Merge pull request #3856 from Baystation12/dev

Dev -> Dev-freeze staging [0.1.6] [DO NOT MERGE]
This commit is contained in:
Chinsky
2013-11-07 20:51:12 -08:00
154 changed files with 15962 additions and 14533 deletions
+10 -9
View File
@@ -679,6 +679,9 @@
#include "code\modules\admin\verbs\possess.dm"
#include "code\modules\admin\verbs\pray.dm"
#include "code\modules\admin\verbs\randomverbs.dm"
#include "code\modules\admin\verbs\SDQL.dm"
#include "code\modules\admin\verbs\SDQL_2.dm"
#include "code\modules\admin\verbs\SDQL_2_parser.dm"
#include "code\modules\admin\verbs\striketeam.dm"
#include "code\modules\admin\verbs\striketeam_syndicate.dm"
#include "code\modules\admin\verbs\ticklag.dm"
@@ -800,7 +803,6 @@
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\spontaneous_appendicitis.dm"
#include "code\modules\events\viral_infection.dm"
#include "code\modules\events\viral_outbreak.dm"
#include "code\modules\events\wallrot.dm"
#include "code\modules\ext_scripts\irc.dm"
#include "code\modules\ext_scripts\python.dm"
@@ -1190,22 +1192,18 @@
#include "code\modules\research\xenoarchaeology\finds\finds_fossils.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_misc.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_talkingitem.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_accelerator.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_base.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_fourier_transform.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_gas_chromatography.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_hyperspectral.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_ion_mobility.dm"
#include "code\modules\research\xenoarchaeology\machinery\analysis_isotope_ratio.dm"
#include "code\modules\research\xenoarchaeology\machinery\artifact_analyser.dm"
#include "code\modules\research\xenoarchaeology\machinery\artifact_harvester.dm"
#include "code\modules\research\xenoarchaeology\machinery\artifact_scanner.dm"
#include "code\modules\research\xenoarchaeology\machinery\coolant.dm"
#include "code\modules\research\xenoarchaeology\machinery\geosample_scanner.dm"
#include "code\modules\research\xenoarchaeology\tools\ano_device_battery.dm"
#include "code\modules\research\xenoarchaeology\tools\anomaly_suit.dm"
#include "code\modules\research\xenoarchaeology\tools\bunsen_burner.dm"
#include "code\modules\research\xenoarchaeology\tools\gearbelt.dm"
#include "code\modules\research\xenoarchaeology\tools\suspension_generator.dm"
#include "code\modules\research\xenoarchaeology\tools\tools.dm"
#include "code\modules\research\xenoarchaeology\tools\tools_anoscanner.dm"
#include "code\modules\research\xenoarchaeology\tools\tools_coresampler.dm"
#include "code\modules\research\xenoarchaeology\tools\tools_depthscanner.dm"
#include "code\modules\research\xenoarchaeology\tools\tools_locater.dm"
@@ -1243,6 +1241,9 @@
#include "code\modules\surgery\ribcage.dm"
#include "code\modules\surgery\robolimbs.dm"
#include "code\modules\surgery\surgery.dm"
#include "code\modules\telesci\gps.dm"
#include "code\modules\telesci\telepad.dm"
#include "code\modules\telesci\telesci_computer.dm"
#include "code\modules\virus2\analyser.dm"
#include "code\modules\virus2\antibodies.dm"
#include "code\modules\virus2\centrifuge.dm"
@@ -1291,7 +1292,6 @@
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm"
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
#include "code\WorkInProgress\Chinsky\ashtray.dm"
#include "code\WorkInProgress\Cib\MedicalSideEffects.dm"
@@ -1300,6 +1300,7 @@
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Yinadele\Supermatter.dm"
#include "code\ZAS\Airflow.dm"
#include "code\ZAS\Connection.dm"
#include "code\ZAS\Debug.dm"
+1 -1
View File
@@ -161,7 +161,7 @@ obj/machinery/atmospherics/pipe
proc/burst()
src.visible_message("\red \bold [src] bursts!");
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new
var/datum/effect/effect/system/smoke_spread/smoke = new
smoke.set_up(1,0, src.loc, 0)
smoke.start()
del(src)
@@ -145,14 +145,14 @@ datum/fusion_reaction/pergium_tritium
energy_production = 0
radiation = 5
datum/fusion_reaction/pergium_deuterium
datum/fusion_reaction/pergium_obdurium
primary_reactant = "Pergium"
secondary_reactant = "Obdurium"
energy_consumption = 5
energy_production = 0
radiation = 5
datum/fusion_reaction/pergium_tritium
datum/fusion_reaction/pergium_solonium
primary_reactant = "Pergium"
secondary_reactant = "Solonium"
energy_consumption = 5
@@ -1,186 +0,0 @@
#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation.
#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation.
#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma
#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma.
#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation.
#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen.
#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen.
#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area.
#define RADIATION_FACTOR 10
#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations.
#define HALLUCINATION_FACTOR 20
#define REACTION_POWER_MODIFIER 4 //Higher == more overall power
#define WARNING_DELAY 45 //45 seconds between warnings.
/obj/machinery/power/supermatter
name = "Supermatter"
desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
icon = 'icons/obj/engine.dmi'
icon_state = "darkmatter"
density = 1
anchored = 0
var/gasefficency = 0.25
var/base_icon_state = "darkmatter"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT"
var/explosion_point = 1000
var/emergency_issued = 0
var/explosion_power = 8
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
desc = "A strangely translucent and iridescent crystal. Looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"
warning_point = 50
emergency_point = 500
explosion_point = 900
gasefficency = 0.125
explosion_power = 3 //3,6,9,12? Or is that too small?
process()
var/turf/L = loc
if(!istype(L)) //If we are not on a turf, uh oh.
del src
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if (!removed)
return 1
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
if(damage > emergency_point)
//radioalert("states, \"[emergency_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
//radioalert("states, \"[warning_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday-150
else // Phew, we're safe
//radioalert("states, \"[safe_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
if(damage > explosion_point)
explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1)
del src
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
if(!removed.total_moles)
damage += max((power-1600)/10,0)
power = max(power,1600)
return 1
var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR
var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0)
var/temp_factor = 0
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
temp_factor = 100
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 60
icon_state = base_icon_state
//Calculate power released as heat and gas, in as the sqrt of the power.
var/power_factor = (power/500) ** 3
var/device_energy = oxygen * power_factor
power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor
//Final energy calcs.
device_energy = max(device_energy * REACTION_POWER_MODIFIER,0)
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER
var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER
var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
//Put as much plasma out as is permitted.
if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
else
removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR
//Put as much plasma out as is permitted.
if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
else
removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR
var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/heat_applied = max(heat_energy,0)
if(heat_applied + removed.temperature > 800)
removed.temperature = 800
var/energy_to_reconsider = (heat_applied + removed.temperature - 800)
hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
else
removed.temperature += heat_applied
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations
if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination += hallucination_energy/((get_dist(l,src)**2))
for(var/mob/living/l in range(src,round(rad_energy**0.25)))
var/rads = rad_energy/((get_dist(l,src)**2))
l.apply_effect(rads, IRRADIATE)
return 1
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
return 0
@@ -60,18 +60,18 @@
for (var/datum/medical_effect/M in side_effects)
if (!M) continue
var/strength_percent = sin((life_tick - M.start) / 2)
log_debug ("[src], tick [life_tick] : Processing [M], Current phase: [strength_percent]")
// log_debug ("[src], tick [life_tick] : Processing [M], Current phase: [strength_percent]")
// Only do anything if the effect is currently strong enough
if(strength_percent >= 0.4)
log_debug ("[src], tick [life_tick] : Active phase ; strength [M.strength]")
if (M.cure(src) || M.strength > 50)
log_debug ("[src], tick [life_tick] : [M] cured or reached end of lifecycle")
// log_debug ("[src], tick [life_tick] : [M] cured or reached end of lifecycle")
side_effects -= M
del(M)
else
if(life_tick % 45 == 0)
log_debug ("[src], tick [life_tick] : Activating [M] ")
// log_debug ("[src], tick [life_tick] : Activating [M] ")
M.on_life(src, strength_percent*M.strength)
// Effect slowly growing stronger
M.strength+=0.08
+1 -1
View File
@@ -148,7 +148,7 @@
if(!block)
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
+257
View File
@@ -0,0 +1,257 @@
#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 60 //45 seconds between warnings.
/obj/machinery/power/supermatter
name = "Supermatter"
desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
icon = 'icons/obj/engine.dmi'
icon_state = "darkmatter"
density = 1
anchored = 0
var/gasefficency = 0.25
var/base_icon_state = "darkmatter"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
var/emergency_issued = 0
var/explosion_power = 8
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/device/radio/radio
shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"
warning_point = 50
emergency_point = 500
explosion_point = 900
gasefficency = 0.125
explosion_power = 3 //3,6,9,12? Or is that too small?
/obj/machinery/power/supermatter/New()
. = ..()
radio = new (src)
/obj/machinery/power/supermatter/Del()
del radio
. = ..()
/obj/machinery/power/supermatter/proc/explode()
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
del src
return
/obj/machinery/power/supermatter/process()
var/turf/L = loc
if(!istype(L)) //If we are not on a turf, uh oh.
del src
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if(!removed || !removed.total_moles)
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
if (!removed)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
if(damage > emergency_point)
radio.autosay(emergency_alert, "Supermatter Monitor")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
radio.autosay(warning_alert, "Supermatter Monitor")
lastwarning = world.timeofday - 150
else // Phew, we're safe
radio.autosay(safe_alert, "Supermatter Monitor")
lastwarning = world.timeofday
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
explode()
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
var/temp_factor = 100
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 60
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500))
//Calculate how much gas to release
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, round(power ** 0.25))) // you have to be seeing the core to get hallucinations
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
l.apply_effect(rads, IRRADIATE)
power -= (power/500)**3
return 1
/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
else
damage += Proj.damage * config_bullet_energy
return 0
/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
return attack_hand(user)
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You reach out and touch \the [src], everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
Consume(user)
/obj/machinery/power/supermatter/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(power)
return
/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class=\"warning\">Everything suddenly goes silent.</span>")
user.drop_from_inventory(W)
Consume(W)
user.apply_effect(150, IRRADIATE)
/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
if(istype(AM, /mob/living))
AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
else
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
Consume(AM)
/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
if(istype(user))
user.dust()
power += 200
else
del user
power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
for(var/mob/living/l in range(10))
if(l in view())
l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
l.apply_effect(rads, IRRADIATE)
+1 -1
View File
@@ -65,6 +65,6 @@
P.set_up(10,location)
P.start()
spawn(5)
var/datum/effect/effect/system/harmless_smoke_spread/S = new/datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/S = new/datum/effect/effect/system/smoke_spread()
S.set_up(5,0,location,null)
S.start()
+55 -10
View File
@@ -1,19 +1,35 @@
var/list/obj/machinery/faxmachine/allfaxes = list()
var/list/alldepartments = list("Central Command")
/obj/machinery/faxmachine
name = "fax machine"
icon = 'icons/obj/library.dmi'
icon_state = "fax"
req_access = list(access_lawyer)
req_one_access = list(access_lawyer, access_heads)
anchored = 1
density = 1
use_power = 1
idle_power_usage = 30
active_power_usage = 200
power_channel = EQUIP
var/obj/item/weapon/card/id/scan = null // identification
var/authenticated = 0
var/obj/item/weapon/paper/tofax = null // what we're sending to central
var/obj/item/weapon/paper/tofax = null // what we're sending
var/sendcooldown = 0 // to avoid spamming fax messages
var/department = "Unknown" // our department
var/dpt = "Central Command" // the department we're sending to
/obj/machinery/faxmachine/New()
..()
allfaxes += src
if( !("[department]" in alldepartments) )
alldepartments += department
/obj/machinery/faxmachine/process()
return 0
@@ -26,7 +42,7 @@
/obj/machinery/faxmachine/attack_hand(mob/user as mob)
user.set_machine(src)
var/dat = "Central Command Fax Machine<BR>"
var/dat = "Fax Machine<BR>"
var/scan_name
if(scan)
@@ -54,14 +70,15 @@
else
dat += "<a href='byond://?src=\ref[src];send=1'>Send</a><br>"
dat += "<b>Currently sending:</b> [tofax.name]"
dat += "<b>Currently sending:</b> [tofax.name]<br>"
dat += "<b>Sending to:</b> <a href='byond://?src=\ref[src];dept=1'>[dpt]</a><br>"
else
if(sendcooldown)
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
dat += "Please insert paper to send via secure connection.<br><br>"
dat += "<b>Transmitter arrays realigning. Please stand by.</b><br>"
else
dat += "Please insert paper to send to Central Command via secure connection.<br><br>"
dat += "Please insert paper to send via secure connection.<br><br>"
else
dat += "Proper authentication is required to use this device.<br><br>"
@@ -76,10 +93,18 @@
/obj/machinery/faxmachine/Topic(href, href_list)
if(href_list["send"])
if(tofax)
Centcomm_fax(tofax.info, tofax.name, usr)
usr << "Message transmitted."
sendcooldown = 1
spawn(3000) // three minute cooldown. might mess with this number a bit as time goes on
if(dpt == "Central Command")
Centcomm_fax(tofax.info, tofax.name, usr)
sendcooldown = 1800
else
SendFax(tofax.info, tofax.name, usr, dpt)
sendcooldown = 600
usr << "Message transmitted successfully."
spawn(sendcooldown) // cooldown time
sendcooldown = 0
if(href_list["remove"])
@@ -107,6 +132,9 @@
scan = I
authenticated = 0
if(href_list["dept"])
dpt = input(usr, "Which department?", "Choose a department", "") as null|anything in alldepartments
if(href_list["auth"])
if ( (!( authenticated ) && (scan)) )
if (check_access(scan))
@@ -148,3 +176,20 @@
var/msg = "\blue <b><font color='orange'>CENTCOMM FAX: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) (<A HREF='?_src_=holder;adminplayerobservejump=\ref[Sender]'>JMP</A>) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<a href='?_src_=holder;CentcommFaxReply=\ref[Sender]'>RPLY</a>)</b>: Receiving '[sentname]' via secure connection ... <a href='?_src_=holder;CentcommFaxView=\ref[sent]'>view message</a>"
admins << msg
proc/SendFax(var/sent, var/sentname, var/mob/Sender, var/dpt)
for(var/obj/machinery/faxmachine/F in allfaxes)
if( F.department == dpt )
if(! (F.stat & (BROKEN|NOPOWER) ) )
flick("faxreceive", F)
// give the sprite some time to flick
spawn(20)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( F.loc )
P.name = "[sentname]"
P.info = "[sent]"
P.update_icon()
playsound(F.loc, "sound/items/polaroid1.ogg", 50, 1)
+228 -175
View File
@@ -11,8 +11,6 @@ Attach to transfer valve and open. BOOM.
*/
//Some legacy definitions so fires can be started.
atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return null
@@ -21,160 +19,164 @@ atom/proc/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed
turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
if(fire_protection > world.time-300) return
var/datum/gas_mixture/air_contents = return_air(1)
if(!air_contents)
if(fire_protection > world.time-300)
return 0
/*if(active_hotspot)
if(soh)
if(air_contents.toxins > 0.5 && air_contents.oxygen > 0.5)
if(active_hotspot.temperature < exposed_temperature)
active_hotspot.temperature = exposed_temperature
if(active_hotspot.volume < exposed_volume)
active_hotspot.volume = exposed_volume
return 1*/
var/igniting = 0
if(locate(/obj/fire) in src)
return 1
var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
var/datum/gas_mixture/air_contents = return_air()
if(!air_contents || exposed_temperature < PLASMA_MINIMUM_BURN_TEMPERATURE)
return 0
var/igniting = 0
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
if(air_contents.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
if(air_contents.check_combustability(liquid))
igniting = 1
if(air_contents.oxygen < 0.5)
return 0
if(! (locate(/obj/fire) in src))
var/obj/fire/F = new(src,1000)
F.temperature = exposed_temperature
F.volume = CELL_VOLUME
//active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
//remove just_spawned protection if no longer processing this cell
new /obj/fire(src,1000)
return igniting
obj
fire
//Icon for fire on turfs.
/obj/fire
//Icon for fire on turfs.
anchored = 1
mouse_opacity = 0
anchored = 1
mouse_opacity = 0
//luminosity = 3
//luminosity = 3
icon = 'icons/effects/fire.dmi'
icon = 'icons/effects/fire.dmi'
icon_state = "1"
layer = TURF_LAYER
var/firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
/obj/fire/process()
. = 1
//get location and check if it is in a proper ZAS zone
var/turf/simulated/S = loc
if(!istype(S))
del src
if(!S.zone)
del src
var/datum/gas_mixture/air_contents = S.return_air()
//get liquid fuels on the ground.
var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
//and the volatile stuff from the air
var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
//since the air is processed in fractions, we need to make sure not to have any minuscle residue or
//the amount of moles might get to low for some functions to catch them and thus result in wonky behaviour
if(air_contents.oxygen < 0.001)
air_contents.oxygen = 0
if(air_contents.toxins < 0.001)
air_contents.toxins = 0
if(fuel)
if(fuel.moles < 0.001)
air_contents.trace_gases.Remove(fuel)
//check if there is something to combust
if(!air_contents.check_recombustability(liquid))
//del src
RemoveFire()
//get a firelevel and set the icon
firelevel = air_contents.calculate_firelevel(liquid)
if(firelevel > 6)
icon_state = "3"
SetLuminosity(7)
else if(firelevel > 2.5)
icon_state = "2"
SetLuminosity(5)
else
icon_state = "1"
SetLuminosity(3)
var
volume = CELL_VOLUME
temperature = PLASMA_MINIMUM_BURN_TEMPERATURE
firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
archived_firelevel = 0
//im not sure how to implement a version that works for every creature so for now monkeys are firesafe
for(var/mob/living/carbon/human/M in loc)
M.FireBurn(firelevel, air_contents.temperature, air_contents.return_pressure() ) //Burn the humans!
for(var/atom/A in loc)
A.fire_act(air_contents, air_contents.temperature, air_contents.return_volume())
//spread
for(var/direction in cardinal)
if(S.air_check_directions&direction) //Grab all valid bordering tiles
process()
. = 1
var/turf/simulated/enemy_tile = get_step(S, direction)
if(firelevel > vsc.IgnitionLevel)
if(istype(enemy_tile))
var/datum/gas_mixture/acs = enemy_tile.return_air()
var/obj/effect/decal/cleanable/liquid_fuel/liq = locate() in enemy_tile
if(!acs) continue
if(!acs.check_recombustability(liq)) continue
//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
//reduce firelevel.
if(enemy_tile.fire_protection > world.time-30)
firelevel -= 1.5
continue
var/turf/simulated/floor/S = loc
if(!S.zone) del src //Cannot exist where zones are broken.
//Spread the fire.
if(!(locate(/obj/fire) in enemy_tile))
if( prob( 50 + 50 * (firelevel/vsc.fire_firelevel_multiplier) ) && S.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, S, 0,0))
new/obj/fire(enemy_tile,firelevel)
if(istype(S))
var
datum/gas_mixture/air_contents = S.return_air()
//Get whatever trace fuels are in the area
datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
//Also get liquid fuels on the ground.
obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
//seperate part of the present gas
//this is done to prevent the fire burning all gases in a single pass
var/datum/gas_mixture/flow = air_contents.remove_ratio(vsc.fire_consuption_rate)
///////////////////////////////// FLOW HAS BEEN CREATED /// DONT DELETE THE FIRE UNTIL IT IS MERGED BACK OR YOU WILL DELETE AIR ///////////////////////////////////////////////
var/datum/gas_mixture/flow = air_contents.remove_ratio(0.25)
//The reason we're taking a part of the air instead of all of it is so that it doesn't jump to
//the fire's max temperature instantaneously.
if(flow)
firelevel = air_contents.calculate_firelevel(liquid)
if(flow.check_recombustability(liquid))
//Ensure flow temperature is higher than minimum fire temperatures.
//this creates some energy ex nihilo but is necessary to get a fire started
//lets just pretend this energy comes from the ignition source and dont mention this again
//flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
//Ensure that there is an appropriate amount of fuel and O2 here.
if(firelevel > 0.25 && flow.oxygen > 0.3 && (air_contents.toxins || fuel || liquid))
//burn baby burn!
for(var/direction in cardinal)
if(S.air_check_directions&direction) //Grab all valid bordering tiles
flow.zburn(liquid,1)
//merge the air back
S.assume_air(flow)
var/turf/simulated/enemy_tile = get_step(S, direction)
if(istype(enemy_tile))
//If extinguisher mist passed over the turf it's trying to spread to, don't spread and
//reduce firelevel.
if(enemy_tile.fire_protection > world.time-30)
firelevel -= 1.5
continue
//Spread the fire.
if(!(locate(/obj/fire) in enemy_tile))
if( prob( firelevel*10 ) && S.CanPass(null, enemy_tile, 0,0) && enemy_tile.CanPass(null, S, 0,0))
new/obj/fire(enemy_tile,firelevel)
if(flow)
//Ensure adequate oxygen and fuel.
if(flow.oxygen > 0.3 && (flow.toxins || fuel || liquid))
//Change icon depending on the fuel, and thus temperature.
if(firelevel > 6)
icon_state = "3"
else if(firelevel > 2.5)
icon_state = "2"
else
icon_state = "1"
//Ensure flow temperature is higher than minimum fire temperatures.
flow.temperature = max(PLASMA_MINIMUM_BURN_TEMPERATURE+0.1,flow.temperature)
//Burn the gas mixture.
flow.zburn(liquid)
if(fuel && fuel.moles <= 0.00001)
del fuel
else
del src
///////////////////////////////// FLOW HAS BEEN REMERGED /// feel free to delete the fire again from here on //////////////////////////////////////////////////////////////////
S.assume_air(flow) //Then put it back where you found it.
/obj/fire/New(newLoc,fl)
..()
else
del src
else
del src
else
del src
if(!istype(loc, /turf))
del src
dir = pick(cardinal)
SetLuminosity(3)
firelevel = fl
air_master.active_hotspots.Add(src)
for(var/mob/living/carbon/human/M in loc)
M.FireBurn(temperature, min(max(0.1,firelevel / 20),10)) //Burn the humans!
/obj/fire/Del()
if (istype(loc, /turf/simulated))
SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
New(newLoc,fl)
..()
..()
if(!istype(loc, /turf))
del src
/obj/fire/proc/RemoveFire()
if (istype(loc, /turf/simulated))
SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
dir = pick(cardinal)
//sd_SetLuminosity(3,2,0)
firelevel = fl
air_master.active_hotspots.Add(src)
Del()
if (istype(loc, /turf/simulated))
//sd_SetLuminosity(0)
loc = null
air_master.active_hotspots.Remove(src)
..()
turf/simulated/var/fire_protection = 0 //Protects newly extinguished tiles from being overrun again.
@@ -182,22 +184,19 @@ turf/proc/apply_fire_protection()
turf/simulated/apply_fire_protection()
fire_protection = world.time
datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid)
//This proc is similar to fire(), but uses a simple logarithm to calculate temp, and is thus more stable with ZAS.
if(temperature > PLASMA_FLASHPOINT && !reacting)
reacting = 1
datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid, force_burn)
var/value = 0
if(temperature > PLASMA_MINIMUM_BURN_TEMPERATURE && reacting)
var
total_fuel = toxins
fuel_sources = 0 //We'll divide by this later so that fuel is consumed evenly.
datum/gas/volatile_fuel/fuel = locate() in trace_gases
if((temperature > PLASMA_MINIMUM_BURN_TEMPERATURE || force_burn) && check_recombustability(liquid))
var/total_fuel = 0
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
total_fuel += toxins
if(fuel)
//Volatile Fuel
total_fuel += fuel.moles
fuel_sources++
if(liquid)
//Liquid Fuel
@@ -205,72 +204,126 @@ datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid)
del liquid
else
total_fuel += liquid.amount
fuel_sources++
//Toxins
if(toxins > 0.3) fuel_sources++
//Calculate the firelevel.
var/firelevel = calculate_firelevel(liquid)
if(!fuel_sources) return 0 //If there's no fuel, there's no burn. Can't divide by zero anyway.
//get the current inner energy of the gas mix
//this must be taken here to prevent the addition or deletion of energy by a changing heat capacity
var/starting_energy = temperature * heat_capacity()
if(oxygen > 0.3)
//determine the amount of oxygen used
var/total_oxygen = min(oxygen, 2 * total_fuel)
//Calculate the firelevel.
var/firelevel = calculate_firelevel(liquid)
//determine the amount of fuel actually used
var/used_fuel_ratio = min(oxygen / 2 , total_fuel) / total_fuel
total_fuel = total_fuel * used_fuel_ratio
//Reaches a maximum practical temperature of around 4500.
var/total_reactants = total_fuel + total_oxygen
//Increase temperature.
temperature = max( 1700*log(0.4*firelevel + 1.23) , temperature )
//determine the amount of reactants actually reacting
var/used_reactants_ratio = min( max(total_reactants * firelevel / vsc.fire_firelevel_multiplier, 0.2), total_reactants) / total_reactants
//Consume some gas.
var/consumed_gas = min(oxygen,0.05*firelevel,total_fuel) / fuel_sources
//remove and add gasses as calculated
oxygen -= min(oxygen, total_oxygen * used_reactants_ratio )
oxygen = max(0,oxygen-consumed_gas)
toxins -= min(toxins, (toxins * used_fuel_ratio * used_reactants_ratio ) * 3)
if(toxins < 0)
toxins = 0
toxins = max(0,toxins-consumed_gas)
carbon_dioxide += max(2 * total_fuel, 0)
carbon_dioxide += consumed_gas*2
if(fuel)
fuel.moles -= (fuel.moles * used_fuel_ratio * used_reactants_ratio) * 5 //Fuel burns 5 times as quick
if(fuel.moles <= 0) del fuel
if(fuel)
fuel.moles -= consumed_gas
if(fuel.moles <= 0) del fuel
if(liquid)
liquid.amount -= (liquid.amount * used_fuel_ratio * used_reactants_ratio) * 5 // liquid fuel burns 5 times as quick
if(liquid)
liquid.amount -= consumed_gas
if(liquid.amount <= 0) del liquid
if(liquid.amount <= 0) del liquid
update_values()
return consumed_gas*fuel_sources
//calculate the energy produced by the reaction and then set the new temperature of the mix
temperature = (starting_energy + vsc.fire_fuel_energy_release * total_fuel) / heat_capacity()
else
reacting = 0
update_values()
value = total_reactants * used_reactants_ratio
return value
datum/gas_mixture/proc/check_recombustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
//this is a copy proc to continue a fire after its been started.
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if (toxins)
return 1
if(fuel)
return 1
return 0
datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fuel/liquid)
//this check comes up very often and is thus centralized here to ease adding stuff
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if (toxins >= 0.7)
return 1
if(fuel && fuel.moles >= 1.4)
return 1
return 0
datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fuel/liquid)
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
var
datum/gas/volatile_fuel/fuel = locate() in trace_gases
liquid_concentration = 0
//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
oxy_concentration = oxygen / volume
tox_concentration = toxins / volume
fuel_concentration = 0
var/datum/gas/volatile_fuel/fuel = locate() in trace_gases
var/total_fuel = 0
var/firelevel = 0
if(fuel) fuel_concentration = (fuel.moles) / volume
if(liquid) liquid_concentration = (liquid.amount*15) / volume
return (oxy_concentration + tox_concentration + liquid_concentration + fuel_concentration)*100
if(check_recombustability(liquid))
/mob/living/carbon/human/proc/FireBurn(last_temperature, mx as num)
total_fuel += toxins
if(liquid)
total_fuel += liquid.amount
if(fuel)
total_fuel += fuel.moles
var/total_combustables = (total_fuel + oxygen)
if(total_fuel > 0 && oxygen > 0)
//slows down the burning when the concentration of the reactants is low
var/dampening_multiplier = total_combustables / (total_combustables + nitrogen + carbon_dioxide)
//calculates how close the mixture of the reactants is to the optimum
var/mix_multiplier = 1 / (1 + (5 * ((oxygen / total_combustables) ** 2)))
//toss everything together
firelevel = vsc.fire_firelevel_multiplier * mix_multiplier * dampening_multiplier
return max( 0, firelevel)
/mob/living/proc/FireBurn(var/firelevel, var/last_temperature, var/pressure)
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
apply_damage(2.5*mx, BURN)
/mob/living/carbon/human/FireBurn(var/firelevel, var/last_temperature, var/pressure)
//Burns mobs due to fire. Respects heat transfer coefficients on various body parts.
//Due to TG reworking how fireprotection works, this is kinda less meaningful.
var
head_exposure = 1
chest_exposure = 1
groin_exposure = 1
legs_exposure = 1
arms_exposure = 1
var/head_exposure = 1
var/chest_exposure = 1
var/groin_exposure = 1
var/legs_exposure = 1
var/arms_exposure = 1
//Get heat transfer coefficients for clothing.
@@ -289,6 +342,8 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
legs_exposure = 0
if(C.body_parts_covered & ARMS)
arms_exposure = 0
//minimize this for low-pressure enviroments
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
@@ -299,5 +354,3 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
apply_damage(0.6*mx*legs_exposure, BURN, "r_leg", 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, "l_arm", 0, 0, "Fire")
apply_damage(0.4*mx*arms_exposure, BURN, "r_arm", 0, 0, "Fire")
//flash_pain()
+2 -2
View File
@@ -1,7 +1,7 @@
var/global/vs_control/vsc = new
/vs_control
/* var/fire_consuption_rate = 0.25
var/fire_consuption_rate = 0.25
var/fire_consuption_rate_NAME = "Fire - Air Consumption Ratio"
var/fire_consuption_rate_DESC = "Ratio of air removed and combusted per tick."
