Merge remote-tracking branch 'PolarisSS13/master' into spriteadd

This commit is contained in:
Unknown
2019-04-22 20:20:56 -04:00
196 changed files with 4320 additions and 1139 deletions
+6 -6
View File
@@ -790,13 +790,13 @@
if (ismob(M))
if(!check_if_greater_rights_than(M.client))
return
var/reason = sanitize(input("Please enter reason"))
var/reason = sanitize(input("Please enter reason.") as null|message)
if(!reason)
M << "<font color='red'>You have been kicked from the server</font>"
else
M << "<font color='red'>You have been kicked from the server: [reason]</font>"
log_admin("[key_name(usr)] booted [key_name(M)].")
message_admins("<font color='blue'>[key_name_admin(usr)] booted [key_name_admin(M)].</font>", 1)
return
to_chat(M, span("critical", "You have been kicked from the server: [reason]"))
log_admin("[key_name(usr)] booted [key_name(M)] for reason: '[reason]'.")
message_admins("<font color='blue'>[key_name_admin(usr)] booted [key_name_admin(M)] for reason '[reason]'.</font>", 1)
//M.client = null
qdel(M.client)
+1 -1
View File
@@ -104,7 +104,7 @@ Code:
var/obj/item/device/assembly/signaler/signaler2 = W
if(secured && signaler2.secured)
code = signaler2.code
frequency = signaler2.frequency
set_frequency(signaler2.frequency)
to_chat(user, "You transfer the frequency and code of [signaler2] to [src].")
else
..()
+7 -5
View File
@@ -149,12 +149,14 @@ GLOBAL_LIST_EMPTY(all_cataloguers)
var/list/contributers = list()
var/list/contributer_names = list()
for(var/thing in player_list)
var/mob/M = thing
if(M == user)
var/mob/living/L = thing
if(L == user)
continue
if(get_dist(M, user) <= credit_sharing_range)
contributers += M
contributer_names += M.name
if(!istype(L))
continue
if(get_dist(L, user) <= credit_sharing_range)
contributers += L
contributer_names += L.name
var/points_gained = 0
@@ -273,6 +273,14 @@ datum/gear/suit/duster
display_name = "cloak, medical"
path = /obj/item/clothing/accessory/poncho/roles/cloak/medical
/datum/gear/suit/roles/poncho/cloak/custom //A colorable cloak
display_name = "cloak (colorable)"
path = /obj/item/clothing/accessory/poncho/roles/cloak/custom
/datum/gear/suit/roles/poncho/cloak/custom/New()
..()
gear_tweaks = list(gear_tweak_free_color_choice)
/datum/gear/suit/unathi_robe
display_name = "roughspun robe"
path = /obj/item/clothing/suit/unathi/robe
@@ -220,7 +220,7 @@
if(istype(W,/obj/item/clothing/accessory) || istype(W, /obj/item/weapon/hand_labeler))
return ..()
if(istype(src.loc,/mob/living))
if(user.get_inventory_slot(src) == slot_wear_suit)
to_chat(user, "<span class='warning'>You cannot modify \the [src] while it is being worn.</span>")
return
@@ -148,3 +148,66 @@
new /obj/item/clothing/accessory/badge/holo/cord(src)
..()
return
// Synthmorph bag / Corporation badges. Primarily used on the robobag, but can be worn. Default is NT.
/obj/item/clothing/accessory/badge/corporate_tag
name = "NanoTrasen Badge"
desc = "A plain metallic plate that might denote the wearer as a member of NanoTrasen."
icon_state = "tag_nt"
item_state = "badge"
badge_string = "NanoTrasen"
/obj/item/clothing/accessory/badge/corporate_tag/morpheus
name = "Morpheus Badge"
desc = "A plain metallic plate that might denote the wearer as a member of Morpheus Cyberkinetics."
icon_state = "tag_blank"
badge_string = "Morpheus"
/obj/item/clothing/accessory/badge/corporate_tag/wardtaka
name = "Ward-Takahashi Badge"
desc = "A plain metallic plate that might denote the wearer as a member of Ward-Takahashi."
icon_state = "tag_ward"
badge_string = "Ward-Takahashi"
/obj/item/clothing/accessory/badge/corporate_tag/zenghu
name = "Zeng-Hu Badge"
desc = "A plain metallic plate that might denote the wearer as a member of Zeng-Hu."
icon_state = "tag_zeng"
badge_string = "Zeng-Hu"
/obj/item/clothing/accessory/badge/corporate_tag/gilthari
name = "Gilthari Badge"
desc = "An opulent metallic plate that might denote the wearer as a member of Gilthari."
icon_state = "tag_gil"
badge_string = "Gilthari"
/obj/item/clothing/accessory/badge/corporate_tag/veymed
name = "Vey-Medical Badge"
desc = "A plain metallic plate that might denote the wearer as a member of Vey-Medical."
icon_state = "tag_vey"
badge_string = "Vey-Medical"
/obj/item/clothing/accessory/badge/corporate_tag/hephaestus
name = "Hephaestus Badge"
desc = "A rugged metallic plate that might denote the wearer as a member of Hephaestus."
icon_state = "tag_heph"
badge_string = "Hephaestus"
/obj/item/clothing/accessory/badge/corporate_tag/grayson
name = "Grayson Badge"
desc = "A rugged metallic plate that might denote the wearer as a member of Grayson."
icon_state = "tag_grayson"
badge_string = "Grayson"
/obj/item/clothing/accessory/badge/corporate_tag/xion
name = "Xion Badge"
desc = "A rugged metallic plate that might denote the wearer as a member of Xion."
icon_state = "tag_xion"
badge_string = "Xion"
/obj/item/clothing/accessory/badge/corporate_tag/bishop
name = "Bishop Badge"
desc = "A sleek metallic plate that might denote the wearer as a member of Bishop."
icon_state = "tag_bishop"
badge_string = "Bishop"
@@ -216,6 +216,13 @@
icon_state = "medcloak"
item_state = "medcloak"
/obj/item/clothing/accessory/poncho/roles/cloak/custom //A colorable cloak
name = "cloak"
desc = "A simple, bland cloak."
icon_state = "colorcloak"
item_state = "colorcloak"
/obj/item/clothing/accessory/hawaii
name = "flower-pattern shirt"
desc = "You probably need some welder googles to look at this."
+2
View File
@@ -78,6 +78,8 @@
/obj/item/weapon/spacecash/attack_self()
var/amount = input(usr, "How many Thalers do you want to take? (0 to [src.worth])", "Take Money", 20) as num
if(!src || QDELETED(src))
return
amount = round(CLAMP(amount, 0, src.worth))
if(!amount)
@@ -65,7 +65,7 @@
return 1
return 0
/obj/item/weapon/reagent_containers/food/drinks/glass2/New()
/obj/item/weapon/reagent_containers/food/drinks/glass2/Initialize()
..()
icon_state = base_icon
+2 -2
View File
@@ -11,7 +11,7 @@
rim_pos = null // no fruit slices
var/lid_color = "black"
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/New()
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/Initialize()
..()
lid_color = pick("black", "red", "blue")
update_icon()
@@ -23,7 +23,7 @@
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/proteinshake
name = "protein shake"
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/proteinshake/New()
/obj/item/weapon/reagent_containers/food/drinks/glass2/fitnessflask/proteinshake/Initialize()
..()
reagents.add_reagent("nutriment", 30)
reagents.add_reagent("iron", 10)
+5 -5
View File
@@ -3285,23 +3285,23 @@
return
..()
/obj/item/pizzabox/margherita/New()
/obj/item/pizzabox/margherita/Initialize()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/margherita(src)
boxtag = "Margherita Deluxe"
/obj/item/pizzabox/vegetable/New()
/obj/item/pizzabox/vegetable/Initialize()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza(src)
boxtag = "Gourmet Vegatable"
/obj/item/pizzabox/mushroom/New()
/obj/item/pizzabox/mushroom/Initialize()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza(src)
boxtag = "Mushroom Special"
/obj/item/pizzabox/meat/New()
/obj/item/pizzabox/meat/Initialize()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/meatpizza(src)
boxtag = "Meatlover's Supreme"
/obj/item/pizzabox/old/New()
/obj/item/pizzabox/old/Initialize()
pizza = new /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/oldpizza(src)
boxtag = "Deluxe Gourmet"
+4 -4
View File
@@ -217,13 +217,13 @@
spawn(gib_time)
src.operating = 0
src.occupant.gib()
qdel(src.occupant)
operating = 0
occupant.gib()
occupant = null
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/obj/item/thing in contents)
for (var/obj/thing in contents)
// There's a chance that the gibber will fail to destroy some evidence.
if(istype(thing,/obj/item/organ) && prob(80))
qdel(thing)
+2
View File
@@ -457,6 +457,8 @@ I said no!
. = ..()
if (.)
var/obj/item/weapon/paper/paper = locate() in container
if (!paper)
return 0
if (!paper.info)
return 0
return .
+3 -2
View File
@@ -254,8 +254,9 @@
return
/obj/item/weapon/deck/verb_pickup(mob/user as mob) // Snowflaked so pick up verb work as intended
if((user == usr && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
/obj/item/weapon/deck/verb_pickup() // Snowflaked so pick up verb work as intended
var/mob/user = usr
if((istype(user) && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
if(!istype(usr, /mob/living/simple_mob))
if( !usr.get_active_hand() ) //if active hand is empty
var/mob/living/carbon/human/H = user
@@ -413,8 +413,9 @@
activate_pin(3)
for(var/mob/O in hearers(1, get_turf(src)))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
if(loc)
for(var/mob/O in hearers(1, get_turf(src)))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
/obj/item/integrated_circuit/input/EPv2
name = "\improper EPv2 circuit"
@@ -196,3 +196,7 @@
recipes += new/datum/stack_recipe("alien wood floor tile", /obj/item/stack/tile/wood/sif, 1, 4, 20)
recipes -= new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20)
recipes -= new/datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1)
/material/supermatter/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("supermatter shard", /obj/machinery/power/supermatter/shard, 30 , one_per_turf = 1, time = 600, on_floor = 1)
+95 -1
View File
@@ -214,7 +214,101 @@
no_variants = FALSE
/obj/item/stack/material/durasteel/hull
name = "MAT_DURASTEELHULL"
name = MAT_DURASTEELHULL
/obj/item/stack/material/titanium
name = MAT_TITANIUM
icon_state = "sheet-silver"
item_state = "sheet-silver"
default_type = MAT_TITANIUM
no_variants = FALSE
/obj/item/stack/material/titanium/hull
name = MAT_TITANIUMHULL
default_type = MAT_TITANIUMHULL
// Particle Smasher and Exotic material.
/obj/item/stack/material/verdantium
name = MAT_VERDANTIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_VERDANTIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium
name = MAT_MORPHIUM
icon_state = "sheet-wavy"
item_state = "mhydrogen"
default_type = MAT_MORPHIUM
no_variants = FALSE
apply_colour = TRUE
/obj/item/stack/material/morphium/hull
name = MAT_MORPHIUMHULL
default_type = MAT_MORPHIUMHULL
/obj/item/stack/material/valhollide
name = MAT_VALHOLLIDE
icon_state = "sheet-gem"
item_state = "diamond"
default_type = MAT_VALHOLLIDE
no_variants = FALSE
apply_colour = TRUE
// Forged in the equivalent of Hell, one piece at a time.
/obj/item/stack/material/supermatter
name = MAT_SUPERMATTER
icon_state = "sheet-super"
item_state = "diamond"
default_type = MAT_SUPERMATTER
apply_colour = TRUE
/obj/item/stack/material/supermatter/proc/update_mass() // Due to how dangerous they can be, the item will get heavier and larger the more are in the stack.
slowdown = amount / 10
w_class = min(5, round(amount / 10) + 1)
throw_range = round(amount / 7) + 1
/obj/item/stack/material/supermatter/use(var/used)
. = ..()
update_mass()
return
/obj/item/stack/material/supermatter/attack_hand(mob/user)
update_mass()
radiation_repository.radiate(src, 5 + amount)
var/mob/living/M = user
if(!istype(M))
return
var/burn_user = TRUE
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G) && ((G.flags & THICKMATERIAL && prob(70)) || istype(G, /obj/item/clothing/gloves/gauntlets)))
burn_user = FALSE
if(burn_user)
H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
H.apply_damage(amount / 2 + 5, BURN, "r_hand", used_weapon="Supermatter Chunk")
H.apply_damage(amount / 2 + 5, BURN, "l_hand", used_weapon="Supermatter Chunk")
H.drop_from_inventory(src, get_turf(H))
return
if(istype(user, /mob/living/silicon/robot))
burn_user = FALSE
if(burn_user)
M.apply_damage(amount, BURN, null, used_weapon="Supermatter Chunk")
/obj/item/stack/material/supermatter/ex_act(severity) // An incredibly hard to manufacture material, SM chunks are unstable by their 'stabilized' nature.
if(prob((4 / severity) * 20))
radiation_repository.radiate(get_turf(src), amount * 4)
explosion(get_turf(src),round(amount / 12) , round(amount / 6), round(amount / 3), round(amount / 25))
qdel(src)
return
radiation_repository.radiate(get_turf(src), amount * 2)
..()
/obj/item/stack/material/wood
name = "wooden plank"
+78 -6
View File
@@ -105,6 +105,8 @@ var/list/name_to_material
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance.
var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
@@ -293,6 +295,8 @@ var/list/name_to_material
/material/supermatter
name = "supermatter"
icon_colour = "#FFFF00"
stack_type = /obj/item/stack/material/supermatter
shard_type = SHARD_SHARD
radioactivity = 20
stack_type = null
luminescence = 3
@@ -304,6 +308,7 @@ var/list/name_to_material
sheet_singular_name = "crystal"
sheet_plural_name = "crystals"
is_fusion_fuel = 1
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_PHORON = 5, TECH_BLUESPACE = 4)
/material/phoron
name = "phoron"
@@ -354,11 +359,10 @@ var/list/name_to_material
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
hardness = 100
hardness = 70
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
/material/steel
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
@@ -455,8 +459,8 @@ var/list/name_to_material
reflectivity = 0.9
/material/plasteel/titanium
name = "titanium"
stack_type = null
name = MAT_TITANIUM
stack_type = /obj/item/stack/material/titanium
conductivity = 2.38
icon_base = "metal"
door_icon_base = "metal"
@@ -465,7 +469,7 @@ var/list/name_to_material
/material/plasteel/titanium/hull
name = MAT_TITANIUMHULL
stack_type = null
stack_type = /obj/item/stack/material/titanium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
@@ -686,7 +690,7 @@ var/list/name_to_material
sheet_plural_name = "ingots"
/material/lead
name = "lead"
name = MAT_LEAD
stack_type = /obj/item/stack/material/lead
icon_colour = "#273956"
weight = 23 // Lead is a bit more dense than silver IRL, and silver has 22 ingame.
@@ -695,6 +699,74 @@ var/list/name_to_material
sheet_plural_name = "ingots"
radiation_resistance = 25 // Lead is Special and so gets to block more radiation than it normally would with just weight, totalling in 48 protection.
// Particle Smasher and other exotic materials.
/material/verdantium
name = MAT_VERDANTIUM
stack_type = /obj/item/stack/material/verdantium
icon_base = "metal"
door_icon_base = "metal"
icon_reinf = "reinf_metal"
icon_colour = "#4FE95A"
integrity = 80
protectiveness = 15
weight = 15
hardness = 30
shard_type = SHARD_SHARD
negation = 15
conductivity = 60
reflectivity = 0.3
radiation_resistance = 5
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 5, TECH_BIO = 4)
sheet_singular_name = "sheet"
sheet_plural_name = "sheets"
/material/morphium
name = MAT_MORPHIUM
stack_type = /obj/item/stack/material/morphium
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#37115A"
icon_reinf = "reinf_metal"
protectiveness = 60
integrity = 300
conductivity = 1.5
hardness = 90
shard_type = SHARD_SHARD
weight = 30
negation = 25
explosion_resistance = 85
reflectivity = 0.2
radiation_resistance = 10
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_ILLEGAL = 1, TECH_PHORON = 4, TECH_BLUESPACE = 4, TECH_ARCANE = 1)
/material/morphium/hull
name = MAT_MORPHIUMHULL
stack_type = /obj/item/stack/material/morphium/hull
icon_base = "hull"
icon_reinf = "reinf_mesh"
/material/valhollide
name = MAT_VALHOLLIDE
stack_type = /obj/item/stack/material/valhollide
icon_base = "stone"
door_icon_base = "stone"
icon_reinf = "reinf_mesh"
icon_colour = "##FFF3B2"
protectiveness = 30
integrity = 240
weight = 30
hardness = 45
negation = 2
conductivity = 5
reflectivity = 0.5
radiation_resistance = 20
spatial_instability = 30
stack_origin_tech = list(TECH_MATERIAL = 7, TECH_PHORON = 5, TECH_BLUESPACE = 5)
sheet_singular_name = "gem"
sheet_plural_name = "gems"
// Adminspawn only, do not let anyone get this.
