Doors now check for critter access.

Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-26 07:41:37 +00:00
parent 256cdd37d2
commit c9bb9c2e5f
40 changed files with 9892 additions and 9469 deletions
+3
View File
@@ -14,6 +14,9 @@ datum/mind
var/list/datum/objective/objectives = list()
var/list/datum/objective/special_verbs = list()
var/has_been_rev = 0//Tracks if this mind has been a rev or not
proc/transfer_to(mob/new_character)
if(current)
current.mind = null
+1 -1
View File
@@ -1240,7 +1240,7 @@
icon = 'beach.dmi'
icon_state = "ball"
name = "beach ball"
item_state = "clown"
item_state = "beachball"
density = 0
anchored = 0
w_class = 1.0
+1 -20
View File
@@ -51,7 +51,7 @@
icon_state = "sun"
item_state = "sunglasses"
protective_temperature = 1300
var/already_worn = 0
// var/already_worn = 0
/obj/item/clothing/glasses/thermal
name = "Optical Thermal Scanner"
@@ -72,25 +72,6 @@
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/hud/health
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
origin_tech = "magnets=3;biotech=2"
var/list/icon/current = list() //the current hud icons
/obj/item/clothing/glasses/hud/security
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
icon_state = "securityhud"
origin_tech = "magnets=3;combat=2"
var/list/icon/current = list() //the current hud icons
/proc/RoundHealth(health)
switch(health)
if(100 to INFINITY)
+24 -1
View File
@@ -151,9 +151,32 @@
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
item_state = "helmet"
armor = list(melee = 75, bullet = 10, laser = 50, taser = 10, bomb = 25, bio = 10, rad = 0)
protective_temperature = 500
heat_transfer_coefficient = 0.10
var/obj/item/clothing/glasses/hud/security/shud = null
attackby(obj/item/weapon/W as obj, mob/user as mob)
if((istype(W,/obj/item/clothing/glasses/hud/security)) && (!istype(src, /obj/item/clothing/head/helmet/space)) && (!shud))
user.remove_from_mob(W)
shud = W
W.loc = src
user << "You attach the [W.name] to the [src.name]."
desc = "Standard Security gear. This helmet has a [shud.name] attached to it."
return
..()
attack_self(mob/user as mob)
if(shud)
shud.loc = get_turf(src)
user << "You take the [shud.name] off of the [src.name]."
shud = null
desc = "Standard Security gear."
return
..()
/obj/item/clothing/head/secsoft
name = "Soft Cap"
-14
View File
@@ -349,17 +349,3 @@
var/stop = 0.0
var/screen = 0 // 0 - Main Menu, 1 - Cyborg Status, 2 - Kill 'em All! -- In text
/obj/machinery/computer/prisoner
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var/id = 0.0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0.0
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
var/malf_access = 0
-78
View File
@@ -963,84 +963,6 @@
dispenser = 1
/obj/item/weapon/implant
name = "implant"
var/implanted = null
var/mob/imp_in = null
var/color = "b"
/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
var/uses = 1.0
color = "r"
var/activation_emote = "chuckle"
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var/frequency = 1451
var/id = 1.0
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
/obj/item/weapon/implant/chem
name = "chem"
/obj/item/weapon/implantcase
name = "Glass Case"
desc = "A case containing an implant."
icon_state = "implantcase-0"
var/obj/item/weapon/implant/imp = null
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = 1.0
/obj/item/weapon/implantcase/tracking
name = "Glass Case- 'Tracking'"
desc = "A case containing a tracking implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/explosive
name = "Glass Case- 'Explosive'"
desc = "A case containing an explosive implant."
icon = 'items.dmi'
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/chem
name = "Glass Case- 'Chem'"
desc = "A case containing a chemical implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implanter
name = "implanter"
icon = 'items.dmi'
icon_state = "implanter0"
var/obj/item/weapon/implant/imp = null
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'items.dmi'
icon_state = "implantpad-0"
var/obj/item/weapon/implantcase/case = null
var/broadcasting = null
var/listening = 1.0
item_state = "electronic"
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/locator
name = "locator"
desc = "Used to track those with locater implants."
+7 -5
View File
@@ -10,16 +10,18 @@
return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.cult)
/proc/is_convertable_to_cult(datum/mind/mind)
return istype(mind) && \
istype(mind.current, /mob/living/carbon/human) && \
!(mind.assigned_role in head_positions) && \
!(mind.assigned_role in list("Security Officer", "Detective", "Chaplain", "Warden"))
if(!istype(mind)) return 0
if(istype(mind.current, /mob/living/carbon/human) && !(mind.assigned_role in list("Captain", "Head of Security", "Security Officer", "Detective", "Chaplain", "Warden"))) return 0
for(var/obj/item/weapon/implant/loyalty/L in mind.current)
if(L && L.implanted)
return 0
return 1
/datum/game_mode/cult
name = "cult"
config_tag = "cult"
restricted_jobs = list("Chaplain", "Security Officer", "Warden", "Detective", "AI", "Cyborg", "Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
restricted_jobs = list("Chaplain", "Security Officer", "Warden", "Detective", "AI", "Cyborg", "Captain", "Head of Security")
required_players = 15
required_enemies = 3
+387 -343
View File
@@ -1,394 +1,438 @@
datum
objective
var
datum/mind/owner//Who owns the objective.
explanation_text//What that person is supposed to do.
datum/mind/target//If they are focused on a particular person.
target_amount//If they are focused on a particular number. Steal objectives have their own counter.
datum/objective
var
datum/mind/owner//Who owns the objective.
explanation_text//What that person is supposed to do.
datum/mind/target//If they are focused on a particular person.
target_amount//If they are focused on a particular number. Steal objectives have their own counter.
New(var/text)
if(text)
explanation_text = text
New(var/text)
if(text)
explanation_text = text
proc
check_completion()
proc/check_completion()
return 1
proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
if(possible_target != owner && ishuman(possible_target.current))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
proc/find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
for(var/datum/mind/possible_target in ticker.minds)
if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
target = possible_target
break
datum/objective/assassinate
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current)) //Assuming this works, people in the thunderdome and borgs now count as dead for traitor objectives. --NeoFite
return 1
find_target()
//world << "DEBUG: proc/find_target():"
var/list/possible_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
//world << "-> [possible_target.current.real_name]"
if(possible_target != owner && ishuman(possible_target.current))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
for(var/datum/mind/possible_target in ticker.minds)
if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
target = possible_target
break
assassinate
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current)) //Assuming this works, people in the thunderdome and borgs now count as dead for traitor objectives. --NeoFite
return 1
else
return 0
else
return 1
debrain//I want braaaainssss
find_target()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(!owner.current||owner.current.stat==2)//If you're otherwise dead.
return 0
var/list/all_items = owner.current.get_contents()
for(var/obj/item/device/mmi/mmi in all_items)
if(mmi.brainmob&&mmi.brainmob.mind==target) return 1
for(var/obj/item/brain/brain in all_items)
if(brain.brainmob&&brain.brainmob.mind==target) return 1
else
return 0
else
return 1
protect//The opposite of killing a dude.
find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
datum/objective/mutiny
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current))
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == 2)
return 1
else if(target.current.z != 1)//If they leave the station they count as dead for this
return 2
else
return 0
else
return 1
datum/objective/debrain//I want braaaainssss
find_target()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(!owner.current||owner.current.stat==2)//If you're otherwise dead.
