Merge branch 'bleeding-edge-freeze' of github.com:Baystation12/Baystation12 into feature
@@ -6,230 +6,15 @@
|
||||
// BEGIN_FILE_DIR
|
||||
#define FILE_DIR .
|
||||
#define FILE_DIR "code"
|
||||
#define FILE_DIR "code/__HELPERS"
|
||||
#define FILE_DIR "code/ATMOSPHERICS"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
|
||||
#define FILE_DIR "code/controllers"
|
||||
#define FILE_DIR "code/datums"
|
||||
#define FILE_DIR "code/datums/diseases"
|
||||
#define FILE_DIR "code/datums/diseases/advance"
|
||||
#define FILE_DIR "code/datums/diseases/advance/symptoms"
|
||||
#define FILE_DIR "code/datums/helper_datums"
|
||||
#define FILE_DIR "code/datums/organs"
|
||||
#define FILE_DIR "code/datums/spells"
|
||||
#define FILE_DIR "code/defines"
|
||||
#define FILE_DIR "code/defines/obj"
|
||||
#define FILE_DIR "code/defines/procs"
|
||||
#define FILE_DIR "code/FEA"
|
||||
#define FILE_DIR "code/game"
|
||||
#define FILE_DIR "code/game/area"
|
||||
#define FILE_DIR "code/game/gamemodes"
|
||||
#define FILE_DIR "code/game/gamemodes/autotraitor"
|
||||
#define FILE_DIR "code/game/gamemodes/blob"
|
||||
#define FILE_DIR "code/game/gamemodes/blob/blobs"
|
||||
#define FILE_DIR "code/game/gamemodes/changeling"
|
||||
#define FILE_DIR "code/game/gamemodes/cult"
|
||||
#define FILE_DIR "code/game/gamemodes/epidemic"
|
||||
#define FILE_DIR "code/game/gamemodes/events"
|
||||
#define FILE_DIR "code/game/gamemodes/events/holidays"
|
||||
#define FILE_DIR "code/game/gamemodes/extended"
|
||||
#define FILE_DIR "code/game/gamemodes/malfunction"
|
||||
#define FILE_DIR "code/game/gamemodes/meme"
|
||||
#define FILE_DIR "code/game/gamemodes/meteor"
|
||||
#define FILE_DIR "code/game/gamemodes/nuclear"
|
||||
#define FILE_DIR "code/game/gamemodes/revolution"
|
||||
#define FILE_DIR "code/game/gamemodes/sandbox"
|
||||
#define FILE_DIR "code/game/gamemodes/traitor"
|
||||
#define FILE_DIR "code/game/gamemodes/wizard"
|
||||
#define FILE_DIR "code/game/jobs"
|
||||
#define FILE_DIR "code/game/jobs/job"
|
||||
#define FILE_DIR "code/game/machinery"
|
||||
#define FILE_DIR "code/game/machinery/atmoalter"
|
||||
#define FILE_DIR "code/game/machinery/bots"
|
||||
#define FILE_DIR "code/game/machinery/camera"
|
||||
#define FILE_DIR "code/game/machinery/computer"
|
||||
#define FILE_DIR "code/game/machinery/doors"
|
||||
#define FILE_DIR "code/game/machinery/embedded_controller"
|
||||
#define FILE_DIR "code/game/machinery/kitchen"
|
||||
#define FILE_DIR "code/game/machinery/pipe"
|
||||
#define FILE_DIR "code/game/machinery/telecomms"
|
||||
#define FILE_DIR "code/game/magic"
|
||||
#define FILE_DIR "code/game/mecha"
|
||||
#define FILE_DIR "code/game/mecha/combat"
|
||||
#define FILE_DIR "code/game/mecha/equipment"
|
||||
#define FILE_DIR "code/game/mecha/equipment/tools"
|
||||
#define FILE_DIR "code/game/mecha/equipment/weapons"
|
||||
#define FILE_DIR "code/game/mecha/medical"
|
||||
#define FILE_DIR "code/game/mecha/working"
|
||||
#define FILE_DIR "code/game/objects"
|
||||
#define FILE_DIR "code/game/objects/closets"
|
||||
#define FILE_DIR "code/game/objects/closets/secure"
|
||||
#define FILE_DIR "code/game/objects/effects"
|
||||
#define FILE_DIR "code/game/objects/effects/decals"
|
||||
#define FILE_DIR "code/game/objects/effects/decals/Cleanable"
|
||||
#define FILE_DIR "code/game/objects/effects/spawners"
|
||||
#define FILE_DIR "code/game/objects/items"
|
||||
#define FILE_DIR "code/game/objects/items/devices"
|
||||
#define FILE_DIR "code/game/objects/items/devices/PDA"
|
||||
#define FILE_DIR "code/game/objects/items/devices/radio"
|
||||
#define FILE_DIR "code/game/objects/items/robot"
|
||||
#define FILE_DIR "code/game/objects/items/stacks"
|
||||
#define FILE_DIR "code/game/objects/items/stacks/sheets"
|
||||
#define FILE_DIR "code/game/objects/items/stacks/tiles"
|
||||
#define FILE_DIR "code/game/objects/items/weapons"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/grenades"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/implants"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/melee"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/storage"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/tanks"
|
||||
#define FILE_DIR "code/game/objects/storage"
|
||||
#define FILE_DIR "code/game/objects/structures"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
|
||||
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
|
||||
#define FILE_DIR "code/game/structure"
|
||||
#define FILE_DIR "code/game/turfs"
|
||||
#define FILE_DIR "code/game/turfs/simulated"
|
||||
#define FILE_DIR "code/game/turfs/space"
|
||||
#define FILE_DIR "code/game/turfs/unsimulated"
|
||||
#define FILE_DIR "code/game/vehicles"
|
||||
#define FILE_DIR "code/game/verbs"
|
||||
#define FILE_DIR "code/js"
|
||||
#define FILE_DIR "code/modules"
|
||||
#define FILE_DIR "code/modules/admin"
|
||||
#define FILE_DIR "code/modules/admin/DB ban"
|
||||
#define FILE_DIR "code/modules/admin/permissionverbs"
|
||||
#define FILE_DIR "code/modules/admin/verbs"
|
||||
#define FILE_DIR "code/modules/assembly"
|
||||
#define FILE_DIR "code/modules/awaymissions"
|
||||
#define FILE_DIR "code/modules/awaymissions/maploader"
|
||||
#define FILE_DIR "code/modules/client"
|
||||
#define FILE_DIR "code/modules/clothing"
|
||||
#define FILE_DIR "code/modules/clothing/glasses"
|
||||
#define FILE_DIR "code/modules/clothing/gloves"
|
||||
#define FILE_DIR "code/modules/clothing/head"
|
||||
#define FILE_DIR "code/modules/clothing/masks"
