Merge tgstation13 r4570 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/defines/obj.dm
	code/defines/procs/helpers.dm
	code/defines/turf.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/events.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/master_controller.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/item.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/wires.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/new_player/login.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/stamps.dm
	code/unused/toilets.dm
	html/changelog.html
	icons/effects/alert.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-08-28 19:57:11 +10:00
269 changed files with 14389 additions and 13349 deletions

View File

@@ -1090,6 +1090,17 @@ var/global/BSACooldown = 0
else
alert("You cannot perform this action. You must be of a higher administrative rank!")
return
if (href_list["makeanimal"])
if(src.level>=3)
var/mob/M = locate(href_list["makeanimal"])
if(!istype(M, /mob/new_player))
usr.client.cmd_admin_animalize(M)
else
alert("The mob must not be a new_player.")
return
else
alert("You cannot perform this action. You must be of a higher administrative rank!")
return
/***************** BEFORE**************
if (href_list["l_players"])
@@ -1973,7 +1984,11 @@ var/global/BSACooldown = 0
if("comms_blackout")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","CB")
communications_blackout()
var/answer = alert(usr, "Would you like to alert the crew?", "Alert", "Yes", "No")
if(answer == "Yes")
communications_blackout(0)
else
communications_blackout(1)
message_admins("[key_name_admin(usr)] triggered a communications blackout.", 1)
if("spaceninja")
feedback_inc("admin_secrets_fun_used",1)
@@ -2312,6 +2327,12 @@ var/global/BSACooldown = 0
body += "<A href='?src=\ref[src];makealien=\ref[M]'>Make Alien</A> | "
body += "<A href='?src=\ref[src];makemetroid=\ref[M]'>Make Metroid</A> "
//Simple Animals
if(isanimal(M))
body += "<A href='?src=\ref[src];makeanimal=\ref[M]'>Re-Animalize</A> | "
else
body += "<A href='?src=\ref[src];makeanimal=\ref[M]'>Animalize</A> | "
body += "<br><br>"
body += "<b>Rudimentary transformation:</b><font size=2><br>These transformations only create a new mob type and copy stuff over. They do not take into account MMIs and similar mob-specific things. The buttons in 'Transformations' are preferred, when possible.</font><br>"
body += "<A href='?src=\ref[src];simplemake=observer;mob=\ref[M]'>Observer</A> | "
@@ -2997,7 +3018,7 @@ var/global/BSACooldown = 0
feedback_add_details("admin_verb","SA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/obj/admins/proc/show_traitor_panel(var/mob/M in mob_list)
/obj/admins/proc/show_traitor_panel(var/mob/M in sortmobs())
set category = "Admin"
set desc = "Edit mobs's memory and role"
set name = "Show Traitor Panel"

View File

@@ -223,7 +223,7 @@
//verbs += /proc/togglebuildmode --Merged with view variables
//verbs += /client/proc/cmd_modify_object_variables --Merged with view variables
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/debug_master_controller
verbs += /client/proc/debug_controller
else return
//Game Admin
@@ -244,7 +244,7 @@
verbs += /client/proc/make_sound
verbs += /client/proc/play_local_sound
verbs += /client/proc/send_space_ninja
verbs += /client/proc/restartcontroller //Can call via aproccall --I_hate_easy_things.jpg, Mport --Agouri
verbs += /client/proc/restart_controller //Can call via aproccall --I_hate_easy_things.jpg, Mport --Agouri
verbs += /client/proc/Blobize //I need to remember to move/remove this later
verbs += /client/proc/Blobcount //I need to remember to move/remove this later
verbs += /client/proc/toggle_clickproc //TODO ERRORAGE (Temporary proc while the new clickproc is being tested)
@@ -389,7 +389,7 @@
verbs -= /client/proc/air_report
verbs -= /client/proc/cmd_admin_say
verbs -= /client/proc/cmd_admin_gib_self
verbs -= /client/proc/restartcontroller
verbs -= /client/proc/restart_controller
verbs -= /client/proc/play_local_sound
verbs -= /client/proc/enable_debug_verbs
verbs -= /client/proc/toggleprayers
@@ -431,7 +431,7 @@
//verbs -= /client/proc/cmd_switch_radio --removed because tcommsat is staying
verbs -= /client/proc/togglebuildmodeself
verbs -= /client/proc/kill_airgroup
verbs -= /client/proc/debug_master_controller
verbs -= /client/proc/debug_controller
verbs -= /client/proc/check_ai_laws
verbs -= /client/proc/cmd_debug_mob_lists
return

View File

@@ -1,4 +1,4 @@
/client/proc/Jump(var/area/A in world)
/client/proc/Jump(var/area/A in return_sorted_areas())
set name = "Jump to Area"
set desc = "Area to jump to"
set category = "Admin"
@@ -30,7 +30,7 @@
alert("Admin jumping disabled")
return
/client/proc/jumptomob(var/mob/M in mob_list)
/client/proc/jumptomob(var/mob/M in sortmobs())
set category = "Admin"
set name = "Jump to Mob"
@@ -84,7 +84,7 @@
var/list/keys = list()
for(var/mob/M in player_list)
keys += M.client
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in keys
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in sortKey(keys)
if(!selection)
return
var/mob/M = selection:mob
@@ -95,7 +95,7 @@
else
alert("Admin jumping disabled")
/client/proc/Getmob(var/mob/M in mob_list)
/client/proc/Getmob(var/mob/M in sortmobs())
set category = "Admin"
set name = "Get Mob"
set desc = "Mob to teleport"
@@ -123,7 +123,7 @@
var/list/keys = list()
for(var/mob/M in player_list)
keys += M.client
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in keys
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in sortKey(keys)
if(!selection)
return
var/mob/M = selection:mob
@@ -138,7 +138,7 @@
else
alert("Admin jumping disabled")
/client/proc/sendmob(var/mob/M in mob_list, var/area/A in world)
/client/proc/sendmob(var/mob/M in sortmobs(), var/area/A in return_sorted_areas())
set category = "Admin"
set name = "Send Mob"
if(!src.holder)

