mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 07:22:42 +00:00
Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts: code/modules/mob/living/say.dm code/modules/paperwork/paper.dm code/modules/telesci/bscrystal.dm html/changelog.html icons/mob/uniform.dmi maps/tgstation2.dmm
This commit is contained in:
@@ -275,7 +275,7 @@ var/global/floorIsLava = 0
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I.rank = "N/A"
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update_file = 1
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dat += "<font color=#008800>[I.content]</font> <i>by [I.author] ([I.rank])</i> on <i><font color=blue>[I.timestamp]</i></font> "
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if(I.author == usr.key)
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if(I.author == usr.key || I.author == "Adminbot")
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dat += "<A href='?src=\ref[src];remove_player_info=[key];remove_index=[i]'>Remove</A>"
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dat += "<br><br>"
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if(update_file) info << infos
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@@ -243,9 +243,6 @@
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/client/proc/send_resources()
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// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in.
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// Send NanoUI resources to this client
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nanomanager.send_resources(src)
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getFiles(
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'html/search.js',
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'html/panels.css',
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@@ -555,6 +555,8 @@ datum/preferences
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return
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proc/SetAntagoptions(mob/user)
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if(uplinklocation == "")
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uplinklocation = "PDA"
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var/HTML = "<body>"
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HTML += "<tt><center>"
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HTML += "<b>Antagonist Options</b> <hr />"
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@@ -25,13 +25,13 @@
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/obj/item/clothing/glasses/science
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name = "Science Goggles"
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desc = "nothing"
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desc = "The goggles do nothing!"
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icon_state = "purple"
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item_state = "glasses"
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/obj/item/clothing/glasses/night
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name = "Night Vision Goggles"
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desc = "You can totally see in the dark now!."
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desc = "You can totally see in the dark now!"
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icon_state = "night"
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item_state = "glasses"
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origin_tech = "magnets=2"
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@@ -112,13 +112,13 @@
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src.flags |= GLASSESCOVERSEYES
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flags_inv |= HIDEEYES
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icon_state = initial(icon_state)
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usr << "You flip the [src] down to protect your eyes."
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usr << "You flip \the [src] down to protect your eyes."
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else
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src.up = !src.up
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src.flags &= ~HEADCOVERSEYES
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flags_inv &= ~HIDEEYES
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icon_state = "[initial(icon_state)]up"
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usr << "You push the [src] up out of your face."
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usr << "You push \the [src] up out of your face."
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usr.update_inv_glasses()
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@@ -4,30 +4,25 @@
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icon_state = "magboots0"
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species_restricted = null
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var/magpulse = 0
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icon_action_button = "action_blank"
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action_button_name = "Toggle the magboots"
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// flags = NOSLIP //disabled by default
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verb/toggle()
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set name = "Toggle Magboots"
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set category = "Object"
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set src in usr
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if(usr.stat)
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return
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if(src.magpulse)
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src.flags &= ~NOSLIP
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src.slowdown = SHOES_SLOWDOWN
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src.magpulse = 0
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attack_self(mob/user)
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if(magpulse)
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flags &= ~NOSLIP
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slowdown = SHOES_SLOWDOWN
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magpulse = 0
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icon_state = "magboots0"
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usr << "You disable the mag-pulse traction system."
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user << "You disable the mag-pulse traction system."
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else
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src.flags |= NOSLIP
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src.slowdown = 2
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src.magpulse = 1
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flags |= NOSLIP
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slowdown = 2
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magpulse = 1
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icon_state = "magboots1"
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usr << "You enable the mag-pulse traction system."
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usr.update_inv_shoes() //so our mob-overlays update
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user << "You enable the mag-pulse traction system."
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user.update_inv_shoes() //so our mob-overlays update
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examine()
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set src in view()
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..()
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@@ -192,28 +192,44 @@
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/obj/item/clothing/shoes/magboots/vox
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desc = "A pair of heavy, jagged armoured foot pieces, seemingly suitable for a velociraptor."
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name = "vox boots"
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name = "vox magclaws"
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item_state = "boots-vox"
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icon_state = "boots-vox"
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species_restricted = list("Vox")
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action_button_name = "Toggle the magclaws"
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toggle()
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//set name = "Toggle Floor Grip"
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if(usr.stat)
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/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
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if(src.magpulse)
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flags &= ~NOSLIP
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magpulse = 0
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canremove = 1
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user << "You relax your deathgrip on the flooring."
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else
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//make sure these can only be used when equipped.
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if (!is_equipped())
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user << "You will have to put on the [src] before you can do that."
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return
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if(src.magpulse)
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src.flags &= ~NOSLIP
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src.magpulse = 0
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usr << "You relax your deathgrip on the flooring."
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else
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src.flags |= NOSLIP
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src.magpulse = 1
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usr << "You dig your claws deeply into the flooring, bracing yourself."
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flags |= NOSLIP
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magpulse = 1
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canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
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user << "You dig your claws deeply into the flooring, bracing yourself."
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user << "It would be hard to take off the [src] without relaxing your grip first."
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//In case they somehow come off while enabled.
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/obj/item/clothing/shoes/magboots/vox/dropped(mob/user as mob)
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..()
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if(src.magpulse)
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user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
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flags &= ~NOSLIP
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magpulse = 0
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canremove = 1
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examine()
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set src in view()
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..()
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/obj/item/clothing/shoes/magboots/vox/examine()
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set src in view()
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..()
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if (magpulse)
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usr << "It would be hard to take these off without relaxing your grip first." //theoretically this message should only be seen by the wearer when the claws are equipped.
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//Species-specific Syndicate rigs.
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@@ -43,10 +43,7 @@
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if(10)
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for(var/i = 0, i < 3, i++)
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new/obj/item/weapon/reagent_containers/glass/beaker/noreact(src)
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if(11 to 12)
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for(var/i = 0, i < 9, i++)
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new/obj/item/bluespace_crystal(src)
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if(13)
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if(11 to 13)
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new/obj/item/weapon/melee/classic_baton(src)
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if(14)
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return
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@@ -159,5 +159,5 @@
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comment = "tails"
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else if(result == 2)
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comment = "heads"
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user.visible_message("<span class='notice'>[user] has thrown the [src]. It lands on [comment]! </span>", \
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"<span class='notice'>You throw the [src]. It lands on [comment]! </span>")
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user.visible_message("<span class='notice'>[user] has thrown \the [src]. It lands on [comment]! </span>", \
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"<span class='notice'>You throw \the [src]. It lands on [comment]! </span>")
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@@ -258,6 +258,8 @@
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adjustToxLoss(-(rads))
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updatehealth()
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return
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if(species.flags & IS_SYNTHETIC)
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return
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var/damage = 0
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switch(radiation)
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@@ -1003,7 +1005,7 @@
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updatehealth() //TODO
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if(!in_stasis)
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handle_organs() //Optimized.
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handle_blood()
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handle_blood()
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if(health <= config.health_threshold_dead || brain_op_stage == 4.0)
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death()
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@@ -1081,7 +1083,7 @@
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E = get_visible_implants(0)
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if(!E.len)
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embedded_flag = 0
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//Eyes
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if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own
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@@ -1144,7 +1146,7 @@
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if(hud_updateflag)
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handle_hud_list()
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||||
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||||
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for(var/image/hud in client.images)
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if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
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@@ -1311,7 +1313,7 @@
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else if(!seer)
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see_invisible = SEE_INVISIBLE_LIVING
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||||
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||||
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||||
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||||
if(healths)
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if (analgesic)
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@@ -1456,7 +1458,7 @@
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||||
V.activate(src)
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// activate may have deleted the virus
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if(!V) continue
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// check if we're immune
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if(V.antigen & src.antibodies)
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V.dead = 1
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@@ -52,12 +52,11 @@
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/datum/robot_component/proc/is_powered()
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return (installed == 1) && (brute_damage + electronics_damage < max_damage) && (!energy_consumption || powered)
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||||
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/datum/robot_component/proc/consume_power()
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/datum/robot_component/proc/update_power_state()
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if(toggled == 0)
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powered = 0
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return
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if(owner.cell.charge >= energy_consumption)
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if(owner.cell && owner.cell.charge >= energy_consumption)
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owner.cell.use(energy_consumption)
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powered = 1
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else
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@@ -75,6 +74,10 @@
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||||
external_type = /obj/item/robot_parts/robot_component/actuator
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max_damage = 50
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//A fixed and much cleaner implementation of /tg/'s special snowflake code.
