rename and rework some xenoarch files slightly, some compile fixes (WIP integration)

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-08-22 21:30:21 +10:00
parent 8c1647d31c
commit d1eb5e50e8
13 changed files with 298 additions and 450 deletions
+1 -1
View File
@@ -61,7 +61,7 @@ proc/move_research_shuttle()
name = "Research Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(ACCESS_RESEARCH)
req_access = list(access_research)
circuit = "/obj/item/weapon/circuitboard/research_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = research base
@@ -1,119 +0,0 @@
obj/machinery/gas_chromatography
name = "Gas Chromatography Spectrometer"
desc = "A specialised mass spectrometer."
icon = 'virology.dmi'
icon_state = "analyser"
obj/machinery/gas_chromatography/Topic(href, href_list)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
updateDialog()
obj/machinery/gas_chromatography/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Gas Chromatography Spectrometer</B><BR>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
obj/machinery/accelerator
name = "Accelerator Spectrometer"
desc = "A specialised mass spectrometer."
icon = 'virology.dmi'
icon_state = "analyser"
obj/machinery/accelerator/Topic(href, href_list)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
updateDialog()
obj/machinery/accelerator/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Accelerator Spectrometer</B><BR>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
obj/machinery/fourier_transform
name = "Fourier Transform Spectroscope"
desc = "A specialised geochemical analysis device."
icon = 'virology.dmi'
icon_state = "analyser"
obj/machinery/fourier_transform/Topic(href, href_list)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
updateDialog()
obj/machinery/fourier_transform/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Fourier Transform Spectroscope</B><BR>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
obj/machinery/radiometric
name = "Radiometric Exposure Spectrometer"
desc = "A specialised mass spectrometer, able to radiometrically date inserted materials."
icon = 'virology.dmi'
icon_state = "analyser"
obj/machinery/radiometric/Topic(href, href_list)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
updateDialog()
obj/machinery/radiometric/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Radiometric Exposure Spectrometer</B><BR>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
obj/machinery/ion_mobility
name = "Ion Mobility Spectrometer"
desc = "A specialised mass spectrometer."
icon = 'virology.dmi'
icon_state = "analyser"
obj/machinery/ion_mobility/Topic(href, href_list)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
updateDialog()
obj/machinery/ion_mobility/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Ion Mobility Spectrometer</B><BR>"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
@@ -1,5 +1,6 @@
//chemistry stuff here so that it can be easily viewed/modified
/*
datum
reagent
tungsten //used purely to make lith-sodi-tungs
@@ -73,3 +74,4 @@ datum
required_reagents = list("density_separated_sample" = 5)
result_amount = 4
requires_heating = 1
*/
@@ -0,0 +1 @@
//todo: tape, methods for excavation?
@@ -1,249 +1,249 @@
//Part of ISaidNo's public release around July 2011(ish), multiple changes
//many thanks
/obj/machinery/artifact
name = "alien artifact"
desc = "A large alien device."
icon = 'anomaly.dmi'
icon_state = "ano00"
var/icon_num = 0
anchored = 0
density = 1
var/origin = null // Used in the randomisation/research of the artifact.
var/activated = 0 // Whether or not the artifact has been unlocked.
var/charged = 1 // Whether the artifact is ready to have it's effect.
var/chargetime = 0 // How much time until the artifact is charged.
var/recharge = 5 // How long does it take this artifact to recharge?
