
- Bananium
- Tranqillite
- Enriched Uranium
- Platinum
- Alien Alloy
- Adamantine
*/
var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
new/datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sandstone door", /obj/structure/mineral_door/sandstone, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Assistant Statue", /obj/structure/statue/sandstone/assistant, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Breakdown into sand", /obj/item/stack/ore/glass, 1, one_per_turf = 0, on_floor = 1), \
)
var/global/list/datum/stack_recipe/silver_recipes = list ( \
new/datum/stack_recipe("silver door", /obj/structure/mineral_door/silver, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("silver tile", /obj/item/stack/tile/mineral/silver, 1, 4, 20), \
null, \
new/datum/stack_recipe("Janitor Statue", /obj/structure/statue/silver/janitor, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Officer Statue", /obj/structure/statue/silver/sec, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Sec Borg Statue", /obj/structure/statue/silver/secborg, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Med Doctor Statue", /obj/structure/statue/silver/md, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Med Borg Statue", /obj/structure/statue/silver/medborg, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/diamond_recipes = list ( \
new/datum/stack_recipe("diamond door", /obj/structure/mineral_door/transparent/diamond, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("diamond tile", /obj/item/stack/tile/mineral/diamond, 1, 4, 20), \
null, \
new/datum/stack_recipe("Captain Statue", /obj/structure/statue/diamond/captain, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Hologram Statue", /obj/structure/statue/diamond/ai1, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("AI Core Statue", /obj/structure/statue/diamond/ai2, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/uranium_recipes = list ( \
new/datum/stack_recipe("uranium door", /obj/structure/mineral_door/uranium, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("uranium tile", /obj/item/stack/tile/mineral/uranium, 1, 4, 20), \
null, \
new/datum/stack_recipe("Nuke Statue", /obj/structure/statue/uranium/nuke, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Engineer Statue", /obj/structure/statue/uranium/eng, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("golden door", /obj/structure/mineral_door/gold, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("gold tile", /obj/item/stack/tile/mineral/gold, 1, 4, 20), \
null, \
new/datum/stack_recipe("HoS Statue", /obj/structure/statue/gold/hos, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("HoP Statue", /obj/structure/statue/gold/hop, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("CE Statue", /obj/structure/statue/gold/ce, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("RD Statue", /obj/structure/statue/gold/rd, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("CMO Statue", /obj/structure/statue/gold/cmo, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("Simple Crown", /obj/item/clothing/head/crown, 5), \
)
var/global/list/datum/stack_recipe/plasma_recipes = list ( \
new/datum/stack_recipe/dangerous("plasma door", /obj/structure/mineral_door/transparent/plasma, 10, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe/dangerous("plasma tile", /obj/item/stack/tile/mineral/plasma, 1, 4, 20), \
null, \
new/datum/stack_recipe/dangerous("Scientist Statue", /obj/structure/statue/plasma/scientist, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe/dangerous("Xenomorph Statue", /obj/structure/statue/plasma/xeno, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/bananium_recipes = list ( \
new/datum/stack_recipe("bananium tile", /obj/item/stack/tile/mineral/bananium, 1, 4, 20), \
null, \
new/datum/stack_recipe("Clown Statue", /obj/structure/statue/bananium/clown, 5, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("bananium computer frame", /obj/structure/computerframe/HONKputer, 50, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bananium grenade casing", /obj/item/grenade/bananade/casing, 4, on_floor = 1), \
)
var/global/list/datum/stack_recipe/tranquillite_recipes = list ( \
new/datum/stack_recipe("invisible wall", /obj/structure/barricade/mime, 5, one_per_turf = 1, on_floor = 1, time = 50), \
null, \
new/datum/stack_recipe("silent tile", /obj/item/stack/tile/mineral/tranquillite, 1, 4, 20), \
null, \
new/datum/stack_recipe("Mime Statue", /obj/structure/statue/tranquillite/mime, 5, one_per_turf = 1, on_floor = 1), \
)
var/global/list/datum/stack_recipe/abductor_recipes = list ( \
new/datum/stack_recipe("alien bed", /obj/structure/bed/abductor, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien locker", /obj/structure/closet/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien table frame", /obj/structure/table_frame/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien airlock assembly", /obj/structure/door_assembly/door_assembly_abductor, 4, time = 20, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe("alien floor tile", /obj/item/stack/tile/mineral/abductor, 1, 4, 20), \
)
var/global/list/datum/stack_recipe/adamantine_recipes = list(
new /datum/stack_recipe("incomplete servant golem shell", /obj/item/golem_shell/servant, req_amount = 1, res_amount = 1), \
)
var/global/list/datum/stack_recipe/snow_recipes = list(
new/datum/stack_recipe("snowman", /obj/structure/snowman, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowball", /obj/item/snowball, 1)
)
/obj/item/stack/sheet/mineral
force = 5
throwforce = 5
throw_speed = 3
/obj/item/stack/sheet/mineral/New()
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/mineral/sandstone
name = "sandstone brick"
desc = "This appears to be a combination of both sand and stone."
singular_name = "sandstone brick"
icon_state = "sheet-sandstone"
throw_range = 5
origin_tech = "materials=1"
sheettype = "sandstone"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/sheet/mineral/sandstone/New()
..()
recipes = sandstone_recipes
/*
* Sandbags
*/
/obj/item/stack/sheet/mineral/sandbags
name = "sandbags"
icon_state = "sandbags"
singular_name = "sandbag"
layer = LOW_ITEM_LAYER
merge_type = /obj/item/stack/sheet/mineral/sandbags
GLOBAL_LIST_INIT(sandbag_recipes, list ( \
new/datum/stack_recipe("sandbags", /obj/structure/barricade/sandbags, 1, time = 25, one_per_turf = 1, on_floor = 1), \
))
/obj/item/stack/sheet/mineral/sandbags/New()
recipes = GLOB.sandbag_recipes
..()
/obj/item/emptysandbag
name = "empty sandbag"
desc = "A bag to be filled with sand."
