Just some general cleanup

Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player

Bugfix
People spawning on the starting screen on rev/cult should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-07-31 21:31:00 +00:00
parent ce470a81ba
commit 2224916ab9
94 changed files with 608 additions and 1126 deletions
+194
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@@ -0,0 +1,194 @@
var/CMinutes = null
var/savefile/Banlist
/proc/CheckBan(var/client/clientvar)
var/id = clientvar.computer_id
var/key = clientvar.ckey
Banlist.cd = "/base"
if (Banlist.dir.Find("[key][id]"))
Banlist.cd = "[key][id]"
if (Banlist["temp"])
if (!GetExp(Banlist["minutes"]))
ClearTempbans()
return 0
else
return "[Banlist["reason"]]\n(This ban will be automatically removed in [GetExp(Banlist["minutes"])].)"
else
Banlist.cd = "/base/[key][id]"
return "[Banlist["reason"]]\n(This is a permanent ban)"
Banlist.cd = "/base"
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
if (id == Banlist["id"] || key == Banlist["key"])
if(Banlist["temp"])
if (!GetExp(Banlist["minutes"]))
ClearTempbans()
return 0
else
return "[Banlist["reason"]]\n(This ban will be automatically removed in [GetExp(Banlist["minutes"])].)"
else
return "[Banlist["reason"]]\n(This is a permanent ban)"
return 0
/proc/UpdateTime() //No idea why i made this a proc.
CMinutes = (world.realtime / 10) / 60
return 1
/proc/LoadBans()
Banlist = new("data/banlist.bdb")
log_admin("Loading Banlist")
if (!length(Banlist.dir)) log_admin("Banlist is empty.")
if (!Banlist.dir.Find("base"))
log_admin("Banlist missing base dir.")
Banlist.dir.Add("base")
Banlist.cd = "/base"
else if (Banlist.dir.Find("base"))
Banlist.cd = "/base"
ClearTempbans()
return 1
/proc/ClearTempbans()
UpdateTime()
Banlist.cd = "/base"
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
if (!Banlist["key"] || !Banlist["id"])
RemoveBan(A)
log_admin("Invalid Ban.")
message_admins("Invalid Ban.")
continue
if (!Banlist["temp"]) continue
if (CMinutes >= Banlist["minutes"]) RemoveBan(A)
return 1
/proc/AddBan(ckey, computerid, reason, bannedby, temp, minutes)
var/bantimestamp
if (temp)
UpdateTime()
bantimestamp = CMinutes + minutes
Banlist.cd = "/base"
if ( Banlist.dir.Find("[ckey][computerid]") )
usr << text("\red Ban already exists.")
return 0
else
Banlist.dir.Add("[ckey][computerid]")
Banlist.cd = "/base/[ckey][computerid]"
Banlist["key"] << ckey
Banlist["id"] << computerid
Banlist["reason"] << reason
Banlist["bannedby"] << bannedby
Banlist["temp"] << temp
if (temp)
Banlist["minutes"] << bantimestamp
return 1
/proc/RemoveBan(foldername)
var/key
var/id
Banlist.cd = "/base/[foldername]"
Banlist["key"] >> key
Banlist["id"] >> id
Banlist.cd = "/base"
if (!Banlist.dir.Remove(foldername)) return 0
if(!usr)
log_admin("Ban Expired: [key]")
message_admins("Ban Expired: [key]")
else
log_admin("[key_name_admin(usr)] unbanned [key]")
message_admins("[key_name_admin(usr)] unbanned: [key]")
for (var/A in Banlist.dir)
Banlist.cd = "/base/[A]"
if (key == Banlist["key"] || id == Banlist["id"])
Banlist.cd = "/base"
Banlist.dir.Remove(A)
continue
return 1
/proc/GetExp(minutes as num)
UpdateTime()
var/exp = minutes - CMinutes
if (exp <= 0)
return 0
else
var/timeleftstring
if (exp >= 1440) //1440 = 1 day in minutes
timeleftstring = "[round(exp / 1440, 0.1)] Days"
else if (exp >= 60) //60 = 1 hour in minutes
timeleftstring = "[round(exp / 60, 0.1)] Hours"
else
timeleftstring = "[exp] Minutes"
return timeleftstring
/obj/admins/proc/unbanpanel()
var/count = 0
var/dat
//var/dat = "<HR><B>Unban Player:</B> \blue(U) = Unban , (E) = Edit Ban\green (Total<HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >"
Banlist.cd = "/base"
for (var/A in Banlist.dir)
count++
Banlist.cd = "/base/[A]"
dat += text("<tr><td><A href='?src=\ref[src];unbanf=[Banlist["key"]][Banlist["id"]]'>(U)</A><A href='?src=\ref[src];unbane=[Banlist["key"]][Banlist["id"]]'>(E)</A> Key: <B>[Banlist["key"]]</B></td><td> ([Banlist["temp"] ? "[GetExp(Banlist["minutes"]) ? GetExp(Banlist["minutes"]) : "Removal pending" ]" : "Permaban"])</td><td>(By: [Banlist["bannedby"]])</td><td>(Reason: [Banlist["reason"]])</td></tr>")
dat += "</table>"
dat = "<HR><B>Bans:</B> <FONT COLOR=blue>(U) = Unban , (E) = Edit Ban</FONT> - <FONT COLOR=green>([count] Bans)</FONT><HR><table border=1 rules=all frame=void cellspacing=0 cellpadding=3 >[dat]"
usr << browse(dat, "window=unbanp;size=875x400")
//////////////////////////////////// DEBUG ////////////////////////////////////
/proc/CreateBans()
UpdateTime()
var/i
var/last
for(i=0, i<1001, i++)
var/a = pick(1,0)
var/b = pick(1,0)
if(b)
Banlist.cd = "/base"
Banlist.dir.Add("trash[i]trashid[i]")
Banlist.cd = "/base/trash[i]trashid[i]"
Banlist["key"] << "trash[i]"
else
Banlist.cd = "/base"
Banlist.dir.Add("[last]trashid[i]")
Banlist.cd = "/base/[last]trashid[i]"
Banlist["key"] << last
Banlist["id"] << "trashid[i]"
Banlist["reason"] << "Trashban[i]."
Banlist["temp"] << a
Banlist["minutes"] << CMinutes + rand(1,2000)
Banlist["bannedby"] << "trashmin"
last = "trash[i]"
Banlist.cd = "/base"
/proc/ClearAllBans()
Banlist.cd = "/base"
for (var/A in Banlist.dir)
RemoveBan(A)
-23
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@@ -1,23 +0,0 @@
// Made during the internet outage caused by hurricane ike
// fuck you ike
// love persh
///client/proc/grillify()
// set category = "Debug"
// set name = "spawn grilles"
// set desc="it spawns grilles okay fuck if I know"
// if(Debug2)
// // All admins should be authenticated, but... what if?
// if(!src.authenticated || !src.holder)
// src << "Only administrators may use this command."
// return
//
// log_admin("[src.key] used the grillify verb")
// world << "\blue<big><B>[src.key] used the grillify verb/bitches better get yellow gloves verb!</big></B>"
//
// for(var/turf/T in world)
// if(!T.density)
// spawn(-1)
// new /obj/grille(locate(T.x,T.y,T.z))
// else
// alert("Debugging is disabled")
// return
+387
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@@ -0,0 +1,387 @@
#define TOUCH 1
#define INGEST 2
///////////////////////////////////////////////////////////////////////////////////
datum
reagents
var/list/datum/reagent/reagent_list = new/list()
var/total_volume = 0
var/maximum_volume = 100
var/atom/my_atom = null
New(maximum=100)
maximum_volume = maximum
proc
remove_any(var/amount=1)
var/total_transfered = 0
var/current_list_element = 1
current_list_element = rand(1,reagent_list.len)
while(total_transfered != amount)
if(total_transfered >= amount) break
if(total_volume <= 0 || !reagent_list.len) break
if(current_list_element > reagent_list.len) current_list_element = 1
var/datum/reagent/current_reagent = reagent_list[current_list_element]
src.remove_reagent(current_reagent.id, 1)
current_list_element++
total_transfered++
src.update_total()
handle_reactions()
return total_transfered
get_master_reagent_name()
var/the_name = null
var/the_volume = 0
for(var/datum/reagent/A in reagent_list)
if(A.volume > the_volume)
the_volume = A.volume
the_name = A.name
return the_name
get_master_reagent_id()
var/the_id = null
var/the_volume = 0
for(var/datum/reagent/A in reagent_list)
if(A.volume > the_volume)
the_volume = A.volume
the_id = A.id
return the_id
trans_to(var/obj/target, var/amount=1, var/multiplier=1, var/preserve_data=1)//if preserve_data=0, the reagents data will be lost. Usefull if you use data for some strange stuff and don't want it to be transferred.
if (!target )
return
if (!target.reagents || src.total_volume<=0)
return
var/datum/reagents/R = target.reagents
amount = min(min(amount, src.total_volume), R.maximum_volume-R.total_volume)
var/part = amount / src.total_volume
var/trans_data = null
for (var/datum/reagent/current_reagent in src.reagent_list)
var/current_reagent_transfer = current_reagent.volume * part
if(preserve_data)
trans_data = current_reagent.data
R.add_reagent(current_reagent.id, (current_reagent_transfer * multiplier), trans_data)
src.remove_reagent(current_reagent.id, current_reagent_transfer)
src.update_total()
R.update_total()
R.handle_reactions()
src.handle_reactions()
return amount
trans_id_to(var/obj/target, var/reagent, var/amount=1, var/preserve_data=1)//Not sure why this proc didn't exist before. It does now! /N
if (!target)
return
if (!target.reagents || src.total_volume<=0 || !src.get_reagent_amount(reagent))
return
var/datum/reagents/R = target.reagents
if(src.get_reagent_amount(reagent)<amount)
amount = src.get_reagent_amount(reagent)
amount = min(amount, R.maximum_volume-R.total_volume)
var/trans_data = null
for (var/datum/reagent/current_reagent in src.reagent_list)
if(current_reagent.id == reagent)
if(preserve_data)
trans_data = current_reagent.data
R.add_reagent(current_reagent.id, amount, trans_data)
src.remove_reagent(current_reagent.id, amount, 1)
break
src.update_total()
R.update_total()
R.handle_reactions()
//src.handle_reactions() Don't need to handle reactions on the source since you're (presumably isolating and) transferring a specific reagent.
return amount
/*
if (!target) return
var/total_transfered = 0
var/current_list_element = 1
var/datum/reagents/R = target.reagents
var/trans_data = null
//if(R.total_volume + amount > R.maximum_volume) return 0
current_list_element = rand(1,reagent_list.len) //Eh, bandaid fix.
while(total_transfered != amount)
if(total_transfered >= amount) break //Better safe than sorry.
if(total_volume <= 0 || !reagent_list.len) break
if(R.total_volume >= R.maximum_volume) break
if(current_list_element > reagent_list.len) current_list_element = 1
var/datum/reagent/current_reagent = reagent_list[current_list_element]
if(preserve_data)
trans_data = current_reagent.data
R.add_reagent(current_reagent.id, (1 * multiplier), trans_data)
src.remove_reagent(current_reagent.id, 1)
current_list_element++
total_transfered++
src.update_total()
R.update_total()
R.handle_reactions()
handle_reactions()
return total_transfered
*/
metabolize(var/mob/M)
for(var/A in reagent_list)
var/datum/reagent/R = A
if(M && R)
R.on_mob_life(M)
update_total()
conditional_update_move(var/atom/A, var/Running = 0)
for(var/datum/reagent/R in reagent_list)
R.on_move (A, Running)
update_total()
conditional_update(var/atom/A, )
for(var/datum/reagent/R in reagent_list)
R.on_update (A)
update_total()
handle_reactions()
if(my_atom.flags & NOREACT) return //Yup, no reactions here. No siree.
var/reaction_occured = 0
do
reaction_occured = 0
for(var/A in typesof(/datum/chemical_reaction) - /datum/chemical_reaction)
var/datum/chemical_reaction/C = new A()
var/total_required_reagents = C.required_reagents.len
var/total_matching_reagents = 0
var/total_required_catalysts = C.required_catalysts.len
var/total_matching_catalysts= 0
var/matching_container = 0
var/matching_other = 0
var/list/multipliers = new/list()
for(var/B in C.required_reagents)
if(has_reagent(B, C.required_reagents[B]))
total_matching_reagents++
multipliers += round(get_reagent_amount(B) / C.required_reagents[B])
for(var/B in C.required_catalysts)
if(has_reagent(B, C.required_catalysts[B]))
total_matching_catalysts++
if(!C.required_container)
matching_container = 1
else
if(my_atom.type == C.required_container)
matching_container = 1
if(!C.required_other)
matching_other = 1
else
if(istype(my_atom, /obj/item/metroid_core))
var/obj/item/metroid_core/M = my_atom
if(M.POWERFLAG == C.required_other)
matching_other = 1
if(total_matching_reagents == total_required_reagents && total_matching_catalysts == total_required_catalysts && matching_container && matching_other)
var/multiplier = min(multipliers)
for(var/B in C.required_reagents)
remove_reagent(B, (multiplier * C.required_reagents[B]), safety = 1)
var/created_volume = C.result_amount*multiplier
if(C.result)
multiplier = max(multiplier, 1) //this shouldnt happen ...
add_reagent(C.result, C.result_amount*multiplier)
for(var/mob/M in viewers(4, get_turf(my_atom)) )
M << "\blue \icon[my_atom] The solution begins to bubble."
playsound(get_turf(my_atom), 'bubbles.ogg', 80, 1)
C.on_reaction(src, created_volume)
reaction_occured = 1
break
while(reaction_occured)
update_total()
return 0
isolate_reagent(var/reagent)
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id != reagent)
del_reagent(R.id)
update_total()
del_reagent(var/reagent)
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id == reagent)
reagent_list -= A
del(A)
update_total()
my_atom.on_reagent_change()
return 0
return 1
update_total()
total_volume = 0
for(var/datum/reagent/R in reagent_list)
if(R.volume < 0.1)
del_reagent(R.id)
else
total_volume += R.volume
return 0
clear_reagents()
for(var/datum/reagent/R in reagent_list)
del_reagent(R.id)
return 0
reaction(var/atom/A, var/method=TOUCH, var/volume_modifier=0)
switch(method)
if(TOUCH)
for(var/datum/reagent/R in reagent_list)
if(ismob(A))
spawn(0)
if(!R) return
else R.reaction_mob(A, TOUCH, R.volume+volume_modifier)
if(isturf(A))
spawn(0)
if(!R) return
else R.reaction_turf(A, R.volume+volume_modifier)
if(isobj(A))
spawn(0)
if(!R) return
else R.reaction_obj(A, R.volume+volume_modifier)
if(INGEST)
for(var/datum/reagent/R in reagent_list)
if(ismob(A) && R)
spawn(0)
if(!R) return
else R.reaction_mob(A, INGEST, R.volume+volume_modifier)
if(isturf(A) && R)
spawn(0)
if(!R) return
else R.reaction_turf(A, R.volume+volume_modifier)
if(isobj(A) && R)
spawn(0)
if(!R) return
else R.reaction_obj(A, R.volume+volume_modifier)
return
add_reagent(var/reagent, var/amount, var/data=null)
if(!isnum(amount)) return 1
update_total()
if(total_volume + amount > maximum_volume) amount = (maximum_volume - total_volume) //Doesnt fit in. Make it disappear. Shouldnt happen. Will happen.
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id == reagent)
R.volume += amount
update_total()
my_atom.on_reagent_change()
// mix dem viruses
if(R.id == "blood" && reagent == "blood")
if(R.data && data)
if(R.data && R.data["viruses"] || data && data["viruses"])
var/list/this = R.data["viruses"]
var/list/that = data["viruses"]
this += that // combine the two
for(var/datum/disease/D in this) // makes sure no two viruses are in the reagent at the same time
for(var/datum/disease/d in this)
if(d != D)
D.cure(0)
return 0
for(var/A in typesof(/datum/reagent) - /datum/reagent)
var/datum/reagent/R = new A()
if (R.id == reagent)
reagent_list += R
R.holder = src
R.volume = amount
R.data = data
//debug
//world << "Adding data"
//for(var/D in R.data)
// world << "Container data: [D] = [R.data[D]]"
//debug
update_total()
my_atom.on_reagent_change()
return 0
return 1
remove_reagent(var/reagent, var/amount, var/safety)//Added a safety check for the trans_id_to
if(!isnum(amount)) return 1
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id == reagent)
R.volume -= amount
update_total()
if(!safety)//So it does not handle reactions when it need not to
handle_reactions()
my_atom.on_reagent_change()
return 0
return 1
has_reagent(var/reagent, var/amount = -1)
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id == reagent)
if(!amount) return R
else
if(R.volume >= amount) return R
else return 0
return 0
get_reagent_amount(var/reagent)
for(var/A in reagent_list)
var/datum/reagent/R = A
if (R.id == reagent)
return R.volume
return 0
get_reagents()
var/res = ""
for(var/datum/reagent/A in reagent_list)
if (res != "") res += ","
res += A.name
return res
///////////////////////////////////////////////////////////////////////////////////
// Convenience proc to create a reagents holder for an atom
// Max vol is maximum volume of holder
atom/proc/create_reagents(var/max_vol)
reagents = new/datum/reagents(max_vol)
reagents.my_atom = src
@@ -0,0 +1,696 @@
#define SOLID 1
#define LIQUID 2
#define GAS 3
/obj/machinery/chem_dispenser/
name = "chem dispenser"
density = 1
anchored = 1
icon = 'chemical.dmi'
icon_state = "dispenser"
var/energy = 25
var/max_energy = 25
var/list/dispensable_reagents = list("hydrogen","lithium","carbon","nitrogen","oxygen","fluorine","sodium","aluminum","silicon","phosphorus","sulfur","chlorine","potassium","iron","copper","mercury","radium","water","ethanol","sugar","acid",)
proc
recharge()
if(stat & BROKEN) return
if(energy != max_energy)
energy++
use_power(50)
spawn(600) recharge()
New()
recharge()
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(50))
del(src)
meteorhit()
del(src)
return
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if (href_list["dispense"])
if(!energy)
var/dat = "Not enough energy.<BR><A href='?src=\ref[src];ok=1'>OK</A>"
usr << browse("<TITLE>Chemical Dispenser</TITLE>Chemical dispenser:<BR>Energy = [energy]/[max_energy]<BR><BR>[dat]", "window=chem_dispenser")
return
var/id = href_list["dispense"]
var/obj/item/weapon/reagent_containers/glass/dispenser/G = new/obj/item/weapon/reagent_containers/glass/dispenser(src.loc)
switch(text2num(href_list["state"]))
if(LIQUID)
G.icon_state = "liquid"
if(GAS)
G.icon_state = "vapour"
if(SOLID)
G.icon_state = "solid"
G.pixel_x = rand(-7, 7)
G.pixel_y = rand(-7, 7)
G.name += " ([lowertext(href_list["name"])])"
G.reagents.add_reagent(id,30)
energy--
src.updateUsrDialog()
return
else
usr << browse(null, "window=chem_dispenser")
return
src.add_fingerprint(usr)
return
attack_ai(mob/user as mob)
return src.attack_hand(user)
attack_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
for(var/re in dispensable_reagents)
for(var/da in typesof(/datum/reagent) - /datum/reagent)
var/datum/reagent/temp = new da()
if(temp.id == re)
dat += "<A href='?src=\ref[src];dispense=[temp.id];state=[temp.reagent_state];name=[temp.name]'>[temp.name]</A><BR>"
dat += "[temp.description]<BR><BR>"
user << browse("<TITLE>Chemical Dispenser</TITLE>Chemical dispenser:<BR>Energy = [energy]/[max_energy]<BR><BR>[dat]", "window=chem_dispenser")
onclose(user, "chem_dispenser")
return
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/machinery/chem_master/
name = "ChemMaster 3000"
density = 1
anchored = 1
icon = 'chemical.dmi'
icon_state = "mixer0"
var/beaker = null
var/mode = 0
var/condi = 0
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(50))
del(src)
meteorhit()
del(src)
return
attackby(var/obj/item/weapon/reagent_containers/glass/B as obj, var/mob/user as mob)
if(!istype(B, /obj/item/weapon/reagent_containers/glass))
return
if(src.beaker)
user << "A beaker is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
user << "You add the beaker to the machine!"
src.updateUsrDialog()
icon_state = "mixer1"
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!beaker) return
var/datum/reagents/R = beaker:reagents
if (href_list["analyze"])
var/dat = ""
if(!condi)
dat += "<TITLE>Chemmaster 3000</TITLE>Chemical infos:<BR><BR>Name:<BR>[href_list["name"]]<BR><BR>Description:<BR>[href_list["desc"]]<BR><BR><BR><A href='?src=\ref[src];main=1'>(Back)</A>"
else
dat += "<TITLE>Condimaster 3000</TITLE>Condiment infos:<BR><BR>Name:<BR>[href_list["name"]]<BR><BR>Description:<BR>[href_list["desc"]]<BR><BR><BR><A href='?src=\ref[src];main=1'>(Back)</A>"
usr << browse(dat, "window=chem_master;size=575x400")
return
else if (href_list["add1"])
R.remove_reagent(href_list["add1"], 1) //Remove/add used instead of trans_to since we're moving a specific reagent.
reagents.add_reagent(href_list["add1"], 1)
else if (href_list["add5"])
R.remove_reagent(href_list["add5"], 5)
reagents.add_reagent(href_list["add5"], 5)
else if (href_list["add10"])
R.remove_reagent(href_list["add10"], 10)
reagents.add_reagent(href_list["add10"], 10)
else if (href_list["addall"])
var/temp_amt = R.get_reagent_amount(href_list["addall"])
reagents.add_reagent(href_list["addall"], temp_amt)
R.del_reagent(href_list["addall"])
else if (href_list["remove1"])
reagents.remove_reagent(href_list["remove1"], 1)
if(mode) R.add_reagent(href_list["remove1"], 1)
else if (href_list["remove5"])
reagents.remove_reagent(href_list["remove5"], 5)
if(mode) R.add_reagent(href_list["remove5"], 5)
else if (href_list["remove10"])
reagents.remove_reagent(href_list["remove10"], 10)
if(mode) R.add_reagent(href_list["remove10"], 10)
else if (href_list["removeall"])
if(mode)
var/temp_amt = reagents.get_reagent_amount(href_list["removeall"])
R.add_reagent(href_list["removeall"], temp_amt)
reagents.del_reagent(href_list["removeall"])
else if (href_list["toggle"])
if(mode)
mode = 0
else
mode = 1
else if (href_list["main"])
attack_hand(usr)
return
else if (href_list["eject"])
beaker:loc = src.loc
beaker = null
reagents.clear_reagents()
icon_state = "mixer0"
else if (href_list["createpill"])
var/name = input(usr,"Name:","Name your pill!",reagents.get_master_reagent_name())
var/obj/item/weapon/reagent_containers/pill/P = new/obj/item/weapon/reagent_containers/pill(src.loc)
if(!name || name == " ") name = reagents.get_master_reagent_name()
P.name = "[name] pill"
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P,50)
else if (href_list["createbottle"])
if(!condi)
var/name = input(usr,"Name:","Name your bottle!",reagents.get_master_reagent_name())
var/obj/item/weapon/reagent_containers/glass/bottle/P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
if(!name || name == " ") name = reagents.get_master_reagent_name()
P.name = "[name] bottle"
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P,30)
else
var/obj/item/weapon/reagent_containers/food/condiment/P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
reagents.trans_to(P,50)
else
usr << browse(null, "window=chem_master")
src.updateUsrDialog()
src.add_fingerprint(usr)
return
attack_ai(mob/user as mob)
return src.attack_hand(user)
attack_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
if(!beaker)
dat = "Please insert beaker.<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A>"
else
var/datum/reagents/R = beaker:reagents
dat += "<A href='?src=\ref[src];eject=1'>Eject beaker and Clear Buffer</A><BR><BR>"
if(!R.total_volume)
dat += "Beaker is empty."
else
dat += "Add to buffer:<BR>"
for(var/datum/reagent/G in R.reagent_list)
dat += "[G.name] , [G.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[G.description];name=[G.name]'>(Analyze)</A> "
dat += "<A href='?src=\ref[src];add1=[G.id]'>(1)</A> "
if(G.volume >= 5) dat += "<A href='?src=\ref[src];add5=[G.id]'>(5)</A> "
if(G.volume >= 10) dat += "<A href='?src=\ref[src];add10=[G.id]'>(10)</A> "
dat += "<A href='?src=\ref[src];addall=[G.id]'>(All)</A><BR>"
if(!mode)
dat += "<HR>Transfer to <A href='?src=\ref[src];toggle=1'>disposal:</A><BR>"
else
dat += "<HR>Transfer to <A href='?src=\ref[src];toggle=1'>beaker:</A><BR>"
if(reagents.total_volume)
for(var/datum/reagent/N in reagents.reagent_list)
dat += "[N.name] , [N.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[N.description];name=[N.name]'>(Analyze)</A> "
dat += "<A href='?src=\ref[src];remove1=[N.id]'>(1)</A> "
if(N.volume >= 5) dat += "<A href='?src=\ref[src];remove5=[N.id]'>(5)</A> "
if(N.volume >= 10) dat += "<A href='?src=\ref[src];remove10=[N.id]'>(10)</A> "
dat += "<A href='?src=\ref[src];removeall=[N.id]'>(All)</A><BR>"
else
dat += "Empty<BR>"
if(!condi)
dat += "<HR><BR><A href='?src=\ref[src];createpill=1'>Create pill (50 units max)</A><BR>"
dat += "<A href='?src=\ref[src];createbottle=1'>Create bottle (30 units max)</A>"
else
dat += "<A href='?src=\ref[src];createbottle=1'>Create bottle (50 units max)</A>"
if(!condi)
user << browse("<TITLE>Chemmaster 3000</TITLE>Chemmaster menu:<BR><BR>[dat]", "window=chem_master;size=575x400")
else
user << browse("<TITLE>Condimaster 3000</TITLE>Condimaster menu:<BR><BR>[dat]", "window=chem_master;size=575x400")
onclose(user, "chem_master")
return
/obj/machinery/chem_master/condimaster
name = "CondiMaster 3000"
condi = 1
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/obj/machinery/computer/pandemic
name = "PanD.E.M.I.C 2200"
density = 1
anchored = 1
icon = 'chemical.dmi'
icon_state = "mixer0"
var/temphtml = ""
var/wait = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
set_broken()
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
stat |= BROKEN
power_change()
if(stat & BROKEN)
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
else if(powered())
icon_state = (src.beaker?"mixer1":"mixer0")
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = (src.beaker?"mixer1_nopower":"mixer0_nopower")
stat |= NOPOWER
Topic(href, href_list)
if(stat & (NOPOWER|BROKEN)) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!beaker) return
if (href_list["create_vaccine"])
if(!src.wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
var/vaccine_type = text2path(href_list["create_vaccine"])//the path is received as string - converting
var/datum/disease/D = new vaccine_type
var/name = input(usr,"Name:","Name the vaccine",D.name)
if(!name || name == " ") name = D.name
B.name = "[name] vaccine bottle"
B.reagents.add_reagent("vaccine",15,vaccine_type)
del(D)
wait = 1
spawn(1200)
src.wait = null
else
src.temphtml = "The replicator is not ready yet."
src.updateUsrDialog()
return
else if (href_list["create_virus_culture"])
if(!wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
B.icon_state = "bottle3"
var/type = text2path(href_list["create_virus_culture"])//the path is received as string - converting
var/datum/disease/D = new type
var/list/data = list("viruses"=list(D))
var/name = sanitize(input(usr,"Name:","Name the culture",D.name))
if(!name || name == " ") name = D.name
B.name = "[name] culture bottle"
B.desc = "A small bottle. Contains [D.agent] culture in synthblood medium."
