mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 09:03:23 +01:00
24845b238a
* Initial commit - FLOCKMIND - Probably has like a billion things to fix * Do after conversions * Config * Moved the files, icon fixes * Tick everything, language work, event, spawn landmark, role prefs, beginning mob port * Spans and some other fixes. Also the tickening * More tickening * More fixes. Lots of fixes. * More Fixes * A whole lot more. Also flock TGUI. * Fixes fixes fixes fixes fixes * FIXES * More fixes - PR ready, still needs a fuckton of testing * Fixes * fix incomplete upstream merge * fix FlockPanel + sort button name * TGUI review * Fixes tealprint list * Fixes * More fixes * Incapacitator Fix * Filenames * Linters * Interceptor range buff * Reagent counts * Linters * Fabricator vendor fix * Keybinds and HUD - Flockdrones, Fixes Vendor Conversion, Cube Materials * Reworks reagent, adds flock grilles, fixes compute node overlays * Intent-based flockdrone parts * Intent based drone parts * Radial control panel for controlling drones manually, phasing through windows/grilles * Movement fixes * Radio talk power, stare fix * Flock health HUD * Fixes flock lights, linters * Unit tests * Adds countdown to relay * Relay improvements * Small fix * Logic Schmogic * Relay overlay and looping sound effect * Ignore air when converting turfs * Cage fixes and improvements * Improved flock bolt * Turret conversions * Flock bolts taze simple or basic mobs * Sentience type * Fixe * Linter * tgui review stage 2 * Concentrated Repair Burst * Improves radio detection * Removes extra space * Adds healing visual effect * Cube tech levels * Ghooost * Excess * Flock doors, chairs, lattices. Centralizes conversion code. Crafting with Gnesis * Update code/modules/antagonists/flockmind/ai_behaviors/flock_wander.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Fixes the fix * Astar movement detection * Fix, extraneous code, language stuff * Language fixes and wander fix * Fixes * Another fix * Lints * Another linter * Language improvement * More language improvements * Time requirement and appearing in orbit menu as an antag * Cube glow * TGUI * Minicache * Linters * Grammar * Material ID fix * Lid fix * Reagent turf reaction * Reagent fix * Butcher results * Conversion rates * Flock stare fix * Fixes stare behavior * Staring * Flock mob blood * Flock mobs gibs and blood. Also some runtime fixes * Flock mobs now resist out of grabs, buckles, lockers, and more * Fixes flock orbit, fixes a runtime I think, * Target mechs, damage mechs, other bug fixes * Cage fix * Cage resist change * Some mind changes, gatecrash buff * Drones now shoot mechs, stare improvement * Cut down on spam a little * Nest fix * No more resist spam * Fixed drone death control * Resist statement * Makes the relay alarm scarier * Fixes dead flock camera mobs having no ghost sprite, something with ghosting * Enhanced flockphasing * Improved flockmob pathing * Added required turf restriction to relay * Increased needed bandwidth for relay construction * Nerfed drone substrate rate * Added new status tab items for relay progress * Another relay cost adjustment * Improves drone AI responsiveness * Computer frames now become flock computers * Improves target finding for conversion, building, and replicating * Reduced flock event pop requirements * Adjusts flock protection on structures. Adjusts overlays. * Relay unlock tweak * Fixwes flock being able to gib mech'd AIs with one button * Map conflict * Flock can no longer be outed by merely existing * Fied bug causing drones to shoot themselves * Prevents mobs from attacking while in a cage * Converter tool can now open closets and crates. * Adds descriptions to flockdrone tools. * More informatic blurbs * Adds xenobiology organs * Organ lint * TGUI merge * bundle and mm --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Toastical <20125180+Toastical@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
117 lines
4.0 KiB
Plaintext
117 lines
4.0 KiB
Plaintext
// Glass shards
|
|
|
|
/obj/item/shard
|
|
name = "shard"
|
|
desc = "A nasty looking shard of glass."