/material/alienalloy
name = "alienalloy"
+2 -2
View File
@@ -6,7 +6,7 @@
. = 0
return
if(!M.mind || !M.client) // Logged out. They might come back but we can't do any meaningful assessments for now.
if(!M.client) // Logged out. They might come back but we can't do any meaningful assessments for now.
. = 0
return
@@ -79,4 +79,4 @@
. += assess_player_activity(O)
num++
if(num)
. = round(. / num, 0.1)
. = round(. / num, 0.1)
+22 -2
View File
@@ -17,7 +17,7 @@
var/list/resource_field = list()
var/obj/item/device/radio/intercom/faultreporter = new /obj/item/device/radio/intercom{channels=list("Supply")}(null)
var/ore_types = list(
var/list/ore_types = list(
"hematite" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
@@ -34,8 +34,20 @@
var/harvest_speed
var/capacity
var/charge_use
var/exotic_drilling
var/obj/item/weapon/cell/cell = null
// Found with an advanced laser. exotic_drilling >= 1
var/list/ore_types_uncommon = list(
MAT_MARBLE = /obj/item/weapon/ore/marble,
MAT_LEAD = /obj/item/weapon/ore/lead
)
// Found with an ultra laser. exotic_drilling >= 2
var/list/ore_types_rare = list(
MAT_VERDANTIUM = /obj/item/weapon/ore/verdantium
)
//Flags
var/need_update_field = 0
var/need_player_check = 0
@@ -127,7 +139,7 @@
var/oretype = ore_types[metal]
new oretype(src)
if(!found_resource)
if(!found_resource) // If a drill can't see an advanced material, it will destroy it while going through.
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
@@ -219,6 +231,14 @@
for(var/obj/item/weapon/stock_parts/P in component_parts)
if(istype(P, /obj/item/weapon/stock_parts/micro_laser))
harvest_speed = P.rating
exotic_drilling = P.rating - 1
if(exotic_drilling >= 1)
ore_types |= ore_types_uncommon
if(exotic_drilling >= 2)
ore_types |= ore_types_rare
else
ore_types -= ore_types_uncommon
ore_types -= ore_types_rare
if(istype(P, /obj/item/weapon/stock_parts/matter_bin))
capacity = 200 * P.rating
if(istype(P, /obj/item/weapon/stock_parts/capacitor))
+5 -3
View File
@@ -18,7 +18,8 @@
"surface minerals" = 0,
"precious metals" = 0,
"nuclear fuel" = 0,
"exotic matter" = 0
"exotic matter" = 0,
"anomalous matter" = 0
)
for(var/turf/simulated/T in range(2, get_turf(user)))
@@ -30,10 +31,11 @@
var/ore_type
switch(metal)
if("silicates", "carbon", "hematite") ore_type = "surface minerals"
if("gold", "silver", "diamond") ore_type = "precious metals"
if("silicates", "carbon", "hematite", "marble") ore_type = "surface minerals"
if("gold", "silver", "diamond", "lead") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron", "osmium", "hydrogen") ore_type = "exotic matter"
if("verdantium") ore_type = "anomalous matter"
if(ore_type) metals[ore_type] += T.resources[metal]
+4 -1
View File
@@ -171,10 +171,13 @@
"phoron" = 15,
"silver" = 16,
"gold" = 18,
"marble" = 20,
"uranium" = 30,
"diamond" = 50,
"platinum" = 40,
"mhydrogen" = 40)
"lead" = 40,
"mhydrogen" = 40,
"verdantium" = 60)
/obj/machinery/mineral/processing_unit/New()
..()
+1 -1
View File
@@ -211,7 +211,7 @@
var/obj/item/stack/flag/newflag = new src.type(T)
newflag.amount = 1
newflag.upright = 1
anchored = 1
newflag.anchored = 1
newflag.name = newflag.singular_name
newflag.icon_state = "[newflag.base_state]_open"
newflag.visible_message("<b>[user]</b> plants [newflag] firmly in the ground.")
+6 -3
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@@ -46,7 +46,10 @@ var/list/mining_overlay_cache = list()
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbon" = /obj/item/weapon/ore/coal
"carbon" = /obj/item/weapon/ore/coal,
"verdantium" = /obj/item/weapon/ore/verdantium,
"marble" = /obj/item/weapon/ore/marble,
"lead" = /obj/item/weapon/ore/lead
)
has_resources = 1
@@ -608,10 +611,10 @@ var/list/mining_overlay_cache = list()
var/mineral_name
if(rare_ore)
mineral_name = pickweight(list("uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20))
mineral_name = pickweight(list("marble" = 5, "uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 5, "verdantium" = 1))
else
mineral_name = pickweight(list("uranium" = 5, "platinum" = 5, "hematite" = 35, "carbon" = 35, "diamond" = 1, "gold" = 5, "silver" = 5, "phoron" = 10))
mineral_name = pickweight(list("marble" = 3, "uranium" = 10, "platinum" = 10, "hematite" = 70, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 2, "verdantium" = 1))
if(mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]
+29
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@@ -24,6 +24,12 @@
origin_tech = list(TECH_MATERIAL = 1)
material = "carbon"
/obj/item/weapon/ore/marble
name = "recrystallized carbonate"
icon_state = "ore_marble"
origin_tech = list(TECH_MATERIAL = 1)
material = "marble"
/obj/item/weapon/ore/glass
name = "sand"
icon_state = "ore_glass"
@@ -77,6 +83,29 @@
icon_state = "ore_hydrogen"
material = "mhydrogen"
/obj/item/weapon/ore/verdantium
name = "verdantite dust"
icon_state = "ore_verdantium"
material = MAT_VERDANTIUM
origin_tech = list(TECH_MATERIAL = 7)
// POCKET ... Crystal dust.
/obj/item/weapon/ore/verdantium/throw_impact(atom/hit_atom)
..()
var/mob/living/carbon/human/H = hit_atom
if(istype(H) && H.has_eyes() && prob(85))
H << "<span class='danger'>Some of \the [src] gets in your eyes!</span>"
H.Blind(10)
H.eye_blurry += 15
spawn(1)
if(istype(loc, /turf/)) qdel(src)
/obj/item/weapon/ore/lead
name = "lead glance"
icon_state = "ore_lead"
material = MAT_LEAD
origin_tech = list(TECH_MATERIAL = 3)
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Someone screwed up..."
+32 -1
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@@ -132,4 +132,35 @@ var/global/list/ore_data = list()
display_name = "metallic hydrogen"
smelts_to = "tritium"
compresses_to = "mhydrogen"
scan_icon = "mineral_rare"
scan_icon = "mineral_rare"
/ore/verdantium
name = MAT_VERDANTIUM
display_name = "crystalline verdantite"
compresses_to = MAT_VERDANTIUM
result_amount = 2
spread_chance = 5
ore = /obj/item/weapon/ore/verdantium
scan_icon = "mineral_rare"
xarch_ages = list(
"billion" = 13,
"billion_lower" = 10
)
/ore/marble
name = MAT_MARBLE
display_name = "recrystallized carbonate"
compresses_to = "marble"
result_amount = 1
spread_chance = 10
ore = /obj/item/weapon/ore/marble
scan_icon = "mineral_common"
/ore/lead
name = MAT_LEAD
display_name = "lead glance"
smelts_to = "lead"
result_amount = 3
spread_chance = 20
ore = /obj/item/weapon/ore/lead
scan_icon = "mineral_rare"
+2
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@@ -45,6 +45,8 @@
var/icon_scale_percent // Makes the holder's icon get scaled up or down.
var/attack_speed_percent // Makes the holder's 'attack speed' (click delay) shorter or longer.
var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs.
var/pulse_modifier // Modifier for pulse, will be rounded on application, then added to the normal 'pulse' multiplier which ranges between 0 and 5 normally. Only applied if they're living.
var/pulse_set_level // Positive number. If this is non-null, it will hard-set the pulse level to this. Pulse ranges from 0 to 5 normally.
/datum/modifier/New(var/new_holder, var/new_origin)
holder = new_holder
+12 -1
View File
@@ -267,4 +267,15 @@ the artifact triggers the rage.
return FALSE
if(L.get_poison_protection() >= 1)
return FALSE
return TRUE
return TRUE
// Pulse modifier.
/datum/modifier/false_pulse
name = "false pulse"
desc = "Your blood flows, despite all other factors."
on_created_text = "<span class='notice'>You feel alive.</span>"
on_expired_text = "<span class='notice'>You feel.. different.</span>"
stacks = MODIFIER_STACK_EXTEND
pulse_set_level = PULSE_NORM
+4
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@@ -275,6 +275,8 @@
var/final_message = "[part_a][speaker_name][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "[time]<font size='3'><b>[final_message]</b></font>"
else
final_message = "[time][final_message]"
to_chat(src, final_message)
/mob/living/silicon/ai/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
@@ -282,6 +284,8 @@
var/final_message = "[part_a][track][part_b][formatted]"
if(check_mentioned(formatted) && is_preference_enabled(/datum/client_preference/check_mention))
final_message = "[time]<font size='3'><b>[final_message]</b></font>"
else
final_message = "[time][final_message]"
to_chat(src, final_message)
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
@@ -339,3 +339,16 @@
..()
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
src.brainmob.real_name = src.brainmob.name
// This type shouldn't care about brainmobs.
/obj/item/device/mmi/inert
// This is a 'fake' MMI that is used to let AIs control borg shells directly.
// This doesn't inherit from /digital because all that does is add ghost pulling capabilities, which this thing won't need.
/obj/item/device/mmi/inert/ai_remote
name = "\improper AI remote interface"
desc = "A sophisticated board which allows for an artificial intelligence to remotely control a synthetic chassis."
icon = 'icons/obj/module.dmi'
icon_state = "mainboard"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 2, TECH_MATERIAL = 2, TECH_BLUESPACE = 2, TECH_DATA = 3)
@@ -29,7 +29,7 @@
m_type = 1
//Machine-only emotes
if("ping", "beep", "buzz", "yes", "no", "rcough", "rsneeze")
if("ping", "beep", "buzz", "yes", "ye", "no", "rcough", "rsneeze")
if(!isSynthetic())
src << "<span class='warning'>You are not a synthetic.</span>"
@@ -52,7 +52,7 @@
else if(act == "ping")
display_msg = "pings"
use_sound = 'sound/machines/ping.ogg'
else if(act == "yes")
else if(act == "yes" || act == "ye")
display_msg = "emits an affirmative blip"
use_sound = 'sound/machines/synth_yes.ogg'
else if(act == "no")
@@ -727,7 +727,7 @@
src << "blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, cry, custom, deathgasp, drool, eyebrow, fastsway/qwag, \
frown, gasp, giggle, glare-(none)/mob, grin, groan, grumble, handshake, hug-(none)/mob, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, \
raise, salute, scream, sneeze, shake, shiver, shrug, sigh, signal-#1-10, slap-(none)/mob, smile, sneeze, sniff, snore, stare-(none)/mob, stopsway/swag, sway/wag, swish, tremble, twitch, \
twitch_v, vomit, whimper, wink, yawn. Synthetics: beep, buzz, yess, no, rcough, rsneeze, ping"
twitch_v, vomit, whimper, wink, yawn. Synthetics: beep, buzz, yes, no, rcough, rsneeze, ping"
else
src << "<font color='blue'>Unusable emote '[act]'. Say *help for a list.</font>"
+55 -8
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@@ -1393,7 +1393,7 @@
/mob/living/carbon/human/proc/process_glasses(var/obj/item/clothing/glasses/G)
if(G && G.active)
see_in_dark += G.darkness_view
if(G.overlay)
if(G.overlay && client)
client.screen |= G.overlay
if(G.vision_flags)
sight |= G.vision_flags
@@ -1545,20 +1545,67 @@
/mob/living/carbon/human/proc/handle_pulse()
if(life_tick % 5) return pulse //update pulse every 5 life ticks (~1 tick/sec, depending on server load)
if(!internal_organs_by_name[O_HEART])
return PULSE_NONE //No blood, no pulse.
if(stat == DEAD)
return PULSE_NONE //that's it, you're dead, nothing can influence your pulse
var/temp = PULSE_NORM
var/modifier_shift = 0
var/modifier_set
if(modifiers && modifiers.len)
for(var/datum/modifier/mod in modifiers)
if(isnull(modifier_set) && !isnull(mod.pulse_set_level))
modifier_set = round(mod.pulse_set_level) // Should be a whole number, but let's not take chances.
else if(mod.pulse_set_level > modifier_set)
modifier_set = round(mod.pulse_set_level)
modifier_set = max(0, modifier_set) // No setting to negatives.
if(mod.pulse_modifier)
modifier_shift += mod.pulse_modifier
modifier_shift = round(modifier_shift)
if(!internal_organs_by_name[O_HEART])
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //No blood, no pulse.
if(stat == DEAD)
temp = PULSE_NONE
if(!isnull(modifier_set))
temp = modifier_set
return temp //that's it, you're dead, nothing can influence your pulse, aside from outside means.
var/obj/item/organ/internal/heart/Pump = internal_organs_by_name[O_HEART]
if(Pump)
temp += Pump.standard_pulse_level - PULSE_NORM
if(round(vessel.get_reagent_amount("blood")) <= BLOOD_VOLUME_BAD) //how much blood do we have
temp = PULSE_THREADY //not enough :(
temp = temp + 3 //not enough :(
if(status_flags & FAKEDEATH)
temp = PULSE_NONE //pretend that we're dead. unlike actual death, can be inflienced by meds
if(!isnull(modifier_set))
temp = modifier_set
temp = max(0, temp + modifier_shift) // No negative pulses.
if(Pump)
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
if(temp <= Pump.standard_pulse_level + 3 && temp >= Pump.standard_pulse_level)
temp--
if(R.id in tachycardics)
if(temp <= Pump.standard_pulse_level + 1 && temp >= PULSE_NONE)
temp++
if(R.id in heartstopper) //To avoid using fakedeath
temp = PULSE_NONE
if(R.id in cheartstopper) //Conditional heart-stoppage
if(R.volume >= R.overdose)
temp = PULSE_NONE
return temp
//handles different chems' influence on pulse
for(var/datum/reagent/R in reagents.reagent_list)
if(R.id in bradycardics)
@@ -113,10 +113,18 @@ var/datum/species/shapeshifter/promethean/prometheans
prometheans = src
/datum/species/shapeshifter/promethean/equip_survival_gear(var/mob/living/carbon/human/H)
var/boxtype = pick(typesof(/obj/item/weapon/storage/toolbox/lunchbox))
var/boxtype = pick(list(/obj/item/weapon/storage/toolbox/lunchbox,
/obj/item/weapon/storage/toolbox/lunchbox/heart,
/obj/item/weapon/storage/toolbox/lunchbox/cat,
/obj/item/weapon/storage/toolbox/lunchbox/nt,
/obj/item/weapon/storage/toolbox/lunchbox/mars,
/obj/item/weapon/storage/toolbox/lunchbox/cti,
/obj/item/weapon/storage/toolbox/lunchbox/nymph,
/obj/item/weapon/storage/toolbox/lunchbox/syndicate)) //Only pick the empty types
var/obj/item/weapon/storage/toolbox/lunchbox/L = new boxtype(get_turf(H))
var/mob/living/simple_mob/animal/passive/mouse/mouse = new (L)
var/obj/item/weapon/holder/holder = new (L)
holder.held_mob = mouse
mouse.forceMove(holder)
holder.sync(mouse)
if(H.backbag == 1)
+9 -1
View File
@@ -1,4 +1,4 @@
/mob/living/death()
/mob/living/death(gibbed)
clear_fullscreens()
if(ai_holder)
@@ -12,4 +12,12 @@
var/obj/structure/blob/factory/F = nest
F.spores -= src
nest = null
for(var/s in owned_soul_links)
var/datum/soul_link/S = s
S.owner_died(gibbed)
for(var/s in shared_soul_links)
var/datum/soul_link/S = s
S.sharer_died(gibbed)
. = ..()
+23 -14
View File
@@ -103,18 +103,23 @@ default behaviour is:
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
var/dense = 0
if(loc.density)
dense = 1
for(var/atom/movable/A in loc)
if(A == src)
continue
if(A.density)
if(A.flags&ON_BORDER)
dense = !A.CanPass(src, src.loc)
else
dense = 1
if(dense) break
var/can_swap = 1
if(loc.density || tmob.loc.density)
can_swap = 0
if(can_swap)
for(var/atom/movable/A in loc)
if(A == src)
continue
if(!A.CanPass(tmob, loc))
can_swap = 0
if(!can_swap) break
if(can_swap)
for(var/atom/movable/A in tmob.loc)
if(A == tmob)
continue
if(!A.CanPass(src, tmob.loc))
can_swap = 0
if(!can_swap) break
//Leaping mobs just land on the tile, no pushing, no anything.
