Moved a batch of unchecked and a few unused files into the unused folder.

Remember if your scrolling though the list and something is unchecked it should almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2868 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-12-30 16:43:41 +00:00
parent 4ad793af53
commit ec0cd3b973
27 changed files with 16 additions and 19 deletions
-552
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@@ -1,552 +0,0 @@
/obj/item/weapon/reagent_containers/glass/fullbeaker
name = "fullbeaker"
desc = "A beaker with an exciting chrome finish. Its volume rating is 1000 units!"
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
volume = 1000
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,20,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
pickup(mob/user)
on_reagent_change(user)
dropped(mob/user)
on_reagent_change()
on_reagent_change(var/mob/user)
/*
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
*/
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'beaker1.dmi'
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
////////////////////////////////////////////////////////////////////////////////
/// Simple Chemicals
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/aluminum
name = "ALUMINUM"
New()
..()
reagents.add_reagent("aluminum", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/carbon
name = "CARBON"
New()
..()
reagents.add_reagent("carbon", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/chlorine
name = "CHLORINE"
New()
..()
reagents.add_reagent("chlorine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/copper
name = "COPPER"
New()
..()
reagents.add_reagent("copper", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/ethanol
name = "ETHANOL"
New()
..()
reagents.add_reagent("ethanol", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/fluorine
name = "FLUORINE"
New()
..()
reagents.add_reagent("fluorine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/hydrogen
name = "HYDROGEN"
New()
..()
reagents.add_reagent("hydrogen", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/iron
name = "IRON"
New()
..()
reagents.add_reagent("iron", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/lithium
name = "LITHIUM"
New()
..()
reagents.add_reagent("lithium", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/mercury
name = "MERCURY"
New()
..()
reagents.add_reagent("mercury", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/nitrogen
name = "NITROGEN"
New()
..()
reagents.add_reagent("nitrogen", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/oxygen
name = "OXYGEN"
New()
..()
reagents.add_reagent("oxygen", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/phosphorus
name = "PHOSPHORUS"
New()
..()
reagents.add_reagent("phosphorus", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/potassium
name = "POTASSIUM"
New()
..()
reagents.add_reagent("potassium", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/radium
name = "RADIUM"
New()
..()
reagents.add_reagent("radium", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sodium
name = "SODIUM"
New()
..()
reagents.add_reagent("sodium", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sugar
name = "SUGAR"
New()
..()
reagents.add_reagent("sugar", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/silicon
name = "SILICON"
New()
..()
reagents.add_reagent("silicon", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sulfur
name = "SULFUR"
New()
..()
reagents.add_reagent("sulfur", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sulphuric_acid
name = "SULPHURIC ACID"
New()
..()
reagents.add_reagent("acid", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/water
name = "WATER"
New()
..()
reagents.add_reagent("water", 1000)
////////////////////////////////////////////////////////////////////////////////
/// Simple Chemicals END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Complex chemicals
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/alkysine
name = "ALKYSINE"
New()
..()
reagents.add_reagent("alkysine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/ammonia
name = "AMMONIA"
New()
..()
reagents.add_reagent("ammonia", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/anti_toxin
name = "ANTI-TOXIN"
New()
..()
reagents.add_reagent("anti_toxin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/arithrazine
name = "ARITHRAZINE"
New()
..()
reagents.add_reagent("arithrazine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/bicaridine
name = "BICARIDINE"
New()
..()
reagents.add_reagent("bicaridine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/chloral_hydrate
name = "CHLORAL HYDRATE"
New()
..()
reagents.add_reagent("chloralhydrate", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/clonexadone
name = "CLONEXADONE"
New()
..()
reagents.add_reagent("clonexadone", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/cryoxadone
name = "CRYOXADONE"
New()
..()
reagents.add_reagent("cryoxadone", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/cryptobiolin
name = "CRYPTOBIOLIN"
New()
..()
reagents.add_reagent("cryptobiolin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/cyanide
name = "CYANIDE"
New()
..()
reagents.add_reagent("cyanide", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/dermaline
name = "DERMALINE"
New()
..()
reagents.add_reagent("dermaline", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/dexalin
name = "DEXALIN"
New()
..()
