Merge pull request #2489 from Baystation12/BEF-staging

BEF staging
This commit is contained in:
Christian Bielert
2013-03-08 22:59:52 -08:00
68 changed files with 7248 additions and 5810 deletions
+6
View File
@@ -14,6 +14,7 @@
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
#define FILE_DIR "code/WorkInProgress/Susan"
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/48x48"
@@ -681,6 +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"
@@ -997,6 +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"
@@ -1196,6 +1199,7 @@
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events_Mundane.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_TradeDestinations.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\EFTPOS.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Job_Departments.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
@@ -1209,6 +1213,7 @@
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_control.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_monitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly_port.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly_port_construction.dm"
@@ -1234,6 +1239,7 @@
#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"
@@ -5,62 +5,113 @@
name = "circulator/heat exchanger"
desc = "A gas circulator pump and heat exchanger."
icon = 'icons/obj/pipes.dmi'
icon_state = "circ1-off"
icon_state = "circ-off"
anchored = 0
var/side = 1 // 1=left 2=right
//var/side = 1 // 1=left 2=right
var/status = 0
var/last_pressure_delta = 0
anchored = 1.0
density = 1
proc/return_transfer_air()
var/output_starting_pressure = air2.return_pressure()
var/input_starting_pressure = air1.return_pressure()
/obj/machinery/atmospherics/binary/circulator/New()
..()
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."
if(output_starting_pressure >= input_starting_pressure-10)
//Need at least 10 KPa difference to overcome friction in the mechanism
last_pressure_delta = 0
return null
/obj/machinery/atmospherics/binary/circulator/proc/return_transfer_air()
if(!anchored)
return null
//Calculate necessary moles to transfer using PV = nRT
if(air1.temperature>0)
var/pressure_delta = (input_starting_pressure - output_starting_pressure)/2
var/output_starting_pressure = air2.return_pressure()
var/input_starting_pressure = air1.return_pressure()
var/transfer_moles = pressure_delta*air2.volume/(air1.temperature * R_IDEAL_GAS_EQUATION)
if(output_starting_pressure >= input_starting_pressure-10)
//Need at least 10 KPa difference to overcome friction in the mechanism
last_pressure_delta = 0
return null
last_pressure_delta = pressure_delta
//Calculate necessary moles to transfer using PV = nRT
if(air1.temperature>0)
var/pressure_delta = (input_starting_pressure - output_starting_pressure)/2
//world << "pressure_delta = [pressure_delta]; transfer_moles = [transfer_moles];"
var/transfer_moles = pressure_delta*air2.volume/(air1.temperature * R_IDEAL_GAS_EQUATION)
//Actually transfer the gas
var/datum/gas_mixture/removed = air1.remove(transfer_moles)
last_pressure_delta = pressure_delta
if(network1)
network1.update = 1
//world << "pressure_delta = [pressure_delta]; transfer_moles = [transfer_moles];"
if(network2)
network2.update = 1
//Actually transfer the gas
var/datum/gas_mixture/removed = air1.remove(transfer_moles)
return removed
if(network1)
network1.update = 1
else
last_pressure_delta = 0
if(network2)
network2.update = 1
process()
..()
update_icon()
return removed
else
last_pressure_delta = 0
/obj/machinery/atmospherics/binary/circulator/process()
..()
update_icon()
if(stat & (BROKEN|NOPOWER))
icon_state = "circ[side]-p"
else if(last_pressure_delta > 0)
if(last_pressure_delta > ONE_ATMOSPHERE)
icon_state = "circ[side]-run"
else
icon_state = "circ[side]-slow"
else
icon_state = "circ[side]-off"
return 1
/obj/machinery/atmospherics/binary/circulator/update_icon()
if(stat & (BROKEN|NOPOWER) || !anchored)
icon_state = "circ-p"
else if(last_pressure_delta > 0)
if(last_pressure_delta > ONE_ATMOSPHERE)
icon_state = "circ-run"
else
icon_state = "circ-slow"
else
icon_state = "circ-off"
return 1
/obj/machinery/atmospherics/binary/circulator/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
user << "\blue You [anchored ? "secure" : "unsecure"] the bolts holding [src] to the floor."
if(anchored)
if(dir & (NORTH|SOUTH))
initialize_directions = NORTH|SOUTH
else if(dir & (EAST|WEST))
initialize_directions = EAST|WEST
initialize()
build_network()
if (node1)
node1.initialize()
node1.build_network()
if (node2)
node2.initialize()
node2.build_network()
else
if(node1)
node1.disconnect(src)
del(network1)
if(node2)
node2.disconnect(src)
del(network2)
node1 = null
node2 = null
else
..()
/obj/machinery/atmospherics/binary/circulator/verb/rotate()
set category = "Object"
set name = "Rotate Circulator"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.dir = turn(src.dir, 90)
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."
@@ -1,6 +1,7 @@
var/global/current_date_string
var/global/num_financial_terminals = 1
var/global/datum/money_account/station_account
var/global/list/datum/money_account/department_accounts = list()
var/global/next_account_number = 0
var/global/obj/machinery/account_database/centcomm_account_db
@@ -28,6 +29,31 @@ var/global/obj/machinery/account_database/centcomm_account_db
for(var/obj/machinery/account_database/A in world)
A.accounts.Add(station_account)
/proc/create_department_account(department)
next_account_number = rand(111111, 999999)
var/datum/money_account/department_account = new()
department_account.owner_name = "[department] Account"
department_account.account_number = rand(111111, 999999)
department_account.remote_access_pin = rand(1111, 111111)
department_account.money = 5000
//create an entry in the account transaction log for when it was created
var/datum/transaction/T = new()
T.target_name = department_account.owner_name
T.purpose = "Account creation"
T.amount = department_account.money
T.date = "2nd April, 2555"
T.time = "11:24"
T.source_terminal = "Biesel GalaxyNet Terminal #277"
//add the account
department_account.transaction_log.Add(T)
for(var/obj/machinery/account_database/A in world)
A.accounts.Add(department_account)
department_accounts[department] = department_account
//the current ingame time (hh:mm) can be obtained by calling:
//worldtime2text()
@@ -70,6 +96,10 @@ var/global/obj/machinery/account_database/centcomm_account_db
if(!station_account)
create_station_account()
if(department_accounts.len == 0)
for(var/department in station_departments)
create_department_account(department)
if(!current_date_string)
current_date_string = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], 2557"
@@ -0,0 +1,70 @@
var/list/station_departments = list("Command", "Medical", "Engineering", "Science", "Security", "Cargo", "Civilian")
// The department the job belongs to.
/datum/job/var/department = null
// Whether this is a head position
/datum/job/var/head_position = 0
/datum/job/captain/department = "Command"
/datum/job/captain/head_position = 1
/datum/job/hop/department = "Civilian"
/datum/job/hop/head_position = 1
/datum/job/assistant/department = "Civilian"
/datum/job/bartender/department = "Civilian"
/datum/job/chef/department = "Civilian"
/datum/job/hydro/department = "Civilian"
/datum/job/mining/department = "Civilian"
/datum/job/janitor/department = "Civilian"
/datum/job/librarian/department = "Civilian"
/datum/job/lawyer/department = "Civilian"
/datum/job/chaplain/department = "Civilian"
/datum/job/qm/department = "Cargo"
/datum/job/qm/head_position = 1
/datum/job/cargo_tech/department = "Cargo"
/datum/job/chief_engineer/department = "Engineering"
/datum/job/chief_engineer/head_position = 1
/datum/job/engineer/department = "Engineering"
/datum/job/atmos/department = "Engineering"
/datum/job/cmo/department = "Medical"
/datum/job/cmo/head_position = 1
/datum/job/doctor/department = "Medical"
/datum/job/chemist/department = "Medical"
/datum/job/geneticist/department = "Medical"
/datum/job/psychiatrist/department = "Medical"
/datum/job/rd/department = "Science"
/datum/job/rd/head_position = 1
/datum/job/scientist/department = "Science"
/datum/job/roboticist/department = "Science"
/datum/job/hos/department = "Security"
/datum/job/hos/head_position = 1
/datum/job/warden/department = "Security"
/datum/job/detective/department = "Security"
/datum/job/officer/department = "Security"
+26 -10
View File
@@ -2,6 +2,8 @@
//reactor areas
/area/engine
icon_state = "engine"
fore
name = "\improper Fore"
@@ -13,49 +15,63 @@
atmos_storage
name = "\improper Atmos storage"
icon_state = "engine_storage"
control
name = "\improper Control"
icon_state = "engine_control"
electrical_storage
name = "\improper Electrical storage"
engine_monitoring
name = "\improper Electrical storage"
icon_state = "engine_monitoring"
reactor_core
name = "\improper Reactor Core"
icon_state = "engine_core"
//icon_state = "engine_core"
reactor_gas
name = "Reactor Gas Storage"
icon_state = "engine_atmos"
//icon_state = "engine_atmos"
aux_control
name = "Reactor Auxiliary Control"
icon_state = "engine_aux"
//icon_state = "engine_aux"
turbine_control
name = "Turbine Control"
icon_state = "engine_turbine"
//icon_state = "engine_turbine"
reactor_airlock
name = "\improper Reactor Primary Entrance"
icon_state = "engine_airlock"
//icon_state = "engine_airlock"
reactor_fuel_storage
name = "Reactor Fuel Storage"
icon_state = "engine_fuel"
//icon_state = "engine_fuel"
reactor_fuel_ports
name = "\improper Reactor Fuel Ports"
icon_state = "engine_port"
//icon_state = "engine_port"
generators
name = "\improper Generator Room"
icon_state = "engine_generators"
//icon_state = "engine_generators"
port_gyro_bay
name = "\improper Port Gyrotron Bay"
icon_state = "engine_starboardgyro"
//icon_state = "engine_starboardgyro"
starboard_gyro_bay
name = "\improper Starboard Gyrotron Bay"
icon_state = "engine_portgyro"
//icon_state = "engine_portgyro"
storage
name = "\improper Engineering hallway"
icon_state = "engine_storage"
hallway
name = "\improper Engineering storage"
icon_state = "engine_hallway"
@@ -5,13 +5,13 @@
/obj/item/weapon/circuitboard/rust_core_control
name = "Circuit board (RUST core controller)"
build_path = "/obj/machinery/computer/rust_core_control"
origin_tech = "programming=3;engineering=4"
origin_tech = "programming=4;engineering=4"
datum/design/rust_core_control
name = "Circuit Design (RUST core controller)"
desc = "Allows for the construction of circuit boards used to build a core control console for the RUST fusion engine."
