Merge branch 'master' of https://github.com/PolarisSS13/Polaris into dice_thing

This commit is contained in:
Anewbe
2017-05-02 11:13:53 -05:00
310 changed files with 3332 additions and 1457 deletions
+2 -2
View File
@@ -39,7 +39,7 @@ RSF
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
if (mode == 1)
mode = 2
user << "Changed dispensing mode to 'Drinking Glass'"
user << "Changed dispensing mode to 'Drinking Glass:Pint'"
return
if (mode == 2)
mode = 3
@@ -82,7 +82,7 @@ RSF
product = new /obj/item/clothing/mask/smokable/cigarette()
used_energy = 10
if(2)
product = new /obj/item/weapon/reagent_containers/food/drinks/glass2()
product = new /obj/item/weapon/reagent_containers/food/drinks/glass2/pint()
used_energy = 50
if(3)
product = new /obj/item/weapon/paper()
@@ -399,21 +399,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
..()
name = "empty [initial(name)]"
/obj/item/clothing/mask/smokable/pipe/light(var/flavor_text = "[usr] lights the [name].")
if(!src.lit && src.smoketime)
src.lit = 1
damtype = "fire"
icon_state = icon_on
item_state = icon_on
var/turf/T = get_turf(src)
T.visible_message(flavor_text)
processing_objects.Add(src)
if(ismob(loc))
var/mob/living/M = loc
M.update_inv_wear_mask(0)
M.update_inv_l_hand(0)
M.update_inv_r_hand(1)
/obj/item/clothing/mask/smokable/pipe/attack_self(mob/user as mob)
if(lit == 1)
if(user.a_intent == I_HURT)
@@ -41,6 +41,8 @@
user << "<span class='danger'>You need to have a firm grip on [C] before you can put \the [src] on!</span>"
/obj/item/weapon/handcuffs/proc/can_place(var/mob/target, var/mob/user)
if(user == target)
return 1
if(istype(user, /mob/living/silicon/robot))
if(user.Adjacent(target))
return 1
@@ -38,7 +38,10 @@
IC.examine(user)
/obj/item/weapon/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) )
if(istype(O, /obj/item/weapon/crowbar) || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || istype(O, /obj/item/weapon/screwdriver) || istype(O, /obj/item/weapon/cell/device) )
IC.attackby(O, user)
else
..()
..()
/obj/item/weapon/implant/integrated_circuit/attack_self(mob/user)
IC.attack_self(user)
@@ -7,7 +7,7 @@
/obj/item/weapon/material/kitchen/utensil
w_class = ITEMSIZE_TINY
thrown_force_divisor = 1
origin_tech = "materials=1"
origin_tech = list(TECH_MATERIAL = 1)
attack_verb = list("attacked", "stabbed", "poked")
sharp = 1
edge = 1
@@ -64,7 +64,7 @@
edge = 1
force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
matter = list(DEFAULT_WALL_MATERIAL = 12000)
origin_tech = "materials=1"
origin_tech = list(TECH_MATERIAL = 1)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/material/knife/suicide_act(mob/user)
@@ -0,0 +1,263 @@
#define MATERIAL_ARMOR_COEFFICENT 0.05
/*
SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
This class of armor takes armor and appearance data from a material "datum".
They are also fragile based on material data and many can break/smash apart when hit.
Materials has a var called protectiveness which plays a major factor in how good it is for armor.
With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee)
For bullets and lasers, material hardness and reflectivity also play a major role, respectively.
Protectiveness | Armor %
0 = 0%
5 = 20%
10 = 33%
15 = 42%
20 = 50%
25 = 55%
30 = 60%
40 = 66%
50 = 71%
60 = 75%
70 = 77%
80 = 80%
*/
// Putting these at /clothing/ level saves a lot of code duplication in armor/helmets/gauntlets/etc
/obj/item/clothing
var/material/material = null // Why isn't this a datum?
var/applies_material_color = TRUE
var/unbreakable = FALSE
var/default_material = null // Set this to something else if you want material attributes on init.
var/material_armor_modifer = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor)
/obj/item/clothing/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
if(material_key) // May still be null if a material was not specified as a default.
set_material(material_key)
/obj/item/clothing/Destroy()
processing_objects -= src
..()
/obj/item/clothing/get_material()
return material
// Debating if this should be made an /obj/item/ proc.
