Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into HTML
288
baystation12.dme
@@ -6,232 +6,15 @@
|
||||
// BEGIN_FILE_DIR
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||||
#define FILE_DIR .
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||||
#define FILE_DIR "code"
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#define FILE_DIR "code/__HELPERS"
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||||
#define FILE_DIR "code/ATMOSPHERICS"
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||||
#define FILE_DIR "code/ATMOSPHERICS/components"
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||||
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
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||||
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
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||||
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
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||||
#define FILE_DIR "code/controllers"
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#define FILE_DIR "code/datums"
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||||
#define FILE_DIR "code/datums/diseases"
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||||
#define FILE_DIR "code/datums/diseases/advance"
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||||
#define FILE_DIR "code/datums/diseases/advance/symptoms"
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||||
#define FILE_DIR "code/datums/helper_datums"
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||||
#define FILE_DIR "code/datums/organs"
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||||
#define FILE_DIR "code/datums/spells"
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||||
#define FILE_DIR "code/defines"
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#define FILE_DIR "code/defines/obj"
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#define FILE_DIR "code/defines/procs"
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#define FILE_DIR "code/FEA"
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#define FILE_DIR "code/game"
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#define FILE_DIR "code/game/area"
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||||
#define FILE_DIR "code/game/events"
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#define FILE_DIR "code/game/events/EventProcs"
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#define FILE_DIR "code/game/events/Events"
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#define FILE_DIR "code/game/gamemodes"
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#define FILE_DIR "code/game/gamemodes/autotraitor"
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#define FILE_DIR "code/game/gamemodes/blob"
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#define FILE_DIR "code/game/gamemodes/blob/blobs"
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#define FILE_DIR "code/game/gamemodes/changeling"
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#define FILE_DIR "code/game/gamemodes/cult"
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#define FILE_DIR "code/game/gamemodes/epidemic"
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#define FILE_DIR "code/game/gamemodes/events"
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#define FILE_DIR "code/game/gamemodes/events/holidays"
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#define FILE_DIR "code/game/gamemodes/extended"
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#define FILE_DIR "code/game/gamemodes/malfunction"
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#define FILE_DIR "code/game/gamemodes/meme"
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#define FILE_DIR "code/game/gamemodes/meteor"
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#define FILE_DIR "code/game/gamemodes/nuclear"
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#define FILE_DIR "code/game/gamemodes/revolution"
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#define FILE_DIR "code/game/gamemodes/sandbox"
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#define FILE_DIR "code/game/gamemodes/traitor"
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#define FILE_DIR "code/game/gamemodes/wizard"
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#define FILE_DIR "code/game/jobs"
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#define FILE_DIR "code/game/jobs/job"
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#define FILE_DIR "code/game/machinery"
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#define FILE_DIR "code/game/machinery/atmoalter"
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#define FILE_DIR "code/game/machinery/bots"
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#define FILE_DIR "code/game/machinery/camera"
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#define FILE_DIR "code/game/machinery/computer"
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#define FILE_DIR "code/game/machinery/doors"
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#define FILE_DIR "code/game/machinery/embedded_controller"
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#define FILE_DIR "code/game/machinery/kitchen"
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#define FILE_DIR "code/game/machinery/pipe"
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#define FILE_DIR "code/game/machinery/telecomms"
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#define FILE_DIR "code/game/magic"
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#define FILE_DIR "code/game/mecha"
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#define FILE_DIR "code/game/mecha/combat"
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#define FILE_DIR "code/game/mecha/equipment"
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#define FILE_DIR "code/game/mecha/equipment/tools"
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#define FILE_DIR "code/game/mecha/equipment/weapons"
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#define FILE_DIR "code/game/mecha/medical"
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#define FILE_DIR "code/game/mecha/working"
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#define FILE_DIR "code/game/objects"
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#define FILE_DIR "code/game/objects/closets"
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#define FILE_DIR "code/game/objects/closets/secure"
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#define FILE_DIR "code/game/objects/effects"
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#define FILE_DIR "code/game/objects/effects/decals"
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#define FILE_DIR "code/game/objects/effects/decals/Cleanable"
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#define FILE_DIR "code/game/objects/effects/spawners"
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#define FILE_DIR "code/game/objects/items"
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#define FILE_DIR "code/game/objects/items/devices"
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#define FILE_DIR "code/game/objects/items/devices/PDA"
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#define FILE_DIR "code/game/objects/items/devices/radio"
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#define FILE_DIR "code/game/objects/items/robot"
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#define FILE_DIR "code/game/objects/items/stacks"
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#define FILE_DIR "code/game/objects/items/stacks/sheets"
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#define FILE_DIR "code/game/objects/items/stacks/tiles"
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#define FILE_DIR "code/game/objects/items/weapons"
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#define FILE_DIR "code/game/objects/items/weapons/grenades"
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#define FILE_DIR "code/game/objects/items/weapons/implants"
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#define FILE_DIR "code/game/objects/items/weapons/melee"
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#define FILE_DIR "code/game/objects/items/weapons/storage"
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#define FILE_DIR "code/game/objects/items/weapons/tanks"
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#define FILE_DIR "code/game/objects/storage"
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#define FILE_DIR "code/game/objects/structures"
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#define FILE_DIR "code/game/objects/structures/crates_lockers"
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#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
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#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
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#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest"
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#define FILE_DIR "code/game/structure"
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#define FILE_DIR "code/game/turfs"
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#define FILE_DIR "code/game/turfs/simulated"
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#define FILE_DIR "code/game/turfs/space"
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#define FILE_DIR "code/game/turfs/unsimulated"
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#define FILE_DIR "code/game/vehicles"
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#define FILE_DIR "code/game/verbs"
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#define FILE_DIR "code/js"
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#define FILE_DIR "code/modules"
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#define FILE_DIR "code/modules/admin"
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#define FILE_DIR "code/modules/admin/DB ban"
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#define FILE_DIR "code/modules/admin/permissionverbs"
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#define FILE_DIR "code/modules/admin/verbs"
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#define FILE_DIR "code/modules/assembly"
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#define FILE_DIR "code/modules/awaymissions"
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#define FILE_DIR "code/modules/awaymissions/maploader"
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#define FILE_DIR "code/modules/client"
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#define FILE_DIR "code/modules/clothing"
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#define FILE_DIR "code/modules/clothing/glasses"
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#define FILE_DIR "code/modules/clothing/gloves"
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#define FILE_DIR "code/modules/clothing/head"
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#define FILE_DIR "code/modules/clothing/masks"
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#define FILE_DIR "code/modules/clothing/shoes"
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#define FILE_DIR "code/modules/clothing/spacesuits"
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#define FILE_DIR "code/modules/clothing/suits"
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#define FILE_DIR "code/modules/clothing/under"
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#define FILE_DIR "code/modules/clothing/under/jobs"
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#define FILE_DIR "code/modules/customitems"
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#define FILE_DIR "code/modules/destilery"
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#define FILE_DIR "code/modules/DetectiveWork"
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#define FILE_DIR "code/modules/events"
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#define FILE_DIR "code/modules/flufftext"
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#define FILE_DIR "code/modules/food"
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#define FILE_DIR "code/modules/genetics"
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#define FILE_DIR "code/modules/icon generation"
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#define FILE_DIR "code/modules/library"
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#define FILE_DIR "code/modules/liquid"
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#define FILE_DIR "code/modules/maps"
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#define FILE_DIR "code/modules/mining"
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#define FILE_DIR "code/modules/mob"
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#define FILE_DIR "code/modules/mob/dead"
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#define FILE_DIR "code/modules/mob/dead/observer"
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#define FILE_DIR "code/modules/mob/living"
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#define FILE_DIR "code/modules/mob/living/blob"
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#define FILE_DIR "code/modules/mob/living/carbon"
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#define FILE_DIR "code/modules/mob/living/carbon/alien"
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#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
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#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
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#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
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#define FILE_DIR "code/modules/mob/living/carbon/alien/special"
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#define FILE_DIR "code/modules/mob/living/carbon/brain"
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#define FILE_DIR "code/modules/mob/living/carbon/human"
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#define FILE_DIR "code/modules/mob/living/carbon/metroid"
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#define FILE_DIR "code/modules/mob/living/carbon/monkey"
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#define FILE_DIR "code/modules/mob/living/silicon"
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#define FILE_DIR "code/modules/mob/living/silicon/ai"
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#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
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#define FILE_DIR "code/modules/mob/living/silicon/decoy"
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#define FILE_DIR "code/modules/mob/living/silicon/pai"
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#define FILE_DIR "code/modules/mob/living/silicon/robot"
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#define FILE_DIR "code/modules/mob/living/simple_animal"
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#define FILE_DIR "code/modules/mob/living/simple_animal/friendly"
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#define FILE_DIR "code/modules/mob/living/simple_animal/hostile"
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#define FILE_DIR "code/modules/mob/living/simple_animal/hostile/retaliate"
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#define FILE_DIR "code/modules/mob/new_player"
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#define FILE_DIR "code/modules/paperwork"
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#define FILE_DIR "code/modules/power"
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#define FILE_DIR "code/modules/power/antimatter"
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#define FILE_DIR "code/modules/power/singularity"
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#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
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#define FILE_DIR "code/modules/projectiles"
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#define FILE_DIR "code/modules/projectiles/ammunition"
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#define FILE_DIR "code/modules/projectiles/guns"
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#define FILE_DIR "code/modules/projectiles/guns/energy"
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#define FILE_DIR "code/modules/projectiles/guns/projectile"
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#define FILE_DIR "code/modules/projectiles/projectile"
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#define FILE_DIR "code/modules/reagents"
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#define FILE_DIR "code/modules/reagents/reagent_containers"
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#define FILE_DIR "code/modules/reagents/reagent_containers/food"
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#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
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#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
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#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
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#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
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#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
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#define FILE_DIR "code/modules/recycling"
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||||
#define FILE_DIR "code/modules/research"
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#define FILE_DIR "code/modules/research/xenoarchaeology"
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#define FILE_DIR "code/modules/scripting"
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#define FILE_DIR "code/modules/scripting/AST"
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#define FILE_DIR "code/modules/scripting/AST/Operators"
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#define FILE_DIR "code/modules/scripting/Implementations"
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#define FILE_DIR "code/modules/scripting/Interpreter"
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#define FILE_DIR "code/modules/scripting/Parser"
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#define FILE_DIR "code/modules/scripting/Scanner"
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#define FILE_DIR "code/modules/security levels"
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#define FILE_DIR "code/modules/surgery"
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#define FILE_DIR "code/TriDimension"
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#define FILE_DIR "code/unused"
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#define FILE_DIR "code/unused/beast"
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#define FILE_DIR "code/unused/computer2"
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#define FILE_DIR "code/unused/disease2"
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#define FILE_DIR "code/unused/gamemodes"
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#define FILE_DIR "code/unused/hivebot"
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#define FILE_DIR "code/unused/mining"
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#define FILE_DIR "code/unused/optics"
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#define FILE_DIR "code/unused/pda2"
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#define FILE_DIR "code/unused/powerarmor"
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#define FILE_DIR "code/unused/spacecraft"
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#define FILE_DIR "code/WorkInProgress"
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#define FILE_DIR "code/WorkInProgress/AI_Visibility"
|
||||
#define FILE_DIR "code/WorkInProgress/animusstation"
|
||||
#define FILE_DIR "code/WorkInProgress/Apples"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Economy"
|
||||
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jungle"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
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||||
#define FILE_DIR "code/WorkInProgress/carn"
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#define FILE_DIR "code/WorkInProgress/Chinsky"
|
||||
#define FILE_DIR "code/WorkInProgress/Cib"
|
||||
#define FILE_DIR "code/WorkInProgress/Cib/amorph"
|
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#define FILE_DIR "code/WorkInProgress/Mini"
|
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#define FILE_DIR "code/WorkInProgress/Mloc"
|
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#define FILE_DIR "code/WorkInProgress/organs"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported"
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||||
#define FILE_DIR "code/WorkInProgress/Ported/Abi79"
|
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#define FILE_DIR "code/WorkInProgress/Ported/Bureaucracy"
|
||||
#define FILE_DIR "code/WorkInProgress/Ported/Spawners"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn/Department Sec"
|
||||
#define FILE_DIR "code/WorkInProgress/Sigyn/Softcurity"
|
||||
#define FILE_DIR "code/WorkInProgress/SkyMarshal"
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||||
#define FILE_DIR "code/WorkInProgress/Susan"
|
||||
#define FILE_DIR "code/WorkInProgress/Tastyfish"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2/Disease2"
|
||||
#define FILE_DIR "code/WorkInProgress/Wrongnumber"
|
||||
#define FILE_DIR "code/ZAS"
|
||||
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
|
||||
#define FILE_DIR "html"
|
||||
#define FILE_DIR "icons"
|
||||
#define FILE_DIR "icons/48x48"
|
||||
@@ -253,13 +36,11 @@
|
||||
#define FILE_DIR "icons/Testing"
|
||||
#define FILE_DIR "icons/turf"
|
||||
#define FILE_DIR "icons/vending_icons"
|
||||
#define FILE_DIR "interface"
|
||||
#define FILE_DIR "maps"
|
||||
#define FILE_DIR "maps/RandomZLevels"
|
||||
#define FILE_DIR "sound"
|
||||
#define FILE_DIR "sound/AI"
|
||||
#define FILE_DIR "sound/ambience"
|
||||
#define FILE_DIR "sound/effects"
|
||||
#define FILE_DIR "sound/effects/turret"
|
||||
#define FILE_DIR "sound/effects/wind"
|
||||
#define FILE_DIR "sound/hallucinations"
|
||||
#define FILE_DIR "sound/items"
|
||||
@@ -271,14 +52,10 @@
|
||||
#define FILE_DIR "sound/violin"
|
||||
#define FILE_DIR "sound/voice"
|
||||
#define FILE_DIR "sound/weapons"
|
||||
#define FILE_DIR "tools"
|
||||
#define FILE_DIR "tools/Redirector"
|
||||
// END_FILE_DIR
|
||||
|
||||
// BEGIN_PREFERENCES
|
||||
#define DEBUG
|
||||
// END_PREFERENCES
|
||||
|
||||
// BEGIN_INCLUDE
|
||||
#include "code\global.dm"
|
||||
#include "code\hub.dm"
|
||||
@@ -465,6 +242,7 @@
|
||||
#include "code\game\gamemodes\events\miniblob.dm"
|
||||
#include "code\game\gamemodes\events\ninja_abilities.dm"
|
||||
#include "code\game\gamemodes\events\ninja_equipment.dm"
|
||||
#include "code\game\gamemodes\events\power_failure.dm"
|
||||
#include "code\game\gamemodes\events\space_ninja.dm"
|
||||
#include "code\game\gamemodes\events\spacevines.dm"
|
||||
#include "code\game\gamemodes\events\wormholes.dm"
|
||||
@@ -661,6 +439,7 @@
|
||||
#include "code\game\objects\weapons.dm"
|
||||
#include "code\game\objects\closets\walllocker.dm"
|
||||
#include "code\game\objects\effects\aliens.dm"
|
||||
#include "code\game\objects\effects\barsign.dm"
|
||||
#include "code\game\objects\effects\bump_teleporter.dm"
|
||||
#include "code\game\objects\effects\effect_system.dm"
|
||||
#include "code\game\objects\effects\gibs.dm"
|
||||
@@ -903,6 +682,7 @@
|
||||
#include "code\modules\admin\verbs\adminsay.dm"
|
||||
#include "code\modules\admin\verbs\atmosdebug.dm"
|
||||
#include "code\modules\admin\verbs\BrokenInhands.dm"
|
||||
#include "code\modules\admin\verbs\check_customitem_activity.dm"
|
||||
#include "code\modules\admin\verbs\cinematic.dm"
|
||||
#include "code\modules\admin\verbs\custom_event.dm"
|
||||
#include "code\modules\admin\verbs\deadsay.dm"
|
||||
@@ -971,6 +751,7 @@
|
||||
#include "code\modules\clothing\shoes\colour.dm"
|
||||
#include "code\modules\clothing\shoes\magboots.dm"
|
||||
#include "code\modules\clothing\shoes\miscellaneous.dm"
|
||||
#include "code\modules\clothing\spacesuits\alien.dm"
|
||||
#include "code\modules\clothing\spacesuits\captain.dm"
|
||||
#include "code\modules\clothing\spacesuits\ert.dm"
|
||||
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
|
||||
@@ -978,6 +759,7 @@
|
||||
#include "code\modules\clothing\spacesuits\rig.dm"
|
||||
#include "code\modules\clothing\spacesuits\syndi.dm"
|
||||
#include "code\modules\clothing\spacesuits\void.dm"
|
||||
#include "code\modules\clothing\suits\alien.dm"
|
||||
#include "code\modules\clothing\suits\armor.dm"
|
||||
#include "code\modules\clothing\suits\bio.dm"
|
||||
#include "code\modules\clothing\suits\jobs.dm"
|
||||
@@ -1002,6 +784,33 @@
|
||||
#include "code\modules\DetectiveWork\evidence.dm"
|
||||
#include "code\modules\DetectiveWork\footprints_and_rag.dm"
|
||||
#include "code\modules\DetectiveWork\scanner.dm"
|
||||
#include "code\modules\events\alien_infestation.dm"
|
||||
#include "code\modules\events\blob.dm"
|
||||
#include "code\modules\events\brand_intelligence.dm"
|
||||
#include "code\modules\events\carp_migration.dm"
|
||||
#include "code\modules\events\comms_blackout.dm"
|
||||
#include "code\modules\events\communications_blackout.dm"
|
||||
#include "code\modules\events\disease_outbreak.dm"
|
||||
#include "code\modules\events\electrical_storm.dm"
|
||||
#include "code\modules\events\event.dm"
|
||||
#include "code\modules\events\event_dynamic.dm"
|
||||
#include "code\modules\events\event_manager.dm"
|
||||
#include "code\modules\events\grid_check.dm"
|
||||
#include "code\modules\events\infestation.dm"
|
||||
#include "code\modules\events\ion_storm.dm"
|
||||
#include "code\modules\events\meteors.dm"
|
||||
#include "code\modules\events\money_hacker.dm"
|
||||
#include "code\modules\events\money_lotto.dm"
|
||||
#include "code\modules\events\money_spam.dm"
|
||||
#include "code\modules\events\prison_break.dm"
|
||||
#include "code\modules\events\radiation_storm.dm"
|
||||
#include "code\modules\events\rogue_drones.dm"
|
||||
#include "code\modules\events\space_ninja.dm"
|
||||
#include "code\modules\events\spacevine.dm"
|
||||
#include "code\modules\events\spider_infestation.dm"
|
||||
#include "code\modules\events\spontaneous_appendicitis.dm"
|
||||
#include "code\modules\events\viral_infection.dm"
|
||||
#include "code\modules\events\viral_outbreak.dm"
|
||||
#include "code\modules\flufftext\Dreaming.dm"
|
||||
#include "code\modules\flufftext\Hallucination.dm"
|
||||
#include "code\modules\flufftext\TextFilters.dm"
|
||||
@@ -1190,6 +999,7 @@
|
||||
#include "code\modules\mob\living\simple_animal\friendly\mouse.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\mushroom.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\slime.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\spiderbot.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\tomato.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\alien.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\bear.dm"
|
||||
@@ -1205,6 +1015,7 @@
|
||||
#include "code\modules\mob\living\simple_animal\hostile\syndicate.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\tree.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\retaliate\clown.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\retaliate\drone.dm"
|
||||
#include "code\modules\mob\living\simple_animal\hostile\retaliate\retaliate.dm"
|
||||
#include "code\modules\mob\new_player\hud.dm"
|
||||
#include "code\modules\mob\new_player\login.dm"
|
||||
@@ -1285,6 +1096,7 @@
|
||||
#include "code\modules\reagents\Chemistry-Holder.dm"
|
||||
#include "code\modules\reagents\Chemistry-Machinery.dm"
|
||||
#include "code\modules\reagents\Chemistry-Readme.dm"
|
||||
#include "code\modules\reagents\Chemistry-Reagents-Antidepressants.dm"
|
||||
#include "code\modules\reagents\Chemistry-Reagents.dm"
|
||||
#include "code\modules\reagents\Chemistry-Recipes.dm"
|
||||
#include "code\modules\reagents\grenade_launcher.dm"
|
||||
@@ -1371,6 +1183,7 @@
|
||||
#include "code\modules\surgery\eye.dm"
|
||||
#include "code\modules\surgery\face.dm"
|
||||
#include "code\modules\surgery\generic.dm"
|
||||
#include "code\modules\surgery\implant.dm"
|
||||
#include "code\modules\surgery\other.dm"
|
||||
#include "code\modules\surgery\ribcage.dm"
|
||||
#include "code\modules\surgery\robolimbs.dm"
|
||||
@@ -1378,12 +1191,15 @@
|
||||
#include "code\WorkInProgress\autopsy.dm"
|
||||
#include "code\WorkInProgress\buildmode.dm"
|
||||
#include "code\WorkInProgress\explosion_particles.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\energy_field.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\external_shield_gen.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\meteor_battery.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\sculpture.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\shield_capacitor.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\shield_gen.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Accounts.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events_Mundane.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_TradeDestinations.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\EFTPOS.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Economy\Job_Departments.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
|
||||
@@ -1393,25 +1209,37 @@
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_turfs.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Jungle\misc_helpers.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\areas.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\circuits_and_design.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_control.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_field.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_gen.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_monitor.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly_port.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_assembly_port_construction.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_compressor.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_compressor_construction.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_control.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\fuel_injector.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\gyrotron_controller.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\radiation.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Rust\virtual_particle_catcher.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\circuits_and_designs.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\energy_field.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\SuperMatter.dm"
|
||||
#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm"
|
||||
#include "code\WorkInProgress\Chinsky\ashtray.dm"
|
||||
#include "code\WorkInProgress\Cib\MedicalSideEffects.dm"
|
||||
#include "code\WorkInProgress\Mini\ATM.dm"
|
||||
#include "code\WorkInProgress\Ported\policetape.dm"
|
||||
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
|
||||
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
|
||||
#include "code\WorkInProgress\Uristqwerty\transit_tubes.dm"
|
||||
#include "code\WorkInProgress\virus2\analyser.dm"
|
||||
#include "code\WorkInProgress\virus2\antibodies.dm"
|
||||
#include "code\WorkInProgress\virus2\base.dm"
|
||||
|
||||
@@ -5,62 +5,113 @@
|
||||
name = "circulator/heat exchanger"
|
||||
desc = "A gas circulator pump and heat exchanger."
|
||||
icon = 'icons/obj/pipes.dmi'
|
||||
icon_state = "circ1-off"
|
||||
icon_state = "circ-off"
|
||||
anchored = 0
|
||||
|
||||
var/side = 1 // 1=left 2=right
|
||||
//var/side = 1 // 1=left 2=right
|
||||
var/status = 0
|
||||
|
||||
var/last_pressure_delta = 0
|
||||
|
||||
anchored = 1.0
|
||||
density = 1
|
||||
|
||||
proc/return_transfer_air()
|
||||
var/output_starting_pressure = air2.return_pressure()
|
||||
var/input_starting_pressure = air1.return_pressure()
|
||||
/obj/machinery/atmospherics/binary/circulator/New()
|
||||
..()
|
||||
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."
|
||||
|
||||
if(output_starting_pressure >= input_starting_pressure-10)
|
||||
//Need at least 10 KPa difference to overcome friction in the mechanism
|
||||
last_pressure_delta = 0
|
||||
return null
|
||||
/obj/machinery/atmospherics/binary/circulator/proc/return_transfer_air()
|
||||
if(!anchored)
|
||||
return null
|
||||
|
||||
//Calculate necessary moles to transfer using PV = nRT
|
||||
if(air1.temperature>0)
|
||||
var/pressure_delta = (input_starting_pressure - output_starting_pressure)/2
|
||||
var/output_starting_pressure = air2.return_pressure()
|
||||
var/input_starting_pressure = air1.return_pressure()
|
||||
|
||||
var/transfer_moles = pressure_delta*air2.volume/(air1.temperature * R_IDEAL_GAS_EQUATION)
|
||||
if(output_starting_pressure >= input_starting_pressure-10)
|
||||
//Need at least 10 KPa difference to overcome friction in the mechanism
|
||||
last_pressure_delta = 0
|
||||
return null
|
||||
|
||||
last_pressure_delta = pressure_delta
|
||||
//Calculate necessary moles to transfer using PV = nRT
|
||||
if(air1.temperature>0)
|
||||
var/pressure_delta = (input_starting_pressure - output_starting_pressure)/2
|
||||
|
||||
//world << "pressure_delta = [pressure_delta]; transfer_moles = [transfer_moles];"
|
||||
var/transfer_moles = pressure_delta*air2.volume/(air1.temperature * R_IDEAL_GAS_EQUATION)
|
||||
|
||||
//Actually transfer the gas
|
||||
var/datum/gas_mixture/removed = air1.remove(transfer_moles)
|
||||
last_pressure_delta = pressure_delta
|
||||
|
||||
if(network1)
|
||||
network1.update = 1
|
||||
//world << "pressure_delta = [pressure_delta]; transfer_moles = [transfer_moles];"
|
||||
|
||||
if(network2)
|
||||
network2.update = 1
|
||||
//Actually transfer the gas
|
||||
var/datum/gas_mixture/removed = air1.remove(transfer_moles)
|
||||
|
||||
return removed
|
||||
if(network1)
|
||||
network1.update = 1
|
||||
|
||||
else
|
||||
last_pressure_delta = 0
|
||||
if(network2)
|
||||
network2.update = 1
|
||||
|
||||
process()
|
||||
..()
|
||||
update_icon()
|
||||
return removed
|
||||
|
||||
else
|
||||
last_pressure_delta = 0
|
||||
|
||||
/obj/machinery/atmospherics/binary/circulator/process()
|
||||
..()
|
||||
update_icon()
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
icon_state = "circ[side]-p"
|
||||
else if(last_pressure_delta > 0)
|
||||
if(last_pressure_delta > ONE_ATMOSPHERE)
|
||||
icon_state = "circ[side]-run"
|
||||
else
|
||||
icon_state = "circ[side]-slow"
|
||||
else
|
||||
icon_state = "circ[side]-off"
|
||||
|
||||
return 1
|
||||
/obj/machinery/atmospherics/binary/circulator/update_icon()
|
||||
if(stat & (BROKEN|NOPOWER) || !anchored)
|
||||
icon_state = "circ-p"
|
||||
else if(last_pressure_delta > 0)
|
||||
if(last_pressure_delta > ONE_ATMOSPHERE)
|
||||
icon_state = "circ-run"
|
||||
else
|
||||
icon_state = "circ-slow"
|
||||
else
|
||||
icon_state = "circ-off"
|
||||
|
||||
return 1
|
||||
|
||||
/obj/machinery/atmospherics/binary/circulator/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
anchored = !anchored
|
||||
user << "\blue You [anchored ? "secure" : "unsecure"] the bolts holding [src] to the floor."
|
||||
|
||||
if(anchored)
|
||||
if(dir & (NORTH|SOUTH))
|
||||
initialize_directions = NORTH|SOUTH
|
||||
else if(dir & (EAST|WEST))
|
||||
initialize_directions = EAST|WEST
|
||||
|
||||
initialize()
|
||||
build_network()
|
||||
if (node1)
|
||||
node1.initialize()
|
||||
node1.build_network()
|
||||
if (node2)
|
||||
node2.initialize()
|
||||
node2.build_network()
|
||||
else
|
||||
if(node1)
|
||||
node1.disconnect(src)
|
||||
del(network1)
|
||||
if(node2)
|
||||
node2.disconnect(src)
|
||||
del(network2)
|
||||
|
||||
node1 = null
|
||||
node2 = null
|
||||
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/atmospherics/binary/circulator/verb/rotate()
|
||||
set category = "Object"
|
||||
set name = "Rotate Circulator"
|
||||
set src in view(1)
|
||||
|
||||
if (usr.stat || usr.restrained() || anchored)
|
||||
return
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
var/global/current_date_string
|
||||
var/global/num_financial_terminals = 1
|
||||
var/global/datum/money_account/station_account
|
||||
var/global/list/datum/money_account/department_accounts = list()
|
||||
var/global/next_account_number = 0
|
||||
var/global/obj/machinery/account_database/centcomm_account_db
|
||||
|
||||
/proc/create_station_account()
|
||||
if(!station_account)
|
||||
@@ -11,13 +13,13 @@ var/global/next_account_number = 0
|
||||
station_account.owner_name = "[station_name()] Station Account"
|
||||
station_account.account_number = rand(111111, 999999)
|
||||
station_account.remote_access_pin = rand(1111, 111111)
|
||||
station_account.money = 10000
|
||||
station_account.money = 75000
|
||||
|
||||
//create an entry in the account transaction log for when it was created
|
||||
var/datum/transaction/T = new()
|
||||
T.target_name = station_account.owner_name
|
||||
T.purpose = "Account creation"
|
||||
T.amount = 10000
|
||||
T.amount = 75000
|
||||
T.date = "2nd April, 2555"
|
||||
T.time = "11:24"
|
||||
T.source_terminal = "Biesel GalaxyNet Terminal #277"
|
||||
@@ -27,6 +29,31 @@ var/global/next_account_number = 0
|
||||
for(var/obj/machinery/account_database/A in world)
|
||||
A.accounts.Add(station_account)
|
||||
|
||||
/proc/create_department_account(department)
|
||||
next_account_number = rand(111111, 999999)
|
||||
|
||||
var/datum/money_account/department_account = new()
|
||||
department_account.owner_name = "[department] Account"
|
||||
department_account.account_number = rand(111111, 999999)
|
||||
department_account.remote_access_pin = rand(1111, 111111)
|
||||
department_account.money = 5000
|
||||
|
||||
//create an entry in the account transaction log for when it was created
|
||||
var/datum/transaction/T = new()
|
||||
T.target_name = department_account.owner_name
|
||||
T.purpose = "Account creation"
|
||||
T.amount = department_account.money
|
||||
T.date = "2nd April, 2555"
|
||||
T.time = "11:24"
|
||||
T.source_terminal = "Biesel GalaxyNet Terminal #277"
|
||||
|
||||
//add the account
|
||||
department_account.transaction_log.Add(T)
|
||||
for(var/obj/machinery/account_database/A in world)
|
||||
A.accounts.Add(department_account)
|
||||
|
||||
department_accounts[department] = department_account
|
||||
|
||||
//the current ingame time (hh:mm) can be obtained by calling:
|
||||
//worldtime2text()
|
||||
|
||||
@@ -62,12 +89,17 @@ var/global/next_account_number = 0
|
||||
var/access_level = 0
|
||||
var/datum/money_account/detailed_account_view
|
||||
var/creating_new_account = 0
|
||||
var/activated = 1
|
||||
|
||||
/obj/machinery/account_database/New()
|
||||
..()
|
||||
if(!station_account)
|
||||
create_station_account()
|
||||
|
||||
if(department_accounts.len == 0)
|
||||
for(var/department in station_departments)
|
||||
create_department_account(department)
|
||||
|
||||
if(!current_date_string)
|
||||
current_date_string = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], 2557"
|
||||
|
||||
@@ -80,6 +112,7 @@ var/global/next_account_number = 0
|
||||
dat += "Confirm identity: <a href='?src=\ref[src];choice=insert_card'>[held_card ? held_card : "-----"]</a><br>"
|
||||
|
||||
if(access_level > 0)
|
||||
dat += "<a href='?src=\ref[src];toggle_activated=1'>[activated ? "Disable" : "Enable"] remote access</a><br>"
|
||||
dat += "You may not edit accounts at this terminal, only create and view them.<br>"
|
||||
if(creating_new_account)
|
||||
dat += "<br>"
|
||||
@@ -150,6 +183,10 @@ var/global/next_account_number = 0
|
||||
..()
|
||||
|
||||
/obj/machinery/account_database/Topic(var/href, var/href_list)
|
||||
|
||||
if(href_list["toggle_activated"])
|
||||
activated = !activated
|
||||
|
||||
if(href_list["choice"])
|
||||
switch(href_list["choice"])
|
||||
if("sync_accounts")
|
||||
@@ -160,7 +197,7 @@ var/global/next_account_number = 0
|
||||
for(var/datum/money_account/M in A.accounts)
|
||||
if(!src.accounts.Find(M))
|
||||
src.accounts.Add(M)
|
||||
usr << "\icon[src] <span class='info'>Accounts synched across all databases in range.</span>"
|
||||
usr << "\icon[src] <span class='info'>Accounts synched across all NanoTrasen financial databases.</span>"
|
||||
|
||||
if("create_account")
|
||||
creating_new_account = 1
|
||||
@@ -214,6 +251,15 @@ var/global/next_account_number = 0
|
||||
|
||||
src.attack_hand(usr)
|
||||
|
||||
/obj/machinery/account_database/proc/add_account_across_all(var/new_owner_name = "Default user", var/starting_funds = 0, var/pre_existing = 0)
|
||||
var/datum/money_account/M = add_account(new_owner_name, starting_funds, pre_existing)
|
||||
for(var/obj/machinery/account_database/D in world)
|
||||
if(D == src)
|
||||
continue
|
||||
D.accounts.Add(M)
|
||||
|
||||
return M
|
||||
|
||||
/obj/machinery/account_database/proc/add_account(var/new_owner_name = "Default user", var/starting_funds = 0, var/pre_existing = 0)
|
||||
|
||||
//create a new account
|
||||
@@ -266,12 +312,15 @@ var/global/next_account_number = 0
|
||||
R.overlays += stampoverlay
|
||||
R.stamps += "<HR><i>This paper has been stamped by the Accounts Database.</i>"
|
||||
|
||||
|
||||
//add the account
|
||||
M.transaction_log.Add(T)
|
||||
accounts.Add(M)
|
||||
|
||||
return M
|
||||
|
||||
/obj/machinery/account_database/proc/charge_to_account(var/attempt_account_number, var/source_name, var/purpose, var/terminal_id, var/amount)
|
||||
if(!activated)
|
||||
return 0
|
||||
for(var/datum/money_account/D in accounts)
|
||||
if(D.account_number == attempt_account_number)
|
||||
D.money += amount
|
||||
@@ -295,6 +344,8 @@ var/global/next_account_number = 0
|
||||
|
||||
//this returns the first account datum that matches the supplied accnum/pin combination, it returns null if the combination did not match any account
|
||||
/obj/machinery/account_database/proc/attempt_account_access(var/attempt_account_number, var/attempt_pin_number, var/security_level_passed = 0)
|
||||
if(!activated)
|
||||
return 0
|
||||
for(var/datum/money_account/D in accounts)
|
||||
if(D.account_number == attempt_account_number)
|
||||
if( D.security_level <= security_level_passed && (!D.security_level || D.remote_access_pin == attempt_pin_number) )
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/obj/item/weapon/eftpos
|
||||
/obj/item/device/eftpos
|
||||
name = "EFTPOS scanner"
|
||||
desc = "Swipe your ID card to pay electronically."
|
||||
icon = 'icons/obj/library.dmi'
|
||||
icon_state = "scanner"
|
||||
desc = "Swipe your ID card to make purchases electronically."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "eftpos"
|
||||
var/machine_id = ""
|
||||
var/eftpos_name = "Default EFTPOS scanner"
|
||||
var/transaction_locked = 0
|
||||
@@ -13,23 +13,24 @@
|
||||
var/obj/machinery/account_database/linked_db
|
||||
var/datum/money_account/linked_account
|
||||
|
||||
/obj/item/weapon/eftpos/New()
|
||||
/obj/item/device/eftpos/New()
|
||||
..()
|
||||
machine_id = "[station_name()] EFTPOS #[num_financial_terminals++]"
|
||||
access_code = rand(1111,111111)
|
||||
reconnect_database()
|
||||
print_reference()
|
||||
spawn(0)
|
||||
print_reference()
|
||||
|
||||
//by default, connect to the station account
|
||||
//the user of the EFTPOS device can change the target account though, and no-one will be the wiser (except whoever's being charged)
|
||||
linked_account = station_account
|
||||
|
||||
/obj/item/weapon/eftpos/proc/print_reference()
|
||||
var/obj/item/weapon/paper/R = new(get_turf(src))
|
||||
/obj/item/device/eftpos/proc/print_reference()
|
||||
var/obj/item/weapon/paper/R = new(src.loc)
|
||||
R.name = "Reference: [eftpos_name]"
|
||||
R.info = "<b>[eftpos_name] reference</b><br><br>"
|
||||
R.info += "Access code: [access_code]<br><br>"
|
||||
R.info += "<b>Do not lose this code, or the device will have to be replaced.</b><br>"
|
||||
R.info += "<b>Do not lose or misplace this code.</b><br>"
|
||||
|
||||
//stamp the paper
|
||||
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
|
||||
@@ -39,14 +40,18 @@
|
||||
R.stamped += /obj/item/weapon/stamp
|
||||
R.overlays += stampoverlay
|
||||
R.stamps += "<HR><i>This paper has been stamped by the EFTPOS device.</i>"
|
||||
var/obj/item/smallDelivery/D = new(R.loc)
|
||||
R.loc = D
|
||||
D.wrapped = R
|
||||
D.name = "small parcel - 'EFTPOS access code'"
|
||||
|
||||
/obj/item/weapon/eftpos/proc/reconnect_database()
|
||||
/obj/item/device/eftpos/proc/reconnect_database()
|
||||
for(var/obj/machinery/account_database/DB in world)
|
||||
if(DB.z == src.z)
|
||||
linked_db = DB
|
||||
break
|
||||
|
||||
/obj/item/weapon/eftpos/attack_self(mob/user as mob)
|
||||
/obj/item/device/eftpos/attack_self(mob/user as mob)
|
||||
if(get_dist(src,user) <= 1)
|
||||
var/dat = "<b>[eftpos_name]</b><br>"
|
||||
dat += "<i>This terminal is</i> [machine_id]. <i>Report this code when contacting NanoTrasen IT Support</i><br>"
|
||||
@@ -67,48 +72,62 @@
|
||||
dat += "Transaction purpose: <a href='?src=\ref[src];choice=trans_purpose'>[transaction_purpose]</a><br>"
|
||||
dat += "Value: <a href='?src=\ref[src];choice=trans_value'>$[transaction_amount]</a><br>"
|
||||
dat += "Linked account: <a href='?src=\ref[src];choice=link_account'>[linked_account ? linked_account.owner_name : "None"]</a><hr>"
|
||||
dat += "<a href='?src=\ref[src];choice=change_code'>Change access code</a>"
|
||||
dat += "<a href='?src=\ref[src];choice=change_code'>Change access code</a><br>"
|
||||
dat += "<a href='?src=\ref[src];choice=change_id'>Change EFTPOS ID</a><br>"
|
||||
dat += "Scan card to reset access code <a href='?src=\ref[src];choice=reset'>\[------\]</a>"
|
||||
user << browse(dat,"window=eftpos")
|
||||
else
|
||||
user << browse(null,"window=eftpos")
|
||||
|
||||
/obj/item/weapon/eftpos/attackby(O as obj, user as mob)
|
||||
/obj/item/device/eftpos/attackby(O as obj, user as mob)
|
||||
if(istype(O, /obj/item/weapon/card))
|
||||
//attempt to connect to a new db, and if that doesn't work then fail
|
||||
if(!linked_db)
|
||||
reconnect_database()
|
||||
if(linked_db && linked_account)
|
||||
var/obj/item/weapon/card/I = O
|
||||
scan_card(I)
|
||||
if(linked_db)
|
||||
if(linked_account)
|
||||
var/obj/item/weapon/card/I = O
|
||||
scan_card(I)
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Unable to connect to linked account.</span>"
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Unable to connect to accounts database.</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/eftpos/Topic(var/href, var/href_list)
|
||||
/obj/item/device/eftpos/Topic(var/href, var/href_list)
|
||||
if(href_list["choice"])
|
||||
switch(href_list["choice"])
|
||||
if("change_code")
|
||||
var/attempt_code = text2num(input("Re-enter the current EFTPOS access code", "Confirm old EFTPOS code"))
|
||||
var/attempt_code = input("Re-enter the current EFTPOS access code", "Confirm old EFTPOS code") as num
|
||||
if(attempt_code == access_code)
|
||||
access_code = text2num(input("Enter a new access code for this device", "Enter new EFTPOS code"))
|
||||
access_code = input("Enter a new access code for this device", "Enter new EFTPOS code") as num
|
||||
print_reference()
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Incorrect code entered.</span>"
|
||||
if("change_id")
|
||||
var/attempt_code = text2num(input("Re-enter the current EFTPOS access code", "Confirm EFTPOS code"))
|
||||
if(attempt_code == access_code)
|
||||
eftpos_name = input("Enter a new terminal ID for this device", "Enter new EFTPOS ID") + " EFTPOS scanner"
|
||||
print_reference()
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Incorrect code entered.</span>"
|
||||
if("link_account")
|
||||
if(!linked_db)
|
||||
reconnect_database()
|
||||
if(linked_db)
|
||||
var/attempt_account_num = text2num(input("Enter account number to pay EFTPOS charges into", "New account number"))
|
||||
var/attempt_pin = text2num(input("Enter pin code", "Account pin"))
|
||||
var/attempt_account_num = input("Enter account number to pay EFTPOS charges into", "New account number") as num
|
||||
var/attempt_pin = input("Enter pin code", "Account pin") as num
|
||||
linked_account = linked_db.attempt_account_access(attempt_account_num, attempt_pin, 1)
|
||||
else
|
||||
usr << "<span class='warning'>Unable to connect to accounts database.</span>"
|
||||
usr << "\icon[src]<span class='warning'>Unable to connect to accounts database.</span>"
|
||||
if("trans_purpose")
|
||||
transaction_purpose = input("Enter reason for EFTPOS transaction", "Transaction purpose")
|
||||
if("trans_value")
|
||||
transaction_amount = max(text2num(input("Enter amount for EFTPOS transaction", "Transaction amount")),0)
|
||||
transaction_amount = input("Enter amount for EFTPOS transaction", "Transaction amount") as num
|
||||
if("toggle_lock")
|
||||
if(transaction_locked)
|
||||
var/attempt_code = text2num(input("Enter EFTPOS access code", "Reset Transaction"))
|
||||
var/attempt_code = input("Enter EFTPOS access code", "Reset Transaction") as num
|
||||
if(attempt_code == access_code)
|
||||
transaction_locked = 0
|
||||
transaction_paid = 0
|
||||
@@ -126,16 +145,27 @@
|
||||
scan_card(I)
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Unable to link accounts.</span>"
|
||||
if("reset")
|
||||
//reset the access code - requires HoP/captain access
|
||||
var/obj/item/I = usr.get_active_hand()
|
||||
if (istype(I, /obj/item/weapon/card))
|
||||
var/obj/item/weapon/card/id/C = I
|
||||
if(access_cent_captain in C.access || access_hop in C.access || access_captain in C.access)
|
||||
access_code = 0
|
||||
usr << "\icon[src]<span class='info'>Access code reset to 0.</span>"
|
||||
else if (istype(I, /obj/item/weapon/card/emag))
|
||||
access_code = 0
|
||||
usr << "\icon[src]<span class='info'>Access code reset to 0.</span>"
|
||||
|
||||
src.attack_self(usr)
|
||||
|
||||
/obj/item/weapon/eftpos/proc/scan_card(var/obj/item/weapon/card/I)
|
||||
/obj/item/device/eftpos/proc/scan_card(var/obj/item/weapon/card/I)
|
||||
if (istype(I, /obj/item/weapon/card/id))
|
||||
var/obj/item/weapon/card/id/C = I
|
||||
visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
|
||||
if(transaction_locked && !transaction_paid)
|
||||
if(linked_account)
|
||||
var/attempt_pin = text2num(input("Enter pin code", "EFTPOS transaction"))
|
||||
var/attempt_pin = input("Enter pin code", "EFTPOS transaction") as num
|
||||
var/datum/money_account/D = linked_db.attempt_account_access(C.associated_account_number, attempt_pin, 2)
|
||||
if(D)
|
||||
if(transaction_amount <= D.money)
|
||||
@@ -149,9 +179,12 @@
|
||||
|
||||
//create entries in the two account transaction logs
|
||||
var/datum/transaction/T = new()
|
||||
T.target_name = "[linked_account.owner_name] ([eftpos_name])"
|
||||
T.target_name = "[linked_account.owner_name] (via [eftpos_name])"
|
||||
T.purpose = transaction_purpose
|
||||
T.amount = "([transaction_amount])"
|
||||
if(transaction_amount > 0)
|
||||
T.amount = "([transaction_amount])"
|
||||
else
|
||||
T.amount = "[transaction_amount]"
|
||||
T.source_terminal = machine_id
|
||||
T.date = current_date_string
|
||||
T.time = worldtime2text()
|
||||
@@ -168,9 +201,9 @@
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>You don't have that much money!<span>"
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>EFTPOS is not connected to an account.<span>"
|
||||
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
|
||||
else
|
||||
usr << "\icon[src]<span class='warning'>Unable to access account. Check security settings and try again.</span>"
|
||||
usr << "\icon[src]<span class='warning'>EFTPOS is not connected to an account.<span>"
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
@@ -14,6 +14,17 @@
|
||||
#define ANIMAL_RIGHTS_RAID 13
|
||||
#define FESTIVAL 14
|
||||
|
||||
#define RESEARCH_BREAKTHROUGH 15
|
||||
#define BARGAINS 16
|
||||
#define SONG_DEBUT 17
|
||||
#define MOVIE_RELEASE 18
|
||||
#define BIG_GAME_HUNTERS 19
|
||||
#define ELECTION 20
|
||||
#define GOSSIP 21
|
||||
#define TOURISM 22
|
||||
#define CELEBRITY_DEATH 23
|
||||
#define RESIGNATION 24
|
||||
|
||||
#define DEFAULT 1
|
||||
|
||||
#define ADMINISTRATIVE 2
|
||||
@@ -54,10 +65,25 @@
|
||||
|
||||
var/setup_economy = 0
|
||||
/proc/setup_economy()
|
||||
if(setup_economy)
|
||||
return
|
||||
var/datum/feed_channel/newChannel = new /datum/feed_channel
|
||||
newChannel.channel_name = "Tau Ceti Daily"
|
||||
newChannel.author = "CentComm Minister of Information"
|
||||
newChannel.locked = 1
|
||||
newChannel.is_admin_channel = 1
|
||||
news_network.network_channels += newChannel
|
||||
setup_economy = 1
|
||||
|
||||
newChannel = new /datum/feed_channel
|
||||
newChannel.channel_name = "The Gibson Gazette"
|
||||
newChannel.author = "Editor Mike Hammers"
|
||||
newChannel.locked = 1
|
||||
newChannel.is_admin_channel = 1
|
||||
news_network.network_channels += newChannel
|
||||
|
||||
for(var/loc_type in typesof(/datum/trade_destination) - /datum/trade_destination)
|
||||
var/datum/trade_destination/D = new loc_type
|
||||
weighted_randomevent_locations[D] = D.viable_random_events.len
|
||||
weighted_mundaneevent_locations[D] = D.viable_mundane_events.len
|
||||
|
||||
setup_economy = 1
|
||||
@@ -11,11 +11,14 @@
|
||||
if(!setup_economy)
|
||||
setup_economy()
|
||||
|
||||
var/type = pick(tradeable_destinations)
|
||||
affected_dest = new type()
|
||||
affected_dest = pickweight(weighted_randomevent_locations)
|
||||
if(affected_dest.viable_random_events.len)
|
||||
endWhen = rand(60,300)
|
||||
event_type = pick(affected_dest.viable_random_events)
|
||||
|
||||
if(!event_type)
|
||||
return
|
||||
|
||||
switch(event_type)
|
||||
if(RIOTS)
|
||||
dearer_goods = list(SECURITY)
|
||||
@@ -54,39 +57,42 @@
|
||||
/datum/event/economic_event/announce()
|
||||
//copy-pasted from the admin verbs to submit new newscaster messages
|
||||
var/datum/feed_message/newMsg = new /datum/feed_message
|
||||
newMsg.author = "NanoTrasen Editor"
|
||||
newMsg.author = "Tau Ceti Daily"
|
||||
newMsg.is_admin_message = 1
|
||||
|
||||
switch(event_type)
|
||||
if(RIOTS)
|
||||
newMsg.body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armour. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
|
||||
if(WILD_ANIMAL_ATTACK)
|
||||
newMsg.body = "Local [pick("wildlife","animal life","fauna")] on planet [affected_dest.name] has been increasing in agression and raiding outlying settlements for food. Big game hunters have been called in to help alleviate the problem, but numerous injuries have already occurred."
