mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-23 08:41:43 +00:00
the-strength-of-this-world-fades
This commit is contained in:
@@ -55331,7 +55331,7 @@
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},
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/area/crew_quarters/captain)
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"bUZ" = (
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/obj/structure/displaycase/captains_laser,
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/obj/structure/displaycase/captain,
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/turf/simulated/floor/plasteel{
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icon_state = "grimy"
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},
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@@ -91580,7 +91580,7 @@
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dir = 1;
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on = 1
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},
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/obj/structure/lamarr,
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/obj/structure/displaycase/labcage,
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/obj/effect/decal/warning_stripes/yellow,
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/turf/simulated/floor/plasteel,
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/area/crew_quarters/hor)
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@@ -43111,7 +43111,7 @@
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layer = 4;
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pixel_y = 32
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},
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/obj/structure/displaycase/captains_laser,
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/obj/structure/displaycase/captain,
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/turf/simulated/floor/wood,
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/area/crew_quarters/captain{
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name = "\improper Captain's Quarters"
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@@ -75994,7 +75994,7 @@
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name = "Aft Maintenance"
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})
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"cze" = (
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/obj/structure/lamarr,
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/obj/structure/displaycase/labcage,
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/obj/machinery/light/small{
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dir = 1
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},
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@@ -167,7 +167,7 @@
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/turf/simulated/floor/wood,
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/area/ruin/powered/snow_cabin)
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"aL" = (
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/obj/structure/displaycase/lavaland_winter,
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/obj/structure/displaycase/captain,
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/turf/simulated/floor/wood,
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/area/ruin/powered/snow_cabin)
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"aM" = (
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@@ -42190,7 +42190,7 @@
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/turf/simulated/floor/plasteel,
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/area/crew_quarters/locker)
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"bAc" = (
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/obj/structure/displaycase/captains_laser,
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/obj/structure/displaycase/captain,
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/turf/simulated/floor/wood,
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/area/crew_quarters/captain)
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"bAd" = (
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@@ -56043,7 +56043,7 @@
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},
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/area/crew_quarters/hor)
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"bYB" = (
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/obj/structure/lamarr,
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/obj/structure/displaycase/labcage,
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/obj/effect/decal/warning_stripes/east,
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/turf/simulated/floor/plasteel{
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icon_state = "white"
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@@ -32,6 +32,15 @@
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#define PLASTIC_FLAPS_NORMAL 0
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#define PLASTIC_FLAPS_DETACHED 1
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//other construction-related things
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//windows affected by nar-sie turn this color.
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@@ -60,13 +60,13 @@
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return
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/obj/structure/blob/core/update_icon()
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if(health <= 0)
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qdel(src)
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return
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// update_icon is called when health changes so... call update_health in the overmind
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cut_overlays()
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color = null
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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overmind.update_health_hud()
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return
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_core_overlay"))
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/obj/structure/blob/core/RegenHealth()
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return // Don't regen, we handle it in Life()
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@@ -78,7 +78,7 @@
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if(resource_delay <= world.time)
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resource_delay = world.time + 10 // 1 second
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overmind.add_points(point_rate)
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health = min(initial(health), health + 1)
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obj_integrity = min(max_integrity, obj_integrity + 1)
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if(overmind)
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overmind.update_health_hud()
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if(overmind)
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@@ -8,10 +8,6 @@
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var/max_spores = 3
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var/spore_delay = 0
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/obj/structure/blob/factory/update_icon()
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if(health <= 0)
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qdel(src)
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/obj/structure/blob/factory/Destroy()
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for(var/mob/living/simple_animal/hostile/blob/blobspore/spore in spores)
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if(spore.factory == src)
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@@ -35,11 +35,14 @@
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else
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for(var/i = 1; i < 8; i += i)
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Pulse(5, i, color)
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health = min(initial(health), health + 1)
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obj_integrity = min(max_integrity, obj_integrity + 1)
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color = null
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/obj/structure/blob/node/update_icon()
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if(health <= 0)
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qdel(src)
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return
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return
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cut_overlays()
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color = null
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_node_overlay"))
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@@ -6,10 +6,6 @@
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point_return = 12
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var/resource_delay = 0
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/obj/structure/blob/resource/update_icon()
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if(health <= 0)
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qdel(src)
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/obj/structure/blob/resource/run_action()
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if(resource_delay > world.time)
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return
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@@ -2,14 +2,14 @@
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name = "storage blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_resource"
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health = 30
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max_integrity = 30
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fire_resist = 2
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point_return = 12
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/obj/structure/blob/storage/update_icon()
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if(health <= 0 && !QDELETED(src))
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/obj/structure/blob/storage/obj_destruction(damage_flag)
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if(overmind)
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overmind.max_blob_points -= 50
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qdel(src)
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..()
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/obj/structure/blob/storage/proc/update_max_blob_points(var/new_point_increase)
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if(overmind)
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@@ -10,25 +10,20 @@
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max_integrity = 30
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
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var/health = 30
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var/health_timestamp = 0
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var/brute_resist = 4
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var/fire_resist = 1
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var/brute_resist = 0.5 //multiplies brute damage by this
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var/fire_resist = 1 //multiplies burn damage by this
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var/atmosblock = FALSE //if the blob blocks atmos and heat spread
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var/mob/camera/blob/overmind
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/obj/structure/blob/New(loc)
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..()
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blobs += src
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src.dir = pick(1, 2, 4, 8)
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src.update_icon()
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..(loc)
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for(var/atom/A in loc)
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A.blob_act(src)
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setDir(pick(cardinal))
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update_icon()
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if(atmosblock)
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air_update_turf(1)
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return
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ConsumeTile()
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/obj/structure/blob/Destroy()
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if(atmosblock)
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@@ -58,6 +53,12 @@
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var/atom/movable/mover = caller
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. = . || mover.checkpass(PASSBLOB)
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/obj/structure/blob/update_icon() //Updates color based on overmind color if we have an overmind.
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if(overmind)
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add_atom_colour(overmind.blob_reagent_datum.color, FIXED_COLOUR_PRIORITY)
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else
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remove_atom_colour(FIXED_COLOUR_PRIORITY)
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/obj/structure/blob/process()
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Life()
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return
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@@ -72,8 +73,8 @@
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// All blobs heal over time when pulsed, but it has a cool down
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if(health_timestamp > world.time)
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return 0
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if(health < initial(health))
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health++
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if(obj_integrity < max_integrity)
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obj_integrity = min(max_integrity, obj_integrity + 1)
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update_icon()
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health_timestamp = world.time + 10 // 1 seconds
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@@ -112,9 +113,15 @@
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/obj/structure/blob/proc/run_action()
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return 0
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/obj/structure/blob/proc/ConsumeTile()
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for(var/atom/A in loc)
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A.blob_act(src)
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if(iswallturf(loc))
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loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it
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/obj/structure/blob/proc/expand(var/turf/T = null, var/prob = 1, var/a_color)
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if(prob && !prob(health)) return
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if(prob && !prob(obj_integrity))
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return
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if(istype(T, /turf/space) && prob(75)) return
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if(!T)
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var/list/dirs = list(1,2,4,8)
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@@ -126,7 +133,7 @@
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else T = null
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if(!T) return 0
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var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(src.health, 30))
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var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(obj_integrity, 30))
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B.color = a_color
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B.density = 1
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if(T.Enter(B,src))//Attempt to move into the tile
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@@ -152,15 +159,6 @@
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/obj/structure/blob/hulk_damage()
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return 15
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/obj/structure/blob/attackby(var/obj/item/W, var/mob/living/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
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visible_message("<span class='danger'>[user] has attacked the [src.name] with \the [W]!</span>")
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if(W.damtype == BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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take_damage(W.force, W.damtype)
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/obj/structure/blob/attack_animal(mob/living/simple_animal/M)
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if(ROLE_BLOB in M.faction) //sorry, but you can't kill the blob as a blobbernaut
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return
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@@ -248,17 +246,3 @@
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name = "dead blob"
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desc = "A thick wall of lifeless tendrils."
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brute_resist = 0.25
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/* // Used to create the glow sprites. Remember to set the animate loop to 1, instead of infinite!
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var/datum/blob_colour/B = new()
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/datum/blob_colour/New()
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..()
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var/icon/I = 'icons/mob/blob.dmi'
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I += rgb(35, 35, 0)
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if(isfile("icons/mob/blob_result.dmi"))
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fdel("icons/mob/blob_result.dmi")
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fcopy(I, "icons/mob/blob_result.dmi")
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*/
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@@ -24,7 +24,6 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
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/datum/job/captain/announce(mob/living/carbon/human/H)
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. = ..()
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captain_announcement.Announce("All hands, Captain [H.real_name] on deck!")
