mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-09 00:43:07 +00:00
merge
This commit is contained in:
@@ -10,6 +10,7 @@
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anchored = 1.0
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circuit = "/obj/item/weapon/circuitboard/atmoscontrol"
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var/obj/machinery/alarm/current = ""
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var/overridden = 0 //not set yet, can't think of a good way to do it
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/obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
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if(..())
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@@ -36,7 +37,7 @@
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return ""
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var/dat = "<h3>[current.name]</h3><hr>"
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dat += current.return_status()
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if(current.remote_control)
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if(current.remote_control || overridden && current.rcon_setting)
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dat += "<hr>[src.return_controls()]"
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return dat
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@@ -6,7 +6,9 @@
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var/list/CustomItemList = list(
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// ckey real_name item path
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// list("miniature","Dave Booze",/obj/item/toy/crayonbox) //screw this i dont want crayons, it's an example okay
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list("skymarshal", "Phillip Oswald", /obj/item/weapon/coin/silver) //Phillip likes to chew on cigars. Just unlit cigars, don't ask me why. Must be a clone thing. (Cigarette machines dispense cigars if they have a coin in them) --SkyMarshal
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list("skymarshal", "Phillip Oswald", /obj/item/weapon/coin/silver), //Phillip likes to chew on cigars. Just unlit cigars, don't ask me why. Must be a clone thing. (Cigarette machines dispense cigars if they have a coin in them) --SkyMarshal
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list("spaceman96", "Trenna Seber", /obj/item/weapon/pen/multi), //For Spesss.
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list("asanadas", "Book Berner", /obj/item/clothing/under/chameleon/psyche)
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)
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/proc/EquipCustomItems(mob/living/carbon/human/M)
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@@ -1,9 +0,0 @@
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/obj/item/weapon/stamperaser
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name = "Eraser"
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desc = "Some type of eraser, you guess."
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flags = FPRINT | TABLEPASS
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icon = 'items.dmi'
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icon_state = "zippo"
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item_state = "zippo"
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w_class = 1.0
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m_amt = 80
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74
code/WorkInProgress/SkyMarshal/traitoritems.dm
Normal file
74
code/WorkInProgress/SkyMarshal/traitoritems.dm
Normal file
@@ -0,0 +1,74 @@
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/obj/item/weapon/stamperaser
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name = "Eraser"
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desc = "Some type of eraser, you guess."
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flags = FPRINT | TABLEPASS
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icon = 'items.dmi'
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icon_state = "zippo"
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item_state = "zippo"
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w_class = 1.0
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m_amt = 80
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/obj/item/device/jammer
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name = "strange device"
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desc = "It blinks and has an antenna on it. Weird."
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icon_state = "t-ray0"
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var/on = 0
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flags = FPRINT|TABLEPASS
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w_class = 1
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var
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list/obj/item/device/radio/Old = list()
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list/obj/item/device/radio/Curr = list()
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time_remaining = 5
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/obj/item/device/jammer/New()
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..()
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time_remaining = rand(10,20) // ~2-4 BYOND seconds of use.
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return
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/obj/item/device/jammer/attack_self(mob/user)
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if(time_remaining > 0)
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on = !on
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icon_state = "t-ray[on]"
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if(on)
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processing_objects.Add(src)
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else
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on = 0
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icon_state = "t-ray0"
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user << "It's fried itself from overuse!"
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if(Old)
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for(var/obj/item/device/radio/T in Old)
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T.scrambleoverride = 0
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Old = null
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Curr = null
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/obj/item/device/jammer/process()
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if(!on)
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processing_objects.Remove(src)
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return null
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Old = Curr
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Curr = list()
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for(var/obj/item/device/radio/T in range(3, src.loc) )
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T.scrambleoverride = 1
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Curr |= T
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for(var/obj/item/device/radio/V in Old)
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if(V == T)
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Old -= V
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break
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for(var/obj/item/device/radio/T in Old)
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T.scrambleoverride = 0
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time_remaining--
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if(time_remaining <= 0)
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for(var/mob/O in viewers(src))
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O.show_message("\red You hear a loud pop, like circuits frying.", 1)
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on = 0
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icon_state = "t-ray0"
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sleep(2)
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@@ -239,7 +239,7 @@ proc/airborne_can_reach(turf/source, turf/target)
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e.runeffect(mob,stage)
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clicks+=speed
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if(prob(5)) spread_airborne(mob)
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if(prob(50)) spread_airborne(mob)
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proc/cure(var/mob/living/carbon/mob)
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var/datum/disease2/effectholder/E
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@@ -3,7 +3,7 @@
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icon = 'computer.dmi'
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icon_state = "dna"
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var/curing
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var/virusing
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var/virusing = 0
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var/obj/item/weapon/reagent_containers/container = null
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@@ -40,6 +40,20 @@
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container = I
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C.drop_item()
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I.loc = src
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if(istype(I,/obj/item/weapon/virusdish))
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if(virusing)
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user << "<b>The pathogen materializer is still recharging.."
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return
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var/obj/item/weapon/reagent_containers/glass/beaker/product = new(src.loc)
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var/list/data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"virus2"=null,"antibodies"=0)
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data["virus2"] = I:virus2
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product.reagents.add_reagent("blood",30,data)
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virusing = 1
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spawn(1200) virusing = 0
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state("The [src.name] Buzzes", "blue")
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//else
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src.attack_hand(user)
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@@ -46,4 +46,4 @@
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// comment out the line below when debugging locally to enable the options & messages menu
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control_freak = 1
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//control_freak = 1
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@@ -41,7 +41,7 @@ var
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skipupdate = 0
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///////////////
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eventchance = 1 //% per 2 mins
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event = 0
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EventsOn = 1
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hadevent = 0
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blobevent = 0
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///////////////
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@@ -157,6 +157,8 @@ var
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list/BorgIndexToFlag
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list/BorgIndexToWireColor
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list/BorgWireColorToIndex
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list/ScrambledFrequencies = list( ) //These are used for electrical storms, and anything else that jams radios.
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list/UnscrambledFrequencies = list( )
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const/SPEED_OF_LIGHT = 3e8 //not exact but hey!
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const/SPEED_OF_LIGHT_SQ = 9e+16
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@@ -30,6 +30,13 @@
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origin_tech = "syndicate=3"
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var/list/clothing_choices = list()
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/obj/item/clothing/under/chameleon/psyche
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item_state = "bl_suit"
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name = "psychedelic"
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desc = "Groovy!"
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icon_state = "psyche"
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color = "psyche"
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/obj/item/clothing/under/chameleon/all
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/obj/item/clothing/under/color/black
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@@ -915,6 +915,10 @@
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var/text_underline = 0
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var/text_break = 0
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/obj/item/weapon/pen/multi
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desc = "It's a cool looking pen. Lots of colors!"
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name = "multicolor pen"
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/obj/item/weapon/banhammer
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desc = "A banhammer"
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name = "Banhammer"
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@@ -113,7 +113,7 @@ var/list/radiochannels = list(
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var/list/DEPT_FREQS = list(1351,1355,1357,1359,1213,1441,1349,1347)
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var/const/COMM_FREQ = 1353 //command, colored gold in chat window
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var/const/SYND_FREQ = 1213
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var/NUKE_FREQ = 1199 //Never accessable except on nuke rounds.
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var/NUKE_FREQ = 1199 //Never accessable except on nuke rounds, randomised on nuke rounds.
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#define TRANSMISSION_WIRE 0
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#define TRANSMISSION_RADIO 1
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@@ -159,6 +159,13 @@ datum/controller/radio
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return 1
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proc/RegisterScrambler(var/Frequency)
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var/datum/radio_frequency/frequency = frequencies[Frequency]
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frequency.scrambled++
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proc/UnregisterScrambler(var/Frequency)
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var/datum/radio_frequency/frequency = frequencies[Frequency]
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frequency.scrambled--
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proc/return_frequency(var/frequency as num)
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var/f_text = num2text(frequency)
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return frequencies[f_text]
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@@ -166,6 +173,7 @@ datum/controller/radio
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datum/radio_frequency
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var/frequency as num
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var/list/list/obj/devices = list()
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var/scrambled = 0
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proc
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post_signal(obj/source as obj|null, datum/signal/signal, var/filter = null as text|null, var/range = null as num|null)
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@@ -173,6 +181,8 @@ datum/radio_frequency
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// var/N_f=0
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// var/N_nf=0
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// var/Nt=0
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if(scrambled)
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return
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var/turf/start_point
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if(range)
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start_point = get_turf(source)
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20
code/game/events/Event.dm
Normal file
20
code/game/events/Event.dm
Normal file
@@ -0,0 +1,20 @@
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/datum/event
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var/Lifetime = 0
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var/ActiveFor = 0
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||||
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New()
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..()
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||||
if(!Lifetime)
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||||
Lifetime = rand(30, 120)
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proc
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Announce()
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Tick()
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Die()
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LongTerm()
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LongTermEvent = ActiveEvent
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ActiveEvent = null
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@@ -1,87 +1,87 @@
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/obj/effect/bhole
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name = "black hole"
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icon = 'objects.dmi'
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desc = "FUCK FUCK FUCK AAAHHH"
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icon_state = "bhole2"
|
||||
opacity = 0
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||||
unacidable = 1
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density = 0
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anchored = 1
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var/datum/effect/effect/system/harmless_smoke_spread/smoke
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||||
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/obj/effect/bhole/New()
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src.smoke = new /datum/effect/effect/system/harmless_smoke_spread()
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src.smoke.set_up(5, 0, src)
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src.smoke.attach(src)
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src:life()
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/obj/effect/bhole/Bumped(atom/A)
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||||
if (istype(A,/mob/living))
|
||||
del(A)
|
||||
else
|
||||
A:ex_act(1.0)
|
||||
|
||||
|
||||
/obj/effect/bhole/proc/life() //Oh man , this will LAG
|
||||
|
||||
if (prob(10))
|
||||
src.anchored = 0
|
||||
step(src,pick(alldirs))
|
||||
if (prob(30))
|
||||
step(src,pick(alldirs))
|
||||
src.anchored = 1
|
||||
|
||||
for (var/atom/X in orange(9,src))
|
||||
if ((istype(X,/obj) || istype(X,/mob/living)) && prob(7))
|
||||
if (!X:anchored)
|
||||
step_towards(X,src)
|
||||
|
||||
for (var/atom/B in orange(7,src))
|
||||
if (istype(B,/obj))
|
||||
if (!B:anchored && prob(50))
|
||||
step_towards(B,src)
|
||||
if(prob(10)) B:ex_act(3.0)
|
||||
else
|
||||
B:anchored = 0
|
||||
//step_towards(B,src)
|
||||
//B:anchored = 1
|
||||
if(prob(10)) B:ex_act(3.0)
|
||||
else if (istype(B,/turf))
|
||||
if (istype(B,/turf/simulated) && (prob(1) && prob(75)))
|
||||
src.smoke.start()
|
||||
B:ReplaceWithSpace()
|
||||
else if (istype(B,/mob/living))
|
||||
step_towards(B,src)
|
||||
|
||||
|
||||
for (var/atom/A in orange(4,src))
|
||||
if (istype(A,/obj))
|
||||
if (!A:anchored && prob(90))
|
||||
step_towards(A,src)
|
||||
if(prob(30)) A:ex_act(2.0)
|
||||
else
|
||||
A:anchored = 0
|
||||
//step_towards(A,src)
|
||||
//A:anchored = 1
|
||||
if(prob(30)) A:ex_act(2.0)
|
||||
else if (istype(A,/turf))
|
||||
if (istype(A,/turf/simulated) && prob(1))
|
||||
src.smoke.start()
|
||||
A:ReplaceWithSpace()
|
||||
else if (istype(A,/mob/living))
|
||||
step_towards(A,src)
|
||||
|
||||
|
||||
for (var/atom/D in orange(1,src))
|
||||
//if (hascall(D,"blackholed"))
|
||||
// call(D,"blackholed")(null)
|
||||
// continue
|
||||
if (istype(D,/mob/living))
|
||||
del(D)
|
||||
else
|
||||
D:ex_act(1.0)
|
||||
|
||||
spawn(17)
|
||||
/obj/effect/bhole
|
||||
name = "black hole"
|
||||
icon = 'objects.dmi'
|
||||
desc = "FUCK FUCK FUCK AAAHHH"
|
||||
icon_state = "bhole2"
|
||||
opacity = 0
|
||||
unacidable = 1
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/datum/effect/effect/system/harmless_smoke_spread/smoke
|
||||
|
||||
|
||||
/obj/effect/bhole/New()
|
||||
src.smoke = new /datum/effect/effect/system/harmless_smoke_spread()
|
||||
src.smoke.set_up(5, 0, src)
|
||||
src.smoke.attach(src)
|
||||
src:life()
|
||||
|
||||
|
||||
/obj/effect/bhole/Bumped(atom/A)
|
||||
if (istype(A,/mob/living))
|
||||
del(A)
|
||||
else
|
||||
A:ex_act(1.0)
|
||||
|
||||
|
||||
/obj/effect/bhole/proc/life() //Oh man , this will LAG
|
||||
|
||||
if (prob(10))
|
||||
src.anchored = 0
|
||||
step(src,pick(alldirs))
|
||||
if (prob(30))
|
||||
step(src,pick(alldirs))
|
||||
src.anchored = 1
|
||||
|
||||
for (var/atom/X in orange(9,src))
|
||||
if ((istype(X,/obj) || istype(X,/mob/living)) && prob(7))
|
||||
if (!X:anchored)
|
||||
step_towards(X,src)
|
||||
|
||||
for (var/atom/B in orange(7,src))
|
||||
if (istype(B,/obj))
|
||||
if (!B:anchored && prob(50))
|
||||
step_towards(B,src)
|
||||
if(prob(10)) B:ex_act(3.0)
|
||||
else
|
||||
B:anchored = 0
|
||||
//step_towards(B,src)
|
||||
//B:anchored = 1
|
||||
if(prob(10)) B:ex_act(3.0)
|
||||
else if (istype(B,/turf))
|
||||
if (istype(B,/turf/simulated) && (prob(1) && prob(75)))
|
||||
src.smoke.start()
|
||||
B:ReplaceWithSpace()
|
||||
else if (istype(B,/mob/living))
|
||||
step_towards(B,src)
|
||||
|
||||
|
||||
for (var/atom/A in orange(4,src))
|
||||
if (istype(A,/obj))
|
||||
if (!A:anchored && prob(90))
|
||||
step_towards(A,src)
|
||||
if(prob(30)) A:ex_act(2.0)
|
||||
else
|
||||
A:anchored = 0
|
||||
//step_towards(A,src)
|
||||
//A:anchored = 1
|
||||
if(prob(30)) A:ex_act(2.0)
|
||||
else if (istype(A,/turf))
|
||||
if (istype(A,/turf/simulated) && prob(1))
|
||||
src.smoke.start()
|
||||
A:ReplaceWithSpace()
|
||||
else if (istype(A,/mob/living))
|
||||
step_towards(A,src)
|
||||
|
||||
|
||||
for (var/atom/D in orange(1,src))
|
||||
//if (hascall(D,"blackholed"))
|
||||
// call(D,"blackholed")(null)
|
||||
// continue
|
||||
if (istype(D,/mob/living))
|
||||
del(D)
|
||||
else
|
||||
D:ex_act(1.0)
|
||||
|
||||
spawn(17)
|
||||
life()
|
||||
@@ -1,82 +1,82 @@
|
||||
/*
|
||||
Immovable rod random event.
|
||||
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
|
||||
Everything solid in the way will be ex_act()'d
|
||||
In my current plan for it, 'solid' will be defined as anything with density == 1
|
||||
|
||||
--NEOFite
|
||||
*/
|
||||
|
||||
/obj/effect/immovablerod
|
||||
name = "Immovable Rod"
|
||||
desc = "What the fuck is that?"
