Merge branch 'master' of git://github.com/Baystation12/Baystation12

This commit is contained in:
unknown
2012-06-26 21:46:03 +03:00
434 changed files with 27215 additions and 22236 deletions
+6 -3
View File
@@ -216,6 +216,9 @@
images_added += t.obscured
for(var/mob/aiEye/eye in seenby)
if(eye.ai.client)
eye.ai.client.images -= images_removed
eye.ai.client.images |= images_added
if(eye.ai)
if(eye.ai.client)
eye.ai.client.images -= images_removed
eye.ai.client.images |= images_added
else
seenby -= eye
@@ -50,7 +50,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
var/obj/machinery/rust/em_field/owned_field
var/field_strength = 0.01
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10
@@ -19,7 +19,7 @@
var/targetting_field = 0
layer = 4
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10
@@ -16,7 +16,7 @@
var/on = 1
var/remoteenabled = 1
//
req_access = list(access_engine)
req_access = list(ACCESS_ENGINE)
//
use_power = 1
idle_power_usage = 10
@@ -30,7 +30,7 @@
New()
..()
spawn(1)
sd_SetLuminosity(4)
ul_SetLuminosity(4,6,0)
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
+1 -56
View File
@@ -115,62 +115,7 @@
else if (length(message) >= 2)
var/channel_prefix = copytext(message, 1, 3)
var/list/keys = list(
":r" = "right ear",
":l" = "left ear",
":i" = "intercom",
":h" = "department",
":c" = "Command",
":n" = "Science",
":m" = "Medical",
":e" = "Engineering",
":s" = "Security",
":w" = "whisper",
":b" = "binary",
":a" = "alientalk",
":t" = "Syndicate",
":d" = "Mining",
":q" = "Cargo",
":g" = "changeling",
":R" = "right hand",
":L" = "left hand",
":I" = "intercom",
":H" = "department",
":C" = "Command",
":N" = "Science",
":M" = "Medical",
":E" = "Engineering",
":S" = "Security",
":W" = "whisper",
":B" = "binary",
":A" = "alientalk",
":T" = "Syndicate",
":D" = "Mining",
":Q" = "Cargo",
":G" = "changeling",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
":ê" = "right hand",
":ä" = "left hand",
":ø" = "intercom",
":ð" = "department",
":ñ" = "Command",
":ò" = "Science",
":ü" = "Medical",
":ó" = "Engineering",
":û" = "Security",
":ö" = "whisper",
":è" = "binary",
":ô" = "alientalk",
":å" = "Syndicate",
":â" = "Mining",
":é" = "Cargo",
":ï" = "changeling",
)
message_mode = keys[channel_prefix]
message_mode = department_radio_keys[channel_prefix]
//world << "channel_prefix=[channel_prefix]; message_mode=[message_mode]"
if (message_mode)
message = trim(copytext(message, 3))
@@ -192,29 +192,29 @@
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
if (!lo.destroyed || !ro.destroyed)
if (!(lo.status & DESTROYED && ro.status & DESTROYED))
if (gloves)
var/t1 = gloves.item_state
if (!t1)
t1 = gloves.icon_state
var/icon/gloves_icon = new /icon("icon" = 'hands.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed)
if(lo.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
gloves_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image(gloves_icon, "layer" = MOB_LAYER)
if (gloves.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
else if (blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "bloodyhands[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
// Glasses
@@ -231,19 +231,19 @@
// Shoes
lo = organs["l_foot"]
ro = organs["r_foot"]
if ((!lo.destroyed || !ro.destroyed) && shoes)
if (!(lo.status & DESTROYED && ro.status & DESTROYED) && shoes)
var/t1 = shoes.icon_state
var/icon/shoes_icon = new /icon("icon" = 'feet.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")))
if(lo.destroyed && !lying)
if(lo.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "right[lying?"_l":""]"), ICON_MULTIPLY)
else if(ro.destroyed && !lying)
else if(ro.status & DESTROYED && !lying)
shoes_icon.Blend(new /icon('limb_mask.dmi', "left[lying?"_l":""]"), ICON_MULTIPLY)
overlays += image(shoes_icon, "layer" = MOB_LAYER)
if (shoes.blood_DNA)
var/icon/stain_icon = icon('blood.dmi', "shoesblood[!lying ? "" : "2"]")
if(lo.destroyed)
if(lo.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "right_[lying?"l":"s"]"), ICON_MULTIPLY)
else if(ro.destroyed)
else if(ro.status & DESTROYED)
stain_icon.Blend(new /icon('limb_mask.dmi', "left_[lying?"l":"s"]"), ICON_MULTIPLY)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER) // Radio
/* if (w_radio)
@@ -355,7 +355,7 @@
head.screen_loc = ui_head
else
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
//if not wearing anything on the head, show the ears
overlays += image("icon" = icon('tajaran.dmi', "ears_[gender==FEMALE ? "f" : "m"]_[lying ? "l" : "s"]"), "layer" = MOB_LAYER)
@@ -482,7 +482,7 @@
lying_icon.Blend(new /icon('tajaran.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
if(!(head.status & DESTROYED))
stand_icon.Blend(new /icon('tajaran.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('tajaran.dmi', "head_[g]_l"), ICON_OVERLAY)
@@ -491,12 +491,12 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !part.destroyed)
&& !(part.status & DESTROYED))
var/icon/temp = new /icon('tajaran.dmi', "[part.icon_name]_s")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('tajaran.dmi', "[part.icon_name]_l")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
if(part.status & ROBOT) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('tajaran.dmi', "groin_[g]_s"), ICON_OVERLAY)
@@ -511,7 +511,7 @@
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& part.destroyed)
&& (part.status & DESTROYED))
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
@@ -539,7 +539,7 @@
if(organs)
var/datum/organ/external/head = organs["head"]
if(head)
if(head.destroyed)
if(head.status & DESTROYED)
del(face_standing)
del(face_lying)
return
@@ -5,6 +5,9 @@
if (!message)
return
if (silent)
return
log_whisper("[src.name]/[src.key] : [message]")
if (src.client && (src.client.muted || src.client.muted_complete))
@@ -0,0 +1,41 @@
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 2
var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(2)
//nothing
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 2
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return 0
@@ -0,0 +1,64 @@
//---------- external shield generator
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
/obj/machinery/shield_gen/external/New()
..()
/obj/machinery/shield_gen/external/get_shielded_turfs()
var
list
open = list(get_turf(src))
closed = list()
while(open.len)
for(var/turf/T in open)
for(var/turf/O in orange(1, T))
if(get_dist(O,src) > field_radius)
continue
var/add_this_turf = 0
if(istype(O,/turf/space))
for(var/turf/simulated/G in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in O)
add_this_turf = 0
break
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed
/obj/machinery/shield_gen/external/process()
/*if(stat & (NOPOWER|BROKEN))
return*/
if(!active)
return
/*spawn(100)
power()*/
/*if(src.active >= 1)
if(src.power == 0)
src.visible_message("\red The [src.name] shuts down due to lack of power!", \
"You hear heavy droning fade out")
icon_state = "generator0"
src.active = 0*/
..()
/obj/item/weapon/circuitboard/shield_gen/external
name = "Circuit Board (External Shield Generator)"
build_path = "/obj/machinery/shield_gen/external"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
@@ -1,226 +0,0 @@
//links to a power monitor computer and transmits the amount of energy in the associated powercable network
//uses the navbeacon sprite and transmits data via magic for now
/obj/machinery/powermonitor
icon = 'objects.dmi'
icon_state = "navbeacon0-f"
name = "power monitor"
desc = "A monitoring device used to track power in a cable network."