B.reagents.add_reagent("blood",20,data)
src.updateUsrDialog()
wait = 1
spawn(3000)
src.wait = null
else
src.temphtml = "The replicator is not ready yet."
src.updateUsrDialog()
return
else if (href_list["empty_beaker"])
beaker.reagents.clear_reagents()
src.updateUsrDialog()
return
else if (href_list["eject"])
beaker:loc = src.loc
beaker = null
icon_state = "mixer0"
src.updateUsrDialog()
return
else if(href_list["clear"])
src.temphtml = ""
src.updateUsrDialog()
return
else
usr << browse(null, "window=pandemic")
src.updateUsrDialog()
return
src.add_fingerprint(usr)
return
attack_ai(mob/user as mob)
return src.attack_hand(user)
attack_paw(mob/user as mob)
return src.attack_hand(user)
attack_hand(mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = ""
if(src.temphtml)
dat = "[src.temphtml]<BR><BR><A href='?src=\ref[src];clear=1'>Main Menu</A>"
else if(!beaker)
dat += "Please insert beaker.<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
else
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/B in R.reagent_list)
if(B)
Blood = B
break
if(!R.total_volume||!R.reagent_list.len)
dat += "The beaker is empty<BR>"
else if(!Blood)
dat += "No blood sample found in beaker"
else
dat += "<h3>Blood sample data:</h3>"
dat += "<b>Blood DNA:</b> [(Blood.data["blood_DNA"]||"none")]<BR>"
dat += "<b>Blood Type:</b> [(Blood.data["blood_type"]||"none")]<BR>"
if(Blood.data["viruses"])
var/list/vir = Blood.data["viruses"]
if(vir.len)
for(var/datum/disease/D in Blood.data["viruses"])
if(!D.hidden[PANDEMIC])
dat += "<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[D.type]'>Create virus culture bottle</A>":"none"]<BR>"
dat += "<b>Common name:</b> [(D.name||"none")]<BR>"
dat += "<b>Description: </b> [(D.desc||"none")]<BR>"
dat += "<b>Possible cure:</b> [(D.cure||"none")]<BR><BR>"
dat += "<b>Contains antibodies to:</b> "
if(Blood.data["resistances"])
var/list/res = Blood.data["resistances"]
if(res.len)
dat += "<ul>"
for(var/type in Blood.data["resistances"])
var/datum/disease/DR = new type
dat += "<li>[DR.name] - <A href='?src=\ref[src];create_vaccine=[type]'>Create vaccine bottle</A></li>"
del(DR)
dat += "</ul><BR>"
else
dat += "nothing<BR>"
else
dat += "nothing<BR>"
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject beaker</A>[((R.total_volume&&R.reagent_list.len) ? "-- <A href='?src=\ref[src];empty_beaker=1'>Empty beaker</A>":"")]<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
user << browse("<TITLE>[src.name]</TITLE><BR>[dat]", "window=pandemic;size=575x400")
onclose(user, "pandemic")
return
attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/computerframe/A = new /obj/computerframe(src.loc)
new /obj/item/weapon/shard(src.loc)
var/obj/item/weapon/circuitboard/pandemic/M = new /obj/item/weapon/circuitboard/pandemic(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
var/obj/item/weapon/circuitboard/pandemic/M = new /obj/item/weapon/circuitboard/pandemic(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(stat & (NOPOWER|BROKEN)) return
if(src.beaker)
user << "A beaker is already loaded into the machine."
return
src.beaker = I
user.drop_item()
I.loc = src
user << "You add the beaker to the machine!"
src.updateUsrDialog()
icon_state = "mixer1"
else
..()
return
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/obj/machinery/reagentgrinder
name = "Reagent Grinder"
icon = 'kitchen.dmi'
icon_state = "juicer1"
layer = 2.9
density = 1
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 100
var/obj/item/weapon/reagent_containers/beaker = null
var/global/list/allowed_items = list (
/obj/item/stack/sheet/plasma = "plasma",
/obj/item/stack/sheet/uranium = "uranium",
/obj/item/stack/sheet/clown = "banana",
/obj/item/stack/sheet/silver = "silver",
/obj/item/stack/sheet/gold = "gold",
/obj/item/weapon/reagent_containers/food/snacks/grown/banana = "banana",
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot = "imidazoline",
/obj/item/weapon/reagent_containers/food/snacks/grown/corn = "cornoil",
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap = "psilocybin",
/obj/item/weapon/reagent_containers/food/snacks/grown/chili = "capsaicin",
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper = "frostoil",
/obj/item/weapon/grown/nettle = "acid",
/obj/item/weapon/grown/deathnettle = "pacid",
)
/obj/machinery/reagentgrinder/New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
return
/obj/machinery/reagentgrinder/update_icon()
icon_state = "juicer"+num2text(!isnull(beaker))
return
/obj/machinery/reagentgrinder/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (istype(O,/obj/item/weapon/reagent_containers/glass) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass))
if (beaker)
return 1
else
user.before_take_item(O)
O.loc = src
beaker = O
src.verbs += /obj/machinery/reagentgrinder/verb/detach
update_icon()
src.updateUsrDialog()
return 0
if (!is_type_in_list(O, allowed_items))
user << "Cannot refine into a reagent."
return 1
user.before_take_item(O)
O.loc = src
src.updateUsrDialog()
return 0
/obj/machinery/reagentgrinder/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/reagentgrinder/attack_ai(mob/user as mob)
return 0
/obj/machinery/reagentgrinder/attack_hand(mob/user as mob)
user.machine = src
interact(user)
/obj/machinery/reagentgrinder/proc/interact(mob/user as mob) // The microwave Menu
var/is_chamber_empty = 0
var/is_beaker_ready = 0
var/processing_chamber = ""
var/beaker_contents = ""
for (var/i in allowed_items)
for (var/obj/item/O in src.contents)
if (!istype(O,i))
continue
processing_chamber+= "some <B>[O]</B><BR>"
break
if (!processing_chamber)
is_chamber_empty = 1
processing_chamber = "Nothing."
if (!beaker)
beaker_contents = "\The [src] has no beaker attached."
else if (!beaker.reagents.total_volume)
beaker_contents = "\The [src] has attached an empty beaker."
is_beaker_ready = 1
else if (beaker.reagents.total_volume < beaker.reagents.maximum_volume)
beaker_contents = "\The [src] has attached a beaker with something."
is_beaker_ready = 1
else
beaker_contents = "\The [src] has attached a beaker and the beaker is full!"
var/dat = {"
<b>Processing chamber contains:</b><br>
[processing_chamber]<br>
[beaker_contents]<hr>
"}
if (is_beaker_ready && !is_chamber_empty && !(stat & (NOPOWER|BROKEN)))
dat += "<A href='?src=\ref[src];action=grind'>Turn on!<BR>"
if (beaker)
dat += "<A href='?src=\ref[src];action=detach'>Detach a beacker!<BR>"
user << browse("<HEAD><TITLE>Reagent Grinder</TITLE></HEAD><TT>[dat]</TT>", "window=reagentgrinder")
onclose(user, "reagentgrinder")
return
/obj/machinery/reagentgrinder/Topic(href, href_list)
if(..())
return
usr.machine = src
switch(href_list["action"])
if ("grind")
grind()
if ("detach")
detach()
src.updateUsrDialog()
return
/obj/machinery/reagentgrinder/verb/detach()
set category = "Object"
set name = "Detach Beaker from the grinder"
set src in oview(1)
if (usr.stat != 0)
return
if (!beaker)
return
src.verbs -= /obj/machinery/reagentgrinder/verb/detach
beaker.loc = src.loc
beaker = null
update_icon()
/obj/machinery/reagentgrinder/proc/get_juice_id(var/obj/item/weapon/reagent_containers/food/snacks/grown/O)
for (var/i in allowed_items)
if (istype(O, i))
return allowed_items[i]
/obj/machinery/reagentgrinder/proc/get_juice_amount(var/obj/item/weapon/reagent_containers/food/snacks/grown/O)
if (!istype(O))
return 5
else if (O.potency == -1)
return 5
else
return round(O.potency / 5)
/obj/machinery/reagentgrinder/proc/get_grownweapon_id(var/obj/item/weapon/grown/O)
for (var/i in allowed_items)
if (istype(O, i))
return allowed_items[i]
/obj/machinery/reagentgrinder/proc/get_grownweapon_amount(var/obj/item/weapon/grown/O)
if (!istype(O))
return 5
else if (O.potency == -1)
return 5
else
return round(O.potency)
/obj/machinery/reagentgrinder/proc/get_grind_id(var/obj/item/stack/sheet/O)
for (var/i in allowed_items)
if (istype(O, i))
return allowed_items[i]
/obj/machinery/reagentgrinder/proc/get_grind_amount(var/obj/item/stack/sheet/O)
return 20
/obj/machinery/reagentgrinder/proc/grind()
power_change()
if(stat & (NOPOWER|BROKEN))
return
if (!beaker || beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
return
playsound(src.loc, 'juicer.ogg', 20, 1)
for (var/obj/item/weapon/reagent_containers/food/snacks/O in src.contents)
var/r_id = get_juice_id(O)
beaker.reagents.add_reagent(r_id,get_juice_amount(O))
del(O)
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
break
for (var/obj/item/stack/sheet/O in src.contents)
var/g_id = get_grind_id(O)
beaker.reagents.add_reagent(g_id,get_grind_amount(O))
del(O)
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
break
for (var/obj/item/weapon/grown/O in src.contents)
var/g_id = get_grownweapon_id(O)
beaker.reagents.add_reagent(g_id,get_grownweapon_amount(O))
del(O)
if (beaker.reagents.total_volume >= beaker.reagents.maximum_volume)
break
+247
View File
@@ -0,0 +1,247 @@
/*
NOTE: IF YOU UPDATE THE REAGENT-SYSTEM, ALSO UPDATE THIS README.
Structure: /////////////////// //////////////////////////
// Mob or object // -------> // Reagents var (datum) // Is a reference to the datum that holds the reagents.
/////////////////// //////////////////////////
| |
The object that holds everything. V
reagent_list var (list) A List of datums, each datum is a reagent.
| | |
V V V
reagents (datums) Reagents. I.e. Water , antitoxins or mercury.
Random important notes:
An objects on_reagent_change will be called every time the objects reagents change.
Useful if you want to update the objects icon etc.
About the Holder:
The holder (reagents datum) is the datum that holds a list of all reagents
currently in the object.It also has all the procs needed to manipulate reagents
remove_any(var/amount)
This proc removes reagents from the holder until the passed amount
is matched. It'll try to remove some of ALL reagents contained.
trans_to(var/obj/target, var/amount)
This proc equally transfers the contents of the holder to another
objects holder. You need to pass it the object (not the holder) you want
to transfer to and the amount you want to transfer. Its return value is the
actual amount transfered (if one of the objects is full/empty)
trans_id_to(var/obj/target, var/reagent, var/amount)
Same as above but only for a specific reagent in the reagent list.
If the specified amount is greater than what is available, it will use
the amount of the reagent that is available. If no reagent exists, returns null.
metabolize(var/mob/M)
This proc is called by the mobs life proc. It simply calls on_mob_life for
all contained reagents. You shouldnt have to use this one directly.
handle_reactions()
This proc check all recipes and, on a match, uses them.
It will also call the recipe's on_reaction proc (for explosions or w/e).
Currently, this proc is automatically called by trans_to.
isolate_reagent(var/reagent)
Pass it a reagent id and it will remove all reagents but that one.
It's that simple.
del_reagent(var/reagent)
Completely remove the reagent with the matching id.
reaction_fire(exposed_temp)
Simply calls the reaction_fire procs of all contained reagents.
update_total()
This one simply updates the total volume of the holder.
(the volume of all reagents added together)
clear_reagents()
This proc removes ALL reagents from the holder.
reaction(var/atom/A, var/method=TOUCH, var/volume_modifier=0)
This proc calls the appropriate reaction procs of the reagents.
I.e. if A is an object, it will call the reagents reaction_obj
proc. The method var is used for reaction on mobs. It simply tells
us if the mob TOUCHed the reagent or if it INGESTed the reagent.
Since the volume can be checked in a reagents proc, you might want to
use the volume_modifier var to modifiy the passed value without actually
changing the volume of the reagents.
If you're not sure if you need to use this the answer is very most likely 'No'.
You'll want to use this proc whenever an atom first comes in
contact with the reagents of a holder. (in the 'splash' part of a beaker i.e.)
More on the reaction in the reagent part of this readme.
add_reagent(var/reagent, var/amount, var/data)
Attempts to add X of the matching reagent to the holder.
You wont use this much. Mostly in new procs for pre-filled
objects.
remove_reagent(var/reagent, var/amount)
The exact opposite of the add_reagent proc.
has_reagent(var/reagent, var/amount)
Returns 1 if the holder contains this reagent.
Or 0 if not.
If you pass it an amount it will additionally check
if the amount is matched. This is optional.
get_reagent_amount(var/reagent)
Returns the amount of the matching reagent inside the
holder. Returns 0 if the reagent is missing.
Important variables:
total_volume
This variable contains the total volume of all reagents in this holder.
reagent_list
This is a list of all contained reagents. More specifically, references
to the reagent datums.
maximum_volume
This is the maximum volume of the holder.
my_atom
This is the atom the holder is 'in'. Useful if you need to find the location.
(i.e. for explosions)
About Reagents:
Reagents are all the things you can mix and fille in bottles etc. This can be anything from
rejuvs over water to ... iron. Each reagent also has a few procs - i'll explain those below.
reaction_mob(var/mob/M, var/method=TOUCH)
This is called by the holder's reation proc.
This version is only called when the reagent
reacts with a mob. The method var can be either
TOUCH or INGEST. You'll want to put stuff like
acid-facemelting in here.
reaction_obj(var/obj/O)
This is called by the holder's reation proc.
This version is called when the reagents reacts
with an object. You'll want to put stuff like
object melting in here ... or something. i dunno.
reaction_turf(var/turf/T)
This is called by the holder's reation proc.
This version is called when the reagents reacts
with a turf. You'll want to put stuff like extra
slippery floors for lube or something in here.
on_mob_life(var/mob/M)
This proc is called everytime the mobs life proc executes.
This is the place where you put damage for toxins ,
drowsyness for sleep toxins etc etc.
You'll want to call the parents proc by using ..() .
If you dont, the chemical will stay in the mob forever -
unless you write your own piece of code to slowly remove it.
(Should be pretty easy, 1 line of code)
Important variables:
holder
This variable contains a reference to the holder the chemical is 'in'
volume
This is the volume of the reagent.
id
The id of the reagent
name
The name of the reagent.
data
This var can be used for whatever the fuck you want. I used it for the sleep
toxins to make them work slowly instead of instantly. You could also use this
for DNA in a blood reagent or ... well whatever you want.
color
This is a hexadecimal color that represents the reagent outside of containers,
you define it as "#RRGGBB", or, red green blue. You can also define it using the
rgb() proc, which returns a hexadecimal value too. The color is black by default.
A good website for color calculations: http://www.psyclops.com/tools/rgb/
About Recipes:
Recipes are simple datums that contain a list of required reagents and a result.
They also have a proc that is called when the recipe is matched.
on_reaction(var/datum/reagents/holder, var/created_volume)
This proc is called when the recipe is matched.
You'll want to add explosions etc here.
To find the location you'll have to do something
like get_turf(holder.my_atom)
name & id
Should be pretty obvious.
result
This var contains the id of the resulting reagent.
required_reagents
This is a list of ids of the required reagents.
Each id also needs an associated value that gives us the minimum required amount
of that reagent. The handle_reaction proc can detect mutiples of the same recipes
so for most cases you want to set the required amount to 1.
required_catalysts (Added May 2011)
This is a list of the ids of the required catalysts.
Functionally similar to required_reagents, it is a list of reagents that are required
for the reaction. However, unlike required_reagents, catalysts are NOT consumed.
They mearly have to be present in the container.
result_amount
This is the amount of the resulting reagent this recipe will produce.
I recommend you set this to the total volume of all required reagent.
required_container
The container the recipe has to take place in in order to happen. Leave this blank/null
if you want the reaction to happen anywhere.
required_other
Basically like a reagent's data variable. You can set extra requirements for a
reaction with this.
About the Tools:
By default, all atom have a reagents var - but its empty. if you want to use an object for the chem.
system you'll need to add something like this in its new proc:
var/datum/reagents/R = new/datum/reagents(100) <<<<< create a new datum , 100 is the maximum_volume of the new holder datum.
reagents = R <<<<< assign the new datum to the objects reagents var
R.my_atom = src <<<<< set the holders my_atom to src so that we know where we are.
This can also be done by calling a convenience proc:
atom/proc/create_reagents(var/max_volume)
Other important stuff:
amount_per_transfer_from_this var
This var is mostly used by beakers and bottles.
It simply tells us how much to transfer when
'pouring' our reagents into something else.
atom/proc/is_open_container()
Checks atom/var/flags & OPENCONTAINER.
If this returns 1 , you can use syringes, beakers etc
to manipulate the contents of this object.
If it's 0, you'll need to write your own custom reagent
transfer code since you will not be able to use the standard
tools to manipulate it.
*/
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@@ -1,235 +0,0 @@
/*********************NEW AUTOLATHE / CRAFT LATHE***********************/
var/list/datum/craftlathe_item/CRAFT_ITEMS = list()
var/CRAFT_ITEMS_SETUP = 1 //this should probably be a pre-game thing, but i'll do it so the first lathe2 that's created will set-up the recipes.
proc/check_craftlathe_recipe(var/list/param_recipe)
if(param_recipe.len != 9)
return
var/i
var/match = 0 //this one counts if there is at least one non-"" ingredient.
for(var/datum/craftlathe_item/CI in CRAFT_ITEMS)
match = 0
for(i = 1; i <= 9; i++)
if(CI.recipe[i] != param_recipe[i])
match = 0 //use this so it passes by the match > 0 check below, otherwise i'd need a new variable to tell the return CI below that the check failed
break
if(CI.recipe[i] != "")
match++
if(match > 0)
return CI
return 0
/datum/craftlathe_item
var/id = "" //must be unique for each item type. used to create recipes
var/name = "unknown" //what the lathe will show as it's contents
var/list/recipe = list("","","","","","","","","") //the 9 items here represent what items need to be placed in the lathe to produce this item.
var/item_type = null //this is used on items like sheets which are added when inserted into the lathe.
var/amount = 1
var/amount_attackby = 1
/datum/craftlathe_item/New(var/param_id,var/param_name,var/param_amount,var/param_ammount_per_attackby,var/list/param_recipe,var/param_type = null)
..()
id = param_id
name = param_name
recipe = param_recipe
item_type = param_type
amount = param_amount;
amount_attackby = param_ammount_per_attackby
return
//this proc checks the recipe you give in it's parameter with the entire list of available items. If any match, it returns the item from CRAFT_ITEMS. the returned item should not be changed!!
/obj/machinery/autolathe2
name = "Craft lathe"
icon_state = "autolathe"
density = 1
anchored = 1
var/datum/craftlathe_item/selected = null
var/datum/craftlathe_item/make = null
var/list/datum/craftlathe_item/craft_contents = list()
var/list/current_recipe = list("","","","","","","","","")
/obj/machinery/autolathe2/New()
..()
if(CRAFT_ITEMS_SETUP)
CRAFT_ITEMS_SETUP = 0
build_recipes()
return
/obj/machinery/autolathe2/attack_hand(mob/user as mob)
var/dat
dat = text("<h3>Craft Lathe</h3>")
dat += text("<table><tr><td valign='top'>")
dat += text("<b>Materials</b><p>")
var/datum/craftlathe_item/CI
var/i
for(i = 1; i <= craft_contents.len; i++)
CI = craft_contents[i]
if (CI == selected)
dat += text("[CI.name] ([CI.amount])<br>")
else
dat += text("<A href='?src=\ref[src];select=[i]'>[CI.name]</a> ([CI.amount])<br>")
dat += text("</td><td valign='top'>")
dat += text("<b>Crafting Table</b><p>")
dat += text(" <table bgcolor='#cccccc' cellpadding='4' cellspacing='0'>")
var/j = 0
var/k = 0
for (i = 0; i < 3; i++)
dat += text(" <tr>")
for (j = 1; j <= 3; j++)
k = i * 3 + j
if (current_recipe[k])
dat += text(" <td><A href='?src=\ref[src];remove=[k]'>[current_recipe[k]]</a></td>")
else
dat += text(" <td><A href='?src=\ref[src];add=[k]'>----</a></td>")
dat += text(" </tr>")
dat += text(" </table>")
dat += text("<br><br>")
dat += text("<b>Will make: </b>")
if (make)
dat += text("<A href='?src=\ref[src];make=[1]'>[make.name]</a>")
else
dat += text("nothing useful")
dat += text("</td></tr></table>")
user << browse("[dat]", "window=craft")
/obj/machinery/autolathe2/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/n = text2num(href_list["remove"])
if(!n || n < 1 || n > 9)
return
current_recipe[n] = ""
if(href_list["select"])
var/n = text2num(href_list["select"])
if(!n || n < 1 || n > 9)
return
selected = craft_contents[n]
if(href_list["add"])
var/n = text2num(href_list["add"])
if(!n || n < 1 || n > 9)
return
if(selected)
current_recipe[n] = selected.id
if(href_list["make"])
var/datum/craftlathe_item/MAKE = check_craftlathe_recipe(src.current_recipe)
if(MAKE)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.id == MAKE.id)
CI2.amount += CI2.amount_attackby
src.updateUsrDialog()
return
craft_contents += new/datum/craftlathe_item(MAKE.id,MAKE.name,MAKE.amount,MAKE.amount_attackby,MAKE.recipe,MAKE.item_type)
var/datum/craftlathe_item/CI = check_craftlathe_recipe(src.current_recipe)
if(CI)
make = CI
else
make = null
src.updateUsrDialog()
/obj/machinery/autolathe2/attackby(obj/item/weapon/W as obj, mob/user as mob)
usr.machine = src
src.add_fingerprint(usr)
for (var/datum/craftlathe_item/CI in CRAFT_ITEMS)
if(W.type == CI.item_type)
for (var/datum/craftlathe_item/CI2 in craft_contents)
if(CI2.item_type == W.type)
CI2.amount += CI2.amount_attackby
rmv_item(W)
return
craft_contents += new/datum/craftlathe_item(CI.id,CI.name,CI.amount,CI.amount_attackby,CI.recipe,CI.item_type)
rmv_item(W)
return
src.updateUsrDialog()
return
/obj/machinery/autolathe2/proc/rmv_item(obj/item/W as obj)
if(istype(W,/obj/item/stack))
var/obj/item/stack/S = W
S.amount--
if (S.amount <= 0)
del(S)
else
del(W)
/obj/machinery/autolathe2/proc/build_recipes()
//Parameters: ID, Name, Amount, Amount_added_per_attackby, Recipe, Object type
CRAFT_ITEMS += new/datum/craftlathe_item("METAL","Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/metal)
CRAFT_ITEMS += new/datum/craftlathe_item("R METAL","Reinforced Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/r_metal)
CRAFT_ITEMS += new/datum/craftlathe_item("GLASS","Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/glass)
CRAFT_ITEMS += new/datum/craftlathe_item("R GLASS","Reinforced Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/rglass)
CRAFT_ITEMS += new/datum/craftlathe_item("GOLD","Gold",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/gold)
CRAFT_ITEMS += new/datum/craftlathe_item("SILVER","Silver",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/silver)
CRAFT_ITEMS += new/datum/craftlathe_item("DIAMOND","Diamond",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/diamond)
CRAFT_ITEMS += new/datum/craftlathe_item("PLASMA","Plasma",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/plasma)
CRAFT_ITEMS += new/datum/craftlathe_item("URANIUM","Uranium",1,1,list("","","","","","","","",""),/obj/item/weapon/ore/uranium)
CRAFT_ITEMS += new/datum/craftlathe_item("CLOWN","Bananium",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/clown)
CRAFT_ITEMS += new/datum/craftlathe_item("ADMAMANTINE","Adamantine",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/adamantine)
CRAFT_ITEMS += new/datum/craftlathe_item("SCREWS","Screws",9,9,list("","","","","METAL","","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("COGS","Cogs",9,9,list("","METAL","","METAL","METAL","METAL","","METAL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWITCH","Switch",12,12,list("METAL","","METAL","METAL","METAL","","METAL","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("KEYBOARD","Keyboard",1,1,list("","","","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH"))
CRAFT_ITEMS += new/datum/craftlathe_item("M PANEL","Metal Panel",10,10,list("","","","","METAL","METAL","","METAL","METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("CASE","Equipment Case",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("G PANEL","Glass Panel",10,10,list("","","","","GLASS","GLASS","","GLASS","GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("SCREEN","Screen",1,1,list("","GLASS","","GLASS","PLASMA","GLASS","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL SILVER","Electronics Silver",30,30,list("","","","","SILVER","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EL GOLD","Electronics Gold",6,6,list("","","","","GOLD","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TINTED GL","Tinted Glass",2,2,list("","METAL","","","GLASS","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("TANK VALVE","Tank Transfer Valuve",1,1,list("","PIPE","","","PIPE","SWITCH","","PIPE",""))
CRAFT_ITEMS += new/datum/craftlathe_item("PIPE","Pipe",1,1,list("","M PANEL","","","M PANEL","","","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("CB FRAME","Circuitboard Frame",1,1,list("","","","M PANEL","G PANEL","M PANEL","G PANEL","M PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ROM","ROM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RAM","RAM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("PROCESSOR","Processor",1,1,list("EL GOLD","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("ANTENNA","Antenna",1,1,list("","","EL SILVER","","","EL SILVER","EL SILVER","EL SILVER","EL SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("OP RECEPTOR","Optic Receptor",1,1,list("G PANEL","G PANEL","G PANEL","","EL GOLD","","G PANEL","G PANEL","G PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMAL OP R","Thermal Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","DIAMOND","DIAMOND","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("MASON OP R","Mason Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","EL SILVER","EL SILVER","","OP RECEPTOR",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EAR FRAME","Earpiece Frame",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("RADIO M","Radio Module",1,1,list("","ANTENNA","","","ROM","","CB FRAME","CB FRAME","CB FRAME"))
CRAFT_ITEMS += new/datum/craftlathe_item("EARPIECE","Radio Earpiece",1,1,list("","","","","RADIO M","","","EAR FRAME",""))
CRAFT_ITEMS += new/datum/craftlathe_item("EARMUFFS","Earmuffs",1,1,list("","M PANEL","","EAR FRAME","","EAR FRAME","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("GLASSES FRAME","Glasses Frame",1,1,list("M PANEL","","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL"))
CRAFT_ITEMS += new/datum/craftlathe_item("MASONS","Mason Scanners",1,1,list("","","","MASON OP R","GLASSES FRAME","MASON OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("THERMALS","Thermal Scanners",1,1,list("","","","THERMAL OP R","GLASSES FRAME","THERMAL OP R","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SUNGLASSES","Sunglasses",1,1,list("","","","TINTED GL","GLASSES FRAME","TINTED GL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET FR","Helmet Frame",1,1,list("METAL","METAL","METAL","METAL","","METAL","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HELMET","Security Helmet",1,1,list("R METAL","R METAL","R METAL","R METAL","HELMET FR","R METAL","","GLASS",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS HELMET","HoS Helmet",1,1,list("SILVER","GOLD","SILVER","SILVER","HELMET","SILVER","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("HARDHAT","Hardhat",1,1,list("","FLASHLIGHT","","","HELMET FR","","","",""))
CRAFT_ITEMS += new/datum/craftlathe_item("SWAT HELMET","SWAT Helmet",1,1,list("","","","","HELMET","","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("WELDING HELM","Welding Helmet",1,1,list("","","","","HELMET FR","","TINTED GL","TINTED GL","TINTED GL"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE HELMET","Space Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","HELMET FR","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG HELMET","RIG Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","SPACE HELMET","SILVER","R GLASS","R GLASS","R GLASS"))
CRAFT_ITEMS += new/datum/craftlathe_item("GAS MASK","Gas Mask",1,1,list("","","","","HELMET FR","TANK VALVE","","G PANEL",""))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR FRAME","Armor Frame",1,1,list("R METAL","","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR","Armored Vest",1,1,list("R METAL","","R METAL","R METAL","ARMOR FRAME","R METAL","R METAL","R METAL","R METAL"))
CRAFT_ITEMS += new/datum/craftlathe_item("HOS ARMOR","HoS Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("CAP ARMOR","Captain Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","HOS ARMOR","URANIUM","URANIUM","R METAL","URANIUM"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE S FR","Space Suit Frame",1,1,list("SILVER","","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("SPACE SUIT","Space Suit",1,1,list("SILVER","","SILVER","RAM","SPACE S FR","RADIO M","SILVER","SILVEr","SILVER"))
CRAFT_ITEMS += new/datum/craftlathe_item("RIG SUIT","RIG Suit",1,1,list("SILVER","","SILVER","SILVER","SPACE SUIT","SILVER","SILVER","SILVER","SILVER"))
//TODO: Flashlight, type paths
return
return
@@ -1,78 +0,0 @@
/**********************Gas extractor**************************/
/obj/machinery/mineral/gasextractor
name = "Gas extractor"
desc = "A machine which extracts gasses from ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/message = "";
var/processing = 0
var/newtoxins = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/gasextractor/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
/obj/machinery/mineral/gasextractor/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];extract=[input]'>Extract gas</A>")
dat += text("<br><br>Message: [message]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/gasextractor/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["extract"])
if (src.output)
if (locate(/obj/machinery/portable_atmospherics/canister,output.loc))
newtoxins = 0
processing = 1
var/obj/item/weapon/ore/O
while(locate(/obj/item/weapon/ore/plasma, input.loc) && locate(/obj/machinery/portable_atmospherics/canister,output.loc))
O = locate(/obj/item/weapon/ore/plasma, input.loc)
if (istype(O,/obj/item/weapon/ore/plasma))
var/obj/machinery/portable_atmospherics/canister/C
C = locate(/obj/machinery/portable_atmospherics/canister,output.loc)
C.air_contents.toxins += 100
newtoxins += 100
del(O)
sleep(5);
processing = 0;
message = "Canister filled with [newtoxins] units of toxins"
else
message = "No canister found"
src.updateUsrDialog()
return
@@ -1,88 +0,0 @@
/**********************Mineral purifier (not used, replaced with mineral processing unit)**************************/
/obj/machinery/mineral/purifier
name = "Ore Purifier"
desc = "A machine which makes building material out of ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/processed = 0
var/processing = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/purifier/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br>output connection status: ")
if (output)
dat += text("<b><font color='green'>CONNECTED</font></b>")
else
dat += text("<b><font color='red'>NOT CONNECTED</font></b>")
dat += text("<br><br><A href='?src=\ref[src];purify=[input]'>Purify</A>")
dat += text("<br><br>found: <font color='green'><b>[processed]</b></font>")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/purifier/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["purify"])
if (src.output)
processing = 1;
var/obj/item/weapon/ore/O
processed = 0;
while(locate(/obj/item/weapon/ore, input.loc))
O = locate(/obj/item/weapon/ore, input.loc)
if (istype(O,/obj/item/weapon/ore/iron))
new /obj/item/stack/sheet/metal(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/diamond))
new /obj/item/stack/sheet/diamond(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/plasma))
new /obj/item/stack/sheet/plasma(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/gold))
new /obj/item/stack/sheet/gold(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/silver))
new /obj/item/stack/sheet/silver(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/uranium))
new /obj/item/weapon/ore/uranium(output.loc)
del(O)
/*if (istype(O,/obj/item/weapon/ore/adamantine))
new /obj/item/weapon/ore/adamantine(output.loc)
del(O)*/ //Dunno what this area does so I'll keep it commented out for now -Durandan
processed++
sleep(5);
processing = 0;
src.updateUsrDialog()
return
/obj/machinery/mineral/purifier/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
return
@@ -1,174 +0,0 @@
/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
return
-338
View File
@@ -1,338 +0,0 @@
/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
icon = 'recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'Storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays = null
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
return
@@ -1,173 +0,0 @@
/**********************Spaceship builder area definitions**************************/
/area/shipbuilder
requires_power = 0
luminosity = 1
sd_lighting = 0
/area/shipbuilder/station
name = "shipbuilder station"
icon_state = "teleporter"
/area/shipbuilder/ship1
name = "shipbuilder ship1"
icon_state = "teleporter"
/area/shipbuilder/ship2
name = "shipbuilder ship2"
icon_state = "teleporter"
/area/shipbuilder/ship3
name = "shipbuilder ship3"
icon_state = "teleporter"
/area/shipbuilder/ship4
name = "shipbuilder ship4"
icon_state = "teleporter"
/area/shipbuilder/ship5
name = "shipbuilder ship5"
icon_state = "teleporter"
/area/shipbuilder/ship6
name = "shipbuilder ship6"
icon_state = "teleporter"
/**********************Spaceship builder**************************/
/obj/machinery/spaceship_builder
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/area/currentShuttleArea = null
var/currentShuttleName = null
/obj/machinery/spaceship_builder/proc/buildShuttle(var/shuttle)
var/shuttleat = null
var/shuttleto = "/area/shipbuilder/station"
var/req_metal = 0
switch(shuttle)
if("hopper")
shuttleat = "/area/shipbuilder/ship1"
currentShuttleName = "Planet hopper"
req_metal = 25000
if("bus")
shuttleat = "/area/shipbuilder/ship2"
currentShuttleName = "Blnder Bus"
req_metal = 60000
if("dinghy")
shuttleat = "/area/shipbuilder/ship3"
currentShuttleName = "Space dinghy"
req_metal = 100000
if("van")
shuttleat = "/area/shipbuilder/ship4"
currentShuttleName = "Boxvan MMDLVI"
req_metal = 120000
if("secvan")
shuttleat = "/area/shipbuilder/ship5"
currentShuttleName = "Boxvan MMDLVI - Security edition"
req_metal = 125000
if("station4")
shuttleat = "/area/shipbuilder/ship6"
currentShuttleName = "Space station 4"
req_metal = 250000
if (metal_amount - req_metal < 0)
return
if (!shuttleat)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = shuttleat
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/proc/scrapShuttle()
var/shuttleat = "/area/shipbuilder/station"
var/shuttleto = currentShuttleArea
if (!shuttleto)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = null
currentShuttleName = null
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(operating == 1)
user << "The machine is processing"
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
user << "\blue You insert all the metal into the machine."