reagents.add_reagent("dexalin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/dexalin_plus
name = "DEXALIN PLUS"
New()
..()
reagents.add_reagent("dexalinp", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/diethylamine
name = "DIETHYLAMINE"
New()
..()
reagents.add_reagent("diethylamine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/ethylredoxrazine
name = "ETHYLREDOXRAZINE"
New()
..()
reagents.add_reagent("ethylredoxrazine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/fluorosurfactant
name = "FLUOROSURFACTANT"
New()
..()
reagents.add_reagent("fluorosurfactant", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/foaming_agent
name = "FOAMING AGENT"
New()
..()
reagents.add_reagent("foaming_agent", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/glycerol
name = "GLYCEROL"
New()
..()
reagents.add_reagent("glycerol", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/hyperzine
name = "HYPERZINE"
New()
..()
reagents.add_reagent("hyperzine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/hyronalin
name = "HYRONALIN"
New()
..()
reagents.add_reagent("hyronalin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/imidazoline
name = "IMIDAZOLINE"
New()
..()
reagents.add_reagent("imidazoline", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/impedrezene
name = "IMPEDREZENE"
New()
..()
reagents.add_reagent("impedrezene", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/inaprovaline
name = "INAPROVALINE"
New()
..()
reagents.add_reagent("inaprovaline", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/kelotane
name = "KELOTANE"
New()
..()
reagents.add_reagent("kelotane", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/leporazine
name = "LEPORAZINE"
New()
..()
reagents.add_reagent("leporazine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/lexorin
name = "LEXORIN"
New()
..()
reagents.add_reagent("lexorin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/mint_toxin
name = "MINT TOXIN"
New()
..()
reagents.add_reagent("minttoxin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/nitroglycerin
name = "NITROGLYCERIN"
New()
..()
reagents.add_reagent("nitroglycerin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/plant_b_gone
name = "PLANT-B-GONE"
New()
..()
reagents.add_reagent("plantbgone", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/polytrinic_acid
name = "POLYTRINIC ACID"
New()
..()
reagents.add_reagent("pacid", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/ryetalyn
name = "RYETALYN"
New()
..()
reagents.add_reagent("ryetalyn", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/serotrotium
name = "SEROTROTIUM"
New()
..()
reagents.add_reagent("serotrotium", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/silicate
name = "SILICATE"
New()
..()
reagents.add_reagent("silicate", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sleep_toxin
name = "SLEEP TOXIN"
New()
..()
reagents.add_reagent("stoxin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/space_cleaner
name = "SPACE CLEANER"
New()
..()
reagents.add_reagent("cleaner", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/space_drugs
name = "SPACE DRUGS"
New()
..()
reagents.add_reagent("space_drugs", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/space_lube
name = "SPACE LUBE"
New()
..()
reagents.add_reagent("lube", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/spacecillin
name = "SPACECILLIN"
New()
..()
reagents.add_reagent("spaceacillin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/sterilizine
name = "STERILIZINE"
New()
..()
reagents.add_reagent("sterilizine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/synaptizine
name = "SYNAPTIZINE"
New()
..()
reagents.add_reagent("synaptizine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/thermite
name = "THERMITE"
New()
..()
reagents.add_reagent("thermite", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/toxin
name = "TOXIN"
New()
..()
reagents.add_reagent("toxin", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/tricordrazine
name = "TRIDORDRAZINE"
New()
..()
reagents.add_reagent("tricordrazine", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/unstable_mutagen
name = "UNSTABLE MUTAGEN"
New()
..()
reagents.add_reagent("mutagen", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/virus_food
name = "VIRUS FOOD"
New()
..()
reagents.add_reagent("virusfood", 1000)
/obj/item/weapon/reagent_containers/glass/fullbeaker/admin/zombie_powder
name = "ZOMBIE POWDER"
New()
..()
reagents.add_reagent("zombiepowder", 1000)
////////////////////////////////////////////////////////////////////////////////
/// Complex chemicals END
////////////////////////////////////////////////////////////////////////////////
+26
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@@ -0,0 +1,26 @@
//Cat
/mob/living/simple_animal/cat
name = "cat"
desc = "Kitty!!"
icon = 'mob.dmi'
icon_state = "tempcat"
icon_living = "tempcat"
icon_dead = "catdeath"
speak = list("Meow!","Esp!","Purr!","HSSSSS")
speak_emote = list("purrs", "meows")
emote_hear = list("meows","mews")
emote_see = list("shakes it's head", "shivers")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
//RUNTIME! SQUEEEEEEEE~
/mob/living/simple_animal/cat/Runtime
name = "Runtime"
desc = ""
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
+367
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@@ -0,0 +1,367 @@
//Corgi
/mob/living/simple_animal/corgi
name = "corgi"
real_name = "corgi"
desc = "Puppy!!"