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "immrod"
|
||||
throwforce = 100
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
Bump(atom/clong)
|
||||
if (istype(clong, /turf))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
if (istype(clong, /obj))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
if (istype(clong, /mob))
|
||||
if(clong.density || prob(10))
|
||||
clong.meteorhit(src)
|
||||
if(clong && prob(25))
|
||||
src.loc = clong.loc
|
||||
|
||||
/proc/immovablerod()
|
||||
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = 187
|
||||
startx = rand(41, 199)
|
||||
endy = 38
|
||||
endx = rand(41, 199)
|
||||
if(EAST)
|
||||
starty = rand(38, 187)
|
||||
startx = 199
|
||||
endy = rand(38, 187)
|
||||
endx = 41
|
||||
if(SOUTH)
|
||||
starty = 38
|
||||
startx = rand(41, 199)
|
||||
endy = 187
|
||||
endx = rand(41, 199)
|
||||
if(WEST)
|
||||
starty = rand(38, 187)
|
||||
startx = 41
|
||||
endy = rand(38, 187)
|
||||
endx = 199
|
||||
|
||||
//rod time!
|
||||
var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(locate(startx, starty, 1))
|
||||
// world << "Rod in play, starting at [start.loc.x],[start.loc.y] and going to [end.loc.x],[end.loc.y]"
|
||||
var/end = locate(endx, endy, 1)
|
||||
spawn(0)
|
||||
walk_towards(immrod, end,1)
|
||||
sleep(1)
|
||||
while (immrod)
|
||||
if (immrod.z != 1)
|
||||
immrod.z = 1
|
||||
if(immrod.loc == end)
|
||||
del(immrod)
|
||||
sleep(10)
|
||||
for(var/obj/effect/immovablerod/imm in world)
|
||||
return
|
||||
sleep(50)
|
||||
/*
|
||||
Immovable rod random event.
|
||||
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
|
||||
Everything solid in the way will be ex_act()'d
|
||||
In my current plan for it, 'solid' will be defined as anything with density == 1
|
||||
|
||||
--NEOFite
|
||||
*/
|
||||
|
||||
/obj/effect/immovablerod
|
||||
name = "Immovable Rod"
|
||||
desc = "What the fuck is that?"
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "immrod"
|
||||
throwforce = 100
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
Bump(atom/clong)
|
||||
if (istype(clong, /turf))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
if (istype(clong, /obj))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
if (istype(clong, /mob))
|
||||
if(clong.density || prob(10))
|
||||
clong.meteorhit(src)
|
||||
if(clong && prob(25))
|
||||
src.loc = clong.loc
|
||||
|
||||
/proc/immovablerod()
|
||||
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = 187
|
||||
startx = rand(41, 199)
|
||||
endy = 38
|
||||
endx = rand(41, 199)
|
||||
if(EAST)
|
||||
starty = rand(38, 187)
|
||||
startx = 199
|
||||
endy = rand(38, 187)
|
||||
endx = 41
|
||||
if(SOUTH)
|
||||
starty = 38
|
||||
startx = rand(41, 199)
|
||||
endy = 187
|
||||
endx = rand(41, 199)
|
||||
if(WEST)
|
||||
starty = rand(38, 187)
|
||||
startx = 41
|
||||
endy = rand(38, 187)
|
||||
endx = 199
|
||||
|
||||
//rod time!
|
||||
var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(locate(startx, starty, 1))
|
||||
// world << "Rod in play, starting at [start.loc.x],[start.loc.y] and going to [end.loc.x],[end.loc.y]"
|
||||
var/end = locate(endx, endy, 1)
|
||||
spawn(0)
|
||||
walk_towards(immrod, end,1)
|
||||
sleep(1)
|
||||
while (immrod)
|
||||
if (immrod.z != 1)
|
||||
immrod.z = 1
|
||||
if(immrod.loc == end)
|
||||
del(immrod)
|
||||
sleep(10)
|
||||
for(var/obj/effect/immovablerod/imm in world)
|
||||
return
|
||||
sleep(50)
|
||||
command_alert("What the fuck was that?!", "General Alert")
|
||||
@@ -1,119 +1,119 @@
|
||||
/*
|
||||
Space dust
|
||||
Commonish random event that causes small clumps of "space dust" to hit the station at high speeds.
|
||||
No command report on the common version of this event.
|
||||
The "dust" will damage the hull of the station causin minor hull breaches.
|
||||
*/
|
||||
|
||||
/proc/dust_swarm(var/strength = "weak")
|
||||
var/numbers = 1
|
||||
switch(strength)
|
||||
if("weak")
|
||||
numbers = rand(2,4)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/weak()
|
||||
if("norm")
|
||||
numbers = rand(5,10)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust()
|
||||
if("strong")
|
||||
numbers = rand(10,15)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/strong()
|
||||
if("super")
|
||||
numbers = rand(15,25)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/super()
|
||||
return
|
||||
|
||||
|
||||
/obj/effect/space_dust
|
||||
name = "Space Dust"
|
||||
desc = "Dust in space."
|
||||
icon = 'meteor.dmi'
|
||||
icon_state = "space_dust"
|
||||
density = 1
|
||||
anchored = 1
|
||||
var
|
||||
strength = 2 //ex_act severity number
|
||||
life = 2 //how many things we hit before del(src)
|
||||
|
||||
weak
|
||||
strength = 3
|
||||
life = 1
|
||||
|
||||
strong
|
||||
strength = 1
|
||||
life = 6
|
||||
|
||||
super
|
||||
strength = 1
|
||||
life = 40
|
||||
|
||||
|
||||
New()
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = world.maxy-1
|
||||
startx = rand(1, world.maxx-1)
|
||||
endy = 1
|
||||
endx = rand(1, world.maxx-1)
|
||||
if(EAST)
|
||||
starty = rand(1,world.maxy-1)
|
||||
startx = world.maxx-1
|
||||
endy = rand(1, world.maxy-1)
|
||||
endx = 1
|
||||
if(SOUTH)
|
||||
starty = 1
|
||||
startx = rand(1, world.maxx-1)
|
||||
endy = world.maxy-1
|
||||
endx = rand(1, world.maxx-1)
|
||||
if(WEST)
|
||||
starty = rand(1, world.maxy-1)
|
||||
startx = 1
|
||||
endy = rand(1,world.maxy-1)
|
||||
endx = world.maxx-1
|
||||
var/goal = locate(endx, endy, 1)
|
||||
src.x = startx
|
||||
src.y = starty
|
||||
src.z = 1
|
||||
spawn(0)
|
||||
walk_towards(src, goal, 1)
|
||||
return
|
||||
|
||||
|
||||
Bump(atom/A)
|
||||
spawn(0)
|
||||
if(prob(50))
|
||||
for(var/mob/M in range(10, src))
|
||||
if(!M.stat && !istype(M, /mob/living/silicon/ai))
|
||||
shake_camera(M, 3, 1)
|
||||
if (A)
|
||||
playsound(src.loc, 'meteorimpact.ogg', 40, 1)
|
||||
if(ismob(A))
|
||||
A.meteorhit(src)//This should work for now I guess
|
||||
else
|
||||
A.ex_act(strength)
|
||||
life--
|
||||
if(life <= 0)
|
||||
walk(src,0)
|
||||
spawn(1)
|
||||
del(src)
|
||||
return 0
|
||||
return
|
||||
|
||||
|
||||
Bumped(atom/A)
|
||||
Bump(A)
|
||||
return
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
/*
|
||||
Space dust
|
||||
Commonish random event that causes small clumps of "space dust" to hit the station at high speeds.
|
||||
No command report on the common version of this event.
|
||||
The "dust" will damage the hull of the station causin minor hull breaches.
|
||||
*/
|
||||
|
||||
/proc/dust_swarm(var/strength = "weak")
|
||||
var/numbers = 1
|
||||
switch(strength)
|
||||
if("weak")
|
||||
numbers = rand(2,4)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/weak()
|
||||
if("norm")
|
||||
numbers = rand(5,10)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust()
|
||||
if("strong")
|
||||
numbers = rand(10,15)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/strong()
|
||||
if("super")
|
||||
numbers = rand(15,25)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/super()
|
||||
return
|
||||
|
||||
|
||||
/obj/effect/space_dust
|
||||
name = "Space Dust"
|
||||
desc = "Dust in space."
|
||||
icon = 'meteor.dmi'
|
||||
icon_state = "space_dust"
|
||||
density = 1
|
||||
anchored = 1
|
||||
var
|
||||
strength = 2 //ex_act severity number
|
||||
life = 2 //how many things we hit before del(src)
|
||||
|
||||
weak
|
||||
strength = 3
|
||||
life = 1
|
||||
|
||||
strong
|
||||
strength = 1
|
||||
life = 6
|
||||
|
||||
super
|
||||
strength = 1
|
||||
life = 40
|
||||
|
||||
|
||||
New()
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = world.maxy-1
|
||||
startx = rand(1, world.maxx-1)
|
||||
endy = 1
|
||||
endx = rand(1, world.maxx-1)
|
||||
if(EAST)
|
||||
starty = rand(1,world.maxy-1)
|
||||
startx = world.maxx-1
|
||||
endy = rand(1, world.maxy-1)
|
||||
endx = 1
|
||||
if(SOUTH)
|
||||
starty = 1
|
||||
startx = rand(1, world.maxx-1)
|
||||
endy = world.maxy-1
|
||||
endx = rand(1, world.maxx-1)
|
||||
if(WEST)
|
||||
starty = rand(1, world.maxy-1)
|
||||
startx = 1
|
||||
endy = rand(1,world.maxy-1)
|
||||
endx = world.maxx-1
|
||||
var/goal = locate(endx, endy, 1)
|
||||
src.x = startx
|
||||
src.y = starty
|
||||
src.z = 1
|
||||
spawn(0)
|
||||
walk_towards(src, goal, 1)
|
||||
return
|
||||
|
||||
|
||||
Bump(atom/A)
|
||||
spawn(0)
|
||||
if(prob(50))
|
||||
for(var/mob/M in range(10, src))
|
||||
if(!M.stat && !istype(M, /mob/living/silicon/ai))
|
||||
shake_camera(M, 3, 1)
|
||||
if (A)
|
||||
playsound(src.loc, 'meteorimpact.ogg', 40, 1)
|
||||
if(ismob(A))
|
||||
A.meteorhit(src)//This should work for now I guess
|
||||
else
|
||||
A.ex_act(strength)
|
||||
life--
|
||||
if(life <= 0)
|
||||
walk(src,0)
|
||||
spawn(1)
|
||||
del(src)
|
||||
return 0
|
||||
return
|
||||
|
||||
|
||||
Bumped(atom/A)
|
||||
Bump(A)
|
||||
return
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
return
|
||||
@@ -1,176 +1,176 @@
|
||||
// SPACE VINE OR KUDZU
|
||||
|
||||
/obj/effect/spacevine
|
||||
name = "Space Kudzu"
|
||||
desc = "An extremely expansionistic species of vine."
|
||||
icon = 'kudzu.dmi'
|
||||
icon_state = "Light1"
|
||||
anchored = 1
|
||||
density = 0
|
||||
var/energy = 0 //Energy sounds like an arbitrary-enough variable name.
|
||||
var/obj/effect/spacevine_controller/master = null
|
||||
|
||||
New()
|
||||
if(istype(src.loc, /turf/space))
|
||||
del(src)
|
||||
return
|
||||
|
||||
Del()
|
||||
if(master)
|
||||
master.vines -= src
|
||||
master.growth_queue -= src
|
||||
..()
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (!W) return
|
||||
if (!user) return
|
||||
if (istype(W, /obj/item/weapon/circular_saw)) del src
|
||||
if (istype(W, /obj/item/weapon/kitchen/utensil/knife)) del src
|
||||
if (istype(W, /obj/item/weapon/scalpel)) del src
|
||||
if (istype(W, /obj/item/weapon/screwdriver)) del src
|
||||
if (istype(W, /obj/item/weapon/shard)) del src
|
||||
if (istype(W, /obj/item/weapon/weldingtool)) del src
|
||||
if (istype(W, /obj/item/weapon/wirecutters)) del src
|
||||
..()
|
||||
|
||||
/obj/effect/spacevine_controller
|
||||
var/list/obj/effect/spacevine/vines = list()
|
||||
var/list/growth_queue = list()
|
||||
var/reached_collapse_size
|
||||
var/reached_slowdown_size
|
||||
//What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0,
|
||||
//meaning if you get the kudzu's size to something less than 20 plots, it won't grow anymore.
