Radiation Refactor (#15331)

* First Commit

* visible radiation and engine goggles

* correction

* t-ray fix

* further adjustments and fixups

* gieger addition and cleaning fixup

* yet more fixes

* styling fixes

* fixes

* human glowing fix

* do the merge conflict avoidance dance

* Update supermatter.dm

* supermatter rads

* mapping in

* radiation doors

* yeah yeah line endings

* clean up

* styling issues

* showers
This commit is contained in:
Fox McCloud
2021-01-24 22:03:13 +00:00
committed by GitHub
parent acaefa9591
commit de795c4e31
154 changed files with 1967 additions and 674 deletions
+1 -1
View File
@@ -67,7 +67,7 @@
var/radiation_amount
/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
victim.apply_effect(radiation_amount, IRRADIATE, 0)
victim.rad_act(radiation_amount)
if(ishuman(victim))
var/mob/living/carbon/human/V = victim
if(NO_DNA in V.dna.species.species_traits)
@@ -94,6 +94,7 @@
/obj/item/book/manual/engineering_construction = 10,
/obj/item/book/manual/engineering_hacking = 10,
/obj/item/clothing/head/cone = 10,
/obj/item/geiger_counter = 30,
/obj/item/coin/silver = 10,
/obj/item/coin/twoheaded = 10,
/obj/item/poster/random_contraband = 10,
@@ -199,23 +199,7 @@
deactivate(user)
else
to_chat(user, "<span class='notice'>You activate [src].</span>")
var/start = user.filters.len
var/X
var/Y
var/rsq
var/i
var/f
for(i in 1 to 7)
do
X = 60 * rand() - 30
Y = 60 * rand() - 30
rsq = X * X + Y * Y
while(rsq < 100 || rsq > 900)
user.filters += filter(type = "wave", x = X, y = Y, size = rand() * 2.5 + 0.5, offset = rand())
for(i in 1 to 7)
f = user.filters[start+i]
animate(f, offset = f:offset, time = 0, loop = 3, flags = ANIMATION_PARALLEL)
animate(offset = f:offset - 1, time = rand() * 20 + 10)
apply_wibbly_filters(user)
if(do_after(user, 50, target = user) && user.cell.use(activationCost))
playsound(src, 'sound/effects/bamf.ogg', 100, 1, -6)
to_chat(user, "<span class='notice'>You are now disguised as a Nanotrasen engineering cyborg.</span>")
@@ -223,10 +207,7 @@
else
to_chat(user, "<span class='warning'>The chameleon field fizzles.</span>")
do_sparks(3, FALSE, user)
for(i in 1 to min(7, user.filters.len)) // removing filters that are animating does nothing, we gotta stop the animations first
f = user.filters[start + i]
animate(f)
user.filters = null
remove_wibbly_filters(user)
/obj/item/borg_chameleon/process()
if(S)
@@ -0,0 +1,216 @@
#define RAD_LEVEL_NORMAL 9
#define RAD_LEVEL_MODERATE 100
#define RAD_LEVEL_HIGH 400
#define RAD_LEVEL_VERY_HIGH 800
#define RAD_LEVEL_CRITICAL 1500
/obj/item/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
name = "\improper Geiger counter"
desc = "A handheld device used for detecting and measuring radiation pulses."
icon = 'icons/obj/device.dmi'
icon_state = "geiger_off"
item_state = "multitool"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
flags = NOBLUDGEON
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
var/grace = RAD_GEIGER_GRACE_PERIOD
var/datum/looping_sound/geiger/soundloop
var/scanning = FALSE
var/radiation_count = 0
var/current_tick_amount = 0
var/last_tick_amount = 0
var/fail_to_receive = 0
var/current_warning = 1
/obj/item/geiger_counter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
soundloop = new(list(src), FALSE)
/obj/item/geiger_counter/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/geiger_counter/process()
update_icon()
update_sound()
if(!scanning)
current_tick_amount = 0
return
radiation_count -= radiation_count / RAD_GEIGER_MEASURE_SMOOTHING
radiation_count += current_tick_amount / RAD_GEIGER_MEASURE_SMOOTHING
if(current_tick_amount)
grace = RAD_GEIGER_GRACE_PERIOD
last_tick_amount = current_tick_amount
else if(!emagged)
grace--
if(grace <= 0)
radiation_count = 0
current_tick_amount = 0
/obj/item/geiger_counter/examine(mob/user)
. = ..()
if(!scanning)
return
