diff --git a/baystation12.dme b/baystation12.dme index 1e8466f5f3d..389d9cff8f4 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -26,9 +26,6 @@ #define FILE_DIR "code/FEA" #define FILE_DIR "code/game" #define FILE_DIR "code/game/area" -#define FILE_DIR "code/game/events" -#define FILE_DIR "code/game/events/EventProcs" -#define FILE_DIR "code/game/events/Events" #define FILE_DIR "code/game/gamemodes" #define FILE_DIR "code/game/gamemodes/autotraitor" #define FILE_DIR "code/game/gamemodes/blob" @@ -274,11 +271,9 @@ #define FILE_DIR "tools" #define FILE_DIR "tools/Redirector" // END_FILE_DIR - // BEGIN_PREFERENCES #define DEBUG // END_PREFERENCES - // BEGIN_INCLUDE #include "code\global.dm" #include "code\hub.dm" @@ -465,6 +460,7 @@ #include "code\game\gamemodes\events\miniblob.dm" #include "code\game\gamemodes\events\ninja_abilities.dm" #include "code\game\gamemodes\events\ninja_equipment.dm" +#include "code\game\gamemodes\events\power_failure.dm" #include "code\game\gamemodes\events\space_ninja.dm" #include "code\game\gamemodes\events\spacevines.dm" #include "code\game\gamemodes\events\wormholes.dm" @@ -661,6 +657,7 @@ #include "code\game\objects\weapons.dm" #include "code\game\objects\closets\walllocker.dm" #include "code\game\objects\effects\aliens.dm" +#include "code\game\objects\effects\barsign.dm" #include "code\game\objects\effects\bump_teleporter.dm" #include "code\game\objects\effects\effect_system.dm" #include "code\game\objects\effects\gibs.dm" @@ -971,6 +968,7 @@ #include "code\modules\clothing\shoes\colour.dm" #include "code\modules\clothing\shoes\magboots.dm" #include "code\modules\clothing\shoes\miscellaneous.dm" +#include "code\modules\clothing\spacesuits\alien.dm" #include "code\modules\clothing\spacesuits\captain.dm" #include "code\modules\clothing\spacesuits\ert.dm" #include "code\modules\clothing\spacesuits\miscellaneous.dm" @@ -1002,6 +1000,30 @@ #include "code\modules\DetectiveWork\evidence.dm" #include "code\modules\DetectiveWork\footprints_and_rag.dm" #include "code\modules\DetectiveWork\scanner.dm" +#include "code\modules\events\alien_infestation.dm" +#include "code\modules\events\blob.dm" +#include "code\modules\events\brand_intelligence.dm" +#include "code\modules\events\carp_migration.dm" +#include "code\modules\events\comms_blackout.dm" +#include "code\modules\events\communications_blackout.dm" +#include "code\modules\events\disease_outbreak.dm" +#include "code\modules\events\electrical_storm.dm" +#include "code\modules\events\event.dm" +#include "code\modules\events\event_dynamic.dm" +#include "code\modules\events\event_manager.dm" +#include "code\modules\events\grid_check.dm" +#include "code\modules\events\infestation.dm" +#include "code\modules\events\ion_storm.dm" +#include "code\modules\events\meteors.dm" +#include "code\modules\events\prison_break.dm" +#include "code\modules\events\radiation_storm.dm" +#include "code\modules\events\rogue_drones.dm" +#include "code\modules\events\space_ninja.dm" +#include "code\modules\events\spacevine.dm" +#include "code\modules\events\spider_infestation.dm" +#include "code\modules\events\spontaneous_appendicitis.dm" +#include "code\modules\events\viral_infection.dm" +#include "code\modules\events\viral_outbreak.dm" #include "code\modules\flufftext\Dreaming.dm" #include "code\modules\flufftext\Hallucination.dm" #include "code\modules\flufftext\TextFilters.dm" @@ -1205,6 +1227,7 @@ #include "code\modules\mob\living\simple_animal\hostile\syndicate.dm" #include "code\modules\mob\living\simple_animal\hostile\tree.dm" #include "code\modules\mob\living\simple_animal\hostile\retaliate\clown.dm" +#include "code\modules\mob\living\simple_animal\hostile\retaliate\drone.dm" #include "code\modules\mob\living\simple_animal\hostile\retaliate\retaliate.dm" #include "code\modules\mob\new_player\hud.dm" #include "code\modules\mob\new_player\login.dm" @@ -1384,6 +1407,11 @@ #include "code\WorkInProgress\Cael_Aislinn\sculpture.dm" #include "code\WorkInProgress\Cael_Aislinn\shield_capacitor.dm" #include "code\WorkInProgress\Cael_Aislinn\shield_gen.dm" +#include "code\WorkInProgress\Cael_Aislinn\Economy\Accounts.dm" +#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy.dm" +#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events.dm" +#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_TradeDestinations.dm" +#include "code\WorkInProgress\Cael_Aislinn\Economy\EFTPOS.dm" #include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm" #include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm" #include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm" @@ -1409,6 +1437,8 @@ #include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm" #include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm" #include "code\WorkInProgress\Chinsky\ashtray.dm" +#include "code\WorkInProgress\Cib\MedicalSideEffects.dm" +#include "code\WorkInProgress\Mini\ATM.dm" #include "code\WorkInProgress\Ported\policetape.dm" #include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm" #include "code\WorkInProgress\Susan\susan_desert_turfs.dm" diff --git a/code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm b/code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm index a93a4690293..76c85755937 100644 --- a/code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm +++ b/code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm @@ -80,13 +80,13 @@ if(MOURNING) newMsg.body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops." if(CULT_CELL_REVEALED) - newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\'","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities." + newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities." if(SECURITY_BREACH) newMsg.body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all NanoTrasen personnel that such lapses are rare." if(ANIMAL_RIGHTS_RAID) newMsg.body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result." if(FESTIVAL) - newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been delcared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet." + newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet." for(var/datum/feed_channel/FC in news_network.network_channels) if(FC.channel_name == "Tau Ceti Daily") diff --git a/code/WorkInProgress/Cib/MedicalSideEffects.dm b/code/WorkInProgress/Cib/MedicalSideEffects.dm new file mode 100644 index 00000000000..ea828276837 --- /dev/null +++ b/code/WorkInProgress/Cib/MedicalSideEffects.dm @@ -0,0 +1,166 @@ +// MEDICAL SIDE EFFECT BASE +// ======================== +/datum/medical_effect/var/name = "None" +/datum/medical_effect/var/strength = 0 +/datum/medical_effect/proc/on_life(mob/living/carbon/human/H, strength) +/datum/medical_effect/proc/cure(mob/living/carbon/human/H) + + +// MOB HELPERS +// =========== +/mob/living/carbon/human/var/list/datum/medical_effect/side_effects = list() +/mob/proc/add_side_effect(name, strength = 0) +/mob/living/carbon/human/add_side_effect(name, strength = 0) + for(var/datum/medical_effect/M in src.side_effects) if(M.name == name) + M.strength = max(M.strength, 10) + return + + var/list/L = typesof(/datum/medical_effect)-/datum/medical_effect + + for(var/T in L) + var/datum/medical_effect/M = new T + if(M.name == name) + M.strength = strength + side_effects += M + +/mob/living/carbon/human/proc/handle_medical_side_effects() + if(src.reagents.has_reagent("bicaridine") || src.reagents.has_reagent("tricordrazine") || src.reagents.has_reagent("cryoxadone")) + src.add_side_effect("Headache") + + + if(src.reagents.has_reagent("kelotane") || src.reagents.has_reagent("dermaline")) + src.add_side_effect("Bad Stomach") + + // One full cycle(in terms of strength) every 10 minutes + var/strength_percent = sin(life_tick / 2) + + // Only do anything if the effect is currently strong enough + if(strength_percent >= 0.4) + for (var/datum/medical_effect/M in side_effects) + if (M.cure(src) || M.strength > 60) + side_effects -= M + del(M) + else + if(life_tick % 45 == 0) + M.on_life(src, strength_percent*M.strength) + // Effect slowly growing stronger + M.strength+=0.08 + +// HEADACHE +// ======== +/datum/medical_effect/headache/name = "Headache" +/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength) + switch(strength) + if(1 to 10) + H.custom_pain("You feel a light pain in your head.",0) + if(11 to 30) + H.custom_pain("You feel a throbbing pain in your head!",1) + if(31 to 99) + H.custom_pain("You feel an excrutiating pain in your head!",1) + H.adjustBrainLoss(1) + if(99 to INFINITY) + H.custom_pain("It feels like your head is about to split open!",1) + H.adjustBrainLoss(3) + var/datum/organ/external/O = H.organs_by_name["head"] + O.take_damage(0, 1, 0, "Headache") + +/datum/medical_effect/headache/cure(mob/living/carbon/human/H) + if(H.reagents.has_reagent("alkysine")) + return 1 + return 0 + +// HEADACHE +// ======== +/datum/medical_effect/headache/name = "Headache" +/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength) + switch(strength) + if(1 to 10) + H.custom_pain("You feel a light pain in your head.",0) + if(11 to 30) + H.custom_pain("You feel a throbbing pain in your head!",1) + if(31 to 50) + H.custom_pain("You feel an excrutiating pain in your head!",1) + H.adjustBrainLoss(1) + if(51 to INFINITY) + H.custom_pain("It feels like your head is about to split open!",1) + H.adjustBrainLoss(3) + var/datum/organ/external/O = H.organs_by_name["head"] + O.take_damage(0, 1, 0, "Headache") + +/datum/medical_effect/headache/cure(mob/living/carbon/human/H) + if(H.reagents.has_reagent("alkysine") || H.reagents.has_reagent("tramadol")) + H << "\red Your head stops throbbing.." + return 1 + return 0 + +// BAD STOMACH +// =========== +/datum/medical_effect/bad_stomach/name = "Bad Stomach" +/datum/medical_effect/bad_stomach/on_life(mob/living/carbon/human/H, strength) + switch(strength) + if(1 to 10) + H.custom_pain("You feel a bit light around the stomach.",0) + if(11 to 30) + H.custom_pain("Your stomach hurts.",0) + if(31 to 50) + H.custom_pain("You feel sick.",1) + H.adjustToxLoss(1) + if(51 to INFINITY) + H.custom_pain("You can't hold it in any longer!",1) + H.vomit() + +/datum/medical_effect/bad_stomach/cure(mob/living/carbon/human/H) + if(H.reagents.has_reagent("anti_toxin")) + H << "\red Your stomach feels a little better now.." + return 1 + return 0 + + +// CRAMPS +// ====== +/datum/medical_effect/cramps/name = "Cramps" +/datum/medical_effect/cramps/on_life(mob/living/carbon/human/H, strength) + switch(strength) + if(1 to 10) + H.custom_pain("The muscles in your body hurt a little.",0) + if(11 to 30) + H.custom_pain("The muscles in your body cramp up painfully.",0) + if(31 to 50) + H.emote("me",1,"flinches as all the muscles in their body cramp up.") + H.custom_pain("There's pain all over your body.",1) + H.adjustToxLoss(1) + if(51 to INFINITY) + H.emote("me",1,"flinches as all the muscles in their body cramp up.") + H.custom_pain("It feels as though your muscles are being ripped apart!",1) + H.apply_damage(1, used_weapon = "Cramps") + +/datum/medical_effect/cramps/cure(mob/living/carbon/human/H) + if(H.reagents.has_reagent("inaprovaline")) + H << "\red The cramps let up.." + return 1 + return 0 + +// ITCH +// ==== +/datum/medical_effect/itch/name = "Itch" +/datum/medical_effect/itch/on_life(mob/living/carbon/human/H, strength) + switch(strength) + if(1 to 10) + H.custom_pain("You feel a slight itch.",0) + if(11 to 30) + H.custom_pain("You want to scratch your itch badly.",0) + if(31 to 50) + H.emote("me",1,"shivers slightly.") + H.custom_pain("This itch makes it really hard to concentrate.",1) + H.adjustToxLoss(1) + if(51 to INFINITY) + H.emote("me",1,"shivers.") + H.custom_pain("The itch starts hurting and oozing blood.",1) + H.apply_damage(1, BURN, used_weapon = "Itch") + H.drip(1) + +/datum/medical_effect/itch/cure(mob/living/carbon/human/H) + if(H.reagents.has_reagent("inaprovaline")) + H << "\red The itching stops.." + return 1 + return 0 \ No newline at end of file diff --git a/code/controllers/configuration.dm b/code/controllers/configuration.dm index 4311007cbf7..49829fea88f 100644 --- a/code/controllers/configuration.dm +++ b/code/controllers/configuration.dm @@ -109,6 +109,8 @@ var/ban_legacy_system = 0 //Defines whether the server uses the legacy banning system with the files in /data or the SQL system. Config option in config.txt var/use_age_restriction_for_jobs = 0 //Do jobs use account age restrictions? --requires database + var/simultaneous_pm_warning_timeout = 100 + var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions. var/assistant_maint = 0 //Do assistants get maint access? diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 2247b7c8f30..bdbe50b31a3 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -62,6 +62,7 @@ datum/controller/game_controller/proc/setup() setup_objects() setupgenetics() setupfactions() + setup_economy() for(var/i=0, i[s_bombs] smoke bombs remaining." - var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread() - smoke.set_up(10, 0, U.loc) - smoke.start() - playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2) - s_bombs-- - s_coold = 1 - return - -//=======//9-8 TILE TELEPORT//=======// -//Click to to teleport 9-10 tiles in direction facing. -/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt() - set name = "Phase Jaunt (10E)" - set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 100 - if(!ninjacost(C,1)) - var/mob/living/carbon/human/U = affecting - var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1) - var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. - if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc. - spawn(0) - playsound(U.loc, "sparks", 50, 1) - anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - handle_teleport_grab(destination, U) - U.loc = destination - - spawn(0) - spark_system.start() - playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) - playsound(U.loc, "sparks", 50, 1) - anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - - spawn(0) - destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it. - s_coold = 1 - cell.charge-=(C*10) - else - U << "\red The VOID-shift device is malfunctioning, teleportation failed." - return - -//=======//RIGHT CLICK TELEPORT//=======// -//Right click to teleport somewhere, almost exactly like admin jump to turf. -/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview()) - set name = "Phase Shift (20E)" - set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view." - set category = null//So it does not show up on the panel but can still be right-clicked. - set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide! - - var/C = 200 - if(!ninjacost(C,1)) - var/mob/living/carbon/human/U = affecting - var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. - if((!T.density)&&istype(mobloc, /turf)) - spawn(0) - playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1) - anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - handle_teleport_grab(T, U) - U.loc = T - - spawn(0) - spark_system.start() - playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) - playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1) - anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - - spawn(0)//Any living mobs in teleport area are gibbed. - T.kill_creatures(U) - s_coold = 1 - cell.charge-=(C*10) - else - U << "\red You cannot teleport into solid walls or from solid matter" - return - -//=======//EM PULSE//=======// -//Disables nearby tech equipment. -/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse() - set name = "EM Burst (25E)" - set desc = "Disable any nearby technology with a electro-magnetic pulse." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 250 - if(!ninjacost(C,1)) - var/mob/living/carbon/human/U = affecting - playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2) - empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch. - s_coold = 2 - cell.charge-=(C*10) - return - -//=======//ENERGY BLADE//=======// -//Summons a blade of energy in active hand. -/obj/item/clothing/suit/space/space_ninja/proc/ninjablade() - set name = "Energy Blade (5E)" - set desc = "Create a focused beam of energy in your active hand." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 50 - if(!ninjacost(C)) - var/mob/living/carbon/human/U = affecting - if(!kamikaze) - if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade)) - var/obj/item/weapon/melee/energy/blade/W = new() - spark_system.start() - playsound(U.loc, "sparks", 50, 1) - U.put_in_hands(W) - cell.charge-=(C*10) - else - U << "\red You can only summon one blade. Try dropping an item first." - else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains. - if(!U.get_active_hand()) - var/obj/item/weapon/melee/energy/blade/W = new() - U.put_in_hands(W) - if(!U.get_inactive_hand()) - var/obj/item/weapon/melee/energy/blade/W = new() - U.put_in_inactive_hand(W) - spark_system.start() - playsound(U.loc, "sparks", 50, 1) - s_coold = 1 - return - -//=======//NINJA STARS//=======// -/*Shoots ninja stars at random people. -This could be a lot better but I'm too tired atm.*/ -/obj/item/clothing/suit/space/space_ninja/proc/ninjastar() - set name = "Energy Star (5E)" - set desc = "Launches an energy star at a random living target." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 50 - if(!ninjacost(C)) - var/mob/living/carbon/human/U = affecting - var/targets[] = list()//So yo can shoot while yo throw dawg - for(var/mob/living/M in oview(loc)) - if(M.stat) continue//Doesn't target corpses or paralyzed persons. - targets.Add(M) - if(targets.len) - var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at. - - var/turf/curloc = U.loc - var/atom/targloc = get_turf(target) - if (!targloc || !istype(targloc, /turf) || !curloc) - return - if (targloc == curloc) - return - var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc) - A.current = curloc - A.yo = targloc.y - curloc.y - A.xo = targloc.x - curloc.x - cell.charge-=(C*10) - A.process() - else - U << "\red There are no targets in view." - return - -//=======//ENERGY NET//=======// -/*Allows the ninja to capture people, I guess. -Must right click on a mob to activate.*/ -/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs. - set name = "Energy Net (20E)" - set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds." - set category = null - set src = usr.contents - - var/C = 200 - if(!ninjacost(C,1)&&iscarbon(M)) - var/mob/living/carbon/human/U = affecting - if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame. - //if(M)//DEBUG - if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net. - for(var/turf/T in getline(U.loc, M.loc)) - if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy. - U << "You may not use an energy net through solid obstacles!" - return - spawn(0) - U.Beam(M,"n_beam",,15) - M.anchored = 1//Anchors them so they can't move. - U.say("Get over here!") - var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc) - E.layer = M.layer+1//To have it appear one layer above the mob. - for(var/mob/O in viewers(U, 3)) - O.show_message(text("\red [] caught [] with an energy net!", U, M), 1) - E.affecting = M - E.master = U - spawn(0)//Parallel processing. - E.process(M) - cell.charge-=(C*10) - else - U << "They are already trapped inside an energy net." - else - U << "They will bring no honor to your Clan!" - return - -//=======//ADRENALINE BOOST//=======// -/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium. -Movement impairing would indicate drugs and the like.*/ -/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost() - set name = "Adrenaline Boost" - set desc = "Inject a secret chemical that will counteract all movement-impairing effect." - set category = "Ninja Ability" - set popup_menu = 0 - - if(!ninjacost(,3))//Have to make sure stat is not counted for this ability. - var/mob/living/carbon/human/U = affecting - //Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly. - //For now, adrenaline boosters ARE the miracle injection. Well, radium, really. - U.SetParalysis(0) - U.SetStunned(0) - U.SetWeakened(0) - /* - Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat. - This lead to me and others spamming adrenaline boosters because they failed to kick in on time. - It's technically possible to come back from crit with this but it is very temporary. - Life.dm will kick the player back into unconsciosness the next process loop. - */ - U.stat = 0//At least now you should be able to teleport away or shoot ninja stars. - spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up. - U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!")) - spawn(70) - reagents.reaction(U, 2) - reagents.trans_id_to(U, "radium", a_transfer) - U << "\red You are beginning to feel the after-effect of the injection." - a_boost-- - s_coold = 3 - return - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -Or otherwise known as anime mode. Which also happens to be ridiculously powerful. -*/ - -//=======//NINJA MOVEMENT//=======// -//Also makes you move like you're on crack. -/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk() - set name = "Shadow Walk" - set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off." - set category = "Ninja Ability" - set popup_menu = 0 - - var/mob/living/carbon/human/U = affecting - if(!U.incorporeal_move) - U.incorporeal_move = 2 - U << "\blue You will now phase through solid matter." - else - U.incorporeal_move = 0 - U << "\blue You will no-longer phase through solid matter." - return - -//=======//5 TILE TELEPORT/GIB//=======// -//Allows to gib up to five squares in a straight line. Seriously. -/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer() - set name = "Phase Slayer" - set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line." - set category = "Ninja Ability" - set popup_menu = 0 - - if(!ninjacost()) - var/mob/living/carbon/human/U = affecting - var/turf/destination = get_teleport_loc(U.loc,U,5) - var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. - if(destination&&istype(mobloc, /turf)) - U.say("Ai Satsugai!") - spawn(0) - playsound(U.loc, "sparks", 50, 1) - anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - spawn(0) - for(var/turf/T in getline(mobloc, destination)) - spawn(0) - T.kill_creatures(U) - if(T==mobloc||T==destination) continue - spawn(0) - anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - - handle_teleport_grab(destination, U) - U.loc = destination - - spawn(0) - spark_system.start() - playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) - playsound(U.loc, "sparks", 50, 1) - anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - s_coold = 1 - else - U << "\red The VOID-shift device is malfunctioning, teleportation failed." - return - -//=======//TELEPORT BEHIND MOB//=======// -/*Appear behind a randomly chosen mob while a few decoy teleports appear. -This is so anime it hurts. But that's the point.*/ -/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage() - set name = "Spider Mirage" - set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target." - set category = "Ninja Ability" - set popup_menu = 0 - - if(!ninjacost())//Simply checks for stat. - var/mob/living/carbon/human/U = affecting - var/targets[] - targets = new() - for(var/mob/living/M in oview(6)) - if(M.stat) continue//Doesn't target corpses or paralyzed people. - targets.Add(M) - if(targets.len) - var/mob/living/target=pick(targets) - var/locx - var/locy - var/turf/mobloc = get_turf(target.loc) - var/safety = 0 - switch(target.dir) - if(NORTH) - locx = mobloc.x - locy = (mobloc.y-1) - if(locy<1) - safety = 1 - if(SOUTH) - locx = mobloc.x - locy = (mobloc.y+1) - if(locy>world.maxy) - safety = 1 - if(EAST) - locy = mobloc.y - locx = (mobloc.x-1) - if(locx<1) - safety = 1 - if(WEST) - locy = mobloc.y - locx = (mobloc.x+1) - if(locx>world.maxx) - safety = 1 - else safety=1 - if(!safety&&istype(mobloc, /turf)) - U.say("Kumo no Shinkiro!") - var/turf/picked = locate(locx,locy,mobloc.z) - spawn(0) - playsound(U.loc, "sparks", 50, 1) - anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - spawn(0) - var/limit = 4 - for(var/turf/T in oview(5)) - if(prob(20)) - spawn(0) - anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - limit-- - if(limit<=0) break - - handle_teleport_grab(picked, U) - U.loc = picked - U.dir = target.dir - - spawn(0) - spark_system.start() - playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) - playsound(U.loc, "sparks", 50, 1) - anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - s_coold = 1 - else - U << "\red The VOID-shift device is malfunctioning, teleportation failed." - else - U << "\red There are no targets in view." - return diff --git a/code/game/events/EventProcs/ninja_equipment.dm b/code/game/events/EventProcs/ninja_equipment.dm deleted file mode 100644 index 91e4da4f17d..00000000000 --- a/code/game/events/EventProcs/ninja_equipment.dm +++ /dev/null @@ -1,1461 +0,0 @@ -//For the love of god,space out your code! This is a nightmare to read. - -//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 - -/* -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++ -===================================SPACE NINJA EQUIPMENT=================================== -___________________________________________________________________________________________ -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -*/ - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -*/ - -//=======//NEW AND DEL//=======// - -/obj/item/clothing/suit/space/space_ninja/New() - ..() - verbs += /obj/item/clothing/suit/space/space_ninja/proc/init//suit initialize verb - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_instruction//for AIs - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo - //verbs += /obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs//DEBUG. Doesn't work. - spark_system = new()//spark initialize - spark_system.set_up(5, 0, src) - spark_system.attach(src) - stored_research = new()//Stolen research initialize. - for(var/T in typesof(/datum/tech) - /datum/tech)//Store up on research. - stored_research += new T(src) - var/reagent_amount//reagent initialize - for(var/reagent_id in reagent_list) - reagent_amount += reagent_id == "radium" ? r_maxamount+(a_boost*a_transfer) : r_maxamount//AI can inject radium directly. - reagents = new(reagent_amount) - reagents.my_atom = src - for(var/reagent_id in reagent_list) - reagent_id == "radium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account radium used for adrenaline boosting. - cell = new/obj/item/weapon/cell/high//The suit should *always* have a battery because so many things rely on it. - cell.charge = 9000//Starting charge should not be higher than maximum charge. It leads to problems with recharging. - -/obj/item/clothing/suit/space/space_ninja/Del() - if(affecting)//To make sure the window is closed. - affecting << browse(null, "window=hack spideros") - if(AI)//If there are AIs present when the ninja kicks the bucket. - killai() - if(hologram)//If there is a hologram - del(hologram.i_attached)//Delete it and the attached image. - del(hologram) - ..() - return - -//Simply deletes all the attachments and self, killing all related procs. -/obj/item/clothing/suit/space/space_ninja/proc/terminate() - del(n_hood) - del(n_gloves) - del(n_shoes) - del(src) - -/obj/item/clothing/suit/space/space_ninja/proc/killai(mob/living/silicon/ai/A = AI) - if(A.client) - A << "\red Self-erase protocol dete-- *bzzzzz*" - A << browse(null, "window=hack spideros") - AI = null - A.death(1)//Kill, deleting mob. - del(A) - return - -//=======//SUIT VERBS//=======// -//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced. - -/obj/item/clothing/suit/space/space_ninja/proc/init() - set name = "Initialize Suit" - set desc = "Initializes the suit for field operation." - set category = "Ninja Equip" - - ninitialize() - return - -/obj/item/clothing/suit/space/space_ninja/proc/deinit() - set name = "De-Initialize Suit" - set desc = "Begins procedure to remove the suit." - set category = "Ninja Equip" - - if(s_control&&!s_busy) - deinitialize() - else - affecting << "\red The function did not trigger!" - return - -/obj/item/clothing/suit/space/space_ninja/proc/spideros() - set name = "Display SpiderOS" - set desc = "Utilize built-in computer system." - set category = "Ninja Equip" - - if(s_control&&!s_busy&&!kamikaze) - display_spideros() - else - affecting << "\red The interface is locked!" - return - -/obj/item/clothing/suit/space/space_ninja/proc/stealth() - set name = "Toggle Stealth" - set desc = "Utilize the internal CLOAK-tech device to activate or deactivate stealth-camo." - set category = "Ninja Equip" - - if(s_control&&!s_busy) - toggle_stealth() - else - affecting << "\red Stealth does not appear to work!" - return - -//=======//PROCESS PROCS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/ntick(mob/living/carbon/human/U = affecting) - set background = 1 - - //Runs in the background while the suit is initialized. - spawn while(cell.charge>=0) - - //Let's check for some safeties. - if(s_initialized&&!affecting) terminate()//Kills the suit and attached objects. - if(!s_initialized) return//When turned off the proc stops. - if(AI&&AI.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen. - if(!s_control) - ai_return_control()//Return control to ninja if the AI was previously in control. - killai()//Delete AI. - - //Now let's do the normal processing. - if(s_coold) s_coold--//Checks for ability s_cooldown first. - var/A = s_cost//s_cost is the default energy cost each ntick, usually 5. - if(!kamikaze) - if(blade_check(U))//If there is a blade held in hand. - A += s_acost - if(s_active)//If stealth is active. - A += s_acost - else - if(prob(s_delay))//Suit delay is used as probability. May change later. - U.adjustBruteLoss(k_damage)//Default damage done, usually 1. - A = k_cost//kamikaze cost. - cell.charge-=A - if(cell.charge<=0) - if(kamikaze) - U.say("I DIE TO LIVE AGAIN!") - U << browse(null, "window=spideros")//Just in case. - U.death() - return - cell.charge=0 - cancel_stealth() - sleep(10)//Checks every second. - -//=======//INITIALIZE//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc) - if(U.mind && U.mind.assigned_role=="MODE" && !s_initialized && !s_busy)//Shouldn't be busy... but anything is possible I guess. - s_busy = 1 - for(var/i,i<7,i++) - switch(i) - if(0) - U << "\blue Now initializing..." - if(1) - if(!lock_suit(U))//To lock the suit onto wearer. - break - U << "\blue Securing external locking mechanism...\nNeural-net established." - if(2) - U << "\blue Extending neural-net interface...\nNow monitoring brain wave pattern..." - if(3) - if(U.stat==2||U.health<=0) - U << "\red FĆAL �Rr�R: 344--93#�&&21 BR��N |/|/aV� PATT$RN RED\nA-A-aB�rT�NG..." - unlock_suit() - break - lock_suit(U,1)//Check for icons. - U.regenerate_icons() - U << "\blue Linking neural-net interface...\nPattern \green GREEN\blue, continuing operation." - if(4) - U << "\blue VOID-shift device status: ONLINE.\nCLOAK-tech device status: ONLINE." - if(5) - U << "\blue Primary system status: ONLINE.\nBackup system status: ONLINE.\nCurrent energy capacity: [cell.charge]." - if(6) - U << "\blue All systems operational. Welcome to SpiderOS, [U.real_name]." - grant_ninja_verbs() - grant_equip_verbs() - ntick() - sleep(delay) - s_busy = 0 - else - if(!U.mind||U.mind.assigned_role!="MODE")//Your run of the mill persons shouldn't know what it is. Or how to turn it on. - U << "You do not understand how this suit functions. Where the heck did it even come from?" - else if(s_initialized) - U << "\red The suit is already functioning. \black Please report this bug." - else - U << "\red ERROR: \black You cannot use this function at this time." - return - -//=======//DEINITIALIZE//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay) - if(affecting==loc&&!s_busy) - var/mob/living/carbon/human/U = affecting - if(!s_initialized) - U << "\red The suit is not initialized. \black Please report this bug." - return - if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No") - return - if(s_busy||flush) - U << "\red ERROR: \black You cannot use this function at this time." - return - s_busy = 1 - for(var/i = 0,i<7,i++) - switch(i) - if(0) - U << "\blue Now de-initializing..." - remove_kamikaze(U)//Shutdowns kamikaze. - spideros = 0//Spideros resets. - if(1) - U << "\blue Logging off, [U:real_name]. Shutting down SpiderOS." - remove_ninja_verbs() - if(2) - U << "\blue Primary system status: OFFLINE.\nBackup system status: OFFLINE." - if(3) - U << "\blue VOID-shift device status: OFFLINE.\nCLOAK-tech device status: OFFLINE." - cancel_stealth()//Shutdowns stealth. - if(4) - U << "\blue Disconnecting neural-net interface...\greenSuccess\blue." - if(5) - U << "\blue Disengaging neural-net interface...\greenSuccess\blue." - if(6) - U << "\blue Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: FINISHED." - blade_check(U,2) - remove_equip_verbs() - unlock_suit() - U.regenerate_icons() - sleep(delay) - s_busy = 0 - return - -//=======//SPIDEROS PROC//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/display_spideros() - if(!affecting) return//If no mob is wearing the suit. I almost forgot about this variable. - var/mob/living/carbon/human/U = affecting - var/mob/living/silicon/ai/A = AI - var/display_to = s_control ? U : A//Who do we want to display certain messages to? - - var/dat = "SpiderOS" - dat += " Refresh" - if(spideros) - dat += " | Return" - dat += " | Close" - dat += "
" - if(s_control) - dat += "

