Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into DatumEmotesMK2

This commit is contained in:
VampyrBytes
2016-06-13 18:27:01 +01:00
412 changed files with 9085 additions and 5634 deletions
+16
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@@ -438,6 +438,14 @@ var/list/ghostteleportlocs = list()
name = "Syndicate Infiltrator"
icon_state = "shuttle"
/area/shuttle/trade
name = "Trade Shuttle"
icon_state = "shuttle"
requires_power = 0
/area/shuttle/trade/sol
name = "Sol Freighter"
/area/airtunnel1/ // referenced in airtunnel.dm:759
/area/dummy/ // Referenced in engine.dm:261
@@ -675,6 +683,14 @@ var/list/ghostteleportlocs = list()
icon_state = "southeast"
requires_power = 0
/area/trader_station
name = "Trade Base"
icon_state = "yellow"
requires_power = 0
/area/trader_station/sol
name = "Jupiter Station 6"
/area/vox_station/mining
name = "\improper Nearby Mining Asteroid"
icon_state = "north"
+1 -1
View File
@@ -331,4 +331,4 @@
/atom/movable/CanPass(atom/movable/mover, turf/target, height=1.5)
if(buckled_mob == mover)
return 1
return ..()
return ..()
+2 -1
View File
@@ -91,6 +91,8 @@
loc.visible_message("<span class='warning'>The corpse of [H.name] suddenly rises!</span>")
/mob/living/simple_animal/hostile/blob/blobspore/death()
..()
// On death, create a small smoke of harmful gas (s-Acid)
var/datum/effect/system/chem_smoke_spread/S = new
var/turf/location = get_turf(src)
@@ -108,7 +110,6 @@
S.set_up(reagents, 1, 1, location, 15, 1) // only 1-2 smoke cloud
S.start()
ghostize()
qdel(src)
/mob/living/simple_animal/hostile/blob/blobspore/Destroy()
@@ -14,9 +14,6 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
required_enemies = 1
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target
var/const/prob_right_murder_target_h = 50 // upper bound on probability of naimg the right assassination target
@@ -73,6 +73,12 @@
return 0
return 1
/obj/effect/proc_holder/changeling/proc/transfer_changeling_powers(var/mob/living/carbon/user, var/mob/living/carbon/target)
if(istype(target, /mob/living/carbon)) // so we don't runtime, I don't even know why it's necessary as it needs a grab
var/datum/changeling/c = user.mind.changeling
var/datum/changeling/t = target.mind.changeling
c.purchasedpowers = t.purchasedpowers
//used in /mob/Stat()
/obj/effect/proc_holder/changeling/proc/can_be_used_by(var/mob/user)
if(!ishuman(user))
@@ -50,6 +50,8 @@
user.key = ghost.key
user.Paralyse(2)
user.remove_language("Changeling")
target.add_language("Changeling")
user.remove_language("Changeling")
transfer_changeling_powers(user, target)
to_chat(target, "<span class='warning'>Our genes cry out as we swap our [user] form for [target].</span>")
-3
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@@ -34,9 +34,6 @@
required_enemies = 3
recommended_enemies = 4
uplink_welcome = "Nar-Sie Uplink Console:"
uplink_uses = 20
var/datum/mind/sacrifice_target = null
var/finished = 0
-3
View File
@@ -3,9 +3,6 @@
config_tag = "extended"
required_players = 0
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
/datum/game_mode/announce()
to_chat(world, "<B>The current game mode is - Extended Role-Playing!</B>")
to_chat(world, "<B>Just have fun and role-play!</B>")
+1 -1
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@@ -30,7 +30,7 @@
var/newscaster_announcements = null
var/ert_disabled = 0
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 10
var/uplink_uses = 20
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
@@ -72,7 +72,7 @@ rcd light flash thingy on matter drain
if(T.z in config.station_levels)
// Increase health by 37.5% of original max, decrease delays between shots to 66%
turret.health += initial(turret.health) * 3 / 8
turret.eprojectile = /obj/item/projectile/beam/heavylaser //Once you see it, you will know what it means to FEAR.
turret.eprojectile = /obj/item/projectile/beam/laser/heavylaser //Once you see it, you will know what it means to FEAR.
turret.eshot_sound = 'sound/weapons/lasercannonfire.ogg'
to_chat(src, "<span class='notice'>Turrets upgraded.</span>")
/datum/AI_Module/large/destroy_rcd
@@ -8,9 +8,6 @@
required_enemies = 1
recommended_enemies = 1
uplink_welcome = "Crazy AI Uplink Console:"
uplink_uses = 10
var/AI_win_timeleft = 1500 //started at 1500, in case I change this for testing round end.
var/malf_mode_declared = 0
var/station_captured = 0
-3
View File
@@ -5,9 +5,6 @@
var/wave = 1
required_players = 35
uplink_welcome = "EVIL METEOR Uplink Console:"
uplink_uses = 10
/datum/game_mode/meteor/announce()
to_chat(world, "<B>The current game mode is - Meteor!</B>")
@@ -14,7 +14,7 @@
origin_tech = "materials=5;biotech=4;powerstorage=5;abductor=3"
armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15)
action_button_name = "Activate"
action_button_is_hands_free = 1
action_button_custom_type = /datum/action/item_action/hands_free
var/mode = VEST_STEALTH
var/stealth_active = 0
var/combat_cooldown = 10
@@ -308,14 +308,7 @@
icon_state = "alienpistol"
item_state = "alienpistol"
origin_tech = "combat=5;materials=4;powerstorage=3;abductor=3"
/obj/item/weapon/gun/energy/decloner/alien/special_check(user)
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.get_species() != "Abductor")
to_chat(user, "<span class='userdanger'>UNAUTHORIZED -- UNAUTHORIZED</span>")
return 0
return 1
restricted_species = list("Abductor")
/obj/item/weapon/paper/abductor
name = "Dissection Guide"
@@ -631,4 +624,4 @@ Congratulations! You are now trained for xenobiology research!"}
icon_state = "abductor"
icon_closed = "abductor"
icon_opened = "abductoropen"
material_drop = /obj/item/stack/sheet/mineral/abductor
material_drop = /obj/item/stack/sheet/mineral/abductor
-3
View File
@@ -19,9 +19,6 @@ datum/game_mode/mutiny
required_players = 20
ert_disabled = 1
uplink_welcome = "Mutineers Uplink Console:"
uplink_uses = 0
New()
fluff = new(src)
-3
View File
@@ -11,9 +11,6 @@ proc/issyndicate(mob/living/M as mob)
required_enemies = 5
recommended_enemies = 5
uplink_welcome = "Corporate Backed Uplink Console:"
uplink_uses = 120
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
+48 -1
View File
@@ -247,6 +247,7 @@ var/list/potential_theft_objectives=subtypesof(/datum/theft_objective) \
return 1
return 0
/datum/objective/protect/mindslave //subytpe for mindslave implants
/datum/objective/hijack
martyr_compatible = 0 //Technically you won't get both anyway.
@@ -804,4 +805,50 @@ var/global/vox_kills = 0 //Used to check the Inviolate.
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
check_completion()
if(vox_kills > MAX_VOX_KILLS) return 0
return 1
return 1
// Traders
/datum/objective/trade // Yes, I know there's no check_completion. The objectives exist only to tell the traders what to get.
/datum/objective/trade/proc/choose_target(var/station)
return
/datum/objective/trade/stock // Stock or spare parts.
var/target_rating = 1
/datum/objective/trade/stock/choose_target(var/station)
var/itemname
switch(rand(1,8))
if(1)
target = /obj/item/weapon/stock_parts/cell
target_amount = 10
target_rating = 3
itemname = "ten high-capacity power cells"
if(2)
target = /obj/item/weapon/stock_parts/manipulator
target_amount = 20
itemname = "twenty micro manipulators"
if(3)
target = /obj/item/weapon/stock_parts/matter_bin
target_amount = 20
itemname = "twenty matter bins"
if(4)
target = /obj/item/weapon/stock_parts/micro_laser
target_amount = 15
itemname = "fifteen micro-lasers"
if(5)
target = /obj/item/weapon/stock_parts/capacitor
target_amount = 15
itemname = "fifteen capacitors"
if(6)
target = /obj/item/weapon/stock_parts/subspace/filter
target_amount = 4
itemname = "four hyperwave filters"
if(7)
target = /obj/item/solar_assembly
target_amount = 10
itemname = "ten solar panel assemblies"
if(8)
target = /obj/item/device/flash
target_amount = 6
itemname = "six flashes"
explanation_text = "We are running low on spare parts. Trade for [itemname]."
+2 -2
View File
@@ -35,7 +35,7 @@
/datum/theft_objective/hoslaser
name = "the head of security's recreated antique laser gun"
typepath = /obj/item/weapon/gun/energy/hos
typepath = /obj/item/weapon/gun/energy/gun/hos
protected_jobs = list("Head Of Security")
/datum/theft_objective/hand_tele
@@ -244,4 +244,4 @@ datum/theft_objective/ai/check_special_completion(var/obj/item/device/aicard/C)
typepath = /obj/item/stack/sheet/mineral/uranium
min=10
max=30
step=5
step=5
+3 -6
View File
@@ -16,10 +16,6 @@
required_enemies = 1
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
@@ -370,10 +366,11 @@
traitor_mind.special_role = null
traitor_mind.som = null
slaved.leave_serv_hud(traitor_mind)
for(var/datum/objective/protect/mindslave/MS in traitor_mind.objectives)
traitor_mind.objectives -= MS
update_traitor_icons_removed(traitor_mind)
// to_chat(world, "Removed [traitor_mind.current.name] from traitor shit")
to_chat(traitor_mind.current, "\red <FONT size = 3><B>The fog clouding your mind clears. You remember nothing from the moment you were implanted until now.(You don't remember who implanted you)</B></FONT>")
to_chat(traitor_mind.current, "<span class='userdanger'>You are no longer a mindslave; you have complete and free control of your own faculties, once more!</span>")
/datum/game_mode/proc/assign_exchange_role(var/datum/mind/owner)
//set faction
+2 -5
View File
@@ -4,6 +4,7 @@
var/list/datum/mind/vampires = list()
var/list/datum/mind/vampire_enthralled = list() //those controlled by a vampire
var/list/vampire_thralls = list() //vammpires controlling somebody
/datum/game_mode/vampire
name = "vampire"
config_tag = "vampire"
@@ -14,9 +15,6 @@
required_enemies = 1
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target
var/const/prob_right_murder_target_h = 50 // upper bound on probability of naimg the right assassination target
@@ -353,8 +351,7 @@ You are weak to holy things and starlight. Don't go into space and avoid the Cha
vampire_mind.som = null
slaved.leave_serv_hud(vampire_mind)
update_vampire_icons_removed(vampire_mind)
// to_chat(world, "Removed [vampire_mind.current.name] from vampire shit")
to_chat(vampire_mind.current, "\red <FONT size = 3><B>The fog clouding your mind clears. You remember nothing from the moment you were enthralled until now.</B></FONT>")
vampire_mind.current.visible_message("<span class='userdanger'>[vampire_mind.current] looks as though a burden has been lifted!</span>", "<span class='userdanger'>The dark fog in your mind clears as you regain control of your own faculties, you are no longer a vampire thrall!</span>")
if(vampire_mind.current.hud_used)
vampire_mind.current.hud_used.remove_vampire_hud()
@@ -267,6 +267,10 @@
W.destroy()
playsound(usr.loc, 'sound/effects/creepyshriek.ogg', 100, 1)
/proc/isvampirethrall(mob/living/M as mob)
return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.vampire_enthralled)
/obj/effect/proc_holder/spell/vampire/targetted/enthrall
name = "Enthrall (300)"
desc = "You use a large portion of your power to sway those loyal to none to be loyal to you only."
+3 -3
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@@ -20,7 +20,7 @@
if(!summon_type)
switch (randomizeguns)
if("taser")
new /obj/item/weapon/gun/energy/advtaser(get_turf(H))
new /obj/item/weapon/gun/energy/gun/advtaser(get_turf(H))
if("egun")
new /obj/item/weapon/gun/energy/gun(get_turf(H))
if("laser")
@@ -34,7 +34,7 @@
if("gyrojet")
new /obj/item/weapon/gun/projectile/automatic/gyropistol(get_turf(H))
if("pulse")
new /obj/item/weapon/gun/energy/pulse_rifle(get_turf(H))
new /obj/item/weapon/gun/energy/pulse(get_turf(H))
if("suppressed")
new /obj/item/weapon/gun/projectile/automatic/pistol(get_turf(H))
new /obj/item/weapon/suppressor(get_turf(H))
@@ -71,7 +71,7 @@
if("turret")
new /obj/item/weapon/gun/energy/gun/turret(get_turf(H))
if("pulsecarbine")
new /obj/item/weapon/gun/energy/pulse_rifle/carbine(get_turf(H))
new /obj/item/weapon/gun/energy/pulse/carbine(get_turf(H))
if("decloner")
new /obj/item/weapon/gun/energy/decloner(get_turf(H))
if("mindflayer")
-3
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@@ -8,9 +8,6 @@
required_enemies = 1
recommended_enemies = 1
uplink_welcome = "Wizardly Uplink Console:"
uplink_uses = 20
var/use_huds = 0
var/finished = 0
var/but_wait_theres_more = 0
+8 -1
View File
@@ -98,6 +98,10 @@
/var/const/access_syndicate_leader = 151//Nuke Op Leader Access
/var/const/access_vox = 152//Vox Access
//Trade Stations
var/const/access_trade_sol = 160
//MONEY
/var/const/access_crate_cash = 200
@@ -267,6 +271,8 @@
return list(access_mailsorting, access_mining, access_mining_station, access_mineral_storeroom, access_cargo, access_qm)
if(REGION_COMMAND) //command
return list(access_heads, access_RC_announce, access_keycard_auth, access_change_ids, access_ai_upload, access_teleporter, access_eva, access_tcomsat, access_gateway, access_all_personal_lockers, access_heads_vault, access_blueshield, access_ntrep, access_hop, access_captain)
if(REGION_CENTCOMM) //because why the heck not
return get_all_centcom_access() + get_all_accesses()
/proc/get_region_accesses_name(code)
switch(code)
@@ -286,6 +292,8 @@
return "Supply"
if(REGION_COMMAND) //command
return "Command"
if(REGION_CENTCOMM) //CC
return "CentComm"
/proc/get_access_desc(A)
@@ -600,4 +608,3 @@ proc/get_all_job_icons() //For all existing HUD icons
return
return "Unknown" //Return unknown if none of the above apply
+3 -3
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@@ -77,7 +77,7 @@
H.equip_or_collect(new /obj/item/clothing/glasses/hud/security/sunglasses(H), slot_glasses)
// H.equip_or_collect(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
H.equip_or_collect(new /obj/item/weapon/restraints/handcuffs(H), slot_l_hand)
@@ -175,7 +175,7 @@
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet(H), slot_head)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
@@ -249,7 +249,7 @@
H.equip_or_collect(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_or_collect(new /obj/item/device/pda/security(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/clothing/gloves/color/black(H), slot_gloves)
H.equip_or_collect(new /obj/item/weapon/gun/energy/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/advtaser(H), slot_s_store)
H.equip_or_collect(new /obj/item/device/flash(H), slot_l_store)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
+3 -3
View File
@@ -174,10 +174,10 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
if(H.backbag == 1)
H.equip_or_collect(new /obj/item/weapon/storage/box/deathimp(H), slot_r_hand)
H.equip_or_collect(new /obj/item/weapon/gun/energy/blueshield(H), slot_l_hand)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/blueshield(H), slot_l_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/deathimp(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/gun/energy/blueshield(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/gun/energy/gun/blueshield(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
@@ -263,4 +263,4 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
L.imp_in = H
L.implanted = 1
H.sec_hud_set_implants()
return 1
return 1
+4
View File
@@ -244,6 +244,10 @@
H.equip_or_collect(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/reagent_containers/spray/waterflower(H), slot_in_backpack)
if(H.get_species() == "Machine")
var/obj/item/organ/internal/cyberimp/brain/clown_voice/implant
implant = new
implant.insert(H)
H.mutations.Add(CLUMSY)
H.dna.SetSEState(COMICBLOCK,1,1)
genemutcheck(H,COMICBLOCK,null,MUTCHK_FORCED)
+4 -1
View File
@@ -184,7 +184,10 @@
data["dialysis"] = connected.filtering
if (connected.beaker)
data["isBeakerLoaded"] = 1
data["beakerFreeSpace"] = round(connected.beaker.reagents.maximum_volume - connected.beaker.reagents.total_volume)
if(connected.beaker.reagents)
data["beakerFreeSpace"] = round(connected.beaker.reagents.maximum_volume - connected.beaker.reagents.total_volume)
else
data["beakerFreeSpace"] = 0
var/chemicals[0]
for (var/re in connected.injection_chems)
+10 -2
View File
@@ -151,6 +151,9 @@
qdel(src)
return
else if(istype(W, /obj/item/device/analyzer) && panel_open) //XRay
if(!user.unEquip(W))
to_chat(user, "<span class='warning'>[W] is stuck!</span>")
return
if(!isXRay())
upgradeXRay()
qdel(W)
@@ -158,14 +161,19 @@
else
to_chat(user, "[msg2]")
else if(istype(W, /obj/item/stack/sheet/mineral/plasma) && panel_open)
else if(istype(W, /obj/item/stack/sheet/mineral/plasma) && panel_open)
if(!user.unEquip(W))
to_chat(user, "<span class='warning'>[W] is stuck!</span>")
return
if(!isEmpProof())
upgradeEmpProof()
to_chat(user, "[msg]")
qdel(W)
else
to_chat(user, "[msg2]")
else if(istype(W, /obj/item/device/assembly/prox_sensor) && panel_open)
else if(istype(W, /obj/item/device/assembly/prox_sensor) && panel_open)
if(!user.unEquip(W))
return
if(!isMotion())
upgradeMotion()
to_chat(user, "[msg]")
@@ -20,10 +20,9 @@
4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
*/
/obj/item/weapon/camera_assembly/attackby(obj/item/W as obj, mob/living/user as mob, params)
/obj/item/weapon/camera_assembly/attackby(obj/item/W, mob/living/user, params)
switch(state)
if(0)
// State 0
if(iswrench(W) && isturf(src.loc))
@@ -116,7 +115,6 @@
return
else if(iswirecutter(W))
new/obj/item/stack/cable_coil(get_turf(src), 2)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
to_chat(user, "You cut the wires from the circuits.")