level = 1 // underfloor
layer = 2.5
anchored = 1
var/freq = 1427 // radio frequency
var/powernet_tag = "" //the text tag associated with this power monitor's network
var/open = 0 // true if cover is open
var/locked = 1 // true if controls are locked
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
req_access = list(access_engine)
New()
..()
var/turf/T = loc
hide(T.intact)
set_codes()
spawn(5) // must wait for map loading to finish
if(radio_controller)
radio_controller.add_object(src, freq, RADIO_POWER)
// set the transponder codes assoc list from codes_txt
proc/set_codes()
if(!codes_txt)
return
codes = new()
var/list/entries = dd_text2List(codes_txt, ";") // entries are separated by semicolons
for(var/e in entries)
var/index = findtext(e, "=") // format is "key=value"
if(index)
var/key = copytext(e, 1, index)
var/val = copytext(e, index+1)
codes[key] = val
else
codes[e] = "1"
// called when turf state changes
// hide the object if turf is intact
hide(var/intact)
invisibility = intact ? 101 : 0
updateicon()
// update the icon_state
proc/updateicon()
var/state="navbeacon[open]"
if(invisibility)
icon_state = "[state]-f" // if invisible, set icon to faded version
// in case revealed by T-scanner
else
icon_state = "[state]"
// look for a signal of the form "getpowerlevel"
// where X is any
// or the location
// or one of the set transponder keys
// if found, return a signal
receive_signal(datum/signal/signal)
var/request = signal.data["getpowermonitor"]
if(request && (request == "any" || request == powernet_tag) )
spawn(1)
post_signal()
// return a signal giving the power network energy level
proc/post_signal()
var/datum/radio_frequency/frequency = radio_controller.return_frequency(freq)
if(!frequency) return
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
signal.data["powerlevel"] = 1 //TODO
for(var/key in codes)
signal.data[key] = codes[key]
frequency.post_signal(src, signal, filter = RADIO_POWER)
attackby(var/obj/item/I, var/mob/user)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(istype(I, /obj/item/weapon/screwdriver))
open = !open
user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "You [open ? "open" : "close"] the beacon's cover.")
updateicon()
else if (istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
if(open)
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
updateDialog()
else
user << "You must open the cover first!"
return
attack_ai(var/mob/user)
interact(user, 1)
attack_paw()
return
attack_hand(var/mob/user)
interact(user, 0)
proc/interact(var/mob/user, var/ai = 0)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(!open && !ai) // can't alter controls if not open, unless you're an AI
user << "The monitor's control cover is closed."
return
var/dat = "<TT><B>Navigation Beacon</B><HR>"
if(locked && !ai)
dat += "<i>(swipe card to unlock controls)</i><BR>"
else if(!ai)
dat += "<i>(swipe card to lock controls)</i><BR>"
dat += "Frequency: "
if(!locked)
dat += "<A href='byond://?src=\ref[src];freq=-10'>-</A>"
dat += "<A href='byond://?src=\ref[src];freq=-2'>-</A>"
dat += "[format_frequency(freq)]"
if(!locked)
dat += "<A href='byond://?src=\ref[src];freq=2'>+</A>"
dat += "<A href='byond://?src=\ref[src];freq=10'>+</A>"
dat += "<hr>"
dat += "Power network tag: [powernet_tag ? powernet_tag : "(none)"]</A><BR>"
dat += "Transponder Codes:<UL>"
for(var/key in codes)
dat += "<LI>[key] ... [codes[key]]"
if(!locked)
dat += " <small><A href='byond://?src=\ref[src];edit=1;code=[key]'>(edit)</A>"
dat += " <A href='byond://?src=\ref[src];delete=1;code=[key]'>(delete)</A></small><BR>"
if(!locked)
dat += "<small><A href='byond://?src=\ref[src];add=1;'>(add new)</A></small><BR>"
dat += "<UL></TT>"
user << browse(dat, "window=powermonitor")
onclose(user, "powermonitor")
return
Topic(href, href_list)
..()
if (usr.stat)
return
if ((in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon)))
if(open && !locked)
usr.machine = src
if (href_list["freq"])
freq = sanitize_frequency(freq + text2num(href_list["freq"]))
updateDialog()
else if(href_list["modifytag"])
var/newtag = input("Enter new power network tag", "Power Monitor", powernet_tag) as text|null
if(newtag)
powernet_tag = newtag
updateDialog()
else if(href_list["edit"])
var/codekey = href_list["code"]
var/newkey = input("Enter Transponder Code Key", "Power Monitor", codekey) as text|null
if(!newkey)
return
var/codeval = codes[codekey]
var/newval = input("Enter Transponder Code Value", "Power Monitor", codeval) as text|null
if(!newval)
newval = codekey
return
codes.Remove(codekey)
codes[newkey] = newval
updateDialog()
else if(href_list["delete"])
var/codekey = href_list["code"]
codes.Remove(codekey)
updateDialog()
else if(href_list["add"])
var/newkey = input("Enter New Transponder Code Key", "Power Monitor") as text|null
if(!newkey)
return
var/newval = input("Enter New Transponder Code Value", "Power Monitor") as text|null
if(!newval)
newval = "1"
return
if(!codes)
codes = new()
codes[newkey] = newval
updateDialog()
@@ -0,0 +1,263 @@
//sculpture
//SCP-173, nothing more need be said
/mob/living/simple_animal/sculpture
name = "\improper sculpture"
real_name = "sculpture"
desc = "It's some kind of human sized, doll-like sculpture, with weird discolourations on some parts of it. It appears to be quite solid. "
icon = 'unknown.dmi'
icon_state = "sculpture"
icon_living = "sculpture"
icon_dead = "sculpture"
emote_hear = list("makes a faint scraping sound")
emote_see = list("twitches slightly", "shivers")
response_help = "touches the"
response_disarm = "pushes the"
response_harm = "hits the"
var/obj/item/weapon/grab/G
var/observed = 0
var/allow_escape = 0 //set this to 1 for src to drop it's target next Life() call and try to escape
var/hibernate = 0
var/random_escape_chance = 0.5
/mob/living/simple_animal/sculpture/proc/GrabMob(var/mob/living/target)
if(target && target != src && ishuman(target))
G = new /obj/item/weapon/grab(target)
G.assailant = src
G.layer = 20
G.affecting = target
target.grabbed_by += G
G.synch()
target.LAssailant = src
playsound(loc, 'thudswoosh.ogg', 50, 1, -1)
visible_message("\red [src] has grabbed [target]!")