|
||||
#define FILE_DIR "code/modules/clothing/shoes"
|
||||
#define FILE_DIR "code/modules/clothing/spacesuits"
|
||||
#define FILE_DIR "code/modules/clothing/suits"
|
||||
#define FILE_DIR "code/modules/clothing/under"
|
||||
#define FILE_DIR "code/modules/clothing/under/jobs"
|
||||
#define FILE_DIR "code/modules/customitems"
|
||||
#define FILE_DIR "code/modules/destilery"
|
||||
#define FILE_DIR "code/modules/DetectiveWork"
|
||||
#define FILE_DIR "code/modules/events"
|
||||
#define FILE_DIR "code/modules/flufftext"
|
||||
#define FILE_DIR "code/modules/food"
|
||||
#define FILE_DIR "code/modules/genetics"
|
||||
#define FILE_DIR "code/modules/icon generation"
|
||||
#define FILE_DIR "code/modules/library"
|
||||
#define FILE_DIR "code/modules/liquid"
|
||||
#define FILE_DIR "code/modules/maps"
|
||||
#define FILE_DIR "code/modules/mining"
|
||||
#define FILE_DIR "code/modules/mob"
|
||||
#define FILE_DIR "code/modules/mob/dead"
|
||||
#define FILE_DIR "code/modules/mob/dead/observer"
|
||||
#define FILE_DIR "code/modules/mob/living"
|
||||
#define FILE_DIR "code/modules/mob/living/blob"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/brain"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/human"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/ai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/pai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/robot"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal/friendly"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal/hostile"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal/hostile/retaliate"
|
||||
#define FILE_DIR "code/modules/mob/new_player"
|
||||
#define FILE_DIR "code/modules/paperwork"
|
||||
#define FILE_DIR "code/modules/power"
|
||||
#define FILE_DIR "code/modules/power/antimatter"
|
||||
#define FILE_DIR "code/modules/power/singularity"
|
||||
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
|
||||
#define FILE_DIR "code/modules/projectiles"
|
||||
#define FILE_DIR "code/modules/projectiles/ammunition"
|
||||
#define FILE_DIR "code/modules/projectiles/guns"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/energy"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/projectile"
|
||||
#define FILE_DIR "code/modules/projectiles/projectile"
|
||||
#define FILE_DIR "code/modules/reagents"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
|
||||
#define FILE_DIR "code/modules/recycling"
|
||||
#define FILE_DIR "code/modules/research"
|
||||
#define FILE_DIR "code/modules/research/xenoarchaeology"
|
||||
#define FILE_DIR "code/modules/scripting"
|
||||
#define FILE_DIR "code/modules/scripting/AST"
|
||||
#define FILE_DIR "code/modules/scripting/AST/Operators"
|
||||
#define FILE_DIR "code/modules/scripting/Implementations"
|
||||
#define FILE_DIR "code/modules/scripting/Interpreter"
|
||||
#define FILE_DIR "code/modules/scripting/Parser"
|
||||
#define FILE_DIR "code/modules/scripting/Scanner"
|
||||
#define FILE_DIR "code/modules/security levels"
|
||||
#define FILE_DIR "code/modules/surgery"
|
||||
#define FILE_DIR "code/TriDimension"
|
||||
#define FILE_DIR "code/unused"
|
||||
#define FILE_DIR "code/unused/beast"
|
||||
#define FILE_DIR "code/unused/computer2"
|
||||
#define FILE_DIR "code/unused/disease2"
|
||||
#define FILE_DIR "code/unused/gamemodes"
|
||||
#define FILE_DIR "code/unused/hivebot"
|
||||
#define FILE_DIR "code/unused/mining"
|
||||
#define FILE_DIR "code/unused/optics"
|
||||
#define FILE_DIR "code/unused/pda2"
|
||||
#define FILE_DIR "code/unused/powerarmor"
|
||||
#define FILE_DIR "code/unused/spacecraft"
|
||||
#define FILE_DIR "code/WorkInProgress"
|
||||
#define FILE_DIR "code/WorkInProgress/AI_Visibility"
|
||||
#define FILE_DIR "code/WorkInProgress/animusstation"
|
||||
#define FILE_DIR "code/WorkInProgress/Apples"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Economy"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jungle"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
|
||||
#define FILE_DIR "code/WorkInProgress/carn"
|
||||
#define FILE_DIR "code/WorkInProgress/Chinsky"
|
||||
#define FILE_DIR "code/WorkInProgress/Cib"
|
||||
#define FILE_DIR "code/WorkInProgress/Cib/amorph"
|
||||
#define FILE_DIR "code/WorkInProgress/Mini"
|
||||
#define FILE_DIR "code/WorkInProgress/Mloc"
|
||||
#define FILE_DIR "code/WorkInProgress/organs"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported/Abi79"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported/Bureaucracy"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported/Spawners"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn/Department Sec"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn/Softcurity"
|
||||
#define FILE_DIR "code/WorkInProgress/SkyMarshal"
|
||||
#define FILE_DIR "code/WorkInProgress/Susan"
|
||||
#define FILE_DIR "code/WorkInProgress/Tastyfish"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2/Disease2"
|
||||
#define FILE_DIR "code/WorkInProgress/Wrongnumber"
|
||||
#define FILE_DIR "code/ZAS"
|
||||
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
|
||||
#define FILE_DIR "html"
|
||||
#define FILE_DIR "icons"
|
||||
#define FILE_DIR "icons/48x48"
|
||||
@@ -251,9 +36,6 @@
|
||||
#define FILE_DIR "icons/Testing"
|
||||
#define FILE_DIR "icons/turf"
|
||||
#define FILE_DIR "icons/vending_icons"
|
||||
#define FILE_DIR "interface"
|
||||
#define FILE_DIR "maps"
|
||||
#define FILE_DIR "maps/RandomZLevels"
|
||||
#define FILE_DIR "sound"