metal_amount += M.amount * 100
del(M)
else
return attack_hand(user)
return
/obj/machinery/spaceship_builder/attack_hand(user as mob)
if(operating == 1)
user << "The machine is processing"
return
var/dat
dat = text("<b>Ship fabricator</b><br><br>")
dat += text("Current ammount of <font color='gray'>Metal: <b>[metal_amount]</b></font><br><hr>")
if (currentShuttleArea)
dat += text("<b>Currently building</b><br><br>[currentShuttleName]<br><br>")
dat += text("<b>Build the shuttle to your liking.</b><br>This shuttle will be sent to the station in the event of an emergency along with a centcom emergency shuttle.")
dat += text("<br><br><br><A href='?src=\ref[src];scrap=1'>Scrap current shuttle</A>")
else
dat += text("<b>Available ships to build:</b><br><br>")
dat += text("<A href='?src=\ref[src];ship=hopper'>Planet hopper</A> - Tiny, Slow, 25000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=bus'>Blunder Bus</A> - Small, Decent speed, 60000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=dinghy'>Space dinghy</A> - Medium size, Decent speed, 100000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=van'>Boxvan MMDLVIr</A> - Medium size, Decent speed, 120000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=secvan'>Boxvan MMDLVI - Security eidition</A> - Large, Rather slow, 125000 metal<br>")
dat += text("<A href='?src=\ref[src];ship=station4'>Space station 4</A> - Huge, Slow, 250000 metal<br>")
user << browse("[dat]", "window=shipbuilder")
/obj/machinery/spaceship_builder/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["ship"])
buildShuttle(href_list["ship"])
if(href_list["scrap"])
scrapShuttle(href_list["ship"])
src.updateUsrDialog()
return
@@ -6,6 +6,7 @@
temperature_alert = 0
/mob/living/carbon/alien/humanoid/Life()
set invisibility = 0
set background = 1
@@ -13,245 +14,84 @@
if (src.monkeyizing)
return
var/datum/gas_mixture/environment = loc.return_air()
if (src.stat != 2) //still breathing
//First, resolve location and get a breath
if(air_master.current_cycle%4==2)
//Only try to take a breath every 4 seconds, unless suffocating
var/datum/air_group/breath
//No breath from internal atmosphere so get breath from location
if(!breath)
if(istype(loc, /obj/))
var/obj/location_as_object = loc
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
else if(istype(loc, /turf/))
var/breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
handle_breath(breath)
if(breath)
loc.assume_air(breath)
spawn(0) breathe()
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
src.blinded = null
//Disease Check
handle_virus_updates()
handle_environment(environment)
//Handle temperature/pressure differences between body and environment also handles alien weeds!
//Update mind
update_mind()
//Handle temperature/pressure differences between body and environment
handle_environment()
//Mutations and radiation
handle_mutations_and_radiation()
//Chemicals in the body
handle_chemicals_in_body()
//stuff in the stomach
handle_stomach()
//Disabilities
handle_disabilities()
//Status updates, death etc.
handle_regular_status_updates()
// Update clothing
update_clothing()
if(client)
handle_regular_hud_updates()
//Being buckled to a chair or bed
check_if_buckled()
// Yup.
update_canmove()
clamp_values()
// Grabbing
for(var/obj/item/weapon/grab/G in src)
G.process()
/mob/living/carbon/alien/humanoid
proc
clamp_values()
handle_breath(datum/gas_mixture/breath)
//Aliens can breathe in any atmosphere
var/toxins_used = 0
stunned = max(min(stunned, 20),0)
paralysis = max(min(paralysis, 20), 0)
weakened = max(min(weakened, 20), 0)
sleeping = max(min(sleeping, 20), 0)
bruteloss = max(bruteloss, 0)
toxloss = max(toxloss, 0)
oxyloss = max(oxyloss, 0)
fireloss = max(fireloss, 0)
if(breath.toxins > ((ONE_ATMOSPHERE*BREATH_VOLUME*0.15)/(T20C*R_IDEAL_GAS_EQUATION)))
var/available_ratio = breath.toxins/((ONE_ATMOSPHERE*BREATH_VOLUME*0.15)/(T20C*R_IDEAL_GAS_EQUATION))
toxins_used = breath.toxins*available_ratio/6
toxloss += 7*(1-available_ratio)
else
toxloss = max(toxloss-5, 0)
toxins_used = breath.oxygen/6
breath.toxins -= toxins_used
breath.oxygen += toxins_used
handle_disabilities()
if(breath.temperature > (T0C+66))
fire_alert = max(fire_alert, 1)
return 1
handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/environment_heat_capacity = environment.heat_capacity()
if(istype(loc, /turf/space))
environment_heat_capacity = loc:heat_capacity
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/alien/weeds) in loc)
if(health >= 100)
toxloss += 2
else
health += 5
if((environment.temperature > (T0C + 50)) || (environment.temperature < (T0C + 10)))
var/transfer_coefficient
transfer_coefficient = 1
if(head && (head.body_parts_covered & HEAD) && (environment.temperature < head.protective_temperature))
transfer_coefficient *= head.heat_transfer_coefficient
if(wear_mask && (wear_mask.body_parts_covered & HEAD) && (environment.temperature < wear_mask.protective_temperature))
transfer_coefficient *= wear_mask.heat_transfer_coefficient
if(wear_suit && (wear_suit.body_parts_covered & HEAD) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(HEAD, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & UPPER_TORSO) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(UPPER_TORSO, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & LOWER_TORSO) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(LOWER_TORSO, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & LEGS) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(LEGS, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & ARMS) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(ARMS, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & HANDS) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(HANDS, environment.temperature, environment_heat_capacity*transfer_coefficient)
transfer_coefficient = 1
if(wear_suit && (wear_suit.body_parts_covered & FEET) && (environment.temperature < wear_suit.protective_temperature))
transfer_coefficient *= wear_suit.heat_transfer_coefficient
handle_temperature_damage(FEET, environment.temperature, environment_heat_capacity*transfer_coefficient)
if(stat==2)
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
return //TODO: DEFERRED
handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
var/discomfort = abs(exposed_temperature - bodytemperature)*(exposed_intensity)/2000000
switch(body_part)
if(HEAD)
TakeDamage("head", 0, 2.5*discomfort)
if(UPPER_TORSO)
TakeDamage("chest", 0, 2.5*discomfort)
if(LOWER_TORSO)
TakeDamage("groin", 0, 2.0*discomfort)
if(LEGS)
TakeDamage("l_leg", 0, 0.6*discomfort)
TakeDamage("r_leg", 0, 0.6*discomfort)
if(ARMS)
TakeDamage("l_arm", 0, 0.4*discomfort)
TakeDamage("r_arm", 0, 0.4*discomfort)
if(FEET)
TakeDamage("l_foot", 0, 0.25*discomfort)
TakeDamage("r_foot", 0, 0.25*discomfort)
if(HANDS)
TakeDamage("l_hand", 0, 0.25*discomfort)
TakeDamage("r_hand", 0, 0.25*discomfort)
handle_chemicals_in_body()
return //TODO: DEFERRED
handle_regular_status_updates()
//No toxloss because aliens breathe in toxins
health = 100 - (oxyloss + fireloss + bruteloss)
if(oxyloss > 25)
paralysis = max(paralysis, 3)
if(health < -100)
death()
return 1
handle_regular_hud_updates()
//Aliens can't have internals
if(internal)
internals.icon_state = "internal1"
else
internals.icon_state = "internal0"
//Aliens can breathe any atmosphere
if(oxygen_alert > 0)
oxygen_alert -= 1
oxygen.icon_state = "oxy1"
else
oxygen.icon_state = "oxy0"
//Aliens like toxins :)
if(toxins_alert > 0)
toxins_alert -= 1
toxin.icon_state = "tox1"
else
toxin.icon_state = "tox0"
//This makes sense, aliens hate fire
if(fire_alert > 0)
fire_alert -= 1
fire.icon_state = "fire1"
else
fire.icon_state = "fire0"
return 1
//Should aliens have DNA?
//Figure it out and come back here.
//Nannek
//As a note, the toxloss for radiation should be changed as the alien uses toxloss as a fuel
handle_random_events()
return
/*
if (src.radiation > 100)
src.radiation = 100
if ((prob(1) && (src.radiation >= 75)))
randmutb(src)
src << "\red High levels of Radiation cause you to spontaneously mutate."
domutcheck(src,null)
if ((prob(7) && (src.radiation >= 75)))
if (src.paralysis < 3)
src.paralysis = 3
src << "\red You feel weak!"
emote("collapse")
src.updatehealth()
src.radiation -= 5
else if ((prob(7) && ((src.radiation > 50)&&(src.radiation < 75))))
src.updatehealth()
src.radiation -= 5
emote("gasp")
else
if (prob(7) && (src.radiation > 1))
if (src.radiation >= 10)
src.radiation -= 10
src.toxloss += 5
src.updatehealth()
else
src.radiation = 0
if (src.disabilities & 2)
if ((prob(1) && src.paralysis < 10 && src.r_epil < 1))
src << "\red You have a seizure!"
@@ -271,87 +111,465 @@
if (src.disabilities & 16)
if (prob(10))
src.stuttering = max(10, src.stuttering)
if (prob(1) && prob(2))
spawn(0)
emote("sneeze")
return
*/
//This is fine for the alien
update_mind()
if(!mind && client)
mind = new
mind.current = src
mind.assigned_role = "Hunter"
mind.key = key
handle_mutations_and_radiation()
if(src.fireloss)
if(src.mutations & COLD_RESISTANCE || prob(50))
switch(src.fireloss)
if(1 to 50)
src.fireloss--
if(51 to 100)
src.fireloss -= 5
if (src.mutations & HULK && src.health <= 25)
src.mutations &= ~HULK
src << "\red You suddenly feel very weak."
src.weakened = 3
emote("collapse")
if (src.radiation)
if (src.radiation > 100)
src.radiation = 100
src.weakened = 10
src << "\red You feel weak."
emote("collapse")
if (src.radiation < 0)
src.radiation = 0
switch(src.radiation)
if(1 to 49)
src.radiation--
if(prob(25))
src.toxloss++
src.updatehealth()
if(50 to 74)
src.radiation -= 2
src.toxloss++
if(prob(5))
src.radiation -= 5
src.weakened = 3
src << "\red You feel weak."
emote("collapse")
src.updatehealth()
if(75 to 100)
src.radiation -= 3
src.toxloss += 3
if(prob(1))
src << "\red You mutate!"
randmutb(src)
domutcheck(src,null)
emote("gasp")
src.updatehealth()
breathe()
if(src.reagents)
if(src.reagents.has_reagent("lexorin")) return
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
var/datum/gas_mixture/environment = loc.return_air()
var/datum/air_group/breath
// HACK NEED CHANGING LATER
if(src.health < 0)
src.losebreath++
if(losebreath>0) //Suffocating so do not take a breath
src.losebreath--
if (prob(75)) //High chance of gasping for air
spawn emote("gasp")
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
else
//First, check for air from internal atmosphere (using an air tank and mask generally)
breath = get_breath_from_internal(BREATH_VOLUME)
//No breath from internal atmosphere so get breath from location
if(!breath)
if(istype(loc, /obj/))
var/obj/location_as_object = loc
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
else if(istype(loc, /turf/))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effects will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
else*/
// Not enough air around, take a percentage of what's there to model this properly
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
handle_breath(breath)
if(breath)
loc.assume_air(breath)
get_breath_from_internal(volume_needed)
if(internal)
if (!contents.Find(src.internal))
internal = null
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
internal = null
if(internal)
if (src.internals)
src.internals.icon_state = "internal1"
return internal.remove_air_volume(volume_needed)
else
if (src.internals)
src.internals.icon_state = "internal0"
return null
update_canmove()
if(paralysis || stunned || weakened || buckled) canmove = 0
else canmove = 1
handle_breath(datum/gas_mixture/breath)
if(src.nodamage)
return
if(!breath || (breath.total_moles() == 0))
//Aliens breathe in vaccuum
return 0
var/toxins_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
//Partial pressure of the toxins in our breath
var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
if(Toxins_pp) // Detect toxins in air
toxloss += breath.toxins*250
toxins_alert = max(toxins_alert, 1)
toxins_used = breath.toxins
else
toxins_alert = 0
//Breathe in toxins and out oxygen
breath.toxins -= toxins_used
breath.oxygen += toxins_used
if(breath.temperature > (T0C+66) && !(src.mutations & COLD_RESISTANCE)) // Hot air hurts :(
if(prob(20))
src << "\red You feel a searing heat in your lungs!"
fire_alert = max(fire_alert, 1)
else
fire_alert = 0
//Temporary fixes to the alerts.
return 1
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/alien/weeds) in loc)
if(health >= 100)
toxloss += 15
if(toxloss > max_plasma)
toxloss = max_plasma
else
bruteloss -= 15
fireloss -= 15
adjust_body_temperature(current, loc_temp, boost)
var/temperature = current
var/difference = abs(current-loc_temp) //get difference
var/increments// = difference/10 //find how many increments apart they are
if(difference > 50)
increments = difference/5
else
increments = difference/10
var/change = increments*boost // Get the amount to change by (x per increment)
var/temp_change
if(current < loc_temp)
temperature = min(loc_temp, temperature+change)
else if(current > loc_temp)
temperature = max(loc_temp, temperature-change)
temp_change = (temperature - current)
return temp_change
get_thermal_protection()
var/thermal_protection = 1.0
//Handle normal clothing
if(head && (head.body_parts_covered & HEAD))
thermal_protection += 0.5
if(wear_suit && (wear_suit.body_parts_covered & UPPER_TORSO))
thermal_protection += 0.5
if(wear_suit && (wear_suit.body_parts_covered & LEGS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.body_parts_covered & ARMS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.body_parts_covered & HANDS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.flags & SUITSPACE))
thermal_protection += 3
if(src.mutations & COLD_RESISTANCE)
thermal_protection += 5
return thermal_protection
add_fire_protection(var/temp)
var/fire_prot = 0
if(head)
if(head.protective_temperature > temp)
fire_prot += (head.protective_temperature/10)
if(wear_mask)
if(wear_mask.protective_temperature > temp)
fire_prot += (wear_mask.protective_temperature/10)
if(wear_suit)
if(wear_suit.protective_temperature > temp)
fire_prot += (wear_suit.protective_temperature/10)
return fire_prot
handle_chemicals_in_body()
if(reagents) reagents.metabolize(src)
if(src.nutrition > 500 && !(src.mutations & FAT))
if(prob(5 + round((src.nutrition - 200) / 2)))
src << "\red You suddenly feel blubbery!"
src.mutations |= FAT
// update_body()
if (src.nutrition < 100 && src.mutations & FAT)
if(prob(round((50 - src.nutrition) / 100)))
src << "\blue You feel fit again!"
src.mutations &= ~FAT
// update_body()
if (src.nutrition > 0)
src.nutrition -= HUNGER_FACTOR
if (src.drowsyness)
src.drowsyness--
src.eye_blurry = max(2, src.eye_blurry)
if (prob(5))
src.sleeping = 1
src.paralysis = 5
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
if(resting)
dizziness = max(0, dizziness - 5)
jitteriness = max(0, jitteriness - 5)
else
dizziness = max(0, dizziness - 1)
jitteriness = max(0, jitteriness - 1)
src.updatehealth()
return //TODO: DEFERRED
handle_regular_status_updates()
health = 100 - (oxyloss + fireloss + bruteloss + cloneloss)
if(oxyloss > 50) paralysis = max(paralysis, 3)
if(src.sleeping)
src.paralysis = max(src.paralysis, 3)
if (prob(10) && health) spawn(0) emote("snore")
src.sleeping--
if(src.resting)
src.weakened = max(src.weakened, 5)
if(health < -100 || src.brain_op_stage == 4.0)
death()
else if(src.health < 0)
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
//if(!src.rejuv) src.oxyloss++
if(!src.reagents.has_reagent("inaprovaline")) src.oxyloss++
if(src.stat != 2) src.stat = 1
src.paralysis = max(src.paralysis, 5)
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
src.stunned--
src.stat = 0
if (src.weakened > 0)
src.weakened--
src.lying = 1
src.stat = 0
if (src.paralysis > 0)
src.paralysis--
src.blinded = 1
src.lying = 1
src.stat = 1
var/h = src.hand
src.hand = 0
drop_item()
src.hand = 1
drop_item()
src.hand = h
else //Not stunned.
src.lying = 0
src.stat = 0
else //Dead.
src.lying = 1
src.blinded = 1
src.stat = 2
if (src.stuttering) src.stuttering--
if (src.eye_blind)
src.eye_blind--
src.blinded = 1
if (src.ear_deaf > 0) src.ear_deaf--
if (src.ear_damage < 25)
src.ear_damage -= 0.05
src.ear_damage = max(src.ear_damage, 0)
src.density = !( src.lying )
if ((src.sdisabilities & 1))
src.blinded = 1
if ((src.sdisabilities & 4))
src.ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 4
src.see_invisible = 2
if (src.sleep) src.sleep.icon_state = text("sleep[]", src.sleeping)
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
if (src.healths)
if (src.stat != 2)
switch(health)
if(100 to INFINITY)
src.healths.icon_state = "health0"
if(75 to 100)
src.healths.icon_state = "health1"
if(50 to 75)
src.healths.icon_state = "health2"
if(25 to 50)
src.healths.icon_state = "health3"
if(0 to 25)
src.healths.icon_state = "health4"
else
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
else
src.blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
else
if(!client.adminobs)
reset_view(null)
return 1
handle_virus_updates()
if(src.bodytemperature > 406)
src.virus.cure()
for(var/datum/disease/D in viruses)
D.cure()
return
if(!src.virus)
if(prob(40))
for(var/mob/living/carbon/M in range(4, src))
if(M.virus && M.virus.spread == "Airborne")
if(M.virus.affected_species.Find("Alien"))
if(M.virus.type in src.resistances)
continue
src.contract_disease(new M.virus.type)
for(var/obj/decal/cleanable/blood/B in range(4, src))
if(B.virus && B.virus.spread == "Airborne")
if(B.virus.affected_species.Find("Alien"))
if(B.virus.type in src.resistances)
continue
src.contract_disease(new B.virus.type)
for(var/obj/decal/cleanable/xenoblood/X in range(4, src))
if(X.virus && X.virus.spread == "Airborne")
if(X.virus.affected_species.Find("Alien"))
if(X.virus.type in src.resistances)
continue
src.contract_disease(new X.virus.type)
check_if_buckled()
if (src.buckled)
src.lying = (istype(src.buckled, /obj/stool/bed) ? 1 : 0)
if(src.lying)
src.drop_item()
src.density = 1
else
src.virus.stage_act()
/*
snippets
src.density = !src.lying
if (src.mach)
if (src.machine)
src.mach.icon_state = "mach1"
else
src.mach.icon_state = null
if (!src.m_flag)
src.moved_recently = 0
src.m_flag = null
if ((istype(src.loc, /turf/space) && !( locate(/obj/movable, src.loc) )))
var/layers = 20
// ******* Check
if (((istype(src.head, /obj/item/clothing/head) && src.head.flags & 4) || (istype(src.wear_mask, /obj/item/clothing/mask) && (!( src.wear_mask.flags & 4 ) && src.wear_mask.flags & 8))))
layers -= 5
if (istype(src.w_uniform, /obj/item/clothing/under))
layers -= 5
if ((istype(src.wear_suit, /obj/item/clothing/suit) && src.wear_suit.flags & 8))
layers -= 10
if (layers > oxcheck)
oxcheck = layers
if(src.bodytemperature < 282.591 && (!src.firemut))
if(src.bodytemperature < 250)
src.fireloss += 4
src.updatehealth()
if(src.paralysis <= 2) src.paralysis += 2
else if(prob(1) && !src.paralysis)
if(src.paralysis <= 5) src.paralysis += 5
emote("collapse")
src << "\red You collapse from the cold!"
if(src.bodytemperature > 327.444 && (!src.firemut))
if(src.bodytemperature > 345.444)
if(!src.eye_blurry) src << "\red The heat blurs your vision!"
src.eye_blurry = max(4, src.eye_blurry)
if(prob(3)) src.fireloss += rand(1,2)
else if(prob(3) && !src.paralysis)
src.paralysis += 2
emote("collapse")
src << "\red You collapse from heat exaustion!"
plcheck = src.t_plasma
oxcheck = src.t_oxygen
G.turf_add(T, G.total_moles())
*/
handle_stomach()
spawn(0)
for(var/mob/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(istype(M, /mob/living/carbon) && src.stat != 2)
if(M.stat == 2)
M.death(1)
stomach_contents.Remove(M)
del(M)
continue
if(air_master.current_cycle%3==1)
if(!M.nodamage)
M.bruteloss += 5
src.nutrition += 10
@@ -1,575 +0,0 @@
/mob/living/carbon/alien/humanoid
var
oxygen_alert = 0
toxins_alert = 0
fire_alert = 0
temperature_alert = 0
/mob/living/carbon/alien/humanoid/Life()
set invisibility = 0
set background = 1
if (src.monkeyizing)
return
if (src.stat != 2) //still breathing
//First, resolve location and get a breath
if(air_master.current_cycle%4==2)
//Only try to take a breath every 4 seconds, unless suffocating
spawn(0) breathe()
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
src.blinded = null
//Disease Check
handle_virus_updates()
//Update mind
update_mind()
//Handle temperature/pressure differences between body and environment
handle_environment()
//Mutations and radiation
handle_mutations_and_radiation()
//Chemicals in the body
handle_chemicals_in_body()
//stuff in the stomach
handle_stomach()
//Disabilities
handle_disabilities()
//Status updates, death etc.
handle_regular_status_updates()
// Update clothing
update_clothing()
if(client)
handle_regular_hud_updates()
//Being buckled to a chair or bed
check_if_buckled()
// Yup.
update_canmove()
clamp_values()
// Grabbing
for(var/obj/item/weapon/grab/G in src)
G.process()
/mob/living/carbon/alien/humanoid
proc
clamp_values()
stunned = max(min(stunned, 20),0)
paralysis = max(min(paralysis, 20), 0)
weakened = max(min(weakened, 20), 0)
sleeping = max(min(sleeping, 20), 0)
bruteloss = max(bruteloss, 0)
toxloss = max(toxloss, 0)
oxyloss = max(oxyloss, 0)
fireloss = max(fireloss, 0)
handle_disabilities()
if (src.disabilities & 2)
if ((prob(1) && src.paralysis < 10 && src.r_epil < 1))
src << "\red You have a seizure!"