|
|
icon = 'icons/obj/shards.dmi'
|
|
icon_state = "large"
|
|
inhand_icon_state = "shard-glass"
|
|
w_class = WEIGHT_CLASS_TINY
|
|
force = 5
|
|
throwforce = 10
|
|
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
|
attack_verb = list("stabbed", "slashed", "sliced", "cut")
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
|
|
max_integrity = 40
|
|
resistance_flags = ACID_PROOF
|
|
sharp = TRUE
|
|
var/cooldown = 0
|
|
var/icon_prefix
|
|
var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
|
|
|
|
/obj/item/shard/suicide_act(mob/user)
|
|
to_chat(viewers(user), pick(SPAN_DANGER("[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide!"),
|
|
SPAN_DANGER("[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!")))
|
|
return BRUTELOSS
|
|
|
|
/obj/item/shard/proc/set_initial_icon_state()
|
|
icon_state = pick("large", "medium", "small")
|
|
switch(icon_state)
|
|
if("small")
|
|
pixel_x = rand(-12, 12)
|
|
pixel_y = rand(-12, 12)
|
|
if("medium")
|
|
pixel_x = rand(-8, 8)
|
|
pixel_y = rand(-8, 8)
|
|
if("large")
|
|
pixel_x = rand(-5, 5)
|
|
pixel_y = rand(-5, 5)
|
|
if(icon_prefix)
|
|
icon_state = "[icon_prefix][icon_state]"
|
|
|
|
/obj/item/shard/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/caltrop, force)
|
|
set_initial_icon_state()
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/item/shard/afterattack__legacy__attackchain(atom/movable/AM, mob/user, proximity)
|
|
if(!proximity || !(src in user))
|
|
return
|
|
if(isturf(AM))
|
|
return
|
|
if(isstorage(AM))
|
|
return
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
if(!H.gloves && !HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
|
|
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
|
|
if(affecting.is_robotic())
|
|
return
|
|
to_chat(H, SPAN_WARNING("[src] cuts into your hand!"))
|
|
if(affecting.receive_damage(force * 0.5))
|
|
H.UpdateDamageIcon()
|
|
|
|
/obj/item/shard/welder_act(mob/user, obj/item/I)
|
|
. = TRUE
|
|
if(!I.use_tool(src, user, volume = I.tool_volume))
|
|
return
|
|
new welded_type(user.loc)
|
|
to_chat(user, SPAN_NOTICE("You add the newly-formed glass to the stack."))
|
|
qdel(src)
|
|
|
|
/obj/item/shard/proc/on_atom_entered(datum/source, atom/movable/entered)
|
|
var/mob/living/living_entered = entered
|
|
if(istype(living_entered) && has_gravity(loc))
|
|
if(living_entered.incorporeal_move || HAS_TRAIT(living_entered, TRAIT_FLYING) || living_entered.floating)
|
|
return
|
|
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
|
|
|
|
/obj/item/shard/decompile_act(obj/item/matter_decompiler/C, mob/user)
|
|
C.stored_comms["glass"] += 3
|
|
qdel(src)
|
|
return TRUE
|
|
|
|
/obj/item/shard/plasma
|
|
name = "plasma shard"
|
|
desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
|
|
force = 6
|
|
throwforce = 11
|
|
icon_state = "plasmalarge"
|
|
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
|
icon_prefix = "plasma"
|
|
welded_type = /obj/item/stack/sheet/plasmaglass
|
|
|
|
/obj/item/shard/plastitanium
|
|
name = "plastitanium shard"
|
|
desc = "A shard of plastitanium glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
|
|
force = 6
|
|
throwforce = 11
|
|
icon_state = "plastitaniumlarge"
|
|
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
|
icon_prefix = "plastitanium"
|
|
welded_type = /obj/item/stack/sheet/plastitaniumglass
|
|
|
|
/obj/item/shard/gnesis_glass
|
|
name = "bright shard"
|
|
desc = "A jagged shard of weird alien computer crystal stuff."
|
|
color = "#1bdebd"
|
|
force = 7
|
|
throwforce = 12
|
|
materials = list(MAT_GNESIS_GLASS = MINERAL_MATERIAL_AMOUNT * 0.5)
|
|
welded_type = /obj/item/stack/sheet/gnesis_glass
|