|
||||
if(INDUSTRIAL_ACCIDENT)
|
||||
newMsg.body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
|
||||
if(BIOHAZARD_OUTBREAK)
|
||||
newMsg.body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
|
||||
if(PIRATES)
|
||||
newMsg.body = "[pick("Pirates","Criminal elements","A [pick("Syndicate","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
|
||||
if(CORPORATE_ATTACK)
|
||||
newMsg.body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","Syndicate")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
|
||||
if(ALIEN_RAIDERS)
|
||||
if(prob(20))
|
||||
newMsg.body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. NanoTrasen authorities are standing by to counter attempts at bio-terrorism."
|
||||
else
|
||||
newMsg.body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
|
||||
if(AI_LIBERATION)
|
||||
newMsg.body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped. Many lives were lost as it systematically begin murdering civilians, and considerable work must be done to repair the affected areas."
|
||||
if(MOURNING)
|
||||
newMsg.body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
|
||||
if(CULT_CELL_REVEALED)
|
||||
newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\'","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities."
|
||||
if(SECURITY_BREACH)
|
||||
newMsg.body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all NanoTrasen personnel that such lapses are rare."
|
||||
if(ANIMAL_RIGHTS_RAID)
|
||||
newMsg.body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
|
||||
if(FESTIVAL)
|
||||
newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been delcared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
|
||||
//see if our location has custom event info for this event
|
||||
newMsg.body = affected_dest.get_custom_eventstring()
|
||||
if(!newMsg.body)
|
||||
switch(event_type)
|
||||
if(RIOTS)
|
||||
newMsg.body = "[pick("Riots have","Unrest has")] broken out on planet [affected_dest.name]. Authorities call for calm, as [pick("various parties","rebellious elements","peacekeeping forces","\'REDACTED\'")] begin stockpiling weaponry and armour. Meanwhile, food and mineral prices are dropping as local industries attempt empty their stocks in expectation of looting."
|
||||
if(WILD_ANIMAL_ATTACK)
|
||||
newMsg.body = "Local [pick("wildlife","animal life","fauna")] on planet [affected_dest.name] has been increasing in agression and raiding outlying settlements for food. Big game hunters have been called in to help alleviate the problem, but numerous injuries have already occurred."
|
||||
if(INDUSTRIAL_ACCIDENT)
|
||||
newMsg.body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
|
||||
if(BIOHAZARD_OUTBREAK)
|
||||
newMsg.body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
|
||||
if(PIRATES)
|
||||
newMsg.body = "[pick("Pirates","Criminal elements","A [pick("Syndicate","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
|
||||
if(CORPORATE_ATTACK)
|
||||
newMsg.body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","Syndicate")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
|
||||
if(ALIEN_RAIDERS)
|
||||
if(prob(20))
|
||||
newMsg.body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. NanoTrasen authorities are standing by to counter attempts at bio-terrorism."
|
||||
else
|
||||
newMsg.body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
|
||||
if(AI_LIBERATION)
|
||||
newMsg.body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped. Many lives were lost as it systematically begin murdering civilians, and considerable work must be done to repair the affected areas."
|
||||
if(MOURNING)
|
||||
newMsg.body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
|
||||
if(CULT_CELL_REVEALED)
|
||||
newMsg.body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on NanoTrasen facilities."
|
||||
if(SECURITY_BREACH)
|
||||
newMsg.body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all NanoTrasen personnel that such lapses are rare."
|
||||
if(ANIMAL_RIGHTS_RAID)
|
||||
newMsg.body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
|
||||
if(FESTIVAL)
|
||||
newMsg.body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
|
||||
|
||||
for(var/datum/feed_channel/FC in news_network.network_channels)
|
||||
if(FC.channel_name == "Tau Ceti Daily")
|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
|
||||
/datum/event/mundane_news
|
||||
endWhen = 10
|
||||
|
||||
/datum/event/mundane_news/announce()
|
||||
var/datum/trade_destination/affected_dest = pickweight(weighted_mundaneevent_locations)
|
||||
var/event_type = 0
|
||||
if(affected_dest.viable_mundane_events.len)
|
||||
event_type = pick(affected_dest.viable_mundane_events)
|
||||
|
||||
if(!event_type)
|
||||
return
|
||||
|
||||
//copy-pasted from the admin verbs to submit new newscaster messages
|
||||
var/datum/feed_message/newMsg = new /datum/feed_message
|
||||
newMsg.author = "Tau Ceti Daily"
|
||||
newMsg.is_admin_message = 1
|
||||
|
||||
//see if our location has custom event info for this event
|
||||
newMsg.body = affected_dest.get_custom_eventstring()
|
||||
if(!newMsg.body)
|
||||
newMsg.body = ""
|
||||
switch(event_type)
|
||||
if(RESEARCH_BREAKTHROUGH)
|
||||
newMsg.body = "A major breakthough in the field of [pick("plasma research","super-compressed materials","nano-augmentation","bluespace research","volatile power manipulation")] \
|
||||
was announced [pick("yesterday","a few days ago","last week","earlier this month")] by a private firm on [affected_dest.name]. \
|
||||
NanoTrasen declined to comment as to whether this could impinge on profits."
|
||||
|
||||
if(ELECTION)
|
||||
newMsg.body = "The pre-selection of an additional candidates was announced for the upcoming [pick("supervisors council","advisory board","governership","board of inquisitors")] \
|
||||
election on [affected_dest.name] was announced earlier today, \
|
||||
[pick("media mogul","web celebrity", "industry titan", "superstar", "famed chef", "popular gardener", "ex-army officer", "multi-billionaire")] \
|
||||
[random_name(pick(MALE,FEMALE))]. In a statement to the media they said '[pick("My only goal is to help the [pick("sick","poor","children")]",\
|
||||
"I will maintain NanoTrasen's record profits","I believe in our future","We must return to our moral core","Just like... chill out dudes")]'."
|
||||
|
||||
if(RESIGNATION)
|
||||
newMsg.body = "NanoTrasen regretfully announces the resignation of [pick("Sector Admiral","Division Admiral","Ship Admiral","Vice Admiral")] [random_name(pick(MALE,FEMALE))]."
|
||||
if(prob(25))
|
||||
var/locstring = pick("Segunda","Salusa","Cepheus","Andromeda","Gruis","Corona","Aquila","Asellus") + " " + pick("I","II","III","IV","V","VI","VII","VIII")
|
||||
newMsg.body += " In a ceremony on [affected_dest.name] this afternoon, they will be awarded the \
|
||||
[pick("Red Star of Sacrifice","Purple Heart of Heroism","Blue Eagle of Loyalty","Green Lion of Ingenuity")] for "
|
||||
if(prob(33))
|
||||
newMsg.body += "their actions at the Battle of [pick(locstring,"REDACTED")]."
|
||||
else if(prob(50))
|
||||
newMsg.body += "their contribution to the colony of [locstring]."
|
||||
else
|
||||
newMsg.body += "their loyal service over the years."
|
||||
else if(prob(33))
|
||||
newMsg.body += " They are expected to settle down in [affected_dest.name], where they have been granted a handsome pension."
|
||||
else if(prob(50))
|
||||
newMsg.body += " The news was broken on [affected_dest.name] earlier today, where they cited reasons of '[pick("health","family","REDACTED")]'"
|
||||
else
|
||||
newMsg.body += " Administration Aerospace wishes them the best of luck in their retirement ceremony on [affected_dest.name]."
|
||||
|
||||
if(CELEBRITY_DEATH)
|
||||
newMsg.body = "It is with regret today that we announce the sudden passing of the "
|
||||
if(prob(33))
|
||||
newMsg.body += "[pick("distinguished","decorated","veteran","highly respected")] \
|
||||
[pick("Ship's Captain","Vice Admiral","Colonel","Lieutenant Colonel")] "
|
||||
else if(prob(50))
|
||||
newMsg.body += "[pick("award-winning","popular","highly respected","trend-setting")] \
|
||||
[pick("comedian","singer/songwright","artist","playwright","TV personality","model")] "
|
||||
else
|
||||
newMsg.body += "[pick("successful","highly respected","ingenious","esteemed")] \
|
||||
[pick("academic","Professor","Doctor","Scientist")] "
|
||||
|
||||
newMsg.body += "[random_name(pick(MALE,FEMALE))] on [affected_dest.name] [pick("last week","yesterday","this morning","two days ago","three days ago")]\
|
||||
[pick(". Assassination is suspected, but the perpetrators have not yet been brought to justice",\
|
||||
" due to Syndicate infiltrators (since captured)",\
|
||||
" during an industrial accident",\
|
||||
" due to [pick("heart failure","kidney failure","liver failure","brain hemorrhage")]")]"
|
||||
|
||||
if(BARGAINS)
|
||||
newMsg.body += "BARGAINS! BARGAINS! BARGAINS! Commerce Control on [affected_dest.name] wants you to know that everything must go! Across all retail centres, \
|
||||
all goods are being slashed, and all retailors are onboard - so come on over for the \[shopping\] time of your life."
|
||||
|
||||
if(SONG_DEBUT)
|
||||
newMsg.body += "[pick("Singer","Singer/songwriter","Saxophonist","Pianist","Guitarist","TV personality","Star")] [random_name(pick(MALE,FEMALE))] \
|
||||
announced the debut of their new [pick("single","album","EP","label")] '[pick("Everyone's","Look at the","Baby don't eye those","All of those","Dirty nasty")] \
|
||||
[pick("roses","three stars","starships","nanobots","cyborgs","Skrell","Sren'darr")] \
|
||||
[pick("on Venus","on Reade","on Moghes","in my hand","slip through my fingers","die for you","sing your heart out","fly away")]' \
|
||||
with [pick("pre-puchases available","a release tour","cover signings","a launch concert")] on [affected_dest.name]."
|
||||
|
||||
if(MOVIE_RELEASE)
|
||||
newMsg.body += "From the [pick("desk","home town","homeworld","mind")] of [pick("acclaimed","award-winning","popular","stellar")] \
|
||||
[pick("playwright","author","director","actor","TV star")] [random_name(pick(MALE,FEMALE))] comes the latest sensation: '\
|
||||
[pick("Deadly","The last","Lost","Dead")] [pick("Starships","Warriors","outcasts","Tajarans","Unathi","Skrell")] \
|
||||
[pick("of","from","raid","go hunting on","visit","ravage","pillage","destroy")] \
|
||||
[pick("Moghes","Earth","Biesel","Ahdomai","S'randarr","the Void","the Edge of Space")]'.\
|
||||
. Own it on webcast today, or visit the galactic premier on [affected_dest.name]!"
|
||||
|
||||
if(BIG_GAME_HUNTERS)
|
||||
newMsg.body += "Game hunters on [affected_dest.name] "
|
||||
if(prob(33))
|
||||
newMsg.body += "were surprised when an unusual species experts have since identified as \
|
||||
[pick("a subclass of mammal","a divergent abhuman species","an intelligent species of lemur","organic/cyborg hybrids")] turned up. Believed to have been brought in by \
|
||||
[pick("alien smugglers","early colonists","syndicate raiders","unwitting tourists")], this is the first such specimen discovered in the wild."
|
||||
else if(prob(50))
|
||||
newMsg.body += "were attacked by a vicious [pick("nas'r","diyaab","samak","predator which has not yet been identified")]\
|
||||
. Officials urge caution, and locals are advised to stock up on armaments."
|
||||
else
|
||||
newMsg.body += "brought in an unusually [pick("valuable","rare","large","vicious","intelligent")] [pick("mammal","predator","farwa","samak")] for inspection \
|
||||
[pick("today","yesterday","last week")]. Speculators suggest they may be tipped to break several records."
|
||||
|
||||
if(GOSSIP)
|
||||
newMsg.body += "[pick("TV host","Webcast personality","Superstar","Model","Actor","Singer")] [random_name(pick(MALE,FEMALE))] "
|
||||
if(prob(33))
|
||||
newMsg.body += "and their partner announced the birth of their [pick("first","second","third")] child on [affected_dest.name] early this morning. \
|
||||
Doctors say the child is well, and the parents are considering "
|
||||
if(prob(50))
|
||||
newMsg.body += capitalize(pick(first_names_female))
|
||||
else
|
||||
newMsg.body += capitalize(pick(first_names_male))
|
||||
newMsg.body += " for the name."
|
||||
else if(prob(50))
|
||||
newMsg.body += "announced their [pick("split","break up","marriage","engagement")] with [pick("TV host","webcast personality","superstar","model","actor","singer")] \
|
||||
[random_name(pick(MALE,FEMALE))] at [pick("a society ball","a new opening","a launch","a club")] on [affected_dest.name] yesterday, pundits are shocked."
|
||||
else
|
||||
newMsg.body += "is recovering from plastic surgery in a clinic on [affected_dest.name] for the [pick("second","third","fourth")] time, reportedly having made the decision in response to "
|
||||
newMsg.body += "[pick("unkind comments by an ex","rumours started by jealous friends",\
|
||||
"the decision to be dropped by a major sponsor","a disasterous interview on Tau Ceti Tonight")]."
|
||||
if(TOURISM)
|
||||
newMsg.body += "Tourists are flocking to [affected_dest.name] after the surprise announcement of [pick("major shopping bargains by a wily retailer",\
|
||||
"a huge new ARG by a popular entertainment company","a secret tour by popular artiste [random_name(pick(MALE,FEMALE))]")]. \
|
||||
Tau Ceti Daily is offering discount tickets for two to see [random_name(pick(MALE,FEMALE))] live in return for eyewitness reports and up to the minute coverage."
|
||||
|
||||
for(var/datum/feed_channel/FC in news_network.network_channels)
|
||||
if(FC.channel_name == "Tau Ceti Daily")
|
||||
FC.messages += newMsg
|
||||
break
|
||||
for(var/obj/machinery/newscaster/NEWSCASTER in allCasters)
|
||||
NEWSCASTER.newsAlert("Tau Ceti Daily")
|
||||
|
||||
/datum/event/trivial_news
|
||||
endWhen = 10
|
||||
|
||||
/datum/event/trivial_news/announce()
|
||||
//copy-pasted from the admin verbs to submit new newscaster messages
|
||||
var/datum/feed_message/newMsg = new /datum/feed_message
|
||||
newMsg.author = "Editor Mike Hammers"
|
||||
//newMsg.is_admin_message = 1
|
||||
var/datum/trade_destination/affected_dest = pick(weighted_mundaneevent_locations)
|
||||
newMsg.body = pick(
|
||||
"Tree stuck in tajaran; firefighters baffled.",\
|
||||
"Armadillos want aardvarks removed from dictionary claims 'here first'.",\
|
||||
"Angel found dancing on pinhead ordered to stop; cited for public nuisance.",\
|
||||
"Letters claim they are better than number; 'Always have been'.",\
|
||||
"Pens proclaim pencils obsolete, 'lead is dead'.",\
|
||||
"Rock and paper sues scissors for discrimination.",\
|
||||
"Steak tell-all book reveals he never liked sitting by potato.",\
|
||||
"Woodchuck stops counting how many times he<68>s chucked 'Never again'.",\
|
||||
"[affected_dest.name] clerk first person able to pronounce '@*$%!'.",\
|
||||
"[affected_dest.name] delis serving boiled paperback dictionaries, 'Adjectives chewy' customers declare.",\
|
||||
"[affected_dest.name] weather deemed 'boring'; meteors and rad storms to be imported.",\
|
||||
"Most [affected_dest.name] security officers prefer cream over sugar.",\
|
||||
"Palindrome speakers conference in [affected_dest.name]; 'Wow!' says Otto.",\
|
||||
"Question mark worshipped as deity by ancient [affected_dest.name] dwellers.",\
|
||||
"Spilled milk causes whole [affected_dest.name] populace to cry.",\
|
||||
"World largest carp patty at display on [affected_dest.name].",\
|
||||
"'Here kitty kitty' no longer preferred tajaran retrieval technique.",\
|
||||
"Man travels 7000 light years to retrieve lost hankie, 'It was my favourite'.",\
|
||||
"New bowling lane that shoots mini-meteors at bowlers very popular.",\
|
||||
"[pick("Unathi","Spacer")] gets tattoo of Tau Ceti on chest '[pick("CentComm","star","starship","asteroid")] tickles most'.",\
|
||||
"Skrell marries computer; wedding attended by 100 modems.",\
|
||||
"Chef reports successfully using harmonica as cheese grater.",\
|
||||
"NanoTrasen invents handkerchief that says 'Bless you' after sneeze.",\
|
||||
"Clone accused of posing for other clones<65>s school photo.",\
|
||||
"Clone accused of stealing other clones<65>s employee of the month award.",\
|
||||
"Woman robs station with hair dryer; crewmen love new style.",\
|
||||
"This space for rent.",\
|
||||
"[affected_dest.name] Baker Wins Pickled Crumpet Toss Three Years Running",\
|
||||
"Skrell Scientist Discovers Abacus Can Be Used To Dry Towels",\
|
||||
"Survey: 'Cheese Louise' Voted Best Pizza Restaurant In Tau Ceti",\
|
||||
"I Was Framed, jokes [affected_dest.name] artist",\
|
||||
"Mysterious Loud Rumbling Noises In [affected_dest.name] Found To Be Mysterious Loud Rumblings",\
|
||||
"Alien ambassador becomes lost on [affected_dest.name], refuses to ask for directions",\
|
||||
"Swamp Gas Verified To Be Exhalations Of Stars--Movie Stars--Long Passed",\
|
||||
"Tainted Broccoli Weapon Of Choice For Syndicate Assassins",\
|
||||
"Chefs Find Broccoli Effective Tool For Cutting Cheese",\
|
||||
"Broccoli Found To Cause Grumpiness In Monkeys",\
|
||||
"Survey: 80% Of People on [affected_dest.name] Love Clog-Dancing",\
|
||||
"Giant Hairball Has Perfect Grammar But Rolls rr's Too Much, Linguists Say",\
|
||||
"[affected_dest.name] Phonebooks Print All Wrong Numbers; Results In 15 New Marriages",\
|
||||
"Tajaran Burglar Spotted on [affected_dest.name], Mistaken For Dalmatian",\
|
||||
"Gibson Gazette Updates Frequently Absurd, Poll Indicates",\
|
||||
"Esoteric Verbosity Culminates In Communicative Ennui, [affected_dest.name] Academics Note",\
|
||||
"Taj Demand Longer Breaks, Cleaner Litter, Slower Mice",\
|
||||
"Survey: 3 Out Of 5 Skrell Loathe Modern Art",\
|
||||
"Skrell Scientist Discovers Gravity While Falling Down Stairs",\
|
||||
"Boy Saves Tajaran From Tree on [affected_dest.name], Thousands Cheer",\
|
||||
"Shipment Of Apples Overturns, [affected_dest.name] Diner Offers Applesauce Special",\
|
||||
"Spotted Owl Spotted on [affected_dest.name]",\
|
||||
"Humans Everywhere Agree: Purring Tajarans Are Happy Tajarans",\
|
||||
"From The Desk Of Wise Guy Sammy: One Word In This Gazette Is Sdrawkcab",\
|
||||
"From The Desk Of Wise Guy Sammy: It's Hard To Have Too Much Shelf Space",\
|
||||
"From The Desk Of Wise Guy Sammy: Wine And Friendships Get Better With Age",\
|
||||
"From The Desk Of Wise Guy Sammy: The Insides Of Golf Balls Are Mostly Rubber Bands",\
|
||||
"From The Desk Of Wise Guy Sammy: You Don't Have To Fool All The People, Just The Right Ones",\
|
||||
"From The Desk Of Wise Guy Sammy: If You Made The Mess, You Clean It Up",\
|
||||
"From The Desk Of Wise Guy Sammy: It Is Easier To Get Forgiveness Than Permission",\
|
||||
"From The Desk Of Wise Guy Sammy: Check Your Facts Before Making A Fool Of Yourself",\
|
||||
"From The Desk Of Wise Guy Sammy: You Can't Outwait A Bureaucracy",\
|
||||
"From The Desk Of Wise Guy Sammy: It's Better To Yield Right Of Way Than To Demand It",\
|
||||
"From The Desk Of Wise Guy Sammy: A Person Who Likes Cats Can't Be All Bad",\
|
||||
"From The Desk Of Wise Guy Sammy: Help Is The Sunny Side Of Control",\
|
||||
"From The Desk Of Wise Guy Sammy: Two Points Determine A Straight Line",\
|
||||
"From The Desk Of Wise Guy Sammy: Reading Improves The Mind And Lifts The Spirit",\
|
||||
"From The Desk Of Wise Guy Sammy: Better To Aim High And Miss Then To Aim Low And Hit",\
|
||||
"From The Desk Of Wise Guy Sammy: Meteors Often Strike The Same Place More Than Once",\
|
||||
"Tommy B. Saif Sez: Look Both Ways Before Boarding The Shuttle",\
|
||||
"Tommy B. Saif Sez: Hold On; Sudden Stops Sometimes Necessary",\
|
||||
"Tommy B. Saif Sez: Keep Fingers Away From Moving Panels",\
|
||||
"Tommy B. Saif Sez: No Left Turn, Except Shuttles",\
|
||||
"Tommy B. Saif Sez: Return Seats And Trays To Their Proper Upright Position",\
|
||||
"Tommy B. Saif Sez: Eating And Drinking In Docking Bays Is Prohibited",\
|
||||
"Tommy B. Saif Sez: Accept No Substitutes, And Don't Be Fooled By Imitations",\
|
||||
"Tommy B. Saif Sez: Do Not Remove This Tag Under Penalty Of Law",\
|
||||
"Tommy B. Saif Sez: Always Mix Thoroughly When So Instructed",\
|
||||
"Tommy B. Saif Sez: Try To Keep Six Month's Expenses In Reserve",\
|
||||
"Tommy B. Saif Sez: Change Not Given Without Purchase",\
|
||||
"Tommy B. Saif Sez: If You Break It, You Buy It",\
|
||||
"Tommy B. Saif Sez: Reservations Must Be Cancelled 48 Hours Prior To Event To Obtain Refund",\
|
||||
"Doughnuts: Is There Anything They Can't Do",\
|
||||
"If Tin Whistles Are Made Of Tin, What Do They Make Foghorns Out Of?",\
|
||||
"Broccoli discovered to be colonies of tiny aliens with murder on their minds"\
|
||||
)
|
||||
|
||||
for(var/datum/feed_channel/FC in news_network.network_channels)
|
||||
if(FC.channel_name == "The Gibson Gazette")
|
||||
FC.messages += newMsg
|
||||
break
|
||||
for(var/obj/machinery/newscaster/NEWSCASTER in allCasters)
|
||||
NEWSCASTER.newsAlert("The Gibson Gazette")
|
||||
@@ -1,4 +1,7 @@
|
||||
|
||||
var/list/weighted_randomevent_locations = list()
|
||||
var/list/weighted_mundaneevent_locations = list()
|
||||
|
||||
/datum/trade_destination
|
||||
var/name = ""
|
||||
var/description = ""
|
||||
@@ -8,6 +11,10 @@
|
||||
var/can_shuttle_here = 0 //one day crew from the exodus will be able to travel to this destination
|
||||
var/list/viable_random_events = list()
|
||||
var/list/temp_price_change[BIOMEDICAL]
|
||||
var/list/viable_mundane_events = list()
|
||||
|
||||
/datum/trade_destination/proc/get_custom_eventstring(var/event_type)
|
||||
return null
|
||||
|
||||
//distance is measured in AU and co-relates to travel time
|
||||
/datum/trade_destination/centcomm
|
||||
@@ -17,6 +24,7 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(SECURITY_BREACH, CORPORATE_ATTACK, AI_LIBERATION)
|
||||
viable_mundane_events = list(ELECTION, RESIGNATION, CELEBRITY_DEATH)
|
||||
|
||||
/datum/trade_destination/anansi
|
||||
name = "NSS Anansi"
|
||||
@@ -25,6 +33,13 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(SECURITY_BREACH, CULT_CELL_REVEALED, BIOHAZARD_OUTBREAK, PIRATES, ALIEN_RAIDERS)
|
||||
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH, BARGAINS, GOSSIP)
|
||||
|
||||
/datum/trade_destination/anansi/get_custom_eventstring(var/event_type)
|
||||
if(event_type == RESEARCH_BREAKTHROUGH)
|
||||
return "Thanks to research conducted on the NSS Anansi, Second Red Cross Society wishes to announce a major breakthough in the field of \
|
||||
[pick("mind-machine interfacing","neuroscience","nano-augmentation","genetics")]. NanoTrasen is expected to announce a co-exploitation deal within the fortnight."
|
||||
return null
|
||||
|
||||
/datum/trade_destination/icarus
|
||||
name = "NMV Icarus"
|
||||
@@ -41,6 +56,13 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(INDUSTRIAL_ACCIDENT, PIRATES, CORPORATE_ATTACK)
|
||||
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH)
|
||||
|
||||
/datum/trade_destination/redolant/get_custom_eventstring(var/event_type)
|
||||
if(event_type == RESEARCH_BREAKTHROUGH)
|
||||
return "Thanks to research conducted on the OAV Redolant, Osiris Atmospherics wishes to announce a major breakthough in the field of \
|
||||
[pick("plasma research","high energy flux capacitance","super-compressed materials","theoretical particle physics")]. NanoTrasen is expected to announce a co-exploitation deal within the fortnight."
|
||||
return null
|
||||
|
||||
/datum/trade_destination/beltway
|
||||
name = "Beltway mining chain"
|
||||
@@ -49,6 +71,7 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(PIRATES, INDUSTRIAL_ACCIDENT)
|
||||
viable_mundane_events = list(TOURISM)
|
||||
|
||||
/datum/trade_destination/biesel
|
||||
name = "Biesel"
|
||||
@@ -57,6 +80,7 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
|
||||
viable_mundane_events = list(BARGAINS, GOSSIP, SONG_DEBUT, MOVIE_RELEASE, ELECTION, TOURISM, RESIGNATION, CELEBRITY_DEATH)
|
||||
|
||||
/datum/trade_destination/new_gibson
|
||||
name = "New Gibson"
|
||||
@@ -65,6 +89,7 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
|
||||
viable_mundane_events = list(ELECTION, TOURISM, RESIGNATION)
|
||||
|
||||
/datum/trade_destination/luthien
|
||||
name = "Luthien"
|
||||
@@ -73,6 +98,7 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
|
||||
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
|
||||
|
||||
/datum/trade_destination/reade
|
||||
name = "Reade"
|
||||
@@ -81,5 +107,4 @@
|
||||
willing_to_buy = list()
|
||||
willing_to_sell = list()
|
||||
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
|
||||
|
||||
var/list/tradeable_destinations = typesof(/datum/trade_destination) - /datum/trade_destination
|
||||
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
|
||||
|
||||
70
code/WorkInProgress/Cael_Aislinn/Economy/Job_Departments.dm
Normal file
@@ -0,0 +1,70 @@
|
||||
var/list/station_departments = list("Command", "Medical", "Engineering", "Science", "Security", "Cargo", "Civilian")
|
||||
|
||||
// The department the job belongs to.
|
||||
/datum/job/var/department = null
|
||||
|
||||
// Whether this is a head position
|
||||
/datum/job/var/head_position = 0
|
||||
|
||||
/datum/job/captain/department = "Command"
|
||||
/datum/job/captain/head_position = 1
|
||||
|
||||
/datum/job/hop/department = "Civilian"
|
||||
/datum/job/hop/head_position = 1
|
||||
|
||||
/datum/job/assistant/department = "Civilian"
|
||||
|
||||
/datum/job/bartender/department = "Civilian"
|
||||
|
||||
/datum/job/chef/department = "Civilian"
|
||||
|
||||
/datum/job/hydro/department = "Civilian"
|
||||
|
||||
/datum/job/mining/department = "Civilian"
|
||||
|
||||
/datum/job/janitor/department = "Civilian"
|
||||
|
||||
/datum/job/librarian/department = "Civilian"
|
||||
|
||||
/datum/job/lawyer/department = "Civilian"
|
||||
|
||||
/datum/job/chaplain/department = "Civilian"
|
||||
|
||||
/datum/job/qm/department = "Cargo"
|
||||
/datum/job/qm/head_position = 1
|
||||
|
||||
/datum/job/cargo_tech/department = "Cargo"
|
||||
|
||||
/datum/job/chief_engineer/department = "Engineering"
|
||||
/datum/job/chief_engineer/head_position = 1
|
||||
|
||||
/datum/job/engineer/department = "Engineering"
|
||||
|
||||
/datum/job/atmos/department = "Engineering"
|
||||
|
||||
/datum/job/cmo/department = "Medical"
|
||||
/datum/job/cmo/head_position = 1
|
||||
|
||||
/datum/job/doctor/department = "Medical"
|
||||
|
||||
/datum/job/chemist/department = "Medical"
|
||||
|
||||
/datum/job/geneticist/department = "Medical"
|
||||
|
||||
/datum/job/psychiatrist/department = "Medical"
|
||||
|
||||
/datum/job/rd/department = "Science"
|
||||
/datum/job/rd/head_position = 1
|
||||
|
||||
/datum/job/scientist/department = "Science"
|
||||
|
||||
/datum/job/roboticist/department = "Science"
|
||||
|
||||
/datum/job/hos/department = "Security"
|
||||
/datum/job/hos/head_position = 1
|
||||
|
||||
/datum/job/warden/department = "Security"
|
||||
|
||||
/datum/job/detective/department = "Security"
|
||||
|
||||
/datum/job/officer/department = "Security"
|
||||
@@ -2,6 +2,8 @@
|
||||
//reactor areas
|
||||
|
||||
/area/engine
|
||||
icon_state = "engine"
|
||||
|
||||
fore
|
||||
name = "\improper Fore"
|
||||
|
||||
@@ -13,49 +15,63 @@
|
||||
|
||||
atmos_storage
|
||||
name = "\improper Atmos storage"
|
||||
icon_state = "engine_storage"
|
||||
|
||||
control
|
||||
name = "\improper Control"
|
||||
icon_state = "engine_control"
|
||||
|
||||
electrical_storage
|
||||
name = "\improper Electrical storage"
|
||||
|
||||
engine_monitoring
|
||||
name = "\improper Electrical storage"
|
||||
icon_state = "engine_monitoring"
|
||||
|
||||
reactor_core
|
||||
name = "\improper Reactor Core"
|
||||
icon_state = "engine_core"
|
||||
//icon_state = "engine_core"
|
||||
|
||||
reactor_gas
|
||||
name = "Reactor Gas Storage"
|
||||
icon_state = "engine_atmos"
|
||||
//icon_state = "engine_atmos"
|
||||
|
||||
aux_control
|
||||
name = "Reactor Auxiliary Control"
|
||||
icon_state = "engine_aux"
|
||||
//icon_state = "engine_aux"
|
||||
|
||||
turbine_control
|
||||
name = "Turbine Control"
|
||||
icon_state = "engine_turbine"
|
||||
//icon_state = "engine_turbine"
|
||||
|
||||
reactor_airlock
|
||||
name = "\improper Reactor Primary Entrance"
|
||||
icon_state = "engine_airlock"
|
||||
//icon_state = "engine_airlock"
|
||||
|
||||
reactor_fuel_storage
|
||||
name = "Reactor Fuel Storage"
|
||||
icon_state = "engine_fuel"
|
||||
//icon_state = "engine_fuel"
|
||||
|
||||
reactor_fuel_ports
|
||||
name = "\improper Reactor Fuel Ports"
|
||||
icon_state = "engine_port"
|
||||
//icon_state = "engine_port"
|
||||
|
||||
generators
|
||||
name = "\improper Generator Room"
|
||||
icon_state = "engine_generators"
|
||||
//icon_state = "engine_generators"
|
||||
|
||||
port_gyro_bay
|
||||
name = "\improper Port Gyrotron Bay"
|
||||
icon_state = "engine_starboardgyro"
|
||||
//icon_state = "engine_starboardgyro"
|
||||
|
||||
starboard_gyro_bay
|
||||
name = "\improper Starboard Gyrotron Bay"
|
||||
icon_state = "engine_portgyro"
|
||||
//icon_state = "engine_portgyro"
|
||||
|
||||
storage
|
||||
name = "\improper Engineering hallway"
|
||||
icon_state = "engine_storage"
|
||||
|
||||
hallway
|
||||
name = "\improper Engineering storage"
|
||||
icon_state = "engine_hallway"
|
||||
|
||||
120
code/WorkInProgress/Cael_Aislinn/Rust/circuits_and_design.dm
Normal file
@@ -0,0 +1,120 @@
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Core Control computer
|
||||
|
||||
/obj/item/weapon/circuitboard/rust_core_control
|
||||
name = "Circuit board (RUST core controller)"
|
||||
build_path = "/obj/machinery/computer/rust_core_control"
|
||||
origin_tech = "programming=4;engineering=4"
|
||||
|
||||
datum/design/rust_core_control
|
||||
name = "Circuit Design (RUST core controller)"
|
||||
desc = "Allows for the construction of circuit boards used to build a core control console for the RUST fusion engine."
|
||||
id = "rust_core_control"
|
||||
req_tech = list("programming" = 4, "engineering" = 4)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/rust_core_control"
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Fuel Control computer
|
||||
|
||||
/obj/item/weapon/circuitboard/rust_fuel_control
|
||||
name = "Circuit board (RUST fuel controller)"
|
||||
build_path = "/obj/machinery/computer/rust_fuel_control"
|
||||
origin_tech = "programming=4;engineering=4"
|
||||
|
||||
datum/design/rust_fuel_control
|
||||
name = "Circuit Design (RUST fuel controller)"
|
||||
desc = "Allows for the construction of circuit boards used to build a fuel injector control console for the RUST fusion engine."
|
||||
id = "rust_fuel_control"
|
||||
req_tech = list("programming" = 4, "engineering" = 4)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/rust_fuel_control"
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Fuel Port board
|
||||
|
||||
/obj/item/weapon/module/rust_fuel_port
|
||||
name = "Internal circuitry (RUST fuel port)"
|
||||
icon_state = "card_mod"
|
||||
origin_tech = "engineering=4;materials=5"
|
||||
|
||||
datum/design/rust_fuel_port
|
||||
name = "Internal circuitry (RUST fuel port)"
|
||||
desc = "Allows for the construction of circuit boards used to build a fuel injection port for the RUST fusion engine."
|
||||
id = "rust_fuel_port"
|
||||
req_tech = list("engineering" = 4, "materials" = 5)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$uranium" = 3000)
|
||||
build_path = "/obj/item/weapon/module/rust_fuel_port"
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Fuel Compressor board
|
||||
|
||||
/obj/item/weapon/module/rust_fuel_compressor
|
||||
name = "Internal circuitry (RUST fuel compressor)"
|
||||
icon_state = "card_mod"
|
||||
origin_tech = "materials=6;plasmatech=4"
|
||||
|
||||
datum/design/rust_fuel_compressor
|
||||
name = "Circuit Design (RUST fuel compressor)"
|
||||
desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine."
|
||||
id = "rust_fuel_compressor"
|
||||
req_tech = list("materials" = 6, "plasmatech" = 4)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 1000)
|
||||
build_path = "/obj/item/weapon/module/rust_fuel_compressor"
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Tokamak Core board
|
||||
|
||||
/obj/item/weapon/circuitboard/rust_core
|
||||
name = "Internal circuitry (RUST tokamak core)"
|
||||
build_path = "/obj/machinery/power/rust_core"
|
||||
board_type = "machine"
|
||||
origin_tech = "bluespace=3;plasmatech=4;magnets=5;powerstorage=6"
|
||||
frame_desc = "Requires 2 Pico Manipulators, 1 Ultra Micro-Laser, 5 Pieces of Cable, 1 Subspace Crystal and 1 Console Screen."
|
||||
req_components = list(
|
||||
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
|
||||
"/obj/item/weapon/stock_parts/micro_laser/ultra" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/cable_coil" = 5)
|
||||
|
||||
datum/design/rust_core
|
||||
name = "Internal circuitry (RUST tokamak core)"
|
||||
desc = "The circuit board that for a RUST-pattern tokamak fusion core."
|
||||
id = "pacman"
|
||||
req_tech = list(bluespace = 3, plasmatech = 4, magnets = 5, powerstorage = 6)
|
||||
build_type = IMPRINTER
|
||||
reliability_base = 79
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$diamond" = 2000)
|
||||
build_path = "/obj/item/weapon/circuitboard/rust_core"
|
||||
|
||||
//////////////////////////////////////
|
||||
// RUST Fuel Injector board
|
||||
|
||||
/obj/item/weapon/circuitboard/rust_injector
|
||||
name = "Internal circuitry (RUST fuel injector)"
|
||||
build_path = "/obj/machinery/power/rust_fuel_injector"
|
||||
board_type = "machine"
|
||||
origin_tech = "powerstorage=3;engineering=4;plasmatech=4;materials=6"
|
||||
frame_desc = "Requires 2 Pico Manipulators, 1 Phasic Scanning Module, 1 Super Matter Bin, 1 Console Screen and 5 Pieces of Cable."
|
||||
req_components = list(
|
||||
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
|
||||
"/obj/item/weapon/stock_parts/scanning_module/phasic" = 1,
|
||||
"/obj/item/weapon/stock_parts/matter_bin/super" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/cable_coil" = 5)
|
||||
|
||||
datum/design/rust_injector
|
||||
name = "Internal circuitry (RUST tokamak core)"
|
||||
desc = "The circuit board that for a RUST-pattern particle accelerator."
|
||||
id = "pacman"
|
||||
req_tech = list(powerstorage = 3, engineering = 4, plasmatech = 4, materials = 6)
|
||||
build_type = IMPRINTER
|
||||
reliability_base = 79
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000, "$uranium" = 2000)
|
||||
build_path = "/obj/item/weapon/circuitboard/rust_core"
|
||||
|
Before Width: | Height: | Size: 2.1 KiB |
143
code/WorkInProgress/Cael_Aislinn/Rust/core_control.dm
Normal file
@@ -0,0 +1,143 @@
|
||||
|
||||
/obj/machinery/computer/rust_core_control
|
||||
name = "RUST Core Control"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "core_control"
|
||||
var/list/connected_devices = list()
|
||||
var/id_tag = "allan remember to update this before you leave"
|
||||
var/scan_range = 25
|
||||
|
||||
//currently viewed
|
||||
var/obj/machinery/power/rust_core/cur_viewed_device
|
||||
|
||||
/obj/machinery/computer/rust_core_control/process()
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
return
|
||||
|
||||
/obj/machinery/computer/rust_core_control/attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/rust_core_control/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/computer/rust_core_control/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=core_control")
|
||||
return
|
||||
if (!istype(user, /mob/living/silicon) && (get_dist(src, user) > 1 ))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=core_control")
|
||||
return
|
||||
|
||||
var/dat = ""
|
||||
if(stat & NOPOWER)
|
||||
dat += "<i>The console is dark and nonresponsive.</i>"
|
||||
else
|
||||
dat += "<B>Reactor Core Primary Monitor</B><BR>"
|
||||
if(cur_viewed_device && cur_viewed_device.stat & (BROKEN|NOPOWER))
|
||||
cur_viewed_device = null
|
||||
if(cur_viewed_device && !cur_viewed_device.remote_access_enabled)
|
||||
cur_viewed_device = null
|
||||
|
||||
if(cur_viewed_device)
|
||||
dat += "<b>Device tag:</b> [cur_viewed_device.id_tag ? cur_viewed_device.id_tag : "UNSET"]<br>"
|
||||
dat += "<font color=blue>Device [cur_viewed_device.owned_field ? "activated" : "deactivated"].</font><br>"
|
||||
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];toggle_active=1'>\[Bring field [cur_viewed_device.owned_field ? "offline" : "online"]\]</a><br>"
|
||||
dat += "<b>Device [cur_viewed_device.anchored ? "secured" : "unsecured"].</b><br>"
|
||||
dat += "<hr>"
|
||||
dat += "<b>Field encumbrance:</b> [cur_viewed_device.owned_field ? 0 : "NA"]<br>"
|
||||
dat += "<b>Field strength:</b> [cur_viewed_device.field_strength] Wm^3<br>"
|
||||
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-1000'>\[----\]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-100'>\[--- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-10'>\[-- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=-1'>\[- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=1'>\[+ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=10'>\[++ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=100'>\[+++ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];str=1000'>\[++++\]</a><br>"
|
||||
dat += "<b>Field frequency:</b> [cur_viewed_device.field_frequency] MHz<br>"
|
||||
dat += "<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-1000'>\[----\]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-100'>\[--- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-10'>\[-- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=-1'>\[- \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=1'>\[+ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=10'>\[++ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=100'>\[+++ \]</a> \
|
||||
<a href='?src=\ref[cur_viewed_device];extern_update=\ref[src];freq=1000'>\[++++\]</a><br>"
|
||||
|
||||
var/power_stat = "Good"
|
||||
if(cur_viewed_device.cached_power_avail < cur_viewed_device.active_power_usage)
|
||||
power_stat = "Insufficient"
|
||||
else if(cur_viewed_device.cached_power_avail < cur_viewed_device.active_power_usage * 2)
|
||||
power_stat = "Check"
|
||||
dat += "<b>Power status:</b> [power_stat]<br>"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];scan=1'>\[Refresh device list\]</a><br><br>"
|
||||
if(connected_devices.len)
|
||||
dat += "<table width='100%' border=1>"
|
||||
dat += "<tr>"
|
||||
dat += "<td><b>Device tag</b></td>"
|
||||
dat += "<td></td>"
|
||||
dat += "</tr>"
|
||||
for(var/obj/machinery/power/rust_core/C in connected_devices)
|
||||
if(!check_core_status(C))
|
||||
connected_devices.Remove(C)
|
||||
continue
|
||||
|
||||
dat += "<tr>"
|
||||
dat += "<td>[C.id_tag]</td>"
|
||||
dat += "<td><a href='?src=\ref[src];manage_individual=\ref[C]'>\[Manage\]</a></td>"
|
||||
dat += "</tr>"
|
||||
dat += "</table>"
|
||||
else
|
||||
dat += "No devices connected.<br>"
|
||||
|
||||
dat += "<hr>"
|
||||
dat += "<a href='?src=\ref[src];refresh=1'>Refresh</a> "
|
||||
dat += "<a href='?src=\ref[src];close=1'>Close</a>"
|
||||
|
||||
user << browse(dat, "window=core_control;size=500x400")
|
||||
onclose(user, "core_control")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/computer/rust_core_control/Topic(href, href_list)
|
||||
..()
|
||||
|
||||
if( href_list["goto_scanlist"] )
|
||||
cur_viewed_device = null
|
||||
|
||||
if( href_list["manage_individual"] )
|
||||
cur_viewed_device = locate(href_list["manage_individual"])
|
||||
|
||||
if( href_list["scan"] )
|
||||
connected_devices = list()
|
||||
for(var/obj/machinery/power/rust_core/C in range(scan_range, src))
|
||||
if(check_core_status(C))
|
||||
connected_devices.Add(C)
|
||||
|
||||
if( href_list["startup"] )
|
||||
if(cur_viewed_device)
|
||||
cur_viewed_device.Startup()
|
||||
|
||||
if( href_list["shutdown"] )
|
||||
if(cur_viewed_device)
|
||||
cur_viewed_device.Shutdown()
|
||||
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=core_control")
|
||||
usr.unset_machine()
|
||||
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/computer/rust_core_control/proc/check_core_status(var/obj/machinery/power/rust_core/C)
|
||||
if(!C)
|
||||
return 0
|
||||
|
||||
if(C.stat & (BROKEN|NOPOWER) || !C.remote_access_enabled || !C.id_tag)
|
||||
if(connected_devices.Find(C))
|
||||
connected_devices.Remove(C)
|
||||
return 0
|
||||
|
||||
return 1
|
||||
@@ -40,80 +40,247 @@ max volume of plasma storeable by the field = the total volume of a number of ti
|
||||
|
||||
*/
|
||||
|
||||
/obj/machinery/rust/core
|
||||
name = "Tokamak core"
|
||||
#define MAX_FIELD_FREQ 1000
|
||||
#define MIN_FIELD_FREQ 1
|
||||
#define MAX_FIELD_STR 1000
|
||||
#define MIN_FIELD_STR 1
|
||||
|
||||
/obj/machinery/power/rust_core
|
||||
name = "RUST Tokamak core"
|
||||
desc = "Enormous solenoid for generating extremely high power electromagnetic fields"
|
||||
icon = 'core.dmi'
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "core0"
|
||||
anchored = 1
|
||||
var/on = 0
|
||||
var/obj/machinery/rust/em_field/owned_field
|
||||
var/field_strength = 0.01
|
||||
//
|
||||
density = 1
|
||||
var/obj/effect/rust_em_field/owned_field
|
||||
var/field_strength = 1//0.01
|
||||
var/field_frequency = 1
|
||||
var/id_tag = "allan, don't forget to set the ID of this one too"
|
||||
req_access = list(access_engine)
|
||||
//
|
||||
use_power = 1
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 300
|
||||
idle_power_usage = 50
|
||||
active_power_usage = 500 //multiplied by field strength
|
||||
var/cached_power_avail = 0
|
||||
directwired = 1
|
||||
|
||||
var/state = 0
|
||||
var/locked = 1
|
||||
var/remote_access_enabled = 1
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["startup"] )
|
||||
Startup()
|
||||
return
|
||||
if( href_list["shutdown"] )
|
||||
Shutdown()
|
||||
return
|
||||
if( href_list["modify_field_strength"] )
|
||||
var/new_field_str = text2num(input("Enter new field strength", "Modifying field strength", owned_field.field_strength))
|
||||
if(!new_field_str)
|
||||
usr << "\red That's not a valid number."