icon = 'mob.dmi'
icon_state = "corgi"
icon_living = "corgi"
icon_dead = "corgi_dead"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
meat_amount = 3
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
var/obj/item/inventory_head
var/obj/item/inventory_back
var/obj/item/inventory_mouth
/mob/living/simple_animal/corgi/update_clothing()
overlays = list()
if(inventory_head)
var/head_icon_state = inventory_head.icon_state
if(health <= 0)
head_icon_state += "2"
var/icon/head_icon = icon('corgi_head.dmi',head_icon_state)
if(head_icon)
overlays += head_icon
if(inventory_back)
var/back_icon_state = inventory_back.icon_state
if(health <= 0)
back_icon_state += "2"
var/icon/back_icon = icon('corgi_back.dmi',back_icon_state)
if(back_icon)
overlays += back_icon
return
/mob/living/simple_animal/corgi/Life()
..()
update_clothing()
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
user.machine = src
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
if(inventory_head)
dat += "<br><b>Head:</b> [inventory_head] (<a href='?src=\ref[src];remove_inv=head'>Remove</a>)"
else
dat += "<br><b>Head:</b> <a href='?src=\ref[src];add_inv=head'>Nothing</a>"
if(inventory_back)
dat += "<br><b>Back:</b> [inventory_back] (<a href='?src=\ref[src];remove_inv=back'>Remove</a>)"
else
dat += "<br><b>Back:</b> <a href='?src=\ref[src];add_inv=back'>Nothing</a>"
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[real_name]")
return
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(inventory_head && inventory_back)
//helmet and armor = 100% protection
if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
if( O.force )
usr << "\red This animal is wearing too much armor. You can't cause it any damage."
for (var/mob/M in viewers(src, null))
M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
else
usr << "\red This animal is wearing too much armor. You can't reach it's skin."
for (var/mob/M in viewers(src, null))
M.show_message("\red [user] gently taps [src] with the [O]. ")
if(prob(15))
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on it's face")
return
..()
/mob/living/simple_animal/corgi/Topic(href, href_list)
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1)
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("head")
if(inventory_head)
name = real_name
desc = initial(desc)
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
usr << "\red There is nothing on its [remove_from]."
return
if("back")
if(inventory_back)
inventory_back.loc = src.loc
inventory_back = null
else
usr << "\red There is nothing on its [remove_from]."
return
show_inv(usr)
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1)
return
if(!usr.get_active_hand())
usr << "\red You have nothing in your active hand to put in the slot."
return
var/add_to = href_list["add_inv"]
switch(add_to)
if("head")
if(inventory_head)
usr << "\red The [inventory_head] is already in this slot."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
//Corgis are supposed to be simpler, so only a select few objects can actually be put
//to be compatible with them. The objects are below.
//Many hats added, Some will probably be removed, just want to see which ones are popular.
var/list/allowed_types = list(
/obj/item/clothing/head/helmet,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/head/caphat,
/obj/item/clothing/head/collectable/captain,
/obj/item/clothing/head/that,
/obj/item/clothing/head/helmet/that,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/collectable/kitty,
/obj/item/clothing/head/rabbitears,
/obj/item/clothing/head/collectable/rabbitears,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/collectable/beret,
/obj/item/clothing/head/det_hat,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/pirate,
/obj/item/clothing/head/collectable/pirate,
/obj/item/clothing/head/ushanka,
/obj/item/clothing/head/chefhat,
/obj/item/clothing/head/collectable/chef,
/obj/item/clothing/head/collectable/police,
/obj/item/clothing/head/wizard/fake,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/collectable/wizard,
/obj/item/clothing/head/helmet/hardhat,
/obj/item/clothing/head/collectable/hardhat,
/obj/item/clothing/head/helmet/hardhat/white,
/obj/item/weapon/bedsheet,
/obj/item/clothing/head/helmet/space/santahat,
/obj/item/clothing/head/collectable/paper
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The corgi doesn't seem too keen on wearing that item."
return
usr.drop_item()
item_to_add.loc = src
src.inventory_head = item_to_add
update_clothing()
//Various hats and items (worn on his head) change Ian's behaviour. His attributesare reset when a HAT is removed.
switch(inventory_head && inventory_head.type)
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches his nose", "hops around a bit")
desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear", "surrenders", "plays dead")
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area","sniffs around for clues","searches for scooby snacks")
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibbles","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
emote_hear = list("growls ferociously", "snarls")
speak = list("Arrrrgh!!","Grrrrrr!")
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools","looks for donuts")
desc = "Stop right there criminal scum!"