|
||||
|
||||
New()
|
||||
if(!istype(src.loc,/turf/simulated/floor))
|
||||
del(src)
|
||||
|
||||
spawn_kudzu_piece(src.loc)
|
||||
processing_objects.Add(src)
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
proc/spawn_kudzu_piece(var/turf/location)
|
||||
var/obj/effect/spacevine/SV = new(location)
|
||||
growth_queue += SV
|
||||
vines += SV
|
||||
SV.master = src
|
||||
|
||||
process()
|
||||
if(!vines)
|
||||
del(src) //Kudzu exterminated
|
||||
return
|
||||
if(!growth_queue)
|
||||
del(src) //Sanity check
|
||||
return
|
||||
if(vines.len >= 250 && !reached_collapse_size)
|
||||
reached_collapse_size = 1
|
||||
if(vines.len >= 30 && !reached_slowdown_size )
|
||||
reached_slowdown_size = 1
|
||||
|
||||
var/length = 0
|
||||
if(reached_collapse_size)
|
||||
length = 0
|
||||
else if(reached_slowdown_size)
|
||||
if(prob(25))
|
||||
length = 1
|
||||
else
|
||||
length = 0
|
||||
else
|
||||
length = 1
|
||||
length = min( 30 , max( length , vines.len / 5 ) )
|
||||
var/i = 0
|
||||
var/list/obj/effect/spacevine/queue_end = list()
|
||||
|
||||
for( var/obj/effect/spacevine/SV in growth_queue )
|
||||
i++
|
||||
queue_end += SV
|
||||
growth_queue -= SV
|
||||
if(SV.energy < 2)
|
||||
if(prob(10))
|
||||
SV.grow()
|
||||
//if(prob(25))
|
||||
SV.spread()
|
||||
if(i >= length)
|
||||
break
|
||||
|
||||
growth_queue = growth_queue + queue_end
|
||||
|
||||
//sleep(5)
|
||||
//src.process()
|
||||
|
||||
/obj/effect/spacevine/proc/grow()
|
||||
switch(energy)
|
||||
if (0)
|
||||
src.icon_state = pick("Med1", "Med2", "Med3")
|
||||
energy = 1
|
||||
src.opacity = 1
|
||||
if (1)
|
||||
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
|
||||
energy = 2
|
||||
src.density = 1
|
||||
|
||||
/obj/effect/spacevine/proc/spread()
|
||||
var/direction = pick(cardinal)
|
||||
if(istype(get_step(src,direction),/turf/simulated/floor))
|
||||
var/turf/simulated/floor/F = get_step(src,direction)
|
||||
if(!locate(/obj/effect/spacevine,F))
|
||||
if(F.Enter(src))
|
||||
if(master)
|
||||
master.spawn_kudzu_piece( F )
|
||||
|
||||
|
||||
/*
|
||||
/obj/effect/spacevine/proc/Life()
|
||||
if (!src) return
|
||||
var/Vspread
|
||||
if (prob(50)) Vspread = locate(src.x + rand(-1,1),src.y,src.z)
|
||||
else Vspread = locate(src.x,src.y + rand(-1, 1),src.z)
|
||||
var/dogrowth = 1
|
||||
if (!istype(Vspread, /turf/simulated/floor)) dogrowth = 0
|
||||
for(var/obj/O in Vspread)
|
||||
if (istype(O, /obj/structure/window) || istype(O, /obj/effect/forcefield) || istype(O, /obj/effect/blob) || istype(O, /obj/effect/alien/weeds) || istype(O, /obj/effect/spacevine)) dogrowth = 0
|
||||
if (istype(O, /obj/machinery/door/))
|
||||
if(O:p_open == 0 && prob(50)) O:open()
|
||||
else dogrowth = 0
|
||||
if (dogrowth == 1)
|
||||
var/obj/effect/spacevine/B = new /obj/effect/spacevine(Vspread)
|
||||
B.icon_state = pick("vine-light1", "vine-light2", "vine-light3")
|
||||
spawn(20)
|
||||
if(B)
|
||||
B.Life()
|
||||
src.growth += 1
|
||||
if (src.growth == 10)
|
||||
src.name = "Thick Space Kudzu"
|
||||
src.icon_state = pick("vine-med1", "vine-med2", "vine-med3")
|
||||
src.opacity = 1
|
||||
src.waittime = 80
|
||||
if (src.growth == 20)
|
||||
src.name = "Dense Space Kudzu"
|
||||
src.icon_state = pick("vine-hvy1", "vine-hvy2", "vine-hvy3")
|
||||
src.density = 1
|
||||
spawn(src.waittime)
|
||||
if (src.growth < 20) src.Life()
|
||||
|
||||
*/
|
||||
|
||||
/obj/effect/spacevine/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(90))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/effect/spacevine/temperature_expose(null, temp, volume)
|
||||
// SPACE VINE OR KUDZU
|
||||
|
||||
/obj/effect/spacevine
|
||||
name = "Space Kudzu"
|
||||
desc = "An extremely expansionistic species of vine."
|
||||
icon = 'kudzu.dmi'
|
||||
icon_state = "Light1"
|
||||
anchored = 1
|
||||
density = 0
|
||||
var/energy = 0 //Energy sounds like an arbitrary-enough variable name.
|
||||
var/obj/effect/spacevine_controller/master = null
|
||||
|
||||
New()
|
||||
if(istype(src.loc, /turf/space))
|
||||
del(src)
|
||||
return
|
||||
|
||||
Del()
|
||||
if(master)
|
||||
master.vines -= src
|
||||
master.growth_queue -= src
|
||||
..()
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (!W) return
|
||||
if (!user) return
|
||||
if (istype(W, /obj/item/weapon/circular_saw)) del src
|
||||
if (istype(W, /obj/item/weapon/kitchen/utensil/knife)) del src
|
||||
if (istype(W, /obj/item/weapon/scalpel)) del src
|
||||
if (istype(W, /obj/item/weapon/screwdriver)) del src
|
||||
if (istype(W, /obj/item/weapon/shard)) del src
|
||||
if (istype(W, /obj/item/weapon/weldingtool)) del src
|
||||
if (istype(W, /obj/item/weapon/wirecutters)) del src
|
||||
..()
|
||||
|
||||
/obj/effect/spacevine_controller
|
||||
var/list/obj/effect/spacevine/vines = list()
|
||||
var/list/growth_queue = list()
|
||||
var/reached_collapse_size
|
||||
var/reached_slowdown_size
|
||||
//What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0,
|
||||
//meaning if you get the kudzu's size to something less than 20 plots, it won't grow anymore.
|
||||
|
||||
New()
|
||||
if(!istype(src.loc,/turf/simulated/floor))
|
||||
del(src)
|
||||
|
||||
spawn_kudzu_piece(src.loc)
|
||||
processing_objects.Add(src)
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
proc/spawn_kudzu_piece(var/turf/location)
|
||||
var/obj/effect/spacevine/SV = new(location)
|
||||
growth_queue += SV
|
||||
vines += SV
|
||||
SV.master = src
|
||||
|
||||
process()
|
||||
if(!vines)
|
||||
del(src) //Kudzu exterminated
|
||||
return
|
||||
if(!growth_queue)
|
||||
del(src) //Sanity check
|
||||
return
|
||||
if(vines.len >= 250 && !reached_collapse_size)
|
||||
reached_collapse_size = 1
|
||||
if(vines.len >= 30 && !reached_slowdown_size )
|
||||
reached_slowdown_size = 1
|
||||
|
||||
var/length = 0
|
||||
if(reached_collapse_size)
|
||||
length = 0
|
||||
else if(reached_slowdown_size)
|
||||
if(prob(25))
|
||||
length = 1
|
||||
else
|
||||
length = 0
|
||||
else
|
||||
length = 1
|
||||
length = min( 30 , max( length , vines.len / 5 ) )
|
||||
var/i = 0
|
||||
var/list/obj/effect/spacevine/queue_end = list()
|
||||
|
||||
for( var/obj/effect/spacevine/SV in growth_queue )
|
||||
i++
|
||||
queue_end += SV
|
||||
growth_queue -= SV
|
||||
if(SV.energy < 2)
|
||||
if(prob(10))
|
||||
SV.grow()
|
||||
//if(prob(25))
|
||||
SV.spread()
|
||||
if(i >= length)
|
||||
break
|
||||
|
||||
growth_queue = growth_queue + queue_end
|
||||
|
||||
//sleep(5)
|
||||
//src.process()
|
||||
|
||||
/obj/effect/spacevine/proc/grow()
|
||||
switch(energy)
|
||||
if (0)
|
||||
src.icon_state = pick("Med1", "Med2", "Med3")
|
||||
energy = 1
|
||||
src.opacity = 1
|
||||
if (1)
|
||||
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
|
||||
energy = 2
|
||||
src.density = 1
|
||||
|
||||
/obj/effect/spacevine/proc/spread()
|
||||
var/direction = pick(cardinal)
|
||||
if(istype(get_step(src,direction),/turf/simulated/floor))
|
||||
var/turf/simulated/floor/F = get_step(src,direction)
|
||||
if(!locate(/obj/effect/spacevine,F))
|
||||
if(F.Enter(src))
|
||||
if(master)
|
||||
master.spawn_kudzu_piece( F )
|
||||
|
||||
|
||||
/*
|
||||
/obj/effect/spacevine/proc/Life()
|
||||
if (!src) return
|
||||
var/Vspread
|
||||
if (prob(50)) Vspread = locate(src.x + rand(-1,1),src.y,src.z)
|
||||
else Vspread = locate(src.x,src.y + rand(-1, 1),src.z)
|
||||
var/dogrowth = 1
|
||||
if (!istype(Vspread, /turf/simulated/floor)) dogrowth = 0
|
||||
for(var/obj/O in Vspread)
|
||||
if (istype(O, /obj/structure/window) || istype(O, /obj/effect/forcefield) || istype(O, /obj/effect/blob) || istype(O, /obj/effect/alien/weeds) || istype(O, /obj/effect/spacevine)) dogrowth = 0
|
||||
if (istype(O, /obj/machinery/door/))
|
||||
if(O:p_open == 0 && prob(50)) O:open()
|
||||
else dogrowth = 0
|
||||
if (dogrowth == 1)
|
||||
var/obj/effect/spacevine/B = new /obj/effect/spacevine(Vspread)
|
||||
B.icon_state = pick("vine-light1", "vine-light2", "vine-light3")
|
||||
spawn(20)
|
||||
if(B)
|
||||
B.Life()
|
||||
src.growth += 1
|
||||
if (src.growth == 10)
|
||||
src.name = "Thick Space Kudzu"
|
||||
src.icon_state = pick("vine-med1", "vine-med2", "vine-med3")
|
||||
src.opacity = 1
|
||||
src.waittime = 80
|
||||
if (src.growth == 20)
|
||||
src.name = "Dense Space Kudzu"
|
||||
src.icon_state = pick("vine-hvy1", "vine-hvy2", "vine-hvy3")
|
||||
src.density = 1
|
||||
spawn(src.waittime)
|
||||
if (src.growth < 20) src.Life()
|
||||
|
||||
*/
|
||||
|
||||
/obj/effect/spacevine/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(90))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/effect/spacevine/temperature_expose(null, temp, volume)
|
||||
del src
|
||||
@@ -1,33 +1,33 @@
|
||||
/proc/mini_blob_event()
|
||||
//command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
//world << sound('outbreak5.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/blob/bl = new /obj/effect/blob( T.loc, 30 )
|
||||
spawn(0)
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.blobdebug = 1
|
||||
bl.Life()
|
||||
blobevent = 1
|
||||
spawn(0)
|
||||
dotheblobbaby()
|
||||
spawn(3000)
|
||||
blobevent = 0
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('outbreak5.ogg')
|
||||
|
||||
/proc/dotheblobbaby()
|
||||
if (blobevent)
|
||||
if(active_blobs.len)
|
||||
for(var/i = 1 to 10)
|
||||
sleep(-1)
|
||||
if(!active_blobs.len) break
|
||||
var/obj/effect/blob/B = pick(active_blobs)
|
||||
if(B.z != 1)
|
||||
continue
|
||||
B.Life()
|
||||
spawn(30)
|
||||
/proc/mini_blob_event()
|
||||
//command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
//world << sound('outbreak5.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/blob/bl = new /obj/effect/blob( T.loc, 30 )
|
||||
spawn(0)
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.blobdebug = 1
|
||||
bl.Life()
|
||||
blobevent = 1
|
||||
spawn(0)
|
||||
dotheblobbaby()
|
||||
spawn(3000)
|
||||
blobevent = 0
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('outbreak5.ogg')
|
||||
|
||||
/proc/dotheblobbaby()
|
||||
if (blobevent)
|
||||
if(active_blobs.len)
|
||||
for(var/i = 1 to 10)
|
||||
sleep(-1)
|
||||
if(!active_blobs.len) break
|
||||
var/obj/effect/blob/B = pick(active_blobs)
|
||||
if(B.z != 1)
|
||||
continue
|
||||
B.Life()
|
||||
spawn(30)
|
||||
dotheblobbaby()
|
||||
71
code/game/events/EventProcs/misc.dm
Normal file
71
code/game/events/EventProcs/misc.dm
Normal file
@@ -0,0 +1,71 @@
|
||||
/proc/power_failure()
|
||||
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
|
||||
world << sound('poweroff.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = 0
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
|
||||
continue
|
||||
S.charge = 0
|
||||
S.output = 0
|
||||
S.online = 0
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 0
|
||||
A.power_equip = 0
|
||||
A.power_environ = 0
|
||||
A.power_change()
|
||||
|
||||
/proc/power_restore()
|
||||
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
world << sound('poweron.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = C.cell.maxcharge
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 1
|
||||
A.power_equip = 1
|
||||
A.power_environ = 1
|
||||
A.power_change()
|
||||
|
||||
/proc/lightsout(isEvent = 0, lightsoutAmount = 1,lightsoutRange = 10) //leave lightsoutAmount as 0 to break ALL lights
|
||||
if(isEvent)
|
||||
command_alert("An Electrical storm has been detected in your area, please repair potential electronic overloads.","Electrical Storm Alert")
|
||||
|
||||
if(lightsoutAmount)
|
||||
var/list/epicentreList = list()
|
||||
|
||||
for(var/i=1,i<=lightsoutAmount,i++)
|
||||
var/list/possibleEpicentres = list()
|
||||
for(var/obj/effect/landmark/newEpicentre in world)
|
||||
if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
|
||||
possibleEpicentres += newEpicentre
|
||||
if(possibleEpicentres.len)
|
||||
epicentreList += pick(possibleEpicentres)
|
||||
else
|
||||
break
|
||||
|
||||
if(!epicentreList.len)
|
||||
return
|
||||
|
||||
for(var/obj/effect/landmark/epicentre in epicentreList)
|
||||
for(var/obj/machinery/power/apc/apc in range(epicentre,lightsoutRange))
|
||||
apc.overload_lighting()
|
||||
|
||||
else
|
||||
for(var/obj/machinery/power/apc/apc in world)
|
||||
apc.overload_lighting()
|
||||
|
||||
return
|
||||
@@ -1,429 +1,429 @@
|
||||
/*
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
|
||||
==================================SPACE NINJA ABILITIES====================================
|
||||
___________________________________________________________________________________________
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*/
|
||||
|
||||
//=======//SAFETY CHECK//=======//
|
||||
/*
|
||||
X is optional, tells the proc to check for specific stuff. C is also optional.
|
||||
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
|
||||
They should, as I have made every effort for that to be the case.
|
||||
In the case that they are not, I imagine the game will run-time error like crazy.
|
||||
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
|
||||
*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
|
||||
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
|
||||
return 1
|
||||
else if(C&&cell.charge<C*10)
|
||||
U << "\red Not enough energy."
|
||||
return 1
|
||||
switch(X)
|
||||
if(1)
|
||||
cancel_stealth()//Get rid of it.
|
||||
if(2)
|
||||
if(s_bombs<=0)
|
||||
U << "\red There are no more smoke bombs remaining."
|
||||
return 1
|
||||
if(3)
|
||||
if(a_boost<=0)
|
||||
U << "\red You do not have any more adrenaline boosters."
|
||||
return 1
|
||||
return (s_coold)//Returns the value of the variable which counts down to zero.
|
||||
|
||||
//=======//TELEPORT GRAB CHECK//=======//
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
|
||||
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
|
||||
var/obj/item/weapon/grab/G = U.get_active_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = U.get_inactive_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
return
|
||||
|
||||
//=======//SMOKE//=======//
|
||||
/*Summons smoke in radius of user.
|
||||
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
|
||||
set name = "Smoke Bomb"
|
||||
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0//Will not see it when right clicking.
|
||||
|
||||
if(!ninjacost(,2))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
|
||||
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
|
||||
smoke.set_up(10, 0, U.loc)
|
||||
smoke.start()
|
||||
playsound(U.loc, 'bamf.ogg', 50, 2)
|
||||
s_bombs--
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//9-8 TILE TELEPORT//=======//
|
||||
//Click to to teleport 9-10 tiles in direction facing.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
|
||||
set name = "Phase Jaunt (10E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 100
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,src,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//RIGHT CLICK TELEPORT//=======//
|
||||
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
|
||||
set name = "Phase Shift (20E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
||||
set category = null//So it does not show up on the panel but can still be right-clicked.