|
||||
#define FILE_DIR "sound/AI"
|
||||
#define FILE_DIR "sound/ambience"
|
||||
@@ -270,8 +52,6 @@
|
||||
#define FILE_DIR "sound/violin"
|
||||
#define FILE_DIR "sound/voice"
|
||||
#define FILE_DIR "sound/weapons"
|
||||
#define FILE_DIR "tools"
|
||||
#define FILE_DIR "tools/Redirector"
|
||||
// END_FILE_DIR
|
||||
// BEGIN_PREFERENCES
|
||||
#define DEBUG
|
||||
@@ -902,6 +682,7 @@
|
||||
#include "code\modules\admin\verbs\adminsay.dm"
|
||||
#include "code\modules\admin\verbs\atmosdebug.dm"
|
||||
#include "code\modules\admin\verbs\BrokenInhands.dm"
|
||||
#include "code\modules\admin\verbs\check_customitem_activity.dm"
|
||||
#include "code\modules\admin\verbs\cinematic.dm"
|
||||
#include "code\modules\admin\verbs\custom_event.dm"
|
||||
#include "code\modules\admin\verbs\deadsay.dm"
|
||||
@@ -1218,6 +999,7 @@
|
||||
#include "code\modules\mob\living\simple_animal\friendly\mouse.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\mushroom.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\slime.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\spiderbot.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\tomato.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\alien.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\bear.dm"
|
||||
@@ -1456,6 +1238,7 @@
|
||||
#include "code\WorkInProgress\Ported\policetape.dm"
|
||||
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
|
||||
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
|
||||
#include "code\WorkInProgress\Uristqwerty\transit_tubes.dm"
|
||||
#include "code\WorkInProgress\virus2\analyser.dm"
|
||||
#include "code\WorkInProgress\virus2\antibodies.dm"
|
||||
#include "code\WorkInProgress\virus2\base.dm"
|
||||
|
||||
|
After Width: | Height: | Size: 12 KiB |
|
After Width: | Height: | Size: 1.5 KiB |
|
After Width: | Height: | Size: 7.0 KiB |
@@ -0,0 +1,405 @@
|
||||
|
||||
// Basic transit tubes. Straight pieces, curved sections,
|
||||
// and basic splits/joins (no routing logic).
|
||||
// Mappers: you can use "Generate Instances from Icon-states"
|
||||
// to get the different pieces.
|
||||
/obj/structure/transit_tube
|
||||
icon = 'transit_tube.dmi'
|
||||
icon_state = "E-W"
|
||||
density = 1
|
||||
layer = 3.1
|
||||
anchored = 1.0
|
||||
var/list/tube_dirs = null
|
||||
var/exit_delay = 2
|
||||
var/enter_delay = 1
|
||||
|
||||
|
||||
// A place where tube pods stop, and people can get in or out.
|
||||
// Mappers: use "Generate Instances from Directions" for this
|
||||
// one.
|
||||
/obj/structure/transit_tube/station
|
||||
icon = 'transit_tube_station.dmi'
|
||||
icon_state = "closed"
|
||||
exit_delay = 2
|
||||
enter_delay = 3
|
||||
var/pod_moving = 0
|
||||
var/automatic_launch_time = 100
|
||||
|
||||
var/const/OPEN_DURATION = 6
|
||||
var/const/CLOSE_DURATION = 6
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod
|
||||
icon = 'transit_tube_pod.dmi'
|
||||
icon_state = "pod"
|
||||
animate_movement = FORWARD_STEPS
|
||||
var/moving = 0
|
||||
var/datum/gas_mixture/air_contents
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/New(loc)
|
||||
..(loc)
|
||||
|
||||
spawn(automatic_launch_time)
|
||||
launch_pod()
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
|
||||
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
AM.loc = pod
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
|
||||
if(!pod_moving)
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
if(icon_state == "closed")
|
||||
open_animation()
|
||||
|
||||
else if(icon_state == "open")
|
||||
close_animation()
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/open_animation()
|
||||
if(icon_state == "closed")
|
||||
icon_state = "opening"
|
||||
spawn(OPEN_DURATION)
|
||||
if(icon_state == "opening")
|
||||
icon_state = "open"
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/close_animation()
|
||||
if(icon_state == "open")
|
||||
icon_state = "closing"
|
||||
spawn(CLOSE_DURATION)
|
||||
if(icon_state == "closing")
|
||||
icon_state = "closed"
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/launch_pod()
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
spawn(5)
|
||||
pod_moving = 1
|
||||
close_animation()
|
||||
sleep(CLOSE_DURATION + 2)
|
||||
if(icon_state == "closed" && pod)
|
||||
pod.follow_tube()
|
||||
|
||||
pod_moving = 0
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
|
||||
pod_moving = 1
|
||||
spawn(5)
|
||||
open_animation()
|
||||
sleep(OPEN_DURATION + 2)
|
||||
pod_moving = 0
|
||||
pod.mix_air()
|
||||
|
||||
if(automatic_launch_time)
|
||||
var/const/wait_step = 5
|
||||
var/i = 0
|
||||
while(i < automatic_launch_time)
|
||||
sleep(wait_step)
|
||||
i += wait_step
|
||||
|
||||
if(pod_moving || icon_state != "open")
|
||||
return
|
||||
|
||||
launch_pod()
|
||||
|
||||
|
||||
|
||||
// Returns a /list of directions this tube section can
|
||||
// connect to.
|
||||
/obj/structure/transit_tube/proc/directions()
|
||||
return tube_dirs
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/has_entrance(from_dir)
|
||||
from_dir = turn(from_dir, 180)
|
||||
|
||||
for(var/direction in directions())
|
||||
if(direction == from_dir)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/has_exit(in_dir)
|
||||
for(var/direction in directions())
|
||||
if(direction == in_dir)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
// Searches for an exit direction within 45 degrees of the
|
||||
// specified dir. Returns that direction, or 0 if none match.