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
if(/obj/item/weapon/bedsheet)
name = "The ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around", "shivers")
emote_hear = list("howls","groans")
desc = "Spooky!"
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.sd_SetLuminosity(6)
if("back")
if(inventory_back)
usr << "\red The [inventory_back] is already in this slot."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
//Corgis are supposed to be simpler, so only a select few objects can actually be put
//to be compatible with them. The objects are below.
var/list/allowed_types = list(
/obj/item/clothing/suit/armor/vest,
/obj/item/device/radio
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The object cannot fit on this animal."
return
usr.drop_item()
item_to_add.loc = src
src.inventory_back = item_to_add
update_clothing()
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
else
..()
//IAN! SQUEEEEEEEEE~
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
desc = "It's a corgi."
var/turns_since_scan = 0
var/obj/movement_target
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
/mob/living/simple_animal/corgi/Ian/Life()
..()
//Feeding, chasing food, FOOOOODDDD
if(alive && !resting && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
turns_since_scan = 0
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
movement_target = null
stop_automated_movement = 0
for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
if(isturf(S.loc) || ishuman(S.loc))
movement_target = S
break
if(movement_target)
stop_automated_movement = 1
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
dir = WEST
else if (movement_target.loc.x > src.x)
dir = EAST
else if (movement_target.loc.y < src.y)
dir = SOUTH
else if (movement_target.loc.y > src.y)
dir = NORTH
else
dir = SOUTH
if(isturf(movement_target.loc) )
movement_target.attack_animal(src)
else if(ishuman(movement_target.loc) )
if(prob(20))
emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
if(prob(1))
emote("dances around")
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
sleep(1)
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
name = "Corgi meat"
desc = "Tastes like... well you know..."
/mob/living/simple_animal/corgi/Ian/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(70))
for(var/mob/M in viewers(src, null))
if(M.client)
M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
+36
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//Look Sir, free crabs!
/mob/living/simple_animal/crab
name = "crab"
desc = "Free crabs!"
icon = 'mob.dmi'
icon_state = "crab"
icon_living = "crab"
icon_dead = "crab_dead"
emote_hear = list("clicks")
emote_see = list("clacks")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "stomps the"
stop_automated_movement = 1
friendly = "pinches"
/mob/living/simple_animal/crab/Life()
..()
//CRAB movement
if(!ckey)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(4,8)))
turns_since_move = 0
//COFFEE! SQUEEEEEEEEE!
/mob/living/simple_animal/crab/Coffee
name = "Coffee"
desc = "It's Coffee, the other pet!"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stomps"
+289
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/mob/living/simple_animal
name = "animal"
var/icon_living = ""
var/icon_dead = ""
var/max_health = 20
var/alive = 1
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0
var/list/emote_hear = list() //EHearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
health = 20
var/turns_per_move = 1
var/turns_since_move = 0
universal_speak = 1
var/meat_amount = 0
var/meat_type
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/harm_intent_damage = 3
//Temperature effect
var/minbodytemp = 270
var/maxbodytemp = 370
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
var/min_oxy = 5
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
var/min_tox = 0
var/max_tox = 1
var/min_co2 = 0
var/max_co2 = 5
var/min_n2 = 0
var/max_n2 = 0
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
var/melee_damage_lower = 0
var/melee_damage_upper = 0
var/attacktext = "attacks"
var/attack_sound = null
var/friendly = "nuzzles" //If the mob does no damage with it's attack
/mob/living/simple_animal/New()
..()
verbs -= /mob/verb/observe
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = null
..()
/mob/living/simple_animal/Life()
//Health
if(!alive)
if(health > 0)
icon_state = icon_living
alive = 1
stat = 0 //Alive - conscious
density = 1
return
if(health < 1)
alive = 0
icon_state = icon_dead
stat = 2 //Dead
density = 0
return
if(health > max_health)
health = max_health
//Movement
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
//Speaking
if(speak_chance)
if(prob(speak_chance))
if(speak && (emote_hear || emote_see) )
var/length = speak.len
if(emote_hear)
length += emote_hear.len
if(emote_see)
length += emote_see.len
var/pick = rand(1,length)
if(pick <= speak.len)
say(pick(speak))
else
pick -= speak.len
if(emote_see && pick <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
if(!speak)
if(!emote_hear && emote_see)
emote(pick(emote_see),1)
if(emote_hear && !emote_see)
emote(pick(emote_hear),2)
if(emote_hear && emote_see)
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
if(speak && !(emote_see || emote_hear))
say(pick(speak))
//Atmos
var/atmos_suitable = 1
var/atom/A = src.loc
if(isturf(A))
var/turf/T = A
var/areatemp = T.temperature
if( abs(areatemp - bodytemperature) > 50 )
var/diff = areatemp - bodytemperature
diff = diff / 5
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