return 0
var/list/all_items = owner.current.get_contents()
for(var/obj/item/device/mmi/mmi in all_items)
if(mmi.brainmob&&mmi.brainmob.mind==target) return 1
for(var/obj/item/brain/brain in all_items)
if(brain.brainmob&&brain.brainmob.mind==target) return 1
return 0
datum/objective/protect//The opposite of killing a dude.
find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current))
return 0
else
return 1
else
return 0
datum/objective/hijack
explanation_text = "Hijack the emergency shuttle by escaping alone."
check_completion()
if(istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current || owner.current.stat ==2)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind && (player.mind != owner))
if (player.stat != 2) //they're not dead
if (get_turf(player) in shuttle)
return 0
else
return 1
else
return 0
hijack
explanation_text = "Hijack the emergency shuttle by escaping alone."
check_completion()
if(istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current || owner.current.stat ==2)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind && (player.mind != owner))
if (player.stat != 2) //they're not dead
if (get_turf(player) in shuttle)
return 0
return 1
return 1
block
explanation_text = "Do not allow any humans to escape on the shuttle alive."
check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
datum/objective/block
explanation_text = "Do not allow any humans to escape on the shuttle alive."
if(!owner.current)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai, /mob/living/silicon/robot)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind)
if (player.stat != 2)
if (get_turf(player) in shuttle)
return 0
check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai, /mob/living/silicon/robot)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind)
if (player.stat != 2)
if (get_turf(player) in shuttle)
return 0
return 1
return 1
escape
explanation_text = "Escape on the shuttle alive."
check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(emergency_shuttle.location<2)
return 0
datum/objective/escape
explanation_text = "Escape on the shuttle alive."
if(!owner.current || owner.current.stat ==2)
return 0
var/turf/location = get_turf(owner.current.loc)
if(!location)
return 0
check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current || owner.current.stat ==2)
return 0
var/turf/location = get_turf(owner.current.loc)
if(!location)
return 0
var/area/check_area = location.loc
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
else
return 0
var/area/check_area = location.loc
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
else
return 0
survive
explanation_text = "Stay alive until the end."
datum/objective/survive
explanation_text = "Stay alive until the end."
check_completion()
if(issilicon(owner.current) && owner.current != owner.original)
return 0
if(!owner.current || owner.current.stat == 2 || isbrain(owner.current)) //Brains no longer win survive objectives. --NEO
return 0
return 1
nuclear
explanation_text = "Destroy the station with a nuclear device."
check_completion()
if(issilicon(owner.current) && owner.current != owner.original)
return 0
if(!owner.current || owner.current.stat == 2 || isbrain(owner.current)) //Brains no longer win survive objectives. --NEO
return 0
return 1
steal
var/obj/item/steal_target
var/target_name
var/global/possible_items[] = list(
"the captain's antique laser gun" = /obj/item/weapon/gun/energy/laser/captain,
"a hand teleporter" = /obj/item/weapon/hand_tele,
"an RCD" = /obj/item/weapon/rcd,
"a jetpack" = /obj/item/weapon/tank/jetpack,
"a captains jumpsuit" = /obj/item/clothing/under/rank/captain,
"functional ai" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
"thermal optics" = /obj/item/clothing/glasses/thermal,
"a mining rig suit" = /obj/item/clothing/suit/space/rig,
"a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
"28 moles of plasma (full tank)" = /obj/item/weapon/tank,
)
var/global/possible_items_special[] = list(
"nuclear authentication disk" = /obj/item/weapon/disk/nuclear,
"nuclear gun" = /obj/item/weapon/gun/energy/nuclear,
"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"bag of holding" = /obj/item/weapon/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"10 diamonds" = /obj/item/stack/sheet/diamond,
"50 gold bars" = /obj/item/stack/sheet/gold,
"25 refined uranium bars" = /obj/item/stack/sheet/uranium,
)
datum/objective/nuclear
explanation_text = "Destroy the station with a nuclear device."
proc/set_target(item_name)
target_name = item_name
steal_target = possible_items[target_name]
if (!steal_target )
steal_target = possible_items_special[target_name]
explanation_text = "Steal [target_name]."
return steal_target
find_target()
return set_target(pick(possible_items))
proc/select_target()
var/list/possible_items_all = possible_items+possible_items_special+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
datum/objective/steal
var/obj/item/steal_target
var/target_name
if (!new_target) return
var/global/possible_items[] = list(
"the captain's antique laser gun" = /obj/item/weapon/gun/energy/laser/captain,
"a hand teleporter" = /obj/item/weapon/hand_tele,
"an RCD" = /obj/item/weapon/rcd,
"a jetpack" = /obj/item/weapon/tank/jetpack,
"a captains jumpsuit" = /obj/item/clothing/under/rank/captain,
"functional ai" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
"thermal optics" = /obj/item/clothing/glasses/thermal,
"a mining rig suit" = /obj/item/clothing/suit/space/rig,
"a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
"28 moles of plasma (full tank)" = /obj/item/weapon/tank,
)
if (new_target == "custom")
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target) return
var/tmp_obj = new custom_target
var/custom_name = tmp_obj:name
del(tmp_obj)
custom_name = input("Enter target name:", "Objective target", custom_name) as text|null
if (!custom_name) return
target_name = custom_name
steal_target = custom_target
explanation_text = "Steal [target_name]."
var/global/possible_items_special[] = list(
"nuclear authentication disk" = /obj/item/weapon/disk/nuclear,
"nuclear gun" = /obj/item/weapon/gun/energy/nuclear,
"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"bag of holding" = /obj/item/weapon/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"10 diamonds" = /obj/item/stack/sheet/diamond,
"50 gold bars" = /obj/item/stack/sheet/gold,
"25 refined uranium bars" = /obj/item/stack/sheet/uranium,
)
else
set_target(new_target)
return steal_target
proc/set_target(item_name)
target_name = item_name
steal_target = possible_items[target_name]
if (!steal_target )
steal_target = possible_items_special[target_name]
explanation_text = "Steal [target_name]."
return steal_target
check_completion()
if(!steal_target || !owner.current) return 0
if(!isliving(owner.current)) return 0
var/list/all_items = owner.current.get_contents()
switch (target_name)
if("28 moles of plasma (full tank)","10 diamonds","50 gold bars","25 refined uranium bars")
var/target_amount = text2num(target_name)//Non-numbers are ignored.
var/found_amount = 0.0//Always starts as zero.
for(var/obj/item/I in all_items)
if(!istype(I, steal_target)) continue//If it's not actually that item.
found_amount += (target_name=="28 moles of plasma (full tank)" ? (I:air_contents:toxins) : (I:amount))
return found_amount>=target_amount
if("50 coins (in bag)")
var/obj/item/weapon/moneybag/B = locate() in all_items
if(B)
var/target = text2num(target_name)
var/found_amount = 0.0
for(var/obj/item/weapon/coin/C in B)
found_amount++
return found_amount>=target
if("functional ai")
find_target()
return set_target(pick(possible_items))
proc/select_target()
var/list/possible_items_all = possible_items+possible_items_special+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target) return
if (new_target == "custom")
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target) return
var/tmp_obj = new custom_target
var/custom_name = tmp_obj:name
del(tmp_obj)
custom_name = input("Enter target name:", "Objective target", custom_name) as text|null
if (!custom_name) return
target_name = custom_name
steal_target = custom_target
explanation_text = "Steal [target_name]."
else
set_target(new_target)
return steal_target
check_completion()
if(!steal_target || !owner.current) return 0
if(!isliving(owner.current)) return 0
var/list/all_items = owner.current.get_contents()
switch (target_name)
if("28 moles of plasma (full tank)","10 diamonds","50 gold bars","25 refined uranium bars")
var/target_amount = text2num(target_name)//Non-numbers are ignored.
