mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
Merge remote-tracking branch 'upstream/master' into pAI-Drone-Port
This commit is contained in:
@@ -134,6 +134,9 @@
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||||
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/obj/item/tape/attack_paw(mob/user as mob)
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breaktape(/obj/item/weapon/wirecutters,user)
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/obj/item/tape/attack_alien(mob/user as mob)
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breaktape(/obj/item/weapon/wirecutters,user)
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/obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob)
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if(user.a_intent == "help" && ((!can_puncture(W) && src.allowed(user))))
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@@ -43,10 +43,12 @@ var/global/list/facial_hair_styles_male_list = list()
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var/global/list/facial_hair_styles_female_list = list()
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var/global/list/skin_styles_female_list = list() //unused
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//Underwear
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var/global/list/underwear_m = list("White", "Grey", "Green", "Blue", "Black", "Mankini", "None") //Curse whoever made male/female underwear diffrent colours
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var/global/list/underwear_m = list("White", "Grey", "Green", "Blue", "Black", "Mankini", "None")
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var/global/list/underwear_f = list("Red", "White", "Yellow", "Blue", "Black", "Thong", "None")
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var/global/list/underwear_list = underwear_m + underwear_f
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//undershirt
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var/global/list/undershirt_t = list("White Shirt", "White Tank top", "Black shirt", "Black Tank top", "Grey Shirt", "Grey tank top", "Lover Shirt", "Blue Ian Shirt", "UK Shirt","I Love NT Shirt", "Peace Shirt", "Band Shirt", "PogoMan Shirt", "Matroska Shirt", "White Short-sleeved shirt", "Purple Short-sleeved shirt", "Blue Short-sleeved shirt", "Green Short-sleeved shirt", "Black Short-Sleeved shirt", "Blue T-Shirt", "Red T-Shirt", "Yellow T-Shirt", "Green T-Shirt", "Blue Polo Shirt", "Red Polo Shirt", "White Polo Shirt", "Gray-Yellow Polo Shirt", "Green Sports Shirt", "Red Sports Shirt", "Blue Sports Shirt", "SS13 Shirt", "Fire Tank Top", "Question Shirt", "Skull Shirt", "Commie Shirt", "Nanotrasen Shirt", "Striped Shirt", "Blue Shirt", "Red Shirt", "Green Shirt", "Meat Shirt", "Tie-Dye Shirt", "Red Jersey", "Blue Jersey", "None")
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var/global/list/undershirt_list = undershirt_t
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//Backpacks
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var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Alt")
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@@ -51,7 +51,13 @@ proc/random_facial_hair_style(gender, species = "Human")
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proc/random_name(gender, speciesName = "Human")
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var/datum/species/S = all_species[speciesName]
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return S.makeName(gender)
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if(S)
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return S.makeName(gender)
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else
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if(gender==FEMALE)
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return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
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else
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return capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
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proc/random_skin_tone()
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switch(pick(60;"caucasian", 15;"afroamerican", 10;"african", 10;"latino", 5;"albino"))
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@@ -494,7 +494,7 @@
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||||
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/mob/living/carbon/human/verb/toggle_hotkey_verbs()
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set category = "OOC"
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set name = "Toggle hotkey buttons"
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set name = "Toggle Hotkey Buttons"
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set desc = "This disables or enables the user interface buttons which can be used with hotkeys."
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if(hud_used.hotkey_ui_hidden)
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@@ -132,7 +132,7 @@
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var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions.
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var/assistant_maint = 0 //Do assistants get maint access?
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var/gateway_delay = 9000 //How long the gateway takes before it activates. Default is half an hour.
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var/gateway_delay = 6000 //How long the gateway takes before it activates. Default is half an hour.
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var/ghost_interaction = 0
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var/comms_password = ""
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@@ -60,10 +60,8 @@ datum/controller/game_controller/New()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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/* //Do we even need this if we only have a single away mission loaded? Don't think so!
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spawn(20)
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createRandomZlevel()
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*/
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if(!air_master)
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air_master = new /datum/controller/air_system()
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||||
@@ -751,6 +751,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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name = "Ballistic gear crate"
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contains = list(/obj/item/clothing/suit/armor/bulletproof,
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/obj/item/clothing/suit/armor/bulletproof,
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/obj/item/weapon/storage/belt/bandolier,
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||||
/obj/item/weapon/storage/belt/bandolier,
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/obj/item/weapon/gun/projectile/shotgun/combat,
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/obj/item/weapon/gun/projectile/shotgun/combat)
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||||
cost = 50
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||||
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||||
@@ -492,27 +492,6 @@ var/list/ghostteleportlocs = list()
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name = "\improper Asteroid - Artifact"
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icon_state = "cave"
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||||
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||||
|
||||
|
||||
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||||
|
||||
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||||
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/area/planet/clown
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name = "\improper Clown Planet"
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icon_state = "honk"
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luminosity = 1
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lighting_use_dynamic = 0
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requires_power = 0
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/area/tdome
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name = "\improper Thunderdome"
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icon_state = "thunder"
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@@ -2310,23 +2289,104 @@ area/security/podbay
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H << S
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spawn(60) .()
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////////////////////////AWAY AREAS///////////////////////////////////
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/area/awaycontent
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name = "space"
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////////////////////////CLOWN PLANET///////////////////////////////////
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/area/awaycontent/a1
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icon_state = "awaycontent1"
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/area/awaycontent/a2
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icon_state = "awaycontent2"
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/area/awaymission/clownplanet/miningtown
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name = "\improper Clown Planet - Bananium-o-Rama"
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icon_state = "away1"
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luminosity = 1
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requires_power = 0
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/area/awaycontent/a3
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icon_state = "awaycontent3"
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|
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/area/awaymission/clownplanet/mine
|
||||
name = "\improper Clown Planet - Bananium-o-Rama Mines"
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||||
icon_state = "away2"
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||||
luminosity = 1
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||||
requires_power = 0
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||||
/area/awaycontent/a4
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||||
icon_state = "awaycontent4"
|
||||
|
||||
/area/awaycontent/a5
|
||||
icon_state = "awaycontent5"
|
||||
|
||||
/area/awaycontent/a6
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||||
icon_state = "awaycontent6"
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||||
|
||||
/area/awaycontent/a7
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||||
icon_state = "awaycontent7"
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||||
|
||||
/area/awaycontent/a8
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||||
icon_state = "awaycontent8"
|
||||
|
||||
/area/awaycontent/a9
|
||||
icon_state = "awaycontent9"
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||||
|
||||
/area/awaycontent/a10
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||||
icon_state = "awaycontent10"
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||||
|
||||
/area/awaycontent/a11
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||||
icon_state = "awaycontent11"
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||||
|
||||
/area/awaycontent/a11
|
||||
icon_state = "awaycontent12"
|
||||
|
||||
/area/awaycontent/a12
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||||
icon_state = "awaycontent13"
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||||
|
||||
/area/awaycontent/a13
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||||
icon_state = "awaycontent14"
|
||||
|
||||
/area/awaycontent/a14
|
||||
icon_state = "awaycontent14"
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||||
|
||||
/area/awaycontent/a15
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||||
icon_state = "awaycontent15"
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||||
|
||||
/area/awaycontent/a16
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||||
icon_state = "awaycontent16"
|
||||
|
||||
/area/awaycontent/a17
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||||
icon_state = "awaycontent17"
|
||||
|
||||
/area/awaycontent/a18
|
||||
icon_state = "awaycontent18"
|
||||
|
||||
/area/awaycontent/a19
|
||||
icon_state = "awaycontent19"
|
||||
|
||||
/area/awaycontent/a20
|
||||
icon_state = "awaycontent20"
|
||||
|
||||
/area/awaycontent/a21
|
||||
icon_state = "awaycontent21"
|
||||
|
||||
/area/awaycontent/a22
|
||||
icon_state = "awaycontent22"
|
||||
|
||||
/area/awaycontent/a23
|
||||
icon_state = "awaycontent23"
|
||||
|
||||
/area/awaycontent/a24
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||||
icon_state = "awaycontent24"
|
||||
|
||||
/area/awaycontent/a25
|
||||
icon_state = "awaycontent25"
|
||||
|
||||
/area/awaycontent/a26
|
||||
icon_state = "awaycontent26"
|
||||
|
||||
/area/awaycontent/a27
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||||
icon_state = "awaycontent27"
|
||||
|
||||
/area/awaycontent/a28
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||||
icon_state = "awaycontent28"
|
||||
|
||||
/area/awaycontent/a29
|
||||
icon_state = "awaycontent29"
|
||||
|
||||
/area/awaycontent/a30
|
||||
icon_state = "awaycontent30"
|
||||
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||||
/////////////////////////////////////////////////////////////////////
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||||
/*
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||||
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||||
@@ -105,6 +105,7 @@
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||||
//The Syndicate
|
||||
/var/const/access_syndicate = 150//General Syndicate Access
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||||
/var/const/access_syndicate_leader = 151//Nuke Op Leader Access
|
||||
/var/const/access_vox = 152//Vox Access
|
||||
|
||||
//MONEY
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||||
/var/const/access_crate_cash = 200
|
||||
|
||||
@@ -22,20 +22,13 @@
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||||
H.equip_or_collect(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
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H.equip_or_collect(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
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||||
H.equip_or_collect(new /obj/item/device/pda/bar(H), slot_wear_pda)
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H.equip_or_collect(new /obj/item/weapon/storage/belt/bandolier/full(H), slot_belt)
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||||
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if(H.backbag == 1)
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||||
var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H)
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H.equip_or_collect(Barpack, slot_r_hand)
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new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
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||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
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||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
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||||
else
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H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
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H.dna.SetSEState(SOBERBLOCK,1)
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H.mutations += M_SOBER
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|
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@@ -208,8 +208,6 @@ move an amendment</a> to the drawing.</p>
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return BORDER_2NDTILE
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if (locate(/obj/structure/falsewall) in T2)
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return BORDER_2NDTILE
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if (locate(/obj/structure/falserwall) in T2)
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return BORDER_2NDTILE
|
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|
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return BORDER_NONE
|
||||
|
||||
|
||||
@@ -177,4 +177,23 @@
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||||
"/obj/item/weapon/reagent_containers/spray",
|
||||
"/obj/item/weapon/soap",
|
||||
"/obj/item/weapon/holosign_creator"
|
||||
)
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier
|
||||
name = "bandolier"
|
||||
desc = "A bandolier for holding shotgun ammunition."
