diff --git a/code/datums/datumvars.dm b/code/datums/datumvars.dm
index f3062199ec7..f6a415912dc 100644
--- a/code/datums/datumvars.dm
+++ b/code/datums/datumvars.dm
@@ -249,7 +249,6 @@ client
body += ""
body += ""
- body += ""
body += ""
body += ""
@@ -526,17 +525,6 @@ client
src.give_disease2(M)
href_list["datumrefresh"] = href_list["give_spell"]
- else if(href_list["ninja"])
- if(!check_rights(R_SPAWN)) return
-
- var/mob/M = locate(href_list["ninja"])
- if(!istype(M))
- usr << "This can only be used on instances of type /mob"
- return
-
- src.cmd_admin_ninjafy(M)
- href_list["datumrefresh"] = href_list["ninja"]
-
else if(href_list["godmode"])
if(!check_rights(R_REJUVINATE)) return
diff --git a/code/datums/mind.dm b/code/datums/mind.dm
index 905d47d36b8..d99824a9cf1 100644
--- a/code/datums/mind.dm
+++ b/code/datums/mind.dm
@@ -242,26 +242,6 @@ datum/mind
sections["changeling"] = text
- /** NINJA ***/
- text = "ninja"
- if (ticker.mode.config_tag=="ninja")
- text = uppertext(text)
- text = "[text]: "
- if (src in ticker.mode.ninjas)
- text += "YES|no"
- text += " To outpost, undress, dress up."
- //if (objectives.len==0)
- //text += " Objectives are empty! Randomize!"
- else
- text += "yes|NO"
-
- if(current && current.client && current.client.prefs.be_special & BE_NINJA)
- text += "|Enabled in Prefs"
- else
- text += "|Disabled in Prefs"
-
- sections["ninja"] = text
-
/** VAMPIRE ***/
text = "vampire"
if (ticker.mode.config_tag=="vampire")
@@ -822,26 +802,6 @@ datum/mind
ticker.mode.forge_wizard_objectives(src)
usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
- else if (href_list["ninja"])
- current.hud_updateflag |= (1 << SPECIALROLE_HUD)
-
- switch(href_list["ninja"])
- if("clear")
- if(src in ticker.mode.ninjas)
- ticker.mode.ninjas -= src
- special_role = null
- current << "\red You have been brainwashed! You are no longer a Ninja!"
- log_admin("[key_name_admin(usr)] has de-ninja'ed [current].")
- if("ninja")
- if(!(src in ticker.mode.ninjas))
- ticker.mode.ninjas += src
- special_role = "Ninja"
- current << "\blue Your mind awakens, your true potential is realized! You are a Space Ninja!"
- log_admin("[key_name_admin(usr)] has ninja'ed [current].")
- if("outpost")
- current.loc = pick(ninjastart)
- if("dressup")
- current:equip_space_ninja()
else if (href_list["changeling"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
diff --git a/code/game/gamemodes/events/ninja_abilities.dm b/code/game/gamemodes/events/ninja_abilities.dm
deleted file mode 100644
index f5df54cf304..00000000000
--- a/code/game/gamemodes/events/ninja_abilities.dm
+++ /dev/null
@@ -1,447 +0,0 @@
-/*
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
-==================================SPACE NINJA ABILITIES====================================
-___________________________________________________________________________________________
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-*/
-
-//=======//SAFETY CHECK//=======//
-/*
-X is optional, tells the proc to check for specific stuff. C is also optional.
-All the procs here assume that the character is wearing the ninja suit if they are using the procs.
-They should, as I have made every effort for that to be the case.
-In the case that they are not, I imagine the game will run-time error like crazy.
-s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
-*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
- var/mob/living/carbon/human/U = affecting
- if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
- U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
- return 1
- else if(cell.charge[s_bombs] smoke bombs remaining."
- var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
- smoke.set_up(10, 0, U.loc)
- smoke.start()
- playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
- s_bombs--
- s_coold = 1
- return
-
-//=======//9-8 TILE TELEPORT//=======//
- //Click to to teleport 9-10 tiles in direction facing.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
- set name = "Phase Jaunt (750E)"
- set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 750
- if(!ninjacost(C,1))
- var/mob/living/carbon/human/U = affecting
- var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
- var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
- if(mobloc.loc.name != "\improper SpiderClan Outpost")
- if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
- spawn(0)
- playsound(U.loc, "sparks", 50, 1)
- anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- handle_teleport_grab(destination, U)
- U.loc = destination
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, "sparks", 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
-
- //spawn(0)
- //destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
- s_coold = 1
- cell.charge-=(C)
- else
- U << "\red The VOID-shift device is malfunctioning, teleportation failed."
- else
- U<< "\red Your NINJA HONOR prevents you from teleporting here!"
- return
-
-
-
-//=======//RIGHT CLICK TELEPORT//=======//
-//Right click to teleport somewhere, almost exactly like admin jump to turf.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
- set name = "Phase Shift (1500E)"
- set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
- set category = null//So it does not show up on the panel but can still be right-clicked.
- set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
-
- var/C = 1500
- if(!ninjacost(C,1))
- var/mob/living/carbon/human/U = affecting
- var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
- if(mobloc.loc.name != "\improper SpiderClan Outpost")
- if((!T.density)&&istype(mobloc, /turf))
- spawn(0)
- playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
- anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- handle_teleport_grab(T, U)
- U.loc = T
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
-
- //spawn(0) // Commented out for now, possible implementation in a later upgrade tree.
- //T.kill_creatures(U)
- s_coold = 1
- cell.charge-=(C)
- else
- U << "\red You cannot teleport into solid walls or from solid matter"
- else
- U<< "\red Your NINJA HONOR prevents you from teleporting here!"
- return
-
-//=======//EM PULSE//=======//
-//Disables nearby tech equipment.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
- set name = "EM Burst (2,000E)"
- set desc = "Disable any nearby technology with a electro-magnetic pulse."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 2000
- if(!ninjacost(C, 1))
- var/mob/living/carbon/human/U = affecting
- playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
- emp_proof = 1 // This is a pretty crappy workaround, but the alternative was creating a special EMPulse proc just for Ninjas that doesn't trigger the act on their suits. - Dave
- empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
- s_coold = 2
- cell.charge-=(C)
-
- spawn(3)
- emp_proof = 0
- return
-
-//=======//ENERGY BLADE//=======//
-//Summons a blade of energy in active hand.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
- set name = "Energy Blade (500E)"
- set desc = "Create a focused beam of energy in your active hand."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 500
- if(!ninjacost(C, 1))
- var/mob/living/carbon/human/U = affecting
- if(!kamikaze)
- if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- var/obj/item/weapon/melee/energy/blade/W = new()
- spark_system.start()
- playsound(U.loc, "sparks", 50, 1)
- U.put_in_hands(W)
- cell.charge-=C
- else
- U << "\red You can only summon one blade. Try dropping an item first."
- else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
- if(!U.get_active_hand())
- var/obj/item/weapon/melee/energy/blade/W = new()
- U.put_in_hands(W)
- if(!U.get_inactive_hand())
- var/obj/item/weapon/melee/energy/blade/W = new()
- U.put_in_inactive_hand(W)
- spark_system.start()
- playsound(U.loc, "sparks", 50, 1)
- s_coold = 1
- return
-
-//=======//NINJA STARS//=======//
-/*Shoots ninja stars at random people.
-This could be a lot better but I'm too tired atm.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
- set name = "Energy Star (500E)"
- set desc = "Launches an energy star at a random living target."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 500
- if(!ninjacost(C, 1))
- var/mob/living/carbon/human/U = affecting
- var/targets[] = list()//So yo can shoot while yo throw dawg
- for(var/mob/living/M in oview(loc))
- if(M.stat) continue//Doesn't target corpses or paralyzed persons.
- targets.Add(M)
- if(targets.len)
- var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
-
- var/turf/curloc = U.loc
- var/atom/targloc = get_turf(target)
- if (!targloc || !istype(targloc, /turf) || !curloc)
- return
- if (targloc == curloc)
- return
- var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
- A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- cell.charge-=(C)
- A.process()
- else
- U << "\red There are no targets in view."
- return
-
-//=======//ENERGY NET//=======//
-/*Allows the ninja to capture people, I guess.
-Must right click on a mob to activate.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
- set name = "Energy Net (2,500E)"
- set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
- set category = null
- set src = usr.contents
-
- var/C = 2500
- if(!ninjacost(C,1)&&iscarbon(M)) // Nets now cost 8,000
- var/mob/living/carbon/human/U = affecting
- if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
- //if(M)//DEBUG
- if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
- for(var/turf/T in getline(U.loc, M.loc))
- if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
- U << "You may not use an energy net through solid obstacles!"
- return
- spawn(0)
- U.Beam(M,"n_beam",,15)
- M.anchored = 1//Anchors them so they can't move.
- var/obj/effect/stop/S
- S = new /obj/effect/stop
- S.victim = M
- S.loc = M.loc
-
- var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
- E.layer = M.layer+1//To have it appear one layer above the mob.
- for(var/mob/O in viewers(U, 3))
- O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
- E.affecting = M
- E.master = U
- spawn(0)//Parallel processing.
- E.process(M)
- cell.charge-=(C)
- else
- U << "They are already trapped inside an energy net."
- else
- U << "They will bring no honor to your Clan!"
- return
-
-//=======//ADRENALINE BOOST//=======//
-/*Wakes the user so they are able to do their thing. Also injects a decent dose of uranium.
-Movement impairing would indicate drugs and the like.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
- set name = "Adrenaline Boost"
- set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
- var/mob/living/carbon/human/U = affecting
- //Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
- //For now, adrenaline boosters ARE the miracle injection. Well, uranium, really.
- U.SetParalysis(0)
- U.SetStunned(0)
- U.SetWeakened(0)
- /*
- Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
- This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
- It's technically possible to come back from crit with this but it is very temporary.
- Life.dm will kick the player back into unconsciosness the next process loop.
- */
- U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
- if(U.said_last_words)
- U.said_last_words=0
- spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
- U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
- spawn(70)
- reagents.reaction(U, 2)
- reagents.trans_id_to(U, "uranium", a_transfer)
- U << "\red You are beginning to feel the after-effect of the injection."
- a_boost--
- s_coold = 3
- return
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
-*/
-
-//=======//NINJA MOVEMENT//=======//
-//Also makes you move like you're on crack.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
- set name = "Shadow Walk"
- set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/mob/living/carbon/human/U = affecting
- if(!U.incorporeal_move)
- U.incorporeal_move = 2
- U << "\blue You will now phase through solid matter."
- else
- U.incorporeal_move = 0
- U << "\blue You will no-longer phase through solid matter."
- return
-
-//=======//5 TILE TELEPORT/GIB//=======//
-//Allows to gib up to five squares in a straight line. Seriously.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
- set name = "Phase Slayer"
- set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
- set category = "Ninja Ability"
- set popup_menu = 0
- if(!ninjacost())
- var/mob/living/carbon/human/U = affecting
- var/turf/destination = get_teleport_loc(U.loc,U,5)
- var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
-
- if(destination&&istype(mobloc, /turf))
- U.say("Ai Satsugai!")
- spawn(0)
- playsound(U.loc, "sparks", 50, 1)
- anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- spawn(0)
- for(var/turf/T in getline(mobloc, destination))
- spawn(0)
- T.kill_creatures(U)
- if(T==mobloc||T==destination) continue
- spawn(0)
- anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
-
- handle_teleport_grab(destination, U)
- U.loc = destination
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, "sparks", 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- s_coold = 1
- else
- U << "\red The VOID-shift device is malfunctioning, teleportation failed."
- return
-
-//=======//TELEPORT BEHIND MOB//=======//
-/*Appear behind a randomly chosen mob while a few decoy teleports appear.
-This is so anime it hurts. But that's the point.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
- set name = "Spider Mirage"
- set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- if(!ninjacost())//Simply checks for stat.
- var/mob/living/carbon/human/U = affecting
- var/targets[]
- targets = new()
- for(var/mob/living/M in oview(6))
- if(M.stat) continue//Doesn't target corpses or paralyzed people.
- targets.Add(M)
- if(targets.len)
- var/mob/living/target=pick(targets)
- var/locx
- var/locy
- var/turf/mobloc = get_turf(target.loc)
- var/safety = 0
- switch(target.dir)
- if(NORTH)
- locx = mobloc.x
- locy = (mobloc.y-1)
- if(locy<1)
- safety = 1
- if(SOUTH)
- locx = mobloc.x
- locy = (mobloc.y+1)
- if(locy>world.maxy)
- safety = 1
- if(EAST)
- locy = mobloc.y
- locx = (mobloc.x-1)
- if(locx<1)
- safety = 1
- if(WEST)
- locy = mobloc.y
- locx = (mobloc.x+1)
- if(locx>world.maxx)
- safety = 1
- else safety=1
- if(!safety&&istype(mobloc, /turf))
- U.say("Kumo no Shinkiro!")
- var/turf/picked = locate(locx,locy,mobloc.z)
- spawn(0)
- playsound(U.loc, "sparks", 50, 1)
- anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- spawn(0)
- var/limit = 4
- for(var/turf/T in oview(5))
- if(prob(20))
- spawn(0)
- anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- limit--
- if(limit<=0) break
-
- handle_teleport_grab(picked, U)
- U.loc = picked
- U.dir = target.dir
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, "sparks", 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- s_coold = 1
- else
- U << "\red The VOID-shift device is malfunctioning, teleportation failed."
- else
- U << "\red There are no targets in view."
- return
diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm
deleted file mode 100644
index 03bdc2ab943..00000000000
--- a/code/game/gamemodes/events/ninja_equipment.dm
+++ /dev/null
@@ -1,1590 +0,0 @@
-//For the love of god,space out your code! This is a nightmare to read.
-
-//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
-
-/*
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
-===================================SPACE NINJA EQUIPMENT===================================
-___________________________________________________________________________________________
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-*/
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-//=======//NEW AND DEL//=======//
-
-/obj/item/clothing/suit/space/space_ninja/New()
- ..()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/init//suit initialize verb
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_instruction//for AIs
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo
- //verbs += /obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs//DEBUG. Doesn't work.
- spark_system = new()//spark initialize
- spark_system.set_up(5, 0, src)
- spark_system.attach(src)
- stored_research = new()//Stolen research initialize.
- for(var/T in typesof(/datum/tech) - /datum/tech)//Store up on research.
- stored_research += new T(src)
- var/reagent_amount//reagent initialize
- for(var/reagent_id in reagent_list)
- reagent_amount += reagent_id == "uranium" ? r_maxamount+(a_boost*a_transfer) : r_maxamount//AI can inject uranium directly.
- reagents = new(reagent_amount)
- reagents.my_atom = src
- for(var/reagent_id in reagent_list)
- reagent_id == "uranium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account uranium used for adrenaline boosting.
- cell = new/obj/item/weapon/stock_parts/cell/high//The suit should *always* have a battery because so many things rely on it.
- cell.charge = 9990//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
- cell.maxcharge = 10000 // Due to Ponies' overhaul Ninjas began starting with a 15000 energy cell. This should fix that issue.
-
- /*switch(s_rank) In preparation for Ninja overhaul, differeing starting charge levels for each rank of Ninja.
- if("Initiate")
- cell.charge = 7490
- cell.maxcharge = 7500
- if("Assassin")
- cell.charge = 9990
- cell.maxcharge = 10000
- if("Master")
- cell.maxcharge = 15000
- cell.charge = 14990*/
-
-/obj/item/clothing/suit/space/space_ninja/Destroy()
- if(affecting)//To make sure the window is closed.
- affecting << browse(null, "window=hack spideros")
- if(AI)//If there are AIs present when the ninja kicks the bucket.
- killai()
- if(hologram)//If there is a hologram
- del(hologram.i_attached)//Delete it and the attached image.
- del(hologram)
- ..()
- return
-
-//Simply deletes all the attachments and self, killing all related procs.
-/obj/item/clothing/suit/space/space_ninja/proc/terminate()
- del(n_hood)
- del(n_gloves)
- del(n_shoes)
- del(src)
-
-/obj/item/clothing/suit/space/space_ninja/proc/killai(mob/living/silicon/ai/A = AI)
- if(A.client)
- A << "\red Self-erase protocol dete-- *bzzzzz*"
- A << browse(null, "window=hack spideros")
- AI = null
- A.death(1)//Kill, deleting mob.
- del(A)
- return
-
-//=======//SUIT VERBS//=======//
-//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced.
-
-/obj/item/clothing/suit/space/space_ninja/proc/init()
- set name = "Initialize Suit"
- set desc = "Initializes the suit for field operation."
- set category = "Ninja Equip"
-
- ninitialize()
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/deinit()
- set name = "De-Initialize Suit"
- set desc = "Begins procedure to remove the suit."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy)
- deinitialize()
- else
- affecting << "\red The function did not trigger!"
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/spideros()
- set name = "Display SpiderOS"
- set desc = "Utilize built-in computer system."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy&&!kamikaze)
- display_spideros()
- else
- affecting << "\red The interface is locked!"
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/stealth()
- set name = "Toggle Stealth"
- set desc = "Utilize the internal CLOAK-tech device to activate or deactivate stealth-camo."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy)
- toggle_stealth()
- else
- affecting << "\red Stealth does not appear to work!"
- return
-
-//=======//PROCESS PROCS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ntick(mob/living/carbon/human/U = affecting)
- //set background = 1
-
- //Runs in the background while the suit is initialized.
- spawn while(cell.charge>=0)
-
- //Let's check for some safeties.
- if(s_initialized&&!affecting) terminate()//Kills the suit and attached objects.
- if(!s_initialized) return//When turned off the proc stops.
- if(AI&&AI.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen.
- if(!s_control)
- ai_return_control()//Return control to ninja if the AI was previously in control.
- killai()//Delete AI.
-
- //Now let's do the normal processing.
- if(s_coold) s_coold--//Checks for ability s_cooldown first.
- var/A = 0 - s_regen//s_regen is the default energy regen each ntick, usually 5.
-
- if(U.stat == 2)
- U << browse(null, "window=spideros")
- explosion(U.loc, 0, 1, 3, 4)
- del(n_gloves)
- del(n_shoes)
- del(n_mask)
- del(n_hood)
- U.gib()
- return
- if(!kamikaze)
- if(blade_check(U))//If there is a blade held in hand.
- A += s_cost
- if(s_active)//If stealth is active.
- A += s_cost
-
- else
- if(prob(s_delay))//Suit delay is used as probability. May change later.
- U.adjustBruteLoss(k_damage)//Default damage done, usually 1.