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updateDisplaycase(H)
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/datum/outfit/job/captain
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name = "Captain"
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@@ -11,14 +11,14 @@
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||||
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/obj/machinery/pdapainter/update_icon()
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overlays.Cut()
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cut_overlays()
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if(stat & BROKEN)
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icon_state = "[initial(icon_state)]-broken"
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return
|
||||
|
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if(storedpda)
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overlays += "[initial(icon_state)]-closed"
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add_overlay("[initial(icon_state)]-closed")
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|
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if(powered())
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icon_state = initial(icon_state)
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@@ -75,6 +75,24 @@
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P.forceMove(src)
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P.add_fingerprint(user)
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update_icon()
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else if(iswelder(I) && user.a_intent != INTENT_HARM)
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var/obj/item/weldingtool/WT = I
|
||||
if(stat & BROKEN)
|
||||
if(WT.remove_fuel(0,user))
|
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user.visible_message("[user] is repairing [src].", \
|
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"<span class='notice'>You begin repairing [src]...</span>", \
|
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"<span class='italics'>You hear welding.</span>")
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
if(do_after(user,40*WT.toolspeed, 1, target = src))
|
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if(!WT.isOn() || !(stat & BROKEN))
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
stat &= ~BROKEN
|
||||
obj_integrity = max_integrity
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -48,7 +48,6 @@ var/datum/canister_icons/canister_icon_container = new()
|
||||
icon = 'icons/obj/atmos.dmi'
|
||||
icon_state = "yellow"
|
||||
density = 1
|
||||
var/health = 100.0
|
||||
flags = CONDUCT
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
|
||||
max_integrity = 250
|
||||
@@ -265,6 +264,22 @@ update_flag
|
||||
return
|
||||
canister_break()
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/attackby(obj/item/I, mob/user, params)
|
||||
if(user.a_intent != INTENT_HARM && iswelder(I))
|
||||
var/obj/item/weldingtool/WT = I
|
||||
if(stat & BROKEN)
|
||||
if(!WT.remove_fuel(0, user))
|
||||
return
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
to_chat(user, "<span class='notice'>You begin cutting [src] apart...</span>")
|
||||
if(do_after(user, 30, target = src))
|
||||
deconstruct(TRUE)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You cannot slice [src] apart when it isn't broken.</span>")
|
||||
return TRUE
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/proc/canister_break()
|
||||
disconnect()
|
||||
var/datum/gas_mixture/expelled_gas = air_contents.remove(air_contents.total_moles())
|
||||
@@ -336,19 +351,6 @@ update_flag
|
||||
return GM.return_pressure()
|
||||
return 0
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/attackby(var/obj/item/W as obj, var/mob/user as mob, params)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
if(iswelder(W) && src.destroyed)
|
||||
if(weld(W, user))
|
||||
to_chat(user, "<span class='notice'>You salvage whats left of \the [src]</span>")
|
||||
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(src.loc)
|
||||
M.amount = 3
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/wrench) && !istype(W, /obj/item/tank) && !istype(W, /obj/item/analyzer) && !istype(W, /obj/item/pda))
|
||||
return ..()
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/replace_tank(mob/living/user, close_valve)
|
||||
. = ..()
|
||||
if(.)
|
||||
|
||||
@@ -12,8 +12,6 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
anchored = FALSE
|
||||
materials = list(MAT_METAL=400, MAT_GLASS=250)
|
||||
max_integrity = 150
|
||||
can_be_hit = TRUE
|
||||
// Motion, EMP-Proof, X-Ray
|
||||
var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/analyzer)
|
||||
var/list/upgrades = list()
|
||||
|
||||
@@ -16,89 +16,96 @@
|
||||
QDEL_NULL(brain)
|
||||
return ..()
|
||||
|
||||
/obj/structure/AIcore/attackby(obj/item/P as obj, mob/user as mob, params)
|
||||
switch(state)
|
||||
if(0)
|
||||
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
|
||||
if(istype(P, /obj/item/wrench))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
if(do_after(user, 20 * P.toolspeed, target = src))
|
||||
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
|
||||
anchored = 1
|
||||
state = 1
|
||||
if(istype(P, /obj/item/weldingtool))
|
||||
return default_unfasten_wrench(user, P, 20)
|
||||
if(!anchored)
|
||||
if(iswelder(P))
|
||||
if(state != EMPTY_CORE)
|
||||
to_chat(user, "<span class='warning'>The core must be empty to deconstruct it!</span>")
|
||||
return
|
||||
var/obj/item/weldingtool/WT = P
|
||||
if(!WT.isOn())
|
||||
to_chat(user, "The welder must be on for this task.")
|
||||
to_chat(user, "<span class='warning'>The welder must be on for this task!</span>")
|
||||
return
|
||||
playsound(loc, WT.usesound, 50, 1)
|
||||
if(do_after(user, 20 * WT.toolspeed, target = src))
|
||||
if(!src || !WT.remove_fuel(0, user)) return
|
||||
to_chat(user, "<span class='notice'>You start to deconstruct the frame...</span>")
|
||||
if(do_after(user, 20*P.toolspeed, target = src) && src && state == EMPTY_CORE && WT && WT.remove_fuel(0, user))
|
||||
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
|
||||
new /obj/item/stack/sheet/plasteel(loc, 4)
|
||||
qdel(src)
|
||||
if(1)
|
||||
if(istype(P, /obj/item/wrench))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
if(do_after(user, 20 * P.toolspeed, target = src))
|
||||
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
|
||||
anchored = 0
|
||||
state = 0
|
||||
if(istype(P, /obj/item/circuitboard/aicore) && !circuit)
|
||||
deconstruct(TRUE)
|
||||
return
|
||||
else
|
||||
switch(state)
|
||||
if(EMPTY_CORE)
|
||||
if(istype(P, /obj/item/circuitboard/aicore))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
|
||||
icon_state = "1"
|
||||
update_icon()
|
||||
state = CIRCUIT_CORE
|
||||
P.forceMove(src)
|
||||
circuit = P
|
||||
user.drop_item()
|
||||
P.loc = src
|
||||
if(istype(P, /obj/item/screwdriver) && circuit)
|
||||
return
|
||||
if(CIRCUIT_CORE)
|
||||
if(isscrewdriver(P))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
|
||||
state = 2
|
||||
icon_state = "2"
|
||||
if(istype(P, /obj/item/crowbar) && circuit)
|
||||
state = SCREWED_CORE
|
||||
update_icon()
|
||||
return
|
||||
if(iscrowbar(P))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
|
||||
state = 1
|
||||
icon_state = "0"
|
||||
circuit.loc = loc
|
||||
state = EMPTY_CORE
|
||||
update_icon()
|
||||
circuit.forceMove(loc)
|
||||
circuit = null
|
||||
if(2)
|
||||
if(istype(P, /obj/item/screwdriver) && circuit)
|
||||
return
|
||||
if(SCREWED_CORE)
|
||||
if(iswirecutter(P) && circuit)
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
|
||||
state = 1
|
||||
icon_state = "1"
|
||||
state = CIRCUIT_CORE
|
||||
update_icon()
|
||||
return
|
||||
if(istype(P, /obj/item/stack/cable_coil))
|
||||
if(P:amount >= 5)
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
if(do_after(user, 20 * P.toolspeed, target = src))
|
||||
P:amount -= 5
|
||||
if(!P:amount) qdel(P)
|
||||
var/obj/item/stack/cable_coil/C = P
|
||||
if(C.get_amount() >= 5)
|
||||
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
|
||||
if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
|
||||
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
|
||||
state = 3
|
||||
icon_state = "3"
|
||||
if(3)
|
||||
if(istype(P, /obj/item/wirecutters))
|
||||
state = CABLED_CORE
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the AI core!</span>")
|
||||
return
|
||||
if(CABLED_CORE)
|
||||
if(iswirecutter(P))
|
||||
if(brain)
|
||||
to_chat(user, "Get that brain out of there first")
|
||||
to_chat(user, "<span class='warning'>Get that [brain.name] out of there first!</span>")
|
||||
else
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You remove the cables.</span>")
|
||||
state = 2
|
||||
icon_state = "2"
|
||||
state = SCREWED_CORE
|
||||
update_icon()
|
||||
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
|
||||
A.amount = 5
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/stack/sheet/rglass))
|
||||
if(P:amount >= 2)
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
if(do_after(user, 20 * P.toolspeed, target = src))
|
||||
if(P)
|
||||
P:amount -= 2
|
||||
if(!P:amount) qdel(P)
|
||||
var/obj/item/stack/sheet/rglass/G = P
|
||||
if(G.get_amount() >= 2)
|
||||
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
|
||||
if(do_after(user, 20, target = src) && state == CABLED_CORE && G.use(2))
|
||||
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
|
||||
state = 4
|
||||
icon_state = "4"
|
||||
state = GLASS_CORE
|
||||
update_icon()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need two sheets of reinforced glass to insert them into the AI core!</span>")
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/aiModule/purge))
|
||||
laws.clear_inherent_laws()
|
||||
@@ -118,52 +125,58 @@
|
||||
return
|
||||
laws = M.laws
|
||||
|
||||
if(istype(P, /obj/item/mmi))
|
||||
if(!P:brainmob)
|
||||
if(istype(P, /obj/item/mmi) && !brain)
|
||||
var/obj/item/mmi/M = P
|
||||
if(!M.brainmob)
|
||||
to_chat(user, "<span class='warning'>Sticking an empty [P] into the frame would sort of defeat the purpose.</span>")
|
||||
return
|
||||
if(P:brainmob.stat == 2)
|
||||
if(M.brainmob.stat == DEAD)
|
||||
to_chat(user, "<span class='warning'>Sticking a dead [P] into the frame would sort of defeat the purpose.</span>")
|
||||
return
|
||||
|
||||
if(jobban_isbanned(P:brainmob, "AI") || jobban_isbanned(P:brainmob,"nonhumandept"))
|
||||
if(!M.brainmob.client)
|
||||
to_chat(user, "<span class='warning'>Sticking an inactive [M.name] into the frame would sort of defeat the purpose.</span>")
|
||||
return
|
||||
|
||||
if(jobban_isbanned(M.brainmob, "AI") || jobban_isbanned(M.brainmob, "nonhumandept"))
|
||||
to_chat(user, "<span class='warning'>This [P] does not seem to fit.</span>")
|
||||
return
|
||||
|
||||
if(!M.brainmob.mind)
|
||||
to_chat(user, "<span class='warning'>This [M.name] is mindless!</span>")
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/mmi/syndie))
|
||||
to_chat(user, "<span class='warning'>This MMI does not seem to fit!</span>")
|
||||
return
|
||||
|
||||
if(P:brainmob.mind)
|
||||
SSticker.mode.remove_cultist(P:brainmob.mind, 1)
|
||||
SSticker.mode.remove_revolutionary(P:brainmob.mind, 1)
|
||||
if(!user.drop_item())
|
||||
return
|
||||
|
||||
user.drop_item()
|
||||
P.loc = src
|
||||
brain = P
|
||||
to_chat(usr, "Added [P].")