id = "rust_core_control"
req_tech = list("programming" = 3, "engineering" = 4)
req_tech = list("programming" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_core_control"
@@ -22,13 +22,13 @@ datum/design/rust_core_control
/obj/item/weapon/circuitboard/rust_fuel_control
name = "Circuit board (RUST fuel controller)"
build_path = "/obj/machinery/computer/rust_fuel_control"
origin_tech = "programming=3;engineering=4"
origin_tech = "programming=4;engineering=4"
datum/design/rust_fuel_control
name = "Circuit Design (RUST fuel controller)"
desc = "Allows for the construction of circuit boards used to build a fuel injector control console for the RUST fusion engine."
id = "rust_fuel_control"
req_tech = list("programming" = 3, "engineering" = 4)
req_tech = list("programming" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_fuel_control"
@@ -56,13 +56,13 @@ datum/design/rust_fuel_port
/obj/item/weapon/module/rust_fuel_compressor
name = "Internal circuitry (RUST fuel compressor)"
icon_state = "card_mod"
origin_tech = "materials=7;plasmatech=4"
origin_tech = "materials=6;plasmatech=4"
datum/design/rust_fuel_compressor
name = "Circuit Design (RUST fuel compressor)"
desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine."
id = "rust_fuel_compressor"
req_tech = list("materials" = 7, "plasmatech" = 4)
req_tech = list("materials" = 6, "plasmatech" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 1000)
build_path = "/obj/item/weapon/module/rust_fuel_compressor"
@@ -74,7 +74,7 @@ datum/design/rust_fuel_compressor
name = "Internal circuitry (RUST tokamak core)"
build_path = "/obj/machinery/power/rust_core"
board_type = "machine"
origin_tech = "bluespace=3;plasmatech=4;magnets=5;materials=6;powerstorage=6"
origin_tech = "bluespace=3;plasmatech=4;magnets=5;powerstorage=6"
frame_desc = "Requires 2 Pico Manipulators, 1 Ultra Micro-Laser, 5 Pieces of Cable, 1 Subspace Crystal and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
@@ -87,7 +87,7 @@ datum/design/rust_core
name = "Internal circuitry (RUST tokamak core)"
desc = "The circuit board that for a RUST-pattern tokamak fusion core."
id = "pacman"
req_tech = list(bluespace = 3, plasmatech = 4, magnets = 5, materials = 6, powerstorage = 6)
req_tech = list(bluespace = 3, plasmatech = 4, magnets = 5, powerstorage = 6)
build_type = IMPRINTER
reliability_base = 79
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 2000)
@@ -1,7 +1,8 @@
/obj/machinery/computer/rust_core_control
name = "RUST Core Control"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "core"
icon_state = "core_control"
var/list/connected_devices = list()
var/id_tag = "allan remember to update this before you leave"
var/scan_range = 25
@@ -113,6 +113,8 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
minor_radius = field_strength * 0.2125// max = 8.625
volume_covered = PI * major_radius * minor_radius * 2.5 * 2.5 * 1000
processing_objects.Add(src)
/obj/effect/rust_em_field/process()
//make sure the field generator is still intact
if(!owned_core)
@@ -228,9 +230,9 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
frequency = new_frequency
/obj/effect/rust_em_field/proc/AddEnergy(var/a_energy, var/a_mega_energy, var/a_frequency)
var/energy_loss_ratio = src.frequency / abs(a_frequency - src.frequency)
if(a_frequency == src.frequency)
energy_loss_ratio = 0
var/energy_loss_ratio = 0
if(a_frequency != src.frequency)
energy_loss_ratio = 1 / abs(a_frequency - src.frequency)
energy += a_energy - a_energy * energy_loss_ratio
mega_energy += a_mega_energy - a_mega_energy * energy_loss_ratio
@@ -650,4 +652,5 @@ Deuterium-tritium fusion: 4.5 x 10^7 K
del (catcher)
RadiateAll()
processing_objects.Remove(src)
..()
@@ -64,7 +64,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
directwired = 1
var/state = 0
var/locked = 0
var/locked = 1
var/remote_access_enabled = 1
/obj/machinery/power/rust_core/process()
@@ -180,7 +180,7 @@ max volume of plasma storeable by the field = the total volume of a number of ti
return
var/dat = ""
if(!powernet || locked)
if(stat & NOPOWER || locked || state != 2)
dat += "<i>The console is dark and nonresponsive.</i>"
else
dat += "<b>RUST Tokamak pattern Electromagnetic Field Generator</b><br>"
@@ -6,7 +6,6 @@
icon_state = "port2"
density = 0
var/obj/item/weapon/fuel_assembly/cur_assembly
layer = 4
var/busy = 0
anchored = 1
@@ -22,26 +21,25 @@
user.drop_item()
I.loc = src
icon_state = "port1"
user << "\blue You insert [I] into [src]. Touch the panel again to insert [I] into the injector."
/obj/machinery/rust_fuel_assembly_port/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER) || opened)
return
if(!busy)
busy = 1
if(cur_assembly)
spawn(30)
if(!try_insert_assembly())
spawn(30)
eject_assembly()
busy = 0
else
busy = 0
if(cur_assembly)
if(try_insert_assembly())
user << "\blue \icon[src] [src] inserts it's fuel rod assembly into an injector."
else
spawn(30)
try_draw_assembly()
busy = 0
if(eject_assembly())
user << "\red \icon[src] [src] ejects it's fuel assembly. Check the fuel injector status."
else if(try_draw_assembly())
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
else if(try_draw_assembly())
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
else
user << "\red \icon[src] [src] was unable to draw a fuel rod assembly from an injector."
/obj/machinery/rust_fuel_assembly_port/proc/try_insert_assembly()
var/success = 0
@@ -53,6 +51,8 @@
break
if(I.cur_assembly)
break
if(I.state != 2)
break
I.cur_assembly = cur_assembly
cur_assembly.loc = I
@@ -60,21 +60,14 @@
icon_state = "port0"
success = 1
if(success)
src.visible_message("\blue \icon[src] a green light flashes on [src] as it inserts it's fuel rod assembly into an injector.")
else
src.visible_message("\red \icon[src] a red light flashes on [src] as it attempts to insert it's fuel rod assembly into an injector.")
return success
/obj/machinery/rust_fuel_assembly_port/proc/eject_assembly()
if(cur_assembly)
var/turf/check_turf = get_step(get_turf(src), src.dir)
cur_assembly.loc = check_turf
cur_assembly.loc = get_step(get_turf(src), src.dir)
cur_assembly = null
icon_state = "port0"
return 1
else
src.visible_message("\red \icon[src] a red light flashes on [src] as it attempts to eject it's fuel rod assembly.")