target << "\red <b>You feel something suddenly grab you around the neck from behind!</b> Everything goes black..."
G.state = 3
G.killing = 1
desc = "It's some kind of human sized, doll-like sculpture, with weird discolourations on some parts of it. It appears to be quite solid. [G ? "\red The sculpture is holding [G.affecting] in a vice-like grip." : ""]"
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been grabbed by SCP-173, and is being strangled!</font>")
log_admin("[target] ([target.ckey]) has been grabbed and is being strangled by SCP-173.")
message_admins("Alert: [target.real_name] has been grabbed and is being strangled by SCP-173. Set var/allow_escape = 1 to allow this player to escape temporarily, or var/hibernate = 1 to disable it entirely.")
/mob/living/simple_animal/sculpture/proc/Escape()
var/list/turfs = new/list()
for(var/turf/thisturf in view(50,src))
if(istype(thisturf, /turf/space))
continue
else if(istype(thisturf, /turf/simulated/wall))
continue
else if(istype(thisturf, /turf/simulated/mineral))
continue
else if(istype(thisturf, /turf/simulated/shuttle/wall))
continue
else if(istype(thisturf, /turf/unsimulated/wall))
continue
turfs += thisturf
var/turf/target_turf = pick(turfs)
src.dir = get_dir(src, target_turf)
src.loc = target_turf
hibernate = 1
spawn(rand(20,35) * 10)
hibernate = 0
/mob/living/simple_animal/sculpture/Life()
observed = 0
//update the desc
if(!G)
desc = "It's some kind of human sized, doll-like sculpture, with weird discolourations on some parts of it. It appears to be quite solid."
//if we are sent into forced hibernation mode, allow our victim to escape
if(hibernate && G && G.killing == 1)
if(G)
G.affecting << "\red You suddenly feel the grip around your neck being loosened!"
visible_message("\red [src] suddenly loosens it's grip!")
G.killing = 0
G.state = 1
return
//
if(allow_escape)
allow_escape = 0
if(G)
G.affecting << "\red You suddenly feel the grip around your neck being loosened!"
visible_message("\red [src] suddenly loosens it's grip!")
G.killing = 0
G.state = 1
if(!observed)
Escape()
observed = 1
//can't do anything in space at all
if(istype(get_turf(src), /turf/space) || hibernate)
return
for(var/mob/living/M in view(7, src))
if(M.stat || M == src)
continue
var/xdif = M.x - src.x
var/ydif = M.y - src.y
if(abs(xdif) < abs(ydif))
//mob is either above or below src
if(ydif < 0 && M.dir == NORTH)
//mob is below src and looking up
observed = 1
break
else if(ydif > 0 && M.dir == SOUTH)
//mob is above src and looking down
observed = 1
break
else if(abs(xdif) > abs(ydif))
//mob is either left or right of src
if(xdif < 0 && M.dir == EAST)
//mob is to the left of src and looking right
observed = 1
break
else if(xdif > 0 && M.dir == WEST)
//mob is to the right of src and looking left
observed = 1
break
else if (xdif == 0 && ydif == 0)
//mob is on the same tile as src
observed = 1
break
//account for darkness
var/turf/T = get_turf(src)
var/in_darkness = 0
if(max(T.ul_GetRed(), T.ul_GetGreen(), T.ul_GetBlue()) == 0 && !istype(T, /turf/simulated))
in_darkness = 1
//see if we're able to do stuff
if(!observed || in_darkness)
if(G)
if(prob(random_escape_chance))
//chance to allow the stranglee to escape
allow_escape = 1
if(G.affecting.stat == 2)
del G
else if(!G)
//see if we're able to strangle anyone
var/turf/myTurf = get_turf(src)
for(var/mob/living/M in myTurf)
GrabMob(M)
if(G)
break
//find out what mobs we can see
var/list/incapacitated = list()
var/list/conscious = list()
for(var/mob/living/carbon/M in view(7, src))
//this may not be quite the right test
if(M == src)
continue
if(M.stat == 1)
incapacitated.Add(M)
else if(!M.stat)
conscious.Add(M)
//pick the nearest valid conscious target
var/mob/living/carbon/target_mob
for(var/mob/living/carbon/M in conscious)
if(!target_mob || get_dist(src, M) < get_dist(src, target_mob))
target_mob = M
if(!target_mob)
//get an unconscious mob
for(var/mob/living/carbon/M in incapacitated)
if(!target_mob || get_dist(src, M) < get_dist(src, target_mob))
target_mob = M
if(target_mob)
var/turf/target_turf
if(in_darkness)
//move to right behind them
target_turf = get_step(target_mob, src)
else
//move to them really really fast and knock them down
target_turf = get_turf(target_mob)
//rampage along a path to get to them, in the blink of an eye
var/turf/next_turf = get_step_towards(src, target_mob)
var/num_turfs = get_dist(src,target_mob)
while(get_turf(src) != target_turf && num_turfs > 0)
for(var/obj/structure/window/W in next_turf)
W.ex_act(2)
for(var/obj/structure/table/O in next_turf)
O.ex_act(1)
for(var/obj/structure/grille/G in next_turf)
G.ex_act(1)
if(!next_turf.CanPass(src, next_turf))
break
src.loc = next_turf
src.dir = get_dir(src, target_mob)
next_turf = get_step(src, get_dir(next_turf,target_mob))
num_turfs--
//if we reached them, knock them down and start strangling them
if(get_turf(src) == target_turf)
target_mob.Stun(1)
target_mob.Paralyse(1)
GrabMob(target_mob)
//if we're not strangling anyone, take a stroll
if(!G && prob(10))
var/list/turfs = new/list()
for(var/turf/thisturf in view(7,src))
if(istype(thisturf, /turf/space))
continue
else if(istype(thisturf, /turf/simulated/wall))
continue
else if(istype(thisturf, /turf/simulated/mineral))
continue
else if(istype(thisturf, /turf/simulated/shuttle/wall))
continue
else if(istype(thisturf, /turf/unsimulated/wall))
continue
turfs += thisturf
var/turf/target_turf = pick(turfs)
//rampage along a path to get to it, in the blink of an eye
var/turf/next_turf = get_step_towards(src, target_turf)
var/num_turfs = get_dist(src,target_turf)
while(get_turf(src) != target_turf && num_turfs > 0)
for(var/obj/structure/window/W in next_turf)
W.ex_act(2)
for(var/obj/structure/table/O in next_turf)
O.ex_act(1)
for(var/obj/structure/grille/G in next_turf)
G.ex_act(1)
if(!next_turf.CanPass(src, next_turf))
break
src.loc = next_turf
src.dir = get_dir(src, target_mob)
next_turf = get_step(src, get_dir(next_turf,target_turf))
num_turfs--
else if(G)
//we can't move while observed, so we can't effectively strangle any more
//our grip is still rock solid, but the victim has a chance to escape
G.affecting << "\red You suddenly feel the grip around your neck being loosened!"