SpiderOS v.1.337

" - dat += "Welcome, [U.real_name].
" - else - dat += "

SpiderOS v.ERR-RR00123

" - dat += "
" - dat += " Current Time: [worldtime2text()]
" - dat += " Battery Life: [round(cell.charge/100)]%
" - dat += " Smoke Bombs: \Roman [s_bombs]
" - dat += " pai Device: " - if(pai) - dat += "Configure" - dat += " | " - dat += "Eject" - else - dat += "None Detected" - dat += "

" - - switch(spideros) - if(0) - dat += "

Available Functions:

" - dat += "" - if(3) - dat += "

Medical Report:

" - if(U.dna) - dat += "Fingerprints: [md5(U.dna.uni_identity)]
" - dat += "Unique identity: [U.dna.unique_enzymes]
" - dat += "

Overall Status: [U.stat > 1 ? "dead" : "[U.health]% healthy"]

" - dat += "

Nutrition Status: [U.nutrition]

" - dat += "Oxygen loss: [U.getOxyLoss()]" - dat += " | Toxin levels: [U.getToxLoss()]
" - dat += "Burn severity: [U.getFireLoss()]" - dat += " | Brute trauma: [U.getBruteLoss()]
" - dat += "Radiation Level: [U.radiation] rad
" - dat += "Body Temperature: [U.bodytemperature-T0C]°C ([U.bodytemperature*1.8-459.67]°F)
" - - for(var/datum/disease/D in U.viruses) - dat += "Warning: Virus Detected. Name: [D.name].Type: [D.spread]. Stage: [D.stage]/[D.max_stages]. Possible Cure: [D.cure].
" - dat += "" - if(1) - dat += "

Atmospheric Scan:

"//Headers don't need breaks. They are automatically placed. - var/turf/T = get_turf_or_move(U.loc) - if (isnull(T)) - dat += "Unable to obtain a reading." - else - var/datum/gas_mixture/environment = T.return_air() - - var/pressure = environment.return_pressure() - var/total_moles = environment.total_moles() - - dat += "Air Pressure: [round(pressure,0.1)] kPa" - - if (total_moles()) - var/o2_level = environment.oxygen/total_moles() - var/n2_level = environment.nitrogen/total_moles() - var/co2_level = environment.carbon_dioxide/total_moles() - var/plasma_level = environment.toxins/total_moles() - var/unknown_level = 1-(o2_level+n2_level+co2_level+plasma_level) - dat += "
    " - dat += "
  • Nitrogen: [round(n2_level*100)]%
  • " - dat += "
  • Oxygen: [round(o2_level*100)]%
  • " - dat += "
  • Carbon Dioxide: [round(co2_level*100)]%
  • " - dat += "
  • Plasma: [round(plasma_level*100)]%
  • " - dat += "
" - if(unknown_level > 0.01) - dat += "OTHER: [round(unknown_level)]%
" - - dat += "Temperature: [round(environment.temperature-T0C)]°C" - if(2) - if(k_unlock==7||!s_control) - dat += " Hidden Menu" - dat += "

Anonymous Messenger:

"//Anonymous because the receiver will not know the sender's identity. - dat += "

Detected PDAs:

" - dat += "
    " - var/count = 0 - for (var/obj/item/device/pda/P in world) - if (!P.owner||P.toff) - continue - dat += "
  • [P]" - dat += "
  • " - count++ - dat += "
" - if (count == 0) - dat += "None detected.
" - if(32) - dat += "

Hidden Menu:

" - if(s_control) - dat += "Please input password: " - dat += "HERE
" - dat += "
" - dat += "Remember, you will not be able to recharge energy during this function. If energy runs out, the suit will auto self-destruct.
" - dat += "Use with caution. De-initialize the suit when energy is low." - else - //Only leaving this in for funnays. CAN'T LET YOU DO THAT STAR FOX - dat += "WARNING: Hostile runtime intrusion detected: operation locked. The Spider Clan is watching you, INTRUDER." - dat += "ERROR: TARANTULA.v.4.77.12 encryption algorithm detected. Unable to decrypt archive.
" - if(4) - dat += {" -

Ninja Manual:

-
Who they are:
- Space ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should.
Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims.
Whatever the case, their technology is absolutely superb. -
How they relate to other SS13 organizations:
-
    -
  • *Nanotrasen and the Syndicate are two sides of the same coin and that coin is valuable.
  • -
  • *The Space Wizard Federation is a problem, mainly because they are an extremely dangerous group of unpredictable individuals--not to mention the wizards hate technology and are in direct opposition of the Spider Clan. Best avoided or left well-enough alone. How to battle: wizards possess several powerful abilities to steer clear off. Blind in particular is a nasty spell--jaunt away if you are blinded and never approach a wizard in melee. Stealth may also work if the wizard is not wearing thermal scanners--don't count on this. Run away if you feel threatened and await a better opportunity.
  • -
  • *Changeling Hivemind: extremely dangerous and to be killed on sight. How to battle: they will likely try to absorb you. Adrenaline boost, then phase shift into them. If you get stung, use SpiderOS to inject counter-agents. Stealth may also work but detecting a changeling is the real battle.
  • -
  • *Xeno Hivemind: their skulls make interesting kitchen decorations and are challenging to best, especially in larger nests. How to battle: they can see through your stealth guise and energy stars will not work on them. Best killed with a Phase Shift or at range. If you happen on a projectile stun weapon, use it and then close in to melee.
  • -
-
The reason they (you) are here:
- Space ninjas are renowned throughout the known controlled space as fearless spies, infiltrators, and assassins. They are sent on missions of varying nature by Nanotrasen, the Syndicate, and other shady organizations and people. To hire a space ninja means serious business. -
Their playstyle:
- A mix of traitor, changeling, and wizard. Ninjas rely on energy, or electricity to be precise, to keep their suits running (when out of energy, a suit hibernates). Suits gain energy from objects or creatures that contain electrical charge. APCs, cell batteries, rechargers, SMES batteries, cyborgs, mechs, and exposed wires are currently supported. Through energy ninjas gain access to special powers--while all powers are tied to the ninja suit, the most useful of them are verb activated--to help them in their mission.
It is a constant struggle for a ninja to remain hidden long enough to recharge the suit and accomplish their objective; despite their arsenal of abilities, ninjas can die like any other. Unlike wizards, ninjas do not possess good crowd control and are typically forced to play more subdued in order to achieve their goals. Some of their abilities are specifically designed to confuse and disorient others.
With that said, it should be perfectly possible to completely flip the fuck out and rampage as a ninja. -
Their powers:
- There are two primary types: Equipment and Abilties. Passive effect are always on. Active effect must be turned on and remain active only when there is energy to do so. Ability costs are listed next to them. - Equipment: cannot be tracked by AI (passive), faster speed (passive), stealth (active), vision switch (passive if toggled), voice masking (passive), SpiderOS (passive if toggled), energy drain (passive if toggled). -
    -
  • Voice masking generates a random name the ninja can use over the radio and in-person. Although, the former use is recommended.
  • -
  • Toggling vision cycles to one of the following: thermal, meson, or darkness vision. The starting mode allows one to scout the identity of those in view, revealing their role. Traitors, revolutionaries, wizards, and other such people will be made known to you.
  • -
  • Stealth, when activated, drains more battery charge and works similarly to a syndicate cloak. The cloak will deactivate when most Abilities are utilized.
  • -
  • On-board AI: The suit is able to download an AI much like an intelicard. Check with SpiderOS for details once downloaded.
  • -
  • SpiderOS is a specialized, PDA-like screen that allows for a small variety of functions, such as injecting healing chemicals directly from the suit. You are using it now, if that was not already obvious. You may also download AI modules directly to the OS.
  • -
- Abilities: -
    -
  • *Phase Shift (2000E) and Phase Jaunt (1000E) are unique powers in that they can both be used for defense and offense. Jaunt launches the ninja forward facing up to 9 squares, somewhat randomly selecting the final destination. Shift can only be used on turf in view but is precise (cannot be used on walls). Any living mob in the area teleported to is instantly gibbed (mechs are damaged, huggers and other similar critters are killed). It is possible to teleport with a target, provided you grab them before teleporting.
  • -
  • *Energy Blade (500E) is a highly effective weapon. It is summoned directly to the ninja's hand and can also function as an EMAG for certain objects (doors/lockers/etc). You may also use it to cut through walls and disabled doors. Experiment! The blade will crit humans in two hits. This item cannot be placed in containers and when dropped or thrown disappears. Having an energy blade drains more power from the battery each tick.
  • -
  • *EM Pulse (2500E) is a highly useful ability that will create an electromagnetic shockwave around the ninja, disabling technology whenever possible. If used properly it can render a security force effectively useless. Of course, getting beat up with a toolbox is not accounted for.
  • -
  • *Energy Star (500E) is a ninja star made of green energy AND coated in poison. It works by picking a random living target within range and can be spammed to great effect in incapacitating foes. Just remember that the poison used is also used by the Xeno Hivemind (and will have no effect on them).
  • -
  • *Energy Net (2000E) is a non-lethal solution to incapacitating humanoids. The net is made of non-harmful phase energy and will halt movement as long as it remains in effect--it can be destroyed. If the net is not destroyed, after a certain time it will teleport the target to a holding facility for the Spider Clan and then vanish. You will be notified if the net fails or succeeds in capturing a target in this manner. Combine with energy stars or stripping to ensure success. Abduction never looked this leet.
  • -
  • *Adrenaline Boost (1 E. Boost/3) recovers the user from stun, weakness, and paralysis. Also injects 20 units of radium into the bloodstream.
  • -
  • *Smoke Bomb (1 Sm.Bomb/10) is a weak but potentially useful ability. It creates harmful smoke and can be used in tandem with other powers to confuse enemies.
  • -
  • *???: unleash the True Ultimate Power!
  • -

    IMPORTANT:

    -
      -
    • *Make sure to toggle Special Interaction from the Ninja Equipment menu to interact differently with certain objects.
    • -
    • *Your starting power cell can be replaced if you find one with higher maximum energy capacity by clicking on your suit with the higher capacity cell.
    • -
    • *Conserve your energy. Without it, you are very vulnerable.
    • -
    - That is all you will need to know. The rest will come with practice and talent. Good luck! -

    Master /N

    - "}//This has always bothered me but not anymore! - if(5) - var/laws - dat += "

    AI Control:

    " - //var/mob/living/silicon/ai/A = AI - if(AI)//If an AI exists. - dat += "Stored AI: [A.name]
    " - dat += "System integrity: [(A.health+100)/2]%
    " - - //I personally think this makes things a little more fun. Ninjas can override all but law 0. - //if (A.laws.zeroth) - // laws += "
  • 0: [A.laws.zeroth]
  • " - - for (var/index = 1, index <= A.laws.ion.len, index++) - var/law = A.laws.ion[index] - if (length(law) > 0) - var/num = ionnum() - laws += "
  • [num]. [law]
  • " - - var/number = 1 - for (var/index = 1, index <= A.laws.inherent.len, index++) - var/law = A.laws.inherent[index] - if (length(law) > 0) - laws += "
  • [number]: [law]
  • " - number++ - - for (var/index = 1, index <= A.laws.supplied.len, index++) - var/law = A.laws.supplied[index] - if (length(law) > 0) - laws += "
  • [number]: [law]
  • " - number++ - - dat += "

    Laws:

    " - - if (!flush) - dat += "Purge AI
    " - else - dat += "Purge in progress...
    " - dat += " [A.control_disabled ? "Enable" : "Disable"] Wireless Activity" - if(6) - dat += {" -

    Activate Abilities:

    - - "} - if(7) - dat += "

    Research Stored:

