Revert "Merge branch 'master' into Turret"

This reverts commit 0300e6723b, reversing
changes made to 219348783d.
This commit is contained in:
Nalarac
2019-07-24 15:08:12 -05:00
parent 0300e6723b
commit ca3d13b337
53 changed files with 693 additions and 1376 deletions
-50
View File
@@ -1,50 +0,0 @@
/obj/machinery/atmospherics/valve/shutoff
icon = 'icons/atmos/clamp.dmi'
icon_state = "map_vclamp0"
name = "automatic shutoff valve"
desc = "An automatic valve with control circuitry and pipe integrity sensor, capable of automatically isolating damaged segments of the pipe network."
var/close_on_leaks = TRUE // If false it will be always open
level = 1
connect_types = CONNECT_TYPE_SCRUBBER | CONNECT_TYPE_SUPPLY | CONNECT_TYPE_REGULAR
/obj/machinery/atmospherics/valve/shutoff/update_icon()
icon_state = "vclamp[open]"
/obj/machinery/atmospherics/valve/shutoff/examine(var/mob/user)
..()
to_chat(user, "The automatic shutoff circuit is [close_on_leaks ? "enabled" : "disabled"].")
/obj/machinery/atmospherics/valve/shutoff/Initialize()
. = ..()
open()
hide(1)
/obj/machinery/atmospherics/valve/shutoff/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/atmospherics/valve/shutoff/attack_hand(var/mob/user)
src.add_fingerprint(usr)
update_icon(1)
close_on_leaks = !close_on_leaks
to_chat(user, "You [close_on_leaks ? "enable" : "disable"] the automatic shutoff circuit.")
return TRUE
/obj/machinery/atmospherics/valve/shutoff/process()
..()
if (!network_node1 || !network_node2)
if(open)
close()
return
if (!close_on_leaks)
if (!open)
open()
return
if (network_node1.leaks.len || network_node2.leaks.len)
if (open)
close()
else if (!open)
open()
+51 -58
View File
@@ -8,83 +8,76 @@ var/global/list/datum/pipe_network/pipe_networks = list() // TODO - Move into SS
var/list/datum/pipeline/line_members = list()
//membership roster to go through for updates and what not
var/list/leaks = list()
var/update = 1
//var/datum/gas_mixture/air_transient = null
/datum/pipe_network/Destroy()
STOP_PROCESSING_PIPENET(src)
for(var/datum/pipeline/line_member in line_members)
line_member.network = null
for(var/obj/machinery/atmospherics/normal_member in normal_members)
normal_member.reassign_network(src, null)
gases.Cut() // Do not qdel the gases, we don't own them
leaks.Cut()
return ..()
Destroy()
STOP_PROCESSING_PIPENET(src)
for(var/datum/pipeline/line_member in line_members)
line_member.network = null
for(var/obj/machinery/atmospherics/normal_member in normal_members)
normal_member.reassign_network(src, null)
gases.Cut() // Do not qdel the gases, we don't own them
return ..()
/datum/pipe_network/process()
//Equalize gases amongst pipe if called for
if(update)
update = 0
reconcile_air() //equalize_gases(gases)
process()
//Equalize gases amongst pipe if called for
if(update)
update = 0
reconcile_air() //equalize_gases(gases)
listclearnulls(leaks) // Let's not have forever-seals.
//Give pipelines their process call for pressure checking and what not. Have to remove pressure checks for the time being as pipes dont radiate heat - Mport
//for(var/datum/pipeline/line_member in line_members)
// line_member.process()
//Give pipelines their process call for pressure checking and what not. Have to remove pressure checks for the time being as pipes dont radiate heat - Mport
//for(var/datum/pipeline/line_member in line_members)
// line_member.process()
proc/build_network(obj/machinery/atmospherics/start_normal, obj/machinery/atmospherics/reference)
//Purpose: Generate membership roster
//Notes: Assuming that members will add themselves to appropriate roster in network_expand()
/datum/pipe_network/proc/build_network(obj/machinery/atmospherics/start_normal, obj/machinery/atmospherics/reference)
//Purpose: Generate membership roster
//Notes: Assuming that members will add themselves to appropriate roster in network_expand()
if(!start_normal)
qdel(src)
return
if(!start_normal)
qdel(src)
return
start_normal.network_expand(src, reference)
start_normal.network_expand(src, reference)
update_network_gases()
update_network_gases()
if((normal_members.len>0)||(line_members.len>0))
START_PROCESSING_PIPENET(src)
else
qdel(src)
if((normal_members.len>0)||(line_members.len>0))
START_PROCESSING_PIPENET(src)
else
qdel(src)
proc/merge(datum/pipe_network/giver)
if(giver==src) return 0
/datum/pipe_network/proc/merge(datum/pipe_network/giver)
if(giver==src) return 0
normal_members |= giver.normal_members
normal_members |= giver.normal_members
line_members |= giver.line_members
line_members |= giver.line_members
for(var/obj/machinery/atmospherics/normal_member in giver.normal_members)
normal_member.reassign_network(giver, src)
leaks |= giver.leaks
for(var/datum/pipeline/line_member in giver.line_members)
line_member.network = src
for(var/obj/machinery/atmospherics/normal_member in giver.normal_members)
normal_member.reassign_network(giver, src)
update_network_gases()
return 1
for(var/datum/pipeline/line_member in giver.line_members)
line_member.network = src
proc/update_network_gases()
//Go through membership roster and make sure gases is up to date
update_network_gases()
return 1
gases = list()
volume = 0
/datum/pipe_network/proc/update_network_gases()
//Go through membership roster and make sure gases is up to date
for(var/obj/machinery/atmospherics/normal_member in normal_members)
var/result = normal_member.return_network_air(src)
if(result) gases += result
gases = list()
volume = 0
for(var/datum/pipeline/line_member in line_members)
gases += line_member.air
for(var/obj/machinery/atmospherics/normal_member in normal_members)
var/result = normal_member.return_network_air(src)
if(result) gases += result
for(var/datum/gas_mixture/air in gases)
volume += air.volume
for(var/datum/pipeline/line_member in line_members)
gases += line_member.air
for(var/datum/gas_mixture/air in gases)
volume += air.volume
/datum/pipe_network/proc/reconcile_air()
equalize_gases(gases)
proc/reconcile_air()
equalize_gases(gases)
+164 -179
View File
@@ -1,234 +1,219 @@
/datum/pipeline
datum/pipeline
var/datum/gas_mixture/air
var/list/obj/machinery/atmospherics/pipe/members
var/list/obj/machinery/atmospherics/pipe/edges //Used for building networks
// Nodes that are leaking. Used for A.S. Valves.
var/list/leaks = list()
var/datum/pipe_network/network
var/alert_pressure = 0
/datum/pipeline/Destroy()
QDEL_NULL(network)
Destroy()
QDEL_NULL(network)
if(air && air.volume)
temporarily_store_air()
for(var/obj/machinery/atmospherics/pipe/P in members)
P.parent = null
members = null
edges = null
leaks = null
. = ..()
if(air && air.volume)
temporarily_store_air()
for(var/obj/machinery/atmospherics/pipe/P in members)
P.parent = null
members = null
edges = null
. = ..()
/datum/pipeline/process()//This use to be called called from the pipe networks
process()//This use to be called called from the pipe networks
//Check to see if pressure is within acceptable limits
var/pressure = air.return_pressure()
if(pressure > alert_pressure)
for(var/obj/machinery/atmospherics/pipe/member in members)
if(!member.check_pressure(pressure))
break //Only delete 1 pipe per process
proc/temporarily_store_air()
//Update individual gas_mixtures by volume ratio
//Check to see if pressure is within acceptable limits
var/pressure = air.return_pressure()
if(pressure > alert_pressure)
for(var/obj/machinery/atmospherics/pipe/member in members)
if(!member.check_pressure(pressure))
break //Only delete 1 pipe per process
member.air_temporary = new
member.air_temporary.copy_from(air)
member.air_temporary.volume = member.volume
member.air_temporary.multiply(member.volume / air.volume)
/datum/pipeline/proc/temporarily_store_air()
//Update individual gas_mixtures by volume ratio
for(var/obj/machinery/atmospherics/pipe/member in members)
member.air_temporary = new
member.air_temporary.copy_from(air)
member.air_temporary.volume = member.volume
member.air_temporary.multiply(member.volume / air.volume)
/datum/pipeline/proc/build_pipeline(obj/machinery/atmospherics/pipe/base)
air = new
var/list/possible_expansions = list(base)
members = list(base)
edges = list()
var/volume = base.volume
base.parent = src
alert_pressure = base.alert_pressure
if(base.air_temporary)
air = base.air_temporary
base.air_temporary = null
else
proc/build_pipeline(obj/machinery/atmospherics/pipe/base)
air = new
if(base.leaking)
leaks |= base
var/list/possible_expansions = list(base)
members = list(base)
edges = list()
while(possible_expansions.len>0)
for(var/obj/machinery/atmospherics/pipe/borderline in possible_expansions)
var/volume = base.volume
base.parent = src
alert_pressure = base.alert_pressure
var/list/result = borderline.pipeline_expansion()
var/edge_check = result.len
if(base.air_temporary)
air = base.air_temporary
base.air_temporary = null
else
air = new
if(result.len>0)
for(var/obj/machinery/atmospherics/pipe/item in result)
while(possible_expansions.len>0)
for(var/obj/machinery/atmospherics/pipe/borderline in possible_expansions)
if(item.in_stasis)
continue
var/list/result = borderline.pipeline_expansion()
var/edge_check = result.len
if(!members.Find(item))
members += item
possible_expansions += item
if(result.len>0)
for(var/obj/machinery/atmospherics/pipe/item in result)
if(!members.Find(item))
members += item
possible_expansions += item
volume += item.volume
item.parent = src
volume += item.volume
item.parent = src
alert_pressure = min(alert_pressure, item.alert_pressure)
alert_pressure = min(alert_pressure, item.alert_pressure)
if(item.air_temporary)
air.merge(item.air_temporary)
if(item.air_temporary)
air.merge(item.air_temporary)
if(item.leaking)
leaks |= item
edge_check--
edge_check--
if(edge_check>0)
edges += borderline
if(edge_check>0)
edges += borderline
possible_expansions -= borderline
possible_expansions -= borderline
air.volume = volume
air.volume = volume
proc/network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
/datum/pipeline/proc/network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
if(new_network.line_members.Find(src))
return 0
if(new_network.line_members.Find(src))
return 0
new_network.line_members += src
new_network.line_members += src
network = new_network
network = new_network
network.leaks |= leaks
for(var/obj/machinery/atmospherics/pipe/edge in edges)
for(var/obj/machinery/atmospherics/result in edge.pipeline_expansion())
if(!istype(result,/obj/machinery/atmospherics/pipe) && (result!=reference))
result.network_expand(new_network, edge)
for(var/obj/machinery/atmospherics/pipe/edge in edges)
for(var/obj/machinery/atmospherics/result in edge.pipeline_expansion())
if(!istype(result,/obj/machinery/atmospherics/pipe) && (result!=reference))
result.network_expand(new_network, edge)
return 1
return 1
proc/return_network(obj/machinery/atmospherics/reference)
if(!network)
network = new /datum/pipe_network()
network.build_network(src, null)
//technically passing these parameters should not be allowed
//however pipe_network.build_network(..) and pipeline.network_extend(...)
// were setup to properly handle this case
/datum/pipeline/proc/return_network(obj/machinery/atmospherics/reference)
if(!network)
network = new /datum/pipe_network()
network.build_network(src, null)
//technically passing these parameters should not be allowed
//however pipe_network.build_network(..) and pipeline.network_extend(...)