var/found_amount = 0.0//Always starts as zero.
for(var/obj/item/I in all_items)
if(!istype(I, steal_target)) continue//If it's not actually that item.
found_amount += (target_name=="28 moles of plasma (full tank)" ? (I:air_contents:toxins) : (I:amount))
return found_amount>=target_amount
if("50 coins (in bag)")
var/obj/item/weapon/moneybag/B = locate() in all_items
if(B)
var/target = text2num(target_name)
var/found_amount = 0.0
for(var/obj/item/weapon/coin/C in B)
found_amount++
return found_amount>=target
if("functional ai")
// world << "dude's after an AI, time to check for one."
for(var/obj/item/device/aicard/C in all_items)
for(var/obj/item/device/aicard/C in all_items)
// world << "Found an intelicard, checking it for an AI"
for(var/mob/living/silicon/ai/M in C)
for(var/mob/living/silicon/ai/M in C)
// world << "Found an AI, checking if it's alive"
if(istype(M, /mob/living/silicon/ai) && M.stat != 2)
if(istype(M, /mob/living/silicon/ai) && M.stat != 2)
// world << "yay, you win!"
return 1
else
for(var/obj/I in all_items)
if(istype(I, steal_target))
return 1
return 0
return 1
else
for(var/obj/I in all_items)
if(istype(I, steal_target))
return 1
return 0
download
proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research levels."
return target_amount
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
datum/objective/download
proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research levels."
return target_amount
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
datum/objective/capture
proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture points."
return target_amount
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
capture
proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture points."
return target_amount
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
absorb
proc/gen_amount_goal() //this doesn't work -- should work now, changed it a bit -- Urist
target_amount = rand (4,6)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in world)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in world)
if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
n_p ++
target_amount = min(target_amount, n_p)
datum/objective/absorb
proc/gen_amount_goal() //this doesn't work -- should work now, changed it a bit -- Urist
target_amount = rand (4,6)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in world)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in world)
if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
n_p ++
target_amount = min(target_amount, n_p)
explanation_text = "Absorb [target_amount] compatible genomes."
return target_amount
explanation_text = "Absorb [target_amount] compatible genomes."
return target_amount
check_completion()
if(owner && owner.current && owner.current.absorbed_dna && ((owner.current.absorbed_dna.len - 1) >= target_amount))
return 1
else
return 0
check_completion()
if(owner && owner.current && owner.current.absorbed_dna && ((owner.current.absorbed_dna.len - 1) >= target_amount))
return 1
else
return 0
/* Isn't suited for global objectives
/*---------CULTIST----------*/
+22 -4
View File
@@ -19,6 +19,7 @@
required_enemies = 3
var/finished = 0
var/checkwin_counter = 0
var/const/max_headrevs = 3
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)
@@ -109,10 +110,20 @@
send_intercept()
..()
/datum/game_mode/revolution/process()
checkwin_counter++
if(checkwin_counter >= 20)
if(!finished)
ticker.mode.check_win()
checkwin_counter = 0
return 0
/datum/game_mode/proc/forge_revolutionary_objectives(var/datum/mind/rev_mind)
var/list/heads = get_living_heads()
for(var/datum/mind/head_mind in heads)
var/datum/objective/assassinate/rev_obj = new
var/datum/objective/mutiny/rev_obj = new
rev_obj.owner = rev_mind
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate [head_mind.current.real_name], the [head_mind.assigned_role]."
@@ -314,7 +325,7 @@
//////////////////////////////////////////////////////////////////////
/datum/game_mode/revolution/declare_completion()
if(finished == 1)
world << "\red <FONT size = 3><B> The heads of staff were killed! The revolutionaries win!</B></FONT>"
world << "\red <FONT size = 3><B> The heads of staff were killed or abandoned the station! The revolutionaries win!</B></FONT>"
else if(finished == 2)
world << "\red <FONT size = 3><B> The heads of staff managed to stop the revolution!</B></FONT>"
..()
@@ -334,7 +345,10 @@
var/list/names = new
for(var/datum/mind/i in revolutionaries)
if(i.current)
names += i.current.real_name + ((i.current.stat==2)?" (Dead)":"")
var/hstatus = "Dead"
if((i.current.z != 1) && (i.current.stat!=2))
hstatus = "Abandoned the station"
names += i.current.real_name + " [hstatus]"
else
names += "[i.key] (character destroyed)"
if (revolutionaries.len!=0)
@@ -354,7 +368,10 @@
var/list/names = new
for(var/datum/mind/i in heads)
if(i.current)
names += i.current.real_name + ((i.current.stat==2)?" (Dead)":"") + ((i in targets)?"(target)":"")
var/hstatus = "Dead"
if((i.current.z != 1) && (i.current.stat!=2))
hstatus = "Abandoned the station"
names += i.current.real_name + " [hstatus] " + ((i in targets)?"(target)":"")
else
names += "[i.key] (character destroyed)" + ((i in targets)?"(target)":"")
if (heads.len!=0)
@@ -363,6 +380,7 @@
else
world << "There were no any <FONT size = 2><B>heads of staff</B></FONT> on the station."
/proc/is_convertable_to_rev(datum/mind/mind)
return istype(mind) && \
istype(mind.current, /mob/living/carbon/human) && \
+13
View File
@@ -133,6 +133,19 @@
return 0
return 1
/obj/proc/check_access_list(var/list/L)
if(!src.req_access) return 1
if(!istype(src.req_access, /list)) return 1
if(!src.req_access.len) return 1
if(!L) return 0
if(!istype(L, /list)) return 0
for(var/req in src.req_access)
if(!(req in L)) //doesn't have this access
return 0
return 1
/proc/get_access(job)
switch(job)
if("Geneticist")
+15 -1
View File
@@ -270,6 +270,9 @@
src.equip_if_possible(new /obj/item/device/detective_scanner(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/zippo(src), slot_l_store)
src.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(src), slot_h_store)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
if ("Medical Doctor")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_med (src), slot_ears) // -- TLE
@@ -293,7 +296,9 @@
src.equip_if_possible(new /obj/item/clothing/head/caphat(src), slot_head)
src.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
src.equip_if_possible(new /obj/item/weapon/storage/id_kit(src), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
if ("Security Officer")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
@@ -306,6 +311,9 @@
src.equip_if_possible(new /obj/item/clothing/shoes/jackboots(src), slot_shoes)
src.equip_if_possible(new /obj/item/weapon/handcuffs(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/handcuffs(src), slot_s_store)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
if ("Warden")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sec (src), slot_ears) // -- TLE
@@ -322,6 +330,9 @@
src.equip_if_possible(new /obj/item/weapon/gun/energy/taser(src), slot_s_store)
src.equip_if_possible(new /obj/item/weapon/handcuffs(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/device/flash(src), slot_l_store)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
if ("Scientist")
src.equip_if_possible(new /obj/item/device/radio/headset/headset_sci (src), slot_ears)
@@ -347,6 +358,9 @@
src.equip_if_possible(new /obj/item/weapon/handcuffs(src), slot_in_backpack)
src.equip_if_possible(new /obj/item/weapon/gun/energy(src), slot_s_store)
src.equip_if_possible(new /obj/item/device/flash(src), slot_l_store)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
if ("Head of Personnel")
src.equip_if_possible(new /obj/item/device/radio/headset/heads/hop (src), slot_ears) // -- TLE
+2 -3
View File
@@ -481,10 +481,9 @@
switch(ticker.mode.name)
if ("revolution")
if (src.occupant.mind in ticker.mode:revolutionaries)
ticker.mode:add_revolutionary(src.occupant.mind)
if(src.occupant.mind in ticker.mode:revolutionaries)
ticker.mode:update_all_rev_icons() //So the icon actually appears
if (src.occupant.mind in ticker.mode:head_revolutionaries)
if(src.occupant.mind in ticker.mode:head_revolutionaries)
ticker.mode:update_all_rev_icons()
if ("nuclear emergency")
if (src.occupant.mind in ticker.mode:syndicates)
+88 -117
View File
@@ -1,132 +1,103 @@
/obj/machinery/computer/prisoner/attack_ai(var/mob/user as mob)
user << "\red Access Denied"
if(user.icon_state == "ai-malf" && malf_access == 0)
user << "\red BZZZZZZ..."