/obj/item/clothing/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
if(!material)
qdel(src)
else
name = "[material.display_name] [initial(name)]"
health = round(material.integrity/10)
if(applies_material_color)
color = material.icon_colour
if(material.products_need_process())
processing_objects |= src
update_armor()
// This is called when someone wearing the object gets hit in some form (melee, bullet_act(), etc).
// Note that this cannot change if someone gets hurt, as it merely reacts to being hit.
/obj/item/clothing/proc/clothing_impact(var/obj/source, var/damage)
if(material && damage)
material_impact(source, damage)
/obj/item/clothing/proc/material_impact(var/obj/source, var/damage)
if(!material || unbreakable)
return
if(istype(source, /obj/item/projectile))
var/obj/item/projectile/P = source
if(P.pass_flags & PASSGLASS)
if(material.opacity - 0.3 <= 0)
return // Lasers ignore 'fully' transparent material.
if(material.is_brittle())
health = 0
else if(!prob(material.hardness))
health--
if(health <= 0)
shatter()
/obj/item/clothing/proc/shatter()
if(!material)
return
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
if(istype(loc, /mob/living))
var/mob/living/M = loc
M.drop_from_inventory(src)
if(material.shard_type == SHARD_SHARD) // Wearing glass armor is a bad idea.
var/obj/item/weapon/material/shard/S = material.place_shard(T)
M.embed(S)
playsound(src, "shatter", 70, 1)
qdel(src)
// Might be best to make ablative vests a material armor using a new material to cut down on this copypaste.
/obj/item/clothing/suit/armor/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(!material) // No point checking for reflection.
return ..()
if(material.reflectivity)
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
var/obj/item/projectile/P = damage_source
if(P.reflected) // Can't reflect twice
return ..()
var/reflectchance = (40 * material.reflectivity) - round(damage/3)
reflectchance *= material_armor_modifer
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
reflectchance /= 2
if(P.starting && prob(reflectchance))
visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(user)
// redirect the projectile
P.redirect(new_x, new_y, curloc, user)
P.reflected = 1
return PROJECTILE_CONTINUE // complete projectile permutation
/proc/calculate_material_armor(amount)
var/result = 1 - MATERIAL_ARMOR_COEFFICENT * amount / (1 + MATERIAL_ARMOR_COEFFICENT * abs(amount))
result = result * 100
result = abs(result - 100)
return round(result)
/obj/item/clothing/proc/update_armor()
if(material)
var/melee_armor = 0, bullet_armor = 0, laser_armor = 0, energy_armor = 0, bomb_armor = 0
melee_armor = calculate_material_armor(material.protectiveness * material_armor_modifer)
bullet_armor = calculate_material_armor((material.protectiveness * (material.hardness / 100) * material_armor_modifer) * 0.7)
laser_armor = calculate_material_armor((material.protectiveness * (material.reflectivity + 1) * material_armor_modifer) * 0.7)
if(material.opacity != 1)
laser_armor *= max(material.opacity - 0.3, 0) // Glass and such has an opacity of 0.3, but lasers should go through glass armor entirely.
energy_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.4)
bomb_armor = calculate_material_armor((material.protectiveness * material_armor_modifer) * 0.5)
// Makes sure the numbers stay capped.
for(var/number in list(melee_armor, bullet_armor, laser_armor, energy_armor, bomb_armor))
number = between(0, number, 100)
armor["melee"] = melee_armor
armor["bullet"] = bullet_armor
armor["laser"] = laser_armor
armor["energy"] = energy_armor
armor["bomb"] = bomb_armor
if(!isnull(material.conductivity))
siemens_coefficient = between(0, material.conductivity / 10, 10)
slowdown = between(0, round(material.weight / 10, 0.1), 6)
/obj/item/clothing/suit/armor/material
name = "armor"
default_material = DEFAULT_WALL_MATERIAL
/obj/item/clothing/suit/armor/material/makeshift
name = "sheet armor"
desc = "This appears to be two 'sheets' of a material held together by cable. If the sheets are strong, this could be rather protective."
icon_state = "material_armor_makeshift"
/obj/item/clothing/suit/armor/material/makeshift/durasteel
default_material = "durasteel"
/obj/item/clothing/suit/armor/material/makeshift/glass
default_material = "glass"
// Used to craft sheet armor, and possibly other things in the Future(tm).