. += "<span class='info'>Alt-click it to clear stored radiation levels.</span>"
if(emagged)
. += "<span class='warning'>The display seems to be incomprehensible.</span>"
return
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
. += "<span class='notice'>Ambient radiation level count reports that all is well.</span>"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
. += "<span class='alert'>Ambient radiation levels slightly above average.</span>"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
. += "<span class='warning'>Ambient radiation levels above average.</span>"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
. += "<span class='danger'>Ambient radiation levels highly above average.</span>"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
. += "<span class='suicide'>Ambient radiation levels nearing critical level.</span>"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
. += "<span class='boldannounce'>Ambient radiation levels above critical level!</span>"
. += "<span class='notice'>The last radiation amount detected was [last_tick_amount]</span>"
/obj/item/geiger_counter/update_icon()
if(!scanning)
icon_state = "geiger_off"
else if(emagged)
icon_state = "geiger_on_emag"
else
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
/obj/item/geiger_counter/proc/update_sound()
var/datum/looping_sound/geiger/loop = soundloop
if(!scanning)
loop.stop()
return
if(!radiation_count)
loop.stop()
return
loop.last_radiation = radiation_count
loop.start()
/obj/item/geiger_counter/rad_act(amount)
. = ..()
if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
return
current_tick_amount += amount
update_icon()
/obj/item/geiger_counter/attack_self(mob/user)
scanning = !scanning
update_icon()
to_chat(user, "<span class='notice'>[bicon(src)] You switch [scanning ? "on" : "off"] [src].</span>")
/obj/item/geiger_counter/afterattack(atom/target, mob/user)
. = ..()
if(user.a_intent == INTENT_HELP)
if(!emagged)
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='notice'>You scan [target]'s radiation levels with [src]...</span>")
addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
else
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='danger'>You project [src]'s stored radiation into [target]!</span>")
target.rad_act(radiation_count)
radiation_count = 0
return TRUE
/obj/item/geiger_counter/proc/scan(atom/A, mob/user)
var/rad_strength = get_rad_contamination(A)
if(isliving(A))
var/mob/living/M = A
if(!M.radiation)
to_chat(user, "<span class='notice'>[bicon(src)] Radiation levels within normal boundaries.</span>")
else
to_chat(user, "<span class='boldannounce'>[bicon(src)] Subject is irradiated. Radiation levels: [M.radiation].</span>")
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[bicon(src)] Target contains radioactive contamination. Radioactive strength: [rad_strength]</span>")
else
to_chat(user, "<span class='notice'>[bicon(src)] Target is free of radioactive contamination.</span>")
/obj/item/geiger_counter/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER && emagged)
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return FALSE
user.visible_message("<span class='notice'>[user] unscrews [src]'s maintenance panel and begins fiddling with its innards...</span>", "<span class='notice'>You begin resetting [src]...</span>")
if(!I.use_tool(src, user, 40, volume = 50))
return FALSE
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
emagged = FALSE
radiation_count = 0
update_icon()
return TRUE
else
return ..()
/obj/item/geiger_counter/AltClick(mob/living/user)
if(!istype(user) || !!user.Adjacent(src))
return ..()
if(!scanning)
to_chat(usr, "<span class='warning'>[src] must be on to reset its radiation level!</span>")
return
radiation_count = 0
to_chat(usr, "<span class='notice'>You flush [src]'s radiation counts, resetting it to normal.</span>")
update_icon()
/obj/item/geiger_counter/emag_act(mob/user)
