Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze

This commit is contained in:
Asanadas
2013-03-06 18:10:47 -05:00
217 changed files with 17544 additions and 13333 deletions
+23 -225
View File
@@ -6,229 +6,15 @@
// BEGIN_FILE_DIR
#define FILE_DIR .
#define FILE_DIR "code"
#define FILE_DIR "code/__HELPERS"
#define FILE_DIR "code/ATMOSPHERICS"
#define FILE_DIR "code/ATMOSPHERICS/components"
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
#define FILE_DIR "code/controllers"
#define FILE_DIR "code/datums"
#define FILE_DIR "code/datums/diseases"
#define FILE_DIR "code/datums/diseases/advance"
#define FILE_DIR "code/datums/diseases/advance/symptoms"
#define FILE_DIR "code/datums/helper_datums"
#define FILE_DIR "code/datums/organs"
#define FILE_DIR "code/datums/spells"
#define FILE_DIR "code/defines"
#define FILE_DIR "code/defines/obj"
#define FILE_DIR "code/defines/procs"
#define FILE_DIR "code/FEA"
#define FILE_DIR "code/game"
#define FILE_DIR "code/game/area"
#define FILE_DIR "code/game/gamemodes"
#define FILE_DIR "code/game/gamemodes/autotraitor"
#define FILE_DIR "code/game/gamemodes/blob"
#define FILE_DIR "code/game/gamemodes/blob/blobs"
#define FILE_DIR "code/game/gamemodes/changeling"
#define FILE_DIR "code/game/gamemodes/cult"
#define FILE_DIR "code/game/gamemodes/epidemic"
#define FILE_DIR "code/game/gamemodes/events"
#define FILE_DIR "code/game/gamemodes/events/holidays"
#define FILE_DIR "code/game/gamemodes/extended"
#define FILE_DIR "code/game/gamemodes/malfunction"
#define FILE_DIR "code/game/gamemodes/meme"
#define FILE_DIR "code/game/gamemodes/meteor"
#define FILE_DIR "code/game/gamemodes/nuclear"
#define FILE_DIR "code/game/gamemodes/revolution"
#define FILE_DIR "code/game/gamemodes/sandbox"
#define FILE_DIR "code/game/gamemodes/traitor"
#define FILE_DIR "code/game/gamemodes/wizard"
#define FILE_DIR "code/game/jobs"
#define FILE_DIR "code/game/jobs/job"
#define FILE_DIR "code/game/machinery"
#define FILE_DIR "code/game/machinery/atmoalter"
#define FILE_DIR "code/game/machinery/bots"
#define FILE_DIR "code/game/machinery/camera"
#define FILE_DIR "code/game/machinery/computer"
#define FILE_DIR "code/game/machinery/doors"
#define FILE_DIR "code/game/machinery/embedded_controller"
#define FILE_DIR "code/game/machinery/kitchen"
#define FILE_DIR "code/game/machinery/pipe"
#define FILE_DIR "code/game/machinery/telecomms"
#define FILE_DIR "code/game/magic"
#define FILE_DIR "code/game/mecha"
#define FILE_DIR "code/game/mecha/combat"
#define FILE_DIR "code/game/mecha/equipment"
#define FILE_DIR "code/game/mecha/equipment/tools"
#define FILE_DIR "code/game/mecha/equipment/weapons"
#define FILE_DIR "code/game/mecha/medical"
#define FILE_DIR "code/game/mecha/working"
#define FILE_DIR "code/game/objects"
#define FILE_DIR "code/game/objects/closets"
#define FILE_DIR "code/game/objects/closets/secure"
#define FILE_DIR "code/game/objects/effects"
#define FILE_DIR "code/game/objects/effects/decals"
#define FILE_DIR "code/game/objects/effects/decals/Cleanable"
#define FILE_DIR "code/game/objects/effects/spawners"
#define FILE_DIR "code/game/objects/items"
#define FILE_DIR "code/game/objects/items/devices"
#define FILE_DIR "code/game/objects/items/devices/PDA"
#define FILE_DIR "code/game/objects/items/devices/radio"
#define FILE_DIR "code/game/objects/items/robot"
#define FILE_DIR "code/game/objects/items/stacks"
#define FILE_DIR "code/game/objects/items/stacks/sheets"
#define FILE_DIR "code/game/objects/items/stacks/tiles"
#define FILE_DIR "code/game/objects/items/weapons"
#define FILE_DIR "code/game/objects/items/weapons/grenades"
#define FILE_DIR "code/game/objects/items/weapons/implants"
#define FILE_DIR "code/game/objects/items/weapons/melee"
#define FILE_DIR "code/game/objects/items/weapons/storage"
#define FILE_DIR "code/game/objects/items/weapons/tanks"
#define FILE_DIR "code/game/objects/storage"
#define FILE_DIR "code/game/objects/structures"
#define FILE_DIR "code/game/objects/structures/crates_lockers"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
#define FILE_DIR "code/game/structure"
#define FILE_DIR "code/game/turfs"
#define FILE_DIR "code/game/turfs/simulated"
#define FILE_DIR "code/game/turfs/space"
#define FILE_DIR "code/game/turfs/unsimulated"
#define FILE_DIR "code/game/vehicles"
#define FILE_DIR "code/game/verbs"
#define FILE_DIR "code/js"
#define FILE_DIR "code/modules"
#define FILE_DIR "code/modules/admin"
#define FILE_DIR "code/modules/admin/DB ban"
#define FILE_DIR "code/modules/admin/permissionverbs"
#define FILE_DIR "code/modules/admin/verbs"
#define FILE_DIR "code/modules/assembly"
#define FILE_DIR "code/modules/awaymissions"
#define FILE_DIR "code/modules/awaymissions/maploader"
#define FILE_DIR "code/modules/client"
#define FILE_DIR "code/modules/clothing"
#define FILE_DIR "code/modules/clothing/glasses"
#define FILE_DIR "code/modules/clothing/gloves"
#define FILE_DIR "code/modules/clothing/head"
#define FILE_DIR "code/modules/clothing/masks"
#define FILE_DIR "code/modules/clothing/shoes"
#define FILE_DIR "code/modules/clothing/spacesuits"
#define FILE_DIR "code/modules/clothing/suits"
#define FILE_DIR "code/modules/clothing/under"
#define FILE_DIR "code/modules/clothing/under/jobs"
#define FILE_DIR "code/modules/customitems"
#define FILE_DIR "code/modules/destilery"
#define FILE_DIR "code/modules/DetectiveWork"
#define FILE_DIR "code/modules/events"
#define FILE_DIR "code/modules/flufftext"
#define FILE_DIR "code/modules/food"
#define FILE_DIR "code/modules/genetics"
#define FILE_DIR "code/modules/icon generation"
#define FILE_DIR "code/modules/library"
#define FILE_DIR "code/modules/liquid"
#define FILE_DIR "code/modules/maps"
#define FILE_DIR "code/modules/mining"
#define FILE_DIR "code/modules/mob"
#define FILE_DIR "code/modules/mob/dead"
#define FILE_DIR "code/modules/mob/dead/observer"
#define FILE_DIR "code/modules/mob/living"
#define FILE_DIR "code/modules/mob/living/blob"
#define FILE_DIR "code/modules/mob/living/carbon"
#define FILE_DIR "code/modules/mob/living/carbon/alien"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
#define FILE_DIR "code/modules/mob/living/carbon/brain"
#define FILE_DIR "code/modules/mob/living/carbon/human"
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
#define FILE_DIR "code/modules/mob/living/silicon"
#define FILE_DIR "code/modules/mob/living/silicon/ai"
#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
#define FILE_DIR "code/modules/mob/living/silicon/pai"
#define FILE_DIR "code/modules/mob/living/silicon/robot"
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/living/simple_animal/friendly"
#define FILE_DIR "code/modules/mob/living/simple_animal/hostile"
#define FILE_DIR "code/modules/mob/living/simple_animal/hostile/retaliate"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"
#define FILE_DIR "code/modules/power/singularity"
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
#define FILE_DIR "code/modules/projectiles"
#define FILE_DIR "code/modules/projectiles/ammunition"
#define FILE_DIR "code/modules/projectiles/guns"
#define FILE_DIR "code/modules/projectiles/guns/energy"
#define FILE_DIR "code/modules/projectiles/guns/projectile"
#define FILE_DIR "code/modules/projectiles/projectile"
#define FILE_DIR "code/modules/reagents"
#define FILE_DIR "code/modules/reagents/reagent_containers"
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
#define FILE_DIR "code/modules/recycling"
#define FILE_DIR "code/modules/research"
#define FILE_DIR "code/modules/research/xenoarchaeology"
#define FILE_DIR "code/modules/scripting"
#define FILE_DIR "code/modules/scripting/AST"
#define FILE_DIR "code/modules/scripting/AST/Operators"
#define FILE_DIR "code/modules/scripting/Implementations"
#define FILE_DIR "code/modules/scripting/Interpreter"
#define FILE_DIR "code/modules/scripting/Parser"
#define FILE_DIR "code/modules/scripting/Scanner"
#define FILE_DIR "code/modules/security levels"
#define FILE_DIR "code/modules/surgery"
#define FILE_DIR "code/TriDimension"
#define FILE_DIR "code/unused"
#define FILE_DIR "code/unused/beast"
#define FILE_DIR "code/unused/computer2"
#define FILE_DIR "code/unused/disease2"
#define FILE_DIR "code/unused/gamemodes"
#define FILE_DIR "code/unused/hivebot"
#define FILE_DIR "code/unused/mining"
#define FILE_DIR "code/unused/optics"
#define FILE_DIR "code/unused/pda2"
#define FILE_DIR "code/unused/powerarmor"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/AI_Visibility"
#define FILE_DIR "code/WorkInProgress/animusstation"
#define FILE_DIR "code/WorkInProgress/Apples"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Economy"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jungle"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
#define FILE_DIR "code/WorkInProgress/carn"
#define FILE_DIR "code/WorkInProgress/Chinsky"
#define FILE_DIR "code/WorkInProgress/Cib"
#define FILE_DIR "code/WorkInProgress/Cib/amorph"
#define FILE_DIR "code/WorkInProgress/Mini"
#define FILE_DIR "code/WorkInProgress/Mloc"
#define FILE_DIR "code/WorkInProgress/organs"
#define FILE_DIR "code/WorkInProgress/Ported"
#define FILE_DIR "code/WorkInProgress/Ported/Abi79"
#define FILE_DIR "code/WorkInProgress/Ported/Bureaucracy"
#define FILE_DIR "code/WorkInProgress/Ported/Spawners"
#define FILE_DIR "code/WorkInProgress/Sigyn"
#define FILE_DIR "code/WorkInProgress/Sigyn/Department Sec"
#define FILE_DIR "code/WorkInProgress/Sigyn/Softcurity"
#define FILE_DIR "code/WorkInProgress/SkyMarshal"
#define FILE_DIR "code/WorkInProgress/Susan"
#define FILE_DIR "code/WorkInProgress/Tastyfish"
#define FILE_DIR "code/WorkInProgress/virus2"
#define FILE_DIR "code/WorkInProgress/virus2/Disease2"
#define FILE_DIR "code/WorkInProgress/Wrongnumber"
#define FILE_DIR "code/ZAS"
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/48x48"
@@ -250,13 +36,11 @@
#define FILE_DIR "icons/Testing"
#define FILE_DIR "icons/turf"
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/RandomZLevels"
#define FILE_DIR "sound"
#define FILE_DIR "sound/AI"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/effects"
#define FILE_DIR "sound/effects/turret"
#define FILE_DIR "sound/effects/wind"
#define FILE_DIR "sound/hallucinations"
#define FILE_DIR "sound/items"
@@ -268,8 +52,6 @@
#define FILE_DIR "sound/violin"
#define FILE_DIR "sound/voice"
#define FILE_DIR "sound/weapons"
#define FILE_DIR "tools"
#define FILE_DIR "tools/Redirector"
// END_FILE_DIR
// BEGIN_PREFERENCES
#define DEBUG
@@ -900,6 +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"
@@ -976,6 +759,7 @@
#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
#include "code\modules\clothing\spacesuits\void.dm"
#include "code\modules\clothing\suits\alien.dm"
#include "code\modules\clothing\suits\armor.dm"
#include "code\modules\clothing\suits\bio.dm"
#include "code\modules\clothing\suits\jobs.dm"
@@ -1015,6 +799,9 @@
#include "code\modules\events\infestation.dm"
#include "code\modules\events\ion_storm.dm"
#include "code\modules\events\meteors.dm"
#include "code\modules\events\money_hacker.dm"
#include "code\modules\events\money_lotto.dm"
#include "code\modules\events\money_spam.dm"
#include "code\modules\events\prison_break.dm"
#include "code\modules\events\radiation_storm.dm"
#include "code\modules\events\rogue_drones.dm"
@@ -1212,6 +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"
@@ -1308,6 +1096,7 @@
#include "code\modules\reagents\Chemistry-Holder.dm"
#include "code\modules\reagents\Chemistry-Machinery.dm"
#include "code\modules\reagents\Chemistry-Readme.dm"
#include "code\modules\reagents\Chemistry-Reagents-Antidepressants.dm"
#include "code\modules\reagents\Chemistry-Reagents.dm"
#include "code\modules\reagents\Chemistry-Recipes.dm"
#include "code\modules\reagents\grenade_launcher.dm"
@@ -1394,6 +1183,7 @@
#include "code\modules\surgery\eye.dm"
#include "code\modules\surgery\face.dm"
#include "code\modules\surgery\generic.dm"
#include "code\modules\surgery\implant.dm"
#include "code\modules\surgery\other.dm"
#include "code\modules\surgery\ribcage.dm"
#include "code\modules\surgery\robolimbs.dm"
@@ -1401,17 +1191,15 @@
#include "code\WorkInProgress\autopsy.dm"
#include "code\WorkInProgress\buildmode.dm"
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\Cael_Aislinn\energy_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\external_shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\meteor_battery.dm"
#include "code\WorkInProgress\Cael_Aislinn\sculpture.dm"
#include "code\WorkInProgress\Cael_Aislinn\shield_capacitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Accounts.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_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"
@@ -1421,18 +1209,27 @@
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_turfs.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\misc_helpers.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\areas.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\circuits_and_design.dm"
#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"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_compressor.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_compressor_construction.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_control.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_injector.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron_controller.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\radiation.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\virtual_particle_catcher.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\circuits_and_designs.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\energy_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
@@ -1442,6 +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)]."
@@ -1,7 +1,9 @@
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
/proc/create_station_account()
if(!station_account)
@@ -11,13 +13,13 @@ var/global/next_account_number = 0
station_account.owner_name = "[station_name()] Station Account"
station_account.account_number = rand(111111, 999999)
station_account.remote_access_pin = rand(1111, 111111)
station_account.money = 10000
station_account.money = 75000
//create an entry in the account transaction log for when it was created
var/datum/transaction/T = new()
T.target_name = station_account.owner_name
T.purpose = "Account creation"
T.amount = 10000
T.amount = 75000
T.date = "2nd April, 2555"
T.time = "11:24"
T.source_terminal = "Biesel GalaxyNet Terminal #277"
@@ -27,6 +29,31 @@ var/global/next_account_number = 0
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()
@@ -62,12 +89,17 @@ var/global/next_account_number = 0
var/access_level = 0
var/datum/money_account/detailed_account_view
var/creating_new_account = 0
var/activated = 1
/obj/machinery/account_database/New()
..()
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"
@@ -80,6 +112,7 @@ var/global/next_account_number = 0
dat += "Confirm identity: <a href='?src=\ref[src];choice=insert_card'>[held_card ? held_card : "-----"]</a><br>"
if(access_level > 0)
dat += "<a href='?src=\ref[src];toggle_activated=1'>[activated ? "Disable" : "Enable"] remote access</a><br>"
dat += "You may not edit accounts at this terminal, only create and view them.<br>"
if(creating_new_account)
dat += "<br>"
@@ -150,6 +183,10 @@ var/global/next_account_number = 0
..()
/obj/machinery/account_database/Topic(var/href, var/href_list)
if(href_list["toggle_activated"])
activated = !activated
if(href_list["choice"])
switch(href_list["choice"])
if("sync_accounts")
@@ -160,7 +197,7 @@ var/global/next_account_number = 0
for(var/datum/money_account/M in A.accounts)
if(!src.accounts.Find(M))
src.accounts.Add(M)
usr << "\icon[src] <span class='info'>Accounts synched across all databases in range.</span>"
usr << "\icon[src] <span class='info'>Accounts synched across all NanoTrasen financial databases.</span>"
if("create_account")
creating_new_account = 1
@@ -214,6 +251,15 @@ var/global/next_account_number = 0
src.attack_hand(usr)
/obj/machinery/account_database/proc/add_account_across_all(var/new_owner_name = "Default user", var/starting_funds = 0, var/pre_existing = 0)
var/datum/money_account/M = add_account(new_owner_name, starting_funds, pre_existing)
for(var/obj/machinery/account_database/D in world)
if(D == src)
continue
D.accounts.Add(M)
return M
/obj/machinery/account_database/proc/add_account(var/new_owner_name = "Default user", var/starting_funds = 0, var/pre_existing = 0)
//create a new account
@@ -266,12 +312,15 @@ var/global/next_account_number = 0
R.overlays += stampoverlay
R.stamps += "<HR><i>This paper has been stamped by the Accounts Database.</i>"
//add the account
M.transaction_log.Add(T)
accounts.Add(M)
return M
/obj/machinery/account_database/proc/charge_to_account(var/attempt_account_number, var/source_name, var/purpose, var/terminal_id, var/amount)
if(!activated)
return 0
for(var/datum/money_account/D in accounts)
if(D.account_number == attempt_account_number)
D.money += amount
@@ -295,6 +344,8 @@ var/global/next_account_number = 0
//this returns the first account datum that matches the supplied accnum/pin combination, it returns null if the combination did not match any account
/obj/machinery/account_database/proc/attempt_account_access(var/attempt_account_number, var/attempt_pin_number, var/security_level_passed = 0)
if(!activated)
return 0
for(var/datum/money_account/D in accounts)
if(D.account_number == attempt_account_number)
if( D.security_level <= security_level_passed && (!D.security_level || D.remote_access_pin == attempt_pin_number) )
@@ -1,8 +1,8 @@
/obj/item/weapon/eftpos
/obj/item/device/eftpos
name = "EFTPOS scanner"
desc = "Swipe your ID card to pay electronically."
icon = 'icons/obj/library.dmi'
icon_state = "scanner"
desc = "Swipe your ID card to make purchases electronically."