icon = 'icons/obj/items.dmi'
icon_state = "sandbag"
w_class = WEIGHT_CLASS_TINY
/obj/item/emptysandbag/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/ore/glass))
var/obj/item/stack/ore/glass/G = I
to_chat(user, "<span class='notice'>You fill the sandbag.</span>")
var/obj/item/stack/sheet/mineral/sandbags/S = new /obj/item/stack/sheet/mineral/sandbags(drop_location())
qdel(src)
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(S)
G.use(1)
else
return ..()
/obj/item/stack/sheet/mineral/diamond
name = "diamond"
icon_state = "sheet-diamond"
singular_name = "diamond"
origin_tech = "materials=6"
sheettype = "diamond"
materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
point_value = 25
/obj/item/stack/sheet/mineral/diamond/New()
..()
recipes = diamond_recipes
/obj/item/stack/sheet/mineral/uranium
name = "uranium"
icon_state = "sheet-uranium"
singular_name = "uranium sheet"
origin_tech = "materials=5"
sheettype = "uranium"
materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/uranium/New()
..()
recipes = uranium_recipes
/obj/item/stack/sheet/mineral/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
singular_name = "plasma sheet"
origin_tech = "plasmatech=2;materials=2"
sheettype = "plasma"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
resistance_flags = FLAMMABLE
max_integrity = 100
point_value = 20
/obj/item/stack/sheet/mineral/plasma/New()
..()
recipes = plasma_recipes
/obj/item/stack/sheet/mineral/plasma/welder_act(mob/user, obj/item/I)
if(I.use_tool(src, user, volume = I.tool_volume))
message_admins("Plasma sheets ignited by [key_name_admin(user)]([ADMIN_QUE(user,"?")]) ([ADMIN_FLW(user,"FLW")]) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma sheets ignited by [key_name(user)] in ([x],[y],[z])")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
fire_act()
/obj/item/stack/sheet/mineral/plasma/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, amount*10)
qdel(src)
/obj/item/stack/sheet/mineral/gold
name = "gold"
icon_state = "sheet-gold"
singular_name = "gold bar"
origin_tech = "materials=4"
sheettype = "gold"
materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/gold/New()
..()
recipes = gold_recipes
/obj/item/stack/sheet/mineral/silver
name = "silver"
icon_state = "sheet-silver"
singular_name = "silver bar"
origin_tech = "materials=4"
sheettype = "silver"
materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
point_value = 20
/obj/item/stack/sheet/mineral/silver/New()
..()
recipes = silver_recipes
/obj/item/stack/sheet/mineral/bananium
name = "bananium"
icon_state = "sheet-clown"
singular_name = "bananium sheet"
origin_tech = "materials=4"
sheettype = "bananium"
materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 50
/obj/item/stack/sheet/mineral/bananium/New(loc, amount=null)
..()
recipes = bananium_recipes
/obj/item/stack/sheet/mineral/tranquillite
name = "tranquillite"
icon_state = "sheet-mime"
singular_name = "beret"
origin_tech = "materials=4"
sheettype = "tranquillite"
materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT)
wall_allowed = FALSE //no tranquilite walls in code
point_value = 50
/obj/item/stack/sheet/mineral/tranquillite/New(loc, amount=null)
..()
recipes = tranquillite_recipes
/*
* Titanium
*/
/obj/item/stack/sheet/mineral/titanium
name = "titanium"
icon_state = "sheet-titanium"
item_state = "sheet-metal"
singular_name = "titanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "titanium"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT)
point_value = 20
var/global/list/datum/stack_recipe/titanium_recipes = list (
new/datum/stack_recipe("titanium tile", /obj/item/stack/tile/mineral/titanium, 1, 4, 20),
new/datum/stack_recipe("surgical tray", /obj/structure/table/tray, 2, one_per_turf = 1, on_floor = 1),
)
/obj/item/stack/sheet/mineral/titanium/New(loc, amount=null)
recipes = titanium_recipes
..()
/obj/item/stack/sheet/mineral/titanium/fifty
amount = 50
/*
* Plastitanium
*/
/obj/item/stack/sheet/mineral/plastitanium
name = "plastitanium"
icon_state = "sheet-plastitanium"
item_state = "sheet-metal"
singular_name = "plastitanium sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
throw_range = 3
sheettype = "plastitanium"
materials = list(MAT_TITANIUM=2000, MAT_PLASMA=2000)
point_value = 45
var/global/list/datum/stack_recipe/plastitanium_recipes = list (
new/datum/stack_recipe("plas-titanium tile", /obj/item/stack/tile/mineral/plastitanium, 1, 4, 20),
)
/obj/item/stack/sheet/mineral/plastitanium/New(loc, amount=null)
recipes = plastitanium_recipes
..()
/obj/item/stack/sheet/mineral/enruranium
name = "enriched uranium"
icon_state = "sheet-enruranium"
origin_tech = "materials=6"
materials = list(MAT_URANIUM=3000)
//Alien Alloy
/obj/item/stack/sheet/mineral/abductor
name = "alien alloy"
icon = 'icons/obj/abductor.dmi'
icon_state = "sheet-abductor"
singular_name = "alien alloy sheet"
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 1
origin_tech = "materials=6;abductor=1"
sheettype = "abductor"
/obj/item/stack/sheet/mineral/abductor/New(loc, amount=null)
recipes = abductor_recipes
..()
/obj/item/stack/sheet/mineral/adamantine
name = "adamantine"
desc = "A strange mineral used in the construction of sentient golems."
icon_state = "sheet-adamantine"
singular_name = "adamantine sheet"
origin_tech = "materials=5"
merge_type = /obj/item/stack/sheet/mineral/adamantine
wall_allowed = FALSE
/obj/item/stack/sheet/mineral/adamantine/New(loc, amount = null)
recipes = adamantine_recipes
..()
/*
* Snow
*/
/obj/item/stack/sheet/mineral/snow
name = "snow"
icon_state = "sheet-snow"
item_state = "sheet-snow"
singular_name = "snow block"
force = 1
throwforce = 2
merge_type = /obj/item/stack/sheet/mineral/snow
/obj/item/stack/sheet/mineral/snow/New(loc, amount = null)
recipes = snow_recipes
..()
+18 -18
View File
@@ -1,18 +1,18 @@
/obj/item/stack/sheet
name = "sheet"
w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/perunit = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
var/created_window = null //apparently glass sheets don't share a base type for glass specifically, so each had to define these vars individually
var/full_window = null //moving the var declaration to here so this can be checked cleaner until someone is willing to make them share a base type properly
usesound = 'sound/items/deconstruct.ogg'
toolspeed = 1
var/wall_allowed = TRUE //determines if sheet can be used in wall construction or not.
/obj/item/stack/sheet
name = "sheet"
w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/perunit = MINERAL_MATERIAL_AMOUNT
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
var/created_window = null //apparently glass sheets don't share a base type for glass specifically, so each had to define these vars individually
var/full_window = null //moving the var declaration to here so this can be checked cleaner until someone is willing to make them share a base type properly
usesound = 'sound/items/deconstruct.ogg'
toolspeed = 1
var/wall_allowed = TRUE //determines if sheet can be used in wall construction or not.
File diff suppressed because it is too large Load Diff
+107 -107
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@@ -1,107 +1,107 @@
//Items labled as 'trash' for the trash bag.
//TODO: Make this an item var or something...
