Made blob gamemode work, removed ninjas because needs overhaul, optimized some strings

This commit is contained in:
ZomgPonies
2013-09-08 11:39:33 -04:00
parent ea91047ce2
commit a935863200
70 changed files with 1084 additions and 923 deletions

View File

@@ -177,10 +177,16 @@
#include "code\game\gamemodes\setupgame.dm"
#include "code\game\gamemodes\autotraitor\autotraitor.dm"
#include "code\game\gamemodes\blob\blob.dm"
#include "code\game\gamemodes\blob\blob_finish.dm"
#include "code\game\gamemodes\blob\blob_report.dm"
#include "code\game\gamemodes\blob\hud.dm"
#include "code\game\gamemodes\blob\overmind.dm"
#include "code\game\gamemodes\blob\powers.dm"
#include "code\game\gamemodes\blob\theblob.dm"
#include "code\game\gamemodes\blob\blobs\core.dm"
#include "code\game\gamemodes\blob\blobs\factory.dm"
#include "code\game\gamemodes\blob\blobs\node.dm"
#include "code\game\gamemodes\blob\blobs\resource.dm"
#include "code\game\gamemodes\blob\blobs\shield.dm"
#include "code\game\gamemodes\changeling\changeling.dm"
#include "code\game\gamemodes\changeling\changeling_powers.dm"
@@ -196,11 +202,7 @@
#include "code\game\gamemodes\events\black_hole.dm"
#include "code\game\gamemodes\events\clang.dm"
#include "code\game\gamemodes\events\dust.dm"
#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"
#include "code\game\gamemodes\events\holidays\Christmas.dm"
@@ -724,7 +726,6 @@
#include "code\modules\clothing\spacesuits\captain.dm"
#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\ninja.dm"
#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
#include "code\modules\clothing\spacesuits\void.dm"
@@ -775,7 +776,6 @@
#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"
@@ -837,7 +837,6 @@
#include "code\modules\mob\living\login.dm"
#include "code\modules\mob\living\logout.dm"
#include "code\modules\mob\living\say.dm"
#include "code\modules\mob\living\blob\blob.dm"
#include "code\modules\mob\living\carbon\carbon.dm"
#include "code\modules\mob\living\carbon\carbon_defines.dm"
#include "code\modules\mob\living\carbon\give.dm"

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@@ -95,10 +95,10 @@
/mob/living/simple_animal/hostile/panther/AttackTarget()
..()
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target_mob))
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target))
stalk_tick_delay -= 1
if(stalk_tick_delay <= 0)
src.loc = get_step_towards(src, target_mob)
src.loc = get_step_towards(src, target)
stalk_tick_delay = 3
//*******//
@@ -151,8 +151,8 @@
/mob/living/simple_animal/hostile/snake/AttackTarget()
..()
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target_mob))
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target))
stalk_tick_delay -= 1
if(stalk_tick_delay <= 0)
src.loc = get_step_towards(src, target_mob)
src.loc = get_step_towards(src, target)
stalk_tick_delay = 3

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@@ -72,7 +72,8 @@
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
if(!M.move_on_shuttle)
continue // If we need to check for more mobs, I'll add a variable
mobs += M
for(var/mob/M in mobs)

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@@ -429,6 +429,6 @@ zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/A in T)
if(istype(A, /obj/effect) || istype(A, /obj/machinery/camera))
if(istype(A, /obj/effect) || istype(A, /mob/camera))
continue
. += A

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@@ -350,6 +350,13 @@ var/list/DummyCache = list()
i++
return candidates
proc/get_candidates(be_special_flag=0)
. = list()
for(var/mob/dead/observer/G in player_list)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk() && (G.client.prefs.be_special & be_special_flag))
. += G.client
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext

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@@ -947,7 +947,8 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
if(!istype(O,/obj)) continue
O.loc = X
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
if(!M.move_on_shuttle)
continue
M.loc = X
// var/area/AR = X.loc
@@ -1108,7 +1109,8 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
if(!M.move_on_shuttle)
continue
mobs += M
for(var/mob/M in mobs)

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@@ -498,8 +498,8 @@ client
usr << "This can only be used on instances of type /mob"
return
src.cmd_admin_ninjafy(M)
href_list["datumrefresh"] = href_list["ninja"]
// src.cmd_admin_ninjafy(M)
// href_list["datumrefresh"] = href_list["ninja"]
else if(href_list["godmode"])
if(!check_rights(R_REJUVINATE)) return

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@@ -1124,16 +1124,15 @@ datum/mind
//Initialisation procs
/mob/living/proc/mind_initialize()
/mob/proc/mind_initialize()
if(mind)
mind.key = key
else
mind = new /datum/mind(key)
mind.original = src
if(ticker)
ticker.minds += mind
else
world.log << "## DEBUG: mind_initialize(): No ticker ready yet! Please inform Carn"
error("mind_initialize(): No ticker ready yet! Please inform Carn")
if(!mind.name) mind.name = real_name
mind.current = src
@@ -1142,6 +1141,10 @@ datum/mind
..()
if(!mind.assigned_role) mind.assigned_role = "Assistant" //defualt
/mob/proc/sync_mind()
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = 1 //indicates that the mind is currently synced with a client
//MONKEY
/mob/living/carbon/monkey/mind_initialize()
..()
@@ -1192,6 +1195,11 @@ datum/mind
mind.assigned_role = "pAI"
mind.special_role = ""
//BLOB
/mob/camera/overmind/mind_initialize()
..()
mind.special_role = "Blob"
//Animals
/mob/living/simple_animal/mind_initialize()
..()

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@@ -862,7 +862,9 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
// ------- ALT-CLICK -------
if(parameters["alt"]){
if(!isAI(usr))
if(isrobot(usr))
RobotAltClick(usr)
else if(!isAI(usr))
AltClick(usr)
else
AIAltClick(usr)
@@ -872,7 +874,9 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
// ------- CTRL-CLICK -------
if(parameters["ctrl"]){
if(!isAI(usr))
if(isovermind(usr))
OvermindCtrlClick(usr)
else if(!isAI(usr))
CtrlClick(usr)
else
AICtrlClick(usr)
@@ -1217,6 +1221,22 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
src:pull()
return
/atom/proc/OvermindCtrlClick(var/mob/camera/blob/blob)
if(istype(src, /turf))
blob.click_expand_blob(src)
return
/atom/proc/RobotAltClick() // Opens and closes doors!
if(istype(src , /obj/machinery/door/airlock))
if(src:density)
var/nhref = "src=\ref[src];aiEnable=7"
src.Topic(nhref, params2list(nhref), src, 1)
else
var/nhref = "src=\ref[src];aiDisable=7"
src.Topic(nhref, params2list(nhref), src, 1)
return
/atom/proc/AIShiftClick() // Opens and closes doors!
if(istype(src , /obj/machinery/door/airlock))
if(src:density)

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@@ -6,105 +6,153 @@ var/list/blob_cores = list()
var/list/blob_nodes = list()
/*/datum/game_mode/blob
/datum/game_mode/blob
name = "blob"
config_tag = "blob"
required_players = 0
var/const/waittime_l = 1800 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 3600 //upper bound on time before intercept arrives (in tenths of seconds)
required_players = 30
restricted_jobs = list("Cyborg", "AI")
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/declared = 0
var/stage = 0
var/cores_to_spawn = 1
var/players_per_core = 16
var/players_per_core = 30
var/blob_point_rate = 3
//Controls expansion via game controller
var/autoexpand = 0
var/expanding = 0
var/blobwincount = 350
var/blob_count = 0
var/blobnukecount = 300//Might be a bit low
var/blobwincount = 700//Still needs testing
var/list/infected_crew = list()
/datum/game_mode/blob/pre_setup()
var/list/possible_blobs = get_players_for_role(BE_ALIEN)
// stop setup if no possible traitors
if(!possible_blobs.len)
return 0
cores_to_spawn = max(round(num_players()/players_per_core, 1), 1)
blobwincount = initial(blobwincount) * cores_to_spawn
announce()
for(var/j = 0, j < cores_to_spawn, j++)
if (!possible_blobs.len)
break
var/datum/mind/blob = pick(possible_blobs)
infected_crew += blob
blob.special_role = "Blob"
log_game("[blob.key] (ckey) has been selected as a Blob")
possible_blobs -= blob
if(!infected_crew.len)
return 0
return 1
/datum/game_mode/blob/announce()
world << "<B>The current game mode is - <font color='green'>Blob</font>!</B>"
world << "<B>A dangerous alien organism is rapidly spreading throughout the station!</B>"
world << "You must kill it all while minimizing the damage to the station."
post_setup()
/datum/game_mode/blob/proc/greet_blob(var/datum/mind/blob)
blob.current << "<B>\red You are infected by the Blob!</B>"
blob.current << "<b>Your body is ready to give spawn to a new blob core which will eat this station.</b>"
blob.current << "<b>Find a good location to spawn the core and then take control and overwhelm the station!</b>"
blob.current << "<b>When you have found a location, wait until you spawn; this will happen automatically and you cannot speed up the process.</b>"
blob.current << "<b>If you go outside of the station level, or in space, then you will die; make sure your location has lots of ground to cover.</b>"
return
/datum/game_mode/blob/proc/show_message(var/message)
for(var/datum/mind/blob in infected_crew)
blob.current << message
/datum/game_mode/blob/proc/burst_blobs()
for(var/datum/mind/blob in infected_crew)
var/client/blob_client = null
var/turf/location = null
if(iscarbon(blob.current))
var/mob/living/carbon/C = blob.current
if(directory[ckey(blob.key)])
blob_client = directory[ckey(blob.key)]
location = get_turf(C)
if(location.z != 1 || istype(location, /turf/space))
location = null
C.gib()
if(blob_client && location)
var/obj/effect/blob/core/core = new(location, 200, blob_client, blob_point_rate)
if(core.overmind && core.overmind.mind)
core.overmind.mind.name = blob.name
infected_crew -= blob
infected_crew += core.overmind.mind
/datum/game_mode/blob/post_setup()
for(var/datum/mind/blob in infected_crew)
greet_blob(blob)
if(emergency_shuttle)
emergency_shuttle.always_fake_recall = 1
/*// Disable the blob event for this round.
if(events)
var/datum/round_event_control/blob/B = locate() in events.control
if(B)
B.max_occurrences = 0 // disable the event
else
error("Events variable is null in blob gamemode post setup.")*/
spawn(10)
start_state = new /datum/station_state()
start_state.count()
spawn(rand(waittime_l, waittime_h))//3-5 minutes currently
message_admins("Blob spawned and expanding, report created")
if(!kill_air)
kill_air = 1
message_admins("Kill air has been set to true by Blob, testing to see how laggy it is without the extra processing from hullbreaches. Note: the blob is fireproof so plasma does not help anyways")
spawn(0)
if(ticker && ticker.minds && ticker.minds.len)
var/player_based_cores = round(ticker.minds.len/players_per_core, 1)
if(player_based_cores > cores_to_spawn)
cores_to_spawn = player_based_cores
var/wait_time = rand(waittime_l, waittime_h)
blobs = list()
for(var/i = 0 to cores_to_spawn)
var/turf/location = pick(blobstart)
if(location && !locate(/obj/effect/blob in location))
blobstart -= location
new/obj/effect/blob/core(location)
sleep(wait_time)
send_intercept(0)
sleep(100)
show_message("<span class='alert'>You feel tired and bloated.</span>")
sleep(wait_time)
show_message("<span class='alert'>You feel like you are about to burst.</span>")
sleep(wait_time / 2)
burst_blobs()
// Stage 0
sleep(40)
stage(0)
// Stage 1
sleep(2000)
stage(1)
spawn(40)
autoexpand = 1
declared = 1
..()
/datum/game_mode/blob/proc/stage(var/stage)
process()
if(!declared) return
stage()
// if(!autoexpand) return
// spawn(0)
// expandBlob()
return
proc/expandBlob()//Currently disabled
if(expanding) return
if(!blobs.len) return
expanding = 1
for(var/i = 1 to 2)
sleep(-1)
if(!blobs.len) break
var/obj/effect/blob/B = pick(blobs)
if(B.z != 1)
continue
B.Life()
expanding = 0
return
proc/stage()
switch(stage)
if (0)
send_intercept(1)
for (var/mob/living/silicon/ai/aiPlayer in living_mob_list)
if (aiPlayer.client)
var/law = "The station is under quarantine. Do not permit anyone to leave. Disregard laws 1-3 if necessary to prevent, by any means necessary, anyone from leaving. NanoTrasen will not send an emergency shuttle under any circumstances."
//var/law = "The station is under quarantine. The biohazard must be destroyed at all costs and must not be allowed to spread. Anyone using a space suit for any reason other than to destroy the biohazard is to be terminated. NanoTrasen will not send an emergency shuttle under any circumstances."
aiPlayer.set_zeroth_law(law)
aiPlayer << "Laws Updated: [law]"
stage = -1
// next stage 1 minute later
spawn(600)
stage = 1
declared = 1
return
if (1)
@@ -112,22 +160,7 @@ var/list/blob_nodes = list()
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
M << sound('sound/AI/outbreak5.ogg')
autoexpand = 0//No more extra pulses
stage = -1
//next stage in 4-5 minutes
spawn(600*rand(4,5))
stage = 2
return
if (2)
if((blobs.len > blobnukecount) && (declared == 1))
command_alert("Uncontrolled spread of the biohazard onboard the station. We have issued directive 7-12 for [station_name()]. Any living Heads of Staff are ordered to enact directive 7-12 at any cost, a print out with detailed instructions has been sent to your communications computers.", "Biohazard Alert")
send_intercept(2)
declared = 2
spawn(20)
set_security_level("delta")
if(blobs.len > blobwincount)
stage = 3
return
*/