@@ -12,7 +12,7 @@ var/global/vs_control/vsc = new
var/fire_fuel_energy_release = 397000
var/fire_fuel_energy_release_NAME = "Fire - Fuel energy release"
var/fire_fuel_energy_release_DESC = "The energy in joule released when burning one mol of a burnable substance"
*/
var/IgnitionLevel = 0.5
var/IgnitionLevel_DESC = "Determines point at which fire can ignite"
+1 -1
View File
@@ -519,7 +519,7 @@ proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
for(var/datum/gas/G in B.trace_gases)
var/datum/gas/H = locate(G.type) in A.trace_gases
if(H)
if(!H)
H = new G.type
A.trace_gases += H
var/G_avg = (G.moles*size) / (size+share_size)
+2 -2
View File
@@ -173,11 +173,11 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
sparks.start()
if(smoke_spread)
if(smoke_spread == 1)
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
else if(smoke_spread == 2)
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
+27
View File
@@ -456,6 +456,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "fuel tank crate"
group = "Engineering"
/datum/supply_packs/coolanttank
name = "Coolant tank crate"
contains = list(/obj/structure/reagent_dispensers/coolanttank)
cost = 16
containertype = /obj/structure/largecrate
containername = "coolant tank crate"
group = "Medical / Science"
/datum/supply_packs/solar
name = "Solar Pack crate"
contains = list(/obj/item/solar_assembly,
@@ -945,6 +953,25 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
group = "Engineering"
access = access_ce
/datum/supply_packs/smbig
name = "Supermatter Core"
contains = list(/obj/machinery/power/supermatter)
cost = 50
containertype = /obj/structure/closet/crate/secure/plasma
containername = "Supermatter crate (CAUTIION)"
access = access_ce
group = "Engineering"
/datum/supply_packs/smsmall
name = "Supermatter Shard"
contains = list(/obj/machinery/power/supermatter/shard)
cost = 25
containertype = /obj/structure/closet/crate/secure/plasma
containername = "Supermatter crate (CAUTIION)"
access = access_ce
group = "Engineering"
/datum/supply_packs/shield_cap
contains = list(/obj/item/weapon/circuitboard/shield_cap)
name = "Experimental shield capacitor circuitry"
+4
View File
@@ -1322,6 +1322,10 @@ proc/process_ghost_teleport_locs()
name = "\improper Miscellaneous Research"
icon_state = "toxmisc"
/area/toxins/telesci
name = "\improper Telescience Lab"
icon_state = "toxmisc"
/area/toxins/server
name = "\improper Server Room"
icon_state = "server"
+6 -1
View File
@@ -179,18 +179,23 @@
/area/proc/updateicon()
if ((fire || eject || party) && ((!requires_power)?(!requires_power):power_environ))//If it doesn't require power, can still activate this proc.
if(fire && !eject && !party)
icon_state = "blue"
icon_state = "red"
blend_mode = BLEND_MULTIPLY
/*else if(atmosalm && !fire && !eject && !party)
icon_state = "bluenew"*/
else if(!fire && eject && !party)
icon_state = "red"
blend_mode = BLEND_MULTIPLY
else if(party && !fire && !eject)
icon_state = "party"
blend_mode = BLEND_MULTIPLY
else
icon_state = "blue-red"
blend_mode = BLEND_MULTIPLY
else
// new lighting behaviour with obj lights
icon_state = null
blend_mode = BLEND_DEFAULT
/*
+1 -1
View File
@@ -52,7 +52,7 @@
/obj/machinery/dna_scannernew/proc/eject_occupant()
src.go_out()
for(var/obj/O in src)
if((!istype(O,/obj/item/weapon/circuitboard/clonescanner)) && (!istype(O,/obj/item/weapon/stock_parts)) && (!istype(O,/obj/item/weapon/cable_coil)))
if((!istype(O,/obj/item/weapon/reagent_containers)) && (!istype(O,/obj/item/weapon/circuitboard/clonescanner)) && (!istype(O,/obj/item/weapon/stock_parts)) && (!istype(O,/obj/item/weapon/cable_coil)))
O.loc = get_turf(src)//Ejects items that manage to get in there (exluding the components)
if(!occupant)
for(var/mob/M in src)//Failsafe so you can get mobs out
@@ -57,7 +57,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
if(!ninjacost(,2))
var/mob/living/carbon/human/U = affecting
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
smoke.set_up(10, 0, U.loc)
smoke.start()
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
+5
View File
@@ -40,8 +40,13 @@ var/global/datum/controller/gameticker/ticker
/datum/controller/gameticker/proc/pregame()
login_music = pick(\
/*'sound/music/halloween/skeletons.ogg',\
'sound/music/halloween/halloween.ogg',\
'sound/music/halloween/ghosts.ogg'*/
'sound/music/space.ogg',\
'sound/music/traitor.ogg',\
'sound/music/title2.ogg',\
'sound/music/clouds.s3m',\
'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
do
pregame_timeleft = 180
+1
View File
@@ -26,6 +26,7 @@
supervisors = "your laws and the AI" //Nodrak
selection_color = "#ddffdd"
minimal_player_age = 21
alt_titles = list("Android", "Robot")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
+2 -2
View File
@@ -184,7 +184,7 @@
var/datum/gas_mixture/gas
gas = location.remove_air(0.25*environment.total_moles)
var/heat_capacity = gas.heat_capacity()
var/energy_used = max( abs( heat_capacity*(gas.temperature - target_temperature) ), MAX_ENERGY_CHANGE)
var/energy_used = min( abs( heat_capacity*(gas.temperature - target_temperature) ), MAX_ENERGY_CHANGE)
//Use power. Assuming that each power unit represents 1000 watts....
use_power(energy_used/1000, ENVIRON)
@@ -1511,7 +1511,7 @@ FIRE ALARM
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
if(z == 1)
if(z == 1 || z == 5)
if(security_level)
src.overlays += image('icons/obj/monitors.dmi', "overlay_[get_security_level()]")
else
+1
View File
@@ -28,6 +28,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/weapon/surgicaldrill(),\
new /obj/item/weapon/retractor(),\
new /obj/item/weapon/cautery(),\
new /obj/item/weapon/hemostat(),\
new /obj/item/weapon/reagent_containers/glass/beaker(), \
new /obj/item/weapon/reagent_containers/glass/beaker/large(), \
new /obj/item/weapon/reagent_containers/glass/beaker/vial(), \
+1
View File
@@ -298,6 +298,7 @@ text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"
target_types += /obj/effect/decal/cleanable/robot_debris
target_types += /obj/effect/decal/cleanable/crayon
target_types += /obj/effect/decal/cleanable/liquid_fuel
target_types += /obj/effect/decal/cleanable/mucus
if(src.blood)
target_types += /obj/effect/decal/cleanable/xenoblood/
+1 -1
View File
@@ -152,7 +152,7 @@
carddesc += "<input type='hidden' name='src' value='\ref[src]'>"
carddesc += "<input type='hidden' name='choice' value='account'>"
carddesc += "<b>Stored account number:</b> <input type='text' id='accountfield' name='account' value='[modify.associated_account_number]' style='width:250px; background-color:white;' onchange='markAccountRed()'>"
carddesc += "<input type='submit' value='Rename' onclick='markAccountGreen()'>"
carddesc += "<input type='submit' value='Modify' onclick='markAccountGreen()'>"
carddesc += "</form>"
carddesc += "<b>Assignment:</b> "
+1 -1
View File
@@ -27,7 +27,7 @@
for(var/x in verbs)
verbs -= x
set_broken()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(5, 0, src)
smoke.start()
return
+15
View File
@@ -148,6 +148,14 @@
else if(istype(W, /obj/item/weapon/card) && currently_vending)
var/obj/item/weapon/card/I = W
scan_card(I)
else if(src.panel_open)
for(var/datum/data/vending_product/R in product_records)
if(istype(W, R.product_path))
stock(R, user)
del(W)
else
..()
@@ -407,6 +415,13 @@
src.updateUsrDialog()
/obj/machinery/vending/proc/stock(var/datum/data/vending_product/R, var/mob/user)
if(src.panel_open)
user << "\blue You stock the [src] with \a [R.product_name]"
R.amount++
src.updateUsrDialog()
/obj/machinery/vending/process()
if(stat & (BROKEN|NOPOWER))
return
+1 -1
View File
@@ -14,7 +14,7 @@
var/smoke = 5
var/smoke_ready = 1
var/smoke_cooldown = 100
var/datum/effect/effect/system/harmless_smoke_spread/smoke_system = new
var/datum/effect/effect/system/smoke_spread/smoke_system = new
operation_req_access = list(access_cent_specops)
wreckage = /obj/effect/decal/mecha_wreckage/marauder
add_req_access = 0
+130 -336
View File
@@ -21,15 +21,6 @@ would spawn and follow the beaker, even if it is carried or thrown.
flags = TABLEPASS
mouse_opacity = 0
/obj/effect/effect/smoke
name = "smoke"
icon = 'icons/effects/water.dmi'
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 8.0
/obj/effect/proc/delete()
loc = null
if(reagents)
@@ -222,196 +213,186 @@ steam.start() -- spawns the effect
/////////////////////////////////////////////
/obj/effect/effect/harmless_smoke
/obj/effect/effect/smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
var/time_to_live = 100
//Remove this bit to use the old smoke
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/harmless_smoke/New()
/obj/effect/effect/smoke/New()
..()
spawn (100)
spawn (time_to_live)
delete()
return
/obj/effect/effect/harmless_smoke/Move()
/obj/effect/effect/smoke/HasEntered(mob/living/carbon/M as mob )
..()
return
/datum/effect/effect/system/harmless_smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
set_up(n = 5, c = 0, loca, direct)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/harmless_smoke/smoke = new /obj/effect/effect/harmless_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(75+rand(10,30))
smoke.delete()
src.total_smoke--
if(istype(M))
affect(M)
/obj/effect/effect/smoke/proc/affect(var/mob/living/carbon/M)
if (istype(M))
return 0
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
return 0
return 1
/////////////////////////////////////////////
// Bad smoke
/////////////////////////////////////////////
/obj/effect/effect/bad_smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
//Remove this bit to use the old smoke
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/smoke/bad
time_to_live = 200
/obj/effect/effect/bad_smoke/New()
..()
spawn (200+rand(10,30))
delete()
return
/obj/effect/effect/bad_smoke/Move()
/obj/effect/effect/smoke/bad/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
else
M.drop_item()
M.adjustOxyLoss(1)
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
affect(M)
/obj/effect/effect/smoke/bad/affect(var/mob/living/carbon/M)
if (!..())
return 0
M.drop_item()
M.adjustOxyLoss(1)
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/obj/effect/effect/bad_smoke/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/effect/effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /obj/item/projectile/beam))
var/obj/item/projectile/beam/B = mover
B.damage = (B.damage/2)
return 1
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/sleepy
/obj/effect/effect/bad_smoke/HasEntered(mob/living/carbon/M as mob )
/obj/effect/effect/smoke/sleepy/Move()
..()
if(istype(M, /mob/living/carbon))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
return
else
M.drop_item()
M.adjustOxyLoss(1)
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
for(var/mob/living/carbon/M in get_turf(src))
affect(M)
/obj/effect/effect/smoke/sleepy/affect(mob/living/carbon/M as mob )
if (!..())
return 0
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
/////////////////////////////////////////////
// Mustard Gas
/////////////////////////////////////////////
/obj/effect/effect/smoke/mustard
name = "mustard gas"
icon_state = "mustard"
/obj/effect/effect/smoke/mustard/Move()
..()
for(var/mob/living/carbon/human/R in get_turf(src))
affect(R)
/obj/effect/effect/smoke/mustard/affect(var/mob/living/carbon/human/R)
if (!..())
return 0
if (R.wear_suit != null)
return 0
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/datum/effect/effect/system/bad_smoke_spread
/////////////////////////////////////////////
// Smoke spread
/////////////////////////////////////////////
/datum/effect/effect/system/smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
var/smoke_type = /obj/effect/effect/smoke
set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
/datum/effect/effect/system/smoke_spread/set_up(n = 5, c = 0, loca, direct)
if(n > 10)
n = 10
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/bad_smoke/smoke = new /obj/effect/effect/bad_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
smoke.delete()
src.total_smoke--
/datum/effect/effect/system/smoke_spread/start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/smoke/smoke = new smoke_type(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(smoke.time_to_live*0.75+rand(10,30))
if (smoke) smoke.delete()
src.total_smoke--
/datum/effect/effect/system/smoke_spread/bad
smoke_type = /obj/effect/effect/smoke/bad
/datum/effect/effect/system/smoke_spread/sleepy
smoke_type = /obj/effect/effect/smoke/sleepy
/datum/effect/effect/system/smoke_spread/mustard
smoke_type = /obj/effect/effect/smoke/mustard
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/chem_smoke
name = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
/obj/effect/effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/chem_smoke/New()
/obj/effect/effect/smoke/chem/New()
..()
var/datum/reagents/R = new/datum/reagents(500)
reagents = R
R.my_atom = src
spawn (200+rand(10,30))
delete()
return
/obj/effect/effect/chem_smoke/Move()
/obj/effect/effect/smoke/chem/Move()
..()
for(var/atom/A in view(2, src))
if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
@@ -422,15 +403,11 @@ steam.start() -- spawns the effect
return
/obj/effect/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
..()
/obj/effect/effect/smoke/chem/affect(mob/living/carbon/M as mob )
reagents.reaction(M)
return
/datum/effect/effect/system/chem_smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
/datum/effect/effect/system/smoke_spread/chem
smoke_type = /obj/effect/effect/smoke/chem
var/obj/chemholder
New()
@@ -487,7 +464,7 @@ steam.start() -- spawns the effect
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/chem_smoke/smoke = new /obj/effect/effect/chem_smoke(src.location)
var/obj/effect/effect/smoke/chem/smoke = new /obj/effect/effect/smoke/chem(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
@@ -513,189 +490,6 @@ steam.start() -- spawns the effect
smoke.delete()
src.total_smoke--
/////////////////////////////////////////////
// Sleep smoke
/////////////////////////////////////////////
/obj/effect/effect/sleep_smoke
name = "smoke"
icon_state = "smoke"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
//Remove this bit to use the old smoke
icon = 'icons/effects/96x96.dmi'
pixel_x = -32
pixel_y = -32
/obj/effect/effect/sleep_smoke/New()
..()
spawn (200+rand(10,30))
delete()
return
/obj/effect/effect/sleep_smoke/Move()
..()
for(var/mob/living/carbon/M in get_turf(src))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // I'll work on it later
else
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/obj/effect/effect/sleep_smoke/HasEntered(mob/living/carbon/M as mob )
..()
if(istype(M, /mob/living/carbon))
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & MASKINTERNALS))
// if (M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // Work on it later
return
else
M.drop_item()
M:sleeping += 1
if (M.coughedtime != 1)
M.coughedtime = 1
M.emote("cough")
spawn ( 20 )
M.coughedtime = 0
return
/datum/effect/effect/system/sleep_smoke_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/sleep_smoke/smoke = new /obj/effect/effect/sleep_smoke(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
smoke.delete()
src.total_smoke--
/////////////////////////////////////////////
// Mustard Gas
/////////////////////////////////////////////
/obj/effect/effect/mustard_gas
name = "mustard gas"
icon_state = "mustard"
opacity = 1
anchored = 0.0
mouse_opacity = 0
var/amount = 6.0
/obj/effect/effect/mustard_gas/New()
..()
spawn (100)
del(src)
return
/obj/effect/effect/mustard_gas/Move()
..()
for(var/mob/living/carbon/human/R in get_turf(src))
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
else
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/obj/effect/effect/mustard_gas/HasEntered(mob/living/carbon/human/R as mob )
..()
if (istype(R, /mob/living/carbon/human))
if (R.internal != null && usr.wear_mask && (R.wear_mask.flags & MASKINTERNALS) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
return
R.burn_skin(0.75)
if (R.coughedtime != 1)
R.coughedtime = 1
R.emote("gasp")
spawn (20)
R.coughedtime = 0
R.updatehealth()
return
/datum/effect/effect/system/mustard_gas_spread
var/total_smoke = 0 // To stop it being spammed and lagging!
var/direction
set_up(n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
start()
var/i = 0
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/mustard_gas/smoke = new /obj/effect/effect/mustard_gas(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(100)
del(smoke)
src.total_smoke--
/////////////////////////////////////////////
//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
/// just pass in the object to attach it to in set_up
+56 -3
View File
@@ -2,6 +2,8 @@
* Contains:
* Glass sheets
* Reinforced glass sheets
* Plasma Glass Sheets
* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
@@ -15,6 +17,7 @@
icon_state = "sheet-glass"
g_amt = 3750
origin_tech = "materials=1"
var/created_window = /obj/structure/window/basic
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
@@ -81,9 +84,8 @@
if(!found)
dir_to_set = direction
break
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W = new created_window( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
@@ -98,7 +100,7 @@
user << "\red There is a window in the way."
return 1
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W = new created_window( user.loc, 0 )
W.dir = SOUTHWEST
W.ini_dir = SOUTHWEST
W.anchored = 0
@@ -293,3 +295,54 @@
H.UpdateDamageIcon()
H.updatehealth()
..()
/*
* Plasma Glass sheets
*/
/obj/item/stack/sheet/glass/plasmaglass
name = "plasma glass"
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
singular_name = "glass sheet"
icon_state = "sheet-plasmaglass"
g_amt = 7500
origin_tech = "materials=3;plasma=2"
created_window = /obj/structure/window/plasmabasic
/obj/item/stack/sheet/glass/plasmaglass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/sheet/glass/plasmaglass/attackby(obj/item/W, mob/user)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/sheet/glass/plasmarglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/sheet/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced plasma glass sheets
*/
/obj/item/stack/sheet/glass/plasmarglass
name = "reinforced plasma glass"
desc = "Plasma glass which seems to have rods or something stuck in them."
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-plasmarglass"
g_amt = 7500
m_amt = 1875
origin_tech = "materials=4;plasma=2"
created_window = /obj/structure/window/plasmareinforced
/obj/item/stack/sheet/glass/plasmarglass/attack_self(mob/user as mob)
construct_window(user)
@@ -7,11 +7,11 @@
item_state = "flashbang"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
var/datum/effect/effect/system/bad_smoke_spread/smoke
var/datum/effect/effect/system/smoke_spread/bad/smoke
New()
..()
src.smoke = new /datum/effect/effect/system/bad_smoke_spread
src.smoke = new /datum/effect/effect/system/smoke_spread/bad
src.smoke.attach(src)
prime()
+215 -17
View File
@@ -122,7 +122,8 @@
<b>Step eight:</b> Put in the new, <b>full power cell</b> - if you don't have one, continue with step 15.<br>
<b>Step nine:</b> Quickly put on a <b>Radiation suit.</b><br>
<b>Step ten:</b> Check if the <b>singularity field generators</b> withstood the down-time - if they didn't, continue with step 15.<br>
<b>Step eleven:</b> Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering apc is wired to the same powernet, which the powersink is on, you have to remove the piece of wire which links the apc to the powernet. If it wasn't a powersink which caused it, then skip to step 14.<br>
<b>Step eleven:</b> Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering apc is wired to the same powernet,
which the powersink is on, you have to remove the piece of wire which links the apc to the powernet. If it wasn't a powersink which caused it, then skip to step 14.<br>
<b>Step twelve:</b> Grab your crowbar and pry away the tile closest to the APC.<br>
<b>Step thirteen:</b> Use the wirecutters to cut the wire which is conecting the grid to the terminal. <br>
<b>Step fourteen:</b> Go to the bar and tell the guys how you saved them all. Stop reading this guide here.<br>
@@ -189,7 +190,9 @@
<body>
<H3>How to Clone People</H3>
So theres 50 dead people lying on the floor, chairs are spinning like no tomorrow and you havent the foggiest idea of what to do? Not to worry! This guide is intended to teach you how to clone people and how to do it right, in a simple step-by-step process! If at any point of the guide you have a mental meltdown, genetics probably isnt for you and you should get a job-change as soon as possible before youre sued for malpractice.
So theres 50 dead people lying on the floor, chairs are spinning like no tomorrow and you havent the foggiest idea of what to do? Not to worry!
This guide is intended to teach you how to clone people and how to do it right, in a simple step-by-step process! If at any point of the guide you have a mental meltdown,
genetics probably isnt for you and you should get a job-change as soon as possible before youre sued for malpractice.
<ol>
<li><a href='#1'>Acquire body</a></li>
@@ -209,34 +212,48 @@
This is pretty much vital for the process because without a body, you cannot clone it. Usually, bodies will be brought to you, so you do not need to worry so much about this step. If you already have a body, great! Move on to the next step.
<a name='2'><H4>Step 2: Strip body</H4>
The cloning machine does not like abiotic items. What this means is you cant clone anyone if theyre wearing clothes, so take all of it off. If its just one person, its courteous to put their possessions in the closet. If you have about seven people awaiting cloning, just leave the piles where they are, but dont mix them around and for Gods sake dont let people in to steal them.
The cloning machine does not like abiotic items. What this means is you cant clone anyone if theyre wearing clothes, so take all of it off. If its just one person, its courteous to put their possessions in the closet.
If you have about seven people awaiting cloning, just leave the piles where they are, but dont mix them around and for Gods sake dont let people in to steal them.
<a name='3'><H4>Step 3: Put body in cloning machine</H4>
Grab the body and then put it inside the DNA modifier. If you cannot do this, then you messed up at Step 2. Go back and check you took EVERYTHING off - a commonly missed item is their headset.
<a name='4'><H4>Step 4: Scan body</H4>
Go onto the computer and scan the body by pressing Scan - <Subject Name Here>. If youre successful, they will be added to the records (note that this can be done at any time, even with living people, so that they can be cloned without a body in the event that they are lying dead on port solars and didnt turn on their suit sensors)! If not, and it says “Error: Mental interface failure.”, then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body, click Refresh and try scanning them again. If theres no success, threaten them with gibbing. Still no success? Skip over to Step 7 and dont continue after it, as you have an unresponsive body and it cannot be cloned. If you got “Error: Unable to locate valid genetic data.“, you are trying to clone a monkey - start over.
Go onto the computer and scan the body by pressing Scan - <Subject Name Here>. If youre successful, they will be added to the records (note that this can be done at any time, even with living people,
so that they can be cloned without a body in the event that they are lying dead on port solars and didnt turn on their suit sensors)!
If not, and it says “Error: Mental interface failure.”, then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body,
click Refresh and try scanning them again. If theres no success, threaten them with gibbing.
Still no success? Skip over to Step 7 and dont continue after it, as you have an unresponsive body and it cannot be cloned.
If you got “Error: Unable to locate valid genetic data.“, you are trying to clone a monkey - start over.
<a name='5'><H4>Step 5: Clone body</H4>
Now that the body has a record, click View Records, click the subjects name, and then click Clone to start the cloning process. Congratulations! Youre halfway there. Remember not to Eject the cloning pod as this will kill the developing clone and youll have to start the process again.
Now that the body has a record, click View Records, click the subjects name, and then click Clone to start the cloning process. Congratulations! Youre halfway there.
Remember not to Eject the cloning pod as this will kill the developing clone and youll have to start the process again.
<a name='6'><H4>Step 6: Get clean SEs for body</H4>
Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process! For this reason, you need to prepare a clean, defect-free Structural Enzyme (SE) injection for when theyre done. If youre a competent Geneticist, you will already have one ready on your working computer. If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console. Go into View/Edit/Transfer Buffer, find an open slot and click “SE“ to save it. Then click Injector to get the SEs in syringe form. Put this in your pocket or something for when the body is done.
Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process!
For this reason, you need to prepare a clean, defect-free Structural Enzyme (SE) injection for when theyre done. If youre a competent Geneticist, you will already have one ready on your working computer.
If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console.
Go into View/Edit/Transfer Buffer, find an open slot and click “SE“ to save it. Then click Injector to get the SEs in syringe form. Put this in your pocket or something for when the body is done.
<a name='7'><H4>Step 7: Put body in morgue</H4>
Now that the cloning process has been initiated and you have some clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there. To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use one of the nearby pens to label the bed “CHEF MEAT” in order to avoid confusion.
Now that the cloning process has been initiated and you have some clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there.
To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use one of the nearby pens to label the bed “CHEF MEAT” in order to avoid confusion.
<a name='8'><H4>Step 8: Await cloned body</H4>
Now go back to the lab and wait for your patient to be cloned. It wont be long now, I promise.
<a name='9'><H4>Step 9: Cyo and clean clean SE injector on person</H4>
Has your body been cloned yet? Great! As soon as the guy pops out, grab them and stick them in cryo. Clonexadone and Cryoxadone help rebuild their genetic material. Then grab your cleanr SE injector and jab it in them. Once youve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
Has your body been cloned yet? Great! As soon as the guy pops out, grab them and stick them in cryo. Clonexadone and Cryoxadone help rebuild their genetic material. Then grab your cleanr SE injector and jab it in them. Once youve injected them,
they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.
<a name='10'><H4>Step 10: Give person clothes back</H4>
Obviously the person will be naked after they have been cloned. Provided you werent an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, its simply against protocol to force your patients to walk outside naked.
Obviously the person will be naked after they have been cloned. Provided you werent an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient.
No matter how cruel you are, its simply against protocol to force your patients to walk outside naked.
<a name='11'><H4>Step 11: Send person on their way</H4>
Give the patient one last check-over - make sure they dont still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. Once youre done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance.
Give the patient one last check-over - make sure they dont still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio.
Once youre done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance.
<p>If youve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target.
@@ -248,7 +265,7 @@
/obj/item/weapon/book/manual/ripley_build_and_repair
name = "APLU \"Ripley\" Construction and Operation Manual"
icon_state ="book"
author = "Weyland-Yutani Corp" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
author = "Randall Varn, Einstein Engines Senior Mechanic" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
title = "APLU \"Ripley\" Construction and Operation Manual"
dat = {"<html>
@@ -347,23 +364,38 @@
Those are the basic steps to furthing science. What do you do science with, however? Well, you have four major tools: R&D Console, the Destructive Analyzer, the Protolathe, and the Circuit Imprinter.
<h2>The R&D Console</h2>
The R&D console is the cornerstone of any research lab. It is the central system from which the Destructive Analyzer, Protolathe, and Circuit Imprinter (your R&D systems) are controled. More on those systems in their own sections. On its own, the R&D console acts as a database for all your technological gains and new devices you discover. So long as the R&D console remains intact, you'll retain all that SCIENCE you've discovered. Protect it though, because if it gets damaged, you'll lose your data! In addition to this important purpose, the R&D console has a disk menu that lets you transfer data from the database onto disk or from the disk into the database. It also has a settings menu that lets you re-sync with nearby R&D devices (if they've become disconnected), lock the console from the unworthy, upload the data to all other R&D consoles in the network (all R&D consoles are networked by default), connect/disconnect from the network, and purge all data from the database.
The R&D console is the cornerstone of any research lab. It is the central system from which the Destructive Analyzer, Protolathe, and Circuit Imprinter (your R&D systems) are controled. More on those systems in their own sections.
On its own, the R&D console acts as a database for all your technological gains and new devices you discover. So long as the R&D console remains intact, you'll retain all that SCIENCE you've discovered. Protect it though,
because if it gets damaged, you'll lose your data!
In addition to this important purpose, the R&D console has a disk menu that lets you transfer data from the database onto disk or from the disk into the database.
It also has a settings menu that lets you re-sync with nearby R&D devices (if they've become disconnected), lock the console from the unworthy,
upload the data to all other R&D consoles in the network (all R&D consoles are networked by default), connect/disconnect from the network, and purge all data from the database.
<b>NOTE:</b> The technology list screen, circuit imprinter, and protolathe menus are accessible by non-scientists. This is intended to allow 'public' systems for the plebians to utilize some new devices.
<h2>Destructive Analyzer</h2>
This is the source of all technology. Whenever you put a handheld object in it, it analyzes it and determines what sort of technological advancements you can discover from it. If the technology of the object is equal or higher then your current knowledge, you can destroy the object to further those sciences. Some devices (notably, some devices made from the protolathe and circuit imprinter) aren't 100% reliable when you first discover them. If these devices break down, you can put them into the Destructive Analyzer and improve their reliability rather then futher science. If their reliability is high enough ,it'll also advance their related technologies.
This is the source of all technology. Whenever you put a handheld object in it, it analyzes it and determines what sort of technological advancements you can discover from it. If the technology of the object is equal or higher then your current knowledge,
you can destroy the object to further those sciences.
Some devices (notably, some devices made from the protolathe and circuit imprinter) aren't 100% reliable when you first discover them. If these devices break down, you can put them into the Destructive Analyzer and improve their reliability rather then futher science.
If their reliability is high enough ,it'll also advance their related technologies.
<h2>Circuit Imprinter</h2>
This machine, along with the Protolathe, is used to actually produce new devices. The Circuit Imprinter takes glass and various chemicals (depends on the design) to produce new circuit boards to build new machines or computers. It can even be used to print AI modules.
<h2>Protolathe</h2>
This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid plasma, silver, gold, and diamonds along with a variety of chemicals to produce devices. The downside is that, again, not all devices you make are 100% reliable when you first discover them.
This machine is an advanced form of the Autolathe that produce non-circuit designs. Unlike the Autolathe, it can use processed metal, glass, solid plasma, silver, gold, and diamonds along with a variety of chemicals to produce devices.
The downside is that, again, not all devices you make are 100% reliable when you first discover them.
<h1>Reliability and You</h1>
As it has been stated, many devices when they're first discovered do not have a 100% reliablity when you first discover them. Instead, the reliablity of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer, and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer. Once the device reachs a certain minimum reliability, you'll gain tech advancements from it.
As it has been stated, many devices when they're first discovered do not have a 100% reliablity when you first discover them. Instead,
the reliablity of the device is dependent upon a base reliability value, whatever improvements to the design you've discovered through the Destructive Analyzer,
and any advancements you've made with the device's source technologies. To be able to improve the reliability of a device, you have to use the device until it breaks beyond repair. Once that happens, you can analyze it in a Destructive Analyzer.
Once the device reachs a certain minimum reliability, you'll gain tech advancements from it.
<h1>Building a Better Machine</h1>
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked. If you use these parts when constructing something, its attributes may be improved. For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however: Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine.
Many machines produces from circuit boards and inserted into a machine frame require a variety of parts to construct. These are parts like capacitors, batteries, matter bins, and so forth. As your knowledge of science improves, more advanced versions are unlocked.
If you use these parts when constructing something, its attributes may be improved.
For example, if you use an advanced matter bin when constructing an autolathe (rather then a regular one), it'll hold more materials. Experiment around with stock parts of various qualities to see how they affect the end results! Be warned, however:
Tier 3 and higher stock parts don't have 100% reliability and their low reliability may affect the reliability of the end machine.
</body>
</html>
"}
@@ -796,4 +828,170 @@
<b>Disk, Code, Safety, Timer, Disk, RUN!</b><br>
Intelligence Analysts believe that normal Nanotrasen procedure is for the Captain to secure the nuclear authorisation disk.<br>
Good luck!
</html>"}
</html>"}
/obj/item/weapon/book/manual/atmospipes
name = "Pipes and You: Getting To Know Your Scary Tools"
icon_state = "pipingbook"
author = "Maria Crash, Senior Atmospherics Technician"
title = "Pipes and You: Getting To Know Your Scary Tools"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
h1 {font-size: 15px; margin: 15px 0px 5px;}
li {margin: 2px 0px 2px 15px;}
ul {list-style: none; margin: 5px; padding: 0px;}
ol {margin: 5px; padding: 0px 15px;}
</style>
</head>
<body>
<font face="Verdana" color=black>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Forward">Author's Forward</a></li>
<li><a href="#Basic">Basic Piping</a></li>
<li><a href="#Insulated">Insulated Pipes</a></li>
<li><a href="#Devices">Atmospherics Devices</a></li>
<li><a href="#HES">Heat Exchange Systems</a></li>
<li><a href="#Final">Final Checks</a></li>
</ol>
<br><BR>
<h1><a name="Forward"><U><B>HOW TO NOT SUCK QUITE SO HARD AT ATMOSPHERICS</B></U></a></h1><BR>
<I>Or: What the fuck does a "passive gate" do?</I><BR><BR>
Alright. It has come to my attention that a variety of people are unsure of what a "pipe" is and what it does.
Apparently there is an unnatural fear of these arcane devices and their "gases". Spooky, spooky. So,
this will tell you what every device constructable by an ordinary pipe dispenser within atmospherics actually does.
You are not going to learn what to do with them to be the super best person ever, or how to play guitar with passive gates,
or something like that. Just what stuff does.<BR><BR>
<h1><a name="Basic"><B>Basic Pipes</B></a></h1><BR>
<I>The boring ones.</I><BR>
TMost ordinary pipes are pretty straightforward. They hold gas. If gas is moving in a direction for some reason, gas will flow in that direction.
That's about it. Even so, here's all of your wonderful pipe options.<BR>
<li><I>Straight pipes:</I> They're pipes. One-meter sections. Straight line. Pretty simple. Just about every pipe and device is based around this
standard one-meter size, so most things will take up as much space as one of these.</li>
<li><I>Bent pipes:</I> Pipes with a 90 degree bend at the half-meter mark. My goodness.</li>
<li><I>Pipe manifolds:</I> Pipes that are essentially a "T" shape, allowing you to connect three things at one point.</li>
<li><I>4-way manifold:</I> A four-way junction.</li>
<li><I>Pipe cap:</I> Caps off the end of a pipe. Open ends don't actually vent air, because of the way the pipes are assembled, so, uh. Use them to decorate your house or something.</li>
<li><I>Manual Valve:</I> A valve that will block off airflow when turned. Can't be used by the AI or cyborgs, because they don't have hands.</li>
< <li><I>Manual T-Valve:</I> Like a manual valve, but at the center of a manifold instead of a straight pipe.</li><BR><BR>
<h1><a name="Insulated"><B>Insulated Pipes</B></a></h1><BR>
<I>Special Public Service Announcement.</I><BR>
Our regular pipes are already insulated. These are completely worthless. Punch anyone who uses them.<BR><BR>
<h1><a name="Devices"><B>Devices: </B></a></h1><BR>
<I>They actually do something.</I><BR>
This is usually where people get frightened, </font><font face="Verdana" color=black>afraid, and start calling on their gods and/or cowering in fear. Yes, I can see you doing that right now.
Stop it. It's unbecoming. Most of these are fairly straightforward.<BR>
<li><I>Gas Pump:</I> Take a wild guess. It moves gas in the direction it's pointing (marked by the red line on one end). It moves it based on pressure, the maximum output being 4500 kPa (kilopascals).
Ordinary atmospheric pressure, for comparison, is 101.3 kPa, and the minimum pressure of room-temperature pure oxygen needed to not suffocate in a matter of minutes is 16 kPa
(though 18 is preferred using internals, for various reasons).</li>
<li><I>Volume pump:</I> This pump goes based on volume, instead of pressure, and the possible maximum pressure it can create in the pipe on the recieving end is double the gas pump because of this,
clocking in at an incredible 9000 kPa. If a pipe with this is destroyed or damaged, and this pressure of gas escapes, it can be incredibly dangerous depending on the size of the pipe filled.
Don't hook this to the distribution loop, or you will make babies cry and the Chief Engineer brutally beat you.</li>
<li><I>Passive gate:</I> This is essentially a cap on the pressure of gas allowed to flow in a specific direction.