|
||||
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if((!T.density)&&istype(mobloc, /turf))
|
||||
spawn(0)
|
||||
playsound(U.loc, 'sparks4.ogg', 50, 1)
|
||||
anim(mobloc,src,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(T, U)
|
||||
U.loc = T
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, 'sparks2.ogg', 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)//Any living mobs in teleport area are gibbed.
|
||||
T.kill_creatures(U)
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You cannot teleport into solid walls or from solid matter"
|
||||
return
|
||||
|
||||
//=======//EM PULSE//=======//
|
||||
//Disables nearby tech equipment.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
|
||||
set name = "EM Burst (25E)"
|
||||
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 250
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
playsound(U.loc, 'EMPulse.ogg', 60, 2)
|
||||
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
s_coold = 2
|
||||
cell.charge-=(C*10)
|
||||
return
|
||||
|
||||
//=======//ENERGY BLADE//=======//
|
||||
//Summons a blade of energy in active hand.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
|
||||
set name = "Energy Blade (5E)"
|
||||
set desc = "Create a focused beam of energy in your active hand."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!kamikaze)
|
||||
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
U.put_in_hand(W)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You can only summon one blade. Try dropping an item first."
|
||||
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
|
||||
if(!U.get_active_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_hand(W)
|
||||
if(!U.get_inactive_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_inactive_hand(W)
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//NINJA STARS//=======//
|
||||
/*Shoots ninja stars at random people.
|
||||
This could be a lot better but I'm too tired atm.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
|
||||
set name = "Energy Star (5E)"
|
||||
set desc = "Launches an energy star at a random living target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[] = list()//So yo can shoot while yo throw dawg
|
||||
for(var/mob/living/M in oview(loc))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
|
||||
|
||||
var/turf/curloc = U.loc
|
||||
var/atom/targloc = get_turf(target)
|
||||
if (!targloc || !istype(targloc, /turf) || !curloc)
|
||||
return
|
||||
if (targloc == curloc)
|
||||
return
|
||||
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
|
||||
A.current = curloc
|
||||
A.yo = targloc.y - curloc.y
|
||||
A.xo = targloc.x - curloc.x
|
||||
cell.charge-=(C*10)
|
||||
A.process()
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
|
||||
//=======//ENERGY NET//=======//
|
||||
/*Allows the ninja to capture people, I guess.
|
||||
Must right click on a mob to activate.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
|
||||
set name = "Energy Net (20E)"
|
||||
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
|
||||
set category = null
|
||||
set src = usr.contents
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1)&&iscarbon(M))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
|
||||
//if(M)//DEBUG
|
||||
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
|
||||
for(var/turf/T in getline(U.loc, M.loc))
|
||||
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
|
||||
U << "You may not use an energy net through solid obstacles!"
|
||||
return
|
||||
spawn(0)
|
||||
U.Beam(M,"n_beam",,15)
|
||||
M.anchored = 1//Anchors them so they can't move.
|
||||
U.say("Get over here!")
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
|
||||
E.layer = M.layer+1//To have it appear one layer above the mob.
|
||||
for(var/mob/O in viewers(U, 3))
|
||||
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
|
||||
E.affecting = M
|
||||
E.master = U
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(M)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "They are already trapped inside an energy net."
|
||||
else
|
||||
U << "They will bring no honor to your Clan!"
|
||||
return
|
||||
|
||||
//=======//ADRENALINE BOOST//=======//
|
||||
/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
|
||||
Movement impairing would indicate drugs and the like.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
|
||||
set name = "Adrenaline Boost"
|
||||
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
|
||||
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
|
||||
U.SetParalysis(0)
|
||||
U.SetStunned(0)
|
||||
U.SetWeakened(0)
|
||||
/*
|
||||
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
|
||||
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
|
||||
It's technically possible to come back from crit with this but it is very temporary.
|
||||
Life.dm will kick the player back into unconsciosness the next process loop.
|
||||
*/
|
||||
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
|
||||
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
|
||||
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
|
||||
spawn(70)
|
||||
reagents.reaction(U, 2)
|
||||
reagents.trans_id_to(U, "radium", a_transfer)
|
||||
U << "\red You are beginning to feel the after-effect of the injection."
|
||||
a_boost--
|
||||
s_coold = 3
|
||||
return
|
||||
|
||||
/*
|
||||
===================================================================================
|
||||
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
||||
===================================================================================
|
||||
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
|
||||
*/
|
||||
|
||||
//=======//NINJA MOVEMENT//=======//
|
||||
//Also makes you move like you're on crack.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
|
||||
set name = "Shadow Walk"
|
||||
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!U.incorporeal_move)
|
||||
U.incorporeal_move = 2
|
||||
U << "\blue You will now phase through solid matter."
|
||||
else
|
||||
U.incorporeal_move = 0
|
||||
U << "\blue You will no-longer phase through solid matter."
|
||||
return
|
||||
|
||||
//=======//5 TILE TELEPORT/GIB//=======//
|
||||
//Allows to gib up to five squares in a straight line. Seriously.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
|
||||
set name = "Phase Slayer"
|
||||
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,5)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))
|
||||
U.say("Ai Satsugai!")
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
for(var/turf/T in getline(mobloc, destination))
|
||||
spawn(0)
|
||||
T.kill_creatures(U)
|
||||
if(T==mobloc||T==destination) continue
|
||||
spawn(0)
|
||||
anim(T,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//TELEPORT BEHIND MOB//=======//
|
||||
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
|
||||
This is so anime it hurts. But that's the point.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
|
||||
set name = "Spider Mirage"
|
||||
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())//Simply checks for stat.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[]
|
||||
targets = new()
|
||||
for(var/mob/living/M in oview(6))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed people.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)
|
||||
var/locx
|
||||
var/locy
|
||||
var/turf/mobloc = get_turf(target.loc)
|
||||
var/safety = 0
|
||||
switch(target.dir)
|
||||
if(NORTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y-1)
|
||||
if(locy<1)
|
||||
safety = 1
|
||||
if(SOUTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y+1)
|
||||
if(locy>world.maxy)
|
||||
safety = 1
|
||||
if(EAST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x-1)
|
||||
if(locx<1)
|
||||
safety = 1
|
||||
if(WEST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x+1)
|
||||
if(locx>world.maxx)
|
||||
safety = 1
|
||||
else safety=1
|
||||
if(!safety&&istype(mobloc, /turf))
|
||||
U.say("Kumo no Shinkiro!")
|
||||
var/turf/picked = locate(locx,locy,mobloc.z)
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
var/limit = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
anim(T,U,'mob.dmi',,"phasein",,U.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
|
||||
handle_teleport_grab(picked, U)
|
||||
U.loc = picked
|
||||
U.dir = target.dir
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
/*
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
|
||||
==================================SPACE NINJA ABILITIES====================================
|
||||
___________________________________________________________________________________________
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*/
|
||||
|
||||
//=======//SAFETY CHECK//=======//
|
||||
/*
|
||||
X is optional, tells the proc to check for specific stuff. C is also optional.
|
||||
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
|
||||
They should, as I have made every effort for that to be the case.
|
||||
In the case that they are not, I imagine the game will run-time error like crazy.
|
||||
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
|
||||
*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
|
||||
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
|
||||
return 1
|
||||
else if(C&&cell.charge<C*10)
|
||||
U << "\red Not enough energy."
|
||||
return 1
|
||||
switch(X)
|
||||
if(1)
|
||||
cancel_stealth()//Get rid of it.
|
||||
if(2)
|
||||
if(s_bombs<=0)
|
||||
U << "\red There are no more smoke bombs remaining."
|
||||
return 1
|
||||
if(3)
|
||||
if(a_boost<=0)
|
||||
U << "\red You do not have any more adrenaline boosters."
|
||||
return 1
|
||||
return (s_coold)//Returns the value of the variable which counts down to zero.
|
||||
|
||||
//=======//TELEPORT GRAB CHECK//=======//
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
|
||||
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
|
||||
var/obj/item/weapon/grab/G = U.get_active_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = U.get_inactive_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
return
|
||||
|
||||
//=======//SMOKE//=======//
|
||||
/*Summons smoke in radius of user.
|
||||
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
|
||||
set name = "Smoke Bomb"
|
||||
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0//Will not see it when right clicking.
|
||||
|
||||
if(!ninjacost(,2))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
|
||||
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
|
||||
smoke.set_up(10, 0, U.loc)
|
||||
smoke.start()
|
||||
playsound(U.loc, 'bamf.ogg', 50, 2)
|
||||
s_bombs--
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//9-8 TILE TELEPORT//=======//
|
||||
//Click to to teleport 9-10 tiles in direction facing.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
|
||||
set name = "Phase Jaunt (10E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 100
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,src,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//RIGHT CLICK TELEPORT//=======//
|
||||
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
|
||||
set name = "Phase Shift (20E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
||||
set category = null//So it does not show up on the panel but can still be right-clicked.
|
||||
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if((!T.density)&&istype(mobloc, /turf))
|
||||
spawn(0)
|
||||
playsound(U.loc, 'sparks4.ogg', 50, 1)
|
||||
anim(mobloc,src,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(T, U)
|
||||
U.loc = T
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, 'sparks2.ogg', 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)//Any living mobs in teleport area are gibbed.
|
||||
T.kill_creatures(U)
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You cannot teleport into solid walls or from solid matter"
|
||||
return
|
||||
|
||||
//=======//EM PULSE//=======//
|
||||
//Disables nearby tech equipment.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
|
||||
set name = "EM Burst (25E)"
|
||||
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 250
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
playsound(U.loc, 'EMPulse.ogg', 60, 2)
|
||||
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
s_coold = 2
|
||||
cell.charge-=(C*10)
|
||||
return
|
||||
|
||||
//=======//ENERGY BLADE//=======//
|
||||
//Summons a blade of energy in active hand.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
|
||||
set name = "Energy Blade (5E)"
|
||||
set desc = "Create a focused beam of energy in your active hand."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!kamikaze)
|
||||
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
U.put_in_hand(W)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You can only summon one blade. Try dropping an item first."
|
||||
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
|
||||
if(!U.get_active_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_hand(W)
|
||||
if(!U.get_inactive_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_inactive_hand(W)
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//NINJA STARS//=======//
|
||||
/*Shoots ninja stars at random people.
|
||||
This could be a lot better but I'm too tired atm.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
|
||||
set name = "Energy Star (5E)"
|
||||
set desc = "Launches an energy star at a random living target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[] = list()//So yo can shoot while yo throw dawg
|
||||
for(var/mob/living/M in oview(loc))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
|
||||
|
||||
var/turf/curloc = U.loc
|
||||
var/atom/targloc = get_turf(target)
|
||||
if (!targloc || !istype(targloc, /turf) || !curloc)
|
||||
return
|
||||
if (targloc == curloc)
|
||||
return
|
||||
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
|
||||
A.current = curloc
|
||||
A.yo = targloc.y - curloc.y
|
||||
A.xo = targloc.x - curloc.x
|
||||
cell.charge-=(C*10)
|
||||
A.process()
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
|
||||
//=======//ENERGY NET//=======//
|
||||
/*Allows the ninja to capture people, I guess.
|
||||
Must right click on a mob to activate.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
|
||||
set name = "Energy Net (20E)"
|
||||
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
|
||||
set category = null
|
||||
set src = usr.contents
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1)&&iscarbon(M))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
|
||||
//if(M)//DEBUG
|
||||
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
|
||||
for(var/turf/T in getline(U.loc, M.loc))
|
||||
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
|
||||
U << "You may not use an energy net through solid obstacles!"
|
||||
return
|
||||
spawn(0)
|
||||
U.Beam(M,"n_beam",,15)
|
||||
M.anchored = 1//Anchors them so they can't move.
|
||||
U.say("Get over here!")
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
|
||||
E.layer = M.layer+1//To have it appear one layer above the mob.
|
||||
for(var/mob/O in viewers(U, 3))
|
||||
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
|
||||
E.affecting = M
|
||||
E.master = U
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(M)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "They are already trapped inside an energy net."
|
||||
else
|
||||
U << "They will bring no honor to your Clan!"
|
||||
return
|
||||
|
||||
//=======//ADRENALINE BOOST//=======//
|
||||
/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
|
||||
Movement impairing would indicate drugs and the like.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
|
||||
set name = "Adrenaline Boost"
|
||||
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
|
||||
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
|
||||
U.SetParalysis(0)
|
||||
U.SetStunned(0)
|
||||
U.SetWeakened(0)
|
||||
/*
|
||||
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
|
||||
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
|
||||
It's technically possible to come back from crit with this but it is very temporary.
|
||||
Life.dm will kick the player back into unconsciosness the next process loop.
|
||||
*/
|
||||
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
|
||||
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
|
||||
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
|
||||
spawn(70)
|
||||
reagents.reaction(U, 2)
|
||||
reagents.trans_id_to(U, "radium", a_transfer)
|
||||
U << "\red You are beginning to feel the after-effect of the injection."
|
||||
a_boost--
|
||||
s_coold = 3
|
||||
return
|
||||
|
||||
/*
|
||||
===================================================================================
|
||||
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
||||
===================================================================================
|
||||
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
|
||||
*/
|
||||
|
||||
//=======//NINJA MOVEMENT//=======//
|
||||
//Also makes you move like you're on crack.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
|
||||
set name = "Shadow Walk"
|
||||
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!U.incorporeal_move)
|
||||
U.incorporeal_move = 2
|
||||
U << "\blue You will now phase through solid matter."
|
||||
else
|
||||
U.incorporeal_move = 0
|
||||
U << "\blue You will no-longer phase through solid matter."
|
||||
return
|
||||
|
||||
//=======//5 TILE TELEPORT/GIB//=======//
|
||||
//Allows to gib up to five squares in a straight line. Seriously.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
|
||||
set name = "Phase Slayer"
|
||||
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,5)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))
|
||||
U.say("Ai Satsugai!")