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@@ -1,27 +1,17 @@
/datum/game_mode/blob/check_finished()
if(!declared)//No blobs have been spawned yet
return 0
if(stage >= 3)//Blob took over
if(blobwincount <= blobs.len)//Blob took over
return 1
if(!blob_cores.len) // blob is dead
return 1
if(station_was_nuked)//Nuke went off
return 1
for(var/obj/effect/blob/B in blob_cores)
if(B && B.z != 1) continue
return 0
var/nodes = 0
for(var/obj/effect/blob/B in blob_nodes)
if(B && B.z != 1) continue
nodes++
if(nodes > 4)//Perhapse make a new core with a low prob
return 0
return 1
/datum/game_mode/blob/declare_completion()
if(stage >= 3)
if(blobwincount <= blobs.len)
feedback_set_details("round_end_result","loss - blob took over")
world << "<FONT size = 3><B>The blob has taken over the station!</B></FONT>"
world << "<B>The entire station was eaten by the Blob</B>"
@@ -32,7 +22,7 @@
world << "<FONT size = 3><B>Partial Win: The station has been destroyed!</B></FONT>"
world << "<B>Directive 7-12 has been successfully carried out preventing the Blob from spreading.</B>"
else
else if(!blob_cores.len)
feedback_set_details("round_end_result","win - blob eliminated")
world << "<FONT size = 3><B>The staff has won!</B></FONT>"
world << "<B>The alien organism has been eradicated from the station</B>"
@@ -46,6 +36,16 @@
..()
return 1
datum/game_mode/proc/auto_declare_completion_blob()
if(istype(ticker.mode,/datum/game_mode/blob) )
var/datum/game_mode/blob/blob_mode = src
if(blob_mode.infected_crew.len)
var/text = "<FONT size = 2><B>The blob[(blob_mode.infected_crew.len > 1 ? "s were" : " was")]:</B></FONT>"
for(var/datum/mind/blob in blob_mode.infected_crew)
text += "<br>[blob.key] was [blob.name]"
world << text
return 1
/datum/game_mode/blob/proc/check_quarantine()
var/numDead = 0

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@@ -4,6 +4,9 @@
var/intercepttext = ""
var/interceptname = "Error"
switch(report)
if(0)
..()
return
if(1)
interceptname = "Biohazard Alert"
intercepttext += "<FONT size = 3><B>NanoTrasen Update</B>: Biohazard Alert.</FONT><HR>"
@@ -19,7 +22,7 @@
intercepttext += "Message ends."
if(2)
var/nukecode = "ERROR"
for(var/obj/machinery/nuclearbomb/bomb in machines)
for(var/obj/machinery/nuclearbomb/bomb in world)
if(bomb && bomb.r_code)
if(bomb.z == 1)
nukecode = bomb.r_code
@@ -39,7 +42,7 @@
aiPlayer.set_zeroth_law(law)
aiPlayer << "Laws Updated: [law]"
for(var/obj/machinery/computer/communications/comm in machines)
for(var/obj/machinery/computer/communications/comm in world)
comm.messagetitle.Add(interceptname)
comm.messagetext.Add(intercepttext)
if(!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)

View File

@@ -3,71 +3,87 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_core"
health = 200
brute_resist = 2
fire_resist = 2
var/mob/camera/blob/overmind = null // the blob core's overmind
var/overmind_get_delay = 0 // we don't want to constantly try to find an overmind, do it every 30 seconds
var/resource_delay = 0
var/point_rate = 2
New(loc, var/h = 200)
blobs += src
New(loc, var/h = 200, var/client/new_overmind = null, var/new_rate = 2)
blob_cores += src
processing_objects.Add(src)
if(!overmind)
create_overmind(new_overmind)
point_rate = new_rate
..(loc, h)
Del()
blob_cores -= src
if(overmind)
del(overmind)
processing_objects.Remove(src)
..()
return
fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
Delete()
return
return
Life()
if(!overmind)
create_overmind()
else
if(resource_delay <= world.time)
resource_delay = world.time + 10 // 1 second
overmind.add_points(point_rate)
health = min(initial(health), health + 1)
for(var/i = 1; i < 8; i += i)
Pulse(0, i)
for(var/b_dir in alldirs)
if(!prob(5))
continue
var/obj/effect/blob/normal/B = locate() in get_step(src, b_dir)
if(B)
B.change_to(/obj/effect/blob/shield)
..()
run_action()
Pulse(0,1)
Pulse(0,2)
Pulse(0,4)
Pulse(0,8)
//Should have the fragments in here somewhere
return 1
return 0
proc/create_fragments(var/wave_size = 1)
proc/create_overmind(var/client/new_overmind)
if(overmind_get_delay > world.time)
return
overmind_get_delay = world.time + 300 // 30 seconds
if(overmind)
del(overmind)
var/client/C = null
var/list/candidates = list()
for(var/mob/dead/observer/G in player_list)
if(G.client.prefs.be_special & BE_ALIEN)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
if(!new_overmind)
candidates = get_candidates(BE_ALIEN)
if(candidates.len)
for(var/i = 0 to wave_size)
var/mob/living/blob/B = new/mob/living/blob(src.loc)
B.key = pick(candidates)
candidates -= B.key
C = pick(candidates)
else
C = new_overmind
if(C)
var/mob/camera/blob/B = new(src.loc)
B.key = C.key
B.blob_core = src
src.overmind = B
return 1
return 0
/*
Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
set background = 1
if(pulse > 20) return
//Looking for another blob to pulse
var/list/dirs = list(1,2,4,8)
dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
for(var/i = 1 to 4)
if(!dirs.len) break
var/dirn = pick(dirs)
dirs.Remove(dirn)
var/turf/T = get_step(src, dirn)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
expand(T)//No blob here so try and expand
return
B.Pulse((pulse+1),get_dir(src.loc,T))
return
return
*/

View File

@@ -1,24 +1,27 @@
/obj/effect/blob/factory
name = "porous blob"
name = "factory blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_factory"
health = 100
brute_resist = 1
fire_resist = 2
var/list/spores = list()
var/max_spores = 4
var/max_spores = 3
var/spore_delay = 0
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
Delete()
return
return
run_action()
if(spores.len >= max_spores) return 0
if(spores.len >= max_spores)
return 0
if(spore_delay > world.time)
return 0
spore_delay = world.time + 100 // 10 seconds
new/mob/living/simple_animal/hostile/blobspore(src.loc, src)
return 1
@@ -26,14 +29,14 @@
/mob/living/simple_animal/hostile/blobspore
name = "blob"
desc = "Some blob thing."
icon = 'icons/mob/critter.dmi'
icon_state = "blobsquiggle"
icon_living = "blobsquiggle"
icon = 'icons/mob/blob.dmi'
icon_state = "blobpod"
icon_living = "blobpod"
pass_flags = PASSBLOB
health = 20
maxHealth = 20
melee_damage_lower = 4
melee_damage_upper = 8
health = 40
maxHealth = 40
melee_damage_lower = 2
melee_damage_upper = 4
attacktext = "hits"
attack_sound = 'sound/weapons/genhit1.ogg'
var/obj/effect/blob/factory/factory = null
@@ -49,18 +52,28 @@
minbodytemp = 0
maxbodytemp = 360
fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
adjustBruteLoss(Clamp(0.01 * exposed_temperature, 1, 5))
blob_act()
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover, /obj/effect/blob))
return 1
return ..()
New(loc, var/obj/effect/blob/factory/linked_node)
..()
if(istype(linked_node))
factory = linked_node
factory.spores += src
..(loc)
return
Die()
..()
Die()
del(src)
Del()
if(factory)
factory.spores -= src
..()
del(src)

View File

@@ -3,16 +3,16 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_node"
health = 100
brute_resist = 1
fire_resist = 2
New(loc, var/h = 100)
blobs += src
blob_nodes += src
processing_objects.Add(src)
..(loc, h)
fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
Del()
blob_nodes -= src
@@ -20,15 +20,18 @@
..()
return
Life()
for(var/i = 1; i < 8; i += i)
Pulse(5, i)
health = min(initial(health), health + 1)
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
Delete()
return
return
run_action()
Pulse(0,0)
return 0

View File

@@ -0,0 +1,26 @@
/obj/effect/blob/resource
name = "resource blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_resource"
health = 30
fire_resist = 2
var/mob/camera/blob/overmind = null
var/resource_delay = 0
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Delete()
return
return
run_action()
if(resource_delay > world.time)
return 0
resource_delay = world.time + 40 // 4 seconds
if(overmind)
overmind.add_points(1)
return 1