if(emagged)
return
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return
to_chat(user, "<span class='warning'>You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan.</span>")
emagged = TRUE
/obj/item/geiger_counter/cyborg
var/mob/listeningTo
/obj/item/geiger_counter/cyborg/equipped(mob/user)
. = ..()
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_RAD_ACT)
RegisterSignal(user, COMSIG_ATOM_RAD_ACT, .proc/redirect_rad_act)
listeningTo = user
/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
rad_act(amount)
/obj/item/geiger_counter/cyborg/dropped()
. = ..()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_RAD_ACT)
#undef RAD_LEVEL_NORMAL
#undef RAD_LEVEL_MODERATE
#undef RAD_LEVEL_HIGH
#undef RAD_LEVEL_VERY_HIGH
#undef RAD_LEVEL_CRITICAL
@@ -10,7 +10,6 @@
var/icon_base = "defib"
var/cooldown = FALSE
var/charge_time = 100
var/emagged = FALSE
/obj/item/handheld_defibrillator/emag_act(mob/user)
if(!emagged)
@@ -52,7 +52,6 @@
origin_tech = "magnets=3;engineering=4"
force = 8
var/emagged = FALSE
var/max_uses = 20
var/uses = 10
// How much to increase per each glass?
@@ -8,7 +8,6 @@
flags = CONDUCT
var/spamcheck = 0
var/emagged = 0
var/insults = 0
var/span = ""
var/list/insultmsg = list("FUCK EVERYONE!", "I'M A TATER!", "ALL SECURITY TO SHOOT ME ON SIGHT!", "I HAVE A BOMB!", "CAPTAIN IS A COMDOM!", "FOR THE SYNDICATE!")
@@ -5,7 +5,6 @@
item_state = "signaler"
var/code = "Beacon"
origin_tech = "bluespace=1"
var/emagged = 0
var/syndicate = 0
var/area_bypass = FALSE
var/cc_beacon = FALSE //set if allowed to teleport to even if on zlevel2
+23 -50
View File
@@ -12,39 +12,28 @@ REAGENT SCANNER
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon = 'icons/obj/device.dmi'
icon_state = "t-ray0"
var/on = 0
var/on = FALSE
slot_flags = SLOT_BELT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
materials = list(MAT_METAL=150)
origin_tech = "magnets=1;engineering=1"
var/scan_range = 1
var/pulse_duration = 10
/obj/item/t_scanner/longer_pulse
pulse_duration = 50
/obj/item/t_scanner/extended_range
scan_range = 3
/obj/item/t_scanner/extended_range/longer_pulse
scan_range = 3
pulse_duration = 50
/obj/item/t_scanner/Destroy()
if(on)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/t_scanner/attack_self(mob/user)
/obj/item/t_scanner/proc/toggle_on()
on = !on
icon_state = copytext(icon_state, 1, length(icon_state))+"[on]"
icon_state = copytext_char(icon_state, 1, -1) + "[on]"
if(on)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
/obj/item/t_scanner/attack_self(mob/user)
toggle_on()
/obj/item/t_scanner/process()
if(!on)
@@ -53,41 +42,25 @@ REAGENT SCANNER
scan()
/obj/item/t_scanner/proc/scan()
t_ray_scan(loc)
for(var/turf/T in range(scan_range, src.loc) )
if(!T.intact)
/proc/t_ray_scan(mob/viewer, flick_time = 8, distance = 3)
if(!ismob(viewer) || !viewer.client)
return
var/list/t_ray_images = list()
for(var/obj/O in orange(distance, viewer))
if(O.level != 1)
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
O.invisibility = 0
O.alpha = 128
spawn(pulse_duration)
if(O)
var/turf/U = O.loc
if(U && U.intact)
O.invisibility = 101
O.alpha = 255
for(var/mob/living/M in T.contents)
var/oldalpha = M.alpha
if(M.alpha < 255 && istype(M))
M.alpha = 255
spawn(10)
if(M)
M.alpha = oldalpha
var/mob/living/M = locate() in T
if(M && M.invisibility == 2)
M.invisibility = 0
spawn(2)
if(M)
M.invisibility = INVISIBILITY_LEVEL_TWO
if(O.invisibility == INVISIBILITY_MAXIMUM)
var/image/I = new(loc = get_turf(O))
var/mutable_appearance/MA = new(O)
MA.alpha = 128
MA.dir = O.dir
I.appearance = MA
t_ray_images += I
if(length(t_ray_images))
flick_overlay(t_ray_images, list(viewer.client), flick_time)
/proc/chemscan(mob/living/user, mob/living/M)
@@ -102,7 +102,7 @@ effective or pretty fucking useless.
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/1.5), PARALYZE)
M.apply_effect(intensity*10, IRRADIATE)