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/datum/robot_component/actuator/is_powered()
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return (installed == 1) && (brute_damage + electronics_damage < max_damage)
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/datum/robot_component/cell
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name = "power cell"
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max_damage = 50
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||||
@@ -25,6 +25,9 @@
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else
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msg += "Its cover is closed.\n"
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if(!has_power)
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msg += "<span class='warning'>It appears to be running on backup power.</span>\n"
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switch(src.stat)
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if(CONSCIOUS)
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if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
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@@ -33,29 +33,23 @@
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||||
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||||
/mob/living/silicon/robot/proc/use_power()
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||||
if (is_component_functioning("power cell") && cell)
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||||
if(src.cell.charge <= 0)
|
||||
uneq_all()
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||||
src.stat = 1
|
||||
else
|
||||
if(src.module_state_1)
|
||||
src.cell.use(3)
|
||||
if(src.module_state_2)
|
||||
src.cell.use(3)
|
||||
if(src.module_state_3)
|
||||
src.cell.use(3)
|
||||
for(var/V in components)
|
||||
var/datum/robot_component/C = components[V]
|
||||
C.update_power_state()
|
||||
|
||||
for(var/V in components)
|
||||
var/datum/robot_component/C = components[V]
|
||||
C.consume_power()
|
||||
if ( cell && is_component_functioning("power cell") && src.cell.charge > 0 )
|
||||
if(src.module_state_1)
|
||||
src.cell.use(3)
|
||||
if(src.module_state_2)
|
||||
src.cell.use(3)
|
||||
if(src.module_state_3)
|
||||
src.cell.use(3)
|
||||
|
||||
if(!is_component_functioning("actuator"))
|
||||
Paralyse(3)
|
||||
|
||||
src.stat = 0
|
||||
src.has_power = 1
|
||||
else
|
||||
uneq_all()
|
||||
src.stat = 1
|
||||
if (src.has_power)
|
||||
src << "\red You are now running on emergency backup power."
|
||||
src.has_power = 0
|
||||
|
||||
|
||||
/mob/living/silicon/robot/proc/handle_regular_status_updates()
|
||||
@@ -79,7 +73,7 @@
|
||||
death()
|
||||
|
||||
if (src.stat != 2) //Alive.
|
||||
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
|
||||
if (src.paralysis || src.stunned || src.weakened || !src.has_power) //Stunned etc.
|
||||
src.stat = 1
|
||||
if (src.stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
@@ -124,6 +118,10 @@
|
||||
src.druggy--
|
||||
src.druggy = max(0, src.druggy)
|
||||
|
||||
//update the state of modules and components here
|
||||
if (src.stat != 0)
|
||||
uneq_all()
|
||||
|
||||
if(!is_component_functioning("radio"))
|
||||
radio.on = 0
|
||||
else
|
||||
@@ -133,6 +131,9 @@
|
||||
src.blinded = 0
|
||||
else
|
||||
src.blinded = 1
|
||||
|
||||
if(!is_component_functioning("actuator"))
|
||||
src.Paralyse(3)
|
||||
|
||||
|
||||
return 1
|
||||
@@ -305,4 +306,4 @@
|
||||
/mob/living/silicon/robot/update_canmove()
|
||||
if(paralysis || stunned || weakened || buckled || lockcharge) canmove = 0
|
||||
else canmove = 1
|
||||
return canmove
|
||||
return canmove
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
var/emagged = 0
|
||||
var/wiresexposed = 0
|
||||
var/locked = 1
|
||||
var/has_power = 1
|
||||
var/list/req_access = list(access_robotics)
|
||||
var/ident = 0
|
||||
//var/list/laws = list()
|
||||
|
||||
@@ -168,6 +168,10 @@
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/Life()
|
||||
weakened = 0
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
|
||||
@@ -23,9 +23,9 @@
|
||||
var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
|
||||
|
||||
//Interaction
|
||||
var/response_help = "You try to help"
|
||||
var/response_disarm = "You try to disarm"
|
||||
var/response_harm = "You try to hurt"
|
||||
var/response_help = "tries to help"
|
||||
var/response_disarm = "tries to disarm"
|
||||
var/response_harm = "tries to hurt"
|
||||
var/harm_intent_damage = 3
|
||||
|
||||
//Temperature effect
|
||||
|
||||
@@ -54,4 +54,6 @@
|
||||
if(istype(src,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(H.species && H.species.abilities)
|
||||
client.verbs |= H.species.abilities
|
||||
client.verbs |= H.species.abilities
|
||||
|
||||
nanomanager.send_resources(client)
|
||||
|
||||
@@ -29,5 +29,6 @@
|
||||
new_player_panel()
|
||||
spawn(40)
|
||||
if(client)
|
||||
nanomanager.send_resources(client)
|
||||
handle_privacy_poll()
|
||||
client.playtitlemusic()
|
||||
|
||||
@@ -90,7 +90,6 @@
|
||||
else
|
||||
E.process()
|
||||
number_wounds += E.number_wounds
|
||||
|
||||
//Robotic limb malfunctions
|
||||
var/malfunction = 0
|
||||
if (E.status & ORGAN_ROBOT && prob(E.brute_dam + E.burn_dam))
|
||||
@@ -109,20 +108,24 @@
|
||||
I.take_damage(rand(3,5))
|
||||
|
||||
//Special effects for limbs.
|
||||
if(E.name in list("l_hand","l_arm","r_hand","r_arm") && (broken||malfunction))
|
||||
if(E.name in list("l_hand","l_arm","r_hand","r_arm"))
|
||||
var/obj/item/c_hand //Getting what's in this hand
|
||||
var/hand
|
||||
if(E.name == "l_hand" || E.name == "l_arm")
|
||||
c_hand = l_hand
|
||||
hand = "left hand"
|
||||
if(E.name == "r_hand" || E.name == "r_arm")
|
||||
c_hand = r_hand
|
||||
|
||||
hand = "right hand"
|
||||
if (c_hand)
|
||||
u_equip(c_hand)
|
||||
|
||||
if(broken)
|
||||
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : "screams in pain and"] drops what they were holding in their [E.display_name?"[E.display_name]":"[E]"]!")
|
||||
u_equip(c_hand)
|
||||
var/emote_scream = pick("screams in pain and", "let's out a sharp hiss and", "cries out and")
|
||||
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand]!")
|
||||
if(malfunction)
|
||||
emote("me", 1, "drops what they were holding, their [E.display_name?"[E.display_name]":"[E]"] malfunctioning!")
|
||||
u_equip(c_hand)
|
||||
emote("me", 1, "drops what they were holding, their [hand] malfunctioning!")
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
@@ -376,20 +376,21 @@ This function completely restores a damaged organ to perfect condition.
|
||||
|
||||
// Internal wounds get worse over time. Low temperatures (cryo) stop them.
|
||||
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
|
||||
if(!owner.reagents.has_reagent("bicaridine")) //bicard stops internal wounds from growing bigger with time, and also stop bleeding
|
||||
var/bicardose = owner.reagents.get_reagent_amount("bicaridine")
|
||||
if(!bicardose) //bicard stops internal wounds from growing bigger with time, and also stop bleeding
|
||||
W.open_wound(0.1 * wound_update_accuracy)
|
||||
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
|
||||
if(bicardose >= 30) //overdose of bicaridine begins healing IB
|
||||
W.damage = max(0, W.damage - 0.2)
|
||||
|
||||
if(!owner.reagents.has_reagent("inaprovaline")) //This little copypaste will allow inaprovaline to work too, giving it a much needed buff to help medical.
|
||||
W.open_wound(0.1 * wound_update_accuracy)
|
||||
owner.vessel.remove_reagent("blood",0.05 * W.damage * wound_update_accuracy)
|
||||
|
||||
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)//Bicaridine slows Internal Bleeding
|
||||
owner.vessel.remove_reagent("blood",0.02 * W.damage * wound_update_accuracy)
|
||||
if(prob(1 * wound_update_accuracy))
|
||||
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
|
||||
|
||||
//overdose of bicaridine begins healing IB
|
||||
if(owner.reagents.get_reagent_amount("bicaridine") >= 30)
|
||||
W.damage = max(0, W.damage - 0.2)
|
||||
|
||||
// slow healing
|
||||
var/heal_amt = 0
|
||||
|
||||
@@ -129,10 +129,8 @@
|
||||
// Ethanol and all drinks are bad
|
||||
if(istype(R, /datum/reagent/ethanol))
|
||||
owner.adjustToxLoss(0.1 * process_accuracy)
|
||||
|
||||
// Can't cope with toxins at all
|
||||
for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker"))
|
||||
if(owner.reagents.has_reagent(toxin))
|
||||
// Can't cope with toxins at all
|
||||
if(istype(R, /datum/reagent/toxin))
|
||||
owner.adjustToxLoss(0.3 * process_accuracy)
|
||||
|
||||
/datum/organ/internal/kidney
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
/obj/machinery/power/emitter
|
||||
name = "Emitter"
|
||||
desc = "A heavy duty industrial laser"
|
||||
desc = "It is a heavy duty industrial laser."
|
||||
icon = 'icons/obj/singularity.dmi'
|
||||
icon_state = "emitter"
|
||||
anchored = 0
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
damage = 10
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
weaken = 10
|
||||
agony = 40
|
||||
stutter = 10
|
||||
|
||||
|
||||
|
||||
@@ -1227,7 +1227,7 @@
|
||||
bitesize = 2
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/spagetti
|
||||
name = "Spagetti"
|
||||
name = "Spaghetti"
|
||||
desc = "A bundle of raw spaghetti."