When turned on, instead of actively pumping gas, it measures the pressure flowing through it, and whatever pressure you set is the maximum: it'll cap after that.
In addition, it only lets gas flow one way. The direction the gas flows is opposite the red handle on it, which is confusing to people used to the red stripe on pumps pointing the way.</li>
<li><I>Unary vent:</I> The basic vent used in rooms. It pumps gas into the room, but can't suck it back out. Controlled by the room's air alarm system.</li>
<li><I>Scrubber:</I> The other half of room equipment. Filters air, and can suck it in entirely in what's called a "panic siphon". Actvating a panic siphon without very good reason will kill someone. Don't do it.</li>
<li><I>Meter:</I> A little box with some gagues and numbers. Fasten it to any pipe or manifold, and it'll read you the pressure in it. Very useful.</li>
<li><I>Gas mixer:</I> Two sides are input, one side is output. Mixes the gases pumped into it at the ratio defined. The side perpendicular to the other two is "node 2", for reference.
Can output this gas at pressures from 0-4500 kPa.</li>
<li><I>Gas filter:</I> Essentially the opposite of a gas mixer. One side is input. The other two sides are output. One gas type will be filtered into the perpendicular output pipe,
the rest will continue out the other side. Can also output from 0-4500 kPa.</li>
<h1><a name="HES"><B>Heat Exchange Systems</B></a></h1><BR>
<I>Will not set you on fire.</I><BR>
These systems are used to transfer heat only between two pipes. They will not move gases or any other element, but will equalize the temperature (eventually). Note that because of how gases work (remember: pv=nRt),
a higher temperature will raise pressure, and a lower one will lower temperature.<BR>
<li><I>Pipe:</I> This is a pipe that will exchange heat with the surrounding atmosphere. Place in fire for superheating. Place in space for supercooling.</li>
<li><I>Bent Pipe:</I> Take a wild guess.</li>
<li><I>Junction:</I><I>Junction:</I>The point where you connect your normal pipes to heat exchange pipes. Not necessary for heat exchangers, but necessary for H/E pipes/bent pipes.</li>
<li><I>Heat Exchanger:</I> These funky-looking bits attach to an open pipe end. Put another heat exchanger directly across from it, and you can transfer heat across two pipes without having to have the gases touch.
This normally shouldn't exchange with the ambient air, despite being totally exposed. Just don't ask questions...</li><BR>
That's about it for pipes. Go forth, armed with this knowledge, and try not to break, burn down, or kill anything. Please.</font>
</body>
</html>
"}
/obj/item/weapon/book/manual/evaguide
name = "EVA Gear and You: Not Spending All Day Inside"
icon_state = "evabook"
author = "Maria Crash, Senior Atmospherics Technician"
title = "EVA Gear and You: Not Spending All Day Inside"
dat = {"<html>
<head>
<style>
h1 {font-size: 18px; margin: 15px 0px 5px;}
h1 {font-size: 15px; margin: 15px 0px 5px;}
li {margin: 2px 0px 2px 15px;}
ul {list-style: none; margin: 5px; padding: 0px;}
ol {margin: 5px; padding: 0px 15px;}
</style>
</head>
<body>
<font face="Verdana" color=black>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Forward">A forward on using EVA gear</a></li>
<li><a href="#Civilian">Donning a Civilian Suits</a></li>
<li><a href="#Hardsuit">Putting on a Hardsuit</a></li>
<li><a href="#Final">Final Checks</a></li>
</ol>
<br><BR>
<h1><a name="Forward">EVA Gear and You: Not Spending All Day Inside</a></h1><BR>
<I>Or: How not to suffocate because there's a hole in your shoes</I><BR><BR>
EVA gear. Wonderful to use. It's useful for mining, engineering, and occasionally just surviving, if things are that bad. Most people have EVA training,
but apparently there are some on a space station who don't. This guide should give you a basic idea of how to use this gear, safely. It's split into two sections:
Civilian suits and hardsuits.<BR><BR>
<h1><a name="Civilian">Civilian Suits</a></h1><BR>
<I>The bulkiest things this side of Alpha Centauri</I><BR>
These suits are the grey ones that are stored in EVA. They're the more simple to get on, but are also a lot bulkier, and provide less protection from environmental hazards such as radiaion or physical impact.
As Medical, Engineering, Security, and Mining all have hardsuits of their own, these don't see much use, but knowing how to put them on is quite useful anyways.<BR><BR>
First, take the suit. It should be in three pieces: A top, a bottom, </font><font face="Verdana" color=black>and a helmet. Put the bottom on first, shoes and the like will fit in it. If you have magnetic boots, however,
put them on on top of the suit's feet. Next, get the top on, as you would a shirt. It can be somewhat awkward putting these pieces on, due to the makeup of the suit,
but to an extent they will adjust to you. You can then find the snaps and seals around the waist, where the two pieces meet. Fasten these, and double-check their tightness.
The red indicators around the waist of the lower half will turn green when this is done correctly. Next, put on whatever breathing apparatus you're using, be it a gas mask or a breath mask. Make sure the oxygen tube is fastened into it.
Put on the helmet now, straight forward, and make sure the tube goes into the small opening specifically for internals. Again, fasten seals around the neck, a small indicator light in the inside of the helmet should go from red to off when all is fastened.
There is a small slot on the side of the suit where an emergency oxygen tank or</font><font face="Verdana" color=black> extended emergency oxygen tank will fit,
but it is reccomended to have a full-sized tank on your back for EVA.<BR><BR>
<h1><a name="Hardsuit">Hardsuits</a></h1><BR>
<I>Heavy, uncomfortable, still the best option.</I><BR>
These suits come in Engineering, Mining, and the Armory. There's also a couple Medical Hardsuits in EVA. These provide a lot more protection than the standard suits.<BR><BR>
Similarly to the other suits, these are split into three parts. Fastening the pant and top are mostly the same as the other spacesuits, with the exception that these are a bit heavier,
though not as bulky. The helmet goes on differently, with the air tube feeing into the suit and out a hole near the left shoulder, while the helmet goes on turned ninety degrees counter-clockwise,
and then is screwed in for one and a quarter full rotations clockwise, leaving the faceplate directly in front of you. There is a small button on the right side of the helmet that activates the helmet light.
The tanks that fasten onto the side slot are emergency tanks, as</font><font face="Verdana" color=black> well as full-sized oxygen tanks, leaving your back free for a backpack or satchel.<BR><BR>
<h1><a name="Final">FINAL CHECKS:</a></h1><BR>
<li>Are all seals fastened correctly?</li>
<li>Do you either have shoes on under the suit, or magnetic boots on over it?</li>
<li>Do you have a mask on and internals on the suit or your back?</li>
<li>Do you have a way to communicate with the station in case something goes wrong?</li>
<li>Do you have a second person watching if this is a training session?</li><BR>
If you don't have any further issues, go out and do whatever is necessary.</font>
</body>
</html>
"}
+1 -1
View File
@@ -50,7 +50,7 @@
if(!((user == loc || (in_range(src, user) && istype(src.loc, /turf)))))
return
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(5, 0, user.loc)
smoke.attach(user)
smoke.start()
-1
View File
@@ -406,7 +406,6 @@
m_amt = 70
g_amt = 120
origin_tech = "engineering=4;plasma=3"
icon_state = "ewelder"
var/last_gen = 0
+14 -3
View File
@@ -408,14 +408,22 @@
return 0
return T.straight_table_check(direction)
/obj/structure/table/verb/can_touch(var/mob/user)
if (!user)
return 0
if (user.stat) //zombie goasts go away
return 0
if (issilicon(user))
user << "<span class='notice'>You need hands for this.</span>"
return 0
return 1
/obj/structure/table/verb/do_flip()
set name = "Flip table"
set desc = "Flips a non-reinforced table"
set category = "Object"
set src in oview(1)
if (issilicon(usr))
usr << "<span class='notice'>You need hands for this.</span>"
if (!can_touch(usr))
return
if(!flip(get_cardinal_dir(usr,src)))
usr << "<span class='notice'>It won't budge.</span>"
@@ -446,6 +454,9 @@
set category = "Object"
set src in oview(1)
if (!can_touch(usr))
return
if (!unflipping_check())
usr << "<span class='notice'>It won't budge.</span>"
return
@@ -99,6 +99,16 @@ obj/structure/ex_act(severity)
/obj/structure/transit_tube/Bumped(mob/AM as mob|obj)
var/obj/structure/transit_tube/T = locate() in AM.loc
if(T)
AM << "<span class='warning'>The tube's support pylons block your way.</span>"
return ..()
else
AM.loc = src.loc
AM << "<span class='info'>You slip under the tube.</span>"
/obj/structure/transit_tube/station/New(loc)
..(loc)
+44 -17
View File
@@ -11,6 +11,8 @@
var/ini_dir = null
var/state = 0
var/reinf = 0
var/basestate
var/shardtype = /obj/item/weapon/shard
// var/silicate = 0 // number of units of silicate
// var/icon/silicateIcon = null // the silicated icon
@@ -219,11 +221,11 @@
var/index = null
index = 0
while(index < 2)
new /obj/item/weapon/shard(loc)
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
index++
else
new /obj/item/weapon/shard(loc)
new shardtype(loc)
if(reinf) new /obj/item/stack/rods(loc)
del(src)
return
@@ -282,19 +284,9 @@
/obj/structure/window/New(Loc,re=0)
..()
if(re) reinf = re
// if(re) reinf = re
ini_dir = dir
if(reinf)
icon_state = "rwindow"
desc = "A reinforced window."
name = "reinforced window"
state = 2*anchored
health = 40
if(opacity)
icon_state = "twindow"
else
icon_state = "window"
update_nearby_tiles(need_rebuild=1)
update_nearby_icons()
@@ -354,12 +346,12 @@
if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if(opacity)
icon_state = "twindow[junction]"
icon_state = "[basestate][junction]"
else
if(reinf)
icon_state = "rwindow[junction]"
icon_state = "[basestate][junction]"
else
icon_state = "window[junction]"
icon_state = "[basestate][junction]"
return
@@ -371,18 +363,53 @@
/obj/structure/window/basic
desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
icon_state = "window"
basestate = "window"
/obj/structure/window/plasmabasic
name = "plasma window"
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
basestate = "plasmawindow"
icon_state = "plasmawindow"
shardtype = /obj/item/weapon/shard/plasma
health = 120
/obj/structure/window/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + 32000)
hit(round(exposed_volume / 1000), 0)
..()
/obj/structure/window/plasmareinforced
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
basestate = "plasmarwindow"
icon_state = "plasmarwindow"
shardtype = /obj/item/weapon/shard/plasma
reinf = 1
health = 160
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/structure/window/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
basestate = "rwindow"
health = 40
reinf = 1
/obj/structure/window/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon_state = "twindow"
basestate = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
icon_state = "fwindow"
desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
icon_state = "fwindow"
basestate = "fwindow"
health = 30
+2
View File
@@ -46,6 +46,8 @@ var/global/normal_ooc_colour = "#002eb8"
display_colour = "#0099cc" //light blue
if(holder.rights & R_MOD && !(holder.rights & R_ADMIN))
display_colour = "#184880" //dark blue
if(holder.rights & R_DEBUG && !(holder.rights & R_ADMIN))
display_colour = "#1b521f" //dark green
else if(holder.rights & R_ADMIN)
if(config.allow_admin_ooccolor)
display_colour = src.prefs.ooccolor
+1 -1
View File
@@ -1,7 +1,7 @@
datum/admins/proc/DB_ban_record(var/bantype, var/mob/banned_mob, var/duration = -1, var/reason, var/job = "", var/rounds = 0, var/banckey = null)
if(!check_rights(R_BAN)) return
if(!check_rights(R_MOD,0) && !check_rights(R_BAN)) return
establish_db_connection()
if(!dbcon.IsConnected())
+1 -1
View File
@@ -806,7 +806,7 @@ var/global/floorIsLava = 0
set desc="Delay the game start/end"
set name="Delay"
if(!check_rights(R_ADMIN)) return
if(!check_rights(R_SERVER)) return
if (!ticker || ticker.current_state != GAME_STATE_PREGAME)
ticker.delay_end = !ticker.delay_end
log_admin("[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].")
+3 -1
View File
@@ -139,7 +139,9 @@ var/list/admin_verbs_debug = list(
/client/proc/restart_controller,
/client/proc/enable_debug_verbs,
/client/proc/callproc,
/client/proc/toggledebuglogs
/client/proc/toggledebuglogs,
/client/proc/SDQL_query,
/client/proc/SDQL2_query
)
var/list/admin_verbs_possess = list(
/proc/possess,
+2 -1
View File
@@ -685,6 +685,7 @@
if(notbannedlist.len) //at least 1 unbanned job exists in joblist so we have stuff to ban.
switch(alert("Temporary Ban?",,"Yes","No", "Cancel"))
if("Yes")
if(!check_rights(R_MOD,0) && !check_rights(R_BAN)) return
if(config.ban_legacy_system)
usr << "\red Your server is using the legacy banning system, which does not support temporary job bans. Consider upgrading. Aborting ban."
return
@@ -846,7 +847,7 @@
del(M.client)
//del(M) // See no reason why to delete mob. Important stuff can be lost. And ban can be lifted before round ends.
if("No")
if(check_rights(R_BAN)) return
if(!check_rights(R_BAN)) return
var/reason = input(usr,"Reason?","reason","Griefer") as text|null
if(!reason)
return
+497
View File
@@ -0,0 +1,497 @@
//Structured Datum Query Language. Basically SQL meets BYOND objects.
//Note: For use in BS12, need text_starts_with proc, and to modify the action on select to use BS12's object edit command(s).
/client/proc/SDQL_query(query_text as message)
set category = "Admin"
if(!check_rights(R_DEBUG)) //Shouldn't happen... but just to be safe.
message_admins("\red ERROR: Non-admin [usr.key] attempted to execute a SDQL query!")
log_admin("Non-admin [usr.key] attempted to execute a SDQL query!")
var/list/query_list = SDQL_tokenize(query_text)
if(query_list.len < 2)
if(query_list.len > 0)
usr << "\red SDQL: Too few discrete tokens in query \"[query_text]\". Please check your syntax and try again."
return
if(!(lowertext(query_list[1]) in list("select", "delete", "update")))
usr << "\red SDQL: Unknown query type: \"[query_list[1]]\" in query \"[query_text]\". Please check your syntax and try again."
return
var/list/types = list()
var/i
for(i = 2; i <= query_list.len; i += 2)
types += query_list[i]
if(i + 1 >= query_list.len || query_list[i + 1] != ",")
break
i++
var/list/from = list()
if(i <= query_list.len)
if(lowertext(query_list[i]) in list("from", "in"))
for(i++; i <= query_list.len; i += 2)
from += query_list[i]
if(i + 1 >= query_list.len || query_list[i + 1] != ",")
break
i++
if(from.len < 1)
from += "world"
var/list/set_vars = list()
if(lowertext(query_list[1]) == "update")
if(i <= query_list.len && lowertext(query_list[i]) == "set")
for(i++; i <= query_list.len; i++)
if(i + 2 <= query_list.len && query_list[i + 1] == "=")
set_vars += query_list[i]
set_vars[query_list[i]] = query_list[i + 2]
else
usr << "\red SDQL: Invalid set parameter in query \"[query_text]\". Please check your syntax and try again."
return
i += 3
if(i >= query_list.len || query_list[i] != ",")
break
if(set_vars.len < 1)
usr << "\red SDQL: Invalid or missing set in query \"[query_text]\". Please check your syntax and try again."
return
var/list/where = list()
if(i <= query_list.len && lowertext(query_list[i]) == "where")
where = query_list.Copy(i + 1)
var/list/from_objs = list()
if("world" in from)
from_objs += world
else
for(var/f in from)
if(copytext(f, 1, 2) == "'" || copytext(f, 1, 2) == "\"")
from_objs += locate(copytext(f, 2, length(f)))
else if(copytext(f, 1, 2) != "/")
from_objs += locate(f)
else
var/f2 = text2path(f)
if(text_starts_with(f, "/mob"))
for(var/mob/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/space"))
for(var/turf/space/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/simulated"))
for(var/turf/simulated/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf/unsimulated"))
for(var/turf/unsimulated/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/turf"))
for(var/turf/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/area"))
for(var/area/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj/item"))
for(var/obj/item/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj/machinery"))
for(var/obj/machinery/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/obj"))
for(var/obj/m in world)
if(istype(m, f2))
from_objs += m
else if(text_starts_with(f, "/atom"))
for(var/atom/m in world)
if(istype(m, f2))
from_objs += m
/*
else
for(var/datum/m in world)
if(istype(m, f2))
from_objs += m
*/
var/list/objs = list()
for(var/from_obj in from_objs)
if("*" in types)
objs += from_obj:contents
else
for(var/f in types)
if(copytext(f, 1, 2) == "'" || copytext(f, 1, 2) == "\"")
objs += locate(copytext(f, 2, length(f))) in from_obj
else if(copytext(f, 1, 2) != "/")
objs += locate(f) in from_obj
else
var/f2 = text2path(f)
if(text_starts_with(f, "/mob"))
for(var/mob/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/space"))
for(var/turf/space/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/simulated"))
for(var/turf/simulated/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf/unsimulated"))
for(var/turf/unsimulated/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/turf"))
for(var/turf/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/area"))
for(var/area/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj/item"))
for(var/obj/item/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj/machinery"))
for(var/obj/machinery/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/obj"))
for(var/obj/m in from_obj)
if(istype(m, f2))
objs += m
else if(text_starts_with(f, "/atom"))
for(var/atom/m in from_obj)
if(istype(m, f2))
objs += m
else
for(var/datum/m in from_obj)
if(istype(m, f2))
objs += m
for(var/datum/t in objs)
var/currently_false = 0
for(i = 1, i - 1 < where.len, i++)
var/v = where[i++]
var/compare_op = where[i++]
if(!(compare_op in list("==", "=", "<>", "<", ">", "<=", ">=", "!=")))
usr << "\red SDQL: Unknown comparison operator [compare_op] in where clause following [v] in query \"[query_text]\". Please check your syntax and try again."
return
var/j
for(j = i, j <= where.len, j++)
if(lowertext(where[j]) in list("and", "or", ";"))
break
if(!currently_false)
var/value = SDQL_text2value(t, v)
var/result = SDQL_evaluate(t, where.Copy(i, j))
switch(compare_op)
if("=", "==")
currently_false = !(value == result)
if("!=", "<>")
currently_false = !(value != result)
if("<")
currently_false = !(value < result)
if(">")
currently_false = !(value > result)
if("<=")
currently_false = !(value <= result)
if(">=")
currently_false = !(value >= result)
if(j > where.len || lowertext(where[j]) == ";")
break
else if(lowertext(where[j]) == "or")
if(currently_false)
currently_false = 0
else
break
i = j
if(currently_false)
objs -= t
usr << "\blue SQDL Query: [query_text]"
message_admins("[usr] executed SDQL query: \"[query_text]\".")
/*
for(var/t in types)
usr << "Type: [t]"
for(var/t in from)
usr << "From: [t]"
for(var/t in set_vars)
usr << "Set: [t] = [set_vars[t]]"
if(where.len)
var/where_str = ""
for(var/t in where)
where_str += "[t] "
usr << "Where: [where_str]"
usr << "From objects:"
for(var/datum/t in from_objs)
usr << t
usr << "Objects:"
for(var/datum/t in objs)
usr << t
*/
switch(lowertext(query_list[1]))
if("delete")
for(var/datum/t in objs)
del t
if("update")
for(var/datum/t in objs)
objs[t] = list()
for(var/v in set_vars)
if(v in t.vars)
objs[t][v] = SDQL_text2value(t, set_vars[v])
for(var/datum/t in objs)
for(var/v in objs[t])
t.vars[v] = objs[t][v]
if("select")
var/text = ""
for(var/datum/t in objs)
if(istype(t, /atom))
var/atom/a = t
if(a.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] at ([a.x], [a.y], [a.z])<br>"
else if(a.loc && a.loc.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] in [a.loc] at ([a.loc.x], [a.loc.y], [a.loc.z])<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
//text += "[t]<br>"
usr << browse(text, "window=sdql_result")
/client/Topic(href,href_list[],hsrc)
if(href_list["SDQL_select"])
debug_variables(locate(href_list["SDQL_select"]))
..()
/proc/SDQL_evaluate(datum/object, list/equation)
if(equation.len == 0)
return null
else if(equation.len == 1)
return SDQL_text2value(object, equation[1])
else if(equation[1] == "!")
return !SDQL_evaluate(object, equation.Copy(2))
else if(equation[1] == "-")
return -SDQL_evaluate(object, equation.Copy(2))
else
usr << "\red SDQL: Sorry, equations not yet supported :("
return null
/proc/SDQL_text2value(datum/object, text)
if(text2num(text) != null)
return text2num(text)
else if(text == "null")
return null
else if(copytext(text, 1, 2) == "'" || copytext(text, 1, 2) == "\"" )
return copytext(text, 2, length(text))
else if(copytext(text, 1, 2) == "/")
return text2path(text)
else
if(findtext(text, "."))
var/split = findtext(text, ".")
var/v = copytext(text, 1, split)
if((v in object.vars) && istype(object.vars[v], /datum))
return SDQL_text2value(object.vars[v], copytext(text, split + 1))
else
return null
else
if(text in object.vars)
return object.vars[text]
else
return null
/proc/text_starts_with(text, start)
if(copytext(text, 1, length(start) + 1) == start)
return 1
else
return 0
/proc/SDQL_tokenize(query_text)
var/list/whitespace = list(" ", "\n", "\t")
var/list/single = list("(", ")", ",", "+", "-")
var/list/multi = list(
"=" = list("", "="),
"<" = list("", "=", ">"),
">" = list("", "="),
"!" = list("", "="))
var/word = ""
var/list/query_list = list()
var/len = length(query_text)
for(var/i = 1, i <= len, i++)
var/char = copytext(query_text, i, i + 1)
if(char in whitespace)
if(word != "")
query_list += word
word = ""
else if(char in single)
if(word != "")
query_list += word
word = ""
query_list += char
else if(char in multi)
if(word != "")
query_list += word
word = ""
var/char2 = copytext(query_text, i + 1, i + 2)
if(char2 in multi[char])
query_list += "[char][char2]"
i++
else
query_list += char
else if(char == "'")
if(word != "")
usr << "\red SDQL: You have an error in your SDQL syntax, unexpected ' in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "'"
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "'"
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL: You have an error in your SDQL syntax, unmatched ' in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]'"
word = ""
else if(char == "\"")
if(word != "")
usr << "\red SDQL: You have an error in your SDQL syntax, unexpected \" in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "\""
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "\"")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "\""
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL: You have an error in your SDQL syntax, unmatched \" in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]\""
word = ""
else
word += char
if(word != "")
query_list += word
return query_list
+426
View File
@@ -0,0 +1,426 @@
/client/proc/SDQL2_query(query_text as message)
set category = "Admin"
if(!check_rights(R_DEBUG)) //Shouldn't happen... but just to be safe.
message_admins("\red ERROR: Non-admin [usr.key] attempted to execute a SDQL query!")
log_admin("Non-admin [usr.key] attempted to execute a SDQL query!")
if(!query_text || length(query_text) < 1)
return
//world << query_text
var/list/query_list = SDQL2_tokenize(query_text)
if(!query_list || query_list.len < 1)
return
var/list/query_tree = SDQL_parse(query_list)
if(query_tree.len < 1)
return
var/list/from_objs = list()
var/list/select_types = list()
switch(query_tree[1])
if("explain")
SDQL_testout(query_tree["explain"])
return
if("call")
if("on" in query_tree)
select_types = query_tree["on"]
else
return
if("select", "delete", "update")
select_types = query_tree[query_tree[1]]
from_objs = SDQL_from_objs(query_tree["from"])
var/list/objs = list()
for(var/type in select_types)
var/char = copytext(type, 1, 2)
if(char == "/" || char == "*")
for(var/from in from_objs)
objs += SDQL_get_all(type, from)
else if(char == "'" || char == "\"")
objs += locate(copytext(type, 2, length(type)))
if("where" in query_tree)
var/objs_temp = objs
objs = list()
for(var/datum/d in objs_temp)
if(SDQL_expression(d, query_tree["where"]))
objs += d
//usr << "Query: [query_text]"
message_admins("[usr] executed SDQL query: \"[query_text]\".")
switch(query_tree[1])
if("delete")
for(var/datum/d in objs)
del d
if("select")
var/text = ""
for(var/datum/t in objs)
if(istype(t, /atom))
var/atom/a = t
if(a.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] at ([a.x], [a.y], [a.z])<br>"
else if(a.loc && a.loc.x)
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t] in [a.loc] at ([a.loc.x], [a.loc.y], [a.loc.z])<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
else
text += "<a href='?src=\ref[t];SDQL_select=\ref[t]'>\ref[t]</a>: [t]<br>"
usr << browse(text, "window=SDQL-result")
if("update")
if("set" in query_tree)
var/list/set_list = query_tree["set"]
for(var/datum/d in objs)
var/list/vals = list()
for(var/v in set_list)
if(v in d.vars)
vals += v
vals[v] = SDQL_expression(d, set_list[v])
if(istype(d, /turf))
for(var/v in vals)
if(v == "x" || v == "y" || v == "z")
continue
d.vars[v] = vals[v]
else
for(var/v in vals)
d.vars[v] = vals[v]
/proc/SDQL_parse(list/query_list)
var/datum/SDQL_parser/parser = new(query_list)
var/list/query_tree = parser.parse()
del(parser)
return query_tree
/proc/SDQL_testout(list/query_tree, indent = 0)
var/spaces = ""
for(var/s = 0, s < indent, s++)
spaces += " "
for(var/item in query_tree)
if(istype(item, /list))
world << "[spaces]("
SDQL_testout(item, indent + 1)
world << "[spaces])"
else
world << "[spaces][item]"
if(!isnum(item) && query_tree[item])
if(istype(query_tree[item], /list))
world << "[spaces] ("
SDQL_testout(query_tree[item], indent + 2)
world << "[spaces] )"
else
world << "[spaces] [query_tree[item]]"
/proc/SDQL_from_objs(list/tree)
if("world" in tree)
return list(world)
var/list/out = list()
for(var/type in tree)
var/char = copytext(type, 1, 2)
if(char == "/")
out += SDQL_get_all(type, world)
else if(char == "'" || char == "\"")
out += locate(copytext(type, 2, length(type)))
return out
/proc/SDQL_get_all(type, location)
var/list/out = list()
if(type == "*")
for(var/datum/d in location)
out += d
return out
type = text2path(type)
if(ispath(type, /mob))
for(var/mob/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /turf))
for(var/turf/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /obj))
for(var/obj/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /area))
for(var/area/d in location)
if(istype(d, type))
out += d
else if(ispath(type, /atom))
for(var/atom/d in location)
if(istype(d, type))
out += d
else
for(var/datum/d in location)
if(istype(d, type))
out += d
return out
/proc/SDQL_expression(datum/object, list/expression, start = 1)
var/result = 0
var/val
for(var/i = start, i <= expression.len, i++)
var/op = ""
if(i > start)
op = expression[i]
i++
var/list/ret = SDQL_value(object, expression, i)
val = ret["val"]
i = ret["i"]
if(op != "")
switch(op)
if("+")
result += val
if("-")
result -= val
if("*")
result *= val
if("/")
result /= val
if("&")
result &= val
if("|")
result |= val
if("^")
result ^= val
if("=", "==")
result = (result == val)
if("!=", "<>")
result = (result != val)
if("<")
result = (result < val)
if("<=")
result = (result <= val)
if(">")
result = (result > val)
if(">=")
result = (result >= val)
if("and", "&&")
result = (result && val)
if("or", "||")
result = (result || val)
else
usr << "\red SDQL2: Unknown op [op]"
result = null
else
result = val
return result
/proc/SDQL_value(datum/object, list/expression, start = 1)
var/i = start
var/val = null
if(i > expression.len)
return list("val" = null, "i" = i)
if(istype(expression[i], /list))
val = SDQL_expression(object, expression[i])
else if(expression[i] == "!")
var/list/ret = SDQL_value(object, expression, i + 1)
val = !ret["val"]
i = ret["i"]
else if(expression[i] == "~")
var/list/ret = SDQL_value(object, expression, i + 1)
val = ~ret["val"]
i = ret["i"]
else if(expression[i] == "-")
var/list/ret = SDQL_value(object, expression, i + 1)
val = -ret["val"]
i = ret["i"]
else if(expression[i] == "null")
val = null
else if(isnum(expression[i]))
val = expression[i]
else if(copytext(expression[i], 1, 2) in list("'", "\""))
val = copytext(expression[i], 2, length(expression[i]))
else
val = SDQL_var(object, expression, i)
i = expression.len
return list("val" = val, "i" = i)
/proc/SDQL_var(datum/object, list/expression, start = 1)
if(expression[start] in object.vars)
if(start < expression.len && expression[start + 1] == ".")
return SDQL_var(object.vars[expression[start]], expression[start + 2])
else
return object.vars[expression[start]]
else
return null
/proc/SDQL2_tokenize(query_text)
var/list/whitespace = list(" ", "\n", "\t")
var/list/single = list("(", ")", ",", "+", "-", ".")
var/list/multi = list(
"=" = list("", "="),
"<" = list("", "=", ">"),
">" = list("", "="),
"!" = list("", "="))
var/word = ""
var/list/query_list = list()
var/len = length(query_text)
for(var/i = 1, i <= len, i++)
var/char = copytext(query_text, i, i + 1)
if(char in whitespace)
if(word != "")
query_list += word
word = ""
else if(char in single)
if(word != "")
query_list += word
word = ""
query_list += char
else if(char in multi)
if(word != "")
query_list += word
word = ""
var/char2 = copytext(query_text, i + 1, i + 2)
if(char2 in multi[char])
query_list += "[char][char2]"
i++
else
query_list += char
else if(char == "'")
if(word != "")
usr << "\red SDQL2: You have an error in your SDQL syntax, unexpected ' in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "'"
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "'")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "'"
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL2: You have an error in your SDQL syntax, unmatched ' in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]'"
word = ""
else if(char == "\"")
if(word != "")
usr << "\red SDQL2: You have an error in your SDQL syntax, unexpected \" in query: \"<font color=gray>[query_text]</font>\" following \"<font color=gray>[word]</font>\". Please check your syntax, and try again."
return null
word = "\""
for(i++, i <= len, i++)
char = copytext(query_text, i, i + 1)
if(char == "\"")
if(copytext(query_text, i + 1, i + 2) == "'")
word += "\""
i++
else
break
else
word += char
if(i > len)
usr << "\red SDQL2: You have an error in your SDQL syntax, unmatched \" in query: \"<font color=gray>[query_text]</font>\". Please check your syntax, and try again."
return null
query_list += "[word]\""
word = ""
else
word += char
if(word != "")
query_list += word
return query_list
+531
View File
@@ -0,0 +1,531 @@
//I'm pretty sure that this is a recursive [s]descent[/s] ascent parser.