|
||||
/obj/structure/transit_tube/proc/get_exit(in_dir)
|
||||
var/near_dir = 0
|
||||
var/in_dir_cw = turn(in_dir, -45)
|
||||
var/in_dir_ccw = turn(in_dir, 45)
|
||||
|
||||
for(var/direction in directions())
|
||||
if(direction == in_dir)
|
||||
return direction
|
||||
|
||||
else if(direction == in_dir_cw)
|
||||
near_dir = direction
|
||||
|
||||
else if(direction == in_dir_ccw)
|
||||
near_dir = direction
|
||||
|
||||
return near_dir
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
|
||||
return exit_delay
|
||||
|
||||
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
|
||||
return enter_delay
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod/proc/follow_tube()
|
||||
if(moving)
|
||||
return
|
||||
|
||||
moving = 1
|
||||
|
||||
spawn()
|
||||
var/obj/structure/transit_tube/current_tube = null
|
||||
var/next_dir
|
||||
var/next_loc
|
||||
|
||||
for(var/obj/structure/transit_tube/tube in loc)
|
||||
if(tube.has_exit(dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
while(current_tube)
|
||||
next_dir = current_tube.get_exit(dir)
|
||||
|
||||
if(!next_dir)
|
||||
break
|
||||
|
||||
sleep(current_tube.exit_delay(src, dir))
|
||||
next_loc = get_step(loc, next_dir)
|
||||
|
||||
current_tube = null
|
||||
for(var/obj/structure/transit_tube/tube in next_loc)
|
||||
if(tube.has_entrance(next_dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
if(current_tube == null)
|
||||
dir = next_dir
|
||||
step(src, dir)
|
||||
break
|
||||
|
||||
sleep(current_tube.enter_delay(src, next_dir))
|
||||
dir = next_dir
|
||||
loc = next_loc
|
||||
|
||||
if(current_tube && current_tube.should_stop_pod(src, next_dir))
|
||||
current_tube.pod_stopped(src, dir)
|
||||
break
|
||||
|
||||
moving = 0
|
||||
|
||||
|
||||
|
||||
// HUGE HACK: Because the pod isn't a mecha, travelling through tubes over space
|
||||
// won't protect people from space.
|
||||
// This avoids editing an additional file, so that adding
|
||||
// tubes to a SS13 codebase is a simple as dropping this code file and the
|
||||
// required icon files somewhere where BYOND can find them.
|
||||
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
|
||||
if(!istype(loc, /obj/structure/transit_tube_pod))
|
||||
return ..(environment)
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod/return_air()
|
||||
var/datum/gas_mixture/GM = new()
|
||||
GM.oxygen = MOLES_O2STANDARD * 2
|
||||
GM.nitrogen = MOLES_N2STANDARD
|
||||
GM.temperature = T20C
|
||||
return GM
|
||||
|
||||
// For now, copying what I found in an unused FEA file (and almost identical in a
|
||||
// used ZAS file). Means that assume_air and remove_air don't actually alter the
|
||||
// air contents.
|
||||
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
|
||||
return 0
|
||||
|
||||
/obj/structure/transit_tube_pod/remove_air(amount)
|
||||
var/oxygen = MOLES_O2STANDARD
|
||||
var/carbon_dioxide = 0
|
||||
var/nitrogen = MOLES_N2STANDARD
|
||||
var/toxins = 0
|
||||
|
||||
var/datum/gas_mixture/GM = new()
|
||||
|
||||
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
|
||||
if(sum>0)
|
||||
GM.oxygen = (oxygen/sum)*amount
|
||||
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
|
||||
GM.nitrogen = (nitrogen/sum)*amount
|
||||
GM.toxins = (toxins/sum)*amount
|
||||
|
||||
GM.temperature = T20C
|
||||
GM.update_values() //Needed in ZAS to prevent suffocation. Not present in FEA. Comment/uncomment as nessecary.
|
||||
|
||||
return GM
|
||||
|
||||
|
||||
|
||||
// Called when a pod arrives at, and before a pod departs from a station,
|
||||
// giving it a chance to mix its internal air supply with the turf it is
|
||||
// currently on.
|
||||
/obj/structure/transit_tube_pod/proc/mix_air()
|
||||
//Needs to be implemented at some point
|
||||
|
||||
|
||||
|
||||
// When the player moves, check if the pos is currently stopped at a station.
|
||||
// if it is, check the direction. If the direction matches the direction of
|
||||
// the station, try to exit. If the direction matches one of the station's
|
||||
// tube directions, launch the pod in that direction.
|
||||
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
|
||||
if(!moving && istype(mob, /mob) && mob.client)
|
||||
for(var/obj/structure/transit_tube/station/station in loc)
|
||||
if(!station.pod_moving && (dir in station.directions()))
|
||||
if(direction == station.dir)
|
||||
if(station.icon_state == "open")
|
||||
mob.loc = loc
|
||||
mob.client.Move(get_step(loc, direction), direction)
|
||||
|
||||
else
|
||||
station.open_animation()
|
||||
|
||||
else if(direction in station.directions())
|
||||
dir = direction
|
||||
station.launch_pod()
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/New(loc)
|
||||
..(loc)
|
||||
|
||||
if(tube_dirs == null)
|
||||
init_dirs()
|
||||
|
||||
|
||||
|
||||
// Parse the icon_state into a list of directions.
|
||||
// This means that mappers can use Dream Maker's built in
|
||||
// "Generate Instances from Icon-states" option to get all
|
||||
// variations. Additionally, as a separate proc, sub-types
|
||||
// can handle it more intelligently.
|
||||
/obj/structure/transit_tube/proc/init_dirs()
|
||||
tube_dirs = parse_dirs(icon_state)
|
||||
|
||||
if(copytext(icon_state, 1, 3) == "D-")
|
||||
density = 0
|
||||
|
||||
|
||||
|
||||
// Tube station directions are simply 90 to either side of
|
||||
// the exit.
|
||||
/obj/structure/transit_tube/station/init_dirs()
|
||||
tube_dirs = list(turn(dir, 90), turn(dir, -90))
|
||||
|
||||
|
||||
|
||||
// Uses a list() to cache return values. Since they should
|
||||
// never be edited directly, all tubes with a certain
|
||||
// icon_state can just reference the same list. In theory,
|
||||
// reduces memory usage, and improves CPU cache usage.
|
||||
// In reality, I don't know if that is quite how BYOND works,
|
||||
// but it is probably safer to assume the existence of, and
|
||||
// rely on, a sufficiently smart compiler/optimizer.
|
||||
/obj/structure/transit_tube/proc/parse_dirs(text)
|
||||
var/global/list/direction_table = list()
|
||||
|
||||
if(text in direction_table)
|
||||
return direction_table[text]
|
||||
|
||||
var/list/split_text = stringsplit(text, "-")
|
||||
|
||||
// If the first token is D, the icon_state represents
|
||||
// a purely decorative tube, and doesn't actually
|
||||
// connect to anything.