// were setup to properly handle this case
return network
return network
proc/mingle_with_turf(turf/simulated/target, mingle_volume)
var/datum/gas_mixture/air_sample = air.remove_ratio(mingle_volume/air.volume)
air_sample.volume = mingle_volume
/datum/pipeline/proc/mingle_with_turf(turf/simulated/target, mingle_volume)
var/datum/gas_mixture/air_sample = air.remove_ratio(mingle_volume/air.volume)
air_sample.volume = mingle_volume
if(istype(target) && target.zone)
//Have to consider preservation of group statuses
var/datum/gas_mixture/turf_copy = new
var/datum/gas_mixture/turf_original = new
if(istype(target) && target.zone)
//Have to consider preservation of group statuses
var/datum/gas_mixture/turf_copy = new
var/datum/gas_mixture/turf_original = new
turf_copy.copy_from(target.zone.air)
turf_copy.volume = target.zone.air.volume //Copy a good representation of the turf from parent group
turf_original.copy_from(turf_copy)
turf_copy.copy_from(target.zone.air)
turf_copy.volume = target.zone.air.volume //Copy a good representation of the turf from parent group
turf_original.copy_from(turf_copy)
equalize_gases(list(air_sample, turf_copy))
air.merge(air_sample)
equalize_gases(list(air_sample, turf_copy))
air.merge(air_sample)
target.zone.air.remove(turf_original.total_moles)
target.zone.air.merge(turf_copy)
else
var/datum/gas_mixture/turf_air = target.return_air()
equalize_gases(list(air_sample, turf_air))
air.merge(air_sample)
//turf_air already modified by equalize_gases()
if(network)
network.update = 1
/datum/pipeline/proc/temperature_interact(turf/target, share_volume, thermal_conductivity)
var/total_heat_capacity = air.heat_capacity()
var/partial_heat_capacity = total_heat_capacity*(share_volume/air.volume)
if(istype(target, /turf/simulated))
var/turf/simulated/modeled_location = target
if(modeled_location.blocks_air)
if((modeled_location.heat_capacity>0) && (partial_heat_capacity>0))
var/delta_temperature = air.temperature - modeled_location.temperature
var/heat = thermal_conductivity*delta_temperature* \
(partial_heat_capacity*modeled_location.heat_capacity/(partial_heat_capacity+modeled_location.heat_capacity))
air.temperature -= heat/total_heat_capacity
modeled_location.temperature += heat/modeled_location.heat_capacity
target.zone.air.remove(turf_original.total_moles)
target.zone.air.merge(turf_copy)
else
var/delta_temperature = 0
var/sharer_heat_capacity = 0
var/datum/gas_mixture/turf_air = target.return_air()
equalize_gases(list(air_sample, turf_air))
air.merge(air_sample)
//turf_air already modified by equalize_gases()
if(network)
network.update = 1
proc/temperature_interact(turf/target, share_volume, thermal_conductivity)
var/total_heat_capacity = air.heat_capacity()
var/partial_heat_capacity = total_heat_capacity*(share_volume/air.volume)
if(istype(target, /turf/simulated))
var/turf/simulated/modeled_location = target
if(modeled_location.blocks_air)
if((modeled_location.heat_capacity>0) && (partial_heat_capacity>0))
var/delta_temperature = air.temperature - modeled_location.temperature
var/heat = thermal_conductivity*delta_temperature* \
(partial_heat_capacity*modeled_location.heat_capacity/(partial_heat_capacity+modeled_location.heat_capacity))
air.temperature -= heat/total_heat_capacity
modeled_location.temperature += heat/modeled_location.heat_capacity
if(modeled_location.zone)
delta_temperature = (air.temperature - modeled_location.zone.air.temperature)
sharer_heat_capacity = modeled_location.zone.air.heat_capacity()
else
delta_temperature = (air.temperature - modeled_location.air.temperature)
sharer_heat_capacity = modeled_location.air.heat_capacity()
var/delta_temperature = 0
var/sharer_heat_capacity = 0
var/self_temperature_delta = 0
var/sharer_temperature_delta = 0
if(modeled_location.zone)
delta_temperature = (air.temperature - modeled_location.zone.air.temperature)
sharer_heat_capacity = modeled_location.zone.air.heat_capacity()
else
delta_temperature = (air.temperature - modeled_location.air.temperature)
sharer_heat_capacity = modeled_location.air.heat_capacity()
var/self_temperature_delta = 0
var/sharer_temperature_delta = 0
if((sharer_heat_capacity>0) && (partial_heat_capacity>0))
var/heat = thermal_conductivity*delta_temperature* \
(partial_heat_capacity*sharer_heat_capacity/(partial_heat_capacity+sharer_heat_capacity))
self_temperature_delta = -heat/total_heat_capacity
sharer_temperature_delta = heat/sharer_heat_capacity
else
return 1
air.temperature += self_temperature_delta
if(modeled_location.zone)
modeled_location.zone.air.temperature += sharer_temperature_delta/modeled_location.zone.air.group_multiplier
else
modeled_location.air.temperature += sharer_temperature_delta
else
if((target.heat_capacity>0) && (partial_heat_capacity>0))
var/delta_temperature = air.temperature - target.temperature
if((sharer_heat_capacity>0) && (partial_heat_capacity>0))
var/heat = thermal_conductivity*delta_temperature* \
(partial_heat_capacity*sharer_heat_capacity/(partial_heat_capacity+sharer_heat_capacity))
(partial_heat_capacity*target.heat_capacity/(partial_heat_capacity+target.heat_capacity))
self_temperature_delta = -heat/total_heat_capacity
sharer_temperature_delta = heat/sharer_heat_capacity
else
return 1
air.temperature -= heat/total_heat_capacity
if(network)
network.update = 1
air.temperature += self_temperature_delta
//surface must be the surface area in m^2
proc/radiate_heat_to_space(surface, thermal_conductivity)
var/gas_density = air.total_moles/air.volume
thermal_conductivity *= min(gas_density / ( RADIATOR_OPTIMUM_PRESSURE/(R_IDEAL_GAS_EQUATION*GAS_CRITICAL_TEMPERATURE) ), 1) //mult by density ratio
if(modeled_location.zone)
modeled_location.zone.air.temperature += sharer_temperature_delta/modeled_location.zone.air.group_multiplier
else
modeled_location.air.temperature += sharer_temperature_delta
// We only get heat from the star on the exposed surface area.
// If the HE pipes gain more energy from AVERAGE_SOLAR_RADIATION than they can radiate, then they have a net heat increase.
var/heat_gain = AVERAGE_SOLAR_RADIATION * (RADIATOR_EXPOSED_SURFACE_AREA_RATIO * surface) * thermal_conductivity
// Previously, the temperature would enter equilibrium at 26C or 294K.
// Only would happen if both sides (all 2 square meters of surface area) were exposed to sunlight. We now assume it aligned edge on.
// It currently should stabilise at 129.6K or -143.6C
heat_gain -= surface * STEFAN_BOLTZMANN_CONSTANT * thermal_conductivity * (air.temperature - COSMIC_RADIATION_TEMPERATURE) ** 4
else
if((target.heat_capacity>0) && (partial_heat_capacity>0))
var/delta_temperature = air.temperature - target.temperature
var/heat = thermal_conductivity*delta_temperature* \
(partial_heat_capacity*target.heat_capacity/(partial_heat_capacity+target.heat_capacity))
air.temperature -= heat/total_heat_capacity
if(network)
network.update = 1
//surface must be the surface area in m^2
/datum/pipeline/proc/radiate_heat_to_space(surface, thermal_conductivity)
var/gas_density = air.total_moles/air.volume
thermal_conductivity *= min(gas_density / ( RADIATOR_OPTIMUM_PRESSURE/(R_IDEAL_GAS_EQUATION*GAS_CRITICAL_TEMPERATURE) ), 1) //mult by density ratio
// We only get heat from the star on the exposed surface area.
// If the HE pipes gain more energy from AVERAGE_SOLAR_RADIATION than they can radiate, then they have a net heat increase.
var/heat_gain = AVERAGE_SOLAR_RADIATION * (RADIATOR_EXPOSED_SURFACE_AREA_RATIO * surface) * thermal_conductivity
// Previously, the temperature would enter equilibrium at 26C or 294K.
// Only would happen if both sides (all 2 square meters of surface area) were exposed to sunlight. We now assume it aligned edge on.
// It currently should stabilise at 129.6K or -143.6C
heat_gain -= surface * STEFAN_BOLTZMANN_CONSTANT * thermal_conductivity * (air.temperature - COSMIC_RADIATION_TEMPERATURE) ** 4
air.add_thermal_energy(heat_gain)
if(network)
network.update = 1
air.add_thermal_energy(heat_gain)
if(network)
network.update = 1
-15
View File
@@ -67,22 +67,8 @@
return
update_icon()
handle_leaking()
return
/obj/machinery/atmospherics/pipe/simple/heat_exchanging/set_leaking(var/new_leaking) // They already process, no need for manual processing toggles.
if(new_leaking && !leaking)
leaking = TRUE
if(parent)
parent.leaks |= src
if(parent.network)
parent.network.leaks |= src
else if (!new_leaking && leaking)
leaking = FALSE
if(parent)
parent.leaks -= src
if(parent.network)
parent.network.leaks -= src
/obj/machinery/atmospherics/pipe/simple/heat_exchanging/process()
if(!parent)
@@ -194,5 +180,4 @@
return
update_icon()
handle_leaking()
return
-8
View File
@@ -68,16 +68,9 @@
node3 = null
update_icon()
handle_leaking()
..()
/obj/machinery/atmospherics/pipe/manifold/handle_leaking()
if(node1 && node2 && node3)
set_leaking(FALSE)
else
set_leaking(TRUE)
/obj/machinery/atmospherics/pipe/manifold/change_color(var/new_color)
..()
//for updating connected atmos device pipes (i.e. vents, manifolds, etc)
@@ -161,7 +154,6 @@
var/turf/T = get_turf(src)
if(level == 1 && !T.is_plating()) hide(1)
update_icon()
handle_leaking()
/obj/machinery/atmospherics/pipe/manifold/visible
icon_state = "map"
-8
View File
@@ -66,16 +66,9 @@
node4 = null
update_icon()
handle_leaking()
..()
/obj/machinery/atmospherics/pipe/manifold4w/handle_leaking()
if(node1 && node2 && node3 && node4)
set_leaking(FALSE)
else
set_leaking(TRUE)
/obj/machinery/atmospherics/pipe/manifold4w/change_color(var/new_color)
..()
//for updating connected atmos device pipes (i.e. vents, manifolds, etc)
@@ -163,7 +156,6 @@
var/turf/T = get_turf(src)
if(level == 1 && !T.is_plating()) hide(1)
update_icon()
handle_leaking()
/obj/machinery/atmospherics/pipe/manifold4w/visible
icon_state = "map_4way"
-27
View File
@@ -6,7 +6,6 @@
var/datum/gas_mixture/air_temporary // used when reconstructing a pipeline that broke
var/datum/pipeline/parent
var/volume = 0
var/leaking = FALSE // Do not set directly, use set_leaking(TRUE/FALSE)
layer = PIPES_LAYER
use_power = 0
@@ -14,7 +13,6 @@
pipe_flags = 0 // Does not have PIPING_DEFAULT_LAYER_ONLY flag.
var/alert_pressure = 80*ONE_ATMOSPHERE
var/in_stasis = FALSE
//minimum pressure before check_pressure(...) should be called
can_buckle = 1
@@ -32,31 +30,6 @@
/obj/machinery/atmospherics/pipe/hides_under_flooring()
return level != 2
/obj/machinery/atmospherics/pipe/proc/set_leaking(var/new_leaking)
if(new_leaking && !leaking)
if(!speed_process)
START_MACHINE_PROCESSING(src)
else
START_PROCESSING(SSfastprocess, src)
leaking = TRUE
if(parent)
parent.leaks |= src
if(parent.network)
parent.network.leaks |= src
else if (!new_leaking && leaking)
if(!speed_process)
STOP_MACHINE_PROCESSING(src)
else
STOP_PROCESSING(SSfastprocess, src)
leaking = FALSE
if(parent)
parent.leaks -= src
if(parent.network)
parent.network.leaks -= src
/obj/machinery/atmospherics/pipe/proc/handle_leaking() // Used specifically to update leaking status on different pipes.
return
/obj/machinery/atmospherics/pipe/proc/pipeline_expansion()
return null
+1 -17
View File
@@ -1,6 +1,6 @@
//
// Simple Pipes - Just a tube, maybe bent
//
//
/obj/machinery/atmospherics/pipe/simple
icon = 'icons/atmos/pipes.dmi'
icon_state = ""
@@ -34,14 +34,6 @@
icon = null
alpha = 255
/obj/machinery/atmospherics/pipe/simple/process()
if(!parent)
..()
else if(leaking)
parent.mingle_with_turf(loc, volume)
else
. = PROCESS_KILL
/obj/machinery/atmospherics/pipe/simple/check_pressure(pressure)
var/datum/gas_mixture/environment = loc.return_air()
@@ -155,7 +147,6 @@
var/turf/T = loc
if(level == 1 && !T.is_plating()) hide(1)
update_icon()
handle_leaking()
/obj/machinery/atmospherics/pipe/simple/disconnect(obj/machinery/atmospherics/reference)
if(reference == node1)
@@ -169,16 +160,9 @@
node2 = null
update_icon()
handle_leaking()
return null
/obj/machinery/atmospherics/pipe/simple/handle_leaking()
if(node1 && node2)
set_leaking(FALSE)
else
set_leaking(TRUE)
/obj/machinery/atmospherics/pipe/simple/visible
icon_state = "intact"
level = 2
+1 -1
View File
@@ -48,7 +48,7 @@
construction_type = /obj/item/pipe/binary
pipe_state = "universal"
/obj/machinery/atmospherics/pipe/simple/hidden/universal/update_icon(var/safety = 0) // Doesn't leak. It's a special pipe.
