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https://github.com/PolarisSS13/Polaris.git
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Gadgets & Gizmos (#7786)
* Adds various objects for explorers / antagonists. * T A G S * Mend
This commit is contained in:
@@ -150,6 +150,8 @@
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#define MAT_GRAPHITE "graphite"
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#define MAT_LEATHER "leather"
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#define MAT_CHITIN "chitin"
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#define MAT_CLOTH "cloth"
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#define MAT_SYNCLOTH "syncloth"
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#define SHARD_SHARD "shard"
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#define SHARD_SHRAPNEL "shrapnel"
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@@ -26,6 +26,12 @@
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name = "mechanical trap"
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path =/obj/item/weapon/beartrap
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/datum/category_item/autolathe/devices/barbedwire
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name = "barbed wire"
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path = /obj/item/weapon/material/barbedwire
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hidden = 1
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resources = list(DEFAULT_WALL_MATERIAL = 10000)
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/datum/category_item/autolathe/devices/electropack
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name = "electropack"
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path =/obj/item/device/radio/electropack
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@@ -48,6 +48,11 @@
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path = /obj/item/weapon/reagent_containers/spray
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resources = list(MAT_PLASTIC = 2000)
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/datum/category_item/autolathe/devices/slowwire
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name = "snare wire"
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path = /obj/item/weapon/material/barbedwire/plastic
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resources = list(MAT_PLASTIC = 10000)
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/datum/category_item/autolathe/tools/spraynozzle
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name = "spray nozzle"
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path = /obj/item/weapon/reagent_containers/spray
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@@ -86,6 +86,12 @@
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desc = "A device which is capable of disrupting subspace communications, preventing the use of headsets, PDAs, and communicators within \
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a radius of seven meters. It runs off weapon cells, which can be replaced as needed. One cell will last for approximately ten minutes."
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/datum/uplink_item/item/tools/wall_elecrtifier
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name = "Wall Electrifier"
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item_cost = 10
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path = /obj/item/weapon/cell/spike
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desc = "A modified powercell which will electrify walls and reinforced floors in a 3x3 tile range around it. Always active."
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/datum/uplink_item/item/tools/emag
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name = "Cryptographic Sequencer"
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item_cost = 30
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@@ -1,5 +1,5 @@
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/datum/wires/mines
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wire_count = 6
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wire_count = 7
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randomize = TRUE
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holder_type = /obj/effect/mine
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proper_name = "Explosive Wires"
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@@ -7,6 +7,7 @@
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/datum/wires/mines/New(atom/_holder)
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wires = list(WIRE_EXPLODE, WIRE_EXPLODE_DELAY, WIRE_DISARM, WIRE_BADDISARM)
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return ..()
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#define WIRE_TRAP 64
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/datum/wires/mines/get_status()
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. = ..()
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@@ -29,7 +30,13 @@
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if(WIRE_DISARM)
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C.visible_message("[bicon(C)] *click!*", "[bicon(C)] *click!*")
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new C.mineitemtype(get_turf(C))
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var/obj/effect/mine/MI = new C.mineitemtype(get_turf(C))
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if(C.trap)
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MI.trap = C.trap
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C.trap = null
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MI.trap.forceMove(MI)
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spawn(0)
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qdel(C)
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@@ -37,6 +44,15 @@
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C.visible_message("[bicon(C)] *BEEPBEEPBEEP*", "[bicon(C)] *BEEPBEEPBEEP*")
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spawn(20)
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C.explode()
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if(WIRE_TRAP)
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C.visible_message("[bicon(C)] *click!*", "[bicon(C)] *click!*")
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if(mend)
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C.visible_message("[bicon(C)] - The mine recalibrates[C.camo_net ? ", revealing \the [C.trap] inside." : "."]")
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C.alpha = 255
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..()
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/datum/wires/mines/on_pulse(wire)
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@@ -57,6 +73,10 @@
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if(WIRE_BADDISARM)
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C.visible_message("[bicon(C)] *ping*", "[bicon(C)] *ping*")
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if(WIRE_TRAP)
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C.visible_message("[bicon(C)] *ping*", "[bicon(C)] *ping*")
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..()
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/datum/wires/mines/interactable(mob/user)
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@@ -1,111 +1,8 @@
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/*
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CONTAINS:
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Deployable items
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Barricades
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*/
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//Barricades!
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/obj/structure/barricade
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name = "barricade"
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desc = "This space is blocked off by a barricade."
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icon = 'icons/obj/structures.dmi'
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icon_state = "barricade"
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anchored = 1.0
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density = 1.0
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var/health = 100
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var/maxhealth = 100
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var/datum/material/material
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/obj/structure/barricade/New(var/newloc, var/material_name)
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..(newloc)
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if(!material_name)
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material_name = "wood"
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material = get_material_by_name("[material_name]")
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if(!material)
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qdel(src)
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return
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name = "[material.display_name] barricade"
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desc = "This space is blocked off by a barricade made of [material.display_name]."
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color = material.icon_colour
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maxhealth = material.integrity
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health = maxhealth
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/obj/structure/barricade/get_material()
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return material
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/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
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user.setClickCooldown(user.get_attack_speed(W))
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if(istype(W, /obj/item/stack))
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var/obj/item/stack/D = W
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if(D.get_material_name() != material.name)
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return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to.