var/display_id = "" // Artifact ID to display once successfully scanned
var/datum/artifact_effect/my_effect = null
var/being_used = 0
/obj/machinery/artifact/New()
..()
// Origin and appearance randomisation
// cael - need some more icons
my_effect = new()
src.origin = pick("ancient","martian","wizard","eldritch","precursor")
switch(src.origin)
if("ancient") icon_num = pick(2)//src.icon_state = pick("ano2")
if("martian") icon_num = pick(4)//src.icon_state = pick("ano4")
if("wizard") icon_num = pick(0,1)//src.icon_state = pick("ano0","ano1")
if("eldritch") icon_num = pick(3)//src.icon_state = pick("ano3")
if("precursor") icon_num = pick(5)//src.icon_state = pick("ano5")
icon_state = "ano[icon_num]0"
// Low-ish random chance to not look like it's origin
if(prob(20)) src.icon_state = pick("ano00","ano10","ano20","ano30","ano40","ano50")
// Power randomisation
my_effect.trigger = pick("force","energy","chemical","heat","touch")
if (my_effect.trigger == "chemical") my_effect.triggerX = pick("hydrogen","corrosive","volatile","toxic")
// Ancient Artifacts focus on robotic/technological effects
// Martian Artifacts focus on biological effects
// Wizard Artifacts focus on weird shit
// Eldritch Artifacts are 100% bad news
// Precursor Artifacts do everything
switch(src.origin)
if("ancient") my_effect.effecttype = pick("roboheal","robohurt","cellcharge","celldrain")
if("martian") my_effect.effecttype = pick("healing","injure"/*,"stun"*/,"planthelper")
if("wizard") my_effect.effecttype = pick(/*"stun",*/"forcefield","teleport")
if("eldritch") my_effect.effecttype = pick("injure",/*"stun",*/"robohurt","celldrain")
if("precursor") my_effect.effecttype = pick("healing","injure",/*"stun",*/"roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport")
// Select range based on the power
var/canworldpulse = 1
switch(my_effect.effecttype)
if("healing") my_effect.effectmode = pick("aura","pulse","contact")
if("injure") my_effect.effectmode = pick("aura","pulse","contact")
// if("stun") my_effect.effectmode = pick("aura","pulse","contact")
if("roboheal") my_effect.effectmode = pick("aura","pulse","contact")
if("robohurt") my_effect.effectmode = pick("aura","pulse","contact")
if("cellcharge") my_effect.effectmode = pick("aura","pulse")
if("celldrain") my_effect.effectmode = pick("aura","pulse")
if("planthelper")
my_effect.effectmode = pick("aura","pulse")
canworldpulse = 0
if("forcefield")
my_effect.effectmode = "contact"
canworldpulse = 0
if("teleport") my_effect.effectmode = pick("pulse","contact")
// Recharge timer & range setup
if (my_effect.effectmode == "aura")
my_effect.aurarange = rand(1,4)
if (my_effect.effectmode == "contact")
src.recharge = rand(5,15)
if (my_effect.effectmode == "pulse")
my_effect.aurarange = rand(2,14)
src.recharge = rand(5,20)
if (canworldpulse == 1 && prob(1))
my_effect.effectmode = "worldpulse"
src.recharge = rand(40,120)
display_id += pick("kappa","sigma","antaeres","beta","lorard","omicron","iota","upsilon","omega","gamma","delta")
display_id += "-"
display_id += num2text(rand(100,999))
/obj/machinery/artifact/Del()
..()
my_effect.HaltEffect()
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
if (istype(user, /mob/living/silicon/robot))
if (get_dist(user, src) > 1)
user << "\red You can't reach [src] from here."
return
if(ishuman(user) && istype(user:gloves,/obj/item/clothing/gloves))
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> touches [].", user, src), 1)
src.add_fingerprint(user)
src.Artifact_Contact(user)
/obj/machinery/artifact/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
/*if (istype(W, /obj/item/weapon/cargotele))
W:cargoteleport(src, user)
return*/
if (my_effect.trigger == "chemical" && istype(W, /obj/item/weapon/reagent_containers/))
switch(my_effect.triggerX)
if("hydrogen")
if (W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1))
src.Artifact_Activate()
return
if("corrosive")
if (W.reagents.has_reagent("acid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
src.Artifact_Activate()
return
if("volatile")
if (W.reagents.has_reagent("plasma", 1) || W.reagents.has_reagent("thermite", 1))
src.Artifact_Activate()
return
if("toxic")
if (W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amanitin", 1) || W.reagents.has_reagent("neurotoxin", 1))
src.Artifact_Activate()
return
..()
if (my_effect.trigger == "force" && W.force >= 10 && !src.activated) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if (istype(W,/obj/item/weapon/melee/baton) && W:status) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/energy)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/cultblade)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/gun/energy/)) src.Artifact_Activate()
if (istype(W,/obj/item/device/multitool)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/card/emag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if (istype(W,/obj/item/weapon/match) && W:lit) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/weldingtool) && W:welding) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/lighter) && W:lit) src.Artifact_Activate()
//Bump(atom/A)
/obj/machinery/artifact/Bumped(M as mob|obj)
if (istype(M,/obj/item/weapon/) && my_effect.trigger == "force" && M:throwforce >= 10) src.Artifact_Activate()
/obj/machinery/artifact/bullet_act(var/obj/item/projectile/P)
if (my_effect.trigger == "force")
if(istype(P,/obj/item/projectile/bullet)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/hivebotbullet)) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/bluetag)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/redtag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
/obj/machinery/artifact/ex_act(severity)
switch(severity)
if(1.0) del src
if(2.0)
if (prob(50)) del src
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
if(3.0)
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
return
/obj/machinery/artifact/temperature_expose(null, temp, volume)
if (my_effect.trigger == "heat") src.Artifact_Activate()
/obj/machinery/artifact/process()
if (!src.activated)
return
if (chargetime > 0)
chargetime -= 1
else
src.charged = 1
my_effect.UpdateEffect(src.loc)
//activate
if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
/obj/machinery/artifact/proc/Artifact_Activate()
src.activated = !src.activated
var/display_msg = ""
if(activated)
switch(rand(4))
if(0)
display_msg = "momentarily glows brightly!"