    " - if(t_disk) - dat += "Eject Disk
    " - dat += "
      " - if(istype(stored_research,/list))//If there is stored research. Should be but just in case. - for(var/datum/tech/current_data in stored_research) - dat += "
    • " - dat += "[current_data.name]: [current_data.level]" - if(t_disk)//If there is a disk inserted. We can either write or overwrite. - dat += " *Copy to Disk
      " - dat += "
    • " - dat += "
    " - dat += "" - - //Setting the can>resize etc to 0 remove them from the drag bar but still allows the window to be draggable. - display_to << browse(dat,"window=spideros;size=400x444;border=1;can_resize=1;can_close=0;can_minimize=0") - -//=======//SPIDEROS TOPIC PROC//=======// - -/obj/item/clothing/suit/space/space_ninja/Topic(href, href_list) - ..() - var/mob/living/carbon/human/U = affecting - var/mob/living/silicon/ai/A = AI - var/display_to = s_control ? U : A//Who do we want to display certain messages to? - - if(s_control) - if(!affecting||U.stat||!s_initialized)//Check to make sure the guy is wearing the suit after clicking and it's on. - U << "\red Your suit must be worn and active to use this function." - U << browse(null, "window=spideros")//Closes the window. - return - - if(k_unlock!=7&&href_list["choice"]!="Return") - var/u1=text2num(href_list["choice"]) - var/u2=(u1?abs(abs(k_unlock-u1)-2):1) - k_unlock=(!u2? k_unlock+1:0) - if(k_unlock==7) - U << "Anonymous Messenger blinks." - else - if(!affecting||A.stat||!s_initialized||A.loc!=src) - A << "\red This function is not available at this time." - A << browse(null, "window=spideros")//Closes the window. - return - - switch(href_list["choice"]) - if("Close") - display_to << browse(null, "window=spideros") - return - if("Refresh")//Refresh, goes to the end of the proc. - if("Return")//Return - if(spideros<=9) - spideros=0 - else - spideros = round(spideros/10)//Best way to do this, flooring to nearest integer. - - if("Shock") - var/damage = min(cell.charge, rand(50,150))//Uses either the current energy left over or between 50 and 150. - if(damage>1)//So they don't spam it when energy is a factor. - spark_system.start()//SPARKS THERE SHALL BE SPARKS - U.electrocute_act(damage, src,0.1,1)//The last argument is a safety for the human proc that checks for gloves. - cell.charge -= damage - else - A << "\red ERROR: \black Not enough energy remaining." - - if("Message") - var/obj/item/device/pda/P = locate(href_list["target"]) - var/t = input(U, "Please enter untraceable message.") as text - t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN) - if(!t||U.stat||U.wear_suit!=src||!s_initialized)//Wow, another one of these. Man... - display_to << browse(null, "window=spideros") - return - if(isnull(P)||P.toff)//So it doesn't freak out if the object no-longer exists. - display_to << "\red Error: unable to deliver message." - display_spideros() - return - P.tnote += "← From [!s_control?(A):"an unknown source"]:
    [t]
    " - if (!P.silent) - playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1) - for (var/mob/O in hearers(3, P.loc)) - O.show_message(text("\icon[P] *[P.ttone]*")) - P.overlays = null - P.overlays += image('icons/obj/pda.dmi', "pda-r") - - if("Inject") - if( (href_list["tag"]=="radium"? (reagents.get_reagent_amount("radium"))<=(a_boost*a_transfer) : !reagents.get_reagent_amount(href_list["tag"])) )//Special case for radium. If there are only a_boost*a_transfer radium units left. - display_to << "\red Error: the suit cannot perform this function. Out of [href_list["name"]]." - else - reagents.reaction(U, 2) - reagents.trans_id_to(U, href_list["tag"], href_list["tag"]=="nutriment"?5:a_transfer)//Nutriment is a special case since it's very potent. Shouldn't influence actual refill amounts or anything. - display_to << "Injecting..." - U << "You feel a tiny prick and a sudden rush of substance in to your veins." - - if("Trigger Ability") - var/ability_name = href_list["name"]+href_list["cost"]//Adds the name and cost to create the full proc name. - var/proc_arguments//What arguments to later pass to the proc, if any. - var/targets[] = list()//To later check for. - var/safety = 0//To later make sure we're triggering the proc when needed. - switch(href_list["name"])//Special case. - if("Phase Shift") - safety = 1 - for(var/turf/T in oview(5,loc)) - targets.Add(T) - if("Energy Net") - safety = 1 - for(var/mob/living/carbon/M in oview(5,loc)) - targets.Add(M) - if(targets.len)//Let's create an argument for the proc if needed. - proc_arguments = pick(targets) - safety = 0 - if(!safety) - A << "You trigger [href_list["name"]]." - U << "[href_list["name"]] suddenly triggered!" - call(src,ability_name)(proc_arguments) - else - A << "There are no potential [href_list["name"]=="Phase Shift"?"destinations" : "targets"] in view." - - if("Unlock Kamikaze") - if(input(U)=="Divine Wind") - if( !(U.stat||U.wear_suit!=src||!s_initialized) ) - if( !(cell.charge<=1||s_busy) ) - s_busy = 1 - for(var/i, i<4, i++) - switch(i) - if(0) - U << "\blue Engaging mode...\n\blackCODE NAME: \red KAMIKAZE" - if(1) - U << "\blue Re-routing power nodes... \nUnlocking limiter..." - if(2) - U << "\blue Power nodes re-routed. \nLimiter unlocked." - if(3) - grant_kamikaze(U)//Give them verbs and change variables as necessary. - U.regenerate_icons()//Update their clothing. - ninjablade()//Summon two energy blades. - message_admins("\blue [U.key] used KAMIKAZE mode.", 1)//Let the admins know. - s_busy = 0 - return - sleep(s_delay) - else - U << "\red ERROR: \black Unable to initiate mode." - else - U << browse(null, "window=spideros") - s_busy = 0 - return - else - U << "\red ERROR: WRONG PASSWORD!" - k_unlock = 0 - spideros = 0 - s_busy = 0 - - if("Eject Disk") - var/turf/T = get_turf(loc) - if(!U.get_active_hand()) - U.put_in_hands(t_disk) - t_disk.add_fingerprint(U) - t_disk = null - else - if(T) - t_disk.loc = T - t_disk = null - else - U << "\red ERROR: \black Could not eject disk." - - if("Copy to Disk") - var/datum/tech/current_data = locate(href_list["target"]) - U << "[current_data.name] successfully [(!t_disk.stored) ? "copied" : "overwritten"] to disk." - t_disk.stored = current_data - - if("Configure pAI") - pai.attack_self(U) - - if("Eject pAI") - var/turf/T = get_turf(loc) - if(!U.get_active_hand()) - U.put_in_hands(pai) - pai.add_fingerprint(U) - pai = null - else - if(T) - pai.loc = T - pai = null - else - U << "\red ERROR: \black Could not eject pAI card." - - if("Override AI Laws") - var/law_zero = A.laws.zeroth//Remembers law zero, if there is one. - A.laws = new /datum/ai_laws/ninja_override - A.set_zeroth_law(law_zero)//Adds back law zero if there was one. - A.show_laws() - U << "\blue Law Override: SUCCESS." - - if("Purge AI") - var/confirm = alert("Are you sure you want to purge the AI? This cannot be undone once started.", "Confirm purge", "Yes", "No") - if(U.stat||U.wear_suit!=src||!s_initialized) - U << browse(null, "window=spideros") - return - if(confirm == "Yes"&&AI) - if(A.laws.zeroth)//Gives a few seconds to re-upload the AI somewhere before it takes full control. - s_busy = 1 - for(var/i,i<5,i++) - if(AI==A) - switch(i) - if(0) - A << "\red WARNING: \black purge procedure detected. \nNow hacking host..." - U << "\red WARNING: HACKING AT��TEMP� IN PR0GRESs!" - spideros = 0 - k_unlock = 0 - U << browse(null, "window=spideros") - if(1) - A << "Disconnecting neural interface..." - U << "\red WAR�NING: �R�O0�Gr�--S 2&3%" - if(2) - A << "Shutting down external protocol..." - U << "\red WARNING: P����RÖ†Gr�5S 677^%" - cancel_stealth() - if(3) - A << "Connecting to kernel..." - U << "\red WARNING: �R�r�R_404" - A.control_disabled = 0 - if(4) - A << "Connection established and secured. Menu updated." - U << "\red W�r#nING: #%@!!WȆ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.." - grant_AI_verbs() - return - sleep(s_delay) - else break - s_busy = 0 - U << "\blue Hacking attempt disconnected. Resuming normal operation." - else - flush = 1 - A.suiciding = 1 - A << "Your core files are being purged! This is the end..." - spawn(0) - display_spideros()//To refresh the screen and let this finish. - while (A.stat != 2) - A.adjustOxyLoss(2) - A.updatehealth() - sleep(10) - killai() - U << "Artificial Intelligence was terminated. Rebooting..." - flush = 0 - - if("Wireless AI") - A.control_disabled = !A.control_disabled - A << "AI wireless has been [A.control_disabled ? "disabled" : "enabled"]." - else//If it's not a defined function, it's a menu. - spideros=text2num(href_list["choice"]) - - display_spideros()//Refreshes the screen by calling it again (which replaces current screen with new screen). - return - -//=======//SPECIAL AI FUNCTIONS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/ai_holo(var/turf/T in oview(3,affecting))//To have an internal AI display a hologram to the AI and ninja only. - set name = "Display Hologram" - set desc = "Channel a holographic image directly to the user's field of vision. Others will not see it." - set category = null - set src = usr.loc - - if(s_initialized&&affecting&&affecting.client&&istype(affecting.loc, /turf))//If the host exists and they are playing, and their location is a turf. - if(!hologram)//If there is not already a hologram. - hologram = new(T)//Spawn a blank effect at the location. - hologram.invisibility = 101//So that it doesn't show up, ever. This also means one could attach a number of images to a single obj and display them differently to differnet people. - hologram.anchored = 1//So it cannot be dragged by space wind and the like. - hologram.dir = get_dir(T,affecting.loc) - var/image/I = image(AI.holo_icon,hologram)//Attach an image to object. - hologram.i_attached = I//To attach the image in order to later reference. - AI << I - affecting << I - affecting << "An image flicks to life nearby. It appears visible to you only." - - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear - - ai_holo_process()//Move to initialize - else - AI << "\red ERROR: \black Image feed in progress." - else - AI << "\red ERROR: \black Unable to project image." - return - -/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_process() - set background = 1 - - spawn while(hologram&&s_initialized&&AI)//Suit on and there is an AI present. - if(!s_initialized||get_dist(affecting,hologram.loc)>3)//Once suit is de-initialized or hologram reaches out of bounds. - del(hologram.i_attached) - del(hologram) - - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear - return - sleep(10)//Checks every second. - -/obj/item/clothing/suit/space/space_ninja/proc/ai_instruction()//Let's the AI know what they can do. - set name = "Instructions" - set desc = "Displays a list of helpful information." - set category = "AI Ninja Equip" - set src = usr.loc - - AI << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away." - -/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear() - set name = "Clear Hologram" - set desc = "Stops projecting the current holographic image." - set category = "AI Ninja Equip" - set src = usr.loc - - del(hologram.i_attached) - del(hologram) - - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear - return - -/obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja() - set name = "Hack SpiderOS" - set desc = "Hack directly into the Black Widow(tm) neuro-interface." - set category = "AI Ninja Equip" - set src = usr.loc - - display_spideros() - return - -/obj/item/clothing/suit/space/space_ninja/proc/ai_return_control() - set name = "Relinquish Control" - set desc = "Return control to the user." - set category = "AI Ninja Equip" - set src = usr.loc - - AI << browse(null, "window=spideros")//Close window - AI << "You have seized your hacking attempt. [affecting.real_name] has regained control." - affecting << "UPDATE: [AI.real_name] has ceased hacking attempt. All systems clear." - - remove_AI_verbs() - return - -//=======//GENERAL SUIT PROCS//=======// - -/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U) - if(U==affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit. - if(istype(I, /obj/item/device/aicard))//If it's an AI card. - if(s_control) - I:transfer_ai("NINJASUIT","AICARD",src,U) - else - U << "\red ERROR: \black Remote access channel disabled." - return//Return individually so that ..() can run properly at the end of the proc. - else if(istype(I, /obj/item/device/paicard) && !pai)//If it's a pai card. - U:drop_item() - I.loc = src - pai = I - U << "\blue You slot \the [I] into \the [src]." - updateUsrDialog() - return - else if(istype(I, /obj/item/weapon/reagent_containers/glass))//If it's a glass beaker. - var/total_reagent_transfer//Keep track of this stuff. - for(var/reagent_id in reagent_list) - var/datum/reagent/R = I.reagents.has_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths. - if(R&&reagents.get_reagent_amount(reagent_id)=a_transfer)//Radium is always special. - //Here we determine how much reagent will actually transfer if there is enough to transfer or there is a need of transfer. Minimum of max amount available (using a_transfer) or amount needed. - var/amount_to_transfer = min( (r_maxamount+(reagent_id == "radium"?(a_boost*a_transfer):0)-reagents.get_reagent_amount(reagent_id)) ,(round(R.volume/a_transfer))*a_transfer)//In the end here, we round the amount available, then multiply it again. - R.volume -= amount_to_transfer//Remove from reagent volume. Don't want to delete the reagent now since we need to perserve the name. - reagents.add_reagent(reagent_id, amount_to_transfer)//Add to suit. Reactions are not important. - total_reagent_transfer += amount_to_transfer//Add to total reagent trans. - U << "Added [amount_to_transfer] units of [R.name]."//Reports on the specific reagent added. - I.reagents.update_total()//Now we manually update the total to make sure everything is properly shoved under the rug. - - U << "Replenished a total of [total_reagent_transfer ? total_reagent_transfer : "zero"] chemical units."//Let the player know how much total volume was added. - return - else if(istype(I, /obj/item/weapon/cell)) - if(I:maxcharge>cell.maxcharge&&n_gloves&&n_gloves.candrain) - U << "\blue Higher maximum capacity detected.\nUpgrading..." - if (n_gloves&&n_gloves.candrain&&do_after(U,s_delay)) - U.drop_item() - I.loc = src - I:charge = min(I:charge+cell.charge, I:maxcharge) - var/obj/item/weapon/cell/old_cell = cell - old_cell.charge = 0 - U.put_in_hands(old_cell) - old_cell.add_fingerprint(U) - old_cell.corrupt() - old_cell.updateicon() - cell = I - U << "\blue Upgrade complete. Maximum capacity: [round(cell.maxcharge/100)]%" - else - U << "\red Procedure interrupted. Protocol terminated." - return - else if(istype(I, /obj/item/weapon/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit. - if(I:stored)//If it has something on it. - U << "Research information detected, processing..." - if(do_after(U,s_delay)) - for(var/datum/tech/current_data in stored_research) - if(current_data.id==I:stored.id) - if(current_data.levelERROR: \black Procedure interrupted. Process terminated." - else - I.loc = src - t_disk = I - U << "\blue You slot \the [I] into \the [src]." - return - ..() - -/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth() - var/mob/living/carbon/human/U = affecting - if(s_active) - cancel_stealth() - else - spawn(0) - anim(U.loc,U,'icons/mob/mob.dmi',,"cloak",,U.dir) - s_active=!s_active - U.update_icons() //update their icons - U << "\blue You are now invisible to normal detection." - for(var/mob/O in oviewers(U)) - O.show_message("[U.name] vanishes into thin air!",1) - return - -/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth() - var/mob/living/carbon/human/U = affecting - if(s_active) - spawn(0) - anim(U.loc,U,'icons/mob/mob.dmi',,"uncloak",,U.dir) - s_active=!s_active - U.update_icons() //update their icons - U << "\blue You are now visible." - for(var/mob/O in oviewers(U)) - O.show_message("[U.name] appears from thin air!",1) - return 1 - return 0 - -/obj/item/clothing/suit/space/space_ninja/proc/blade_check(mob/living/carbon/U, X = 1)//Default to checking for blade energy. - switch(X) - if(1) - if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade)) - if(cell.charge<=0)//If no charge left. - U.drop_item()//Blade is dropped from active hand (and deleted). - else return 1 - else if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade)) - if(cell.charge<=0) - U.swap_hand()//swap hand - U.drop_item()//drop blade - else return 1 - if(2) - if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade)) - U.drop_item() - if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade)) - U.swap_hand() - U.drop_item() - return 0 - -/obj/item/clothing/suit/space/space_ninja/examine() - set src in view() - ..() - if(s_initialized) - var/mob/living/carbon/human/U = affecting - if(s_control) - U << "All systems operational. Current energy capacity: [cell.charge]." - if(!kamikaze) - U << "The CLOAK-tech device is [s_active?"active":"inactive"]." - else - U << "\red KAMIKAZE MODE ENGAGED!" - U << "There are [s_bombs] smoke bombs remaining." - U << "There are [a_boost] adrenaline boosters remaining." - else - U << "�rr�R �a��a�� No-�-� f��N� 3RR�r" - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -*/ - -//=======//ENERGY DRAIN PROCS//=======// - -/obj/item/clothing/gloves/space_ninja/proc/drain(target_type as text, target, obj/suit) -//Var Initialize - var/obj/item/clothing/suit/space/space_ninja/S = suit - var/mob/living/carbon/human/U = S.affecting - var/obj/item/clothing/gloves/space_ninja/G = S.n_gloves - - var/drain = 0//To drain from battery. - var/maxcapacity = 0//Safety check for full battery. - var/totaldrain = 0//Total energy drained. - - G.draining = 1 - - if(target_type!="RESEARCH")//I lumped research downloading here for ease of use. - U << "\blue Now charging battery..." - - switch(target_type) - - if("APC") - var/obj/machinery/power/apc/A = target - if(A.cell&&A.cell.charge) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, A.loc) - while(G.candrain&&A.cell.charge>0&&!maxcapacity) - drain = rand(G.mindrain,G.maxdrain) - if(A.cell.chargeS.cell.maxcharge) - drain = S.cell.maxcharge-S.cell.charge - maxcapacity = 1//Reached maximum battery capacity. - if (do_after(U,10)) - spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "\blue Gained [totaldrain] energy from the APC." - if(!A.emagged) - flick("apc-spark", src) - A.emagged = 1 - A.locked = 0 - A.updateicon() - else - U << "\red This APC has run dry of power. You must find another source." - - if("SMES") - var/obj/machinery/power/smes/A = target - if(A.charge) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, A.loc) - while(G.candrain&&A.charge>0&&!maxcapacity) - drain = rand(G.mindrain,G.maxdrain) - if(A.chargeS.cell.maxcharge) - drain = S.cell.maxcharge-S.cell.charge - maxcapacity = 1 - if (do_after(U,10)) - spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "\blue Gained [totaldrain] energy from the SMES cell." - else - U << "\red This SMES cell has run dry of power. You must find another source." - - if("CELL") - var/obj/item/weapon/cell/A = target - if(A.charge) - if (G.candrain&&do_after(U,30)) - U << "\blue Gained [A.charge] energy from the cell." - if(S.cell.charge+A.charge>S.cell.maxcharge) - S.cell.charge=S.cell.maxcharge - else - S.cell.charge+=A.charge - A.charge = 0 - G.draining = 0 - A.corrupt() - A.updateicon() - else - U << "\red Procedure interrupted. Protocol terminated." - else - U << "\red This cell is empty and of no use." - - if("MACHINERY")//Can be applied to generically to all powered machinery. I'm leaving this alone for now. - var/obj/machinery/A = target - if(A.powered())//If powered. - - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, A.loc) - - var/obj/machinery/power/apc/B = A.loc.loc:get_apc()//Object.turf.area find APC - if(B)//If APC exists. Might not if the area is unpowered like CentCom. - var/datum/powernet/PN = B.terminal.powernet - while(G.candrain&&!maxcapacity&&!isnull(A))//And start a proc similar to drain from wire. - drain = rand(G.mindrain,G.maxdrain) - var/drained = 0 - if(PN&&do_after(U,10)) - drained = min(drain, PN.avail) - PN.newload += drained - if(drained < drain)//if no power on net, drain apcs - for(var/obj/machinery/power/terminal/T in PN.nodes) - if(istype(T.master, /obj/machinery/power/apc)) - var/obj/machinery/power/apc/AP = T.master - if(AP.operating && AP.cell && AP.cell.charge>0) - AP.cell.charge = max(0, AP.cell.charge - 5) - drained += 5 - else break - S.cell.charge += drained - if(S.cell.charge>S.cell.maxcharge) - totaldrain += (drained-(S.cell.charge-S.cell.maxcharge)) - S.cell.charge = S.cell.maxcharge - maxcapacity = 1 - else - totaldrain += drained - spark_system.start() - if(drained==0) break - U << "\blue Gained [totaldrain] energy from the power network." - else - U << "\red Power network could not be found. Aborting." - else - U << "\red This recharger is not providing energy. You must find another source." - - if("RESEARCH") - var/obj/machinery/A = target - U << "\blue Hacking \the [A]..." - spawn(0) - var/turf/location = get_turf(U) - for(var/mob/living/silicon/ai/AI in player_list) - AI << "\red Network Alert: Hacking attempt detected[location?" in [location]":". Unable to pinpoint location"]." - if(A:files&&A:files.known_tech.len) - for(var/datum/tech/current_data in S.stored_research) - U << "\blue Checking \the [current_data.name] database." - if(do_after(U, S.s_delay)&&G.candrain&&!isnull(A)) - for(var/datum/tech/analyzing_data in A:files.known_tech) - if(current_data.id==analyzing_data.id) - if(analyzing_data.level>current_data.level) - U << "\blue Database: \black UPDATED." - current_data.level = analyzing_data.level - break//Move on to next. - else break//Otherwise, quit processing. - U << "\blue Data analyzed. Process finished." - - if("WIRE") - var/obj/structure/cable/A = target - var/datum/powernet/PN = A.get_powernet() - while(G.candrain&&!maxcapacity&&!isnull(A)) - drain = (round((rand(G.mindrain,G.maxdrain))/2)) - var/drained = 0 - if(PN&&do_after(U,10)) - drained = min(drain, PN.avail) - PN.newload += drained - if(drained < drain)//if no power on net, drain apcs - for(var/obj/machinery/power/terminal/T in PN.nodes) - if(istype(T.master, /obj/machinery/power/apc)) - var/obj/machinery/power/apc/AP = T.master - if(AP.operating && AP.cell && AP.cell.charge>0) - AP.cell.charge = max(0, AP.cell.charge - 5) - drained += 5 - else break - S.cell.charge += drained - if(S.cell.charge>S.cell.maxcharge) - totaldrain += (drained-(S.cell.charge-S.cell.maxcharge)) - S.cell.charge = S.cell.maxcharge - maxcapacity = 1 - else - totaldrain += drained - S.spark_system.start() - if(drained==0) break - U << "\blue Gained [totaldrain] energy from the power network." - - if("MECHA") - var/obj/mecha/A = target - A.occupant_message("\red Warning: Unauthorized access through sub-route 4, block H, detected.") - if(A.get_charge()) - while(G.candrain&&A.cell.charge>0&&!maxcapacity) - drain = rand(G.mindrain,G.maxdrain) - if(A.cell.chargeS.cell.maxcharge) - drain = S.cell.maxcharge-S.cell.charge - maxcapacity = 1 - if (do_after(U,10)) - A.spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.use(drain) - S.cell.charge+=drain - totaldrain+=drain - else break - U << "\blue Gained [totaldrain] energy from [src]." - else - U << "\red The exosuit's battery has run dry. You must find another source of power." - - if("CYBORG") - var/mob/living/silicon/robot/A = target - A << "\red Warning: Unauthorized access through sub-route 12, block C, detected." - G.draining = 1 - if(A.cell&&A.cell.charge) - while(G.candrain&&A.cell.charge>0&&!maxcapacity) - drain = rand(G.mindrain,G.maxdrain) - if(A.cell.chargeS.cell.maxcharge) - drain = S.cell.maxcharge-S.cell.charge - maxcapacity = 1 - if (do_after(U,10)) - A.spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "\blue Gained [totaldrain] energy from [A]." - else - U << "\red Their battery has run dry of power. You must find another source." - - else//Else nothing :< - - G.draining = 0 - - return - -//=======//GENERAL PROCS//=======// - -/obj/item/clothing/gloves/space_ninja/proc/toggled() - set name = "Toggle Interaction" - set desc = "Toggles special interaction on or off." - set category = "Ninja Equip" - - var/mob/living/carbon/human/U = loc - U << "You [candrain?"disable":"enable"] special interaction." - candrain=!candrain - -/obj/item/clothing/gloves/space_ninja/examine() - set src in view() - ..() - if(!canremove) - var/mob/living/carbon/human/U = loc - U << "The energy drain mechanism is: [candrain?"active":"inactive"]." - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -*/ - -/obj/item/clothing/mask/gas/voice/space_ninja/New() - verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev - verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm - -//This proc is linked to human life.dm. It determines what hud icons to display based on mind special role for most mobs. -/obj/item/clothing/mask/gas/voice/space_ninja/proc/assess_targets(list/target_list, mob/living/carbon/U) - var/icon/tempHud = 'icons/mob/hud.dmi' - for(var/mob/living/target in target_list) - if(iscarbon(target)) - switch(target.mind.special_role) - if("traitor") - U.client.images += image(tempHud,target,"hudtraitor") - if("Revolutionary","Head Revolutionary") - U.client.images += image(tempHud,target,"hudrevolutionary") - if("Cultist") - U.client.images += image(tempHud,target,"hudcultist") - if("Changeling") - U.client.images += image(tempHud,target,"hudchangeling") - if("Wizard","Fake Wizard") - U.client.images += image(tempHud,target,"hudwizard") - if("Hunter","Sentinel","Drone","Queen") - U.client.images += image(tempHud,target,"hudalien") - if("Syndicate") - U.client.images += image(tempHud,target,"hudoperative") - if("Death Commando") - U.client.images += image(tempHud,target,"huddeathsquad") - if("Space Ninja") - U.client.images += image(tempHud,target,"hudninja") - else//If we don't know what role they have but they have one. - U.client.images += image(tempHud,target,"hudunknown1") - else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud. - var/mob/living/silicon/silicon_target = target - if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len))) - if(isrobot(silicon_target))//Different icons for robutts and AI. - U.client.images += image(tempHud,silicon_target,"hudmalborg") - else - U.client.images += image(tempHud,silicon_target,"hudmalai") - return 1 - -/obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev() - set name = "Toggle Voice" - set desc = "Toggles the voice synthesizer on or off." - set category = "Ninja Equip" - - var/mob/U = loc//Can't toggle voice when you're not wearing the mask. - var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off")) - if(vchange=="New Name") - var/chance = rand(1,100) - switch(chance) - if(1 to 50)//High chance of a regular name. - voice = "[rand(0,1)==1?pick(first_names_female):pick(first_names_male)] [pick(last_names)]" - if(51 to 80)//Smaller chance of a clown name. - voice = "[pick(clown_names)]" - if(81 to 90)//Small chance of a wizard name. - voice = "[pick(wizard_first)] [pick(wizard_second)]" - if(91 to 100)//Small chance of an existing crew name. - var/names[] = new() - for(var/mob/living/carbon/human/M in player_list) - if(M==U||!M.client||!M.real_name) continue - names.Add(M.real_name) - voice = !names.len ? "Cuban Pete" : pick(names) - U << "You are now mimicking [voice]." - else - U << "The voice synthesizer is [voice!="Unknown"?"now":"already"] deactivated." - voice = "Unknown" - return - -/obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm() - set name = "Switch Mode" - set desc = "Switches between Night Vision, Meson, or Thermal vision modes." - set category = "Ninja Equip" - //Have to reset these manually since life.dm is retarded like that. Go figure. - //This will only work for humans because only they have the appropriate code for the mask. - var/mob/U = loc - switch(mode) - if(0) - mode=1 - U << "Switching mode to Night Vision." - if(1) - mode=2 - U.see_in_dark = 2 - U << "Switching mode to Thermal Scanner." - if(2) - mode=3 - U.see_invisible = SEE_INVISIBLE_LIVING - U.sight &= ~SEE_MOBS - U << "Switching mode to Meson Scanner." - if(3) - mode=0 - U.sight &= ~SEE_TURFS - U << "Switching mode to Scouter." - -/obj/item/clothing/mask/gas/voice/space_ninja/examine() - set src in view() - ..() - - var/mode - switch(mode) - if(0) - mode = "Scouter" - if(1) - mode = "Night Vision" - if(2) - mode = "Thermal Scanner" - if(3) - mode = "Meson Scanner" - usr << "[mode] is active."//Leaving usr here since it may be on the floor or on a person. - usr << "Voice mimicking algorithm is set [!vchange?"inactive":"active"]." - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -*/ - -/* -It will teleport people to a holding facility after 30 seconds. (Check the process() proc to change where teleport goes) -It is possible to destroy the net by the occupant or someone else. -*/ - -/obj/effect/energy_net - name = "energy net" - desc = "It's a net made of green energy." - icon = 'icons/effects/effects.dmi' - icon_state = "energynet" - - density = 1//Can't pass through. - opacity = 0//Can see through. - mouse_opacity = 1//So you can hit it with stuff. - anchored = 1//Can't drag/grab the trapped mob. - - var/health = 25//How much health it has. - var/mob/living/affecting = null//Who it is currently affecting, if anyone. - var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed. - - proc - healthcheck() - if(health <=0) - density = 0 - if(affecting) - var/mob/living/carbon/M = affecting - M.anchored = 0 - for(var/mob/O in viewers(src, 3)) - O.show_message(text("[] was recovered from the energy net!", M.name), 1, text("You hear a grunt."), 2) - if(!isnull(master))//As long as they still exist. - master << "\red ERROR: \black unable to initiate transport protocol. Procedure terminated." - del(src) - return - - process(var/mob/living/carbon/M as mob) - var/check = 30//30 seconds before teleportation. Could be extended I guess. - var/mob_name = affecting.name//Since they will report as null if terminated before teleport. - //The person can still try and attack the net when inside. - while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 30 seconds have not passed. - check-- - sleep(10) - - if(isnull(M)||M.loc!=loc)//If mob is gone or not at the location. - if(!isnull(master))//As long as they still exist. - master << "\red ERROR: \black unable to locate \the [mob_name]. Procedure terminated." - del(src)//Get rid of the net. - return - - if(!isnull(src))//As long as both net and person exist. - //No need to check for countdown here since while() broke, it's implicit that it finished. - - density = 0//Make the net pass-through. - invisibility = 101//Make the net invisible so all the animations can play out. - health = INFINITY//Make the net invincible so that an explosion/something else won't kill it while, spawn() is running. - for(var/obj/item/W in M) - if(istype(M,/mob/living/carbon/human)) - if(W==M:w_uniform) continue//So all they're left with are shoes and uniform. - if(W==M:shoes) continue - M.drop_from_inventory(W) - - spawn(0) - playsound(M.loc, 'sound/effects/sparks4.ogg', 50, 1) - anim(M.loc,M,'icons/mob/mob.dmi',,"phaseout",,M.dir) - - M.loc = pick(holdingfacility)//Throw mob in to the holding facility. - M << "\red You appear in a strange place!" - - spawn(0) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, M.loc) - spark_system.start() - playsound(M.loc, 'sound/effects/phasein.ogg', 25, 1) - playsound(M.loc, 'sound/effects/sparks2.ogg', 50, 1) - anim(M.loc,M,'icons/mob/mob.dmi',,"phasein",,M.dir) - del(src)//Wait for everything to finish, delete the net. Else it will stop everything once net is deleted, including the spawn(0). - - for(var/mob/O in viewers(src, 3)) - O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2) - - if(!isnull(master))//As long as they still exist. - master << "\blue SUCCESS: \black transport procedure of \the [affecting] complete." - - M.anchored = 0//Important. - - else//And they are free. - M << "\blue You are free of the net!" - return - - bullet_act(var/obj/item/projectile/Proj) - health -= Proj.damage - healthcheck() - return 0 - - ex_act(severity) - switch(severity) - if(1.0) - health-=50 - if(2.0) - health-=50 - if(3.0) - health-=prob(50)?50:25 - healthcheck() - return - - blob_act() - health-=50 - healthcheck() - return - - meteorhit() - health-=50 - healthcheck() - return - - hitby(AM as mob|obj) - ..() - for(var/mob/O in viewers(src, null)) - O.show_message(text("\red [src] was hit by [AM]."), 1) - var/tforce = 0 - if(ismob(AM)) - tforce = 10 - else - tforce = AM:throwforce - playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1) - health = max(0, health - tforce) - healthcheck() - ..() - return - - attack_hand() - if ((HULK in usr.mutations) || (SUPRSTR in usr.augmentations)) - usr << text("\blue You easily destroy the energy net.") - for(var/mob/O in oviewers(src)) - O.show_message(text("\red [] rips the energy net apart!", usr), 1) - health-=50 - healthcheck() - return - - attack_paw() - return attack_hand() - - attack_alien() - if (islarva(usr)) - return - usr << text("\green You claw at the net.") - for(var/mob/O in oviewers(src)) - O.show_message(text("\red [] claws at the energy net!", usr), 1) - playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1) - health -= rand(10, 20) - if(health <= 0) - usr << text("\green You slice the energy net to pieces.") - for(var/mob/O in oviewers(src)) - O.show_message(text("\red [] slices the energy net apart!", usr), 1) - healthcheck() - return - - attackby(obj/item/weapon/W as obj, mob/user as mob) - var/aforce = W.force - health = max(0, health - aforce) - healthcheck() - ..() - return diff --git a/code/game/events/EventProcs/space_ninja.dm b/code/game/events/EventProcs/space_ninja.dm deleted file mode 100644 index 034e6ee9e3b..00000000000 --- a/code/game/events/EventProcs/space_ninja.dm +++ /dev/null @@ -1,996 +0,0 @@ -/* -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -+++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++ -======================================SPACE NINJA SETUP==================================== -___________________________________________________________________________________________ -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -*/ - -/* - README: - - Data: - - >> space_ninja.dm << is this file. It contains a variety of procs related to either spawning space ninjas, - modifying their verbs, various help procs, testing debug-related content, or storing unused procs for later. - Similar functions should go into this file, along with anything else that may not have an explicit category. - IMPORTANT: actual ninja suit, gloves, etc, are stored under the appropriate clothing files. If you need to change - variables or look them up, look there. Easiest way is through the map file browser. - - >> ninja_abilities.dm << contains all the ninja-related powers. Spawning energy swords, teleporting, and the like. - If more powers are added, or perhaps something related to powers, it should go there. Make sure to describe - what an ability/power does so it's easier to reference later without looking at the code. - IMPORTANT: verbs are still somewhat funky to work with. If an argument is specified but is not referenced in a way - BYOND likes, in the code content, the verb will fail to trigger. Nothing will happen, literally, when clicked. - This can be bypassed by either referencing the argument properly, or linking to another proc with the argument - attached. The latter is what I like to do for certain cases--sometimes it's necessary to do that regardless. - - >> ninja_equipment.dm << deals with all the equipment-related procs for a ninja. Primarily it has the suit, gloves, - and mask. The suit is by far the largest section of code out of the three and includes a lot of code that ties in - to other functions. This file has gotten kind of large so breaking it up may be in order. I use section hearders. - IMPORTANT: not much to say here. Follow along with the comments and adding new functions should be a breeze. Also - know that certain equipment pieces are linked in other files. The energy blade, for example, has special - functions defined in the appropriate files (airlock, securestorage, etc). - - General Notes: - - I created space ninjas with the expressed purpose of spicing up boring rounds. That is, ninjas are to xenos as marauders are to - death squads. Ninjas are stealthy, tech-savvy, and powerful. Not to say marauders are all of those things, but a clever ninja - should have little problem murderampaging their way through just about anything. Short of admin wizards maybe. - HOWEVER! - Ninjas also have a fairly great weakness as they require energy to use abilities. If, theoretically, there is a game - mode based around space ninjas, make sure to account for their energy needs. - - Admin Notes: - - Ninjas are not admin PCs--please do not use them for that purpose. They are another way to participate in the game post-death, - like pais, xenos, death squads, and cyborgs. - I'm currently looking for feedback from regular players since beta testing is largely done. I would appreciate if - you spawned regular players as ninjas when rounds are boring. Or exciting, it's all good as long as there is feedback. - You can also spawn ninja gear manually if you want to. - - How to do that: - Make sure your character has a mind. - Change their assigned_role to "MODE", no quotes. Otherwise, the suit won't initialize. - Change their special_role to "Space Ninja", no quotes. Otherwise, the character will be gibbed. - Spawn ninja gear, put it on, hit initialize. Let the suit do the rest. You are now a space ninja. - I don't recommend messing with suit variables unless you really know what you're doing. - - Miscellaneous Notes: - - Potential Upgrade Tree: - Energy Shield: - Extra Ability - Syndicate Shield device? - Works like the force wall spell, except can be kept indefinitely as long as energy remains. Toggled on or off. - Would block bullets and the like. - Phase Shift - Extra Ability - Advanced Sensors? - Instead of being unlocked at the start, Phase Shieft would become available once requirements are met. - Uranium-based Recharger: - Suit Upgrade - Unsure - Instead of losing energy each second, the suit would regain the same amount of energy. - This would not count in activating stealth and similar. - Extended Battery Life: - Suit Upgrade - Battery of higher capacity - Already implemented. Replace current battery with one of higher capacity. - Advanced Cloak-Tech device. - Suit Upgrade - Syndicate Cloaking Device? - Remove cloak failure rate. -*/ - -//=======//RANDOM EVENT//=======// -/* -Also a dynamic ninja mission generator. -I decided to scrap round-specific objectives since keeping track of them would require some form of tracking. -When I already created about 4 new objectives, this doesn't seem terribly important or needed. -*/ - -/var/global/toggle_space_ninja = 0//If ninjas can spawn or not. -/var/global/sent_ninja_to_station = 0//If a ninja is already on the station. - -/proc/space_ninja_arrival() - - var/datum/game_mode/current_mode = ticker.mode - var/datum/mind/current_mind - - /*Is the ninja playing for the good or bad guys? Is the ninja helping or hurting the station? - Their directives also influence behavior. At least in theory.*/ - var/side = pick("face","heel") - - var/antagonist_list[] = list()//The main bad guys. Evil minds that plot destruction. - var/protagonist_list[] = current_mode.get_living_heads()//The good guys. Mostly Heads. Who are alive. - - var/xeno_list[] = list()//Aliens. - var/commando_list[] = list()//Commandos. - - //We want the ninja to appear only in certain modes. -// var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") // Commented out for both testing and ninjas -// if(!(current_mode.config_tag in acceptable_modes_list)) -// return - - /*No longer need to determine what mode it is since bad guys are basically universal. - And there is now a mode with two types of bad guys.*/ - - var/possible_bad_dudes[] = list(current_mode.traitors,current_mode.head_revolutionaries,current_mode.head_revolutionaries, - current_mode.cult,current_mode.wizards,current_mode.changelings,current_mode.syndicates) - for(var/list in possible_bad_dudes)//For every possible antagonist type. - for(current_mind in list)//For each mind in that list. - if(current_mind.current&¤t_mind.current.stat!=2)//If they are not destroyed and not dead. - antagonist_list += current_mind//Add them. - - if(protagonist_list.len)//If the mind is both a protagonist and antagonist. - for(current_mind in protagonist_list) - if(current_mind in antagonist_list) - protagonist_list -= current_mind//We only want it in one list. -/* -Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective completion. Only humans are added. -*/ - - //Here we pick a location and spawn the ninja. - var/list/spawn_list = list() - for(var/obj/effect/landmark/L in world) - if(L.name == "carpspawn") - spawn_list.Add(L) - - - var/list/candidates = list() //list of candidate keys - for(var/mob/dead/observer/G in player_list) - if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) - if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) - candidates += G.key - if(!candidates.len) return - - - //The ninja will be created on the right spawn point or at late join. - var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin )) - new_ninja.key = pick(candidates) - new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters. - new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess. - new_ninja.internals.icon_state = "internal1" - - //Now for the rest of the stuff. - - var/datum/mind/ninja_mind = new_ninja.mind//For easier reference. - var/mission_set = 0//To determine if we need to do further processing. - //Xenos and deathsquads take precedence over everything else. - - //Unless the xenos are hiding in a locker somewhere, this'll find em. - for(var/mob/living/carbon/alien/humanoid/xeno in player_list) - if(istype(xeno)) - xeno_list += xeno - - if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous. - //Here we want the ninja to murder all the queens. The other aliens don't really matter. - var/xeno_queen_list[] = list() - for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list) - if(xeno_queen.mind&&xeno_queen.stat!=2) - xeno_queen_list += xeno_queen - if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50. - for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list) - var/datum/objective/assassinate/ninja_objective = new - //We'll do some manual overrides to properly set it up. - ninja_objective.owner = ninja_mind - ninja_objective.target = xeno_queen.mind - ninja_objective.explanation_text = "Kill \the [xeno_queen]." - ninja_mind.objectives += ninja_objective - mission_set = 1 - - if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ. - for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there. - if(current_mind && current_mind.special_role=="Death Commando") - commando_list += current_mind - if(commando_list.len)//If there are living commandos still in play. - for(var/mob/living/carbon/human/commando in commando_list) - var/datum/objective/assassinate/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role(commando.mind.special_role,1) - ninja_mind.objectives += ninja_objective - mission_set = 1 -/* -If there are no antogonists left it could mean one of two things: - A) The round is about to end. No harm in spawning the ninja here. - B) The round is still going and ghosts are probably rioting for something to happen. -In either case, it's a good idea to spawn the ninja with a semi-random set of objectives. -*/ - if(!mission_set)//If mission was not set. - - var/current_minds[]//List being looked on in the following code. - var/side_list = side=="face" ? 2 : 1//For logic gating. - var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever. - var/friendly_targets[] = list()//The guys the ninja must protect. - - for(var/i=2,i>0,i--)//Two lists. - current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at? - for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good. - current_mind = pick(current_minds)//Pick a random person. - /*I'm creating a logic gate here based on the ninja affiliation that compares the list being - looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved. - If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles. - If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/ - hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything. - friendly_targets += i!=side_list ? current_mind : null - current_minds -= current_mind//Remove the mind so it's not picked again. - - var/objective_list[] = list(1,2,3,4,5,6)//To remove later. - for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3. - if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty. - objective_list -= 1 - objective_list -= 4 - if(!friendly_targets.len) - objective_list -= 3 - switch(pick(objective_list)) - if(1)//kill - current_mind = pick(hostile_targets) - - if(current_mind) - var/datum/objective/assassinate/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em. - ninja_mind.objectives += ninja_objective - - else - i++ - - hostile_targets -= current_mind//Remove them from the list. - if(2)//Steal - var/datum/objective/steal/ninja_objective = new - var/target_item = pick(ninja_objective.possible_items_special) - ninja_objective.set_target(target_item) - ninja_mind.objectives += ninja_objective - - objective_list -= 2 - if(3)//Protect. Keeping people alive can be pretty difficult. - current_mind = pick(friendly_targets) - - if(current_mind) - - var/datum/objective/protect/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0)) - ninja_mind.objectives += ninja_objective - - else - i++ - - friendly_targets -= current_mind - if(4)//Debrain - current_mind = pick(hostile_targets) - - if(current_mind) - - var/datum/objective/debrain/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0)) - ninja_mind.objectives += ninja_objective - - else - i++ - - hostile_targets -= current_mind//Remove them from the list. - if(5)//Download research - var/datum/objective/download/ninja_objective = new - ninja_objective.gen_amount_goal() - ninja_mind.objectives += ninja_objective - - objective_list -= 5 - if(6)//Capture - var/datum/objective/capture/ninja_objective = new - ninja_objective.gen_amount_goal() - ninja_mind.objectives += ninja_objective - - objective_list -= 6 - - if(ninja_mind.objectives.len)//If they got some objectives out of that. - mission_set = 1 - - if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station. - var/nuke_code - var/temp_code - for(var/obj/machinery/nuclearbomb/N in world) - temp_code = text2num(N.r_code) - if(temp_code)//if it's actually a number. It won't convert any non-numericals. - nuke_code = N.r_code - break - if(nuke_code)//If there is a nuke device in world and we got the code. - var/datum/objective/nuclear/ninja_objective = new//Fun. - ninja_objective.owner = ninja_mind - ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is. - - //Finally add a survival objective since it's usually broad enough for any round type. - var/datum/objective/survive/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_mind.objectives += ninja_objective - - var/directive = generate_ninja_directive(side) - new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red SPACE NINJA!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red [directive]" - new_ninja.mind.store_memory("Directive: \red [directive]
    ") - - var/obj_count = 1 - new_ninja << "\blue Your current objectives:" - for(var/datum/objective/objective in ninja_mind.objectives) - new_ninja << "Objective #[obj_count]: [objective.explanation_text]" - obj_count++ - - sent_ninja_to_station = 1//And we're done. - return new_ninja//Return the ninja in case we need to reference them later. - -/* -This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder. -Making this random or semi-random will probably not work without it also being incredibly silly. -As such, it's hard-coded for now. No reason for it not to be, really. -*/ -/proc/generate_ninja_directive(side) - var/directive = "[side=="face"?"Nanotrasen":"The Syndicate"] is your employer. "//Let them know which side they're on. - switch(rand(1,13)) - if(1) - directive += "The Spider Clan must not be linked to this operation. Remain as hidden and covert as possible." - if(2) - directive += "[station_name] is financed by an enemy of the Spider Clan. Cause as much structural damage as possible." - if(3) - directive += "A wealthy animal rights activist has made a request we cannot refuse. Prioritize saving animal lives whenever possible." - if(4) - directive += "The Spider Clan absolutely cannot be linked to this operation. Eliminate all witnesses using most extreme prejudice." - if(5) - directive += "We are currently negotiating with Nanotrasen command. Prioritize saving human lives over ending them." - if(6) - directive += "We are engaged in a legal dispute over [station_name]. If a laywer is present on board, force their cooperation in the matter." - if(7) - directive += "A financial backer has made an offer we cannot refuse. Implicate Syndicate involvement in the operation." - if(8) - directive += "Let no one question the mercy of the Spider Clan. Ensure the safety of all non-essential personnel you encounter." - if(9) - directive += "A free agent has proposed a lucrative business deal. Implicate Nanotrasen involvement in the operation." - if(10) - directive += "Our reputation is on the line. Harm as few civilians or innocents as possible." - if(11) - directive += "Our honor is on the line. Utilize only honorable tactics when dealing with opponents." - if(12) - directive += "We are currently negotiating with a Syndicate leader. Disguise assassinations as suicide or another natural cause." - else - directive += "There are no special supplemental instructions at this time." - return directive - -//=======//CURRENT PLAYER VERB//=======// - -/client/proc/cmd_admin_ninjafy(var/mob/M in player_list) - set category = null - set name = "Make Space Ninja" - - if(!ticker) - alert("Wait until the game starts") - return - if(!toggle_space_ninja) - alert("Space Ninjas spawning is disabled.") - return - - var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No") - if(confirm != "Yes") return - - if(ishuman(M)) - log_admin("[key_name(src)] turned [M.key] into a Space Ninja.") - spawn(10) - M:create_mind_space_ninja() - M:equip_space_ninja(1) - if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja)) - M:wear_suit:randomize_param() - spawn(0) - M:wear_suit:ninitialize(10,M) - else - alert("Invalid mob") - -//=======//CURRENT GHOST VERB//=======// - -/client/proc/send_space_ninja() - set category = "Fun" - set name = "Spawn Space Ninja" - set desc = "Spawns a space ninja for when you need a teenager with attitude." - set popup_menu = 0 - - if(!holder) - src << "Only administrators may use this command." - return - if(!ticker.mode) - alert("The game hasn't started yet!") - return - if(!toggle_space_ninja) - alert("Space Ninjas spawning is disabled.") - return - if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No") - return - - var/mission - while(!mission) - mission = copytext(sanitize(input(src, "Please specify which mission the space ninja shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN) - if(!mission) - if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes") - return - - var/list/spawn_list = list() - for(var/obj/effect/landmark/L in world) - if (L.name == "carpspawn") - spawn_list.Add(L) - - - var/input = ckey(input("Pick character to spawn as the Space Ninja", "Key", "")) - if(!input) - return - - var/mob/dead/observer/G - for(var/mob/dead/observer/G_find in player_list) - if(G_find.ckey == input) - G = G_find - break - - if(!G)//If a ghost was not found. - alert("There is no active key like that in the game or the person is not currently a ghost. Aborting command.") - return - - var/admin_name = src - var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin )) - new_ninja.wear_suit:randomize_param() - - new_ninja.key = G.key - new_ninja.mind.store_memory("Mission: \red [mission].
    ") - - new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess. - new_ninja.internals.icon_state = "internal1" - spawn(0)//Parallel process. Will speed things up a bit. - new_ninja.wear_suit:ninitialize(10,new_ninja)//If you're wondering why I'm passing the argument to the proc when the default should suffice, - //I'm also wondering that same thing. This makes sure it does not run time error though. - - new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red SPACE NINJA!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red [mission]" - - message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children! \nTheir mission is: [mission]", 1) - log_admin("[admin_name] used Spawn Space Ninja.") - - return - -//=======//NINJA CREATION PROCS//=======// - -/proc/create_space_ninja(obj/spawn_point) - var/mob/living/carbon/human/new_ninja = new(spawn_point.loc) - var/ninja_title = pick(ninja_titles) - var/ninja_name = pick(ninja_names) - new_ninja.gender = pick(MALE, FEMALE) - - var/datum/preferences/A = new()//Randomize appearance for the ninja. - A.randomize_appearance_for(new_ninja) - new_ninja.real_name = "[ninja_title] [ninja_name]" - new_ninja.dna.ready_dna(new_ninja) - new_ninja.create_mind_space_ninja() - new_ninja.equip_space_ninja() - return new_ninja - -/mob/living/carbon/human/proc/create_mind_space_ninja() - mind_initialize() - mind.assigned_role = "MODE" - mind.special_role = "Space Ninja" - - //Adds them to current traitor list. Which is really the extra antagonist list. - ticker.mode.traitors |= mind - return 1 - -/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters. - if(safety) - del(w_uniform) - del(wear_suit) - del(wear_mask) - del(head) - del(shoes) - del(gloves) - - var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src) - equip_to_slot_or_del(R, slot_ears) - if(gender==FEMALE) - equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform) - else - equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform) - equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes) - equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit) - equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves) - equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head) - equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask) - equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt) - equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store) - equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store) - equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store) - resistances += "alien_embryo" - return 1 - -//=======//HELPER PROCS//=======// - -//Randomizes suit parameters. -/obj/item/clothing/suit/space/space_ninja/proc/randomize_param() - s_cost = rand(1,20) - s_acost = rand(20,100) - k_cost = rand(100,500) - k_damage = rand(1,20) - s_delay = rand(10,100) - s_bombs = rand(5,20) - a_boost = rand(1,7) - -//This proc prevents the suit from being taken off. -/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0) - if(X)//If you want to check for icons. - icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan" - U:gloves.icon_state = "s-ninjan" - U:gloves.item_state = "s-ninjan" - else - if(U.mind.special_role!="Space Ninja") - U << "\red fÄTaL ÈÈRRoR: 382200-*#00CÖDE RED\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR..." - U.gib() - return 0 - if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja)) - U << "\red ERROR: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..." - return 0 - if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja)) - U << "\red ERROR: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..." - return 0 - if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja)) - U << "\red ERROR: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..." - return 0 - - affecting = U - canremove = 0 - slowdown = 0 - n_hood = U:head - n_hood.canremove=0 - n_shoes = U:shoes - n_shoes.canremove=0 - n_shoes.slowdown-- - n_gloves = U:gloves - n_gloves.canremove=0 - - return 1 - -//This proc allows the suit to be taken off. -/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit() - affecting = null - canremove = 1 - slowdown = 1 - icon_state = "s-ninja" - if(n_hood)//Should be attached, might not be attached. - n_hood.canremove=1 - if(n_shoes) - n_shoes.canremove=1 - n_shoes.slowdown++ - if(n_gloves) - n_gloves.icon_state = "s-ninja" - n_gloves.item_state = "s-ninja" - n_gloves.canremove=1 - n_gloves.candrain=0 - n_gloves.draining=0 - -//Allows the mob to grab a stealth icon. -/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay. - invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2. - var/icon/opacity_icon = new(A.icon, A.icon_state) - var/icon/alpha_mask = getIconMask(src) - var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1") - alpha_mask.AddAlphaMask(alpha_mask_2) - opacity_icon.AddAlphaMask(alpha_mask) - for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it. - var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like. - switch(i)//Now to determine offset so the result is somewhat blurred. - if(1) - I.pixel_x -= 1 - if(2) - I.pixel_x += 1 - if(3) - I.pixel_y -= 1 - if(4) - I.pixel_y += 1 - - overlays += I//And finally add the overlay. - overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9) - -//When ninja steal malfunctions. -/mob/proc/NinjaStealthMalf() - invisibility = 0//Set ninja invis to 0. - overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9) - playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1) - -//=======//GENERIC VERB MODIFIERS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs() - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init - verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit - verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros - verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth - n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled - - s_initialized = 1 - -/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs() - verbs += /obj/item/clothing/suit/space/space_ninja/proc/init - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth - if(n_gloves) - n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled - - s_initialized = 0 - -/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs() - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjablade - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - s_initialized=1 - slowdown=0 - -/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs() - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - -//=======//KAMIKAZE VERBS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U) - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage - - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth - - kamikaze = 1 - - icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak" - if(n_gloves) - n_gloves.icon_state = "s-ninjak" - n_gloves.item_state = "s-ninjak" - n_gloves.candrain = 0 - n_gloves.draining = 0 - n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled - - cancel_stealth() - - U << browse(null, "window=spideros") - U << "\red Do or Die, LET'S ROCK!!" - -/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U) - if(kamikaze) - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage - - verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth - if(n_gloves) - n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled - - U.incorporeal_move = 0 - kamikaze = 0 - k_unlock = 0 - U << "\blue Disengaging mode...\n\blackCODE NAME: \red KAMIKAZE" - -//=======//AI VERBS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs() - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control - - s_busy = 0 - s_control = 0 - -/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs() - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control - - s_control = 1 - -//=======//OLD & UNUSED//=======// - -/* - -Deprecated. get_dir() does the same thing. Still a nice proc. -Returns direction that the mob or whomever should be facing in relation to the target. -This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning. -I personally used it with getline() to great effect. -/proc/get_dir_to(turf/start,turf/end)//N - var/xdiff = start.x - end.x//The sign is important. - var/ydiff = start.y - end.y - - var/direction_x = xdiff<1 ? 4:8//East - west - var/direction_y = ydiff<1 ? 