icon = 'icons/obj/device.dmi'
icon_state = "eftpos"
var/machine_id = ""
var/eftpos_name = "Default EFTPOS scanner"
var/transaction_locked = 0
@@ -13,23 +13,24 @@
var/obj/machinery/account_database/linked_db
var/datum/money_account/linked_account
/obj/item/weapon/eftpos/New()
/obj/item/device/eftpos/New()
..()
machine_id = "[station_name()] EFTPOS #[num_financial_terminals++]"
access_code = rand(1111,111111)
reconnect_database()
print_reference()
spawn(0)
print_reference()
//by default, connect to the station account
//the user of the EFTPOS device can change the target account though, and no-one will be the wiser (except whoever's being charged)
linked_account = station_account
/obj/item/weapon/eftpos/proc/print_reference()
var/obj/item/weapon/paper/R = new(get_turf(src))
/obj/item/device/eftpos/proc/print_reference()
var/obj/item/weapon/paper/R = new(src.loc)
R.name = "Reference: [eftpos_name]"
R.info = "<b>[eftpos_name] reference</b><br><br>"
R.info += "Access code: [access_code]<br><br>"
R.info += "<b>Do not lose this code, or the device will have to be replaced.</b><br>"
R.info += "<b>Do not lose or misplace this code.</b><br>"
//stamp the paper
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
@@ -39,14 +40,18 @@
R.stamped += /obj/item/weapon/stamp
R.overlays += stampoverlay
R.stamps += "<HR><i>This paper has been stamped by the EFTPOS device.</i>"
var/obj/item/smallDelivery/D = new(R.loc)
R.loc = D
D.wrapped = R
D.name = "small parcel - 'EFTPOS access code'"
/obj/item/weapon/eftpos/proc/reconnect_database()
/obj/item/device/eftpos/proc/reconnect_database()
for(var/obj/machinery/account_database/DB in world)
if(DB.z == src.z)
linked_db = DB
break
/obj/item/weapon/eftpos/attack_self(mob/user as mob)
/obj/item/device/eftpos/attack_self(mob/user as mob)
if(get_dist(src,user) <= 1)
var/dat = "<b>[eftpos_name]</b><br>"
dat += "<i>This terminal is</i> [machine_id]. <i>Report this code when contacting NanoTrasen IT Support</i><br>"
@@ -67,48 +72,62 @@
dat += "Transaction purpose: <a href='?src=\ref[src];choice=trans_purpose'>[transaction_purpose]</a><br>"
dat += "Value: <a href='?src=\ref[src];choice=trans_value'>$[transaction_amount]</a><br>"
dat += "Linked account: <a href='?src=\ref[src];choice=link_account'>[linked_account ? linked_account.owner_name : "None"]</a><hr>"
dat += "<a href='?src=\ref[src];choice=change_code'>Change access code</a>"
dat += "<a href='?src=\ref[src];choice=change_code'>Change access code</a><br>"
dat += "<a href='?src=\ref[src];choice=change_id'>Change EFTPOS ID</a><br>"
dat += "Scan card to reset access code <a href='?src=\ref[src];choice=reset'>\[------\]</a>"
user << browse(dat,"window=eftpos")
else
user << browse(null,"window=eftpos")
/obj/item/weapon/eftpos/attackby(O as obj, user as mob)
/obj/item/device/eftpos/attackby(O as obj, user as mob)
if(istype(O, /obj/item/weapon/card))
//attempt to connect to a new db, and if that doesn't work then fail
if(!linked_db)
reconnect_database()
if(linked_db && linked_account)
var/obj/item/weapon/card/I = O
scan_card(I)
if(linked_db)
if(linked_account)
var/obj/item/weapon/card/I = O
scan_card(I)
else
usr << "\icon[src]<span class='warning'>Unable to connect to linked account.</span>"
else
usr << "\icon[src]<span class='warning'>Unable to connect to accounts database.</span>"
else
..()
/obj/item/weapon/eftpos/Topic(var/href, var/href_list)
/obj/item/device/eftpos/Topic(var/href, var/href_list)
if(href_list["choice"])
switch(href_list["choice"])
if("change_code")
var/attempt_code = text2num(input("Re-enter the current EFTPOS access code", "Confirm old EFTPOS code"))
var/attempt_code = input("Re-enter the current EFTPOS access code", "Confirm old EFTPOS code") as num
if(attempt_code == access_code)
access_code = text2num(input("Enter a new access code for this device", "Enter new EFTPOS code"))
access_code = input("Enter a new access code for this device", "Enter new EFTPOS code") as num
print_reference()
else
usr << "\icon[src]<span class='warning'>Incorrect code entered.</span>"
if("change_id")
var/attempt_code = text2num(input("Re-enter the current EFTPOS access code", "Confirm EFTPOS code"))
if(attempt_code == access_code)
eftpos_name = input("Enter a new terminal ID for this device", "Enter new EFTPOS ID") + " EFTPOS scanner"
print_reference()
else
usr << "\icon[src]<span class='warning'>Incorrect code entered.</span>"
if("link_account")
if(!linked_db)
reconnect_database()
if(linked_db)
var/attempt_account_num = text2num(input("Enter account number to pay EFTPOS charges into", "New account number"))
var/attempt_pin = text2num(input("Enter pin code", "Account pin"))
var/attempt_account_num = input("Enter account number to pay EFTPOS charges into", "New account number") as num
var/attempt_pin = input("Enter pin code", "Account pin") as num
linked_account = linked_db.attempt_account_access(attempt_account_num, attempt_pin, 1)
else
usr << "<span class='warning'>Unable to connect to accounts database.</span>"
usr << "\icon[src]<span class='warning'>Unable to connect to accounts database.</span>"
if("trans_purpose")
transaction_purpose = input("Enter reason for EFTPOS transaction", "Transaction purpose")
if("trans_value")
transaction_amount = max(text2num(input("Enter amount for EFTPOS transaction", "Transaction amount")),0)
transaction_amount = input("Enter amount for EFTPOS transaction", "Transaction amount") as num
if("toggle_lock")
if(transaction_locked)
var/attempt_code = text2num(input("Enter EFTPOS access code", "Reset Transaction"))
var/attempt_code = input("Enter EFTPOS access code", "Reset Transaction") as num
if(attempt_code == access_code)
transaction_locked = 0
transaction_paid = 0
@@ -126,16 +145,27 @@
scan_card(I)
else
usr << "\icon[src]<span class='warning'>Unable to link accounts.</span>"
if("reset")
//reset the access code - requires HoP/captain access
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card))
var/obj/item/weapon/card/id/C = I
if(access_cent_captain in C.access || access_hop in C.access || access_captain in C.access)
access_code = 0
usr << "\icon[src]<span class='info'>Access code reset to 0.</span>"
else if (istype(I, /obj/item/weapon/card/emag))
access_code = 0
usr << "\icon[src]<span class='info'>Access code reset to 0.</span>"
src.attack_self(usr)
/obj/item/weapon/eftpos/proc/scan_card(var/obj/item/weapon/card/I)
/obj/item/device/eftpos/proc/scan_card(var/obj/item/weapon/card/I)
if (istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = I
visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
if(transaction_locked && !transaction_paid)
if(linked_account)
var/attempt_pin = text2num(input("Enter pin code", "EFTPOS transaction"))
var/attempt_pin = input("Enter pin code", "EFTPOS transaction") as num
var/datum/money_account/D = linked_db.attempt_account_access(C.associated_account_number, attempt_pin, 2)
if(D)
if(transaction_amount <= D.money)
@@ -149,9 +179,12 @@
//create entries in the two account transaction logs
var/datum/transaction/T = new()
T.target_name = "[linked_account.owner_name] ([eftpos_name])"
T.target_name = "[linked_account.owner_name] (via [eftpos_name])"
T.purpose = transaction_purpose
T.amount = "([transaction_amount])"
if(transaction_amount > 0)
T.amount = "([transaction_amount])"
else
T.amount = "[transaction_amount]"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
@@ -168,9 +201,9 @@
else
usr << "\icon[src]<span class='warning'>You don't have that much money!<span>"
else
usr << "\icon[src]<span class='warning'>EFTPOS is not connected to an account.<span>"
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
else
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
usr << "\icon[src]<span class='warning'>EFTPOS is not connected to an account.<span>"
else
..()
@@ -14,6 +14,17 @@
#define ANIMAL_RIGHTS_RAID 13
#define FESTIVAL 14
#define RESEARCH_BREAKTHROUGH 15
#define BARGAINS 16
#define SONG_DEBUT 17
#define MOVIE_RELEASE 18
#define BIG_GAME_HUNTERS 19
#define ELECTION 20
#define GOSSIP 21
#define TOURISM 22
#define CELEBRITY_DEATH 23
#define RESIGNATION 24
#define DEFAULT 1
#define ADMINISTRATIVE 2
@@ -54,10 +65,25 @@
var/setup_economy = 0
/proc/setup_economy()
if(setup_economy)
return
var/datum/feed_channel/newChannel = new /datum/feed_channel
newChannel.channel_name = "Tau Ceti Daily"
newChannel.author = "CentComm Minister of Information"
newChannel.locked = 1
newChannel.is_admin_channel = 1
news_network.network_channels += newChannel
setup_economy = 1
newChannel = new /datum/feed_channel
newChannel.channel_name = "The Gibson Gazette"
newChannel.author = "Editor Mike Hammers"
newChannel.locked = 1
newChannel.is_admin_channel = 1
news_network.network_channels += newChannel
for(var/loc_type in typesof(/datum/trade_destination) - /datum/trade_destination)
var/datum/trade_destination/D = new loc_type
weighted_randomevent_locations[D] = D.viable_random_events.len
weighted_mundaneevent_locations[D] = D.viable_mundane_events.len
setup_economy = 1
@@ -11,11 +11,14 @@
if(!setup_economy)
setup_economy()
var/type = pick(tradeable_destinations)
affected_dest = new type()
affected_dest = pickweight(weighted_randomevent_locations)
if(affected_dest.viable_random_events.len)
endWhen = rand(60,300)
event_type = pick(affected_dest.viable_random_events)
if(!event_type)
return
switch(event_type)
if(RIOTS)
dearer_goods = list(SECURITY)
@@ -54,39 +57,42 @@
/datum/event/economic_event/announce()
//copy-pasted from the admin verbs to submit new newscaster messages
var/datum/feed_message/newMsg = new /datum/feed_message
newMsg.author = "NanoTrasen Editor"
newMsg.author = "Tau Ceti Daily"
newMsg.is_admin_message = 1
switch(event_type)
if(RIOTS)
newMsg.body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armour. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
if(WILD_ANIMAL_ATTACK)
newMsg.body = "Local [pick("wildlife","animal life","fauna")] on planet [affected_dest.name] has been increasing in agression and raiding outlying settlements for food. Big game hunters have been called in to help alleviate the problem, but numerous injuries have already occurred."
if(INDUSTRIAL_ACCIDENT)
newMsg.body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
if(BIOHAZARD_OUTBREAK)
newMsg.body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
if(PIRATES)
newMsg.body = "[pick("Pirates","Criminal elements","A [pick("Syndicate","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
if(CORPORATE_ATTACK)
newMsg.body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","Syndicate")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
if(ALIEN_RAIDERS)
if(prob(20))
newMsg.body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. NanoTrasen authorities are standing by to counter attempts at bio-terrorism."
else
newMsg.body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
if(AI_LIBERATION)
newMsg.body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped. Many lives were lost as it systematically begin murdering civilians, and considerable work must be done to repair the affected areas."
if(MOURNING)
newMsg.body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
if(CULT_CELL_REVEALED)
newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities."
if(SECURITY_BREACH)
newMsg.body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all NanoTrasen personnel that such lapses are rare."
if(ANIMAL_RIGHTS_RAID)
newMsg.body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
if(FESTIVAL)
newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
//see if our location has custom event info for this event
newMsg.body = affected_dest.get_custom_eventstring()
if(!newMsg.body)
switch(event_type)
if(RIOTS)
newMsg.body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armour. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
if(WILD_ANIMAL_ATTACK)
newMsg.body = "Local [pick("wildlife","animal life","fauna")] on planet [affected_dest.name] has been increasing in agression and raiding outlying settlements for food. Big game hunters have been called in to help alleviate the problem, but numerous injuries have already occurred."
if(INDUSTRIAL_ACCIDENT)
newMsg.body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
if(BIOHAZARD_OUTBREAK)
newMsg.body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
if(PIRATES)
newMsg.body = "[pick("Pirates","Criminal elements","A [pick("Syndicate","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
if(CORPORATE_ATTACK)
newMsg.body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","Syndicate")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
if(ALIEN_RAIDERS)
if(prob(20))
newMsg.body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. NanoTrasen authorities are standing by to counter attempts at bio-terrorism."
else
newMsg.body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
if(AI_LIBERATION)
newMsg.body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped. Many lives were lost as it systematically begin murdering civilians, and considerable work must be done to repair the affected areas."
if(MOURNING)
newMsg.body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
if(CULT_CELL_REVEALED)
newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities."
if(SECURITY_BREACH)
newMsg.body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all NanoTrasen personnel that such lapses are rare."
if(ANIMAL_RIGHTS_RAID)
newMsg.body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
if(FESTIVAL)
newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
for(var/datum/feed_channel/FC in news_network.network_channels)
if(FC.channel_name == "Tau Ceti Daily")
@@ -0,0 +1,233 @@
/datum/event/mundane_news
endWhen = 10
/datum/event/mundane_news/announce()
var/datum/trade_destination/affected_dest = pickweight(weighted_mundaneevent_locations)
var/event_type = 0
if(affected_dest.viable_mundane_events.len)
event_type = pick(affected_dest.viable_mundane_events)
if(!event_type)
return
//copy-pasted from the admin verbs to submit new newscaster messages
var/datum/feed_message/newMsg = new /datum/feed_message
newMsg.author = "Tau Ceti Daily"
newMsg.is_admin_message = 1
//see if our location has custom event info for this event
newMsg.body = affected_dest.get_custom_eventstring()
if(!newMsg.body)
newMsg.body = ""
switch(event_type)
if(RESEARCH_BREAKTHROUGH)
newMsg.body = "A major breakthough in the field of [pick("plasma research","super-compressed materials","nano-augmentation","bluespace research","volatile power manipulation")] \
was announced [pick("yesterday","a few days ago","last week","earlier this month")] by a private firm on [affected_dest.name]. \
NanoTrasen declined to comment as to whether this could impinge on profits."
if(ELECTION)
newMsg.body = "The pre-selection of an additional candidates was announced for the upcoming [pick("supervisors council","advisory board","governership","board of inquisitors")] \
election on [affected_dest.name] was announced earlier today, \
[pick("media mogul","web celebrity", "industry titan", "superstar", "famed chef", "popular gardener", "ex-army officer", "multi-billionaire")] \
[random_name(pick(MALE,FEMALE))]. In a statement to the media they said '[pick("My only goal is to help the [pick("sick","poor","children")]",\
"I will maintain NanoTrasen's record profits","I believe in our future","We must return to our moral core","Just like... chill out dudes")]'."
if(RESIGNATION)
newMsg.body = "NanoTrasen regretfully announces the resignation of [pick("Sector Admiral","Division Admiral","Ship Admiral","Vice Admiral")] [random_name(pick(MALE,FEMALE))]."
if(prob(25))
var/locstring = pick("Segunda","Salusa","Cepheus","Andromeda","Gruis","Corona","Aquila","Asellus") + " " + pick("I","II","III","IV","V","VI","VII","VIII")
newMsg.body += " In a ceremony on [affected_dest.name] this afternoon, they will be awarded the \
[pick("Red Star of Sacrifice","Purple Heart of Heroism","Blue Eagle of Loyalty","Green Lion of Ingenuity")] for "
if(prob(33))
newMsg.body += "their actions at the Battle of [pick(locstring,"REDACTED")]."
else if(prob(50))
newMsg.body += "their contribution to the colony of [locstring]."
else
newMsg.body += "their loyal service over the years."
else if(prob(33))
newMsg.body += " They are expected to settle down in [affected_dest.name], where they have been granted a handsome pension."
else if(prob(50))
newMsg.body += " The news was broken on [affected_dest.name] earlier today, where they cited reasons of '[pick("health","family","REDACTED")]'"
else
newMsg.body += " Administration Aerospace wishes them the best of luck in their retirement ceremony on [affected_dest.name]."
if(CELEBRITY_DEATH)
newMsg.body = "It is with regret today that we announce the sudden passing of the "
if(prob(33))
newMsg.body += "[pick("distinguished","decorated","veteran","highly respected")] \
[pick("Ship's Captain","Vice Admiral","Colonel","Lieutenant Colonel")] "
else if(prob(50))
newMsg.body += "[pick("award-winning","popular","highly respected","trend-setting")] \
[pick("comedian","singer/songwright","artist","playwright","TV personality","model")] "
else
newMsg.body += "[pick("successful","highly respected","ingenious","esteemed")] \
[pick("academic","Professor","Doctor","Scientist")] "
newMsg.body += "[random_name(pick(MALE,FEMALE))] on [affected_dest.name] [pick("last week","yesterday","this morning","two days ago","three days ago")]\
[pick(". Assassination is suspected, but the perpetrators have not yet been brought to justice",\
" due to Syndicate infiltrators (since captured)",\
" during an industrial accident",\
" due to [pick("heart failure","kidney failure","liver failure","brain hemorrhage")]")]"
if(BARGAINS)
newMsg.body += "BARGAINS! BARGAINS! BARGAINS! Commerce Control on [affected_dest.name] wants you to know that everything must go! Across all retail centres, \
all goods are being slashed, and all retailors are onboard - so come on over for the \[shopping\] time of your life."
if(SONG_DEBUT)
newMsg.body += "[pick("Singer","Singer/songwriter","Saxophonist","Pianist","Guitarist","TV personality","Star")] [random_name(pick(MALE,FEMALE))] \
announced the debut of their new [pick("single","album","EP","label")] '[pick("Everyone's","Look at the","Baby don't eye those","All of those","Dirty nasty")] \
[pick("roses","three stars","starships","nanobots","cyborgs","Skrell","Sren'darr")] \
[pick("on Venus","on Reade","on Moghes","in my hand","slip through my fingers","die for you","sing your heart out","fly away")]' \
with [pick("pre-puchases available","a release tour","cover signings","a launch concert")] on [affected_dest.name]."
if(MOVIE_RELEASE)
newMsg.body += "From the [pick("desk","home town","homeworld","mind")] of [pick("acclaimed","award-winning","popular","stellar")] \
[pick("playwright","author","director","actor","TV star")] [random_name(pick(MALE,FEMALE))] comes the latest sensation: '\
[pick("Deadly","The last","Lost","Dead")] [pick("Starships","Warriors","outcasts","Tajarans","Unathi","Skrell")] \
[pick("of","from","raid","go hunting on","visit","ravage","pillage","destroy")] \
[pick("Moghes","Earth","Biesel","Ahdomai","S'randarr","the Void","the Edge of Space")]'.\
. Own it on webcast today, or visit the galactic premier on [affected_dest.name]!"
if(BIG_GAME_HUNTERS)
newMsg.body += "Game hunters on [affected_dest.name] "
if(prob(33))
newMsg.body += "were surprised when an unusual species experts have since identified as \
[pick("a subclass of mammal","a divergent abhuman species","an intelligent species of lemur","organic/cyborg hybrids")] turned up. Believed to have been brought in by \
[pick("alien smugglers","early colonists","syndicate raiders","unwitting tourists")], this is the first such specimen discovered in the wild."
else if(prob(50))
newMsg.body += "were attacked by a vicious [pick("nas'r","diyaab","samak","predator which has not yet been identified")]\
. Officials urge caution, and locals are advised to stock up on armaments."
else
newMsg.body += "brought in an unusually [pick("valuable","rare","large","vicious","intelligent")] [pick("mammal","predator","farwa","samak")] for inspection \
[pick("today","yesterday","last week")]. Speculators suggest they may be tipped to break several records."
if(GOSSIP)
newMsg.body += "[pick("TV host","Webcast personality","Superstar","Model","Actor","Singer")] [random_name(pick(MALE,FEMALE))] "
if(prob(33))
newMsg.body += "and their partner announced the birth of their [pick("first","second","third")] child on [affected_dest.name] early this morning. \
Doctors say the child is well, and the parents are considering "
if(prob(50))
newMsg.body += capitalize(pick(first_names_female))
else
newMsg.body += capitalize(pick(first_names_male))
newMsg.body += " for the name."
else if(prob(50))
newMsg.body += "announced their [pick("split","break up","marriage","engagement")] with [pick("TV host","webcast personality","superstar","model","actor","singer")] \
[random_name(pick(MALE,FEMALE))] at [pick("a society ball","a new opening","a launch","a club")] on [affected_dest.name] yesterday, pundits are shocked."
else
newMsg.body += "is recovering from plastic surgery in a clinic on [affected_dest.name] for the [pick("second","third","fourth")] time, reportedly having made the decision in response to "
newMsg.body += "[pick("unkind comments by an ex","rumours started by jealous friends",\
"the decision to be dropped by a major sponsor","a disasterous interview on Tau Ceti Tonight")]."
if(TOURISM)
newMsg.body += "Tourists are flocking to [affected_dest.name] after the surprise announcement of [pick("major shopping bargains by a wily retailer",\
"a huge new ARG by a popular entertainment company","a secret tour by popular artiste [random_name(pick(MALE,FEMALE))]")]. \
Tau Ceti Daily is offering discount tickets for two to see [random_name(pick(MALE,FEMALE))] live in return for eyewitness reports and up to the minute coverage."
for(var/datum/feed_channel/FC in news_network.network_channels)
if(FC.channel_name == "Tau Ceti Daily")
FC.messages += newMsg
break
for(var/obj/machinery/newscaster/NEWSCASTER in allCasters)
NEWSCASTER.newsAlert("Tau Ceti Daily")
/datum/event/trivial_news
endWhen = 10
/datum/event/trivial_news/announce()
//copy-pasted from the admin verbs to submit new newscaster messages
var/datum/feed_message/newMsg = new /datum/feed_message
newMsg.author = "Editor Mike Hammers"
//newMsg.is_admin_message = 1
var/datum/trade_destination/affected_dest = pick(weighted_mundaneevent_locations)
newMsg.body = pick(
"Tree stuck in tajaran; firefighters baffled.",\
"Armadillos want aardvarks removed from dictionary claims 'here first'.",\
"Angel found dancing on pinhead ordered to stop; cited for public nuisance.",\
"Letters claim they are better than number; 'Always have been'.",\
"Pens proclaim pencils obsolete, 'lead is dead'.",\
"Rock and paper sues scissors for discrimination.",\
"Steak tell-all book reveals he never liked sitting by potato.",\
"Woodchuck stops counting how many times hes chucked 'Never again'.",\
"[affected_dest.name] clerk first person able to pronounce '@*$%!'.",\
"[affected_dest.name] delis serving boiled paperback dictionaries, 'Adjectives chewy' customers declare.",\
"[affected_dest.name] weather deemed 'boring'; meteors and rad storms to be imported.",\
"Most [affected_dest.name] security officers prefer cream over sugar.",\
"Palindrome speakers conference in [affected_dest.name]; 'Wow!' says Otto.",\
"Question mark worshipped as deity by ancient [affected_dest.name] dwellers.",\
"Spilled milk causes whole [affected_dest.name] populace to cry.",\
"World largest carp patty at display on [affected_dest.name].",\
"'Here kitty kitty' no longer preferred tajaran retrieval technique.",\
"Man travels 7000 light years to retrieve lost hankie, 'It was my favourite'.",\
"New bowling lane that shoots mini-meteors at bowlers very popular.",\
"[pick("Unathi","Spacer")] gets tattoo of Tau Ceti on chest '[pick("CentComm","star","starship","asteroid")] tickles most'.",\
"Skrell marries computer; wedding attended by 100 modems.",\
"Chef reports successfully using harmonica as cheese grater.",\
"NanoTrasen invents handkerchief that says 'Bless you' after sneeze.",\
"Clone accused of posing for other cloness school photo.",\
"Clone accused of stealing other cloness employee of the month award.",\
"Woman robs station with hair dryer; crewmen love new style.",\
"This space for rent.",\
"[affected_dest.name] Baker Wins Pickled Crumpet Toss Three Years Running",\
"Skrell Scientist Discovers Abacus Can Be Used To Dry Towels",\
"Survey: 'Cheese Louise' Voted Best Pizza Restaurant In Tau Ceti",\
"I Was Framed, jokes [affected_dest.name] artist",\
"Mysterious Loud Rumbling Noises In [affected_dest.name] Found To Be Mysterious Loud Rumblings",\
"Alien ambassador becomes lost on [affected_dest.name], refuses to ask for directions",\
"Swamp Gas Verified To Be Exhalations Of Stars--Movie Stars--Long Passed",\
"Tainted Broccoli Weapon Of Choice For Syndicate Assassins",\
"Chefs Find Broccoli Effective Tool For Cutting Cheese",\
"Broccoli Found To Cause Grumpiness In Monkeys",\
"Survey: 80% Of People on [affected_dest.name] Love Clog-Dancing",\
"Giant Hairball Has Perfect Grammar But Rolls rr's Too Much, Linguists Say",\
"[affected_dest.name] Phonebooks Print All Wrong Numbers; Results In 15 New Marriages",\
"Tajaran Burglar Spotted on [affected_dest.name], Mistaken For Dalmatian",\
"Gibson Gazette Updates Frequently Absurd, Poll Indicates",\
"Esoteric Verbosity Culminates In Communicative Ennui, [affected_dest.name] Academics Note",\
"Taj Demand Longer Breaks, Cleaner Litter, Slower Mice",\
"Survey: 3 Out Of 5 Skrell Loathe Modern Art",\
"Skrell Scientist Discovers Gravity While Falling Down Stairs",\
"Boy Saves Tajaran From Tree on [affected_dest.name], Thousands Cheer",\
"Shipment Of Apples Overturns, [affected_dest.name] Diner Offers Applesauce Special",\
"Spotted Owl Spotted on [affected_dest.name]",\
"Humans Everywhere Agree: Purring Tajarans Are Happy Tajarans",\
"From The Desk Of Wise Guy Sammy: One Word In This Gazette Is Sdrawkcab",\
"From The Desk Of Wise Guy Sammy: It's Hard To Have Too Much Shelf Space",\
"From The Desk Of Wise Guy Sammy: Wine And Friendships Get Better With Age",\
"From The Desk Of Wise Guy Sammy: The Insides Of Golf Balls Are Mostly Rubber Bands",\
"From The Desk Of Wise Guy Sammy: You Don't Have To Fool All The People, Just The Right Ones",\
"From The Desk Of Wise Guy Sammy: If You Made The Mess, You Clean It Up",\
"From The Desk Of Wise Guy Sammy: It Is Easier To Get Forgiveness Than Permission",\
"From The Desk Of Wise Guy Sammy: Check Your Facts Before Making A Fool Of Yourself",\
"From The Desk Of Wise Guy Sammy: You Can't Outwait A Bureaucracy",\
"From The Desk Of Wise Guy Sammy: It's Better To Yield Right Of Way Than To Demand It",\
"From The Desk Of Wise Guy Sammy: A Person Who Likes Cats Can't Be All Bad",\
"From The Desk Of Wise Guy Sammy: Help Is The Sunny Side Of Control",\
"From The Desk Of Wise Guy Sammy: Two Points Determine A Straight Line",\
"From The Desk Of Wise Guy Sammy: Reading Improves The Mind And Lifts The Spirit",\
"From The Desk Of Wise Guy Sammy: Better To Aim High And Miss Then To Aim Low And Hit",\
"From The Desk Of Wise Guy Sammy: Meteors Often Strike The Same Place More Than Once",\
"Tommy B. Saif Sez: Look Both Ways Before Boarding The Shuttle",\
"Tommy B. Saif Sez: Hold On; Sudden Stops Sometimes Necessary",\
"Tommy B. Saif Sez: Keep Fingers Away From Moving Panels",\
"Tommy B. Saif Sez: No Left Turn, Except Shuttles",\
"Tommy B. Saif Sez: Return Seats And Trays To Their Proper Upright Position",\
"Tommy B. Saif Sez: Eating And Drinking In Docking Bays Is Prohibited",\
"Tommy B. Saif Sez: Accept No Substitutes, And Don't Be Fooled By Imitations",\
"Tommy B. Saif Sez: Do Not Remove This Tag Under Penalty Of Law",\
"Tommy B. Saif Sez: Always Mix Thoroughly When So Instructed",\
"Tommy B. Saif Sez: Try To Keep Six Month's Expenses In Reserve",\
"Tommy B. Saif Sez: Change Not Given Without Purchase",\
"Tommy B. Saif Sez: If You Break It, You Buy It",\
"Tommy B. Saif Sez: Reservations Must Be Cancelled 48 Hours Prior To Event To Obtain Refund",\
"Doughnuts: Is There Anything They Can't Do",\
"If Tin Whistles Are Made Of Tin, What Do They Make Foghorns Out Of?",\
"Broccoli discovered to be colonies of tiny aliens with murder on their minds"\
)
for(var/datum/feed_channel/FC in news_network.network_channels)
if(FC.channel_name == "The Gibson Gazette")
FC.messages += newMsg
break
for(var/obj/machinery/newscaster/NEWSCASTER in allCasters)
NEWSCASTER.newsAlert("The Gibson Gazette")
@@ -1,4 +1,7 @@
var/list/weighted_randomevent_locations = list()
var/list/weighted_mundaneevent_locations = list()
/datum/trade_destination
var/name = ""
var/description = ""
@@ -8,6 +11,10 @@
var/can_shuttle_here = 0 //one day crew from the exodus will be able to travel to this destination
var/list/viable_random_events = list()
var/list/temp_price_change[BIOMEDICAL]
var/list/viable_mundane_events = list()
/datum/trade_destination/proc/get_custom_eventstring(var/event_type)
return null
//distance is measured in AU and co-relates to travel time
/datum/trade_destination/centcomm
@@ -17,6 +24,7 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CORPORATE_ATTACK, AI_LIBERATION)
viable_mundane_events = list(ELECTION, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/anansi
name = "NSS Anansi"
@@ -25,6 +33,13 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CULT_CELL_REVEALED, BIOHAZARD_OUTBREAK, PIRATES, ALIEN_RAIDERS)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH, BARGAINS, GOSSIP)
/datum/trade_destination/anansi/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the NSS Anansi, Second Red Cross Society wishes to announce a major breakthough in the field of \
[pick("mind-machine interfacing","neuroscience","nano-augmentation","genetics")]. NanoTrasen is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/icarus
name = "NMV Icarus"
@@ -41,6 +56,13 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(INDUSTRIAL_ACCIDENT, PIRATES, CORPORATE_ATTACK)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH)
/datum/trade_destination/redolant/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the OAV Redolant, Osiris Atmospherics wishes to announce a major breakthough in the field of \
[pick("plasma research","high energy flux capacitance","super-compressed materials","theoretical particle physics")]. NanoTrasen is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/beltway
name = "Beltway mining chain"
@@ -49,6 +71,7 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(PIRATES, INDUSTRIAL_ACCIDENT)
viable_mundane_events = list(TOURISM)
/datum/trade_destination/biesel
name = "Biesel"
@@ -57,6 +80,7 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(BARGAINS, GOSSIP, SONG_DEBUT, MOVIE_RELEASE, ELECTION, TOURISM, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/new_gibson
name = "New Gibson"
@@ -65,6 +89,7 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(ELECTION, TOURISM, RESIGNATION)
/datum/trade_destination/luthien
name = "Luthien"
@@ -73,6 +98,7 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
/datum/trade_destination/reade
name = "Reade"
@@ -81,5 +107,4 @@
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
var/list/tradeable_destinations = typesof(/datum/trade_destination) - /datum/trade_destination
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
@@ -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"
@@ -0,0 +1,120 @@
//////////////////////////////////////
// RUST Core Control computer
/obj/item/weapon/circuitboard/rust_core_control
name = "Circuit board (RUST core controller)"
build_path = "/obj/machinery/computer/rust_core_control"
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" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_core_control"
//////////////////////////////////////
// RUST Fuel Control computer
/obj/item/weapon/circuitboard/rust_fuel_control
name = "Circuit board (RUST fuel controller)"
build_path = "/obj/machinery/computer/rust_fuel_control"
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" = 4, "engineering" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20)
build_path = "/obj/item/weapon/circuitboard/rust_fuel_control"
//////////////////////////////////////
// RUST Fuel Port board
/obj/item/weapon/module/rust_fuel_port
name = "Internal circuitry (RUST fuel port)"
icon_state = "card_mod"
origin_tech = "engineering=4;materials=5"
datum/design/rust_fuel_port
name = "Internal circuitry (RUST fuel port)"
desc = "Allows for the construction of circuit boards used to build a fuel injection port for the RUST fusion engine."