//Spec
//////////
//
// query : select_query | delete_query | update_query | call_query | explain
// explain : 'EXPLAIN' query
//
// select_query : 'SELECT' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
// delete_query : 'DELETE' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
// update_query : 'UPDATE' select_list [('FROM' | 'IN') from_list] 'SET' assignments ['WHERE' bool_expression]
// call_query : 'CALL' call_function ['ON' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]]
//
// select_list : select_item [',' select_list]
// select_item : '*' | select_function | object_type
// select_function : count_function
// count_function : 'COUNT' '(' '*' ')' | 'COUNT' '(' object_types ')'
//
// from_list : from_item [',' from_list]
// from_item : 'world' | object_type
//
// call_function : <function name> ['(' [arguments] ')']
// arguments : expression [',' arguments]
//
// object_type : <type path> | string
//
// assignments : assignment, [',' assignments]
// assignment : <variable name> '=' expression
// variable : <variable name> | <variable name> '.' variable
//
// bool_expression : expression comparitor expression [bool_operator bool_expression]
// expression : ( unary_expression | '(' expression ')' | value ) [binary_operator expression]
// unary_expression : unary_operator ( unary_expression | value | '(' expression ')' )
// comparitor : '=' | '==' | '!=' | '<>' | '<' | '<=' | '>' | '>='
// value : variable | string | number | 'null'
// unary_operator : '!' | '-' | '~'
// binary_operator : comparitor | '+' | '-' | '/' | '*' | '&' | '|' | '^'
// bool_operator : 'AND' | '&&' | 'OR' | '||'
//
// string : ''' <some text> ''' | '"' <some text > '"'
// number : <some digits>
//
//////////
/datum/SDQL_parser
var/query_type
var/error = 0
var/list/query
var/list/tree
var/list/select_functions = list("count")
var/list/boolean_operators = list("and", "or", "&&", "||")
var/list/unary_operators = list("!", "-", "~")
var/list/binary_operators = list("+", "-", "/", "*", "&", "|", "^")
var/list/comparitors = list("=", "==", "!=", "<>", "<", "<=", ">", ">=")
/datum/SDQL_parser/New(query_list)
query = query_list
/datum/SDQL_parser/proc/parse_error(error_message)
error = 1
usr << "\red SQDL2 Parsing Error: [error_message]"
return query.len + 1
/datum/SDQL_parser/proc/parse()
tree = list()
query(1, tree)
if(error)
return list()
else
return tree
/datum/SDQL_parser/proc/token(i)
if(i <= query.len)
return query[i]
else
return null
/datum/SDQL_parser/proc/tokens(i, num)
if(i + num <= query.len)
return query.Copy(i, i + num)
else
return null
/datum/SDQL_parser/proc/tokenl(i)
return lowertext(token(i))
/datum/SDQL_parser/proc
//query: select_query | delete_query | update_query
query(i, list/node)
query_type = tokenl(i)
switch(query_type)
if("select")
select_query(i, node)
if("delete")
delete_query(i, node)
if("update")
update_query(i, node)
if("call")
call_query(i, node)
if("explain")
node += "explain"
node["explain"] = list()
query(i + 1, node["explain"])
// select_query: 'SELECT' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
select_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "select"
node["select"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//delete_query: 'DELETE' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]
delete_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "delete"
node["delete"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//update_query: 'UPDATE' select_list [('FROM' | 'IN') from_list] 'SET' assignments ['WHERE' bool_expression]
update_query(i, list/node)
var/list/select = list()
i = select_list(i + 1, select)
node += "update"
node["update"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) != "set")
i = parse_error("UPDATE has misplaced SET")
var/list/set_assignments = list()
i = assignments(i + 1, set_assignments)
node += "set"
node["set"] = set_assignments
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//call_query: 'CALL' call_function ['ON' select_list [('FROM' | 'IN') from_list] ['WHERE' bool_expression]]
call_query(i, list/node)
var/list/func = list()
i = call_function(i + 1, func)
node += "call"
node["call"] = func
if(tokenl(i) != "on")
return i
var/list/select = list()
i = select_list(i + 1, select)
node += "on"
node["on"] = select
var/list/from = list()
if(tokenl(i) in list("from", "in"))
i = from_list(i + 1, from)
else
from += "world"
node += "from"
node["from"] = from
if(tokenl(i) == "where")
var/list/where = list()
i = bool_expression(i + 1, where)
node += "where"
node["where"] = where
return i
//select_list: select_item [',' select_list]
select_list(i, list/node)
i = select_item(i, node)
if(token(i) == ",")
i = select_list(i + 1, node)
return i
//from_list: from_item [',' from_list]
from_list(i, list/node)
i = from_item(i, node)
if(token(i) == ",")
i = from_list(i + 1, node)
return i
//assignments: assignment, [',' assignments]
assignments(i, list/node)
i = assignment(i, node)
if(token(i) == ",")
i = assignments(i + 1, node)
return i
//select_item: '*' | select_function | object_type
select_item(i, list/node)
if(token(i) == "*")
node += "*"
i++
else if(tokenl(i) in select_functions)
i = select_function(i, node)
else
i = object_type(i, node)
return i
//from_item: 'world' | object_type
from_item(i, list/node)
if(token(i) == "world")
node += "world"
i++
else
i = object_type(i, node)
return i
//bool_expression: expression [bool_operator bool_expression]
bool_expression(i, list/node)
var/list/bool = list()
i = expression(i, bool)
node[++node.len] = bool
if(tokenl(i) in boolean_operators)
i = bool_operator(i, node)
i = bool_expression(i, node)
return i
//assignment: <variable name> '=' expression
assignment(i, list/node)
node += token(i)
if(token(i + 1) == "=")
var/varname = token(i)
node[varname] = list()
i = expression(i + 2, node[varname])
else
parse_error("Assignment expected, but no = found")
return i
//variable: <variable name> | <variable name> '.' variable
variable(i, list/node)
var/list/L = list(token(i))
node[++node.len] = L
if(token(i + 1) == ".")
L += "."
i = variable(i + 2, L)
else
i++
return i
//object_type: <type path> | string
object_type(i, list/node)
if(copytext(token(i), 1, 2) == "/")
node += token(i)
else
i = string(i, node)
return i + 1
//comparitor: '=' | '==' | '!=' | '<>' | '<' | '<=' | '>' | '>='
comparitor(i, list/node)
if(token(i) in list("=", "==", "!=", "<>", "<", "<=", ">", ">="))
node += token(i)
else
parse_error("Unknown comparitor [token(i)]")
return i + 1
//bool_operator: 'AND' | '&&' | 'OR' | '||'
bool_operator(i, list/node)
if(tokenl(i) in list("and", "or", "&&", "||"))
node += token(i)
else
parse_error("Unknown comparitor [token(i)]")
return i + 1
//string: ''' <some text> ''' | '"' <some text > '"'
string(i, list/node)
if(copytext(token(i), 1, 2) in list("'", "\""))
node += token(i)
else
parse_error("Expected string but found '[token(i)]'")
return i + 1
//call_function: <function name> ['(' [arguments] ')']
call_function(i, list/node)
parse_error("Sorry, function calls aren't available yet")
return i
//select_function: count_function
select_function(i, list/node)
parse_error("Sorry, function calls aren't available yet")
return i
//expression: ( unary_expression | '(' expression ')' | value ) [binary_operator expression]
expression(i, list/node)
if(token(i) in unary_operators)
i = unary_expression(i, node)
else if(token(i) == "(")
var/list/expr = list()
i = expression(i + 1, expr)
if(token(i) != ")")
parse_error("Missing ) at end of expression.")
else
i++
node[++node.len] = expr
else
i = value(i, node)
if(token(i) in binary_operators)
i = binary_operator(i, node)
i = expression(i, node)
else if(token(i) in comparitors)
i = binary_operator(i, node)
var/list/rhs = list()
i = expression(i, rhs)
node[++node.len] = rhs
return i
//unary_expression: unary_operator ( unary_expression | value | '(' expression ')' )
unary_expression(i, list/node)
if(token(i) in unary_operators)
var/list/unary_exp = list()
unary_exp += token(i)
i++
if(token(i) in unary_operators)
i = unary_expression(i, unary_exp)
else if(token(i) == "(")
var/list/expr = list()
i = expression(i + 1, expr)
if(token(i) != ")")
parse_error("Missing ) at end of expression.")
else
i++
unary_exp[++unary_exp.len] = expr
else
i = value(i, unary_exp)
node[++node.len] = unary_exp
else
parse_error("Expected unary operator but found '[token(i)]'")
return i
//binary_operator: comparitor | '+' | '-' | '/' | '*' | '&' | '|' | '^'
binary_operator(i, list/node)
if(token(i) in (binary_operators + comparitors))
node += token(i)
else
parse_error("Unknown binary operator [token(i)]")
return i + 1
//value: variable | string | number | 'null'
value(i, list/node)
if(token(i) == "null")
node += "null"
i++
else if(isnum(text2num(token(i))))
node += text2num(token(i))
i++
else if(copytext(token(i), 1, 2) in list("'", "\""))
i = string(i, node)
else
i = variable(i, node)
return i
/*EXPLAIN SELECT * WHERE 42 = 6 * 9 OR val = - 5 == 7*/
+2 -2
View File
@@ -31,11 +31,11 @@
s.start()
if(entersmoke)
var/datum/effect/effect/system/harmless_smoke_spread/s = new /datum/effect/effect/system/harmless_smoke_spread
var/datum/effect/effect/system/smoke_spread/s = new /datum/effect/effect/system/smoke_spread
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect/effect/system/harmless_smoke_spread/s = new /datum/effect/effect/system/harmless_smoke_spread
var/datum/effect/effect/system/smoke_spread/s = new /datum/effect/effect/system/smoke_spread
s.set_up(4, 1, dest, 0)
s.start()
+2 -5
View File
@@ -251,6 +251,7 @@
'nano/css/icons.css',
'nano/templates/chem_dispenser.tmpl',
'nano/templates/cryo.tmpl',
'nano/templates/geoscanner.tmpl',
'nano/templates/dna_modifier.tmpl',
'nano/images/uiBackground.png',
'nano/images/uiIcons16.png',
@@ -298,9 +299,5 @@
'icons/spideros_icons/sos_11.png',
'icons/spideros_icons/sos_12.png',
'icons/spideros_icons/sos_13.png',
'icons/spideros_icons/sos_14.png',
'icons/xenoarch_icons/chart1.jpg',
'icons/xenoarch_icons/chart2.jpg',
'icons/xenoarch_icons/chart3.jpg',
'icons/xenoarch_icons/chart4.jpg'
'icons/spideros_icons/sos_14.png'
)
@@ -257,15 +257,6 @@
item_state = "neocoat"
flags = FPRINT | TABLEPASS
//actual suits
/obj/item/clothing/suit/creamsuit
name = "cream suit"
desc = "A cream coloured, genteel suit."
icon_state = "creamsuit"
item_state = "creamsuit"
flags = FPRINT | TABLEPASS
//stripper
/obj/item/clothing/under/stripper/stripper_pink
+2
View File
@@ -478,6 +478,7 @@
siemens_coefficient = 0.30
permeability_coefficient = 0.01
item_color="white"
species_restricted = list("exclude","Unathi")
/obj/item/clothing/gloves/fluff/walter_brooks_1 //botanistpower: Walter Brooks
name = "mittens"
@@ -860,6 +861,7 @@
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel and short sleeves."
icon = 'icons/obj/custom_items.dmi'
icon_state = "medical_short"
item_state = "medical_short"
item_color = "medical_short"
/obj/item/clothing/suit/storage/labcoat/fluff/red
+2 -2
View File
@@ -76,7 +76,7 @@ var/list/event_last_fired = list()
if(active_with_role["Medical"] > 0)
possibleEvents[/datum/event/radiation_storm] = active_with_role["Medical"] * 50
possibleEvents[/datum/event/spontaneous_appendicitis] = active_with_role["Medical"] * 150
possibleEvents[/datum/event/viral_outbreak] = active_with_role["Medical"] * 10
possibleEvents[/datum/event/viral_infection] = active_with_role["Medical"] * 10
possibleEvents[/datum/event/organ_failure] = active_with_role["Medical"] * 50
possibleEvents[/datum/event/prison_break] = active_with_role["Security"] * 50
@@ -92,7 +92,7 @@ var/list/event_last_fired = list()
var/time_passed = world.time - event_last_fired[event_type]
var/full_recharge_after = 60 * 60 * 10 * 3 // 3 hours
var/weight_modifier = max(0, (full_recharge_after - time_passed) / 300)
possibleEvents[event_type] = max(possibleEvents[event_type] - weight_modifier, 0)
var/picked_event = pickweight(possibleEvents)
+2 -1
View File
@@ -99,8 +99,9 @@
new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
new /obj/item/weapon/book/manual/engineering_hacking(src)
new /obj/item/weapon/book/manual/engineering_guide(src)
new /obj/item/weapon/book/manual/atmospipes(src)
new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
new /obj/item/weapon/book/manual/robotics_cyborgs(src)
new /obj/item/weapon/book/manual/evaguide(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
+24
View File
@@ -298,9 +298,25 @@
new /obj/item/stack/sheet/mineral/clown(output.loc)
else
on = 0
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
if (ore_glass > 0 && ore_plasma > 0)
ore_glass--;
ore_plasma--;
new /obj/item/stack/sheet/glass/plasmaglass(output.loc)
else
on = 0
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
if (ore_glass > 0 && ore_plasma > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/glass/plasmarglass(output.loc)
else
on = 0
continue
//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
//Iamgoofball here, this comment I'm typing right now was made in 11/1/2013. If you're reading this in 2020, then please let me know if the world has gone into a nuclear apocalypse. Also Urist has been tried and hung for how lazy he was. That and he was jaywalking.
/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
if (ore_uranium >= 2 && ore_diamond >= 1)
ore_uranium -= 2
@@ -380,34 +396,42 @@
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
O.loc = null
del(O)
continue
O.loc = src.output.loc
+38
View File
@@ -42,6 +42,10 @@
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_plasmaglass)
dat += text("Plasma Glass: [machine.ore_plasmaglass] <A href='?src=\ref[src];release=plasmaglass'>Release</A><br>")
if(machine.ore_plasmarglass)
dat += text("Reinforced Plasma Glass: [machine.ore_plasmarglass] <A href='?src=\ref[src];release=plasmarglass'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
@@ -83,6 +87,18 @@
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("plasmaglass")
if (machine.ore_plasmaglass > 0)
var/obj/item/stack/sheet/glass/plasmaglass/G = new /obj/item/stack/sheet/glass/plasmaglass
G.amount = machine.ore_plasmaglass
G.loc = machine.output.loc
machine.ore_plasmaglass = 0
if ("plasmarglass")
if (machine.ore_plasmarglass > 0)
var/obj/item/stack/sheet/glass/plasmarglass/G = new /obj/item/stack/sheet/glass/plasmarglass
G.amount = machine.ore_plasmarglass
G.loc = machine.output.loc
machine.ore_plasmarglass = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium
@@ -195,6 +211,8 @@
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_plasmaglass = 0;
var/ore_plasmarglass = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
@@ -263,6 +281,14 @@
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass/plasmaglass))
ore_plasmaglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass/plasmarglass))
ore_plasmarglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
@@ -349,6 +375,18 @@
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasmaglass >= stack_amt)
var/obj/item/stack/sheet/glass/plasmaglass/G = new /obj/item/stack/sheet/glass/plasmaglass
G.amount = stack_amt
G.loc = output.loc
ore_plasmaglass -= stack_amt
return
if (ore_plasmarglass >= stack_amt)
var/obj/item/stack/sheet/glass/plasmarglass/G = new /obj/item/stack/sheet/glass/plasmarglass
G.amount = stack_amt
G.loc = output.loc
ore_plasmarglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
+19 -21
View File
@@ -4,6 +4,8 @@
#define XENOARCH_SPREAD_CHANCE 15
#define ARTIFACT_SPAWN_CHANCE 20
/datum/controller/game_controller/var/list/artifact_spawning_turfs = list()
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'icons/turf/walls.dmi'
@@ -127,7 +129,7 @@
//dont create artifact machinery in animal or plant digsites, or if we already have one
if(!artifact_find && digsite != 1 && digsite != 2 && prob(ARTIFACT_SPAWN_CHANCE))
artifact_find = new()
artifact_spawning_turfs.Add(src)
master_controller.artifact_spawning_turfs.Add(src)
if(!src.geological_data)
src.geological_data = new/datum/geosample(src)
@@ -369,29 +371,25 @@ commented out in r5061, I left it because of the shroom thingies
//just pull the surrounding rock out
excavate_find(0, F)
if( src.excavation_level + P.excavation_amount >= 100 || (!finds.len && !excavation_minerals.len) )
//if players have been excavating this turf, have a chance to leave some rocky debris behind
var/boulder_prob = 0
if( src.excavation_level + P.excavation_amount >= 100 )
//if players have been excavating this turf, leave some rocky debris behind
var/obj/structure/boulder/B
if(src.excavation_level > 15)
boulder_prob = 10
if(artifact_find)
boulder_prob += 25
if(src.excavation_level >= 100)
boulder_prob += 40
else if(src.excavation_level > 95)
boulder_prob += 25
else if(src.excavation_level > 90)
boulder_prob += 10
if(prob(boulder_prob))
if( src.excavation_level > 0 || prob(15) )
//boulder with an artifact inside
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else
artifact_debris(1)
else if(prob(15))
//empty boulder
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else if(artifact_find && src.excavation_level + P.excavation_amount >= 100)
artifact_debris(1)
gets_drilled(B ? 0 : 1)
if(B)
gets_drilled(0)
else
gets_drilled(1)
return
else
src.excavation_level += P.excavation_amount
@@ -475,7 +473,7 @@ commented out in r5061, I left it because of the shroom thingies
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fadaing away!</b></font>"
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</b></font>"
if(pain)
flick("pain",M.pain)
if(prob(50))
@@ -128,7 +128,7 @@
breath = loc.remove_air(breath_moles)
// Handle chem smoke effect -- Doohl
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -103,7 +103,7 @@
breath = loc.remove_air(breath_moles)
// Handle chem smoke effect -- Doohl
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -180,7 +180,7 @@ This function restores the subjects blood to max.
/mob/living/carbon/human/proc/restore_blood()
var/blood_volume = vessel.get_reagent_amount("blood")
vessel.add_reagent("blood",560.0-blood_volume)
/*
This function restores all organs.
@@ -252,8 +252,9 @@ This function restores all organs.
W.loc = src
else if(istype(used_weapon,/obj/item/projectile)) //We don't want to use the actual projectile item, so we spawn some shrapnel.
if(prob(75) && damagetype == BRUTE)
var/obj/item/projectile/P = used_weapon
var/obj/item/projectile/P = used_weapon
if(prob(75) && P.embed)
var/obj/item/weapon/shard/shrapnel/S = new()
S.name = "[P.name] shrapnel"
S.desc = "[S.desc] It looks like it was fired from [P.shot_from]."
+19 -8
View File
@@ -359,7 +359,7 @@
if(!block)
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -1433,7 +1433,7 @@
else if(health < config.health_threshold_softcrit)
shock_stage = max(shock_stage, 61)
else
shock_stage = min(shock_stage, 100)
shock_stage = min(shock_stage, 160)
shock_stage = max(shock_stage-1, 0)
return
@@ -1450,15 +1450,26 @@
if (shock_stage >= 60)
if(shock_stage == 60) emote("me",1,"'s body becomes limp.")
if (prob(2))
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
Weaken(20)
if(shock_stage >= 80)
if (prob(5))
Stun(20)
lying = 1
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
Weaken(20)
if(shock_stage == 80)
src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
if(shock_stage >= 120)
if (prob(2))
src << "<font color='red'><b>"+pick("You black out!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
Paralyse(5)
if(shock_stage > 80)
Paralyse(rand(15,28))
if(shock_stage == 150)
emote("me",1,"can no longer stand, collapsing!")
Weaken(20)
if(shock_stage >= 150)
Weaken(20)
proc/handle_pulse()
if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
@@ -123,7 +123,6 @@ Please contact me on #coderbus IRC. ~Carn x
//////////////////////////////////
/mob/living/carbon/human
var/list/overlays_lying[TOTAL_LAYERS]
var/list/overlays_standing[TOTAL_LAYERS]
var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
var/icon/race_icon
@@ -137,28 +136,32 @@ Please contact me on #coderbus IRC. ~Carn x
update_hud() //TODO: remove the need for this
overlays.Cut()
if(lying) //can't be cloaked when lying. (for now)
icon = lying_icon
for(var/image/I in overlays_lying)
overlays += I
var/stealth = 0
//cloaking devices. //TODO: get rid of this :<
for(var/obj/item/weapon/cloaking_device/S in list(l_hand,r_hand,belt,l_store,r_store))
if(S.active)
stealth = 1
break
if(stealth)
icon = 'icons/mob/human.dmi'
icon_state = "body_cloaked"
var/image/I = overlays_standing[L_HAND_LAYER]
if(istype(I)) overlays += I
I = overlays_standing[R_HAND_LAYER]
if(istype(I)) overlays += I
else
var/stealth = 0
//cloaking devices. //TODO: get rid of this :<
for(var/obj/item/weapon/cloaking_device/S in list(l_hand,r_hand,belt,l_store,r_store))
if(S.active)
stealth = 1
break
if(stealth)
icon = 'icons/mob/human.dmi'
icon_state = "body_cloaked"
var/image/I = overlays_standing[L_HAND_LAYER]
if(istype(I)) overlays += I
I = overlays_standing[R_HAND_LAYER]
if(istype(I)) overlays += I
else
icon = stand_icon
for(var/image/I in overlays_standing)
overlays += I
icon = stand_icon
for(var/image/I in overlays_standing)
overlays += I
if(lying)
var/matrix/M = matrix()
M.Turn(90)
M.Translate(1,-6)
src.transform = M
else
var/matrix/M = matrix()
src.transform = M
var/global/list/damage_icon_parts = list()
proc/get_damage_icon_part(damage_state, body_part)
@@ -188,10 +191,8 @@ proc/get_damage_icon_part(damage_state, body_part)
previous_damage_appearance = damage_appearance
var/icon/standing = new /icon('icons/mob/dam_human.dmi', "00")
var/icon/lying = new /icon('icons/mob/dam_human.dmi', "00-2")
var/image/standing_image = new /image("icon" = standing)
var/image/lying_image = new /image("icon" = lying)
// blend the individual damage states with our icons
@@ -204,19 +205,14 @@ proc/get_damage_icon_part(damage_state, body_part)
standing_image.overlays += DI
DI = get_damage_icon_part("[O.damage_state]-2", "[O.icon_name]2")
lying_image.overlays += DI
overlays_standing[DAMAGE_LAYER] = standing_image
overlays_lying[DAMAGE_LAYER] = lying_image
if(update_icons) update_icons()
//BASE MOB SPRITE
/mob/living/carbon/human/proc/update_body(var/update_icons=1)
if(stand_icon) del(stand_icon)
if(lying_icon) del(lying_icon)
var/husk_color_mod = rgb(96,88,80)
var/hulk_color_mod = rgb(48,224,40)
@@ -252,9 +248,6 @@ proc/get_damage_icon_part(damage_state, body_part)
else
temp = part.get_icon()
if(part.status & ORGAN_ROBOT)
temp.GrayScale()
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
temp.SetIntensity(0.7)
@@ -316,8 +309,6 @@ proc/get_damage_icon_part(damage_state, body_part)
if(!fat && !skeleton)
stand_icon.Blend(new /icon('icons/mob/human.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
lying_icon = stand_icon.MakeLying()
if(update_icons)
update_icons()
@@ -328,7 +319,6 @@ proc/get_damage_icon_part(damage_state, body_part)
//HAIR OVERLAY
/mob/living/carbon/human/proc/update_hair(var/update_icons=1)
//Reset our hair
overlays_lying[HAIR_LAYER] = null
overlays_standing[HAIR_LAYER] = null
var/datum/organ/external/head/head_organ = get_organ("head")
@@ -343,33 +333,25 @@ proc/get_damage_icon_part(damage_state, body_part)
//base icons
var/icon/face_standing = new /icon('icons/mob/human_face.dmi',"bald_s")
var/icon/face_lying = new /icon('icons/mob/human_face.dmi',"bald_l")
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style && src.species.name in facial_hair_style.species_allowed)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
var/icon/facial_l = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_l")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
facial_l.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
face_standing.Blend(facial_s, ICON_OVERLAY)
face_lying.Blend(facial_l, ICON_OVERLAY)
if(h_style && !(head && (head.flags & BLOCKHEADHAIR)))
var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
if(hair_style && src.species.name in hair_style.species_allowed)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
var/icon/hair_l = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_l")
if(hair_style.do_colouration)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
hair_l.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
face_standing.Blend(hair_s, ICON_OVERLAY)
face_lying.Blend(hair_l, ICON_OVERLAY)
overlays_lying[HAIR_LAYER] = image(face_lying)
overlays_standing[HAIR_LAYER] = image(face_standing)
if(update_icons) update_icons()
@@ -379,7 +361,6 @@ proc/get_damage_icon_part(damage_state, body_part)
if(FAT in mutations)
fat = "fat"
var/image/lying = image("icon" = 'icons/effects/genetics.dmi')
var/image/standing = image("icon" = 'icons/effects/genetics.dmi')
var/add_image = 0
var/g = "m"
@@ -388,29 +369,22 @@ proc/get_damage_icon_part(damage_state, body_part)
switch(mut)
if(HULK)
if(fat)
lying.underlays += "hulk_[fat]_l"
standing.underlays += "hulk_[fat]_s"
else
lying.underlays += "hulk_[g]_l"
standing.underlays += "hulk_[g]_s"
add_image = 1
if(COLD_RESISTANCE)
lying.underlays += "fire[fat]_l"
standing.underlays += "fire[fat]_s"
add_image = 1
if(TK)
lying.underlays += "telekinesishead[fat]_l"
standing.underlays += "telekinesishead[fat]_s"
add_image = 1
if(LASER)
lying.overlays += "lasereyes_l"
standing.overlays += "lasereyes_s"
add_image = 1
if(add_image)
overlays_lying[MUTATIONS_LAYER] = lying
overlays_standing[MUTATIONS_LAYER] = standing
else
overlays_lying[MUTATIONS_LAYER] = null
overlays_standing[MUTATIONS_LAYER] = null
if(update_icons) update_icons()
@@ -433,10 +407,8 @@ proc/get_damage_icon_part(damage_state, body_part)
if(dna)
switch(dna.mutantrace)
if("golem","slime","shadow","adamantine")
overlays_lying[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace][fat]_[gender]_l")
overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace][fat]_[gender]_s")
else
overlays_lying[MUTANTRACE_LAYER] = null
overlays_standing[MUTANTRACE_LAYER] = null
if(!dna || !(dna.mutantrace in list("golem","metroid")))
@@ -448,12 +420,10 @@ proc/get_damage_icon_part(damage_state, body_part)
//Call when target overlay should be added/removed
/mob/living/carbon/human/update_targeted(var/update_icons=1)
if (targeted_by && target_locked)
overlays_lying[TARGETED_LAYER] = target_locked
overlays_standing[TARGETED_LAYER] = target_locked
else if (!targeted_by && target_locked)
del(target_locked)
if (!targeted_by)
overlays_lying[TARGETED_LAYER] = null
overlays_standing[TARGETED_LAYER] = null
if(update_icons) update_icons()
@@ -495,27 +465,20 @@ proc/get_damage_icon_part(damage_state, body_part)
w_uniform.screen_loc = ui_iclothing
var/t_color = w_uniform.item_color
if(!t_color) t_color = icon_state
var/image/lying = image("icon_state" = "[t_color]_l")
var/image/standing = image("icon_state" = "[t_color]_s")
lying.icon = 'icons/mob/uniform.dmi'
standing.icon = 'icons/mob/uniform.dmi'
if(w_uniform.blood_DNA)
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
var/tie_color = w_uniform:hastie.item_color
if(!tie_color) tie_color = w_uniform:hastie.icon_state
lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2")
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
overlays_lying[UNIFORM_LAYER] = lying
overlays_standing[UNIFORM_LAYER] = standing
else
overlays_lying[UNIFORM_LAYER] = null
overlays_standing[UNIFORM_LAYER] = null
// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
for( var/obj/item/thing in list(r_store, l_store, wear_id, belt) ) //
@@ -534,13 +497,10 @@ proc/get_damage_icon_part(damage_state, body_part)
if(wear_id)
wear_id.screen_loc = ui_id //TODO
if(w_uniform && w_uniform:displays_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
if(update_icons) update_icons()
@@ -548,57 +508,43 @@ proc/get_damage_icon_part(damage_state, body_part)
if(gloves)
var/t_state = gloves.item_state
if(!t_state) t_state = gloves.icon_state
var/image/lying = image("icon" = 'icons/mob/hands.dmi', "icon_state" = "[t_state]2")
var/image/standing = image("icon" = 'icons/mob/hands.dmi', "icon_state" = "[t_state]")
if(gloves.blood_DNA)
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
gloves.screen_loc = ui_gloves
overlays_lying[GLOVES_LAYER] = lying
overlays_standing[GLOVES_LAYER] = standing
else
if(blood_DNA)
overlays_lying[GLOVES_LAYER] = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands2")
overlays_standing[GLOVES_LAYER] = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
else
overlays_lying[GLOVES_LAYER] = null
overlays_standing[GLOVES_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_glasses(var/update_icons=1)
if(glasses)
overlays_lying[GLASSES_LAYER] = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]2")
overlays_standing[GLASSES_LAYER] = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]")
else
overlays_lying[GLASSES_LAYER] = null
overlays_standing[GLASSES_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
if(l_ear || r_ear)
if(l_ear)
overlays_lying[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[l_ear.icon_state]2")
overlays_standing[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[l_ear.icon_state]")
if(r_ear)
overlays_lying[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[r_ear.icon_state]2")
overlays_standing[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[r_ear.icon_state]")
else
overlays_lying[EARS_LAYER] = null
overlays_standing[EARS_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_shoes(var/update_icons=1)
if(shoes)
var/image/lying = image("icon" = 'icons/mob/feet.dmi', "icon_state" = "[shoes.icon_state]2")
var/image/standing = image("icon" = 'icons/mob/feet.dmi', "icon_state" = "[shoes.icon_state]")
if(shoes.blood_DNA)
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
overlays_lying[SHOES_LAYER] = lying
overlays_standing[SHOES_LAYER] = standing
else
overlays_lying[SHOES_LAYER] = null
overlays_standing[SHOES_LAYER] = null
if(update_icons) update_icons()
@@ -606,11 +552,9 @@ proc/get_damage_icon_part(damage_state, body_part)
if(s_store)
var/t_state = s_store.item_state
if(!t_state) t_state = s_store.icon_state
overlays_lying[SUIT_STORE_LAYER] = image("icon" = 'icons/mob/belt_mirror.dmi', "icon_state" = "[t_state]2")
overlays_standing[SUIT_STORE_LAYER] = image("icon" = 'icons/mob/belt_mirror.dmi', "icon_state" = "[t_state]")
s_store.screen_loc = ui_sstore1 //TODO
else
overlays_lying[SUIT_STORE_LAYER] = null
overlays_standing[SUIT_STORE_LAYER] = null
if(update_icons) update_icons()
@@ -618,21 +562,15 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_head(var/update_icons=1)
if(head)
head.screen_loc = ui_head //TODO
var/image/lying
var/image/standing
if(istype(head,/obj/item/clothing/head/kitty))
lying = image("icon" = head:mob2)
standing = image("icon" = head:mob)
else
lying = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]2")
standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]")
if(head.blood_DNA)
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
overlays_lying[HEAD_LAYER] = lying
overlays_standing[HEAD_LAYER] = standing
else
overlays_lying[HEAD_LAYER] = null
overlays_standing[HEAD_LAYER] = null
if(update_icons) update_icons()
@@ -641,10 +579,8 @@ proc/get_damage_icon_part(damage_state, body_part)
belt.screen_loc = ui_belt //TODO
var/t_state = belt.item_state
if(!t_state) t_state = belt.icon_state
overlays_lying[BELT_LAYER] = image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[t_state]2")
overlays_standing[BELT_LAYER] = image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[t_state]")
else
overlays_lying[BELT_LAYER] = null
overlays_standing[BELT_LAYER] = null
if(update_icons) update_icons()
@@ -652,7 +588,6 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_suit(var/update_icons=1)
if( wear_suit && istype(wear_suit, /obj/item/clothing/suit) ) //TODO check this
wear_suit.screen_loc = ui_oclothing //TODO
var/image/lying = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]2")
var/image/standing = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]")
if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
@@ -662,16 +597,13 @@ proc/get_damage_icon_part(damage_state, body_part)
if(wear_suit.blood_DNA)
var/obj/item/clothing/suit/S = wear_suit
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood")
overlays_lying[SUIT_LAYER] = lying
overlays_standing[SUIT_LAYER] = standing
update_tail_showing(0)
else
overlays_lying[SUIT_LAYER] = null
overlays_standing[SUIT_LAYER] = null
update_tail_showing(0)
@@ -687,15 +619,11 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_mask(var/update_icons=1)
if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/tie) ) )
wear_mask.screen_loc = ui_mask //TODO
var/image/lying = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]2")
var/image/standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]")
if( !istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA )
lying.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood2")
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
overlays_lying[FACEMASK_LAYER] = lying
overlays_standing[FACEMASK_LAYER] = standing
else
overlays_lying[FACEMASK_LAYER] = null
overlays_standing[FACEMASK_LAYER] = null
if(update_icons) update_icons()
@@ -703,10 +631,8 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_back(var/update_icons=1)
if(back)
back.screen_loc = ui_back //TODO
overlays_lying[BACK_LAYER] = image("icon" = 'icons/mob/back.dmi', "icon_state" = "[back.icon_state]2")
overlays_standing[BACK_LAYER] = image("icon" = 'icons/mob/back.dmi', "icon_state" = "[back.icon_state]")
else
overlays_lying[BACK_LAYER] = null
overlays_standing[BACK_LAYER] = null
if(update_icons) update_icons()
@@ -723,16 +649,13 @@ proc/get_damage_icon_part(damage_state, body_part)
drop_r_hand()
drop_l_hand()
stop_pulling() //TODO: should be handled elsewhere
overlays_lying[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "handcuff2")
overlays_standing[HANDCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "handcuff1")
else
overlays_lying[HANDCUFF_LAYER] = null
overlays_standing[HANDCUFF_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_legcuffed(var/update_icons=1)
if(legcuffed)
overlays_lying[LEGCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "legcuff2")
overlays_standing[LEGCUFF_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "legcuff1")
if(src.m_intent != "walk")
src.m_intent = "walk"
@@ -740,7 +663,6 @@ proc/get_damage_icon_part(damage_state, body_part)
src.hud_used.move_intent.icon_state = "walking"
else
overlays_lying[LEGCUFF_LAYER] = null
overlays_standing[LEGCUFF_LAYER] = null
if(update_icons) update_icons()
@@ -769,12 +691,10 @@ proc/get_damage_icon_part(damage_state, body_part)
if(update_icons) update_icons()
/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
overlays_lying[TAIL_LAYER] = null
overlays_standing[TAIL_LAYER] = null
if(species.tail && species.flags & HAS_TAIL)
if(!wear_suit || !(wear_suit.flags_inv & HIDEJUMPSUIT) && !istype(wear_suit, /obj/item/clothing/suit/space))
overlays_lying[TAIL_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_l")
overlays_standing[TAIL_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
if(update_icons)
@@ -6,7 +6,7 @@
name = "diona nymph"
voice_name = "diona nymph"
speak_emote = list("chirrups")
ico = "nymph"
icon_state = "nymph1"
var/list/donors = list()
var/ready_evolve = 0
@@ -250,7 +250,7 @@
block = 1
if(!block)
for(var/obj/effect/effect/chem_smoke/smoke in view(1, src))
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -10,28 +10,27 @@
var/obj/item/weapon/card/id/wear_id = null // Fix for station bounced radios -- Skie
var/greaterform = "Human" // Used when humanizing a monkey.
var/ico = "monkey" // Used when updating icons.
var/uni_append = "12C4E2" // Small appearance modifier for different species.