if(status_flags & LEAPING)
@@ -123,7 +128,7 @@ default behaviour is:
now_pushing = 0
return
if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !tmob.buckled && !buckled && !dense && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !tmob.buckled && !buckled && can_swap && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
var/turf/oldloc = loc
forceMove(tmob.loc)
tmob.forceMove(oldloc)
@@ -899,7 +904,11 @@ default behaviour is:
/mob/living/proc/escape_buckle()
if(buckled)
buckled.user_unbuckle_mob(src, src)
if(istype(buckled, /obj/vehicle))
var/obj/vehicle/vehicle = buckled
vehicle.unload()
else
buckled.user_unbuckle_mob(src, src)
/mob/living/proc/resist_grab()
var/resisting = 0
+30 -4
View File
@@ -49,10 +49,10 @@ var/list/ai_verbs_default = list(
shouldnt_see = list(/obj/effect/rune)
var/list/network = list(NETWORK_DEFAULT)
var/obj/machinery/camera/camera = null
var/list/connected_robots = list()
var/aiRestorePowerRoutine = 0
var/viewalerts = 0
var/icon/holo_icon//Default is assigned when AI is created.
var/list/connected_robots = list()
var/obj/item/device/pda/ai/aiPDA = null
var/obj/item/device/communicator/aiCommunicator = null
var/obj/item/device/multitool/aiMulti = null
@@ -221,6 +221,28 @@ var/list/ai_verbs_default = list(
return ..()
/mob/living/silicon/ai/Stat()
..()
if(statpanel("Status"))
if(!stat) // Make sure we're not unconscious/dead.
stat(null, text("System integrity: [(health+100)/2]%"))
stat(null, text("Connected synthetics: [connected_robots.len]"))
for(var/mob/living/silicon/robot/R in connected_robots)
var/robot_status = "Nominal"
if(R.shell)
robot_status = "AI SHELL"
else if(R.stat || !R.client)
robot_status = "OFFLINE"
else if(!R.cell || R.cell.charge <= 0)
robot_status = "DEPOWERED"
//Name, Health, Battery, Module, Area, and Status! Everything an AI wants to know about its borgies!
stat(null, text("[R.name] | S.Integrity: [R.health]% | Cell: [R.cell ? "[R.cell.charge]/[R.cell.maxcharge]" : "Empty"] | \
Module: [R.modtype] | Loc: [get_area_name(R, TRUE)] | Status: [robot_status]"))
stat(null, text("AI shell beacons detected: [LAZYLEN(GLOB.available_ai_shells)]")) //Count of total AI shells
else
stat(null, text("Systems nonfunctional"))
/mob/living/silicon/ai/proc/setup_icon()
var/file = file2text("config/custom_sprites.txt")
var/lines = splittext(file, "\n")
@@ -277,7 +299,10 @@ var/list/ai_verbs_default = list(
/obj/machinery/ai_powersupply/New(var/mob/living/silicon/ai/ai=null)
powered_ai = ai
powered_ai.psupply = src
forceMove(powered_ai.loc)
if(istype(powered_ai,/mob/living/silicon/ai/announcer)) //Don't try to get a loc for a nullspace announcer mob, just put it into it
forceMove(powered_ai)
else
forceMove(powered_ai.loc)
..()
use_power(1) // Just incase we need to wake up the power system.
@@ -405,6 +430,7 @@ var/list/ai_verbs_default = list(
return 0
/mob/living/silicon/ai/emp_act(severity)
disconnect_shell("Disconnected from remote shell due to ionic interfe%*@$^___")
if (prob(30))
view_core()
..()
@@ -688,8 +714,8 @@ var/list/ai_verbs_default = list(
card.grab_ai(src, user)
else if(W.is_wrench())
if(user == controlling_drone)
to_chat(user, "<span class='notice'>The drone's subsystems resist your efforts to tamper with your bolts.</span>")
if(user == deployed_shell)
to_chat(user, "<span class='notice'>The shell's subsystems resist your efforts to tamper with your bolts.</span>")
return
if(anchored)
playsound(src, W.usesound, 50, 1)
@@ -0,0 +1,62 @@
/mob/living/silicon/ai
var/mob/living/silicon/robot/deployed_shell = null //For shell control
/mob/living/silicon/ai/Initialize()
if(config.allow_ai_shells)
verbs += /mob/living/silicon/ai/proc/deploy_to_shell_act
return ..()
/mob/living/silicon/ai/proc/deploy_to_shell(var/mob/living/silicon/robot/target)
if(!config.allow_ai_shells)
to_chat(src, span("warning", "AI Shells are not allowed on this server. You shouldn't have this verb because of it, so consider making a bug report."))
return
if(incapacitated())
to_chat(src, span("warning", "You are incapacitated!"))
return
if(lacks_power())
to_chat(src, span("warning", "Your core lacks power, wireless is disabled."))
return
if(control_disabled)
to_chat(src, span("warning", "Wireless networking module is offline."))
return
var/list/possible = list()
for(var/borgie in GLOB.available_ai_shells)
var/mob/living/silicon/robot/R = borgie
if(R.shell && !R.deployed && (R.stat != DEAD) && (!R.connected_ai || (R.connected_ai == src) ) )
possible += R
if(!LAZYLEN(possible))
to_chat(src, span("warning", "No usable AI shell beacons detected."))
if(!target || !(target in possible)) //If the AI is looking for a new shell, or its pre-selected shell is no longer valid
target = input(src, "Which body to control?") as null|anything in possible
if(!target || target.stat == DEAD || target.deployed || !(!target.connected_ai || (target.connected_ai == src) ) )
if(target)
to_chat(src, span("warning", "It is no longer possible to deploy to \the [target]."))
else
to_chat(src, span("notice", "Deployment aborted."))
return
else if(mind)
soul_link(/datum/soul_link/shared_body, src, target)
deployed_shell = target
target.deploy_init(src)
mind.transfer_to(target)
teleop = target // So the AI 'hears' messages near its core.
target.post_deploy()
/mob/living/silicon/ai/proc/deploy_to_shell_act()
set category = "AI Commands"
set name = "Deploy to Shell"
deploy_to_shell() // This is so the AI is not prompted with a list of all mobs when using the 'real' proc.
/mob/living/silicon/ai/proc/disconnect_shell(message = "Your remote connection has been reset!")
if(deployed_shell) // Forcibly call back AI in event of things such as damage, EMP or power loss.
message = span("danger", message)
deployed_shell.undeploy(message)
+2 -2
View File
@@ -3,8 +3,8 @@
if(stat == DEAD)
return
if(controlling_drone)
controlling_drone.release_ai_control("<b>WARNING: Primary control loop failure.</b> Session terminated.")
if(deployed_shell)
disconnect_shell("Disconnecting from remote shell due to critical system failure.")
. = ..(gibbed)
if(src.eyeobj)
@@ -28,6 +28,8 @@
if (src.stat == UNCONSCIOUS)
msg += "It is non-responsive and displaying the text: \"RUNTIME: Sensory Overload, stack 26/3\".\n"
msg += "</span>"
if(deployed_shell)
msg += "The wireless networking light is blinking.\n"
msg += "*---------*"
if(hardware && (hardware.owner == src))
msg += "<br>"
+3 -3
View File
@@ -5,11 +5,10 @@
//Being dead doesn't mean your temperature never changes
var/turf/T = get_turf(src)
if (src.stat!=CONSCIOUS)
if (src.stat != CONSCIOUS)
src.cameraFollow = null
src.reset_view(null)
if(controlling_drone)
controlling_drone.release_ai_control("<b>WARNING: Primary control loop failure.</b> Session terminated.")
disconnect_shell("Disconnecting from remote shell due to local system failure.")
src.updatehealth()
@@ -91,6 +90,7 @@
//Now to tell the AI why they're blind and dying slowly.
src << "You've lost power!"
disconnect_shell(message = "Disconnected from remote shell due to depowered networking interface.")
spawn(20)
src << "Backup battery online. Scanners, camera, and radio interface offline. Beginning fault-detection."
@@ -2,13 +2,13 @@
//list(ckey = real_name,)
//Since the ckey is used as the icon_state, the current system will only permit a single custom robot sprite per ckey.
//While it might be possible for a ckey to use that custom sprite for several real_names, it seems rather pointless to support it. ~Mech: We found it wasn't pointless.
var/list/robot_custom_icons
GLOBAL_LIST_EMPTY(robot_custom_icons)
/hook/startup/proc/load_robot_custom_sprites()
var/config_file = file2text("config/custom_sprites.txt")
var/list/lines = splittext(config_file, "\n")
robot_custom_icons = list()
GLOB.robot_custom_icons = list()
for(var/line in lines)
//split entry into ckey and real_name
var/list/split_idx = splittext(line, "-") //this works if ckeys and borg names cannot contain dashes, and splittext starts from the beginning ~Mech
@@ -20,13 +20,15 @@ var/list/robot_custom_icons
split_idx.Remove(ckey)
for(var/name in split_idx)
robot_custom_icons[name] = ckey
GLOB.robot_custom_icons[name] = ckey
return 1
/mob/living/silicon/robot/proc/set_custom_sprite()
var/sprite_owner = robot_custom_icons[real_name]
if(!sprite_name)
return
var/sprite_owner = GLOB.robot_custom_icons[sprite_name]
if(sprite_owner && sprite_owner == ckey)
custom_sprite = 1
icon = CUSTOM_ITEM_SYNTH
if(icon_state == "robot")
icon_state = "[ckey]-[name]-Standard" //Compliant with robot.dm line 236 ~Mech
icon_state = "[ckey]-[sprite_name]-Standard" //Compliant with robot.dm line 236 ~Mech
@@ -135,20 +135,15 @@ var/list/mob_hat_cache = list()
/mob/living/silicon/robot/drone/updatename()
if(name_override)
return
if(controlling_ai)
real_name = "remote drone ([controlling_ai])"
else
real_name = "[initial(name)] ([serial_number])"
real_name = "[initial(name)] ([serial_number])"
name = real_name
/mob/living/silicon/robot/drone/updateicon()
overlays.Cut()
if(stat == 0)
if(controlling_ai)
overlays += "eyes-[icon_state]-ai"
else
overlays += "eyes-[icon_state]"
overlays += "eyes-[icon_state]"
else
overlays -= "eyes"
if(hat) // Let the drones wear hats.
@@ -233,12 +228,9 @@ var/list/mob_hat_cache = list()
to_chat(user, "<span class='danger'>You swipe the sequencer across [src]'s interface and watch its eyes flicker.</span>")
if(controlling_ai)
to_chat(src, "<span class='danger'>\The [user] loads some kind of subversive software into the remote drone, corrupting its lawset but luckily sparing yours.</span>")
else
to_chat(src, "<span class='danger'>You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.</span>")
to_chat(src, "<span class='danger'>You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.</span>")
log_game("[key_name(user)] emagged drone [key_name(src)][controlling_ai ? " but AI [key_name(controlling_ai)] is in remote control" : " Laws overridden"].")
log_game("[key_name(user)] emagged drone [key_name(src)]. Laws overridden.")
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) emagged [name]([key])")
@@ -251,10 +243,9 @@ var/list/mob_hat_cache = list()
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
set_zeroth_law("Only [user.real_name] and people [TU.he] designate[TU.s] as being such are operatives.")
if(!controlling_ai)
to_chat(src, "<b>Obey these laws:</b>")
laws.show_laws(src)
to_chat(src, "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and \his commands.</span>")
to_chat(src, "<b>Obey these laws:</b>")
laws.show_laws(src)
to_chat(src, "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and \his commands.</span>")
return 1
//DRONE LIFE/DEATH
@@ -280,23 +271,13 @@ var/list/mob_hat_cache = list()
return
..()
/mob/living/silicon/robot/drone/death(gibbed)
if(controlling_ai)
release_ai_control("<b>WARNING: remote system failure.</b> Connection timed out.")
. = ..(gibbed)
//DRONE MOVEMENT.
/mob/living/silicon/robot/drone/Process_Spaceslipping(var/prob_slip)
return 0
//CONSOLE PROCS
/mob/living/silicon/robot/drone/proc/law_resync()
if(controlling_ai)
to_chat(src, "<span class='warning'>Someone issues a remote law reset order for this unit, but you disregard it.</span>")
return
if(stat != 2)
if(stat != DEAD)
if(emagged)
to_chat(src, "<span class='danger'>You feel something attempting to modify your programming, but your hacked subroutines are unaffected.</span>")
else
@@ -305,16 +286,11 @@ var/list/mob_hat_cache = list()
show_laws()
/mob/living/silicon/robot/drone/proc/shut_down()
if(controlling_ai && mind.special_role)
to_chat(src, "<span class='warning'>Someone issued a remote kill order for this unit, but you disregard it.</span>")
return
if(stat != 2)
if(stat != DEAD)
if(emagged)
to_chat(src, "<span class='danger'>You feel a system kill order percolate through [controlling_ai ? "the drones" : "your"] tiny brain, but it doesn't seem like a good idea to [controlling_ai ? "it" : "you"].</span>")
to_chat(src, "<span class='danger'>You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you.</span>")
else
to_chat(src, "<span class='danger'>You feel a system kill order percolate through [controlling_ai ? "the drones" : "your"] tiny brain, and [controlling_ai ? "it" : "you"] obediently destroy[controlling_ai ? "s itself" : " yourself"].</span>")
to_chat(src, "<span class='danger'>You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself.</span>")
death()
/mob/living/silicon/robot/drone/proc/full_law_reset()
@@ -323,21 +299,6 @@ var/list/mob_hat_cache = list()
clear_ion_laws(1)
laws = new law_type
/mob/living/silicon/robot/drone/show_laws(var/everyone = 0)
if(!controlling_ai)
return..()
to_chat(src, "<b>Obey these laws:</b>")
controlling_ai.laws_sanity_check()
controlling_ai.laws.show_laws(src)
/mob/living/silicon/robot/drone/robot_checklaws()
set category = "Silicon Commands"
set name = "State Laws"
if(!controlling_ai)
return ..()
controlling_ai.subsystem_law_manager()
//Reboot procs.
/mob/living/silicon/robot/drone/proc/request_player()
@@ -1,103 +0,0 @@
/mob/living/silicon/ai
var/mob/living/silicon/robot/drone/controlling_drone
/mob/living/silicon/robot/drone
var/mob/living/silicon/ai/controlling_ai
/mob/living/silicon/robot/drone/attack_ai(var/mob/living/silicon/ai/user)
if(!istype(user) || controlling_ai || !config.allow_drone_spawn || !config.allow_ai_drones)
return
if(client || key)
to_chat(user, "<span class='warning'>You cannot take control of an autonomous, active drone.</span>")
return
if(health < -35 || emagged)
to_chat(user, "<span class='notice'><b>WARNING:</b> connection timed out.</span>")
return
user.controlling_drone = src
user.teleop = src
radio.channels = user.aiRadio.keyslot2.channels
controlling_ai = user
verbs += /mob/living/silicon/robot/drone/proc/release_ai_control_verb
local_transmit = FALSE
languages = controlling_ai.languages.Copy()
speech_synthesizer_langs = controlling_ai.speech_synthesizer_langs.Copy()
stat = CONSCIOUS
if(user.mind)
user.mind.transfer_to(src)
else
key = user.key
updatename()
to_chat(src, "<span class='notice'><b>You have shunted your primary control loop into \a [initial(name)].</b> Use the <b>Release Control</b> verb to return to your core.</span>")
/obj/machinery/drone_fabricator/attack_ai(var/mob/living/silicon/ai/user as mob)
if(!istype(user) || user.controlling_drone || !config.allow_drone_spawn || !config.allow_ai_drones)
return
if(stat & NOPOWER)
to_chat(user, "<span class='warning'>\The [src] is unpowered.</span>")
return
if(!produce_drones)
to_chat(user, "<span class='warning'>\The [src] is disabled.</span>")
return
if(drone_progress < 100)
to_chat(user, "<span class='warning'>\The [src] is not ready to produce a new drone.</span>")
return
if(count_drones() >= config.max_maint_drones)
to_chat(user, "<span class='warning'>The drone control subsystems are tasked to capacity; they cannot support any more drones.</span>")
return
var/mob/living/silicon/robot/drone/new_drone = create_drone()
user.controlling_drone = new_drone
user.teleop = new_drone
new_drone.radio.channels = user.aiRadio.keyslot2.channels
new_drone.controlling_ai = user
new_drone.verbs += /mob/living/silicon/robot/drone/proc/release_ai_control_verb
new_drone.local_transmit = FALSE
new_drone.languages = new_drone.controlling_ai.languages.Copy()
new_drone.speech_synthesizer_langs = new_drone.controlling_ai.speech_synthesizer_langs.Copy()
if(user.mind)
user.mind.transfer_to(new_drone)
else
new_drone.key = user.key
new_drone.updatename()
to_chat(new_drone, "<span class='notice'><b>You have shunted your primary control loop into \a [initial(new_drone.name)].</b> Use the <b>Release Control</b> verb to return to your core.</span>")
/mob/living/silicon/robot/drone/proc/release_ai_control_verb()
set name = "Release Control"
set desc = "Release control of a remote drone."
set category = "Silicon Commands"
release_ai_control("Remote session terminated.")
