Conflicts:
	.travis.yml
	code/controllers/configuration.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	code/global.dm
	code/modules/materials/materials.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	polaris.dme
This commit is contained in:
Neerti
2015-08-23 01:30:46 -04:00
792 changed files with 19715 additions and 17049 deletions

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@@ -0,0 +1,274 @@
/obj/machinery/beehive
name = "beehive"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beehive"
density = 1
anchored = 1
var/closed = 0
var/bee_count = 0 // Percent
var/smoked = 0 // Timer
var/honeycombs = 0 // Percent
var/frames = 0
var/maxFrames = 5
/obj/machinery/beehive/update_icon()
overlays.Cut()
icon_state = "beehive"
if(closed)
overlays += "lid"
if(frames)
overlays += "empty[frames]"
if(honeycombs >= 100)
overlays += "full[round(honeycombs / 100)]"
if(!smoked)
switch(bee_count)
if(1 to 40)
overlays += "bees1"
if(41 to 80)
overlays += "bees2"
if(81 to 100)
overlays += "bees3"
/obj/machinery/beehive/examine(var/mob/user)
..()
if(!closed)
user << "The lid is open."
/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/crowbar))
closed = !closed
user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src].</span>")
update_icon()
return
else if(istype(I, /obj/item/weapon/wrench))
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
return
else if(istype(I, /obj/item/bee_smoker))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before smoking the bees.</span>"
return
user.visible_message("<span class='notice'>[user] smokes the bees in \the [src].</span>", "<span class='notice'>You smoke the bees in \the [src].</span>")
smoked = 30
update_icon()
return
else if(istype(I, /obj/item/honey_frame))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before inserting \the [I].</span>"
return
if(frames >= maxFrames)
user << "<span class='notice'>There is no place for an another frame.</span>"
return
var/obj/item/honey_frame/H = I
if(H.honey)
user << "<span class='notice'>\The [I] is full with beeswax and honey, empty it in the extractor first.</span>"
return
++frames
user.visible_message("<span class='notice'>[user] loads \the [I] into \the [src].</span>", "<span class='notice'>You load \the [I] into \the [src].</span>")
update_icon()
user.drop_from_inventory(I)
qdel(I)
return
else if(istype(I, /obj/item/bee_pack))
var/obj/item/bee_pack/B = I
if(B.full && bee_count)
user << "<span class='notice'>\The [src] already has bees inside.</span>"
return
if(!B.full && bee_count < 90)
user << "<span class='notice'>\The [src] is not ready to split.</span>"
return
if(!B.full && !smoked)
user << "<span class='notice'>Smoke \the [src] first!</span>"
return
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before moving the bees.</span>"
return
if(B.full)
user.visible_message("<span class='notice'>[user] puts the queen and the bees from \the [I] into \the [src].</span>", "<span class='notice'>You put the queen and the bees from \the [I] into \the [src].</span>")
bee_count = 20
B.empty()
else
user.visible_message("<span class='notice'>[user] puts bees and larvae from \the [src] into \the [I].</span>", "<span class='notice'>You put puts bees and larvae from \the [src] into \the [I].</span>")
bee_count /= 2
B.fill()
update_icon()
return
else if(istype(I, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='notice'>Scan result of \the [src]...</span>"
user << "Beehive is [bee_count ? "[round(bee_count)]% full" : "empty"].[bee_count > 90 ? " Colony is ready to split." : ""]"
if(frames)
user << "[frames] frames installed, [round(honeycombs / 100)] filled."
if(honeycombs < frames * 100)
user << "Next frame is [round(honeycombs % 100)]% full."
else
user << "No frames installed."
if(smoked)
user << "The hive is smoked."
return 1
else if(istype(I, /obj/item/weapon/screwdriver))
if(bee_count)
user << "<span class='notice'>You can't dismantle \the [src] with these bees inside.</span>"
return
user << "<span class='notice'>You start dismantling \the [src]...</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/beehive_assembly(loc)
qdel(src)
return
/obj/machinery/beehive/attack_hand(var/mob/user)
if(!closed)
if(honeycombs < 100)
user << "<span class='notice'>There are no filled honeycombs.</span>"
return
if(!smoked && bee_count)
user << "<span class='notice'>The bees won't let you take the honeycombs out like this, smoke them first.</span>"