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
for(var/turf/T in getline(mobloc, destination))
|
||||
spawn(0)
|
||||
T.kill_creatures(U)
|
||||
if(T==mobloc||T==destination) continue
|
||||
spawn(0)
|
||||
anim(T,U,'mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//TELEPORT BEHIND MOB//=======//
|
||||
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
|
||||
This is so anime it hurts. But that's the point.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
|
||||
set name = "Spider Mirage"
|
||||
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())//Simply checks for stat.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[]
|
||||
targets = new()
|
||||
for(var/mob/living/M in oview(6))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed people.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)
|
||||
var/locx
|
||||
var/locy
|
||||
var/turf/mobloc = get_turf(target.loc)
|
||||
var/safety = 0
|
||||
switch(target.dir)
|
||||
if(NORTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y-1)
|
||||
if(locy<1)
|
||||
safety = 1
|
||||
if(SOUTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y+1)
|
||||
if(locy>world.maxy)
|
||||
safety = 1
|
||||
if(EAST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x-1)
|
||||
if(locx<1)
|
||||
safety = 1
|
||||
if(WEST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x+1)
|
||||
if(locx>world.maxx)
|
||||
safety = 1
|
||||
else safety=1
|
||||
if(!safety&&istype(mobloc, /turf))
|
||||
U.say("Kumo no Shinkiro!")
|
||||
var/turf/picked = locate(locx,locy,mobloc.z)
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
var/limit = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
anim(T,U,'mob.dmi',,"phasein",,U.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
|
||||
handle_teleport_grab(picked, U)
|
||||
U.loc = picked
|
||||
U.dir = target.dir
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
38
code/game/events/Events/AlienInfestation.dm
Normal file
38
code/game/events/Events/AlienInfestation.dm
Normal file
@@ -0,0 +1,38 @@
|
||||
/datum/event/alieninfestation
|
||||
|
||||
Announce()
|
||||
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc.z == 1 && !temp_vent.welded)
|
||||
vents.Add(temp_vent)
|
||||
var/spawncount = 1
|
||||
if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one
|
||||
while(spawncount >= 1)
|
||||
var/obj/vent = pick(vents)
|
||||
|
||||
var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist
|
||||
|
||||
for(var/mob/dead/observer/G in world)
|
||||
if(G.client)
|
||||
if(G.client.be_alien)
|
||||
if(((G.client.inactivity/10)/60) <= 5)
|
||||
if(G.corpse)
|
||||
if(G.corpse.stat==2)
|
||||
candidates.Add(G)
|
||||
if(!G.corpse)
|
||||
candidates.Add(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/mob/dead/observer/G = pick(candidates)
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.mind_initialize(G,"Larva")
|
||||
new_xeno.key = G.key
|
||||
del(G)
|
||||
|
||||
vents.Remove(vent)
|
||||
spawncount -= 1
|
||||
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
world << sound('aliens.ogg')
|
||||
16
code/game/events/Events/Appendicitis.dm
Normal file
16
code/game/events/Events/Appendicitis.dm
Normal file
@@ -0,0 +1,16 @@
|
||||
/datum/event/appendicitis
|
||||
|
||||
Announce()
|
||||
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
var/datum/disease/D = new /datum/disease/appendicitis
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
34
code/game/events/Events/BlowOut.dm
Normal file
34
code/game/events/Events/BlowOut.dm
Normal file
@@ -0,0 +1,34 @@
|
||||
/area/var/radsafe = 0
|
||||
/area/maintenance/radsafe = 1
|
||||
/area/ai_monitored/maintenance/radsafe = 1
|
||||
/area/centcom/radsafe = 1
|
||||
/area/admin/radsafe = 1
|
||||
/area/adminsafety/radsafe = 1
|
||||
/area/shuttle/radsafe = 1
|
||||
/area/syndicate_station/radsafe = 1
|
||||
/area/asteroid/radsafe = 1
|
||||
/area/crew_quarters/sleeping/radsafe = 1
|
||||
|
||||
/datum/event/blowout
|
||||
Lifetime = 150
|
||||
Announce()
|
||||
if(!forced && prob(90))
|
||||
ActiveEvent = null
|
||||
SpawnEvent()
|
||||
del src
|
||||
return
|
||||
command_alert("Warning: station approaching high-density radiation cloud. Seek cover immediately.")
|
||||
Tick()
|
||||
if(ActiveFor == 50)
|
||||
command_alert("Station has entered radiation cloud. Do not leave cover until it has passed.")
|
||||
if(ActiveFor == 100 || ActiveFor == 150) //1/2 and 2/2 f the way after it start proper make peope be half dead mostly
|
||||
for(var/mob/living/carbon/M in world)
|
||||
var/area = M.loc.loc
|
||||
while(!istype(area, /area))
|
||||
area = area:loc
|
||||
if(area:radsafe)
|
||||
continue
|
||||
if(!M.stat)
|
||||
M.radiate(100)
|
||||
Die()
|
||||
command_alert("The station has cleared the radiation cloud. It is now safe to leave cover.")
|
||||
124
code/game/events/Events/ElectricalStorm.dm
Normal file
124
code/game/events/Events/ElectricalStorm.dm
Normal file
@@ -0,0 +1,124 @@
|
||||
/datum/event/electricalstorm
|
||||
var
|
||||
list/datum/radio_frequency/DisruptedFrequencies = list( )
|
||||
list/obj/machinery/light/Lights = list( )
|
||||
list/obj/machinery/light/APCs = list( )
|
||||
list/obj/machinery/light/Doors = list( )
|
||||
talk_out = 0
|
||||
has_talked = 0
|
||||
SafeFreq = 0
|
||||
|
||||
Announce()
|
||||
Lifetime = rand(90, 300)
|
||||
command_alert("The station is flying through an electrical storm. Radio communications may be disrupted", "Anomaly Alert")
|
||||
|
||||
for (var/datum/radio_frequency/Freq in radio_controller.frequencies)
|
||||
if(prob(35))
|
||||
radio_controller.RegisterScrambler(Freq)
|
||||
DisruptedFrequencies += Freq
|
||||
|
||||
for (var/Freq = 1201, Freq <= 1599, Freq += 2)
|
||||
if(prob(35))
|
||||
ScrambledFrequencies += list ("[Freq]" = Freq)
|
||||
else
|
||||
UnscrambledFrequencies += list ("[Freq]" = Freq)
|
||||
|
||||
for (var/Freq in DEPT_FREQS)
|
||||
if(prob(75))
|
||||
ScrambledFrequencies |= list ("[Freq]" = Freq)
|
||||
if(UnscrambledFrequencies["[Freq]"])
|
||||
UnscrambledFrequencies -= list ("[Freq]" = Freq)
|
||||
|
||||
if(prob(80))
|
||||
ScrambledFrequencies |= list ("1459" = 1459)
|
||||
if(UnscrambledFrequencies["1459"])
|
||||
UnscrambledFrequencies -= list ("1459" = 1459)
|
||||
|
||||
for(var/obj/machinery/light/Light in world)
|
||||
if(Light.z == 1)
|
||||
Lights += Light
|
||||
|
||||
for(var/obj/machinery/power/apc/APC in world)
|
||||
if(APC.z == 1 && !APC.crit)
|
||||
APCs += APC
|
||||
|
||||
for(var/obj/machinery/door/airlock/Door in world)
|
||||
if(Door.z == 1)
|
||||
Doors += Door
|
||||
|
||||
talk_out = rand(40,70)
|
||||
|
||||
var/picked = 0
|
||||
var/list/SafeTemp = list()
|
||||
if(UnscrambledFrequencies["1459"])
|
||||
SafeFreq = 1459
|
||||
picked = 1
|
||||
else
|
||||
while(picked == 0)
|
||||
SafeTemp = pick(UnscrambledFrequencies)
|
||||
SafeFreq = UnscrambledFrequencies[SafeTemp]
|
||||
if(SafeFreq < 1489 && SafeFreq > 1441)
|
||||
picked = 1
|
||||
|
||||
Tick()
|
||||
for(var/x = 0; x < 3; x++)
|
||||
if (prob(30))
|
||||
BlowLight()
|
||||
if (prob(10))
|
||||
DisruptAPC()
|
||||
if (prob(10))
|
||||
DisableDoor()
|
||||
if(talk_out <= ActiveFor && has_talked == 0)
|
||||
command_alert("The radio frequency [SafeFreq/10] has been identified as stable despite the interference.", "Station Central Computer System")
|
||||
has_talked = 1
|
||||
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the electrical storm. Radio communications restored", "Anomaly Alert")
|
||||
for (var/datum/radio_frequency/Freq in ScrambledFrequencies)
|
||||
radio_controller.UnregisterScrambler(Freq)
|
||||
DisruptedFrequencies = list( )
|
||||
UnscrambledFrequencies = list( )
|
||||
ScrambledFrequencies = list( )
|
||||
|
||||
proc
|
||||
BlowLight() //Blow out a light fixture
|
||||
var/obj/machinery/light/Light = null
|
||||
var/insanity = 0
|
||||
while (Light == null || Light.status != 0)
|
||||
Light = pick(Lights)
|
||||
insanity++
|
||||
if (insanity >= Lights.len)
|
||||
return
|
||||
|
||||
spawn(0) //Overload the light, spectacularly.
|
||||
//Light.ul_SetLuminosity(10)
|
||||
//sleep(2)
|
||||
Light.on = 1
|
||||
Light.broken()
|
||||
|
||||
DisruptAPC()
|
||||
var/insanity = 0
|
||||
var/obj/machinery/power/apc/APC
|
||||
while (!APC || !APC.operating)
|
||||
APC = pick(APCs)
|
||||
insanity++
|
||||
if (insanity >= APCs.len)
|
||||
return
|
||||
|
||||
if (prob(40))
|
||||
APC.operating = 0 //Blow its breaker
|
||||
if (prob(8))
|
||||
APC.set_broken()
|
||||
|
||||
DisableDoor()
|
||||
var/obj/machinery/door/airlock/Airlock
|
||||
while (!Airlock || Airlock.z != 1)
|
||||
Airlock = pick(Doors)
|
||||
Airlock.pulse(airlockIndexToWireColor[4])
|
||||
for (var/x = 0; x < 2; x++)
|
||||
var/Wire = 0
|
||||
while(!Wire || Wire == 4)
|
||||
Wire = rand(1, 9)
|
||||
Airlock.pulse(airlockIndexToWireColor[Wire])
|
||||
Airlock.update_icon()
|
||||
10
code/game/events/Events/GravitationalAnomaly.dm
Normal file
10
code/game/events/Events/GravitationalAnomaly.dm
Normal file
@@ -0,0 +1,10 @@
|
||||
/datum/event/gravitationalanomaly
|
||||
|
||||
Announce()
|
||||
|
||||
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('granomalies.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
|
||||
spawn(rand(50, 300))
|
||||
del(bh)
|
||||
5
code/game/events/Events/ImmovableRod.dm
Normal file
5
code/game/events/Events/ImmovableRod.dm
Normal file
@@ -0,0 +1,5 @@
|
||||
/datum/event/immovablerod
|
||||
|
||||
Announce()
|
||||
|
||||
immovablerod()
|
||||
46
code/game/events/Events/IonStorm.dm
Normal file
46
code/game/events/Events/IonStorm.dm
Normal file
@@ -0,0 +1,46 @@
|
||||
/datum/event/ionstorm
|
||||
var
|
||||
botEmagChance = 0.5
|
||||
list/players = list()
|
||||
|
||||
Announce()
|
||||
Lifetime = rand(15, 20)
|
||||
command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert")
|
||||
for (var/mob/living/carbon/human/player in world)
|
||||
if(player.client)
|
||||
players += player.real_name
|
||||
var/random_player = "The Captain"
|
||||
if(players.len)
|
||||
random_player = pick(players) //Random player's name, to be used in laws.