if(1)
display_msg = "distorts slightly for a moment!"
if(2)
display_msg = "makes a slightly clicking noise!"
if(3)
display_msg = "flickers slightly!"
if(4)
display_msg = "vibrates!"
else
switch(rand(2))
if(0)
display_msg = "grows dull!"
if(1)
display_msg = "fades in intensity!"
if(2)
display_msg = "suddenly becomes very quiet!"
icon_state = "ano[icon_num][activated]"
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> [display_msg]", src), 1)
/obj/machinery/artifact/proc/Artifact_Contact(var/mob/user as mob)
// Trigger Code
if (istype (user,/mob/living/carbon/) && my_effect.trigger == "touch" && !src.activated) src.Artifact_Activate()
else if (my_effect.trigger != "touch" && !src.activated) user << "Nothing happens."
if (my_effect.effectmode == "contact" && src.activated && src.charged)
my_effect.DoEffect(src)
src.charged = 0
src.chargetime = src.recharge
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
/obj/machinery/artifact/Move()
..()
my_effect.update_move(src, src.loc)
/proc/artifact_checkgood(var/datum/artifact_effect/A)
switch(A.effecttype)
if("healing") return 1
if("injure") return 0
// if("stun") return 0
if("roboheal") return 1
if("robohurt") return 0
if("cellcharge") return 1
if("celldrain") return 1
if("planthelper") return 1
if("forcefield") return 1
//Part of ISaidNo's public release around July 2011(ish), multiple changes
//many thanks
/obj/machinery/artifact
name = "alien artifact"
desc = "A large alien device."
icon = 'anomaly.dmi'
icon_state = "ano00"
var/icon_num = 0
anchored = 0
density = 1
var/origin = null // Used in the randomisation/research of the artifact.
var/activated = 0 // Whether or not the artifact has been unlocked.
var/charged = 1 // Whether the artifact is ready to have it's effect.
var/chargetime = 0 // How much time until the artifact is charged.
var/recharge = 5 // How long does it take this artifact to recharge?