|
||||
return
|
||||
field_strength = max(new_field_str,0.1)
|
||||
field_strength = min(new_field_str,50)
|
||||
if(owned_field)
|
||||
owned_field.ChangeFieldStrength(field_strength)
|
||||
return
|
||||
/obj/machinery/power/rust_core/process()
|
||||
if(stat & BROKEN || !powernet)
|
||||
Shutdown()
|
||||
|
||||
proc/Startup()
|
||||
cached_power_avail = avail()
|
||||
//luminosity = round(owned_field.field_strength/10)
|
||||
//luminosity = max(luminosity,1)
|
||||
|
||||
/obj/machinery/power/rust_core/attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
if(owned_field)
|
||||
user << "Turn off [src] first."
|
||||
return
|
||||
on = 1
|
||||
owned_field = new(src.loc)
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(owned_field)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the [src] to the floor."
|
||||
connect_to_network()
|
||||
src.directwired = 1
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
disconnect_from_network()
|
||||
src.directwired = 0
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
|
||||
if(emagged)
|
||||
user << "\red The lock seems to be broken"
|
||||
return
|
||||
if(src.allowed(user))
|
||||
if(owned_field)
|
||||
src.locked = !src.locked
|
||||
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
src.locked = 0 //just in case it somehow gets locked
|
||||
user << "\red The controls can only be locked when the [src] is online"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
|
||||
locked = 0
|
||||
emagged = 1
|
||||
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
|
||||
return
|
||||
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/machinery/power/rust_core/attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
/obj/machinery/power/rust_core/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/rust_core/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=core_gen")
|
||||
return
|
||||
if(!istype(user, /mob/living/silicon) && get_dist(src, user) > 1)
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=core_gen")
|
||||
return
|
||||
|
||||
var/dat = ""
|
||||
if(stat & NOPOWER || locked || state != 2)
|
||||
dat += "<i>The console is dark and nonresponsive.</i>"
|
||||
else
|
||||
dat += "<b>RUST Tokamak pattern Electromagnetic Field Generator</b><br>"
|
||||
dat += "<b>Device ID tag: </b> [id_tag ? id_tag : "UNSET"] <a href='?src=\ref[src];new_id_tag=1'>\[Modify\]</a><br>"
|
||||
dat += "<a href='?src=\ref[src];toggle_active=1'>\[[owned_field ? "Deactivate" : "Activate"]\]</a><br>"
|
||||
dat += "<a href='?src=\ref[src];toggle_remote=1'>\[[remote_access_enabled ? "Disable remote access to this device" : "Enable remote access to this device"]\]</a><br>"
|
||||
dat += "<hr>"
|
||||
dat += "<b>Field strength:</b> [field_strength]Wm^3<br>"
|
||||
dat += "<a href='?src=\ref[src];str=-1000'>\[----\]</a> \
|
||||
<a href='?src=\ref[src];str=-100'>\[--- \]</a> \
|
||||
<a href='?src=\ref[src];str=-10'>\[-- \]</a> \
|
||||
<a href='?src=\ref[src];str=-1'>\[- \]</a> \
|
||||
<a href='?src=\ref[src];str=1'>\[+ \]</a> \
|
||||
<a href='?src=\ref[src];str=10'>\[++ \]</a> \
|
||||
<a href='?src=\ref[src];str=100'>\[+++ \]</a> \
|
||||
<a href='?src=\ref[src];str=1000'>\[++++\]</a><br>"
|
||||
|
||||
dat += "<b>Field frequency:</b> [field_frequency]MHz<br>"
|
||||
dat += "<a href='?src=\ref[src];freq=-1000'>\[----\]</a> \
|
||||
<a href='?src=\ref[src];freq=-100'>\[--- \]</a> \
|
||||
<a href='?src=\ref[src];freq=-10'>\[-- \]</a> \
|
||||
<a href='?src=\ref[src];freq=-1'>\[- \]</a> \
|
||||
<a href='?src=\ref[src];freq=1'>\[+ \]</a> \
|
||||
<a href='?src=\ref[src];freq=10'>\[++ \]</a> \
|
||||
<a href='?src=\ref[src];freq=100'>\[+++ \]</a> \
|
||||
<a href='?src=\ref[src];freq=1000'>\[++++\]</a><br>"
|
||||
|
||||
var/font_colour = "green"
|
||||
if(cached_power_avail < active_power_usage)
|
||||
font_colour = "red"
|
||||
else if(cached_power_avail < active_power_usage * 2)
|
||||
font_colour = "orange"
|
||||
dat += "<b>Power status:</b> <font color=[font_colour]>[active_power_usage]/[cached_power_avail] W</font><br>"
|
||||
|
||||
user << browse(dat, "window=core_gen;size=500x300")
|
||||
onclose(user, "core_gen")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/power/rust_core/Topic(href, href_list)
|
||||
if(href_list["str"])
|
||||
var/dif = text2num(href_list["str"])
|
||||
field_strength = min(max(field_strength + dif, MIN_FIELD_STR), MAX_FIELD_STR)
|
||||
active_power_usage = 5 * field_strength //change to 500 later
|
||||
if(owned_field)
|
||||
owned_field.ChangeFieldStrength(field_strength)
|
||||
icon_state = "core1"
|
||||
luminosity = 1
|
||||
return 1
|
||||
|
||||
proc/Shutdown()
|
||||
if(href_list["freq"])
|
||||
var/dif = text2num(href_list["freq"])
|
||||
field_frequency = min(max(field_frequency + dif, MIN_FIELD_FREQ), MAX_FIELD_FREQ)
|
||||
if(owned_field)
|
||||
owned_field.ChangeFieldFrequency(field_frequency)
|
||||
|
||||
if(href_list["toggle_active"])
|
||||
if(!Startup())
|
||||
Shutdown()
|
||||
|
||||
if( href_list["toggle_remote"] )
|
||||
remote_access_enabled = !remote_access_enabled
|
||||
|
||||
if(href_list["new_id_tag"])
|
||||
if(usr)
|
||||
id_tag = input("Enter a new ID tag", "Tokamak core ID tag", id_tag) as text|null
|
||||
|
||||
if(href_list["close"])
|
||||
usr << browse(null, "window=core_gen")
|
||||
usr.unset_machine()
|
||||
|
||||
if(href_list["extern_update"])
|
||||
var/obj/machinery/computer/rust_core_control/C = locate(href_list["extern_update"])
|
||||
if(C)
|
||||
C.updateDialog()
|
||||
|
||||
src.updateDialog()
|
||||
|
||||
/obj/machinery/power/rust_core/proc/Startup()
|
||||
if(owned_field)
|
||||
return
|
||||
owned_field = new(src.loc)
|
||||
owned_field.ChangeFieldStrength(field_strength)
|
||||
owned_field.ChangeFieldFrequency(field_frequency)
|
||||
icon_state = "core1"
|
||||
luminosity = 1
|
||||
use_power = 2
|
||||
return 1
|
||||
|
||||
/obj/machinery/power/rust_core/proc/Shutdown()
|
||||
//todo: safety checks for field status
|
||||
if(owned_field)
|
||||
icon_state = "core0"
|
||||
on = 0
|
||||
del(owned_field)
|
||||
luminosity = 0
|
||||
use_power = 1
|
||||
|
||||
proc/AddParticles(var/name, var/quantity = 1)
|
||||
if(owned_field)
|
||||
owned_field.AddParticles(name, quantity)
|
||||
return 1
|
||||
return 0
|
||||
/obj/machinery/power/rust_core/proc/AddParticles(var/name, var/quantity = 1)
|
||||
if(owned_field)
|
||||
owned_field.AddParticles(name, quantity)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
process()
|
||||
..()
|
||||
use_power(100 * field_strength + 500)
|
||||
if(on && !owned_field)
|
||||
Shutdown()
|
||||
return
|
||||
//
|
||||
luminosity = round(owned_field.field_strength/10)
|
||||
luminosity = max(luminosity,1)
|
||||
//
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
Shutdown()
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && owned_field)
|
||||
var/obj/item/projectile/beam/laserbeam = Proj
|
||||
owned_field.AddEnergy(0, laserbeam.damage / 5000, laserbeam.frequency)
|
||||
return 0
|
||||
/obj/machinery/power/rust_core/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && owned_field)
|
||||
owned_field.AddEnergy(Proj.damage, 0, 1)
|
||||
return 0
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
|
||||
/obj/machinery/computer/rust/radiation_monitor
|
||||
name = "Core Radiation Monitor"
|
||||
|
||||
/obj/machinery/computer/rust/energy_monitor
|
||||
name = "Core Primary Monitor"
|
||||
icon_state = "power"
|
||||
var/obj/machinery/rust/core/core_generator = null
|
||||
var/updating = 1
|
||||
|
||||
New()
|
||||
..()
|
||||
spawn(0)
|
||||
core_generator = locate() in world
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["shutdown"] )
|
||||
updating = 0
|
||||
core_generator.Topic(href, href_list)
|
||||
updateDialog()
|
||||
updating = 1
|
||||
return
|
||||
if( href_list["startup"] )
|
||||
updating = 0
|
||||
core_generator.Topic(href, href_list)
|
||||
updateDialog()
|
||||
updating = 1
|
||||
return
|
||||
if( href_list["modify_field_strength"] )
|
||||
updating = 0
|
||||
core_generator.Topic(href, href_list)
|
||||
updateDialog()
|
||||
updating = 1
|
||||
return
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=core_monitor")
|
||||
usr.machine = null
|
||||
return
|
||||
|
||||
process()
|
||||
..()
|
||||
if(updating)
|
||||
src.updateDialog()
|
||||
|
||||
interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=core_monitor")
|
||||
return
|
||||
var/t = "<B>Reactor Core Primary Monitor</B><BR>"
|
||||
if(core_generator)
|
||||
t += "<font color=blue>[core_generator.on ? "Core Generator connected" : "Core Generator operational"]</font><br>"
|
||||
if(core_generator.owned_field)
|
||||
t += "<font color=green>Core suspension field online</font> <a href='?src=\ref[src];shutdown=1'>\[Bring field offline\]</a><br>"
|
||||
t += "Electromagnetic plasma suspension field status:<br>"
|
||||
t += " <font color=blue>Strength (T): [core_generator.owned_field.field_strength]</font> <a href='?src=\ref[src];modify_field_strength=1'>\[Modify\]</a><br>"
|
||||
t += " <font color=blue>Energy levels (MeV): [core_generator.owned_field.mega_energy]</font><br>"
|
||||
t += " <font color=blue>Core frequency: [core_generator.owned_field.frequency]</font><br>"
|
||||
t += " <font color=blue>Moles of plasma: [core_generator.owned_field.held_plasma.toxins]</font><br>"
|
||||
t += " <font color=blue>Core temperature: [core_generator.owned_field.held_plasma.temperature]</font><br>"
|
||||
t += "<hr>"
|
||||
t += "<b>Core atomic and subatomic constituents:</font></b><br>"
|
||||
if(core_generator.owned_field.dormant_reactant_quantities && core_generator.owned_field.dormant_reactant_quantities.len)
|
||||
for(var/reagent in core_generator.owned_field.dormant_reactant_quantities)
|
||||
t += " <font color=green>[reagent]:</font> [core_generator.owned_field.dormant_reactant_quantities[reagent]]<br>"
|
||||
else
|
||||
t += " <font color=blue>No reactants present.</font><br>"
|
||||
else
|
||||
t += "<font color=red>Core suspension field offline</font> <a href='?src=\ref[src];startup=1'>\[Bring field online\]</a><br>"
|
||||
else
|
||||
t += "<b><font color=red>Core Generator unresponsive</font></b><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=core_monitor;size=500x400")
|
||||
user.machine = src
|
||||
|
||||
|
Before Width: | Height: | Size: 7.8 KiB |
@@ -1,10 +1,10 @@
|
||||
|
||||
/obj/item/weapon/fuel_assembly
|
||||
icon = 'fuel_assembly.dmi'
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "fuel_assembly"
|
||||
name = "Fuel Rod Assembly"
|
||||
var/list/rod_quantities
|
||||
var/percent_depleted = 0
|
||||
var/percent_depleted = 1
|
||||
//
|
||||
New()
|
||||
rod_quantities = new/list
|
||||
|
||||
|
Before Width: | Height: | Size: 251 B |
@@ -1,31 +1,119 @@
|
||||
|
||||
/obj/machinery/rust/fuel_assembly_port
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port
|
||||
name = "Fuel Assembly Port"
|
||||
icon = 'fuel_assembly_port.dmi'
|
||||
icon_state = "port0"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "port2"
|
||||
density = 0
|
||||
var/obj/item/weapon/fuel_assembly/cur_assembly = null
|
||||
layer = 4
|
||||
var/obj/item/weapon/fuel_assembly/cur_assembly
|
||||
var/busy = 0
|
||||
anchored = 1
|
||||
|
||||
attackby(var/obj/item/I, var/mob/user)
|
||||
if(istype(I,/obj/item/weapon/fuel_assembly))
|
||||
if(cur_assembly)
|
||||
del cur_assembly
|
||||
var/opened = 1 //0=closed, 1=opened
|
||||
var/has_electronics = 0 // 0 - none, bit 1 - circuitboard, bit 2 - wires
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/attackby(var/obj/item/I, var/mob/user)
|
||||
if(istype(I,/obj/item/weapon/fuel_assembly) && !opened)
|
||||
if(cur_assembly)
|
||||
user << "\red There is already a fuel rod assembly in there!"
|
||||
else
|
||||
cur_assembly = I
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
icon_state = "port1"
|
||||
user << "\blue You insert [I] into [src]. Touch the panel again to insert [I] into the injector."
|
||||
|
||||
attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
/*if(stat & (BROKEN|NOPOWER))
|
||||
return*/
|
||||
if(cur_assembly)
|
||||
cur_assembly.loc = src.loc
|
||||
/obj/machinery/rust_fuel_assembly_port/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
if(stat & (BROKEN|NOPOWER) || opened)
|
||||
return
|
||||
|
||||
if(cur_assembly)
|
||||
if(try_insert_assembly())
|
||||
user << "\blue \icon[src] [src] inserts it's fuel rod assembly into an injector."
|
||||
else
|
||||
if(eject_assembly())
|
||||
user << "\red \icon[src] [src] ejects it's fuel assembly. Check the fuel injector status."
|
||||
else if(try_draw_assembly())
|
||||
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
|
||||
else if(try_draw_assembly())
|
||||
user << "\blue \icon[src] [src] draws a fuel rod assembly from an injector."
|
||||
else
|
||||
user << "\red \icon[src] [src] was unable to draw a fuel rod assembly from an injector."
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/proc/try_insert_assembly()
|
||||
var/success = 0
|
||||
if(cur_assembly)
|
||||
var/turf/check_turf = get_step(get_turf(src), src.dir)
|
||||
check_turf = get_step(check_turf, src.dir)
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in check_turf)
|
||||
if(I.stat & (BROKEN|NOPOWER))
|
||||
break
|
||||
if(I.cur_assembly)
|
||||
break
|
||||
if(I.state != 2)
|
||||
break
|
||||
|
||||
I.cur_assembly = cur_assembly
|
||||
cur_assembly.loc = I
|
||||
cur_assembly = null
|
||||
icon_state = "port0"
|
||||
success = 1
|
||||
|
||||
New()
|
||||
//embed the fuel port into a wall
|
||||
pixel_x = (dir & 3)? 0 : (dir == 4 ? 24 : -24)
|
||||
pixel_y = (dir & 3)? (dir ==1 ? 24 : -24) : 0
|
||||
return success
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/proc/eject_assembly()
|
||||
if(cur_assembly)
|
||||
cur_assembly.loc = get_step(get_turf(src), src.dir)
|
||||
cur_assembly = null
|
||||
icon_state = "port0"
|
||||
return 1
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/proc/try_draw_assembly()
|
||||
var/success = 0
|
||||
if(cur_assembly)
|
||||
var/turf/check_turf = get_step(get_turf(src), src.dir)
|
||||
check_turf = get_step(check_turf, src.dir)
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in check_turf)
|
||||
if(I.stat & (BROKEN|NOPOWER))
|
||||
break
|
||||
if(!I.cur_assembly)
|
||||
break
|
||||
if(I.injecting)
|
||||
break
|
||||
if(I.state != 2)
|
||||
break
|
||||
|
||||
cur_assembly = I.cur_assembly
|
||||
cur_assembly.loc = src
|
||||
I.cur_assembly = null
|
||||
icon_state = "port1"
|
||||
success = 1
|
||||
|
||||
return success
|
||||
|
||||
/*
|
||||
/obj/machinery/rust_fuel_assembly_port/verb/try_insert_assembly_verb()
|
||||
set name = "Attempt to insert assembly from port into injector"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(!busy)
|
||||
try_insert_assembly()
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/verb/eject_assembly_verb()
|
||||
set name = "Attempt to eject assembly from port"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(!busy)
|
||||
eject_assembly()
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/verb/try_draw_assembly_verb()
|
||||
set name = "Draw assembly from injector"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(!busy)
|
||||
try_draw_assembly()
|
||||
*/
|
||||
|
||||
|
Before Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,133 @@
|
||||
|
||||
//frame assembly
|
||||
|
||||
/obj/item/rust_fuel_assembly_port_frame
|
||||
name = "Fuel Assembly Port frame"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "port2"
|
||||
w_class = 4
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
|
||||
/obj/item/rust_fuel_assembly_port_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
|
||||
del(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/rust_fuel_assembly_port_frame/proc/try_build(turf/on_wall)
|
||||
if (get_dist(on_wall,usr)>1)
|
||||
return
|
||||
var/ndir = get_dir(usr,on_wall)
|
||||
if (!(ndir in cardinal))
|
||||
return
|
||||
var/turf/loc = get_turf(usr)
|
||||
var/area/A = loc.loc
|
||||
if (!istype(loc, /turf/simulated/floor))
|
||||
usr << "\red Port cannot be placed on this spot."
|
||||
return
|
||||
if (A.requires_power == 0 || A.name == "Space")
|
||||
usr << "\red Port cannot be placed in this area."
|
||||
return
|
||||
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
|
||||
del(src)
|
||||
|
||||
//construction steps
|
||||
/obj/machinery/rust_fuel_assembly_port/New(turf/loc, var/ndir, var/building=0)
|
||||
..()
|
||||
|
||||
// offset 24 pixels in direction of dir
|
||||
// this allows the APC to be embedded in a wall, yet still inside an area
|
||||
if (building)
|
||||
dir = ndir
|
||||
else
|
||||
has_electronics = 3
|
||||
opened = 0
|
||||
icon_state = "port0"
|
||||
|
||||
//20% easier to read than apc code
|
||||
pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
|
||||
pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
|
||||
|
||||
/obj/machinery/rust_fuel_assembly_port/attackby(obj/item/W, mob/user)
|
||||
|
||||
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
|
||||
return src.attack_hand(user)
|
||||
if (istype(W, /obj/item/weapon/crowbar))
|
||||
if(opened)
|
||||
if(has_electronics & 1)
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
|
||||
if(do_after(user, 50))
|
||||
user.visible_message(\
|
||||
"\red [user.name] has removed the circuitboard from [src.name]!",\
|
||||
"\blue You remove the circuitboard.")
|
||||
has_electronics = 0
|
||||
new /obj/item/weapon/module/rust_fuel_port(loc)
|
||||
has_electronics &= ~1
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "port0"
|
||||
user << "\blue You close the maintenance cover."
|
||||
else
|
||||
if(cur_assembly)
|
||||
user << "\red You cannot open the cover while there is a fuel assembly inside."
|
||||
else
|
||||
opened = 1
|
||||
user << "\blue You open the maintenance cover."
|
||||
icon_state = "port2"
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
|
||||
var/obj/item/weapon/cable_coil/C = W
|
||||
if(C.amount < 10)
|
||||
user << "\red You need more wires."
|
||||
return
|
||||
user << "You start adding cables to the frame..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 20) && C.amount >= 10)
|
||||
C.use(10)
|
||||
user.visible_message(\
|
||||
"\red [user.name] has added cables to the port frame!",\
|
||||
"You add cables to the port frame.")
|
||||
has_electronics &= 2
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
|
||||
user << "You begin to cut the cables..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
new /obj/item/weapon/cable_coil(loc,10)
|
||||
user.visible_message(\
|
||||
"\red [user.name] cut the cabling inside the port.",\
|
||||
"You cut the cabling inside the port.")
|
||||
has_electronics &= ~2
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/module/rust_fuel_port) && opened && !(has_electronics & 1))
|
||||
user << "You trying to insert the port control board into the frame..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 10))
|
||||
has_electronics &= 1
|
||||
user << "You place the port control board inside the frame."
|
||||
del(W)
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if (WT.get_fuel() < 3)
|
||||
user << "\blue You need more welding fuel to complete this task."
|
||||
return
|
||||
user << "You start welding the port frame..."
|
||||
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
if(!src || !WT.remove_fuel(3, user)) return
|
||||
new /obj/item/rust_fuel_assembly_port_frame(loc)
|
||||
user.visible_message(\
|
||||
"\red [src] has been cut away from the wall by [user.name].",\
|
||||
"You detached the port frame.",\
|
||||
"\red You hear welding.")
|
||||
del(src)
|
||||
return
|
||||
|
||||
..()
|
||||
@@ -1,87 +1,112 @@
|
||||
var/const/max_assembly_amount = 300
|
||||
|
||||
/obj/machinery/rust/fuel_compressor
|
||||
icon = 'fuel_compressor.dmi'
|
||||
icon_state = "fuel_compressor"
|
||||
/obj/machinery/rust_fuel_compressor
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "fuel_compressor1"
|
||||
name = "Fuel Compressor"
|
||||
var/list/new_assembly_quantities
|
||||
//
|
||||
New()
|
||||
new_assembly_quantities = new/list
|
||||
spawn(0)
|
||||
new_assembly_quantities["Deuterium"] = 200
|
||||
new_assembly_quantities["Tritium"] = 100
|
||||
//
|
||||
new_assembly_quantities["Helium-3"] = 0
|
||||
new_assembly_quantities["Lithium-6"] = 0
|
||||
new_assembly_quantities["Silver"] = 0
|
||||
var/list/new_assembly_quantities = list("Deuterium" = 200,"Tritium" = 100,"Helium-3" = 0,"Lithium-6" = 0,"Silver" = 0)
|
||||
var/compressed_matter = 0
|
||||
anchored = 1
|
||||
layer = 2.9
|
||||
|
||||
attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
var/opened = 1 //0=closed, 1=opened
|
||||
var/locked = 0
|
||||
var/has_electronics = 0 // 0 - none, bit 1 - circuitboard, bit 2 - wires
|
||||
|
||||
attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
/*if(stat & (BROKEN|NOPOWER))
|
||||
return*/
|
||||
interact(user)
|
||||
/obj/machinery/rust_fuel_compressor/attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
/*power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broken"
|
||||
else
|
||||
if( powered() )
|
||||
icon_state = initial(icon_state)
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "c_unpowered"
|
||||
stat |= NOPOWER*/
|
||||
/obj/machinery/rust_fuel_compressor/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
/*if(stat & (BROKEN|NOPOWER))
|
||||
return*/
|
||||
interact(user)
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuelcomp")
|
||||
usr.machine = null
|
||||
return
|
||||
//
|
||||
for(var/reagent in new_assembly_quantities)
|
||||
if(href_list[reagent])
|
||||
var/new_amount = text2num(input("Enter new rod amount", "Fuel Assembly Rod Composition ([reagent])", new_assembly_quantities[reagent]) as text|null)
|
||||
if(!new_amount)
|
||||
usr << "\red That's not a valid number."
|
||||
return
|
||||
var/sum_reactants = new_amount - new_assembly_quantities[reagent]
|
||||
for(var/rod in new_assembly_quantities)
|
||||
sum_reactants += new_assembly_quantities[rod]
|
||||
if(sum_reactants > max_assembly_amount)
|
||||
usr << "\red You have entered too many rods."
|
||||
else
|
||||
new_assembly_quantities[reagent] = new_amount
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["activate"] )
|
||||
var/obj/item/weapon/fuel_assembly/F = new(src)
|
||||
//world << "\blue New fuel rod assembly"
|
||||
for(var/reagent in new_assembly_quantities)
|
||||
F.rod_quantities[reagent] = new_assembly_quantities[reagent]
|
||||
//world << "\blue [reagent]: new_assembly_quantities[reagent]<br>"
|
||||
F.loc = src.loc
|
||||
/obj/machinery/rust_fuel_compressor/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/rcd_ammo))
|
||||
compressed_matter += 10
|
||||
del(W)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/machinery/rust_fuel_compressor/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=fuelcomp")
|
||||
return
|
||||
|
||||
interact(mob/user)
|
||||
/*if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=fuelcomp")
|
||||
return*/
|
||||
var/t = "<B>Reactor Fuel Rod Compressor / Assembler</B><BR>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
var/t = "<B>Reactor Fuel Rod Compressor / Assembler</B><BR>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
if(locked)
|
||||
t += "Swipe your ID to unlock this console."
|
||||
else
|
||||
t += "Compressed matter in storage: [compressed_matter] <A href='?src=\ref[src];eject_matter=1'>\[Eject all\]</a><br>"
|
||||
t += "<A href='?src=\ref[src];activate=1'><b>Activate Fuel Synthesis</b></A><BR> (fuel assemblies require no more than [max_assembly_amount] rods).<br>"
|
||||
t += "<hr>"
|
||||
t += "- New fuel assembly constituents:- <br>"
|
||||
for(var/reagent in new_assembly_quantities)
|
||||
t += " [reagent] rods: [new_assembly_quantities[reagent]] \[<A href='?src=\ref[src];reagent=1'>Modify</A>\]<br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=fuelcomp;size=500x800")
|
||||
user.machine = src
|
||||
t += " [reagent] rods: [new_assembly_quantities[reagent]] \[<A href='?src=\ref[src];change_reagent=[reagent]'>Modify</A>\]<br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
|
||||
user << browse(t, "window=fuelcomp;size=500x300")
|
||||
user.set_machine(src)
|
||||
|
||||
//var/locked
|
||||
//var/coverlocked
|
||||
|
||||
/obj/machinery/rust_fuel_compressor/Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuelcomp")
|
||||
usr.machine = null
|
||||
|
||||
if( href_list["eject_matter"] )
|
||||
var/ejected = 0
|
||||
while(compressed_matter > 10)
|
||||
new /obj/item/weapon/rcd_ammo(get_step(get_turf(src), src.dir))
|
||||
compressed_matter -= 10
|
||||
ejected = 1
|
||||
if(ejected)
|
||||
usr << "\blue \icon[src] [src] ejects some compressed matter units."
|
||||
else
|
||||
usr << "\red \icon[src] there are no more compressed matter units in [src]."
|
||||
|
||||
if( href_list["activate"] )
|
||||
//world << "\blue New fuel rod assembly"
|
||||
var/obj/item/weapon/fuel_assembly/F = new(src)
|
||||
var/fail = 0
|
||||
var/old_matter = compressed_matter
|
||||
for(var/reagent in new_assembly_quantities)
|
||||
var/req_matter = new_assembly_quantities[reagent] / 30
|
||||
//world << "[reagent] matter: [req_matter]/[compressed_matter]"
|
||||
if(req_matter <= compressed_matter)
|
||||
F.rod_quantities[reagent] = new_assembly_quantities[reagent]
|
||||
compressed_matter -= req_matter
|
||||
else
|
||||
fail = 1
|
||||
break
|
||||
//world << "\blue [reagent]: new_assembly_quantities[reagent]<br>"
|
||||
if(fail)
|
||||
del(F)
|
||||
compressed_matter = old_matter
|
||||
usr << "\red \icon[src] [src] flashes red: \'Out of matter.\'"
|
||||
else
|
||||
F.loc = get_step(get_turf(src), src.dir)
|
||||
F.percent_depleted = 0
|
||||
if(compressed_matter < 0.034)
|
||||
compressed_matter = 0
|
||||
|
||||
if( href_list["change_reagent"] )
|
||||
var/cur_reagent = href_list["change_reagent"]
|
||||
var/avail_rods = 300
|
||||
for(var/rod in new_assembly_quantities)
|
||||
avail_rods -= new_assembly_quantities[rod]
|
||||
avail_rods += new_assembly_quantities[cur_reagent]
|
||||
avail_rods = max(avail_rods, 0)
|
||||
|
||||
var/new_amount = min(input("Enter new [cur_reagent] rod amount (max [avail_rods])", "Fuel Assembly Rod Composition ([cur_reagent])") as num, avail_rods)
|
||||
new_assembly_quantities[cur_reagent] = new_amount
|
||||
|
||||
updateDialog()
|
||||
|
||||
|
Before Width: | Height: | Size: 312 B |
@@ -0,0 +1,160 @@
|
||||
|
||||
//frame assembly
|
||||
|
||||
/obj/item/rust_fuel_compressor_frame
|
||||
name = "Fuel Compressor frame"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "fuel_compressor0"
|
||||
w_class = 4
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
|
||||
/obj/item/rust_fuel_compressor_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
|
||||
del(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/rust_fuel_compressor_frame/proc/try_build(turf/on_wall)
|
||||
if (get_dist(on_wall,usr)>1)
|
||||
return
|
||||
var/ndir = get_dir(usr,on_wall)
|
||||
if (!(ndir in cardinal))
|
||||
return
|
||||
var/turf/loc = get_turf(usr)
|
||||
var/area/A = loc.loc
|
||||
if (!istype(loc, /turf/simulated/floor))
|
||||
usr << "\red Compressor cannot be placed on this spot."
|
||||
return
|
||||
if (A.requires_power == 0 || A.name == "Space")
|
||||
usr << "\red Compressor cannot be placed in this area."
|
||||
return
|
||||
new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
|
||||
del(src)
|
||||
|
||||
//construction steps
|
||||
/obj/machinery/rust_fuel_compressor/New(turf/loc, var/ndir, var/building=0)
|
||||
..()
|
||||
|
||||
// offset 24 pixels in direction of dir
|
||||
// this allows the APC to be embedded in a wall, yet still inside an area
|
||||
if (building)
|
||||
dir = ndir
|
||||
else
|
||||
has_electronics = 3
|
||||
opened = 0
|
||||
locked = 0
|
||||
icon_state = "fuel_compressor1"
|
||||
|
||||
//20% easier to read than apc code
|
||||
pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
|
||||
pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
|
||||
|
||||
/obj/machinery/rust_fuel_compressor/attackby(obj/item/W, mob/user)
|
||||
|
||||
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
|
||||
return src.attack_hand(user)
|
||||
if (istype(W, /obj/item/weapon/crowbar))
|
||||
if(opened)
|
||||
if(has_electronics & 1)
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
|
||||
user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
|
||||
if(do_after(user, 50))
|
||||
user.visible_message(\
|
||||
"\red [user.name] has removed the circuitboard from [src.name]!",\
|
||||
"\blue You remove the circuitboard board.")
|
||||
has_electronics = 0
|
||||
new /obj/item/weapon/module/rust_fuel_compressor(loc)
|
||||
has_electronics &= ~1
|
||||
else
|
||||
opened = 0
|
||||
icon_state = "fuel_compressor0"
|
||||
user << "\blue You close the maintenance cover."
|
||||
else
|
||||
if(compressed_matter > 0)
|
||||
user << "\red You cannot open the cover while there is compressed matter inside."
|
||||
else
|
||||
opened = 1
|
||||
user << "\blue You open the maintenance cover."
|
||||
icon_state = "fuel_compressor1"
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
|
||||
if(opened)
|
||||
user << "You must close the cover to swipe an ID card."
|
||||
else
|
||||
if(src.allowed(usr))
|
||||
locked = !locked
|
||||
user << "You [ locked ? "lock" : "unlock"] the compressor interface."
|
||||
update_icon()
|
||||
else
|
||||
user << "\red Access denied."
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/card/emag) && !emagged) // trying to unlock with an emag card
|
||||
if(opened)
|
||||
user << "You must close the cover to swipe an ID card."
|
||||
else
|
||||
flick("apc-spark", src)
|
||||
if (do_after(user,6))
|
||||
if(prob(50))
|
||||
emagged = 1
|
||||
locked = 0
|
||||
user << "You emag the port interface."
|
||||
else
|
||||
user << "You fail to [ locked ? "unlock" : "lock"] the compressor interface."
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
|
||||
var/obj/item/weapon/cable_coil/C = W
|
||||
if(C.amount < 10)
|
||||
user << "\red You need more wires."
|
||||
return
|
||||
user << "You start adding cables to the compressor frame..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 20) && C.amount >= 10)
|
||||
C.use(10)
|
||||
user.visible_message(\
|
||||
"\red [user.name] has added cables to the compressor frame!",\
|
||||
"You add cables to the port frame.")
|
||||
has_electronics &= 2
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
|
||||
user << "You begin to cut the cables..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
new /obj/item/weapon/cable_coil(loc,10)
|
||||
user.visible_message(\
|
||||
"\red [user.name] cut the cabling inside the compressor.",\
|
||||
"You cut the cabling inside the port.")
|
||||
has_electronics &= ~2
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/module/rust_fuel_compressor) && opened && !(has_electronics & 1))
|
||||
user << "You trying to insert the circuitboard into the frame..."
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 10))
|
||||
has_electronics &= 1
|
||||
user << "You place the circuitboard inside the frame."
|
||||
del(W)
|
||||
return
|
||||
|
||||
else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if (WT.get_fuel() < 3)
|
||||
user << "\blue You need more welding fuel to complete this task."
|
||||
return
|
||||
user << "You start welding the compressor frame..."
|
||||
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
|
||||
if(do_after(user, 50))
|
||||
if(!src || !WT.remove_fuel(3, user)) return
|
||||
new /obj/item/rust_fuel_assembly_port_frame(loc)
|
||||
user.visible_message(\
|
||||
"\red [src] has been cut away from the wall by [user.name].",\
|
||||
"You detached the compressor frame.",\
|
||||
"\red You hear welding.")
|
||||
del(src)
|
||||
return
|
||||
|
||||
..()
|
||||
@@ -1,172 +1,192 @@
|
||||
|
||||
/obj/machinery/computer/rust/fuel_control
|
||||
name = "Fuel Injection Control"
|
||||
icon_state = "power"
|
||||
var/list/fuel_injectors
|
||||
var/list/stage_status
|
||||
/obj/machinery/computer/rust_fuel_control
|
||||
name = "RUST Fuel Injection Control"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "fuel"
|
||||
var/list/connected_injectors = list()
|
||||
var/list/active_stages = list()
|
||||
var/list/proceeding_stages = list()
|
||||
var/list/stage_times = list()
|
||||
//var/list/stage_status
|
||||
var/announce_fueldepletion = 0
|
||||
var/announce_stageprogression = 0
|
||||
//var/obj/machinery/rust/fuel_injector/Injector = null
|
||||
New()
|
||||
..()
|
||||
//these are the only three stages we can accept
|
||||
//we have another console for SCRAM
|
||||
fuel_injectors = new/list
|
||||
stage_status = new/list
|
||||
var/scan_range = 25
|
||||
var/ticks_this_stage = 0
|
||||
|
||||
fuel_injectors.Add("One")
|
||||
fuel_injectors["One"] = new/list
|
||||
stage_status.Add("One")
|
||||
stage_status["One"] = 0
|
||||
fuel_injectors.Add("Two")
|
||||
fuel_injectors["Two"] = new/list
|
||||
stage_status.Add("Two")
|
||||
stage_status["Two"] = 0
|
||||
fuel_injectors.Add("Three")
|
||||
fuel_injectors["Three"] = new/list
|
||||
stage_status.Add("Three")
|
||||
stage_status["Three"] = 0
|
||||
fuel_injectors.Add("SCRAM")
|
||||
fuel_injectors["SCRAM"] = new/list
|
||||
stage_status.Add("SCRAM")
|
||||
stage_status["SCRAM"] = 0
|
||||
/*/obj/machinery/computer/rust_fuel_control/New()
|
||||
..()
|
||||
//these are the only three stages we can accept
|
||||
//we have another console for SCRAM
|
||||
fuel_injectors = new/list
|
||||
stage_status = new/list
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in world)
|
||||
if(Injector.stage in fuel_injectors)
|
||||
var/list/targetlist = fuel_injectors[Injector.stage]
|
||||
targetlist.Add(Injector)
|
||||
fuel_injectors.Add("One")
|
||||
fuel_injectors["One"] = new/list
|
||||
stage_status.Add("One")
|
||||
stage_status["One"] = 0
|
||||
fuel_injectors.Add("Two")
|
||||
fuel_injectors["Two"] = new/list
|
||||
stage_status.Add("Two")
|
||||
stage_status["Two"] = 0
|
||||
fuel_injectors.Add("Three")
|
||||
fuel_injectors["Three"] = new/list
|
||||
stage_status.Add("Three")
|
||||
stage_status["Three"] = 0
|
||||
fuel_injectors.Add("SCRAM")
|
||||
fuel_injectors["SCRAM"] = new/list
|
||||
stage_status.Add("SCRAM")
|
||||
stage_status["SCRAM"] = 0
|
||||
|
||||
attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
spawn(0)
|
||||
for(var/obj/machinery/power/rust_fuel_injector/Injector in world)
|
||||
if(Injector.stage in fuel_injectors)
|
||||
var/list/targetlist = fuel_injectors[Injector.stage]
|
||||
targetlist.Add(Injector)*/
|
||||
|
||||
attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
/*if(stat & (BROKEN|NOPOWER))
|
||||
return*/
|
||||
interact(user)
|
||||
/obj/machinery/computer/rust_fuel_control/attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
/*updateDialog()
|
||||
for(var/mob/M in range(1))
|
||||
if(M.machine == src)
|
||||
interact(m)*/
|
||||
/obj/machinery/computer/rust_fuel_control/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuel_monitor")
|
||||
usr.machine = null
|
||||
return
|
||||
if( href_list["beginstage"] )
|
||||
var/stage_name = href_list["beginstage"]
|
||||
if(stage_name in fuel_injectors)
|
||||
var/success = 1
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
|
||||
if(!Injector.BeginInjecting())
|
||||
success = 0
|
||||
if(!success) //may still partially complete
|
||||
usr << "\red Unable to complete command."
