Merge branch 'space-ruin-number-one' of https://github.com/SamHPurp/Paradise into ghost-spawns

This commit is contained in:
AffectedArc07
2018-10-22 20:39:31 +01:00
25 changed files with 1344 additions and 16 deletions
@@ -0,0 +1,662 @@
"aa" = (/turf/template_noop,/area/template_noop)
"ab" = (/turf/simulated/mineral,/area/ruin/unpowered)
"ac" = (/turf/simulated/wall/r_wall,/area/ruin/space/ancientstation/hivebot)
"ad" = (/obj/structure/closet/crate,/obj/item/stack/sheet/glass/fifty,/obj/item/stack/sheet/plasteel{amount = 30},/obj/item/stack/sheet/mineral/titanium{amount = 30},/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
"ae" = (/turf/simulated/floor/plating/airless,/area/template_noop)
"af" = (/turf/simulated/wall/rust,/area/template_noop)
"ag" = (/obj/structure/lattice,/turf/template_noop,/area/template_noop)
"ah" = (/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
"ai" = (/turf/simulated/wall,/area/ruin/space/ancientstation/hivebot)
"aj" = (/obj/effect/decal/remains/robot,/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
"ak" = (/obj/structure/closet/crate,/obj/item/stack/sheet/mineral/silver{amount = 25},/obj/item/stack/sheet/mineral/gold{amount = 25},/obj/item/stack/ore/bluespace_crystal,/obj/item/stack/ore/bluespace_crystal,/obj/item/stack/ore/bluespace_crystal,/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
"al" = (/turf/simulated/wall/rust,/area/ruin/space/ancientstation/comm)
"am" = (/obj/structure/sign/poster/official/nanotrasen_logo,/turf/simulated/wall/rust,/area/ruin/space/ancientstation/comm)
"an" = (/obj/effect/spawner/window/reinforced,/obj/machinery/door/poddoor{id_tag = "ancient"},/turf/simulated/floor/plating,/area/ruin/space/ancientstation/comm)
"ao" = (/obj/effect/decal/cleanable/blood/oil,/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
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"aq" = (/obj/effect/decal/remains/robot{icon_state = "gib2"},/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
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"at" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel,/area/ruin/space/ancientstation/comm)
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"ax" = (/obj/effect/decal/remains/robot{icon_state = "gib5"},/turf/simulated/floor/plasteel{icon_state = "dark"},/area/ruin/space/ancientstation/hivebot)
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"ly" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 8; icon_state = "cautioncorner"},/area/ruin/space/ancientstation/engi)
"lz" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 4; icon_state = "yellow"},/area/ruin/space/ancientstation/engi)
"lA" = (/obj/structure/cable,/obj/machinery/power/apc{dir = 4; name = "Beta Engineering APC"; pixel_x = 24; start_charge = 0},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel/airless,/area/ruin/space/ancientstation/atmo)
"lB" = (/obj/structure/table,/obj/item/clothing/gloves/color/fyellow/old,/obj/item/clothing/gloves/color/fyellow/old,/obj/item/multitool,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 10; icon_state = "yellow"},/area/ruin/space/ancientstation/engi)
"lC" = (/obj/structure/rack,/obj/item/storage/toolbox/mechanical/old,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 0; icon_state = "yellow"},/area/ruin/space/ancientstation/engi)
"lD" = (/obj/structure/rack,/obj/item/stack/cable_coil,/obj/structure/cable,/obj/machinery/power/apc{dir = 4; name = "Charlie Engineering APC"; pixel_x = 24; start_charge = 0},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 6; icon_state = "yellow"},/area/ruin/space/ancientstation/engi)