|
||||
icon_state = "spagetti"
|
||||
filling_color = "#EDDD00"
|
||||
@@ -1807,7 +1807,7 @@
|
||||
bitesize = 2
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/boiledspagetti
|
||||
name = "Boiled Spagetti"
|
||||
name = "Boiled Spaghetti"
|
||||
desc = "A plain dish of noodles, this sucks."
|
||||
icon_state = "spagettiboiled"
|
||||
trash = /obj/item/trash/plate
|
||||
@@ -1843,7 +1843,7 @@
|
||||
bitesize = 2
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/pastatomato
|
||||
name = "Spagetti"
|
||||
name = "Spaghetti"
|
||||
desc = "Spaghetti and crushed tomatoes. Just like your abusive father used to make!"
|
||||
icon_state = "pastatomato"
|
||||
trash = /obj/item/trash/plate
|
||||
@@ -1856,7 +1856,7 @@
|
||||
bitesize = 4
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meatballspagetti
|
||||
name = "Spagetti & Meatballs"
|
||||
name = "Spaghetti & Meatballs"
|
||||
desc = "Now thats a nic'e meatball!"
|
||||
icon_state = "meatballspagetti"
|
||||
trash = /obj/item/trash/plate
|
||||
|
||||
@@ -280,6 +280,13 @@
|
||||
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
|
||||
user.drop_from_inventory(src)
|
||||
del(src)
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
|
||||
if (!is_open_container())
|
||||
var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
|
||||
overlays += lid
|
||||
|
||||
// vials are defined twice, what?
|
||||
/*
|
||||
|
||||
@@ -184,7 +184,7 @@
|
||||
|
||||
/obj/structure/reagent_dispensers/water_cooler
|
||||
name = "Water-Cooler"
|
||||
desc = "A machine that dispenses water to drink"
|
||||
desc = "A machine that dispenses water to drink."
|
||||
amount_per_transfer_from_this = 5
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "water_cooler"
|
||||
|
||||
@@ -121,7 +121,7 @@ When thinking about new stuff, check here to see if there are any slots unfilled
|
||||
20 |
|
||||
|
||||
//BIOTECH
|
||||
1 | Bruise Pack, Scalple
|
||||
1 | Bruise Pack, Scalpel
|
||||
2 | PANDEMIC Board, Mass Spectrometer
|
||||
3 | AI Core, Brains (MMI)
|
||||
4 | MMI+Radio
|
||||
|
||||
@@ -1,17 +1,18 @@
|
||||
|
||||
/obj/item/weapon/book/manual/excavation
|
||||
name = "Out on the dig"
|
||||
name = "Out on the Dig"
|
||||
icon_state = "excavation"
|
||||
author = "Professor Patrick Mason, Curator of the Antiquities Museum on Ichar VII"
|
||||
title = "Out on the dig"
|
||||
title = "Out on the Dig"
|
||||
dat = {"<html>
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -30,81 +31,81 @@
|
||||
Every digsite I've been to, someone has forgotten something and I've never yet been to a dig that hasn't had me hiking to get to it - so gather your gear
|
||||
and get it to the site the first time. You learn quick that time is money, when you've got a shipful of bandits searching for you the next valley over,
|
||||
but don't be afraid to clear some space if there are any inconvenient boulders in the way.<br>
|
||||
<list>
|
||||
<li>Floodlights (if it's dark)</li>
|
||||
<li>Wooden trestle tables (for holding tools and finds)</li>
|
||||
<li>Suspension field generator</li>
|
||||
<li>Load bearing servitors (such as a mulebot, or hover-tray)</li>
|
||||
<li>Spare energy packs</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li>Floodlights (if it's dark)</li>
|
||||
<li>Wooden trestle tables (for holding tools and finds)</li>
|
||||
<li>Suspension field generator</li>
|
||||
<li>Load bearing servitors (such as a mulebot, or hover-tray)</li>
|
||||
<li>Spare energy packs</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Tools">Knowing your tools</a></h1>
|
||||
Every archaeologist has a plethora of tools at their disposal, but here's the important ones:<br>
|
||||
<list>
|
||||
<li><b>Picks, pickaxes and brushes</b> - don't underestimate the the smallest or largest in your arsenal, each one clears a different amount
|
||||
of the rockface so each one has a use.</li>
|
||||
<li><b>Measuring tape</b> - don't leave home without it, you can use it to measure the depth a rock face has been excavated to.</li>
|
||||
<li><b>GPS locater</b> - knowing where you are is the first step to not be lost.</li>
|
||||
<li><b>Core sampler</b> - use this to take core samples from rock faces, which you can then run to the lab for analysis.</li>
|
||||
<li><b>Depth scanner</b> - uses x-ray diffraction to locate anomalous densities in rock, indicating archaeological deposits or mineral veins.
|
||||
Comes with a handy reference log containing co-ordinates and time of each scan.</li>
|
||||
<li><b>Alden-Saraspova counter</b> - uses a patented application of Fourier Transform analysis to determine the difference between background and
|
||||
exotic radiation. Use it to determine how far you are from anomalous energy sources.</li>
|
||||
<li><b>Radio beacon locater</b> - leave a beacon at an item of interest, then track it down later with this handy gadget. Watch for interference from other
|
||||
devices though.</li>
|
||||
<li><b>Flashlight or portable light source</b> - Self explanatory, I hope.</li>
|
||||
<li><b>Environmental safety gear</b> - This one's dependant on the environment you're working in, but enclosed footwear and pack of internals
|
||||
could save your life.</li>
|
||||
<li><b>Anomaly safety gear</b> - A biosealed and catalysis-resistant suit along with eye shielding, tinted hood and non-reactive disposable gloves are
|
||||
the best kind of protection you can hope for from the errors our forbears may have unleashed.</li>
|
||||
<li><b>Personal defence weapon</b> - Never know what you'll find on the dig: pirates, natives, ancient guardians, carnivorous wildlife...
|
||||
it pays in blood to be prepared.</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li><b>Picks, pickaxes, and brushes</b> - don't underestimate the the smallest or largest in your arsenal, each one clears a different amount
|
||||
of the rockface so each one has a use.</li>
|
||||
<li><b>Measuring tape</b> - don't leave home without it, you can use it to measure the depth a rock face has been excavated to.</li>
|
||||
<li><b>GPS locator</b> - knowing where you are is the first step to not be lost.</li>
|
||||
<li><b>Core sampler</b> - use this to take core samples from rock faces, which you can then run to the lab for analysis.</li>
|
||||
<li><b>Depth scanner</b> - uses X-ray diffraction to locate anomalous densities in rock, indicating archaeological deposits or mineral veins.
|
||||
Comes with a handy reference log containing coordinates and time of each scan.</li>
|
||||
<li><b>Alden-Saraspova counter</b> - uses a patented application of Fourier Transform analysis to determine the difference between background and
|
||||
exotic radiation. Use it to determine how far you are from anomalous energy sources.</li>
|
||||
<li><b>Radio beacon locator</b> - leave a beacon at an item of interest, then track it down later with this handy gadget. Watch for interference from other
|
||||
devices though.</li>
|
||||
<li><b>Flashlight or portable light source</b> - Self explanatory, I hope.</li>
|
||||
<li><b>Environmental safety gear</b> - This one's dependent on the environment you're working in, but enclosed footwear and a pack of internals
|
||||
could save your life.</li>
|
||||
<li><b>Anomaly safety gear</b> - A biosealed and catalysis-resistant suit along with eye shielding, tinted hood, and non-reactive disposable gloves are
|
||||
the best kind of protection you can hope for from the errors our forebears may have unleashed.</li>
|
||||
<li><b>Personal defence weapon</b> - Never know what you'll find on the dig: pirates, natives, ancient guardians, carnivorous wildlife...
|
||||
it pays in blood to be prepared.</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Find">Finding the dig</a></h1>
|
||||
Wouldn't be an archaeologist without their dig, but everyone has to start somewhere. Here's a basic procedure I go through when cataloguing a new planet:<br>
|
||||
<list>
|
||||
<li><b>Get in touch with the locals</b> (in particular geologists, miners and farmers) - Never know what's been turned up by accident, then left to
|
||||
gather dust on a shelf.</li>
|
||||
<li><b>Check the obvious areas first</b> - even if you're pressed for time, these ones are the generally easiest to search, and the most likely targets
|
||||
of your rivals.</li>
|
||||
<li><b>Do some prospecting</b> - the earth mother isn't in the habit of displaying her secrets to the world (although sometimes you get lucky).
|
||||
Drop a shaft and clear away a bit of surface rock here and there, you never know what might be lurking below the surface.</li>
|
||||
<li><b>Tips on unearthing a deposit</b> - How do you know when you're golden? Look for telltale white strata that looks strange or out of place, or if
|
||||
something has broken under your pick while you're digging. Your depth scanner is your best friend, but even it can't distinguish between
|
||||
ordinary minerals and ancient leavings, if in doubt then err on the side of caution.</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li><b>Get in touch with the locals</b> (in particular geologists, miners, and farmers) - Never know what's been turned up by accident, then left to
|
||||
gather dust on a shelf.</li>
|
||||
<li><b>Check the obvious areas first</b> - even if you're pressed for time, these ones are the generally easiest to search, and the most likely targets
|
||||
of your rivals.</li>
|
||||
<li><b>Do some prospecting</b> - the earth mother isn't in the habit of displaying her secrets to the world (although sometimes you get lucky).