|
||||
icon_state = "bandolier"
|
||||
item_state = "bandolier"
|
||||
storage_slots = 6
|
||||
can_hold = list(
|
||||
"/obj/item/ammo_casing/shotgun"
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/belt/bandolier/full/New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
new /obj/item/ammo_casing/shotgun/beanbag(src)
|
||||
|
||||
@@ -102,10 +102,11 @@
|
||||
new /obj/item/weapon/storage/backpack/satchel_sec(src)
|
||||
new /obj/item/weapon/cartridge/hos(src)
|
||||
new /obj/item/device/radio/headset/heads/hos(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/corp(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security(src)
|
||||
new /obj/item/clothing/under/rank/head_of_security/formal(src)
|
||||
new /obj/item/clothing/suit/armor/hos(src)
|
||||
new /obj/item/clothing/head/HoS(src)
|
||||
new /obj/item/clothing/head/HoS/beret(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/weapon/storage/lockbox/loyalty(src)
|
||||
new /obj/item/weapon/storage/box/flashbangs(src)
|
||||
@@ -141,8 +142,10 @@
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden(src)
|
||||
new /obj/item/clothing/head/warden(src)
|
||||
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
|
||||
new /obj/item/clothing/head/beret/sec/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden(src)
|
||||
new /obj/item/clothing/under/rank/warden/corp(src)
|
||||
new /obj/item/clothing/under/rank/warden/formal(src)
|
||||
new /obj/item/clothing/glasses/sunglasses/sechud(src)
|
||||
new /obj/item/clothing/mask/gas/sechailer/warden(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
|
||||
@@ -23,21 +23,18 @@
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security2(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/corp(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/under/rank/security/formal(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/soft/sec/corp(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
new /obj/item/clothing/head/beret/sec(src)
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
/obj/structure/dresser
|
||||
name = "dresser"
|
||||
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "dresser"
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
/obj/structure/dresser/attack_hand(mob/user as mob)
|
||||
if(!Adjacent(user))//no tele-grooming
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks")
|
||||
|
||||
if(!Adjacent(user))
|
||||
return
|
||||
switch(choice)
|
||||
if("Underwear")
|
||||
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_list
|
||||
if(new_undies)
|
||||
H.underwear = new_undies
|
||||
|
||||
if("Undershirt")
|
||||
var/new_undershirt = input(user, "Select your undershirt", "Changing") as null|anything in undershirt_list
|
||||
if(new_undershirt)
|
||||
H.undershirt = new_undershirt
|
||||
|
||||
add_fingerprint(H)
|
||||
H.update_body()
|
||||
@@ -74,248 +74,185 @@
|
||||
anchored = 1
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
var/mineral = "metal"
|
||||
var/walltype = "metal"
|
||||
var/opening = 0
|
||||
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
density = 1
|
||||
opacity = 1
|
||||
|
||||
/obj/structure/falsewall/New()
|
||||
..()
|
||||
relativewall()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/obj/structure/falsewall/Destroy()
|
||||
|
||||
var/temploc = src.loc
|
||||
var/temploc = loc
|
||||
loc = null
|
||||
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/turf/simulated/wall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falserwall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
for(var/obj/structure/falsewall/W in range(temploc,1))
|
||||
W.relativewall()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falsewall/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "[mineral]fwall_open"
|
||||
icon_state = "[walltype]fwall_open"
|
||||
return
|
||||
|
||||
var/junction=findSmoothingNeighbors()
|
||||
icon_state = "[mineral][junction]"
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "[walltype][junction]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/falsewall/attack_hand(mob/user as mob)
|
||||
/obj/structure/falsewall/attack_hand(mob/user)
|
||||
if(opening)
|
||||
return
|
||||
|
||||
opening = 1
|
||||
if(density)
|
||||
opening = 1
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[mineral]fwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
do_the_flick()
|
||||
sleep(4)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
update_icon(0)
|
||||
else
|
||||
opening = 1
|
||||
flick("[mineral]fwall_closing", src)
|
||||
icon_state = "[mineral]0"
|
||||
var/srcturf = get_turf(src)
|
||||
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
|
||||
opening = 0
|
||||
return
|
||||
do_the_flick()
|
||||
density = 1
|
||||
sleep(15)
|
||||
sleep(4)
|
||||
SetOpacity(1)
|
||||
src.relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
update_icon()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falsewall/proc/do_the_flick()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
flick("[walltype]fwall_opening", src)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
flick("[walltype]fwall_closing", src)
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
if(density)
|
||||
icon_state = "[walltype]0"
|
||||
if(relativewall)
|
||||
relativewall()
|
||||
else
|
||||
icon_state = "[walltype]fwall_open"
|
||||
|
||||
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!walltype || walltype == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
|
||||
return
|
||||
|
||||
if(density)
|
||||
var/turf/T = get_turf(src)
|
||||
if(T.density)
|
||||
user << "\red The wall is blocked!"
|
||||
user << "<span class='warning'>[src] is blocked!</span>"
|
||||
return
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
|
||||
if(!mineral || mineral == "metal")
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
if (!istype(T, /turf/simulated/floor))
|
||||
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
|
||||
ChangeToWall()
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT:welding )
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
if(WT.remove_fuel(0,user))
|
||||
dismantle(user)
|
||||
else
|
||||
user << "\blue You can't reach, close it first!"
|
||||
user << "<span class='warning'>You can't reach, close it first!</span>"
|
||||
|
||||
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
|
||||
dismantle(user)
|
||||
|
||||
/obj/structure/falsewall/proc/dismantle(mob/user)
|
||||
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
|
||||
new /obj/structure/girder/displaced(loc)
|
||||
if(mineral == "metal")
|
||||
if(istype(src, /obj/structure/falsewall/reinforced))
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
new /obj/item/stack/sheet/plasteel(loc)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
if(!mineral)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
else
|
||||
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
|
||||
if(mineral != "plasma")
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
|
||||
..()
|
||||
if(density)
|
||||
icon_state = "[mineral]0"
|
||||
src.relativewall()
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
new /obj/item/stack/sheet/metal(loc)
|
||||
else
|
||||
icon_state = "[mineral]fwall_open"
|
||||
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
|
||||
new P(loc)
|
||||
new P(loc)
|
||||
playsound(src, 'sound/items/Welder.ogg', 100, 1)
|
||||
qdel(src)
|
||||
|
||||
/*
|
||||
* False R-Walls
|
||||
*/
|
||||
|
||||
/obj/structure/falserwall
|
||||
/obj/structure/falsewall/reinforced
|
||||
name = "reinforced wall"
|
||||
desc = "A huge chunk of reinforced metal used to seperate rooms."
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "r_wall"
|
||||
density = 1
|
||||
opacity = 1
|
||||
anchored = 1
|
||||
var/mineral = "metal"
|
||||
var/opening = 0
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
|
||||
/obj/structure/falserwall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
/obj/structure/falserwall/attack_hand(mob/user as mob)
|
||||
if(opening)
|
||||
return
|
||||
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall)
|
||||
if(delete)
|
||||
qdel(src)
|
||||
return T
|
||||
|
||||
/obj/structure/falsewall/reinforced/do_the_flick()
|
||||
if(density)
|
||||
opening = 1
|
||||
// Open wall
|
||||
icon_state = "frwall_open"
|
||||
flick("frwall_opening", src)
|
||||
sleep(15)
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
opening = 0
|
||||
else
|
||||
opening = 1
|
||||
icon_state = "r_wall"
|
||||
flick("frwall_closing", src)
|
||||
density = 1
|
||||
sleep(15)
|
||||
SetOpacity(1)
|
||||
relativewall()
|
||||
opening = 0
|
||||
|
||||
/obj/structure/falserwall/relativewall()
|
||||
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
|
||||
if(density)
|
||||
icon_state = "rwall0"
|
||||
src.relativewall()
|
||||
else
|
||||
icon_state = "frwall_open"
|
||||
|
||||
/obj/structure/falsewall/reinforced/relativewall()
|
||||
|
||||
if(!density)
|
||||
icon_state = "frwall_open"
|
||||
return
|
||||
var/junction=findSmoothingNeighbors()
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.walltype == W.walltype)
|
||||
junction |= get_dir(src,W)
|
||||
icon_state = "rwall[junction]"
|
||||
|
||||
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(opening)
|
||||
user << "\red You must wait until the door has stopped moving."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
var/turf/T = get_turf(src)
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
|
||||
T.ChangeTurf(/turf/simulated/wall/r_wall) //Why not make rwall?
|
||||
del(src)
|
||||
|
||||
if( istype(W, /obj/item/weapon/weldingtool) )
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if( WT.remove_fuel(0,user) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
//DRILLING
|
||||
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
|
||||
var/turf/T = get_turf(src)
|
||||
T.ChangeTurf(/turf/simulated/wall)
|
||||
T = get_turf(src)
|
||||
T.attackby(W,user)
|
||||
del(src)
|
||||
|
||||
|
||||
return
|
||||
|
||||
/*
|
||||
* Uranium Falsewalls
|
||||
*/
|
||||
@@ -325,6 +262,7 @@
|
||||
desc = "A wall with uranium plating. This is probably a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "uranium"
|
||||
walltype = "uranium"
|
||||
var/active = null
|
||||
var/last_event = 0
|
||||
|
||||
@@ -357,24 +295,28 @@
|
||||
desc = "A wall with gold plating. Swag!"
|
||||
icon_state = ""
|
||||
mineral = "gold"
|
||||
walltype = "gold"
|
||||
|
||||
/obj/structure/falsewall/silver
|
||||
name = "silver wall"
|
||||
desc = "A wall with silver plating. Shiny."
|
||||
icon_state = ""
|
||||
mineral = "silver"
|
||||
walltype = "silver"
|
||||
|
||||
/obj/structure/falsewall/diamond
|
||||
name = "diamond wall"
|
||||
desc = "A wall with diamond plating. You monster."
|
||||
icon_state = ""
|
||||
mineral = "diamond"
|
||||
walltype = "diamond"
|
||||
|
||||
/obj/structure/falsewall/plasma
|
||||
name = "plasma wall"
|
||||
desc = "A wall with plasma plating. This is definately a bad idea."
|
||||
icon_state = ""
|
||||
mineral = "plasma"
|
||||
walltype = "plasma"
|
||||
|
||||
//-----------wtf?-----------start
|
||||
/obj/structure/falsewall/clown
|
||||
@@ -382,10 +324,12 @@
|
||||
desc = "A wall with bananium plating. Honk!"
|
||||
icon_state = ""
|
||||
mineral = "clown"
|
||||
walltype = "clown"
|
||||
|
||||
/obj/structure/falsewall/sandstone
|
||||
name = "sandstone wall"
|
||||
desc = "A wall with sandstone plating."
|
||||
icon_state = ""
|
||||
mineral = "sandstone"
|
||||
walltype = "sandstone"
|
||||
//------------wtf?------------end
|
||||
@@ -102,7 +102,7 @@
|
||||
if(!pdiff)
|
||||
S.use(2)
|
||||
user << "\blue You create a false wall! Push on it to open or close the passage."
|
||||
new /obj/structure/falserwall (src.loc)
|
||||
new /obj/structure/falsewall/reinforced (src.loc)
|
||||
del(src)
|
||||
else
|
||||
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
|
||||
|
||||
+110
-74
@@ -1,88 +1,112 @@
|
||||
// OKAY I DON'T KNOW WHO THE FUCK ORIGINALLY CODED THIS BUT THEY ARE OFFICIALLY FIRED FOR BEING DRUNK AND STUPID
|
||||
// FUCK YOU MYSTERY CODERS
|
||||
// FOR THIS SHIT I'M GOING TO MAKE ALL MY COMMENTS IN CAPS
|
||||
//Separate dm because it relates to two types of atoms + ease of removal in case it's needed.
|
||||
//Also assemblies.dm for falsewall checking for this when used.
|
||||
//I should really make the shuttle wall check run every time it's moved, but centcom uses unsimulated floors so !effort
|
||||
|
||||
/atom
|
||||
var/list/canSmoothWith=list() // TYPE PATHS I CAN SMOOTH WITH~~~~~
|
||||
/atom/proc/relativewall() //atom because it should be useable both for walls and false walls
|
||||
if(istype(src,/turf/simulated/floor/vault)||istype(src,/turf/simulated/wall/vault)) //HACK!!!
|
||||
return
|
||||
|
||||
// MOVED INTO UTILITY FUNCTION FOR LESS DUPLICATED CODE.
|
||||
/atom/proc/findSmoothingNeighbors()
|
||||
// THIS IS A BITMAP BECAUSE NORTH/SOUTH/ETC ARE ALL BITFLAGS BECAUSE BYOND IS DUMB AND
|
||||
// DOESN'T FUCKING MAKE SENSE, BUT IT WORKS TO OUR ADVANTAGE
|
||||
var/junction = 0
|
||||
for(var/cdir in cardinal)
|
||||
var/turf/T = get_step(src,cdir)
|
||||
if(isSmoothableNeighbor(T))
|
||||
junction |= cdir
|
||||
continue // NO NEED FOR FURTHER SEARCHING IN THIS TILE
|
||||
for(var/atom/A in T)
|
||||
if(isSmoothableNeighbor(A))
|
||||
junction |= cdir
|
||||
break // NO NEED FOR FURTHER SEARCHING IN THIS TILE
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
return junction
|
||||
if(!istype(src,/turf/simulated/shuttle/wall)) //or else we'd have wacky shuttle merging with walls action
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
|
||||
/atom/proc/isSmoothableNeighbor(var/atom/A)
|
||||
return is_type_in_list(A,canSmoothWith)
|
||||
/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything.