/mob/living/carbon/monkey/tajara
name = "farwa"
voice_name = "farwa"
speak_emote = list("mews")
ico = "tajkey"
icon_state = "tajkey1"
uni_append = "0A0E00"
/mob/living/carbon/monkey/skrell
name = "neaera"
voice_name = "neaera"
speak_emote = list("squicks")
ico = "skrellkey"
icon_state = "skrellkey1"
uni_append = "01CC92"
/mob/living/carbon/monkey/unathi
name = "stok"
voice_name = "stok"
speak_emote = list("hisses")
ico = "stokkey"
icon_state = "stokkey1"
uni_append = "044C5D"
/mob/living/carbon/monkey/New()
@@ -28,25 +28,25 @@
update_hud()
lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
overlays.Cut()
for(var/image/I in overlays_standing)
overlays += I
if(lying)
icon_state = ico + "0"
for(var/image/I in overlays_lying)
overlays += I
var/matrix/M = matrix()
M.Turn(90)
M.Translate(1,-6)
src.transform = M
else
icon_state = ico + "1"
for(var/image/I in overlays_standing)
overlays += I
var/matrix/M = matrix()
src.transform = M
////////
/mob/living/carbon/monkey/update_inv_wear_mask(var/update_icons=1)
if( wear_mask && istype(wear_mask, /obj/item/clothing/mask) )
overlays_lying[M_MASK_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "[wear_mask.icon_state]2")
overlays_standing[M_MASK_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "[wear_mask.icon_state]")
wear_mask.screen_loc = ui_monkey_mask
else
overlays_lying[M_MASK_LAYER] = null
overlays_standing[M_MASK_LAYER] = null
if(update_icons) update_icons()
@@ -77,11 +77,9 @@
/mob/living/carbon/monkey/update_inv_back(var/update_icons=1)
if(back)
overlays_lying[M_BACK_LAYER] = image("icon" = 'icons/mob/back.dmi', "icon_state" = "[back.icon_state]2")
overlays_standing[M_BACK_LAYER] = image("icon" = 'icons/mob/back.dmi', "icon_state" = "[back.icon_state]")
back.screen_loc = ui_monkey_back
else
overlays_lying[M_BACK_LAYER] = null
overlays_standing[M_BACK_LAYER] = null
if(update_icons) update_icons()
@@ -91,10 +89,8 @@
drop_r_hand()
drop_l_hand()
stop_pulling()
overlays_lying[M_HANDCUFF_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "handcuff2")
overlays_standing[M_HANDCUFF_LAYER] = image("icon" = 'icons/mob/monkey.dmi', "icon_state" = "handcuff1")
else
overlays_lying[M_HANDCUFF_LAYER] = null
overlays_standing[M_HANDCUFF_LAYER] = null
if(update_icons) update_icons()
@@ -106,12 +102,10 @@
//Call when target overlay should be added/removed
/mob/living/carbon/monkey/update_targeted(var/update_icons=1)
if (targeted_by && target_locked)
overlays_lying[TARGETED_LAYER] = target_locked
overlays_standing[TARGETED_LAYER] = target_locked
else if (!targeted_by && target_locked)
del(target_locked)
if (!targeted_by)
overlays_lying[TARGETED_LAYER] = null
overlays_standing[TARGETED_LAYER] = null
if(update_icons) update_icons()
+6 -6
View File
@@ -5,11 +5,11 @@
/mob/living/carbon/proc/updateshock()
src.traumatic_shock = \
1 * src.getOxyLoss() + \
0.5 * src.getToxLoss() + \
2.5 * src.getFireLoss() + \
1.5 * src.getBruteLoss() + \
2 * src.getCloneLoss() + \
1 * src.halloss
0.7 * src.getToxLoss() + \
1.5 * src.getFireLoss() + \
1.2 * src.getBruteLoss() + \
1.7 * src.getCloneLoss() + \
2 * src.halloss
if(reagents.has_reagent("alkysine"))
src.traumatic_shock -= 10
@@ -35,7 +35,7 @@
else if(organ.status & ORGAN_BROKEN || organ.open)
src.traumatic_shock += 30
if(organ.status & ORGAN_SPLINTED)
src.traumatic_shock -= 20
src.traumatic_shock -= 25
if(src.traumatic_shock < 0)
src.traumatic_shock = 0
@@ -80,7 +80,7 @@
//smoke, water and steam calms us down
var/calming = 0
var/list/calmers = list(/obj/effect/effect/chem_smoke, \
var/list/calmers = list(/obj/effect/effect/smoke/chem, \
/obj/effect/effect/water, \
/obj/effect/effect/foam, \
/obj/effect/effect/steam, \
@@ -76,7 +76,7 @@
New()
..()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(5, 0, src.loc)
smoke.start()
visible_message("\red <B>The [src] warps in!</B>")
+8 -3
View File
@@ -171,9 +171,14 @@
O.loc = loc
O.job = "Cyborg"
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
if(O.mind.assigned_role == "Cyborg")
if(O.mind.role_alt_title == "Android")
O.mmi = new /obj/item/device/mmi/posibrain(O)
if(O.mind.role_alt_title == "Robot")
O.mmi = new /obj/item/device/mmi/posibrain(O) //Ravensdale wants a circuit based brain for another robot class, this is a placeholder.
else
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
O.Namepick()
+36 -32
View File
@@ -181,7 +181,7 @@
var/result = update_icon()
return result
/*
This function completely restores a damaged organ to perfect condition.
*/
@@ -191,21 +191,21 @@ This function completely restores a damaged organ to perfect condition.
perma_injury = 0
brute_dam = 0
burn_dam = 0
// handle internal organs
for(var/datum/organ/internal/current_organ in internal_organs)
current_organ.rejuvenate()
// remove embedded objects and drop them on the floor
for(var/obj/implanted_object in implants)
if(!istype(implanted_object,/obj/item/weapon/implant)) // We don't want to remove REAL implants. Just shrapnel etc.
implanted_object.loc = owner.loc
implants -= implanted_object
owner.updatehealth()
update_icon()
/datum/organ/external/proc/createwound(var/type = CUT, var/damage)
if(damage == 0) return
@@ -338,8 +338,9 @@ This function completely restores a damaged organ to perfect condition.
for(var/datum/wound/W in wounds)
// wounds can disappear after 10 minutes at the earliest
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
if(W.damage <= 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
continue
// let the GC handle the deletion of the wound
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
@@ -347,17 +348,14 @@ This function completely restores a damaged organ to perfect condition.
if(!owner.reagents.has_reagent("bicaridine")) //bicard stops internal wounds from growing bigger with time, and also stop bleeding
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)//Bicaridine slows Internal Bleeding
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
//overdose of bicaridine begins healing IB
if(owner.reagents.has_reagent("bicaridine") && (owner.reagents.get_reagent_amount("bicaridine") >= 30))
var/healinternal = 0.2
if(W.damage <= healinternal)
W.damage = 0
else
W.damage -= healinternal
//overdose of bicaridine begins healing IB
if(owner.reagents.get_reagent_amount("bicaridine") >= 30)
W.damage = max(0, W.damage - 0.2)
// slow healing
var/heal_amt = 0
@@ -417,7 +415,10 @@ This function completely restores a damaged organ to perfect condition.
var/n_is = damage_state_text()
if (n_is != damage_state)
damage_state = n_is
owner.update_body(1)
if(status & ORGAN_DESTROYED)
owner.update_body(1)
else
owner.UpdateDamageIcon(1)
return 1
return 0
@@ -619,10 +620,13 @@ This function completely restores a damaged organ to perfect condition.
return 0
/datum/organ/external/get_icon(gender="")
if (status & ORGAN_ROBOT)
return new /icon('icons/mob/human_races/robotic.dmi', "[icon_name][gender ? "_[gender]" : ""]")
if (status & ORGAN_MUTATED)
return new /icon(owner.deform_icon, "[icon_name][gender ? "_[gender]" : ""]")
else
return new /icon(owner.race_icon, "[icon_name][gender ? "_[gender]" : ""]")
return new /icon(owner.race_icon, "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/is_usable()
@@ -886,17 +890,17 @@ obj/item/weapon/organ/head/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(brain_op_stage)
if(0)
for(var/mob/O in (oviewers(brainmob) - user))
O.show_message("\red [brainmob] is beginning to have \his head cut open with [src] by [user].", 1)
brainmob << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [brainmob]'s head open with [src]!"
O.show_message("\red [brainmob] is beginning to have \his head cut open with [W] by [user].", 1)
brainmob << "\red [user] begins to cut open your head with [W]!"
user << "\red You cut [brainmob]'s head open with [W]!"
brain_op_stage = 1
if(2)
for(var/mob/O in (oviewers(brainmob) - user))
O.show_message("\red [brainmob] is having \his connections to the brain delicately severed with [src] by [user].", 1)
brainmob << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [brainmob]'s head open with [src]!"
O.show_message("\red [brainmob] is having \his connections to the brain delicately severed with [W] by [user].", 1)
brainmob << "\red [user] begins to cut open your head with [W]!"
user << "\red You cut [brainmob]'s head open with [W]!"
brain_op_stage = 3.0
else
@@ -905,20 +909,20 @@ obj/item/weapon/organ/head/attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(brain_op_stage)
if(1)
for(var/mob/O in (oviewers(brainmob) - user))
O.show_message("\red [brainmob] has \his skull sawed open with [src] by [user].", 1)
brainmob << "\red [user] begins to saw open your head with [src]!"
user << "\red You saw [brainmob]'s head open with [src]!"
O.show_message("\red [brainmob] has \his skull sawed open with [W] by [user].", 1)
brainmob << "\red [user] begins to saw open your head with [W]!"
user << "\red You saw [brainmob]'s head open with [W]!"
brain_op_stage = 2
if(3)
for(var/mob/O in (oviewers(brainmob) - user))
O.show_message("\red [brainmob] has \his spine's connection to the brain severed with [src] by [user].", 1)
brainmob << "\red [user] severs your brain's connection to the spine with [src]!"
user << "\red You sever [brainmob]'s brain's connection to the spine with [src]!"
O.show_message("\red [brainmob] has \his spine's connection to the brain severed with [W] by [user].", 1)
brainmob << "\red [user] severs your brain's connection to the spine with [W]!"
user << "\red You sever [brainmob]'s brain's connection to the spine with [W]!"
user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [brainmob.name] ([brainmob.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
brainmob.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[brainmob] ([brainmob.ckey]) debrained [user] ([user.ckey]) (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [brainmob.name] ([brainmob.ckey]) with [W.name] (INTENT: [uppertext(user.a_intent)])</font>"
brainmob.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [W.name] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[user] ([user.ckey]) debrained [brainmob] ([brainmob.ckey]) (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
var/obj/item/brain/B = new(loc)
B.transfer_identity(brainmob)
+1 -1
View File
@@ -962,7 +962,7 @@
cell.corrupt()
src.malfhack = 1
update_icon()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
+2 -2
View File
@@ -303,7 +303,7 @@
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] is making strange noises!", 3, "\red You hear sizzling electronics.", 2)
sleep(10*pick(4,5,6,7,10,14))
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
@@ -321,7 +321,7 @@
emp_act(2)
if(prob(5)) //smoke only
world << "\red SMES smoke in [src.loc.loc]"
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
+8
View File
@@ -136,6 +136,14 @@
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
if(istype(user, /mob/living/carbon))
var/mob/living/carbon/mob = user
if(mob.shock_stage > 120)
in_chamber.yo += rand(-2,2)
in_chamber.xo += rand(-2,2)
else if(mob.shock_stage > 70)
in_chamber.yo += rand(-1,1)
in_chamber.xo += rand(-1,1)
if(params)
var/list/mouse_control = params2list(params)
+1
View File
@@ -50,6 +50,7 @@
var/drowsy = 0
var/agony = 0
var/embed = 0 // whether or not the projectile can embed itself in the mob
proc/on_hit(var/atom/target, var/blocked = 0)
if(blocked >= 2) return 0//Full block
@@ -5,16 +5,18 @@
damage_type = BRUTE
nodamage = 0
flag = "bullet"
embed = 1
on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
/obj/item/projectile/bullet/weakbullet
/obj/item/projectile/bullet/weakbullet // "rubber" bullets
damage = 10
stun = 5
weaken = 5
embed = 0
/obj/item/projectile/bullet/midbullet
@@ -48,6 +50,7 @@
stun = 10
weaken = 10
stutter = 10
embed = 0
/obj/item/projectile/bullet/a762
damage = 25
@@ -4,6 +4,7 @@
icon_state = "ice_1"
damage = 20
flag = "energy"
embed = 1
/obj/item/projectile/forcebolt/strong
name = "force bolt"
+97 -20
View File
@@ -15,9 +15,12 @@
var/amount = 30
var/beaker = null
var/recharged = 0
var/hackedcheck = 0
var/list/dispensable_reagents = list("hydrogen","lithium","carbon","nitrogen","oxygen","fluorine",
"sodium","aluminum","silicon","phosphorus","sulfur","chlorine","potassium","iron",
"copper","mercury","radium","water","ethanol","sugar","sacid","tungsten")
var/list/broken_requirements = list()
var/broken_on_spawn = 0
/obj/machinery/chem_dispenser/proc/recharge()
if(stat & (BROKEN|NOPOWER)) return
@@ -49,6 +52,28 @@
recharge()
dispensable_reagents = sortList(dispensable_reagents)
if(broken_on_spawn)
var/amount = pick(1,2,2,3,4)
var/list/options = list()
options[/obj/item/weapon/stock_parts/capacitor/adv] = "Add an advanced capacitor to fix it."
options[/obj/item/weapon/stock_parts/console_screen] = "Replace the console screen to fix it."
options[/obj/item/weapon/stock_parts/manipulator/pico] = "Upgrade to a pico manipulator to fix it."
options[/obj/item/weapon/stock_parts/matter_bin/adv] = "Give it an advanced matter bin to fix it."
options[/obj/item/stack/sheet/mineral/diamond] = "Line up a cut diamond with the nozzle to fix it."
options[/obj/item/stack/sheet/mineral/uranium] = "Position a uranium sheet inside to fix it."
options[/obj/item/stack/sheet/mineral/plasma] = "Enter a block of plasma to fix it."
options[/obj/item/stack/sheet/mineral/silver] = "Cover the internals with a silver lining to fix it."
options[/obj/item/stack/sheet/mineral/gold] = "Wire a golden filament to fix it."
options[/obj/item/stack/sheet/plasteel] = "Surround the outside with a plasteel cover to fix it."
options[/obj/item/stack/sheet/rglass] = "Insert a pane of reinforced glass to fix it."
while(amount > 0)
amount -= 1
var/index = pick(options)
broken_requirements[index] = options[index]
options -= index
/obj/machinery/chem_dispenser/ex_act(severity)
switch(severity)
if(1.0)
@@ -74,14 +99,17 @@
*
* @param user /mob The mob who is interacting with this ui
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
* @param ui /datum/nanoui This parameter is passed by the nanoui process() proc when updating an open ui
*
* @return nothing
*/
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main")
if(stat & (BROKEN|NOPOWER)) return
if(user.stat || user.restrained()) return
if(broken_requirements.len)
user << "<span class='warning'>[src] is broken. [broken_requirements[broken_requirements[1]]]</span>"
return
// this is the data which will be sent to the ui
var/data[0]
data["amount"] = amount
@@ -111,13 +139,10 @@
chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("dispense" = temp.id)))) // list in a list because Byond merges the first list...
data["chemicals"] = chemicals
if (!ui) // no ui has been passed, so we'll search for one
{
ui = nanomanager.get_open_ui(user, src, ui_key)
}
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, ui_key)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "chem_dispenser.tmpl", "Chem Dispenser 5000", 374, 640)
ui = new(user, src, ui_key, "chem_dispenser.tmpl", "Chem Dispenser 5000", 370, 605)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
ui.open()
@@ -159,18 +184,26 @@
if(isrobot(user))
return
if(!istype(B, /obj/item/weapon/reagent_containers/glass))
if(broken_requirements.len && B.type == broken_requirements[1])
broken_requirements -= broken_requirements[1]
user << "<span class='notice'>You fix [src].</span>"
if(istype(B,/obj/item/stack))
var/obj/item/stack/S = B
S.use(1)
else
user.drop_item()
del(B)
return
if(src.beaker)
user << "A beaker is already loaded into the machine."
user << "Something is already loaded into the machine."
return
if(istype(B, /obj/item/weapon/reagent_containers/glass||/obj/item/weapon/reagent_containers/food))
src.beaker = B
user.drop_item()
B.loc = src
user << "You set [B] on the machine."
nanomanager.update_uis(src) // update all UIs attached to src
return
src.beaker = B
user.drop_item()
B.loc = src
user << "You add the beaker to the machine!"
nanomanager.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/attack_ai(mob/user as mob)
return src.attack_hand(user)
@@ -184,6 +217,50 @@
ui_interact(user)
/obj/machinery/chem_dispenser/soda
icon_state = "soda_dispenser"
name = "soda fountain"
desc = "A drink fabricating machine, capable of producing many sugary drinks with just one touch."
energy = 100
max_energy = 100
dispensable_reagents = list("water","ice","coffee","tea","icetea","space_cola","spacemountainwind","dr_gibb","space_up","tonic","sodawater","lemon_lime","sugar","orangejuice","limejuice")
/obj/machinery/chem_dispenser/soda/attackby(var/obj/item/weapon/B as obj, var/mob/user as mob)
..()
if(istype(B, /obj/item/device/multitool))
if(hackedcheck == 0)
user << "You change the mode from 'McNano' to 'Pizza King'."
dispensable_reagents += list("thirteenloko","grapesoda")
hackedcheck = 1
return
else
user << "You change the mode from 'Pizza King' to 'McNano'."
dispensable_reagents -= list("thirteenloko")
hackedcheck = 0
return
/obj/machinery/chem_dispenser/beer
icon_state = "booze_dispenser"
name = "booze dispenser"
energy = 100
max_energy = 100
desc = "A technological marvel, supposedly able to mix just the mixture you'd like to drink the moment you ask for one."
dispensable_reagents = list("water","ice","coffee","tea","cream","lemon_lime","sugar","orangejuice","limejuice","cola","sodawater","tonic","beer","kahlua","whiskey","wine","vodka","gin","rum","tequila","vermouth","cognac","ale","mead")
/obj/machinery/chem_dispenser/beer/attackby(var/obj/item/weapon/B as obj, var/mob/user as mob)
..()
if(istype(B, /obj/item/device/multitool))
if(hackedcheck == 0)
user << "You disable the 'nanotrasen-are-cheap-bastards' lock, enabling hidden and very expensive boozes."
dispensable_reagents += list("goldschlager","patron","watermelonjuice","berryjuice")
hackedcheck = 1
return
else
user << "You re-enable the 'nanotrasen-are-cheap-bastards' lock, disabling hidden and very expensive boozes."
dispensable_reagents -= list("goldschlager","patron","watermelonjuice","berryjuice")
hackedcheck = 0
return
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -347,15 +424,15 @@
reagents.clear_reagents()
icon_state = "mixer0"
else if (href_list["createpill"] || href_list["createpill_multiple"])
var/name = reject_bad_text(input(usr,"Name:","Name your pill!",reagents.get_master_reagent_name()))
var/count = 1
if (href_list["createpill_multiple"]) count = isgoodnumber(input("Select the number of pills to make.", 10, pillamount) as num)
if (count > 20) count = 20 //Pevent people from creating huge stacks of pills easily. Maybe move the number to defines?
var/amount_per_pill = reagents.total_volume/count
if (amount_per_pill > 50) amount_per_pill = 50
var/name = reject_bad_text(input(usr,"Name:","Name your pill!","[reagents.get_master_reagent_name()] ([amount_per_pill] units)"))
while (count--)
var/obj/item/weapon/reagent_containers/pill/P = new/obj/item/weapon/reagent_containers/pill(src.loc)
if(!name) name = "[reagents.get_master_reagent_name()] ([amount_per_pill] units)"
if(!name) name = reagents.get_master_reagent_name()
P.name = "[name] pill"
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
@@ -367,9 +444,9 @@
src.updateUsrDialog()
else if (href_list["createbottle"])
if(!condi)
var/name = reject_bad_text(input(usr,"Name:","Name your bottle!","[reagents.get_master_reagent_name()] ([reagents.total_volume] units)"))
var/name = reject_bad_text(input(usr,"Name:","Name your bottle!",reagents.get_master_reagent_name()))
var/obj/item/weapon/reagent_containers/glass/bottle/P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
if(!name) name = "[reagents.get_master_reagent_name()] ([reagents.total_volume] units)"
if(!name) name = reagents.get_master_reagent_name()
P.name = "[name] bottle"
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
+9 -2
View File
@@ -31,7 +31,7 @@ datum
var/datum/reagent/self = src
src = null //of the reagent to the mob on TOUCHING it.
if(!istype(self.holder.my_atom, /obj/effect/effect/chem_smoke))
if(!istype(self.holder.my_atom, /obj/effect/effect/smoke/chem))
// If the chemicals are in a smoke cloud, do not try to let the chemicals "penetrate" into the mob's system (balance station 13) -- Doohl
if(method == TOUCH)
@@ -2347,6 +2347,13 @@ datum
id = "grapejuice"
description = "It's grrrrrape!"
color = "#863333" // rgb: 134, 51, 51
drink/grapesoda
name = "Grape Soda"
id = "grapesoda"
description = "Grapes made into a fine drank."
color = "#421C52" // rgb: 98, 57, 53
adj_drowsy = -3
drink/poisonberryjuice
name = "Poison Berry Juice"
@@ -3460,7 +3467,7 @@ datum
id = "aloe"
description = "So very, very, very good."
color = "#664300" // rgb: 102, 67, 0
boozepwr = 35
boozepwr = 3
ethanol/andalusia
name = "Andalusia"
+9 -1
View File
@@ -433,7 +433,7 @@ datum
secondary = 1
on_reaction(var/datum/reagents/holder, var/created_volume)
var/location = get_turf(holder.my_atom)
var/datum/effect/effect/system/chem_smoke_spread/S = new /datum/effect/effect/system/chem_smoke_spread
var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem
S.attach(location)
S.set_up(holder, 10, 0, location)
playsound(location, 'sound/effects/smoke.ogg', 50, 1, -3)
@@ -1790,6 +1790,14 @@ datum
result = "barefoot"
required_reagents = list("berryjuice" = 1, "cream" = 1, "vermouth" = 1)
result_amount = 3
grapesoda //Allows Grape Soda to be made
name = "Grape Soda"
id = "grapesoda"
result = "grapesoda"
required_reagents = list("grapejuice" = 2, "cola" = 1)
result_amount = 3
////DRINKS THAT REQUIRED IMPROVED SPRITES BELOW:: -Agouri/////
@@ -1,5 +1,5 @@
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass
name = "glass"
desc = "Your standard drinking glass."
@@ -434,6 +434,10 @@
icon_state = "grapejuice"
name = "Glass of grape juice"
desc = "It's grrrrrape!"
if("grapesoda")
icon_state = "grapesoda"
name = "Can of Grape Soda"
desc = "Looks like a delicious drank!"
if("icetea")
icon_state = "icedteaglass"
name = "Iced Tea"
@@ -499,4 +503,4 @@
New()
..()
reagents.add_reagent("cola", 50)
on_reagent_change()
on_reagent_change()
+335 -316
View File
@@ -1,318 +1,337 @@
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
var/base_name = " "
desc = " "
icon = 'icons/obj/chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50)
volume = 50
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/label_text = ""
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chem_dispenser/,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/machinery/dna_scannernew,
/obj/item/weapon/grenade/chem_grenade,
/obj/machinery/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/storage/secure/safe,
/obj/machinery/iv_drip,
/obj/machinery/disease2/incubator,
/obj/machinery/disposal,
/obj/machinery/apiary,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
var/base_name = " "
desc = " "
icon = 'icons/obj/chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50)
volume = 50
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/label_text = ""
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chem_dispenser/,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/machinery/dna_scannernew,
/obj/item/weapon/grenade/chem_grenade,
/obj/machinery/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/storage/secure/safe,
/obj/machinery/iv_drip,
/obj/machinery/disease2/incubator,
/obj/machinery/disposal,
/obj/machinery/apiary,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
/obj/machinery/computer/centrifuge,
/obj/machinery/sleeper )
New()
..()
base_name = name
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
usr << "\blue [src.reagents.total_volume] units of liquid."
else
usr << "\blue Nothing."
if (!is_open_container())
usr << "\blue Airtight lid seals it completely."
attack_self()
..()
if (is_open_container())
usr << "<span class = 'notice'>You put the lid on \the [src]."
flags ^= OPENCONTAINER
else
usr << "<span class = 'notice'>You take the lid off \the [src]."
flags |= OPENCONTAINER
update_icon()
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if (!is_open_container())
return
for(var/type in src.can_be_placed_into)
if(istype(target, type))
return
if(ismob(target) && target.reagents && reagents.total_volume)
user << "\blue You splash the solution onto [target]."
var/mob/living/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been splashed with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to splash [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) splashed [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] has been splashed with something by []!", target, user), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
else if(istype(target, /obj/machinery/anomaly))
return
else if(reagents.total_volume)
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen) || istype(W, /obj/item/device/flashlight/pen))
var/tmp_label = sanitize(input(user, "Enter a label for [src.name]","Label",src.label_text))
if(length(tmp_label) > 10)
user << "\red The label can be at most 10 characters long."
else
user << "\blue You set the label to \"[tmp_label]\"."
src.label_text = tmp_label
src.update_name_label()
proc/update_name_label()
if(src.label_text == "")
src.name = src.base_name
else
src.name = "[src.base_name] ([src.label_text])"
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
m_amt = 0
g_amt = 500
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_hand()
..()
update_icon()
update_icon()
overlays.Cut()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
if (!is_open_container())
var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
overlays += lid
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "A small glass vial. Can hold up to 25 units."
icon_state = "vial"
g_amt = 250
volume = 25
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
New()
..()
reagents.add_reagent("cryoxadone", 30)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
New()
..()
reagents.add_reagent("sacid", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/slime
New()
..()
reagents.add_reagent("slimejelly", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = FPRINT | OPENCONTAINER
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
user << "You add [D] to [src]."
del(D)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.drop_from_inventory(src)
del(src)
// vials are defined twice, what?
/*
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "Small glass vial. Looks fragile."
icon_state = "vial"
g_amt = 500
volume = 15
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1,5,15)
flags = FPRINT | TABLEPASS | OPENCONTAINER */
/*
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
desc = "A blender jug, part of a blender."
icon = 'icons/obj/kitchen.dmi'
icon_state = "blender_jug_e"
volume = 100
on_reagent_change()
switch(src.reagents.total_volume)
if(0)
icon_state = "blender_jug_e"
if(1 to 75)
icon_state = "blender_jug_h"
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/canister //not used apparantly
desc = "It's a canister. Mainly used for transporting fuel."
name = "canister"
icon = 'icons/obj/tank.dmi'
icon_state = "canister"
item_state = "canister"
m_amt = 300
g_amt = 0
w_class = 4.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60)
volume = 120
flags = FPRINT
/obj/item/weapon/reagent_containers/glass/dispenser
name = "reagent glass"
desc = "A reagent glass."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker0"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/dispenser/surfactant
name = "reagent glass (surfactant)"
icon_state = "liquid"
New()
..()
reagents.add_reagent("fluorosurfactant", 20)
*/
New()
..()
base_name = name
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
usr << "\blue [src.reagents.total_volume] units of liquid."
else
usr << "\blue Nothing."
if (!is_open_container())
usr << "\blue Airtight lid seals it completely."
attack_self()
..()
if (is_open_container())
usr << "<span class = 'notice'>You put the lid on \the [src]."
flags ^= OPENCONTAINER
else
usr << "<span class = 'notice'>You take the lid off \the [src]."
flags |= OPENCONTAINER
update_icon()
afterattack(obj/target, mob/user , flag)
if (!is_open_container())
return
for(var/type in src.can_be_placed_into)
if(istype(target, type))
return
if(ismob(target) && target.reagents && reagents.total_volume)
user << "\blue You splash the solution onto [target]."
var/mob/living/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been splashed with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to splash [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) splashed [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] has been splashed with something by []!", target, user), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
else if(istype(target, /obj/machinery/radiocarbon_spectrometer))
return
else if(reagents.total_volume)
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen) || istype(W, /obj/item/device/flashlight/pen))
var/tmp_label = sanitize(input(user, "Enter a label for [src.name]","Label",src.label_text))
if(length(tmp_label) > 10)
user << "\red The label can be at most 10 characters long."
else
user << "\blue You set the label to \"[tmp_label]\"."
src.label_text = tmp_label
src.update_name_label()
proc/update_name_label()
if(src.label_text == "")
src.name = src.base_name
else
src.name = "[src.base_name] ([src.label_text])"
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
m_amt = 0
g_amt = 500
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_hand()
..()
update_icon()
update_icon()
overlays.Cut()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
if (!is_open_container())
var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
overlays += lid
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
icon_state = "beakernoreact"
g_amt = 500
volume = 50
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER | NOREACT
/obj/item/weapon/reagent_containers/glass/beaker/bluespace
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
icon_state = "beakerbluespace"
g_amt = 5000
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100,300)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "A small glass vial. Can hold up to 25 units."
icon_state = "vial"
g_amt = 250
volume = 25
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
New()
..()
reagents.add_reagent("cryoxadone", 30)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
New()
..()
reagents.add_reagent("sacid", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/slime
New()
..()
reagents.add_reagent("slimejelly", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = FPRINT | OPENCONTAINER
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
user << "You add [D] to [src]."
del(D)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.drop_from_inventory(src)
del(src)
// vials are defined twice, what?