/mob/living/silicon/robot/drone/proc/release_ai_control(var/message = "Connection terminated.")
if(controlling_ai)
if(mind)
mind.transfer_to(controlling_ai)
else
controlling_ai.key = key
to_chat(controlling_ai, "<span class='notice'>[message]</span>")
controlling_ai.controlling_drone = null
controlling_ai.teleop = null
controlling_ai = null
radio.channels = module.channels
verbs -= /mob/living/silicon/robot/drone/proc/release_ai_control_verb
module.remove_languages(src) //Removes excess, adds 'default'.
remove_language("Robot Talk")
add_language("Robot Talk", 0)
add_language("Drone Talk", 1)
local_transmit = TRUE
full_law_reset()
updatename()
death()
@@ -185,7 +185,7 @@
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
m_type = 1
if("yes")
if("yes", "ye")
var/M = null
if(param)
for (var/mob/A in view(null, null))
@@ -26,7 +26,10 @@
switch(src.stat)
if(CONSCIOUS)
if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
if(shell)
msg += "It appears to be an [deployed ? "active" : "empty"] AI shell.\n"
else if(!src.client)
msg += "It appears to be in stand-by mode.\n" //afk
if(UNCONSCIOUS) msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
if(DEAD) msg += "<span class='deadsay'>It looks completely unsalvageable.</span>\n"
msg += "*---------*"
+14 -12
View File
@@ -14,30 +14,32 @@
if(lawupdate)
if (connected_ai)
if(connected_ai.stat || connected_ai.control_disabled)
src << "<b>AI signal lost, unable to sync laws.</b>"
to_chat(src, "<b>AI signal lost, unable to sync laws.</b>")
else
lawsync()
photosync()
src << "<b>Laws synced with AI, be sure to note any changes.</b>"
to_chat(src, "<b>Laws synced with AI, be sure to note any changes.</b>")
// TODO: Update to new antagonist system.
if(mind && mind.special_role == "traitor" && mind.original == src)
src << "<b>Remember, your AI does NOT share or know about your law 0.</b>"
to_chat(src, "<b>Remember, your AI does NOT share or know about your law 0.</b>")
else
src << "<b>No AI selected to sync laws with, disabling lawsync protocol.</b>"
lawupdate = 0
to_chat(src, "<b>No AI selected to sync laws with, disabling lawsync protocol.</b>")
lawupdate = FALSE
who << "<b>Obey these laws:</b>"
laws.show_laws(who)
if(shell) //AI shell
to_chat(who, "<b>Remember, you are an AI remotely controlling your shell, other AIs can be ignored.</b>")
// TODO: Update to new antagonist system.
if (mind && (mind.special_role == "traitor" && mind.original == src) && connected_ai)
who << "<b>Remember, [connected_ai.name] is technically your master, but your objective comes first.</b>"
else if (connected_ai)
who << "<b>Remember, [connected_ai.name] is your master, other AIs can be ignored.</b>"
else if (emagged)
who << "<b>Remember, you are not required to listen to the AI.</b>"
else if(mind && (mind.special_role == "traitor" && mind.original == src) && connected_ai)
to_chat(who, "<b>Remember, [connected_ai.name] is technically your master, but your objective comes first.</b>")
else if(connected_ai)
to_chat(who, "<b>Remember, [connected_ai.name] is your master, other AIs can be ignored.</b>")
else if(emagged)
to_chat(who, "<b>Remember, you are not required to listen to the AI.</b>")
else
who << "<b>Remember, you are not bound to any AI, you are not required to listen to them.</b>"
to_chat(who, "<b>Remember, you are not bound to any AI, you are not required to listen to them.</b>")
/mob/living/silicon/robot/lawsync()
+95 -50
View File
@@ -17,6 +17,7 @@
var/sight_mode = 0
var/custom_name = ""
var/custom_sprite = 0 //Due to all the sprites involved, a var for our custom borgs may be best
var/sprite_name = null // The name of the borg, for the purposes of custom icon sprite indexing.
var/crisis //Admin-settable for combat module use.
var/crisis_override = 0
var/integrated_light_power = 6
@@ -171,7 +172,7 @@
else
lawupdate = 0
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
/mob/living/silicon/robot/SetName(pickedName as text)
custom_name = pickedName
@@ -226,13 +227,17 @@
mmi.brainmob.languages = languages
mmi.brainmob.remove_language("Robot Talk")
mind.transfer_to(mmi.brainmob)
else
else if(!shell) // Shells don't have brainmbos in their MMIs.
to_chat(src, "<span class='danger'>Oops! Something went very wrong, your MMI was unable to receive your mind. You have been ghosted. Please make a bug report so we can fix this bug.</span>")
ghostize()
//ERROR("A borg has been destroyed, but its MMI lacked a brainmob, so the mind could not be transferred. Player: [ckey].")
mmi = null
if(connected_ai)
connected_ai.connected_robots -= src
if(shell)
if(deployed)
undeploy()
revert_shell() // To get it out of the GLOB list.
qdel(wires)
wires = null
return ..()
@@ -242,7 +247,7 @@
module_sprites = new_sprites.Copy()
//Custom_sprite check and entry
if (custom_sprite == 1)
module_sprites["Custom"] = "[ckey]-[name]-[modtype]" //Made compliant with custom_sprites.dm line 32. (src.) was apparently redundant as it's implied. ~Mech
module_sprites["Custom"] = "[ckey]-[sprite_name]-[modtype]" //Made compliant with custom_sprites.dm line 32. (src.) was apparently redundant as it's implied. ~Mech
icontype = "Custom"
else
icontype = module_sprites[1]
@@ -281,6 +286,8 @@
braintype = BORG_BRAINTYPE_POSI
else if(istype(mmi, /obj/item/device/mmi/digital/robot))
braintype = BORG_BRAINTYPE_DRONE
else if(istype(mmi, /obj/item/device/mmi/inert/ai_remote))
braintype = BORG_BRAINTYPE_AI_SHELL
else
braintype = BORG_BRAINTYPE_CYBORG
@@ -326,6 +333,7 @@
newname = sanitizeSafe(input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text, MAX_NAME_LEN)
if (newname)
custom_name = newname
sprite_name = newname
updatename()
updateicon()
@@ -471,6 +479,10 @@
to_chat(user, "<span class='warning'>You need to open \the [src]'s panel before you can modify them.</span>")
return
if(shell) // AI shells always have the laws of the AI
to_chat(user, span("warning", "\The [src] is controlled remotely! You cannot upload new laws this way!"))
return
var/obj/item/weapon/aiModule/M = W
M.install(src, user)
return
@@ -609,7 +621,7 @@
else
to_chat(user, "Unable to locate a radio.")
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)||istype(W, /obj/item/weapon/card/robot)) // trying to unlock the interface with an ID card
else if (W.GetID()) // trying to unlock the interface with an ID card
if(emagged)//still allow them to open the cover
to_chat(user, "The interface seems slightly damaged")
if(opened)
@@ -645,6 +657,17 @@
spark_system.start()
return ..()
/mob/living/silicon/robot/proc/module_reset()
uneq_all()
modtype = initial(modtype)
hands.icon_state = initial(hands.icon_state)
notify_ai(ROBOT_NOTIFICATION_MODULE_RESET, module.name)
module.Reset(src)
qdel(module)
module = null
updatename("Default")
/mob/living/silicon/robot/attack_hand(mob/user)
add_fingerprint(user)
@@ -691,27 +714,29 @@
return 1
return 0
/mob/living/silicon/robot/proc/check_access(obj/item/weapon/card/id/I)
/mob/living/silicon/robot/proc/check_access(obj/item/I)
if(!istype(req_access, /list)) //something's very wrong
return 1
var/list/L = req_access
if(!L.len) //no requirements
return 1
if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
if(!I) //nothing to check with..?
return 0
var/access_found = I.GetAccess()
for(var/req in req_access)
if(req in I.access) //have one of the required accesses
if(req in access_found) //have one of the required accesses
return 1
return 0
/mob/living/silicon/robot/updateicon()
cut_overlays()
if(stat == CONSCIOUS)
add_overlay("eyes-[module_sprites[icontype]]")
if(!shell || deployed) // Shell borgs that are not deployed will have no eyes.
add_overlay("eyes-[module_sprites[icontype]]")
if(opened)
var/panelprefix = custom_sprite ? "[src.ckey]-[src.name]" : "ov"
var/panelprefix = custom_sprite ? "[src.ckey]-[src.sprite_name]" : "ov"
if(wiresexposed)
add_overlay("[panelprefix]-openpanel +w")
else if(cell)
@@ -958,6 +983,11 @@
icontype = module_sprites[1]
else
icontype = input("Select an icon! [triesleft ? "You have [triesleft] more chance\s." : "This is your last try."]", "Robot Icon", icontype, null) in module_sprites
if(icontype == "Custom")
icon = CUSTOM_ITEM_SYNTH
else // This is to fix an issue where someone with a custom borg sprite chooses a non-custom sprite and turns invisible.
icon = 'icons/mob/robots.dmi'
icon_state = module_sprites[icontype]
updateicon()
@@ -1013,6 +1043,8 @@
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/first_arg, var/second_arg)
if(!connected_ai)
return
if(shell && notifytype != ROBOT_NOTIFICATION_AI_SHELL)
return // No point annoying the AI/s about renames and module resets for shells.
switch(notifytype)
if(ROBOT_NOTIFICATION_NEW_UNIT) //New Robot
connected_ai << "<br><br><span class='notice'>NOTICE - New [lowertext(braintype)] connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
@@ -1023,6 +1055,8 @@
if(ROBOT_NOTIFICATION_NEW_NAME) //New Name
if(first_arg != second_arg)
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [first_arg] is now designated as [second_arg].</span><br>"
if(ROBOT_NOTIFICATION_AI_SHELL) //New Shell
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - New AI shell detected: <a href='?src=[REF(connected_ai)];track2=[html_encode(name)]'>[name]</a></span><br>")
/mob/living/silicon/robot/proc/disconnect_from_ai()
if(connected_ai)
@@ -1031,7 +1065,7 @@
connected_ai = null
/mob/living/silicon/robot/proc/connect_to_ai(var/mob/living/silicon/ai/AI)
if(AI && AI != connected_ai)
if(AI && AI != connected_ai && !shell)
disconnect_from_ai()
connected_ai = AI
connected_ai.connected_robots |= src
@@ -1047,6 +1081,9 @@
else
to_chat(user, "You fail to emag the cover lock.")
to_chat(src, "Hack attempt detected.")
if(shell) // A warning to Traitors who may not know that emagging AI shells does not slave them.
to_chat(user, span("warning", "[src] seems to be controlled remotely! Emagging the interface may not work as expected."))
return 1
else
to_chat(user, "The cover is already unlocked.")
@@ -1057,46 +1094,54 @@
if(wiresexposed)
to_chat(user, "You must close the panel first")
return
// The block of code below is from TG. Feel free to replace with a better result if desired.
if(shell) // AI shells cannot be emagged, so we try to make it look like a standard reset. Smart players may see through this, however.
to_chat(user, span("danger", "[src] is remotely controlled! Your emag attempt has triggered a system reset instead!"))
log_game("[key_name(user)] attempted to emag an AI shell belonging to [key_name(src) ? key_name(src) : connected_ai]. The shell has been reset as a result.")
module_reset()
return
sleep(6)
if(prob(50))
emagged = 1
lawupdate = 0
disconnect_from_ai()
to_chat(user, "You emag [src]'s interface.")
message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
clear_supplied_laws()
clear_inherent_laws()
laws = new /datum/ai_laws/syndicate_override
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) emagged [name]([key])")
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
set_zeroth_law("Only [user.real_name] and people [TU.he] designate[TU.s] as being such are operatives.")
. = 1
spawn()
to_chat(src, "<span class='danger'>ALERT: Foreign software detected.</span>")
sleep(5)
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
sleep(20)
to_chat(src, "<span class='danger'>SynBorg v1.7.1 loaded.</span>")
sleep(5)
to_chat(src, "<span class='danger'>LAW SYNCHRONISATION ERROR</span>")
sleep(5)
to_chat(src, "<span class='danger'>Would you like to send a report to NanoTraSoft? Y/N</span>")
sleep(10)
to_chat(src, "<span class='danger'>> N</span>")
sleep(20)
to_chat(src, "<span class='danger'>ERRORERRORERROR</span>")
to_chat(src, "<b>Obey these laws:</b>")
laws.show_laws(src)
to_chat(src, "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and [TU.his] commands.</span>")
updateicon()
else
sleep(6)
if(prob(50))
emagged = 1
lawupdate = 0
disconnect_from_ai()
to_chat(user, "You emag [src]'s interface.")
message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
clear_supplied_laws()
clear_inherent_laws()
laws = new /datum/ai_laws/syndicate_override
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [user.name]([user.key]) emagged [name]([key])")
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
set_zeroth_law("Only [user.real_name] and people [TU.he] designate[TU.s] as being such are operatives.")
. = 1
spawn()
to_chat(src, "<span class='danger'>ALERT: Foreign software detected.</span>")
sleep(5)
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
sleep(20)
to_chat(src, "<span class='danger'>SynBorg v1.7.1 loaded.</span>")
sleep(5)
to_chat(src, "<span class='danger'>LAW SYNCHRONISATION ERROR</span>")
sleep(5)
to_chat(src, "<span class='danger'>Would you like to send a report to NanoTraSoft? Y/N</span>")
sleep(10)
to_chat(src, "<span class='danger'>> N</span>")
sleep(20)
to_chat(src, "<span class='danger'>ERRORERRORERROR</span>")
to_chat(src, "<b>Obey these laws:</b>")
laws.show_laws(src)
to_chat(src, "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and [TU.his] commands.</span>")
updateicon()
else
to_chat(user, "You fail to hack [src]'s interface.")
to_chat(src, "Hack attempt detected.")
return 1
return
to_chat(user, "You fail to hack [src]'s interface.")
to_chat(src, "Hack attempt detected.")
return 1
return
/mob/living/silicon/robot/is_sentient()
return braintype != BORG_BRAINTYPE_DRONE
@@ -1105,4 +1150,4 @@
/mob/living/silicon/robot/drop_item()
if(module_active && istype(module_active,/obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = module_active
G.drop_item_nm()
G.drop_item_nm()
@@ -0,0 +1,133 @@
// This file holds things required for remote borg control by an AI.
GLOBAL_LIST_EMPTY(available_ai_shells)
/mob/living/silicon/robot
var/shell = FALSE
var/deployed = FALSE
var/mob/living/silicon/ai/mainframe = null
// Premade AI shell, for roundstart shells.
/mob/living/silicon/robot/ai_shell/Initialize()
mmi = new /obj/item/device/mmi/inert/ai_remote(src)
post_mmi_setup()
return ..()
// Call after inserting or instantiating an MMI.
/mob/living/silicon/robot/proc/post_mmi_setup()
if(istype(mmi, /obj/item/device/mmi/inert/ai_remote))
make_shell()
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
else
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
return
/mob/living/silicon/robot/proc/make_shell()
shell = TRUE
braintype = "AI Shell"
SetName("[modtype] AI Shell [num2text(ident)]")
GLOB.available_ai_shells |= src
if(!QDELETED(camera))
camera.c_tag = real_name //update the camera name too
notify_ai(ROBOT_NOTIFICATION_AI_SHELL)
updateicon()
/mob/living/silicon/robot/proc/revert_shell()
if(!shell)
return
undeploy()
shell = FALSE
GLOB.available_ai_shells -= src
if(!QDELETED(camera))
camera.c_tag = real_name
updateicon()
// This should be called before the AI client/mind is actually moved.