|
||||
if(split_text[1] == "D")
|
||||
direction_table[text] = list()
|
||||
return null
|
||||
|
||||
var/list/directions = list()
|
||||
|
||||
for(var/text_part in split_text)
|
||||
var/direction = text2dir_extended(text_part)
|
||||
|
||||
if(direction > 0)
|
||||
directions += direction
|
||||
|
||||
direction_table[text] = directions
|
||||
return directions
|
||||
|
||||
|
||||
|
||||
// A copy of text2dir, extended to accept one and two letter
|
||||
// directions, and to clearly return 0 otherwise.
|
||||
/obj/structure/transit_tube/proc/text2dir_extended(direction)
|
||||
switch(uppertext(direction))
|
||||
if("NORTH", "N")
|
||||
return 1
|
||||
if("SOUTH", "S")
|
||||
return 2
|
||||
if("EAST", "E")
|
||||
return 4
|
||||
if("WEST", "W")
|
||||
return 8
|
||||
if("NORTHEAST", "NE")
|
||||
return 5
|
||||
if("NORTHWEST", "NW")
|
||||
return 9
|
||||
if("SOUTHEAST", "SE")
|
||||
return 6
|
||||
if("SOUTHWEST", "SW")
|
||||
return 10
|
||||
else
|
||||
return 0
|
||||
@@ -10,7 +10,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
required_players = 2
|
||||
required_players_secret = 5
|
||||
required_players_secret = 10
|
||||
required_enemies = 1
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -37,7 +37,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
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/const/changeling_amount = 4
|
||||
var/changeling_amount = 4
|
||||
|
||||
/datum/game_mode/changeling/announce()
|
||||
world << "<B>The current game mode is - Changeling!</B>"
|
||||
@@ -55,6 +55,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
if(player.assigned_role == job)
|
||||
possible_changelings -= player
|
||||
|
||||
changeling_amount = 1 + round(num_players() / 10)
|
||||
|
||||
if(possible_changelings.len>0)
|
||||
for(var/i = 0, i < changeling_amount, i++)
|
||||
if(!possible_changelings.len) break
|
||||
|
||||
@@ -270,5 +270,12 @@
|
||||
W.loc = src
|
||||
src.flash1 = W
|
||||
user << "\blue You insert the flash into the eye socket!"
|
||||
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
|
||||
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
|
||||
new /mob/living/simple_animal/spiderbot(get_turf(loc))
|
||||
user.drop_item()
|
||||
del(W)
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
@@ -64,7 +64,8 @@ var/list/admin_verbs_admin = list(
|
||||
/client/proc/cmd_admin_change_custom_event,
|
||||
/client/proc/cmd_admin_rejuvenate,
|
||||
/client/proc/toggleattacklogs,
|
||||
/datum/admins/proc/show_skills
|
||||
/datum/admins/proc/show_skills,
|
||||
/client/proc/check_customitem_activity
|
||||
)
|
||||
var/list/admin_verbs_ban = list(
|
||||
/client/proc/unban_panel,
|
||||
@@ -115,7 +116,8 @@ var/list/admin_verbs_server = list(
|
||||
/datum/admins/proc/adjump,
|
||||
/datum/admins/proc/toggle_aliens,
|
||||
/datum/admins/proc/toggle_space_ninja,
|
||||
/client/proc/toggle_random_events
|
||||
/client/proc/toggle_random_events,
|
||||
/client/proc/check_customitem_activity
|
||||
)
|
||||
var/list/admin_verbs_debug = list(
|
||||
/client/proc/restart_controller,
|
||||
|
||||
@@ -2418,6 +2418,10 @@
|
||||
src.admincaster_signature = adminscrub(input(usr, "Provide your desired signature", "Network Identity Handler", ""))
|
||||
src.access_news_network()
|
||||
|
||||
else if(href_list["populate_inactive_customitems"])
|
||||
if(check_rights(R_ADMIN|R_SERVER))
|
||||
populate_inactive_customitems_list(src.owner)
|
||||
|
||||
// player info stuff
|
||||
|
||||
if(href_list["add_player_info"])
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
var/checked_for_inactives = 0
|
||||
var/inactive_keys = "None<br>"
|
||||
|
||||
/client/proc/check_customitem_activity()
|
||||
set category = "Admin"
|
||||
set name = "Check activity of players with custom items"
|
||||
|
||||
var/dat = "<b>Inactive players with custom items</b><br>"
|
||||
dat += "<br>"
|
||||
dat += "The list below contains players with custom items that have not logged\
|
||||
in for the past two months, or have not logged in since this system was implemented.\
|
||||
This system requires the feedback SQL database to be properly setup and linked.<br>"
|
||||
dat += "<br>"
|
||||
dat += "Populating this list is done automatically, but must be manually triggered on a per\
|
||||
round basis. Populating the list may cause a lag spike, so use it sparingly.<br>"
|
||||
dat += "<hr>"
|
||||
if(checked_for_inactives)
|
||||
dat += inactive_keys
|
||||
dat += "<hr>"
|
||||
dat += "This system was implemented on March 1 2013, and the database a few days before that. Root server access is required to add or disable access to specific custom items.<br>"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];_src_=holder;populate_inactive_customitems=1'>Populate list (requires an active database connection)</a><br>"
|
||||
|
||||
usr << browse(dat, "window=inactive_customitems;size=600x480")
|
||||
|
||||
/proc/populate_inactive_customitems_list(var/client/C)
|
||||
set background = 1
|
||||
|
||||
if(checked_for_inactives)
|
||||
return
|
||||
|
||||
establish_db_connection()
|
||||
if(!dbcon.IsConnected())
|
||||
return
|
||||
|
||||
//grab all ckeys associated with custom items
|
||||
var/list/ckeys_with_customitems = list()
|
||||
|
||||
var/file = file2text("config/custom_items.txt")
|
||||
var/lines = text2list(file, "\n")
|
||||
|
||||
for(var/line in lines)
|
||||
// split & clean up
|
||||
var/list/Entry = text2list(line, ":")
|
||||
for(var/i = 1 to Entry.len)
|
||||
Entry[i] = trim(Entry[i])
|
||||
|
||||
if(Entry.len < 1)
|
||||
continue
|
||||
|
||||
var/cur_key = Entry[1]
|
||||
if(!ckeys_with_customitems.Find(cur_key))
|
||||
ckeys_with_customitems.Add(cur_key)
|
||||
|
||||
//run a query to get all ckeys inactive for over 2 months
|
||||