"lE" = (/obj/machinery/light/small{dir = 4},/obj/machinery/pipedispenser,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel/airless,/area/ruin/space/ancientstation/atmo)
"lF" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 8; icon_state = "red"},/area/ruin/space/ancientstation/sec)
"lG" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 2; icon_state = "redcorner"},/area/ruin/space/ancientstation/sec)
"lH" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 0; icon_state = "red"},/area/ruin/space/ancientstation/sec)
"lI" = (/obj/structure/table,/obj/item/restraints/handcuffs,/obj/item/clothing/mask/gas,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{icon_state = "red"; dir = 6},/area/ruin/space/ancientstation/sec)
"lJ" = (/obj/machinery/atmospherics/binary/pump{dir = 8},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel/airless,/area/ruin/space/ancientstation/atmo)
"lK" = (/obj/machinery/alarm/all_access{dir = 4; pixel_x = -24},/obj/structure/rack,/obj/item/gun/energy/laser/retro/old{pixel_x = -3; pixel_y = -3},/obj/item/gun/energy/laser/retro/old,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 10; icon_state = "red"},/area/ruin/space/ancientstation/sec)
"lL" = (/obj/structure/rack,/obj/item/clothing/suit/armor/vest/old,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{dir = 0; icon_state = "red"},/area/ruin/space/ancientstation/sec)
"lM" = (/obj/structure/rack,/obj/item/clothing/head/helmet/old,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel{icon_state = "red"; dir = 6},/area/ruin/space/ancientstation/sec)
"lN" = (/obj/machinery/alarm/all_access{dir = 8; pixel_x = 24},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plasteel/airless,/area/ruin/space/ancientstation/atmo)
"lO" = (/obj/structure/transit_tube/station/reverse,/obj/effect/decal/cleanable/dirt,/obj/effect/decal/warning_stripes/arrow,/turf/simulated/floor/plasteel,/area/ruin/space/ancientstation/deltacorridor)
(1,1,1) = {"
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"}
+2
View File
@@ -35,11 +35,13 @@
#include "map_files\RandomRuins\SpaceRuins\intactemptyship.dmm"
#include "map_files\RandomRuins\SpaceRuins\listeningpost.dmm"
#include "map_files\RandomRuins\SpaceRuins\mechtransport.dmm"
#include "map_files\RandomRuins\SpaceRuins\oldstation.dmm"
#include "map_files\RandomRuins\SpaceRuins\onehalf.dmm"
#include "map_files\RandomRuins\SpaceRuins\spacebar.dmm"
#include "map_files\RandomRuins\SpaceRuins\turretedoutpost.dmm"
#include "map_files\RandomRuins\SpaceRuins\way_home.dmm"
// Shuttle Templates
#include "map_files\shuttles\cargo_base.dmm"
#include "map_files\shuttles\emergency_bar.dmm"
+3
View File
@@ -128,6 +128,7 @@
#define LIGHT_COLOR_DARKGREEN "#50AB00"
#define LIGHT_COLOR_PURE_GREEN "#00FF00"
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_LIGHTBLUE "#0099FF"
#define LIGHT_COLOR_DARKBLUE "#315AB4"
#define LIGHT_COLOR_PURE_BLUE "#0000FF"
@@ -136,6 +137,8 @@
#define LIGHT_COLOR_PURPLE "#CD00CD"
#define LIGHT_COLOR_PINK "#FF33CC"
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_WHITE "#FFFFFF"
#define RESIZE_DEFAULT_SIZE 1
+8
View File
@@ -167,3 +167,11 @@
suffix = "way_home.dmm"
name = "Salvation"
description = "In the darkest times, we will find our way home."
/datum/map_template/ruin/space/oldstation
id = "oldstation"
suffix = "oldstation.dmm"
name = "Ancient Space Station"
description = "The crew of a space station awaken one hundred years after a crisis. Awaking to a derelict space station on the verge of collapse, and a hostile force of invading \
hivebots. Can the surviving crew overcome the odds and survive and rebuild, or will the cold embrace of the stars become their new home?"