return
user.visible_message("<span class='notice'>[user] starts taking the honeycombs out of \the [src].</span>", "<span class='notice'>You start taking the honeycombs out of \the [src]...</span>")
while(honeycombs >= 100 && do_after(user, 30))
new /obj/item/honey_frame/filled(loc)
honeycombs -= 100
--frames
update_icon()
if(honeycombs < 100)
user << "<span class='notice'>You take all filled honeycombs out.</span>"
return
/obj/machinery/beehive/process()
if(closed && !smoked && bee_count)
pollinate_flowers()
update_icon()
smoked = max(0, smoked - 1)
if(!smoked && bee_count)
bee_count = min(bee_count * 1.005, 100)
update_icon()
/obj/machinery/beehive/proc/pollinate_flowers()
var/coef = bee_count / 100
var/trays = 0
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead)
H.health += 0.05 * coef
++trays
honeycombs = min(honeycombs + 0.1 * coef * min(trays, 5), frames * 100)
/obj/machinery/honey_extractor
name = "honey extractor"
desc = "A machine used to turn honeycombs on the frame into honey and wax."
icon = 'icons/obj/virology.dmi'
icon_state = "centrifuge"
var/processing = 0
var/honey = 0
/obj/machinery/honey_extractor/attackby(var/obj/item/I, var/mob/user)
if(processing)
user << "<span class='notice'>\The [src] is currently spinning, wait until it's finished.</span>"
return
else if(istype(I, /obj/item/honey_frame))
var/obj/item/honey_frame/H = I
if(!H.honey)
user << "<span class='notice'>\The [H] is empty, put it into a beehive.</span>"
return
user.visible_message("<span class='notice'>[user] loads \the [H] into \the [src] and turns it on.</span>", "<span class='notice'>You load \the [H] into \the [src] and turn it on.</span>")
processing = H.honey
icon_state = "centrifuge_moving"
qdel(H)
spawn(50)
new /obj/item/honey_frame(loc)
new /obj/item/stack/wax(loc)
honey += processing
processing = 0
icon_state = "centrifuge"
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!honey)
user << "<span class='notice'>There is no honey in \the [src].</span>"
return
var/obj/item/weapon/reagent_containers/glass/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
G.reagents.add_reagent("honey", transferred)
honey -= transferred
user.visible_message("<span class='notice'>[user] collects honey from \the [src] into \the [G].</span>", "<span class='notice'>You collect [transferred] units of honey from \the [src] into \the [G].</span>")
return 1
/obj/item/bee_smoker
name = "bee smoker"
desc = "A device used to calm down bees before harvesting honey."
icon = 'icons/obj/device.dmi'
icon_state = "battererburnt"
w_class = 2
/obj/item/honey_frame
name = "beehive frame"
desc = "A frame for the beehive that the bees will fill with honeycombs."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "honeyframe"
w_class = 2
var/honey = 0
/obj/item/honey_frame/filled
name = "filled beehive frame"
desc = "A frame for the beehive that the bees have filled with honeycombs."
honey = 20
/obj/item/honey_frame/filled/New()
..()
overlays += "honeycomb"
/obj/item/beehive_assembly
name = "beehive assembly"
desc = "Contains everything you need to build a beehive."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "apiary"
/obj/item/beehive_assembly/attack_self(var/mob/user)
user << "<span class='notice'>You start assembling \the [src]...</span>"
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] constructs a beehive.</span>", "<span class='notice'>You construct a beehive.</span>")
new /obj/machinery/beehive(get_turf(user))
user.drop_from_inventory(src)
qdel(src)
return
/obj/item/stack/wax
name = "wax"
singular_name = "wax piece"
desc = "Soft substance produced by bees. Used to make candles."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "wax"
/obj/item/stack/wax/New()
..()
recipes = wax_recipes
var/global/list/datum/stack_recipe/wax_recipes = list( \
new/datum/stack_recipe("candle", /obj/item/weapon/flame/candle) \
)
/obj/item/bee_pack
name = "bee pack"
desc = "Contains a queen bee and some worker bees. Everything you'll need to start a hive!"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beepack"
var/full = 1
/obj/item/bee_pack/New()
..()
overlays += "beepack-full"
/obj/item/bee_pack/proc/empty()
full = 0
name = "empty bee pack"
desc = "A stasis pack for moving bees. It's empty."
overlays.Cut()
overlays += "beepack-empty"
/obj/item/bee_pack/proc/fill()
full = initial(full)
name = initial(name)
desc = initial(desc)
overlays.Cut()
overlays += "beepack-full"

