mirror of
https://github.com/PolarisSS13/Polaris.git
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Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sin2clothes
This commit is contained in:
@@ -49,7 +49,7 @@
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/obj/item/clothing/suit/space
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name = "Space suit"
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desc = "A suit that protects against low pressure environments. \"NSS EXODUS\" is written in large block letters on the back."
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desc = "A suit that protects against low pressure environments. \"NORTHERN STAR\" is written in large block letters on the back."
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icon_state = "space"
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item_state = "s_suit"
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w_class = 4//bulky item
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@@ -8,7 +8,7 @@ var/list/weighted_mundaneevent_locations = list()
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var/distance = 0
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var/list/willing_to_buy = list()
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var/list/willing_to_sell = list()
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var/can_shuttle_here = 0 //one day crew from the exodus will be able to travel to this destination
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var/can_shuttle_here = 0 //one day crew from the Northern Star will be able to travel to this destination
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var/list/viable_random_events = list()
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var/list/temp_price_change[BIOMEDICAL]
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var/list/viable_mundane_events = list()
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@@ -81,7 +81,7 @@ proc/populate_ghost_traps()
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target << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
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target << "<b>As a synthetic intelligence, you answer to all crewmembers, as well as the AI.</b>"
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target << "<b>Remember, the purpose of your existence is to serve the crew and the station. Above all else, do no harm.</b>"
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target << "<b>Use say :b to speak to other artificial intelligences.</b>"
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target << "<b>Use say #b to speak to other artificial intelligences.</b>"
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var/turf/T = get_turf(target)
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T.visible_message("<span class='notice'>\The [src] chimes quietly.</span>")
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var/obj/item/device/mmi/digital/posibrain/P = target.loc
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@@ -63,7 +63,7 @@
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src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
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src.brainmob << "<b>As a synthetic intelligence, you answer to all crewmembers, as well as the AI.</b>"
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src.brainmob << "<b>Remember, the purpose of your existence is to serve the crew and the station. Above all else, do no harm.</b>"
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src.brainmob << "<b>Use say :b to speak to other artificial intelligences.</b>"
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src.brainmob << "<b>Use say #b to speak to other artificial intelligences.</b>"
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src.brainmob.mind.assigned_role = "Positronic Brain"
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var/turf/T = get_turf_or_move(src.loc)
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@@ -29,8 +29,8 @@
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/mob/living/carbon/proc/escape_handcuffs()
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//if(!(last_special <= world.time)) return
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//These two lines represent a significant buff to grabs...
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if(!canClick()) return
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//This line represent a significant buff to grabs...
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// We don't have to check the click cooldown because /mob/living/verb/resist() has done it for us, we can simply set the delay
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setClickCooldown(100)
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if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
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@@ -48,7 +48,7 @@
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displaytime = breakouttime / 600 //Minutes
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visible_message(
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"<span class='danger'>[src] attempts to remove \the [HC]!</span>",
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"<span class='danger'>\The [src] attempts to remove \the [HC]!</span>",
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"<span class='warning'>You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)</span>"
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)
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@@ -56,7 +56,7 @@
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if(!handcuffed || buckled)
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return
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visible_message(
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"<span class='danger'>[src] manages to remove \the [handcuffed]!</span>",
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"<span class='danger'>\The [src] manages to remove \the [handcuffed]!</span>",
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"<span class='notice'>You successfully remove \the [handcuffed].</span>"
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)
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drop_from_inventory(handcuffed)
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@@ -46,7 +46,7 @@ var/list/ai_verbs_default = list(
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density = 1
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status_flags = CANSTUN|CANPARALYSE|CANPUSH
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shouldnt_see = list(/obj/effect/rune)
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var/list/network = list("Exodus")
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var/list/network = list("Northern Star")
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var/obj/machinery/camera/camera = null
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var/list/connected_robots = list()
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var/aiRestorePowerRoutine = 0
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@@ -128,7 +128,7 @@ var/list/ai_verbs_default = list(
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aiRadio = new(src)
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common_radio = aiRadio
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aiRadio.myAi = src
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additional_law_channels["Binary"] = ":b"
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additional_law_channels["Binary"] = "#b"
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additional_law_channels["Holopad"] = ":h"
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aiCamera = new/obj/item/device/camera/siliconcam/ai_camera(src)
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@@ -180,7 +180,7 @@ var/list/ai_verbs_default = list(
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src << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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src << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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src << "To use something, simply click on it."