|
||||
Drop a shaft and clear away a bit of surface rock here and there, you never know what might be lurking below the surface.</li>
|
||||
<li><b>Tips on unearthing a deposit</b> - How do you know when you're golden? Look for telltale white strata that looks strange or out of place, or if
|
||||
something has broken under your pick while you're digging. Your depth scanner is your best friend, but even it can't distinguish between
|
||||
ordinary minerals and ancient leavings, if in doubt then err on the side of caution.</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Analyse">Analysing the contents of a dig</a></h1>
|
||||
You've found some unusual strata, but it's not all peaches from here. No archaeologist ever managed to pull a bone from the earth without doing thorough
|
||||
chemical analysis on every two meters of rock face nearby.<br>
|
||||
<list>
|
||||
<li><b>Take core samples</b> - Grab a rock core for every 4m^2.</li>
|
||||
<li><b>Clear around any potential finds</b> - Clear away ordinary rock, leaving your prizes reachable in a clearly marked area.</li>
|
||||
<li><b>Haul off excess rock</b> - It's easy for a dig to get cluttered, and a neat archaeologist is a successful archaeologist.</li>
|
||||
<li><b>Don't be afraid to be cautious</b> - It's slower sometimes, but the extra time will be worth the payoff when you find an Exolitic relic.</li>
|
||||
<li><b>Chemical analysis</b> - I won't go into detail here, but the labwork is essential to any successful extraction. Marshal your core samples, and
|
||||
send them off to the labcoated geniuses</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li><b>Take core samples</b> - Grab a rock core for every 4m^2.</li>
|
||||
<li><b>Clear around any potential finds</b> - Clear away ordinary rock, leaving your prizes reachable in a clearly marked area.</li>
|
||||
<li><b>Haul off excess rock</b> - It's easy for a dig to get cluttered, and a neat archaeologist is a successful archaeologist.</li>
|
||||
<li><b>Don't be afraid to be cautious</b> - It's slower sometimes, but the extra time will be worth the payoff when you find an Exolitic relic.</li>
|
||||
<li><b>Chemical analysis</b> - I won't go into detail here, but the labwork is essential to any successful extraction. Marshal your core samples, and
|
||||
send them off to the labcoated geniuses.</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Excavate">Extracting your first find</a></h1>
|
||||
<list>
|
||||
<li><b>Scan the rock</b> - Use a depth scanner to determine the find's depth and clearance. DON'T FORGET THESE.</li>
|
||||
<li><b>Choose stasis field</b> - Chemical analysis on a core sample from the rock face will tell you which field is necessary to extract the find safely</li>
|
||||
<li><b>Setup field gen</b> - Bolt it down, choose the field, check the charge and activate it. If you forget it, you'll wish you hadn't when that priceless
|
||||
Uryom vase crumbles as it sees the light of day.</li>
|
||||
<li><b>FUNCTIONAL AND SAFE digging</b> - Dig into the rock until you've cleared away a depth equal to (the anomaly depth MINUS the clearance range). The find
|
||||
should come loose on it's own, but it will be in the midst of a chunk of rock. Use a welder or miniature excavation tool to clear away the excess.</li>
|
||||
<li><b>FANCY AND SPEEDY digging</b> - Dig into the rock until you've cleared away a depth equal to the anomaly depth, but without any of your strokes
|
||||
entering the clearance range.</li>
|
||||
<li><b>The Big Find</b> - Sometimes, you'll chance upon something big, both literally and figuratively. Giant statues and functioning remnants of Precursor
|
||||
technology are just as exciting, to the right buyers. If your digging leaves a large boulder behind, dig into it normally and see if anything's hidden
|
||||
inside.</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li><b>Scan the rock</b> - Use a depth scanner to determine the find's depth and clearance. DON'T FORGET THESE.</li>
|
||||
<li><b>Choose stasis field</b> - Chemical analysis on a core sample from the rock face will tell you which field is necessary to extract the find safely.</li>
|
||||
<li><b>Setup field gen</b> - Bolt it down, choose the field, check the charge, and activate it. If you forget it, you'll wish you hadn't when that priceless
|
||||
Uryom vase crumbles as it sees the light of day.</li>
|
||||
<li><b>FUNCTIONAL AND SAFE digging</b> - Dig into the rock until you've cleared away a depth equal to (the anomaly depth MINUS the clearance range). The find
|
||||
should come loose on it's own, but it will be in the midst of a chunk of rock. Use a welder or miniature excavation tool to clear away the excess.</li>
|
||||
<li><b>FANCY AND SPEEDY digging</b> - Dig into the rock until you've cleared away a depth equal to the anomaly depth, but without any of your strokes
|
||||
entering the clearance range.</li>
|
||||
<li><b>The big find</b> - Sometimes, you'll chance upon something big, both literally and figuratively. Giant statues and functioning remnants of Precursor
|
||||
technology are just as exciting, to the right buyers. If your digging leaves a large boulder behind, dig into it normally and see if anything's hidden
|
||||
inside.</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
</body>
|
||||
@@ -112,7 +113,7 @@
|
||||
"}
|
||||
|
||||
/obj/item/weapon/book/manual/mass_spectrometry
|
||||
name = "High power mass spectrometry, a comprehensive guide"
|
||||
name = "High Power Mass Spectrometry: A Comprehensive Guide"
|
||||
icon_state = "analysis"
|
||||
author = "Winton Rice, Chief Mass Spectrometry Technician at the Institute of Applied Sciences on Arcadia"
|
||||
title = "High powered mass spectrometry, a comprehensive guide"
|
||||
@@ -120,10 +121,11 @@
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -138,25 +140,25 @@
|
||||
|
||||
<br>
|
||||
<h1><a name="Terms">A note on terms</a></h1>
|
||||
<list>
|
||||
<li><b>Mass spectrometry</b> - MS is the procedure used used to measure and quantify the components of matter. The most prized tool in the field of
|
||||
'Materials analysis'</li>
|
||||
<li><b>Radiometric dating</b> - MS applied using the right carrier reagents can be used to accurately determine the age of a sample.</li>
|
||||
<li><b>Dissonance ratio</b> - This is a pseudoarbitrary value indicating the overal presence of a particular element in a greater composite.
|
||||
It takes into account volume, density, molecular excitation and isotope spread.</li>
|
||||
<li><b>Vacuum seal integrity</b> - A reference to how close an airtight seal is to failure.</li>
|
||||
</list><br>
|
||||
<ul>
|
||||
<li><b>Mass spectrometry</b> - MS is the procedure used used to measure and quantify the components of matter. The most prized tool in the field of
|
||||
'Materials analysis.'</li>
|
||||
<li><b>Radiometric dating</b> - MS applied using the right carrier reagents can be used to accurately determine the age of a sample.</li>
|
||||
<li><b>Dissonance ratio</b> - This is a pseudoarbitrary value indicating the overall presence of a particular element in a greater composite.
|
||||
It takes into account volume, density, molecular excitation and isotope spread.</li>
|
||||
<li><b>Vacuum seal integrity</b> - A reference to how close an airtight seal is to failure.</li>
|
||||
</ul><br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Analysis">Analysis progression</a></h1>
|
||||
Modern mass spectrometry requires constant attention from the diligant researcher in order to be successul. There are many different elements to juggle,
|
||||
Modern mass spectrometry requires constant attention from the diligent researcher in order to be successful. There are many different elements to juggle,
|
||||
and later chapters will delve into them. For the spectrometry assistant, the first thing you need to know is that the scanner wavelength is automatically
|
||||
calculated for you. Just tweak the settings and try to match it with the actual wavelength as closely as possible.<br>
|
||||
<br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Seal">Seal integrity</a></h1>
|
||||
In order to maintain sterile and environmentally static procedures, a special chamber is setup inside the spectrometer. It's protected by a proprietary vacuum seal
|
||||
In order to maintain sterile and environmentally static procedures, a special chamber is set up inside the spectrometer. It's protected by a proprietary vacuum seal
|
||||
produced by top tier industrial science. It will only last for a certain number of scans before failing outright, but it can be resealed through use of nanite paste.