View File

@@ -153,7 +153,7 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.shoes && H.shoes.flags & NOSLIP)
if(H.shoes && H.shoes.item_flags & NOSLIP)
return
M.stop_pulling()

View File

@@ -688,10 +688,11 @@
else
product = new /obj/item/weapon/reagent_containers/food/snacks/grown(get_turf(user),name)
if(get_trait(TRAIT_PRODUCT_COLOUR))
product.color = get_trait(TRAIT_PRODUCT_COLOUR)
if(istype(product,/obj/item/weapon/reagent_containers/food))
var/obj/item/weapon/reagent_containers/food/food = product
food.filling_color = get_trait(TRAIT_PRODUCT_COLOUR)
if(!istype(product, /mob))
product.color = get_trait(TRAIT_PRODUCT_COLOUR)
if(istype(product,/obj/item/weapon/reagent_containers/food))
var/obj/item/weapon/reagent_containers/food/food = product
food.filling_color = get_trait(TRAIT_PRODUCT_COLOUR)
if(mysterious)
product.name += "?"

View File

@@ -234,6 +234,7 @@
/obj/effect/plant/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
plant_controller.add_plant(src)
if(istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/weapon/scalpel))

View File

@@ -73,7 +73,7 @@
var/can_grab = 1
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.item_flags & NOSLIP))
can_grab = 0
if(can_grab)
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")

View File

@@ -532,20 +532,8 @@
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
else if(istype(O, /obj/item/apiary))
if(seed)
user << "<span class='danger'>[src] is already occupied!</span>"
else
user.drop_item()
qdel(O)
var/obj/machinery/apiary/A = new(src.loc)
A.icon = src.icon
A.icon_state = src.icon_state
A.hydrotray_type = src.type
qdel(src)
else if(O.force && seed)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("<span class='danger'>\The [seed.display_name] has been attacked by [user] with \the [O]!</span>")
if(!dead)
health -= O.force