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if(health < maxhealth)
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if(D.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one sheet of [material.display_name] to repair \the [src].</span>")
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return
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visible_message("<span class='notice'>[user] begins to repair \the [src].</span>")
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if(do_after(user,20) && health < maxhealth)
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if(D.use(1))
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health = maxhealth
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visible_message("<span class='notice'>[user] repairs \the [src].</span>")
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return
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return
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else
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switch(W.damtype)
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if("fire")
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health -= W.force * 1
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if("brute")
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health -= W.force * 0.75
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if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
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playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
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else
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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CheckHealth()
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..()
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/obj/structure/barricade/proc/CheckHealth()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/barricade/take_damage(var/damage)
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health -= damage
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CheckHealth()
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return
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/obj/structure/barricade/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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if(material == get_material_by_name("resin"))
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playsound(src, 'sound/effects/attackblob.ogg', 100, 1)
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else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
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playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
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else
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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user.do_attack_animation(src)
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health -= damage
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CheckHealth()
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return
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/obj/structure/barricade/proc/dismantle()
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material.place_dismantled_product(get_turf(src))
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visible_message("<span class='danger'>\The [src] falls apart!</span>")
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qdel(src)
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return
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/obj/structure/barricade/ex_act(severity)
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switch(severity)
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if(1.0)
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dismantle()
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if(2.0)
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health -= 25
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CheckHealth()
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/obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return TRUE
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return FALSE
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//Actual Deployable machinery stuff
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/obj/machinery/deployable
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name = "deployable"
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desc = "deployable"
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@@ -7,16 +7,32 @@
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icon_state = "uglymine"
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var/triggered = 0
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var/smoke_strength = 3
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var/mineitemtype = /obj/item/weapon/mine
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var/obj/item/weapon/mine/mineitemtype = /obj/item/weapon/mine
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var/panel_open = 0
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var/datum/wires/mines/wires = null
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register_as_dangerous_object = TRUE
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var/camo_net = FALSE // Will the mine 'cloak' on deployment?
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// The trap item will be triggered in some manner when detonating. Default only checks for grenades.
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var/obj/item/trap = null
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/obj/effect/mine/New()
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icon_state = "uglyminearmed"
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wires = new(src)
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if(ispath(trap))
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trap = new trap(src)
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/obj/effect/mine/Initialize()
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..()
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if(camo_net)
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alpha = 50
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/obj/effect/mine/Destroy()
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if(trap)
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QDEL_NULL(trap)
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qdel_null(wires)
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return ..()
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@@ -25,11 +41,33 @@
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triggered = 1
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s.set_up(3, 1, src)
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s.start()
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if(trap)
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trigger_trap(M)
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visible_message("\The [src.name] flashes as it is triggered!")
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else
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explosion(loc, 0, 2, 3, 4) //land mines are dangerous, folks.
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visible_message("\The [src.name] detonates!")
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qdel(s)
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qdel(src)
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/obj/effect/mine/proc/trigger_trap(var/mob/living/victim)
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if(istype(trap, /obj/item/weapon/grenade))
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var/obj/item/weapon/grenade/G = trap
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trap = null
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G.forceMove(get_turf(src))
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if(victim.ckey)
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msg_admin_attack("[key_name_admin(victim)] stepped on \a [src.name], triggering [trap]")
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G.activate()
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if(istype(trap, /obj/item/device/transfer_valve))
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var/obj/item/device/transfer_valve/TV = trap
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trap = null
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TV.forceMove(get_turf(src))
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TV.toggle_valve()
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/obj/effect/mine/bullet_act()
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if(prob(50))
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explode()
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@@ -63,6 +101,9 @@
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"<span class='notice'>You very carefully screw the mine's panel [panel_open ? "open" : "closed"].</span>")
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playsound(src, W.usesound, 50, 1)
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// Panel open, stay uncloaked, or uncloak if already cloaked. If you don't cloak on place, ignore it and just be normal alpha.
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alpha = camo_net ? (panel_open ? 255 : 50) : 255
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else if((W.is_wirecutter() || istype(W, /obj/item/device/multitool)) && panel_open)
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interact(user)
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else
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@@ -74,6 +115,9 @@
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user.set_machine(src)
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wires.Interact(user)
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/obj/effect/mine/camo
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camo_net = TRUE
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/obj/effect/mine/dnascramble
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mineitemtype = /obj/item/weapon/mine/dnascramble
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@@ -193,6 +237,9 @@
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spawn(0)
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qdel(src)
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/obj/effect/mine/emp/camo
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camo_net = TRUE
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/obj/effect/mine/incendiary
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mineitemtype = /obj/item/weapon/mine/incendiary
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@@ -208,6 +255,26 @@
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spawn(0)
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qdel(src)
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/obj/effect/mine/gadget
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mineitemtype = /obj/item/weapon/mine/gadget
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/obj/effect/mine/gadget/explode(var/mob/living/M)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
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triggered = 1
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s.set_up(3, 1, src)
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s.start()
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if(trap)
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trigger_trap(M)
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visible_message("\The [src.name] flashes as it is triggered!")
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else
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explosion(loc, 0, 0, 2, 2)
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visible_message("\The [src.name] detonates!")
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qdel(s)
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qdel(src)
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/////////////////////////////////////////////
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// The held item version of the above mines
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/////////////////////////////////////////////
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@@ -219,6 +286,10 @@
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var/countdown = 10
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var/minetype = /obj/effect/mine //This MUST be an /obj/effect/mine type, or it'll runtime.
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var/obj/item/trap = null
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var/list/allowed_gadgets = null
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/obj/item/weapon/mine/attack_self(mob/user as mob) // You do not want to move or throw a land mine while priming it... Explosives + Sudden Movement = Bad Times
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add_fingerprint(user)
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msg_admin_attack("[key_name_admin(user)] primed \a [src]")
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@@ -231,11 +302,39 @@
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prime(user, TRUE)
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return
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/obj/item/weapon/mine/attackby(obj/item/W as obj, mob/living/user as mob)
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if(W.is_screwdriver() && trap)
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to_chat(user, "<span class='notice'>You begin removing \the [trap].</span>")
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if(do_after(user, 10 SECONDS))
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to_chat(user, "<span class='notice'>You finish disconnecting the mine's trigger.</span>")
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trap.forceMove(get_turf(src))
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trap = null
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return
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if(LAZYLEN(allowed_gadgets) && !trap)
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var/allowed = FALSE
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for(var/path in allowed_gadgets)
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if(istype(W, path))
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allowed = TRUE
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break
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if(allowed)
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user.drop_from_inventory(W)
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W.forceMove(src)
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trap = W
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..()
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/obj/item/weapon/mine/proc/prime(mob/user as mob, var/explode_now = FALSE)
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visible_message("\The [src.name] beeps as the priming sequence completes.")