|
||||
As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/
|
||||
/*else
|
||||
for(var/turf/simulated/shuttle/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/machinery/shuttle/W in orange(src,1)) //stuff like engine and propulsion should merge with walls
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y))
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/machinery/door/W in orange(src,1)) //doors should not result in diagonal walls, it just looks ugly. checking if area is shuttle so it won't merge with the station
|
||||
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/grille/W in orange(src,1)) //same for grilles. checking if area is shuttle so it won't merge with the station
|
||||
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
|
||||
junction |= get_dir(src,W)*/
|
||||
|
||||
/turf/simulated/wall/isSmoothableNeighbor(var/atom/A)
|
||||
if(is_type_in_list(A,canSmoothWith))
|
||||
// COLON OPERATORS ARE TERRIBLE BUT I HAVE NO CHOICE
|
||||
if(src.mineral == A:mineral)
|
||||
return 1
|
||||
return 0
|
||||
if(istype(src,/turf/simulated/wall))
|
||||
var/turf/simulated/wall/wall = src
|
||||
wall.icon_state = "[wall.walltype][junction]"
|
||||
else if (istype(src,/obj/structure/falsewall))
|
||||
if(istype(src,/obj/structure/falsewall/reinforced))
|
||||
icon_state = "rwall[junction]"
|
||||
else
|
||||
var/obj/structure/falsewall/fwall = src
|
||||
fwall.icon_state = "[fwall.mineral][junction]"
|
||||
/* else if(istype(src,/turf/simulated/shuttle/wall))
|
||||
var/newicon = icon;
|
||||
var/newiconstate = icon_state;
|
||||
if(junction!=5 && junction!=6 && junction!=9 && junction!=10) //if it's not diagonal, all is well, no additional calculations needed
|
||||
src.icon_state = "swall[junction]"
|
||||
else //if it's diagonal, we need to figure out if we're using the floor diagonal or the space diagonal sprite
|
||||
var/is_floor = 0
|
||||
for(var/turf/unsimulated/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
for(var/turf/simulated/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
for(var/turf/simulated/shuttle/floor/F in orange(src,1))
|
||||
if(abs(src.x-F.x)-abs(src.y-F.y))
|
||||
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
|
||||
is_floor = 1
|
||||
newicon = F.icon
|
||||
newiconstate = F.icon_state //we'll save these for later
|
||||
if(is_floor) //if is_floor = 1, we use the floor diagonal sprite
|
||||
src.icon = newicon; //we'll set the floor's icon to the floor next to it and overlay the wall segment. shuttle floor sprites have priority
|
||||
src.icon_state = newiconstate; //
|
||||
src.overlays += icon('icons/turf/shuttle.dmi',"swall_f[junction]")
|
||||
else //otherwise, the space one
|
||||
src.icon_state = "swall_s[junction]"*/
|
||||
|
||||
/**
|
||||
* WALL SMOOTHING SHIT
|
||||
*
|
||||
* IN /ATOM BECAUSE /TURFS ARE /ATOMS AND SO ARE /OBJ/STRUCTURE/FALSEWALLS
|
||||
* THIS IS STUPID BUT IS FAIRLY ELEGANT FOR BYOND
|
||||
*
|
||||
* HOWEVER, INSTEAD OF MAKING ONE BIG GODDAMN MONOLITHIC PROC LIKE A FUCKING
|
||||
* SHITTY FUNCTIONAL PROGRAMMER, WE WILL BE COOL AND MODERN AND USE INHERITANCE.
|
||||
*/
|
||||
/atom/proc/relativewall()
|
||||
return // DOES JACK SHIT BY DEFAULT. OLD BEHAVIOR WAS TO SPAM LOOPS ANYWAY.
|
||||
return
|
||||
|
||||
/*
|
||||
* SEE? NOW WE ONLY HAVE TO PROGRAM THIS SHIT INTO WHAT WE WANT TO SMOOTH
|
||||
* INSTEAD OF BEING DUMB AND HAVING A BIG FUCKING IFTREE WITH TYPECHECKS
|
||||
* MY GOD, WE COULD EVEN MOVE THE CODE TO BE WITH THE REST OF THE WALL'S CODE!
|
||||
* HOW FUCKING INNOVATIVE. ISN'T INHERITANCE NICE?
|
||||
*
|
||||
* WE COULD STANDARDIZE THIS BUT EVERYONE'S A FUCKING SNOWFLAKE
|
||||
*/
|
||||
/turf/simulated/wall/relativewall()
|
||||
var/junction=findSmoothingNeighbors()
|
||||
icon_state = "[walltype][junction]" // WHY ISN'T THIS IN UPDATE_ICON OR SIMILAR
|
||||
|
||||
// AND NOW WE HAVE TO YELL AT THE NEIGHBORS FOR BEING LOUD AND NOT PAINTING WITH HOA-APPROVED COLORS
|
||||
/atom/proc/relativewall_neighbours(var/at=null)
|
||||
if(!at)
|
||||
at = get_turf(src)
|
||||
// OPTIMIZE BY NOT CHECKING FOR NEIGHBORS IF WE DON'T FUCKING SMOOTH
|
||||
if(canSmoothWith.len>0)
|
||||
for(var/cdir in cardinal)
|
||||
var/turf/T = get_step(src,cdir)
|
||||
if(isSmoothableNeighbor(T))
|
||||
T.relativewall()
|
||||
for(var/atom/A in T)
|
||||
if(isSmoothableNeighbor(A))
|
||||
A.relativewall()
|
||||
/atom/proc/relativewall_neighbours()
|
||||
for(var/turf/simulated/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
for(var/obj/structure/falsewall/W in range(src,1))
|
||||
W.relativewall()
|
||||
W.update_icon()//Refreshes the wall to make sure the icons don't desync
|
||||
for(var/obj/structure/alien/resin/W in range(src,1))
|
||||
W.relativewall()
|
||||
W.update_icon()
|
||||
return
|
||||
|
||||
/turf/simulated/wall/New()
|
||||
relativewall_neighbours()
|
||||
..()
|
||||
|
||||
/turf/simulated/wall/Destroy()
|
||||
/*/turf/simulated/shuttle/wall/New()
|
||||
|
||||
var/temploc = src.loc
|
||||
spawn(20) //testing if this will make /obj/machinery/shuttle and /door count - It does, it stays.
|
||||
if(src.icon_state in list("wall1", "wall", "diagonalWall", "wall_floor", "wall_space")) //so wizard den, syndie shuttle etc will remain black
|
||||
for(var/turf/simulated/shuttle/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
if(!del_suppress_resmoothing)
|
||||
spawn(10)
|
||||
relativewall_neighbours(at=temploc)
|
||||
..()*/
|
||||
|
||||
/turf/simulated/wall/Del()
|
||||
spawn(10)
|
||||
for(var/turf/simulated/wall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
for(var/obj/structure/falsewall/W in range(src,1))
|
||||
W.relativewall()
|
||||
|
||||
// JESUS WHY
|
||||
for(var/direction in cardinal)
|
||||
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
|
||||
if(!shroom.floor) //shrooms drop to the floor
|
||||
@@ -90,15 +114,27 @@
|
||||
shroom.icon_state = "glowshroomf"
|
||||
shroom.pixel_x = 0
|
||||
shroom.pixel_y = 0
|
||||
|
||||
..()
|
||||
|
||||
// DE-HACK
|
||||
/turf/simulated/wall/vault/relativewall()
|
||||
/turf/simulated/wall/relativewall()
|
||||
if(istype(src,/turf/simulated/wall/vault)) //HACK!!!
|
||||
return
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
for(var/turf/simulated/wall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
|
||||
junction |= get_dir(src,W)
|
||||
for(var/obj/structure/falsewall/W in orange(src,1))
|
||||
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
|
||||
if(src.mineral == W.mineral)
|
||||
junction |= get_dir(src,W)
|
||||
var/turf/simulated/wall/wall = src
|
||||
wall.icon_state = "[wall.walltype][junction]"
|
||||
return
|
||||
|
||||
|
||||
//Xeno wall smoothing
|
||||
/obj/structure/alien/resin/relativewall()
|
||||
|
||||
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
|
||||
|
||||
@@ -24,11 +24,6 @@
|
||||
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
|
||||
var/engraving, engraving_quality //engraving on the wall
|
||||
var/del_suppress_resmoothing = 0 // Do not resmooth neighbors on Destroy. (smoothwall.dm)
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/wall,
|
||||
/obj/structure/falsewall,
|
||||
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
|
||||
)
|
||||
|
||||
/turf/simulated/wall/Del()
|
||||
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
|
||||
|
||||
@@ -55,7 +55,7 @@ var/global/vox_tick = 1
|
||||
var/obj/item/weapon/card/id/syndicate/W = new(src)
|
||||
W.name = "[real_name]'s Legitimate Human ID Card"
|
||||
W.icon_state = "id"
|
||||
W.access = list(access_syndicate)
|
||||
W.access = list(access_vox)
|
||||
W.assignment = "Trader"
|
||||
W.registered_name = real_name
|
||||
W.registered_user = src
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_state = "off"
|
||||
density = 1
|
||||
anchored = 1
|
||||
unacidable = 1
|
||||
var/active = 0
|
||||
|
||||
|
||||
@@ -37,7 +38,7 @@
|
||||
/obj/machinery/gateway/centerstation/initialize()
|
||||
update_icon()
|
||||
wait = world.time + config.gateway_delay //+ thirty minutes default
|
||||
awaygate = locate(/obj/machinery/gateway/centeraway)
|
||||
awaygate = locate(/obj/machinery/gateway/centeraway) in world
|
||||
|
||||
|
||||
/obj/machinery/gateway/centerstation/update_icon()
|
||||
@@ -82,8 +83,10 @@ obj/machinery/gateway/centerstation/process()
|
||||
if(linked.len != 8) return
|
||||
if(!powered()) return
|
||||
if(!awaygate)
|
||||
user << "<span class='notice'>Error: No destination found.</span>"
|
||||
return
|
||||
awaygate = locate(/obj/machinery/gateway/centeraway) in world
|
||||
if(!awaygate)
|
||||
user << "<span class='notice'>Error: No destination found.</span>"
|
||||
return
|
||||
if(world.time < wait)
|
||||
user << "<span class='notice'>Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.</span>"
|
||||
return
|
||||
@@ -118,15 +121,12 @@ obj/machinery/gateway/centerstation/process()
|
||||
if(!ready) return
|
||||
if(!active) return
|
||||
if(!awaygate) return
|
||||
|
||||
if(awaygate.calibrated)
|
||||
M.loc = get_step(awaygate.loc, SOUTH)
|
||||
M.dir = SOUTH
|
||||
return
|
||||
else
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name != "awaystart")
|
||||
continue
|
||||
awaydestinations.Add(L)
|
||||
var/obj/effect/landmark/dest = pick(awaydestinations)
|
||||
if(dest)
|
||||
M.loc = dest.loc
|
||||
@@ -134,6 +134,7 @@ obj/machinery/gateway/centerstation/process()
|
||||
use_power(5000)
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/device/multitool))
|
||||
user << "\black The gate is already calibrated, there is no work for you to do here."
|
||||
@@ -154,7 +155,7 @@ obj/machinery/gateway/centerstation/process()
|
||||
|
||||
/obj/machinery/gateway/centeraway/initialize()
|
||||
update_icon()
|
||||
stationgate = locate(/obj/machinery/gateway/centerstation)
|
||||
stationgate = locate(/obj/machinery/gateway/centerstation) in world
|
||||
|
||||
|
||||
/obj/machinery/gateway/centeraway/update_icon()
|
||||
@@ -188,8 +189,10 @@ obj/machinery/gateway/centerstation/process()
|
||||
if(!ready) return
|
||||
if(linked.len != 8) return
|
||||
if(!stationgate)
|
||||
user << "<span class='notice'>Error: No destination found.</span>"
|
||||
return
|
||||
stationgate = locate(/obj/machinery/gateway/centerstation) in world
|
||||
if(!stationgate)
|
||||
user << "<span class='notice'>Error: No destination found.</span>"
|
||||
return
|
||||
|
||||
for(var/obj/machinery/gateway/G in linked)
|
||||
G.active = 1
|
||||
@@ -234,6 +237,6 @@ obj/machinery/gateway/centerstation/process()
|
||||
user << "\black The gate is already calibrated, there is no work for you to do here."
|
||||
return
|
||||
else
|
||||
user << "\blue <b>Recalibration successful!</b>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
|
||||
user << "<span class='boldnotice'>Recalibration successful!</span>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
|
||||
calibrated = 1
|
||||
return
|
||||
@@ -53,11 +53,10 @@ dmm_suite{
|
||||
|
||||
*/
|
||||
|
||||
verb/load_map(var/dmm_file as file, var/z_offset as num, var/load_speed as num)
|
||||
verb/load_map(var/dmm_file as file, var/z_offset as num){
|
||||
// dmm_file: A .dmm file to load (Required).
|
||||
// z_offset: A number representing the z-level on which to start loading the map (Optional).
|
||||
// load_speed: How many tiles should be loaded per second, defaults to no pause (Optional)
|
||||
|
||||
}
|
||||
verb/write_map(var/turf/t1 as turf, var/turf/t2 as turf, var/flags as num){
|
||||
// t1: A turf representing one corner of a three dimensional grid (Required).
|
||||
// t2: Another turf representing the other corner of the same grid (Required).