cost = 2
+52
View File
@@ -0,0 +1,52 @@
/datum/spawners_menu
var/mob/dead/observer/owner
/datum/spawners_menu/New(mob/dead/observer/new_owner)
if(!istype(new_owner))
qdel(src)
owner = new_owner
/datum/spawners_menu/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = FALSE, datum/nanoui/master_ui = null)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "spawners_menu.tmpl", "Spawners Menu", 700, 600, master_ui)
ui.open()
/datum/spawners_menu/ui_data(mob/user)
var/list/data = list()
data["spawners"] = list()
for(var/spawner in GLOB.mob_spawners)
var/list/this = list()
this["name"] = spawner
this["desc"] = ""
this["uids"] = list()
for(var/spawner_obj in GLOB.mob_spawners[spawner])
this["uids"] += "\ref[spawner_obj]"
if(!this["desc"])
if(istype(spawner_obj, /obj/effect/mob_spawn))
var/obj/effect/mob_spawn/MS = spawner_obj
this["desc"] = MS.flavour_text
else
var/obj/O = spawner_obj
this["desc"] = O.desc
this["amount_left"] = LAZYLEN(GLOB.mob_spawners[spawner])
data["spawners"] += list(this)
return data
/datum/spawners_menu/Topic(href, href_list)
if(..())
return 1
var/spawners = replacetext(href_list["uid"], ",", ";")
var/list/possible_spawners = params2list(spawners)
var/obj/effect/mob_spawn/MS = locate(pick(possible_spawners))
if(!MS || !istype(MS))
log_runtime(EXCEPTION("A ghost tried to interact with an invalid spawner, or the spawner didn't exist."))
return
switch(href_list["action"])
if("jump")
owner.forceMove(get_turf(MS))
. = TRUE
if("spawn")
MS.attack_ghost(owner)
. = TRUE
+7
View File
@@ -1072,6 +1072,13 @@
if(buildstage < 1)
to_chat(user, "The circuit is missing.")
/obj/machinery/alarm/all_access
name = "all-access air alarm"
desc = "This particular atmos control unit appears to have no access restrictions."
locked = FALSE
req_access = null
req_one_access = null
/*
AIR ALARM CIRCUIT
Just an object used in constructing air alarms
+105 -6
View File
@@ -9,11 +9,11 @@
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
actions_types = list(/datum/action/item_action/toggle_light)
var/on = 0
var/on = FALSE
var/brightness_on = 4 //luminosity when on
/obj/item/flashlight/Initialize()
..()
. = ..()
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
@@ -198,9 +198,10 @@ obj/item/flashlight/lamp/bananalamp
// Usual checks
if(!fuel)
to_chat(user, "<span class='notice'>It's out of fuel.</span>")
to_chat(user, "<span class='notice'>[src] is out of fuel.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already on.</span>")
return
. = ..()
@@ -260,10 +261,11 @@ obj/item/flashlight/lamp/bananalamp
/obj/item/flashlight/emp/process()
charge_tick++
if(charge_tick < 10) return 0
if(charge_tick < 10)
return FALSE
charge_tick = 0
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return 1
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M as mob, mob/living/user as mob)
if(on && user.zone_sel.selecting == "eyes") // call original attack proc only if aiming at the eyes
@@ -299,4 +301,101 @@ obj/item/flashlight/lamp/bananalamp
anchored = TRUE
var/range = null
unacidable = TRUE
burn_state = LAVA_PROOF
burn_state = LAVA_PROOF
/obj/item/flashlight/glowstick
name = "green glowstick"
desc = "A military-grade glowstick."
w_class = WEIGHT_CLASS_SMALL
brightness_on = 4
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
item_state = "glowstick"
var/fuel = 0
/obj/item/flashlight/glowstick/Initialize()
fuel = rand(1600, 2000)
light_color = color
. = ..()
/obj/item/flashlight/glowstick/Destroy()
processing_objects.Remove(src)
. = ..()
/obj/item/flashlight/glowstick/process()
fuel = max(fuel - 1, 0)
if(!fuel)
turn_off()
processing_objects.Remove(src)
update_icon()
/obj/item/flashlight/glowstick/proc/turn_off()
on = FALSE
update_icon()
/obj/item/flashlight/glowstick/update_icon()
item_state = "glowstick"
cut_overlays()
if(!fuel)
icon_state = "glowstick-empty"
cut_overlays()
update_brightness(0)
else if(on)
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
add_overlay(glowstick_overlay)
item_state = "glowstick-on"
update_brightness(brightness_on)
else
icon_state = "glowstick"
cut_overlays()
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(!fuel)
to_chat(user, "<span class='notice'>[src] is spent.</span>")
return
if(on)
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
return
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
activate()
/obj/item/flashlight/glowstick/proc/activate()
if(!on)
on = TRUE
processing_objects.Add(src)
update_icon()