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var/obj/effect/mine/R = new minetype(get_turf(src))
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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if(trap)
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R.trap = trap
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trap = null
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R.trap.forceMove(R)
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if(explode_now)
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R.explode(user)
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spawn(0)
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@@ -286,6 +385,12 @@
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desc = "A small explosive mine with a fire symbol on the side."
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minetype = /obj/effect/mine/incendiary
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/obj/item/weapon/mine/gadget
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name = "gadget mine"
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desc = "A small pressure-triggered device. If no component is added, the internal release bolts will detonate in unison when triggered."
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allowed_gadgets = list(/obj/item/weapon/grenade, /obj/item/device/transfer_valve)
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// This tells AI mobs to not be dumb and step on mines willingly.
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/obj/item/weapon/mine/is_safe_to_step(mob/living/L)
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if(!L.hovering)
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@@ -88,6 +88,14 @@
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if(get_dist(user, src) == 0)
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. += "It has a tiny camera inside. Needs to be both configured and brought in contact with monitor device to be fully functional."
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/obj/item/device/camerabug/update_icon()
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..()
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if(anchored) // Standard versions are relatively obvious if not hidden in a container. Anchoring them is advised, to disguise them.
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alpha = 50
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else
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alpha = 255
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/obj/item/device/camerabug/attackby(obj/item/W as obj, mob/living/user as mob)
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if(istype(W, /obj/item/device/bug_monitor))
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var/obj/item/device/bug_monitor/SM = W
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@@ -101,6 +109,15 @@
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linkedmonitor = null
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else
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to_chat(user, "Error: The device is linked to another monitor.")
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else if(W.is_wrench() && user.a_intent != I_HURT)
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if(isturf(loc))
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anchored = !anchored
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to_chat(user, "<span class='notice'>You [anchored ? "" : "un"]secure \the [src].</span>")
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update_icon()
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return
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else
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if(W.force >= 5)
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visible_message("\The [src] lens shatters!")
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@@ -56,3 +56,6 @@
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name = "Bandage Synthesizer"
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max_energy = 10
|
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recharge_rate = 1
|
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/datum/matter_synth/cloth
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name = "Cloth Synthesizer"
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158
code/game/objects/items/stacks/sandbags.dm
Normal file
158
code/game/objects/items/stacks/sandbags.dm
Normal file
@@ -0,0 +1,158 @@
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/obj/item/stack/sandbags
|
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name = "sandbag"
|
||||
desc = "Filled sandbags. Fortunately pre-filled."
|
||||
singular_name = "sandbag"
|
||||
icon = 'icons/obj/sandbags.dmi'
|
||||
icon_state = "sandbag"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 10.0
|
||||
throwforce = 20.0
|
||||
throw_speed = 5
|
||||
throw_range = 3
|
||||
drop_sound = 'sound/items/drop/clothing.ogg'
|
||||
pickup_sound = 'sound/items/pickup/clothing.ogg'
|
||||
matter = list(MAT_CLOTH = SHEET_MATERIAL_AMOUNT * 2)
|
||||
max_amount = 30
|
||||
attack_verb = list("hit", "bludgeoned", "pillowed")
|
||||
no_variants = TRUE
|
||||
stacktype = /obj/item/stack/sandbags
|
||||
|
||||
pass_color = TRUE
|
||||
|
||||
var/bag_material = "cloth"
|
||||
|
||||
/obj/item/stack/sandbags/cyborg
|
||||
name = "sandbag synthesizer"
|
||||
desc = "A device that makes filled sandbags. Don't ask how."
|
||||
gender = NEUTER
|
||||
matter = null
|
||||
uses_charge = 1
|
||||
charge_costs = list(500)
|
||||
stacktype = /obj/item/stack/sandbags
|
||||
|
||||
bag_material = MAT_SYNCLOTH
|
||||
|
||||
/obj/item/stack/sandbags/New(var/newloc, var/amt, var/bag_mat)
|
||||
..()
|
||||
recipes = sandbag_recipes
|
||||
update_icon()
|
||||
|
||||
if(bag_mat)
|
||||
bag_material = bag_mat
|
||||
|
||||
var/datum/material/M = get_material_by_name("[bag_material]")
|
||||
if(!M)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
color = M.icon_colour
|
||||
|
||||
/obj/item/stack/sandbags/update_icon()
|
||||
var/amount = get_amount()
|
||||
|
||||
slowdown = round(amount / 10, 0.1)
|
||||
|
||||
var/global/list/datum/stack_recipe/sandbag_recipes = list( \
|
||||
new/datum/stack_recipe("barricade", /obj/structure/barricade/sandbag, 3, time = 5 SECONDS, one_per_turf = 1, on_floor = 1, pass_stack_color = TRUE))
|
||||
|
||||
/obj/item/stack/sandbags/produce_recipe(datum/stack_recipe/recipe, var/quantity, mob/user)
|
||||
var/required = quantity*recipe.req_amount
|
||||
var/produced = min(quantity*recipe.res_amount, recipe.max_res_amount)
|
||||
|
||||
if (!can_use(required))
|
||||
if (produced>1)
|
||||
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [produced] [recipe.title]\s!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You haven't got enough [src] to build \the [recipe.title]!</span>")
|
||||
return
|
||||
|
||||
if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc))
|
||||
to_chat(user, "<span class='warning'>There is another [recipe.title] here!</span>")
|
||||
return
|
||||
|
||||
if (recipe.on_floor && !isfloor(user.loc))
|
||||
to_chat(user, "<span class='warning'>\The [recipe.title] must be constructed on the floor!</span>")
|
||||
return
|
||||
|
||||
if (recipe.time)
|
||||
to_chat(user, "<span class='notice'>Building [recipe.title] ...</span>")
|
||||
if (!do_after(user, recipe.time))
|
||||
return
|
||||
|
||||
if (use(required))
|
||||
var/atom/O = new recipe.result_type(user.loc, bag_material)
|
||||
|
||||
if(istype(O, /obj))
|
||||
var/obj/Ob = O
|
||||
|
||||
if(LAZYLEN(Ob.matter)) // Law of equivalent exchange.