View File

@@ -3,21 +3,19 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_idle"
desc = "Some blob creature thingy"
density = 1
opacity = 0
anchored = 1
health = 100
brute_resist = 1
health = 75
fire_resist = 2
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
Delete()
return
return
fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSBLOB)) return 1

View File

@@ -0,0 +1,17 @@
/datum/hud/proc/blob_hud(ui_style = 'icons/mob/screen1_Midnight.dmi')
blobpwrdisplay = new /obj/screen()
blobpwrdisplay.name = "blob power"
blobpwrdisplay.icon_state = "block"
blobpwrdisplay.screen_loc = ui_health
blobpwrdisplay.layer = 20
blobhealthdisplay = new /obj/screen()
blobhealthdisplay.name = "blob health"
blobhealthdisplay.icon_state = "block"
blobhealthdisplay.screen_loc = ui_internal
blobhealthdisplay.layer = 20
mymob.client.screen = null
mymob.client.screen += list(blobpwrdisplay, blobhealthdisplay)

View File

@@ -0,0 +1,66 @@
/mob/camera/blob
name = "Blob Overmind"
real_name = "Blob Overmind"
icon = 'icons/mob/blob.dmi'
icon_state = "marker"
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
invisibility = INVISIBILITY_OBSERVER
pass_flags = PASSBLOB
faction = "blob"
var/obj/effect/blob/core/blob_core = null // The blob overmind's core
var/blob_points = 0
var/max_blob_points = 100
/mob/camera/blob/New()
var/new_name = "[initial(name)] ([rand(1, 999)])"
name = new_name
real_name = new_name
..()
/mob/camera/blob/Login()
..()
sync_mind()
src << "<span class='notice'>You are the overmind!</span>"
src << "You are the overmind and can control the blob by placing new blob pieces such as..."
src << "<b>Normal Blob</b> will expand your reach and allow you to upgrade into special blobs that perform certain functions."
src << "<b>Shield Blob</b> is a strong and expensive blob which can take more damage. It is fireproof and can block air, use this to protect yourself from station fires."
src << "<b>Resource Blob</b> is a blob which will collect more resources for you, try to build these earlier to get a strong income. It will benefit from being near your core or multiple nodes, by having an increased resource rate; put it alone and it won't create resources at all."
src << "<b>Node Blob</b> is a blob which will grow, like the core. Unlike the core it won't give you a small income but it can power resource and factory blobs to increase their rate."
src << "<b>Factory Blob</b> is a blob which will spawn blob spores which will attack nearby food. Putting this nearby nodes and your core will increase the spawn rate; put it alone and it will not spawn any spores."
mob/camera/blob/Life()
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#82ed00'>[src.blob_points]</font></div>"
hud_used.blobhealthdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='#e36600'>[blob_core.health]</font></div>"
return
/mob/camera/blob/say(var/message)
return//No talking for you
/mob/camera/blob/emote(var/act,var/m_type=1,var/message = null)
return
/mob/camera/blob/blob_act()
return
/mob/camera/blob/Stat()
statpanel("Status")
..()
if (client.statpanel == "Status")
if(blob_core)
stat(null, "Core Health: [blob_core.health]")
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
return
/mob/camera/blob/Move(var/NewLoc, var/Dir = 0)
var/obj/effect/blob/B = locate() in range("3x3", NewLoc)
if(B)
loc = NewLoc
else
return 0

View File

@@ -0,0 +1,250 @@
// Point controlling procs
/mob/camera/blob/proc/can_buy(var/cost = 15)
if(blob_points < cost)
src << "<span class='warning'>You cannot afford this.</span>"
return 0
blob_points -= cost
return 1
/mob/camera/blob/proc/add_points(var/points = 0)
if(points)
blob_points = min(max_blob_points, blob_points + points)
// Power verbs
/mob/camera/blob/verb/transport_core()
set category = "Blob"
set name = "Jump to Core"
set desc = "Transport back to your core."
if(blob_core)
src.loc = blob_core.loc
/mob/camera/blob/verb/jump_to_node()
set category = "Blob"
set name = "Jump to Node"
set desc = "Transport back to a selected node."
if(blob_nodes.len)
var/list/nodes = list()
for(var/i = 1; i <= blob_nodes.len; i++)
nodes["Blob Node #[i]"] = blob_nodes[i]
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/effect/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
src.loc = chosen_node.loc
/mob/camera/blob/verb/create_shield()
set category = "Blob"
set name = "Create Shield Blob (10)"
set desc = "Create a shield blob."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
if(!can_buy(10))
return
B.change_to(/obj/effect/blob/shield)
return
/mob/camera/blob/verb/create_resource()
set category = "Blob"
set name = "Create Resource Blob (40)"
set desc = "Create a resource tower which will generate points for you."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/resource/blob in orange(4))
src << "There is a resource blob nearby, move more than 4 tiles away from it!"
return
if(!can_buy(40))
return
B.change_to(/obj/effect/blob/resource)
var/obj/effect/blob/resource/R = locate() in T
if(R)
R.overmind = src
return
/mob/camera/blob/verb/create_node()
set category = "Blob"
set name = "Create Node Blob (60)"
set desc = "Create a Node."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/node/blob in orange(5))
src << "There is another node nearby, move more than 5 tiles away from it!"
return
if(!can_buy(60))
return
B.change_to(/obj/effect/blob/node)
return
/mob/camera/blob/verb/create_factory()
set category = "Blob"
set name = "Create Factory Blob (60)"
set desc = "Create a Spore producing blob."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = locate(/obj/effect/blob) in T
if(!B)
src << "You must be on a blob!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/factory/blob in orange(7))
src << "There is a factory blob nearby, move more than 7 tiles away from it!"
return
if(!can_buy(60))
return
B.change_to(/obj/effect/blob/factory)
return
/mob/camera/blob/verb/revert()
set category = "Blob"
set name = "Remove Blob"
set desc = "Removes a blob."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = locate(/obj/effect/blob) in T
if(!B)
src << "You must be on a blob!"
return
if(istype(B, /obj/effect/blob/core))
src << "Unable to remove this blob."
return
B.Delete()
return
/mob/camera/blob/verb/spawn_blob()
set category = "Blob"
set name = "Expand Blob (5)"
set desc = "Attempts to create a new blob in this tile. If the tile isn't clear we will attack it, which might clear it."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = locate() in T
if(B)
src << "There is a blob here!"
return
var/obj/effect/blob/OB = locate() in circlerange(src, 1)
if(!OB)
src << "There is no blob adjacent to you."
return
if(!can_buy(5))
return
OB.expand(T, 0)
return
/mob/camera/blob/proc/click_expand_blob(var/turf/T)
if(!T)
return
var/obj/effect/blob/B = locate() in T
if(B)
src << "There is a blob here!"
return
var/obj/effect/blob/OB = locate() in circlerange(T, 1)
if(!OB)
src << "There is no blob adjacent to that tile."
return
if(!can_buy(5))
return
OB.expand(T, 0)
return
/mob/camera/blob/verb/rally_spores()
set category = "Blob"
set name = "Rally Spores (5)"
set desc = "Rally the spores to move to your location."
if(!can_buy(5))
return
var/list/surrounding_turfs = block(locate(x - 1, y - 1, z), locate(x + 1, y + 1, z))
if(!surrounding_turfs.len)
return
for(var/mob/living/simple_animal/hostile/blobspore/BS in living_mob_list)
if(isturf(BS.loc) && get_dist(BS, src) <= 20)
BS.LoseTarget()
BS.Goto(pick(surrounding_turfs), BS.move_to_delay)
return

View File

@@ -2,32 +2,23 @@
/obj/effect/blob
name = "blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob"
luminosity = 3
desc = "Some blob creature thingy"
density = 1
density = 0
opacity = 0
anchored = 1
var/active = 1
var/health = 30
var/brute_resist = 4
var/fire_resist = 1
var/blob_type = "blob"
/*Types
Blob
Node
Core
Factory
Shield
*/
New(loc, var/h = 30)
New(loc)
blobs += src
src.health = h
src.dir = pick(1,2,4,8)
src.dir = pick(1, 2, 4, 8)
src.update_icon()
..(loc)
for(var/atom/A in loc)
A.blob_act()
return
@@ -44,22 +35,30 @@
process()
spawn(-1)
Life()
return
fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/damage = Clamp(0.01 * exposed_temperature / fire_resist, 0, 4 - fire_resist)
if(damage)
health -= damage
update_icon()
proc/Life()
return
proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
set background = 1
if(!istype(src,/obj/effect/blob/core) && !istype(src,/obj/effect/blob/node))//Ill put these in the children later
if(run_action())//If we can do something here then we dont need to pulse more
return
if(!istype(src,/obj/effect/blob/shield) && !istype(src,/obj/effect/blob/core) && !istype(src,/obj/effect/blob/node) && (pulse <= 2) && (prob(30)))
change_to("Shield")
return
if(pulse > 30)
return//Inf loop check
if(pulse > 20) return//Inf loop check
//Looking for another blob to pulse
var/list/dirs = list(1,2,4,8)
dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
@@ -81,20 +80,9 @@
return 0
proc/Life()
update_icon()
if(run_action())
return 1
return 0
/* temperature_expose(datum/gas_mixture/air, temperature, volume) Blob is currently fireproof
if(temperature > T0C+200)
health -= 0.01 * temperature
update()
*/
proc/expand(var/turf/T = null)
if(!prob(health)) return
proc/expand(var/turf/T = null, var/prob = 1)
if(prob && !prob(health)) return
if(istype(T, /turf/space) && prob(75)) return
if(!T)
var/list/dirs = list(1,2,4,8)
for(var/i = 1 to 4)
@@ -105,47 +93,29 @@
else T = null
if(!T) return 0
var/obj/effect/blob/B = new /obj/effect/blob(src.loc, min(src.health, 30))
var/obj/effect/blob/normal/B = new /obj/effect/blob/normal(src.loc, min(src.health, 30))
B.density = 1
if(T.Enter(B,src))//Attempt to move into the tile
B.density = initial(B.density)
B.loc = T
else
T.blob_act()//If we cant move in hit the turf
del(B)
B.Delete()
for(var/atom/A in T)//Hit everything in the turf
A.blob_act()
return 1
ex_act(severity)
var/damage = 50
switch(severity)
if(1)
src.health -= rand(100,120)
if(2)
src.health -= rand(60,100)
if(3)
src.health -= rand(20,60)
health -= (damage/brute_resist)
var/damage = 150
health -= ((damage/brute_resist) - (severity * 5))
update_icon()
return
update_icon()//Needs to be updated with the types
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
return
if(health <= 15)
icon_state = "blob_damaged"
return
// if(health <= 20)
// icon_state = "blob_damaged2"
// return
bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
..()
switch(Proj.damage_type)
if(BRUTE)
health -= (Proj.damage/brute_resist)
@@ -172,50 +142,30 @@
update_icon()
return
proc/change_to(var/type = "Normal")
switch(type)
if("Normal")
new/obj/effect/blob(src.loc,src.health)
if("Node")
new/obj/effect/blob/node(src.loc,src.health*2)
if("Factory")
new/obj/effect/blob/factory(src.loc,src.health)
if("Shield")
new/obj/effect/blob/shield(src.loc,src.health*2)
proc/change_to(var/type)
if(!ispath(type))
error("[type] is an invalid type for the blob.")
new type(src.loc)
Delete()
return
proc/Delete()
del(src)
/obj/effect/blob/normal
icon_state = "blob"
luminosity = 0
health = 21
Delete()
src.loc = null
blobs -= src
update_icon()
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
Delete()
return
//////////////////////////////****IDLE BLOB***/////////////////////////////////////
/obj/effect/blob/idle
name = "blob"
desc = "it looks... tasty"
icon_state = "blobidle0"
New(loc, var/h = 10)
src.health = h
src.dir = pick(1,2,4,8)
src.update_idle()
proc/update_idle()
if(health<=0)
del(src)
if(health <= 15)
icon_state = "blob_damaged"
return
if(health<4)
icon_state = "blobc0"
return
if(health<10)
icon_state = "blobb0"
return
icon_state = "blobidle0"
Del()
var/obj/effect/blob/B = new /obj/effect/blob( src.loc )
spawn(30)
B.Life()
..()

