mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
Merge pull request #139 from Markolie/master
Bug fixes, away mission port from /tg/
This commit is contained in:
@@ -55,7 +55,7 @@ var/global/vox_tick = 1
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var/obj/item/weapon/card/id/syndicate/W = new(src)
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W.name = "[real_name]'s Legitimate Human ID Card"
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W.icon_state = "id"
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W.access = list(access_syndicate)
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W.access = list(access_vox)
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W.assignment = "Trader"
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W.registered_name = real_name
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W.registered_user = src
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@@ -5,6 +5,7 @@
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icon_state = "off"
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density = 1
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anchored = 1
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unacidable = 1
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var/active = 0
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@@ -37,7 +38,7 @@
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/obj/machinery/gateway/centerstation/initialize()
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update_icon()
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wait = world.time + config.gateway_delay //+ thirty minutes default
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awaygate = locate(/obj/machinery/gateway/centeraway)
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awaygate = locate(/obj/machinery/gateway/centeraway) in world
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/obj/machinery/gateway/centerstation/update_icon()
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@@ -82,8 +83,10 @@ obj/machinery/gateway/centerstation/process()
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if(linked.len != 8) return
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if(!powered()) return
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if(!awaygate)
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user << "<span class='notice'>Error: No destination found.</span>"
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return
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awaygate = locate(/obj/machinery/gateway/centeraway) in world
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if(!awaygate)
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user << "<span class='notice'>Error: No destination found.</span>"
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return
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if(world.time < wait)
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user << "<span class='notice'>Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.</span>"
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return
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@@ -118,15 +121,12 @@ obj/machinery/gateway/centerstation/process()
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if(!ready) return
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if(!active) return
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if(!awaygate) return
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if(awaygate.calibrated)
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M.loc = get_step(awaygate.loc, SOUTH)
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M.dir = SOUTH
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return
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else
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for(var/obj/effect/landmark/L in landmarks_list)
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if (L.name != "awaystart")
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continue
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awaydestinations.Add(L)
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var/obj/effect/landmark/dest = pick(awaydestinations)
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if(dest)
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M.loc = dest.loc
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@@ -134,6 +134,7 @@ obj/machinery/gateway/centerstation/process()
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use_power(5000)
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return
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/obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/multitool))
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user << "\black The gate is already calibrated, there is no work for you to do here."
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@@ -154,7 +155,7 @@ obj/machinery/gateway/centerstation/process()
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/obj/machinery/gateway/centeraway/initialize()
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update_icon()
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stationgate = locate(/obj/machinery/gateway/centerstation)
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stationgate = locate(/obj/machinery/gateway/centerstation) in world
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/obj/machinery/gateway/centeraway/update_icon()
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@@ -188,8 +189,10 @@ obj/machinery/gateway/centerstation/process()
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if(!ready) return
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if(linked.len != 8) return
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if(!stationgate)
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user << "<span class='notice'>Error: No destination found.</span>"
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return
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stationgate = locate(/obj/machinery/gateway/centerstation) in world
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if(!stationgate)
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user << "<span class='notice'>Error: No destination found.</span>"
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return
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for(var/obj/machinery/gateway/G in linked)
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G.active = 1
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@@ -234,6 +237,6 @@ obj/machinery/gateway/centerstation/process()
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user << "\black The gate is already calibrated, there is no work for you to do here."
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return
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else
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user << "\blue <b>Recalibration successful!</b>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
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user << "<span class='boldnotice'>Recalibration successful!</span>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
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calibrated = 1
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return
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@@ -53,11 +53,10 @@ dmm_suite{
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*/
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verb/load_map(var/dmm_file as file, var/z_offset as num, var/load_speed as num)
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verb/load_map(var/dmm_file as file, var/z_offset as num){
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// dmm_file: A .dmm file to load (Required).
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// z_offset: A number representing the z-level on which to start loading the map (Optional).
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// load_speed: How many tiles should be loaded per second, defaults to no pause (Optional)
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}
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verb/write_map(var/turf/t1 as turf, var/turf/t2 as turf, var/flags as num){
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// t1: A turf representing one corner of a three dimensional grid (Required).
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// t2: Another turf representing the other corner of the same grid (Required).
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@@ -0,0 +1,332 @@
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///////////////////////////////////////////////////////////////
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//SS13 Optimized Map loader
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//////////////////////////////////////////////////////////////
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//global datum that will preload variables on atoms instanciation
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var/global/dmm_suite/preloader/_preloader = null
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/**
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* Construct the model map and control the loading process
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*
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* WORKING :
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*
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* 1) Makes an associative mapping of model_keys with model
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* e.g aa = /turf/unsimulated/wall{icon_state = "rock"}
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* 2) Read the map line by line, parsing the result (using parse_grid)
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*
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*/
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/dmm_suite/load_map(var/dmm_file as file, var/z_offset as num)
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if(!z_offset)//what z_level we are creating the map on
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z_offset = world.maxz+1
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var/quote = ascii2text(34)
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var/tfile = file2text(dmm_file)//the map file we're creating
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var/tfile_len = length(tfile)
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var/lpos = 1 // the models definition index
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///////////////////////////////////////////////////////////////////////////////////////
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//first let's map model keys (e.g "aa") to their contents (e.g /turf/space{variables})
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///////////////////////////////////////////////////////////////////////////////////////
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var/list/grid_models = list()
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var/key_len = length(copytext(tfile,2,findtext(tfile,quote,2,0)))//the length of the model key (e.g "aa" or "aba")
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//proceed line by line
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for(lpos=1; lpos<tfile_len; lpos=findtext(tfile,"\n",lpos,0)+1)
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var/tline = copytext(tfile,lpos,findtext(tfile,"\n",lpos,0))
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if(copytext(tline,1,2) != quote)//we reached the map "layout"
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break
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var/model_key = copytext(tline,2,2+key_len)
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var/model_contents = copytext(tline,findtext(tfile,"=")+3,length(tline))
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grid_models[model_key] = model_contents
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sleep(-1)
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///////////////////////////////////////////////////////////////////////////////////////
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//now let's fill the map with turf and objects using the constructed model map
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///////////////////////////////////////////////////////////////////////////////////////
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//position of the currently processed square
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var/zcrd=-1
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var/ycrd=0
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var/xcrd=0
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for(var/zpos=findtext(tfile,"\n(1,1,",lpos,0);zpos!=0;zpos=findtext(tfile,"\n(1,1,",zpos+1,0)) //in case there's several maps to load
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zcrd++
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world.maxz = max(world.maxz, zcrd+z_offset)//create a new z_level if needed
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var/zgrid = copytext(tfile,findtext(tfile,quote+"\n",zpos,0)+2,findtext(tfile,"\n"+quote,zpos,0)+1) //copy the whole map grid
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var/z_depth = length(zgrid)
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//if exceeding the world max x or y, increase it
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var/x_depth = length(copytext(zgrid,1,findtext(zgrid,"\n",2,0)))
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if(world.maxx<x_depth)
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world.maxx=x_depth
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var/y_depth = z_depth / (x_depth+1)//x_depth + 1 because we're counting the '\n' characters in z_depth
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if(world.maxy<y_depth)
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world.maxy=y_depth
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//then proceed it line by line, starting from top
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ycrd = y_depth
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for(var/gpos=1;gpos!=0;gpos=findtext(zgrid,"\n",gpos,0)+1)
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var/grid_line = copytext(zgrid,gpos,findtext(zgrid,"\n",gpos,0))
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//fill the current square using the model map
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xcrd=0
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for(var/mpos=1;mpos<=x_depth;mpos+=key_len)
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xcrd++
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var/model_key = copytext(grid_line,mpos,mpos+key_len)
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parse_grid(grid_models[model_key],xcrd,ycrd,zcrd+z_offset)
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//reached end of current map
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if(gpos+x_depth+1>z_depth)
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break
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ycrd--
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sleep(-1)
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//reached End Of File
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if(findtext(tfile,quote+"}",zpos,0)+2==tfile_len)
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break
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sleep(-1)
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/**
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* Fill a given tile with its area/turf/objects/mobs
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* Variable model is one full map line (e.g /turf/unsimulated/wall{icon_state = "rock"},/area/mine/explored)
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*
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* WORKING :
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*
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* 1) Read the model string, member by member (delimiter is ',')
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*
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* 2) Get the path of the atom and store it into a list
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*
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* 3) a) Check if the member has variables (text within '{' and '}')
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*
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* 3) b) Construct an associative list with found variables, if any (the atom index in members is the same as its variables in members_attributes)
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*
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* 4) Instanciates the atom with its variables
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*
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*/
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/dmm_suite/proc/parse_grid(var/model as text,var/xcrd as num,var/ycrd as num,var/zcrd as num)
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/*Method parse_grid()
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- Accepts a text string containing a comma separated list of type paths of the
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same construction as those contained in a .dmm file, and instantiates them.