/obj/machinery/rust_fuel_assembly_port/proc/try_draw_assembly()
var/success = 0
@@ -88,7 +81,7 @@
break
if(I.injecting)
break
if(I.stat != 2)
if(I.state != 2)
break
cur_assembly = I.cur_assembly
@@ -97,10 +90,6 @@
icon_state = "port1"
success = 1
if(success)
src.visible_message("\icon[src] a blue light flashes on [src] as it draws a fuel rod assembly from an injector.")
else
src.visible_message("\red \icon[src] a red light flashes on [src] as it attempts to draw a fuel rod assembly from an injector.")
return success
/*
@@ -42,7 +42,7 @@
dir = ndir
else
has_electronics = 3
opened = 1
opened = 0
icon_state = "port0"
//20% easier to read than apc code
@@ -2,26 +2,17 @@ var/const/max_assembly_amount = 300
/obj/machinery/rust_fuel_compressor
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel_compressor0"
icon_state = "fuel_compressor1"
name = "Fuel Compressor"
var/list/new_assembly_quantities
var/list/new_assembly_quantities = list("Deuterium" = 200,"Tritium" = 100,"Helium-3" = 0,"Lithium-6" = 0,"Silver" = 0)
var/compressed_matter = 0
anchored = 1
layer = 2.9
var/opened = 1 //0=closed, 1=opened
var/locked = 0
var/has_electronics = 0 // 0 - none, bit 1 - circuitboard, bit 2 - wires
/obj/machinery/rust_fuel_compressor/New()
new_assembly_quantities = new/list
spawn(0)
new_assembly_quantities["Deuterium"] = 200
new_assembly_quantities["Tritium"] = 100
//
new_assembly_quantities["Helium-3"] = 0
new_assembly_quantities["Lithium-6"] = 0
new_assembly_quantities["Silver"] = 0
/obj/machinery/rust_fuel_compressor/attack_ai(mob/user)
attack_hand(user)
@@ -50,7 +41,7 @@ var/const/max_assembly_amount = 300
if(locked)
t += "Swipe your ID to unlock this console."
else
t += "Compressed matter in storage: [compressed_matter] <A href='?src=\ref[src];eject_matter=1'>\[Eject all\]</a>"
t += "Compressed matter in storage: [compressed_matter] <A href='?src=\ref[src];eject_matter=1'>\[Eject all\]</a><br>"
t += "<A href='?src=\ref[src];activate=1'><b>Activate Fuel Synthesis</b></A><BR> (fuel assemblies require no more than [max_assembly_amount] rods).<br>"
t += "<hr>"
t += "- New fuel assembly constituents:- <br>"
@@ -72,10 +63,15 @@ var/const/max_assembly_amount = 300
usr.machine = null
if( href_list["eject_matter"] )
var/ejected = 0
while(compressed_matter > 10)
new /obj/item/weapon/rcd_ammo(src.loc)
new /obj/item/weapon/rcd_ammo(get_step(get_turf(src), src.dir))
compressed_matter -= 10
src.visible_message("\blue \icon[src] [src] ejects some compressed matter units.")
ejected = 1
if(ejected)
usr << "\blue \icon[src] [src] ejects some compressed matter units."
else
usr << "\red \icon[src] there are no more compressed matter units in [src]."
if( href_list["activate"] )
//world << "\blue New fuel rod assembly"
@@ -83,7 +79,8 @@ var/const/max_assembly_amount = 300
var/fail = 0
var/old_matter = compressed_matter
for(var/reagent in new_assembly_quantities)
var/req_matter = F.rod_quantities[reagent] / 10
var/req_matter = new_assembly_quantities[reagent] / 30
//world << "[reagent] matter: [req_matter]/[compressed_matter]"
if(req_matter <= compressed_matter)
F.rod_quantities[reagent] = new_assembly_quantities[reagent]
compressed_matter -= req_matter
@@ -94,10 +91,12 @@ var/const/max_assembly_amount = 300
if(fail)
del(F)
compressed_matter = old_matter
src.visible_message("\red \icon[src] [src] flashes red: \'Out of matter.\'")
usr << "\red \icon[src] [src] flashes red: \'Out of matter.\'"
else
F.loc = src.loc
F.loc = get_step(get_turf(src), src.dir)
F.percent_depleted = 0
if(compressed_matter < 0.034)
compressed_matter = 0
if( href_list["change_reagent"] )
var/cur_reagent = href_list["change_reagent"]
@@ -42,9 +42,9 @@
dir = ndir
else
has_electronics = 3
opened = 1
opened = 0
locked = 0
icon_state = "port0"
icon_state = "fuel_compressor1"
//20% easier to read than apc code
pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
@@ -1,6 +1,6 @@
/obj/machinery/computer/rust_fuel_control
name = "Fuel Injection Control"
name = "RUST Fuel Injection Control"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel"
var/list/connected_injectors = list()
@@ -4,7 +4,7 @@
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "injector0"
density = 1
var/state = 0
var/state = 2
var/locked = 0
var/obj/item/weapon/fuel_assembly/cur_assembly
var/fuel_usage = 0.0001 //percentage of available fuel to use per cycle
@@ -17,13 +17,14 @@
use_power = 1
idle_power_usage = 10
active_power_usage = 500
directwired = 0
var/remote_access_enabled = 1
var/cached_power_avail = 0
var/emergency_insert_ready = 0
/obj/machinery/power/rust_fuel_injector/process()
if(injecting)
if(stat & BROKEN || !powernet)
if(stat & (BROKEN|NOPOWER))
StopInjecting()
else
Inject()
@@ -74,7 +75,7 @@
state = 2
user << "You weld the [src] to the floor."
connect_to_network()
src.directwired = 1
//src.directwired = 1
else
user << "\red You need more welding fuel to complete this task."
if(2)
@@ -88,7 +89,7 @@
state = 1
user << "You cut the [src] free from the floor."
disconnect_from_network()
src.directwired = 0
//src.directwired = 0
else
user << "\red You need more welding fuel to complete this task."
return
@@ -140,7 +141,7 @@
return
var/dat = ""
if (!powernet || locked || state != 2)
if (stat & NOPOWER || locked || state != 2)
dat += "<i>The console is dark and nonresponsive.</i>"
else
dat += "<B>Reactor Core Fuel Injector</B><hr>"
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@@ -2,14 +2,14 @@
//gimmicky hack to collect particles and direct them into the field
/obj/effect/rust_particle_catcher
icon = 'effects.dmi'
icon_state = "energynet"
density = 0
anchored = 1
invisibility = 101
layer = 4
var/obj/effect/rust_em_field/parent
var/mysize = 0
invisibility = 101
/*/obj/effect/rust_particle_catcher/New()
for(var/obj/machinery/rust/em_field/field in range(6))
parent = field
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@@ -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 -1
View File
@@ -25,6 +25,9 @@
var/datum/organ/external/parent
var/list/datum/organ/external/children
// Internal organs of this body part
var/list/datum/organ/internal/internal_organs
var/damage_msg = "\red You feel an intense pain"
var/broken_description
@@ -93,6 +96,13 @@
droplimb(1)
return
// High brute damage or sharp objects may damage internal organs
if(internal_organs != null) if( (sharp && brute >= 5) || brute >= 10) if(prob(5))
// Damage an internal organ
var/datum/organ/internal/I = pick(internal_organs)
I.take_damage(brute / 2)
brute -= brute / 2
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
@@ -555,7 +565,6 @@
max_damage = 150
min_broken_damage = 75
body_part = UPPER_TORSO
var/ruptured_lungs = 0
/datum/organ/external/groin
name = "groin"
+52
View File
@@ -1,6 +1,8 @@
/****************************************************
INTERNAL ORGANS
****************************************************/
/*
/datum/organ/internal
name = "internal"
var/damage = 0
@@ -62,3 +64,53 @@
var/lungs = null
var/stomach = null
*/
/mob/living/carbon/human/var/list/internal_organs = list()
/datum/organ/internal
// amount of damage to the organ
var/damage = 0
var/min_bruised_damage = 10
var/min_broken_damage = 30
var/parent_organ = "chest"
/datum/organ/internal/proc/is_bruised()
return damage >= min_bruised_damage
/datum/organ/internal/proc/is_broken()
return damage >= min_broken_damage
/datum/organ/internal/New(mob/living/carbon/human/H)
..()
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs += src
H.internal_organs[src.name] = src
src.owner = H
/datum/organ/internal/proc/take_damage(amount)
src.damage += amount
var/datum/organ/external/parent = owner.get_organ(parent_organ)
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
/datum/organ/internal/heart
name = "heart"
parent_organ = "chest"
/datum/organ/internal/lungs
name = "lungs"
parent_organ = "chest"
/datum/organ/internal/liver
name = "liver"
parent_organ = "chest"
/datum/organ/internal/kidney
name = "kidney"
parent_organ = "chest"
+7
View File
@@ -81,3 +81,10 @@ mob/living/carbon/human/proc/handle_pain()
maxdam = dam
if(damaged_organ)
pain(damaged_organ.display_name, maxdam, 0)
// Damage to internal organs hurts a lot.