- A = k_cost//kamikaze cost.
-
- cell.charge-=A
-
- if(src.cell.maxcharge < src.cell.charge)
- src.cell.charge = src.cell.maxcharge
-
- if(cell.charge<=0)
- if(kamikaze)
- U.say("I DIE TO LIVE AGAIN!")
- U << browse(null, "window=spideros")//Just in case.
- explosion(U.loc, 1, 2, 3, 4)
- del(n_gloves)
- del(n_shoes)
- del(n_mask)
- del(n_hood)
- U.gib()
- return
- cell.charge=0
- cancel_stealth()
- sleep(10)//Checks every second.
-
-//=======//INITIALIZE//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc)
- if(U.mind && U.mind.assigned_role=="MODE" && !s_initialized && !s_busy)//Shouldn't be busy... but anything is possible I guess.
- s_busy = 1
- for(var/i,i<7,i++)
- switch(i)
- if(0)
- U << "\blue Now initializing..."
- if(1)
- if(!lock_suit(U))//To lock the suit onto wearer.
- break
- U << "\blue Securing external locking mechanism...\nNeural-net established."
- if(2)
- U << "\blue Extending neural-net interface...\nNow monitoring brain wave pattern..."
- if(3)
- if(U.stat==2||U.health<=0)
- U << "\red FĆAL �Rr�R: 344--93#�&&21 BR��N |/|/aV� PATT$RN RED\nA-A-aB�rT�NG..."
- unlock_suit()
- break
- lock_suit(U,1)//Check for icons.
- U.hud_used.human_hud('icons/mob/screen1_NinjaHUD.dmi',"#ffffff",255)
- U.regenerate_icons()
- U << "\blue Linking neural-net interface...\nPattern \green GREEN\blue, continuing operation."
- if(4)
- U << "\blue VOID-shift device status: ONLINE.\nCLOAK-tech device status: ONLINE."
- if(5)
- U << "\blue Primary system status: ONLINE.\nBackup system status: ONLINE.\nCurrent energy capacity: [cell.maxcharge]."
- if(6)
- U << "\blue All systems operational. Welcome to SpiderOS, [U.real_name]."
- grant_ninja_verbs()
- grant_equip_verbs()
- ntick()
- sleep(delay)
- s_busy = 0
- else
- if(!U.mind||U.mind.assigned_role!="MODE")//Your run of the mill persons shouldn't know what it is. Or how to turn it on.
- U << "You do not understand how this suit functions. Where the heck did it even come from?"
- else if(s_initialized)
- U << "\red The suit is already functioning. \black Please report this bug."
- else
- U << "\red ERROR: \black You cannot use this function at this time."
- return
-
-//=======//DEINITIALIZE//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay)
- if(affecting==loc&&!s_busy)
- var/mob/living/carbon/human/U = affecting
- if(!s_initialized)
- U << "\red The suit is not initialized. \black Please report this bug."
- return
- if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No")
- return
- if(s_busy||flush)
- U << "\red ERROR: \black You cannot use this function at this time."
- return
- s_busy = 1
- for(var/i = 0,i<7,i++)
- switch(i)
- if(0)
- U << "\blue Now de-initializing..."
- remove_kamikaze(U)//Shutdowns kamikaze.
- spideros = 0//Spideros resets.
- if(1)
- U << "\blue Logging off, [U:real_name]. Shutting down SpiderOS."
- remove_ninja_verbs()
- if(2)
- U << "\blue Primary system status: OFFLINE.\nBackup system status: OFFLINE."
- if(3)
- U << "\blue VOID-shift device status: OFFLINE.\nCLOAK-tech device status: OFFLINE."
- cancel_stealth()//Shutdowns stealth.
- if(4)
- U << "\blue Disconnecting neural-net interface...\greenSuccess\blue."
- U.hud_used.instantiate()
- U.regenerate_icons()
- if(5)
- U << "\blue Disengaging neural-net interface...\greenSuccess\blue."
- if(6)
- U << "\blue Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: FINISHED."
- blade_check(U,2)
- remove_equip_verbs()
- unlock_suit()
- U.regenerate_icons()
- sleep(delay)
- s_busy = 0
- return
-
-//=======//SPIDEROS PROC//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/display_spideros()
- if(!affecting) return//If no mob is wearing the suit. I almost forgot about this variable.
- var/mob/living/carbon/human/U = affecting
- var/mob/living/silicon/ai/A = AI
- var/display_to = s_control ? U : A//Who do we want to display certain messages to?
-
- var/dat = "SpiderOS"
- dat += " Refresh"
- if(spideros)
- dat += " | Return"
- dat += " | Close"
- dat += " "
- if(s_control)
- dat += "
SpiderOS v.1.337
"
- dat += "Welcome, [U.real_name]. "
- else
- dat += "
SpiderOS v.ERR-RR00123
"
- dat += " "
- dat += " Current Time: [worldtime2text()] "
- dat += " Battery Life: [round(cell.charge)] ([round(cell.charge/100)]%) "
- dat += " Smoke Bombs: \Roman [s_bombs] "
- dat += " pai Device: "
- if(pai)
- dat += "Configure"
- dat += " | "
- dat += "Eject"
- else
- dat += "None Detected"
- dat += "
"
- dat += "Oxygen loss: [U.getOxyLoss()]"
- dat += " | Toxin levels: [U.getToxLoss()] "
- dat += "Burn severity: [U.getFireLoss()]"
- dat += " | Brute trauma: [U.getBruteLoss()] "
- dat += "Radiation Level: [U.radiation] rad "
- dat += "Body Temperature: [U.bodytemperature-T0C]°C ([U.bodytemperature*1.8-459.67]°F) "
-
- dat += "
"
- for(var/datum/reagent/R in reagents.reagent_list)
- if(R.id=="uranium"&&s_control)//Can only directly inject uranium when AI is in control.
- continue
- dat += "
"
- if (count == 0)
- dat += "None detected. "
- if(32)
- dat += "
Hidden Menu:
"
- if(s_control)
- dat += "Please input password: "
- dat += "HERE "
- dat += " "
- dat += "Remember, you will not be able to recharge energy during this function. If energy runs out, the suit will auto self-destruct. "
- dat += "Use with caution. De-initialize the suit when energy is low."
- else
- //Only leaving this in for funnays. CAN'T LET YOU DO THAT STAR FOX
- dat += "WARNING: Hostile runtime intrusion detected: operation locked. The Spider Clan is watching you, INTRUDER."
- dat += "ERROR: TARANTULA.v.4.77.12 encryption algorithm detected. Unable to decrypt archive. "
- if(4)
- dat += {"
-
Ninja Manual:
-
Who they are:
- Space ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should. Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims. Whatever the case, their technology is absolutely superb.
-
How they relate to other SS13 organizations:
-
-
*Nanotrasen and the Syndicate are two sides of the same coin and that coin is valuable.
-
*The Space Wizard Federation is a problem, mainly because they are an extremely dangerous group of unpredictable individuals--not to mention the wizards hate technology and are in direct opposition of the Spider Clan. Best avoided or left well-enough alone. How to battle: wizards possess several powerful abilities to steer clear off. Blind in particular is a nasty spell--jaunt away if you are blinded and never approach a wizard in melee. Stealth may also work if the wizard is not wearing thermal scanners--don't count on this. Run away if you feel threatened and await a better opportunity.
-
*Changeling Hivemind: extremely dangerous and to be killed on sight. How to battle: they will likely try to absorb you. Adrenaline boost, then phase shift into them. If you get stung, use SpiderOS to inject counter-agents. Stealth may also work but detecting a changeling is the real battle.
-
*Xeno Hivemind: their skulls make interesting kitchen decorations and are challenging to best, especially in larger nests. How to battle: they can see through your stealth guise and energy stars will not work on them. Best killed with a Phase Shift or at range. If you happen on a projectile stun weapon, use it and then close in to melee.
-
-
The reason they (you) are here:
- Space ninjas are renowned throughout the known controlled space as fearless spies, infiltrators, and assassins. They are sent on missions of varying nature by Nanotrasen, the Syndicate, and other shady organizations and people. To hire a space ninja means serious business.
-
Their playstyle:
- A mix of traitor, changeling, and wizard. Ninjas rely on energy, or electricity to be precise, to keep their suits running (when out of energy, a suit hibernates). Suits gain energy from objects or creatures that contain electrical charge. APCs, cell batteries, rechargers, SMES batteries, cyborgs, mechs, and exposed wires are currently supported. Through energy ninjas gain access to special powers--while all powers are tied to the ninja suit, the most useful of them are verb activated--to help them in their mission. It is a constant struggle for a ninja to remain hidden long enough to recharge the suit and accomplish their objective; despite their arsenal of abilities, ninjas can die like any other. Unlike wizards, ninjas do not possess good crowd control and are typically forced to play more subdued in order to achieve their goals. Some of their abilities are specifically designed to confuse and disorient others. With that said, it should be perfectly possible to completely flip the fuck out and rampage as a ninja.
-
Their powers:
- There are two primary types: Equipment and Abilties. Passive effect are always on. Active effect must be turned on and remain active only when there is energy to do so. Ability costs are listed next to them.
- Equipment: cannot be tracked by AI (passive), faster speed (passive), stealth (active), vision switch (passive if toggled), voice masking (passive), SpiderOS (passive if toggled), energy drain (passive if toggled).
-
-
Voice masking generates a random name the ninja can use over the radio and in-person. Although, the former use is recommended.
-
Toggling vision cycles to one of the following: thermal, meson, or darkness vision. The starting mode allows one to scout the identity of those in view, revealing their role. Traitors, revolutionaries, wizards, and other such people will be made known to you.
-
Stealth, when activated, drains more battery charge and works similarly to a syndicate cloak. The cloak will deactivate when most Abilities are utilized.
-
On-board AI: The suit is able to download an AI much like an intelicard. Check with SpiderOS for details once downloaded.
-
SpiderOS is a specialized, PDA-like screen that allows for a small variety of functions, such as injecting healing chemicals directly from the suit. You are using it now, if that was not already obvious. You may also download AI modules directly to the OS.
-
- Abilities:
-
-
*Phase Shift (750E) and Phase Jaunt (500E) are unique powers in that they can both be used for defense and offense. Jaunt launches the ninja forward facing up to 9 squares, somewhat randomly selecting the final destination. Shift can only be used on turf in view but is precise (cannot be used on walls). It is possible to teleport with a target, provided you grab them before teleporting.
-
*Energy Blade (200E) is a highly effective weapon. It is summoned directly to the ninja's hand and can also function as an EMAG for certain objects (doors/lockers/etc). You may also use it to cut through walls and disabled doors. Experiment! The blade will crit humans in two hits. This item cannot be placed in containers and when dropped or thrown disappears. Having an energy blade drains more power from the battery each tick.
-
*EM Pulse (1000E) is a highly useful ability that will create an electromagnetic shockwave around the ninja, disabling technology whenever possible. If used properly it can render a security force effectively useless. Of course, getting beat up with a toolbox is not accounted for.
-
*Energy Star (500E) is a ninja star made of green energy AND coated in poison. It works by picking a random living target within range and can be spammed to great effect in incapacitating foes. Just remember that the poison used is also used by the Xeno Hivemind (and will have no effect on them).
-
*Energy Net (2000E) is a non-lethal solution to incapacitating humanoids. The net is made of non-harmful phase energy and will halt movement as long as it remains in effect--it can be destroyed. If the net is not destroyed, after a certain time it will teleport the target to a holding facility for the Spider Clan and then vanish. You will be notified if the net fails or succeeds in capturing a target in this manner. Combine with energy stars or stripping to ensure success. Abduction never looked this leet.
-
*Adrenaline Boost (1 E. Boost/3) recovers the user from stun, weakness, and paralysis. Also injects 20 units of uranium into the bloodstream.
-
*Smoke Bomb (1 Sm.Bomb/10) is a weak but potentially useful ability. It creates harmful smoke and can be used in tandem with other powers to confuse enemies.
-
*???: unleash the True Ultimate Power!
-
IMPORTANT:
-
-
*Make sure to toggle Special Interaction from the Ninja Equipment menu to interact differently with certain objects.
-
*Your starting power cell can be replaced if you find one with higher maximum energy capacity by clicking on your suit with the higher capacity cell.
-
*Conserve your energy. Without it, you are very vulnerable.
-
- That is all you will need to know. The rest will come with practice and talent. Good luck!
-
Master /N
- "}//This has always bothered me but not anymore!
- if(5)
- var/laws
- dat += "
AI Control:
"
- //var/mob/living/silicon/ai/A = AI
- if(AI)//If an AI exists.
- dat += "Stored AI: [A.name] "
- dat += "System integrity: [(A.health+100)/2]% "
-
- //I personally think this makes things a little more fun. Ninjas can override all but law 0.
- //if (A.laws.zeroth)
- // laws += "
0: [A.laws.zeroth]
"
-
- for (var/index = 1, index <= A.laws.ion.len, index++)
- var/law = A.laws.ion[index]
- if (length(law) > 0)
- var/num = ionnum()
- laws += "
[num]. [law]
"
-
- var/number = 1
- for (var/index = 1, index <= A.laws.inherent.len, index++)
- var/law = A.laws.inherent[index]
- if (length(law) > 0)
- laws += "
[number]: [law]
"
- number++
-
- for (var/index = 1, index <= A.laws.supplied.len, index++)
- var/law = A.laws.supplied[index]
- if (length(law) > 0)
- laws += "
"
- if(istype(stored_research,/list))//If there is stored research. Should be but just in case.
- for(var/datum/tech/current_data in stored_research)
- dat += "
"
- dat += "[current_data.name]: [current_data.level]"
- if(t_disk)//If there is a disk inserted. We can either write or overwrite.
- dat += " *Copy to Disk "
- dat += "
"
- dat += "
"
- dat += ""
-
- //Setting the can>resize etc to 0 remove them from the drag bar but still allows the window to be draggable.
- display_to << browse(dat,"window=spideros;size=400x444;border=1;can_resize=1;can_close=0;can_minimize=0")
-
-//=======//SPIDEROS TOPIC PROC//=======//
-
-/obj/item/clothing/suit/space/space_ninja/Topic(href, href_list)
- ..()
- var/mob/living/carbon/human/U = affecting
- var/mob/living/silicon/ai/A = AI
- var/display_to = s_control ? U : A//Who do we want to display certain messages to?
-
- if(s_control)
- if(!affecting||U.stat||!s_initialized)//Check to make sure the guy is wearing the suit after clicking and it's on.
- U << "\red Your suit must be worn and active to use this function."
- U << browse(null, "window=spideros")//Closes the window.
- return
-
- if(k_unlock!=7&&href_list["choice"]!="Return")
- var/u1=text2num(href_list["choice"])
- var/u2=(u1?abs(abs(k_unlock-u1)-2):1)
- k_unlock=(!u2? k_unlock+1:0)
- if(k_unlock==7)
- U << "Anonymous Messenger blinks."
- else
- if(!affecting||A.stat||!s_initialized||A.loc!=src)
- A << "\red This function is not available at this time."
- A << browse(null, "window=spideros")//Closes the window.
- return
-
- switch(href_list["choice"])
- if("Close")
- display_to << browse(null, "window=spideros")
- return
- if("Refresh")//Refresh, goes to the end of the proc.
- if("Return")//Return
- if(spideros<=9)
- spideros=0
- else
- spideros = round(spideros/10)//Best way to do this, flooring to nearest integer.
-
- if("Shock")
- var/damage = min(cell.charge, rand(50,150))//Uses either the current energy left over or between 50 and 150.
- if(damage>1)//So they don't spam it when energy is a factor.
- spark_system.start()//SPARKS THERE SHALL BE SPARKS
- U.electrocute_act(damage, src, 0.1)
- if(cell.charge < damage)
- cell.use(cell.charge)
- else
- cell.use(damage)
- else
- A << "\red ERROR: \black Not enough energy remaining."
-
- if("Message")
- var/obj/item/device/pda/P = locate(href_list["target"])
- var/t = input(U, "Please enter untraceable message.") as text
- t = sanitize(copytext(t, 1, MAX_MESSAGE_LEN))
- if(!t||U.stat||U.wear_suit!=src||!s_initialized)//Wow, another one of these. Man...
- display_to << browse(null, "window=spideros")
- return
- if(isnull(P)||P.toff)//So it doesn't freak out if the object no-longer exists.
- display_to << "\red Error: unable to deliver message."
- display_spideros()
- return
- P.tnote += "← From [!s_control?(A):"an unknown source"]: [t] "
- if (!P.silent)
- playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1)
- for (var/mob/O in hearers(3, P.loc))
- O.show_message(text("\icon[P] *[P.ttone]*"))
- P.overlays.Cut()
- P.overlays += image('icons/obj/pda.dmi', "pda-r")
-
- var/mob/living/L = null
- if(P.loc && isliving(P.loc))
- L = P.loc
- //Maybe they are a pAI!
- else
- L = get(P, /mob/living/silicon)
-
-
- if(L)
- L << "\icon[P] Message from [!s_control?(A):"an unknown source"], \"[t]\" (Unable to Reply)"
-
- if("Inject")
- if( (href_list["tag"]=="uranium"? (reagents.get_reagent_amount("uranium"))<=(a_boost*a_transfer) : !reagents.get_reagent_amount(href_list["tag"])) )//Special case for uranium. If there are only a_boost*a_transfer uranium units left.
- display_to << "\red Error: the suit cannot perform this function. Out of [href_list["name"]]."
- else
- reagents.reaction(U, 2)
- reagents.trans_id_to(U, href_list["tag"], href_list["tag"]=="nutriment"?5:a_transfer)//Nutriment is a special case since it's very potent. Shouldn't influence actual refill amounts or anything.
- display_to << "Injecting..."
- U << "You feel a tiny prick and a sudden rush of substance in to your veins."
-
- if("Trigger Ability")
- var/ability_name = href_list["name"]+href_list["cost"]//Adds the name and cost to create the full proc name.
- var/proc_arguments//What arguments to later pass to the proc, if any.
- var/targets[] = list()//To later check for.
- var/safety = 0//To later make sure we're triggering the proc when needed.
- switch(href_list["name"])//Special case.
- if("Phase Shift")
- safety = 1
- for(var/turf/T in oview(5,loc))
- targets.Add(T)
- if("Energy Net")
- safety = 1
- for(var/mob/living/carbon/M in oview(5,loc))
- targets.Add(M)
- if(targets.len)//Let's create an argument for the proc if needed.
- proc_arguments = pick(targets)
- safety = 0
- if(!safety)
- A << "You trigger [href_list["name"]]."