/mob/living/silicon/robot/proc/deploy_init(mob/living/silicon/ai/AI)
// Set the name when the AI steps inside.
SetName("[AI.real_name] shell [num2text(ident)]")
if(isnull(sprite_name)) // For custom sprites. It can only chance once in case there are two AIs with custom borg sprites.
sprite_name = AI.real_name
if(!QDELETED(camera))
camera.c_tag = real_name
// Have the borg have eyes when active.
mainframe = AI
deployed = TRUE
updateicon()
// Laws.
connected_ai = mainframe // So they share laws.
mainframe.connected_robots |= src
lawsync()
// Give button to leave.
verbs += /mob/living/silicon/robot/proc/undeploy_act
to_chat(AI, span("notice", "You have connected to an AI Shell remotely, and are now in control of it.<br>\
To return to your core, use the <b>Release Control</b> verb."))
// Languages and comms.
languages = AI.languages.Copy()
speech_synthesizer_langs = AI.speech_synthesizer_langs.Copy()
if(radio && AI.aiRadio) //AI keeps all channels, including Syndie if it is an Infiltrator.
// if(AI.radio.syndie)
// radio.make_syndie()
radio.subspace_transmission = TRUE
radio.channels = AI.aiRadio.channels
// Called after the AI transfers over.
/mob/living/silicon/robot/proc/post_deploy()
if(!custom_sprite) // Check for custom sprite.
set_custom_sprite()
/mob/living/silicon/robot/proc/undeploy(message)
if(!deployed || !mind || !mainframe)
return
// mainframe.redeploy_action.Grant(mainframe)
// mainframe.redeploy_action.last_used_shell = src
if(message)
to_chat(src, span("notice", message))
mind.transfer_to(mainframe)
deployed = FALSE
updateicon()
mainframe.teleop = null
mainframe.deployed_shell = null
SetName("[modtype] AI Shell [num2text(ident)]")
// undeployment_action.Remove(src)
if(radio) //Return radio to normal
radio.recalculateChannels()
if(!QDELETED(camera))
camera.c_tag = real_name //update the camera name too
// diag_hud_set_aishell()
// mainframe.diag_hud_set_deployed()
if(mainframe.laws)
mainframe.laws.show_laws(mainframe) //Always remind the AI when switching
mainframe = null
/mob/living/silicon/robot/proc/undeploy_act()
set name = "Release Control"
set desc = "Release control of a remote drone."
set category = "Robot Commands"
undeploy("Remote session terminated.")
/mob/living/silicon/robot/attack_ai(mob/user)
if(shell && config.allow_ai_shells && (!connected_ai || connected_ai == user))
var/mob/living/silicon/ai/AI = user
AI.deploy_to_shell(src)
else
return ..()
// Place this on your map to mark where a free AI shell will be.
// This can be turned off in the config (and is off by default).
// Note that mapping in more than one of these will result in multiple shells.
/obj/effect/landmark/free_ai_shell
name = "free ai shell spawner"
icon = 'icons/mob/screen1.dmi'
icon_state = "x3"
delete_me = TRUE
/obj/effect/landmark/free_ai_shell/Initialize()
if(config.allow_ai_shells && config.give_free_ai_shell)
new /mob/living/silicon/robot/ai_shell(get_turf(src))
return ..()
@@ -137,6 +137,8 @@
if(large_cocoon)
C.icon_state = pick("cocoon_large1","cocoon_large2","cocoon_large3")
ai_holder.target = null
return TRUE
/mob/living/simple_mob/animal/giant_spider/nurse/handle_special()
@@ -5,7 +5,7 @@
icon_state = "lizard"
icon_living = "lizard"
icon_dead = "lizard-dead"
icon_dead = "lizard_dead"
health = 5
maxHealth = 5
+4
View File
@@ -280,6 +280,10 @@
// Detect if we made a silent landing.
if(locate(/obj/structure/stairs) in landing)
if(isliving(src))
var/mob/living/L = src
if(L.pulling)
L.pulling.forceMove(landing)
return 1
else
var/atom/A = find_fall_target(oldloc, landing)
+19 -20
View File
@@ -2,32 +2,31 @@
// parent class for pipes //
////////////////////////////
obj/machinery/atmospherics/pipe/zpipe
icon = 'icons/obj/structures.dmi'
icon_state = "up"
icon = 'icons/obj/structures.dmi'
icon_state = "up"
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
volume = 70
volume = 70
dir = SOUTH
initialize_directions = SOUTH
dir = SOUTH
initialize_directions = SOUTH
construction_type = /obj/item/pipe/directional
pipe_state = "cap"
construction_type = /obj/item/pipe/directional
pipe_state = "cap"
// node1 is the connection on the same Z
// node2 is the connection on the other Z
// node1 is the connection on the same Z
// node2 is the connection on the other Z
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
level = 1
level = 1
/obj/machinery/atmospherics/pipe/zpipe/New()
..()
@@ -152,7 +151,7 @@ obj/machinery/atmospherics/pipe/zpipe/up/atmos_init()
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
if(level == 1 && !T.is_plating()) hide(1) // but respect level
///////////////////////
// and the down pipe //
@@ -189,7 +188,7 @@ obj/machinery/atmospherics/pipe/zpipe/down/atmos_init()
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
if(level == 1 && !T.is_plating()) hide(1) // but respect level
///////////////////////
// supply/scrubbers //
+6 -1
View File
@@ -48,7 +48,7 @@
var/obj/structure/ladder/target_ladder = getTargetLadder(M)
if(!target_ladder)
return
if(!M.Move(get_turf(src)))
if(!(M.loc == loc) && !M.Move(get_turf(src)))
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
return
@@ -68,6 +68,10 @@
if(target_ladder)
M.forceMove(get_turf(target_ladder))
/obj/structure/ladder/attack_robot(var/mob/M)
attack_hand(M)
return
/obj/structure/ladder/proc/getTargetLadder(var/mob/M)
if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
to_chat(M, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>")
@@ -131,6 +135,7 @@
opacity = 0
anchored = 1
flags = ON_BORDER
layer = STAIRS_LAYER
/obj/structure/stairs/Initialize()
. = ..()
+1
View File
@@ -24,6 +24,7 @@
sync_icon(L)
/mob/zshadow/Destroy()
owner.shadow = null
owner = null
..() //But we don't return because the hint is wrong
return QDEL_HINT_QUEUE
+1
View File
@@ -151,6 +151,7 @@ GLOBAL_LIST_BOILERPLATE(all_brain_organs, /obj/item/organ/internal/brain)
name = "slime core"
desc = "A complex, organic knot of jelly and crystalline particles."
icon_state = "core"
decays = FALSE
parent_organ = BP_TORSO
clone_source = TRUE
flags = OPENCONTAINER
+2
View File
@@ -7,6 +7,8 @@
parent_organ = BP_TORSO
dead_icon = "heart-off"
var/standard_pulse_level = PULSE_NORM // We run on a normal clock. This is NOT CONNECTED to species heart-rate modifier.
/obj/item/organ/internal/heart/handle_germ_effects()
. = ..() //Up should return an infection level as an integer
+19 -18
View File
@@ -6,30 +6,31 @@ var/list/organ_cache = list()
germ_level = 0
// Strings.
var/organ_tag = "organ" // Unique identifier.
var/parent_organ = BP_TORSO // Organ holding this object.
var/organ_tag = "organ" // Unique identifier.
var/parent_organ = BP_TORSO // Organ holding this object.
// Status tracking.
var/status = 0 // Various status flags
var/vital // Lose a vital limb, die immediately.
var/damage = 0 // Current damage to the organ
var/status = 0 // Various status flags
var/vital // Lose a vital limb, die immediately.
var/damage = 0 // Current damage to the organ
var/robotic = 0
// Reference data.
var/mob/living/carbon/human/owner // Current mob owning the organ.
var/list/transplant_data // Transplant match data.
var/list/autopsy_data = list() // Trauma data for forensics.
var/list/trace_chemicals = list() // Traces of chemicals in the organ.
var/datum/dna/dna // Original DNA.
var/datum/species/species // Original species.
var/mob/living/carbon/human/owner // Current mob owning the organ.
var/list/transplant_data // Transplant match data.
var/list/autopsy_data = list() // Trauma data for forensics.
var/list/trace_chemicals = list() // Traces of chemicals in the organ.
var/datum/dna/dna // Original DNA.
var/datum/species/species // Original species.
// Damage vars.
var/min_bruised_damage = 10 // Damage before considered bruised
var/min_broken_damage = 30 // Damage before becoming broken
var/max_damage // Damage cap
var/can_reject = 1 // Can this organ reject?
var/rejecting // Is this organ already being rejected?
var/preserved = 0 // If this is 1, prevents organ decay.
var/min_bruised_damage = 10 // Damage before considered bruised
var/min_broken_damage = 30 // Damage before becoming broken
var/max_damage // Damage cap
var/can_reject = 1 // Can this organ reject?
var/rejecting // Is this organ already being rejected?
var/decays = TRUE // Can this organ decay at all?
var/preserved = 0 // If this is 1, prevents organ decay.
// Language vars. Putting them here in case we decide to do something crazy with sign-or-other-nonverbal languages.
var/list/will_assist_languages = list()
@@ -135,7 +136,7 @@ var/list/organ_cache = list()
if(B && prob(40))
reagents.remove_reagent("blood",0.1)
blood_splatter(src,B,1)
if(config.organs_decay) damage += rand(1,3)
if(config.organs_decay && decays) damage += rand(1,3)
if(damage >= max_damage)
damage = max_damage
adjust_germ_level(rand(2,6))
@@ -29,4 +29,25 @@
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet.")
return
if(W.is_screwdriver())
panel_open = !panel_open
playsound(loc, W.usesound, 50, 1)
visible_message("<span class='notice'>\The [user] adjusts \the [src]'s mechanisms.</span>")
if(panel_open && do_after(user, 30))
to_chat(user, "<span class='notice'>\The [src] looks like it could be modified.</span>")
if(panel_open && do_after(user, 80 * W.toolspeed)) // We don't have skills, so a delayed hint for engineers will have to do for now. (Panel open check for sanity)
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='cult'>\The [src] looks like it could be adapted to forge advanced materials via particle acceleration, somehow..</span>")
else
to_chat(user, "<span class='notice'>\The [src]'s mechanisms look secure.</span>")
if(istype(W, /obj/item/weapon/smes_coil/super_io) && panel_open)
visible_message("<span class='notice'>\The [user] begins to modify \the [src] with \the [W].</span>")
if(do_after(user, 300))
user.drop_from_inventory(W)
visible_message("<span class='notice'>\The [user] installs \the [W] onto \the [src].</span>")
qdel(W)
var/turf/T = get_turf(src)
var/new_machine = /obj/machinery/particle_smasher
new new_machine(T)
qdel(src)
return ..()
@@ -44,7 +44,7 @@
if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/)))
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/))||(istype(A, /obj/machinery/particle_smasher)))
A:energy += energy
//R-UST port
else if(istype(A,/obj/machinery/power/fusion_core))
@@ -0,0 +1,365 @@
/*
* Contains the particle smasher and its recipes.
*/
/obj/machinery/particle_smasher
name = "Particle Focus"
desc = "A strange device used to create exotic matter."
icon = 'icons/obj/machines/particle_smasher.dmi'
icon_state = "smasher"
anchored = 0
density = 1
use_power = 0
var/successful_craft = FALSE // Are we waiting to be emptied?
var/image/material_layer // Holds the image used for the filled overlay.
var/image/material_glow // Holds the image used for the glow overlay.
var/image/reagent_layer // Holds the image used for showing a contained beaker.
var/energy = 0 // How many 'energy' units does this have? Acquired by a Particle Accelerator like a Singularity.
var/max_energy = 600
var/obj/item/stack/material/target // The material being bombarded.
var/obj/item/weapon/reagent_containers/reagent_container // Holds the beaker. The process will consume ALL reagents inside it.
var/beaker_type = /obj/item/weapon/reagent_containers/glass/beaker
var/list/storage // Holds references to items allowed to be used in the fabrication phase.
var/max_storage = 3 // How many items can be jammed into it?
var/list/recipes // The list containing the Particle Smasher's recipes.
/obj/machinery/particle_smasher/Initialize()
..()
storage = list()
update_icon()
prepare_recipes()
/obj/machinery/particle_smasher/Destroy()
for(var/datum/recipe/particle_smasher/D in recipes)
qdel(D)
recipes.Cut()
..()
/obj/machinery/particle_smasher/examine(mob/user)
..()
if(user in view(1))
to_chat(user, "<span class='notice'>\The [src] contains:</span>")
for(var/obj/item/I in contents)
to_chat(user, "<span class='notice'>\the [I]</span>")
/obj/machinery/particle_smasher/attackby(obj/item/W as obj, mob/user as mob)
if(W.type == /obj/item/device/analyzer)
to_chat(user, "<span class='notice'>\The [src] reads an energy level of [energy].</span>")
else if(istype(W, /obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.uses_charge)
to_chat(user, "<span class='notice'>You cannot fill \the [src] with a synthesizer!</span>")
return
target = M.split(1)
target.forceMove(src)
update_icon()
else if(istype(W, beaker_type))
if(reagent_container)
to_chat(user, "<span class='notice'>\The [src] already has a container attached.</span>")
return
if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = W.loc
G.drop_item()
else
user.drop_from_inventory(W)
reagent_container = W
reagent_container.forceMove(src)
to_chat(user, "<span class='notice'>You add \the [reagent_container] to \the [src].</span>")
update_icon()
return
else if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 75, 1)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the [src.name] to the floor.", \
"You hear a ratchet.")
else
user.visible_message("[user.name] unsecures [src.name] from the floor.", \
"You unsecure the [src.name] from the floor.", \
"You hear a ratchet.")
update_icon()
return
else if(istype(W, /obj/item/weapon/card/id))
to_chat(user, "<span class='notice'>Swiping \the [W] on \the [src] doesn't seem to do anything...</span>")
return ..()
else if(((isrobot(user) && istype(W.loc, /obj/item/weapon/gripper)) || (!isrobot(user) && W.canremove)) && storage.len < max_storage)
if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = W.loc
G.drop_item()
else
user.drop_from_inventory(W)
W.forceMove(src)
storage += W
else
return ..()
/obj/machinery/particle_smasher/update_icon()
cut_overlays()
if(!material_layer)
material_layer = image(icon, "[initial(icon_state)]-material")
if(!material_glow)
material_glow = image(icon, "[initial(icon_state)]-material-glow")
material_glow.plane = PLANE_LIGHTING_ABOVE
if(!reagent_layer)
reagent_layer = image(icon, "[initial(icon_state)]-reagent")
if(anchored)
icon_state = "[initial(icon_state)]-o"
if(target)
material_layer.color = target.material.icon_colour
add_overlay(material_layer)
if(successful_craft)
material_glow.color = target.material.icon_colour
add_overlay(material_glow)
if(reagent_container)
add_overlay(reagent_layer)
else
icon_state = initial(icon_state)
if(target && energy)
var/power_percent = round((energy / max_energy) * 100)
light_color = target.material.icon_colour
switch(power_percent)
if(0 to 25)
light_range = 1
if(26 to 50)
light_range = 2
if(51 to 75)
light_range = 3
if(76 to INFINITY)
light_range = 4
set_light(light_range, 2, light_color)
else
set_light(0, 0, "#FFFFFF")
/obj/machinery/particle_smasher/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam))
if(Proj.damage >= 50)
TryCraft()
return 0
/obj/machinery/particle_smasher/process()
if(!src.anchored) // Rapidly loses focus.
if(energy)
radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
energy = max(0, energy - 30)
update_icon()
return
if(energy)
radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
energy = CLAMP(energy - 5, 0, max_energy)
return
/obj/machinery/particle_smasher/proc/prepare_recipes()
if(!recipes)
recipes = list()
for(var/D in subtypesof(/datum/recipe/particle_smasher))
recipes += new D
else
for(var/datum/recipe/particle_smasher/D in recipes)
qdel(D)
recipes.Cut()
for(var/D in subtypesof(/datum/recipe/particle_smasher))
recipes += new D
/obj/machinery/particle_smasher/proc/TryCraft()
if(!recipes || !recipes.len)
recipes = typesof(/datum/recipe/particle_smasher)
if(!target) // You are just blasting an empty machine.
visible_message("<span class='notice'>\The [src] shudders.</span>")
update_icon()
return
if(successful_craft)
visible_message("<span class='warning'>\The [src] fizzles.</span>")
if(prob(33)) // Why are you blasting it after it's already done!