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = LIGHT_COLOR_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_YELLOW
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/flashlight/glowstick/random
name = "random colored glowstick"
icon_state = "random_glowstick"
color = null
/obj/item/flashlight/glowstick/random/Initialize()
..()
var/T = pick(typesof(/obj/item/flashlight/glowstick) - /obj/item/flashlight/glowstick/random)
new T(loc)
return INITIALIZE_HINT_QDEL
@@ -31,6 +31,10 @@
new /obj/item/flashlight/flare(src)
new /obj/item/radio(src)
/obj/item/storage/toolbox/emergency/old
name = "rusty red toolbox"
icon_state = "toolbox_red_old"
/obj/item/storage/toolbox/mechanical
name = "mechanical toolbox"
icon_state = "blue"
@@ -48,6 +52,10 @@
/obj/item/storage/toolbox/mechanical/greytide
flags = NODROP
/obj/item/storage/toolbox/mechanical/old
name = "rusty blue toolbox"
icon_state = "toolbox_blue_old"
/obj/item/storage/toolbox/electrical
name = "electrical toolbox"
icon_state = "yellow"
+10 -7
View File
@@ -6,6 +6,8 @@
/obj/effect/mob_spawn
name = "Unknown"
density = TRUE
anchored = TRUE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
var/mob_type = null
@@ -26,13 +28,12 @@
var/datum/disease/disease = null //Do they start with a pre-spawned disease?
var/mob_color //Change the mob's color
var/assignedrole
density = TRUE
anchored = TRUE
var/banType = "lavaland"
var/ghost_usable = TRUE
/obj/effect/mob_spawn/attack_ghost(mob/user)
if(ticker.current_state != GAME_STATE_PLAYING || !loc)
if(ticker.current_state != GAME_STATE_PLAYING || !loc || !ghost_usable)
return
if(!uses)
to_chat(user, "<span class='warning'>This spawner is out of charges!</span>")
@@ -40,6 +41,8 @@
if(jobban_isbanned(user, banType))
to_chat(user, "<span class='warning'>You are jobanned!</span>")
return
if(QDELETED(src) || QDELETED(user))
return
var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
if(ghost_role == "No" || !loc)
return
@@ -50,7 +53,7 @@
. = ..()
if(instant || roundstart) //at some point we should probably re-introduce the (ticker && ticker.current_state > GAME_STATE_SETTING_UP) portion of this check, but for now it was preventing the corpses from spawning at roundstart and resulting in ghost role spawners that made dead bodies.
create()
else
else if(ghost_usable)
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
@@ -305,7 +308,7 @@
name = "sleeper"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "You are a space doctor!"
flavour_text = "<span class='big bold'>You are a space doctor!</span>"
assignedrole = "Space Doctor"
/obj/effect/mob_spawn/human/doctor/alive/equip(mob/living/carbon/human/H)
@@ -436,7 +439,7 @@
name = "bartender sleeper"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "You are a space bartender!"
flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives.</b>"
assignedrole = "Space Bartender"
/datum/outfit/spacebartender
@@ -556,4 +559,4 @@
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
glasses = /obj/item/clothing/glasses/sunglasses/reagent
@@ -0,0 +1,443 @@
// items
/obj/item/storage/firstaid/ancient
icon_state = "firstaid"
desc = "A first aid kit with the ability to heal common types of injuries."
/obj/item/storage/firstaid/ancient/New()
..()
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
/obj/item/card/id/away/old
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(access_away01)
/obj/item/card/id/away/old/sec
name = "Security Officer ID"
desc = "Security officers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/sci
name = "Scientist ID"
desc = "Scientists ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/eng
name = "Engineer ID"
desc = "Engineers ID card."
icon_state = "centcom"
/obj/item/card/id/away/old/apc
name = "APC Access ID"
desc = "A special ID card that allows access to APC terminals."
icon_state = "centcom_old"
access = list(access_engine_equip)
/obj/item/storage/backpack/old
max_combined_w_class = 12
// Equipment
/obj/item/clothing/head/helmet/space/nasavoid/old
name = "Engineering Void Helmet"
desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
icon_state = "void-red"
item_state = "void"
/obj/item/clothing/suit/space/nasavoid/old
name = "Engineering Voidsuit"
icon_state = "void-red"
item_state = "void"
desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
slowdown = 4
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/multitool)
/obj/item/clothing/head/helmet/old
name = "degrading helmet"
desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances."