for(var/organ_name in internal_organs)
var/datum/organ/internal/I = internal_organs[organ_name]
if(I.damage > 2) if(prob(2))
var/datum/organ/external/parent = get_organ(I.parent_organ)
src.custom_pain("You feel a sharp pain in your [parent.display_name]", 1)
+36 -7
View File
@@ -18,7 +18,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
var/access = null
var/hidden = 0
var/contraband = 0
var/group
var/group = "Operations"
/datum/supply_packs/New()
manifest += "<ul>"
@@ -258,6 +258,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containertype = /obj/structure/largecrate/goat
containername = "Goat Crate"
access = access_hydroponics
group = "Hydroponics"
/datum/supply_packs/chicken
name = "Chicken Crate"
@@ -265,6 +266,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containertype = /obj/structure/largecrate/chick
containername = "Chicken Crate"
access = access_hydroponics
group = "Hydroponics"
/datum/supply_packs/lisa
name = "Corgi Crate"
@@ -272,6 +274,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
cost = 50
containertype = /obj/structure/largecrate/lisa
containername = "Corgi Crate"
group = "Hydroponics"
/datum/supply_packs/seeds
name = "Seeds Crate"
@@ -338,7 +341,6 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "Medical crate"
group = "Medical / Science"
/datum/supply_packs/virus
name = "Virus crate"
contains = list(/obj/item/weapon/reagent_containers/glass/bottle/flu_virion,
@@ -821,14 +823,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
group = "Medical / Science"
/datum/supply_packs/randomised/pizza
num_contained = 6
num_contained = 5
contains = list(/obj/item/pizzabox/margherita,
/obj/item/pizzabox/mushroom,
/obj/item/pizzabox/meat,
/obj/item/pizzabox/vegetable)
name = "Surprise pack of half a dozen pizzas"
name = "Surprise pack of five dozen pizzas"
cost = 15
containertype = /obj/structure/closet/crate
containertype = /obj/structure/closet/crate/freezer
containername = "Pizza crate"
group = "Hospitality"
@@ -854,7 +856,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
contains = list(/obj/machinery/power/rust_fuel_injector)
name = "RUST fuel injector"
cost = 50
containertype = /obj/structure/largecrate
containertype = /obj/structure/closet/crate/secure/large
containername = "RUST injector crate"
group = "Engineering"
access = access_engine
@@ -868,11 +870,20 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
group = "Engineering"
access = access_engine
/datum/supply_packs/rust_assembly_port
contains = list(/obj/item/weapon/module/rust_fuel_port)
name = "RUST fuel assembly port circuitry"
cost = 40
containertype = /obj/structure/closet/crate/secure
containername = "RUST fuel assembly port circuitry"
group = "Engineering"
access = access_engine
/datum/supply_packs/rust_core
contains = list(/obj/machinery/power/rust_core)
name = "RUST Tokamak Core"
cost = 75
containertype = /obj/structure/largecrate
containertype = /obj/structure/closet/crate/secure/large
containername = "RUST tokamak crate"
group = "Engineering"
access = access_engine
@@ -902,3 +913,21 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containertype = /obj/structure/closet/crate
containername = "EFTPOS crate"
group = "Operations"
/datum/supply_packs/teg
contains = list(/obj/machinery/power/generator)
name = "Mark I Thermoelectric Generator"
cost = 75
containertype = /obj/structure/closet/crate/secure/large
containername = "Mk1 TEG crate"
group = "Engineering"
access = access_engine
/datum/supply_packs/circulator
contains = list(/obj/machinery/atmospherics/binary/circulator)
name = "Binary atmospheric circulator"
cost = 60
containertype = /obj/structure/closet/crate/secure/large
containername = "Atmospheric circulator crate"
group = "Engineering"
access = access_engine
+15 -12
View File
@@ -1,8 +1,9 @@
/proc/power_failure()
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
for(var/mob/M in player_list)
M << sound('sound/AI/poweroff.ogg')
/proc/power_failure(var/announce = 1)
if(announce)
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
for(var/mob/M in player_list)
M << sound('sound/AI/poweroff.ogg')
for(var/obj/machinery/power/smes/S in world)
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
continue
@@ -47,11 +48,12 @@
C.cell.charge = 0
/proc/power_restore()
/proc/power_restore(var/announce = 1)
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
for(var/mob/M in player_list)
M << sound('sound/AI/poweron.ogg')
if(announce)
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
for(var/mob/M in player_list)
M << sound('sound/AI/poweron.ogg')
for(var/obj/machinery/power/apc/C in world)
if(C.cell && C.z == 1)
C.cell.charge = C.cell.maxcharge
@@ -70,11 +72,12 @@
A.power_environ = 1
A.power_change()
/proc/power_restore_quick()
/proc/power_restore_quick(var/announce = 1)
command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal")
for(var/mob/M in player_list)
M << sound('sound/AI/poweron.ogg')
if(announce)
command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal")
for(var/mob/M in player_list)
M << sound('sound/AI/poweron.ogg')
for(var/obj/machinery/power/smes/S in world)
if(S.z != 1)
continue
+2 -2
View File
@@ -38,8 +38,8 @@ var/global/datum/controller/gameticker/ticker
/datum/controller/gameticker/proc/pregame()
login_music = pick(\
'sound/music/title1.ogg',\
'sound/music/b12_combined_start.ogg')
'sound/music/space.ogg',\
'sound/music/traitor.ogg')
do
pregame_timeleft = 180
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
+1 -1
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@@ -1012,7 +1012,7 @@ datum
*/
cyborg
steal_target = /obj/item/robot_parts/robot_suit
explanation_text = "Steal a completed cyborg shell (no brain)"
explanation_text = "Steal a completed robot shell (no brain)"
weight = 30
get_points(var/job)
+12
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@@ -340,6 +340,18 @@ var/global/datum/controller/occupations/job_master
H.mind.initial_account = M
// If they're head, give them the account info for their department
if(H.mind && job.head_position)
var/remembered_info = ""
var/datum/money_account/department_account = department_accounts[job.department]
if(department_account)
remembered_info += "<b>Your department's account number is:</b> #[department_account.account_number]<br>"
remembered_info += "<b>Your department's account pin is:</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>Your department's account funds are:</b> $[department_account.money]<br>"
H.mind.store_memory(remembered_info)
spawn(0)
H << "\blue<b>Your account number is: [M.account_number], your account pin is: [M.remote_access_pin]</b>"
+6 -1
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@@ -286,7 +286,7 @@
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal Bleeding"
break
if(istype(e, /datum/organ/external/chest) && e:ruptured_lungs)
if(istype(e, /datum/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung Ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
@@ -305,6 +305,11 @@
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
for(var/organ_name in occupant.internal_organs)
var/datum/organ/internal/i = occupant.internal_organs[organ_name]
dat += "<tr>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:</td>"
dat += "</tr>"
dat += "</table>"
else
dat += "\The [src] is empty."
+2 -2
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@@ -37,7 +37,7 @@
var/opened = 0
var/temp
var/list/part_sets = list( //set names must be unique
"Cyborg"=list(
"Robot"=list(
/obj/item/robot_parts/robot_suit,
/obj/item/robot_parts/chest,
/obj/item/robot_parts/head,
@@ -111,7 +111,7 @@
/obj/item/mecha_parts/mecha_equipment/weapon/honker
),
"Cyborg Upgrade Modules" = list(
"Robotic Upgrade Modules" = list(
/obj/item/borg/upgrade/reset,
/obj/item/borg/upgrade/rename,
/obj/item/borg/upgrade/restart,
+15 -7
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@@ -10,7 +10,7 @@
var/list/part = null
/obj/item/robot_parts/l_arm
name = "Cyborg Left Arm"
name = "robot left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
construction_time = 200
@@ -18,7 +18,7 @@
part = list("l_arm","l_hand")
/obj/item/robot_parts/r_arm
name = "Cyborg Right Arm"
name = "robot right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
construction_time = 200
@@ -26,7 +26,7 @@
part = list("r_arm","r_hand")
/obj/item/robot_parts/l_leg
name = "Cyborg Left Leg"
name = "robot left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
construction_time = 200
@@ -34,7 +34,7 @@
part = list("l_leg","l_foot")
/obj/item/robot_parts/r_leg
name = "Cyborg Right Leg"
name = "robot right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
construction_time = 200
@@ -42,7 +42,7 @@
part = list("r_leg","r_foot")
/obj/item/robot_parts/chest
name = "Cyborg Torso"
name = "robot torso"
desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell."
icon_state = "chest"
construction_time = 350
@@ -51,7 +51,7 @@
var/obj/item/weapon/cell/cell = null
/obj/item/robot_parts/head
name = "Cyborg Head"
name = "robot head"
desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals."
icon_state = "head"
construction_time = 350
@@ -60,7 +60,7 @@
var/obj/item/device/flash/flash2 = null
/obj/item/robot_parts/robot_suit
name = "Cyborg Endoskeleton"
name = "robot endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
construction_time = 500
@@ -215,6 +215,7 @@
W.loc = O//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
feedback_inc("cyborg_birth",1)
O.Namepick()
del(src)
else
@@ -269,5 +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
+14 -14
View File
@@ -14,14 +14,14 @@
/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
if(R.stat == DEAD)
usr << "/red The [src] will not function on a deceased cyborg."
usr << "/red The [src] will not function on a deceased robot."
return 1
return 0
/obj/item/borg/upgrade/reset
name = "cyborg module reset board"
desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the cyborg."
name = "robotic module reset board"
desc = "Used to reset a cyborg's module. Destroys any other upgrades applied to the robot."
icon_state = "cyborg_upgrade1"
require_module = 1
@@ -40,14 +40,14 @@
return 1
/obj/item/borg/upgrade/rename
name = "cyborg reclassification board"
name = "robot reclassification board"
desc = "Used to rename a cyborg."