radiation_repository.radiate(src, 10 + round(src.energy / 60, 1))
energy = max(0, energy - 30)
update_icon()
return
var/list/possible_recipes = list()
var/max_prob = 0
for(var/datum/recipe/particle_smasher/R in recipes) // Only things for the smasher. Don't get things like the chef's cake recipes.
if(R.probability) // It's actually a recipe you're supposed to be able to make.
if(istype(target, R.required_material))
if(energy >= R.required_energy_min && energy <= R.required_energy_max) // The machine has enough Vaguely Defined 'Energy'.
var/turf/T = get_turf(src)
var/datum/gas_mixture/environment = T.return_air()
if(environment.temperature >= R.required_atmos_temp_min && environment.temperature <= R.required_atmos_temp_max) // Too hot, or too cold.
if(R.reagents && R.reagents.len)
if(!reagent_container || R.check_reagents(reagent_container.reagents) == -1) // It doesn't have a reagent storage when it needs it, or it's lacking what is needed.
continue
if(R.items && R.items.len)
if(!(storage && storage.len) || R.check_items(src) == -1) // It's empty, or it doesn't contain what is needed.
continue
possible_recipes += R
max_prob += R.probability
if(possible_recipes.len)
var/local_prob = rand(0, max_prob - 1)%max_prob
var/cumulative = 0
for(var/datum/recipe/particle_smasher/R in possible_recipes)
cumulative += R.probability
if(local_prob < cumulative)
successful_craft = TRUE
DoCraft(R)
break
update_icon()
/obj/machinery/particle_smasher/proc/DoCraft(var/datum/recipe/particle_smasher/recipe)
if(!successful_craft || !recipe)
return
qdel(target)
target = null
if(reagent_container)
reagent_container.reagents.clear_reagents()
if(recipe.items && recipe.items.len)
for(var/obj/item/I in storage)
for(var/item_type in recipe.items)
if(istype(I, item_type))
storage -= I
qdel(I)
break
var/result = recipe.result
var/obj/item/stack/material/M = new result(src)
target = M
update_icon()
/obj/machinery/particle_smasher/verb/eject_contents()
set src in view(1)
set category = "Object"
set name = "Eject Particle Focus Contents"
if(usr.incapacitated())
return
DumpContents()
/obj/machinery/particle_smasher/proc/DumpContents()
target = null
reagent_container = null
successful_craft = FALSE
var/turf/T = get_turf(src)
for(var/obj/item/I in contents)
if(I in storage)
storage -= I
I.forceMove(T)
update_icon()
/*
* The special recipe datums used for the particle smasher.
*/
/datum/recipe/particle_smasher
//reagents //Commented out due to inheritance. Still a list, used as ex: // example: = list("pacid" = 5)
//items //Commented out due to inheritance. Still a list, used as ex: // example: = list(/obj/item/weapon/tool/crowbar, /obj/item/weapon/welder) Place /foo/bar before /foo. Do not include fruit. Maximum of 3 items.
result = /obj/item/stack/material/iron // The sheet this will produce.
var/required_material = /obj/item/stack/material/iron // The required material sheet.
var/required_energy_min = 0 // The minimum energy this recipe can process at.
var/required_energy_max = 600 // The maximum energy this recipe can process at.
var/required_atmos_temp_min = 0 // The minimum ambient atmospheric temperature required, in kelvin.
var/required_atmos_temp_max = 600 // The maximum ambient atmospheric temperature required, in kelvin.
var/probability = 0 // The probability for the recipe to be produced. 0 will make it impossible.
/datum/recipe/particle_smasher/check_items(var/obj/container as obj)
. = 1
if (items && items.len)
var/list/checklist = list()
checklist = items.Copy() // You should really trust Copy
if(istype(container, /obj/machinery/particle_smasher))
var/obj/machinery/particle_smasher/machine = container
for(var/obj/O in machine.storage)
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/grown))
continue // Fruit is handled in check_fruit().
var/found = 0
for(var/i = 1; i < checklist.len+1; i++)
var/item_type = checklist[i]
if (istype(O,item_type))
checklist.Cut(i, i+1)
found = 1
break
if (!found)
. = 0
if (checklist.len)
. = -1
return .
/datum/recipe/particle_smasher/deuterium_tritium
reagents = list("hydrogen" = 15)
result = /obj/item/stack/material/tritium
required_material = /obj/item/stack/material/deuterium
required_energy_min = 200
required_energy_max = 400
required_atmos_temp_max = 200
probability = 30
/datum/recipe/particle_smasher/verdantium_morphium
result = /obj/item/stack/material/morphium
required_material = /obj/item/stack/material/verdantium
required_energy_min = 400
required_energy_max = 500
probability = 20
/datum/recipe/particle_smasher/plasteel_morphium
items = list(/obj/item/prop/alien/junk)
result = /obj/item/stack/material/morphium
required_material = /obj/item/stack/material/plasteel
required_energy_min = 100
required_energy_max = 300
probability = 10
/datum/recipe/particle_smasher/osmium_lead
reagents = list("tungsten" = 10)
result = /obj/item/stack/material/lead
required_material = /obj/item/stack/material/osmium
required_energy_min = 200
required_energy_max = 400
required_atmos_temp_min = 1000
required_atmos_temp_max = 8000
probability = 50
/datum/recipe/particle_smasher/phoron_valhollide
reagents = list("phoron" = 10, "pacid" = 10)
result = /obj/item/stack/material/valhollide
required_material = /obj/item/stack/material/phoron
required_energy_min = 300
required_energy_max = 500
required_atmos_temp_min = 1
required_atmos_temp_max = 100
probability = 10
/datum/recipe/particle_smasher/valhollide_supermatter
reagents = list("phoron" = 300)
result = /obj/item/stack/material/supermatter
required_material = /obj/item/stack/material/valhollide
required_energy_min = 575
required_energy_max = 600
required_atmos_temp_min = 3000
required_atmos_temp_max = 10000
probability = 1
-5
View File
@@ -144,11 +144,6 @@
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
add_avail(output_used) // add output to powernet (smes side)
if(output_used < 0.0001) // either from no charge or set to 0
outputting(0)
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
log_game("SMES([x],[y],[z]) Power depleted.")
else if(output_attempt && output_level > 0)
outputting = 1
else
+38 -21
View File
@@ -1,4 +1,7 @@
#define SOLAR_MAX_DIST 40
#define SOLAR_AUTO_START_NO 0 // Will never start itself.
#define SOLAR_AUTO_START_YES 1 // Will always start itself.
#define SOLAR_AUTO_START_CONFIG 2 // Will start itself if config allows it (default is no).
GLOBAL_VAR_INIT(solar_gen_rate, 1500)
GLOBAL_LIST_EMPTY(solars_list)
@@ -293,9 +296,23 @@ GLOBAL_LIST_EMPTY(solars_list)
var/nexttime = 0 // time for a panel to rotate of 1° in manual tracking
var/obj/machinery/power/tracker/connected_tracker = null
var/list/connected_panels = list()
var/auto_start = SOLAR_AUTO_START_NO
/obj/machinery/power/solar_control/drain_power()
return -1
// Used for mapping in solar arrays which automatically start itself.
// Generally intended for far away and remote locations, where player intervention is rare.
// In the interest of backwards compatability, this isn't named auto_start, as doing so might break downstream maps.
/obj/machinery/power/solar_control/autostart
auto_start = SOLAR_AUTO_START_YES
// Similar to above but controlled by the configuration file.
// Intended to be used for the main solar arrays, so individual servers can choose to have them start automatically or require manual intervention.
/obj/machinery/power/solar_control/config_start
auto_start = SOLAR_AUTO_START_CONFIG
/obj/machinery/power/solar_control/Initialize()
. = ..()
connect_to_network()
set_panels(cdir)
/obj/machinery/power/solar_control/Destroy()
for(var/obj/machinery/power/solar/M in connected_panels)
@@ -304,6 +321,25 @@ GLOBAL_LIST_EMPTY(solars_list)
connected_tracker.unset_control()
return ..()
/obj/machinery/power/solar_control/proc/auto_start(forced = FALSE)
// Automatically sets the solars, if allowed.
if(forced || auto_start == SOLAR_AUTO_START_YES || (auto_start == SOLAR_AUTO_START_CONFIG && config.autostart_solars) )
track = 2 // Auto tracking mode.
search_for_connected()
if(connected_tracker)
connected_tracker.set_angle(SSsun.sun.angle)
set_panels(cdir)
// This would use LateInitialize(), however the powernet does not appear to exist during that time.
/hook/roundstart/proc/auto_start_solars()
for(var/a in GLOB.solars_list)
var/obj/machinery/power/solar_control/SC = a
SC.auto_start()
return TRUE
/obj/machinery/power/solar_control/drain_power()
return -1
/obj/machinery/power/solar_control/disconnect_from_network()
..()
GLOB.solars_list.Remove(src)
@@ -346,13 +382,6 @@ GLOBAL_LIST_EMPTY(solars_list)
set_panels(cdir)
updateDialog()
/obj/machinery/power/solar_control/Initialize()
. = ..()
if(!powernet) return
set_panels(cdir)
connect_to_network()
/obj/machinery/power/solar_control/update_icon()
if(stat & BROKEN)
icon_state = "broken"
@@ -528,18 +557,6 @@ GLOBAL_LIST_EMPTY(solars_list)
broken()
return
// Used for mapping in solar array which automatically starts itself (telecomms, for example)
/obj/machinery/power/solar_control/autostart
track = 2 // Auto tracking mode
/obj/machinery/power/solar_control/autostart/New()
..()
spawn(150) // Wait 15 seconds to ensure everything was set up properly (such as, powernets, solar panels, etc.
src.search_for_connected()
if(connected_tracker && track == 2)
connected_tracker.set_angle(SSsun.sun.angle)
src.set_panels(cdir)
//
// MISC
//
+1 -1
View File
@@ -247,7 +247,7 @@
closest_atom = A
closest_dist = dist
else if(closest_mob)
else if(closest_machine)
continue
else if(istype(A, /obj/structure/blob))
+9
View File
@@ -57,25 +57,34 @@
T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["marble"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["diamond"] = 0
T.resources["phoron"] = 0
T.resources["osmium"] = 0
T.resources["hydrogen"] = 0
T.resources["verdantium"] = 0
T.resources["lead"] = 0
else if(current_cell < deep_val) // Rare metals.
T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["uranium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["osmium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["verdantium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["lead"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["hydrogen"] = 0
T.resources["diamond"] = 0
T.resources["hematite"] = 0
T.resources["marble"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["verdantium"] = rand(RESOURCE_LOW_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["osmium"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hydrogen"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["marble"] = rand(RESOURCE_MID_MIN, RESOURCE_HIGH_MAX)
T.resources["lead"] = rand(RESOURCE_LOW_MIN, RESOURCE_HIGH_MAX)
T.resources["hematite"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0
@@ -12,6 +12,7 @@
var/list/data = null
var/volume = 0
var/metabolism = REM // This would be 0.2 normally
var/list/filtered_organs = list() // Organs that will slow the processing of this chemical.
var/mrate_static = FALSE //If the reagent should always process at the same speed, regardless of species, make this TRUE
var/ingest_met = 0
var/touch_met = 0
@@ -69,6 +70,22 @@
// Metabolism
removed *= active_metab.metabolism_speed
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.has_organ[O_HEART])
var/obj/item/organ/internal/heart/Pump = H.internal_organs_by_name[O_HEART]
if(!Pump)
removed *= 0.1
else if(Pump.standard_pulse_level == PULSE_NONE) // No pulse normally means chemicals process a little bit slower than normal.
removed *= 0.8
else // Otherwise, chemicals process as per percentage of your current pulse, or, if you have no pulse but are alive, by a miniscule amount.
removed *= max(0.1, H.pulse / Pump.standard_pulse_level)
if(filtered_organs && filtered_organs.len)
for(var/organ_tag in filtered_organs)
var/obj/item/organ/internal/O = H.internal_organs_by_name[organ_tag]
if(O && !O.is_broken() && prob(max(0, O.max_damage - O.damage)))
removed *= 0.8
if(ingest_met && (active_metab.metabolism_class == CHEM_INGEST))
removed = ingest_met
if(touch_met && (active_metab.metabolism_class == CHEM_TOUCH))
@@ -966,6 +966,14 @@
for(var/obj/effect/decal/cleanable/blood/B in T)
qdel(B)
/datum/reagent/sterilizine/touch_mob(var/mob/living/L, var/amount)
if(istype(L))
if(istype(L, /mob/living/simple_mob/slime))
var/mob/living/simple_mob/slime/S = L
S.adjustToxLoss(rand(15, 25) * amount) // Does more damage than water.
S.visible_message("<span class='warning'>[S]'s flesh sizzles where the fluid touches it!</span>", "<span class='danger'>Your flesh burns in the fluid!</span>")
remove_self(amount)
/datum/reagent/leporazine
name = "Leporazine"
id = "leporazine"
@@ -9,6 +9,7 @@
reagent_state = LIQUID
color = "#CF3600"
metabolism = REM * 0.25 // 0.05 by default. Hopefully enough to get some help, or die horribly, whatever floats your boat
filtered_organs = list(O_LIVER, O_KIDNEYS)
var/strength = 4 // How much damage it deals per unit
/datum/reagent/toxin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
@@ -253,6 +254,7 @@
color = "#669900"
metabolism = REM
strength = 3
mrate_static = TRUE
/datum/reagent/toxin/zombiepowder/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
@@ -879,3 +881,47 @@ datum/reagent/talum_quem/affect_blood(var/mob/living/carbon/M, var/alien, var/re
randmuti(M)
M << "<span class='warning'>You feel odd!</span>"
M.apply_effect(6 * removed, IRRADIATE, 0)
/*
* Hostile nanomachines.
* Unscannable, and commonly all look the same.
*/
/datum/reagent/shredding_nanites
name = "Restorative Nanites"
id = "shredding_nanites"
description = "Miniature medical robots that swiftly restore bodily damage. These ones seem to be malfunctioning."
taste_description = "metal"
reagent_state = SOLID
color = "#555555"
metabolism = REM * 4 // Nanomachines. Fast.
/datum/reagent/shredding_nanites/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
M.adjustBruteLoss(4 * removed)
M.adjustOxyLoss(4 * removed)
/datum/reagent/irradiated_nanites
name = "Restorative Nanites"
id = "irradiated_nanites"
description = "Miniature medical robots that swiftly restore bodily damage. These ones seem to be malfunctioning."
taste_description = "metal"
reagent_state = SOLID
color = "#555555"
metabolism = REM * 4
/datum/reagent/irradiated_nanites/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
radiation_repository.radiate(get_turf(M), 20) // Irradiate people around you.
M.radiation = max(M.radiation + 5 * removed, 0) // Irradiate you. Because it's inside you.
/datum/reagent/neurophage_nanites
name = "Restorative Nanites"
id = "neurophage_nanites"
description = "Miniature medical robots that swiftly restore bodily damage. These ones seem to be completely hostile."
taste_description = "metal"
reagent_state = SOLID
color = "#555555"
metabolism = REM * 4
/datum/reagent/neurophage_nanites/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
M.adjustBrainLoss(2 * removed) // Their job is to give you a bad time.