id = "rust_fuel_port"
req_tech = list("engineering" = 4, "materials" = 5)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$uranium" = 3000)
build_path = "/obj/item/weapon/module/rust_fuel_port"
//////////////////////////////////////
// RUST Fuel Compressor board
/obj/item/weapon/module/rust_fuel_compressor
name = "Internal circuitry (RUST fuel compressor)"
icon_state = "card_mod"
origin_tech = "materials=6;plasmatech=4"
datum/design/rust_fuel_compressor
name = "Circuit Design (RUST fuel compressor)"
desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine."
id = "rust_fuel_compressor"
req_tech = list("materials" = 6, "plasmatech" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 1000)
build_path = "/obj/item/weapon/module/rust_fuel_compressor"
//////////////////////////////////////
// RUST Tokamak Core board
/obj/item/weapon/circuitboard/rust_core
name = "Internal circuitry (RUST tokamak core)"
build_path = "/obj/machinery/power/rust_core"
board_type = "machine"
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,
"/obj/item/weapon/stock_parts/micro_laser/ultra" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
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, powerstorage = 6)
build_type = IMPRINTER
reliability_base = 79
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 2000)
build_path = "/obj/item/weapon/circuitboard/rust_core"
//////////////////////////////////////
// RUST Fuel Injector board
/obj/item/weapon/circuitboard/rust_injector
name = "Internal circuitry (RUST fuel injector)"
build_path = "/obj/machinery/power/rust_fuel_injector"
board_type = "machine"
origin_tech = "powerstorage=3;engineering=4;plasmatech=4;materials=6"
frame_desc = "Requires 2 Pico Manipulators, 1 Phasic Scanning Module, 1 Super Matter Bin, 1 Console Screen and 5 Pieces of Cable."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/scanning_module/phasic" = 1,
"/obj/item/weapon/stock_parts/matter_bin/super" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/rust_injector
name = "Internal circuitry (RUST tokamak core)"
desc = "The circuit board that for a RUST-pattern particle accelerator."
id = "pacman"
req_tech = list(powerstorage = 3, engineering = 4, plasmatech = 4, materials = 6)
build_type = IMPRINTER
reliability_base = 79
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$uranium" = 2000)
build_path = "/obj/item/weapon/circuitboard/rust_core"
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@@ -0,0 +1,143 @@
/obj/machinery/computer/rust_core_control
name = "RUST Core Control"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "core_control"
var/list/connected_devices = list()
var/id_tag = "allan remember to update this before you leave"
var/scan_range = 25
//currently viewed
var/obj/machinery/power/rust_core/cur_viewed_device
/obj/machinery/computer/rust_core_control/process()
if(stat & (BROKEN|NOPOWER))
return
/obj/machinery/computer/rust_core_control/attack_ai(mob/user)
attack_hand(user)
/obj/machinery/computer/rust_core_control/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/computer/rust_core_control/interact(mob/user)
if(stat & BROKEN)
user.unset_machine()
user << browse(null, "window=core_control")
return
if (!istype(user, /mob/living/silicon) && (get_dist(src, user) > 1 ))
user.unset_machine()
user << browse(null, "window=core_control")
return
var/dat = ""
if(stat & NOPOWER)
dat += "<i>The console is dark and nonresponsive.</i>"
else
dat += "<B>Reactor Core Primary Monitor</B><BR>"
if(cur_viewed_device && cur_viewed_device.stat & (BROKEN|NOPOWER))
cur_viewed_device = null
if(cur_viewed_device && !cur_viewed_device.remote_access_enabled)
cur_viewed_device = null
if(cur_viewed_device)
dat += "<b>Device tag:</b> [cur_viewed_device.id_tag ? cur_viewed_device.id_tag : "UNSET"]<br>"
dat += "<font color=blue>Device [cur_viewed_device.owned_field ? "activated" : "deactivated"].</font><br>"
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];toggle_active=1'>\[Bring field [cur_viewed_device.owned_field ? "offline" : "online"]\]</a><br>"
dat += "<b>Device [cur_viewed_device.anchored ? "secured" : "unsecured"].</b><br>"
dat += "<hr>"
dat += "<b>Field encumbrance:</b> [cur_viewed_device.owned_field ? 0 : "NA"]<br>"
dat += "<b>Field strength:</b> [cur_viewed_device.field_strength] Wm^3<br>"
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-1000'>\[----\]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-100'>\[--- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-10'>\[-- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-1'>\[- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=1'>\[+ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=10'>\[++ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=100'>\[+++ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=1000'>\[++++\]</a><br>"
dat += "<b>Field frequency:</b> [cur_viewed_device.field_frequency] MHz<br>"
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-1000'>\[----\]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-100'>\[--- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-10'>\[-- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-1'>\[- \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=1'>\[+ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=10'>\[++ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=100'>\[+++ \]</a> \
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=1000'>\[++++\]</a><br>"
var/power_stat = "Good"
if(cur_viewed_device.cached_power_avail < cur_viewed_device.active_power_usage)
power_stat = "Insufficient"
else if(cur_viewed_device.cached_power_avail < cur_viewed_device.active_power_usage * 2)
power_stat = "Check"
dat += "<b>Power status:</b> [power_stat]<br>"
else
dat += "<a href='?src=\ref[src];scan=1'>\[Refresh device list\]</a><br><br>"
if(connected_devices.len)
dat += "<table width='100%' border=1>"
dat += "<tr>"
dat += "<td><b>Device tag</b></td>"
dat += "<td></td>"
dat += "</tr>"
for(var/obj/machinery/power/rust_core/C in connected_devices)
if(!check_core_status(C))
connected_devices.Remove(C)
continue
dat += "<tr>"
dat += "<td>[C.id_tag]</td>"
dat += "<td><a href='?src=\ref[src];manage_individual=\ref[C]'>\[Manage\]</a></td>"
dat += "</tr>"
dat += "</table>"
else
dat += "No devices connected.<br>"
dat += "<hr>"
dat += "<a href='?src=\ref[src];refresh=1'>Refresh</a> "
dat += "<a href='?src=\ref[src];close=1'>Close</a>"
user << browse(dat, "window=core_control;size=500x400")
onclose(user, "core_control")
user.set_machine(src)
/obj/machinery/computer/rust_core_control/Topic(href, href_list)
..()
if( href_list["goto_scanlist"] )
cur_viewed_device = null
if( href_list["manage_individual"] )
cur_viewed_device = locate(href_list["manage_individual"])
if( href_list["scan"] )
connected_devices = list()
for(var/obj/machinery/power/rust_core/C in range(scan_range, src))
if(check_core_status(C))
connected_devices.Add(C)
if( href_list["startup"] )
if(cur_viewed_device)
cur_viewed_device.Startup()
if( href_list["shutdown"] )
if(cur_viewed_device)
cur_viewed_device.Shutdown()
if( href_list["close"] )
usr << browse(null, "window=core_control")
usr.unset_machine()
updateDialog()
/obj/machinery/computer/rust_core_control/proc/check_core_status(var/obj/machinery/power/rust_core/C)
if(!C)
return 0
if(C.stat & (BROKEN|NOPOWER) || !C.remote_access_enabled || !C.id_tag)
if(connected_devices.Find(C))
connected_devices.Remove(C)
return 0
return 1
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@@ -40,80 +40,247 @@ max volume of plasma storeable by the field = the total volume of a number of ti
*/
/obj/machinery/rust/core
name = "Tokamak core"
#define MAX_FIELD_FREQ 1000
#define MIN_FIELD_FREQ 1
#define MAX_FIELD_STR 1000
#define MIN_FIELD_STR 1
/obj/machinery/power/rust_core
name = "RUST Tokamak core"
desc = "Enormous solenoid for generating extremely high power electromagnetic fields"
icon = 'core.dmi'
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "core0"
anchored = 1
var/on = 0
var/obj/machinery/rust/em_field/owned_field
var/field_strength = 0.01
//
density = 1
var/obj/effect/rust_em_field/owned_field
var/field_strength = 1//0.01
var/field_frequency = 1
var/id_tag = "allan, don't forget to set the ID of this one too"
req_access = list(access_engine)
//
use_power = 1
idle_power_usage = 10
active_power_usage = 300
idle_power_usage = 50
active_power_usage = 500 //multiplied by field strength
var/cached_power_avail = 0
directwired = 1
var/state = 0
var/locked = 1
var/remote_access_enabled = 1
Topic(href, href_list)
..()
if( href_list["startup"] )
Startup()
return
if( href_list["shutdown"] )
Shutdown()
return
if( href_list["modify_field_strength"] )
var/new_field_str = text2num(input("Enter new field strength", "Modifying field strength", owned_field.field_strength))
if(!new_field_str)
usr << "\red That's not a valid number."
return
field_strength = max(new_field_str,0.1)
field_strength = min(new_field_str,50)
if(owned_field)
owned_field.ChangeFieldStrength(field_strength)
return
/obj/machinery/power/rust_core/process()
if(stat & BROKEN || !powernet)
Shutdown()
proc/Startup()
cached_power_avail = avail()
//luminosity = round(owned_field.field_strength/10)
//luminosity = max(luminosity,1)
/obj/machinery/power/rust_core/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(owned_field)
user << "Turn off [src] first."
return
on = 1
owned_field = new(src.loc)
switch(state)
if(0)
state = 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(owned_field)
user << "Turn off the [src] first."
return
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
if(1)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
connect_to_network()
src.directwired = 1
else
user << "\red You need more welding fuel to complete this task."
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
disconnect_from_network()
src.directwired = 0
else
user << "\red You need more welding fuel to complete this task."
return
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
return
if(src.allowed(user))
if(owned_field)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is online"
else
user << "\red Access denied."
return
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
return
..()
return
/obj/machinery/power/rust_core/attack_ai(mob/user)
attack_hand(user)
/obj/machinery/power/rust_core/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/power/rust_core/interact(mob/user)
if(stat & BROKEN)
user.unset_machine()
user << browse(null, "window=core_gen")
return
if(!istype(user, /mob/living/silicon) && get_dist(src, user) > 1)
user.unset_machine()
user << browse(null, "window=core_gen")
return
var/dat = ""
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>"
dat += "<b>Device ID tag: </b> [id_tag ? id_tag : "UNSET"] <a href='?src=\ref[src];new_id_tag=1'>\[Modify\]</a><br>"
dat += "<a href='?src=\ref[src];toggle_active=1'>\[[owned_field ? "Deactivate" : "Activate"]\]</a><br>"
dat += "<a href='?src=\ref[src];toggle_remote=1'>\[[remote_access_enabled ? "Disable remote access to this device" : "Enable remote access to this device"]\]</a><br>"
dat += "<hr>"
dat += "<b>Field strength:</b> [field_strength]Wm^3<br>"
dat += "<a href='?src=\ref[src];str=-1000'>\[----\]</a> \
<a href='?src=\ref[src];str=-100'>\[--- \]</a> \
<a href='?src=\ref[src];str=-10'>\[-- \]</a> \
<a href='?src=\ref[src];str=-1'>\[- \]</a> \
<a href='?src=\ref[src];str=1'>\[+ \]</a> \
<a href='?src=\ref[src];str=10'>\[++ \]</a> \
<a href='?src=\ref[src];str=100'>\[+++ \]</a> \
<a href='?src=\ref[src];str=1000'>\[++++\]</a><br>"
dat += "<b>Field frequency:</b> [field_frequency]MHz<br>"
dat += "<a href='?src=\ref[src];freq=-1000'>\[----\]</a> \
<a href='?src=\ref[src];freq=-100'>\[--- \]</a> \
<a href='?src=\ref[src];freq=-10'>\[-- \]</a> \
<a href='?src=\ref[src];freq=-1'>\[- \]</a> \
<a href='?src=\ref[src];freq=1'>\[+ \]</a> \
<a href='?src=\ref[src];freq=10'>\[++ \]</a> \
<a href='?src=\ref[src];freq=100'>\[+++ \]</a> \
<a href='?src=\ref[src];freq=1000'>\[++++\]</a><br>"
var/font_colour = "green"
if(cached_power_avail < active_power_usage)
font_colour = "red"
else if(cached_power_avail < active_power_usage * 2)
font_colour = "orange"
dat += "<b>Power status:</b> <font color=[font_colour]>[active_power_usage]/[cached_power_avail] W</font><br>"
user << browse(dat, "window=core_gen;size=500x300")
onclose(user, "core_gen")
user.set_machine(src)
/obj/machinery/power/rust_core/Topic(href, href_list)
if(href_list["str"])
var/dif = text2num(href_list["str"])
field_strength = min(max(field_strength + dif, MIN_FIELD_STR), MAX_FIELD_STR)
active_power_usage = 5 * field_strength //change to 500 later
if(owned_field)
owned_field.ChangeFieldStrength(field_strength)
icon_state = "core1"
luminosity = 1
return 1
proc/Shutdown()
if(href_list["freq"])
var/dif = text2num(href_list["freq"])
field_frequency = min(max(field_frequency + dif, MIN_FIELD_FREQ), MAX_FIELD_FREQ)
if(owned_field)
owned_field.ChangeFieldFrequency(field_frequency)
if(href_list["toggle_active"])
if(!Startup())
Shutdown()
if( href_list["toggle_remote"] )
remote_access_enabled = !remote_access_enabled
if(href_list["new_id_tag"])
if(usr)
id_tag = input("Enter a new ID tag", "Tokamak core ID tag", id_tag) as text|null
if(href_list["close"])
usr << browse(null, "window=core_gen")
usr.unset_machine()
if(href_list["extern_update"])
var/obj/machinery/computer/rust_core_control/C = locate(href_list["extern_update"])
if(C)
C.updateDialog()
src.updateDialog()
/obj/machinery/power/rust_core/proc/Startup()
if(owned_field)
return
owned_field = new(src.loc)
owned_field.ChangeFieldStrength(field_strength)
owned_field.ChangeFieldFrequency(field_frequency)
icon_state = "core1"
luminosity = 1
use_power = 2
return 1
/obj/machinery/power/rust_core/proc/Shutdown()
//todo: safety checks for field status
if(owned_field)
icon_state = "core0"
on = 0
del(owned_field)
luminosity = 0
use_power = 1
proc/AddParticles(var/name, var/quantity = 1)
if(owned_field)
owned_field.AddParticles(name, quantity)
return 1
return 0
/obj/machinery/power/rust_core/proc/AddParticles(var/name, var/quantity = 1)
if(owned_field)
owned_field.AddParticles(name, quantity)
return 1
return 0
process()
..()
use_power(100 * field_strength + 500)
if(on && !owned_field)
Shutdown()
return
//
luminosity = round(owned_field.field_strength/10)
luminosity = max(luminosity,1)
//
if(stat & (NOPOWER|BROKEN))
Shutdown()
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet" && owned_field)
var/obj/item/projectile/beam/laserbeam = Proj
owned_field.AddEnergy(0, laserbeam.damage / 5000, laserbeam.frequency)
return 0
/obj/machinery/power/rust_core/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet" && owned_field)
owned_field.AddEnergy(Proj.damage, 0, 1)
return 0
@@ -1,77 +0,0 @@
/obj/machinery/computer/rust/radiation_monitor
name = "Core Radiation Monitor"
/obj/machinery/computer/rust/energy_monitor
name = "Core Primary Monitor"
icon_state = "power"
var/obj/machinery/rust/core/core_generator = null
var/updating = 1
New()
..()
spawn(0)
core_generator = locate() in world
Topic(href, href_list)
..()
if( href_list["shutdown"] )
updating = 0
core_generator.Topic(href, href_list)
updateDialog()
updating = 1
return
if( href_list["startup"] )
updating = 0
core_generator.Topic(href, href_list)
updateDialog()
updating = 1
return
if( href_list["modify_field_strength"] )
updating = 0
core_generator.Topic(href, href_list)
updateDialog()
updating = 1
return
if( href_list["close"] )
usr << browse(null, "window=core_monitor")
usr.machine = null
return
process()
..()
if(updating)
src.updateDialog()
interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=core_monitor")
return
var/t = "<B>Reactor Core Primary Monitor</B><BR>"
if(core_generator)
t += "<font color=blue>[core_generator.on ? "Core Generator connected" : "Core Generator operational"]</font><br>"
if(core_generator.owned_field)
t += "<font color=green>Core suspension field online</font> <a href='?src=\ref[src];shutdown=1'>\[Bring field offline\]</a><br>"
t += "Electromagnetic plasma suspension field status:<br>"
t += " <font color=blue>Strength (T): [core_generator.owned_field.field_strength]</font> <a href='?src=\ref[src];modify_field_strength=1'>\[Modify\]</a><br>"
t += " <font color=blue>Energy levels (MeV): [core_generator.owned_field.mega_energy]</font><br>"
t += " <font color=blue>Core frequency: [core_generator.owned_field.frequency]</font><br>"
t += " <font color=blue>Moles of plasma: [core_generator.owned_field.held_plasma.toxins]</font><br>"
t += " <font color=blue>Core temperature: [core_generator.owned_field.held_plasma.temperature]</font><br>"
t += "<hr>"
t += "<b>Core atomic and subatomic constituents:</font></b><br>"
if(core_generator.owned_field.dormant_reactant_quantities && core_generator.owned_field.dormant_reactant_quantities.len)
for(var/reagent in core_generator.owned_field.dormant_reactant_quantities)
t += " <font color=green>[reagent]:</font> [core_generator.owned_field.dormant_reactant_quantities[reagent]]<br>"
else
t += " <font color=blue>No reactants present.</font><br>"
else
t += "<font color=red>Core suspension field offline</font> <a href='?src=\ref[src];startup=1'>\[Bring field online\]</a><br>"
else
t += "<b><font color=red>Core Generator unresponsive</font></b><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=core_monitor;size=500x400")
user.machine = src
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@@ -1,10 +1,10 @@
/obj/item/weapon/fuel_assembly
icon = 'fuel_assembly.dmi'
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel_assembly"
name = "Fuel Rod Assembly"
var/list/rod_quantities
var/percent_depleted = 0
var/percent_depleted = 1
//
New()
rod_quantities = new/list
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@@ -1,31 +1,119 @@
/obj/machinery/rust/fuel_assembly_port
/obj/machinery/rust_fuel_assembly_port
name = "Fuel Assembly Port"
icon = 'fuel_assembly_port.dmi'
icon_state = "port0"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "port2"
density = 0
var/obj/item/weapon/fuel_assembly/cur_assembly = null
layer = 4
var/obj/item/weapon/fuel_assembly/cur_assembly
var/busy = 0
anchored = 1
attackby(var/obj/item/I, var/mob/user)
if(istype(I,/obj/item/weapon/fuel_assembly))
if(cur_assembly)
del cur_assembly
var/opened = 1 //0=closed, 1=opened
var/has_electronics = 0 // 0 - none, bit 1 - circuitboard, bit 2 - wires
/obj/machinery/rust_fuel_assembly_port/attackby(var/obj/item/I, var/mob/user)
if(istype(I,/obj/item/weapon/fuel_assembly) && !opened)
if(cur_assembly)
user << "\red There is already a fuel rod assembly in there!"