/obj/machinery/atmospherics/pipe/simple/hidden/universal/update_icon(var/safety = 0)
if(!check_icon_cache())
return
+4 -7
View File
@@ -8,12 +8,9 @@ var/datum/category_collection/autolathe/autolathe_recipes
for(var/material in I.matter)
var/coeff = (no_scale ? 1 : 1.25) //most objects are more expensive to produce than to recycle
resources[material] = I.matter[material]*coeff // but if it's a sheet or RCD cartridge, it's 1:1
if(is_stack)
if(istype(I, /obj/item/stack))
var/obj/item/stack/IS = I
max_stack = IS.max_amount
else
max_stack = 10
if(is_stack && istype(I, /obj/item/stack))
var/obj/item/stack/IS = I
max_stack = IS.max_amount
qdel(I)
/****************************
@@ -68,7 +65,7 @@ var/datum/category_collection/autolathe/autolathe_recipes
var/list/resources
var/hidden
var/power_use = 0
var/is_stack // Creates multiple of an item if applied to non-stack items
var/is_stack
var/max_stack
var/no_scale
-2
View File
@@ -105,12 +105,10 @@
/datum/category_item/autolathe/general/tube
name = "light tube"
path =/obj/item/weapon/light/tube
is_stack = TRUE
/datum/category_item/autolathe/general/bulb
name = "light bulb"
path =/obj/item/weapon/light/bulb
is_stack = TRUE
/datum/category_item/autolathe/general/ashtray_glass
name = "glass ashtray"
-154
View File
@@ -1,154 +0,0 @@
//Good luck. --BlueNexus
//Static version of the clamp
/obj/machinery/clamp
name = "stasis clamp"
desc = "A magnetic clamp which can halt the flow of gas in a pipe, via a localised stasis field."
description_info = "Click-dragging this to yourself while adjacent will attempt to remove it from the pipe."
icon = 'icons/atmos/clamp.dmi'
icon_state = "pclamp0"
anchored = 1.0
var/obj/machinery/atmospherics/pipe/simple/target = null
var/open = 1
var/datum/pipe_network/network_node1
var/datum/pipe_network/network_node2
/obj/machinery/clamp/New(loc, var/obj/machinery/atmospherics/pipe/simple/to_attach = null)
..()
if(istype(to_attach))
target = to_attach
else
target = locate(/obj/machinery/atmospherics/pipe/simple) in loc
if(target)
update_networks()
dir = target.dir
return 1
/obj/machinery/clamp/proc/update_networks()
if(!target)
return
else
var/obj/machinery/atmospherics/pipe/node1 = target.node1
var/obj/machinery/atmospherics/pipe/node2 = target.node2
if(istype(node1))
var/datum/pipeline/P1 = node1.parent
network_node1 = P1.network
if(istype(node2))
var/datum/pipeline/P2 = node2.parent
network_node2 = P2.network
/obj/machinery/clamp/attack_hand(var/mob/user)
if(!target)
return FALSE
if(!open)
open()
else
close()
to_chat(user, "<span class='notice'>You turn [open ? "off" : "on"] \the [src]</span>")
return TRUE
/obj/machinery/clamp/Destroy()
if(!open)
spawn(-1) open()
. = ..()
/obj/machinery/clamp/proc/open()
if(open || !target)
return 0
target.build_network()
if(network_node1&&network_node2)
network_node1.merge(network_node2)
network_node2 = network_node1
if(network_node1)
network_node1.update = 1
else if(network_node2)
network_node2.update = 1
update_networks()
open = 1
icon_state = "pclamp0"
target.in_stasis = 0
return 1
/obj/machinery/clamp/proc/close()
if(!open)
return 0
qdel(target.parent)
if(network_node1)
qdel(network_node1)
if(network_node2)
qdel(network_node2)
var/obj/machinery/atmospherics/pipe/node1 = null
var/obj/machinery/atmospherics/pipe/node2 = null
if(target.node1)
target.node1.build_network()
node1 = target.node1
if(target.node2)
target.node2.build_network()
node2 = target.node2
if(istype(node1) && node1.parent)
var/datum/pipeline/P1 = node1.parent
P1.build_pipeline(node1)
qdel(P1)
if(istype(node2) && node2.parent)
var/datum/pipeline/P2 = node2.parent
P2.build_pipeline(node2)
qdel(P2)
// P1.build_network()
// P2.build_network()
open = 0
icon_state = "pclamp1"
target.in_stasis = 1
return 1
/obj/machinery/clamp/MouseDrop(obj/over_object as obj)
if(!usr)
return
if(open && over_object == usr && Adjacent(usr))
to_chat(usr, "<span class='notice'>You begin to remove \the [src]...</span>")
if (do_after(usr, 30, src))
to_chat(usr, "<span class='notice'>You have removed \the [src].</span>")
var/obj/item/clamp/C = new/obj/item/clamp(src.loc)
C.forceMove(usr.loc)
if(ishuman(usr))
usr.put_in_hands(C)
qdel(src)
return
else
to_chat(usr, "<span class='warning'>You can't remove \the [src] while it's active!</span>")
/obj/item/clamp
name = "stasis clamp"
desc = "A magnetic clamp which can halt the flow of gas in a pipe, via a localised stasis field."
icon = 'icons/atmos/clamp.dmi'
icon_state = "pclamp0"
origin_tech = list(TECH_ENGINEERING = 4, TECH_MAGNET = 4)
/obj/item/clamp/afterattack(var/atom/A, mob/user as mob, proximity)
if(!proximity)
return
if (istype(A, /obj/machinery/atmospherics/pipe/simple))
to_chat(user, "<span class='notice'>You begin to attach \the [src] to \the [A]...</span>")
var/C = locate(/obj/machinery/clamp) in get_turf(A)
if (do_after(user, 30, src) && !C)
if(!user.unEquip(src))
return
to_chat(user, "<span class='notice'>You have attached \the [src] to \the [A].</span>")
new/obj/machinery/clamp(A.loc, A)
qdel(src)
if(C)
to_chat(user, "<span class='notice'>\The [C] is already attached to the pipe at this location!</span>")
+3 -7
View File
@@ -276,13 +276,9 @@
//Create the desired item.
var/obj/item/I = new making.path(src.loc)
if(multiplier > 1)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
S.amount = multiplier
else
for(multiplier; multiplier > 1; --multiplier) // Create multiple items if it's not a stack.
new making.path(src.loc)
if(multiplier > 1 && istype(I, /obj/item/stack))
var/obj/item/stack/S = I
S.amount = multiplier
updateUsrDialog()
-1
View File
@@ -27,7 +27,6 @@ var/global/list/atmos_pipe_recipes = null
new /datum/pipe_recipe/pipe("Gas Pump", /obj/machinery/atmospherics/binary/pump),
new /datum/pipe_recipe/pipe("Pressure Regulator", /obj/machinery/atmospherics/binary/passive_gate),
new /datum/pipe_recipe/pipe("High Power Gas Pump",/obj/machinery/atmospherics/binary/pump/high_power),
new /datum/pipe_recipe/pipe("Automatic Shutoff Valve",/obj/machinery/atmospherics/valve/shutoff),
new /datum/pipe_recipe/pipe("Scrubber", /obj/machinery/atmospherics/unary/vent_scrubber),
new /datum/pipe_recipe/meter("Meter"),
new /datum/pipe_recipe/pipe("Gas Filter", /obj/machinery/atmospherics/trinary/atmos_filter),
+2 -1
View File
@@ -892,7 +892,8 @@
//Shooting Code:
A.firer = src
A.old_style_target(target)
A.launch_projectile_from_turf(target, def_zone, src)
A.def_zone = def_zone
A.fire()
// Reset the time needed to go back down, since we just tried to shoot at someone.
timeout = 10
+2 -24
View File
@@ -328,7 +328,7 @@
equip_cooldown = 5
energy_drain = 0
range = MELEE|RANGED
required_type = list(/obj/mecha/working)
required_type = /obj/mecha/working
var/spray_particles = 5
var/spray_amount = 5 //units of liquid per particle. 5 is enough to wet the floor - it's a big fire extinguisher, so should be fine
var/max_water = 1000
@@ -1227,7 +1227,7 @@
energy_drain = 0
var/dam_force = 0
var/obj/mecha/working/ripley/cargo_holder
required_type = list(/obj/mecha/working/ripley)
required_type = /obj/mecha/working/ripley
equip_type = EQUIP_SPECIAL
@@ -1528,25 +1528,3 @@
sleep(equip_cooldown)
wait = 0
return 1
/obj/item/mecha_parts/mecha_equipment/speedboost
name = "ripley leg actuator overdrive"
desc = "System enhancements and overdrives to make a ripley's legs move faster."