visible_message("\red [src] suddenly loosens it's grip!")
G.state = 1
G.killing = 0
/mob/living/simple_animal/sculpture/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
/mob/living/simple_animal/sculpture/Topic(href, href_list)
..()
/mob/living/simple_animal/sculpture/Bump(atom/movable/AM as mob, yes)
if(!G)
GrabMob(AM)
/mob/living/simple_animal/sculpture/Bumped(atom/movable/AM as mob, yes)
if(!G)
GrabMob(AM)
/mob/living/simple_animal/sculpture/ex_act(var/severity)
//nothing
@@ -0,0 +1,156 @@
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'shielding.dmi'
icon_state = "capacitor"
var/active = 1
density = 1
anchored = 1
var/obj/machinery/shield_gen/target_generator
var/stored_charge = 0
var/time_since_fail = 100
var/max_charge = 1000000
var/max_charge_rate = 100000
var/min_charge_rate = 0
var/locked = 0
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 10
active_power_usage = 100
var/charge_rate = 100
/obj/machinery/shield_capacitor/New()
..()
target_generator = locate() in get_step(src,dir)
if(target_generator && !target_generator.owned_capacitor)
target_generator.owned_capacitor = src
/*spawn(10)
check_powered()*/
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "capacitor"
else
icon_state = "capacitor"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "capacitor"
stat |= NOPOWER
/obj/machinery/shield_capacitor/process()
//
if(active)
use_power = 2
if(stored_charge + charge_rate > max_charge)
active_power_usage = max_charge - stored_charge
else
active_power_usage = charge_rate
stored_charge += active_power_usage
else
use_power = 1
time_since_fail++
if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0
//
updateDialog()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
/*if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return*/
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_capacitor/attack_hand(mob/user as mob)
interact(user)
src.add_fingerprint(user)
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.machine = null
return
if( href_list["toggle"] )
active = !active
if(active)
use_power = 2
else
use_power = 1
if( href_list["charge_rate"] )
charge_rate += text2num(href_list["charge_rate"])
if(charge_rate > max_charge_rate)
charge_rate = max_charge_rate
else if(charge_rate < min_charge_rate)
charge_rate = min_charge_rate
//
updateDialog()
/obj/machinery/shield_capacitor/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><BR>"
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.machine = src
/obj/item/weapon/circuitboard/shield_capacitor
name = "Circuit Board (Shield Capacitor)"
build_path = "/obj/machinery/shield_capacitor"
board_type = "machine"
origin_tech = "electromagnetic=3;engineering=2;power=1"
frame_desc = "Requires, 2 Cable Coil, 2 Nano Manipulator, 1 Advanced Matter Bin, 1 Console Screen and 1 High-Power Micro-Laser. "
req_components = list(
"/obj/item/weapon/cable_coil" = 2,
"/obj/item/weapon/stock_parts/manipulator/nano" = 2,
"/obj/item/weapon/stock_parts/matter_bin/adv" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/stock_parts/micro_laser/high" = 1)
@@ -0,0 +1,280 @@
//renwicks: fictional unit to describe shield strength
//a small meteor hit will deduct 1 renwick of strength from that shield tile
//light explosion range will do 1 renwick's damage
//medium explosion range will do 2 renwick's damage
//heavy explosion range will do 3 renwick's damage
//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
/obj/machinery/shield_gen
name = "shield generator"
desc = "Machine that generates an impenetrable field of energy when activated."
icon = 'shielding.dmi'
icon_state = "generator0"
var/active = 0
var/field_radius = 3
var/list/field
density = 1
anchored = 1
var/locked = 0
var/average_field_strength = 0
var/strengthen_rate = 0.2
var/max_strengthen_rate = 0.2
var/powered = 0
var/check_powered = 1
var/obj/machinery/shield_capacitor/owned_capacitor
var/max_field_strength = 10
var/time_since_fail = 100
var/energy_conversion_rate = 0.01 //how many renwicks per watt?
var/flicker_shield_glitch = 1 //shield is slightly faulty, and flickers
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 20
active_power_usage = 100
/obj/machinery/shield_gen/New()
..()
field = new/list()
for(var/obj/machinery/shield_capacitor/possible_cap in range(1))
if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap
break
/*spawn(10)
check_powered()*/
//copied from a copypaste. DRY, right?
/obj/machinery/shield_gen/proc/check_powered()
/*
check_powered = 1
if(!anchored)
powered = 0
return 0
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
var/net
if (C)
net = C.netnum // find the powernet of the connected cable
if(!net)
powered = 0
return 0
var/datum/powernet/PN = powernets[net] // find the powernet. Magic code, voodoo code.
if(!PN)
powered = 0
return 0
var/surplus = max(PN.avail-PN.load, 0)
var/shieldload = min(rand(50,200), surplus)
if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
powered = 0
return 0
else
powered = 1
if(PN)
storedpower += shieldload
PN.newload += shieldload //uses powernet power.