@@ -125,9 +123,12 @@
// Upgrades!
if(is_type_in_list(W, possible_upgrades) && !is_type_in_list(W, upgrades)) // Is a possible upgrade and isn't in the camera already.
if(!user.unEquip(W))
to_chat(user, "<span class='warning'>[W] is stuck!</span>")
return
to_chat(user, "You attach \the [W] into the assembly inner circuits.")
upgrades += W
user.drop_item(W)
user.drop_item()
W.loc = src
return
@@ -273,6 +273,17 @@
src.emagged = 0
setMenuState(usr,COMM_SCREEN_MAIN)
if("AcceptDocking")
to_chat(usr, "Docking request accepted!")
trade_dock_timelimit = world.time + 1200
trade_dockrequest_timelimit = 0
command_announcement.Announce("Docking request for trading ship approved, please dock at port bay 4.", "Docking Request")
if("DenyDocking")
to_chat(usr, "Docking requeset denied!")
trade_dock_timelimit = 0
trade_dockrequest_timelimit = 0
command_announcement.Announce("Docking request for trading ship denied.", "Docking request")
nanomanager.update_uis(src)
return 1
@@ -358,6 +369,11 @@
data["shuttle"] = shuttle
if(trade_dockrequest_timelimit > world.time)
data["dock_request"] = 1
else
data["dock_request"] = 0
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
@@ -17,17 +17,20 @@
var/data[0]
var/list/pods[0]
for(var/obj/item/device/spacepod_equipment/misc/tracker/TR in world)
var/obj/spacepod/myPod = TR.my_atom
var/obj/spacepod/my_pod = TR.my_atom
var/enabled = TR.enabled
if(myPod && enabled)
var/podname = capitalize(sanitize(myPod.name))
var/occupant = "None"
var/occupant2 = "None"
if(myPod.occupant)
occupant = myPod.occupant.name
if(myPod.occupant2)
occupant2 = myPod.occupant2.name
pods.Add(list(list("pod" = "\ref[myPod]", "name" = podname, "occupant" = occupant, "occupant2" = occupant2, "x" = myPod.x, "y" = myPod.y, "z" = myPod.z)))
if(my_pod && enabled)
var/podname = capitalize(sanitize(my_pod.name))
var/list/chairs = list()
if(my_pod.pilot || my_pod.passengers)
if(my_pod.pilot)
chairs += list("pilot" = my_pod.pilot.name)
var/i = 1
for(var/mob/M in my_pod.passengers)
chairs += list("passenger [i]" = M.name)
i++
pods.Add(list(list("pod" = "\ref[my_pod]", "name" = podname) + chairs + list("x" = my_pod.x, "y" = my_pod.y, "z" = my_pod.z)))
data["pods"] = pods
+3 -1
View File
@@ -58,6 +58,7 @@
var/doorDeni = 'sound/machines/DeniedBeep.ogg' // i'm thinkin' Deni's
var/boltUp = 'sound/machines/BoltsUp.ogg'
var/boltDown = 'sound/machines/BoltsDown.ogg'
var/is_special = 0
/obj/machinery/door/airlock/command
name = "Airlock"
@@ -126,6 +127,7 @@
hackProof = 1
aiControlDisabled = 1
unacidable = 1
is_special = 1
/obj/machinery/door/airlock/maintenance_hatch
name = "Maintenance Hatch"
@@ -304,6 +306,7 @@
desc = "A mysterious alien airlock with a complicated opening mechanism."
hackProof = 1
icon = 'icons/obj/doors/Doorplasma.dmi'
is_special = 1
/obj/machinery/door/airlock/alien/bumpopen(mob/living/user as mob)
if(istype(user,/mob/living/carbon/alien) || isrobot(user) || isAI(user))
@@ -799,7 +802,6 @@ About the new airlock wires panel:
else
return
else if(istype(C, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, 1)
src.p_open = !( src.p_open )
src.update_icon()
else if(istype(C, /obj/item/weapon/wirecutters))
+18 -4
View File
@@ -2,11 +2,12 @@
name = "Virtual Gameboard"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gboard_on"
desc = "A holographic table allowing the crew to have fun on boring shifts! One player per board."
desc = "A holographic table allowing the crew to have fun(TM) on boring shifts! One player per board."
density = 1
anchored = 1
use_power = 1
var/cooling_down = 0
light_color = LIGHT_COLOR_LIGHTBLUE
/obj/machinery/gameboard/New()
..()
@@ -20,6 +21,10 @@
/obj/machinery/gameboard/power_change()
. = ..()
update_icon()
if(stat & NOPOWER)
set_light(0)
else
set_light(3, 3)
/obj/machinery/gameboard/update_icon()
if(stat & NOPOWER)
@@ -34,6 +39,9 @@
if(src.in_use)
to_chat(user, "This gameboard is already in use!")
return
if(!anchored)
to_chat(user, "The gameboard is not secured!")
return
interact(user)
/obj/machinery/gameboard/interact(mob/user)
@@ -68,10 +76,10 @@
/obj/machinery/gameboard/Topic(var/href, var/list/href_list)
. = ..()
var/prize = /obj/item/stack/tickets
if (.)
if(.)
return
if (href_list["checkmate"])
if(href_list["checkmate"])
if(cooling_down)
message_admins("Too many checkmates on chessboard, possible HREF exploits: [key_name_admin(usr)] on [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
return
@@ -82,5 +90,11 @@
spawn(600)
cooling_down = 0
if (href_list["close"])
if(href_list["close"])
close_game()
/obj/machinery/gameboard/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob, params)
if(istype(G, /obj/item/weapon/wrench))
default_unfasten_wrench(user, G)
else if(istype(G, /obj/item/weapon/crowbar))
default_deconstruction_crowbar(G, ignore_panel = 1)
+14 -3
View File
@@ -58,6 +58,9 @@
else
to_chat(user, "<span class='warning'>There is already ID card inside.</span>")
/obj/machinery/computer/guestpass/proc/get_changeable_accesses()
return giver.access
/obj/machinery/computer/guestpass/attack_ai(var/mob/user as mob)
return attack_hand(user)
@@ -84,7 +87,7 @@
dat += "Duration (minutes): <a href='?src=\ref[src];choice=duration'>[duration] m</a><br>"
dat += "Access to areas:<br>"
if (giver && giver.access)
for (var/A in giver.access)
for (var/A in get_changeable_accesses())
var/area = get_access_desc(A)
if (A in accesses)
area = "<b>[area]</b>"
@@ -124,7 +127,7 @@
if (A in accesses)
accesses.Remove(A)
else
if(giver && giver.access && (A in giver.access))
if(giver && giver.access && (A in get_changeable_accesses()))
accesses.Add(A)
if (href_list["action"])
switch(href_list["action"])
@@ -179,4 +182,12 @@
else
to_chat(usr, "\red Cannot issue pass without issuing ID.")
updateUsrDialog()
return
return
/obj/machinery/computer/guestpass/hop
name = "\improper HoP guest pass terminal"
/obj/machinery/computer/guestpass/hop/get_changeable_accesses()
. = ..()
if(. && access_change_ids in .)
return get_all_accesses()
+10 -17
View File
@@ -99,13 +99,12 @@
one_access = 0
/obj/machinery/porta_turret/proc/setup()
var/obj/item/weapon/gun/energy/E = installation //All energy-based weapons are applicable
if(istext(installation)) E = text2path(installation)
//var/obj/item/ammo_casing/shottype = E.projectile_type
var/obj/item/weapon/gun/energy/E= new installation //All energy-based weapons are applicable
var/obj/item/ammo_casing/shottype = E.ammo_type[1]
projectile = initial(E.projectile_type)
projectile = shottype.projectile_type
eprojectile = projectile
shot_sound = initial(E.fire_sound)
shot_sound = shottype.fire_sound
eshot_sound = shot_sound
weapon_setup(installation)
@@ -519,7 +518,7 @@ var/list/turret_icons
assess_and_assign(ME.occupant, targets, secondarytargets)
for(var/obj/spacepod/SP in view(7,src))
assess_and_assign(SP.occupant, targets, secondarytargets)
assess_and_assign(SP.pilot, targets, secondarytargets)
for(var/obj/vehicle/T in view(7,src))
assess_and_assign(T.buckled_mob, targets, secondarytargets)
@@ -561,9 +560,6 @@ var/list/turret_icons
if(get_dist(src, L) > 7) //if it's too far away, why bother?
return TURRET_NOT_TARGET
if(!check_trajectory(L, src)) //check if we have true line of sight
return TURRET_NOT_TARGET
if(emagged) // If emagged not even the dead get a rest
return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
@@ -670,6 +666,8 @@ var/list/turret_icons
return
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
@@ -684,10 +682,6 @@ var/list/turret_icons
if(!istype(T) || !istype(U))
return
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
update_icon()
var/obj/item/projectile/A
if(emagged || lethal)
@@ -698,18 +692,17 @@ var/list/turret_icons
if(projectile)
A = new projectile(loc)
playsound(loc, shot_sound, 75, 1)
A.original = target
// Lethal/emagged turrets use twice the power due to higher energy beams
// Emagged turrets again use twice as much power due to higher firing rates
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
//Shooting Code:
A.original = target
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn(1)
A.process()
A.fire()
return A
/datum/turret_checks
var/enabled
+2 -1
View File
@@ -203,7 +203,8 @@
if(istype(O,/obj/item/weapon/gun/energy/disabler/cyborg))
var/obj/item/weapon/gun/energy/disabler/cyborg/D = O
if(D.power_supply.charge < D.power_supply.maxcharge)
D.power_supply.give(D.charge_cost)
var/obj/item/ammo_casing/energy/E = D.ammo_type[D.select]
D.power_supply.give(E.e_cost)
D.update_icon()
else
D.charge_tick = 0
@@ -387,7 +387,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
src.receive_information(signal, src)
// Try sending it!
var/list/try_send = list("/obj/machinery/telecomms/server", "/obj/machinery/telecomms/hub", "/obj/machinery/telecomms/broadcaster", "/obj/machinery/telecomms/bus")
var/list/try_send = list("/obj/machinery/telecomms/server", "/obj/machinery/telecomms/hub", "/obj/machinery/telecomms/broadcaster")
var/i = 0
for(var/send in try_send)
if(i)
+9
View File
@@ -436,6 +436,15 @@
else
icon_state = "tele0"
/obj/machinery/teleport/perma/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "tele-o", "tele0", W))
return
if(exchange_parts(user, W))
return
default_deconstruction_crowbar(W)
/obj/machinery/teleport/station
name = "station"
desc = "The power control station for a bluespace teleporter."
+14 -17
View File
@@ -21,7 +21,7 @@
turretTargets |= Mech
else if( istype(O, /obj/spacepod) )
var/obj/spacepod/Pod = O
if( Pod.occupant || Pod.occupant2 )
if( Pod.pilot )
turretTargets |= Pod
else if(istype(O,/mob/living/simple_animal))
turretTargets |= O
@@ -139,7 +139,7 @@
return 1
else if( istype(T, /obj/spacepod) )
var/obj/spacepod/SP = T
if( SP.occupant || SP.occupant2 )
if( SP.pilot )
return 1
else if(istype(T,/mob/living/simple_animal))
var/mob/living/simple_animal/A = T
@@ -159,8 +159,8 @@
if(M.occupant)
new_targets += M
for(var/obj/spacepod/M in protected_area.turretTargets)
if(M.occupant)
new_targets += M
if(M.pilot)
new_targets += M.pilot
for(var/mob/living/simple_animal/M in protected_area.turretTargets)
if(!M.stat)
new_targets += M
@@ -227,15 +227,15 @@
if(1)
A = new /obj/item/projectile/beam(loc)
if(2)
A = new /obj/item/projectile/beam/heavylaser(loc)
A = new /obj/item/projectile/beam/laser/heavylaser(loc)
if(3)
A = new /obj/item/projectile/beam/pulse(loc)
if(4)
A = new /obj/item/projectile/magic/change(loc)
if(5)
A = new /obj/item/projectile/lasertag/blue(loc)
A = new /obj/item/projectile/beam/lasertag/bluetag(loc)
if(6)
A = new /obj/item/projectile/lasertag/red(loc)
A = new /obj/item/projectile/beam/lasertag/redtag(loc)
A.original = target
use_power(500)
else
@@ -248,8 +248,7 @@
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 0 )
A.process()
A.fire()
return
@@ -488,7 +487,7 @@
return 1
else if(istype(target, /obj/spacepod))
var/obj/spacepod/S = target
if(S.occupant || S.occupant2)
if(S.pilot)
return 1
return 0
@@ -522,14 +521,12 @@
continue //Don't shoot at empty mechs.
pos_targets += M
for(var/obj/spacepod/M in oview(scan_range, src))
if(M.occupant)
if(faction in M.occupant.faction)
if(M.pilot)
var/mob/P = M.pilot
if(faction in P.faction)
continue
if(M.occupant2)
if(faction in M.occupant2.faction)
continue
if(!M.occupant && !M.occupant2)
continue //Don't shoot at empty mechs.
if(!M.pilot)
continue //Don't shoot at empty pods.
pos_targets += M
if(pos_targets.len)
target = pick(pos_targets)
+1 -1
View File
@@ -849,7 +849,7 @@
product_ads = "Float like an astronaut, sting like a bullet!;Express your second amendment today!;Guns don't kill people, but you can!;Who needs responsibilities when you have guns?"
vend_reply = "Remember the name: Liberation Station!"
products = list(/obj/item/weapon/gun/projectile/automatic/pistol/deagle/gold = 2,/obj/item/weapon/gun/projectile/automatic/pistol/deagle/camo = 2,
/obj/item/weapon/gun/projectile/automatic/pistol/m2411 = 2,/obj/item/weapon/gun/projectile/automatic/proto = 2,
/obj/item/weapon/gun/projectile/automatic/pistol/m1911 = 2,/obj/item/weapon/gun/projectile/automatic/proto = 2,
/obj/item/weapon/gun/projectile/shotgun/automatic/combat = 2,/obj/item/weapon/gun/projectile/automatic/gyropistol = 1,
/obj/item/weapon/gun/projectile/shotgun = 2,/obj/item/weapon/gun/projectile/automatic/ar = 2)
premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2,/obj/item/ammo_box/magazine/m50 = 4,/obj/item/ammo_box/magazine/m45 = 2,/obj/item/ammo_box/magazine/m75 = 2)
@@ -384,7 +384,7 @@
/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun
name = "Syringe Gun"
desc = "Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur. (Can be attached to: Medical Exosuits)"
icon = 'icons/obj/gun.dmi'
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "syringegun"
item_state = "syringegun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
@@ -666,4 +666,4 @@
for(var/reagent in S.processed_reagents)
S.reagents.add_reagent(reagent,amount)
S.chassis.use_power(energy_drain)
return 1
return 1
+219 -283
View File
@@ -5,6 +5,10 @@
var/projectile
var/fire_sound
var/size=0
var/projectiles_per_shot = 1
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(var/obj/mecha/combat/M as obj)
if(..())
@@ -16,32 +20,51 @@
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
return projectiles_per_shot
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "General Energy Weapon"
size = 2
action(target)
if(!action_checks(target)) return
var/turf/curloc = chassis.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
set_ready_state(0)
playsound(chassis, fire_sound, 50, 1)
/obj/item/mecha_parts/mecha_equipment/weapon/action(target, params)
if(!action_checks(target))
return 0
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if (!targloc || !istype(targloc) || !curloc)
return 0
if (targloc == curloc)
return 0
set_ready_state(0)
for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
chassis.use_power(energy_drain)
A.process()
chassis.log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
var/spread = 0
if(variance)
if(randomspread)
spread = round((rand() - 0.5) * variance)
else
spread = round((i / projectiles_per_shot - 0.5) * variance)
A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
chassis.use_power(energy_drain)
A.fire()
playsound(chassis, fire_sound, 50, 1)
sleep(max(0, projectile_delay))
set_ready_state(0)
log_message("Fired from [name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "General Energy Weapon"
size = 2
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
@@ -56,7 +79,7 @@
name = "CH-LC \"Solaris\" Laser Cannon"
icon_state = "mecha_laser"
energy_drain = 40
projectile = /obj/item/projectile/beam/heavylaser
projectile = /obj/item/projectile/beam/laser/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
@@ -82,25 +105,25 @@
icon_state = "pulse1_bl"
var/life = 20
Bump(atom/A)
A.bullet_act(src, def_zone)
src.life -= 10
if(ismob(A))
var/mob/M = A
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
if(!iscarbon(firer))
M.LAssailant = null
else
M.LAssailant = firer
/obj/item/projectile/beam/pulse/heavy/Bump(atom/A)
A.bullet_act(src, def_zone)
life -= 10
if(ismob(A))
var/mob/M = A
if(istype(firer, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
if(!iscarbon(firer))
M.LAssailant = null
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
if(life <= 0)
qdel(src)
return
M.LAssailant = firer
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
if(life <= 0)
qdel(src)
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
@@ -119,89 +142,89 @@
equip_cooldown = 150
range = MELEE|RANGED
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!chassis)
return 0
if(energy_drain && chassis.get_charge() < energy_drain)
return 0
if(!equip_ready)
return 0
action(target)
if(!chassis)
return 0
if(energy_drain && chassis.get_charge() < energy_drain)
return 0
if(!equip_ready)
return 0
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.sleeping = 0
M.stuttering = 20
M.ear_deaf = 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.Jitter(500)
///else the mousetraps are useless
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(isobj(H.shoes))
var/thingy = H.shoes
H.unEquip(H.shoes)
walk_away(thingy,chassis,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
R.use_power(R.get_charge() / 4)
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.sleeping = 0
M.stuttering = 20
M.ear_deaf = 30
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.Jitter(500)
///else the mousetraps are useless
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(isobj(H.shoes))
var/thingy = H.shoes
H.unEquip(H.shoes)
walk_away(thingy,chassis,15,2)
spawn(20)
if(thingy)
walk(thingy,0)
for(var/obj/mecha/combat/recitence/R in oview(6, chassis))
R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
R.use_power(R.get_charge() / 4)
chassis.use_power(energy_drain)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
chassis.use_power(energy_drain)
log_message("Honked from [name]. HONK!")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] used a Mecha Honker in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "General Ballisic Weapon"
var/projectiles
var/projectile_energy_cost
size = 2
action_checks(atom/target)
if(..())
if(projectiles > 0)
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(atom/target)
if(..())
if(projectiles > 0)
return 1
return 0
get_equip_info()
return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
return "[..()]\[[projectiles]\][(projectiles < initial(projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
proc/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
log_message("Rearmed [src.name].")
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/proc/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",get_equip_info())
log_message("Rearmed [name].")
return
Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
..()
if (href_list["rearm"])
rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "FNX-66 Carbine"
@@ -211,41 +234,6 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 24
projectile_energy_cost = 15
var/projectiles_per_shot = 1
var/deviation = 0.0
action(atom/target)
if(!action_checks(target)) return
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!chassis) break
var/turf/curloc = get_turf(chassis)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
@@ -270,36 +258,8 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 40
projectile_energy_cost = 25
var/projectiles_per_shot = 4
var/deviation = 0.7
action(atom/target)
if(!action_checks(target)) return
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if(!curloc || !targloc) return
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
for(var/i=1 to min(projectiles, projectiles_per_shot))
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if(!targloc || targloc == curloc)
break
playsound(chassis, fire_sound, 80, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
set_ready_state(0)
A.process()
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
projectiles_per_shot = 4
variance = 25
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "Ultra AC 2"
@@ -309,38 +269,9 @@
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 300
projectile_energy_cost = 20
var/projectiles_per_shot = 3
var/deviation = 0.3
action(atom/target)
if(!action_checks(target)) return
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!chassis) break
var/turf/curloc = get_turf(chassis)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
projectiles_per_shot = 3
variance = 6
projectile_delay = 2
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
name = "SRM-8 Missile Rack"
@@ -353,20 +284,21 @@
var/missile_speed = 2
var/missile_range = 30
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [name], targeting [target].")
var/turf/T = get_turf(src)
msg_admin_attack("[key_name_admin(chassis.occupant)] fired a [src] in ([T.x], [T.y], [T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
log_game("[key_name(chassis.occupant)] fired a [src] in [T.x], [T.y], [T.z]")
do_after_cooldown()
return
/obj/item/missile
@@ -375,13 +307,13 @@
var/primed = null
throwforce = 15
throw_impact(atom/hit_atom)
if(primed)
explosion(hit_atom, 0, 0, 2, 4, 0)
qdel(src)
else
..()
return
/obj/item/missile/throw_impact(atom/hit_atom)
if(primed)
explosion(hit_atom, 0, 0, 2, 4, 0)
qdel(src)
else
..()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang
name = "SGL-6 Grenade Launcher"
@@ -394,18 +326,19 @@
equip_cooldown = 60
var/det_time = 20
size=1
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [src.name], targeting [target].")
spawn(det_time)
F.prime()
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Fired from [name], targeting [target].")