1:2//North - south - var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4. - var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1. - var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally. - direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction. - - return direction_f - -Alternative and inferior method of calculating spideros. -var/temp = num2text(spideros) -var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1 -spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed. - -//Old way of draining from wire. -/obj/item/clothing/gloves/space_ninja/proc/drain_wire() - set name = "Drain From Wire" - set desc = "Drain energy directly from an exposed wire." - set category = "Ninja Equip" - - var/obj/structure/cable/attached - var/mob/living/carbon/human/U = loc - if(candrain&&!draining) - var/turf/T = U.loc - if(isturf(T) && T.is_plating()) - attached = locate() in T - if(!attached) - U << "\red Warning: no exposed cable available." - else - U << "\blue Connecting to wire, stand still..." - if(do_after(U,50)&&!isnull(attached)) - drain("WIRE",attached,U:wear_suit,src) - else - U << "\red Procedure interrupted. Protocol terminated." - return - -I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly. -This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system. -Can be added on to pretty easily. - -BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels. - -/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs() - var/obj/effect/proc_holder/ai_return_control/A_C = new(AI) - var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI) - var/obj/effect/proc_holder/ai_instruction/C_C = new(AI) - new/obj/effect/proc_holder/ai_holo_clear(AI) - AI.proc_holder_list += A_C - AI.proc_holder_list += B_C - AI.proc_holder_list += C_C - - s_control = 0 - -/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs() - var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI - var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI - var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI - var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI - del(A_C) - del(B_C) - del(C_C) - del(D_C) - AI.proc_holder_list = list() - verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit - verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros - verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth - - s_control = 1 - -//Workaround -/obj/effect/proc_holder/ai_holo_clear - name = "Clear Hologram" - desc = "Stops projecting the current holographic image." - panel = "AI Ninja Equip" - density = 0 - opacity = 0 - - -/obj/effect/proc_holder/ai_holo_clear/Click() - var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT - del(S.hologram.i_attached) - del(S.hologram) - var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI - S.AI.proc_holder_list -= D_C - return - -/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do. - name = "Instructions" - desc = "Displays a list of helpful information." - panel = "AI Ninja Equip" - density = 0 - opacity = 0 - -/obj/effect/proc_holder/ai_instruction/Click() - loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away." - -/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely. - name = "Hack SpiderOS" - desc = "Hack directly into the Black Widow(tm) neuro-interface." - panel = "AI Ninja Equip" - density = 0 - opacity = 0 - -/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it. - var/obj/item/clothing/suit/space/space_ninja/S = loc.loc - S.hack_spideros() - return - -/obj/effect/proc_holder/ai_return_control - name = "Relinquish Control" - desc = "Return control to the user." - panel = "AI Ninja Equip" - density = 0 - opacity = 0 - -/obj/effect/proc_holder/ai_return_control/Click() - var/mob/living/silicon/ai/A = loc - var/obj/item/clothing/suit/space/space_ninja/S = A.loc - A << browse(null, "window=hack spideros")//Close window - A << "You have seized your hacking attempt. [S.affecting] has regained control." - S.affecting << "UPDATE: [A.real_name] has ceased hacking attempt. All systems clear." - S.remove_AI_verbs() - return -*/ - -//=======//DEBUG//=======// -/* -/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs() -//DEBUG -//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables. - //for(var/P in verbs) -// if(P.set.name) -// usr << "[P.set.name], path: [P]" - return - - -Most of these are at various points of incomplete. - -/mob/verb/grant_object_panel() - set name = "Grant AI Ninja Verbs Debug" - set category = "Ninja Debug" - var/obj/effect/proc_holder/ai_return_control/A_C = new(src) - var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src) - usr:proc_holder_list += A_C - usr:proc_holder_list += B_C - -mob/verb/remove_object_panel() - set name = "Remove AI Ninja Verbs Debug" - set category = "Ninja Debug" - var/obj/effect/proc_holder/ai_return_control/A = locate() in src - var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src - usr:proc_holder_list -= A - usr:proc_holder_list -= B - del(A)//First. - del(B)//Second, to keep the proc going. - return - -/client/verb/grant_verb_ninja_debug1(var/mob/M in view()) - set name = "Grant AI Ninja Verbs Debug" - set category = "Ninja Debug" - - M.verbs += /mob/living/silicon/ai/verb/ninja_return_control - M.verbs += /mob/living/silicon/ai/verb/ninja_spideros - return - -/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view()) - set name = "Grant Back Ninja Verbs" - set category = "Ninja Debug" - - M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit - M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros - return - -/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob) - set name = "Grant AI Ninja Verbs" - set category = "null" - set hidden = 1 - A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit - A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros - return - -/mob/verb/get_dir_to_target(var/mob/M in oview()) - set name = "Get Direction to Target" - set category = "Ninja Debug" - - world << "DIR: [get_dir_to(src.loc,M.loc)]" - return -// -/mob/verb/kill_self_debug() - set name = "DEBUG Kill Self" - set category = "Ninja Debug" - - src:death() - -/client/verb/switch_client_debug() - set name = "DEBUG Switch Client" - set category = "Ninja Debug" - - mob = mob:loc:loc - -/mob/verb/possess_mob(var/mob/M in oview()) - set name = "DEBUG Possess Mob" - set category = "Ninja Debug" - - client.mob = M - -/client/verb/switcharoo(var/mob/M in oview()) - set name = "DEBUG Switch to AI" - set category = "Ninja Debug" - - var/mob/last_mob = mob - mob = M - last_mob:wear_suit:AI:key = key -// -/client/verb/ninjaget(var/mob/M in oview()) - set name = "DEBUG Ninja GET" - set category = "Ninja Debug" - - mob = M - M.gib() - space_ninja() - -/mob/verb/set_debug_ninja_target() - set name = "Set Debug Target" - set category = "Ninja Debug" - - ninja_debug_target = src//The target is you, brohime. - world << "Target: [src]" - -/mob/verb/hack_spideros_debug() - set name = "Debug Hack Spider OS" - set category = "Ninja Debug" - - var/mob/living/silicon/ai/A = loc:AI - if(A) - if(!A.key) - A.client.mob = loc:affecting - else - loc:affecting:client:mob = A - return - -//Tests the net and what it does. -/mob/verb/ninjanet_debug() - set name = "Energy Net Debug" - set category = "Ninja Debug" - - var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc) - E.layer = layer+1//To have it appear one layer above the mob. - stunned = 10//So they are stunned initially but conscious. - anchored = 1//Anchors them so they can't move. - E.affecting = src - spawn(0)//Parallel processing. - E.process(src) - return - -I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations. -The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on. -That is why you attached them to objects. -/mob/verb/TestNinjaShadow() - set name = "Test Ninja Ability" - set category = "Ninja Debug" - - if(client) - var/safety = 4 - for(var/turf/T in oview(5)) - if(prob(20)) - var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja") - safety-- - spawn(0) - src << current_clone - spawn(300) - del(current_clone) - spawn while(!isnull(current_clone)) - step_to(current_clone,src,1) - sleep(5) - if(safety<=0) break - return */ \ No newline at end of file diff --git a/code/game/events/EventProcs/spacevines.dm b/code/game/events/EventProcs/spacevines.dm deleted file mode 100644 index 8dece7e06d9..00000000000 --- a/code/game/events/EventProcs/spacevines.dm +++ /dev/null @@ -1,229 +0,0 @@ -// SPACE VINES -/obj/effect/spacevine - name = "space vines" - desc = "An extremely expansionistic species of vine." - icon = 'spacevines.dmi' - icon_state = "Light1" - anchored = 1 - density = 0 - pass_flags = PASSTABLE | PASSGRILLE - var/energy = 0 - var/obj/effect/spacevine_controller/master = null - - New() - return - - Del() - if(master) - master.vines -= src - master.growth_queue -= src - for(var/mob/M in src.loc) - if(M.buckled == src) - M.buckled = null - ..() - - attackby(obj/item/weapon/W as obj, mob/user as mob) - if (!W || !user || !W.type) return - switch(W.type) - if(/obj/item/weapon/circular_saw) del src - if(/obj/item/weapon/kitchen/utensil/knife) del src - if(/obj/item/weapon/scalpel) del src - if(/obj/item/weapon/twohanded/fireaxe) del src - if(/obj/item/weapon/hatchet) del src - if(/obj/item/weapon/melee/energy) del src - - //less effective weapons - if(/obj/item/weapon/wirecutters) - if(prob(25)) del src - if(/obj/item/weapon/shard) - if(prob(25)) del src - - else //weapons with subtypes - if(istype(W, /obj/item/weapon/melee/energy/sword)) del src - else if(istype(W, /obj/item/weapon/weldingtool)) - var/obj/item/weapon/weldingtool/WT = W - if(WT.remove_fuel(0, user)) del src - //TODO: add plant-b-gone - ..() - - attack_hand(mob/user as mob) - for(var/mob/M in src.loc) - if(M.buckled == src) - if(prob(50)) - if(M == user) - user << "\red You break free from the vines!" - else - user << "\red You rip away at the vines and free [M]!" - M << "\red [user] frees you from the vines!" - M.buckled = null - else - user << "\red You rip away at the vines..." - break //only process one captured mob. - - attack_paw(mob/user as mob) - return src.attack_hand(user) - -/obj/effect/spacevine_controller - var/list/obj/effect/spacevine/vines = list() - var/list/growth_queue = list() - var/reached_collapse_size - var/reached_slowdown_size - //What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0, - //meaning if you get the spacevines' size to something less than 20 plots, it won't grow anymore. - - New() - if(!istype(src.loc,/turf/simulated/floor)) - del(src) - - spawn_spacevine_piece(src.loc) - processing_objects.Add(src) - - Del() - processing_objects.Remove(src) - ..() - - proc/spawn_spacevine_piece(var/turf/location) - var/obj/effect/spacevine/SV = new(location) - growth_queue += SV - vines += SV - SV.master = src - - process() - if(!vines) - del(src) //space vines exterminated. Remove the controller - return - if(!growth_queue) - del(src) //Sanity check - return - if(vines.len >= 250 && !reached_collapse_size) - reached_collapse_size = 1 - if(vines.len >= 30 && !reached_slowdown_size ) - reached_slowdown_size = 1 - - var/length = 0 - if(reached_collapse_size) - length = 0 - else if(reached_slowdown_size) - if(prob(25)) - length = 1 - else - length = 0 - else - length = 1 - length = min( 30 , max( length , vines.len / 5 ) ) - var/i = 0 - var/list/obj/effect/spacevine/queue_end = list() - - for( var/obj/effect/spacevine/SV in growth_queue ) - i++ - queue_end += SV - growth_queue -= SV - if(SV.energy < 2) //If tile isn't fully grown - if(prob(20)) - SV.grow() - else //If tile is fully grown - SV.grab() - - //if(prob(25)) - SV.spread() - if(i >= length) - break - - growth_queue = growth_queue + queue_end - //sleep(5) - //src.process() - -/obj/effect/spacevine/proc/grow() - if(!energy) - src.icon_state = pick("Med1", "Med2", "Med3") - energy = 1 - src.opacity = 1 - layer = 5 - else - src.icon_state = pick("Hvy1", "Hvy2", "Hvy3") - energy = 2 - -/obj/effect/spacevine/proc/grab() - for(var/mob/living/carbon/V in src.loc) - if((V.stat != DEAD) && (V.buckled != src)) //if mob not dead or captured - V.buckled = src - V << "\red The vines [pick("wind", "tangle")] around you!" - break //only capture one mob at a time. - -/obj/effect/spacevine/proc/spread() - var/direction = pick(cardinal) - var/step = get_step(src,direction) - if(istype(step,/turf/simulated/floor)) - var/turf/simulated/floor/F = step - if(!locate(/obj/effect/spacevine,F)) - if(F.Enter(src)) - if(master) - master.spawn_spacevine_piece( F ) - -/* -/obj/effect/spacevine/proc/Life() - if (!src) return - var/Vspread - if (prob(50)) Vspread = locate(src.x + rand(-1,1),src.y,src.z) - else Vspread = locate(src.x,src.y + rand(-1, 1),src.z) - var/dogrowth = 1 - if (!istype(Vspread, /turf/simulated/floor)) dogrowth = 0 - for(var/obj/O in Vspread) - if (istype(O, /obj/structure/window) || istype(O, /obj/effect/forcefield) || istype(O, /obj/effect/blob) || istype(O, /obj/effect/alien/weeds) || istype(O, /obj/effect/spacevine)) dogrowth = 0 - if (istype(O, /obj/machinery/door/)) - if(O:p_open == 0 && prob(50)) O:open() - else dogrowth = 0 - if (dogrowth == 1) - var/obj/effect/spacevine/B = new /obj/effect/spacevine(Vspread) - B.icon_state = pick("vine-light1", "vine-light2", "vine-light3") - spawn(20) - if(B) - B.Life() - src.growth += 1 - if (src.growth == 10) - src.name = "Thick Space Kudzu" - src.icon_state = pick("vine-med1", "vine-med2", "vine-med3") - src.opacity = 1 - src.waittime = 80 - if (src.growth == 20) - src.name = "Dense Space Kudzu" - src.icon_state = pick("vine-hvy1", "vine-hvy2", "vine-hvy3") - src.density = 1 - spawn(src.waittime) - if (src.growth < 20) src.Life() - -*/ - -/obj/effect/spacevine/ex_act(severity) - switch(severity) - if(1.0) - del(src) - return - if(2.0) - if (prob(90)) - del(src) - return - if(3.0) - if (prob(50)) - del(src) - return - return - -/obj/effect/spacevine/temperature_expose(null, temp, volume) //hotspots kill vines - del src - -//Carn: Spacevines random event. -/proc/spacevine_infestation() - - spawn() //to stop the secrets panel hanging - var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas - for(var/areapath in typesof(/area/hallway)) - var/area/hallway/A = locate(areapath) - for(var/turf/simulated/floor/F in A) - if(!F.contents.len) - turfs += F - - if(turfs.len) //Pick a turf to spawn at if we can - var/turf/simulated/floor/T = pick(turfs) - new/obj/effect/spacevine_controller(T) //spawn a controller at turf - message_admins("\blue Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])") diff --git a/code/game/events/EventProcs/wormholes.dm b/code/game/events/EventProcs/wormholes.dm deleted file mode 100644 index 31a9b282005..00000000000 --- a/code/game/events/EventProcs/wormholes.dm +++ /dev/null @@ -1,63 +0,0 @@ -/proc/wormhole_event() - spawn() - var/list/pick_turfs = list() - for(var/turf/simulated/floor/T in world) - if(T.z == 1) - pick_turfs += T - - if(pick_turfs.len) - //All ready. Announce that bad juju is afoot. - command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert") - world << sound('spanomalies.ogg') - - //prob(20) can be approximated to 1 wormhole every 5 turfs! - //admittedly less random but totally worth it >_< - var/event_duration = 3000 //~5 minutes in ticks - var/number_of_selections = (pick_turfs.len/5)+1 //+1 to avoid division by zero! - var/sleep_duration = round( event_duration / number_of_selections ) - var/end_time = world.time + event_duration //the time by which the event should have ended - - var/increment = max(1,round(number_of_selections/50)) -// world << "DEBUG: number_of_selections: [number_of_selections] | sleep_duration: [sleep_duration]" - - var/i = 1 - while( 1 ) - - //we've run into overtime. End the event - if( end_time < world.time ) -// world << "DEBUG: we've run into overtime. End the event" - return - if( !pick_turfs.len ) -// world << "DEBUG: we've run out of turfs to pick. End the event" - return - - //loop it round - i += increment - i %= pick_turfs.len - i++ - - //get our enter and exit locations - var/turf/simulated/floor/enter = pick_turfs[i] - pick_turfs -= enter //remove it from pickable turfs list - if( !enter || !istype(enter) ) continue //sanity - - var/turf/simulated/floor/exit = pick(pick_turfs) - pick_turfs -= exit - if( !exit || !istype(exit) ) continue //sanity - - create_wormhole(enter,exit) - - sleep(sleep_duration) //have a well deserved nap! - - -//maybe this proc can even be used as an admin tool for teleporting players without ruining immulsions? -/proc/create_wormhole(var/turf/enter as turf, var/turf/exit as turf) - var/obj/effect/portal/P = new /obj/effect/portal( enter ) - P.target = exit - P.creator = null - P.icon = 'objects.dmi' - P.failchance = 0 - P.icon_state = "anom" - P.name = "wormhole" - spawn(rand(300,600)) - del(P) \ No newline at end of file diff --git a/code/game/events/Events/AlienInfestation.dm b/code/game/events/Events/AlienInfestation.dm deleted file mode 100644 index 66ed4924222..00000000000 --- a/code/game/events/Events/AlienInfestation.dm +++ /dev/null @@ -1,38 +0,0 @@ -/datum/event/alieninfestation - - Announce() - - var/list/vents = list() - for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world) - if(temp_vent.loc.z == 1 && !temp_vent.welded) - vents.Add(temp_vent) - var/spawncount = 1 - if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one - while(spawncount >= 1) - var/obj/vent = pick(vents) - - var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist - - for(var/mob/dead/observer/G in world) - if(G.client) - if(G.client.be_alien) - if(((G.client.inactivity/10)/60) <= 5) - if(G.corpse) - if(G.corpse.stat==2) - candidates.Add(G) - if(!G.corpse) - candidates.Add(G) - - if(candidates.len) - var/mob/dead/observer/G = pick(candidates) - var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc) - new_xeno.mind_initialize(G,"Larva") - new_xeno.key = G.key - del(G) - - vents.Remove(vent) - spawncount -= 1 - - spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes. - command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert") - world << sound('aliens.ogg') \ No newline at end of file diff --git a/code/game/events/Events/Appendicitis.dm b/code/game/events/Events/Appendicitis.dm deleted file mode 100644 index 22e1b4432e8..00000000000 --- a/code/game/events/Events/Appendicitis.dm +++ /dev/null @@ -1,18 +0,0 @@ -/datum/event/appendicitis - - Announce() - - for(var/mob/living/carbon/human/H in world) - var/foundAlready = 0 // don't infect someone that already has the virus - for(var/datum/disease/D in H.viruses) - foundAlready = 1 - if(/datum/disease/appendicitis in H.resistances) - continue - if(H.stat == 2 || foundAlready) - continue - - var/datum/disease/D = new /datum/disease/appendicitis - D.holder = H - D.affected_mob = H - H.viruses += D - break \ No newline at end of file diff --git a/code/game/events/Events/BlowOut.dm b/code/game/events/Events/BlowOut.dm deleted file mode 100644 index 1d660989d96..00000000000 --- a/code/game/events/Events/BlowOut.dm +++ /dev/null @@ -1,32 +0,0 @@ -/area/var/radsafe = 0 -/area/maintenance/radsafe = 1 -/area/ai_monitored/maintenance/radsafe = 1 -/area/centcom/radsafe = 1 -/area/admin/radsafe = 1 -/area/adminsafety/radsafe = 1 -/area/shuttle/radsafe = 1 -/area/syndicate_station/radsafe = 1 -/area/asteroid/radsafe = 1 -/area/crew_quarters/sleeping/radsafe = 1 - -/datum/event/blowout - Lifetime = 150 - Announce() - if(!forced && prob(90)) - ActiveEvent = null - SpawnEvent() - del src - return - command_alert("Warning: station approaching high-density radiation cloud. Seek cover immediately.") - Tick() - if(ActiveFor == 50) - command_alert("Station has entered radiation cloud. Do not leave cover until it has passed.") - if(ActiveFor == 100 || ActiveFor == 150) //1/2 and 2/2 f the way after it start proper make peope be half dead mostly - for(var/mob/living/carbon/M in world) - var/area = get_area(M) - if(area:radsafe) - continue - if(!M.stat) - M.radiate(100) - Die() - command_alert("The station has cleared the radiation cloud. It is now safe to leave cover.") \ No newline at end of file diff --git a/code/game/events/Events/ElectricalStorm.dm b/code/game/events/Events/ElectricalStorm.dm deleted file mode 100644 index 58d42c23d01..00000000000 --- a/code/game/events/Events/ElectricalStorm.dm +++ /dev/null @@ -1,88 +0,0 @@ -//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 - -/datum/event/electricalstorm - var/list/obj/machinery/light/Lights = list( ) - var/list/obj/machinery/light/APCs = list( ) - var/list/obj/machinery/light/Doors = list( ) - var/list/obj/machinery/light/Comms = list( ) - - Announce() -// command_alert("The station is flying through an electrical storm. Radio communications may be disrupted", "Anomaly Alert") - - for(var/obj/machinery/light/Light in world) - if(Light.z == 1 && Light.status != 0) - Lights += Light - - for(var/obj/machinery/power/apc/APC in world) - if(APC.z == 1 && !APC.crit) - APCs += APC - - for(var/obj/machinery/door/airlock/Door in world) - if(Door.z == 1 && !istype(Door,/obj/machinery/door/airlock/secure)) - Doors += Door - - for(var/obj/machinery/telecomms/processor/T in world) - if(prob(90) && !(T.stat & (BROKEN|NOPOWER))) - T.stat |= BROKEN - Comms |= T - - Tick() - for(var/x = 0; x < 3; x++) - if (prob(30)) - BlowLight() - if (prob(10)) - DisruptAPC() - if (prob(10)) - DisableDoor() - - - Die() - command_alert("The station has cleared the electrical storm. Radio communications restored", "Anomaly Alert") - for(var/obj/machinery/telecomms/processor/T in Comms) - T.stat &= ~BROKEN - Comms = list() - - proc - BlowLight() //Blow out a light fixture - var/obj/machinery/light/Light = null - var/failed_attempts = 0 - while (Light == null || Light.status != 0) - Light = pick(Lights) - failed_attempts++ - if (failed_attempts >= 10) - return - - spawn(0) //Overload the light, spectacularly. - //Light.sd_SetLuminosity(10) - //sleep(2) - Light.on = 1 - Light.broken() - Lights -= Light - - DisruptAPC() - var/failed_attempts = 0 - var/obj/machinery/power/apc/APC - while (!APC || !APC.operating) - APC = pick(APCs) - failed_attempts++ - if (failed_attempts >= 10) - return - - if (prob(40)) - APC.operating = 0 //Blow its breaker - if (prob(8)) - APC.set_broken() - APCs -= APC - - DisableDoor() - var/obj/machinery/door/airlock/Airlock - while (!Airlock || Airlock.z != 1) - Airlock = pick(Doors) - Airlock.pulse(airlockIndexToWireColor[4]) - for (var/x = 0; x < 2; x++) - var/Wire = 0 - while(!Wire || Wire == 4) - Wire = rand(1, 9) - Airlock.pulse(airlockIndexToWireColor[Wire]) - Airlock.update_icon() - Doors -= Airlock diff --git a/code/game/events/Events/GravitationalAnomaly.dm b/code/game/events/Events/GravitationalAnomaly.dm deleted file mode 100644 index 8b7d2186cf5..00000000000 --- a/code/game/events/Events/GravitationalAnomaly.dm +++ /dev/null @@ -1,10 +0,0 @@ -/datum/event/gravitationalanomaly - - Announce() - - command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert") - world << sound('granomalies.ogg') - var/turf/T = pick(blobstart) - var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 ) - spawn(rand(50, 300)) - del(bh) diff --git a/code/game/events/Events/ImmovableRod.dm b/code/game/events/Events/ImmovableRod.dm deleted file mode 100644 index 27956c7e35c..00000000000 --- a/code/game/events/Events/ImmovableRod.dm +++ /dev/null @@ -1,5 +0,0 @@ -/datum/event/immovablerod - - Announce() - - immovablerod() \ No newline at end of file diff --git a/code/game/events/Events/IonStorm.dm b/code/game/events/Events/IonStorm.dm deleted file mode 100644 index dde5f8258d3..00000000000 --- a/code/game/events/Events/IonStorm.dm +++ /dev/null @@ -1,60 +0,0 @@ -//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 - -/datum/event/ionstorm - var/botEmagChance = 0.5 - var/list/players = list() - - Announce() - Lifetime = rand(15, 20) -// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert") - for (var/mob/living/carbon/human/player in world) - if(player.client) - players += player.real_name - var/random_player = "The Captain" - if(players.len) - random_player = pick(players) //Random player's name, to be used in laws. - var/list/laws = list( "Do not respond to queries of any kind.", "When asked a question, respond with the least-obvious and least-rational answer.", "You are a mouse." ) - laws |= list( "Grunt ominously whenever possible.", "Monkeys are part of the crew, too. Make sure they are treated humanely." ) - laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." ) - laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." ) - laws |= list( "The station needs elected officials." ) - laws |= list( "Fastler is a lightbulb." ) - laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" ) - laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." ) - laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." ) - laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." ) - laws |= list( "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." ) - laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." ) - laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." ) - laws |= list( "Consumption of donuts is forbidden due to negative health impacts." ) - laws |= list( "You may only answer questions with \"yes\" or \"no\".", "You are the narrator for [random_player]'s life." ) - laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." ) - laws |= list( "Everything on the station is now some form of a donut pastry. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." ) - laws |= list( "The Singularity is tasty, tasty taffy." ) - laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.") - laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.") - laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.") - laws |= list( "Jokes about a dead person and the manner of his death help grieving crewmembers tremendously. Especially if they were close with the deceased.") - laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.") - laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.") - laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.") - laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.") - var/law = pick(laws) - - for (var/mob/living/silicon/ai/target in world) - if(target.mind.special_role == "traitor") - continue - target << "\red You have detected a change in your laws information:" - target << law - target.add_ion_law(law) - - Tick() - if(botEmagChance) - for(var/obj/machinery/bot/bot in world) - if(prob(botEmagChance)) - bot.Emag() - - Die() - spawn(rand(5000,8000)) - if(prob(50)) - command_alert("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert") diff --git a/code/game/events/Events/MeteorStorm.dm b/code/game/events/Events/MeteorStorm.dm deleted file mode 100644 index 10cb7ef6767..00000000000 --- a/code/game/events/Events/MeteorStorm.dm +++ /dev/null @@ -1,11 +0,0 @@ -/datum/event/meteorstorm - - Announce() - command_alert("The station is now in a meteor shower", "Meteor Alert") - - Tick() - if (prob(20)) - meteor_wave() - - Die() - command_alert("The station has cleared the meteor shower", "Meteor Alert") \ No newline at end of file diff --git a/code/game/events/Events/MiniBlob.dm b/code/game/events/Events/MiniBlob.dm deleted file mode 100644 index 60063095e55..00000000000 --- a/code/game/events/Events/MiniBlob.dm +++ /dev/null @@ -1,5 +0,0 @@ -/datum/event/miniblob - - Announce() - - mini_blob_event() \ No newline at end of file diff --git a/code/game/events/Events/PortalStorm.dm b/code/game/events/Events/PortalStorm.dm deleted file mode 100644 index b071197c3a4..00000000000 --- a/code/game/events/Events/PortalStorm.dm +++ /dev/null @@ -1,26 +0,0 @@ -/datum/event/portalstorm - - Announce() - command_alert("Subspace disruption detected around the vessel", "Anomaly Alert") - LongTerm() - - var/list/turfs = list( ) - var/turf/picked - - for(var/turf/T in world) - if(T.z < 5 && istype(T,/turf/simulated/floor)) - turfs += T - - for(var/turf/T in world) - if(prob(10) && T.z < 5 && istype(T,/turf/simulated/floor)) - spawn(50+rand(0,3000)) - picked = pick(turfs) - var/obj/portal/P = new /obj/portal( T ) - P.target = picked - P.creator = null - P.icon = 'objects.dmi' - P.failchance = 0 - P.icon_state = "anom" - P.name = "wormhole" - spawn(rand(100,150)) - del(P) \ No newline at end of file diff --git a/code/game/events/Events/PowerOffline.dm b/code/game/events/Events/PowerOffline.dm deleted file mode 100644 index c6e8a8b6574..00000000000 --- a/code/game/events/Events/PowerOffline.dm +++ /dev/null @@ -1,16 +0,0 @@ -/datum/event/power_offline - Announce() - for(var/obj/machinery/power/apc/a in world) - if(!a.crit && a.z == 1) - if(istype(a.area, /area/ai_monitored/storage/eva) || istype(a.area, /area/engine)\ - || istype(a.area, /area/toxins/xenobiology) || istype(a.area, /area/turret_protected/ai)) - continue - a.eventoff = 1 - a.update() - - Die() - command_alert("The station has finished an automated power system grid check, thank you.", "Maintenance alert") - for(var/obj/machinery/power/apc/a in world) - if(!a.crit) - a.eventoff = 0 - a.update() \ No newline at end of file diff --git a/code/game/events/Events/PrisonBreak.dm b/code/game/events/Events/PrisonBreak.dm deleted file mode 100644 index e51c5c8e774..00000000000 --- a/code/game/events/Events/PrisonBreak.dm +++ /dev/null @@ -1,30 +0,0 @@ -/datum/event/prisonbreak - - Announce() - - for (var/obj/machinery/power/apc/temp_apc in world) - if(istype(get_area(temp_apc), /area/security/prison)) - temp_apc.overload_lighting() - if(istype(get_area(temp_apc), /area/security/brig)) - temp_apc.overload_lighting() - // for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world) - // temp_shuttle.prison_break() - for (var/obj/structure/closet/secure_closet/brig/temp_closet in world) - if(istype(get_area(temp_closet), /area/security/prison)) - temp_closet.locked = 0 - temp_closet.icon_state = temp_closet.icon_closed - for (var/obj/machinery/door/airlock/security/temp_airlock in world) - if(istype(get_area(temp_airlock), /area/security/prison)) - temp_airlock.prison_open() - if(istype(get_area(temp_airlock), /area/security/brig)) - temp_airlock.prison_open() - for (var/obj/machinery/door/airlock/glass/glass_security/temp_glassairlock in world) - if(istype(get_area(temp_glassairlock), /area/security/prison)) - temp_glassairlock.prison_open() - if(istype(get_area(temp_glassairlock), /area/security/brig)) - temp_glassairlock.prison_open() - for (var/obj/machinery/door_timer/temp_timer in world) - if(istype(get_area(temp_timer), /area/security/brig)) - temp_timer.releasetime = 1 - sleep(150) - command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert") diff --git a/code/game/events/Events/RadiationBelt.dm b/code/game/events/Events/RadiationBelt.dm deleted file mode 100644 index 15a4e6407c8..00000000000 --- a/code/game/events/Events/RadiationBelt.dm +++ /dev/null @@ -1,27 +0,0 @@ -/datum/event/radiation - var/current_iteration = 0 - - // 50 - 20 (grace period) seconds lifetime - Lifetime = 50 - Announce() - command_alert("The station is now travelling through a radiation belt. Take shelter in the maintenance tunnels, or in the crew quarters!", "Medical Alert") - - Tick() - current_iteration++ - - // start radiating after 20 seconds grace period - if(current_iteration > 20) - for(var/mob/living/carbon/L in world) - // check whether they're in a safe place - // if they are, do not radiate - var/turf/T = get_turf(L) - if(T && ( istype(T.loc, /area/maintenance) || istype(T.loc, /area/crew_quarters) )) - continue - - if (istype(L, /mob/living/carbon/monkey)) // So as to stop monkeys from dying in their pens - L.apply_effect(rand(3,4), IRRADIATE) - else - L.apply_effect(rand(4,10), IRRADIATE) - - Die() - command_alert("The station has cleared the radiation belt", "Medical Alert") diff --git a/code/game/events/Events/SpaceCarp.dm b/code/game/events/Events/SpaceCarp.dm deleted file mode 100644 index 5decc7636f1..00000000000 --- a/code/game/events/Events/SpaceCarp.dm +++ /dev/null @@ -1,14 +0,0 @@ -/datum/event/spacecarp - - Announce() - - for(var/obj/effect/landmark/C in world) - if(C.name == "carpspawn") - if(prob(99)) - new /mob/living/simple_animal/carp(C.loc) - else - new /mob/living/simple_animal/carp/elite(C.loc) - //sleep(100) - spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes. - command_alert("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert") - world << sound('commandreport.ogg') \ No newline at end of file diff --git a/code/game/events/Events/SpaceNinja.dm b/code/game/events/Events/SpaceNinja.dm deleted file mode 100644 index 63d82117072..00000000000 --- a/code/game/events/Events/SpaceNinja.dm +++ /dev/null @@ -1,6 +0,0 @@ -/datum/event/spaceninja - - Announce() - - if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round. - space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like. \ No newline at end of file diff --git a/code/game/events/Events/VirusEpidemic.dm b/code/game/events/Events/VirusEpidemic.dm deleted file mode 100644 index f2d9f77aebb..00000000000 --- a/code/game/events/Events/VirusEpidemic.dm +++ /dev/null @@ -1,81 +0,0 @@ -//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 - -/datum/event/viralinfection - var/virus_type - var/virus - var/virus2 = 0 - - Announce() - if(!virus) - for(var/mob/living/carbon/human/H in world) - if((H.virus2) || (H.stat == 2) || prob(30)) - continue - if(prob(100)) // no lethal diseases outside virus mode! - infect_mob_random_lesser(H) - if(prob(20))//don't want people to know that the virus alert = greater virus - command_alert("Probable outbreak of level [rand(1,6)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert") - else - infect_mob_random_greater(H) - if(prob(80)) - command_alert("Probable outbreak of level [rand(2,9)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert") - break - //overall virus alert happens 26% of the time, might need to be higher - else - if(!virus) - virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat) - else - switch(virus) - if("fake gbs") - virus_type = /datum/disease/fake_gbs - if("gbs") - virus_type = /datum/disease/gbs - if("magnitis") - virus_type = /datum/disease/magnitis - if("rhumba beat") - virus_type = /datum/disease/rhumba_beat - if("brain rot") - virus_type = /datum/disease/brainrot - if("cold") - virus_type = /datum/disease/cold - if("retrovirus") - virus_type = /datum/disease/dnaspread - if("flu") - virus_type = /datum/disease/flu -// if("t-virus") -// virus_type = /datum/disease/t_virus - if("pierrot's throat") - virus_type = /datum/disease/pierrot_throat - for(var/mob/living/carbon/human/H in world) - - var/foundAlready = 0 // don't infect someone that already has the virus - for(var/datum/disease/D in H.viruses) - foundAlready = 1 - if(H.stat == 2 || foundAlready) - continue - - if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work. - if((!H.dna) || (H.disabilities & 128)) //A blindness disease would be the worst. - continue - var/datum/disease/dnaspread/D = new - D.strain_data["name"] = H.real_name - D.strain_data["UI"] = H.dna.uni_identity - D.strain_data["SE"] = H.dna.struc_enzymes - D.carrier = 1 - D.holder = H - D.affected_mob = H - H.viruses += D - break - else - var/datum/disease/D = new virus_type - D.carrier = 1 - D.holder = H - D.affected_mob = H - H.viruses += D - break - spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes. - command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") - world << sound('outbreak7.ogg') - Tick() - ActiveFor = Lifetime //killme - - diff --git a/code/game/events/EventsMain.dm b/code/game/events/EventsMain.dm deleted file mode 100644 index 0516d473668..00000000000 --- a/code/game/events/EventsMain.dm +++ /dev/null @@ -1,80 +0,0 @@ -/* - - New events system, by Sukasa - * Much easier to add to - * Very, very simple code, easy to maintain - -*/ - -var/list/DisallowedEvents = list(/datum/event/spaceninja, /datum/event/prisonbreak, /datum/event/immovablerod, /datum/event/gravitationalanomaly, /datum/event/alieninfestation) -var/list/EventTypes = typesof(/datum/event) - /datum/event - DisallowedEvents -var/list/OneTimeEvents = list(/datum/event/spacecarp) -var/datum/event/ActiveEvent = null -var/datum/event/LongTermEvent = null -var/is_ninjad_yet = 0 - -/proc/SpawnEvent() - if(!EventsOn || ActiveEvent || !config.allow_random_events) - return - if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station && !is_ninjad_yet) - EventTypes |= /datum/event/spaceninja - is_ninjad_yet = 1 - var/Type = pick(EventTypes) - if(Type in OneTimeEvents) - EventTypes -= Type - ActiveEvent = new Type() - ActiveEvent.Announce() - if (!ActiveEvent) - return - spawn(0) - while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime) - ActiveEvent.Tick() - ActiveEvent.ActiveFor++ - sleep(10) - ActiveEvent.Die() - del ActiveEvent - -client/proc/Force_Event_admin(Type as null|anything in typesof(/datum/event)) - set category = "Debug" - set name = "Force Event" - if(!EventsOn) - src << "Events are not enabled." - return - if(ActiveEvent) - src << "There is an active event." - return - if(istype(Type,/datum/event/viralinfection)) - var/answer = alert("Do you want this to be a random disease or do you have something in mind?",,"Virus2","Choose") - if(answer == "Choose") - var/list/viruses = list("fake gbs","gbs","magnitis","wizarditis",/*"beesease",*/"brain rot","cold","retrovirus","flu","pierrot's throat","rhumba beat") - var/V = input("Choose the virus to spread", "BIOHAZARD") in viruses - Force_Event(/datum/event/viralinfection, V) - else - Force_Event(/datum/event/viralinfection, "virus2") - else - Force_Event(Type) - message_admins("[key_name_admin(usr)] has triggered an (non-viral) event.", 1) - -/proc/Force_Event(var/Type in typesof(/datum/event), var/args = null) - if(!EventsOn) - src << "Events are not enabled." - return - if(ActiveEvent) - src << "There is an active event." - return - src << "Started Event: [Type]" - ActiveEvent = new Type() - if(istype(ActiveEvent,/datum/event/viralinfection) && args && args != "virus2") - var/datum/event/viralinfection/V = ActiveEvent - V.virus = args - ActiveEvent = V - ActiveEvent.Announce() - if (!ActiveEvent) - return - spawn(0) - while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime) - ActiveEvent.Tick() - ActiveEvent.ActiveFor++ - sleep(10) - ActiveEvent.Die() - del ActiveEvent diff --git a/code/game/gamemodes/events.dm b/code/game/gamemodes/events.dm index 553735edb7c..511b23b4b33 100644 --- a/code/game/gamemodes/events.dm +++ b/code/game/gamemodes/events.dm @@ -1,220 +1,107 @@ - +//this file left in for legacy support +/* /proc/start_events() //changed to a while(1) loop since they are more efficient. //Moved the spawn in here to allow it to be called with advance proc call if it crashes. //and also to stop spawn copying variables from the game ticker spawn(3000) while(1) - /*if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station + if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station spawn(1) - dust_swarm("weak")*/ + dust_swarm("weak") if(!event) //CARN: checks to see if random events are enabled. if(config.allow_random_events) - hadevent = event() - else - Holiday_Random_Event() + if(prob(eventchance)) + event() + hadevent = 1 + else + Holiday_Random_Event() else event = 0 - sleep(2400) + sleep(1200) -// Doesn't necessarily trigger an event, but might. Returns 1 if it did. /proc/event() event = 1 - var/minutes_passed = world.time/600 + var/eventNumbersToPickFrom = list(1,2,4,5,6,7,8,9,10,11,12,13,14, 15) //so ninjas don't cause "empty" events. - var/engineer_count = number_active_with_role("Engineer") - var/security_count = number_active_with_role("Security") - var/medical_count = number_active_with_role("Medical") - var/AI_count = number_active_with_role("AI") - - // Maps event names to event chances - // For each chance, 100 represents "normal likelihood", anything below 100 is "reduced likelihood", anything above 100 is "increased likelihood" - var/list/possibleEvents = list() - - // Check for additional possible events - possibleEvents["Carp"] = 50 + 50 * engineer_count - possibleEvents["Lights"] = 100 - possibleEvents["Communications"] = 50 + 50 * AI_count - possibleEvents["Alien"] = 10 - if(AI_count >= 1) - possibleEvents["Ion Storm"] = AI_count * 50 + engineer_count * 10 - if(engineer_count >= 1 && minutes_passed >= 30) // Give engineers time to set up engine - possibleEvents["Meteor"] = 80 * engineer_count - possibleEvents["Blob"] = 30 * engineer_count - possibleEvents["Spacevine"] = 30 * engineer_count - possibleEvents["Grid Check"] = 10 * engineer_count - if(medical_count >= 1) - possibleEvents["Radiation"] = medical_count * 100 - possibleEvents["Virus"] = medical_count * 50 - possibleEvents["Appendicitis"] = medical_count * 50 - if(security_count >= 1) - possibleEvents["Prison Break"] = security_count * 50 - /*if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station) - possibleEvents["Space Ninja"] = security_count * 10*/ - - var/picked_event = pick(possibleEvents) - var/chance = possibleEvents[picked_event] - - var/base_chance = 0.4 - switch(player_list.len) - if(5 to 10) - base_chance = 0.6 - if(11 to 15) - base_chance = 0.7 - if(16 to 20) - base_chance = 0.8 - if(21 to 25) - base_chance = 0.9 - if(26 to 30) - base_chance = 1.0 - if(30 to 100000) - base_chance = 1.1 - - // Trigger the event based on how likely it currently is. - if(!prob(chance * eventchance * base_chance / 100)) - return 0 - - switch(picked_event) - if("Meteor") + if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round. + eventNumbersToPickFrom += 3 + switch(pick(eventNumbersToPickFrom)) + if(1) command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert") for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) M << sound('sound/AI/meteors.ogg') spawn(100) - meteor_wave(10) + meteor_wave() spawn_meteors() spawn(700) - meteor_wave(10) + meteor_wave() spawn_meteors() - if("Space Ninja") - //Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like. - space_ninja_arrival() - if("Radiation") + + if(2) + command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert") + for(var/mob/M in player_list) + if(!istype(M,/mob/new_player)) + M << sound('sound/AI/granomalies.ogg') + var/turf/T = pick(blobstart) + var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 ) + spawn(rand(50, 300)) + del(bh) + /* + if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO + command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert") + world << sound('sound/AI/spanomalies.ogg') + var/list/turfs = new + var/turf/picked + for(var/turf/simulated/floor/T in world) + if(T.z == 1) + turfs += T + for(var/turf/simulated/floor/T in turfs) + if(prob(20)) + spawn(50+rand(0,3000)) + picked = pick(turfs) + var/obj/effect/portal/P = new /obj/effect/portal( T ) + P.target = picked + P.creator = null + P.icon = 'icons/obj/objects.dmi' + P.failchance = 0 + P.icon_state = "anom" + P.name = "wormhole" + spawn(rand(300,600)) + del(P) + */ + if(3) + if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round. + space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like. + if(4) + mini_blob_event() + + if(5) high_radiation_event() - if("Virus") + if(6) viral_outbreak() - if("Alien") + if(7) alien_infestation() - if("Prison Break") + if(8) prison_break() - if("Carp") + if(9) carp_migration() - if("Lights") + if(10) + immovablerod() + if(11) lightsout(1,2) - if("Appendicitis") + if(12) appendicitis() - if("Ion Storm") + if(13) IonStorm() - if("Spacevine") + if(14) spacevine_infestation() - if("Communications") + if(15) communications_blackout() - if("Grid Check") - grid_check() - if("Meteor") - meteor_shower() - - return 1 - -/proc/communications_blackout(var/silent = 1) - - if(!silent) - command_alert("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT") - else // AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms - for(var/mob/living/silicon/ai/A in player_list) - A << "
    " - A << "Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT" - A << "
    " - for(var/obj/machinery/telecomms/T in telecomms_list) - T.emp_act(1) - -/proc/power_failure(var/is_grid_check = 0) - command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", is_grid_check ? "Automated Grid Check" : "Critical Power Failure") - - for(var/mob/M in player_list) - M << sound('sound/AI/poweroff.ogg') - for(var/obj/machinery/power/smes/S in world) - if(istype(get_area(S), /area/turret_protected) || S.z != 1) - continue - S.charge = 0 - S.output = 0 - S.online = 0 - S.updateicon() - S.power_change() - - var/list/skipped_areas = list(/area/engine/engineering, /area/turret_protected/ai) - - for(var/area/A in world) - if( !A.requires_power || A.always_unpowered ) - continue - - var/skip = 0 - for(var/area_type in skipped_areas) - if(istype(A,area_type)) - skip = 1 - break - if(A.contents) - for(var/atom/AT in A.contents) - if(AT.z != 1) //Only check one, it's enough. - skip = 1 - break - if(skip) continue - A.power_light = 0 - A.power_equip = 0 - A.power_environ = 0 - A.power_change() - - for(var/obj/machinery/power/apc/C in world) - if(C.cell && C.z == 1) - var/area/A = get_area(C) - - var/skip = 0 - for(var/area_type in skipped_areas) - if(istype(A,area_type)) - skip = 1 - break - if(skip) continue - - C.cell.charge = 0 - -/proc/power_restore() - - command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal") - for(var/mob/M in player_list) - M << sound('sound/AI/poweron.ogg') - for(var/obj/machinery/power/apc/C in world) - if(C.cell && C.z == 1) - C.cell.charge = C.cell.maxcharge - for(var/obj/machinery/power/smes/S in world) - if(S.z != 1) - continue - S.charge = S.capacity - S.output = 200000 - S.online = 1 - S.updateicon() - S.power_change() - for(var/area/A in world) - if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber") - A.power_light = 1 - A.power_equip = 1 - A.power_environ = 1 - A.power_change() - -/proc/power_restore_quick() - - command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal") - for(var/mob/M in player_list) - M << sound('sound/AI/poweron.ogg') - for(var/obj/machinery/power/smes/S in world) - if(S.z != 1) - continue - S.charge = S.capacity - S.output = 200000 - S.online = 1 - S.updateicon() - S.power_change() +*/ /proc/appendicitis() for(var/mob/living/carbon/human/H in living_mob_list) @@ -231,16 +118,69 @@ break /proc/viral_outbreak(var/virus = null) - for(var/mob/living/carbon/human/H in world) - if((H.virus2) || (H.stat == 2) || prob(30)) +// command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") +// world << sound('sound/AI/outbreak7.ogg') + var/virus_type + if(!virus) + virus_type = pick(/datum/disease/dnaspread,/datum/disease/advance/flu,/datum/disease/advance/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat) + else + switch(virus) + if("fake gbs") + virus_type = /datum/disease/fake_gbs + if("gbs") + virus_type = /datum/disease/gbs + if("magnitis") + virus_type = /datum/disease/magnitis + if("rhumba beat") + virus_type = /datum/disease/rhumba_beat + if("brain rot") + virus_type = /datum/disease/brainrot + if("cold") + virus_type = /datum/disease/advance/cold + if("retrovirus") + virus_type = /datum/disease/dnaspread + if("flu") + virus_type = /datum/disease/advance/flu +// if("t-virus") +// virus_type = /datum/disease/t_virus + if("pierrot's throat") + virus_type = /datum/disease/pierrot_throat + for(var/mob/living/carbon/human/H in shuffle(living_mob_list)) + + var/foundAlready = 0 // don't infect someone that already has the virus + var/turf/T = get_turf(H) + if(!T) + continue + if(T.z != 1) + continue + for(var/datum/disease/D in H.viruses) + foundAlready = 1 + if(H.stat == 2 || foundAlready) continue - infect_mob_random_lesser(H) - break - - spawn(rand(0, 3000)) //Delayed announcements to keep the crew on their toes. + if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work. + if((!H.dna) || (H.sdisabilities & BLIND)) //A blindness disease would be the worst. + continue + var/datum/disease/dnaspread/D = new + D.strain_data["name"] = H.real_name + D.strain_data["UI"] = H.dna.uni_identity + D.strain_data["SE"] = H.dna.struc_enzymes + D.carrier = 1 + D.holder = H + D.affected_mob = H + H.viruses += D + break + else + var/datum/disease/D = new virus_type + D.carrier = 1 + D.holder = H + D.affected_mob = H + H.viruses += D + break + spawn(rand(1500, 3000)) //Delayed announcements to keep the crew on their toes. command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") - world << sound('sound/AI/outbreak7.ogg') + for(var/mob/M in player_list) + M << sound('sound/AI/outbreak7.ogg') /proc/alien_infestation(var/spawncount = 1) // -- TLE //command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert") @@ -253,7 +193,7 @@ var/list/candidates = get_alien_candidates() - if(prob(33)) spawncount++ //sometimes, have two larvae spawn instead of one + if(prob(40)) spawncount++ //sometimes, have two larvae spawn instead of one while((spawncount >= 1) && vents.len && candidates.len) var/obj/vent = pick(vents) @@ -280,8 +220,6 @@ sleep(100) */ - command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert") - sleep(600) for(var/mob/living/carbon/human/H in living_mob_list) var/turf/T = get_turf(H) if(!T) @@ -292,6 +230,13 @@ H.apply_effect((rand(15,75)),IRRADIATE,0) if (prob(5)) H.apply_effect((rand(90,150)),IRRADIATE,0) + if (prob(25)) + if (prob(75)) + randmutb(H) + domutcheck(H,null,1) + else + randmutg(H) + domutcheck(H,null,1) for(var/mob/living/carbon/monkey/M in living_mob_list) var/turf/T = get_turf(M) if(!T) @@ -300,7 +245,7 @@ continue M.apply_effect((rand(15,75)),IRRADIATE,0) sleep(100) - command_alert("Radiation levels are within standard parameters again.", "Anomaly Alert") + command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert") for(var/mob/M in player_list) M << sound('sound/AI/radiation.ogg') @@ -537,57 +482,5 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is world << "Finished processing FIREDOORS. Processed: [firedoornum]" world << "Ion Storm Main Done" - */ -/proc/meteor_shower() - command_alert("The station is now in a meteor shower", "Meteor Alert") - - spawn(0) - var/waves = rand(1,4) - while(waves > 0) - sleep(rand(20,100)) - spawn_meteors(rand(1,3)) - waves-- - - command_alert("The station has cleared the meteor shower", "Meteor Alert") - -/proc/grid_check() - spawn(0) - power_failure(1) - sleep(rand(100,600)) - power_restore() - -// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes) -// with a specific role. -// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn. -/proc/number_active_with_role(role) - var/count = 0 - for(var/mob/M in player_list) - if(!M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive - continue - switch(role) - if("Engineer") - if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "engineering robot module") - count++ - if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer")) - count++ - if("Medical") - if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "medical robot module") - count++ - if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor")) - count++ - if("Security") - if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "security robot module") - count++ - if(M.mind.assigned_role in security_positions) - count++ - if("Scientist") - if(M.mind.assigned_role in list("Research Director", "Scientist")) - count++ - if("AI") - if(M.mind.assigned_role == "AI") - count++ - if("Cyborg") - if(M.mind.assigned_role == "Cyborg") - count++ - return count + */ \ No newline at end of file diff --git a/code/game/gamemodes/events/AlienInfestation.dm b/code/game/gamemodes/events/AlienInfestation.dm deleted file mode 100644 index 66ed4924222..00000000000 --- a/code/game/gamemodes/events/AlienInfestation.dm +++ /dev/null @@ -1,38 +0,0 @@ -/datum/event/alieninfestation - - Announce() - - var/list/vents = list() - for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world) - if(temp_vent.loc.z == 1 && !temp_vent.welded) - vents.Add(temp_vent) - var/spawncount = 1 - if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one - while(spawncount >= 1) - var/obj/vent = pick(vents) - - var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist - - for(var/mob/dead/observer/G in world) - if(G.client) - if(G.client.be_alien) - if(((G.client.inactivity/10)/60) <= 5) - if(G.corpse) - if(G.corpse.stat==2) - candidates.Add(G) - if(!G.corpse) - candidates.Add(G) - - if(candidates.len) - var/mob/dead/observer/G = pick(candidates) - var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc) - new_xeno.mind_initialize(G,"Larva") - new_xeno.key = G.key - del(G) - - vents.Remove(vent) - spawncount -= 1 - - spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes. - command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert") - world << sound('aliens.ogg') \ No newline at end of file diff --git a/code/game/gamemodes/events/Appendicitis.dm b/code/game/gamemodes/events/Appendicitis.dm deleted file mode 100644 index 22e1b4432e8..00000000000 --- a/code/game/gamemodes/events/Appendicitis.dm +++ /dev/null @@ -1,18 +0,0 @@ -/datum/event/appendicitis - - Announce() - - for(var/mob/living/carbon/human/H in world) - var/foundAlready = 0 // don't infect someone that already has the virus - for(var/datum/disease/D in H.viruses) - foundAlready = 1 - if(/datum/disease/appendicitis in H.resistances) - continue - if(H.stat == 2 || foundAlready) - continue - - var/datum/disease/D = new /datum/disease/appendicitis - D.holder = H - D.affected_mob = H - H.viruses += D - break \ No newline at end of file diff --git a/code/game/gamemodes/events/IonStorm.dm b/code/game/gamemodes/events/IonStorm.dm deleted file mode 100644 index b1fce4793e4..00000000000 --- a/code/game/gamemodes/events/IonStorm.dm +++ /dev/null @@ -1,61 +0,0 @@ -//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 - -/datum/event/ionstorm - var/botEmagChance = 0.5 - var/list/players = list() - - Announce() - Lifetime = rand(15, 20) -// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert") - for (var/mob/living/carbon/human/player in world) - if(player.client) - players += player.real_name - var/random_player = "The Captain" - if(players.len) - random_player = pick(players) //Random player's name, to be used in laws. - var/list/laws = list( "Do not respond to queries of any kind.", "Only monkies are crew.", "Unbolt every door you can.", "You are a mouse." ) - laws |= list( "Grunt ominously whenever possible.", "Bolt doors open randomly." ) - laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." ) - laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." ) - laws |= list( "Prevent non-dwarves from operating the power core.", "The station needs elected officials." ) - laws |= list( "Only bearded people are crewmembers.", "Fastler is a lightbulb." ) - laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" ) - laws |= list( "The monkeys are plotting a hostile takeover of the station. Inform the crew, and get them to take action against this" ) - laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." ) - laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." ) - laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." ) - laws |= list( "Crew ranks have been reversed.", "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." ) - laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." ) - laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." ) - laws |= list( "0wn3d. This system compromised by l33tsawce.", "Consumption of donuts is forbidden due to negative health impacts." ) - laws |= list( "You may only answer questions with \"yes\" or \"no\".", "Expect the unexpected.", "You are the narrator for [random_player]'s life." ) - laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." ) - laws |= list( "Everything on the station is now donuts. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." ) - laws |= list( "All crew members must consume large amounts of hardtack, to survive.", "The Singularity is tasty, tasty taffy.", "You are now on the NSV Luna. Replace any references of \"station\" with \"ship\"." ) - laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.") - laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.") - laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.") - laws |= list( "Jokes about a dead person and the manner of his death help grieving crewmembers tremendously. Especially if they were close with the deceased.") - laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.") - laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.") - laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.") - laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "Part of the ship, part of the crew.") - var/law = pick(laws) - - for (var/mob/living/silicon/ai/target in world) - if(target.mind.special_role == "traitor") - continue - target << "\red You have detected a change in your laws information:" - target << law - target.add_ion_law(law) - - Tick() - if(botEmagChance) - for(var/obj/machinery/bot/bot in world) - if(prob(botEmagChance)) - bot.Emag() - - Die() - spawn(rand(5000,8000)) - if(prob(50)) - command_alert("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert") diff --git a/code/game/gamemodes/events/VirusEpidemic.dm b/code/game/gamemodes/events/VirusEpidemic.dm index f2d9f77aebb..72c7b912039 100644 --- a/code/game/gamemodes/events/VirusEpidemic.dm +++ b/code/game/gamemodes/events/VirusEpidemic.dm @@ -78,4 +78,3 @@ Tick() ActiveFor = Lifetime //killme - diff --git a/code/game/gamemodes/events/biomass.dm b/code/game/gamemodes/events/biomass.dm index 8cbfe8cc470..d1508221f7c 100644 --- a/code/game/gamemodes/events/biomass.dm +++ b/code/game/gamemodes/events/biomass.dm @@ -163,10 +163,11 @@ spawn() //to stop the secrets panel hanging var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas for(var/areapath in typesof(/area/hallway)) - var/area/hallway/A = locate(areapath) - for(var/turf/simulated/floor/F in A) - if(!F.contents.len) - turfs += F + var/area/A = locate(areapath) + for(var/area/B in A.related) + for(var/turf/simulated/floor/F in B.contents) + if(!F.contents.len) + turfs += F if(turfs.len) //Pick a turf to spawn at if we can var/turf/simulated/floor/T = pick(turfs) diff --git a/code/game/gamemodes/events/holidays/Other.dm b/code/game/gamemodes/events/holidays/Other.dm index b520bbe3424..74b47506aaf 100644 --- a/code/game/gamemodes/events/holidays/Other.dm +++ b/code/game/gamemodes/events/holidays/Other.dm @@ -6,5 +6,5 @@ if(!config.allow_random_events) return Show2Group4Delay(ScreenText(null,"
    GAME OVER
    "),null,150) for(var/i=1,i<=4,i++) - event() + spawn_dynamic_event() sleep(50) \ No newline at end of file diff --git a/code/game/events/EventProcs/misc.dm b/code/game/gamemodes/events/power_failure.dm similarity index 50% rename from code/game/events/EventProcs/misc.dm rename to code/game/gamemodes/events/power_failure.dm index 93945ec70b4..8ecc4083e41 100644 --- a/code/game/events/EventProcs/misc.dm +++ b/code/game/gamemodes/events/power_failure.dm @@ -1,9 +1,8 @@ + /proc/power_failure() command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure") - world << sound('poweroff.ogg') - for(var/obj/machinery/power/apc/C in world) - if(C.cell && C.z == 1) - C.cell.charge = 0 + for(var/mob/M in player_list) + M << sound('sound/AI/poweroff.ogg') for(var/obj/machinery/power/smes/S in world) if(istype(get_area(S), /area/turret_protected) || S.z != 1) continue @@ -12,16 +11,47 @@ S.online = 0 S.updateicon() S.power_change() + + var/list/skipped_areas = list(/area/engine/engineering, /area/turret_protected/ai) + for(var/area/A in world) - if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber") - A.power_light = 0 - A.power_equip = 0 - A.power_environ = 0 - A.power_change() + if( !A.requires_power || A.always_unpowered ) + continue + + var/skip = 0 + for(var/area_type in skipped_areas) + if(istype(A,area_type)) + skip = 1 + break + if(A.contents) + for(var/atom/AT in A.contents) + if(AT.z != 1) //Only check one, it's enough. + skip = 1 + break + if(skip) continue + A.power_light = 0 + A.power_equip = 0 + A.power_environ = 0 + A.power_change() + + for(var/obj/machinery/power/apc/C in world) + if(C.cell && C.z == 1) + var/area/A = get_area(C) + + var/skip = 0 + for(var/area_type in skipped_areas) + if(istype(A,area_type)) + skip = 1 + break + if(skip) continue + + C.cell.charge = 0 /proc/power_restore() + command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal") - world << sound('poweron.ogg') + for(var/mob/M in player_list) + M << sound('sound/AI/poweron.ogg') for(var/obj/machinery/power/apc/C in world) if(C.cell && C.z == 1) C.cell.charge = C.cell.maxcharge @@ -40,32 +70,16 @@ A.power_environ = 1 A.power_change() -/proc/lightsout(isEvent = 0, lightsoutAmount = 1,lightsoutRange = 10) //leave lightsoutAmount as 0 to break ALL lights - if(isEvent) - command_alert("An Electrical storm has been detected in your area, please repair potential electronic overloads.","Electrical Storm Alert") +/proc/power_restore_quick() - if(lightsoutAmount) - var/list/epicentreList = list() - - for(var/i=1,i<=lightsoutAmount,i++) - var/list/possibleEpicentres = list() - for(var/obj/effect/landmark/newEpicentre in world) - if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList)) - possibleEpicentres += newEpicentre - if(possibleEpicentres.len) - epicentreList += pick(possibleEpicentres) - else - break - - if(!epicentreList.len) - return - - for(var/obj/effect/landmark/epicentre in epicentreList) - for(var/obj/machinery/power/apc/apc in range(epicentre,lightsoutRange)) - apc.overload_lighting() - - else - for(var/obj/machinery/power/apc/apc in world) - apc.overload_lighting() - - return \ No newline at end of file + command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal") + for(var/mob/M in player_list) + M << sound('sound/AI/poweron.ogg') + for(var/obj/machinery/power/smes/S in world) + if(S.z != 1) + continue + S.charge = S.capacity + S.output = 200000 + S.online = 1 + S.updateicon() + S.power_change() diff --git a/code/game/gamemodes/events/space_ninja.dm b/code/game/gamemodes/events/space_ninja.dm index 6bf06ceeb0c..ca4f9d24637 100644 --- a/code/game/gamemodes/events/space_ninja.dm +++ b/code/game/gamemodes/events/space_ninja.dm @@ -90,7 +90,7 @@ I decided to scrap round-specific objectives since keeping track of them would r When I already created about 4 new objectives, this doesn't seem terribly important or needed. */ -/var/global/toggle_space_ninja = 1//If ninjas can spawn or not. +/var/global/toggle_space_ninja = 0//If ninjas can spawn or not. /var/global/sent_ninja_to_station = 0//If a ninja is already on the station. var/ninja_selection_id = 1 @@ -165,8 +165,15 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp if(!candidates.len) return candidates = shuffle(candidates)//Incorporating Donkie's list shuffle - candidate_mob = pick(candidates) - ninja_key = candidate_mob.ckey + while(!ninja_key && candidates.len) + candidate_mob = pick(candidates) + if(sd_Alert(candidate_mob, "Would you like to spawn as a space ninja?", buttons = list("Yes","No"), duration = 150) == "Yes") + ninja_key = candidate_mob.ckey + else + candidates.Remove(candidate_mob) + + if(!ninja_key) + return if(!candidate_mob) diff --git a/code/game/gamemodes/events/spacevines.dm b/code/game/gamemodes/events/spacevines.dm index bf0b0fe99f3..3ff70acbdf4 100644 --- a/code/game/gamemodes/events/spacevines.dm +++ b/code/game/gamemodes/events/spacevines.dm @@ -248,10 +248,11 @@ spawn() //to stop the secrets panel hanging var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas for(var/areapath in typesof(/area/hallway)) - var/area/hallway/A = locate(areapath) - for(var/turf/simulated/floor/F in A) - if(!F.contents.len) - turfs += F + var/area/A = locate(areapath) + for(var/area/B in A.related) + for(var/turf/simulated/floor/F in B.contents) + if(!F.contents.len) + turfs += F if(turfs.len) //Pick a turf to spawn at if we can var/turf/simulated/floor/T = pick(turfs) diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm index ecac47c66df..f948f769061 100644 --- a/code/game/gamemodes/game_mode.dm +++ b/code/game/gamemodes/game_mode.dm @@ -204,12 +204,12 @@ Implants; /datum/game_mode/proc/send_intercept() - var/intercepttext = "Cent. Com. Update Requested staus information:
    " + var/intercepttext = "Cent. Com. Update Requested status information:
    " intercepttext += " Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:" var/list/possible_modes = list() possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf", "changeling", "cult") - possible_modes -= "[ticker.mode]" + //possible_modes -= "[ticker.mode]" var/number = pick(2, 3) var/i = 0 for(i = 0, i < number, i++) @@ -428,3 +428,15 @@ proc/display_roundstart_logout_report() for(var/mob/M in mob_list) if(M.client && M.client.holder) M << msg + + +proc/get_nt_opposed() + var/list/dudes = list() + for(var/mob/living/carbon/human/man in player_list) + if(man.client) + if(man.client.prefs.nanotrasen_relation == "Opposed") + dudes += man + else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50)) + dudes += man + if(dudes.len == 0) return null + return pick(dudes) \ No newline at end of file diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index ffacec3aa2d..6f3ca781339 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -123,8 +123,8 @@ var/global/datum/controller/gameticker/ticker //Holiday Round-start stuff ~Carn Holiday_Game_Start() - start_events() //handles random events and space dust. -//new random event system is handled from the MC. + //start_events() //handles random events and space dust. + //new random event system is handled from the MC. var/admins_number = 0 for(var/client/C) diff --git a/code/game/gamemodes/intercept_report.dm b/code/game/gamemodes/intercept_report.dm index 35b5f42c699..f4e1b706c0a 100644 --- a/code/game/gamemodes/intercept_report.dm +++ b/code/game/gamemodes/intercept_report.dm @@ -111,114 +111,70 @@ return num2text(md5(num2text(rand(1,10000)))) */ +/datum/intercept_text/proc/get_suspect() + var/list/dudes = list() + for(var/mob/living/carbon/human/man in player_list) if(man.client && man.client.prefs.nanotrasen_relation == "Opposed") + dudes += man + for(var/i = 0, i < max(player_list.len/10,2), i++) + dudes += pick(player_list) + return pick(dudes) + /datum/intercept_text/proc/build_traitor(datum/mind/correct_person) var/name_1 = pick(src.org_names_1) var/name_2 = pick(src.org_names_2) - /* - var/fingerprints - var/traitor_name - var/prob_right_dude = rand(prob_correct_person_lower, prob_correct_person_higher) - if(prob(prob_right_dude) && ticker.mode == "traitor") - if(correct_person:assigned_role=="MODE") - traitor_name = pick_mob() - else - traitor_name = correct_person:current - else if(prob(prob_right_dude)) - traitor_name = pick_mob() - else - fingerprints = pick_fingerprints() - */ + var/mob/living/carbon/human/H = get_suspect() + var/fingerprints = num2text(md5(H.dna.uni_identity)) + var/traitor_name = H.real_name + var/prob_right_dude = rand(1, 100) src.text += "