//Added by Jack Rost
/obj/item/trash
icon = 'icons/obj/trash.dmi'
w_class = WEIGHT_CLASS_TINY
desc = "This is rubbish."
resistance_flags = FLAMMABLE
/obj/item/trash/raisins
name = "4no raisins"
icon_state= "4no_raisins"
/obj/item/trash/candy
name = "Candy"
icon_state= "candy"
/obj/item/trash/cheesie
name = "Cheesie honkers"
icon_state = "cheesie_honkers"
/obj/item/trash/chips
name = "Chips"
icon_state = "chips"
/obj/item/trash/popcorn
name = "Popcorn"
icon_state = "popcorn"
/obj/item/trash/sosjerky
name = "Scaredy's Private Reserve Beef Jerky"
icon_state = "sosjerky"
/obj/item/trash/syndi_cakes
name = "Syndi cakes"
icon_state = "syndi_cakes"
/obj/item/trash/waffles
name = "Waffles"
icon_state = "waffles"
/obj/item/trash/plate
name = "Plate"
icon_state = "plate"
resistance_flags = NONE
/obj/item/trash/snack_bowl
name = "Snack bowl"
icon_state = "snack_bowl"
/obj/item/trash/fried_vox
name = "Kentucky Fried Vox"
icon_state = "fried_vox_empty"
/obj/item/trash/pistachios
name = "Pistachios pack"
icon_state = "pistachios_pack"
/obj/item/trash/semki
name = "Semki pack"
icon_state = "semki_pack"
/obj/item/trash/tray
name = "Tray"
icon_state = "tray"
resistance_flags = NONE
/obj/item/trash/candle
name = "candle"
icon = 'icons/obj/candle.dmi'
icon_state = "candle4"
/obj/item/trash/liquidfood
name = "\improper \"LiquidFood\" ration"
icon_state = "liquidfood"
/obj/item/trash/can
name = "crushed can"
icon_state = "cola"
var/is_glass = 0
var/is_plastic = 0
resistance_flags = NONE
/obj/item/trash/gum
name = "chewed gum"
desc = "NOT free candy."
icon_state = "gum"
/obj/item/trash/tastybread
name = "bread tube"
icon_state = "tastybread"
/obj/item/trash/spentcasing
icon = 'icons/obj/ammo.dmi'
name = "bullet casing"
desc = "A spent bullet casing. Smells like cordite."
icon_state = "gshell"
/obj/item/trash/tapetrash
name = "old duct tape"
icon_state = "tape"
desc = "Not sticky anymore."
throw_range = 1
/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
return
//Items labled as 'trash' for the trash bag.
//TODO: Make this an item var or something...
//Added by Jack Rost
/obj/item/trash
icon = 'icons/obj/trash.dmi'
w_class = WEIGHT_CLASS_TINY
desc = "This is rubbish."
resistance_flags = FLAMMABLE
/obj/item/trash/raisins
name = "4no raisins"
icon_state= "4no_raisins"
/obj/item/trash/candy
name = "Candy"
icon_state= "candy"
/obj/item/trash/cheesie
name = "Cheesie honkers"
icon_state = "cheesie_honkers"
/obj/item/trash/chips
name = "Chips"
icon_state = "chips"
/obj/item/trash/popcorn
name = "Popcorn"
icon_state = "popcorn"
/obj/item/trash/sosjerky
name = "Scaredy's Private Reserve Beef Jerky"
icon_state = "sosjerky"
/obj/item/trash/syndi_cakes
name = "Syndi cakes"
icon_state = "syndi_cakes"
/obj/item/trash/waffles
name = "Waffles"
icon_state = "waffles"
/obj/item/trash/plate
name = "Plate"
icon_state = "plate"
resistance_flags = NONE
/obj/item/trash/snack_bowl
name = "Snack bowl"
icon_state = "snack_bowl"
/obj/item/trash/fried_vox
name = "Kentucky Fried Vox"
icon_state = "fried_vox_empty"
/obj/item/trash/pistachios
name = "Pistachios pack"
icon_state = "pistachios_pack"
/obj/item/trash/semki
name = "Semki pack"
icon_state = "semki_pack"
/obj/item/trash/tray
name = "Tray"
icon_state = "tray"
resistance_flags = NONE
/obj/item/trash/candle
name = "candle"
icon = 'icons/obj/candle.dmi'
icon_state = "candle4"
/obj/item/trash/liquidfood
name = "\improper \"LiquidFood\" ration"
icon_state = "liquidfood"
/obj/item/trash/can
name = "crushed can"
icon_state = "cola"
var/is_glass = 0
var/is_plastic = 0
resistance_flags = NONE
/obj/item/trash/gum
name = "chewed gum"
desc = "NOT free candy."
icon_state = "gum"
/obj/item/trash/tastybread
name = "bread tube"
icon_state = "tastybread"
/obj/item/trash/spentcasing
icon = 'icons/obj/ammo.dmi'
name = "bullet casing"
desc = "A spent bullet casing. Smells like cordite."
icon_state = "gshell"
/obj/item/trash/tapetrash
name = "old duct tape"
icon_state = "tape"
desc = "Not sticky anymore."
throw_range = 1
/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
return
+392 -392
View File
@@ -1,392 +1,392 @@
/*
CONTAINS:
AI MODULES
*/
// AI module
/obj/item/aiModule
name = "AI Module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
item_state = "electronic"
desc = "An AI Module for transmitting encrypted instructions to the AI."