else
cur_assembly = I
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."
attack_hand(mob/user)
add_fingerprint(user)
/*if(stat & (BROKEN|NOPOWER))
return*/
if(cur_assembly)
cur_assembly.loc = src.loc
/obj/machinery/rust_fuel_assembly_port/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER) || opened)
return
if(cur_assembly)
if(try_insert_assembly())
user << "\blue \icon[src] [src] inserts it's fuel rod assembly into an injector."
else
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
if(cur_assembly)
var/turf/check_turf = get_step(get_turf(src), src.dir)
check_turf = get_step(check_turf, src.dir)
for(var/obj/machinery/power/rust_fuel_injector/I in check_turf)
if(I.stat & (BROKEN|NOPOWER))
break
if(I.cur_assembly)
break
if(I.state != 2)
break
I.cur_assembly = cur_assembly
cur_assembly.loc = I
cur_assembly = null
icon_state = "port0"
success = 1
New()
//embed the fuel port into a wall
pixel_x = (dir & 3)? 0 : (dir == 4 ? 24 : -24)
pixel_y = (dir & 3)? (dir ==1 ? 24 : -24) : 0
return success
/obj/machinery/rust_fuel_assembly_port/proc/eject_assembly()
if(cur_assembly)
cur_assembly.loc = get_step(get_turf(src), src.dir)
cur_assembly = null
icon_state = "port0"
return 1
/obj/machinery/rust_fuel_assembly_port/proc/try_draw_assembly()
var/success = 0
if(cur_assembly)
var/turf/check_turf = get_step(get_turf(src), src.dir)
check_turf = get_step(check_turf, src.dir)
for(var/obj/machinery/power/rust_fuel_injector/I in check_turf)
if(I.stat & (BROKEN|NOPOWER))
break
if(!I.cur_assembly)
break
if(I.injecting)
break
if(I.state != 2)
break
cur_assembly = I.cur_assembly
cur_assembly.loc = src
I.cur_assembly = null
icon_state = "port1"
success = 1
return success
/*
/obj/machinery/rust_fuel_assembly_port/verb/try_insert_assembly_verb()
set name = "Attempt to insert assembly from port into injector"
set category = "Object"
set src in oview(1)
if(!busy)
try_insert_assembly()
/obj/machinery/rust_fuel_assembly_port/verb/eject_assembly_verb()
set name = "Attempt to eject assembly from port"
set category = "Object"
set src in oview(1)
if(!busy)
eject_assembly()
/obj/machinery/rust_fuel_assembly_port/verb/try_draw_assembly_verb()
set name = "Draw assembly from injector"
set category = "Object"
set src in oview(1)
if(!busy)
try_draw_assembly()
*/
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@@ -0,0 +1,133 @@
//frame assembly
/obj/item/rust_fuel_assembly_port_frame
name = "Fuel Assembly Port frame"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "port2"
w_class = 4
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/rust_fuel_assembly_port_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
del(src)
return
..()
/obj/item/rust_fuel_assembly_port_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "\red Port cannot be placed on this spot."
return
if (A.requires_power == 0 || A.name == "Space")
usr << "\red Port cannot be placed in this area."
return
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
del(src)
//construction steps
/obj/machinery/rust_fuel_assembly_port/New(turf/loc, var/ndir, var/building=0)
..()
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
dir = ndir
else
has_electronics = 3
opened = 0
icon_state = "port0"
//20% easier to read than apc code
pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
/obj/machinery/rust_fuel_assembly_port/attackby(obj/item/W, mob/user)
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar))
if(opened)
if(has_electronics & 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has removed the circuitboard from [src.name]!",\
"\blue You remove the circuitboard.")
has_electronics = 0
new /obj/item/weapon/module/rust_fuel_port(loc)
has_electronics &= ~1
else
opened = 0
icon_state = "port0"
user << "\blue You close the maintenance cover."
else
if(cur_assembly)
user << "\red You cannot open the cover while there is a fuel assembly inside."
else
opened = 1
user << "\blue You open the maintenance cover."
icon_state = "port2"
return
else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
var/obj/item/weapon/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
return
user << "You start adding cables to the frame..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the port frame!",\
"You add cables to the port frame.")
has_electronics &= 2
return
else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
user << "You begin to cut the cables..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 50))
new /obj/item/weapon/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut the cabling inside the port.",\
"You cut the cabling inside the port.")
has_electronics &= ~2
return
else if (istype(W, /obj/item/weapon/module/rust_fuel_port) && opened && !(has_electronics & 1))
user << "You trying to insert the port control board into the frame..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 10))
has_electronics &= 1
user << "You place the port control board inside the frame."
del(W)
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "\blue You need more welding fuel to complete this task."
return
user << "You start welding the port frame..."
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/rust_fuel_assembly_port_frame(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"You detached the port frame.",\
"\red You hear welding.")
del(src)
return
..()
@@ -1,87 +1,112 @@
var/const/max_assembly_amount = 300
/obj/machinery/rust/fuel_compressor
icon = 'fuel_compressor.dmi'
icon_state = "fuel_compressor"
/obj/machinery/rust_fuel_compressor
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel_compressor1"
name = "Fuel Compressor"
var/list/new_assembly_quantities
//
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
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
attack_ai(mob/user)
attack_hand(user)
var/opened = 1 //0=closed, 1=opened
var/locked = 0
var/has_electronics = 0 // 0 - none, bit 1 - circuitboard, bit 2 - wires
attack_hand(mob/user)
add_fingerprint(user)
/*if(stat & (BROKEN|NOPOWER))
return*/
interact(user)
/obj/machinery/rust_fuel_compressor/attack_ai(mob/user)
attack_hand(user)
/*power_change()
if(stat & BROKEN)
icon_state = "broken"
else
if( powered() )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
stat |= NOPOWER*/
/obj/machinery/rust_fuel_compressor/attack_hand(mob/user)
add_fingerprint(user)
/*if(stat & (BROKEN|NOPOWER))
return*/
interact(user)
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=fuelcomp")
usr.machine = null
return
//
for(var/reagent in new_assembly_quantities)
if(href_list[reagent])
var/new_amount = text2num(input("Enter new rod amount", "Fuel Assembly Rod Composition ([reagent])", new_assembly_quantities[reagent]) as text|null)
if(!new_amount)
usr << "\red That's not a valid number."
return
var/sum_reactants = new_amount - new_assembly_quantities[reagent]
for(var/rod in new_assembly_quantities)
sum_reactants += new_assembly_quantities[rod]
if(sum_reactants > max_assembly_amount)
usr << "\red You have entered too many rods."
else
new_assembly_quantities[reagent] = new_amount
updateDialog()
return
if( href_list["activate"] )
var/obj/item/weapon/fuel_assembly/F = new(src)
//world << "\blue New fuel rod assembly"
for(var/reagent in new_assembly_quantities)
F.rod_quantities[reagent] = new_assembly_quantities[reagent]
//world << "\blue [reagent]: new_assembly_quantities[reagent]<br>"
F.loc = src.loc
/obj/machinery/rust_fuel_compressor/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/rcd_ammo))
compressed_matter += 10
del(W)
return
..()
/obj/machinery/rust_fuel_compressor/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=fuelcomp")
return
interact(mob/user)
/*if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=fuelcomp")
return*/
var/t = "<B>Reactor Fuel Rod Compressor / Assembler</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
var/t = "<B>Reactor Fuel Rod Compressor / Assembler</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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><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>"
for(var/reagent in new_assembly_quantities)
t += " [reagent] rods: [new_assembly_quantities[reagent]] \[<A href='?src=\ref[src];reagent=1'>Modify</A>\]<br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=fuelcomp;size=500x800")
user.machine = src
t += " [reagent] rods: [new_assembly_quantities[reagent]] \[<A href='?src=\ref[src];change_reagent=[reagent]'>Modify</A>\]<br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=fuelcomp;size=500x300")
user.set_machine(src)
//var/locked
//var/coverlocked
/obj/machinery/rust_fuel_compressor/Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=fuelcomp")
usr.machine = null
if( href_list["eject_matter"] )
var/ejected = 0
while(compressed_matter > 10)
new /obj/item/weapon/rcd_ammo(get_step(get_turf(src), src.dir))
compressed_matter -= 10
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"
var/obj/item/weapon/fuel_assembly/F = new(src)
var/fail = 0
var/old_matter = compressed_matter
for(var/reagent in new_assembly_quantities)
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
else
fail = 1
break
//world << "\blue [reagent]: new_assembly_quantities[reagent]<br>"
if(fail)
del(F)
compressed_matter = old_matter
usr << "\red \icon[src] [src] flashes red: \'Out of matter.\'"
else
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"]
var/avail_rods = 300
for(var/rod in new_assembly_quantities)
avail_rods -= new_assembly_quantities[rod]
avail_rods += new_assembly_quantities[cur_reagent]
avail_rods = max(avail_rods, 0)
var/new_amount = min(input("Enter new [cur_reagent] rod amount (max [avail_rods])", "Fuel Assembly Rod Composition ([cur_reagent])") as num, avail_rods)
new_assembly_quantities[cur_reagent] = new_amount
updateDialog()
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@@ -0,0 +1,160 @@
//frame assembly
/obj/item/rust_fuel_compressor_frame
name = "Fuel Compressor frame"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel_compressor0"
w_class = 4
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/rust_fuel_compressor_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
del(src)
return
..()
/obj/item/rust_fuel_compressor_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "\red Compressor cannot be placed on this spot."
return
if (A.requires_power == 0 || A.name == "Space")
usr << "\red Compressor cannot be placed in this area."
return
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
del(src)
//construction steps
/obj/machinery/rust_fuel_compressor/New(turf/loc, var/ndir, var/building=0)
..()
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
dir = ndir
else
has_electronics = 3
opened = 0
locked = 0
icon_state = "fuel_compressor1"
//20% easier to read than apc code
pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
/obj/machinery/rust_fuel_compressor/attackby(obj/item/W, mob/user)
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar))
if(opened)
if(has_electronics & 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has removed the circuitboard from [src.name]!",\
"\blue You remove the circuitboard board.")
has_electronics = 0
new /obj/item/weapon/module/rust_fuel_compressor(loc)
has_electronics &= ~1
else
opened = 0
icon_state = "fuel_compressor0"
user << "\blue You close the maintenance cover."
else
if(compressed_matter > 0)
user << "\red You cannot open the cover while there is compressed matter inside."
else
opened = 1
user << "\blue You open the maintenance cover."
icon_state = "fuel_compressor1"
return
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
if(opened)
user << "You must close the cover to swipe an ID card."
else
if(src.allowed(usr))
locked = !locked
user << "You [ locked ? "lock" : "unlock"] the compressor interface."
update_icon()
else
user << "\red Access denied."
return
else if (istype(W, /obj/item/weapon/card/emag) && !emagged) // trying to unlock with an emag card
if(opened)
user << "You must close the cover to swipe an ID card."
else
flick("apc-spark", src)
if (do_after(user,6))
if(prob(50))
emagged = 1
locked = 0
user << "You emag the port interface."
else
user << "You fail to [ locked ? "unlock" : "lock"] the compressor interface."
return
else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
var/obj/item/weapon/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
return
user << "You start adding cables to the compressor frame..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the compressor frame!",\
"You add cables to the port frame.")
has_electronics &= 2
return
else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
user << "You begin to cut the cables..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 50))
new /obj/item/weapon/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut the cabling inside the compressor.",\
"You cut the cabling inside the port.")
has_electronics &= ~2
return
else if (istype(W, /obj/item/weapon/module/rust_fuel_compressor) && opened && !(has_electronics & 1))
user << "You trying to insert the circuitboard into the frame..."
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 10))
has_electronics &= 1
user << "You place the circuitboard inside the frame."
del(W)
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "\blue You need more welding fuel to complete this task."
return
user << "You start welding the compressor frame..."
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
new /obj/item/rust_fuel_assembly_port_frame(loc)
user.visible_message(\
"\red [src] has been cut away from the wall by [user.name].",\
"You detached the compressor frame.",\
"\red You hear welding.")
del(src)
return
..()
@@ -1,172 +1,192 @@
/obj/machinery/computer/rust/fuel_control
name = "Fuel Injection Control"
icon_state = "power"
var/list/fuel_injectors
var/list/stage_status
/obj/machinery/computer/rust_fuel_control
name = "RUST Fuel Injection Control"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "fuel"
var/list/connected_injectors = list()
var/list/active_stages = list()
var/list/proceeding_stages = list()
var/list/stage_times = list()
//var/list/stage_status
var/announce_fueldepletion = 0
var/announce_stageprogression = 0
//var/obj/machinery/rust/fuel_injector/Injector = null
New()
..()
//these are the only three stages we can accept
//we have another console for SCRAM
fuel_injectors = new/list
stage_status = new/list
var/scan_range = 25
var/ticks_this_stage = 0
fuel_injectors.Add("One")
fuel_injectors["One"] = new/list
stage_status.Add("One")
stage_status["One"] = 0
fuel_injectors.Add("Two")
fuel_injectors["Two"] = new/list
stage_status.Add("Two")
stage_status["Two"] = 0
fuel_injectors.Add("Three")
fuel_injectors["Three"] = new/list
stage_status.Add("Three")
stage_status["Three"] = 0
fuel_injectors.Add("SCRAM")
fuel_injectors["SCRAM"] = new/list
stage_status.Add("SCRAM")
stage_status["SCRAM"] = 0
/*/obj/machinery/computer/rust_fuel_control/New()
..()
//these are the only three stages we can accept
//we have another console for SCRAM
fuel_injectors = new/list
stage_status = new/list
spawn(0)
for(var/obj/machinery/rust/fuel_injector/Injector in world)
if(Injector.stage in fuel_injectors)
var/list/targetlist = fuel_injectors[Injector.stage]
targetlist.Add(Injector)
fuel_injectors.Add("One")
fuel_injectors["One"] = new/list
stage_status.Add("One")
stage_status["One"] = 0
fuel_injectors.Add("Two")
fuel_injectors["Two"] = new/list
stage_status.Add("Two")
stage_status["Two"] = 0
fuel_injectors.Add("Three")
fuel_injectors["Three"] = new/list
stage_status.Add("Three")
stage_status["Three"] = 0
fuel_injectors.Add("SCRAM")
fuel_injectors["SCRAM"] = new/list
stage_status.Add("SCRAM")
stage_status["SCRAM"] = 0
attack_ai(mob/user)
attack_hand(user)
spawn(0)
for(var/obj/machinery/power/rust_fuel_injector/Injector in world)
if(Injector.stage in fuel_injectors)
var/list/targetlist = fuel_injectors[Injector.stage]
targetlist.Add(Injector)*/
attack_hand(mob/user)
add_fingerprint(user)
/*if(stat & (BROKEN|NOPOWER))
return*/
interact(user)
/obj/machinery/computer/rust_fuel_control/attack_ai(mob/user)
attack_hand(user)
/*updateDialog()
for(var/mob/M in range(1))
if(M.machine == src)
interact(m)*/
/obj/machinery/computer/rust_fuel_control/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=fuel_monitor")
usr.machine = null
return
if( href_list["beginstage"] )
var/stage_name = href_list["beginstage"]
if(stage_name in fuel_injectors)
var/success = 1
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
if(!Injector.BeginInjecting())
success = 0
if(!success) //may still partially complete
usr << "\red Unable to complete command."
stage_status[stage_name] = 1
updateDialog()
return
if( href_list["begincool"] )
var/stage_name = href_list["begincool"]
if(stage_name in fuel_injectors)
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
Injector.StopInjecting()
stage_status[stage_name] = 0
updateDialog()
return
if( href_list["restart"] )
updateDialog()
return
if( href_list["cooldown"] )
for(var/stage_name in fuel_injectors)
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
Injector.StopInjecting()
stage_status[stage_name] = 0
updateDialog()
return
if( href_list["update"] )
updateDialog()
return
//
if( href_list["disable_fueldepletion"] )
announce_fueldepletion = 0
updateDialog()
return
if( href_list["announce_fueldepletion"] )
announce_fueldepletion = 1
updateDialog()
return
if( href_list["broadcast_fueldepletion"] )
announce_fueldepletion = 2
updateDialog()
return
//
if( href_list["disable_stageprogression"] )
announce_stageprogression = 0
updateDialog()
return
if( href_list["announce_stageprogression"] )
announce_stageprogression = 1
updateDialog()
return
if( href_list["broadcast_stageprogression"] )
announce_stageprogression = 2
updateDialog()
return
/obj/machinery/computer/rust_fuel_control/interact(mob/user)
if(stat & (BROKEN|NOPOWER))
user.unset_machine()
user << browse(null, "window=fuel_control")
return
process()
..()
src.updateDialog()
if (!istype(user, /mob/living/silicon) && get_dist(src, user) > 1)
user.unset_machine()
user << browse(null, "window=fuel_control")
return
interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=fuel_monitor")
return
var/t = "<B>Reactor Core Fuel Control</B><BR>"
var/cooling = 0
for(var/stage in stage_status)
if(stage_status[stage])
t += "Fuel injection: <font color=blue>Active</font><br>"
t += "<a href='?src=\ref[src];cooldown=1;'>Enter cooldown phase</a><br>"
cooling = 1
break
if(!cooling)
t += "Fuel injection: <font color=blue>Cooling</font><br>"
t += "----<br>"
//
t += "Fuel depletion announcement: "
t += "[announce_fueldepletion ? "<a href='?src=\ref[src];disable_fueldepletion=1'>Disable</a>" : "<b>Disabled</b>"] "
t += "[announce_fueldepletion == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_fueldepletion=1'>Announce</a>"] "
t += "[announce_fueldepletion == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_fueldepletion=1'>Broadcast</a>"]<br>"
t += "Stage progression announcement: "
t += "[announce_stageprogression ? "<a href='?src=\ref[src];disable_stageprogression=1'>Disable</a>" : "<b>Disabled</b>"] "
t += "[announce_stageprogression == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_stageprogression=1'>Announce</a>"] "
t += "[announce_stageprogression == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_stageprogression=1'>Broadcast</a>"] "
t += "<hr>"
t += "<table border=1><tr>"
t += "<td><b>Injector Status</b></td>"
t += "<td><b>Injection interval (sec)</b></td>"
t += "<td><b>Assembly consumption per injection</b></td>"
t += "<td><b>Fuel Assembly Port</b></td>"
t += "<td><b>Assembly depletion percentage</b></td>"
t += "</tr>"
for(var/stage_name in fuel_injectors)
var/list/cur_stage = fuel_injectors[stage_name]
t += "<tr><td colspan=5><b>Fuel Injection Stage:</b> [stage_name]</font>, [stage_status[stage_name] ? "<font color=green>Active</font> <a href='?src=\ref[src];begincool=[stage_name]'>\[Enter cooldown\]</a>" : "Cooling <a href='?src=\ref[src];beginstage=[stage_name]'>\[Begin injection\]</a>"]</td></tr>"
for(var/obj/machinery/rust/fuel_injector/Injector in cur_stage)
t += "<tr>"
t += "<td>[Injector.on && Injector.remote_enabled ? "<font color=green>Operational</font>" : "<font color=red>Unresponsive</font>"]</td>"
t += "<td>[Injector.rate/10] <a href='?src=\ref[Injector];cyclerate=1'>Modify</a></td>"
t += "<td>[Injector.fuel_usage*100]% <a href='?src=\ref[Injector];fuel_usage=1'>Modify</a></td>"
t += "<td>[Injector.owned_assembly_port ? "[Injector.owned_assembly_port.cur_assembly ? "<font color=green>Loaded</font>": "<font color=blue>Empty</font>"]" : "<font color=red>Disconnected</font>" ]</td>"
t += "<td>[Injector.owned_assembly_port && Injector.owned_assembly_port.cur_assembly ? "[Injector.owned_assembly_port.cur_assembly.percent_depleted]%" : ""]</td>"
t += "</tr>"
t += "</table>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=fuel_monitor;size=500x600")
user.machine = src
var/dat = "<B>Reactor Core Fuel Control</B><BR>"
/*dat += "<b>Fuel depletion announcement:</b> "
dat += "[announce_fueldepletion == 0 ? "Disabled" : "<a href='?src=\ref[src];announce_fueldepletion=0'>\[Disable\]</a>"] "
dat += "[announce_fueldepletion == 1 ? "Announcing" : "<a href='?src=\ref[src];announce_fueldepletion=1'>\[Announce\]</a>"] "
dat += "[announce_fueldepletion == 2 ? "Broadcasting" : "<a href='?src=\ref[src];announce_fueldepletion=2'>\[Broadcast\]</a>"]<br>"
dat += "<b>Stage progression announcement:</b> "
dat += "[announce_stageprogression == 0 ? "Disabled" : "<a href='?src=\ref[src];announce_stageprogression=0'>\[Disable\]</a>"] "
dat += "[announce_stageprogression == 1 ? "Announcing" : "<a href='?src=\ref[src];announce_stageprogression=1'>\[Announce\]</a>"] "
dat += "[announce_stageprogression == 2 ? "Broadcasting" : "<a href='?src=\ref[src];announce_stageprogression=2'>\[Broadcast\]</a>"]<br>"*/
dat += "<hr>"
dat += "<b>Detected devices</b> <a href='?src=\ref[src];scan=1'>\[Refresh list\]</a>"
dat += "<table border=1 width='100%'>"
dat += "<tr>"
dat += "<td><b>ID</b></td>"
dat += "<td><b>Assembly</b></td>"
dat += "<td><b>Consumption</b></td>"
dat += "<td><b>Depletion</b></td>"
dat += "<td><b>Duration</b></td>"
dat += "<td><b>Next stage</b></td>"
dat += "<td></td>"
dat += "<td></td>"
dat += "</tr>"
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
dat += "<tr>"
dat += "<td>[I.id_tag]</td>"
if(I.cur_assembly)
dat += "<td><a href='?src=\ref[I];toggle_injecting=1;update_extern=\ref[src]'>\[[I.injecting ? "Halt injecting" : "Begin injecting"]\]</a></td>"
else
dat += "<td>None</td>"
dat += "<td>[I.fuel_usage * 100]%</td>"
if(I.cur_assembly)
dat += "<td>[I.cur_assembly.percent_depleted * 100]%</td>"
else
dat += "<td>NA</td>"
if(stage_times.Find(I.id_tag))
dat += "<td>[ticks_this_stage]/[stage_times[I.id_tag]]s <a href='?src=\ref[src];stage_time=[I.id_tag]'>Modify</td>"
else
dat += "<td>[ticks_this_stage]s <a href='?src=\ref[src];stage_time=[I.id_tag]'>Set</td>"
if(proceeding_stages.Find(I.id_tag))
dat += "<td><a href='?src=\ref[src];set_next_stage=[I.id_tag]'>[proceeding_stages[I.id_tag]]</a></td>"
else
dat += "<td>None <a href='?src=\ref[src];set_next_stage=[I.id_tag]'>\[modify\]</a></td>"
dat += "<td><a href='?src=\ref[src];toggle_stage=[I.id_tag]'>\[[active_stages.Find(I.id_tag) ? "Deactivate stage" : "Activate stage "] \]</a></td>"
dat += "</tr>"
dat += "</table>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A> "
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(dat, "window=fuel_control;size=800x400")
user.set_machine(src)
/obj/machinery/computer/rust_fuel_control/Topic(href, href_list)
..()
if( href_list["scan"] )
connected_injectors = list()
for(var/obj/machinery/power/rust_fuel_injector/I in range(scan_range, src))
if(check_injector_status(I))
connected_injectors.Add(I)
if( href_list["toggle_stage"] )
var/cur_stage = href_list["toggle_stage"]
if(active_stages.Find(cur_stage))
active_stages.Remove(cur_stage)
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
if(I.id_tag == cur_stage && check_injector_status(I))
I.StopInjecting()
else
active_stages.Add(cur_stage)
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
if(I.id_tag == cur_stage && check_injector_status(I))
I.BeginInjecting()
if( href_list["cooldown"] )
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
if(check_injector_status(I))
I.StopInjecting()
active_stages = list()
if( href_list["warmup"] )
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
if(check_injector_status(I))
I.BeginInjecting()
if(!active_stages.Find(I.id_tag))
active_stages.Add(I.id_tag)
if( href_list["stage_time"] )
var/cur_stage = href_list["stage_time"]
var/new_duration = input("Enter new stage duration in seconds", "Stage duration") as num
if(new_duration)
stage_times[cur_stage] = new_duration
else if(stage_times.Find(cur_stage))
stage_times.Remove(cur_stage)
if( href_list["announce_fueldepletion"] )
announce_fueldepletion = text2num(href_list["announce_fueldepletion"])
if( href_list["announce_stageprogression"] )
announce_stageprogression = text2num(href_list["announce_stageprogression"])
if( href_list["close"] )
usr << browse(null, "window=fuel_control")
usr.unset_machine()
if( href_list["set_next_stage"] )
var/cur_stage = href_list["set_next_stage"]
if(!proceeding_stages.Find(cur_stage))
proceeding_stages.Add(cur_stage)
var/next_stage = input("Enter next stage ID", "Automated stage procession") as text|null
if(next_stage)
proceeding_stages[cur_stage] = next_stage
else
proceeding_stages.Remove(cur_stage)
updateDialog()
/obj/machinery/computer/rust_fuel_control/proc/check_injector_status(var/obj/machinery/power/rust_fuel_injector/I)
if(!I)
return 0
if(I.stat & (BROKEN|NOPOWER) || !I.remote_access_enabled || !I.id_tag)
if(connected_injectors.Find(I))
connected_injectors.Remove(I)
return 0
return 1
@@ -1,210 +1,290 @@
/obj/machinery/rust/fuel_injector
/obj/machinery/power/rust_fuel_injector
name = "Fuel Injector"
icon = 'fuel_injector.dmi'
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "injector0"
anchored = 1
density = 1
var/obj/machinery/rust/fuel_assembly_port/owned_assembly_port
//var/list/stageone_assemblyports
//var/list/stagetwo_assemblyports
//var/list/scram_assemblyports
var/obj/machinery/rust/reactor_vessel/Vessel = null
var/rate = 10 //microseconds between each cycle
var/fuel_usage = 0.0001 //percentage of available fuel to use per cycle
var/on = 1
var/remote_enabled = 1
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
var/id_tag = "One"
var/injecting = 0
var/stage = "One"
var/targetting_field = 0
layer = 4
var/trying_to_swap_fuel = 0
//
req_access = list(access_engine)
//
use_power = 1
idle_power_usage = 10
active_power_usage = 300
active_power_usage = 500
directwired = 0
var/remote_access_enabled = 1
var/cached_power_avail = 0
var/emergency_insert_ready = 0
//fuel assembly should be embedded into the wall behind the injector
New()
..()
name = "Stage [stage] Fuel Injector"
//pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
//pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
/*
stageone_assemblyports = new/list()
stagetwo_assemblyports = new/list()
scram_assemblyports = new/list()
spawn(1)
Vessel = locate() in range(6,src)
for(var/obj/machinery/rust/fuel_assembly_port/S in range(6,src))
switch(S.stage)
if("One")
stageone_assemblyports.Add(S)
if("Two")
stagetwo_assemblyports.Add(S)
if("SCRAM")
scram_assemblyports.Add(S)
*/
spawn(1)
var/rev_dir = reverse_direction(dir)
var/turf/mid = get_step(src, rev_dir)
for(var/obj/machinery/rust/fuel_assembly_port/port in get_step(mid, rev_dir))
owned_assembly_port = port
//
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=fuel_injector")
usr.machine = null
return
if( href_list["begin_injecting"] )
BeginInjecting()
updateDialog()
return
if( href_list["end_injecting"] )
/obj/machinery/power/rust_fuel_injector/process()
if(injecting)
if(stat & (BROKEN|NOPOWER))
StopInjecting()
updateDialog()
return
if( href_list["cyclerate"] )
var/new_rate = text2num(input("Enter new injection rate (0.1 - 10 sec)", "Modifying injection rate", rate/10))
if(!new_rate)
usr << "\red That's not a valid number."