|
||||
Unfortunately, it's susceptible to malforming under heat stress so exposing it to higher temperatures will cause it's operation life to drop significantly.<br>
|
||||
<br>
|
||||
@@ -182,47 +184,50 @@
|
||||
"}
|
||||
|
||||
/obj/item/weapon/book/manual/anomaly_spectroscopy
|
||||
name = "Spectroscopy: Analysing the anomalies of the cosmos"
|
||||
name = "Spectroscopy: Analysing the Anomalies of the Cosmos"
|
||||
icon_state = "anomaly"
|
||||
author = "Doctor Martin Boyle, Director Research at the Lower Hydrolian Sector Listening Array"
|
||||
title = "Spectroscopy: Analysing the anomalies of the cosmos"
|
||||
title = "Spectroscopy: Analysing the Anomalies of the Cosmos"
|
||||
dat = {"<html>
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<br>
|
||||
It's perhaps one of the most exciting times to be alive, with the recent breakthroughs in understanding and categorisation of things we may one day no longer call
|
||||
'anomalies,' but rather 'infrequent or rare occurrences of certain celestial weather or phenomena.' Perhaps a little more long winded, but no less eloquent all the
|
||||
same! Why, look at the strides we're making in piercing the walls of bluespace or our steadily improving ability to clarify and stabilise subspace emissions; it's
|
||||
certainly an exciting time to be alive. For the moment the Hydrolian hasn't seen two spatial anomalies alike but the day will come and it is soon, I can feel it.
|
||||
"}
|
||||
certainly an exciting time to be alive. For the moment, the Hydrolian hasn't seen two spatial anomalies alike but the day will come and it is soon, I can feel it.
|
||||
</body>
|
||||
</html>"}
|
||||
|
||||
/obj/item/weapon/book/manual/materials_chemistry_analysis
|
||||
name = "Materials analysis and the chemical implications"
|
||||
name = "Materials Analysis and the Chemical Implications"
|
||||
icon_state = "chemistry"
|
||||
author = "Jasper Pascal, Senior Lecturer in Materials Analysis at the University of Jol'Nar"
|
||||
title = "Materials analysis and the chemical implications"
|
||||
title = "Materials Analysis and the Chemical Implications"
|
||||
dat = {"<html>
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<br>
|
||||
In today's high tech research fields, leaps and bounds are being made every day. Whether it's great strides forward in our understanding of the physical universe
|
||||
or the operation of some fancy new piece of equipment, it seems like all the cool fields are producing new toys to play with leaving doddery old fields such as
|
||||
or the operation of some fancy new piece of equipment, it seems like all the cool fields are producing new toys to play with, leaving doddery old fields such as
|
||||
materials analysis and chemistry relegated to the previous few centuries, when we were still learning the makeup and structure of the elements.<br>
|
||||
<br>
|
||||
Well, when you're out there building the next gryo-whatsitron or isotope mobility thingummy, remember how the field of archaeology experienced a massive new rebirth
|
||||
@@ -231,25 +236,26 @@
|
||||
"}
|
||||
|
||||
/obj/item/weapon/book/manual/anomaly_testing
|
||||
name = "Anomalous materials and energies"
|
||||
name = "Anomalous Materials and Energies"
|
||||
icon_state = "triangulate"
|
||||
author = "Norman York, formerly of the Tyrolion Institute on Titan"
|
||||
title = "Anomalous materials and energies"
|
||||
title = "Anomalous Materials and Energies"
|
||||
dat = {"<html>
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<h1><a name="Contents">Contents</a></h1>
|
||||
<ol>
|
||||
<li><a href="#Anomalies">Forward: Modern attitude towards anomalies</a></li>
|
||||
<li><a href="#Anomalies">Foreword: Modern attitude towards anomalies</a></li>
|
||||
<li><a href="#Tri">Triangulating anomalous energy readings</a></li>
|
||||
<li><a href="#Synthetic">Harvesting and utilising anomalous energy signatures</a></li>
|
||||
</ol>
|
||||
@@ -259,7 +265,7 @@
|
||||
vast and inscrutable mysterious of the cosmos that scholars from such august institutions as the Elysian Institute of the Sciences present
|
||||
formulas and hypotheses for every few decades.<br>
|
||||
<br>
|
||||
Using our vast telescopic array installations and deep space satellite networks, we are able to detect anomalous energy fields and formations in deep space,
|
||||
Using our vast, telescopic array installations and deep space satellite networks, we are able to detect anomalous energy fields and formations in deep space,
|
||||
but are limited to those that are large enough to output energy that will stretch across light years worth of distance between stars.<br>
|
||||
<br>
|
||||
While some sectors (such as the Hydrolian Rift and Keppel's Run) are replete with inexplicable energetic activity and unique phenomena found nowhere else in
|
||||
@@ -269,9 +275,9 @@
|
||||
Indeed, a great source of knowledge and technology has always been those who come before us, in the form of the multitudinous ancient alien precursors that
|
||||
have left scattered remnants of their great past all over settled (and unexplored) space.<br>
|
||||
<br>
|
||||
It is from xenoarchaeologists, high energy materials researchers and technology reconstruction authorities that we are able to theorise on the gifts these
|
||||
species have left behind, and in some cases even reverse engineer or rebuild the technology in question. My colleague Doctor Raymond Ward of the
|
||||
Tyrolian Institute on Titan has made great breakthroughs in a related field through his pioneering development of universally reflective materials capable
|
||||
It is from xenoarchaeologists, high energy materials researchers, and technology reconstruction authorities that we are able to theorise on the gifts these
|
||||
species have left behind, and in some cases even reverse engineer or rebuild the technology in question. My colleague, Doctor Raymond Ward of the
|
||||
Tyrolian Institute on Titan, has made great breakthroughs in a related field through his pioneering development of universally reflective materials capable
|
||||
of harvesting and 'bottling' up virtually any energy emissions yet encountered by spacefaring civilisations.<br>
|
||||
<br>
|
||||
And yet, there are some amongst us who do not see the benefits of those who have come before us - indeed, some among them profess the opinion that there
|
||||
@@ -281,26 +287,26 @@
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Tri">Triangulating anomalous energy readings</a></h1>
|
||||
Strong energy emissions, when remaining constant from any one fixed location for millenia, can leave an 'imprint' or distinctive energy signature on other
|
||||
Strong energy emissions, when remaining constant from any one fixed location for millennia, can leave an 'imprint' or distinctive energy signature on other
|
||||
matter composites that are spatially fixed relative to the source.<br>
|
||||
<br>
|
||||
By taking samples of such 'fixed' matter, we can apply complex analytics such as the modified Fourier Transform Procedure to reverse engineer the path of the
|
||||
energy, and determine the approximate distance and direction that the energy source is, relative to the sample's point in space. Modern portable devices can do
|
||||
all this purely by taking readings of local radiation.<br>
|
||||
<br>
|
||||
A canny researcher can thusly analyse radiationat pre-chosen points strategically scattered around an area, and if there are any anomalous energy
|
||||
A canny researcher can thusly analyse radiation at pre-chosen points strategically scattered around an area, and if there are any anomalous energy
|
||||
emissions in range of those points, combined the researcher can triangulate the source.<br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Synthetic">Harvesting and utilising anomalous energy signatures</a></h1>
|
||||
As mentioned in the forward, my colleague from the Tyrolian Institute on Saturn's moon of Titan, in the Sol System, Doctor Raymond Ward has made great strides
|
||||
As mentioned in the foreword, my colleague from the Tyrolian Institute on Saturn's moon of Titan, in the Sol System, Doctor Raymond Ward has made great strides
|
||||
in the area of harvesting and application of the energy emitted by anomalous phenomena from around the galaxy (although I profess I have not yet seen him
|
||||
venture further from his birthplace on Earth than the comfortable distance of the Sol Cis-Oort Satellite Sphere).<br>
|
||||
<br>
|
||||
By employing a patented semi-phased alloy with unique and fascinating bluespace interaction properties, Ward's contraption is able to 'harvest' energy, store
|
||||
it and redirect it later at will (with appropriate electronic mechanisms, of course). Although he professes to see or desire no commercial or material gain
|
||||
for the application and use of said energy once it is harvested, there are no doubt myriad ways we can come to benefit from such things beyond mere research,
|
||||
such as the reconstruction of torn cartiligenous tissue that a peculiar radiation from an amphibious species on Brachis IV was found to emit.<br>
|
||||
such as the reconstruction of torn cartilaginous tissue that a peculiar radiation from an amphibious species on Brachis IV was found to emit.<br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
</body>
|
||||
@@ -308,39 +314,40 @@
|
||||
"}
|
||||
|
||||
/obj/item/weapon/book/manual/stasis
|
||||
name = "Cellular suspension, the new Cryogenics?"
|
||||
name = "Cellular Suspension, the New Cryogenics?"
|
||||
icon_state = "stasis"
|
||||
author = "Elvin Schmidt"
|
||||
title = "Cellular suspension, the new Cryogenics?"
|
||||
title = "Cellular Suspension, the New Cryogenics?"