var/display_id = "" // Artifact ID to display once successfully scanned
var/datum/artifact_effect/my_effect = null
var/being_used = 0
/obj/machinery/artifact/New()
..()
// Origin and appearance randomisation
// cael - need some more icons
my_effect = new()
src.origin = pick("ancient","martian","wizard","eldritch","precursor")
switch(src.origin)
if("ancient") icon_num = pick(2)//src.icon_state = pick("ano2")
if("martian") icon_num = pick(4)//src.icon_state = pick("ano4")
if("wizard") icon_num = pick(0,1)//src.icon_state = pick("ano0","ano1")
if("eldritch") icon_num = pick(3)//src.icon_state = pick("ano3")
if("precursor") icon_num = pick(5)//src.icon_state = pick("ano5")
icon_state = "ano[icon_num]0"
// Low-ish random chance to not look like it's origin
if(prob(20)) src.icon_state = pick("ano00","ano10","ano20","ano30","ano40","ano50")
// Power randomisation
my_effect.trigger = pick("force","energy","chemical","heat","touch")
if (my_effect.trigger == "chemical") my_effect.triggerX = pick("hydrogen","corrosive","volatile","toxic")
// Ancient Artifacts focus on robotic/technological effects
// Martian Artifacts focus on biological effects
// Wizard Artifacts focus on weird shit
// Eldritch Artifacts are 100% bad news
// Precursor Artifacts do everything
switch(src.origin)
if("ancient") my_effect.effecttype = pick("roboheal","robohurt","cellcharge","celldrain")
if("martian") my_effect.effecttype = pick("healing","injure"/*,"stun"*/,"planthelper")
if("wizard") my_effect.effecttype = pick(/*"stun",*/"forcefield","teleport")
if("eldritch") my_effect.effecttype = pick("injure",/*"stun",*/"robohurt","celldrain")
if("precursor") my_effect.effecttype = pick("healing","injure",/*"stun",*/"roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport")
// Select range based on the power
var/canworldpulse = 1
switch(my_effect.effecttype)
if("healing") my_effect.effectmode = pick("aura","pulse","contact")
if("injure") my_effect.effectmode = pick("aura","pulse","contact")
// if("stun") my_effect.effectmode = pick("aura","pulse","contact")
if("roboheal") my_effect.effectmode = pick("aura","pulse","contact")
if("robohurt") my_effect.effectmode = pick("aura","pulse","contact")
if("cellcharge") my_effect.effectmode = pick("aura","pulse")
if("celldrain") my_effect.effectmode = pick("aura","pulse")
if("planthelper")
my_effect.effectmode = pick("aura","pulse")
canworldpulse = 0
if("forcefield")
my_effect.effectmode = "contact"
canworldpulse = 0
if("teleport") my_effect.effectmode = pick("pulse","contact")
// Recharge timer & range setup
if (my_effect.effectmode == "aura")
my_effect.aurarange = rand(1,4)
if (my_effect.effectmode == "contact")
src.recharge = rand(5,15)
if (my_effect.effectmode == "pulse")
my_effect.aurarange = rand(2,14)
src.recharge = rand(5,20)
if (canworldpulse == 1 && prob(1))
my_effect.effectmode = "worldpulse"
src.recharge = rand(40,120)
display_id += pick("kappa","sigma","antaeres","beta","lorard","omicron","iota","upsilon","omega","gamma","delta")
display_id += "-"
display_id += num2text(rand(100,999))
/obj/machinery/artifact/Del()
..()
my_effect.HaltEffect()
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
if (istype(user, /mob/living/silicon/robot))
if (get_dist(user, src) > 1)
user << "\red You can't reach [src] from here."
return
if(ishuman(user) && istype(user:gloves,/obj/item/clothing/gloves))
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> touches [].", user, src), 1)
src.add_fingerprint(user)
src.Artifact_Contact(user)
/obj/machinery/artifact/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
/*if (istype(W, /obj/item/weapon/cargotele))
W:cargoteleport(src, user)
return*/
if (my_effect.trigger == "chemical" && istype(W, /obj/item/weapon/reagent_containers/))
switch(my_effect.triggerX)
if("hydrogen")
if (W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1))
src.Artifact_Activate()
return
if("corrosive")
if (W.reagents.has_reagent("acid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
src.Artifact_Activate()
return
if("volatile")
if (W.reagents.has_reagent("plasma", 1) || W.reagents.has_reagent("thermite", 1))
src.Artifact_Activate()
return
if("toxic")
if (W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amanitin", 1) || W.reagents.has_reagent("neurotoxin", 1))
src.Artifact_Activate()
return
..()
if (my_effect.trigger == "force" && W.force >= 10 && !src.activated) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if (istype(W,/obj/item/weapon/melee/baton) && W:status) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/energy)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/cultblade)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/gun/energy/)) src.Artifact_Activate()
if (istype(W,/obj/item/device/multitool)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/card/emag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if (istype(W,/obj/item/weapon/match) && W:lit) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/weldingtool) && W:welding) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/lighter) && W:lit) src.Artifact_Activate()
//Bump(atom/A)
/obj/machinery/artifact/Bumped(M as mob|obj)
if (istype(M,/obj/item/weapon/) && my_effect.trigger == "force" && M:throwforce >= 10) src.Artifact_Activate()
/obj/machinery/artifact/bullet_act(var/obj/item/projectile/P)
if (my_effect.trigger == "force")
if(istype(P,/obj/item/projectile/bullet)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/hivebotbullet)) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/bluetag)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/redtag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
/obj/machinery/artifact/ex_act(severity)
switch(severity)
if(1.0) del src
if(2.0)
if (prob(50)) del src
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
if(3.0)
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
return
/obj/machinery/artifact/temperature_expose(null, temp, volume)
if (my_effect.trigger == "heat") src.Artifact_Activate()
/obj/machinery/artifact/process()
if (!src.activated)
return
if (chargetime > 0)
chargetime -= 1
else
src.charged = 1
my_effect.UpdateEffect(src.loc)
//activate
if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
/obj/machinery/artifact/proc/Artifact_Activate()
src.activated = !src.activated
var/display_msg = ""
if(activated)
switch(rand(4))
if(0)
display_msg = "momentarily glows brightly!"