spawn(det_time)
F.prime()
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
name = "SOB-3 Grenade Launcher"
@@ -417,7 +350,7 @@
size=1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited/get_equip_info()//Limited version of the clusterbang launcher that can't reload
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[chassis.selected==src?"<b>":"<a href='?src=\ref[chassis];select_equip=\ref[src]'>"][src.name][chassis.selected==src?"</b>":"</a>"]\[[src.projectiles]\]"
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;[chassis.selected==src?"<b>":"<a href='?src=\ref[chassis];select_equip=\ref[src]'>"][name][chassis.selected==src?"</b>":"</a>"]\[[projectiles]\]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited/rearm()
return//Extra bit of security
@@ -432,22 +365,23 @@
projectile_energy_cost = 100
equip_cooldown = 20
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Bananed from [src.name], targeting [target]. HONK!")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Bananed from [name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
@@ -460,23 +394,24 @@
projectile_energy_cost = 100
equip_cooldown = 10
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed, chassis)
projectiles--
log_message("Launched a mouse-trap from [name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas
name = "PCMK-6 Bolas Launcher"
@@ -489,23 +424,24 @@
projectile_energy_cost = 50
equip_cooldown = 10
can_attach(obj/mecha/combat/gygax/M as obj)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/can_attach(obj/mecha/combat/gygax/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
M.thrown_from = src
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/bolas/action(target, params)
if(!action_checks(target))
return
set_ready_state(0)
var/obj/item/weapon/legcuffs/bolas/M = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
M.thrown_from = src
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [name], targeting [target].")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 20
+4 -4
View File
@@ -219,7 +219,7 @@
// return ..()
*/
/obj/mecha/proc/click_action(atom/target,mob/user)
/obj/mecha/proc/click_action(atom/target, mob/user, params)
if(!src.occupant || src.occupant != user ) return
if(user.stat || !user.canmove)
return
@@ -239,9 +239,9 @@
return
if(!target.Adjacent(src))
if(selected && selected.is_ranged())
selected.action(target)
selected.action(target, params)
else if(selected && selected.is_melee())
selected.action(target)
selected.action(target, params)
else
if(internal_damage&MECHA_INT_CONTROL_LOST)
target = safepick(oview(1,src))
@@ -1991,4 +1991,4 @@
/obj/mecha/speech_bubble(var/bubble_state = "",var/bubble_loc = src, var/list/bubble_recipients = list())
flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
flick_overlay(image('icons/mob/talk.dmi', bubble_loc, bubble_state,MOB_LAYER+1), bubble_recipients, 30)
@@ -118,3 +118,41 @@
/obj/item/weapon/relic = 3,
"" = 11
)
/obj/effect/spawner/lootdrop/trade_sol_rare
name = "trader rare item spawner"
lootdoubles = 0
color = "#00FFFF"
loot = list(
/obj/item/weapon/card/emag_broken = 2,
/obj/item/weapon/defibrillator/compact/loaded = 2,
/obj/item/weapon/gun/energy/laser/retro = 2,
/obj/item/weapon/rcd/combat = 1,
/obj/item/weapon/rcd = 2,
)
/obj/effect/spawner/lootdrop/trade_sol_common
name = "trader common item spawner"
lootdoubles = 0
color = "#00FFFF"
loot = list(
/obj/item/weapon/tank/anesthetic = 2,
/obj/item/weapon/weldingtool/hugetank = 2,
/obj/item/weapon/pickaxe/diamond = 1,
/obj/item/device/spacepod_equipment/weaponry/mining_laser = 1,
/obj/item/device/paicard = 2,
/obj/item/weapon/gun/projectile/automatic/pistol = 2,
/obj/item/device/megaphone = 2,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/cell/high = 1,
/obj/item/weapon/stock_parts/manipulator = 1,
/obj/item/weapon/stock_parts/matter_bin = 1,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/weapon/stock_parts/scanning_module = 1,
/obj/item/weapon/spacecash/c200 = 1,
/obj/item/weapon/airlock_electronics = 1,
/obj/item/weapon/gun/energy/kinetic_accelerator/super = 1,
/obj/item/pizzabox = 3,
)
+1 -1
View File
@@ -31,7 +31,7 @@
//If this is set, The item will make an action button on the player's HUD when picked up.
var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
var/action_button_custom_type = null
var/datum/action/item_action/action = null
var/list/materials = list()
+10 -1
View File
@@ -31,6 +31,9 @@
/obj/item/weapon/door_remote/afterattack(obj/machinery/door/airlock/D, mob/user)
if(!istype(D))
return
if(D.is_special)
to_chat(user, "<span class='danger'>[src] cannot access this kind of door!</span>")
return
if(!(D.arePowerSystemsOn()))
to_chat(user, "<span class='danger'>[D] has no power!</span>")
return
@@ -99,6 +102,12 @@
icon_state = "gangtool-white"
region_access = REGION_GENERAL
/obj/item/weapon/door_remote/centcomm
name = "centcomm door remote"
desc = "High-ranking NT officials only."
icon_state = "gangtool-blue"
region_access = REGION_CENTCOMM
#undef WAND_OPEN
#undef WAND_BOLT
#undef WAND_EMERGENCY
#undef WAND_EMERGENCY
@@ -27,35 +27,34 @@ effective or pretty fucking useless.
origin_tech = "magnets=3;combat=3;syndicate=3"
var/times_used = 0 //Number of times it's been used.
var/max_uses = 2
var/max_uses = 5
/obj/item/device/batterer/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user) return
/obj/item/device/batterer/examine(mob/user)
..(user)
if(times_used >= max_uses)
to_chat(user, "\red The mind batterer has been burnt out!")
to_chat(user, "<span class='notice'>[src] is out of charge.</span>")
if(times_used < max_uses)
to_chat(user, "<span class='notice'>[src] has [max_uses-times_used] charges left.</span>")
/obj/item/device/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user)
return
if(times_used >= max_uses)
to_chat(user, "<span class='danger'>The mind batterer has been burnt out!</span>")
return
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used [src] to knock down people in the area.</font>")
for(var/mob/living/carbon/human/M in orange(10, user))
spawn()
if(prob(50))
for(var/mob/living/carbon/human/M in oview(7, user))
if(prob(50))
M.Weaken(rand(4,7))
add_logs(M, user, "stunned", src)
to_chat(M, "<span class='danger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
else
to_chat(M, "<span class='danger'>You feel a sudden, electric jolt travel through your head.</span>")
M.Weaken(rand(10,20))
if(prob(25))
M.Stun(rand(5,10))
to_chat(M, "\red <b>You feel a tremendous, paralyzing wave flood your mind.</b>")
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
else
to_chat(M, "\red <b>You feel a sudden, electric jolt travel through your head.</b>")
playsound(src.loc, 'sound/misc/interference.ogg', 50, 1)
to_chat(user, "\blue You trigger [src].")
times_used += 1
playsound(loc, 'sound/misc/interference.ogg', 50, 1)
times_used++
to_chat(user, "<span class='notice'>You trigger [src]. It has [max_uses-times_used] charges left.</span>")
if(times_used >= max_uses)
icon_state = "battererburnt"
@@ -9,6 +9,7 @@
var/mob/attacher = null
var/valve_open = 0
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D)
@@ -187,7 +188,7 @@
attacher_name = "[key_name_admin(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
bombers += "Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]"
message_admins("Bomb valve opened at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name_admin(mob)]")
log_game("Bomb valve opened at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]) with [attached_device ? attached_device : "no device"], attached by [attacher_name]. Last touched by: [key_name(mob)]")
+2 -5
View File
@@ -147,17 +147,14 @@ var/list/tape_roll_applications = list()
tape_roll_applications[F] |= direction
return
/obj/item/tape/Bumped(M as mob)
if(src.allowed(M))
var/turf/T = get_turf(src)
M:loc = T
/obj/item/tape/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!density) return 1
if(air_group || (height==0)) return 1
if ((mover.pass_flags & PASSTABLE || istype(mover, /obj/effect/meteor) || mover.throwing == 1) )
return 1
else if(ismob(mover) && allowed(mover))
return 1
else
return 0
@@ -125,13 +125,13 @@
to_chat(usr, "This robot has had its disabler removed!")
return 0
if(T.recharge_time <= 2)
if(T.charge_delay <= 2)
to_chat(R, "Maximum cooling achieved for this hardpoint!")
to_chat(usr, "There's no room for another cooling unit!")
return 0
else
T.recharge_time = max(2 , T.recharge_time - 4)
T.charge_delay = max(2 , T.charge_delay - 4)
return 1
@@ -214,4 +214,4 @@
return 0
R.emagged = 1
return 1
return 1
+2 -2
View File
@@ -114,7 +114,7 @@
bmark.pixel_x--
bmark.pixel_y--
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
@@ -178,4 +178,4 @@
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
Target.bulletholes.Add(src)
Target.bulletholes.Add(src)
+1 -1
View File
@@ -80,7 +80,7 @@
return
to_chat(usr, "\blue Assembling grille...")
if (!do_after(usr, 10, target = src))
if (!do_after(usr, 10, target = user))
return
var /obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
@@ -140,7 +140,6 @@ var/global/list/datum/stack_recipe/wood_recipes = list ( \
new/datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bookcase", /obj/structure/bookcase, 5, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0), \
new/datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("easel", /obj/structure/easel, 3, one_per_turf = 1, on_floor = 1), \
+14 -10
View File
@@ -130,7 +130,7 @@
return
if (R.time)
to_chat(usr, "\blue Building [R.title] ...")
if (!do_after(usr, R.time, target = src))
if (!do_after(usr, R.time, target = usr))
return
if (src.amount < R.req_amount*multiplier)
return
@@ -194,20 +194,24 @@
/obj/item/stack/proc/get_max_amount()
return max_amount
/obj/item/stack/proc/split(mob/user, amt)
var/obj/item/stack/F = new type(user, amt)
F.copy_evidences(src)
if(isliving(user))
add_fingerprint(user)
F.add_fingerprint(user)
use(amt)
return F
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, 1)
F.copy_evidences(src)
var/obj/item/stack/F = split(user, 1)
user.put_in_hands(F)
src.add_fingerprint(user)
F.add_fingerprint(user)
use(1)
if (src && usr.machine==src)
spawn(0) src.interact(usr)
if(src && usr.machine == src)
spawn(0)
interact(usr)
else
..()
update_icon()
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob, params)
..()
+1 -1
View File
@@ -1318,7 +1318,7 @@ obj/item/toy/cards/deck/syndicate/black
/obj/item/toy/russian_revolver
name = "russian revolver"
desc = "for fun and games!"
icon = 'icons/obj/gun.dmi'
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "detective_gold"
item_state = "gun"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
+50 -3
View File
@@ -107,6 +107,8 @@
var/icon/side
var/dat
var/stamped = 0
var/obj/item/weapon/card/id/guest/guest_pass = null // Guest pass attached to the ID
/obj/item/weapon/card/id/New()
..()
@@ -120,6 +122,16 @@
show(usr)
else
to_chat(user, "<span class='warning'>It is too far away.</span>")
if(guest_pass)
to_chat(user, "<span class='notice'>There is a guest pass attached to this ID card</span>")
if (world.time < guest_pass.expiration_time)
to_chat(user, "<span class='notice'>It expires at [worldtime2text(guest_pass.expiration_time)].</span>")
else
to_chat(user, "<span class='warning'>It expired at [worldtime2text(guest_pass.expiration_time)].</span>")
to_chat(user, "<span class='notice'>It grants access to following areas:</span>")
for (var/A in guest_pass.temp_access)
to_chat(user, "<span class='notice'>[get_access_desc(A)].</span>")
to_chat(user, "<span class='notice'>Issuing reason: [guest_pass.reason].</span>")
/obj/item/weapon/card/id/proc/show(mob/user as mob)
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/paper)
@@ -170,7 +182,9 @@
<img src=side.png height=80 width=80 border=4></td></tr></table>"
/obj/item/weapon/card/id/GetAccess()
return access
if(!guest_pass)
return access
return access | guest_pass.GetAccess()
/obj/item/weapon/card/id/GetID()
return src
@@ -204,9 +218,42 @@
if(!stamped)
dat+="<img src=large_[W.icon_state].png>"
stamped = 1
to_chat(usr, "You stamp the ID card!")
to_chat(user, "You stamp the ID card!")
else
to_chat(usr, "This ID has already been stamped!")
to_chat(user, "This ID has already been stamped!")
else if(istype(W, /obj/item/weapon/card/id/guest))
if(istype(src, /obj/item/weapon/card/id/guest))
return
var/obj/item/weapon/card/id/guest/G = W
if(world.time > G.expiration_time)
to_chat(user, "There's no point, the guest pass has expired.")
return
if(guest_pass)
to_chat(user, "There's already a guest pass attached to this ID.")
return
if(G.registered_name != registered_name && G.registered_name != "NOT SPECIFIED")
to_chat(user, "The guest pass cannot be attached to this ID")
return
if(!user.unEquip(G))
return
G.loc = src
guest_pass = G
/obj/item/weapon/card/id/verb/remove_guest_pass()
set name = "Remove Guest Pass"
set category = "Object"
set src in range(0)
if(usr.stat || !usr.canmove || usr.restrained())
return
if(guest_pass)
to_chat(usr, "<span class='notice'>You remove the guest pass from this ID.</span>")
guest_pass.forceMove(get_turf(src))
guest_pass = null
else
to_chat(usr, "<span class='warning'>There is no guest pass attached to this ID</span>")
/obj/item/weapon/card/id/silver
name = "identification card"
@@ -41,12 +41,11 @@
icon = 'icons/obj/chronos.dmi'
icon_state = "chronogun"
item_state = "chronogun"
w_class = 3.0
projectile_type = "/obj/item/projectile/energy/chrono_beam"
fire_sound = 'sound/weapons/Laser.ogg'
charge_cost = 0
fire_delay = 50
w_class = 3
flags = NODROP
ammo_type = list(/obj/item/ammo_casing/energy/chrono_beam)
can_charge = 0
fire_delay = 50
var/obj/item/weapon/chrono_eraser/TED = null
var/obj/effect/chrono_field/field = null
var/turf/startpos = null
@@ -60,12 +59,13 @@
qdel(src)
/obj/item/weapon/gun/energy/chrono_gun/dropped()
..()
qdel(src)
/obj/item/weapon/gun/energy/chrono_gun/update_icon()
return
/obj/item/weapon/gun/energy/chrono_gun/Fire()
/obj/item/weapon/gun/energy/chrono_gun/process_fire()
if(field)
field_disconnect(field)
..()
@@ -125,18 +125,23 @@
nodamage = 1
var/obj/item/weapon/gun/energy/chrono_gun/gun = null
/obj/item/projectile/energy/chrono_beam/process()
/obj/item/projectile/energy/chrono_beam/fire()
gun = firer.get_active_hand()
if(istype(gun))
return ..()
else
return 0
/obj/item/projectile/energy/chrono_beam/on_hit(var/atom/target)
/obj/item/projectile/energy/chrono_beam/on_hit(atom/target)
if(target && gun && isliving(target))
var/obj/effect/chrono_field/F = new(target.loc, target, gun)
gun.field_connect(F)
/obj/item/ammo_casing/energy/chrono_beam
name = "eradication beam"
projectile_type = /obj/item/projectile/energy/chrono_beam
icon_state = "chronobolt"
e_cost = 0
/obj/effect/chrono_field
name = "eradication field"
@@ -256,4 +261,4 @@
#undef CHRONO_BEAM_RANGE
#undef CHRONO_FRAME_COUNT
#undef CHRONO_FRAME_COUNT
+21 -3
View File
@@ -368,8 +368,26 @@
update_icon()
return
if(H.heart_attack)
H.heart_attack = 0
if(H.stat == 2)
if(!H.get_int_organ(/obj/item/organ/internal/heart) && !H.get_int_organ(/obj/item/organ/internal/brain/slime)) //prevents defibing someone still alive suffering from a heart attack attack if they lack a heart
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
return
else
H.heart_attack = 0
user.visible_message("<span class='boldnotice'>[defib] pings: Cardiac arrhythmia corrected.</span>")
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
defib.deductcharge(revivecost)
busy = 0
cooldown = 1
update_icon()
defib.cooldowncheck(user)
return
if(H.stat == DEAD)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
@@ -377,7 +395,7 @@
for(var/obj/item/organ/external/O in H.organs)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations) && (H.get_int_organ(/obj/item/organ/internal/heart) || H.get_int_organ(/obj/item/organ/internal/brain/slime)))
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
@@ -0,0 +1,456 @@
/obj/item/weapon/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of Nar-Sie's followers."
icon_state = "nullrod"
item_state = "nullrod"
force = 18
throw_speed = 3
throw_range = 4
throwforce = 10
w_class = 1
var/reskinned = FALSE
var/list/fluff_transformations = list() //does it have any special transformations only accessible to it? Should only be subtypes of /obj/item/weapon/nullrod
/obj/item/weapon/nullrod/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is killing \himself with \the [src.name]! It looks like \he's trying to get closer to god!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/nullrod/attack(mob/M, mob/living/carbon/user)
..()
if(M.mind)
if(M.mind.vampire)
if(ishuman(M))
if(!M.mind.vampire.get_ability(/datum/vampire_passive/full))
to_chat(M, "<span class='warning'>The nullrod's power interferes with your own!</span>")
M.mind.vampire.nullified = max(5, M.mind.vampire.nullified + 2)
/obj/item/weapon/nullrod/attack_self(mob/user)
if(reskinned)
return
if(user.mind && (user.mind.assigned_role == "Chaplain"))
reskin_holy_weapon(user)
/obj/item/weapon/nullrod/proc/reskin_holy_weapon(mob/M)
var/list/holy_weapons_list = typesof(/obj/item/weapon/nullrod) - typesof(/obj/item/weapon/nullrod/fluff)
if(fluff_transformations.len)
for(var/thing in fluff_transformations)
holy_weapons_list += thing
var/list/display_names = list()
for(var/V in holy_weapons_list)
var/atom/A = V
display_names += initial(A.name)
var/choice = input(M,"What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
if(!src || !choice || !in_range(M, src) || M.incapacitated() || reskinned)
return
var/index = display_names.Find(choice)
var/A = holy_weapons_list[index]
var/obj/item/weapon/nullrod/holy_weapon = new A
feedback_set_details("chaplain_weapon","[choice]")
if(holy_weapon)
holy_weapon.reskinned = TRUE
M.unEquip(src)
M.put_in_active_hand(holy_weapon)
qdel(src)
/obj/item/weapon/nullrod/godhand
icon_state = "disintegrate"
item_state = "disintegrate"
name = "god hand"
desc = "This hand of yours glows with an awesome power!"
flags = ABSTRACT | NODROP
w_class = 5
hitsound = 'sound/weapons/sear.ogg'
damtype = BURN
attack_verb = list("punched", "cross countered", "pummeled")
/obj/item/weapon/nullrod/staff
icon_state = "godstaff-red"
item_state = "godstaff-red"
name = "red holy staff"
desc = "It has a mysterious, protective aura."
w_class = 5
force = 5
slot_flags = SLOT_BACK
/obj/item/weapon/nullrod/staff/IsShield()
return 1
/obj/item/weapon/nullrod/staff/blue
name = "blue holy staff"
icon_state = "godstaff-blue"
item_state = "godstaff-blue"
/obj/item/weapon/nullrod/claymore
icon_state = "claymore"
item_state = "claymore"
name = "holy claymore"
desc = "A weapon fit for a crusade!"
w_class = 4
slot_flags = SLOT_BACK|SLOT_BELT
sharp = 1
edge = 1
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/nullrod/claymore/IsShield()
if(prob(30))
return 1
else
return 0
/obj/item/weapon/nullrod/claymore/darkblade
icon_state = "cultblade"
item_state = "cultblade"
name = "dark blade"
desc = "Spread the glory of the dark gods!"
slot_flags = SLOT_BELT
hitsound = 'sound/hallucinations/growl1.ogg'
/obj/item/weapon/nullrod/claymore/chainsaw_sword
icon_state = "chainswordon"
item_state = "chainswordon"
name = "sacred chainsaw sword"
desc = "Suffer not a heretic to live."
slot_flags = SLOT_BELT
attack_verb = list("sawed", "torn", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsaw.ogg'
/obj/item/weapon/nullrod/claymore/glowing
icon_state = "swordon"
item_state = "swordon"
name = "force weapon"
desc = "The blade glows with the power of faith. Or possibly a battery."
slot_flags = SLOT_BELT
/obj/item/weapon/nullrod/claymore/katana
name = "hanzo steel"
desc = "Capable of cutting clean through a holy claymore."
icon_state = "katana"
item_state = "katana"
slot_flags = SLOT_BELT | SLOT_BACK
/obj/item/weapon/nullrod/claymore/multiverse
name = "extradimensional blade"
desc = "Once the harbringer of a interdimensional war, now a dormant souvenir. Still sharp though."
icon_state = "multiverse"
item_state = "multiverse"
slot_flags = SLOT_BELT
/obj/item/weapon/nullrod/claymore/saber
name = "light energy sword"
hitsound = 'sound/weapons/blade1.ogg'
icon_state = "swordblue"
item_state = "swordblue"
desc = "If you strike me down, I shall become more robust than you can possibly imagine."
slot_flags = SLOT_BELT
/obj/item/weapon/nullrod/claymore/saber/red
name = "dark energy sword"
icon_state = "swordred"
item_state = "swordred"
desc = "Woefully ineffective when used on steep terrain."
/obj/item/weapon/nullrod/claymore/saber/pirate
name = "nautical energy sword"
icon_state = "cutlass1"
item_state = "cutlass1"
desc = "Convincing HR that your religion involved piracy was no mean feat."