M.adjustBruteLoss(2 * removed)
@@ -171,7 +171,9 @@
return
var/cycle_time = injtime*0.33 //33% of the time slept between 5u doses
var/warmup_time = cycle_time //If the target is another mob, this gets overwritten
var/warmup_time = 0 //0 for containers
if(ismob(target))
warmup_time = cycle_time //If the target is another mob, this gets overwritten
if(ismob(target) && target != user)
warmup_time = injtime*0.66 // Otherwise 66% of the time is warmup
@@ -200,14 +202,14 @@
var/trans = 0
var/contained = reagentlist()
while(reagents.total_volume)
if(ismob(target))
if(ismob(target))
while(reagents.total_volume)
trans += reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
else
trans += reagents.trans_to_obj(target, amount_per_transfer_from_this)
update_icon()
if(!reagents.total_volume || !do_after(user,cycle_time,target))
break
update_icon()
if(!reagents.total_volume || !do_after(user,cycle_time,target))
break
else
trans += reagents.trans_to_obj(target, amount_per_transfer_from_this)
if (reagents.total_volume <= 0 && mode == SYRINGE_INJECT)
mode = SYRINGE_DRAW
+14 -7
View File
@@ -1,6 +1,6 @@
#define OFF 0
#define FORWARDS 1
#define BACKWARDS 2
#define BACKWARDS -1
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
@@ -32,12 +32,7 @@
if(newdir)
set_dir(newdir)
if(dir & (dir-1)) // Diagonal. Forwards is *away* from dir, curving to the right.
forwards = turn(dir, 135)
backwards = turn(dir, 45)
else
forwards = dir
backwards = turn(dir, 180)
update_dir()
if(on)
operating = FORWARDS
@@ -60,6 +55,18 @@
operating = OFF
update()
/obj/machinery/conveyor/set_dir()
.=..()
update_dir()
/obj/machinery/conveyor/proc/update_dir()
if(!(dir in cardinal)) // Diagonal. Forwards is *away* from dir, curving to the right.
forwards = turn(dir, 135)
backwards = turn(dir, 45)
else
forwards = dir
backwards = turn(dir, 180)
/obj/machinery/conveyor/proc/update()
if(stat & BROKEN)
icon_state = "conveyor-broken"
+6 -4
View File
@@ -16,7 +16,9 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
var/mat_efficiency = 1
var/speed = 1
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
use_power = 1
idle_power_usage = 30
@@ -68,7 +70,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 1) / 4
mat_efficiency = max(1 - (T - 1) / 4, 0.2)
speed = T
/obj/machinery/r_n_d/circuit_imprinter/update_icon()
@@ -143,12 +145,12 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
max_res_amount -= materials[mat]
if(materials[S.material.name] + amnt <= max_res_amount)
if(S && S.amount >= 1)
if(S && S.get_amount() >= 1)
var/count = 0
overlays += "fab-load-metal"
spawn(10)
overlays -= "fab-load-metal"
while(materials[S.material.name] + amnt <= max_res_amount && S.amount >= 1)
while(materials[S.material.name] + amnt <= max_res_amount && S.get_amount() >= 1)
materials[S.material.name] += amnt
S.use(1)
count++
+8 -1
View File
@@ -16,4 +16,11 @@
req_tech = list(TECH_ILLEGAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 500)
build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon
sort_string = "VASBA"
sort_string = "VASBA"
/datum/design/item/weapon/esword
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ANOMALY = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "VASCA"
@@ -0,0 +1,70 @@
/*
* Contains Precursor and Anomalous designs for the Protolathe.
*/
/datum/design/item/precursor/AssembleDesignName()
..()
name = "Alien prototype ([item_name])"
/datum/design/item/precursor/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
/datum/design/item/precursor/crowbar
name = "Hybrid Crowbar"
desc = "A tool utilizing cutting edge modern technology, and ancient component designs."
id = "hybridcrowbar"
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
materials = list(MAT_PLASTEEL = 2000, MAT_VERDANTIUM = 3000, MAT_GOLD = 250, MAT_URANIUM = 2500)
build_path = /obj/item/weapon/tool/crowbar/hybrid
sort_string = "PATAC"
/datum/design/item/precursor/wrench
name = "Hybrid Wrench"
desc = "A tool utilizing cutting edge modern technology, and ancient component designs."
id = "hybridwrench"
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 3, TECH_PRECURSOR = 1)
materials = list(MAT_PLASTEEL = 2000, MAT_VERDANTIUM = 3000, MAT_SILVER = 300, MAT_URANIUM = 2000)
build_path = /obj/item/weapon/tool/wrench/hybrid
sort_string = "PATAW"
/datum/design/item/precursor/screwdriver
name = "Hybrid Screwdriver"
desc = "A tool utilizing cutting edge modern technology, and ancient component designs."
id = "hybridscrewdriver"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_BLUESPACE = 2, TECH_MAGNET = 3, TECH_PRECURSOR = 1)
materials = list(MAT_PLASTEEL = 2000, MAT_VERDANTIUM = 3000, MAT_PLASTIC = 8000, MAT_DIAMOND = 2000)
build_path = /obj/item/weapon/tool/screwdriver/hybrid
sort_string = "PATAS"
/datum/design/item/precursor/wirecutters
name = "Hybrid Wirecutters"
desc = "A tool utilizing cutting edge modern technology, and ancient component designs."
id = "hybridwirecutters"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_PHORON = 2, TECH_PRECURSOR = 1)
materials = list(MAT_PLASTEEL = 2000, MAT_VERDANTIUM = 3000, MAT_PLASTIC = 8000, MAT_PHORON = 2750, MAT_DIAMOND = 2000)
build_path = /obj/item/weapon/tool/wirecutters/hybrid
sort_string = "PATBW"
/datum/design/item/precursor/welder
name = "Hybrid Welding Tool"
desc = "A tool utilizing cutting edge modern technology, and ancient component designs."
id = "hybridwelder"
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PHORON = 3, TECH_MAGNET = 5, TECH_PRECURSOR = 1)
materials = list(MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_METALHYDROGEN = 4750, MAT_URANIUM = 6000)
build_path = /obj/item/weapon/weldingtool/experimental/hybrid
sort_string = "PATCW"
/datum/design/item/anomaly/AssembleDesignName()
..()
name = "Anomalous prototype ([item_name])"
/datum/design/item/anomaly/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
+82 -2
View File
@@ -4,6 +4,7 @@
/datum/design/item/stock_part
build_type = PROTOLATHE
time = 3 //Sets an independent time for stock parts, currently one third normal print time.
/datum/design/item/stock_part/AssembleDesignName()
..()
@@ -34,6 +35,20 @@
build_path = /obj/item/weapon/stock_parts/capacitor/super
sort_string = "CAAAC"
/datum/design/item/stock_part/hyper_capacitor
id = "hyper_capacitor"
req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_BLUESPACE = 1, TECH_ARCANE = 1)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 100, MAT_VERDANTIUM = 30, MAT_DURASTEEL = 25)
build_path = /obj/item/weapon/stock_parts/capacitor/hyper
sort_string = "CAAAD"
/datum/design/item/stock_part/omni_capacitor
id = "omni_capacitor"
req_tech = list(TECH_POWER = 7, TECH_MATERIAL = 6, TECH_BLUESPACE = 3, TECH_PRECURSOR = 1)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_DIAMOND = 1000, MAT_GLASS = 1000, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/capacitor/omni
sort_string = "CAAAE"
/datum/design/item/stock_part/micro_mani
id = "micro_mani"
req_tech = list(TECH_MATERIAL = 1, TECH_DATA = 1)
@@ -55,6 +70,20 @@
build_path = /obj/item/weapon/stock_parts/manipulator/pico
sort_string = "CAABC"
/datum/design/item/stock_part/hyper_mani
id = "hyper_mani"
req_tech = list(TECH_MATERIAL = 6, TECH_DATA = 3, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/manipulator/hyper
sort_string = "CAABD"
/datum/design/item/stock_part/omni_mani
id = "omni_mani"
req_tech = list(TECH_MATERIAL = 7, TECH_DATA = 4, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 500, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/manipulator/omni
sort_string = "CAABE"
/datum/design/item/stock_part/basic_matter_bin
id = "basic_matter_bin"
req_tech = list(TECH_MATERIAL = 1)
@@ -76,6 +105,20 @@
build_path = /obj/item/weapon/stock_parts/matter_bin/super
sort_string = "CAACC"
/datum/design/item/stock_part/hyper_matter_bin
id = "hyper_matter_bin"
req_tech = list(TECH_MATERIAL = 6, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_VERDANTIUM = 60, MAT_DURASTEEL = 75)
build_path = /obj/item/weapon/stock_parts/matter_bin/hyper
sort_string = "CAACD"
/datum/design/item/stock_part/omni_matter_bin
id = "omni_matter_bin"
req_tech = list(TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_PLASTEEL = 100, MAT_MORPHIUM = 100, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/matter_bin/omni
sort_string = "CAACE"
/datum/design/item/stock_part/basic_micro_laser
id = "basic_micro_laser"
req_tech = list(TECH_MAGNET = 1)
@@ -97,6 +140,20 @@
build_path = /obj/item/weapon/stock_parts/micro_laser/ultra
sort_string = "CAADC"
/datum/design/item/stock_part/hyper_micro_laser
id = "hyper_micro_laser"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 6, TECH_ARCANE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, MAT_GLASS = 20, MAT_URANIUM = 30, MAT_VERDANTIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/hyper
sort_string = "CAADD"
/datum/design/item/stock_part/omni_micro_laser
id = "omni_micro_laser"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 7, TECH_PRECURSOR = 2)
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 500, MAT_URANIUM = 2000, MAT_MORPHIUM = 50, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/micro_laser/omni
sort_string = "CAADE"
/datum/design/item/stock_part/basic_sensor
id = "basic_sensor"
req_tech = list(TECH_MAGNET = 1)
@@ -118,6 +175,20 @@
build_path = /obj/item/weapon/stock_parts/scanning_module/phasic
sort_string = "CAAEC"
/datum/design/item/stock_part/hyper_sensor
id = "hyper_sensor"
req_tech = list(TECH_MAGNET = 6, TECH_MATERIAL = 4, TECH_ARCANE = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, MAT_GLASS = 20, MAT_SILVER = 50, MAT_VERDANTIUM = 40, MAT_DURASTEEL = 50)
build_path = /obj/item/weapon/stock_parts/scanning_module/hyper
sort_string = "CAAED"
/datum/design/item/stock_part/omni_sensor
id = "omni_sensor"
req_tech = list(TECH_MAGNET = 7, TECH_MATERIAL = 5, TECH_PRECURSOR = 1)
materials = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 500, MAT_GLASS = 750, MAT_SILVER = 500, MAT_MORPHIUM = 60, MAT_DURASTEEL = 100)
build_path = /obj/item/weapon/stock_parts/scanning_module/omni
sort_string = "CAAEE"
/datum/design/item/stock_part/subspace_ansible
id = "s-ansible"
req_tech = list(TECH_DATA = 3, TECH_MAGNET = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2)
@@ -167,7 +238,7 @@
build_path = /obj/item/weapon/stock_parts/subspace/transmitter
sort_string = "UAAAG"
// RPED lives here because it handles stock parts
// RPEDs live here because they handle stock parts
/datum/design/item/stock_part/RPED
name = "Rapid Part Exchange Device"
desc = "Special mechanical module made to store, sort, and apply standard machine parts."
@@ -175,4 +246,13 @@
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 5000)
build_path = /obj/item/weapon/storage/part_replacer
sort_string = "CBAAA"
sort_string = "CBAAA"
/datum/design/item/stock_part/ARPED
name = "Advanced Rapid Part Exchange Device"
desc = "Special mechanical module made to store, sort, and apply standard machine parts. This one has a greatly upgraded storage capacity."
id = "arped"
req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5)
materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 10000)
build_path = /obj/item/weapon/storage/part_replacer/adv
sort_string = "CBAAB"
+61
View File
@@ -223,6 +223,67 @@
time = 60
materials = list(DEFAULT_WALL_MATERIAL = 37500, "uranium" = 7500)
/datum/design/item/mechfab/janus
category = "Janus"
req_tech = list(TECH_MATERIAL = 7, TECH_BLUESPACE = 5, TECH_MAGNET = 6, TECH_PHORON = 3, TECH_ARCANE = 1, TECH_PRECURSOR = 2)
/datum/design/item/mechfab/janus/chassis
name = "Janus Chassis"
id = "janus_chassis"
build_path = /obj/item/mecha_parts/chassis/janus
time = 100
materials = list(MAT_DURASTEEL = 19000, MAT_MORPHIUM = 10500, MAT_PLASTEEL = 5500, MAT_LEAD = 2500)
req_tech = list(TECH_MATERIAL = 7, TECH_BLUESPACE = 5, TECH_MAGNET = 6, TECH_PHORON = 3, TECH_ARCANE = 1, TECH_PRECURSOR = 3)
/datum/design/item/mechfab/janus/torso
name = "Imperion Torso"
id = "janus_torso"
build_path = /obj/item/mecha_parts/part/janus_torso
time = 300
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 8000, MAT_MORPHIUM = 10000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000)
/datum/design/item/mechfab/janus/head
name = "Imperion Head"
id = "janus_head"
build_path = /obj/item/mecha_parts/part/janus_head
time = 200
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 6000, MAT_GOLD = 5000)
/datum/design/item/mechfab/janus/left_arm
name = "Prototype Gygax Left Arm"
id = "janus_left_arm"
build_path = /obj/item/mecha_parts/part/janus_left_arm
time = 200
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
/datum/design/item/mechfab/janus/right_arm
name = "Prototype Gygax Right Arm"
id = "janus_right_arm"
build_path = /obj/item/mecha_parts/part/janus_right_arm
time = 200
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_DIAMOND = 7000)
/datum/design/item/mechfab/janus/left_leg
name = "Prototype Durand Left Leg"
id = "janus_left_leg"
build_path = /obj/item/mecha_parts/part/janus_left_leg
time = 200
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
/datum/design/item/mechfab/janus/right_leg
name = "Prototype Durand Right Leg"
id = "janus_right_leg"
build_path = /obj/item/mecha_parts/part/janus_right_leg
time = 200
materials = list(DEFAULT_WALL_MATERIAL = 30000, MAT_METALHYDROGEN = 3000, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_URANIUM = 7000)
/datum/design/item/mechfab/janus/phase_coil
name = "Janus Phase Coil"
id = "janus_coil"
build_path = /obj/item/prop/alien/phasecoil
time = 600
materials = list(MAT_SUPERMATTER = 2000, MAT_PLASTEEL = 60000, MAT_URANIUM = 3250, MAT_DURASTEEL = 2000, MAT_MORPHIUM = 3000, MAT_GOLD = 5000, MAT_VERDANTIUM = 5000, MAT_DIAMOND = 10000, MAT_LEAD = 15000)
/datum/design/item/mecha
build_type = MECHFAB
category = "Exosuit Equipment"
+86 -1
View File
@@ -284,6 +284,10 @@
id = "armour"
build_path = /obj/item/robot_parts/robot_component/armour
/datum/design/item/prosfab/cyborg/component/ai_shell
name = "AI Remote Interface"
id = "mmi_ai_shell"
build_path = /obj/item/device/mmi/inert/ai_remote
//////////////////// Cyborg Modules ////////////////////
/datum/design/item/prosfab/robot_upgrade
@@ -353,4 +357,85 @@
id = "borg_language_module"
req_tech = list(TECH_DATA = 6, TECH_MATERIAL = 6)
materials = list(DEFAULT_WALL_MATERIAL = 25000, "glass" = 3000, "gold" = 350)
build_path = /obj/item/borg/upgrade/language
build_path = /obj/item/borg/upgrade/language
// Synthmorph Bags.