|
||||
@@ -0,0 +1,332 @@
|
||||
///////////////////////////////////////////////////////////////
|
||||
//SS13 Optimized Map loader
|
||||
//////////////////////////////////////////////////////////////
|
||||
|
||||
//global datum that will preload variables on atoms instanciation
|
||||
var/global/dmm_suite/preloader/_preloader = null
|
||||
|
||||
|
||||
/**
|
||||
* Construct the model map and control the loading process
|
||||
*
|
||||
* WORKING :
|
||||
*
|
||||
* 1) Makes an associative mapping of model_keys with model
|
||||
* e.g aa = /turf/unsimulated/wall{icon_state = "rock"}
|
||||
* 2) Read the map line by line, parsing the result (using parse_grid)
|
||||
*
|
||||
*/
|
||||
/dmm_suite/load_map(var/dmm_file as file, var/z_offset as num)
|
||||
if(!z_offset)//what z_level we are creating the map on
|
||||
z_offset = world.maxz+1
|
||||
|
||||
var/quote = ascii2text(34)
|
||||
var/tfile = file2text(dmm_file)//the map file we're creating
|
||||
var/tfile_len = length(tfile)
|
||||
var/lpos = 1 // the models definition index
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
//first let's map model keys (e.g "aa") to their contents (e.g /turf/space{variables})
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
var/list/grid_models = list()
|
||||
var/key_len = length(copytext(tfile,2,findtext(tfile,quote,2,0)))//the length of the model key (e.g "aa" or "aba")
|
||||
|
||||
//proceed line by line
|
||||
for(lpos=1; lpos<tfile_len; lpos=findtext(tfile,"\n",lpos,0)+1)
|
||||
var/tline = copytext(tfile,lpos,findtext(tfile,"\n",lpos,0))
|
||||
if(copytext(tline,1,2) != quote)//we reached the map "layout"
|
||||
break
|
||||
var/model_key = copytext(tline,2,2+key_len)
|
||||
var/model_contents = copytext(tline,findtext(tfile,"=")+3,length(tline))
|
||||
grid_models[model_key] = model_contents
|
||||
sleep(-1)
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
//now let's fill the map with turf and objects using the constructed model map
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//position of the currently processed square
|
||||
var/zcrd=-1
|
||||
var/ycrd=0
|
||||
var/xcrd=0
|
||||
|
||||
for(var/zpos=findtext(tfile,"\n(1,1,",lpos,0);zpos!=0;zpos=findtext(tfile,"\n(1,1,",zpos+1,0)) //in case there's several maps to load
|
||||
|
||||
zcrd++
|
||||
world.maxz = max(world.maxz, zcrd+z_offset)//create a new z_level if needed
|
||||
|
||||
var/zgrid = copytext(tfile,findtext(tfile,quote+"\n",zpos,0)+2,findtext(tfile,"\n"+quote,zpos,0)+1) //copy the whole map grid
|
||||
var/z_depth = length(zgrid)
|
||||
|
||||
//if exceeding the world max x or y, increase it
|
||||
var/x_depth = length(copytext(zgrid,1,findtext(zgrid,"\n",2,0)))
|
||||
if(world.maxx<x_depth)
|
||||
world.maxx=x_depth
|
||||
|
||||
var/y_depth = z_depth / (x_depth+1)//x_depth + 1 because we're counting the '\n' characters in z_depth
|
||||
if(world.maxy<y_depth)
|
||||
world.maxy=y_depth
|
||||
|
||||
//then proceed it line by line, starting from top
|
||||
ycrd = y_depth
|
||||
|
||||
for(var/gpos=1;gpos!=0;gpos=findtext(zgrid,"\n",gpos,0)+1)
|
||||
var/grid_line = copytext(zgrid,gpos,findtext(zgrid,"\n",gpos,0))
|
||||
|
||||
//fill the current square using the model map
|
||||
xcrd=0
|
||||
for(var/mpos=1;mpos<=x_depth;mpos+=key_len)
|
||||
xcrd++
|
||||
var/model_key = copytext(grid_line,mpos,mpos+key_len)
|
||||
parse_grid(grid_models[model_key],xcrd,ycrd,zcrd+z_offset)
|
||||
|
||||
//reached end of current map
|
||||
if(gpos+x_depth+1>z_depth)
|
||||
break
|
||||
|
||||
ycrd--
|
||||
|
||||
sleep(-1)
|
||||
|
||||
//reached End Of File
|
||||
if(findtext(tfile,quote+"}",zpos,0)+2==tfile_len)
|
||||
break
|
||||
sleep(-1)
|
||||
|
||||
/**
|
||||
* Fill a given tile with its area/turf/objects/mobs
|
||||
* Variable model is one full map line (e.g /turf/unsimulated/wall{icon_state = "rock"},/area/mine/explored)
|
||||
*
|
||||
* WORKING :
|
||||
*
|
||||
* 1) Read the model string, member by member (delimiter is ',')
|
||||
*
|
||||
* 2) Get the path of the atom and store it into a list
|
||||
*
|
||||
* 3) a) Check if the member has variables (text within '{' and '}')
|
||||
*
|
||||
* 3) b) Construct an associative list with found variables, if any (the atom index in members is the same as its variables in members_attributes)
|
||||
*
|
||||
* 4) Instanciates the atom with its variables
|
||||
*
|
||||
*/
|
||||
/dmm_suite/proc/parse_grid(var/model as text,var/xcrd as num,var/ycrd as num,var/zcrd as num)
|
||||
/*Method parse_grid()
|
||||
- Accepts a text string containing a comma separated list of type paths of the
|
||||
same construction as those contained in a .dmm file, and instantiates them.
|
||||
*/
|
||||
|
||||
var/list/members = list()//will contain all members (paths) in model (in our example : /turf/unsimulated/wall and /area/mine/explored)
|
||||
var/list/members_attributes = list()//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////
|
||||
//Constructing members and corresponding variables lists
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
var/index=1
|
||||
var/old_position = 1
|
||||
var/dpos
|
||||
|
||||
do
|
||||
//finding next member (e.g /turf/unsimulated/wall{icon_state = "rock"} or /area/mine/explored)
|
||||
dpos= find_next_delimiter_position(model,old_position,",","{","}")//find next delimiter (comma here) that's not within {...}
|
||||
|
||||
var/full_def = copytext(model,old_position,dpos)//full definition, e.g : /obj/foo/bar{variables=derp}
|
||||
var/atom_def = text2path(copytext(full_def,1,findtext(full_def,"{")))//path definition, e.g /obj/foo/bar
|
||||
members.Add(atom_def)
|
||||
old_position = dpos + 1
|
||||
|
||||
//transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
|
||||
var/list/fields = list()
|
||||
|
||||
var/variables_start = findtext(full_def,"{")
|
||||
if(variables_start)//if there's any variable
|
||||
full_def = copytext(full_def,variables_start+1,length(full_def))//removing the last '}'
|
||||
fields = text2list(full_def,";")
|
||||
|
||||
//then fill the members_attributes list with the corresponding variables
|
||||
members_attributes.len++
|
||||
members_attributes[index++] = fields
|
||||
|
||||
sleep(-1)
|
||||
while(dpos != 0)
|
||||
|
||||
|
||||
////////////////
|
||||
//Instanciation
|
||||
////////////////
|
||||
|
||||
//The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile
|
||||
|
||||
//in case of multiples turfs on one tile,
|
||||
//will contains the images of all underlying turfs, to simulate the DMM multiple tiles piling
|
||||
var/list/turfs_underlays = list()
|
||||
|
||||
//first instance the /area and remove it from the members list
|
||||
index = members.len
|
||||
var/atom/instance
|
||||
_preloader = new(members_attributes[index])//preloader for assigning set variables on atom creation
|
||||
|
||||
instance = locate(members[index])
|
||||
instance.contents.Add(locate(xcrd,ycrd,zcrd))
|
||||
|
||||
if(_preloader && instance)
|
||||
_preloader.load(instance)
|
||||
|
||||
members.Remove(members[index])
|
||||
|
||||
//then instance the /turf and, if multiple tiles are presents, simulates the DMM underlays piling effect
|
||||
|
||||
var/first_turf_index = 1
|
||||
while(!ispath(members[first_turf_index],/turf)) //find first /turf object in members
|
||||
first_turf_index++
|
||||
|
||||
//instanciate the first /turf
|
||||
var/turf/T = instance_atom(members[first_turf_index],members_attributes[first_turf_index],xcrd,ycrd,zcrd)
|
||||
|
||||
//if others /turf are presents, simulates the underlays piling effect
|
||||
index = first_turf_index + 1
|
||||
while(index <= members.len)
|
||||
turfs_underlays.Insert(1,image(T.icon,null,T.icon_state,T.layer,T.dir))//add the current turf image to the underlays list
|
||||
var/turf/UT = instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)//instance new turf
|
||||
add_underlying_turf(UT,T,turfs_underlays)//simulates the DMM piling effect
|
||||
T = UT
|
||||
index++
|
||||
|
||||
//finally instance all remainings objects/mobs
|
||||
for(index=1,index < first_turf_index,index++)
|
||||
instance_atom(members[index],members_attributes[index],xcrd,ycrd,zcrd)
|
||||
|
||||
////////////////
|
||||
//Helpers procs
|
||||
////////////////
|
||||
|
||||
//Instance an atom at (x,y,z) and gives it the variables in attributes
|
||||
/dmm_suite/proc/instance_atom(var/path,var/list/attributes, var/x, var/y, var/z)
|
||||
var/atom/instance
|
||||
_preloader = new(attributes, path)
|
||||
|
||||
instance = new path (locate(x,y,z))//first preloader pass
|
||||
|
||||
if(_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
|
||||
_preloader.load(instance)
|
||||
|
||||
return instance
|
||||
|
||||
//text trimming (both directions) helper proc
|
||||
//optionally removes quotes before and after the text (for variable name)
|
||||
/dmm_suite/proc/trim_text(var/what as text,var/trim_quotes=0)
|
||||
while(length(what) && (findtext(what," ",1,2)))
|
||||
what=copytext(what,2,0)
|
||||
while(length(what) && (findtext(what," ",length(what),0)))
|
||||
what=copytext(what,1,length(what))
|
||||
if(trim_quotes)
|
||||
while(length(what) && (findtext(what,quote,1,2)))
|
||||
what=copytext(what,2,0)
|
||||
while(length(what) && (findtext(what,quote,length(what),0)))
|
||||
what=copytext(what,1,length(what))
|
||||
return what
|
||||
|
||||
//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape
|
||||
//returns 0 if reached the last delimiter
|
||||
/dmm_suite/proc/find_next_delimiter_position(var/text as text,var/initial_position as num, var/delimiter=",",var/opening_escape=quote,var/closing_escape=quote)
|
||||
var/position = initial_position
|
||||
var/next_delimiter = findtext(text,delimiter,position,0)
|
||||
var/next_opening = findtext(text,opening_escape,position,0)
|
||||
|
||||
while((next_opening != 0) && (next_opening < next_delimiter))
|
||||
position = findtext(text,closing_escape,next_opening + 1,0)+1
|
||||
next_delimiter = findtext(text,delimiter,position,0)
|
||||
next_opening = findtext(text,opening_escape,position,0)
|
||||
|
||||
return next_delimiter
|
||||
|
||||
|
||||
//build a list from variables in text form (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
|
||||
//return the filled list
|
||||
/dmm_suite/proc/text2list(var/text as text,var/delimiter=",")
|
||||
|
||||
var/list/to_return = list()
|
||||
|
||||
var/position
|
||||
var/old_position = 1
|
||||
|
||||
do
|
||||
//find next delimiter that is not within "..."
|
||||
position = find_next_delimiter_position(text,old_position,delimiter)
|
||||
|
||||
//check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
|
||||
var/equal_position = findtext(text,"=",old_position, position)
|
||||
|
||||
var/trim_left = trim_text(copytext(text,old_position,(equal_position ? equal_position : position)),1)//the name of the variable, must trim quotes to build a BYOND compliant associatives list
|
||||
old_position = position + 1
|
||||
|
||||
if(equal_position)//associative var, so do the association
|
||||
var/trim_right = trim_text(copytext(text,equal_position+1,position))//the content of the variable
|
||||
|
||||
//Check for string
|
||||
if(findtext(trim_right,quote,1,2))
|
||||
trim_right = copytext(trim_right,2,findtext(trim_right,quote,3,0))
|
||||
|
||||
//Check for number
|
||||
else if(isnum(text2num(trim_right)))
|
||||
trim_right = text2num(trim_right)
|
||||
|
||||
//Check for null
|
||||
else if(trim_right == "null")
|
||||
trim_right = null
|
||||
|
||||
//Check for list
|
||||
else if(copytext(trim_right,1,5) == "list")
|
||||
trim_right = text2list(copytext(trim_right,6,length(trim_right)))
|
||||
|
||||
//Check for file
|
||||
else if(copytext(trim_right,1,2) == "'")
|
||||
trim_right = file(copytext(trim_right,2,length(trim_right)))
|
||||
|
||||
to_return[trim_left] = trim_right
|
||||
|
||||
else//simple var
|
||||
to_return[trim_left] = null
|
||||
|
||||
while(position != 0)
|
||||
|
||||
return to_return
|
||||
|
||||
//simulates the DM multiple turfs on one tile underlaying
|
||||
/dmm_suite/proc/add_underlying_turf(var/turf/placed,var/turf/underturf, var/list/turfs_underlays)
|
||||
if(underturf.density)
|
||||
placed.density = 1
|
||||
if(underturf.opacity)
|
||||
placed.opacity = 1
|
||||
placed.underlays += turfs_underlays
|
||||
|
||||
//atom creation method that preloads variables at creation
|
||||
/atom/New()
|
||||
if(_preloader && (src.type == _preloader.target_path))//in case the instanciated atom is creating other atoms in New()
|
||||
_preloader.load(src)
|
||||
|
||||
. = ..()
|
||||
|
||||
//////////////////
|
||||
//Preloader datum
|
||||
//////////////////
|
||||
|
||||
/dmm_suite/preloader
|
||||
parent_type = /datum
|
||||
var/list/attributes
|
||||
var/target_path
|
||||
|
||||
/dmm_suite/preloader/New(var/list/the_attributes, var/path)
|
||||
.=..()
|
||||
if(!the_attributes.len)
|
||||
Del()
|
||||
return
|
||||
attributes = the_attributes
|
||||
target_path = path
|
||||
|
||||
/dmm_suite/preloader/proc/load(atom/what)
|
||||
for(var/attribute in attributes)
|
||||
what.vars[attribute] = attributes[attribute]
|
||||
Del()
|
||||
@@ -89,7 +89,7 @@
|
||||
swapmap.New()
|
||||
Create a new map datum, but does not allocate space or assign an
|
||||
ID (used for loading).