icon_state = "cyborg_upgrade1"
construction_cost = list("metal"=35000)
var/heldname = "default name"
/obj/item/borg/upgrade/rename/attack_self(mob/user as mob)
heldname = stripped_input(user, "Enter new robot name", "Cyborg Reclassification", heldname, MAX_NAME_LEN)
heldname = stripped_input(user, "Enter new robot name", "Robot Reclassification", heldname, MAX_NAME_LEN)
/obj/item/borg/upgrade/rename/action(var/mob/living/silicon/robot/R)
if(..()) return 0
@@ -57,15 +57,15 @@
return 1
/obj/item/borg/upgrade/restart
name = "cyborg emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired cyborg, bringing it back online."
name = "robot emergency restart module"
desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online."
construction_cost = list("metal"=60000 , "glass"=5000)
icon_state = "cyborg_upgrade1"
/obj/item/borg/upgrade/restart/action(var/mob/living/silicon/robot/R)
if(R.health < 0)
usr << "You have to repair the cyborg before using this module!"
usr << "You have to repair the robot before using this module!"
return 0
if(!R.key)
@@ -78,8 +78,8 @@
/obj/item/borg/upgrade/vtec
name = "cyborg VTEC Module"
desc = "Used to kick in a cyborg's VTEC systems, increasing their speed."
name = "robotic VTEC Module"
desc = "Used to kick in a robot's VTEC systems, increasing their speed."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 5000)
icon_state = "cyborg_upgrade2"
require_module = 1
@@ -95,7 +95,7 @@
/obj/item/borg/upgrade/tasercooler
name = "cyborg Rapid Taser Cooling Module"
name = "robotic Rapid Taser Cooling Module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
icon_state = "cyborg_upgrade3"
@@ -116,7 +116,7 @@
if(!T)
T = locate() in R.module.modules
if(!T)
usr << "This cyborg has had its taser removed!"
usr << "This robot has had its taser removed!"
return 0
if(T.recharge_time <= 2)
@@ -130,7 +130,7 @@
return 1
/obj/item/borg/upgrade/jetpack
name = "mining cyborg jetpack"
name = "mining robot jetpack"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations."
construction_cost = list("metal"=10000,"plasma"=15000,"uranium" = 20000)
icon_state = "cyborg_upgrade3"
@@ -153,7 +153,7 @@
/obj/item/borg/upgrade/syndicate/
name = "Illegal Equipment Module"
desc = "Unlocks the hidden, deadlier functions of a cyborg"
desc = "Unlocks the hidden, deadlier functions of a robot"
construction_cost = list("metal"=10000,"glass"=15000,"diamond" = 10000)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -62,18 +62,18 @@ AI MODULES
usr << "The upload computer is broken!"
return
if (!comp.current)
usr << "You haven't selected a cyborg to transmit laws to!"
usr << "You haven't selected a robot to transmit laws to!"
return
if (comp.current.stat == 2 || comp.current.emagged)
usr << "Upload failed. No signal is being detected from the cyborg."
usr << "Upload failed. No signal is being detected from the robot."
else if (comp.current.connected_ai)
usr << "Upload failed. The cyborg is slaved to an AI."
usr << "Upload failed. The robot is slaved to an AI."
else
src.transmitInstructions(comp.current, usr)
comp.current << "These are your laws now:"
comp.current.show_laws()
usr << "Upload complete. The cyborg's laws have been modified."
usr << "Upload complete. The robot's laws have been modified."
/obj/item/weapon/aiModule/proc/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
@@ -165,6 +165,16 @@
sparks = "largebinsparks"
emag = "largebinemag"
/obj/structure/closet/crate/secure/large
name = "large crate"
desc = "A hefty metal crate with an electronic locking system."
icon = 'icons/obj/storage.dmi'
icon_state = "largecrate"
icon_opened = "largecrateopen"
icon_closed = "largecrate"
redlight = "largecrater"
greenlight = "largecrateg"
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "Secure crate"
@@ -178,6 +188,15 @@
var/broken = 0
var/locked = 1
/obj/structure/closet/crate/large
name = "large crate"
desc = "A hefty metal crate."
icon = 'icons/obj/storage.dmi'
icon_state = "largecrate"
icon_opened = "largecrateopen"
icon_closed = "largecrate"
density = 1
/obj/structure/closet/crate/hydroponics
name = "Hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
+15 -11
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@@ -98,6 +98,7 @@ var/list/mechtoys = list(
var/reqtime = 0 //Cooldown for requisitions - Quarxink
var/hacked = 0
var/can_order_contraband = 0
var/last_viewed_group = "categories"
/obj/machinery/computer/ordercomp
name = "Supply ordering console"
@@ -106,6 +107,7 @@ var/list/mechtoys = list(
circuit = "/obj/item/weapon/circuitboard/ordercomp"
var/temp = null
var/reqtime = 0 //Cooldown for requisitions - Quarxink
var/last_viewed_group = "categories"
/*
/obj/effect/marker/supplymarker
@@ -375,19 +377,20 @@ var/list/mechtoys = list(
if(href_list["order"] == "categories")
//all_supply_groups
//Request what?
last_viewed_group = "categories"
temp = "<b>Supply points: [supply_shuttle.points]</b><BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A><HR><BR><BR>"
temp += "<b>Select a category</b><BR><BR>"
for(var/supply_group_name in all_supply_groups )
temp += "<A href='?src=\ref[src];order=[supply_group_name]'>[supply_group_name]</A><BR>"
else
var/cur_supply_group = href_list["order"]
last_viewed_group = href_list["order"]
temp = "<b>Supply points: [supply_shuttle.points]</b><BR>"
temp += "<A href='?src=\ref[src];order=categories'>Back to all categories</A><HR><BR><BR>"
temp += "<b>Request from: [cur_supply_group]</b><BR><BR>"
temp += "<b>Request from: [last_viewed_group]</b><BR><BR>"
for(var/supply_name in supply_shuttle.supply_packs )
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
if(N.hidden || N.contraband || N.group != cur_supply_group) continue //Have to send the type instead of a reference to
if(N.hidden || N.contraband || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
else if (href_list["doorder"])
@@ -440,7 +443,7 @@ var/list/mechtoys = list(
supply_shuttle.requestlist += O
temp = "Thanks for your request. The cargo team will process it as soon as possible.<BR>"
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
temp += "<BR><A href='?src=\ref[src];order=[last_viewed_group]'>Back</A> <A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
else if (href_list["vieworders"])
temp = "Current approved orders: <BR><BR>"
@@ -558,19 +561,20 @@ var/list/mechtoys = list(
if(href_list["order"] == "categories")
//all_supply_groups
//Request what?
last_viewed_group = "categories"
temp = "<b>Supply points: [supply_shuttle.points]</b><BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A><HR><BR><BR>"
temp += "<b>Select a category</b><BR><BR>"
for(var/supply_group_name in all_supply_groups )
temp += "<A href='?src=\ref[src];order=[supply_group_name]'>[supply_group_name]</A><BR>"
else
var/cur_supply_group = href_list["order"]
last_viewed_group = href_list["order"]
temp = "<b>Supply points: [supply_shuttle.points]</b><BR>"
temp += "<A href='?src=\ref[src];order=categories'>Back to all categories</A><HR><BR><BR>"
temp += "<b>Request from: [cur_supply_group]</b><BR><BR>"
temp += "<b>Request from: [last_viewed_group]</b><BR><BR>"
for(var/supply_name in supply_shuttle.supply_packs )
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
if(N.hidden || (N.contraband && !can_order_contraband) || N.group != cur_supply_group) continue //Have to send the type instead of a reference to
if(N.hidden || (N.contraband && !can_order_contraband) || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
/*temp = "Supply points: [supply_shuttle.points]<BR><HR><BR>Request what?<BR><BR>"
@@ -632,7 +636,7 @@ var/list/mechtoys = list(
supply_shuttle.requestlist += O
temp = "Order request placed.<BR>"
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A> | <A href='?src=\ref[src];confirmorder=[O.ordernum]'>Authorize Order</A>"
temp += "<BR><A href='?src=\ref[src];order=[last_viewed_group]'>Back</A> | <A href='?src=\ref[src];mainmenu=1'>Main Menu</A> | <A href='?src=\ref[src];confirmorder=[O.ordernum]'>Authorize Order</A>"
else if(href_list["confirmorder"])
//Find the correct supply_order datum
@@ -650,10 +654,10 @@ var/list/mechtoys = list(
supply_shuttle.points -= P.cost
supply_shuttle.shoppinglist += O
temp = "Thanks for your order.<BR>"
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
temp += "<BR><A href='?src=\ref[src];viewrequests=1'>Back</A> <A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
else
temp = "Not enough supply points.<BR>"
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
temp += "<BR><A href='?src=\ref[src];viewrequests=1'>Back</A> <A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
break
else if (href_list["vieworders"])
@@ -692,7 +696,7 @@ var/list/mechtoys = list(
supply_shuttle.requestlist.Cut(i,i+1)
temp = "Request removed.<BR>"
break
temp += "<BR><A href='?src=\ref[src];viewrequests=1'>OK</A>"
temp += "<BR><A href='?src=\ref[src];viewrequests=1'>Back</A> <A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
else if (href_list["clearreq"])
supply_shuttle.requestlist.Cut()
+4 -2
View File
@@ -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,
+4
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@@ -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()
+1
View File
@@ -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))
+3 -2
View File
@@ -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"
+3 -6
View File
@@ -1,11 +1,11 @@
/datum/event/grid_check //NOTE: Times are measured in master controller ticks!