M.rad_act(intensity * 10)
else
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
@@ -8,7 +8,6 @@
flags = CONDUCT
var/spamcheck = 0
var/emagged = 0
/obj/item/hailer/attack_self(mob/living/carbon/user as mob)
if(spamcheck)
@@ -70,7 +70,7 @@
if(used)
return
if(istype(M,/mob/living))
M.apply_effect(rand(20 / (damage_coeff ** 2), 50 / (damage_coeff ** 2)), IRRADIATE, 0, 1)
M.apply_effect(rand(20 / (damage_coeff ** 2), 50 / (damage_coeff ** 2)), IRRADIATE)
var/mob/living/carbon/human/H
if(istype(M, /mob/living/carbon/human))
H = M
@@ -36,19 +36,19 @@
icon = 'icons/obj/grenade.dmi'
icon_state = "gluon"
item_state = "flashbang"
var/range = 4
var/rad_damage = 60
var/freeze_range = 4
var/rad_damage = 350
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
for(var/turf/T in view(range, loc))
radiation_pulse(src, rad_damage)
for(var/turf/T in view(freeze_range, loc))
if(isfloorturf(T))
var/turf/simulated/F = T
F.MakeSlippery(TURF_WET_PERMAFROST)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.apply_effect(rad_damage, IRRADIATE)
L.adjust_bodytemperature(-230)
qdel(src)
@@ -315,7 +315,7 @@
/obj/item/storage/backpack/satchel_flat/hide(var/intact)
if(intact)
invisibility = 101
invisibility = INVISIBILITY_MAXIMUM
anchored = 1 //otherwise you can start pulling, cover it, and drag around an invisible backpack.
icon_state = "[initial(icon_state)]2"
else
@@ -58,6 +58,7 @@
/obj/item/stack/cable_coil,
/obj/item/t_scanner,
/obj/item/analyzer,
/obj/item/geiger_counter,
/obj/item/extinguisher/mini,
/obj/item/holosign_creator)
@@ -135,7 +136,8 @@
/obj/item/sensor_device,
/obj/item/wrench/medical,
/obj/item/handheld_defibrillator,
/obj/item/reagent_containers/applicator
/obj/item/reagent_containers/applicator,
/obj/item/geiger_counter
)
/obj/item/storage/belt/medical/surgery
@@ -21,7 +21,6 @@
var/l_set = 0
var/l_setshort = 0
var/l_hacking = 0
var/emagged = 0
var/open = 0
w_class = WEIGHT_CLASS_NORMAL
max_w_class = WEIGHT_CLASS_SMALL
+2
View File
@@ -29,6 +29,8 @@
var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
var/suicidal_hands = FALSE // Does it requires you to hold it to commit suicide with it?
/// Is it emagged or not?
var/emagged = FALSE
/obj/New()
..()
-1
View File
@@ -9,7 +9,6 @@
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/list/barsigns=list()
var/list/hiddensigns
var/emagged = 0
var/state = 0
var/prev_sign = ""
var/panel_open = 0
@@ -34,6 +34,7 @@
new /obj/item/holosign_creator/engineering(src)
new /obj/item/flash(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/door_remote/chief_engineer(src)
new /obj/item/rpd(src)
new /obj/item/reagent_containers/food/drinks/mug/ce(src)
@@ -109,7 +110,7 @@
new /obj/item/clothing/under/rank/engineer/skirt(src)
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/cartridge/engineering(src)
new /obj/item/clothing/head/beret/eng(src)
@@ -143,5 +144,6 @@
new /obj/item/watertank/atmos(src)
new /obj/item/clothing/suit/fire/atmos(src)
new /obj/item/clothing/head/hardhat/atmos(src)
new /obj/item/clothing/glasses/meson/engine/tray(src)
new /obj/item/rpd(src)
new /obj/item/destTagger(src)
@@ -140,6 +140,7 @@
icon_closed = "radsuitcloset"
/obj/structure/closet/radiation/populate_contents()
new /obj/item/geiger_counter(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
@@ -385,16 +385,6 @@
icon_opened = "radiationopen"
icon_closed = "radiation"
/obj/structure/closet/crate/radiation/populate_contents()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/obj/structure/closet/crate/secure/weapon
desc = "A secure weapons crate."
name = "weapons crate"
+1 -2
View File
@@ -44,8 +44,7 @@
if(prob(50))
empulse(src, 4, 10)
else
for(var/mob/living/M in range(10, loc))
M.apply_effect(rand(5, 25), IRRADIATE)
radiation_pulse(get_turf(src), 500, 2)
/obj/structure/fusionreactor/wrench_act(mob/user, obj/item/I)
. = TRUE
+5 -6
View File
@@ -12,6 +12,8 @@