|
||||
swapmap.Destroy()
|
||||
swapmap.Del()
|
||||
Deletes a map but does not save
|
||||
swapmap.Save()
|
||||
Saves to map_[id].sav
|
||||
@@ -174,9 +174,9 @@ swapmap
|
||||
x2>swapmaps_compiled_maxx)
|
||||
var/list/areas=new
|
||||
for(var/atom/A in block(locate(x1,y1,z1),locate(x2,y2,z2)))
|
||||
for(var/obj/O in A) del(O)
|
||||
for(var/obj/O in A) qdel(O)
|
||||
for(var/mob/M in A)
|
||||
if(!M.key) del(M)
|
||||
if(!M.key) qdel(M)
|
||||
else M.loc=null
|
||||
areas[A.loc]=null
|
||||
del(A)
|
||||
@@ -286,9 +286,9 @@ swapmap
|
||||
A.contents+=T
|
||||
else defarea.contents+=T
|
||||
// clear the turf
|
||||
for(var/obj/O in T) del(O)
|
||||
for(var/obj/O in T) qdel(O)
|
||||
for(var/mob/M in T)
|
||||
if(!M.key) del(M)
|
||||
if(!M.key) qdel(M)
|
||||
else M.loc=null
|
||||
// finish the read
|
||||
T.Read(S)
|
||||
@@ -0,0 +1,43 @@
|
||||
//Academy Areas
|
||||
|
||||
/area/awaymission/academy
|
||||
name = "\improper Academy Asteroids"
|
||||
icon_state = "away"
|
||||
|
||||
/area/awaymission/academy/headmaster
|
||||
name = "\improper Academy Fore Block"
|
||||
icon_state = "away1"
|
||||
|
||||
/area/awaymission/academy/classrooms
|
||||
name = "\improper Academy Classroom Block"
|
||||
icon_state = "away2"
|
||||
|
||||
/area/awaymission/academy/academyaft
|
||||
name = "\improper Academy Ship Aft Block"
|
||||
icon_state = "away3"
|
||||
|
||||
/area/awaymission/academy/academygate
|
||||
name = "\improper Academy Gateway"
|
||||
icon_state = "away4"
|
||||
|
||||
//Academy Items
|
||||
|
||||
/obj/machinery/singularity/academy
|
||||
dissipate = 0
|
||||
move_self = 0
|
||||
grav_pull = 1
|
||||
|
||||
/obj/machinery/singularity/academy/admin_investigate_setup()
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/academy/process()
|
||||
eat()
|
||||
if(prob(1))
|
||||
mezzer()
|
||||
|
||||
|
||||
/obj/item/clothing/glasses/meson/truesight
|
||||
name = "The Lens of Truesight"
|
||||
desc = "I can see forever!"
|
||||
icon_state = "monocle"
|
||||
item_state = "headset"
|
||||
@@ -0,0 +1,22 @@
|
||||
//Packer Ship Areas
|
||||
|
||||
/area/awaymission/BMPship
|
||||
name = "\improper BMP Asteroids"
|
||||
icon_state = "away"
|
||||
luminosity = 0
|
||||
|
||||
|
||||
/area/awaymission/BMPship/Aft
|
||||
name = "\improper Aft Block"
|
||||
icon_state = "away1"
|
||||
requires_power = 1
|
||||
|
||||
/area/awaymission/BMPship/Midship
|
||||
name = "\improper Midship Block"
|
||||
icon_state = "away2"
|
||||
requires_power = 1
|
||||
|
||||
/area/awaymission/BMPship/Fore
|
||||
name = "\improper Fore Block"
|
||||
icon_state = "away3"
|
||||
requires_power = 1
|
||||
@@ -0,0 +1,63 @@
|
||||
//centcomAway areas
|
||||
|
||||
/area/awaymission/centcomAway
|
||||
name = "XCC-P5831"
|
||||
icon_state = "away"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/centcomAway/general
|
||||
name = "XCC-P5831"
|
||||
music = "music/ambigen3.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/maint
|
||||
name = "XCC-P5831 Maintenance"
|
||||
icon_state = "away1"
|
||||
music = "music/ambisin1.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/thunderdome
|
||||
name = "XCC-P5831 Thunderdome"
|
||||
icon_state = "away2"
|
||||
music = "music/ambisin2.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/cafe
|
||||
name = "XCC-P5831 Kitchen Arena"
|
||||
icon_state = "away3"
|
||||
music = "music/ambisin3.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/courtroom
|
||||
name = "XCC-P5831 Courtroom"
|
||||
icon_state = "away4"
|
||||
music = "music/ambisin4.ogg"
|
||||
|
||||
/area/awaymission/centcomAway/hangar
|
||||
name = "XCC-P5831 Hangars"
|
||||
icon_state = "away4"
|
||||
music = "music/ambigen5.ogg"
|
||||
|
||||
//centcomAway items
|
||||
|
||||
/obj/item/weapon/paper/pamphlet/ccaInfo
|
||||
name = "Visitor Info Pamphlet"
|
||||
info = "<b> XCC-P5831 Visitor Information </b><br>\
|
||||
Greetings, visitor, to XCC-P5831! As you may know, this outpost was once \
|
||||
used as Nanotrasen's CENTRAL COMMAND STATION, organizing and coordinating company \
|
||||
projects across the vastness of space. <br>\
|
||||
Since the completion of the much more efficient CC-A5831 on March 8, 2553, XCC-P5831 no longer \
|
||||
acts as NT's base of operations but still plays a very important role its corporate affairs; \
|
||||
serving as a supply and repair depot, as well as being host to its most important legal proceedings\
|
||||
and the thrilling pay-per-view broadcasts of <i>PLASTEEL CHEF</i> and <i>THUNDERDOME LIVE</i>.<br> \
|
||||
We hope you enjoy your stay!"
|
||||
|
||||
/obj/item/weapon/paper/ccaMemo
|
||||
name = "Memo to XCC-P5831 QM"
|
||||
info = "<b>From: XCC-P5831 Management Office</b><br>\
|
||||
<b>To: Rolf Ingram, XCC-P5831 Quartermaster</b><br>\
|
||||
Hey, Rolf, once you pack that gateway into the ferry hangar, <i>make absolutely sure</i> \
|
||||
to deactivate it! As you may know, SS13 has recently got its network up and running, \
|
||||
which means that until we get this gate shipped off to the next colonization staging \
|
||||
area, they'll be able to hop straight in here if its hooked up on our end.<br>\
|
||||
Obviously, that's something I'd very much rather avoid. Our forensics and medical \
|
||||
teams never did figure out what happened that last time... and I can't wrap my head \
|
||||
around it myself. Why would a shuttle full of evacuees all snap and beat each other \
|
||||
to death the moment they reached safety?<br>\
|
||||
- D. Cereza"
|
||||
@@ -0,0 +1,32 @@
|
||||
//Challenge Areas
|
||||
|
||||
/area/awaymission/challenge/start
|
||||
name = "Where Am I?"
|
||||
icon_state = "away"
|
||||
|
||||
/area/awaymission/challenge/main
|
||||
name = "\improper Danger Room"
|
||||
icon_state = "away1"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/challenge/end
|
||||
name = "Administration"
|
||||
icon_state = "away2"
|
||||
requires_power = 0
|
||||
|
||||
|
||||
/obj/machinery/power/emitter/energycannon
|
||||
name = "Energy Cannon"
|
||||
desc = "A heavy duty industrial laser"
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
use_power = 0
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 0
|
||||
|
||||
active = 1
|
||||
locked = 1
|
||||
state = 2
|
||||
@@ -0,0 +1,20 @@
|
||||
//Clown Planet Areas
|
||||
|
||||
/area/planet/clown
|
||||
name = "\improper Clown Planet"
|
||||
icon_state = "honk"
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/clownplanet/miningtown
|
||||
name = "\improper Clown Planet - Bananium-o-Rama"
|
||||
icon_state = "away1"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/clownplanet/mine
|
||||
name = "\improper Clown Planet - Bananium-o-Rama Mines"
|
||||
icon_state = "away2"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
@@ -0,0 +1,33 @@
|
||||
//Spacebattle Areas
|
||||
|
||||
/area/awaymission/spacebattle
|
||||
name = "\improper Space Battle"
|
||||
icon_state = "away"
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/spacebattle/cruiser
|
||||
name = "\improper Nanotrasen Cruiser"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate1
|
||||
name = "\improper Syndicate Assault Ship 1"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate2
|
||||
name = "\improper Syndicate Assault Ship 2"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate3
|
||||
name = "\improper Syndicate Assault Ship 3"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate4
|
||||
name = "\improper Syndicate War Sphere 1"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate5
|
||||
name = "\improper Syndicate War Sphere 2"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate6
|
||||
name = "\improper Syndicate War Sphere 3"
|
||||
|
||||
/area/awaymission/spacebattle/syndicate7
|
||||
name = "\improper Syndicate Fighter"
|
||||
|
||||
/area/awaymission/spacebattle/secret
|
||||
name = "\improper Hidden Chamber"
|
||||
@@ -0,0 +1,198 @@
|
||||
/* Station-Collision(sc) away mission map specific stuff
|
||||
*
|
||||
* Notes:
|
||||
* Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :)
|
||||
*
|
||||
* Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples
|
||||
* for anyone who wants to make their own stuff.
|
||||
*
|
||||
* Contains:
|
||||
* Areas
|
||||
* Landmarks
|
||||
* Guns
|
||||
* Safe code hints
|
||||
* Captain's safe
|
||||
* Modified Nar-Sie
|
||||
*/
|
||||
|
||||
/*
|
||||
* Areas
|
||||
*/
|
||||
//Gateroom gets its own APC specifically for the gate
|
||||
/area/awaymission/gateroom
|
||||
|
||||
//Library, medbay, storage room
|
||||
/area/awaymission/southblock
|
||||
|
||||
//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas)
|
||||
/area/awaymission/arrivalblock
|
||||
|
||||
//Crew quarters, cafeteria, chapel
|
||||
/area/awaymission/midblock
|
||||
|
||||
//engineering, bridge (not really north but it doesnt really need its own APC)
|
||||
/area/awaymission/northblock
|
||||
|
||||
//That massive research room
|
||||
/area/awaymission/research
|
||||
|
||||
//Syndicate shuttle
|
||||
/area/awaymission/syndishuttle
|
||||
|
||||
|
||||
/*
|
||||
* Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark!
|
||||
*/
|
||||
/obj/effect/landmark/sc_bible_spawner
|
||||
name = "Safecode hint spawner"
|
||||
|
||||
/obj/effect/landmark/sc_bible_spawner/New()
|
||||
var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc)
|
||||
B.name = "The Holy book of the Geometer"
|
||||
B.deity_name = "Narsie"
|
||||
B.icon_state = "melted"
|
||||
B.item_state = "melted"
|
||||
new /obj/item/weapon/paper/sc_safehint_paper_bible(B)
|
||||
new /obj/item/weapon/pen(B)
|
||||
qdel(src)
|
||||
|
||||
/*
|
||||
* Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map.
|
||||
*/
|
||||
//Captain's retro laser - Fires practice laser shots instead.
|
||||
obj/item/weapon/gun/energy/laser/retro/sc_retro
|
||||
name ="retro laser"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces."
|
||||
// projectile_type = "/obj/item/projectile/practice"
|
||||
clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face
|
||||
|
||||
//Syndicate sub-machine guns.