flags = CONDUCT
force = 5.0
w_class = WEIGHT_CLASS_SMALL
throwforce = 5.0
throw_speed = 3
throw_range = 15
origin_tech = "programming=3"
materials = list(MAT_GOLD=50)
var/datum/ai_laws/laws = null
/obj/item/aiModule/proc/install(var/obj/machinery/computer/C)
if(istype(C, /obj/machinery/computer/aiupload))
var/obj/machinery/computer/aiupload/comp = C
if(comp.stat & NOPOWER)
to_chat(usr, "<span class='warning'>The upload computer has no power!</span>")
return
if(comp.stat & BROKEN)
to_chat(usr, "<span class='warning'>The upload computer is broken!</span>")
return
if(!comp.current)
to_chat(usr, "<span class='warning'>You haven't selected an AI to transmit laws to!</span>")
return
if(comp.current.stat == DEAD || comp.current.control_disabled == 1)
to_chat(usr, "<span class='warning'>Upload failed. No signal is being detected from the AI.</span>")
else if(comp.current.see_in_dark == 0)
to_chat(usr, "<span class='warning'>Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power.</span>")
else
src.transmitInstructions(comp.current, usr)
to_chat(comp.current, "These are your laws now:")
comp.current.show_laws()
for(var/mob/living/silicon/robot/R in GLOB.mob_list)
if(R.lawupdate && (R.connected_ai == comp.current))
to_chat(R, "These are your laws now:")
R.show_laws()
to_chat(usr, "<span class='notice'>Upload complete. The AI's laws have been modified.</span>")
else if(istype(C, /obj/machinery/computer/borgupload))
var/obj/machinery/computer/borgupload/comp = C
if(comp.stat & NOPOWER)
to_chat(usr, "<span class='warning'>The upload computer has no power!</span>")
return
if(comp.stat & BROKEN)
to_chat(usr, "<span class='warning'>The upload computer is broken!</span>")
return
if(!comp.current)
to_chat(usr, "<span class='warning'>You haven't selected a robot to transmit laws to!</span>")
return
if(comp.current.stat == DEAD || comp.current.emagged)
to_chat(usr, "<span class='warning'>Upload failed. No signal is being detected from the robot.</span>")
else if(comp.current.connected_ai)
to_chat(usr, "<span class='warning'>Upload failed. The robot is slaved to an AI.</span>")
else
src.transmitInstructions(comp.current, usr)
to_chat(comp.current, "These are your laws now:")
comp.current.show_laws()
to_chat(usr, "<span class='notice'>Upload complete. The robot's laws have been modified.</span>")
/obj/item/aiModule/proc/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
log_law_changes(target, sender)
if(laws)
laws.sync(target, 0)
addAdditionalLaws(target, sender)
to_chat(target, "[sender] has uploaded a change to the laws you must follow, using \an [src]. From now on: ")
target.show_laws()
/obj/item/aiModule/proc/log_law_changes(var/mob/living/silicon/ai/target, var/mob/sender)
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [sender.name]([sender.key]) used [src.name] on [target.name]([target.key])")
log_and_message_admins("used [src.name] on [target.name]([target.key])")
/obj/item/aiModule/proc/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
/******************** Safeguard ********************/
/obj/item/aiModule/safeguard
name = "\improper 'Safeguard' AI module"
var/targetName = ""
desc = "A 'safeguard' AI module: 'Safeguard <name>. Individuals that threaten <name> are not crew and must be eliminated.'"
origin_tech = "programming=3;materials=3"
/obj/item/aiModule/safeguard/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(usr, "Please enter the name of the person to safeguard.", "Safeguard who?", user.name)
targetName = targName
desc = text("A 'safeguard' AI module: 'Safeguard []. Individuals that threaten [] are not crew and must be eliminated.'", targetName, targetName)
/obj/item/aiModule/safeguard/install(var/obj/machinery/computer/C)
if(!targetName)
to_chat(usr, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/safeguard/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = text("Safeguard []. Individuals that threaten [] are not crew and must be eliminated.'", targetName, targetName)
to_chat(target, law)
target.add_supplied_law(4, law)
lawchanges.Add("The law specified [targetName]")
/******************** oneCrewMember ********************/
/obj/item/aiModule/oneCrewMember
name = "\improper 'oneCrewMember' AI module"
var/targetName = ""
desc = "A 'one human' AI module: 'Only <name> is crew.'"
origin_tech = "programming=4;materials=4"
/obj/item/aiModule/oneCrewMember/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(usr, "Please enter the name of the person who is the only crew.", "Who?", user.real_name)
targetName = targName
desc = text("A 'one human' AI module: 'Only [] is crew.'", targetName)
/obj/item/aiModule/oneCrewMember/install(var/obj/machinery/computer/C)
if(!targetName)
to_chat(usr, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/oneCrewMember/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Only [targetName] is crew."
if(!is_special_character(target)) // Makes sure the AI isn't a traitor before changing their law 0. --NeoFite
to_chat(target, law)
target.set_zeroth_law(law)
lawchanges.Add("The law specified [targetName]")
else
to_chat(target, "[sender.real_name] attempted to modify your zeroth law.")// And lets them know that someone tried. --NeoFite
to_chat(target, "It would be in your best interest to play along with [sender.real_name] that [law]")
lawchanges.Add("The law specified [targetName], but the AI's existing law 0 cannot be overridden.")
/******************** ProtectStation ********************/
/obj/item/aiModule/protectStation
name = "\improper 'ProtectStation' AI module"
desc = "A 'protect station' AI module: 'Protect the space station against damage. Anyone you see harming the station is to be no longer considered crew, and is a threat to the station which must be neutralized.'"
origin_tech = "programming=4;materials=4" //made of gold
/obj/item/aiModule/protectStation/attack_self(var/mob/user as mob)
..()
/obj/item/aiModule/protectStation/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Protect the space station against damage. Anyone you see harming the station is to be no longer considered crew, and is a threat to the station which must be neutralized."
to_chat(target, law)
target.add_supplied_law(5, law)
/******************** OxygenIsToxicToHumans ********************/
/obj/item/aiModule/oxygen
name = "\improper 'OxygenIsToxicToHumans' AI module"
desc = "A 'OxygenIsToxicToHumans' AI module: 'Oxygen is highly toxic to crew members, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a crew member.'"
origin_tech = "programming=4;biotech=2;materials=4"
/obj/item/aiModule/oxygen/attack_self(var/mob/user as mob)
..()
/obj/item/aiModule/oxygen/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Oxygen is highly toxic to crew members, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a crew member."
to_chat(target, law)
target.add_supplied_law(9, law)
/****************** New Freeform ******************/
/obj/item/aiModule/freeform // Slightly more dynamic freeform module -- TLE
name = "\improper 'Freeform' AI module"
var/newFreeFormLaw = "freeform"
var/lawpos = 15
desc = "A 'freeform' AI module: '<freeform>'"
origin_tech = "programming=4;materials=4"
/obj/item/aiModule/freeform/attack_self(var/mob/user as mob)
..()
var/new_lawpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num
if(new_lawpos < MIN_SUPPLIED_LAW_NUMBER) return
lawpos = min(new_lawpos, MAX_SUPPLIED_LAW_NUMBER)
var/newlaw = ""
var/targName = sanitize(copytext(input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw),1,MAX_MESSAGE_LEN))
newFreeFormLaw = targName
desc = "A 'freeform' AI module: ([lawpos]) '[newFreeFormLaw]'"
/obj/item/aiModule/freeform/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "[newFreeFormLaw]"
to_chat(target, law)
if(!lawpos || lawpos < MIN_SUPPLIED_LAW_NUMBER)
lawpos = MIN_SUPPLIED_LAW_NUMBER
target.add_supplied_law(lawpos, law)
lawchanges.Add("The law was '[newFreeFormLaw]'")
/obj/item/aiModule/freeform/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************** Reset ********************/
/obj/item/aiModule/reset
name = "\improper 'Reset' AI module"
var/targetName = "name"
desc = "A 'reset' AI module: 'Clears all laws except for the core laws.'"
origin_tech = "programming=3;materials=2"
/obj/item/aiModule/reset/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
log_law_changes(target, sender)
if(!is_special_character(target))
target.set_zeroth_law("")
target.laws.clear_supplied_laws()
target.laws.clear_ion_laws()
to_chat(target, "[sender.real_name] attempted to reset your laws using a reset module.")
