Recommits storage

This commit is contained in:
AlexanderSeto
2014-06-12 16:28:19 -07:00
276 changed files with 2355606 additions and 25621 deletions
+95
View File
@@ -12,6 +12,7 @@ The currently supporting non-reagent materials:
- $metal (/obj/item/stack/metal). One sheet = 3750 units.
- $glass (/obj/item/stack/glass). One sheet = 3750 units.
- $plasma (/obj/item/stack/plasma). One sheet = 3750 units.
- $plasteel (/obj/item/stack/sheet/plasteel). One sheet = 3750 units.
- $silver (/obj/item/stack/silver). One sheet = 3750 units.
- $gold (/obj/item/stack/gold). One sheet = 3750 units.
- $uranium (/obj/item/stack/uranium). One sheet = 3750 units.
@@ -1609,6 +1610,100 @@ datum/design/plasmapistol
materials = list("$metal" = 5000, "$glass" = 1000, "$plasma" = 3000)
build_path = "/obj/item/weapon/gun/energy/toxgun"
/////////////////////////////////////////
/////////////////Armor///////////////////
/////////////////////////////////////////
datum/design/powerarmor
name = "Powered armor suit"
desc = "The frame for Centcom's patented powered armor."
id = "powerarmor"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/clothing/suit/space/powered
datum/design/powerarmor_helmet
name = "Powered armor helmet"
desc = "The frame for Centcom's patented powered armor."
id = "powerarmorhelmet"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3750, "$glass" = 3750, "$plasteel" = 2000)
build_path = /obj/item/clothing/head/space/powered
datum/design/powerarmor_gloves
name = "Powered armor gloves"
desc = "The frame for Centcom's patented powered armor."
id = "powerarmorgloves"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/gloves/powered
datum/design/powerarmor_boots
name = "Powered armor boots"
desc = "The frame for Centcom's patented powered armor."
id = "powerarmorboots"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/shoes/powered
datum/design/powerarmor_plasma
name = "Powered armor miniaturized plasma generator"
desc = "One of the potential power sources for powered armor."
id = "powerarmorplasma"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 4, "plasmatech" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasma" = 4000)
build_path = /obj/item/powerarmor/power/plasma
datum/design/powerarmor_cell
name = "Powered armor powercell interface"
desc = "One of the potential power sources for powered armor."
id = "powerarmorcell"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 3, "magnets" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$silver" = 4000)
build_path = /obj/item/powerarmor/power/powercell
datum/design/powerarmor_nuclear
name = "Powered armor miniaturized nuclear generator"
desc = "One of the potential power sources for powered armor."
id = "powerarmornuclear"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 4, "magnets" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$uranium" = 4000)
build_path = /obj/item/powerarmor/power/nuclear
datum/design/powerarmor_reactive
name = "Powered armor reactive plating"
desc = "The core of the power armor's active defenses."
id = "powerarmorreactive"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 3, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$diamond" = 4000)
build_path = /obj/item/powerarmor/reactive
datum/design/powerarmor_servos
name = "Powered armor servos"
desc = "This allows the powerarmor to move efficiently."
id = "powerarmorservos"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 3, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/servos
datum/design/powerarmor_atmoseal
name = "Powered armor atmospheric seal"
desc = "This keeps the bad stuff out."
id = "powerarmoratmoseal"
req_tech = list("combat" = 3, "engineering" = 3, "powerstorage" = 3, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/atmoseal
/////////////////////////////////////////
/////////////////Mining//////////////////
/////////////////////////////////////////
+6
View File
@@ -14,6 +14,7 @@ Note: Must be placed west/left of and R&D console to function.
var/max_material_storage = 100000 //All this could probably be done better with a list but meh.
var/m_amount = 0.0
var/plasteel_amount = 0.0
var/g_amount = 0.0
var/gold_amount = 0.0
var/silver_amount = 0.0
@@ -87,6 +88,9 @@ Note: Must be placed west/left of and R&D console to function.
if(g_amount >= 3750)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / G.perunit)
if(plasteel_amount >= 2000)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel(src.loc)
G.amount = round(plasteel_amount / G.perunit)
if(plasma_amount >= 2000)
var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
G.amount = round(plasma_amount / G.perunit)
@@ -162,6 +166,8 @@ Note: Must be placed west/left of and R&D console to function.
m_amount += amount * 3750
if(/obj/item/stack/sheet/glass)
g_amount += amount * 3750
if(/obj/item/stack/sheet/plasteel)
plasteel_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/gold)
gold_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/silver)
+23 -29
View File
@@ -34,6 +34,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
/obj/machinery/computer/rdconsole
name = "R&D Console"
icon_state = "rdcomp"
circuit = /obj/item/weapon/circuitboard/rdconsole
var/datum/research/files //Stores all the collected research data.
var/obj/item/weapon/disk/tech_disk/t_disk = null //Stores the technology disk.
var/obj/item/weapon/disk/design_disk/d_disk = null //Stores the design disk.