|
||||
Ob.matter.Cut()
|
||||
|
||||
else
|
||||
Ob.matter = list()
|
||||
|
||||
var/mattermult = istype(Ob, /obj/item) ? min(2000, 400 * Ob.w_class) : 2000
|
||||
|
||||
Ob.matter[recipe.use_material] = mattermult / produced * required
|
||||
|
||||
O.set_dir(user.dir)
|
||||
O.add_fingerprint(user)
|
||||
|
||||
if (istype(O, /obj/item/stack))
|
||||
var/obj/item/stack/S = O
|
||||
S.amount = produced
|
||||
S.add_to_stacks(user)
|
||||
|
||||
if (istype(O, /obj/item/weapon/storage)) //BubbleWrap - so newly formed boxes are empty
|
||||
for (var/obj/item/I in O)
|
||||
qdel(I)
|
||||
|
||||
if ((pass_color || recipe.pass_color))
|
||||
if(!color)
|
||||
if(recipe.use_material)
|
||||
var/datum/material/MAT = get_material_by_name(recipe.use_material)
|
||||
if(MAT.icon_colour)
|
||||
O.color = MAT.icon_colour
|
||||
else
|
||||
return
|
||||
else
|
||||
O.color = color
|
||||
|
||||
// Empty bags. Yes, you need to fill them.
|
||||
|
||||
/obj/item/stack/emptysandbag
|
||||
name = "sandbag"
|
||||
desc = "Empty sandbags. You know what must be done."
|
||||
singular_name = "sandbag"
|
||||
icon = 'icons/obj/sandbags.dmi'
|
||||
icon_state = "sandbag_e"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
|
||||
strict_color_stacking = TRUE
|
||||
max_amount = 30
|
||||
stacktype = /obj/item/stack/emptysandbag
|
||||
|
||||
pass_color = TRUE
|
||||
|
||||
var/bag_material = "cloth"
|
||||
|
||||
/obj/item/stack/emptysandbag/New(var/newloc, var/amt, var/bag_mat)
|
||||
..(newloc, amt)
|
||||
|
||||
if(bag_mat)
|
||||
bag_material = bag_mat
|
||||
|
||||
var/datum/material/M = get_material_by_name("[bag_material]")
|
||||
if(!M)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
color = M.icon_colour
|
||||
|
||||
/obj/item/stack/emptysandbag/attack_self(var/mob/user)
|
||||
while(do_after(user, 1 SECOND) && can_use(1) && istype(get_turf(src), /turf/simulated/floor/outdoors))
|
||||
use(1)
|
||||
var/obj/item/stack/sandbags/SB = new (get_turf(src), 1, bag_material)
|
||||
SB.color = color
|
||||
if(user)
|
||||
to_chat(user, "<span class='notice'>You fill a sandbag.</span>")
|
||||
@@ -97,6 +97,8 @@
|
||||
|
||||
/obj/item/weapon/material/proc/check_health(var/consumed)
|
||||
if(health<=0)
|
||||
health = 0
|
||||
|
||||
if(fragile)
|
||||
shatter(consumed)
|
||||
else if(!dulled && can_dull)
|
||||
|
||||
@@ -1,3 +1,9 @@
|
||||
|
||||
/*
|
||||
* Beartraps.
|
||||
* Buckles crossing individuals, doing moderate brute damage.
|
||||
*/
|
||||
|
||||
/obj/item/weapon/beartrap
|
||||
name = "mechanical trap"
|
||||
throw_speed = 2
|
||||
@@ -158,3 +164,238 @@
|
||||
color = "#C9DCE1"
|
||||
|
||||
origin_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_PHORON = 2, TECH_ARCANE = 1)
|
||||
|
||||
/*
|
||||
* Barbed-Wire.
|
||||
* Slows individuals crossing it. Barefoot individuals will be cut. Can be electrified by placing over a cable node.
|
||||
*/
|
||||
|
||||
/obj/item/weapon/material/barbedwire
|
||||
name = "barbed wire"
|
||||
desc = "A coil of wire."
|
||||
icon = 'icons/obj/trap.dmi'
|
||||
icon_state = "barbedwire"
|
||||
anchored = FALSE
|
||||
layer = TABLE_LAYER
|
||||
w_class = ITEMSIZE_LARGE
|
||||
explosion_resistance = 1
|
||||
can_dull = TRUE
|
||||
fragile = TRUE
|
||||
force_divisor = 0.20
|
||||
thrown_force_divisor = 0.25
|
||||
|
||||
sharp = TRUE
|
||||
|
||||
/obj/item/weapon/material/barbedwire/set_material(var/new_material)
|
||||
..()
|
||||
|
||||
if(!QDELETED(src))
|
||||
health = round(material.integrity / 3)
|
||||
name = (material.get_edge_damage() * force_divisor > 15) ? "[material.display_name] razor wire" : "[material.display_name] [initial(name)]"
|
||||
|
||||
/obj/item/weapon/material/barbedwire/proc/can_use(mob/user)
|
||||
return (user.IsAdvancedToolUser() && !issilicon(user) && !user.stat && !user.restrained())
|
||||
|
||||
/obj/item/weapon/material/barbedwire/attack_hand(mob/user as mob)
|
||||
if(anchored && can_use(user))
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] starts to collect \the [src].</span>",
|
||||
"<span class='notice'>You begin collecting \the [src]!</span>",
|
||||
"You hear the sound of rustling [material.name]."