bodytemperature += diff
if(istype(T,/turf/simulated))
var/turf/simulated/ST = T
if(ST.air)
var/tox = ST.air.toxins
var/oxy = ST.air.oxygen
var/n2 = ST.air.nitrogen
var/co2 = ST.air.carbon_dioxide
if(min_oxy)
if(oxy < min_oxy)
atmos_suitable = 0
if(max_oxy)
if(oxy > max_oxy)
atmos_suitable = 0
if(min_tox)
if(tox < min_tox)
atmos_suitable = 0
if(max_tox)
if(tox > max_tox)
atmos_suitable = 0
if(min_n2)
if(n2 < min_n2)
atmos_suitable = 0
if(max_n2)
if(n2 > max_n2)
atmos_suitable = 0
if(min_co2)
if(co2 < min_co2)
atmos_suitable = 0
if(max_co2)
if(co2 > max_co2)
atmos_suitable = 0
//Atmos effect
if(bodytemperature < minbodytemp)
health -= cold_damage_per_tick
else if(bodytemperature > maxbodytemp)
health -= heat_damage_per_tick
if(!atmos_suitable)
health -= unsuitable_atoms_damage
/mob/living/simple_animal/Bumped(AM as mob|obj)
if(!AM) return
if(isturf(src.loc) && !resting && !buckled)
if(ismob(AM))
var/newamloc = src.loc
src.loc = AM:loc
AM:loc = newamloc
else
..()
/mob/living/simple_animal/gib()
if(meat_amount && meat_type)
for(var/i = 0; i < meat_amount; i++)
new meat_type(src.loc)
..()
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote)
var/emote = pick(speak_emote)
if(emote)
return "[emote], \"[text]\""
return "says, \"[text]\"";
/mob/living/simple_animal/emote(var/act)
if(act)
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act].")
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage
return 0
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
switch(M.a_intent)
if ("help")
if (health > 0)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_help] [src]")
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
grabbed_by += G
G.synch()
LAssailant = M
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if ("hurt")
health -= harm_intent_damage
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\red [M] [response_harm] [src]")
if ("disarm")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_disarm] [src]")
return
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < max_health)
if(MED.amount >= 1)
health = min(max_health, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
+46
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/mob/living/simple_animal/shade
name = "Shade"
desc = "A bound spirit"
icon = 'mob.dmi'
icon_state = "shade"
icon_living = "shade"
icon_dead = "shade_dead"
max_health = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "puts their hand through"
response_disarm = "flails at"
response_harm = "punches the"
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "drains the life from"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
/mob/living/simple_animal/shade/Life()
..()
if (stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [src] lets out a contented sigh as their form unwinds. ")
del src
/mob/living/simple_animal/shade/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/device/soulstone))
O.transfer_soul("SHADE", src, user)
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
-398
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@@ -1,398 +0,0 @@
// converyor belt
// moves items/mobs/movables in set direction every ptick
/obj/machinery/conveyor
icon = 'recycling.dmi'
icon_state = "conveyor0"
name = "conveyor belt"
desc = "A conveyor belt."
anchored = 1
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/basedir // this is the default (forward) direction, set by the map dir
// note dir var can vary when the direction changes
var/list/affecting // the list of all items that will be moved this ptick
var/id = "" // the control ID - must match controller ID
// following two only used if a diverter is present
var/divert = 0 // if non-zero, direction to divert items
var/divdir = 0 // if diverting, will be conveyer dir needed to divert (otherwise dense)
// create a conveyor
/obj/machinery/conveyor/New()
..()
basedir = dir
setdir()
// set the dir and target turf depending on the operating direction
/obj/machinery/conveyor/proc/setdir()
if(operating == -1)
dir = turn(basedir,180)
else
dir = basedir
update()
// update the icon depending on the operating condition
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-b"
operating = 0
return
if(!operable)
operating = 0
icon_state = "conveyor[(operating != 0) && !(stat & NOPOWER)]"
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(stat & (BROKEN | NOPOWER))
return
if(!operating)
return
use_power(100)
var/movedir = dir // base movement dir
if(divert && dir==divdir) // update if diverter present
movedir = divert
affecting = loc.contents - src // moved items will be all in loc
spawn(1) // slight delay to prevent infinite propagation due to map order
var/items_moved = 0
for(var/atom/movable/A in affecting)
if(!A.anchored)
if(isturf(A.loc)) // this is to prevent an ugly bug that forces a player to drop what they're holding if they recently pick it up from the conveyer belt
if(ismob(A))
var/mob/M = A
if(M.buckled == src)
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
M.buckled = null
step(M,dir)
if(C)
M.buckled = C
else
new/obj/item/weapon/cable_coil/cut(M.loc)
else
step(M,movedir)
else
step(A,movedir)
items_moved++
if(items_moved >= 10)
break
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/grab)) // special handling if grabbing a mob
var/obj/item/weapon/grab/G = I
G.affecting.Move(src.loc)
del(G)
return
else if(istype(I, /obj/item/weapon/cable_coil)) // if cable, see if a mob is present
var/mob/M = locate() in src.loc
if(M)
if (M == user)
src.visible_message("\blue [M] ties \himself to the conveyor.")