tint = 2
/obj/item/clothing/suit/armor/vest/old
name = "degrading armor vest"
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
icon_state = "armor"
item_state = "armor"
slowdown = 1
/obj/item/gun/energy/laser/retro/old
name ="laser gun"
icon_state = "retro"
desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
ammo_x_offset = 3
/obj/item/ammo_casing/energy/lasergun/old
projectile_type = /obj/item/projectile/beam/laser
e_cost = 200
select_name = "kill"
/obj/item/gun/energy/e_gun/old
name = "prototype energy gun"
desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command."
icon_state = "protolaser"
ammo_x_offset = 2
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
/obj/item/ammo_casing/energy/electrode/old
e_cost = 1000
// Papers
/obj/item/paper/fluff/ruins/oldstation
name = "Cryo Awakening Alert"
info = "<B>**WARNING**</B><BR><BR>Catastrophic damage sustained to station. Powernet exhausted to reawaken crew.<BR><BR>Immediate Objectives<br><br>1: Activate emergency power generator<br>2: Lift station lockdown on the bridge<br><br>Please locate the 'Damage Report' on the bridge for a detailed situation report."
/obj/item/paper/fluff/ruins/oldstation/damagereport
name = "Damage Report"
info = "<b>*Damage Report*</b><br><br><b>Alpha Station</b> - Destroyed<br><br><b>Beta Station</b> - Catastrophic Damage. Medical, destroyed. Atmospherics, partially destroyed. Engine Core, destroyed.<br><br><b>Charlie Station</b> - Intact. Loss of oxygen to eastern side of main corridor.<br><br><b>Delta Station</b> - Intact. <b>WARNING</b>: Unknown force occupying Delta Station. Intent unknown. Species unknown. Numbers unknown.<br><br>Recommendation - Reestablish station powernet via solar array. Reestablish station atmospherics system to restore air."
/obj/item/paper/fluff/ruins/oldstation/protosuit
name = "B01-RIG Hardsuit Report"
info = "<b>*Prototype Hardsuit*</b><br><br>The B01-RIG Hardsuit is a prototype powered exoskeleton. Based off of a recovered pre-void war era united Earth government powered military \
exosuit, the RIG Hardsuit is a breakthrough in Hardsuit technology, and is the first post-void war era Hardsuit that can be safely used by an operator.<br><br>The B01 however suffers \
a myriad of constraints. It is slow and bulky to move around, it lacks any significant armor plating against direct attacks and its internal heads up display is unfinished, \
resulting in the user being unable to see long distances.<br><br>The B01 is unlikely to see any form of mass production, but will serve as a base for future Hardsuit developments."
/obj/item/paper/fluff/ruins/oldstation/protohealth
name = "Health Analyser Report"
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld variant of a health analyser. Years of research have concluded with this device which is \
capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in an easy to understand format that even a non-trained health professional \
can understand.<br><br>The health analyser is expected to go into full production as standard issue medical kit."
/obj/item/paper/fluff/ruins/oldstation/protogun
name = "K14 Energy Gun Report"
info = "<b>*K14-Multiphase Energy Gun*</b><br><br>The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \
than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.<br><br>The weapon still suffers several drawbacks, its alternative, \
non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \
will form the backbone of our Energy weapon catalogue.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
'disable' setting in an attempt to bypass the ammo issues."