/obj/item/weapon/nullrod/sord
name = "\improper UNREAL SORD"
desc = "This thing is so unspeakably HOLY you are having a hard time even holding it."
icon_state = "sord"
item_state = "sord"
slot_flags = SLOT_BELT
force = 4.13
throwforce = 1
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/nullrod/scythe
icon_state = "scythe0"
item_state = "scythe0"
name = "reaper scythe"
desc = "Ask not for whom the bell tolls..."
w_class = 4
armour_penetration = 35
slot_flags = SLOT_BACK
sharp = 1
edge = 1
attack_verb = list("chopped", "sliced", "cut", "reaped")
hitsound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/nullrod/scythe/vibro
icon_state = "hfrequency0"
item_state = "hfrequency1"
name = "high frequency blade"
desc = "Bad references are the DNA of the soul."
attack_verb = list("chopped", "sliced", "cut", "zandatsu'd")
/obj/item/weapon/nullrod/scythe/talking
icon_state = "talking_sword"
item_state = "talking_sword"
name = "possessed blade"
desc = "When the station falls into chaos, it's nice to have a friend by your side."
attack_verb = list("chopped", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
var/possessed = FALSE
/obj/item/weapon/nullrod/scythe/talking/attack_self(mob/living/user)
if(possessed)
return
to_chat(user, "You attempt to wake the spirit of the blade...")
possessed = TRUE
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the spirit of [user.real_name]'s blade?", ROLE_PAI, 0, 100)
var/mob/dead/observer/theghost = null
if(candidates.len)
theghost = pick(candidates)
var/mob/living/simple_animal/shade/S = new(src)
S.real_name = name
S.name = name
S.ckey = theghost.ckey
var/input = stripped_input(S,"What are you named?", ,"", MAX_NAME_LEN)
if(src && input)
name = input
S.real_name = input
S.name = input
else
to_chat(user, "The blade is dormant. Maybe you can try again later.")
possessed = FALSE
/obj/item/weapon/nullrod/scythe/talking/Destroy()
for(var/mob/living/simple_animal/shade/S in contents)
to_chat(S, "You were destroyed!")
S.ghostize()
qdel(S)
return ..()
/obj/item/weapon/nullrod/hammmer
icon_state = "hammeron"
item_state = "hammeron"
name = "relic war hammer"
desc = "This war hammer cost the chaplain fourty thousand space dollars."
slot_flags = SLOT_BELT
w_class = 5
attack_verb = list("smashed", "bashed", "hammered", "crunched")
/obj/item/weapon/nullrod/chainsaw
name = "chainsaw hand"
desc = "Good? Bad? You're the guy with the chainsaw hand."
icon_state = "chainsaw1"
item_state = "mounted_chainsaw"
w_class = 5
flags = NODROP | ABSTRACT
sharp = 1
edge = 1
attack_verb = list("sawed", "torn", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsaw.ogg'
/obj/item/weapon/nullrod/clown
icon = 'icons/obj/wizard.dmi'
icon_state = "clownrender"
item_state = "gold_horn"
name = "clown dagger"
desc = "Used for absolutely hilarious sacrifices."
hitsound = 'sound/items/bikehorn.ogg'
sharp = 1
edge = 1
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut", "honked")
/obj/item/weapon/nullrod/whip
name = "holy whip"
desc = "What a terrible night to be on Space Station 13."
icon_state = "chain"
item_state = "chain"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed")
hitsound = 'sound/weapons/slash.ogg'
/obj/item/weapon/nullrod/whip/afterattack(atom/movable/AM, mob/user, proximity)
if(!proximity)
return
if(istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if(is_shadow(H))
var/phrase = pick("Die monster! You don't belong in this world!!!", "You steal men's souls and make them your slaves!!!", "Your words are as empty as your soul!!!", "Mankind ill needs a savior such as you!!!")
user.say("[phrase]")
H.adjustBruteLoss(8) //Bonus damage
/obj/item/weapon/nullrod/fedora
name = "athiest's fedora"
desc = "The brim of the hat is as sharp as your wit. Throwing it at someone would hurt almost as much as disproving the existence of God."
icon_state = "fedora"
item_state = "fedora"
slot_flags = SLOT_HEAD
icon = 'icons/obj/clothing/hats.dmi'
force = 0
throw_speed = 4
throw_range = 7
throwforce = 20
/obj/item/weapon/nullrod/armblade
name = "dark blessing"
desc = "Particularly twisted deities grant gifts of dubious value."
icon_state = "arm_blade"
item_state = "arm_blade"
flags = ABSTRACT | NODROP
w_class = 5
sharp = 1
edge = 1
/obj/item/weapon/nullrod/carp
name = "carp-sie plushie"
desc = "An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to recieve the blessing of Carp-Sie."
icon = 'icons/obj/toy.dmi'
icon_state = "carpplushie"
item_state = "carp_plushie"
force = 15
attack_verb = list("bitten", "eaten", "fin slapped")
hitsound = 'sound/weapons/bite.ogg'
var/used_blessing = FALSE
/obj/item/weapon/nullrod/carp/attack_self(mob/living/user)
if(used_blessing)
return
if(user.mind && (user.mind.assigned_role != "Chaplain"))
return
to_chat(user, "You are blessed by Carp-Sie. Wild space carp will no longer attack you.")
user.faction |= "carp"
used_blessing = TRUE
/obj/item/weapon/nullrod/claymore/bostaff //May as well make it a "claymore" and inherit the blocking
name = "monk's staff"
desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, now used to harass the clown."
w_class = 4
force = 15
slot_flags = SLOT_BACK
sharp = 0
edge = 0
hitsound = "swing_hit"
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/weapons.dmi'
icon_state = "bostaff0"
item_state = "bostaff0"
/obj/item/weapon/nullrod/claymore/bostaff/IsShield()
if(prob(40))
return 1
else
return 0
/obj/item/weapon/nullrod/tribal_knife
icon_state = "crysknife"
item_state = "crysknife"
name = "arrhythmic knife"
w_class = 5
desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn."
sharp = 1
edge = 1
slot_flags = null
flags = HANDSLOW
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/nullrod/tribal_knife/New()
..()
processing_objects.Add(src)
/obj/item/weapon/nullrod/tribal_knife/Destroy()
processing_objects.Remove(src)
return ..()
/obj/item/weapon/nullrod/tribal_knife/process()
slowdown = rand(-2, 2)
/obj/item/weapon/nullrod/pitchfork
icon_state = "pitchfork0"
item_state = "pitchfork0"
name = "unholy pitchfork"
w_class = 3
desc = "Holding this makes you look absolutely devilish."
attack_verb = list("poked", "impaled", "pierced", "jabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
sharp = 1
edge = 1
/obj/item/weapon/nullrod/rosary
icon_state = "rosary"
item_state = null
name = "prayer beads"
desc = "A set of prayer beads used by many of the more traditional religions in space.<br>Vampires and other unholy abominations have learned to fear these."
force = 0
throwforce = 0
var/praying = 0
/obj/item/weapon/nullrod/rosary/New()
..()
processing_objects.Add(src)
/obj/item/weapon/nullrod/rosary/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(!user.mind || user.mind.assigned_role != "Chaplain")
to_chat(user, "<span class='notice'>You are not close enough with [ticker.Bible_deity_name] to use [src].</span>")
return
if(praying)
to_chat(user, "<span class='notice'>You are already using [src].</span>")
user.visible_message("<span class='info'>[user] kneels[M == user ? null : " next to [M]"] and begins to utter a prayer to [ticker.Bible_deity_name].</span>", \
"<span class='info'>You kneel[M == user ? null : " next to [M]"] and begin a prayer to [ticker.Bible_deity_name].</span>")
praying = 1
if(do_after(user, 150, target = M))
if(istype(M, /mob/living/carbon/human)) // This probably should not work on vulps. They're unholy abominations.
var/mob/living/carbon/human/target = M
if(target.mind)
if(iscultist(target))
ticker.mode.remove_cultist(target.mind) // This proc will handle message generation.
praying = 0
return
if(target.mind.vampire && !target.mind.vampire.get_ability(/datum/vampire_passive/full)) // Getting a full prayer off on a vampire will interrupt their powers for a large duration.
target.mind.vampire.nullified = max(120, target.mind.vampire.nullified + 120)
to_chat(target, "<span class='userdanger'>[user]'s prayer to [ticker.Bible_deity_name] has interfered with your power!</span>")
praying = 0
return
if(prob(25))
to_chat(target, "<span class='notice'>[user]'s prayer to [ticker.Bible_deity_name] has eased your pain!</span>")
target.adjustToxLoss(-5)
target.adjustOxyLoss(-5)
target.adjustBruteLoss(-5)
target.adjustFireLoss(-5)
praying = 0
else
to_chat(user, "<span class='notice'>Your prayer to [ticker.Bible_deity_name] was interrupted.</span>")
praying = 0
/obj/item/weapon/nullrod/rosary/process()
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/holder = loc
if(src == holder.l_hand || src == holder.r_hand) // Holding this in your hand will
for(var/mob/living/carbon/human/M in range(5))
if(M.mind.vampire && !M.mind.vampire.get_ability(/datum/vampire_passive/full))
M.mind.vampire.nullified = max(5, M.mind.vampire.nullified + 2)
if(prob(10))
to_chat(M, "<span class='userdanger'>Being in the presence of [holder]'s [src] is interfering with your powers!</span>")
@@ -2,7 +2,7 @@
name = "implant"
icon = 'icons/obj/implants.dmi'
icon_state = "generic" //Shows up as the action button icon
action_button_is_hands_free = 1
action_button_custom_type = /datum/action/item_action/hands_free
origin_tech = "materials=2;biotech=3;programming=2"
var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like loyalty implants
@@ -56,11 +56,11 @@
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
to_chat(H, "<span class='warning'><B>You're now completely loyal to [user.name]!</B> You now must lay down your life to protect them and assist in their goals at any cost.</span>")
var/datum/objective/protect/p = new
p.owner = H.mind
p.target = user:mind
p.explanation_text = "Obey every order from and protect [user:real_name], the [user:mind:assigned_role=="MODE" ? (user:mind:special_role) : (user:mind:assigned_role)]."
H.mind.objectives += p
var/datum/objective/protect/mindslave/MS = new
MS.owner = H.mind
MS.target = user:mind
MS.explanation_text = "Obey every order from and protect [user:real_name], the [user:mind:assigned_role=="MODE" ? (user:mind:special_role) : (user:mind:assigned_role)]."
H.mind.objectives += MS
for(var/datum/objective/objective in H.mind.objectives)
to_chat(H, "<B>Objective #1</B>: [objective.explanation_text]")
@@ -71,10 +71,16 @@
var/datum/mindslaves/slaved = user.mind.som
H.mind.som = slaved
slaved.serv += H
slaved.add_serv_hud(user.mind,"syndicate")//handles master servent icons
slaved.add_serv_hud(H.mind,"mindslave")
slaved.add_serv_hud(user.mind, "master") //handles master servent icons
slaved.add_serv_hud(H.mind, "mindslave")
log_admin("[ckey(user.key)] has mind-slaved [ckey(H.key)].")
activated = 1
return 1
return 0
return 0
/obj/item/weapon/implant/traitor/removed(mob/target)
if(..())
ticker.mode.remove_traitor_mind(target.mind)
return 1
return 0
+98 -13
View File
@@ -1815,18 +1815,6 @@
</ol>
<br><br>
<h1><a name="atmos"><B>Atmospherics Technician</B></a></h1><BR>
<ol>
<li>Atmospheric Technicians are permitted to completely repipe the Atmospherics Piping Setup, provided they do not pump harmful gases into anywhere except the Turbine;</li>
<li>Atmospheric Technicians are not permitted to create volatile mixes using Plasma and Oxygen, nor are they permitted to create any potentially harmful mixes with Carbon Dioxide and/or Nitrous Oxide. An exception is made when working with the Turbine;</li>
<li>Atmospheric Technicians are permitted to cool Plasma and store it for later use in Radiation Collectors. Likewise, they are permitted to cool Nitrogen or Carbon Dioxide and store it for use as coolant for the Supermatter Engine;</li>
<li>Atmospheric Technicians are not permitted to take the axe out of its case unless there is an immediate and urgent threat to their life or urgent access to crisis locations is necessary. The axe must be returned to the case afterwards, and the case locked;</li>
<li>Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms. They are, however, permitted to create small, acclimatized rooms for species that require special atmospheric conditions (such as Plasmamen and Vox), provided they receive express permission from the Chief Engineer;</li>
<li>Atmospheric Technicians must periodically check on the Central Alarms Computer, in periods of, at most, thirty (30) minutes;</li>
<li>Atmospheric Technicians must respond promptly to piping and station breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived on scene first. All Hazard Zones must be cordoned off with Engineering Tape, for the sake of everyone else</li>
</ol>
<br><br>
<h1><a name="sf"><B>Shaft Miner</B></a></h1><BR>
<ol>
<li>Shaft Miners are not permitted to bring Gibtonite aboard the station;</li>
@@ -2412,7 +2400,104 @@
<li>Demotion of Chief Engineer and reparation of Engine if no threat manifests.</li>
</ul>
<br><br>
</body>
</html>
"}
/obj/item/weapon/book/manual/sop_command
name = "Command Standard Operating Procedures"
desc = "A set of guidelines aiming at the safe conduct of all Command activities."
icon_state = "book4"
author = "Nanotrasen"
title = "Command Standard Operating Procedures"
dat = {"
<html>
<head>
<style>
h1 {font-size: 15px; margin: 15px 0px 5px;}
li {margin: 2px 0px 2px 15px;}
ul {list-style: none; margin: 5px; padding: 0px;}
ol {margin: 5px; padding: 0px 15px;}
</style>
</head>
<body>
<font face="Verdana" color=black>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#foreword">Foreword</a></li>
<li><a href="#cap">Captain</a></li>
<li><a href="#hop">Head of Personnel</a></li>
<li><a href="#ntrep">NanoTrasen Representative</a></li>
<li><a href="#bs">Blueshield Officer</a></li>
<li><a href="#ai">AI</a></li>
</ol>
<br><BR>
<h1><a name="foreword"><U><B>FOREWORD</B></U></a></h1><BR>
Job SOP should not be a considered a checklist of conditions to fire someone over, and should not be rigidly followed to the letter in detriment of circumstances and context.
As always, SOP can be malleable if the situation so requires, and the decision to punish a crewmember for breaching it ultimately falls onto the relevant Head of Staff,
for Department Members, or Captain, for the Head of Staff.<BR><BR>
<h1><a name="cap"><B>Captain</B></a></h1><BR>
<ol>
<li>The Captain is not permitted to perform regular Security Duty. However, they may still assist Security if they are understaffed, or if they see a crime being committed. However, the Captain is not permitted to take items from the Armory under normal circumstances, unless authorized by the Head of Security. In addition, the Captain may not requisition weaponry for themselves from Cargo and/or Science, unless there's an immediate threat to station and/or crew;</li>
<li>If a Department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position;</li>
<li>The Captain is to ensure that Space Law is being correctly applied. This should be done in cooperation with the Head of Security;</li>
<li>The Captain is not to leave the NSS Cyberiad unless given specific permission by Central Command, or it happens to be the end of the shift. This includes via space or via the Gateway. To do so is to be considered abandoning their posts and is grounds for termination;</li>
<li>The Captain must keep the Nuclear Authentication Disk on their person at all times or, failing that, in the possession of the Head of Security or Blueshield;</li>
<li>The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;</li>
<li>The Captain is not permitted to carry their Antique Laser Gun or Space Armor unless there's an immediate emergency that requires attending to;</li>
<li>The Captain, despite being in charge of the Cyberiad, is not independent from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;</li>
<li>The Captain may only promote personnel to a Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. Said Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;</li>
<li>The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, Magistrate, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station.</li>
</ol><BR>
<h1><a name="hop"><B>Head of Personnel</B></a></h1><BR>
<ol>
<li>The Head of Personnel may not transfer any personnel to another Department without authorization from the relevant Head of Staff. If no Head of Staff is available, the Head of Personnel may make a judgement call. This does not apply to Security, which always requires authorization from the Head of Security, or Genetics, which requires both Chief Medical Officer and Research Director approval. If there is no Head of Security active, no transfers are allowed to Security without authorization from the Captain;</li>
<li>The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives on the station;</li>
<li>The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;</li>
<li>The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);</li>
<li>The Head of Personnel may not promote any personnel to the following Jobs without authorization from Central Command: Barber, Brig Physician, NanoTrasen Representative, Blueshield, Security Pod Pilot, Mechanic and Magistrate; (This is due to them being karma locked. Do not promote people to these positions without approval from the Administrators);</li>
<li>The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;</li>
<li>The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person, is to be considered a breach of Standard Operating Procedure;</li>
<li>Despite nominally being in charge of Supply, the Head of Personnel should allow the Quartermaster to run the Department, unless they prove themselves to be incompetent/dangerous;</li>
<li>The Head of Personnel is bound to the same rules regarding ordering Cargo Crates as the Quartermaster and Cargo Technicians. In addition, the Head of Personnel may not order unneeded, non-essential items against the wishes of Cargo;</li>
<li>The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry an Energy Gun, for self-defence only.</li>
</ol><BR>
<h1><a name="ntrep"><B>NanoTrasen Representative</B></a></h1><BR>
<ol>
<li>The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;</li>
<li>The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;</li>
<li>The NanoTrasen Representative must, together with the Magistrate and Head of Security, ensure that Space Law is being followed and correctly applied;</li>
<li>The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition they may not threaten to fire, or have Central Command, fire anyone, unless they actually possess a demotion note;</li>
<li>The NanoTrasen Representative is permitted to carry their Stun-Cane, or a Telescopic Baton if the Stun-Cane is lost.</li>
</ol><BR>
<h1><a name="bs"><B>Blueshield Officer</B></a></h1><BR>
<ol>
<li>The Blueshield may not conduct arrests under the same conditions as Security. However, they may apprehend any personnel that trespass on a Head of Staff Office or Command Area, any personnel that steal from those locations, or any personnel that steal from and/or injure any Head of Staff or Central Command VIP. However, all apprehended personnel are to be processed by Security personnel;</li>
<li>The Blueshield is to put the lives of Command over those of any other personnel, the Blueshield included. Their continued well-being is the Blueshield's top priority. This includes applying basic first aid and making sure they are revived if killed;</li>
<li>The Blueshield is to protect the lives of Command personnel, not follow their orders to a fault. The Blueshield is not to interfere with legal demotions or arrests. To do so is to place themselves under the Special Modifier Aiding and Abetting;</li>
<li>The Blueshield is not to apply Lethal Force unless there is a clear and present danger to their life, or to the life of a member of Command, and the assailant cannot be non-lethally detained.</li>
</ol><BR>
<h1><a name="ai"><B>AI</B></a></h1><BR>
<b><i>The following are procedures for AI Maintenance:</i></b><br>
<ol>
<li>Only the Captain or Research Director may enter the AI Upload to perform Law Changes (see below), and only the Captain, Research Director or Chief Engineer may enter the AI Core to perform a Carding (see below);</li>
<li> No Law Changes are to be performed without approval from the Captain and Research Director. The only Lawsets to be used are those provided by NanoTrasen. Failure to legally perform a Law Change is to be considered Sabotage. Command must be informed prior to the Law Change, and all objections must be taken into consideration. If the number of Command personnel opposing the Law Change is greater than the number of Command personnel in favour, the Law Change is not to be done. If the Law Change is performed, the crew is to be immediately informed of the new Law(s);</li>
<li>The AI may not be Carded unless it it clearly malfunctioning or subverted. However, any member of Command may card it if the AI agrees to it, either at the end of the shift, or due to external circumstances (such as massive damage to the AI Satellite);</li>
<li>The AI Upload and Minisat Antechamber Turrets are to be kept on Non-Lethal in Code Green and Code Blue. The AI Core Turrets are to be kept on Lethal at all times. If a legal Law Change or Carding is occurring, the Turrets are to be disabled;</li>
<li>If the AI Unit is not malfunctioning or subverted, any attempt at performing an illegal Carding or Law Change is to be responded to with non-lethal force. If the illegal attempts persist, and the perpetrator is demonstrably hostile, lethal force from Command/Security is permitted;</li>
<li>Freeform Laws are only to be added if absolutely necessary due to external circumstances (such as major station emergencies). Adding unnecessary Freeform Laws is not permitted. Exception is made if the AI Unit and majority of Command agree to the Freeform Law that is proposed;</li>
<li>Any use of the "Purge" Module is to be followed by the upload of a NanoTrasen-approved Lawset immediately. AI Units must be bound to a Lawset at all times.</li>
</ol><BR>
</body>
</html>
@@ -128,7 +128,6 @@
materials = list()
minor_fault = 1
/obj/item/weapon/stock_parts/cell/high/slime
name = "charged slime core"
desc = "A yellow slime core infused with plasma, it crackles with power."