|
||||
)
|
||||
playsound(src, 'sound/machines/click.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, health))
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] has collected \the [src].</span>",
|
||||
"<span class='notice'>You have collected \the [src]!</span>"
|
||||
)
|
||||
anchored = 0
|
||||
update_icon()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/barbedwire/attack_self(mob/user as mob)
|
||||
..()
|
||||
if(!anchored && can_use(user))
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] starts to deploy \the [src].</span>",
|
||||
"<span class='danger'>You begin deploying \the [src]!</span>",
|
||||
"You hear the rustling of [material.name]."
|
||||
)
|
||||
|
||||
if (do_after(user, 60))
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] has deployed \the [src].</span>",
|
||||
"<span class='danger'>You have deployed \the [src]!</span>",
|
||||
"You hear the rustling of [material.name]."
|
||||
)
|
||||
playsound(src, 'sound/items/Wirecutter.ogg',70, 1)
|
||||
spawn(2)
|
||||
playsound(src, 'sound/items/Wirecutter.ogg',40, 1)
|
||||
user.drop_from_inventory(src)
|
||||
forceMove(get_turf(src))
|
||||
anchored = 1
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/material/barbedwire/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!istype(W))
|
||||
return
|
||||
|
||||
if((W.flags & NOCONDUCT) || !shock(user, 70, pick(BP_L_HAND, BP_R_HAND)))
|
||||
user.setClickCooldown(user.get_attack_speed(W))
|
||||
user.do_attack_animation(src)
|
||||
playsound(src, 'sound/effects/grillehit.ogg', 40, 1)
|
||||
|
||||
var/inc_damage = W.force
|
||||
|
||||
if(W.is_wirecutter())
|
||||
if(!shock(user, 100, pick(BP_L_HAND, BP_R_HAND)))
|
||||
playsound(src, W.usesound, 100, 1)
|
||||
inc_damage *= 3
|
||||
|
||||
if(W.damtype != BRUTE)
|
||||
inc_damage *= 0.3
|
||||
|
||||
health -= inc_damage
|
||||
|
||||
check_health()
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/barbedwire/update_icon()
|
||||
..()
|
||||
|
||||
if(anchored)
|
||||
icon_state = "[initial(icon_state)]-out"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/weapon/material/barbedwire/Crossed(atom/movable/AM as mob|obj)
|
||||
if(AM.is_incorporeal())
|
||||
return
|
||||
if(anchored && isliving(AM))
|
||||
var/mob/living/L = AM
|
||||
if(L.m_intent == "run")
|
||||
L.visible_message(
|
||||
"<span class='danger'>[L] steps in \the [src].</span>",
|
||||
"<span class='danger'>You step in \the [src]!</span>",
|
||||
"<b>You hear a sharp rustling!</b>"
|
||||
)
|
||||
attack_mob(L)
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
/obj/item/weapon/material/barbedwire/proc/shock(mob/user as mob, prb, var/target_zone = BP_TORSO)
|
||||
if(!anchored || health == 0) // anchored/destroyed grilles are never connected
|
||||
return 0
|
||||
if(material.conductivity <= 0)
|
||||
return 0
|
||||
if(!prob(prb))
|
||||
return 0
|
||||
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
|
||||
return 0
|
||||
var/turf/T = get_turf(src)
|
||||
var/obj/structure/cable/C = T.get_cable_node()
|
||||
if(C)
|
||||
if(C.powernet)
|
||||
var/datum/powernet/PN = C.powernet
|
||||
|
||||
if(PN)
|
||||
PN.trigger_warning()
|
||||
|
||||
var/PN_damage = PN.get_electrocute_damage() * (material.conductivity / 50)
|
||||
|
||||
var/drained_energy = PN_damage * 10 / CELLRATE
|
||||
|
||||
PN.draw_power(drained_energy)
|
||||
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
var/obj/item/organ/external/affected = H.get_organ(check_zone(target_zone))
|
||||
|
||||
H.electrocute_act(PN_damage, src, H.get_siemens_coefficient_organ(affected))
|
||||
|
||||
else
|
||||
if(isliving(user))
|
||||
var/mob/living/L = user
|
||||
L.electrocute_act(PN_damage, src, 0.8)
|
||||
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
if(user.stunned)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/material/barbedwire/proc/attack_mob(mob/living/L)
|
||||
var/target_zone
|
||||
if(L.lying)
|
||||
target_zone = ran_zone()
|
||||
else
|
||||
target_zone = pick("l_foot", "r_foot", "l_leg", "r_leg")
|
||||
|
||||
//armour
|
||||
var/blocked = L.run_armor_check(target_zone, "melee")
|
||||
var/soaked = L.get_armor_soak(target_zone, "melee")
|
||||
|
||||
if(blocked >= 100)
|
||||
return
|
||||
|
||||
if(soaked >= 30)
|
||||
return
|
||||
|
||||
if(L.buckled) //wheelchairs, office chairs, rollerbeds
|
||||
return
|
||||
|
||||
shock(L, 100, target_zone)
|
||||
|
||||
L.add_modifier(/datum/modifier/entangled, 3 SECONDS)
|
||||
|
||||
if(!L.apply_damage(force * (issilicon(L) ? 0.25 : 1), BRUTE, target_zone, blocked, soaked, src, sharp, edge))
|
||||
return
|
||||
|
||||
playsound(src, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
|
||||
if(H.species.siemens_coefficient<0.5) //Thick skin.