return
new_rate = min(new_rate,0.1)
new_rate = max(new_rate,10)
rate = new_rate * 10
updateDialog()
return
if( href_list["fuel_usage"] )
var/new_rate = text2num(input("Enter new fuel usage (1 - 100%)", "Modifying fuel usage", rate/10))
if(!new_rate)
usr << "\red That's not a valid number."
return
new_rate = min(new_rate,0.1)
new_rate = max(new_rate,10)
rate = new_rate * 10
updateDialog()
return
attack_ai(mob/user)
attack_hand(user)
attack_hand(mob/user)
add_fingerprint(user)
/*if(stat & (BROKEN|NOPOWER))
return*/
interact(user)
interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=fuel_injector")
return
var/t = "<B>Reactor Core Fuel Injector</B><hr>"
t += "<b>Stage:</b> <font color=blue>[stage]</font><br>"
t += "<b>Status:</b> [injecting ? "<font color=green>Active</font> <a href='?src=\ref[src];end_injecting=1'>\[Disable\]</a>" : "<font color=blue>Standby</font> <a href='?src=\ref[src];begin_injecting=1'>\[Enable\]</a>"]<br>"
t += "<b>Interval (sec):</b> <font color=blue>[rate/10]</font> <a href='?src=\ref[src];cyclerate=1'>\[Modify\]</a><br>"
t += "<b>Fuel usage:</b> [fuel_usage*100]% <a href='?src=\ref[src];fuel_usage=1'>\[Modify\]</a><br>"
/*
var/t = "<B>Reactor Core Fuel Control</B><BR>"
t += "Current fuel injection stage: [active_stage]<br>"
if(active_stage == "Cooling")
//t += "<a href='?src=\ref[src];restart=1;'>Restart injection cycle</a><br>"
t += "----<br>"
else
t += "<a href='?src=\ref[src];cooldown=1;'>Enter cooldown phase</a><br>"
t += "Fuel depletion announcement: "
t += "[announce_fueldepletion ? "<a href='?src=\ref[src];disable_fueldepletion=1'>Disable</a>" : "<b>Disabled</b>"] "
t += "[announce_fueldepletion == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_fueldepletion=1'>Announce</a>"] "
t += "[announce_fueldepletion == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_fueldepletion=1'>Broadcast</a>"]<br>"
t += "Stage progression announcement: "
t += "[announce_stageprogression ? "<a href='?src=\ref[src];disable_stageprogression=1'>Disable</a>" : "<b>Disabled</b>"] "
t += "[announce_stageprogression == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_stageprogression=1'>Announce</a>"] "
t += "[announce_stageprogression == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_stageprogression=1'>Broadcast</a>"] "
t += "<hr>"
t += "<table border=1><tr>"
t += "<td><b>Injector Status</b></td>"
t += "<td><b>Injection interval (sec)</b></td>"
t += "<td><b>Assembly consumption per injection</b></td>"
t += "<td><b>Fuel Assembly Port</b></td>"
t += "<td><b>Assembly depletion percentage</b></td>"
t += "</tr>"
for(var/stage in fuel_injectors)
var/list/cur_stage = fuel_injectors[stage]
t += "<tr><td colspan=5><b>Fuel Injection Stage:</b> <font color=blue>[stage]</font> [active_stage == stage ? "<font color=green> (Currently active)</font>" : "<a href='?src=\ref[src];beginstage=[stage]'>Activate</a>"]</td></tr>"
for(var/obj/machinery/rust/fuel_injector/Injector in cur_stage)
t += "<tr>"
t += "<td>[Injector.on && Injector.remote_enabled ? "<font color=green>Operational</font>" : "<font color=red>Unresponsive</font>"]</td>"
t += "<td>[Injector.rate/10] <a href='?src=\ref[Injector];cyclerate=1'>Modify</a></td>"
t += "<td>[Injector.fuel_usage*100]% <a href='?src=\ref[Injector];fuel_usage=1'>Modify</a></td>"
t += "<td>[Injector.owned_assembly_port ? "[Injector.owned_assembly_port.cur_assembly ? "<font color=green>Loaded</font>": "<font color=blue>Empty</font>"]" : "<font color=red>Disconnected</font>" ]</td>"
t += "<td>[Injector.owned_assembly_port && Injector.owned_assembly_port.cur_assembly ? "[100 - Injector.owned_assembly_port.cur_assembly.amount_depleted*100]%" : ""]</td>"
t += "</tr>"
t += "</table>"
*/
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=fuel_injector;size=500x800")
user.machine = src
Inject()
proc/BeginInjecting()
if(!injecting && owned_assembly_port && owned_assembly_port.cur_assembly)
icon_state = "injector1"
injecting = 1
spawn(rate)
Inject()
return 1
return 0
cached_power_avail = avail()
proc/StopInjecting()
/obj/machinery/power/rust_fuel_injector/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(injecting)
injecting = 0
icon_state = "injector0"
return 1
return 0
proc/Inject()
if(!injecting)
user << "Turn off the [src] first."
return
if(owned_assembly_port.cur_assembly)
var/obj/machinery/rust/em_field/target_field
if(targetting_field)
for(var/obj/machinery/rust/em_field/field in range(15))
target_field = field
var/amount_left = 0
for(var/reagent in owned_assembly_port.cur_assembly.rod_quantities)
//world << "checking [reagent]"
if(owned_assembly_port.cur_assembly.rod_quantities[reagent] > 0)
//world << " rods left: [owned_assembly_port.cur_assembly.rod_quantities[reagent]]"
var/amount = owned_assembly_port.cur_assembly.rod_quantities[reagent] * fuel_usage
var/numparticles = round(amount * 1000)
if(numparticles < 1)
numparticles = 1
//world << " amount: [amount]"
//world << " numparticles: [numparticles]"
//
var/obj/effect/accelerated_particle/particle = new/obj/effect/accelerated_particle(src.loc, src.dir)
particle.particle_type = reagent
particle.energy = 0
particle.icon_state = "particle"
particle.additional_particles = numparticles - 1
particle.target = target_field
//
owned_assembly_port.cur_assembly.rod_quantities[reagent] -= amount
amount_left += owned_assembly_port.cur_assembly.rod_quantities[reagent]
owned_assembly_port.cur_assembly.percent_depleted = amount_left / 300
flick("injector-emitting",src)
use_power(fuel_usage * 10000 + 100) //0.0001
if(injecting)
spawn(rate)
Inject()
else
injecting = 0
switch(state)
if(0)
state = 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
process()
..()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(injecting)
user << "Turn off the [src] first."
return
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
if(1)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
connect_to_network()
//src.directwired = 1
else
user << "\red You need more welding fuel to complete this task."
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
disconnect_from_network()
//src.directwired = 0
else
user << "\red You need more welding fuel to complete this task."
return
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
return
if(src.allowed(user))
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
return
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
return
if(istype(W, /obj/item/weapon/fuel_assembly) && !cur_assembly)
if(emergency_insert_ready)
cur_assembly = W
user.drop_item()
W.loc = src
emergency_insert_ready = 0
return
..()
return
/obj/machinery/power/rust_fuel_injector/attack_ai(mob/user)
attack_hand(user)
/obj/machinery/power/rust_fuel_injector/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/power/rust_fuel_injector/interact(mob/user)
if(stat & BROKEN)
user.unset_machine()
user << browse(null, "window=fuel_injector")
return
if(get_dist(src, user) > 1 )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=fuel_injector")
return
var/dat = ""
if (stat & NOPOWER || locked || state != 2)
dat += "<i>The console is dark and nonresponsive.</i>"
else
dat += "<B>Reactor Core Fuel Injector</B><hr>"
dat += "<b>Device ID tag:</b> [id_tag] <a href='?src=\ref[src];modify_tag=1'>\[Modify\]</a><br>"
dat += "<b>Status:</b> [injecting ? "<font color=green>Active</font> <a href='?src=\ref[src];toggle_injecting=1'>\[Disable\]</a>" : "<font color=blue>Standby</font> <a href='?src=\ref[src];toggle_injecting=1'>\[Enable\]</a>"]<br>"
dat += "<b>Fuel usage:</b> [fuel_usage*100]% <a href='?src=\ref[src];fuel_usage=1'>\[Modify\]</a><br>"
dat += "<b>Fuel assembly port:</b> "
dat += "<a href='?src=\ref[src];fuel_assembly=1'>\[[cur_assembly ? "Eject assembly to port" : "Draw assembly from port"]\]</a> "
if(cur_assembly)
dat += "<a href='?src=\ref[src];emergency_fuel_assembly=1'>\[Emergency eject\]</a><br>"
else
dat += "<a href='?src=\ref[src];emergency_fuel_assembly=1'>\[[emergency_insert_ready ? "Cancel emergency insertion" : "Emergency insert"]\]</a><br>"
var/font_colour = "green"
if(cached_power_avail < active_power_usage)
font_colour = "red"
else if(cached_power_avail < active_power_usage * 2)
font_colour = "orange"
dat += "<b>Power status:</b> <font color=[font_colour]>[active_power_usage]/[cached_power_avail] W</font><br>"
dat += "<a href='?src=\ref[src];toggle_remote=1'>\[[remote_access_enabled ? "Disable remote access" : "Enable remote access"]\]</a><br>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A> "
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(dat, "window=fuel_injector;size=500x300")
onclose(user, "fuel_injector")
user.set_machine(src)
/obj/machinery/power/rust_fuel_injector/Topic(href, href_list)
..()
if( href_list["modify_tag"] )
id_tag = input("Enter new ID tag", "Modifying ID tag") as text|null
if( href_list["fuel_assembly"] )
if(!trying_to_swap_fuel)
trying_to_swap_fuel = 1
spawn(50)
attempt_fuel_swap()
trying_to_swap_fuel = 0
if( href_list["emergency_fuel_assembly"] )
if(cur_assembly)
cur_assembly.loc = src.loc
cur_assembly = null
//irradiate!
else
emergency_insert_ready = !emergency_insert_ready
if( href_list["toggle_injecting"] )
if(injecting)
StopInjecting()
else
BeginInjecting()
if( href_list["toggle_remote"] )
remote_access_enabled = !remote_access_enabled
if( href_list["fuel_usage"] )
var/new_usage = text2num(input("Enter new fuel usage (0.01% - 100%)", "Modifying fuel usage", fuel_usage * 100))
if(!new_usage)
usr << "\red That's not a valid number."
return
new_usage = max(new_usage, 0.01)
new_usage = min(new_usage, 100)
fuel_usage = new_usage / 100
active_power_usage = 500 + 1000 * fuel_usage
if( href_list["update_extern"] )
var/obj/machinery/computer/rust_fuel_control/C = locate(href_list["update_extern"])
if(C)
C.updateDialog()
if( href_list["close"] )
usr << browse(null, "window=fuel_injector")
usr.unset_machine()
updateDialog()
/obj/machinery/power/rust_fuel_injector/proc/BeginInjecting()
if(!injecting && cur_assembly)
icon_state = "injector1"
injecting = 1
use_power = 1
/obj/machinery/power/rust_fuel_injector/proc/StopInjecting()
if(injecting)
injecting = 0
icon_state = "injector0"
use_power = 0
/obj/machinery/power/rust_fuel_injector/proc/Inject()
if(!injecting)
return
if(cur_assembly)
var/amount_left = 0
for(var/reagent in cur_assembly.rod_quantities)
//world << "checking [reagent]"
if(cur_assembly.rod_quantities[reagent] > 0)
//world << " rods left: [cur_assembly.rod_quantities[reagent]]"
var/amount = cur_assembly.rod_quantities[reagent] * fuel_usage
var/numparticles = round(amount * 1000)
if(numparticles < 1)
numparticles = 1
//world << " amount: [amount]"
//world << " numparticles: [numparticles]"
//
var/obj/effect/accelerated_particle/A = new/obj/effect/accelerated_particle(get_turf(src), dir)
A.particle_type = reagent
A.additional_particles = numparticles - 1
//A.target = target_field
//
cur_assembly.rod_quantities[reagent] -= amount
amount_left += cur_assembly.rod_quantities[reagent]
cur_assembly.percent_depleted = amount_left / 300
flick("injector-emitting",src)
else
StopInjecting()
/obj/machinery/power/rust_fuel_injector/proc/attempt_fuel_swap()
var/rev_dir = reverse_direction(dir)
var/turf/mid = get_step(src, rev_dir)
var/success = 0
for(var/obj/machinery/rust_fuel_assembly_port/check_port in get_step(mid, rev_dir))
if(cur_assembly)
if(!check_port.cur_assembly)
check_port.cur_assembly = cur_assembly
cur_assembly.loc = check_port
cur_assembly = null
check_port.icon_state = "port1"
success = 1
else
if(check_port.cur_assembly)
cur_assembly = check_port.cur_assembly
cur_assembly.loc = src
check_port.cur_assembly = null
check_port.icon_state = "port0"
success = 1
break
if(success)
src.visible_message("\blue \icon[src] a green light flashes on [src].")
updateDialog()
//
else
src.visible_message("\red \icon[src] a red light flashes on [src].")
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@@ -3,7 +3,7 @@
/obj/item/projectile/beam/ehf_beam
/obj/machinery/rust/gyrotron
icon = 'gyrotron.dmi'
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "emitter-off"
name = "Gyrotron"
anchored = 1
@@ -41,7 +41,7 @@
new_val = min(new_val,0.01)
new_val = max(new_val,0.001)
mega_energy = new_val
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["modifyrate"] )
@@ -52,7 +52,7 @@
new_val = min(new_val,1)
new_val = max(new_val,10)
rate = new_val
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["modifyfreq"] )
@@ -63,29 +63,29 @@
new_val = min(new_val,1)
new_val = max(new_val,50000)
frequency = new_val
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["activate"] )
emitting = 1
spawn(rate)
Emit()
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["deactivate"] )
emitting = 0
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["enableremote"] )
remoteenabled = 1
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
if( href_list["disableremote"] )
remoteenabled = 0
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
comp.updateDialog()
return
/*
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@@ -1,7 +1,8 @@
/obj/machinery/computer/rust/gyrotron_controller
/obj/machinery/computer/rust_gyrotron_controller
name = "Gyrotron Remote Controller"
icon_state = "power"
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
icon_state = "engine"
var/updating = 1
New()
@@ -67,4 +67,8 @@
//particle.invisibility = 2
//
return particle
*/
*/
/obj/machinery/computer/rust_radiation_monitor
name = "Radiation Monitor"
icon_state = "power"
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@@ -1,49 +1,53 @@
//gimmicky hack to collect particles and direct them into the field
//byond multitiles are basically... shit
/obj/machinery/rust/particle_catcher
invisibility = 101
/obj/effect/rust_particle_catcher
icon = 'effects.dmi'
icon_state = "energynet"
density = 0
anchored = 1
var/obj/machinery/rust/em_field/parent
layer = 4
var/obj/effect/rust_em_field/parent
var/mysize = 0
/*New()
for(var/obj/machinery/rust/em_field/field in range(6))
parent = field
if(!parent)
del(src)*/
invisibility = 101
proc/SetSize(var/newsize)
name = "collector [newsize]"
mysize = newsize
UpdateSize()
/*/obj/effect/rust_particle_catcher/New()
for(var/obj/machinery/rust/em_field/field in range(6))
parent = field
if(!parent)
del(src)*/
proc/AddParticles(var/name, var/quantity = 1)
if(parent && parent.size >= mysize)
parent.AddParticles(name, quantity)
return 1
return 0
/obj/effect/rust_particle_catcher/process()
if(!parent)
del(src)
proc/UpdateSize()
if(parent.size >= mysize)
density = 1
//invisibility = 101
name = "collector [mysize] ON"
else
density = 0
name = "collector [mysize] OFF"
//invisibility = 101
/obj/effect/rust_particle_catcher/proc/SetSize(var/newsize)
name = "collector [newsize]"
mysize = newsize
UpdateSize()
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet" && parent)
var/obj/item/projectile/beam/laserbeam = Proj
parent.AddEnergy(0, laserbeam.damage / 5000, laserbeam.frequency)
return 0
/obj/effect/rust_particle_catcher/proc/AddParticles(var/name, var/quantity = 1)
if(parent && parent.size >= mysize)
parent.AddParticles(name, quantity)
return 1
return 0
process()
..()
if(!parent)
del(src)
/obj/effect/rust_particle_catcher/proc/UpdateSize()
if(parent.size >= mysize)
density = 1
invisibility = 0
name = "collector [mysize] ON"
else
density = 0
invisibility = 101
name = "collector [mysize] OFF"
/obj/effect/rust_particle_catcher/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet" && parent)
parent.AddEnergy(Proj.damage, 0, 1)
update_icon()
return 0
/obj/effect/rust_particle_catcher/Bumped(atom/AM)
if(ismob(AM) && density && prob(10))
AM << "\red A powerful force pushes you back."