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*/
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var/list/members = list()//will contain all members (paths) in model (in our example : /turf/unsimulated/wall and /area/mine/explored)
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var/list/members_attributes = list()//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
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/////////////////////////////////////////////////////////
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//Constructing members and corresponding variables lists
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////////////////////////////////////////////////////////
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var/index=1
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var/old_position = 1
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var/dpos
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do
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//finding next member (e.g /turf/unsimulated/wall{icon_state = "rock"} or /area/mine/explored)
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dpos= find_next_delimiter_position(model,old_position,",","{","}")//find next delimiter (comma here) that's not within {...}
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var/full_def = copytext(model,old_position,dpos)//full definition, e.g : /obj/foo/bar{variables=derp}
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var/atom_def = text2path(copytext(full_def,1,findtext(full_def,"{")))//path definition, e.g /obj/foo/bar
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members.Add(atom_def)
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old_position = dpos + 1
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//transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
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var/list/fields = list()
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var/variables_start = findtext(full_def,"{")
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if(variables_start)//if there's any variable
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full_def = copytext(full_def,variables_start+1,length(full_def))//removing the last '}'
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fields = text2list(full_def,";")
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//then fill the members_attributes list with the corresponding variables
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members_attributes.len++
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members_attributes[index++] = fields
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sleep(-1)
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while(dpos != 0)
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////////////////
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//Instanciation
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////////////////
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//The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile
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//in case of multiples turfs on one tile,
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//will contains the images of all underlying turfs, to simulate the DMM multiple tiles piling
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var/list/turfs_underlays = list()
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//first instance the /area and remove it from the members list
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index = members.len
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var/atom/instance
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_preloader = new(members_attributes[index])//preloader for assigning set variables on atom creation
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instance = locate(members[index])
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instance.contents.Add(locate(xcrd,ycrd,zcrd))
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if(_preloader && instance)
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_preloader.load(instance)
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members.Remove(members[index])
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//then instance the /turf and, if multiple tiles are presents, simulates the DMM underlays piling effect
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var/first_turf_index = 1
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while(!ispath(members[first_turf_index],/turf)) //find first /turf object in members
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first_turf_index++
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//instanciate the first /turf
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var/turf/T = instance_atom(members[first_turf_index],members_attributes[first_turf_index],xcrd,ycrd,zcrd)
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//if others /turf are presents, simulates the underlays piling effect
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index = first_turf_index + 1
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while(index <= members.len)
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turfs_underlays.Insert(1,image(T.icon,null,T.icon_state,T.layer,T.dir))//add the current turf image to the underlays list
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var/turf/UT = instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)//instance new turf
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add_underlying_turf(UT,T,turfs_underlays)//simulates the DMM piling effect
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T = UT
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index++
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//finally instance all remainings objects/mobs
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for(index=1,index < first_turf_index,index++)
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instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)
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////////////////
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//Helpers procs
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////////////////
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//Instance an atom at (x,y,z) and gives it the variables in attributes
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/dmm_suite/proc/instance_atom(var/path,var/list/attributes, var/x, var/y, var/z)
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var/atom/instance
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_preloader = new(attributes, path)
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instance = new path (locate(x,y,z))//first preloader pass
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if(_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
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_preloader.load(instance)
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return instance
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//text trimming (both directions) helper proc
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//optionally removes quotes before and after the text (for variable name)
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/dmm_suite/proc/trim_text(var/what as text,var/trim_quotes=0)
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while(length(what) && (findtext(what," ",1,2)))
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what=copytext(what,2,0)
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while(length(what) && (findtext(what," ",length(what),0)))
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what=copytext(what,1,length(what))
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if(trim_quotes)
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while(length(what) && (findtext(what,quote,1,2)))
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what=copytext(what,2,0)
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while(length(what) && (findtext(what,quote,length(what),0)))
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what=copytext(what,1,length(what))
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return what
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//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape
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//returns 0 if reached the last delimiter
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/dmm_suite/proc/find_next_delimiter_position(var/text as text,var/initial_position as num, var/delimiter=",",var/opening_escape=quote,var/closing_escape=quote)
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var/position = initial_position
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var/next_delimiter = findtext(text,delimiter,position,0)
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var/next_opening = findtext(text,opening_escape,position,0)
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while((next_opening != 0) && (next_opening < next_delimiter))
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position = findtext(text,closing_escape,next_opening + 1,0)+1
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next_delimiter = findtext(text,delimiter,position,0)
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next_opening = findtext(text,opening_escape,position,0)
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return next_delimiter
|
||||
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||||
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//build a list from variables in text form (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
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//return the filled list
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/dmm_suite/proc/text2list(var/text as text,var/delimiter=",")
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var/list/to_return = list()
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var/position
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var/old_position = 1
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do
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//find next delimiter that is not within "..."