|
||||
icon_state = "3b"
|
||||
M.forceMove(src)
|
||||
brain = M
|
||||
to_chat(user, "<span class='notice'>You add [M.name] to the frame.</span>")
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/crowbar) && brain)
|
||||
if(iscrowbar(P) && brain)
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You remove the brain.</span>")
|
||||
brain.loc = loc
|
||||
brain.forceMove(loc)
|
||||
brain = null
|
||||
icon_state = "3"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(4)
|
||||
if(GLASS_CORE)
|
||||
if(istype(P, /obj/item/crowbar))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
|
||||
state = 3
|
||||
if(brain)
|
||||
icon_state = "3b"
|
||||
else
|
||||
icon_state = "3"
|
||||
state = CABLED_CORE
|
||||
update_icon()
|
||||
new /obj/item/stack/sheet/rglass(loc, 2)
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/screwdriver))
|
||||
if(isscrewdriver(P))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
|
||||
if(!brain)
|
||||
@@ -172,16 +185,51 @@
|
||||
if(open_for_latejoin)
|
||||
empty_playable_ai_cores += D
|
||||
else
|
||||
if(brain.brainmob.mind)
|
||||
SSticker.mode.remove_cultist(brain.brainmob.mind, 1)
|
||||
SSticker.mode.remove_revolutionary(brain.brainmob.mind, 1)
|
||||
|
||||
var/mob/living/silicon/ai/A = new /mob/living/silicon/ai(loc, laws, brain)
|
||||
if(A) //if there's no brain, the mob is deleted and a structure/AIcore is created
|
||||
A.rename_self("AI", 1)
|
||||
feedback_inc("cyborg_ais_created",1)
|
||||
qdel(src)
|
||||
|
||||
if(AI_READY_CORE)
|
||||
if(istype(P, /obj/item/aicard))
|
||||
P.transfer_ai("INACTIVE", "AICARD", src, user)
|
||||
return
|
||||
|
||||
if(isscrewdriver(P))
|
||||
playsound(loc, P.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
|
||||
state = GLASS_CORE
|
||||
update_icon()
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/structure/AIcore/update_icon()
|
||||
switch(state)
|
||||
if(EMPTY_CORE)
|
||||
icon_state = "0"
|
||||
if(CIRCUIT_CORE)
|
||||
icon_state = "1"
|
||||
if(SCREWED_CORE)
|
||||
icon_state = "2"
|
||||
if(CABLED_CORE)
|
||||
if(brain)
|
||||
icon_state = "3b"
|
||||
else
|
||||
icon_state = "3"
|
||||
if(GLASS_CORE)
|
||||
icon_state = "4"
|
||||
if(AI_READY_CORE)
|
||||
icon_state = "ai-empty"
|
||||
|
||||
/obj/structure/AIcore/deconstruct(disassembled = TRUE)
|
||||
if(state == 4)
|
||||
if(state == GLASS_CORE)
|
||||
new /obj/item/stack/sheet/rglass(loc, 2)
|
||||
if(state >= 3)
|
||||
if(state >= CABLED_CORE)
|
||||
new /obj/item/stack/cable_coil(loc, 5)
|
||||
if(circuit)
|
||||
circuit.forceMove(loc)
|
||||
@@ -190,41 +238,20 @@
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/AIcore/deactivated
|
||||
name = "Inactive AI"
|
||||
icon = 'icons/mob/AI.dmi'
|
||||
name = "inactive AI"
|
||||
icon_state = "ai-empty"
|
||||
anchored = 1
|
||||
state = 20//So it doesn't interact based on the above. Not really necessary.
|
||||
anchored = TRUE
|
||||
state = AI_READY_CORE
|
||||
|
||||
/obj/structure/AIcore/deactivated/New()
|
||||
..()
|
||||
circuit = new(src)
|
||||
|
||||
/obj/structure/AIcore/deactivated/Destroy()
|
||||
if(src in empty_playable_ai_cores)
|
||||
empty_playable_ai_cores -= src
|
||||
return ..()
|
||||
|
||||
/obj/structure/AIcore/deactivated/attackby(var/obj/item/W, var/mob/user, params)
|
||||
if(istype(W, /obj/item/aicard))//Is it?
|
||||
var/obj/item/aicard/card = W
|
||||
card.transfer_ai("INACTIVE","AICARD",src,user)
|
||||
else if(istype(W, /obj/item/wrench))
|
||||
if(anchored)
|
||||
user.visible_message("<span class='notice'>\The [user] starts to unbolt \the [src] from the plating...</span>")
|
||||
if(!do_after(user, 40 * W.toolspeed, target = src))
|
||||
user.visible_message("<span class='notice'>\The [user] decides not to unbolt \the [src].</span>")
|
||||
return
|
||||
user.visible_message("<span class='notice'>\The [user] finishes unfastening \the [src]!</span>")
|
||||
anchored = 0
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='notice'>\The [user] starts to bolt \the [src] to the plating...</span>")
|
||||
if(!do_after(user, 40 * W.toolspeed, target = src))
|
||||
user.visible_message("<span class='notice'>\The [user] decides not to bolt \the [src].</span>")
|
||||
return
|
||||
user.visible_message("<span class='notice'>\The [user] finishes fastening down \the [src]!</span>")
|
||||
anchored = 1
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
/client/proc/empty_ai_core_toggle_latejoin()
|
||||
set name = "Toggle AI Core Latejoin"
|
||||
set category = "Admin"
|
||||
@@ -258,7 +285,7 @@ That prevents a few funky behaviors.
|
||||
//The type of interaction, the player performing the operation, the AI itself, and the card object, if any.
|
||||
|
||||
|
||||
atom/proc/transfer_ai(var/interaction, var/mob/user, var/mob/living/silicon/ai/AI, var/obj/item/aicard/card)
|
||||
atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
|
||||
if(istype(card))
|
||||
if(card.flush)
|
||||
to_chat(user, "<span class='boldannounce'>ERROR</span>: AI flush is in progress, cannot execute transfer protocol.")
|
||||
@@ -266,8 +293,8 @@ atom/proc/transfer_ai(var/interaction, var/mob/user, var/mob/living/silicon/ai/A
|
||||
return 1
|
||||
|
||||
|
||||
/obj/structure/AIcore/deactivated/transfer_ai(var/interaction, var/mob/user, var/mob/living/silicon/ai/AI, var/obj/item/aicard/card)
|
||||
if(!..())
|
||||
/obj/structure/AIcore/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
|
||||
if(state != AI_READY_CORE || !..())
|
||||
return
|
||||
//Transferring a carded AI to a core.