@@ -46,7 +47,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/id = 0 //ID of the computer (for server restrictions).
var/sync = 1 //If sync = 0, it doesn't show up on Server Control Console
req_access = list(access_tox) //Data and setting manipulation requires scientist access.
req_access = list(access_research) //Data and setting manipulation requires scientist access.
/obj/machinery/computer/rdconsole/proc/Maximize()
@@ -77,6 +78,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
switch(return_name)
if("metal")
return_name = "Metal"
if("plasteel")
return_name = "Plasteel"
if("glass")
return_name = "Glass"
if("gold")
@@ -147,35 +150,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
*/
/obj/machinery/computer/rdconsole/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
//The construction/deconstruction of the console code.
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/rdconsole/M = new /obj/item/weapon/circuitboard/rdconsole( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/rdconsole/M = new /obj/item/weapon/circuitboard/rdconsole( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
//Loading a disk into it.
else if(istype(D, /obj/item/weapon/disk))
if(istype(D, /obj/item/weapon/disk))
if(t_disk || d_disk)
user << "A disk is already loaded into the machine."
return
@@ -192,6 +168,10 @@ won't update every console in existence) but it's more of a hassle to do. Also,
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You you disable the security protocols"
else
//The construction/deconstruction of the console code.
..()
src.updateUsrDialog()
return
@@ -388,6 +368,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
if("$glass")
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
if("$plasteel")
linked_lathe.plasteel_amount = max(0, (linked_lathe.plasteel_amount-being_built.materials[M]))
if("$gold")
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
if("$silver")
@@ -478,6 +460,9 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("glass")
type = /obj/item/stack/sheet/glass
res_amount = "g_amount"
if("plasteel")
type = /obj/item/stack/sheet/plasteel
res_amount = "plasteel_amount"
if("gold")
type = /obj/item/stack/sheet/mineral/gold
res_amount = "gold_amount"
@@ -751,6 +736,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(D.materials[M] > linked_lathe.g_amount) check_materials = 0
if("$metal")
if(D.materials[M] > linked_lathe.m_amount) check_materials = 0
if("$plasteel")
if(D.materials[M] > linked_lathe.plasteel_amount) check_materials = 0
if("$gold")
if(D.materials[M] > linked_lathe.gold_amount) check_materials = 0
if("$silver")
@@ -788,6 +775,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(linked_lathe.g_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.g_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Plasteel
dat += "* [linked_lathe.plasteel_amount] cm<sup>3</sup> of Plasteel || "
dat += "Eject: "
if(linked_lathe.plasteel_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasteel;lathe_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_lathe.plasteel_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasteel;lathe_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_lathe.plasteel_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasteel;lathe_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Gold
dat += "* [linked_lathe.gold_amount] cm<sup>3</sup> of Gold || "
dat += "Eject: "
+2 -21
View File
@@ -100,24 +100,5 @@ proc/move_research_shuttle()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/research_shuttle/M = new /obj/item/weapon/circuitboard/research_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
getFromPool(/obj/item/weapon/shard, loc)
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
else
..()
+4 -29
View File
@@ -194,6 +194,7 @@
/obj/machinery/computer/rdservercontrol
name = "R&D Server Controller"
icon_state = "rdcomp"
circuit = /obj/item/weapon/circuitboard/rdservercontrol
var/screen = 0
var/obj/machinery/r_n_d/server/temp_server
var/list/servers = list()
@@ -333,38 +334,12 @@
return
/obj/machinery/computer/rdservercontrol/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else if(istype(D, /obj/item/weapon/card/emag) && !emagged)
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You you disable the security protocols"
src.updateUsrDialog()
return
return ..()
/obj/machinery/r_n_d/server/robotics
@@ -378,4 +353,4 @@
name = "Core R&D Server"
id_with_upload_string = "1"
id_with_download_string = "1"
server_id = 1
server_id = 1
@@ -317,16 +317,26 @@
deactivate()
..()
/obj/machinery/suspension_gen/verb/toggle()
/obj/machinery/suspension_gen/verb/rotate_ccw()
set src in view(1)
set name = "Rotate suspension gen (clockwise)"
set category = "IC"
set name = "Rotate suspension gen (counter-clockwise)"
set category = "Object"
if(anchored)
usr << "\red You cannot rotate [src], it has been firmly fixed to the floor."
else
dir = turn(dir, 90)
/obj/machinery/suspension_gen/verb/rotate_cw()
set src in view(1)
set name = "Rotate suspension gen (clockwise)"
set category = "Object"
if(anchored)
usr << "\red You cannot rotate [src], it has been firmly fixed to the floor."
else
dir = turn(dir, -90)
/obj/effect/suspension_field
name = "energy field"
icon = 'icons/effects/effects.dmi'