- U << "[href_list["name"]] suddenly triggered!"
- call(src,ability_name)(proc_arguments)
- else
- A << "There are no potential [href_list["name"]=="Phase Shift"?"destinations" : "targets"] in view."
-
- if("Unlock Kamikaze")
- if(input(U)=="Divine Wind" && (k_unlock==7||!s_control))
- if(U.loc.loc.name != "\improper SpiderClan Outpost")
- if( !(U.stat||U.wear_suit!=src||!s_initialized))
- if( !(cell.charge<=1||s_busy) )
- s_busy = 1
- for(var/i, i<4, i++)
- switch(i)
- if(0)
- U << "\blue Engaging mode...\n\blackCODE NAME: \red KAMIKAZE"
- if(1)
- U << "\blue Re-routing power nodes... \nUnlocking limiter..."
- if(2)
- U << "\blue Power nodes re-routed. \nLimiter unlocked."
- if(3)
- grant_kamikaze(U)//Give them verbs and change variables as necessary.
- U.regenerate_icons()//Update their clothing.
- ninjablade()//Summon two energy blades.
- message_admins("\blue [key_name_admin(U)] used KAMIKAZE mode.")//Let the admins know.
- s_busy = 0
- return
- sleep(s_delay)
- else
- U << "\red ERROR: \black Unable to initiate mode."
- else
- U << browse(null, "window=spideros")
- s_busy = 0
- return
- else
- U << "\red Your NINJA HONOR prevents you from activating Kamikaze here!"
- else
- U << "\red ERROR: WRONG PASSWORD!"
- k_unlock = 0
- spideros = 0
- s_busy = 0
-
- if("Eject Disk")
- var/turf/T = get_turf(loc)
- if(!U.get_active_hand())
- U.put_in_hands(t_disk)
- t_disk.add_fingerprint(U)
- t_disk = null
- else
- if(T)
- t_disk.loc = T
- t_disk = null
- else
- U << "\red ERROR: \black Could not eject disk."
-
- if("Copy to Disk")
- var/datum/tech/current_data = locate(href_list["target"])
- U << "[current_data.name] successfully [(!t_disk.stored) ? "copied" : "overwritten"] to disk."
- t_disk.stored = current_data
-
- if("Configure pAI")
- pai.attack_self(U)
-
- if("Eject pAI")
- if(pai)
- if(pai.loc != src)
- pai = null
- else
- var/turf/T = get_turf(loc)
- if(!U.get_active_hand())
- U.put_in_hands(pai)
- pai.add_fingerprint(U)
- pai = null
- else
- if(T)
- pai.loc = T
- pai = null
- else
- U << "\red ERROR: \black Could not eject pAI card."
-
- if("Override AI Laws")
- var/law_zero = A.laws.zeroth//Remembers law zero, if there is one.
- A.laws = new /datum/ai_laws/ninja_override
- A.set_zeroth_law(law_zero)//Adds back law zero if there was one.
- A.show_laws()
- U << "\blue Law Override: SUCCESS."
-
- if("Purge AI")
- var/confirm = alert("Are you sure you want to purge the AI? This cannot be undone once started.", "Confirm purge", "Yes", "No")
- if(U.stat||U.wear_suit!=src||!s_initialized)
- U << browse(null, "window=spideros")
- return
- if(confirm == "Yes"&&AI)
- if(A.laws.zeroth)//Gives a few seconds to re-upload the AI somewhere before it takes full control.
- s_busy = 1
- for(var/i,i<5,i++)
- if(AI==A)
- switch(i)
- if(0)
- A << "\red WARNING: \black purge procedure detected. \nNow hacking host..."
- U << "\red WARNING: HACKING AT��TEMP� IN PR0GRESs!"
- spideros = 0
- k_unlock = 0
- U << browse(null, "window=spideros")
- if(1)
- A << "Disconnecting neural interface..."
- U << "\red WAR�NING: �R�O0�Gr�--S 2&3%"
- if(2)
- A << "Shutting down external protocol..."
- U << "\red WARNING: P����RֆGr�5S 677^%"
- cancel_stealth()
- if(3)
- A << "Connecting to kernel..."
- U << "\red WARNING: �R�r�R_404"
- A.control_disabled = 0
- if(4)
- A << "Connection established and secured. Menu updated."
- U << "\red W�r#nING: #%@!!WȆ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.."
- grant_AI_verbs()
- return
- sleep(s_delay)
- else break
- s_busy = 0
- U << "\blue Hacking attempt disconnected. Resuming normal operation."
- else
- flush = 1
- A.suiciding = 1
- A << "Your core files are being purged! This is the end..."
- spawn(0)
- display_spideros()//To refresh the screen and let this finish.
- while (A.stat != 2)
- A.adjustOxyLoss(2)
- A.updatehealth()
- sleep(10)
- killai()
- U << "Artificial Intelligence was terminated. Rebooting..."
- flush = 0
-
- if("Wireless AI")
- A.control_disabled = !A.control_disabled
- A << "AI wireless has been [A.control_disabled ? "disabled" : "enabled"]."
- else//If it's not a defined function, it's a menu.
- spideros=text2num(href_list["choice"])
-
- display_spideros()//Refreshes the screen by calling it again (which replaces current screen with new screen).
- return
-
-//=======//SPECIAL AI FUNCTIONS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo(var/turf/T in oview(3,affecting))//To have an internal AI display a hologram to the AI and ninja only.
- set name = "Display Hologram"
- set desc = "Channel a holographic image directly to the user's field of vision. Others will not see it."
- set category = null
- set src = usr.loc
-
- if(s_initialized&&affecting&&affecting.client&&istype(affecting.loc, /turf))//If the host exists and they are playing, and their location is a turf.
- if(!hologram)//If there is not already a hologram.
- hologram = new(T)//Spawn a blank effect at the location.
- hologram.invisibility = 101//So that it doesn't show up, ever. This also means one could attach a number of images to a single obj and display them differently to differnet people.
- hologram.anchored = 1//So it cannot be dragged by space wind and the like.
- hologram.dir = get_dir(T,affecting.loc)
- var/image/I = image(AI.holo_icon,hologram)//Attach an image to object.
- hologram.i_attached = I//To attach the image in order to later reference.
- AI << I
- affecting << I
- affecting << "An image flicks to life nearby. It appears visible to you only."
-
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
-
- ai_holo_process()//Move to initialize
- else
- AI << "\red ERROR: \black Image feed in progress."
- else
- AI << "\red ERROR: \black Unable to project image."
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_process()
- //set background = 1
-
- spawn while(hologram&&s_initialized&&AI)//Suit on and there is an AI present.
- if(!s_initialized||get_dist(affecting,hologram.loc)>3)//Once suit is de-initialized or hologram reaches out of bounds.
- del(hologram.i_attached)
- del(hologram)
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
- return
- sleep(10)//Checks every second.
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_instruction()//Let's the AI know what they can do.
- set name = "Instructions"
- set desc = "Displays a list of helpful information."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- AI << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear()
- set name = "Clear Hologram"
- set desc = "Stops projecting the current holographic image."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- del(hologram.i_attached)
- del(hologram)
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja()
- set name = "Display SpiderOS"
- set desc = "Hack into SpiderOS and display a modified interface."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- display_spideros()
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_return_control()
- set name = "Relinquish Control"
- set desc = "Return control to the user."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- AI << browse(null, "window=spideros")//Close window
- AI << "You have ceased your hacking attempt. [affecting.real_name] has regained control."
- affecting << "UPDATE: [AI.real_name] has ceased hacking attempt. All systems clear."
-
- remove_AI_verbs()
- return
-
-//=======//GENERAL SUIT PROCS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U, params)
- if(U==affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
- if(istype(I, /obj/item/device/aicard))//If it's an AI card.
- if(s_control)
- I:transfer_ai("NINJASUIT","AICARD",src,U)
- else
- U << "\red ERROR: \black Remote access channel disabled."
- return//Return individually so that ..() can run properly at the end of the proc.
- else if(istype(I, /obj/item/device/paicard) && !pai)//If it's a pai card.
- U:drop_item()
- I.loc = src
- pai = I
- U << "\blue You slot \the [I] into \the [src]."
- updateUsrDialog()
- return
- else if(istype(I, /obj/item/weapon/reagent_containers/glass))//If it's a glass beaker.
- var/total_reagent_transfer//Keep track of this stuff.
- for(var/reagent_id in reagent_list)
- var/datum/reagent/R = I.reagents.has_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths.
- if(R&&reagents.get_reagent_amount(reagent_id)=a_transfer)//Uranium is always special.
- //Here we determine how much reagent will actually transfer if there is enough to transfer or there is a need of transfer. Minimum of max amount available (using a_transfer) or amount needed.
- var/amount_to_transfer = min( (r_maxamount+(reagent_id == "uranium"?(a_boost*a_transfer):0)-reagents.get_reagent_amount(reagent_id)) ,(round(R.volume/a_transfer))*a_transfer)//In the end here, we round the amount available, then multiply it again.
- R.volume -= amount_to_transfer//Remove from reagent volume. Don't want to delete the reagent now since we need to perserve the name.
- reagents.add_reagent(reagent_id, amount_to_transfer)//Add to suit. Reactions are not important.
- total_reagent_transfer += amount_to_transfer//Add to total reagent trans.
- U << "Added [amount_to_transfer] units of [R.name]."//Reports on the specific reagent added.
- I.reagents.update_total()//Now we manually update the total to make sure everything is properly shoved under the rug.
-
- U << "Replenished a total of [total_reagent_transfer ? total_reagent_transfer : "zero"] chemical units."//Let the player know how much total volume was added.
- return
- else if(istype(I, /obj/item/weapon/stock_parts/cell))
- if(I:maxcharge>cell.maxcharge&&n_gloves&&n_gloves.candrain)
- U << "\blue Higher maximum capacity detected.\nUpgrading..."
- if (n_gloves&&n_gloves.candrain&&do_after(U,s_delay))
- U.drop_item()
- I.loc = src
- I:charge = min(I:charge+cell.charge, I:maxcharge)
- var/obj/item/weapon/stock_parts/cell/old_cell = cell
- old_cell.charge = 0
- U.put_in_hands(old_cell)
- old_cell.add_fingerprint(U)
- old_cell.corrupt()
- old_cell.updateicon()
- cell = I
- U << "\blue Upgrade complete. Maximum capacity: [round(cell.maxcharge/100)]%"
- else
- U << "\red Procedure interrupted. Protocol terminated."
- return
- else if(istype(I, /obj/item/weapon/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
- var/obj/item/weapon/disk/tech_disk/TD = I
- if(TD.stored)//If it has something on it.
- U << "Research information detected, processing..."
- if(do_after(U,s_delay))
- for(var/datum/tech/current_data in stored_research)
- if(current_data.id==TD.stored.id)
- if(current_data.levelERROR: \black Procedure interrupted. Process terminated."
- else
- U.drop_item()
- I.loc = src
- t_disk = I
- U << "\blue You slot \the [I] into \the [src]."
- return
- ..()
-
-/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
- var/mob/living/carbon/human/U = affecting
- if(s_active)
- cancel_stealth()
- else if(!blade_check(U))
- anim(U.loc,U,'icons/mob/mob.dmi',,"cloak",,U.dir)
- s_active=!s_active
- icon_state = U.gender==FEMALE ? "s-ninjasf" : "s-ninjas"
- U:gloves.icon_state = "s-ninjas"
- U:gloves.item_state = "s-ninjas"
- U.regenerate_icons() //update their icons
- U << "\blue You are now partially invisible to normal detection."
- for(var/mob/O in oviewers(U))
- O.show_message("[U.name] vanishes into thin air!",1)
- U.alpha = 7
- else
- U << "\red ERROR: \black You cannot cloak with an active energy blade."
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
- var/mob/living/carbon/human/U = affecting
- if(s_active)
- anim(U.loc,U,'icons/mob/mob.dmi',,"uncloak",,U.dir)
- s_active=!s_active
- U << "\blue You are now visible."
- U.alpha = 255
- for(var/mob/O in oviewers(U))
- O.show_message("[U.name] appears from thin air!",1)
- icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
- U:gloves.icon_state = "s-ninjan"
- U:gloves.item_state = "s-ninjan"
- U.regenerate_icons() //update their icons
- return 1
- return 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/blade_check(mob/living/carbon/U, X = 1)//Default to checking for blade energy.
- switch(X)
- if(1)
- if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
- if(cell.charge<=0)//If no charge left.
- U.drop_item()//Blade is dropped from active hand (and deleted).
- else return 1
- else if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- if(cell.charge<=0)
- U.swap_hand()//swap hand
- U.drop_item()//drop blade
- else return 1
- if(2)
- if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
- U.drop_item()
- if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- U.swap_hand()
- U.drop_item()
- return 0
-
-/obj/item/clothing/suit/space/space_ninja/examine()
- set src in view()
- ..()
- if(s_initialized)
- var/mob/living/carbon/human/U = affecting
- if(s_control)
- U << "All systems operational. Current energy capacity: [cell.charge]."
- if(!kamikaze)
- U << "The CLOAK-tech device is [s_active?"active":"inactive"]."
- else
- U << "\red KAMIKAZE MODE ENGAGED!"
- U << "There are [s_bombs] smoke bombs remaining."
- U << "There are [a_boost] adrenaline boosters remaining."
- else
- U << "�rr�R �a��a�� No-�-� f��N� 3RR�r"
-
-/obj/item/clothing/suit/space/space_ninja/emp_act(severity, var/recursion_level = 0)
- if(s_initialized && emp_proof == 0) // If the suit is initialized and vulnerable to EMP, we're in business.
- if(s_active) // EMP will always reveal a stealthed Ninja
- cancel_stealth()
-
- if(istype(src.loc, /mob/living/carbon/human))
- var/mob/living/carbon/human/U = src.loc
-
- var/emp_result = rand(1,100)
- switch(emp_result)
- if(1 to 30) // Blindness, Ninja is blidned for approximately ten seconds.
- U << "\red Your mask's visor overloads and blinds you!"
- U.eye_blind = 3
- U.eye_blurry = 5
- U.disabilities |= NEARSIGHTED
- spawn(100)
- U.disabilities &= ~NEARSIGHTED
- return
-
- if(31 to 60) // Slowdown, Ninja moves at standard speeds for approximately thirty seconds.
- U << "\red Error: Malfunction detected in movement enhancement systems."
- n_shoes.slowdown = -1
-
- spawn(300)
- if(s_initialized) // Don't want to reset the shoes to hyperspeed if the suit is off, eh?
- n_shoes.slowdown = -2
- return
-
- if(61 to 80) // Energy Loss, Ninja loses 1/5 of his energy reserves, or goes to zero if he would have negative energy.
- U << "\red Error: Signifigant energy failure detected."
-
- if (cell.charge - (cell.charge / 5) < 0) // Ensures the Ninja does not go into energy-debt.
- cell.charge = 0
- else
- cell.charge -= (cell.charge / 5)
- return
-
- if(81 to 90) // System Shutdown, Ninja suit immediately begins shut down. Bad news.
- U << "DANGER: Core system reboot forced!"
- deinitialize()
- return
-
- if(91 to 100) // Double Up, Two EMP acts are proc'd instead of one.
- if(recursion_level == 0) // The purpose of the recursion level is to stop a situation in which RNG hates the Ninja a lot, and starts calling absurd amounts of emp_act.
- emp_act(2, 1)
- emp_act(2, 1)
- return
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-//=======//ENERGY DRAIN PROCS//=======//
-
-/obj/item/clothing/gloves/space_ninja/proc/drain(target_type as text, target, obj/suit)
-//Var Initialize
- var/obj/item/clothing/suit/space/space_ninja/S = suit
- var/mob/living/carbon/human/U = S.affecting
- var/obj/item/clothing/gloves/space_ninja/G = S.n_gloves
-
- var/drain = 0//To drain from battery.
- var/maxcapacity = 0//Safety check for full battery.
- var/totaldrain = 0//Total energy drained.
-
- G.draining = 1
-
- if(target_type!="RESEARCH" && target_type!="HUMAN")//I lumped research downloading here for ease of use.
- U << "\blue Now charging battery..."
-
- switch(target_type)
-
- if("APC")
- var/obj/machinery/power/apc/A = target
- if(A.cell&&A.cell.charge)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1//Reached maximum battery capacity.
- if (do_after(U,10))
- spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from the APC."
- if(!A.emagged)
- flick("apc-spark", src)
- A.emagged = 1
- A.locked = 0
- A.update_icon()
- else
- U << "\red This APC has run dry of power. You must find another source."
-
- if("SMES")
- var/obj/machinery/power/smes/A = target
- if(A.charge)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
- while(G.candrain&&A.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from the SMES cell."
- else
- U << "\red This SMES cell has run dry of power. You must find another source."
-
- if("CELL")
- var/obj/item/weapon/stock_parts/cell/A = target
- if(A.charge)
- if (G.candrain&&do_after(U,30))
- U << "\blue Gained [A.charge] energy from the cell."
- if(S.cell.charge+A.charge>S.cell.maxcharge)
- S.cell.charge=S.cell.maxcharge
- else
- S.cell.charge+=A.charge
- A.charge = 0
- G.draining = 0
- A.corrupt()
- A.updateicon()
- else
- U << "\red Procedure interrupted. Protocol terminated."
- else
- U << "\red This cell is empty and of no use."
-
- if("MACHINERY")//Can be applied to generically to all powered machinery. I'm leaving this alone for now.
- var/obj/machinery/A = target
- if(A.powered())//If powered.
-
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
-
- var/obj/machinery/power/apc/B = A.loc.loc:get_apc()//Object.turf.area find APC
- if(B)//If APC exists. Might not if the area is unpowered like CentCom.
- var/datum/powernet/PN = B.terminal.powernet
- while(G.candrain&&!maxcapacity&&!isnull(A))//And start a proc similar to drain from wire.
- drain = rand(G.mindrain,G.maxdrain)
- var/drained = 0
- if(PN&&do_after(U,10))
- drained = min(drain, PN.avail)
- PN.newload += drained
- if(drained < drain)//if no power on net, drain apcs
- for(var/obj/machinery/power/terminal/T in PN.nodes)
- if(istype(T.master, /obj/machinery/power/apc))
- var/obj/machinery/power/apc/AP = T.master
- if(AP.operating && AP.cell && AP.cell.charge>0)
- AP.cell.charge = max(0, AP.cell.charge - 5)
- drained += 5
- else break
- S.cell.charge += drained
- if(S.cell.charge>S.cell.maxcharge)
- totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
- S.cell.charge = S.cell.maxcharge
- maxcapacity = 1
- else
- totaldrain += drained
- spark_system.start()
- if(drained==0) break
- U << "\blue Gained [totaldrain] energy from the power network."