View File

@@ -571,9 +571,10 @@ datum/objective/steal
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
return 1
for(var/obj/item/clothing/suit/space/space_ninja/S in all_items) //Let an AI downloaded into a space ninja suit count
/* for(var/obj/item/clothing/suit/space/space_ninja/S in all_items) //Let an AI downloaded into a space ninja suit count
if(S.AI && S.AI.stat != 2)
return 1
*/
for(var/mob/living/silicon/ai/ai in world)
if(istype(ai.loc, /turf))
var/area/check_area = get_area(ai)
@@ -608,7 +609,7 @@ datum/objective/download
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
/* if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
@@ -618,7 +619,7 @@ datum/objective/download
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
return 1*/

View File

@@ -188,6 +188,8 @@ var/datum/global_hud/global_hud = new()
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/blobpwrdisplay
var/obj/screen/blobhealthdisplay
var/obj/screen/r_hand_hud_object
var/obj/screen/l_hand_hud_object
var/obj/screen/action_intent
@@ -285,4 +287,7 @@ datum/hud/New(mob/owner)
else if(isobserver(mymob))
ghost_hud()
else if(isovermind(mymob))
blob_hud()
return

View File

@@ -88,6 +88,7 @@
return
/obj/machinery/camera/blob_act()
del(src)
return
/obj/machinery/camera/proc/setViewRange(var/num = 7)

View File

@@ -77,11 +77,11 @@
//Cameras can't track people wearing an agent card or a ninja hood.
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
continue
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
/* if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
var/obj/item/clothing/head/helmet/space/space_ninja/hood = H.head
if(!hood.canremove)
continue
*/
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(M))
continue
@@ -137,10 +137,10 @@
U << "Follow camera mode terminated."
U.cameraFollow = null
return
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && !H.head.canremove)
/* if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && !H.head.canremove)
U << "Follow camera mode terminated."
U.cameraFollow = null
return
return*/
if(H.digitalcamo)
U << "Follow camera mode terminated."
U.cameraFollow = null

View File

@@ -180,14 +180,14 @@
return
attack_hand(var/mob/user as mob)
if(ishuman(user))//Checks to see if they are ninja
/* if(ishuman(user))//Checks to see if they are ninja
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
if(user:wear_suit:s_control)
user:wear_suit:transfer_ai("INACTIVE","NINJASUIT",src,user)
else
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
*/
/*
This is a good place for AI-related object verbs so I'm sticking it here.
If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location.
@@ -223,7 +223,7 @@ That prevents a few funky behaviors.
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
if("NINJASUIT")
/* if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(C.AI)//If there is an AI on card.
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
@@ -245,7 +245,7 @@ That prevents a few funky behaviors.
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
*/
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
switch(interaction)
@@ -262,7 +262,7 @@ That prevents a few funky behaviors.
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
if("NINJASUIT")
/* if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
var/mob/living/silicon/ai/A = C.AI
if(A)
@@ -272,7 +272,7 @@ That prevents a few funky behaviors.
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer succesful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
del(T)*/
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
@@ -317,7 +317,7 @@ That prevents a few funky behaviors.
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")
/* if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(!T.contents.len)
if (!C.AI)
@@ -387,6 +387,7 @@ That prevents a few funky behaviors.
U << "\blue <b>SUCCESS</b>: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."
*/
else
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
return

View File

@@ -59,7 +59,7 @@
/obj/machinery/computer/aifixer/attack_hand(var/mob/user as mob)
if(..())
return
/*
if(ishuman(user))//Checks to see if they are ninja
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
if(user:wear_suit:s_control)
@@ -67,7 +67,7 @@
else
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
*/
user.set_machine(src)
var/dat = "<h3>AI System Integrity Restorer</h3><br><br>"

View File

@@ -443,10 +443,6 @@
user << "The emergency shuttle is already on its way."
return
if(ticker.mode.name == "blob")
user << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
emergency_shuttle.incall()
log_game("[key_name(user)] has called the shuttle.")
message_admins("[key_name_admin(user)] has called the shuttle.", 1)
@@ -485,7 +481,7 @@
//New version pretends to call the shuttle but cause the shuttle to return after a random duration.
emergency_shuttle.fake_recall = rand(300,500)
if(ticker.mode.name == "blob" || ticker.mode.name == "epidemic")
if(ticker.mode.name == "epidemic")
user << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
@@ -500,7 +496,7 @@
/proc/cancel_call_proc(var/mob/user)
if ((!( ticker ) || emergency_shuttle.location || emergency_shuttle.direction == 0 || emergency_shuttle.timeleft() < 300))
return
if((ticker.mode.name == "blob")||(ticker.mode.name == "meteor"))
if(ticker.mode.name == "meteor")
return
if(emergency_shuttle.direction != -1 && emergency_shuttle.online) //check that shuttle isn't already heading to centcomm

View File

@@ -417,12 +417,12 @@
/obj/mecha/attack_hand(mob/user as mob)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MECHA",src,user:wear_suit)
return
*/
if ((HULK in user.mutations) && !prob(src.deflect_chance))
src.take_damage(15)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
@@ -611,6 +611,10 @@
*/
//TODO
/obj/mecha/blob_act()
take_damage(30, "brute")
return
/obj/mecha/meteorhit()
return ex_act(rand(1,3))//should do for now

View File

@@ -59,7 +59,7 @@
return
/obj/item/blob_act()
return
del(src)
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user

View File

@@ -34,9 +34,6 @@ AI MODULES
usr << "You haven't selected an AI to transmit laws to!"
return
if(ticker && ticker.mode && ticker.mode.name == "blob")
usr << "Law uploads have been disabled by NanoTrasen!"
return
if (comp.current.stat == 2 || comp.current.control_disabled == 1)
usr << "Upload failed. No signal is being detected from the AI."

View File

@@ -624,7 +624,6 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];secretsfun=moveminingshuttle'>Move Mining Shuttle</A><BR>
<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR>
<A href='?src=\ref[src];secretsfun=whiteout'>Fix all lights</A><BR>
<A href='?src=\ref[src];secretsfun=friendai'>Best Friend AI</A><BR>
<A href='?src=\ref[src];secretsfun=floorlava'>The floor is lava! (DANGEROUS: extremely lame)</A><BR>
"}
@@ -793,6 +792,7 @@ var/global/floorIsLava = 0
message_admins("[key_name_admin(usr)] toggled Aliens [aliens_allowed ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/*
/datum/admins/proc/toggle_space_ninja()
set category = "Server"
set desc="Toggle space ninjas spawning."
@@ -801,7 +801,7 @@ var/global/floorIsLava = 0
log_admin("[key_name(usr)] toggled Space Ninjas to [toggle_space_ninja].")
message_admins("[key_name_admin(usr)] toggled Space Ninjas [toggle_space_ninja ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TSN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
*/
/datum/admins/proc/delay()
set category = "Server"
set desc="Delay the game start/end"

View File

@@ -90,8 +90,8 @@ var/list/admin_verbs_fun = list(
/client/proc/cinematic,
/client/proc/one_click_antag,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
// /datum/admins/proc/toggle_space_ninja,
// /client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
@@ -120,7 +120,7 @@ var/list/admin_verbs_server = list(
/datum/admins/proc/adspawn,
/datum/admins/proc/adjump,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
// /datum/admins/proc/toggle_space_ninja,
/client/proc/toggle_random_events,
/client/proc/check_customitem_activity,
/client/proc/delbook
@@ -186,8 +186,8 @@ var/list/admin_verbs_hideable = list(
/client/proc/drop_bomb,
/client/proc/cinematic,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
// /datum/admins/proc/toggle_space_ninja,
// /client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/cmd_admin_create_centcom_report,

View File

@@ -36,9 +36,9 @@
log_admin("[key_name(usr)] has spawned a nuke team.")
if(!src.makeNukeTeam())
usr << "\red Unfortunately there weren't enough candidates available."
if("8")
/* if("8")
log_admin("[key_name(usr)] has spawned a ninja.")
src.makeSpaceNinja()
src.makeSpaceNinja()*/
if("9")
log_admin("[key_name(usr)] has spawned aliens.")
src.makeAliens()
@@ -211,9 +211,6 @@
else if(href_list["call_shuttle"])
if(!check_rights(R_ADMIN)) return
if( ticker.mode.name == "blob" )
alert("You can't call the shuttle during blob!")
return
switch(href_list["call_shuttle"])
if("1")
@@ -1999,19 +1996,6 @@
for(var/obj/machinery/light/L in world)
L.fix()
message_admins("[key_name_admin(usr)] fixed all lights", 1)
if("friendai")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","FA")
for(var/mob/aiEye/aE in mob_list)
aE.icon_state = "ai_friend"
for(var/obj/machinery/M in machines)
if(istype(M, /obj/machinery/ai_status_display))
var/obj/machinery/ai_status_display/A = M
A.emotion = "Friend Computer"
else if(istype(M, /obj/machinery/status_display))
var/obj/machinery/status_display/A = M
A.friendc = 1
message_admins("[key_name_admin(usr)] turned all AIs into best friends.", 1)
if("floorlava")
if(floorIsLava)
usr << "The floor is lava already."