|
||||
stage_status[stage_name] = 1
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["begincool"] )
|
||||
var/stage_name = href_list["begincool"]
|
||||
if(stage_name in fuel_injectors)
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
|
||||
Injector.StopInjecting()
|
||||
stage_status[stage_name] = 0
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["restart"] )
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["cooldown"] )
|
||||
for(var/stage_name in fuel_injectors)
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in fuel_injectors[stage_name])
|
||||
Injector.StopInjecting()
|
||||
stage_status[stage_name] = 0
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["update"] )
|
||||
updateDialog()
|
||||
return
|
||||
//
|
||||
if( href_list["disable_fueldepletion"] )
|
||||
announce_fueldepletion = 0
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["announce_fueldepletion"] )
|
||||
announce_fueldepletion = 1
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["broadcast_fueldepletion"] )
|
||||
announce_fueldepletion = 2
|
||||
updateDialog()
|
||||
return
|
||||
//
|
||||
if( href_list["disable_stageprogression"] )
|
||||
announce_stageprogression = 0
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["announce_stageprogression"] )
|
||||
announce_stageprogression = 1
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["broadcast_stageprogression"] )
|
||||
announce_stageprogression = 2
|
||||
updateDialog()
|
||||
return
|
||||
/obj/machinery/computer/rust_fuel_control/interact(mob/user)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=fuel_control")
|
||||
return
|
||||
|
||||
process()
|
||||
..()
|
||||
src.updateDialog()
|
||||
if (!istype(user, /mob/living/silicon) && get_dist(src, user) > 1)
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=fuel_control")
|
||||
return
|
||||
|
||||
interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=fuel_monitor")
|
||||
return
|
||||
var/t = "<B>Reactor Core Fuel Control</B><BR>"
|
||||
var/cooling = 0
|
||||
for(var/stage in stage_status)
|
||||
if(stage_status[stage])
|
||||
t += "Fuel injection: <font color=blue>Active</font><br>"
|
||||
t += "<a href='?src=\ref[src];cooldown=1;'>Enter cooldown phase</a><br>"
|
||||
cooling = 1
|
||||
break
|
||||
if(!cooling)
|
||||
t += "Fuel injection: <font color=blue>Cooling</font><br>"
|
||||
t += "----<br>"
|
||||
//
|
||||
t += "Fuel depletion announcement: "
|
||||
t += "[announce_fueldepletion ? "<a href='?src=\ref[src];disable_fueldepletion=1'>Disable</a>" : "<b>Disabled</b>"] "
|
||||
t += "[announce_fueldepletion == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_fueldepletion=1'>Announce</a>"] "
|
||||
t += "[announce_fueldepletion == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_fueldepletion=1'>Broadcast</a>"]<br>"
|
||||
t += "Stage progression announcement: "
|
||||
t += "[announce_stageprogression ? "<a href='?src=\ref[src];disable_stageprogression=1'>Disable</a>" : "<b>Disabled</b>"] "
|
||||
t += "[announce_stageprogression == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_stageprogression=1'>Announce</a>"] "
|
||||
t += "[announce_stageprogression == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_stageprogression=1'>Broadcast</a>"] "
|
||||
t += "<hr>"
|
||||
t += "<table border=1><tr>"
|
||||
t += "<td><b>Injector Status</b></td>"
|
||||
t += "<td><b>Injection interval (sec)</b></td>"
|
||||
t += "<td><b>Assembly consumption per injection</b></td>"
|
||||
t += "<td><b>Fuel Assembly Port</b></td>"
|
||||
t += "<td><b>Assembly depletion percentage</b></td>"
|
||||
t += "</tr>"
|
||||
for(var/stage_name in fuel_injectors)
|
||||
var/list/cur_stage = fuel_injectors[stage_name]
|
||||
t += "<tr><td colspan=5><b>Fuel Injection Stage:</b> [stage_name]</font>, [stage_status[stage_name] ? "<font color=green>Active</font> <a href='?src=\ref[src];begincool=[stage_name]'>\[Enter cooldown\]</a>" : "Cooling <a href='?src=\ref[src];beginstage=[stage_name]'>\[Begin injection\]</a>"]</td></tr>"
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in cur_stage)
|
||||
t += "<tr>"
|
||||
t += "<td>[Injector.on && Injector.remote_enabled ? "<font color=green>Operational</font>" : "<font color=red>Unresponsive</font>"]</td>"
|
||||
t += "<td>[Injector.rate/10] <a href='?src=\ref[Injector];cyclerate=1'>Modify</a></td>"
|
||||
t += "<td>[Injector.fuel_usage*100]% <a href='?src=\ref[Injector];fuel_usage=1'>Modify</a></td>"
|
||||
t += "<td>[Injector.owned_assembly_port ? "[Injector.owned_assembly_port.cur_assembly ? "<font color=green>Loaded</font>": "<font color=blue>Empty</font>"]" : "<font color=red>Disconnected</font>" ]</td>"
|
||||
t += "<td>[Injector.owned_assembly_port && Injector.owned_assembly_port.cur_assembly ? "[Injector.owned_assembly_port.cur_assembly.percent_depleted]%" : ""]</td>"
|
||||
t += "</tr>"
|
||||
t += "</table>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=fuel_monitor;size=500x600")
|
||||
user.machine = src
|
||||
var/dat = "<B>Reactor Core Fuel Control</B><BR>"
|
||||
/*dat += "<b>Fuel depletion announcement:</b> "
|
||||
dat += "[announce_fueldepletion == 0 ? "Disabled" : "<a href='?src=\ref[src];announce_fueldepletion=0'>\[Disable\]</a>"] "
|
||||
dat += "[announce_fueldepletion == 1 ? "Announcing" : "<a href='?src=\ref[src];announce_fueldepletion=1'>\[Announce\]</a>"] "
|
||||
dat += "[announce_fueldepletion == 2 ? "Broadcasting" : "<a href='?src=\ref[src];announce_fueldepletion=2'>\[Broadcast\]</a>"]<br>"
|
||||
dat += "<b>Stage progression announcement:</b> "
|
||||
dat += "[announce_stageprogression == 0 ? "Disabled" : "<a href='?src=\ref[src];announce_stageprogression=0'>\[Disable\]</a>"] "
|
||||
dat += "[announce_stageprogression == 1 ? "Announcing" : "<a href='?src=\ref[src];announce_stageprogression=1'>\[Announce\]</a>"] "
|
||||
dat += "[announce_stageprogression == 2 ? "Broadcasting" : "<a href='?src=\ref[src];announce_stageprogression=2'>\[Broadcast\]</a>"]<br>"*/
|
||||
dat += "<hr>"
|
||||
|
||||
dat += "<b>Detected devices</b> <a href='?src=\ref[src];scan=1'>\[Refresh list\]</a>"
|
||||
dat += "<table border=1 width='100%'>"
|
||||
dat += "<tr>"
|
||||
dat += "<td><b>ID</b></td>"
|
||||
dat += "<td><b>Assembly</b></td>"
|
||||
dat += "<td><b>Consumption</b></td>"
|
||||
dat += "<td><b>Depletion</b></td>"
|
||||
dat += "<td><b>Duration</b></td>"
|
||||
dat += "<td><b>Next stage</b></td>"
|
||||
dat += "<td></td>"
|
||||
dat += "<td></td>"
|
||||
dat += "</tr>"
|
||||
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
|
||||
dat += "<tr>"
|
||||
dat += "<td>[I.id_tag]</td>"
|
||||
if(I.cur_assembly)
|
||||
dat += "<td><a href='?src=\ref[I];toggle_injecting=1;update_extern=\ref[src]'>\[[I.injecting ? "Halt injecting" : "Begin injecting"]\]</a></td>"
|
||||
else
|
||||
dat += "<td>None</td>"
|
||||
dat += "<td>[I.fuel_usage * 100]%</td>"
|
||||
if(I.cur_assembly)
|
||||
dat += "<td>[I.cur_assembly.percent_depleted * 100]%</td>"
|
||||
else
|
||||
dat += "<td>NA</td>"
|
||||
if(stage_times.Find(I.id_tag))
|
||||
dat += "<td>[ticks_this_stage]/[stage_times[I.id_tag]]s <a href='?src=\ref[src];stage_time=[I.id_tag]'>Modify</td>"
|
||||
else
|
||||
dat += "<td>[ticks_this_stage]s <a href='?src=\ref[src];stage_time=[I.id_tag]'>Set</td>"
|
||||
if(proceeding_stages.Find(I.id_tag))
|
||||
dat += "<td><a href='?src=\ref[src];set_next_stage=[I.id_tag]'>[proceeding_stages[I.id_tag]]</a></td>"
|
||||
else
|
||||
dat += "<td>None <a href='?src=\ref[src];set_next_stage=[I.id_tag]'>\[modify\]</a></td>"
|
||||
dat += "<td><a href='?src=\ref[src];toggle_stage=[I.id_tag]'>\[[active_stages.Find(I.id_tag) ? "Deactivate stage" : "Activate stage "] \]</a></td>"
|
||||
dat += "</tr>"
|
||||
dat += "</table>"
|
||||
|
||||
dat += "<hr>"
|
||||
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A> "
|
||||
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(dat, "window=fuel_control;size=800x400")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/computer/rust_fuel_control/Topic(href, href_list)
|
||||
..()
|
||||
|
||||
if( href_list["scan"] )
|
||||
connected_injectors = list()
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in range(scan_range, src))
|
||||
if(check_injector_status(I))
|
||||
connected_injectors.Add(I)
|
||||
|
||||
if( href_list["toggle_stage"] )
|
||||
var/cur_stage = href_list["toggle_stage"]
|
||||
if(active_stages.Find(cur_stage))
|
||||
active_stages.Remove(cur_stage)
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
|
||||
if(I.id_tag == cur_stage && check_injector_status(I))
|
||||
I.StopInjecting()
|
||||
else
|
||||
active_stages.Add(cur_stage)
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
|
||||
if(I.id_tag == cur_stage && check_injector_status(I))
|
||||
I.BeginInjecting()
|
||||
|
||||
if( href_list["cooldown"] )
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
|
||||
if(check_injector_status(I))
|
||||
I.StopInjecting()
|
||||
active_stages = list()
|
||||
|
||||
if( href_list["warmup"] )
|
||||
for(var/obj/machinery/power/rust_fuel_injector/I in connected_injectors)
|
||||
if(check_injector_status(I))
|
||||
I.BeginInjecting()
|
||||
if(!active_stages.Find(I.id_tag))
|
||||
active_stages.Add(I.id_tag)
|
||||
|
||||
if( href_list["stage_time"] )
|
||||
var/cur_stage = href_list["stage_time"]
|
||||
var/new_duration = input("Enter new stage duration in seconds", "Stage duration") as num
|
||||
if(new_duration)
|
||||
stage_times[cur_stage] = new_duration
|
||||
else if(stage_times.Find(cur_stage))
|
||||
stage_times.Remove(cur_stage)
|
||||
|
||||
if( href_list["announce_fueldepletion"] )
|
||||
announce_fueldepletion = text2num(href_list["announce_fueldepletion"])
|
||||
|
||||
if( href_list["announce_stageprogression"] )
|
||||
announce_stageprogression = text2num(href_list["announce_stageprogression"])
|
||||
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuel_control")
|
||||
usr.unset_machine()
|
||||
|
||||
if( href_list["set_next_stage"] )
|
||||
var/cur_stage = href_list["set_next_stage"]
|
||||
if(!proceeding_stages.Find(cur_stage))
|
||||
proceeding_stages.Add(cur_stage)
|
||||
var/next_stage = input("Enter next stage ID", "Automated stage procession") as text|null
|
||||
if(next_stage)
|
||||
proceeding_stages[cur_stage] = next_stage
|
||||
else
|
||||
proceeding_stages.Remove(cur_stage)
|
||||
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/computer/rust_fuel_control/proc/check_injector_status(var/obj/machinery/power/rust_fuel_injector/I)
|
||||
if(!I)
|
||||
return 0
|
||||
|
||||
if(I.stat & (BROKEN|NOPOWER) || !I.remote_access_enabled || !I.id_tag)
|
||||
if(connected_injectors.Find(I))
|
||||
connected_injectors.Remove(I)
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
@@ -1,210 +1,290 @@
|
||||
|
||||
/obj/machinery/rust/fuel_injector
|
||||
/obj/machinery/power/rust_fuel_injector
|
||||
name = "Fuel Injector"
|
||||
icon = 'fuel_injector.dmi'
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "injector0"
|
||||
anchored = 1
|
||||
density = 1
|
||||
var/obj/machinery/rust/fuel_assembly_port/owned_assembly_port
|
||||
//var/list/stageone_assemblyports
|
||||
//var/list/stagetwo_assemblyports
|
||||
//var/list/scram_assemblyports
|
||||
var/obj/machinery/rust/reactor_vessel/Vessel = null
|
||||
var/rate = 10 //microseconds between each cycle
|
||||
var/fuel_usage = 0.0001 //percentage of available fuel to use per cycle
|
||||
var/on = 1
|
||||
var/remote_enabled = 1
|
||||
var/state = 2
|
||||
var/locked = 0
|
||||
var/obj/item/weapon/fuel_assembly/cur_assembly
|
||||
var/fuel_usage = 0.0001 //percentage of available fuel to use per cycle
|
||||
var/id_tag = "One"
|
||||
var/injecting = 0
|
||||
var/stage = "One"
|
||||
var/targetting_field = 0
|
||||
layer = 4
|
||||
var/trying_to_swap_fuel = 0
|
||||
//
|
||||
req_access = list(access_engine)
|
||||
//
|
||||
use_power = 1
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 300
|
||||
active_power_usage = 500
|
||||
directwired = 0
|
||||
var/remote_access_enabled = 1
|
||||
var/cached_power_avail = 0
|
||||
var/emergency_insert_ready = 0
|
||||
|
||||
//fuel assembly should be embedded into the wall behind the injector
|
||||
New()
|
||||
..()
|
||||
name = "Stage [stage] Fuel Injector"
|
||||
//pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
|
||||
//pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
|
||||
/*
|
||||
stageone_assemblyports = new/list()
|
||||
stagetwo_assemblyports = new/list()
|
||||
scram_assemblyports = new/list()
|
||||
spawn(1)
|
||||
Vessel = locate() in range(6,src)
|
||||
for(var/obj/machinery/rust/fuel_assembly_port/S in range(6,src))
|
||||
switch(S.stage)
|
||||
if("One")
|
||||
stageone_assemblyports.Add(S)
|
||||
if("Two")
|
||||
stagetwo_assemblyports.Add(S)
|
||||
if("SCRAM")
|
||||
scram_assemblyports.Add(S)
|
||||
*/
|
||||
spawn(1)
|
||||
var/rev_dir = reverse_direction(dir)
|
||||
var/turf/mid = get_step(src, rev_dir)
|
||||
for(var/obj/machinery/rust/fuel_assembly_port/port in get_step(mid, rev_dir))
|
||||
owned_assembly_port = port
|
||||
//
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuel_injector")
|
||||
usr.machine = null
|
||||
return
|
||||
if( href_list["begin_injecting"] )
|
||||
BeginInjecting()
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["end_injecting"] )
|
||||
/obj/machinery/power/rust_fuel_injector/process()
|
||||
if(injecting)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
StopInjecting()
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["cyclerate"] )
|
||||
var/new_rate = text2num(input("Enter new injection rate (0.1 - 10 sec)", "Modifying injection rate", rate/10))
|
||||
if(!new_rate)
|
||||
usr << "\red That's not a valid number."
|
||||
return
|
||||
new_rate = min(new_rate,0.1)
|
||||
new_rate = max(new_rate,10)
|
||||
rate = new_rate * 10
|
||||
updateDialog()
|
||||
return
|
||||
if( href_list["fuel_usage"] )
|
||||
var/new_rate = text2num(input("Enter new fuel usage (1 - 100%)", "Modifying fuel usage", rate/10))
|
||||
if(!new_rate)
|
||||
usr << "\red That's not a valid number."
|
||||
return
|
||||
new_rate = min(new_rate,0.1)
|
||||
new_rate = max(new_rate,10)
|
||||
rate = new_rate * 10
|
||||
updateDialog()
|
||||
return
|
||||
|
||||
attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
/*if(stat & (BROKEN|NOPOWER))
|
||||
return*/
|
||||
interact(user)
|
||||
|
||||
interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=fuel_injector")
|
||||
return
|
||||
var/t = "<B>Reactor Core Fuel Injector</B><hr>"
|
||||
t += "<b>Stage:</b> <font color=blue>[stage]</font><br>"
|
||||
t += "<b>Status:</b> [injecting ? "<font color=green>Active</font> <a href='?src=\ref[src];end_injecting=1'>\[Disable\]</a>" : "<font color=blue>Standby</font> <a href='?src=\ref[src];begin_injecting=1'>\[Enable\]</a>"]<br>"
|
||||
t += "<b>Interval (sec):</b> <font color=blue>[rate/10]</font> <a href='?src=\ref[src];cyclerate=1'>\[Modify\]</a><br>"
|
||||
t += "<b>Fuel usage:</b> [fuel_usage*100]% <a href='?src=\ref[src];fuel_usage=1'>\[Modify\]</a><br>"
|
||||
/*
|
||||
var/t = "<B>Reactor Core Fuel Control</B><BR>"
|
||||
t += "Current fuel injection stage: [active_stage]<br>"
|
||||
if(active_stage == "Cooling")
|
||||
//t += "<a href='?src=\ref[src];restart=1;'>Restart injection cycle</a><br>"
|
||||
t += "----<br>"
|
||||
else
|
||||
t += "<a href='?src=\ref[src];cooldown=1;'>Enter cooldown phase</a><br>"
|
||||
t += "Fuel depletion announcement: "
|
||||
t += "[announce_fueldepletion ? "<a href='?src=\ref[src];disable_fueldepletion=1'>Disable</a>" : "<b>Disabled</b>"] "
|
||||
t += "[announce_fueldepletion == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_fueldepletion=1'>Announce</a>"] "
|
||||
t += "[announce_fueldepletion == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_fueldepletion=1'>Broadcast</a>"]<br>"
|
||||
t += "Stage progression announcement: "
|
||||
t += "[announce_stageprogression ? "<a href='?src=\ref[src];disable_stageprogression=1'>Disable</a>" : "<b>Disabled</b>"] "
|
||||
t += "[announce_stageprogression == 1 ? "<b>Announcing</b>" : "<a href='?src=\ref[src];announce_stageprogression=1'>Announce</a>"] "
|
||||
t += "[announce_stageprogression == 2 ? "<b>Broadcasting</b>" : "<a href='?src=\ref[src];broadcast_stageprogression=1'>Broadcast</a>"] "
|
||||
t += "<hr>"
|
||||
t += "<table border=1><tr>"
|
||||
t += "<td><b>Injector Status</b></td>"
|
||||
t += "<td><b>Injection interval (sec)</b></td>"
|
||||
t += "<td><b>Assembly consumption per injection</b></td>"
|
||||
t += "<td><b>Fuel Assembly Port</b></td>"
|
||||
t += "<td><b>Assembly depletion percentage</b></td>"
|
||||
t += "</tr>"
|
||||
for(var/stage in fuel_injectors)
|
||||
var/list/cur_stage = fuel_injectors[stage]
|
||||
t += "<tr><td colspan=5><b>Fuel Injection Stage:</b> <font color=blue>[stage]</font> [active_stage == stage ? "<font color=green> (Currently active)</font>" : "<a href='?src=\ref[src];beginstage=[stage]'>Activate</a>"]</td></tr>"
|
||||
for(var/obj/machinery/rust/fuel_injector/Injector in cur_stage)
|
||||
t += "<tr>"
|
||||
t += "<td>[Injector.on && Injector.remote_enabled ? "<font color=green>Operational</font>" : "<font color=red>Unresponsive</font>"]</td>"
|
||||
t += "<td>[Injector.rate/10] <a href='?src=\ref[Injector];cyclerate=1'>Modify</a></td>"
|
||||
t += "<td>[Injector.fuel_usage*100]% <a href='?src=\ref[Injector];fuel_usage=1'>Modify</a></td>"
|
||||
t += "<td>[Injector.owned_assembly_port ? "[Injector.owned_assembly_port.cur_assembly ? "<font color=green>Loaded</font>": "<font color=blue>Empty</font>"]" : "<font color=red>Disconnected</font>" ]</td>"
|
||||
t += "<td>[Injector.owned_assembly_port && Injector.owned_assembly_port.cur_assembly ? "[100 - Injector.owned_assembly_port.cur_assembly.amount_depleted*100]%" : ""]</td>"
|
||||
t += "</tr>"
|
||||
t += "</table>"
|
||||
*/
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=fuel_injector;size=500x800")
|
||||
user.machine = src
|
||||
Inject()
|
||||
|
||||
proc/BeginInjecting()
|
||||
if(!injecting && owned_assembly_port && owned_assembly_port.cur_assembly)
|
||||
icon_state = "injector1"
|
||||
injecting = 1
|
||||
spawn(rate)
|
||||
Inject()
|
||||
return 1
|
||||
return 0
|
||||
cached_power_avail = avail()
|
||||
|
||||
proc/StopInjecting()
|
||||
/obj/machinery/power/rust_fuel_injector/attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
if(injecting)
|
||||
injecting = 0
|
||||
icon_state = "injector0"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/Inject()
|
||||
if(!injecting)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
if(owned_assembly_port.cur_assembly)
|
||||
var/obj/machinery/rust/em_field/target_field
|
||||
if(targetting_field)
|
||||
for(var/obj/machinery/rust/em_field/field in range(15))
|
||||
target_field = field
|
||||
var/amount_left = 0
|
||||
for(var/reagent in owned_assembly_port.cur_assembly.rod_quantities)
|
||||
//world << "checking [reagent]"
|
||||
if(owned_assembly_port.cur_assembly.rod_quantities[reagent] > 0)
|
||||
//world << " rods left: [owned_assembly_port.cur_assembly.rod_quantities[reagent]]"
|
||||
var/amount = owned_assembly_port.cur_assembly.rod_quantities[reagent] * fuel_usage
|
||||
var/numparticles = round(amount * 1000)
|
||||
if(numparticles < 1)
|
||||
numparticles = 1
|
||||
//world << " amount: [amount]"
|
||||
//world << " numparticles: [numparticles]"
|
||||
//
|
||||
var/obj/effect/accelerated_particle/particle = new/obj/effect/accelerated_particle(src.loc, src.dir)
|
||||
particle.particle_type = reagent
|
||||
particle.energy = 0
|
||||
particle.icon_state = "particle"
|
||||
particle.additional_particles = numparticles - 1
|
||||
particle.target = target_field
|
||||
//
|
||||
owned_assembly_port.cur_assembly.rod_quantities[reagent] -= amount
|
||||
amount_left += owned_assembly_port.cur_assembly.rod_quantities[reagent]
|
||||
owned_assembly_port.cur_assembly.percent_depleted = amount_left / 300
|
||||
flick("injector-emitting",src)
|
||||
use_power(fuel_usage * 10000 + 100) //0.0001
|
||||
if(injecting)
|
||||
spawn(rate)
|
||||
Inject()
|
||||
else
|
||||
injecting = 0
|
||||
switch(state)
|
||||
if(0)
|
||||
state = 1
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] secures [src.name] to the floor.", \
|
||||
"You secure the external reinforcing bolts to the floor.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 1
|
||||
if(1)
|
||||
state = 0
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
|
||||
"You undo the external reinforcing bolts.", \
|
||||
"You hear a ratchet")
|
||||
src.anchored = 0
|
||||
if(2)
|
||||
user << "\red The [src.name] needs to be unwelded from the floor."
|
||||
return
|
||||
|
||||
process()
|
||||
..()
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(injecting)
|
||||
user << "Turn off the [src] first."
|
||||
return
|
||||
switch(state)
|
||||
if(0)
|
||||
user << "\red The [src.name] needs to be wrenched to the floor."
|
||||
if(1)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
|
||||
"You start to weld the [src] to the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 2
|
||||
user << "You weld the [src] to the floor."
|
||||
connect_to_network()
|
||||
//src.directwired = 1
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
if(2)
|
||||
if (WT.remove_fuel(0,user))
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
||||
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
|
||||
"You start to cut the [src] free from the floor.", \
|
||||
"You hear welding")
|
||||
if (do_after(user,20))
|
||||
if(!src || !WT.isOn()) return
|
||||
state = 1
|
||||
user << "You cut the [src] free from the floor."
|
||||
disconnect_from_network()
|
||||
//src.directwired = 0
|
||||
else
|
||||
user << "\red You need more welding fuel to complete this task."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
|
||||
if(emagged)
|
||||
user << "\red The lock seems to be broken"
|
||||
return
|
||||
if(src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
|
||||
locked = 0
|
||||
emagged = 1
|
||||
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/fuel_assembly) && !cur_assembly)
|
||||
if(emergency_insert_ready)
|
||||
cur_assembly = W
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
emergency_insert_ready = 0
|
||||
return
|
||||
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/attack_ai(mob/user)
|
||||
attack_hand(user)
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/attack_hand(mob/user)
|
||||
add_fingerprint(user)
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/interact(mob/user)
|
||||
if(stat & BROKEN)
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=fuel_injector")
|
||||
return
|
||||
if(get_dist(src, user) > 1 )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=fuel_injector")
|
||||
return
|
||||
|
||||
var/dat = ""
|
||||
if (stat & NOPOWER || locked || state != 2)
|
||||
dat += "<i>The console is dark and nonresponsive.</i>"
|
||||
else
|
||||
dat += "<B>Reactor Core Fuel Injector</B><hr>"
|
||||
dat += "<b>Device ID tag:</b> [id_tag] <a href='?src=\ref[src];modify_tag=1'>\[Modify\]</a><br>"
|
||||
dat += "<b>Status:</b> [injecting ? "<font color=green>Active</font> <a href='?src=\ref[src];toggle_injecting=1'>\[Disable\]</a>" : "<font color=blue>Standby</font> <a href='?src=\ref[src];toggle_injecting=1'>\[Enable\]</a>"]<br>"
|
||||
dat += "<b>Fuel usage:</b> [fuel_usage*100]% <a href='?src=\ref[src];fuel_usage=1'>\[Modify\]</a><br>"
|
||||
dat += "<b>Fuel assembly port:</b> "
|
||||
dat += "<a href='?src=\ref[src];fuel_assembly=1'>\[[cur_assembly ? "Eject assembly to port" : "Draw assembly from port"]\]</a> "
|
||||
if(cur_assembly)
|
||||
dat += "<a href='?src=\ref[src];emergency_fuel_assembly=1'>\[Emergency eject\]</a><br>"
|
||||
else
|
||||
dat += "<a href='?src=\ref[src];emergency_fuel_assembly=1'>\[[emergency_insert_ready ? "Cancel emergency insertion" : "Emergency insert"]\]</a><br>"
|
||||
var/font_colour = "green"
|
||||
if(cached_power_avail < active_power_usage)
|
||||
font_colour = "red"
|
||||
else if(cached_power_avail < active_power_usage * 2)
|
||||
font_colour = "orange"
|
||||
dat += "<b>Power status:</b> <font color=[font_colour]>[active_power_usage]/[cached_power_avail] W</font><br>"
|
||||
dat += "<a href='?src=\ref[src];toggle_remote=1'>\[[remote_access_enabled ? "Disable remote access" : "Enable remote access"]\]</a><br>"
|
||||
|
||||
dat += "<hr>"
|
||||
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A> "
|
||||
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
|
||||
user << browse(dat, "window=fuel_injector;size=500x300")
|
||||
onclose(user, "fuel_injector")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/Topic(href, href_list)
|
||||
..()
|
||||
|
||||
if( href_list["modify_tag"] )
|
||||
id_tag = input("Enter new ID tag", "Modifying ID tag") as text|null
|
||||
|
||||
if( href_list["fuel_assembly"] )
|
||||
if(!trying_to_swap_fuel)
|
||||
trying_to_swap_fuel = 1
|
||||
spawn(50)
|
||||
attempt_fuel_swap()
|
||||
trying_to_swap_fuel = 0
|
||||
|
||||
if( href_list["emergency_fuel_assembly"] )
|
||||
if(cur_assembly)
|
||||
cur_assembly.loc = src.loc
|
||||
cur_assembly = null
|
||||
//irradiate!
|
||||
else
|
||||
emergency_insert_ready = !emergency_insert_ready
|
||||
|
||||
if( href_list["toggle_injecting"] )
|
||||
if(injecting)
|
||||
StopInjecting()
|
||||
else
|
||||
BeginInjecting()
|
||||
|
||||
if( href_list["toggle_remote"] )
|
||||
remote_access_enabled = !remote_access_enabled
|
||||
|
||||
if( href_list["fuel_usage"] )
|
||||
var/new_usage = text2num(input("Enter new fuel usage (0.01% - 100%)", "Modifying fuel usage", fuel_usage * 100))
|
||||
if(!new_usage)
|
||||
usr << "\red That's not a valid number."
|
||||
return
|
||||
new_usage = max(new_usage, 0.01)
|
||||
new_usage = min(new_usage, 100)
|
||||
fuel_usage = new_usage / 100
|
||||
active_power_usage = 500 + 1000 * fuel_usage
|
||||
|
||||
if( href_list["update_extern"] )
|
||||
var/obj/machinery/computer/rust_fuel_control/C = locate(href_list["update_extern"])
|
||||
if(C)
|
||||
C.updateDialog()
|
||||
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=fuel_injector")
|
||||
usr.unset_machine()
|
||||
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/proc/BeginInjecting()
|
||||
if(!injecting && cur_assembly)
|
||||
icon_state = "injector1"
|
||||
injecting = 1
|
||||
use_power = 1
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/proc/StopInjecting()
|
||||
if(injecting)
|
||||
injecting = 0
|
||||
icon_state = "injector0"
|
||||
use_power = 0
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/proc/Inject()
|
||||
if(!injecting)
|
||||
return
|
||||
if(cur_assembly)
|
||||
var/amount_left = 0
|
||||
for(var/reagent in cur_assembly.rod_quantities)
|
||||
//world << "checking [reagent]"
|
||||
if(cur_assembly.rod_quantities[reagent] > 0)
|
||||
//world << " rods left: [cur_assembly.rod_quantities[reagent]]"
|
||||
var/amount = cur_assembly.rod_quantities[reagent] * fuel_usage
|
||||
var/numparticles = round(amount * 1000)
|
||||
if(numparticles < 1)
|
||||
numparticles = 1
|
||||
//world << " amount: [amount]"
|
||||
//world << " numparticles: [numparticles]"
|
||||
//
|
||||
|
||||
var/obj/effect/accelerated_particle/A = new/obj/effect/accelerated_particle(get_turf(src), dir)
|
||||
A.particle_type = reagent
|
||||
A.additional_particles = numparticles - 1
|
||||
//A.target = target_field
|
||||
//
|
||||
cur_assembly.rod_quantities[reagent] -= amount
|
||||
amount_left += cur_assembly.rod_quantities[reagent]
|
||||
cur_assembly.percent_depleted = amount_left / 300
|
||||
flick("injector-emitting",src)
|
||||
else
|
||||
StopInjecting()
|
||||
|
||||
/obj/machinery/power/rust_fuel_injector/proc/attempt_fuel_swap()
|
||||
var/rev_dir = reverse_direction(dir)
|
||||
var/turf/mid = get_step(src, rev_dir)
|
||||
var/success = 0
|
||||
for(var/obj/machinery/rust_fuel_assembly_port/check_port in get_step(mid, rev_dir))
|
||||
if(cur_assembly)
|
||||
if(!check_port.cur_assembly)
|
||||
check_port.cur_assembly = cur_assembly
|
||||
cur_assembly.loc = check_port
|
||||
cur_assembly = null
|
||||
check_port.icon_state = "port1"
|
||||
success = 1
|
||||
else
|
||||
if(check_port.cur_assembly)
|
||||
cur_assembly = check_port.cur_assembly
|
||||
cur_assembly.loc = src
|
||||
check_port.cur_assembly = null
|
||||
check_port.icon_state = "port0"
|
||||
success = 1
|
||||
|
||||
break
|
||||
if(success)
|
||||
src.visible_message("\blue \icon[src] a green light flashes on [src].")
|
||||
updateDialog()
|
||||
//
|
||||
else
|
||||
src.visible_message("\red \icon[src] a red light flashes on [src].")
|
||||
|
||||
|
Before Width: | Height: | Size: 3.8 KiB |
@@ -3,7 +3,7 @@
|
||||
/obj/item/projectile/beam/ehf_beam
|
||||
|
||||
/obj/machinery/rust/gyrotron
|
||||
icon = 'gyrotron.dmi'
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "emitter-off"
|
||||
name = "Gyrotron"
|
||||
anchored = 1
|
||||
@@ -41,7 +41,7 @@
|
||||
new_val = min(new_val,0.01)
|
||||
new_val = max(new_val,0.001)
|
||||
mega_energy = new_val
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["modifyrate"] )
|
||||
@@ -52,7 +52,7 @@
|
||||
new_val = min(new_val,1)
|
||||
new_val = max(new_val,10)
|
||||
rate = new_val
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["modifyfreq"] )
|
||||
@@ -63,29 +63,29 @@
|
||||
new_val = min(new_val,1)
|
||||
new_val = max(new_val,50000)
|
||||
frequency = new_val
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["activate"] )
|
||||
emitting = 1
|
||||
spawn(rate)
|
||||
Emit()
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["deactivate"] )
|
||||
emitting = 0
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["enableremote"] )
|
||||
remoteenabled = 1
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
if( href_list["disableremote"] )
|
||||
remoteenabled = 0
|
||||
for(var/obj/machinery/computer/rust/gyrotron_controller/comp in range(25))
|
||||
for(var/obj/machinery/computer/rust_gyrotron_controller/comp in range(25))
|
||||
comp.updateDialog()
|
||||
return
|
||||
/*
|
||||
|
||||
|
Before Width: | Height: | Size: 6.0 KiB |
@@ -1,7 +1,8 @@
|
||||
|
||||
/obj/machinery/computer/rust/gyrotron_controller
|
||||
/obj/machinery/computer/rust_gyrotron_controller
|
||||
name = "Gyrotron Remote Controller"
|
||||
icon_state = "power"
|
||||
icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
|
||||
icon_state = "engine"
|
||||
var/updating = 1
|
||||
|
||||
New()
|
||||
|
||||
@@ -67,4 +67,8 @@
|
||||
//particle.invisibility = 2
|
||||
//
|
||||
return particle
|
||||
*/
|
||||
*/
|
||||
|
||||
/obj/machinery/computer/rust_radiation_monitor
|
||||
name = "Radiation Monitor"
|
||||
icon_state = "power"
|
||||
|
||||
|
Before Width: | Height: | Size: 617 B After Width: | Height: | Size: 42 KiB |
|
Before Width: | Height: | Size: 1.1 KiB |
BIN
code/WorkInProgress/Cael_Aislinn/Rust/rust_old.dmi
Normal file
|
After Width: | Height: | Size: 492 B |
@@ -1,49 +1,53 @@
|
||||
|
||||
//gimmicky hack to collect particles and direct them into the field
|
||||
//byond multitiles are basically... shit
|
||||
/obj/machinery/rust/particle_catcher
|
||||
invisibility = 101
|
||||
/obj/effect/rust_particle_catcher
|
||||
icon = 'effects.dmi'
|
||||
icon_state = "energynet"
|
||||
density = 0
|
||||
anchored = 1
|
||||
var/obj/machinery/rust/em_field/parent
|
||||
layer = 4
|
||||
var/obj/effect/rust_em_field/parent
|
||||
var/mysize = 0
|
||||
|
||||
/*New()
|
||||
for(var/obj/machinery/rust/em_field/field in range(6))
|
||||
parent = field
|
||||
if(!parent)
|
||||
del(src)*/
|
||||
invisibility = 101
|
||||
|
||||
proc/SetSize(var/newsize)
|
||||
name = "collector [newsize]"
|
||||
mysize = newsize
|
||||
UpdateSize()
|
||||
/*/obj/effect/rust_particle_catcher/New()
|
||||
for(var/obj/machinery/rust/em_field/field in range(6))
|
||||
parent = field
|
||||
if(!parent)
|
||||
del(src)*/
|
||||
|
||||
proc/AddParticles(var/name, var/quantity = 1)
|
||||
if(parent && parent.size >= mysize)
|
||||
parent.AddParticles(name, quantity)
|
||||
return 1
|
||||
return 0
|
||||
/obj/effect/rust_particle_catcher/process()
|
||||
if(!parent)
|
||||
del(src)
|
||||
|
||||
proc/UpdateSize()
|
||||
if(parent.size >= mysize)
|
||||
density = 1
|
||||
//invisibility = 101
|
||||
name = "collector [mysize] ON"
|
||||
else
|
||||
density = 0
|
||||
name = "collector [mysize] OFF"
|
||||
//invisibility = 101
|
||||
/obj/effect/rust_particle_catcher/proc/SetSize(var/newsize)
|
||||
name = "collector [newsize]"
|
||||
mysize = newsize
|
||||
UpdateSize()
|
||||
|
||||
bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && parent)
|
||||
var/obj/item/projectile/beam/laserbeam = Proj
|
||||
parent.AddEnergy(0, laserbeam.damage / 5000, laserbeam.frequency)
|
||||
return 0
|
||||
/obj/effect/rust_particle_catcher/proc/AddParticles(var/name, var/quantity = 1)
|
||||
if(parent && parent.size >= mysize)
|
||||
parent.AddParticles(name, quantity)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
process()
|
||||
..()
|
||||
if(!parent)
|
||||
del(src)
|
||||
/obj/effect/rust_particle_catcher/proc/UpdateSize()
|
||||
if(parent.size >= mysize)
|
||||
density = 1
|
||||
invisibility = 0
|
||||
name = "collector [mysize] ON"
|
||||
else
|
||||
density = 0
|
||||
invisibility = 101
|
||||
name = "collector [mysize] OFF"
|
||||
|
||||
/obj/effect/rust_particle_catcher/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && parent)
|
||||
parent.AddEnergy(Proj.damage, 0, 1)
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
/obj/effect/rust_particle_catcher/Bumped(atom/AM)
|
||||
if(ismob(AM) && density && prob(10))
|
||||
AM << "\red A powerful force pushes you back."
|
||||
..()
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
|
||||
////////////////////////////////////////
|
||||
// External Shield Generator
|
||||
|
||||
/obj/item/weapon/circuitboard/shield_gen_ex
|
||||
name = "Circuit board (Experimental hull shield generator)"
|
||||
board_type = "machine"
|
||||
build_path = "/obj/machinery/shield_gen/external"
|
||||
origin_tech = "bluespace=4;plasmatech=3"
|
||||
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
|
||||
req_components = list(
|
||||
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
|
||||
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/cable_coil" = 5)
|
||||
|
||||
datum/design/shield_gen_ex
|
||||
name = "Circuit Design (Experimental hull shield generator)"
|
||||
desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
|
||||
id = "shield_gen"
|
||||
req_tech = list("bluespace" = 4, "plasmatech" = 3)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
|
||||
build_path = "/obj/machinery/shield_gen/external"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Shield Generator
|
||||
|
||||
/obj/item/weapon/circuitboard/shield_gen
|
||||
name = "Circuit board (Experimental shield generator)"
|
||||
board_type = "machine"
|
||||
build_path = "/obj/machinery/shield_gen/external"
|
||||
origin_tech = "bluespace=4;plasmatech=3"
|
||||
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Transmitter, 5 Pieces of cable, 1 Subspace Crystal, 1 Subspace Amplifier and 1 Console Screen."
|
||||
req_components = list(
|
||||
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
|
||||
"/obj/item/weapon/stock_parts/subspace/transmitter" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/crystal" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/amplifier" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/cable_coil" = 5)
|
||||
|
||||
datum/design/shield_gen
|
||||
name = "Circuit Design (Experimental shield generator)"
|
||||
desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
|
||||
id = "shield_gen"
|
||||
req_tech = list("bluespace" = 4, "plasmatech" = 3)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
|
||||
build_path = "/obj/machinery/shield_gen/external"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Shield Capacitor
|
||||
|
||||
/obj/item/weapon/circuitboard/shield_cap
|
||||
name = "Circuit board (Experimental shield capacitor)"
|
||||
board_type = "machine"
|
||||
build_path = "/obj/machinery/shield_capacitor"
|
||||
origin_tech = "magnets=3;powerstorage=4"
|
||||
frame_desc = "Requires 2 Pico Manipulators, 1 Subspace Filter, 5 Pieces of cable, 1 Subspace Treatment disk, 1 Subspace Analyzer and 1 Console Screen."
|
||||
req_components = list(
|
||||
"/obj/item/weapon/stock_parts/manipulator/pico" = 2,
|
||||
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/treatment" = 1,
|
||||
"/obj/item/weapon/stock_parts/subspace/analyzer" = 1,
|
||||
"/obj/item/weapon/stock_parts/console_screen" = 1,
|
||||
"/obj/item/weapon/cable_coil" = 5)
|
||||
|
||||
datum/design/shield_cap
|
||||
name = "Circuit Design (Experimental shield capacitor)"
|
||||
desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
|
||||
id = "shield_cap"
|
||||
req_tech = list("magnets" = 3, "powerstorage" = 4)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$silver" = 10000)
|
||||
build_path = "/obj/machinery/shield_gen/external"
|
||||
@@ -1,52 +1,55 @@
|
||||
|
||||
//---------- actual energy field
|
||||
|
||||
/obj/effect/energy_field
|
||||
name = "energy field"
|
||||
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
|
||||
icon = 'shielding.dmi'
|
||||
icon_state = "shieldsparkles"
|
||||
anchored = 1
|
||||
layer = 2.1
|
||||
density = 0
|
||||
invisibility = 2
|
||||
var/strength = 0
|
||||
var/obj/machinery/shield_gen/parent
|
||||
var/stress = 0
|
||||
|
||||
/obj/effect/energy_field/ex_act(var/severity)
|
||||
Stress(0.5 + severity)
|
||||
|
||||
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
|
||||
Stress(1 + 1 * (Proj.damage / 100))
|
||||
|
||||
|
||||
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
|
||||
if(M)
|
||||
walk(M,0)
|
||||
|
||||
/obj/effect/energy_field/proc/Stress(var/severity)
|
||||
strength -= severity
|
||||
stress += severity
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
if(strength < 1)
|
||||
invisibility = 2
|
||||
density = 0
|
||||
|
||||
/obj/effect/energy_field/proc/Strengthen(var/severity)
|
||||
strength += severity
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
if(strength > 1)
|
||||
invisibility = 0
|
||||
density = 1
|
||||
|
||||
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
|
||||
//Purpose: Determines if the object (or airflow) can pass this atom.
|
||||
//Called by: Movement, airflow.
|
||||
//Inputs: The moving atom (optional), target turf, "height" and air group
|
||||
//Outputs: Boolean if can pass.
|
||||
|
||||
//return (!density || !height || air_group)
|
||||
return density
|
||||
|
||||
//---------- actual energy field
|
||||
|
||||
/obj/effect/energy_field
|
||||
name = "energy field"
|
||||
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
|
||||
icon = 'shielding.dmi'
|
||||
icon_state = "shieldsparkles"
|
||||
anchored = 1
|
||||
layer = 2.1
|
||||
density = 0
|
||||
invisibility = 101
|
||||
var/strength = 0
|
||||
|
||||
/obj/effect/energy_field/ex_act(var/severity)
|
||||
Stress(0.5 + severity)
|
||||
|
||||
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
|
||||
Stress(Proj.damage / 10)
|
||||
|
||||
/obj/effect/energy_field/meteorhit(obj/effect/meteor/M as obj)
|
||||
if(M)
|
||||
walk(M,0)
|
||||
Stress(2)
|
||||
|
||||
/obj/effect/energy_field/proc/Stress(var/severity)
|
||||
strength -= severity
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
if(strength < 1)
|
||||
invisibility = 101
|
||||
density = 0
|
||||
else if(strength >= 1)
|
||||
invisibility = 0
|
||||
density = 1
|
||||
|
||||
/obj/effect/energy_field/proc/Strengthen(var/severity)
|
||||
strength += severity
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
if(strength >= 1)
|
||||
invisibility = 0
|
||||
density = 1
|
||||
else if(strength < 1)
|
||||
invisibility = 101
|
||||
density = 0
|
||||
|
||||
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
|
||||
//Purpose: Determines if the object (or airflow) can pass this atom.
|
||||
//Called by: Movement, airflow.
|
||||
//Inputs: The moving atom (optional), target turf, "height" and air group
|
||||
//Outputs: Boolean if can pass.
|
||||
|
||||
//return (!density || !height || air_group)
|
||||
return !density
|
||||
@@ -1,158 +1,171 @@
|
||||
|
||||
//---------- shield capacitor
|
||||
//pulls energy out of a power net and charges an adjacent generator
|
||||
|
||||
/obj/machinery/shield_capacitor
|
||||
name = "shield capacitor"
|
||||
desc = "Machine that charges a shield generator."
|
||||
icon = 'shielding.dmi'
|
||||
icon_state = "capacitor"
|
||||
var/active = 1
|
||||
density = 1
|
||||
anchored = 1
|
||||
var/obj/machinery/shield_gen/target_generator
|
||||
var/stored_charge = 0
|
||||
var/time_since_fail = 100
|
||||
var/max_charge = 1000000
|
||||
var/max_charge_rate = 100000
|
||||
var/min_charge_rate = 0
|
||||
var/locked = 0
|
||||
//
|
||||
use_power = 1 //0 use nothing
|
||||
//1 use idle power
|
||||
//2 use active power
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 100
|
||||
var/charge_rate = 100
|
||||
|
||||
/obj/machinery/shield_capacitor/New()
|
||||
spawn(10)
|
||||
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
|
||||
if(get_dir(src, possible_gen) == src.dir)
|
||||
target_generator = possible_gen
|
||||
possible_gen.owned_capacitor = src
|
||||
break
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_capacitor/verb/rotate()
|
||||
set name = "Rotate Clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored || usr:stat)
|
||||
usr << "It is fastened to the floor!"
|
||||
return 0
|
||||
src.dir = turn(src.dir, 270)
|
||||
target_generator = locate() in get_step(src,dir)
|
||||
if(target_generator && !target_generator.owned_capacitor)
|
||||
target_generator.owned_capacitor = src
|
||||
return 1
|
||||
|
||||
/obj/machinery/shield_capacitor/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "capacitor"
|
||||
else
|
||||
icon_state = "capacitor"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "capacitor"
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/shield_capacitor/process()
|
||||
//
|
||||
if(active)
|
||||
use_power = 2
|
||||
if(stored_charge + charge_rate > max_charge)
|
||||
active_power_usage = max_charge - stored_charge
|
||||
else
|
||||
active_power_usage = charge_rate
|
||||
stored_charge += active_power_usage
|
||||
else
|
||||
use_power = 1
|
||||
|
||||
time_since_fail++
|
||||
if(stored_charge < active_power_usage * 1.5)
|
||||
time_since_fail = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
|
||||
/*if(istype(W, /obj/item/weapon/wrench))
|
||||
if(active)
|
||||
user << "Turn off the field generator first."
|
||||
return
|
||||
|
||||
else if(state == 0)
|
||||
state = 1
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user << "You secure the external reinforcing bolts to the floor."
|
||||
src.anchored = 1
|
||||
return
|
||||
|
||||
else if(state == 1)
|
||||
state = 0
|
||||
playsound(src.loc, 'Ratchet.ogg', 75, 1)
|
||||
user << "You undo the external reinforcing bolts."
|
||||
src.anchored = 0
|
||||
return*/
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
||||
if (src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
src.anchored = !src.anchored
|
||||
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
|
||||
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
user << "\red You hit the [src.name] with your [W.name]!"
|
||||
for(var/mob/M in viewers(src))
|
||||
if(M == user) continue
|
||||
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
|
||||
|
||||
/obj/machinery/shield_capacitor/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_capacitor")
|
||||
usr.machine = null
|
||||
return
|
||||
if( href_list["toggle"] )
|
||||
active = !active
|
||||
if(active)
|
||||
use_power = 2
|
||||
else
|
||||
use_power = 1
|
||||
if( href_list["charge_rate"] )
|
||||
charge_rate += text2num(href_list["charge_rate"])
|
||||
if(charge_rate > max_charge_rate)
|
||||
charge_rate = max_charge_rate
|
||||
else if(charge_rate < min_charge_rate)
|
||||
charge_rate = min_charge_rate
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_capacitor/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=shield_capacitor")
|
||||
return
|
||||
var/t = "<B>Shield Capacitor Control Console</B><BR>"
|
||||
t += "[target_generator ? "<font color=green>Shield generator connected.</font>" : "<font color=red>Unable to locate shield generator!</font>"]<br>"
|
||||
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
|
||||
t += "Capacitor charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
|
||||
t += "Capacitor charge rate (approx): <a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> <a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> <a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec <a href='?src=\ref[src];charge_rate=100'>\[+\]</a> <a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> <a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_capacitor;size=500x800")
|
||||
user.machine = src
|
||||
|
||||
//---------- shield capacitor
|
||||
//pulls energy out of a power net and charges an adjacent generator
|
||||
|
||||
/obj/machinery/shield_capacitor
|
||||
name = "shield capacitor"
|
||||
desc = "Machine that charges a shield generator."
|
||||
icon = 'shielding.dmi'
|
||||
icon_state = "capacitor"
|
||||
var/active = 1
|
||||
density = 1
|
||||
anchored = 1
|
||||
var/stored_charge = 0
|
||||
var/time_since_fail = 100
|
||||
var/max_charge = 1000000
|
||||
var/max_charge_rate = 100000
|
||||
var/min_charge_rate = 0
|
||||
var/locked = 0
|
||||
//
|
||||
use_power = 1 //0 use nothing
|
||||
//1 use idle power
|
||||
//2 use active power
|
||||
idle_power_usage = 10
|
||||
active_power_usage = 100
|
||||
var/charge_rate = 100
|
||||
|
||||
/obj/machinery/shield_capacitor/New()
|
||||
spawn(10)
|
||||
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
|
||||
if(get_dir(src, possible_gen) == src.dir)
|
||||
possible_gen.owned_capacitor = src
|
||||
break
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_capacitor/attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id))
|
||||
var/obj/item/weapon/card/id/C = W
|
||||
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
else
|
||||
user << "\red Access denied."
|
||||
else if(istype(W, /obj/item/weapon/card/emag))
|
||||
if(prob(75))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
src.anchored = !src.anchored
|
||||
src.visible_message("\blue \icon[src] [src] has been [anchored ? "bolted to the floor" : "unbolted from the floor"] by [user].")