|
||||
if(interaction == AI_TRANS_FROM_CARD)
|
||||
|
||||
@@ -89,17 +89,6 @@
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the frame.</span>")
|
||||
return
|
||||
else if(istype(P, /obj/item/stack/sheet/glass))
|
||||
var/obj/item/stack/sheet/glass/G = P
|
||||
if(G.amount < 5)
|
||||
to_chat(user, "<span class='warning'>You do not have enough glass to build a display case.</span>")
|
||||
return
|
||||
G.use(5)
|
||||
to_chat(user, "<span class='notice'>You add the glass to the frame.</span>")
|
||||
playsound(get_turf(src), G.usesound, 50, 1)
|
||||
new /obj/structure/displaycase_frame(src.loc)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(istype(P, /obj/item/wrench))
|
||||
playsound(src.loc, P.usesound, 75, 1)
|
||||
|
||||
@@ -97,7 +97,6 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
|
||||
var/obj/item/photo/photo = null
|
||||
var/channel_name = "" //the feed channel which will be receiving the feed, or being created
|
||||
var/c_locked = 0 //Will our new channel be locked to public submissions?
|
||||
var/hitstaken = 0 //Death at 3 hits from an item with force>=15
|
||||
var/datum/feed_channel/viewing_channel = null
|
||||
var/silence = 0
|
||||
var/temp = null
|
||||
@@ -574,35 +573,36 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
|
||||
to_chat(user, "<span class='notice'>Now [anchored ? "un" : ""]securing [name]</span>")
|
||||
playsound(loc, I.usesound, 50, 1)
|
||||
if(do_after(user, 60 * I.toolspeed, target = src))
|
||||
new /obj/item/mounted/frame/newscaster_frame(loc)
|
||||
playsound(loc, I.usesound, 50, 1)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
|
||||
if(stat & BROKEN)
|
||||
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 100, 1)
|
||||
visible_message("<span class='danger'>[user.name] further abuses the shattered [name].</span>", null, 5)
|
||||
to_chat(user, "<span class='warning'>The broken remains of [src] fall on the ground.</span>")
|
||||
new /obj/item/stack/sheet/metal(loc, 5)
|
||||
new /obj/item/shard(loc)
|
||||
new /obj/item/shard(loc)
|
||||
else
|
||||
if(istype(I, /obj/item) )
|
||||
var/obj/item/W = I
|
||||
if(W.damtype == STAMINA)
|
||||
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
|
||||
new /obj/item/mounted/frame/newscaster_frame(loc)
|
||||
qdel(src)
|
||||
else if(iswelder(I) && user.a_intent != INTENT_HARM)
|
||||
var/obj/item/weldingtool/WT = I
|
||||
if(stat & BROKEN)
|
||||
if(WT.remove_fuel(0, user))
|
||||
user.visible_message("[user] is repairing [src].",
|
||||
"<span class='notice'>You begin repairing [src]...</span>",
|
||||
"<span class='italics'>You hear welding.</span>")
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
if(do_after(user,40 * WT.toolspeed, 1, target = src))
|
||||
if(!WT.isOn() || !(stat & BROKEN))
|
||||
return
|
||||
if(W.force < 15)
|
||||
visible_message("<span class='danger'>[user.name] hits the [name] with the [W.name] with no visible effect.</span>", null , 5)
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 100, 1)
|
||||
else
|
||||
hitstaken++
|
||||
if(hitstaken == 3)
|
||||
visible_message("<span class='danger'>[user.name] smashes the [name]!</span>", null, 5)
|
||||
stat |= BROKEN
|
||||
playsound(loc, 'sound/effects/Glassbr3.ogg', 100, 1)
|
||||
else
|
||||
visible_message("<span class='danger'>[user.name] forcefully slams the [name] with the [I.name]!</span>", null, 5)
|
||||
playsound(loc, 'sound/effects/glasshit.ogg', 100, 1)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>This does nothing.</span>")
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
obj_integrity = max_integrity
|
||||
stat &= ~BROKEN
|
||||
update_icon()
|
||||
..()
|
||||
else
|
||||
to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/machinery/newscaster/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
|
||||
@@ -20,8 +20,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
|
||||
can_be_hit = FALSE
|
||||
suicidal_hands = TRUE
|
||||
|
||||
var/r_speed = 1.0
|
||||
var/health = null
|
||||
var/hitsound = null
|
||||
var/usesound = null
|
||||
var/throwhitsound
|
||||
|
||||
@@ -1,133 +1,94 @@
|
||||
/obj/item/ashtray
|
||||
icon = 'icons/ashtray.dmi'
|
||||
var/
|
||||
max_butts = 0
|
||||
empty_desc = ""
|
||||
icon_empty = ""
|
||||
icon_half = ""
|
||||
icon_full = ""
|
||||
icon_broken = ""
|
||||
var/max_butts = 0
|
||||
var/icon_half = ""
|
||||
var/icon_full = ""
|
||||
|
||||
/obj/item/ashtray/New()
|
||||
..()
|
||||
src.pixel_y = rand(-5, 5)
|
||||
src.pixel_x = rand(-6, 6)
|
||||
return
|
||||
/obj/item/ashtray/Initialize(mapload)
|
||||
. = ..()
|
||||
pixel_y = rand(-5, 5)
|
||||
pixel_x = rand(-6, 6)
|
||||
|
||||
/obj/item/ashtray/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
if(health < 1)
|
||||
return
|
||||
if(istype(W,/obj/item/cigbutt) || istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/match))
|
||||
/obj/item/ashtray/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/cigbutt) || istype(I, /obj/item/clothing/mask/cigarette) || istype(I, /obj/item/match))
|
||||
if(contents.len >= max_butts)
|
||||
to_chat(user, "This ashtray is full.")
|
||||
return
|
||||
user.unEquip(W)
|
||||
W.loc = src
|
||||
if(!user.unEquip(I))
|
||||
return
|
||||
I.forceMove(src)
|
||||
|
||||
if(istype(W,/obj/item/clothing/mask/cigarette))
|
||||
var/obj/item/clothing/mask/cigarette/cig = W
|
||||
if(istype(I, /obj/item/clothing/mask/cigarette))
|
||||
var/obj/item/clothing/mask/cigarette/cig = I
|
||||
if(cig.lit == 1)
|
||||
src.visible_message("[user] crushes [cig] in [src], putting it out.")
|
||||
visible_message("[user] crushes [cig] in [src], putting it out.")
|
||||
var/obj/item/butt = new cig.type_butt(src)
|
||||
cig.transfer_fingerprints_to(butt)
|
||||
qdel(cig)
|
||||
else if(cig.lit == 0)
|
||||
to_chat(user, "You place [cig] in [src] without even smoking it. Why would you do that?")
|
||||
|
||||
src.visible_message("[user] places [W] in [src].")
|
||||
user.update_inv_l_hand()
|
||||
user.update_inv_r_hand()
|
||||
visible_message("[user] places [I] in [src].")
|
||||
add_fingerprint(user)
|
||||
if(contents.len == max_butts)
|
||||
icon_state = icon_full
|
||||
desc = empty_desc + " It's stuffed full."
|
||||
else if(contents.len > max_butts/2)
|
||||
icon_state = icon_half
|
||||
desc = empty_desc + " It's half-filled."
|
||||
update_icon()
|
||||
else
|
||||
health = max(0,health - W.force)
|
||||
to_chat(user, "You hit [src] with [W].")
|
||||
if(health < 1)
|
||||
die()
|
||||
return
|
||||
|
||||
/obj/item/ashtray/throw_impact(atom/hit_atom)
|
||||
if(health > 0)
|
||||
health = max(0,health - 3)
|
||||
if(health < 1)
|
||||
die()
|
||||
return
|
||||
if(contents.len)
|
||||
src.visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
|
||||
for(var/obj/item/clothing/mask/cigarette/O in contents)
|
||||
O.loc = src.loc
|
||||
icon_state = icon_empty
|
||||
return ..()
|
||||
|
||||
/obj/item/ashtray/proc/die()
|
||||
src.visible_message("<span class='warning'>[src] shatters spilling its contents!</span>")
|
||||
for(var/obj/item/clothing/mask/cigarette/O in contents)
|
||||
O.loc = src.loc
|
||||
icon_state = icon_broken
|
||||
/obj/item/ashtray/update_icon()
|
||||
if(contents.len == max_butts)
|
||||
icon_state = icon_full
|
||||
desc = initial(desc) + " It's stuffed full."
|
||||
if(contents.len > max_butts * 0.5)
|
||||
icon_state = icon_half
|
||||
desc = initial(desc) + " It's half-filled."