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src << "Use say :b to speak to your cyborgs through binary. Use say :h to speak from an active holopad."
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src << "Use <B>say #b</B> to speak to your cyborgs through binary. Use say :h to speak from an active holopad."
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src << "For department channels, use the following say commands:"
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var/radio_text = ""
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@@ -15,7 +15,7 @@
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idle_power_usage = 20
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active_power_usage = 5000
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var/fabricator_tag = "Exodus"
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var/fabricator_tag = "Northern Star Upper Level"
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var/drone_progress = 0
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var/produce_drones = 1
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var/time_last_drone = 500
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@@ -26,7 +26,7 @@
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/obj/machinery/drone_fabricator/derelict
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name = "construction drone fabricator"
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fabricator_tag = "Derelict"
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fabricator_tag = "Northern Star Depths"
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drone_type = /mob/living/silicon/robot/drone/construction
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/obj/machinery/drone_fabricator/New()
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@@ -155,7 +155,7 @@
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/mob/living/silicon/robot/proc/init()
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aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
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laws = new /datum/ai_laws/nanotrasen()
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additional_law_channels["Binary"] = ":b"
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additional_law_channels["Binary"] = "#b"
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var/new_ai = select_active_ai_with_fewest_borgs()
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if(new_ai)
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lawupdate = 1
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@@ -85,8 +85,7 @@
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/mob/visible_message(var/message, var/self_message, var/blind_message)
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var/list/see = get_mobs_or_objects_in_view(world.view,src) | viewers(get_turf(src), null)
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var/list/see = get_mobs_or_objects_in_view(world.view,src) | viewers(world.view,src)
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for(var/I in see)
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if(isobj(I))
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@@ -152,8 +151,33 @@
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//handle_typing_indicator() //You said the typing indicator would be fine. The test determined that was a lie.
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return
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/mob/proc/incapacitated()
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return (stat || paralysis || stunned || weakened || restrained())
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#define UNBUCKLED 0
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#define PARTIALLY_BUCKLED 1
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#define FULLY_BUCKLED 2
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/mob/proc/buckled()
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// Preliminary work for a future buckle rewrite,
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// where one might be fully restrained (like an elecrical chair), or merely secured (shuttle chair, keeping you safe but not otherwise restrained from acting)
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return buckled ? FULLY_BUCKLED : UNBUCKLED
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/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
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if (stat || paralysis || stunned || weakened || resting || sleeping || (status_flags & FAKEDEATH))
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return 1
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if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
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return 1
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if((incapacitation_flags & (INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)))
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var/buckling = buckled()
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if(buckling >= PARTIALLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_PARTIALLY))
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return 1
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if(buckling == FULLY_BUCKLED && (incapacitation_flags & INCAPACITATION_BUCKLED_FULLY))
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return 1
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return 0
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#undef UNBUCKLED
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#undef PARTIALLY_BUCKLED
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#undef FULLY_BUCKLED
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/mob/proc/restrained()
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return
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@@ -697,7 +721,7 @@
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return 0
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/mob/proc/cannot_stand()
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return incapacitated() || restrained() || resting || sleeping || (status_flags & FAKEDEATH)
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return incapacitated(INCAPACITATION_DEFAULT & (~INCAPACITATION_RESTRAINED))
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//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
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/mob/proc/update_canmove()
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