// note don't check for lying if self-tying
else
if(M.lying)
user.visible_message("\blue [M] has been tied to the conveyor by [user].", "\blue You tie [M] to the converyor!")
else
user << "\blue [M] must be lying down to be tied to the converyor!"
return
M.buckled = src
src.add_fingerprint(user)
I:use(1)
M.lying = 1
return
// else if no mob in loc, then allow coil to be placed
else if(istype(I, /obj/item/weapon/wirecutters))
var/mob/M = locate() in src.loc
if(M && M.buckled == src)
M.buckled = null
src.add_fingerprint(user)
if (M == user)
src.visible_message("\blue [M] cuts \himself free from the conveyor.")
else
src.visible_message("\blue [M] had been cut free from the conveyor by [user].")
return
if(isrobot(user))
return
// otherwise drop and place on conveyor
user.drop_item()
if(I && I.loc) I.loc = src.loc
return
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
user.pulling = null
else
step(user.pulling, get_dir(user.pulling.loc, src))
user.pulling = null
return
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
stat |= BROKEN
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, basedir)
if(C)
C.set_operable(basedir, id, 0)
C = locate() in get_step(src, turn(basedir,180))
if(C)
C.set_operable(turn(basedir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
return
operable = op
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/obj/machinery/conveyor/power_change()
..()
update()
// converyor diverter
// extendable arm that can be switched so items on the conveyer are diverted sideways
// situate in same turf as conveyor
// only works if belts is running proper direction
//
//
/obj/machinery/diverter
icon = 'recycling.dmi'
icon_state = "diverter0"
name = "diverter"
desc = "A diverter arm for a conveyor belt."
anchored = 1
layer = FLY_LAYER
var/obj/machinery/conveyor/conv // the conveyor this diverter works on
var/deployed = 0 // true if diverter arm is extended
var/operating = 0 // true if arm is extending/contracting
var/divert_to // the dir that diverted items will be moved
var/divert_from // the dir items must be moving to divert
// create a diverter
// set up divert_to and divert_from directions depending on dir state
/obj/machinery/diverter/New()
..()
switch(dir)
if(NORTH)
divert_to = WEST // stuff will be moved to the west
divert_from = NORTH // if entering from the north
if(SOUTH)
divert_to = EAST
divert_from = NORTH
if(EAST)
divert_to = EAST
divert_from = SOUTH
if(WEST)
divert_to = WEST
divert_from = SOUTH
if(NORTHEAST)
divert_to = NORTH
divert_from = EAST
if(NORTHWEST)
divert_to = NORTH
divert_from = WEST
if(SOUTHEAST)
divert_to = SOUTH
divert_from = EAST
if(SOUTHWEST)
divert_to = SOUTH
divert_from = WEST
spawn(2)
// wait for map load then find the conveyor in this turf
conv = locate() in src.loc
if(conv) // divert_from dir must match possible conveyor movement
if(conv.basedir != divert_from && conv.basedir != turn(divert_from,180) )
del(src) // if no dir match, then delete self
set_divert()
update()
// update the icon state depending on whether the diverter is extended
/obj/machinery/diverter/proc/update()
icon_state = "diverter[deployed]"
// call to set the diversion vars of underlying conveyor
/obj/machinery/diverter/proc/set_divert()
if(conv)
if(deployed)
conv.divert = divert_to
conv.divdir = divert_from
else
conv.divert= 0
// *** TESTING click to toggle
/obj/machinery/diverter/Click()
toggle()
// toggle between arm deployed and not deployed, showing animation
//
/obj/machinery/diverter/proc/toggle()
if( stat & (NOPOWER|BROKEN))
return
if(operating)
return
use_power(50)
operating = 1
if(deployed)
flick("diverter10",src)
icon_state = "diverter0"
sleep(10)
deployed = 0
else
flick("diverter01",src)
icon_state = "diverter1"
sleep(10)
deployed = 1
operating = 0
update()
set_divert()
// don't allow movement into the 'backwards' direction if deployed
/obj/machinery/diverter/CanPass(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == divert_to) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != turn(divert_from,180))
// don't allow movement through the arm if deployed
/obj/machinery/diverter/CheckExit(atom/movable/O, var/turf/target)
var/direct = get_dir(O, target)
if(direct == turn(divert_to,180)) // prevent movement through body of diverter
return 0
if(!deployed)
return 1
return(direct != divert_from)
// the conveyor control switch
//
//
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "A conveyor control switch."