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New()
|
||||
..()
|
||||
for(var/ammo in magazine.stored_ammo)
|
||||
if(prob(95)) //95% chance
|
||||
magazine.stored_ammo -= ammo
|
||||
|
||||
//Barman's shotgun
|
||||
/obj/item/weapon/gun/projectile/shotgun/sc_pump
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/sc_pump/New()
|
||||
..()
|
||||
for(var/ammo in magazine.stored_ammo)
|
||||
if(prob(95)) //95% chance
|
||||
magazine.stored_ammo -= ammo
|
||||
|
||||
//Lasers
|
||||
/obj/item/weapon/gun/energy/laser/practice/sc_laser
|
||||
name = "Old laser"
|
||||
desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly."
|
||||
clumsy_check = 0
|
||||
|
||||
/*
|
||||
* Safe code hints
|
||||
*/
|
||||
|
||||
//These vars hold the code itself, they'll be generated at round-start
|
||||
var/sc_safecode1 = "[rand(0,9)]"
|
||||
var/sc_safecode2 = "[rand(0,9)]"
|
||||
var/sc_safecode3 = "[rand(0,9)]"
|
||||
var/sc_safecode4 = "[rand(0,9)]"
|
||||
var/sc_safecode5 = "[rand(0,9)]"
|
||||
|
||||
//Pieces of paper actually containing the hints
|
||||
/obj/item/weapon/paper/sc_safehint_paper_prison
|
||||
name = "smudged paper"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_prison/New()
|
||||
info = "<i>The ink is smudged, you can only make out a couple numbers:</i> '[sc_safecode1]**[sc_safecode4]*'"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_hydro
|
||||
name = "shredded paper"
|
||||
/obj/item/weapon/paper/sc_safehint_paper_hydro/New()
|
||||
info = "<i>Although the paper is shredded, you can clearly see the number:</i> '[sc_safecode2]'"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_caf
|
||||
name = "blood-soaked paper"
|
||||
//This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode]
|
||||
info = "<font color=red><i>This paper is soaked in blood, it is impossible to read any text.</i></font>"
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_bible
|
||||
name = "hidden paper"
|
||||
/obj/item/weapon/paper/sc_safehint_paper_bible/New()
|
||||
info = {"<i>It would appear that the pen hidden with the paper had leaked ink over the paper.
|
||||
However you can make out the last three digits:</i>'[sc_safecode3][sc_safecode4][sc_safecode5]'
|
||||
"}
|
||||
|
||||
/obj/item/weapon/paper/sc_safehint_paper_shuttle
|
||||
info = {"<b>Target:</b> Research-station Epsilon<br>
|
||||
<b>Objective:</b> Prototype weaponry. The captain likely keeps them locked in her safe.<br>
|
||||
<br>
|
||||
Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security
|
||||
Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and
|
||||
secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.<br>
|
||||
<br>
|
||||
<u>As always, eliminate anyone who gets in the way.</u><br>
|
||||
<br>
|
||||
Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives.
|
||||
It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto!
|
||||
"}
|
||||
/*
|
||||
* Captain's safe
|
||||
*/
|
||||
/obj/item/weapon/storage/secure/safe/sc_ssafe
|
||||
name = "Captain's secure safe"
|
||||
|
||||
/obj/item/weapon/storage/secure/safe/sc_ssafe/New()
|
||||
..()
|
||||
l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]"
|
||||
l_set = 1
|
||||
new /obj/item/weapon/gun/energy/mindflayer(src)
|
||||
new /obj/item/device/soulstone(src)
|
||||
new /obj/item/clothing/head/helmet/space/cult(src)
|
||||
new /obj/item/clothing/suit/space/cult(src)
|
||||
//new /obj/item/weapon/teleportation_scroll(src)
|
||||
new /obj/item/weapon/ore/diamond(src)
|
||||
|
||||
/*
|
||||
* Modified Nar-Sie
|
||||
*/
|
||||
/obj/machinery/singularity/narsie/sc_Narsie
|
||||
desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible."
|
||||
move_self = 0 //Contianed narsie does not move!
|
||||
grav_pull = 0 //Contained narsie does not pull stuff in!
|
||||
|
||||
//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup()
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/process()
|
||||
eat()
|
||||
if(prob(25))
|
||||
mezzer()
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A)
|
||||
if(is_type_in_list(A, uneatable))
|
||||
return 0
|
||||
if (istype(A,/mob/living))
|
||||
var/mob/living/L = A
|
||||
L.gib()
|
||||
else if(istype(A,/obj/))
|
||||
var/obj/O = A
|
||||
O.ex_act(1.0)
|
||||
if(O) qdel(O)
|
||||
else if(isturf(A))
|
||||
var/turf/T = A
|
||||
if(T.intact)
|
||||
for(var/obj/O in T.contents)
|
||||
if(O.level != 1)
|
||||
continue
|
||||
if(O.invisibility == 101)
|
||||
src.consume(O)
|
||||
T.ChangeTurf(/turf/space)
|
||||
return
|
||||
|
||||
/obj/machinery/singularity/narsie/sc_Narsie/ex_act()
|
||||
return
|
||||
@@ -0,0 +1,195 @@
|
||||
/* Code for the Wild West map by Brotemis
|
||||
* Contains:
|
||||
* Wish Granter
|
||||
* Meat Grinder
|
||||
*/
|
||||
|
||||
//Wild West Areas
|
||||
|
||||
/area/awaymission/wwmines
|
||||
name = "\improper Wild West Mines"
|
||||
icon_state = "away1"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwgov
|
||||
name = "\improper Wild West Mansion"
|
||||
icon_state = "away2"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwrefine
|
||||
name = "\improper Wild West Refinery"
|
||||
icon_state = "away3"
|
||||
luminosity = 1
|
||||
requires_power = 0
|
||||
|
||||
/area/awaymission/wwvault
|
||||
name = "\improper Wild West Vault"
|
||||
icon_state = "away3"
|
||||
luminosity = 0
|
||||
|
||||
/area/awaymission/wwvaultdoors
|
||||
name = "\improper Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
|
||||
icon_state = "away2"
|
||||
requires_power = 0
|
||||
luminosity = 0
|
||||
|
||||
/*
|
||||
* Wish Granter
|
||||
*/
|
||||
/obj/machinery/wish_granter_dark
|
||||
name = "Wish Granter"
|
||||
desc = "You're not so sure about this, anymore..."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "syndbeacon"
|
||||
|
||||
anchored = 1
|
||||
density = 1
|
||||
use_power = 0
|
||||
|
||||
var/chargesa = 1
|
||||
var/insistinga = 0
|
||||
|
||||
/obj/machinery/wish_granter_dark/attack_hand(var/mob/living/carbon/human/user as mob)
|
||||
usr.set_machine(src)
|
||||
|
||||
if(chargesa <= 0)
|
||||
user << "The Wish Granter lies silent."
|
||||
return
|
||||
|
||||
else if(!istype(user, /mob/living/carbon/human))
|
||||
user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's."
|
||||
return
|
||||
|
||||
else if(is_special_character(user))
|
||||
user << "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away."
|
||||
|
||||
else if (!insistinga)
|
||||
user << "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?"
|
||||
insistinga++
|
||||
|
||||
else
|
||||
chargesa--
|
||||
insistinga = 0
|
||||
var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","Immortality","To Kill","Peace")
|
||||
switch(wish)
|
||||
if("Power")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
user.mutations.Add(M_LASER)
|
||||
user.mutations.Add(M_RESIST_COLD)
|
||||
user.mutations.Add(M_XRAY)
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Wealth")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
new /obj/structure/closet/syndicate/resources/everything(loc)
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Immortality")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
user.verbs += /mob/living/carbon/proc/immortality
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("To Kill")
|
||||
user << "<B>Your wish is granted, but at a terrible cost...</B>"
|
||||
user << "The Wish Granter punishes you for your wickedness, claiming your soul and warping your body to match the darkness in your heart."
|
||||
ticker.mode.traitors += user.mind
|
||||
user.mind.special_role = "traitor"
|
||||
var/datum/objective/hijack/hijack = new
|
||||
hijack.owner = user.mind
|
||||
user.mind.objectives += hijack
|
||||
user << "<B>Your inhibitions are swept away, the bonds of loyalty broken, you are free to murder as you please!</B>"
|
||||
var/obj_count = 1
|
||||
for(var/datum/objective/OBJ in user.mind.objectives)
|
||||
user << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
|
||||
obj_count++
|
||||
user.dna.mutantrace = "shadow"
|
||||
user.regenerate_icons()
|
||||
if("Peace")
|
||||
user << "<B>Whatever alien sentience that the Wish Granter possesses is satisfied with your wish. There is a distant wailing as the last of the Faithless begin to die, then silence.</B>"
|
||||
user << "You feel as if you just narrowly avoided a terrible fate..."
|
||||
for(var/mob/living/simple_animal/hostile/faithless/F in world)
|
||||
F.health = -10
|
||||
F.stat = 2
|
||||
F.icon_state = "faithless_dead"
|
||||
|
||||
|
||||
///////////////Meatgrinder//////////////
|
||||
|
||||
|
||||
/obj/effect/meatgrinder
|
||||
name = "Meat Grinder"
|
||||
desc = "What is that thing?"
|
||||
density = 1
|
||||
anchored = 1
|
||||
layer = 3
|
||||
icon = 'icons/mob/blob.dmi'
|
||||
icon_state = "blobpod"
|
||||
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
|
||||
var/triggered = 0
|
||||
|
||||
/obj/effect/meatgrinder/New()
|
||||
icon_state = "blobpod"
|
||||
|
||||
/obj/effect/meatgrinder/Crossed(AM as mob|obj)
|
||||
Bumped(AM)
|
||||
|
||||
/obj/effect/meatgrinder/Bumped(mob/M as mob|obj)
|
||||
|
||||
if(triggered) return
|
||||
|
||||
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))
|
||||
for(var/mob/O in viewers(world.view, src.loc))
|
||||
O << "<font color='red'>[M] triggered the \icon[src] [src]</font>"
|
||||
triggered = 1
|
||||
call(src,triggerproc)(M)
|
||||
|
||||
/obj/effect/meatgrinder/proc/triggerrad1(mob)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
for(var/mob/O in viewers(world.view, src.loc))
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
explosion(mob, 1, 0, 0, 0)
|
||||
qdel(src)
|
||||
|
||||
/*/obj/effect/meatgrinder
|
||||
name = "Meat Grinder"
|
||||
icon_state = "blob"
|
||||
triggerproc = "triggerrad1"*/
|
||||
|
||||
|
||||
/////For the Wishgranter///////////
|
||||
|
||||
/mob/living/carbon/proc/immortality()
|
||||
set category = "Immortality"
|
||||
set name = "Resurrection"
|
||||
|
||||
var/mob/living/carbon/C = usr
|
||||
if(!C.stat)
|
||||
C << "<span class='notice'>You're not dead yet!</span>"
|
||||
return
|
||||
C << "<span class='notice'>Death is not your end!</span>"
|
||||
|
||||
spawn(rand(800,1200))
|
||||
if(C.stat == DEAD)
|
||||
dead_mob_list -= C
|
||||
living_mob_list += C
|
||||
C.stat = CONSCIOUS
|
||||
C.tod = null
|
||||
C.setToxLoss(0)
|
||||
C.setOxyLoss(0)
|
||||
C.setCloneLoss(0)
|
||||
C.SetParalysis(0)
|
||||
C.SetStunned(0)
|
||||
C.SetWeakened(0)
|
||||
C.radiation = 0
|
||||
C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
|
||||
C.reagents.clear_reagents()
|
||||
C << "<span class='notice'>You have regenerated.</span>"
|
||||
C.visible_message("<span class='warning'>[usr] appears to wake from the dead, having healed all wounds.</span>")
|
||||
C.update_canmove()
|
||||
return 1
|
||||
@@ -3,8 +3,9 @@ proc/createRandomZlevel()
|
||||
return
|
||||
|
||||
var/list/potentialRandomZlevels = list()
|
||||
world << "\red \b Searching for away missions..."