/obj/item/paper/fluff/ruins/oldstation/protosing
name = "Singularity Generator"
info = "<b>*Singularity Generator*</b><br><br>Modern power generation typically comes in two forms, a Fusion Generator or a Fission Generator. Fusion provides the best space to power \
ratio, and is typically seen on military or high security ships and stations, however Fission reactors require the usage of expensive, and rare, materials in its construction.. Fission generators are massive and bulky, and require a large reserve of uranium to power, however they are extremely cheap to operate and oft need little maintenance once \
operational.<br><br>The Singularity aims to alter this, a functional Singularity is essentially a controlled Black Hole, a Black Hole that generates far more power than Fusion or Fission \
generators can ever hope to produce. "
/obj/item/paper/fluff/ruins/oldstation/protoinv
name = "Laboratory Inventory"
info = "<b>*Inventory*</b><br><br>(1) Prototype Hardsuit<br><br>(1)Health Analyser<br><br>(1)Prototype Energy Gun<br><br>(1)Singularity Generation Disk<br><br><b>DO NOT REMOVE WITHOUT \
THE CAPTAIN AND RESEARCH DIRECTOR'S AUTHORISATION</b>"
/obj/item/paper/fluff/ruins/oldstation/report
name = "Crew Reawakening Report"
info = "Artificial Program's report to surviving crewmembers.<br><br>Crew were placed into cryostasis on March 10th, 2445.<br><br>Crew were awoken from cryostasis around June, 2557.<br><br> \
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radiation detectors showed no residual \
radiation on station. Deduction, primarily detector was malfunctioning and was producing a radiation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
Station was received, this data burst contained research data that has been uploaded to our RnD labs.<br><br>3: Unknown invasion force has occupied Delta station."
/obj/item/paper/fluff/ruins/oldstation/generator_manual
name = "S.U.P.E.R.P.A.C.M.A.N.-type portable generator manual"
info = "You can barely make out a faded sentence... <br><br> Wrench down the generator on top of a wire node connected to either a SMES input terminal or the power grid."
//Old Prototype Hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/ancient
name = "prototype RIG hardsuit helmet"
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/space/hardsuit/ancient
name = "prototype RIG hardsuit"
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
slowdown = 3
resistance_flags = FIRE_PROOF
var/footstep = 1
/obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.wear_suit != src)
return
if(footstep > 1)
playsound(src, 'sound/effects/servostep.ogg', 100, 1)
footstep = 0
else
footstep++
..()
// Chemical bottles
/obj/item/reagent_containers/glass/bottle/aluminum
name = "aluminum bottle"
list_reagents = list("aluminum" = 30)
/obj/item/reagent_containers/glass/bottle/hydrogen
name = "hydrogen bottle"
list_reagents = list("hydrogen" = 30)
/obj/item/reagent_containers/glass/bottle/lithium
name = "lithium bottle"
list_reagents = list("lithium" = 30)
/obj/item/reagent_containers/glass/bottle/carbon
name = "carbon bottle"
list_reagents = list("carbon" = 30)
/obj/item/reagent_containers/glass/bottle/nitrogen
name = "nitrogen bottle"
list_reagents = list("nitrogen" = 30)
/obj/item/reagent_containers/glass/bottle/oxygen
name = "oxygen bottle"
list_reagents = list("oxygen" = 30)
/obj/item/reagent_containers/glass/bottle/fluorine
name = "fluorine bottle"
list_reagents = list("fluorine" = 30)
/obj/item/reagent_containers/glass/bottle/sodium
name = "sodium bottle"
list_reagents = list("sodium" = 30)
/obj/item/reagent_containers/glass/bottle/silicon
name = "silicon bottle"
list_reagents = list("silicon" = 30)
/obj/item/reagent_containers/glass/bottle/phosphorus
name = "phosphorus bottle"
list_reagents = list("phosphorus" = 30)
/obj/item/reagent_containers/glass/bottle/sulfur
name = "sulfur bottle"
list_reagents = list("sulfur" = 30)
/obj/item/reagent_containers/glass/bottle/chlorine
name = "chlorine bottle"
list_reagents = list("chlorine" = 30)
/obj/item/reagent_containers/glass/bottle/potassium
name = "potassium bottle"
list_reagents = list("potassium" = 30)
/obj/item/reagent_containers/glass/bottle/iron
name = "iron bottle"
list_reagents = list("iron" = 30)
/obj/item/reagent_containers/glass/bottle/copper
name = "copper bottle"
list_reagents = list("copper" = 30)
/obj/item/reagent_containers/glass/bottle/mercury
name = "mercury bottle"
list_reagents = list("mercury" = 30)
/obj/item/reagent_containers/glass/bottle/radium
name = "radium bottle"
list_reagents = list("radium" = 30)
/obj/item/reagent_containers/glass/bottle/water
name = "water bottle"
list_reagents = list("water" = 30)
/obj/item/reagent_containers/glass/bottle/ethanol
name = "ethanol bottle"
list_reagents = list("ethanol" = 30)
/obj/item/reagent_containers/glass/bottle/sugar
name = "sugar bottle"
list_reagents = list("sugar" = 30)
/obj/item/reagent_containers/glass/bottle/sacid
name = "sulphuric acid bottle"
list_reagents = list("sacid" = 30)
/obj/item/reagent_containers/glass/bottle/welding_fuel
name = "welding fuel bottle"
list_reagents = list("fuel" = 30)
/obj/item/reagent_containers/glass/bottle/silver
name = "silver bottle"
list_reagents = list("silver" = 30)
/obj/item/reagent_containers/glass/bottle/iodine
name = "iodine bottle"
list_reagents = list("iodine" = 30)
/obj/item/reagent_containers/glass/bottle/bromine
name = "bromine bottle"
list_reagents = list("bromine" = 30)
// Engines
/obj/structure/shuttle/engine/large
name = "engine"
opacity = 1
icon = 'icons/obj/2x2.dmi'
icon_state = "large_engine"
desc = "A very large bluespace engine used to propel very large ships."