icon_state = "tesla"
origin_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
required_type = list(/obj/mecha/working/ripley)
equip_type = EQUIP_HULL
/obj/item/mecha_parts/mecha_equipment/speedboost/attach(obj/mecha/M as obj)
..()
if(enable_special)
chassis.step_in = (chassis.step_in-2) // Make the ripley as fast as a durand
else
chassis.step_in = (chassis.step_in+1) // Improper parts slow the mech down
return
/obj/item/mecha_parts/mecha_equipment/speedboost/detach()
chassis.step_in = initial(chassis.step_in)
..()
return
+25 -35
View File
@@ -577,7 +577,31 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(mode==3)
data["aircontents"] = src.analyze_air()
var/turf/T = get_turf(user.loc)
if(!isnull(T))
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
if (total_moles)
var/o2_level = environment.gas["oxygen"]/total_moles
var/n2_level = environment.gas["nitrogen"]/total_moles
var/co2_level = environment.gas["carbon_dioxide"]/total_moles
var/phoron_level = environment.gas["phoron"]/total_moles
var/unknown_level = 1-(o2_level+n2_level+co2_level+phoron_level)
data["aircontents"] = list(\
"pressure" = "[round(pressure,0.1)]",\
"nitrogen" = "[round(n2_level*100,0.1)]",\
"oxygen" = "[round(o2_level*100,0.1)]",\
"carbon_dioxide" = "[round(co2_level*100,0.1)]",\
"phoron" = "[round(phoron_level*100,0.01)]",\
"other" = "[round(unknown_level, 0.01)]",\
"temp" = "[round(environment.temperature-T0C,0.1)]",\
"reading" = 1\
)
if(isnull(data["aircontents"]))
data["aircontents"] = list("reading" = 0)
if(mode==6)
if(has_reception)
feeds.Cut()
@@ -1520,37 +1544,3 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/emp_act(severity)
for(var/atom/A in src)
A.emp_act(severity)
/obj/item/device/pda/proc/analyze_air()
var/list/results = list()
var/turf/T = get_turf(src.loc)
if(!isnull(T))
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
if (total_moles)
var/o2_level = environment.gas["oxygen"]/total_moles
var/n2_level = environment.gas["nitrogen"]/total_moles
var/co2_level = environment.gas["carbon_dioxide"]/total_moles
var/phoron_level = environment.gas["phoron"]/total_moles
var/unknown_level = 1-(o2_level+n2_level+co2_level+phoron_level)
// entry is what the element is describing
// Type identifies which unit or other special characters to use
// Val is the information reported
// Bad_high/_low are the values outside of which the entry reports as dangerous
// Poor_high/_low are the values outside of which the entry reports as unideal
// Values were extracted from the template itself
results = list(
list("entry" = "Pressure", "units" = "kPa", "val" = "[round(pressure,0.1)]", "bad_high" = 120, "poor_high" = 110, "poor_low" = 95, "bad_low" = 80),
list("entry" = "Temperature", "units" = "&degC", "val" = "[round(environment.temperature-T0C,0.1)]", "bad_high" = 35, "poor_high" = 25, "poor_low" = 15, "bad_low" = 5),
list("entry" = "Oxygen", "units" = "kPa", "val" = "[round(o2_level*100,0.1)]", "bad_high" = 140, "poor_high" = 135, "poor_low" = 19, "bad_low" = 17),
list("entry" = "Nitrogen", "units" = "kPa", "val" = "[round(n2_level*100,0.1)]", "bad_high" = 105, "poor_high" = 85, "poor_low" = 50, "bad_low" = 40),
list("entry" = "Carbon Dioxide", "units" = "kPa", "val" = "[round(co2_level*100,0.1)]", "bad_high" = 10, "poor_high" = 5, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Phoron", "units" = "kPa", "val" = "[round(phoron_level*100,0.01)]", "bad_high" = 0.5, "poor_high" = 0, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Other", "units" = "kPa", "val" = "[round(unknown_level, 0.01)]", "bad_high" = 1, "poor_high" = 0.5, "poor_low" = 0, "bad_low" = 0)
)
if(isnull(results))
results = list(list("entry" = "pressure", "units" = "kPa", "val" = "0", "bad_high" = 120, "poor_high" = 110, "poor_low" = 95, "bad_low" = 80))
return results
@@ -19,17 +19,17 @@
// Poor_high/_low are the values outside of which the entry reports as unideal
// Values were extracted from the template itself
results = list(
list("entry" = "Pressure", "units" = "kPa", "val" = "[round(pressure,0.1)]", "bad_high" = 120, "poor_high" = 110, "poor_low" = 95, "bad_low" = 80),
list("entry" = "Temperature", "units" = "&degC", "val" = "[round(environment.temperature-T0C,0.1)]", "bad_high" = 35, "poor_high" = 25, "poor_low" = 15, "bad_low" = 5),
list("entry" = "Oxygen", "units" = "kPa", "val" = "[round(o2_level*100,0.1)]", "bad_high" = 140, "poor_high" = 135, "poor_low" = 19, "bad_low" = 17),
list("entry" = "Nitrogen", "units" = "kPa", "val" = "[round(n2_level*100,0.1)]", "bad_high" = 105, "poor_high" = 85, "poor_low" = 50, "bad_low" = 40),
list("entry" = "Carbon Dioxide", "units" = "kPa", "val" = "[round(co2_level*100,0.1)]", "bad_high" = 10, "poor_high" = 5, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Phoron", "units" = "kPa", "val" = "[round(phoron_level*100,0.01)]", "bad_high" = 0.5, "poor_high" = 0, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Other", "units" = "kPa", "val" = "[round(unknown_level, 0.01)]", "bad_high" = 1, "poor_high" = 0.5, "poor_low" = 0, "bad_low" = 0)
list("entry" = "Pressure", "type" = "pressure", "val" = "[round(pressure,0.1)]", "bad_high" = 120, "poor_high" = 110, "poor_low" = 95, "bad_low" = 80),
list("entry" = "Temperature", "type" = "temp", "val" = "[round(environment.temperature-T0C,0.1)]", "bad_high" = 35, "poor_high" = 25, "poor_low" = 15, "bad_low" = 5),
list("entry" = "Oxygen", "type" = "pressure", "val" = "[round(o2_level*100,0.1)]", "bad_high" = 140, "poor_high" = 135, "poor_low" = 19, "bad_low" = 17),
list("entry" = "Nitrogen", "type" = "pressure", "val" = "[round(n2_level*100,0.1)]", "bad_high" = 105, "poor_high" = 85, "poor_low" = 50, "bad_low" = 40),
list("entry" = "Carbon Dioxide", "type" = "pressure", "val" = "[round(co2_level*100,0.1)]", "bad_high" = 10, "poor_high" = 5, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Phoron", "type" = "pressure", "val" = "[round(phoron_level*100,0.01)]", "bad_high" = 0.5, "poor_high" = 0, "poor_low" = 0, "bad_low" = 0),
list("entry" = "Other", "type" = "pressure", "val" = "[round(unknown_level, 0.01)]", "bad_high" = 1, "poor_high" = 0.5, "poor_low" = 0, "bad_low" = 0)
)
if(isnull(results))
results = list(list("entry" = "pressure", "units" = "kPa", "val" = "0", "bad_high" = 120, "poor_high" = 110, "poor_low" = 95, "bad_low" = 80))
results = list(list("entry" = "pressure", "val" = "0"))
return results
@@ -11,8 +11,6 @@
starts_with = list(
/obj/item/clothing/accessory/storage/brown_vest,
/obj/item/blueprints,
/obj/item/clamp,
/obj/item/clamp,
/obj/item/clothing/under/rank/chief_engineer,
/obj/item/clothing/under/rank/chief_engineer/skirt,
/obj/item/clothing/head/hardhat/white,
@@ -125,7 +123,6 @@
/obj/item/clothing/suit/fire/firefighter,
/obj/item/device/flashlight,
/obj/item/weapon/extinguisher,
/obj/item/clamp,
/obj/item/device/radio/headset/headset_eng,
/obj/item/device/radio/headset/headset_eng/alt,
/obj/item/clothing/suit/storage/hazardvest,
-2
View File
@@ -13,8 +13,6 @@
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/can_dirty = TRUE // If false, tile never gets dirty
var/can_start_dirty = TRUE // If false, cannot start dirty roundstart
var/dirty_prob = 2 // Chance of being dirty roundstart
var/dirt = 0
// This is not great.
+3 -4
View File
@@ -41,10 +41,9 @@
set_flooring(get_flooring_data(floortype))
else
footstep_sounds = base_footstep_sounds
if(can_dirty && can_start_dirty)
if(prob(dirty_prob))
dirt += rand(50,100)
update_dirt() //5% chance to start with dirt on a floor tile- give the janitor something to do
if(can_dirty)
if(prob(2))
new /obj/effect/decal/cleanable/dirt(src) //5% chance to start with dirt on a floor tile- give the janitor something to do
/turf/simulated/floor/proc/set_flooring(var/decl/flooring/newflooring)
make_plating(defer_icon_update = 1)
-5
View File
@@ -65,11 +65,6 @@
on_engagement(target)
melee_attack(target)
else if(distance <= 1 && !holder.ICheckRangedAttack(target)) // Doesn't have projectile, but is pointblank
ai_log("engage_target() : Attempting a melee attack.", AI_LOG_TRACE)
on_engagement(target)
melee_attack(target)
// Shoot them.
else if(holder.ICheckRangedAttack(target) && (distance <= max_range(target)) )
on_engagement(target)
+1
View File
@@ -9,6 +9,7 @@ var/list/overminds = list()
mouse_opacity = 1
see_in_dark = 8
invisibility = INVISIBILITY_OBSERVER
layer = FLY_LAYER + 0.1
faction = "blob"
var/obj/structure/blob/core/blob_core = null // The blob overmind's core
-1
View File
@@ -2,7 +2,6 @@
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle. They're large enough to be worn over other footwear."
name = "magboots"
icon_state = "magboots0"
item_flags = PHORONGUARD
item_state_slots = list(slot_r_hand_str = "magboots", slot_l_hand_str = "magboots")
species_restricted = null
force = 3
@@ -23,7 +23,7 @@
/obj/item/clothing/gloves/gauntlets/rig
name = "gauntlets"
item_flags = THICKMATERIAL|PHORONGUARD
item_flags = THICKMATERIAL
body_parts_covered = HANDS
heat_protection = HANDS
cold_protection = HANDS
+54 -9
View File
@@ -35,7 +35,7 @@ I said no!
/datum/recipe/devilledegg
fruit = list("chili" = 1)
reagents = list("sodiumchloride" = 2, "mayo" = 5)
reagents = list("salt" = 2, "mayo" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/egg,
/obj/item/weapon/reagent_containers/food/snacks/egg
@@ -90,6 +90,13 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/monkeyburger
/datum/recipe/syntiburger
items = list(
/obj/item/weapon/reagent_containers/food/snacks/bun,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh
)
result = /obj/item/weapon/reagent_containers/food/snacks/monkeyburger
/datum/recipe/brainburger
items = list(
/obj/item/weapon/reagent_containers/food/snacks/bun,
@@ -207,6 +214,20 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meatbread
/datum/recipe/syntibread
items = list(
/obj/item/weapon/reagent_containers/food/snacks/dough,
/obj/item/weapon/reagent_containers/food/snacks/dough,
/obj/item/weapon/reagent_containers/food/snacks/dough,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge,
)
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meatbread
/datum/recipe/xenomeatbread
items = list(
/obj/item/weapon/reagent_containers/food/snacks/dough,
@@ -332,11 +353,19 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/human/kabob
/datum/recipe/kabob //Do not put before humankabob
/datum/recipe/monkeykabob
items = list(
/obj/item/stack/rods,
/obj/item/weapon/reagent_containers/food/snacks/meat,
/obj/item/weapon/reagent_containers/food/snacks/meat,
/obj/item/weapon/reagent_containers/food/snacks/meat/monkey,
/obj/item/weapon/reagent_containers/food/snacks/meat/monkey,
)
result = /obj/item/weapon/reagent_containers/food/snacks/monkeykabob
/datum/recipe/syntikabob
items = list(
/obj/item/stack/rods,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
)
result = /obj/item/weapon/reagent_containers/food/snacks/monkeykabob
@@ -448,6 +477,11 @@ I said no!
items = list(/obj/item/weapon/reagent_containers/food/snacks/meat)
result = /obj/item/weapon/reagent_containers/food/snacks/meatsteak
/datum/recipe/syntisteak
reagents = list("sodiumchloride" = 1, "blackpepper" = 1)
items = list(/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh)
result = /obj/item/weapon/reagent_containers/food/snacks/meatsteak
/datum/recipe/pizzamargherita
fruit = list("tomato" = 1)
items = list(
@@ -479,6 +513,17 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza
/datum/recipe/syntipizza
fruit = list("tomato" = 1)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/sliceable/flatdough,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh,
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge
)
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza
/datum/recipe/mushroompizza
fruit = list("mushroom" = 5, "tomato" = 1)
items = list(
@@ -857,7 +902,7 @@ I said no!
/datum/recipe/zestfish
fruit = list("lemon" = 1)
reagents = list("sodiumchloride" = 3)
reagents = list("salt" = 3)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/carpmeat
)
@@ -865,7 +910,7 @@ I said no!
/datum/recipe/limezestfish
fruit = list("lime" = 1)
reagents = list("sodiumchloride" = 3)
reagents = list("salt" = 3)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/carpmeat
)
@@ -1039,14 +1084,14 @@ I said no!
result = /obj/item/weapon/reagent_containers/food/snacks/fries
/datum/recipe/roastedsunflowerseeds
reagents = list("sodiumchloride" = 1, "cornoil" = 1)
reagents = list("salt" = 1, "cornoil" = 1)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/rawsunflower
)
result = /obj/item/weapon/reagent_containers/food/snacks/roastedsunflower
/datum/recipe/roastedpeanutsunflowerseeds
reagents = list("sodiumchloride" = 1, "peanutoil" = 1)
reagents = list("salt" = 1, "peanutoil" = 1)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/rawsunflower
)
@@ -1054,7 +1099,7 @@ I said no!