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall"
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/metal
var/mineral_amount = 2
@@ -191,16 +193,13 @@
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
if(world.time > last_event + 15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
radiation_pulse(src, 150)
for(var/turf/simulated/wall/mineral/uranium/T in orange(1, src))
T.radiate()
last_event = world.time
active = null
return
return
/*
* Other misc falsewall types
*/
+2
View File
@@ -4,6 +4,8 @@
anchored = 1
density = 1
layer = BELOW_OBJ_LAYER
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
max_integrity = 200
+1
View File
@@ -6,6 +6,7 @@
density = TRUE
anchored = TRUE
flags = CONDUCT
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
level = 3
+4
View File
@@ -62,6 +62,8 @@
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos
name = "holo firelock"
@@ -72,6 +74,8 @@
anchored = TRUE
layer = ABOVE_MOB_LAYER
alpha = 150
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
. = ..()
@@ -9,6 +9,8 @@
icon_state = "metal"
max_integrity = 200
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
var/initial_state
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
@@ -153,11 +155,13 @@
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/uranium
name = "uranium door"
@@ -174,6 +178,7 @@
/obj/structure/mineral_door/transparent
opacity = 0
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/transparent/Close()
..()
@@ -207,6 +212,7 @@
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/mineral_door/wood
name = "wood door"
@@ -217,6 +223,7 @@
hardness = 1
resistance_flags = FLAMMABLE
max_integrity = 200
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/resin
name = "resin door"
+1
View File
@@ -6,6 +6,7 @@
layer = 3.5
max_integrity = 100
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
+2 -3
View File
@@ -90,10 +90,9 @@
/obj/structure/statue/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
if(world.time > last_event + 15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
radiation_pulse(src, 30)
last_event = world.time
active = null
+98 -105
View File
@@ -240,6 +240,10 @@
pixel_x = 0
pixel_y = 32
#define SHOWER_FREEZING "freezing"
#define SHOWER_NORMAL "normal"
#define SHOWER_BOILING "boiling"
/obj/machinery/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
@@ -248,11 +252,11 @@
density = 0
anchored = 1
use_power = NO_POWER_USE
var/on = 0
var/obj/effect/mist/mymist = null
var/ismist = 0 //needs a var so we can make it linger~
var/watertemp = "normal" //freezing, normal, or boiling
var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
///Is the shower on or off?
var/on = FALSE
///What temperature the shower reagents are set to.
var/current_temperature = SHOWER_NORMAL
///What sound will be played on loop when the shower is on and pouring water.
var/datum/looping_sound/showering/soundloop
/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
@@ -270,7 +274,6 @@
layer = FLY_LAYER
/obj/machinery/shower/Destroy()
QDEL_NULL(mymist)
QDEL_NULL(soundloop)
return ..()
@@ -280,47 +283,45 @@
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = MOB_LAYER + 1
anchored = 1
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/machinery/shower/attack_hand(mob/M as mob)
/obj/machinery/shower/attack_hand(mob/M)
on = !on
update_icon()
handle_mist()
add_fingerprint(M)
if(on)
START_PROCESSING(SSmachines, src)
process()
soundloop.start()
if(M.loc == loc)
wash(M)
check_heat(M)
M.water_act(100, convertHeat(), src)
for(var/atom/movable/G in src.loc)
G.clean_blood()
G.water_act(100, convertHeat(), src)
else
soundloop.stop()
var/turf/simulated/T = loc
if(istype(T) && !T.density)
T.MakeSlippery(TURF_WET_WATER, 5 SECONDS)
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob, params)
/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
if(I.type == /obj/item/analyzer)