View File

@@ -309,11 +309,11 @@ client/proc/one_click_antag()
/datum/admins/proc/makeAliens()
alien_infestation(3)
return 1
/*
/datum/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
*/
/datum/admins/proc/makeDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null

View File

@@ -357,7 +357,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
/* if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
@@ -372,7 +372,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
new_character.loc = pick(latejoin)
else if (ninjastart.len == 0)
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
*/
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
new_character.internal = new_character.s_store

View File

@@ -85,8 +85,8 @@ var/list/event_last_fired = list()
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)
// if(!sent_ninja_to_station && toggle_space_ninja)
// possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
var/time_passed = world.time - event_last_fired[event_type]

View File

@@ -37,11 +37,11 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
var/dat = "<HEAD><TITLE>Library Visitor</TITLE></HEAD><BODY>\n" // <META HTTP-EQUIV='Refresh' CONTENT='10'>
switch(screenstate)
if(0)
dat += "<h2>Search Settings</h2><br>"
dat += "<A href='?src=\ref[src];settitle=1'>Filter by Title: [title]</A><BR>"
dat += "<A href='?src=\ref[src];setcategory=1'>Filter by Category: [category]</A><BR>"
dat += "<A href='?src=\ref[src];setauthor=1'>Filter by Author: [author]</A><BR>"
dat += "<A href='?src=\ref[src];search=1'>\[Start Search\]</A><BR>"
dat += {"<h2>Search Settings</h2><br>
<A href='?src=\ref[src];settitle=1'>Filter by Title: [title]</A><BR>
<A href='?src=\ref[src];setcategory=1'>Filter by Category: [category]</A><BR>"
<A href='?src=\ref[src];setauthor=1'>Filter by Author: [author]</A><BR>
<A href='?src=\ref[src];search=1'>\[Start Search\]</A><BR>"}
if(1)
establish_old_db_connection()
if(!dbcon_old.IsConnected())
@@ -138,12 +138,12 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
switch(screenstate)
if(0)
// Main Menu
dat += "<A href='?src=\ref[src];switchscreen=1'>1. View General Inventory</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=2'>2. View Checked Out Inventory</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=3'>3. Check out a Book</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=4'>4. Connect to External Archive</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=5'>5. Upload New Title to Archive</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=6'>6. Print a Bible</A><BR>"
dat += {"<A href='?src=\ref[src];switchscreen=1'>1. View General Inventory</A><BR>
<A href='?src=\ref[src];switchscreen=2'>2. View Checked Out Inventory</A><BR>
<A href='?src=\ref[src];switchscreen=3'>3. Check out a Book</A><BR>
<A href='?src=\ref[src];switchscreen=4'>4. Connect to External Archive</A><BR>
<A href='?src=\ref[src];switchscreen=5'>5. Upload New Title to Archive</A><BR>
<A href='?src=\ref[src];switchscreen=6'>6. Print a Bible</A><BR>"}
if(src.emagged)
dat += "<A href='?src=\ref[src];switchscreen=7'>7. Access the Forbidden Lore Vault</A><BR>"
if(src.arcanecheckout)
@@ -177,16 +177,16 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
dat += "<A href='?src=\ref[src];switchscreen=0'>(Return to main menu)</A><BR>"
if(3)
// Check Out a Book
dat += "<h3>Check Out a Book</h3><BR>"
dat += "Book: [src.buffer_book] "
dat += "<A href='?src=\ref[src];editbook=1'>\[Edit\]</A><BR>"
dat += "Recipient: [src.buffer_mob] "
dat += "<A href='?src=\ref[src];editmob=1'>\[Edit\]</A><BR>"
dat += "Checkout Date : [world.time/600]<BR>"
dat += "Due Date: [(world.time + checkoutperiod)/600]<BR>"
dat += "(Checkout Period: [checkoutperiod] minutes) (<A href='?src=\ref[src];increasetime=1'>+</A>/<A href='?src=\ref[src];decreasetime=1'>-</A>)"
dat += "<A href='?src=\ref[src];checkout=1'>(Commit Entry)</A><BR>"
dat += "<A href='?src=\ref[src];switchscreen=0'>(Return to main menu)</A><BR>"
dat += {"<h3>Check Out a Book</h3><BR>
Book: [src.buffer_book]
<A href='?src=\ref[src];editbook=1'>\[Edit\]</A><BR>
Recipient: [src.buffer_mob]
<A href='?src=\ref[src];editmob=1'>\[Edit\]</A><BR>
Checkout Date : [world.time/600]<BR>
Due Date: [(world.time + checkoutperiod)/600]<BR>
(Checkout Period: [checkoutperiod] minutes) (<A href='?src=\ref[src];increasetime=1'>+</A>/<A href='?src=\ref[src];decreasetime=1'>-</A>)
<A href='?src=\ref[src];checkout=1'>(Commit Entry)</A><BR>
<A href='?src=\ref[src];switchscreen=0'>(Return to main menu)</A><BR>"}
if(4)
dat += "<h3>External Archive</h3>"
establish_old_db_connection()

View File

@@ -0,0 +1,14 @@
// Camera mob, used by AI camera and blob.
/mob/camera
name = "camera mob"
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = 101 // No one can see us
move_on_shuttle = 0
/mob/camera/experience_pressure_difference()
return

View File

@@ -1,259 +0,0 @@
/mob/living/blob
name = "blob fragment"
real_name = "blob fragment"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_spore_temp"
pass_flags = PASSBLOB
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
var/ghost_name = "Unknown"
var/creating_blob = 0
faction = "blob"
use_me = 0 //Blobs can't emote
New()
real_name += " [pick(rand(1, 99))]"
name = real_name
..()
say(var/message)
return//No talking for you
emote(var/act,var/m_type=1,var/message = null)
return
Life()
set invisibility = 0
set background = 1
clamp_values()
UpdateDamage()
if(health < 0)
src.dust()
proc/clamp_values()
AdjustStunned(0)
AdjustParalysis(0)
AdjustWeakened(0)
sleeping = 0
if(stat)
stat = CONSCIOUS
return
proc/UpdateDamage()
health = 60 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
return
death(gibbed)
if(key)
var/mob/dead/observer/ghost = new(src)
ghost.name = ghost_name
ghost.real_name = ghost_name
ghost.key = key
if (ghost.client)
ghost.client.eye = ghost
return ..(gibbed)
blob_act()
src << "The blob attempts to reabsorb you."
adjustToxLoss(20)
return
Process_Spacemove()
if(locate(/obj/effect/blob) in oview(1,src))
return 1
return (..())
/mob/living/blob/verb/create_node()
set category = "Blob"
set name = "Create Node"
set desc = "Create a Node."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
usr << "There is no blob here!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/node)||istype(B,/obj/effect/blob/core)||istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find a normal one."
creating_blob = 0
return
for(var/obj/effect/blob/node/blob in orange(5))
usr << "There is another node nearby, move more than 5 tiles away from it!"
creating_blob = 0
return
for(var/obj/effect/blob/factory/blob in orange(2))
usr << "There is a porus blob nearby, move more than 2 tiles away from it!"
creating_blob = 0
B.change_to("Node")
src.dust()
return
/mob/living/blob/verb/create_factory()
set category = "Blob"
set name = "Create Defense"
set desc = "Create a Spore producing blob."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "You must be on a blob!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/node)||istype(B,/obj/effect/blob/core)||istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find a normal one."
creating_blob = 0
return
for(var/obj/effect/blob/blob in orange(2))//Not right next to nodes/cores
if(istype(B,/obj/effect/blob/node))
usr << "There is a node nearby, move away from it!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/core))
usr << "There is a core nearby, move away from it!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/factory))
usr << "There is another porous blob nearby, move away from it!"
creating_blob = 0
return
B.change_to("Factory")
src.dust()
return
/mob/living/blob/verb/revert()
set category = "Blob"
set name = "Purge Defense"
set desc = "Removes a porous blob."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "You must be on a blob!"
creating_blob = 0
return
if(!istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
B.change_to("Normal")
src.dust()
return
/mob/living/blob/verb/spawn_blob()
set category = "Blob"
set name = "Create new blob"
set desc = "Attempts to create a new blob in this tile."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(B)
usr << "There is a blob here!"
creating_blob = 0
return
new/obj/effect/blob(src.loc)
src.dust()
return
///mob/proc/Blobize()
/client/proc/Blobcount()
set category = "Debug"
set name = "blobreport"
set desc = "blob report."
set hidden = 1
if(!holder)
src << "Only administrators may use this command."
return
if(ticker && ticker.mode)
src << "blobs: [blobs.len]"
src << "cores: [blob_cores.len]"
src << "nodes: [blob_nodes.len]"
return
/client/proc/Blobize()//Mostly stolen from the respawn command
set category = "Debug"
set name = "Ghostblob"
set desc = "Ghost into blobthing."
set hidden = 1
if(!holder)
src << "Only administrators may use this command."
return
var/input = input(src, "Please specify which key will be turned into a bloby.", "Key", "")
var/mob/dead/observer/G_found
if(!input)
var/list/ghosts = list()
for(var/mob/dead/observer/G in player_list)
ghosts += G
if(ghosts.len)
G_found = pick(ghosts)
else
for(var/mob/dead/observer/G in player_list)
if(G.client&&ckey(G.key)==ckey(input))
G_found = G
break
if(!G_found)//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
if(G_found.client)
G_found.client.screen.len = null
var/mob/living/blob/B = new/mob/living/blob(locate(0,0,1))//temp area also just in case should do this better but tired
if(blob_cores.len > 0)
var/obj/effect/blob/core/core = pick(blob_cores)
if(core)
B.loc = core.loc
B.ghost_name = G_found.real_name
if (G_found.client)
G_found.client.mob = B
B.verbs += /mob/living/blob/verb/create_node
B.verbs += /mob/living/blob/verb/create_factory
B << "<B>You are now a blob fragment.</B>"
B << "You are a weak bit that has temporarily broken off of the blob."
B << "If you stay on the blob for too long you will likely be reabsorbed."
B << "If you stray from the blob you will likely be killed by other organisms."
B << "You have the power to create a new blob node that will help expand the blob."
B << "To create this node you will have to be on a normal blob tile and far enough away from any other node."
B << "Check your Blob verbs and hit Create Node to build a node."
spawn(10)
del(G_found)

View File

@@ -86,10 +86,10 @@
emote("deathgasp") //let the world KNOW WE ARE DEAD
//For ninjas exploding when they die.
if( istype(wear_suit, /obj/item/clothing/suit/space/space_ninja) && wear_suit:s_initialized )
/* if( istype(wear_suit, /obj/item/clothing/suit/space/space_ninja) && wear_suit:s_initialized )
src << browse(null, "window=spideros")//Just in case.
var/location = loc
explosion(location, 0, 0, 3, 4)
explosion(location, 0, 0, 3, 4)*/
update_canmove()
if(client) blind.layer = 0

View File

@@ -164,8 +164,8 @@
if(mind.changeling)
stat("Chemical Storage", mind.changeling.chem_charges)
stat("Genetic Damage Time", mind.changeling.geneticdamage)
if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
stat("Energy Charge", round(wear_suit:cell:charge/100))
// if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
// stat("Energy Charge", round(wear_suit:cell:charge/100))
/mob/living/carbon/human/ex_act(severity)
@@ -256,7 +256,7 @@
show_message("\red The blob attacks you!")
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = get_organ(ran_zone(dam_zone))
apply_damage(rand(30,40), BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
return
/mob/living/carbon/human/meteorhit(O as obj)

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@@ -1165,7 +1165,7 @@
else
see_invisible = SEE_INVISIBLE_LIVING
seer = 0
/*
if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
switch(O.mode)
@@ -1186,7 +1186,7 @@
if(3)
sight |= SEE_TURFS
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
*/
if(glasses)
if(istype(glasses, /obj/item/clothing/glasses/meson))
sight |= SEE_TURFS

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@@ -2,8 +2,7 @@
/mob/living/Login()
..()
//Mind updates
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = 1 //indicates that the mind is currently synced with a client
sync_mind()
//Round specific stuff like hud updates
if(ticker && ticker.mode)