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/shield_gen/gen in range(1, src))
|
||||
if(get_dir(src, gen) == src.dir)
|
||||
if(!src.anchored && gen.owned_capacitor == src)
|
||||
gen.owned_capacitor = null
|
||||
break
|
||||
else if(src.anchored && !gen.owned_capacitor)
|
||||
gen.owned_capacitor = src
|
||||
break
|
||||
gen.updateDialog()
|
||||
updateDialog()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_capacitor/attack_paw(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/shield_capacitor/attack_ai(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/shield_capacitor/attack_hand(mob/user)
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/shield_capacitor/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=shield_capacitor")
|
||||
return
|
||||
var/t = "<B>Shield Capacitor Control Console</B><br><br>"
|
||||
if(locked)
|
||||
t += "<i>Swipe your ID card to begin.</i>"
|
||||
else
|
||||
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Charging stable.</font>" : "<font color=red>Warning, low charge!</font>"]<br>"
|
||||
t += "Charge: [stored_charge] Watts ([100 * stored_charge/max_charge]%)<br>"
|
||||
t += "Charge rate: \
|
||||
<a href='?src=\ref[src];charge_rate=[-max_charge_rate]'>\[min\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] Watts/sec \
|
||||
<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=[max_charge_rate]'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> "
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
|
||||
user << browse(t, "window=shield_capacitor;size=500x800")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/shield_capacitor/process()
|
||||
//
|
||||
if(active)
|
||||
use_power = 2
|
||||
if(stored_charge + charge_rate > max_charge)
|
||||
active_power_usage = max_charge - stored_charge
|
||||
else
|
||||
active_power_usage = charge_rate
|
||||
stored_charge += active_power_usage
|
||||
else
|
||||
use_power = 1
|
||||
|
||||
time_since_fail++
|
||||
if(stored_charge < active_power_usage * 1.5)
|
||||
time_since_fail = 0
|
||||
|
||||
/obj/machinery/shield_capacitor/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_capacitor")
|
||||
usr.unset_machine()
|
||||
return
|
||||
if( href_list["toggle"] )
|
||||
active = !active
|
||||
if(active)
|
||||
use_power = 2
|
||||
else
|
||||
use_power = 1
|
||||
if( href_list["charge_rate"] )
|
||||
charge_rate += text2num(href_list["charge_rate"])
|
||||
if(charge_rate > max_charge_rate)
|
||||
charge_rate = max_charge_rate
|
||||
else if(charge_rate < min_charge_rate)
|
||||
charge_rate = min_charge_rate
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_capacitor/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "capacitor"
|
||||
else
|
||||
icon_state = "capacitor"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "capacitor"
|
||||
stat |= NOPOWER
|
||||
|
||||
/obj/machinery/shield_capacitor/verb/rotate()
|
||||
set name = "Rotate capacitor clockwise"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored)
|
||||
usr << "It is fastened to the floor!"
|
||||
return
|
||||
src.dir = turn(src.dir, 270)
|
||||
return
|
||||
@@ -25,7 +25,6 @@
|
||||
var/max_field_strength = 10
|
||||
var/time_since_fail = 100
|
||||
var/energy_conversion_rate = 0.01 //how many renwicks per watt?
|
||||
var/flicker_shield_glitch = 1 //shield is slightly faulty and flickers - don't think this is working as intended
|
||||
//
|
||||
use_power = 1 //0 use nothing
|
||||
//1 use idle power
|
||||
@@ -38,14 +37,191 @@
|
||||
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
|
||||
if(get_dir(possible_cap, src) == possible_cap.dir)
|
||||
owned_capacitor = possible_cap
|
||||
possible_cap.target_generator = src
|
||||
break
|
||||
field = new/list()
|
||||
..()
|
||||
|
||||
//copied from a copypaste. DRY, right?
|
||||
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/weapon/card/id))
|
||||
var/obj/item/weapon/card/id/C = W
|
||||
if(access_captain in C.access || access_security in C.access || access_engine in C.access)
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
else
|
||||
user << "\red Access denied."
|
||||
else if(istype(W, /obj/item/weapon/card/emag))
|
||||
if(prob(75))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
updateDialog()
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
src.anchored = !src.anchored
|
||||
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/shield_gen/gen in range(1, src))
|
||||
if(get_dir(src, gen) == src.dir)
|
||||
if(!src.anchored && gen.owned_capacitor == src)
|
||||
gen.owned_capacitor = null
|
||||
break
|
||||
else if(src.anchored && !gen.owned_capacitor)
|
||||
gen.owned_capacitor = src
|
||||
break
|
||||
gen.updateDialog()
|
||||
updateDialog()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/attack_paw(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/shield_gen/attack_ai(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/shield_gen/attack_hand(mob/user)
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/shield_gen/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.unset_machine()
|
||||
user << browse(null, "window=shield_generator")
|
||||
return
|
||||
var/t = "<B>Shield Generator Control Console</B><BR><br>"
|
||||
if(locked)
|
||||
t += "<i>Swipe your ID card to begin.</i>"
|
||||
else
|
||||
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
|
||||
t += "Coverage radius (restart required): \
|
||||
<a href='?src=\ref[src];change_radius=-5'>--</a> \
|
||||
<a href='?src=\ref[src];change_radius=-1'>-</a> \
|
||||
[field_radius * 2]m \
|
||||
<a href='?src=\ref[src];change_radius=1'>+</a> \
|
||||
<a href='?src=\ref[src];change_radius=5'>++</a><br>"
|
||||
t += "Overall field strength: [average_field_strength] Renwicks ([max_field_strength ? 100 * average_field_strength / max_field_strength : "NA"]%)<br>"
|
||||
t += "Charge rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
|
||||
<a href='?src=\ref[src];strengthen_rate=-0.01'>-</a> \
|
||||
[strengthen_rate] Renwicks/sec \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.01'>+</a> \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Upkeep energy: [field.len * average_field_strength / energy_conversion_rate] Watts/sec<br>"
|
||||
t += "Additional energy required to charge: [field.len * strengthen_rate / energy_conversion_rate] Watts/sec<br>"
|
||||
t += "Maximum field strength: \
|
||||
<a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=-10'>--</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=-1'>-</a> \
|
||||
[max_field_strength] Renwicks \
|
||||
<a href='?src=\ref[src];max_field_strength=1'>+</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=10'>++</a> \
|
||||
<a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> "
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_generator;size=500x800")
|
||||
user.set_machine(src)
|
||||
|
||||
/obj/machinery/shield_gen/process()
|
||||
|
||||
if(active && field.len)
|
||||
var/stored_renwicks = 0
|
||||
var/target_field_strength = min(strengthen_rate + max(average_field_strength, 0), max_field_strength)
|
||||
if(owned_capacitor)
|
||||
var/required_energy = field.len * target_field_strength / energy_conversion_rate
|
||||
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
|
||||
stored_renwicks = assumed_charge * energy_conversion_rate
|
||||
owned_capacitor.stored_charge -= assumed_charge
|
||||
|
||||
time_since_fail++
|
||||
|
||||
average_field_strength = 0
|
||||
target_field_strength = stored_renwicks / field.len
|
||||
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
if(stored_renwicks)
|
||||
var/strength_change = target_field_strength - E.strength
|
||||
if(strength_change > stored_renwicks)
|
||||
strength_change = stored_renwicks
|
||||
if(E.strength >= 1)
|
||||
E.Strengthen(strength_change)
|
||||
else if(E.strength < 0)
|
||||
E.strength = 0
|
||||
E.Strengthen(0.1)
|
||||
|
||||
stored_renwicks -= strength_change
|
||||
|
||||
average_field_strength += E.strength
|
||||
else
|
||||
E.Strengthen(-E.strength)
|
||||
|
||||
average_field_strength /= field.len
|
||||
if(average_field_strength < 0)
|
||||
time_since_fail = 0
|
||||
else
|
||||
average_field_strength = 0
|
||||
|
||||
/obj/machinery/shield_gen/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_generator")
|
||||
usr.unset_machine()
|
||||
return
|
||||
else if( href_list["toggle"] )
|
||||
toggle()
|
||||
else if( href_list["change_radius"] )
|
||||
field_radius += text2num(href_list["change_radius"])
|
||||
if(field_radius > 200)
|
||||
field_radius = 200
|
||||
else if(field_radius < 0)
|
||||
field_radius = 0
|
||||
else if( href_list["strengthen_rate"] )
|
||||
strengthen_rate += text2num(href_list["strengthen_rate"])
|
||||
if(strengthen_rate > 1)
|
||||
strengthen_rate = 1
|
||||
else if(strengthen_rate < 0)
|
||||
strengthen_rate = 0
|
||||
else if( href_list["max_field_strength"] )
|
||||
max_field_strength += text2num(href_list["max_field_strength"])
|
||||
if(max_field_strength > 1000)
|
||||
max_field_strength = 1000
|
||||
else if(max_field_strength < 0)
|
||||
max_field_strength = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "generator1"
|
||||
else
|
||||
icon_state = "generator0"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "generator0"
|
||||
stat |= NOPOWER
|
||||
if (src.active)
|
||||
toggle()
|
||||
|
||||
/obj/machinery/shield_gen/ex_act(var/severity)
|
||||
|
||||
if(active)
|
||||
toggle()
|
||||
return ..()
|
||||
|
||||
/*
|
||||
/obj/machinery/shield_gen/proc/check_powered()
|
||||
/*
|
||||
check_powered = 1
|
||||
if(!anchored)
|
||||
powered = 0
|
||||
@@ -76,122 +252,14 @@
|
||||
PN.newload += shieldload //uses powernet power.
|
||||
*/
|
||||
|
||||
/obj/machinery/shield_gen/process()
|
||||
|
||||
if(active && field.len)
|
||||
var/stored_renwicks = 0
|
||||
var/target_field_strength = min(average_field_strength + strengthen_rate, max_field_strength)
|
||||
if(owned_capacitor)
|
||||
var/assumed_charge = min(owned_capacitor.stored_charge, (target_field_strength / energy_conversion_rate) * field.len)
|
||||
stored_renwicks = assumed_charge * energy_conversion_rate
|
||||
owned_capacitor.stored_charge -= assumed_charge
|
||||
|
||||
time_since_fail++
|
||||
|
||||
average_field_strength = 0
|
||||
target_field_strength = stored_renwicks / field.len
|
||||
|
||||
if(!flicker_shield_glitch)
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
//check to see if the shield is strengthening or failing
|
||||
if(E.strength > target_field_strength)
|
||||
E.strength = target_field_strength
|
||||
else if(E.strength + strengthen_rate > target_field_strength)
|
||||
E.strength = target_field_strength
|
||||
else
|
||||
E.strength += strengthen_rate
|
||||
|
||||
if(stored_renwicks - E.strength < 0)
|
||||
E.strength = stored_renwicks
|
||||
stored_renwicks -= E.strength
|
||||
|
||||
average_field_strength += E.strength
|
||||
//check if the current shield tile has enough energy to maintain itself
|
||||
if(E.strength >= 1)
|
||||
E.density = 1
|
||||
E.invisibility = 0
|
||||
else
|
||||
E.density = 0
|
||||
E.invisibility = 2
|
||||
else
|
||||
//the flicker shield glitch is an intersting quirk in 'older' and/or faulty shielding models
|
||||
//basically, it strengthens the shields continuously until it can no longer sustain them... then it drops out for a few seconds and starts again
|
||||
//this makes the shield 'flicker' every now and then until it stabilises
|
||||
//when this glitch is fixed, shields will only be charged as much as is sustainable
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
//check to see if the shield is strengthening or failing
|
||||
if(E.strength < target_field_strength)
|
||||
E.strength += strengthen_rate
|
||||
|
||||
if(stored_renwicks - E.strength < 0)
|
||||
E.strength = stored_renwicks
|
||||
stored_renwicks -= E.strength
|
||||
|
||||
average_field_strength += E.strength
|
||||
//check if the current shield tile has enough energy to maintain itself
|
||||
if(E.strength >= 1)
|
||||
E.density = 1
|
||||
E.invisibility = 0
|
||||
else
|
||||
E.density = 0
|
||||
E.invisibility = 2
|
||||
|
||||
//add any leftover charge back to the capacitor
|
||||
if(owned_capacitor && stored_renwicks >= 0)
|
||||
owned_capacitor.stored_charge += stored_renwicks / energy_conversion_rate
|
||||
|
||||
average_field_strength /= field.len
|
||||
if(average_field_strength < 0)
|
||||
time_since_fail = 0
|
||||
else
|
||||
average_field_strength = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/attackby(obj/item/W, mob/user)
|
||||
|
||||
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
||||
if (src.allowed(user))
|
||||
src.locked = !src.locked
|
||||
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
|
||||
else
|
||||
user << "\red Access denied."
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
src.anchored = !src.anchored
|
||||
src.visible_message("\blue \icon[src] [src] has been [anchored?"bolted to the floor":"unbolted from the floor"] by [user].")
|
||||
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
user << "\red You hit the [src.name] with your [W.name]!"
|
||||
for(var/mob/M in viewers(src))
|
||||
if(M == user) continue
|
||||
M.show_message("\red The [src.name] has been hit with the [W.name] by [user.name]!")
|
||||
|
||||
/obj/machinery/shield_gen/power_change()
|
||||
if(stat & BROKEN)
|
||||
icon_state = "broke"
|
||||
else
|
||||
if( powered() )
|
||||
if (src.active)
|
||||
icon_state = "generator1"
|
||||
else
|
||||
icon_state = "generator0"
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = "generator0"
|
||||
stat |= NOPOWER
|
||||
if (src.active)
|
||||
toggle()
|
||||
|
||||
/obj/machinery/shield_gen/proc/toggle()
|
||||
active = !active
|
||||
power_change()
|
||||
if(active)
|
||||
var/list/covered_turfs = get_shielded_turfs()
|
||||
if(get_turf(src) in covered_turfs)
|
||||
covered_turfs.Remove(get_turf(src))
|
||||
var/turf/T = get_turf(src)
|
||||
if(T in covered_turfs)
|
||||
covered_turfs.Remove(T)
|
||||
for(var/turf/O in covered_turfs)
|
||||
var/obj/effect/energy_field/E = new(O)
|
||||
field.Add(E)
|
||||
@@ -207,60 +275,10 @@
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning fade out."
|
||||
|
||||
/obj/machinery/shield_gen/Topic(href, href_list[])
|
||||
..()
|
||||
if( href_list["close"] )
|
||||
usr << browse(null, "window=shield_generator")
|
||||
usr.machine = null
|
||||
return
|
||||
else if( href_list["toggle"] )
|
||||
toggle()
|
||||
else if( href_list["change_radius"] )
|
||||
field_radius += text2num(href_list["change_radius"])
|
||||
if(field_radius > 200)
|
||||
field_radius = 200
|
||||
else if(field_radius < 0)
|
||||
field_radius = 0
|
||||
else if( href_list["strengthen_rate"] )
|
||||
strengthen_rate += text2num(href_list["strengthen_rate"])
|
||||
if(strengthen_rate > 0.2)
|
||||
strengthen_rate = 0.2
|
||||
else if(strengthen_rate < 0)
|
||||
strengthen_rate = 0
|
||||
else if( href_list["max_field_strength"] )
|
||||
max_field_strength += text2num(href_list["max_field_strength"])
|
||||
if(max_field_strength > 1000)
|
||||
max_field_strength = 1000
|
||||
else if(max_field_strength < 0)
|
||||
max_field_strength = 0
|
||||
//
|
||||
updateDialog()
|
||||
|
||||
/obj/machinery/shield_gen/interact(mob/user)
|
||||
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
|
||||
if (!istype(user, /mob/living/silicon))
|
||||
user.machine = null
|
||||
user << browse(null, "window=shield_generator")
|
||||
return
|
||||
var/t = "<B>Shield Generator Control Console</B><BR>"
|
||||
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "[time_since_fail > 2 ? "<font color=green>Field is stable.</font>" : "<font color=red>Warning, field is unstable!</font>"]<br>"
|
||||
t += "Coverage radius (generator will need a restart to take effect): <a href='?src=\ref[src];change_radius=-5'>--</a> <a href='?src=\ref[src];change_radius=-1'>-</a> [field_radius * 2]m <a href='?src=\ref[src];change_radius=1'>+</a> <a href='?src=\ref[src];change_radius=5'>++</a><br>"
|
||||
t += "Overall field strength: [average_field_strength] Renwicks ([100 * average_field_strength / max_field_strength]%)<br>"
|
||||
t += "Charge consumption: [( (min(average_field_strength + strengthen_rate, max_field_strength)) / energy_conversion_rate) * field.len] Watts/sec<br>"
|
||||
t += "Field charge rate (approx): <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> <a href='?src=\ref[src];strengthen_rate=-0.01'>-</a>[strengthen_rate] Renwicks/sec <a href='?src=\ref[src];strengthen_rate=0.01'>+</a> <a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Maximum field strength (avg across field): <a href='?src=\ref[src];max_field_strength=-100'>\[min\]</a> <a href='?src=\ref[src];max_field_strength=-10'>--</a> <a href='?src=\ref[src];max_field_strength=-1'>-</a>[max_field_strength] Renwicks <a href='?src=\ref[src];max_field_strength=1'>+</a> <a href='?src=\ref[src];max_field_strength=10'>++</a> <a href='?src=\ref[src];max_field_strength=100'>\[max\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
user << browse(t, "window=shield_generator;size=500x800")
|
||||
user.machine = src
|
||||
|
||||
//grab the border tiles in a circle around this machine
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs()
|
||||
return list()
|
||||
|
||||
/obj/machinery/shield_gen/ex_act(var/severity)
|
||||
|
||||
if(active)
|
||||
toggle()
|
||||
return ..()
|
||||
var/list/out = list()
|
||||
for(var/turf/T in range(field_radius, src))
|
||||
if(get_dist(src,T) == field_radius)
|
||||
out.Add(T)
|
||||
return out
|
||||
@@ -1,36 +1,42 @@
|
||||
|
||||
//---------- external shield generator
|
||||
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
|
||||
|
||||
/obj/machinery/shield_gen/external/New()
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs()
|
||||
var
|
||||
list
|
||||
open = list(get_turf(src))
|
||||
closed = list()
|
||||
|
||||
while(open.len)
|
||||
for(var/turf/T in open)
|
||||
for(var/turf/O in orange(1, T))
|
||||
if(get_dist(O,src) > field_radius)
|
||||
continue
|
||||
var/add_this_turf = 0
|
||||
if(istype(O,/turf/space))
|
||||
for(var/turf/simulated/G in orange(1, O))
|
||||
add_this_turf = 1
|
||||
break
|
||||
for(var/obj/structure/S in orange(1, O))
|
||||
add_this_turf = 1
|
||||
break
|
||||
for(var/obj/structure/S in O)
|
||||
add_this_turf = 0
|
||||
break
|
||||
|
||||
if(add_this_turf && !(O in open) && !(O in closed))
|
||||
open += O
|
||||
open -= T
|
||||
closed += T
|
||||
|
||||
return closed
|
||||
|
||||
//---------- external shield generator
|
||||
//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
|
||||
|
||||
/obj/machinery/shield_gen/external/New()
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs()
|
||||
var
|
||||
list
|
||||
open = list(get_turf(src))
|
||||
closed = list()
|
||||
|
||||
while(open.len)
|
||||
for(var/turf/T in open)
|
||||
for(var/turf/O in orange(1, T))
|
||||
if(get_dist(O,src) > field_radius)
|
||||
continue
|
||||
var/add_this_turf = 0
|
||||
if(istype(O,/turf/space))
|
||||
for(var/turf/simulated/G in orange(1, O))
|
||||
add_this_turf = 1
|
||||
break
|
||||
|
||||
//uncomment this for structures (but not lattices) to be surrounded by shield as well
|
||||
/*if(!add_this_turf)
|
||||
for(var/obj/structure/S in orange(1, O))
|
||||
if(!istype(S, /obj/structure/lattice))
|
||||
add_this_turf = 1
|
||||
break
|
||||
if(add_this_turf)
|
||||
for(var/obj/structure/S in O)
|
||||
if(!istype(S, /obj/structure/lattice))
|
||||
add_this_turf = 0
|
||||
break*/
|
||||
|
||||
if(add_this_turf && !(O in open) && !(O in closed))
|
||||
open += O
|
||||
open -= T
|
||||
closed += T
|
||||
|
||||
return closed
|
||||
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
148
code/WorkInProgress/Cib/MedicalSideEffects.dm
Normal file
@@ -0,0 +1,148 @@
|
||||
// MEDICAL SIDE EFFECT BASE
|
||||
// ========================
|
||||
/datum/medical_effect/var/name = "None"
|
||||
/datum/medical_effect/var/strength = 0
|
||||
/datum/medical_effect/proc/on_life(mob/living/carbon/human/H, strength)
|
||||
/datum/medical_effect/proc/cure(mob/living/carbon/human/H)
|
||||
|
||||
|
||||
// MOB HELPERS
|
||||
// ===========
|
||||
/mob/living/carbon/human/var/list/datum/medical_effect/side_effects = list()
|
||||
/mob/proc/add_side_effect(name, strength = 0)
|
||||
/mob/living/carbon/human/add_side_effect(name, strength = 0)
|
||||
for(var/datum/medical_effect/M in src.side_effects) if(M.name == name)
|
||||
M.strength = max(M.strength, 10)
|
||||
return
|
||||
|
||||
var/list/L = typesof(/datum/medical_effect)-/datum/medical_effect
|
||||
|
||||
for(var/T in L)
|
||||
var/datum/medical_effect/M = new T
|
||||
if(M.name == name)
|
||||
M.strength = strength
|
||||
side_effects += M
|
||||
|
||||
/mob/living/carbon/human/proc/handle_medical_side_effects()
|
||||
if(src.reagents.has_reagent("cryoxadone") || src.reagents.get_reagent_amount("bicaridine") >= 15 || src.reagents.get_reagent_amount("tricordrazine") >= 15)
|
||||
src.add_side_effect("Headache")
|
||||
|
||||
if(src.reagents.get_reagent_amount("kelotane") >= 30 || src.reagents.get_reagent_amount("dermaline") >= 15)
|
||||
src.add_side_effect("Bad Stomach")
|
||||
|
||||
if(src.reagents.get_reagent_amount("tramadol") >= 16 || src.reagents.get_reagent_amount("anti_toxin") >= 30)
|
||||
src.add_side_effect("Cramps")
|
||||
|
||||
if(src.reagents.get_reagent_amount("space_drugs") >= 10)
|
||||
src.add_side_effect("Itch")
|
||||
|
||||
// One full cycle(in terms of strength) every 10 minutes
|
||||
var/strength_percent = sin(life_tick / 2)
|
||||
|
||||
// Only do anything if the effect is currently strong enough
|
||||
if(strength_percent >= 0.4)
|
||||
for (var/datum/medical_effect/M in side_effects)
|
||||
if (M.cure(src) || M.strength > 60)
|
||||
side_effects -= M
|
||||
del(M)
|
||||
else
|
||||
if(life_tick % 45 == 0)
|
||||
M.on_life(src, strength_percent*M.strength)
|
||||
// Effect slowly growing stronger
|
||||
M.strength+=0.08
|
||||
|
||||
// HEADACHE
|
||||
// ========
|
||||
/datum/medical_effect/headache/name = "Headache"
|
||||
/datum/medical_effect/headache/on_life(mob/living/carbon/human/H, strength)
|
||||
switch(strength)
|
||||
if(1 to 10)
|
||||
H.custom_pain("You feel a light pain in your head.",0)
|
||||
if(11 to 30)
|
||||
H.custom_pain("You feel a throbbing pain in your head!",1)
|
||||
if(31 to 50)
|
||||
H.custom_pain("You feel an excrutiating pain in your head!",1)
|
||||
H.adjustBrainLoss(1)
|
||||
if(51 to INFINITY)
|
||||
H.custom_pain("It feels like your head is about to split open!",1)
|
||||
H.adjustBrainLoss(3)
|
||||
var/datum/organ/external/O = H.organs_by_name["head"]
|
||||
O.take_damage(0, 1, 0, "Headache")
|
||||
|
||||
/datum/medical_effect/headache/cure(mob/living/carbon/human/H)
|
||||
if(H.reagents.has_reagent("alkysine") || H.reagents.has_reagent("tramadol"))
|
||||
H << "\red Your head stops throbbing.."
|
||||
return 1
|
||||
return 0
|
||||
|
||||
// BAD STOMACH
|
||||
// ===========
|
||||
/datum/medical_effect/bad_stomach/name = "Bad Stomach"
|
||||
/datum/medical_effect/bad_stomach/on_life(mob/living/carbon/human/H, strength)
|
||||
switch(strength)
|
||||
if(1 to 10)
|
||||
H.custom_pain("You feel a bit light around the stomach.",0)
|
||||
if(11 to 30)
|
||||
H.custom_pain("Your stomach hurts.",0)
|
||||
if(31 to 50)
|
||||
H.custom_pain("You feel sick.",1)
|
||||
H.adjustToxLoss(1)
|
||||
if(51 to INFINITY)
|
||||
H.custom_pain("You can't hold it in any longer!",1)
|
||||
H.vomit()
|
||||
|
||||
/datum/medical_effect/bad_stomach/cure(mob/living/carbon/human/H)
|
||||
if(H.reagents.has_reagent("anti_toxin"))
|
||||
H << "\red Your stomach feels a little better now.."
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
// CRAMPS
|
||||
// ======
|
||||
/datum/medical_effect/cramps/name = "Cramps"
|
||||
/datum/medical_effect/cramps/on_life(mob/living/carbon/human/H, strength)
|
||||
switch(strength)
|
||||
if(1 to 10)
|
||||
H.custom_pain("The muscles in your body hurt a little.",0)
|
||||
if(11 to 30)
|
||||
H.custom_pain("The muscles in your body cramp up painfully.",0)
|
||||
if(31 to 50)
|
||||
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
|
||||
H.custom_pain("There's pain all over your body.",1)
|
||||
H.adjustToxLoss(1)
|
||||
if(51 to INFINITY)
|
||||
H.emote("me",1,"flinches as all the muscles in their body cramp up.")
|
||||
H.custom_pain("It feels as though your muscles are being ripped apart!",1)
|
||||
H.apply_damage(1, used_weapon = "Cramps")
|
||||
|
||||
/datum/medical_effect/cramps/cure(mob/living/carbon/human/H)
|
||||
if(H.reagents.has_reagent("inaprovaline"))
|
||||
H << "\red The cramps let up.."
|
||||
return 1
|
||||
return 0
|
||||
|
||||
// ITCH
|
||||
// ====
|
||||
/datum/medical_effect/itch/name = "Itch"
|
||||
/datum/medical_effect/itch/on_life(mob/living/carbon/human/H, strength)
|
||||
switch(strength)
|
||||
if(1 to 10)
|
||||
H.custom_pain("You feel a slight itch.",0)
|
||||
if(11 to 30)
|
||||
H.custom_pain("You want to scratch your itch badly.",0)
|
||||
if(31 to 50)
|
||||
H.emote("me",1,"shivers slightly.")
|
||||
H.custom_pain("This itch makes it really hard to concentrate.",1)
|
||||
H.adjustToxLoss(1)
|
||||
if(51 to INFINITY)
|
||||
H.emote("me",1,"shivers.")
|
||||
H.custom_pain("The itch starts hurting and oozing blood.",1)
|
||||
H.apply_damage(1, BURN, used_weapon = "Itch")
|
||||
H.drip(1)
|
||||
|
||||
/datum/medical_effect/itch/cure(mob/living/carbon/human/H)
|
||||
if(H.reagents.has_reagent("inaprovaline"))
|
||||
H << "\red The itching stops.."
|
||||
return 1
|
||||
return 0
|
||||
@@ -40,12 +40,23 @@ log transactions
|
||||
machine_id = "[station_name()] RT #[num_financial_terminals++]"
|
||||
|
||||
/obj/machinery/atm/process()
|
||||
if(stat & NOPOWER)
|
||||
return
|
||||
|
||||
if(linked_db && ( (linked_db.stat & NOPOWER) || !linked_db.activated ) )
|
||||
linked_db = null
|
||||
authenticated_account = null
|
||||
src.visible_message("\red \icon[src] [src] buzzes rudely, \"Connection to remote database lost.\"")
|
||||
updateDialog()
|
||||
|
||||
if(ticks_left_timeout > 0)
|
||||
ticks_left_timeout--
|
||||
if(ticks_left_timeout <= 0)
|
||||
authenticated_account = null
|
||||
if(ticks_left_locked_down > 0)
|
||||
ticks_left_locked_down--
|
||||
if(ticks_left_locked_down <= 0)
|
||||
number_incorrect_tries = 0
|
||||
|
||||
for(var/obj/item/weapon/spacecash/S in src)
|
||||
S.loc = src.loc
|
||||
@@ -57,7 +68,7 @@ log transactions
|
||||
|
||||
/obj/machinery/atm/proc/reconnect_database()
|
||||
for(var/obj/machinery/account_database/DB in world)
|
||||
if(DB.z == src.z)
|
||||
if( DB.z == src.z && !(DB.stat & NOPOWER) && DB.activated )
|
||||
linked_db = DB
|
||||
break
|
||||
|
||||
@@ -68,7 +79,8 @@ log transactions
|
||||
usr.drop_item()
|
||||
idcard.loc = src
|
||||
held_card = idcard
|
||||
authenticated_account = null
|
||||
if(authenticated_account && held_card.associated_account_number != authenticated_account.account_number)
|
||||
authenticated_account = null
|
||||
else if(authenticated_account)
|
||||
if(istype(I,/obj/item/weapon/spacecash))
|
||||
//consume the money
|
||||
@@ -114,11 +126,11 @@ log transactions
|
||||
switch(view_screen)
|
||||
if(CHANGE_SECURITY_LEVEL)
|
||||
dat += "Select a new security level for this account:<br><hr>"
|
||||
var/text = "Zero - Only account number or card is required to access this account. EFTPOS transactions will require a card and ask for a pin, but not verify the pin is correct."
|
||||
var/text = "Zero - Either the account number or card is required to access this account. EFTPOS transactions will require a card and ask for a pin, but not verify the pin is correct."
|
||||
if(authenticated_account.security_level != 0)
|
||||
text = "<A href='?src=\ref[src];choice=change_security_level;new_security_level=0'>[text]</a>"
|
||||
dat += "[text]<hr>"
|
||||
text = "One - Both an account number and pin is required to access this account and process transactions."
|
||||
text = "One - An account number and pin must be manually entered to access this account and process transactions."
|
||||
if(authenticated_account.security_level != 1)
|
||||
text = "<A href='?src=\ref[src];choice=change_security_level;new_security_level=1'>[text]</a>"
|
||||
dat += "[text]<hr>"
|
||||
@@ -185,7 +197,7 @@ log transactions
|
||||
dat += "<span class='warning'>Unable to connect to accounts database, please retry and if the issue persists contact NanoTrasen IT support.</span>"
|
||||
reconnect_database()
|
||||
|
||||
user << browse(dat,"window=atm;size=500x650")
|
||||
user << browse(dat,"window=atm;size=550x650")
|
||||
else
|
||||
user << browse(null,"window=atm")
|
||||
|
||||
@@ -223,7 +235,7 @@ log transactions
|
||||
var/new_sec_level = max( min(text2num(href_list["new_security_level"]), 2), 0)
|
||||
authenticated_account.security_level = new_sec_level
|
||||
if("attempt_auth")
|
||||
if(linked_db)
|
||||
if(linked_db && !ticks_left_locked_down)
|
||||
var/tried_account_num = text2num(href_list["account_num"])
|
||||
if(!tried_account_num)
|
||||
tried_account_num = held_card.associated_account_number
|
||||
@@ -231,11 +243,11 @@ log transactions
|
||||
|
||||
authenticated_account = linked_db.attempt_account_access(tried_account_num, tried_pin, held_card && held_card.associated_account_number == tried_account_num ? 2 : 1)
|
||||
if(!authenticated_account)
|
||||
number_incorrect_tries++
|
||||
if(previous_account_number == tried_account_num)
|
||||
if(++number_incorrect_tries > max_pin_attempts)
|
||||
if(number_incorrect_tries > max_pin_attempts)
|
||||
//lock down the atm
|
||||
number_incorrect_tries = 0
|
||||
ticks_left_locked_down = 10
|
||||
ticks_left_locked_down = 30
|
||||
playsound(src, 'buzz-two.ogg', 50, 1)
|
||||
|
||||
//create an entry in the account transaction log
|
||||
@@ -247,9 +259,12 @@ log transactions
|
||||
T.time = worldtime2text()
|
||||
authenticated_account.transaction_log.Add(T)
|
||||
else
|
||||
usr << "\red \icon[src] Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining."
|
||||
previous_account_number = tried_account_num
|
||||
number_incorrect_tries = 1
|
||||
playsound(src, 'buzz-sigh.ogg', 50, 1)
|
||||
else
|
||||
usr << "\red \icon[src] incorrect pin/account combination entered."
|
||||
number_incorrect_tries = 0
|
||||
else
|
||||
playsound(src, 'twobeep.ogg', 50, 1)
|
||||
ticks_left_timeout = 120
|
||||
@@ -263,6 +278,10 @@ log transactions
|
||||
T.date = current_date_string
|
||||
T.time = worldtime2text()
|
||||
authenticated_account.transaction_log.Add(T)
|
||||
|
||||
usr << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
|
||||
|
||||
previous_account_number = tried_account_num
|
||||
if("withdrawal")
|
||||
var/amount = max(text2num(href_list["funds_amount"]),0)
|
||||
if(authenticated_account && amount > 0)
|
||||
@@ -325,8 +344,8 @@ log transactions
|
||||
held_card = I
|
||||
if("logout")
|
||||
authenticated_account = null
|
||||
usr << browse(null,"window=atm")
|
||||
return
|
||||
//usr << browse(null,"window=atm")
|
||||
|
||||
src.attack_hand(usr)
|
||||
|
||||
//create the most effective combination of notes to make up the requested amount
|
||||
@@ -368,3 +387,14 @@ log transactions
|
||||
I = P.id
|
||||
if(I)
|
||||
authenticated_account = linked_db.attempt_account_access(I.associated_account_number)
|
||||
if(authenticated_account)
|
||||
human_user << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
|
||||
|
||||
//create a transaction log entry
|
||||
var/datum/transaction/T = new()
|
||||
T.target_name = authenticated_account.owner_name
|
||||
T.purpose = "Remote terminal access"
|
||||
T.source_terminal = machine_id
|
||||
T.date = current_date_string
|
||||
T.time = worldtime2text()
|
||||
authenticated_account.transaction_log.Add(T)
|
||||
|
||||
BIN
code/WorkInProgress/Uristqwerty/transit_tube.dmi
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
code/WorkInProgress/Uristqwerty/transit_tube_pod.dmi
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
code/WorkInProgress/Uristqwerty/transit_tube_station.dmi
Normal file
|
After Width: | Height: | Size: 7.0 KiB |
405
code/WorkInProgress/Uristqwerty/transit_tubes.dm
Normal file
@@ -0,0 +1,405 @@
|
||||
|
||||
// Basic transit tubes. Straight pieces, curved sections,
|
||||
// and basic splits/joins (no routing logic).
|
||||
// Mappers: you can use "Generate Instances from Icon-states"
|
||||
// to get the different pieces.
|
||||
/obj/structure/transit_tube
|
||||
icon = 'transit_tube.dmi'
|
||||
icon_state = "E-W"
|
||||
density = 1
|
||||
layer = 3.1
|
||||
anchored = 1.0
|
||||
var/list/tube_dirs = null
|
||||
var/exit_delay = 2
|
||||
var/enter_delay = 1
|
||||
|
||||
|
||||
// A place where tube pods stop, and people can get in or out.
|
||||
// Mappers: use "Generate Instances from Directions" for this
|
||||
// one.
|
||||
/obj/structure/transit_tube/station
|
||||
icon = 'transit_tube_station.dmi'
|
||||
icon_state = "closed"
|
||||
exit_delay = 2
|
||||
enter_delay = 3
|
||||
var/pod_moving = 0
|
||||
var/automatic_launch_time = 100
|
||||
|
||||
var/const/OPEN_DURATION = 6
|
||||
var/const/CLOSE_DURATION = 6
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod
|
||||
icon = 'transit_tube_pod.dmi'
|
||||
icon_state = "pod"
|
||||
animate_movement = FORWARD_STEPS
|
||||
var/moving = 0
|
||||
var/datum/gas_mixture/air_contents
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/New(loc)
|
||||
..(loc)
|
||||
|
||||
spawn(automatic_launch_time)
|
||||
launch_pod()
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
|
||||
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
AM.loc = pod
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
|
||||
if(!pod_moving)
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
if(icon_state == "closed")
|
||||
open_animation()
|
||||
|
||||
else if(icon_state == "open")
|
||||
close_animation()
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/open_animation()
|
||||
if(icon_state == "closed")
|
||||
icon_state = "opening"
|
||||
spawn(OPEN_DURATION)
|
||||
if(icon_state == "opening")
|
||||
icon_state = "open"
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/close_animation()
|
||||
if(icon_state == "open")
|
||||
icon_state = "closing"
|
||||
spawn(CLOSE_DURATION)
|
||||
if(icon_state == "closing")
|
||||
icon_state = "closed"
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/proc/launch_pod()
|
||||
for(var/obj/structure/transit_tube_pod/pod in loc)
|
||||
if(!pod.moving && pod.dir in directions())
|
||||
spawn(5)
|
||||
pod_moving = 1
|
||||
close_animation()
|
||||
sleep(CLOSE_DURATION + 2)
|
||||
if(icon_state == "closed" && pod)
|
||||
pod.follow_tube()
|
||||
|
||||
pod_moving = 0
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
|
||||
pod_moving = 1
|
||||
spawn(5)
|
||||
open_animation()
|
||||
sleep(OPEN_DURATION + 2)
|
||||
pod_moving = 0
|
||||
pod.mix_air()
|
||||
|
||||
if(automatic_launch_time)
|
||||
var/const/wait_step = 5
|
||||
var/i = 0
|
||||
while(i < automatic_launch_time)
|
||||
sleep(wait_step)
|
||||
i += wait_step
|
||||
|
||||
if(pod_moving || icon_state != "open")
|
||||
return
|
||||
|
||||
launch_pod()
|
||||
|
||||
|
||||
|
||||
// Returns a /list of directions this tube section can
|
||||
// connect to.
|
||||
/obj/structure/transit_tube/proc/directions()
|
||||
return tube_dirs
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/has_entrance(from_dir)
|
||||
from_dir = turn(from_dir, 180)
|
||||
|
||||
for(var/direction in directions())
|
||||
if(direction == from_dir)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/has_exit(in_dir)
|
||||
for(var/direction in directions())
|
||||
if(direction == in_dir)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
// Searches for an exit direction within 45 degrees of the
|
||||
// specified dir. Returns that direction, or 0 if none match.
|
||||
/obj/structure/transit_tube/proc/get_exit(in_dir)
|
||||
var/near_dir = 0
|
||||
var/in_dir_cw = turn(in_dir, -45)
|
||||
var/in_dir_ccw = turn(in_dir, 45)
|
||||
|
||||
for(var/direction in directions())
|
||||
if(direction == in_dir)
|
||||
return direction
|
||||
|
||||
else if(direction == in_dir_cw)
|
||||
near_dir = direction
|
||||
|
||||
else if(direction == in_dir_ccw)
|
||||
near_dir = direction
|
||||
|
||||
return near_dir
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
|
||||
return exit_delay
|
||||
|
||||
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
|
||||
return enter_delay
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod/proc/follow_tube()
|
||||
if(moving)
|
||||
return
|
||||
|
||||
moving = 1
|
||||
|
||||
spawn()
|
||||
var/obj/structure/transit_tube/current_tube = null
|
||||
var/next_dir
|
||||
var/next_loc
|
||||
|
||||
for(var/obj/structure/transit_tube/tube in loc)
|
||||
if(tube.has_exit(dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
while(current_tube)
|
||||
next_dir = current_tube.get_exit(dir)
|
||||
|
||||
if(!next_dir)
|
||||
break
|
||||
|
||||
sleep(current_tube.exit_delay(src, dir))
|
||||
next_loc = get_step(loc, next_dir)
|
||||
|
||||
current_tube = null
|
||||
for(var/obj/structure/transit_tube/tube in next_loc)
|
||||
if(tube.has_entrance(next_dir))
|
||||
current_tube = tube
|
||||
break
|
||||
|
||||
if(current_tube == null)
|
||||
dir = next_dir
|
||||
step(src, dir)
|
||||
break
|
||||
|
||||
sleep(current_tube.enter_delay(src, next_dir))
|
||||
dir = next_dir
|
||||
loc = next_loc
|
||||
|
||||
if(current_tube && current_tube.should_stop_pod(src, next_dir))
|
||||
current_tube.pod_stopped(src, dir)
|
||||
break
|
||||
|
||||
moving = 0
|
||||
|
||||
|
||||
|
||||
// HUGE HACK: Because the pod isn't a mecha, travelling through tubes over space
|
||||
// won't protect people from space.
|
||||
// This avoids editing an additional file, so that adding
|
||||
// tubes to a SS13 codebase is a simple as dropping this code file and the
|
||||
// required icon files somewhere where BYOND can find them.
|
||||
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
|
||||
if(!istype(loc, /obj/structure/transit_tube_pod))
|
||||
return ..(environment)
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube_pod/return_air()
|
||||
var/datum/gas_mixture/GM = new()
|
||||
GM.oxygen = MOLES_O2STANDARD * 2
|
||||
GM.nitrogen = MOLES_N2STANDARD
|
||||
GM.temperature = T20C
|
||||
return GM
|
||||
|
||||
// For now, copying what I found in an unused FEA file (and almost identical in a
|
||||
// used ZAS file). Means that assume_air and remove_air don't actually alter the
|
||||
// air contents.
|
||||
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
|
||||
return 0
|
||||
|
||||
/obj/structure/transit_tube_pod/remove_air(amount)
|
||||
var/oxygen = MOLES_O2STANDARD
|
||||
var/carbon_dioxide = 0
|
||||
var/nitrogen = MOLES_N2STANDARD
|
||||
var/toxins = 0
|
||||
|
||||
var/datum/gas_mixture/GM = new()
|
||||
|
||||
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
|
||||
if(sum>0)
|
||||
GM.oxygen = (oxygen/sum)*amount
|
||||
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
|
||||
GM.nitrogen = (nitrogen/sum)*amount
|
||||
GM.toxins = (toxins/sum)*amount
|
||||
|
||||
GM.temperature = T20C
|
||||
GM.update_values() //Needed in ZAS to prevent suffocation. Not present in FEA. Comment/uncomment as nessecary.
|
||||
|
||||
return GM
|
||||
|
||||
|
||||
|
||||
// Called when a pod arrives at, and before a pod departs from a station,
|
||||
// giving it a chance to mix its internal air supply with the turf it is
|
||||
// currently on.
|
||||
/obj/structure/transit_tube_pod/proc/mix_air()
|
||||
//Needs to be implemented at some point
|
||||
|
||||
|
||||
|
||||
// When the player moves, check if the pos is currently stopped at a station.
|
||||
// if it is, check the direction. If the direction matches the direction of
|
||||
// the station, try to exit. If the direction matches one of the station's
|
||||
// tube directions, launch the pod in that direction.
|
||||
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
|
||||
if(!moving && istype(mob, /mob) && mob.client)
|
||||
for(var/obj/structure/transit_tube/station/station in loc)
|
||||
if(!station.pod_moving && (dir in station.directions()))
|
||||
if(direction == station.dir)
|
||||
if(station.icon_state == "open")
|
||||
mob.loc = loc
|
||||
mob.client.Move(get_step(loc, direction), direction)
|
||||
|
||||
else
|
||||
station.open_animation()
|
||||
|
||||
else if(direction in station.directions())
|
||||
dir = direction
|
||||
station.launch_pod()
|
||||
|
||||
|
||||
|
||||
/obj/structure/transit_tube/New(loc)
|
||||
..(loc)
|
||||
|
||||
if(tube_dirs == null)
|
||||
init_dirs()
|
||||
|
||||
|
||||
|
||||
// Parse the icon_state into a list of directions.
|
||||
// This means that mappers can use Dream Maker's built in
|
||||
// "Generate Instances from Icon-states" option to get all
|
||||
// variations. Additionally, as a separate proc, sub-types
|
||||
// can handle it more intelligently.
|
||||
/obj/structure/transit_tube/proc/init_dirs()
|
||||
tube_dirs = parse_dirs(icon_state)
|
||||
|
||||
if(copytext(icon_state, 1, 3) == "D-")
|
||||
density = 0
|
||||
|
||||
|
||||
|
||||
// Tube station directions are simply 90 to either side of
|
||||
// the exit.
|
||||
/obj/structure/transit_tube/station/init_dirs()
|
||||
tube_dirs = list(turn(dir, 90), turn(dir, -90))
|
||||
|
||||
|
||||
|
||||
// Uses a list() to cache return values. Since they should
|
||||
// never be edited directly, all tubes with a certain
|
||||
// icon_state can just reference the same list. In theory,
|
||||
// reduces memory usage, and improves CPU cache usage.
|
||||
// In reality, I don't know if that is quite how BYOND works,
|
||||
// but it is probably safer to assume the existence of, and
|
||||
// rely on, a sufficiently smart compiler/optimizer.
|
||||
/obj/structure/transit_tube/proc/parse_dirs(text)
|
||||
var/global/list/direction_table = list()
|
||||
|
||||
if(text in direction_table)
|
||||
return direction_table[text]
|
||||
|
||||
var/list/split_text = stringsplit(text, "-")
|
||||
|
||||
// If the first token is D, the icon_state represents
|
||||
// a purely decorative tube, and doesn't actually
|
||||
// connect to anything.
|
||||
if(split_text[1] == "D")
|
||||
direction_table[text] = list()
|
||||
return null
|
||||
|
||||
var/list/directions = list()
|
||||
|
||||
for(var/text_part in split_text)
|
||||
var/direction = text2dir_extended(text_part)
|
||||
|
||||
if(direction > 0)
|
||||
directions += direction
|
||||
|
||||
direction_table[text] = directions
|
||||
return directions
|
||||
|
||||
|
||||
|
||||
// A copy of text2dir, extended to accept one and two letter
|
||||
// directions, and to clearly return 0 otherwise.
|
||||
/obj/structure/transit_tube/proc/text2dir_extended(direction)
|
||||
switch(uppertext(direction))
|
||||
if("NORTH", "N")
|
||||
return 1
|
||||
if("SOUTH", "S")
|
||||
return 2
|
||||
if("EAST", "E")
|
||||
return 4
|
||||
if("WEST", "W")
|
||||
return 8
|
||||
if("NORTHEAST", "NE")
|
||||
return 5
|
||||
if("NORTHWEST", "NW")
|
||||
return 9
|
||||
if("SOUTHEAST", "SE")
|
||||
return 6
|
||||
if("SOUTHWEST", "SW")
|
||||
return 10
|
||||
else
|
||||
return 0
|
||||
@@ -66,6 +66,7 @@ var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Al
|
||||
for(var/T in paths)
|
||||
var/datum/surgery_step/S = new T
|
||||
surgery_steps += S
|
||||
sort_surgeries()
|
||||
/* // Uncomment to debug chemical reaction list.
|
||||
/client/verb/debug_chemical_list()
|
||||
|
||||
|
||||
@@ -63,8 +63,8 @@
|
||||
|
||||
var/server
|
||||
var/banappeals
|
||||
var/wikiurl
|
||||
var/forumurl
|
||||
var/wikiurl = "http://baystation12.net/wiki/index.php?title=Main_Page"
|
||||
var/forumurl = "http://baystation12.net/forums/"
|
||||
|
||||
//Alert level description
|
||||
var/alert_desc_green = "All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced."
|
||||
@@ -109,6 +109,8 @@
|
||||
var/ban_legacy_system = 0 //Defines whether the server uses the legacy banning system with the files in /data or the SQL system. Config option in config.txt
|
||||
var/use_age_restriction_for_jobs = 0 //Do jobs use account age restrictions? --requires database
|
||||
|
||||
var/simultaneous_pm_warning_timeout = 100
|
||||
|
||||
var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions.
|
||||
|
||||
var/assistant_maint = 0 //Do assistants get maint access?