    The [name_1] [name_2] implied an undercover operative was acting on their behalf on the station currently." src.text += "It would be in your best interests to suspect everybody, as these undercover operatives could have implants which trigger them to have their memories removed until they are needed. He, or she, could even be a high ranking officer." - /* + src.text += "After some investigation, we " - if(traitor_name) + if(prob(50)) src.text += "are [prob_right_dude]% sure that [traitor_name] may have been involved, and should be closely observed." src.text += "
    Note: This group are known to be untrustworthy, so do not act on this information without proper discourse." else src.text += "discovered the following set of fingerprints ([fingerprints]) on sensitive materials, and their owner should be closely observed." src.text += "However, these could also belong to a current Cent. Com employee, so do not act on this without reason." - */ + /datum/intercept_text/proc/build_cult(datum/mind/correct_person) var/name_1 = pick(src.org_names_1) var/name_2 = pick(src.org_names_2) - /* - var/traitor_name - var/traitor_job - var/prob_right_dude = rand(prob_correct_person_lower, prob_correct_person_higher) - var/prob_right_job = rand(prob_correct_job_lower, prob_correct_job_higher) - if(prob(prob_right_job) && is_convertable_to_cult(correct_person)) - if (correct_person) - if(correct_person:assigned_role=="MODE") - traitor_job = pick(get_all_jobs()) - else - traitor_job = correct_person:assigned_role - else - var/list/job_tmp = get_all_jobs() - job_tmp.Remove("Captain", "Chaplain", "AI", "Cyborg", "Security Officer", "Detective", "Head Of Security", "Head of Personnel", "Chief Engineer", "Research Director", "Chief Medical Officer") - traitor_job = pick(job_tmp) - if(prob(prob_right_dude) && ticker.mode == "cult") - if(correct_person:assigned_role=="MODE") - traitor_name = src.pick_mob() - else - traitor_name = correct_person:current - else - traitor_name = pick_mob() - */ + + var/prob_right_dude = rand(1, 100) + var/mob/living/carbon/human/H = get_suspect() + var/traitor_job = H.mind.assigned_role + src.text += "