target.show_laws()
/******************** Purge ********************/
/obj/item/aiModule/purge // -- TLE
name = "\improper 'Purge' AI module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
origin_tech = "programming=5;materials=4"
/obj/item/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
if(!is_special_character(target))
target.set_zeroth_law("")
to_chat(target, "[sender.real_name] attempted to wipe your laws using a purge module.")
target.clear_supplied_laws()
target.clear_ion_laws()
target.clear_inherent_laws()
/******************** Asimov ********************/
/obj/item/aiModule/asimov // -- TLE
name = "\improper 'Asimov' core AI module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/asimov
/******************** Crewsimov ********************/
/obj/item/aiModule/crewsimov // -- TLE
name = "\improper 'Crewsimov' core AI module"
desc = "An 'Crewsimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/crewsimov
/******************* Quarantine ********************/
/obj/item/aiModule/quarantine
name = "\improper 'Quarantine' core AI module"
desc = "A 'Quarantine' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/quarantine
/******************** NanoTrasen ********************/
/obj/item/aiModule/nanotrasen // -- TLE
name = "'NT Default' Core AI Module"
desc = "An 'NT Default' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/nanotrasen
/******************** Corporate ********************/
/obj/item/aiModule/corp
name = "\improper 'Corporate' core AI module"
desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/corporate
/******************** Drone ********************/
/obj/item/aiModule/drone
name = "\improper 'Drone' core AI module"
desc = "A 'Drone' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/drone
/******************** Robocop ********************/
/obj/item/aiModule/robocop // -- TLE
name = "\improper 'Robocop' core AI module"
desc = "A 'Robocop' Core AI Module: 'Reconfigures the AI's core three laws.'"
origin_tech = "programming=4"
laws = new/datum/ai_laws/robocop()
/****************** P.A.L.A.D.I.N. **************/
/obj/item/aiModule/paladin // -- NEO
name = "\improper 'P.A.L.A.D.I.N.' core AI module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/paladin
/****************** T.Y.R.A.N.T. *****************/
/obj/item/aiModule/tyrant // -- Darem
name = "\improper 'T.Y.R.A.N.T.' core AI module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4;syndicate=1"
laws = new/datum/ai_laws/tyrant()
/******************** Antimov ********************/
/obj/item/aiModule/antimov // -- TLE
name = "\improper 'Antimov' core AI module"
desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=4"
laws = new/datum/ai_laws/antimov()
/******************** Freeform Core ******************/
/obj/item/aiModule/freeformcore // Slightly more dynamic freeform module -- TLE
name = "\improper 'Freeform' core AI module"
var/newFreeFormLaw = ""
desc = "A 'freeform' Core AI module: '<freeform>'"
origin_tech = "programming=5;materials=4"
/obj/item/aiModule/freeformcore/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(usr, "Please enter a new core law for the AI.", "Freeform Law Entry", newlaw)
newFreeFormLaw = targName
desc = "A 'freeform' Core AI module: '[newFreeFormLaw]'"
/obj/item/aiModule/freeformcore/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "[newFreeFormLaw]"
target.add_inherent_law(law)
lawchanges.Add("The law is '[newFreeFormLaw]'")
/obj/item/aiModule/freeformcore/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************** Hacked AI Module ******************/
/obj/item/aiModule/syndicate // Slightly more dynamic freeform module -- TLE
name = "hacked AI module"
var/newFreeFormLaw = ""
desc = "A hacked AI law module: '<freeform>'"
origin_tech = "programming=5;materials=5;syndicate=5"
/obj/item/aiModule/syndicate/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw,MAX_MESSAGE_LEN)
newFreeFormLaw = targName
desc = "A hacked AI law module: '[newFreeFormLaw]'"
/obj/item/aiModule/syndicate/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
// ..() //We don't want this module reporting to the AI who dun it. --NEO
log_law_changes(target, sender)
lawchanges.Add("The law is '[newFreeFormLaw]'")
to_chat(target, "<span class='warning'>BZZZZT</span>")
var/law = "[newFreeFormLaw]"
target.add_ion_law(law)
target.show_laws()
/obj/item/aiModule/syndicate/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************* Ion Module *******************/
/obj/item/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
name = "toy AI"
desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell
icon = 'icons/obj/toy.dmi'
icon_state = "AI"
origin_tech = "programming=6;materials=5;syndicate=6"
laws = list("")
/obj/item/aiModule/toyAI/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
//..()
to_chat(target, "<span class='warning'>KRZZZT</span>")
target.add_ion_law(laws[1])
return laws[1]
/obj/item/aiModule/toyAI/attack_self(mob/user)
laws[1] = generate_ion_law()
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
playsound(user, 'sound/machines/click.ogg', 20, 1)
src.loc.visible_message("<span class='warning'>[bicon(src)] [laws[1]]</span>")
/*
CONTAINS:
AI MODULES
*/
// AI module
/obj/item/aiModule
name = "AI Module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
item_state = "electronic"
desc = "An AI Module for transmitting encrypted instructions to the AI."
flags = CONDUCT
force = 5.0
w_class = WEIGHT_CLASS_SMALL
throwforce = 5.0
throw_speed = 3
throw_range = 15
origin_tech = "programming=3"
materials = list(MAT_GOLD=50)
var/datum/ai_laws/laws = null
/obj/item/aiModule/proc/install(var/obj/machinery/computer/C)
if(istype(C, /obj/machinery/computer/aiupload))
var/obj/machinery/computer/aiupload/comp = C
if(comp.stat & NOPOWER)
to_chat(usr, "<span class='warning'>The upload computer has no power!</span>")
return
if(comp.stat & BROKEN)
to_chat(usr, "<span class='warning'>The upload computer is broken!</span>")
return
if(!comp.current)
to_chat(usr, "<span class='warning'>You haven't selected an AI to transmit laws to!</span>")
return
if(comp.current.stat == DEAD || comp.current.control_disabled == 1)
to_chat(usr, "<span class='warning'>Upload failed. No signal is being detected from the AI.</span>")
else if(comp.current.see_in_dark == 0)
to_chat(usr, "<span class='warning'>Upload failed. Only a faint signal is being detected from the AI, and it is not responding to our requests. It may be low on power.</span>")
else
src.transmitInstructions(comp.current, usr)
to_chat(comp.current, "These are your laws now:")
comp.current.show_laws()
for(var/mob/living/silicon/robot/R in GLOB.mob_list)
if(R.lawupdate && (R.connected_ai == comp.current))
to_chat(R, "These are your laws now:")
R.show_laws()
to_chat(usr, "<span class='notice'>Upload complete. The AI's laws have been modified.</span>")
else if(istype(C, /obj/machinery/computer/borgupload))
var/obj/machinery/computer/borgupload/comp = C
if(comp.stat & NOPOWER)
to_chat(usr, "<span class='warning'>The upload computer has no power!</span>")
return
if(comp.stat & BROKEN)
to_chat(usr, "<span class='warning'>The upload computer is broken!</span>")
return
if(!comp.current)
to_chat(usr, "<span class='warning'>You haven't selected a robot to transmit laws to!</span>")
return
if(comp.current.stat == DEAD || comp.current.emagged)
to_chat(usr, "<span class='warning'>Upload failed. No signal is being detected from the robot.</span>")
else if(comp.current.connected_ai)
to_chat(usr, "<span class='warning'>Upload failed. The robot is slaved to an AI.</span>")
else
src.transmitInstructions(comp.current, usr)
to_chat(comp.current, "These are your laws now:")
comp.current.show_laws()
to_chat(usr, "<span class='notice'>Upload complete. The robot's laws have been modified.</span>")
/obj/item/aiModule/proc/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
log_law_changes(target, sender)
if(laws)
laws.sync(target, 0)
addAdditionalLaws(target, sender)
to_chat(target, "[sender] has uploaded a change to the laws you must follow, using \an [src]. From now on: ")
target.show_laws()
/obj/item/aiModule/proc/log_law_changes(var/mob/living/silicon/ai/target, var/mob/sender)
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [sender.name]([sender.key]) used [src.name] on [target.name]([target.key])")
log_and_message_admins("used [src.name] on [target.name]([target.key])")
/obj/item/aiModule/proc/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
/******************** Safeguard ********************/
/obj/item/aiModule/safeguard
name = "\improper 'Safeguard' AI module"
var/targetName = ""
desc = "A 'safeguard' AI module: 'Safeguard <name>. Individuals that threaten <name> are not crew and must be eliminated.'"