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
desc = initial(desc)
|
||||
|
||||
/obj/item/ashtray/deconstruct()
|
||||
empty_tray()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/ashtray/proc/empty_tray()
|
||||
for(var/obj/item/I in contents)
|
||||
I.forceMove(loc)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ashtray/throw_impact(atom/hit_atom)
|
||||
if(contents.len)
|
||||
visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
|
||||
empty_tray()
|
||||
return ..()
|
||||
|
||||
/obj/item/ashtray/plastic
|
||||
name = "plastic ashtray"
|
||||
desc = "Cheap plastic ashtray."
|
||||
icon_state = "ashtray_bl"
|
||||
icon_empty = "ashtray_bl"
|
||||
icon_half = "ashtray_half_bl"
|
||||
icon_full = "ashtray_full_bl"
|
||||
icon_broken = "ashtray_bork_bl"
|
||||
max_butts = 14
|
||||
health = 24.0
|
||||
max_butts = 8
|
||||
max_integrity = 8
|
||||
materials = list(MAT_METAL=30, MAT_GLASS=30)
|
||||
empty_desc = "Cheap plastic ashtray."
|
||||
throwforce = 3.0
|
||||
die()
|
||||
..()
|
||||
name = "pieces of plastic"
|
||||
desc = "Pieces of plastic with ash on them."
|
||||
return
|
||||
|
||||
throwforce = 3
|
||||
|
||||
/obj/item/ashtray/bronze
|
||||
name = "bronze ashtray"
|
||||
desc = "Massive bronze ashtray."
|
||||
icon_state = "ashtray_br"
|
||||
icon_empty = "ashtray_br"
|
||||
icon_half = "ashtray_half_br"
|
||||
icon_full = "ashtray_full_br"
|
||||
icon_broken = "ashtray_bork_br"
|
||||
max_butts = 10
|
||||
health = 72.0
|
||||
max_butts = 16
|
||||
max_integrity = 16
|
||||
materials = list(MAT_METAL=80)
|
||||
empty_desc = "Massive bronze ashtray."
|
||||
throwforce = 10.0
|
||||
|
||||
die()
|
||||
..()
|
||||
name = "pieces of bronze"
|
||||
desc = "Pieces of bronze with ash on them."
|
||||
return
|
||||
|
||||
throwforce = 10
|
||||
|
||||
/obj/item/ashtray/glass
|
||||
name = "glass ashtray"
|
||||
desc = "Glass ashtray. Looks fragile."
|
||||
icon_state = "ashtray_gl"
|
||||
icon_empty = "ashtray_gl"
|
||||
icon_half = "ashtray_half_gl"
|
||||
icon_full = "ashtray_full_gl"
|
||||
icon_broken = "ashtray_bork_gl"
|
||||
max_butts = 12
|
||||
health = 12.0
|
||||
max_integrity = 12
|
||||
materials = list(MAT_GLASS=60)
|
||||
empty_desc = "Glass ashtray. Looks fragile."
|
||||
throwforce = 6.0
|
||||
|
||||
die()
|
||||
..()
|
||||
name = "shards of glass"
|
||||
desc = "Shards of glass with ash on them."
|
||||
playsound(src, "shatter", 30, 1)
|
||||
return
|
||||
throwforce = 6
|
||||
@@ -178,6 +178,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
|
||||
new /datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40),
|
||||
new /datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1),
|
||||
new /datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1),
|
||||
new/datum/stack_recipe("display case chassis", /obj/structure/displaycase_chassis, 5, one_per_turf = TRUE, on_floor = TRUE),
|
||||
new /datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40),
|
||||
new /datum/stack_recipe("apiary", /obj/structure/beebox, 40, time = 50),
|
||||
new /datum/stack_recipe("honey frame", /obj/item/honey_frame, 5, time = 10),
|
||||
|
||||
@@ -22,8 +22,7 @@
|
||||
|
||||
for(var/obj/structure/blob/B in hear(8, flashbang_turf)) //Blob damage here
|
||||
var/damage = round(30 / (get_dist(B, get_turf(src)) + 1))
|
||||
B.health -= damage
|
||||
B.update_icon()
|
||||
B.take_damage(damage, BURN, "melee", 0)
|
||||
|
||||
spawn(light_time)
|
||||
qdel(src)
|
||||
|
||||
@@ -31,8 +31,7 @@
|
||||
|
||||
for(var/obj/structure/blob/B in view(8,src))
|
||||
var/damage = round(30/(get_dist(B,src)+1))
|
||||
B.health -= damage
|
||||
B.update_icon()
|
||||
B.take_damage(damage, BURN, "melee", 0)
|
||||
sleep(80)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
var/welded = FALSE
|
||||
var/locked = FALSE
|
||||
var/wall_mounted = 0 //never solid (You can always pass over it)
|
||||
var/health = 100
|
||||
var/lastbang
|
||||
var/cutting_tool = /obj/item/weldingtool
|
||||
var/sound = 'sound/machines/click.ogg'
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
desc = ""
|
||||
locked = 0
|
||||
anchored = 1
|
||||
health = 200
|
||||
req_access = list()
|
||||
layer = 2.9 // ensures the loot they drop always appears on top of them.
|
||||
var/is_armory = FALSE
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
var/icon_broken = "securebroken"
|
||||
var/icon_off = "secureoff"
|
||||
wall_mounted = 0 //never solid (You can always pass over it)
|
||||
health = 200
|
||||
|
||||
/obj/structure/closet/secure_closet/can_open()
|
||||
if(!..())
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "human_male"
|
||||
density = 1
|
||||
anchored = 1
|
||||
health = 0 //destroying the statue kills the mob within
|
||||
max_integrity = 0 //destroying the statue kills the mob within
|
||||
var/intialTox = 0 //these are here to keep the mob from taking damage from things that logically wouldn't affect a rock
|
||||
var/intialFire = 0 //it's a little sloppy I know but it was this or the GODMODE flag. Lesser of two evils.
|
||||
var/intialBrute = 0
|
||||
@@ -20,7 +20,7 @@
|
||||
L.anchored = 0
|
||||
L.forceMove(src)
|
||||
L.disabilities += MUTE
|
||||
health = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
|
||||
max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
|
||||
intialTox = L.getToxLoss()
|
||||
intialFire = L.getFireLoss()
|
||||
intialBrute = L.getBruteLoss()
|
||||
@@ -37,7 +37,7 @@
|
||||
icon_state = "corgi"
|
||||
desc = "If it takes forever, I will wait for you..."
|
||||
|
||||
if(health == 0) //meaning if the statue didn't find a valid target
|
||||
if(max_integrity == 0) //meaning if the statue didn't find a valid target
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
@@ -70,7 +70,7 @@
|
||||
for(var/mob/living/M in src)
|
||||
M.forceMove(loc)
|
||||
M.disabilities -= MUTE
|
||||
M.take_overall_damage((M.health - health - 100),0) //any new damage the statue incurred is transfered to the mob
|
||||
M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
|
||||
|
||||
..()
|
||||
|
||||
@@ -87,16 +87,10 @@
|
||||
/obj/structure/closet/statue/toggle()
|
||||
return
|
||||
|
||||
/obj/structure/closet/statue/proc/check_health()
|
||||
if(health <= 0)
|
||||
/obj/structure/closet/statue/obj_destruction(damage_flag)
|
||||
for(var/mob/M in src)
|
||||
shatter(M)
|
||||
|
||||
/obj/structure/closet/statue/attackby(obj/item/I as obj, mob/user as mob, params)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
health -= I.force
|
||||
visible_message("<span class='warning'>[user] strikes [src] with [I].</span>")
|
||||
check_health()
|
||||
..()
|
||||
|
||||
/obj/structure/closet/statue/MouseDrop_T()
|
||||
return
|
||||
@@ -113,9 +107,8 @@
|
||||
/obj/structure/closet/statue/update_icon()
|
||||
return
|
||||
|
||||
/obj/structure/closet/statue/proc/shatter(mob/user as mob)
|
||||
/obj/structure/closet/statue/proc/shatter(mob/user)
|
||||
if(user)
|
||||
user.dust()
|
||||
dump_contents()
|
||||
visible_message("<span class='warning'>[src] shatters!. </span>")
|
||||
qdel(src)
|
||||
|
||||
@@ -226,7 +226,6 @@
|
||||
var/tamperproof = 0
|
||||
broken = 0
|
||||
locked = 1
|
||||
health = 1000
|
||||
|
||||
/obj/structure/closet/crate/secure/update_icon()
|
||||
..()