src.paralysis = max(10, src.paralysis)
if (src.disabilities & 4)
if ((prob(5) && src.paralysis <= 1 && src.r_ch_cou < 1))
src.drop_item()
spawn( 0 )
emote("cough")
return
if (src.disabilities & 8)
if ((prob(10) && src.paralysis <= 1 && src.r_Tourette < 1))
src.stunned = max(10, src.stunned)
spawn( 0 )
emote("twitch")
return
if (src.disabilities & 16)
if (prob(10))
src.stuttering = max(10, src.stuttering)
update_mind()
if(!mind && client)
mind = new
mind.current = src
mind.assigned_role = "Hunter"
mind.key = key
handle_mutations_and_radiation()
if(src.fireloss)
if(src.mutations & COLD_RESISTANCE || prob(50))
switch(src.fireloss)
if(1 to 50)
src.fireloss--
if(51 to 100)
src.fireloss -= 5
if (src.mutations & HULK && src.health <= 25)
src.mutations &= ~HULK
src << "\red You suddenly feel very weak."
src.weakened = 3
emote("collapse")
if (src.radiation)
if (src.radiation > 100)
src.radiation = 100
src.weakened = 10
src << "\red You feel weak."
emote("collapse")
if (src.radiation < 0)
src.radiation = 0
switch(src.radiation)
if(1 to 49)
src.radiation--
if(prob(25))
src.toxloss++
src.updatehealth()
if(50 to 74)
src.radiation -= 2
src.toxloss++
if(prob(5))
src.radiation -= 5
src.weakened = 3
src << "\red You feel weak."
emote("collapse")
src.updatehealth()
if(75 to 100)
src.radiation -= 3
src.toxloss += 3
if(prob(1))
src << "\red You mutate!"
randmutb(src)
domutcheck(src,null)
emote("gasp")
src.updatehealth()
breathe()
if(src.reagents)
if(src.reagents.has_reagent("lexorin")) return
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
var/datum/gas_mixture/environment = loc.return_air()
var/datum/air_group/breath
// HACK NEED CHANGING LATER
if(src.health < 0)
src.losebreath++
if(losebreath>0) //Suffocating so do not take a breath
src.losebreath--
if (prob(75)) //High chance of gasping for air
spawn emote("gasp")
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
else
//First, check for air from internal atmosphere (using an air tank and mask generally)
breath = get_breath_from_internal(BREATH_VOLUME)
//No breath from internal atmosphere so get breath from location
if(!breath)
if(istype(loc, /obj/))
var/obj/location_as_object = loc
breath = location_as_object.handle_internal_lifeform(src, BREATH_VOLUME)
else if(istype(loc, /turf/))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effects will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
else*/
// Not enough air around, take a percentage of what's there to model this properly
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Still give containing object the chance to interact
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src, 0)
handle_breath(breath)
if(breath)
loc.assume_air(breath)
get_breath_from_internal(volume_needed)
if(internal)
if (!contents.Find(src.internal))
internal = null
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
internal = null
if(internal)
if (src.internals)
src.internals.icon_state = "internal1"
return internal.remove_air_volume(volume_needed)
else
if (src.internals)
src.internals.icon_state = "internal0"
return null
update_canmove()
if(paralysis || stunned || weakened || buckled) canmove = 0
else canmove = 1
handle_breath(datum/gas_mixture/breath)
if(src.nodamage)
return
if(!breath || (breath.total_moles() == 0))
//Aliens breathe in vaccuum
return 0
var/toxins_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
//Partial pressure of the toxins in our breath
var/Toxins_pp = (breath.toxins/breath.total_moles())*breath_pressure
if(Toxins_pp) // Detect toxins in air
toxloss += breath.toxins*250
toxins_alert = max(toxins_alert, 1)
toxins_used = breath.toxins
else
toxins_alert = 0
//Breathe in toxins and out oxygen
breath.toxins -= toxins_used
breath.oxygen += toxins_used
if(breath.temperature > (T0C+66) && !(src.mutations & COLD_RESISTANCE)) // Hot air hurts :(
if(prob(20))
src << "\red You feel a searing heat in your lungs!"
fire_alert = max(fire_alert, 1)
else
fire_alert = 0
//Temporary fixes to the alerts.
return 1
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/alien/weeds) in loc)
if(health >= 100)
toxloss += 15
if(toxloss > max_plasma)
toxloss = max_plasma
else
bruteloss -= 15
fireloss -= 15
adjust_body_temperature(current, loc_temp, boost)
var/temperature = current
var/difference = abs(current-loc_temp) //get difference
var/increments// = difference/10 //find how many increments apart they are
if(difference > 50)
increments = difference/5
else
increments = difference/10
var/change = increments*boost // Get the amount to change by (x per increment)
var/temp_change
if(current < loc_temp)
temperature = min(loc_temp, temperature+change)
else if(current > loc_temp)
temperature = max(loc_temp, temperature-change)
temp_change = (temperature - current)
return temp_change
get_thermal_protection()
var/thermal_protection = 1.0
//Handle normal clothing
if(head && (head.body_parts_covered & HEAD))
thermal_protection += 0.5
if(wear_suit && (wear_suit.body_parts_covered & UPPER_TORSO))
thermal_protection += 0.5
if(wear_suit && (wear_suit.body_parts_covered & LEGS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.body_parts_covered & ARMS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.body_parts_covered & HANDS))
thermal_protection += 0.2
if(wear_suit && (wear_suit.flags & SUITSPACE))
thermal_protection += 3
if(src.mutations & COLD_RESISTANCE)
thermal_protection += 5
return thermal_protection
add_fire_protection(var/temp)
var/fire_prot = 0
if(head)
if(head.protective_temperature > temp)
fire_prot += (head.protective_temperature/10)
if(wear_mask)
if(wear_mask.protective_temperature > temp)
fire_prot += (wear_mask.protective_temperature/10)
if(wear_suit)
if(wear_suit.protective_temperature > temp)
fire_prot += (wear_suit.protective_temperature/10)
return fire_prot
handle_chemicals_in_body()
if(reagents) reagents.metabolize(src)
if(src.nutrition > 500 && !(src.mutations & FAT))
if(prob(5 + round((src.nutrition - 200) / 2)))
src << "\red You suddenly feel blubbery!"
src.mutations |= FAT
// update_body()
if (src.nutrition < 100 && src.mutations & FAT)
if(prob(round((50 - src.nutrition) / 100)))
src << "\blue You feel fit again!"
src.mutations &= ~FAT
// update_body()
if (src.nutrition > 0)
src.nutrition -= HUNGER_FACTOR
if (src.drowsyness)
src.drowsyness--
src.eye_blurry = max(2, src.eye_blurry)
if (prob(5))
src.sleeping = 1
src.paralysis = 5
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
if(resting)
dizziness = max(0, dizziness - 5)
jitteriness = max(0, jitteriness - 5)
else
dizziness = max(0, dizziness - 1)
jitteriness = max(0, jitteriness - 1)
src.updatehealth()
return //TODO: DEFERRED
handle_regular_status_updates()
health = 100 - (oxyloss + fireloss + bruteloss + cloneloss)
if(oxyloss > 50) paralysis = max(paralysis, 3)
if(src.sleeping)
src.paralysis = max(src.paralysis, 3)
if (prob(10) && health) spawn(0) emote("snore")
src.sleeping--
if(src.resting)
src.weakened = max(src.weakened, 5)
if(health < -100 || src.brain_op_stage == 4.0)
death()
else if(src.health < 0)
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
//if(!src.rejuv) src.oxyloss++
if(!src.reagents.has_reagent("inaprovaline")) src.oxyloss++
if(src.stat != 2) src.stat = 1
src.paralysis = max(src.paralysis, 5)
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
src.stunned--
src.stat = 0
if (src.weakened > 0)
src.weakened--
src.lying = 1
src.stat = 0
if (src.paralysis > 0)
src.paralysis--
src.blinded = 1
src.lying = 1
src.stat = 1
var/h = src.hand
src.hand = 0
drop_item()
src.hand = 1
drop_item()
src.hand = h
else //Not stunned.
src.lying = 0
src.stat = 0
else //Dead.
src.lying = 1
src.blinded = 1
src.stat = 2
if (src.stuttering) src.stuttering--
if (src.eye_blind)
src.eye_blind--
src.blinded = 1
if (src.ear_deaf > 0) src.ear_deaf--
if (src.ear_damage < 25)
src.ear_damage -= 0.05
src.ear_damage = max(src.ear_damage, 0)
src.density = !( src.lying )
if ((src.sdisabilities & 1))
src.blinded = 1
if ((src.sdisabilities & 4))
src.ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 4
src.see_invisible = 2
if (src.sleep) src.sleep.icon_state = text("sleep[]", src.sleeping)
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
if (src.healths)
if (src.stat != 2)
switch(health)
if(100 to INFINITY)
src.healths.icon_state = "health0"
if(75 to 100)
src.healths.icon_state = "health1"
if(50 to 75)
src.healths.icon_state = "health2"
if(25 to 50)
src.healths.icon_state = "health3"
if(0 to 25)
src.healths.icon_state = "health4"
else
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
else
src.blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
else
if(!client.adminobs)
reset_view(null)
return 1
handle_virus_updates()
if(src.bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
return
check_if_buckled()
if (src.buckled)
src.lying = (istype(src.buckled, /obj/stool/bed) ? 1 : 0)
if(src.lying)
src.drop_item()
src.density = 1
else
src.density = !src.lying
handle_stomach()
spawn(0)
for(var/mob/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(istype(M, /mob/living/carbon) && src.stat != 2)
if(M.stat == 2)
M.death(1)
stomach_contents.Remove(M)
del(M)
continue
if(air_master.current_cycle%3==1)
if(!M.nodamage)
M.bruteloss += 5
src.nutrition += 10
@@ -1 +0,0 @@
mob/living/carbon/beast
@@ -1,15 +0,0 @@
datum/bodypart
var
name = "unidentified bodypart"
health = 50
datum/bodypart/body
health = 100
datum/bodypart/head
health = 30
datum/bodypart/limb
datum/bodypart/tail
health = 15
@@ -1,13 +0,0 @@
/*
var/mob/dead/phantasm/P = new (src.loc)
for(var/obj/O in src.contents) // Where src is a mob
if(istype(O, /obj/item)) // Only remember carried items (sanity checking, mostly)
src.u_equip(O) // Unequip the item if we're wearing it
if (src.client)
src.client.screen -= O // Clear out any overlays the item added, notably in the equip windows
O.loc = src.loc // Honestly not sure if these two steps are necessary
O.dropped(src) // but they seem to occur everywhere else in the code, so we're not taking any chances.
O.layer = initial(O.layer)
O.loc = P // Add the item to the phantasm's inventory
src.Death(0)
*/
+1 -5
View File
@@ -32,8 +32,6 @@
verbs += /mob/living/silicon/ai/proc/ai_camera_list
//Added ai_network_change by Mord_Sith
verbs += /mob/living/silicon/ai/proc/ai_network_change
verbs += /mob/living/silicon/ai/proc/lockdown
verbs += /mob/living/silicon/ai/proc/disablelockdown
verbs += /mob/living/silicon/ai/proc/ai_statuschange
//Hologram verb./N
verbs += /mob/living/silicon/ai/proc/ai_hologram_change
@@ -188,12 +186,10 @@
/mob/living/silicon/ai/emp_act(severity)
if (prob(30))
switch(pick(1,2,3)) //Add Random laws.
switch(pick(1,2))
if(1)
cancel_camera()
if(2)
lockdown()
if(3)
ai_call_shuttle()
..()
@@ -1,24 +0,0 @@
/mob/living/silicon/hivebot/death(gibbed)
if(src.mainframe)
src.mainframe.return_to(src)
src.stat = 2
src.canmove = 0
if(src.blind)
src.blind.layer = 0
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
src.updateicon()
var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
store_memory("Time of death: [tod]", 0)
if (src.key)
spawn(50)
if(src.key && src.stat == 2)
src.verbs += /mob/proc/ghost
return ..(gibbed)
@@ -1,140 +0,0 @@
/mob/living/silicon/hivebot/emote(var/act)
var/param = null
if (findtext(act, "-", 1, null))
var/t1 = findtext(act, "-", 1, null)
param = copytext(act, t1 + 1, length(act) + 1)
act = copytext(act, 1, t1)
var/m_type = 1
var/message
switch(act)
if ("salute")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> salutes to [param]."
else
message = "<B>[src]</b> salutes."
m_type = 1
if ("bow")
if (!src.buckled)
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> bows to [param]."
else
message = "<B>[src]</B> bows."
m_type = 1
if ("clap")
if (!src.restrained())
message = "<B>[src]</B> claps."
m_type = 2
if ("flap")
if (!src.restrained())
message = "<B>[src]</B> flaps his wings."
m_type = 2
if ("aflap")
if (!src.restrained())
message = "<B>[src]</B> flaps his wings ANGRILY!"
m_type = 2
if ("custom")
var/input = input("Choose an emote to display.") as text|null
if (!input)
return
input = sanitize(input)
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("twitch")
message = "<B>[src]</B> twitches violently."
m_type = 1
if ("twitch_s")
message = "<B>[src]</B> twitches."
m_type = 1
if ("nod")
message = "<B>[src]</B> nods."
m_type = 1
if ("glare")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> glares at [param]."
else
message = "<B>[src]</B> glares."
if ("stare")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> stares at [param]."
else
message = "<B>[src]</B> stares."
if ("look")
var/M = null
if (param)
for (var/mob/A in view(null, null))
if (param == A.name)
M = A
break
if (!M)
param = null
if (param)
message = "<B>[src]</B> looks at [param]."
else
message = "<B>[src]</B> looks."
m_type = 1
else
src << text("Invalid Emote: []", act)
if ((message && src.stat == 0))
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
return
@@ -1,20 +0,0 @@
/mob/living/silicon/hivebot/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.stat == 2)
usr << text("\red [src.name] is powered-down.")
if (src.bruteloss)
if (src.bruteloss < 75)
usr << text("\red [src.name] looks slightly dented")
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
if (src.fireloss)
if (src.fireloss < 75)
usr << text("\red [src.name] looks slightly burnt!")
else
usr << text("\red <B>[src.name] looks severely burnt!</B>")
if (src.stat == 1)
usr << text("\red [src.name] doesn't seem to be responding.")
return
@@ -1,57 +0,0 @@
/obj/item/weapon/hive_module
name = "hive robot module"
icon = 'module.dmi'
icon_state = "std_module"
w_class = 2.0
item_state = "electronic"
flags = FPRINT|TABLEPASS | CONDUCT
var/list/modules = list()
/obj/item/weapon/hive_module/standard
name = "give standard robot module"
/obj/item/weapon/hive_module/engineering
name = "HiveBot engineering robot module"
/obj/item/weapon/hive_module/New()//Shit all the mods have
src.modules += new /obj/item/device/flash(src)
/obj/item/weapon/hive_module/standard/New()
..()
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/extinguisher(src)
//var/obj/item/weapon/gun/mp5/M = new /obj/item/weapon/gun/mp5(src)
//M.weapon_lock = 0
//src.modules += M
/obj/item/weapon/hive_module/engineering/New()
src.modules += new /obj/item/weapon/extinguisher(src)
src.modules += new /obj/item/weapon/screwdriver(src)
src.modules += new /obj/item/weapon/weldingtool(src)
src.modules += new /obj/item/weapon/wrench(src)
src.modules += new /obj/item/device/analyzer(src)
src.modules += new /obj/item/device/flashlight(src)
var/obj/item/weapon/rcd/R = new /obj/item/weapon/rcd(src)
R.matter = 30
src.modules += R
src.modules += new /obj/item/device/t_scanner(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.modules += new /obj/item/weapon/wirecutters(src)
src.modules += new /obj/item/device/multitool(src)
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(src)
M.amount = 50
src.modules += M
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass(src)
G.amount = 50
src.modules += G
var/obj/item/weapon/cable_coil/W = new /obj/item/weapon/cable_coil(src)
W.amount = 50
src.modules += W
@@ -1,506 +0,0 @@
/mob/living/silicon/hivebot/New(loc,mainframe)
src << "\blue Your icons have been generated!"
updateicon()
if(mainframe)
dependent = 1
src.real_name = mainframe:name
src.name = src.real_name
else
src.real_name = "Robot [pick(rand(1, 999))]"
src.name = src.real_name
src.radio = new /obj/item/device/radio(src)
..()
/mob/living/silicon/hivebot/proc/pick_module()
if(src.module)
return
var/mod = input("Please, select a module!", "Robot", null, null) in list("Combat", "Engineering")
if(src.module)
return
switch(mod)
if("Combat")
src.module = new /obj/item/weapon/hive_module/standard(src)
if("Engineering")
src.module = new /obj/item/weapon/hive_module/engineering(src)
src.hands.icon_state = "malf"
updateicon()
/mob/living/silicon/hivebot/blob_act()
if (src.stat != 2)
src.bruteloss += 60
src.updatehealth()
return 1
return 0
/mob/living/silicon/hivebot/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/*
if(ticker.mode.name == "AI malfunction")
stat(null, "Points left until the AI takes over: [AI_points]/[AI_points_win]")
*/
stat(null, text("Charge Left: [src.energy]/[src.energy_max]"))
/mob/living/silicon/hivebot/restrained()
return 0
/mob/living/silicon/hivebot/ex_act(severity)
flick("flash", src.flash)
if (src.stat == 2 && src.client)
src.gib(1)
return
else if (src.stat == 2 && !src.client)
del(src)
return
var/b_loss = src.bruteloss
var/f_loss = src.fireloss
switch(severity)
if(1.0)
if (src.stat != 2)
b_loss += 100
f_loss += 100
src.gib(1)
return
if(2.0)
if (src.stat != 2)
b_loss += 60
f_loss += 60
if(3.0)
if (src.stat != 2)
b_loss += 30
src.bruteloss = b_loss
src.fireloss = f_loss
src.updatehealth()
/mob/living/silicon/hivebot/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [src] has been hit by [O]"), 1)
//Foreach goto(19)
if (src.health > 0)
src.bruteloss += 30
if ((O.icon_state == "flaming"))
src.fireloss += 40
src.updatehealth()
return
/mob/living/silicon/hivebot/bullet_act(flag)
/*
if (flag == PROJECTILE_BULLET)
if (src.stat != 2)
src.bruteloss += 60
src.updatehealth()
else if (flag == PROJECTILE_MEDBULLET)
if (src.stat != 2)
src.bruteloss += 30
src.updatehealth()
else if (flag == PROJECTILE_WEAKBULLET)
if (src.stat != 2)
src.bruteloss += 15
src.updatehealth()
else if (flag == PROJECTILE_MPBULLET)
if (src.stat != 2)
src.bruteloss += 20
src.updatehealth()
else if (flag == PROJECTILE_SLUG)
if (src.stat != 2)
src.bruteloss += 40
src.updatehealth()
else if (flag == PROJECTILE_BAG)
if (src.stat != 2)
src.bruteloss += 2
src.updatehealth()
else if (flag == PROJECTILE_TASER)
return
else if (flag == PROJECTILE_WAVE)
if (src.stat != 2)
src.bruteloss += 25
src.updatehealth()
return
else if(flag == PROJECTILE_LASER)
if (src.stat != 2)
src.bruteloss += 20
src.updatehealth()
else if(flag == PROJECTILE_PULSE)
if (src.stat != 2)
src.bruteloss += 40
src.updatehealth()
*/
return
/mob/living/silicon/hivebot/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || src.now_pushing))
return
src.now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(20))
for(var/mob/M in viewers(src, null))
if(M.client)
M << M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
src.now_pushing = 0
//src.unlock_medal("That's No Moon, That's A Gourmand!", 1)
return
src.now_pushing = 0
..()
if (!istype(AM, /atom/movable))
return
if (!src.now_pushing)
src.now_pushing = 1
if (!AM.anchored)
var/t = get_dir(src, AM)
step(AM, t)
src.now_pushing = null
return
return
/mob/living/silicon/hivebot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (W:remove_fuel(0))
src.bruteloss -= 30
if(src.bruteloss < 0) src.bruteloss = 0
src.updatehealth()
src.add_fingerprint(user)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [user] has fixed some of the dents on [src]!"), 1)
else
user << "Need more welding fuel!"
return
/mob/living/silicon/hivebot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if (M.a_intent == "grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
src.grabbed_by += G
G.synch()
playsound(src.loc, 'thudswoosh.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
else if (M.a_intent == "hurt")
var/damage = rand(5, 10)
if (prob(90))
/*
if (M.class == "combat")
damage += 15
if(prob(20))
src.weakened = max(src.weakened,4)
src.stunned = max(src.stunned,4)
*/
playsound(src.loc, 'slash.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] has slashed at []!</B>", M, src), 1)
if(prob(8))
flick("noise", src.flash)
src.bruteloss += damage
src.updatehealth()
else
playsound(src.loc, 'slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] took a swipe at []!</B>", M, src), 1)
return
else if (M.a_intent == "disarm")
if(!(src.lying))
var/randn = rand(1, 100)
if (randn <= 40)
src.stunned = 5
step(src,get_dir(M,src))
spawn(5) step(src,get_dir(M,src))
playsound(src.loc, 'slash.ogg', 50, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] has pushed back []!</B>", M, src), 1)
else
playsound(src.loc, 'slashmiss.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[] attempted to push back []!</B>", M, src), 1)
return
/mob/living/silicon/hivebot/attack_hand(mob/user)
..()
return
/mob/living/silicon/hivebot/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(src.check_access(null))
return 1
return 0
/mob/living/silicon/hivebot/proc/check_access(obj/item/weapon/card/id/I)
if(!istype(src.req_access, /list)) //something's very wrong
return 1
var/list/L = src.req_access
if(!L.len) //no requirements
return 1
if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
return 0
for(var/req in src.req_access)
if(!(req in I.access)) //doesn't have this access
return 0
return 1
/mob/living/silicon/hivebot/proc/updateicon()
src.overlays = null
if(src.stat == 0)
src.overlays += "eyes"
else
src.overlays -= "eyes"
/mob/living/silicon/hivebot/proc/installed_modules()
if(!src.module)
src.pick_module()
return
var/dat = "<HEAD><TITLE>Modules</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
dat += {"<A HREF='?src=\ref[src];mach_close=robotmod'>Close</A>
<BR>
<BR>
<B>Activated Modules</B>
<BR>
Module 1: [module_state_1 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_1]>[module_state_1]<A>" : "No Module"]<BR>
Module 2: [module_state_2 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_2]>[module_state_2]<A>" : "No Module"]<BR>
Module 3: [module_state_3 ? "<A HREF=?src=\ref[src];mod=\ref[module_state_3]>[module_state_3]<A>" : "No Module"]<BR>
<BR>
<B>Installed Modules</B><BR><BR>"}
for (var/obj in src.module.modules)
if(src.activated(obj))
dat += text("[obj]: <B>Activated</B><BR>")
else
dat += text("[obj]: <A HREF=?src=\ref[src];act=\ref[obj]>Activate</A><BR>")
/*
if(src.activated(obj))
dat += text("[obj]: \[<B>Activated</B> | <A HREF=?src=\ref[src];deact=\ref[obj]>Deactivate</A>\]<BR>")
else
dat += text("[obj]: \[<A HREF=?src=\ref[src];act=\ref[obj]>Activate</A> | <B>Deactivated</B>\]<BR>")
*/
src << browse(dat, "window=robotmod&can_close=0")
/mob/living/silicon/hivebot/Topic(href, href_list)
..()
if (href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
src.machine = null
src << browse(null, t1)
return
if (href_list["mod"])
var/obj/item/O = locate(href_list["mod"])
O.attack_self(src)
if (href_list["act"])
var/obj/item/O = locate(href_list["act"])
if(activated(O))
src << "Already activated"
return
if(!src.module_state_1)
src.module_state_1 = O
O.layer = 20
src.contents += O
else if(!src.module_state_2)
src.module_state_2 = O
O.layer = 20
src.contents += O
else if(!src.module_state_3)
src.module_state_3 = O
O.layer = 20
src.contents += O
else
src << "You need to disable a module first!"
src.installed_modules()
if (href_list["deact"])
var/obj/item/O = locate(href_list["deact"])
if(activated(O))
if(src.module_state_1 == O)
src.module_state_1 = null
src.contents -= O
else if(src.module_state_2 == O)
src.module_state_2 = null
src.contents -= O
else if(src.module_state_3 == O)
src.module_state_3 = null
src.contents -= O
else
src << "Module isn't activated."
else
src << "Module isn't activated"
src.installed_modules()
return
/mob/living/silicon/hivebot/proc/uneq_active()
if(isnull(src.module_active))
return
if(src.module_state_1 == src.module_active)
if (src.client)
src.client.screen -= module_state_1
src.contents -= module_state_1
src.module_active = null
src.module_state_1 = null
src.inv1.icon_state = "inv1"
else if(src.module_state_2 == src.module_active)
if (src.client)
src.client.screen -= module_state_2
src.contents -= module_state_2
src.module_active = null
src.module_state_2 = null
src.inv2.icon_state = "inv2"
else if(src.module_state_3 == src.module_active)
if (src.client)
src.client.screen -= module_state_3
src.contents -= module_state_3
src.module_active = null
src.module_state_3 = null
src.inv3.icon_state = "inv3"
/mob/living/silicon/hivebot/proc/activated(obj/item/O)
if(src.module_state_1 == O)
return 1
else if(src.module_state_2 == O)
return 1
else if(src.module_state_3 == O)
return 1
else
return 0
/mob/living/silicon/hivebot/proc/radio_menu()
var/dat = {"
<TT>
Microphone: [src.radio.broadcasting ? "<A href='byond://?src=\ref[src.radio];talk=0'>Engaged</A>" : "<A href='byond://?src=\ref[src.radio];talk=1'>Disengaged</A>"]<BR>
Speaker: [src.radio.listening ? "<A href='byond://?src=\ref[src.radio];listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src.radio];listen=1'>Disengaged</A>"]<BR>
Frequency:
<A href='byond://?src=\ref[src.radio];freq=-10'>-</A>
<A href='byond://?src=\ref[src.radio];freq=-2'>-</A>
[format_frequency(src.radio.frequency)]
<A href='byond://?src=\ref[src.radio];freq=2'>+</A>
<A href='byond://?src=\ref[src.radio];freq=10'>+</A><BR>
-------
</TT>"}
src << browse(dat, "window=radio")
onclose(src, "radio")
return
/mob/living/silicon/hivebot/Move(a, b, flag)
if (src.buckled)
return
if (src.restrained())
src.pulling = null
var/t7 = 1
if (src.restrained())
for(var/mob/M in range(src, 1))
if ((M.pulling == src && M.stat == 0 && !( M.restrained() )))
t7 = null
if ((t7 && (src.pulling && ((get_dist(src, src.pulling) <= 1 || src.pulling.loc == src.loc) && (src.client && src.client.moving)))))
var/turf/T = src.loc
. = ..()
if (src.pulling && src.pulling.loc)
if(!( isturf(src.pulling.loc) ))
src.pulling = null
return
else
if(Debug)
diary <<"src.pulling disappeared? at [__LINE__] in mob.dm - src.pulling = [src.pulling]"
diary <<"REPORT THIS"
/////
if(src.pulling && src.pulling.anchored)
src.pulling = null
return
if (!src.restrained())
var/diag = get_dir(src, src.pulling)
if ((diag - 1) & diag)
else
diag = null
if ((get_dist(src, src.pulling) > 1 || diag))
if (ismob(src.pulling))
var/mob/M = src.pulling
var/ok = 1
if (locate(/obj/item/weapon/grab, M.grabbed_by))
if (prob(75))
var/obj/item/weapon/grab/G = pick(M.grabbed_by)
if (istype(G, /obj/item/weapon/grab))
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [G.affecting] has been pulled from [G.assailant]'s grip by [src]"), 1)
del(G)
else
ok = 0
if (locate(/obj/item/weapon/grab, M.grabbed_by.len))
ok = 0
if (ok)
var/t = M.pulling
M.pulling = null
step(src.pulling, get_dir(src.pulling.loc, T))
M.pulling = t
else
if (src.pulling)
step(src.pulling, get_dir(src.pulling.loc, T))
else
src.pulling = null
. = ..()
if ((src.s_active && !( s_active in src.contents ) ))
src.s_active.close(src)
return
/mob/living/silicon/hivebot/verb/cmd_return_mainframe()
set category = "Robot Commands"
set name = "Recall to Mainframe."