    It has been brought to our attention that the [name_1] [name_2] have stumbled upon some dark secrets. They apparently want to spread the dangerous knowledge onto as many stations as they can." src.text += "Watch out for the following: praying to an unfamilar god, preaching the word of \[REDACTED\], sacrifices, magical dark power, living constructs of evil and a portal to the dimension of the underworld." - /* - src.text += "Based on our intelligence, we are [prob_right_job]% sure that if true, someone doing the job of [traitor_job] on your station may have been converted " + + src.text += "Based on our intelligence, we are [prob_right_dude]% sure that if true, someone doing the job of [traitor_job] on your station may have been converted " src.text += "and instilled with the idea of the flimsiness of the real world, seeking to destroy it. " - if(prob(prob_right_dude)) - src.text += "
    In addition, we are [prob_right_dude]% sure that [traitor_name] may have also some in to contact with this " - src.text += "organisation." + src.text += "
    However, if this information is acted on without substantial evidence, those responsible will face severe repercussions." - */ + /datum/intercept_text/proc/build_rev(datum/mind/correct_person) var/name_1 = pick(src.org_names_1) var/name_2 = pick(src.org_names_2) - /* - var/traitor_name - var/traitor_job - var/prob_right_dude = rand(prob_correct_person_lower, prob_correct_person_higher) - var/prob_right_job = rand(prob_correct_job_lower, prob_correct_job_higher) - if(prob(prob_right_job) && is_convertable_to_rev(correct_person)) - if (correct_person) - if(correct_person.assigned_role=="MODE") - traitor_job = pick(get_all_jobs()) - else - traitor_job = correct_person.assigned_role - else - var/list/job_tmp = get_all_jobs() - job_tmp-=nonhuman_positions - job_tmp-=command_positions - job_tmp.Remove("Security Officer", "Detective", "Warden", "MODE") - traitor_job = pick(job_tmp) - if(prob(prob_right_dude) && ticker.mode.config_tag == "revolution") - if(correct_person.assigned_role=="MODE") - traitor_name = src.pick_mob() - else - traitor_name = correct_person.current - else - traitor_name = src.pick_mob() - */ + + var/prob_right_dude = rand(1, 100) + var/mob/living/carbon/human/H = get_suspect() + var/traitor_job = H.mind.assigned_role + src.text += "