startWhen = 5
announceWhen = 5
/datum/event/grid_check/setup()
endWhen = rand(90,600)
endWhen = rand(30,120)
/datum/event/grid_check/start()
power_failure(1)
power_failure(0)
/datum/event/grid_check/announce()
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Automated Grid Check")
@@ -13,7 +13,4 @@
M << sound('sound/AI/poweroff.ogg')
/datum/event/grid_check/end()
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
for(var/mob/M in player_list)
M << sound('sound/AI/poweron.ogg')
power_restore()
@@ -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
..()
@@ -596,3 +596,10 @@
set category = "IC"
pose = copytext(sanitize(input(usr, "This is [src]. \He is...", "Pose", null) as text), 1, MAX_MESSAGE_LEN)
/mob/living/carbon/human/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
flavor_text = copytext(sanitize(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text), 1)
+12 -9
View File
@@ -38,6 +38,11 @@
organs_by_name["l_foot"] = new/datum/organ/external/l_foot(organs_by_name["l_leg"])
organs_by_name["r_foot"] = new/datum/organ/external/r_foot(organs_by_name["r_leg"])
new/datum/organ/internal/heart(src)
new/datum/organ/internal/lungs(src)
new/datum/organ/internal/liver(src)
new/datum/organ/internal/kidney(src)
// connect feet to legs and hands to arms
/* var/datum/organ/external/organ = organs_by_name["l_hand"]
@@ -899,26 +904,24 @@
H.brainmob.mind.transfer_to(src)
del(H)
var/datum/organ/external/chest/E = get_organ("chest")
if(E.ruptured_lungs == 1)
E.ruptured_lungs = 0
for(var/datum/organ/internal/I in internal_organs)
I.damage = 0
for (var/datum/disease/virus in viruses)
virus.cure()
..()
/mob/living/carbon/human/proc/is_lung_ruptured()
var/datum/organ/external/chest/E = get_organ("chest")
return E.ruptured_lungs
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
return L.is_bruised()
/mob/living/carbon/human/proc/rupture_lung()
var/datum/organ/external/chest/E = get_organ("chest")
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
if(E.ruptured_lungs == 0)
if(!L.is_bruised())
src.custom_pain("You feel a stabbing pain in your chest!", 1)
L.damage = L.min_bruised_damage
E.ruptured_lungs = 1
/*
/mob/living/carbon/human/verb/simulate()
set name = "sim"
@@ -155,6 +155,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
//At this point, we dun care which blood we are adding to, as long as they get more blood.
B.volume = B.volume + 0.1 // regenerate blood VERY slowly
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
switch(heart.damage)
if(5 to 10)
blood_volume *= 0.8
if(11 to 20)
blood_volume *= 0.5
if(21 to INFINITY)
blood_volume *= 0.3
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
@@ -1044,6 +1054,22 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
var/datum/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
var/damaged_liver_process_accuracy = 10
if(life_tick % damaged_liver_process_accuracy == 0)
// Damaged liver means some chemicals are very dangerous
var/datum/organ/internal/liver/liver = internal_organs["liver"]
if(liver.damage >= liver.min_bruised_damage)
for(var/datum/reagent/R in src.reagents.reagent_list)
// Ethanol and all drinks are bad
if(istype(R, /datum/reagent/ethanol))
adjustToxLoss(0.1 * damaged_liver_process_accuracy)
// Can't cope with toxins at all
for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker"))
if(src.reagents.has_reagent(toxin))
adjustToxLoss(0.3 * damaged_liver_process_accuracy)
updatehealth()
return //TODO: DEFERRED
@@ -32,5 +32,12 @@
if(DEAD) msg += "<span class='deadsay'>It looks completely unsalvageable.</span>\n"
msg += "*---------*</span>"
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "\nIt is [pose]"
usr << msg
return
+46 -24
View File
@@ -54,13 +54,13 @@
var/speed = 0 //Cause sec borgs gotta go fast //No they dont!
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/braintype = "Cyborg"
var/pose
/mob/living/silicon/robot/New(loc,var/syndie = 0)
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
ident = rand(1, 999)
updatename("Default")
updateicon()
@@ -101,7 +101,6 @@
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
//If there's an MMI in the robot, have it ejected when the mob goes away. --NEO
//Improved /N
/mob/living/silicon/robot/Del()
@@ -208,6 +207,18 @@
real_name = changed_name
name = real_name
/mob/living/silicon/robot/verb/Namepick()
if(custom_name)
return 0
var/newname
newname = input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text
if (newname != "")
custom_name = newname
updatename("Default")
updateicon()
/mob/living/silicon/robot/verb/cmd_robot_alerts()
set category = "Robot Commands"
set name = "Show Alerts"
@@ -424,9 +435,23 @@
else if (istype(W, /obj/item/weapon/crowbar)) // crowbar means open or close the cover
if(opened)
user << "You close the cover."
opened = 0
updateicon()
if(cell)
user << "You close the cover."
opened = 0
updateicon()
else if(mmi && wiresexposed && isWireCut(1) && isWireCut(2) && isWireCut(3) && isWireCut(4) && isWireCut(5))
//Cell is out, wires are exposed, remove MMI, produce damaged chassis, baleet original mob.
user << "You jam the crowbar into the robot and begin levering [mmi]."
sleep(30)
user << "You damage some parts of the chassis, but eventually manage to rip out [mmi]!"
var/obj/item/robot_parts/robot_suit/C = new/obj/item/robot_parts/robot_suit(loc)
C.l_leg = new/obj/item/robot_parts/l_leg(C)
C.r_leg = new/obj/item/robot_parts/r_leg(C)
C.l_arm = new/obj/item/robot_parts/l_arm(C)
C.r_arm = new/obj/item/robot_parts/r_arm(C)
C.updateicon()
new/obj/item/robot_parts/chest(loc)
src.Del()
else
if(locked)
user << "The cover is locked and cannot be opened."
@@ -767,24 +792,8 @@
overlays.Cut()
if(stat == 0)
overlays += "eyes"
if(icon_state == "robot")
overlays.Cut()
overlays += "eyes-standard"
if(icon_state == "toiletbot")
overlays.Cut()
overlays += "eyes-toiletbot"
if(icon_state == "bloodhound")
overlays.Cut()
overlays += "eyes-bloodhound"
if(icon_state =="landmate")
overlays.Cut()
overlays += "eyes-landmate"
if(icon_state =="mopgearrex")
overlays.Cut()
overlays += "eyes-mopgearrex"
if(icon_state =="Miner" || icon_state =="Miner+j")
overlays.Cut()
overlays += "eyes-Miner"
overlays.Cut()
overlays += "eyes-[icon_state]"
else
overlays -= "eyes"
@@ -986,4 +995,17 @@
W.attack_self(src)
return
/mob/living/silicon/robot/verb/pose()
set name = "Set Pose"
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = copytext(sanitize(input(usr, "This is [src]. It is...", "Pose", null) as text), 1, MAX_MESSAGE_LEN)
/mob/living/silicon/robot/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
flavor_text = copytext(sanitize(input(usr, "Please enter your new flavour text.", "Flavour text", null) as text), 1)
+1 -1
View File
@@ -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
+1
View File
@@ -170,6 +170,7 @@
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
O.Namepick()
spawn(0)//To prevent the proc from returning null.