..()
@@ -0,0 +1,78 @@
////////////////////////////////////////
// External Shield Generator
/obj/item/weapon/circuitboard/shield_gen_ex
name = "Circuit board (Experimental hull shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;plasmatech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen_ex
name = "Circuit Design (Experimental hull shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Generator
/obj/item/weapon/circuitboard/shield_gen
name = "Circuit board (Experimental shield generator)"
board_type = "machine"
build_path = "/obj/machinery/shield_gen/external"
origin_tech = "bluespace=4;plasmatech=3"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_gen
name = "Circuit Design (Experimental shield generator)"
desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "plasmatech" = 3)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
// Shield Capacitor
/obj/item/weapon/circuitboard/shield_cap
name = "Circuit board (Experimental shield capacitor)"
board_type = "machine"
build_path = "/obj/machinery/shield_capacitor"
origin_tech = "magnets=3;powerstorage=4"
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
req_components = list(
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 5)
datum/design/shield_cap
name = "Circuit Design (Experimental shield capacitor)"
desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
id = "shield_cap"
req_tech = list("magnets" = 3, "powerstorage" = 4)
build_type = IMPRINTER
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$silver" = 10000)
build_path = "/obj/machinery/shield_gen/external"
@@ -1,52 +1,55 @@
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 2
var/strength = 0
var/obj/machinery/shield_gen/parent
var/stress = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(1 + 1 * (Proj.damage / 100))
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
stress += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 2
density = 0
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength > 1)
invisibility = 0
density = 1
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return density
//---------- actual energy field
/obj/effect/energy_field
name = "energy field"
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
icon = 'shielding.dmi'
icon_state = "shieldsparkles"
anchored = 1
layer = 2.1
density = 0
invisibility = 101
var/strength = 0
/obj/effect/energy_field/ex_act(var/severity)
Stress(0.5 + severity)
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
Stress(Proj.damage / 10)
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
if(M)
walk(M,0)
Stress(2)
/obj/effect/energy_field/proc/Stress(var/severity)
strength -= severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength < 1)
invisibility = 101
density = 0
else if(strength >= 1)
invisibility = 0
density = 1
/obj/effect/energy_field/proc/Strengthen(var/severity)
strength += severity
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
if(strength >= 1)
invisibility = 0
density = 1
else if(strength < 1)
invisibility = 101
density = 0
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return !density
@@ -1,158 +1,171 @@
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'shielding.dmi'
icon_state = "capacitor"
var/active = 1
density = 1
anchored = 1
var/obj/machinery/shield_gen/target_generator
var/stored_charge = 0
var/time_since_fail = 100
var/max_charge = 1000000
var/max_charge_rate = 100000
var/min_charge_rate = 0
var/locked = 0
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 10
active_power_usage = 100
var/charge_rate = 100
/obj/machinery/shield_capacitor/New()
spawn(10)
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == src.dir)
target_generator = possible_gen
possible_gen.owned_capacitor = src
break
..()
/obj/machinery/shield_capacitor/verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 270)
target_generator = locate() in get_step(src,dir)
if(target_generator && !target_generator.owned_capacitor)
target_generator.owned_capacitor = src
return 1
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "capacitor"
else
icon_state = "capacitor"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "capacitor"
stat |= NOPOWER
/obj/machinery/shield_capacitor/process()
//
if(active)
use_power = 2
if(stored_charge + charge_rate > max_charge)
active_power_usage = max_charge - stored_charge
else
active_power_usage = charge_rate
stored_charge += active_power_usage
else
use_power = 1
time_since_fail++
if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0
//
updateDialog()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
/*if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return*/
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.machine = null
return
if( href_list["toggle"] )
active = !active
if(active)
use_power = 2
else
use_power = 1
if( href_list["charge_rate"] )
charge_rate += text2num(href_list["charge_rate"])
if(charge_rate > max_charge_rate)
charge_rate = max_charge_rate
else if(charge_rate < min_charge_rate)
charge_rate = min_charge_rate
//
updateDialog()
/obj/machinery/shield_capacitor/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><BR>"
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.machine = src
//---------- shield capacitor
//pulls energy out of a power net and charges an adjacent generator
/obj/machinery/shield_capacitor
name = "shield capacitor"
desc = "Machine that charges a shield generator."
icon = 'shielding.dmi'
icon_state = "capacitor"
var/active = 1
density = 1
anchored = 1
var/stored_charge = 0
var/time_since_fail = 100
var/max_charge = 1000000
var/max_charge_rate = 100000
var/min_charge_rate = 0
var/locked = 0
//
use_power = 1 //0 use nothing
//1 use idle power
//2 use active power
idle_power_usage = 10
active_power_usage = 100
var/charge_rate = 100
/obj/machinery/shield_capacitor/New()
spawn(10)
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
if(get_dir(src, possible_gen) == src.dir)
possible_gen.owned_capacitor = src
break
..()
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = W
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(!src.anchored && gen.owned_capacitor == src)
gen.owned_capacitor = null
break
else if(src.anchored && !gen.owned_capacitor)
gen.owned_capacitor = src
break
gen.updateDialog()
updateDialog()
else
..()
/obj/machinery/shield_capacitor/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_capacitor/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
interact(user)
/obj/machinery/shield_capacitor/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_capacitor")
return
var/t = "<B>Shield Capacitor Control Console</B><br><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
t += "Charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
t += "Charge rate: \
<a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> \
<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec \
<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
<a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_capacitor;size=500x800")
user.set_machine(src)
/obj/machinery/shield_capacitor/process()
//
if(active)
use_power = 2
if(stored_charge + charge_rate > max_charge)
active_power_usage = max_charge - stored_charge
else
active_power_usage = charge_rate
stored_charge += active_power_usage
else
use_power = 1
time_since_fail++
if(stored_charge < active_power_usage * 1.5)
time_since_fail = 0
/obj/machinery/shield_capacitor/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_capacitor")
usr.unset_machine()
return
if( href_list["toggle"] )
active = !active
if(active)
use_power = 2
else
use_power = 1
if( href_list["charge_rate"] )
charge_rate += text2num(href_list["charge_rate"])
if(charge_rate > max_charge_rate)
charge_rate = max_charge_rate
else if(charge_rate < min_charge_rate)
charge_rate = min_charge_rate
//
updateDialog()
/obj/machinery/shield_capacitor/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "capacitor"
else
icon_state = "capacitor"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "capacitor"
stat |= NOPOWER
/obj/machinery/shield_capacitor/verb/rotate()
set name = "Rotate capacitor clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor!"
return
src.dir = turn(src.dir, 270)
return
@@ -25,7 +25,6 @@
var/max_field_strength = 10
var/time_since_fail = 100
var/energy_conversion_rate = 0.01 //how many renwicks per watt?
var/flicker_shield_glitch = 1 //shield is slightly faulty and flickers - don't think this is working as intended
//
use_power = 1 //0 use nothing
//1 use idle power
@@ -38,14 +37,191 @@
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
if(get_dir(possible_cap, src) == possible_cap.dir)
owned_capacitor = possible_cap
possible_cap.target_generator = src
break
field = new/list()
..()
//copied from a copypaste. DRY, right?
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = W
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/card/emag))
if(prob(75))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
updateDialog()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
spawn(0)
for(var/obj/machinery/shield_gen/gen in range(1, src))
if(get_dir(src, gen) == src.dir)
if(!src.anchored && gen.owned_capacitor == src)
gen.owned_capacitor = null
break
else if(src.anchored && !gen.owned_capacitor)
gen.owned_capacitor = src
break
gen.updateDialog()
updateDialog()
else
..()
/obj/machinery/shield_gen/attack_paw(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_ai(user as mob)
return src.attack_hand(user)
/obj/machinery/shield_gen/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
interact(user)
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.unset_machine()
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR><br>"
if(locked)
t += "<i>Swipe your ID card to begin.</i>"
else
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
t += "Coverage radius (restart required): \
<a href='?src=\ref[src];change_radius=-5'>--</a> \
<a href='?src=\ref[src];change_radius=-1'>-</a> \
[field_radius * 2]m \
<a href='?src=\ref[src];change_radius=1'>+</a> \
<a href='?src=\ref[src];change_radius=5'>++</a><br>"
t += "Overall field strength: [average_field_strength] Renwicks ([max_field_strength ? 100 * average_field_strength / max_field_strength : "NA"]%)<br>"
t += "Charge rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
<a href='?src=\ref[src];strengthen_rate=-0.01'>-</a> \
[strengthen_rate] Renwicks/sec \
<a href='?src=\ref[src];strengthen_rate=0.01'>+</a> \
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec<br>"
t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec<br>"
t += "Maximum field strength: \
<a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> \
<a href='?src=\ref[src];max_field_strength=-10'>--</a> \
<a href='?src=\ref[src];max_field_strength=-1'>-</a> \
[max_field_strength] Renwicks \
<a href='?src=\ref[src];max_field_strength=1'>+</a> \
<a href='?src=\ref[src];max_field_strength=10'>++</a> \
<a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src]'>Refresh</A> "
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x800")
user.set_machine(src)
/obj/machinery/shield_gen/process()
if(active && field.len)
var/stored_renwicks = 0
var/target_field_strength = min(strengthen_rate + max(average_field_strength, 0), max_field_strength)
if(owned_capacitor)
var/required_energy = field.len * target_field_strength / energy_conversion_rate
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
stored_renwicks = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
time_since_fail++
average_field_strength = 0
target_field_strength = stored_renwicks / field.len
for(var/obj/effect/energy_field/E in field)
if(stored_renwicks)
var/strength_change = target_field_strength - E.strength
if(strength_change > stored_renwicks)
strength_change = stored_renwicks
if(E.strength >= 1)
E.Strengthen(strength_change)
else if(E.strength < 0)
E.strength = 0
E.Strengthen(0.1)
stored_renwicks -= strength_change
average_field_strength += E.strength
else
E.Strengthen(-E.strength)
average_field_strength /= field.len
if(average_field_strength < 0)
time_since_fail = 0
else
average_field_strength = 0
/obj/machinery/shield_gen/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.unset_machine()
return
else if( href_list["toggle"] )
toggle()
else if( href_list["change_radius"] )
field_radius += text2num(href_list["change_radius"])
if(field_radius > 200)
field_radius = 200
else if(field_radius < 0)
field_radius = 0
else if( href_list["strengthen_rate"] )
strengthen_rate += text2num(href_list["strengthen_rate"])
if(strengthen_rate > 1)
strengthen_rate = 1
else if(strengthen_rate < 0)
strengthen_rate = 0
else if( href_list["max_field_strength"] )
max_field_strength += text2num(href_list["max_field_strength"])
if(max_field_strength > 1000)
max_field_strength = 1000
else if(max_field_strength < 0)
max_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "generator0"
stat |= NOPOWER
if (src.active)
toggle()
/obj/machinery/shield_gen/ex_act(var/severity)
if(active)
toggle()
return ..()
/*
/obj/machinery/shield_gen/proc/check_powered()
/*
check_powered = 1
if(!anchored)
powered = 0
@@ -76,122 +252,14 @@
PN.newload += shieldload //uses powernet power.
*/
/obj/machinery/shield_gen/process()
if(active && field.len)
var/stored_renwicks = 0
var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength)
if(owned_capacitor)
var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len)
stored_renwicks = assumed_charge * energy_conversion_rate
owned_capacitor.stored_charge -= assumed_charge
time_since_fail++
average_field_strength = 0
target_field_strength = stored_renwicks / field.len
if(!flicker_shield_glitch)
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength > target_field_strength)
E.strength = target_field_strength
else if(E.strength + strengthen_rate > target_field_strength)
E.strength = target_field_strength
else
E.strength += strengthen_rate
if(stored_renwicks - E.strength < 0)
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
else
//the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models
//basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again
//this makes the shield 'flicker' every now and then until it stabilises
//when this glitch is fixed, shields will only be charged as much as is sustainable
for(var/obj/effect/energy_field/E in field)
//check to see if the shield is strengthening or failing
if(E.strength < target_field_strength)
E.strength += strengthen_rate
if(stored_renwicks - E.strength < 0)
E.strength = stored_renwicks
stored_renwicks -= E.strength
average_field_strength += E.strength
//check if the current shield tile has enough energy to maintain itself
if(E.strength >= 1)
E.density = 1
E.invisibility = 0
else
E.density = 0
E.invisibility = 2
//add any leftover charge back to the capacitor
if(owned_capacitor && stored_renwicks >= 0)
owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate
average_field_strength /= field.len
if(average_field_strength < 0)
time_since_fail = 0
else
average_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else if(istype(W, /obj/item/weapon/wrench))
src.anchored = !src.anchored
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
else
src.add_fingerprint(user)
user << "\red You hit the [src.name] with your [W.name]!"
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
/obj/machinery/shield_gen/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.active)
icon_state = "generator1"
else
icon_state = "generator0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "generator0"
stat |= NOPOWER
if (src.active)
toggle()
/obj/machinery/shield_gen/proc/toggle()
active = !active
power_change()
if(active)
var/list/covered_turfs = get_shielded_turfs()
if(get_turf(src) in covered_turfs)
covered_turfs.Remove(get_turf(src))
var/turf/T = get_turf(src)
if(T in covered_turfs)
covered_turfs.Remove(T)
for(var/turf/O in covered_turfs)
var/obj/effect/energy_field/E = new(O)
field.Add(E)
@@ -207,60 +275,10 @@
for(var/mob/M in view(5,src))
M << "\icon[src] You hear heavy droning fade out."
/obj/machinery/shield_gen/Topic(href, href_list[])
..()
if( href_list["close"] )
usr << browse(null, "window=shield_generator")
usr.machine = null
return
else if( href_list["toggle"] )
toggle()
else if( href_list["change_radius"] )
field_radius += text2num(href_list["change_radius"])
if(field_radius > 200)
field_radius = 200
else if(field_radius < 0)
field_radius = 0
else if( href_list["strengthen_rate"] )
strengthen_rate += text2num(href_list["strengthen_rate"])
if(strengthen_rate > 0.2)
strengthen_rate = 0.2
else if(strengthen_rate < 0)
strengthen_rate = 0
else if( href_list["max_field_strength"] )
max_field_strength += text2num(href_list["max_field_strength"])
if(max_field_strength > 1000)
max_field_strength = 1000
else if(max_field_strength < 0)
max_field_strength = 0
//
updateDialog()
/obj/machinery/shield_gen/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=shield_generator")
return
var/t = "<B>Shield Generator Control Console</B><BR>"
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
t += "Coverage radius (generator will need a restart to take effect): <a href='?src=\ref[src];change_radius=-5'>--</a> <a href='?src=\ref[src];change_radius=-1'>-</a> [field_radius * 2]m <a href='?src=\ref[src];change_radius=1'>+</a> <a href='?src=\ref[src];change_radius=5'>++</a><br>"
t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
t += "Field charge rate (approx): <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> <a href='?src=\ref[src];strengthen_rate=-0.01'>-</a>[strengthen_rate] Renwicks/sec <a href='?src=\ref[src];strengthen_rate=0.01'>+</a> <a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
t += "Maximum field strength (avg across field): <a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> <a href='?src=\ref[src];max_field_strength=-10'>--</a> <a href='?src=\ref[src];max_field_strength=-1'>-</a>[max_field_strength] Renwicks <a href='?src=\ref[src];max_field_strength=1'>+</a> <a href='?src=\ref[src];max_field_strength=10'>++</a> <a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
t += "<hr>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=shield_generator;size=500x800")
user.machine = src
//grab the border tiles in a circle around this machine
/obj/machinery/shield_gen/proc/get_shielded_turfs()
return list()
/obj/machinery/shield_gen/ex_act(var/severity)
if(active)
toggle()
return ..()
var/list/out = list()
for(var/turf/T in range(field_radius, src))
if(get_dist(src,T) == field_radius)
out.Add(T)
return out
@@ -1,36 +1,42 @@
//---------- external shield generator
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
/obj/machinery/shield_gen/external/New()
..()
/obj/machinery/shield_gen/external/get_shielded_turfs()
var
list
open = list(get_turf(src))
closed = list()
while(open.len)
for(var/turf/T in open)
for(var/turf/O in orange(1, T))
if(get_dist(O,src) > field_radius)
continue
var/add_this_turf = 0
if(istype(O,/turf/space))
for(var/turf/simulated/G in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in O)
add_this_turf = 0
break
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed
//---------- external shield generator
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
/obj/machinery/shield_gen/external/New()
..()
/obj/machinery/shield_gen/external/get_shielded_turfs()
var
list
open = list(get_turf(src))
closed = list()
while(open.len)
for(var/turf/T in open)
for(var/turf/O in orange(1, T))
if(get_dist(O,src) > field_radius)
continue
var/add_this_turf = 0
if(istype(O,/turf/space))
for(var/turf/simulated/G in orange(1, O))
add_this_turf = 1
break
//uncomment this for structures (but not lattices) to be surrounded by shield as well
/*if(!add_this_turf)
for(var/obj/structure/S in orange(1, O))
if(!istype(S, /obj/structure/lattice))
add_this_turf = 1
break
if(add_this_turf)
for(var/obj/structure/S in O)
if(!istype(S, /obj/structure/lattice))
add_this_turf = 0
break*/
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed

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+42 -35
View File
@@ -24,27 +24,32 @@
side_effects += M
/mob/living/carbon/human/proc/handle_medical_side_effects()
if(src.reagents.has_reagent("bicaridine") || src.reagents.has_reagent("tricordrazine") || src.reagents.has_reagent("cryoxadone"))
if(src.reagents.has_reagent("cryoxadone") || src.reagents.get_reagent_amount("bicaridine") >= 15 || src.reagents.get_reagent_amount("tricordrazine") >= 15)
src.add_side_effect("Headache")
if(src.reagents.has_reagent("kelotane") || src.reagents.has_reagent("dermaline"))
if(src.reagents.get_reagent_amount("kelotane") >= 30 || src.reagents.get_reagent_amount("dermaline") >= 15)
src.add_side_effect("Bad Stomach")
if(src.reagents.get_reagent_amount("tramadol") >= 16 || src.reagents.get_reagent_amount("anti_toxin") >= 30)
src.add_side_effect("Cramps")
if(src.reagents.get_reagent_amount("space_drugs") >= 10)
src.add_side_effect("Itch")
// One full cycle(in terms of strength) every 10 minutes
var/strength_percent = sin(life_tick / 2)
// Only do anything if the effect is currently strong enough
if(strength_percent >= 0.4)
for (var/datum/medical_effect/M in side_effects)
if (M.cure(src))
if (M.cure(src) || M.strength > 60)
side_effects -= M
del(M)
else
if(life_tick % 15 == 0)
if(life_tick % 45 == 0)
M.on_life(src, strength_percent*M.strength)
// Effect slowly growing stronger
M.strength+=0.05
M.strength+=0.08
// HEADACHE
// ========
@@ -55,33 +60,10 @@
H.custom_pain("You feel a light pain in your head.",0)
if(11 to 30)
H.custom_pain("You feel a throbbing pain in your head!",1)
if(31 to 99)
if(31 to 50)
H.custom_pain("You feel an excrutiating pain in your head!",1)
H.adjustBrainLoss(1)
if(99 to INFINITY)
H.custom_pain("It feels like your head is about to split open!",1)
H.adjustBrainLoss(3)
var/datum/organ/external/O = H.organs_by_name["head"]
O.take_damage(0, 1, 0, "Headache")
/datum/medical_effect/headache/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("alkysine"))
return 1
return 0
// HEADACHE
// ========
/datum/medical_effect/headache/name = "Headache"
/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a light pain in your head.",0)
if(11 to 30)
H.custom_pain("You feel a throbbing pain in your head!",1)
if(31 to 99)
H.custom_pain("You feel an excrutiating pain in your head!",1)
H.adjustBrainLoss(1)
if(99 to INFINITY)
if(51 to INFINITY)
H.custom_pain("It feels like your head is about to split open!",1)
H.adjustBrainLoss(3)
var/datum/organ/external/O = H.organs_by_name["head"]
@@ -102,10 +84,10 @@
H.custom_pain("You feel a bit light around the stomach.",0)
if(11 to 30)
H.custom_pain("Your stomach hurts.",0)
if(31 to 99)
if(31 to 50)
H.custom_pain("You feel sick.",1)
H.adjustToxLoss(1)
if(99 to INFINITY)
if(51 to INFINITY)
H.custom_pain("You can't hold it in any longer!",1)
H.vomit()
@@ -125,11 +107,11 @@
H.custom_pain("The muscles in your body hurt a little.",0)
if(11 to 30)
H.custom_pain("The muscles in your body cramp up painfully.",0)
if(31 to 99)
if(31 to 50)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.custom_pain("There's pain all over your body.",1)
H.adjustToxLoss(1)
if(99 to INFINITY)
if(51 to INFINITY)
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
H.custom_pain("It feels as though your muscles are being ripped apart!",1)
H.apply_damage(1, used_weapon = "Cramps")
@@ -138,4 +120,29 @@
if(H.reagents.has_reagent("inaprovaline"))
H << "\red The cramps let up.."
return 1
return 0
// ITCH
// ====
/datum/medical_effect/itch/name = "Itch"
/datum/medical_effect/itch/on_life(mob/living/carbon/human/H, strength)
switch(strength)
if(1 to 10)
H.custom_pain("You feel a slight itch.",0)
if(11 to 30)
H.custom_pain("You want to scratch your itch badly.",0)
if(31 to 50)
H.emote("me",1,"shivers slightly.")
H.custom_pain("This itch makes it really hard to concentrate.",1)
H.adjustToxLoss(1)
if(51 to INFINITY)
H.emote("me",1,"shivers.")