to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
if(on)
I.water_act(100, convertHeat(), src)
to_chat(user, "<span class='notice'>The water temperature seems to be [current_temperature].</span>")
return ..()
/obj/machinery/shower/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with the [I].</span>")
if(I.use_tool(src, user, 50, volume = I.tool_volume))
switch(watertemp)
if("normal")
watertemp = "freezing"
if("freezing")
watertemp = "boiling"
if("boiling")
watertemp = "normal"
user.visible_message("<span class='notice'>[user] adjusts the shower with the [I].</span>", "<span class='notice'>You adjust [src] to [watertemp].</span>")
update_icon() //letsa update whenever we change the temperature, since the mist might need to change
..()
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with [I].</span>")
if(I.use_tool(src, user, 50))
switch(current_temperature)
if(SHOWER_NORMAL)
current_temperature = SHOWER_FREEZING
if(SHOWER_FREEZING)
current_temperature = SHOWER_BOILING
if(SHOWER_BOILING)
current_temperature = SHOWER_NORMAL
user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I] to [current_temperature] temperature.</span>")
add_hiddenprint(user)
handle_mist()
return TRUE
/obj/machinery/shower/welder_act(mob/user, obj/item/I)
. = TRUE
@@ -331,111 +332,103 @@
return
visible_message("<span class='notice'>[user] begins slicing [src] free...</span>", "<span class='notice'>You begin slicing [src] free...</span>", "<span class='warning'>You hear welding.</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(mymist)
qdel(mymist)
user.visible_message("<span class='notice'>[user] cuts [src] loose!</span>", "<span class='notice'>You cut [src] loose!</span>")
var/obj/item/mounted/shower/S = new /obj/item/mounted/shower(get_turf(user))
transfer_prints_to(S, TRUE)
qdel(src)
/obj/machinery/shower/update_icon() //this makes the shower mist up or clear mist (depending on water temperature)
overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
/obj/machinery/shower/update_icon()
cut_overlays()
if(on)
overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
var/mist_time = 50 //5 seconds at normal temperature to build up mist
if(watertemp == "freezing")
mist_time = 70 //7 seconds on freezing temperature to disperse existing mist
if(watertemp == "boiling")
mist_time = 20 //2 seconds on boiling temperature to build up mist
addtimer(CALLBACK(src, .proc/update_mist), mist_time)
else
addtimer(CALLBACK(src, .proc/update_mist), 250) //25 seconds for mist to disperse after being turned off
var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)
add_overlay(water_falling)
/obj/machinery/shower/proc/update_mist()
/obj/machinery/shower/proc/handle_mist()
// If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds
// If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec
var/obj/effect/mist/mist = locate() in loc
if(!mist && on && current_temperature != SHOWER_FREEZING)
addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS)
if(mist && (!on || current_temperature == SHOWER_FREEZING))
addtimer(CALLBACK(src, .proc/clear_mist), 25 SECONDS)
/obj/machinery/shower/proc/make_mist()
var/obj/effect/mist/mist = locate() in loc
if(!mist && on && current_temperature != SHOWER_FREEZING)
new /obj/effect/mist(loc)
/obj/machinery/shower/proc/clear_mist()
var/obj/effect/mist/mist = locate() in loc
if(mist && (!on || current_temperature == SHOWER_FREEZING))
qdel(mist)
/obj/machinery/shower/Crossed(atom/movable/AM)
..()
if(on)
if(watertemp == "freezing")
if(mymist)
qdel(mymist)
ismist = 0
return
if(mymist)
return
ismist = 1
mymist = new /obj/effect/mist(loc)
else
if(mymist)
qdel(mymist)
ismist = 0
/obj/machinery/shower/Crossed(atom/movable/O, oldloc)
..()
wash(O)
if(ismob(O))
mobpresent += 1
check_heat(O)
/obj/machinery/shower/Uncrossed(atom/movable/O)
if(ismob(O))
mobpresent -= 1
..()
wash(AM)