|
||||
dat = {"<html>
|
||||
<head>
|
||||
<style>
|
||||
h1 {font-size: 18px; margin: 15px 0px 5px;}
|
||||
h1 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
h2 {font-size: 15px; margin: 15px 0px 5px;}
|
||||
li {margin: 2px 0px 2px 15px;}
|
||||
ul {list-style: none; margin: 5px; padding: 0px;}
|
||||
ul {margin: 5px; padding: 0px;}
|
||||
ol {margin: 5px; padding: 0px 15px;}
|
||||
body {font-size: 13px; font-family: Verdana;}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<h1><a name="Contents">Contents</a></h1>
|
||||
<ol>
|
||||
<li><a href="#Forward">Forward: A replacement for cryosleep?</a></li>
|
||||
<li><a href="#Foreword">Foreword: A replacement for cryosleep?</a></li>
|
||||
<li><a href="#Development">The breakthrough</a></li>
|
||||
<li><a href="#Application">Applying this new principle</a></li>
|
||||
</ol>
|
||||
<br>
|
||||
<h1><a name="Forward">Forward: A replacement for cryosleep?</a></h1>
|
||||
<h1><a name="Foreword">Foreword: A replacement for cryosleep?</a></h1>
|
||||
The development of rudimentary cryofreezing in the 20th and 21st centuries was hailed as a crank science by some, but many early visionaries recognised the
|
||||
potential it had to change the way we approach so many fields, such as medicine, therapeutics and space travel. It was breakthroughs in the field in the 22nd and
|
||||
later centures that turned the procedure from science fiction to science fact, however. Since then, cryogenics has become a hallmark of modern science, and
|
||||
potential it had to change the way we approach so many fields, such as medicine, therapeutics, and space travel. It was breakthroughs in the field in the 22nd and
|
||||
later centuries that turned the procedure from science fiction to science fact, however. Since then, cryogenics has become a hallmark of modern science, and
|
||||
regarded as one of the great achievements of our era. As with all sciences however, they have their time and are superseded by newer technological miracles when
|
||||
it is over.<br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
<h1><a name="Development">The breakthrough</a></h1>
|
||||
It was in examining the effects of decellerated, blue-space high energy particles when transphased through bluespace that the effects where primarily noticed.
|
||||
It was in examining the effects of decelerated, bluespace, high energy particles when transphased through bluespace that the effects where primarily noticed.
|
||||
Due to exigent properties of that dimension, transphasing those particles capable of existing in bluespace with high stability levels has the effect of bringing
|
||||
some of those effects into realspace. Examining the Hoffman emissions in particular, it was discovered that they exhibited a-entropic behaviour, and in what is
|
||||
now termed the 'Effete Hoffman Principle,' it was found that metastabilising the Hoffman radiation resulted in the effect being applied across other physical
|
||||
@@ -352,16 +359,16 @@
|
||||
effectively identical to cryogenics, and while it consumes vastly more power and requires extremely complex equipment, it's (for all intents and purposes) superior
|
||||
to cryogenics, all that remains is to 'commercialise' the process by enabling cheaper development and mass production.<br>
|
||||
The Effete Hoffman Principle can be tweak-combined with other effects however, for different purposes. A division of PMC Research initially developed the application
|
||||
in prisons as a literal 'suspension field' where convincts are held immobile in the air, and the use quickly spread to numerous other areas.<br>
|
||||
in prisons as a literal 'suspension field' where convicts are held immobile in the air, and the use quickly spread to numerous other areas.<br>
|
||||
<br>
|
||||
By examining the material resonance properties of certain strong waveforms when combined with Hoffman radiation, an effect was produced able to reverse energy
|
||||
transferral through matter, and to slow the effects of gravity. When combined with energy repulse technology, the triple effects compound themselves into a much
|
||||
stronger field, although all three componenets do slightly different things. High energy researchers assure me of the following key points:<br>
|
||||
<ol>
|
||||
stronger field, although all three components do slightly different things. High energy researchers assure me of the following key points:<br>
|
||||
<ul>
|
||||
<li>The energy repulsion factor provides a 'shell' capable of weak suspension.</li>
|
||||
<li>The Hoffman emissions nullify energy transferral and other kinetic activity, maintaining stability inside the field.</li>
|
||||
<li>The resonant waveform combines the effects of the above two points, and applies it magnified onto it's synched 'resonance' materials.</li>
|
||||
</ol>
|
||||
<li>The resonant waveform combines the effects of the above two points, and applies it magnified onto it's synced 'resonance' materials.</li>
|
||||
</ul>
|
||||
As an interesting aside, a carbon waveform was chosen for the field in prison suspension fields, due to it's resonance with organic matter.<br>
|
||||
<a href="#Contents">Contents</a>
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//changes: rad protection up to 100 from 20/50 respectively
|
||||
/obj/item/clothing/suit/bio_suit/anomaly
|
||||
name = "Anomaly suit"
|
||||
desc = "A sealed bio suit capable of insulating against exotic alien energies"
|
||||
desc = "A sealed bio suit capable of insulating against exotic alien energies."
|
||||
icon_state = "engspace_suit"
|
||||
item_state = "engspace_suit"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
// Bluespace crystals, used in telescience and when crushed it will blink you to a random turf.
|
||||
|
||||
/obj/item/bluespace_crystal
|
||||
name = "bluespace crystal"
|
||||
desc = "A glowing bluespace crystal, not much is known about how they work. It looks very delicate."
|
||||
icon = 'icons/obj/telescience.dmi'
|
||||
icon_state = "bluespace_crystal"
|
||||
w_class = 2
|
||||
origin_tech = "bluespace=4;materials=3"
|
||||
var/blink_range = 8 // The teleport range when crushed/thrown at someone.
|
||||
|
||||
/obj/item/bluespace_crystal/New()
|
||||
..()
|
||||
pixel_x = rand(-5, 5)
|
||||
pixel_y = rand(-5, 5)
|
||||
|
||||
/obj/item/bluespace_crystal/attack_self(var/mob/user)
|
||||
blink_mob(user)
|
||||
user.drop_item()
|
||||
user.visible_message("<span class='notice'>[user] crushes the [src]!</span>")
|
||||
del(src)
|
||||
|
||||
/obj/item/bluespace_crystal/proc/blink_mob(var/mob/living/L)
|
||||
do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
|
||||
|
||||
/obj/item/bluespace_crystal/throw_impact(atom/hit_atom)
|
||||
..()
|
||||
if(isliving(hit_atom))
|
||||
blink_mob(hit_atom)
|
||||
del(src)
|
||||
|
||||
// Artifical bluespace crystal, doesn't give you much research.
|
||||
|
||||
/obj/item/bluespace_crystal/artificial
|
||||
name = "artificial bluespace crystal"
|
||||
desc = "An artificially made bluespace crystal, it looks delicate."
|
||||
origin_tech = "bluespace=2"
|
||||
blink_range = 4 // Not as good as the organic stuff!
|
||||
@@ -1,70 +0,0 @@
|
||||
var/list/GPS_list = list()
|
||||
/obj/item/device/gps
|
||||
name = "global positioning system"
|
||||
desc = "Helping lost spacemen find their way through the planets since 2016."
|
||||
icon = 'icons/obj/telescience.dmi'
|
||||
icon_state = "gps-c"
|
||||
w_class = 2.0
|
||||
flags = FPRINT | TABLEPASS
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = "programming=2;engineering=2"
|
||||
var/gpstag = "COM0"
|
||||
var/emped = 0
|
||||
|
||||
/obj/item/device/gps/New()
|
||||
..()
|
||||
GPS_list.Add(src)
|
||||
name = "global positioning system ([gpstag])"
|
||||
overlays += "working"
|
||||
/obj/item/device/gps/Del()
|
||||
GPS_list.Remove(src)
|
||||
..()
|
||||
/obj/item/device/gps/emp_act(severity)
|
||||
emped = 1
|
||||
overlays -= "working"
|
||||
overlays += "emp"
|
||||
spawn(300)
|
||||
emped = 0
|
||||
overlays -= "emp"
|
||||
overlays += "working"
|
||||
|
||||
/obj/item/device/gps/attack_self(mob/user as mob)
|
||||
|
||||
var/obj/item/device/gps/t = ""
|
||||
if(emped)
|
||||
t += "ERROR"
|
||||
else
|
||||
t += "<BR><A href='?src=\ref[src];tag=1'>Set Tag</A> "
|
||||
t += "<BR>Tag: [gpstag]"
|
||||
|
||||
for(var/obj/item/device/gps/G in GPS_list)
|
||||
var/turf/pos = get_turf(G)
|
||||
var/area/gps_area = get_area(G)
|
||||
var/tracked_gpstag = G.gpstag
|
||||
if(G.emped == 1)
|
||||
t += "<BR>[tracked_gpstag]: ERROR"
|
||||
else
|
||||
t += "<BR>[tracked_gpstag]: [format_text(gps_area.name)] ([pos.x], [pos.y], [pos.z])"
|
||||
|
||||
var/datum/browser/popup = new(user, "GPS", name, 600, 450)
|
||||
popup.set_content(t)
|
||||
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
|
||||
popup.open()
|
||||
|
||||
/obj/item/device/gps/Topic(href, href_list)
|
||||
..()
|
||||
if(href_list["tag"] )
|
||||
var/a = input("Please enter desired tag.", name, gpstag) as text
|
||||
a = uppertext(copytext(sanitize(a), 1, 5))
|
||||
if(src.loc == usr)
|
||||
gpstag = a
|
||||
name = "global positioning system ([gpstag])"
|
||||
attack_self(usr)
|
||||
|
||||
/obj/item/device/gps/science
|
||||
icon_state = "gps-s"
|
||||
gpstag = "SCI0"
|
||||
|
||||
/obj/item/device/gps/engineering
|
||||
icon_state = "gps-e"
|
||||
gpstag = "ENG0"
|
||||
@@ -1,122 +0,0 @@
|
||||
///SCI TELEPAD///
|
||||
/obj/machinery/telepad
|
||||
name = "telepad"
|
||||
desc = "A bluespace telepad used for teleporting objects to and from a location."