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
if(!has_overloaded)
|
||||
overload(TRUE, TRUE)
|
||||
depotarea.reactor = null
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/structure/fusionreactor/ex_act(severity)
|
||||
if(severity < 3)
|
||||
@@ -41,13 +41,15 @@
|
||||
if(iswrench(I))
|
||||
playsound(loc, I.usesound, 50, 1)
|
||||
to_chat(user, "<span class='notice'>The [src] is too well secured to the floor.</span>")
|
||||
else if(isscrewdriver(I))
|
||||
return
|
||||
if(isscrewdriver(I))
|
||||
to_chat(user, "<span class='notice'>You try to screwdriver open [src], but accidentally release some radiation!</span>")
|
||||
if(prob(50))
|
||||
empulse(src, 4, 10)
|
||||
else
|
||||
for(var/mob/living/M in range(10, loc))
|
||||
M.apply_effect(rand(5, 25), IRRADIATE)
|
||||
return
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -1,169 +1,53 @@
|
||||
#define DISPLAYCASE_FRAME_CIRCUIT 0
|
||||
#define DISPLAYCASE_FRAME_SCREWDRIVER 1
|
||||
|
||||
// List and hook used to set up the captain's print on their display case
|
||||
GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
|
||||
/proc/updateDisplaycase(mob/living/carbon/human/captain)
|
||||
if(!GLOB.captain_display_cases.len)
|
||||
return
|
||||
var/fingerprint = captain.get_full_print()
|
||||
for(var/item in GLOB.captain_display_cases)
|
||||
var/obj/structure/displaycase/CASE = item
|
||||
CASE.ue = fingerprint
|
||||
|
||||
/obj/structure/displaycase_frame
|
||||
name = "display case frame"
|
||||
icon = 'icons/obj/stock_parts.dmi'
|
||||
icon_state = "box_glass"
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
var/obj/item/airlock_electronics/circuit = null
|
||||
var/obj/item/assembly/prox_sensor/sensor = null
|
||||
var/state = DISPLAYCASE_FRAME_CIRCUIT
|
||||
|
||||
/obj/structure/displaycase_frame/Destroy()
|
||||
QDEL_NULL(circuit)
|
||||
QDEL_NULL(sensor)
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase_frame/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
var/pstate = state
|
||||
var/turf/T = get_turf(src)
|
||||
switch(state)
|
||||
if(DISPLAYCASE_FRAME_CIRCUIT)
|
||||
if(istype(W, /obj/item/airlock_electronics) && W.icon_state != "door_electronics_smoked")
|
||||
user.drop_item()
|
||||
circuit = W
|
||||
circuit.forceMove(src)
|
||||
state++
|
||||
to_chat(user, "<span class='notice'>You add the airlock electronics to the frame.</span>")
|
||||
playsound(get_turf(src),W.usesound, 50, 1)
|
||||
if(istype(W, /obj/item/crowbar))
|
||||
new /obj/machinery/constructable_frame/machine_frame(T)
|
||||
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(T)
|
||||
G.amount = 5
|
||||
qdel(src)
|
||||
to_chat(user, "<span class='notice'>You pry the glass out of the frame.</span>")
|
||||
playsound(get_turf(src), W.usesound, 50, 1)
|
||||
return
|
||||
|
||||
if(DISPLAYCASE_FRAME_SCREWDRIVER)
|
||||
if(isscrewdriver(W))
|
||||
var/obj/structure/displaycase/C = new(T)
|
||||
if(circuit.one_access)
|
||||
C.req_access = null
|
||||
C.req_one_access = circuit.conf_access
|
||||
else
|
||||
C.req_access = circuit.conf_access
|
||||
C.req_one_access = null
|
||||
if(isprox(sensor))
|
||||
C.burglar_alarm = 1
|
||||
playsound(get_turf(src), W.usesound, 50, 1)
|
||||
qdel(src)
|
||||
return
|
||||
if(istype(W, /obj/item/crowbar))
|
||||
circuit.forceMove(T)
|
||||
circuit = null
|
||||
if(isprox(sensor))
|
||||
sensor.forceMove(T)
|
||||
sensor = null
|
||||
state--
|
||||
to_chat(user, "<span class='notice'>You pry the electronics out of the frame.</span>")
|
||||
playsound(get_turf(src), W.usesound, 50, 1)
|
||||
if(isprox(W) && !isprox(sensor))
|
||||
user.drop_item()
|
||||
sensor = W
|
||||
sensor.forceMove(src)
|
||||
to_chat(user, "<span class='notice'>You add the proximity sensor to the frame.</span>")
|
||||
playsound(src.loc, W.usesound, 50, 1)
|
||||
|
||||
if(pstate != state)
|
||||
pstate = state
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase_frame/update_icon()
|
||||
switch(state)
|
||||
if(1)
|
||||
icon_state = "box_glass_circuit"
|
||||
else
|
||||
icon_state = "box_glass"
|
||||
|
||||
/obj/structure/displaycase
|
||||
name = "display case"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "glassbox20"
|
||||
desc = "A display case for prized possessions. It taunts you to kick it."
|
||||
icon_state = "glassbox0"
|
||||
desc = "A display case for prized possessions."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
resistance_flags = ACID_PROOF
|
||||
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
max_integrity = 200
|
||||
integrity_failure = 50
|
||||
var/health = 30
|
||||
var/obj/item/occupant = null
|
||||
var/destroyed = FALSE
|
||||
var/locked = FALSE
|
||||
var/burglar_alarm = FALSE
|
||||
var/ue = null
|
||||
var/image/occupant_overlay = null
|
||||
var/obj/item/airlock_electronics/circuit
|
||||
var/obj/item/showpiece = null
|
||||
var/alert = TRUE
|
||||
var/open = FALSE
|
||||
var/openable = TRUE
|
||||
var/obj/item/airlock_electronics/electronics
|
||||
var/start_showpiece_type = null //add type for items on display
|
||||
var/alarm_needs_power = TRUE
|
||||
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
|
||||
var/trophy_message = ""
|
||||
|
||||
/obj/structure/displaycase/New()
|
||||
/obj/structure/displaycase/Initialize(mapload)
|
||||
. = ..()
|
||||
if(start_showpieces.len && !start_showpiece_type)
|
||||
var/list/showpiece_entry = pick(start_showpieces)
|
||||
if (showpiece_entry && showpiece_entry["type"])
|
||||
start_showpiece_type = showpiece_entry["type"]
|
||||
if (showpiece_entry["trophy_message"])
|
||||
trophy_message = showpiece_entry["trophy_message"]
|
||||
if(start_showpiece_type)
|
||||
occupant = new start_showpiece_type(src)
|
||||
showpiece = new start_showpiece_type (src)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase/Destroy()
|
||||
dump()
|
||||
QDEL_NULL(circuit)
|
||||
QDEL_NULL(electronics)
|
||||
QDEL_NULL(showpiece)
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/captains_laser
|
||||
name = "captain's display case"
|
||||
desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system."
|
||||
burglar_alarm = TRUE
|
||||
locked = TRUE
|
||||
req_access = list(access_captain)
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
|
||||
/obj/structure/displaycase/captains_laser/Initialize(mapload)
|
||||
. = ..()
|
||||
GLOB.captain_display_cases += src
|
||||
|
||||
/obj/structure/displaycase/captains_laser/Destroy()
|
||||
GLOB.captain_display_cases -= src
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/lavaland_winter
|
||||
burglar_alarm = TRUE
|
||||
locked = TRUE
|
||||
req_access = list(access_cent_specops)
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
|
||||
/obj/structure/displaycase/stechkin
|
||||
name = "officer's display case"
|
||||
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
|
||||
locked = 1
|
||||
req_access = list(access_syndicate_command)
|
||||
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
|
||||
|
||||
/obj/structure/displaycase/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>Peering through the glass, you see that it contains:</span>"
|
||||
if(occupant)
|
||||
. += "[bicon(occupant)] <span class='notice'>\A [occupant].</span>"
|
||||
else
|
||||
. += "Nothing."