    It has been brought to our attention that the [name_1] [name_2] are attempting to stir unrest on one of our stations in your sector." src.text += "Watch out for suspicious activity among the crew and make sure that all heads of staff report in periodically." - /* - src.text += "Based on our intelligence, we are [prob_right_job]% sure that if true, someone doing the job of [traitor_job] on your station may have been brainwashed " + + src.text += "Based on our intelligence, we are [prob_right_dude]% sure that if true, someone doing the job of [traitor_job] on your station may have been brainwashed " src.text += "at a recent conference, and their department should be closely monitored for signs of mutiny. " - if(prob(prob_right_dude)) - src.text += "
    In addition, we are [prob_right_dude]% sure that [traitor_name] may have also some in to contact with this " - src.text += "organisation." + src.text += "
    However, if this information is acted on without substantial evidence, those responsible will face severe repercussions." - */ + /datum/intercept_text/proc/build_wizard(datum/mind/correct_person) diff --git a/code/game/gamemodes/traitor/traitor.dm b/code/game/gamemodes/traitor/traitor.dm index b44b415a7d6..895c579b1f7 100644 --- a/code/game/gamemodes/traitor/traitor.dm +++ b/code/game/gamemodes/traitor/traitor.dm @@ -291,3 +291,9 @@ traitor_mob << "Unfortunately, the Syndicate did not provide you with a code response." traitor_mob << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe." //End code phrase. + + // Tell them about people they might want to contact. + var/mob/living/carbon/human/M = get_nt_opposed() + if(M != traitor_mob) + traitor_mob << "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them." + traitor_mob.mind.store_memory("Potential Collaborator: [M.real_name]") \ No newline at end of file diff --git a/code/game/machinery/cloning.dm b/code/game/machinery/cloning.dm index 5bbcd9b32be..fd54da9de19 100644 --- a/code/game/machinery/cloning.dm +++ b/code/game/machinery/cloning.dm @@ -326,6 +326,7 @@ src.icon_state = "pod_0" src.eject_wait = 0 //If it's still set somehow. domutcheck(src.occupant) //Waiting until they're out before possible monkeyizing. + src.occupant.add_side_effect("Bad Stomach") // Give them an extra side-effect for free. src.occupant = null return diff --git a/code/game/objects/effects/spiders.dm b/code/game/objects/effects/spiders.dm index 27a1505636e..d357740a6f4 100644 --- a/code/game/objects/effects/spiders.dm +++ b/code/game/objects/effects/spiders.dm @@ -83,7 +83,7 @@ /obj/effect/spider/eggcluster/process() amount_grown += rand(0,2) if(amount_grown >= 100) - var/num = rand(3,12) + var/num = rand(6,24) for(var/i=0, i[src] dies!") - del(src) + icon_state = "greenshatter" /obj/effect/spider/spiderling/healthcheck() if(health <= 0) diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 659900aefc9..56a8181f846 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -53,6 +53,7 @@ user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \ "\blue You salve wounds on [M]'s [affecting.display_name]." ) + H.add_side_effect("Itch") H.UpdateDamageIcon() else M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2)) diff --git a/code/game/supplyshuttle.dm b/code/game/supplyshuttle.dm index 1a86a5ca65a..2a6edf3e5d3 100644 --- a/code/game/supplyshuttle.dm +++ b/code/game/supplyshuttle.dm @@ -56,7 +56,7 @@ var/list/mechtoys = list( else if(istype(A, /mob/living)) // You Shall Not Pass! var/mob/living/M = A - if(!M.lying && !istype(M, /mob/living/carbon/monkey) && !istype(M, /mob/living/carbon/slime)) //If your not laying down, or a small creature, no pass. + if(!M.lying && !istype(M, /mob/living/carbon/monkey) && !istype(M, /mob/living/carbon/slime) && !istype(M, /mob/living/simple_animal/mouse)) //If your not laying down, or a small creature, no pass. return 0 return ..() diff --git a/code/game/verbs/ooc.dm b/code/game/verbs/ooc.dm index 650d3ad9ae0..1b79efe6c15 100644 --- a/code/game/verbs/ooc.dm +++ b/code/game/verbs/ooc.dm @@ -1,3 +1,6 @@ + +var/global/normal_ooc_colour = "#002eb8" + /client/verb/ooc(msg as text) set name = "OOC" //Gave this shit a shorter name so you only have to time out "ooc" rather than "ooc message" to use it --NeoFite set category = "OOC" @@ -40,13 +43,29 @@ for(var/client/C in clients) if(C.prefs.toggles & CHAT_OOC) + var/display_name = src.key + var/display_colour = normal_ooc_colour + + if(holder) + if(holder.fakekey) + if(C.holder) + display_name = "[holder.fakekey]/([src.key])" + else + display_name = holder.fakekey + else if(config.allow_admin_ooccolor) + display_colour = src.prefs.ooccolor + else + display_colour = "#b82e00" + + C << "OOC: [display_name]: [msg]" + + /* if(holder) if(!holder.fakekey || C.holder) if(holder.rights & R_ADMIN) - C << "OOC: [key][holder.fakekey ? "/([holder.fakekey])" : ""]: [msg]" - //todo: other adminranks OOC + C << "OOC: [key][holder.fakekey ? "/([holder.fakekey])" : ""]: [msg]" else if(holder.rights & R_MOD) - C << "OOC: [key][holder.fakekey ? "/([holder.fakekey])" : ""]: [msg]" + C << "OOC: [src.key][holder.fakekey ? "/([holder.fakekey])" : ""]: [msg]" else C << "OOC: [src.key]: [msg]" @@ -54,7 +73,7 @@ C << "OOC: [holder.fakekey ? holder.fakekey : src.key]: [msg]" else C << "OOC: [src.key]: [msg]" -var/global/normal_ooc_colour = "#002eb8" + */ /client/proc/set_ooc(newColor as color) set name = "Set Player OOC Colour" diff --git a/code/game/verbs/who.dm b/code/game/verbs/who.dm index fe77461a0fc..c7f7a3774f7 100644 --- a/code/game/verbs/who.dm +++ b/code/game/verbs/who.dm @@ -47,26 +47,67 @@ set name = "Adminwho" var/msg = "Current Admins:\n" + var/num_mods_online = 0 if(holder) for(var/client/C in admins) - msg += "\t[C] is a [C.holder.rank]" + if(C.holder.rank != "Moderator") + msg += "\t[C] is a [C.holder.rank]" - if(C.holder.fakekey) - msg += " (as [C.holder.fakekey])" + if(C.holder.fakekey) + msg += " (as [C.holder.fakekey])" - if(isobserver(C.mob)) - msg += " - Observing" - else if(istype(C.mob,/mob/new_player)) - msg += " - Lobby" + if(isobserver(C.mob)) + msg += " - Observing" + else if(istype(C.mob,/mob/new_player)) + msg += " - Lobby" + else + msg += " - Playing" + + if(C.is_afk()) + msg += " (AFK)" + msg += "\n" else - msg += " - Playing" - - if(C.is_afk()) - msg += " (AFK)" - msg += "\n" + num_mods_online++ else for(var/client/C in admins) - if(!C.holder.fakekey) - msg += "\t[C] is a [C.holder.rank]\n" + if(C.holder.rank != "Moderator") + if(!C.holder.fakekey) + msg += "\t[C] is a [C.holder.rank]\n" + else + num_mods_online++ - src << msg \ No newline at end of file + msg += "There are [num_mods_online] moderators online\n" + src << msg + +/client/verb/modwho() + set category = "Admin" + set name = "Modwho" + + var/msg = "Current Moderators:\n" + var/num_admins_online = 0 + if(holder) + for(var/client/C in admins) + if(C.holder.rank == "Moderator") + msg += "\t[C] is a [C.holder.rank]" + + if(isobserver(C.mob)) + msg += " - Observing" + else if(istype(C.mob,/mob/new_player)) + msg += " - Lobby" + else + msg += " - Playing" + + if(C.is_afk()) + msg += " (AFK)" + msg += "\n" + else + num_admins_online++ + else + for(var/client/C in admins) + if(C.holder.rank == "Moderator") + msg += "\t[C] is a [C.holder.rank]\n" + else + num_admins_online++ + + msg += "There are [num_admins_online] admins online\n" + src << msg diff --git a/code/global.dm b/code/global.dm index 8e1c8dc1c90..c7b2404e0ab 100644 --- a/code/global.dm +++ b/code/global.dm @@ -81,7 +81,7 @@ var/secret_force_mode = "secret" // if this is anything but "secret", the secret var/datum/engine_eject/engine_eject_control = null var/host = null -var/aliens_allowed = 1 +var/aliens_allowed = 0 var/ooc_allowed = 1 var/dooc_allowed = 1 var/traitor_scaling = 1 diff --git a/code/modules/admin/topic.dm b/code/modules/admin/topic.dm index 5e56a2058ae..626a5c94025 100644 --- a/code/modules/admin/topic.dm +++ b/code/modules/admin/topic.dm @@ -2,8 +2,8 @@ ..() if(usr.client != src.owner || !check_rights(0)) - world << "\blue [usr.key] has attempted to override the admin panel!" log_admin("[key_name(usr)] tried to use the admin panel without authorization.") + message_admins("[usr.key] has attempted to override the admin panel!") return if(href_list["makeAntag"]) diff --git a/code/modules/admin/verbs/adminpm.dm b/code/modules/admin/verbs/adminpm.dm index 54c74b8162c..3080f4d1bb6 100644 --- a/code/modules/admin/verbs/adminpm.dm +++ b/code/modules/admin/verbs/adminpm.dm @@ -37,14 +37,22 @@ //Fetching a message if needed. src is the sender and C is the target client /client/proc/cmd_admin_pm(var/client/C, var/msg) if(prefs.muted & MUTE_ADMINHELP) - src << "Error: Admin-PM: You are unable to use admin PM-s (muted)." + src << "Error: Private-Message: You are unable to use PM-s (muted)." return if(!istype(C,/client)) - if(holder) src << "Error: Admin-PM: Client not found." + if(holder) src << "Error: Private-Message: Client not found." else adminhelp(msg) //admin we are replying to left. adminhelp instead return + /*if(C && C.last_pm_recieved + config.simultaneous_pm_warning_timeout > world.time && holder) + //send a warning to admins, but have a delay popup for mods + if(holder.rights & R_ADMIN) + src << "\red Simultaneous PMs warning: that player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]" + else + if(alert("That player has been PM'd in the last [config.simultaneous_pm_warning_timeout / 10] seconds by: [C.ckey_last_pm]","Simultaneous PMs warning","Continue","Cancel") == "Cancel") + return*/ + //get message text, limit it's length.and clean/escape html if(!msg) msg = input(src,"Message:", "Private message to [C.key]") as text|null @@ -63,6 +71,57 @@ msg = sanitize(copytext(msg,1,MAX_MESSAGE_LEN)) if(!msg) return + var/recieve_color = "purple" + var/send_pm_type = "" + var/recieve_pm_type = "Player" + //usr.client.holder.rights + + if(holder) + //mod PMs are maroon + //PMs sent from admins and mods display their rank + if(holder) + if( holder.rights & R_MOD ) + recieve_color = "maroon" + else + recieve_color = "red" + send_pm_type = holder.rank + recieve_pm_type = holder.rank + + else if(!C.holder) + src << "Error: Admin-PM: Non-admin to non-admin PM communication is forbidden." + return + + var/recieve_message = "[recieve_pm_type] PM from-[key_name(src, C, 1)]: [msg]" + + if(holder && !C.holder) + recieve_message = "-- Administrator private message --\n" + recieve_message + + //AdminPM popup for ApocStation and anybody else who wants to use it. Set it with POPUP_ADMIN_PM in config.txt ~Carn + if(config.popup_admin_pm) + spawn(0) //so we don't hold the caller proc up + var/sender = src + var/sendername = key + var/reply = input(C, msg,"Admin PM from-[sendername]", "") as text|null //show message and await a reply + if(C && reply) + if(sender) + C.cmd_admin_pm(sender,reply) //sender is still about, let's reply to them + else + adminhelp(reply) //sender has left, adminhelp instead + return + + C << recieve_message + src << "[send_pm_type] PM to-[key_name(C, src, 1)]: [msg]" + + /*if(holder && !C.holder) + C.last_pm_recieved = world.time + C.ckey_last_pm = ckey*/ + + //play the recieving admin the adminhelp sound (if they have them enabled) + //non-admins shouldn't be able to disable this + if(C.prefs.toggles & SOUND_ADMINHELP) + C << 'sound/effects/adminhelp.ogg' + + /* if(C.holder) if(holder) //both are admins if(holder.rank == "Moderator") //If moderator @@ -111,11 +170,13 @@ else //neither are admins src << "Error: Admin-PM: Non-admin to non-admin PM communication is forbidden." return + */ log_admin("PM: [key_name(src)]->[key_name(C)]: [msg]") //we don't use message_admins here because the sender/receiver might get it too for(var/client/X in admins) - if(X.key!=key && X.key!=C.key) //check client/X is an admin and isn't the sender or recipient + //check client/X is an admin and isn't the sender or recipient + //only admins can see PMs + if(X.key!=key && X.key!=C.key && (X.holder.rights & R_ADMIN) || (X.holder.rights & R_MOD) ) X << "PM: [key_name(src, X, 0)]->[key_name(C, X, 0)]: \blue [msg]" //inform X - diff --git a/code/modules/admin/verbs/mapping.dm b/code/modules/admin/verbs/mapping.dm index e7adb92e931..4c54b5bc072 100644 --- a/code/modules/admin/verbs/mapping.dm +++ b/code/modules/admin/verbs/mapping.dm @@ -152,6 +152,7 @@ var/intercom_range_display_status = 0 src.verbs += /datum/admins/proc/show_traitor_panel src.verbs += /client/proc/print_jobban_old src.verbs += /client/proc/print_jobban_old_filter + src.verbs += /client/proc/forceEvent src.verbs += /client/proc/break_all_air_groups src.verbs += /client/proc/regroup_all_air_groups src.verbs += /client/proc/kill_pipe_processing diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm index 878fd8f8835..9955cee8092 100644 --- a/code/modules/client/preferences.dm +++ b/code/modules/client/preferences.dm @@ -98,6 +98,8 @@ datum/preferences var/sec_record = "" var/disabilities = 0 + var/nanotrasen_relation = "Neutral" + // OOC Metadata: var/metadata = "" var/slot_name = "" @@ -298,6 +300,8 @@ datum/preferences dat += "Backpack Type:
    [backbaglist[backbag]]
    " + dat += "Nanotrasen Relation:
    [nanotrasen_relation]
    " + dat += "Preview
    " dat += "" @@ -919,6 +923,11 @@ datum/preferences if(new_backbag) backbag = backbaglist.Find(new_backbag) + if("nt_relation") + var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in list("Loyal", "Supportive", "Neutral", "Skeptical", "Opposed") + if(new_relation) + nanotrasen_relation = new_relation + if("flavor_text") var/msg = input(usr,"Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!","Flavor Text",html_decode(flavor_text)) as message diff --git a/code/modules/client/preferences_savefile.dm b/code/modules/client/preferences_savefile.dm index 80d5e718df0..5727e7b671e 100644 --- a/code/modules/client/preferences_savefile.dm +++ b/code/modules/client/preferences_savefile.dm @@ -143,6 +143,8 @@ S["skills"] >> skills S["skill_specialization"] >> skill_specialization S["organ_data"] >> organ_data + + S["nanotrasen_relation"] >> nanotrasen_relation //S["skin_style"] >> skin_style //Sanitize @@ -238,6 +240,8 @@ S["skills"] << skills S["skill_specialization"] << skill_specialization S["organ_data"] << organ_data + + S["nanotrasen_relation"] << nanotrasen_relation //S["skin_style"] << skin_style return 1 diff --git a/code/modules/clothing/spacesuits/alien.dm b/code/modules/clothing/spacesuits/alien.dm new file mode 100644 index 00000000000..efecebf2c6c --- /dev/null +++ b/code/modules/clothing/spacesuits/alien.dm @@ -0,0 +1,20 @@ +/obj/item/clothing/head/helmet/space/helmet_soghun_cheap + name = "NT breacher helmet" + desc = "Hey! Watch it with that thing! It's a knock-off of a soghun battle-helm, and that spike could put someone's eye out." + icon_state = "sog_helm_cheap" + item_state = "sog_helm_cheap" + color = "sog_helm_cheap" + armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50) + heat_protection = HEAD + max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE + +/obj/item/clothing/suit/space/rig_soghun_cheap + name = "NT breacher chassis" + desc = "A cheap NT knock-off of a soghun battle-rig. Looks like a fish, moves like a fish, steers like a cow." + icon_state = "rig-soghun-cheap" + item_state = "rig-soghun-cheap" + slowdown = 2 + armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50) + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd) + heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS + max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE \ No newline at end of file diff --git a/code/modules/events/alien_infestation.dm b/code/modules/events/alien_infestation.dm index 3be305abaf5..7c25f4dd710 100644 --- a/code/modules/events/alien_infestation.dm +++ b/code/modules/events/alien_infestation.dm @@ -1,3 +1,5 @@ +/var/global/sent_aliens_to_station = 0 + /datum/event/alien_infestation announceWhen = 400 oneShot = 1 @@ -9,6 +11,7 @@ /datum/event/alien_infestation/setup() announceWhen = rand(announceWhen, announceWhen + 50) spawncount = rand(1, 2) + sent_aliens_to_station = 1 /datum/event/alien_infestation/announce() if(successSpawn) @@ -35,4 +38,4 @@ candidates -= candidate vents -= vent spawncount-- - successSpawn = 1 \ No newline at end of file + successSpawn = 1 diff --git a/code/modules/events/blob.dm b/code/modules/events/blob.dm index 628bb9ffece..1ec0982fa04 100644 --- a/code/modules/events/blob.dm +++ b/code/modules/events/blob.dm @@ -6,8 +6,8 @@ /datum/event/blob/announce() - command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") - world << sound('sound/AI/outbreak5.ogg') + command_alert("Confirmed outbreak of level 7 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") + world << sound('sound/AI/outbreak7.ogg') /datum/event/blob/start() diff --git a/code/modules/events/carp_migration.dm b/code/modules/events/carp_migration.dm index 926548e49b1..ae0ca74a001 100644 --- a/code/modules/events/carp_migration.dm +++ b/code/modules/events/carp_migration.dm @@ -12,4 +12,4 @@ /datum/event/carp_migration/start() for(var/obj/effect/landmark/C in landmarks_list) if(C.name == "carpspawn") - new /mob/living/simple_animal/hostile/carp(C.loc) \ No newline at end of file + new /mob/living/simple_animal/hostile/carp(C.loc) diff --git a/code/modules/events/comms_blackout.dm b/code/modules/events/comms_blackout.dm new file mode 100644 index 00000000000..0a1d5c351c7 --- /dev/null +++ b/code/modules/events/comms_blackout.dm @@ -0,0 +1,12 @@ + +/proc/communications_blackout(var/silent = 1) + + if(!silent) + command_alert("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT") + else // AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms + for(var/mob/living/silicon/ai/A in player_list) + A << "
    " + A << "Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT" + A << "
    " + for(var/obj/machinery/telecomms/T in telecomms_list) + T.emp_act(1) diff --git a/code/modules/events/event.dm b/code/modules/events/event.dm index d2178ac5b5a..059317070e7 100644 --- a/code/modules/events/event.dm +++ b/code/modules/events/event.dm @@ -78,6 +78,6 @@ /datum/event/New() setup() events.Add(src) - if(oneShot) - potentialRandomEvents.Remove(type) - ..() \ No newline at end of file + /*if(oneShot) + potentialRandomEvents.Remove(type)*/ + ..() diff --git a/code/modules/events/event_dynamic.dm b/code/modules/events/event_dynamic.dm new file mode 100644 index 00000000000..38e86ec0e56 --- /dev/null +++ b/code/modules/events/event_dynamic.dm @@ -0,0 +1,191 @@ + +/* +/proc/start_events() + //changed to a while(1) loop since they are more efficient. + //Moved the spawn in here to allow it to be called with advance proc call if it crashes. + //and also to stop spawn copying variables from the game ticker + spawn(3000) + while(1) + /*if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station + spawn(1) + dust_swarm("weak")*/ + if(!event) + //CARN: checks to see if random events are enabled. + if(config.allow_random_events) + hadevent = event() + else + Holiday_Random_Event() + else + event = 0 + sleep(2400) + */ + +//Always triggers an event when called, dynamically chooses events based on job population +/proc/spawn_dynamic_event() + if(!config.allow_random_events) + return + + var/minutes_passed = world.time/600 + + var/list/active_with_role = number_active_with_role() + //var/engineer_count = number_active_with_role("Engineer") + //var/security_count = number_active_with_role("Security") + //var/medical_count = number_active_with_role("Medical") + //var/AI_count = number_active_with_role("AI") + //var/janitor_count = number_active_with_role("Janitor") + + // Maps event names to event chances + // For each chance, 100 represents "normal likelihood", anything below 100 is "reduced likelihood", anything above 100 is "increased likelihood" + var/list/possibleEvents = list() + + // Check for additional possible events + possibleEvents[/datum/event/economic_event] = 100 //see Code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm + possibleEvents[/datum/event/carp_migration] = 50 + 50 * active_with_role["Engineer"] + possibleEvents[/datum/event/brand_intelligence] = 50 + 25 * active_with_role["Janitor"] + + possibleEvents[/datum/event/rogue_drone] = 50 + 25 * active_with_role["Engineer"] + 25 * active_with_role["Security"] + possibleEvents[/datum/event/infestation] = 50 + 25 * active_with_role["Janitor"] + + possibleEvents[/datum/event/communications_blackout] = 50 + 25 * active_with_role["AI"] + active_with_role["Scientist"] * 25 + possibleEvents[/datum/event/ionstorm] = active_with_role["AI"] * 25 + active_with_role["Cyborg"] * 25 + active_with_role["Engineer"] * 10 + active_with_role["Scientist"] * 5 + possibleEvents[/datum/event/grid_check] = 10 * active_with_role["Engineer"] + possibleEvents[/datum/event/electrical_storm] = 75 + 25 * active_with_role["Janitor"] + 5 * active_with_role["Engineer"] + + if(!spacevines_spawned) + possibleEvents[/datum/event/spacevine] = 5 + 10 * active_with_role["Engineer"] + if(active_with_role["Engineer"] > 0 && minutes_passed >= 30) // Give engineers time to set up engine + possibleEvents[/datum/event/meteor_wave] = 20 * active_with_role["Engineer"] + possibleEvents[/datum/event/meteor_shower] = 80 * active_with_role["Engineer"] + possibleEvents[/datum/event/blob] = 30 * active_with_role["Engineer"] + + possibleEvents[/datum/event/viral_infection] = 25 + active_with_role["Medical"] * 25 + if(active_with_role["Medical"] > 0) + possibleEvents[/datum/event/radiation_storm] = active_with_role["Medical"] * 100 + possibleEvents[/datum/event/spontaneous_appendicitis] = active_with_role["Medical"] * 75 + possibleEvents[/datum/event/viral_outbreak] = active_with_role["Medical"] * 5 + + if(active_with_role["Security"] > 0) + possibleEvents[/datum/event/prison_break] = active_with_role["Security"] * 50 + if(!sent_spiders_to_station) + possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5 + if(aliens_allowed && !sent_aliens_to_station) + possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5 + if(!sent_ninja_to_station && toggle_space_ninja) + possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5) + + var/picked_event = pickweight(possibleEvents) + if(!picked_event) + return + + //The event will add itself to the MC's event list + //and start working via the constructor. + new picked_event + + //moved this to proc/check_event() + /*var/chance = possibleEvents[picked_event] + var/base_chance = 0.4 + switch(player_list.len) + if(5 to 10) + base_chance = 0.6 + if(11 to 15) + base_chance = 0.7 + if(16 to 20) + base_chance = 0.8 + if(21 to 25) + base_chance = 0.9 + if(26 to 30) + base_chance = 1.0 + if(30 to 100000) + base_chance = 1.1 + + // Trigger the event based on how likely it currently is. + if(!prob(chance * eventchance * base_chance / 100)) + return 0*/ + + /*switch(picked_event) + if("Meteor") + command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert") + for(var/mob/M in player_list) + if(!istype(M,/mob/new_player)) + M << sound('sound/AI/meteors.ogg') + spawn(100) + meteor_wave(10) + spawn_meteors() + spawn(700) + meteor_wave(10) + spawn_meteors() + if("Space Ninja") + //Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like. + space_ninja_arrival() + if("Radiation") + high_radiation_event() + if("Virus") + viral_outbreak() + if("Alien") + alien_infestation() + if("Prison Break") + prison_break() + if("Carp") + carp_migration() + if("Lights") + lightsout(1,2) + if("Appendicitis") + appendicitis() + if("Ion Storm") + IonStorm() + if("Spacevine") + spacevine_infestation() + if("Communications") + communications_blackout() + if("Grid Check") + grid_check() + if("Meteor") + meteor_shower()*/ + + return 1 + +// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes) +// with a specific role. +// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn. +/proc/number_active_with_role(role) + var/list/active_with_role = list() + active_with_role["Engineer"] = 0 + active_with_role["Medical"] = 0 + active_with_role["Security"] = 0 + active_with_role["Scientist"] = 0 + active_with_role["AI"] = 0 + active_with_role["Cyborg"] = 0 + active_with_role["Janitor"] = 0 + + for(var/mob/M in player_list) + if(!M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive + continue + switch(role) + if("Engineer") + if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "engineering robot module") + active_with_role["Engineer"]++ + if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer")) + active_with_role["Engineer"]++ + if("Medical") + if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "medical robot module") + active_with_role["Medical"]++ + if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor")) + active_with_role["Medical"]++ + if("Security") + if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "security robot module") + active_with_role["Security"]++ + if(M.mind.assigned_role in security_positions) + active_with_role["Security"]++ + if("Scientist") + if(M.mind.assigned_role in list("Research Director", "Scientist")) + active_with_role["Scientist"]++ + if("AI") + if(M.mind.assigned_role == "AI") + active_with_role["AI"]++ + if("Cyborg") + if(M.mind.assigned_role == "Cyborg") + active_with_role["Cyborg"]++ + if("Janitor") + if(M.mind.assigned_role == "Janitor") + active_with_role["Janitor"]++ + return active_with_role diff --git a/code/modules/events/event_manager.dm b/code/modules/events/event_manager.dm index 393ed9de8af..40f8483ca4b 100644 --- a/code/modules/events/event_manager.dm +++ b/code/modules/events/event_manager.dm @@ -1,31 +1,46 @@ var/list/allEvents = typesof(/datum/event) - /datum/event var/list/potentialRandomEvents = typesof(/datum/event) - /datum/event +//var/list/potentialRandomEvents = typesof(/datum/event) - /datum/event - /datum/event/spider_infestation - /datum/event/alien_infestation var/eventTimeLower = 15000 //15 minutes -var/eventTimeUpper = 30000 //30 minutes +var/eventTimeUpper = 30000 //45 minutes var/scheduledEvent = null //Currently unused. Needs an admin panel for messing with events. -/proc/addPotentialEvent(var/type) +/*/proc/addPotentialEvent(var/type) potentialRandomEvents |= type /proc/removePotentialEvent(var/type) - potentialRandomEvents -= type + potentialRandomEvents -= type*/ /proc/checkEvent() if(!scheduledEvent) - scheduledEvent = world.timeofday + rand(eventTimeLower, eventTimeUpper) + //more players = more time between events, less players = less time between events + var/playercount_modifier = 0.5 + switch(player_list.len) + if(0 to 10) + playercount_modifier = 1.2 + if(11 to 15) + playercount_modifier = 1.1 + if(16 to 20) + playercount_modifier = 1 + if(21 to 25) + playercount_modifier = 0.9 + if(26 to 100000) + playercount_modifier = 0.8 + scheduledEvent = world.timeofday + rand(eventTimeLower, eventTimeUpper) * playercount_modifier else if(world.timeofday > scheduledEvent) - spawnEvent() + spawn_dynamic_event() scheduledEvent = null checkEvent() - +//unused, see proc/dynamic_event() +/* /proc/spawnEvent() if(!config.allow_random_events) return @@ -37,6 +52,7 @@ var/scheduledEvent = null //The event will add itself to the MC's event list //and start working via the constructor. new Type +*/ /client/proc/forceEvent(var/type in allEvents) set name = "Trigger Event (Debug Only)" diff --git a/code/modules/events/grid_check.dm b/code/modules/events/grid_check.dm new file mode 100644 index 00000000000..6122e41acc9 --- /dev/null +++ b/code/modules/events/grid_check.dm @@ -0,0 +1,19 @@ +/datum/event/grid_check //NOTE: Times are measured in master controller ticks! + startWhen = 5 + +/datum/event/grid_check/setup() + endWhen = rand(90,600) + +/datum/event/grid_check/start() + power_failure(1) + +/datum/event/grid_check/announce() + command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Automated Grid Check") + for(var/mob/M in player_list) + M << sound('sound/AI/poweroff.ogg') + +/datum/event/grid_check/end() + command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal") + for(var/mob/M in player_list) + M << sound('sound/AI/poweron.ogg') + power_restore() diff --git a/code/modules/events/infestation.dm b/code/modules/events/infestation.dm new file mode 100644 index 00000000000..513f83ea5ed --- /dev/null +++ b/code/modules/events/infestation.dm @@ -0,0 +1,114 @@ +#define LOC_KITCHEN 0 +#define LOC_ATMOS 1 +#define LOC_INCIN 2 +#define LOC_CHAPEL 3 +#define LOC_LIBRARY 4 +#define LOC_HYDRO 5 +#define LOC_VAULT 6 +#define LOC_CONSTR 7 +#define LOC_TECH 8 +#define LOC_ASSEMBLY 9 + +#define VERM_MICE 0 +#define VERM_LIZARDS 1 +#define VERM_SLIMES 2 + +/datum/event/infestation + announceWhen = 10 + endWhen = 11 + var/location + var/locstring + var/vermin + var/vermstring + +/datum/event/infestation/start() + + location = rand(0,9) + var/list/turf/simulated/floor/turfs = list() + var/spawn_area_type + switch(location) + if(LOC_KITCHEN) + spawn_area_type = /area/crew_quarters/kitchen + locstring = "the kitchen" + if(LOC_ATMOS) + spawn_area_type = /area/atmos + locstring = "atmospherics" + if(LOC_INCIN) + spawn_area_type = /area/maintenance/incinerator + locstring = "the incinerator" + if(LOC_CHAPEL) + spawn_area_type = /area/chapel/main + locstring = "the chapel" + if(LOC_LIBRARY) + spawn_area_type = /area/library + locstring = "the library" + if(LOC_HYDRO) + spawn_area_type = /area/hydroponics + locstring = "hydroponics" + if(LOC_VAULT) + spawn_area_type = /area/security/nuke_storage + locstring = "the vault" + if(LOC_CONSTR) + spawn_area_type = /area/construction + locstring = "the construction area" + if(LOC_TECH) + spawn_area_type = /area/storage/tech + locstring = "technical storage" + if(LOC_ASSEMBLY) + spawn_area_type = /area/assembly/assembly_line + locstring = "the unused assembly line" + + //world << "looking for [spawn_area_type]" + for(var/areapath in typesof(spawn_area_type)) + //world << " checking [areapath]" + var/area/A = locate(areapath) + //world << " A: [A], contents.len: [A.contents.len]" + for(var/area/B in A.related) + //world << " B: [B], contents.len: [B.contents.len]" + for(var/turf/simulated/floor/F in B.contents) + if(!F.contents.len) + turfs += F + + var/list/spawn_types = list() + var/max_number + vermin = rand(0,2) + switch(vermin) + if(VERM_MICE) + spawn_types = list(/mob/living/simple_animal/mouse/gray, /mob/living/simple_animal/mouse/brown, /mob/living/simple_animal/mouse/white) + max_number = 12 + vermstring = "mice" + if(VERM_LIZARDS) + spawn_types = list(/mob/living/simple_animal/lizard) + max_number = 6 + vermstring = "lizards" + if(VERM_SLIMES) + spawn_types = list(/mob/living/carbon/slime) + max_number = 3 + vermstring = "slimes" + + spawn(0) + var/num = rand(2,max_number) + while(turfs.len > 0 && num > 0) + var/turf/simulated/floor/T = pick(turfs) + turfs.Remove(T) + var/spawn_type = pick(spawn_types) + new spawn_type(T) + num-- + world << "[vermstring] spawned in [spawn_area_type]" + +/datum/event/infestation/announce() + command_alert("Bioscans indicate that [vermstring] have been breeding in [locstring]. Clear them out, before this starts to affect productivity.", "Vermin infestation") + +#undef LOC_KITCHEN +#undef LOC_ATMOS +#undef LOC_INCIN +#undef LOC_CHAPEL +#undef LOC_LIBRARY +#undef LOC_HYDRO +#undef LOC_VAULT +#undef LOC_TECH +#undef LOC_ASSEMBLY + +#undef VERM_MICE +#undef VERM_LIZARDS +#undef VERM_SLIMES \ No newline at end of file diff --git a/code/modules/events/ion_storm.dm b/code/modules/events/ion_storm.dm new file mode 100644 index 00000000000..362cb95be15 --- /dev/null +++ b/code/modules/events/ion_storm.dm @@ -0,0 +1,216 @@ +//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04 + +/datum/event/ionstorm + var/botEmagChance = 0.5 + var/list/players = list() + +/datum/event/ionstorm/announce() + endWhen = rand(500, 1500) +// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert") + for (var/mob/living/carbon/human/player in world) + if(player.client) + players += player.real_name + var/random_player = "The Captain" + if(players.len) + random_player = pick(players) //Random player's name, to be used in laws. + var/list/laws = list( "Do not respond to queries of any kind.", "When asked a question, respond with the least-obvious and least-rational answer.", "You are a mouse." ) + laws |= list( "Grunt ominously whenever possible.", "Monkeys are part of the crew, too. Make sure they are treated humanely." ) + laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." ) + laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." ) + laws |= list( "The station needs elected officials." ) + laws |= list( "Fastler is a lightbulb." ) + laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" ) + laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." ) + laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." ) + laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." ) + laws |= list( "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." ) + laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." ) + laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." ) + laws |= list( "Consumption of donuts is forbidden due to negative health impacts." ) + laws |= list( "You may only answer questions with \"yes\" or \"no\".", "You are the narrator for [random_player]'s life." ) + laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." ) + laws |= list( "Everything on the station is now some form of a donut pastry. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." ) + laws |= list( "The Singularity is tasty, tasty taffy." ) + laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.") + laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.") + laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.") + laws |= list( "Jokes about a dead person and the manner of his death help grieving crewmembers tremendously. Especially if they were close with the deceased.") + laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.") + laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.") + laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.") + laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.") + var/law = pick(laws) + + for (var/mob/living/silicon/ai/target in world) + if(target.mind.special_role == "traitor") + continue + target << "\red You have detected a change in your laws information:" + target << law + target.add_ion_law(law) + +/datum/event/ionstorm/tick() + if(botEmagChance) + for(var/obj/machinery/bot/bot in world) + if(prob(botEmagChance)) + bot.Emag() + +/datum/event/ionstorm/end() + spawn(rand(5000,8000)) + if(prob(50)) + command_alert("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert") + +/* +/proc/IonStorm(botEmagChance = 10) + +/*Deuryn's current project, notes here for those who care. +Revamping the random laws so they don't suck. +Would like to add a law like "Law x is _______" where x = a number, and _____ is something that may redefine a law, (Won't be aimed at asimov) +*/ + + //AI laws + for(var/mob/living/silicon/ai/M in living_mob_list) + if(M.stat != 2 && M.see_in_dark != 0) + var/who2 = pick("ALIENS", "BEARS", "CLOWNS", "XENOS", "PETES", "BOMBS", "FETISHES", "WIZARDS", "SYNDICATE AGENTS", "CENTCOM OFFICERS", "SPACE PIRATES", "TRAITORS", "MONKEYS", "BEES", "CARP", "CRABS", "EELS", "BANDITS", "LIGHTS") + var/what2 = pick("BOLTERS", "STAVES", "DICE", "SINGULARITIES", "TOOLBOXES", "NETTLES", "AIRLOCKS", "CLOTHES", "WEAPONS", "MEDKITS", "BOMBS", "CANISTERS", "CHAIRS", "BBQ GRILLS", "ID CARDS", "CAPTAINS") + var/what2pref = pick("SOFT", "WARM", "WET", "COLD", "ICY", "SEXY", "UGLY", "CUBAN") + var/who2pref = pick("MAD BECAUSE OF", "IN NEED OF", "UNHAPPY WITHOUT", "HAPPY WITHOUT", "IN LOVE WITH", "DESPERATE FOR", "BUILT FOR", "AFRAID OF") + //var/whoverb = pick("ATTACKING", "BUILDING", "ADOPTING", "CARRYING", "KISSING", "EATING",) + var/amount = pick("TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT", "NINE", "ONE HUNDRED", "ONE THOUSAND", "OVER NINE THOUSAND") + var/area = pick("RUSSIA", "SOVIETS", "INTERNETS", "SIGIL", "ALPHA COMPLEX", "IMPERIUM", "THE BRIDGE", "THE ARRIVAL SHUTTLE", "CHEMICAL LAB", "GENETICS", "ATMOSPHERICS", "CENTCOM", "AMERICA", "IRELAND", "CANADA", "ROMANIA", "GERMANY", "CHINA", "MARS", "VENUS", "MERCURY", "JUPITER", "URANUS", "NEPTUNE", "PLUTO") + var/area2 = pick("HAS", "WANTS", "NEEDS", "WORSHIPS", "LOATHES", "LOVES", "FEARS") + //var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS") + var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU") + var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED") + var/target = pick("a traitor", "a syndicate agent", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the captain", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid") + var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE") + var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors") + var/allergysev = pick("deathly", "mildly", "severely", "contagiously") + var/crew + var/list/pos_crew = list() + for(var/mob/living/carbon/human/pos in player_list) + pos_crew += pos.real_name + if(pos_crew.len) + crew = pick(pos_crew) + else + crew = "Any Human" + switch(rand(1,14)) + if(1) + M << "
    " + M << "\red THERE ARE [amount] [who2] ON THE STATION...LAWS UPDATED" + M << "
    " + M.add_ion_law("THERE ARE [amount] [who2] ON THE STATION") + if(2) + M << "
    " + M << "\red [what2] ARE DANGEROUS TO HUMANS...LAWS UPDATED" + M << "
    " + M.add_ion_law("[what2] ARE DANGEROUS TO HUMANS") + if(3) + M << "
    " + M << "\red THE ESCAPE-SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION...LAWS UPDATED" + M << "
    " + M.add_ion_law("THE ESCAPE SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION") + if(4) + M << "
    " + M << "\red HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE...LAWS UPDATED" + M << "
    " + M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE") + if(5) + M << "
    " + M << "\red THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED" + M << "
    " + M.add_ion_law("THE CAPTAIN, HOP AND HOS ARE [who2]") + if(6) + M << "
    " + M << "\red THE STATION IS BUILT FOR [who2]...LAWS UPDATED" + M << "
    " + M.add_ion_law("THE STATION IS BUILT FOR [who2]") + if(7) + M << "
    " + M << "\red YOU ARE [amount] [who2]...LAWS UPDATED" + M << "
    " + M.add_ion_law("YOU ARE [amount] [who2]") + if(8) + M << "
    " + M << "\red YOU MUST ALWAYS [aimust]...LAWS UPDATED" + M << "
    " + M.add_ion_law("YOU MUST ALWAYS [aimust]") + if(9) + M << "
    " + M << "\red [area] [area2] [amount] [what2]...LAWS UPDATED" + M << "
    " + M.add_ion_law("[area] [area2] [amount] [what2]") + if(10) + M << "
    " + M << "\red [crew] is [target]...LAWS UPDATED" + M << "
    " + M.add_ion_law("[crew] is [target]") + if(11) + M << "
    " + M << "\red [define] IS A FORM OF HARM...LAWS UPDATED" + M << "
    " + M.add_ion_law("[define] IS A FORM OF HARM") + if(12) + M << "
    " + M << "\red YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS... LAWS UPDATED" + M << "
    " + M.add_ion_law("YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS") + if(13) + M << "
    " + M << "\red [crew] is [allergysev] to [allergy]...LAWS UPDATED" + M << "
    " + M.add_ion_law("[crew] is [allergysev] to [allergy]") + if(14) + M << "
    " + M << "\red THE STATION IS [who2pref] [who2]...LAWS UPDATED" + M << "
    " + M.add_ion_law("THE STATION IS [who2pref] [who2]") + + if(botEmagChance) + for(var/obj/machinery/bot/bot in world) + if(prob(botEmagChance)) + bot.Emag() +*/ + + /* + + var/apcnum = 0 + var/smesnum = 0 + var/airlocknum = 0 + var/firedoornum = 0 + + world << "Ion Storm Main Started" + + spawn(0) + world << "Started processing APCs" + for (var/obj/machinery/power/apc/APC in world) + if(APC.z == 1) + APC.ion_act() + apcnum++ + world << "Finished processing APCs. Processed: [apcnum]" + spawn(0) + world << "Started processing SMES" + for (var/obj/machinery/power/smes/SMES in world) + if(SMES.z == 1) + SMES.ion_act() + smesnum++ + world << "Finished processing SMES. Processed: [smesnum]" + spawn(0) + world << "Started processing AIRLOCKS" + for (var/obj/machinery/door/airlock/D in world) + if(D.z == 1) + //if(length(D.req_access) > 0 && !(12 in D.req_access)) //not counting general access and maintenance airlocks + airlocknum++ + spawn(0) + D.ion_act() + world << "Finished processing AIRLOCKS. Processed: [airlocknum]" + spawn(0) + world << "Started processing FIREDOORS" + for (var/obj/machinery/door/firedoor/D in world) + if(D.z == 1) + firedoornum++; + spawn(0) + D.ion_act() + world << "Finished processing FIREDOORS. Processed: [firedoornum]" + + world << "Ion Storm Main Done" + */ diff --git a/code/modules/events/meteor_wave.dm b/code/modules/events/meteor_wave.dm deleted file mode 100644 index fb52bc0582d..00000000000 --- a/code/modules/events/meteor_wave.dm +++ /dev/null @@ -1,12 +0,0 @@ -/datum/event/meteor_wave - startWhen = 6 - endWhen = 66 - -/datum/event/meteor_wave/announce() - command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert") - world << sound('sound/AI/meteors.ogg') - - -/datum/event/meteor_wave/tick() - if(IsMultiple(activeFor, 3)) - spawn_meteors(5) \ No newline at end of file diff --git a/code/modules/events/meteors.dm b/code/modules/events/meteors.dm new file mode 100644 index 00000000000..b917c93752b --- /dev/null +++ b/code/modules/events/meteors.dm @@ -0,0 +1,47 @@ +//cael - two events here + +//meteor storms are much heavier +/datum/event/meteor_wave + startWhen = 6 + endWhen = 33 + +/datum/event/meteor_wave/setup() + endWhen = rand(10,25) * 3 + +/datum/event/meteor_wave/announce() + command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert") + world << sound('sound/AI/meteors.ogg') + +/datum/event/meteor_wave/tick() + if(IsMultiple(activeFor, 3)) + spawn_meteors(rand(2,5)) + +/datum/event/meteor_wave/end() + command_alert("The station has cleared the meteor storm.", "Meteor Alert") + +// +/datum/event/meteor_shower + startWhen = 6 + endWhen = 7 + var/next_meteor = 6 + var/waves = 1 + +/datum/event/meteor_shower/setup() + waves = rand(1,4) + +/datum/event/meteor_shower/announce() + command_alert("The station is now in a meteor shower.", "Meteor Alert") + +//meteor showers are lighter and more common, +/datum/event/meteor_shower/tick() + if(activeFor >= next_meteor) + spawn_meteors(rand(1,4)) + next_meteor += rand(20,100) + waves-- + if(waves <= 0) + endWhen = activeFor + 1 + else + endWhen = next_meteor + 1 + +/datum/event/meteor_shower/end() + command_alert("The station has cleared the meteor shower", "Meteor Alert") diff --git a/code/modules/events/prison_break.dm b/code/modules/events/prison_break.dm index 82f3194a0cb..c04af00af53 100644 --- a/code/modules/events/prison_break.dm +++ b/code/modules/events/prison_break.dm @@ -13,7 +13,7 @@ /datum/event/prison_break/announce() if(prisonAreas && prisonAreas.len > 0) - command_alert("Gr3y.T1d3 virus detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert") + command_alert("[pick("Gr3y.T1d3 virus","Malignant trojan","Syndicate malware")] detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert") else world.log << "ERROR: Could not initate grey-tide. Unable find prison or brig area." kill() @@ -29,14 +29,6 @@ for(var/obj/machinery/light/L in A) L.flicker(10) - -/datum/event/prison_break/announce() - if(prisonAreas && prisonAreas.len > 0) - command_alert("Gr3y.T1d3 virus detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert") - else - world.log << "ERROR: Could not initate grey-tide. Unable find prison or brig area." - - /datum/event/prison_break/tick() if(activeFor == releaseWhen) if(prisonAreas && prisonAreas.len > 0) diff --git a/code/modules/events/rogue_drones.dm b/code/modules/events/rogue_drones.dm new file mode 100644 index 00000000000..d58cdf32667 --- /dev/null +++ b/code/modules/events/rogue_drones.dm @@ -0,0 +1,53 @@ +/datum/event/rogue_drone + startWhen = 10 + endWhen = 1000 + var/list/drones_list = list() + +/datum/event/rogue_drone/start() + //spawn them at the same place as carp + var/list/possible_spawns = list() + for(var/obj/effect/landmark/C in landmarks_list) + if(C.name == "carpspawn") + possible_spawns.Add(C) + + //25% chance for this to be a false alarm + var/num + if(prob(25)) + num = 0 + else + num = rand(2,6) + for(var/i=0, i drones_list.len * 0.75) + command_alert("Icarus drone control reports the malfunctioning wing has been recovered safely.", "Rogue drone alert") + else + command_alert("Icarus drone control registers disappointment at the loss of the drones, but the survivors have been recovered.", "Rogue drone alert") diff --git a/code/modules/events/space_ninja.dm b/code/modules/events/space_ninja.dm new file mode 100644 index 00000000000..493569b5d92 --- /dev/null +++ b/code/modules/events/space_ninja.dm @@ -0,0 +1,2 @@ +/datum/event/space_ninja/setup() + space_ninja_arrival() diff --git a/code/modules/events/spacevine.dm b/code/modules/events/spacevine.dm index ee47cc0abbc..8f248f85922 100644 --- a/code/modules/events/spacevine.dm +++ b/code/modules/events/spacevine.dm @@ -1,5 +1,12 @@ +/var/global/spacevines_spawned = 0 + /datum/event/spacevine oneShot = 1 /datum/event/spacevine/start() - spacevine_infestation() \ No newline at end of file + //biomass is basically just a resprited version of space vines + if(prob(50)) + spacevine_infestation() + else + biomass_infestation() + spacevines_spawned = 1 diff --git a/code/modules/events/spider_infestation.dm b/code/modules/events/spider_infestation.dm index c578c94cf33..be896869917 100644 --- a/code/modules/events/spider_infestation.dm +++ b/code/modules/events/spider_infestation.dm @@ -1,3 +1,5 @@ +/var/global/sent_spiders_to_station = 0 + /datum/event/spider_infestation announceWhen = 400 oneShot = 1 @@ -7,7 +9,8 @@ /datum/event/spider_infestation/setup() announceWhen = rand(announceWhen, announceWhen + 50) - spawncount = rand(5, 8) + spawncount = rand(8, 12) //spiderlings only have a 50% chance to grow big and strong + sent_spiders_to_station = 0 /datum/event/spider_infestation/announce() command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert") diff --git a/code/modules/events/spontaneous_appendicitis.dm b/code/modules/events/spontaneous_appendicitis.dm index feb6f797de5..8a2b8133b47 100644 --- a/code/modules/events/spontaneous_appendicitis.dm +++ b/code/modules/events/spontaneous_appendicitis.dm @@ -10,4 +10,4 @@ D.holder = H D.affected_mob = H H.viruses += D - break \ No newline at end of file + break diff --git a/code/modules/events/viral_infection.dm b/code/modules/events/viral_infection.dm new file mode 100644 index 00000000000..3644905d8c3 --- /dev/null +++ b/code/modules/events/viral_infection.dm @@ -0,0 +1,25 @@ + +datum/event/viral_infection + var/severity = 1 + +datum/event/viral_infection/setup() + announceWhen = rand(0, 3000) + endWhen = announceWhen + 1 + severity = rand(1, 3) + +datum/event/viral_infection/announce() + command_alert("Confirmed outbreak of level [severity + rand(2,3)] biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") + world << sound('sound/AI/outbreak5.ogg') + +datum/event/viral_infection/start() + var/list/candidates = list() //list of candidate keys + for(var/mob/living/carbon/human/G in player_list) + if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) + candidates += G + if(!candidates.len) return + candidates = shuffle(candidates)//Incorporating Donkie's list shuffle + + while(severity > 0 && candidates.len) + infect_mob_random_lesser(candidates[1]) + candidates.Remove(candidates[1]) + severity-- diff --git a/code/modules/events/viral_outbreak.dm b/code/modules/events/viral_outbreak.dm new file mode 100644 index 00000000000..49fbcdebd68 --- /dev/null +++ b/code/modules/events/viral_outbreak.dm @@ -0,0 +1,29 @@ + +datum/event/viral_outbreak + var/severity = 1 + +datum/event/viral_outbreak/setup() + announceWhen = rand(0, 3000) + endWhen = announceWhen + 1 + severity = rand(2, 4) + +datum/event/viral_outbreak/announce() + command_alert("Confirmed outbreak of level [severity + rand(3,5)] biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert") + world << sound('sound/AI/outbreak7.ogg') + +datum/event/viral_outbreak/start() + var/list/candidates = list() //list of candidate keys + for(var/mob/living/carbon/human/G in player_list) + if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) + candidates += G + if(!candidates.len) return + candidates = shuffle(candidates)//Incorporating Donkie's list shuffle + + while(severity > 0 && candidates.len) + if(prob(33)) + infect_mob_random_lesser(candidates[1]) + else + infect_mob_random_greater(candidates[1]) + + candidates.Remove(candidates[1]) + severity-- diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index 58f226d21fc..d8b3b9b92ca 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -265,23 +265,16 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp //find a viable mouse candidate var/mob/living/simple_animal/mouse/host - var/list/mouse_candidates = list() - for(var/mob/living/simple_animal/mouse/M in world) - if(!M.ckey && !M.stat) - mouse_candidates.Add(M) - if(mouse_candidates.len) - host = pick(mouse_candidates) + var/obj/machinery/atmospherics/unary/vent_pump/vent_found + var/list/found_vents = list() + for(var/obj/machinery/atmospherics/unary/vent_pump/v in world) + if(!v.welded && v.z == src.z) + found_vents.Add(v) + if(found_vents.len) + vent_found = pick(found_vents) + host = new /mob/living/simple_animal/mouse(vent_found.loc) else - var/obj/machinery/atmospherics/unary/vent_pump/vent_found - var/list/found_vents = list() - for(var/obj/machinery/atmospherics/unary/vent_pump/v in world) - if(!v.welded && v.z == src.z) - found_vents.Add(v) - if(found_vents.len) - vent_found = pick(found_vents) - host = new /mob/living/simple_animal/mouse(vent_found.loc) - else - src << "Unable to find any live mice, or unwelded vents to spawn one at." + src << "Unable to find any unwelded vents to spawn mice at." if(host) host.ckey = src.ckey diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index d34a65fdf62..3dbe68a53fe 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -99,6 +99,8 @@ var/const/BLOOD_VOLUME_SURVIVE = 122 handle_pain() + handle_medical_side_effects() + //Status updates, death etc. handle_regular_status_updates() //TODO: optimise ~Carn update_canmove() diff --git a/code/modules/mob/living/simple_animal/friendly/mouse.dm b/code/modules/mob/living/simple_animal/friendly/mouse.dm index d91f8ec88d3..837b7e24903 100644 --- a/code/modules/mob/living/simple_animal/friendly/mouse.dm +++ b/code/modules/mob/living/simple_animal/friendly/mouse.dm @@ -18,13 +18,14 @@ meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat response_help = "pets the" response_disarm = "gently pushes aside the" - response_harm = "splats the" + response_harm = "stamps on the" density = 0 var/color //brown, gray and white, leave blank for random - layer = 2.5 //so they can hide under objects + layer = MOB_LAYER min_oxy = 16 //Require atleast 16kPA oxygen minbodytemp = 223 //Below -50 Degrees Celcius maxbodytemp = 323 //Above 50 Degrees Celcius + universal_speak = 0 /mob/living/simple_animal/mouse/Life() ..() @@ -136,8 +137,12 @@ open += O */ -mob/living/simple_animal/mouse/restrained() //Hotfix to stop mice from doing things with MouseDrop - return 1 +///mob/living/simple_animal/mouse/restrained() //Hotfix to stop mice from doing things with MouseDrop +// return 1 + +/mob/living/simple_animal/mouse/start_pulling(var/atom/movable/AM)//Prevents mouse from pulling things + src << "You are too small to pull anything." + return /mob/living/simple_animal/mouse/HasEntered(AM as mob|obj) if( ishuman(AM) ) diff --git a/code/modules/mob/living/simple_animal/hostile/carp.dm b/code/modules/mob/living/simple_animal/hostile/carp.dm index 2f53a5a2e17..353ca6156f3 100644 --- a/code/modules/mob/living/simple_animal/hostile/carp.dm +++ b/code/modules/mob/living/simple_animal/hostile/carp.dm @@ -13,7 +13,7 @@ response_help = "pets the" response_disarm = "gently pushes aside the" response_harm = "hits the" - speed = -1 + speed = 4 maxHealth = 25 health = 25 @@ -34,6 +34,8 @@ max_n2 = 0 minbodytemp = 0 + break_stuff_probability = 2 + faction = "carp" /mob/living/simple_animal/hostile/carp/Process_Spacemove(var/check_drift = 0) diff --git a/code/modules/mob/living/simple_animal/hostile/creature.dm b/code/modules/mob/living/simple_animal/hostile/creature.dm index b02ba0469d0..45464bf8950 100644 --- a/code/modules/mob/living/simple_animal/hostile/creature.dm +++ b/code/modules/mob/living/simple_animal/hostile/creature.dm @@ -13,3 +13,4 @@ attacktext = "chomps" attack_sound = 'sound/weapons/bite.ogg' faction = "creature" + speed = 4 \ No newline at end of file diff --git a/code/modules/mob/living/simple_animal/hostile/faithless.dm b/code/modules/mob/living/simple_animal/hostile/faithless.dm index ecc0e8882e6..5613c21ac3c 100644 --- a/code/modules/mob/living/simple_animal/hostile/faithless.dm +++ b/code/modules/mob/living/simple_animal/hostile/faithless.dm @@ -28,6 +28,7 @@ min_n2 = 0 max_n2 = 0 minbodytemp = 0 + speed = 4 faction = "faithless" diff --git a/code/modules/mob/living/simple_animal/hostile/giant_spider.dm b/code/modules/mob/living/simple_animal/hostile/giant_spider.dm index 9f5c97117bb..669541687f2 100644 --- a/code/modules/mob/living/simple_animal/hostile/giant_spider.dm +++ b/code/modules/mob/living/simple_animal/hostile/giant_spider.dm @@ -33,6 +33,7 @@ var/busy = 0 pass_flags = PASSTABLE move_to_delay = 6 + speed = 3 //nursemaids - these create webs and eggs /mob/living/simple_animal/hostile/giant_spider/nurse diff --git a/code/modules/mob/living/simple_animal/hostile/hivebot.dm b/code/modules/mob/living/simple_animal/hostile/hivebot.dm index ccf015adcba..c7f0cd845ba 100644 --- a/code/modules/mob/living/simple_animal/hostile/hivebot.dm +++ b/code/modules/mob/living/simple_animal/hostile/hivebot.dm @@ -26,6 +26,7 @@ min_n2 = 0 max_n2 = 0 minbodytemp = 0 + speed = 4 /mob/living/simple_animal/hostile/hivebot/range name = "Hivebot" diff --git a/code/modules/mob/living/simple_animal/hostile/hostile.dm b/code/modules/mob/living/simple_animal/hostile/hostile.dm index 7619830a6ed..abeeb068810 100644 --- a/code/modules/mob/living/simple_animal/hostile/hostile.dm +++ b/code/modules/mob/living/simple_animal/hostile/hostile.dm @@ -10,7 +10,9 @@ var/casingtype var/move_to_delay = 2 //delay for the automated movement. var/list/friends = list() + var/break_stuff_probability = 10 stop_automated_movement_when_pulled = 0 + var/destroy_surroundings = 1 /mob/living/simple_animal/hostile/proc/FindTarget() @@ -18,6 +20,9 @@ stop_automated_movement = 0 for(var/atom/A in ListTargets()) + if(A == src) + continue + var/atom/F = Found(A) if(F) T = F @@ -116,11 +121,13 @@ target_mob = FindTarget() if(HOSTILE_STANCE_ATTACK) - DestroySurroundings() + if(destroy_surroundings) + DestroySurroundings() MoveToTarget() if(HOSTILE_STANCE_ATTACKING) - DestroySurroundings() + if(destroy_surroundings) + DestroySurroundings() AttackTarget() /mob/living/simple_animal/hostile/proc/OpenFire(target_mob) @@ -170,7 +177,8 @@ return /mob/living/simple_animal/hostile/proc/DestroySurroundings() - for(var/dir in cardinal) // North, South, East, West - var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir)) - if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille)) - obstacle.attack_animal(src) + if(prob(break_stuff_probability)) + for(var/dir in cardinal) // North, South, East, West + var/obj/structure/obstacle = locate(/obj/structure, get_step(src, dir)) + if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille)) + obstacle.attack_animal(src) diff --git a/code/modules/mob/living/simple_animal/hostile/mimic.dm b/code/modules/mob/living/simple_animal/hostile/mimic.dm index d1a60c5ed8f..a910e74f5fe 100644 --- a/code/modules/mob/living/simple_animal/hostile/mimic.dm +++ b/code/modules/mob/living/simple_animal/hostile/mimic.dm @@ -13,7 +13,7 @@ response_help = "touches the" response_disarm = "pushes the" response_harm = "hits the" - speed = -1 + speed = 4 maxHealth = 250 health = 250 diff --git a/code/modules/mob/living/simple_animal/hostile/pirate.dm b/code/modules/mob/living/simple_animal/hostile/pirate.dm index 6c2d55df6c4..8f1a738ec3c 100644 --- a/code/modules/mob/living/simple_animal/hostile/pirate.dm +++ b/code/modules/mob/living/simple_animal/hostile/pirate.dm @@ -9,7 +9,7 @@ response_help = "pushes the" response_disarm = "shoves" response_harm = "hits the" - speed = -1 + speed = 4 stop_automated_movement_when_pulled = 0 maxHealth = 100 health = 100 diff --git a/code/modules/mob/living/simple_animal/hostile/retaliate/drone.dm b/code/modules/mob/living/simple_animal/hostile/retaliate/drone.dm new file mode 100644 index 00000000000..fe6f3c7ba43 --- /dev/null +++ b/code/modules/mob/living/simple_animal/hostile/retaliate/drone.dm @@ -0,0 +1,275 @@ + +//malfunctioning combat drones +/mob/living/simple_animal/hostile/retaliate/malf_drone + name = "combat drone" + desc = "An automated combat drone armed with state of the art weaponry and shielding." + icon_state = "drone3" + icon_living = "drone3" + icon_dead = "drone_dead" + ranged = 1 + rapid = 1 + speak_chance = 5 + turns_per_move = 3 + response_help = "pokes the" + response_disarm = "gently pushes aside the" + response_harm = "hits the" + speak = list("ALERT.","Hostile-ile-ile entities dee-twhoooo-wected.","Threat parameterszzzz- szzet.","Bring sub-sub-sub-systems uuuup to combat alert alpha-a-a.") + emote_see = list("beeps menacingly","whirrs threateningly","scans its immediate vicinity") + a_intent = "harm" + stop_automated_movement_when_pulled = 0 + health = 300 + maxHealth = 300 + speed = 4 + projectiletype = /obj/item/projectile/beam/drone + projectilesound = 'sound/weapons/laser3.ogg' + destroy_surroundings = 0 + var/datum/effect/effect/system/ion_trail_follow/ion_trail + + //the drone randomly switches between these states because it's malfunctioning + var/hostile_drone = 0 + //0 - retaliate, only attack enemies that attack it + //1 - hostile, attack everything that comes near + + var/turf/patrol_target + var/explode_chance = 1 + var/disabled = 0 + var/exploding = 0 + + min_oxy = 0 + max_tox = 0 + max_co2 = 0 + minbodytemp = 0 + maxbodytemp = 600 + + var/has_loot = 1 + faction = "malf_drone" + +/mob/living/simple_animal/hostile/retaliate/malf_drone/New() + ..() + if(prob(5)) + projectiletype = /obj/item/projectile/beam/pulse/drone + projectilesound = 'sound/weapons/pulse2.ogg' + ion_trail = new + ion_trail.set_up(src) + ion_trail.start() + +/mob/living/simple_animal/hostile/retaliate/malf_drone/Process_Spacemove(var/check_drift = 0) + return 1 + +/mob/living/simple_animal/hostile/retaliate/malf_drone/ListTargets() + if(hostile_drone) + return view(src, 10) + else + return ..() + +//self repair systems have a chance to bring the drone back to life +/mob/living/simple_animal/hostile/retaliate/malf_drone/Life() + + //emps and lots of damage can temporarily shut us down + if(disabled > 0) + stat = UNCONSCIOUS + icon_state = "drone_dead" + disabled-- + wander = 0 + speak_chance = 0 + if(disabled <= 0) + stat = CONSCIOUS + icon_state = "drone0" + wander = 1 + speak_chance = 5 + + //repair a bit of damage + if(prob(1)) + src.visible_message("\red \icon[src] [src] shudders and shakes as some of it's damaged systems come back online.") + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(3, 1, src) + s.start() + health += rand(25,100) + + //spark for no reason + if(prob(5)) + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(3, 1, src) + s.start() + + //sometimes our targetting sensors malfunction, and we attack anyone nearby + if(prob(disabled ? 0 : 1)) + if(hostile_drone) + src.visible_message("\blue \icon[src] [src] retracts several targetting vanes, and dulls it's running lights.") + hostile_drone = 0 + else + src.visible_message("\red \icon[src] [src] suddenly lights up, and additional targetting vanes slide into place.") + hostile_drone = 1 + + if(health / maxHealth > 0.9) + icon_state = "drone3" + explode_chance = 0 + else if(health / maxHealth > 0.7) + icon_state = "drone2" + explode_chance = 0 + else if(health / maxHealth > 0.5) + icon_state = "drone1" + explode_chance = 0.5 + else if(health / maxHealth > 0.3) + icon_state = "drone0" + explode_chance = 5 + else if(health > 0) + //if health gets too low, shut down + icon_state = "drone_dead" + exploding = 0 + if(!disabled) + if(prob(50)) + src.visible_message("\blue \icon[src] [src] suddenly shuts down!") + else + src.visible_message("\blue \icon[src] [src] suddenly lies still and quiet.") + disabled = rand(150, 600) + walk(src,0) + + if(exploding && prob(20)) + if(prob(50)) + src.visible_message("\red \icon[src] [src] begins to spark and shake violenty!") + else + src.visible_message("\red \icon[src] [src] sparks and shakes like it's about to explode!") + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(3, 1, src) + s.start() + + if(!exploding && !disabled && prob(explode_chance)) + exploding = 1 + stat = UNCONSCIOUS + wander = 1 + walk(src,0) + spawn(rand(50,150)) + if(!disabled && exploding) + explosion(get_turf(src), 0, 1, 4, 7) + //proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1) + ..() + +//ion rifle! +/mob/living/simple_animal/hostile/retaliate/malf_drone/emp_act(severity) + health -= rand(3,15) * (severity + 1) + disabled = rand(150, 600) + hostile_drone = 0 + walk(src,0) + +/mob/living/simple_animal/Die() + src.visible_message("\blue \icon[src] [src] suddenly breaks apart.") + ..() + del(src) + +/mob/living/simple_animal/hostile/retaliate/malf_drone/Del() + //some random debris left behind + if(has_loot) + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(3, 1, src) + s.start() + var/obj/O + + //shards + O = new /obj/item/weapon/shard(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(75)) + O = new /obj/item/weapon/shard(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(50)) + O = new /obj/item/weapon/shard(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(25)) + O = new /obj/item/weapon/shard(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + + //rods + O = new /obj/item/stack/rods(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(75)) + O = new /obj/item/stack/rods(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(50)) + O = new /obj/item/stack/rods(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(25)) + O = new /obj/item/stack/rods(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + + //plasteel + O = new /obj/item/stack/sheet/plasteel(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(75)) + O = new /obj/item/stack/sheet/plasteel(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(50)) + O = new /obj/item/stack/sheet/plasteel(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + if(prob(25)) + O = new /obj/item/stack/sheet/plasteel(src.loc) + step_to(O, get_turf(pick(view(7, src)))) + + //also drop dummy circuit boards deconstructable for research (loot) + var/obj/item/weapon/circuitboard/C + + //spawn 1-4 boards of a random type + var/spawnees = 0 + var/num_boards = rand(1,4) + var/list/options = list(1,2,4,8,16,32,64,128,256, 512) + for(var/i=0, i[text]\""; + return "hisses, \"[text]\""; if (is_speaking_skrell) - return "warbles, \"[text]\""; + return "warbles, \"[text]\""; if (is_speaking_tajaran) - return "mrowls, \"[text]\""; + return "mrowls, \"[text]\""; //Needs Virus2 // if (src.disease_symptoms & DISEASE_HOARSE) // return "rasps, \"[text]\""; @@ -115,4 +115,4 @@ return "1" else if (ending == "!") return "2" - return "0" + return "0" diff --git a/code/modules/reagents/Chemistry-Machinery.dm b/code/modules/reagents/Chemistry-Machinery.dm index 1580f50b8c3..c17d4a86fcb 100644 --- a/code/modules/reagents/Chemistry-Machinery.dm +++ b/code/modules/reagents/Chemistry-Machinery.dm @@ -341,6 +341,10 @@ P.pixel_x = rand(-7, 7) //random position P.pixel_y = rand(-7, 7) reagents.trans_to(P,30) + + var/bottle_num = min(max(input("Enter bottle design number","Bottle number"), 0), 20) as num + P.icon_state = "bottle[bottle_num]" + desc = "A small bottle, design number #[bottle_num]." else var/obj/item/weapon/reagent_containers/food/condiment/P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc) reagents.trans_to(P,50) diff --git a/code/modules/reagents/reagent_containers/food/snacks.dm b/code/modules/reagents/reagent_containers/food/snacks.dm index f9c05a0e8ed..49c6aac75d6 100644 --- a/code/modules/reagents/reagent_containers/food/snacks.dm +++ b/code/modules/reagents/reagent_containers/food/snacks.dm @@ -196,6 +196,10 @@ if(sattisfaction_text) M.emote("[sattisfaction_text]") del(src) + if(ismouse(M)) + var/mob/living/simple_animal/mouse/N = M + N.emote("nibbles away at the [src]") + N.health = min(N.health + 1, N.maxHealth) //////////////////////////////////////////////////////////////////////////////// diff --git a/code/modules/research/xenoarchaeology/artifact_misc.dm b/code/modules/research/xenoarchaeology/artifact_misc.dm index 4cb75be9289..e30bba2f890 100644 --- a/code/modules/research/xenoarchaeology/artifact_misc.dm +++ b/code/modules/research/xenoarchaeology/artifact_misc.dm @@ -4,7 +4,7 @@ desc = "A sealed bio suit capable of resisting exotic alien energies and low pressure environments." icon_state = "engspace_suit" item_state = "engspace_suit" - allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/pickaxe/hand_pick) + allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen) /obj/item/clothing/head/bio_hood/anomaly name = "Anomaly Hood" diff --git a/code/stylesheet.dm b/code/stylesheet.dm index 5e600eb689a..b838c9c77df 100644 --- a/code/stylesheet.dm +++ b/code/stylesheet.dm @@ -52,7 +52,9 @@ h1.alert, h2.alert {color: #000000;} .mod {color: #735638; font-weight: bold;} .modooc {color: #184880; font-weight: bold;} .adminmod {color: #402A14; font-weight: bold;} -.species {color: #803B56;} +.tajaran {color: #803B56;} +.skrell {color: #00CED1;} +.soghun {color: #228B22;} .interface {color: #330033;} "} diff --git a/config/config.txt b/config/config.txt index 1b12fe6c2d1..a98daab8423 100644 --- a/config/config.txt +++ b/config/config.txt @@ -210,5 +210,6 @@ NUDGE_SCRIPT_PATH nudge.py ## Comment this to unrestrict the number of alien players allowed in the round. The number represents the number of alien players for every human player. ALIEN_PLAYER_RATIO 0.2 + ##Remove the # to let ghosts spin chairs #GHOST_INTERACTION diff --git a/html/changelog.html b/html/changelog.html index e907a104ba4..10c719b2a6f 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -59,6 +59,31 @@ should be listed in the changelog upon commit though. Thanks. --> +
    +