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position = find_next_delimiter_position(text,old_position,delimiter)
|
||||
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//check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
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var/equal_position = findtext(text,"=",old_position, position)
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var/trim_left = trim_text(copytext(text,old_position,(equal_position ? equal_position : position)),1)//the name of the variable, must trim quotes to build a BYOND compliant associatives list
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old_position = position + 1
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if(equal_position)//associative var, so do the association
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var/trim_right = trim_text(copytext(text,equal_position+1,position))//the content of the variable
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||||
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//Check for string
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if(findtext(trim_right,quote,1,2))
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trim_right = copytext(trim_right,2,findtext(trim_right,quote,3,0))
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//Check for number
|
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else if(isnum(text2num(trim_right)))
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trim_right = text2num(trim_right)
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//Check for null
|
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else if(trim_right == "null")
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trim_right = null
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//Check for list
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else if(copytext(trim_right,1,5) == "list")
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trim_right = text2list(copytext(trim_right,6,length(trim_right)))
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//Check for file
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else if(copytext(trim_right,1,2) == "'")
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trim_right = file(copytext(trim_right,2,length(trim_right)))
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to_return[trim_left] = trim_right
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||||
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else//simple var
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to_return[trim_left] = null
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||||
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while(position != 0)
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||||
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return to_return
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||||
//simulates the DM multiple turfs on one tile underlaying
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||||
/dmm_suite/proc/add_underlying_turf(var/turf/placed,var/turf/underturf, var/list/turfs_underlays)
|
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if(underturf.density)
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placed.density = 1
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||||
if(underturf.opacity)
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placed.opacity = 1
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placed.underlays += turfs_underlays
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||||
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||||
//atom creation method that preloads variables at creation
|
||||
/atom/New()
|
||||
if(_preloader && (src.type == _preloader.target_path))//in case the instanciated atom is creating other atoms in New()
|
||||
_preloader.load(src)
|
||||
|
||||
. = ..()
|
||||
|
||||
//////////////////
|
||||
//Preloader datum
|
||||
//////////////////
|
||||
|
||||
/dmm_suite/preloader
|
||||
parent_type = /datum
|
||||
var/list/attributes
|
||||
var/target_path
|
||||
|
||||
/dmm_suite/preloader/New(var/list/the_attributes, var/path)
|
||||
.=..()
|
||||
if(!the_attributes.len)
|
||||
Del()
|
||||
return
|
||||
attributes = the_attributes
|
||||
target_path = path
|
||||
|
||||
/dmm_suite/preloader/proc/load(atom/what)
|
||||
for(var/attribute in attributes)
|
||||
what.vars[attribute] = attributes[attribute]
|
||||
Del()
|
||||
@@ -89,7 +89,7 @@
|
||||
swapmap.New()
|
||||
Create a new map datum, but does not allocate space or assign an
|
||||
ID (used for loading).
|
||||
swapmap.Destroy()
|
||||
swapmap.Del()
|
||||
Deletes a map but does not save
|
||||
swapmap.Save()
|
||||
Saves to map_[id].sav
|
||||
@@ -174,9 +174,9 @@ swapmap
|
||||
x2>swapmaps_compiled_maxx)
|
||||
var/list/areas=new
|
||||
for(var/atom/A in block(locate(x1,y1,z1),locate(x2,y2,z2)))
|
||||
for(var/obj/O in A) del(O)
|
||||
for(var/obj/O in A) qdel(O)
|
||||
for(var/mob/M in A)
|
||||
if(!M.key) del(M)
|
||||
if(!M.key) qdel(M)
|
||||
else M.loc=null
|
||||
areas[A.loc]=null
|
||||
del(A)
|
||||
@@ -286,9 +286,9 @@ swapmap
|
||||
A.contents+=T
|
||||
else defarea.contents+=T
|
||||
// clear the turf
|
||||
for(var/obj/O in T) del(O)
|
||||
for(var/obj/O in T) qdel(O)
|
||||
for(var/mob/M in T)
|
||||
if(!M.key) del(M)
|
||||
if(!M.key) qdel(M)
|
||||
else M.loc=null
|
||||
// finish the read
|
||||
T.Read(S)
|
||||
@@ -0,0 +1,43 @@
|
||||
//Academy Areas
|
||||
|
||||
/area/awaymission/academy
|
||||
name = "\improper Academy Asteroids"
|
||||
icon_state = "away"
|
||||
|
||||
/area/awaymission/academy/headmaster
|
||||
name = "\improper Academy Fore Block"
|
||||
icon_state = "away1"
|
||||
|
||||
/area/awaymission/academy/classrooms
|
||||
name = "\improper Academy Classroom Block"
|
||||
icon_state = "away2"
|
||||
|
||||
/area/awaymission/academy/academyaft
|
||||
name = "\improper Academy Ship Aft Block"
|
||||
icon_state = "away3"
|
||||
|
||||
/area/awaymission/academy/academygate
|
||||
name = "\improper Academy Gateway"
|
||||
icon_state = "away4"
|
||||
|
||||
//Academy Items
|
||||
|
||||
/obj/machinery/singularity/academy
|
||||
dissipate = 0
|
||||
move_self = 0
|
||||
grav_pull = 1
|
||||
|
||||
/obj/machinery/singularity/academy/admin_investigate_setup()
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/academy/process()
|
||||
eat()
|
||||
if(prob(1))
|
||||
mezzer()
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/meson/truesight
|
||||
name = "The Lens of Truesight"
|
||||
desc = "I can see forever!"
|
||||
icon_state = "monocle"
|
||||
item_state = "headset"
|
||||
@@ -0,0 +1,22 @@
|
||||
//Packer Ship Areas
|
||||
|
||||
/area/awaymission/BMPship
|
||||
name = "\improper BMP Asteroids"
|
||||
icon_state = "away"
|
||||
luminosity = 0
|
||||
|
||||
|
||||
/area/awaymission/BMPship/Aft
|
||||
name = "\improper Aft Block"
|
||||
icon_state = "away1"
|
||||
requires_power = 1
|
||||
|
||||
/area/awaymission/BMPship/Midship
|
||||
name = "\improper Midship Block"
|
||||
icon_state = "away2"
|
||||
requires_power = 1
|
||||
|
||||
/area/awaymission/BMPship/Fore
|
||||
name = "\improper Fore Block"
|
||||
icon_state = "away3"
|
||||
requires_power = 1
|
||||
@@ -0,0 +1,63 @@
|
||||
//centcomAway areas
|
||||
|
||||
/area/awaymission/centcomAway
|
||||
name = "XCC-P5831"
|
||||
icon_state = "away"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/centcomAway/general
|
||||
name = "XCC-P5831"
|
||||
music = "music/ambigen3.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/maint
|
||||
name = "XCC-P5831 Maintenance"
|
||||
icon_state = "away1"
|
||||
music = "music/ambisin1.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/thunderdome
|
||||
name = "XCC-P5831 Thunderdome"
|
||||
icon_state = "away2"
|
||||
music = "music/ambisin2.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/cafe
|
||||
name = "XCC-P5831 Kitchen Arena"
|
||||
icon_state = "away3"
|
||||
music = "music/ambisin3.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/courtroom
|
||||
name = "XCC-P5831 Courtroom"
|
||||
icon_state = "away4"
|
||||
music = "music/ambisin4.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/hangar
|
||||
name = "XCC-P5831 Hangars"
|
||||
icon_state = "away4"
|
||||
music = "music/ambigen5.ogg"
|
||||
|
||||
//centcomAway items
|
||||
|
||||
/obj/item/weapon/paper/pamphlet/ccaInfo
|
||||
name = "Visitor Info Pamphlet"
|
||||
info = "<b> XCC-P5831 Visitor Information </b><br>\
|
||||
Greetings, visitor, to XCC-P5831! As you may know, this outpost was once \
|
||||
used as Nanotrasen's CENTRAL COMMAND STATION, organizing and coordinating company \
|
||||
projects across the vastness of space. <br>\
|
||||
Since the completion of the much more efficient CC-A5831 on March 8, 2553, XCC-P5831 no longer \
|
||||
acts as NT's base of operations but still plays a very important role its corporate affairs; \
|
||||
serving as a supply and repair depot, as well as being host to its most important legal proceedings\
|
||||
and the thrilling pay-per-view broadcasts of <i>PLASTEEL CHEF</i> and <i>THUNDERDOME LIVE</i>.<br> \
|
||||
We hope you enjoy your stay!"