spawn(20)
user << "\red ...ZZZZZZ *BEEP*"
sleep(10)
user << "\red You now have access to Prisoner Management console"
malf_access = 1
if(malf_access == 1)
/obj/machinery/computer/prisoner
name = "Prisoner Management"
icon = 'computer.dmi'
icon_state = "explosive"
req_access = list(access_armory)
circuit = "/obj/item/weapon/circuitboard/prisoner"
var
id = 0.0
temp = null
status = 0
timeleft = 60
stop = 0.0
screen = 0 // 0 - No Access Denied, 1 - Access allowed
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
else
attack_paw(var/mob/user as mob)
return
/obj/machinery/computer/prisoner/attack_paw(var/mob/user as mob)
return
/obj/machinery/computer/prisoner/attack_hand(var/mob/user as mob)
if(..())
attack_hand(var/mob/user as mob)
if(..())
return
user.machine = src
var/dat
dat += "<B>Prisoner Implant Manager System</B><BR>"
if(screen == 0)
dat += "<HR><A href='?src=\ref[src];lock=1'>Unlock Console</A>"
else if(screen == 1)
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/weapon/implant/chem/C in world)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!C.implanted) continue
dat += "[C.imp_in.name] | Remaining Units: [C.reagents.total_volume] | Inject: "
dat += "<A href='?src=\ref[src];inject1=\ref[C]'>(<font color=red>(1)</font>)</A>"
dat += "<A href='?src=\ref[src];inject5=\ref[C]'>(<font color=red>(5)</font>)</A>"
dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font color=red>(10)</font>)</A><BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/weapon/implant/tracking/T in world)
Tr = get_turf(T)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!T.implanted) continue
var/loc_display = "Unknown"
var/mob/living/carbon/M = T.imp_in
if(M.z == 1 && !istype(M.loc, /turf/space))
var/turf/mob_loc = get_turf_loc(M)
loc_display = mob_loc.loc
dat += "ID: [T.id] | Location: [loc_display]<BR>"
dat += "<HR><A href='?src=\ref[src];lock=1'>Lock Console</A>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
user.machine = src
var/dat
dat += "<B>Prisoner Implant Manager System</B><BR>"
if(screen == 0)
dat += "<HR><A href='?src=\ref[src];lock=1'>Unlock Console</A>"
else if(screen == 1)
dat += "<HR>Chemical Implants<BR>"
for(var/obj/item/weapon/implant/chem/C in world)
if(!C.implanted) continue
dat += "[C.imp_in.name] | Remaining Units: [C.reagents.total_volume] | Inject: "
dat += "<A href='?src=\ref[src];inject1=\ref[C]'>(<font color=red>(1)</font>)</A>"
dat += "<A href='?src=\ref[src];inject5=\ref[C]'>(<font color=red>(5)</font>)</A>"
dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font color=red>(10)</font>)</A><BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/weapon/implant/tracking/T in world)
if(!T.implanted) continue
var/loc_display = "Unknown"
var/mob/living/carbon/M = T.imp_in
if(M.z == 1 && !istype(M.loc, /turf/space))
var/turf/mob_loc = get_turf_loc(M)
loc_display = mob_loc.loc
dat += "ID: [T.id] | Location: [loc_display]<BR>"
dat += "<HR><A href='?src=\ref[src];lock=1'>Lock Console</A>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/prisoner/process()
if(stat & (NOPOWER|BROKEN))
process()
if(stat & (NOPOWER|BROKEN))
return
use_power(500)
src.updateDialog()
return
use_power(500)
src.updateDialog()
return
/obj/machinery/computer/prisoner/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["killimplant"])
var/obj/item/weapon/implant/I = locate(href_list["killimplant"])
var/mob/living/carbon/R = I.imp_in
if(R)
var/choice = null
if(istype(usr, /mob/living/silicon))
choice = input("Using this command is in violation of default laws.") in list("Continue", "Abort")
if(choice != "Abort")
choice = input("Are you certain you wish to detonate [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm")
R << "You hear quiet beep from the base of your skull."
if(prob(95))
R.gib()
message_admins("\blue [key_name_admin(usr)] killswitched [R.name]")
log_game("[key_name(usr)] killswitched [R.name]")
else
R << "\blue you hear a click as the implant fails to detonate and disintegrates."
else if (href_list["disable"])
var/choice = input("Are you certain you wish to deactivate the implant?") in list("Confirm", "Abort")
if(choice == "Confirm")
var/obj/item/weapon/implant/I = locate(href_list["disable"])
var/mob/living/carbon/R = I.imp_in
R << "You hear quiet beep from the base of your skull."
if(prob(1))
message_admins("\blue [key_name_admin(usr)] attempted to disarm [R.name]' implant but it glitched. Oops.")
R.gib()
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if(href_list["inject1"])
var/obj/item/weapon/implant/I = locate(href_list["inject1"])
I.trigger(1)
else if(href_list["inject5"])
var/obj/item/weapon/implant/I = locate(href_list["inject5"])
I.trigger(5)
else if(href_list["inject10"])
var/obj/item/weapon/implant/I = locate(href_list["inject10"])
I.trigger(10)
else if(href_list["lock"])
if(src.allowed(usr))
screen = !screen
else
R << "\blue you hear a click as the implant disintegrates."
del(I)
usr << "Unauthorized Access."
else if (href_list["inject1"])
var/obj/item/weapon/implant/I = locate(href_list["inject1"])
var/mob/living/carbon/R = I.imp_in
I.reagents.trans_to(R, 1)
if(!I.reagents.total_volume)
R << "You hear a faint click from your chest."
del(I)
else if(href_list["warn"])
var/warning = input(usr,"Message:","Enter your message here!","")
var/obj/item/weapon/implant/I = locate(href_list["warn"])
var/mob/living/carbon/R = I.imp_in
R << "\green You hear a voice in your head saying: '[warning]'"
else if (href_list["inject5"])
var/obj/item/weapon/implant/I = locate(href_list["inject5"])
var/mob/living/carbon/R = I.imp_in
I.reagents.trans_to(R, 5)
if(!I.reagents.total_volume)
R << "You hear a faint click from your chest."
del(I)
else if (href_list["inject10"])
var/obj/item/weapon/implant/I = locate(href_list["inject10"])
var/mob/living/carbon/R = I.imp_in
I.reagents.trans_to(R, 10)
if(!I.reagents.total_volume)
R << "You hear a faint click from your chest."
del(I)
else if (href_list["lock"])
if(src.allowed(usr))
screen = !screen
else
usr << "Unauthorized Access."