|
||||
var/list/Lines = file2list("config/fileList.txt")
|
||||
world << "<span class='userdanger'>Searching for away missions...</span>"
|
||||
var/list/Lines = file2list("maps/RandomZLevels/fileList.txt")
|
||||
|
||||
if(!Lines.len) return
|
||||
for (var/t in Lines)
|
||||
if (!t)
|
||||
@@ -21,34 +22,33 @@ proc/createRandomZlevel()
|
||||
// var/value = null
|
||||
|
||||
if (pos)
|
||||
// No, don't do lowertext here, that breaks paths on linux
|
||||
name = copytext(t, 1, pos)
|
||||
name = lowertext(copytext(t, 1, pos))
|
||||
// value = copytext(t, pos + 1)
|
||||
else
|
||||
// No, don't do lowertext here, that breaks paths on linux
|
||||
name = t
|
||||
name = lowertext(t)
|
||||
|
||||
if (!name)
|
||||
continue
|
||||
|
||||
potentialRandomZlevels.Add(name)
|
||||
potentialRandomZlevels.Add(t)
|
||||
|
||||
|
||||
if(potentialRandomZlevels.len)
|
||||
world << "\red \b Loading away mission..."
|
||||
world << "<span class='userdanger'>Loading away mission...</span>"
|
||||
|
||||
var/map = pick(potentialRandomZlevels)
|
||||
var/file = file(map)
|
||||
if(isfile(file))
|
||||
maploader.load_map(file, load_speed = 100)
|
||||
maploader.load_map(file)
|
||||
world.log << "away mission loaded: [map]"
|
||||
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name != "awaystart")
|
||||
continue
|
||||
awaydestinations.Add(L)
|
||||
|
||||
world << "\red \b Away mission loaded."
|
||||
world << "<span class='userdanger'>Away mission loaded.</span>"
|
||||
|
||||
else
|
||||
world << "\red \b No away missions found."
|
||||
world << "<span class='userdanger'>No away missions found.</span>"
|
||||
return
|
||||
@@ -80,6 +80,11 @@
|
||||
flags = FPRINT | TABLEPASS
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/HoS/beret
|
||||
name = "head of security beret"
|
||||
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
|
||||
icon_state = "hosberetblack"
|
||||
|
||||
/obj/item/clothing/head/warden
|
||||
name = "warden's police hat"
|
||||
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
|
||||
@@ -102,6 +107,12 @@
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags = FPRINT | TABLEPASS
|
||||
|
||||
/obj/item/clothing/head/beret/sec/warden
|
||||
name = "warden's beret"
|
||||
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
|
||||
icon_state = "wardenberet"
|
||||
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/beret/eng
|
||||
name = "engineering beret"
|
||||
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
|
||||
|
||||
@@ -219,7 +219,7 @@
|
||||
set category = "Object"
|
||||
set desc = "Show that CIS SCUM who's boss."
|
||||
|
||||
usr << "You tip your fedora"
|
||||
usr.visible_message("[usr] tips their fedora.","You tip your fedora")
|
||||
|
||||
/obj/item/clothing/head/fez
|
||||
name = "\improper fez"
|
||||
|
||||
@@ -94,6 +94,12 @@
|
||||
siemens_coefficient = 0.7
|
||||
var/footstep=1
|
||||
|
||||
/obj/item/clothing/shoes/jackboots/jacksandals
|
||||
name = "jacksandals"
|
||||
desc = "Nanotrasen-issue Security combat sandals for combat scenarios. They're jacksandals, however that works."
|
||||
icon_state = "jacksandal"
|
||||
species_restricted = null
|
||||
|
||||
/obj/item/clothing/shoes/cult
|
||||
name = "boots"
|
||||
desc = "A pair of boots worn by the followers of Nar-Sie."
|
||||
|
||||
@@ -53,8 +53,8 @@
|
||||
if(!usr.canmove || usr.stat || usr.restrained())
|
||||
return 0
|
||||
if(icon_state == "hos")
|
||||
icon_state = "jensencoat"
|
||||
item_state = "jensencoat"
|
||||
icon_state = "hostrench"
|
||||
item_state = "hostrench"
|
||||
usr<< "You unbutton the [src]."
|
||||
else
|
||||
icon_state = "hos"
|
||||
@@ -72,7 +72,7 @@
|
||||
siemens_coefficient = 0.6
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
name = "Warden's jacket"
|
||||
name = "Warden's armored jacket"
|
||||
desc = "An armoured jacket with silver rank pips and livery."
|
||||
icon_state = "warden_jacket"
|
||||
item_state = "armor"
|
||||
@@ -80,6 +80,11 @@
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|HANDS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|HANDS
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/alt
|
||||
name = "warden's jacket"
|
||||
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
|
||||
icon_state = "warden_jacket_alt"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace
|
||||
name = "captain's carapace"
|
||||
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
|
||||
|
||||
@@ -119,4 +119,27 @@
|
||||
/obj/item/clothing/suit/armor/hos/officerbluejacket
|
||||
name = "officer's blue jacket"
|
||||
icon_state = "officerbluejacket"
|
||||
item_state = "officerbluejacket"
|
||||
item_state = "officerbluejacket"
|
||||
|
||||
//TG Station
|
||||
|
||||
/obj/item/clothing/under/rank/security/formal
|
||||
name = "security suit"
|
||||
desc = "A formal security suit for officers complete with nanotrasen belt buckle."
|
||||
icon_state = "security_formal"
|
||||
item_state = "gy_suit"
|
||||
_color = "security_formal"
|
||||
|
||||
/obj/item/clothing/under/rank/warden/formal
|
||||
name = "warden's suit"
|
||||
desc = "A formal security suit for the warden with blue desginations and '/Warden/' stiched into the shoulders."
|
||||
icon_state = "warden_formal"
|
||||
item_state = "gy_suit"
|
||||
_color = "warden_formal"
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security/formal
|
||||
name = "head of security's suit"
|
||||
desc = "A security suit decorated for those few with the dedication to achieve the position of Head of Security."
|
||||
icon_state = "hos_formal"
|
||||
item_state = "gy_suit"
|
||||
_color = "hos_formal"
|
||||
@@ -1,325 +0,0 @@
|
||||
dmm_suite
|
||||
|
||||
var/debug_file = file("maploader_debug.txt")
|
||||
|
||||
load_map(var/dmm_file as file, var/z_offset as num, var/y_offset as num, var/x_offset as num, var/load_speed = 0 as num)
|
||||
if(!z_offset)
|
||||
z_offset = world.maxz + 1
|
||||
|
||||
//Ensure values are sane.
|
||||
else if(z_offset < 0)
|
||||
z_offset = abs(z_offset)
|
||||
else if(!isnum(z_offset))
|
||||
z_offset = 0
|
||||
|
||||
if(x_offset < 0)
|
||||
x_offset = abs(x_offset)
|
||||
else if(!isnum(x_offset))
|
||||
x_offset = 0
|
||||
|
||||
if(y_offset < 0)
|
||||
y_offset = abs(y_offset)
|
||||
else if(!isnum(y_offset))
|
||||
y_offset = 0
|
||||
|
||||
debug_file << "Starting Map Load @ ([x_offset], [y_offset], [z_offset]), [load_speed] tiles per second."
|
||||
|
||||
//Handle slowed loading.
|
||||
var/delay_chance = 0
|
||||
if(load_speed > 0)
|
||||
//Chance out of 100 every tenth of a second.
|
||||
delay_chance = 1000 / load_speed
|
||||
|
||||
//String holding a quotation mark.
|
||||
var/quote = ascii2text(34)
|
||||
|
||||
var/input_file = file2text(dmm_file)
|
||||
var/input_file_len = length(input_file)
|
||||
|
||||
//Stores the contents of each tile model in the map
|
||||
var/list/grid_models = list()
|
||||
//Length of the tile model code. e.g. "aaa" is 3 long.
|
||||
var/key_len = length(copytext(input_file, 2 ,findtext(input_file, quote, 2)))
|
||||
//The key of the default tile model. (In SS13 this is: "/turf/space,/area")
|
||||
var/default_key
|
||||
|
||||
debug_file << " Building turf array."
|
||||
|
||||
//Iterates through the mapfile to build the model tiles for the map.
|
||||
for(var/line_position = 1; line_position < input_file_len; line_position = findtext(input_file,"\n", line_position) + 1)
|
||||
var/next_line = copytext(input_file, line_position, findtext(input_file,"\n", line_position) - 1)
|
||||
|
||||
//If the first character in the line is not a quote, the model tiles are all defined.
|
||||
if(copytext(next_line, 1, 2) != quote)
|
||||
break
|
||||
|
||||
//Copy contents of the model into the grid_models list.
|
||||
var/model_key = copytext(next_line, 2, findtext(input_file, quote, 2))
|
||||
var/model_contents = copytext(next_line, findtext(next_line, "=" ) + 3)
|
||||
if(!default_key && model_contents == "[world.turf],[world.area]")
|
||||
default_key = model_key
|
||||
grid_models[model_key] = model_contents
|
||||
if(prob(delay_chance))
|
||||
sleep(1)
|
||||
|
||||
//Co-ordinates of the tile being loaded.
|
||||
var/z_coordinate = -1
|
||||
var/y_coordinate = 0
|
||||
var/x_coordinate = 0
|
||||
|
||||
//Store the
|
||||
var/y_depth = 0
|
||||
|
||||
//Iterate through all z-levels to load the tiles.
|
||||
for(var/z_position = findtext(input_file, "\n(1,1,"); TRUE; z_position = findtext(input_file, "\n(1,1,", z_position + 1))
|
||||
//break when there are no more z-levels.
|
||||
if(z_position == 0)
|
||||
break
|
||||
|
||||
//Increment the z_coordinate and update the world's borders
|
||||
z_coordinate++
|
||||
world.maxz = max(world.maxz, z_coordinate + z_offset)
|
||||
|
||||
//Here we go!
|
||||
y_coordinate = 0
|
||||
y_depth = 0
|
||||
var/z_level = copytext(input_file, \
|
||||
findtext(input_file, quote + "\n", z_position) + 2,\
|
||||
findtext(input_file, "\n" + quote, z_position) + 1)
|
||||
|
||||
//Iterate through each line, increasing the y_coordinate.
|
||||
for(var/grid_position = 1; grid_position != 0; grid_position = findtext(z_level, "\n", grid_position) + 1)
|
||||
//Grab this line of data.
|
||||
var/grid_line = copytext(z_level, grid_position, findtext(z_level, "\n", grid_position))
|
||||
|
||||
//Compute the size of the z-levels y axis.
|
||||
if(!y_depth)
|
||||
y_depth = length(z_level) / (length(grid_line) + 1)
|
||||
y_depth += y_offset
|
||||
if(y_depth != round(y_depth, 1))
|
||||
debug_file << " Warning: y_depth is not a round number"
|
||||
|
||||
//And update the worlds variables.
|
||||
if(world.maxy < y_depth)
|
||||
world.maxy = y_depth
|
||||
//The top of the map is the highest "y" co-ordinate, so we start there and iterate downwards
|
||||
if(!y_coordinate)
|
||||
y_coordinate = y_depth + 1
|
||||
|
||||
//Decrement and load this line of the map.
|
||||
y_coordinate--
|
||||
x_coordinate = x_offset
|
||||
|
||||
//Iterate through the line loading the model tile data.
|
||||
for(var/model_position = 1; model_position <= length(grid_line); model_position += key_len)
|
||||
x_coordinate++
|
||||
|
||||
//Find the model key and load that model.
|
||||
var/model_key = copytext(grid_line, model_position, model_position + key_len)
|
||||
//If the key is the default one, skip it and save the computation time.
|
||||
if(model_key == default_key)
|
||||
continue
|
||||
|
||||
if(world.maxx < x_coordinate)
|
||||
world.maxx = x_coordinate
|
||||
parse_grid(grid_models[model_key], x_coordinate, y_coordinate, z_coordinate + z_offset)
|
||||
|
||||
if(prob(delay_chance))
|
||||
sleep(1)
|
||||
|
||||
//If we hit the last tile in this z-level, we should break out of the loop.
|
||||
if(grid_position + length(grid_line) + 1 > length(z_level))
|
||||
break
|
||||
|
||||
//Break out of the loop when we hit the end of the file.
|
||||
if(findtext(input_file, quote + "}", z_position) + 2 >= input_file_len)
|
||||
break
|
||||
|
||||
|
||||
proc/parse_grid(var/model as text, var/x_coordinate as num, var/y_coordinate as num, var/z_coordinate as num)
|
||||
//Accepts a text string containing a comma separated list of type paths of the
|
||||
// same construction as those contained in a .dmm file, and instantiates them.
|
||||
|
||||
var/list/text_strings = list()
|
||||
for(var/index = 1; findtext(model, quote); index++)
|
||||
/*Loop: Stores quoted portions of text in text_strings, and replaces them with an
|
||||
index to that list.
|
||||
- Each iteration represents one quoted section of text.
|
||||
*/
|
||||
//Add the next section of quoted text to the list
|
||||
var/first_quote = findtext(model, quote)
|
||||
var/second_quote = findtext(model, quote, first_quote + 1)
|
||||
var/quoted_chunk = copytext(model, first_quote + 1, second_quote)
|
||||
text_strings += quoted_chunk
|
||||
//Then remove the quoted section.