|
||||
|
||||
/obj/item/weapon/paper/ccaMemo
|
||||
name = "Memo to XCC-P5831 QM"
|
||||
info = "<b>From: XCC-P5831 Management Office</b><br>\
|
||||
<b>To: Rolf Ingram, XCC-P5831 Quartermaster</b><br>\
|
||||
Hey, Rolf, once you pack that gateway into the ferry hangar, <i>make absolutely sure</i> \
|
||||
to deactivate it! As you may know, SS13 has recently got its network up and running, \
|
||||
which means that until we get this gate shipped off to the next colonization staging \
|
||||
area, they'll be able to hop straight in here if its hooked up on our end.<br>\
|
||||
Obviously, that's something I'd very much rather avoid. Our forensics and medical \
|
||||
teams never did figure out what happened that last time... and I can't wrap my head \
|
||||
around it myself. Why would a shuttle full of evacuees all snap and beat each other \
|
||||
to death the moment they reached safety?<br>\
|
||||
- D. Cereza"
|
||||
@@ -0,0 +1,32 @@
|
||||
//Challenge Areas
|
||||
|
||||
/area/awaymission/challenge/start
|
||||
name = "Where Am I?"
|
||||
icon_state = "away"
|
||||
|
||||
/area/awaymission/challenge/main
|
||||
name = "\improper Danger Room"
|
||||
icon_state = "away1"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/challenge/end
|
||||
name = "Administration"
|
||||
icon_state = "away2"
|
||||
requires_power = 0
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/energycannon
|
||||
name = "Energy Cannon"
|
||||
desc = "A heavy duty industrial laser"
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
use_power = 0
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 0
|
||||
|
||||
active = 1
|
||||
locked = 1
|
||||
state = 2
|
||||
@@ -0,0 +1,20 @@
|
||||
//Clown Planet Areas
|
||||
|
||||
/area/planet/clown
|
||||
name = "\improper Clown Planet"
|
||||
icon_state = "honk"
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/clownplanet/miningtown
|
||||
name = "\improper Clown Planet - Bananium-o-Rama"
|
||||
icon_state = "away1"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/clownplanet/mine
|
||||
name = "\improper Clown Planet - Bananium-o-Rama Mines"
|
||||
icon_state = "away2"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
@@ -0,0 +1,33 @@
|
||||
//Spacebattle Areas
|
||||
|
||||
/area/awaymission/spacebattle
|
||||
name = "\improper Space Battle"
|
||||
icon_state = "away"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/spacebattle/cruiser
|
||||
name = "\improper Nanotrasen Cruiser"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate1
|
||||
name = "\improper Syndicate Assault Ship 1"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate2
|
||||
name = "\improper Syndicate Assault Ship 2"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate3
|
||||
name = "\improper Syndicate Assault Ship 3"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate4
|
||||
name = "\improper Syndicate War Sphere 1"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate5
|
||||
name = "\improper Syndicate War Sphere 2"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate6
|
||||
name = "\improper Syndicate War Sphere 3"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate7
|
||||
name = "\improper Syndicate Fighter"
|
||||
|
||||
/area/awaymission/spacebattle/secret
|
||||
name = "\improper Hidden Chamber"
|
||||
@@ -0,0 +1,198 @@
|
||||
/* Station-Collision(sc) away mission map specific stuff
|
||||
*
|
||||
* Notes:
|
||||
* Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
|
||||
*
|
||||
* Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
|
||||
* for anyone who wants to make their own stuff.
|
||||
*
|
||||
* Contains:
|
||||
* Areas
|
||||
* Landmarks
|
||||
* Guns
|
||||
* Safe code hints
|
||||
* Captain's safe
|
||||
* Modified Nar-Sie
|
||||
*/
|
||||
|
||||
/*
|
||||
* Areas
|
||||
*/
|
||||
//Gateroom gets its own APC specifically for the gate
|
||||
/area/awaymission/gateroom
|
||||
|
||||
//Library, medbay, storage room
|
||||
/area/awaymission/southblock
|
||||
|
||||
//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
|
||||
/area/awaymission/arrivalblock
|
||||
|
||||
//Crew quarters, cafeteria, chapel
|
||||
/area/awaymission/midblock
|
||||
|
||||
//engineering, bridge (not really north but it doesnt really need its own APC)
|
||||
/area/awaymission/northblock
|
||||
|
||||
//That massive research room
|
||||
/area/awaymission/research
|
||||
|
||||
//Syndicate shuttle
|
||||
/area/awaymission/syndishuttle
|
||||
|
||||
|
||||
/*
|
||||
* Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
|
||||
*/
|
||||
/obj/effect/landmark/sc_bible_spawner
|
||||
name = "Safecode hint spawner"
|
||||
|
||||
/obj/effect/landmark/sc_bible_spawner/New()
|
||||
var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
|
||||
B.name = "The Holy book of the Geometer"
|
||||
B.deity_name = "Narsie"
|
||||
B.icon_state = "melted"
|
||||
B.item_state = "melted"
|
||||
new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
|
||||
new /obj/item/weapon/pen(B)
|
||||
qdel(src)
|
||||
|
||||
/*
|
||||
* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
|
||||
*/
|
||||
//Captain's retro laser - Fires practice laser shots instead.
|
||||
obj/item/weapon/gun/energy/laser/retro/sc_retro
|
||||
name ="retro laser"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
|
||||
// projectile_type = "/obj/item/projectile/practice"
|
||||
clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
|
||||
|
||||
//Syndicate sub-machine guns.
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
|
||||
..()
|
||||
for(var/ammo in magazine.stored_ammo)
|
||||
if(prob(95)) //95% chance
|
||||
magazine.stored_ammo -= ammo
|
||||
|
||||
//Barman's shotgun
|
||||
/obj/item/weapon/gun/projectile/shotgun/sc_pump
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/sc_pump/New()
|
||||
..()
|
||||
for(var/ammo in magazine.stored_ammo)
|
||||
if(prob(95)) //95% chance
|
||||
magazine.stored_ammo -= ammo
|
||||
|
||||
//Lasers
|
||||
/obj/item/weapon/gun/energy/laser/practice/sc_laser
|
||||
name = "Old laser"
|
||||
desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
|
||||
clumsy_check = 0
|
||||
|
||||
/*
|
||||
* Safe code hints
|
||||
*/
|
||||
|
||||
//These vars hold the code itself, they'll be generated at round-start
|
||||
var/sc_safecode1 = "[rand(0,9)]"
|
||||
var/sc_safecode2 = "[rand(0,9)]"
|
||||
var/sc_safecode3 = "[rand(0,9)]"
|
||||
var/sc_safecode4 = "[rand(0,9)]"
|
||||
var/sc_safecode5 = "[rand(0,9)]"
|
||||
|
||||
//Pieces of paper actually containing the hints
|
||||
/obj/item/weapon/paper/sc_safehint_paper_prison
|
||||
name = "smudged paper"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_prison/New()
|
||||
info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[sc_safecode1]**[sc_safecode4]*'"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_hydro
|
||||
name = "shredded paper"
|
||||
/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
|
||||
info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[sc_safecode2]'"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_caf
|
||||
name = "blood-soaked paper"
|
||||
//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
|
||||
info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_bible
|
||||
name = "hidden paper"
|
||||
/obj/item/weapon/paper/sc_safehint_paper_bible/New()
|
||||
info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
|
||||
However you can make out the last three digits:</i>'[sc_safecode3][sc_safecode4][sc_safecode5]'
|
||||
"}
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_shuttle
|
||||
info = {"<b>Target:</b> Research-station Epsilon<br>
|
||||
<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
|
||||
<br>
|
||||
Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
|
||||
Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
|
||||
secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.<br>
|
||||
<br>
|
||||
<u>As always, eliminate anyone who gets in the way.</u><br>
|
||||
<br>
|
||||
Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
|
||||
It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
|
||||
"}
|
||||
/*
|
||||
* Captain's safe
|
||||
*/
|
||||
/obj/item/weapon/storage/secure/safe/sc_ssafe
|
||||
name = "Captain's secure safe"
|
||||
|
||||
/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
|
||||
..()
|
||||
l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
|
||||
l_set = 1
|
||||
new /obj/item/weapon/gun/energy/mindflayer(src)
|
||||
new /obj/item/device/soulstone(src)
|
||||
new /obj/item/clothing/head/helmet/space/cult(src)
|
||||
new /obj/item/clothing/suit/space/cult(src)
|
||||
//new /obj/item/weapon/teleportation_scroll(src)
|
||||
new /obj/item/weapon/ore/diamond(src)
|
||||
|
||||
/*
|
||||
* Modified Nar-Sie
|
||||
*/
|
||||
/obj/machinery/singularity/narsie/sc_Narsie
|
||||
desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
|
||||
move_self = 0 //Contianed narsie does not move!