|
||||
return
|
||||
|
||||
if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
|
||||
return
|
||||
|
||||
if(H.species.flags & NO_MINOR_CUT)
|
||||
return
|
||||
|
||||
to_chat(H, "<span class='danger'>You step directly on \the [src]!</span>")
|
||||
|
||||
var/list/check = list("l_foot", "r_foot")
|
||||
while(check.len)
|
||||
var/picked = pick(check)
|
||||
var/obj/item/organ/external/affecting = H.get_organ(picked)
|
||||
if(affecting)
|
||||
if(affecting.robotic >= ORGAN_ROBOT)
|
||||
return
|
||||
if(affecting.take_damage(force, 0))
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
if(affecting.organ_can_feel_pain())
|
||||
H.Weaken(3)
|
||||
return
|
||||
check -= picked
|
||||
|
||||
if(material.is_brittle() && prob(material.hardness))
|
||||
health = 0
|
||||
else if(!prob(material.hardness))
|
||||
health--
|
||||
check_health()
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/material/barbedwire/plastic
|
||||
name = "snare wire"
|
||||
default_material = MAT_PLASTIC
|
||||
|
||||
@@ -92,6 +92,8 @@
|
||||
return pick(prob(30);/obj/effect/mine,
|
||||
prob(25);/obj/effect/mine/frag,
|
||||
prob(25);/obj/effect/mine/emp,
|
||||
prob(15);/obj/effect/mine/camo,
|
||||
prob(15);/obj/effect/mine/emp/camo,
|
||||
prob(10);/obj/effect/mine/stun,
|
||||
prob(10);/obj/effect/mine/incendiary,)
|
||||
|
||||
|
||||
185
code/game/objects/structures/barricades.dm
Normal file
185
code/game/objects/structures/barricades.dm
Normal file
@@ -0,0 +1,185 @@
|
||||
//Barricades!
|
||||
/obj/structure/barricade
|
||||
name = "barricade"
|
||||
desc = "This space is blocked off by a barricade."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "barricade"
|
||||
anchored = 1.0
|
||||
density = 1.0
|
||||
var/health = 100
|
||||
var/maxhealth = 100
|
||||
var/datum/material/material
|
||||
|
||||
/obj/structure/barricade/New(var/newloc, var/material_name)
|
||||
..(newloc)
|
||||
if(!material_name)
|
||||
material_name = "wood"
|
||||
material = get_material_by_name("[material_name]")
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
name = "[material.display_name] barricade"
|
||||
desc = "This space is blocked off by a barricade made of [material.display_name]."
|
||||
color = material.icon_colour
|
||||
maxhealth = material.integrity
|
||||
health = maxhealth
|
||||
|
||||
/obj/structure/barricade/get_material()
|
||||
return material
|
||||
|
||||
/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
|
||||
user.setClickCooldown(user.get_attack_speed(W))
|
||||
if(istype(W, /obj/item/stack))
|
||||
var/obj/item/stack/D = W
|
||||
if(D.get_material_name() != material.name)
|
||||
return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to.
|
||||
if(health < maxhealth)
|
||||
if(D.get_amount() < 1)
|
||||
to_chat(user, "<span class='warning'>You need one sheet of [material.display_name] to repair \the [src].</span>")
|
||||
return
|
||||
visible_message("<span class='notice'>[user] begins to repair \the [src].</span>")
|
||||
if(do_after(user,20) && health < maxhealth)
|
||||
if(D.use(1))
|
||||
health = maxhealth
|
||||
visible_message("<span class='notice'>[user] repairs \the [src].</span>")
|
||||
return
|
||||
return
|
||||
else
|
||||
switch(W.damtype)
|
||||
if("fire")
|
||||
health -= W.force * 1
|
||||
if("brute")
|
||||
health -= W.force * 0.75
|
||||
if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
|
||||
playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
|
||||
else
|
||||
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
|
||||
CheckHealth()
|
||||
..()
|
||||
|
||||
/obj/structure/barricade/proc/CheckHealth()
|
||||
if(health <= 0)
|
||||
dismantle()
|
||||
|
||||
health = min(health, maxhealth)
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/barricade/take_damage(var/damage)
|
||||
health -= damage
|
||||
CheckHealth()
|
||||
return
|
||||
|
||||
/obj/structure/barricade/attack_generic(var/mob/user, var/damage, var/attack_verb)
|
||||
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
|
||||
if(material == get_material_by_name("resin"))
|
||||
playsound(src, 'sound/effects/attackblob.ogg', 100, 1)
|
||||
else if(material == (get_material_by_name(MAT_CLOTH) || get_material_by_name(MAT_SYNCLOTH)))
|
||||
playsound(src, 'sound/items/drop/clothing.ogg', 100, 1)
|
||||
else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
|
||||
playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
|
||||
else
|
||||
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
|
||||
user.do_attack_animation(src)
|
||||
health -= damage
|
||||
CheckHealth()
|
||||
return
|
||||
|
||||
/obj/structure/barricade/proc/dismantle()
|
||||
material.place_dismantled_product(get_turf(src))
|
||||
visible_message("<span class='danger'>\The [src] falls apart!</span>")
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/barricade/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
dismantle()
|
||||
if(2.0)
|
||||
health -= 25
|
||||
CheckHealth()
|
||||
|
||||
/obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
|
||||
if(istype(mover) && mover.checkpass(PASSTABLE))
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/structure/barricade/sandbag
|
||||
name = "sandbags"
|
||||
desc = "Bags. Bags of sand. It's rough and coarse and somehow stays in the bag."
|
||||
icon = 'icons/obj/sandbags.dmi'
|
||||
icon_state = "blank"
|
||||
|
||||
/obj/structure/barricade/sandbag/New(var/newloc, var/material_name)
|
||||
if(!material_name)
|
||||
material_name = "cloth"
|
||||
..(newloc, material_name)
|
||||
material = get_material_by_name("[material_name]")
|
||||
if(!material)
|
||||
qdel(src)
|
||||
return
|
||||
name = "[material.display_name] [initial(name)]"
|
||||
desc = "This space is blocked off by a barricade made of [material.display_name]."