|
||||
if(alert)
|
||||
. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
|
||||
if(showpiece)
|
||||
. += "<span class='notice'>There's [showpiece] inside.</span>"
|
||||
if(trophy_message)
|
||||
. += "The plaque reads:\n [trophy_message]"
|
||||
|
||||
/obj/structure/displaycase/proc/dump()
|
||||
if(occupant)
|
||||
occupant.forceMove(get_turf(src))
|
||||
occupant = null
|
||||
occupant_overlay = null
|
||||
if(showpiece)
|
||||
showpiece.forceMove(loc)
|
||||
showpiece = null
|
||||
|
||||
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
@@ -176,8 +60,8 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
if(!(flags & NODECONSTRUCT))
|
||||
dump()
|
||||
if(!disassembled)
|
||||
new /obj/item/shard( src.loc )
|
||||
burglar_alarm()
|
||||
new /obj/item/shard(loc)
|
||||
trigger_alarm()
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/displaycase/obj_break(damage_flag)
|
||||
@@ -187,30 +71,10 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
new /obj/item/shard( src.loc )
|
||||
playsound(src, "shatter", 70, TRUE)
|
||||
update_icon()
|
||||
burglar_alarm()
|
||||
trigger_alarm()
|
||||
|
||||
/obj/structure/displaycase/proc/healthcheck()
|
||||
if(src.health <= 0)
|
||||
health = 0
|
||||
if(!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/shard(loc)
|
||||
playsound(get_turf(src), "shatter", 70, 1)
|
||||
update_icon()
|
||||
spawn(0)
|
||||
if(!alarm_needs_power)
|
||||
burglar_alarm()
|
||||
else
|
||||
var/area/a = get_area(src)
|
||||
if(isarea(a) && a.power_equip)
|
||||
burglar_alarm()
|
||||
else
|
||||
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/displaycase/proc/burglar_alarm()
|
||||
if(burglar_alarm && is_station_contact(z))
|
||||
/obj/structure/displaycase/proc/trigger_alarm()
|
||||
if(alert && is_station_contact(z))
|
||||
var/area/alarmed = get_area(src)
|
||||
alarmed.burglaralert(src)
|
||||
visible_message("<span class='danger'>The burglar alarm goes off!</span>")
|
||||
@@ -220,130 +84,153 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
|
||||
sleep(74) // 7.4 seconds long
|
||||
|
||||
/obj/structure/displaycase/update_icon()
|
||||
if(destroyed)
|
||||
icon_state = "glassbox2b"
|
||||
var/icon/I
|
||||
if(open)
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
|
||||
else
|
||||
icon_state = "glassbox2[locked]"
|
||||
overlays = 0
|
||||
if(occupant)
|
||||
var/icon/occupant_icon=getFlatIcon(occupant)
|
||||
occupant_icon.Scale(16,16)
|
||||
occupant_overlay = image(occupant_icon)
|
||||
occupant_overlay.pixel_x = 8
|
||||
occupant_overlay.pixel_y = 8
|
||||
if(locked)
|
||||
occupant_overlay.alpha = 128
|
||||
overlays += occupant_overlay
|
||||
return
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassbox0")
|
||||
if(broken)
|
||||
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
|
||||
if(showpiece)
|
||||
var/icon/S = getFlatIcon(showpiece)
|
||||
S.Scale(17, 17)
|
||||
I.Blend(S,ICON_UNDERLAY,8,8)
|
||||
icon = I
|
||||
|
||||
/obj/structure/displaycase/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
if(istype(W, /obj/item/card))
|
||||
var/obj/item/card/id/I = W
|
||||
if(!check_access(I))
|
||||
/obj/structure/displaycase/attackby(obj/item/I, mob/user, params)
|
||||
if(I.GetID() && !broken && openable)
|
||||
if(allowed(user))
|
||||
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
|
||||
toggle_lock(user)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
locked = !locked
|
||||
if(!locked)
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
|
||||
else
|
||||
to_chat(user, "[bicon(src)] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
|
||||
else if(iswelder(I) && user.a_intent == INTENT_HELP && !broken)
|
||||
var/obj/item/weldingtool/WT = I
|
||||
if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
|
||||
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
|
||||
playsound(loc, WT.usesound, 40, 1)
|
||||
if(do_after(user, 40 * WT.toolspeed, target = src))
|
||||
obj_integrity = max_integrity
|
||||
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
|
||||
update_icon()
|
||||
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
||||
return
|
||||
if(istype(W,/obj/item/crowbar) && (!locked || destroyed))
|
||||
user.visible_message("[user.name] pries \the [src] apart.", \
|
||||
"You pry \the [src] apart.", \
|
||||
"You hear something pop.")
|
||||
var/turf/T = get_turf(src)
|
||||
playsound(T, W.usesound, 50, 1)
|
||||
dump()
|
||||
var/obj/item/airlock_electronics/C = circuit
|
||||
if(!C)
|
||||
C = new (src)
|
||||
C.one_access = !(req_access && req_access.len>0)
|
||||
if(!C.one_access)
|
||||
C.conf_access = req_access
|
||||
else if(!alert && iscrowbar(I) && openable) //Only applies to the lab cage and player made display cases
|
||||
if(broken)
|
||||
if(showpiece)
|
||||
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
|
||||
else
|
||||
C.conf_access = req_one_access
|
||||
|
||||
if(!destroyed)
|
||||
var/obj/structure/displaycase_frame/F = new(T)
|
||||
F.state = DISPLAYCASE_FRAME_SCREWDRIVER
|
||||
F.circuit = C
|
||||
F.circuit.forceMove(F)
|
||||
if(burglar_alarm)
|
||||
new /obj/item/assembly/prox_sensor(T)
|
||||
F.update_icon()
|
||||
else
|
||||
C.forceMove(T)
|
||||
circuit = null
|
||||
new /obj/machinery/constructable_frame/machine_frame(T)
|
||||
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
|
||||
qdel(src)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
|
||||
if(do_after(user, 20 * I.toolspeed, target = src))
|
||||
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
|
||||
toggle_lock(user)
|
||||
else if(open && !showpiece)
|
||||
if(user.drop_item())
|
||||
I.forceMove(src)
|
||||
showpiece = I
|
||||
to_chat(user, "<span class='notice'>You put [I] on display</span>")
|
||||
update_icon()
|
||||
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
|
||||
var/obj/item/stack/sheet/glass/G = I
|
||||
if(G.get_amount() < 2)
|
||||
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
|
||||
return
|
||||
if(W.flags & ABSTRACT)
|
||||
to_chat(user, "<span class='danger'>You can't put this into the case.</span>")
|
||||
return
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(locked && !destroyed)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
else if(!locked)
|
||||
dump()
|
||||
to_chat(user, "<span class='danger'>You smash \the [W] into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
|
||||
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
|
||||
if(do_after(user, 20, target = src))
|
||||
G.use(2)
|
||||
broken = 0
|
||||
obj_integrity = max_integrity
|
||||
update_icon()
|
||||
else
|
||||
if(locked)
|
||||
to_chat(user, "<span class='warning'>It's locked, you can't put anything into it.</span>")
|
||||
return
|
||||
if(!occupant)
|
||||
if(!user.drop_item())
|
||||
to_chat(user, "<span class='notice'>[W] is stuck to you. You cannot put it in [src]!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src], and it floats as the hoverfield activates.</span>")
|
||||
user.drop_item()
|
||||
W.forceMove(src)
|
||||
occupant=W
|
||||
return ..()
|
||||
|
||||
/obj/structure/displaycase/proc/toggle_lock(mob/user)
|
||||
open = !open
|
||||
update_icon()
|
||||
|
||||
/obj/structure/displaycase/attack_hand(mob/user as mob)
|
||||
if(destroyed || (!locked && user.a_intent == INTENT_HARM))
|
||||
if(occupant)
|
||||
dump()
|
||||
to_chat(user, "<span class='danger'>You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
|
||||
src.add_fingerprint(user)
|
||||
update_icon()
|
||||
else
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
/obj/structure/displaycase/attack_hand(mob/user)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
if(showpiece && (broken || open))
|
||||
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
|
||||
dump()
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
return
|
||||
else
|
||||
//prevents remote "kicks" with TK
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
user.visible_message("<span class='danger'>[user] kicks the display case.</span>")
|
||||
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
||||
user.visible_message("<span class='danger'>[user.name] kicks \the [src]!</span>", \
|
||||
"<span class='danger'>You kick \the [src]!</span>", \
|
||||
"You hear glass crack.")
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
else if(!locked)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/print = H.get_full_print()
|
||||
if(!ue)
|
||||
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, registering your identity with the case.</span>")
|
||||
ue = print
|
||||
return
|
||||
if(ue != print)
|
||||
to_chat(user, "<span class='warning'>Access denied.</span>")
|
||||
return
|
||||
take_damage(2)
|
||||
|
||||
if(occupant)
|
||||
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case.</span>")
|
||||
dump()
|
||||
update_icon()
|
||||
else
|
||||
to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
|
||||
else
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("[user.name] gently runs [user.p_their()] hands over [src] in appreciation of its contents.", \
|
||||
"You gently run your hands over [src] in appreciation of its contents.", \
|
||||
"You hear someone streaking glass with their greasy hands.")
|
||||
/obj/structure/displaycase_chassis
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
name = "display case chassis"
|
||||
desc = "The wooden base of a display case."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "glassbox_chassis"
|
||||
var/obj/item/airlock_electronics/electronics
|
||||
|
||||
#undef DISPLAYCASE_FRAME_CIRCUIT
|
||||
#undef DISPLAYCASE_FRAME_SCREWDRIVER
|
||||
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
|
||||
if(iswrench(I)) //The player can only deconstruct the wooden frame
|
||||
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
if(do_after(user, 30 * I.toolspeed, target = src))
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
new /obj/item/stack/sheet/wood(get_turf(src), 5)
|
||||
qdel(src)
|
||||
|
||||
else if(istype(I, /obj/item/airlock_electronics))
|
||||
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
|
||||
playsound(src.loc, I.usesound, 50, 1)
|
||||
if(do_after(user, 30, target = src))
|
||||
if(user.drop_item())
|
||||
I.forceMove(src)
|
||||
electronics = I
|
||||
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
|
||||
|
||||
else if(istype(I, /obj/item/stack/sheet/glass))
|
||||
var/obj/item/stack/sheet/glass/G = I
|
||||
if(G.get_amount() < 10)
|
||||
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
|
||||
if(do_after(user, 20, target = src))
|
||||
G.use(10)
|
||||
var/obj/structure/displaycase/display = new(src.loc)
|
||||
if(electronics)
|
||||
electronics.forceMove(display)
|
||||
display.electronics = electronics
|
||||
if(electronics.one_access)
|
||||
display.req_one_access = electronics.conf_access
|
||||
else
|
||||
display.req_access = electronics.conf_access
|
||||
qdel(src)
|
||||
else
|
||||
return ..()
|
||||
|
||||
//The captains display case requiring specops ID access is intentional.