H.custom_pain("The itch starts hurting and oozing blood.",1)
H.apply_damage(1, BURN, used_weapon = "Itch")
H.drip(1)
/datum/medical_effect/itch/cure(mob/living/carbon/human/H)
if(H.reagents.has_reagent("inaprovaline"))
H << "\red The itching stops.."
return 1
return 0
+42 -12
View File
@@ -40,12 +40,23 @@ log transactions
machine_id = "[station_name()] RT #[num_financial_terminals++]"
/obj/machinery/atm/process()
if(stat & NOPOWER)
return
if(linked_db && ( (linked_db.stat & NOPOWER) || !linked_db.activated ) )
linked_db = null
authenticated_account = null
src.visible_message("\red \icon[src] [src] buzzes rudely, \"Connection to remote database lost.\"")
updateDialog()
if(ticks_left_timeout > 0)
ticks_left_timeout--
if(ticks_left_timeout <= 0)
authenticated_account = null
if(ticks_left_locked_down > 0)
ticks_left_locked_down--
if(ticks_left_locked_down <= 0)
number_incorrect_tries = 0
for(var/obj/item/weapon/spacecash/S in src)
S.loc = src.loc
@@ -57,7 +68,7 @@ log transactions
/obj/machinery/atm/proc/reconnect_database()
for(var/obj/machinery/account_database/DB in world)
if(DB.z == src.z)
if( DB.z == src.z && !(DB.stat & NOPOWER) && DB.activated )
linked_db = DB
break
@@ -68,7 +79,8 @@ log transactions
usr.drop_item()
idcard.loc = src
held_card = idcard
authenticated_account = null
if(authenticated_account && held_card.associated_account_number != authenticated_account.account_number)
authenticated_account = null
else if(authenticated_account)
if(istype(I,/obj/item/weapon/spacecash))
//consume the money
@@ -114,11 +126,11 @@ log transactions
switch(view_screen)
if(CHANGE_SECURITY_LEVEL)
dat += "Select a new security level for this account:<br><hr>"
var/text = "Zero - Only account number or card is required to access this account. EFTPOS transactions will require a card and ask for a pin, but not verify the pin is correct."
var/text = "Zero - Either the account number or card is required to access this account. EFTPOS transactions will require a card and ask for a pin, but not verify the pin is correct."
if(authenticated_account.security_level != 0)
text = "<A href='?src=\ref[src];choice=change_security_level;new_security_level=0'>[text]</a>"
dat += "[text]<hr>"
text = "One - Both an account number and pin is required to access this account and process transactions."
text = "One - An account number and pin must be manually entered to access this account and process transactions."
if(authenticated_account.security_level != 1)
text = "<A href='?src=\ref[src];choice=change_security_level;new_security_level=1'>[text]</a>"
dat += "[text]<hr>"
@@ -185,7 +197,7 @@ log transactions
dat += "<span class='warning'>Unable to connect to accounts database, please retry and if the issue persists contact NanoTrasen IT support.</span>"
reconnect_database()
user << browse(dat,"window=atm;size=500x650")
user << browse(dat,"window=atm;size=550x650")
else
user << browse(null,"window=atm")
@@ -223,7 +235,7 @@ log transactions
var/new_sec_level = max( min(text2num(href_list["new_security_level"]), 2), 0)
authenticated_account.security_level = new_sec_level
if("attempt_auth")
if(linked_db)
if(linked_db && !ticks_left_locked_down)
var/tried_account_num = text2num(href_list["account_num"])
if(!tried_account_num)
tried_account_num = held_card.associated_account_number
@@ -231,11 +243,11 @@ log transactions
authenticated_account = linked_db.attempt_account_access(tried_account_num, tried_pin, held_card && held_card.associated_account_number == tried_account_num ? 2 : 1)
if(!authenticated_account)
number_incorrect_tries++
if(previous_account_number == tried_account_num)
if(++number_incorrect_tries > max_pin_attempts)
if(number_incorrect_tries > max_pin_attempts)
//lock down the atm
number_incorrect_tries = 0
ticks_left_locked_down = 10
ticks_left_locked_down = 30
playsound(src, 'buzz-two.ogg', 50, 1)
//create an entry in the account transaction log
@@ -247,9 +259,12 @@ log transactions
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
else
usr << "\red \icon[src] Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining."
previous_account_number = tried_account_num
number_incorrect_tries = 1
playsound(src, 'buzz-sigh.ogg', 50, 1)
else
usr << "\red \icon[src] incorrect pin/account combination entered."
number_incorrect_tries = 0
else
playsound(src, 'twobeep.ogg', 50, 1)
ticks_left_timeout = 120
@@ -263,6 +278,10 @@ log transactions
T.date = current_date_string
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
usr << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
previous_account_number = tried_account_num
if("withdrawal")
var/amount = max(text2num(href_list["funds_amount"]),0)
if(authenticated_account && amount > 0)
@@ -325,8 +344,8 @@ log transactions
held_card = I
if("logout")
authenticated_account = null
usr << browse(null,"window=atm")
return
//usr << browse(null,"window=atm")
src.attack_hand(usr)
//create the most effective combination of notes to make up the requested amount
@@ -368,3 +387,14 @@ log transactions
I = P.id
if(I)
authenticated_account = linked_db.attempt_account_access(I.associated_account_number)
if(authenticated_account)
human_user << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
//create a transaction log entry
var/datum/transaction/T = new()
T.target_name = authenticated_account.owner_name
T.purpose = "Remote terminal access"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
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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
+1
View File
@@ -66,6 +66,7 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
for(var/T in paths)
var/datum/surgery_step/S = new T
surgery_steps += S
sort_surgeries()
/* // Uncomment to debug chemical reaction list.
/client/verb/debug_chemical_list()
+2 -2
View File
@@ -63,8 +63,8 @@
var/server
var/banappeals
var/wikiurl
var/forumurl
var/wikiurl = "http://baystation12.net/wiki/index.php?title=Main_Page"
var/forumurl = "http://baystation12.net/forums/"
//Alert level description
var/alert_desc_green = "All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced."
+1 -1
View File
@@ -118,7 +118,7 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
switch(H.get_species())
if("Tajaran")
icobase = 'icons/mob/human_races/r_tajaran.dmi'
if( "Soghun")
if("Unathi")
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("Skrell")
icobase = 'icons/mob/human_races/r_skrell.dmi'
+2
View File
@@ -61,6 +61,8 @@ datum/mind
New(var/key)
src.key = key
//put this here for easier tracking ingame
var/datum/money_account/initial_account
proc/transfer_to(mob/living/new_character)
if(!istype(new_character))
File diff suppressed because it is too large Load Diff
+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)
+44 -26
View File
@@ -96,6 +96,23 @@
else if(damage_type == BURN)
return salved
// checks if wound is considered open for external infections
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
proc/can_infect()
if (is_treated() && damage < 10)
return 0
if (disinfected)
return 0
var/dam_coef = round(damage/10)
switch (damage_type)
if (BRUISE)
return prob(dam_coef*5) && bleeding() //bruises only infectable if bleeding
if (BURN)
return prob(dam_coef*10)
if (CUT)
return prob(dam_coef*20)
return 0
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
@@ -131,31 +148,31 @@
return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
/** CUTS **/
/datum/wound/cut
/datum/wound/cut/small
// link wound descriptions to amounts of damage
max_bleeding_stage = 2
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
/datum/wound/deep_cut
/datum/wound/cut/deep
max_bleeding_stage = 3
stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
/datum/wound/flesh_wound
/datum/wound/cut/flesh
max_bleeding_stage = 3
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
/datum/wound/gaping_wound
/datum/wound/cut/gaping
max_bleeding_stage = 2
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
"small straight scar" = 0)
/datum/wound/big_gaping_wound
/datum/wound/cut/gaping_big
max_bleeding_stage = 2
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
needs_treatment = 1 // this only heals when bandaged
/datum/wound/massive_wound
datum/wound/cut/massive
max_bleeding_stage = 2
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
@@ -169,50 +186,51 @@
needs_treatment = 1 // this only heals when bandaged
damage_type = BRUISE
/datum/wound/bruise/monumental_bruise
/datum/wound/bruise/monumental
// implement sub-paths by starting at a later stage
/datum/wound/bruise/huge_bruise
current_stage = 1
/datum/wound/bruise/large_bruise
current_stage = 2
/datum/wound/bruise/moderate_bruise
current_stage = 3
needs_treatment = 0
/datum/wound/bruise/small_bruise
current_stage = 4
needs_treatment = 0
/datum/wound/bruise/tiny_bruise
/datum/wound/bruise/tiny
current_stage = 5
needs_treatment = 0
/datum/wound/bruise/small
current_stage = 4
needs_treatment = 0
/datum/wound/bruise/moderate
current_stage = 3
needs_treatment = 0
/datum/wound/bruise/large
current_stage = 2
/datum/wound/bruise/huge
current_stage = 1
/** BURNS **/
/datum/wound/moderate_burn
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/large_burn
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/severe_burn
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
damage_type = BURN
/datum/wound/deep_burn
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
@@ -220,7 +238,7 @@
damage_type = BURN
/datum/wound/carbonised_area
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
needs_treatment = 1 // this only heals when bandaged
+87 -5
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"
@@ -849,3 +851,83 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containertype = /obj/structure/closet
containername = "Formalwear for the best occasions."
group = "Operations"
/datum/supply_packs/rust_injector
contains = list(/obj/machinery/power/rust_fuel_injector)
name = "RUST fuel injector"
cost = 50
containertype = /obj/structure/closet/crate/secure/large
containername = "RUST injector crate"
group = "Engineering"
access = access_engine
/datum/supply_packs/rust_compressor
contains = list(/obj/item/weapon/module/rust_fuel_compressor)
name = "RUST fuel compressor circuitry"
cost = 60
containertype = /obj/structure/closet/crate/secure
containername = "RUST fuel compressor circuitry"
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/closet/crate/secure/large
containername = "RUST tokamak crate"
group = "Engineering"
access = access_engine
/datum/supply_packs/shield_gen
contains = list(/obj/item/weapon/circuitboard/shield_gen)
name = "Experimental shield generator circuitry"
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "Experimental shield generator"
group = "Engineering"
access = access_ce
/datum/supply_packs/shield_cap
contains = list(/obj/item/weapon/circuitboard/shield_cap)
name = "Experimental shield capacitor circuitry"
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "Experimental shield capacitor"
group = "Engineering"
access = access_ce
/datum/supply_packs/eftpos
contains = list(/obj/item/device/eftpos)
name = "EFTPOS scanner"
cost = 10
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
+11 -8
View File
@@ -70,7 +70,7 @@
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
</style></head>
<table class="manifest">
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
"}
var/even = 0
@@ -94,28 +94,31 @@
//world << "[name]: [rank]"
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
var/department = 0
if(real_rank in command_positions)
heads[name] = rank
department = 1
if(real_rank in security_positions)
sec[name] = rank
continue
department = 1
if(real_rank in engineering_positions)
eng[name] = rank
continue
department = 1
if(real_rank in medical_positions)
med[name] = rank
continue
department = 1
if(real_rank in science_positions)
sci[name] = rank
continue
department = 1
if(real_rank in civilian_positions)
civ[name] = rank
continue
department = 1
if(real_rank in nonhuman_positions)
bot[name] = rank
continue
department = 1
if(!(name in heads))
if(!department && !(name in heads))
misc[name] = rank
if(heads.len > 0)
+4 -4
View File
@@ -269,17 +269,17 @@
if(prob(35))
if(istype(src, /area/chapel))
sound = pick('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg')
sound = pick('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg','sound/music/traitor.ogg')
else if(istype(src, /area/medical/morgue))
sound = pick('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg','sound/ambience/title2.ogg')
sound = pick('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg','sound/music/main.ogg')
else if(type == /area)
sound = pick('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg',)
sound = pick('sound/ambience/ambispace.ogg','sound/music/title2.ogg','sound/music/space.ogg','sound/music/main.ogg','sound/music/traitor.ogg')
else if(istype(src, /area/engine))
sound = pick('sound/ambience/ambisin1.ogg','sound/ambience/ambisin2.ogg','sound/ambience/ambisin3.ogg','sound/ambience/ambisin4.ogg')
else if(istype(src, /area/AIsattele) || istype(src, /area/turret_protected/ai) || istype(src, /area/turret_protected/ai_upload) || istype(src, /area/turret_protected/ai_upload_foyer))
sound = pick('sound/ambience/ambimalf.ogg')
else if(istype(src, /area/mine/explored) || istype(src, /area/mine/unexplored))
sound = pick('sound/ambience/ambimine.ogg')
sound = pick('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg')
musVolume = 25
else if(istype(src, /area/tcommsat) || istype(src, /area/turret_protected/tcomwest) || istype(src, /area/turret_protected/tcomeast) || istype(src, /area/turret_protected/tcomfoyer) || istype(src, /area/turret_protected/tcomsat))
sound = pick('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
+4 -2
View File
@@ -10,7 +10,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_players = 2
required_players_secret = 5
required_players_secret = 10
required_enemies = 1
recommended_enemies = 4
@@ -37,7 +37,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/const/changeling_amount = 4
var/changeling_amount = 4
/datum/game_mode/changeling/announce()
world << "<B>The current game mode is - Changeling!</B>"
@@ -55,6 +55,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
if(player.assigned_role == job)
possible_changelings -= player
changeling_amount = 1 + round(num_players() / 10)
if(possible_changelings.len>0)
for(var/i = 0, i < changeling_amount, i++)
if(!possible_changelings.len) break
+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
@@ -64,8 +64,8 @@ Whitespace:Seperator;
Implants;
/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
/obj/item/weapon/implant/explosive:6:Explosive Implant (DANGER!);
/obj/item/weapon/implant/compressed:4:Compressed Matter Implant;Whitespace:Seperator;
/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
(Pointless) Badassery;
/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
+13 -3
View File
@@ -37,9 +37,9 @@ var/global/datum/controller/gameticker/ticker
var/triai = 0//Global holder for Triumvirate
/datum/controller/gameticker/proc/pregame()
login_music = pick('sound/ambience/title2.ogg','sound/ambience/title1.ogg','sound/ambience/b12_combined_start.ogg') // choose title music!
for(var/mob/new_player/M in mob_list)
if(M.client) M.client.playtitlemusic()
login_music = pick(\
'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>"
@@ -105,12 +105,22 @@ var/global/datum/controller/gameticker/ticker
else
src.mode.announce()
//setup the money accounts
if(!centcomm_account_db)
for(var/obj/machinery/account_database/check_db in world)
if(check_db.z == 2)
centcomm_account_db = check_db
break
create_characters() //Create player characters and transfer them
collect_minds()
equip_characters()
data_core.manifest()
current_state = GAME_STATE_PLAYING
//here to initialize the random events nicely at round start
setup_economy()
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()
//Cleanup some stuff
+4
View File
@@ -124,6 +124,8 @@
var/name_2 = pick(src.org_names_2)
var/mob/living/carbon/human/H = get_suspect()
if(!H) return
var/fingerprints = num2text(md5(H.dna.uni_identity))
var/traitor_name = H.real_name
var/prob_right_dude = rand(1, 100)
@@ -147,6 +149,7 @@
var/prob_right_dude = rand(1, 100)
var/mob/living/carbon/human/H = get_suspect()
if(!H) return
var/traitor_job = H.mind.assigned_role
src.text += "<BR><BR>It has been brought to our attention that the [name_1] [name_2] have stumbled upon some dark secrets. They apparently want to spread the dangerous knowledge onto as many stations as they can."
@@ -165,6 +168,7 @@
var/prob_right_dude = rand(1, 100)
var/mob/living/carbon/human/H = get_suspect()
if(!H) return
var/traitor_job = H.mind.assigned_role
src.text += "<BR><BR>It has been brought to our attention that the [name_1] [name_2] are attempting to stir unrest on one of our stations in your sector."
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -6,7 +6,7 @@
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 6
required_players_secret = 15 // 15 players - 5 players to be the nuke ops = 10 players remaining
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 5
recommended_enemies = 5
+1 -1
View File
@@ -294,6 +294,6 @@
// Tell them about people they might want to contact.
var/mob/living/carbon/human/M = get_nt_opposed()
if(M != traitor_mob)
if(M && M != traitor_mob)
traitor_mob << "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them."
traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]")
+5 -2
View File
@@ -63,6 +63,7 @@
/var/const/access_tcomsat = 61 // has access to the entire telecomms satellite / machinery
/var/const/access_gateway = 62
/var/const/access_sec_doors = 63 // Security front doors
/var/const/access_psychiatrist = 64 // Psychiatrist's office
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
@@ -205,7 +206,7 @@
access_teleporter, access_eva, access_heads, access_captain, access_all_personal_lockers,
access_tech_storage, access_chapel_office, access_atmospherics, access_kitchen,
access_bar, access_janitor, access_crematorium, access_robotics, access_cargo, access_construction,
access_hydroponics, access_library, access_lawyer, access_virology, access_cmo, access_qm, access_clown, access_mime, access_surgery,
access_hydroponics, access_library, access_lawyer, access_virology, access_psychiatrist, access_cmo, access_qm, access_clown, access_mime, access_surgery,
access_theatre, access_research, access_mining, access_mailsorting,
access_heads_vault, access_mining_station, access_xenobiology, access_ce, access_hop, access_hos, access_RC_announce,
access_keycard_auth, access_tcomsat, access_gateway)
@@ -223,7 +224,7 @@
if(1) //security
return list(access_sec_doors, access_security, access_brig, access_armory, access_forensics_lockers, access_court, access_hos)
if(2) //medbay
return list(access_medical, access_genetics, access_morgue, access_chemistry, access_virology, access_surgery, access_cmo)
return list(access_medical, access_genetics, access_morgue, access_chemistry, access_psychiatrist, access_virology, access_surgery, access_cmo)
if(3) //research
return list(access_research, access_tox, access_tox_storage, access_robotics, access_xenobiology, access_rd)
if(4) //engineering and maintenance
@@ -335,6 +336,8 @@
return "Robotics"
if(access_virology)
return "Virology"
if(access_psychiatrist)
return "Psychiatrist's Office"
if(access_cmo)
return "Chief Medical Officer"
if(access_qm)
+43 -10
View File
@@ -11,10 +11,10 @@
req_admin_notify = 1
access = list(access_medical, access_morgue, access_genetics, access_heads,
access_chemistry, access_virology, access_cmo, access_surgery, access_RC_announce,
access_keycard_auth, access_sec_doors)
access_keycard_auth, access_sec_doors, access_psychiatrist)
minimal_access = list(access_medical, access_morgue, access_genetics, access_heads,
access_chemistry, access_virology, access_cmo, access_surgery, access_RC_announce,
access_keycard_auth, access_sec_doors)
access_keycard_auth, access_sec_doors, access_psychiatrist)
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
@@ -48,8 +48,8 @@
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
minimal_access = list(access_medical, access_morgue, access_surgery)
alt_titles = list("Surgeon","Emergency Physician","Nurse","Orderly")
minimal_access = list(access_medical, access_morgue, access_surgery, access_virology)
alt_titles = list("Surgeon","Emergency Physician","Nurse","Virologist")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -74,11 +74,12 @@
if("Medical Doctor")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
if("Orderly")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/purple(H), slot_w_uniform)
if("Nurse")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/nursesuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/head/nursehat(H), slot_head)
if(H.gender == FEMALE)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/nursesuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/head/nursehat(H), slot_head)
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/purple(H), slot_w_uniform)
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
@@ -151,7 +152,7 @@
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
/datum/job/virologist
/*/datum/job/virologist
title = "Virologist"
flag = VIROLOGIST
department_flag = MEDSCI
@@ -182,4 +183,36 @@
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
return 1*/
/datum/job/psychiatrist
title = "Psychiatrist"
flag = PSYCHIATRIST
department_flag = MEDSCI
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics, access_psychiatrist)
minimal_access = list(access_medical, access_psychiatrist)
alt_titles = list("Psychologist")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_med(H), slot_ears)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/medical(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
+1 -1
View File
@@ -74,7 +74,7 @@
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
alt_titles = list("Biomedical Engineer","Mechatronic Engineer")
alt_titles = list("Biomechanical Engineer","Mechatronic Engineer")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
+38
View File
@@ -324,6 +324,37 @@ var/global/datum/controller/occupations/job_master
if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
H.loc = S.loc
//give them an account in the station database
if(centcomm_account_db)
var/datum/money_account/M = centcomm_account_db.add_account_across_all(H.real_name, starting_funds = rand(50,500)*10, pre_existing = 1)
if(H.mind)
var/remembered_info = ""
remembered_info += "<b>Your account number is:</b> #[M.account_number]<br>"
remembered_info += "<b>Your account pin is:</b> [M.remote_access_pin]<br>"
remembered_info += "<b>Your account funds are:</b> $[M.money]<br>"
if(M.transaction_log.len)
var/datum/transaction/T = M.transaction_log[1]
remembered_info += "<b>Your account was created:</b> [T.time], [T.date] at [T.source_terminal]<br>"
H.mind.store_memory(remembered_info)
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>"
var/alt_title = null
if(H.mind)
H.mind.assigned_role = rank
@@ -385,13 +416,20 @@ var/global/datum/controller/occupations/job_master
C.rank = rank
C.assignment = title ? title : rank
C.name = "[C.registered_name]'s ID Card ([C.assignment])"
//put the player's account number onto the ID
if(H.mind && H.mind.initial_account)
C.associated_account_number = H.mind.initial_account.account_number
H.equip_to_slot_or_del(C, slot_wear_id)
H.equip_to_slot_or_del(new /obj/item/device/pda(H), slot_belt)
if(locate(/obj/item/device/pda,H))
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
pda.owner = H.real_name
pda.ownjob = C.assignment
pda.name = "PDA-[H.real_name] ([pda.ownjob])"
return 1
+2 -1
View File
@@ -23,6 +23,7 @@ var/const/CMO =(1<<3)
var/const/DOCTOR =(1<<4)
var/const/GENETICIST =(1<<5)
var/const/VIROLOGIST =(1<<6)
var/const/PSYCHIATRIST =(1<<7)
var/const/CIVILIAN =(1<<2)
@@ -75,7 +76,7 @@ var/list/medical_positions = list(
"Chief Medical Officer",
"Medical Doctor",
"Geneticist",
"Virologist",
"Psychiatrist",
"Chemist"
)
+6 -1
View File
@@ -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."
+79 -41
View File
@@ -12,7 +12,7 @@
brute_dam_coeff = 0.5
// weight = 1.0E7
req_one_access = list(access_security, access_forensics_lockers)
var/mob/living/carbon/target
var/mob/target
var/oldtarget_name
var/threatlevel = 0
var/target_lastloc //Loc of target when arrested.
@@ -22,6 +22,7 @@
var/idcheck = 0 //If false, all station IDs are authorized for weapons.
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
var/next_harm_time = 0
var/mode = 0
#define SECBOT_IDLE 0 // idle
@@ -219,30 +220,47 @@ Auto Patrol: []"},
if(target) // make sure target exists
if(get_dist(src, src.target) <= 1) // if right next to perp
playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
src.icon_state = "secbot-c"
spawn(2)
src.icon_state = "secbot[src.on]"
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if(istype(M, /mob/living/carbon/human))
if(M.stuttering < 10 && (!(HULK in M.mutations)))
if(istype(src.target,/mob/living/carbon))
playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
src.icon_state = "secbot-c"
spawn(2)
src.icon_state = "secbot[src.on]"
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if(istype(M, /mob/living/carbon/human))
if(M.stuttering < 10 && (!(HULK in M.mutations)))
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
else
M.Weaken(10)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
else
M.Weaken(10)
M.stuttering = 10
M.Stun(10)
maxstuns--
if(maxstuns <= 0)
target = null
visible_message("\red <B>[src.target] has been stunned by [src]!</B>")
M.Stun(10)
maxstuns--
if(maxstuns <= 0)
target = null
visible_message("\red <B>[src.target] has been stunned by [src]!</B>")
mode = SECBOT_PREP_ARREST
src.anchored = 1
src.target_lastloc = M.loc
return
mode = SECBOT_PREP_ARREST
src.anchored = 1
src.target_lastloc = M.loc
return
else if(istype(src.target,/mob/living/simple_animal))
//just harmbaton them until dead
if(world.time > next_harm_time)
next_harm_time = world.time + 15
playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
visible_message("\red <B>[src] beats [src.target] with the stun baton!</B>")
src.icon_state = "secbot-c"
spawn(2)
src.icon_state = "secbot[src.on]"
var/mob/living/simple_animal/S = src.target
S.AdjustStunned(10)
S.adjustBruteLoss(15)
if(S.stat)
src.frustration = 8
playsound(src.loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
else // not next to perp
var/turf/olddist = get_dist(src, src.target)
@@ -251,6 +269,8 @@ Auto Patrol: []"},
src.frustration++
else
src.frustration = 0
else
src.frustration = 8
if(SECBOT_PREP_ARREST) // preparing to arrest target
@@ -261,19 +281,22 @@ Auto Patrol: []"},
return
if(istype(src.target,/mob/living/carbon))
if(!src.target.handcuffed && !src.arrest_type)
var/mob/living/carbon/C = target
if(!C.handcuffed && !src.arrest_type)
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
mode = SECBOT_ARREST
visible_message("\red <B>[src] is trying to put handcuffs on [src.target]!</B>")
spawn(60)
if(get_dist(src, src.target) <= 1)
if(src.target.handcuffed)
return
/*if(src.target.handcuffed)
return*/
if(istype(src.target,/mob/living/carbon))
target.handcuffed = new /obj/item/weapon/handcuffs(target)
target.update_inv_handcuffed() //update the handcuffs overlay
C = target
if(!C.handcuffed)
C.handcuffed = new /obj/item/weapon/handcuffs(target)
C.update_inv_handcuffed() //update the handcuffs overlay
mode = SECBOT_IDLE
src.target = null
@@ -284,6 +307,7 @@ Auto Patrol: []"},
playsound(src.loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
// var/arrest_message = pick("Have a secure day!","I AM THE LAW.", "God made tomorrow for the crooks we don't catch today.","You can't outrun a radio.")