|
||||
icon = 'icons/obj/telescience.dmi'
|
||||
icon_state = "pad-idle"
|
||||
anchored = 1
|
||||
use_power = 1
|
||||
idle_power_usage = 200
|
||||
active_power_usage = 5000
|
||||
//CARGO TELEPAD//
|
||||
/obj/machinery/telepad_cargo
|
||||
name = "cargo telepad"
|
||||
desc = "A telepad used by the Rapid Crate Sender."
|
||||
icon = 'icons/obj/telescience.dmi'
|
||||
icon_state = "pad-idle"
|
||||
anchored = 1
|
||||
use_power = 1
|
||||
idle_power_usage = 20
|
||||
active_power_usage = 500
|
||||
var/stage = 0
|
||||
/obj/machinery/telepad_cargo/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
anchored = 0
|
||||
playsound(src, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
if(anchored)
|
||||
anchored = 0
|
||||
user << "<span class = 'caution'> The [src] can now be moved.</span>"
|
||||
else if(!anchored)
|
||||
anchored = 1
|
||||
user << "<span class = 'caution'> The [src] is now secured.</span>"
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(stage == 0)
|
||||
playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
user << "<span class = 'caution'> You unscrew the telepad's tracking beacon.</span>"
|
||||
stage = 1
|
||||
else if(stage == 1)
|
||||
playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
user << "<span class = 'caution'> You screw in the telepad's tracking beacon.</span>"
|
||||
stage = 0
|
||||
if(istype(W, /obj/item/weapon/weldingtool) && stage == 1)
|
||||
playsound(src, 'sound/items/Welder.ogg', 50, 1)
|
||||
user << "<span class = 'caution'> You disassemble the telepad.</span>"
|
||||
new /obj/item/stack/sheet/metal(get_turf(src))
|
||||
new /obj/item/stack/sheet/glass(get_turf(src))
|
||||
del(src)
|
||||
|
||||
///TELEPAD CALLER///
|
||||
/obj/item/device/telepad_beacon
|
||||
name = "telepad beacon"
|
||||
desc = "Use to warp in a cargo telepad."
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "beacon"
|
||||
item_state = "signaler"
|
||||
origin_tech = "bluespace=3"
|
||||
|
||||
/obj/item/device/telepad_beacon/attack_self(mob/user as mob)
|
||||
if(user)
|
||||
user << "<span class = 'caution'> Locked In</span>"
|
||||
new /obj/machinery/telepad_cargo(user.loc)
|
||||
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
|
||||
del(src)
|
||||
return
|
||||
|
||||
///HANDHELD TELEPAD USER///
|
||||
/obj/item/weapon/rcs
|
||||
name = "rapid-crate-sender (RCS)"
|
||||
desc = "Use this to send crates and closets to cargo telepads."
|
||||
icon = 'icons/obj/telescience.dmi'
|
||||
icon_state = "rcs"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
force = 10.0
|
||||
throwforce = 10.0
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
var/rcharges = 10
|
||||
var/obj/machinery/pad = null
|
||||
var/last_charge = 30
|
||||
var/mode = 0
|
||||
var/rand_x = 0
|
||||
var/rand_y = 0
|
||||
var/emagged = 0
|
||||
var/teleporting = 0
|
||||
|
||||
/obj/item/weapon/rcs/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
/obj/item/weapon/rcs/examine()
|
||||
desc = "Use this to send crates and closets to cargo telepads. There are [rcharges] charges left."
|
||||
..()
|
||||
|
||||
/obj/item/weapon/rcs/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
/obj/item/weapon/rcs/process()
|
||||
if(rcharges > 10)
|
||||
rcharges = 10
|
||||
if(last_charge == 0)
|
||||
rcharges++
|
||||
last_charge = 30
|
||||
else
|
||||
last_charge--
|
||||
|
||||
/obj/item/weapon/rcs/attack_self(mob/user)
|
||||
if(emagged)
|
||||
if(mode == 0)
|
||||
mode = 1
|
||||
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
|
||||
user << "<span class = 'caution'> The telepad locator has become uncalibrated.</span>"
|
||||
else
|
||||
mode = 0
|
||||
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
|
||||
user << "<span class = 'caution'> You calibrate the telepad locator.</span>"
|
||||
|
||||
/obj/item/weapon/rcs/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/weapon/card/emag) && emagged == 0)
|
||||
emagged = 1
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
user << "<span class = 'caution'> You emag the RCS. Click on it to toggle between modes.</span>"
|
||||
return
|
||||
@@ -1,312 +0,0 @@
|
||||
/obj/machinery/computer/telescience
|
||||
name = "\improper Telepad Control Console"
|
||||
desc = "Used to teleport objects to and from the telescience telepad."
|
||||
icon_state = "teleport"
|
||||
var/sending = 1
|
||||
var/obj/machinery/telepad/telepad = null
|
||||
var/temp_msg = "Telescience control console initialized.<BR>Welcome."
|
||||
|
||||
// VARIABLES //
|
||||
var/teles_left // How many teleports left until it becomes uncalibrated
|
||||
var/datum/projectile_data/last_tele_data = null
|
||||
var/z_co = 1
|
||||
var/power_off
|
||||
var/rotation_off
|
||||
var/angle_off
|
||||
|
||||
var/rotation = 0
|
||||
var/angle = 45
|
||||
var/power
|
||||
|
||||
// Based on the power used
|
||||
var/teleport_cooldown = 0
|
||||
var/list/power_options = list(5, 10, 20, 25, 30, 40, 50, 80, 100) // every index requires a bluespace crystal
|
||||
var/teleporting = 0
|
||||
var/starting_crystals = 3
|
||||
var/list/crystals = list()
|
||||
|
||||
/obj/machinery/computer/telescience/New()
|
||||
..()
|
||||
link_telepad()
|
||||
recalibrate()
|
||||
|
||||
/obj/machinery/computer/telescience/Del()
|
||||
eject()
|
||||
..()
|
||||
|
||||
/obj/machinery/computer/telescience/examine()
|
||||
..()
|
||||
usr << "There are [crystals.len] bluespace crystals in the crystal ports."
|
||||
|
||||
/obj/machinery/computer/telescience/initialize()
|
||||
..()
|
||||
link_telepad()
|
||||
for(var/i = 1; i <= starting_crystals; i++)
|
||||
crystals += new /obj/item/bluespace_crystal/artificial(null) // starting crystals
|
||||
power = power_options[1]
|
||||
|
||||
/obj/machinery/computer/telescience/proc/link_telepad()
|
||||
telepad = locate() in range(src, 7)
|
||||
|
||||
/obj/machinery/computer/telescience/update_icon()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "telescib"
|
||||
else
|
||||
if(stat & NOPOWER)
|
||||
src.icon_state = "teleport0"
|
||||
stat |= NOPOWER
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
stat &= ~NOPOWER
|
||||
|
||||
/obj/machinery/computer/telescience/attack_paw(mob/user)
|
||||
user << "You are too primitive to use this computer."
|
||||
return
|
||||
|
||||
/obj/machinery/computer/telescience/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/bluespace_crystal))
|
||||
if(crystals.len >= power_options.len)
|
||||
user << "<span class='warning'>There are not enough crystal ports.</span>"
|
||||
return
|
||||
user.drop_item()
|
||||
crystals += W
|
||||
W.loc = null
|
||||
user.visible_message("<span class='notice'>[user] inserts a [W] into the [src]'s crystal port.</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/computer/telescience/attack_ai(mob/user)
|
||||
src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/telescience/attack_hand(mob/user)
|
||||
if(..())
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/computer/telescience/interact(mob/user)
|
||||
user.machine = src
|
||||
in_use = 1
|
||||
|
||||
var/t = "<div class='statusDisplay'>[temp_msg]</div><BR>"
|
||||
t += "<A href='?src=\ref[src];setrotation=1'>Set Bearing</A>"
|
||||
t += "<div class='statusDisplay'>[rotation]<5D></div>"
|
||||
t += "<A href='?src=\ref[src];setangle=1'>Set Elevation</A>"
|
||||
t += "<div class='statusDisplay'>[angle]<5D></div>"
|
||||
t += "<span class='linkOn'>Set Power</span>"
|
||||
t += "<div class='statusDisplay'>"
|
||||
|
||||
for(var/i = 1; i <= power_options.len; i++)
|
||||
if(crystals.len < i)
|
||||
t += "<span class='linkOff'>[power_options[i]]</span>"
|
||||
continue
|
||||
if(power == power_options[i])
|
||||
t += "<span class='linkOn'>[power_options[i]]</span>"
|
||||
continue
|
||||
t += "<A href='?src=\ref[src];setpower=[i]'>[power_options[i]]</A>"
|
||||
|
||||
t += "</div>"
|
||||
t += "<A href='?src=\ref[src];setz=1'>Set Sector</A>"
|
||||
t += "<div class='statusDisplay'>[z_co ? z_co : "NULL"]</div>"
|
||||
|
||||
t += "<BR><A href='?src=\ref[src];send=1'>Send</A>"
|
||||
t += " <A href='?src=\ref[src];receive=1'>Receive</A>"
|
||||
t += "<BR><A href='?src=\ref[src];recal=1'>Recalibrate Crystals</A> <A href='?src=\ref[src];eject=1'>Eject Crystals</A>"
|
||||
|
||||
// Information about the last teleport
|
||||
t += "<BR><div class='statusDisplay'>"
|
||||
if(!last_tele_data)
|
||||
t += "No teleport data found."