*/
/obj/machinery/shield_gen/process()
if(!owned_capacitor)
for(var/obj/machinery/shield_capacitor/possible_cap in range(1))
if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap
break
if(active && field.len)
var/stored_renwicks = 0
var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength)
if(owned_capacitor)
var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len)
stored_renwicks = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
time_since_fail++
average_field_strength = 0
target_field_strength = stored_renwicks / field.len
if(!flicker_shield_glitch)
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength > target_field_strength)
E.strength = target_field_strength
else if(E.strength + strengthen_rate > target_field_strength)
E.strength = target_field_strength
else
E.strength += strengthen_rate
if(stored_renwicks - E.strength < 0)
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
else
//the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models
//basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again
//this makes the shield 'flicker' every now and then until it stabilises
//when this glitch is fixed, shields will only be charged as much as is sustainable
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength < target_field_strength)
E.strength += strengthen_rate
retry:
if(stored_renwicks - E.strength < 0)
if(owned_capacitor.stored_charge > 0)
var/emergency_renwicks = min(E.strength, owned_capacitor.stored_charge * energy_conversion_rate)
owned_capacitor.stored_charge -= emergency_renwicks / energy_conversion_rate
stored_renwicks += emergency_renwicks
goto retry
else
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
//add any leftover charge back to the capacitor
if(owned_capacitor && stored_renwicks >= 0)
owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate
average_field_strength /= field.len
if(average_field_strength < 0)
time_since_fail = 0
else
average_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/attack_hand(mob/user as mob)
interact(user)
src.add_fingerprint(user)
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_gen/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "generator0"
stat |= NOPOWER
if (src.active)
toggle()
/obj/machinery/shield_gen/proc/toggle()
active = !active
power_change()
if(active)
var/list/covered_turfs = get_shielded_turfs()
if(get_turf(src) in covered_turfs)
covered_turfs.Remove(get_turf(src))
for(var/turf/O in covered_turfs)
var/obj/effect/energy_field/E = new(O)
field.Add(E)
del covered_turfs
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning start up."
else
for(var/obj/effect/energy_field/D in field)
field.Remove(D)
del D
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning fade out."
/obj/machinery/shield_gen/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.machine = null
return
else if( href_list["toggle"] )
toggle()
else if( href_list["change_radius"] )
field_radius += text2num(href_list["change_radius"])
if(field_radius > 200)
field_radius = 200
else if(field_radius < 0)
field_radius = 0
else if( href_list["strengthen_rate"] )
strengthen_rate += text2num(href_list["strengthen_rate"])
if(strengthen_rate > 0.2)
strengthen_rate = 0.2
else if(strengthen_rate < 0)
strengthen_rate = 0
else if( href_list["max_field_strength"] )
max_field_strength += text2num(href_list["max_field_strength"])
if(max_field_strength > 1000)
max_field_strength = 1000
else if(max_field_strength < 0)
max_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR>"
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
t += "Coverage radius (generator will need a restart to take effect): <a href='?src=\ref[src];change_radius=-5'>--</a> <a href='?src=\ref[src];change_radius=-1'>-</a> [field_radius * 2]m <a href='?src=\ref[src];change_radius=1'>+</a> <a href='?src=\ref[src];change_radius=5'>++</a><br>"
t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
t += "Field charge rate (approx): <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> <a href='?src=\ref[src];strengthen_rate=-0.01'>-</a>[strengthen_rate] Renwicks/sec <a href='?src=\ref[src];strengthen_rate=0.01'>+</a> <a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Maximum field strength (avg across field): <a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> <a href='?src=\ref[src];max_field_strength=-10'>--</a> <a href='?src=\ref[src];max_field_strength=-1'>-</a>[max_field_strength] Renwicks <a href='?src=\ref[src];max_field_strength=1'>+</a> <a href='?src=\ref[src];max_field_strength=10'>++</a> <a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x800")
user.machine = src
/obj/machinery/shield_gen/proc/get_shielded_turfs()
return list()
/obj/machinery/shield_gen/ex_act(var/severity)
if(active)
toggle()
return ..()
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@@ -0,0 +1,12 @@
/obj/effect/admin_log_trap
name = "Herprpr"
desc = "Stepping on this is good."
icon = 'screen1.dmi'
icon_state = "x2"
anchored = 1.0
unacidable = 1
invisibility = 101
/obj/effect/admin_log_trap/HasEntered(AM as mob|obj)
if(istype(AM,/mob))
message_admins("[AM] ([AM:ckey]) stepped on an alerted tile in [get_area(src)]. <a href=\"byond://?src=%admin_ref%;teleto=\ref[src.loc]\">Jump</a>", admin_ref = 1)
+83 -73
View File
@@ -1,24 +1,29 @@
/obj/item/weapon/circuitboard/atmoscontrol
name = "Central Atmospherics Computer Circuitboard"
name = "\improper Central Atmospherics Computer Circuitboard"
build_path = "/obj/machinery/computer/security/atmoscontrol"
/obj/machinery/computer/atmoscontrol
name = "Central Atmospherics Computer"
name = "\improper Central Atmospherics Computer"
icon = 'computer.dmi'
icon_state = "computer_generic"
density = 1
anchored = 1.0
circuit = "/obj/item/weapon/circuitboard/atmoscontrol"
var/obj/machinery/alarm/current = ""
var/obj/machinery/alarm/current
var/overridden = 0 //not set yet, can't think of a good way to do it
req_access = list(ACCESS_CE)
/obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
if(..())
return
user.machine = src
if(allowed(user))
overridden = 1
else if(!emagged)
overridden = 0
var/dat = "<a href='?src=\ref[src]&reset=1'>Main Menu</a><hr>"
if(current)
dat += src.specific()
dat += specific()
else
for(var/obj/machinery/alarm/alarm in world)
dat += "<a href='?src=\ref[src]&alarm=\ref[alarm]'>"
@@ -32,13 +37,23 @@
dat += "[alarm]</font></a><br/>"
user << browse(dat, "window=atmoscontrol")
/obj/machinery/computer/atmoscontrol/attackby(var/obj/item/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/card/emag) && !emagged)
user.visible_message("\red \The [user] swipes \a [I] through \the [src], causing the screen to flash!",\
"\red You swipe your [I] through \the [src], the screen flashing as you gain full control.",\
"You hear the swipe of a card through a reader, and an electronic warble.")