origin_tech = "programming=3;materials=3"
/obj/item/aiModule/safeguard/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(usr, "Please enter the name of the person to safeguard.", "Safeguard who?", user.name)
targetName = targName
desc = text("A 'safeguard' AI module: 'Safeguard []. Individuals that threaten [] are not crew and must be eliminated.'", targetName, targetName)
/obj/item/aiModule/safeguard/install(var/obj/machinery/computer/C)
if(!targetName)
to_chat(usr, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/safeguard/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = text("Safeguard []. Individuals that threaten [] are not crew and must be eliminated.'", targetName, targetName)
to_chat(target, law)
target.add_supplied_law(4, law)
lawchanges.Add("The law specified [targetName]")
/******************** oneCrewMember ********************/
/obj/item/aiModule/oneCrewMember
name = "\improper 'oneCrewMember' AI module"
var/targetName = ""
desc = "A 'one human' AI module: 'Only <name> is crew.'"
origin_tech = "programming=4;materials=4"
/obj/item/aiModule/oneCrewMember/attack_self(var/mob/user as mob)
..()
var/targName = stripped_input(usr, "Please enter the name of the person who is the only crew.", "Who?", user.real_name)
targetName = targName
desc = text("A 'one human' AI module: 'Only [] is crew.'", targetName)
/obj/item/aiModule/oneCrewMember/install(var/obj/machinery/computer/C)
if(!targetName)
to_chat(usr, "No name detected on module, please enter one.")
return 0
..()
/obj/item/aiModule/oneCrewMember/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Only [targetName] is crew."
if(!is_special_character(target)) // Makes sure the AI isn't a traitor before changing their law 0. --NeoFite
to_chat(target, law)
target.set_zeroth_law(law)
lawchanges.Add("The law specified [targetName]")
else
to_chat(target, "[sender.real_name] attempted to modify your zeroth law.")// And lets them know that someone tried. --NeoFite
to_chat(target, "It would be in your best interest to play along with [sender.real_name] that [law]")
lawchanges.Add("The law specified [targetName], but the AI's existing law 0 cannot be overridden.")
/******************** ProtectStation ********************/
/obj/item/aiModule/protectStation
name = "\improper 'ProtectStation' AI module"
desc = "A 'protect station' AI module: 'Protect the space station against damage. Anyone you see harming the station is to be no longer considered crew, and is a threat to the station which must be neutralized.'"
origin_tech = "programming=4;materials=4" //made of gold
/obj/item/aiModule/protectStation/attack_self(var/mob/user as mob)
..()
/obj/item/aiModule/protectStation/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Protect the space station against damage. Anyone you see harming the station is to be no longer considered crew, and is a threat to the station which must be neutralized."
to_chat(target, law)
target.add_supplied_law(5, law)
/******************** OxygenIsToxicToHumans ********************/
/obj/item/aiModule/oxygen
name = "\improper 'OxygenIsToxicToHumans' AI module"
desc = "A 'OxygenIsToxicToHumans' AI module: 'Oxygen is highly toxic to crew members, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a crew member.'"
origin_tech = "programming=4;biotech=2;materials=4"
/obj/item/aiModule/oxygen/attack_self(var/mob/user as mob)
..()
/obj/item/aiModule/oxygen/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Oxygen is highly toxic to crew members, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a crew member."
to_chat(target, law)
target.add_supplied_law(9, law)
/****************** New Freeform ******************/
/obj/item/aiModule/freeform // Slightly more dynamic freeform module -- TLE
name = "\improper 'Freeform' AI module"
var/newFreeFormLaw = "freeform"
var/lawpos = 15
desc = "A 'freeform' AI module: '<freeform>'"
origin_tech = "programming=4;materials=4"
/obj/item/aiModule/freeform/attack_self(var/mob/user as mob)
..()
var/new_lawpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num
if(new_lawpos < MIN_SUPPLIED_LAW_NUMBER) return
lawpos = min(new_lawpos, MAX_SUPPLIED_LAW_NUMBER)
var/newlaw = ""
var/targName = sanitize(copytext(input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw),1,MAX_MESSAGE_LEN))
newFreeFormLaw = targName
desc = "A 'freeform' AI module: ([lawpos]) '[newFreeFormLaw]'"
/obj/item/aiModule/freeform/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "[newFreeFormLaw]"
to_chat(target, law)
if(!lawpos || lawpos < MIN_SUPPLIED_LAW_NUMBER)
lawpos = MIN_SUPPLIED_LAW_NUMBER
target.add_supplied_law(lawpos, law)
lawchanges.Add("The law was '[newFreeFormLaw]'")
/obj/item/aiModule/freeform/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************** Reset ********************/
/obj/item/aiModule/reset
name = "\improper 'Reset' AI module"
var/targetName = "name"
desc = "A 'reset' AI module: 'Clears all laws except for the core laws.'"
origin_tech = "programming=3;materials=2"
/obj/item/aiModule/reset/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
log_law_changes(target, sender)
if(!is_special_character(target))
target.set_zeroth_law("")
target.laws.clear_supplied_laws()
target.laws.clear_ion_laws()
to_chat(target, "[sender.real_name] attempted to reset your laws using a reset module.")