icon = 'recycling.dmi'
icon_state = "switch-off"
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/operated = 1 // true if just operated
var/id = "" // must match conveyor IDs to control them
var/list/conveyors // the list of converyors that are controlled by this switch
anchored = 1
/obj/machinery/conveyor_switch/New()
..()
update()
spawn(5) // allow map load
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
// update the icon depending on the position
/obj/machinery/conveyor_switch/proc/update()
if(position<0)
icon_state = "switch-rev"
else if(position>0)
icon_state = "switch-fwd"
else
icon_state = "switch-off"
// timed process
// if the switch changed, update the linked conveyors
/obj/machinery/conveyor_switch/process()
if(!operated)
return
operated = 0
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = position
C.setdir()
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(position == 0)
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
else
last_pos = position
position = 0
operated = 1
update()
// find any switches with same id as this one, and set their positions to match us
for(var/obj/machinery/conveyor_switch/S in world)
if(S.id == src.id)
S.position = position
S.update()
-289
View File
@@ -1,289 +0,0 @@
// The scrap item
// a single object type represents all combinations of size and composition of scrap
//
/obj/item/scrap
name = "scrap"
icon = 'scrap.dmi'
icon_state = "1metal0"
item_state = "scrap-metal"
desc = "A piece of scrap"
var/classtext = ""
throwforce = 14.0
m_amt = 0
g_amt = 0
w_amt = 0
var/size = 1 // 1=piece, 2= few pieces, 3=small pile, 4=large pile
var/blood = 0 // 0=none, 1=blood-stained, 2=bloody
throwforce = 8.0
throw_speed = 1
throw_range = 4
w_class = 1
flags = FPRINT | TABLEPASS | CONDUCT
#define MAX_SCRAP 15000 // maximum content amount of a scrap pile
/obj/item/scrap/New()
src.verbs -= /atom/movable/verb/pull
..()
update()
// return a copy
/obj/item/scrap/proc/copy()
var/obj/item/scrap/ret = new()
ret.set_components(m_amt, g_amt, w_amt)
return ret
// set the metal, glass and waste content
/obj/item/scrap/proc/set_components(var/m, var/g, var/w)
m_amt = m
g_amt = g
w_amt = w
update()
// returns the total amount of scrap in this pile
/obj/item/scrap/proc/total()
return m_amt + g_amt + w_amt
// sets the size, appearance, and description of the scrap depending on component amounts
/obj/item/scrap/proc/update()
var/total = total()
// determine size of pile
if(total<=400)
size = 1
else if(total<=1600)
size = 2
else
size = 3
w_class = size
var/sizetext = ""
switch(size)
if(1)
sizetext = "A piece of"
if(2)
sizetext = "A few pieces of"
if(3)
sizetext = "A pile of"
// determine bloodiness
var/bloodtext = ""
switch(blood)
if(0)
bloodtext = ""
if(1)
bloodtext = "blood-stained "
if(2)
bloodtext = "bloody "
// find mixture and composition
var/class = 0 // 0 = mixed, 1=mostly. 2=pure
var/major = "waste" // the major component type
var/max = 0
if(m_amt > max)
max = m_amt
else if(g_amt > max)
max = g_amt
else if(w_amt > max)
max = w_amt
if(max == total)
class = 2 // pure
else if(max/total > 0.6)
class = 1 // mostly
else
class = 0 // mixed
if(class>0)
var/remain = total - max
if(m_amt > remain)
major = "metal"
else if(g_amt > remain)
major = "glass"
else
major = "waste"
if(class == 1)
desc = "[sizetext] mostly [major] [bloodtext]scrap."