/*
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "Small glass vial. Looks fragile."
icon_state = "vial"
g_amt = 500
volume = 15
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1,5,15)
flags = FPRINT | TABLEPASS | OPENCONTAINER */
/*
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
desc = "A blender jug, part of a blender."
icon = 'icons/obj/kitchen.dmi'
icon_state = "blender_jug_e"
volume = 100
on_reagent_change()
switch(src.reagents.total_volume)
if(0)
icon_state = "blender_jug_e"
if(1 to 75)
icon_state = "blender_jug_h"
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/canister //not used apparantly
desc = "It's a canister. Mainly used for transporting fuel."
name = "canister"
icon = 'icons/obj/tank.dmi'
icon_state = "canister"
item_state = "canister"
m_amt = 300
g_amt = 0
w_class = 4.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60)
volume = 120
flags = FPRINT
/obj/item/weapon/reagent_containers/glass/dispenser
name = "reagent glass"
desc = "A reagent glass."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker0"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/dispenser/surfactant
name = "reagent glass (surfactant)"
icon_state = "liquid"
New()
..()
reagents.add_reagent("fluorosurfactant", 20)
*/
+4
View File
@@ -211,6 +211,10 @@
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(!allowed(user))
user << "<span class='warning'>Access denied.</span>"
return
if(position == 0)
if(last_pos < 0)
position = 1
+1 -1
View File
@@ -157,7 +157,7 @@
/obj/item/device/destTagger
name = "destination tagger"
desc = "Used to set the destination of properly wrapped packages."
icon_state = "forensic0-old"
icon_state = "dest_tagger"
var/currTag = 0
//The whole system for the sorttype var is determined based on the order of this list,
//disposals must always be 1, since anything that's untagged will automatically go to disposals, or sorttype = 1 --Superxpdude
+22
View File
@@ -1340,6 +1340,28 @@ datum/design/nanopaste
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/stack/nanopaste"
datum/design/bluespacebeaker
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
id = "bluespacebeaker"
req_tech = list("bluespace" = 2, "materials" = 6)
build_type = PROTOLATHE
materials = list("$metal" = 3000, "$plasma" = 3000, "$diamond" = 500)
reliability_base = 76
build_path = "/obj/item/weapon/reagent_containers/glass/beaker/bluespace"
category = "Misc"
datum/design/noreactbeaker
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
id = "splitbeaker"
req_tech = list("materials" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 3000)
reliability_base = 76
build_path = "/obj/item/weapon/reagent_containers/glass/beaker/noreact"
category = "Misc"
/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
@@ -35,6 +35,7 @@
icon_state = "boulder1"
density = 1
opacity = 1
anchored = 1
var/excavation_level = 0
var/datum/geosample/geological_data
var/datum/artifact_find/artifact_find
@@ -75,17 +76,14 @@
user << "\blue You finish [P.drill_verb] [src]."
excavation_level += P.excavation_amount
var/reveal_prob = 1
if(excavation_level >= 95)
reveal_prob = 50 + (excavation_level - 90) * (excavation_level - 90)
else if(excavation_level >= 90)
reveal_prob = 5
if(excavation_level >= 100)
if(excavation_level > 100)
//failure
user.visible_message("<font color='red'><b>[src] suddenly crumbles away.</b></font>",\
"\red [src] has disintegrated under your onslaught, any secrets it was holding long gone.")
"\red [src] has disintegrated under your onslaught, any secrets it was holding are long gone.")
del(src)
else if(prob(reveal_prob))
return
if(prob(excavation_level))
//success
if(artifact_find)
var/spawn_type = artifact_find.artifact_find_type
@@ -1,242 +0,0 @@
//Part of ISaidNo's public release around July 2011(ish), multiple changes
//many thanks
#define PLASMA_SPAWN 1
#define N2_SPAWN 2
#define CO2_SPAWN 3
#define RADIATE 4
#define VIRUS 5
#define HEAT 6
#define COLD 7
/obj/machinery/artifact
name = "alien artifact"
desc = "A large alien device."
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "ano00"
var/icon_num = 0
anchored = 0
density = 1
var/origin = null // Used in the randomisation/research of the artifact.
var/activated = 0 // Whether or not the artifact has been unlocked.
var/charged = 1 // Whether the artifact is ready to have it's effect.
var/chargetime = 0 // How much time until the artifact is charged.
var/recharge = 5 // How long does it take this artifact to recharge?
var/display_id = "" // Artifact ID to display once successfully scanned
var/datum/artifact_effect/my_effect = null
var/being_used = 0
/obj/machinery/artifact/New()
..()
// Origin and appearance randomisation
my_effect = new()
icon_num = rand(0,5)
icon_state = "ano[icon_num]0"
// Power randomisation
my_effect.trigger = pick("force","energy","chemical","heat","touch","presence")
if (my_effect.trigger == "chemical")
my_effect.triggerX = pick("hydrogen","corrosive","volatile","toxic")
my_effect.effecttype = pick("healing","injure","stun","roboheal","robohurt","cellcharge","celldrain","planthelper","forcefield","teleport","dnaswitch","emp","sleepy")
// Select range based on the power
var/canworldpulse = 1
switch(my_effect.effecttype)
if("healing")
my_effect.effectmode = pick("aura","pulse","contact")
if("injure")
my_effect.effectmode = pick("aura","pulse","contact")
if("stun")
my_effect.effectmode = pick("aura","pulse","contact")
if("roboheal")
my_effect.effectmode = pick("aura","pulse","contact")
if("robohurt")
my_effect.effectmode = pick("aura","pulse","contact")
if("sleepy")
my_effect.effectmode = pick("aura","pulse","contact")
if("cellcharge")
my_effect.effectmode = pick("aura","pulse")
if("celldrain")
my_effect.effectmode = pick("aura","pulse")
if("planthelper")
my_effect.effectmode = pick("aura","pulse")
canworldpulse = 0
if("forcefield")
my_effect.effectmode = "contact"
canworldpulse = 0
if("teleport")
my_effect.effectmode = pick("pulse","contact")
if("genderswitch")
my_effect.effectmode = pick("pulse","contact")
if("emp")
my_effect.effectmode = pick("pulse","contact")
// Recharge timer & range setup
if (my_effect.effectmode == "aura")
my_effect.aurarange = rand(1,4)
if (my_effect.effectmode == "contact")
src.recharge = rand(5,15)
if (my_effect.effectmode == "pulse")
my_effect.aurarange = rand(2,14)
src.recharge = rand(5,20)
if (canworldpulse == 1 && prob(1))
my_effect.effectmode = "worldpulse"
src.recharge = rand(40,120)
/*
display_id += pick("kappa","sigma","antaeres","beta","lorard","omicron","iota","upsilon","omega","gamma","delta")
display_id += "-"
display_id += num2text(rand(100,999))
*/
/obj/machinery/artifact/Del()
..()
my_effect.HaltEffect()
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
if (istype(user, /mob/living/silicon/robot))
if (get_dist(user, src) > 1)
user << "\red You can't reach [src] from here."
return
if(ishuman(user) && istype(user:gloves,/obj/item/clothing/gloves))
return ..()
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> touches [].", user, src), 1)
src.add_fingerprint(user)
src.Artifact_Contact(user)
/obj/machinery/artifact/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
/*if (istype(W, /obj/item/weapon/cargotele))
W:cargoteleport(src, user)
return*/
if (my_effect.trigger == "chemical" && istype(W, /obj/item/weapon/reagent_containers/))
switch(my_effect.triggerX)
if("hydrogen")
if (W.reagents.has_reagent("hydrogen", 1) || W.reagents.has_reagent("water", 1))
src.Artifact_Activate()
return
if("corrosive")
if (W.reagents.has_reagent("acid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
src.Artifact_Activate()
return
if("volatile")
if (W.reagents.has_reagent("plasma", 1) || W.reagents.has_reagent("thermite", 1))
src.Artifact_Activate()
return
if("toxic")
if (W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amanitin", 1) || W.reagents.has_reagent("neurotoxin", 1))
src.Artifact_Activate()
return
..()
if (my_effect.trigger == "force" && W.force >= 10 && !src.activated) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if (istype(W,/obj/item/weapon/melee/baton) && W:status) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/energy)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/melee/cultblade)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/gun/energy/)) src.Artifact_Activate()
if (istype(W,/obj/item/device/multitool)) src.Artifact_Activate()
if (istype(W,/obj/item/weapon/card/emag)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if (istype(W,/obj/item/weapon/match) && W:lit) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/weldingtool) && W:welding) src.Artifact_Activate()
if (istype(W, /obj/item/weapon/lighter) && W:lit) src.Artifact_Activate()
//Bump(atom/A)
/obj/machinery/artifact/Bumped(M as mob|obj)
if (istype(M,/obj/item/weapon/) && my_effect.trigger == "force" && M:throwforce >= 10) src.Artifact_Activate()
/obj/machinery/artifact/bullet_act(var/obj/item/projectile/P)
if (my_effect.trigger == "force")
if(istype(P,/obj/item/projectile/bullet)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/hivebotbullet)) src.Artifact_Activate()
if (my_effect.trigger == "energy")
if(istype(P,/obj/item/projectile/beam)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/ion)) src.Artifact_Activate()
else if(istype(P,/obj/item/projectile/energy)) src.Artifact_Activate()
if (my_effect.trigger == "heat")
if(istype(P,/obj/item/projectile/temp)) src.Artifact_Activate()
/obj/machinery/artifact/ex_act(severity)
switch(severity)
if(1.0) del src
if(2.0)
if (prob(50)) del src
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
if(3.0)
if (my_effect.trigger == "force") src.Artifact_Activate()
if (my_effect.trigger == "heat") src.Artifact_Activate()
return
/obj/machinery/artifact/temperature_expose(null, temp, volume)
if (my_effect.trigger == "heat") src.Artifact_Activate()
/obj/machinery/artifact/process()
if (!src.activated)
return
if (chargetime > 0)
chargetime -= 1
else
src.charged = 1
my_effect.UpdateEffect(src.loc)
//activate
if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
if(src.charged && my_effect.DoEffect(src))
src.charged = 0
src.chargetime = src.recharge
/obj/machinery/artifact/proc/Artifact_Activate()
src.activated = !src.activated
var/display_msg = ""
if(activated)
if(prob(30))
switch(rand(4))
if(0)
display_msg = "momentarily glows brightly!"
if(1)
display_msg = "distorts slightly for a moment!"
if(2)
display_msg = "makes a slightly clicking noise!"
if(3)
display_msg = "flickers slightly!"
if(4)
display_msg = "vibrates!"
else
my_effect.HaltEffect()
if(prob(30))
switch(rand(2))
if(0)
display_msg = "grows dull!"
if(1)
display_msg = "fades in intensity!"
if(2)
display_msg = "suddenly becomes very quiet!"
icon_state = "ano[icon_num][activated]"
for(var/mob/O in viewers(src, null))
O.show_message(text("<b>[]</b> [display_msg]", src), 1)
/obj/machinery/artifact/proc/Artifact_Contact(var/mob/user as mob)
// Trigger Code
if (istype (user,/mob/living/carbon/) && my_effect.trigger == "touch" && !src.activated) src.Artifact_Activate()
else if (my_effect.trigger != "touch" && !src.activated) user << "Nothing happens."
if (my_effect.effectmode == "contact" && src.activated && src.charged)
my_effect.DoEffect(user)
src.charged = 0
src.chargetime = src.recharge
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
/obj/machinery/artifact/Move()
..()
my_effect.update_move(src, src.loc)
@@ -1,542 +0,0 @@
//
/datum/artifact_effect
var/artifact_id = "" // Display ID of the spawning artifact
var/trigger = "touch" // What activates it?
var/triggerX = "none" // Used for more varied triggers
var/effecttype = "healing" // What does it do?
var/effectmode = "aura" // How does it carry out the effect?
var/aurarange = 4 // How far the artifact will extend an aura effect.
var/list/created_field
var/archived_loc
/datum/artifact_effect/New()
//
created_field = new()
/datum/artifact_effect/proc/GetOriginString(var/origin)
/datum/artifact_effect/proc/GetEffectString(var/effect)
/datum/artifact_effect/proc/GetTriggerString(var/trigger)
/datum/artifact_effect/proc/GetRangeString(var/range)
switch(effectmode)
if("aura") return "Constant Short-Range Energy Field"
if("pulse")
if(aurarange > 7) return "Long Range Energy Pulses"
else return "Medium Range Energy Pulses"
if("worldpulse") return "Extreme Range Energy Pulses"
if("contact") return "Requires contact with subject"
else return "Unknown Range"
/datum/artifact_effect/proc/HaltEffect()
for(var/obj/effect/energy_field/F in created_field)
created_field.Remove(F)
del F
/datum/artifact_effect/proc/UpdateEffect(var/atom/originator)
/*for(var/obj/effect/energy_field/F in created_field)
created_field.Remove(F)
del F*/
if(originator.loc != archived_loc)
archived_loc = originator.loc
update_move(originator)
for(var/obj/effect/energy_field/E in created_field)
if(E.strength < 5)
E.Strengthen(0.2)
/datum/artifact_effect/proc/DoEffect(var/atom/originator)
archived_loc = originator.loc
if (src.effectmode == "contact")
var/mob/living/user = originator
if(!user)
return
switch(src.effecttype)
if("healing")
//caeltodo
if (istype(user, /mob/living/carbon/human/))
user << "\blue You feel a soothing energy invigorate you."
var/mob/living/carbon/human/H = user
for(var/datum/organ/external/affecting in H.organs)
if(!affecting) continue
if(!istype(affecting, /datum/organ/external)) continue
affecting.heal_damage(25, 25) //fixes getting hit after ingestion, killing you when game updates organ health
//user:heal_organ_damage(25, 25)
//
user.adjustOxyLoss(-25)
user.adjustToxLoss(-25)
user.adjustBruteLoss(-25)
user.adjustFireLoss(-25)
user.adjustBrainLoss(-25)
user.radiation -= min(user.radiation, 25)
user.nutrition += 50
H.bodytemperature = initial(H.bodytemperature)
//
H.vessel.add_reagent("blood",50)
spawn(1)
H.fixblood()
H.regenerate_icons()
return 1
//
if (istype(user, /mob/living/carbon/monkey/))
user << "\blue You feel a soothing energy invigorate you."
user.adjustOxyLoss(-25)
user.adjustToxLoss(-25)
user.adjustBruteLoss(-25)
user.adjustFireLoss(-25)
user.adjustBrainLoss(-25)
return 1
else user << "Nothing happens."
if("injure")
if (istype(user, /mob/living/carbon/))
user << "\red A painful discharge of energy strikes you!"
user.adjustOxyLoss(rand(5,25))
user.adjustToxLoss(rand(5,25))
user.adjustBruteLoss(rand(5,25))
user.adjustFireLoss(rand(5,25))
user.adjustBrainLoss(rand(5,25))
user.radiation += 25
user.nutrition -= min(50, user.nutrition)
user.make_dizzy(6)
user.weakened += 6
return 1
else user << "Nothing happens."
if("stun")
if (istype(user, /mob/living/carbon/))
user << "\red A powerful force overwhelms your consciousness."
user.weakened += 45
user.stuttering += 45
if(prob(50))
user.stunned += rand(1,10)
return 1
else user << "Nothing happens."
if("roboheal")
if (istype(user, /mob/living/silicon/robot))
user << "\blue Your systems report damaged components mending by themselves!"
user.adjustBruteLoss(rand(-10,-30))
user.adjustFireLoss(rand(-10,-30))
return 1
else user << "Nothing happens."
if("robohurt")
if (istype(user, /mob/living/silicon/robot))
user << "\red Your systems report severe damage has been inflicted!"
user.adjustBruteLoss(rand(10,50))
user.adjustFireLoss(rand(10,50))
return 1
else user << "Nothing happens."
if("forcefield")
while(created_field.len < 16)
var/obj/effect/energy_field/E = new (locate(user.x,user.y,user.z))
created_field.Add(E)
E.strength = 1
E.density = 1
E.anchored = 1
E.invisibility = 0
return 1
if("teleport")
var/list/randomturfs = new/list()
for(var/turf/T in orange(user, 50))
if(!istype(T, /turf/simulated/floor) || T.density)
continue
randomturfs.Add(T)
if(randomturfs.len > 0)
user << "\red You are suddenly zapped away elsewhere!"
if (user.buckled)
user.buckled.unbuckle()
user.loc = pick(randomturfs)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
sparks.start()
return 1
if("sleepy")
user << pick("\blue You feel like taking a nap.","\blue You feel a yawn coming on.","\blue You feel a little tired.")
user.drowsyness = min(user.drowsyness + rand(5,25), 50)
user.eye_blurry = min(user.eye_blurry + rand(1,3), 50)
return 1
else if (src.effectmode == "aura")
switch(src.effecttype)
//caeltodo
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\blue You feel a soothing energy radiating from something nearby."
M.adjustBruteLoss(-1)
M.adjustFireLoss(-1)
M.adjustToxLoss(-1)
M.adjustOxyLoss(-1)
M.adjustBrainLoss(-1)
M.updatehealth()
return 1
if("injure")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\red You feel a painful force radiating from something nearby."
M.adjustBruteLoss(1)
M.adjustFireLoss(1)
M.adjustToxLoss(1)
M.adjustOxyLoss(1)
M.adjustBrainLoss(1)
M.updatehealth()
return 1
if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(10)) M << "\red Energy radiating from the [originator] is making you feel numb."
if(prob(20))
M << "\red Your body goes numb for a moment."
M.stunned += 2
M.weakened += 2
M.stuttering += 2
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
if(prob(10)) M << "\blue SYSTEM ALERT: Beneficial energy field detected!"
M.adjustBruteLoss(-1)
M.adjustFireLoss(-1)
M.updatehealth()
return 1
if("robohurt")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
if(prob(10)) M << "\red SYSTEM ALERT: Harmful energy field detected!"
M.adjustBruteLoss(1)
M.adjustFireLoss(1)
M.updatehealth()
return 1
if("cellcharge")
for (var/obj/machinery/power/apc/C in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge += 10
for (var/obj/machinery/power/smes/S in range (src.aurarange,originator)) S.charge += 20
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/D in M.contents)
D.charge += 10
if(prob(10)) M << "\blue SYSTEM ALERT: Energy boosting field detected!"
return 1
if("celldrain")
for (var/obj/machinery/power/apc/C in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge = max(B.charge-10,0)
for (var/obj/machinery/power/smes/S in range (src.aurarange,originator))
S.charge = max(S.charge-20,0)
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/D in M.contents)
D.charge = max(D.charge-10,0)
if(prob(10)) M << "\red SYSTEM ALERT: Energy draining field detected!"
return 1
if("planthelper")
for (var/obj/machinery/hydroponics/H in range(src.aurarange,originator))
//makes weeds and shrooms and stuff more potent too
if(H.planted)
H.waterlevel += 2
H.nutrilevel += 2
if(H.toxic > 0)
H.toxic -= 1
H.health += 1
if(H.pestlevel > 0)
H.pestlevel -= 1
if(H.weedlevel > 0)
H.weedlevel -= 1
H.lastcycle += 5
return 1
if("sleepy")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(prob(10))
M << pick("\blue You feel like taking a nap.","\blue You feel a yawn coming on.","\blue You feel a little tired.")
M.drowsyness = min(M.drowsyness + 1, 25)
M.eye_blurry = min(M.eye_blurry + 1, 25)
return 1
else if (src.effectmode == "pulse")
for(var/mob/O in viewers(originator, null))
O.show_message(text("<b>[]</b> emits a pulse of energy!", originator), 1)
switch(src.effecttype)
//caeltodo
if("healing")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\blue A wave of energy invigorates you."
M.adjustBruteLoss(-5)
M.adjustFireLoss(-5)
M.adjustToxLoss(-5)
M.adjustOxyLoss(-5)
M.adjustBrainLoss(-5)
M.updatehealth()
return 1
if("injure")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A wave of energy causes you great pain!"
M.adjustBruteLoss(5)
M.adjustFireLoss(5)
M.adjustToxLoss(5)
M.adjustOxyLoss(5)
M.adjustBrainLoss(5)
M.make_dizzy(6)
M.weakened += 3
M.updatehealth()
return 1
if("stun")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A wave of energy overwhelms your senses!"
M.paralysis += 3
M.weakened += 4
M.stuttering += 4
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
M.adjustBruteLoss(-10)
M.adjustFireLoss(-10)
M.updatehealth()
return 1
if("robohurt")
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
M << "\red SYSTEM ALERT: Structural damage inflicted by energy pulse!"
M.adjustBruteLoss(10)
M.adjustFireLoss(10)
M.updatehealth()
return 1
if("cellcharge")
for (var/obj/machinery/power/apc/C in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge += 250
for (var/obj/machinery/power/smes/S in range (src.aurarange,originator)) S.charge += 400
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/D in M.contents)
D.charge += 250
M << "\blue SYSTEM ALERT: Large energy boost detected!"
return 1
if("celldrain")
for (var/obj/machinery/power/apc/C in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge = max(B.charge-500,0)
for (var/obj/machinery/power/smes/S in range (src.aurarange,originator))
S.charge = max(S.charge-400,0)
for (var/mob/living/silicon/robot/M in range(src.aurarange,originator))
for (var/obj/item/weapon/cell/D in M.contents)
D.charge = max(D.charge-500,0)
M << "\red SYSTEM ALERT: Severe energy drain detected!"
return 1
if("planthelper")
//makes weeds and shrooms and stuff more potent too
for (var/obj/machinery/hydroponics/H in range(src.aurarange,originator))
if(H.planted)
H.dead = 0
H.waterlevel = 200
H.nutrilevel = 200
H.toxic = 0
H.health = 100
H.pestlevel = 0
H.weedlevel = 0
H.lastcycle = H.cycledelay
return 1
if("teleport")
for (var/mob/living/M in range(src.aurarange,originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
var/list/randomturfs = new/list()
for(var/turf/T in orange(M, 30))
if(!istype(T, /turf/simulated/floor) || T.density)
continue
randomturfs.Add(T)
if(randomturfs.len > 0)
M << "\red You are displaced by a strange force!"
if(M.buckled)
M.buckled.unbuckle()
M.loc = pick(randomturfs)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
sparks.start()
return 1
if("dnaswitch")
for(var/mob/living/H in range(src.aurarange,originator))
if(ishuman(H) && istype(H:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(H:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(30))
H << pick("\green You feel a little different.","\green You feel strange.","\green You feel different.")
//todo
if (H.gender == FEMALE)
H.gender = MALE
else
H.gender = FEMALE
/*H.dna.ready_dna(H)
H.update_body()
H.update_face()*/
return 1
if("emp")
empulse(get_turf(originator), aurarange/2, aurarange)
return 1
if("sleepy")
for (var/mob/living/carbon/M in range(src.aurarange,originator))
if(prob(30))
M << pick("\blue You feel like taking a nap.","\blue You feel a yawn coming on.","\blue You feel a little tired.")
if(prob(50))
M.drowsyness = min(M.drowsyness + rand(1,5), 25)
if(prob(50))
M.eye_blurry = min(M.eye_blurry + rand(1,5), 25)
return 1
else if (src.effectmode == "worldpulse")
for(var/mob/O in viewers(originator, null))
O.show_message(text("<b>[]</b> emits a powerful burst of energy!", originator), 1)
switch(src.effecttype)
if("healing")
for (var/mob/living/carbon/M in range(200, originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\blue Waves of soothing energy wash over you."
M.adjustBruteLoss(-3)
M.adjustFireLoss(-3)
M.adjustToxLoss(-3)
M.adjustOxyLoss(-3)
M.adjustBrainLoss(-3)
M.updatehealth()
return 1
if("injure")
for (var/mob/living/carbon/human/M in range(200, originator))
M << "\red A wave of painful energy strikes you!"
M.adjustBruteLoss(3)
M.adjustFireLoss(3)
M.adjustToxLoss(3)
M.adjustOxyLoss(3)
M.adjustBrainLoss(3)
M.updatehealth()
return 1
if("stun")
for (var/mob/living/carbon/M in range(200, originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
M << "\red A powerful force causes you to black out momentarily."
M.paralysis += 5
M.weakened += 8
M.stuttering += 8
return 1
if("roboheal")
for (var/mob/living/silicon/robot/M in range(200, originator))
M << "\blue SYSTEM ALERT: Structural damage has been repaired by energy pulse!"
M.adjustBruteLoss(-5)
M.adjustFireLoss(-5)
M.updatehealth()
return 1
if("robohurt")
for (var/mob/living/silicon/robot/M in range(200, originator))
M << "\red SYSTEM ALERT: Structural damage inflicted by energy pulse!"
M.adjustBruteLoss(5)
M.adjustFireLoss(5)
M.updatehealth()
return 1
if("cellcharge")
for (var/obj/machinery/power/apc/C in range(200, originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge += 100
for (var/obj/machinery/power/smes/S in range (src.aurarange,src)) S.charge += 250
for (var/mob/living/silicon/robot/M in world)
for (var/obj/item/weapon/cell/D in M.contents)
D.charge += 100
M << "\blue SYSTEM ALERT: Energy boost detected!"
return 1
if("celldrain")
for (var/obj/machinery/power/apc/C in range(200, originator))
for (var/obj/item/weapon/cell/B in C.contents)
B.charge = max(B.charge-250,0)
for (var/obj/machinery/power/smes/S in range (src.aurarange,src))
S.charge = max(S.charge-250,0)
for (var/mob/living/silicon/robot/M in world)
for (var/obj/item/weapon/cell/D in M.contents)
D.charge = max(D.charge-250,0)
M << "\red SYSTEM ALERT: Energy drain detected!"
return 1
if("teleport")
for (var/mob/living/M in range(200, originator))
if(ishuman(M) && istype(M:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(M:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
var/list/randomturfs = new/list()
for(var/turf/T in orange(M, 15))
if(!istype(T, /turf/simulated/floor) || T.density)
continue
randomturfs.Add(T)
if(randomturfs.len > 0)
M << "\red You are displaced by a strange force!"
if(M.buckled)
M.buckled.unbuckle()
M.loc = pick(randomturfs)
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
sparks.start()
return 1
if("dnaswitch")
for(var/mob/living/H in range(200, originator))
if(ishuman(H) && istype(H:wear_suit,/obj/item/clothing/suit/bio_suit/anomaly) && istype(H:head,/obj/item/clothing/head/bio_hood/anomaly))
continue
if(prob(30))
H << pick("\green You feel a little different.","\green You feel strange.","\green You feel different.")
//todo
if (H.gender == FEMALE)
H.gender = MALE
else
H.gender = FEMALE
/*H.dna.ready_dna(H)
H.update_body()
H.update_face()*/
return 1
if("sleepy")
for(var/mob/living/H in range(200, originator))
H.drowsyness = min(H.drowsyness + rand(5,15), 50)
H.eye_blurry = min(H.eye_blurry + rand(5,15), 50)
return 1
//initially for the force field artifact
/datum/artifact_effect/proc/update_move(var/atom/originator)
switch(effecttype)
if("forcefield")
while(created_field.len < 16)
//for now, just instantly respawn the fields when they get destroyed
var/obj/effect/energy_field/E = new (locate(originator.x,originator.y,originator))
created_field.Add(E)
E.strength = 1
E.density = 1
E.anchored = 1
E.invisibility = 0
var/obj/effect/energy_field/E = created_field[1]
E.loc = locate(originator.x + 2,originator.y + 2,originator.z)
E = created_field[2]
E.loc = locate(originator.x + 2,originator.y + 1,originator.z)
E = created_field[3]
E.loc = locate(originator.x + 2,originator.y,originator.z)
E = created_field[4]
E.loc = locate(originator.x + 2,originator.y - 1,originator.z)
E = created_field[5]
E.loc = locate(originator.x + 2,originator.y - 2,originator.z)
E = created_field[6]
E.loc = locate(originator.x + 1,originator.y + 2,originator.z)
E = created_field[7]
E.loc = locate(originator.x + 1,originator.y - 2,originator.z)
E = created_field[8]
E.loc = locate(originator.x,originator.y + 2,originator.z)
E = created_field[9]
E.loc = locate(originator.x,originator.y - 2,originator.z)
E = created_field[10]
E.loc = locate(originator.x - 1,originator.y + 2,originator.z)
E = created_field[11]
E.loc = locate(originator.x - 1,originator.y - 2,originator.z)
E = created_field[12]
E.loc = locate(originator.x - 2,originator.y + 2,originator.z)
E = created_field[13]
E.loc = locate(originator.x - 2,originator.y + 1,originator.z)
E = created_field[14]
E.loc = locate(originator.x - 2,originator.y,originator.z)
E = created_field[15]
E.loc = locate(originator.x - 2,originator.y - 1,originator.z)
E = created_field[16]
E.loc = locate(originator.x - 2,originator.y - 2,originator.z)
@@ -324,26 +324,27 @@
if(26)
//energy gun
var/spawn_type = pick(\
/obj/item/weapon/gun/energy/laser/practice;100,\
/obj/item/weapon/gun/energy/laser;75,\
/obj/item/weapon/gun/energy/xray;50,\
/obj/item/weapon/gun/energy/laser/captain;25,\
)
var/obj/item/weapon/gun/energy/new_gun = new spawn_type(src.loc)
new_item = new_gun
new_item.icon_state = "egun[rand(1,6)]"
/obj/item/weapon/gun/energy/laser/practice,\
/obj/item/weapon/gun/energy/laser,\
/obj/item/weapon/gun/energy/xray,\
/obj/item/weapon/gun/energy/laser/captain)
if(spawn_type)
var/obj/item/weapon/gun/energy/new_gun = new spawn_type(src.loc)
new_item = new_gun
new_item.icon_state = "egun[rand(1,6)]"
new_gun.desc = "This is an antique energy weapon, you're not sure if it will fire or not."
//5% chance to explode when first fired
//10% chance to have an unchargeable cell
//15% chance to gain a random amount of starting energy, otherwise start with an empty cell
if(prob(5))
new_gun.power_supply.rigged = 1
if(prob(10))
new_gun.power_supply.maxcharge = 0
if(prob(15))
new_gun.power_supply.charge = rand(0, new_gun.power_supply.maxcharge)
else
new_gun.power_supply.charge = 0
//5% chance to explode when first fired
//10% chance to have an unchargeable cell
//15% chance to gain a random amount of starting energy, otherwise start with an empty cell
if(prob(5))
new_gun.power_supply.rigged = 1
if(prob(10))
new_gun.power_supply.maxcharge = 0
if(prob(15))
new_gun.power_supply.charge = rand(0, new_gun.power_supply.maxcharge)
else
new_gun.power_supply.charge = 0
item_type = "gun"
if(27)
@@ -206,6 +206,28 @@
)
return find_type
var/list/responsive_carriers = list( \
"carbon", \
"potassium", \
"hydrogen", \
"nitrogen", \
"mercury", \
"iron", \
"chlorine", \
"phosphorus", \
"plasma")
var/list/finds_as_strings = list( \
"Trace organic cells", \
"Long exposure particles", \
"Trace water particles", \
"Crystalline structures", \
"Metallic derivative", \
"Metallic composite", \
"Metamorphic/igneous rock composite", \
"Metamorphic/sedimentary rock composite", \
"Anomalous material" )
#undef ARCHAEO_BOWL
#undef ARCHAEO_URN
#undef ARCHAEO_CUTLERY
@@ -1,8 +1,10 @@
/obj/item/weapon/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 = 8.0
throwforce = 15.0
icon_state = "plasmalarge"
/obj/item/weapon/shard/plasma/New()
src.icon_state = pick("plasmalarge", "plasmamedium", "plasmasmall")
@@ -24,14 +26,14 @@
if ( istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/mineral/plasma/NG = new (user.loc)
for (var/obj/item/stack/sheet/mineral/plasma/G in user.loc)
var/obj/item/stack/sheet/glass/plasmaglass/NG = new (user.loc)
for (var/obj/item/stack/sheet/glass/plasmaglass/G in user.loc)
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user)
usr << "You add the newly-formed plasma to the stack. It now contains [NG.amount] sheets."
usr << "You add the newly-formed plasma glass to the stack. It now contains [NG.amount] sheets."