/datum/recipe/roastedpeanuts
fruit = list("peanut" = 2)
reagents = list("sodiumchloride" = 2, "cornoil" = 1)
reagents = list("salt" = 2, "cornoil" = 1)
result = /obj/item/weapon/reagent_containers/food/snacks/roastedpeanuts
/datum/recipe/mint
+38 -49
View File
@@ -3,9 +3,9 @@
name = "chili"
seed_name = "chili"
display_name = "chili plants"
kitchen_tag = "chili"
chems = list("capsaicin" = list(3,5), "nutriment" = list(1,25))
mutants = list("icechili")
kitchen_tag = "chili"
/datum/seed/chili/New()
..()
@@ -24,9 +24,9 @@
name = "icechili"
seed_name = "ice pepper"
display_name = "ice-pepper plants"
kitchen_tag = "icechili"
mutants = null
chems = list("frostoil" = list(3,5), "nutriment" = list(1,50))
kitchen_tag = "icechili"
/datum/seed/chili/ice/New()
..()
@@ -39,9 +39,9 @@
name = "berries"
seed_name = "berry"
display_name = "berry bush"
kitchen_tag = "berries"
mutants = list("glowberries","poisonberries")
chems = list("nutriment" = list(1,10), "berryjuice" = list(10,10))
kitchen_tag = "berries"
/datum/seed/berry/New()
..()
@@ -129,9 +129,9 @@
name = "deathnettle"
seed_name = "death nettle"
display_name = "death nettles"
kitchen_tag = "deathnettle"
mutants = null
chems = list("nutriment" = list(1,50), "pacid" = list(0,1))
kitchen_tag = "deathnettle"
/datum/seed/nettle/death/New()
..()
@@ -221,9 +221,9 @@
name = "eggplant"
seed_name = "eggplant"
display_name = "eggplants"
kitchen_tag = "eggplant"
mutants = list("egg-plant")
chems = list("nutriment" = list(1,10))
kitchen_tag = "eggplant"
/datum/seed/eggplant/New()
..()
@@ -243,9 +243,9 @@
name = "egg-plant"
seed_name = "egg-plant"
display_name = "egg-plants"
kitchen_tag = "egg-plant"
mutants = null
chems = list("nutriment" = list(1,5), "egg" = list(3,12))
kitchen_tag = "egg-plant"
has_item_product = /obj/item/weapon/reagent_containers/food/snacks/egg/purple
//Apples/varieties.
@@ -253,9 +253,9 @@
name = "apple"
seed_name = "apple"
display_name = "apple tree"
kitchen_tag = "apple"
mutants = list("poisonapple","goldapple")
chems = list("nutriment" = list(1,10),"applejuice" = list(10,20))
kitchen_tag = "apple"
/datum/seed/apple/New()
..()
@@ -279,9 +279,9 @@
name = "goldapple"
seed_name = "golden apple"
display_name = "gold apple tree"
kitchen_tag = "goldapple"
mutants = null
chems = list("nutriment" = list(1,10), "gold" = list(1,5))
kitchen_tag = "goldapple"
/datum/seed/apple/gold/New()
..()
@@ -296,9 +296,9 @@
name = "ambrosia"
seed_name = "ambrosia vulgaris"
display_name = "ambrosia vulgaris"
kitchen_tag = "ambrosia"
mutants = list("ambrosiadeus")
chems = list("nutriment" = list(1), "space_drugs" = list(1,8), "kelotane" = list(1,8,1), "bicaridine" = list(1,10,1), "toxin" = list(1,10))
kitchen_tag = "ambrosia"
/datum/seed/ambrosia/New()
..()
@@ -316,9 +316,9 @@
name = "ambrosiadeus"
seed_name = "ambrosia deus"
display_name = "ambrosia deus"
kitchen_tag = "ambrosiadeus"
mutants = null
chems = list("nutriment" = list(1), "bicaridine" = list(1,8), "synaptizine" = list(1,8,1), "hyperzine" = list(1,10,1), "space_drugs" = list(1,10))
kitchen_tag = "ambrosiadeus"
/datum/seed/ambrosia/deus/New()
..()
@@ -512,8 +512,8 @@
name = "harebells"
seed_name = "harebell"
display_name = "harebells"
kitchen_tag = "harebell"
chems = list("nutriment" = list(1,20))
kitchen_tag = "harebell"
/datum/seed/flower/New()
..()
@@ -530,8 +530,8 @@
name = "poppies"
seed_name = "poppy"
display_name = "poppies"
kitchen_tag = "poppy"
chems = list("nutriment" = list(1,20), "bicaridine" = list(1,10))
kitchen_tag = "poppy"
/datum/seed/flower/poppy/New()
..()
@@ -621,7 +621,6 @@
name = "grapes"
seed_name = "grape"
display_name = "grapevines"
kitchen_tag = "grapes"
mutants = list("greengrapes")
chems = list("nutriment" = list(1,10), "sugar" = list(1,5), "grapejuice" = list(10,10))
@@ -655,8 +654,8 @@
name = "lettuce"
seed_name = "lettuce"
display_name = "lettuce"
kitchen_tag = "cabbage"
chems = list("nutriment" = list(1,15))
kitchen_tag = "cabbage"
/datum/seed/lettuce/New()
..()
@@ -677,8 +676,8 @@
name = "siflettuce"
seed_name = "glacial lettuce"
display_name = "glacial lettuce"
kitchen_tag = "icelettuce"
chems = list("nutriment" = list(1,5), "paracetamol" = list(0,2))
kitchen_tag = "icelettuce"
/datum/seed/lettuce/ice/New()
..()
@@ -745,8 +744,8 @@
name = "peanut"
seed_name = "peanut"
display_name = "peanut vines"
kitchen_tag = "peanut"
chems = list("nutriment" = list(1,10), "peanutoil" = list(1,3))
kitchen_tag = "peanut"
/datum/seed/peanuts/New()
..()
@@ -764,7 +763,6 @@
name = "vanilla"
seed_name = "vanilla"
display_name = "vanilla"
kitchen_tag = "vanilla"
chems = list("nutriment" = list(1,10), "vanilla" = list(0,3), "sugar" = list(0, 1))
/datum/seed/vanilla/New()
@@ -784,8 +782,8 @@
name = "cabbage"
seed_name = "cabbage"
display_name = "cabbages"
kitchen_tag = "cabbage"
chems = list("nutriment" = list(1,10))
kitchen_tag = "cabbage"
/datum/seed/cabbage/New()
..()
@@ -806,9 +804,9 @@
name = "banana"
seed_name = "banana"
display_name = "banana tree"
kitchen_tag = "banana"
chems = list("banana" = list(10,10))
trash_type = /obj/item/weapon/bananapeel
kitchen_tag = "banana"
/datum/seed/banana/New()
..()
@@ -828,8 +826,8 @@
name = "corn"
seed_name = "corn"
display_name = "ears of corn"
kitchen_tag = "corn"
chems = list("nutriment" = list(1,10), "cornoil" = list(1,10))
kitchen_tag = "corn"
trash_type = /obj/item/weapon/corncob
/datum/seed/corn/New()
@@ -850,8 +848,8 @@
name = "potato"
seed_name = "potato"
display_name = "potatoes"
kitchen_tag = "potato"
chems = list("nutriment" = list(1,10), "potatojuice" = list(10,10))
kitchen_tag = "potato"
/datum/seed/potato/New()
..()
@@ -869,8 +867,8 @@
name = "onion"
seed_name = "onion"
display_name = "onions"
kitchen_tag = "onion"
chems = list("nutriment" = list(1,10))
kitchen_tag = "onion"
/datum/seed/onion/New()
..()
@@ -887,8 +885,8 @@
name = "soybean"
seed_name = "soybean"
display_name = "soybeans"
kitchen_tag = "soybeans"
chems = list("nutriment" = list(1,20), "soymilk" = list(10,20))
kitchen_tag = "soybeans"
/datum/seed/soybean/New()
..()
@@ -905,8 +903,8 @@
name = "wheat"
seed_name = "wheat"
display_name = "wheat stalks"
kitchen_tag = "wheat"
chems = list("nutriment" = list(1,25), "flour" = list(15,15))
kitchen_tag = "wheat"
/datum/seed/wheat/New()
..()
@@ -925,8 +923,8 @@
name = "rice"
seed_name = "rice"
display_name = "rice stalks"
kitchen_tag = "rice"
chems = list("nutriment" = list(1,25), "rice" = list(10,15))
kitchen_tag = "rice"
/datum/seed/rice/New()
..()
@@ -945,8 +943,8 @@
name = "carrot"
seed_name = "carrot"
display_name = "carrots"
kitchen_tag = "carrot"
chems = list("nutriment" = list(1,20), "imidazoline" = list(3,5), "carrotjuice" = list(10,20))
kitchen_tag = "carrot"
/datum/seed/carrots/New()
..()
@@ -980,8 +978,8 @@
name = "whitebeet"
seed_name = "white-beet"
display_name = "white-beets"
kitchen_tag = "whitebeet"
chems = list("nutriment" = list(0,20), "sugar" = list(1,5))
kitchen_tag = "whitebeet"
/datum/seed/whitebeets/New()
..()
@@ -999,7 +997,6 @@
name = "sugarcane"
seed_name = "sugarcane"
display_name = "sugarcanes"
kitchen_tag = "sugarcanes"
chems = list("sugar" = list(4,5))
/datum/seed/sugarcane/New()
@@ -1019,8 +1016,8 @@
name = "rhubarb"
seed_name = "rhubarb"
display_name = "rhubarb"
kitchen_tag = "rhubarb"
chems = list("nutriment" = list(1,15))
kitchen_tag = "rhubarb"
/datum/seed/rhubarb/New()
..()
@@ -1037,8 +1034,8 @@
name = "celery"
seed_name = "celery"
display_name = "celery"
kitchen_tag = "celery"
chems = list("nutriment" = list(5,20))
kitchen_tag = "celery"
/datum/seed/celery/New()
..()
@@ -1055,8 +1052,8 @@
name = "spineapple"
seed_name = "spineapple"
display_name = "spineapple"
kitchen_tag = "pineapple"
chems = list("nutriment" = list(1,5), "enzyme" = list(1,5), "pineapplejuice" = list(1, 20))
kitchen_tag = "pineapple"
/datum/seed/spineapple/New()
..()
@@ -1079,8 +1076,8 @@
seed_name = "durian"
seed_noun = "pits"
display_name = "durian"
kitchen_tag = "durian"
chems = list("nutriment" = list(1,5), "durianpaste" = list(1, 20))
kitchen_tag = "durian"
/datum/seed/durian/New()
..()
@@ -1100,8 +1097,8 @@
name = "watermelon"
seed_name = "watermelon"
display_name = "watermelon vine"
kitchen_tag = "watermelon"
chems = list("nutriment" = list(1,6), "watermelonjuice" = list(10,6))
kitchen_tag = "watermelon"
/datum/seed/watermelon/New()
..()
@@ -1124,8 +1121,8 @@
name = "pumpkin"
seed_name = "pumpkin"
display_name = "pumpkin vine"
kitchen_tag = "pumpkin"
chems = list("nutriment" = list(1,6))
kitchen_tag = "pumpkin"
/datum/seed/pumpkin/New()
..()
@@ -1144,8 +1141,8 @@
name = "lime"
seed_name = "lime"
display_name = "lime trees"
kitchen_tag = "lime"
chems = list("nutriment" = list(1,20), "limejuice" = list(10,20))
kitchen_tag = "lime"
/datum/seed/citrus/New()
..()
@@ -1164,8 +1161,8 @@
name = "lemon"
seed_name = "lemon"
display_name = "lemon trees"
kitchen_tag = "lemon"
chems = list("nutriment" = list(1,20), "lemonjuice" = list(10,20))
kitchen_tag = "lemon"
/datum/seed/citrus/lemon/New()
..()
@@ -1191,8 +1188,8 @@
name = "grass"
seed_name = "grass"
display_name = "grass"
kitchen_tag = "grass"
chems = list("nutriment" = list(1,20))
kitchen_tag = "grass"
/datum/seed/grass/New()
..()
@@ -1211,7 +1208,6 @@
name = "cocoa"
seed_name = "cacao"
display_name = "cacao tree"
kitchen_tag = "cocoa"
chems = list("nutriment" = list(1,10), "coco" = list(4,5))
/datum/seed/cocoa/New()
@@ -1232,8 +1228,8 @@
seed_name = "cherry"
seed_noun = "pits"
display_name = "cherry tree"
kitchen_tag = "cherries"
chems = list("nutriment" = list(1,15), "sugar" = list(1,15), "cherryjelly" = list(10,15))
kitchen_tag = "cherries"
/datum/seed/cherries/New()
..()
@@ -1252,8 +1248,8 @@
name = "kudzu"
seed_name = "kudzu"
display_name = "kudzu vines"
kitchen_tag = "kudzu"
chems = list("nutriment" = list(1,50), "anti_toxin" = list(1,25))
kitchen_tag = "kudzu"
/datum/seed/kudzu/New()
..()
@@ -1294,8 +1290,8 @@
name = "shand"
seed_name = "Selem's hand"
display_name = "Selem's hand leaves"
kitchen_tag = "shand"
chems = list("bicaridine" = list(0,10))
kitchen_tag = "shand"
/datum/seed/shand/New()
..()
@@ -1314,8 +1310,8 @@
name = "mtear"
seed_name = "Malani's tear"
display_name = "Malani's tear leaves"
kitchen_tag = "mtear"