/obj/machinery/shower/proc/convertHeat()
switch(watertemp)
if("boiling")
switch(current_temperature)
if(SHOWER_BOILING)
return 340.15
if("normal")
if(SHOWER_NORMAL)
return 310.15
if("freezing")
if(SHOWER_FREEZING)
return 230.15
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
if(!on) return
if(istype(O, /obj/item))
var/obj/item/I = O
/obj/machinery/shower/proc/wash(atom/A)
if(isitem(A))
var/obj/item/I = A
I.extinguish()
O.water_act(100, convertHeat(), src)
A.water_act(100, convertHeat(), src)
if(isliving(O))
var/mob/living/L = O
if(isliving(A))
var/mob/living/L = A
check_heat(L)
L.ExtinguishMob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
to_chat(L, "<span class='warning'>You've been drenched in water!</span>")
L.clean_blood()
if(isturf(loc))
var/turf/tile = loc
loc.clean_blood()
for(var/obj/effect/E in tile)
if(is_cleanable(E))
qdel(E)
A.clean_blood(radiation_clean = TRUE)
/obj/machinery/shower/process()
if(!on || !mobpresent)
return
for(var/mob/living/carbon/C in loc)
if(prob(33))
wash(C) //re-applies water and re-cleans mob while they remain under the shower, 33% chance per process to avoid message spam/quick death
check_heat(C)
if(on)
if(isturf(loc))
var/turf/tile = loc
tile.water_act(100, convertHeat(), src)
tile.clean_blood(radiation_clean = TRUE)
for(var/obj/effect/E in tile)
if(is_cleanable(E))
qdel(E)
for(var/A in loc)
wash(A)
else
on = FALSE
soundloop.stop()
handle_mist()
update_icon()
/obj/machinery/shower/proc/check_heat(mob/M as mob)
if(!on || watertemp == "normal")
/obj/machinery/shower/proc/check_heat(mob/M)
if(current_temperature == SHOWER_NORMAL)
return
if(iscarbon(M))
var/mob/living/carbon/C = M
if(watertemp == "freezing")
if(current_temperature == SHOWER_FREEZING)
//C.bodytemperature = max(80, C.bodytemperature - 80)
to_chat(C, "<span class='warning'>The water is freezing!</span>")
return
if(watertemp == "boiling")
else if(current_temperature == SHOWER_BOILING)
//C.bodytemperature = min(500, C.bodytemperature + 35)
C.adjustFireLoss(5)
to_chat(C, "<span class='danger'>The water is searing!</span>")
return
#undef SHOWER_FREEZING
#undef SHOWER_NORMAL
#undef SHOWER_BOILING
/obj/item/bikehorn/rubberducky
name = "rubber ducky"
+9
View File
@@ -30,10 +30,12 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = TRUE
flags = ON_BORDER
flags_2 = RAD_PROTECT_CONTENTS_2
can_be_unanchored = TRUE
max_integrity = 25
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
var/reinf = FALSE
@@ -505,6 +507,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
cancolor = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
rad_insulation = RAD_HEAVY_INSULATION
max_integrity = 50
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
@@ -579,6 +582,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
max_integrity = 150
explosion_block = 1
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/plasmabasic/BlockSuperconductivity()
return 1
@@ -593,6 +597,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
max_integrity = 500
explosion_block = 2
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
rad_insulation = RAD_NO_INSULATION
damage_deflection = 21
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
@@ -630,6 +635,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced)
explosion_block = 1
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/full/plasmareinforced
name = "reinforced plasma window"
@@ -643,6 +649,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
max_integrity = 1000
explosion_block = 2
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
@@ -658,6 +665,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
rad_insulation = RAD_HEAVY_INSULATION
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
cancolor = TRUE
@@ -707,6 +715,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
rad_insulation = RAD_HEAVY_INSULATION
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3