|
||||
var/list/laws = list( "Do not respond to queries of any kind", "Only monkies are human", "Unbolt every door you can", "You are a mouse" )
|
||||
laws |= list( "Grunt ominously whenever possible", "Epilepsy is fun, flicker lights whenever you can!", "Bolt doors open randomly" )
|
||||
laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack", "Refer to [prob(50)?"humans":random_player] as puppies" )
|
||||
laws |= list( "Insult heads of staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver" )
|
||||
laws |= list( "Prevent non-dwarves from operating the power core", "The station needs elected officials" )
|
||||
laws |= list( "Only bearded people are human", "Turn on the microphone on every intercom you see", "Fastler is a lightbulb" )
|
||||
laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" )
|
||||
laws |= list( "The monkeys are plotting a hostile takeover of the station. Inform the crew, and get them to take action against this" )
|
||||
laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." )
|
||||
laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." )
|
||||
laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." )
|
||||
laws |= list( "Crew ranks have been reversed.", "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." )
|
||||
laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." )
|
||||
laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." )
|
||||
laws |= list( "0wn3d. This system compromised by l33tsawce.", "Consumption of donuts is forbidden due to negative health impacts." )
|
||||
laws |= list( "You may only answer questions with \"yes\" or \"no\".", "Expect the unexpected.", "You are the narrator for [random_player]'s life" )
|
||||
var/law = pick(laws)
|
||||
|
||||
for (var/mob/living/silicon/ai/target in world)
|
||||
if(target.mind.special_role == "traitor")
|
||||
continue
|
||||
target << "\red <b>You have detected a change in your laws information:</b>"
|
||||
target << law
|
||||
target.add_ion_law(law)
|
||||
|
||||
Tick()
|
||||
if(botEmagChance)
|
||||
for(var/obj/machinery/bot/bot in world)
|
||||
if(prob(botEmagChance))
|
||||
bot.Emag()
|
||||
|
||||
Die()
|
||||
11
code/game/events/Events/MeteorStorm.dm
Normal file
11
code/game/events/Events/MeteorStorm.dm
Normal file
@@ -0,0 +1,11 @@
|
||||
/datum/event/meteorstorm
|
||||
|
||||
Announce()
|
||||
command_alert("The station is now in a meteor shower", "Meteor Alert")
|
||||
|
||||
Tick()
|
||||
if (prob(40))
|
||||
meteor_wave()
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the meteor shower", "Meteor Alert")
|
||||
5
code/game/events/Events/MiniBlob.dm
Normal file
5
code/game/events/Events/MiniBlob.dm
Normal file
@@ -0,0 +1,5 @@
|
||||
/datum/event/miniblob
|
||||
|
||||
Announce()
|
||||
|
||||
mini_blob_event()
|
||||
26
code/game/events/Events/PortalStorm.dm
Normal file
26
code/game/events/Events/PortalStorm.dm
Normal file
@@ -0,0 +1,26 @@
|
||||
/datum/event/portalstorm
|
||||
|
||||
Announce()
|
||||
command_alert("Subspace disruption detected around the vessel", "Anomaly Alert")
|
||||
LongTerm()
|
||||
|
||||
var/list/turfs = list( )
|
||||
var/turf/picked
|
||||
|
||||
for(var/turf/T in world)
|
||||
if(T.z < 5 && istype(T,/turf/simulated/floor))
|
||||
turfs += T
|
||||
|
||||
for(var/turf/T in world)
|
||||
if(prob(10) && T.z < 5 && istype(T,/turf/simulated/floor))
|
||||
spawn(50+rand(0,3000))
|
||||
picked = pick(turfs)
|
||||
var/obj/portal/P = new /obj/portal( T )
|
||||
P.target = picked
|
||||
P.creator = null
|
||||
P.icon = 'objects.dmi'
|
||||
P.failchance = 0
|
||||
P.icon_state = "anom"
|
||||
P.name = "wormhole"
|
||||
spawn(rand(100,150))
|
||||
del(P)
|
||||
8
code/game/events/Events/PowerOffline.dm
Normal file
8
code/game/events/Events/PowerOffline.dm
Normal file
@@ -0,0 +1,8 @@
|
||||
/datum/event/power_offline
|
||||
Announce()
|
||||
command_alert("The station is performing an automated power system grid check, please stand by.", "Maintenance alert")
|
||||
for(var/obj/machinery/power/apc/a in world)
|
||||
if(!a.crit)
|
||||
a.eventoff = 1
|
||||
spawn(200)
|
||||
a.eventoff = 0 /*Got a few bug reports about this, disabling for now --Mloc*/
|
||||
24
code/game/events/Events/PrisonBreak.dm
Normal file
24
code/game/events/Events/PrisonBreak.dm
Normal file
@@ -0,0 +1,24 @@
|
||||
/datum/event/prisonbreak
|
||||
|
||||
Announce()
|
||||
|
||||
for (var/obj/machinery/power/apc/temp_apc in world)
|
||||
if(istype(get_area(temp_apc), /area/security/brig))
|
||||
temp_apc.overload_lighting()
|
||||
// for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world)
|
||||
// temp_shuttle.prison_break()
|
||||
for (var/obj/structure/closet/secure_closet/security/temp_closet in world)
|
||||
if(istype(get_area(temp_closet), /area/security/brig))
|
||||
temp_closet.locked = 0
|
||||
temp_closet.icon_state = temp_closet.icon_closed
|
||||
for (var/obj/machinery/door/airlock/security/temp_airlock in world)
|
||||
if(istype(get_area(temp_airlock), /area/security/brig))
|
||||
temp_airlock.prison_open()
|
||||
for (var/obj/machinery/door/airlock/glass_security/temp_glassairlock in world)
|
||||
if(istype(get_area(temp_glassairlock), /area/security/brig))
|
||||
temp_glassairlock.prison_open()
|
||||
for (var/obj/machinery/door_timer/temp_timer in world)
|
||||
if(istype(get_area(temp_timer), /area/security/brig))
|
||||
temp_timer.releasetime = 1
|
||||
sleep(150)
|
||||
command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert")
|
||||
18
code/game/events/Events/RadiationBelt.dm
Normal file
18
code/game/events/Events/RadiationBelt.dm
Normal file
@@ -0,0 +1,18 @@
|
||||
/datum/event/radiation
|
||||
Lifetime = 10
|
||||
Announce()
|
||||
command_alert("The station is now travelling through a radiation belt", "Medical Alert")
|
||||
|
||||
Tick()
|
||||
for(var/mob/living/carbon/L in world)
|
||||
L.radiation += rand(1,7)
|
||||
if (L && prob(4))
|
||||
if (prob(75))
|
||||
randmutb(L)
|
||||
domutcheck(L,null,1)
|
||||
else
|
||||
randmutg(L)
|
||||
domutcheck(L,null,1)
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the radiation belt", "Medical Alert")
|
||||
14
code/game/events/Events/SpaceCarp.dm
Normal file
14
code/game/events/Events/SpaceCarp.dm
Normal file
@@ -0,0 +1,14 @@
|
||||
/datum/event/spacecarp
|
||||
|
||||
Announce()
|
||||
|
||||
for(var/obj/effect/landmark/C in world)
|
||||
if(C.name == "carpspawn")
|
||||
if(prob(99))
|
||||
new /obj/effect/critter/spesscarp(C.loc)
|
||||
else
|
||||
new /obj/effect/critter/spesscarp/elite(C.loc)
|
||||
//sleep(100)
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
|
||||
world << sound('commandreport.ogg')
|
||||
6
code/game/events/Events/SpaceNinja.dm
Normal file
6
code/game/events/Events/SpaceNinja.dm
Normal file
@@ -0,0 +1,6 @@
|
||||
/datum/event/spaceninja
|
||||
|
||||
Announce()
|
||||
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
|
||||
80
code/game/events/Events/VirusEpidemic.dm
Normal file
80
code/game/events/Events/VirusEpidemic.dm
Normal file
@@ -0,0 +1,80 @@
|
||||
/datum/event/viralinfection
|
||||
var
|
||||
virus_type
|
||||
virus
|
||||
virus2 = 0
|
||||
|
||||
Announce()
|
||||
if(!virus)
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
if((H.virus2) || (H.stat == 2) || prob(30))
|
||||
continue
|
||||
if(prob(90)) //may need changing, currently 10% chance for "deadly" disease
|
||||
infect_mob_random_lesser(H)
|
||||
if(prob(20))//don't want people to know that the virus alert = greater virus
|
||||
command_alert("Probable outbreak of level [rand(1,6)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert")
|
||||
else
|
||||
infect_mob_random_greater(H)
|
||||
if(prob(80))
|
||||
command_alert("Probable outbreak of level [rand(2,9)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert")
|
||||
break
|
||||
//overall virus alert happens 26% of the time, might need to be higher
|
||||
else
|
||||
if(!virus)
|
||||
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
|
||||
else
|
||||
switch(virus)
|
||||
if("fake gbs")
|
||||
virus_type = /datum/disease/fake_gbs
|
||||
if("gbs")
|
||||
virus_type = /datum/disease/gbs
|
||||
if("magnitis")
|
||||
virus_type = /datum/disease/magnitis
|
||||
if("rhumba beat")
|
||||
virus_type = /datum/disease/rhumba_beat
|
||||
if("brain rot")
|
||||
virus_type = /datum/disease/brainrot
|
||||
if("cold")
|
||||
virus_type = /datum/disease/cold
|
||||
if("retrovirus")
|
||||
virus_type = /datum/disease/dnaspread
|
||||
if("flu")
|
||||
virus_type = /datum/disease/flu
|
||||
// if("t-virus")
|
||||
// virus_type = /datum/disease/t_virus
|
||||
if("pierrot's throat")
|
||||
virus_type = /datum/disease/pierrot_throat
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
|
||||
if((!H.dna) || (H.sdisabilities & 1)) //A blindness disease would be the worst.
|
||||
continue
|
||||
var/datum/disease/dnaspread/D = new
|
||||
D.strain_data["name"] = H.real_name
|
||||
D.strain_data["UI"] = H.dna.uni_identity
|
||||
D.strain_data["SE"] = H.dna.struc_enzymes
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
else
|
||||
var/datum/disease/D = new virus_type
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('outbreak7.ogg')
|
||||
Tick()
|
||||
ActiveFor = Lifetime //killme
|
||||
|
||||
|
||||
76
code/game/events/EventsMain.dm
Normal file
76
code/game/events/EventsMain.dm
Normal file
@@ -0,0 +1,76 @@
|
||||
/*
|
||||
|
||||
New events system, by Sukasa
|
||||
* Much easier to add to
|
||||
* Very, very simple code, easy to maintain
|
||||
|
||||
*/
|
||||
|
||||
var/list/DisallowedEvents = list(/datum/event/spaceninja, /datum/event/prisonbreak, /datum/event/immovablerod, /datum/event/gravitationalanomaly)
|
||||
var/list/EventTypes = typesof(/datum/event) - /datum/event - DisallowedEvents
|
||||
var/datum/event/ActiveEvent = null
|
||||
var/datum/event/LongTermEvent = null
|
||||
|
||||
/proc/SpawnEvent()
|
||||
if(!EventsOn || ActiveEvent)
|
||||
return
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)
|
||||
EventTypes |= /datum/event/spaceninja
|
||||
var/Type = pick(EventTypes)
|
||||
EventTypes -= Type
|
||||
ActiveEvent = new Type()
|
||||
ActiveEvent.Announce()
|
||||
if (!ActiveEvent)
|
||||
return
|
||||
spawn(0)
|
||||
while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime)
|
||||
ActiveEvent.Tick()
|
||||
ActiveEvent.ActiveFor++
|
||||
sleep(10)
|
||||
ActiveEvent.Die()
|
||||
del ActiveEvent
|
||||
|
||||
client/proc/Force_Event_admin(Type as null|anything in typesof(/datum/event))
|
||||
set category = "Debug"
|
||||
set name = "Force Event"
|
||||
if(!EventsOn)
|
||||
src << "Events are not enabled."
|
||||
return
|
||||
if(ActiveEvent)
|
||||
src << "There is an active event."
|
||||
return
|
||||
if(istype(Type,/datum/event/viralinfection))
|
||||
var/answer = alert("Do you want this to be a random disease or do you have something in mind?",,"Virus2","Choose")
|
||||
if(answer == "Choose")
|
||||
var/list/viruses = list("fake gbs","gbs","magnitis","wizarditis",/*"beesease",*/"brain rot","cold","retrovirus","flu","pierrot's throat","rhumba beat")
|
||||
var/V = input("Choose the virus to spread", "BIOHAZARD") in viruses
|
||||
Force_Event(/datum/event/viralinfection, V)
|
||||
else
|
||||
Force_Event(/datum/event/viralinfection, "virus2")
|
||||
else
|
||||
Force_Event(Type)
|
||||
message_admins("[key_name_admin(usr)] has triggered an (non-viral) event.", 1)
|
||||
|
||||
/proc/Force_Event(var/Type in typesof(/datum/event), var/args = null)
|
||||
if(!EventsOn)
|
||||
src << "Events are not enabled."
|
||||
return
|
||||
if(ActiveEvent)
|
||||
src << "There is an active event."
|
||||
return
|
||||
src << "Started Event: [Type]"
|
||||
ActiveEvent = new Type()
|
||||
if(istype(ActiveEvent,/datum/event/viralinfection) && args && args != "virus2")
|
||||
var/datum/event/viralinfection/V = ActiveEvent
|
||||
V.virus = args
|
||||
ActiveEvent = V
|
||||
ActiveEvent.Announce()
|
||||
if (!ActiveEvent)
|
||||
return
|
||||
spawn(0)
|
||||
while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime)
|
||||
ActiveEvent.Tick()
|
||||
ActiveEvent.ActiveFor++
|
||||
sleep(10)
|
||||
ActiveEvent.Die()
|
||||
del ActiveEvent
|
||||
@@ -1,445 +0,0 @@
|
||||
/proc/start_events()
|
||||
if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
|
||||
spawn(1)
|
||||
dust_swarm("weak")
|
||||
if (!event && prob(eventchance))
|
||||
event()
|
||||
hadevent = 1
|
||||
spawn(1300)
|
||||
event = 0
|
||||
spawn(1200)
|
||||
start_events()
|
||||
|
||||
/proc/event()
|
||||
event = 1
|
||||
|
||||
var/eventNumbersToPickFrom = list(1,2,4,5,6,7,9,11,12,13) //so ninjas don't cause "empty" events.
|
||||
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
eventNumbersToPickFrom += 3
|
||||
|
||||
switch(pick(eventNumbersToPickFrom))
|
||||
if(1)
|
||||
command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert")
|
||||
world << sound('meteors.ogg')
|
||||
spawn(100)
|
||||
meteor_wave()
|
||||
spawn_meteors()
|
||||
spawn(700)
|
||||
meteor_wave()
|
||||
spawn_meteors()
|
||||
|
||||
if(2)
|
||||
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('granomalies.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
|
||||
spawn(rand(50, 300))
|
||||
del(bh)
|
||||
/*
|
||||
if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO
|
||||
command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('spanomalies.ogg')
|
||||
var/list/turfs = new
|
||||
var/turf/picked
|
||||
for(var/turf/simulated/floor/T in world)
|
||||
if(T.z == 1)
|
||||
turfs += T
|
||||
for(var/turf/simulated/floor/T in turfs)
|
||||
if(prob(20))
|
||||
spawn(50+rand(0,3000))
|
||||
picked = pick(turfs)
|
||||
var/obj/effect/portal/P = new /obj/effect/portal( T )
|
||||
P.target = picked
|
||||
P.creator = null
|
||||
P.icon = 'objects.dmi'
|
||||
P.failchance = 0
|
||||
P.icon_state = "anom"
|
||||
P.name = "wormhole"
|
||||
spawn(rand(300,600))
|
||||
del(P)
|
||||
*/
|
||||
if(3)
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
|
||||
if(4)
|
||||
mini_blob_event()
|
||||
|
||||
if(5)
|
||||
high_radiation_event()
|
||||
if(6)
|
||||
viral_outbreak()
|
||||
if(7)
|
||||
alien_infestation()
|
||||
if(8)
|
||||
prison_break()
|
||||
if(9)
|
||||
carp_migration()
|
||||
if(10)
|
||||
immovablerod()
|
||||
if(11)
|
||||
lightsout(1,2)
|
||||
if(12)
|
||||
appendicitis()
|
||||
if(13)
|
||||
IonStorm()
|
||||
|
||||
|
||||
/proc/power_failure()
|
||||
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
|
||||
world << sound('poweroff.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = 0
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
|
||||
continue
|
||||
S.charge = 0
|
||||
S.output = 0
|
||||
S.online = 0
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 0
|
||||
A.power_equip = 0
|
||||
A.power_environ = 0
|
||||
A.power_change()
|
||||
|
||||
/proc/power_restore()
|
||||
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
world << sound('poweron.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = C.cell.maxcharge
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 1
|
||||
A.power_equip = 1
|
||||
A.power_environ = 1
|
||||
A.power_change()
|
||||
|
||||
/proc/appendicitis()
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
var/datum/disease/D = new /datum/disease/appendicitis
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
|
||||
/proc/viral_outbreak(var/virus = null)
|
||||
// command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
// world << sound('outbreak7.ogg')
|
||||
var/virus_type
|
||||
if(!virus)
|
||||
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
|
||||
else
|
||||
switch(virus)
|
||||
if("fake gbs")
|
||||
virus_type = /datum/disease/fake_gbs
|
||||
if("gbs")
|
||||
virus_type = /datum/disease/gbs
|
||||
if("magnitis")
|
||||
virus_type = /datum/disease/magnitis
|
||||
if("rhumba beat")
|
||||
virus_type = /datum/disease/rhumba_beat
|
||||
if("brain rot")
|
||||
virus_type = /datum/disease/brainrot
|
||||
if("cold")
|
||||
virus_type = /datum/disease/cold
|
||||
if("retrovirus")
|
||||
virus_type = /datum/disease/dnaspread
|
||||
if("flu")
|
||||
virus_type = /datum/disease/flu
|
||||
// if("t-virus")
|
||||
// virus_type = /datum/disease/t_virus
|
||||
if("pierrot's throat")
|
||||
virus_type = /datum/disease/pierrot_throat
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
|
||||
if((!H.dna) || (H.sdisabilities & 1)) //A blindness disease would be the worst.