/obj/item/weapon/material/armor_plating
name = "armor plating"
desc = "A sheet designed to protect something."
icon = 'icons/obj/items.dmi'
icon_state = "armor_plate"
unbreakable = TRUE
force_divisor = 0.05 // Really bad as a weapon.
thrown_force_divisor = 0.2
var/wired = FALSE
/obj/item/weapon/material/armor_plating/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/S = O
if(wired)
to_chat(user, "<span class='warning'>This already has enough wires on it.</span>")
return
if(S.use(20))
to_chat(user, "<span class='notice'>You attach several wires to \the [src]. Now it needs another plate.</span>")
wired = TRUE
icon_state = "[initial(icon_state)]_wired"
return
else
to_chat(user, "<span class='notice'>You need more wire for that.</span>")
return
if(istype(O, /obj/item/weapon/material/armor_plating))
var/obj/item/weapon/material/armor_plating/second_plate = O
if(!wired && !second_plate.wired)
to_chat(user, "<span class='warning'>You need something to hold the two pieces of plating together.</span>")
return
if(second_plate.material != src.material)
to_chat(user, "<span class='warning'>Both plates need to be the same type of material.</span>")
return
user.drop_from_inventory(src)
user.drop_from_inventory(second_plate)
var/obj/item/clothing/suit/armor/material/makeshift/new_armor = new(null, src.material.name)
user.put_in_hands(new_armor)
qdel(second_plate)
qdel(src)
else
..()
// Used to craft the makeshift helmet
/obj/item/clothing/head/helmet/bucket
name = "bucket"
desc = "It's a bucket with a large hole cut into it. You could wear it on your head and look really stupid."
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
icon_state = "bucket"
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/helmet/bucket/attackby(var/obj/O, mob/user)
if(istype(O, /obj/item/stack/material))
var/obj/item/stack/material/S = O
if(S.use(2))
to_chat(user, "<span class='notice'>You apply some [S.material.use_name] to \the [src]. Hopefully it'll make the makeshift helmet stronger.</span>")
var/obj/item/clothing/head/helmet/material/makeshift/helmet = new(null, S.material.name)
user.put_in_hands(helmet)
user.drop_from_inventory(src)
qdel(src)
return
else
to_chat(user, "<span class='warning'>You don't have enough material to build a helmet!</span>")
else
..()
/obj/item/clothing/head/helmet/material
name = "helmet"
flags_inv = HIDEEARS|HIDEEYES|BLOCKHAIR
default_material = DEFAULT_WALL_MATERIAL
/obj/item/clothing/head/helmet/material/makeshift
name = "bucket"
desc = "A bucket with plating applied to the outside. Very crude, but could potentially be rather protective, if \
it was plated with something strong."
icon_state = "material_armor_makeshift"
/obj/item/clothing/head/helmet/material/makeshift/durasteel
default_material = "durasteel"
@@ -29,7 +29,7 @@
w_class = ITEMSIZE_SMALL
sharp = 1
edge = 1
origin_tech = "materials=2;combat=1"
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 1)
attack_verb = list("chopped", "torn", "cut")
applies_material_colour = 0
@@ -99,5 +99,5 @@
throw_range = 3
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
origin_tech = "materials=2;combat=2"
origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
attack_verb = list("chopped", "sliced", "cut", "reaped")
+6 -1
View File
@@ -32,4 +32,9 @@
/obj/item/weapon/permit/gun/bar
name = "bar shotgun permit"
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
desc = "A card indicating that the owner is allowed to carry a shotgun in the bar."