|
||||
grav_pull = 0 //Contained narsie does not pull stuff in!
|
||||
|
||||
//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/process()
|
||||
eat()
|
||||
if(prob(25))
|
||||
mezzer()
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
|
||||
if(is_type_in_list(A, uneatable))
|
||||
return 0
|
||||
if (istype(A,/mob/living))
|
||||
var/mob/living/L = A
|
||||
L.gib()
|
||||
else if(istype(A,/obj/))
|
||||
var/obj/O = A
|
||||
O.ex_act(1.0)
|
||||
if(O) qdel(O)
|
||||
else if(isturf(A))
|
||||
var/turf/T = A
|
||||
if(T.intact)
|
||||
for(var/obj/O in T.contents)
|
||||
if(O.level != 1)
|
||||
continue
|
||||
if(O.invisibility == 101)
|
||||
src.consume(O)
|
||||
T.ChangeTurf(/turf/space)
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
|
||||
return
|
||||
@@ -0,0 +1,195 @@
|
||||
/* Code for the Wild West map by Brotemis
|
||||
* Contains:
|
||||
* Wish Granter
|
||||
* Meat Grinder
|
||||
*/
|
||||
|
||||
//Wild West Areas
|
||||
|
||||
/area/awaymission/wwmines
|
||||
name = "\improper Wild West Mines"
|
||||
icon_state = "away1"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwgov
|
||||
name = "\improper Wild West Mansion"
|
||||
icon_state = "away2"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwrefine
|
||||
name = "\improper Wild West Refinery"
|
||||
icon_state = "away3"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwvault
|
||||
name = "\improper Wild West Vault"
|
||||
icon_state = "away3"
|
||||
luminosity = 0
|
||||
|
||||
/area/awaymission/wwvaultdoors
|
||||
name = "\improper Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
|
||||
icon_state = "away2"
|
||||
requires_power = 0
|
||||
luminosity = 0
|
||||
|
||||
/*
|
||||
* Wish Granter
|
||||
*/
|
||||
/obj/machinery/wish_granter_dark
|
||||
name = "Wish Granter"
|
||||
desc = "You're not so sure about this, anymore..."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "syndbeacon"
|
||||
|
||||
anchored = 1
|
||||
density = 1
|
||||
use_power = 0
|
||||
|
||||
var/chargesa = 1
|
||||
var/insistinga = 0
|
||||
|
||||
/obj/machinery/wish_granter_dark/attack_hand(var/mob/living/carbon/human/user as mob)
|
||||
usr.set_machine(src)
|
||||
|
||||
if(chargesa <= 0)
|
||||
user << "The Wish Granter lies silent."
|
||||
return
|
||||
|
||||
else if(!istype(user, /mob/living/carbon/human))
|
||||
user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's."
|
||||
return
|
||||
|
||||
else if(is_special_character(user))
|
||||
user << "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away."
|
||||
|
||||
else if (!insistinga)
|
||||
user << "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?"
|
||||
insistinga++
|
||||
|
||||
else
|
||||
chargesa--
|
||||
insistinga = 0
|
||||
var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","Immortality","To Kill","Peace")
|
||||
switch(wish)
|
||||
if("Power")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
user.mutations.Add(M_LASER)
|
||||
user.mutations.Add(M_RESIST_COLD)
|
||||
user.mutations.Add(M_XRAY)
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Wealth")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
new /obj/structure/closet/syndicate/resources/everything(loc)
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Immortality")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
user.verbs += /mob/living/carbon/proc/immortality
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("To Kill")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your wickedness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
ticker.mode.traitors += user.mind
|
||||
user.mind.special_role = "traitor"
|
||||
var/datum/objective/hijack/hijack = new
|
||||
hijack.owner = user.mind
|
||||
user.mind.objectives += hijack
|
||||
user << "<B>Your inhibitions are swept away, the bonds of loyalty broken, you are free to murder as you please!</B>"
|
||||
var/obj_count = 1
|
||||
for(var/datum/objective/OBJ in user.mind.objectives)
|
||||
user << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
|
||||
obj_count++
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Peace")
|
||||
user << "<B>Whatever alien sentience that the Wish Granter possesses is satisfied with your wish. There is a distant wailing as the last of the Faithless begin to die, then silence.</B>"
|
||||
user << "You feel as if you just narrowly avoided a terrible fate..."
|
||||
for(var/mob/living/simple_animal/hostile/faithless/F in world)
|
||||
F.health = -10
|
||||
F.stat = 2
|
||||
F.icon_state = "faithless_dead"
|
||||
|
||||
|
||||
///////////////Meatgrinder//////////////
|
||||
|
||||
|
||||
/obj/effect/meatgrinder
|
||||
name = "Meat Grinder"
|
||||
desc = "What is that thing?"
|
||||
density = 1
|
||||
anchored = 1
|
||||
layer = 3
|
||||
icon = 'icons/mob/blob.dmi'
|
||||
icon_state = "blobpod"
|
||||
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
|
||||
var/triggered = 0
|
||||
|
||||
/obj/effect/meatgrinder/New()
|
||||
icon_state = "blobpod"
|
||||
|
||||
/obj/effect/meatgrinder/Crossed(AM as mob|obj)
|
||||
Bumped(AM)
|
||||
|
||||
/obj/effect/meatgrinder/Bumped(mob/M as mob|obj)
|
||||
|
||||
if(triggered) return
|
||||
|
||||
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))
|
||||
for(var/mob/O in viewers(world.view, src.loc))
|
||||
O << "<font color='red'>[M] triggered the \icon[src] [src]</font>"
|
||||
triggered = 1
|
||||
call(src,triggerproc)(M)
|
||||
|
||||
/obj/effect/meatgrinder/proc/triggerrad1(mob)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
for(var/mob/O in viewers(world.view, src.loc))
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
explosion(mob, 1, 0, 0, 0)
|
||||
qdel(src)
|
||||
|
||||
/*/obj/effect/meatgrinder
|
||||
name = "Meat Grinder"
|
||||
icon_state = "blob"
|
||||
triggerproc = "triggerrad1"*/
|
||||
|
||||
|
||||
/////For the Wishgranter///////////
|
||||
|
||||
/mob/living/carbon/proc/immortality()
|
||||
set category = "Immortality"
|
||||
set name = "Resurrection"
|
||||
|
||||
var/mob/living/carbon/C = usr
|
||||
if(!C.stat)
|
||||
C << "<span class='notice'>You're not dead yet!</span>"
|
||||
return
|
||||
C << "<span class='notice'>Death is not your end!</span>"
|
||||
|
||||
spawn(rand(800,1200))
|
||||
if(C.stat == DEAD)
|
||||
dead_mob_list -= C
|
||||
living_mob_list += C
|
||||
C.stat = CONSCIOUS
|
||||
C.tod = null
|
||||
C.setToxLoss(0)
|
||||
C.setOxyLoss(0)
|
||||
C.setCloneLoss(0)
|
||||
C.SetParalysis(0)
|
||||
C.SetStunned(0)
|
||||
C.SetWeakened(0)
|
||||
C.radiation = 0
|
||||
C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
|
||||
C.reagents.clear_reagents()
|
||||
C << "<span class='notice'>You have regenerated.</span>"
|
||||
C.visible_message("<span class='warning'>[usr] appears to wake from the dead, having healed all wounds.</span>")
|
||||
C.update_canmove()
|
||||
return 1
|
||||
@@ -3,8 +3,9 @@ proc/createRandomZlevel()
|
||||
return
|
||||
|
||||
var/list/potentialRandomZlevels = list()
|
||||
world << "\red \b Searching for away missions..."