return_mainframe()
/mob/living/silicon/hivebot/proc/return_mainframe()
if(mainframe)
mainframe.return_to(src)
else
src << "\red You lack a dedicated mainframe!"
return
@@ -1,250 +0,0 @@
/obj/hud/proc/hivebot_hud()
src.adding = list( )
src.other = list( )
src.intents = list( )
src.mon_blo = list( )
src.m_ints = list( )
src.mov_int = list( )
src.vimpaired = list( )
src.darkMask = list( )
src.g_dither = new src.h_type( src )
src.g_dither.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.g_dither.name = "Mask"
src.g_dither.icon_state = "dither12g"
src.g_dither.layer = 18
src.g_dither.mouse_opacity = 0
src.alien_view = new src.h_type(src)
src.alien_view.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.alien_view.name = "Alien"
src.alien_view.icon_state = "alien"
src.alien_view.layer = 18
src.alien_view.mouse_opacity = 0
src.blurry = new src.h_type( src )
src.blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.blurry.name = "Blurry"
src.blurry.icon_state = "blurry"
src.blurry.layer = 17
src.blurry.mouse_opacity = 0
src.druggy = new src.h_type( src )
src.druggy.screen_loc = "WEST,SOUTH to EAST,NORTH"
src.druggy.name = "Druggy"
src.druggy.icon_state = "druggy"
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
//Radio
using = new src.h_type( src )
using.name = "radio"
using.dir = SOUTHWEST
using.icon = 'screen1_robot.dmi'
using.icon_state = "radio"
using.screen_loc = ui_movi
using.layer = 20
src.adding += using
//Generic overlays
using = new src.h_type(src) //Right hud bar
using.dir = SOUTH
using.icon = 'screen1_robot.dmi'
using.screen_loc = "EAST+1,SOUTH to EAST+1,NORTH"
using.layer = 19
src.adding += using
using = new src.h_type(src) //Lower hud bar
using.dir = EAST
using.icon = 'screen1_robot.dmi'
using.screen_loc = "WEST,SOUTH-1 to EAST,SOUTH-1"
using.layer = 19
src.adding += using
using = new src.h_type(src) //Corner Button
using.dir = NORTHWEST
using.icon = 'screen1_robot.dmi'
using.screen_loc = "EAST+1,SOUTH-1"
using.layer = 19
src.adding += using
//Module select
using = new src.h_type( src )
using.name = "module1"
using.dir = SOUTHWEST
using.icon = 'screen1_robot.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
src.adding += using
mymob:inv1 = using
using = new src.h_type( src )
using.name = "module2"
using.dir = SOUTHWEST
using.icon = 'screen1_robot.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
src.adding += using
mymob:inv2 = using
using = new src.h_type( src )
using.name = "module3"
using.dir = SOUTHWEST
using.icon = 'screen1_robot.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
src.adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new src.h_type( src )
using.name = "act_intent"
using.dir = SOUTHWEST
using.icon = 'screen1_robot.dmi'
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
using.layer = 20
src.adding += using
action_intent = using
using = new src.h_type( src )
using.name = "arrowleft"
using.icon = 'screen1_robot.dmi'
using.icon_state = "s_arrow"
using.dir = WEST
using.screen_loc = ui_iarrowleft
using.layer = 19
src.adding += using
using = new src.h_type( src )
using.name = "arrowright"
using.icon = 'screen1_robot.dmi'
using.icon_state = "s_arrow"
using.dir = EAST
using.screen_loc = ui_iarrowright
using.layer = 19
src.adding += using
//End of Intent
//Cell
mymob:cells = new /obj/screen( null )
mymob:cells.icon = 'screen1_robot.dmi'
mymob:cells.icon_state = "charge-empty"
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
//Health
mymob.healths = new /obj/screen( null )
mymob.healths.icon = 'screen1_robot.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_health
//Installed Module
mymob.hands = new /obj/screen( null )
mymob.hands.icon = 'screen1_robot.dmi'
mymob.hands.icon_state = "nomod"
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_dropbutton
//Module Panel
using = new src.h_type( src )
using.name = "panel"
using.icon = 'screen1_robot.dmi'
using.icon_state = "panel"
using.screen_loc = ui_throw
using.layer = 19
src.adding += using
//Store
mymob.throw_icon = new /obj/screen(null)
mymob.throw_icon.icon = 'screen1_robot.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_hand
//Temp
mymob.bodytemp = new /obj/screen( null )
mymob.bodytemp.icon_state = "temp0"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
//does nothing (fire and oxy)
mymob.oxygen = new /obj/screen( null )
mymob.oxygen.icon = 'screen1_robot.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.fire = new /obj/screen( null )
mymob.fire.icon = 'screen1_robot.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.pullin = new /obj/screen( null )
mymob.pullin.icon = 'screen1_robot.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_pull
mymob.blind = new /obj/screen( null )
mymob.blind.icon = 'screen1_robot.dmi'
mymob.blind.icon_state = "black"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1 to 15,15"
mymob.blind.layer = 0
mymob.flash = new /obj/screen( null )
mymob.flash.icon = 'screen1_robot.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
mymob.sleep = new /obj/screen( null )
mymob.sleep.icon = 'screen1_robot.dmi'
mymob.sleep.icon_state = "sleep0"
mymob.sleep.name = "sleep"
mymob.sleep.screen_loc = ui_sleep
mymob.rest = new /obj/screen( null )
mymob.rest.icon = 'screen1_robot.dmi'
mymob.rest.icon_state = "rest0"
mymob.rest.name = "rest"
mymob.rest.screen_loc = ui_rest
mymob.zone_sel = new /obj/screen/zone_sel( null )
mymob.zone_sel.overlays = null
mymob.zone_sel.overlays += image("icon" = 'zone_sel.dmi', "icon_state" = text("[]", mymob.zone_sel.selecting))
mymob.client.screen = null
mymob.client.screen += list(mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep) //, mymob.mach )
mymob.client.screen += src.adding + src.other
return
@@ -1,229 +0,0 @@
/mob/living/silicon/hivebot/Life()
set invisibility = 0
set background = 1
if (src.monkeyizing)
return
if (src.stat != 2)
use_power()
src.blinded = null
clamp_values()
handle_regular_status_updates()
if(client)
src.shell = 0
handle_regular_hud_updates()
update_items()
if(dependent)
mainframe_check()
update_canmove()
/mob/living/silicon/hivebot
proc
clamp_values()
stunned = max(min(stunned, 10),0)
paralysis = max(min(paralysis, 1), 0)
weakened = max(min(weakened, 15), 0)
sleeping = max(min(sleeping, 1), 0)
bruteloss = max(bruteloss, 0)
toxloss = 0
oxyloss = 0
fireloss = max(fireloss, 0)
use_power()
if (src.energy)
if(src.energy <= 0)
death()
else if (src.energy <= 10)
src.module_active = null
src.module_state_1 = null
src.module_state_2 = null
src.module_state_3 = null
src.energy -=1
else
if(src.module_state_1)
src.energy -=1
if(src.module_state_2)
src.energy -=1
if(src.module_state_3)
src.energy -=1
src.energy -=1
src.blinded = 0
src.stat = 0
else
src.blinded = 1
src.stat = 1
update_canmove()
if(paralysis || stunned || weakened || buckled) canmove = 0
else canmove = 1
handle_regular_status_updates()
health = src.health_max - (fireloss + bruteloss)
if(health <= 0)
death()
if (src.stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
src.stunned--
src.stat = 0
if (src.weakened > 0)
src.weakened--
src.lying = 0
src.stat = 0
if (src.paralysis > 0)
src.paralysis--
src.blinded = 0
src.lying = 0
src.stat = 1
else //Not stunned.
src.lying = 0
src.stat = 0
else //Dead.
src.blinded = 1
src.stat = 2
src.density = !( src.lying )
if ((src.sdisabilities & 1))
src.blinded = 1
if ((src.sdisabilities & 4))
src.ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
if (src.healths)
if (src.stat != 2)
switch(health)
if(health_max to INFINITY)
src.healths.icon_state = "health0"
if(src.health_max*0.80 to src.health_max)
src.healths.icon_state = "health1"
if(src.health_max*0.60 to src.health_max*0.80)
src.healths.icon_state = "health2"
if(src.health_max*0.40 to src.health_max*0.60)
src.healths.icon_state = "health3"
if(src.health_max*0.20 to src.health_max*0.40)
src.healths.icon_state = "health4"
if(0 to health_max*0.20)
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
else
src.healths.icon_state = "health7"
if (src.cells)
switch(src.energy)
if(src.energy_max*0.75 to INFINITY)
src.cells.icon_state = "charge4"
if(0.5*src.energy_max to 0.75*src.energy_max)
src.cells.icon_state = "charge3"
if(0.25*src.energy_max to 0.5*src.energy_max)
src.cells.icon_state = "charge2"
if(0 to 0.25*src.energy_max)
src.cells.icon_state = "charge1"
else
src.cells.icon_state = "charge0"
switch(src.bodytemperature) //310.055 optimal body temp
if(335 to INFINITY)
src.bodytemp.icon_state = "temp2"
if(320 to 335)
src.bodytemp.icon_state = "temp1"
if(300 to 320)
src.bodytemp.icon_state = "temp0"
if(260 to 300)
src.bodytemp.icon_state = "temp-1"
else
src.bodytemp.icon_state = "temp-2"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
else
src.blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
else
if(!client.adminobs)
reset_view(null)
return 1
update_items()
if (src.client)
src.client.screen -= src.contents
src.client.screen += src.contents
if(src.module_state_1)
src.module_state_1:screen_loc = ui_inv1
if(src.module_state_2)
src.module_state_2:screen_loc = ui_inv2
if(src.module_state_3)
src.module_state_3:screen_loc = ui_inv3
mainframe_check()
if(mainframe)
if(mainframe.stat == 2)
mainframe.return_to(src)
else
death()
@@ -1,15 +0,0 @@
/mob/living/silicon/hivebot/Login()
..()
update_clothing()
if (!isturf(src.loc))
src.client.eye = src.loc
src.client.perspective = EYE_PERSPECTIVE
if (src.stat == 2)
src.verbs += /mob/proc/ghost
if(src.real_name == "Hiveborg")
src.real_name += " "
src.real_name += "-[rand(1, 999)]"
src.name = src.real_name
return
@@ -1,178 +0,0 @@
/mob/living/silicon/hive_mainframe/New()
Namepick()
/mob/living/silicon/hive_mainframe/Life()
if (src.stat == 2)
return
else
src.updatehealth()
if (src.health <= 0)
death()
return
if(src.force_mind)
if(!src.mind)
if(src.client)
src.mind = new
src.mind.key = src.key
src.mind.current = src
src.force_mind = 0
/mob/living/silicon/hive_mainframe/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/*
if(ticker.mode.name == "AI malfunction")
stat(null, "Points left until the AI takes over: [AI_points]/[AI_points_win]")
*/
/mob/living/silicon/hive_mainframe/updatehealth()
if (src.nodamage == 0)
src.health = 100 - src.fireloss - src.bruteloss
else
src.health = 100
src.stat = 0
/mob/living/silicon/hive_mainframe/death(gibbed)
src.stat = 2
src.canmove = 0
if(src.blind)
src.blind.layer = 0
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
src.lying = 1
src.icon_state = "hive_main-crash"
var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
mind.store_memory("Time of death: [tod]", 0)
if (src.key)
spawn(50)
if(src.key && src.stat == 2)
src.verbs += /mob/proc/ghost
return ..(gibbed)
/mob/living/silicon/hive_mainframe/say_understands(var/other)
if (istype(other, /mob/living/carbon/human))
return 1
if (istype(other, /mob/living/silicon/robot))
return 1
if (istype(other, /mob/living/silicon/hivebot))
return 1
if (istype(other, /mob/living/silicon/ai))
return 1
return ..()
/mob/living/silicon/hive_mainframe/say_quote(var/text)
var/ending = copytext(text, length(text))
if (ending == "?")
return "queries, \"[text]\"";
else if (ending == "!")
return "declares, \"[copytext(text, 1, length(text))]\"";
return "states, \"[text]\"";
/mob/living/silicon/hive_mainframe/proc/return_to(var/mob/user)
if(user.mind)
user.mind.transfer_to(src)
spawn(20)
user:shell = 1
user:real_name = "Robot [pick(rand(1, 999))]"
user:name = user:real_name
return
/mob/living/silicon/hive_mainframe/verb/cmd_deploy_to()
set category = "Mainframe Commands"
set name = "Deploy to shell."
deploy_to()
/mob/living/silicon/hive_mainframe/verb/deploy_to()
if(usr.stat == 2)
usr << "You can't deploy because you are dead!"
return
var/list/bodies = new/list()
for(var/mob/living/silicon/hivebot/H in world)
if(H.z == src.z)
if(H.shell)
if(!H.stat)
bodies += H
var/target_shell = input(usr, "Which body to control?") as null|anything in bodies
if (!target_shell)
return
else if(src.mind)
spawn(30)
target_shell:mainframe = src
target_shell:dependent = 1
target_shell:real_name = src.name
target_shell:name = target_shell:real_name
src.mind.transfer_to(target_shell)
return
/client/proc/MainframeMove(n,direct,var/mob/living/silicon/hive_mainframe/user)
return
/obj/hud/proc/hive_mainframe_hud()
return
/mob/living/silicon/hive_mainframe/Login()
..()
update_clothing()
for(var/S in src.client.screen)
del(S)
src.flash = new /obj/screen( null )
src.flash.icon_state = "blank"
src.flash.name = "flash"
src.flash.screen_loc = "1,1 to 15,15"
src.flash.layer = 17
src.blind = new /obj/screen( null )
src.blind.icon_state = "black"
src.blind.name = " "
src.blind.screen_loc = "1,1 to 15,15"
src.blind.layer = 0
src.client.screen += list( src.blind, src.flash )
if(!isturf(src.loc))
src.client.eye = src.loc
src.client.perspective = EYE_PERSPECTIVE
if (src.stat == 2)
src.verbs += /mob/proc/ghost
return
/mob/living/silicon/hive_mainframe/proc/Namepick()
var/randomname = pick(ai_names)
var/newname = input(src,"You are the a Mainframe Unit. Would you like to change your name to something else?", "Name change",randomname)
if (length(newname) == 0)
newname = randomname
if (newname)
if (length(newname) >= 26)
newname = copytext(newname, 1, 26)
newname = dd_replacetext(newname, ">", "'")
src.real_name = newname
src.name = newname
@@ -1,18 +0,0 @@
/mob/living/silicon/hivebot/say_understands(var/other)
if (istype(other, /mob/living/silicon/ai))
return 1
if (istype(other, /mob/living/carbon/human))
return 1
if (istype(other, /mob/living/silicon/robot))
return 1
return ..()
/mob/living/silicon/hivebot/say_quote(var/text)
var/ending = copytext(text, length(text))
if (ending == "?")
return "queries, \"[text]\"";
else if (ending == "!")
return "declares, \"[copytext(text, 1, length(text))]\"";
return "states, \"[text]\"";
+2 -2
View File
@@ -5,8 +5,8 @@
return 1
if (istype(other, /mob/living/carbon/human))
return 1
if (istype(other, /mob/living/silicon/hivebot))
return 1
// if (istype(other, /mob/living/silicon/hivebot))
// return 1
return ..()
/mob/living/silicon/robot/say_quote(var/text)
+11 -11
View File
@@ -57,15 +57,15 @@
return 1
return 0
/proc/ishivebot(A)
/*proc/ishivebot(A)
if(A && istype(A, /mob/living/silicon/hivebot))
return 1
return 0
return 0*/
/proc/ishivemainframe(A)
/*proc/ishivemainframe(A)
if(A && istype(A, /mob/living/silicon/hive_mainframe))
return 1
return 0
return 0*/
/proc/isAI(A)
if(istype(A, /mob/living/silicon/ai))
@@ -974,20 +974,20 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
usr << "\blue You successfully unbuckle yourself."
usr:buckled.manual_unbuckle_all(usr)
if("module")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
if(istype(usr, /mob/living/silicon/robot))
if(usr:module)
return
usr:pick_module()
if("radio")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
if(istype(usr, /mob/living/silicon/robot))
usr:radio_menu()
if("panel")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
if(istype(usr, /mob/living/silicon/robot))
usr:installed_modules()
if("store")
if(istype(usr, /mob/living/silicon/robot)||istype(usr, /mob/living/silicon/hivebot))
if(istype(usr, /mob/living/silicon/robot))
usr:uneq_active()
if("module1")
@@ -1254,7 +1254,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/equipped()
if(issilicon(src))
if(ishivebot(src)||isrobot(src))
if(isrobot(src))
if(src:module_active)
return src:module_active
else
@@ -1751,8 +1751,8 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
if(isAI(mob))
return AIMove(n,direct,mob)
if(ishivemainframe(mob))
return MainframeMove(n,direct,mob)
// if(ishivemainframe(mob))
// return MainframeMove(n,direct,mob)
if(mob.anchored)/*If mob is not AI and is anchored. This means most anchored mobs will not be able to move.
This is a fix for ninja energy_net to where mobs can not move but can still act to destroy it.
-2
View File
@@ -126,8 +126,6 @@
O.verbs += /mob/living/silicon/ai/proc/ai_camera_track
O.verbs += /mob/living/silicon/ai/proc/ai_alerts
O.verbs += /mob/living/silicon/ai/proc/ai_camera_list
O.verbs += /mob/living/silicon/ai/proc/lockdown
O.verbs += /mob/living/silicon/ai/proc/disablelockdown
O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
O.verbs += /mob/living/silicon/ai/proc/ai_roster
+129
View File
@@ -0,0 +1,129 @@
/*///////////////Circuit Imprinter (By Darem)////////////////////////
Used to print new circuit boards (for computers and similar systems) and AI modules. Each circuit board pattern are stored in
a /datum/desgin on the linked R&D console. You can then print them out in a fasion similar to a regular lathe. However, instead of
using metal and glass, it uses glass and reagents (usually sulfuric acis).
*/
/obj/machinery/r_n_d/circuit_imprinter
name = "Circuit Imprinter"
icon_state = "circuit_imprinter"
flags = OPENCONTAINER
var
g_amount = 0
gold_amount = 0
diamond_amount = 0
max_material_amount = 75000.0
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/circuit_imprinter(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
RefreshParts()
RefreshParts()
var/T = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
T += G.reagents.maximum_volume
var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials.
reagents = R
R.my_atom = src
T = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
T += M.rating
max_material_amount = T * 75000.0
blob_act()
if (prob(50))
del(src)
meteorhit()
del(src)
return
proc/TotalMaterials()
return g_amount + gold_amount + diamond_amount
attackby(var/obj/item/O as obj, var/mob/user as mob)
if (shocked)
shock(user,50)
if (istype(O, /obj/item/weapon/screwdriver))
if (!opened)
opened = 1
if(linked_console)
linked_console.linked_imprinter = null
linked_console = null
icon_state = "circuit_imprinter_t"
user << "You open the maintenance hatch of [src]."
else
opened = 0
icon_state = "circuit_imprinter"
user << "You close the maintenance hatch of [src]."
return
if (opened)
if(istype(O, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
reagents.trans_to(I, reagents.total_volume)
if(I.reliability != 100 && crit_fail)
I.crit_fail = 1
I.loc = src.loc
if(g_amount >= 3750)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / 3750)
del(src)
return 1
else
user << "\red You can't load the [src.name] while it's opened."
return 1
if (disabled)
return
if (!linked_console)
user << "\The [name] must be linked to an R&D console first!"
return 1
if (O.is_open_container())
return 1
if (!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/gold) && !istype(O, /obj/item/stack/sheet/diamond))
user << "\red You cannot insert this item into the [name]!"
return 1
if (stat)
return 1
if (busy)
user << "\red The [name] is busy. Please wait for completion of previous operation."
return 1
if ((TotalMaterials() + 3750) > max_material_amount)
user << "\red The [name] is full. Please remove glass from the protolathe in order to insert more."
return 1
var/obj/item/stack/stack = O
var/amount = 1
var/title = "[stack.name]: [stack.amount] sheet\s left"
switch(alert(title, "How many sheets do you want to load?", "one", "max", "cancel", null))
if("one")
amount = 1
if("max")
amount = min(stack.amount, round((max_material_amount-TotalMaterials())/3750))
else
return 1
busy = 1
use_power(max(1000, (3750*amount/10)))
spawn(16)
user << "\blue You add [amount] sheets to the [src.name]."
if(istype(stack, /obj/item/stack/sheet/glass))
g_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/gold))
gold_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/diamond))
diamond_amount += amount * 3750
stack.use(amount)
busy = 0
src.updateUsrDialog()
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,109 @@
/*
Destructive Analyzer
It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
Note: Must be placed within 3 tiles of the R&D Console
*/
/obj/machinery/r_n_d/destructive_analyzer
name = "Destructive Analyzer"
icon_state = "d_analyzer"
var
obj/item/weapon/loaded_item = null
decon_mod = 1
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/destructive_analyzer(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
RefreshParts()
RefreshParts()
var/T = 0
for(var/obj/item/weapon/stock_parts/S in src)
T += S.rating * 0.1
T = between (0, T, 1)
decon_mod = T
meteorhit()
del(src)
return
proc/ConvertReqString2List(var/list/source_list)
var/list/temp_list = params2list(source_list)
for(var/O in temp_list)
temp_list[O] = text2num(temp_list[O])
return temp_list
attackby(var/obj/O as obj, var/mob/user as mob)
if (shocked)
shock(user,50)
if (istype(O, /obj/item/weapon/screwdriver))
if (!opened)
opened = 1
if(linked_console)
linked_console.linked_destroy = null
linked_console = null
icon_state = "d_analyzer_t"
user << "You open the maintenance hatch of [src]."
else
opened = 0
icon_state = "d_analyzer"
user << "You close the maintenance hatch of [src]."
return
if (opened)
if(istype(O, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
I.loc = src.loc
del(src)
return 1
else
user << "\red You can't load the [src.name] while it's opened."
return 1
if (disabled)
return
if (!linked_console)
user << "\red The protolathe must be linked to an R&D console first!"
return
if (busy)
user << "\red The protolathe is busy right now."
return
if (istype(O, /obj/item) && !loaded_item)
if(!O.origin_tech)
user << "\red This doesn't seem to have a tech origin!"
return
var/list/temp_tech = ConvertReqString2List(O.origin_tech)
if (temp_tech.len == 0)
user << "\red You cannot deconstruct this item!"
return
if(O.reliability < 90 && O.crit_fail == 0)
usr << "\red Item is neither reliable enough or broken enough to learn from."
return
busy = 1
loaded_item = O
user.drop_item()
O.loc = src
user << "\blue You add the [O.name] to the machine!"
flick("d_analyzer_la", src)
spawn(10)
icon_state = "d_analyzer_l"
busy = 0
return
//For testing purposes only.
/*/obj/item/weapon/deconstruction_test
name = "Test Item"
desc = "WTF?"
icon = 'weapons.dmi'
icon_state = "d20"
g_amt = 5000
m_amt = 5000
origin_tech = "materials=5;plasmatech=5;syndicate=5;programming=9"*/
+89
View File
@@ -0,0 +1,89 @@
/datum/data_pda_msg
var/recipient = "Unspecified" //name of the person
var/sender = "Unspecified" //name of the sender
var/message = "Blank" //transferred message
/datum/data_pda_msg/New(var/param_rec = "",var/param_sender = "",var/param_message = "")
if(param_rec)
recipient = param_rec
if(param_sender)
sender = param_sender
if(param_message)
message = param_message
/datum/data_rc_msg
var/rec_dpt = "Unspecified" //name of the person
var/send_dpt = "Unspecified" //name of the sender
var/message = "Blank" //transferred message
var/stamp = "Unstamped"
var/id_auth = "Unauthenticated"
var/priority = "Normal"
/datum/data_rc_msg/New(var/param_rec = "",var/param_sender = "",var/param_message = "",var/param_stamp = "",var/param_id_auth = "",var/param_priority)
if(param_rec)
rec_dpt = param_rec
if(param_sender)
send_dpt = param_sender
if(param_message)
message = param_message
if(param_stamp)
stamp = param_stamp
if(param_id_auth)
id_auth = param_id_auth
if(param_priority)
switch(param_priority)
if(1)
priority = "Normal"
if(2)
priority = "High"
if(3)
priority = "Extreme"
else
priority = "Undetermined"
/obj/machinery/message_server
icon = 'stationobjs.dmi'
icon_state = "server"
name = "Messaging Server"
density = 1
anchored = 1.0
use_power = 1
idle_power_usage = 10
active_power_usage = 100
var/list/datum/data_pda_msg/pda_msgs = list()
var/list/datum/data_rc_msg/rc_msgs = list()
/obj/machinery/message_server/proc/send_pda_message(var/recipient = "",var/sender = "",var/message = "")
pda_msgs += new/datum/data_pda_msg(recipient,sender,message)
/obj/machinery/message_server/proc/send_rc_message(var/recipient = "",var/sender = "",var/message = "",var/stamp = "", var/id_auth = "", var/priority = 1)
rc_msgs += new/datum/data_rc_msg(recipient,sender,message,stamp,id_auth)
/obj/machinery/message_server/attack_hand(user as mob)
user << "\blue There seem to be some parts missing from this server. They should arrive on the station in a few days, give or take a few CentCom delays."
/obj/machinery/blackbox_recorder
icon = 'stationobjs.dmi'
icon_state = "blackbox"
name = "Blackbox Recorder"
density = 1
anchored = 1.0
use_power = 1
idle_power_usage = 10
active_power_usage = 100
var/messages = list()
var/messages_admin = list()
var/msg_common = list()
var/msg_science = list()
var/msg_command = list()
var/msg_medical = list()
var/msg_engineering = list()
var/msg_security = list()
var/msg_deathsquad = list()
var/msg_syndicate = list()
var/msg_mining = list()
var/msg_cargo = list()
+177
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/*
Protolathe
Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff
it creates. All the menus and other manipulation commands are in the R&D console.
Note: Must be placed west/left of and R&D console to function.