chems = list("honey" = list(1,10), "kelotane" = list(3,5))
kitchen_tag = "mtear"
/datum/seed/mtear/New()
..()
@@ -1334,7 +1330,6 @@
name = "telriis"
seed_name = "telriis"
display_name = "telriis grass"
kitchen_tag = "telriis"
chems = list("pwine" = list(1,5), "nutriment" = list(1,6))
/datum/seed/telriis/New()
@@ -1351,7 +1346,6 @@
name = "thaadra"
seed_name = "thaa'dra"
display_name = "thaa'dra lichen"
kitchen_tag = "thaadra"
chems = list("frostoil" = list(1,5),"nutriment" = list(1,5))
/datum/seed/thaadra/New()
@@ -1368,7 +1362,6 @@
name = "jurlmah"
seed_name = "jurl'mah"
display_name = "jurl'mah reeds"
kitchen_tag = "jurlmah"
chems = list("serotrotium" = list(1,5),"nutriment" = list(1,5))
/datum/seed/jurlmah/New()
@@ -1384,7 +1377,6 @@
name = "amauri"
seed_name = "amauri"
display_name = "amauri plant"
kitchen_tag = "amauri"
chems = list("zombiepowder" = list(1,10),"condensedcapsaicin" = list(1,5),"nutriment" = list(1,5))
/datum/seed/amauri/New()
@@ -1400,7 +1392,6 @@
name = "gelthi"
seed_name = "gelthi"
display_name = "gelthi plant"
kitchen_tag = "gelthi"
chems = list("stoxin" = list(1,5),"capsaicin" = list(1,5),"nutriment" = list(1,5))
/datum/seed/gelthi/New()
@@ -1416,7 +1407,6 @@
name = "vale"
seed_name = "vale"
display_name = "vale bush"
kitchen_tag = "vale"
chems = list("paracetamol" = list(1,5),"dexalin" = list(1,2),"nutriment"= list(1,5))
/datum/seed/vale/New()
@@ -1432,7 +1422,6 @@
name = "surik"
seed_name = "surik"
display_name = "surik vine"
kitchen_tag = "surik"
chems = list("impedrezene" = list(1,3),"synaptizine" = list(1,2),"nutriment" = list(1,5))
/datum/seed/surik/New()
@@ -38,8 +38,8 @@
new /datum/data/mining_equipment("Industrial Hardsuit - Maneuvering Jets", /obj/item/rig_module/maneuvering_jets, 1250),
new /datum/data/mining_equipment("Hardsuit - Intelligence Storage", /obj/item/rig_module/ai_container, 2500),
new /datum/data/mining_equipment("Hardsuit - Smoke Bomb Deployer", /obj/item/rig_module/grenade_launcher/smoke, 2000),
new /datum/data/mining_equipment("Industrial Equipment - Phoron Bore", /obj/item/weapon/gun/magnetic/matfed, 3000),
new /datum/data/mining_equipment("Industrial Equipment - Sheet-Snatcher",/obj/item/weapon/storage/bag/sheetsnatcher, 500),
new /datum/data/mining_equipment("Industrial Equipment - Sheet-Snatcher", /obj/item/weapon/gun/magnetic/matfed, 3000),
new /datum/data/mining_equipment("Industrial Equipment - Phoron Bore",/obj/item/weapon/storage/bag/sheetsnatcher, 500),
new /datum/data/mining_equipment("Digital Tablet - Standard", /obj/item/modular_computer/tablet/preset/custom_loadout/standard, 500),
new /datum/data/mining_equipment("Digital Tablet - Advanced", /obj/item/modular_computer/tablet/preset/custom_loadout/advanced, 1000),
new /datum/data/mining_equipment("Fine Excavation Kit - Chisels",/obj/item/weapon/storage/excavation, 500),
-173
View File
@@ -1,173 +0,0 @@
/mob/living/bot/secbot/ed209/slime
name = "SL-ED-209 Security Robot"
desc = "A security robot. He looks less than thrilled."
icon = 'icons/obj/aibots.dmi'
icon_state = "sled2090"
density = 1
health = 200
maxHealth = 200
is_ranged = 1
preparing_arrest_sounds = new()
a_intent = I_HURT
mob_bump_flag = HEAVY
mob_swap_flags = ~HEAVY
mob_push_flags = HEAVY
used_weapon = /obj/item/weapon/gun/energy/taser/xeno
stun_strength = 10
xeno_harm_strength = 9
req_one_access = list(access_research, access_robotics)
botcard_access = list(access_research, access_robotics, access_xenobiology, access_xenoarch, access_tox, access_tox_storage, access_maint_tunnels)
used_weapon = /obj/item/weapon/melee/baton/slime
var/xeno_stun_strength = 6
/mob/living/bot/secbot/ed209/slime/update_icons()
if(on && busy)
icon_state = "sled209-c"
else
icon_state = "sled209[on]"
/mob/living/bot/secbot/ed209/slime/RangedAttack(var/atom/A)
if(last_shot + shot_delay > world.time)
to_chat(src, "You are not ready to fire yet!")
return
last_shot = world.time
var/projectile = /obj/item/projectile/beam/stun/xeno
if(emagged)
projectile = /obj/item/projectile/beam/shock
playsound(loc, emagged ? 'sound/weapons/laser3.ogg' : 'sound/weapons/Taser.ogg', 50, 1)
var/obj/item/projectile/P = new projectile(loc)
P.firer = src
P.old_style_target(A)
P.fire()
/mob/living/bot/secbot/ed209/slime/UnarmedAttack(var/mob/living/L, var/proximity)
..()
if(istype(L, /mob/living/simple_mob/slime/xenobio))
var/mob/living/simple_mob/slime/xenobio/S = L
S.slimebatoned(src, xeno_stun_strength)
// Assembly
/obj/item/weapon/secbot_assembly/ed209_assembly/slime
name = "SL-ED-209 assembly"
desc = "Some sort of bizarre assembly."
icon = 'icons/obj/aibots.dmi'
icon_state = "ed209_frame"
item_state = "buildpipe"
created_name = "SL-ED-209 Security Robot"
/obj/item/weapon/secbot_assembly/ed209_assembly/slime/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) // Here in the event it's added into a PoI or some such. Standard construction relies on the standard ED up until taser.
if(istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter new robot name", name, created_name), MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && src.loc != usr)
return
created_name = t
return
switch(build_step)
if(0, 1)
if(istype(W, /obj/item/robot_parts/l_leg) || istype(W, /obj/item/robot_parts/r_leg) || (istype(W, /obj/item/organ/external/leg) && ((W.name == "robotic right leg") || (W.name == "robotic left leg"))))
user.drop_item()
qdel(W)
build_step++
to_chat(user, "<span class='notice'>You add the robot leg to [src].</span>")
name = "legs/frame assembly"
if(build_step == 1)
icon_state = "ed209_leg"
else
icon_state = "ed209_legs"
if(2)
if(istype(W, /obj/item/clothing/suit/storage/vest))
user.drop_item()
qdel(W)
build_step++
to_chat(user, "<span class='notice'>You add the armor to [src].</span>")
name = "vest/legs/frame assembly"
item_state = "ed209_shell"
icon_state = "ed209_shell"
if(3)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
build_step++
name = "shielded frame assembly"
to_chat(user, "<span class='notice'>You welded the vest to [src].</span>")
if(4)
if(istype(W, /obj/item/clothing/head/helmet))
user.drop_item()
qdel(W)
build_step++
to_chat(user, "<span class='notice'>You add the helmet to [src].</span>")
name = "covered and shielded frame assembly"
item_state = "ed209_hat"
icon_state = "ed209_hat"
if(5)
if(isprox(W))
user.drop_item()
qdel(W)
build_step++
to_chat(user, "<span class='notice'>You add the prox sensor to [src].</span>")
name = "covered, shielded and sensored frame assembly"
item_state = "ed209_prox"
icon_state = "ed209_prox"
if(6)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one coil of wire to wire [src].</span>")
return
to_chat(user, "<span class='notice'>You start to wire [src].</span>")
if(do_after(user, 40) && build_step == 6)
if(C.use(1))
build_step++
to_chat(user, "<span class='notice'>You wire the ED-209 assembly.</span>")
name = "wired ED-209 assembly"
return
if(7)
if(istype(W, /obj/item/weapon/gun/energy/taser/xeno))
name = "xenotaser SL-ED-209 assembly"
item_state = "sled209_taser"
icon_state = "sled209_taser"
build_step++
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
user.drop_item()
qdel(W)
if(8)
if(W.is_screwdriver())
playsound(src, W.usesound, 100, 1)
var/turf/T = get_turf(user)
to_chat(user, "<span class='notice'>Now attaching the gun to the frame...</span>")
sleep(40)
if(get_turf(user) == T && build_step == 8)
build_step++
name = "armed [name]"
to_chat(user, "<span class='notice'>Taser gun attached.</span>")
if(9)
if(istype(W, /obj/item/weapon/cell))
build_step++
to_chat(user, "<span class='notice'>You complete the ED-209.</span>")
var/turf/T = get_turf(src)
new /mob/living/bot/secbot/ed209/slime(T,created_name,lasercolor)
user.drop_item()
qdel(W)
user.drop_from_inventory(src)
qdel(src)
+2 -20
View File
@@ -160,30 +160,12 @@
return
if(7)
if(istype(W, /obj/item/weapon/gun/energy/taser/xeno))
name = "xenotaser SL-ED-209 assembly"
item_state = "sled209_taser"
icon_state = "sled209_taser"
if(istype(W, /obj/item/weapon/gun/energy/taser))
name = "taser ED-209 assembly"
build_step++
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
user.drop_item()
qdel(W)
var/turf/T = get_turf(src)
var/obj/item/weapon/secbot_assembly/ed209_assembly/slime/S = new /obj/item/weapon/secbot_assembly/ed209_assembly/slime(T)
S.name = name
S.item_state = item_state
S.icon_state = icon_state
S.build_step = build_step
S.created_name = created_name
user.drop_from_inventory(src)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/taser))
name = "taser ED-209 assembly"
item_state = "ed209_taser"
icon_state = "ed209_taser"
build_step++
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
user.drop_item()
qdel(W)
+2
View File
@@ -280,6 +280,8 @@
var/mob/living/simple_mob/slime/xenobio/S = L
S.slimebatoned(src, xeno_stun_strength)
/mob/living/bot/secbot/explode()
visible_message("<span class='warning'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
@@ -122,7 +122,11 @@ var/datum/species/shapeshifter/promethean/prometheans
/obj/item/weapon/storage/toolbox/lunchbox/nymph,
/obj/item/weapon/storage/toolbox/lunchbox/syndicate)) //Only pick the empty types
var/obj/item/weapon/storage/toolbox/lunchbox/L = new boxtype(get_turf(H))
new /obj/item/weapon/reagent_containers/food/snacks/candy/proteinbar(L)
var/mob/living/simple_mob/animal/passive/mouse/mouse = new (L)
var/obj/item/weapon/holder/holder = new (L)
holder.held_mob = mouse
mouse.forceMove(holder)
holder.sync(mouse)
if(H.backbag == 1)
H.equip_to_slot_or_del(L, slot_r_hand)
else
@@ -83,4 +83,4 @@
if(!.)
if(isrobot(L)) // They ignore synths.
return TRUE
return L.assess_perp(src, FALSE, FALSE, TRUE, FALSE) <= 3
return L.assess_perp(src, FALSE, FALSE, TRUE, FALSE) <= 4
@@ -56,7 +56,7 @@
if(!.)
if(isrobot(L)) // They ignore synths.
return TRUE
return L.assess_perp(src, FALSE, FALSE, TRUE, FALSE) <= 3
return L.assess_perp(src, FALSE, FALSE, TRUE, FALSE) <= 4
/mob/living/simple_mob/mechanical/ward/monitor/death()
if(owner)
@@ -71,7 +71,7 @@
icon_living = "[initial(icon_state)]_spotted"
glow_color = "#FF0000"
else
icon_living = "[initial(icon_state)]"
icon_living = "[initial(icon_state)]_ward"
glow_color = "#00FF00"
handle_light() // Update the light immediately.