|
||||
var/list/Lines = file2list("config/fileList.txt")
|
||||
world << "<span class='userdanger'>Searching for away missions...</span>"
|
||||
var/list/Lines = file2list("maps/RandomZLevels/fileList.txt")
|
||||
|
||||
if(!Lines.len) return
|
||||
for (var/t in Lines)
|
||||
if (!t)
|
||||
@@ -21,34 +22,33 @@ proc/createRandomZlevel()
|
||||
// var/value = null
|
||||
|
||||
if (pos)
|
||||
// No, don't do lowertext here, that breaks paths on linux
|
||||
name = copytext(t, 1, pos)
|
||||
name = lowertext(copytext(t, 1, pos))
|
||||
// value = copytext(t, pos + 1)
|
||||
else
|
||||
// No, don't do lowertext here, that breaks paths on linux
|
||||
name = t
|
||||
name = lowertext(t)
|
||||
|
||||
if (!name)
|
||||
continue
|
||||
|
||||
potentialRandomZlevels.Add(name)
|
||||
potentialRandomZlevels.Add(t)
|
||||
|
||||
|
||||
if(potentialRandomZlevels.len)
|
||||
world << "\red \b Loading away mission..."
|
||||
world << "<span class='userdanger'>Loading away mission...</span>"
|
||||
|
||||
var/map = pick(potentialRandomZlevels)
|
||||
var/file = file(map)
|
||||
if(isfile(file))
|
||||
maploader.load_map(file, load_speed = 100)
|
||||
maploader.load_map(file)
|
||||
world.log << "away mission loaded: [map]"
|
||||
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name != "awaystart")
|
||||
continue
|
||||
awaydestinations.Add(L)
|
||||
|
||||
world << "\red \b Away mission loaded."
|
||||
world << "<span class='userdanger'>Away mission loaded.</span>"
|
||||
|
||||
else
|
||||
world << "\red \b No away missions found."
|
||||
world << "<span class='userdanger'>No away missions found.</span>"
|
||||
return
|
||||
@@ -1,325 +0,0 @@
|
||||
dmm_suite
|
||||
|
||||
var/debug_file = file("maploader_debug.txt")
|
||||
|
||||
load_map(var/dmm_file as file, var/z_offset as num, var/y_offset as num, var/x_offset as num, var/load_speed = 0 as num)
|
||||
if(!z_offset)
|
||||
z_offset = world.maxz + 1
|
||||
|
||||
//Ensure values are sane.
|
||||
else if(z_offset < 0)
|
||||
z_offset = abs(z_offset)
|
||||
else if(!isnum(z_offset))
|
||||
z_offset = 0
|
||||
|
||||
if(x_offset < 0)
|
||||
x_offset = abs(x_offset)
|
||||
else if(!isnum(x_offset))
|
||||
x_offset = 0
|
||||
|
||||
if(y_offset < 0)
|
||||
y_offset = abs(y_offset)
|
||||
else if(!isnum(y_offset))
|
||||
y_offset = 0
|
||||
|
||||
debug_file << "Starting Map Load @ ([x_offset], [y_offset], [z_offset]), [load_speed] tiles per second."
|
||||
|
||||
//Handle slowed loading.
|
||||
var/delay_chance = 0
|
||||
if(load_speed > 0)
|
||||
//Chance out of 100 every tenth of a second.
|
||||
delay_chance = 1000 / load_speed
|
||||
|
||||
//String holding a quotation mark.
|
||||
var/quote = ascii2text(34)
|
||||
|
||||
var/input_file = file2text(dmm_file)
|
||||
var/input_file_len = length(input_file)
|
||||
|
||||
//Stores the contents of each tile model in the map
|
||||
var/list/grid_models = list()
|
||||
//Length of the tile model code. e.g. "aaa" is 3 long.
|
||||
var/key_len = length(copytext(input_file, 2 ,findtext(input_file, quote, 2)))
|
||||
//The key of the default tile model. (In SS13 this is: "/turf/space,/area")
|
||||
var/default_key
|
||||
|
||||
debug_file << " Building turf array."
|
||||
|
||||
//Iterates through the mapfile to build the model tiles for the map.
|
||||
for(var/line_position = 1; line_position < input_file_len; line_position = findtext(input_file,"\n", line_position) + 1)
|
||||
var/next_line = copytext(input_file, line_position, findtext(input_file,"\n", line_position) - 1)
|
||||
|
||||
//If the first character in the line is not a quote, the model tiles are all defined.
|
||||
if(copytext(next_line, 1, 2) != quote)
|
||||
break
|
||||
|
||||
//Copy contents of the model into the grid_models list.
|
||||
var/model_key = copytext(next_line, 2, findtext(input_file, quote, 2))
|
||||
var/model_contents = copytext(next_line, findtext(next_line, "=" ) + 3)
|
||||
if(!default_key && model_contents == "[world.turf],[world.area]")
|
||||
default_key = model_key
|
||||
grid_models[model_key] = model_contents
|
||||
if(prob(delay_chance))
|
||||
sleep(1)
|
||||
|
||||
//Co-ordinates of the tile being loaded.
|
||||
var/z_coordinate = -1
|
||||
var/y_coordinate = 0
|
||||
var/x_coordinate = 0
|
||||
|
||||
//Store the
|
||||
var/y_depth = 0
|
||||
|
||||
//Iterate through all z-levels to load the tiles.
|
||||
for(var/z_position = findtext(input_file, "\n(1,1,"); TRUE; z_position = findtext(input_file, "\n(1,1,", z_position + 1))
|
||||
//break when there are no more z-levels.
|
||||
if(z_position == 0)
|
||||
break
|
||||
|
||||
//Increment the z_coordinate and update the world's borders
|
||||
z_coordinate++
|
||||
world.maxz = max(world.maxz, z_coordinate + z_offset)
|
||||
|
||||
//Here we go!
|
||||
y_coordinate = 0
|
||||
y_depth = 0
|
||||
var/z_level = copytext(input_file, \
|
||||
findtext(input_file, quote + "\n", z_position) + 2,\
|
||||
findtext(input_file, "\n" + quote, z_position) + 1)
|
||||
|
||||
//Iterate through each line, increasing the y_coordinate.
|
||||
for(var/grid_position = 1; grid_position != 0; grid_position = findtext(z_level, "\n", grid_position) + 1)
|
||||
//Grab this line of data.