else if (href_list["warn"])
var/warning = input(usr,"Message:","Enter your message here!","")
var/obj/item/weapon/implant/I = locate(href_list["warn"])
var/mob/living/carbon/R = I.imp_in
R << "\green You hear a voice in your head saying: '[warning]'"
src.add_fingerprint(usr)
src.updateUsrDialog()
return
src.add_fingerprint(usr)
src.updateUsrDialog()
return
+6 -5
View File
@@ -10,11 +10,12 @@
if(src.check_access(bot.botcard))
if(density)
open()
// else if(istype(AM, /obj/livestock))currently all access will fix later
// var/obj/livestock/ani =AM
// if(src.check_access(ani.anicard))
// if(density)
// open()
else if(istype(AM, /obj/critter))
var/obj/critter/critter = AM
if(critter.opensdoors) return
if(src.check_access_list(critter.access_list))
if(density)
open()
else if(istype(AM, /obj/alien/facehugger))
if(src.check_access(null))
if(density)
+14 -5
View File
@@ -40,18 +40,28 @@
if(iscarbon(M))
var/safety = M:eyecheck()
if(!safety)
if(safety <= 0)
if(M.weakened <= 10)
M.weakened = 10
flick("e_flash", M.flash)
if(ishuman(M))//&& (rerevcheckvargoeshere)) //Rev check
if(user.mind in ticker.mode.head_revolutionaries)
ticker.mode.add_revolutionary(M.mind)
if(ishuman(M))
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
if(M.mind.has_been_rev)
revsafe = 1
if(!revsafe)
if(user.mind in ticker.mode.head_revolutionaries)
ticker.mode.add_revolutionary(M.mind)
M.mind.has_been_rev = 1
else
flashfail = 1
else if(isrobot(user))
M.weakened = max(user.weakened, rand(5,10))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
@@ -61,7 +71,6 @@
flick("blspell", animation)
sleep(5)
del(animation)
M.weakened = max(user.weakened, 10)
if(!flashfail)
+57
View File
@@ -0,0 +1,57 @@
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
origin_tech = "magnets=3;biotech=2"
var
list/icon/current = list() //the current hud icons
proc
process_hud(var/mob/M) return
/obj/item/clothing/glasses/hud/health
name = "Health Scanner HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status."
icon_state = "healthhud"
/obj/item/clothing/glasses/hud/security
name = "Security HUD"
desc = "A heads-up display that scans the humans in view and provides accurate data about their ID status."
icon_state = "securityhud"
process_hud(var/mob/M)
if(!M) return
if(!M.client) return
var/client/C = M.client
var/icon/tempHud = 'hud.dmi'
for(var/mob/living/carbon/human/perp in view(M))
if(perp.wear_id)
C.images += image(tempHud,perp,"hud[ckey(perp:wear_id:GetJobName())]")
var/perpname = "wot"
if(istype(perp.wear_id,/obj/item/weapon/card/id))
perpname = perp.wear_id:registered
else if(istype(perp.wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = perp.wear_id
perpname = tempPda.owner
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
C.images += image(tempHud,perp,"hudwanted")
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Incarcerated"))
C.images += image(tempHud,perp,"hudprisoner")
break
else
C.images += image(tempHud,perp,"hudunknown")
for(var/obj/item/weapon/implant/I in perp)
if(I.implanted)
if(istype(I,/obj/item/weapon/implant/tracking))
C.images += image(tempHud,perp,"hud_imp_tracking")
if(istype(I,/obj/item/weapon/implant/loyalty))
C.images += image(tempHud,perp,"hud_imp_loyal")
+7 -4
View File
@@ -163,19 +163,22 @@ FLASHBANG
eye_safety = M.eyecheck()
if(ishuman(M))
if(istype(M:ears, /obj/item/clothing/ears/earmuffs))
ear_safety = 1
ear_safety += 2
if(M.mutations & HULK)
ear_safety = 1
ear_safety += 1
if(istype(M:head, /obj/item/clothing/head/helmet))
ear_safety += 1
//Flashing everyone
if(!eye_safety)
if(eye_safety < 1)
flick("e_flash", M.flash)
M.eye_stat += rand(1, 3)
M.stunned = max(M.stunned,2)
M.weakened = max(M.weakened,10)
//Now applying sound
if((get_dist(M, T) <= 2 || src.loc == M.loc || src.loc == M))
if(ear_safety)
if(ear_safety > 0)
M.stunned = max(M.stunned,2)
M.weakened = max(M.weakened,1)
else
-330
View File
@@ -1,330 +0,0 @@
/*
CONTAINS:
IMPLANT CASE
TRACKER IMPLANT
IMPLANT PAD
FREEDOM IMPLANT
IMPLANTER
*/
/obj/item/weapon/implantcase/proc/update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.color)
else
src.icon_state = "implantcase-0"
return
/obj/item/weapon/implantcase/attackby(obj/item/weapon/I as obj, mob/user as mob)
..()
if (istype(I, /obj/item/weapon/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if (user.equipped() != I)
return
if ((!in_range(src, usr) && src.loc != user))
return
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if (t)
src.name = text("Glass Case- '[]'", t)
else
src.name = "Glass Case"
else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(src.imp.reagents.total_volume >= 10)
user << "\red [src] is full."
else
spawn(5)
I.reagents.trans_to(src.imp, 5)
user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units."
else if (istype(I, /obj/item/weapon/implanter))
if (I:imp)
if ((src.imp || I:imp.implanted))
return
I:imp.loc = src
src.imp = I:imp
I:imp = null
src.update()
I:update()
else
if (src.imp)
if (I:imp)
return
src.imp.loc = I
I:imp = src.imp
src.imp = null
update()
I:update()
return
/obj/item/weapon/implantcase/tracking/New()
src.imp = new /obj/item/weapon/implant/tracking( src )
..()
return
/obj/item/weapon/implantcase/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
return
/obj/item/weapon/implant/chem/New()
..()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
/obj/item/weapon/implantcase/chem/New()
src.imp = new /obj/item/weapon/implant/chem( src )
..()
return
/obj/item/weapon/implantpad/proc/update()
if (src.case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
/obj/item/weapon/implantpad/attack_hand(mob/user as mob)
if ((src.case && (user.l_hand == src || user.r_hand == src)))
if (user.hand)
user.l_hand = src.case
else
user.r_hand = src.case
src.case.loc = user
src.case.layer = 20
src.case.add_fingerprint(user)
src.case = null
user.update_clothing()
src.add_fingerprint(user)
update()
else
if (user.contents.Find(src))
spawn( 0 )
src.attack_self(user)
return
else
return ..()
return
/obj/item/weapon/implantpad/attackby(obj/item/weapon/implantcase/C as obj, mob/user as mob)
..()
if (istype(C, /obj/item/weapon/implantcase))
if (!( src.case ))
user.drop_item()
C.loc = src
src.case = C
else
return
src.update()
return
/obj/item/weapon/implantpad/attack_self(mob/user as mob)
user.machine = src
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if (src.case)
if (src.case.imp)
if (istype(src.case.imp, /obj/item/weapon/implant/tracking))
var/obj/item/weapon/implant/tracking/T = src.case.imp
dat += {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Zone:</b> Spinal Column> 2-5 vertebrae<BR>
<b>Power Source:</b> Nervous System Ion Withdrawl Gradient<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal on frequency- Useful for tracking.<BR>
Range: 35-40 meters<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:
Frequency (144.1-148.9):
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(T.frequency)]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
ID (1-100):
<A href='byond://?src=\ref[src];id=-10'>-</A>
<A href='byond://?src=\ref[src];id=-1'>-</A> [T.id]
<A href='byond://?src=\ref[src];id=1'>+</A>
<A href='byond://?src=\ref[src];id=10'>+</A><BR>"}
else if (istype(src.case.imp, /obj/item/weapon/implant/freedom))
dat += {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Freedom Beacon<BR>
<b>Zone:</b> Right Hand> Near wrist<BR>