*/
/obj/machinery/r_n_d/protolathe
name = "Protolathe"
icon_state = "protolathe"
flags = OPENCONTAINER
var
max_material_storage = 100000 //All this could probably be done better with a list but meh.
m_amount = 0.0
g_amount = 0.0
gold_amount = 0.0
silver_amount = 0.0
plasma_amount = 0.0
uranium_amount = 0.0
diamond_amount = 0.0
clown_amount = 0.0
adamantine_amount = 0.0
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/protolathe(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
RefreshParts()
proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount
RefreshParts()
var/T = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
T += G.reagents.maximum_volume
var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials.
reagents = R
R.my_atom = src
T = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
T += M.rating
max_material_storage = T * 75000
attackby(var/obj/item/O as obj, var/mob/user as mob)
if (shocked)
shock(user,50)
if (O.is_open_container())
return 1
if (istype(O, /obj/item/weapon/screwdriver))
if (!opened)
opened = 1
if(linked_console)
linked_console.linked_lathe = null
linked_console = null
icon_state = "protolathe_t"
user << "You open the maintenance hatch of [src]."
else
opened = 0
icon_state = "protolathe"
user << "You close the maintenance hatch of [src]."
return
if (opened)
if(istype(O, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
reagents.trans_to(I, reagents.total_volume)
if(I.reliability != 100 && crit_fail)
I.crit_fail = 1
I.loc = src.loc
if(m_amount >= 3750)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(m_amount / 3750)
if(g_amount >= 3750)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / 3750)
if(plasma_amount >= 3750)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma(src.loc)
G.amount = round(plasma_amount / 3750)
if(silver_amount >= 3750)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver(src.loc)
G.amount = round(silver_amount / 3750)
if(gold_amount >= 3750)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold(src.loc)
G.amount = round(gold_amount / 3750)
if(uranium_amount >= 3750)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium(src.loc)
G.amount = round(uranium_amount / 3750)
if(diamond_amount >= 3750)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond(src.loc)
G.amount = round(diamond_amount / 3750)
if(clown_amount >= 3750)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown(src.loc)
G.amount = round(clown_amount / 3750)
if(adamantine_amount >= 3750)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine(src.loc)
G.amount = round(adamantine_amount / 3750)
del(src)
return 1
else
user << "\red You can't load the [src.name] while it's opened."
return 1
if (disabled)
return
if (!linked_console)
user << "\The protolathe must be linked to an R&D console first!"
return 1
if (busy)
user << "\red The protolathe is busy. Please wait for completion of previous operation."
return 1
if (!istype(O, /obj/item/stack/sheet))
user << "\red You cannot insert this item into the protolathe!"
return 1
if (stat)
return 1
if (TotalMaterials() + 3750 > max_material_storage)
user << "\red The protolathe's material bin is full. Please remove material before adding more."
return 1
var/obj/item/stack/stack = O
var/amount = 1
var/title = "[stack.name]: [stack.amount] sheet\s left"
switch(alert(title, "How many sheets do you want to load?", "one", "max", "cancel", null))
if("one")
amount = 1
if("max")
amount = min(stack.amount, round((max_material_storage-TotalMaterials())/3750))
else
return 1
if(istype(O, /obj/item/stack/sheet/glass))
flick("protolathe_r",src)//plays glass insertion animation
else
flick("protolathe_o",src)//plays metal insertion animation
icon_state = "protolathe"
busy = 1
use_power(max(1000, (3750*amount/10)))
spawn(16)
user << "\blue You add [amount] sheets to the [src.name]."
icon_state = "protolathe"
flick("protolathe_o",src)
if(istype(stack, /obj/item/stack/sheet/metal))
m_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/glass))
g_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/gold))
gold_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/silver))
silver_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/plasma))
plasma_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/uranium))
uranium_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/diamond))
diamond_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/clown))
clown_amount += amount * 3750
else if(istype(stack, /obj/item/stack/sheet/adamantine))
adamantine_amount += amount * 3750
stack.use(amount)
busy = 0
src.updateUsrDialog()
return
+239
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/*
Research and Development System. (Designed specifically for the /tg/station 13 (Space Station 13) open source project)
///////////////Overview///////////////////
This system is a "tech tree" research and development system designed for SS13. It allows a "researcher" job (this document assumes
the "scientist" job is given this role) the tools necessiary to research new and better technologies. In general, the system works
by breaking existing technology and using what you learn from to advance your knowledge of SCIENCE! As your knowledge progresses,
you can build newer (and better?) devices (which you can also, eventually, deconstruct to advance your knowledge).
A brief overview is below. For more details, see the related files.
////////////Game Use/////////////
The major research and development is performed using a combination of four machines:
- R&D Console: A computer console that allows you to manipulate the other devices that are linked to it and view/manipulate the
technologies you have researched so far.
- Protolathe: Used to make new hand-held devices and parts for larger devices. All metals and reagents as raw materials.
- Destructive Analyzer: You can put hand-held objects into it and it'll analyze them for technological advancements but it destroys
them in the process. Destroyed items will send their raw materials to a linked Protolathe (if any)
- Circuit Imprinter: Similar to the Protolathe, it allows for the construction of circuit boards. Uses glass and acid as the raw
materials.
While researching you are dealing with two different types of information: Technology Paths and Device Designs. Technology Paths
are the "Tech Trees" of the game. You start out with a number of them at the game start and they are improved by using the
Destructive Analyzer. By themselves, they don't do a whole lot. However, they unlock Device Designs. This is the information used
by the circuit imprinter and the protolathe to produce objects. It also tracks the current reliability of that particular design.
//EXISTING TECH
Each tech path should have at LEAST one item at every level (levels 1 - 20). This is to allow for a more fluid progression of the
researching. Existing tech (ie, anything you can find on the station or get from the quartermaster) shouldn't go higher then
level 5 or 7. Everything past that should be stuff you research.
Below is a checklist to make sure every tree is filled. As new items get added to R&D, add them here if there is an empty slot.
When thinking about new stuff, check here to see if there are any slots unfilled.
//MATERIALS
1 | Metal
2 | Solid Plasma
3 | Silver
4 | Gold, Super Capacitor
5 | Uranium, Nuclear Gun, SUPERPACMAN
6 | Diamond, MRSPACMAN
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//PLASMA TECH
1 |
2 | Solid Plasma
3 | Pacman Generator
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//POWER TECH
1 | Basic Capacitor, Basic Cell
2 | High-Capacity Cell (10,000)
3 | Super-Capacity Cell (20,000), Powersink, PACMAN
4 | SUPERPACMAN
5 | MRSPACMAN, Super Capacitor
6 | Hyper-Capacity Cell (30,000)
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//BLUE SPACE
1 |
2 | Teleporter Console Board
3 | Teleport Gun, Hand Tele
4 | Teleportation Scroll
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//BIOTECH
1 | Bruise Pack, Scalple
2 | PANDEMIC Board, Mass Spectrometer
3 | AI Core, Brains (MMI)
4 | MMI+Radio
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//MAGNETS
1 | Basic Sensor
2 | Comm Console Board
3 | Adv Sensor
4 | Adv Mass Spectrometer, Chameleon Projector
5 | Phasic Sensor
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//PROGRAMMING
1 | Arcade Board
2 | Sec Camera
3 | Cloning Machine Console Board
4 | AI Core, Intellicard
5 | Pico-Manipulator, Ultra-Micro-Laser
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//SYNDICATE
1 | Sleepypen
2 | TYRANT Module, Emag
3 | Cloaking Device, Power Sink
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
//COMBAT
1 | Flashbang, Mousetrap, Nettle
2 | Stun Baton
3 | Power Axe, Death Nettle, Nuclear Gun
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
*/
+867
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/*
Research and Development (R&D) Console
This is the main work horse of the R&D system. It contains the menus/controls for the Destructive Analyzer, Protolathe, and Circuit
imprinter. It also contains the /datum/research holder with all the known/possible technology paths and device designs.
Basic use: When it first is created, it will attempt to link up to related devices within 3 squares. It'll only link up if they
aren't already linked to another console. Any consoles it cannot link up with (either because all of a certain type are already
linked or there aren't any in range), you'll just not have access to that menu. In the settings menu, there are menu options that
allow a player to attempt to re-sync with nearby consoles. You can also force it to disconnect from a specific console.
The imprinting and construction menus do NOT require toxins access to access but all the other menus do. However, if you leave it
on a menu, nothing is to stop the person from using the options on that menu (although they won't be able to change to a different
one). You can also lock the console on the settings menu if you're feeling paranoid and you don't want anyone messing with it who
doesn't have toxins access.
When a R&D console is destroyed or even partially disassembled, you lose all research data on it. However, there are two ways around
this dire fate:
- The easiest way is to go to the settings menu and select "Sync Database with Network." That causes it to upload (but not download)
it's data to every other device in the game. Each console has a "disconnect from network" option that'll will cause data base sync
operations to skip that console. This is useful if you want to make a "public" R&D console or, for example, give the engineers
a circuit imprinter with certain designs on it and don't want it accidentally updating. The downside of this method is that you have
to have physical access to the other console to send data back. Note: An R&D console is on CentCom so if a random griffan happens to
cause a ton of data to be lost, an admin can go send it back.
- The second method is with Technology Disks and Design Disks. Each of these disks can hold a single technology or design datum in
it's entirety. You can then take the disk to any R&D console and upload it's data to it. This method is a lot more secure (since it
won't update every console in existence) but it's more of a hassle to do. Also, the disks can be stolen.
*/
/obj/machinery/computer/rdconsole
name = "R&D Console"
icon_state = "rdcomp"
var
datum/research/files //Stores all the collected research data.
obj/item/weapon/disk/tech_disk/t_disk = null //Stores the technology disk.
obj/item/weapon/disk/design_disk/d_disk = null //Stores the design disk.
obj/machinery/r_n_d/destructive_analyzer/linked_destroy = null //Linked Destructive Analyzer
obj/machinery/r_n_d/protolathe/linked_lathe = null //Linked Protolathe
obj/machinery/r_n_d/circuit_imprinter/linked_imprinter = null //Linked Circuit Imprinter
screen = 1.0 //Which screen is currently showing.
id = 0 //ID of the computer (for server restrictions).
sync = 1 //If sync = 0, it doesn't show up on Server Control Console
emagged = 0 //Turns off ID check
req_access = list(access_tox) //Data and setting manipulation requires scientist access.
proc
CallTechName(var/ID) //A simple helper proc to find the name of a tech with a given ID.
var/datum/tech/check_tech
var/return_name = null
for(var/T in typesof(/datum/tech) - /datum/tech)
check_tech = null
check_tech = new T()
if(check_tech.id == ID)
return_name = check_tech.name
del(check_tech)
check_tech = null
break
return return_name
CallMaterialName(var/ID)
var/datum/reagent/temp_reagent
var/return_name = null
if (copytext(ID, 1, 2) == "$")
return_name = copytext(ID, 2)
switch(return_name)
if("metal")
return_name = "Metal"
if("glass")
return_name = "Glass"
if("gold")
return_name = "Gold"
if("silver")
return_name = "Silver"
if("plasma")
return_name = "Solid Plasma"
if("uranium")
return_name = "Uranium"
if("diamond")
return_name = "Diamond"
if("clown")
return_name = "Bananium"
else
for(var/R in typesof(/datum/reagent) - /datum/reagent)
temp_reagent = null
temp_reagent = new R()
if(temp_reagent.id == ID)
return_name = temp_reagent.name
del(temp_reagent)
temp_reagent = null
break
return return_name
SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).
for(var/obj/machinery/r_n_d/D in oview(3,src))
if(D.linked_console != null || D.disabled || D.opened)
continue
if(istype(D, /obj/machinery/r_n_d/destructive_analyzer))
if(linked_destroy == null)
linked_destroy = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/protolathe))
if(linked_lathe == null)
linked_lathe = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/circuit_imprinter))
if(linked_imprinter == null)
linked_imprinter = D
D.linked_console = src
return
New()
..()
files = new /datum/research(src) //Setup the research data holder.
if(!id)
for(var/obj/machinery/r_n_d/server/centcom/S in world)
S.initialize()
break
initialize()
SyncRDevices()
process()
for(var/obj/machinery/r_n_d/server/centcom/C in world) //have it automatically push research to the centcomm server so wild griffins can't fuck up R&D's work --NEO
for(var/datum/tech/T in files.known_tech)
C.files.AddTech2Known(T)
for(var/datum/design/D in files.known_designs)
C.files.AddDesign2Known(D)
C.files.RefreshResearch()
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
//The construction/deconstruction of the console code.
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/rdconsole/M = new /obj/item/weapon/circuitboard/rdconsole( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
var/obj/item/weapon/circuitboard/rdconsole/M = new /obj/item/weapon/circuitboard/rdconsole( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
//Loading a disk into it.
else if(istype(D, /obj/item/weapon/disk))
if(t_disk || d_disk)
user << "A disk is already loaded into the machine."
return
if(istype(D, /obj/item/weapon/disk/tech_disk)) t_disk = D
else if (istype(D, /obj/item/weapon/disk/design_disk)) d_disk = D
else
user << "\red Machine cannot accept disks in that format."
return
user.drop_item()
D.loc = src
user << "\blue You add the disk to the machine!"
else if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You you disable the security protocols"
src.updateUsrDialog()
return
Topic(href, href_list)
if(..())
return
add_fingerprint(usr)
usr.machine = src
if(href_list["menu"]) //Switches menu screens. Converts a sent text string into a number. Saves a LOT of code.
var/temp_screen = text2num(href_list["menu"])
if(temp_screen <= 1.1 || (3 <= temp_screen && 4.9 >= temp_screen) || src.allowed(usr) || emagged) //Unless you are making something, you need access.
screen = temp_screen
else
usr << "Unauthorized Access."
else if(href_list["updt_tech"]) //Update the research holder with information from the technology disk.
screen = 0.0
spawn(50)
screen = 1.2
files.AddTech2Known(t_disk.stored)
updateUsrDialog()
else if(href_list["clear_tech"]) //Erase data on the technology disk.
t_disk.stored = null
else if(href_list["eject_tech"]) //Eject the technology disk.
t_disk:loc = src.loc
t_disk = null
screen = 1.0
else if(href_list["copy_tech"]) //Copys some technology data from the research holder to the disk.
for(var/datum/tech/T in files.known_tech)
if(href_list["copy_tech_ID"] == T.id)
t_disk.stored = T
break
screen = 1.2
else if(href_list["updt_design"]) //Updates the research holder with design data from the design disk.
screen = 0.0
spawn(50)
screen = 1.4
files.AddDesign2Known(d_disk.blueprint)
updateUsrDialog()
else if(href_list["clear_design"]) //Erases data on the design disk.
d_disk.blueprint = null
else if(href_list["eject_design"]) //Eject the design disk.
d_disk:loc = src.loc
d_disk = null
screen = 1.0
else if(href_list["copy_design"]) //Copy design data from the research holder to the design disk.
for(var/datum/design/D in files.known_designs)
if(href_list["copy_design_ID"] == D.id)
d_disk.blueprint = D
break
screen = 1.4
else if(href_list["eject_item"]) //Eject the item inside the destructive analyzer.
if(linked_destroy)
if(linked_destroy.busy)
usr << "\red The destructive analyzer is busy at the moment."
else if(linked_destroy.loaded_item)
linked_destroy.loaded_item.loc = linked_destroy.loc
linked_destroy.loaded_item = null
linked_destroy.icon_state = "d_analyzer"
screen = 2.1
else if(href_list["deconstruct"]) //Deconstruct the item in the destructive analyzer and update the research holder.
if(linked_destroy)
if(linked_destroy.busy)
usr << "\red The destructive analyzer is busy at the moment."
else
var/choice = input("Proceeding will destroy loaded item.") in list("Proceed", "Cancel")
if(choice == "Cancel") return
linked_destroy.busy = 1
screen = 0.1
updateUsrDialog()
flick("d_analyzer_process", linked_destroy)
spawn(24)
if(linked_destroy)
linked_destroy.busy = 0
if(!linked_destroy.hacked)
if(!linked_destroy.loaded_item)
usr <<"\red The destructive analyzer appears to be empty."
return
if(linked_destroy.loaded_item.reliability >= 90)
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
if(linked_destroy.loaded_item.reliability < 100 && linked_destroy.loaded_item.crit_fail)
files.UpdateDesign(linked_destroy.loaded_item.type)
if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any.
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.m_amt*linked_destroy.decon_mod))
linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.g_amt*linked_destroy.decon_mod))
linked_destroy.loaded_item = null
for(var/obj/I in linked_destroy.contents)
for(var/mob/M in I.contents)
M.death()
del(I)
use_power(250)
linked_destroy.icon_state = "d_analyzer"
screen = 1.0
updateUsrDialog()
else if(href_list["lock"]) //Lock the console from use by anyone without tox access.
if(src.allowed(usr))
screen = text2num(href_list["lock"])
else
usr << "Unauthorized Access."
else if(href_list["sync"]) //Sync the research holder with all the R&D consoles in the game that aren't sync protected.
screen = 0.0
if(!sync)
usr << "\red You must connect to the network first!"
else
spawn(30)
if(src)
for(var/obj/machinery/r_n_d/server/S in world)
var/server_processed = 0
if(S.disabled)
continue
if((id in S.id_with_upload) || istype(S, /obj/machinery/r_n_d/server/centcom))
for(var/datum/tech/T in files.known_tech)
S.files.AddTech2Known(T)
for(var/datum/design/D in files.known_designs)
S.files.AddDesign2Known(D)
S.files.RefreshResearch()
server_processed = 1
if(((id in S.id_with_download) && !istype(S, /obj/machinery/r_n_d/server/centcom)) || S.hacked)
for(var/datum/tech/T in S.files.known_tech)
files.AddTech2Known(T)
for(var/datum/design/D in S.files.known_designs)
files.AddDesign2Known(D)
files.RefreshResearch()
server_processed = 1
if(!istype(S, /obj/machinery/r_n_d/server/centcom) && server_processed)
S.produce_heat(100)
screen = 1.6
updateUsrDialog()
else if(href_list["togglesync"]) //Prevents the console from being synced by other consoles. Can still send data.
sync = !sync
else if(href_list["build"]) //Causes the Protolathe to build something.
if(linked_lathe)
var/datum/design/being_built = null
for(var/datum/design/D in files.known_designs)
if(D.id == href_list["build"])
being_built = D
break
var/power = 2000
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.3
linked_lathe.busy = 1
flick("protolathe_n",linked_lathe)
spawn(16)
use_power(power)
spawn(16)
for(var/M in being_built.materials)
switch(M)
if("$metal")
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
if("$glass")
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
if("$gold")
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
if("$silver")
linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]))
if("$plasma")
linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-being_built.materials[M]))
if("$uranium")
linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]))
if("$diamond")
linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]))
if("$clown")
linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-being_built.materials[M]))
else
linked_lathe.reagents.remove_reagent(M, being_built.materials[M])
if(being_built.build_path)
var/obj/new_item = new being_built.build_path(src)
new_item.reliability = being_built.reliability
if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
new_item.loc = linked_lathe.loc
linked_lathe.busy = 0
screen = 3.1
updateUsrDialog()
else if(href_list["imprint"]) //Causes the Circuit Imprinter to build something.
if(linked_imprinter)
var/datum/design/being_built = null
for(var/datum/design/D in files.known_designs)
if(D.id == href_list["imprint"])
being_built = D
break
var/power = 2000
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.4
linked_imprinter.busy = 1
flick("circuit_imprinter_ani",linked_imprinter)
spawn(16)
use_power(power)
for(var/M in being_built.materials)
switch(M)
if("$glass")
linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]))
if("$gold")
linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
if("$diamond")
linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
else
linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
var/obj/new_item = new being_built.build_path(src)
new_item.reliability = being_built.reliability
if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0)
new_item.loc = linked_imprinter.loc
linked_imprinter.busy = 0
screen = 4.1
updateUsrDialog()
else if(href_list["disposeI"] && linked_imprinter) //Causes the circuit imprinter to dispose of a single reagent (all of it)
linked_imprinter.reagents.del_reagent(href_list["dispose"])
else if(href_list["disposeallI"] && linked_imprinter) //Causes the circuit imprinter to dispose of all it's reagents.
linked_imprinter.reagents.clear_reagents()
else if(href_list["disposeP"] && linked_lathe) //Causes the protolathe to dispose of a single reagent (all of it)
linked_lathe.reagents.del_reagent(href_list["dispose"])
else if(href_list["disposeallP"] && linked_lathe) //Causes the protolathe to dispose of all it's reagents.
linked_lathe.reagents.clear_reagents()
else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
var/desired_num_sheets = text2num(href_list["lathe_ejectsheet_amt"])
var/res_amount, type
switch(href_list["lathe_ejectsheet"])
if("metal")
type = /obj/item/stack/sheet/metal
res_amount = "m_amount"
if("glass")
type = /obj/item/stack/sheet/glass
res_amount = "g_amount"
if("gold")
type = /obj/item/stack/sheet/gold
res_amount = "gold_amount"
if("silver")
type = /obj/item/stack/sheet/silver
res_amount = "silver_amount"
if("plasma")
type = /obj/item/stack/sheet/plasma
res_amount = "plasma_amount"
if("uranium")
type = /obj/item/stack/sheet/uranium
res_amount = "uranium_amount"
if("diamond")
type = /obj/item/stack/sheet/diamond
res_amount = "diamond_amount"
if("clown")
type = /obj/item/stack/sheet/clown
res_amount = "clown_amount"
if(ispath(type) && hasvar(linked_lathe, res_amount))
var/obj/item/stack/sheet/sheet = new type(linked_lathe.loc)
var/available_num_sheets = round(linked_lathe.vars[res_amount]/sheet.perunit)
if(available_num_sheets>0)
sheet.amount = min(available_num_sheets, desired_num_sheets)
linked_lathe.vars[res_amount] = max(0, (linked_lathe.vars[res_amount]-sheet.amount * sheet.perunit))
else
del sheet
else if(href_list["imprinter_ejectsheet"] && linked_imprinter) //Causes the protolathe to eject a sheet of material
var/desired_num_sheets = text2num(href_list["imprinter_ejectsheet_amt"])
var/res_amount, type
switch(href_list["imprinter_ejectsheet"])
if("glass")
type = /obj/item/stack/sheet/glass
res_amount = "g_amount"
if("gold")
type = /obj/item/stack/sheet/gold
res_amount = "gold_amount"
if("diamond")
type = /obj/item/stack/sheet/diamond
res_amount = "diamond_amount"
if(ispath(type) && hasvar(linked_imprinter, res_amount))
var/obj/item/stack/sheet/sheet = new type(linked_imprinter.loc)
var/available_num_sheets = round(linked_imprinter.vars[res_amount]/sheet.perunit)
if(available_num_sheets>0)
sheet.amount = min(available_num_sheets, desired_num_sheets)
linked_imprinter.vars[res_amount] = max(0, (linked_imprinter.vars[res_amount]-sheet.amount * sheet.perunit))
else
del sheet
else if(href_list["find_device"]) //The R&D console looks for devices nearby to link up with.
screen = 0.0
spawn(20)
SyncRDevices()
screen = 1.7
updateUsrDialog()
else if(href_list["disconnect"]) //The R&D console disconnects with a specific device.
switch(href_list["disconnect"])
if("destroy")
linked_destroy.linked_console = null
linked_destroy = null
if("lathe")
linked_lathe.linked_console = null
linked_lathe = null
if("imprinter")
linked_imprinter.linked_console = null
linked_imprinter = null
else if(href_list["reset"]) //Reset the R&D console's database.
var/choice = alert("R&D Console Database Reset", "Are you sure you want to reset the R&D console's database? Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
screen = 0.0
del(files)
files = new /datum/research(src)
spawn(20)
screen = 1.6
updateUsrDialog()
updateUsrDialog()
return
attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
return
user.machine = src
var/dat = ""
files.RefreshResearch()
switch(screen) //A quick check to make sure you get the right screen when a device is disconnected.
if(2 to 2.9)
if(linked_destroy == null)
screen = 2.0
else if(linked_destroy.loaded_item == null)
screen = 2.1
else
screen = 2.2
if(3 to 3.9)
if(linked_lathe == null)
screen = 3.0
if(4 to 4.9)
if(linked_imprinter == null)
screen = 4.0
switch(screen)
//////////////////////R&D CONSOLE SCREENS//////////////////
if(0.0) dat += "Updating Database...."
if(0.1) dat += "Processing and Updating Database..."
if(0.2)
dat += "SYSTEM LOCKED<BR><BR>"
dat += "<A href='?src=\ref[src];lock=1.6'>Unlock</A>"
if(0.3)
dat += "Constructing Prototype. Please Wait..."
if(0.4)
dat += "Imprinting Circuit. Please Wait..."
if(1.0) //Main Menu
dat += "Main Menu:<BR><BR>"
dat += "<A href='?src=\ref[src];menu=1.1'>Current Research Levels</A><BR>"
if(t_disk) dat += "<A href='?src=\ref[src];menu=1.2'>Disk Operations</A><BR>"
else if(d_disk) dat += "<A href='?src=\ref[src];menu=1.4'>Disk Operations</A><BR>"
else dat += "(Please Insert Disk)<BR>"
if(linked_destroy != null) dat += "<A href='?src=\ref[src];menu=2.2'>Destructive Analyzer Menu</A><BR>"
if(linked_lathe != null) dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Construction Menu</A><BR>"
if(linked_imprinter != null) dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Construction Menu</A><BR>"
dat += "<A href='?src=\ref[src];menu=1.6'>Settings</A>"
if(1.1) //Research viewer
dat += "Current Research Levels:<BR><BR>"
for(var/datum/tech/T in files.known_tech)
dat += "[T.name]<BR>"
dat += "* Level: [T.level]<BR>"
dat += "* Summary: [T.desc]<HR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(1.2) //Technology Disk Menu
dat += "Disk Contents: (Technology Data Disk)<BR><BR>"
if(t_disk.stored == null)
dat += "The disk has no data stored on it.<HR>"
dat += "Operations: "
dat += "<A href='?src=\ref[src];menu=1.3'>Load Tech to Disk</A> || "
else
dat += "Name: [t_disk.stored.name]<BR>"
dat += "Level: [t_disk.stored.level]<BR>"
dat += "Description: [t_disk.stored.desc]<HR>"
dat += "Operations: "
dat += "<A href='?src=\ref[src];updt_tech=1'>Upload to Database</A> || "
dat += "<A href='?src=\ref[src];clear_tech=1'>Clear Disk</A> || "
dat += "<A href='?src=\ref[src];eject_tech=1'>Eject Disk</A><HR>"
dat += "<BR><A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(1.3) //Technology Disk submenu
dat += "Load Technology to Disk:<BR><BR>"
for(var/datum/tech/T in files.known_tech)
dat += "[T.name] "
dat += "<A href='?src=\ref[src];copy_tech=1;copy_tech_ID=[T.id]'>(Copy to Disk)</A><BR>"
dat += "<HR><BR><A href='?src=\ref[src];menu=1.0'>Main Menu</A> || "
dat += "<A href='?src=\ref[src];menu=1.2'>Return to Disk Operations</A>"
if(1.4) //Design Disk menu.