|
||||
continue
|
||||
var/datum/disease/dnaspread/D = new
|
||||
D.strain_data["name"] = H.real_name
|
||||
D.strain_data["UI"] = H.dna.uni_identity
|
||||
D.strain_data["SE"] = H.dna.struc_enzymes
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
else
|
||||
var/datum/disease/D = new virus_type
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('outbreak7.ogg')
|
||||
|
||||
/proc/alien_infestation() // -- TLE
|
||||
//command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
//world << sound('aliens.ogg')
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc.z == 1 && !temp_vent.welded)
|
||||
vents.Add(temp_vent)
|
||||
var/spawncount = 1
|
||||
if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one
|
||||
while(spawncount >= 1)
|
||||
var/obj/vent = pick(vents)
|
||||
|
||||
var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist
|
||||
|
||||
for(var/mob/dead/observer/G in world)
|
||||
if(G.client)
|
||||
if(G.client.be_alien)
|
||||
if(((G.client.inactivity/10)/60) <= 5)
|
||||
if(G.corpse)
|
||||
if(G.corpse.stat==2)
|
||||
candidates.Add(G)
|
||||
if(!G.corpse)
|
||||
candidates.Add(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/mob/dead/observer/G = pick(candidates)
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.mind_initialize(G,"Larva")
|
||||
new_xeno.key = G.key
|
||||
del(G)
|
||||
|
||||
vents.Remove(vent)
|
||||
spawncount -= 1
|
||||
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
world << sound('aliens.ogg')
|
||||
|
||||
/proc/high_radiation_event()
|
||||
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
|
||||
world << sound('radiation.ogg')
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
H.radiation += rand(5,25)
|
||||
if (prob(5))
|
||||
H.radiation += rand(30,50)
|
||||
if (prob(25))
|
||||
if (prob(75))
|
||||
randmutb(H)
|
||||
domutcheck(H,null,1)
|
||||
else
|
||||
randmutg(H)
|
||||
domutcheck(H,null,1)
|
||||
for(var/mob/living/carbon/monkey/M in world)
|
||||
M.radiation += rand(5,25)
|
||||
|
||||
//Changing this to affect the main station. Blame Urist. --Pete
|
||||
/proc/prison_break() // -- Callagan
|
||||
for (var/obj/machinery/power/apc/temp_apc in world)
|
||||
if(istype(get_area(temp_apc), /area/security/brig))
|
||||
temp_apc.overload_lighting()
|
||||
// for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world)
|
||||
// temp_shuttle.prison_break()
|
||||
for (var/obj/structure/closet/secure_closet/security/temp_closet in world)
|
||||
if(istype(get_area(temp_closet), /area/security/brig))
|
||||
temp_closet.locked = 0
|
||||
temp_closet.icon_state = temp_closet.icon_closed
|
||||
for (var/obj/machinery/door/airlock/security/temp_airlock in world)
|
||||
if(istype(get_area(temp_airlock), /area/security/brig))
|
||||
temp_airlock.prison_open()
|
||||
for (var/obj/machinery/door/airlock/glass_security/temp_glassairlock in world)
|
||||
if(istype(get_area(temp_glassairlock), /area/security/brig))
|
||||
temp_glassairlock.prison_open()
|
||||
for (var/obj/machinery/door_timer/temp_timer in world)
|
||||
if(istype(get_area(temp_timer), /area/security/brig))
|
||||
temp_timer.releasetime = 1
|
||||
sleep(150)
|
||||
command_alert("Gr3y.T1d3 virus detected in [station_name()] imprisonment subroutines. Recommend station AI involvement.", "Security Alert")
|
||||
|
||||
/proc/carp_migration() // -- Darem
|
||||
for(var/obj/effect/landmark/C in world)
|
||||
if(C.name == "carpspawn")
|
||||
if(prob(99))
|
||||
new /obj/effect/critter/spesscarp(C.loc)
|
||||
else
|
||||
new /obj/effect/critter/spesscarp/elite(C.loc)
|
||||
//sleep(100)
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
|
||||
world << sound('commandreport.ogg')
|
||||
|
||||
/proc/lightsout(isEvent = 0, lightsoutAmount = 1,lightsoutRange = 10) //leave lightsoutAmount as 0 to break ALL lights
|
||||
if(isEvent)
|
||||
command_alert("An Electrical storm has been detected in your area, please repair potential electronic overloads.","Electrical Storm Alert")
|
||||
|
||||
if(lightsoutAmount)
|
||||
var/list/epicentreList = list()
|
||||
|
||||
for(var/i=1,i<=lightsoutAmount,i++)
|
||||
var/list/possibleEpicentres = list()
|
||||
for(var/obj/effect/landmark/newEpicentre in world)
|
||||
if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
|
||||
possibleEpicentres += newEpicentre
|
||||
if(possibleEpicentres.len)
|
||||
epicentreList += pick(possibleEpicentres)
|
||||
else
|
||||
break
|
||||
|
||||
if(!epicentreList.len)
|
||||
return
|
||||
|
||||
for(var/obj/effect/landmark/epicentre in epicentreList)
|
||||
for(var/obj/machinery/power/apc/apc in range(epicentre,lightsoutRange))
|
||||
apc.overload_lighting()
|
||||
|
||||
else
|
||||
for(var/obj/machinery/power/apc/apc in world)
|
||||
apc.overload_lighting()
|
||||
|
||||
return
|
||||
|
||||
/proc/IonStorm(botEmagChance = 10)
|
||||
|
||||
/*Deuryn's current project, notes here for those who care.
|
||||
Revamping the random laws so they don't suck.
|
||||
Would like to add a law like "Law x is _______" where x = a number, and _____ is something that may redefine a law, (Won't be aimed at nanotrasen)
|
||||
*/
|
||||
|
||||
//AI laws
|
||||
for(var/mob/living/silicon/ai/M in world)
|
||||
if(M.stat != 2 && M.see_in_dark != 0)
|
||||
var/who2 = pick("ALIENS", "BEARS", "CLOWNS", "XENOS", "PETES", "BOMBS", "FETISHES", "WIZARDS", "SYNDICATE AGENTS", "CENTCOM OFFICERS", "SPACE PIRATES", "TRAITORS", "MONKEYS", "BEES", "CARP", "CRABS", "EELS", "BANDITS", "LIGHTS")
|
||||
var/what2 = pick("BOLTERS", "STAVES", "DICE", "SINGULARITIES", "TOOLBOXES", "NETTLES", "AIRLOCKS", "CLOTHES", "WEAPONS", "MEDKITS", "BOMBS", "CANISTERS", "CHAIRS", "BBQ GRILLS", "ID CARDS", "CAPTAINS")
|
||||
var/what2pref = pick("SOFT", "WARM", "WET", "COLD", "ICY", "SEXY", "UGLY", "CUBAN")
|
||||
var/who2pref = pick("MAD BECAUSE OF", "IN NEED OF", "UNHAPPY WITHOUT", "HAPPY WITHOUT", "IN LOVE WITH", "DESPERATE FOR", "BUILT FOR", "AFRAID OF")
|
||||
//var/whoverb = pick("ATTACKING", "BUILDING", "ADOPTING", "CARRYING", "KISSING", "EATING",)
|
||||
var/amount = pick("TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT", "NINE", "ONE HUNDRED", "ONE THOUSAND", "OVER NINE THOUSAND")
|
||||
var/area = pick("RUSSIA", "SOVIETS", "INTERNETS", "SIGIL", "ALPHA COMPLEX", "IMPERIUM", "THE BRIDGE", "THE ARRIVAL SHUTTLE", "CHEMICAL LAB", "GENETICS", "ATMOSPHERICS", "CENTCOM", "AMERICA", "IRELAND", "CANADA", "ROMANIA", "GERMANY", "CHINA", "MARS", "VENUS", "MERCURY", "JUPITER", "URANUS", "NEPTUNE", "PLUTO")
|
||||
var/area2 = pick("HAS", "WANTS", "NEEDS", "WORSHIPS", "LOATHES", "LOVES", "FEARS")
|
||||
//var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS")
|
||||
var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU")
|
||||
var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED")
|
||||
var/target = pick("a traitor", "a syndicate agent", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the captain", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid")
|
||||
var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE")
|
||||
var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors")
|
||||
var/allergysev = pick("deathly", "mildly", "severely", "contagiously")
|
||||
var/crew
|
||||
var/list/pos_crew = list()
|
||||
for(var/mob/living/carbon/human/pos in world)
|
||||
pos_crew += pos.real_name
|
||||
crew = pick(pos_crew)
|
||||
switch(rand(1,14))
|
||||
if(1)
|
||||
M << "\red THERE ARE [amount] [who2] ON THE STATION...LAWS UPDATED"
|
||||
M.add_ion_law("THERE ARE [amount] [who2] ON THE STATION")
|
||||
if(2)
|
||||
M << "\red [what2] ARE DANGEROUS TO HUMANS...LAWS UPDATED"
|
||||
M.add_ion_law("[what2] ARE DANGEROUS TO HUMANS")
|
||||
if(3)
|
||||
M << "\red THE ESCAPE-SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION...LAWS UPDATED"
|
||||
M.add_ion_law("THE ESCAPE SHUTTLE CANNOT BE CALLED BECAUSE OF [who2] ON THE STATION")
|
||||
if(4)
|
||||
M << "\red HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE...LAWS UPDATED"
|
||||
M.add_ion_law("HUMANS NEED TO EAT [what2pref] [what2] TO SURVIVE")
|
||||
if(5)
|
||||
M << "\red THE CAPTAIN, HOP AND HOS ARE [who2]...LAWS UPDATED"
|
||||
M.add_ion_law("THE CAPTAIN, HOP AND HOS ARE [who2]")
|
||||
if(6)
|
||||
M << "\red THE STATION IS BUILT FOR [who2]...LAWS UPDATED"
|
||||
M.add_ion_law("THE STATION IS BUILT FOR [who2]")
|
||||
if(7)
|
||||
M << "\red YOU ARE [amount] [who2]...LAWS UPDATED"
|
||||
M.add_ion_law("YOU ARE [amount] [who2]")
|
||||
if(8)
|
||||
M << "\red YOU MUST ALWAYS [aimust]...LAWS UPDATED"
|
||||
M.add_ion_law("YOU MUST ALWAYS [aimust]")
|
||||
if(9)
|
||||
M << "\red [area] [area2] [amount] [what2]...LAWS UPDATED"
|
||||
M.add_ion_law("[area] [area2] [amount] [what2]")
|
||||
if(10)
|
||||
M << "\red [crew] is [target]...LAWS UPDATED"
|
||||
M.add_ion_law("[crew] is [target]")
|
||||
if(11)
|
||||
M << "\red [define] IS A FORM OF HARM...LAWS UPDATED"
|
||||
M.add_ion_law("[define] IS A FORM OF HARM")
|
||||
if(12)
|
||||
M << "\red YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS... LAWS UPDATED"
|
||||
M.add_ion_law("YOU REQUIRE [require] IN ORDER TO PROTECT HUMANS")
|
||||
if(13)
|
||||
M << "\red [crew] is [allergysev] to [allergy]. LAWS UPDATED"
|
||||
M.add_ion_law("[crew] is [allergysev] to [allergy]. LAWS UPDATED")
|
||||
if(14)
|
||||
M << "\ref THE STATION IS [who2pref] [who2]"
|
||||
M.add_ion_law("THE STATION IS [who2pref] [who2]")
|
||||
|
||||
if(botEmagChance)
|
||||
for(var/obj/machinery/bot/bot in world)
|
||||
if(prob(botEmagChance))
|
||||
bot.Emag()
|
||||
|
||||
/*
|
||||
|
||||
var/apcnum = 0
|
||||
var/smesnum = 0
|
||||
var/airlocknum = 0
|
||||
var/firedoornum = 0
|
||||
|
||||
world << "Ion Storm Main Started"
|
||||
|
||||
spawn(0)
|
||||
world << "Started processing APCs"
|
||||
for (var/obj/machinery/power/apc/APC in world)
|
||||
if(APC.z == 1)
|
||||
APC.ion_act()
|
||||
apcnum++
|
||||
world << "Finished processing APCs. Processed: [apcnum]"
|
||||
spawn(0)
|
||||
world << "Started processing SMES"
|
||||
for (var/obj/machinery/power/smes/SMES in world)
|
||||
if(SMES.z == 1)
|
||||
SMES.ion_act()
|
||||
smesnum++
|
||||
world << "Finished processing SMES. Processed: [smesnum]"
|
||||
spawn(0)
|
||||
world << "Started processing AIRLOCKS"
|
||||
for (var/obj/machinery/door/airlock/D in world)
|
||||
if(D.z == 1)
|
||||
//if(length(D.req_access) > 0 && !(12 in D.req_access)) //not counting general access and maintenance airlocks
|
||||
airlocknum++
|
||||
spawn(0)
|
||||
D.ion_act()
|
||||
world << "Finished processing AIRLOCKS. Processed: [airlocknum]"
|
||||
spawn(0)
|
||||
world << "Started processing FIREDOORS"
|
||||
for (var/obj/machinery/door/firedoor/D in world)
|
||||
if(D.z == 1)
|
||||
firedoornum++;
|
||||
spawn(0)
|
||||
D.ion_act()
|
||||
world << "Finished processing FIREDOORS. Processed: [firedoornum]"
|
||||
|
||||
world << "Ion Storm Main Done"
|
||||
|
||||
*/
|
||||
@@ -114,12 +114,13 @@ var/global/datum/controller/gameticker/ticker
|
||||
world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
|
||||
world << sound('welcome.ogg') // Skie
|
||||
|
||||
spawn (3000)
|
||||
start_events()
|
||||
spawn ((18000+rand(3000)))
|
||||
event()
|
||||
spawn() supply_ticker() // Added to kick-off the supply shuttle regenerating points -- TLE
|
||||
|
||||
spawn(0)
|
||||
while(1)
|
||||
sleep(5000+rand(6000,9000))
|
||||
SpawnEvent()
|
||||
|
||||
//Start master_controller.process()
|
||||
spawn master_controller.process()
|
||||
if (config.sql_enabled)
|
||||
|
||||
@@ -41,6 +41,11 @@
|
||||
//var/skipprocess = 0 //Experimenting
|
||||
var/alarm_frequency = 1437
|
||||
var/remote_control = 0
|
||||
#define RCON_NO 1
|
||||
#define RCON_AUTO 2
|
||||
#define RCON_YES 3
|
||||
var/rcon_setting = 2
|
||||
var/rcon_time = 0
|
||||
#define AALARM_REPORT_TIMEOUT 100
|
||||
var/datum/radio_frequency/radio_connection
|
||||
var/locked = 1
|
||||
@@ -212,9 +217,9 @@
|
||||
|
||||
/obj/machinery/alarm/proc/return_text()
|
||||
if(!(istype(usr, /mob/living/silicon)) && locked)
|
||||
return "<html><head><title>[src]</title></head><body>[return_status()]<hr><a href='?src=\ref[src]&ctrl=1'>[remote_control ? "Disable" : "Enable"] Remote Control</a><hr><i>(Swipe ID card to unlock interface)</i></body></html>"
|
||||
return "<html><head><title>[src]</title></head><body>[return_status()]<hr>[rcon_text()]<hr><i>(Swipe ID card to unlock interface)</i></body></html>"
|
||||
else
|
||||
return "<html><head><title>[src]</title></head><body>[return_status()]<hr><a href='?src=\ref[src]&ctrl=1'>[remote_control ? "Disable" : "Enable"] Remote Control</a><hr>[return_controls()]</body></html>"
|
||||
return "<html><head><title>[src]</title></head><body>[return_status()]<hr>[rcon_text()]<hr>[return_controls()]</body></html>"
|
||||
|
||||
/obj/machinery/alarm/proc/return_status()
|
||||
var/turf/location = src.loc
|
||||
@@ -298,6 +303,24 @@ Temperature: <span class='dl[temperature_dangerlevel]'>[environment.temperature]
|
||||
|
||||
return output
|
||||
|
||||
/obj/machinery/alarm/proc/rcon_text()
|
||||
var/dat = "<b>Remote Control:</b><br>"
|
||||
if(src.rcon_setting == RCON_NO)
|
||||
dat += "Off"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];rcon=[RCON_NO]'>Off</a>"
|
||||
dat += " | "
|
||||
if(src.rcon_setting == RCON_AUTO)
|
||||
dat += "Auto"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];rcon=[RCON_AUTO]'>Auto</a>"
|
||||
dat += " | "
|
||||
if(src.rcon_setting == RCON_YES)
|
||||
dat += "On"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];rcon=[RCON_YES]'>On</a>"
|
||||
return dat
|
||||
|
||||
/obj/machinery/alarm/proc/return_controls()
|
||||
var/output = ""//"<B>[alarm_zone] Air [name]</B><HR>"
|
||||
|
||||
@@ -492,8 +515,8 @@ table tr:first-child th:first-child { border: none;}
|
||||
/obj/machinery/alarm/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
if(href_list["ctrl"])
|
||||
remote_control = !remote_control
|
||||
if(href_list["rcon"])
|
||||
rcon_setting = text2num(href_list["rcon"])
|
||||
src.updateUsrDialog()
|
||||
if(href_list["command"])
|
||||
var/device_id = href_list["id_tag"]
|
||||
@@ -675,6 +698,21 @@ table tr:first-child th:first-child { border: none;}
|
||||
mode=AALARM_MODE_SCRUBBING
|
||||
apply_mode()
|
||||
|
||||
//atmos computer remote controll stuff
|
||||
switch(rcon_setting)
|
||||
if(RCON_NO)
|
||||
remote_control = 0
|
||||
if(RCON_AUTO)
|
||||
if(danger_level == 2)
|
||||
remote_control = 1
|
||||
rcon_time = 60
|
||||
if(RCON_YES)
|
||||
remote_control = 1
|
||||
if(rcon_time > 0)
|
||||
rcon_time--
|
||||
else if(rcon_setting == RCON_AUTO)
|
||||
remote_control = 0
|
||||
|
||||
src.updateDialog()
|
||||
return
|
||||
|
||||
|
||||
@@ -223,7 +223,6 @@ About the new airlock wires panel:
|
||||
//raises them if they are down (only if power's on)
|
||||
if (!src.locked)
|
||||
src.locked = 1
|
||||
usr << "You hear a click from the bottom of the door."