|
||||
color = null
|
||||
maxhealth = material.integrity * 2 // These things are, commonly, used to stop bullets where possible.
|
||||
health = maxhealth
|
||||
update_connections(1)
|
||||
|
||||
/obj/structure/barricade/sandbag/Destroy()
|
||||
update_connections(1, src)
|
||||
..()
|
||||
|
||||
/obj/structure/barricade/sandbag/dismantle()
|
||||
update_connections(1, src)
|
||||
material.place_dismantled_product(get_turf(src))
|
||||
visible_message("<span class='danger'>\The [src] falls apart!</span>")
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/structure/barricade/sandbag/update_icon()
|
||||
if(!material)
|
||||
return
|
||||
|
||||
cut_overlays()
|
||||
var/image/I
|
||||
|
||||
for(var/i = 1 to 4)
|
||||
I = image('icons/obj/sandbags.dmi', "sandbags[connections[i]]", dir = 1<<(i-1))
|
||||
I.color = material.icon_colour
|
||||
add_overlay(I)
|
||||
|
||||
return
|
||||
|
||||
/obj/structure/barricade/sandbag/update_connections(propagate = 0, var/obj/structure/barricade/sandbag/ignore = null)
|
||||
if(!material)
|
||||
return
|
||||
var/list/dirs = list()
|
||||
for(var/obj/structure/barricade/sandbag/S in orange(src, 1))
|
||||
if(!S.material)
|
||||
continue
|
||||
if(S == ignore)
|
||||
continue
|
||||
if(propagate >= 1)
|
||||
S.update_connections(propagate - 1, ignore)
|
||||
if(can_join_with(S))
|
||||
dirs += get_dir(src, S)
|
||||
|
||||
connections = dirs_to_corner_states(dirs)
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/structure/barricade/sandbag/proc/can_join_with(var/obj/structure/barricade/sandbag/S)
|
||||
if(material == S.material)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/structure/barricade/sandbag/CanPass(atom/movable/mover, turf/target)
|
||||
. = ..()
|
||||
|
||||
if(.)
|
||||
if(istype(mover, /obj/item/projectile))
|
||||
var/obj/item/projectile/P = mover
|
||||
|
||||
if(P.firer && get_dist(P.firer, src) > 1) // If you're firing from adjacent turfs, you are unobstructed.
|
||||
if(P.armor_penetration < (material.protectiveness + material.hardness) || prob(33))
|
||||
return FALSE
|
||||
@@ -28,6 +28,7 @@
|
||||
recipes += new/datum/stack_recipe("[display_name] fork", /obj/item/weapon/material/kitchen/utensil/fork/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] knife", /obj/item/weapon/material/knife/plastic, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] blade", /obj/item/weapon/material/butterflyblade, 6, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] defense wire", /obj/item/weapon/material/barbedwire, 10, time = 1 MINUTE, one_per_turf = 0, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
|
||||
/datum/material/steel/generate_recipes()
|
||||
..()
|
||||
@@ -235,6 +236,7 @@
|
||||
recipes += new/datum/stack_recipe("baggy pants", /obj/item/clothing/under/pants/baggy/white, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("belt pouch", /obj/item/weapon/storage/belt/fannypack/white, 25, time = 1 MINUTE, pass_stack_color = TRUE, recycle_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("crude bandage", /obj/item/stack/medical/crude_pack, 1, time = 2 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
|
||||
|
||||
/datum/material/resin/generate_recipes()
|
||||
recipes = list()
|
||||
@@ -267,4 +269,5 @@
|
||||
recipes += new/datum/stack_recipe("[display_name] ring", /obj/item/clothing/gloves/ring/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] bracelet", /obj/item/clothing/accessory/bracelet/material, 1, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]", pass_stack_color = TRUE)
|
||||
recipes += new/datum/stack_recipe("empty sandbag", /obj/item/stack/emptysandbag, 2, time = 2 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("whip", /obj/item/weapon/material/whip, 5, time = 15 SECONDS, pass_stack_color = TRUE, supplied_material = "[name]")
|
||||
|
||||
@@ -1010,6 +1010,19 @@ var/list/name_to_material
|
||||
pass_stack_colors = TRUE
|
||||
supply_conversion_value = 2
|
||||
|
||||
/datum/material/cloth/syncloth
|
||||
name = "syncloth"
|
||||
stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 2)
|
||||
door_icon_base = "wood"
|
||||
ignition_point = T0C+532
|
||||
melting_point = T0C+600
|
||||
integrity = 200
|
||||
protectiveness = 15 // 4%
|
||||
flags = MATERIAL_PADDING
|
||||
conductive = 0
|
||||
pass_stack_colors = TRUE
|
||||
supply_conversion_value = 3
|
||||
|
||||
/datum/material/cult
|
||||
name = "cult"
|
||||
display_name = "disturbing stone"
|
||||
|
||||
@@ -427,3 +427,13 @@ the artifact triggers the rage.
|
||||
heat_protection = -0.5
|
||||
cold_protection = -0.5
|
||||
siemens_coefficient = 1.5
|
||||
|
||||
/datum/modifier/entangled
|
||||
name = "entangled"
|
||||
desc = "Its hard to move."