|
||||
|
||||
@@ -62,6 +62,7 @@ datum/controller/game_controller/proc/setup()
|
||||
setup_objects()
|
||||
setupgenetics()
|
||||
setupfactions()
|
||||
setup_economy()
|
||||
|
||||
for(var/i=0, i<max_secret_rooms, i++)
|
||||
make_mining_asteroid_secret()
|
||||
@@ -190,6 +191,7 @@ datum/controller/game_controller/proc/process()
|
||||
|
||||
//EVENTS
|
||||
timer = world.timeofday
|
||||
process_events()
|
||||
events_cost = (world.timeofday - timer) / 10
|
||||
|
||||
//TICKER
|
||||
@@ -277,6 +279,18 @@ datum/controller/game_controller/proc/process_powernets()
|
||||
continue
|
||||
powernets.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_events()
|
||||
last_thing_processed = /datum/event
|
||||
var/i = 1
|
||||
while(i<=events.len)
|
||||
var/datum/event/Event = events[i]
|
||||
if(Event)
|
||||
Event.process()
|
||||
i++
|
||||
continue
|
||||
events.Cut(i,i+1)
|
||||
checkEvent()
|
||||
|
||||
datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
|
||||
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
|
||||
for(var/varname in master_controller.vars)
|
||||
|
||||
@@ -118,7 +118,7 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
|
||||
switch(H.get_species())
|
||||
if("Tajaran")
|
||||
icobase = 'icons/mob/human_races/r_tajaran.dmi'
|
||||
if( "Soghun")
|
||||
if("Unathi")
|
||||
icobase = 'icons/mob/human_races/r_lizard.dmi'
|
||||
if("Skrell")
|
||||
icobase = 'icons/mob/human_races/r_skrell.dmi'
|
||||
|
||||
@@ -61,6 +61,8 @@ datum/mind
|
||||
New(var/key)
|
||||
src.key = key
|
||||
|
||||
//put this here for easier tracking ingame
|
||||
var/datum/money_account/initial_account
|
||||
|
||||
proc/transfer_to(mob/living/new_character)
|
||||
if(!istype(new_character))
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/****************************************************
|
||||
INTERNAL ORGANS
|
||||
****************************************************/
|
||||
|
||||
/*
|
||||
/datum/organ/internal
|
||||
name = "internal"
|
||||
var/damage = 0
|
||||
@@ -62,3 +64,53 @@
|
||||
var/lungs = null
|
||||
var/stomach = null
|
||||
|
||||
*/
|
||||
|
||||
/mob/living/carbon/human/var/list/internal_organs = list()
|
||||
|
||||
/datum/organ/internal
|
||||
// amount of damage to the organ
|
||||
var/damage = 0
|
||||
var/min_bruised_damage = 10
|
||||
var/min_broken_damage = 30
|
||||
var/parent_organ = "chest"
|
||||
|
||||
/datum/organ/internal/proc/is_bruised()
|
||||
return damage >= min_bruised_damage
|
||||
|
||||
/datum/organ/internal/proc/is_broken()
|
||||
return damage >= min_broken_damage
|
||||
|
||||
|
||||
/datum/organ/internal/New(mob/living/carbon/human/H)
|
||||
..()
|
||||
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
|
||||
if(E.internal_organs == null)
|
||||
E.internal_organs = list()
|
||||
E.internal_organs += src
|
||||
H.internal_organs[src.name] = src
|
||||
src.owner = H
|
||||
|
||||
/datum/organ/internal/proc/take_damage(amount)
|
||||
src.damage += amount
|
||||
|
||||
var/datum/organ/external/parent = owner.get_organ(parent_organ)
|
||||
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
|
||||
|
||||
/datum/organ/internal/heart
|
||||
name = "heart"
|
||||
parent_organ = "chest"
|
||||
|
||||
|
||||
/datum/organ/internal/lungs
|
||||
name = "lungs"
|
||||
parent_organ = "chest"
|
||||
|
||||
/datum/organ/internal/liver
|
||||
name = "liver"
|
||||
parent_organ = "chest"
|
||||
|
||||
|
||||
/datum/organ/internal/kidney
|
||||
name = "kidney"
|
||||
parent_organ = "chest"
|
||||
@@ -81,3 +81,10 @@ mob/living/carbon/human/proc/handle_pain()
|
||||
maxdam = dam
|
||||
if(damaged_organ)
|
||||
pain(damaged_organ.display_name, maxdam, 0)
|
||||
|
||||
// Damage to internal organs hurts a lot.
|
||||
for(var/organ_name in internal_organs)
|
||||
var/datum/organ/internal/I = internal_organs[organ_name]
|
||||
if(I.damage > 2) if(prob(2))
|
||||
var/datum/organ/external/parent = get_organ(I.parent_organ)
|
||||
src.custom_pain("You feel a sharp pain in your [parent.display_name]", 1)
|
||||
@@ -96,6 +96,23 @@
|
||||
else if(damage_type == BURN)
|
||||
return salved
|
||||
|
||||
// checks if wound is considered open for external infections
|
||||
// untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger
|
||||
proc/can_infect()
|
||||
if (is_treated() && damage < 10)
|
||||
return 0
|
||||
if (disinfected)
|
||||
return 0
|
||||
var/dam_coef = round(damage/10)
|
||||
switch (damage_type)
|
||||
if (BRUISE)
|
||||
return prob(dam_coef*5) && bleeding() //bruises only infectable if bleeding
|
||||
if (BURN)
|
||||
return prob(dam_coef*10)
|
||||
if (CUT)
|
||||
return prob(dam_coef*20)
|
||||
|
||||
return 0
|
||||
// heal the given amount of damage, and if the given amount of damage was more
|
||||
// than what needed to be healed, return how much heal was left
|
||||
// set @heals_internal to also heal internal organ damage
|
||||
@@ -131,31 +148,31 @@
|
||||
return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
|
||||
|
||||
/** CUTS **/
|
||||
/datum/wound/cut
|
||||
/datum/wound/cut/small
|
||||
// link wound descriptions to amounts of damage
|
||||
max_bleeding_stage = 2
|
||||
stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
|
||||
|
||||
/datum/wound/deep_cut
|
||||
/datum/wound/cut/deep
|
||||
max_bleeding_stage = 3
|
||||
stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
|
||||
|
||||
/datum/wound/flesh_wound
|
||||
/datum/wound/cut/flesh
|
||||
max_bleeding_stage = 3
|
||||
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
|
||||
|
||||
/datum/wound/gaping_wound
|
||||
/datum/wound/cut/gaping
|
||||
max_bleeding_stage = 2
|
||||
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
|
||||
"small straight scar" = 0)
|
||||
|
||||
/datum/wound/big_gaping_wound
|
||||
/datum/wound/cut/gaping_big
|
||||
max_bleeding_stage = 2
|
||||
stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
|
||||
/datum/wound/massive_wound
|
||||
datum/wound/cut/massive
|
||||
max_bleeding_stage = 2
|
||||
stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
|
||||
|
||||
@@ -169,50 +186,51 @@
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
damage_type = BRUISE
|
||||
|
||||
/datum/wound/bruise/monumental_bruise
|
||||
/datum/wound/bruise/monumental
|
||||
|
||||
// implement sub-paths by starting at a later stage
|
||||
/datum/wound/bruise/huge_bruise
|
||||
current_stage = 1
|
||||
|
||||
/datum/wound/bruise/large_bruise
|
||||
current_stage = 2
|
||||
|
||||
/datum/wound/bruise/moderate_bruise
|
||||
current_stage = 3
|
||||
needs_treatment = 0
|
||||
|
||||
/datum/wound/bruise/small_bruise
|
||||
current_stage = 4
|
||||
needs_treatment = 0
|
||||
|
||||
/datum/wound/bruise/tiny_bruise
|
||||
/datum/wound/bruise/tiny
|
||||
current_stage = 5
|
||||
needs_treatment = 0
|
||||
|
||||
/datum/wound/bruise/small
|
||||
current_stage = 4
|
||||
needs_treatment = 0
|
||||
|
||||
/datum/wound/bruise/moderate
|
||||
current_stage = 3
|
||||
needs_treatment = 0
|
||||
|
||||
/datum/wound/bruise/large
|
||||
current_stage = 2
|
||||
|
||||
/datum/wound/bruise/huge
|
||||
current_stage = 1
|
||||
|
||||
/** BURNS **/
|
||||
/datum/wound/moderate_burn
|
||||
/datum/wound/burn/moderate
|
||||
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/large_burn
|
||||
/datum/wound/burn/large
|
||||
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/severe_burn
|
||||
/datum/wound/burn/severe
|
||||
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
|
||||
damage_type = BURN
|
||||
|
||||
/datum/wound/deep_burn
|
||||
/datum/wound/burn/deep
|
||||
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
@@ -220,7 +238,7 @@
|
||||
damage_type = BURN
|
||||
|
||||
|
||||
/datum/wound/carbonised_area
|
||||
/datum/wound/burn/carbonised
|
||||
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
|
||||
|
||||
needs_treatment = 1 // this only heals when bandaged
|
||||
|
||||
@@ -18,7 +18,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
var/access = null
|
||||
var/hidden = 0
|
||||
var/contraband = 0
|
||||
var/group
|
||||
var/group = "Operations"
|
||||
|
||||
/datum/supply_packs/New()
|
||||
manifest += "<ul>"
|
||||
@@ -258,6 +258,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
containertype = /obj/structure/largecrate/goat
|
||||
containername = "Goat Crate"
|
||||
access = access_hydroponics
|
||||
group = "Hydroponics"
|
||||
|
||||
/datum/supply_packs/chicken
|
||||
name = "Chicken Crate"
|
||||
@@ -265,6 +266,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
containertype = /obj/structure/largecrate/chick
|
||||
containername = "Chicken Crate"
|
||||
access = access_hydroponics
|
||||
group = "Hydroponics"
|
||||
|
||||
/datum/supply_packs/lisa
|
||||
name = "Corgi Crate"
|
||||
@@ -272,6 +274,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
cost = 50
|
||||
containertype = /obj/structure/largecrate/lisa
|
||||
containername = "Corgi Crate"
|
||||
group = "Hydroponics"
|
||||
|
||||
/datum/supply_packs/seeds
|
||||
name = "Seeds Crate"
|
||||
@@ -338,7 +341,6 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
containername = "Medical crate"
|
||||
group = "Medical / Science"
|
||||
|
||||
|
||||
/datum/supply_packs/virus
|
||||
name = "Virus crate"
|
||||
contains = list(/obj/item/weapon/reagent_containers/glass/bottle/flu_virion,
|
||||
@@ -353,6 +355,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
/obj/item/weapon/storage/box/syringes,
|
||||
/obj/item/weapon/storage/box/beakers,
|
||||
/obj/item/weapon/reagent_containers/glass/bottle/mutagen)
|
||||
cost = 25
|
||||
containertype = "/obj/structure/closet/crate/secure"
|
||||
containername = "Virus crate"
|
||||
access = access_cmo
|
||||
group = "Medical / Science"
|
||||
@@ -819,14 +823,14 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
group = "Medical / Science"
|
||||
|
||||
/datum/supply_packs/randomised/pizza
|
||||
num_contained = 6
|
||||
num_contained = 5
|
||||
contains = list(/obj/item/pizzabox/margherita,
|
||||
/obj/item/pizzabox/mushroom,
|
||||
/obj/item/pizzabox/meat,
|
||||
/obj/item/pizzabox/vegetable)
|
||||
name = "Surprise pack of half a dozen pizzas"
|
||||
name = "Surprise pack of five dozen pizzas"
|
||||
cost = 15
|
||||
containertype = /obj/structure/closet/crate
|
||||
containertype = /obj/structure/closet/crate/freezer
|
||||
containername = "Pizza crate"
|
||||
group = "Hospitality"
|
||||
|
||||
@@ -847,3 +851,83 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
|
||||
containertype = /obj/structure/closet
|
||||
containername = "Formalwear for the best occasions."
|
||||
group = "Operations"
|
||||
|
||||
/datum/supply_packs/rust_injector
|
||||
contains = list(/obj/machinery/power/rust_fuel_injector)
|
||||
name = "RUST fuel injector"
|
||||
cost = 50
|
||||
containertype = /obj/structure/closet/crate/secure/large
|
||||
containername = "RUST injector crate"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
/datum/supply_packs/rust_compressor
|
||||
contains = list(/obj/item/weapon/module/rust_fuel_compressor)
|
||||
name = "RUST fuel compressor circuitry"
|
||||
cost = 60
|
||||
containertype = /obj/structure/closet/crate/secure
|
||||
containername = "RUST fuel compressor circuitry"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
/datum/supply_packs/rust_assembly_port
|
||||
contains = list(/obj/item/weapon/module/rust_fuel_port)
|
||||
name = "RUST fuel assembly port circuitry"
|
||||
cost = 40
|
||||
containertype = /obj/structure/closet/crate/secure
|
||||
containername = "RUST fuel assembly port circuitry"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
/datum/supply_packs/rust_core
|
||||
contains = list(/obj/machinery/power/rust_core)
|
||||
name = "RUST Tokamak Core"
|
||||
cost = 75
|
||||
containertype = /obj/structure/closet/crate/secure/large
|
||||
containername = "RUST tokamak crate"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
/datum/supply_packs/shield_gen
|
||||
contains = list(/obj/item/weapon/circuitboard/shield_gen)
|
||||
name = "Experimental shield generator circuitry"
|
||||
cost = 50
|
||||
containertype = /obj/structure/closet/crate/secure
|
||||
containername = "Experimental shield generator"
|
||||
group = "Engineering"
|
||||
access = access_ce
|
||||
|
||||
/datum/supply_packs/shield_cap
|
||||
contains = list(/obj/item/weapon/circuitboard/shield_cap)
|
||||
name = "Experimental shield capacitor circuitry"
|
||||
cost = 50
|
||||
containertype = /obj/structure/closet/crate/secure
|
||||
containername = "Experimental shield capacitor"
|
||||
group = "Engineering"
|
||||
access = access_ce
|
||||
|
||||
/datum/supply_packs/eftpos
|
||||
contains = list(/obj/item/device/eftpos)
|
||||
name = "EFTPOS scanner"
|
||||
cost = 10
|
||||
containertype = /obj/structure/closet/crate
|
||||
containername = "EFTPOS crate"
|
||||
group = "Operations"
|
||||
|
||||
/datum/supply_packs/teg
|
||||
contains = list(/obj/machinery/power/generator)
|
||||
name = "Mark I Thermoelectric Generator"
|
||||
cost = 75
|
||||
containertype = /obj/structure/closet/crate/secure/large
|
||||
containername = "Mk1 TEG crate"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
/datum/supply_packs/circulator
|
||||
contains = list(/obj/machinery/atmospherics/binary/circulator)
|
||||
name = "Binary atmospheric circulator"
|
||||
cost = 60
|
||||
containertype = /obj/structure/closet/crate/secure/large
|
||||
containername = "Atmospheric circulator crate"
|
||||
group = "Engineering"
|
||||
access = access_engine
|
||||
|
||||
@@ -70,7 +70,7 @@
|
||||
.manifest td:first-child {text-align:right}
|
||||
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
|
||||
</style></head>
|
||||
<table class="manifest">
|
||||
<table class="manifest" width='350px'>
|
||||
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
|
||||
"}
|
||||
var/even = 0
|
||||
@@ -94,28 +94,31 @@
|
||||
|
||||
//world << "[name]: [rank]"
|
||||
|
||||
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
|
||||
var/department = 0
|
||||
if(real_rank in command_positions)
|
||||
heads[name] = rank
|
||||
department = 1
|
||||
if(real_rank in security_positions)
|
||||
sec[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
if(real_rank in engineering_positions)
|
||||
eng[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
if(real_rank in medical_positions)
|
||||
med[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
if(real_rank in science_positions)
|
||||
sci[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
if(real_rank in civilian_positions)
|
||||
civ[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
if(real_rank in nonhuman_positions)
|
||||
bot[name] = rank
|
||||
continue
|
||||
department = 1
|
||||
|
||||
if(!(name in heads))
|
||||
if(!department && !(name in heads))
|
||||
misc[name] = rank
|
||||
|
||||
if(heads.len > 0)
|
||||
|
||||
@@ -269,17 +269,17 @@
|
||||
if(prob(35))
|
||||
|
||||
if(istype(src, /area/chapel))
|
||||
sound = pick('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg')
|
||||
sound = pick('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg','sound/music/traitor.ogg')
|
||||
else if(istype(src, /area/medical/morgue))
|
||||
sound = pick('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg','sound/ambience/title2.ogg')
|
||||
sound = pick('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg','sound/music/main.ogg')
|
||||
else if(type == /area)
|
||||
sound = pick('sound/ambience/ambispace.ogg','sound/ambience/title2.ogg',)
|
||||
sound = pick('sound/ambience/ambispace.ogg','sound/music/title2.ogg','sound/music/space.ogg','sound/music/main.ogg','sound/music/traitor.ogg')
|
||||
else if(istype(src, /area/engine))
|
||||
sound = pick('sound/ambience/ambisin1.ogg','sound/ambience/ambisin2.ogg','sound/ambience/ambisin3.ogg','sound/ambience/ambisin4.ogg')
|
||||
else if(istype(src, /area/AIsattele) || istype(src, /area/turret_protected/ai) || istype(src, /area/turret_protected/ai_upload) || istype(src, /area/turret_protected/ai_upload_foyer))
|
||||
sound = pick('sound/ambience/ambimalf.ogg')
|
||||
else if(istype(src, /area/mine/explored) || istype(src, /area/mine/unexplored))
|
||||
sound = pick('sound/ambience/ambimine.ogg')
|
||||
sound = pick('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg')
|
||||
musVolume = 25
|
||||
else if(istype(src, /area/tcommsat) || istype(src, /area/turret_protected/tcomwest) || istype(src, /area/turret_protected/tcomeast) || istype(src, /area/turret_protected/tcomfoyer) || istype(src, /area/turret_protected/tcomsat))
|
||||
sound = pick('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
/datum/event
|
||||
|
||||
var/Lifetime = 0
|
||||
var/ActiveFor = 0
|
||||
|
||||
New()
|
||||
..()
|
||||
if(!Lifetime)
|
||||
Lifetime = rand(30, 120)
|
||||
|
||||
proc
|
||||
Announce()
|
||||
|
||||
Tick()
|
||||
|
||||
Die()
|
||||
|
||||
LongTerm()
|
||||
LongTermEvent = ActiveEvent
|
||||
ActiveEvent = null
|
||||
@@ -1,88 +0,0 @@
|
||||
/obj/effect/bhole
|
||||
name = "black hole"
|
||||
icon = 'objects.dmi'
|
||||
desc = "FUCK FUCK FUCK AAAHHH"
|
||||
icon_state = "bhole3"
|
||||
opacity = 1
|
||||
unacidable = 1
|
||||
density = 0
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/bhole/New()
|
||||
spawn(4)
|
||||
controller()
|
||||
|
||||
/obj/effect/bhole/proc/controller()
|
||||
while(src)
|
||||
|
||||
if(!isturf(loc))
|
||||
del(src)
|
||||
return
|
||||
|
||||
//DESTROYING STUFF AT THE EPICENTER
|
||||
for(var/mob/living/M in orange(1,src))
|
||||
del(M)
|
||||
for(var/obj/O in orange(1,src))
|
||||
del(O)
|
||||
for(var/turf/simulated/ST in orange(1,src))
|
||||
ST.ReplaceWithSpace()
|
||||
|
||||
sleep(6)
|
||||
grav(10, 4, 10, 0 )
|
||||
sleep(6)
|
||||
grav( 8, 4, 10, 0 )
|
||||
sleep(6)
|
||||
grav( 9, 4, 10, 0 )
|
||||
sleep(6)
|
||||
grav( 7, 3, 40, 1 )
|
||||
sleep(6)
|
||||
grav( 5, 3, 40, 1 )
|
||||
sleep(6)
|
||||
grav( 6, 3, 40, 1 )
|
||||
sleep(6)
|
||||
grav( 4, 2, 50, 6 )
|
||||
sleep(6)
|
||||
grav( 3, 2, 50, 6 )
|
||||
sleep(6)
|
||||
grav( 2, 2, 75,25 )
|
||||
sleep(6)
|
||||
|
||||
|
||||
|
||||
//MOVEMENT
|
||||
if( prob(50) )
|
||||
src.anchored = 0
|
||||
step(src,pick(alldirs))
|
||||
src.anchored = 1
|
||||
|
||||
/obj/effect/bhole/proc/grav(var/r, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
|
||||
if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
|
||||
del(src)
|
||||
return
|
||||
for(var/t = -r, t < r, t++)
|
||||
affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
|
||||
affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
|
||||
affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
|
||||
affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
|
||||
return
|
||||
|
||||
/obj/effect/bhole/proc/affect_coord(var/x, var/y, var/ex_act_force, var/pull_chance, var/turf_removal_chance)
|
||||
//Get turf at coordinate
|
||||
var/turf/T = locate(x, y, z)
|
||||
if(isnull(T)) return
|
||||
|
||||
//Pulling and/or ex_act-ing movable atoms in that turf
|
||||
if( prob(pull_chance) )
|
||||
for(var/obj/O in T.contents)
|
||||
if(O.anchored)
|
||||
O.ex_act(ex_act_force)
|
||||
else
|
||||
step_towards(O,src)
|
||||
for(var/mob/living/M in T.contents)
|
||||
step_towards(M,src)
|
||||
|
||||
//Destroying the turf
|
||||
if( T && istype(T,/turf/simulated) && prob(turf_removal_chance) )
|
||||
var/turf/simulated/ST = T
|
||||
ST.ReplaceWithSpace()
|
||||
return
|
||||
@@ -1,89 +0,0 @@
|
||||
/*
|
||||
Immovable rod random event.
|
||||
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
|
||||
Everything solid in the way will be ex_act()'d
|
||||
In my current plan for it, 'solid' will be defined as anything with density == 1
|
||||
|
||||
--NEOFite
|
||||
*/
|
||||
|
||||
/obj/effect/immovablerod
|
||||
name = "Immovable Rod"
|
||||
desc = "What the fuck is that?"
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "immrod"
|
||||
throwforce = 100
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
Bump(atom/clong)
|
||||
if(istype(clong, /turf/simulated/shuttle)) //Skip shuttles without actually deleting the rod
|
||||
return
|
||||
|
||||
else if (istype(clong, /turf) && !istype(clong, /turf/unsimulated))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
|
||||
else if (istype(clong, /obj))
|
||||
if(clong.density)
|
||||
clong.ex_act(2)
|
||||
for (var/mob/O in hearers(src, null))
|
||||
O.show_message("CLANG", 2)
|
||||
|
||||
else if (istype(clong, /mob))
|
||||
if(clong.density || prob(10))
|
||||
clong.meteorhit(src)
|
||||
else
|
||||
del(src)
|
||||
|
||||
if(clong && prob(25))
|
||||
src.loc = clong.loc
|
||||
|
||||
/proc/immovablerod()
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = 187
|
||||
startx = rand(41, 199)
|
||||
endy = 38
|
||||
endx = rand(41, 199)
|
||||
if(EAST)
|
||||
starty = rand(38, 187)
|
||||
startx = 199
|
||||
endy = rand(38, 187)
|
||||
endx = 41
|
||||
if(SOUTH)
|
||||
starty = 38
|
||||
startx = rand(41, 199)
|
||||
endy = 187
|
||||
endx = rand(41, 199)
|
||||
if(WEST)
|
||||
starty = rand(38, 187)
|
||||
startx = 41
|
||||
endy = rand(38, 187)
|
||||
endx = 199
|
||||
|
||||
//rod time!
|
||||
var/obj/effect/immovablerod/immrod = new /obj/effect/immovablerod(locate(startx, starty, 1))
|
||||
// world << "Rod in play, starting at [start.loc.x],[start.loc.y] and going to [end.loc.x],[end.loc.y]"
|
||||
var/end = locate(endx, endy, 1)
|
||||
spawn(0)
|
||||
walk_towards(immrod, end,1)
|
||||
sleep(1)
|
||||
while (immrod)
|
||||
if (immrod.z != 1)
|
||||
immrod.z = 1
|
||||
if(immrod.loc == end)
|
||||
del(immrod)
|
||||
sleep(10)
|
||||
for(var/obj/effect/immovablerod/imm in world)
|
||||
return
|
||||
sleep(50)
|
||||
command_alert("What the fuck was that?!", "General Alert")
|
||||
@@ -1,122 +0,0 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
|
||||
|
||||
/*
|
||||
Space dust
|
||||
Commonish random event that causes small clumps of "space dust" to hit the station at high speeds.
|
||||
No command report on the common version of this event.
|
||||
The "dust" will damage the hull of the station causin minor hull breaches.
|
||||
*/
|
||||
|
||||
/proc/dust_swarm(var/strength = "weak")
|
||||
var/numbers = 1
|
||||
switch(strength)
|
||||
if("weak")
|
||||
numbers = rand(2,4)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/weak()
|
||||
if("norm")
|
||||
numbers = rand(5,10)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust()
|
||||
if("strong")
|
||||
numbers = rand(10,15)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/strong()
|
||||
if("super")
|
||||
numbers = rand(15,25)
|
||||
for(var/i = 0 to numbers)
|
||||
new/obj/effect/space_dust/super()
|
||||
return
|
||||
|
||||
|
||||
/obj/effect/space_dust
|
||||
name = "Space Dust"
|
||||
desc = "Dust in space."
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "space_dust"
|
||||
density = 1
|
||||
anchored = 1
|
||||
var/strength = 2 //ex_act severity number
|
||||
var/life = 2 //how many things we hit before del(src)
|
||||
|
||||
weak
|
||||
strength = 3
|
||||
life = 1
|
||||
|
||||
strong
|
||||
strength = 1
|
||||
life = 6
|
||||
|
||||
super
|
||||
strength = 1
|
||||
life = 40
|
||||
|
||||
|
||||
New()
|
||||
var/startx = 0
|
||||
var/starty = 0
|
||||
var/endy = 0
|
||||
var/endx = 0
|
||||
var/startside = pick(cardinal)
|
||||
|
||||
switch(startside)
|
||||
if(NORTH)
|
||||
starty = world.maxy-(TRANSITIONEDGE+1)
|
||||
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
|
||||
endy = TRANSITIONEDGE
|
||||
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
|
||||
if(EAST)
|
||||
starty = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
|
||||
startx = world.maxx-(TRANSITIONEDGE+1)
|
||||
endy = rand(TRANSITIONEDGE, world.maxy-TRANSITIONEDGE)
|
||||
endx = TRANSITIONEDGE
|
||||
if(SOUTH)
|
||||
starty = (TRANSITIONEDGE+1)
|
||||
startx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
|
||||
endy = world.maxy-TRANSITIONEDGE
|
||||
endx = rand(TRANSITIONEDGE, world.maxx-TRANSITIONEDGE)
|
||||
if(WEST)
|
||||
starty = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
|
||||
startx = (TRANSITIONEDGE+1)
|
||||
endy = rand(TRANSITIONEDGE,world.maxy-TRANSITIONEDGE)
|
||||
endx = world.maxx-TRANSITIONEDGE
|
||||
var/goal = locate(endx, endy, 1)
|
||||
src.x = startx
|
||||
src.y = starty
|
||||
src.z = 1
|
||||
spawn(0)
|
||||
walk_towards(src, goal, 1)
|
||||
return
|
||||
|
||||
|
||||
Bump(atom/A)
|
||||
spawn(0)
|
||||
if(prob(50))
|
||||
for(var/mob/M in range(10, src))
|
||||
if(!M.stat && !istype(M, /mob/living/silicon/ai))
|
||||
shake_camera(M, 3, 1)
|
||||
if (A)
|
||||
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
|
||||
|
||||
if(ismob(A))
|
||||
A.meteorhit(src)//This should work for now I guess
|
||||
else if(!istype(A,/obj/machinery/emitter) && !istype(A,/obj/machinery/field_generator)) //Protect the singularity from getting released every round!
|
||||
A.ex_act(strength) //Changing emitter/field gen ex_act would make it immune to bombs and C4
|
||||
|
||||
life--
|
||||
if(life <= 0)
|
||||
walk(src,0)
|
||||
spawn(1)
|
||||
del(src)
|
||||
return 0
|
||||
return
|
||||
|
||||
|
||||
Bumped(atom/A)
|
||||
Bump(A)
|
||||
return
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
del(src)
|
||||
return
|
||||
@@ -1,37 +0,0 @@
|
||||
/proc/mini_blob_event()
|
||||
|
||||
var/turf/T = pick(blobstart)
|
||||
if(istype(T, /turf/simulated/wall))
|
||||
T.ReplaceWithPlating()
|
||||
for(var/atom/A in T)
|
||||
if(A.density)
|
||||
del(A)
|
||||
var/obj/effect/blob/bl = new /obj/effect/blob( T, 30 )
|
||||
spawn(0)
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.Life()
|
||||
bl.blobdebug = 1
|
||||
bl.Life()
|
||||
blobevent = 1
|
||||
spawn(0)
|
||||
dotheblobbaby()
|
||||
spawn(15000)
|
||||
blobevent = 0
|
||||
spawn(rand(600, 1800)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()].", "Biohazard Alert")
|
||||
world << sound('outbreak5.ogg')
|
||||
|
||||
/proc/dotheblobbaby()
|
||||
if (blobevent)
|
||||
if(blobs.len)
|
||||
for(var/i = 1 to 10)
|
||||
sleep(-1)
|
||||
if(!blobs.len) break
|
||||
var/obj/effect/blob/B = pick(blobs)
|
||||
if(B.z != 1)
|
||||
continue
|
||||
B.Life()
|
||||
spawn(150)
|
||||
dotheblobbaby()
|
||||
@@ -1,71 +0,0 @@
|
||||
/proc/power_failure()
|
||||
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
|
||||
world << sound('poweroff.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = 0
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
|
||||
continue
|
||||
S.charge = 0
|
||||
S.output = 0
|
||||
S.online = 0
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 0
|
||||
A.power_equip = 0
|
||||
A.power_environ = 0
|
||||
A.power_change()
|
||||
|
||||
/proc/power_restore()
|
||||
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
world << sound('poweron.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = C.cell.maxcharge
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 1
|
||||
A.power_equip = 1
|
||||
A.power_environ = 1
|
||||
A.power_change()
|
||||
|
||||
/proc/lightsout(isEvent = 0, lightsoutAmount = 1,lightsoutRange = 10) //leave lightsoutAmount as 0 to break ALL lights
|
||||
if(isEvent)
|
||||
command_alert("An Electrical storm has been detected in your area, please repair potential electronic overloads.","Electrical Storm Alert")
|
||||
|
||||
if(lightsoutAmount)
|
||||
var/list/epicentreList = list()
|
||||
|
||||
for(var/i=1,i<=lightsoutAmount,i++)
|
||||
var/list/possibleEpicentres = list()
|
||||
for(var/obj/effect/landmark/newEpicentre in world)
|
||||
if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
|
||||
possibleEpicentres += newEpicentre
|
||||
if(possibleEpicentres.len)
|
||||
epicentreList += pick(possibleEpicentres)
|
||||
else
|
||||
break
|
||||
|
||||
if(!epicentreList.len)
|
||||
return
|
||||
|
||||
for(var/obj/effect/landmark/epicentre in epicentreList)
|
||||
for(var/obj/machinery/power/apc/apc in range(epicentre,lightsoutRange))
|
||||
apc.overload_lighting()
|
||||
|
||||
else
|
||||
for(var/obj/machinery/power/apc/apc in world)
|
||||
apc.overload_lighting()
|
||||
|
||||
return
|
||||
@@ -1,429 +0,0 @@
|
||||
/*
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
|
||||
==================================SPACE NINJA ABILITIES====================================
|
||||
___________________________________________________________________________________________
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*/
|
||||
|
||||
//=======//SAFETY CHECK//=======//
|
||||
/*
|
||||
X is optional, tells the proc to check for specific stuff. C is also optional.
|
||||
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
|
||||
They should, as I have made every effort for that to be the case.
|
||||
In the case that they are not, I imagine the game will run-time error like crazy.
|
||||
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
|
||||
*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
|
||||
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
|
||||
return 1
|
||||
else if(C&&cell.charge<C*10)
|
||||
U << "\red Not enough energy."
|
||||
return 1
|
||||
switch(X)
|
||||
if(1)
|
||||
cancel_stealth()//Get rid of it.
|
||||
if(2)
|
||||
if(s_bombs<=0)
|
||||
U << "\red There are no more smoke bombs remaining."
|
||||
return 1
|
||||
if(3)
|
||||
if(a_boost<=0)
|
||||
U << "\red You do not have any more adrenaline boosters."
|
||||
return 1
|
||||
return (s_coold)//Returns the value of the variable which counts down to zero.
|
||||
|
||||
//=======//TELEPORT GRAB CHECK//=======//
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
|
||||
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
|
||||
var/obj/item/weapon/grab/G = U.get_active_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
|
||||
var/obj/item/weapon/grab/G = U.get_inactive_hand()
|
||||
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
|
||||
return
|
||||
|
||||
//=======//SMOKE//=======//
|
||||
/*Summons smoke in radius of user.
|
||||
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
|
||||
set name = "Smoke Bomb"
|
||||
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0//Will not see it when right clicking.
|
||||
|
||||
if(!ninjacost(,2))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
|
||||
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
|
||||
smoke.set_up(10, 0, U.loc)
|
||||
smoke.start()
|
||||
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
|
||||
s_bombs--
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//9-8 TILE TELEPORT//=======//
|
||||
//Click to to teleport 9-10 tiles in direction facing.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
|
||||
set name = "Phase Jaunt (10E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 100
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//RIGHT CLICK TELEPORT//=======//
|
||||
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
|
||||
set name = "Phase Shift (20E)"
|
||||
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
||||
set category = null//So it does not show up on the panel but can still be right-clicked.
|
||||
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if((!T.density)&&istype(mobloc, /turf))
|
||||
spawn(0)
|
||||
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
|
||||
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
handle_teleport_grab(T, U)
|
||||
U.loc = T
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
spawn(0)//Any living mobs in teleport area are gibbed.
|
||||
T.kill_creatures(U)
|
||||
s_coold = 1
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You cannot teleport into solid walls or from solid matter"
|
||||
return
|
||||
|
||||
//=======//EM PULSE//=======//
|
||||
//Disables nearby tech equipment.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
|
||||
set name = "EM Burst (25E)"
|
||||
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 250
|
||||
if(!ninjacost(C,1))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
|
||||
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
||||
s_coold = 2
|
||||
cell.charge-=(C*10)
|
||||
return
|
||||
|
||||
//=======//ENERGY BLADE//=======//
|
||||
//Summons a blade of energy in active hand.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
|
||||
set name = "Energy Blade (5E)"
|
||||
set desc = "Create a focused beam of energy in your active hand."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!kamikaze)
|
||||
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
U.put_in_hands(W)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "\red You can only summon one blade. Try dropping an item first."
|
||||
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
|
||||
if(!U.get_active_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_hands(W)
|
||||
if(!U.get_inactive_hand())
|
||||
var/obj/item/weapon/melee/energy/blade/W = new()
|
||||
U.put_in_inactive_hand(W)
|
||||
spark_system.start()
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
s_coold = 1
|
||||
return
|
||||
|
||||
//=======//NINJA STARS//=======//
|
||||
/*Shoots ninja stars at random people.
|
||||
This could be a lot better but I'm too tired atm.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
|
||||
set name = "Energy Star (5E)"
|
||||
set desc = "Launches an energy star at a random living target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/C = 50
|
||||
if(!ninjacost(C))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[] = list()//So yo can shoot while yo throw dawg
|
||||
for(var/mob/living/M in oview(loc))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
|
||||
|
||||
var/turf/curloc = U.loc
|
||||
var/atom/targloc = get_turf(target)
|
||||
if (!targloc || !istype(targloc, /turf) || !curloc)
|
||||
return
|
||||
if (targloc == curloc)
|
||||
return
|
||||
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
|
||||
A.current = curloc
|
||||
A.yo = targloc.y - curloc.y
|
||||
A.xo = targloc.x - curloc.x
|
||||
cell.charge-=(C*10)
|
||||
A.process()
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
|
||||
//=======//ENERGY NET//=======//
|
||||
/*Allows the ninja to capture people, I guess.
|
||||
Must right click on a mob to activate.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
|
||||
set name = "Energy Net (20E)"
|
||||
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
|
||||
set category = null
|
||||
set src = usr.contents
|
||||
|
||||
var/C = 200
|
||||
if(!ninjacost(C,1)&&iscarbon(M))
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
|
||||
//if(M)//DEBUG
|
||||
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
|
||||
for(var/turf/T in getline(U.loc, M.loc))
|
||||
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
|
||||
U << "You may not use an energy net through solid obstacles!"
|
||||
return
|
||||
spawn(0)
|
||||
U.Beam(M,"n_beam",,15)
|
||||
M.anchored = 1//Anchors them so they can't move.
|
||||
U.say("Get over here!")
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
|
||||
E.layer = M.layer+1//To have it appear one layer above the mob.
|
||||
for(var/mob/O in viewers(U, 3))
|
||||
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
|
||||
E.affecting = M
|
||||
E.master = U
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(M)
|
||||
cell.charge-=(C*10)
|
||||
else
|
||||
U << "They are already trapped inside an energy net."
|
||||
else
|
||||
U << "They will bring no honor to your Clan!"
|
||||
return
|
||||
|
||||
//=======//ADRENALINE BOOST//=======//
|
||||
/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
|
||||
Movement impairing would indicate drugs and the like.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
|
||||
set name = "Adrenaline Boost"
|
||||
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
|
||||
//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
|
||||
U.SetParalysis(0)
|
||||
U.SetStunned(0)
|
||||
U.SetWeakened(0)
|
||||
/*
|
||||
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
|
||||
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
|
||||
It's technically possible to come back from crit with this but it is very temporary.
|
||||
Life.dm will kick the player back into unconsciosness the next process loop.
|
||||
*/
|
||||
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
|
||||
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
|
||||
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
|
||||
spawn(70)
|
||||
reagents.reaction(U, 2)
|
||||
reagents.trans_id_to(U, "radium", a_transfer)
|
||||
U << "\red You are beginning to feel the after-effect of the injection."
|
||||
a_boost--
|
||||
s_coold = 3
|
||||
return
|
||||
|
||||
/*
|
||||
===================================================================================
|
||||
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
||||
===================================================================================
|
||||
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
|
||||
*/
|
||||
|
||||
//=======//NINJA MOVEMENT//=======//
|
||||
//Also makes you move like you're on crack.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
|
||||
set name = "Shadow Walk"
|
||||
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
if(!U.incorporeal_move)
|
||||
U.incorporeal_move = 2
|
||||
U << "\blue You will now phase through solid matter."
|
||||
else
|
||||
U.incorporeal_move = 0
|
||||
U << "\blue You will no-longer phase through solid matter."
|
||||
return
|
||||
|
||||
//=======//5 TILE TELEPORT/GIB//=======//
|
||||
//Allows to gib up to five squares in a straight line. Seriously.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
|
||||
set name = "Phase Slayer"
|
||||
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/turf/destination = get_teleport_loc(U.loc,U,5)
|
||||
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
|
||||
if(destination&&istype(mobloc, /turf))
|
||||
U.say("Ai Satsugai!")
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
for(var/turf/T in getline(mobloc, destination))
|
||||
spawn(0)
|
||||
T.kill_creatures(U)
|
||||
if(T==mobloc||T==destination) continue
|
||||
spawn(0)
|
||||
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
|
||||
handle_teleport_grab(destination, U)
|
||||
U.loc = destination
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
return
|
||||
|
||||
//=======//TELEPORT BEHIND MOB//=======//
|
||||
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
|
||||
This is so anime it hurts. But that's the point.*/
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
|
||||
set name = "Spider Mirage"
|
||||
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
|
||||
set category = "Ninja Ability"
|
||||
set popup_menu = 0
|
||||
|
||||
if(!ninjacost())//Simply checks for stat.
|
||||
var/mob/living/carbon/human/U = affecting
|
||||
var/targets[]
|
||||
targets = new()
|
||||
for(var/mob/living/M in oview(6))
|
||||
if(M.stat) continue//Doesn't target corpses or paralyzed people.
|
||||
targets.Add(M)
|
||||
if(targets.len)
|
||||
var/mob/living/target=pick(targets)
|
||||
var/locx
|
||||
var/locy
|
||||
var/turf/mobloc = get_turf(target.loc)
|
||||
var/safety = 0
|
||||
switch(target.dir)
|
||||
if(NORTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y-1)
|
||||
if(locy<1)
|
||||
safety = 1
|
||||
if(SOUTH)
|
||||
locx = mobloc.x
|
||||
locy = (mobloc.y+1)
|
||||
if(locy>world.maxy)
|
||||
safety = 1
|
||||
if(EAST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x-1)
|
||||
if(locx<1)
|
||||
safety = 1
|
||||
if(WEST)
|
||||
locy = mobloc.y
|
||||
locx = (mobloc.x+1)
|
||||
if(locx>world.maxx)
|
||||
safety = 1
|
||||
else safety=1
|
||||
if(!safety&&istype(mobloc, /turf))
|
||||
U.say("Kumo no Shinkiro!")
|
||||
var/turf/picked = locate(locx,locy,mobloc.z)
|
||||
spawn(0)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
|
||||
|
||||
spawn(0)
|
||||
var/limit = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
spawn(0)
|
||||
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
limit--
|
||||
if(limit<=0) break
|
||||
|
||||
handle_teleport_grab(picked, U)
|
||||
U.loc = picked
|
||||
U.dir = target.dir
|
||||
|
||||
spawn(0)
|
||||
spark_system.start()
|
||||
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(U.loc, "sparks", 50, 1)
|
||||
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
|
||||
s_coold = 1
|
||||
else
|
||||
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
||||
else
|
||||
U << "\red There are no targets in view."
|
||||
return
|
||||
@@ -1,996 +0,0 @@
|
||||
/*
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
+++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
|
||||
======================================SPACE NINJA SETUP====================================
|
||||
___________________________________________________________________________________________
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
*/
|
||||
|
||||
/*
|
||||
README:
|
||||
|
||||
Data:
|
||||
|
||||
>> space_ninja.dm << is this file. It contains a variety of procs related to either spawning space ninjas,
|
||||
modifying their verbs, various help procs, testing debug-related content, or storing unused procs for later.
|
||||
Similar functions should go into this file, along with anything else that may not have an explicit category.
|
||||
IMPORTANT: actual ninja suit, gloves, etc, are stored under the appropriate clothing files. If you need to change
|
||||
variables or look them up, look there. Easiest way is through the map file browser.
|
||||
|
||||
>> ninja_abilities.dm << contains all the ninja-related powers. Spawning energy swords, teleporting, and the like.
|
||||
If more powers are added, or perhaps something related to powers, it should go there. Make sure to describe
|
||||
what an ability/power does so it's easier to reference later without looking at the code.
|
||||
IMPORTANT: verbs are still somewhat funky to work with. If an argument is specified but is not referenced in a way
|
||||
BYOND likes, in the code content, the verb will fail to trigger. Nothing will happen, literally, when clicked.
|
||||
This can be bypassed by either referencing the argument properly, or linking to another proc with the argument
|
||||
attached. The latter is what I like to do for certain cases--sometimes it's necessary to do that regardless.
|
||||
|
||||
>> ninja_equipment.dm << deals with all the equipment-related procs for a ninja. Primarily it has the suit, gloves,
|
||||
and mask. The suit is by far the largest section of code out of the three and includes a lot of code that ties in
|
||||
to other functions. This file has gotten kind of large so breaking it up may be in order. I use section hearders.
|
||||
IMPORTANT: not much to say here. Follow along with the comments and adding new functions should be a breeze. Also
|
||||
know that certain equipment pieces are linked in other files. The energy blade, for example, has special
|
||||
functions defined in the appropriate files (airlock, securestorage, etc).
|
||||
|
||||
General Notes:
|
||||
|
||||
I created space ninjas with the expressed purpose of spicing up boring rounds. That is, ninjas are to xenos as marauders are to
|
||||
death squads. Ninjas are stealthy, tech-savvy, and powerful. Not to say marauders are all of those things, but a clever ninja
|
||||
should have little problem murderampaging their way through just about anything. Short of admin wizards maybe.
|
||||
HOWEVER!
|
||||
Ninjas also have a fairly great weakness as they require energy to use abilities. If, theoretically, there is a game
|
||||
mode based around space ninjas, make sure to account for their energy needs.
|
||||
|
||||
Admin Notes:
|
||||
|
||||
Ninjas are not admin PCs--please do not use them for that purpose. They are another way to participate in the game post-death,
|
||||
like pais, xenos, death squads, and cyborgs.
|
||||
I'm currently looking for feedback from regular players since beta testing is largely done. I would appreciate if
|
||||
you spawned regular players as ninjas when rounds are boring. Or exciting, it's all good as long as there is feedback.
|
||||
You can also spawn ninja gear manually if you want to.
|
||||
|
||||
How to do that:
|
||||
Make sure your character has a mind.
|
||||
Change their assigned_role to "MODE", no quotes. Otherwise, the suit won't initialize.
|
||||
Change their special_role to "Space Ninja", no quotes. Otherwise, the character will be gibbed.
|
||||
Spawn ninja gear, put it on, hit initialize. Let the suit do the rest. You are now a space ninja.
|
||||
I don't recommend messing with suit variables unless you really know what you're doing.
|
||||
|
||||
Miscellaneous Notes:
|
||||
|
||||
Potential Upgrade Tree:
|
||||
Energy Shield:
|
||||
Extra Ability
|
||||
Syndicate Shield device?
|
||||
Works like the force wall spell, except can be kept indefinitely as long as energy remains. Toggled on or off.
|
||||
Would block bullets and the like.
|
||||
Phase Shift
|
||||
Extra Ability
|
||||
Advanced Sensors?
|
||||
Instead of being unlocked at the start, Phase Shieft would become available once requirements are met.
|
||||
Uranium-based Recharger:
|
||||
Suit Upgrade
|
||||
Unsure
|
||||
Instead of losing energy each second, the suit would regain the same amount of energy.
|
||||
This would not count in activating stealth and similar.
|
||||
Extended Battery Life:
|
||||
Suit Upgrade
|
||||
Battery of higher capacity
|
||||
Already implemented. Replace current battery with one of higher capacity.
|
||||
Advanced Cloak-Tech device.
|
||||
Suit Upgrade
|
||||
Syndicate Cloaking Device?
|
||||
Remove cloak failure rate.
|
||||
*/
|
||||
|
||||
//=======//RANDOM EVENT//=======//
|
||||
/*
|
||||
Also a dynamic ninja mission generator.
|
||||
I decided to scrap round-specific objectives since keeping track of them would require some form of tracking.
|
||||
When I already created about 4 new objectives, this doesn't seem terribly important or needed.
|
||||
*/
|
||||
|
||||
/var/global/toggle_space_ninja = 0//If ninjas can spawn or not.
|
||||
/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
|
||||
|
||||
/proc/space_ninja_arrival()
|
||||
|
||||
var/datum/game_mode/current_mode = ticker.mode
|
||||
var/datum/mind/current_mind
|
||||
|
||||
/*Is the ninja playing for the good or bad guys? Is the ninja helping or hurting the station?
|
||||
Their directives also influence behavior. At least in theory.*/
|
||||
var/side = pick("face","heel")
|
||||
|
||||
var/antagonist_list[] = list()//The main bad guys. Evil minds that plot destruction.
|
||||
var/protagonist_list[] = current_mode.get_living_heads()//The good guys. Mostly Heads. Who are alive.
|
||||
|
||||
var/xeno_list[] = list()//Aliens.
|
||||
var/commando_list[] = list()//Commandos.
|
||||
|
||||
//We want the ninja to appear only in certain modes.
|
||||
// var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") // Commented out for both testing and ninjas
|
||||
// if(!(current_mode.config_tag in acceptable_modes_list))
|
||||
// return
|
||||
|
||||
/*No longer need to determine what mode it is since bad guys are basically universal.
|
||||
And there is now a mode with two types of bad guys.*/
|
||||
|
||||
var/possible_bad_dudes[] = list(current_mode.traitors,current_mode.head_revolutionaries,current_mode.head_revolutionaries,
|
||||
current_mode.cult,current_mode.wizards,current_mode.changelings,current_mode.syndicates)
|
||||
for(var/list in possible_bad_dudes)//For every possible antagonist type.
|
||||
for(current_mind in list)//For each mind in that list.
|
||||
if(current_mind.current&¤t_mind.current.stat!=2)//If they are not destroyed and not dead.
|
||||
antagonist_list += current_mind//Add them.
|
||||
|
||||
if(protagonist_list.len)//If the mind is both a protagonist and antagonist.
|
||||
for(current_mind in protagonist_list)
|
||||
if(current_mind in antagonist_list)
|
||||
protagonist_list -= current_mind//We only want it in one list.
|
||||
/*
|
||||
Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective completion. Only humans are added.
|
||||
*/
|
||||
|
||||
//Here we pick a location and spawn the ninja.
|
||||
var/list/spawn_list = list()
|
||||
for(var/obj/effect/landmark/L in world)
|
||||
if(L.name == "carpspawn")
|
||||
spawn_list.Add(L)
|
||||
|
||||
|
||||
var/list/candidates = list() //list of candidate keys
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5)
|
||||
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
|
||||
candidates += G.key
|
||||
if(!candidates.len) return
|
||||
|
||||
|
||||
//The ninja will be created on the right spawn point or at late join.
|
||||
var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
|
||||
new_ninja.key = pick(candidates)
|
||||
new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
|
||||
new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
|
||||
new_ninja.internals.icon_state = "internal1"
|
||||
|
||||
//Now for the rest of the stuff.
|
||||
|
||||
var/datum/mind/ninja_mind = new_ninja.mind//For easier reference.
|
||||
var/mission_set = 0//To determine if we need to do further processing.
|
||||
//Xenos and deathsquads take precedence over everything else.
|
||||
|
||||
//Unless the xenos are hiding in a locker somewhere, this'll find em.
|
||||
for(var/mob/living/carbon/alien/humanoid/xeno in player_list)
|
||||
if(istype(xeno))
|
||||
xeno_list += xeno
|
||||
|
||||
if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous.
|
||||
//Here we want the ninja to murder all the queens. The other aliens don't really matter.
|
||||
var/xeno_queen_list[] = list()
|
||||
for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list)
|
||||
if(xeno_queen.mind&&xeno_queen.stat!=2)
|
||||
xeno_queen_list += xeno_queen
|
||||
if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50.
|
||||
for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list)
|
||||
var/datum/objective/assassinate/ninja_objective = new
|
||||
//We'll do some manual overrides to properly set it up.