@@ -138,6 +137,12 @@
materials = list()
self_recharge = 1 // Infused slime cores self-recharge, over time
/obj/item/weapon/stock_parts/cell/pulse //200 pulse shots
name = "pulse rifle power cell"
maxcharge = 40000
rating = 3
chargerate = 1500
/obj/item/weapon/stock_parts/cell/pulse/carbine
name = "pulse carbine power cell"
maxcharge = 4000
@@ -168,9 +173,3 @@
/obj/item/weapon/stock_parts/cell/emproof/corrupt()
return
/obj/item/weapon/stock_parts/cell/temperaturegun
name = "temperature gun cell"
desc = "A specially designed power cell for heating and cooling projectiles"
icon_state = "icell"
maxcharge = 900
@@ -131,7 +131,7 @@
name = "nano-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "nano_mani"
origin_tech = "materials=3,programming=2"
origin_tech = "materials=3;programming=2"
rating = 2
materials = list(MAT_METAL=30)
@@ -173,7 +173,7 @@
name = "pico-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "pico_mani"
origin_tech = "materials=5,programming=2"
origin_tech = "materials=5;programming=2"
rating = 3
materials = list(MAT_METAL=30)
@@ -6,8 +6,17 @@
item_state = "utility"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
var/use_item_overlays = 0 // Do we have overlays for items held inside the belt?
/obj/item/weapon/storage/belt/update_icon()
if(use_item_overlays)
overlays.Cut()
for(var/obj/item/I in contents)
overlays += "[I.name]"
..()
/obj/item/weapon/storage/belt/proc/can_use()
return is_equipped()
@@ -35,6 +44,7 @@
desc = "Can hold various tools."
icon_state = "utilitybelt"
item_state = "utility"
use_item_overlays = 1
can_hold = list(
"/obj/item/weapon/crowbar",
"/obj/item/weapon/screwdriver",
@@ -81,6 +91,7 @@
desc = "Can hold various medical equipment."
icon_state = "medicalbelt"
item_state = "medical"
use_item_overlays = 1
can_hold = list(
"/obj/item/device/healthanalyzer",
"/obj/item/weapon/dnainjector",
@@ -120,6 +131,7 @@
desc = "Can hold various botanical supplies."
icon_state = "botanybelt"
item_state = "botany"
use_item_overlays = 1
can_hold = list(
"/obj/item/device/analyzer/plant_analyzer",
"/obj/item/weapon/minihoe",
@@ -127,8 +139,8 @@
"/obj/item/weapon/reagent_containers/glass/fertilizer",
"/obj/item/weapon/reagent_containers/glass/bottle",
"/obj/item/weapon/plantspray",
"/obj/item/weapon/reagent_containers/syringe",
"/obj/item/weapon/reagent_containers/glass/beaker",
// "/obj/item/weapon/reagent_containers/syringe",
// "/obj/item/weapon/reagent_containers/glass/beaker",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/storage/fancy/cigarettes",
"obj/item/weapon/rollingpaperpack",
@@ -148,6 +160,7 @@
item_state = "security"//Could likely use a better one.
storage_slots = 5
max_w_class = 3
use_item_overlays = 1
can_hold = list(
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/grenade/chem_grenade/teargas",
@@ -185,6 +198,7 @@
icon_state = "soulstonebelt"
item_state = "soulstonebelt"
storage_slots = 6
use_item_overlays = 1
can_hold = list(
"/obj/item/device/soulstone"
)
@@ -230,6 +244,7 @@
item_state = "janibelt"
storage_slots = 6
max_w_class = 4 // Set to this so the light replacer can fit.
use_item_overlays = 1
can_hold = list(
"/obj/item/weapon/grenade/chem_grenade/cleaner",
"/obj/item/device/lightreplacer",
@@ -300,6 +315,21 @@
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
/obj/item/weapon/storage/belt/bandolier/update_icon()
..()
icon_state = "[initial(icon_state)]_[contents.len]"
/obj/item/weapon/storage/belt/bandolier/attackby(obj/item/W, mob/user)
var/amount = contents.len
. = ..()
if(amount != contents.len)
update_icon()
/obj/item/weapon/storage/belt/lazabandolierrus/remove_from_storage(obj/item/W as obj, atom/new_location)
..()
update_icon()
/obj/item/weapon/storage/belt/holster
name = "shoulder holster"
desc = "A holster to conceal a carried handgun. WARNING: Badasses only."
@@ -318,6 +348,7 @@
icon_state = "soulstonebelt"
item_state = "soulstonebelt"
storage_slots = 6
use_item_overlays = 1
can_hold = list(
"/obj/item/weapon/gun/magic/wand"
)
+8 -1
View File
@@ -222,6 +222,10 @@
icon_state = "dualsaber0"
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
if(HULK in user.mutations)
to_chat(user, "<span class='warning'>You grip the blade too hard and accidentally close it!</span>")
unwield()
return
..()
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
to_chat(user, "\red You twirl around a bit before losing your balance and impaling yourself on the [src].")
@@ -259,7 +263,10 @@
if(wielded)
return 1
/obj/item/weapon/twohanded/dualsaber/wield()
/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
if(HULK in M.mutations)
to_chat(M, "<span class='warning'>You lack the grace to wield this!</span>")
return
..()
hitsound = 'sound/weapons/blade1.ogg'
@@ -15,75 +15,6 @@
to_chat(viewers(user), "<span class='suicide'>[user] is hitting \himself with the [src.name]! It looks like \he's trying to ban \himself from life.</span>")
return (BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS)
/obj/item/weapon/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "nullrod"
item_state = "nullrod"
slot_flags = SLOT_BELT
force = 15
throw_speed = 1
throw_range = 4
throwforce = 10
w_class = 1
var/transformed = 0
var/transform_into = /obj/item/weapon/nullrod/sword
var/transform_via = list(/obj/item/clothing/suit/armor/riot/knight/templar, /obj/item/clothing/suit/chaplain_hoodie/fluff/chronx)
suicide_act(mob/user)
to_chat(viewers(user), "<span class='suicide'>[user] is impaling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/nullrod/attack(mob/M as mob, mob/living/user as mob) //Paste from old-code to decult with a null rod.
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
msg_admin_attack("[key_name_admin(user)] attacked [key_name_admin(M)] with [src.name] (INTENT: [uppertext(user.a_intent)])")
if ((CLUMSY in user.mutations) && prob(50))
to_chat(user, "\red The rod slips out of your hand and hits your head.")
user.take_organ_damage(10)
user.Paralyse(20)
return
if(M.mind)
if(M.mind.vampire)
if(ishuman(M))
if(!M.mind.vampire.get_ability(/datum/vampire_passive/full))
to_chat(M, "<span class='warning'>The nullrod's power interferes with your own!</span>")
M.mind.vampire.nullified = max(5, M.mind.vampire.nullified + 2)
..()
/obj/item/weapon/nullrod/afterattack(var/obj/item/I as obj, mob/user as mob, proximity)
if(!proximity)
return
for(var/T in transform_via)
if(istype(I, T)) //Only the Chaplain's holy armor is capable fo performing this feat.
if(!transformed) // can't turn a sword into a sword.
var/obj/item/S = new transform_into()
to_chat(user, "<span class='notice'>You sheath the [src] into the [I]'s scabbard, transforming it into \a [S].</span>")
user.unEquip(src)
qdel(src)
user.put_in_hands(S)
break
/obj/item/weapon/nullrod/sword
name = "holy sword"
desc = "A sword imbued with holy power, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "claymore"
item_state = "claymore"
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = 3 //transforming it is not without its downsides.
sharp = 1
edge = 1
transformed = 1
/obj/item/weapon/sord
name = "\improper SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
@@ -115,7 +115,7 @@
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/storage/belt/security/sec(src)
new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/energy/hos(src)
new /obj/item/weapon/gun/energy/gun/hos(src)
new /obj/item/weapon/door_remote/head_of_security(src)
@@ -152,7 +152,7 @@
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/advtaser(src)
new /obj/item/weapon/gun/energy/gun/advtaser(src)
new /obj/item/weapon/storage/belt/security/sec(src)
new /obj/item/weapon/storage/box/holobadge(src)
+3 -2
View File
@@ -208,7 +208,7 @@
if(!G.confirm())
return 0
G.affecting.forceMove(get_turf(src))
G.affecting.Weaken(5)
G.affecting.Weaken(2)
G.affecting.visible_message("<span class='danger'>[G.assailant] pushes [G.affecting] onto [src].</span>", \
"<span class='userdanger'>[G.assailant] pushes [G.affecting] onto [src].</span>")
add_logs(G.affecting, G.assailant, "pushed onto a table")
@@ -448,8 +448,9 @@
/obj/structure/table/glass/destroy(dirty)
if(dirty)
new /obj/item/weapon/shard(loc)
new /obj/item/weapon/shard(loc)
else
new /obj/item/stack/sheet/glass(loc)
new /obj/item/stack/sheet/glass(loc, 2)
..()
/obj/structure/table/glass/tablepush(obj/item/I, mob/user)
+7 -7
View File
@@ -382,7 +382,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/ert/security(M), slot_in_backpack)
@@ -459,7 +459,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/advtaser(M), slot_s_store)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/security/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
@@ -532,7 +532,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/device/t_scanner/extended_range(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
@@ -553,7 +553,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/ionrifle/carbine(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/carbine(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/carbine(M), slot_r_hand)
if("Medic")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat/swat(M), slot_shoes)
@@ -566,7 +566,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/medical(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/surgery(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
@@ -585,7 +585,7 @@ var/send_emergency_team
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/sechailer/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/restraints/handcuffs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/lockbox/loyalty(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse/pistol(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/classic_baton/telescopic(M), slot_r_store)
@@ -610,4 +610,4 @@ var/send_emergency_team
new /obj/item/device/radio/centcom( src )
new /obj/item/weapon/reagent_containers/food/pill/salicylic( src )
new /obj/item/weapon/reagent_containers/food/pill/patch/synthflesh( src )
return
return
+30 -14
View File
@@ -9,8 +9,9 @@ var/list/jackboot_sound = list('sound/effects/jackboot1.ogg','sound/effects/jack
var/list/swing_hit_sound = list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
var/list/hiss_sound = list('sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg')
var/list/page_sound = list('sound/effects/pageturn1.ogg', 'sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg')
//var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
var/list/gun_sound = list('sound/weapons/Gunshot.ogg', 'sound/weapons/Gunshot2.ogg','sound/weapons/Gunshot3.ogg','sound/weapons/Gunshot4.ogg')
var/list/computer_ambience = list('sound/goonstation/machines/ambicomp1.ogg', 'sound/goonstation/machines/ambicomp2.ogg', 'sound/goonstation/machines/ambicomp3.ogg')
var/list/ricochet = list('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg','sound/weapons/effects/ric3.ogg','sound/weapons/effects/ric4.ogg','sound/weapons/effects/ric5.ogg')
/proc/playsound(var/atom/source, soundin, vol as num, vary, extrarange as num, falloff, var/is_global, var/pitch)
@@ -107,17 +108,32 @@ var/const/FALLOFF_SOUNDS = 0.5
/proc/get_sfx(soundin)
if(istext(soundin))
switch(soundin)
if ("shatter") soundin = pick(shatter_sound)
if ("explosion") soundin = pick(explosion_sound)
if ("sparks") soundin = pick(spark_sound)
if ("rustle") soundin = pick(rustle_sound)
if ("bodyfall") soundin = pick(bodyfall_sound)
if ("punch") soundin = pick(punch_sound)
if ("clownstep") soundin = pick(clown_sound)
if ("jackboot") soundin = pick(jackboot_sound)
if ("swing_hit") soundin = pick(swing_hit_sound)
if ("hiss") soundin = pick(hiss_sound)
if ("pageturn") soundin = pick(page_sound)
//if ("gunshot") soundin = pick(gun_sound)
if("computer_ambience") soundin = pick(computer_ambience)
if ("shatter")
soundin = pick(shatter_sound)
if ("explosion")
soundin = pick(explosion_sound)
if ("sparks")
soundin = pick(spark_sound)
if ("rustle")
soundin = pick(rustle_sound)
if ("bodyfall")
soundin = pick(bodyfall_sound)
if ("punch")
soundin = pick(punch_sound)
if ("clownstep")
soundin = pick(clown_sound)
if ("jackboot")
soundin = pick(jackboot_sound)
if ("swing_hit")
soundin = pick(swing_hit_sound)
if ("hiss")
soundin = pick(hiss_sound)
if ("pageturn")
soundin = pick(page_sound)
if ("gunshot")
soundin = pick(gun_sound)
if("computer_ambience")
soundin = pick(computer_ambience)
if("ricochet")
soundin = pick(ricochet)
return soundin
@@ -1,225 +0,0 @@
/obj/structure/spacepod_frame
density = 1
opacity = 0
anchored = 1
layer = 3.9
icon = 'icons/goonstation/48x48/pod_construction.dmi'
icon_state = "pod_1"
var/datum/construction/construct
/obj/structure/spacepod_frame/New()
..()
bound_width = 64
bound_height = 64
construct = new /datum/construction/reversible2/pod(src)
dir = EAST
/obj/structure/spacepod_frame/attackby(obj/item/W as obj, mob/user as mob, params)
if(!construct || !construct.action(W, user))
..()
return
/obj/structure/spacepod_frame/attack_hand()
return
/////////////////////////////////
// CONSTRUCTION STEPS
/////////////////////////////////
/datum/construction/reversible2/pod
result = /obj/spacepod/civilian
base_icon="pod"
//taskpath = /datum/job_objective/make_pod
steps = list(
// 1. Initial state
list(
"desc" = "An empty pod frame.",
state_next = list(
"key" = /obj/item/stack/cable_coil,
"vis_msg" = "{USER} wires the {HOLDER}.",
"self_msg" = "You wire the {HOLDER}."
)
),
// 2. Crudely Wired
list(
"desc" = "A crudely-wired pod frame.",
state_prev = list(
"key" = /obj/item/weapon/wirecutters,
"vis_msg" = "{USER} cuts out the {HOLDER}'s wiring.",
"self_msg" = "You remove the {HOLDER}'s wiring."
),
state_next = list(
"key" = /obj/item/weapon/screwdriver,
"vis_msg" = "{USER} adjusts the wiring.",
"self_msg" = "You adjust the {HOLDER}'s wiring."
)
),
// 3. Cleanly wired
list(
"desc" = "A wired pod frame.",
state_prev = list(
"key" = /obj/item/weapon/screwdriver,
"vis_msg" = "{USER} unclips {HOLDER}'s wiring harnesses.",
"self_msg" = "You unclip {HOLDER}'s wiring harnesses."
),
state_next = list(
"key" = /obj/item/weapon/circuitboard/mecha/pod,
"vis_msg" = "{USER} inserts the mainboard into the {HOLDER}.",
"self_msg" = "You insert the mainboard into the {HOLDER}.",
"delete" = 1
)
),
// 4. Circuit added
list(
"desc" = "A wired pod frame with a loose mainboard.",
state_prev = list(
"key" = /obj/item/weapon/crowbar,
"vis_msg" = "{USER} pries out the mainboard.",
"self_msg" = "You pry out the mainboard.",
"spawn" = /obj/item/weapon/circuitboard/mecha/pod,
"amount" = 1
),
state_next = list(
"key" = /obj/item/weapon/screwdriver,
"vis_msg" = "{USER} secures the mainboard.",
"self_msg" = "You secure the mainboard."
)
),
// 5. Circuit secured
list(
"desc" = "A wired pod frame with a secured mainboard.",
state_prev = list(
"key" = /obj/item/weapon/screwdriver,
"vis_msg" = "{USER} unsecures the mainboard.",
"self_msg" = "You unscrew the mainboard from the {HOLDER}."
),
state_next = list(
"key" = /obj/item/pod_parts/core,
,
"vis_msg" = "{USER} inserts the core into the {HOLDER}.",
"self_msg" = "You carefully insert the core into the {HOLDER}.",
"delete" = 1
)
),
// 6. Core inserted
list(
"desc" = "A naked space pod with a loose core.",
state_prev = list(
"key" = /obj/item/weapon/crowbar,
"vis_msg" = "{USER} delicately removes the core from the {HOLDER} with a crowbar.",
"self_msg" = "You delicately remove the core from the {HOLDER} with a crowbar.",
"spawn" = /obj/item/pod_parts/core,
"amount" = 1
),
state_next = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} secures the core's bolts.",
"self_msg" = "You secure the core's bolts."
)
),
// 7. Core secured
list(
"desc" = "A naked space pod with an exposed core. How lewd.",
state_prev = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} unsecures the {HOLDER}'s core.",
"self_msg" = "You unsecure the {HOLDER}'s core."
),
state_next = list(
"key" = /obj/item/stack/sheet/metal,
"amount" = 5,
"vis_msg" = "{USER} frabricates a pressure bulkhead for the {HOLDER}.",
"self_msg" = "You frabricate a pressure bulkhead for the {HOLDER}."
)
),
// 8. Bulkhead added
list(
"desc" = "A space pod with loose bulkhead panelling exposed.",
state_prev = list(
"key" = /obj/item/weapon/crowbar,
"vis_msg" = "{USER} pops the {HOLDER}'s bulkhead panelling loose.",
"self_msg" = "You pop the {HOLDER}'s bulkhead panelling loose.",
"spawn" = /obj/item/stack/sheet/metal,
"amount" = 5,
),
state_next = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} secures the {HOLDER}'s bulkhead panelling.",
"self_msg" = "You secure the {HOLDER}'s bulkhead panelling."
)
),
// 9. Bulkhead secured with bolts
list(
"desc" = "A space pod with unwelded bulkhead panelling exposed.",
state_prev = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} unbolts the {HOLDER}'s bulkhead panelling.",
"self_msg" = "You unbolt the {HOLDER}'s bulkhead panelling."
),
state_next = list(
"key" = /obj/item/weapon/weldingtool,
"vis_msg" = "{USER} seals the {HOLDER}'s bulkhead panelling with a weld.",
"self_msg" = "You seal the {HOLDER}'s bulkhead panelling with a weld."
)
),
// 10. Welded bulkhead
list(
"desc" = "A space pod with sealed bulkhead panelling exposed.",
state_prev = list(
"key" = /obj/item/weapon/weldingtool,
"vis_msg" = "{USER} cuts the {HOLDER}'s bulkhead panelling loose.",
"self_msg" = "You cut the {HOLDER}'s bulkhead panelling loose."
),
state_next = list(
"key" = /obj/item/pod_parts/armor,
"vis_msg" = "{USER} installs the {HOLDER}'s armor plating.",
"self_msg" = "You install the {HOLDER}'s armor plating.",
"delete" = 1
)
),
// 11. Loose armor
list(
"desc" = "A space pod with unsecured armor.",
state_prev = list(
"key" = /obj/item/weapon/crowbar,
"vis_msg" = "{USER} pries off {HOLDER}'s armor.",
"self_msg" = "You pry off {HOLDER}'s armor.",
"spawn" = /obj/item/pod_parts/armor,
"amount" = 1
),
state_next = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} bolts down the {HOLDER}'s armor.",
"self_msg" = "You bolt down the {HOLDER}'s armor."
)
),
// 12. Bolted-down armor
list(
"desc" = "A space pod with unsecured armor.",
state_prev = list(
"key" = /obj/item/weapon/wrench,
"vis_msg" = "{USER} unsecures the {HOLDER}'s armor.",
"self_msg" = "You unsecure the {HOLDER}'s armor."
),
state_next = list(
"key" = /obj/item/weapon/weldingtool,
"vis_msg" = "{USER} welds the {HOLDER}'s armor.",
"self_msg" = "You weld the {HOLDER}'s armor."