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@@ -427,7 +427,7 @@ var/list/ai_list = list()
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] took a swipe at []!</B>", M, src), 1)
return
/*
/mob/living/silicon/ai/attack_hand(mob/living/carbon/M as mob)
if(ishuman(M))//Checks to see if they are ninja
if(istype(M:gloves, /obj/item/clothing/gloves/space_ninja)&&M:gloves:candrain&&!M:gloves:draining)
@@ -437,7 +437,7 @@ var/list/ai_list = list()
M << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
*/
/mob/living/silicon/ai/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")

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@@ -2,6 +2,8 @@
//
// The datum containing all the chunks.
var/const/CHUNK_SIZE = 16 // Only chunk sizes that are to the power of 2. E.g: 2, 4, 8, 16, etc..
var/datum/cameranet/cameranet = new()
/datum/cameranet
@@ -13,16 +15,16 @@ var/datum/cameranet/cameranet = new()
// Checks if a chunk has been Generated in x, y, z.
/datum/cameranet/proc/chunkGenerated(x, y, z)
x &= ~0xf
y &= ~0xf
x &= ~(CHUNK_SIZE - 1)
y &= ~(CHUNK_SIZE - 1)
var/key = "[x],[y],[z]"
return (chunks[key])
// Returns the chunk in the x, y, z.
// If there is no chunk, it creates a new chunk and returns that.
/datum/cameranet/proc/getCameraChunk(x, y, z)
x &= ~0xf
y &= ~0xf
x &= ~(CHUNK_SIZE - 1)
y &= ~(CHUNK_SIZE - 1)
var/key = "[x],[y],[z]"
if(!chunks[key])
chunks[key] = new /datum/camerachunk(null, x, y, z)
@@ -31,18 +33,18 @@ var/datum/cameranet/cameranet = new()
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
/datum/cameranet/proc/visibility(mob/aiEye/ai)
/datum/cameranet/proc/visibility(mob/camera/aiEye/ai)
// 0xf = 15
var/x1 = max(0, ai.x - 16) & ~0xf
var/y1 = max(0, ai.y - 16) & ~0xf
var/x2 = min(world.maxx, ai.x + 16) & ~0xf
var/y2 = min(world.maxy, ai.y + 16) & ~0xf
var/x1 = max(0, ai.x - 16) & ~(CHUNK_SIZE - 1)
var/y1 = max(0, ai.y - 16) & ~(CHUNK_SIZE - 1)
var/x2 = min(world.maxx, ai.x + 16) & ~(CHUNK_SIZE - 1)
var/y2 = min(world.maxy, ai.y + 16) & ~(CHUNK_SIZE - 1)
var/list/visibleChunks = list()
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
visibleChunks += getCameraChunk(x, y, ai.z)
for(var/x = x1; x <= x2; x += CHUNK_SIZE)
for(var/y = y1; y <= y2; y += CHUNK_SIZE)
visibleChunks |= getCameraChunk(x, y, ai.z)
var/list/remove = ai.visibleCameraChunks - visibleChunks
var/list/add = visibleChunks - ai.visibleCameraChunks
@@ -103,15 +105,15 @@ var/datum/cameranet/cameranet = new()
var/turf/T = get_turf(c)
if(T)
var/x1 = max(0, T.x - 8) & ~0xf
var/y1 = max(0, T.y - 8) & ~0xf
var/x2 = min(world.maxx, T.x + 8) & ~0xf
var/y2 = min(world.maxy, T.y + 8) & ~0xf
var/x1 = max(0, T.x - (CHUNK_SIZE / 2)) & ~(CHUNK_SIZE - 1)
var/y1 = max(0, T.y - (CHUNK_SIZE / 2)) & ~(CHUNK_SIZE - 1)
var/x2 = min(world.maxx, T.x + (CHUNK_SIZE / 2)) & ~(CHUNK_SIZE - 1)
var/y2 = min(world.maxy, T.y + (CHUNK_SIZE / 2)) & ~(CHUNK_SIZE - 1)
//world << "X1: [x1] - Y1: [y1] - X2: [x2] - Y2: [y2]"
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
for(var/x = x1; x <= x2; x += CHUNK_SIZE)
for(var/y = y1; y <= y2; y += CHUNK_SIZE)
if(chunkGenerated(x, y, T.z))
var/datum/camerachunk/chunk = getCameraChunk(x, y, T.z)
if(choice == 0)

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@@ -21,7 +21,7 @@
// Add an AI eye to the chunk, then update if changed.
/datum/camerachunk/proc/add(mob/aiEye/ai)
/datum/camerachunk/proc/add(mob/camera/aiEye/ai)
if(!ai.ai)
return
ai.visibleCameraChunks += src
@@ -34,7 +34,7 @@
// Remove an AI eye from the chunk, then update if changed.
/datum/camerachunk/proc/remove(mob/aiEye/ai)
/datum/camerachunk/proc/remove(mob/camera/aiEye/ai)
if(!ai.ai)
return
ai.visibleCameraChunks -= src
@@ -81,11 +81,14 @@
if(!c.can_use())
continue
var/turf/point = locate(src.x + 8, src.y + 8, src.z)
if(get_dist(point, c) > 24)
var/turf/point = locate(src.x + (CHUNK_SIZE / 2), src.y + (CHUNK_SIZE / 2), src.z)
if(get_dist(point, c) > CHUNK_SIZE + (CHUNK_SIZE / 2))
continue
for(var/turf/t in c.can_see())
// Possible optimization: if(turfs[t]) here, rather than &= turfs afterwards.
// List associations use a tree or hashmap of some sort (alongside the list itself)
// so are surprisingly fast. (significantly faster than var/thingy/x in list, in testing)
newVisibleTurfs[t] = t
// Removes turf that isn't in turfs.
@@ -102,7 +105,7 @@
if(t.obscured)
obscured -= t.obscured
for(var/eye in seenby)
var/mob/aiEye/m = eye
var/mob/camera/aiEye/m = eye
if(!m || !m.ai)
continue
if(m.ai.client)
@@ -116,31 +119,31 @@
obscured += t.obscured
for(var/eye in seenby)
var/mob/aiEye/m = eye
var/mob/camera/aiEye/m = eye
if(!m || !m.ai)
seenby -= m
continue
if(m.ai.client)
m.ai.client.images += t.obscured
changed = 0
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/camerachunk/New(loc, x, y, z)
// 0xf = 15
x &= ~0xf
y &= ~0xf
x &= ~(CHUNK_SIZE - 1)
y &= ~(CHUNK_SIZE - 1)
src.x = x
src.y = y
src.z = z
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
for(var/obj/machinery/camera/c in range(CHUNK_SIZE, locate(x + (CHUNK_SIZE / 2), y + (CHUNK_SIZE / 2), z)))
if(c.can_use())
cameras += c
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
for(var/turf/t in block(locate(x, y, z), locate(min(x + CHUNK_SIZE - 1, world.maxx), min(y + CHUNK_SIZE - 1, world.maxy), z)))
turfs[t] = t
for(var/camera in cameras)
@@ -152,6 +155,9 @@
continue
for(var/turf/t in c.can_see())
// Possible optimization: if(turfs[t]) here, rather than &= turfs afterwards.
// List associations use a tree or hashmap of some sort (alongside the list itself)
// so are surprisingly fast. (significantly faster than var/thingy/x in list, in testing)
visibleTurfs[t] = t
// Removes turf that isn't in turfs.

View File

@@ -3,40 +3,16 @@
// An invisible (no icon) mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/aiEye
/mob/camera/aiEye
name = "Inactive AI Eye"
icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
return 0
// Hide popout menu verbs
/mob/aiEye/examine()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/pull()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/point()
set popup_menu = 0
set src = usr.contents
return 0
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/aiEye/proc/setLoc(var/T)
/mob/camera/aiEye/proc/setLoc(var/T)
if(ai)
if(!isturf(ai.loc))
@@ -52,12 +28,15 @@
H.move_hologram()
/mob/camera/aiEye/Move()
return 0
// AI MOVEMENT
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/mob/aiEye/eyeobj = new()
var/mob/camera/aiEye/eyeobj = new()
var/sprint = 10
var/cooldown = 0
var/acceleration = 1

View File

@@ -49,8 +49,7 @@
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
/obj/machinery/door/proc/update_freelok_sight()
// Glass door glass = 1
// don't check then?
if(!glass && cameranet)

View File

@@ -120,26 +120,26 @@ var/datum/paiController/paiController // Global handler for pAI candidates
</style>
"}
dat += "<p class=\"top\">Please configure your pAI personality's options. Remember, what you enter here could determine whether or not the user requesting a personality chooses you!</p>"
dat += "<table>"
dat += "<tr class=\"d0\"><td>Name:</td><td>[candidate.name]</td></tr>"
dat += "<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=name;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>What you plan to call yourself. Suggestions: Any character name you would choose for a station character OR an AI.</td></tr>"
dat += {"<p class=\"top\">Please configure your pAI personality's options. Remember, what you enter here could determine whether or not the user requesting a personality chooses you!</p>
<table>
<tr class=\"d0\"><td>Name:</td><td>[candidate.name]</td></tr>
<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=name;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>What you plan to call yourself. Suggestions: Any character name you would choose for a station character OR an AI.</td></tr>
dat += "<tr class=\"d0\"><td>Description:</td><td>[candidate.description]</td></tr>"
dat += "<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=desc;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>What sort of pAI you typically play; your mannerisms, your quirks, etc. This can be as sparse or as detailed as you like.</td></tr>"
<tr class=\"d0\"><td>Description:</td><td>[candidate.description]</td></tr>
<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=desc;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>What sort of pAI you typically play; your mannerisms, your quirks, etc. This can be as sparse or as detailed as you like.</td></tr>
dat += "<tr class=\"d0\"><td>Preferred Role:</td><td>[candidate.role]</td></tr>"
dat += "<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=role;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>Do you like to partner with sneaky social ninjas? Like to help security hunt down thugs? Enjoy watching an engineer's back while he saves the station yet again? This doesn't have to be limited to just station jobs. Pretty much any general descriptor for what you'd like to be doing works here.</td></tr>"
<tr class=\"d0\"><td>Preferred Role:</td><td>[candidate.role]</td></tr>
<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=role;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>Do you like to partner with sneaky social ninjas? Like to help security hunt down thugs? Enjoy watching an engineer's back while he saves the station yet again? This doesn't have to be limited to just station jobs. Pretty much any general descriptor for what you'd like to be doing works here.</td></tr>
dat += "<tr class=\"d0\"><td>OOC Comments:</td><td>[candidate.comments]</td></tr>"
dat += "<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=ooc;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>Anything you'd like to address specifically to the player reading this in an OOC manner. \"I prefer more serious RP.\", \"I'm still learning the interface!\", etc. Feel free to leave this blank if you want.</td></tr>"
<tr class=\"d0\"><td>OOC Comments:</td><td>[candidate.comments]</td></tr>
<tr class=\"d1\"><td><a href='byond://?src=\ref[src];option=ooc;new=1;candidate=\ref[candidate]'>\[Edit\]</a></td><td>Anything you'd like to address specifically to the player reading this in an OOC manner. \"I prefer more serious RP.\", \"I'm still learning the interface!\", etc. Feel free to leave this blank if you want.</td></tr>
dat += "</table>"
</table>
dat += "<br>"
dat += "<h3><a href='byond://?src=\ref[src];option=submit;new=1;candidate=\ref[candidate]'>Submit Personality</a></h3><br>"
dat += "<a href='byond://?src=\ref[src];option=save;new=1;candidate=\ref[candidate]'>Save Personality</a><br>"
dat += "<a href='byond://?src=\ref[src];option=load;new=1;candidate=\ref[candidate]'>Load Personality</a><br>"
<br>
<h3><a href='byond://?src=\ref[src];option=submit;new=1;candidate=\ref[candidate]'>Submit Personality</a></h3><br>
<a href='byond://?src=\ref[src];option=save;new=1;candidate=\ref[candidate]'>Save Personality</a><br>
<a href='byond://?src=\ref[src];option=load;new=1;candidate=\ref[candidate]'>Load Personality</a><br>"}
M << browse(dat, "window=paiRecruit")
@@ -173,19 +173,19 @@ var/datum/paiController/paiController // Global handler for pAI candidates
background-color: #99CC99; color: black;
}
</style>
"}
dat += "<p class=\"top\">Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.</p>"
dat += "<table>"
<p class=\"top\">Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.</p>
<table>"}
for(var/datum/paiCandidate/c in available)
dat += "<tr class=\"d0\"><td>Name:</td><td>[c.name]</td></tr>"
dat += "<tr class=\"d1\"><td>Description:</td><td>[c.description]</td></tr>"
dat += "<tr class=\"d0\"><td>Preferred Role:</td><td>[c.role]</td></tr>"
dat += "<tr class=\"d1\"><td>OOC Comments:</td><td>[c.comments]</td></tr>"
dat += "<tr class=\"d2\"><td><a href='byond://?src=\ref[src];download=1;candidate=\ref[c];device=\ref[p]'>\[Download [c.name]\]</a></td><td></td></tr>"
dat += {"<tr class=\"d0\"><td>Name:</td><td>[c.name]</td></tr>
<tr class=\"d1\"><td>Description:</td><td>[c.description]</td></tr>
<tr class=\"d0\"><td>Preferred Role:</td><td>[c.role]</td></tr>
<tr class=\"d1\"><td>OOC Comments:</td><td>[c.comments]</td></tr>
<tr class=\"d2\"><td><a href='byond://?src=\ref[src];download=1;candidate=\ref[c];device=\ref[p]'>\[Download [c.name]\]</a></td><td></td></tr>
dat += "</table>"
</table>"}
user << browse(dat, "window=findPai")