bound_width = 64
bound_height = 64
appearance_flags = 0
// areas
//Ruin of ancient Space Station
/area/ruin/space/ancientstation
name = "Charlie Station Main Corridor"
icon_state = "green"
has_gravity = TRUE
/area/ruin/space/ancientstation/powered
name = "Powered Tile"
icon_state = "teleporter"
requires_power = FALSE
/area/ruin/space/ancientstation/space
name = "Exposed To Space"
icon_state = "teleporter"
has_gravity = FALSE
/area/ruin/space/ancientstation/atmo
name = "Beta Station Atmospherics"
icon_state = "red"
has_gravity = FALSE
/area/ruin/space/ancientstation/betanorth
name = "Beta Station North Corridor"
icon_state = "blue"
/area/ruin/space/ancientstation/solar
name = "Station Solar Array"
icon_state = "panelsAP"
/area/ruin/space/ancientstation/engi
name = "Charlie Station Engineering"
icon_state = "engine"
/area/ruin/space/ancientstation/comm
name = "Charlie Station Command"
icon_state = "captain"
/area/ruin/space/ancientstation/hydroponics
name = "Charlie Station Hydroponics"
icon_state = "garden"
/area/ruin/space/ancientstation/kitchen
name = "Charlie Station Kitchen"
icon_state = "kitchen"
/area/ruin/space/ancientstation/sec
name = "Charlie Station Security"
icon_state = "red"
/area/ruin/space/ancientstation/deltacorridor
name = "Delta Station Main Corridor"
icon_state = "green"
/area/ruin/space/ancientstation/proto
name = "Delta Station Prototype Lab"
icon_state = "toxlab"
/area/ruin/space/ancientstation/rnd
name = "Delta Station Research and Development"
icon_state = "toxlab"
/area/ruin/space/ancientstation/hivebot
name = "Hivebot Mothership"
icon_state = "teleporter"
// Mob Spawners
//Ancient cryogenic sleepers. Players become NT crewmen from a hundred year old space station, now on the verge of collapse.
/obj/effect/mob_spawn/human/oldsec
name = "old cryogenics pod"
desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant."
mob_name = "a security officer"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a security officer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
uniform = /obj/item/clothing/under/rank/security
shoes = /obj/item/clothing/shoes/jackboots
id = /obj/item/card/id/away/old/sec
r_pocket = /obj/item/restraints/handcuffs
l_pocket = /obj/item/flash
assignedrole = "Ancient Crew"
/obj/effect/mob_spawn/human/oldsec/Destroy()
new/obj/structure/showcase/machinery/oldpod/used(drop_location())
return ..()
/obj/effect/mob_spawn/human/oldeng
name = "old cryogenics pod"
desc = "A humming cryo pod. You can barely recognise an engineering uniform underneath the built up ice. The machine is attempting to wake up its occupant."