var/list/inactive_ckeys = list()
|
||||
if(ckeys_with_customitems.len)
|
||||
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(),lastseen) > 2")
|
||||
query_inactive.Execute()
|
||||
while(query_inactive.NextRow())
|
||||
var/cur_ckey = query_inactive.item[1]
|
||||
//if the ckey has a custom item attached, output it
|
||||
if(ckeys_with_customitems.Find(cur_ckey))
|
||||
ckeys_with_customitems.Remove(cur_ckey)
|
||||
inactive_ckeys[cur_ckey] = "last seen on [query_inactive.item[2]]"
|
||||
|
||||
//if there are ckeys left over, check whether they have a database entry at all
|
||||
if(ckeys_with_customitems.len)
|
||||
for(var/cur_ckey in ckeys_with_customitems)
|
||||
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey FROM erro_player WHERE ckey = '[cur_ckey]'")
|
||||
query_inactive.Execute()
|
||||
if(!query_inactive.RowCount())
|
||||
inactive_ckeys += cur_ckey
|
||||
|
||||
if(inactive_ckeys.len)
|
||||
inactive_keys = ""
|
||||
for(var/cur_key in inactive_ckeys)
|
||||
if(inactive_ckeys[cur_key])
|
||||
inactive_keys += "<b>[cur_key]</b> - [inactive_ckeys[cur_key]]<br>"
|
||||
else
|
||||
inactive_keys += "[cur_key] - no database entry<br>"
|
||||
|
||||
checked_for_inactives = 1
|
||||
if(C)
|
||||
C.check_customitem_activity()
|
||||
@@ -553,6 +553,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
"blue wizard",
|
||||
"red wizard",
|
||||
"marisa wizard",
|
||||
"emergency rescue team",
|
||||
)
|
||||
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
|
||||
if (isnull(dresscode))
|
||||
|
||||
@@ -124,8 +124,9 @@
|
||||
icon_state = "rig-medical"
|
||||
name = "medical hardsuit"
|
||||
item_state = "medical_hardsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/roller)
|
||||
slowdown = 2.0
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
|
||||
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/helmet/space/rig/security
|
||||
name = "security hardsuit helmet"
|
||||
|
||||
@@ -10,14 +10,13 @@
|
||||
var/construction_time = 75
|
||||
var/searching = 0
|
||||
var/askDelay = 10 * 60 * 1
|
||||
|
||||
var/mob/living/carbon/brain/brainmob = null
|
||||
req_access = list(access_robotics)
|
||||
var/locked = 0
|
||||
var/mob/living/carbon/brain/brainmob = null//The current occupant.
|
||||
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!brainmob && searching == 0)
|
||||
if(!brainmob.key && searching == 0)
|
||||
//Start the process of searching for a new user.
|
||||
user << "\blue You carefully locate the manual activation switch and start the positronic brain's boot process."
|
||||
icon_state = "posibrain-searching"
|
||||
@@ -37,7 +36,7 @@
|
||||
spawn(0)
|
||||
if(!C) return
|
||||
var/response = alert(C, "Someone is requesting a personality for a positronic brain. Would you like to play as one?", "Positronic brain request", "Yes", "No", "Never for this round")
|
||||
if(!C || brainmob) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
|
||||
if(!C || brainmob.key) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
|
||||
if(response == "Yes")
|
||||
transfer_personality(C.mob)
|
||||
else if (response == "Never for this round")
|
||||
@@ -47,25 +46,10 @@
|
||||
|
||||
proc/transfer_personality(var/mob/candidate)
|
||||
|
||||
var/mob/living/carbon/brain/B = new(src)
|
||||
|
||||
src.searching = 0
|
||||
|
||||
src.brainmob = B
|
||||
src.brainmob.mind = candidate.mind
|
||||
|
||||
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
|
||||
src.brainmob.real_name = src.brainmob.name
|
||||
src.name = "positronic brain ([src.brainmob.name])"
|
||||
src.brainmob.loc = src
|
||||
src.brainmob.container = src
|
||||
src.brainmob.robot_talk_understand = 1
|
||||
src.brainmob.stat = 0
|
||||
src.brainmob.silent = 0
|
||||
src.brainmob.brain_op_stage = 4.0
|
||||
src.brainmob.key = candidate.key
|
||||
dead_mob_list -= src.brainmob
|
||||
living_mob_list += src.brainmob
|
||||
src.name = "positronic brain ([src.brainmob.name])"
|
||||
|
||||
src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
|
||||
src.brainmob << "<b>As a synthetic intelligence, you answer to all crewmembers, as well as the AI.</b>"
|
||||
@@ -101,7 +85,7 @@
|
||||
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n[desc]\n"
|
||||
msg += "<span class='warning'>"
|
||||
|
||||
if(src.brainmob)
|
||||
if(src.brainmob.key)
|
||||
switch(src.brainmob.stat)
|
||||
if(CONSCIOUS)
|
||||
if(!src.brainmob.client) msg += "It appears to be in stand-by mode.\n" //afk
|
||||
@@ -124,4 +108,19 @@
|
||||
brainmob.emp_damage += rand(10,20)
|
||||
if(3)
|
||||
brainmob.emp_damage += rand(0,10)
|
||||
..()
|
||||
|
||||
/obj/item/device/posibrain/New()
|
||||
|
||||
src.brainmob = new(src)
|
||||
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
|
||||
src.brainmob.real_name = src.brainmob.name
|
||||
src.brainmob.loc = src
|
||||
src.brainmob.container = src
|
||||
src.brainmob.robot_talk_understand = 1
|
||||
src.brainmob.stat = 0
|
||||
src.brainmob.silent = 0
|
||||
src.brainmob.brain_op_stage = 4.0
|
||||
dead_mob_list -= src.brainmob
|
||||
|
||||
..()
|
||||
@@ -106,7 +106,7 @@
|
||||
|
||||
var/list/listening = hearers(1, src)
|
||||
listening -= src
|
||||
//listening += src
|
||||
listening += src
|
||||
|
||||
var/list/heard = list()
|
||||
for (var/mob/M in listening)
|
||||
|
||||
@@ -0,0 +1,325 @@
|
||||
/mob/living/simple_animal/spiderbot
|
||||
|
||||
min_oxy = 0
|
||||
max_tox = 0
|
||||
max_co2 = 0
|
||||
minbodytemp = 0
|
||||
maxbodytemp = 500
|
||||
|
||||
var/obj/item/device/radio/borg/radio = null
|
||||
var/mob/living/silicon/ai/connected_ai = null
|
||||
var/obj/item/weapon/cell/cell = null
|
||||
var/obj/machinery/camera/camera = null
|
||||
var/obj/item/device/mmi/mmi = null
|
||||
var/list/req_access = list(access_robotics) //Access needed to pop out the brain.