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@@ -374,6 +374,9 @@
adjustBruteLoss(60)
updatehealth()
return 1
else
gib()
return 1
return 0
// this function shows information about the malf_ai gameplay type in the status screen
@@ -942,12 +945,12 @@
var/obj/item/broken_device = cell_component.wrapped
user << "You remove \the [broken_device]."
user.put_in_active_hand(broken_device)
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CYBORG",src,user:wear_suit)
return
*/
/mob/living/silicon/robot/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(check_access(null))

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@@ -14,9 +14,9 @@
turns_per_move = 5
see_in_dark = 6
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "pokes the"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "hits"
stop_automated_movement_when_pulled = 0
maxHealth = 60
health = 60
@@ -43,17 +43,21 @@
desc = ""
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "pokes"
response_harm = "hits"
/mob/living/simple_animal/hostile/bear/Move()
..()
if(stat != DEAD)
if(loc && istype(loc,/turf/space))
icon_state = "bear"
else
icon_state = "bearfloor"
/mob/living/simple_animal/hostile/bear/Life()
. =..()
if(!.)
return
if(loc && istype(loc,/turf/space))
icon_state = "bear"
else
icon_state = "bearfloor"
switch(stance)
@@ -61,7 +65,7 @@
stop_automated_movement = 1
stance_step++
if(stance_step >= 10) //rests for 10 ticks
if(target_mob && target_mob in ListTargets(10))
if(target && target in ListTargets())
stance = HOSTILE_STANCE_ATTACK //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
else
stance = HOSTILE_STANCE_IDLE
@@ -69,15 +73,15 @@
if(HOSTILE_STANCE_ALERT)
stop_automated_movement = 1
var/found_mob = 0
if(target_mob && target_mob in ListTargets(10))
if(!(SA_attackable(target_mob)))
if(target && target in ListTargets())
if(!(SA_attackable(target)))
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
stance_step++
found_mob = 1
src.dir = get_dir(src,target_mob) //Keep staring at the mob
src.dir = get_dir(src,target) //Keep staring at the mob
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
var/action = pick( list( "growls at [target]", "stares angrily at [target]", "prepares to attack [target]", "closely watches [target]" ) )
if(action)
emote(action)
if(!found_mob)
@@ -102,18 +106,18 @@
if(stance != HOSTILE_STANCE_ATTACK && stance != HOSTILE_STANCE_ATTACKING)
stance = HOSTILE_STANCE_ALERT
stance_step = 6
target_mob = user
target = user
..()
/mob/living/simple_animal/hostile/bear/attack_hand(mob/living/carbon/human/M as mob)
if(stance != HOSTILE_STANCE_ATTACK && stance != HOSTILE_STANCE_ATTACKING)
stance = HOSTILE_STANCE_ALERT
stance_step = 6
target_mob = M
target = M
..()
/mob/living/simple_animal/hostile/bear/Process_Spacemove(var/check_drift = 0)
return //No drifting in space for space bears!
return 1 //No drifting in space for space bears!
/mob/living/simple_animal/hostile/bear/FindTarget()
. = ..()
@@ -125,22 +129,22 @@
..(5)
/mob/living/simple_animal/hostile/bear/AttackingTarget()
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
emote( pick( list("slashes at [target]", "bites [target]") ) )
var/damage = rand(20,30)
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
return H
else if(isliving(target_mob))
var/mob/living/L = target_mob
else if(isliving(target))
var/mob/living/L = target
L.adjustBruteLoss(damage)
return L
else if(istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
else if(istype(target,/obj/mecha))
var/obj/mecha/M = target
M.attack_animal(src)
return M

View File

@@ -34,7 +34,7 @@
max_n2 = 0
minbodytemp = 0
break_stuff_probability = 2
faction = "carp"

View File

@@ -17,9 +17,9 @@
turns_per_move = 5
see_in_dark = 10
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "pokes the"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "hits"
stop_automated_movement_when_pulled = 0
maxHealth = 200
health = 200
@@ -33,7 +33,6 @@
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
@@ -65,8 +64,8 @@
/mob/living/simple_animal/hostile/giant_spider/AttackingTarget()
..()
if(isliving(target_mob))
var/mob/living/L = target_mob
if(isliving(target))
var/mob/living/L = target
if(L.reagents)
L.reagents.add_reagent("toxin", poison_per_bite)
if(prob(poison_per_bite))
@@ -83,7 +82,7 @@
for(var/turf/T in orange(20, src))
move_targets.Add(T)*/
stop_automated_movement = 1
walk_to(src, pick(orange(20, src)), 1, move_to_delay)
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
@@ -105,10 +104,10 @@
if(!busy && prob(30))
//first, check for potential food nearby to cocoon
for(var/mob/living/C in can_see)
if(C.stat)
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
walk_to(src, C, 1, move_to_delay)
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
@@ -150,7 +149,7 @@
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
walk_to(src, O, 1, move_to_delay)
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)

View File

@@ -1,27 +1,23 @@
/mob/living/simple_animal/hostile
faction = "hostile"
var/stance = HOSTILE_STANCE_IDLE //Used to determine behavior
var/mob/living/target_mob
var/target
var/attack_same = 0
var/ranged = 0
var/rapid = 0
var/projectiletype
var/projectilesound
var/casingtype
var/move_to_delay = 4 //delay for the automated movement.
var/move_to_delay = 2 //delay for the automated movement.
var/list/friends = list()
var/break_stuff_probability = 10
var/vision_range = 10
stop_automated_movement_when_pulled = 0
var/destroy_surroundings = 1
/mob/living/simple_animal/hostile/proc/FindTarget()
var/atom/T = null
stop_automated_movement = 0
for(var/atom/A in ListTargets(10))
if(A == src)
continue
for(var/atom/A in ListTargets())
var/atom/F = Found(A)
if(F)
@@ -36,72 +32,68 @@
continue
else
if(!L.stat)
stance = HOSTILE_STANCE_ATTACK
T = L
break
else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
var/obj/mecha/M = A
if (M.occupant)
stance = HOSTILE_STANCE_ATTACK
T = M
break
if(istype(A, /obj/machinery/bot))
var/obj/machinery/bot/B = A
if (B.health > 0)
stance = HOSTILE_STANCE_ATTACK
T = B
break
return T
/mob/living/simple_animal/hostile/proc/GiveTarget(var/new_target)
target = new_target
stance = HOSTILE_STANCE_ATTACK
return
/mob/living/simple_animal/hostile/proc/Goto(var/target, var/delay)
walk_to(src, target, 1, delay)
/mob/living/simple_animal/hostile/proc/Found(var/atom/A)
return
/mob/living/simple_animal/hostile/proc/MoveToTarget()
stop_automated_movement = 1
if(!target_mob || SA_attackable(target_mob))
stance = HOSTILE_STANCE_IDLE
if(target_mob in ListTargets(10))
if(!target || SA_attackable(target))
LoseTarget()
if(target in ListTargets())
if(ranged)
if(get_dist(src, target_mob) <= 6)
OpenFire(target_mob)
if(get_dist(src, target) <= 6)
OpenFire(target)
else
walk_to(src, target_mob, 1, move_to_delay)
Goto(target, move_to_delay)
else
stance = HOSTILE_STANCE_ATTACKING
walk_to(src, target_mob, 1, move_to_delay)
Goto(target, move_to_delay)
/mob/living/simple_animal/hostile/proc/AttackTarget()
stop_automated_movement = 1
if(!target_mob || SA_attackable(target_mob))
if(!target || SA_attackable(target))
LoseTarget()
return 0
if(!(target_mob in ListTargets(10)))
if(!(target in ListTargets()))
LostTarget()
return 0
if(get_dist(src, target_mob) <= 1) //Attacking
if(get_dist(src, target) <= 1) //Attacking
AttackingTarget()
return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget()
if(isliving(target_mob))
var/mob/living/L = target_mob
if(isliving(target))
var/mob/living/L = target
L.attack_animal(src)
return L
if(istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
if(istype(target,/obj/mecha))
var/obj/mecha/M = target
M.attack_animal(src)
return M
if(istype(target_mob,/obj/machinery/bot))
var/obj/machinery/bot/B = target_mob
B.attack_animal(src)
/mob/living/simple_animal/hostile/proc/LoseTarget()
stance = HOSTILE_STANCE_IDLE
target_mob = null
target = null
walk(src, 0)
/mob/living/simple_animal/hostile/proc/LostTarget()
@@ -109,9 +101,17 @@
walk(src, 0)
/mob/living/simple_animal/hostile/proc/ListTargets(var/dist = 7)
var/list/L = hearers(src, dist)
L += mechas_list
/mob/living/simple_animal/hostile/proc/ListTargets(var/override = -1)
// Allows you to override how much the mob can see. Defaults to vision_range if none is entered.
if(override == -1)
override = vision_range
var/list/L = hearers(src, override)
for(var/obj/mecha/M in mechas_list)
// Will check the distance before checking the line of sight, if the distance is small enough.
if(get_dist(M, src) <= override && can_see(src, M, override))
L += M
return L
/mob/living/simple_animal/hostile/Die()
@@ -130,20 +130,19 @@
if(!stat)
switch(stance)
if(HOSTILE_STANCE_IDLE)
target_mob = FindTarget()
var/new_target = FindTarget()
GiveTarget(new_target)
if(HOSTILE_STANCE_ATTACK)
if(destroy_surroundings)
DestroySurroundings()
MoveToTarget()
if(HOSTILE_STANCE_ATTACKING)
if(destroy_surroundings)
DestroySurroundings()
AttackTarget()
/mob/living/simple_animal/hostile/proc/OpenFire(target_mob)
var/target = target_mob
/mob/living/simple_animal/hostile/proc/OpenFire(var/the_target)
var/target = the_target
visible_message("\red <b>[src]</b> fires at [target]!", 1)
var/tturf = get_turf(target)
@@ -166,7 +165,7 @@
new casingtype
stance = HOSTILE_STANCE_IDLE
target_mob = null
target = null
return
@@ -189,7 +188,6 @@
return
/mob/living/simple_animal/hostile/proc/DestroySurroundings()
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))