if(d_disk.blueprint == null)
dat += "The disk has no data stored on it.<HR>"
dat += "Operations: "
dat += "<A href='?src=\ref[src];menu=1.5'>Load Design to Disk</A> || "
else
dat += "Name: [d_disk.blueprint.name]<BR>"
dat += "Level: [between(0, (d_disk.blueprint.reliability + rand(-15,15)), 100)]<BR>"
switch(d_disk.blueprint.build_type)
if(IMPRINTER) dat += "Lathe Type: Circuit Imprinter<BR>"
if(PROTOLATHE) dat += "Lathe Type: Proto-lathe<BR>"
if(AUTOLATHE) dat += "Lathe Type: Auto-lathe<BR>"
dat += "Required Materials:<BR>"
for(var/M in d_disk.blueprint.materials)
if(copytext(M, 1, 2) == "$") dat += "* [copytext(M, 2)] x [d_disk.blueprint.materials[M]]<BR>"
else dat += "* [M] x [d_disk.blueprint.materials[M]]<BR>"
dat += "<HR>Operations: "
dat += "<A href='?src=\ref[src];updt_design=1'>Upload to Database</A> || "
dat += "<A href='?src=\ref[src];clear_design=1'>Clear Disk</A> || "
dat += "<A href='?src=\ref[src];eject_design=1'>Eject Disk</A><HR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(1.5) //Technology disk submenu
dat += "Load Design to Disk:<BR><BR>"
for(var/datum/design/D in files.known_designs)
dat += "[D.name] "
dat += "<A href='?src=\ref[src];copy_design=1;copy_design_ID=[D.id]'>(Copy to Disk)</A><BR>"
dat += "<HR><A href='?src=\ref[src];menu=1.0'>Main Menu</A> || "
dat += "<A href='?src=\ref[src];menu=1.4'>Return to Disk Operations</A>"
if(1.6) //R&D console settings
dat += "R&D Console Setting:<BR><BR>"
if(sync)
dat += "<A href='?src=\ref[src];sync=1'>Sync Database with Network</A><BR>"
dat += "<A href='?src=\ref[src];togglesync=1'>Disconnect from Research Network</A><BR>"
else
dat += "<A href='?src=\ref[src];togglesync=1'>Connect to Research Network</A><BR>"
dat += "<A href='?src=\ref[src];menu=1.7'>Device Linkage Menu</A><BR>"
dat += "<A href='?src=\ref[src];lock=0.2'>Lock Console</A><BR>"
dat += "<A href='?src=\ref[src];reset=1'>Reset R&D Database.</A><BR>"
dat += "<HR><A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(1.7) //R&D device linkage
dat += "R&D Console Device Linkage Menu:<BR><BR>"
dat += "<A href='?src=\ref[src];find_device=1'>Re-sync with Nearby Devices</A><BR>"
dat += "Linked Devices:<BR>"
if(linked_destroy)
dat += "* Destructive Analyzer <A href='?src=\ref[src];disconnect=destroy'>(Disconnect)</A><BR>"
else
dat += "* (No Destructive Analyzer Linked)<BR>"
if(linked_lathe)
dat += "* Protolathe <A href='?src=\ref[src];disconnect=lathe'>(Disconnect)</A><BR>"
else
dat += "* (No Protolathe Linked)<BR>"
if(linked_imprinter)
dat += "* Circuit Imprinter <A href='?src=\ref[src];disconnect=imprinter'>(Disconnect)</A><BR>"
else
dat += "* (No Circuit Imprinter Linked)<BR>"
dat += "<HR><A href='?src=\ref[src];menu=1.6'>Settings Menu</A> || "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
////////////////////DESTRUCTIVE ANALYZER SCREENS////////////////////////////
if(2.0)
dat += "NO DESTRUCTIVE ANALYZER LINKED TO CONSOLE<BR><BR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(2.1)
dat += "No Item Loaded. Standing-by...<BR><HR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(2.2)
dat += "Deconstruction Menu<HR>"
dat += "Name: [linked_destroy.loaded_item.name]<BR>"
dat += "Origin Tech:<BR>"
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
for(var/T in temp_tech)
dat += "* [CallTechName(T)] [temp_tech[T]]<BR>"
dat += "<HR><A href='?src=\ref[src];deconstruct=1'>Deconstruct Item</A> || "
dat += "<A href='?src=\ref[src];eject_item=1'>Eject Item</A> || "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
/////////////////////PROTOLATHE SCREENS/////////////////////////
if(3.0)
dat += "NO PROTOLATHE LINKED TO CONSOLE<BR><BR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(3.1)
dat += "Protolathe Menu:<BR><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.TotalMaterials()] cm<sup>3</sup> (MAX: [linked_lathe.max_material_storage])<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] (MAX: [linked_lathe.reagents.maximum_volume])<HR>"
for(var/datum/design/D in files.known_designs)
if(!(D.build_type & PROTOLATHE))
continue
var/temp_dat = "[D.name]"
var/check_materials = 1
for(var/M in D.materials)
temp_dat += " [D.materials[M]] [CallMaterialName(M)]"
if(copytext(M, 1, 2) == "$")
switch(M)
if("$glass")
if(D.materials[M] > linked_lathe.g_amount) check_materials = 0
if("$metal")
if(D.materials[M] > linked_lathe.m_amount) check_materials = 0
if("$gold")
if(D.materials[M] > linked_lathe.gold_amount) check_materials = 0
if("$silver")
if(D.materials[M] > linked_lathe.silver_amount) check_materials = 0
if("$plasma")
if(D.materials[M] > linked_lathe.plasma_amount) check_materials = 0
if("$uranium")
if(D.materials[M] > linked_lathe.uranium_amount) check_materials = 0
if("$diamond")
if(D.materials[M] > linked_lathe.diamond_amount) check_materials = 0
if("$clown")
if(D.materials[M] > linked_lathe.clown_amount) check_materials = 0
else if (!linked_lathe.reagents.has_reagent(M, D.materials[M]))
check_materials = 0
if (check_materials)
dat += "* <A href='?src=\ref[src];build=[D.id]'>[temp_dat]</A><BR>"
else
dat += "* [temp_dat]<BR>"
dat += "<HR><A href='?src=\ref[src];menu=3.2'>Material Storage</A> || "
dat += "<A href='?src=\ref[src];menu=3.3'>Chemical Storage</A> || "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(3.2) //Protolathe Material Storage Sub-menu
dat += "Material Storage<BR><HR>"
//Metal
dat += "* [linked_lathe.m_amount] cm<sup>3</sup> of Metal || "
dat += "Eject: "
if(linked_lathe.m_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.m_amount > 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.m_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Glass
dat += "* [linked_lathe.g_amount] cm<sup>3</sup> of Glass || "
dat += "Eject: "
if(linked_lathe.g_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.g_amount > 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.g_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Gold
dat += "* [linked_lathe.gold_amount] cm<sup>3</sup> of Gold || "
dat += "Eject: "
if(linked_lathe.gold_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.gold_amount > 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.gold_amount > 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Silver
dat += "* [linked_lathe.silver_amount] cm<sup>3</sup> of Silver || "
dat += "Eject: "
if(linked_lathe.silver_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.silver_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.silver_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Plasma
dat += "* [linked_lathe.plasma_amount] cm<sup>3</sup> of Solid Plasma || "
dat += "Eject: "
if(linked_lathe.plasma_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.plasma_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.plasma_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasmalathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Uranium
dat += "* [linked_lathe.uranium_amount] cm<sup>3</sup> of Uranium || "
dat += "Eject: "
if(linked_lathe.uranium_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.uranium_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.uranium_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Diamond
dat += "* [linked_lathe.diamond_amount] cm<sup>3</sup> of Diamond || "
dat += "Eject: "
if(linked_lathe.diamond_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.diamond_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.diamond_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Bananium
dat += "* [linked_lathe.clown_amount] cm<sup>3</sup> of Bananium || "
dat += "Eject: "
if(linked_lathe.clown_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.clown_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.clown_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
dat += "<HR><A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A> | "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(3.3) //Protolathe Chemical Storage Submenu
dat += "Chemical Storage<BR><HR>"
for(var/datum/reagent/R in linked_lathe.reagents.reagent_list)
dat += "Name: [R.name] | Units: [R.volume] "
dat += "<A href='?src=\ref[src];disposeP=[R.id]'>(Purge)</A><BR>"
dat += "<A href='?src=\ref[src];disposeallP=1'><U>Disposal All Chemicals in Storage</U></A><BR>"
dat += "<HR><A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A> | "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
///////////////////CIRCUIT IMPRINTER SCREENS////////////////////
if(4.0)
dat += "NO CIRCUIT IMPRINTER LINKED TO CONSOLE<BR><BR>"
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(4.1)
dat += "Circuit Imprinter Menu:<BR><BR>"
dat += "Material Amount: [linked_imprinter.TotalMaterials()] cm<sup>3</sup><BR>"
dat += "Chemical Volume: [linked_imprinter.reagents.total_volume]<HR>"
for(var/datum/design/D in files.known_designs)
if(!(D.build_type & IMPRINTER))
continue
var/temp_dat = "[D.name]"
var/check_materials = 1
for(var/M in D.materials)
temp_dat += " [D.materials[M]] [CallMaterialName(M)]"
if(copytext(M, 1, 2) == "$")
switch(M)
if("$glass")
if(D.materials[M] > linked_imprinter.g_amount) check_materials = 0
if("$gold")
if(D.materials[M] > linked_imprinter.gold_amount) check_materials = 0
if("$diamond")
if(D.materials[M] > linked_imprinter.diamond_amount) check_materials = 0
else if (!linked_imprinter.reagents.has_reagent(M, D.materials[M]))
check_materials = 0
if (check_materials)
dat += "* <A href='?src=\ref[src];imprint=[D.id]'>[temp_dat]</A><BR>"
else
dat += "* [temp_dat]<BR>"
dat += "<HR><A href='?src=\ref[src];menu=4.3'>Material Storage</A> || "
dat += "<A href='?src=\ref[src];menu=4.2'>Chemical Storage</A> || "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(4.2)
dat += "Chemical Storage<BR><HR>"
for(var/datum/reagent/R in linked_imprinter.reagents.reagent_list)
dat += "Name: [R.name] | Units: [R.volume] "
dat += "<A href='?src=\ref[src];disposeI=[R.id]'>(Purge)</A><BR>"
dat += "<A href='?src=\ref[src];disposeallI=1'><U>Disposal All Chemicals in Storage</U></A><BR>"
dat += "<HR><A href='?src=\ref[src];menu=4.1'>Imprinter Menu</A> | "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
if(4.3)
dat += "Material Storage<BR><HR>"
//Glass
dat += "* [linked_imprinter.g_amount] cm<sup>3</sup> of Glass || "
dat += "Eject: "
if(linked_imprinter.g_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_imprinter.g_amount > 18750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_imprinter.g_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Gold
dat += "* [linked_imprinter.gold_amount] cm<sup>3</sup> of Gold || "
dat += "Eject: "
if(linked_imprinter.gold_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_imprinter.gold_amount > 18750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_imprinter.gold_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Diamond
dat += "* [linked_imprinter.diamond_amount] cm<sup>3</sup> of Diamond || "
dat += "Eject: "
if(linked_imprinter.diamond_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_imprinter.diamond_amount > 18750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_imprinter.diamond_amount > 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
dat += "<HR><A href='?src=\ref[src];menu=4.1'>Circuit Imprinter Menu</A> | "
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
user << browse("<TITLE>Research and Development Console</TITLE><HR>[dat]", "window=rdconsole;size=575x400")
onclose(user, "rdconsole")
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//All devices that link into the R&D console fall into thise type for easy identification and some shared procs.
/obj/machinery/r_n_d
name = "R&D Device"
density = 1
anchored = 1
use_power = 1
var
busy = 0
hacked = 0
disabled = 0
shocked = 0
list/wires = list()
hack_wire
disable_wire
shock_wire
opened = 0
obj/machinery/computer/rdconsole/linked_console
New()
..()
wires["Red"] = 0
wires["Blue"] = 0
wires["Green"] = 0
wires["Yellow"] = 0
wires["Black"] = 0
wires["White"] = 0
var/list/w = list("Red","Blue","Green","Yellow","Black","White")
src.hack_wire = pick(w)
w -= src.hack_wire
src.shock_wire = pick(w)
w -= src.shock_wire
src.disable_wire = pick(w)
w -= src.disable_wire
proc
shock(mob/user, prb)
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
return 0
if(!prob(prb))
return 0
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (electrocute_mob(user, get_area(src), src, 0.7))
return 1
else
return 0
attack_hand(mob/user as mob)
if (shocked)
shock(user,50)
if(opened)
var/dat as text
dat += "[src.name] Wires:<BR>"
for(var/wire in src.wires)
dat += text("[wire] Wire: <A href='?src=\ref[src];wire=[wire];cut=1'>[src.wires[wire] ? "Mend" : "Cut"]</A> <A href='?src=\ref[src];wire=[wire];pulse=1'>Pulse</A><BR>")
dat += text("The red light is [src.disabled ? "off" : "on"].<BR>")
dat += text("The green light is [src.shocked ? "off" : "on"].<BR>")
dat += text("The blue light is [src.hacked ? "off" : "on"].<BR>")
user << browse("<HTML><HEAD><TITLE>[src.name] Hacking</TITLE></HEAD><BODY>[dat]</BODY></HTML>","window=hack_win")
return
Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["pulse"])
var/temp_wire = href_list["wire"]
if (!istype(usr.equipped(), /obj/item/device/multitool))
usr << "You need a multitool!"
else
if(src.wires[temp_wire])
usr << "You can't pulse a cut wire."
else
if(src.hack_wire == href_list["wire"])
src.hacked = !src.hacked
spawn(100) src.hacked = !src.hacked
if(src.disable_wire == href_list["wire"])
src.disabled = !src.disabled
src.shock(usr,50)
spawn(100) src.disabled = !src.disabled
if(src.shock_wire == href_list["wire"])
src.shocked = !src.shocked
src.shock(usr,50)
spawn(100) src.shocked = !src.shocked
if(href_list["cut"])
if (!istype(usr.equipped(), /obj/item/weapon/wirecutters))
usr << "You need wirecutters!"
else
var/temp_wire = href_list["wire"]
wires[temp_wire] = !wires[temp_wire]
if(src.hack_wire == temp_wire)
src.hacked = !src.hacked
if(src.disable_wire == temp_wire)
src.disabled = !src.disabled
src.shock(usr,50)
if(src.shock_wire == temp_wire)
src.shocked = !src.shocked
src.shock(usr,50)
src.updateUsrDialog()
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/*
General Explination:
The research datum is the "folder" where all the research information is stored in a R&D console. It's also a holder for all the
various procs used to manipulate it. It has four variables and seven procs:
Variables:
- possible_tech is a list of all the /datum/tech that can potentially be researched by the player. The RefreshResearch() proc
(explained later) only goes through those when refreshing what you know. Generally, possible_tech contains ALL of the existing tech
but it is possible to add tech to the game that DON'T start in it (example: Xeno tech). Generally speaking, you don't want to mess
with these since they should be the default version of the datums. They're actually stored in a list rather then using typesof to
refer to them since it makes it a bit easier to search through them for specific information.
- know_tech is the companion list to possible_tech. It's the tech you can actually research and improve. Until it's added to this
list, it can't be improved. All the tech in this list are visible to the player.
- possible_designs is functionally identical to possbile_tech except it's for /datum/design.
- known_designs is functionally identical to known_tech except it's for /datum/design
Procs:
- TechHasReqs: Used by other procs (specifically RefreshResearch) to see whether all of a tech's requirements are currently in
known_tech and at a high enough level.
- DesignHasReqs: Same as TechHasReqs but for /datum/design and known_design.
- AddTech2Known: Adds a /datum/tech to known_tech. It checks to see whether it already has that tech (if so, it just replaces it). If
it doesn't have it, it adds it. Note: It does NOT check possible_tech at all. So if you want to add something strange to it (like
a player made tech?) you can.
- AddDesign2Known: Same as AddTech2Known except for /datum/design and known_designs.
- RefreshResearch: This is the workhorse of the R&D system. It updates the /datum/research holder and adds any unlocked tech paths
and designs you have reached the requirements for. It only checks through possible_tech and possible_designs, however, so it won't
accidentally add "secret" tech to it.
- UpdateTech is used as part of the actual researching process. It takes an ID and finds techs with that same ID in known_tech. When
it finds it, it checks to see whether it can improve it at all. If the known_tech's level is less then or equal to
the inputted level, it increases the known tech's level to the inputted level -1 or know tech's level +1 (whichever is higher).
The tech datums are the actual "tech trees" that you improve through researching. Each one has five variables:
- Name: Pretty obvious. This is often viewable to the players.
- Desc: Pretty obvious. Also player viewable.
- ID: This is the unique ID of the tech that is used by the various procs to find and/or maniuplate it.
- Level: This is the current level of the tech. All techs start at 1 and have a max of 20. Devices and some techs require a certain
level in specific techs before you can produce them.
- Req_tech: This is a list of the techs required to unlock this tech path. If left blank, it'll automatically be loaded into the
research holder datum.
*/
/***************************************************************
** Master Types **
** Includes all the helper procs and basic tech processing. **
***************************************************************/
/datum/research //Holder for all the existing, archived, and known tech. Individual to console.
var
list //Datum/tech go here.
possible_tech = list() //List of all tech in the game that players have access to (barring special events).
known_tech = list() //List of locally known tech.
possible_designs = list() //List of all designs (at base reliability).
known_designs = list() //List of available designs (at base reliability).
New() //Insert techs into possible_tech here. Known_tech automatically updated.
for(var/T in typesof(/datum/tech) - /datum/tech)
possible_tech += new T(src)
for(var/D in typesof(/datum/design) - /datum/design)
possible_designs += new D(src)
RefreshResearch()
proc
//Checks to see if tech has all the required pre-reqs.
//Input: datum/tech; Output: 0/1 (false/true)
TechHasReqs(var/datum/tech/T)
if(T.req_tech.len == 0)
return 1
var/matches = 0
for(var/req in T.req_tech)
for(var/datum/tech/known in known_tech)
if((req == known.id) && (known.level >= T.req_tech[req]))
matches++
break
if(matches == T.req_tech.len)
return 1
else
return 0
//Checks to see if design has all the required pre-reqs.
//Input: datum/design; Output: 0/1 (false/true)
DesignHasReqs(var/datum/design/D)
if(D.req_tech.len == 0)
return 1
var/matches = 0
for(var/req in D.req_tech)
for(var/datum/tech/known in known_tech)
if((req == known.id) && (known.level >= D.req_tech[req]))
matches++
break
if(matches == D.req_tech.len)
return 1
else
return 0
//Adds a tech to known_tech list. Checks to make sure there aren't duplicates and updates existing tech's levels if needed.
//Input: datum/tech; Output: Null
AddTech2Known(var/datum/tech/T)
for(var/datum/tech/known in known_tech)
if(T.id == known.id)
if(T.level > known.level)
known.level = T.level
return
known_tech += T
return
AddDesign2Known(var/datum/design/D)
for(var/datum/design/known in known_designs)
if(D.id == known.id)
if(D.reliability_mod > known.reliability_mod)
known.reliability_mod = D.reliability_mod
return
known_designs += D
return
//Refreshes known_tech and known_designs list. Then updates the reliability vars of the designs in the known_designs list.
//Input/Output: n/a
RefreshResearch()
for(var/datum/tech/PT in possible_tech)
if(TechHasReqs(PT))
AddTech2Known(PT)
for(var/datum/design/PD in possible_designs)
if(DesignHasReqs(PD))
AddDesign2Known(PD)
for(var/datum/tech/T in known_tech)
T = between(1,T.level,20)
for(var/datum/design/D in known_designs)
D.CalcReliability(known_tech)
return
//Refreshes the levels of a given tech.
//Input: Tech's ID and Level; Output: null
UpdateTech(var/ID, var/level)
for(var/datum/tech/KT in known_tech)
if(KT.id == ID)
if(KT.level <= level) KT.level = max((KT.level + 1), (level - 1))
return
UpdateDesign(var/path)
for(var/datum/design/KD in known_designs)
if(KD.build_path == path)
KD.reliability_mod += rand(1,2)
break
return
/***************************************************************
** Technology Datums **
** Includes all the various technoliges and what they make. **
***************************************************************/
datum
tech //Datum of individual technologies.
var
name = "name" //Name of the technology.
desc = "description" //General description of what it does and what it makes.
id = "id" //An easily referenced ID. Must be alphanumeric, lower-case, and no symbols.
level = 1 //A simple number scale of the research level. Level 0 = Secret tech.
list/req_tech = list() //List of ids associated values of techs required to research this tech. "id" = #
//Trunk Technologies (don't require any other techs and you start knowning them).
materials
name = "Materials Research"
desc = "Development of new and improved materials."
id = "materials"
engineering
name = "Engineering Research"
desc = "Development of new and improved engineering parts and."
id = "engineering"
plasmatech
name = "Plasma Research"
desc = "Research into the mysterious substance colloqually known as 'plasma'."
id = "plasmatech"
powerstorage
name = "Power Manipulation Technology"
desc = "The various technologies behind the storage and generation of electicity."
id = "powerstorage"
bluespace
name = "'Blue-space' Research"
desc = "Research into the sub-reality known as 'blue-space'"
id = "bluespace"
biotech
name = "Biological Technology"
desc = "Research into the deeper mysteries of life and organic substances."
id = "biotech"
combat
name = "Combat Systems Research"
desc = "The development of offensive and defensive systems."
id = "combat"
magnets
name = "Electromagnetic Spectrum Research"
desc = "Research into the electromagnetic spectrum. No clue how they actually work, though."
id = "magnets"
programming
name = "Data Theory Research"
desc = "The development of new computer and artificial intelligence and data storage systems."
id = "programming"
syndicate
name = "Illegal Technologies Research"
desc = "The study of technologies that violate Nanotrassen regulations."
id = "syndicate"
/* arcane
name = "Arcane Research"
desc = "Research into the acult and arcane field for use in practical science"
id = "arcane"
level = 0 //It didn't become "secret" as advertised.
//Branch Techs
explosives
name = "Explosives Research"
desc = "The creation and application of explosive materials."
id = "explosives"
req_tech = list("materials" = 3)
generators
name = "Power Generation Technology"
desc = "Research into more powerful and more reliable sources."
id = "generators"
req_tech = list("powerstorage" = 2)
robotics
name = "Robotics Technology"
desc = "The development of advanced automated, autonomous machines."
id = "robotics"
req_tech = list("materials" = 3, "programming" = 3)*/
/obj/item/weapon/disk/tech_disk
name = "Technology Disk"
desc = "A disk for storing technology data for further research."
icon = 'cloning.dmi'
icon_state = "datadisk2"
item_state = "card-id"
w_class = 1.0
m_amt = 30
g_amt = 10
var/datum/tech/stored
New()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
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/obj/machinery/r_n_d/server
name = "R&D Server"
icon_state = "server"
var
datum/research/files
health = 100
list
id_with_upload = list() //List of R&D consoles with upload to server access.
id_with_download = list() //List of R&D consoles with download from server access.
id_with_upload_string = "" //String versions for easy editing in map editor.
id_with_download_string = ""
server_id = 0
heat_gen = 100
heating_power = 40000
delay = 10
req_access = list(access_rd) //Only the R&D can change server settings.
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/rdserver(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/cable_coil(src)
RefreshParts()
RefreshParts()
var/tot_rating = 0
for(var/obj/item/weapon/stock_parts/SP in src)
tot_rating += SP.rating
heat_gen /= max(1, tot_rating)
initialize()
if(!files) files = new /datum/research(src)
var/list/temp_list
if(!id_with_upload.len)
temp_list = list()
temp_list = dd_text2list(id_with_upload_string, ";")
for(var/N in temp_list)
id_with_upload += text2num(N)
if(!id_with_download.len)
temp_list = list()
temp_list = dd_text2list(id_with_download_string, ";")
for(var/N in temp_list)
id_with_download += text2num(N)
process()
var/datum/gas_mixture/environment = loc.return_air()
switch(environment.temperature)
if(0 to T0C)
health = min(100, health + 1)
if(T0C to (T20C + 20))
health = between(0, health, 100)
if((T20C + 20) to (T0C + 70))
health = max(0, health - 1)
if(health <= 0)
files.known_designs = list()
for(var/datum/tech/T in files.known_tech)
if(prob(1))
T.level--
files.RefreshResearch()
if(delay)
delay--
else
produce_heat(heat_gen)
delay = initial(delay)
proc
produce_heat(heat_amt)
if(!(stat & (NOPOWER|BROKEN))) //Blatently stolen from space heater.
var/turf/simulated/L = loc
if(istype(L))
var/datum/gas_mixture/env = L.return_air()
if(env.temperature < (heat_amt+T0C))
var/transfer_moles = 0.25 * env.total_moles()
var/datum/gas_mixture/removed = env.remove(transfer_moles)
if(removed)
var/heat_capacity = removed.heat_capacity()
if(heat_capacity == 0 || heat_capacity == null)
heat_capacity = 1
removed.temperature = min((removed.temperature*heat_capacity + heating_power)/heat_capacity, 1000)
env.merge(removed)
attackby(var/obj/item/O as obj, var/mob/user as mob)
if (disabled)
return
if (shocked)
shock(user,50)
if (istype(O, /obj/item/weapon/screwdriver))
if (!opened)
opened = 1
icon_state = "server_o"
user << "You open the maintenance hatch of [src]."
else
opened = 0
icon_state = "server"
user << "You close the maintenance hatch of [src]."
return
if (opened)
if(istype(O, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
if(I.reliability != 100 && crit_fail)
I.crit_fail = 1
I.loc = src.loc
del(src)
return 1
attack_hand(mob/user as mob)
if (disabled)
return
if (shocked)
shock(user,50)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
return
/obj/machinery/r_n_d/server/centcom
name = "Centcom Central R&D Database"
server_id = -1
initialize()
..()
var/list/no_id_servers = list()
var/list/server_ids = list()
for(var/obj/machinery/r_n_d/server/S in world)
switch(S.server_id)
if(-1)
continue
if(0)
no_id_servers += S
else
server_ids += S.server_id
for(var/obj/machinery/r_n_d/server/S in no_id_servers)
var/num = 1
while(!S.server_id)
if(num in server_ids)
num++
else
S.server_id = num
server_ids += num
no_id_servers -= S
process()
return
/obj/machinery/computer/rdservercontrol
name = "R&D Server Controller"
icon_state = "rdcomp"
var
screen = 0
obj/machinery/r_n_d/server/temp_server
list
servers = list()
consoles = list()
badmin = 0
emagged = 0
Topic(href, href_list)
if(..())
return
add_fingerprint(usr)
usr.machine = src
if(!src.allowed(usr) && !emagged)
usr << "\red You do not have the required access level"
return
if(href_list["main"])
screen = 0
else if(href_list["access"] || href_list["data"] || href_list["transfer"])
temp_server = null
consoles = list()
servers = list()
for(var/obj/machinery/r_n_d/server/S in world)
if(S.server_id == text2num(href_list["access"]) || S.server_id == text2num(href_list["data"]) || S.server_id == text2num(href_list["transfer"]))
temp_server = S
break
if(href_list["access"])
screen = 1
for(var/obj/machinery/computer/rdconsole/C in world)
if(C.sync)
consoles += C
else if(href_list["data"])
screen = 2
else if(href_list["transfer"])
screen = 3
for(var/obj/machinery/r_n_d/server/S in world)
if(S == src)
continue
servers += S
else if(href_list["upload_toggle"])
var/num = text2num(href_list["upload_toggle"])
if(num in temp_server.id_with_upload)
temp_server.id_with_upload -= num
else
temp_server.id_with_upload += num
else if(href_list["download_toggle"])
var/num = text2num(href_list["download_toggle"])
if(num in temp_server.id_with_download)
temp_server.id_with_download -= num
else
temp_server.id_with_download += num
else if(href_list["reset_tech"])
var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to it's default data? Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/tech/T in temp_server.files.known_tech)
if(T.id == href_list["reset_tech"])
T.level = 1
break
temp_server.files.RefreshResearch()
else if(href_list["reset_design"])
var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to it's base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/design/D in temp_server.files.known_designs)
if(D.id == href_list["reset_design"])
D.reliability_mod = 0
temp_server.files.known_designs -= D
break
temp_server.files.RefreshResearch()
updateUsrDialog()
return
attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
user.machine = src
var/dat = ""
switch(screen)
if(0) //Main Menu
dat += "Connected Servers:<BR><BR>"
for(var/obj/machinery/r_n_d/server/S in world)
if(istype(S, /obj/machinery/r_n_d/server/centcom) && !badmin)
continue
dat += "[S.name] || "
dat += "<A href='?src=\ref[src];access=[S.server_id]'> Access Rights</A> | "
dat += "<A href='?src=\ref[src];data=[S.server_id]'>Data Management</A>"
if(badmin) dat += " | <A href='?src=\ref[src];transfer=[S.server_id]'>Server-to-Server Transfer</A>"
dat += "<BR>"
if(1) //Access rights menu
dat += "[temp_server.name] Access Rights<BR><BR>"
dat += "Consoles with Upload Access<BR>"
for(var/obj/machinery/computer/rdconsole/C in consoles)
var/turf/console_turf = get_turf(C)
dat += "* <A href='?src=\ref[src];upload_toggle=[C.id]'>[console_turf.loc]" //FYI, these are all numeric ids, eventually.
if(C.id in temp_server.id_with_upload)
dat += " (Remove)</A><BR>"
else
dat += " (Add)</A><BR>"
dat += "Consoles with Download Access<BR>"
for(var/obj/machinery/computer/rdconsole/C in consoles)
var/turf/console_turf = get_turf(C)
dat += "* <A href='?src=\ref[src];download_toggle=[C.id]'>[console_turf.loc]"
if(C.id in temp_server.id_with_download)
dat += " (Remove)</A><BR>"
else
dat += " (Add)</A><BR>"
dat += "<HR><A href='?src=\ref[src];main=1'>Main Menu</A>"
if(2) //Data Management menu
dat += "[temp_server.name] Data ManagementP<BR><BR>"
dat += "Known Technologies<BR>"
for(var/datum/tech/T in temp_server.files.known_tech)
dat += "* [T.name] "
dat += "<A href='?src=\ref[src];reset_tech=[T.id]'>(Reset)</A><BR>" //FYI, these are all strings.
dat += "Known Designs<BR>"
for(var/datum/design/D in temp_server.files.known_designs)
dat += "* [D.name] "
dat += "<A href='?src=\ref[src];reset_design=[D.id]'>(Delete)</A><BR>"
dat += "<HR><A href='?src=\ref[src];main=1'>Main Menu</A>"
if(3) //Server Data Transfer
dat += "[temp_server.name] Server to Server Transfer<BR><BR>"
dat += "Send Data to what server?<BR>"
for(var/obj/machinery/r_n_d/server/S in servers)
dat += "[S.name] <A href='?src=\ref[src];send_to=[S.server_id]'> (Transfer)</A><BR>"
dat += "<HR><A href='?src=\ref[src];main=1'>Main Menu</A>"
user << browse("<TITLE>R&D Server Control</TITLE><HR>[dat]", "window=server_control;size=575x400")
onclose(user, "server_control")
return
attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You you disable the security protocols"
src.updateUsrDialog()
return
-75
View File
@@ -1,75 +0,0 @@
/obj/machinery/disease2/diseaseanalyser
name = "Disease Analyser"
icon = 'virology.dmi'
icon_state = "analyser"
anchored = 1
density = 1
var/scanning = 0
var/pause = 0
var/obj/item/weapon/virusdish/dish = null
/obj/machinery/disease2/diseaseanalyser/attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\blue [user.name] inserts the [dish.name] in the [src.name]", 3)
else
user << "There is already a dish inserted"
//else
return
/obj/machinery/disease2/diseaseanalyser/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(scanning)
scanning -= 1
if(scanning == 0)
var/r = "GNAv2 based virus lifeform"
r += "<BR>Infection rate : [dish.virus2.infectionchance * 10]"
r += "<BR>Spread form : [dish.virus2.spreadtype]"
r += "<BR>Progress Speed : [dish.virus2.stageprob * 10]"
for(var/datum/disease2/effectholder/E in dish.virus2.effects)
r += "<BR>Effect:[E.effect.name]. Strength : [E.multiplier * 8]. Verosity : [E.chance * 15]. Type : [5-E.stage]."