emagged = 1
overridden = 1
return
return ..()
/obj/machinery/computer/atmoscontrol/proc/specific()
if(!current)
return ""
var/dat = "<h3>[current.name]</h3><hr>"
dat += current.return_status()
if(current.remote_control || overridden && current.rcon_setting)
dat += "<hr>[src.return_controls()]"
if(current.remote_control || overridden)
dat += "<hr>[return_controls()]"
return dat
//a bunch of this is copied from atmos alarms
@@ -69,24 +84,53 @@
//if("adjust_threshold") //was a good idea but required very wide window
if("set_threshold")
var/env = href_list["env"]
var/varname = href_list["var"]
var/datum/tlv/tlv = current.TLV[env]
var/newval = input("Enter [varname] for env", "Alarm triggers", tlv.vars[varname]) as num|null
var/threshold = text2num(href_list["var"])
var/list/selected = current.TLV[env]
var/list/thresholds = list("lower bound", "low warning", "high warning", "upper bound")
var/newval = input("Enter [thresholds[threshold]] for [env]", "Alarm triggers", selected[threshold]) as num|null
if (isnull(newval) || ..() || (current.locked && issilicon(usr)))
return
if (newval<0)
tlv.vars[varname] = -1.0
selected[threshold] = -1.0
else if (env=="temperature" && newval>5000)
tlv.vars[varname] = 5000
selected[threshold] = 5000
else if (env=="pressure" && newval>50*ONE_ATMOSPHERE)
tlv.vars[varname] = 50*ONE_ATMOSPHERE
selected[threshold] = 50*ONE_ATMOSPHERE
else if (env!="temperature" && env!="pressure" && newval>200)
tlv.vars[varname] = 200
selected[threshold] = 200
else
newval = round(newval,0.01)
tlv.vars[varname] = newval
selected[threshold] = newval
if(threshold == 1)
if(selected[1] > selected[2])
selected[2] = selected[1]
if(selected[1] > selected[3])
selected[3] = selected[1]
if(selected[1] > selected[4])
selected[4] = selected[1]
if(threshold == 2)
if(selected[1] > selected[2])
selected[1] = selected[2]
if(selected[2] > selected[3])
selected[3] = selected[2]
if(selected[2] > selected[4])
selected[4] = selected[2]
if(threshold == 3)
if(selected[1] > selected[3])
selected[1] = selected[3]
if(selected[2] > selected[3])
selected[2] = selected[3]
if(selected[3] > selected[4])
selected[4] = selected[3]
if(threshold == 4)
if(selected[1] > selected[4])
selected[1] = selected[4]
if(selected[2] > selected[4])
selected[2] = selected[4]
if(selected[3] > selected[4])
selected[3] = selected[4]
spawn(1)
src.updateUsrDialog()
updateUsrDialog()
return
if(href_list["screen"])
@@ -98,14 +142,14 @@
if(href_list["atmos_alarm"])
if (current.alarm_area.atmosalert(2))
current.post_alert(2)
current.apply_danger_level(2)
spawn(1)
src.updateUsrDialog()
current.update_icon()
return
if(href_list["atmos_reset"])
if (current.alarm_area.atmosalert(0))
current.post_alert(0)
current.apply_danger_level(0)
spawn(1)
src.updateUsrDialog()
current.update_icon()
@@ -121,17 +165,6 @@
//copypasta from alarm code, changed to work with this without derping hard
//---START COPYPASTA----
#define AALARM_MODE_SCRUBBING 1
#define AALARM_MODE_VENTING 2 //makes draught
#define AALARM_MODE_PANIC 3 //constantly sucks all air
#define AALARM_MODE_REPLACEMENT 4 //sucks off all air, then refill and swithes to scrubbing
#define AALARM_MODE_OFF 5
#define AALARM_SCREEN_MAIN 1
#define AALARM_SCREEN_VENT 2
#define AALARM_SCREEN_SCRUB 3
#define AALARM_SCREEN_MODE 4
#define AALARM_SCREEN_SENSORS 5
/obj/machinery/computer/atmoscontrol/proc/return_controls()
var/output = ""//"<B>[alarm_zone] Air [name]</B><HR>"
@@ -151,7 +184,7 @@
<HR>
"}
if (current.mode==AALARM_MODE_PANIC)
output += "<font color='red'><B>PANIC SYPHON ACTIVE</B></font><br><A href='?src=\ref[src];alarm=\ref[current];mode=[AALARM_MODE_OFF]'>turn syphoning off</A>"
output += "<font color='red'><B>PANIC SYPHON ACTIVE</B></font><br><A href='?src=\ref[src];alarm=\ref[current];mode=[AALARM_MODE_SCRUBBING]'>turn syphoning off</A>"
else
output += "<A href='?src=\ref[src];alarm=\ref[current];mode=[AALARM_MODE_PANIC]'><font color='red'><B>ACTIVATE PANIC SYPHON IN AREA</B></font></A>"
if (AALARM_SCREEN_VENT)
@@ -243,11 +276,11 @@ Nitrous Oxide
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_MAIN]'>Main menu</a><br>
<b>Air machinery mode for the area:</b><ul>"}
var/list/modes = list(
AALARM_MODE_SCRUBBING = "Filtering",
AALARM_MODE_VENTING = "Draught",
AALARM_MODE_PANIC = "<font color='red'>PANIC</font>",
AALARM_MODE_REPLACEMENT = "<font color='red'>REPLACE AIR</font>",
AALARM_MODE_OFF = "Off",
AALARM_MODE_SCRUBBING = "Filtering",
AALARM_MODE_REPLACEMENT = "<font color='red'>REPLACE AIR</font>",
AALARM_MODE_PANIC = "<font color='red'>PANIC</font>",
AALARM_MODE_CYCLE = "<font color='red'>CYCLE</font>",
AALARM_MODE_FILL = "<font color='red'>FILL</font>",
)
for (var/m=1,m<=modes.len,m++)
if (current.mode==m)
@@ -278,49 +311,26 @@ table tr:first-child th:first-child { border: none;}
"plasma" = "Toxin",
"other" = "Other",
)
var/list/thresholds = list("min2", "min1", "max1", "max2")
var/datum/tlv/tlv
var/list/tlv
for (var/g in gases)
output += {"
<TR><th>[gases[g]]</th>
"}
output += "<TR><th>[gases[g]]</th>"
tlv = current.TLV[g]
for (var/v in thresholds)
output += {"
<td>
<A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=[g];var=[v]'>[tlv.vars[v]>=0?tlv.vars[v]:"OFF"]</A>
</td>
"}
output += {"
</TR>
"}
for (var/i = 1, i <= 4, i++)
output += "<td><A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=[g];var=[i]'>[tlv[i] >= 0?tlv[i]:"OFF"]</A></td>"
output += "</TR>"
tlv = current.TLV["pressure"]
output += {"
<TR><th>Pressure</th>
"}
for (var/v in thresholds)
output += {"
<td>
<A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=pressure;var=[v]'>[tlv.vars[v]>=0?tlv.vars[v]:"OFF"]</A>
</td>
"}
output += {"
</TR>
"}
output += "<TR><th>Pressure</th>"
for (var/i = 1, i <= 4, i++)
output += "<td><A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=pressure;var=[i]'>[tlv[i]>= 0?tlv[i]:"OFF"]</A></td>"
output += "</TR>"
tlv = current.TLV["temperature"]
output += {"
<TR><th>Temperature</th>
"}
for (var/v in thresholds)
output += {"
<td>
<A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=temperature;var=[v]'>[tlv.vars[v]>=0?tlv.vars[v]:"OFF"]</A>
</td>
"}
output += {"
</TR>
"}
output += {"</table>"}
output += "<TR><th>Temperature</th>"
for (var/i = 1, i <= 4, i++)
output += "<td><A href='?src=\ref[src];alarm=\ref[current];command=set_threshold;env=temperature;var=[i]'>[tlv[i]>= 0?tlv[i]:"OFF"]</A></td>"
output += "</TR>"
output += "</table>"
return output
//---END COPYPASTA----
+2 -2
View File
@@ -9,7 +9,7 @@
/obj/item/tape/police
name = "police tape"
desc = "A length of police tape. Do not cross."