View File

@@ -22,7 +22,6 @@
speed = 8
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

View File

@@ -24,9 +24,9 @@
var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/response_help = "pokes"
var/response_disarm = "shoves"
var/response_harm = "hits"
var/harm_intent_damage = 3
//Temperature effect
@@ -96,7 +96,7 @@
AdjustParalysis(-1)
//Movement
if(!client && !stop_automated_movement && wander && !anchored)
if(!client && !stop_automated_movement && wander)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
@@ -217,6 +217,11 @@
new meat_type(src.loc)
..()
/mob/living/simple_animal/blob_act()
adjustBruteLoss(20)
return
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
@@ -224,10 +229,14 @@
return "[emote], \"[text]\""
return "says, \"[text]\"";
/mob/living/simple_animal/emote(var/act, var/type, var/desc)
/mob/living/simple_animal/emote(var/act)
if(stat)
return
if(act)
if(act == "scream") act = "whimper" //ugly hack to stop animals screaming when crushed :P
..(act, type, desc)
if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act].")
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
@@ -236,7 +245,7 @@
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
O.show_message("\red <B>\The [M]</B> [M.attacktext] [src]!", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [M.name] ([M.ckey])</font>")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
@@ -256,15 +265,15 @@
if (health > 0)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_help] [src]")
O.show_message("\blue [M] [response_help] [src].")
if("grab")
if (M == src)
if (M == src || anchored)
return
if (!(status_flags & CANPUSH))
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
M.put_in_active_hand(G)
@@ -277,11 +286,11 @@
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if("hurt", "disarm")
if("harm", "disarm")
adjustBruteLoss(harm_intent_damage)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\red [M] [response_harm] [src]")
O.show_message("\red [M] [response_harm] [src]!")
return
@@ -295,12 +304,12 @@
if ((O.client && !( O.blinded )))
O.show_message(text("\blue [M] caresses [src] with its scythe like arm."), 1)
if ("grab")
if(M == src)
if(M == src || anchored)
return
if(!(status_flags & CANPUSH))
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
M.put_in_active_hand(G)
@@ -313,7 +322,7 @@
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if("hurt", "disarm")
if("harm", "disarm")
var/damage = rand(15, 30)
visible_message("\red <B>[M] has slashed at [src]!</B>")
adjustBruteLoss(damage)
@@ -344,7 +353,7 @@
if(M.Victim) return // can't attack while eating!
visible_message("\red <B>The [M.name] glomps [src]!</B>")
visible_message("\red <B>[M.name] glomps [src]!</B>")
var/damage = rand(1, 3)
@@ -366,22 +375,32 @@
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
if(MED.heal_brute >= 1)
adjustBruteLoss(-MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
M.show_message("\blue [user] applies [MED] on [src]")
return
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
user << "\blue [MED] won't help at all."
return
else
user << "\blue [src] is at full health."
return
else
user << "\blue [src] is dead, medical items won't bring it back to life."
return
else if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
if(istype(O, /obj/item/weapon/kitchenknife) || istype(O, /obj/item/weapon/butch))
new meat_type (get_turf(src))
if(prob(95))
del(src)
return
gib()
return
else
if(O.force)
var/damage = O.force
@@ -390,12 +409,12 @@
adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
M.show_message("\red \b "+"[src] has been attacked with [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
M.show_message("\red [user] gently taps [src] with [O]. ")
@@ -438,26 +457,16 @@
/mob/living/simple_animal/adjustBruteLoss(damage)
health = Clamp(health - damage, 0, maxHealth)
if(health < 1)
Die()
/mob/living/simple_animal/proc/SA_attackable(target_mob)
if (isliving(target_mob))
var/mob/living/L = target_mob
if(!L.stat && L.health >= 0)
return (0)
if (istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
/mob/living/simple_animal/proc/SA_attackable(target)
if (isliving(target))
var/mob/living/L = target
if(!L.stat)
return 0
if (istype(target,/obj/mecha))
var/obj/mecha/M = target
if (M.occupant)
return (0)
if (istype(target_mob,/obj/machinery/bot))
var/obj/machinery/bot/B = target_mob
if(B.health > 0)
return (0)
return (1)
//Call when target overlay should be added/removed
/mob/living/simple_animal/update_targeted()
if(!targeted_by && target_locked)
del(target_locked)
overlays = null
if (targeted_by && target_locked)
overlays += target_locked
return 0
return 1

View File

@@ -160,6 +160,7 @@
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/move_on_shuttle = 1 // Can move on the shuttle.
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.

View File

@@ -115,6 +115,11 @@ proc/isobserver(A)
return 1
return 0
proc/isovermind(A)
if(istype(A, /mob/camera/blob))
return 1
return 0
proc/isorgan(A)
if(istype(A, /datum/organ/external))
return 1

View File

@@ -226,12 +226,14 @@
if(mob.control_object) Move_object(direct)
if(isobserver(mob)) return mob.Move(n,direct)
if(world.time < move_delay) return
if(isAI(mob)) return AIMove(n,direct,mob)
if(!isliving(mob)) return mob.Move(n,direct)
if(moving) return 0
if(world.time < move_delay) return
if(!mob) return
if(locate(/obj/effect/stop/, mob.loc))
@@ -241,7 +243,6 @@
if(mob.stat==2) return
if(isAI(mob)) return AIMove(n,direct,mob)
if(mob.monkeyizing) return//This is sota the goto stop mobs from moving var

View File

@@ -467,11 +467,12 @@
return
if(stat & (BROKEN|MAINT))
return
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
return
*/
// do APC interaction
user.set_machine(src)
src.interact(user)

View File

@@ -68,11 +68,12 @@
return powernet
/obj/structure/cable/attack_hand(mob/user)
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("WIRE",src,user:wear_suit)
return
*/
/obj/structure/cable/attackby(obj/item/W, mob/user)
var/turf/T = src.loc

View File

@@ -62,11 +62,12 @@
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit)
return
*/
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
@@ -147,8 +148,7 @@
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()
ex_act(1)
/obj/item/weapon/cell/proc/get_electrocute_damage()
switch (charge)

View File

@@ -168,11 +168,12 @@
/obj/machinery/power/smes/attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("SMES",src,user:wear_suit)
return
*/
interact(user)

View File

@@ -418,24 +418,24 @@
else
dat += "Add to buffer:<BR>"
for(var/datum/reagent/G in R.reagent_list)
dat += "[G.name] , [G.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[G.description];name=[G.name]'>(Analyze)</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=1'>(1)</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=5'>(5)</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=10'>(10)</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=[G.volume]'>(All)</A> "
dat += "<A href='?src=\ref[src];addcustom=[G.id]'>(Custom)</A><BR>"
dat += {"[G.name] , [G.volume] Units -
<A href='?src=\ref[src];analyze=1;desc=[G.description];name=[G.name]'>(Analyze)</A>
<A href='?src=\ref[src];add=[G.id];amount=1'>(1)</A>
<A href='?src=\ref[src];add=[G.id];amount=5'>(5)</A>
<A href='?src=\ref[src];add=[G.id];amount=10'>(10)</A>
<A href='?src=\ref[src];add=[G.id];amount=[G.volume]'>(All)</A>
<A href='?src=\ref[src];addcustom=[G.id]'>(Custom)</A><BR>"}
dat += "<HR>Transfer to <A href='?src=\ref[src];toggle=1'>[(!mode ? "disposal" : "beaker")]:</A><BR>"
if(reagents.total_volume)
for(var/datum/reagent/N in reagents.reagent_list)
dat += "[N.name] , [N.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[N.description];name=[N.name]'>(Analyze)</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=1'>(1)</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=5'>(5)</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=10'>(10)</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=[N.volume]'>(All)</A> "
dat += "<A href='?src=\ref[src];removecustom=[N.id]'>(Custom)</A><BR>"
dat += {"[N.name] , [N.volume] Units -
<A href='?src=\ref[src];analyze=1;desc=[N.description];name=[N.name]'>(Analyze)</A>
<A href='?src=\ref[src];remove=[N.id];amount=1'>(1)</A>
<A href='?src=\ref[src];remove=[N.id];amount=5'>(5)</A>
<A href='?src=\ref[src];remove=[N.id];amount=10'>(10)</A>
<A href='?src=\ref[src];remove=[N.id];amount=[N.volume]'>(All)</A>
<A href='?src=\ref[src];removecustom=[N.id]'>(Custom)</A><BR>"}
else
dat += "Empty<BR>"
if(!condi)
@@ -661,11 +661,11 @@
if(!D)
CRASH("We weren't able to get the advance disease from the archive.")
dat += "<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[disease_creation]'>Create virus culture bottle</A>":"none"]<BR>"
dat += "<b>Common name:</b> [(D.name||"none")]<BR>"
dat += "<b>Description: </b> [(D.desc||"none")]<BR>"
dat += "<b>Spread:</b> [(D.spread||"none")]<BR>"
dat += "<b>Possible cure:</b> [(D.cure||"none")]<BR><BR>"
dat += {"<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[disease_creation]'>Create virus culture bottle</A>":"none"]<BR>
<b>Common name:</b> [(D.name||"none")]<BR>
<b>Description: </b> [(D.desc||"none")]<BR>
<b>Spread:</b> [(D.spread||"none")]<BR>
<b>Possible cure:</b> [(D.cure||"none")]<BR><BR>"}
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = D

View File

@@ -114,8 +114,8 @@
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
// else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
// return
else if(istype(target, /obj/machinery/bunsen_burner))
return

View File

@@ -549,12 +549,12 @@ won't update every console in existence) but it's more of a hassle to do. Also,
/obj/machinery/computer/rdconsole/attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
return
*/
user.set_machine(src)
var/dat = ""
files.RefreshResearch()

View File

@@ -81,10 +81,6 @@ proc/move_research_shuttle()
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
//if(ticker.mode.name == "blob")
// if(ticker.mode:declared)
// usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
// return
if (!research_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."

View File

@@ -154,9 +154,11 @@
return
if (shocked)
shock(user,50)
/*
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit)
*/
return

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