)
)
// EOF
)
spawn_result(mob/user as mob)
..()
feedback_inc("spacepod_created",1)
return
-232
View File
@@ -1,232 +0,0 @@
/obj/item/device/spacepod_equipment/weaponry/proc/fire_weapons()
if(my_atom.next_firetime > world.time)
to_chat(usr, "<span class='warning'>Your weapons are recharging.</span>")
return
var/turf/firstloc
var/turf/secondloc
if(!my_atom.equipment_system || !my_atom.equipment_system.weapon_system)
to_chat(usr, "<span class='warning'>Missing equipment or weapons.</span>")
my_atom.verbs -= text2path("[type]/proc/fire_weapons")
return
my_atom.battery.use(shot_cost)
var/olddir
for(var/i = 0; i < shots_per; i++)
if(olddir != my_atom.dir)
switch(my_atom.dir)
if(NORTH)
firstloc = get_step(my_atom, NORTH)
secondloc = get_step(firstloc,EAST)
if(SOUTH)
firstloc = get_turf(my_atom)
secondloc = get_step(firstloc,EAST)
if(EAST)
firstloc = get_step(my_atom, EAST)
secondloc = get_step(firstloc,NORTH)
if(WEST)
firstloc = get_turf(my_atom)
secondloc = get_step(firstloc,NORTH)
olddir = dir
var/proj_type = text2path(projectile_type)
var/obj/item/projectile/projone = new proj_type(firstloc)
var/obj/item/projectile/projtwo = new proj_type(secondloc)
projone.starting = get_turf(my_atom)
projone.shot_from = src
projone.firer = usr
projone.def_zone = "chest"
projtwo.starting = get_turf(my_atom)
projtwo.shot_from = src
projtwo.firer = usr
projtwo.def_zone = "chest"
spawn()
playsound(src, fire_sound, 50, 1)
projone.dumbfire(my_atom.dir)
projtwo.dumbfire(my_atom.dir)
sleep(2)
my_atom.next_firetime = world.time + fire_delay
/datum/spacepod/equipment
var/obj/spacepod/my_atom
var/obj/item/device/spacepod_equipment/weaponry/weapon_system // weapons system
var/obj/item/device/spacepod_equipment/misc/misc_system // misc system
var/obj/item/device/spacepod_equipment/cargo/cargo_system // cargo system
var/obj/item/device/spacepod_equipment/lock/lock_system // lock system
//var/obj/item/device/spacepod_equipment/engine/engine_system // engine system
//var/obj/item/device/spacepod_equipment/shield/shield_system // shielding system
/datum/spacepod/equipment/New(var/obj/spacepod/SP)
..()
if(istype(SP))
my_atom = SP
/obj/item/device/spacepod_equipment
name = "equipment"
var/obj/spacepod/my_atom
/obj/item/device/spacepod_equipment/proc/removed(var/mob/user) // So that you can unload cargo when you remove the module
return
// base item for spacepod weapons
/obj/item/device/spacepod_equipment/weaponry
name = "pod weapon"
desc = "You shouldn't be seeing this"
icon = 'icons/vehicles/spacepod.dmi'
icon_state = "blank"
var/projectile_type
var/shot_cost = 0
var/shots_per = 1
var/fire_sound
var/fire_delay = 15
/obj/item/device/spacepod_equipment/weaponry/taser
name = "disabler system"
desc = "A weak taser system for space pods, fires disabler beams."
icon_state = "weapon_taser"
projectile_type = "/obj/item/projectile/beam/disabler"
shot_cost = 400
fire_sound = "sound/weapons/Taser.ogg"
/obj/item/device/spacepod_equipment/weaponry/burst_taser
name = "burst taser system"
desc = "A weak taser system for space pods, this one fires 3 at a time."
icon_state = "weapon_burst_taser"
projectile_type = "/obj/item/projectile/beam/disabler"
shot_cost = 1200
shots_per = 3
fire_sound = "sound/weapons/Taser.ogg"
fire_delay = 30
/obj/item/device/spacepod_equipment/weaponry/laser
name = "laser system"
desc = "A weak laser system for space pods, fires concentrated bursts of energy"
icon_state = "weapon_laser"
projectile_type = "/obj/item/projectile/beam"
shot_cost = 600
fire_sound = 'sound/weapons/Laser.ogg'
// MINING LASERS
/obj/item/device/spacepod_equipment/weaponry/mining_laser_basic
name = "weak mining laser system"
desc = "A weak mining laser system for space pods, fires bursts of energy that cut through rock"
icon = 'icons/goonstation/pods/ship.dmi'
icon_state = "pod_taser"
projectile_type = "/obj/item/projectile/kinetic"
shot_cost = 300
fire_delay = 14
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
/obj/item/device/spacepod_equipment/weaponry/mining_laser
name = "mining laser system"
desc = "A mining laser system for space pods, fires bursts of energy that cut through rock"
icon = 'icons/goonstation/pods/ship.dmi'
icon_state = "pod_m_laser"
projectile_type = "/obj/item/projectile/kinetic/super"
shot_cost = 250
fire_delay = 10
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
/obj/item/device/spacepod_equipment/weaponry/mining_laser_hyper
name = "enhanced mining laser system"
desc = "An enhanced mining laser system for space pods, fires bursts of energy that cut through rock"
icon = 'icons/goonstation/pods/ship.dmi'
icon_state = "pod_w_laser"
projectile_type = "/obj/item/projectile/kinetic/hyper"
shot_cost = 200
fire_delay = 8
fire_sound = 'sound/weapons/Kenetic_accel.ogg'
//base item for spacepod misc equipment (tracker)
/obj/item/device/spacepod_equipment/misc
name = "pod misc"
desc = "You shouldn't be seeing this"
icon = 'icons/goonstation/pods/ship.dmi'
icon_state = "blank"
var/enabled
/obj/item/device/spacepod_equipment/misc/tracker
name = "\improper spacepod tracking system"
desc = "A tracking device for spacepods."
icon_state = "pod_locator"
enabled = 0
/obj/item/device/spacepod_equipment/misc/tracker/attackby(obj/item/I as obj, mob/user as mob, params)
if(isscrewdriver(I))
if(enabled)
enabled = 0
user.show_message("<span class='notice'>You disable \the [src]'s power.")
return
enabled = 1
user.show_message("<span class='notice'>You enable \the [src]'s power.</span>")
else
..()
/obj/item/device/spacepod_equipment/cargo
name = "pod cargo"
desc = "You shouldn't be seeing this"
icon = 'icons/vehicles/spacepod.dmi'
icon_state = "blank"
/obj/item/device/spacepod_equipment/cargo/proc/passover(var/obj/item/I)
return
/obj/item/device/spacepod_equipment/cargo/proc/unload()
return
/obj/item/device/spacepod_equipment/cargo/ore
name = "\improper spacepod ore storage system"
desc = "An ore storage system for spacepods. Scoops up any ore you drive over."
icon_state = "cargo_ore"
var/obj/structure/ore_box/box
/obj/item/device/spacepod_equipment/cargo/ore/passover(var/obj/item/I)
if(box && istype(I,/obj/item/weapon/ore))
I.forceMove(box)
/obj/item/device/spacepod_equipment/cargo/ore/unload()
if(box)
box.forceMove(get_turf(my_atom))
box = null
/obj/item/device/spacepod_equipment/cargo/ore/removed(var/mob/user)
. = ..()
unload()
/obj/item/device/spacepod_equipment/lock
name = "pod lock"
desc = "You shouldn't be seeing this"
icon = 'icons/vehicles/spacepod.dmi'
icon_state = "blank"
var/mode = 0
var/id = null
// Key and Tumbler System
/obj/item/device/spacepod_equipment/lock/keyed
name = "spacepod tumbler lock"
desc = "A locking system to stop podjacking. This version uses a standalone key."
icon_state = "lock_tumbler"
var/static/id_source = 0
/obj/item/device/spacepod_equipment/lock/keyed/New()
..()
id = ++id_source
// The key
/obj/item/device/spacepod_key
name = "spacepod key"
desc = "A key for a spacepod lock."
icon = 'icons/vehicles/spacepod.dmi'
icon_state = "podkey"
w_class = 1.0
var/id = 0
// Key - Lock Interactions
/obj/item/device/spacepod_equipment/lock/keyed/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/device/spacepod_key))
var/obj/item/device/spacepod_key/key = I
if(!key.id)
key.id = id
to_chat(user, "<span class='notice'>You grind the blank key to fit the lock.</span>")
else
to_chat(user, "<span class='warning'>This key is already ground!</span>")
else
..()
-125
View File
@@ -1,125 +0,0 @@
/obj/item/pod_parts
parent_type = /obj/item/mecha_parts
icon = 'icons/goonstation/pods/pod_parts.dmi'
/obj/item/pod_parts/core
name="Space Pod Core"
icon_state = "core"
flags = CONDUCT
origin_tech = "programming=2;materials=3;bluespace=2;engineering=3"
/obj/item/pod_parts/pod_frame
name = "Space Pod Frame"
icon_state = ""
flags = CONDUCT
density = 0
anchored = 0
var/link_to = null
var/link_angle = 0
/obj/item/pod_parts/pod_frame/proc/find_square()
/*
each part, in essence, stores the relative position of another part
you can find where this part should be by looking at the current direction of the current part and applying the link_angle
the link_angle is the angle between the part's direction and its following part, which is the current part's link_to
the code works by going in a loop - each part is capable of starting a loop by checking for the part after it, and that part checking, and so on
this 4-part loop, starting from any part of the frame, can determine if all the parts are properly in place and aligned
it also checks that each part is unique, and that all the parts are there for the spacepod itself
*/
var/neededparts = list(/obj/item/pod_parts/pod_frame/aft_port, /obj/item/pod_parts/pod_frame/aft_starboard, /obj/item/pod_parts/pod_frame/fore_port, /obj/item/pod_parts/pod_frame/fore_starboard)
var/turf/T
var/obj/item/pod_parts/pod_frame/linked
var/obj/item/pod_parts/pod_frame/pointer
var/connectedparts = list()
neededparts -= src
//log_admin("Starting with [src]")
linked = src
for(var/i = 1; i <= 4; i++)
T = get_turf(get_step(linked, turn(linked.dir, -linked.link_angle))) //get the next place that we want to look at
if(locate(linked.link_to) in T)
pointer = locate(linked.link_to) in T
//log_admin("Looking at [pointer.type]")
if(istype(pointer, linked.link_to) && pointer.dir == linked.dir && pointer.anchored)
if(!(pointer in connectedparts))
connectedparts += pointer
linked = pointer
pointer = null
//log_admin("Parts left: [neededparts.len]") //len not working
for(var/i = 1; i <=4; i++)
var/obj/item/pod_parts/pod_frame/F = connectedparts[i]
if(F.type in neededparts) //if one of the items can be founded in neededparts
neededparts -= F.type
log_admin("Found [F.type]")
else //because neededparts has 4 distinct items, this must be called if theyre not all in place and wrenched
return 0
return connectedparts
/obj/item/pod_parts/pod_frame/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/stack/rods))
var/obj/item/stack/rods/R = O
var/list/linkedparts = find_square()
if(!linkedparts)
to_chat(user, "<span class='rose'>You cannot assemble a pod frame because you do not have the necessary assembly.</span>")
return
var/obj/structure/spacepod_frame/pod = new /obj/structure/spacepod_frame(src.loc)
pod.dir = src.dir
to_chat(user, "<span class='notice'>You strut the pod frame together.</span>")
R.use(10)
for(var/obj/item/pod_parts/pod_frame/F in linkedparts)
if(1 == turn(F.dir, -F.link_angle)) //if the part links north during construction, as the bottom left part always does
//log_admin("Repositioning")
pod.loc = F.loc
qdel(F)
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
if(istype(O, /obj/item/weapon/wrench))
to_chat(user, "<span class='notice'>You [!anchored ? "secure \the [src] in place." : "remove the securing bolts."]</span>")
anchored = !anchored
density = anchored
playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
/obj/item/pod_parts/pod_frame/verb/rotate()
set name = "Rotate Frame"
set category = "Object"
set src in oview(1)
if(anchored)
to_chat(usr, "\The [src] is securely bolted!")
return 0
src.dir = turn(src.dir, -90)
return 1
/obj/item/pod_parts/pod_frame/attack_hand()
src.rotate()
/obj/item/pod_parts/pod_frame/fore_port
name = "fore port pod frame"
icon_state = "pod_fp"
desc = "A space pod frame component. This is the fore port component."
link_to = /obj/item/pod_parts/pod_frame/fore_starboard
link_angle = 90
/obj/item/pod_parts/pod_frame/fore_starboard
name = "fore starboard pod frame"
icon_state = "pod_fs"
desc = "A space pod frame component. This is the fore starboard component."
link_to = /obj/item/pod_parts/pod_frame/aft_starboard
link_angle = 180
/obj/item/pod_parts/pod_frame/aft_port
name = "aft port pod frame"
icon_state = "pod_ap"
desc = "A space pod frame component. This is the aft port component."
link_to = /obj/item/pod_parts/pod_frame/fore_port
link_angle = 0
/obj/item/pod_parts/pod_frame/aft_starboard
name = "aft starboard pod frame"
icon_state = "pod_as"
desc = "A space pod frame component. This is the aft starboard component."
link_to = /obj/item/pod_parts/pod_frame/aft_port
link_angle = 270
/obj/item/pod_parts/armor
name = "civilian pod armor"
icon = 'icons/goonstation/pods/pod_parts.dmi'
icon_state = "pod_armor_civ"
desc = "Spacepod armor. This is the civilian version. It looks rather flimsy."
@@ -1,550 +0,0 @@
/obj/machinery/spod_part_fabricator
icon = 'icons/obj/robotics.dmi'
icon_state = "fab-idle"
name = "spacepod fabricator"
desc = "Nothing is being built."
density = 1
anchored = 1
use_power = 1
idle_power_usage = 20
active_power_usage = 5000
var/time_coeff = 1
var/resource_coeff = 1
var/time_coeff_tech = 1
var/resource_coeff_tech = 1
var/list/resources = list(
MAT_METAL=0,
MAT_GLASS=0,
MAT_BANANIUM=0,
MAT_DIAMOND=0,
MAT_GOLD=0,
MAT_PLASMA=0,
MAT_SILVER=0,
MAT_URANIUM=0
)
var/res_max_amount = 200000
var/datum/research/files
var/id
var/sync = 0
var/part_set
var/datum/design/being_built
var/list/queue = list()
var/processing_queue = 0
var/screen = "main"
var/temp
var/list/part_sets = list(
"Pod_Weaponry",
"Pod_Armor",
"Pod_Parts",
"Pod_Frame",
"Misc",
)
var/turf/exit
/obj/machinery/spod_part_fabricator/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/podfab(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
RefreshParts()
files = new /datum/research(src) //Setup the research data holder.
for(var/direction in cardinal)
exit = get_step(src,direction)
if(!exit.density)
break
exit = loc
/obj/machinery/spod_part_fabricator/upgraded/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/podfab(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin/super(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin/super(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin/super(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator/pico(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator/pico(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser/ultra(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser/ultra(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
RefreshParts()
/obj/machinery/spod_part_fabricator/RefreshParts()
var/T = 0
//maximum stocking amount (max 412000)
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
T += M.rating
res_max_amount = (187000+(T * 37500))
//ressources adjustment coefficient (1 -> 0.88 -> 0.75)
T = -1
for(var/obj/item/weapon/stock_parts/micro_laser/Ma in component_parts)
T += Ma.rating
resource_coeff = round(initial(resource_coeff) - (initial(resource_coeff)*(T))/8,0.01)
//building time adjustment coefficient (1 -> 0.8 -> 0.6)
T = -1
for(var/obj/item/weapon/stock_parts/manipulator/Ml in component_parts)
T += Ml.rating
time_coeff = round(initial(time_coeff) - (initial(time_coeff)*(T))/5,0.01)
/obj/machinery/spod_part_fabricator/proc/output_parts_list(set_name)
var/output = ""
for(var/datum/design/D in files.known_designs)
if(D.build_type & PODFAB)
if(!(set_name in D.category))
continue
var/resources_available = check_resources(D)
output += "<div class='part'>[output_part_info(D)]<br>\[[resources_available?"<a href='?src=\ref[src];part=[D.id]'>Build</a> | ":null]<a href='?src=\ref[src];add_to_queue=[D.id]'>Add to queue</a>\]\[<a href='?src=\ref[src];part_desc=[D.id]'>?</a>\]</div>"
return output
/obj/machinery/spod_part_fabricator/proc/output_part_info(datum/design/D)
var/output = "[initial(D.name)] (Cost: [output_part_cost(D)]) [get_construction_time_w_coeff(D)/10] seconds"
return output
/obj/machinery/spod_part_fabricator/proc/output_part_cost(datum/design/D)
var/i = 0
var/output
for(var/c in D.materials)
if(c in resources)
output += "[i?" | ":null][get_resource_cost_w_coeff(D,c)] [material2name(c)]"
i++
return output
/obj/machinery/spod_part_fabricator/proc/output_available_resources()
var/output
for(var/resource in resources)
var/amount = min(res_max_amount, resources[resource])
output += "<span class=\"res_name\">[material2name(resource)]: </span>[amount] cm&sup3;, [round(resources[resource] / MINERAL_MATERIAL_AMOUNT,0.1)] sheets"
if(amount>0)
output += "<span style='font-size:80%;'> - Remove \[<a href='?src=\ref[src];remove_mat=1;material=[resource]'>1</a>\] | \[<a href='?src=\ref[src];remove_mat=10;material=[resource]'>10</a>\] | \[<a href='?src=\ref[src];remove_mat=1;material=[resource];custom_eject=1'>Custom</a>\] | \[<a href='?src=\ref[src];remove_mat=[resources[resource] / MINERAL_MATERIAL_AMOUNT];material=[resource]'>All</a>\]</span>"
output += "<br/>"
return output
/obj/machinery/spod_part_fabricator/proc/remove_resources(datum/design/D)
for(var/resource in D.materials)
if(resource in resources)
resources[resource] -= get_resource_cost_w_coeff(D,resource)
/obj/machinery/spod_part_fabricator/proc/check_resources(datum/design/D)
for(var/R in D.materials)
if(R in resources)
if(resources[R] < get_resource_cost_w_coeff(D, R))
return 0
else
return 0
return 1
/obj/machinery/spod_part_fabricator/proc/build_part(datum/design/D)
being_built = D
desc = "It's building \a [initial(D.name)]."
remove_resources(D)
overlays += "fab-active"
use_power = 2
updateUsrDialog()
sleep(get_construction_time_w_coeff(D))
use_power = 1
overlays -= "fab-active"
desc = initial(desc)
var/obj/item/I = new D.build_path
var/O = D.locked
if(O)
var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(exit)
I.loc = L
L.name += " ([I.name])"
else
I.loc = exit
I.materials[MAT_METAL] = get_resource_cost_w_coeff(D,MAT_METAL)
I.materials[MAT_GLASS] = get_resource_cost_w_coeff(D,MAT_GLASS)
visible_message("\icon[src] <b>\The [src]</b> beeps, \"\The [I] is complete.\"")
being_built = null
updateUsrDialog()
return 1
/obj/machinery/spod_part_fabricator/proc/update_queue_on_page()
send_byjax(usr,"mecha_fabricator.browser","queue",list_queue())
return
/obj/machinery/spod_part_fabricator/proc/add_part_set_to_queue(set_name)
if(set_name in part_sets)
for(var/datum/design/D in files.known_designs)
if(D.build_type & PODFAB)
if(set_name in D.category)
add_to_queue(D)
/obj/machinery/spod_part_fabricator/proc/add_to_queue(D)
if(!istype(queue))
queue = list()
if(D)
queue[++queue.len] = D
return queue.len
/obj/machinery/spod_part_fabricator/proc/remove_from_queue(index)
if(!isnum(index) || !istype(queue) || (index<1 || index>queue.len))
return 0
queue.Cut(index,++index)
return 1
/obj/machinery/spod_part_fabricator/proc/process_queue()
var/datum/design/D = queue[1]
if(!D)
remove_from_queue(1)
if(queue.len)
return process_queue()
else
return
temp = null
while(D)
if(stat&(NOPOWER|BROKEN))
return 0
if(!check_resources(D))
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Not enough resources. Queue processing stopped.\"")
temp = {"<span class='alert'>Not enough resources to build next part.</span><br>
<a href='?src=\ref[src];process_queue=1'>Try again</a> | <a href='?src=\ref[src];clear_temp=1'>Return</a><a>"}
return 0
remove_from_queue(1)
build_part(D)
D = listgetindex(queue, 1)
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Queue processing finished successfully.\"")
/obj/machinery/spod_part_fabricator/proc/list_queue()
var/output = "<b>Queue contains:</b>"
if(!istype(queue) || !queue.len)
output += "<br>Nothing"
else
output += "<ol>"
var/i = 0
for(var/datum/design/D in queue)
i++
var/obj/part = D.build_path
output += "<li[!check_resources(D)?" style='color: #f00;'":null]>[initial(part.name)] - [i>1?"<a href='?src=\ref[src];queue_move=-1;index=[i]' class='arrow'>&uarr;</a>":null] [i<queue.len?"<a href='?src=\ref[src];queue_move=+1;index=[i]' class='arrow'>&darr;</a>":null] <a href='?src=\ref[src];remove_from_queue=[i]'>Remove</a></li>"
output += "</ol>"
output += "\[<a href='?src=\ref[src];process_queue=1'>Process queue</a> | <a href='?src=\ref[src];clear_queue=1'>Clear queue</a>\]"
return output
/obj/machinery/spod_part_fabricator/proc/update_tech()
if(!files)
return
var/output
for(var/datum/tech/T in files.known_tech)
if(T && T.level > 1)
var/diff
switch(T.id)
if("materials")
//one materials level is 1/32, so that max level is 0.75 coefficient
diff = round(initial(resource_coeff_tech) - (initial(resource_coeff_tech)*(T.level-1))/32,0.01)
if(resource_coeff_tech>diff)
resource_coeff_tech = diff
output+="Production efficiency increased.<br>"
if("programming")
//one materials level is 1/40, so that max level is 0.8 coefficient
diff = round(initial(time_coeff_tech) - (initial(time_coeff_tech)*(T.level-1))/40,0.1)
if(time_coeff_tech>diff)
time_coeff_tech = diff
output+="Production routines updated.<br>"
return output
/obj/machinery/spod_part_fabricator/proc/sync()
temp = "Updating local R&D database..."