..()
+2 -2
View File
@@ -150,15 +150,15 @@
if(dna_lock && attached_lock.stored_dna)
if(!authorized_user(user))
if(attached_lock.safety_level == 0)
to_chat(M, "<span class='danger'>\The [src] buzzes in dissapointment and displays an invalid DNA symbol.</span>")
to_chat(M, "<span class='danger'>\The [src] buzzes in dissapoint and displays an invalid DNA symbol.</span>")
return 0
if(!attached_lock.exploding)
if(attached_lock.safety_level == 1)
to_chat(M, "<span class='danger'>\The [src] hisses in dissapointment.</span>")
visible_message("<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>", "<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>")
attached_lock.exploding = 1
spawn(100)
explosion(src, 0, 0, 3, 4)
attached_lock.exploding = 1
sleep(1)
qdel(src)
return 0
+249 -263
View File
@@ -1,263 +1,249 @@
/obj/item/weapon/gun/energy/laser
name = "laser rifle"
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// one_handed_penalty = 30
firemodes = list(
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
charge_cost = 48
cell_type = /obj/item/weapon/cell/device
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
)
/obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
/obj/item/weapon/gun/energy/retro/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/retro/empty
icon_state = "retro"
cell_type = null
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
name = "Precursor Alpha Weapon - Appendageheld Laser"
desc = "This object strongly resembles a weapon, and if one were to pull the \
trigger located on the handle of the object, it would fire a deadly \
laser at whatever it was pointed at. The beam fired appears to cause too \
much damage to whatever it would hit to have served as a long ranged repair tool, \
therefore this object was most likely designed to be a deadly weapon. If so, this \
has several implications towards its creators;\
<br><br>\
Firstly, it implies that these precursors, at some point during their development, \
had needed to defend themselves, or otherwise had a need to utilize violence, and \
as such created better tools to do so. It is unclear if violence was employed against \
themselves as a form of in-fighting, or if violence was exclusive to outside species.\
<br><br>\
Secondly, the shape and design of the weapon implies that the creators of this \
weapon were able to grasp objects, and be able to manipulate the trigger independently \
from merely holding onto the weapon, making certain types of appendages like tentacles be \
unlikely.\
<br><br>\
An interesting note about this weapon, when compared to contemporary energy weapons, is \
that this gun appears to be inferior to modern laser weapons. The beam fired has less \
of an ability to harm, and the power consumption appears to be higher than average for \
a human-made energy side-arm. One possible explaination is that the creators of this \
weapon, in their later years, had less of a need to optimize their capability for war, \
and instead focused on other endeavors. Another explaination is that vast age of the weapon \
may have caused it to degrade, yet still remain functional at a reduced capability."
value = CATALOGUER_REWARD_MEDIUM
/obj/item/weapon/gun/energy/alien
name = "alien pistol"
desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
icon_state = "alienpistol"
item_state = "alienpistol"
fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
charge_cost = 480 // Five shots.
projectile_type = /obj/item/projectile/beam/cyan
cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
modifystate = "alienpistol"
/obj/item/weapon/gun/energy/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
charge_cost = 480 //to compensate a bit for self-recharging
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
battery_lock = 1
/obj/item/weapon/gun/energy/lasercannon
name = "laser cannon"
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 45
charge_cost = 600
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
self_recharge = 1
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
battery_lock = 1
charge_cost = 600
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -45 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
/obj/item/weapon/gun/energy/monorifle
name = "antique mono-rifle"
desc = "An old laser rifle. This one can only fire once before requiring recharging."
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
icon_state = "eshotgun"
item_state = "shotgun"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
charge_cost = 1300
fire_delay = 20
force = 8
w_class = ITEMSIZE_LARGE
accuracy = 10
scoped_accuracy = 15
var/scope_multiplier = 1.5
/obj/item/weapon/gun/energy/monorifle/verb/sights()
set category = "Object"
set name = "Aim Down Sights"
set popup_menu = 1
toggle_scope(scope_multiplier)
/obj/item/weapon/gun/energy/monorifle/combat
name = "combat mono-rifle"
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
icon_state = "ecshotgun"
item_state = "cshotgun"
charge_cost = 1000
force = 12
accuracy = 0
scoped_accuracy = 20
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/lasertag
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(!istype(M.wear_suit, required_vest))
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
return 0
return ..()
/obj/item/weapon/gun/energy/lasertag/blue
icon_state = "bluetag"
item_state = "bluetag"
projectile_type = /obj/item/projectile/beam/lasertag/blue
required_vest = /obj/item/clothing/suit/bluetag
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
item_state = "redtag"
projectile_type = /obj/item/projectile/beam/lasertag/red
required_vest = /obj/item/clothing/suit/redtag
/obj/item/weapon/gun/energy/lasertag/omni
projectile_type = /obj/item/projectile/beam/lasertag/omni
/*
* Laser scattergun, proof of concept.
*/
/obj/item/weapon/gun/energy/lasershotgun
name = "laser scattergun"
icon = 'icons/obj/energygun.dmi'
item_state = "laser"
icon_state = "scatter"
desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
projectile_type = /obj/item/projectile/scatter/laser
/obj/item/weapon/gun/energy/laser
name = "laser rifle"
desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// one_handed_penalty = 30
firemodes = list(
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
projectile_type = /obj/item/projectile/beam/practice
charge_cost = 48
cell_type = /obj/item/weapon/cell/device
firemodes = list(
list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
)
/obj/item/weapon/gun/energy/retro
name = "retro laser"
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
/obj/item/weapon/gun/energy/retro/mounted
self_recharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/retro/empty
icon_state = "retro"
cell_type = null
/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
name = "Precursor Alpha Weapon - Appendageheld Laser"
desc = "This object strongly resembles a weapon, and if one were to pull the \
trigger located on the handle of the object, it would fire a deadly \
laser at whatever it was pointed at. The beam fired appears to cause too \
much damage to whatever it would hit to have served as a long ranged repair tool, \
therefore this object was most likely designed to be a deadly weapon. If so, this \
has several implications towards its creators;\
<br><br>\
Firstly, it implies that these precursors, at some point during their development, \
had needed to defend themselves, or otherwise had a need to utilize violence, and \
as such created better tools to do so. It is unclear if violence was employed against \
themselves as a form of in-fighting, or if violence was exclusive to outside species.\
<br><br>\
Secondly, the shape and design of the weapon implies that the creators of this \
weapon were able to grasp objects, and be able to manipulate the trigger independently \
from merely holding onto the weapon, making certain types of appendages like tentacles be \
unlikely.\
<br><br>\
An interesting note about this weapon, when compared to contemporary energy weapons, is \
that this gun appears to be inferior to modern laser weapons. The beam fired has less \
of an ability to harm, and the power consumption appears to be higher than average for \
a human-made energy side-arm. One possible explaination is that the creators of this \
weapon, in their later years, had less of a need to optimize their capability for war, \
and instead focused on other endeavors. Another explaination is that vast age of the weapon \
may have caused it to degrade, yet still remain functional at a reduced capability."
value = CATALOGUER_REWARD_MEDIUM
/obj/item/weapon/gun/energy/alien
name = "alien pistol"
desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
icon_state = "alienpistol"
item_state = "alienpistol"
fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
charge_cost = 480 // Five shots.
projectile_type = /obj/item/projectile/beam/cyan
cell_type = /obj/item/weapon/cell/device/weapon/recharge/alien // Self charges.
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
modifystate = "alienpistol"
/obj/item/weapon/gun/energy/captain
name = "antique laser gun"
icon_state = "caplaser"
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
fire_delay = 10 //Old pistol
charge_cost = 480 //to compensate a bit for self-recharging
cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
battery_lock = 1
/obj/item/weapon/gun/energy/lasercannon
name = "laser cannon"
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 45
charge_cost = 600
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
self_recharge = 1
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"
desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
ionized beams, this is a weapon to kill from a distance."
icon_state = "sniper"
item_state = "sniper"
item_state_slots = list(slot_r_hand_str = "z8carbine", slot_l_hand_str = "z8carbine") //placeholder
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
battery_lock = 1
charge_cost = 600
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -45 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
/obj/item/weapon/gun/energy/monorifle
name = "antique mono-rifle"
desc = "An old laser rifle. This one can only fire once before requiring recharging."
description_fluff = "Modeled after ancient hunting rifles, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as some barmens' fight-stopper of choice. One shot is all it takes, or so they say."
icon_state = "eshotgun"
item_state = "shotgun"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/beam/sniper
slot_flags = SLOT_BACK
charge_cost = 1300
fire_delay = 20
force = 8
w_class = ITEMSIZE_LARGE
accuracy = 10
scoped_accuracy = 15
var/scope_multiplier = 1.5
/obj/item/weapon/gun/energy/monorifle/verb/sights()
set category = "Object"
set name = "Aim Down Sights"
set popup_menu = 1
toggle_scope(scope_multiplier)
/obj/item/weapon/gun/energy/monorifle/combat
name = "combat mono-rifle"
desc = "A modernized version of the mono-rifle. This one can fire twice before requiring recharging."
description_fluff = "A modern design produced by a company once working from Saint Columbia, based on the antique mono-rifle 'Rainy Day Special' design."
icon_state = "ecshotgun"
item_state = "cshotgun"
charge_cost = 1000
force = 12
accuracy = 0
scoped_accuracy = 20
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/lasertag
name = "laser tag gun"
item_state = "laser"
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/lasertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/required_vest
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(!istype(M.wear_suit, required_vest))
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
return 0
return ..()
/obj/item/weapon/gun/energy/lasertag/blue
icon_state = "bluetag"
item_state = "bluetag"
projectile_type = /obj/item/projectile/beam/lasertag/blue
required_vest = /obj/item/clothing/suit/bluetag
/obj/item/weapon/gun/energy/lasertag/red
icon_state = "redtag"
item_state = "redtag"
projectile_type = /obj/item/projectile/beam/lasertag/red
required_vest = /obj/item/clothing/suit/redtag
/obj/item/weapon/gun/energy/lasertag/omni
projectile_type = /obj/item/projectile/beam/lasertag/omni
+1 -72
View File
@@ -84,17 +84,8 @@
var/accuracy = 0
var/dispersion = 0.0
// Sub-munitions. Basically, multi-projectile shotgun, rather than pellets.
var/use_submunitions = FALSE
var/only_submunitions = FALSE // Will the projectile delete itself after firing the submunitions?
var/list/submunitions = list() // Assoc list of the paths of any submunitions, and how many they are. [projectilepath] = [projectilecount].
var/submunition_spread_max = 30 // Divided by 10 to get the percentile dispersion.
var/submunition_spread_min = 5 // Above.
var/force_max_submunition_spread = FALSE // Do we just force the maximum?
var/spread_submunition_damage = FALSE // Do we assign damage to our sub projectiles based on our main projectile damage?
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID are the only things that should be in here
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS are the only things that should be in here
var/SA_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
var/SA_vulnerability = null // What kind of simple animal the above bonus damage should be applied to. Set to null to apply to all SAs.