|
||||
var/grid_line = copytext(z_level, grid_position, findtext(z_level, "\n", grid_position))
|
||||
|
||||
//Compute the size of the z-levels y axis.
|
||||
if(!y_depth)
|
||||
y_depth = length(z_level) / (length(grid_line) + 1)
|
||||
y_depth += y_offset
|
||||
if(y_depth != round(y_depth, 1))
|
||||
debug_file << " Warning: y_depth is not a round number"
|
||||
|
||||
//And update the worlds variables.
|
||||
if(world.maxy < y_depth)
|
||||
world.maxy = y_depth
|
||||
//The top of the map is the highest "y" co-ordinate, so we start there and iterate downwards
|
||||
if(!y_coordinate)
|
||||
y_coordinate = y_depth + 1
|
||||
|
||||
//Decrement and load this line of the map.
|
||||
y_coordinate--
|
||||
x_coordinate = x_offset
|
||||
|
||||
//Iterate through the line loading the model tile data.
|
||||
for(var/model_position = 1; model_position <= length(grid_line); model_position += key_len)
|
||||
x_coordinate++
|
||||
|
||||
//Find the model key and load that model.
|
||||
var/model_key = copytext(grid_line, model_position, model_position + key_len)
|
||||
//If the key is the default one, skip it and save the computation time.
|
||||
if(model_key == default_key)
|
||||
continue
|
||||
|
||||
if(world.maxx < x_coordinate)
|
||||
world.maxx = x_coordinate
|
||||
parse_grid(grid_models[model_key], x_coordinate, y_coordinate, z_coordinate + z_offset)
|
||||
|
||||
if(prob(delay_chance))
|
||||
sleep(1)
|
||||
|
||||
//If we hit the last tile in this z-level, we should break out of the loop.
|
||||
if(grid_position + length(grid_line) + 1 > length(z_level))
|
||||
break
|
||||
|
||||
//Break out of the loop when we hit the end of the file.
|
||||
if(findtext(input_file, quote + "}", z_position) + 2 >= input_file_len)
|
||||
break
|
||||
|
||||
|
||||
proc/parse_grid(var/model as text, var/x_coordinate as num, var/y_coordinate as num, var/z_coordinate as num)
|
||||
//Accepts a text string containing a comma separated list of type paths of the
|
||||
// same construction as those contained in a .dmm file, and instantiates them.
|
||||
|
||||
var/list/text_strings = list()
|
||||
for(var/index = 1; findtext(model, quote); index++)
|
||||
/*Loop: Stores quoted portions of text in text_strings, and replaces them with an
|
||||
index to that list.
|
||||
- Each iteration represents one quoted section of text.
|
||||
*/
|
||||
//Add the next section of quoted text to the list
|
||||
var/first_quote = findtext(model, quote)
|
||||
var/second_quote = findtext(model, quote, first_quote + 1)
|
||||
var/quoted_chunk = copytext(model, first_quote + 1, second_quote)
|
||||
text_strings += quoted_chunk
|
||||
//Then remove the quoted section.
|
||||
model = copytext(model, 1, first_quote) + "~[index]" + copytext(model, second_quote + 1)
|
||||
|
||||
var/debug_output = 0
|
||||
//if(x_coordinate == 86 && y_coordinate == 88 && z_coordinate == 7)
|
||||
// debug_output = 1
|
||||
|
||||
if(debug_output)
|
||||
debug_file << " Now debugging turf: [model] ([x_coordinate], [y_coordinate], [z_coordinate])"
|
||||
|
||||
var/next_position = 1
|
||||
for(var/data_position = 1, next_position || data_position != 1, data_position = next_position + 1)
|
||||
next_position = findtext(model, ",/", data_position)
|
||||
|
||||
var/full_def = copytext(model, data_position, next_position)
|
||||
|
||||
if(debug_output)
|
||||
debug_file << " Current Line: [full_def] -- ([data_position] - [next_position])"
|
||||
|
||||
/*Loop: Identifies each object's data, instantiates it, and reconstitues it's fields.
|
||||
- Each iteration represents one object's data, including type path and field values.
|
||||
*/
|
||||
|
||||
//Load the attribute data.
|
||||
var/attribute_position = findtext(full_def,"{")
|
||||
var/atom_def = text2path(copytext(full_def, 1, attribute_position))
|
||||
|
||||
var/list/attributes = list()
|
||||
if(attribute_position)
|
||||
full_def = copytext(full_def, attribute_position + 1)
|
||||
if(debug_output)
|
||||
debug_file << " Atom Def: [atom_def]"
|
||||
debug_file << " Parameters: [full_def]"
|
||||
|
||||
var/next_attribute = 1
|
||||
for(attribute_position = 1, next_attribute || attribute_position != 1, attribute_position = next_attribute + 1)
|
||||
next_attribute = findtext(full_def, ";", attribute_position)
|
||||
|
||||
//Loop: Identifies each attribute/value pair, and stores it in attributes[].
|
||||
attributes += copytext(full_def, attribute_position, next_attribute)
|
||||
|
||||
//Construct attributes associative list
|
||||
var/list/fields = list()
|
||||
for(var/attribute in attributes)
|
||||
var/trim_left = trim_text(copytext(attribute, 1, findtext(attribute, "=")))
|
||||
var/trim_right = trim_text(copytext(attribute, findtext(attribute, "=") + 1))
|
||||
|
||||
if(findtext(trim_right, "list("))
|
||||
trim_right = get_list(trim_right, text_strings)
|
||||
|
||||
else if(findtext(trim_right, "~"))//Check for strings
|
||||
while(findtext(trim_right,"~"))
|
||||
var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1)
|
||||
trim_right = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(trim_right)))
|
||||
trim_right = text2num(trim_right)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(trim_right,1,2) == "'")
|
||||
trim_right = file(copytext(trim_right, 2, length(trim_right)))
|
||||
|
||||
fields[trim_left] = trim_right
|
||||
sleep(-1)
|
||||
|
||||
|
||||
if(debug_output)
|
||||
var/return_data = " Debug Fields:"
|
||||
for(var/item in fields)
|
||||
return_data += " [item] = [fields[item]];"
|
||||
debug_file << return_data
|
||||
|
||||
//Begin Instanciation
|
||||
var/atom/instance
|
||||
|
||||
if(ispath(atom_def,/area))
|
||||
instance = locate(atom_def)
|
||||
if(!istype(instance, atom_def))
|
||||
instance = new atom_def
|
||||
instance.contents.Add(locate(x_coordinate,y_coordinate,z_coordinate))
|
||||
|
||||
else
|
||||
instance = new atom_def(locate(x_coordinate,y_coordinate,z_coordinate))
|
||||
if(instance)
|
||||
for(var/item in fields)
|
||||
instance.vars[item] = fields[item]
|
||||
else if(!(atom_def in borked_paths))
|
||||
borked_paths += atom_def
|
||||
var/return_data = " Failure [atom_def] @ ([x_coordinate], [y_coordinate], [z_coordinate]) fields:"
|
||||
for(var/item in fields)
|
||||
return_data += " [item] = [fields[item]];"
|
||||
debug_file << return_data
|
||||
|
||||
sleep(-1)
|
||||
return 1
|
||||
|
||||
var/list/borked_paths = list()
|
||||
|
||||
proc/trim_text(var/what as text)
|
||||
while(length(what) && findtext(what, " ", 1, 2))
|
||||
what = copytext(what, 2)
|
||||
|
||||
while(length(what) && findtext(what, " ", length(what)))
|
||||
what = copytext(what, 1, length(what))
|
||||
|
||||
return what
|
||||
|
||||
proc/get_list(var/text, var/list/text_strings)
|
||||
//First, trim the data to just the list contents
|
||||
var/list_start = findtext(text, "(") + 1
|
||||
var/list_end = findtext(text, ")", list_start)
|
||||
var/list_contents = copytext(text, list_start, list_end)
|
||||
|
||||
//Then, we seperate it into the individual entries
|
||||
|
||||
var/list/entries = list()
|
||||
var/entry_end = 1
|
||||
|
||||
for(var/entry_start = 1, entry_end || entry_start != 1, entry_start = entry_end + 1)
|
||||
entry_end = findtext(list_contents, ",", entry_start)
|
||||
entries += copytext(list_contents, entry_start, entry_end)
|
||||
|
||||
//Finally, we assemble the completed list.