//SN src = null
del(src)
return
@@ -29,30 +29,6 @@
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
var/list/responsive_carriers = list( \
"carbon", \
"potassium", \
"hydrogen", \
"nitrogen", \
"mercury", \
"iron", \
"chlorine", \
"phosphorus", \
"plasma")
var/list/finds_as_strings = list( \
"Trace organic cells", \
"Long exposure particles", \
"Trace water particles", \
"Crystalline structures", \
"Metallic derivative", \
"Metallic composite", \
"Metamorphic/igneous rock composite", \
"Metamorphic/sedimentary rock composite", \
"Anomalous material" )
var/list/artifact_spawning_turfs = list()
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Geosample datum
@@ -64,7 +40,6 @@ var/list/artifact_spawning_turfs = list()
var/artifact_id = "" //id of a nearby artifact, if there is one
var/artifact_distance = -1 //proportional to distance
var/source_mineral = "chlorine" //machines will pop up a warning telling players that the sample may be confused
var/total_spread = 0
//
//var/source_mineral
//all potential finds are initialised to null, so nullcheck before you access them
@@ -76,11 +51,11 @@ var/list/artifact_spawning_turfs = list()
//this should only need to be called once
/datum/geosample/proc/UpdateTurf(var/turf/simulated/mineral/container)
set background = 1
if(!container || !istype(container))
return
age = rand(1,999)
total_spread = 0
switch(container.mineralName)
if("Uranium")
@@ -132,8 +107,15 @@ var/list/artifact_spawning_turfs = list()
var/responsive_reagent = get_responsive_reagent(F.find_type)
find_presence[responsive_reagent] = F.dissonance_spread
for(var/entry in find_presence)
total_spread += find_presence[entry]
//loop over again to reset values to percentages
var/total_presence = 0
for(var/carrier in find_presence)
total_presence += find_presence[carrier]
for(var/carrier in find_presence)
find_presence[carrier] = find_presence[carrier] / total_presence
/*for(var/entry in find_presence)
total_spread += find_presence[entry]*/
//have this separate from UpdateTurf() so that we dont have a billion turfs being updated (redundantly) every time an artifact spawns
/datum/geosample/proc/UpdateNearbyArtifactInfo(var/turf/simulated/mineral/container)
@@ -144,14 +126,14 @@ var/list/artifact_spawning_turfs = list()
artifact_distance = rand()
artifact_id = container.artifact_find.artifact_id
else
for(var/turf/simulated/mineral/holder in artifact_spawning_turfs)
if(holder.artifact_find)
var/dist = get_dist(container, holder)
if(dist < holder.artifact_find.artifact_detect_range && dist < src.artifact_distance)
src.artifact_distance = dist
src.artifact_id = holder.artifact_find.artifact_id
for(var/turf/simulated/mineral/T in master_controller.artifact_spawning_turfs)
if(T.artifact_find)
var/cur_dist = get_dist(container, T) * 2
if( (artifact_distance < 0 || cur_dist < artifact_distance) && cur_dist <= T.artifact_find.artifact_detect_range )
artifact_distance = cur_dist + rand() * 2 - 1
artifact_id = T.artifact_find.artifact_id
else
artifact_spawning_turfs.Remove(holder)
master_controller.artifact_spawning_turfs.Remove(T)
/*
#undef FIND_PLANT
@@ -1,44 +0,0 @@
// This machine shows the age for extremely old finds
obj/machinery/anomaly/accelerator
name = "Accelerator spectrometer"
obj/machinery/anomaly/accelerator/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier_name
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier_name = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample && carrier_name)
var/specifity = GetResultSpecifity(scanned_sample, carrier_name)
results = "Kinetic acceleration of carrier ([carrier_name]) indicates age ([100 * specifity]% accuracy): <br><br>"
if(scanned_sample.age_billion)
var/displayed_age_millions = scanned_sample.age_million + max(scanned_sample.age_million * ((1 - specifity) * (2 * rand() - 1)), 0)
var/displayed_age_billions = scanned_sample.age_billion + max(scanned_sample.age_billion * ((1 - specifity) * (2 * rand() - 1)), 0)
results += "[displayed_age_billions + displayed_age_millions / 1000] billion years.<br>"
else if(scanned_sample.age_million)
var/displayed_age_thousands = scanned_sample.age_thousand + max(scanned_sample.age_thousand * ((1 - specifity) * (4 * rand() - 2)), 0)
var/displayed_age_millions = scanned_sample.age_million + max(scanned_sample.age_million * ((1 - specifity) * (2 * rand() - 1)), 0)
results += "[displayed_age_millions + displayed_age_thousands / 1000] million years.<br>"
else if(scanned_sample.age_thousand)
var/displayed_age = scanned_sample.age + max(scanned_sample.age * ((1 - specifity) * (8 * rand() - 4)), 0)
var/displayed_age_thousands = scanned_sample.age_thousand + max(scanned_sample.age * ((1 - specifity) * (4 * rand() - 2)), 0)
results += "[displayed_age_thousands + displayed_age / 1000] thousand years.<br>"
else
var/displayed_age = scanned_sample.age + max(scanned_sample.age * ((1 - specifity) * (8 * rand() - 4)), 0)
results += "[displayed_age] years.<br>"
results += "<br>Warning, results only valid for ages on the scale of billions of years."
return results
@@ -1,203 +0,0 @@
//Handles how much the temperature changes on power use. (Joules/Kelvin)
//Equates to as much heat energy per kelvin as a quarter tile of air.
#define XENOARCH_HEAT_CAPACITY 5000
//Handles heat transfer to the air. (In watts)
//Can heat a single tile 2 degrees per tick.
#define XENOARCH_MAX_ENERGY_TRANSFER 4000
//How many joules of electrical energy produce how many joules of heat energy?
#define XENOARCH_HEAT_COEFFICIENT 3
/obj/machinery/anomaly
name = "Analysis machine"
desc = "A specialised, complex analysis machine."
anchored = 1
density = 1
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
idle_power_usage = 20 //watts
active_power_usage = 300 //Because I need to make up numbers~
var/obj/item/weapon/reagent_containers/glass/held_container
var/obj/item/weapon/tank/fuel_container
var/target_scan_ticks = 30
var/report_num = 0
var/scan_process = 0
var/temperature = 273 //measured in kelvin, if this exceeds 1200, the machine is damaged and requires repairs
//if this exceeds 600 and safety is enabled it will shutdown
//temp greater than 600 also requires a safety prompt to initiate scanning
var/max_temp = 450
/obj/machinery/anomaly/New()
..()
//for analysis debugging
/*var/obj/item/weapon/reagent_containers/glass/solution_tray/S = new(src.loc)
var/turf/simulated/mineral/diamond/D
for(var/turf/simulated/mineral/diamond/M in world)
D = M
break
S.reagents.add_reagent("analysis_sample", 1, D.geological_data)
S.reagents.add_reagent("chlorine", 1, null)*/
/obj/machinery/anomaly/process()
//not sure if everything needs to heat up, or just the GLPC
var/datum/gas_mixture/env = loc.return_air()
var/environmental_temp = env.temperature
if(scan_process)
if(scan_process++ > target_scan_ticks)
FinishScan()
else if(temperature > 400)
src.visible_message("\blue \icon[src] shuts down from the heat!", 2)
scan_process = 0
else if(temperature > 350 && prob(10))
src.visible_message("\blue \icon[src] bleets plaintively.", 2)
if(temperature > 400)
scan_process = 0
//show we're busy
if(prob(5))
src.visible_message("\blue \icon[src] [pick("whirrs","chuffs","clicks")][pick(" quietly"," softly"," sadly"," excitedly"," energetically"," angrily"," plaintively")].", 2)
use_power = 2
else
use_power = 1
auto_use_power()
//Add 3000 joules when active. This is about 0.6 degrees per tick.
//May need adjustment
if(use_power == 1)
var/heat_added = active_power_usage *XENOARCH_HEAT_COEFFICIENT
if(temperature < max_temp)
temperature += heat_added/XENOARCH_HEAT_CAPACITY
var/temperature_difference = abs(environmental_temp-temperature)
var/datum/gas_mixture/removed = loc.remove_air(env.total_moles*0.25)
var/heat_capacity = removed.heat_capacity()
heat_added = max(temperature_difference*heat_capacity, XENOARCH_MAX_ENERGY_TRANSFER)
if(temperature > environmental_temp)
//cool down to match the air
temperature = max(TCMB, temperature - heat_added/XENOARCH_HEAT_CAPACITY)
removed.temperature = max(TCMB, removed.temperature + heat_added/heat_capacity)
if(temperature_difference > 10 && prob(5))
src.visible_message("\blue \icon[src] hisses softly.", 2)
else
//heat up to match the air
temperature = max(TCMB, temperature + heat_added/XENOARCH_HEAT_CAPACITY)
removed.temperature = max(TCMB, removed.temperature - heat_added/heat_capacity)
if(temperature_difference > 10 && prob(5))
src.visible_message("\blue \icon[src] plinks quietly.", 2)
env.merge(removed)
//this proc should be overriden by each individual machine
/obj/machinery/anomaly/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>[src.name]</B><BR>"
dat += "Module heat level: [temperature] kelvin<br>"
dat += "Safeties set at 350k, shielding failure at 400k. Failure to maintain safe heat levels may result in equipment damage.<br>"
dat += "<hr>"
if(scan_process)
dat += "Scan in progress<br><br><br>"
else
dat += "[held_container ? "<A href='?src=\ref[src];eject_beaker=1'>Eject beaker</a>" : "No beaker inserted."]<br>"
//dat += "[fuel_container ? "<A href='?src=\ref[src];eject_fuel=1'>Eject fuel tank</a>" : "No fuel tank inserted."]<br>"
dat += "[held_container ? "<A href='?src=\ref[src];begin=1'>Begin scanning</a>" : ""]"
dat += "<hr>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</a><BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</a><BR>"
user << browse(dat, "window=anomaly;size=450x500")
onclose(user, "anomaly")
obj/machinery/anomaly/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
//var/obj/item/weapon/reagent_containers/glass/G = W
if(held_container)
user << "\red You must remove the [held_container] first."
else
user << "\blue You put the [W] into the [src]."
user.drop_item(W)
held_container = W
held_container.loc = src
updateDialog()
/*else if(istype(W, /obj/item/weapon/tank))
//var/obj/item/weapon/reagent_containers/glass/G = W
if(fuel_container)
user << "\red You must remove the [fuel_container] first."
else
user << "\blue You put the [fuel_container] into the [src]."
user.drop_item(W)
fuel_container.loc = src
fuel_container = W
updateDialog()*/
else
return ..()
obj/machinery/anomaly/proc/ScanResults()
//instantiate in children to produce unique scan behaviour
return "\red Error initialising scanning components."
obj/machinery/anomaly/proc/FinishScan()
scan_process = 0
updateDialog()
//determine the results and print a report
if(held_container)
src.visible_message("\blue \icon[src] makes an insistent chime.", 2)
var/obj/item/weapon/paper/P = new(src.loc)
P.name = "[src] report #[++report_num]"
P.info = "<b>[src] analysis report #[report_num]</b><br><br>" + ScanResults()
P.stamped = list(/obj/item/weapon/stamp)
P.overlays = list("paper_stamped")
else
src.visible_message("\blue \icon[src] makes a low buzzing noise.", 2)
obj/machinery/anomaly/Topic(href, href_list)
..()
usr.set_machine(src)
if(href_list["close"])
usr << browse(null, "window=anomaly")
usr.machine = null
if(href_list["eject_beaker"])
held_container.loc = src.loc
held_container = null
if(href_list["eject_fuel"])
fuel_container.loc = src.loc
fuel_container = null
if(href_list["begin"])
if(temperature >= 350)
var/proceed = input("Unsafe internal temperature detected, enter YES below to continue.","Warning")
if(proceed == "YES" && get_dist(src, usr) <= 1)
scan_process = 1
else
scan_process = 1
updateUsrDialog()
//whether the carrier sample matches the possible finds
//results greater than a threshold of 0.6 means a positive result
obj/machinery/anomaly/proc/GetResultSpecifity(var/datum/geosample/scanned_sample, var/carrier_name)
var/specifity = 0
if(scanned_sample && carrier_name)
if(scanned_sample.find_presence.Find(carrier_name))
specifity = 0.75 * (scanned_sample.find_presence[carrier_name] / scanned_sample.total_spread) + 0.25
else
specifity = rand(0, 0.5)
return specifity
@@ -1,34 +0,0 @@
// This machine tells the distance to a nearby artifact, if there is one
obj/machinery/anomaly/fourier_transform
name = "Fourier Transform spectroscope"
obj/machinery/anomaly/fourier_transform/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample && carrier)
//all necessary components are present
var/specifity = GetResultSpecifity(scanned_sample, carrier)
var/distance = scanned_sample.artifact_distance
if(distance > 0)
distance += (2 * rand() - 1) * distance * 0.05
results = "Fourier transform analysis on anomalous energy absorption through carrier ([carrier]) indicates source located inside emission radius ([95 * specifity]% accuracy): [distance]."
else
results = "Energy dispersion detected throughout sample consistent with background readings.<br>"
if(carrier == scanned_sample.source_mineral)
results += "Warning, analysis may be contaminated by high quantities of molecular carrier present throughout sample."
return results
@@ -1,39 +0,0 @@
// This machine shows the materials that are present
obj/machinery/anomaly/gas_chromatography
name = "Gas Chromatography spectrometer"
obj/machinery/anomaly/gas_chromatography/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample)
var/specifity = GetResultSpecifity(scanned_sample, carrier)
results = "Chromatography partitioning analysis over carrier ([carrier]) indicates the following elements present ([100 * specifity]% accuracy):<br><br>"
var/num_found = 0
for(var/index=1,index <= scanned_sample.find_presence.len, index++)
var/find = scanned_sample.find_presence[index]
if(find && prob(100 * specifity))
results += " - " + finds_as_strings[index] + "<br>"
num_found++
if(!num_found)
results = "Chromatography partitioning results over carrier ([carrier]) to determine elemental makeup were inconclusive.<br>"
if(!carrier)
results += "<br>No carrier detected, scan accuracy affected.<br>"
return results
@@ -1,55 +0,0 @@
obj/machinery/anomaly/hyperspectral
name = "Hyperspectral Imager"
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "scanner"
obj/machinery/anomaly/hyperspectral/process()
..()
if(scan_process)
icon_state = "scanner_active"
else if(prob(10))
icon_state = "scanner"
flick(src, "scanner_active")
obj/machinery/anomaly/hyperspectral/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample && carrier)
//all necessary components are present
var/specifity = GetResultSpecifity(scanned_sample, carrier)
results = "Spectral signature over carrier ([carrier]):<br>"
if(specifity <= 0.25)
//results += "<img src=\"http://i.imgur.com/TAQHn.jpg\"></img><br>"
results += "<img src=chart1.jpg>"
else if(specifity <= 0.5)
//results += "<img src=\"http://i.imgur.com/EwOZ7.jpg\"></img><br>"
results += "<img src=chart2.jpg>"
else if(specifity <= 0.75)
//results += "<img src=\"http://i.imgur.com/1qCae.jpg\"></img><br>"
results += "<img src=chart3.jpg>"
else
//results += "<img src=\"http://i.imgur.com/9T9nc.jpg\"></img><br>"
results += "<img src=chart4.jpg>"
results += "<br>"
if(scanned_sample.artifact_id)
results += "Detected energy signatures [100 * (1 - specifity)]% consistent with standard background readings.<br>"
if(prob( (specifity + 0.5 * (1 - specifity)) * 100))
results += "Anomalous exotic energy signature isolated: <font color='red'><b>[scanned_sample.artifact_id].</b></font>"
else
results += "Detected energy signatures [95 + 5 * (2 * rand() - 1) * (1 - specifity)]% consistent with standard background readings."
return results
@@ -1,47 +0,0 @@
// This machine shows the amount of a certain material that is present
obj/machinery/anomaly/ion_mobility
name = "Ion Mobility Spectrometer"
desc = "A specialised, complex analysis machine."
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
obj/machinery/anomaly/ion_mobility/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample && carrier)
//all necessary components are present
results = "Kinetic analysis on sample's ionic residue in carrier ([carrier]) indicates the dissonance spread:<br><br>"
var/found = 0
if(scanned_sample.find_presence.Find(carrier))
var/dis_ratio = scanned_sample.find_presence[carrier]
var/desc_index = responsive_carriers.Find(carrier)
results += " - [finds_as_strings[desc_index]]: [dis_ratio]<br>"
found++
/*
for(var/index=1,index <= scanned_sample.find_presence.len, index++)
var/find = scanned_sample.find_presence[index]
//world << "index: [index], find: [find], response: [responsive_carriers[index]], carrier: [carrier]"
if(find && responsive_carriers[index] == carrier)
results += " - [finds_as_strings[index]] [find * 100]%<br>"
found++
*/
if(!found)
results = "Kinetic analysis on sample's ionic residue in carrier ([carrier]) to determine composition were inconclusive.<br>"
if(carrier == scanned_sample.source_mineral)
results += "Warning, analysis may be contaminated by high quantities of molecular carrier present throughout sample."
return results
@@ -1,51 +0,0 @@
// This machine shows the age for newer finds
obj/machinery/anomaly/isotope_ratio
name = "Isotope ratio spectrometer"
desc = "A specialised, complex analysis machine."
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
obj/machinery/anomaly/isotope_ratio/ScanResults()
var/results = "The scan was inconclusive. Check sample integrity and carrier consistency."
var/datum/geosample/scanned_sample
var/carrier_name
var/num_reagents = 0
for(var/datum/reagent/A in held_container.reagents.reagent_list)
var/datum/reagent/R = A
if(istype(R, /datum/reagent/analysis_sample))
scanned_sample = R.data
else
carrier_name = R.id
num_reagents++
if(num_reagents == 2 && scanned_sample && carrier_name)
var/accuracy = GetResultSpecifity(scanned_sample, carrier_name)
accuracy += 0.5 * (1 - accuracy) / scanned_sample.total_spread
if(!accuracy)
accuracy = rand(0.01, 0.5)
results = "Isotope decay analysis in carrier ([carrier_name]) indicates age ([100 * accuracy]% accuracy): <br><br>"
if(scanned_sample.age_billion)
//scramble the results
var/displayed_age_thousands = rand(0, 999)
var/displayed_age_millions = rand(0, 999)
results += "[displayed_age_millions + displayed_age_thousands / 1000] million years.<br>"
else if(scanned_sample.age_million)
var/displayed_age_thousands = scanned_sample.age_thousand + max(scanned_sample.age_thousand * ((1 - accuracy) * (2 * rand() - 1)), 0)
var/displayed_age_millions = scanned_sample.age_million + max(scanned_sample.age_million * ((1 - accuracy) * (4 * rand() - 2)), 0)
results += "[displayed_age_millions + displayed_age_thousands / 1000] million years.<br>"
else if(scanned_sample.age_thousand)
var/displayed_age = scanned_sample.age + scanned_sample.age * ((1 - accuracy) * (2 * rand() - 1))
var/displayed_age_thousands = scanned_sample.age_thousand + max(scanned_sample.age_thousand * ((1 - accuracy) * (2 * rand() - 1)), 0)
results += "[displayed_age_thousands + displayed_age / 1000] thousand years.<br>"
else
var/displayed_age = scanned_sample.age + max(scanned_sample.age * ((1 - accuracy) * (2 * rand() - 1)), 0)
results += "[displayed_age] years.<br>"
results += "<br>Warning, results only valid up to ages of one billion years."
return results
@@ -1,318 +0,0 @@
//cael - some changes here. the analysis pad is entirely new
/obj/machinery/artifact_analyser
name = "Artifact Analyser"
desc = "Studies the structure of artifacts to discover their uses."
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
anchored = 1
density = 1
var/working = 0
var/accuO = 0
var/accuT = 0
var/accuE1 = 0
var/accuE2 = 0
var/aorigin = "None"
var/atrigger = "None"
var/aeffect1 = "None"
var/aeffect2 = "None"
var/list/origin_bonuses
var/list/trigger_bonuses
var/list/function_bonuses
var/list/range_bonuses
var/cur_id = ""
var/scan_num = 0
var/obj/machinery/artifact/cur_artifact = null
var/obj/machinery/analyser_pad/owned_pad = null
var/list/allorigins = list("Ancient Robots","Martian","Wizard Federation","Extradimensional","Precursor")
var/list/alltriggers = list("Contact with Living Organism","Heavy Impact","Contact with Energy Source","Contact with Hydrogen","Contact with Corrosive Substance","Contact with Volatile Substance","Contact with Toxins","Exposure to Heat")
var/list/alleffects = list("Healing Device","Anti-biological Weapon","Non-lethal Stunning Trap","Mechanoid Repair Module","Mechanoid Deconstruction Device","Power Generator","Power Drain","Stellar Mineral Attractor","Agriculture Regulator","Shield Generator","Space-Time Displacer")
var/list/allranges = list("Constant Short-Range Energy Field","Medium Range Energy Pulses","Long Range Energy Pulses","Extreme Range Energy Pulses","Requires contact with subject")
/obj/machinery/artifact_analyser/New()
..()
origin_bonuses = new/list()
origin_bonuses["ancient"] = 0
origin_bonuses["martian"] = 0
origin_bonuses["wizard"] = 0
origin_bonuses["eldritch"] = 0
origin_bonuses["precursor"] = 0
trigger_bonuses = new/list()
trigger_bonuses["ancient"] = 0
trigger_bonuses["martian"] = 0
trigger_bonuses["wizard"] = 0
trigger_bonuses["eldritch"] = 0
trigger_bonuses["precursor"] = 0
function_bonuses = new/list()
function_bonuses["ancient"] = 0
function_bonuses["martian"] = 0
function_bonuses["wizard"] = 0
function_bonuses["eldritch"] = 0
function_bonuses["precursor"] = 0
range_bonuses = new/list()
range_bonuses["ancient"] = 0
range_bonuses["martian"] = 0
range_bonuses["wizard"] = 0
range_bonuses["eldritch"] = 0
range_bonuses["precursor"] = 0
//
spawn(10)
owned_pad = locate() in orange(1, src)
/obj/machinery/artifact_analyser/attack_hand(var/mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
user.machine = src
var/dat = "<B>Artifact Analyser</B><BR>"
dat += "<HR><BR>"
if(!owned_pad)
dat += "<B><font color=red>Unable to locate analysis pad.</font><BR></b>"
dat += "<HR><BR>"
else if (!src.working)
dat += "<B>Artifact ID:</B> [cur_id]<BR>"
dat += "<B>Artifact Origin:</B> [aorigin] ([accuO]%)<BR>"
dat += "<B>Activation Trigger:</B> [atrigger] ([accuT]%)<BR>"
dat += "<B>Artifact Function:</B> [aeffect1] ([accuE1]%)<BR>"
dat += "<B>Artifact Range:</B> [aeffect2] ([accuE2]%)<BR><BR>"
dat += "<HR><BR>"
dat += "Artifact ID is determined from unique energy emission signatures.<br>"
dat += "<A href='?src=\ref[src];analyse=1'>Analyse Artifact (Scan number #[scan_num+1])</a><BR>"
dat += "<A href='?src=\ref[src];upload=1'>Upload/update artifact scan</a><BR>"
dat += "<A href='?src=\ref[src];print=1'>Print Page</a><BR>"
else
dat += "<B>Please wait. Analysis in progress.</B><BR>"
dat += "<HR><BR>"
//
dat += "<A href='?src=\ref[src];close=1'>Close<BR>"
user << browse(dat, "window=artanalyser;size=450x500")
onclose(user, "artanalyser")
/obj/machinery/artifact_analyser/process()
if(stat & (NOPOWER|BROKEN))
return
use_power(350)
//
if(!owned_pad)
for(var/obj/machinery/analyser_pad/pad in range(1))
owned_pad = pad
break
/obj/machinery/artifact_analyser/proc/AA_FailedAnalysis(var/failtype)
switch(failtype)
if(1)
src.aorigin = "Failed to Identify"
if (prob(20)) src.aorigin = pick(src.allorigins)
if(2)
src.atrigger = "Failed to Identify"
if (prob(20)) src.atrigger = pick(src.alltriggers)
if(3)
src.aeffect1 = "Failed to Identify"
if (prob(20)) src.aeffect1 = pick(src.alleffects)
if(4)
src.aeffect2 = "Failed to Identify"
if (prob(20)) src.aeffect2 = pick(src.allranges)
/obj/machinery/artifact_analyser/proc/AA_Analyse()
if(!cur_artifact)
return
src.accuO = 5 + rand(0,10) + origin_bonuses[cur_artifact.origin] + cur_artifact.activated * 50
src.accuT = 5 + rand(0,10) + trigger_bonuses[cur_artifact.origin] + cur_artifact.activated * 50
src.accuE1 = 5 + rand(0,10) + function_bonuses[cur_artifact.origin] + cur_artifact.activated * 50
src.accuE2 = 5 + rand(0,10) + range_bonuses[cur_artifact.origin] + cur_artifact.activated * 50
//keep any correctly determined properties the same
var/origin_correct = 0
var/trigger_correct = 0
var/function_correct = 0
var/range_correct = 0
if(cur_id == cur_artifact.display_id)
if(src.aorigin == cur_artifact.origin)
origin_correct = 1
if(src.atrigger == cur_artifact.my_effect.trigger)
trigger_correct = 1
else if(src.atrigger == cur_artifact.my_effect.triggerX)
trigger_correct = 1
if(src.aeffect1 == cur_artifact.my_effect.effecttype)
function_correct = 1
if(src.aeffect2 == cur_artifact.my_effect.effectmode)
range_correct = 1
if (src.accuO > 100) src.accuO = 100
if (src.accuT > 100) src.accuT = 100
if (src.accuE1 > 100) src.accuE1 = 100
if (src.accuE2 > 100) src.accuE2 = 100
// Roll to generate report
if (prob(accuO) || origin_correct)
switch(cur_artifact.origin)
if("ancient") src.aorigin = "Ancient Robots"
if("martian") src.aorigin = "Martian"
if("wizard") src.aorigin = "Wizard Federation"
if("eldritch") src.aorigin = "Extradimensional"
if("precursor") src.aorigin = "Precursor"
else src.aorigin = "Unknown Origin"
origin_bonuses[cur_artifact.origin] += 10
else
AA_FailedAnalysis(1)
origin_bonuses[cur_artifact.origin] += 5
if (prob(accuT) || trigger_correct)
switch(cur_artifact.my_effect.trigger)
if("touch") src.atrigger = "Contact with Living Organism"
if("force") src.atrigger = "Heavy Impact"
if("energy") src.atrigger = "Contact with Energy Source"
if("chemical")
switch(cur_artifact.my_effect.triggerX)
if("hydrogen") src.atrigger = "Contact with Hydrogen"
if("corrosive") src.atrigger = "Contact with Corrosive Substance"
if("volatile") src.atrigger = "Contact with Volatile Substance"
if("toxin") src.atrigger = "Contact with Toxins"
if("heat") src.atrigger = "Exposure to Heat"
else src.atrigger = "Unknown Trigger"
trigger_bonuses[cur_artifact.origin] += 5
else
AA_FailedAnalysis(2)
trigger_bonuses[cur_artifact.origin] += 1
if (prob(accuE1) || function_correct)
switch(cur_artifact.my_effect.effecttype)
if("healing") src.aeffect1 = "Healing Device"
if("injure") src.aeffect1 = "Anti-biological Weapon"
// if("stun") src.aeffect1 = "Non-lethal Stunning Trap"
if("roboheal") src.aeffect1 = "Mechanoid Repair Module"
if("robohurt") src.aeffect1 = "Mechanoid Deconstruction Device"
if("cellcharge") src.aeffect1 = "Power Generator"
if("celldrain") src.aeffect1 = "Power Drain"
if("planthelper") src.aeffect1 = "Agriculture Regulator"
if("forcefield") src.aeffect1 = "Shield Generator"
if("teleport") src.aeffect1 = "Space-Time Displacer"
else src.aeffect1 = "Unknown Effect"
function_bonuses[cur_artifact.origin] += 5
else
AA_FailedAnalysis(3)
function_bonuses[cur_artifact.origin] += 1
if (prob(accuE2) || range_correct)
switch(cur_artifact.my_effect.effectmode)
if("aura") src.aeffect2 = "Constant Short-Range Energy Field"
if("pulse")
if(cur_artifact.my_effect.aurarange > 7) src.aeffect2 = "Long Range Energy Pulses"
else src.aeffect2 = "Medium Range Energy Pulses"
if("worldpulse") src.aeffect2 = "Extreme Range Energy Pulses"
if("contact") src.aeffect2 = "Requires contact with subject"
else src.aeffect2 = "Unknown Range"
range_bonuses[cur_artifact.origin] += 5
else
AA_FailedAnalysis(4)
range_bonuses[cur_artifact.origin] += 1
cur_artifact.name = "alien artifact ([cur_artifact.display_id])"
cur_artifact.desc = "A large alien device. It has a small tag near the bottom that reads \"[cur_artifact.display_id]\"."
cur_id = cur_artifact.display_id
cur_artifact.my_effect.artifact_id = cur_artifact.display_id
/obj/machinery/artifact_analyser/Topic(href, href_list)
if(href_list["analyse"])
if(owned_pad)
var/turf/pad_turf = get_turf(owned_pad)
var/findarti = 0
for(var/obj/machinery/artifact/A in pad_turf.contents)
findarti++
cur_artifact = A
if (findarti == 1)
if(cur_artifact && cur_artifact.being_used)
var/message = "<b>[src]</b> states, \"Cannot analyse. Excess energy drain is disrupting signal.\""
src.visible_message(message, message)
else
cur_artifact.anchored = 1
cur_artifact.being_used = 1
src.working = 1
src.icon_state = "analyser_processing"
var/time = rand(30,50) + max(0, 300 - scan_num * 10)
/*for(var/i = artifact_research.starting_tier, i <= artifact_research.max_tiers, i++)
for(var/datum/artiresearch/R in artifact_research.researched_items[i])
if (R.bonustype == "analyser") time -= R.bonusTime*/
time *= 10
var/message = "<b>[src]</b> states, \"Commencing analysis.\""
src.visible_message(message, message)
use_power(500)
spawn(time)
src.working = 0
icon_state = "analyser"
cur_artifact.anchored = 0
cur_artifact.being_used = 0
if(cur_artifact.loc == pad_turf)
AA_Analyse()
scan_num++
message = "<b>[src]</b> states, \"Analysis complete.\""
src.visible_message(message, message)
use_power(500)
else if (findarti > 1)
var/message = "<b>[src]</b> states, \"Cannot analyse. Error isolating energy signature.\""
src.visible_message(message, message)
else
var/message = "<b>[src]</b> states, \"Cannot analyse. No noteworthy energy signature isolated.\""
src.visible_message(message, message)
if(href_list["upload"] && cur_id != "")
//add new datum to every DB in the world
for(var/obj/machinery/computer/artifact_database/DB in world)
var/update = 0
for(var/datum/catalogued_artifact/CA in DB.catalogued_artifacts)
if(CA.display_id == cur_id)
//already there, so update it
update = 1
CA.origin = aorigin + " ([accuO]%)"
CA.trigger = atrigger + " ([accuT]%)"
CA.effecttype = aeffect1 + " ([accuE1]%)"
CA.effectmode = aeffect2 + " ([accuE2]%)"
if(!update)
//not there, so add it
var/datum/catalogued_artifact/CA = new()
CA.display_id = cur_id
CA.origin = aorigin + " ([accuO]%)"
CA.trigger = atrigger + " ([accuT]%)"
CA.effecttype = aeffect1 + " ([accuE1]%)"
CA.effectmode = aeffect2 + " ([accuE2]%)"
DB.catalogued_artifacts.Add(CA)
use_power(100)
if(href_list["print"])
var/r = "Artifact Analysis Report (Scan #[scan_num])<hr>"
r += "<B>Artifact ID:</B> [cur_id] (determined from unique energy emission signatures)<BR>"
r += "<B>Artifact Origin:</B> [aorigin] ([accuO]%)<BR>"
r += "<B>Activation Trigger:</B> [atrigger] ([accuT]%)<BR>"
r += "<B>Artifact Function:</B> [aeffect1] ([accuE1]%)<BR>"
r += "<B>Artifact Range:</B> [aeffect2] ([accuE2]%)<BR><BR>"
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src.loc)
P.name = "Artifact Analysis Report #[scan_num]"
P.info = r
for(var/mob/O in hearers(src, null))
O.show_message("\icon[src] \blue The [src.name] prints a sheet of paper", 3)
use_power(10)
if(href_list["close"])
usr << browse(null, "window=artanalyser")
usr.machine = null
src.updateDialog()
//stick artifacts onto this then switch the analyser on
/obj/machinery/analyser_pad
name = "artifact analysis pad"
desc = "Studies the structure of artifacts to discover their uses."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "tele0"
anchored = 1
density = 0
/obj/machinery/analyser_pad/New()
..()
/*spawn(10)
for(var/obj/machinery/artifact_analyser/analyser in orange(1))
world << "pad found analyser"
if(!analyser.owned_pad)
analyser.owned_pad = src
world << "pad set analyser to self"
break*/
@@ -1,58 +0,0 @@
/datum/catalogued_artifact
var/trigger = "touch" // What activates it?
var/effecttype = "healing" // What does it do?
var/effectmode = "aura" // How does it carry out the effect?
var/display_id = "" // Artifact ID to display once successfully scanned
var/origin = ""
/obj/machinery/computer/artifact_database
name = "Artifact Database"
icon_state = "rdcomp"
var/list/catalogued_artifacts
/obj/machinery/computer/artifact_database/New()
..()
catalogued_artifacts = new/list
/obj/machinery/computer/artifact_database/Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=artifact_db")
usr.machine = null
updateDialog()
/obj/machinery/computer/artifact_database/process()
..()
updateDialog()
/obj/machinery/computer/artifact_database/interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=artifact_db")
return
var/t = "<B>Artifact Database</B><BR>"
t += "<hr>"
for(var/datum/catalogued_artifact/CA in catalogued_artifacts)
t += "<B>Artifact ID:</B> [CA.display_id] (determined from unique energy emission signatures)<BR>"
t += "<B>Artifact Origin:</B> [CA.origin]<BR>"
t += "<B>Activation Trigger:</B> [CA.trigger]<BR>"
t += "<B>Artifact Function:</B> [CA.effecttype]<BR>"
t += "<B>Artifact Range:</B> [CA.effectmode]<BR><BR>"
t += "<hr>"
t += "<A href='?src=\ref[src];refresh=1'>Refresh</A> <A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=artifact_db;size=500x800")
user.machine = src
/*
/datum/artifact_effect
var/origin = null // Used in the randomisation/research of the artifact.
var/trigger = "touch" // What activates it?
var/triggerX = "none" // Used for more varied triggers
var/effecttype = "healing" // What does it do?
var/effectmode = "aura" // How does it carry out the effect?
var/aurarange = 4 // How far the artifact will extend an aura effect.
var/display_id = "" // Artifact ID to display once successfully scanned
var/list/created_field
*/
@@ -0,0 +1,59 @@
datum/reagent/coolant
name = "Coolant"
id = "coolant"
description = "Industrial cooling substance."
reagent_state = LIQUID
color = "#C8A5DC" // rgb: 200, 165, 220
datum/chemical_reaction/coolant
name = "Coolant"
id = "coolant"
result = "coolant"
required_reagents = list("tungsten" = 1, "oxygen" = 1, "water" = 1)
result_amount = 3
/obj/structure/reagent_dispensers/coolanttank
name = "coolant tank"
desc = "A tank of industrial coolant"
icon = 'icons/obj/objects.dmi'
icon_state = "coolanttank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("coolant",1000)
/obj/structure/reagent_dispensers/coolanttank/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
explode()
/obj/structure/reagent_dispensers/coolanttank/blob_act()
explode()
/obj/structure/reagent_dispensers/coolanttank/ex_act()
explode()
/obj/structure/reagent_dispensers/coolanttank/proc/explode()
var/datum/effect/effect/system/smoke_spread/S = new /datum/effect/effect/system/smoke_spread
//S.attach(src)
S.set_up(5, 0, src.loc)
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
spawn(0)
S.start()
var/datum/gas_mixture/env = src.loc.return_air()
if(env)
if (reagents.total_volume > 750)
env.temperature = 0
else if (reagents.total_volume > 500)
env.temperature -= 100
else
env.temperature -= 50
sleep(10)
if(src)
del(src)
@@ -0,0 +1,363 @@
/obj/machinery/radiocarbon_spectrometer
name = "Radiocarbon spectrometer"
desc = "A specialised, complex scanner for gleaning information on all manner of small things."
anchored = 1
density = 1
icon = 'icons/obj/virology.dmi'
icon_state = "analyser"
use_power = 1 //1 = idle, 2 = active
idle_power_usage = 20
active_power_usage = 300
//var/obj/item/weapon/reagent_containers/glass/coolant_container
var/scanning = 0
var/report_num = 0
//
var/obj/item/scanned_item
var/last_scan_data = "No scans on record."