if(1)
display_msg = "distorts slightly for a moment!"
if(2)
display_msg = "makes a slightly clicking noise!"
if(3)
display_msg = "flickers slightly!"
if(4)
display_msg = "vibrates!"
else
switch(rand(2))
if(0)
display_msg = "grows dull!"
if(1)
display_msg = "fades in intensity!"
if(2)
display_msg = "suddenly becomes very quiet!"
icon_state = "ano[icon_num][activated]"
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> [display_msg]", src), 1)
/obj/machinery/artifact/proc/Artifact_Contact(var/mob/user as mob)
// Trigger Code
if (istype (user,/mob/living/carbon/) && my_effect.trigger == "touch" && !src.activated) src.Artifact_Activate()
else if (my_effect.trigger != "touch" && !src.activated) user << "Nothing happens."
if (my_effect.effectmode == "contact" && src.activated && src.charged)
my_effect.DoEffect(src)
src.charged = 0
src.chargetime = src.recharge
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
/obj/machinery/artifact/Move()
..()
my_effect.update_move(src, src.loc)
/proc/artifact_checkgood(var/datum/artifact_effect/A)
switch(A.effecttype)
if("healing") return 1
if("injure") return 0
// if("stun") return 0
if("roboheal") return 1
if("robohurt") return 0
if("cellcharge") return 1
if("celldrain") return 1
if("planthelper") return 1
if("forcefield") return 1
if("teleport") return 0
@@ -54,6 +54,8 @@
return
switch(src.effecttype)
if("healing")
//caeltodo
/*
if (istype(user, /mob/living/carbon/human/))
user << "\blue You feel a soothing energy invigorate you."
@@ -106,7 +108,7 @@
user.weakened += 6
return 1
else user << "Nothing happens."
/*if("stun")
if("stun")
if (istype(user, /mob/living/carbon/))
user << "\red A powerful force overwhelms your consciousness."
user.paralysis += 30
@@ -114,7 +116,7 @@
user.weakened += 45
user.stuttering += 45
return 1
else user << "Nothing happens."*/
else user << "Nothing happens."
if("roboheal")
if (istype(user, /mob/living/silicon/robot))
user << "\blue Your systems report damaged components mending by themselves!"
@@ -129,6 +131,7 @@
user.adjustFireLoss(40)
return 1
else user << "Nothing happens."
*/
if("forcefield")
while(created_field.len < 16)
var/obj/effect/energy_field/E = new (locate(user.x,user.y,user.z))
@@ -136,69 +139,6 @@
E.strength = 1
E.density = 1
E.invisibility = 0
/*var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 2,user.y + 1,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 2,user.y + 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 2,user.y - 1,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 2,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 2,user.y,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 2,user.y + 1,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 2,user.y + 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 2,user.y - 1,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 2,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x,user.y + 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 1,user.y + 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 1,user.y + 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x + 1,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0
E = new /obj/effect/energy_field(locate(user.x - 1,user.y - 2,user.z))
created_field.Add(E)
E.strength = 1
E.invisibility = 0*/
return 1
if("teleport")
var/list/randomturfs = new/list()
@@ -215,6 +155,8 @@
return 1
else if (src.effectmode == "aura")
switch(src.effecttype)
//caeltodo
/*
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
@@ -239,7 +181,7 @@
M.adjustBrainLoss(1)
M.updatehealth()
return 1
/*if("stun")
if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
@@ -249,7 +191,7 @@
M.stunned += 2
M.weakened += 2
M.stuttering += 2
return 1*/
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
if(prob(10)) M << "\blue SYSTEM ALERT: Beneficial energy field detected!"