<b>Power Source:</b> Lithium Ion Battery<BR>
<b>Life:</b> optimum 5 uses<BR>
<b>Important Notes: <font color='red'>Illegal</font></b><BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
mechanisms<BR>
<b>Special Features:</b><BR>
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system
<BR>
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
life can drive down to only 1 use.<HR>
No Implant Specifics"}
else if (istype(src.case.imp, /obj/item/weapon/implant/explosive))
dat += {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Prisoner Management Implant<BR>
<b>Zone:</b> Spinal Column>Atlantis Vertebrae<BR>
<b>Power Source:</b> Nervous System Ion Withdrawl Gradient<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes:</b><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal.<BR>
<b>Special Features:</b><BR>
<i>Direct-Interface</i>- You can use the prisoner management system to transmit short messages directly into the brain of the implanted subject.<BR>
<i>Safe-break</i>- Can be safely deactivated remotely.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
else if (istype(src.case.imp, /obj/item/weapon/implant/chem))
dat += {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
<b>Zone:</b> Abdominal Cavity>Abdominal Aorta<BR>
<b>Power Source:</b> Techno-organtic Metabolization System<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
will suffer from an increased appetite.</B><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
the implant releases the chemicals directly into the blood stream.<BR>
<b>Special Features:</b><BR>
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.<BR>
Can only be loaded while still in it's original case.<BR>
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
the implant may become unstable and either pre-maturely inject the subject or simply break."}
else
dat += "Implant ID not in database"
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/obj/item/weapon/implantpad/Topic(href, href_list)
..()
if (usr.stat)
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["freq"])
if ((istype(src.case, /obj/item/weapon/implantcase) && istype(src.case.imp, /obj/item/weapon/implant/tracking)))
var/obj/item/weapon/implant/tracking/T = src.case.imp
T.frequency += text2num(href_list["freq"])
T.frequency = sanitize_frequency(T.frequency)
if (href_list["id"])
if ((istype(src.case, /obj/item/weapon/implantcase) && istype(src.case.imp, /obj/item/weapon/implant/tracking)))
var/obj/item/weapon/implant/tracking/T = src.case.imp
T.id += text2num(href_list["id"])
T.id = min(100, T.id)
T.id = max(1, T.id)
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
//Foreach goto(290)
src.add_fingerprint(usr)
else
usr << browse(null, "window=implantpad")
return
return
/obj/item/weapon/implant/proc/trigger(emote, source as mob)
return
/obj/item/weapon/implant/proc/implanted(source as mob)
return
/obj/item/weapon/implant/freedom/New()
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
/obj/item/weapon/implant/freedom/trigger(emote, mob/source as mob)
if (src.uses < 1)
return 0
if (emote == src.activation_emote)
src.uses--
source << "You feel a faint click."
if (source.handcuffed)
var/obj/item/weapon/W = source.handcuffed
source.handcuffed = null
if (source.client)
source.client.screen -= W
if (W)
W.loc = source.loc
dropped(source)
if (W)
W.layer = initial(W.layer)
/obj/item/weapon/implant/freedom/implanted(mob/source as mob)
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
/obj/item/weapon/implanter/proc/update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
if (user && src.imp)
for (var/mob/O in viewers(M, null))
O.show_message("\red [M] has been implanted by [user].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])</font>")
src.imp.loc = M
src.imp.imp_in = M
src.imp.implanted = 1
src.imp.implanted(M)
src.imp = null
user.show_message("\red You implanted the implant into [M].")
src.icon_state = "implanter0"
/obj/item/weapon/implant/uplink
var/activation_emote = "chuckle"
var/obj/item/weapon/syndicate_uplink/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
..()
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
trigger(emote, mob/source as mob)
if(emote == activation_emote)
uplink.attack_self(source)
@@ -0,0 +1,202 @@
/obj/item/weapon/implant
name = "implant"
var
implanted = null
mob/imp_in = null
color = "b"
allow_reagents = 0
proc
trigger(emote, source as mob)
implanted(source as mob)
get_data()
trigger()
return
implanted(source as mob)
return
get_data()
return "No information available"
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/weapon/syndicate_uplink/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
..()
return
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
return
trigger(emote, mob/source as mob)
if(emote == activation_emote)
uplink.attack_self(source)
return
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var
id = 1.0
get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>
ID (1-100):
<A href='byond://?src=\ref[src];tracking_id=-10'>-</A>
<A href='byond://?src=\ref[src];tracking_id=-1'>-</A> [id]
<A href='byond://?src=\ref[src];tracking_id=1'>+</A>
<A href='byond://?src=\ref[src];tracking_id=10'>+</A><BR>"}
return dat
Topic(href, href_list)
..()
if (usr.stat)
return
var/obj/item/weapon/implantpad/IP = (locate(/obj/item/weapon/implantpad) in usr)
if(IP)
if(IP.case)
if(IP.case.imp == src)
usr.machine = src
if (href_list["id"])
src.id += text2num(href_list["id"])
src.id = min(100, src.id)
src.id = max(1, src.id)
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
src.add_fingerprint(usr)
return
usr << browse(null, "window=implantpad")
return
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
allow_reagents = 1
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
will suffer from an increased appetite.</B><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
the implant releases the chemicals directly into the blood stream.<BR>
<b>Special Features:</b>
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.<BR>
Can only be loaded while still in it's original case.<BR>
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
the implant may become unstable and either pre-maturely inject the subject or simply break."}
return dat
New()
..()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
trigger(var/number = 0)
if((!number) || (!src.imp_in)) return 0
var/mob/living/carbon/R = src.imp_in
src.reagents.trans_to(R, number)
R << "You hear a faint *beep*."
if(!src.reagents.total_volume)
R << "You hear a faint click from your chest."
spawn(0)
del(src)
return
/obj/item/weapon/implant/loyalty
name = "loyalty"
desc = "Makes you loyal or such."
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen Employee Management Implant<BR>
<b>Life:</b> Ten years.<BR>
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
return dat
implanted(M as mob)
if(!istype(M, /mob/living/carbon/human)) return
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode:head_revolutionaries)
for (var/mob/O in viewers(H, null))
O.show_message("\red [H] seems to resist the implant.", 1)
return
else if(H.mind in ticker.mode:revolutionaries)
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return
@@ -0,0 +1,116 @@
/obj/item/weapon/implantcase
name = "Glass Case"
desc = "A case containing an implant."