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src.loc)
P.info = r
dish.info = r
dish.analysed = 1
dish.loc = src.loc
dish = null
icon_state = "analyser"
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue The [src.name] prints a sheet of paper", 3)
else if(dish && !scanning && !pause)
if(dish.virus2 && dish.growth > 50)
dish.growth -= 10
scanning = 25
icon_state = "analyser_processing"
else
pause = 1
spawn(25)
dish.loc = src.loc
dish = null
for(var/mob/M in viewers(src))
M.show_message("\icon[src] \blue The [src.name] buzzes", 2)
pause = 0
return
-331
View File
@@ -1,331 +0,0 @@
//To simplify, all diseases have 4 stages, with effects starting at stage 2
//Stage 1 = Rest,Minor disease
//Stage 2 = Minimal effect
//Stage 3 = Medium effect
//Stage 4 = Death/Really Really really bad effect
/proc/infect_virus2(var/mob/living/carbon/M,var/datum/disease2/disease/disease,var/forced = 0)
if(prob(disease.infectionchance))
if(M.virus2)
return
else
var/score = 0
if(!forced)
if(istype(M, /mob/living/carbon/human))
if(M:gloves)
score += 5
if(istype(M:wear_suit, /obj/item/clothing/suit/space)) score += 10
if(istype(M:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
if(istype(M:head, /obj/item/clothing/head/helmet/space)) score += 5
if(istype(M:head, /obj/item/clothing/head/bio_hood)) score += 5
if(M.wear_mask)
score += 5
if((istype(M:wear_mask, /obj/item/clothing/mask) || istype(M:wear_mask, /obj/item/clothing/mask/surgical)) && !M.internal)
score += 5
if(M.internal)
score += 5
if(score > 15)
return
// else if(score == 20 && prob(95))
// return
else if(score == 15 && prob(75))
return
else if(score == 10 && prob(55))
return
else if(score == 5 && prob(35))
return
M.virus2 = disease.getcopy()
M.virus2.minormutate()
for(var/datum/disease2/resistance/res in M.resistances)
if(res.resistsdisease(M.virus2))
M.virus2 = null
/datum/disease2/resistance
var/list/datum/disease2/effect/resistances = list()
proc/resistsdisease(var/datum/disease2/disease/virus2)
var/list/res2 = list()
for(var/datum/disease2/effect/e in resistances)
res2 += e.type
for(var/datum/disease2/effectholder/holder in virus2)
if(!(holder.effect.type in res2))
return 0
else
res2 -= holder.effect.type
if(res2.len > 0)
return 0
else
return 1
New(var/datum/disease2/disease/virus2)
for(var/datum/disease2/effectholder/h in virus2.effects)
resistances += h.effect.type
/proc/infect_mob_random(var/mob/living/carbon/M)
if(!M.virus2)
M.virus2 = new /datum/disease2/disease
M.virus2.makerandom()
/datum/disease2/disease
var/infectionchance = 10
var/spreadtype = "Blood" // Can also be "Airborne"
var/stage = 1
var/stageprob = 2
var/dead = 0
var/clicks = 0
var/uniqueID = 0
var/list/datum/disease2/effectholder/effects = list()
proc/makerandom()
var/datum/disease2/effectholder/holder = new /datum/disease2/effectholder
holder.stage = 1
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 2
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 3
holder.getrandomeffect()
effects += holder
holder = new /datum/disease2/effectholder
holder.stage = 4
holder.getrandomeffect()
effects += holder
uniqueID = rand(0,10000)
infectionchance = rand(1,10)
spreadtype = "Airborne"
proc/minormutate()
var/datum/disease2/effectholder/holder = pick(effects)
holder.minormutate()
infectionchance = min(10,infectionchance + rand(0,1))
proc/issame(var/datum/disease2/disease/disease)
var/list/types = list()
var/list/types2 = list()
for(var/datum/disease2/effectholder/d in effects)
types += d.effect.type
var/equal = 1
for(var/datum/disease2/effectholder/d in disease.effects)
types2 += d.effect.type
for(var/type in types)
if(!(type in types2))
equal = 0
return equal
proc/activate(var/mob/living/carbon/mob)
if(dead)
mob.virus2 = null
return
if(mob.stat == 2)
return
if(mob.radiation > 50)
if(prob(1))
majormutate()
if(mob.reagents.has_reagent("spaceacillin"))
return
if(prob(stageprob) && prob(25 + (clicks/100)) && stage != 4)
stage++
clicks = 0
for(var/datum/disease2/effectholder/e in effects)
e.runeffect(mob,stage)
proc/cure_added(var/datum/disease2/resistance/res)
if(res.resistsdisease(src))
dead = 1
proc/majormutate()
var/datum/disease2/effectholder/holder = pick(effects)
holder.majormutate()
proc/getcopy()
// world << "getting copy"
var/datum/disease2/disease/disease = new /datum/disease2/disease
disease.infectionchance = infectionchance
disease.spreadtype = spreadtype
disease.stageprob = stageprob
for(var/datum/disease2/effectholder/holder in effects)
// world << "adding effects"
var/datum/disease2/effectholder/newholder = new /datum/disease2/effectholder
newholder.effect = new holder.effect.type
newholder.chance = holder.chance
newholder.cure = holder.cure
newholder.multiplier = holder.multiplier
newholder.happensonce = holder.happensonce
newholder.stage = holder.stage
disease.effects += newholder
// world << "[newholder.effect.name]"
// world << "[disease]"
return disease
/datum/disease2/effect
var/name = "Blanking effect"
var/stage = 4
var/maxm = 1
proc/activate(var/mob/living/carbon/mob,var/multiplier)
/datum/disease2/effect/gibbingtons
name = "Gibbingtons Syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.gib()
/datum/disease2/effect/radian
name = "Radian's syndrome"
stage = 4
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.radiation += (2*multiplier)
/datum/disease2/effect/toxins
name = "Hyperacid Syndrome"
stage = 3
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.toxloss += (2*multiplier)
/datum/disease2/effect/scream
name = "Random screaming syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*scream")
/datum/disease2/effect/drowsness
name = "Automated sleeping syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.drowsyness += 10
/datum/disease2/effect/shakey
name = "World Shaking syndrome"
stage = 3
maxm = 3
activate(var/mob/living/carbon/mob,var/multiplier)
shake_camera(mob,5*multiplier)
/datum/disease2/effect/deaf
name = "Hard of hearing syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.ear_deaf += 20
/datum/disease2/effect/invisible
name = "Waiting Syndrome"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
return
/*
/datum/disease2/effect/telepathic
name = "Telepathy Syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.mutations |= 512
*/
/datum/disease2/effect/noface
name = "Identity Loss syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.real_name = "Unknown"
/datum/disease2/effect/monkey
name = "Monkism syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
if(istype(mob,/mob/living/carbon/human))
var/mob/living/carbon/human/h = mob
h.monkeyize()
/datum/disease2/effect/sneeze
name = "Coldingtons Effect"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*sneeze")
/datum/disease2/effect/gunck
name = "Flemmingtons"
stage = 1
activate(var/mob/living/carbon/mob,var/multiplier)
mob << "\red Mucous runs down the back of your throat."
/datum/disease2/effect/killertoxins
name = "Toxification syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.toxloss += 15
/*
/datum/disease2/effect/hallucinations
name = "Hallucinational Syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.hallucination += 25
*/
/datum/disease2/effect/sleepy
name = "Resting syndrome"
stage = 2
activate(var/mob/living/carbon/mob,var/multiplier)
mob.say("*collapse")
/datum/disease2/effect/mind
name = "Lazy mind syndrome"
stage = 3
activate(var/mob/living/carbon/mob,var/multiplier)
mob.brainloss = 50
/datum/disease2/effect/suicide
name = "Suicidal syndrome"
stage = 4
activate(var/mob/living/carbon/mob,var/multiplier)
mob.suiciding = 1
//instead of killing them instantly, just put them at -175 health and let 'em gasp for a while
viewers(mob) << "\red <b>[mob.name] is holding \his breath. It looks like \he's trying to commit suicide.</b>"
mob.oxyloss = max(175 - mob.toxloss - mob.fireloss - mob.bruteloss, mob.oxyloss)
mob.updatehealth()
spawn(200) //in case they get revived by cryo chamber or something stupid like that, let them suicide again in 20 seconds
mob.suiciding = 0
/datum/disease2/effectholder
var/name = "Holder"
var/datum/disease2/effect/effect
var/chance = 0 //Chance in percentage each tick
var/cure = "" //Type of cure it requires
var/happensonce = 0
var/multiplier = 1 //The chance the effects are WORSE
var/stage = 0
proc/runeffect(var/mob/living/carbon/human/mob,var/stage)
if(happensonce > -1 && effect.stage <= stage && prob(chance))
effect.activate(mob)
if(happensonce == 1)
happensonce = -1
proc/getrandomeffect()
var/list/datum/disease2/effect/list = list()
for(var/e in (typesof(/datum/disease2/effect) - /datum/disease2/effect))
// world << "Making [e]"
var/datum/disease2/effect/f = new e
if(f.stage == src.stage)
list += f
effect = pick(list)
chance = rand(1,6)
proc/minormutate()
switch(pick(1,2,3,4,5))
if(1)
chance = rand(0,100)
if(2)
multiplier = rand(1,effect.maxm)
proc/majormutate()
getrandomeffect()
/proc/dprob(var/p)
return(prob(sqrt(p)) && prob(sqrt(p)))
@@ -1,20 +0,0 @@
/obj/machinery/disease2/biodestroyer
name = "Biohazard destroyer"
icon = 'disposal.dmi'
icon_state = "disposal"
var/list/accepts = list(/obj/item/clothing,/obj/item/weapon/virusdish/,/obj/item/weapon/cureimplanter,/obj/item/weapon/diseasedisk)
density = 1
anchored = 1
/obj/machinery/disease2/biodestroyer/attackby(var/obj/I as obj, var/mob/user as mob)
for(var/path in accepts)
if(I.type in typesof(path))
user.drop_item()
del(I)
overlays += image('disposal.dmi', "dispover-handle")
return
user.drop_item()
I.loc = src.loc
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue The [src.name] beeps", 2)
@@ -1,42 +0,0 @@
/obj/item/weapon/cureimplanter
name = "Hypospray injector"
icon = 'items.dmi'
icon_state = "implanter1"
var/datum/disease2/resistance/resistance = null
var/works = 0
var/datum/disease2/disease/virus2 = null
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/cureimplanter/attack(mob/target as mob, mob/user as mob)
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
if (target != user)
O.show_message(text("\red <B>[] is trying to inject [] with [src.name]!</B>", user, target), 1)
else
O.show_message("\red <B>[user] is trying to inject themselves with [src.name]!</B>", 1)
if(!do_mob(user, target,60)) return
for(var/mob/O in viewers(world.view, user))
if (target != user)
O.show_message(text("\red [] injects [] with [src.name]!", user, target), 1)
else
O.show_message("\red [user] injects themself with [src.name]!", 1)
var/mob/living/carbon/M = target
if(works == 0 && prob(25))
M.resistances2 += resistance
if(M.virus2)
M.virus2.cure_added(resistance)
else if(works == 1)
M.toxloss += rand(20,50)
else if(works == 2)
M.toxloss += rand(50,100)
else if(works == 3)
infect_virus2(M,virus2,1)
-154
View File
@@ -1,154 +0,0 @@
/obj/machinery/computer/curer
name = "Cure Research Machine"
icon = 'computer.dmi'
icon_state = "dna"
// brightnessred = 0
// brightnessgreen = 2 //Used for multicoloured lighting on BS12
// brightnessblue = 2
var/curing
var/virusing
circuit = "/obj/item/weapon/circuitboard/mining"
var/obj/item/weapon/virusdish/dish = null
/obj/machinery/computer/curer/attackby(var/obj/I as obj, var/mob/user as mob)
/*if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/curer/M = new /obj/item/weapon/circuitboard/curer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
var/obj/item/weapon/circuitboard/curer/M = new /obj/item/weapon/circuitboard/curer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)*/
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
//else
src.attack_hand(user)
return
/obj/machinery/computer/curer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/curer/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/curer/attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
if(curing)
dat = "Antibody production in progress"
else if(virusing)
dat = "Virus production in progress"
else if(dish)
dat = "Virus dish inserted"
if(dish.virus2)
if(dish.growth >= 100)
dat += "<BR><A href='?src=\ref[src];antibody=1'>Begin antibody production</a>"
dat += "<BR><A href='?src=\ref[src];virus=1'>Begin virus production</a>"
else
dat += "<BR>Insufficent cells to attempt to create cure"
else
dat += "<BR>Please check dish contents"
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject disk</a>"
else
dat = "Please insert dish"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/curer/process()
..()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(curing)
curing -= 1
if(curing == 0)
icon_state = "dna"
if(dish.virus2)
createcure(dish.virus2)
if(virusing)
virusing -= 1
if(virusing == 0)
icon_state = "dna"
if(dish.virus2)
createvirus(dish.virus2)
return
/obj/machinery/computer/curer/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["antibody"])
curing = 30
dish.growth -= 50
src.icon_state = "dna"
if (href_list["virus"])
virusing = 30
dish.growth -= 100
src.icon_state = "dna"
else if(href_list["eject"])
dish.loc = src.loc
dish = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/curer/proc/createcure(var/datum/disease2/disease/virus2)
var/obj/item/weapon/cureimplanter/implanter = new /obj/item/weapon/cureimplanter(src.loc)
implanter.resistance = new /datum/disease2/resistance(dish.virus2)
if(probG("Virus curing",3))
implanter.works = 0
else
implanter.works = rand(1,2)
state("The [src.name] Buzzes")
/obj/machinery/computer/curer/proc/createvirus(var/datum/disease2/disease/virus2)
var/obj/item/weapon/cureimplanter/implanter = new /obj/item/weapon/cureimplanter(src.loc)
implanter.name = "Viral implanter (MAJOR BIOHAZARD)"
implanter.virus2 = dish.virus2.getcopy()
implanter.works = 3
state("The [src.name] Buzzes")
/obj/machinery/computer/curer/proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
@@ -1,202 +0,0 @@
/obj/machinery/computer/diseasesplicer
name = "Disease Splicer"
icon = 'computer.dmi'
icon_state = "crew"
//brightnessred = 0
// brightnessgreen = 2
// brightnessblue = 2
// broken_icon
var/datum/disease2/effectholder/memorybank = null
var/analysed = 0
var/obj/item/weapon/virusdish/dish = null
var/burning = 0
var/splicing = 0
var/scanning = 0
/obj/machinery/computer/diseasesplicer/attackby(var/obj/I as obj, var/mob/user as mob)
/*
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/diseasesplicer/M = new /obj/item/weapon/circuitboard/diseasesplicer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/computerframe/A = new /obj/computerframe( src.loc )
var/obj/item/weapon/circuitboard/diseasesplicer/M = new /obj/item/weapon/circuitboard/diseasesplicer( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)*/
if(istype(I,/obj/item/weapon/virusdish))
var/mob/living/carbon/c = user
if(!dish)
dish = I
c.drop_item()
I.loc = src
if(istype(I,/obj/item/weapon/diseasedisk))
user << "You upload the contents of the disk into the buffer"
memorybank = I:effect
//else
src.attack_hand(user)
return
/obj/machinery/computer/diseasesplicer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/diseasesplicer/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/diseasesplicer/attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
if(splicing)
dat = "Splicing in progress"
else if(scanning)
dat = "Splicing in progress"
else if(burning)
dat = "Data disk burning in progress"
else
if(dish)
dat = "Virus dish inserted"
dat += "<BR>Current DNA strand : "
if(memorybank)
dat += "<A href='?src=\ref[src];splice=1'>"
if(analysed)
dat += "[memorybank.effect.name] ([5-memorybank.effect.stage])"
else
dat += "Unknown DNA strand ([5-memorybank.effect.stage])"
dat += "</a>"
dat += "<BR><A href='?src=\ref[src];disk=1'>Burn DNA Sequence to data storage disk</a>"
else
dat += "Empty"
dat += "<BR><BR>"
if(dish)
if(dish.virus2)
if(dish.growth >= 50)
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
dat += "<BR><A href='?src=\ref[src];grab=\ref[e]'> DNA strand"
if(dish.analysed)
dat += ": [e.effect.name]"
dat += " (5-[e.effect.stage])</a>"
else
dat += "<BR>Insufficent cells to attempt gene splicing"
else
dat += "<BR>No virus found in dish"
dat += "<BR><BR><A href='?src=\ref[src];eject=1'>Eject disk</a>"
else
dat += "<BR>Please insert dish"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/diseasesplicer/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(scanning)
scanning -= 1
if(!scanning)
state("The [src.name] beeps")
icon_state = "crew"
if(splicing)
splicing -= 1
if(!splicing)
state("The [src.name] pings")
icon_state = "crew"
if(burning)
burning -= 1
if(!burning)
var/obj/item/weapon/diseasedisk/d = new /obj/item/weapon/diseasedisk(src.loc)
if(analysed)
d.name = "[memorybank.effect.name] GNA disk (Stage: [5-memorybank.effect.stage])"
else
d.name = "Unknown GNA disk (Stage: [5-memorybank.effect.stage])"
d.effect = memorybank
state("The [src.name] zings")
icon_state = "crew"
return
/obj/machinery/computer/diseasesplicer/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["grab"])
memorybank = locate(href_list["grab"])
analysed = dish.analysed
del(dish)
dish = null
scanning = 30
icon_state = "crew"
else if(href_list["eject"])
dish.loc = src.loc
dish = null
else if(href_list["splice"])
for(var/datum/disease2/effectholder/e in dish.virus2.effects)
if(e.stage == memorybank.stage)
e.effect = memorybank.effect
splicing = 50
dish.virus2.spreadtype = "Blood"
icon_state = "crew"
else if(href_list["disk"])
burning = 20
icon_state = "crew"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/diseasesplicer/proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
/obj/item/weapon/diseasedisk
name = "Blank GNA disk"
icon = 'cloning.dmi'
icon_state = "datadisk2"
var/datum/disease2/effectholder/effect = null
var/stage = 1
/obj/item/weapon/diseasedisk/premade/New()
name = "Blank GNA disk (stage: [5-stage])"
effect = new /datum/disease2/effectholder
effect.effect = new /datum/disease2/effect/invisible
effect.stage = stage
@@ -1,176 +0,0 @@
/obj/machinery/disease2/incubator/
name = "Pathogenic incubator"
density = 1
anchored = 1
icon = 'virology.dmi'
icon_state = "incubator"
var/obj/item/weapon/virusdish/dish
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/radiation = 0
var/on = 0
var/power = 0
var/foodsupply = 0
var/toxins = 0
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(25))
del(src)
meteorhit()
del(src)
return
attackby(var/obj/B as obj, var/mob/user as mob)
if(istype(B, /obj/item/weapon/reagent_containers/glass) || istype(B,/obj/item/weapon/reagent_containers/syringe))
if(src.beaker)
if(istype(beaker,/obj/item/weapon/reagent_containers/syringe))
user << "A syringe is already loaded into the machine."
else
user << "A beaker is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/reagent_containers/syringe))
user << "You add the syringe to the machine!"
src.updateUsrDialog()
else
user << "You add the beaker to the machine!"
src.updateUsrDialog()
else
if(istype(B,/obj/item/weapon/virusdish))
if(src.dish)
user << "A dish is already loaded into the machine."
return
src.dish = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/virusdish))
user << "You add the dish to the machine!"
src.updateUsrDialog()
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!dish) return
if (href_list["power"])
on = !on
if(on)
icon_state = "incubator_on"
else
icon_state = "incubator"
if (href_list["ejectchem"])
if(beaker)
beaker.loc = src.loc
beaker = null
if (href_list["ejectdish"])
if(dish)
dish.loc = src.loc
dish = null
if (href_list["rad"])
radiation += 10
if (href_list["flush"])
radiation = 0
toxins = 0
foodsupply = 0
src.add_fingerprint(usr)
src.updateUsrDialog()
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
if(!dish)
dat = "Please insert dish into the incubator.<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A>"
var/string = "Off"
if(on)
string = "On"
dat += "Power status : <A href='?src=\ref[src];power=1'>[string]</a>"
dat += "<BR>"
dat += "Food supply : [foodsupply]"
dat += "<BR>"
dat += "Radiation Levels : [radiation] RADS : <A href='?src=\ref[src];rad=1'>Radiate</a>"
dat += "<BR>"
dat += "Toxins : [toxins]"
dat += "<BR><BR>"
if(beaker)
dat += "Eject chemicals : <A href='?src=\ref[src];ejectchem=1'> Eject</a>"
dat += "<BR>"
if(dish)
dat += "Eject Virus dish : <A href='?src=\ref[src];ejectdish=1'> Eject</a>"
dat += "<BR>"
dat += "<BR><BR>"
dat += "<A href='?src=\ref[src];flush=1'>Flush system</a>"
user << browse("<TITLE>Pathogenic incubator</TITLE>incubator menu:<BR><BR>[dat]", "window=incubator;size=575x400")
onclose(user, "incubator")
return
process()
if(dish && on && dish.virus2)
use_power(50,EQUIP)
if(!powered(EQUIP))
on = 0
icon_state = "incubator"
if(foodsupply)
foodsupply -= 1
dish.growth += 1
if(dish.growth == 100)
state("The [src.name] pings")
if(radiation)
if(radiation > 50 & prob(5))
dish.virus2.majormutate()
if(dish.info)
dish.info = "OUTDATED : [dish.info]"
dish.analysed = 0
state("The [src.name] beeps")
else if(prob(5))
dish.virus2.minormutate()
radiation -= 1
if(toxins && prob(5))
dish.virus2.infectionchance -= 1
if(toxins > 50)
dish.virus2 = null
else if(!dish)
on = 0
icon_state = "incubator"
if(beaker)
if(!beaker.reagents.remove_reagent("virusfood",5))
foodsupply += 20
if(!beaker.reagents.remove_reagent("toxins",1))
toxins += 1
proc/state(var/msg)
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue [msg]", 2)
-139
View File
@@ -1,139 +0,0 @@
/obj/machinery/disease2/isolator/
name = "Pathogenic Isolator"
density = 1
anchored = 1
icon = 'virology.dmi'
icon_state = "isolator"
var/datum/disease2/disease/virus2 = null
var/isolating = 0
var/beaker = null
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
blob_act()
if (prob(25))
del(src)
meteorhit()
del(src)
return
attackby(var/obj/item/weapon/reagent_containers/glass/B as obj, var/mob/user as mob)
if(!istype(B,/obj/item/weapon/reagent_containers/syringe))
return
if(src.beaker)
user << "A syringe is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
if(istype(B,/obj/item/weapon/reagent_containers/syringe))
user << "You add the syringe to the machine!"
src.updateUsrDialog()
icon_state = "isolator_in"
Topic(href, href_list)
if(stat & BROKEN) return
if(usr.stat || usr.restrained()) return
if(!in_range(src, usr)) return
usr.machine = src
if(!beaker) return
var/datum/reagents/R = beaker:reagents
if (href_list["isolate"])
var/datum/reagent/blood/Blood
for(var/datum/reagent/blood/B in R.reagent_list)
if(B)
Blood = B
break
if(Blood.data["virus2"])
virus2 = Blood.data["virus2"]
isolating = 40
icon_state = "isolator_processing"
src.updateUsrDialog()
return
else if (href_list["main"])
attack_hand(usr)
return
else if (href_list["eject"])
beaker:loc = src.loc
beaker = null
icon_state = "isolator"
src.updateUsrDialog()
return
attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.machine = src
var/dat = ""
if(!beaker)
dat = "Please insert sample into the isolator.<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A>"
else if(isolating)
dat = "Isolating"
else
var/datum/reagents/R = beaker:reagents
dat += "<A href='?src=\ref[src];eject=1'>Eject</A><BR><BR>"
if(!R.total_volume)
dat += "[beaker] is empty."
else
dat += "Contained reagents:<BR>"
for(var/datum/reagent/blood/G in R.reagent_list)
dat += " [G.name]: <A href='?src=\ref[src];isolate=[G.id]'>Isolate</a>"
user << browse("<TITLE>Pathogenic Isolator</TITLE>Isolator menu:<BR><BR>[dat]", "window=isolator;size=575x400")
onclose(user, "isolator")
return
process()
if(isolating > 0)
isolating -= 1
if(isolating == 0)
var/obj/item/weapon/virusdish/d = new /obj/item/weapon/virusdish(src.loc)
d.virus2 = virus2.getcopy()
virus2 = null
icon_state = "isolator_in"
/obj/item/weapon/virusdish
name = "Virus containment/growth dish"
icon = 'items.dmi'
icon_state = "implantcase-b"
var/datum/disease2/disease/virus2 = null
var/growth = 0
var/info = 0
var/analysed = 0
/obj/item/weapon/virusdish/attackby(var/obj/item/weapon/W as obj,var/mob/living/carbon/user as mob)
if(istype(W,/obj/item/weapon/hand_labeler))
return
..()
if(prob(50))
user << "The dish shatters"
if(virus2.infectionchance > 0)
infect_virus2(user,virus2)
del src
/obj/item/weapon/virusdish/examine()
usr << "This is a virus containment dish"
if(src.info)
usr << "It has the following information about its contents"
usr << src.info
@@ -1,30 +0,0 @@
/obj/machinery/disease2/monkeycloner
name = "Monkey dispensor"
icon = 'cloning.dmi'
icon_state = "pod_0"
density = 1
anchored = 1
var/cloning = 0
/obj/machinery/disease2/monkeycloner/attack_hand()
if(!cloning)
cloning = 150
icon_state = "pod_g"
/obj/machinery/disease2/monkeycloner/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
if(cloning)
cloning -= 1
if(!cloning)
new /mob/living/carbon/monkey(src.loc)
icon_state = "pod_0"
return
-12
View File
@@ -1,12 +0,0 @@
var/list/prob_G_list = list()
/proc/probG(var/define,var/everyother)
if(prob_G_list["[define]"])
prob_G_list["[define]"] += 1
if(prob_G_list["[define]"] == everyother)
prob_G_list["[define]"] = 0
return 1
else
(prob_G_list["[define]"]) = 0
(prob_G_list["[define]"]) = rand(1,everyother-1)
return 0