@@ -284,6 +226,7 @@
D.charge -= 10
if(prob(10)) M << "\red SYSTEM ALERT: Energy draining field detected!"
return 1
*/
if("planthelper")
for (var/obj/machinery/hydroponics/H in range(src.aurarange,originator))
//makes weeds and shrooms and stuff more potent too
@@ -303,6 +246,8 @@
for(var/mob/O in viewers(originator, null))
O.show_message(text("<b>[]</b> emits a pulse of energy!", originator), 1)
switch(src.effecttype)
//caeltodo
/*
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
@@ -329,7 +274,7 @@
M.weakened += 3
M.updatehealth()
return 1
/*if("stun")
if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
@@ -338,7 +283,7 @@
M.stunned += 4
M.weakened += 4
M.stuttering += 4
return 1*/
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
@@ -353,6 +298,7 @@
M.adjustFireLoss(10)
M.updatehealth()
return 1
*/
if("cellcharge")
for (var/obj/machinery/power/apc/C in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/B in C.contents)
@@ -406,6 +352,8 @@
for(var/mob/O in viewers(originator, null))
O.show_message(text("<b>[]</b> emits a powerful burst of energy!", originator), 1)
switch(src.effecttype)
//caeltodo
/*
if("healing")
for (var/mob/living/carbon/M in world)
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
@@ -428,7 +376,7 @@
M.adjustBrainLoss(3)
M.updatehealth()
return 1
/*if("stun")
if("stun")
for (var/mob/living/carbon/M in world)
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
@@ -437,7 +385,7 @@
M.stunned += 8
M.weakened += 8
M.stuttering += 8
return 1*/
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in world)
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
@@ -452,6 +400,7 @@
M.adjustFireLoss(5)
M.updatehealth()
return 1
*/
if("cellcharge")
for (var/obj/machinery/power/apc/C in world)
for (var/obj/item/weapon/cell/B in C.contents)
@@ -4,8 +4,6 @@
desc = "A sealed bio suit capable of resisting exotic alien energies and low pressure environments."
icon_state = "engspace_suit"
item_state = "engspace_suit"
heat_transfer_coefficient = 0.02
protective_temperature = 1000
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen, /obj/item/weapon/pickaxe/hand_pick)
/obj/item/clothing/head/bio_hood/anomaly
@@ -13,8 +11,6 @@
desc = "A sealed bio hood capable of resisting exotic alien energies and low pressure environments."
icon_state = "engspace_helmet"
item_state = "engspace_helmet"
heat_transfer_coefficient = 0.02
protective_temperature = 1000
/obj/structure/noticeboard/anomaly/New()
notices = 5
@@ -11,6 +11,11 @@
//////////////////////////////////////////////////////////////////
/turf/simulated/mineral
var/datum/geosample/geological_data
//////////////////////////////////////////////////////////////////
/obj/item/device/core_sampler
name = "core sampler"
desc = "Used to extract geological core samples."
@@ -24,10 +29,6 @@
var/num_stored_bags = 10
var/obj/item/weapon/storage/samplebag/filled_bag
/obj/item/device/core_sampler/New()
/*for(var/i=0, i<num_stored_bags, i++)
src.contents += new/obj/item/weapon/storage/samplebag(src)*/
/obj/item/device/core_sampler/attack_hand(var/mob/user)
user << "\blue The core sampler is [sampled_turf ? "full" : "empty"], and has [num_stored_bags] sample bag[num_stored_bags != 1] remaining."
@@ -28,6 +28,9 @@
/obj/item/weapon/ore/strangerock
var/datum/geosample/geological_data
var/source_rock = "/turf/simulated/mineral"
var/method = 0
var/obj/inside
origin_tech = "materials=5"
/obj/item/weapon/ore/strangerock/New()
..()
@@ -79,6 +82,7 @@
R.geological_data = src.geological_data
user << "\blue You take a core sample of the [src]."
/*
/obj/item/weapon/ore/strangerock/acid_act(var/datum/reagent/R)
if(src.method)
if(inside)
@@ -93,6 +97,7 @@
for(var/mob/M in viewers(world.view, get_turf(src)))
M.show_message("\blue The acid splashes harmlessly off the rock, nothing else interesting happens.",1)
return 1
*/