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
@@ -658,37 +649,6 @@
if(get_turf(target) == get_turf(src))
direct_target = target
if(use_submunitions && submunitions.len)
var/temp_min_spread = 0
if(force_max_submunition_spread)
temp_min_spread = submunition_spread_max
else
temp_min_spread = submunition_spread_min
var/damage_override = null
if(spread_submunition_damage)
damage_override = damage
if(nodamage)
damage_override = 0
var/projectile_count = 0
for(var/proj in submunitions)
projectile_count += submunitions[proj]
damage_override = round(damage_override / max(1, projectile_count))
for(var/path in submunitions)
for(var/count = 1 to submunitions[path])
var/obj/item/projectile/SM = new path(get_turf(loc))
SM.shot_from = shot_from
SM.silenced = silenced
SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10
if(!isnull(damage_override))
SM.damage = damage_override
SM.launch_projectile(target, target_zone, user, params, angle_override)
preparePixelProjectile(target, user? user : get_turf(src), params, forced_spread)
return fire(angle_override, direct_target)
@@ -708,36 +668,5 @@
if(get_turf(target) == get_turf(src))
direct_target = target
if(use_submunitions && submunitions.len)
var/temp_min_spread = 0
if(force_max_submunition_spread)
temp_min_spread = submunition_spread_max
else
temp_min_spread = submunition_spread_min
var/damage_override = null
if(spread_submunition_damage)
damage_override = damage
if(nodamage)
damage_override = 0
var/projectile_count = 0
for(var/proj in submunitions)
projectile_count += submunitions[proj]
damage_override = round(damage_override / max(1, projectile_count))
for(var/path in submunitions)
for(var/count = 1 to submunitions[path])
var/obj/item/projectile/SM = new path(get_turf(loc))
SM.shot_from = shot_from
SM.silenced = silenced
SM.dispersion = rand(temp_min_spread, submunition_spread_max) / 10
if(!isnull(damage_override))
SM.damage = damage_override
SM.launch_projectile_from_turf(target, target_zone, user, params, angle_override)
preparePixelProjectile(target, get_turf(src), params, forced_spread)
return fire(angle_override, direct_target)
+1 -14
View File
@@ -213,17 +213,4 @@
/obj/item/projectile/beam/stun/med
name = "stun beam"
icon_state = "stun"
agony = 30
/obj/item/projectile/beam/shock
name = "shock beam"
icon_state = "lightning"
damage_type = ELECTROCUTE
muzzle_type = /obj/effect/projectile/muzzle/lightning
tracer_type = /obj/effect/projectile/tracer/lightning
impact_type = /obj/effect/projectile/impact/lightning
damage = 30
agony = 15
eyeblur = 2
agony = 30
@@ -1,62 +0,0 @@
/*
* Home of the purely submunition projectiles.
*/
/obj/item/projectile/scatter
name = "scatter projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
unacidable = TRUE
pass_flags = PASSTABLE
mouse_opacity = 0
use_submunitions = TRUE
damage = 8
spread_submunition_damage = TRUE
only_submunitions = TRUE
range = 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
submunition_spread_max = 30
submunition_spread_min = 2
submunitions = list(
/obj/item/projectile/bullet/pellet/shotgun/flak = 3
)
/obj/item/projectile/scatter/laser
damage = 40
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/beam/prismatic = 4
)
/obj/item/projectile/beam/prismatic
name = "prismatic beam"
icon_state = "omnilaser"
damage = 10
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
stutter = 2
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/scatter/ion
damage = 20
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/bullet/shotgun/ion = 3
)
+2 -2
View File
@@ -1198,7 +1198,7 @@
name = "Peanut Butter"
id = "peanutbutter"
result = "peanutbutter"
required_reagents = list("peanutoil" = 2, "sugar" = 1, "sodiumchloride" = 1)
required_reagents = list("peanutoil" = 2, "sugar" = 1, "salt" = 1)
catalysts = list("enzyme" = 5)
result_amount = 3
@@ -1206,7 +1206,7 @@
name = "mayonnaise"
id = "mayo"
result = "mayo"
required_reagents = list("egg" = 9, "cornoil" = 5, "lemonjuice" = 5, "sodiumchloride" = 1)
required_reagents = list("egg" = 9, "cornoil" = 5, "lemonjuice" = 5, "salt" = 1)
result_amount = 15
/datum/chemical_reaction/food/cheesewheel
@@ -135,8 +135,8 @@
/obj/item/weapon/reagent_containers/glass/proc/update_name_label()
if(label_text == "")
name = base_name
else if(length(label_text) > 20)
var/short_label_text = copytext(label_text, 1, 21)
else if(length(label_text) > 10)
var/short_label_text = copytext(label_text, 1, 11)
name = "[base_name] ([short_label_text]...)"
else
name = "[base_name] ([label_text])"
-7
View File
@@ -664,13 +664,6 @@
materials = list(DEFAULT_WALL_MATERIAL = 7500, "silver" = 375, "glass" = 750)
build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
/datum/design/item/mecha/speedboost_ripley
name = "Ripley Leg Actuator Overdrive"
desc = "System enhancements and overdrives to make a mech's legs move faster."
req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/speedboost
/datum/design/item/synthetic_flash
name = "Synthetic Flash"
id = "sflash"
-12
View File
@@ -53,18 +53,6 @@
-->
<div class="commit sansserif">
<h2 class="date">19 July 2019</h2>
<h3 class="author">Nalarac updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Add xenobio/xenobot to farmbots.</li>
</ul>
<h3 class="author">Woodrat updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added a clotting kit to the Raider Shuttle.</li>
<li class="tweak">Swapped out the ai turrets for industrial turrets in the teleporter rooms.</li>
<li class="tweak">Adjusted access to the turret controls to heads of staff access, moved them outside of the rooms.</li>
</ul>
<h2 class="date">07 July 2019</h2>
<h3 class="author">Heroman3003 updated:</h3>
<ul class="changes bgimages16">
-8
View File
@@ -4614,11 +4614,3 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
on an invalid Z-level.
- bugfix: Fixes GPSes not detecting other GPSes while on an invalid Z-level. Transit
Z is unaffected by this- no spying on other shuttles!
2019-07-19:
Nalarac:
- tweak: Add xenobio/xenobot to farmbots.
Woodrat:
- rscadd: Added a clotting kit to the Raider Shuttle.
- tweak: Swapped out the ai turrets for industrial turrets in the teleporter rooms.
- tweak: Adjusted access to the turret controls to heads of staff access, moved
them outside of the rooms.
-37
View File
@@ -1,37 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Mechoid
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Pipes will now leak if their ends are unsealed."
- rscadd: "Pipe clamps now exist."
@@ -22,7 +22,7 @@
#################################
# Your name.
author: Mechoid
author: TheFurryFeline
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
@@ -33,4 +33,4 @@ delete-after: True
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added a Xenobio-compatible ED-209."
- tweak: "Add access_xenobiology to farmbots."
@@ -22,7 +22,7 @@
#################################
# Your name.
author: Nalarac
author: Woodrat
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
@@ -33,4 +33,6 @@ delete-after: True
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Ripley speed boost module that can be built in robotics."
- rscadd: "Added a clotting kit to the Raider Shuttle."
- tweak: "swapped out the ai turrets for industrial turrets in the teleporter rooms."
- tweak: "Adjusted access to the turret controls to heads of staff access, moved them outside of the rooms."
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+54 -11
View File
@@ -1,14 +1,57 @@
<div class="statusDisplay" style="height: 250px; overflow: auto;">
{{for data.aircontents}}
{{if value.val != 0 || value.entry == "pressure" || value.entry == "temperature"}}
<div class="item">
<div class="itemLabel">
{{:value.entry}}:
</div>
<div class="itemContent">
{{:helper.string('<span class="{0}">{1}{2}</span>', value.val < value.bad_low || value.val > value.bad_high ? 'bad' : value.val < value.poor_low || value.val > value.poor_high ? 'average' : 'good' , value.val, value.units)}}
</div>
<div class="item">
{{if data.aircontents.reading == 1}}
<div class="itemLabel">
Pressure:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1} kPa</span>', data.aircontents.pressure < 80 || data.aircontents.pressure > 120 ? 'bad' : data.aircontents.pressure < 95 || data.aircontents.pressure > 110 ? 'average' : 'good' , data.aircontents.pressure)}}
</div>
<div class="itemLabel">
Temperature:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1} &deg;C</span>', data.aircontents.temp < 5 || data.aircontents.temp > 35 ? 'bad' : data.aircontents.temp < 15 || data.aircontents.temp > 25 ? 'average' : 'good' , data.aircontents.temp)}}
</div>
<br>
<div class="itemLabel">
Oxygen:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1}%</span>', data.aircontents.oxygen < 17 ? 'bad' : data.aircontents.oxygen < 19 ? 'average' : 'good' , data.aircontents.oxygen)}}
</div>
<div class="itemLabel">
Nitrogen:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1}%</span>', data.aircontents.nitrogen > 82 ? 'bad' : data.aircontents.nitrogen > 80 ? 'average' : 'good' , data.aircontents.nitrogen)}}
</div>
{{if data.aircontents.carbon_dioxide > 0}}
<div class="itemLabel">
Carbon Dioxide:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1}%</span>', data.aircontents.carbon_dioxide > 5 ? 'bad' : 'good' , data.aircontents.carbon_dioxide)}}
</div>
{{/if}}
{{if data.aircontents.phoron > 0}}
<div class="itemLabel">
Phoron:
</div>
<div class = "itemContent">
{{:helper.string('<span class="{0}">{1}%</span>', data.aircontents.phoron > 0 ? 'bad' : 'good' , data.aircontents.phoron)}}
</div>
{{/if}}
{{if data.aircontents.other > 0}}
<div class="itemLabel">
Unknown:
</div>
<div class = "itemContent">
<span class="bad">{{:data.aircontents.other}}%</span>
</div>
{{/if}}
{{/for}}
{{else}}
<div class="itemContent" style="width: 100%;">
<span class="average"><b>Unable to get air reading</b></span>
</div>
{{/if}}
</div>
+4 -1
View File
@@ -300,7 +300,10 @@ Used In File(s): \code\game\objects\items\devices\PDA\PDA.dm
{{else data.mode == 3}}
<H2>Atmospheric Scan</H2>
{{#def.atmosphericScan}}
<div class="statusDisplay" style="height: 250px; overflow: auto;">
{{#def.atmosphericScan}}
</div>
{{else data.mode == 40}} <!-- Cartridge: Signaler -->
<H2>Remote Signaling System</H2>
-4
View File
@@ -134,7 +134,6 @@
#include "code\ATMOSPHERICS\datum_pipeline.dm"
#include "code\ATMOSPHERICS\mainspipe.dm"
#include "code\ATMOSPHERICS\components\portables_connector.dm"
#include "code\ATMOSPHERICS\components\shutoff.dm"
#include "code\ATMOSPHERICS\components\tvalve.dm"
#include "code\ATMOSPHERICS\components\valve.dm"
#include "code\ATMOSPHERICS\components\binary_devices\binary_atmos_base.dm"
@@ -691,7 +690,6 @@
#include "code\game\machinery\wishgranter.dm"
#include "code\game\machinery\atmoalter\area_atmos_computer.dm"
#include "code\game\machinery\atmoalter\canister.dm"
#include "code\game\machinery\atmoalter\clamp.dm"
#include "code\game\machinery\atmoalter\meter.dm"
#include "code\game\machinery\atmoalter\portable_atmospherics.dm"
#include "code\game\machinery\atmoalter\pump.dm"
@@ -1894,7 +1892,6 @@
#include "code\modules\mob\living\bot\medbot.dm"
#include "code\modules\mob\living\bot\mulebot.dm"
#include "code\modules\mob\living\bot\secbot.dm"
#include "code\modules\mob\living\bot\SLed209bot.dm"
#include "code\modules\mob\living\carbon\breathe.dm"
#include "code\modules\mob\living\carbon\carbon.dm"
#include "code\modules\mob\living\carbon\carbon_defense.dm"
@@ -2421,7 +2418,6 @@
#include "code\modules\projectiles\projectile\hook.dm"
#include "code\modules\projectiles\projectile\magnetic.dm"
#include "code\modules\projectiles\projectile\pellets.dm"
#include "code\modules\projectiles\projectile\scatter.dm"
#include "code\modules\projectiles\projectile\special.dm"
#include "code\modules\projectiles\projectile\trace.dm"
#include "code\modules\projectiles\targeting\targeting_client.dm"