- else
- U << "\red Power network could not be found. Aborting."
- else
- U << "\red This recharger is not providing energy. You must find another source."
-
- if("RESEARCH")
- var/obj/machinery/A = target
- U << "\blue Hacking \the [A]..."
- spawn(0)
- var/turf/location = get_turf(U)
- for(var/mob/living/silicon/ai/AI in player_list)
- AI << "\red Network Alert: Hacking attempt detected[location?" in [location.loc.name]":". Unable to pinpoint location"]."
- if(A:files&&A:files.known_tech.len)
- for(var/datum/tech/current_data in S.stored_research)
- U << "\blue Checking \the [current_data.name] database."
- if(do_after(U, S.s_delay)&&G.candrain&&!isnull(A))
- for(var/datum/tech/analyzing_data in A:files.known_tech)
- if(current_data.id==analyzing_data.id)
- if(analyzing_data.level>current_data.level)
- U << "\blue Database: \black UPDATED."
- current_data.level = analyzing_data.level
- break//Move on to next.
- else break//Otherwise, quit processing.
- U << "\blue Data analyzed. Process finished."
-
- if("WIRE")
- var/obj/structure/cable/A = target
- var/datum/powernet/PN = A.get_powernet()
- while(G.candrain&&!maxcapacity&&!isnull(A))
- drain = (round((rand(G.mindrain,G.maxdrain))/2))
- var/drained = 0
- if(PN&&do_after(U,10))
- drained = min(drain, PN.avail)
- PN.newload += drained
- if(drained < drain)//if no power on net, drain apcs
- for(var/obj/machinery/power/terminal/T in PN.nodes)
- if(istype(T.master, /obj/machinery/power/apc))
- var/obj/machinery/power/apc/AP = T.master
- if(AP.operating && AP.cell && AP.cell.charge>0)
- AP.cell.charge = max(0, AP.cell.charge - 5)
- drained += 5
- else break
- S.cell.charge += drained
- if(S.cell.charge>S.cell.maxcharge)
- totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
- S.cell.charge = S.cell.maxcharge
- maxcapacity = 1
- else
- totaldrain += drained
- S.spark_system.start()
- if(drained==0) break
- U << "\blue Gained [totaldrain] energy from the power network."
-
- if("MECHA")
- var/obj/mecha/A = target
- A.occupant_message("\red Warning: Unauthorized access through sub-route 4, block H, detected.")
- if(A.get_charge())
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- A.spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.use(drain)
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from [src]."
- else
- U << "\red The exosuit's battery has run dry. You must find another source of power."
-
-
-
- if("CYBORG")
- var/mob/living/silicon/robot/A = target
- A << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
- G.draining = 1
- if(A.cell&&A.cell.charge)
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- A.spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from [A]."
- else
- U << "\red Their battery has run dry of power. You must find another source."
-
- else//Else nothing :<
-
- G.draining = 0
-
- return
-
-//=======//GENERAL PROCS//=======//
-
-/obj/item/clothing/gloves/space_ninja/proc/toggled()
- set name = "Toggle Interaction"
- set desc = "Toggles special interaction on or off."
- set category = "Ninja Equip"
-
- var/mob/living/carbon/human/U = loc
- U << "You [candrain?"disable":"enable"] special interaction."
- candrain=!candrain
-
-/obj/item/clothing/gloves/space_ninja/examine()
- set src in view()
- ..()
- if(flags & NODROP)
- var/mob/living/carbon/human/U = loc
- U << "The energy drain mechanism is: [candrain?"active":"inactive"]."
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-/obj/item/clothing/mask/gas/voice/space_ninja/New()
- verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev
- verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm
-
-//This proc is linked to human life.dm. It determines what hud icons to display based on mind special role for most mobs.
-/obj/item/clothing/mask/gas/voice/space_ninja/proc/assess_targets(list/target_list, mob/living/carbon/U)
- var/icon/tempHud = 'icons/mob/hud.dmi'
- for(var/mob/living/target in target_list)
- if(iscarbon(target))
- switch(target.mind.special_role)
- if("traitor")
- U.client.images += image(tempHud,target,"hudtraitor")
- if("Revolutionary","Head Revolutionary")
- U.client.images += image(tempHud,target,"hudrevolutionary")
- if("Cultist")
- U.client.images += image(tempHud,target,"hudcultist")
- if("Changeling")
- U.client.images += image(tempHud,target,"hudchangeling")
- if("Wizard","Fake Wizard")
- U.client.images += image(tempHud,target,"hudwizard")
- if("Hunter","Sentinel","Drone","Queen")
- U.client.images += image(tempHud,target,"hudalien")
- if("Syndicate")
- U.client.images += image(tempHud,target,"hudoperative")
- if("Death Commando")
- U.client.images += image(tempHud,target,"huddeathsquad")
- if("Ninja")
- U.client.images += image(tempHud,target,"hudninja")
- if("Vampire")
- U.client.images += image(tempHud,target,"vampire")
- if("VampThrall")
- U.client.images += image(tempHud,target,"vampthrall")
- else//If we don't know what role they have but they have one.
- U.client.images += image(tempHud,target,"hudunknown1")
- else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud.
- var/mob/living/silicon/silicon_target = target
- if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len)))
- if(isrobot(silicon_target))//Different icons for robutts and AI.
- U.client.images += image(tempHud,silicon_target,"hudmalborg")
- else
- U.client.images += image(tempHud,silicon_target,"hudmalai")
- return 1
-
-/obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev()
- set name = "Toggle Voice"
- set desc = "Toggles the voice synthesizer on or off."
- set category = "Ninja Equip"
-
- var/mob/U = loc//Can't toggle voice when you're not wearing the mask.
- var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off"))
- if(vchange=="New Name")
- var/chance = rand(1,100)
- switch(chance)
- if(1 to 70)//High chance of a regular name.
- changer.voice = "[rand(0,1)==1?pick(first_names_female):pick(first_names_male)] [pick(last_names)]"
- if(71 to 80)//Smaller chance of a clown name.
- changer.voice = "[pick(clown_names)]"
- if(81 to 90)//Small chance of a wizard name.
- changer.voice = "[pick(wizard_first)] [pick(wizard_second)]"
- if(91 to 100)//Small chance of an existing crew name.
- var/names[] = new()
- for(var/mob/living/carbon/human/M in player_list)
- if(M==U||!M.client||!M.real_name) continue
- names.Add(M.real_name)
- changer.voice = !names.len ? "Cuban Pete" : pick(names)
- U << "You are now mimicking [changer.voice]."
- else
- U << "The voice synthesizer is [changer.voice!="Unknown"?"now":"already"] deactivated."
- changer.voice = "Unknown"
- return
-
-/obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm()
- set name = "Switch Mode"
- set desc = "Switches between Night Vision, Meson, or Thermal vision modes."
- set category = "Ninja Equip"
- //Have to reset these manually since life.dm is retarded like that. Go figure.
- //This will only work for humans because only they have the appropriate code for the mask.
- var/mob/U = loc
- switch(mode)
- if(0)
- mode=1
- U << "Switching mode to Night Vision."
- if(1)
- mode=2
- U.see_in_dark = 2
- U << "Switching mode to Thermal Scanner."
- if(2)
- mode=3
- U.see_invisible = SEE_INVISIBLE_LIVING
- U.sight &= ~SEE_MOBS
- U << "Switching mode to Meson Scanner."
- if(3)
- mode=0
- U.sight &= ~SEE_TURFS
- U << "Switching mode to Scouter."
-
-/obj/item/clothing/mask/gas/voice/space_ninja/examine()
- set src in view()
- ..()
-
- var/mode
- switch(mode)
- if(0)
- mode = "Scouter"
- if(1)
- mode = "Night Vision"
- if(2)
- mode = "Thermal Scanner"
- if(3)
- mode = "Meson Scanner"
- usr << "[mode] is active."//Leaving usr here since it may be on the floor or on a person.
- usr << "Voice mimicking algorithm is set [!changer.active?"inactive":"active"]."
-
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-/*
-It will teleport people to a holding facility after 30 seconds. (Check the process() proc to change where teleport goes)
-It is possible to destroy the net by the occupant or someone else.
-*/
-
-/obj/effect/energy_net
- name = "energy net"
- desc = "It's a net made of green energy."
- icon = 'icons/effects/effects.dmi'
- icon_state = "energynet"
-
- density = 1//Can't pass through.
- opacity = 0//Can see through.
- mouse_opacity = 1//So you can hit it with stuff.
- anchored = 1//Can't drag/grab the trapped mob.
-
- var/health = 25//How much health it has.
- var/mob/living/affecting = null//Who it is currently affecting, if anyone.
- var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed.
-
- proc
- healthcheck()
- if(health <=0)
- density = 0
- if(affecting)
- var/mob/living/carbon/M = affecting
- M.anchored = 0
- if(locate(/obj/effect/stop/, M.loc))
- for(var/obj/effect/stop/S in M.loc)
- if(S.victim == M)
- del(S)
- for(var/mob/O in viewers(src, 3))
- O.show_message(text("[] was recovered from the energy net!", M.name), 1, text("You hear a grunt."), 2)
- if(!isnull(master))//As long as they still exist.
- master << "\red ERROR: \black unable to initiate transport protocol. Procedure terminated."
- del(src)
- return
-
- process(var/mob/living/carbon/M as mob)
- var/check = 30//30 seconds before teleportation. Could be extended I guess.
- var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
- //The person can still try and attack the net when inside.
- while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed.
- check--
- sleep(10)
-
- if(isnull(M)||M.loc!=loc)//If mob is gone or not at the location.
- if(!isnull(master))//As long as they still exist.
- master << "\red ERROR: \black unable to locate \the [mob_name]. Procedure terminated."
- del(src)//Get rid of the net.
- return
-
- if(!isnull(src))//As long as both net and person exist.
- //No need to check for countdown here since while() broke, it's implicit that it finished.
-
- density = 0//Make the net pass-through.
- invisibility = 101//Make the net invisible so all the animations can play out.
- health = INFINITY//Make the net invincible so that an explosion/something else won't kill it while, spawn() is running.
- for(var/obj/item/W in M)
- if(istype(M,/mob/living/carbon/human))
- if(W==M:w_uniform) continue//So all they're left with are shoes and uniform.
- if(W==M:shoes) continue
- M.unEquip(W)
-
- spawn(0)
- playsound(M.loc, 'sound/effects/sparks4.ogg', 50, 1)
- anim(M.loc,M,'icons/mob/mob.dmi',,"phaseout",,M.dir)
-
- M.loc = pick(holdingfacility)//Throw mob in to the holding facility.
- M << "\red You appear in a strange place!"
-
- spawn(0)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, M.loc)
- spark_system.start()
- playsound(M.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(M.loc, 'sound/effects/sparks2.ogg', 50, 1)
- anim(M.loc,M,'icons/mob/mob.dmi',,"phasein",,M.dir)
- del(src)//Wait for everything to finish, delete the net. Else it will stop everything once net is deleted, including the spawn(0).
-
- for(var/mob/O in viewers(src, 3))
- O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2)
-
- if(!isnull(master))//As long as they still exist.
- master << "\blue SUCCESS: \black transport procedure of \the [affecting] complete."
-
- M.anchored = 0//Important.
- if(locate(/obj/effect/stop/, M.loc))
- for(var/obj/effect/stop/S in M.loc)
- if(S.victim == M)
- del(S)
-
- else//And they are free.
- M << "\blue You are free of the net!"
- return
-
- bullet_act(var/obj/item/projectile/Proj)
- health -= Proj.damage
- healthcheck()
- return 0
-
- ex_act(severity)
- switch(severity)
- if(1.0)
- health-=50
- if(2.0)
- health-=50
- if(3.0)
- health-=prob(50)?50:25
- healthcheck()
- return
-
- blob_act()
- health-=50
- healthcheck()
- return
-
- meteorhit()
- health-=50
- healthcheck()
- return
-
- hitby(AM as mob|obj)
- ..()
- for(var/mob/O in viewers(src, null))
- O.show_message(text("\red [src] was hit by [AM]."), 1)
- var/tforce = 0
- if(ismob(AM))
- tforce = 10
- else
- tforce = AM:throwforce
- playsound(get_turf(src), 'sound/weapons/slash.ogg', 80, 1)
- health = max(0, health - tforce)
- healthcheck()
- ..()
- return
-
- attack_hand(mob/living/user)
- if (HULK in user.mutations)
- user << text("\blue You easily destroy the energy net.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] rips the energy net apart!", user), 1)
- health-=50
- healthcheck()
- return
-
- attack_paw(mob/living/user)
- return attack_hand(user)
-
- attack_alien(mob/living/user)
- if (islarva(user))
- return
- user.do_attack_animation(src)
- user << text("\green You claw at the net.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] claws at the energy net!", user), 1)
- playsound(get_turf(src), 'sound/weapons/slash.ogg', 80, 1)
- health -= rand(10, 20)
- if(health <= 0)
- user << text("\green You slice the energy net to pieces.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] slices the energy net apart!", user), 1)
- healthcheck()
- return
-
- attackby(obj/item/weapon/W as obj, mob/user as mob, params)
- var/aforce = W.force
- health = max(0, health - aforce)
- healthcheck()
- ..()
- return
diff --git a/code/game/gamemodes/events/space_ninja.dm b/code/game/gamemodes/events/space_ninja.dm
deleted file mode 100644
index 1792e573a5b..00000000000
--- a/code/game/gamemodes/events/space_ninja.dm
+++ /dev/null
@@ -1,1087 +0,0 @@
-/*
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-+++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
-======================================SPACE NINJA SETUP====================================
-___________________________________________________________________________________________
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-*/
-
-/*
- README:
-
- Data:
-
- >> space_ninja.dm << is this file. It contains a variety of procs related to either spawning space ninjas,
- modifying their verbs, various help procs, testing debug-related content, or storing unused procs for later.
- Similar functions should go into this file, along with anything else that may not have an explicit category.
- IMPORTANT: actual ninja suit, gloves, etc, are stored under the appropriate clothing files. If you need to change
- variables or look them up, look there. Easiest way is through the map file browser.
-
- >> ninja_abilities.dm << contains all the ninja-related powers. Spawning energy swords, teleporting, and the like.
- If more powers are added, or perhaps something related to powers, it should go there. Make sure to describe
- what an ability/power does so it's easier to reference later without looking at the code.
- IMPORTANT: verbs are still somewhat funky to work with. If an argument is specified but is not referenced in a way
- BYOND likes, in the code content, the verb will fail to trigger. Nothing will happen, literally, when clicked.
- This can be bypassed by either referencing the argument properly, or linking to another proc with the argument
- attached. The latter is what I like to do for certain cases--sometimes it's necessary to do that regardless.
-
- >> ninja_equipment.dm << deals with all the equipment-related procs for a ninja. Primarily it has the suit, gloves,
- and mask. The suit is by far the largest section of code out of the three and includes a lot of code that ties in
- to other functions. This file has gotten kind of large so breaking it up may be in order. I use section hearders.
- IMPORTANT: not much to say here. Follow along with the comments and adding new functions should be a breeze. Also
- know that certain equipment pieces are linked in other files. The energy blade, for example, has special
- functions defined in the appropriate files (airlock, securestorage, etc).
-
- General Notes:
-
- I created space ninjas with the expressed purpose of spicing up boring rounds. That is, ninjas are to xenos as marauders are to
- death squads. Ninjas are stealthy, tech-savvy, and powerful. Not to say marauders are all of those things, but a clever ninja
- should have little problem murderampaging their way through just about anything. Short of admin wizards maybe.
- HOWEVER!
- Ninjas also have a fairly great weakness as they require energy to use abilities. If, theoretically, there is a game
- mode based around space ninjas, make sure to account for their energy needs.
-
- Admin Notes:
-
- Ninjas are not admin PCs--please do not use them for that purpose. They are another way to participate in the game post-death,
- like pais, xenos, death squads, and cyborgs.
- I'm currently looking for feedback from regular players since beta testing is largely done. I would appreciate if
- you spawned regular players as ninjas when rounds are boring. Or exciting, it's all good as long as there is feedback.
- You can also spawn ninja gear manually if you want to.
-
- How to do that:
- Make sure your character has a mind.
- Change their assigned_role to "MODE", no quotes. Otherwise, the suit won't initialize.
- Change their special_role to "Ninja", no quotes. Otherwise, the character will be gibbed.
- Spawn ninja gear, put it on, hit initialize. Let the suit do the rest. You are now a space ninja.
- I don't recommend messing with suit variables unless you really know what you're doing.
-
- Miscellaneous Notes:
-
- Potential Upgrade Tree:
- Energy Shield:
- Extra Ability
- Syndicate Shield device?
- Works like the force wall spell, except can be kept indefinitely as long as energy remains. Toggled on or off.
- Would block bullets and the like.
- Phase Shift
- Extra Ability
- Advanced Sensors?
- Instead of being unlocked at the start, Phase Shift would become available once requirements are met.
- Uranium-based Recharger:
- Suit Upgrade
- Unsure
- Instead of losing energy each second, the suit would regain the same amount of energy.
- This would not count in activating stealth and similar.
- Extended Battery Life:
- Suit Upgrade
- Battery of higher capacity
- Already implemented. Replace current battery with one of higher capacity.
- Advanced Cloak-Tech device.
- Suit Upgrade
- Syndicate Cloaking Device?
- Remove cloak failure rate.
-*/
-
-//=======//RANDOM EVENT//=======//
-/*
-Also a dynamic ninja mission generator.
-I decided to scrap round-specific objectives since keeping track of them would require some form of tracking.
-When I already created about 4 new objectives, this doesn't seem terribly important or needed.
-*/
-
-/var/global/toggle_space_ninja = 1//If ninjas can spawn or not.
-/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
-
-var/ninja_selection_id = 1
-var/ninja_selection_active = 0
-var/ninja_confirmed_selection = 0
-
-/proc/space_ninja_arrival(var/assign_key = null, var/assign_mission = null)
-
- if(ninja_selection_active)
- usr << "\red Ninja selection already in progress. Please wait until it ends."
- return
-
- var/datum/game_mode/current_mode = ticker.mode
- var/datum/mind/current_mind
-
- /*Is the ninja playing for the good or bad guys? Is the ninja helping or hurting the station?
- Their directives also influence behavior. At least in theory.*/
- var/side = pick("face","heel")
-
- var/antagonist_list[] = list()//The main bad guys. Evil minds that plot destruction.
- var/protagonist_list[] = current_mode.get_living_heads()//The good guys. Mostly Heads. Who are alive.
-
- var/xeno_list[] = list()//Aliens.
- var/commando_list[] = list()//Commandos.
-
- //We want the ninja to appear only in certain modes.
-// var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") // Commented out for both testing and ninjas
-// if(!(current_mode.config_tag in acceptable_modes_list))
-// return
-
- /*No longer need to determine what mode it is since bad guys are basically universal.
- And there is now a mode with two types of bad guys.*/
-
- var/possible_bad_dudes[] = list(current_mode.traitors,current_mode.head_revolutionaries,current_mode.head_revolutionaries,
- current_mode.cult,current_mode.wizards,current_mode.changelings,current_mode.syndicates)
- for(var/list in possible_bad_dudes)//For every possible antagonist type.
- for(current_mind in list)//For each mind in that list.
- if(current_mind.current&¤t_mind.current.stat!=2)//If they are not destroyed and not dead.
- antagonist_list += current_mind//Add them.
-
- if(protagonist_list.len)//If the mind is both a protagonist and antagonist.
- for(current_mind in protagonist_list)
- if(current_mind in antagonist_list)
- protagonist_list -= current_mind//We only want it in one list.
-/*
-Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective completion. Only humans are added.
-*/
-
- //Here we pick a location and spawn the ninja.
- if(ninjastart.len == 0)
- for(var/obj/effect/landmark/L in landmarks_list)
- if(L.name == "carpspawn")
- ninjastart.Add(L)
-
- var/ninja_key = null
- var/mob/candidate_mob
-
- if(assign_key)
- ninja_key = assign_key
- else
-
- var/list/candidates = list() //list of candidate keys
- candidates = get_candidates(BE_NINJA)
- if(!candidates.len) return
- while(!ninja_key && candidates.len)
- candidate_mob = pick(candidates)
- if(sd_Alert(candidate_mob, "Would you like to spawn as a space ninja?", buttons = list("Yes","No"), duration = 150) == "Yes")
- ninja_key = candidate_mob.ckey
- else
- candidates.Remove(candidate_mob)
-
- if(!ninja_key)
- return
-
-
- if(!candidate_mob)
- for(var/mob/M in player_list)
- if((M.key == ninja_key || M.ckey == ninja_key) && M.client)
- candidate_mob = M
- break
-
- if(!candidate_mob)
- usr << "\red The randomly chosen mob was not found in the second check."
- return
-
- ninja_selection_active = 1
- ninja_selection_id++
- var/this_selection_id = ninja_selection_id
-
- spawn(1)
- if(alert(candidate_mob, "You have been selected to play as a space ninja. Would you like to play as this role? (You have 30 seconds to accept - You will spawn in 30 seconds if you accept)",,"Yes","No")!="Yes")
- usr << "\red The selected candidate for space ninja declined."
- return
-
- ninja_confirmed_selection = this_selection_id
-
- spawn(300)
- if(!ninja_selection_active || (this_selection_id != ninja_selection_id ))
- ninja_selection_active = 0
- candidate_mob << "\red Sorry, you were too late. You only had 30 seconds to accept."
- return
-
- if(ninja_confirmed_selection != ninja_selection_id)
- ninja_selection_active = 0
- usr << "\red The ninja did not accept the role in time."
- return
-
- ninja_selection_active = 0
-
- //The ninja will be created on the right spawn point or at late join.
- var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
- new_ninja.key = ninja_key
- new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
- new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
- new_ninja.internals.icon_state = "internal1"
-
- //Now for the rest of the stuff.
-
- var/datum/mind/ninja_mind = new_ninja.mind//For easier reference.
- var/mission_set = 0//To determine if we need to do further processing.
- //Xenos and deathsquads take precedence over everything else.
-
- //Unless the xenos are hiding in a locker somewhere, this'll find em.
- for(var/mob/living/carbon/alien/humanoid/xeno in player_list)
- if(istype(xeno))
- xeno_list += xeno
-
- if(assign_mission)
- new_ninja.mind.store_memory("Mission: \red [assign_mission]. ")
- new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red SPACE NINJA!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red [assign_mission]"
- else
- if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous.
- //Here we want the ninja to murder all the queens. The other aliens don't really matter.
- var/xeno_queen_list[] = list()
- for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list)
- if(xeno_queen.mind&&xeno_queen.stat!=2)
- xeno_queen_list += xeno_queen
- if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50.
- for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list)
- var/datum/objective/assassinate/ninja_objective = new
- ninja_objective.owner = ninja_mind
- //We'll do some manual overrides to properly set it up.
- ninja_objective.target = xeno_queen.mind
- ninja_objective.explanation_text = "Kill \the [xeno_queen]."
- ninja_mind.objectives += ninja_objective
- mission_set = 1
-
- if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ.
- for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there.
- if(current_mind && current_mind.special_role=="Death Commando")
- commando_list += current_mind
- if(commando_list.len)//If there are living commandos still in play.
- for(var/mob/living/carbon/human/commando in commando_list)
- var/datum/objective/assassinate/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.find_target_by_role(commando.mind.special_role,1)
- ninja_mind.objectives += ninja_objective
- mission_set = 1
- /*
- If there are no antogonists left it could mean one of two things:
- A) The round is about to end. No harm in spawning the ninja here.
- B) The round is still going and ghosts are probably rioting for something to happen.
- In either case, it's a good idea to spawn the ninja with a semi-random set of objectives.
- */
- if(!mission_set)//If mission was not set.
-
- var/current_minds[]//List being looked on in the following code.
- var/side_list = side=="face" ? 2 : 1//For logic gating.
- var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever.
- var/friendly_targets[] = list()//The guys the ninja must protect.
-
- for(var/i=2,i>0,i--)//Two lists.
- current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at?
- for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good.
- current_mind = pick(current_minds)//Pick a random person.
- /*I'm creating a logic gate here based on the ninja affiliation that compares the list being
- looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved.
- If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles.
- If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/
- hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything.
- friendly_targets += i!=side_list ? current_mind : null
- current_minds -= current_mind//Remove the mind so it's not picked again.
-
- var/objective_list[] = list(1,2,3,4,5,6)//To remove later.
- for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3.
- if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty.
- objective_list -= 1
- objective_list -= 4
- if(!friendly_targets.len)
- objective_list -= 3
- switch(pick(objective_list))
- if(1)//kill
- current_mind = pick(hostile_targets)
-
- if(current_mind)
- var/datum/objective/assassinate/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em.
- ninja_mind.objectives += ninja_objective
-
- else
- i++
-
- hostile_targets -= current_mind//Remove them from the list.
- if(2)//Steal
- var/datum/objective/steal/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.find_target(1) // Find a special target.
- ninja_mind.objectives += ninja_objective
-
- objective_list -= 2
- if(3)//Protect. Keeping people alive can be pretty difficult.
- current_mind = pick(friendly_targets)
-
- if(current_mind)
-
- var/datum/objective/protect/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
- ninja_mind.objectives += ninja_objective
-
- else
- i++
-
- friendly_targets -= current_mind
- if(4)//Debrain
- current_mind = pick(hostile_targets)
-
- if(current_mind)
-
- var/datum/objective/debrain/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
- ninja_mind.objectives += ninja_objective
-
- else
- i++
-
- hostile_targets -= current_mind//Remove them from the list.
- if(5)//Download research
- var/datum/objective/download/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.gen_amount_goal()
- ninja_mind.objectives += ninja_objective
-
- objective_list -= 5
- if(6)//Capture
- var/datum/objective/capture/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_objective.gen_amount_goal()
- ninja_mind.objectives += ninja_objective
-
- objective_list -= 6
-
- if(ninja_mind.objectives.len)//If they got some objectives out of that.
- mission_set = 1
-
- if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station.
- var/nuke_code
- var/temp_code
- for(var/obj/machinery/nuclearbomb/N in world)
- temp_code = text2num(N.r_code)
- if(temp_code)//if it's actually a number. It won't convert any non-numericals.
- nuke_code = N.r_code
- break
- if(nuke_code)//If there is a nuke device in world and we got the code.
- var/datum/objective/nuclear/ninja_objective = new//Fun.
- ninja_objective.owner = ninja_mind
- ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is.
-
- //Finally add a survival objective since it's usually broad enough for any round type.
- var/datum/objective/survive/ninja_objective = new
- ninja_objective.owner = ninja_mind
- ninja_mind.objectives += ninja_objective
-
- var/directive = generate_ninja_directive(side)
- new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red SPACE NINJA!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red [directive]"
- new_ninja.mind.store_memory("Directive: \red [directive] ")
-
- var/obj_count = 1
- new_ninja << "\blue Your current objectives:"
- for(var/datum/objective/objective in ninja_mind.objectives)
- new_ninja << "Objective #[obj_count]: [objective.explanation_text]"
- obj_count++
-
- sent_ninja_to_station = 1//And we're done.
- return new_ninja//Return the ninja in case we need to reference them later.
-
-/*
-This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder.
-Making this random or semi-random will probably not work without it also being incredibly silly.
-As such, it's hard-coded for now. No reason for it not to be, really.
-*/
-/proc/generate_ninja_directive(side)
- var/directive = "[side=="face"?"Nanotrasen":"The Syndicate"] is your employer. "//Let them know which side they're on.
- switch(rand(1,19))
- if(1)
- directive += "The Spider Clan must not be linked to this operation. Remain hidden and covert when possible."
- if(2)
- directive += "[station_name] is financed by an enemy of the Spider Clan. Cause as much structural damage as desired."
- if(3)
- directive += "A wealthy animal rights activist has made a request we cannot refuse. Prioritize saving animal lives whenever possible."
- if(4)
- directive += "The Spider Clan absolutely cannot be linked to this operation. Eliminate witnesses at your discretion."
- if(5)
- directive += "We are currently negotiating with Nanotrasen Central Command. Prioritize saving human lives over ending them."
- if(6)
- directive += "We are engaged in a legal dispute over [station_name]. If a laywer is present on board, force their cooperation in the matter."
- if(7)
- directive += "A financial backer has made an offer we cannot refuse. Implicate Syndicate involvement in the operation."
- if(8)
- directive += "Let no one question the mercy of the Spider Clan. Ensure the safety of all non-essential personnel you encounter."
- if(9)
- directive += "A free agent has proposed a lucrative business deal. Implicate Nanotrasen involvement in the operation."
- if(10)
- directive += "Our reputation is on the line. Harm as few civilians and innocents as possible."
- if(11)
- directive += "Our honor is on the line. Utilize only honorable tactics when dealing with opponents."
- if(12)
- directive += "We are currently negotiating with a Syndicate leader. Disguise assassinations as suicide or other natural causes."
- if(13)
- directive += "Some disgruntled Nanotrasen employees have been supportive of our operations. Be wary of any mistreatment by command staff."
- if(14)
- var/xenorace = pick("Unathi","Tajaran", "Skrellian")
- directive += "A group of [xenorace] radicals have been loyal supporters of the Spider Clan. Favor [xenorace] crew whenever possible."
- if(15)
- directive += "The Spider Clan has recently been accused of religious insensitivity. Attempt to speak with the Chaplain and prove these accusations false."
- if(16)
- directive += "The Spider Clan has been bargaining with a competing prosthetics manufacturer. Try to shine Nanotrasen prosthetics in a bad light."
- if(17)
- directive += "The Spider Clan has recently begun recruiting outsiders. Consider suitable candidates and assess their behavior amongst the crew."
- if(18)
- directive += "A cyborg liberation group has expressed interest in our serves. Prove the Spider Clan merciful towards law-bound synthetics."
- else
- directive += "There are no special supplemental instructions at this time."
- return directive
-
-//=======//CURRENT PLAYER VERB//=======//
-
-/client/proc/cmd_admin_ninjafy(var/mob/M in player_list)
- set category = null
- set name = "Make Space Ninja"
-
- if(!ticker)
- alert("Wait until the game starts")
- return
- if(!toggle_space_ninja)
- alert("Space Ninjas spawning is disabled.")
- return
-
- var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
- if(confirm != "Yes") return
-
- if(ishuman(M))
- log_admin("[key_name(src)] turned [M.key] into a Space Ninja.")
- spawn(10)
- M.mind.assigned_role = "MODE"
- M.mind.special_role = "Ninja"
- M:equip_space_ninja(1)
- if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja))
- M:wear_suit:randomize_param()
- spawn(0)
- M:wear_suit:ninitialize(10,M)
- else
- alert("Invalid mob")
-
-//=======//CURRENT GHOST VERB//=======//
-
-/client/proc/send_space_ninja()
- set category = "Event"
- set name = "Spawn Space Ninja"
- set desc = "Spawns a space ninja for when you need a teenager with attitude."
- set popup_menu = 0
-
- if(!holder)
- src << "Only administrators may use this command."
- return
- if(!ticker.mode)
- alert("The game hasn't started yet!")
- return
- if(!toggle_space_ninja)
- alert("Space Ninjas spawning is disabled.")
- return
- if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No")
- return
-
- var/mission
- if(alert("Would you the Ninja to have a random or preset mission?",,"Random","Preset")=="Preset")
- while(!mission)
- mission = sanitize(copytext(input(src, "Please specify which mission the space ninja shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN))
- if(!mission)
- if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
- return
- var/input
- if(alert("Would you like the Ninja to be a random ghost or a preset ckey?",,"Random","Preset")=="Preset")
- input = ckey(input("Pick character to spawn as the Space Ninja", "Key", ""))
- if(!input)
- return
-
- space_ninja_arrival(input, mission)
-
- message_admins("\blue [key_name_admin(usr)] has spawned [(input) ? input : "a random ghost"] as a Space Ninja.\nTheir mission is [(mission) ? ":" + mission : "randomly generated"]")
-
- return
-
-//=======//NINJA CREATION PROCS//=======//
-
-/proc/create_space_ninja(obj/spawn_point)
- var/mob/living/carbon/human/new_ninja = new(spawn_point.loc)
- var/ninja_title = pick(ninja_titles)
- var/ninja_name = pick(ninja_names)
- new_ninja.gender = pick(MALE, FEMALE)
-
- var/datum/preferences/A = new()//Randomize appearance for the ninja.
- A.randomize_appearance_for(new_ninja)
- new_ninja.real_name = "[ninja_title] [ninja_name]"
- new_ninja.dna.ready_dna(new_ninja)
- new_ninja.create_mind_space_ninja()
- new_ninja.equip_space_ninja()
- return new_ninja
-
-/mob/living/carbon/human/proc/create_mind_space_ninja()
- mind_initialize()
- mind.assigned_role = "MODE"
- mind.special_role = "Ninja"
-
- ticker.mode.ninjas += mind
-
- return 1
-
-/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters.
- if(safety)
- del(w_uniform)
- del(wear_suit)
- del(wear_mask)
- del(head)
- del(shoes)
- del(gloves)
- del(back)
-
- var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
- equip_to_slot_or_del(R, slot_l_ear)
- if(gender==FEMALE)
- equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
- else
- equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
- equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
- equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
- equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
- equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
- equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
- equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack/oxygenblack(src), slot_back)
- equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
- equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
- equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
- equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
-
- //var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(src)
- //E.imp_in = src /* Commented out because a Ninja's EMP could set off his own implant*/
- //E.implanted = 1
-
-
- return 1
-
-//=======//HELPER PROCS//=======//
-
-//Randomizes suit parameters.
-/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
- s_regen = rand(1,15)
- s_cost = rand(20,100)
- k_cost = rand(100,500)
- k_damage = rand(1,10)
- s_delay = rand(10,100)
- s_bombs = rand(5,20)
- a_boost = rand(1,7)
-
-//This proc prevents the suit from being taken off.
-/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0)
- if(X)//If you want to check for icons.
- icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
- U:gloves.icon_state = "s-ninjan"
- U:gloves.item_state = "s-ninjan"
- else
- if(U.mind.special_role!="Ninja")
- U << "\red fÄTaL ÈÈRRoR: 382200-*#00CÖDE RED\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR..."
- U.gib()
- return 0
- if(!istype(U:wear_suit, /obj/item/clothing/suit/space/space_ninja)) // Because previously players could activate the suit successfully while holding the suit
- U << "\red ERROR: 100113 \black UNABLE TO LOCATE USER\nABORTING..."
- return 0
- if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
- U << "\red ERROR: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
- return 0
- if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
- U << "\red ERROR: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
- return 0
- if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
- U << "\red ERROR: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
- return 0
- if(!istype(U:wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
- U << "\red ERROR: 110223 \black UNABLE TO LOCATE MASK\nABORTING..."
- return 0
- affecting = U
- flags |= NODROP
- slowdown = 0
- n_hood = U:head
- n_hood.flags |= NODROP
- n_shoes = U:shoes
- n_shoes.flags |= NODROP
- n_shoes.slowdown--
- n_gloves = U:gloves
- n_gloves.flags |= NODROP
- n_mask = U:wear_mask
- n_mask.flags |= NODROP
-
- return 1
-
-//This proc allows the suit to be taken off.
-/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
- affecting = null
- flags &= ~NODROP
- slowdown = 1
- icon_state = "s-ninja"
- if(n_hood)//Should be attached, might not be attached.
- n_hood.flags &= ~NODROP
- if(n_shoes)
- n_shoes.flags &= ~NODROP
- n_shoes.slowdown++
- if(n_gloves)
- n_gloves.icon_state = "s-ninja"
- n_gloves.item_state = "s-ninja"
- n_gloves.flags &= ~NODROP
- n_gloves.candrain=0
- n_gloves.draining=0
- if(n_mask)
- n_mask.flags &= ~NODROP
-
-//Allows the mob to grab a stealth icon.
-/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
- invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
- var/icon/opacity_icon = new(A.icon, A.icon_state)
- var/icon/alpha_mask = getIconMask(src)
- var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
- alpha_mask.AddAlphaMask(alpha_mask_2)
- opacity_icon.AddAlphaMask(alpha_mask)
- for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
- var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
- switch(i)//Now to determine offset so the result is somewhat blurred.
- if(1)
- I.pixel_x -= 1
- if(2)
- I.pixel_x += 1
- if(3)
- I.pixel_y -= 1
- if(4)
- I.pixel_y += 1
-
- overlays += I//And finally add the overlay.
- overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
-
-//When ninja steal malfunctions.
-/mob/proc/NinjaStealthMalf()
- invisibility = 0//Set ninja invis to 0.
- overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
- playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1)
-
-//=======//GENERIC VERB MODIFIERS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
- n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- s_initialized = 1
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
- if(n_gloves)
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- s_initialized = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
-
- s_initialized=1
- slowdown=0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
-
-//=======//KAMIKAZE VERBS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
-
- kamikaze = 1
-
- icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak"
- if(n_gloves)
- n_gloves.icon_state = "s-ninjak"
- n_gloves.item_state = "s-ninjak"
- n_gloves.candrain = 0
- n_gloves.draining = 0
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- cancel_stealth()
-
- U << browse(null, "window=spideros")
- U << "\red Do or Die, LET'S ROCK!!"
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
- if(kamikaze)
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
-
-
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
- if(n_gloves)
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- U.incorporeal_move = 0
- kamikaze = 0
- k_unlock = 0
- U << "\blue Disengaging mode...\n\blackCODE NAME: \red KAMIKAZE"
-
-//=======//AI VERBS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
-
- s_busy = 0
- s_control = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
-
- s_control = 1
-
-//=======//OLD & UNUSED//=======//
-
-/*
-
-Deprecated. get_dir() does the same thing. Still a nice proc.
-Returns direction that the mob or whomever should be facing in relation to the target.
-This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
-I personally used it with getline() to great effect.
-/proc/get_dir_to(turf/start,turf/end)//N
- var/xdiff = start.x - end.x//The sign is important.
- var/ydiff = start.y - end.y
-
- var/direction_x = xdiff<1 ? 4:8//East - west
- var/direction_y = ydiff<1 ? 1:2//North - south
- var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
- var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
- var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
- direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
-
- return direction_f
-
-Alternative and inferior method of calculating spideros.
-var/temp = num2text(spideros)
-var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
-spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
-
-//Old way of draining from wire.
-/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
- set name = "Drain From Wire"
- set desc = "Drain energy directly from an exposed wire."
- set category = "Ninja Equip"
-
- var/obj/structure/cable/attached
- var/mob/living/carbon/human/U = loc
- if(candrain&&!draining)
- var/turf/T = U.loc
- if(isturf(T) && T.is_plating())
- attached = locate() in T
- if(!attached)
- U << "\red Warning: no exposed cable available."
- else
- U << "\blue Connecting to wire, stand still..."
- if(do_after(U,50)&&!isnull(attached))
- drain("WIRE",attached,U:wear_suit,src)
- else
- U << "\red Procedure interrupted. Protocol terminated."
- return
-
-I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
-This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
-Can be added on to pretty easily.
-
-BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
- var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
- var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
- new/obj/effect/proc_holder/ai_holo_clear(AI)
- AI.proc_holder_list += A_C
- AI.proc_holder_list += B_C
- AI.proc_holder_list += C_C
-
- s_control = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
- var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
- var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
- var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
- del(A_C)
- del(B_C)
- del(C_C)
- del(D_C)
- AI.proc_holder_list = list()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
-
- s_control = 1
-
-//Workaround
-/obj/effect/proc_holder/ai_holo_clear
- name = "Clear Hologram"
- desc = "Stops projecting the current holographic image."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-
-/obj/effect/proc_holder/ai_holo_clear/Click()
- var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
- del(S.hologram.i_attached)
- del(S.hologram)
- var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
- S.AI.proc_holder_list -= D_C
- return
-
-/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
- name = "Instructions"
- desc = "Displays a list of helpful information."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_instruction/Click()
- loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
-
-/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
- name = "Hack SpiderOS"
- desc = "Hack directly into the Black Widow(tm) neuro-interface."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
- var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
- S.hack_spideros()
- return
-
-/obj/effect/proc_holder/ai_return_control
- name = "Relinquish Control"
- desc = "Return control to the user."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_return_control/Click()
- var/mob/living/silicon/ai/A = loc
- var/obj/item/clothing/suit/space/space_ninja/S = A.loc
- A << browse(null, "window=hack spideros")//Close window
- A << "You have seized your hacking attempt. [S.affecting] has regained control."
- S.affecting << "UPDATE: [A.real_name] has ceased hacking attempt. All systems clear."
- S.remove_AI_verbs()
- return
-*/
-
-//=======//DEBUG//=======//
-/*
-/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
-//DEBUG
-//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
- //for(var/P in verbs)
-// if(P.set.name)
-// usr << "[P.set.name], path: [P]"
- return
-
-
-Most of these are at various points of incomplete.
-
-/mob/verb/grant_object_panel()
- set name = "Grant AI Ninja Verbs Debug"
- set category = "Ninja Debug"
- var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
- usr:proc_holder_list += A_C
- usr:proc_holder_list += B_C
-
-mob/verb/remove_object_panel()
- set name = "Remove AI Ninja Verbs Debug"
- set category = "Ninja Debug"
- var/obj/effect/proc_holder/ai_return_control/A = locate() in src
- var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
- usr:proc_holder_list -= A
- usr:proc_holder_list -= B
- del(A)//First.
- del(B)//Second, to keep the proc going.
- return
-
-/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
- set name = "Grant AI Ninja Verbs Debug"
- set category = "Ninja Debug"
-
- M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
- M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
- return
-
-/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
- set name = "Grant Back Ninja Verbs"
- set category = "Ninja Debug"
-
- M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
- M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
- return
-
-/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
- set name = "Grant AI Ninja Verbs"
- set category = "null"
- set hidden = 1
- A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
- A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
- return
-
-/mob/verb/get_dir_to_target(var/mob/M in oview())
- set name = "Get Direction to Target"
- set category = "Ninja Debug"
-
- world << "DIR: [get_dir_to(src.loc,M.loc)]"
- return
-//
-/mob/verb/kill_self_debug()
- set name = "DEBUG Kill Self"
- set category = "Ninja Debug"
-
- src:death()
-
-/client/verb/switch_client_debug()
- set name = "DEBUG Switch Client"
- set category = "Ninja Debug"
-
- mob = mob:loc:loc
-
-/mob/verb/possess_mob(var/mob/M in oview())
- set name = "DEBUG Possess Mob"
- set category = "Ninja Debug"
-
- client.mob = M
-
-/client/verb/switcharoo(var/mob/M in oview())
- set name = "DEBUG Switch to AI"
- set category = "Ninja Debug"
-
- var/mob/last_mob = mob
- mob = M
- last_mob:wear_suit:AI:key = key
-//
-/client/verb/ninjaget(var/mob/M in oview())
- set name = "DEBUG Ninja GET"
- set category = "Ninja Debug"
-
- mob = M
- M.gib()
- space_ninja()
-
-/mob/verb/set_debug_ninja_target()
- set name = "Set Debug Target"
- set category = "Ninja Debug"
-
- ninja_debug_target = src//The target is you, brohime.
- world << "Target: [src]"
-
-/mob/verb/hack_spideros_debug()
- set name = "Debug Hack Spider OS"
- set category = "Ninja Debug"
-
- var/mob/living/silicon/ai/A = loc:AI
- if(A)
- if(!A.key)
- A.client.mob = loc:affecting
- else
- loc:affecting:client:mob = A
- return
-
-//Tests the net and what it does.
-/mob/verb/ninjanet_debug()
- set name = "Energy Net Debug"
- set category = "Ninja Debug"
-
- var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
- E.layer = layer+1//To have it appear one layer above the mob.
- stunned = 10//So they are stunned initially but conscious.
- anchored = 1//Anchors them so they can't move.
- E.affecting = src
- spawn(0)//Parallel processing.
- E.process(src)
- return
-
-I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
-The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
-That is why you attached them to objects.
-/mob/verb/TestNinjaShadow()
- set name = "Test Ninja Ability"
- set category = "Ninja Debug"
-
- if(client)
- var/safety = 4
- for(var/turf/T in oview(5))
- if(prob(20))
- var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
- safety--
- spawn(0)
- src << current_clone
- spawn(300)
- del(current_clone)
- spawn while(!isnull(current_clone))
- step_to(current_clone,src,1)
- sleep(5)
- if(safety<=0) break
- return */
-
-//Alternate ninja speech replacement.
-/*This text is hilarious but also absolutely retarded.
-message = replacetext(message, "l", "r")
-message = replacetext(message, "rr", "ru")
-message = replacetext(message, "v", "b")
-message = replacetext(message, "f", "hu")
-message = replacetext(message, "'t", "")
-message = replacetext(message, "t ", "to ")
-message = replacetext(message, " I ", " ai ")
-message = replacetext(message, "th", "z")
-message = replacetext(message, "ish", "isu")
-message = replacetext(message, "is", "izu")
-message = replacetext(message, "ziz", "zis")
-message = replacetext(message, "se", "su")
-message = replacetext(message, "br", "bur")
-message = replacetext(message, "ry", "ri")
-message = replacetext(message, "you", "yuu")
-message = replacetext(message, "ck", "cku")
-message = replacetext(message, "eu", "uu")
-message = replacetext(message, "ow", "au")
-message = replacetext(message, "are", "aa")
-message = replacetext(message, "ay", "ayu")
-message = replacetext(message, "ea", "ii")
-message = replacetext(message, "ch", "chi")
-message = replacetext(message, "than", "sen")
-message = replacetext(message, ".", "")
-message = lowertext(message)
-*/
diff --git a/code/game/gamemodes/newobjective.dm b/code/game/gamemodes/newobjective.dm
index 973e8f4e427..7ef2121d7c3 100644
--- a/code/game/gamemodes/newobjective.dm
+++ b/code/game/gamemodes/newobjective.dm
@@ -1321,21 +1321,7 @@ datum
check_completion()
- if(!ishuman(owner.current))
- return 0
- if(!owner.current || owner.current.stat == 2)
- return 0
- if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
- return 0
- var/current_amount
- var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
- if(!S.stored_research.len)
- return 0
- else
- for(var/datum/tech/current_data in S.stored_research)
- if(current_data.level>1) current_amount+=(current_data.level-1)
- if(current_amountThe current game mode is Ninja!"
-
-/datum/game_mode/ninja/can_start()
- if(!..())
- return 0
- var/list/datum/mind/possible_ninjas = get_players_for_role(BE_NINJA)
- if(possible_ninjas.len==0)
- return 0
- var/datum/mind/ninja = pick(possible_ninjas)
- ninjas += ninja
- modePlayer += ninja
- ninja.assigned_role = "MODE" //So they aren't chosen for other jobs.
- ninja.special_role = "Ninja"
- ninja.original = ninja.current
- if(ninjastart.len == 0)
- ninja.current << "\red A proper starting location for you could not be found, please report this bug!"
- ninja.current << "\red Attempting to place at a carpspawn."
- for(var/obj/effect/landmark/L in landmarks_list)
- if(L.name == "carpspawn")
- ninjastart.Add(L)
- if(ninjastart.len == 0 && latejoin.len > 0)
- ninja.current << "\red Still no spawneable locations could be found. Defaulting to latejoin."
- return 1
- else if (ninjastart.len == 0)
- ninja.current << "\red Still no spawneable locations could be found. Aborting."
- return 0
- return 1
-
-/datum/game_mode/ninja/pre_setup()
- for(var/datum/mind/ninja in ninjas)
- ninja.current << browse(null, "window=playersetup")
- ninja.current = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
- ninja.current.ckey = ninja.key
- return 1
-
-/datum/game_mode/ninja/post_setup()
- for(var/datum/mind/ninja in ninjas)
- if(ninja.current && !(istype(ninja.current,/mob/living/carbon/human))) return 0
- forge_ninja_objectives(ninja)
- var/mob/living/carbon/human/N = ninja.current
- N.internal = N.s_store
- N.internals.icon_state = "internal1"
- if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
- var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
- S:randomize_param()
- spawn (rand(waittime_l, waittime_h))
- send_intercept()
- return ..()
-
-/datum/game_mode/ninja/check_finished()
- if(config.continous_rounds)
- return ..()
- var/ninjas_alive = 0
- for(var/datum/mind/ninja in ninjas)
- if(!istype(ninja.current,/mob/living/carbon/human))
- continue
- if(ninja.current.stat==2)
- continue
- ninjas_alive++
- if (ninjas_alive)
- return ..()
- else
- finished = 1
- return 1
-
-/datum/game_mode/ninja/proc/forge_ninja_objectives(var/datum/mind/ninja)
- var/objective_list[] = list(1,2,3,4,5)
- for(var/i=rand(2,4),i>0,i--)
- switch(pick(objective_list))
- if(1)//Kill
- var/datum/objective/assassinate/ninja_objective = new
- ninja_objective.owner = ninja
- ninja_objective.target = ninja_objective.find_target()
- if(ninja_objective.target != "Free Objective")
- ninja.objectives += ninja_objective
- else
- i++
- objective_list -= 1 // No more than one kill objective
- if(2)//Steal
- var/datum/objective/steal/ninja_objective = new
- ninja_objective.owner = ninja
- ninja_objective.target = ninja_objective.find_target()
- ninja.objectives += ninja_objective
- if(3)//Protect
- var/datum/objective/protect/ninja_objective = new
- ninja_objective.owner = ninja
- ninja_objective.target = ninja_objective.find_target()
- if(ninja_objective.target != "Free Objective")
- ninja.objectives += ninja_objective
- else
- i++
- objective_list -= 3
- if(4)//Download
- var/datum/objective/download/ninja_objective = new
- ninja_objective.owner = ninja
- ninja_objective.gen_amount_goal()
- ninja.objectives += ninja_objective
- objective_list -= 4
- if(5)//Harm
- var/datum/objective/harm/ninja_objective = new
- ninja_objective.owner = ninja
- ninja_objective.target = ninja_objective.find_target()
- if(ninja_objective.target != "Free Objective")
- ninja.objectives += ninja_objective
- else
- i++
- objective_list -= 5
-
- var/datum/objective/survive/ninja_objective = new
- ninja_objective.owner = ninja
- ninja.objectives += ninja_objective
- ninja.current.mind = ninja
-
- var/directive = generate_ninja_directive("heel")//Only hired by antags, not NT
- ninja.current << "You are an elite mercenary assassin of the Spider Clan, [ninja.current.real_name]. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.\nYour current directive is: \red [directive]\n \blue Try your best to adhere to this."
- ninja.store_memory("Directive: \red [directive] ")
-
- var/obj_count = 1
- ninja.current << "\blue Your current objectives:"
- for(var/datum/objective/objective in ninja.objectives)
- ninja.current << "Objective #[obj_count]: [objective.explanation_text]"
- obj_count++
-
-/datum/game_mode/proc/auto_declare_completion_ninja()
- if(ninjas.len)
- var/text = "The ninjas were:"
- for(var/datum/mind/ninja in ninjas)
- var/ninjawin = 1
-
- text += " [ninja.key] was [ninja.name] ("
- if(ninja.current)
- if(ninja.current.stat == DEAD)
- text += "died"
- else
- text += "survived"
- if(ninja.current.real_name != ninja.name)
- text += " as [ninja.current.real_name]"
- else
- text += "body destroyed"
- text += ")"
-
- if(ninja.objectives.len)//If the ninja had no objectives, don't need to process this.
- var/count = 1
- for(var/datum/objective/objective in ninja.objectives)
- if(objective.check_completion())
- text += " Objective #[count]: [objective.explanation_text] Success!"
- feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
- else
- text += " Objective #[count]: [objective.explanation_text] Fail."
- feedback_add_details("traitor_objective","[objective.type]|FAIL")
- ninjawin = 0
- count++
-
- var/special_role_text
- if(ninja.special_role)
- special_role_text = lowertext(ninja.special_role)
- else
- special_role_text = "antagonist"
-
- if(ninjawin)
- text += " The [special_role_text] was successful!"
- feedback_add_details("traitor_success","SUCCESS")
- else
- text += " The [special_role_text] has failed!"
- feedback_add_details("traitor_success","FAIL")
-
- world << text
- return 1
diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm
index 4c1e4ac1bd9..9121cfb2eaf 100644
--- a/code/game/gamemodes/objective.dm
+++ b/code/game/gamemodes/objective.dm
@@ -663,21 +663,7 @@ datum/objective/download
check_completion()
- if(!ishuman(owner.current))
- return 0
- if(!owner.current || owner.current.stat == DEAD)
- return 0
- if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
- return 0
- var/current_amount
- var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
- if(!S.stored_research.len)
- return 0
- else
- for(var/datum/tech/current_data in S.stored_research)
- if(current_data.level>1) current_amount+=(current_data.level-1)
- if(current_amountTransfer successful: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
- if("NINJASUIT")
+ /*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(C.AI)//If there is an AI on card.
U << "\red Transfer failed: \black Existing AI found on this terminal. Remove existing AI to install a new one."
@@ -284,7 +284,7 @@ That prevents a few funky behaviors.
C.AI = T
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
- U << "\blue Transfer successful: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
+ U << "\blue Transfer successful: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."*/
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
@@ -302,7 +302,7 @@ That prevents a few funky behaviors.
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue Transfer successful: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
- if("NINJASUIT")
+ /*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
var/mob/living/silicon/ai/A = C.AI
if(A)
@@ -312,7 +312,7 @@ That prevents a few funky behaviors.
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue Transfer succesful: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
- del(T)
+ del(T)*/
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
@@ -357,7 +357,7 @@ That prevents a few funky behaviors.
U << "\red ERROR: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red ERROR: \black Unable to locate artificial intelligence."
- if("NINJASUIT")
+ /*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(!T.contents.len)
if (!C.AI)
@@ -390,8 +390,8 @@ That prevents a few funky behaviors.
else if (T.active)
U << "\red ERROR: \black Reconstruction in progress."
else if (!T.occupant)
- U << "\red ERROR: \black Unable to locate artificial intelligence."
- if("NINJASUIT")//Ninjasuit
+ U << "\red ERROR: \black Unable to locate artificial intelligence."*/
+ /*if("NINJASUIT")//Ninjasuit
var/obj/item/clothing/suit/space/space_ninja/T = target
switch(interaction)
if("AICARD")
@@ -426,7 +426,7 @@ That prevents a few funky behaviors.
A_T << "You have been uploaded to a mobile storage device."
U << "\blue SUCCESS: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
- U << "\red ERROR: \black [A_T.name] data core is corrupted. Unable to install."
+ U << "\red ERROR: \black [A_T.name] data core is corrupted. Unable to install."*/
else
U << "\red ERROR: \black AI flush is in progress, cannot execute transfer protocol."
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index 8633d1c871f..24550898ec5 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -458,10 +458,6 @@
user.do_attack_animation(src)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
- if(ishuman(user))
- if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
- call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MECHA",src,user:wear_suit)
- return
if ((HULK in user.mutations) && !prob(src.deflect_chance))
src.take_damage(15)
diff --git a/code/game/objects/items/flag.dm b/code/game/objects/items/flag.dm
index e3e02dc1047..5ee645ff75b 100644
--- a/code/game/objects/items/flag.dm
+++ b/code/game/objects/items/flag.dm
@@ -200,11 +200,6 @@
desc = "A flag proudly boasting the logo of the Syndicate, in defiance of NT."
icon_state = "syndiflag"
-/obj/item/flag/ninja
- name = "Spider Clan flag"
- desc = "A flag proudly boasting the logo of the Spider Clan, in defiance of NT."
- icon_state = "ninjaflag"
-
/obj/item/flag/wiz
name = "Wizard Federation flag"
desc = "A flag proudly boasting the logo of the Wizard Federation, sworn enemies of NT."
diff --git a/code/game/objects/items/weapons/ninja_manuscript.dm b/code/game/objects/items/weapons/ninja_manuscript.dm
deleted file mode 100644
index 75c07a2c3f5..00000000000
--- a/code/game/objects/items/weapons/ninja_manuscript.dm
+++ /dev/null
@@ -1,29 +0,0 @@
-/obj/item/weapon/ninja_manuscript
- name = "Manuscript"
- desc = "A mysterious manuscript..."
- icon = 'icons/obj/library.dmi'
- icon_state = "book1"
- throw_speed = 1
- throw_range = 5
- w_class = 3
- attack_verb = list("bashed", "whacked", "educated")
-
- var/charges = 1
-
-/obj/item/weapon/ninja_manuscript/attack_self(var/mob/user as mob)
-
- if(charges <= 0)
- user << "\red The manuscript's power appears spent..."
- return
-
- else
- user << "\blue You intently read the manuscript and come to the realization that true balance is achieved through self-will."
- user << "\blue You relax and concentrate deeply; something in your mind alights ablaze and you realize the only way to true balance is the way of the Ninja."
-
- charges--
-
-
- user.mind.assigned_role = "MODE"
- user.mind.special_role = "Ninja"
-
- return
\ No newline at end of file
diff --git a/code/game/objects/structures/crates_lockers/largecrate.dm b/code/game/objects/structures/crates_lockers/largecrate.dm
index 3d50826e03a..6d2a5be7a11 100644
--- a/code/game/objects/structures/crates_lockers/largecrate.dm
+++ b/code/game/objects/structures/crates_lockers/largecrate.dm
@@ -87,20 +87,6 @@
new /mob/living/simple_animal/chick(loc)
..()
-/obj/structure/largecrate/ninja
- name = "Mysterious Crate"
- icon_state = "lisacrate"
-
-/obj/structure/largecrate/ninja/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
- if(istype(W, /obj/item/weapon/crowbar))
- new /obj/item/clothing/gloves/space_ninja(loc)
- new /obj/item/clothing/mask/gas/voice/space_ninja(loc)
- new /obj/item/clothing/shoes/space_ninja(loc)
- new /obj/item/clothing/head/helmet/space/space_ninja(loc)
- new /obj/item/clothing/suit/space/space_ninja(loc)
- new /obj/item/weapon/ninja_manuscript(loc)
- ..()
-
/obj/structure/largecrate/cat
name = "cat crate"
icon_state = "lisacrate"
diff --git a/code/modules/admin/admin.dm b/code/modules/admin/admin.dm
index c6fb5508ea0..bb2d820e54f 100644
--- a/code/modules/admin/admin.dm
+++ b/code/modules/admin/admin.dm
@@ -730,16 +730,6 @@ var/global/nologevent = 0
message_admins("[key_name_admin(usr)] toggled Aliens [aliens_allowed ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
-
-/datum/admins/proc/toggle_space_ninja()
- set category = "Event"
- set desc="Toggle space ninjas spawning."
- set name="Toggle Space Ninjas"
- toggle_space_ninja = !toggle_space_ninja
- log_admin("[key_name(usr)] toggled Space Ninjas to [toggle_space_ninja].")
- message_admins("[key_name_admin(usr)] toggled Space Ninjas [toggle_space_ninja ? "on" : "off"].", 1)
- feedback_add_details("admin_verb","TSN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
-
/datum/admins/proc/delay()
set category = "Server"
set desc="Delay the game start/end"
@@ -956,16 +946,16 @@ proc/move_gamma_ship()
fromArea = locate(/area/shuttle/gamma/station)
toArea = locate(/area/shuttle/gamma/space)
fromArea.move_contents_to(toArea)
-
+
for(var/obj/machinery/mech_bay_recharge_port/P in toArea)
P.locate_recharge_turf()
-
+
for(var/obj/machinery/power/apc/A in toArea)
A.init()
-
+
for(var/obj/machinery/alarm/A in toArea)
A.first_run()
-
+
if (gamma_ship_location)
gamma_ship_location = 0
else
diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm
index 6a7ee186c40..112baeaac35 100644
--- a/code/modules/admin/admin_verbs.dm
+++ b/code/modules/admin/admin_verbs.dm
@@ -82,8 +82,6 @@ var/list/admin_verbs_event = list(
/client/proc/cinematic,
/client/proc/one_click_antag,
/datum/admins/proc/toggle_aliens,
- /datum/admins/proc/toggle_space_ninja,
- /client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
@@ -120,7 +118,6 @@ var/list/admin_verbs_server = list(
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/datum/admins/proc/toggle_aliens,
- /datum/admins/proc/toggle_space_ninja,
/client/proc/delbook,
/client/proc/toggle_antagHUD_use,
/client/proc/toggle_antagHUD_restrictions,
diff --git a/code/modules/admin/player_panel.dm b/code/modules/admin/player_panel.dm
index 49274720ed1..3fba23576b5 100644
--- a/code/modules/admin/player_panel.dm
+++ b/code/modules/admin/player_panel.dm
@@ -492,8 +492,8 @@
if(ticker.mode.raiders.len)
dat += check_role_table("Raiders", ticker.mode.raiders, src)
- if(ticker.mode.ninjas.len)
- dat += check_role_table("Ninjas", ticker.mode.ninjas, src)
+ /*if(ticker.mode.ninjas.len)
+ dat += check_role_table("Ninjas", ticker.mode.ninjas, src)*/
if(ticker.mode.cult.len)
dat += check_role_table("Cultists", ticker.mode.cult, src, 0)
diff --git a/code/modules/admin/secrets.dm b/code/modules/admin/secrets.dm
index e9fce760931..b57f848adfc 100644
--- a/code/modules/admin/secrets.dm
+++ b/code/modules/admin/secrets.dm
@@ -77,7 +77,6 @@
Trigger a Cortical Borer infestation Spawn an Alien silently Trigger a Spider infestation
- Send in a space ninja Send in a strike team Send in a syndicate strike team Send in a HONKsquad
diff --git a/code/modules/admin/verbs/one_click_antag.dm b/code/modules/admin/verbs/one_click_antag.dm
index 954c0618e16..241417d9649 100644
--- a/code/modules/admin/verbs/one_click_antag.dm
+++ b/code/modules/admin/verbs/one_click_antag.dm
@@ -315,9 +315,11 @@ client/proc/one_click_antag()
alien_infestation(3)
return 1
+/*
/datum/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
+*/
/datum/admins/proc/makeDeathsquad()
var/list/mob/candidates = list()
@@ -509,8 +511,8 @@ client/proc/one_click_antag()
while(i<=sounds)
i++
- newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
-
+ newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
+
new_vox.real_name = capitalize(newname)
new_vox.name = new_vox.real_name
new_vox.age = rand(12,20)
@@ -528,7 +530,7 @@ client/proc/one_click_antag()
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
//Now apply cortical stack.
- var/datum/organ/external/E = new_vox.get_organ("head")
+ var/datum/organ/external/E = new_vox.get_organ("head")
var/obj/item/weapon/implant/cortical/I = new(new_vox)
I.imp_in = new_vox
I.implanted = 1
@@ -540,7 +542,7 @@ client/proc/one_click_antag()
new_vox.equip_vox_raider()
return new_vox
-
+
/datum/admins/proc/makeVampires()
var/datum/game_mode/vampire/temp = new
diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm
index 586ffbe3c0a..5bd6cb4ff9b 100644
--- a/code/modules/admin/verbs/randomverbs.dm
+++ b/code/modules/admin/verbs/randomverbs.dm
@@ -507,21 +507,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
- if("Ninja")
- new_character.equip_space_ninja()
- new_character.internal = new_character.s_store
- new_character.internals.icon_state = "internal1"
- if(ninjastart.len == 0)
- new_character << "\red A proper starting location for you could not be found, please report this bug!"
- new_character << "\red Attempting to place at a carpspawn."
- for(var/obj/effect/landmark/L in landmarks_list)
- if(L.name == "carpspawn")
- ninjastart.Add(L)
- if(ninjastart.len == 0 && latejoin.len > 0)
- new_character << "\red Still no spawneable locations could be found. Defaulting to latejoin."
- new_character.loc = pick(latejoin)
- else if (ninjastart.len == 0)
- new_character << "\red Still no spawneable locations could be found. Aborting."
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
diff --git a/code/modules/clothing/gloves/ninja.dm b/code/modules/clothing/gloves/ninja.dm
deleted file mode 100644
index 5876067697b..00000000000
--- a/code/modules/clothing/gloves/ninja.dm
+++ /dev/null
@@ -1,126 +0,0 @@
-/*
- Dear ninja gloves
-
- This isn't because I like you
- this is because your father is a bastard
-
- ...
- I guess you're a little cool.
- -Sayu
-*/
-
-/obj/item/clothing/gloves/space_ninja
- desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
- name = "ninja gloves"
- icon_state = "s-ninja"
- item_state = "s-ninja"
- siemens_coefficient = 0
- cold_protection = HANDS
- min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
- heat_protection = HANDS
- max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
- var/draining = 0
- var/candrain = 0
- var/mindrain = 200
- var/maxdrain = 400
- species_fit = list("Vox")
- sprite_sheets = list(
- "Vox" = 'icons/mob/species/vox/mask.dmi'
- )
-/*
- This runs the gamut of what ninja gloves can do
- The other option would be a dedicated ninja touch bullshit proc on everything
- which would probably more efficient, but ninjas are pretty rare.
- This was mostly introduced to keep ninja code from contaminating other code;
- with this in place it would be easier to untangle the rest of it.
-
- For the drain proc, see events/ninja.dm
-*/
-/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
- if(!candrain || draining) return 0
-
- var/mob/living/carbon/human/H = loc
- if(!istype(H)) return 0 // what
- var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
- if(!istype(suit)) return 0
- if(isturf(A)) return 0
-
- if(!proximity) // todo: you could add ninja stars or computer hacking here
- return 0
-
- // Move an AI into and out of things
- if(istype(A,/mob/living/silicon/ai))
- if(suit.s_control)
- A.add_fingerprint(H)
- suit.transfer_ai("AICORE", "NINJASUIT", A, H)
- return 1
- else
- H << "\red ERROR: \black Remote access channel disabled."
- return 0
-
- if(istype(A,/obj/structure/AIcore/deactivated))
- if(suit.s_control)
- A.add_fingerprint(H)
- suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
- return 1
- else
- H << "\red ERROR: \black Remote access channel disabled."
- return 0
- if(istype(A,/obj/machinery/computer/aifixer))
- if(suit.s_control)
- A.add_fingerprint(H)
- suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
- return 1
- else
- H << "\red ERROR: \black Remote access channel disabled."
- return 0
-
- // steal energy from powered things
- if(istype(A,/mob/living/silicon/robot))
- A.add_fingerprint(H)
- drain("CYBORG",A,suit)
- return 1
- if(istype(A,/obj/machinery/power/apc))
- A.add_fingerprint(H)
- drain("APC",A,suit)
- return 1
- if(istype(A,/obj/structure/cable))
- A.add_fingerprint(H)
- drain("WIRE",A,suit)
- return 1
- if(istype(A,/obj/structure/grille))
- var/obj/structure/cable/C = locate() in A.loc
- if(C)
- drain("WIRE",C,suit)
- return 1
- if(istype(A,/obj/machinery/power/smes))
- A.add_fingerprint(H)
- drain("SMES",A,suit)
- return 1
- if(istype(A,/obj/mecha))
- A.add_fingerprint(H)
- drain("MECHA",A,suit)
- return 1
- /*
- if(istype(A,/obj/item/weapon/stock_parts/cell))
- A.add_fingerprint(H)
- drain("CELL",A,suit)
- return 1
- */
-
- // download research
- if(istype(A,/obj/machinery/computer/rdconsole))
- A.add_fingerprint(H)
- drain("RESEARCH",A,suit)
- return 1
- if(istype(A,/obj/machinery/r_n_d/server))
- A.add_fingerprint(H)
- var/obj/machinery/r_n_d/server/S = A
- if(S.disabled)
- return 1
- if(S.shocked)
- S.shock(H,50)
- return 1
- drain("RESEARCH",A,suit)
- return 1
-
diff --git a/code/modules/clothing/masks/voice.dm b/code/modules/clothing/masks/voice.dm
index dc26b507025..2defc8402e0 100644
--- a/code/modules/clothing/masks/voice.dm
+++ b/code/modules/clothing/masks/voice.dm
@@ -28,32 +28,4 @@
/obj/item/clothing/mask/gas/voice/New()
..()
- changer = new(src)
-
-/obj/item/clothing/mask/gas/voice/space_ninja
- name = "ninja mask"
- desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
- icon_state = "s-ninja(norm)"
- item_state = "s-ninja_mask"
- unacidable = 1
- siemens_coefficient = 0.2
- species_fit = list("Vox")
- var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
-
-/obj/item/clothing/mask/gas/voice/space_ninja/scar
- name = "ninja mask"
- desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This mask appears to have already seen battle."
- icon_state = "s-ninja(scar)"
- item_state = "s-ninja_mask"
-
-/obj/item/clothing/mask/gas/voice/space_ninja/visor
- name = "ninja mask"
- desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to have a visor to increase vision."
- icon_state = "s-ninja(visor)"
- item_state = "s-ninja_mask"
-
-/obj/item/clothing/mask/gas/voice/space_ninja/monocular
- name = "ninja mask"
- desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to focus the user's vision out of a single port."
- icon_state = "s-ninja(mon)"
- item_state = "s-ninja_mask"
\ No newline at end of file
+ changer = new(src)
\ No newline at end of file
diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm
index 255bccf8a81..a0a359a4d35 100644
--- a/code/modules/clothing/shoes/miscellaneous.dm
+++ b/code/modules/clothing/shoes/miscellaneous.dm
@@ -36,21 +36,6 @@
armor = list(melee = 80, bullet = 60, laser = 50, energy = 50, bomb = 50, bio = 30, rad = 30)
flags = NOSLIP
-/obj/item/clothing/shoes/space_ninja
- name = "ninja shoes"
- desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
- icon_state = "s-ninja"
- permeability_coefficient = 0.01
- flags = NOSLIP
- armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
- siemens_coefficient = 0.2
-
- cold_protection = FEET
- min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
- heat_protection = FEET
- max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
- species_restricted = null
-
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
diff --git a/code/modules/clothing/spacesuits/ninja.dm b/code/modules/clothing/spacesuits/ninja.dm
deleted file mode 100644
index 34df11c3f2c..00000000000
--- a/code/modules/clothing/spacesuits/ninja.dm
+++ /dev/null
@@ -1,66 +0,0 @@
-/obj/item/clothing/head/helmet/space/space_ninja
- desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
- name = "ninja hood"
- icon_state = "s-ninja"
- item_state = "s-ninja_hood"
- allowed = list(/obj/item/weapon/stock_parts/cell)
- armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
- unacidable = 1
- siemens_coefficient = 0.2
-
-
-/obj/item/clothing/suit/space/space_ninja
- name = "ninja suit"
- desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
- icon_state = "s-ninja"
- item_state = "s-ninja_suit"
- allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell,/obj/item/device/suit_cooling_unit)
- slowdown = 0
- unacidable = 1
- armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
- siemens_coefficient = 0.2
-
- //Important parts of the suit.
- var/mob/living/carbon/affecting = null//The wearer.
- var/obj/item/weapon/stock_parts/cell/cell//Starts out with a high-capacity cell using New().
- var/datum/effect/effect/system/spark_spread/spark_system//To create sparks.
- var/reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","uranium","hyronalin")//The reagents ids which are added to the suit at New().
- var/stored_research[]//For stealing station research.
- var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
-
- //Other articles of ninja gear worn together, used to easily reference them after initializing.
- var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
- var/obj/item/clothing/shoes/space_ninja/n_shoes
- var/obj/item/clothing/gloves/space_ninja/n_gloves
- var/obj/item/clothing/mask/gas/voice/space_ninja/n_mask
-
- //Main function variables.
- var/s_initialized = 0//Suit starts off.
- var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
- var/s_regen = 5.0//Base energy regen each ntick.
- var/s_cost = 25.0//Additional cost for additional powers active.
- var/k_cost = 200.0//Kamikaze energy cost each ntick.
- var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
- var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
- var/a_transfer = 20.0//How much reagent is transferred when injecting.
- var/r_maxamount = 80.0//How much reagent in total there is.
- //var/s_rank = "Master" The three ranks are "Initiate", "Assassin", and "Master". Master is the base case.
-
- //Support function variables.
- var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
- var/s_active = 0//Stealth off.
- var/s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
- var/kamikaze = 0//Kamikaze on or off.
- var/k_unlock = 0//To unlock Kamikaze.
-
- //Ability function variables.
- var/s_bombs = 10.0//Number of starting ninja smoke bombs.
- var/a_boost = 3.0//Number of adrenaline boosters.
- var/emp_proof = 0 // Will the suit react to EMPs? A kind of bad workaround to make Ninjas invulnerable to their own EMPs. - Dave
-
- //Onboard AI related variables.
- var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
- var/obj/item/device/paicard/pai//A slot for a pAI device
- var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
- var/flush = 0//If an AI purge is in progress.
- var/s_control = 1//If user in control of the suit.
diff --git a/code/modules/computer3/component.dm b/code/modules/computer3/component.dm
index 739c2472e4c..442ccce8193 100644
--- a/code/modules/computer3/component.dm
+++ b/code/modules/computer3/component.dm
@@ -50,16 +50,6 @@
var/mob/living/silicon/ai/occupant = null
var/busy = 0
- // Ninja gloves check
- attack_hand(mob/user as mob)
- if(ishuman(user) && istype(user:gloves, /obj/item/clothing/gloves/space_ninja) && user:gloves:candrain && !user:gloves:draining)
- if(user:wear_suit:s_control)
- user:wear_suit.transfer_ai("AIFIXER","NINJASUIT",src,user)
- else
- user << "\red ERROR: \black Remote access channel disabled."
- return
- ..()
-
attackby(obj/I as obj,mob/user as mob, params)
if(computer && !computer.stat)
if(istype(I, /obj/item/device/aicard))
@@ -91,7 +81,7 @@
computer.emagged = 1
return 1
else
- usr << "You are unable to insert \the card, as the reader slot is occupied"
+ usr << "You are unable to insert \the card, as the reader slot is occupied"
return 0
attackby(var/obj/item/I as obj, var/mob/user as mob, params)
diff --git a/code/modules/events/event.dm b/code/modules/events/event.dm
index 5949ac83623..840547dc74c 100644
--- a/code/modules/events/event.dm
+++ b/code/modules/events/event.dm
@@ -42,10 +42,10 @@
return ..(active_with_role)
return 0
-/datum/event_meta/ninja/get_weight(var/list/active_with_role)
+/*/datum/event_meta/ninja/get_weight(var/list/active_with_role)
if(toggle_space_ninja)
return ..(active_with_role)
- return 0
+ return 0*/
/datum/event //NOTE: Times are measured in master controller ticks!
var/startWhen = 0 //When in the lifetime to call start().
diff --git a/code/modules/events/event_container.dm b/code/modules/events/event_container.dm
index c49c4b80b02..dd69aae6911 100644
--- a/code/modules/events/event_container.dm
+++ b/code/modules/events/event_container.dm
@@ -157,7 +157,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Borer Infestation", /datum/event/borer_infestation, 20, list(ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 15), 1),
- new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
+ //new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
// NON-BAY EVENTS
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Mass Hallucination", /datum/event/mass_hallucination, 300),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Dust", /datum/event/dust, 50, list(ASSIGNMENT_ENGINEER = 50)),
diff --git a/code/modules/events/event_dynamic.dm b/code/modules/events/event_dynamic.dm
index a7aad12c5bb..a5d5ff6b9a8 100644
--- a/code/modules/events/event_dynamic.dm
+++ b/code/modules/events/event_dynamic.dm
@@ -99,8 +99,8 @@ var/global/list/possibleEvents = list()
possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5
if(aliens_allowed && !sent_aliens_to_station)
possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5
- if(!sent_ninja_to_station && toggle_space_ninja)
- possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
+ /*if(!sent_ninja_to_station && toggle_space_ninja)
+ possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)*/
possibleEvents[/datum/event/tear] = active_with_role["Security"] * 25
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
diff --git a/code/modules/events/space_ninja.dm b/code/modules/events/space_ninja.dm
deleted file mode 100644
index 493569b5d92..00000000000
--- a/code/modules/events/space_ninja.dm
+++ /dev/null
@@ -1,2 +0,0 @@
-/datum/event/space_ninja/setup()
- space_ninja_arrival()
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index 328197ce46b..2f0e49d165c 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -207,8 +207,6 @@
if(mind.changeling)
stat("Chemical Storage", "[mind.changeling.chem_charges]/[mind.changeling.chem_storage]")
stat("Absorbed DNA", mind.changeling.absorbedcount)
- if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
- stat("Energy Charge", (wear_suit:cell:charge))
if(istype(loc, /obj/spacepod)) // Spacdpods!
var/obj/spacepod/S = loc
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 6c2c876ef50..4c03256ecb8 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -1317,29 +1317,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
seer = 0
- var/tmp/has_ninja_mask = 0
- if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
- has_ninja_mask = 1
- var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
- switch(O.mode)
- if(0)
- var/target_list[] = list()
- for(var/mob/living/target in oview(src))
- if( target.mind&&(target.mind.special_role||issilicon(target)) )//They need to have a mind.
- target_list += target
- if(target_list.len)//Everything else is handled by the ninja mask proc.
- O.assess_targets(target_list, src)
- if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
- if(1)
- see_in_dark = 5
- if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
- if(2)
- sight |= SEE_MOBS
- if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
- if(3)
- sight |= SEE_TURFS
- if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
-
if(glasses)
var/obj/item/clothing/glasses/G = glasses
if(istype(G))
@@ -1367,7 +1344,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
if(istype(O,/obj/item/clothing/glasses/hud/security/night) || istype(O,/obj/item/clothing/glasses/hud/health/night))
see_invisible = SEE_INVISIBLE_MINIMUM
- else if(!seer && !has_ninja_mask)
+ else if(!seer)
see_in_dark = species.darksight
see_invisible = SEE_INVISIBLE_LIVING
diff --git a/code/modules/mob/living/carbon/human/whisper.dm b/code/modules/mob/living/carbon/human/whisper.dm
index 43e8af94f50..0e59d8fc745 100644
--- a/code/modules/mob/living/carbon/human/whisper.dm
+++ b/code/modules/mob/living/carbon/human/whisper.dm
@@ -72,7 +72,7 @@
return
//looks like this only appears in whisper. Should it be elsewhere as well? Maybe handle_speech_problems?
- var/voice_sub
+ /*var/voice_sub
for(var/obj/item/gear in list(wear_mask,wear_suit,head))
if(!gear)
continue
@@ -97,7 +97,7 @@
message = replacetext(message, "l", "�")
message = replacetext(message, "s", "�")
message = replacetext(message, "u", "�")
- message = replacetext(message, "b", "�")
+ message = replacetext(message, "b", "�")*/
var/list/listening = hearers(message_range, src)
listening |= src
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index d5805617b5c..32b71fceb1b 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -1038,9 +1038,6 @@ var/list/ai_verbs_default = list(
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
src << "Unable to locate an airlock"
return
- if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
- src << "Unable to locate an airlock"
- return
if(H.digitalcamo)
src << "Unable to locate an airlock"
return
diff --git a/code/modules/mob/living/silicon/mommi/mommi.dm b/code/modules/mob/living/silicon/mommi/mommi.dm
index b532b2f0da2..fa3f2c45d82 100644
--- a/code/modules/mob/living/silicon/mommi/mommi.dm
+++ b/code/modules/mob/living/silicon/mommi/mommi.dm
@@ -260,7 +260,7 @@ They can only use one tool at a time, they can't choose modules, and they have 1
else
spark_system.start()
return ..()
-
+
/mob/living/silicon/robot/mommi/emag_act(user as mob)
if(!opened)//Cover is closed
if(locked)
@@ -338,9 +338,6 @@ They can only use one tool at a time, they can't choose modules, and they have 1
if(ishuman(user))
- if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
- call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CYBORG",src,user:wear_suit)
- return
if(user.a_intent == "help")
user.visible_message("\blue [user.name] pats [src.name] on the head.")
return
diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm
index 005ad324045..6f785014798 100644
--- a/code/modules/mob/living/silicon/pai/pai.dm
+++ b/code/modules/mob/living/silicon/pai/pai.dm
@@ -82,14 +82,14 @@
if(!card.radio)
card.radio = new /obj/item/device/radio(src.card)
radio = card.radio
-
+
//Default languages without universal translator software
add_language("Galactic Common", 1)
add_language("Sol Common", 1)
add_language("Tradeband", 1)
- add_language("Gutter", 1)
- add_language("Trinary", 1)
-
+ add_language("Gutter", 1)
+ add_language("Trinary", 1)
+
//Verbs for pAI mobile form, chassis and Say flavor text
verbs += /mob/living/silicon/pai/proc/choose_chassis
verbs += /mob/living/silicon/pai/proc/choose_verbs
@@ -346,9 +346,6 @@
if(istype(card.loc,/mob))
var/mob/holder = card.loc
holder.unEquip(card)
- else if(istype(card.loc,/obj/item/clothing/suit/space/space_ninja))
- var/obj/item/clothing/suit/space/space_ninja/holder = card.loc
- holder.pai = null
else if(istype(card.loc,/obj/item/device/pda))
var/obj/item/device/pda/holder = card.loc
holder.pai = null
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index d306f739835..7ff455075f9 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -114,11 +114,11 @@ proc/isembryo(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
-
+
/proc/isSilicon(A) // Bay support
if(istype(A, /mob/living/silicon))
return 1
- return 0
+ return 0
/proc/isliving(A)
if(istype(A, /mob/living))
@@ -163,7 +163,7 @@ proc/isnewplayer(A)
proc/hasorgans(A)
return ishuman(A)
-
+
proc/iscuffed(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
@@ -318,35 +318,6 @@ proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 fo
return returntext
-/proc/ninjaspeak(n)
-/*
-The difference with stutter is that this proc can stutter more than 1 letter
-The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
-It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
-*/
- var/te = html_decode(n)
- var/t = ""
- n = length(n)
- var/p = 1
- while(p <= n)
- var/n_letter
- var/n_mod = rand(1,4)
- if(p+n_mod>n+1)
- n_letter = copytext(te, p, n+1)
- else
- n_letter = copytext(te, p, p+n_mod)
- if (prob(50))
- if (prob(30))
- n_letter = text("[n_letter]-[n_letter]-[n_letter]")
- else
- n_letter = text("[n_letter]-[n_letter]")
- else
- n_letter = text("[n_letter]")
- t = text("[t][n_letter]")
- p=p+n_mod
- return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
-
-
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index d0cf07fc9e1..3d66d939f93 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -599,8 +599,8 @@
user << "You emag the APC interface."
update_icon()
else
- user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
-
+ user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
+
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
// if (!can_use(user)) This already gets called in interact() and in topic()
@@ -657,12 +657,6 @@
if(stat & (BROKEN|MAINT))
return
- if(ishuman(user))
- if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
- call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
- return
- // do APC interaction
- //user.set_machine(src)
src.interact(user)
/obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user)
@@ -691,12 +685,12 @@
else
beenhit += 1
return
-
+
/obj/machinery/power/apc/attack_ghost(user as mob)
- if(stat & (BROKEN|MAINT))
+ if(stat & (BROKEN|MAINT))
return
return ui_interact(user)
-
+
/obj/machinery/power/apc/interact(mob/user)
if(!user)
return
@@ -859,7 +853,7 @@
user << "\red You momentarily forget how to use [src]."
return 0
return 1
-
+
/obj/machinery/power/apc/proc/is_authenticated(mob/user as mob)
if(isAI(user) || isrobot(user))
return 1
@@ -869,26 +863,26 @@
/obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1)
if(..())
return 1
-
+
if(!can_use(usr, 1))
return 1
if (href_list["lock"])
if(!is_authenticated(usr))
return
-
+
coverlocked = !coverlocked
else if (href_list["breaker"])
if(!is_authenticated(usr))
return
-
+
toggle_breaker()
else if (href_list["cmode"])
if(!is_authenticated(usr))
return
-
+
chargemode = !chargemode
if(!chargemode)
charging = 0
@@ -897,7 +891,7 @@
else if (href_list["eqp"])
if(!is_authenticated(usr))
return
-
+
var/val = text2num(href_list["eqp"])
equipment = setsubsystem(val)
update_icon()
@@ -906,7 +900,7 @@
else if (href_list["lgt"])
if(!is_authenticated(usr))
return
-
+
var/val = text2num(href_list["lgt"])
lighting = setsubsystem(val)
update_icon()
@@ -915,7 +909,7 @@
else if (href_list["env"])
if(!is_authenticated(usr))
return
-
+
var/val = text2num(href_list["env"])
environ = setsubsystem(val)
update_icon()
diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm
index a6a35858216..72ed8a10f71 100644
--- a/code/modules/power/cell.dm
+++ b/code/modules/power/cell.dm
@@ -67,13 +67,6 @@
/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
-
- if(ishuman(user))
- var/mob/living/carbon/human/H = user
- var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
- if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
-
- SNG.drain("CELL",src,H.wear_suit)
return
/obj/item/weapon/stock_parts/cell/attackby(obj/item/W, mob/user, params)
diff --git a/code/modules/reagents/reagent_containers/drugs.dm b/code/modules/reagents/reagent_containers/drugs.dm
index bbe868e5430..ffa14dd2bf0 100644
--- a/code/modules/reagents/reagent_containers/drugs.dm
+++ b/code/modules/reagents/reagent_containers/drugs.dm
@@ -81,8 +81,6 @@
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
- else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
- return
else if(istype(target, /obj/machinery/bunsen_burner))
return
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index 4b070675231..4369f788590 100644
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -142,10 +142,6 @@
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
-
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
-
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
-
return
-
else if(istype(target, /obj/machinery/bunsen_burner))
return
@@ -300,8 +296,8 @@
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.unEquip(src)
qdel(src)
-
- ..()
+
+
..()
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
diff --git a/code/modules/research/xenoarchaeology/artifact/artifact.dm b/code/modules/research/xenoarchaeology/artifact/artifact.dm
index 0b12d5cf62a..2c3946b0428 100644
--- a/code/modules/research/xenoarchaeology/artifact/artifact.dm
+++ b/code/modules/research/xenoarchaeology/artifact/artifact.dm
@@ -13,7 +13,6 @@
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
artifact_find_type = pick(\
- 5;/obj/structure/largecrate/ninja,\
5;/obj/machinery/power/supermatter,\
5;/obj/structure/constructshell,\
5;/obj/machinery/wish_granter,\
@@ -44,7 +43,7 @@
/obj/structure/boulder/New()
icon_state = "boulder[rand(1,4)]"
excavation_level = rand(5,50)
-
+
/obj/structure/boulder/Bumped(AM)
. = ..()
if(istype(AM,/mob/living/carbon/human))
diff --git a/maps/cyberiad.dmm b/maps/cyberiad.dmm
index 4654d9e622b..8eb4ca80343 100644
--- a/maps/cyberiad.dmm
+++ b/maps/cyberiad.dmm
@@ -9169,15 +9169,15 @@
"duq" = (/obj/structure/window/reinforced{dir = 1},/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"dur" = (/obj/machinery/door/window{dir = 1; name = "Suit Storage"; req_access_txt = "0"},/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"dus" = (/turf/unsimulated/floor{icon_state = "engine"},/obj/structure/window/reinforced{dir = 1},/turf/unsimulated/wall{dir = 8; icon = 'icons/turf/shuttle.dmi'; icon_state = "diagonalWall3"},/area/admin)
-"dut" = (/obj/structure/rack,/obj/item/clothing/shoes/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
+"dut" = (/obj/structure/rack,/obj/item/clothing/mask/bandana/black,/obj/item/clothing/mask/balaclava,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duu" = (/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
-"duv" = (/obj/structure/rack,/obj/item/clothing/head/helmet/space/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
+"duv" = (/obj/structure/rack,/obj/item/clothing/gloves/black/thief,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duw" = (/turf/unsimulated/wall,/area/tdome)
"dux" = (/turf/unsimulated/wall{desc = "The door appears to be locked tightly."; icon = 'icons/obj/doors/Doorhatchele.dmi'; icon_state = "door_closed"; name = "locked door"},/area/tdome)
"duy" = (/turf/unsimulated/floor{icon_state = "engine"},/turf/unsimulated/wall{dir = 4; icon = 'icons/turf/shuttle.dmi'; icon_state = "window5"; opacity = 0},/area/admin)
-"duz" = (/obj/structure/rack,/obj/item/clothing/gloves/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
-"duA" = (/obj/structure/rack,/obj/item/weapon/ninja_manuscript,/obj/item/clothing/mask/gas/voice/space_ninja/scar,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
-"duB" = (/obj/structure/rack,/obj/item/clothing/suit/space/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
+"duz" = (/obj/structure/rack,/obj/item/clothing/shoes/combat/swat,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
+"duA" = (/obj/structure/rack,/obj/item/weapon/katana,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
+"duB" = (/obj/structure/rack,/obj/item/clothing/under/color/black,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duC" = (/obj/structure/closet/secure_closet/bar,/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
"duD" = (/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
"duE" = (/obj/machinery/gibber,/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
diff --git a/paradise.dme b/paradise.dme
index c5f54875ab0..869af1c69c3 100644
--- a/paradise.dme
+++ b/paradise.dme
@@ -347,10 +347,7 @@
#include "code\game\gamemodes\events\biomass.dm"
#include "code\game\gamemodes\events\black_hole.dm"
#include "code\game\gamemodes\events\clang.dm"
-#include "code\game\gamemodes\events\ninja_abilities.dm"
-#include "code\game\gamemodes\events\ninja_equipment.dm"
#include "code\game\gamemodes\events\power_failure.dm"
-#include "code\game\gamemodes\events\space_ninja.dm"
#include "code\game\gamemodes\events\spacevines.dm"
#include "code\game\gamemodes\events\wormholes.dm"
#include "code\game\gamemodes\events\holidays\Christmas.dm"
@@ -382,7 +379,6 @@
#include "code\game\gamemodes\nations\flagprocs.dm"
#include "code\game\gamemodes\nations\nationdatums.dm"
#include "code\game\gamemodes\nations\nations.dm"
-#include "code\game\gamemodes\ninja\ninja.dm"
#include "code\game\gamemodes\nuclear\nuclear.dm"
#include "code\game\gamemodes\nuclear\nuclearbomb.dm"
#include "code\game\gamemodes\nuclear\pinpointer.dm"
@@ -724,7 +720,6 @@
#include "code\game\objects\items\weapons\kitchen.dm"
#include "code\game\objects\items\weapons\manuals.dm"
#include "code\game\objects\items\weapons\mop.dm"
-#include "code\game\objects\items\weapons\ninja_manuscript.dm"
#include "code\game\objects\items\weapons\paint.dm"
#include "code\game\objects\items\weapons\paiwire.dm"
#include "code\game\objects\items\weapons\power_cells.dm"
@@ -975,7 +970,6 @@
#include "code\modules\clothing\gloves\boxing.dm"
#include "code\modules\clothing\gloves\color.dm"
#include "code\modules\clothing\gloves\miscellaneous.dm"
-#include "code\modules\clothing\gloves\ninja.dm"
#include "code\modules\clothing\head\collectable.dm"
#include "code\modules\clothing\head\hardhat.dm"
#include "code\modules\clothing\head\helmet.dm"
@@ -996,7 +990,6 @@
#include "code\modules\clothing\spacesuits\chronosuit.dm"
#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
-#include "code\modules\clothing\spacesuits\ninja.dm"
#include "code\modules\clothing\spacesuits\plasmamen.dm"
#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
@@ -1097,7 +1090,6 @@
#include "code\modules\events\prison_break.dm"
#include "code\modules\events\radiation_storm.dm"
#include "code\modules\events\rogue_drones.dm"
-#include "code\modules\events\space_ninja.dm"
#include "code\modules\events\spacevine.dm"
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\tear.dm"