req_access = list(access_security)
req_access = list(ACCESS_SECURITY)
icon_base = "police"
/obj/item/taperoll/engineering
@@ -22,7 +22,7 @@
/obj/item/tape/engineering
name = "engineering tape"
desc = "A length of engineering tape. Better not cross it."
req_access = list(access_engine,access_atmospherics)
req_access = list(ACCESS_ENGINE,ACCESS_ATMOSPHERICS)
icon_base = "engineering"
/obj/item/taperoll/attack_self(mob/user as mob)
@@ -0,0 +1,361 @@
//UltraLight system, by Sukasa
#define UL_I_FALLOFF_SQUARE 0
#define UL_I_FALLOFF_ROUND 1
#define UL_I_LIT 0
#define UL_I_EXTINGUISHED 1
#define UL_I_ONZERO 2
#define ul_LightingEnabled 1
//#define ul_LightingResolution 2
//Uncomment if you want maybe slightly smoother lighting
#define ul_Steps 7
#define ul_FalloffStyle UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
#define ul_Layer 10
#define ul_TopLuminosity 12 //Maximum brightness an object can have.
//#define ul_LightLevelChangedUpdates
//Uncomment if you have code that you want triggered when the light level on an atom changes.
#define ul_Clamp(Value) min(max(Value, 0), ul_Steps)
#define ul_IsLuminous(A) (A.LuminosityRed || A.LuminosityGreen || A.LuminosityBlue)
#define ul_Luminosity(A) max(A.LuminosityRed, A.LuminosityGreen, A.LuminosityBlue)
#ifdef ul_LightingResolution
var/ul_LightingResolutionSqrt = sqrt(ul_LightingResolution)
#endif
var/ul_SuppressLightLevelChanges = 0
var/list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7)
proc/ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
for(var/atom/Light in ReApply)
if(ul_IsLuminous(Light))
Light.ul_Illuminate()
return
atom/var/LuminosityRed = 0
atom/var/LuminosityGreen = 0
atom/var/LuminosityBlue = 0
atom/var/ul_Extinguished = UL_I_ONZERO
atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
if(LuminosityRed == min(Red, ul_TopLuminosity) && LuminosityGreen == min(Green, ul_TopLuminosity) && LuminosityBlue == min(Blue, ul_TopLuminosity))
return //No point doing all that work if it won't have any effect anyways...
if (ul_Extinguished == UL_I_EXTINGUISHED)
LuminosityRed = min(Red,ul_TopLuminosity)
LuminosityGreen = min(Green,ul_TopLuminosity)
LuminosityBlue = min(Blue,ul_TopLuminosity)
return
if (ul_IsLuminous(src))
ul_Extinguish()
LuminosityRed = min(Red,ul_TopLuminosity)
LuminosityGreen = min(Green,ul_TopLuminosity)
LuminosityBlue = min(Blue,ul_TopLuminosity)
ul_Extinguished = UL_I_ONZERO
if (ul_IsLuminous(src))
ul_Illuminate()
return
atom/proc/ul_Illuminate()
if (ul_Extinguished == UL_I_LIT)
return
ul_Extinguished = UL_I_LIT
luminosity = ul_Luminosity(src)
for(var/turf/Affected in view(luminosity, src))
var/Falloff = src.ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(DeltaRed > 0 || DeltaGreen > 0 || DeltaBlue > 0)
if(DeltaRed > 0)
if(!Affected.MaxRed)
Affected.MaxRed = list()
Affected.MaxRed += DeltaRed
if(DeltaGreen > 0)
if(!Affected.MaxGreen)
Affected.MaxGreen = list()
Affected.MaxGreen += DeltaGreen
if(DeltaBlue > 0)
if(!Affected.MaxBlue)
Affected.MaxBlue = list()
Affected.MaxBlue += DeltaBlue
Affected.ul_UpdateLight()
#ifdef ul_LightLevelChangedUpdates
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
#endif
return
atom/proc/ul_Extinguish()
if (ul_Extinguished != UL_I_LIT)
return
ul_Extinguished = UL_I_EXTINGUISHED
for(var/turf/Affected in view(ul_Luminosity(src), src))
var/Falloff = ul_FalloffAmount(Affected)
var/DeltaRed = LuminosityRed - Falloff
var/DeltaGreen = LuminosityGreen - Falloff
var/DeltaBlue = LuminosityBlue - Falloff
if(DeltaRed > 0 || DeltaGreen > 0 || DeltaBlue > 0)
if(DeltaRed > 0)
if(Affected.MaxRed)
Affected.MaxRed -= DeltaRed
if(!Affected.MaxRed.len)
del Affected.MaxRed
if(DeltaGreen > 0)
if(Affected.MaxGreen)
Affected.MaxGreen -= DeltaGreen
if(!Affected.MaxGreen.len)
del Affected.MaxGreen
if(DeltaBlue > 0)
if(Affected.MaxBlue)
Affected.MaxBlue -= DeltaBlue
if(!Affected.MaxBlue.len)
del Affected.MaxBlue
Affected.ul_UpdateLight()
#ifdef ul_LightLevelChangedUpdates
if (ul_SuppressLightLevelChanges == 0)
Affected.ul_LightLevelChanged()
for(var/atom/AffectedAtom in Affected)
AffectedAtom.ul_LightLevelChanged()
#endif
luminosity = 0
return
/*
Calculates the correct lighting falloff value (used to calculate what brightness to set the turf to) to use,
when called on a luminous atom and passed an atom in the turf to be lit.