|
||||
else
|
||||
t += "Source Location: ([last_tele_data.src_x], [last_tele_data.src_y])<BR>"
|
||||
//t += "Distance: [round(last_tele_data.distance, 0.1)]m<BR>"
|
||||
t += "Time: [round(last_tele_data.time, 0.1)] secs<BR>"
|
||||
t += "</div>"
|
||||
|
||||
var/datum/browser/popup = new(user, "telesci", name, 300, 500)
|
||||
popup.set_content(t)
|
||||
popup.open()
|
||||
return
|
||||
|
||||
/obj/machinery/computer/telescience/proc/sparks()
|
||||
if(telepad)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, get_turf(telepad))
|
||||
s.start()
|
||||
else
|
||||
return
|
||||
|
||||
/obj/machinery/computer/telescience/proc/telefail()
|
||||
sparks()
|
||||
visible_message("<span class='warning'>The telepad weakly fizzles.</span>")
|
||||
return
|
||||
|
||||
/obj/machinery/computer/telescience/proc/doteleport(mob/user)
|
||||
|
||||
if(teleport_cooldown > world.time)
|
||||
temp_msg = "Telepad is recharging power.<BR>Please wait [round((teleport_cooldown - world.time) / 10)] seconds."
|
||||
return
|
||||
|
||||
if(teleporting)
|
||||
temp_msg = "Telepad is in use.<BR>Please wait."
|
||||
return
|
||||
|
||||
if(telepad)
|
||||
|
||||
var/truePower = Clamp(power + power_off, 1, 1000)
|
||||
var/trueRotation = rotation + rotation_off
|
||||
var/trueAngle = Clamp(angle + angle_off, 1, 90)
|
||||
|
||||
var/datum/projectile_data/proj_data = projectile_trajectory(telepad.x, telepad.y, trueRotation, trueAngle, truePower)
|
||||
last_tele_data = proj_data
|
||||
|
||||
var/trueX = Clamp(round(proj_data.dest_x, 1), 1, world.maxx)
|
||||
var/trueY = Clamp(round(proj_data.dest_y, 1), 1, world.maxy)
|
||||
var/spawn_time = round(proj_data.time) * 10
|
||||
|
||||
var/turf/target = locate(trueX, trueY, z_co)
|
||||
var/area/A = get_area(target)
|
||||
flick("pad-beam", telepad)
|
||||
|
||||
if(spawn_time > 15) // 1.5 seconds
|
||||
playsound(telepad.loc, 'sound/weapons/flash.ogg', 25, 1)
|
||||
// Wait depending on the time the projectile took to get there
|
||||
teleporting = 1
|
||||
temp_msg = "Powering up bluespace crystals.<BR>Please wait."
|
||||
|
||||
|
||||
spawn(round(proj_data.time) * 10) // in seconds
|
||||
if(!telepad)
|
||||
return
|
||||
if(telepad.stat & NOPOWER)
|
||||
return
|
||||
teleporting = 0
|
||||
teleport_cooldown = world.time + (power * 2)
|
||||
teles_left -= 1
|
||||
|
||||
// use a lot of power
|
||||
use_power(power * 10)
|
||||
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, get_turf(telepad))
|
||||
s.start()
|
||||
|
||||
temp_msg = "Teleport successful.<BR>"
|
||||
if(teles_left < 10)
|
||||
temp_msg += "<BR>Calibration required soon."
|
||||
else
|
||||
temp_msg += "Data printed below."
|
||||
investigate_log("[key_name(usr)]/[user] has teleported with Telescience at [trueX],[trueY],[z_co], in [A ? A.name : "null area"].","telesci")
|
||||
|
||||
var/sparks = get_turf(target)
|
||||
var/datum/effect/effect/system/spark_spread/y = new /datum/effect/effect/system/spark_spread
|
||||
y.set_up(5, 1, sparks)
|
||||
y.start()
|
||||
|
||||
var/turf/source = target
|
||||
var/turf/dest = get_turf(telepad)
|
||||
if(sending)
|
||||
source = dest
|
||||
dest = target
|
||||
|
||||
flick("pad-beam", telepad)
|
||||
playsound(telepad.loc, 'sound/weapons/emitter2.ogg', 25, 1)
|
||||
for(var/atom/movable/ROI in source)
|
||||
// if is anchored, don't let through
|
||||
if(ROI.anchored)
|
||||
if(isliving(ROI))
|
||||
var/mob/living/L = ROI
|
||||
if(L.buckled)
|
||||
// TP people on office chairs
|
||||
if(L.buckled.anchored)
|
||||
continue
|
||||
else
|
||||
continue
|
||||
else if(!isobserver(ROI))
|
||||
continue
|
||||
do_teleport(ROI, dest)
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/computer/telescience/proc/teleport(mob/user)
|
||||
if(rotation == null || angle == null || z_co == null)
|
||||
temp_msg = "ERROR!<BR>Set a angle, rotation and sector."
|
||||
return
|
||||
if(power <= 0)
|
||||
telefail()
|
||||
temp_msg = "ERROR!<BR>No power selected!"
|
||||
return
|
||||
if(angle < 1 || angle > 90)
|
||||
telefail()
|
||||
temp_msg = "ERROR!<BR>Elevation is less than 1 or greater than 90."
|
||||
return
|
||||
if(z_co == 2 || z_co < 1 || z_co > 6)
|
||||
telefail()
|
||||
temp_msg = "ERROR! Sector is less than 1, <BR>greater than 6, or equal to 2."
|
||||
return
|
||||
if(teles_left > 0)
|
||||
doteleport(user)
|
||||
else
|
||||
telefail()
|
||||
temp_msg = "ERROR!<BR>Calibration required."
|
||||
return
|
||||
return
|
||||
|
||||
/obj/machinery/computer/telescience/proc/eject()
|
||||
for(var/obj/item/I in crystals)
|
||||
I.loc = src.loc
|
||||
crystals -= I
|
||||
power = 0
|
||||
|
||||
/obj/machinery/computer/telescience/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
if(href_list["setrotation"])
|
||||
var/new_rot = input("Please input desired bearing in degrees.", name, rotation) as num
|
||||
if(..()) // Check after we input a value, as they could've moved after they entered something
|
||||
return
|
||||
rotation = Clamp(new_rot, -900, 900)
|
||||
rotation = round(rotation, 0.01)
|
||||
|
||||
if(href_list["setangle"])
|
||||
var/new_angle = input("Please input desired elevation in degrees.", name, angle) as num
|
||||
if(..())
|
||||
return
|
||||
angle = Clamp(round(new_angle, 0.1), 1, 9999)
|
||||
|
||||
if(href_list["setpower"])
|
||||
var/index = href_list["setpower"]
|
||||
index = text2num(index)
|
||||
if(index != null && power_options[index])
|
||||
if(crystals.len >= index)
|
||||
power = power_options[index]
|
||||
|
||||
if(href_list["setz"])
|
||||
var/new_z = input("Please input desired sector.", name, z_co) as num
|
||||
if(..())
|
||||
return
|
||||
z_co = Clamp(round(new_z), 1, 10)
|
||||
|
||||
if(href_list["send"])
|
||||
sending = 1
|
||||
teleport(usr)
|
||||
|
||||
if(href_list["receive"])
|
||||
sending = 0
|
||||
teleport(usr)
|
||||
|
||||
if(href_list["recal"])
|
||||
recalibrate()
|
||||
sparks()
|
||||
temp_msg = "NOTICE:<BR>Calibration successful."
|
||||
|
||||
if(href_list["eject"])
|
||||
eject()
|
||||
temp_msg = "NOTICE:<BR>Bluespace crystals ejected."
|
||||
|
||||
updateDialog()
|
||||
return 1
|
||||
|
||||
/obj/machinery/computer/telescience/proc/recalibrate()
|
||||
teles_left = rand(30, 40)
|
||||
angle_off = rand(-25, 25)
|
||||
power_off = rand(-4, 0)
|
||||
rotation_off = rand(-10, 10)
|
||||
Reference in New Issue
Block a user