|
||||
var/list/final_list = list()
|
||||
for(var/entry in entries)
|
||||
var/equals_position = findtext(entry, "=")
|
||||
|
||||
if(equals_position)
|
||||
var/trim_left = trim_text(copytext(entry, 1, equals_position))
|
||||
var/trim_right = trim_text(copytext(entry, equals_position + 1))
|
||||
|
||||
if(findtext(trim_right, "list("))
|
||||
trim_right = get_list(trim_right, text_strings)
|
||||
|
||||
else if(findtext(trim_right, "~"))//Check for strings
|
||||
while(findtext(trim_right,"~"))
|
||||
var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1)
|
||||
trim_right = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(trim_right)))
|
||||
trim_right = text2num(trim_right)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(trim_right,1,2) == "'")
|
||||
trim_right = file(copytext(trim_right, 2, length(trim_right)))
|
||||
|
||||
if(findtext(trim_left, "~"))//Check for strings
|
||||
while(findtext(trim_left,"~"))
|
||||
var/reference_index = copytext(trim_left, findtext(trim_left, "~") + 1)
|
||||
trim_left = text_strings[text2num(reference_index)]
|
||||
|
||||
final_list[trim_left] = trim_right
|
||||
|
||||
else
|
||||
if(findtext(entry, "~"))//Check for strings
|
||||
while(findtext(entry, "~"))
|
||||
var/reference_index = copytext(entry, findtext(entry, "~") + 1)
|
||||
entry = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(entry)))
|
||||
entry = text2num(entry)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(entry, 1, 2) == "'")
|
||||
entry = file(copytext(entry, 2, length(entry)))
|
||||
|
||||
final_list += entry
|
||||
|
||||
return final_list
|
||||
@@ -23,12 +23,16 @@
|
||||
mob_list += src
|
||||
stat = CONSCIOUS
|
||||
ear_deaf = 0
|
||||
deafness = 0
|
||||
tod = 0
|
||||
if (stat == CONSCIOUS && (src in dead_mob_list)) //Defib fix
|
||||
mob_list -= src
|
||||
dead_mob_list -= src
|
||||
living_mob_list += src
|
||||
mob_list += src
|
||||
ear_deaf = 0
|
||||
deafness = 0
|
||||
tod = 0
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/getBrainLoss()
|
||||
|
||||
@@ -63,7 +63,7 @@ var/list/ai_list = list()
|
||||
var/obj/item/borg/sight/hud/sec/sechud = null
|
||||
var/obj/item/borg/sight/hud/med/healthhud = null
|
||||
|
||||
var/arrivalmsg = "$name, $rank has arrived on the station."
|
||||
var/arrivalmsg = "$name, $rank, has arrived on the station."
|
||||
|
||||
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
|
||||
var/list/possibleNames = ai_names
|
||||
|
||||
@@ -1212,9 +1212,9 @@ mob/proc/yank_out_object()
|
||||
|
||||
|
||||
|
||||
/mob/verb/respawn()
|
||||
/mob/dead/observer/verb/respawn()
|
||||
set name = "Respawn as NPC"
|
||||
set category = "OOC"
|
||||
set category = "Ghost"
|
||||
|
||||
if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer)))
|
||||
var/list/creatures = list("Mouse")
|
||||
|
||||
@@ -432,12 +432,13 @@
|
||||
return 1 //Parrots are no longer unfinished! -Nodrak
|
||||
if(ispath(MP, /mob/living/simple_animal/pony))
|
||||
return 1 // ZOMG PONIES WHEEE
|
||||
if(ispath(MP, /mob/living/simple_animal/fox))
|
||||
return 1
|
||||
//Not in here? Must be untested!
|
||||
return 0
|
||||
|
||||
|
||||
/mob/proc/safe_respawn(var/MP)
|
||||
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
|
||||
if(!MP)
|
||||
return 0 //Sanity, this should never happen.
|
||||
|
||||
@@ -456,6 +457,8 @@
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/pony))
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/fox))
|
||||
return 1
|
||||
|
||||
//Antag Creatures!
|
||||
/* if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/prox_sensor
|
||||
name = "Proximity sensor"
|
||||
name = "Proximity Sensor"
|
||||
id = "prox_sensor"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 800, "$glass" = 200)
|
||||
@@ -187,7 +187,7 @@
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/voice_analyser
|
||||
name = "Voice analyser"
|
||||
name = "Voice Analyser"
|
||||
id = "voice_analyser"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 500, "$glass" = 50)
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/bodyscanner
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleep_console
|
||||
name = "Machine Board (Body Scanner Console)"
|
||||
@@ -70,7 +70,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/bodyscanner_console
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/clonepod
|
||||
name = "Machine Board (Cloning Pod)"
|
||||
@@ -80,7 +80,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/clonepod
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/clonescanner
|
||||
name = "Machine Board (Cloning Scanner)"
|
||||
@@ -90,7 +90,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/clonescanner
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/cryotube
|
||||
name = "Machine Board (Cryotube Board)"
|
||||
@@ -100,7 +100,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/cryo_tube
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/chem_dispenser
|
||||
name = "Machine Board (Portable Chem Dispenser)"
|
||||
@@ -110,7 +110,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/chem_dispenser
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleeper
|
||||
name = "Machine Board (Sleeper)"
|
||||
@@ -120,7 +120,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/sleeper
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleep_console
|
||||
name = "Machine Board (Sleeper Console)"
|
||||
@@ -130,7 +130,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/sleep_console
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/biogenerator
|
||||
name = "Machine Board (Biogenerator)"
|
||||
@@ -240,7 +240,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/arcade/battle
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/microwave
|
||||
name = "Machine Board (Microwave)"
|
||||
@@ -250,7 +250,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/microwave
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/orion_trail
|
||||
name = "Machine Board (Orion Trail Arcade Machine)"
|
||||
@@ -260,7 +260,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/arcade/orion_trail
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/vendor
|
||||
name = "Machine Board (Vendor)"
|
||||
@@ -270,4 +270,4 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/vendor
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
@@ -7,7 +7,7 @@
|
||||
desc = "A basic power cell that holds 1000 units of energy"
|
||||
id = "basic_cell"
|
||||
req_tech = list("powerstorage" = 1)
|
||||
build_type = PROTOLATHE | AUTOLATHE |MECHFAB
|
||||
build_type = PROTOLATHE | AUTOLATHE | MECHFAB
|
||||
materials = list("$metal" = 700, "$glass" = 50)
|
||||
build_path = /obj/item/weapon/cell
|
||||
category = list("Misc","Power")
|
||||
|
||||
Reference in New Issue
Block a user