|
||||
|
||||
name = "Spider-bot"
|
||||
desc = "A skittering robotic friend!"
|
||||
icon = 'icons/mob/robots.dmi'
|
||||
icon_state = "spiderbot-chassis"
|
||||
icon_living = "spiderbot-chassis"
|
||||
icon_dead = "spiderbot-smashed"
|
||||
wander = 0
|
||||
|
||||
health = 10
|
||||
maxHealth = 10
|
||||
|
||||
attacktext = "shocks"
|
||||
attacktext = "shocks"
|
||||
melee_damage_lower = 1
|
||||
melee_damage_upper = 3
|
||||
|
||||
response_help = "pets"
|
||||
response_disarm = "shoos"
|
||||
response_harm = "stomps on"
|
||||
|
||||
var/obj/item/held_item = null //Storage for single item they can hold.
|
||||
var/emagged = 0 //IS WE EXPLODEN?
|
||||
var/syndie = 0 //IS WE SYNDICAT? (currently unused)
|
||||
speed = -1 //Spiderbots gotta go fast.
|
||||
//pass_flags = PASSTABLE //Maybe griefy?
|
||||
small = 1
|
||||
speak_emote = list("beeps","clicks","chirps")
|
||||
|
||||
/mob/living/simple_animal/spiderbot/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
|
||||
if(istype(O, /obj/item/device/mmi) || istype(O, /obj/item/device/posibrain))
|
||||
var/obj/item/device/mmi/B = O
|
||||
if(src.mmi) //There's already a brain in it.
|
||||
user << "\red There's already a brain in [src]!"
|
||||
return
|
||||
if(!B.brainmob)
|
||||
user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
|
||||
return
|
||||
if(!B.brainmob.key)
|
||||
var/ghost_can_reenter = 0
|
||||
if(B.brainmob.mind)
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(G.can_reenter_corpse && G.mind == B.brainmob.mind)
|
||||
ghost_can_reenter = 1
|
||||
break
|
||||
if(!ghost_can_reenter)
|
||||
user << "<span class='notice'>[O] is completely unresponsive; there's no point.</span>"
|
||||
return
|
||||
|
||||
if(B.brainmob.stat == DEAD)
|
||||
user << "\red [O] is dead. Sticking it into the frame would sort of defeat the purpose."
|
||||
return
|
||||
|
||||
if(jobban_isbanned(B.brainmob, "Cyborg"))
|
||||
user << "\red [O] does not seem to fit."
|
||||
return
|
||||
|
||||
user << "\blue You install [O] in [src]!"
|
||||
|
||||
user.drop_item()
|
||||
src.mmi = O
|
||||
src.transfer_personality(O)
|
||||
|
||||
O.loc = src
|
||||
src.update_icon()
|
||||
return 1
|
||||
|
||||
if (istype(O, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = O
|
||||
if (WT.remove_fuel(0))
|
||||
if(health < maxHealth)
|
||||
health += pick(1,1,1,2,2,3)
|
||||
if(health > maxHealth)
|
||||
health = maxHealth
|
||||
add_fingerprint(user)
|
||||
for(var/mob/W in viewers(user, null))
|
||||
W.show_message(text("\red [user] has spot-welded some of the damage to [src]!"), 1)
|
||||
else
|
||||
user << "\blue [src] is undamaged!"
|
||||
else
|
||||
user << "Need more welding fuel!"
|
||||
return
|
||||
else if(istype(O, /obj/item/weapon/card/id)||istype(O, /obj/item/device/pda))
|
||||
if (!mmi)
|
||||
user << "\red There's no reason to swipe your ID - the spiderbot has no brain to remove."
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/card/id/id_card
|
||||
|
||||
if(istype(O, /obj/item/weapon/card/id))
|
||||
id_card = O
|
||||
else
|
||||
var/obj/item/device/pda/pda = O
|
||||
id_card = pda.id
|
||||
|
||||
if(access_robotics in id_card.access)
|
||||
user << "\blue You swipe your access card and pop the brain out of [src]."
|
||||
eject_brain()
|
||||
|
||||
if(held_item)
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
|
||||
return 1
|
||||
else
|
||||
user << "\red You swipe your card, with no effect."
|
||||
return 0
|
||||
else if (istype(O, /obj/item/weapon/card/emag))
|
||||
if (emagged)
|
||||
user << "\red [src] is already overloaded - better run."
|
||||
return 0
|
||||
else
|
||||
emagged = 1
|
||||
user << "\blue You short out the security protocols and overload [src]'s cell, priming it to explode in a short time."
|
||||
spawn(100) src << "\red Your cell seems to be outputting a lot of power..."
|
||||
spawn(200) src << "\red Internal heat sensors are spiking! Something is badly wrong with your cell!"
|
||||
spawn(300) src.explode()
|
||||
|
||||
else
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
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]. ")
|
||||
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]. ")
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/transfer_personality(var/obj/item/device/mmi/M as obj)
|
||||
|
||||
src.mind = M.brainmob.mind
|
||||
src.mind.key = M.brainmob.key
|
||||
src.name = "Spider-bot ([M.brainmob.name])"
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/explode() //When emagged.