// src.speak(arrest_message)
else
mode = SECBOT_IDLE
src.target = null
@@ -293,10 +317,16 @@ Auto Patrol: []"},
if(SECBOT_ARREST) // arresting
if(!target || target.handcuffed)
if(!target || !istype(target, /mob/living/carbon))
src.anchored = 0
mode = SECBOT_IDLE
return
else
var/mob/living/carbon/C = target
if(!C.handcuffed)
src.anchored = 0
mode = SECBOT_IDLE
return
if(SECBOT_START_PATROL) // start a patrol
@@ -560,27 +590,35 @@ Auto Patrol: []"},
/obj/machinery/bot/secbot/proc/look_for_perp()
src.anchored = 0
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
if((C.stat) || (C.handcuffed))
continue
for (var/mob/living/M in view(7,src)) //Let's find us a criminal
if(istype(M, /mob/living/carbon))
var/mob/living/carbon/C = M
if((C.stat) || (C.handcuffed))
continue
if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
continue
if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
continue
if(istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C)
else if((src.idcheck) && (istype(C, /mob/living/carbon/monkey)))
src.threatlevel = 4
if(istype(C, /mob/living/carbon/human))
src.threatlevel = src.assess_perp(C)
else if((src.idcheck) && (istype(C, /mob/living/carbon/monkey)))
src.threatlevel = 4
else if(istype(M, /mob/living/simple_animal/hostile))
if(M.stat == DEAD)
continue
else
src.threatlevel = 4
if(!src.threatlevel)
continue
else if(src.threatlevel >= 4)
src.target = C
src.oldtarget_name = C.name
src.target = M
src.oldtarget_name = M.name
src.speak("Level [src.threatlevel] infraction alert!")
playsound(src.loc, pick('sound/voice/bcriminal.ogg', 'sound/voice/bjustice.ogg', 'sound/voice/bfreeze.ogg'), 50, 0)
src.visible_message("<b>[src]</b> points at [C.name]!")
src.visible_message("<b>[src]</b> points at [M.name]!")
mode = SECBOT_HUNT
spawn(0)
process() // ensure bot quickly responds to a perp
+44 -7
View File
@@ -51,14 +51,24 @@
if (!( ticker ))
return
if (mode) // accessing crew manifest
var/crew = ""
dat += "<h4>Crew Manifest</h4>"
dat += "Entries cannot be modified from this terminal.<br><br>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
dat += "<a href='?src=\ref[src];choice=print'>Print</a><br>"
dat += "<br>"
dat += "<a href='?src=\ref[src];choice=mode;mode_target=0'>Access ID modification console.</a><br>"
/*var/crew = ""
var/list/L = list()
for (var/datum/data/record/t in data_core.general)
var/R = t.fields["name"] + " - " + t.fields["rank"]
L += R
for(var/R in sortList(L))
crew += "[R]<br>"
dat = "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>[crew]<a href='?src=\ref[src];choice=print'>Print</a><br><br><a href='?src=\ref[src];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
crew += "[R]<br>"*/
//dat = "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>[crew]<a href='?src=\ref[src];choice=print'>Print</a><br><br><a href='?src=\ref[src];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
else
var/header = "<div align='center'><b>Identification Card Modifier</b></div>"
@@ -114,6 +124,14 @@
var nameField = document.getElementById('namefield');
nameField.style.backgroundColor = "#DDFFDD";
}
function markAccountGreen(){
var nameField = document.getElementById('accountfield');
nameField.style.backgroundColor = "#DDFFDD";
}
function markAccountRed(){
var nameField = document.getElementById('accountfield');
nameField.style.backgroundColor = "#FFDDDD";
}
function showAll(){
var allJobsSlot = document.getElementById('alljobsslot');
allJobsSlot.innerHTML = "<a href='#' onclick='hideAll()'>hide</a><br>"+ "[jobs_all]";
@@ -129,10 +147,16 @@
carddesc += "<b>registered_name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>"
carddesc += "<input type='submit' value='Rename' onclick='markGreen()'>"
carddesc += "</form>"
carddesc += "<form name='accountnum' action='?src=\ref[src]' method='get'>"
carddesc += "<input type='hidden' name='src' value='\ref[src]'>"
carddesc += "<input type='hidden' name='choice' value='account'>"
carddesc += "<b>Stored account number:</b> <input type='text' id='accountfield' name='account' value='[modify.associated_account_number]' style='width:250px; background-color:white;' onchange='markAccountRed()'>"
carddesc += "<input type='submit' value='Rename' onclick='markAccountGreen()'>"
carddesc += "</form>"
carddesc += "<b>Assignment:</b> "
var/jobs = "<span id='alljobsslot'><a href='#' onclick='showAll()'>[target_rank]</a></span>" //CHECK THIS
var/accesses = ""
if(istype(src,/obj/machinery/computer/card/centcom))
accesses += "<h5>Central Command:</h5>"
@@ -260,6 +284,13 @@
modify.registered_name = temp_name
else
src.visible_message("<span class='notice'>[src] buzzes rudely.</span>")
if ("account")
if (authenticated)
var/t2 = modify
//var/t1 = input(usr, "What name?", "ID computer", null) as text
if ((authenticated && modify == t2 && (in_range(src, usr) || (istype(usr, /mob/living/silicon))) && istype(loc, /turf)))
var/account_num = text2num(href_list["account"])
modify.associated_account_number = account_num
if ("mode")
mode = text2num(href_list["mode_target"])
if ("print")
@@ -267,13 +298,19 @@
printing = 1
sleep(50)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( loc )
var/t1 = "<B>Crew Manifest:</B><BR>"
/*var/t1 = "<B>Crew Manifest:</B><BR>"
var/list/L = list()
for (var/datum/data/record/t in data_core.general)
var/R = t.fields["name"] + " - " + t.fields["rank"]
L += R
for(var/R in sortList(L))
t1 += "[R]<br>"
t1 += "[R]<br>"*/
var/t1 = "<h4>Crew Manifest</h4>"
t1 += "<br>"
if(data_core)
t1 += data_core.get_manifest(0) // make it monochrome
P.info = t1
P.name = "paper- 'Crew Manifest'"
printing = null
+4 -5
View File
@@ -10,7 +10,6 @@
var/temperature_archived
var/mob/living/carbon/occupant = null
var/beaker = null
var/next_trans = 0
var/current_heat_capacity = 50
@@ -164,12 +163,12 @@
var/heal_brute = occupant.getBruteLoss() ? min(1, 20/occupant.getBruteLoss()) : 0
var/heal_fire = occupant.getFireLoss() ? min(1, 20/occupant.getFireLoss()) : 0
occupant.heal_organ_damage(heal_brute,heal_fire)
if(beaker && (next_trans == 0))
var/has_cryo = occupant.reagents.get_reagent_amount("cryoxadone") >= 1
var/has_clonexa = occupant.reagents.get_reagent_amount("clonexadone") >= 1
var/has_cryo_medicine = has_cryo || has_clonexa
if(beaker && !has_cryo_medicine)
beaker:reagents.trans_to(occupant, 1, 10)
beaker:reagents.reaction(occupant)
next_trans++
if(next_trans == 10)
next_trans = 0
/obj/machinery/atmospherics/unary/cryo_cell/proc/heat_gas_contents()
if(air_contents.total_moles() < 1)
+1 -1
View File
@@ -910,7 +910,7 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/Topic(href, href_list, var/nowindow = 0)
if(!nowindow)
..()
if(usr.stat || usr.restrained())
if(usr.stat || usr.restrained()|| usr.small)
return
add_fingerprint(usr)
if(href_list["close"])
+1 -1
View File
@@ -47,7 +47,7 @@
var/mob/M = AM
if(world.time - M.last_bumped <= 10) return //Can bump-open one airlock per second. This is to prevent shock spam.
M.last_bumped = world.time
if(!M.restrained())
if(!M.restrained() && !M.small)
bumpopen(M)
return
+8
View File
@@ -190,6 +190,12 @@
targeting_active = 1
target()
targeting_active = 0
if(prob(15))
if(prob(50))
playsound(src.loc, 'sound/effects/turret/move1.wav', 60, 1)
else
playsound(src.loc, 'sound/effects/turret/move2.wav', 60, 1)
else if(!isPopping())//else, pop down
if(!isDown())
popDown()
@@ -244,6 +250,7 @@
if ((!isPopping()) || src.popping==-1)
invisibility = 0
popping = 1
playsound(src.loc, 'sound/effects/turret/open.wav', 60, 1)
if (src.cover!=null)
flick("popup", src.cover)
src.cover.icon_state = "openTurretCover"
@@ -253,6 +260,7 @@
/obj/machinery/turret/proc/popDown()
if ((!isPopping()) || src.popping==1)
popping = -1
playsound(src.loc, 'sound/effects/turret/open.wav', 60, 1)
if (src.cover!=null)
flick("popdown", src.cover)
src.cover.icon_state = "turretCover"
+1 -1
View File
@@ -126,6 +126,6 @@ var/list/uristrune_cache = list()
result.Insert(I3, "", frame = 7, delay = 2)
result.Insert(I2, "", frame = 8, delay = 2)
uristrune_cache[lookup] = result
uristrune_cache[lookup] = result
return result
+2 -2
View File
@@ -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 -11
View File
@@ -95,15 +95,16 @@
anchored = 0
layer = 2.7
health = 3
var/amount_grown = 0
var/amount_grown = -1
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
New()
pixel_x = rand(6,-6)
pixel_y = rand(6,-6)
processing_objects.Add(src)
//50% chance to grow up
if(prob(50))
processing_objects.Add(src)
amount_grown = 1
/obj/effect/spider/spiderling/Bump(atom/user)
if(istype(user, /obj/structure/table))
@@ -134,8 +135,8 @@
entry_vent = null
return
var/obj/machinery/atmospherics/unary/vent_pump/exit_vent = pick(vents)
if(prob(50))
src.visible_message("<B>[src] scrambles into the ventillation ducts!</B>")
/*if(prob(50))
src.visible_message("<B>[src] scrambles into the ventillation ducts!</B>")*/
spawn(rand(20,60))
loc = exit_vent
@@ -164,21 +165,24 @@
entry_vent = null
//=================
else if(prob(33))
var/list/nearby = oview(10, src)
else if(prob(25))
var/list/nearby = oview(5, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
if(prob(40))
walk_to(src, target_atom, 5)
if(prob(25))
src.visible_message("\blue \the [src] skitters[pick(" away"," around","")].")
else if(prob(10))
else if(prob(5))
//ventcrawl!
for(var/obj/machinery/atmospherics/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
walk_to(src, entry_vent, 5)
break
if(isturf(loc))
if(prob(1))
src.visible_message("\blue \the [src] chitters.")
if(isturf(loc) && amount_grown > 0)
amount_grown += rand(0,2)
if(amount_grown >= 100)
var/spawn_type = pick(typesof(/mob/living/simple_animal/hostile/giant_spider))
+1 -1
View File
@@ -914,7 +914,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
user.show_message("\blue Localized Damage, Brute/Burn:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.display_name),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
else
user.show_message("\blue \t Limbs are OK.",1)
+3 -3
View File
@@ -112,7 +112,7 @@ MASS SPECTROMETER
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: [][]\blue - []", \
capitalize(org.getDisplayName()), \
capitalize(org.display_name), \
(org.brute_dam > 0) ? "\red [org.brute_dam]" :0, \
(org.status & ORGAN_BLEEDING)?"\red <b>\[Bleeding\]</b>":"\t", \
(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
@@ -146,7 +146,7 @@ MASS SPECTROMETER
var/mob/living/carbon/human/H = M
for(var/name in H.organs_by_name)
var/datum/organ/external/e = H.organs_by_name[name]
var/limb = e.getDisplayName()
var/limb = e.display_name
if(e.status & ORGAN_BROKEN)
if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!(e.status & ORGAN_SPLINTED)))
user << "\red Unsecured fracture in subject [limb]. Splinting recommended for transport."
@@ -328,4 +328,4 @@ MASS SPECTROMETER
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=2"
origin_tech = "magnets=4;biotech=2"
+15 -7
View File
@@ -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
+13 -3
View File
@@ -42,8 +42,19 @@
user << "\red The wounds on [M]'s [affecting.display_name] have already been bandaged."
return 1
else
user.visible_message( "\blue [user] bandages wounds on [M]'s [affecting.display_name].", \
"\blue You bandage wounds on [M]'s [affecting.display_name]." )
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
continue
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message( "\blue [user] bandages [W.desc] on [M]'s [affecting.display_name].", \
"\blue You bandage [W.desc] on [M]'s [affecting.display_name]." )
//H.add_side_effect("Itch")
else if (istype(W,/datum/wound/bruise))
user.visible_message( "\blue [user] places bruise patch over [W.desc] on [M]'s [affecting.display_name].", \
"\blue You place bruise patch over [W.desc] on [M]'s [affecting.display_name]." )
else
user.visible_message( "\blue [user] places bandaid over [W.desc] on [M]'s [affecting.display_name].", \
"\blue You place bandaid over [W.desc] on [M]'s [affecting.display_name]." )
else if(src.heal_burn)
if(!affecting.salve())
@@ -53,7 +64,6 @@
user.visible_message( "\blue [user] salves wounds on [M]'s [affecting.display_name].", \
"\blue You salve wounds on [M]'s [affecting.display_name]." )
H.add_side_effect("Cramps")
H.UpdateDamageIcon()
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
@@ -73,6 +73,8 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/rust_fuel_assembly_port_frame, 12, time = 50, one_per_turf = 1), \
new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/rust_fuel_compressor_frame, 12, time = 50, one_per_turf = 1), \
)
/obj/item/stack/sheet/plasteel
@@ -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)
@@ -180,33 +180,39 @@ Implant Specifics:<BR>"}
switch (severity)
if (2.0) //Weak EMP will make implant tear limbs off.
if (prob(50))
if (ishuman(imp_in) && part)
imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
if (ishuman(imp_in) && part)
//No tearing off these parts since it's pretty much killing
//and you can't replace groins
if (istype(part,/datum/organ/external/chest) || \
istype(part,/datum/organ/external/groin) || \
istype(part,/datum/organ/external/head))
part.createwound(BRUISE, 60) //mangle them instead
else
part.droplimb(1)
explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
del(src)
small_boom()
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
if (prob(50))
activate() //50% chance of bye bye
else
meltdown() //50% chance of implant disarming
if (prob(70))
if (prob(50))
small_boom()
else
if (prob(50))
activate() //50% chance of bye bye
else
meltdown() //50% chance of implant disarming
spawn (20)
malfunction--
islegal()
return 0
proc/small_boom()
if (ishuman(imp_in) && part)
imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
spawn(25)
if (ishuman(imp_in) && part)
//No tearing off these parts since it's pretty much killing
//and you can't replace groins
if (istype(part,/datum/organ/external/chest) || \
istype(part,/datum/organ/external/groin) || \
istype(part,/datum/organ/external/head))
part.createwound(BRUISE, 60) //mangle them instead
else
part.droplimb(1)
explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
del(src)
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
@@ -440,7 +446,10 @@ the implant may become unstable and either pre-maturely inject the subject or si
activate()
var/turf/t = get_turf(src)
src.scanned.loc = t
if (imp_in)
imp_in.put_in_hands(scanned)
else
scanned.loc = t
del src
implanted(mob/source as mob)
@@ -83,7 +83,7 @@
/obj/item/weapon/implanter/compressed
name = "implanter (C)"
icon_state = "cimplanter0"
icon_state = "cimplanter1"
/obj/item/weapon/implanter/compressed/New()
imp = new /obj/item/weapon/implant/compressed( src )
@@ -95,11 +95,11 @@
if (imp)
var/obj/item/weapon/implant/compressed/c = imp
if(!c.scanned)
icon_state = "cimplanter0"
else
icon_state = "cimplanter1"
else
icon_state = "cimplanter2"
else
icon_state = "cimplanter2"
icon_state = "cimplanter0"
return
/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
@@ -83,24 +83,21 @@
O.update()
return
/*/obj/item/weapon/storage/box/syndie_kit/imp_compress
name = "Compressed Matter Implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_compress
name = "box (C)"
/obj/item/weapon/storage/syndie_kit/imp_compress/New()
/obj/item/weapon/storage/box/syndie_kit/imp_compress/New()
new /obj/item/weapon/implanter/compressed(src)
..()
return
/obj/item/weapon/storage/syndie_kit/imp_explosive
name = "Explosive Implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_explosive
name = "box (E)"
/obj/item/weapon/storage/syndie_kit/imp_explosive/New()
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
O.imp = new /obj/item/weapon/implant/explosive(O)
O.name = "(BIO-HAZARD) BIO-detpack"
O.update()
/obj/item/weapon/storage/box/syndie_kit/imp_explosive/New()
new /obj/item/weapon/implanter/explosive(src)
..()
return*/
return
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
name = "Uplink Implant (with injector)"
@@ -1,7 +1,7 @@
/obj/item/weapon/storage/wallet
name = "wallet"
desc = "It can hold a few small and personal things."
storage_slots = 4
storage_slots = 10
icon_state = "wallet"
w_class = 2
can_hold = list(
+2 -2
View File
@@ -111,8 +111,8 @@
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 18
force_unwielded = 10
force_wielded = 40
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
/obj/item/weapon/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
@@ -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
View File
@@ -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()
+10
View File
@@ -265,6 +265,16 @@
AH.try_build(src)
return
else if(istype(W,/obj/item/rust_fuel_compressor_frame))
var/obj/item/rust_fuel_compressor_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/rust_fuel_assembly_port_frame))
var/obj/item/rust_fuel_assembly_port_frame/AH = W
AH.try_build(src)
return
//Poster stuff
else if(istype(W,/obj/item/weapon/contraband/poster))
place_poster(W,user)
+11 -7
View File
@@ -41,22 +41,26 @@ var/global/normal_ooc_colour = "#002eb8"
log_ooc("[mob.name]/[key] : [msg]")
var/display_colour = normal_ooc_colour
if(holder && !holder.fakekey)
display_colour = "#0099cc" //light blue
if(holder.rights & R_MOD && !(holder.rights & R_ADMIN))
display_colour = "#184880" //dark blue
else if(holder.rights & R_ADMIN)
if(config.allow_admin_ooccolor)
display_colour = src.prefs.ooccolor
else
display_colour = "#b82e00" //orange
for(var/client/C in clients)
if(C.prefs.toggles & CHAT_OOC)
var/display_name = src.key
var/display_colour = normal_ooc_colour
if(holder)
if(holder.fakekey)
if(C.holder)
display_name = "[holder.fakekey]/([src.key])"
else
display_name = holder.fakekey
else if(config.allow_admin_ooccolor)
display_colour = src.prefs.ooccolor
else
display_colour = "#b82e00"
C << "<font color='[display_colour]'><span class='ooc'><span class='prefix'>OOC:</span> <EM>[display_name]:</EM> <span class='message'>[msg]</span></span></font>"
/*
+20 -12
View File
@@ -46,11 +46,12 @@
set category = "Admin"
set name = "Adminwho"
var/msg = "<b>Current Admins:</b>\n"
var/msg = ""
var/num_mods_online = 0
var/num_admins_online = 0
if(holder)
for(var/client/C in admins)
if(C.holder.rank != "Moderator")
if(R_ADMIN & C.holder.rights || !(R_MOD & C.holder.rights))
msg += "\t[C] is a [C.holder.rank]"
if(C.holder.fakekey)
@@ -66,28 +67,35 @@
if(C.is_afk())
msg += " (AFK)"
msg += "\n"
num_admins_online++
else
num_mods_online++
else
for(var/client/C in admins)
if(C.holder.rank != "Moderator")
if(R_ADMIN & C.holder.rights || !(R_MOD & C.holder.rights))
if(!C.holder.fakekey)
msg += "\t[C] is a [C.holder.rank]\n"
num_admins_online++
else
num_mods_online++
msg += "<b>There are [num_mods_online] moderators online</b>\n"
msg = "<b>Current Admins ([num_admins_online]):</b>\n" + msg
msg += "<b>There are also [num_mods_online] moderators online.</b> To view online moderators, type 'modwho'\n"
src << msg
/client/verb/modwho()
set category = "Admin"
set name = "Modwho"
var/msg = "<b>Current Moderators:</b>\n"
var/msg = ""
var/num_admins_online = 0
var/num_mods_online = 0
if(holder)
for(var/client/C in admins)
if(C.holder.rank == "Moderator")
if(R_ADMIN & C.holder.rights || !(R_MOD & C.holder.rights))
num_admins_online++
else
msg += "\t[C] is a [C.holder.rank]"
if(isobserver(C.mob))
@@ -100,14 +108,14 @@
if(C.is_afk())
msg += " (AFK)"
msg += "\n"
else
num_admins_online++
num_mods_online++
else
for(var/client/C in admins)
if(C.holder.rank == "Moderator")
msg += "\t[C] is a [C.holder.rank]\n"
else
if(R_ADMIN & C.holder.rights || !(R_MOD & C.holder.rights))
num_admins_online++
else
msg += "\t[C] is a [C.holder.rank]\n"
msg += "<b>There are [num_admins_online] admins online</b>\n"
msg = "<b>Current Moderators ([num_mods_online]):</b>\n" + msg
msg += "<b>There are also [num_admins_online] admins online.</b> To view online admins, type 'adminwho'\n"
src << msg
+1
View File
@@ -103,6 +103,7 @@ var/list/shuttles = list( )
var/list/reg_dna = list( )
// list/traitobj = list( )
var/mouse_respawn_time = 5 //Amount of time that must pass between a player dying as a mouse and repawning as a mouse. In minutes.
var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)

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