/obj/item/weapon/permit/drone
name = "drone identification card"
desc = "A card issued by the EIO, indicating that the owner is a Drone Intelligence. Drones are mandated to carry this card within SolGov space, by law."
icon_state = "drone"
+15 -14
View File
@@ -2,12 +2,12 @@
/obj/item/taperoll
name = "tape roll"
icon = 'icons/policetape.dmi'
icon_state = "rollstart"
icon_state = "tape"
w_class = ITEMSIZE_SMALL
var/turf/start
var/turf/end
var/tape_type = /obj/item/tape
var/icon_base
var/icon_base = "tape"
var/apply_tape = FALSE
@@ -33,7 +33,7 @@ var/list/tape_roll_applications = list()
var/lifted = 0
var/crumpled = 0
var/tape_dir = 0
var/icon_base
var/icon_base = "tape"
/obj/item/tape/update_icon()
//Possible directional bitflags: 0 (AIRLOCK), 1 (NORTH), 2 (SOUTH), 4 (EAST), 8 (WEST), 3 (VERTICAL), 12 (HORIZONTAL)
@@ -60,22 +60,20 @@ var/list/tape_roll_applications = list()
/obj/item/taperoll/police
name = "police tape"
desc = "A roll of police tape used to block off crime scenes from the public."
icon_state = "police"
tape_type = /obj/item/tape/police
icon_base = "police"
color = COLOR_RED_LIGHT
/obj/item/tape/police
name = "police tape"
desc = "A length of police tape. Do not cross."
req_access = list(access_security)
icon_base = "police"
color = COLOR_RED_LIGHT
/obj/item/taperoll/engineering
name = "engineering tape"
desc = "A roll of engineering tape used to block off working areas from the public."
icon_state = "engineering"
tape_type = /obj/item/tape/engineering
icon_base = "engineering"
color = COLOR_YELLOW
/obj/item/taperoll/engineering/applied
apply_tape = TRUE
@@ -84,28 +82,31 @@ var/list/tape_roll_applications = list()
name = "engineering tape"
desc = "A length of engineering tape. Better not cross it."
req_one_access = list(access_engine,access_atmospherics)
icon_base = "engineering"
color = COLOR_YELLOW
/obj/item/taperoll/atmos
name = "atmospherics tape"
desc = "A roll of atmospherics tape used to block off working areas from the public."
icon_state = "atmos"
tape_type = /obj/item/tape/atmos
icon_base = "atmos"
color = COLOR_DEEP_SKY_BLUE
/obj/item/tape/atmos
name = "atmospherics tape"
desc = "A length of atmospherics tape. Better not cross it."
req_one_access = list(access_engine,access_atmospherics)
icon_base = "atmos"
color = COLOR_DEEP_SKY_BLUE
/obj/item/taperoll/update_icon()
overlays.Cut()
var/image/overlay = image(icon = src.icon)
overlay.appearance_flags = RESET_COLOR
if(ismob(loc))
if(!start)
overlays += "start"
overlay.icon_state = "start"
else
overlays += "stop"
overlay.icon_state = "stop"
overlays += overlay
/obj/item/taperoll/dropped(mob/user)
update_icon()
+9
View File
@@ -163,6 +163,15 @@
overlays = null
qdel(src)
/obj/item/weapon/ducttape/attackby(var/obj/item/I, var/mob/user)
if(!(istype(src, /obj/item/weapon/handcuffs/cable/tape) || istype(src, /obj/item/clothing/mask/muzzle/tape)))
return ..()
else
user.drop_from_inventory(I)
I.loc = src
qdel(I)
to_chat(user, "<span-class='notice'>You place \the [I] back into \the [src].</span>")
/obj/item/weapon/ducttape/afterattack(var/A, mob/user, flag, params)
if(!in_range(user, A) || istype(A, /obj/machinery/door) || !stuck)
+1 -1
View File
@@ -401,7 +401,7 @@
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "<span class='danger'>You go blind!</span>"
user.eye_blind = 5
user.Blind(5)
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
+1 -1
View File
@@ -8,7 +8,7 @@
desc = "A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off."
throwforce = 0
w_class = ITEMSIZE_NORMAL
origin_tech = "materials=1"
origin_tech = list(TECH_MATERIAL = 1)
matter = list(DEFAULT_WALL_MATERIAL = 18750)
var/deployed = 0