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = 1.0
var
obj/item/weapon/implant/imp = null
proc
update()
update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.color)
else
src.icon_state = "implantcase-0"
return
attackby(obj/item/weapon/I as obj, mob/user as mob)
..()
if (istype(I, /obj/item/weapon/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if (user.equipped() != I)
return
if((!in_range(src, usr) && src.loc != user))
return
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if(t)
src.name = text("Glass Case- '[]'", t)
else
src.name = "Glass Case"
else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(!src.imp.allow_reagents) return
if(src.imp.reagents.total_volume >= 10)
user << "\red [src] is full."
else
spawn(5)
I.reagents.trans_to(src.imp, 5)
user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units."
else if (istype(I, /obj/item/weapon/implanter))
if (I:imp)
if ((src.imp || I:imp.implanted))
return
I:imp.loc = src
src.imp = I:imp
I:imp = null
src.update()
I:update()
else
if (src.imp)
if (I:imp)
return
src.imp.loc = I
I:imp = src.imp
src.imp = null
update()
I:update()
return
/obj/item/weapon/implantcase/tracking
name = "Glass Case- 'Tracking'"
desc = "A case containing a tracking implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
New()
src.imp = new /obj/item/weapon/implant/tracking( src )
..()
return
/obj/item/weapon/implantcase/explosive
name = "Glass Case- 'Explosive'"
desc = "A case containing an explosive implant."
icon = 'items.dmi'
icon_state = "implantcase-r"
New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
return
/obj/item/weapon/implantcase/chem
name = "Glass Case- 'Chem'"
desc = "A case containing a chemical implant."
icon = 'items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/chem/New()
src.imp = new /obj/item/weapon/implant/chem( src )
..()
return
/obj/item/weapon/implantcase/loyalty
name = "Glass Case- 'Loyalty'"
desc = "A case containing a loyalty implant."
icon = 'items.dmi'
icon_state = "implantcase-r"
New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
return
@@ -0,0 +1,165 @@
/obj/machinery/implantchair
name = "Loyalty Implanter"
desc = "Used to implant occupants with loyalty implants."
icon = 'implantchair.dmi'
icon_state = "implantchair"
density = 1
opacity = 0
anchored = 1
var
ready = 1
malfunction = 0
list/obj/item/weapon/implant/loyalty/implant_list = list()
max_implants = 5
injection_cooldown = 600
replenish_cooldown = 6000
replenishing = 0
mob/living/carbon/occupant = null
injecting = 0
proc
go_out()
put_mob(mob/living/carbon/M as mob)
implant(var/mob/M)
add_implants()
New()
..()
add_implants()
attack_hand(mob/user as mob)
user.machine = src
var/health_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
var/dat = {"<B>Implanter Status</B><BR>
<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>
<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=\ref[src];replenish=1'>Replenish</A>"]<BR>
[src.ready ? "<A href='?src=\ref[src];implant=1'>Implant</A>" : "Recharging"]<BR>
"}
user.machine = src
user << browse(dat, "window=implant")
onclose(user, "implant")
Topic(href, href_list)
if((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["implant"])
injecting = 1
go_out()
ready = 0
spawn(injection_cooldown)
ready = 1
if(href_list["replenish"])
ready = 0
spawn(replenish_cooldown)
add_implants()
ready = 1
src.updateUsrDialog()
src.add_fingerprint(usr)
return
attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
for(var/mob/living/carbon/metroid/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting:name] will not fit into the [src.name] because they have a Metroid latched onto their head."
return
var/mob/M = G:affecting
if(put_mob(M))
del(G)
src.updateUsrDialog()
return
go_out()
if(!( src.occupant ))
return
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
if(injecting)
implant(src.occupant)
injecting = 0
src.occupant = null
icon_state = "implantchair"
return
put_mob(mob/living/carbon/M as mob)
if(!iscarbon(M))
usr << "\red <B>The [src.name] cannot hold this!</B>"
return
if(src.occupant)
usr << "\red <B>The [src.name] is already occupied!</B>"
return
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.pulling = null
M.loc = src
src.occupant = M
src.add_fingerprint(usr)
icon_state = "implantchair_on"
return 1
implant(var/mob/M)
if (!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
for(var/obj/item/weapon/implant/loyalty/imp in implant_list)
if(!imp) continue
if(istype(imp, /obj/item/weapon/implant/loyalty))
for (var/mob/O in viewers(M, null))
O.show_message("\red [M] has been implanted by the [src.name].", 1)
imp.loc = M
imp.imp_in = M
imp.implanted = 1
imp.implanted(M)
implant_list -= imp
break
return
add_implants()
for(var/i=0, i<src.max_implants, i++)
var/obj/item/weapon/implant/loyalty/I = new /obj/item/weapon/implant/loyalty(src)
implant_list += I
return
verb
get_out()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return
@@ -0,0 +1,47 @@
/obj/item/weapon/implanter
name = "implanter"
icon = 'items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
var
obj/item/weapon/implant/imp = null
proc
update()
update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
return
attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
if (user && src.imp)
for (var/mob/O in viewers(M, null))
O.show_message("\red [M] has been implanted by [user].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])</font>")
src.imp.loc = M
src.imp.imp_in = M
src.imp.implanted = 1
src.imp.implanted(M)
src.imp = null
user.show_message("\red You implanted the implant into [M].")
src.icon_state = "implanter0"
return
/obj/item/weapon/implanter/loyalty
name = "implanter-loyalty"
New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
update()
return
@@ -0,0 +1,58 @@
/obj/item/weapon/implant/freedom
name = "freedom"
desc = "Use this to escape from those evil Red Shirts."
color = "r"
var
activation_emote = "chuckle"
uses = 1.0
New()
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
trigger(emote, mob/source as mob)
if (src.uses < 1) return 0
if (emote == src.activation_emote)
src.uses--
source << "You feel a faint click."
if (source.handcuffed)
var/obj/item/weapon/W = source.handcuffed
source.handcuffed = null
if (source.client)
source.client.screen -= W
if (W)
W.loc = source.loc
dropped(source)
if (W)
W.layer = initial(W.layer)
return
implanted(mob/source as mob)
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Freedom Beacon<BR>
<b>Life:</b> optimum 5 uses<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
mechanisms<BR>
<b>Special Features:</b><BR>
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
life can drive down to only 1 use.<HR>
No Implant Specifics"}
return dat
@@ -0,0 +1,101 @@
/obj/item/weapon/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
throw_speed = 1
throw_range = 5
w_class = 2.0
var
obj/item/weapon/implantcase/case = null
broadcasting = null
listening = 1.0
proc
update()
update()
if (src.case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
attack_hand(mob/user as mob)
if ((src.case && (user.l_hand == src || user.r_hand == src)))
if (user.hand)
user.l_hand = src.case
else
user.r_hand = src.case
src.case.loc = user
src.case.layer = 20
src.case.add_fingerprint(user)
src.case = null
user.update_clothing()
src.add_fingerprint(user)
update()
else
if (user.contents.Find(src))
spawn( 0 )
src.attack_self(user)
return
else
return ..()
return
attackby(obj/item/weapon/implantcase/C as obj, mob/user as mob)
..()
if(istype(C, /obj/item/weapon/implantcase))
if(!( src.case ))
user.drop_item()
C.loc = src
src.case = C
else
return
src.update()
return
attack_self(mob/user as mob)
user.machine = src
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if (src.case)
if(src.case.imp)
if(istype(src.case.imp, /obj/item/weapon/implant))
dat += src.case.imp.get_data()
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/*
Topic(href, href_list)
..()
if (usr.stat)
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["id"])
if ((istype(src.case, /obj/item/weapon/implantcase) && istype(src.case.imp, /obj/item/weapon/implant/tracking)))
var/obj/item/weapon/implant/tracking/T = src.case.imp
T.id += text2num(href_list["id"])
T.id = min(100, T.id)
T.id = max(1, T.id)
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
//Foreach goto(290)
src.add_fingerprint(usr)
else
usr << browse(null, "window=implantpad")
return
return*/
@@ -60,27 +60,26 @@ Frequency:
src.temp += "<B>Extranneous Signals:</B><BR>"
for (var/obj/item/weapon/implant/tracking/W in world)
if (W.frequency == src.frequency)
if (!W.implanted || !ismob(W.loc))
continue
else
var/mob/M = W.loc
if (M.stat == 2)
if (M.timeofdeath + 6000 < world.time)
continue
if (!W.implanted || !ismob(W.loc))
continue
else
var/mob/M = W.loc
if (M.stat == 2)
if (M.timeofdeath + 6000 < world.time)
continue
var/turf/tr = get_turf(W)
if (tr.z == sr.z && tr)
var/direct = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if (direct < 20)
if (direct < 5)
direct = "very strong"
var/turf/tr = get_turf(W)
if (tr.z == sr.z && tr)
var/direct = max(abs(tr.x - sr.x), abs(tr.y - sr.y))
if (direct < 20)
if (direct < 5)
direct = "very strong"
else
if (direct < 10)
direct = "strong"
else
if (direct < 10)
direct = "strong"
else
direct = "weak"
src.temp += "[W.id]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
direct = "weak"
src.temp += "[W.id]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
src.temp += "<B>You are at \[[sr.x],[sr.y],[sr.z]\]</B> in orbital coordinates.<BR><BR><A href='byond://?src=\ref[src];refresh=1'>Refresh</A><BR>"
else
+13 -1
View File
@@ -62,4 +62,16 @@
user << "\red Its locked!"