|
||||
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
|
||||
/obj/structure/displaycase/captain
|
||||
alert = TRUE
|
||||
start_showpiece_type = /obj/item/gun/energy/laser/captain
|
||||
req_access = list(access_cent_specops)
|
||||
|
||||
/obj/structure/displaycase/labcage
|
||||
name = "lab cage"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
|
||||
req_access = list(access_rd)
|
||||
|
||||
/obj/structure/displaycase/stechkin
|
||||
name = "officer's display case"
|
||||
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
|
||||
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
|
||||
req_access = list(access_syndicate_command)
|
||||
@@ -19,12 +19,11 @@
|
||||
density = 1
|
||||
anchored = 1
|
||||
opacity = 0
|
||||
|
||||
max_integrity = 50
|
||||
icon = 'icons/obj/inflatable.dmi'
|
||||
icon_state = "wall"
|
||||
var/torn = /obj/item/inflatable/torn
|
||||
var/intact = /obj/item/inflatable
|
||||
var/health = 50.0
|
||||
|
||||
/obj/structure/inflatable/Initialize(location)
|
||||
..()
|
||||
@@ -49,20 +48,20 @@
|
||||
return
|
||||
if(!Adjacent(usr))
|
||||
return
|
||||
deflate()
|
||||
deconstruct(TRUE)
|
||||
|
||||
/obj/structure/inflatable/proc/deflate(var/violent=0)
|
||||
/obj/structure/inflatable/deconstruct(disassembled = TRUE)
|
||||
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
|
||||
if(violent)
|
||||
if(!disassembled)
|
||||
visible_message("[src] rapidly deflates!")
|
||||
var/obj/item/inflatable/torn/R = new torn(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
transfer_fingerprints_to(R)
|
||||
qdel(src)
|
||||
else
|
||||
visible_message("[src] slowly deflates.")
|
||||
spawn(50)
|
||||
var/obj/item/inflatable/R = new intact(loc)
|
||||
src.transfer_fingerprints_to(R)
|
||||
transfer_fingerprints_to(R)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/inflatable/verb/hand_deflate()
|
||||
@@ -73,7 +72,7 @@
|
||||
if(usr.stat || usr.restrained())
|
||||
return
|
||||
|
||||
deflate()
|
||||
deconstruct(TRUE)
|
||||
|
||||
/obj/item/inflatable/door
|
||||
name = "inflatable door"
|
||||
|
||||
@@ -1,53 +0,0 @@
|
||||
/obj/structure/lamarr
|
||||
name = "Lab Cage"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "labcage1"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
density = 1
|
||||
anchored = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
var/health = 30
|
||||
var/occupied = 1
|
||||
var/destroyed = 0
|
||||
|
||||
/obj/structure/lamarr/proc/healthcheck()
|
||||
if(src.health <= 0)
|
||||
if(!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/shard(loc)
|
||||
playsound(src, "shatter", 70, 1)
|
||||
Break()
|
||||
else
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/update_icon()
|
||||
if(src.destroyed)
|
||||
src.icon_state = "labcageb[src.occupied]"
|
||||
else
|
||||
src.icon_state = "labcage[src.occupied]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/lamarr/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/attack_hand(mob/user as mob)
|
||||
if(src.destroyed)
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", "<span class='notice'>You kick the lab cage.</span>")
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/proc/Break()
|
||||
if(occupied)
|
||||
new /obj/item/clothing/mask/facehugger/lamarr(src.loc)
|
||||
occupied = 0
|
||||
update_icon()
|
||||
return
|
||||
@@ -7,7 +7,6 @@
|
||||
name = "meat"
|
||||
desc = "A slab of meat"
|
||||
icon_state = "meat"
|
||||
health = 180
|
||||
filling_color = "#FF1C1C"
|
||||
bitesize = 3
|
||||
list_reagents = list("protein" = 3)
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
opacity = 1
|
||||
resistance_flags = FLAMMABLE
|
||||
max_integrity = 200
|
||||
var/health = 50
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
|
||||
var/tmp/busy = 0
|
||||
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/bible, /obj/item/tome) //Things allowed in the bookcase
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
/obj/item/organ/internal/brain
|
||||
name = "brain"
|
||||
health = 400 //They need to live awhile longer than other organs.
|
||||
max_damage = 120
|
||||
icon_state = "brain2"
|
||||
force = 1.0
|
||||
|
||||
@@ -122,70 +122,6 @@ var/global/totaltribbles = 0 //global variable so it updates for all tribbles,
|
||||
gestation = 0
|
||||
to_chat(user, "<span class='notice'>You fuse some recently cut tubes together, it should be able to reproduce again.</span>")
|
||||
|
||||
|
||||
|
||||
//|| Tribble Cage - Lovingly lifted from the lamarr-cage ||
|
||||
/obj/structure/tribble_cage
|
||||
name = "Lab Cage"
|
||||
icon = 'icons/mob/tribbles.dmi'
|
||||
icon_state = "labcage1"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
density = 1
|
||||
anchored = 1
|
||||
resistance_flags = ACID_PROOF
|
||||
var/health = 30
|
||||
var/occupied = 1
|
||||
var/destroyed = 0
|
||||
|
||||
/obj/structure/tribble_cage/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
src.healthcheck()
|
||||
|
||||
/obj/structure/tribble_cage/proc/healthcheck()
|
||||
if(src.health <= 0)
|
||||
if(!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/shard( src.loc )
|
||||
playsound(src, "shatter", 70, 1)
|
||||
Break()
|
||||
else
|
||||
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/tribble_cage/update_icon()
|
||||
if(src.destroyed)
|
||||
src.icon_state = "labcageb[src.occupied]"
|
||||
else
|
||||
src.icon_state = "labcage[src.occupied]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/tribble_cage/attackby(obj/item/W as obj, mob/user as mob, params)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/tribble_cage/attack_hand(mob/user as mob)
|
||||
if(src.destroyed)
|
||||
return
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] kicks the lab cage.</span>", "<span class='notice'>You kick the lab cage.</span>")
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
/obj/structure/tribble_cage/proc/Break()
|
||||
if(occupied)
|
||||
new /mob/living/simple_animal/tribble( src.loc )
|
||||
occupied = 0
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
//||Fur and Fur Products ||
|
||||
|
||||
/obj/item/stack/sheet/fur //basic fur sheets (very lumpy furry piles of sheets)
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
max_integrity = 150
|
||||
integrity_failure = 50
|
||||
var/id = 0
|
||||
var/health = 10
|
||||
var/obscured = 0
|
||||
var/sunfrac = 0
|
||||
var/adir = SOUTH // actual dir
|
||||
|
||||
@@ -191,7 +191,7 @@
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
parent_organ = "head"
|
||||
slot = "brain_tumor"
|
||||
health = 3
|
||||
max_integrity = 3
|
||||
|
||||
/obj/item/organ/internal/shadowtumor/New()
|
||||
..()
|
||||
@@ -205,11 +205,11 @@
|
||||
if(isturf(loc))
|
||||
var/turf/T = loc
|
||||
var/light_count = T.get_lumcount()*10
|
||||
if(light_count > 4 && health > 0) //Die in the light
|
||||
health--
|
||||
else if(light_count < 2 && health < 3) //Heal in the dark
|
||||
health++
|
||||
if(health <= 0)
|
||||
if(light_count > 4 && obj_integrity > 0) //Die in the light
|
||||
obj_integrity--
|
||||
else if(light_count < 2 && obj_integrity < max_integrity) //Heal in the dark
|
||||
obj_integrity++
|
||||
if(obj_integrity <= 0)
|
||||
visible_message("<span class='warning'>[src] collapses in on itself!</span>")
|
||||
qdel(src)
|
||||
|
||||
@@ -223,7 +223,6 @@
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
parent_organ = "head"
|
||||
slot = "brain_tumor"
|
||||
health = 3
|
||||
var/organhonked = 0
|
||||
var/suffering_delay = 900
|
||||
var/datum/component/waddle
|
||||
@@ -297,7 +296,6 @@
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
parent_organ = "groin"
|
||||
slot = "honk_bladder"
|
||||
health = 3
|
||||
var/datum/component/squeak
|
||||
|
||||
/obj/item/organ/internal/honkbladder/insert(mob/living/carbon/M, special = 0)
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 73 KiB |
@@ -1053,7 +1053,6 @@
|
||||
#include "code\game\objects\structures\janicart.dm"
|
||||
#include "code\game\objects\structures\kitchen_spike.dm"
|
||||
#include "code\game\objects\structures\ladders.dm"
|
||||
#include "code\game\objects\structures\lamarr_cage.dm"
|
||||
#include "code\game\objects\structures\lattice.dm"
|
||||
#include "code\game\objects\structures\loom.dm"
|
||||
#include "code\game\objects\structures\mineral_doors.dm"
|
||||
|
||||
Reference in New Issue
Block a user