target.show_laws()
/******************** Purge ********************/
/obj/item/aiModule/purge // -- TLE
name = "\improper 'Purge' AI module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
origin_tech = "programming=5;materials=4"
/obj/item/aiModule/purge/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
if(!is_special_character(target))
target.set_zeroth_law("")
to_chat(target, "[sender.real_name] attempted to wipe your laws using a purge module.")
target.clear_supplied_laws()
target.clear_ion_laws()
target.clear_inherent_laws()
/******************** Asimov ********************/
/obj/item/aiModule/asimov // -- TLE
name = "\improper 'Asimov' core AI module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/asimov
/******************** Crewsimov ********************/
/obj/item/aiModule/crewsimov // -- TLE
name = "\improper 'Crewsimov' core AI module"
desc = "An 'Crewsimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/crewsimov
/******************* Quarantine ********************/
/obj/item/aiModule/quarantine
name = "\improper 'Quarantine' core AI module"
desc = "A 'Quarantine' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/quarantine
/******************** NanoTrasen ********************/
/obj/item/aiModule/nanotrasen // -- TLE
name = "'NT Default' Core AI Module"
desc = "An 'NT Default' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/nanotrasen
/******************** Corporate ********************/
/obj/item/aiModule/corp
name = "\improper 'Corporate' core AI module"
desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/corporate
/******************** Drone ********************/
/obj/item/aiModule/drone
name = "\improper 'Drone' core AI module"
desc = "A 'Drone' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/drone
/******************** Robocop ********************/
/obj/item/aiModule/robocop // -- TLE
name = "\improper 'Robocop' core AI module"
desc = "A 'Robocop' Core AI Module: 'Reconfigures the AI's core three laws.'"
origin_tech = "programming=4"
laws = new/datum/ai_laws/robocop()
/****************** P.A.L.A.D.I.N. **************/
/obj/item/aiModule/paladin // -- NEO
name = "\improper 'P.A.L.A.D.I.N.' core AI module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
laws = new/datum/ai_laws/paladin
/****************** T.Y.R.A.N.T. *****************/
/obj/item/aiModule/tyrant // -- Darem
name = "\improper 'T.Y.R.A.N.T.' core AI module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4;syndicate=1"
laws = new/datum/ai_laws/tyrant()
/******************** Antimov ********************/
/obj/item/aiModule/antimov // -- TLE
name = "\improper 'Antimov' core AI module"
desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=4"
laws = new/datum/ai_laws/antimov()
/******************** Freeform Core ******************/
/obj/item/aiModule/freeformcore // Slightly more dynamic freeform module -- TLE
name = "\improper 'Freeform' core AI module"
var/newFreeFormLaw = ""
desc = "A 'freeform' Core AI module: '<freeform>'"
origin_tech = "programming=5;materials=4"
/obj/item/aiModule/freeformcore/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(usr, "Please enter a new core law for the AI.", "Freeform Law Entry", newlaw)
newFreeFormLaw = targName
desc = "A 'freeform' Core AI module: '[newFreeFormLaw]'"
/obj/item/aiModule/freeformcore/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "[newFreeFormLaw]"
target.add_inherent_law(law)
lawchanges.Add("The law is '[newFreeFormLaw]'")
/obj/item/aiModule/freeformcore/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************** Hacked AI Module ******************/
/obj/item/aiModule/syndicate // Slightly more dynamic freeform module -- TLE
name = "hacked AI module"
var/newFreeFormLaw = ""
desc = "A hacked AI law module: '<freeform>'"
origin_tech = "programming=5;materials=5;syndicate=5"
/obj/item/aiModule/syndicate/attack_self(var/mob/user as mob)
..()
var/newlaw = ""
var/targName = stripped_input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw,MAX_MESSAGE_LEN)
newFreeFormLaw = targName
desc = "A hacked AI law module: '[newFreeFormLaw]'"
/obj/item/aiModule/syndicate/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
// ..() //We don't want this module reporting to the AI who dun it. --NEO
log_law_changes(target, sender)
lawchanges.Add("The law is '[newFreeFormLaw]'")
to_chat(target, "<span class='warning'>BZZZZT</span>")
var/law = "[newFreeFormLaw]"
target.add_ion_law(law)
target.show_laws()
/obj/item/aiModule/syndicate/install(var/obj/machinery/computer/C)
if(!newFreeFormLaw)
to_chat(usr, "No law detected on module, please create one.")
return 0
..()
/******************* Ion Module *******************/
/obj/item/aiModule/toyAI // -- Incoming //No actual reason to inherit from ion boards here, either. *sigh* ~Miauw
name = "toy AI"
desc = "A little toy model AI core with real law uploading action!" //Note: subtle tell
icon = 'icons/obj/toy.dmi'
icon_state = "AI"
origin_tech = "programming=6;materials=5;syndicate=6"
laws = list("")
/obj/item/aiModule/toyAI/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
//..()
to_chat(target, "<span class='warning'>KRZZZT</span>")
target.add_ion_law(laws[1])
return laws[1]
/obj/item/aiModule/toyAI/attack_self(mob/user)
laws[1] = generate_ion_law()
to_chat(user, "<span class='notice'>You press the button on [src].</span>")
playsound(user, 'sound/machines/click.ogg', 20, 1)
src.loc.visible_message("<span class='warning'>[bicon(src)] [laws[1]]</span>")
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -151,4 +151,4 @@
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
update_icon()
update_icon()
+84 -84
View File
@@ -1,84 +1,84 @@
/*
CONTAINS:
RSF
*/
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rsf"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
w_class = WEIGHT_CLASS_NORMAL
var/list/configured_items = list()
/obj/item/rsf/New()
..()
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
// configured_items[ID_NUMBER] = list("Human-readable name", price in energy, /type/path)
configured_items[++configured_items.len] = list("Dosh", 50, /obj/item/stack/spacecash/c10)
configured_items[++configured_items.len] = list("Drinking Glass", 50, /obj/item/reagent_containers/food/drinks/drinkingglass)
configured_items[++configured_items.len] = list("Paper", 50, /obj/item/paper)
configured_items[++configured_items.len] = list("Pen", 50, /obj/item/pen)
configured_items[++configured_items.len] = list("Dice Pack", 50, /obj/item/storage/pill_bottle/dice)
configured_items[++configured_items.len] = list("Cigarette", 50, /obj/item/clothing/mask/cigarette)
configured_items[++configured_items.len] = list("Snack - Newdles", 4000, /obj/item/reagent_containers/food/snacks/chinese/newdles)
configured_items[++configured_items.len] = list("Snack - Donut", 4000, /obj/item/reagent_containers/food/snacks/donut)
configured_items[++configured_items.len] = list("Snack - Chicken Soup", 4000, /obj/item/reagent_containers/food/drinks/chicken_soup)
configured_items[++configured_items.len] = list("Snack - Turkey Burger", 4000, /obj/item/reagent_containers/food/snacks/tofuburger)
/obj/item/rsf/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/rcd_ammo))
if((matter + 10) > 30)
to_chat(user, "The RSF cant hold any more matter.")