View File

@@ -1,240 +0,0 @@
//http://www.youtube.com/watch?v=-1GadTfGFvU
//i could have done these as just an ordinary plant, but fuck it - there would have been too much snowflake code
/obj/machinery/apiary
name = "apiary tray"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "hydrotray3"
density = 1
anchored = 1
var/nutrilevel = 0
var/yieldmod = 1
var/mut = 1
var/toxic = 0
var/dead = 0
var/health = -1
var/maxhealth = 100
var/lastcycle = 0
var/cycledelay = 100
var/harvestable_honey = 0
var/beezeez = 0
var/swarming = 0
var/bees_in_hive = 0
var/list/owned_bee_swarms = list()
var/hydrotray_type = /obj/machinery/portable_atmospherics/hydroponics
//overwrite this after it's created if the apiary needs a custom machinery sprite
/obj/machinery/apiary/New()
..()
overlays += image('icons/obj/apiary_bees_etc.dmi', icon_state="apiary")
/obj/machinery/apiary/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(istype(Proj ,/obj/item/projectile/energy/floramut))
mut++
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
if(!yieldmod)
yieldmod += 1
//world << "Yield increased by 1, from 0, to a total of [myseed.yield]"
else if (prob(1/(yieldmod * yieldmod) *100))//This formula gives you diminishing returns based on yield. 100% with 1 yield, decreasing to 25%, 11%, 6, 4, 2...
yieldmod += 1
//world << "Yield increased by 1, to a total of [myseed.yield]"
else
..()
return
/obj/machinery/apiary/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/queen_bee))
if(health > 0)
user << "\red There is already a queen in there."
else
health = 10
nutrilevel += 10
user.drop_item()
qdel(O)
user << "\blue You carefully insert the queen into [src], she gets busy making a hive."
bees_in_hive = 0
else if(istype(O, /obj/item/beezeez))
beezeez += 100
nutrilevel += 10
user.drop_item()
if(health > 0)
user << "\blue You insert [O] into [src]. A relaxed humming appears to pick up."
else
user << "\blue You insert [O] into [src]. Now it just needs some bees."
qdel(O)
else if(istype(O, /obj/item/weapon/material/minihoe))
if(health > 0)
user << "\red <b>You begin to dislodge the apiary from the tray, the bees don't like that.</b>"
angry_swarm(user)
else
user << "\blue You begin to dislodge the dead apiary from the tray."
if(do_after(user, 50))
new hydrotray_type(src.loc)
new /obj/item/apiary(src.loc)
user << "\red You dislodge the apiary from the tray."
qdel(src)
else if(istype(O, /obj/item/weapon/bee_net))
var/obj/item/weapon/bee_net/N = O
if(N.caught_bees > 0)
user << "\blue You empty the bees into the apiary."
bees_in_hive += N.caught_bees
N.caught_bees = 0
else
user << "\blue There are no more bees in the net."
else if(istype(O, /obj/item/weapon/reagent_containers/glass))
var/obj/item/weapon/reagent_containers/glass/G = O
if(harvestable_honey > 0)
if(health > 0)
user << "\red You begin to harvest the honey. The bees don't seem to like it."
angry_swarm(user)
else
user << "\blue You begin to harvest the honey."
if(do_after(user,50))
G.reagents.add_reagent("honey",harvestable_honey)
harvestable_honey = 0
user << "\blue You successfully harvest the honey."
else
user << "\blue There is no honey left to harvest."
else
angry_swarm(user)
..()
/obj/machinery/apiary/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
/obj/machinery/apiary/process()
if(swarming > 0)
swarming -= 1
if(swarming <= 0)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
else if(bees_in_hive < 10)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
if(world.time > (lastcycle + cycledelay))
lastcycle = world.time
if(health < 0)
return
//magical bee formula
if(beezeez > 0)
beezeez -= 1
nutrilevel += 2
health += 1
toxic = max(0, toxic - 1)
//handle nutrients
nutrilevel -= bees_in_hive / 10 + owned_bee_swarms.len / 5
if(nutrilevel > 0)
bees_in_hive += 1 * yieldmod
if(health < maxhealth)
health++
else
//nutrilevel is less than 1, so we're effectively subtracting here
health += max(nutrilevel - 1, round(-health / 2))
bees_in_hive += max(nutrilevel - 1, round(-bees_in_hive / 2))
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
//clear out some toxins
if(toxic > 0)
toxic -= 1
health -= 1
if(health <= 0)
return
//make a bit of honey
if(harvestable_honey < 50)
harvestable_honey += 0.5
//make some new bees
if(bees_in_hive >= 10 && prob(bees_in_hive * 10))
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
owned_bee_swarms.Add(B)
B.mut = mut
B.toxic = toxic
bees_in_hive -= 1
//find some plants, harvest
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead && prob(owned_bee_swarms.len * 10))
src.nutrilevel++
H.nutrilevel++
if(mut < H.mutation_mod - 1)
mut = H.mutation_mod - 1
else if(mut > H.mutation_mod - 1)
H.mutation_mod = mut
//flowers give us pollen (nutrients)
/* - All plants should be giving nutrients to the hive.
if(H.myseed.type == /obj/item/seeds/harebell || H.myseed.type == /obj/item/seeds/sunflowerseed)
src.nutrilevel++
H.nutrilevel++
*/
//have a few beneficial effects on nearby plants
if(prob(10))
H.lastcycle -= 5
if(prob(10))
H.seed.set_trait(TRAIT_ENDURANCE,max(H.seed.get_trait(TRAIT_ENDURANCE)*1.5,H.seed.get_trait(TRAIT_ENDURANCE)+1))
if(H.toxins && prob(10))
H.toxins = min(0, H.toxins - 1)
toxic++
/obj/machinery/apiary/proc/die()
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
B.strength -= 1
if(B.strength <= 0)
qdel(B)
else if(B.strength <= 5)
B.icon_state = "bees[B.strength]"
bees_in_hive = 0
health = 0
/obj/machinery/apiary/proc/angry_swarm(var/mob/M)
for(var/mob/living/simple_animal/bee/B in owned_bee_swarms)
B.feral = 25
B.target_mob = M
swarming = 25
while(bees_in_hive > 0)
var/spawn_strength = bees_in_hive
if(bees_in_hive >= 5)
spawn_strength = 6
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
B.target_mob = M
B.strength = spawn_strength
B.feral = 25
B.mut = mut
B.toxic = toxic
bees_in_hive -= spawn_strength
/obj/machinery/apiary/verb/harvest_honeycomb()
set src in oview(1)
set name = "Harvest honeycomb"
set category = "Object"
while(health > 15)
health -= 15
var/obj/item/weapon/reagent_containers/food/snacks/honeycomb/H = new(src.loc)
if(toxic > 0)
H.reagents.add_reagent("toxin", toxic)
usr << "\blue You harvest the honeycomb from the hive. There is a wild buzzing!"
angry_swarm(usr)