|
||||
model = copytext(model, 1, first_quote) + "~[index]" + copytext(model, second_quote + 1)
|
||||
|
||||
var/debug_output = 0
|
||||
//if(x_coordinate == 86 && y_coordinate == 88 && z_coordinate == 7)
|
||||
// debug_output = 1
|
||||
|
||||
if(debug_output)
|
||||
debug_file << " Now debugging turf: [model] ([x_coordinate], [y_coordinate], [z_coordinate])"
|
||||
|
||||
var/next_position = 1
|
||||
for(var/data_position = 1, next_position || data_position != 1, data_position = next_position + 1)
|
||||
next_position = findtext(model, ",/", data_position)
|
||||
|
||||
var/full_def = copytext(model, data_position, next_position)
|
||||
|
||||
if(debug_output)
|
||||
debug_file << " Current Line: [full_def] -- ([data_position] - [next_position])"
|
||||
|
||||
/*Loop: Identifies each object's data, instantiates it, and reconstitues it's fields.
|
||||
- Each iteration represents one object's data, including type path and field values.
|
||||
*/
|
||||
|
||||
//Load the attribute data.
|
||||
var/attribute_position = findtext(full_def,"{")
|
||||
var/atom_def = text2path(copytext(full_def, 1, attribute_position))
|
||||
|
||||
var/list/attributes = list()
|
||||
if(attribute_position)
|
||||
full_def = copytext(full_def, attribute_position + 1)
|
||||
if(debug_output)
|
||||
debug_file << " Atom Def: [atom_def]"
|
||||
debug_file << " Parameters: [full_def]"
|
||||
|
||||
var/next_attribute = 1
|
||||
for(attribute_position = 1, next_attribute || attribute_position != 1, attribute_position = next_attribute + 1)
|
||||
next_attribute = findtext(full_def, ";", attribute_position)
|
||||
|
||||
//Loop: Identifies each attribute/value pair, and stores it in attributes[].
|
||||
attributes += copytext(full_def, attribute_position, next_attribute)
|
||||
|
||||
//Construct attributes associative list
|
||||
var/list/fields = list()
|
||||
for(var/attribute in attributes)
|
||||
var/trim_left = trim_text(copytext(attribute, 1, findtext(attribute, "=")))
|
||||
var/trim_right = trim_text(copytext(attribute, findtext(attribute, "=") + 1))
|
||||
|
||||
if(findtext(trim_right, "list("))
|
||||
trim_right = get_list(trim_right, text_strings)
|
||||
|
||||
else if(findtext(trim_right, "~"))//Check for strings
|
||||
while(findtext(trim_right,"~"))
|
||||
var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1)
|
||||
trim_right = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(trim_right)))
|
||||
trim_right = text2num(trim_right)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(trim_right,1,2) == "'")
|
||||
trim_right = file(copytext(trim_right, 2, length(trim_right)))
|
||||
|
||||
fields[trim_left] = trim_right
|
||||
sleep(-1)
|
||||
|
||||
|
||||
if(debug_output)
|
||||
var/return_data = " Debug Fields:"
|
||||
for(var/item in fields)
|
||||
return_data += " [item] = [fields[item]];"
|
||||
debug_file << return_data
|
||||
|
||||
//Begin Instanciation
|
||||
var/atom/instance
|
||||
|
||||
if(ispath(atom_def,/area))
|
||||
instance = locate(atom_def)
|
||||
if(!istype(instance, atom_def))
|
||||
instance = new atom_def
|
||||
instance.contents.Add(locate(x_coordinate,y_coordinate,z_coordinate))
|
||||
|
||||
else
|
||||
instance = new atom_def(locate(x_coordinate,y_coordinate,z_coordinate))
|
||||
if(instance)
|
||||
for(var/item in fields)
|
||||
instance.vars[item] = fields[item]
|
||||
else if(!(atom_def in borked_paths))
|
||||
borked_paths += atom_def
|
||||
var/return_data = " Failure [atom_def] @ ([x_coordinate], [y_coordinate], [z_coordinate]) fields:"
|
||||
for(var/item in fields)
|
||||
return_data += " [item] = [fields[item]];"
|
||||
debug_file << return_data
|
||||
|
||||
sleep(-1)
|
||||
return 1
|
||||
|
||||
var/list/borked_paths = list()
|
||||
|
||||
proc/trim_text(var/what as text)
|
||||
while(length(what) && findtext(what, " ", 1, 2))
|
||||
what = copytext(what, 2)
|
||||
|
||||
while(length(what) && findtext(what, " ", length(what)))
|
||||
what = copytext(what, 1, length(what))
|
||||
|
||||
return what
|
||||
|
||||
proc/get_list(var/text, var/list/text_strings)
|
||||
//First, trim the data to just the list contents
|
||||
var/list_start = findtext(text, "(") + 1
|
||||
var/list_end = findtext(text, ")", list_start)
|
||||
var/list_contents = copytext(text, list_start, list_end)
|
||||
|
||||
//Then, we seperate it into the individual entries
|
||||
|
||||
var/list/entries = list()
|
||||
var/entry_end = 1
|
||||
|
||||
for(var/entry_start = 1, entry_end || entry_start != 1, entry_start = entry_end + 1)
|
||||
entry_end = findtext(list_contents, ",", entry_start)
|
||||
entries += copytext(list_contents, entry_start, entry_end)
|
||||
|
||||
//Finally, we assemble the completed list.
|
||||
var/list/final_list = list()
|
||||
for(var/entry in entries)
|
||||
var/equals_position = findtext(entry, "=")
|
||||
|
||||
if(equals_position)
|
||||
var/trim_left = trim_text(copytext(entry, 1, equals_position))
|
||||
var/trim_right = trim_text(copytext(entry, equals_position + 1))
|
||||
|
||||
if(findtext(trim_right, "list("))
|
||||
trim_right = get_list(trim_right, text_strings)
|
||||
|
||||
else if(findtext(trim_right, "~"))//Check for strings
|
||||
while(findtext(trim_right,"~"))
|
||||
var/reference_index = copytext(trim_right, findtext(trim_right, "~") + 1)
|
||||
trim_right = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(trim_right)))
|
||||
trim_right = text2num(trim_right)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(trim_right,1,2) == "'")
|
||||
trim_right = file(copytext(trim_right, 2, length(trim_right)))
|
||||
|
||||
if(findtext(trim_left, "~"))//Check for strings
|
||||
while(findtext(trim_left,"~"))
|
||||
var/reference_index = copytext(trim_left, findtext(trim_left, "~") + 1)
|
||||
trim_left = text_strings[text2num(reference_index)]
|
||||
|
||||
final_list[trim_left] = trim_right
|
||||
|
||||
else
|
||||
if(findtext(entry, "~"))//Check for strings
|
||||
while(findtext(entry, "~"))
|
||||
var/reference_index = copytext(entry, findtext(entry, "~") + 1)
|
||||
entry = text_strings[text2num(reference_index)]
|
||||
|
||||
//Check for numbers
|
||||
else if(isnum(text2num(entry)))
|
||||
entry = text2num(entry)
|
||||
|
||||
//Check for file
|
||||
else if(copytext(entry, 1, 2) == "'")
|
||||
entry = file(copytext(entry, 2, length(entry)))
|
||||
|
||||
final_list += entry
|
||||
|
||||
return final_list
|
||||
@@ -23,12 +23,14 @@
|
||||
mob_list += src
|
||||
stat = CONSCIOUS
|
||||
ear_deaf = 0
|
||||
tod = 0
|
||||
if (stat == CONSCIOUS && (src in dead_mob_list)) //Defib fix
|
||||
mob_list -= src
|
||||
dead_mob_list -= src
|
||||
living_mob_list += src
|
||||
mob_list += src
|
||||
ear_deaf = 0
|
||||
tod = 0
|
||||
return
|
||||
|
||||
/mob/living/carbon/human/getBrainLoss()
|
||||
|
||||
@@ -63,7 +63,7 @@ var/list/ai_list = list()
|
||||
var/obj/item/borg/sight/hud/sec/sechud = null
|
||||
var/obj/item/borg/sight/hud/med/healthhud = null
|
||||
|
||||
var/arrivalmsg = "$name, $rank has arrived on the station."
|
||||
var/arrivalmsg = "$name, $rank, has arrived on the station."
|
||||
|
||||
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
|
||||
var/list/possibleNames = ai_names
|
||||
|
||||
@@ -1212,9 +1212,9 @@ mob/proc/yank_out_object()
|
||||
|
||||
|
||||
|
||||
/mob/verb/respawn()
|
||||
/mob/dead/observer/verb/respawn()
|
||||
set name = "Respawn as NPC"
|
||||
set category = "OOC"
|
||||
set category = "Ghost"
|
||||
|
||||
if((usr in respawnable_list) && (stat==2 || istype(usr,/mob/dead/observer)))
|
||||
var/list/creatures = list("Mouse")
|
||||
|
||||
@@ -432,12 +432,13 @@
|
||||
return 1 //Parrots are no longer unfinished! -Nodrak
|
||||
if(ispath(MP, /mob/living/simple_animal/pony))
|
||||
return 1 // ZOMG PONIES WHEEE
|
||||
if(ispath(MP, /mob/living/simple_animal/fox))
|
||||
return 1
|
||||
//Not in here? Must be untested!
|
||||
return 0
|
||||
|
||||
|
||||
/mob/proc/safe_respawn(var/MP)
|
||||
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
|
||||
if(!MP)
|
||||
return 0 //Sanity, this should never happen.
|
||||
|
||||
@@ -456,6 +457,8 @@
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/pony))
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/fox))
|
||||
return 1
|
||||
|
||||
//Antag Creatures!
|
||||
/* if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/prox_sensor
|
||||
name = "Proximity sensor"
|
||||
name = "Proximity Sensor"
|
||||
id = "prox_sensor"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 800, "$glass" = 200)
|
||||
@@ -187,7 +187,7 @@
|
||||
category = list("initial", "Miscellaneous")
|
||||
|
||||
/datum/design/voice_analyser
|
||||
name = "Voice analyser"
|
||||
name = "Voice Analyser"
|
||||
id = "voice_analyser"
|
||||
build_type = AUTOLATHE
|
||||
materials = list("$metal" = 500, "$glass" = 50)
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/bodyscanner
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleep_console
|
||||
name = "Machine Board (Body Scanner Console)"
|
||||
@@ -70,7 +70,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/bodyscanner_console
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/clonepod
|
||||
name = "Machine Board (Cloning Pod)"
|
||||
@@ -80,7 +80,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/clonepod
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/clonescanner
|
||||
name = "Machine Board (Cloning Scanner)"
|
||||
@@ -90,7 +90,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/clonescanner
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/cryotube
|
||||
name = "Machine Board (Cryotube Board)"
|
||||
@@ -100,7 +100,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/cryo_tube
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/chem_dispenser
|
||||
name = "Machine Board (Portable Chem Dispenser)"
|
||||
@@ -110,7 +110,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/chem_dispenser
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleeper
|
||||
name = "Machine Board (Sleeper)"
|
||||
@@ -120,7 +120,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/sleeper
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/sleep_console
|
||||
name = "Machine Board (Sleeper Console)"
|
||||
@@ -130,7 +130,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/sleep_console
|
||||
category = list ("Medical Machinery")
|
||||
category = list("Medical Machinery")
|
||||
|
||||
/datum/design/biogenerator
|
||||
name = "Machine Board (Biogenerator)"
|
||||
@@ -240,7 +240,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/arcade/battle
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/microwave
|
||||
name = "Machine Board (Microwave)"
|
||||
@@ -250,7 +250,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/microwave
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/orion_trail
|
||||
name = "Machine Board (Orion Trail Arcade Machine)"
|
||||
@@ -260,7 +260,7 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/arcade/orion_trail
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
|
||||
/datum/design/vendor
|
||||
name = "Machine Board (Vendor)"
|
||||
@@ -270,4 +270,4 @@
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/vendor
|
||||
category = list ("Misc. Machinery")
|
||||
category = list("Misc. Machinery")
|
||||
@@ -7,7 +7,7 @@
|
||||
desc = "A basic power cell that holds 1000 units of energy"
|
||||
id = "basic_cell"
|
||||
req_tech = list("powerstorage" = 1)
|
||||
build_type = PROTOLATHE | AUTOLATHE |MECHFAB
|
||||
build_type = PROTOLATHE | AUTOLATHE | MECHFAB
|
||||
materials = list("$metal" = 700, "$glass" = 50)
|
||||
build_path = /obj/item/weapon/cell
|
||||
category = list("Misc","Power")
|
||||
|
||||
Reference in New Issue
Block a user