classtext = "mostly [major] [bloodtext]"
else
desc = "[sizetext] [bloodtext][major] scrap."
classtext = "[bloodtext][major] "
icon_state = "[size][major][blood]"
else
desc = "[sizetext] [bloodtext]mixed scrap."
classtext = "[bloodtext]mixed"
icon_state = "[size]mixed[blood]"
if(size==0)
pixel_x = rand(-5,5)
pixel_y = rand(-5,5)
else
pixel_x = 0
pixel_y = 0
// clear or set conduction flag depending on whether scrap is mostly metal
if(major=="metal")
flags |= CONDUCT
else
flags &= ~CONDUCT
item_state = "scrap-[major]"
// add a scrap item to this one
// if the resulting pile is too big, transfer only what will fit
// otherwise add them and deleted the added pile
/obj/item/scrap/proc/add_scrap(var/obj/item/scrap/other, var/limit = MAX_SCRAP)
var/total = total()
var/other_total = other.total()
if( (total + other_total) <= limit )
m_amt += other.m_amt
g_amt += other.g_amt
w_amt += other.w_amt
blood = (total*blood + other_total*other.blood) / (total + other_total)
del(other)
else
var/space = limit - total
var/m = round(other.m_amt/other_total*space, 1)
var/g = round(other.g_amt/other_total*space, 1)
var/w = round(other.w_amt/other_total*space, 1)
m_amt += m
g_amt += g
w_amt += w
other.m_amt -= m
other.g_amt -= g
other.w_amt -= w
var/other_trans = m + g + w
other.update()
blood = (total*blood + other_trans*other.blood) / (total + other_trans)
blood = round(blood,1)
src.update()
// limit this pile to maximum size
// return any remainder as a new scrap item (or null if none)
// note return item is not necessarily smaller than max size
/obj/item/scrap/proc/remainder(var/limit = MAX_SCRAP)
var/total = total()
if(total > limit)
var/m = round( m_amt/total * limit, 1)
var/g = round( g_amt/total * limit, 1)
var/w = round( w_amt/total * limit, 1)
var/obj/item/scrap/S = new()
S.set_components(m_amt - m,g_amt - g,w_amt - w)
src.set_components(m,g,w)
return S
return null
// if other pile of scrap tries to enter the same turf, then add that pile to this one
/obj/item/scrap/CanPass(var/obj/item/scrap/O)
if(istype(O))
src.add_scrap(O)
if(O)
return 0 // O still exists if not all could be transfered, so block it
return 1
/obj/item/scrap/proc/to_text()
return "[m_amt],[g_amt],[w_amt] ([total()])"
// attack with hand removes a single piece from a pile
/obj/item/scrap/attack_hand(mob/user)
add_fingerprint(user)
if(src.is_single_piece())
return ..(user)
var/obj/item/scrap/S = src.get_single_piece()
S.attack_hand(user)
return
/obj/item/scrap/attackby(obj/item/I, mob/user)
..()
if(istype(I, /obj/item/scrap))
var/obj/item/scrap/S = I
if( (S.total()+src.total() ) > MAX_SCRAP )
user << "The pile is full."
return
if(ismob(src.loc)) // can't combine scrap in hand
return
src.add_scrap(S)
// when dropped, try to make a pile if scrap is already there
/obj/item/scrap/dropped()
spawn(2) // delay to allow drop postprocessing (since src may be destroyed)
for(var/obj/item/scrap/S in oview(0,src)) // excludes src itself
S.add_scrap(src)
// return true if this is a single piece of scrap
// must be total<=400 and of single composition
/obj/item/scrap/proc/is_single_piece()
if(total() > 400)
return 0
var/empty = (m_amt == 0) + (g_amt == 0) + (w_amt == 0)
return (empty==2) // must be 2 components with zero amount
// get a single piece of scrap from a pile
/obj/item/scrap/proc/get_single_piece()
var/obj/item/scrap/S = new()
var/cmp = pick(m_amt;1 , g_amt;2, w_amt;3)
var/amount = 400
switch(cmp)
if(1)
if(m_amt < amount)
amount = m_amt
S.set_components(amount, 0, 0)
src.set_components(m_amt - amount, g_amt, w_amt)
if(2)
if(g_amt < amount)
amount = g_amt
S.set_components(0, amount, 0)
src.set_components(m_amt, g_amt - amount, w_amt)
if(3)
if(w_amt < amount)
amount = w_amt
S.set_components(0, 0, amount)
src.set_components(m_amt, g_amt, w_amt - amount)
return S