mob_name = "an engineer"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are an engineer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
uniform = /obj/item/clothing/under/rank/engineer
shoes = /obj/item/clothing/shoes/workboots
id = /obj/item/card/id/away/old/eng
gloves = /obj/item/clothing/gloves/color/fyellow/old
l_pocket = /obj/item/tank/emergency_oxygen
assignedrole = "Ancient Crew"
/obj/effect/mob_spawn/human/oldeng/Destroy()
new/obj/structure/showcase/machinery/oldpod/used(drop_location())
return ..()
/obj/effect/mob_spawn/human/oldsci
name = "old cryogenics pod"
desc = "A humming cryo pod. You can barely recognise a science uniform underneath the built up ice. The machine is attempting to wake up its occupant."
mob_name = "a scientist"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper"
roundstart = FALSE
death = FALSE
random = TRUE
mob_species = /datum/species/human
flavour_text = "<span class='big bold'>You are a scientist working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
Work as a team with your fellow survivors and do not abandon them.</b>"
uniform = /obj/item/clothing/under/rank/scientist
shoes = /obj/item/clothing/shoes/laceup
id = /obj/item/card/id/away/old/sci
l_pocket = /obj/item/stack/medical/bruise_pack
assignedrole = "Ancient Crew"
/obj/effect/mob_spawn/human/oldsci/Destroy()
new/obj/structure/showcase/machinery/oldpod/used(drop_location())
return ..()
/obj/structure/showcase/machinery/oldpod
name = "damaged cryogenic pod"
desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper-open"
/obj/structure/showcase/machinery/oldpod/used
name = "opened cryogenic pod"
desc = "A cryogenic pod that has recently discharged its occupant. The pod appears non-functional."
+11 -2
View File
@@ -48,8 +48,17 @@
item_color="yellow"
burn_state = FIRE_PROOF
New()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/New()
..()
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
/obj/item/clothing/gloves/color/fyellow/old
desc = "Old and worn out insulated gloves, hopefully they still work."
name = "worn out insulated gloves"
/obj/item/clothing/gloves/color/fyellow/old/New()
..()
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
/obj/item/clothing/gloves/color/black
desc = "These gloves are fire-resistant."
+11 -1
View File
@@ -30,7 +30,9 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
verbs += list(
/mob/dead/observer/proc/dead_tele,
/mob/dead/observer/proc/open_spawners_menu)
// Our new boo spell.
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/boo(null))
@@ -678,3 +680,11 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
mind.transfer_to(new_char)
else
new_char.key = key
/mob/dead/observer/proc/open_spawners_menu()
set name = "Mob spawners menu"
set desc = "See all currently available ghost spawners"
set category = "Ghost"
var/datum/spawners_menu/menu = new /datum/spawners_menu(src)
menu.ui_interact(src)
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@@ -0,0 +1,20 @@
<div class='statusDisplay'>
<h1>Mob Spawners</h1>
<table style='width:100%;'>
{{for data.spawners}}
<div class='item'>
<div class='itemLabel'>
<h3>{{:value.name}}</h3>
<p>{{:value.amount_left}} spawners left.</p>
</div>
<div class='itemContent'>
{{:value.desc}}
</div>
<div class='floatRight'>
{{:helper.link('Jump', null, {'action': 'jump', 'uid': value.uids})}}
{{:helper.link('Spawn', null, {'action': 'spawn', 'uid': value.uids})}}
</div>
</div>
{{/for}}
</table>
</div>
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@@ -243,6 +243,7 @@
#include "code\datums\ruins.dm"
#include "code\datums\shuttles.dm"
#include "code\datums\soullink.dm"
#include "code\datums\spawners_menu.dm"
#include "code\datums\spell.dm"
#include "code\datums\statclick.dm"
#include "code\datums\supplypacks.dm"
@@ -1208,6 +1209,7 @@
#include "code\modules\awaymissions\mission_code\stationCollision.dm"
#include "code\modules\awaymissions\mission_code\UO71-terrorspiders.dm"
#include "code\modules\awaymissions\mission_code\wildwest.dm"
#include "code\modules\awaymissions\mission_code\ruins\oldstation.dm"
#include "code\modules\buildmode\bm_mode.dm"
#include "code\modules\buildmode\buildmode.dm"
#include "code\modules\buildmode\buttons.dm"
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