updateUsrDialog()
sleep(30) //only sleep if called by user
var/area/localarea = get_area(src)
for(var/obj/machinery/computer/rdconsole/RDC in localarea.contents)
if(!RDC.sync)
continue
for(var/datum/tech/T in RDC.files.known_tech)
files.AddTech2Known(T)
for(var/datum/design/D in RDC.files.known_designs)
files.AddDesign2Known(D)
files.RefreshResearch()
temp = "Processed equipment designs.<br>"
//check if the tech coefficients have changed
temp += update_tech()
temp += "<a href='?src=\ref[src];clear_temp=1'>Return</a>"
updateUsrDialog()
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Successfully synchronized with R&D server.\"")
return
temp = "Unable to connect to local R&D Database.<br>Please check your connections and try again.<br><a href='?src=\ref[src];clear_temp=1'>Return</a>"
updateUsrDialog()
return
/obj/machinery/spod_part_fabricator/proc/get_resource_cost_w_coeff(datum/design/D, resource, roundto = 1)
return round(D.materials[resource]*resource_coeff*resource_coeff_tech, roundto)
/obj/machinery/spod_part_fabricator/proc/get_construction_time_w_coeff(datum/design/D, roundto = 1) //aran
return round(initial(D.construction_time)*time_coeff*time_coeff_tech, roundto)
/obj/machinery/spod_part_fabricator/attack_hand(mob/user)
if(..())
return 1
return interact(user)
/obj/machinery/spod_part_fabricator/interact(mob/user as mob)
var/dat, left_part
if (..())
return
user.set_machine(src)
if(exit.density)
visible_message("\icon[src] <b>\The [src]</b> beeps, \"Error! Part outlet is obstructed.\"")
return
if(temp)
left_part = temp
else if(being_built)
var/obj/I = being_built.build_path
left_part = {"<TT>Building [initial(I.name)].<BR>
Please wait until completion...</TT>"}
else
switch(screen)
if("main")
left_part = output_available_resources()+"<hr>"
left_part += "<a href='?src=\ref[src];sync=1'>Sync with R&D servers</a><hr>"
for(var/part_set in part_sets)
left_part += "<a href='?src=\ref[src];part_set=[part_set]'>[part_set]</a> - \[<a href='?src=\ref[src];partset_to_queue=[part_set]'>Add all parts to queue</a>\]<br>"
if("parts")
left_part += output_parts_list(part_set)
left_part += "<hr><a href='?src=\ref[src];screen=main'>Return</a>"
dat = {"<html>
<head>
<title>[name]</title>
<style>
.res_name {font-weight: bold; text-transform: capitalize;}
.red {color: #f00;}
.part {margin-bottom: 10px;}
.arrow {text-decoration: none; font-size: 10px;}
body, table {height: 100%;}
td {vertical-align: top; padding: 5px;}
html, body {padding: 0px; margin: 0px;}
h1 {font-size: 18px; margin: 5px 0px;}
</style>
<script language='javascript' type='text/javascript'>
[js_byjax]
</script>
</head><body>
<body>
<table style='width: 100%;'>
<tr>
<td style='width: 65%; padding-right: 10px;'>
[left_part]
</td>
<td style='width: 35%; background: #ccc;' id='queue'>
[list_queue()]
</td>
<tr>
</table>
</body>
</html>"}
user << browse(dat, "window=mecha_fabricator;size=1000x430")
onclose(user, "mecha_fabricator")
return
/obj/machinery/spod_part_fabricator/Topic(href, href_list)
if(..())
return
var/datum/topic_input/filter = new /datum/topic_input(href,href_list)
if(href_list["part_set"])
var/tpart_set = filter.getStr("part_set")
if(tpart_set)
if(tpart_set=="clear")
part_set = null
else
part_set = tpart_set
screen = "parts"
if(href_list["part"])
var/T = filter.getStr("part")
for(var/datum/design/D in files.known_designs)
if(D.build_type & PODFAB)
if(D.id == T)
if(!processing_queue)
build_part(D)
else
add_to_queue(D)
break
if(href_list["add_to_queue"])
var/T = filter.getStr("add_to_queue")
for(var/datum/design/D in files.known_designs)
if(D.build_type & PODFAB)
if(D.id == T)
add_to_queue(D)
break
return update_queue_on_page()
if(href_list["remove_from_queue"])
remove_from_queue(filter.getNum("remove_from_queue"))
return update_queue_on_page()
if(href_list["partset_to_queue"])
add_part_set_to_queue(filter.get("partset_to_queue"))
return update_queue_on_page()
if(href_list["process_queue"])
spawn(-1)
if(processing_queue || being_built)
return 0
processing_queue = 1
process_queue()
processing_queue = 0
if(href_list["clear_temp"])
temp = null
if(href_list["screen"])
screen = href_list["screen"]
if(href_list["queue_move"] && href_list["index"])
var/index = filter.getNum("index")
var/new_index = index + filter.getNum("queue_move")
if(isnum(index) && isnum(new_index))
if(IsInRange(new_index,1,queue.len))
queue.Swap(index,new_index)
return update_queue_on_page()
if(href_list["clear_queue"])
queue = list()
return update_queue_on_page()
if(href_list["sync"])
sync()
if(href_list["part_desc"])
var/T = filter.getStr("part_desc")
for(var/datum/design/D in files.known_designs)
if(D.build_type & PODFAB)
if(D.id == T)
var/obj/part = D.build_path
temp = {"<h1>[initial(part.name)] description:</h1>
[initial(part.desc)]<br>
<a href='?src=\ref[src];clear_temp=1'>Return</a>
"}
break
if(href_list["remove_mat"] && href_list["material"])
var/amount = text2num(href_list["remove_mat"])
var/material = href_list["material"]
if(href_list["custom_eject"])
amount = input("How many sheets would you like to eject from the machine?", "How much?", 1) as null|num
amount = max(0,min(round(resources[material]/MINERAL_MATERIAL_AMOUNT),amount)) // Rounding errors aren't scary, as the mineral eject proc is smart
if (!amount)
return
amount = round(amount)
if(amount < 0 || amount > resources[material]) //href protection
return
var/removed = remove_material(material,amount)
if(removed == -1)
temp = "Not enough [material2name(material)] to produce a sheet."
else
temp = "Ejected [removed] of [material2name(material)]"
temp += "<br><a href='?src=\ref[src];clear_temp=1'>Return</a>"
updateUsrDialog()
return
/obj/machinery/spod_part_fabricator/proc/remove_material(var/mat_string, var/amount)
if(resources[mat_string] < MINERAL_MATERIAL_AMOUNT) //not enough mineral for a sheet
return -1
var/type
switch(mat_string)
if(MAT_METAL)
type = /obj/item/stack/sheet/metal
if(MAT_GLASS)
type = /obj/item/stack/sheet/glass
if(MAT_GOLD)
type = /obj/item/stack/sheet/mineral/gold
if(MAT_SILVER)
type = /obj/item/stack/sheet/mineral/silver
if(MAT_DIAMOND)
type = /obj/item/stack/sheet/mineral/diamond
if(MAT_PLASMA)
type = /obj/item/stack/sheet/mineral/plasma
if(MAT_URANIUM)
type = /obj/item/stack/sheet/mineral/uranium
if(MAT_BANANIUM)
type = /obj/item/stack/sheet/mineral/bananium
else
return 0
var/result = 0
while(amount > 50)
new type(get_turf(src),50)
amount -= 50
result += 50
resources[mat_string] -= 50 * MINERAL_MATERIAL_AMOUNT
var/total_amount = round(resources[mat_string]/MINERAL_MATERIAL_AMOUNT)
if(total_amount)//if there's still enough material for sheets
var/obj/item/stack/sheet/res = new type(get_turf(src),min(amount,total_amount))
resources[mat_string] -= res.amount*MINERAL_MATERIAL_AMOUNT
result += res.amount
return result
/obj/machinery/spod_part_fabricator/attackby(obj/W as obj, mob/user as mob, params)
if(default_deconstruction_screwdriver(user, "fab-o", "fab-idle", W))
return
if(exchange_parts(user, W))
return
if(panel_open)
if(istype(W, /obj/item/weapon/crowbar))
for(var/material in resources)
remove_material(material, resources[material]/MINERAL_MATERIAL_AMOUNT)
default_deconstruction_crowbar(W)
return 1
else
to_chat(user, "<span class='danger'>You can't load \the [name] while it's opened.</span>")
return 1
if(istype(W, /obj/item/stack))
var/material
switch(W.type)
if(/obj/item/stack/sheet/mineral/gold)
material = MAT_GOLD
if(/obj/item/stack/sheet/mineral/silver)
material = MAT_SILVER
if(/obj/item/stack/sheet/mineral/diamond)
material = MAT_DIAMOND
if(/obj/item/stack/sheet/mineral/plasma)
material = MAT_PLASMA
if(/obj/item/stack/sheet/metal)
material = MAT_METAL
if(/obj/item/stack/sheet/glass)
material = MAT_GLASS
if(/obj/item/stack/sheet/mineral/bananium)
material = MAT_BANANIUM
if(/obj/item/stack/sheet/mineral/uranium)
material = MAT_URANIUM
else
return ..()
if(being_built)
to_chat(user, "\The [src] is currently processing. Please wait until completion.")
return
if(res_max_amount - resources[material] < MINERAL_MATERIAL_AMOUNT) //overstuffing the fabricator
to_chat(user, "\The [src] [material2name(material)] storage is full.")
return
var/obj/item/stack/sheet/stack = W
var/sname = "[stack.name]"
if(resources[material] < res_max_amount)
overlays += "fab-load-[material2name(material)]"//loading animation is now an overlay based on material type. No more spontaneous conversion of all ores to metal. -vey
var/transfer_amount = min(stack.amount, round((res_max_amount - resources[material])/MINERAL_MATERIAL_AMOUNT,1))
resources[material] += transfer_amount * MINERAL_MATERIAL_AMOUNT
stack.use(transfer_amount)
to_chat(user, "You insert [transfer_amount] [sname] sheet\s into \the [src].")
sleep(10)
updateUsrDialog()
overlays -= "fab-load-[material2name(material)]" //No matter what the overlay shall still be deleted
else
to_chat(user, "\The [src] cannot hold any more [sname] sheet\s.")
return
/obj/machinery/spod_part_fabricator/proc/material2name(var/ID)
return copytext(ID,2)
-932
View File
@@ -1,932 +0,0 @@
#define DAMAGE 1
#define FIRE 2
/obj/spacepod
name = "\improper space pod"
desc = "A space pod meant for space travel."
icon = 'icons/goonstation/48x48/pods.dmi'
density = 1 //Dense. To raise the heat.
opacity = 0
anchored = 1
unacidable = 1
layer = 3.9
infra_luminosity = 15
var/mob/living/carbon/occupant
var/mob/living/carbon/occupant2 //two seaters
var/datum/spacepod/equipment/equipment_system
var/battery_type = "/obj/item/weapon/stock_parts/cell/high"
var/obj/item/weapon/stock_parts/cell/battery
var/datum/gas_mixture/cabin_air
var/obj/machinery/portable_atmospherics/canister/internal_tank
var/use_internal_tank = 0
var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature
var/datum/global_iterator/pr_give_air //moves air from tank to cabin
var/datum/effect/system/ion_trail_follow/space_trail/ion_trail
var/hatch_open = 0
var/next_firetime = 0
var/list/pod_overlays
var/health = 250
var/empcounter = 0 //Used for disabling movement when hit by an EMP
var/lights = 0
var/lights_power = 6
var/list/icon_light_color = list("pod_civ" = LIGHT_COLOR_WHITE, \
"pod_mil" = "#BBF093", \
"pod_synd" = LIGHT_COLOR_RED, \
"pod_gold" = LIGHT_COLOR_WHITE, \
"pod_black" = "#3B8FE5", \
"pod_industrial" = "#CCCC00")
var/allow2enter = 1
var/move_delay = 2
var/next_move = 0
/obj/spacepod/New()
. = ..()
if(!pod_overlays)
pod_overlays = new/list(2)
pod_overlays[DAMAGE] = image(icon, icon_state="pod_damage")
pod_overlays[FIRE] = image(icon, icon_state="pod_fire")
bound_width = 64
bound_height = 64
dir = EAST
battery = new battery_type(src)
add_cabin()
add_airtank()
src.ion_trail = new /datum/effect/system/ion_trail_follow/space_trail()
src.ion_trail.set_up(src)
src.ion_trail.start()
src.use_internal_tank = 1
pr_int_temp_processor = new /datum/global_iterator/pod_preserve_temp(list(src))
pr_give_air = new /datum/global_iterator/pod_tank_give_air(list(src))
equipment_system = new(src)
spacepods_list += src
/obj/spacepod/Destroy()
if (equipment_system.cargo_system)
equipment_system.cargo_system.removed(null)
qdel(equipment_system)
equipment_system = null
qdel(battery)
battery = null
qdel(cabin_air)
cabin_air = null
qdel(internal_tank)
internal_tank = null
qdel(pr_int_temp_processor)
pr_int_temp_processor = null
qdel(pr_give_air)
pr_give_air = null
qdel(ion_trail)
ion_trail = null
occupant_sanity_check()
if(occupant)
occupant.forceMove(get_turf(src))
occupant = null
if(occupant2)
occupant2.forceMove(get_turf(src))
occupant2 = null
spacepods_list -= src
return ..()
/obj/spacepod/process()
if(src.empcounter > 0)
src.empcounter--
else
processing_objects.Remove(src)
/obj/spacepod/proc/update_icons()
if(!pod_overlays)
pod_overlays = new/list(2)
pod_overlays[DAMAGE] = image(icon, icon_state="pod_damage")
pod_overlays[FIRE] = image(icon, icon_state="pod_fire")
overlays.Cut()
if(health <= round(initial(health)/2))
overlays += pod_overlays[DAMAGE]
if(health <= round(initial(health)/4))
overlays += pod_overlays[FIRE]
light_color = icon_light_color[src.icon_state]
/obj/spacepod/bullet_act(var/obj/item/projectile/P)
if(P.damage && !P.nodamage)
deal_damage(P.damage)
else if(P.flag == "energy" && istype(P,/obj/item/projectile/ion)) //needed to make sure ions work properly
empulse(src, 1, 1)
/obj/spacepod/blob_act()
deal_damage(30)
return
/obj/spacepod/attack_animal(mob/living/simple_animal/user as mob)
if(user.melee_damage_upper == 0)
user.custom_emote(1, "[user.friendly] [src]")
else
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
deal_damage(damage)
visible_message("\red <B>[user]</B> [user.attacktext] [src]!")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
return
/obj/spacepod/attack_alien(mob/user as mob)
user.changeNext_move(CLICK_CD_MELEE)
deal_damage(15)
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
to_chat(user, "\red You slash at \the [src]!")
visible_message("\red The [user] slashes at [src.name]'s armor!")
return
/obj/spacepod/proc/deal_damage(var/damage)
var/oldhealth = health
health = max(0, health - damage)
var/percentage = (health / initial(health)) * 100
occupant_sanity_check()
if(occupant && oldhealth > health && percentage <= 25 && percentage > 0)
var/sound/S = sound('sound/effects/engine_alert2.ogg')
S.wait = 0 //No queue
S.channel = 0 //Any channel
S.volume = 50
to_chat(occupant, S)
if(occupant2)
to_chat(occupant2, S)
if(occupant && oldhealth > health && !health)
var/sound/S = sound('sound/effects/engine_alert1.ogg')
S.wait = 0
S.channel = 0
S.volume = 50
to_chat(occupant, S)
if(occupant2)
to_chat(occupant2, S)
if(!health)
spawn(0)
if(occupant)
to_chat(occupant, "<span class='userdanger'>Critical damage to the vessel detected, core explosion imminent!</span>")
if(occupant2)
to_chat(occupant2, "<span class='userdanger'>Critical damage to the vessel detected, core explosion imminent!</span>")
for(var/i = 10, i >= 0; --i)
if(occupant)
to_chat(occupant, "<span class='warning'>[i]</span>")
if(occupant2)
to_chat(occupant2, "<span class='warning'>[i]</span>")
if(i == 0)
explosion(loc, 2, 4, 8)
qdel(src)
sleep(10)
update_icons()
/obj/spacepod/proc/repair_damage(var/repair_amount)
if(health)
health = min(initial(health), health + repair_amount)
update_icons()
/obj/spacepod/ex_act(severity)
occupant_sanity_check()
switch(severity)
if(1)
var/mob/living/carbon/human/H = occupant
var/mob/living/carbon/human/H2 = occupant2
if(H)
H.forceMove(get_turf(src))
H.ex_act(severity + 1)
to_chat(H, "<span class='warning'>You are forcefully thrown from \the [src]!</span>")
if(H2)
H2.forceMove(get_turf(src))
H2.ex_act(severity + 1)
to_chat(H2, "<span class='warning'>You are forcefully thrown from \the [src]!</span>")
qdel(ion_trail)
qdel(src)
if(2)
deal_damage(100)
if(3)
if(prob(40))
deal_damage(50)
/obj/spacepod/emp_act(severity)
occupant_sanity_check()
switch(severity)
if(1)
if(occupant)
to_chat(occupant, "<span class='warning'>The pod console flashes 'Heavy EMP WAVE DETECTED'.</span>")//warn the occupants
if(occupant2)
to_chat(occupant2, "<span class='warning'>The pod console flashes 'Heavy EMP WAVE DETECTED'.</span>")//warn the occupants
if(battery)
battery.charge = max(0, battery.charge - 5000) //Cell EMP act is too weak, this pod needs to be sapped.
src.deal_damage(100)
if(src.empcounter < 40)
src.empcounter = 40 //Disable movement for 40 ticks. Plenty long enough.
processing_objects.Add(src)
if(2)
if(occupant)
to_chat(occupant, "<span class='warning'>The pod console flashes 'EMP WAVE DETECTED'.</span>")//warn the occupants
if(occupant2)
to_chat(occupant2, "<span class='warning'>The pod console flashes 'EMP WAVE DETECTED'.</span>")//warn the occupants
deal_damage(40)
if(battery)
battery.charge = max(0, battery.charge - 2500) //Cell EMP act is too weak, this pod needs to be sapped.
if(empcounter < 20)
empcounter = 20 //Disable movement for 20 ticks.
processing_objects.Add(src)
/obj/spacepod/attackby(obj/item/W as obj, mob/user as mob, params)
if(iscrowbar(W))
if(!equipment_system.lock_system || allow2enter || hatch_open)
hatch_open = !hatch_open
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(user, "<span class='notice'>You [hatch_open ? "open" : "close"] the maintenance hatch.</span>")
else
to_chat(user, "<span class='warning'>The hatch is locked shut!</span>")
if(istype(W, /obj/item/weapon/stock_parts/cell))
if(!hatch_open)
to_chat(user, "\red The maintenance hatch is closed!")
return
if(battery)
to_chat(user, "<span class='notice'>The pod already has a battery.</span>")
return
user.drop_item(W)
battery = W
W.forceMove(src)
return
if(istype(W, /obj/item/device/spacepod_equipment))
if(!hatch_open)
to_chat(user, "\red The maintenance hatch is closed!")
return
if(!equipment_system)
to_chat(user, "<span class='warning'>The pod has no equipment datum, yell at pomf</span>")
return
if(istype(W, /obj/item/device/spacepod_equipment/weaponry))
if(equipment_system.weapon_system)
to_chat(user, "<span class='notice'>The pod already has a weapon system, remove it first.</span>")
return
else
to_chat(user, "<span class='notice'>You insert \the [W] into the equipment system.</span>")
user.drop_item(W)
W.forceMove(src)
equipment_system.weapon_system = W
equipment_system.weapon_system.my_atom = src
return
if(istype(W, /obj/item/device/spacepod_equipment/misc))
if(equipment_system.misc_system)
to_chat(user, "<span class='notice'>The pod already has a miscellaneous system, remove it first.</span>")
return
else
to_chat(user, "<span class='notice'>You insert \the [W] into the equipment system.</span>")
user.drop_item(W)
W.forceMove(src)
equipment_system.misc_system = W
equipment_system.misc_system.my_atom = src
return
if(istype(W, /obj/item/device/spacepod_equipment/cargo))
if(equipment_system.cargo_system)
to_chat(user, "<span class='notice'>The pod already has a cargo system, remove it first.</span>")
return
else
to_chat(user, "<span class='notice'>You insert \the [W] into the cargo system.</span>")
user.drop_item(W)
W.forceMove(src)
equipment_system.cargo_system = W
equipment_system.cargo_system.my_atom = src
return
if(istype(W, /obj/item/device/spacepod_equipment/lock))
if(equipment_system.lock_system)
to_chat(user, "<span class='notice'>The pod already has a lock system, remove it first.</span>")
return
else
to_chat(user, "<span class='notice'>You insert \the [W] into the lock system.</span>")
user.drop_item(W)
W.forceMove(src)
equipment_system.lock_system = W
equipment_system.lock_system.my_atom = src
return
if(istype(W, /obj/item/device/spacepod_key) && istype(equipment_system.lock_system, /obj/item/device/spacepod_equipment/lock/keyed))
var/obj/item/device/spacepod_key/key = W
if (key.id == equipment_system.lock_system.id)
locksecondseat()
else
to_chat(user, "<span class='warning'>This is the wrong key!</span>")
return
if(istype(W, /obj/item/weapon/weldingtool))
if(!hatch_open)
to_chat(user, "\red You must open the maintenance hatch before attempting repairs.")
return
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
to_chat(user, "\red The welder must be on for this task.")
return
if (health < initial(health))
to_chat(user, "\blue You start welding the spacepod...")