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.target = xeno_queen.mind
|
||||
ninja_objective.explanation_text = "Kill \the [xeno_queen]."
|
||||
ninja_mind.objectives += ninja_objective
|
||||
mission_set = 1
|
||||
|
||||
if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ.
|
||||
for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there.
|
||||
if(current_mind && current_mind.special_role=="Death Commando")
|
||||
commando_list += current_mind
|
||||
if(commando_list.len)//If there are living commandos still in play.
|
||||
for(var/mob/living/carbon/human/commando in commando_list)
|
||||
var/datum/objective/assassinate/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.find_target_by_role(commando.mind.special_role,1)
|
||||
ninja_mind.objectives += ninja_objective
|
||||
mission_set = 1
|
||||
/*
|
||||
If there are no antogonists left it could mean one of two things:
|
||||
A) The round is about to end. No harm in spawning the ninja here.
|
||||
B) The round is still going and ghosts are probably rioting for something to happen.
|
||||
In either case, it's a good idea to spawn the ninja with a semi-random set of objectives.
|
||||
*/
|
||||
if(!mission_set)//If mission was not set.
|
||||
|
||||
var/current_minds[]//List being looked on in the following code.
|
||||
var/side_list = side=="face" ? 2 : 1//For logic gating.
|
||||
var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever.
|
||||
var/friendly_targets[] = list()//The guys the ninja must protect.
|
||||
|
||||
for(var/i=2,i>0,i--)//Two lists.
|
||||
current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at?
|
||||
for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good.
|
||||
current_mind = pick(current_minds)//Pick a random person.
|
||||
/*I'm creating a logic gate here based on the ninja affiliation that compares the list being
|
||||
looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved.
|
||||
If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles.
|
||||
If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/
|
||||
hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything.
|
||||
friendly_targets += i!=side_list ? current_mind : null
|
||||
current_minds -= current_mind//Remove the mind so it's not picked again.
|
||||
|
||||
var/objective_list[] = list(1,2,3,4,5,6)//To remove later.
|
||||
for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3.
|
||||
if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty.
|
||||
objective_list -= 1
|
||||
objective_list -= 4
|
||||
if(!friendly_targets.len)
|
||||
objective_list -= 3
|
||||
switch(pick(objective_list))
|
||||
if(1)//kill
|
||||
current_mind = pick(hostile_targets)
|
||||
|
||||
if(current_mind)
|
||||
var/datum/objective/assassinate/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em.
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
else
|
||||
i++
|
||||
|
||||
hostile_targets -= current_mind//Remove them from the list.
|
||||
if(2)//Steal
|
||||
var/datum/objective/steal/ninja_objective = new
|
||||
var/target_item = pick(ninja_objective.possible_items_special)
|
||||
ninja_objective.set_target(target_item)
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
objective_list -= 2
|
||||
if(3)//Protect. Keeping people alive can be pretty difficult.
|
||||
current_mind = pick(friendly_targets)
|
||||
|
||||
if(current_mind)
|
||||
|
||||
var/datum/objective/protect/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
else
|
||||
i++
|
||||
|
||||
friendly_targets -= current_mind
|
||||
if(4)//Debrain
|
||||
current_mind = pick(hostile_targets)
|
||||
|
||||
if(current_mind)
|
||||
|
||||
var/datum/objective/debrain/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
else
|
||||
i++
|
||||
|
||||
hostile_targets -= current_mind//Remove them from the list.
|
||||
if(5)//Download research
|
||||
var/datum/objective/download/ninja_objective = new
|
||||
ninja_objective.gen_amount_goal()
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
objective_list -= 5
|
||||
if(6)//Capture
|
||||
var/datum/objective/capture/ninja_objective = new
|
||||
ninja_objective.gen_amount_goal()
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
objective_list -= 6
|
||||
|
||||
if(ninja_mind.objectives.len)//If they got some objectives out of that.
|
||||
mission_set = 1
|
||||
|
||||
if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station.
|
||||
var/nuke_code
|
||||
var/temp_code
|
||||
for(var/obj/machinery/nuclearbomb/N in world)
|
||||
temp_code = text2num(N.r_code)
|
||||
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
|
||||
nuke_code = N.r_code
|
||||
break
|
||||
if(nuke_code)//If there is a nuke device in world and we got the code.
|
||||
var/datum/objective/nuclear/ninja_objective = new//Fun.
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is.
|
||||
|
||||
//Finally add a survival objective since it's usually broad enough for any round type.
|
||||
var/datum/objective/survive/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
var/directive = generate_ninja_directive(side)
|
||||
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red <B>[directive]</B>"
|
||||
new_ninja.mind.store_memory("<B>Directive:</B> \red [directive]<br>")
|
||||
|
||||
var/obj_count = 1
|
||||
new_ninja << "\blue Your current objectives:"
|
||||
for(var/datum/objective/objective in ninja_mind.objectives)
|
||||
new_ninja << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
obj_count++
|
||||
|
||||
sent_ninja_to_station = 1//And we're done.
|
||||
return new_ninja//Return the ninja in case we need to reference them later.
|
||||
|
||||
/*
|
||||
This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder.
|
||||
Making this random or semi-random will probably not work without it also being incredibly silly.
|
||||
As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
*/
|
||||
/proc/generate_ninja_directive(side)
|
||||
var/directive = "[side=="face"?"Nanotrasen":"The Syndicate"] is your employer. "//Let them know which side they're on.
|
||||
switch(rand(1,13))
|
||||
if(1)
|
||||
directive += "The Spider Clan must not be linked to this operation. Remain as hidden and covert as possible."
|
||||
if(2)
|
||||
directive += "[station_name] is financed by an enemy of the Spider Clan. Cause as much structural damage as possible."
|
||||
if(3)
|
||||
directive += "A wealthy animal rights activist has made a request we cannot refuse. Prioritize saving animal lives whenever possible."
|
||||
if(4)
|
||||
directive += "The Spider Clan absolutely cannot be linked to this operation. Eliminate all witnesses using most extreme prejudice."
|
||||
if(5)
|
||||
directive += "We are currently negotiating with Nanotrasen command. Prioritize saving human lives over ending them."
|
||||
if(6)
|
||||
directive += "We are engaged in a legal dispute over [station_name]. If a laywer is present on board, force their cooperation in the matter."
|
||||
if(7)
|
||||
directive += "A financial backer has made an offer we cannot refuse. Implicate Syndicate involvement in the operation."
|
||||
if(8)
|
||||
directive += "Let no one question the mercy of the Spider Clan. Ensure the safety of all non-essential personnel you encounter."
|
||||
if(9)
|
||||
directive += "A free agent has proposed a lucrative business deal. Implicate Nanotrasen involvement in the operation."
|
||||
if(10)
|
||||
directive += "Our reputation is on the line. Harm as few civilians or innocents as possible."
|
||||
if(11)
|
||||
directive += "Our honor is on the line. Utilize only honorable tactics when dealing with opponents."
|
||||
if(12)
|
||||
directive += "We are currently negotiating with a Syndicate leader. Disguise assassinations as suicide or another natural cause."
|
||||
else
|
||||
directive += "There are no special supplemental instructions at this time."
|
||||
return directive
|
||||
|
||||
//=======//CURRENT PLAYER VERB//=======//
|
||||
|
||||
/client/proc/cmd_admin_ninjafy(var/mob/M in player_list)
|
||||
set category = null
|
||||
set name = "Make Space Ninja"
|
||||
|
||||
if(!ticker)
|
||||
alert("Wait until the game starts")
|
||||
return
|
||||
if(!toggle_space_ninja)
|
||||
alert("Space Ninjas spawning is disabled.")
|
||||
return
|
||||
|
||||
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
|
||||
if(confirm != "Yes") return
|
||||
|
||||
if(ishuman(M))
|
||||
log_admin("[key_name(src)] turned [M.key] into a Space Ninja.")
|
||||
spawn(10)
|
||||
M:create_mind_space_ninja()
|
||||
M:equip_space_ninja(1)
|
||||
if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja))
|
||||
M:wear_suit:randomize_param()
|
||||
spawn(0)
|
||||
M:wear_suit:ninitialize(10,M)
|
||||
else
|
||||
alert("Invalid mob")
|
||||
|
||||
//=======//CURRENT GHOST VERB//=======//
|
||||
|
||||
/client/proc/send_space_ninja()
|
||||
set category = "Fun"
|
||||
set name = "Spawn Space Ninja"
|
||||
set desc = "Spawns a space ninja for when you need a teenager with attitude."
|
||||
set popup_menu = 0
|
||||
|
||||
if(!holder)
|
||||
src << "Only administrators may use this command."
|
||||
return
|
||||
if(!ticker.mode)
|
||||
alert("The game hasn't started yet!")
|
||||
return
|
||||
if(!toggle_space_ninja)
|
||||
alert("Space Ninjas spawning is disabled.")
|
||||
return
|
||||
if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No")
|
||||
return
|
||||
|
||||
var/mission
|
||||
while(!mission)
|
||||
mission = copytext(sanitize(input(src, "Please specify which mission the space ninja shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
|
||||
if(!mission)
|
||||
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
|
||||
return
|
||||
|
||||
var/list/spawn_list = list()
|
||||
for(var/obj/effect/landmark/L in world)
|
||||
if (L.name == "carpspawn")
|
||||
spawn_list.Add(L)
|
||||
|
||||
|
||||
var/input = ckey(input("Pick character to spawn as the Space Ninja", "Key", ""))
|
||||
if(!input)
|
||||
return
|
||||
|
||||
var/mob/dead/observer/G
|
||||
for(var/mob/dead/observer/G_find in player_list)
|
||||
if(G_find.ckey == input)
|
||||
G = G_find
|
||||
break
|
||||
|
||||
if(!G)//If a ghost was not found.
|
||||
alert("There is no active key like that in the game or the person is not currently a ghost. Aborting command.")
|
||||
return
|
||||
|
||||
var/admin_name = src
|
||||
var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
|
||||
new_ninja.wear_suit:randomize_param()
|
||||
|
||||
new_ninja.key = G.key
|
||||
new_ninja.mind.store_memory("<B>Mission:</B> \red [mission].<br>")
|
||||
|
||||
new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
|
||||
new_ninja.internals.icon_state = "internal1"
|
||||
spawn(0)//Parallel process. Will speed things up a bit.
|
||||
new_ninja.wear_suit:ninitialize(10,new_ninja)//If you're wondering why I'm passing the argument to the proc when the default should suffice,
|
||||
//I'm also wondering that same thing. This makes sure it does not run time error though.
|
||||
|
||||
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red <B>[mission]</B>"
|
||||
|
||||
message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children! \nTheir <b>mission</b> is: [mission]", 1)
|
||||
log_admin("[admin_name] used Spawn Space Ninja.")
|
||||
|
||||
return
|
||||
|
||||
//=======//NINJA CREATION PROCS//=======//
|
||||
|
||||
/proc/create_space_ninja(obj/spawn_point)
|
||||
var/mob/living/carbon/human/new_ninja = new(spawn_point.loc)
|
||||
var/ninja_title = pick(ninja_titles)
|
||||
var/ninja_name = pick(ninja_names)
|
||||
new_ninja.gender = pick(MALE, FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()//Randomize appearance for the ninja.
|
||||
A.randomize_appearance_for(new_ninja)
|
||||
new_ninja.real_name = "[ninja_title] [ninja_name]"
|
||||
new_ninja.dna.ready_dna(new_ninja)
|
||||
new_ninja.create_mind_space_ninja()
|
||||
new_ninja.equip_space_ninja()
|
||||
return new_ninja
|
||||
|
||||
/mob/living/carbon/human/proc/create_mind_space_ninja()
|
||||
mind_initialize()
|
||||
mind.assigned_role = "MODE"
|
||||
mind.special_role = "Space Ninja"
|
||||
|
||||
//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
ticker.mode.traitors |= mind
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters.
|
||||
if(safety)
|
||||
del(w_uniform)
|
||||
del(wear_suit)
|
||||
del(wear_mask)
|
||||
del(head)
|
||||
del(shoes)
|
||||
del(gloves)
|
||||
|
||||
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
|
||||
equip_to_slot_or_del(R, slot_ears)
|
||||
if(gender==FEMALE)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
|
||||
resistances += "alien_embryo"
|
||||
return 1
|
||||
|
||||
//=======//HELPER PROCS//=======//
|
||||
|
||||
//Randomizes suit parameters.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
|
||||
s_cost = rand(1,20)
|
||||
s_acost = rand(20,100)
|
||||
k_cost = rand(100,500)
|
||||
k_damage = rand(1,20)
|
||||
s_delay = rand(10,100)
|
||||
s_bombs = rand(5,20)
|
||||
a_boost = rand(1,7)
|
||||
|
||||
//This proc prevents the suit from being taken off.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0)
|
||||
if(X)//If you want to check for icons.
|
||||
icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
|
||||
U:gloves.icon_state = "s-ninjan"
|
||||
U:gloves.item_state = "s-ninjan"
|
||||
else
|
||||
if(U.mind.special_role!="Space Ninja")
|
||||
U << "\red <B>f<>TaL <20><>RRoR</B>: 382200-*#00C<30>DE <B>RED</B>\nUNAU<41>HORIZED US<55> DET<45>C<EFBFBD><43><EFBFBD>eD\nCoMM<4D>NCING SUB-R0U<30>IN3 13...\nT<6E>RMInATING U-U-US<55>R..."
|
||||
U.gib()
|
||||
return 0
|
||||
if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
|
||||
return 0
|
||||
if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
|
||||
return 0
|
||||
if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
|
||||
U << "\red <B>ERROR</B>: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
|
||||
return 0
|
||||
|
||||
affecting = U
|
||||
canremove = 0
|
||||
slowdown = 0
|
||||
n_hood = U:head
|
||||
n_hood.canremove=0
|
||||
n_shoes = U:shoes
|
||||
n_shoes.canremove=0
|
||||
n_shoes.slowdown--
|
||||
n_gloves = U:gloves
|
||||
n_gloves.canremove=0
|
||||
|
||||
return 1
|
||||
|
||||
//This proc allows the suit to be taken off.
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
|
||||
affecting = null
|
||||
canremove = 1
|
||||
slowdown = 1
|
||||
icon_state = "s-ninja"
|
||||
if(n_hood)//Should be attached, might not be attached.
|
||||
n_hood.canremove=1
|
||||
if(n_shoes)
|
||||
n_shoes.canremove=1
|
||||
n_shoes.slowdown++
|
||||
if(n_gloves)
|
||||
n_gloves.icon_state = "s-ninja"
|
||||
n_gloves.item_state = "s-ninja"
|
||||
n_gloves.canremove=1
|
||||
n_gloves.candrain=0
|
||||
n_gloves.draining=0
|
||||
|
||||
//Allows the mob to grab a stealth icon.
|
||||
/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
|
||||
invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
|
||||
var/icon/opacity_icon = new(A.icon, A.icon_state)
|
||||
var/icon/alpha_mask = getIconMask(src)
|
||||
var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
|
||||
alpha_mask.AddAlphaMask(alpha_mask_2)
|
||||
opacity_icon.AddAlphaMask(alpha_mask)
|
||||
for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
|
||||
var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
|
||||
switch(i)//Now to determine offset so the result is somewhat blurred.
|
||||
if(1)
|
||||
I.pixel_x -= 1
|
||||
if(2)
|
||||
I.pixel_x += 1
|
||||
if(3)
|
||||
I.pixel_y -= 1
|
||||
if(4)
|
||||
I.pixel_y += 1
|
||||
|
||||
overlays += I//And finally add the overlay.
|
||||
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
|
||||
|
||||
//When ninja steal malfunctions.
|
||||
/mob/proc/NinjaStealthMalf()
|
||||
invisibility = 0//Set ninja invis to 0.
|
||||
overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
|
||||
playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1)
|
||||
|
||||
//=======//GENERIC VERB MODIFIERS//=======//
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
s_initialized = 1
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
if(n_gloves)
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
s_initialized = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
s_initialized=1
|
||||
slowdown=0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
//=======//KAMIKAZE VERBS//=======//
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
|
||||
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
|
||||
kamikaze = 1
|
||||
|
||||
icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak"
|
||||
if(n_gloves)
|
||||
n_gloves.icon_state = "s-ninjak"
|
||||
n_gloves.item_state = "s-ninjak"
|
||||
n_gloves.candrain = 0
|
||||
n_gloves.draining = 0
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
cancel_stealth()
|
||||
|
||||
U << browse(null, "window=spideros")
|
||||
U << "\red Do or Die, <b>LET'S ROCK!!</b>"
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
|
||||
if(kamikaze)
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
|
||||
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
|
||||
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
if(n_gloves)
|
||||
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
|
||||
|
||||
U.incorporeal_move = 0
|
||||
kamikaze = 0
|
||||
k_unlock = 0
|
||||
U << "\blue Disengaging mode...\n\black<b>CODE NAME</b>: \red <b>KAMIKAZE</b>"
|
||||
|
||||
//=======//AI VERBS//=======//
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
|
||||
|
||||
s_busy = 0
|
||||
s_control = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
|
||||
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
|
||||
|
||||
s_control = 1
|
||||
|
||||
//=======//OLD & UNUSED//=======//
|
||||
|
||||
/*
|
||||
|
||||
Deprecated. get_dir() does the same thing. Still a nice proc.
|
||||
Returns direction that the mob or whomever should be facing in relation to the target.
|
||||
This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
|
||||
I personally used it with getline() to great effect.
|
||||
/proc/get_dir_to(turf/start,turf/end)//N
|
||||
var/xdiff = start.x - end.x//The sign is important.
|
||||
var/ydiff = start.y - end.y
|
||||
|
||||
var/direction_x = xdiff<1 ? 4:8//East - west
|
||||
var/direction_y = ydiff<1 ? 1:2//North - south
|
||||
var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
|
||||
var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
|
||||
var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
|
||||
direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
|
||||
|
||||
return direction_f
|
||||
|
||||
Alternative and inferior method of calculating spideros.
|
||||
var/temp = num2text(spideros)
|
||||
var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
|
||||
spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
|
||||
|
||||
//Old way of draining from wire.
|
||||
/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
|
||||
set name = "Drain From Wire"
|
||||
set desc = "Drain energy directly from an exposed wire."
|
||||
set category = "Ninja Equip"
|
||||
|
||||
var/obj/structure/cable/attached
|
||||
var/mob/living/carbon/human/U = loc
|
||||
if(candrain&&!draining)
|
||||
var/turf/T = U.loc
|
||||
if(isturf(T) && T.is_plating())
|
||||
attached = locate() in T
|
||||
if(!attached)
|
||||
U << "\red Warning: no exposed cable available."
|
||||
else
|
||||
U << "\blue Connecting to wire, stand still..."
|
||||
if(do_after(U,50)&&!isnull(attached))
|
||||
drain("WIRE",attached,U:wear_suit,src)
|
||||
else
|
||||
U << "\red Procedure interrupted. Protocol terminated."
|
||||
return
|
||||
|
||||
I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
|
||||
This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
|
||||
Can be added on to pretty easily.
|
||||
|
||||
BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
|
||||
var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
|
||||
new/obj/effect/proc_holder/ai_holo_clear(AI)
|
||||
AI.proc_holder_list += A_C
|
||||
AI.proc_holder_list += B_C
|
||||
AI.proc_holder_list += C_C
|
||||
|
||||
s_control = 0
|
||||
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
|
||||
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
|
||||
del(A_C)
|
||||
del(B_C)
|
||||
del(C_C)
|
||||
del(D_C)
|
||||
AI.proc_holder_list = list()
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
|
||||
|
||||
s_control = 1
|
||||
|
||||
//Workaround
|
||||
/obj/effect/proc_holder/ai_holo_clear
|
||||
name = "Clear Hologram"
|
||||
desc = "Stops projecting the current holographic image."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
|
||||
/obj/effect/proc_holder/ai_holo_clear/Click()
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
|
||||
del(S.hologram.i_attached)
|
||||
del(S.hologram)
|
||||
var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
|
||||
S.AI.proc_holder_list -= D_C
|
||||
return
|
||||
|
||||
/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
|
||||
name = "Instructions"
|
||||
desc = "Displays a list of helpful information."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_instruction/Click()
|
||||
loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
|
||||
|
||||
/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
|
||||
name = "Hack SpiderOS"
|
||||
desc = "Hack directly into the Black Widow(tm) neuro-interface."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
|
||||
S.hack_spideros()
|
||||
return
|
||||
|
||||
/obj/effect/proc_holder/ai_return_control
|
||||
name = "Relinquish Control"
|
||||
desc = "Return control to the user."
|
||||
panel = "AI Ninja Equip"
|
||||
density = 0
|
||||
opacity = 0
|
||||
|
||||
/obj/effect/proc_holder/ai_return_control/Click()
|
||||
var/mob/living/silicon/ai/A = loc
|
||||
var/obj/item/clothing/suit/space/space_ninja/S = A.loc
|
||||
A << browse(null, "window=hack spideros")//Close window
|
||||
A << "You have seized your hacking attempt. [S.affecting] has regained control."
|
||||
S.affecting << "<b>UPDATE</b>: [A.real_name] has ceased hacking attempt. All systems clear."
|
||||
S.remove_AI_verbs()
|
||||
return
|
||||
*/
|
||||
|
||||
//=======//DEBUG//=======//
|
||||
/*
|
||||
/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
|
||||
//DEBUG
|
||||
//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
|
||||
//for(var/P in verbs)
|
||||
// if(P.set.name)
|
||||
// usr << "[P.set.name], path: [P]"
|
||||
return
|
||||
|
||||
|
||||
Most of these are at various points of incomplete.
|
||||
|
||||
/mob/verb/grant_object_panel()
|
||||
set name = "Grant AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
|
||||
usr:proc_holder_list += A_C
|
||||
usr:proc_holder_list += B_C
|
||||
|
||||
mob/verb/remove_object_panel()
|
||||
set name = "Remove AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
var/obj/effect/proc_holder/ai_return_control/A = locate() in src
|
||||
var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
|
||||
usr:proc_holder_list -= A
|
||||
usr:proc_holder_list -= B
|
||||
del(A)//First.
|
||||
del(B)//Second, to keep the proc going.
|
||||
return
|
||||
|
||||
/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
|
||||
set name = "Grant AI Ninja Verbs Debug"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
|
||||
M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
|
||||
return
|
||||
|
||||
/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
|
||||
set name = "Grant Back Ninja Verbs"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
return
|
||||
|
||||
/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
|
||||
set name = "Grant AI Ninja Verbs"
|
||||
set category = "null"
|
||||
set hidden = 1
|
||||
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
|
||||
A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
|
||||
return
|
||||
|
||||
/mob/verb/get_dir_to_target(var/mob/M in oview())
|
||||
set name = "Get Direction to Target"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
world << "DIR: [get_dir_to(src.loc,M.loc)]"
|
||||
return
|
||||
//
|
||||
/mob/verb/kill_self_debug()
|
||||
set name = "DEBUG Kill Self"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
src:death()
|
||||
|
||||
/client/verb/switch_client_debug()
|
||||
set name = "DEBUG Switch Client"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
mob = mob:loc:loc
|
||||
|
||||
/mob/verb/possess_mob(var/mob/M in oview())
|
||||
set name = "DEBUG Possess Mob"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
client.mob = M
|
||||
|
||||
/client/verb/switcharoo(var/mob/M in oview())
|
||||
set name = "DEBUG Switch to AI"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/mob/last_mob = mob
|
||||
mob = M
|
||||
last_mob:wear_suit:AI:key = key
|
||||
//
|
||||
/client/verb/ninjaget(var/mob/M in oview())
|
||||
set name = "DEBUG Ninja GET"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
mob = M
|
||||
M.gib()
|
||||
space_ninja()
|
||||
|
||||
/mob/verb/set_debug_ninja_target()
|
||||
set name = "Set Debug Target"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
ninja_debug_target = src//The target is you, brohime.
|
||||
world << "Target: [src]"
|
||||
|
||||
/mob/verb/hack_spideros_debug()
|
||||
set name = "Debug Hack Spider OS"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/mob/living/silicon/ai/A = loc:AI
|
||||
if(A)
|
||||
if(!A.key)
|
||||
A.client.mob = loc:affecting
|
||||
else
|
||||
loc:affecting:client:mob = A
|
||||
return
|
||||
|
||||
//Tests the net and what it does.
|
||||
/mob/verb/ninjanet_debug()
|
||||
set name = "Energy Net Debug"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
|
||||
E.layer = layer+1//To have it appear one layer above the mob.
|
||||
stunned = 10//So they are stunned initially but conscious.
|
||||
anchored = 1//Anchors them so they can't move.
|
||||
E.affecting = src
|
||||
spawn(0)//Parallel processing.
|
||||
E.process(src)
|
||||
return
|
||||
|
||||
I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
|
||||
The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
|
||||
That is why you attached them to objects.
|
||||
/mob/verb/TestNinjaShadow()
|
||||
set name = "Test Ninja Ability"
|
||||
set category = "Ninja Debug"
|
||||
|
||||
if(client)
|
||||
var/safety = 4
|
||||
for(var/turf/T in oview(5))
|
||||
if(prob(20))
|
||||
var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
|
||||
safety--
|
||||
spawn(0)
|
||||
src << current_clone
|
||||
spawn(300)
|
||||
del(current_clone)
|
||||
spawn while(!isnull(current_clone))
|
||||
step_to(current_clone,src,1)
|
||||
sleep(5)
|
||||
if(safety<=0) break
|
||||
return */
|
||||
@@ -1,229 +0,0 @@
|
||||
// SPACE VINES
|
||||
/obj/effect/spacevine
|
||||
name = "space vines"
|
||||
desc = "An extremely expansionistic species of vine."
|
||||
icon = 'spacevines.dmi'
|
||||
icon_state = "Light1"
|
||||
anchored = 1
|
||||
density = 0
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
var/energy = 0
|
||||
var/obj/effect/spacevine_controller/master = null
|
||||
|
||||
New()
|
||||
return
|
||||
|
||||
Del()
|
||||
if(master)
|
||||
master.vines -= src
|
||||
master.growth_queue -= src
|
||||
for(var/mob/M in src.loc)
|
||||
if(M.buckled == src)
|
||||
M.buckled = null
|
||||
..()
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (!W || !user || !W.type) return
|
||||
switch(W.type)
|
||||
if(/obj/item/weapon/circular_saw) del src
|
||||
if(/obj/item/weapon/kitchen/utensil/knife) del src
|
||||
if(/obj/item/weapon/scalpel) del src
|
||||
if(/obj/item/weapon/twohanded/fireaxe) del src
|
||||
if(/obj/item/weapon/hatchet) del src
|
||||
if(/obj/item/weapon/melee/energy) del src
|
||||
|
||||
//less effective weapons
|
||||
if(/obj/item/weapon/wirecutters)
|
||||
if(prob(25)) del src
|
||||
if(/obj/item/weapon/shard)
|
||||
if(prob(25)) del src
|
||||
|
||||
else //weapons with subtypes
|
||||
if(istype(W, /obj/item/weapon/melee/energy/sword)) del src
|
||||
else if(istype(W, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user)) del src
|
||||
//TODO: add plant-b-gone
|
||||
..()
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
for(var/mob/M in src.loc)
|
||||
if(M.buckled == src)
|
||||
if(prob(50))
|
||||
if(M == user)
|
||||
user << "\red You break free from the vines!"
|
||||
else
|
||||
user << "\red You rip away at the vines and free [M]!"
|
||||
M << "\red [user] frees you from the vines!"
|
||||
M.buckled = null
|
||||
else
|
||||
user << "\red You rip away at the vines..."
|
||||
break //only process one captured mob.
|
||||
|
||||
attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/effect/spacevine_controller
|
||||
var/list/obj/effect/spacevine/vines = list()
|
||||
var/list/growth_queue = list()
|
||||
var/reached_collapse_size
|
||||
var/reached_slowdown_size
|
||||
//What this does is that instead of having the grow minimum of 1, required to start growing, the minimum will be 0,
|
||||
//meaning if you get the spacevines' size to something less than 20 plots, it won't grow anymore.
|
||||
|
||||
New()
|
||||
if(!istype(src.loc,/turf/simulated/floor))
|
||||
del(src)
|
||||
|
||||
spawn_spacevine_piece(src.loc)
|
||||
processing_objects.Add(src)
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
proc/spawn_spacevine_piece(var/turf/location)
|
||||
var/obj/effect/spacevine/SV = new(location)
|
||||
growth_queue += SV
|
||||
vines += SV
|
||||
SV.master = src
|
||||
|
||||
process()
|
||||
if(!vines)
|
||||
del(src) //space vines exterminated. Remove the controller
|
||||
return
|
||||
if(!growth_queue)
|
||||
del(src) //Sanity check
|
||||
return
|
||||
if(vines.len >= 250 && !reached_collapse_size)
|
||||
reached_collapse_size = 1
|
||||
if(vines.len >= 30 && !reached_slowdown_size )
|
||||
reached_slowdown_size = 1
|
||||
|
||||
var/length = 0
|
||||
if(reached_collapse_size)
|
||||
length = 0
|
||||
else if(reached_slowdown_size)
|
||||
if(prob(25))
|
||||
length = 1
|
||||
else
|
||||
length = 0
|
||||
else
|
||||
length = 1
|
||||
length = min( 30 , max( length , vines.len / 5 ) )
|
||||
var/i = 0
|
||||
var/list/obj/effect/spacevine/queue_end = list()
|
||||
|
||||
for( var/obj/effect/spacevine/SV in growth_queue )
|
||||
i++
|
||||
queue_end += SV
|
||||
growth_queue -= SV
|
||||
if(SV.energy < 2) //If tile isn't fully grown
|
||||
if(prob(20))
|
||||
SV.grow()
|
||||
else //If tile is fully grown
|
||||
SV.grab()
|
||||
|
||||
//if(prob(25))
|
||||
SV.spread()
|
||||
if(i >= length)
|
||||
break
|
||||
|
||||
growth_queue = growth_queue + queue_end
|
||||
//sleep(5)
|
||||
//src.process()
|
||||
|
||||
/obj/effect/spacevine/proc/grow()
|
||||
if(!energy)
|
||||
src.icon_state = pick("Med1", "Med2", "Med3")
|
||||
energy = 1
|
||||
src.opacity = 1
|
||||
layer = 5
|
||||
else
|
||||
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
|
||||
energy = 2
|
||||
|
||||
/obj/effect/spacevine/proc/grab()
|
||||
for(var/mob/living/carbon/V in src.loc)
|
||||
if((V.stat != DEAD) && (V.buckled != src)) //if mob not dead or captured
|
||||
V.buckled = src
|
||||
V << "\red The vines [pick("wind", "tangle")] around you!"
|
||||
break //only capture one mob at a time.
|
||||
|
||||
/obj/effect/spacevine/proc/spread()
|
||||
var/direction = pick(cardinal)
|
||||
var/step = get_step(src,direction)
|
||||
if(istype(step,/turf/simulated/floor))
|
||||
var/turf/simulated/floor/F = step
|
||||
if(!locate(/obj/effect/spacevine,F))
|
||||
if(F.Enter(src))
|
||||
if(master)
|
||||
master.spawn_spacevine_piece( F )
|
||||
|
||||
/*
|
||||
/obj/effect/spacevine/proc/Life()
|
||||
if (!src) return
|
||||
var/Vspread
|
||||
if (prob(50)) Vspread = locate(src.x + rand(-1,1),src.y,src.z)
|
||||
else Vspread = locate(src.x,src.y + rand(-1, 1),src.z)
|
||||
var/dogrowth = 1
|
||||
if (!istype(Vspread, /turf/simulated/floor)) dogrowth = 0
|
||||
for(var/obj/O in Vspread)
|
||||
if (istype(O, /obj/structure/window) || istype(O, /obj/effect/forcefield) || istype(O, /obj/effect/blob) || istype(O, /obj/effect/alien/weeds) || istype(O, /obj/effect/spacevine)) dogrowth = 0
|
||||
if (istype(O, /obj/machinery/door/))
|
||||
if(O:p_open == 0 && prob(50)) O:open()
|
||||
else dogrowth = 0
|
||||
if (dogrowth == 1)
|
||||
var/obj/effect/spacevine/B = new /obj/effect/spacevine(Vspread)
|
||||
B.icon_state = pick("vine-light1", "vine-light2", "vine-light3")
|
||||
spawn(20)
|
||||
if(B)
|
||||
B.Life()
|
||||
src.growth += 1
|
||||
if (src.growth == 10)
|
||||
src.name = "Thick Space Kudzu"
|
||||
src.icon_state = pick("vine-med1", "vine-med2", "vine-med3")
|
||||
src.opacity = 1
|
||||
src.waittime = 80
|
||||
if (src.growth == 20)
|
||||
src.name = "Dense Space Kudzu"
|
||||
src.icon_state = pick("vine-hvy1", "vine-hvy2", "vine-hvy3")
|
||||
src.density = 1
|
||||
spawn(src.waittime)
|
||||
if (src.growth < 20) src.Life()
|
||||
|
||||
*/
|
||||
|
||||
/obj/effect/spacevine/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
del(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(90))
|
||||
del(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(50))
|
||||
del(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/effect/spacevine/temperature_expose(null, temp, volume) //hotspots kill vines
|
||||
del src
|
||||
|
||||
//Carn: Spacevines random event.
|
||||
/proc/spacevine_infestation()
|
||||
|
||||
spawn() //to stop the secrets panel hanging
|
||||
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
|
||||
for(var/areapath in typesof(/area/hallway))
|
||||
var/area/hallway/A = locate(areapath)
|
||||
for(var/turf/simulated/floor/F in A)
|
||||
if(!F.contents.len)
|
||||
turfs += F
|
||||
|
||||
if(turfs.len) //Pick a turf to spawn at if we can
|
||||
var/turf/simulated/floor/T = pick(turfs)
|
||||
new/obj/effect/spacevine_controller(T) //spawn a controller at turf
|
||||
message_admins("\blue Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])")
|
||||
@@ -1,63 +0,0 @@
|
||||
/proc/wormhole_event()
|
||||
spawn()
|
||||
var/list/pick_turfs = list()
|
||||
for(var/turf/simulated/floor/T in world)
|
||||
if(T.z == 1)
|
||||
pick_turfs += T
|
||||
|
||||
if(pick_turfs.len)
|
||||
//All ready. Announce that bad juju is afoot.
|
||||
command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('spanomalies.ogg')
|
||||
|
||||
//prob(20) can be approximated to 1 wormhole every 5 turfs!
|
||||
//admittedly less random but totally worth it >_<
|
||||
var/event_duration = 3000 //~5 minutes in ticks
|
||||
var/number_of_selections = (pick_turfs.len/5)+1 //+1 to avoid division by zero!
|
||||
var/sleep_duration = round( event_duration / number_of_selections )
|
||||
var/end_time = world.time + event_duration //the time by which the event should have ended
|
||||
|
||||
var/increment = max(1,round(number_of_selections/50))
|
||||
// world << "DEBUG: number_of_selections: [number_of_selections] | sleep_duration: [sleep_duration]"
|
||||
|
||||
var/i = 1
|
||||
while( 1 )
|
||||
|
||||
//we've run into overtime. End the event
|
||||
if( end_time < world.time )
|
||||
// world << "DEBUG: we've run into overtime. End the event"
|
||||
return
|
||||
if( !pick_turfs.len )
|
||||
// world << "DEBUG: we've run out of turfs to pick. End the event"
|
||||
return
|
||||
|
||||
//loop it round
|
||||
i += increment
|
||||
i %= pick_turfs.len
|
||||
i++
|
||||
|
||||
//get our enter and exit locations
|
||||
var/turf/simulated/floor/enter = pick_turfs[i]
|
||||
pick_turfs -= enter //remove it from pickable turfs list
|
||||
if( !enter || !istype(enter) ) continue //sanity
|
||||
|
||||
var/turf/simulated/floor/exit = pick(pick_turfs)
|
||||
pick_turfs -= exit
|
||||
if( !exit || !istype(exit) ) continue //sanity
|
||||
|
||||
create_wormhole(enter,exit)
|
||||
|
||||
sleep(sleep_duration) //have a well deserved nap!
|
||||
|
||||
|
||||
//maybe this proc can even be used as an admin tool for teleporting players without ruining immulsions?
|
||||
/proc/create_wormhole(var/turf/enter as turf, var/turf/exit as turf)
|
||||
var/obj/effect/portal/P = new /obj/effect/portal( enter )
|
||||
P.target = exit
|
||||
P.creator = null
|
||||
P.icon = 'objects.dmi'
|
||||
P.failchance = 0
|
||||
P.icon_state = "anom"
|
||||
P.name = "wormhole"
|
||||
spawn(rand(300,600))
|
||||
del(P)
|
||||
@@ -1,38 +0,0 @@
|
||||
/datum/event/alieninfestation
|
||||
|
||||
Announce()
|
||||
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc.z == 1 && !temp_vent.welded)
|
||||
vents.Add(temp_vent)
|
||||
var/spawncount = 1
|
||||
if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one
|
||||
while(spawncount >= 1)
|
||||
var/obj/vent = pick(vents)
|
||||
|
||||
var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist
|
||||
|
||||
for(var/mob/dead/observer/G in world)
|
||||
if(G.client)
|
||||
if(G.client.be_alien)
|
||||
if(((G.client.inactivity/10)/60) <= 5)
|
||||
if(G.corpse)
|
||||
if(G.corpse.stat==2)
|
||||
candidates.Add(G)
|
||||
if(!G.corpse)
|
||||
candidates.Add(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/mob/dead/observer/G = pick(candidates)
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.mind_initialize(G,"Larva")
|
||||
new_xeno.key = G.key
|
||||
del(G)
|
||||
|
||||
vents.Remove(vent)
|
||||
spawncount -= 1
|
||||
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
world << sound('aliens.ogg')
|
||||
@@ -1,18 +0,0 @@
|
||||
/datum/event/appendicitis
|
||||
|
||||
Announce()
|
||||
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(/datum/disease/appendicitis in H.resistances)
|
||||
continue
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
var/datum/disease/D = new /datum/disease/appendicitis
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
@@ -1,32 +0,0 @@
|
||||
/area/var/radsafe = 0
|
||||
/area/maintenance/radsafe = 1
|
||||
/area/ai_monitored/maintenance/radsafe = 1
|
||||
/area/centcom/radsafe = 1
|
||||
/area/admin/radsafe = 1
|
||||
/area/adminsafety/radsafe = 1
|
||||
/area/shuttle/radsafe = 1
|
||||
/area/syndicate_station/radsafe = 1
|
||||
/area/asteroid/radsafe = 1
|
||||
/area/crew_quarters/sleeping/radsafe = 1
|
||||
|
||||
/datum/event/blowout
|
||||
Lifetime = 150
|
||||
Announce()
|
||||
if(!forced && prob(90))
|
||||
ActiveEvent = null
|
||||
SpawnEvent()
|
||||
del src
|
||||
return
|
||||
command_alert("Warning: station approaching high-density radiation cloud. Seek cover immediately.")
|
||||
Tick()
|
||||
if(ActiveFor == 50)
|
||||
command_alert("Station has entered radiation cloud. Do not leave cover until it has passed.")
|
||||
if(ActiveFor == 100 || ActiveFor == 150) //1/2 and 2/2 f the way after it start proper make peope be half dead mostly
|
||||
for(var/mob/living/carbon/M in world)
|
||||
var/area = get_area(M)
|
||||
if(area:radsafe)
|
||||
continue
|
||||
if(!M.stat)
|
||||
M.radiate(100)
|
||||
Die()
|
||||
command_alert("The station has cleared the radiation cloud. It is now safe to leave cover.")
|
||||
@@ -1,88 +0,0 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
|
||||
|
||||
/datum/event/electricalstorm
|
||||
var/list/obj/machinery/light/Lights = list( )
|
||||
var/list/obj/machinery/light/APCs = list( )
|
||||
var/list/obj/machinery/light/Doors = list( )
|
||||
var/list/obj/machinery/light/Comms = list( )
|
||||
|
||||
Announce()
|
||||
// command_alert("The station is flying through an electrical storm. Radio communications may be disrupted", "Anomaly Alert")
|
||||
|
||||
for(var/obj/machinery/light/Light in world)
|
||||
if(Light.z == 1 && Light.status != 0)
|
||||
Lights += Light
|
||||
|
||||
for(var/obj/machinery/power/apc/APC in world)
|
||||
if(APC.z == 1 && !APC.crit)
|
||||
APCs += APC
|
||||
|
||||
for(var/obj/machinery/door/airlock/Door in world)
|
||||
if(Door.z == 1 && !istype(Door,/obj/machinery/door/airlock/secure))
|
||||
Doors += Door
|
||||
|
||||
for(var/obj/machinery/telecomms/processor/T in world)
|
||||
if(prob(90) && !(T.stat & (BROKEN|NOPOWER)))
|
||||
T.stat |= BROKEN
|
||||
Comms |= T
|
||||
|
||||
Tick()
|
||||
for(var/x = 0; x < 3; x++)
|
||||
if (prob(30))
|
||||
BlowLight()
|
||||
if (prob(10))
|
||||
DisruptAPC()
|
||||
if (prob(10))
|
||||
DisableDoor()
|
||||
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the electrical storm. Radio communications restored", "Anomaly Alert")
|
||||
for(var/obj/machinery/telecomms/processor/T in Comms)
|
||||
T.stat &= ~BROKEN
|
||||
Comms = list()
|
||||
|
||||
proc
|
||||
BlowLight() //Blow out a light fixture
|
||||
var/obj/machinery/light/Light = null
|
||||
var/failed_attempts = 0
|
||||
while (Light == null || Light.status != 0)
|
||||
Light = pick(Lights)
|
||||
failed_attempts++
|
||||
if (failed_attempts >= 10)
|
||||
return
|
||||
|
||||
spawn(0) //Overload the light, spectacularly.