|
||||
|
||||
on_created_text = "<span class='danger'>You're caught in something! It's hard to move.</span>"
|
||||
on_expired_text = "<span class='warning'>Your movement is freed.</span>"
|
||||
stacks = MODIFIER_STACK_EXTEND
|
||||
|
||||
slowdown = 2
|
||||
|
||||
@@ -37,6 +37,12 @@
|
||||
src.modules += new /obj/item/weapon/pinpointer/shuttle/merc(src)
|
||||
src.modules += new /obj/item/weapon/melee/energy/sword(src)
|
||||
|
||||
var/datum/matter_synth/cloth = new /datum/matter_synth/cloth(40000)
|
||||
synths += cloth
|
||||
|
||||
var/obj/item/stack/sandbags/cyborg/SB = new /obj/item/stack/sandbags/cyborg(src)
|
||||
SB.synths += list(cloth)
|
||||
|
||||
var/jetpack = new/obj/item/weapon/tank/jetpack/carbondioxide(src)
|
||||
src.modules += jetpack
|
||||
R.internals = jetpack
|
||||
|
||||
74
code/modules/power/cells/esoteric_cells.dm
Normal file
74
code/modules/power/cells/esoteric_cells.dm
Normal file
@@ -0,0 +1,74 @@
|
||||
|
||||
/obj/item/weapon/cell/spike
|
||||
name = "modified power cell"
|
||||
desc = "A modified power cell sitting in a highly conductive chassis."
|
||||
origin_tech = list(TECH_POWER = 2)
|
||||
icon_state = "spikecell"
|
||||
maxcharge = 10000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
|
||||
self_recharge = TRUE
|
||||
charge_amount = 150
|
||||
|
||||
/obj/item/weapon/cell/spike/process()
|
||||
..()
|
||||
|
||||
var/turf/Center = get_turf(src)
|
||||
|
||||
var/shock_count = 0
|
||||
for(var/turf/T in range(Center, 1))
|
||||
|
||||
if(prob(round(charge / 250)) && charge >= (maxcharge / 4))
|
||||
|
||||
if(locate(/obj/effect/temporary_effect/pulse/staticshock) in T)
|
||||
continue
|
||||
|
||||
var/conductive = FALSE
|
||||
|
||||
if(istype(T, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/WT = T
|
||||
|
||||
if(WT.material.conductive)
|
||||
conductive = TRUE
|
||||
else if(WT.girder_material.conductive)
|
||||
conductive = TRUE
|
||||
else if(WT.reinf_material && WT.reinf_material.conductive)
|
||||
conductive = TRUE
|
||||
|
||||
if(istype(T, /turf/simulated/floor))
|
||||
var/turf/simulated/floor/F = T
|
||||
if(istype(F.flooring, /decl/flooring/reinforced))
|
||||
conductive = TRUE
|
||||
|
||||
if(conductive)
|
||||
shock_count += 1
|
||||
new /obj/effect/temporary_effect/pulse/staticshock(T)
|
||||
|
||||
if(shock_count)
|
||||
while(shock_count)
|
||||
use(200)
|
||||
shock_count--
|
||||
|
||||
/obj/effect/temporary_effect/pulse/staticshock
|
||||
name = "electric field"
|
||||
desc = "Caution: Do not touch."
|
||||
pulses_remaining = 10
|
||||
pulse_delay = 2 SECONDS
|
||||
icon_state = "blue_static"
|
||||
|
||||
/obj/effect/temporary_effect/pulse/staticshock/on_pulse()
|
||||
..()
|
||||
|
||||
for(var/mob/living/L in view(1, src))
|
||||
if(!issilicon(L) && prob(L.mob_size))
|
||||
var/obj/item/projectile/beam/shock/weak/P = new (get_turf(src))
|
||||
P.launch_projectile_from_turf(L, BP_TORSO)
|
||||
|
||||
var/obj/item/weapon/plastique/C4 = locate() in get_turf(src)
|
||||
|
||||
if(C4)
|
||||
C4.visible_message("<span class='danger'>The current fries \the [C4]!</span>")
|
||||
|
||||
if(prob(10))
|
||||
C4.explode(get_turf(src))
|
||||
else
|
||||
qdel(C4)
|
||||
@@ -275,3 +275,7 @@
|
||||
agony = 15
|
||||
eyeblur = 2
|
||||
hitsound = 'sound/weapons/zapbang.ogg'
|
||||
|
||||
/obj/item/projectile/beam/shock/weak
|
||||
damage = 5
|
||||
agony = 10
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 425 KiB After Width: | Height: | Size: 426 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 84 KiB After Width: | Height: | Size: 85 KiB |
BIN
icons/obj/sandbags.dmi
Normal file
BIN
icons/obj/sandbags.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.6 KiB |
BIN
icons/obj/trap.dmi
Normal file
BIN
icons/obj/trap.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.8 KiB |
@@ -1038,6 +1038,7 @@
|
||||
#include "code\game\objects\items\stacks\medical.dm"
|
||||
#include "code\game\objects\items\stacks\nanopaste.dm"
|
||||
#include "code\game\objects\items\stacks\rods.dm"
|
||||
#include "code\game\objects\items\stacks\sandbags.dm"
|
||||
#include "code\game\objects\items\stacks\stack.dm"
|
||||
#include "code\game\objects\items\stacks\telecrystal.dm"
|
||||
#include "code\game\objects\items\stacks\tickets.dm"
|
||||
@@ -1195,6 +1196,7 @@
|
||||
#include "code\game\objects\random\mob.dm"
|
||||
#include "code\game\objects\random\spacesuits.dm"
|
||||
#include "code\game\objects\random\unidentified\medicine.dm"
|
||||
#include "code\game\objects\structures\barricades.dm"
|
||||
#include "code\game\objects\structures\barsign.dm"
|
||||
#include "code\game\objects\structures\bedsheet_bin.dm"
|
||||
#include "code\game\objects\structures\bonfire.dm"
|
||||
@@ -2661,6 +2663,7 @@
|
||||
#include "code\modules\power\antimatter\control.dm"
|
||||
#include "code\modules\power\antimatter\shielding.dm"
|
||||
#include "code\modules\power\cells\device_cells.dm"
|
||||
#include "code\modules\power\cells\esoteric_cells.dm"
|
||||
#include "code\modules\power\cells\power_cells.dm"
|
||||
#include "code\modules\power\fusion\_setup.dm"
|
||||
#include "code\modules\power\fusion\fusion_circuits.dm"
|
||||
|
||||
Reference in New Issue
Block a user