del(src)
+8
View File
@@ -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))
+97 -55
View File
@@ -1,18 +1,14 @@
// dummy generator object for testing
/*/obj/machinery/power/generator/verb/set_amount(var/g as num)
set src in view(1)
gen_amount = g
*/
//updated by cael_aislinn on 5/3/2013 to be rotateable, moveable and generally more flexible
/obj/machinery/power/generator
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
anchored = 1
density = 1
use_power = 0
anchored = 0
idle_power_usage = 50
active_power_usage = 1000
var/obj/machinery/atmospherics/binary/circulator/circ1
var/obj/machinery/atmospherics/binary/circulator/circ2
@@ -20,28 +16,39 @@
var/lastgen = 0
var/lastgenlev = -1
/obj/machinery/power/generator/New()
..()
spawn(5)
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST)
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST)
spawn(1)
reconnect()
if(circ1)
circ1.side = 1
circ1.update_icon()
if(circ2)
circ2.side = 2
circ2.update_icon()
//generators connect in dir and reverse_dir(dir) directions
//mnemonic to determine circulator/generator directions: the cirulators orbit clockwise around the generator
//so a circulator to the NORTH of the generator connects first to the EAST, then to the WEST
//and a circulator to the WEST of the generator connects first to the NORTH, then to the SOUTH
//note that the circulator's outlet dir is it's always facing dir, and it's inlet is always the reverse
/obj/machinery/power/generator/proc/reconnect()
circ1 = null
circ2 = null
if(src.loc && anchored)
if(src.dir & (EAST|WEST))
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST)
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST)
if(!circ1 || !circ2)
stat |= BROKEN
if(circ1 && circ2)
if(circ1.dir != SOUTH || circ2.dir != NORTH)
circ1 = null
circ2 = null
updateicon()
else if(src.dir & (NORTH|SOUTH))
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,NORTH)
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,SOUTH)
if(circ1 && circ2 && (circ1.dir != EAST || circ2.dir != WEST))
circ1 = null
circ2 = null
/obj/machinery/power/generator/proc/updateicon()
if(stat & (NOPOWER|BROKEN))
overlays.Cut()
else
@@ -56,57 +63,64 @@
//world << "Generator process ran"
if(!circ1 || !circ2)
if(!circ1 || !circ2 || !anchored || stat & (BROKEN|NOPOWER))
return
//world << "circ1 and circ2 pass"
var/datum/gas_mixture/cold_air = circ1.return_transfer_air()
var/datum/gas_mixture/hot_air = circ2.return_transfer_air()
var/datum/gas_mixture/air1 = circ1.return_transfer_air()
var/datum/gas_mixture/air2 = circ2.return_transfer_air()
lastgen = 0
//world << "hot_air = [hot_air]; cold_air = [cold_air];"
if(cold_air && hot_air)
if(air1 && air2)
//world << "hot_air = [hot_air] temperature = [hot_air.temperature]; cold_air = [cold_air] temperature = [hot_air.temperature];"
//world << "hot_air = [hot_air] temperature = [air2.temperature]; cold_air = [cold_air] temperature = [air2.temperature];"
//world << "coldair and hotair pass"
var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity()
var/air1_heat_capacity = air1.heat_capacity()
var/air2_heat_capacity = air2.heat_capacity()
var/delta_temperature = abs(air2.temperature - air1.temperature)
var/delta_temperature = hot_air.temperature - cold_air.temperature
//world << "delta_temperature = [delta_temperature]; air1_heat_capacity = [air1_heat_capacity]; air2_heat_capacity = [air2_heat_capacity]"
//world << "delta_temperature = [delta_temperature]; cold_air_heat_capacity = [cold_air_heat_capacity]; hot_air_heat_capacity = [hot_air_heat_capacity]"
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
if(delta_temperature > 0 && air1_heat_capacity > 0 && air2_heat_capacity > 0)
use_power = 2
var/efficiency = 0.65
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/energy_transfer = delta_temperature*air2_heat_capacity*air1_heat_capacity/(air2_heat_capacity+air1_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency
//world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; hot_air_heat_capacity = [hot_air_heat_capacity]; cold_air_heat_capacity = [cold_air_heat_capacity];"
//world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; air2_heat_capacity = [air2_heat_capacity]; air1_heat_capacity = [air1_heat_capacity];"
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
if(air2.temperature > air1.temperature)
air2.temperature = air2.temperature - energy_transfer/air2_heat_capacity
air1.temperature = air1.temperature + heat/air1_heat_capacity
else
air2.temperature = air2.temperature + heat/air2_heat_capacity
air1.temperature = air1.temperature - energy_transfer/air1_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [air1_heat_capacity], [air2_heat_capacity]"
add_avail(lastgen)
// update icon overlays only if displayed level has changed
if(hot_air)
circ2.air2.merge(hot_air)
if(air1)
circ1.air2.merge(air1)
if(cold_air)
circ1.air2.merge(cold_air)
if(air2)
circ2.air2.merge(air2)
// update icon overlays and power usage only if displayed level has changed
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
if(genlev != lastgenlev)
lastgenlev = genlev
active_power_usage = lastgenlev * 1000
if(lastgenlev > 0)
use_power = 2
else
use_power = 1
updateicon()
src.updateDialog()
@@ -115,10 +129,18 @@
if(stat & (BROKEN|NOPOWER)) return
interact(user)
/obj/machinery/power/generator/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
user << "\blue You [anchored ? "secure" : "unsecure"] the bolts holding [src] to the floor."
use_power = anchored
reconnect()
else
..()
/obj/machinery/power/generator/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER)) return
if(stat & (BROKEN|NOPOWER) || !anchored) return
interact(user)
@@ -132,19 +154,28 @@
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
if(circ1 && circ2)
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature Inlet: [round(circ1.air1.temperature, 0.1)] K Outlet: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ1.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Primary Circulator (top/right)</B><BR>"
t += "Inlet Pressure: [round(circ1.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Inlet Temperature: [round(circ1.air1.temperature, 0.1)] K<BR>"
t += "Outlet Pressure: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Outlet Temperature: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature Inlet: [round(circ2.air1.temperature, 0.1)] K Outlet: [round(circ2.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ2.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Secondary Circulator (bottom/left)</B><BR>"
t += "Inlet Pressure: [round(circ2.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Inlet Temperature: [round(circ2.air1.temperature, 0.1)] K<BR>"
t += "Outlet Pressure: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Outlet Temperature: [round(circ2.air2.temperature, 0.1)] K<BR>"
else
t += "Unable to connect to circulators.<br>"
t += "Ensure both are in position and wrenched into place."
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "<BR>"
t += "<HR>"
t += "<A href='?src=\ref[src]'>Refresh</A> <A href='?src=\ref[src];close=1'>Close</A>"
t += "</PRE>"
user << browse(t, "window=teg;size=460x300")
onclose(user, "teg")
return 1
@@ -156,6 +187,7 @@
usr << browse(null, "window=teg")
usr.unset_machine()
return 0
updateDialog()
return 1
@@ -163,3 +195,13 @@
..()
updateicon()
/obj/machinery/power/generator/verb/rotate()
set category = "Object"
set name = "Rotate Generator"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.dir = turn(src.dir, 90)
+1 -1
View File
@@ -69,7 +69,7 @@
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
if(input1.network)
input1.network.update = 1
+1 -1
View File
@@ -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
+5 -5
View File
@@ -1979,21 +1979,21 @@ datum
return
else if ( mouth_covered ) // Reduced effects if partially protected
victim << "\red Your [safe_thing] protect you from most of the pepperspray!"
victim.eye_blurry = max(M.eye_blurry, 3)
victim.eye_blind = max(M.eye_blind, 1)
victim.eye_blurry = max(M.eye_blurry, 15)
victim.eye_blind = max(M.eye_blind, 5)
victim.Paralyse(1)
victim.drop_item()
return
else if ( eyes_covered ) // Eye cover is better than mouth cover
victim << "\red Your [safe_thing] protects your eyes from the pepperspray!"
victim.emote("scream")
victim.eye_blurry = max(M.eye_blurry, 1)
victim.eye_blurry = max(M.eye_blurry, 5)
return
else // Oh dear :D
victim.emote("scream")
victim << "\red You're sprayed directly in the eyes with pepperspray!"
victim.eye_blurry = max(M.eye_blurry, 5)
victim.eye_blind = max(M.eye_blind, 2)
victim.eye_blurry = max(M.eye_blurry, 25)
victim.eye_blind = max(M.eye_blind, 10)
victim.Paralyse(1)
victim.drop_item()
@@ -51,6 +51,13 @@
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if (user.a_intent == "hurt" && ismob(target))
if((CLUMSY in user.mutations) && prob(50))
target = user
syringestab(target, user)
return
switch(mode)
if(SYRINGE_DRAW)
@@ -306,6 +313,54 @@
return
/obj/item/weapon/reagent_containers/syringe/proc/syringestab(mob/living/carbon/target as mob, mob/living/carbon/user as mob)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
target.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(istype(target, /mob/living/carbon/human))
var/target_zone = check_zone(user.zone_sel.selecting, target)
var/datum/organ/external/affecting = target:get_organ(target_zone)
if (!affecting)
return
if(affecting.status & ORGAN_DESTROYED)
user << "What [affecting.display_name]?"
return
var/hit_area = affecting.display_name
var/mob/living/carbon/human/H = target
if((user != target) && H.check_shields(7, "the [src.name]"))
return
if (target != user && target.getarmor(target_zone, "melee") > 5 && prob(50))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] tries to stab [target] in the [hit_area] with [src.name], but the attack is deflected by armor!</B>"), 1)
user.u_equip(src)
del(src)
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] stabs [target] in the [hit_area] with [src.name]!</B>"), 1)
if(affecting.take_damage(7))
target:UpdateDamageIcon()
else
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] stabs [target] with [src.name]!</B>"), 1)
target.take_organ_damage(7)
src.reagents.reaction(target, INGEST)
var/syringestab_amount_transferred = rand(0, reagents.total_volume)
src.reagents.trans_to(target, syringestab_amount_transferred)
user.u_equip(src)
del(src)
update_icon()
var/rounded_vol = round(reagents.total_volume,50)
if(ismob(loc))
+2 -1
View File
@@ -173,7 +173,8 @@
if(target.cores >= 0)
new target.coretype(target.loc)
if(target.cores <= 0)
target.icon_state = "baby roro dead-nocore"
var/origstate = initial(target.icon_state)
target.icon_state = "[origstate] dead-nocore"
fail_step(mob/living/user, mob/living/carbon/slime/target, target_zone, obj/item/tool)
+50 -10
View File
@@ -109,7 +109,7 @@
affected.fracture()
if (prob(40))
user.visible_message("\red Rib pierces the lung!")