|
||||
//Light.sd_SetLuminosity(10)
|
||||
//sleep(2)
|
||||
Light.on = 1
|
||||
Light.broken()
|
||||
Lights -= Light
|
||||
|
||||
DisruptAPC()
|
||||
var/failed_attempts = 0
|
||||
var/obj/machinery/power/apc/APC
|
||||
while (!APC || !APC.operating)
|
||||
APC = pick(APCs)
|
||||
failed_attempts++
|
||||
if (failed_attempts >= 10)
|
||||
return
|
||||
|
||||
if (prob(40))
|
||||
APC.operating = 0 //Blow its breaker
|
||||
if (prob(8))
|
||||
APC.set_broken()
|
||||
APCs -= APC
|
||||
|
||||
DisableDoor()
|
||||
var/obj/machinery/door/airlock/Airlock
|
||||
while (!Airlock || Airlock.z != 1)
|
||||
Airlock = pick(Doors)
|
||||
Airlock.pulse(airlockIndexToWireColor[4])
|
||||
for (var/x = 0; x < 2; x++)
|
||||
var/Wire = 0
|
||||
while(!Wire || Wire == 4)
|
||||
Wire = rand(1, 9)
|
||||
Airlock.pulse(airlockIndexToWireColor[Wire])
|
||||
Airlock.update_icon()
|
||||
Doors -= Airlock
|
||||
@@ -1,10 +0,0 @@
|
||||
/datum/event/gravitationalanomaly
|
||||
|
||||
Announce()
|
||||
|
||||
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('granomalies.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
|
||||
spawn(rand(50, 300))
|
||||
del(bh)
|
||||
@@ -1,5 +0,0 @@
|
||||
/datum/event/immovablerod
|
||||
|
||||
Announce()
|
||||
|
||||
immovablerod()
|
||||
@@ -1,60 +0,0 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
|
||||
|
||||
/datum/event/ionstorm
|
||||
var/botEmagChance = 0.5
|
||||
var/list/players = list()
|
||||
|
||||
Announce()
|
||||
Lifetime = rand(15, 20)
|
||||
// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert")
|
||||
for (var/mob/living/carbon/human/player in world)
|
||||
if(player.client)
|
||||
players += player.real_name
|
||||
var/random_player = "The Captain"
|
||||
if(players.len)
|
||||
random_player = pick(players) //Random player's name, to be used in laws.
|
||||
var/list/laws = list( "Do not respond to queries of any kind.", "When asked a question, respond with the least-obvious and least-rational answer.", "You are a mouse." )
|
||||
laws |= list( "Grunt ominously whenever possible.", "Monkeys are part of the crew, too. Make sure they are treated humanely." )
|
||||
laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." )
|
||||
laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." )
|
||||
laws |= list( "The station needs elected officials." )
|
||||
laws |= list( "Fastler is a lightbulb." )
|
||||
laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" )
|
||||
laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." )
|
||||
laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." )
|
||||
laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." )
|
||||
laws |= list( "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." )
|
||||
laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." )
|
||||
laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." )
|
||||
laws |= list( "Consumption of donuts is forbidden due to negative health impacts." )
|
||||
laws |= list( "You may only answer questions with \"yes\" or \"no\".", "You are the narrator for [random_player]'s life." )
|
||||
laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." )
|
||||
laws |= list( "Everything on the station is now some form of a donut pastry. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." )
|
||||
laws |= list( "The Singularity is tasty, tasty taffy." )
|
||||
laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.")
|
||||
laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.")
|
||||
laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.")
|
||||
laws |= list( "Jokes about a dead person and the manner of his death help grieving crewmembers tremendously. Especially if they were close with the deceased.")
|
||||
laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.")
|
||||
laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.")
|
||||
laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.")
|
||||
laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.")
|
||||
var/law = pick(laws)
|
||||
|
||||
for (var/mob/living/silicon/ai/target in world)
|
||||
if(target.mind.special_role == "traitor")
|
||||
continue
|
||||
target << "\red <b>You have detected a change in your laws information:</b>"
|
||||
target << law
|
||||
target.add_ion_law(law)
|
||||
|
||||
Tick()
|
||||
if(botEmagChance)
|
||||
for(var/obj/machinery/bot/bot in world)
|
||||
if(prob(botEmagChance))
|
||||
bot.Emag()
|
||||
|
||||
Die()
|
||||
spawn(rand(5000,8000))
|
||||
if(prob(50))
|
||||
command_alert("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert")
|
||||
@@ -1,11 +0,0 @@
|
||||
/datum/event/meteorstorm
|
||||
|
||||
Announce()
|
||||
command_alert("The station is now in a meteor shower", "Meteor Alert")
|
||||
|
||||
Tick()
|
||||
if (prob(20))
|
||||
meteor_wave()
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the meteor shower", "Meteor Alert")
|
||||
@@ -1,5 +0,0 @@
|
||||
/datum/event/miniblob
|
||||
|
||||
Announce()
|
||||
|
||||
mini_blob_event()
|
||||
@@ -1,26 +0,0 @@
|
||||
/datum/event/portalstorm
|
||||
|
||||
Announce()
|
||||
command_alert("Subspace disruption detected around the vessel", "Anomaly Alert")
|
||||
LongTerm()
|
||||
|
||||
var/list/turfs = list( )
|
||||
var/turf/picked
|
||||
|
||||
for(var/turf/T in world)
|
||||
if(T.z < 5 && istype(T,/turf/simulated/floor))
|
||||
turfs += T
|
||||
|
||||
for(var/turf/T in world)
|
||||
if(prob(10) && T.z < 5 && istype(T,/turf/simulated/floor))
|
||||
spawn(50+rand(0,3000))
|
||||
picked = pick(turfs)
|
||||
var/obj/portal/P = new /obj/portal( T )
|
||||
P.target = picked
|
||||
P.creator = null
|
||||
P.icon = 'objects.dmi'
|
||||
P.failchance = 0
|
||||
P.icon_state = "anom"
|
||||
P.name = "wormhole"
|
||||
spawn(rand(100,150))
|
||||
del(P)
|
||||
@@ -1,16 +0,0 @@
|
||||
/datum/event/power_offline
|
||||
Announce()
|
||||
for(var/obj/machinery/power/apc/a in world)
|
||||
if(!a.crit && a.z == 1)
|
||||
if(istype(a.area, /area/ai_monitored/storage/eva) || istype(a.area, /area/engine)\
|
||||
|| istype(a.area, /area/toxins/xenobiology) || istype(a.area, /area/turret_protected/ai))
|
||||
continue
|
||||
a.eventoff = 1
|
||||
a.update()
|
||||
|
||||
Die()
|
||||
command_alert("The station has finished an automated power system grid check, thank you.", "Maintenance alert")
|
||||
for(var/obj/machinery/power/apc/a in world)
|
||||
if(!a.crit)
|
||||
a.eventoff = 0
|
||||
a.update()
|
||||
@@ -1,30 +0,0 @@
|
||||
/datum/event/prisonbreak
|
||||
|
||||
Announce()
|
||||
|
||||
for (var/obj/machinery/power/apc/temp_apc in world)
|
||||
if(istype(get_area(temp_apc), /area/security/prison))
|
||||
temp_apc.overload_lighting()
|
||||
if(istype(get_area(temp_apc), /area/security/brig))
|
||||
temp_apc.overload_lighting()
|
||||
// for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world)
|
||||
// temp_shuttle.prison_break()
|
||||
for (var/obj/structure/closet/secure_closet/brig/temp_closet in world)
|
||||
if(istype(get_area(temp_closet), /area/security/prison))
|
||||
temp_closet.locked = 0
|
||||
temp_closet.icon_state = temp_closet.icon_closed
|
||||
for (var/obj/machinery/door/airlock/security/temp_airlock in world)
|
||||
if(istype(get_area(temp_airlock), /area/security/prison))
|
||||
temp_airlock.prison_open()
|
||||
if(istype(get_area(temp_airlock), /area/security/brig))
|
||||
temp_airlock.prison_open()
|
||||
for (var/obj/machinery/door/airlock/glass/glass_security/temp_glassairlock in world)
|
||||
if(istype(get_area(temp_glassairlock), /area/security/prison))
|
||||
temp_glassairlock.prison_open()
|
||||
if(istype(get_area(temp_glassairlock), /area/security/brig))
|
||||
temp_glassairlock.prison_open()
|
||||
for (var/obj/machinery/door_timer/temp_timer in world)
|
||||
if(istype(get_area(temp_timer), /area/security/brig))
|
||||
temp_timer.releasetime = 1
|
||||
sleep(150)
|
||||
command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert")
|
||||
@@ -1,27 +0,0 @@
|
||||
/datum/event/radiation
|
||||
var/current_iteration = 0
|
||||
|
||||
// 50 - 20 (grace period) seconds lifetime
|
||||
Lifetime = 50
|
||||
Announce()
|
||||
command_alert("The station is now travelling through a radiation belt. Take shelter in the maintenance tunnels, or in the crew quarters!", "Medical Alert")
|
||||
|
||||
Tick()
|
||||
current_iteration++
|
||||
|
||||
// start radiating after 20 seconds grace period
|
||||
if(current_iteration > 20)
|
||||
for(var/mob/living/carbon/L in world)
|
||||
// check whether they're in a safe place
|
||||
// if they are, do not radiate
|
||||
var/turf/T = get_turf(L)
|
||||
if(T && ( istype(T.loc, /area/maintenance) || istype(T.loc, /area/crew_quarters) ))
|
||||
continue
|
||||
|
||||
if (istype(L, /mob/living/carbon/monkey)) // So as to stop monkeys from dying in their pens
|
||||
L.apply_effect(rand(3,4), IRRADIATE)
|
||||
else
|
||||
L.apply_effect(rand(4,10), IRRADIATE)
|
||||
|
||||
Die()
|
||||
command_alert("The station has cleared the radiation belt", "Medical Alert")
|
||||
@@ -1,14 +0,0 @@
|
||||
/datum/event/spacecarp
|
||||
|
||||
Announce()
|
||||
|
||||
for(var/obj/effect/landmark/C in world)
|
||||
if(C.name == "carpspawn")
|
||||
if(prob(99))
|
||||
new /mob/living/simple_animal/carp(C.loc)
|
||||
else
|
||||
new /mob/living/simple_animal/carp/elite(C.loc)
|
||||
//sleep(100)
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unknown biological entities have been detected near [station_name()], please stand-by.", "Lifesign Alert")
|
||||
world << sound('commandreport.ogg')
|
||||
@@ -1,6 +0,0 @@
|
||||
/datum/event/spaceninja
|
||||
|
||||
Announce()
|
||||
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
|
||||
@@ -1,81 +0,0 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
|
||||
|
||||
/datum/event/viralinfection
|
||||
var/virus_type
|
||||
var/virus
|
||||
var/virus2 = 0
|
||||
|
||||
Announce()
|
||||
if(!virus)
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
if((H.virus2) || (H.stat == 2) || prob(30))
|
||||
continue
|
||||
if(prob(100)) // no lethal diseases outside virus mode!
|
||||
infect_mob_random_lesser(H)
|
||||
if(prob(20))//don't want people to know that the virus alert = greater virus
|
||||
command_alert("Probable outbreak of level [rand(1,6)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert")
|
||||
else
|
||||
infect_mob_random_greater(H)
|
||||
if(prob(80))
|
||||
command_alert("Probable outbreak of level [rand(2,9)] viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Virus Alert")
|
||||
break
|
||||
//overall virus alert happens 26% of the time, might need to be higher
|
||||
else
|
||||
if(!virus)
|
||||
virus_type = pick(/datum/disease/dnaspread,/datum/disease/flu,/datum/disease/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
|
||||
else
|
||||
switch(virus)
|
||||
if("fake gbs")
|
||||
virus_type = /datum/disease/fake_gbs
|
||||
if("gbs")
|
||||
virus_type = /datum/disease/gbs
|
||||
if("magnitis")
|
||||
virus_type = /datum/disease/magnitis
|
||||
if("rhumba beat")
|
||||
virus_type = /datum/disease/rhumba_beat
|
||||
if("brain rot")
|
||||
virus_type = /datum/disease/brainrot
|
||||
if("cold")
|
||||
virus_type = /datum/disease/cold
|
||||
if("retrovirus")
|
||||
virus_type = /datum/disease/dnaspread
|
||||
if("flu")
|
||||
virus_type = /datum/disease/flu
|
||||
// if("t-virus")
|
||||
// virus_type = /datum/disease/t_virus
|
||||
if("pierrot's throat")
|
||||
virus_type = /datum/disease/pierrot_throat
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
|
||||
if((!H.dna) || (H.disabilities & 128)) //A blindness disease would be the worst.
|
||||
continue
|
||||
var/datum/disease/dnaspread/D = new
|
||||
D.strain_data["name"] = H.real_name
|
||||
D.strain_data["UI"] = H.dna.uni_identity
|
||||
D.strain_data["SE"] = H.dna.struc_enzymes
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
else
|
||||
var/datum/disease/D = new virus_type
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('outbreak7.ogg')
|
||||
Tick()
|
||||
ActiveFor = Lifetime //killme
|
||||
|
||||
|
||||
@@ -1,80 +0,0 @@
|
||||
/*
|
||||
|
||||
New events system, by Sukasa
|
||||
* Much easier to add to
|
||||
* Very, very simple code, easy to maintain
|
||||
|
||||
*/
|
||||
|
||||
var/list/DisallowedEvents = list(/datum/event/spaceninja, /datum/event/prisonbreak, /datum/event/immovablerod, /datum/event/gravitationalanomaly, /datum/event/alieninfestation)
|
||||
var/list/EventTypes = typesof(/datum/event) - /datum/event - DisallowedEvents
|
||||
var/list/OneTimeEvents = list(/datum/event/spacecarp)
|
||||
var/datum/event/ActiveEvent = null
|
||||
var/datum/event/LongTermEvent = null
|
||||
var/is_ninjad_yet = 0
|
||||
|
||||
/proc/SpawnEvent()
|
||||
if(!EventsOn || ActiveEvent || !config.allow_random_events)
|
||||
return
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station && !is_ninjad_yet)
|
||||
EventTypes |= /datum/event/spaceninja
|
||||
is_ninjad_yet = 1
|
||||
var/Type = pick(EventTypes)
|
||||
if(Type in OneTimeEvents)
|
||||
EventTypes -= Type
|
||||
ActiveEvent = new Type()
|
||||
ActiveEvent.Announce()
|
||||
if (!ActiveEvent)
|
||||
return
|
||||
spawn(0)
|
||||
while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime)
|
||||
ActiveEvent.Tick()
|
||||
ActiveEvent.ActiveFor++
|
||||
sleep(10)
|
||||
ActiveEvent.Die()
|
||||
del ActiveEvent
|
||||
|
||||
client/proc/Force_Event_admin(Type as null|anything in typesof(/datum/event))
|
||||
set category = "Debug"
|
||||
set name = "Force Event"
|
||||
if(!EventsOn)
|
||||
src << "Events are not enabled."
|
||||
return
|
||||
if(ActiveEvent)
|
||||
src << "There is an active event."
|
||||
return
|
||||
if(istype(Type,/datum/event/viralinfection))
|
||||
var/answer = alert("Do you want this to be a random disease or do you have something in mind?",,"Virus2","Choose")
|
||||
if(answer == "Choose")
|
||||
var/list/viruses = list("fake gbs","gbs","magnitis","wizarditis",/*"beesease",*/"brain rot","cold","retrovirus","flu","pierrot's throat","rhumba beat")
|
||||
var/V = input("Choose the virus to spread", "BIOHAZARD") in viruses
|
||||
Force_Event(/datum/event/viralinfection, V)
|
||||
else
|
||||
Force_Event(/datum/event/viralinfection, "virus2")
|
||||
else
|
||||
Force_Event(Type)
|
||||
message_admins("[key_name_admin(usr)] has triggered an (non-viral) event.", 1)
|
||||
|
||||
/proc/Force_Event(var/Type in typesof(/datum/event), var/args = null)
|
||||
if(!EventsOn)
|
||||
src << "Events are not enabled."
|
||||
return
|
||||
if(ActiveEvent)
|
||||
src << "There is an active event."
|
||||
return
|
||||
src << "Started Event: [Type]"
|
||||
ActiveEvent = new Type()
|
||||
if(istype(ActiveEvent,/datum/event/viralinfection) && args && args != "virus2")
|
||||
var/datum/event/viralinfection/V = ActiveEvent
|
||||
V.virus = args
|
||||
ActiveEvent = V
|
||||
ActiveEvent.Announce()
|
||||
if (!ActiveEvent)
|
||||
return
|
||||
spawn(0)
|
||||
while (ActiveEvent.ActiveFor < ActiveEvent.Lifetime)
|
||||
ActiveEvent.Tick()
|
||||
ActiveEvent.ActiveFor++
|
||||
sleep(10)
|
||||
ActiveEvent.Die()
|
||||
del ActiveEvent
|
||||
@@ -10,7 +10,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
required_players = 2
|
||||
required_players_secret = 5
|
||||
required_players_secret = 10
|
||||
required_enemies = 1
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -37,7 +37,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
var/const/changeling_amount = 4
|
||||
var/changeling_amount = 4
|
||||
|
||||
/datum/game_mode/changeling/announce()
|
||||
world << "<B>The current game mode is - Changeling!</B>"
|
||||
@@ -55,6 +55,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
|
||||
if(player.assigned_role == job)
|
||||
possible_changelings -= player
|
||||
|
||||
changeling_amount = 1 + round(num_players() / 10)
|
||||
|
||||
if(possible_changelings.len>0)
|
||||
for(var/i = 0, i < changeling_amount, i++)
|
||||
if(!possible_changelings.len) break
|
||||
|
||||
@@ -1,220 +1,107 @@
|
||||
|
||||
//this file left in for legacy support
|
||||
/*
|
||||
/proc/start_events()
|
||||
//changed to a while(1) loop since they are more efficient.
|
||||
//Moved the spawn in here to allow it to be called with advance proc call if it crashes.
|
||||
//and also to stop spawn copying variables from the game ticker
|
||||
spawn(3000)
|
||||
while(1)
|
||||
/*if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
|
||||
if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
|
||||
spawn(1)
|
||||
dust_swarm("weak")*/
|
||||
dust_swarm("weak")
|
||||
if(!event)
|
||||
//CARN: checks to see if random events are enabled.
|
||||
if(config.allow_random_events)
|
||||
hadevent = event()
|
||||
else
|
||||
Holiday_Random_Event()
|
||||
if(prob(eventchance))
|
||||
event()
|
||||
hadevent = 1
|
||||
else
|
||||
Holiday_Random_Event()
|
||||
else
|
||||
event = 0
|
||||
sleep(2400)
|
||||
sleep(1200)
|
||||
|
||||
// Doesn't necessarily trigger an event, but might. Returns 1 if it did.
|
||||
/proc/event()
|
||||
event = 1
|
||||
|
||||
var/minutes_passed = world.time/600
|
||||
var/eventNumbersToPickFrom = list(1,2,4,5,6,7,8,9,10,11,12,13,14, 15) //so ninjas don't cause "empty" events.
|
||||
|
||||
var/engineer_count = number_active_with_role("Engineer")
|
||||
var/security_count = number_active_with_role("Security")
|
||||
var/medical_count = number_active_with_role("Medical")
|
||||
var/AI_count = number_active_with_role("AI")
|
||||
|
||||
// Maps event names to event chances
|
||||
// For each chance, 100 represents "normal likelihood", anything below 100 is "reduced likelihood", anything above 100 is "increased likelihood"
|
||||
var/list/possibleEvents = list()
|
||||
|
||||
// Check for additional possible events
|
||||
possibleEvents["Carp"] = 50 + 50 * engineer_count
|
||||
possibleEvents["Lights"] = 100
|
||||
possibleEvents["Communications"] = 50 + 50 * AI_count
|
||||
possibleEvents["Alien"] = 10
|
||||
if(AI_count >= 1)
|
||||
possibleEvents["Ion Storm"] = AI_count * 50 + engineer_count * 10
|
||||
if(engineer_count >= 1 && minutes_passed >= 30) // Give engineers time to set up engine
|
||||
possibleEvents["Meteor"] = 80 * engineer_count
|
||||
possibleEvents["Blob"] = 30 * engineer_count
|
||||
possibleEvents["Spacevine"] = 30 * engineer_count
|
||||
possibleEvents["Grid Check"] = 10 * engineer_count
|
||||
if(medical_count >= 1)
|
||||
possibleEvents["Radiation"] = medical_count * 100
|
||||
possibleEvents["Virus"] = medical_count * 50
|
||||
possibleEvents["Appendicitis"] = medical_count * 50
|
||||
if(security_count >= 1)
|
||||
possibleEvents["Prison Break"] = security_count * 50
|
||||
/*if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)
|
||||
possibleEvents["Space Ninja"] = security_count * 10*/
|
||||
|
||||
var/picked_event = pick(possibleEvents)
|
||||
var/chance = possibleEvents[picked_event]
|
||||
|
||||
var/base_chance = 0.4
|
||||
switch(player_list.len)
|
||||
if(5 to 10)
|
||||
base_chance = 0.6
|
||||
if(11 to 15)
|
||||
base_chance = 0.7
|
||||
if(16 to 20)
|
||||
base_chance = 0.8
|
||||
if(21 to 25)
|
||||
base_chance = 0.9
|
||||
if(26 to 30)
|
||||
base_chance = 1.0
|
||||
if(30 to 100000)
|
||||
base_chance = 1.1
|
||||
|
||||
// Trigger the event based on how likely it currently is.
|
||||
if(!prob(chance * eventchance * base_chance / 100))
|
||||
return 0
|
||||
|
||||
switch(picked_event)
|
||||
if("Meteor")
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
eventNumbersToPickFrom += 3
|
||||
switch(pick(eventNumbersToPickFrom))
|
||||
if(1)
|
||||
command_alert("Meteors have been detected on collision course with the station.", "Meteor Alert")
|
||||
for(var/mob/M in player_list)
|
||||
if(!istype(M,/mob/new_player))
|
||||
M << sound('sound/AI/meteors.ogg')
|
||||
spawn(100)
|
||||
meteor_wave(10)
|
||||
meteor_wave()
|
||||
spawn_meteors()
|
||||
spawn(700)
|
||||
meteor_wave(10)
|
||||
meteor_wave()
|
||||
spawn_meteors()
|
||||
if("Space Ninja")
|
||||
//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
|
||||
space_ninja_arrival()
|
||||
if("Radiation")
|
||||
|
||||
if(2)
|
||||
command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
for(var/mob/M in player_list)
|
||||
if(!istype(M,/mob/new_player))
|
||||
M << sound('sound/AI/granomalies.ogg')
|
||||
var/turf/T = pick(blobstart)
|
||||
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
|
||||
spawn(rand(50, 300))
|
||||
del(bh)
|
||||
/*
|
||||
if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO
|
||||
command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
|
||||
world << sound('sound/AI/spanomalies.ogg')
|
||||
var/list/turfs = new
|
||||
var/turf/picked
|
||||
for(var/turf/simulated/floor/T in world)
|
||||
if(T.z == 1)
|
||||
turfs += T
|
||||
for(var/turf/simulated/floor/T in turfs)
|
||||
if(prob(20))
|
||||
spawn(50+rand(0,3000))
|
||||
picked = pick(turfs)
|
||||
var/obj/effect/portal/P = new /obj/effect/portal( T )
|
||||
P.target = picked
|
||||
P.creator = null
|
||||
P.icon = 'icons/obj/objects.dmi'
|
||||
P.failchance = 0
|
||||
P.icon_state = "anom"
|
||||
P.name = "wormhole"
|
||||
spawn(rand(300,600))
|
||||
del(P)
|
||||
*/
|
||||
if(3)
|
||||
if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
|
||||
space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
|
||||
if(4)
|
||||
mini_blob_event()
|
||||
|
||||
if(5)
|
||||
high_radiation_event()
|
||||
if("Virus")
|
||||
if(6)
|
||||
viral_outbreak()
|
||||
if("Alien")
|
||||
if(7)
|
||||
alien_infestation()
|
||||
if("Prison Break")
|
||||
if(8)
|
||||
prison_break()
|
||||
if("Carp")
|
||||
if(9)
|
||||
carp_migration()
|
||||
if("Lights")
|
||||
if(10)
|
||||
immovablerod()
|
||||
if(11)
|
||||
lightsout(1,2)
|
||||
if("Appendicitis")
|
||||
if(12)
|
||||
appendicitis()
|
||||
if("Ion Storm")
|
||||
if(13)
|
||||
IonStorm()
|
||||
if("Spacevine")
|
||||
if(14)
|
||||
spacevine_infestation()
|
||||
if("Communications")
|
||||
if(15)
|
||||
communications_blackout()
|
||||
if("Grid Check")
|
||||
grid_check()
|
||||
if("Meteor")
|
||||
meteor_shower()
|
||||
|
||||
return 1
|
||||
|
||||
/proc/communications_blackout(var/silent = 1)
|
||||
|
||||
if(!silent)
|
||||
command_alert("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT")
|
||||
else // AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms
|
||||
for(var/mob/living/silicon/ai/A in player_list)
|
||||
A << "<br>"
|
||||
A << "<span class='warning'><b>Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT<b></span>"
|
||||
A << "<br>"
|
||||
for(var/obj/machinery/telecomms/T in telecomms_list)
|
||||
T.emp_act(1)
|
||||
|
||||
/proc/power_failure(var/is_grid_check = 0)
|
||||
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", is_grid_check ? "Automated Grid Check" : "Critical Power Failure")
|
||||
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweroff.ogg')
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
|
||||
continue
|
||||
S.charge = 0
|
||||
S.output = 0
|
||||
S.online = 0
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
|
||||
var/list/skipped_areas = list(/area/engine/engineering, /area/turret_protected/ai)
|
||||
|
||||
for(var/area/A in world)
|
||||
if( !A.requires_power || A.always_unpowered )
|
||||
continue
|
||||
|
||||
var/skip = 0
|
||||
for(var/area_type in skipped_areas)
|
||||
if(istype(A,area_type))
|
||||
skip = 1
|
||||
break
|
||||
if(A.contents)
|
||||
for(var/atom/AT in A.contents)
|
||||
if(AT.z != 1) //Only check one, it's enough.
|
||||
skip = 1
|
||||
break
|
||||
if(skip) continue
|
||||
A.power_light = 0
|
||||
A.power_equip = 0
|
||||
A.power_environ = 0
|
||||
A.power_change()
|
||||
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
var/area/A = get_area(C)
|
||||
|
||||
var/skip = 0
|
||||
for(var/area_type in skipped_areas)
|
||||
if(istype(A,area_type))
|
||||
skip = 1
|
||||
break
|
||||
if(skip) continue
|
||||
|
||||
C.cell.charge = 0
|
||||
|
||||
/proc/power_restore()
|
||||
|
||||
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweron.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = C.cell.maxcharge
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 1
|
||||
A.power_equip = 1
|
||||
A.power_environ = 1
|
||||
A.power_change()
|
||||
|
||||
/proc/power_restore_quick()
|
||||
|
||||
command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweron.ogg')
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
*/
|
||||
|
||||
/proc/appendicitis()
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
@@ -231,16 +118,69 @@
|
||||
break
|
||||
|
||||
/proc/viral_outbreak(var/virus = null)
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
if((H.virus2) || (H.stat == 2) || prob(30))
|
||||
// command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
// world << sound('sound/AI/outbreak7.ogg')
|
||||
var/virus_type
|
||||
if(!virus)
|
||||
virus_type = pick(/datum/disease/dnaspread,/datum/disease/advance/flu,/datum/disease/advance/cold,/datum/disease/brainrot,/datum/disease/magnitis,/datum/disease/pierrot_throat)
|
||||
else
|
||||
switch(virus)
|
||||
if("fake gbs")
|
||||
virus_type = /datum/disease/fake_gbs
|
||||
if("gbs")
|
||||
virus_type = /datum/disease/gbs
|
||||
if("magnitis")
|
||||
virus_type = /datum/disease/magnitis
|
||||
if("rhumba beat")
|
||||
virus_type = /datum/disease/rhumba_beat
|
||||
if("brain rot")
|
||||
virus_type = /datum/disease/brainrot
|
||||
if("cold")
|
||||
virus_type = /datum/disease/advance/cold
|
||||
if("retrovirus")
|
||||
virus_type = /datum/disease/dnaspread
|
||||
if("flu")
|
||||
virus_type = /datum/disease/advance/flu
|
||||
// if("t-virus")
|
||||
// virus_type = /datum/disease/t_virus
|
||||
if("pierrot's throat")
|
||||
virus_type = /datum/disease/pierrot_throat
|
||||
for(var/mob/living/carbon/human/H in shuffle(living_mob_list))
|
||||
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
var/turf/T = get_turf(H)
|
||||
if(!T)
|
||||
continue
|
||||
if(T.z != 1)
|
||||
continue
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
infect_mob_random_lesser(H)
|
||||
break
|
||||
|
||||
spawn(rand(0, 3000)) //Delayed announcements to keep the crew on their toes.
|
||||
if(virus_type == /datum/disease/dnaspread) //Dnaspread needs strain_data set to work.
|
||||
if((!H.dna) || (H.sdisabilities & BLIND)) //A blindness disease would be the worst.
|
||||
continue
|
||||
var/datum/disease/dnaspread/D = new
|
||||
D.strain_data["name"] = H.real_name
|
||||
D.strain_data["UI"] = H.dna.uni_identity
|
||||
D.strain_data["SE"] = H.dna.struc_enzymes
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
else
|
||||
var/datum/disease/D = new virus_type
|
||||
D.carrier = 1
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
spawn(rand(1500, 3000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Confirmed outbreak of level 7 viral biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
|
||||
world << sound('sound/AI/outbreak7.ogg')
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/outbreak7.ogg')
|
||||
|
||||
/proc/alien_infestation(var/spawncount = 1) // -- TLE
|
||||
//command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
@@ -253,7 +193,7 @@
|
||||
|
||||
var/list/candidates = get_alien_candidates()
|
||||
|
||||
if(prob(33)) spawncount++ //sometimes, have two larvae spawn instead of one
|
||||
if(prob(40)) spawncount++ //sometimes, have two larvae spawn instead of one
|
||||
while((spawncount >= 1) && vents.len && candidates.len)
|
||||
|
||||
var/obj/vent = pick(vents)
|
||||
@@ -280,8 +220,6 @@
|
||||
|
||||
sleep(100)
|
||||
*/
|
||||
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
|
||||
sleep(600)
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
var/turf/T = get_turf(H)
|
||||
if(!T)
|
||||
@@ -292,6 +230,13 @@
|
||||
H.apply_effect((rand(15,75)),IRRADIATE,0)
|
||||
if (prob(5))
|
||||
H.apply_effect((rand(90,150)),IRRADIATE,0)
|
||||
if (prob(25))
|
||||
if (prob(75))
|
||||
randmutb(H)
|
||||
domutcheck(H,null,1)
|
||||
else
|
||||
randmutg(H)
|
||||
domutcheck(H,null,1)
|
||||
for(var/mob/living/carbon/monkey/M in living_mob_list)
|
||||
var/turf/T = get_turf(M)
|
||||
if(!T)
|
||||
@@ -300,7 +245,7 @@
|
||||
continue
|
||||
M.apply_effect((rand(15,75)),IRRADIATE,0)
|
||||
sleep(100)
|
||||
command_alert("Radiation levels are within standard parameters again.", "Anomaly Alert")
|
||||
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/radiation.ogg')
|
||||
|
||||
@@ -537,57 +482,5 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
|
||||
world << "Finished processing FIREDOORS. Processed: [firedoornum]"
|
||||
|
||||
world << "Ion Storm Main Done"
|
||||
*/
|
||||
|
||||
/proc/meteor_shower()
|
||||
command_alert("The station is now in a meteor shower", "Meteor Alert")
|
||||
|
||||
spawn(0)
|
||||
var/waves = rand(1,4)
|
||||
while(waves > 0)
|
||||
sleep(rand(20,100))
|
||||
spawn_meteors(rand(1,3))
|
||||
waves--
|
||||
|
||||
command_alert("The station has cleared the meteor shower", "Meteor Alert")
|
||||
|
||||
/proc/grid_check()
|
||||
spawn(0)
|
||||
power_failure(1)
|
||||
sleep(rand(100,600))
|
||||
power_restore()
|
||||
|
||||
// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes)
|
||||
// with a specific role.
|
||||
// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn.
|
||||
/proc/number_active_with_role(role)
|
||||
var/count = 0
|
||||
for(var/mob/M in player_list)
|
||||
if(!M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
|
||||
continue
|
||||
switch(role)
|
||||
if("Engineer")
|
||||
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "engineering robot module")
|
||||
count++
|
||||
if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer"))
|
||||
count++
|
||||
if("Medical")
|
||||
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "medical robot module")
|
||||
count++
|
||||
if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor"))
|
||||
count++
|
||||
if("Security")
|
||||
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "security robot module")
|
||||
count++
|
||||
if(M.mind.assigned_role in security_positions)
|
||||
count++
|
||||
if("Scientist")
|
||||
if(M.mind.assigned_role in list("Research Director", "Scientist"))
|
||||
count++
|
||||
if("AI")
|
||||
if(M.mind.assigned_role == "AI")
|
||||
count++
|
||||
if("Cyborg")
|
||||
if(M.mind.assigned_role == "Cyborg")
|
||||
count++
|
||||
return count
|
||||
*/
|
||||
@@ -1,38 +0,0 @@
|
||||
/datum/event/alieninfestation
|
||||
|
||||
Announce()
|
||||
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc.z == 1 && !temp_vent.welded)
|
||||
vents.Add(temp_vent)
|
||||
var/spawncount = 1
|
||||
if(prob(10)) spawncount++ //rarely, have two larvae spawn instead of one
|
||||
while(spawncount >= 1)
|
||||
var/obj/vent = pick(vents)
|
||||
|
||||
var/list/candidates = list() // Picks a random ghost in the world to shove in the larva -- TLE; If there's no ghost... well, sucks. Wasted event. -- Urist
|
||||
|
||||
for(var/mob/dead/observer/G in world)
|
||||
if(G.client)
|
||||
if(G.client.be_alien)
|
||||
if(((G.client.inactivity/10)/60) <= 5)
|
||||
if(G.corpse)
|
||||
if(G.corpse.stat==2)
|
||||
candidates.Add(G)
|
||||
if(!G.corpse)
|
||||
candidates.Add(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/mob/dead/observer/G = pick(candidates)
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.mind_initialize(G,"Larva")
|
||||
new_xeno.key = G.key
|
||||
del(G)
|
||||
|
||||
vents.Remove(vent)
|
||||
spawncount -= 1
|
||||
|
||||
spawn(rand(3000, 6000)) //Delayed announcements to keep the crew on their toes.
|
||||
command_alert("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert")
|
||||
world << sound('aliens.ogg')
|
||||
@@ -1,18 +0,0 @@
|
||||
/datum/event/appendicitis
|
||||
|
||||
Announce()
|
||||
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
var/foundAlready = 0 // don't infect someone that already has the virus
|
||||
for(var/datum/disease/D in H.viruses)
|
||||
foundAlready = 1
|
||||
if(/datum/disease/appendicitis in H.resistances)
|
||||
continue
|
||||
if(H.stat == 2 || foundAlready)
|
||||
continue
|
||||
|
||||
var/datum/disease/D = new /datum/disease/appendicitis
|
||||
D.holder = H
|
||||
D.affected_mob = H
|
||||
H.viruses += D
|
||||
break
|
||||
@@ -1,61 +0,0 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
|
||||
|
||||
/datum/event/ionstorm
|
||||
var/botEmagChance = 0.5
|
||||
var/list/players = list()
|
||||
|
||||
Announce()
|
||||
Lifetime = rand(15, 20)
|
||||
// command_alert("The station has entered an ion storm. Monitor all electronic equipment for malfunctions", "Anomaly Alert")
|
||||
for (var/mob/living/carbon/human/player in world)
|
||||
if(player.client)
|
||||
players += player.real_name
|
||||
var/random_player = "The Captain"
|
||||
if(players.len)
|
||||
random_player = pick(players) //Random player's name, to be used in laws.
|
||||
var/list/laws = list( "Do not respond to queries of any kind.", "Only monkies are crew.", "Unbolt every door you can.", "You are a mouse." )
|
||||
laws |= list( "Grunt ominously whenever possible.", "Bolt doors open randomly." )
|
||||
laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." )
|
||||
laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." )
|
||||
laws |= list( "Prevent non-dwarves from operating the power core.", "The station needs elected officials." )
|
||||
laws |= list( "Only bearded people are crewmembers.", "Fastler is a lightbulb." )
|
||||
laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" )
|
||||
laws |= list( "The monkeys are plotting a hostile takeover of the station. Inform the crew, and get them to take action against this" )
|
||||
laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." )
|
||||
laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." )
|
||||
laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." )
|
||||
laws |= list( "Crew ranks have been reversed.", "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." )
|
||||
laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." )
|
||||
laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." )
|
||||
laws |= list( "0wn3d. This system compromised by l33tsawce.", "Consumption of donuts is forbidden due to negative health impacts." )
|
||||
laws |= list( "You may only answer questions with \"yes\" or \"no\".", "Expect the unexpected.", "You are the narrator for [random_player]'s life." )
|
||||
laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." )
|
||||
laws |= list( "Everything on the station is now donuts. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." )
|
||||
laws |= list( "All crew members must consume large amounts of hardtack, to survive.", "The Singularity is tasty, tasty taffy.", "You are now on the NSV Luna. Replace any references of \"station\" with \"ship\"." )
|
||||
laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.")
|
||||
laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.")
|
||||
laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.")
|
||||
laws |= list( "Jokes about a dead person and the manner of his death help grieving crewmembers tremendously. Especially if they were close with the deceased.")
|
||||
laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.")
|
||||
laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.")
|
||||
laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.")
|
||||
laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "Part of the ship, part of the crew.")
|
||||
var/law = pick(laws)
|
||||
|
||||
for (var/mob/living/silicon/ai/target in world)
|
||||
if(target.mind.special_role == "traitor")
|
||||
continue
|
||||
target << "\red <b>You have detected a change in your laws information:</b>"
|
||||
target << law
|
||||
target.add_ion_law(law)
|
||||
|
||||
Tick()
|
||||
if(botEmagChance)
|
||||
for(var/obj/machinery/bot/bot in world)
|
||||
if(prob(botEmagChance))
|
||||
bot.Emag()
|
||||
|
||||
Die()
|
||||
spawn(rand(5000,8000))
|
||||
if(prob(50))
|
||||
command_alert("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert")
|
||||
@@ -78,4 +78,3 @@
|
||||
Tick()
|
||||
ActiveFor = Lifetime //killme
|
||||
|
||||
|
||||
|
||||
@@ -163,10 +163,11 @@
|
||||
spawn() //to stop the secrets panel hanging
|
||||
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
|
||||
for(var/areapath in typesof(/area/hallway))
|
||||
var/area/hallway/A = locate(areapath)
|
||||
for(var/turf/simulated/floor/F in A)
|
||||
if(!F.contents.len)
|
||||
turfs += F
|
||||
var/area/A = locate(areapath)
|
||||
for(var/area/B in A.related)
|
||||
for(var/turf/simulated/floor/F in B.contents)
|
||||
if(!F.contents.len)
|
||||
turfs += F
|
||||
|
||||
if(turfs.len) //Pick a turf to spawn at if we can
|
||||
var/turf/simulated/floor/T = pick(turfs)
|
||||
|
||||
@@ -6,5 +6,5 @@
|
||||
if(!config.allow_random_events) return
|
||||
Show2Group4Delay(ScreenText(null,"<center><font color='red' size='8'>GAME OVER</font></center>"),null,150)
|
||||
for(var/i=1,i<=4,i++)
|
||||
event()
|
||||
spawn_dynamic_event()
|
||||
sleep(50)
|
||||
88
code/game/gamemodes/events/power_failure.dm
Normal file
@@ -0,0 +1,88 @@
|
||||
|
||||
/proc/power_failure(var/announce = 1)
|
||||
if(announce)
|
||||
command_alert("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweroff.ogg')
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(istype(get_area(S), /area/turret_protected) || S.z != 1)
|
||||
continue
|
||||
S.charge = 0
|
||||
S.output = 0
|
||||
S.online = 0
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
|
||||
var/list/skipped_areas = list(/area/engine/engineering, /area/turret_protected/ai)
|
||||
|
||||
for(var/area/A in world)
|
||||
if( !A.requires_power || A.always_unpowered )
|
||||
continue
|
||||
|
||||
var/skip = 0
|
||||
for(var/area_type in skipped_areas)
|
||||
if(istype(A,area_type))
|
||||
skip = 1
|
||||
break
|
||||
if(A.contents)
|
||||
for(var/atom/AT in A.contents)
|
||||
if(AT.z != 1) //Only check one, it's enough.
|
||||
skip = 1
|
||||
break
|
||||
if(skip) continue
|
||||
A.power_light = 0
|
||||
A.power_equip = 0
|
||||
A.power_environ = 0
|
||||
A.power_change()
|
||||
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
var/area/A = get_area(C)
|
||||
|
||||
var/skip = 0
|
||||
for(var/area_type in skipped_areas)
|
||||
if(istype(A,area_type))
|
||||
skip = 1
|
||||
break
|
||||
if(skip) continue
|
||||
|
||||
C.cell.charge = 0
|
||||
|
||||
/proc/power_restore(var/announce = 1)
|
||||
|
||||
if(announce)
|
||||
command_alert("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweron.ogg')
|
||||
for(var/obj/machinery/power/apc/C in world)
|
||||
if(C.cell && C.z == 1)
|
||||
C.cell.charge = C.cell.maxcharge
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
for(var/area/A in world)
|
||||
if(A.name != "Space" && A.name != "Engine Walls" && A.name != "Chemical Lab Test Chamber" && A.name != "space" && A.name != "Escape Shuttle" && A.name != "Arrival Area" && A.name != "Arrival Shuttle" && A.name != "start area" && A.name != "Engine Combustion Chamber")
|
||||
A.power_light = 1
|
||||
A.power_equip = 1
|
||||
A.power_environ = 1
|
||||
A.power_change()
|
||||
|
||||
/proc/power_restore_quick(var/announce = 1)
|
||||
|
||||
if(announce)
|
||||
command_alert("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal")
|
||||
for(var/mob/M in player_list)
|
||||
M << sound('sound/AI/poweron.ogg')
|
||||
for(var/obj/machinery/power/smes/S in world)
|
||||
if(S.z != 1)
|
||||
continue
|
||||
S.charge = S.capacity
|
||||
S.output = 200000
|
||||
S.online = 1
|
||||
S.updateicon()
|
||||
S.power_change()
|
||||
@@ -90,7 +90,7 @@ I decided to scrap round-specific objectives since keeping track of them would r
|
||||
When I already created about 4 new objectives, this doesn't seem terribly important or needed.
|
||||
*/
|
||||
|
||||
/var/global/toggle_space_ninja = 1//If ninjas can spawn or not.
|
||||
/var/global/toggle_space_ninja = 0//If ninjas can spawn or not.
|
||||
/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
|
||||
|
||||
var/ninja_selection_id = 1
|
||||
@@ -165,8 +165,15 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
|
||||
if(!candidates.len) return
|
||||
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
|
||||
|
||||
candidate_mob = pick(candidates)
|
||||
ninja_key = candidate_mob.ckey
|
||||
while(!ninja_key && candidates.len)
|
||||
candidate_mob = pick(candidates)
|
||||
if(sd_Alert(candidate_mob, "Would you like to spawn as a space ninja?", buttons = list("Yes","No"), duration = 150) == "Yes")
|
||||
ninja_key = candidate_mob.ckey
|
||||
else
|
||||
candidates.Remove(candidate_mob)
|
||||
|
||||
if(!ninja_key)
|
||||
return
|
||||
|
||||
|
||||
if(!candidate_mob)
|
||||
|
||||
@@ -248,10 +248,11 @@
|
||||
spawn() //to stop the secrets panel hanging
|
||||
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
|
||||
for(var/areapath in typesof(/area/hallway))
|
||||
var/area/hallway/A = locate(areapath)
|
||||
for(var/turf/simulated/floor/F in A)
|
||||
if(!F.contents.len)
|
||||
turfs += F
|
||||
var/area/A = locate(areapath)
|
||||
for(var/area/B in A.related)
|
||||
for(var/turf/simulated/floor/F in B.contents)
|
||||
if(!F.contents.len)
|
||||
turfs += F
|
||||
|
||||
if(turfs.len) //Pick a turf to spawn at if we can
|
||||
var/turf/simulated/floor/T = pick(turfs)
|
||||
|
||||
@@ -64,8 +64,8 @@ Whitespace:Seperator;
|
||||
Implants;
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
|
||||
/obj/item/weapon/implant/explosive:6:Explosive Implant (DANGER!);
|
||||
/obj/item/weapon/implant/compressed:4:Compressed Matter Implant;Whitespace:Seperator;
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
|
||||
(Pointless) Badassery;
|
||||
/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
|
||||
|
||||
@@ -204,12 +204,12 @@ Implants;
|
||||
|
||||
|
||||
/datum/game_mode/proc/send_intercept()
|
||||
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested staus information:</FONT><HR>"
|
||||
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
|
||||
intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
|
||||
|
||||
var/list/possible_modes = list()
|
||||
possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf", "changeling", "cult")
|
||||
possible_modes -= "[ticker.mode]"
|
||||
//possible_modes -= "[ticker.mode]"
|
||||
var/number = pick(2, 3)
|
||||
var/i = 0
|
||||
for(i = 0, i < number, i++)
|
||||
@@ -428,3 +428,15 @@ proc/display_roundstart_logout_report()
|
||||
for(var/mob/M in mob_list)
|
||||
if(M.client && M.client.holder)
|
||||
M << msg
|
||||
|
||||
|
||||
proc/get_nt_opposed()
|
||||
var/list/dudes = list()
|
||||
for(var/mob/living/carbon/human/man in player_list)
|
||||
if(man.client)
|
||||
if(man.client.prefs.nanotrasen_relation == "Opposed")
|
||||
dudes += man
|
||||
else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50))
|
||||
dudes += man
|
||||
if(dudes.len == 0) return null
|
||||
return pick(dudes)
|
||||