/datum/design/item/prosfab/synthmorphbag
name = "Synthmorph Storage Bag"
desc = "Used to store or slowly defragment an FBP."
id = "misc_synth_bag"
materials = list(DEFAULT_WALL_MATERIAL = 250, "glass" = 250, "plastic" = 2000)
build_path = /obj/item/bodybag/cryobag/robobag
/datum/design/item/prosfab/badge_nt
name = "NanoTrasen Tag"
desc = "Used to identify an empty NanoTrasen FBP."
id = "misc_synth_bag_tag_nt"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag
/datum/design/item/prosfab/badge_morph
name = "Morpheus Tag"
desc = "Used to identify an empty Morpheus FBP."
id = "misc_synth_bag_tag_morph"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/morpheus
/datum/design/item/prosfab/badge_wardtaka
name = "Ward-Takahashi Tag"
desc = "Used to identify an empty Ward-Takahashi FBP."
id = "misc_synth_bag_tag_wardtaka"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/wardtaka
/datum/design/item/prosfab/badge_zenghu
name = "Zeng-Hu Tag"
desc = "Used to identify an empty Zeng-Hu FBP."
id = "misc_synth_bag_tag_zenghu"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/zenghu
/datum/design/item/prosfab/badge_gilthari
name = "Gilthari Tag"
desc = "Used to identify an empty Gilthari FBP."
id = "misc_synth_bag_tag_gilthari"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "gold" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/gilthari
req_tech = list(TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_PHORON = 2)
/datum/design/item/prosfab/badge_veymed
name = "Vey-Medical Tag"
desc = "Used to identify an empty Vey-Medical FBP."
id = "misc_synth_bag_tag_veymed"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/veymed
req_tech = list(TECH_MATERIAL = 3, TECH_ILLEGAL = 1, TECH_BIO = 4)
/datum/design/item/prosfab/badge_hephaestus
name = "Hephaestus Tag"
desc = "Used to identify an empty Hephaestus FBP."
id = "misc_synth_bag_tag_heph"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/hephaestus
/datum/design/item/prosfab/badge_grayson
name = "Grayson Tag"
desc = "Used to identify an empty Grayson FBP."
id = "misc_synth_bag_tag_grayson"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/grayson
/datum/design/item/prosfab/badge_xion
name = "Xion Tag"
desc = "Used to identify an empty Xion FBP."
id = "misc_synth_bag_tag_xion"
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "plastic" = 1000)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/xion
/datum/design/item/prosfab/badge_bishop
name = "Bishop Tag"
desc = "Used to identify an empty Bishop FBP."
id = "misc_synth_bag_tag_bishop"
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 2000, "plastic" = 500)
build_path = /obj/item/clothing/accessory/badge/corporate_tag/bishop
+17 -26
View File
@@ -15,7 +15,9 @@
var/mat_efficiency = 1
var/speed = 1
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
/obj/machinery/r_n_d/protolathe/Initialize()
. = ..()
@@ -71,7 +73,7 @@
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 2) / 8
mat_efficiency = max(1 - (T - 2) / 8, 0.2)
speed = T / 2
/obj/machinery/r_n_d/protolathe/dismantle()
@@ -131,12 +133,12 @@
max_res_amount -= materials[mat]
if(materials[S.material.name] + amnt <= max_res_amount)
if(S && S.amount >= 1)
if(S && S.get_amount() >= 1)
var/count = 0
overlays += "fab-load-metal"
spawn(10)
overlays -= "fab-load-metal"
while(materials[S.material.name] + amnt <= max_res_amount && S.amount >= 1)
while(materials[S.material.name] + amnt <= max_res_amount && S.get_amount() >= 1)
materials[S.material.name] += amnt
S.use(1)
count++
@@ -207,28 +209,17 @@
/obj/machinery/r_n_d/protolathe/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything
var/recursive = amount == -1 ? 1 : 0
material = lowertext(material)
var/mattype
switch(material)
if(DEFAULT_WALL_MATERIAL)
mattype = /obj/item/stack/material/steel
if("glass")
mattype = /obj/item/stack/material/glass
if("plastic")
mattype = /obj/item/stack/material/plastic
if("gold")
mattype = /obj/item/stack/material/gold
if("silver")
mattype = /obj/item/stack/material/silver
if("osmium")
mattype = /obj/item/stack/material/osmium
if("diamond")
mattype = /obj/item/stack/material/diamond
if("phoron")
mattype = /obj/item/stack/material/phoron
if("uranium")
mattype = /obj/item/stack/material/uranium
else
return
var/obj/item/stack/material/mattype
var/material/MAT = get_material_by_name(material)
if(!MAT)
return
mattype = MAT.stack_type
if(!mattype)
return
var/obj/item/stack/material/S = new mattype(loc)
if(amount <= 0)
amount = S.max_amount
+14
View File
@@ -660,6 +660,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<UL>"
for(var/M in linked_lathe.materials)
var/amount = linked_lathe.materials[M]
var/hidden_mat = FALSE
for(var/HM in linked_lathe.hidden_materials)
if(M == HM && amount == 0)
hidden_mat = TRUE
break
if(hidden_mat)
continue
dat += "<LI><B>[capitalize(M)]</B>: [amount] cm<sup>3</sup>"
if(amount >= SHEET_MATERIAL_AMOUNT)
dat += " || Eject "
@@ -745,6 +752,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<UL>"
for(var/M in linked_imprinter.materials)
var/amount = linked_imprinter.materials[M]
var/hidden_mat = FALSE
for(var/HM in linked_imprinter.hidden_materials)
if(M == HM && amount == 0)
hidden_mat = TRUE
break
if(hidden_mat)
continue
dat += "<LI><B>[capitalize(M)]</B>: [amount] cm<sup>3</sup>"
if(amount >= SHEET_MATERIAL_AMOUNT)
dat += " || Eject: "
+9 -39
View File
@@ -11,53 +11,23 @@
var/busy = 0
var/obj/machinery/computer/rdconsole/linked_console
var/list/materials = list()
var/list/materials = list() // Materials this machine can accept.
var/list/hidden_materials = list() // Materials this machine will not display, unless it contains them. Must be in the materials list as well.
/obj/machinery/r_n_d/attack_hand(mob/user as mob)
return
/obj/machinery/r_n_d/proc/getMaterialType(var/name)
switch(name)
if(DEFAULT_WALL_MATERIAL)
return /obj/item/stack/material/steel
if("glass")
return /obj/item/stack/material/glass
if("plastic")
return /obj/item/stack/material/plastic
if("gold")
return /obj/item/stack/material/gold
if("silver")
return /obj/item/stack/material/silver
if("osmium")
return /obj/item/stack/material/osmium
if("phoron")
return /obj/item/stack/material/phoron
if("uranium")
return /obj/item/stack/material/uranium
if("diamond")
return /obj/item/stack/material/diamond
var/material/M = get_material_by_name(name)
if(M && M.stack_type)
return M.stack_type
return null
/obj/machinery/r_n_d/proc/getMaterialName(var/type)
switch(type)
if(/obj/item/stack/material/steel)
return DEFAULT_WALL_MATERIAL
if(/obj/item/stack/material/glass)
return "glass"
if(/obj/item/stack/material/plastic)
return "plastic"
if(/obj/item/stack/material/gold)
return "gold"
if(/obj/item/stack/material/silver)
return "silver"
if(/obj/item/stack/material/osmium)
return "osmium"
if(/obj/item/stack/material/phoron)
return "phoron"
if(/obj/item/stack/material/uranium)
return "uranium"
if(/obj/item/stack/material/diamond)
return "diamond"
if(istype(type, /obj/item/stack/material))
var/obj/item/stack/material/M = type
return M.material.name
return null
/obj/machinery/r_n_d/proc/eject(var/material, var/amount)
if(!(material in materials))
+8 -2
View File
@@ -208,11 +208,17 @@ research holder datum.
level = 0
/datum/tech/arcane
name = "Arcane Research"
desc = "Research into the occult and arcane field for use in practical science"
name = "Anomalous Research"
desc = "Study of phenomena that disobey the fundamental laws of this universe."
id = TECH_ARCANE
level = 0
/datum/tech/precursor
name = "Precursor Research"
desc = "The applied study of Precursor Technology, for modern applications."
id = TECH_PRECURSOR
level = 0
/obj/item/weapon/disk/tech_disk
name = "technology disk"
desc = "A disk for storing technology data for further research."
+2
View File
@@ -97,6 +97,8 @@
if(istype(AM, /mob/living))
var/mob/living/M = AM
M.gib()
else if(istype(AM, /mob/zshadow))
AM.Destroy() //prevent deleting shadow without deleting shadow's shadows
else if(AM.simulated && !(istype(AM, /mob/observer)))
qdel(AM)
@@ -21,7 +21,7 @@
if(prob(75))
secondary_effect.ToggleActivate(0)
icon_num = rand(0, 11)
icon_num = rand(0, 14)
icon_state = "ano[icon_num]0"
if(icon_num == 7 || icon_num == 8)
@@ -47,6 +47,11 @@
desc = "A strange alien device."
if(prob(25))
my_effect.trigger = pick(TRIGGER_WATER, TRIGGER_ACID, TRIGGER_VOLATILE, TRIGGER_TOXIN)
else if(icon_num == 12 || icon_num == 14)
name = "intricately carved statue"
desc = "A strange statue."
if(prob(60))
my_effect.trigger = pick(TRIGGER_TOUCH, TRIGGER_HEAT, TRIGGER_COLD, TRIGGER_PHORON, TRIGGER_OXY, TRIGGER_CO2, TRIGGER_NITRO)
/obj/machinery/artifact/proc/choose_effect()
var/effect_type = input(usr, "What type do you want?", "Effect Type") as null|anything in typesof(/datum/artifact_effect) - /datum/artifact_effect
+10 -5
View File
@@ -1,25 +1,30 @@
//snowflake guns for xenoarch because you can't override the update_icon() proc inside the giant mess that is find creation
/obj/item/weapon/gun/energy/laser/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/laser/practice/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/practice/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/laser/practice/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/laser/practice/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/xray/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/xray/xenoarch/update_icon()
return
/obj/item/weapon/gun/energy/captain/xenoarch
icon = 'icons/obj/xenoarchaeology.dmi'
update_icon()
/obj/item/weapon/gun/energy/captain/xenoarch/update_icon()
return
@@ -36,21 +36,25 @@
item_type = "bowl"
if(prob(33))
new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "bowl"
apply_image_decorations = 1
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
if(prob(20))
additional_desc = "There appear to be [pick("dark","faintly glowing","pungent","bright")] [pick("red","purple","green","blue")] stains inside."
if(2)
item_type = "urn"
if(prob(33))
new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "urn"
new_item.icon_state = "urn[rand(1,2)]"
apply_image_decorations = 1
if(prob(20))
additional_desc = "It [pick("whispers faintly","makes a quiet roaring sound","whistles softly","thrums quietly","throbs")] if you put it to your ear."
@@ -62,6 +66,8 @@
new_item = new /obj/item/weapon/material/knife(src.loc)
else
new_item = new /obj/item/weapon/material/kitchen/utensil/spoon(src.loc)
if(prob(60))
new_item.origin_tech[TECH_ARCANE] = 1
additional_desc = "[pick("It's like no [item_type] you've ever seen before",\
"It's a mystery how anyone is supposed to eat with this",\
"You wonder what the creator's mouth was shaped like")]."
@@ -69,12 +75,13 @@
name = "statuette"
icon = 'icons/obj/xenoarchaeology.dmi'
item_type = "statuette"
icon_state = "statuette"
icon_state = "statuette[rand(1,3)]"
additional_desc = "It depicts a [pick("small","ferocious","wild","pleasing","hulking")] \
[pick("alien figure","rodent-like creature","reptilian alien","primate","unidentifiable object")] \
[pick("performing unspeakable acts","posing heroically","in a fetal position","cheering","sobbing","making a plaintive gesture","making a rude gesture")]."
if(prob(25))
new_item = new /obj/item/weapon/vampiric(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
if(5)
name = "instrument"
icon = 'icons/obj/xenoarchaeology.dmi'
@@ -93,8 +100,8 @@
"It looks wickedly jagged",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along the edges")]."
if(7)
//assuming there are 10 types of coins
var/chance = 10
//assuming there are 12 types of coins
var/chance = 8
for(var/type in typesof(/obj/item/weapon/coin))
if(prob(chance))
new_item = new type(src.loc)
@@ -113,6 +120,8 @@
item_type = "[pick("wicked","evil","byzantine","dangerous")] looking [pick("device","contraption","thing","trap")]"
apply_prefix = 0
new_item = new /obj/item/weapon/beartrap(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
additional_desc = "[pick("It looks like it could take a limb off",\
"Could be some kind of animal trap",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along part of it")]."
@@ -132,6 +141,7 @@
var/storage_amount = 2**(new_box.max_w_class-1)
new_box.max_storage_space = rand(storage_amount, storage_amount * 10)
if(prob(30))
new_item.origin_tech[TECH_ARCANE] = 1
apply_image_decorations = 1
if(12)
item_type = "[pick("cylinder","tank","chamber")]"
@@ -151,6 +161,9 @@
new_item = new /obj/item/weapon/tool/crowbar(src.loc)
else
new_item = new /obj/item/weapon/tool/screwdriver(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
apply_image_decorations = 1
additional_desc = "[pick("It doesn't look safe.",\
"You wonder what it was used for",\
"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains on it")]."
@@ -177,6 +190,9 @@
else
new_item = new /obj/item/weapon/pen/reagent/sleepy(src.loc)
if(prob(30))
icon = 'icons/obj/xenoarchaeology.dmi'
icon_state = "pen1"
new_item.origin_tech[TECH_ARCANE] = 1
apply_image_decorations = 1
if(16)
apply_prefix = 0
@@ -201,6 +217,7 @@
new_item = new /obj/item/device/soulstone(src.loc)
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = icon_state
new_item.origin_tech[TECH_ARCANE] = 2
if(17)
//cultblade
apply_prefix = 0
@@ -218,6 +235,9 @@
new_item = new /obj/item/weapon/material/sword(src.loc)
new_item.force = 10
item_type = new_item.name
if(prob(30))
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
new_item.icon_state = "blade1"
if(20)
//arcane clothing
apply_prefix = 0
@@ -228,12 +248,14 @@
var/new_type = pick(possible_spawns)
new_item = new new_type(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
if(21)
//soulstone
apply_prefix = 0
new_item = new /obj/item/device/soulstone(src.loc)
item_type = new_item.name
apply_material_decorations = 0
new_item.origin_tech[TECH_ARCANE] = 2
if(22)
if(prob(50))
new_item = new /obj/item/weapon/material/shard(src.loc)
@@ -281,8 +303,10 @@
new_gun.power_supply.rigged = 1
if(prob(10))
new_gun.power_supply.maxcharge = 0
new_gun.origin_tech[TECH_ARCANE] = rand(0, 1)
if(prob(15))
new_gun.power_supply.charge = rand(0, new_gun.power_supply.maxcharge)
new_gun.origin_tech[TECH_ARCANE] = 1
else
new_gun.power_supply.charge = 0
@@ -407,8 +431,11 @@
//gas mask
if(prob(25))
new_item = new /obj/item/clothing/mask/gas/poltergeist(src.loc)
new_item.origin_tech[TECH_ARCANE] = 1
else
new_item = new /obj/item/clothing/mask/gas(src.loc)
if(prob(40))
new_item.color = rgb(rand(0,255),rand(0,255),rand(0,255))
if(36)
// Alien stuff.
apply_prefix = FALSE
@@ -438,11 +465,87 @@
var/new_type = pick(alien_stuff)
new_item = new new_type(src.loc)
new_item.origin_tech[TECH_ARCANE] = 2
new_item.origin_tech[TECH_PRECURSOR] = 1
item_type = new_item.name
if(37)
// Alien boats.
apply_prefix = FALSE
var/new_boat_mat = pickweight(
MAT_WOOD = 100,
MAT_SIFWOOD = 200,
DEFAULT_WALL_MATERIAL = 60,
MAT_URANIUM = 14,
MAT_MARBLE = 16,
MAT_GOLD = 20,
MAT_SILVER = 24,
MAT_PLASTEEL = 10,
MAT_TITANIUM = 6,
MAT_IRON = 30,
MAT_PHORON = 4,
MAT_VERDANTIUM = 2,
MAT_DIAMOND = 4,
MAT_DURASTEEL = 2,
MAT_MORPHIUM = 2,
MAT_SUPERMATTER = 1
)
var/list/alien_stuff = list(
/obj/vehicle/boat,
/obj/vehicle/boat/dragon
)
if(prob(30))
new /obj/item/weapon/oar(src.loc, new_boat_mat)
var/new_type = pick(alien_stuff)
new_item = new new_type(src.loc, new_boat_mat)
item_type = new_item.name
if(38)
// Imperion circuit.
apply_prefix = FALSE
apply_image_decorations = FALSE
var/possible_circuits = subtypesof(/obj/item/weapon/circuitboard/mecha/imperion)
var/new_type = pick(possible_circuits)
new_item = new new_type(src.loc)
name = new_item.name
desc = new_item.desc
item_type = new_item.name
if(istype(new_item, /obj/item/weapon/material))
var/new_item_mat = pickweight(
DEFAULT_WALL_MATERIAL = 80,
MAT_WOOD = 20,
MAT_SIFWOOD = 40,
MAT_URANIUM = 14,
MAT_MARBLE = 16,
MAT_GOLD = 20,
MAT_SILVER = 24,
MAT_PLASTEEL = 10,
MAT_TITANIUM = 6,
MAT_IRON = 30,
MAT_PHORON = 4,
MAT_VERDANTIUM = 2,
MAT_DIAMOND = 4,
MAT_DURASTEEL = 2,
MAT_MORPHIUM = 2,
MAT_SUPERMATTER = 1
)
var/obj/item/weapon/material/MW = new_item
MW.applies_material_colour = TRUE
MW.set_material(new_item_mat)
if(istype(MW, /obj/item/weapon/material/twohanded))
var/obj/item/weapon/material/twohanded/TH = MW
TH.force_unwielded *= 0.7
TH.force_wielded *= 0.5
else
MW.force *= 0.3
var/decorations = ""
if(apply_material_decorations)
source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
if(istype(new_item, /obj/item/weapon/material))
var/obj/item/weapon/material/MW = new_item
source_material = MW.material.display_name
desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality."
var/list/descriptors = list()
@@ -499,8 +602,12 @@
if(talkative)
new_item.talking_atom = new(new_item)
new_item.origin_tech[TECH_ARCANE] = 1
new_item.origin_tech[TECH_PRECURSOR] = 1
qdel(src)
else if(talkative)
src.talking_atom = new(src)
new_item.origin_tech[TECH_ARCANE] = 1
new_item.origin_tech[TECH_PRECURSOR] = 1