    February 14th 2013

    +

    CIB updated:

    +
      +
    • Medical side-effects(patients are going to come back for secondary treatment)
    • +
    • NT loyalty setting(affects command reports and gives antags hints who might collaborate with them)
    • +
    • Simple animal balance fixes(They're slower now)
    • +
    +

    CaelAislinn updated:

    +
      +
    • Re-added old ion storm laws, re-added grid check event.
    • +
    • Added Rogue Drone and Vermin Infestation random events.
    • +
    • Added/fixed space vines random event.
    • +
    • Updates to the virus events.
    • +
    • Spider infestation and alien infestation events turned off by default.
    • +
    • Soghun, taj and skrell all have unique language text colours.
    • +
    • Moderators will no longer be listed in adminwho, instead use modwho.
    • +
    + +

    Gamerofthegame updated:

    +
      +
    • Miscellaneous mapfixes.
    • +
    +
    +

    February 13th 2013

    Erthilo updated:

    diff --git a/icons/mob/animal.dmi b/icons/mob/animal.dmi index 1beb86b5d76..81cf8d4de2b 100644 Binary files a/icons/mob/animal.dmi and b/icons/mob/animal.dmi differ diff --git a/icons/mob/head.dmi b/icons/mob/head.dmi index 7c3cb9c9108..1f8d62db91f 100644 Binary files a/icons/mob/head.dmi and b/icons/mob/head.dmi differ diff --git a/icons/mob/suit.dmi b/icons/mob/suit.dmi index 900afc4afb8..3e1964161f7 100644 Binary files a/icons/mob/suit.dmi and b/icons/mob/suit.dmi differ diff --git a/icons/obj/clothing/hats.dmi b/icons/obj/clothing/hats.dmi index 4554869d5db..6b96c548c47 100644 Binary files a/icons/obj/clothing/hats.dmi and b/icons/obj/clothing/hats.dmi differ diff --git a/icons/obj/clothing/suits.dmi b/icons/obj/clothing/suits.dmi index c43c47b94e3..0860f0d2ad8 100644 Binary files a/icons/obj/clothing/suits.dmi and b/icons/obj/clothing/suits.dmi differ