Supports multiple configurations, BS12 uses the circular falloff setting. This setting uses an array lookup
to avoid the cost of the square root function.
*/
atom/proc/ul_FalloffAmount(var/atom/ref)
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
var/x = (ref.x - src.x)
var/y = (ref.y - src.y)
#ifdef ul_LightingResolution
if (round((x*x + y*y)*ul_LightingResolutionSqrt,1) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= round(x*x+y*y*ul_LightingResolutionSqrt,1), i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[round((x*x + y*y)*ul_LightingResolutionSqrt, 1) + 1]/ul_LightingResolution
#else
if ((x*x + y*y) > ul_FastRoot.len)
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
ul_FastRoot += round(sqrt(i))
return ul_FastRoot[x*x + y*y + 1]
#endif
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
return get_dist(src, ref)
return 0
atom/proc/ul_SetOpacity(var/NewOpacity)
if(opacity != NewOpacity)
var/list/Blanked = ul_BlankLocal()
opacity = NewOpacity
ul_UnblankLocal(Blanked)
return
atom/proc/ul_BlankLocal()
var/list/Blanked = list( )
var/TurfAdjust = isturf(src) ? 1 : 0
for(var/atom/Affected in view(ul_TopLuminosity, src))
if(ul_IsLuminous(Affected) && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= ul_Luminosity(Affected) + TurfAdjust))
Affected.ul_Extinguish()
Blanked += Affected
return Blanked
atom/proc/ul_LightLevelChanged()
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
return
atom/New()
. = ..()
if(ul_IsLuminous(src))
spawn(5)
ul_Illuminate()
atom/Del()
if(ul_IsLuminous(src))
ul_Extinguish()
. = ..()
atom/movable/Move()
if(ul_IsLuminous(src))
ul_Extinguish()
. = ..()
ul_Illuminate()
else
return ..()
turf/var/list/MaxRed
turf/var/list/MaxGreen
turf/var/list/MaxBlue
turf/proc/ul_GetRed()
if(MaxRed)
return ul_Clamp(max(MaxRed))
return 0
turf/proc/ul_GetGreen()
if(MaxGreen)
return ul_Clamp(max(MaxGreen))
return 0
turf/proc/ul_GetBlue()
if(MaxBlue)
return ul_Clamp(max(MaxBlue))
return 0
turf/proc/ul_UpdateLight()
var/area/CurrentArea = loc
if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
return
var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
if(CurrentArea.tag != LightingTag)
var/area/NewArea = locate(LightingTag)
if(!NewArea)
NewArea = new CurrentArea.type()
NewArea.tag = LightingTag
for(var/V in CurrentArea.vars - "contents")
if(issaved(CurrentArea.vars[V]))
NewArea.vars[V] = CurrentArea.vars[V]
NewArea.tag = LightingTag
NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
NewArea.contents += src
return
turf/proc/ul_Recalculate()
ul_SuppressLightLevelChanges++
var/list/Lights = ul_BlankLocal()
ul_UnblankLocal(Lights)
ul_SuppressLightLevelChanges--
return
area/var/ul_Overlay = null
area/var/ul_Lighting = 1
area/var/LightLevelRed = 0
area/var/LightLevelGreen = 0
area/var/LightLevelBlue = 0
area/var/list/LightLevels
area/proc/ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
if(!src || !src.ul_Lighting)
return
overlays -= ul_Overlay
if(LightLevels)
if(Red < LightLevels["Red"])
Red = LightLevels["Red"]
if(Green < LightLevels["Green"])
Green = LightLevels["Green"]
if(Blue < LightLevels["Blue"])
Blue = LightLevels["Blue"]
LightLevelRed = Red
LightLevelGreen = Green
LightLevelBlue = Blue
luminosity = LightLevelRed || LightLevelGreen || LightLevelBlue
ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
overlays += ul_Overlay
return
area/proc/ul_Prep()
if(!tag)
tag = "[type]"
if(ul_Lighting)
if(!findtext(tag,":UL"))
ul_Light()
//world.log << tag
return
#undef UL_I_FALLOFF_SQUARE
#undef UL_I_FALLOFF_ROUND
#undef UL_I_LIT
#undef UL_I_EXTINGUISHED
#undef UL_I_ONZERO
#undef ul_LightingEnabled
#undef ul_LightingResolution
#undef ul_Steps
#undef ul_FalloffStyle
#undef ul_Layer
#undef ul_TopLuminosity
#undef ul_Clamp
#undef ul_LightLevelChangedUpdates
+2 -2
View File
@@ -246,7 +246,7 @@
new /obj/item/weapon/storage/box(BPK)
new /obj/item/weapon/pen(src)
new /obj/item/device/pda/heads/cmo(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/weapon/storage/firstaid/adv(src)
new /obj/item/device/flashlight/pen(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/suit/bio_suit/cmo(src)
@@ -268,7 +268,7 @@
new /obj/item/weapon/storage/box(BPK)
new /obj/item/weapon/pen(src)
new /obj/item/device/pda/medical(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/weapon/storage/firstaid/adv(src)
new /obj/item/device/flashlight/pen(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/head/nursehat (src)
+3 -3
View File
@@ -455,12 +455,12 @@ proc/airborne_can_reach(turf/source, turf/target)
var/name = pick(mob.organs)
var/datum/organ/external/organ = mob.organs[name]
if(!organ.broken && !organ.robot)
if(!(organ.status & BROKEN) && !(organ.status & ROBOT))
mob.adjustBruteLoss(10)
mob.visible_message("\red You hear a loud cracking sound coming from [mob.name].","\red <b>Something feels like it shattered in your [organ.display_name]!</b>","You hear a sickening crack.")
mob.emote("scream")
organ.broken = 1
organ.wound = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
organ.status |= BROKEN
organ.broken_description = pick("broken","fracture","hairline fracture") //Randomise in future. Edit: Randomized. --SkyMarshal
organ.perma_injury = 10