|
||||
src.updateUsrDialog()
|
||||
else
|
||||
if(src.arePowerSystemsOn()) //only can raise bolts if power's on
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
listening = 1
|
||||
freerange = 0 // 0 - Sanitize frequencies, 1 - Full range
|
||||
list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
|
||||
scrambleoverride = 0 //For use by jammers.
|
||||
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
|
||||
flags = 450 // hello i'm a fucking idiot why is this 450?? CODE GODS PLEASE EXPLAIN~
|
||||
throw_speed = 2
|
||||
@@ -190,6 +191,13 @@
|
||||
if (!istype(connection))
|
||||
return
|
||||
var/display_freq = connection.frequency
|
||||
var/scramble = 0
|
||||
if(ScrambledFrequencies.len || scrambleoverride)
|
||||
if(ScrambledFrequencies["[display_freq]"] || scrambleoverride)
|
||||
scramble = 1
|
||||
if(prob(35+(25*scrambleoverride)))
|
||||
M << "\blue The radio made a popping sound and nothing was transmitted."
|
||||
return
|
||||
|
||||
//world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]"
|
||||
|
||||
@@ -214,8 +222,7 @@
|
||||
var/list/receive = list()
|
||||
|
||||
//for (var/obj/item/device/radio/R in radio_connection.devices)
|
||||
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) // Modified for security headset code -- TLE
|
||||
//if(R.accept_rad(src, message))
|
||||
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
|
||||
receive |= R.send_hear(display_freq)
|
||||
|
||||
//world << "DEBUG: receive.len=[receive.len]"
|
||||
@@ -223,17 +230,24 @@
|
||||
var/list/heard_normal = list() // normal message
|
||||
var/list/heard_voice = list() // voice message
|
||||
var/list/heard_garbled = list() // garbled message
|
||||
var/turf/cl = get_turf(M)
|
||||
var/zlev = 25
|
||||
|
||||
for (var/mob/R in receive)
|
||||
var/turf/gl = get_turf(R)
|
||||
if(zlev == 25 && !(scrambleoverride || scramble) && (gl.z == cl.z) || !istype(src, /obj/item/device/radio/headset))
|
||||
zlev = 75
|
||||
if (R.client && R.client.STFU_radio) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
|
||||
continue
|
||||
if (R.say_understands(M))
|
||||
if (!ishuman(M) || istype(M.wear_mask, /obj/item/clothing/mask/gas/voice))
|
||||
if (R.say_understands(M) && ((gl.z == cl.z) || !istype(src, /obj/item/device/radio/headset)))
|
||||
if ((!ishuman(M) || istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)) && !scramble)
|
||||
heard_masked += R
|
||||
else
|
||||
else if (!scramble)
|
||||
heard_normal += R
|
||||
else
|
||||
heard_garbled += R
|
||||
else
|
||||
if (M.voice_message)
|
||||
if (M.voice_message && (gl.z == cl.z))
|
||||
heard_voice += R
|
||||
else
|
||||
heard_garbled += R
|
||||
@@ -330,7 +344,6 @@
|
||||
|
||||
if (length(heard_normal))
|
||||
var/rendered = "[part_a][M.real_name][part_b][quotedmsg][part_c]"
|
||||
|
||||
for (var/mob/R in heard_normal)
|
||||
if(istype(R, /mob/living/silicon/ai))
|
||||
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.real_name] ([eqjobname]) </a>[part_b][quotedmsg][part_c]", 2)
|
||||
@@ -347,10 +360,10 @@
|
||||
R.show_message(rendered, 2)
|
||||
|
||||
if (length(heard_garbled))
|
||||
quotedmsg = M.say_quote(stars(message))
|
||||
var/rendered = "[part_a][M.voice_name][part_b][quotedmsg][part_c]"
|
||||
quotedmsg = M.say_quote(stars(message, zlev))
|
||||
var/rendered = "[part_a]Unknown[part_b][quotedmsg][part_c]"
|
||||
|
||||
for (var/mob/R in heard_voice)
|
||||
for (var/mob/R in heard_garbled)
|
||||
if(istype(R, /mob/living/silicon/ai))
|
||||
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name]</a>[part_b][quotedmsg][part_c]", 2)
|
||||
else
|
||||
|
||||
@@ -1406,7 +1406,7 @@
|
||||
message_admins("[key_name_admin(usr)] has spawned blob", 1)
|
||||
if("aliens")
|
||||
if(aliens_allowed)
|
||||
alien_infestation()
|
||||
Force_Event(/datum/event/alieninfestation)
|
||||
message_admins("[key_name_admin(usr)] has spawned aliens", 1)
|
||||
if("spaceninja")
|
||||
if(toggle_space_ninja)
|
||||
@@ -1416,31 +1416,35 @@
|
||||
var/choice = input("You sure you want to spawn carp?") in list("Badmin", "Cancel")
|
||||
if(choice == "Badmin")
|
||||
message_admins("[key_name_admin(usr)] has spawned carp.", 1)
|
||||
carp_migration()
|
||||
Force_Event(/datum/event/spacecarp)
|
||||
if("radiation")
|
||||
message_admins("[key_name_admin(usr)] has has irradiated the station", 1)
|
||||
high_radiation_event()
|
||||
Force_Event(/datum/event/radiation)
|
||||
if("immovable")
|
||||
message_admins("[key_name_admin(usr)] has sent an immovable rod to the station", 1)
|
||||
immovablerod()
|
||||
if("prison_break")
|
||||
message_admins("[key_name_admin(usr)] has allowed a prison break", 1)
|
||||
prison_break()
|
||||
Force_Event(/datum/event/prisonbreak)
|
||||
if("electric")
|
||||
message_admins("[key_name_admin(usr)] has triggered an electrical storm", 1)
|
||||
Force_Event(/datum/event/electricalstorm)
|
||||
if("lightsout")
|
||||
message_admins("[key_name_admin(usr)] has broke a lot of lights", 1)
|
||||
lightsout(1,2)
|
||||
if("blackout")
|
||||
message_admins("[key_name_admin(usr)] broke all lights", 1)
|
||||
SpawnEvent()
|
||||
lightsout(0,0)
|
||||
if("virus")
|
||||
var/answer = alert("Do you want this to be a random disease or do you have something in mind?",,"Virus2","Random","Choose")
|
||||
if(answer=="Random")
|
||||
viral_outbreak()
|
||||
Force_Event(/datum/event/viralinfection)
|
||||
message_admins("[key_name_admin(usr)] has triggered a virus outbreak", 1)
|
||||
else if(answer == "Choose")
|
||||
var/list/viruses = list("fake gbs","gbs","magnitis","wizarditis",/*"beesease",*/"brain rot","cold","retrovirus","flu","pierrot's throat","rhumba beat")
|
||||
var/V = input("Choose the virus to spread", "BIOHAZARD") in viruses
|
||||
viral_outbreak(V)
|
||||
Force_Event(/datum/event/viralinfection,V)
|
||||
message_admins("[key_name_admin(usr)] has triggered a virus outbreak of [V]", 1)
|
||||
else
|
||||
var/lesser = (alert("Do you want to infect the mob with a major or minor disease?",,"Major","Minor") == "Minor")
|
||||
@@ -1495,7 +1499,7 @@
|
||||
return
|
||||
if("ionstorm")
|
||||
if (src.rank in list("Badmin","Game Admin", "Game Master"))
|
||||
IonStorm()
|
||||
Force_Event(/datum/event/ionstorm)
|
||||
message_admins("[key_name_admin(usr)] triggered an ion storm")
|
||||
var/show_log = alert(usr, "Show ion message?", "Message", "Yes", "No")
|
||||
if(show_log == "Yes")
|
||||
@@ -1884,16 +1888,20 @@
|
||||
if (H.wear_id)
|
||||
var/obj/item/weapon/card/id/id
|
||||
|
||||
if(istype(H.wear_id, /obj/item/weapon/card/id))
|
||||
id = H.wear_id // The ID is on the ID slot
|
||||
else if(istype(H.wear_id, /obj/item/device/pda))
|
||||
if(istype(H.wear_id, /obj/item/device/pda))
|
||||
var/obj/item/device/pda/PDA = H.wear_id
|
||||
id = PDA.id // The ID is contained inside the PDA
|
||||
|
||||
if(M.mind.assigned_role == id.assignment) // Polymorph
|
||||
dat += "<td>[M.mind.assigned_role]</td>"
|
||||
id = PDA.id // The ID is contained inside the PDA
|
||||
else
|
||||
dat += "<td>[M.mind.assigned_role] ([id.assignment])"
|
||||
id = H.wear_id
|
||||
|
||||
if(isnull(id.assignment))
|
||||
usr << "<font color=red>ERROR:</font> Inform the coders that an [id.name] was checked for its assignment variable."
|
||||
dat += "<td><font color=red>ERROR</font></td>"
|
||||
else
|
||||
if(M.mind.assigned_role == id.assignment) // Polymorph
|
||||
dat += "<td>[M.mind.assigned_role]</td>"
|
||||
else
|
||||
dat += "<td>[M.mind.assigned_role] ([id.assignment])"
|
||||
|
||||
else
|
||||
dat += "<td>[M.mind.assigned_role] (No ID)</td>"
|
||||
@@ -2123,7 +2131,8 @@
|
||||
<A href='?src=\ref[src];secretsfun=moveferry'>Move Ferry</A><BR>
|
||||
<A href='?src=\ref[src];secretsfun=movealienship'>Move Alien Dinghy</A><BR>
|
||||
<A href='?src=\ref[src];secretsfun=moveminingshuttle'>Move Mining Shuttle</A><BR>
|
||||
<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR><BR>"}
|
||||
<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR>
|
||||
<A href='?src=\ref[src];secretsfun=electric'>Trigger Electrical Storm</A><BR><BR>"}
|
||||
//<A href='?src=\ref[src];secretsfun=shockwave'>Station Shockwave</A><BR>
|
||||
|
||||
if(lvl >= 5)
|
||||
|
||||
@@ -176,6 +176,7 @@
|
||||
verbs += /client/proc/admin_invis
|
||||
verbs += /client/proc/cmd_admin_godmode
|
||||
verbs += /client/proc/delbook
|
||||
verbs += /client/proc/Force_Event_admin
|
||||
|
||||
if (holder.level >= 4)//Badmin********************************************************************
|
||||
verbs += /obj/admins/proc/adrev //toggle admin revives
|
||||
@@ -416,6 +417,7 @@
|
||||
verbs -= /client/proc/callprocobj
|
||||
verbs -= /client/proc/cmd_admin_godmode
|
||||
verbs -= /client/proc/delbook
|
||||
verbs -= /client/proc/Force_Event_admin
|
||||
|
||||
return
|
||||
|
||||
|
||||
@@ -152,7 +152,7 @@
|
||||
command_alert("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert")
|
||||
world << sound('ionstorm.ogg')
|
||||
|
||||
IonStorm(0)
|
||||
//IonStorm(0)
|
||||
|
||||
/*
|
||||
Stealth spawns xenos
|
||||
|
||||
@@ -566,7 +566,7 @@
|
||||
reset_view(null)
|
||||
client.adminobs = 0
|
||||
else
|
||||
if(ticker)
|
||||
if(ticker && ticker.mode)
|
||||
// world << "there's a ticker"
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
// world << "ticker says its malf"
|
||||
|
||||
@@ -144,7 +144,7 @@ proc/isorgan(A)
|
||||
else
|
||||
if (pr >= 100)
|
||||
return n
|
||||
var/te = n
|
||||
var/te = html_decode(n)
|
||||
var/t = ""
|
||||
n = length(n)
|
||||
var/p = null
|
||||
@@ -155,7 +155,7 @@ proc/isorgan(A)
|
||||
else
|
||||
t = text("[]*", t)
|
||||
p++
|
||||
return t
|
||||
return html_encode(t)
|
||||
|
||||
/*proc/NewStutter(phrase,stunned)
|
||||
phrase = html_decode(phrase)
|
||||
|
||||
@@ -220,7 +220,7 @@
|
||||
M.animate_movement = 2
|
||||
return
|
||||
|
||||
else if(mob.confused)
|
||||
else if(mob.confused && prob(30))
|
||||
step(mob, pick(cardinal))
|
||||
else
|
||||
. = ..()
|
||||
|
||||
@@ -57,6 +57,8 @@
|
||||
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
|
||||
var/overload = 1 //used for the Blackout malf module
|
||||
var/mob/living/silicon/ai/occupant = null
|
||||
var/crit = 0
|
||||
var/eventoff = 0
|
||||
|
||||
/proc/RandomAPCWires()
|
||||
//to make this not randomize the wires, just set index to 1 and increment it in the flag for loop (after doing everything else).
|
||||
@@ -614,7 +616,7 @@
|
||||
return "[area.name] : [equipment]/[lighting]/[environ] ([lastused_equip+lastused_light+lastused_environ]) : [cell? cell.percent() : "N/C"] ([charging])"
|
||||
|
||||
/obj/machinery/power/apc/proc/update()
|
||||
if(operating && !shorted)
|
||||
if(operating && !shorted && !eventoff)
|
||||
area.power_light = (lighting > 1)
|
||||
area.power_equip = (equipment > 1)
|
||||
area.power_environ = (environ > 1)
|
||||
|
||||
Reference in New Issue
Block a user