affected.ruptured_lungs = 1
target.rupture_lung()
/datum/surgery_step/ribcage/mend_ribcage
required_tool = /obj/item/weapon/bonegel
@@ -168,9 +168,9 @@
//////////////////////////////////////////////////////////////////
// LUNG SURGERY //
// CHEST INTERNAL ORGAN SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage/fix_lungs
/datum/surgery_step/ribcage/fix_chest_internal
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
@@ -178,19 +178,59 @@
max_duration = 90
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.is_lung_ruptured() && target.op_stage.ribcage == 2
var/is_chest_organ_damaged = 0
var/datum/organ/external/chest/chest = target.get_organ("chest")
for(var/datum/organ/internal/I in chest.internal_organs) if(I.damage > 0)
is_chest_organ_damaged = 1
break
return ..() && is_chest_organ_damaged && target.op_stage.ribcage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \
"You start mending the rupture in [target]'s lungs with \the [tool]." )
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/lungs/lungs = target.internal_organs["lungs"]
var/datum/organ/internal/liver/liver = target.internal_organs["liver"]
var/datum/organ/internal/liver/kidney = target.internal_organs["kidney"]
if(lungs.damage > 0)
user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \
"You start mending the rupture in [target]'s lungs with \the [tool]." )
if(heart.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s heart with \the [tool].", \
"You start mending the bruises on [target]'s heart with \the [tool]." )
if(liver.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s liver with \the [tool].", \
"You start mending the bruises on [target]'s liver with \the [tool]." )
if(kidney.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s kidney with \the [tool].", \
"You start mending the bruises on [target]'s kidney with \the [tool]." )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ("chest")
user.visible_message("\blue [user] mends the rupture in [target]'s lungs with \the [tool].", \
"\blue You mend the rupture in [target]'s lungs with \the [tool]." )
affected.ruptured_lungs = 0
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/lungs/lungs = target.internal_organs["lungs"]
var/datum/organ/internal/liver/liver = target.internal_organs["liver"]
var/datum/organ/internal/liver/kidney = target.internal_organs["kidney"]
if(lungs.damage > 0)
user.visible_message("\blue [user] mends the rupture in [target]'s lungs with \the [tool].", \
"\blue You mend the rupture in [target]'s lungs with \the [tool]." )
lungs.damage = 0
if(heart.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s heart with \the [tool].", \
"\blue You treats the bruises on [target]'s heart with \the [tool]." )
heart.damage = 0
if(liver.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s liver with \the [tool].", \
"\blue You treats the bruises on [target]'s liver with \the [tool]." )
liver.damage = 0
if(kidney.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s kidney with \the [tool].", \
"\blue You treats the bruises on [target]'s kidney with \the [tool]." )
kidney.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ("chest")
+42 -9
View File
@@ -59,6 +59,39 @@ 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">March 6th 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Type 1 thermoelectric generators and the associated binary circulators are now moveable (wrench to secure/unsecure) and orderable via Quartermaster.</li>
<li class="wip">code/maps/rust_test.dmm contains an example setup for a functional RUST reactor. Maximum output is in the range of 12 to 20MW (12 to 20 million watts).</li>
<li class="bugfix">Removed double announcement for gridchecks, reduced duration of gridchecks.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">March 5th 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="soundadd">Set roundstart music to randomly choose between space.ogg and traitor.ogg (see <a =href='http://baystation12.net/forums/viewtopic.php?f=5&t=6972'>http://baystation12.net/forums/viewtopic.php?f=5&t=6972</a>)</li>
<li class="experiment">All RUST components except for TEGs (which generate the power) are now obtainable ingame, bored engineers should get hold of them and setup an experimental reactor for testing purposes.</li>
</ul>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added internal organs. They're currently all located in the chest. Use advanced scanner to detect damage. Use the same surgery as for ruptured lungs to fix them.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">February 27th 2013</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>
@@ -75,15 +108,7 @@ should be listed in the changelog upon commit though. Thanks. -->
<ul class="changes bgimages16">
<li class="rscadd">Finances! Players spawn with an account, and money can be transferred between accounts, withdrawn/deposited at ATMs and charged to accounts via EFTPOS scanners.<br><br>
All players start with 500-5000 credits, credits can no longer be merged and only credits can be deposited into ATMs - so shelter your illegitimately gotten gains in physical assets and remember that fraud is frowned upon!</li>
<li class="rscadd">Turrets are no longer noiseless as the grave. Listen for the sound of machinery in their proximity.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">22/02/2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.</li>
<li class="soundadd">Turrets are no longer noiseless as the grave. Listen for the sound of machinery in their proximity.</li>
</ul>
</div>
@@ -98,6 +123,14 @@ should be listed in the changelog upon commit though. Thanks. -->
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">22/02/2013</h2>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Change to body cavity surgery. Can only put items in chest, groind and head. Max size for item - 3 (chest), 2 (groin), 1 (head). For chest surgery ribs should be bent open, (lung surgery until second scalpel step). Surgery step needs preparation step, with drill. After that you can place item inside, or seal it with cautery to do other step instead.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">February 18th 2013</h2>
<h3 class="author">Cael Aislinn updated:</h3>
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+346 -307
View File
@@ -1,272 +1,311 @@
"aa" = (/turf/space,/area)
"ab" = (/turf/simulated/wall/r_wall,/area)
"ac" = (/obj/effect/landmark/start{name = "Station Engineer"},/turf/simulated/floor,/area)
"ad" = (/turf/simulated/floor,/area)
"ae" = (/obj/machinery/power/monitor,/turf/simulated/floor,/area)
"af" = (/obj/effect/landmark/start{name = "Chief Engineer"},/turf/simulated/floor,/area)
"ag" = (/obj/machinery/computer/rust_fuel_control,/turf/simulated/floor,/area)
"ah" = (/obj/machinery/computer/rust_core_control,/turf/simulated/floor,/area)
"ai" = (/obj/machinery/computer/rust_radiation_monitor,/turf/simulated/floor,/area)
"aj" = (/turf/space,/area/engine/engineering)
"ak" = (/turf/simulated/wall/r_wall,/area/engine/engineering)
"al" = (/obj/machinery/door/airlock/engineering,/turf/simulated/floor,/area/engine/engineering)
"am" = (/obj/effect/landmark{name = "LateStart"},/turf/simulated/floor,/area/engine/engineering)
"an" = (/turf/simulated/floor,/area/engine/engineering)
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"fD" = (/turf/simulated/floor/plating{tag = "icon-warnplate (SOUTHWEST)"; icon_state = "warnplate"; dir = 10},/area)
"fE" = (/turf/simulated/floor/plating{dir = 2; icon_state = "warnplate"; tag = "icon-warnplate (SOUTHEAST)"},/area)
"fF" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 5; health = 1e+007},/obj/structure/grille,/turf/simulated/floor/engine,/area)
"fG" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 5; health = 1e+007},/obj/structure/grille,/turf/simulated/floor/engine,/area)
"fH" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 5; health = 1e+007},/obj/structure/grille,/turf/simulated/floor/engine,/area)
"fI" = (/turf/simulated/floor/plating{tag = "icon-warnplate (SOUTHEAST)"; icon_state = "warnplate"; dir = 6},/area)
"fJ" = (/obj/machinery/atmospherics/portables_connector{dir = 1; name = "Connector Port (Air Supply)"},/turf/simulated/floor/plating,/area)
"fK" = (/obj/machinery/atmospherics/binary/pump{dir = 1},/turf/simulated/floor/plating,/area)
"fL" = (/obj/structure/closet/crate,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/turf/simulated/floor/plating,/area)
"fM" = (/obj/machinery/portable_atmospherics/canister/oxygen,/turf/simulated/floor/plating,/area)
"fN" = (/obj/machinery/portable_atmospherics/canister/oxygen,/turf/simulated/floor/plating{tag = "icon-warnplate (EAST)"; icon_state = "warnplate"; dir = 4},/area)
"fO" = (/obj/machinery/power/rust_fuel_injector{dir = 1},/turf/simulated/floor/plating,/area)
"fP" = (/obj/machinery/portable_atmospherics/canister/toxins,/turf/simulated/floor/plating,/area)
"fQ" = (/obj/machinery/portable_atmospherics/canister/toxins,/turf/simulated/floor/plating{tag = "icon-warnplate (EAST)"; icon_state = "warnplate"; dir = 4},/area)
"fR" = (/obj/machinery/rust_fuel_compressor{pixel_x = 0; pixel_y = 32},/turf/simulated/floor/plating,/area)
"fS" = (/obj/machinery/rust_fuel_assembly_port{pixel_y = 32},/turf/simulated/floor/plating,/area)
"fT" = (/obj/machinery/atmospherics/pipe/simple{icon_state = "intact"; level = 2},/turf/simulated/wall/r_wall,/area)
"fU" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/wall/r_wall,/area)
"fV" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/space,/area)
(1,1,1) = {"
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