else
..()
return
return
/obj/item/weapon/storage/lockbox/loyalty
name = "Lockbox (Loyalty Implants)"
req_access = list(access_security)
New()
..()
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implantcase/loyalty(src)
new /obj/item/weapon/implanter/loyalty(src)
View File
+3 -3
View File
@@ -10,7 +10,7 @@
alive = 1
health = 10
max_health = 10
list/access_list = list()//accesses go here
//AI things
task = "thinking"
//Attacks at will
@@ -19,8 +19,8 @@
defensive = 0
//Will randomly move about
wanderer = 1
//Will open doors it bumps
opensdoors = 1
//Will open doors it bumps ignoring access
opensdoors = 0
//Internal tracking ignore
frustration = 0
+7 -8
View File
@@ -87,13 +87,12 @@
Bump(M as mob|obj)//TODO: Add access levels here
spawn(0)
if ((istype(M, /obj/machinery/door)))
var/obj/machinery/door/D = M
if (src.opensdoors)
D.open()
if((istype(M, /obj/machinery/door)))
if(src.opensdoors)
M:open()
src.frustration = 0
else src.frustration ++
else if ((istype(M, /mob/living/)) && (!src.anchored))
else src.frustration ++
if((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
@@ -127,9 +126,9 @@
for(var/obj/critter/C in view(src.seekrange,src))
if(istype(C, /obj/critter) && !src.atkcritter) continue
if(istype(C, /obj/mecha) && !src.atkmech) continue
if(C.health < 0) continue
if(C.health <= 0) continue
if(istype(C, /obj/critter) && src.atkcritter)
if(istype(C, src.type) && !src.atksame) continue
if((istype(C, src.type) && !src.atksame) || (C == src)) continue
src.attack = 1
if(istype(C, /obj/mecha) && src.atkmech) src.attack = 1
if(src.attack)
+1 -5
View File
@@ -31,7 +31,6 @@
aggressive = 0
defensive = 1
wanderer = 1
opensdoors = 0
atkcarbon = 1
atksilicon = 0
attacktext = "bites"
@@ -49,7 +48,6 @@
aggressive = 1
defensive = 0
wanderer = 1
opensdoors = 1
atkcarbon = 1
atksilicon = 1
firevuln = 2
@@ -73,7 +71,6 @@
aggressive = 0
defensive = 0
wanderer = 1
opensdoors = 0
atkcarbon = 0
atksilicon = 0
firevuln = 2
@@ -101,7 +98,6 @@
aggressive = 1
defensive = 1
wanderer = 1
opensdoors = 1
atkcarbon = 1
atksilicon = 1
atkcritter = 1
@@ -127,6 +123,7 @@
max_health = 50
melee_damage_lower = 10
melee_damage_upper = 20
// opensdoors = 1 would give all access dono if want
/obj/critter/walkingmushroom
name = "Walking Mushroom"
@@ -137,7 +134,6 @@
aggressive = 0
defensive = 0
wanderer = 1
opensdoors = 0
atkcarbon = 0
atksilicon = 0
firevuln = 2
+8 -6
View File
@@ -74,9 +74,9 @@
for(var/obj/critter/C in view(src.seekrange,src))
if(istype(C, /obj/critter) && !src.atkcritter) continue
if(istype(C, /obj/mecha) && !src.atkmech) continue
if(C.health < 0) continue
if(C.health <= 0) continue
if(istype(C, /obj/critter) && src.atkcritter)
if(istype(C, /obj/critter/hivebot) && !src.atksame) continue
if((istype(C, /obj/critter/hivebot) && !src.atksame) || (C == src)) continue
src.attack = 1
if(istype(C, /obj/mecha) && src.atkmech) src.attack = 1
if(src.attack)
@@ -203,6 +203,7 @@
if(auto_spawn)
spawn(spawn_delay)
turn_on = 1
auto_spawn = 0
warpbots()
@@ -224,11 +225,12 @@
process()
if(health < (max_health/2))
turn_on = 1
if(turn_on)
if((health < (max_health/2)) && (!turn_on))
if(prob(2))//Might be a bit low, will mess with it likely
turn_on = 1
if(turn_on == 1)
warpbots()
turn_on = 0
turn_on = 2
..()
/obj/critter/hivebot/tele/massive
@@ -3029,16 +3029,15 @@ It can still be worn/put on as normal.
///eyecheck()
///Returns a number between -1 to 2
/mob/living/carbon/human/eyecheck()
var/number = 0
if(istype(src.head, /obj/item/clothing/head/helmet/welding))
if(!src.head:up)
return (2)
number += 2
if(istype(src.head, /obj/item/clothing/head/helmet/space))
return (2)
number += 2
if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses))
return (1)
number += 1
if(istype(src.glasses, /obj/item/clothing/glasses/thermal))
return (-1)
if(src.sdisabilities & 1)//Blindness Check
return (2)
return (0)
number -= 1
return number
+12 -29
View File
@@ -842,35 +842,6 @@
sight |= SEE_OBJS
if (!druggy)
see_invisible = 0
else if (istype(glasses, /obj/item/clothing/glasses/hud/security))
if(client)
var/icon/tempHud = 'hud.dmi'
for(var/mob/living/carbon/human/perp in view(src))
if(perp.wear_id)
client.images += image(tempHud,perp,"hud[ckey(perp:wear_id:GetJobName())]")
var/perpname = "wot"
if(istype(perp.wear_id,/obj/item/weapon/card/id))
perpname = perp.wear_id:registered
else if(istype(perp.wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = perp.wear_id
perpname = tempPda.owner
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
client.images += image(tempHud,perp,"hudwanted")
break
else if((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "Incarcerated"))
client.images += image(tempHud,perp,"hudprisoner")
break
else
client.images += image(tempHud,perp,"hudunknown")
for(var/obj/item/weapon/implant/tracking/tracker in perp)
if(tracker.implanted)
client.images += image(tempHud,perp,"hudtracking")
break
if (!druggy)
see_invisible = 0
else if (istype(glasses, /obj/item/clothing/glasses/hud/health))
if(client)
@@ -922,6 +893,18 @@
if(!head:up && tinted_weldhelh)
see_in_dark = 1
if(istype(glasses, /obj/item/clothing/glasses/hud/security))
if(client)
glasses:process_hud(src)
if(!druggy)
see_invisible = 0
else if((istype(head, /obj/item/clothing/head/helmet)) && (!istype(head, /obj/item/clothing/head/helmet/space)))
if(client)
if(head:shud)
head:shud:process_hud(src)
if(!druggy)
see_invisible = 0
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
if (rest) rest.icon_state = text("rest[]", resting)