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [src] makes an odd warbling noise, fizzles, and explodes.")
|
||||
explosion(get_turf(loc), -1, -1, 3, 5)
|
||||
eject_brain()
|
||||
Die()
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/update_icon()
|
||||
if(mmi)
|
||||
if (istype(mmi,/obj/item/device/mmi))
|
||||
icon_state = "spiderbot-chassis-mmi"
|
||||
icon_living = "spiderbot-chassis-mmi"
|
||||
else
|
||||
icon_state = "spiderbot-chassis-posi"
|
||||
icon_living = "spiderbot-chassis-posi"
|
||||
else
|
||||
icon_state = "spiderbot-chassis"
|
||||
icon_living = "spiderbot-chassis"
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/eject_brain()
|
||||
if(mmi)
|
||||
var/turf/T = get_turf(loc)
|
||||
if(T)
|
||||
mmi.loc = T
|
||||
if(mind) mind.transfer_to(mmi.brainmob)
|
||||
mmi = null
|
||||
src.name = "Spider-bot"
|
||||
update_icon()
|
||||
|
||||
/mob/living/simple_animal/spiderbot/Del()
|
||||
eject_brain()
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/spiderbot/New()
|
||||
|
||||
radio = new /obj/item/device/radio/borg(src)
|
||||
camera = new /obj/machinery/camera(src)
|
||||
camera.c_tag = "Spiderbot-[real_name]"
|
||||
camera.network = list("SS13")
|
||||
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/spiderbot/Die()
|
||||
|
||||
living_mob_list -= src
|
||||
dead_mob_list += src
|
||||
|
||||
if(camera)
|
||||
camera.status = 0
|
||||
|
||||
robogibs(src.loc, viruses)
|
||||
src.Del()
|
||||
return
|
||||
|
||||
//copy paste from alien/larva, if that func is updated please update this one also
|
||||
/mob/living/simple_animal/spiderbot/verb/ventcrawl()
|
||||
set name = "Crawl through Vent"
|
||||
set desc = "Enter an air vent and crawl through the pipe system."
|
||||
set category = "Spiderbot"
|
||||
|
||||
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
|
||||
// return
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
|
||||
var/welded = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
vent_found = v
|
||||
break
|
||||
else
|
||||
welded = 1
|
||||
if(vent_found)
|
||||
if(vent_found.network&&vent_found.network.normal_members.len)
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
|
||||
if(temp_vent.loc == loc)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != loc.z)
|
||||
continue
|
||||
var/atom/a = get_turf(vent)
|
||||
choices.Add(a.loc)
|
||||
var/turf/startloc = loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
if(loc==startloc)
|
||||
var/obj/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
loc = target_vent.loc
|
||||
else
|
||||
src << "\blue You need to remain still while entering a vent."
|
||||
else
|
||||
src << "\blue This vent is not connected to anything."
|
||||
else if(welded)
|
||||
src << "\red That vent is welded."
|
||||
else
|
||||
src << "\blue You must be standing on or beside an air vent to enter it."
|
||||
return
|
||||
|
||||
//copy paste from alien/larva, if that func is updated please update this one alsoghost
|
||||
/mob/living/simple_animal/spiderbot/verb/hide()
|
||||
set name = "Hide"
|
||||
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
|
||||
set category = "Spiderbot"
|
||||
|
||||
if (layer != TURF_LAYER+0.2)
|
||||
layer = TURF_LAYER+0.2
|
||||
src << text("\blue You are now hiding.")
|
||||
else
|
||||
layer = MOB_LAYER
|
||||
src << text("\blue You have stopped hiding.")
|
||||
|
||||
//Cannibalized from the parrot mob. ~Zuhayr
|
||||
|
||||
/mob/living/simple_animal/spiderbot/verb/drop_held_item()
|
||||
set name = "Drop held item"
|
||||
set category = "Spiderbot"
|
||||
set desc = "Drop the item you're holding."
|
||||
|
||||
if(stat)
|
||||
return
|
||||
|
||||
if(!held_item)
|
||||
usr << "\red You have nothing to drop!"
|
||||
return 0
|
||||
|
||||
if(istype(held_item, /obj/item/weapon/grenade))
|
||||
visible_message("\red [src] launches the [held_item]!", "\red You launch the [held_item]!", "You hear a skittering noise and a thump!")
|
||||
var/obj/item/weapon/grenade/G = held_item
|
||||
G.loc = src.loc
|
||||
G.prime()
|
||||
held_item = null
|
||||
return 1
|
||||
|
||||
visible_message("\blue [src] drops the [held_item]!", "\blue You drop the [held_item]!", "You hear a skittering noise and a soft thump.")
|
||||
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
return 1
|
||||
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/spiderbot/verb/get_item()
|
||||
set name = "Pick up item"
|
||||
set category = "Spiderbot"
|
||||
set desc = "Allows you to take a nearby small item."
|
||||
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
src << "\red You are already holding the [held_item]"
|
||||
return 1
|
||||
|
||||
var/list/items = list()
|
||||
for(var/obj/item/I in view(1,src))
|
||||
if(I.loc != src && I.w_class <= 2)
|
||||
items.Add(I)
|
||||
|
||||
var/obj/selection = input("Select an item.", "Pickup") in items
|
||||
|
||||
if(selection)
|
||||
held_item = selection
|
||||
selection.loc = src
|
||||
visible_message("\blue [src] scoops up the [held_item]!", "\blue You grab the [held_item]!", "You hear a skittering noise and a clink.")
|
||||
return held_item
|
||||
|
||||
src << "\red There is nothing of interest to take."
|
||||
return 0
|
||||
@@ -127,6 +127,14 @@
|
||||
/obj/item/device/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
|
||||
return
|
||||
|
||||
/obj/item/device/camera/attack_self(mob/user as mob)
|
||||
on = !on
|
||||
if(on)
|
||||
src.icon_state = "camera"
|
||||
else
|
||||
src.icon_state = "camera_off"
|
||||
user << "You switch the camera [on ? "on" : "off"]."
|
||||
return
|
||||
|
||||
/obj/item/device/camera/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/device/camera_film))
|
||||
|
||||
@@ -37,8 +37,8 @@
|
||||
if(isnull(AC) || !istype(AC))
|
||||
return 0
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
AC.desc += " This one is spent." //descriptions are magic
|
||||
if(AC.BB)
|
||||
AC.desc += " This one is spent." //descriptions are magic - only when there's a projectile in the casing
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
return 1
|
||||
|
||||
@@ -59,6 +59,17 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
|
||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">2/27</h2>
|
||||
<h3 class="author">Gamerofthegame updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Added the (base gear) ERT preset for the debug command.</li>
|
||||
<li class="rscadd">Map fixes, Virology hole fixed. Atmospheric fixes for mining and, to a less extent, the science outpost. (No, not cycling airlocks)</li>
|
||||
<li class="rscadd">Fiddled with the ERT set up location on Centcom. Radmins will now have a even easier time equiping a team of any real pratical size, especially coupled with the above debug command.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">February 25th 2013</h2>
|
||||
<h3 class="author">Cael Aislinn updated:</h3>
|
||||
|
||||
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 88 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |