This commit is contained in:
DJSnapshot
2014-02-04 15:10:13 -08:00
519 changed files with 31380 additions and 24560 deletions

20
.travis.yml Normal file
View File

@@ -0,0 +1,20 @@
#pretending we're C because otherwise ruby will initialize, even with "language: dm".
language: c
env:
BYOND_MAJOR="503"
BYOND_MINOR="1224"
before_install:
- sudo apt-get update -qq
- sudo apt-get install libc6:i386 libgcc1:i386 libstdc++6:i386 -qq
install:
- curl "http://www.byond.com/download/build/${BYOND_MAJOR}/${BYOND_MAJOR}.${BYOND_MINOR}_byond_linux.zip" -o byond.zip
- unzip byond.zip
- cd byond
- sudo make install
- cd ..
script:
- DreamMaker baystation12.dme

View File

@@ -1,5 +1,5 @@
Baystation12
Copyright (C) 2010-2013 Baystation12 and tgstation13.
Copyright (C) 2010-2014 Baystation12 and tgstation13.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by

View File

@@ -78,6 +78,8 @@
#include "code\controllers\autotransfer.dm"
#include "code\controllers\configuration.dm"
#include "code\controllers\failsafe.dm"
#include "code\controllers\hooks-defs.dm"
#include "code\controllers\hooks.dm"
#include "code\controllers\lighting_controller.dm"
#include "code\controllers\master_controller.dm"
#include "code\controllers\shuttle_controller.dm"
@@ -176,9 +178,14 @@
#include "code\game\area\ai_monitored.dm"
#include "code\game\area\areas.dm"
#include "code\game\area\Space Station 13 areas.dm"
#include "code\game\dna\dna.dm"
#include "code\game\dna\dna_misc.dm"
#include "code\game\dna\dna2.dm"
#include "code\game\dna\dna2_domutcheck.dm"
#include "code\game\dna\dna2_helpers.dm"
#include "code\game\dna\dna_modifier.dm"
#include "code\game\dna\genes\disabilities.dm"
#include "code\game\dna\genes\gene.dm"
#include "code\game\dna\genes\monkey.dm"
#include "code\game\dna\genes\powers.dm"
#include "code\game\gamemodes\events.dm"
#include "code\game\gamemodes\factions.dm"
#include "code\game\gamemodes\game_mode.dm"
@@ -223,6 +230,7 @@
#include "code\game\gamemodes\malfunction\malfunction.dm"
#include "code\game\gamemodes\meteor\meteor.dm"
#include "code\game\gamemodes\meteor\meteors.dm"
#include "code\game\gamemodes\ninja\ninja.dm"
#include "code\game\gamemodes\nuclear\nuclear.dm"
#include "code\game\gamemodes\nuclear\nuclearbomb.dm"
#include "code\game\gamemodes\nuclear\pinpointer.dm"
@@ -264,6 +272,7 @@
#include "code\game\machinery\cloning.dm"
#include "code\game\machinery\constructable_frame.dm"
#include "code\game\machinery\cryo.dm"
#include "code\game\machinery\cryopod.dm"
#include "code\game\machinery\deployable.dm"
#include "code\game\machinery\door_control.dm"
#include "code\game\machinery\doppler_array.dm"
@@ -436,6 +445,7 @@
#include "code\game\objects\effects\decals\Cleanable\humans.dm"
#include "code\game\objects\effects\decals\Cleanable\misc.dm"
#include "code\game\objects\effects\decals\Cleanable\robots.dm"
#include "code\game\objects\effects\decals\Cleanable\tracks.dm"
#include "code\game\objects\effects\spawners\bombspawner.dm"
#include "code\game\objects\effects\spawners\gibspawner.dm"
#include "code\game\objects\effects\spawners\vaultspawner.dm"
@@ -609,6 +619,7 @@
#include "code\game\objects\structures\crates_lockers\closets\secure\cargo.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\engineering.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\freezer.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\guncabinet.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\hydroponics.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\medical.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\personal.dm"
@@ -651,7 +662,6 @@
#include "code\modules\admin\holder2.dm"
#include "code\modules\admin\IsBanned.dm"
#include "code\modules\admin\NewBan.dm"
#include "code\modules\admin\newbanjob.dm"
#include "code\modules\admin\player_notes.dm"
#include "code\modules\admin\player_panel.dm"
#include "code\modules\admin\topic.dm"
@@ -680,6 +690,9 @@
#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"
@@ -776,6 +789,7 @@
#include "code\modules\economy\TradeDestinations.dm"
#include "code\modules\events\alien_infestation.dm"
#include "code\modules\events\blob.dm"
#include "code\modules\events\borers.dm"
#include "code\modules\events\brand_intelligence.dm"
#include "code\modules\events\carp_migration.dm"
#include "code\modules\events\comms_blackout.dm"
@@ -817,6 +831,7 @@
#include "code\modules\maps\reader.dm"
#include "code\modules\maps\swapmaps.dm"
#include "code\modules\maps\writer.dm"
#include "code\modules\mining\abandonedcrates.dm"
#include "code\modules\mining\machine_input_output_plates.dm"
#include "code\modules\mining\machine_processing.dm"
#include "code\modules\mining\machine_stacking.dm"
@@ -824,10 +839,12 @@
#include "code\modules\mining\mine_areas.dm"
#include "code\modules\mining\mine_items.dm"
#include "code\modules\mining\mine_turfs.dm"
#include "code\modules\mining\minerals.dm"
#include "code\modules\mining\mint.dm"
#include "code\modules\mining\money_bag.dm"
#include "code\modules\mining\ores_coins.dm"
#include "code\modules\mining\satchel_ore_boxdm.dm"
#include "code\modules\mob\abilities.dm"
#include "code\modules\mob\death.dm"
#include "code\modules\mob\emote.dm"
#include "code\modules\mob\inventory.dm"
@@ -1093,6 +1110,7 @@
#include "code\modules\projectiles\guns\projectile\pistol.dm"
#include "code\modules\projectiles\guns\projectile\pneumatic.dm"
#include "code\modules\projectiles\guns\projectile\revolver.dm"
#include "code\modules\projectiles\guns\projectile\rocket.dm"
#include "code\modules\projectiles\guns\projectile\shotgun.dm"
#include "code\modules\projectiles\projectile\animate.dm"
#include "code\modules\projectiles\projectile\beams.dm"
@@ -1123,8 +1141,10 @@
#include "code\modules\reagents\reagent_containers\robodropper.dm"
#include "code\modules\reagents\reagent_containers\spray.dm"
#include "code\modules\reagents\reagent_containers\syringes.dm"
#include "code\modules\reagents\reagent_containers\food\cans.dm"
#include "code\modules\reagents\reagent_containers\food\condiment.dm"
#include "code\modules\reagents\reagent_containers\food\drinks.dm"
#include "code\modules\reagents\reagent_containers\food\sandwich.dm"
#include "code\modules\reagents\reagent_containers\food\snacks.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\bottle.dm"
#include "code\modules\reagents\reagent_containers\food\drinks\drinkingglass.dm"
@@ -1154,7 +1174,6 @@
#include "code\modules\research\xenoarchaeology\geosample.dm"
#include "code\modules\research\xenoarchaeology\manuals.dm"
#include "code\modules\research\xenoarchaeology\misc.dm"
#include "code\modules\research\xenoarchaeology\readme.dm"
#include "code\modules\research\xenoarchaeology\artifact\artifact.dm"
#include "code\modules\research\xenoarchaeology\artifact\artifact_autocloner.dm"
#include "code\modules\research\xenoarchaeology\artifact\artifact_crystal.dm"
@@ -1190,22 +1209,18 @@
#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"
@@ -1238,11 +1253,16 @@
#include "code\modules\surgery\eye.dm"
#include "code\modules\surgery\face.dm"
#include "code\modules\surgery\generic.dm"
#include "code\modules\surgery\headreattach.dm"
#include "code\modules\surgery\implant.dm"
#include "code\modules\surgery\other.dm"
#include "code\modules\surgery\ribcage.dm"
#include "code\modules\surgery\robolimbs.dm"
#include "code\modules\surgery\surgery.dm"
#include "code\modules\telesci\bscrystal.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"
@@ -1291,15 +1311,16 @@
#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\Chinsky\guestpass.dm"
#include "code\WorkInProgress\Cib\MedicalSideEffects.dm"
#include "code\WorkInProgress\kilakk\fax.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm"
#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"

View File

@@ -338,13 +338,13 @@
return
/*
Alt-click to ventcrawl - Monkeys, aliens, and slimes
Alt-click to ventcrawl - Monkeys, aliens, slimes and mice.
This is a little buggy but somehow that just seems to plague ventcrawl.
I am sorry, I don't know why.
*/
/obj/machinery/atmospherics/unary/vent_pump/AltClick(var/mob/living/carbon/ML)
/obj/machinery/atmospherics/unary/vent_pump/AltClick(var/mob/living/ML)
if(istype(ML))
var/list/ventcrawl_verbs = list(/mob/living/carbon/monkey/verb/ventcrawl, /mob/living/carbon/alien/verb/ventcrawl, /mob/living/carbon/slime/verb/ventcrawl)
var/list/ventcrawl_verbs = list(/mob/living/carbon/monkey/verb/ventcrawl, /mob/living/carbon/alien/verb/ventcrawl, /mob/living/carbon/slime/verb/ventcrawl,/mob/living/simple_animal/mouse/verb/ventcrawl)
if(length(ML.verbs & ventcrawl_verbs)) // alien queens have this removed, an istype would be complicated
ML.handle_ventcrawl(src)
return

View File

@@ -149,10 +149,6 @@ datum/pipeline
air.merge(air_sample)
//turf_air already modified by equalize_gases()
if(istype(target) && !target.processing)
if(target.air)
if(target.air.check_tile_graphic())
target.update_visuals(target.air)
if(network)
network.update = 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)
@@ -1130,7 +1130,7 @@ obj/machinery/atmospherics/pipe/attackby(var/obj/item/weapon/W as obj, var/mob/u
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE)
user << "\red You cannot unwrench this [src], it too exerted due to internal pressure."
user << "<span class='warning'>You cannot unwrench [src], it is too exerted due to internal pressure.</span>"
add_fingerprint(user)
return 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)

View File

@@ -204,7 +204,7 @@
var/obj/structure/closet/crate/freezer/C = new(src.loc)
var/num = rand(2,6)
var/new_type = pick(
/obj/item/weapon/reagent_containers/food/drinks/beer, \
/obj/item/weapon/reagent_containers/food/drinks/cans/beer, \
/obj/item/weapon/reagent_containers/food/drinks/tea, \
/obj/item/weapon/reagent_containers/food/drinks/dry_ramen, \
/obj/item/weapon/reagent_containers/food/snacks/candiedapple, \

View File

@@ -10,9 +10,6 @@
construction_storage
name = "\improper Construction storage"
locker
name = "\improper Locker room"
atmos_storage
name = "\improper Atmos storage"
icon_state = "engine_storage"
@@ -69,7 +66,11 @@
//icon_state = "engine_portgyro"
storage
name = "\improper Engineering hallway"
name = "\improper Engineering Storage"
icon_state = "engine_storage"
storage_hard
name = "\improper Engineering Hard Storage"
icon_state = "engine_storage"
hallway

View File

@@ -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

View File

@@ -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

View File

@@ -17,35 +17,34 @@
/obj/item/ashtray/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (health < 1)
return
if (istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/weapon/match))
if(user)
if (contents.len >= max_butts)
user << "This ashtray is full."
return
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
if (istype(W,/obj/item/weapon/cigbutt) || istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/weapon/match))
if (contents.len >= max_butts)
user << "This ashtray is full."
return
user.u_equip(W)
W.loc = src
if (istype(W,/obj/item/clothing/mask/cigarette))
var/obj/item/clothing/mask/cigarette/cig = W
if (cig.lit == 1)
src.visible_message("[user] crushes [cig] in [src], putting it out.")
cig.smoketime = 0
processing_objects.Remove(cig)
var/obj/item/butt = new cig.type_butt(src)
cig.transfer_fingerprints_to(butt)
del(cig)
else if (cig.lit == 0)
if(istype(cig, /obj/item/weapon/match))
user << "You place [cig] in [src] without even lighting it. Why would you do that?"
else
user << "You place [cig] in [src] without even smoking it. Why would you do that?"
else if (cig.lit == -1)
src.visible_message("[user] places [cig] in [src].")
user.update_inv_l_hand()
user.update_inv_r_hand()
add_fingerprint(user)
if (contents.len == max_butts)
icon_state = icon_full
desc = empty_desc + " It's stuffed full."
else if (contents.len > max_butts/2)
icon_state = icon_half
desc = empty_desc + " It's half-filled."
user << "You place [cig] in [src] without even smoking it. Why would you do that?"
src.visible_message("[user] places [W] in [src].")
user.update_inv_l_hand()
user.update_inv_r_hand()
add_fingerprint(user)
if (contents.len == max_butts)
icon_state = icon_full
desc = empty_desc + " It's stuffed full."
else if (contents.len > max_butts/2)
icon_state = icon_half
desc = empty_desc + " It's half-filled."
else
health = max(0,health - W.force)
user << "You hit [src] with [W]."
@@ -62,7 +61,6 @@
if (contents.len)
src.visible_message("\red [src] slams into [hit_atom] spilling its contents!")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc
icon_state = icon_empty
return ..()
@@ -70,7 +68,6 @@
/obj/item/ashtray/proc/die()
src.visible_message("\red [src] shatters spilling its contents!")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc
icon_state = icon_broken

View File

@@ -0,0 +1,186 @@
/////////////////////////////////////////////
//Guest pass ////////////////////////////////
/////////////////////////////////////////////
/obj/item/weapon/card/id/guest
name = "guest pass"
desc = "Allows temporary access to station areas."
icon_state = "guest"
var/temp_access = list() //to prevent agent cards stealing access as permanent
var/expiration_time = 0
var/reason = "NOT SPECIFIED"
/obj/item/weapon/card/id/guest/GetAccess()
if (world.time > expiration_time)
return access
else
return temp_access
/obj/item/weapon/card/id/guest/examine()
..()
if (world.time < expiration_time)
usr << "\blue This pass expires at [worldtime2text(expiration_time)]."
else
usr << "\red It expired at [worldtime2text(expiration_time)]."
/obj/item/weapon/card/id/guest/read()
if (world.time > expiration_time)
usr << "This pass expired at [worldtime2text(expiration_time)]."
else
usr << "This pass expires at [worldtime2text(expiration_time)]."
usr << "It grants access to following areas:"
for (var/A in temp_access)
usr << "[get_access_desc(A)]."
usr << "Issuing reason: [reason]."
return
/////////////////////////////////////////////
//Guest pass terminal////////////////////////
/////////////////////////////////////////////
/obj/machinery/computer/guestpass
name = "guest pass terminal"
icon_state = "guest"
density = 0
var/obj/item/weapon/card/id/giver
var/list/accesses = list()
var/giv_name = "NOT SPECIFIED"
var/reason = "NOT SPECIFIED"
var/duration = 0
var/list/internal_log = list()
var/mode = 0 // 0 - making pass, 1 - viewing logs
/obj/machinery/computer/guestpass/New()
..()
uid = "[rand(100,999)]-G[rand(10,99)]"
/obj/machinery/computer/guestpass/attackby(obj/O, mob/user)
if(istype(O, /obj/item/weapon/card/id))
user.drop_item()
O.loc = src
giver = O
updateUsrDialog()
/obj/machinery/computer/guestpass/attack_ai(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/guestpass/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/guestpass/attack_hand(var/mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat
if (mode == 1) //Logs
dat += "<h3>Activity log</h3><br>"
for (var/entry in internal_log)
dat += "[entry]<br><hr>"
dat += "<a href='?src=\ref[src];action=print'>Print</a><br>"
dat += "<a href='?src=\ref[src];mode=0'>Back</a><br>"
else
dat += "<h3>Guest pass terminal #[uid]</h3><br>"
dat += "<a href='?src=\ref[src];mode=1'>View activity log</a><br><br>"
dat += "Issuing ID: <a href='?src=\ref[src];action=id'>[giver]</a><br>"
dat += "Issued to: <a href='?src=\ref[src];choice=giv_name'>[giv_name]</a><br>"
dat += "Reason: <a href='?src=\ref[src];choice=reason'>[reason]</a><br>"
dat += "Duration (minutes): <a href='?src=\ref[src];choice=duration'>[duration] m</a><br>"
dat += "Access to areas:<br>"
if (giver && giver.access)
for (var/A in giver.access)
var/area = get_access_desc(A)
if (A in accesses)
area = "<b>[area]</b>"
dat += "<a href='?src=\ref[src];choice=access;access=[A]'>[area]</a><br>"
dat += "<br><a href='?src=\ref[src];action=issue'>Issue pass</a><br>"
user << browse(dat, "window=guestpass;size=400x520")
onclose(user, "guestpass")
/obj/machinery/computer/guestpass/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if (href_list["mode"])
mode = text2num(href_list["mode"])
if (href_list["choice"])
switch(href_list["choice"])
if ("giv_name")
var/nam = input("Person pass is issued to", "Name", name)
if (nam)
giv_name = nam
if ("reason")
var/reas = input("Reason why pass is issued", "Reason", reason)
reason = reas
if ("duration")
var/dur = input("Duration (in minutes) during which pass is valid.", "Duration") as num
if (dur > 0 && dur < 30)
duration = dur
else
usr << "\red Invalid duration."
if ("access")
var/A = text2num(href_list["access"])
if (A in accesses)
accesses.Remove(A)
else
accesses.Add(A)
if (href_list["action"])
switch(href_list["action"])
if ("id")
if (giver)
if(ishuman(usr))
giver.loc = usr.loc
if(!usr.get_active_hand())
usr.put_in_hands(giver)
giver = null
else
giver.loc = src.loc
giver = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
I.loc = src
giver = I
updateUsrDialog()
if ("print")
var/dat = "<h3>Activity log of guest pass terminal #[uid]</h3><br>"
for (var/entry in internal_log)
dat += "[entry]<br><hr>"
//usr << "Printing the log, standby..."
//sleep(50)
var/obj/item/weapon/paper/P = new/obj/item/weapon/paper( loc )
P.name = "activity log"
P.info = dat
if ("issue")
if (giver)
var/number = add_zero("[rand(0,9999)]", 4)
var/entry = "\[[worldtime2text()]\] Pass #[number] issued by [giver.registered_name] ([giver.assignment]) to [giv_name]. Reason: [reason]. Grants access to following areas: "
for (var/i=1 to accesses.len)
var/A = accesses[i]
if (A)
var/area = get_access_desc(A)
entry += "[i > 1 ? ", [area]" : "[area]"]"
entry += ". Expires at [worldtime2text(world.time + duration*10*60)]."
internal_log.Add(entry)
var/obj/item/weapon/card/id/guest/pass = new(src.loc)
pass.temp_access = accesses.Copy()
pass.registered_name = giv_name
pass.expiration_time = world.time + duration*10*60
pass.reason = reason
pass.name = "guest pass #[number]"
else
usr << "\red Cannot issue pass without issuing ID."
updateUsrDialog()
return

View File

@@ -83,7 +83,7 @@
/datum/medical_effect/headache
name = "Headache"
triggers = list("cryoxadone" = 10, "bicaridine" = 15, "tricordrazine" = 15)
cures = list("alkysine", "tramadol")
cures = list("alkysine", "tramadol", "paracetamol", "oxycodone")
cure_message = "Your head stops throbbing..."
/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength)

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)

View File

@@ -0,0 +1,265 @@
#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(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
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, 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 )
//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 / max(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)
if(Adjacent(user))
return attack_hand(user)
else
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
return
/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
/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 bursts into flames 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)

View File

@@ -120,7 +120,7 @@
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = "/obj/structure/closet"
var/objholder = /obj/structure/closet
Click(location, control, params)
var/list/pa = params2list(params)
@@ -145,13 +145,13 @@
if(1)
return 1
if(2)
objholder = input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet")
var/list/removed_paths = list("/obj/effect/bhole")
if(objholder in removed_paths)
objholder = text2path(input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet"))
if(!ispath(objholder))
objholder = /obj/structure/closet
alert("That path is not allowed.")
objholder = "/obj/structure/closet"
else if (dd_hasprefix(objholder, "/mob") && !check_rights(R_DEBUG,0))
objholder = "/obj/structure/closet"
else
if(ispath(objholder,/mob) && !check_rights(R_DEBUG,0))
objholder = /obj/structure/closet
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
@@ -234,8 +234,12 @@
WIN.dir = NORTHWEST
if(2)
if(pa.Find("left"))
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.dir = holder.builddir.dir
if(ispath(holder.buildmode.objholder,/turf))
var/turf/T = get_turf(object)
T.ChangeTurf(holder.buildmode.objholder)
else
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.dir = holder.builddir.dir
else if(pa.Find("right"))
if(isobj(object)) del(object)

View File

@@ -50,7 +50,7 @@ datum/controller/game_controller/New()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
if(!ticker) ticker = new /datum/controller/gameticker()
if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(artifact_spawn) artifact_spawning_turfs = artifact_spawn
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag

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()

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>"
@@ -76,18 +93,29 @@
/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"])
if(tofax)
tofax.loc = usr.loc
usr.put_in_hands(tofax)
usr << "<span class='notice'>You take the paper out of \the [src].</span>"
tofax = null
if(!ishuman(usr))
usr << "<span class='warning'>You can't do it.</span>"
else
tofax.loc = usr.loc
usr.put_in_hands(tofax)
usr << "<span class='notice'>You take the paper out of \the [src].</span>"
tofax = null
if(href_list["scan"])
if (scan)
@@ -107,6 +135,9 @@
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 +179,20 @@
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)

View File

@@ -134,6 +134,7 @@ zone/proc/DebugDisplay(client/client)
client/proc/TestZASRebuild()
set category = "Debug"
// var/turf/turf = get_turf(mob)
var/zone/current_zone = mob.loc:zone
if(!current_zone)
@@ -155,7 +156,7 @@ client/proc/TestZASRebuild()
for(var/direction in cardinal)
var/turf/simulated/adjacent = get_step(current, direction)
if(!current.ZAirPass(adjacent))
if(!current.ZCanPass(adjacent))
continue
if(turfs.Find(adjacent))
current_adjacents += adjacent
@@ -210,4 +211,9 @@ client/proc/TestZASRebuild()
for(var/turf/current in turfs)
current.overlays -= overlays
return final_arrangement
return final_arrangement
/client/proc/ZASSettings()
set category = "Debug"
vsc.SetDefault(mob)

View File

@@ -14,6 +14,20 @@ What are the archived variables for?
#define QUANTIZE(variable) (round(variable,0.0001))
#define TRANSFER_FRACTION 5 //What fraction (1/#) of the air difference to try and transfer
/hook/startup/proc/createGasOverlays()
plmaster = new /obj/effect/overlay()
plmaster.icon = 'icons/effects/tile_effects.dmi'
plmaster.icon_state = "plasma"
plmaster.layer = FLY_LAYER
plmaster.mouse_opacity = 0
slmaster = new /obj/effect/overlay()
slmaster.icon = 'icons/effects/tile_effects.dmi'
slmaster.icon_state = "sleeping_agent"
slmaster.layer = FLY_LAYER
slmaster.mouse_opacity = 0
return 1
/datum/gas/sleeping_agent/specific_heat = 40 //These are used for the "Trace Gases" stuff, but is buggy.
/datum/gas/oxygen_agent_b/specific_heat = 300

View File

@@ -75,12 +75,12 @@ turf/simulated/hotspot_expose(exposed_temperature, exposed_volume, soh)
//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)
if(air_contents.oxygen < 0.1)
air_contents.oxygen = 0
if(air_contents.toxins < 0.001)
if(air_contents.toxins < 0.1)
air_contents.toxins = 0
if(fuel)
if(fuel.moles < 0.001)
if(fuel.moles < 0.1)
air_contents.trace_gases.Remove(fuel)
//check if there is something to combust
@@ -200,7 +200,7 @@ datum/gas_mixture/proc/zburn(obj/effect/decal/cleanable/liquid_fuel/liquid, forc
if(liquid)
//Liquid Fuel
if(liquid.amount <= 0)
if(liquid.amount <= 0.1)
del liquid
else
total_fuel += liquid.amount
@@ -257,9 +257,9 @@ datum/gas_mixture/proc/check_recombustability(obj/effect/decal/cleanable/liquid_
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if (toxins)
if(toxins >= 0.1)
return 1
if(fuel)
if(fuel && fuel.moles >= 0.1)
return 1
return 0
@@ -272,9 +272,9 @@ datum/gas_mixture/proc/check_combustability(obj/effect/decal/cleanable/liquid_fu
if(oxygen && (toxins || fuel || liquid))
if(liquid)
return 1
if (toxins >= 0.7)
if (toxins >= 0.1)
return 1
if(fuel && fuel.moles >= 1.4)
if(fuel && fuel.moles >= 0.1)
return 1
return 0

View File

@@ -118,12 +118,12 @@ obj/var/contaminated = 0
/mob/living/carbon/human/proc/burn_eyes()
//The proc that handles eye burning.
if(prob(20)) src << "\red Your eyes burn!"
eye_stat += 2.5
var/datum/organ/internal/eyes/E = internal_organs["eyes"]
E.damage += 2.5
eye_blurry = min(eye_blurry+1.5,50)
if (prob(max(0,eye_stat - 20) + 1) &&!eye_blind)
if (prob(max(0,E.damage - 15) + 1) &&!eye_blind)
src << "\red You are blinded!"
eye_blind += 20
eye_stat = 0
/mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed.

View File

@@ -67,7 +67,7 @@ var/global/vs_control/vsc = new
var/connection_insulation = 1
var/connection_insulation_NAME = "Connections - Insulation"
var/connection_insulation_DESC = "How insulative a connection is, in terms of heat transfer. 1 is perfectly insulative, and 0 is perfectly conductive."
var/connection_insulation_DESC = "Boolean, should doors forbid heat transfer?"
var/connection_temperature_delta = 10
var/connection_temperature_delta_NAME = "Connections - Temperature Difference"
@@ -288,6 +288,7 @@ var/global/vs_control/vsc = new
airflow_speed_decay = 1
airflow_delay = 20
airflow_mob_slowdown = 3
connection_insulation = 0
world << "\blue <b>[key_name(user)] changed the global plasma/ZAS settings to \"[def]\"</b>"

View File

@@ -39,8 +39,6 @@
/turf/simulated/var/tmp/datum/gas_mixture/air
/turf/simulated/var/tmp/processing = 1
/turf/simulated/var/tmp/air_check_directions = 0 //Do not modify this, just add turf to air_master.tiles_to_update
/turf/simulated/var/tmp/unsim_check_directions = 0 //See above.
@@ -61,8 +59,6 @@
overlays.Add(slmaster)
/turf/simulated/New()
..()
if(!blocks_air)
air = new
@@ -84,6 +80,8 @@
if(istype(target))
air_master.tiles_to_update |= target
. = ..()
/turf/simulated/Del()
if(active_hotspot)
del(active_hotspot)
@@ -168,23 +166,73 @@
if(src in air_master.turfs_with_connections)
air_master.AddConnectionToCheck(air_master.turfs_with_connections[src])
if(zone && CanPass(null, src, 0, 0))
if(zone && !air_master.zones_needing_rebuilt.Find(zone))
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!istype(T))
continue
//I can connect to air or space in this direction
if((air_check_directions & direction && !(air_directions_archived & direction)) || \
(unsim_check_directions & direction && !(unsim_directions_archived & direction)))
ZConnect(src,T)
zone.ActivateIfNeeded()
if(T.zone) T.zone.ActivateIfNeeded()
//I can connect to air in this direction
if(air_check_directions & direction || unsim_check_directions & direction)
//If either block air, we must look to see if the adjacent turfs need rebuilt.
if(!CanPass(null, T, 0, 0))
//Target blocks air
if(!T.CanPass(null, T, 0, 0))
var/turf/NT = get_step(T, direction)
//If that turf is in my zone still, rebuild.
if(istype(NT,/turf/simulated) && NT in zone.contents)
air_master.zones_needing_rebuilt.Add(zone)
//If that is an unsimulated tile in my zone, see if we need to rebuild or just remove.
else if(istype(NT) && NT in zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
consider_rebuild = 1
break
if(consider_rebuild)
air_master.zones_needing_rebuilt.Add(zone) //Gotta check if we need to rebuild, dammit
else
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
//To make a closed connection through closed door.
ZConnect(T, src)
//If I block air.
else if(T.zone && !air_master.zones_needing_rebuilt.Find(T.zone))
var/turf/NT = get_step(src, reverse_direction(direction))
//If I am splitting a zone, rebuild.
if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
air_master.zones_needing_rebuilt.Add(T.zone)
//If NT is unsimulated, parse if I should remove it or rebuild.
else if(istype(NT) && NT in T.zone.unsimulated_tiles)
var/consider_rebuild = 0
for(var/d in cardinal)
var/turf/UT = get_step(NT,d)
if(istype(UT, /turf/simulated) && UT.zone == T.zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
consider_rebuild = 1
break
//Needs rebuilt.
if(consider_rebuild)
air_master.zones_needing_rebuilt.Add(T.zone)
//Not adjacent to anything, and unsimulated. Goodbye~
else
T.zone.RemoveTurf(NT)
else
//Produce connection through open door.
ZConnect(src,T)
//Something like a wall was built, changing the geometry.
else if((!(air_check_directions & direction) && air_directions_archived & direction) || \
(!(unsim_check_directions & direction) && unsim_directions_archived & direction))
else if(air_directions_archived & direction || unsim_directions_archived & direction)
var/turf/NT = get_step(T, direction)
//If the tile is in our own zone, and we cannot connect to it, better rebuild.
@@ -207,16 +255,12 @@
//The unsimulated turf is adjacent to another one of our zone's turfs,
// better rebuild to be sure we didn't get cut in twain
if(consider_rebuild)
air_master.zones_needing_rebuilt.Add(zone)
air_master.zones_needing_rebuilt.Add(NT.zone)
//Not adjacent to anything, and unsimulated. Goodbye~
else
zone.RemoveTurf(NT)
if(air_check_directions)
processing = 1
else
processing = 0
return 1
/turf/proc/HasDoor(turf/O)

View File

@@ -27,7 +27,6 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
var/interactions_with_unsim = 0
var/progress = "nothing"
//CREATION AND DELETION
/zone/New(turf/start)
. = ..()
@@ -47,14 +46,23 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
//Generate the gas_mixture for use in txhis zone by using the average of the gases
//defined at startup.
//Changed to try and find the source of the error.
air = new
air.group_multiplier = contents.len
for(var/turf/simulated/T in contents)
air.oxygen += T.oxygen / air.group_multiplier
air.nitrogen += T.nitrogen / air.group_multiplier
air.carbon_dioxide += T.carbon_dioxide / air.group_multiplier
air.toxins += T.toxins / air.group_multiplier
air.temperature += T.temperature / air.group_multiplier
if(!T.air)
continue
air.oxygen += T.air.oxygen / air.group_multiplier
air.nitrogen += T.air.nitrogen / air.group_multiplier
air.carbon_dioxide += T.air.carbon_dioxide / air.group_multiplier
air.toxins += T.air.toxins / air.group_multiplier
air.temperature += T.air.temperature / air.group_multiplier
for(var/datum/gas/trace in T.air.trace_gases)
var/datum/gas/corresponding_gas = locate(trace.type) in air.trace_gases
if(!corresponding_gas)
corresponding_gas = new trace.type()
air.trace_gases.Add(corresponding_gas)
corresponding_gas.moles += trace.moles
air.update_values()
//Add this zone to the global list.
@@ -69,40 +77,57 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
for(var/turf/simulated/T in contents)
RemoveTurf(T)
air_master.ReconsiderTileZone(T)
for(var/zone/Z in connected_zones)
if(src in Z.connected_zones)
Z.connected_zones.Remove(src)
air_master.AddConnectionToCheck(connections)
if(air_master)
air_master.zones.Remove(src)
air_master.active_zones.Remove(src)
air_master.zones_needing_rebuilt.Remove(src)
air_master.AddConnectionToCheck(connections)
air = null
. = ..()
//Handles deletion via garbage collection.
/zone/proc/SoftDelete()
air = null
if(air_master)
air_master.zones.Remove(src)
air_master.active_zones.Remove(src)
air_master.zones_needing_rebuilt.Remove(src)
air = null
air_master.AddConnectionToCheck(connections)
connections = null
for(var/connection/C in direct_connections)
if(C.A.zone == src)
C.A.zone = null
if(C.B.zone == src)
C.B.zone = null
if(C.zone_A == src)
C.zone_A = null
if(C.zone_B == src)
C.zone_B = null
direct_connections = null
//Ensuring the zone list doesn't get clogged with null values.
for(var/turf/simulated/T in contents)
RemoveTurf(T)
air_master.ReconsiderTileZone(T)
contents.Cut()
//Removing zone connections and scheduling connection cleanup
for(var/zone/Z in connected_zones)
if(src in Z.connected_zones)
Z.connected_zones.Remove(src)
connected_zones = null
Z.connected_zones.Remove(src)
if(!Z.connected_zones.len)
Z.connected_zones = null
air_master.AddConnectionToCheck(connections)
connections = null
if(Z.closed_connection_zones)
Z.closed_connection_zones.Remove(src)
if(!Z.closed_connection_zones.len)
Z.closed_connection_zones = null
connected_zones = null
closed_connection_zones = null
return 1
@@ -161,6 +186,10 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
if(!unsim_air_needs_update && air_unsim) //if air_unsim doesn't exist, we need to create it even if we don't need an update.
return
//Tempfix.
if(!air)
return
unsim_air_needs_update = 0
if(!air_unsim)
@@ -340,25 +369,26 @@ var/list/CounterDoorDirections = list(SOUTH,EAST) //Which directions doors turfs
Z.interactions_with_neighbors++
interactions_with_neighbors++
for(var/zone/Z in closed_connection_zones)
//If that zone has already processed, skip it.
if(Z.last_update > last_update)
continue
var/handle_temperature = abs(air.temperature - Z.air.temperature) > vsc.connection_temperature_delta
if(Z.status == ZONE_SLEEPING)
if (handle_temperature)
Z.SetStatus(ZONE_ACTIVE)
else
if(!vsc.connection_insulation)
for(var/zone/Z in closed_connection_zones)
//If that zone has already processed, skip it.
if(Z.last_update > last_update || !Z.air)
continue
if(air && Z.air)
if( handle_temperature )
ShareHeat(air, Z.air, closed_connection_zones[Z])
var/handle_temperature = abs(air.temperature - Z.air.temperature) > vsc.connection_temperature_delta
Z.interactions_with_neighbors++
interactions_with_neighbors++
if(Z.status == ZONE_SLEEPING)
if (handle_temperature)
Z.SetStatus(ZONE_ACTIVE)
else
continue
if(air && Z.air)
if( handle_temperature )
ShareHeat(air, Z.air, closed_connection_zones[Z])
Z.interactions_with_neighbors++
interactions_with_neighbors++
if(!interactions_with_neighbors && !interactions_with_unsim)
SetStatus(ZONE_SLEEPING)
@@ -633,6 +663,18 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
//This implements a simplistic version of the Stefan-Boltzmann law.
var/energy_delta = ((A.temperature - B.temperature) ** 4) * 5.6704e-8 * connecting_tiles * 2.5
var/maximum_energy_delta = max(0, min(A.temperature * A.heat_capacity() * A.group_multiplier, B.temperature * B.heat_capacity() * B.group_multiplier))
if(maximum_energy_delta > abs(energy_delta))
if(energy_delta < 0)
maximum_energy_delta *= -1
energy_delta = maximum_energy_delta
A.temperature -= energy_delta / (A.heat_capacity() * A.group_multiplier)
B.temperature += energy_delta / (B.heat_capacity() * B.group_multiplier)
/* This was bad an I feel bad.
//Shares a specific ratio of gas between mixtures using simple weighted averages.
var
//WOOT WOOT TOUCH THIS AND YOU ARE A RETARD
@@ -655,7 +697,7 @@ proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
A.temperature = max(0, (A.temperature - temp_avg) * (1- (ratio / max(1,A.group_multiplier)) ) + temp_avg )
B.temperature = max(0, (B.temperature - temp_avg) * (1- (ratio / max(1,B.group_multiplier)) ) + temp_avg )
*/
///////////////////
//Zone Rebuilding//
@@ -715,9 +757,9 @@ zone/proc/Rebuild()
current_adjacents = list()
for(var/direction in cardinal)
if( !(current.air_check_directions & direction))
continue
var/turf/simulated/adjacent = get_step(current, direction)
if(!current.ZCanPass(adjacent))
continue
if(adjacent in turfs)
current_adjacents += adjacent
adjacent_id = turfs[adjacent]
@@ -747,6 +789,9 @@ zone/proc/Rebuild()
final_arrangement[current_identifier] = list(current)
else
//Sanity check.
if(!islist(final_arrangement[current_identifier]))
final_arrangement[current_identifier] = list()
final_arrangement[current_identifier] += current
//lazy but fast

View File

@@ -142,7 +142,7 @@
if(ismob(A))
var/mob/M = A
if(client_check && !M.client)
L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
continue
if(sight_check && !isInSight(A, O))
continue
@@ -155,7 +155,7 @@
L |= A
if(isobj(A) || ismob(A))
L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
return L
// The old system would loop through lists for a total of 5000 per function call, in an empty server.
@@ -182,7 +182,7 @@
hear += A
if(isobj(A) || ismob(A))
hear = recursive_mob_check(A, hear, 3, 1, 0, 1)
hear |= recursive_mob_check(A, hear, 3, 1, 0, 1)
return hear
@@ -209,8 +209,9 @@
if(M)
var/turf/ear = get_turf(M)
if(ear)
if(speaker_coverage[ear])
. |= M
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
return .
#define SIGN(X) ((X<0)?-1:1)
@@ -327,3 +328,41 @@ proc/isInSight(var/atom/A, var/atom/B)
spawn(delay)
for(var/client/C in group)
C.screen -= O
datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)

View File

@@ -42,7 +42,7 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
/////Initial Building/////
//////////////////////////
/proc/make_datum_references_lists()
/hook/startup/proc/makeDatumRefLists()
var/list/paths
//Hair - Initialise all /datum/sprite_accessory/hair into an list indexed by hair-style name
@@ -94,9 +94,11 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
var/datum/species/S = new T
all_species[S.name] = S
if(S.flags & WHITELISTED)
if(S.flags & IS_WHITELISTED)
whitelisted_species += S.name
return 1
/* // Uncomment to debug chemical reaction list.
/client/verb/debug_chemical_list()

View File

@@ -773,4 +773,14 @@ proc
for(var/O in A.overlays)
var/image/I = O
composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
return composite
return composite
proc/adjust_brightness(var/color, var/value)
if (!color) return "#FFFFFF"
if (!value) return color
var/list/RGB = ReadRGB(color)
RGB[1] = Clamp(RGB[1]+value,0,255)
RGB[2] = Clamp(RGB[2]+value,0,255)
RGB[3] = Clamp(RGB[3]+value,0,255)
return rgb(RGB[1],RGB[2],RGB[3])

View File

@@ -195,32 +195,10 @@ proc/checkhtml(var/t)
* Text modification
*/
/proc/replacetext(text, find, replacement)
var/find_len = length(find)
if(find_len < 1) return text
. = ""
var/last_found = 1
while(1)
var/found = findtext(text, find, last_found, 0)
. += copytext(text, last_found, found)
if(found)
. += replacement
last_found = found + find_len
continue
return .
return list2text(text2list(text, find), replacement)
/proc/replacetextEx(text, find, replacement)
var/find_len = length(find)
if(find_len < 1) return text
. = ""
var/last_found = 1
while(1)
var/found = findtextEx(text, find, last_found, 0)
. += copytext(text, last_found, found)
if(found)
. += replacement
last_found = found + find_len
continue
return .
return list2text(text2listEx(text, find), replacement)
//Adds 'u' number of zeros ahead of the text 't'
/proc/add_zero(t, u)
@@ -287,27 +265,6 @@ proc/checkhtml(var/t)
return message
return copytext(message, 1, length + 1)
/*
* Misc
*/
/proc/stringsplit(txt, character)
var/cur_text = txt
var/last_found = 1
var/found_char = findtext(cur_text,character)
var/list/list = list()
if(found_char)
var/fs = copytext(cur_text,last_found,found_char)
list += fs
last_found = found_char+length(character)
found_char = findtext(cur_text,character,last_found)
while(found_char)
var/found_string = copytext(cur_text,last_found,found_char)
last_found = found_char+length(character)
list += found_string
found_char = findtext(cur_text,character,last_found)
list += copytext(cur_text,last_found,length(cur_text)+1)
return list
/proc/stringmerge(var/text,var/compare,replace = "*")
//This proc fills in all spaces with the "replace" var (* by default) with whatever
@@ -346,4 +303,4 @@ proc/checkhtml(var/t)
var/new_text = ""
for(var/i = length(text); i > 0; i--)
new_text += copytext(text, i, i+1)
return new_text
return new_text

View File

@@ -83,22 +83,94 @@
return hex
//Attaches each element of a list to a single string seperated by 'seperator'.
/proc/dd_list2text(var/list/the_list, separator)
var/total = the_list.len
if(!total)
return
var/count = 2
var/newText = "[the_list[1]]"
while(count <= total)
if(separator)
newText += separator
newText += "[the_list[count]]"
count++
return newText
// Concatenates a list of strings into a single string. A seperator may optionally be provided.
/proc/list2text(list/ls, sep)
if(ls.len <= 1) // Early-out code for empty or singleton lists.
return ls.len ? ls[1] : ""
var/l = ls.len // Made local for sanic speed.
var/i = 0 // Incremented every time a list index is accessed.
if(sep <> null)
// Macros expand to long argument lists like so: sep, ls[++i], sep, ls[++i], sep, ls[++i], etc...
#define S1 sep, ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
// Having the small concatenations come before the large ones boosted speed by an average of at least 5%.
if(l-1 & 0x01) // 'i' will always be 1 here.
. = text("[][][]", ., S1) // Append 1 element if the remaining elements are not a multiple of 2.
if(l-i & 0x02)
. = text("[][][][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if(l-i & 0x04)
. = text("[][][][][][][][][]", ., S4) // And so on....
if(l-i & 0x08)
. = text("[][][][][][][][][][][][][][][][][]", ., S4, S4)
if(l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16)
if(l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if(l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while(l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
else
// Macros expand to long argument lists like so: ls[++i], ls[++i], ls[++i], etc...
#define S1 ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
if(l-1 & 0x01) // 'i' will always be 1 here.
. += S1 // Append 1 element if the remaining elements are not a multiple of 2.
if(l-i & 0x02)
. = text("[][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if(l-i & 0x04)
. = text("[][][][][]", ., S4) // And so on...
if(l-i & 0x08)
. = text("[][][][][][][][][]", ., S4, S4)
if(l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][]", ., S16)
if(l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if(l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while(l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
//slower then dd_list2text, but correctly processes associative lists.
//slower then list2text, but correctly processes associative lists.
proc/tg_list2text(list/list, glue=",")
if(!istype(list) || !list.len)
return
@@ -108,62 +180,50 @@ proc/tg_list2text(list/list, glue=",")
return output
//Converts a text string into a list by splitting the string at each seperator found in text (discarding the seperator)
//Returns an empty list if the text cannot be split, or the split text in a list.
//Not giving a "" seperator will cause the text to be broken into a list of single letters.
/proc/text2list(text, seperator="\n")
//Converts a string into a list by splitting the string at each delimiter found. (discarding the seperator)
/proc/text2list(text, delimiter="\n")
var/delim_len = length(delimiter)
if(delim_len < 1) return list(text)
. = list()
var/last_found = 1
var/found
do
found = findtext(text, delimiter, last_found, 0)
. += copytext(text, last_found, found)
last_found = found + delim_len
while(found)
var/text_len = length(text) //length of the input text
var/seperator_len = length(seperator) //length of the seperator text
if(text_len >= seperator_len)
var/i
var/last_i = 1
for(i=1,i<=(text_len+1-seperator_len),i++)
if( cmptext(copytext(text,i,i+seperator_len), seperator) )
if(i != last_i)
. += copytext(text,last_i,i)
last_i = i + seperator_len
if(last_i <= text_len)
. += copytext(text, last_i, 0)
else
. += text
return .
//Converts a text string into a list by splitting the string at each seperator found in text (discarding the seperator)
//Returns an empty list if the text cannot be split, or the split text in a list.
//Not giving a "" seperator will cause the text to be broken into a list of single letters.
//Case Sensitive!
/proc/text2listEx(text, seperator="\n")
/proc/text2listEx(text, delimiter="\n")
var/delim_len = length(delimiter)
if(delim_len < 1) return list(text)
. = list()
var/text_len = length(text) //length of the input text
var/seperator_len = length(seperator) //length of the seperator text
if(text_len >= seperator_len)
var/i
var/last_i = 1
for(i=1,i<=(text_len+1-seperator_len),i++)
if( cmptextEx(copytext(text,i,i+seperator_len), seperator) )
if(i != last_i)
. += copytext(text,last_i,i)
last_i = i + seperator_len
if(last_i <= text_len)
. += copytext(text, last_i, 0)
else
. += text
return .
var/last_found = 1
var/found
do
found = findtextEx(text, delimiter, last_found, 0)
. += copytext(text, last_found, found)
last_found = found + delim_len
while(found)
//Splits the text of a file at seperator and returns them in a list.
/proc/file2list(filename, seperator="\n")
return text2list(return_file_text(filename),seperator)
//Turns a direction into text
/proc/num2dir(direction)
switch(direction)
if(1.0) return NORTH
if(2.0) return SOUTH
if(4.0) return EAST
if(8.0) return WEST
else
world.log << "UNKNOWN DIRECTION: [direction]"
//Turns a direction into text
/proc/dir2text(direction)
switch(direction)
@@ -261,4 +321,5 @@ proc/tg_list2text(list/list, glue=",")
switch(ui_style)
if("old") return 'icons/mob/screen1_old.dmi'
if("Orange") return 'icons/mob/screen1_Orange.dmi'
else return 'icons/mob/screen1_Midnight.dmi'
if("Midnight") return 'icons/mob/screen1_Midnight.dmi'
else return 'icons/mob/screen1_White.dmi'

View File

@@ -46,7 +46,7 @@
continue // could not leave T0 in that direction
var/turf/T1 = get_step(T0,d)
if(!T1 || T1.density || !T1.ClickCross(get_dir(T1,T0) & get_dir(T1,src), border_only = 0))
if(!T1 || T1.density || !T1.ClickCross(get_dir(T1,T0) | get_dir(T1,src), border_only = 0))
continue // couldn't enter or couldn't leave T1
if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target))

View File

@@ -55,6 +55,7 @@
RestrainedClickOn(A)
else
*/
A.add_hiddenprint(src)
A.attack_ai(src)
/*

View File

@@ -291,7 +291,7 @@
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(var/atom/A)
if( buckled || !A || !x || !y || !A.x || !A.y ) return
if( stat || buckled || !A || !x || !y || !A.x || !A.y ) return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) return

View File

@@ -48,6 +48,7 @@
// Cyborgs have no range-checking unless there is item use
if(!W)
A.add_hiddenprint(src)
A.attack_robot(src)
return

View File

@@ -166,9 +166,11 @@ datum/hud/New(mob/owner)
if(!ismob(mymob)) return 0
if(!mymob.client) return 0
var/ui_style = ui_style2icon(mymob.client.prefs.UI_style)
var/ui_color = mymob.client.prefs.UI_style_color
var/ui_alpha = mymob.client.prefs.UI_style_alpha
if(ishuman(mymob))
human_hud(ui_style) // Pass the player the UI style chosen in preferences
human_hud(ui_style, ui_color, ui_alpha) // Pass the player the UI style chosen in preferences
else if(ismonkey(mymob))
monkey_hud(ui_style)
else if(isbrain(mymob))
@@ -186,14 +188,15 @@ datum/hud/New(mob/owner)
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
/mob/verb/button_pressed_F12(var/full = 0 as null)
set name = "F12"
set hidden = 1
if(hud_used)
if(ishuman(src))
if(!src.client) return
if(!client) return
if(client.view != world.view)
return
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(src.hud_used.adding)
@@ -207,10 +210,15 @@ datum/hud/New(mob/owner)
//Due to some poor coding some things need special treatment:
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(!full)
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
else
src.client.screen -= src.healths
src.client.screen -= src.internals
src.client.screen -= src.gun_setting_icon
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
@@ -223,7 +231,12 @@ datum/hud/New(mob/owner)
src.client.screen += src.hud_used.other
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
src.client.screen += src.hud_used.hotkeybuttons
if(src.healths)
src.client.screen |= src.healths
if(src.internals)
src.client.screen |= src.internals
if(src.gun_setting_icon)
src.client.screen |= src.gun_setting_icon
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
src.client.screen += src.zone_sel //This one is a special snowflake

View File

@@ -1,4 +1,4 @@
/datum/hud/proc/human_hud(var/ui_style='icons/mob/screen1_old.dmi')
/datum/hud/proc/human_hud(var/ui_style='icons/mob/screen1_White.dmi', var/ui_color = "#ffffff", var/ui_alpha = 255)
src.adding = list()
src.other = list()
@@ -73,6 +73,8 @@
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.layer = 20
using.color = ui_color
using.alpha = ui_alpha
src.adding += using
move_intent = using
@@ -82,6 +84,8 @@
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.layer = 19
using.color = ui_color
using.alpha = ui_alpha
src.hotkeybuttons += using
inv_box = new /obj/screen/inventory()
@@ -92,6 +96,8 @@
inv_box.icon_state = "center"
inv_box.screen_loc = ui_iclothing
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -102,6 +108,8 @@
inv_box.icon_state = "equip"
inv_box.screen_loc = ui_oclothing
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -114,6 +122,9 @@
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.r_hand_hud_object = inv_box
src.adding += inv_box
@@ -127,6 +138,8 @@
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.l_hand_hud_object = inv_box
src.adding += inv_box
@@ -137,6 +150,8 @@
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.layer = 19
using.color = ui_color
using.alpha = ui_alpha
src.adding += using
using = new /obj/screen/inventory()
@@ -146,6 +161,8 @@
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.layer = 19
using.color = ui_color
using.alpha = ui_alpha
src.adding += using
inv_box = new /obj/screen/inventory()
@@ -156,6 +173,8 @@
inv_box.screen_loc = ui_id
inv_box.slot_id = slot_wear_id
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
inv_box = new /obj/screen/inventory()
@@ -166,6 +185,8 @@
inv_box.screen_loc = ui_mask
inv_box.slot_id = slot_wear_mask
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -176,6 +197,8 @@
inv_box.screen_loc = ui_back
inv_box.slot_id = slot_back
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
inv_box = new /obj/screen/inventory()
@@ -185,6 +208,8 @@
inv_box.screen_loc = ui_storage1
inv_box.slot_id = slot_l_store
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
inv_box = new /obj/screen/inventory()
@@ -194,6 +219,8 @@
inv_box.screen_loc = ui_storage2
inv_box.slot_id = slot_r_store
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
inv_box = new /obj/screen/inventory()
@@ -204,6 +231,8 @@
inv_box.screen_loc = ui_sstore1
inv_box.slot_id = slot_s_store
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
using = new /obj/screen()
@@ -212,6 +241,8 @@
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.layer = 19
using.color = ui_color
using.alpha = ui_alpha
src.hotkeybuttons += using
using = new /obj/screen()
@@ -220,6 +251,8 @@
using.icon_state = "other"
using.screen_loc = ui_inventory
using.layer = 20
using.color = ui_color
using.alpha = ui_alpha
src.adding += using
using = new /obj/screen()
@@ -228,6 +261,8 @@
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.layer = 20
using.color = ui_color
using.alpha = ui_alpha
src.adding += using
inv_box = new /obj/screen/inventory()
@@ -237,6 +272,8 @@
inv_box.screen_loc = ui_gloves
inv_box.slot_id = slot_gloves
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -246,6 +283,8 @@
inv_box.screen_loc = ui_glasses
inv_box.slot_id = slot_glasses
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -255,6 +294,8 @@
inv_box.screen_loc = ui_l_ear
inv_box.slot_id = slot_l_ear
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -264,6 +305,8 @@
inv_box.screen_loc = ui_r_ear
inv_box.slot_id = slot_r_ear
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -273,6 +316,8 @@
inv_box.screen_loc = ui_head
inv_box.slot_id = slot_head
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -282,6 +327,8 @@
inv_box.screen_loc = ui_shoes
inv_box.slot_id = slot_shoes
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.other += inv_box
inv_box = new /obj/screen/inventory()
@@ -291,6 +338,8 @@
inv_box.screen_loc = ui_belt
inv_box.slot_id = slot_belt
inv_box.layer = 19
inv_box.color = ui_color
inv_box.alpha = ui_alpha
src.adding += inv_box
mymob.throw_icon = new /obj/screen()
@@ -298,6 +347,8 @@
mymob.throw_icon.icon_state = "act_throw_off"
mymob.throw_icon.name = "throw"
mymob.throw_icon.screen_loc = ui_drop_throw
mymob.throw_icon.color = ui_color
mymob.throw_icon.alpha = ui_alpha
src.hotkeybuttons += mymob.throw_icon
mymob.oxygen = new /obj/screen()
@@ -382,6 +433,8 @@
mymob.zone_sel = new /obj/screen/zone_sel( null )
mymob.zone_sel.icon = ui_style
mymob.zone_sel.color = ui_color
mymob.zone_sel.alpha = ui_alpha
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
@@ -438,28 +491,26 @@
client.screen -= hud_used.item_action_list
hud_used.item_action_list = list()
for(var/obj/item/I in src)
if(I.action_button_name)
if(hud_used.item_action_list.len < num)
var/obj/screen/item_action/N = new(hud_used)
hud_used.item_action_list += N
var/obj/screen/item_action/A = hud_used.item_action_list[num]
if(I.icon_action_button)
var/obj/screen/item_action/A = new(hud_used)
//A.icon = 'icons/mob/screen1_action.dmi'
//A.icon_state = I.icon_action_button
A.icon = ui_style2icon(client.prefs.UI_style)
A.icon_state = "template"
A.overlays = list()
var/image/img = image(I.icon, A, I.icon_state)
img.pixel_x = 0
img.pixel_y = 0
A.overlays += img
A.name = I.action_button_name
if(I.action_button_name)
A.name = I.action_button_name
else
A.name = "Use [I.name]"
A.owner = I
client.screen += hud_used.item_action_list[num]
hud_used.item_action_list += A
switch(num)
if(1)
A.screen_loc = ui_action_slot1
@@ -473,3 +524,4 @@
A.screen_loc = ui_action_slot5
break //5 slots available, so no more can be added.
num++
src.client.screen += src.hud_used.item_action_list

View File

@@ -36,6 +36,9 @@
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
else if(istype(master,/obj/item/clothing/suit/storage))
var/obj/item/clothing/suit/storage/S = master
S.close(usr)
return 1
@@ -273,37 +276,79 @@
C << "<span class='notice'>You are not wearing a mask.</span>"
return 1
else
if(istype(C.l_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
C.internal = C.l_hand
else if(istype(C.r_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
C.internal = C.r_hand
else if(ishuman(C))
var/list/nicename = null
var/list/tankcheck = null
var/breathes = "oxygen" //default, we'll check later
var/list/contents = list()
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
H.internal = H.r_store
breathes = H.species.breath_type
nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
C.internal = C.back
else
nicename = list("Right Hand", "Left Hand", "Back")
tankcheck = list(C.r_hand, C.l_hand, C.back)
for(var/i=1, i<tankcheck.len+1, ++i)
if(istype(tankcheck[i], /obj/item/weapon/tank))
var/obj/item/weapon/tank/t = tankcheck[i]
if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
contents.Add(t.air_contents.total_moles) //Someone messed with the tank and put unknown gasses
continue //in it, so we're going to believe the tank is what it says it is
switch(breathes)
//These tanks we're sure of their contents
if("nitrogen") //So we're a bit more picky about them.
if(t.air_contents.nitrogen && !t.air_contents.oxygen)
contents.Add(t.air_contents.nitrogen)
else
contents.Add(0)
if ("oxygen")
if(t.air_contents.oxygen && !t.air_contents.toxins)
contents.Add(t.air_contents.oxygen)
else
contents.Add(0)
// No races breath this, but never know about downstream servers.
if ("carbon dioxide")
if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
contents.Add(t.air_contents.carbon_dioxide)
else
contents.Add(0)
else
//no tank so we set contents to 0
contents.Add(0)
//Alright now we know the contents of the tanks so we have to pick the best one.
var/best = 0
var/bestcontents = 0
for(var/i=1, i < contents.len + 1 , ++i)
if(!contents[i])
continue
if(contents[i] > bestcontents)
best = i
bestcontents = contents[i]
//We've determined the best container now we set it as our internals
if(best)
C << "<span class='notice'>You are now running on internals from [tankcheck[best]] on your [nicename[best]].</span>"
C.internal = tankcheck[best]
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
C << "<span class='notice'>You don't have an oxygen tank.</span>"
C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
if("act_intent")
usr.a_intent_change("right")
if("help")

View File

@@ -140,7 +140,7 @@
if(istype(M, /mob/living/carbon/human))
M:attacked_by(src, user, def_zone)
return M:attacked_by(src, user, def_zone)
else
switch(damtype)
if("brute")

View File

@@ -37,27 +37,6 @@
// Not all of them require checking, see below
A.attack_ghost(src)
// This is the ghost's follow verb with an argument
/mob/dead/observer/proc/ManualFollow(var/atom/target)
following = target
if(target)
src << "\blue Now following [target]"
spawn(0)
var/turf/pos = get_turf(src)
while(loc == pos && target && following == target)
var/turf/T = get_turf(target)
if(!T)
break
if(following != target)
break
if(!client)
break
loc = T
pos = loc
sleep(15)
following = null
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user as mob)
if(user.client && user.client.inquisitive_ghost)

View File

@@ -18,6 +18,7 @@
var/log_adminwarn = 0 // log warnings admins get about bomb construction and such
var/log_pda = 0 // log pda messages
var/log_hrefs = 0 // logs all links clicked in-game. Could be used for debugging and tracking down exploits
var/log_runtime = 0 // logs world.log to a file
var/sql_enabled = 1 // for sql switching
var/allow_admin_ooccolor = 0 // Allows admins with relevant permissions to have their own ooc colour
var/allow_vote_restart = 0 // allow votes to restart
@@ -44,7 +45,8 @@
var/Tickcomp = 0
var/socket_talk = 0 // use socket_talk to communicate with other processes
var/list/resource_urls = null
var/antag_hud_allowed = 0 // Ghosts can turn on Antagovision to see a HUD of who is the bad guys this round.
var/antag_hud_restricted = 0 // Ghosts that turn on Antagovision cannot rejoin the round.
var/list/mode_names = list()
var/list/modes = list() // allowed modes
var/list/votable_modes = list() // votable modes
@@ -62,6 +64,12 @@
var/automute_on = 0 //enables automuting/spam prevention
var/jobs_have_minimal_access = 0 //determines whether jobs use minimal access or expanded access.
var/cult_ghostwriter = 1 //Allows ghosts to write in blood in cult rounds...
var/cult_ghostwriter_req_cultists = 10 //...so long as this many cultists are active.
var/disable_player_mice = 0
var/uneducated_mice = 0 //Set to 1 to prevent newly-spawned mice from understanding human speech
var/usealienwhitelist = 0
var/limitalienplayers = 0
var/alien_to_human_ratio = 0.5
@@ -177,7 +185,7 @@
if(type == "config")
switch (name)
if ("resource_urls")
config.resource_urls = stringsplit(value, " ")
config.resource_urls = text2list(value, " ")
if ("admin_legacy_system")
config.admin_legacy_system = 1
@@ -239,6 +247,9 @@
if ("log_hrefs")
config.log_hrefs = 1
if ("log_runtime")
config.log_runtime = 1
if("allow_admin_ooccolor")
config.allow_admin_ooccolor = 1
@@ -389,6 +400,11 @@
if("ticklag")
Ticklag = text2num(value)
if("allow_antag_hud")
config.antag_hud_allowed = 1
if("antag_hud_restricted")
config.antag_hud_restricted = 1
if("socket_talk")
socket_talk = text2num(value)
@@ -423,6 +439,12 @@
if("ghost_interaction")
config.ghost_interaction = 1
if("disable_player_mice")
config.disable_player_mice = 1
if("uneducated_mice")
config.uneducated_mice = 1
if("comms_password")
config.comms_password = value
@@ -444,10 +466,15 @@
else //probably windows, if not this should work anyway
config.python_path = "python"
if("allow_cult_ghostwriter")
config.cult_ghostwriter = 1
if("req_cult_ghostwriter")
config.cult_ghostwriter_req_cultists = value
else
diary << "Unknown setting in configuration: '[name]'"
else if(type == "game_options")
if(!value)
diary << "Unknown value for setting [name] in [filename]."

View File

@@ -0,0 +1,17 @@
/**
* Startup hook.
* Called in world.dm when the server starts.
*/
/hook/startup
/**
* Roundstart hook.
* Called in gameticker.dm when a round starts.
*/
/hook/roundstart
/**
* Roundend hook.
* Called in gameticker.dm when a round ends.
*/
/hook/roundend

39
code/controllers/hooks.dm Normal file
View File

@@ -0,0 +1,39 @@
/**
* @file hooks.dm
* Implements hooks, a simple way to run code on pre-defined events.
*/
/** @page hooks Code hooks
* @section hooks Hooks
* A hook is defined under /hook in the type tree.
*
* To add some code to be called by the hook, define a proc under the type, as so:
* @code
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
* @endcode
* All hooks must return nonzero on success, as runtimes will force return null.
*/
/**
* Calls a hook, executing every piece of code that's attached to it.
* @param hook Identifier of the hook to call.
* @returns 1 if all hooked code runs successfully, 0 otherwise.
*/
/proc/callHook(hook)
var/hook_path = text2path("/hook/[hook]")
if(!hook_path)
error("Invalid hook '/hook/[hook]' called.")
return 0
var/caller = new hook_path
var/status = 1
for(var/P in typesof("[hook_path]/proc"))
if(!call(caller, P)())
error("Hook '[P]' failed or runtimed.")
status = 0
return status

View File

@@ -66,6 +66,7 @@ datum/controller/game_controller/proc/setup()
setupgenetics()
setupfactions()
setup_economy()
SetupXenoarch()
transfer_controller = new
@@ -296,7 +297,7 @@ datum/controller/game_controller/proc/process_nano()
var/i = 1
while(i<=nanomanager.processing_uis.len)
var/datum/nanoui/ui = nanomanager.processing_uis[i]
if(ui && ui.src_object && ui.user)
if(ui)
ui.process()
i++
continue

View File

@@ -1,3 +1,6 @@
/hook/startup/proc/createDatacore()
data_core = new /obj/effect/datacore()
return 1
/obj/effect/datacore/proc/manifest(var/nosleep = 0)
spawn()
@@ -104,13 +107,13 @@
var/datum/data/record/L = new()
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["name"] = H.real_name
L.fields["rank"] = H.mind.assigned_role
L.fields["rank"] = H.mind.assigned_role
L.fields["age"] = H.age
L.fields["sex"] = H.gender
L.fields["b_type"] = H.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes
L.fields["identity"] = H.dna.uni_identity
L.fields["enzymes"] = H.dna.SE // Used in respawning
L.fields["identity"] = H.dna.UI // "
L.fields["image"] = getFlatIcon(H,0) //This is god-awful
locked += L
return

View File

@@ -258,6 +258,9 @@ client
body += "<option value='?_src_=vars;regenerateicons=\ref[D]'>Regenerate Icons</option>"
body += "<option value='?_src_=vars;addlanguage=\ref[D]'>Add Language</option>"
body += "<option value='?_src_=vars;remlanguage=\ref[D]'>Remove Language</option>"
body += "<option value='?_src_=vars;addverb=\ref[D]'>Add Verb</option>"
body += "<option value='?_src_=vars;remverb=\ref[D]'>Remove Verb</option>"
if(ishuman(D))
body += "<option value>---</option>"
body += "<option value='?_src_=vars;setmutantrace=\ref[D]'>Set Mutantrace</option>"
@@ -808,6 +811,55 @@ client
else
usr << "Mob doesn't know that language."
else if(href_list["addverb"])
if(!check_rights(R_DEBUG)) return
var/mob/living/H = locate(href_list["addverb"])
if(!istype(H))
usr << "This can only be done to instances of type /mob/living"
return
var/list/possibleverbs = list()
possibleverbs += "Cancel" // One for the top...
possibleverbs += typesof(/mob/proc,/mob/verb,/mob/living/proc,/mob/living/verb)
switch(H.type)
if(/mob/living/carbon/human)
possibleverbs += typesof(/mob/living/carbon/proc,/mob/living/carbon/verb,/mob/living/carbon/human/verb,/mob/living/carbon/human/proc)
if(/mob/living/silicon/robot)
possibleverbs += typesof(/mob/living/silicon/proc,/mob/living/silicon/robot/proc,/mob/living/silicon/robot/verb)
if(/mob/living/silicon/ai)
possibleverbs += typesof(/mob/living/silicon/proc,/mob/living/silicon/ai/proc,/mob/living/silicon/ai/verb)
possibleverbs -= H.verbs
possibleverbs += "Cancel" // ...And one for the bottom
var/verb = input("Select a verb!", "Verbs",null) as anything in possibleverbs
if(!H)
usr << "Mob doesn't exist anymore"
return
if(!verb || verb == "Cancel")
return
else
H.verbs += verb
else if(href_list["remverb"])
if(!check_rights(R_DEBUG)) return
var/mob/H = locate(href_list["remverb"])
if(!istype(H))
usr << "This can only be done to instances of type /mob"
return
var/verb = input("Please choose a verb to remove.","Verbs",null) as null|anything in H.verbs
if(!H)
usr << "Mob doesn't exist anymore"
return
if(!verb)
return
else
H.verbs -= verb
else if(href_list["regenerateicons"])
if(!check_rights(0)) return

View File

@@ -297,7 +297,7 @@ var/list/advance_cures = list(
for(var/datum/symptom/S in symptoms)
L += S.id
L = sortList(L) // Sort the list so it doesn't matter which order the symptoms are in.
var/result = dd_list2text(L, ":")
var/result = list2text(L, ":")
id = result
return result

View File

@@ -45,7 +45,7 @@
H.op_stage.appendix = 2.0
var/datum/organ/external/groin = H.get_organ("groin")
var/datum/wound/W = new /datum/wound/internal_bleeding(25)
var/datum/wound/W = new /datum/wound/internal_bleeding(20)
H.adjustToxLoss(25)
groin.wounds += W
src.cure()

View File

@@ -39,13 +39,13 @@
//Save original dna for when the disease is cured.
src.original_dna["name"] = affected_mob.real_name
src.original_dna["UI"] = affected_mob.dna.uni_identity
src.original_dna["SE"] = affected_mob.dna.struc_enzymes
src.original_dna["UI"] = affected_mob.dna.UI
src.original_dna["SE"] = affected_mob.dna.SE
affected_mob << "\red You don't feel like yourself.."
affected_mob.dna.uni_identity = strain_data["UI"]
updateappearance(affected_mob, affected_mob.dna.uni_identity)
affected_mob.dna.struc_enzymes = strain_data["SE"]
affected_mob.UpdateAppearance(strain_data["UI"])
affected_mob.dna.SE = strain_data["SE"]
affected_mob.dna.UpdateSE()
affected_mob.real_name = strain_data["name"]
domutcheck(affected_mob)
@@ -56,9 +56,9 @@
/datum/disease/dnaspread/Del()
if ((original_dna["name"]) && (original_dna["UI"]) && (original_dna["SE"]))
affected_mob.dna.uni_identity = original_dna["UI"]
updateappearance(affected_mob, affected_mob.dna.uni_identity)
affected_mob.dna.struc_enzymes = original_dna["SE"]
affected_mob.UpdateAppearance(original_dna["UI"])
affected_mob.dna.SE = original_dna["SE"]
affected_mob.dna.UpdateSE()
affected_mob.real_name = original_dna["name"]
affected_mob << "\blue You feel more like yourself."

View File

@@ -74,6 +74,8 @@ datum/mind
current.mind = null
if(new_character.mind) //remove any mind currently in our new body's mind variable
new_character.mind.current = null
nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
current = new_character //link ourself to our new body
new_character.mind = src //and link our new body to ourself
@@ -550,6 +552,7 @@ datum/mind
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a head revolutionary!</B></FONT>"
ticker.mode.update_rev_icons_removed(src)
special_role = null
current.verbs -= /mob/living/carbon/human/proc/RevConvert
log_admin("[key_name_admin(usr)] has de-rev'ed [current].")
if("rev")
@@ -570,7 +573,7 @@ datum/mind
if(src in ticker.mode.revolutionaries)
ticker.mode.revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>You have proved your devotion to revoltion! Yea are a head revolutionary now!</B></FONT>"
current << "\red <FONT size = 3><B>You have proved your devotion to revoltion! You are a head revolutionary now!</B></FONT>"
else if(!(src in ticker.mode.head_revolutionaries))
current << "\blue You are a member of the revolutionaries' leadership now!"
else
@@ -586,6 +589,7 @@ datum/mind
rev_obj.explanation_text = "Assassinate [O.target.name], the [O.target.assigned_role]."
objectives += rev_obj
ticker.mode.greet_revolutionary(src,0)
current.verbs += /mob/living/carbon/human/proc/RevConvert
ticker.mode.head_revolutionaries += src
ticker.mode.update_rev_icons_added(src)
special_role = "Head Revolutionary"
@@ -726,7 +730,7 @@ datum/mind
else
current.dna = changeling.absorbed_dna[1]
current.real_name = current.dna.real_name
updateappearance(current, current.dna.uni_identity)
current.UpdateAppearance()
domutcheck(current, null)
else if (href_list["nuclear"])

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()

View File

@@ -14,6 +14,10 @@
if(prob(50))
rate = -rate
/hook/startup/proc/createSun()
sun = new /datum/sun()
return 1
// calculate the sun's position given the time of day
/datum/sun/proc/calc_position()

View File

@@ -128,12 +128,12 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager,
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco,
/obj/item/weapon/lipstick/random,
/obj/item/weapon/reagent_containers/food/drinks/ale,
/obj/item/weapon/reagent_containers/food/drinks/ale,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer,
/obj/item/weapon/reagent_containers/food/drinks/beer)
/obj/item/weapon/reagent_containers/food/drinks/cans/ale,
/obj/item/weapon/reagent_containers/food/drinks/cans/ale,
/obj/item/weapon/reagent_containers/food/drinks/cans/beer,
/obj/item/weapon/reagent_containers/food/drinks/cans/beer,
/obj/item/weapon/reagent_containers/food/drinks/cans/beer,
/obj/item/weapon/reagent_containers/food/drinks/cans/beer)
cost = 20
containertype = /obj/structure/closet/crate
containername = "Party equipment"
@@ -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,
@@ -687,6 +695,18 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
access = access_armory
group = "Security"
/datum/supply_packs/erifle
name = "Energy marksman crate"
contains = list(/obj/item/clothing/suit/armor/laserproof,
/obj/item/clothing/suit/armor/laserproof,
/obj/item/weapon/gun/energy/sniperrifle,
/obj/item/weapon/gun/energy/sniperrifle)
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "Energy marksman crate"
access = access_armory
group = "Security"
/datum/supply_packs/shotgunammo
name = "Shotgun shells"
contains = list(/obj/item/ammo_casing/shotgun,
@@ -945,6 +965,25 @@ 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 (CAUTION)"
group = "Engineering"
access = access_ce
/* /datum/supply_packs/smsmall // Currently nonfunctional, waiting on virgil
name = "Supermatter Shard"
contains = list(/obj/machinery/power/supermatter/shard)
cost = 25
containertype = /obj/structure/closet/crate/secure/plasma
containername = "Supermatter shard crate (CAUTION)"
access = access_ce
group = "Engineering" */
/datum/supply_packs/shield_cap
contains = list(/obj/item/weapon/circuitboard/shield_cap)
name = "Experimental shield capacitor circuitry"

View File

@@ -51,122 +51,194 @@
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/locked[] = list()
proc/get_manifest(monochrome, OOC)
var/list/heads = new()
var/list/sec = new()
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/civ = new()
var/list/bot = new()
var/list/misc = new()
var/list/isactive = new()
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
</style></head>
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
"}
var/even = 0
// sort mobs
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = t.fields["real_rank"]
if(OOC)
var/active = 0
for(var/mob/M in player_list)
if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
active = 1
break
isactive[name] = active ? "Active" : "Inactive"
else
isactive[name] = t.fields["p_stat"]
/obj/effect/datacore/proc/get_manifest(monochrome, OOC)
var/list/heads = new()
var/list/sec = new()
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/civ = new()
var/list/bot = new()
var/list/misc = new()
var/list/isactive = new()
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
</style></head>
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
"}
var/even = 0
// sort mobs
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = t.fields["real_rank"]
if(OOC)
var/active = 0
for(var/mob/M in player_list)
if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
active = 1
break
isactive[name] = active ? "Active" : "Inactive"
else
isactive[name] = t.fields["p_stat"]
//world << "[name]: [rank]"
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
var/department = 0
if(real_rank in command_positions)
heads[name] = rank
department = 1
if(real_rank in security_positions)
sec[name] = rank
department = 1
if(real_rank in engineering_positions)
eng[name] = rank
department = 1
if(real_rank in medical_positions)
med[name] = rank
department = 1
if(real_rank in science_positions)
sci[name] = rank
department = 1
if(real_rank in civilian_positions)
civ[name] = rank
department = 1
if(real_rank in nonhuman_positions)
bot[name] = rank
department = 1
var/department = 0
if(real_rank in command_positions)
heads[name] = rank
department = 1
if(real_rank in security_positions)
sec[name] = rank
department = 1
if(real_rank in engineering_positions)
eng[name] = rank
department = 1
if(real_rank in medical_positions)
med[name] = rank
department = 1
if(real_rank in science_positions)
sci[name] = rank
department = 1
if(real_rank in civilian_positions)
civ[name] = rank
department = 1
if(real_rank in nonhuman_positions)
bot[name] = rank
department = 1
if(!department && !(name in heads))
misc[name] = rank
if(heads.len > 0)
dat += "<tr><th colspan=3>Heads</th></tr>"
for(name in heads)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sec.len > 0)
dat += "<tr><th colspan=3>Security</th></tr>"
for(name in sec)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(eng.len > 0)
dat += "<tr><th colspan=3>Engineering</th></tr>"
for(name in eng)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(med.len > 0)
dat += "<tr><th colspan=3>Medical</th></tr>"
for(name in med)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sci.len > 0)
dat += "<tr><th colspan=3>Science</th></tr>"
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(civ.len > 0)
dat += "<tr><th colspan=3>Civilian</th></tr>"
for(name in civ)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// in case somebody is insane and added them to the manifest, why not
if(bot.len > 0)
dat += "<tr><th colspan=3>Silicon</th></tr>"
for(name in bot)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// misc guys
if(misc.len > 0)
dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
for(name in misc)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(!department && !(name in heads))
misc[name] = rank
if(heads.len > 0)
dat += "<tr><th colspan=3>Heads</th></tr>"
for(name in heads)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sec.len > 0)
dat += "<tr><th colspan=3>Security</th></tr>"
for(name in sec)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(eng.len > 0)
dat += "<tr><th colspan=3>Engineering</th></tr>"
for(name in eng)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(med.len > 0)
dat += "<tr><th colspan=3>Medical</th></tr>"
for(name in med)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sci.len > 0)
dat += "<tr><th colspan=3>Science</th></tr>"
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(civ.len > 0)
dat += "<tr><th colspan=3>Civilian</th></tr>"
for(name in civ)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// in case somebody is insane and added them to the manifest, why not
if(bot.len > 0)
dat += "<tr><th colspan=3>Silicon</th></tr>"
for(name in bot)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// misc guys
if(misc.len > 0)
dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
for(name in misc)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
dat += "</table>"
dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
dat = replacetext(dat, "\t", "")
return dat
/*
We can't just insert in HTML into the nanoUI so we need the raw data to play with.
*/
/obj/effect/datacore/proc/get_manifest_json()
var/heads[0]
var/sec[0]
var/eng[0]
var/med[0]
var/sci[0]
var/civ[0]
var/bot[0]
var/misc[0]
for(var/datum/data/record/t in data_core.general)
var/name = sanitize(t.fields["name"])
var/rank = sanitize(t.fields["rank"])
var/real_rank = t.fields["real_rank"]
var/isactive = t.fields["p_stat"]
var/department = 0
var/depthead = 0 // Department Heads will be placed at the top of their lists.
if(real_rank in command_positions)
heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
depthead = 1
if(rank=="Captain" && heads.len != 1)
heads.Swap(1,heads.len)
if(real_rank in security_positions)
sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && sec.len != 1)
sec.Swap(1,sec.len)
if(real_rank in engineering_positions)
eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && eng.len != 1)
eng.Swap(1,eng.len)
if(real_rank in medical_positions)
med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && med.len != 1)
med.Swap(1,med.len)
if(real_rank in science_positions)
sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && sci.len != 1)
sci.Swap(1,sci.len)
if(real_rank in civilian_positions)
civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && civ.len != 1)
civ.Swap(1,civ.len)
if(real_rank in nonhuman_positions)
bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(!department && !(name in heads))
misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
return list(\
"heads" = heads,\
"sec" = sec,\
"eng" = eng,\
"med" = med,\
"sci" = sci,\
"civ" = civ,\
"bot" = bot,\
"misc" = misc\
)
dat += "</table>"
dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
dat = replacetext(dat, "\t", "")
return dat
/obj/effect/laser
name = "laser"

View File

@@ -132,6 +132,40 @@
plant_type = 0
growthstages = 1
/obj/item/seeds/shandseed
name = "pack of s'rendarr's hand seeds"
desc = "These seeds grow into a helpful herb called S'Rendarr's Hand, native to Ahdomai."
icon_state = "seed-shand"
mypath = "/obj/item/seeds/shandseed"
species = "shand"
plantname = "S'Rendarr's Hand"
productname = "/obj/item/stack/medical/bruise_pack/tajaran"
lifespan = 50
endurance = 25
maturation = 3
production = 5
yield = 4
potency = 10
plant_type = 0
growthstages = 3
/obj/item/seeds/mtearseed
name = "pack of messa's tear seeds"
desc = "These seeds grow into a helpful herb called Messa's Tear, native to Ahdomai."
icon_state = "seed-mtear"
mypath = "/obj/item/seeds/mtearseed"
species = "mtear"
plantname = "Messa's Tear"
productname = "/obj/item/stack/medical/ointment/tajaran"
lifespan = 50
endurance = 25
maturation = 3
production = 5
yield = 4
potency = 10
plant_type = 0
growthstages = 3
/obj/item/seeds/berryseed
name = "pack of berry seeds"
desc = "These seeds grow into berry bushes."

View File

@@ -325,6 +325,13 @@
icon = 'icons/obj/wizard.dmi'
icon_state = "broom"
/obj/item/weapon/staff/gentcane
name = "Gentlemans Cane"
desc = "An ebony can with an ivory tip."
icon = 'icons/obj/weapons.dmi'
icon_state = "cane"
item_state = "stick"
/obj/item/weapon/staff/stick
name = "stick"
desc = "A great tool to drag someone else's drinks across the bar."
@@ -393,7 +400,9 @@
/obj/item/weapon/module/power_control
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
desc = "Heavy-duty switching circuits for power control."
m_amt = 50
g_amt = 50
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"

View File

@@ -56,7 +56,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
var/list/teleportlocs = list()
proc/process_teleport_locs()
/hook/startup/proc/setupTeleportLocs()
for(var/area/AR in world)
if(istype(AR, /area/shuttle) || istype(AR, /area/syndicate_station) || istype(AR, /area/wizard_station)) continue
if(teleportlocs.Find(AR.name)) continue
@@ -65,20 +65,13 @@ proc/process_teleport_locs()
teleportlocs += AR.name
teleportlocs[AR.name] = AR
var/not_in_order = 0
do
not_in_order = 0
if(teleportlocs.len <= 1)
break
for(var/i = 1, i <= (teleportlocs.len - 1), i++)
if(sorttext(teleportlocs[i], teleportlocs[i+1]) == -1)
teleportlocs.Swap(i, i+1)
not_in_order = 1
while(not_in_order)
teleportlocs = sortAssoc(teleportlocs)
return 1
var/list/ghostteleportlocs = list()
proc/process_ghost_teleport_locs()
/hook/startup/proc/setupGhostTeleportLocs()
for(var/area/AR in world)
if(ghostteleportlocs.Find(AR.name)) continue
if(istype(AR, /area/turret_protected/aisat) || istype(AR, /area/derelict) || istype(AR, /area/tdome))
@@ -89,17 +82,9 @@ proc/process_ghost_teleport_locs()
ghostteleportlocs += AR.name
ghostteleportlocs[AR.name] = AR
var/not_in_order = 0
do
not_in_order = 0
if(ghostteleportlocs.len <= 1)
break
for(var/i = 1, i <= (ghostteleportlocs.len - 1), i++)
if(sorttext(ghostteleportlocs[i], ghostteleportlocs[i+1]) == -1)
ghostteleportlocs.Swap(i, i+1)
not_in_order = 1
while(not_in_order)
ghostteleportlocs = sortAssoc(ghostteleportlocs)
return 1
/*-----------------------------------------------------------------------------*/
@@ -795,6 +780,14 @@ proc/process_ghost_teleport_locs()
name = "\improper Dormitories"
icon_state = "Sleep"
/area/crew_quarters/sleep/engi
name = "\improper Engineering Dormitories"
icon_state = "Sleep"
/area/crew_quarters/sleep/sec
name = "\improper Security Dormitories"
icon_state = "Sleep"
/area/crew_quarters/sleep_male
name = "\improper Male Dorm"
icon_state = "Sleep"
@@ -1322,6 +1315,10 @@ 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"

View File

@@ -100,6 +100,7 @@
return
if( !fire )
fire = 1
master.fire = 1 //used for firedoor checks
updateicon()
mouse_opacity = 0
for(var/obj/machinery/door/firedoor/D in all_doors)
@@ -122,6 +123,7 @@
/area/proc/firereset()
if (fire)
fire = 0
master.fire = 0 //used for firedoor checks
mouse_opacity = 0
updateicon()
for(var/obj/machinery/door/firedoor/D in all_doors)

View File

@@ -6,6 +6,7 @@
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/blood_color
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
@@ -361,7 +362,9 @@ its easier to just keep the beam vertical.
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
blood_color = "#A10808"
if (M.species)
blood_color = M.species.blood_color
//adding blood to humans
else if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src

View File

@@ -103,16 +103,16 @@ var/list/radiochannels = list(
"Medical" = 1355,
"Engineering" = 1357,
"Security" = 1359,
"Response Team" = 1443,
"Deathsquad" = 1441,
"Response Team" = 1345,
"Deathsquad" = 1341,
"Syndicate" = 1213,
"Supply" = 1347,
)
//depenging helpers
var/list/DEPT_FREQS = list(1351, 1355, 1357, 1359, 1213, 1443, 1441, 1347)
var/list/DEPT_FREQS = list(1351, 1355, 1357, 1359, 1213, 1345, 1341, 1347)
// central command channels, i.e deathsquid & response teams
var/list/CENT_FREQS = list(1441, 1443)
var/list/CENT_FREQS = list(1345, 1341)
var/const/COMM_FREQ = 1353 //command, colored gold in chat window
var/const/SYND_FREQ = 1213
@@ -140,6 +140,10 @@ var/const/RADIO_MAGNETS = "9"
var/global/datum/controller/radio/radio_controller
/hook/startup/proc/createRadioController()
radio_controller = new /datum/controller/radio()
return 1
datum/controller/radio
var/list/datum/radio_frequency/frequencies = list()

358
code/game/dna/dna2.dm Normal file
View File

@@ -0,0 +1,358 @@
/**
* DNA 2: The Spaghetti Strikes Back
*
* @author N3X15 <nexisentertainment@gmail.com>
*/
// What each index means:
#define DNA_OFF_LOWERBOUND 0
#define DNA_OFF_UPPERBOUND 1
#define DNA_ON_LOWERBOUND 2
#define DNA_ON_UPPERBOUND 3
// Define block bounds (off-low,off-high,on-low,on-high)
// Used in setupgame.dm
#define DNA_DEFAULT_BOUNDS list(1,2049,2050,4095)
#define DNA_HARDER_BOUNDS list(1,3049,3050,4095)
#define DNA_HARD_BOUNDS list(1,3490,3500,4095)
// Defines which values mean "on" or "off".
// This is to make some of the more OP superpowers a larger PITA to activate,
// and to tell our new DNA datum which values to set in order to turn something
// on or off.
var/global/list/dna_activity_bounds[STRUCDNASIZE]
// Used to determine what each block means (admin hax and species stuff on /vg/, mostly)
var/global/list/assigned_blocks[STRUCDNASIZE]
var/global/list/datum/dna/gene/dna_genes[0]
// UI Indices (can change to mutblock style, if desired)
#define DNA_UI_HAIR_R 1
#define DNA_UI_HAIR_G 2
#define DNA_UI_HAIR_B 3
#define DNA_UI_BEARD_R 4
#define DNA_UI_BEARD_G 5
#define DNA_UI_BEARD_B 6
#define DNA_UI_SKIN_TONE 7
#define DNA_UI_EYES_R 8
#define DNA_UI_EYES_G 9
#define DNA_UI_EYES_B 10
#define DNA_UI_GENDER 11
#define DNA_UI_BEARD_STYLE 12
#define DNA_UI_HAIR_STYLE 13
#define DNA_UI_LENGTH 13 // Update this when you add something, or you WILL break shit.
/////////////////
// GENE DEFINES
/////////////////
// Skip checking if it's already active.
// Used for genes that check for value rather than a binary on/off.
#define GENE_ALWAYS_ACTIVATE 1
/datum/dna
// READ-ONLY, GETS OVERWRITTEN
// DO NOT FUCK WITH THESE OR BYOND WILL EAT YOUR FACE
var/uni_identity="" // Encoded UI
var/struc_enzymes="" // Encoded SE
var/unique_enzymes="" // MD5 of player name
// Internal dirtiness checks
var/dirtyUI=0
var/dirtySE=0
// Okay to read, but you're an idiot if you do.
// BLOCK = VALUE
var/list/SE[STRUCDNASIZE]
var/list/UI[DNA_UI_LENGTH]
// From old dna.
var/b_type = "A+" // Should probably change to an integer => string map but I'm lazy.
var/mutantrace = null // The type of mutant race the player is, if applicable (i.e. potato-man)
var/real_name // Stores the real name of the person who originally got this dna datum. Used primarily for changelings,
// New stuff
var/species = "Human"
// Make a copy of this strand.
// USE THIS WHEN COPYING STUFF OR YOU'LL GET CORRUPTION!
/datum/dna/proc/Clone()
var/datum/dna/new_dna = new()
new_dna.unique_enzymes=unique_enzymes
new_dna.b_type=b_type
new_dna.mutantrace=mutantrace
new_dna.real_name=real_name
new_dna.species=species
for(var/b=1;b<=STRUCDNASIZE;b++)
new_dna.SE[b]=SE[b]
if(b<=DNA_UI_LENGTH)
new_dna.UI[b]=UI[b]
new_dna.UpdateUI()
new_dna.UpdateSE()
return new_dna
///////////////////////////////////////
// UNIQUE IDENTITY
///////////////////////////////////////
// Create random UI.
/datum/dna/proc/ResetUI(var/defer=0)
for(var/i=1,i<=DNA_UI_LENGTH,i++)
switch(i)
if(DNA_UI_SKIN_TONE)
SetUIValueRange(DNA_UI_SKIN_TONE,rand(1,220),220,1) // Otherwise, it gets fucked
else
UI[i]=rand(0,4095)
if(!defer)
UpdateUI()
/datum/dna/proc/ResetUIFrom(var/mob/living/carbon/human/character)
// INITIALIZE!
ResetUI(1)
// Hair
// FIXME: Species-specific defaults pls
if(!character.h_style)
character.h_style = "Skinhead"
var/hair = hair_styles_list.Find(character.h_style)
// Facial Hair
if(!character.f_style)
character.f_style = "Shaved"
var/beard = facial_hair_styles_list.Find(character.f_style)
SetUIValueRange(DNA_UI_HAIR_R, character.r_hair, 255, 1)
SetUIValueRange(DNA_UI_HAIR_G, character.g_hair, 255, 1)
SetUIValueRange(DNA_UI_HAIR_B, character.b_hair, 255, 1)
SetUIValueRange(DNA_UI_BEARD_R, character.r_facial, 255, 1)
SetUIValueRange(DNA_UI_BEARD_G, character.g_facial, 255, 1)
SetUIValueRange(DNA_UI_BEARD_B, character.b_facial, 255, 1)
SetUIValueRange(DNA_UI_EYES_R, character.r_eyes, 255, 1)
SetUIValueRange(DNA_UI_EYES_G, character.g_eyes, 255, 1)
SetUIValueRange(DNA_UI_EYES_B, character.b_eyes, 255, 1)
SetUIValueRange(DNA_UI_SKIN_TONE, 35-character.s_tone, 220, 1) // Value can be negative.
SetUIState(DNA_UI_GENDER, character.gender!=MALE, 1)
SetUIValueRange(DNA_UI_HAIR_STYLE, hair, hair_styles_list.len, 1)
SetUIValueRange(DNA_UI_BEARD_STYLE, beard, facial_hair_styles_list.len,1)
UpdateUI()
// Set a DNA UI block's raw value.
/datum/dna/proc/SetUIValue(var/block,var/value,var/defer=0)
if (block<=0) return
ASSERT(value>=0)
ASSERT(value<=4095)
UI[block]=value
dirtyUI=1
if(!defer)
UpdateUI()
// Get a DNA UI block's raw value.
/datum/dna/proc/GetUIValue(var/block)
if (block<=0) return 0
return UI[block]
// Set a DNA UI block's value, given a value and a max possible value.
// Used in hair and facial styles (value being the index and maxvalue being the len of the hairstyle list)
/datum/dna/proc/SetUIValueRange(var/block,var/value,var/maxvalue,var/defer=0)
if (block<=0) return
ASSERT(maxvalue<=4095)
var/range = (4095 / maxvalue)
if(value)
SetUIValue(block,round(value * range),defer)
// Getter version of above.
/datum/dna/proc/GetUIValueRange(var/block,var/maxvalue)
if (block<=0) return 0
var/value = GetUIValue(block)
return round(1 +(value / 4096)*maxvalue)
// Is the UI gene "on" or "off"?
// For UI, this is simply a check of if the value is > 2050.
/datum/dna/proc/GetUIState(var/block)
if (block<=0) return
return UI[block] > 2050
// Set UI gene "on" (1) or "off" (0)
/datum/dna/proc/SetUIState(var/block,var/on,var/defer=0)
if (block<=0) return
var/val
if(on)
val=rand(2050,4095)
else
val=rand(1,2049)
SetUIValue(block,val,defer)
// Get a hex-encoded UI block.
/datum/dna/proc/GetUIBlock(var/block)
return EncodeDNABlock(GetUIValue(block))
// Do not use this unless you absolutely have to.
// Set a block from a hex string. This is inefficient. If you can, use SetUIValue().
// Used in DNA modifiers.
/datum/dna/proc/SetUIBlock(var/block,var/value,var/defer=0)
if (block<=0) return
return SetUIValue(block,hex2num(value),defer)
// Get a sub-block from a block.
/datum/dna/proc/GetUISubBlock(var/block,var/subBlock)
return copytext(GetUIBlock(block),subBlock,subBlock+1)
// Do not use this unless you absolutely have to.
// Set a block from a hex string. This is inefficient. If you can, use SetUIValue().
// Used in DNA modifiers.
/datum/dna/proc/SetUISubBlock(var/block,var/subBlock, var/newSubBlock, var/defer=0)
if (block<=0) return
var/oldBlock=GetUIBlock(block)
var/newBlock=""
for(var/i=1, i<=length(oldBlock), i++)
if(i==subBlock)
newBlock+=newSubBlock
else
newBlock+=copytext(oldBlock,i,i+1)
SetUIBlock(block,newBlock,defer)
///////////////////////////////////////
// STRUCTURAL ENZYMES
///////////////////////////////////////
// "Zeroes out" all of the blocks.
/datum/dna/proc/ResetSE()
for(var/i = 1, i <= STRUCDNASIZE, i++)
SetSEValue(i,rand(1,1024),1)
UpdateSE()
// Set a DNA SE block's raw value.
/datum/dna/proc/SetSEValue(var/block,var/value,var/defer=0)
//testing("SetSEBlock([block],[value],[defer]): [value] -> [nval]")
if (block<=0) return
ASSERT(value>=0)
ASSERT(value<=4095)
SE[block]=value
dirtySE=1
if(!defer)
UpdateSE()
// Get a DNA SE block's raw value.
/datum/dna/proc/GetSEValue(var/block)
if (block<=0) return 0
return SE[block]
// Set a DNA SE block's value, given a value and a max possible value.
// Might be used for species?
/datum/dna/proc/SetSEValueRange(var/block,var/value,var/maxvalue)
if (block<=0) return
ASSERT(maxvalue<=4095)
var/range = round(4095 / maxvalue)
if(value)
SetSEValue(block, value * range - rand(1,range-1))
// Getter version of above.
/datum/dna/proc/GetSEValueRange(var/block,var/maxvalue)
if (block<=0) return 0
var/value = GetSEValue(block)
return round(1 +(value / 4096)*maxvalue)
// Is the block "on" (1) or "off" (0)? (Un-assigned genes are always off.)
/datum/dna/proc/GetSEState(var/block)
if (block<=0) return 0
var/list/BOUNDS=GetDNABounds(block)
var/value=GetSEValue(block)
return (value > BOUNDS[DNA_ON_LOWERBOUND])
// Set a block "on" or "off".
/datum/dna/proc/SetSEState(var/block,var/on,var/defer=0)
if (block<=0) return
var/list/BOUNDS=GetDNABounds(block)
var/val
if(on)
val=rand(BOUNDS[DNA_ON_LOWERBOUND],BOUNDS[DNA_ON_UPPERBOUND])
else
val=rand(1,BOUNDS[DNA_OFF_UPPERBOUND])
SetSEValue(block,val,defer)
// Get hex-encoded SE block.
/datum/dna/proc/GetSEBlock(var/block)
return EncodeDNABlock(GetSEValue(block))
// Do not use this unless you absolutely have to.
// Set a block from a hex string. This is inefficient. If you can, use SetUIValue().
// Used in DNA modifiers.
/datum/dna/proc/SetSEBlock(var/block,var/value,var/defer=0)
if (block<=0) return
var/nval=hex2num(value)
//testing("SetSEBlock([block],[value],[defer]): [value] -> [nval]")
return SetSEValue(block,nval,defer)
/datum/dna/proc/GetSESubBlock(var/block,var/subBlock)
return copytext(GetSEBlock(block),subBlock,subBlock+1)
// Do not use this unless you absolutely have to.
// Set a sub-block from a hex character. This is inefficient. If you can, use SetUIValue().
// Used in DNA modifiers.
/datum/dna/proc/SetSESubBlock(var/block,var/subBlock, var/newSubBlock, var/defer=0)
if (block<=0) return
var/oldBlock=GetSEBlock(block)
var/newBlock=""
for(var/i=1, i<=length(oldBlock), i++)
if(i==subBlock)
newBlock+=newSubBlock
else
newBlock+=copytext(oldBlock,i,i+1)
//testing("SetSESubBlock([block],[subBlock],[newSubBlock],[defer]): [oldBlock] -> [newBlock]")
SetSEBlock(block,newBlock,defer)
/proc/EncodeDNABlock(var/value)
return add_zero2(num2hex(value,1), 3)
/datum/dna/proc/UpdateUI()
src.uni_identity=""
for(var/block in UI)
uni_identity += EncodeDNABlock(block)
//testing("New UI: [uni_identity]")
dirtyUI=0
/datum/dna/proc/UpdateSE()
//var/oldse=struc_enzymes
struc_enzymes=""
for(var/block in SE)
struc_enzymes += EncodeDNABlock(block)
//testing("Old SE: [oldse]")
//testing("New SE: [struc_enzymes]")
dirtySE=0
// BACK-COMPAT!
// Just checks our character has all the crap it needs.
/datum/dna/proc/check_integrity(var/mob/living/carbon/human/character)
if(character)
if(UI.len != DNA_UI_LENGTH)
ResetUIFrom(character)
if(length(struc_enzymes)!= 3*STRUCDNASIZE)
ResetSE()
if(length(unique_enzymes) != 32)
unique_enzymes = md5(character.real_name)
else
if(length(uni_identity) != 3*DNA_UI_LENGTH)
uni_identity = "00600200A00E0110148FC01300B0095BD7FD3F4"
if(length(struc_enzymes)!= 3*STRUCDNASIZE)
struc_enzymes = "43359156756131E13763334D1C369012032164D4FE4CD61544B6C03F251B6C60A42821D26BA3B0FD6"
// BACK-COMPAT!
// Initial DNA setup. I'm kind of wondering why the hell this doesn't just call the above.
/datum/dna/proc/ready_dna(mob/living/carbon/human/character)
ResetUIFrom(character)
ResetSE()
unique_enzymes = md5(character.real_name)
reg_dna[unique_enzymes] = character.real_name

View File

@@ -0,0 +1,358 @@
// (Re-)Apply mutations.
// TODO: Turn into a /mob proc, change inj to a bitflag for various forms of differing behavior.
// M: Mob to mess with
// connected: Machine we're in, type unchecked so I doubt it's used beyond monkeying
// flags: See below, bitfield.
#define MUTCHK_FORCED 1
/proc/domutcheck(var/mob/living/M, var/connected=null, var/flags=0)
for(var/datum/dna/gene/gene in dna_genes)
if(!M)
return
if(!gene.block)
continue
// Sanity checks, don't skip.
if(!gene.can_activate(M,flags))
//testing("[M] - Failed to activate [gene.name] (can_activate fail).")
continue
// Current state
var/gene_active = (gene.flags & GENE_ALWAYS_ACTIVATE)
if(!gene_active)
gene_active = M.dna.GetSEState(gene.block)
// Prior state
var/gene_prior_status = (gene.type in M.active_genes)
if((gene_active && !gene_prior_status) || (gene.flags & GENE_ALWAYS_ACTIVATE))
//testing("[gene.name] activated!")
gene.activate(M,connected,flags)
if(M)
if(!(gene.flags & GENE_ALWAYS_ACTIVATE))
M.active_genes |= gene.type
M.update_icon=1
else if(!gene_active && gene_prior_status)
//testing("[gene.name] deactivated!")
gene.deactivate(M,connected,flags)
if(M)
M.active_genes -= gene.type
M.update_icon = 1
//else
// testing("[M] - Failed to activate [gene.name] - [gene_active?"+":"-"]active, [gene_prior_status?"+":"-"]prior")
// PROC CONTINUES BELOW AFTER COMMENTED CODE.
/* Old, inflexibile
/proc/domutcheck(var/mob/living/M, var/connected, var/flags)
if (!M) return
M.dna.check_integrity()
M.disabilities = 0
M.sdisabilities = 0
var/old_mutations = M.mutations
M.mutations = list()
M.pass_flags = 0
// M.see_in_dark = 2
// M.see_invisible = 0
if(PLANT in old_mutations)
M.mutations.Add(PLANT)
if(SKELETON in old_mutations)
M.mutations.Add(SKELETON)
if(FAT in old_mutations)
M.mutations.Add(FAT)
if(HUSK in old_mutations)
M.mutations.Add(HUSK)
var/inj = (flags & MUTCHK_FROM_INJECTOR) == MUTCHK_FROM_INJECTOR
var/forced = (flags & MUTCHK_FORCED) == MUTCHK_FORCED
if(M.dna.GetSEState(NOBREATHBLOCK))
if(forced || probinj(45,inj) || (mNobreath in old_mutations))
M << "\blue You feel no need to breathe."
M.mutations.Add(mNobreath)
if(M.dna.GetSEState(REMOTEVIEWBLOCK))
if(forced || probinj(45,inj) || (mRemote in old_mutations))
M << "\blue Your mind expands"
M.mutations.Add(mRemote)
M.verbs += /mob/living/carbon/human/proc/remoteobserve
if(M.dna.GetSEState(REGENERATEBLOCK))
if(forced || probinj(45,inj) || (mRegen in old_mutations))
M << "\blue You feel better"
M.mutations.Add(mRegen)
if(M.dna.GetSEState(INCREASERUNBLOCK))
if(forced || probinj(45,inj) || (mRun in old_mutations))
M << "\blue Your leg muscles pulsate."
M.mutations.Add(mRun)
if(M.dna.GetSEState(REMOTETALKBLOCK))
if(forced || probinj(45,inj) || (mRemotetalk in old_mutations))
M << "\blue You expand your mind outwards"
M.mutations.Add(mRemotetalk)
M.verbs += /mob/living/carbon/human/proc/remotesay
if(M.dna.GetSEState(MORPHBLOCK))
if(forced || probinj(45,inj) || (mMorph in old_mutations))
M.mutations.Add(mMorph)
M << "\blue Your skin feels strange"
M.verbs += /mob/living/carbon/human/proc/morph
if(M.dna.GetSEState(COLDBLOCK))
if(!(COLD_RESISTANCE in old_mutations))
if(forced || probinj(15,inj) || (mHeatres in old_mutations))
M.mutations.Add(mHeatres)
M << "\blue Your skin is icy to the touch"
else
if(forced || probinj(5,inj) || (mHeatres in old_mutations))
M.mutations.Add(mHeatres)
M << "\blue Your skin is icy to the touch"
if(M.dna.GetSEState(HALLUCINATIONBLOCK))
if(forced || probinj(45,inj) || (mHallucination in old_mutations))
M.mutations.Add(mHallucination)
M << "\red Your mind says 'Hello'"
if(M.dna.GetSEState(NOPRINTSBLOCK))
if(forced || probinj(45,inj) || (mFingerprints in old_mutations))
M.mutations.Add(mFingerprints)
M << "\blue Your fingers feel numb"
if(M.dna.GetSEState(SHOCKIMMUNITYBLOCK))
if(forced || probinj(45,inj) || (mShock in old_mutations))
M.mutations.Add(mShock)
M << "\blue Your skin feels strange"
if(M.dna.GetSEState(SMALLSIZEBLOCK))
if(forced || probinj(45,inj) || (mSmallsize in old_mutations))
M << "\blue Your skin feels rubbery"
M.mutations.Add(mSmallsize)
M.pass_flags |= 1
if (M.dna.GetSEState(HULKBLOCK))
if(forced || probinj(5,inj) || (HULK in old_mutations))
M << "\blue Your muscles hurt."
M.mutations.Add(HULK)
if (M.dna.GetSEState(HEADACHEBLOCK))
M.disabilities |= EPILEPSY
M << "\red You get a headache."
if (M.dna.GetSEState(FAKEBLOCK))
M << "\red You feel strange."
if (prob(95))
if(prob(50))
randmutb(M)
else
randmuti(M)
else
randmutg(M)
if (M.dna.GetSEState(COUGHBLOCK))
M.disabilities |= COUGHING
M << "\red You start coughing."
if (M.dna.GetSEState(CLUMSYBLOCK))
M << "\red You feel lightheaded."
M.mutations.Add(CLUMSY)
if (M.dna.GetSEState(TWITCHBLOCK))
M.disabilities |= TOURETTES
M << "\red You twitch."
if (M.dna.GetSEState(XRAYBLOCK))
if(forced || probinj(30,inj) || (XRAY in old_mutations))
M << "\blue The walls suddenly disappear."
// M.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
// M.see_in_dark = 8
// M.see_invisible = 2
M.mutations.Add(XRAY)
if (M.dna.GetSEState(NERVOUSBLOCK))
M.disabilities |= NERVOUS
M << "\red You feel nervous."
if (M.dna.GetSEState(FIREBLOCK))
if(!(mHeatres in old_mutations))
if(forced || probinj(30,inj) || (COLD_RESISTANCE in old_mutations))
M << "\blue Your body feels warm."
M.mutations.Add(COLD_RESISTANCE)
else
if(forced || probinj(5,inj) || (COLD_RESISTANCE in old_mutations))
M << "\blue Your body feels warm."
M.mutations.Add(COLD_RESISTANCE)
if (M.dna.GetSEState(BLINDBLOCK))
M.sdisabilities |= BLIND
M << "\red You can't seem to see anything."
if (M.dna.GetSEState(TELEBLOCK))
if(forced || probinj(15,inj) || (TK in old_mutations))
M << "\blue You feel smarter."
M.mutations.Add(TK)
if (M.dna.GetSEState(DEAFBLOCK))
M.sdisabilities |= DEAF
M.ear_deaf = 1
M << "\red Its kinda quiet.."
if (M.dna.GetSEState(GLASSESBLOCK))
M.disabilities |= NEARSIGHTED
M << "Your eyes feel weird..."
/* If you want the new mutations to work, UNCOMMENT THIS.
if(istype(M, /mob/living/carbon))
for (var/datum/mutations/mut in global_mutations)
mut.check_mutation(M)
*/
//////////////////////////////////////////////////////////// Monkey Block
if (M.dna.GetSEState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
// human > monkey
var/mob/living/carbon/human/H = M
H.monkeyizing = 1
var/list/implants = list() //Try to preserve implants.
for(var/obj/item/weapon/implant/W in H)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (H.contents-implants))
if (W==H.w_uniform) // will be teared
continue
H.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
del(animation)
var/mob/living/carbon/monkey/O = null
if(H.species.primitive)
O = new H.species.primitive(src)
else
H.gib() //Trying to change the species of a creature with no primitive var set is messy.
return
if(M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
for(var/obj/T in (M.contents-implants))
del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the cute little monkey
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
O.real_name = text("monkey ([])",copytext(md5(M.real_name), 2, 6))
O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss())
O.adjustToxLoss(M.getToxLoss() + 20)
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
O.a_intent = "hurt"
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return
if (!M.dna.GetSEState(MONKEYBLOCK) && !istype(M, /mob/living/carbon/human))
// monkey > human,
var/mob/living/carbon/monkey/Mo = M
Mo.monkeyizing = 1
var/list/implants = list() //Still preserving implants
for(var/obj/item/weapon/implant/W in Mo)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (Mo.contents-implants))
Mo.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("monkey2h", animation)
sleep(48)
del(animation)
var/mob/living/carbon/human/O = new( src )
if(Mo.greaterform)
O.set_species(Mo.greaterform)
if (M.dna.GetUIState(DNA_UI_GENDER))
O.gender = FEMALE
else
O.gender = MALE
if (M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
//for(var/obj/T in M)
// del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the human
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
var/i
while (!i)
var/randomname
if (O.gender == MALE)
randomname = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
else
randomname = capitalize(pick(first_names_female) + " " + capitalize(pick(last_names)))
if (findname(randomname))
continue
else
O.real_name = randomname
i++
O.UpdateAppearance()
O.take_overall_damage(M.getBruteLoss(), M.getFireLoss())
O.adjustToxLoss(M.getToxLoss())
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return
//////////////////////////////////////////////////////////// Monkey Block
if(M)
M.update_icon = 1 //queue a full icon update at next life() call
return null
/////////////////////////// DNA MISC-PROCS
*/

View File

@@ -0,0 +1,175 @@
/////////////////////////////
// Helpers for DNA2
/////////////////////////////
// Pads 0s to t until length == u
/proc/add_zero2(t, u)
var/temp1
while (length(t) < u)
t = "0[t]"
temp1 = t
if (length(t) > u)
temp1 = copytext(t,2,u+1)
return temp1
// DNA Gene activation boundaries, see dna2.dm.
// Returns a list object with 4 numbers.
/proc/GetDNABounds(var/block)
var/list/BOUNDS=dna_activity_bounds[block]
if(!istype(BOUNDS))
return DNA_DEFAULT_BOUNDS
return BOUNDS
// Give Random Bad Mutation to M
/proc/randmutb(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
var/block = pick(GLASSESBLOCK,COUGHBLOCK,FAKEBLOCK,NERVOUSBLOCK,CLUMSYBLOCK,TWITCHBLOCK,HEADACHEBLOCK,BLINDBLOCK,DEAFBLOCK,HALLUCINATIONBLOCK)
M.dna.SetSEState(block, 1)
// Give Random Good Mutation to M
/proc/randmutg(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
var/block = pick(HULKBLOCK,XRAYBLOCK,FIREBLOCK,TELEBLOCK,NOBREATHBLOCK,REMOTEVIEWBLOCK,REGENERATEBLOCK,INCREASERUNBLOCK,REMOTETALKBLOCK,MORPHBLOCK,BLENDBLOCK,NOPRINTSBLOCK,SHOCKIMMUNITYBLOCK,SMALLSIZEBLOCK)
M.dna.SetSEState(block, 1)
// Random Appearance Mutation
/proc/randmuti(var/mob/living/M)
if(!M) return
M.dna.check_integrity()
M.dna.SetUIValue(rand(1,UNIDNASIZE),rand(1,4095))
// Scramble UI or SE.
/proc/scramble(var/UI, var/mob/M, var/prob)
if(!M) return
M.dna.check_integrity()
if(UI)
for(var/i = 1, i <= DNA_UI_LENGTH-1, i++)
if(prob(prob))
M.dna.SetUIValue(i,rand(1,4095),1)
M.dna.UpdateUI()
M.UpdateAppearance()
else
for(var/i = 1, i <= STRUCDNASIZE-1, i++)
if(prob(prob))
M.dna.SetSEValue(i,rand(1,4095),1)
M.dna.UpdateSE()
domutcheck(M, null)
return
// I haven't yet figured out what the fuck this is supposed to do.
/proc/miniscramble(input,rs,rd)
var/output
output = null
if (input == "C" || input == "D" || input == "E" || input == "F")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"6",prob((rs*10));"7",prob((rs*5)+(rd));"0",prob((rs*5)+(rd));"1",prob((rs*10)-(rd));"2",prob((rs*10)-(rd));"3")
if (input == "8" || input == "9" || input == "A" || input == "B")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "4" || input == "5" || input == "6" || input == "7")
output = pick(prob((rs*10));"4",prob((rs*10));"5",prob((rs*10));"A",prob((rs*10));"B",prob((rs*5)+(rd));"C",prob((rs*5)+(rd));"D",prob((rs*5)+(rd));"2",prob((rs*5)+(rd));"3")
if (input == "0" || input == "1" || input == "2" || input == "3")
output = pick(prob((rs*10));"8",prob((rs*10));"9",prob((rs*10));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C",prob((rs*10)-(rd));"D",prob((rs*5)+(rd));"E",prob((rs*5)+(rd));"F")
if (!output) output = "5"
return output
// HELLO I MAKE BELL CURVES AROUND YOUR DESIRED TARGET
// So a shitty way of replacing gaussian noise.
// input: YOUR TARGET
// rs: RAD STRENGTH
// rd: DURATION
/proc/miniscrambletarget(input,rs,rd)
var/output = null
switch(input)
if("0")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10));"2",prob((rs*10)-(rd));"3")
if("1")
output = pick(prob((rs*10)+(rd));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10));"3",prob((rs*10)-(rd));"4")
if("2")
output = pick(prob((rs*10));"0",prob((rs*10)+(rd));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10));"4",prob((rs*10)-(rd));"5")
if("3")
output = pick(prob((rs*10)-(rd));"0",prob((rs*10));"1",prob((rs*10)+(rd));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10));"5",prob((rs*10)-(rd));"6")
if("4")
output = pick(prob((rs*10)-(rd));"1",prob((rs*10));"2",prob((rs*10)+(rd));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10));"6",prob((rs*10)-(rd));"7")
if("5")
output = pick(prob((rs*10)-(rd));"2",prob((rs*10));"3",prob((rs*10)+(rd));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10));"7",prob((rs*10)-(rd));"8")
if("6")
output = pick(prob((rs*10)-(rd));"3",prob((rs*10));"4",prob((rs*10)+(rd));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10));"8",prob((rs*10)-(rd));"9")
if("7")
output = pick(prob((rs*10)-(rd));"4",prob((rs*10));"5",prob((rs*10)+(rd));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10));"9",prob((rs*10)-(rd));"A")
if("8")
output = pick(prob((rs*10)-(rd));"5",prob((rs*10));"6",prob((rs*10)+(rd));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10));"A",prob((rs*10)-(rd));"B")
if("9")
output = pick(prob((rs*10)-(rd));"6",prob((rs*10));"7",prob((rs*10)+(rd));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10));"B",prob((rs*10)-(rd));"C")
if("10")//A
output = pick(prob((rs*10)-(rd));"7",prob((rs*10));"8",prob((rs*10)+(rd));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10));"C",prob((rs*10)-(rd));"D")
if("11")//B
output = pick(prob((rs*10)-(rd));"8",prob((rs*10));"9",prob((rs*10)+(rd));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10));"D",prob((rs*10)-(rd));"E")
if("12")//C
output = pick(prob((rs*10)-(rd));"9",prob((rs*10));"A",prob((rs*10)+(rd));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10));"E",prob((rs*10)-(rd));"F")
if("13")//D
output = pick(prob((rs*10)-(rd));"A",prob((rs*10));"B",prob((rs*10)+(rd));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10));"F")
if("14")//E
output = pick(prob((rs*10)-(rd));"B",prob((rs*10));"C",prob((rs*10)+(rd));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if("15")//F
output = pick(prob((rs*10)-(rd));"C",prob((rs*10));"D",prob((rs*10)+(rd));"E",prob((rs*10)+(rd));"F")
if(!input || !output) //How did this happen?
output = "8"
return output
// /proc/updateappearance has changed behavior, so it's been removed
// Use mob.UpdateAppearance() instead.
// Simpler. Don't specify UI in order for the mob to use its own.
/mob/proc/UpdateAppearance(var/list/UI=null)
if(istype(src, /mob/living/carbon/human))
if(UI!=null)
src.dna.UI=UI
src.dna.UpdateUI()
dna.check_integrity()
var/mob/living/carbon/human/H = src
H.r_hair = dna.GetUIValueRange(DNA_UI_HAIR_R, 255)
H.g_hair = dna.GetUIValueRange(DNA_UI_HAIR_G, 255)
H.b_hair = dna.GetUIValueRange(DNA_UI_HAIR_B, 255)
H.r_facial = dna.GetUIValueRange(DNA_UI_BEARD_R, 255)
H.g_facial = dna.GetUIValueRange(DNA_UI_BEARD_G, 255)
H.b_facial = dna.GetUIValueRange(DNA_UI_BEARD_B, 255)
H.r_eyes = dna.GetUIValueRange(DNA_UI_EYES_R, 255)
H.g_eyes = dna.GetUIValueRange(DNA_UI_EYES_G, 255)
H.b_eyes = dna.GetUIValueRange(DNA_UI_EYES_B, 255)
var/new_s_tone = dna.GetUIValueRange(DNA_UI_SKIN_TONE, 220)
H.s_tone = 35 - max(min( round(new_s_tone), 220),1) //Warning MATH. Blame the person that wrote modules/client/preferences.dm, line 994
if (dna.GetUIState(DNA_UI_GENDER))
H.gender = FEMALE
else
H.gender = MALE
//Hair
var/hair = dna.GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_list.len)
if((0 < hair) && (hair <= hair_styles_list.len))
H.h_style = hair_styles_list[hair]
//Facial Hair
var/beard = dna.GetUIValueRange(DNA_UI_BEARD_STYLE,facial_hair_styles_list.len)
if((0 < beard) && (beard <= facial_hair_styles_list.len))
H.f_style = facial_hair_styles_list[beard]
H.update_body(0)
H.update_hair()
return 1
else
return 0
// Used below, simple injection modifier.
/proc/probinj(var/pr, var/inj)
return prob(pr+inj*pr)
/////////////////////////// DNA MISC-PROCS

View File

@@ -1,5 +1,37 @@
#define DNA_BLOCK_SIZE 3
// Buffer datatype flags.
#define DNA2_BUF_UI 1
#define DNA2_BUF_UE 2
#define DNA2_BUF_SE 4
//list("data" = null, "owner" = null, "label" = null, "type" = null, "ue" = 0),
/datum/dna2/record
var/datum/dna/dna = null
var/types=0
var/name="Empty"
// Stuff for cloners
var/id=null
var/implant=null
var/ckey=null
var/mind=null
/datum/dna2/record/proc/GetData()
var/list/ser=list("data" = null, "owner" = null, "label" = null, "type" = null, "ue" = 0)
ser["ue"] = (types & DNA2_BUF_UE) == DNA2_BUF_UE
if(types & DNA2_BUF_SE)
ser["data"] = dna.SE
else
ser["data"] = dna.UI
ser["owner"] = src.dna.real_name
ser["label"] = name
if(types & DNA2_BUF_UI)
ser["type"] = "ui"
else
ser["type"] = "se"
return ser
/////////////////////////// DNA MACHINES
/obj/machinery/dna_scannernew
name = "\improper DNA modifier"
@@ -14,6 +46,7 @@
var/locked = 0
var/mob/living/carbon/occupant = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/opened = 0
/obj/machinery/dna_scannernew/New()
..()
@@ -80,12 +113,6 @@
usr.loc = src
src.occupant = usr
src.icon_state = "scanner_1"
/*
for(var/obj/O in src) // THIS IS P. STUPID -- LOVE, DOOHL
//O = null
del(O)
//Foreach goto(124)
*/
src.add_fingerprint(usr)
return
@@ -111,7 +138,12 @@
if (G.affecting.abiotic())
user << "\blue <B>Subject cannot have abiotic items on.</B>"
return
var/mob/M = G.affecting
put_in(G.affecting)
src.add_fingerprint(user)
del(G)
return
/obj/machinery/dna_scannernew/proc/put_in(var/mob/M)
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
@@ -119,8 +151,6 @@
src.occupant = M
src.icon_state = "scanner_1"
src.add_fingerprint(user)
// search for ghosts, if the corpse is empty and the scanner is connected to a cloner
if(locate(/obj/machinery/computer/cloning, get_step(src, NORTH)) \
|| locate(/obj/machinery/computer/cloning, get_step(src, SOUTH)) \
@@ -132,19 +162,11 @@
if(ghost.mind == M.mind)
ghost << "<b><font color = #330033><font size = 3>Your corpse has been placed into a cloning scanner. Return to your body if you want to be resurrected/cloned!</b> (Verbs -> Ghost -> Re-enter corpse)</font color>"
break
del(G)
return
/obj/machinery/dna_scannernew/proc/go_out()
if ((!( src.occupant ) || src.locked))
return
/*
// it's like this was -just- here to break constructed dna scanners -Pete
// if that's not the case, slap my shit and uncomment this.
// for(var/obj/O in src)
// O.loc = src.loc
*/
//Foreach goto(30)
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
@@ -205,11 +227,7 @@
var/selected_ui_target_hex = 1
var/radiation_duration = 2.0
var/radiation_intensity = 1.0
var/list/buffers = list(
list("data" = null, "owner" = null, "label" = null, "type" = null, "ue" = 0),
list("data" = null, "owner" = null, "label" = null, "type" = null, "ue" = 0),
list("data" = null, "owner" = null, "label" = null, "type" = null, "ue" = 0)
)
var/list/datum/dna2/record/buffers[3]
var/irradiating = 0
var/injector_ready = 0 //Quick fix for issue 286 (screwdriver the screen twice to restore injector) -Pete
var/obj/machinery/dna_scannernew/connected = null
@@ -219,6 +237,7 @@
use_power = 1
idle_power_usage = 10
active_power_usage = 400
var/waiting_for_user_input=0 // Fix for #274 (Mash create block injector without answering dialog to make unlimited injectors) - N3X
/obj/machinery/computer/scan_consolenew/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
@@ -302,19 +321,19 @@
return
return
/obj/machinery/computer/scan_consolenew/proc/all_dna_blocks(var/buffer)
/obj/machinery/computer/scan_consolenew/proc/all_dna_blocks(var/list/buffer)
var/list/arr = list()
for(var/i = 1, i <= length(buffer)/3, i++)
arr += "[i]:[copytext(buffer,i*3-2,i*3+1)]"
for(var/i = 1, i <= buffer.len, i++)
arr += "[i]:[EncodeDNABlock(buffer[i])]"
return arr
/obj/machinery/computer/scan_consolenew/proc/setInjectorBlock(var/obj/item/weapon/dnainjector/I, var/blk, var/buffer)
/obj/machinery/computer/scan_consolenew/proc/setInjectorBlock(var/obj/item/weapon/dnainjector/I, var/blk, var/datum/dna2/record/buffer)
var/pos = findtext(blk,":")
if(!pos) return 0
var/id = text2num(copytext(blk,1,pos))
if(!id) return 0
I.block = id
I.dna = copytext(buffer,id*3-2,id*3+1)
I.buf = buffer
return 1
/obj/machinery/computer/scan_consolenew/attackby(obj/item/W as obj, mob/user as mob)
@@ -336,6 +355,7 @@
ui_interact(user)
/obj/machinery/computer/scan_consolenew/attack_ai(user as mob)
src.add_hiddenprint(user)
ui_interact(user)
/obj/machinery/computer/scan_consolenew/attack_hand(user as mob)
@@ -345,7 +365,7 @@
/**
* The ui_interact proc is used to open and update Nano UIs
* If ui_interact is not used then the UI will not update correctly
* ui_interact is currently defined for /atom/movable
* ui_interact is currently defined for /atom/movable (which is inherited by /obj and /mob)
*
* @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")
@@ -363,27 +383,26 @@
data["selectedMenuKey"] = selected_menu_key
data["locked"] = src.connected.locked
data["hasOccupant"] = connected.occupant ? 1 : 0
data["isInjectorReady"] = injector_ready
data["hasDisk"] = disk ? 1 : 0
var/diskData[0]
if (!disk)
if (!disk || !disk.buf)
diskData["data"] = null
diskData["owner"] = null
diskData["label"] = null
diskData["type"] = null
diskData["ue"] = null
else
diskData["data"] = disk.data
diskData["owner"] = disk.owner
diskData["label"] = disk.name
diskData["type"] = disk.data_type
diskData["ue"] = disk.ue
diskData = disk.buf.GetData()
data["disk"] = diskData
data["buffers"] = buffers
var/list/new_buffers = list()
for(var/datum/dna2/record/buf in buffers)
new_buffers.Add(buf.GetData())
data["buffers"]=new_buffers
data["radiationIntensity"] = radiation_intensity
data["radiationDuration"] = radiation_duration
@@ -432,23 +451,19 @@
if (connected.beaker.reagents && connected.beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in connected.beaker.reagents.reagent_list)
data["beakerVolume"] += R.volume
if (!ui) // no ui has been passed, so we'll search for one
{
ui = nanomanager.get_open_ui(user, src, ui_key)
}
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
// the ui does not exist, so we'll create a new one
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "dna_modifier.tmpl", "DNA Modifier Console", 660, 700)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// Auto update every Master Controller tick
// 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/computer/scan_consolenew/Topic(href, href_list)
if(..())
@@ -571,10 +586,7 @@
return 1 // return 1 forces an update to all Nano uis attached to src
if (href_list["pulseUIRadiation"])
var/block
var/newblock
var/tstructure2
block = getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),src.selected_ui_subblock,1)
var/block = src.connected.occupant.dna.GetUISubBlock(src.selected_ui_block,src.selected_ui_subblock)
irradiating = src.radiation_duration
var/lock_state = src.connected.locked
@@ -590,13 +602,8 @@
if (prob((80 + (src.radiation_duration / 2))))
block = miniscrambletarget(num2text(selected_ui_target), src.radiation_intensity, src.radiation_duration)
newblock = null
if (src.selected_ui_subblock == 1) newblock = block + getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),2,1) + getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_ui_subblock == 2) newblock = getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),1,1) + block + getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_ui_subblock == 3) newblock = getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),1,1) + getblock(getblock(src.connected.occupant.dna.uni_identity,src.selected_ui_block,DNA_BLOCK_SIZE),2,1) + block
tstructure2 = setblock(src.connected.occupant.dna.uni_identity, src.selected_ui_block, newblock,DNA_BLOCK_SIZE)
src.connected.occupant.dna.uni_identity = tstructure2
updateappearance(src.connected.occupant,src.connected.occupant.dna.uni_identity)
src.connected.occupant.dna.SetUISubBlock(src.selected_ui_block,src.selected_ui_subblock,block)
src.connected.occupant.UpdateAppearance()
src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
else
if (prob(20+src.radiation_intensity))
@@ -604,7 +611,7 @@
domutcheck(src.connected.occupant,src.connected)
else
randmuti(src.connected.occupant)
updateappearance(src.connected.occupant,src.connected.occupant.dna.uni_identity)
src.connected.occupant.UpdateAppearance()
src.connected.occupant.radiation += ((src.radiation_intensity*2)+src.radiation_duration)
src.connected.locked = lock_state
return 1 // return 1 forces an update to all Nano uis attached to src
@@ -632,15 +639,13 @@
src.selected_se_block = select_block
if ((select_subblock <= DNA_BLOCK_SIZE) && (select_subblock >= 1))
src.selected_se_subblock = select_subblock
//testing("User selected block [selected_se_block] (sent [select_block]), subblock [selected_se_subblock] (sent [select_block]).")
return 1 // return 1 forces an update to all Nano uis attached to src
if (href_list["pulseSERadiation"])
var/block
var/newblock
var/tstructure2
var/oldblock
block = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),src.selected_se_subblock,1)
var/block = src.connected.occupant.dna.GetSESubBlock(src.selected_se_block,src.selected_se_subblock)
//var/original_block=block
//testing("Irradiating SE block [src.selected_se_block]:[src.selected_se_subblock] ([block])...")
irradiating = src.radiation_duration
var/lock_state = src.connected.locked
@@ -653,47 +658,37 @@
if(src.connected.occupant)
if (prob((80 + (src.radiation_duration / 2))))
if ((src.selected_se_block != 2 || src.selected_se_block != 12 || src.selected_se_block != 8 || src.selected_se_block || 10) && prob (20))
oldblock = src.selected_se_block
block = miniscramble(block, src.radiation_intensity, src.radiation_duration)
newblock = null
// FIXME: Find out what these corresponded to and change them to the WHATEVERBLOCK they need to be.
//if ((src.selected_se_block != 2 || src.selected_se_block != 12 || src.selected_se_block != 8 || src.selected_se_block || 10) && prob (20))
var/real_SE_block=selected_se_block
block = miniscramble(block, src.radiation_intensity, src.radiation_duration)
if(prob(20))
if (src.selected_se_block > 1 && src.selected_se_block < STRUCDNASIZE/2)
src.selected_se_block++
real_SE_block++
else if (src.selected_se_block > STRUCDNASIZE/2 && src.selected_se_block < STRUCDNASIZE)
src.selected_se_block--
if (src.selected_se_subblock == 1) newblock = block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),2,1) + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_se_subblock == 2) newblock = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),1,1) + block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_se_subblock == 3) newblock = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),1,1) + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),2,1) + block
tstructure2 = setblock(src.connected.occupant.dna.struc_enzymes, src.selected_se_block, newblock,DNA_BLOCK_SIZE)
src.connected.occupant.dna.struc_enzymes = tstructure2
domutcheck(src.connected.occupant,src.connected)
src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
src.selected_se_block = oldblock
else
//
block = miniscramble(block, src.radiation_intensity, src.radiation_duration)
newblock = null
if (src.selected_se_subblock == 1) newblock = block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),2,1) + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_se_subblock == 2) newblock = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),1,1) + block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),3,1)
if (src.selected_se_subblock == 3) newblock = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),1,1) + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.selected_se_block,DNA_BLOCK_SIZE),2,1) + block
tstructure2 = setblock(src.connected.occupant.dna.struc_enzymes, src.selected_se_block, newblock,DNA_BLOCK_SIZE)
src.connected.occupant.dna.struc_enzymes = tstructure2
domutcheck(src.connected.occupant,src.connected)
src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
real_SE_block--
//testing("Irradiated SE block [real_SE_block]:[src.selected_se_subblock] ([original_block] now [block]) [(real_SE_block!=selected_se_block) ? "(SHIFTED)":""]!")
connected.occupant.dna.SetSESubBlock(real_SE_block,selected_se_subblock,block)
src.connected.occupant.radiation += (src.radiation_intensity+src.radiation_duration)
domutcheck(src.connected.occupant,src.connected)
else
src.connected.occupant.radiation += ((src.radiation_intensity*2)+src.radiation_duration)
if (prob(80-src.radiation_duration))
//testing("Random bad mut!")
randmutb(src.connected.occupant)
domutcheck(src.connected.occupant,src.connected)
else
randmuti(src.connected.occupant)
updateappearance(src.connected.occupant,src.connected.occupant.dna.uni_identity)
src.connected.occupant.radiation += ((src.radiation_intensity*2)+src.radiation_duration)
//testing("Random identity mut!")
src.connected.occupant.UpdateAppearance()
src.connected.locked = lock_state
return 1 // return 1 forces an update to all Nano uis attached to src
if(href_list["ejectBeaker"])
if(connected.beaker)
connected.beaker.loc = connected.loc
var/obj/item/weapon/reagent_containers/glass/B = connected.beaker
B.loc = connected.loc
connected.beaker = null
return 1
@@ -704,18 +699,14 @@
// Transfer Buffer Management
if(href_list["bufferOption"])
var/bufferOption = href_list["bufferOption"]
// These bufferOptions do not require a bufferId
if (bufferOption == "wipeDisk")
if ((isnull(src.disk)) || (src.disk.read_only))
//src.temphtml = "Invalid disk. Please try again."
return 0
src.disk.data = null
src.disk.data_type = null
src.disk.ue = null
src.disk.owner = null
src.disk.name = null
src.disk.buf=null
//src.temphtml = "Data saved."
return 1
@@ -724,12 +715,12 @@
return
src.disk.loc = get_turf(src)
src.disk = null
return 1
return 1
// All bufferOptions from here on require a bufferId
if (!href_list["bufferId"])
return 0
var/bufferId = text2num(href_list["bufferId"])
if (bufferId < 1 || bufferId > 3)
@@ -737,56 +728,46 @@
if (bufferOption == "saveUI")
if(src.connected.occupant && src.connected.occupant.dna)
src.buffers[bufferId]["ue"] = 0
src.buffers[bufferId]["data"] = src.connected.occupant.dna.uni_identity
if (!istype(src.connected.occupant,/mob/living/carbon/human))
src.buffers[bufferId]["owner"] = src.connected.occupant.name
else
src.buffers[bufferId]["owner"] = src.connected.occupant.real_name
src.buffers[bufferId]["label"] = "Unique Identifier"
src.buffers[bufferId]["type"] = "ui"
var/datum/dna2/record/databuf=new
databuf.types = DNA2_BUF_UE
databuf.dna = src.connected.occupant.dna
databuf.name = "Unique Identifier"
src.buffers[bufferId] = databuf
return 1
if (bufferOption == "saveUIAndUE")
if(src.connected.occupant && src.connected.occupant.dna)
src.buffers[bufferId]["data"] = src.connected.occupant.dna.uni_identity
if (!istype(src.connected.occupant,/mob/living/carbon/human))
src.buffers[bufferId]["owner"] = src.connected.occupant.name
else
src.buffers[bufferId]["owner"] = src.connected.occupant.real_name
src.buffers[bufferId]["label"] = "Unique Identifier + Unique Enzymes"
src.buffers[bufferId]["type"] = "ui"
src.buffers[bufferId]["ue"] = 1
var/datum/dna2/record/databuf=new
databuf.types = DNA2_BUF_UI|DNA2_BUF_UE
databuf.dna = src.connected.occupant.dna
databuf.name = "Unique Identifier + Unique Enzymes"
src.buffers[bufferId] = databuf
return 1
if (bufferOption == "saveSE")
if(src.connected.occupant && src.connected.occupant.dna)
src.buffers[bufferId]["ue"] = 0
src.buffers[bufferId]["data"] = src.connected.occupant.dna.struc_enzymes
if (!istype(src.connected.occupant,/mob/living/carbon/human))
src.buffers[bufferId]["owner"] = src.connected.occupant.name
else
src.buffers[bufferId]["owner"] = src.connected.occupant.real_name
src.buffers[bufferId]["label"] = "Structural Enzymes"
src.buffers[bufferId]["type"] = "se"
var/datum/dna2/record/databuf=new
databuf.types = DNA2_BUF_SE
databuf.dna = src.connected.occupant.dna
databuf.name = "Structural Enzymes"
src.buffers[bufferId] = databuf
return 1
if (bufferOption == "clear")
src.buffers[bufferId]["data"] = null
src.buffers[bufferId]["owner"] = null
src.buffers[bufferId]["label"] = null
src.buffers[bufferId]["ue"] = null
src.buffers[bufferId]=null
return 1
if (bufferOption == "changeLabel")
var/label = src.buffers[bufferId]["label"] ? src.buffers[bufferId]["label"] : "New Label"
src.buffers[bufferId]["label"] = sanitize(input("New Label:", "Edit Label", label))
var/datum/dna2/record/buf = src.buffers[bufferId]
buf.name = buf.name ? src.buffers[bufferId]["label"] : "New Label"
buf.name = sanitize(input("New Label:", "Edit Label", buf.name))
src.buffers[bufferId] = buf
return 1
if (bufferOption == "transfer")
if (!src.connected.occupant || (NOCLONE in src.connected.occupant.mutations) || !src.connected.occupant.dna)
return
irradiating = 2
var/lock_state = src.connected.locked
src.connected.locked = 1//lock it
@@ -796,33 +777,37 @@
irradiating = 0
src.connected.locked = lock_state
if (src.buffers[bufferId]["type"] == "ui")
if (src.buffers[bufferId]["ue"])
src.connected.occupant.real_name = src.buffers[bufferId]["owner"]
src.connected.occupant.name = src.buffers[bufferId]["owner"]
src.connected.occupant.dna.uni_identity = src.buffers[bufferId]["data"]
updateappearance(src.connected.occupant,src.connected.occupant.dna.uni_identity)
else if (src.buffers[bufferId]["type"] == "se")
src.connected.occupant.dna.struc_enzymes = src.buffers[bufferId]["data"]
var/datum/dna2/record/buf = src.buffers[bufferId]
if ((buf.types & DNA2_BUF_UI))
if ((buf.types & DNA2_BUF_UE))
src.connected.occupant.real_name = buf.dna.real_name
src.connected.occupant.name = buf.dna.real_name
src.connected.occupant.UpdateAppearance(buf.dna.UI)
else if (buf.types & DNA2_BUF_SE)
src.connected.occupant.dna.SE = buf.dna.SE
src.connected.occupant.dna.UpdateSE()
domutcheck(src.connected.occupant,src.connected)
src.connected.occupant.radiation += rand(20,50)
return 1
if (bufferOption == "createInjector")
if (src.injector_ready)
if (src.injector_ready || waiting_for_user_input)
var/success = 1
var/obj/item/weapon/dnainjector/I = new /obj/item/weapon/dnainjector
I.dnatype = src.buffers[bufferId]["type"]
var/datum/dna2/record/buf = src.buffers[bufferId]
if(href_list["createBlockInjector"])
var/blk = input(usr,"Select Block","Block") in all_dna_blocks(src.buffers[bufferId]["data"])
success = setInjectorBlock(I,blk,src.buffers[bufferId]["data"])
waiting_for_user_input=1
var/blk = input(usr,"Select Block","Block") in all_dna_blocks(buf.GetData())
success = setInjectorBlock(I,blk,buf)
else
I.dna = src.buffers[bufferId]["data"]
I.buf = buf
waiting_for_user_input=0
if(success)
I.loc = src.loc
I.name += " ([src.buffers[bufferId]["label"]])"
if (src.buffers[bufferId]["ue"]) I.ue = src.buffers[bufferId]["owner"] //lazy haw haw
I.name += " ([buf.name])"
//src.temphtml = "Injector created."
src.injector_ready = 0
spawn(300)
@@ -834,14 +819,11 @@
return 1
if (bufferOption == "loadDisk")
if ((isnull(src.disk)) || (!src.disk.data) || (src.disk.data == ""))
if ((isnull(src.disk)) || (!src.disk.buf))
//src.temphtml = "Invalid disk. Please try again."
return 0
src.buffers[bufferId]["data"] = src.disk.data
src.buffers[bufferId]["type"] = src.disk.data_type
src.buffers[bufferId]["ue"] = src.disk.ue
src.buffers[bufferId]["owner"] = src.disk.owner
src.buffers[bufferId]=src.disk.buf
//src.temphtml = "Data loaded."
return 1
@@ -850,13 +832,12 @@
//src.temphtml = "Invalid disk. Please try again."
return 0
src.disk.data = buffers[bufferId]["data"]
src.disk.data_type = src.buffers[bufferId]["type"]
src.disk.ue = src.buffers[bufferId]["ue"]
src.disk.owner = src.buffers[bufferId]["owner"]
src.disk.name = "data disk - '[src.buffers[bufferId]["owner"]]'"
var/datum/dna2/record/buf = src.buffers[bufferId]
src.disk.buf = buf
src.disk.name = "data disk - '[buf.dna.real_name]'"
//src.temphtml = "Data saved."
return 1
return 1
/////////////////////////// DNA MACHINES

View File

@@ -0,0 +1,125 @@
/////////////////////
// DISABILITY GENES
//
// These activate either a mutation, disability, or sdisability.
//
// Gene is always activated.
/////////////////////
/datum/dna/gene/disability
name="DISABILITY"
// Mutation to give (or 0)
var/mutation=0
// Disability to give (or 0)
var/disability=0
// SDisability to give (or 0)
var/sdisability=0
// Activation message
var/activation_message=""
// Yay, you're no longer growing 3 arms
var/deactivation_message=""
/datum/dna/gene/disability/can_activate(var/mob/M,var/flags)
return 1 // Always set!
/datum/dna/gene/disability/activate(var/mob/M, var/connected, var/flags)
if(mutation && !(mutation in M.mutations))
M.mutations.Add(mutation)
if(disability)
M.disabilities|=disability
if(sdisability)
M.sdisabilities|=sdisability
if(activation_message)
M << "\red [activation_message]"
/datum/dna/gene/disability/deactivate(var/mob/M, var/connected, var/flags)
if(mutation && (mutation in M.mutations))
M.mutations.Remove(mutation)
if(disability)
M.disabilities &= ~disability
if(sdisability)
M.sdisabilities &= ~sdisability
if(deactivation_message)
M << "\red [deactivation_message]"
// Note: Doesn't seem to do squat, at the moment.
/datum/dna/gene/disability/hallucinate
name="Hallucinate"
activation_message="Your mind says 'Hello'."
mutation=mHallucination
New()
block=HALLUCINATIONBLOCK
/datum/dna/gene/disability/epilepsy
name="Epilepsy"
activation_message="You get a headache."
disability=EPILEPSY
New()
block=HEADACHEBLOCK
/datum/dna/gene/disability/cough
name="Coughing"
activation_message="You start coughing."
disability=COUGHING
New()
block=COUGHBLOCK
/datum/dna/gene/disability/clumsy
name="Clumsiness"
activation_message="You feel lightheaded."
mutation=CLUMSY
New()
block=CLUMSYBLOCK
/datum/dna/gene/disability/tourettes
name="Tourettes"
activation_message="You twitch."
disability=TOURETTES
New()
block=TWITCHBLOCK
/datum/dna/gene/disability/nervousness
name="Nervousness"
activation_message="You feel nervous."
disability=NERVOUS
New()
block=NERVOUSBLOCK
/datum/dna/gene/disability/blindness
name="Blindness"
activation_message="You can't seem to see anything."
sdisability=BLIND
New()
block=BLINDBLOCK
/datum/dna/gene/disability/deaf
name="Deafness"
activation_message="It's kinda quiet."
sdisability=DEAF
New()
block=DEAFBLOCK
activate(var/mob/M, var/connected, var/flags)
..(M,connected,flags)
M.ear_deaf = 1
/datum/dna/gene/disability/nearsighted
name="Nearsightedness"
activation_message="Your eyes feel weird..."
disability=NEARSIGHTED
New()
block=GLASSESBLOCK

View File

@@ -0,0 +1,88 @@
/**
* Gene Datum
*
* domutcheck was getting pretty hairy. This is the solution.
*
* All genes are stored in a global variable to cut down on memory
* usage.
*
* @author N3X15 <nexisentertainment@gmail.com>
*/
/datum/dna/gene
// Display name
var/name="BASE GENE"
// Probably won't get used but why the fuck not
var/desc="Oh god who knows what this does."
// Set in initialize()!
// What gene activates this?
var/block=0
// Any of a number of GENE_ flags.
var/flags=0
// Return 1 if we can activate.
// HANDLE MUTCHK_FORCED HERE!
/datum/dna/gene/proc/can_activate(var/mob/M, var/flags)
return 0
// Called when the gene activates. Do your magic here.
/datum/dna/gene/proc/activate(var/mob/M, var/connected, var/flags)
return
// Called when the gene deactivates. Undo your magic here.
// Only called when the block is deactivated.
/datum/dna/gene/proc/deactivate(var/mob/M, var/connected, var/flags)
return
/////////////////////
// BASIC GENES
//
// These just chuck in a mutation and display a message.
//
// Gene is activated:
// 1. If mutation already exists in mob
// 2. If the probability roll succeeds
// 3. Activation is forced (done in domutcheck)
/////////////////////
/datum/dna/gene/basic
name="BASIC GENE"
// Mutation to give
var/mutation=0
// Activation probability
var/activation_prob=45
// Possible activation messages
var/list/activation_messages=list()
// Possible deactivation messages
var/list/deactivation_messages=list()
/datum/dna/gene/basic/can_activate(var/mob/M,var/flags)
if(mutation==0)
return 0
// Probability check
if(flags & MUTCHK_FORCED || probinj(activation_prob,(flags&MUTCHK_FORCED)))
return 1
return 0
/datum/dna/gene/basic/activate(var/mob/M)
M.mutations.Add(mutation)
if(activation_messages.len)
var/msg = pick(activation_messages)
M << "\blue [msg]"
/datum/dna/gene/basic/deactivate(var/mob/M)
M.mutations.Remove(mutation)
if(deactivation_messages.len)
var/msg = pick(deactivation_messages)
M << "\red [msg]"

View File

@@ -0,0 +1,170 @@
/datum/dna/gene/monkey
name="Monkey"
/datum/dna/gene/monkey/New()
block=MONKEYBLOCK
/datum/dna/gene/monkey/can_activate(var/mob/M,var/flags)
return istype(M, /mob/living/carbon/human) || istype(M,/mob/living/carbon/monkey)
/datum/dna/gene/monkey/activate(var/mob/living/M, var/connected, var/flags)
if(!istype(M,/mob/living/carbon/human))
return
var/mob/living/carbon/human/H = M
H.monkeyizing = 1
var/list/implants = list() //Try to preserve implants.
for(var/obj/item/weapon/implant/W in H)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (H.contents-implants))
if (W==H.w_uniform) // will be teared
continue
H.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
del(animation)
var/mob/living/carbon/monkey/O = null
if(H.species.primitive)
O = new H.species.primitive(src)
else
H.gib() //Trying to change the species of a creature with no primitive var set is messy.
return
if(M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
for(var/obj/T in (M.contents-implants))
del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the cute little monkey
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
O.real_name = text("monkey ([])",copytext(md5(M.real_name), 2, 6))
O.take_overall_damage(M.getBruteLoss() + 40, M.getFireLoss())
O.adjustToxLoss(M.getToxLoss() + 20)
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
O.a_intent = "hurt"
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return
/datum/dna/gene/monkey/deactivate(var/mob/living/M, var/connected, var/flags)
if(!istype(M,/mob/living/carbon/monkey))
return
var/mob/living/carbon/monkey/Mo = M
Mo.monkeyizing = 1
var/list/implants = list() //Still preserving implants
for(var/obj/item/weapon/implant/W in Mo)
implants += W
W.loc = null
if(!connected)
for(var/obj/item/W in (Mo.contents-implants))
Mo.drop_from_inventory(W)
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.invisibility = 101
var/atom/movable/overlay/animation = new( M.loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("monkey2h", animation)
sleep(48)
del(animation)
var/mob/living/carbon/human/O = new( src )
if(Mo.greaterform)
O.set_species(Mo.greaterform)
if (M.dna.GetUIState(DNA_UI_GENDER))
O.gender = FEMALE
else
O.gender = MALE
if (M)
if (M.dna)
O.dna = M.dna
M.dna = null
if (M.suiciding)
O.suiciding = M.suiciding
M.suiciding = null
for(var/datum/disease/D in M.viruses)
O.viruses += D
D.affected_mob = O
M.viruses -= D
//for(var/obj/T in M)
// del(T)
O.loc = M.loc
if(M.mind)
M.mind.transfer_to(O) //transfer our mind to the human
if (connected) //inside dna thing
var/obj/machinery/dna_scannernew/C = connected
O.loc = C
C.occupant = O
connected = null
var/i
while (!i)
var/randomname
if (O.gender == MALE)
randomname = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
else
randomname = capitalize(pick(first_names_female) + " " + capitalize(pick(last_names)))
if (findname(randomname))
continue
else
O.real_name = randomname
i++
O.UpdateAppearance()
O.take_overall_damage(M.getBruteLoss(), M.getFireLoss())
O.adjustToxLoss(M.getToxLoss())
O.adjustOxyLoss(M.getOxyLoss())
O.stat = M.stat
for (var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
// O.update_icon = 1 //queue a full icon update at next life() call
del(M)
return

View File

@@ -0,0 +1,167 @@
///////////////////////////////////
// POWERS
///////////////////////////////////
/datum/dna/gene/basic/nobreath
name="No Breathing"
activation_messages=list("You feel no need to breathe.")
mutation=mNobreath
New()
block=NOBREATHBLOCK
/datum/dna/gene/basic/remoteview
name="Remote Viewing"
activation_messages=list("Your mind expands.")
mutation=mRemote
New()
block=REMOTEVIEWBLOCK
activate(var/mob/M, var/connected, var/flags)
..(M,connected,flags)
M.verbs += /mob/living/carbon/human/proc/remoteobserve
/datum/dna/gene/basic/regenerate
name="Regenerate"
activation_messages=list("You feel better.")
mutation=mRegen
New()
block=REGENERATEBLOCK
/datum/dna/gene/basic/increaserun
name="Super Speed"
activation_messages=list("Your leg muscles pulsate.")
mutation=mRun
New()
block=INCREASERUNBLOCK
/datum/dna/gene/basic/remotetalk
name="Telepathy"
activation_messages=list("You expand your mind outwards.")
mutation=mRemotetalk
New()
block=REMOTETALKBLOCK
activate(var/mob/M, var/connected, var/flags)
..(M,connected,flags)
M.verbs += /mob/living/carbon/human/proc/remotesay
/datum/dna/gene/basic/morph
name="Morph"
activation_messages=list("Your skin feels strange.")
mutation=mMorph
New()
block=MORPHBLOCK
activate(var/mob/M)
..(M)
M.verbs += /mob/living/carbon/human/proc/morph
/* Not used on bay
/datum/dna/gene/basic/heat_resist
name="Heat Resistance"
activation_messages=list("Your skin is icy to the touch.")
mutation=mHeatres
New()
block=COLDBLOCK
can_activate(var/mob/M,var/flags)
// Probability check
var/_prob = 15
if(COLD_RESISTANCE in M.mutations)
_prob=5
if(probinj(_prob,(flags&MUTCHK_FORCED)))
return 1
*/
/datum/dna/gene/basic/cold_resist
name="Cold Resistance"
activation_messages=list("Your body is filled with warmth.")
mutation=COLD_RESISTANCE
New()
block=FIREBLOCK
can_activate(var/mob/M,var/flags)
// Probability check
var/_prob=30
//if(mHeatres in M.mutations)
// _prob=5
if(probinj(_prob,(flags&MUTCHK_FORCED)))
return 1
/datum/dna/gene/basic/noprints
name="No Prints"
activation_messages=list("Your fingers feel numb.")
mutation=mFingerprints
New()
block=NOPRINTSBLOCK
/datum/dna/gene/basic/noshock
name="Shock Immunity"
activation_messages=list("Your skin feels strange.")
mutation=mShock
New()
block=SHOCKIMMUNITYBLOCK
/datum/dna/gene/basic/midget
name="Midget"
activation_messages=list("Your skin feels rubbery.")
mutation=mSmallsize
New()
block=SMALLSIZEBLOCK
can_activate(var/mob/M,var/flags)
// Can't be big and small.
if(HULK in M.mutations)
return 0
return ..(M,flags)
activate(var/mob/M, var/connected, var/flags)
..(M,connected,flags)
M.pass_flags |= 1
deactivate(var/mob/M, var/connected, var/flags)
..(M,connected,flags)
M.pass_flags &= ~1 //This may cause issues down the track, but offhand I can't think of any other way for humans to get passtable short of varediting so it should be fine. ~Z
/datum/dna/gene/basic/hulk
name="Hulk"
activation_messages=list("Your muscles hurt.")
mutation=HULK
New()
block=HULKBLOCK
can_activate(var/mob/M,var/flags)
// Can't be big and small.
if(mSmallsize in M.mutations)
return 0
return ..(M,flags)
/datum/dna/gene/basic/xray
name="X-Ray Vision"
activation_messages=list("The walls suddenly disappear.")
mutation=XRAY
New()
block=XRAYBLOCK
/datum/dna/gene/basic/tk
name="Telekenesis"
activation_messages=list("You feel smarter.")
mutation=TK
activation_prob=15
New()
block=TELEBLOCK

View File

@@ -6,7 +6,7 @@
density = 1
opacity = 0
anchored = 1
health = 100
health = 60
brute_resist = 1
fire_resist = 2

View File

@@ -187,7 +187,7 @@
src.dna = chosen_dna
src.real_name = chosen_dna.real_name
src.flavor_text = ""
updateappearance(src, src.dna.uni_identity)
src.UpdateAppearance()
domutcheck(src, null)
src.verbs -= /mob/proc/changeling_transform
@@ -205,6 +205,10 @@
var/datum/changeling/changeling = changeling_power(1,0,0)
if(!changeling) return
if(src.has_brain_worms())
src << "<span class='warning'>We cannot perform this ability at the present time!</span>"
return
var/mob/living/carbon/C = src
changeling.chem_charges--
C.remove_changeling_powers()
@@ -314,7 +318,7 @@
W.layer = initial(W.layer)
var/mob/living/carbon/human/O = new /mob/living/carbon/human( src )
if (isblockon(getblock(C.dna.uni_identity, 11,3),11))
if (C.dna.GetUIState(DNA_UI_GENDER))
O.gender = FEMALE
else
O.gender = MALE
@@ -327,7 +331,7 @@
O.loc = C.loc
updateappearance(O,O.dna.uni_identity)
O.UpdateAppearance()
domutcheck(O, null)
O.setToxLoss(C.getToxLoss())
O.adjustBruteLoss(C.getBruteLoss())
@@ -370,24 +374,24 @@
if(changeling_power(20,1,100,DEAD))
// charge the changeling chemical cost for stasis
changeling.chem_charges -= 20
// restore us to health
C.rejuvenate()
// remove our fake death flag
C.status_flags &= ~(FAKEDEATH)
// let us move again
C.update_canmove()
// re-add out changeling powers
C.make_changeling()
C.make_changeling()
// sending display messages
C << "<span class='notice'>We have regenerated.</span>"
C.visible_message("<span class='warning'>[src] appears to wake from the dead, having healed all wounds.</span>")
feedback_add_details("changeling_powers","FD")
return 1
@@ -719,7 +723,7 @@ var/list/datum/dna/hivemind_bank = list()
T.visible_message("<span class='warning'>[T] transforms!</span>")
T.dna = chosen_dna
T.real_name = chosen_dna.real_name
updateappearance(T, T.dna.uni_identity)
T.UpdateAppearance()
domutcheck(T, null)
feedback_add_details("changeling_powers","TS")
return 1

View File

@@ -248,7 +248,7 @@ var/engwords = list("travel", "blood", "join", "hell", "destroy", "technology",
<h3>Drain Blood</h3>
This rune instantly heals you of some brute damage at the expense of a person placed on top of the rune. Whenever you invoke a drain rune, ALL drain runes on the station are activated, draining blood from anyone located on top of those runes. This includes yourself, though the blood you drain from yourself just comes back to you. This might help you identify this rune when studying words. One drain gives up to 25HP per each victim, but you can repeat it if you need more. Draining only works on living people, so you might need to recharge your "Battery" once its empty. Drinking too much blood at once might cause blood hunger.<br>
<h3>Raise Dead</h3>
This rune allows for the resurrection of any dead person. You will need a dead human body and a living human sacrifice. Make 2 raise dead runes. Put a living non-braindead human on top of one, and a dead body on the other one. When you invoke the rune, the life force of the living human will be transferred into the dead body, allowing a ghost standing on top of the dead body to enter it, instantly and fully healing it. Use other runes to ensure there is a ghost ready to be resurrected.<br>
This rune allows for the resurrection of any dead person. You will need a dead human body and a living human sacrifice. Make 2 raise dead runes. Put a living, awake human on top of one, and a dead body on the other one. When you invoke the rune, the life force of the living human will be transferred into the dead body, allowing a ghost standing on top of the dead body to enter it, instantly and fully healing it. Use other runes to ensure there is a ghost ready to be resurrected.<br>
<h3>Hide runes</h3>
This rune makes all nearby runes completely invisible. They are still there and will work if activated somehow, but you cannot invoke them directly if you do not see them.<br>
<h3>Reveal runes</h3>

View File

@@ -163,8 +163,8 @@
continue
var/datum/disease/dnaspread/D = new
D.strain_data["name"] = H.real_name
D.strain_data["UI"] = H.dna.uni_identity
D.strain_data["SE"] = H.dna.struc_enzymes
D.strain_data["UI"] = H.dna.UI
D.strain_data["SE"] = H.dna.SE
D.carrier = 1
D.holder = H
D.affected_mob = H

View File

@@ -4,8 +4,8 @@
for(var/turf/simulated/floor/T in orange(1,xmas))
for(var/i=1,i<=rand(1,5),i++)
new /obj/item/weapon/a_gift(T)
for(var/mob/living/simple_animal/corgi/Ian/Ian in mob_list)
Ian.place_on_head(new /obj/item/clothing/head/helmet/space/santahat(Ian))
//for(var/mob/living/simple_animal/corgi/Ian/Ian in mob_list)
// Ian.place_on_head(new /obj/item/clothing/head/helmet/space/santahat(Ian))
/proc/ChristmasEvent()
for(var/obj/structure/flora/tree/pine/xmas in world)

View File

@@ -12,6 +12,10 @@ var/global/Holiday = null
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// ~Carn
/hook/startup/proc/updateHoliday()
Get_Holiday()
return 1
//sets up the Holiday global variable. Shouldbe called on game configuration or something.
/proc/Get_Holiday()
if(!Holiday) return // Holiday stuff was not enabled in the config!

View File

@@ -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)
@@ -69,12 +69,12 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
//=======//RIGHT CLICK TELEPORT//=======//
//Right click to teleport somewhere, almost exactly like admin jump to turf.
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
set name = "Phase Shift (1E)"
set name = "Phase Shift (400E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = null//So it does not show up on the panel but can still be right-clicked.
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
var/C = 200
var/C = 40
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
@@ -83,6 +83,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
cell.use(C*10)
handle_teleport_grab(T, U)
U.loc = T
@@ -92,19 +93,19 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
else
U << "\red You cannot teleport into solid walls or from solid matter"
U << "\red You cannot teleport into solid walls or from solid matter."
return
//=======//EM PULSE//=======//
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (1,000E)"
set name = "EM Burst (2,000E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 250
if(!ninjacost(C,100)) // EMP's now cost 1,000Energy about 30%
var/C = 200
if(!ninjacost(C,0)) // EMP's now cost 1,000Energy about 30%
var/mob/living/carbon/human/U = affecting
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
@@ -115,13 +116,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
//=======//ENERGY BLADE//=======//
//Summons a blade of energy in active hand.
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
set name = "Energy Blade (20E)"
set name = "Energy Blade (500E)"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
if(!ninjacost(C, 800)) //Same spawn cost but higher upkeep cost
if(!ninjacost(C,0)) //Same spawn cost but higher upkeep cost
var/mob/living/carbon/human/U = affecting
if(!kamikaze)
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
@@ -148,12 +149,12 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
/*Shoots ninja stars at random people.
This could be a lot better but I'm too tired atm.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Energy Star (1,000E)"
set name = "Energy Star (800E)"
set desc = "Launches an energy star at a random living target."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
var/C = 80
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/targets[] = list()//So yo can shoot while yo throw dawg
@@ -173,7 +174,7 @@ This could be a lot better but I'm too tired atm.*/
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.use(C*100)// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times
cell.use(C*10)
A.process()
else
U << "\red There are no targets in view."
@@ -183,13 +184,13 @@ This could be a lot better but I'm too tired atm.*/
/*Allows the ninja to capture people, I guess.
Must right click on a mob to activate.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
set name = "Energy Net (8,000E)"
set name = "Energy Net (7,000E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
var/C = 500
if(!ninjacost(C,80)&&iscarbon(M)) // Nets now cost 8,000
var/C = 700
if(!ninjacost(C,0)&&iscarbon(M))
var/mob/living/carbon/human/U = affecting
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//if(M)//DEBUG
@@ -200,7 +201,7 @@ Must right click on a mob to activate.*/
return
spawn(0)
U.Beam(M,"n_beam",,15)
M.anchored = 1//Anchors them so they can't move.
M.captured = 1
U.say("Get over here!")
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
@@ -210,7 +211,7 @@ Must right click on a mob to activate.*/
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.use(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
cell.use(C*10) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
else
U << "They are already trapped inside an energy net."
else

View File

@@ -1385,7 +1385,8 @@ It is possible to destroy the net by the occupant or someone else.
if(!isnull(master))//As long as they still exist.
master << "\blue <b>SUCCESS</b>: \black transport procedure of \the [affecting] complete."
M.anchored = 0//Important.
M.captured = 0 //Important.
M.anchored = initial(M.anchored) //Changes the mob's anchored status to the original one; this is not handled by the can_move proc.
else//And they are free.
M << "\blue You are free of the net!"

View File

@@ -61,7 +61,7 @@
if(C.cell && C.z == 1)
C.cell.charge = C.cell.maxcharge
for(var/obj/machinery/power/smes/S in world)
if(S.z != 1)
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
continue
S.charge = S.last_charge
S.output = S.last_output

View File

@@ -547,7 +547,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(src), slot_s_store)
return 1
//=======//HELPER PROCS//=======//

View File

@@ -213,7 +213,7 @@ Implants;
for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind)
// NT relation option
var/special_role = man.mind.special_role
if (special_role == "Wizard" || special_role == "Ninja" || special_role == "Syndicate")
if (special_role == "Wizard" || special_role == "Ninja" || special_role == "Syndicate" || special_role == "Vox Raider")
continue //NT intelligence ruled out possiblity that those are too classy to pretend to be a crew.
if(man.client.prefs.nanotrasen_relation == "Opposed" && prob(50) || \
man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20))

View File

@@ -118,6 +118,7 @@ var/global/datum/controller/gameticker/ticker
data_core.manifest()
current_state = GAME_STATE_PLAYING
callHook("roundstart")
//here to initialize the random events nicely at round start
setup_economy()
@@ -309,6 +310,8 @@ var/global/datum/controller/gameticker/ticker
declare_completion()
spawn(50)
callHook("roundend")
if (mode.station_was_nuked)
feedback_set_details("end_proper","nuke")
if(!delay_end)

View File

@@ -2,11 +2,6 @@
VOX HEIST ROUNDTYPE
*/
#define MAX_VOX_KILLS 10 //Number of kills during the round before the Inviolate is broken.
//Would be nice to use vox-specific kills but is currently not feasible.
var/global/vox_kills = 0 //Used to check the Inviolate.
/datum/game_mode/
var/list/datum/mind/raiders = list() //Antags.
@@ -139,10 +134,8 @@ var/global/vox_kills = 0 //Used to check the Inviolate.
/datum/game_mode/heist/proc/forge_vox_objectives()
//Commented out for testing.
/* var/i = 1
var/max_objectives = pick(2,2,2,3,3)
var/i = 1
var/max_objectives = pick(2,2,2,2,3,3,3,4)
var/list/objs = list()
while(i<= max_objectives)
var/list/goals = list("kidnap","loot","salvage")
@@ -163,24 +156,16 @@ var/global/vox_kills = 0 //Used to check the Inviolate.
//-All- vox raids have these two objectives. Failing them loses the game.
objs += new /datum/objective/heist/inviolate_crew
objs += new /datum/objective/heist/inviolate_death */
objs += new /datum/objective/heist/inviolate_death
raid_objectives += new /datum/objective/heist/kidnap
raid_objectives += new /datum/objective/heist/loot
raid_objectives += new /datum/objective/heist/salvage
raid_objectives += new /datum/objective/heist/inviolate_crew
raid_objectives += new /datum/objective/heist/inviolate_death
for(var/datum/objective/heist/O in raid_objectives)
O.choose_target()
return raid_objectives
return objs
/datum/game_mode/heist/proc/greet_vox(var/datum/mind/raider)
raider.current << "\blue <B>You are a Vox Raider, fresh from the Shoal!</b>"
raider.current << "\blue The Vox are a race of cunning, sharp-eyed nomadic raiders and traders endemic to Tau Ceti and much of the unexplored galaxy. You and the crew have come to the Exodus for plunder, trade or both."
raider.current << "\blue Vox are cowardly and will flee from larger groups, but corner one or find them en masse and they are vicious."
raider.current << "\blue Use :V to voxtalk, :H to talk on your encrypted channel, and don't forget to turn on your nitrogen internals!"
raider.current << "\red IF YOU HAVE NOT PLAYED A VOX BEFORE, REVIEW THIS THREAD: http://baystation12.net/forums/viewtopic.php?f=6&t=8657."
var/obj_count = 1
for(var/datum/objective/objective in raider.objectives)
raider.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"

View File

@@ -6,6 +6,7 @@
var/const/meteordelay = 2000
var/nometeors = 1
required_players = 0
votable = 0
uplink_welcome = "EVIL METEOR Uplink Console:"
uplink_uses = 10

View File

@@ -1,5 +1,3 @@
#define METEOR_TEMPERATURE
/var/const/meteor_wave_delay = 625 //minimum wait between waves in tenths of seconds
//set to at least 100 unless you want evarr ruining every round
@@ -95,18 +93,9 @@
icon_state = "smallf"
pass_flags = PASSTABLE | PASSGRILLE
/obj/effect/meteor/Move()
var/turf/T = src.loc
if (istype(T, /turf))
T.hotspot_expose(METEOR_TEMPERATURE, 1000)
..()
return
/obj/effect/meteor/Bump(atom/A)
spawn(0)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai)) //bad idea to shake an ai's view
shake_camera(M, 3, 1)
if (A)
A.meteorhit(src)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
@@ -117,9 +106,7 @@
if(!istype(A,/obj/machinery/power/emitter) && \
!istype(A,/obj/machinery/field_generator) && \
prob(15))
explosion(src.loc, 4, 5, 6, 7, 0)
playsound(src.loc, "explosion", 50, 1)
del(src)
return
@@ -146,16 +133,18 @@
if(--src.hits <= 0)
del(src) //Dont blow up singularity containment if we get stuck there.
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai)) //bad idea to shake an ai's view
shake_camera(M, 3, 1)
if (A)
for(var/mob/M in player_list)
var/turf/T = get_turf(M)
if(!T || T.z != src.z)
continue
shake_camera(M, 3, get_dist(M.loc, src.loc) > 20 ? 1 : 3)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
explosion(src.loc, 0, 1, 2, 3, 0)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
if (--src.hits <= 0)
if(prob(15) && !istype(A, /obj/structure/grille))
explosion(src.loc, 1, 2, 3, 4, 0)
playsound(src.loc, "explosion", 50, 1)
del(src)
return

View File

@@ -26,18 +26,22 @@
ninja.assigned_role = "MODE" //So they aren't chosen for other jobs.
ninja.special_role = "Ninja"
ninja.original = ninja.current
if(ninjastart.len == 0)
/*if(ninjastart.len == 0)
ninja.current << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
ninja.current << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
return 1
else if (ninjastart.len == 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
return 0
ninja.current << "<B>\red Attempting to place at a carpspawn.</B>"*/
//Until such a time as people want to place ninja spawn points, carpspawn will do fine.
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
ninja.current << "<B>\red No spawneable locations could be found. Defaulting to latejoin.</B>"
return 1
else if (ninjastart.len == 0)
ninja.current << "<B>\red No spawneable locations could be found. Aborting.</B>"
return 0
return 1
/datum/game_mode/ninja/pre_setup()
@@ -50,7 +54,7 @@
/datum/game_mode/ninja/post_setup()
for(var/datum/mind/ninja in ninjas)
if(ninja.current && !(istype(ninja.current,/mob/living/carbon/human))) return 0
//forge_ninja_objectives(ninja)
forge_ninja_objectives(ninja)
var/mob/living/carbon/human/N = ninja.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
@@ -78,7 +82,8 @@
return 1
/datum/game_mode/ninja/proc/forge_ninja_objectives(var/datum/mind/ninja)
var/objective_list[] = list(1,2,3,4,5)
var/objective_list = list(1,2,3,4,5)
for(var/i=rand(2,4),i>0,i--)
switch(pick(objective_list))
if(1)//Kill
@@ -123,6 +128,7 @@
var/datum/objective/survive/ninja_objective = new
ninja_objective.owner = ninja
ninja.objectives += ninja_objective
ninja.current.mind = ninja
var/directive = generate_ninja_directive("heel")//Only hired by antags, not NT
ninja.current << "You are an elite mercenary assassin of the Spider Clan, [ninja.current.real_name]. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.\nYour current directive is: \red <B>[directive]</B>\n \blue Try your best to adhere to this."

View File

@@ -5,9 +5,9 @@
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 6
required_players = 15
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 5
required_enemies = 1
recommended_enemies = 5
uplink_welcome = "Corporate Backed Uplink Console:"
@@ -34,17 +34,25 @@
var/list/possible_syndicates = get_players_for_role(BE_OPERATIVE)
var/agent_number = 0
/*
* if(possible_syndicates.len > agents_possible)
* agent_number = agents_possible
* else
* agent_number = possible_syndicates.len
*
* if(agent_number > n_players)
* agent_number = n_players/2
*/
if(possible_syndicates.len < 1)
return 0
if(possible_syndicates.len > agents_possible)
agent_number = agents_possible
else
agent_number = possible_syndicates.len
//Antag number should scale to active crew.
var/n_players = num_players()
if(agent_number > n_players)
agent_number = n_players/2
agent_number = Clamp((n_players/5), 2, 6)
if(possible_syndicates.len < agent_number)
agent_number = possible_syndicates.len
while(agent_number > 0)
var/datum/mind/new_syndicate = pick(possible_syndicates)
@@ -121,7 +129,6 @@
var/nuke_code = "[rand(10000, 99999)]"
var/leader_selected = 0
var/agent_number = 1
var/spawnpos = 1
for(var/datum/mind/synd_mind in syndicates)
@@ -129,6 +136,10 @@
spawnpos = 1
synd_mind.current.loc = synd_spawn[spawnpos]
synd_mind.current.real_name = "[syndicate_name()] Operative" // placeholder while we get their actual name
spawn(0)
NukeNameAssign(synd_mind)
forge_syndicate_objectives(synd_mind)
greet_syndicate(synd_mind)
equip_syndicate(synd_mind.current)
@@ -136,9 +147,7 @@
if(!leader_selected)
prepare_syndicate_leader(synd_mind, nuke_code)
leader_selected = 1
else
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
agent_number++
spawnpos++
update_synd_icons_added(synd_mind)
@@ -157,10 +166,6 @@
/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
// var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
spawn(1)
// NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
synd_mind.current.real_name = "[pick(first_names_male)] [pick(last_names)]"
if (nuke_code)
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
synd_mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
@@ -209,9 +214,7 @@
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(synd_mob), slot_shoes)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(synd_mob), slot_gloves)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(synd_mob), slot_head)
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate(synd_mob), slot_wear_id)
if(synd_mob.backbag == 2) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(synd_mob), slot_back)
if(synd_mob.backbag == 3) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(synd_mob), slot_back)
@@ -221,6 +224,26 @@
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), slot_in_backpack)
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/c20r(synd_mob), slot_belt)
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack)
if(synd_mob.species)
var/race = synd_mob.species.name
if(race == "Unathi")
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi/unathi(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi/unathi(synd_mob), slot_head)
else if(race == "Tajaran")
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi/tajara(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi/tajara(synd_mob), slot_head)
else if(race == "Skrell")
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi/skrell(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi/skrell(synd_mob), slot_head)
else
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi/human(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi/human(synd_mob), slot_head)
else
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi/human(synd_mob), slot_wear_suit)
synd_mob.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi/human(synd_mob), slot_head)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
E.imp_in = synd_mob
E.implanted = 1
@@ -344,12 +367,14 @@
return newname
*/
/proc/NukeNameAssign(var/lastname,var/list/syndicates)
for(var/datum/mind/synd_mind in syndicates)
switch(synd_mind.current.gender)
if(MALE)
synd_mind.name = "[pick(first_names_male)] [pick(last_names)]"
if(FEMALE)
synd_mind.name = "[pick(first_names_female)] [pick(last_names)]"
synd_mind.current.real_name = synd_mind.name
return
/proc/NukeNameAssign(var/datum/mind/synd_mind)
var/choose_name = input(synd_mind.current, "You are a [syndicate_name()] agent! What is your name?", "Choose a name") as text
if(!choose_name)
return
else
synd_mind.current.name = choose_name
synd_mind.current.real_name = choose_name
return

View File

@@ -8,6 +8,8 @@ var/bomb_set
density = 1
var/deployable = 0.0
var/extended = 0.0
var/lighthack = 0
var/opened = 0.0
var/timeleft = 60.0
var/timing = 0.0
var/r_code = "ADMIN"
@@ -15,15 +17,36 @@ var/bomb_set
var/yes_code = 0.0
var/safety = 1.0
var/obj/item/weapon/disk/nuclear/auth = null
var/list/wires = list()
var/light_wire
var/safety_wire
var/timing_wire
var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open,
// 3 is sealant open, 4 is unwrenched, 5 is removed from bolts.
flags = FPRINT
use_power = 0
/obj/machinery/nuclearbomb/New()
..()
r_code = "[rand(10000, 99999.0)]"//Creates a random code upon object spawn.
src.wires["Red"] = 0
src.wires["Blue"] = 0
src.wires["Green"] = 0
src.wires["Marigold"] = 0
src.wires["Fuschia"] = 0
src.wires["Black"] = 0
src.wires["Pearl"] = 0
var/list/w = list("Red","Blue","Green","Marigold","Black","Fuschia","Pearl")
src.light_wire = pick(w)
w -= src.light_wire
src.timing_wire = pick(w)
w -= src.timing_wire
src.safety_wire = pick(w)
w -= src.safety_wire
/obj/machinery/nuclearbomb/process()
if (src.timing)
bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed.
@@ -36,6 +59,34 @@ var/bomb_set
return
/obj/machinery/nuclearbomb/attackby(obj/item/weapon/O as obj, mob/user as mob)
if (istype(O, /obj/item/weapon/screwdriver))
src.add_fingerprint(user)
if (src.auth)
if (src.opened == 0)
src.opened = 1
overlays += image(icon, "npanel_open")
user << "You unscrew the control panel of [src]."
else
src.opened = 0
overlays -= image(icon, "npanel_open")
user << "You screw the control panel of [src] back on."
else
if (src.opened == 0)
user << "The [src] emits a buzzing noise, the panel staying locked in."
if (src.opened == 1)
src.opened = 0
overlays -= image(icon, "npanel_open")
user << "You screw the control panel of [src] back on."
flick("nuclearbombc", src)
return
if (istype(O, /obj/item/weapon/wirecutters) || istype(O, /obj/item/device/multitool))
if (src.opened == 1)
nukehack_win(user)
return
if (src.extended)
if (istype(O, /obj/item/weapon/disk/nuclear))
usr.drop_item()
@@ -119,11 +170,13 @@ var/bomb_set
/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
if (src.extended)
if (!ishuman(user))
usr << "\red You don't have the dexterity to do this!"
return 1
if (!ishuman(user))
usr << "\red You don't have the dexterity to do this!"
return 1
user.set_machine(src)
var/dat = text("<TT><B>Nuclear Fission Explosive</B><BR>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (src.auth ? "++++++++++" : "----------"))
if (src.auth)
@@ -150,11 +203,23 @@ var/bomb_set
visible_message("\red With a steely snap, bolts slide out of [src] and anchor it to the flooring!")
else
visible_message("\red \The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.")
flick("nuclearbombc", src)
src.icon_state = "nuclearbomb1"
if(!src.lighthack)
flick("nuclearbombc", src)
src.icon_state = "nuclearbomb1"
src.extended = 1
return
obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
var/dat as text
dat += "<TT><B>Nuclear Fission Explosive</B><BR>\nNuclear Device Wires:</A><HR>"
for(var/wire in src.wires)
dat += text("[wire] Wire: <A href='?src=\ref[src];wire=[wire];act=wire'>[src.wires[wire] ? "Mend" : "Cut"]</A> <A href='?src=\ref[src];wire=[wire];act=pulse'>Pulse</A><BR>")
dat += text("<HR>The device is [src.timing ? "shaking!" : "still"]<BR>")
dat += text("The device is [src.safety ? "quiet" : "whirring"].<BR>")
dat += text("The lights are [src.lighthack ? "static" : "functional"].<BR>")
user << browse("<HTML><HEAD><TITLE>Bomb Defusion</TITLE></HEAD><BODY>[dat]</BODY></HTML>","window=nukebomb_hack")
onclose(user, "nukebomb_hack")
/obj/machinery/nuclearbomb/verb/make_deployable()
set category = "Object"
set name = "Make Deployable"
@@ -172,16 +237,57 @@ var/bomb_set
else
usr << "\red You adjust some panels to make [src] deployable."
src.deployable = 1
return
/obj/machinery/nuclearbomb/Topic(href, href_list)
..()
if (!usr.canmove || usr.stat || usr.restrained())
return
if (!ishuman(usr))
usr << "\red You don't have the dexterity to do this!"
return 1
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.set_machine(src)
if(href_list["act"])
var/temp_wire = href_list["wire"]
if(href_list["act"] == "pulse")
if (!istype(usr.get_active_hand(), /obj/item/device/multitool))
usr << "You need a multitool!"
else
if(src.wires[temp_wire])
usr << "You can't pulse a cut wire."
else
if(src.light_wire == temp_wire)
src.lighthack = !src.lighthack
spawn(100) src.lighthack = !src.lighthack
if(src.timing_wire == temp_wire)
if(src.timing)
explode()
if(src.safety_wire == temp_wire)
src.safety = !src.safety
spawn(100) src.safety = !src.safety
if(src.safety == 1)
visible_message("\blue The [src] quiets down.")
if(!src.lighthack)
if (src.icon_state == "nuclearbomb2")
src.icon_state = "nuclearbomb1"
else
visible_message("\blue The [src] emits a quiet whirling noise!")
if(href_list["act"] == "wire")
if (!istype(usr.get_active_hand(), /obj/item/weapon/wirecutters))
usr << "You need wirecutters!"
else
wires[temp_wire] = !wires[temp_wire]
if(src.safety_wire == temp_wire)
if(src.timing)
explode()
if(src.timing_wire == temp_wire)
if(!src.lighthack)
if (src.icon_state == "nuclearbomb2")
src.icon_state = "nuclearbomb1"
src.timing = 0
bomb_set = 0
if(src.light_wire == temp_wire)
src.lighthack = !src.lighthack
if (href_list["auth"])
if (src.auth)
src.auth.loc = src.loc
@@ -222,14 +328,16 @@ var/bomb_set
return
src.timing = !( src.timing )
if (src.timing)
src.icon_state = "nuclearbomb2"
if(!src.lighthack)
src.icon_state = "nuclearbomb2"
if(!src.safety)
bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N
else
bomb_set = 0
else
src.icon_state = "nuclearbomb1"
bomb_set = 0
if(!src.lighthack)
src.icon_state = "nuclearbomb1"
if (href_list["safety"])
src.safety = !( src.safety )
if(safety)
@@ -277,7 +385,8 @@ var/bomb_set
src.timing = -1.0
src.yes_code = 0
src.safety = 1
src.icon_state = "nuclearbomb3"
if(!src.lighthack)
src.icon_state = "nuclearbomb3"
playsound(src,'sound/machines/Alarm.ogg',100,0,5)
if (ticker && ticker.mode)
ticker.mode.explosion_in_progress = 1

View File

@@ -1,4 +1,5 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
var/global/list/all_objectives = list()
datum/objective
var/datum/mind/owner = null //Who owns the objective.
@@ -8,9 +9,14 @@ datum/objective
var/completed = 0 //currently only used for custom objectives.
New(var/text)
all_objectives |= src
if(text)
explanation_text = text
Del()
all_objectives -= src
..()
proc/check_completion()
return completed
@@ -916,8 +922,12 @@ datum/objective/heist/inviolate_crew
if(H.is_raider_crew_safe()) return 1
return 0
#define MAX_VOX_KILLS 10 //Number of kills during the round before the Inviolate is broken.
//Would be nice to use vox-specific kills but is currently not feasible.
var/global/vox_kills = 0 //Used to check the Inviolate.
datum/objective/heist/inviolate_death
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
check_completion()
if(vox_kills>5) return 0
if(vox_kills > MAX_VOX_KILLS) return 0
return 1

View File

@@ -156,9 +156,17 @@
return 1
/mob/living/carbon/human/proc/RevConvert(mob/M as mob in oview(src))
/mob/living/carbon/human/proc/RevConvert()
set name = "Rev-Convert"
set category = "IC"
var/list/Possible = list()
for (var/mob/living/carbon/human/P in oview(src))
if(!stat && P.client && P.mind && !P.mind.special_role)
Possible += P
if(!Possible.len)
src << "\red There doesn't appear to be anyone available for you to convert here."
return
var/mob/living/carbon/human/M = input("Select a person to convert", "Viva la revolution!", null) as mob in Possible
if(((src.mind in ticker.mode:head_revolutionaries) || (src.mind in ticker.mode:revolutionaries)))
if((M.mind in ticker.mode:head_revolutionaries) || (M.mind in ticker.mode:revolutionaries))
src << "\red <b>[M] is already be a revolutionary!</b>"
@@ -251,4 +259,4 @@
rev_obj.target = M.mind
rev_obj.explanation_text = "Assassinate, convert or capture [M.real_name], the [M.mind.assigned_role]."
rev_mind.objectives += rev_obj
rev_mind.current << "\red A new Head of Staff, [M.real_name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."
rev_mind.current << "\red A new Head of Staff, [M.real_name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."

View File

@@ -1,10 +1,27 @@
/////////////////////////
// (mostly) DNA2 SETUP
/////////////////////////
// Randomize block, assign a reference name, and optionally define difficulty (by making activation zone smaller or bigger)
// The name is used on /vg/ for species with predefined genetic traits,
// and for the DNA panel in the player panel.
/proc/getAssignedBlock(var/name,var/list/blocksLeft, var/activity_bounds=DNA_DEFAULT_BOUNDS)
var/assigned = pick(blocksLeft)
blocksLeft.Remove(assigned)
assigned_blocks[assigned]=name
dna_activity_bounds[assigned]=activity_bounds
//testing("[name] assigned to block #[assigned].")
return assigned
/proc/setupgenetics()
if (prob(50))
// Currently unused. Will revisit. - N3X
BLOCKADD = rand(-300,300)
if (prob(75))
DIFFMUT = rand(0,20)
/* Old, for reference (so I don't accidentally activate something) - N3X
var/list/avnums = new/list()
var/tempnum
@@ -41,11 +58,62 @@
tempnum = pick(avnums)
avnums.Remove(tempnum)
BLINDBLOCK = tempnum
*/
var/list/numsToAssign=new()
for(var/i=1;i<STRUCDNASIZE;i++)
numsToAssign += i
//testing("Assigning DNA blocks:")
// Standard muts, imported from older code above.
BLINDBLOCK = getAssignedBlock("BLIND", numsToAssign)
DEAFBLOCK = getAssignedBlock("DEAF", numsToAssign)
HULKBLOCK = getAssignedBlock("HULK", numsToAssign, DNA_HARD_BOUNDS)
TELEBLOCK = getAssignedBlock("TELE", numsToAssign, DNA_HARD_BOUNDS)
FIREBLOCK = getAssignedBlock("FIRE", numsToAssign, DNA_HARDER_BOUNDS)
XRAYBLOCK = getAssignedBlock("XRAY", numsToAssign, DNA_HARDER_BOUNDS)
CLUMSYBLOCK = getAssignedBlock("CLUMSY", numsToAssign)
FAKEBLOCK = getAssignedBlock("FAKE", numsToAssign)
// UNUSED!
//COUGHBLOCK = getAssignedBlock("COUGH", numsToAssign)
//GLASSESBLOCK = getAssignedBlock("GLASSES", numsToAssign)
//EPILEPSYBLOCK = getAssignedBlock("EPILEPSY", numsToAssign)
//TWITCHBLOCK = getAssignedBlock("TWITCH", numsToAssign)
//NERVOUSBLOCK = getAssignedBlock("NERVOUS", numsToAssign)
// Bay muts (UNUSED)
//HEADACHEBLOCK = getAssignedBlock("HEADACHE", numsToAssign)
//NOBREATHBLOCK = getAssignedBlock("NOBREATH", numsToAssign, DNA_HARD_BOUNDS)
//REMOTEVIEWBLOCK = getAssignedBlock("REMOTEVIEW", numsToAssign, DNA_HARDER_BOUNDS)
//REGENERATEBLOCK = getAssignedBlock("REGENERATE", numsToAssign, DNA_HARDER_BOUNDS)
//INCREASERUNBLOCK = getAssignedBlock("INCREASERUN", numsToAssign, DNA_HARDER_BOUNDS)
//REMOTETALKBLOCK = getAssignedBlock("REMOTETALK", numsToAssign, DNA_HARDER_BOUNDS)
//MORPHBLOCK = getAssignedBlock("MORPH", numsToAssign, DNA_HARDER_BOUNDS)
//COLDBLOCK = getAssignedBlock("COLD", numsToAssign)
//HALLUCINATIONBLOCK = getAssignedBlock("HALLUCINATION", numsToAssign)
//NOPRINTSBLOCK = getAssignedBlock("NOPRINTS", numsToAssign, DNA_HARD_BOUNDS)
//SHOCKIMMUNITYBLOCK = getAssignedBlock("SHOCKIMMUNITY", numsToAssign)
//SMALLSIZEBLOCK = getAssignedBlock("SMALLSIZE", numsToAssign, DNA_HARD_BOUNDS)
// And the genes that actually do the work. (domutcheck improvements)
var/list/blocks_assigned[STRUCDNASIZE]
for(var/gene_type in typesof(/datum/dna/gene))
var/datum/dna/gene/G = new gene_type
if(G.block)
if(G.block in blocks_assigned)
warning("DNA2: Gene [G.name] trying to use already-assigned block [G.block] (used by [english_list(blocks_assigned[G.block])])")
dna_genes.Add(G)
var/list/assignedToBlock[0]
if(blocks_assigned[G.block])
assignedToBlock=blocks_assigned[G.block]
assignedToBlock.Add(G.name)
blocks_assigned[G.block]=assignedToBlock
testing("DNA2: Gene [G.name] assigned to block [G.block].")
// HIDDEN MUTATIONS / SUPERPOWERS INITIALIZTION
/*
/*
for(var/x in typesof(/datum/mutations) - /datum/mutations)
var/datum/mutations/mut = new x
@@ -62,7 +130,7 @@
global_mutations += mut// add to global mutations list!
*/
*/
/proc/setupfactions()

View File

@@ -19,6 +19,10 @@
if(istype(M, /mob/living/carbon/human/dummy))
return..()
if(M.has_brain_worms()) //Borer stuff - RR
user << "<span class='warning'>This being is corrupted by an alien intelligence and cannot be soul trapped.</span>"
return..()
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their soul captured with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to capture the soul of [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")

View File

@@ -51,9 +51,9 @@
B.name = "Toolbox Manifesto"
if("homosexuality")
B.name = "Guys Gone Wild"
if("lol", "wtf", "gay", "penis", "ass", "poo", "badmin", "shitmin", "deadmin", "cock", "cocks")
B.name = pick("Woodys Got Wood: The Aftermath", "War of the Cocks", "Sweet Bro and Hella Jef: Expanded Edition")
H.setBrainLoss(100) // starts off retarded as fuck
//if("lol", "wtf", "gay", "penis", "ass", "poo", "badmin", "shitmin", "deadmin", "cock", "cocks")
// B.name = pick("Woodys Got Wood: The Aftermath", "War of the Cocks", "Sweet Bro and Hella Jef: Expanded Edition")
// H.setBrainLoss(100) // starts off retarded as fuck
if("science")
B.name = pick("Principle of Relativity", "Quantum Enigma: Physics Encounters Consciousness", "Programming the Universe", "Quantum Physics and Theology", "String Theory for Dummies", "How To: Build Your Own Warp Drive", "The Mysteries of Bluespace", "Playing God: Collector's Edition")
else
@@ -152,4 +152,4 @@
ticker.Bible_deity_name = B.deity_name
feedback_set_details("religion_deity","[new_deity]")
feedback_set_details("religion_book","[new_book_style]")
return 1
return 1

View File

@@ -15,7 +15,7 @@
minimal_access = list(access_medical, access_morgue, access_genetics, access_heads,
access_chemistry, access_virology, access_cmo, access_surgery, access_RC_announce,
access_keycard_auth, access_sec_doors, access_psychiatrist)
minimal_player_age = 7
minimal_player_age = 10
equip(var/mob/living/carbon/human/H)
if(!H) return 0

View File

@@ -60,7 +60,7 @@
selection_color = "#ffeeee"
access = list(access_security, access_sec_doors, access_brig, access_armory, access_court, access_maint_tunnels, access_morgue)
minimal_access = list(access_security, access_sec_doors, access_brig, access_armory, access_court, access_maint_tunnels)
minimal_player_age = 7
minimal_player_age = 5
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -100,7 +100,7 @@
access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_court)
minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_court)
alt_titles = list("Forensic Technician")
minimal_player_age = 7
minimal_player_age = 3
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
@@ -146,7 +146,7 @@
selection_color = "#ffeeee"
access = list(access_security, access_sec_doors, access_brig, access_court, access_maint_tunnels, access_morgue)
minimal_access = list(access_security, access_sec_doors, access_brig, access_court, access_maint_tunnels)
minimal_player_age = 7
minimal_player_age = 3
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)

View File

@@ -8,7 +8,7 @@
selection_color = "#ccffcc"
supervisors = "your laws"
req_admin_notify = 1
minimal_player_age = 30
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -25,7 +25,8 @@
spawn_positions = 2
supervisors = "your laws and the AI" //Nodrak
selection_color = "#ddffdd"
minimal_player_age = 21
minimal_player_age = 1
alt_titles = list("Android", "Robot")
equip(var/mob/living/carbon/human/H)
if(!H) return 0

View File

@@ -67,7 +67,7 @@ var/global/datum/controller/occupations/job_master
proc/FreeRole(var/rank) //making additional slot on the fly
var/datum/job/job = GetJob(rank)
if(job && job.current_positions >= job.total_positions)
if(job && job.current_positions >= job.total_positions && job.total_positions != -1)
job.total_positions++
return 1
return 0

View File

@@ -2,6 +2,11 @@
var/list/whitelist = list()
/hook/startup/proc/loadWhitelist()
if(config.usewhitelist)
load_whitelist()
return 1
/proc/load_whitelist()
whitelist = file2list(WHITELISTFILE)
if(!whitelist.len) whitelist = null
@@ -11,9 +16,14 @@ var/list/whitelist = list()
return 0
return ("[M.ckey]" in whitelist)
var/list/alien_whitelist = list()
/var/list/alien_whitelist = list()
proc/load_alienwhitelist()
/hook/startup/proc/loadAlienWhitelist()
if(config.usealienwhitelist)
load_alienwhitelist()
return 1
/proc/load_alienwhitelist()
var/text = file2text("config/alienwhitelist.txt")
if (!text)
diary << "Failed to load config/alienwhitelist.txt\n"

View File

@@ -11,6 +11,13 @@
density = 1
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
/obj/machinery/sleep_console/process()
if(stat & (NOPOWER|BROKEN))
return
src.updateUsrDialog()
return
/obj/machinery/sleep_console/ex_act(severity)
switch(severity)
if(1.0)
@@ -71,10 +78,11 @@
if(occupant.reagents)
for(var/chemical in connected.available_chemicals)
dat += "[connected.available_chemicals[chemical]]: [occupant.reagents.get_reagent_amount(chemical)] units<br>"
dat += "<HR><A href='?src=\ref[src];refresh=1'>Refresh meter readings each second</A><BR>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh Meter Readings</A><BR>"
if(src.connected.beaker)
dat += "<HR><A href='?src=\ref[src];removebeaker=1'>Remove Beaker</A><BR>"
if(src.connected.filtering)
dat += "<HR><A href='?src=\ref[src];togglefilter=1'>Stop Dialysis</A><BR>"
dat += "<A href='?src=\ref[src];togglefilter=1'>Stop Dialysis</A><BR>"
dat += text("Output Beaker has [] units of free space remaining<BR><HR>", src.connected.beaker.reagents.maximum_volume - src.connected.beaker.reagents.total_volume)
else
dat += "<HR><A href='?src=\ref[src];togglefilter=1'>Start Dialysis</A><BR>"
@@ -85,8 +93,10 @@
for(var/chemical in connected.available_chemicals)
dat += "Inject [connected.available_chemicals[chemical]]: "
for(var/amount in connected.amounts)
dat += "<a href ='?src=\ref[src];chemical=[chemical];amount=[amount]'>[amount] units</a> "
dat += "<br>"
dat += "<a href ='?src=\ref[src];chemical=[chemical];amount=[amount]'>[amount] units</a><br> "
dat += "<HR><A href='?src=\ref[src];ejectify=1'>Eject Patient</A>"
else
dat += "The sleeper is empty."
dat += text("<BR><BR><A href='?src=\ref[];mach_close=sleeper'>Close</A>", user)
@@ -108,19 +118,21 @@
src.connected.inject_chemical(usr,href_list["chemical"],text2num(href_list["amount"]))
else
usr << "\red \b This person is not in good enough condition for sleepers to be effective! Use another means of treatment, such as cryogenics!"
src.updateUsrDialog()
if (href_list["refresh"])
src.updateUsrDialog()
if (href_list["removebeaker"])
src.connected.remove_beaker()
src.updateUsrDialog()
if (href_list["togglefilter"])
src.connected.toggle_filter()
src.updateUsrDialog()
if (href_list["ejectify"])
src.connected.eject()
src.updateUsrDialog()
src.add_fingerprint(usr)
return
/obj/machinery/sleep_console/process()
if(stat & (NOPOWER|BROKEN))
return
src.updateUsrDialog()
return
/obj/machinery/sleep_console/power_change()
return
@@ -144,7 +156,7 @@
anchored = 1
var/orient = "LEFT" // "RIGHT" changes the dir suffix to "-r"
var/mob/living/carbon/human/occupant = null
var/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "dermaline" = "Dermaline", "bicaridine" = "Bicaridine", "dexalin" = "Dexalin")
var/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "paracetamol" = "Paracetamol", "anti_toxin" = "Dylovene", "dexalin" = "Dexalin")
var/amounts = list(5, 10)
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/filtering = 0
@@ -169,10 +181,9 @@
if(beaker.reagents.total_volume < beaker.reagents.maximum_volume)
src.occupant.vessel.trans_to(beaker, 1)
for(var/datum/reagent/x in src.occupant.reagents.reagent_list)
if(x.volume > 20)
src.occupant.reagents.trans_id_to(beaker, x.id, 2)
src.occupant.vessel.trans_to(beaker, 1)
src.updateDialog()
src.occupant.reagents.trans_to(beaker, 3)
src.occupant.vessel.trans_to(beaker, 1)
src.updateUsrDialog()
return
@@ -191,6 +202,7 @@
user.drop_item()
G.loc = src
user.visible_message("[user] adds \a [G] to \the [src]!", "You add \a [G] to \the [src]!")
src.updateUsrDialog()
return
else
user << "\red The sleeper has a beaker already."

View File

@@ -250,6 +250,9 @@
dat += text("Paralysis Summary %: [] ([] seconds left!)<BR>", occupant.paralysis, round(occupant.paralysis / 4))
dat += text("Body Temperature: [occupant.bodytemperature-T0C]&deg;C ([occupant.bodytemperature*1.8-459.67]&deg;F)<BR><HR>")
if(occupant.has_brain_worms())
dat += "Large growth detected in frontal lobe, possibly cancerous. Surgical removal is recommended.<BR/>"
if(occupant.vessel)
var/blood_volume = round(occupant.vessel.get_reagent_amount("blood"))
var/blood_percent = blood_volume / 560
@@ -281,6 +284,7 @@
var/infected = ""
var/imp = ""
var/bled = ""
var/robot = ""
var/splint = ""
var/internal_bleeding = ""
var/lung_ruptured = ""
@@ -295,6 +299,8 @@
bled = "Bleeding:"
if(e.status & ORGAN_BROKEN)
AN = "[e.broken_description]:"
if(e.status & ORGAN_ROBOT)
robot = "Prosthetic:"
if(e.open)
open = "Open:"
var/unknown_body = 0
@@ -308,16 +314,25 @@
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>"
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[robot][bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>"
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
for(var/organ_name in occupant.internal_organs)
var/datum/organ/internal/i = occupant.internal_organs[organ_name]
var/mech = ""
if(i.robotic == 1)
mech = "Assisted:"
if(i.robotic == 2)
mech = "Mechanical:"
dat += "<tr>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:</td>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:[mech]</td><td></td>"
dat += "</tr>"
dat += "</table>"
if(occupant.sdisabilities & BLIND)
dat += text("<font color='red'>Cataracts detected.</font><BR>")
if(occupant.sdisabilities & NEARSIGHTED)
dat += text("<font color='red'>Retinal misalignment detected.</font><BR>")
else
dat += "\The [src] is empty."
else

View File

@@ -95,7 +95,7 @@ obj/machinery/computer/general_air_control
process()
..()
src.updateDialog()
src.updateUsrDialog()
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
@@ -250,7 +250,7 @@ Max Output Pressure: [output_pressure] kPa<BR>"}
var/change = text2num(href_list["adj_pressure"])
pressure_setting = between(0, pressure_setting + change, 50*ONE_ATMOSPHERE)
spawn(1)
src.updateDialog()
src.updateUsrDialog()
return
if(!radio_connection)
@@ -282,7 +282,7 @@ Max Output Pressure: [output_pressure] kPa<BR>"}
radio_connection.post_signal(src, signal, filter = RADIO_ATMOSIA)
spawn(5)
src.updateDialog()
src.updateUsrDialog()
fuel_injection
icon = 'icons/obj/computer.dmi'

View File

@@ -243,18 +243,20 @@ Release Pressure: <A href='?src=\ref[src];pressure_adj=-1000'>-</A> <A href='?sr
if(href_list["toggle"])
if (valve_open)
if (holding)
release_log += "Valve was <b>closed</b> by [usr], stopping the transfer into the [holding]<br>"
release_log += "Valve was <b>closed</b> by [usr] ([usr.ckey]), stopping the transfer into the [holding]<br>"
else
release_log += "Valve was <b>closed</b> by [usr], stopping the transfer into the <font color='red'><b>air</b></font><br>"
release_log += "Valve was <b>closed</b> by [usr] ([usr.ckey]), stopping the transfer into the <font color='red'><b>air</b></font><br>"
else
if (holding)
release_log += "Valve was <b>opened</b> by [usr], starting the transfer into the [holding]<br>"
release_log += "Valve was <b>opened</b> by [usr] ([usr.ckey]), starting the transfer into the [holding]<br>"
else
release_log += "Valve was <b>opened</b> by [usr], starting the transfer into the <font color='red'><b>air</b></font><br>"
release_log += "Valve was <b>opened</b> by [usr] ([usr.ckey]), starting the transfer into the <font color='red'><b>air</b></font><br>"
valve_open = !valve_open
if (href_list["remove_tank"])
if(holding)
if(istype(holding, /obj/item/weapon/tank))
holding.manipulated_by = usr.real_name
holding.loc = loc
holding = null

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