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20, target = src))
if(!src || !WT.remove_fuel(3, user)) return
repair_damage(10)
to_chat(user, "\blue You mend some [pick("dents","bumps","damage")] with \the [WT]")
else
to_chat(user, "\blue <b>\The [src] is fully repaired!</b>")
/obj/spacepod/attack_hand(mob/user as mob)
if(!hatch_open)
return ..()
if(!equipment_system || !istype(equipment_system))
to_chat(user, "<span class='warning'>The pod has no equpment datum, or is the wrong type, yell at pomf.</span>")
return
var/list/possible = list()
if(battery)
possible.Add("Energy Cell")
if(equipment_system.weapon_system)
possible.Add("Weapon System")
if(equipment_system.misc_system)
possible.Add("Misc. System")
if(equipment_system.cargo_system)
possible.Add("Cargo System")
if(equipment_system.lock_system)
possible.Add("Lock System")
/* Not yet implemented
if(equipment_system.engine_system)
possible.Add("Engine System")
if(equipment_system.shield_system)
possible.Add("Shield System")
*/
var/obj/item/device/spacepod_equipment/SPE
switch(input(user, "Remove which equipment?", null, null) as null|anything in possible)
if("Energy Cell")
if(user.put_in_any_hand_if_possible(battery))
to_chat(user, "<span class='notice'>You remove \the [battery] from the space pod</span>")
battery = null
if("Weapon System")
SPE = equipment_system.weapon_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
SPE.removed(user)
SPE.my_atom = null
equipment_system.weapon_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
if("Misc. System")
SPE = equipment_system.misc_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
SPE.removed(user)
SPE.my_atom = null
equipment_system.misc_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
if("Cargo System")
SPE = equipment_system.cargo_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
SPE.removed(user)
SPE.my_atom = null
equipment_system.cargo_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
if("Lock System")
SPE = equipment_system.lock_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
SPE.removed(user)
SPE.my_atom = null
equipment_system.lock_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
/*
if("engine system")
SPE = equipment_system.engine_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
equipment_system.engine_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
if("shield system")
SPE = equipment_system.shield_system
if(user.put_in_any_hand_if_possible(SPE))
to_chat(user, "<span class='notice'>You remove \the [SPE] from the equipment system.</span>")
equipment_system.shield_system = null
else
to_chat(user, "<span class='warning'>You need an open hand to do that.</span>")
*/
return
/obj/spacepod/civilian
icon_state = "pod_civ"
desc = "A sleek civilian space pod."
/obj/spacepod/random
icon_state = "pod_civ"
// placeholder
/obj/spacepod/sec
name = "\improper security spacepod"
desc = "An armed security spacepod with reinforced armor plating."
icon_state = "pod_mil"
health = 400
/obj/spacepod/sec/New()
..()
var/obj/item/device/spacepod_equipment/weaponry/burst_taser/T = new /obj/item/device/spacepod_equipment/weaponry/taser
T.loc = equipment_system
equipment_system.weapon_system = T
equipment_system.weapon_system.my_atom = src
var/obj/item/device/spacepod_equipment/misc/tracker/L = new /obj/item/device/spacepod_equipment/misc/tracker
L.loc = equipment_system
equipment_system.misc_system = L
equipment_system.misc_system.my_atom = src
equipment_system.misc_system.enabled = 1
var/obj/item/device/spacepod_equipment/lock/keyed/K = new /obj/item/device/spacepod_equipment/lock/keyed
K.loc = equipment_system
equipment_system.lock_system = K
equipment_system.lock_system.my_atom = src
equipment_system.lock_system.id = 100000
return
/obj/spacepod/random/New()
..()
icon_state = pick("pod_civ", "pod_black", "pod_mil", "pod_synd", "pod_gold", "pod_industrial")
switch(icon_state)
if("pod_civ")
desc = "A sleek civilian space pod."
if("pod_black")
desc = "An all black space pod with no insignias."
if("pod_mil")
desc = "A dark grey space pod brandishing the Nanotrasen Military insignia"
if("pod_synd")
desc = "A menacing military space pod with Fuck NT stenciled onto the side"
if("pod_gold")
desc = "A civilian space pod with a gold body, must have cost somebody a pretty penny"
if("pod_industrial")
desc = "A rough looking space pod meant for industrial work"
update_icons()
/obj/spacepod/verb/toggle_internal_tank()
set name = "Toggle internal airtank usage"
set category = "Spacepod"
set src = usr.loc
set popup_menu = 0
if(usr!=src.occupant)
return
use_internal_tank = !use_internal_tank
to_chat(occupant, "<span class='notice'>Now taking air from [use_internal_tank?"internal airtank":"environment"].</span>")
return
/obj/spacepod/proc/add_cabin()
cabin_air = new
cabin_air.temperature = T20C
cabin_air.volume = 200
cabin_air.oxygen = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
cabin_air.nitrogen = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
return cabin_air
/obj/spacepod/proc/add_airtank()
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
return internal_tank
/obj/spacepod/proc/get_turf_air()
var/turf/T = get_turf(src)
if(T)
. = T.return_air()
return
/obj/spacepod/remove_air(amount)
if(use_internal_tank)
return cabin_air.remove(amount)
else
var/turf/T = get_turf(src)
if(T)
return T.remove_air(amount)
return
/obj/spacepod/return_air()
if(use_internal_tank)
return cabin_air
return get_turf_air()
/obj/spacepod/proc/return_pressure()
. = 0
if(use_internal_tank)
. = cabin_air.return_pressure()
else
var/datum/gas_mixture/t_air = get_turf_air()
if(t_air)
. = t_air.return_pressure()
return
/obj/spacepod/proc/return_temperature()
. = 0
if(use_internal_tank)
. = cabin_air.return_temperature()
else
var/datum/gas_mixture/t_air = get_turf_air()
if(t_air)
. = t_air.return_temperature()
return
/obj/spacepod/proc/moved_other_inside(var/mob/living/carbon/human/H as mob)
occupant_sanity_check()
if(!occupant2)
H.stop_pulling()
H.forceMove(src)
occupant2 = H
H.forceMove(src)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
return 1
/obj/spacepod/MouseDrop_T(atom/A, mob/user)
if(istype(A,/mob))
var/mob/M = A
if(!isliving(M))
return
occupant_sanity_check()
if(M != user && M.stat == DEAD && allow2enter)
if(occupant2 && !occupant)
to_chat(usr, "<span class='danger'><b>You can't put a corpse into the driver's seat!</b></span>")
return 0
if(!occupant2)
visible_message("<span class='danger'>[user.name] starts loading [M.name] into the pod!</span>")
sleep(10)
moved_other_inside(M)
if(M == user)
if(!equipment_system.lock_system || allow2enter)
enter_pod(user)
else
to_chat(user, "<span class='warning'>\The [src]'s doors are locked!</span>")
if(istype(A, /obj/structure/ore_box)) // For loading ore boxes
var/obj/structure/ore_box/O = A
if(equipment_system.cargo_system && istype(equipment_system.cargo_system,/obj/item/device/spacepod_equipment/cargo/ore))
var/obj/item/device/spacepod_equipment/cargo/ore/C = equipment_system.cargo_system
if(!C.box)
to_chat(user, "<span class='notice'>You begin loading \the [O] into \the [src]'s [equipment_system.cargo_system]</span>")
if(do_after(user, 40, target = src))
C.box = O
O.forceMove(C)
to_chat(user, "<span class='notice'>You load \the [O] into \the [src]'s [equipment_system.cargo_system]!</span>")
else
to_chat(user, "<span class='warning'>You fail to load \the [O] into \the [src]'s [equipment_system.cargo_system]</span>")
else
to_chat(user, "<span class='warning'>\The [src] already has \an [C.box]</span>")
/obj/spacepod/verb/enter_pod(mob/user = usr)
set category = "Object"
set name = "Enter Pod"
set src in oview(1)
if (usr.stat != CONSCIOUS)
return
if(get_dist(src, user) > 2 || get_dist(usr, user) > 1)
to_chat(usr, "They are too far away to put inside")
return
if(!istype(user))
return 0
var/fukkendisk = user.GetTypeInAllContents(/obj/item/weapon/disk/nuclear)
if(user.incapacitated()) //are you cuffed, dying, lying, stunned or other
return 0
if(!ishuman(user))
return 0
if(fukkendisk)
to_chat(user, "<span class='danger'><B>The nuke-disk is locking the door every time you try to open it. You get the feeling that it doesn't want to go into the spacepod.</b></span>")
return 0
for(var/mob/living/carbon/slime/S in range(1,usr))
if(S.Victim == user)
to_chat(user, "You're too busy getting your life sucked out of you.")
return 0
move_inside(user)
/obj/spacepod/proc/move_inside(mob/user)
if(!istype(user))
log_debug("SHIT'S GONE WRONG WITH THE SPACEPOD [src] AT [x], [y], [z], AREA [get_area(src)], TURF [get_turf(src)]")
occupant_sanity_check()
if(!occupant)
visible_message("<span class='notice'>[user] starts to climb into \the [src].</span>")
if(do_after(user, 40, target = src))
if(!occupant)
user.stop_pulling()
occupant = user
user.forceMove(src)
add_fingerprint(user)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
else
to_chat(user, "<span class='notice'>[occupant] was faster. Try better next time, loser.</span>")
else
to_chat(user, "<span class='notice'>You stop entering \the [src].</span>")
else if(!occupant2)
visible_message("<span class='notice'>[user] starts to climb into \the [src].</span>")
if(do_after(user, 40, target = src))
if(!occupant2)
user.stop_pulling()
occupant2 = user
user.forceMove(src)
add_fingerprint(user)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
else
to_chat(user, "<span class='notice'>[occupant] was faster. Try better next time, loser.</span>")
else
to_chat(user, "<span class='notice'>You stop entering \the [src].</span>")
else
to_chat(user, "<span class='danger'>You can't fit in \the [src], it's full!</span>")
/obj/spacepod/proc/occupant_sanity_check()
if(occupant)
if(!ismob(occupant))
occupant.forceMove(get_turf(src))
log_debug("##SPACEPOD WARNING: NON-MOB OCCUPANT [occupant], TURF [get_turf(src)] | AREA [get_area(src)] | COORDS [x], [y], [z]")
occupant = null
else if(occupant.loc != src)
log_debug("##SPACEPOD WARNING: OCCUPANT [occupant] ESCAPED, TURF [get_turf(src)] | AREA [get_area(src)] | COORDS [x], [y], [z]")
occupant = null
if(occupant2)
if(!ismob(occupant2))
occupant2.forceMove(get_turf(src))
log_debug("##SPACEPOD WARNING: NON-MOB OCCUPANT [occupant2], TURF [get_turf(src)] | AREA [get_area(src)] | COORDS [x], [y], [z]")
occupant2 = null
else if(occupant2.loc != src)
log_debug("##SPACEPOD WARNING: OCCUPANT [occupant2] ESCAPED, TURF [get_turf(src)] | AREA [get_area(src)] | COORDS [x], [y], [z]")
occupant2 = null
/obj/spacepod/verb/exit_pod()
set name = "Exit pod"
set category = "Spacepod"
set src = usr.loc
var/mob/user = usr
var/spos = 0
if(!istype(user))
return
occupant_sanity_check()
if(occupant == user) spos = 1
if(occupant2 == user) spos = 2
switch(spos)
if(0) return
if(1)
if(occupant2)
to_chat(occupant2, "<span class='notice'>[occupant.name] climbs out of the pod!</span>")
occupant.forceMove(src.loc)
occupant = null
to_chat(user, "<span class='notice'>You climb out of \the [src].</span>")
if(2)
if(occupant)
to_chat(occupant, "<span class='notice'>[occupant2.name] climbs out of the pod!</span>")
occupant2.forceMove(src.loc)
occupant2 = null
to_chat(user, "<span class='notice'>You climb out of \the [src].</span>")
/obj/spacepod/verb/exit_pod2()
set name = "Eject Secondary Seat"
set category = "Spacepod"
set src = usr.loc
occupant_sanity_check()
if(!occupant2)
to_chat(usr, "<span class='notice'>There is no one in the second seat.</span>")
return
if(usr == occupant2)
to_chat(usr, "<span class='notice'>How do you plan to do that? The eject button is out of reach.</span>")
return
if(usr == occupant)
to_chat(usr, "<span class='notice'>You eject [occupant2.name].</span>")
to_chat(occupant2, "<span class='danger'>\The [src] ejects you forcefully!</span>")
inertia_dir = 0
occupant2.forceMove(src.loc)
occupant2 = null
/obj/spacepod/verb/locksecondseat()
set name = "Lock Doors"
set category = "Spacepod"
set src = usr.loc
if(CheckIfOccupant2(usr))
if(!allow2enter)
to_chat(usr, "<span class='notice'>You can't [allow2enter ? "lock" : "unlock"] the doors from your seat.</span>")
return
allow2enter = !allow2enter
to_chat(usr, "<span class='warning'>You [allow2enter ? "unlock" : "lock"] the doors.</span>")
/obj/spacepod/verb/toggleDoors()
set name = "Toggle Nearby Pod Doors"
set category = "Spacepod"
set src = usr.loc
if(CheckIfOccupant2(usr)) return
for(var/obj/machinery/door/poddoor/multi_tile/P in orange(3,src))
var/mob/living/carbon/human/L = usr
if(P.check_access(L.get_active_hand()) || P.check_access(L.wear_id))
if(P.density)
P.open()
return 1
else
P.close()
return 1
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
to_chat(usr, "<span class='warning'>You are not close to any pod doors.</span>")
return
/obj/spacepod/verb/fireWeapon()
if(!CheckIfOccupant2(usr))
set name = "Fire Pod Weapons"
set desc = "Fire the weapons."
set category = "Spacepod"
set src = usr.loc
if(!equipment_system.weapon_system)
to_chat(usr, "<span class='warning'>\The [src] has no weapons!</span>")
return
equipment_system.weapon_system.fire_weapons()
/obj/spacepod/verb/unload()
if(!CheckIfOccupant2(usr))
set name = "Unload Cargo"
set desc = "Unloads the cargo"
set category = "Spacepod"
set src = usr.loc
if(!equipment_system.cargo_system)
to_chat(usr, "<span class='warning'>\The [src] has no cargo system!</span>")
return
equipment_system.cargo_system.unload()
/obj/spacepod/verb/toggleLights()
set name = "Toggle Lights"
set category = "Spacepod"
set src = usr.loc
if(!CheckIfOccupant2(usr))
lightsToggle()
/obj/spacepod/proc/lightsToggle()
lights = !lights
if(lights)
set_light(lights_power)
else
set_light(0)
to_chat(occupant, "Toggled lights [lights ? "on" : "off"].")
return
/obj/spacepod/proc/enter_after(delay as num, var/mob/user as mob, var/numticks = 5)
var/delayfraction = delay/numticks
var/turf/T = user.loc
for(var/i = 0, i<numticks, i++)
sleep(delayfraction)
if(!src || !user || !user.canmove || !(user.loc == T))
return 0
return 1
/datum/global_iterator/pod_preserve_temp //normalizing cabin air temperature to 20 degrees celsium
delay = 20
process(var/obj/spacepod/spacepod)
if(spacepod.cabin_air && spacepod.cabin_air.return_volume() > 0)
var/delta = spacepod.cabin_air.temperature - T20C
spacepod.cabin_air.temperature -= max(-10, min(10, round(delta/4,0.1)))
return
/datum/global_iterator/pod_tank_give_air
delay = 15
/datum/global_iterator/pod_tank_give_air/process(var/obj/spacepod/spacepod)
if(spacepod && spacepod.internal_tank)
var/datum/gas_mixture/tank_air = spacepod.internal_tank.return_air()
var/datum/gas_mixture/cabin_air = spacepod.cabin_air
var/release_pressure = ONE_ATMOSPHERE
var/cabin_pressure = cabin_air.return_pressure()
var/pressure_delta = min(release_pressure - cabin_pressure, (tank_air.return_pressure() - cabin_pressure)/2)
var/transfer_moles = 0
if(pressure_delta > 0) //cabin pressure lower than release pressure
if(tank_air.return_temperature() > 0)
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = tank_air.remove(transfer_moles)
cabin_air.merge(removed)
else if(pressure_delta < 0) //cabin pressure higher than release pressure
var/datum/gas_mixture/t_air = spacepod.get_turf_air()
pressure_delta = cabin_pressure - release_pressure
if(t_air)
pressure_delta = min(cabin_pressure - t_air.return_pressure(), pressure_delta)
if(pressure_delta > 0) //if location pressure is lower than cabin pressure
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = cabin_air.remove(transfer_moles)
if(t_air)
t_air.merge(removed)
else //just delete the cabin gas, we're in space or some shit
qdel(removed)
else
return stop()
return
/obj/spacepod/relaymove(mob/user, direction)
if(!CheckIfOccupant2(user))
handlerelaymove(user, direction)
/obj/spacepod/proc/handlerelaymove(mob/user, direction)
if(world.time < next_move)
return 0
var/moveship = 1
if(battery && battery.charge >= 1 && health && empcounter == 0)
src.dir = direction
switch(direction)
if(NORTH)
if(inertia_dir == SOUTH)
inertia_dir = 0
moveship = 0
if(SOUTH)
if(inertia_dir == NORTH)
inertia_dir = 0
moveship = 0
if(EAST)
if(inertia_dir == WEST)
inertia_dir = 0
moveship = 0
if(WEST)
if(inertia_dir == EAST)
inertia_dir = 0
moveship = 0
if(moveship)
Move(get_step(src, direction), direction)
if(equipment_system.cargo_system)
for (var/turf/T in locs)
for (var/obj/item/I in T.contents)
equipment_system.cargo_system.passover(I)
else
if(!battery)
to_chat(user, "<span class='warning'>No energy cell detected.</span>")
else if(battery.charge < 1)
to_chat(user, "<span class='warning'>Not enough charge left.</span>")
else if(!health)
to_chat(user, "<span class='warning'>She's dead, Jim</span>")
else if(empcounter != 0)
to_chat(user, "<span class='warning'>The pod control interface isn't responding. The console indicates [empcounter] seconds before reboot.</span>")
else
to_chat(user, "<span class='warning'>Unknown error has occurred, yell at the coders.</span>")
return 0
battery.charge = max(0, battery.charge - 1)
next_move = world.time + move_delay
/obj/spacepod/proc/CheckIfOccupant2(mob/user)
if(!src.occupant2)
return 0
if(src.occupant2)
if(user == src.occupant2)
return 1
else
return 0
/obj/effect/landmark/spacepod/random
name = "spacepod spawner"
invisibility = 101
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x"
anchored = 1
/obj/effect/landmark/spacepod/random/New()
..()
#undef DAMAGE
#undef FIRE