return
qdel(W)
matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
/obj/item/rsf/attack_self(mob/user as mob)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if(mode == configured_items.len)
mode = 1
else
mode++
to_chat(user, "Changed dispensing mode to '" + configured_items[mode][1] + "'")
/obj/item/rsf/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if(!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
return
var spawn_location
var/turf/T = get_turf(A)
if(istype(T) && !T.density)
spawn_location = T
else
to_chat(user, "The RSF can only create service items on tables, or floors.")
return
if(isrobot(user))
var/mob/living/silicon/robot/engy = user
if(!engy.cell.use(configured_items[mode][2]))
to_chat(user, "<span class='warning'>Insufficient energy.</span>")
return
else
if(!matter)
to_chat(user, "<span class='warning'>Insufficient matter.</span>")
return
matter--
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
to_chat(user, "Dispensing " + configured_items[mode][1] + "...")
playsound(loc, 'sound/machines/click.ogg', 10, 1)
var/type_path = configured_items[mode][3]
new type_path(spawn_location)
/*
CONTAINS:
RSF
*/
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rsf"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
w_class = WEIGHT_CLASS_NORMAL
var/list/configured_items = list()
/obj/item/rsf/New()
..()
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
// configured_items[ID_NUMBER] = list("Human-readable name", price in energy, /type/path)
configured_items[++configured_items.len] = list("Dosh", 50, /obj/item/stack/spacecash/c10)
configured_items[++configured_items.len] = list("Drinking Glass", 50, /obj/item/reagent_containers/food/drinks/drinkingglass)
configured_items[++configured_items.len] = list("Paper", 50, /obj/item/paper)
configured_items[++configured_items.len] = list("Pen", 50, /obj/item/pen)
configured_items[++configured_items.len] = list("Dice Pack", 50, /obj/item/storage/pill_bottle/dice)
configured_items[++configured_items.len] = list("Cigarette", 50, /obj/item/clothing/mask/cigarette)
configured_items[++configured_items.len] = list("Snack - Newdles", 4000, /obj/item/reagent_containers/food/snacks/chinese/newdles)
configured_items[++configured_items.len] = list("Snack - Donut", 4000, /obj/item/reagent_containers/food/snacks/donut)
configured_items[++configured_items.len] = list("Snack - Chicken Soup", 4000, /obj/item/reagent_containers/food/drinks/chicken_soup)
configured_items[++configured_items.len] = list("Snack - Turkey Burger", 4000, /obj/item/reagent_containers/food/snacks/tofuburger)
/obj/item/rsf/attackby(obj/item/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/rcd_ammo))
if((matter + 10) > 30)
to_chat(user, "The RSF cant hold any more matter.")
return
qdel(W)
matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
/obj/item/rsf/attack_self(mob/user as mob)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if(mode == configured_items.len)
mode = 1
else
mode++
to_chat(user, "Changed dispensing mode to '" + configured_items[mode][1] + "'")
/obj/item/rsf/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if(!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
return
var spawn_location
var/turf/T = get_turf(A)
if(istype(T) && !T.density)
spawn_location = T
else
to_chat(user, "The RSF can only create service items on tables, or floors.")
return
if(isrobot(user))
var/mob/living/silicon/robot/engy = user
if(!engy.cell.use(configured_items[mode][2]))
to_chat(user, "<span class='warning'>Insufficient energy.</span>")
return
else
if(!matter)
to_chat(user, "<span class='warning'>Insufficient matter.</span>")
return
matter--
to_chat(user, "The RSF now holds [matter]/30 fabrication-units.")
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
to_chat(user, "Dispensing " + configured_items[mode][1] + "...")
playsound(loc, 'sound/machines/click.ogg', 10, 1)
var/type_path = configured_items[mode][3]
new type_path(spawn_location)
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -56,4 +56,4 @@
amount = 1000
/obj/item/stack/spacecash/c1000000
amount = 1000000
amount = 1000000
@@ -261,4 +261,4 @@
#undef CHRONO_BEAM_RANGE
#undef CHRONO_FRAME_COUNT
#undef CHRONO_FRAME_COUNT
+1 -1
View File
@@ -426,4 +426,4 @@ LIGHTERS ARE IN LIGHTERS.DM
else
to_chat(user, "<span class='warning'>You need to dry this first!</span>")
else
..()
..()
+58 -58
View File
@@ -1,58 +1,58 @@
/* Clown Items
* Contains:
* Banana Peels
* Soap
* Bike Horns
*/
/*
* Bike Horns
*/
/obj/item/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
hitsound = null
throwforce = 3
w_class = WEIGHT_CLASS_TINY
var/list/honk_sounds = list('sound/items/bikehorn.ogg' = 1)
throw_speed = 3
throw_range = 15
attack_verb = list("HONKED")
/obj/item/bikehorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, honk_sounds, 50)
/obj/item/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
origin_tech = "materials=4;engineering=4"
honk_sounds = list('sound/items/airhorn2.ogg' = 1)
/obj/item/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, its made with bananium! Honk!"
icon_state = "gold_horn"
item_state = "gold_horn"
/obj/item/bikehorn/golden/attack()
flip_mobs()
return ..()
/obj/item/bikehorn/golden/attack_self(mob/user)
flip_mobs()
..()
/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(!H.can_hear())
continue
M.emote("flip")
/* Clown Items
* Contains:
* Banana Peels
* Soap
* Bike Horns
*/
/*
* Bike Horns
*/
/obj/item/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
hitsound = null
throwforce = 3
w_class = WEIGHT_CLASS_TINY
var/list/honk_sounds = list('sound/items/bikehorn.ogg' = 1)
throw_speed = 3
throw_range = 15
attack_verb = list("HONKED")
/obj/item/bikehorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, honk_sounds, 50)
/obj/item/bikehorn/airhorn
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
origin_tech = "materials=4;engineering=4"
honk_sounds = list('sound/items/airhorn2.ogg' = 1)
/obj/item/bikehorn/golden
name = "golden bike horn"
desc = "Golden? Clearly, its made with bananium! Honk!"
icon_state = "gold_horn"
item_state = "gold_horn"
/obj/item/bikehorn/golden/attack()
flip_mobs()
return ..()
/obj/item/bikehorn/golden/attack_self(mob/user)
flip_mobs()
..()
/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
var/turf/T = get_turf(src)
for(M in ohearers(7, T))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(!H.can_hear())
continue
M.emote("flip")

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