//
var/last_process_worldtime = 0
//
var/scanner_progress = 0
var/scanner_rate = 1.25 //80 seconds per scan
var/scanner_rpm = 0
var/scanner_rpm_dir = 1
var/scanner_temperature = 0
var/scanner_seal_integrity = 100
//
var/coolant_usage_rate = 0 //measured in u/microsec
var/fresh_coolant = 0
var/coolant_purity = 0
var/datum/reagents/coolant_reagents
var/used_coolant = 0
var/list/coolant_reagents_purity = list()
//
var/maser_wavelength = 0
var/optimal_wavelength = 0
var/optimal_wavelength_target = 0
var/tleft_retarget_optimal_wavelength = 0
var/maser_efficiency = 0
//
var/radiation = 0 //0-100 mSv
var/t_left_radspike = 0
var/rad_shield = 0
/obj/machinery/radiocarbon_spectrometer/New()
..()
create_reagents(500)
coolant_reagents_purity["water"] = 0.5
coolant_reagents_purity["icecoffee"] = 0.6
coolant_reagents_purity["icetea"] = 0.6
coolant_reagents_purity["milkshake"] = 0.6
coolant_reagents_purity["leporazine"] = 0.7
coolant_reagents_purity["kelotane"] = 0.7
coolant_reagents_purity["sterilizine"] = 0.7
coolant_reagents_purity["dermaline"] = 0.7
coolant_reagents_purity["hyperzine"] = 0.8
coolant_reagents_purity["cryoxadone"] = 0.9
coolant_reagents_purity["coolant"] = 1
coolant_reagents_purity["adminordrazine"] = 2
/obj/machinery/radiocarbon_spectrometer/attack_hand(var/mob/user as mob)
ui_interact(user)
/obj/machinery/radiocarbon_spectrometer/attackby(var/obj/I as obj, var/mob/user as mob)
if(scanning)
user << "<span class='warning'>You can't do that while [src] is scanning!</span>"
else
if(istype(I, /obj/item/stack/nanopaste))
var/choice = alert("What do you want to do with the nanopaste?","Radiometric Scanner","Scan nanopaste","Fix seal integrity")
if(choice == "Fix seal integrity")
var/obj/item/stack/nanopaste/N = I
var/amount_used = min(N.amount, 10 - scanner_seal_integrity / 10)
N.use(amount_used)
scanner_seal_integrity = round(scanner_seal_integrity + amount_used * 10)
return
if(istype(I, /obj/item/weapon/reagent_containers/glass))
var/choice = alert("What do you want to do with the container?","Radiometric Scanner","Add coolant","Empty coolant","Scan container")
if(choice == "Add coolant")
var/obj/item/weapon/reagent_containers/glass/G = I
var/amount_transferred = min(src.reagents.maximum_volume - src.reagents.total_volume, G.reagents.total_volume)
G.reagents.trans_to(src, amount_transferred)
user << "<span class='info'>You empty [amount_transferred]u of coolant into [src].</span>"
update_coolant()
return
else if(choice == "Empty coolant")
var/obj/item/weapon/reagent_containers/glass/G = I
var/amount_transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, src.reagents.total_volume)
src.reagents.trans_to(G, amount_transferred)
user << "<span class='info'>You remove [amount_transferred]u of coolant from [src].</span>"
update_coolant()
return
user.drop_item()
I.loc = src
scanned_item = I
/obj/machinery/radiocarbon_spectrometer/proc/update_coolant()
var/total_purity = 0
fresh_coolant = 0
coolant_purity = 0
var/num_reagent_types = 0
for (var/datum/reagent/current_reagent in src.reagents.reagent_list)
if (!current_reagent)
continue
var/cur_purity = coolant_reagents_purity[current_reagent.id]
if(!cur_purity)
cur_purity = 0.1
else if(cur_purity > 1)
cur_purity = 1
total_purity += cur_purity * current_reagent.volume
fresh_coolant += current_reagent.volume
num_reagent_types += 1
if(total_purity && fresh_coolant)
coolant_purity = total_purity / fresh_coolant
/obj/machinery/radiocarbon_spectrometer/ui_interact(mob/user, ui_key = "radio_spectro")
if(user.stat)
return
// this is the data which will be sent to the ui
var/data[0]
data["scanned_item"] = (scanned_item ? scanned_item.name : "")
data["scanned_item_desc"] = (scanned_item ? (scanned_item.desc ? scanned_item.desc : "No information on record.") : "")
data["last_scan_data"] = last_scan_data
//
data["scan_progress"] = round(scanner_progress)
data["scanning"] = scanning
//
data["scanner_seal_integrity"] = round(scanner_seal_integrity)
data["scanner_rpm"] = round(scanner_rpm)
data["scanner_temperature"] = round(scanner_temperature)
//
data["coolant_usage_rate"] = "[coolant_usage_rate]"
data["unused_coolant_abs"] = round(fresh_coolant)
data["unused_coolant_per"] = round(fresh_coolant / reagents.maximum_volume * 100)
data["coolant_purity"] = "[coolant_purity * 100]"
//
data["optimal_wavelength"] = round(optimal_wavelength)
data["maser_wavelength"] = round(maser_wavelength)
data["maser_efficiency"] = round(maser_efficiency * 100)
//
data["radiation"] = round(radiation)
data["t_left_radspike"] = round(t_left_radspike)
data["rad_shield_on"] = rad_shield
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, ui_key)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "geoscanner.tmpl", "High Res Radiocarbon Spectrometer", 900, 825)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
ui.open()
// Auto update every Master Controller tick
ui.set_auto_update(1)
else
// The UI is already open so push the new data to it
ui.push_data(data)
return
/obj/machinery/radiocarbon_spectrometer/process()
if(scanning)
if(!scanned_item || scanned_item.loc != src)
scanned_item = null
stop_scanning()
else if(scanner_progress >= 100)
complete_scan()
else
//calculate time difference
var/deltaT = (world.time - last_process_worldtime) * 0.1
//modify the RPM over time
//i want 1u to last for 10 sec at 500 RPM, scaling linearly
scanner_rpm += scanner_rpm_dir * 50 * deltaT
if(scanner_rpm > 1000)
scanner_rpm = 1000
scanner_rpm_dir = -1 * pick(0.5, 2.5, 5.5)
else if(scanner_rpm < 1)
scanner_rpm = 1
scanner_rpm_dir = 1 * pick(0.5, 2.5, 5.5)
//heat up according to RPM
//each unit of coolant
scanner_temperature += scanner_rpm * deltaT * 0.05
//radiation
t_left_radspike -= deltaT
if(t_left_radspike > 0)
//ordinary radiation
radiation = rand() * 15
else
//radspike
if(t_left_radspike > -5)
radiation = rand() * 15 + 85
if(!rad_shield)
//irradiate nearby mobs
for(var/mob/living/M in view(7,src))
M.apply_effect(radiation / 25, IRRADIATE, 0)
else
t_left_radspike = pick(10,15,25)
//use some coolant to cool down
if(coolant_usage_rate > 0)
var/coolant_used = min(fresh_coolant, coolant_usage_rate * deltaT)
if(coolant_used > 0)
fresh_coolant -= coolant_used
used_coolant += coolant_used
scanner_temperature = max(scanner_temperature - coolant_used * coolant_purity * 20, 0)
//modify the optimal wavelength
tleft_retarget_optimal_wavelength -= deltaT
if(tleft_retarget_optimal_wavelength <= 0)
tleft_retarget_optimal_wavelength = pick(4,8,15)
optimal_wavelength_target = rand() * 9900 + 100
//
if(optimal_wavelength < optimal_wavelength_target)
optimal_wavelength = min(optimal_wavelength + 700 * deltaT, optimal_wavelength_target)
else if(optimal_wavelength > optimal_wavelength_target)
optimal_wavelength = max(optimal_wavelength - 700 * deltaT, optimal_wavelength_target)
//
maser_efficiency = 1 - max(min(10000, abs(optimal_wavelength - maser_wavelength) * 3), 1) / 10000
//make some scan progress
if(!rad_shield)
scanner_progress = min(100, scanner_progress + scanner_rate * maser_efficiency * deltaT)
//degrade the seal over time according to temperature
//i want temperature of 50K to degrade at 1%/sec
scanner_seal_integrity -= (max(scanner_temperature, 1) / 1000) * deltaT
//emergency stop if seal integrity reaches 0
if(scanner_seal_integrity <= 0 || (scanner_temperature >= 1273 && !rad_shield))
stop_scanning()
src.visible_message("\blue \icon[src] buzzes unhappily. It has failed mid-scan!", 2)
if(prob(5))
src.visible_message("\blue \icon[src] [pick("whirrs","chuffs","clicks")][pick(" excitedly"," energetically"," busily")].", 2)
else
//gradually cool down over time
if(scanner_temperature > 0)
scanner_temperature = max(scanner_temperature - 5 - 10 * rand(), 0)
if(prob(0.75))
src.visible_message("\blue \icon[src] [pick("plinks","hisses")][pick(" quietly"," softly"," sadly"," plaintively")].", 2)
last_process_worldtime = world.time
/obj/machinery/radiocarbon_spectrometer/proc/stop_scanning()
scanning = 0
scanner_rpm_dir = 1
scanner_rpm = 0
optimal_wavelength = 0
maser_efficiency = 0
maser_wavelength = 0
coolant_usage_rate = 0
radiation = 0
t_left_radspike = 0
if(used_coolant)
src.reagents.remove_any(used_coolant)
used_coolant = 0
/obj/machinery/radiocarbon_spectrometer/proc/complete_scan()
src.visible_message("\blue \icon[src] makes an insistent chime.", 2)
if(scanned_item)
//create report
var/obj/item/weapon/paper/P = new(src)
P.name = "[src] report #[++report_num]: [scanned_item.name]"
P.stamped = list(/obj/item/weapon/stamp)
P.overlays = list("paper_stamped")
//work out data
var/data = " - Mundane object: [scanned_item.desc ? scanned_item.desc : "No information on record."]<br>"
var/datum/geosample/G
switch(scanned_item.type)
if(/obj/item/weapon/ore)
var/obj/item/weapon/ore/O = scanned_item
if(O.geological_data)
G = O.geological_data
if(/obj/item/weapon/rocksliver)
var/obj/item/weapon/rocksliver/O = scanned_item
if(O.geological_data)
G = O.geological_data
if(/obj/item/weapon/archaeological_find)
data = " - Mundane object (archaic xenos origins)<br>"
var/obj/item/weapon/archaeological_find/A = scanned_item
if(A.speaking_to_players)
data = " - Exhibits properties consistent with sonic reproduction.<br>"
if(A.listening_to_players)
data = " - Exhibits properties similar to audio capture technology.<br>"
var/anom_found = 0
if(G)
data = " - Spectometric analysis on mineral sample has determined type [finds_as_strings[responsive_carriers.Find(G.source_mineral)]]<br>"
if(G.age_billion > 0)
data += " - Radiometric dating shows age of [G.age_billion].[G.age_million] billion years<br>"
else if(G.age_million > 0)
data += " - Radiometric dating shows age of [G.age_million].[G.age_thousand] million years<br>"
else
data += " - Radiometric dating shows age of [G.age_thousand * 1000 + G.age] years<br>"
data += " - Chromatographic analysis shows the following materials present:<br>"
for(var/carrier in G.find_presence)
if(G.find_presence[carrier])
var/index = responsive_carriers.Find(carrier)
if(index > 0 && index <= finds_as_strings.len)
data += " > [100 * G.find_presence[carrier]]% [finds_as_strings[index]]<br>"
if(G.artifact_id && G.artifact_distance >= 0)
anom_found = 1
data += " - Hyperspectral imaging reveals exotic energy wavelength detected with ID: [G.artifact_id]<br>"
data += " - Fourier transform analysis on anomalous energy absorption indicates energy source located inside emission radius of [G.artifact_distance]m<br>"
if(!anom_found)
data += " - No anomalous data<br>"
P.info = "<b>[src] analysis report #[report_num]</b><br>"
P.info += "<b>Scanned item:</b> [scanned_item.name]<br><br>" + data
last_scan_data = P.info
P.loc = src.loc
scanned_item.loc = src.loc
scanned_item = null
/obj/machinery/radiocarbon_spectrometer/Topic(href, href_list)
if(stat & (NOPOWER|BROKEN))
return 0 // don't update UIs attached to this object
if(href_list["scanItem"])
if(scanning)
stop_scanning()
else
if(scanned_item)
if(scanner_seal_integrity > 0)
scanner_progress = 0
scanning = 1
t_left_radspike = pick(5,10,15)
usr << "<span class='notice'>Scan initiated.</span>"
else
usr << "<span class='warning'>Could not initiate scan, seal requires replacing.</span>"
else
usr << "<span class='warning'>Insert an item to scan.</span>"
if(href_list["maserWavelength"])
maser_wavelength = max(min(maser_wavelength + 1000 * text2num(href_list["maserWavelength"]), 10000), 1)
if(href_list["coolantRate"])
coolant_usage_rate = max(min(coolant_usage_rate + text2num(href_list["coolantRate"]), 10000), 0)
if(href_list["toggle_rad_shield"])
if(rad_shield)
rad_shield = 0
else
rad_shield = 1
if(href_list["ejectItem"])
if(scanned_item)
scanned_item.loc = src.loc
scanned_item = null
add_fingerprint(usr)
return 1 // update UIs attached to this object
+41 -146
View File
@@ -49,6 +49,8 @@
<li><b>Core sampler</b> - use this to take core samples from rock faces, which you can then run to the lab for analysis.</li>
<li><b>Depth scanner</b> - uses x-ray diffraction to locate anomalous densities in rock, indicating archaeological deposits or mineral veins.
Comes with a handy reference log containing co-ordinates and time of each scan.</li>
<li><b>Alden-Saraspova counter</b> - uses a patented application of Fourier Transform analysis to determine the difference between background and
exotic radiation. Use it to determine how far you are from anomalous energy sources.</li>
<li><b>Radio beacon locater</b> - leave a beacon at an item of interest, then track it down later with this handy gadget. Watch for interference from other
devices though.</li>
<li><b>Flashlight or portable light source</b> - Self explanatory, I hope.</li>
@@ -129,51 +131,50 @@
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Terms">A note on terms</a></li>
<li><a href="#Isotope">Isotope ratio spectrometer</a></li>
<li><a href="#Accelerator">Accelerator spectrometer</a></li>
<li><a href="#Gas">Gas chromatography spectrometer</a></li>
<li><a href="#Ion">Ion mobility spectrometer</a></li>
<li><a href="#Analysis">Analysis progression</a></li>
<li><a href="#Heat">Heat management</a></li>
<li><a href="#Radiation">Ambient radiation</a></li>
</ol>
<br>
<h1><a name="Terms">A note on terms</a></h1>
<list>
<li><b>Dissonance ratio</b> - This is a pseudoarbitrary value indicating the overal presence of a particular element in a greater composite.
It takes into account volume, density, molecular excitation and isotope spread.</li>
<li><b>Mass spectrometry</b> - MS is the procedure used used to measure and quantify the components of matter. The most prized tool in the field of
'Materials analysis'</li>
<li><b>Radiometric dating</b> - MS applied using the right carrier reagents can be used to accurately determine the age of a sample.</li>
<li><b>Sample specifity</b> - A pseudoarbitrary value used to indicate how well a sample resonates with the employed carrier reagent. Great specifity
(material resonance) indicates that there is much of the carrier reagent present in the sample.</li>
<li><b>Dissonance ratio</b> - This is a pseudoarbitrary value indicating the overal presence of a particular element in a greater composite.
It takes into account volume, density, molecular excitation and isotope spread.</li>
<li><b>Vacuum seal integrity</b> - A reference to how close an airtight seal is to failure.</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="Isotope">Isotope ratio spectrometer</a></h1>
Isotope ratio mass spectrometers work by coating a small surface with a semiliquid <i>stationary phase</i> consisting of the sample to be
analysed, and recording it's interactions with a gaseous <i>mobile phase</i> comprised of an inert or nonreactive gas such as helium or nitrogen.<br>
<h1><a name="Analysis">Analysis progression</a></h1>
Modern mass spectrometry requires constant attention from the diligant researcher in order to be successul. There are many different elements to juggle,
and later chapters will delve into them. For the spectrometry assistant, the first thing you need to know is that the scanner wavelength is automatically
calculated for you. Just tweak the settings and try to match it with the actual wavelength as closely as possible.<br>
<br>
IRMS are employed as radiometric daters, extremely accurate but only so up to ages of one billion years.<br>
<a href="#Contents">Contents</a>
<h1><a name="Accelerator">Accelerator spectrometer</a></h1>
The accelerator mass spectrometer works by accelerating ions to extraordinarily high kinetic energies before mass analysis. The special strength of AMS is
isolate rare or low-strength isotopes, making it able to determine much greater ages with reasonable accuracy.<br>
<h1><a name="Seal">Seal integrity</a></h1>
In order to maintain sterile and environmentally static procedures, a special chamber is setup inside the spectrometer. It's protected by a proprietary vacuum seal
produced by top tier industrial science. It will only last for a certain number of scans before failing outright, but it can be resealed through use of nanite paste.
Unfortunately, it's susceptible to malforming under heat stress so exposing it to higher temperatures will cause it's operation life to drop significantly.<br>
<br>
AMS are employed as extreme age radiometric daters, able to determine the age of the sample on a scale of billions of years.
They are commonly located in geology and archaeology laboratories.<br>
<a href="#Contents">Contents</a>
<h1><a name="Gas">Gas chromatography spectrometer</a></h1>
Gas-liquid chromatography mass spectrometers work by coating a small surface with a semiliquid <i>stationary phase</i> consisting of the sample to be
analysed, and recording it's interactions with a gaseous <i>mobile phase</i> comprised of an inert or nonreactive gas such as helium or nitrogen.<br>
<h1><a name="Heat">Heat management</a></h1>
The scanner relies on a gyro-rotational system that varies in speed and intensity. Over the course of an ordinary scan, the RPMs can change dramatically. Higher RPMs
means greater heat generation, but is necessary for the ongoing continuation of the scan. To offset heat production, spectrometers have an inbuilt cooling system.
Researchers can modify the flow rate of coolant to aid in dropping temperature as necessary, but are advised that frequent coolant replacements may be necessary
depending on coolant purity. Water and substances such as cryoxadone are viable substitutes, but nowhere near as effective as pure coolant itself.<br>
<br>
GLCS are employed in forensic and geological analysis to determine what elements are present in a sample.<br>
<a href="#Contents">Contents</a>
<h1><a name="Ion">Ion mobility spectrometer</a></h1>
Ion mobility mass spectrometers work by examining the mobility of ionized molecules in an inert carrier gas<br>
<h1><a name="Radiation">Ambient radiation</a></h1>
Researchers are warned that while operational, mass spectrometers emit period bursts of radiation and are thus advised to wear protective gear. In the event of
radiation spikes, there is also a special shield that can be lowered to block emissions. Lowering this, however, will have the effect of blocking the scanner
so use it sparingly.<br>
<br>
IMS returns a dissonance ratio over the scanned sample and carrier reagent, indicating the average total presence of the sample.<br>
<a href="#Contents">Contents</a>
</body>
@@ -197,67 +198,17 @@
</head>
<body>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Terms">Some useful phrases for you</a></li>
<li><a href="#Sample">Sample preparation and analysis</a></li>
<li><a href="#Fourier">Fourier transform spectroscope</a></li>
<li><a href="#Hyperspectral">Hyperspectral Imager</a></li>
</ol>
<br>
<h1><a name="Terms">Some useful phrases for you</a></h1>
<list>
<li><b>Spectroscopy</b> - Spectroscopy is the study of the behaviour of light, commonly used in the 26th century for analysis of anomalous
behaviour of energy or light.</li>
<li><b>Sample specifity</b> - A pseudoarbitrary value used to indicate how well a sample resonates with the employed carrier reagent. Great specifity
(material resonance) indicates that there is much of the carrier reagent present in the sample.</li>
<li><b>Anomalies</b> - Inexplicable or uncategorised occurrences in the cosmos. A fascinating and dangerous study is made to determine the function of
these rare finds, and the term is often applied to describe technology left behind by vastly superior ancient alien forerunners.</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="Sample">Sample preparation and analysis</a></h1>
When you are readying your spectrometry lab for analysis, you'll need to make sure the sample is in a form the machines can glean data from.
<list>
<li><b>Obtain material sample</b> - This should be an ordinary chunk of matter the size of your finger, a good example is a 6mm rock core.</li>
<li><b>Run density separation treatment</b> - Perform the DST procedure on your sample, following generic specifications.</li>
<li><b>Ensure sample purity</b> - DST can sometimes leave behind chemical waste or chunks of matter, make sure there aren't any before proceeding.</li>
<li><b>Prepare analysis tray</b> - A sample tray holds a miniscule amount of liquid (2u), but that's all that our spectrometers require for a good reading.</li>
<li><b>Choose carrier reagent</b> - Standard spectrometers require 1u of the material sample, and 1u of a 'carrier' reagent to provide control comparison
and to enable refraction inferencing.</li>
<li><b>Insert sample tray into machine</b> - And press the 'Go' button. Now go make a cup of coffee.</li>
<li><b>Monitor machine heat levels</b> - The upper end mass spectrometers have quite complex internals, and have a tendency to critically overheat.
Make sure the heat limit isn't exceeded, or there may be potentially disastrous consequences.</li>
<li><b>Examine analysis report</b> - it won't always make sense or provide the information you hoped for, but if you've been careful during DST and ensured
sample integrity, then there's always something to be learnt. Just don't lose the paperwork!</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="Fourier">Fourier transform spectroscope</a></h1>
The FTS measures temporal coherence of radiating energy, then applies time-and-space domain measurements on the collected emission data. The collective
procedure is known as the <i>Fourier Transform Procedure,</i> with the mathematical algorithms dating back to the 19th century on Earth.<br>
<br>
As well as providing background energy readings, an FTS calculates the approximate distance and direction towards any anomalous energy signatures from
the location the scanned sample was taken from.<br>
<a href="#Contents">Contents</a>
<h1><a name="Hyperspectral">Hyperspectral Imager</a></h1>
The imager scans and collates spectral energy signatures from across the electromagnetic spectrum. The collected data is then presented to the viewer in
graph form, with any anomalous (uncatalogued or unidentified) energy signatures highlighted.<br>
<br>
As well as visualising background energy readings, a hyperspectral imager will isolate and identify any anomalous energy signatures in the sample.<br>
<a href="#Contents">Contents</a>
</body>
</html>
It's perhaps one of the most exciting times to be alive, with the recent breakthroughs in understanding and categorisation of things we may one day no longer call
'anomalies,' but rather 'infrequent or rare occurrences of certain celestial weather or phenomena.' Perhaps a little more long winded, but no less eloquent all the
same! Why, look at the strides we're making in piercing the walls of bluespace or our steadily improving ability to clarify and stabilise subspace emissions; it's
certainly an exciting time to be alive. For the moment the Hydrolian hasn't seen two spatial anomalies alike but the day will come and it is soon, I can feel it.
"}
/obj/item/weapon/book/manual/materials_chemistry_analysis
name = "Chemical preparation for materials analysis"
name = "Materials analysis and the chemical implications"
icon_state = "chemistry"
author = "Jasper Pascal, Senior Lecturer in Materials Analysis at the University of Jol'Nar"
title = "Chemical preparation for materials analysis"
title = "Materials analysis and the chemical implications"
dat = {"<html>
<head>
<style>
@@ -270,70 +221,13 @@
</head>
<body>
<h1><a name="Contents">Contents</a></h1>
<ol>
<li><a href="#Terms">Relevant words and their meanings</a></li>
<li><a href="#Sample">Sample preparation for spectrometry/spectroscopy</a></li>
<li><a href="#DST">Density Separation Treatment</a></li>
<li><a href="#Carrier">Choosing a carrier reagent</a></li>
</ol>
In today's high tech research fields, leaps and bounds are being made every day. Whether it's great strides forward in our understanding of the physical universe
or the operation of some fancy new piece of equipment, it seems like all the cool fields are producing new toys to play with leaving doddery old fields such as
materials analysis and chemistry relegated to the previous few centuries, when we were still learning the makeup and structure of the elements.<br>
<br>
<h1><a name="Terms">Relevant words and their meanings</a></h1>
<list>
<li><b>Dissonance ratio</b> - This is a pseudoarbitrary value indicating the overal presence of a particular element in a greater composite.
It takes into account volume, density, molecular excitation and isotope spread.</li>
<li><b>Density separation treatment</b> - The DST procedure purifies a sample, removing any unwanted matter to ensure the finest scan resolution possible.</li>
<li><b>Mass spectrometry</b> - MS is the procedure used used to measure and quantify the components of matter. The most prized tool in the field of
'Materials analysis'</li>
<li><b>Spectroscopy</b> - Spectroscopy is the study of the behaviour of light, commonly used in the 26th century for analysis of anomalous
behaviour of energy or light.</li>
<li><b>Sample specifity</b> - A pseudoarbitrary value used to indicate how well a sample resonates with the employed carrier reagent. Great specifity
(material resonance) indicates that there is much of the carrier reagent present in the sample.</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="Sample">Sample preparation for spectrometry/spectroscopy</a></h1>
When you are readying your spectrometry lab for analysis, you'll need to make sure the sample is in a form the machines can glean data from.
<list>
<li><b>Obtain material sample</b> - This should be an ordinary chunk of matter the size of your finger, a good example is a 6mm rock core.</li>
<li><b>Run density separation treatment</b> - Perform the DST procedure on your sample, following generic specifications.</li>
<li><b>Ensure sample purity</b> - DST can sometimes leave behind chemical waste or chunks of matter, make sure there aren't any before proceeding.</li>
<li><b>Prepare analysis tray</b> - A sample tray holds a miniscule amount of liquid (2u), but that's all that our spectrometers require for a good reading.</li>
<li><b>Choose carrier reagent</b> - Standard spectrometers require 1u of the material sample, and 1u of a 'carrier' reagent to provide control comparison
and to enable refraction inferencing.</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="DST">Density Separation Treatment</a></h1>
<list>
<li><b>Obtain material sample</b> - This should be an ordinary chunk of matter the size of your finger, a good example is a 6mm rock core.</li>
<li><b>Grind material to powder</b> - In order to treat the material, we have to have the sample in it's basest form.</li>
<li><b>Prepare separator solution</b> - A chemical solution called LiNa2WO4, or <i>Lithium Sodium Tungstate</i> must be prepared to separate
the the denser clumps of matter out of the refined sample. This is done by mixing 1 part lithium, 2 parts sodium, 1 part tungsten, 4 parts oxygen.</li>
<li><b>Mix separator with sample</b> - The resulting mixture is very close to the final product, but make sure to extract any leftover reagents and
the chemical waste byproduct.</li>
<li><b>Bring sample to boil</b> - Using a standard bunsen burner, bring the mixture containing at least 5u of DST to a boil to vaporise the remaining unwanted matter. Remember
to again clear out any waste byproducts.</li>
</list><br>
<a href="#Contents">Contents</a>
<h1><a name="Carrier">Choosing a carrier reagent</a></h1>
Below is a list of the most commonly used scan carrier reagents, and the particular molecules they resonate most strongly with:
<list>
<li><b>Carbon</b> - Trace organic cells, typically used for carbon dating of organic remains.</li>
<li><b>Potassium</b> - Long exposure particles floating in the depths of space, such as meteorites.</li>
<li><b>Hydrogen</b> - Trace water particles.</li>
<li><b>Nitrogen</b> - Crystalline structures.</li>
<li><b>Mercury</b> - Metallic derivatives such as ferritic elements and pure metallic substances.</li>
<li><b>Iron</b> - Metallic composites such as alloys and atomic structures that are metallic in nature.</li>
<li><b>Chlorine</b> - Metamorphic/igneous rock composite.</li>
<li><b>Phosphorus</b> - Metamorphic/sedimentary rock composite.</li>
<li><b>Plasma</b> - Anomalous materials such as bluespace phased composites that are not fully understood by modern science.</li>
</list><br>
<a href="#Contents">Contents</a>
</body>
</html>
Well, when you're out there building the next gryo-whatsitron or isotope mobility thingummy, remember how the field of archaeology experienced a massive new rebirth
following the excavations at Paranol IV and consider how all of the scientific greats will come crawling back to basic paradigms of natural philosophy when they discover
a new element that defies classification. I defy you to classify it without reviving this once great field!
"}
/obj/item/weapon/book/manual/anomaly_testing
@@ -391,10 +285,11 @@
matter composites that are spatially fixed relative to the source.<br>
<br>
By taking samples of such 'fixed' matter, we can apply complex analytics such as the modified Fourier Transform Procedure to reverse engineer the path of the
energy, and determine the approximate distance and direction that the energy source is, relative to the sample's point in space.<br>
energy, and determine the approximate distance and direction that the energy source is, relative to the sample's point in space. Modern portable devices can do
all this purely by taking readings of local radiation.<br>
<br>
A canny researcher can thusly analyse material samples from pre-chosen points strategically scattered around an area, and if there are any anomalous energy
emissions in range of those points, combined they can direct the researcher to the source.<br>
A canny researcher can thusly analyse radiationat pre-chosen points strategically scattered around an area, and if there are any anomalous energy
emissions in range of those points, combined the researcher can triangulate the source.<br>
<a href="#Contents">Contents</a>
<h1><a name="Synthetic">Harvesting and utilising anomalous energy signatures</a></h1>

Some files were not shown because too many files have changed in this diff Show More