View File

@@ -172,6 +172,27 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
else
alert("Invalid mob")
/client/proc/cmd_admin_animalize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Simple Animal"
if(!ticker)
alert("Wait until the game starts")
return
if(!M)
alert("That mob doesn't seem to exist, close the panel and try again.")
return
if(istype(M, /mob/new_player))
alert("The mob must not be a new_player.")
return
log_admin("[key_name(src)] has animalized [M.key].")
spawn(10)
M.Animalize()
/client/proc/makepAI(var/turf/T in mob_list)
set category = "Fun"
set name = "Make pAI"
@@ -644,7 +665,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
var/obj/item/device/pda/heads/pda = new(M)

View File

@@ -58,7 +58,7 @@ var/intercom_range_display_status = 0
del(C)
if(camera_range_display_status)
for(var/obj/machinery/camera/C in Cameras)
for(var/obj/machinery/camera/C in cameranet.cameras)
new/obj/effect/debugging/camera_range(C.loc)
feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -74,7 +74,7 @@ var/intercom_range_display_status = 0
var/list/obj/machinery/camera/CL = list()
for(var/obj/machinery/camera/C in Cameras)
for(var/obj/machinery/camera/C in cameranet.cameras)
CL += C
var/output = {"<B>CAMERA ANNOMALITIES REPORT</B><HR>

View File

@@ -213,7 +213,7 @@
if(new_value == null) return
if(variable=="luminosity")
O.sd_SetLuminosity(new_value)
O.SetLuminosity(new_value)
else
O.vars[variable] = new_value
@@ -222,7 +222,7 @@
for(var/mob/M in mob_list)
if ( istype(M , O.type) )
if(variable=="luminosity")
M.sd_SetLuminosity(new_value)
M.SetLuminosity(new_value)
else
M.vars[variable] = O.vars[variable]
@@ -230,7 +230,7 @@
for(var/obj/A in world)
if ( istype(A , O.type) )
if(variable=="luminosity")
A.sd_SetLuminosity(new_value)
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
@@ -238,7 +238,7 @@
for(var/turf/A in world)
if ( istype(A , O.type) )
if(variable=="luminosity")
A.sd_SetLuminosity(new_value)
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
@@ -247,7 +247,7 @@
for(var/mob/M in mob_list)
if (M.type == O.type)
if(variable=="luminosity")
M.sd_SetLuminosity(new_value)
M.SetLuminosity(new_value)
else
M.vars[variable] = O.vars[variable]
@@ -255,7 +255,7 @@
for(var/obj/A in world)
if (A.type == O.type)
if(variable=="luminosity")
A.sd_SetLuminosity(new_value)
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]
@@ -263,7 +263,7 @@
for(var/turf/A in world)
if (A.type == O.type)
if(variable=="luminosity")
A.sd_SetLuminosity(new_value)
A.SetLuminosity(new_value)
else
A.vars[variable] = O.vars[variable]

View File

@@ -458,7 +458,7 @@ var/list/forbidden_varedit_object_types = list(
if(variable=="luminosity")
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
if(var_new == null) return
O.sd_SetLuminosity(var_new)
O.SetLuminosity(var_new)
else if(variable=="stat")
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
if(var_new == null) return

View File

@@ -1,37 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/obj/item/device/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
@@ -49,9 +15,7 @@
origin_tech = "magnets=1"
var/secured = 1
var/small_icon_state_left = null
var/small_icon_state_right = null
var/list/small_icon_state_overlays = null
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wires = WIRE_RECEIVE | WIRE_PULSE
@@ -130,7 +94,7 @@
attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder.attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [name]!")
user << "\blue You attach \the [A] to \the [src]!"
return 1
return 0
@@ -143,9 +107,9 @@
return
if(isscrewdriver(W))
if(toggle_secure())
user.show_message("\blue The [name] is ready!")
user << "\blue \The [src] is ready!"
else
user.show_message("\blue The [name] can now be attached!")
user << "\blue \The [src] can now be attached!"
return
..()
return
@@ -161,9 +125,9 @@
..()
if((in_range(src, usr) || loc == usr))
if(secured)
usr.show_message("The [name] is ready!")
usr << "\The [src] is ready!"
else
usr.show_message("The [name] can be attached!")
usr << "\The [src] can be attached!"
return
@@ -177,26 +141,6 @@
interact(mob/user as mob)
return //HTML MENU FOR WIRES GOES HERE
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0
/*
proc
Process_Activation(var/obj/D, var/normal = 1, var/special = 1)
*/
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/*
var/small_icon_state = null//If this obj will go inside the assembly use this for icons
var/list/small_icon_state_overlays = null//Same here

View File

@@ -0,0 +1,44 @@
/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0

View File

@@ -1,6 +1,5 @@
/obj/item/device/assembly_holder
name = "Assembly"
desc = "Holds various devices"//Fix this by adding dynamic desc
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
@@ -44,7 +43,7 @@
D2.loc = src
a_left = D
a_right = D2
src.name = "[D.name] [D2.name] assembly"
name = "[D.name]-[D2.name] assembly"
update_icon()
return 1
@@ -52,8 +51,8 @@
attach_special(var/obj/O, var/mob/user)
if(!O) return
if(!O.IsSpecialAssembly()) return 0
/*
if(O:Attach_Holder())
/* if(O:Attach_Holder())
special_assembly = O
update_icon()
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
@@ -62,15 +61,16 @@
update_icon()
src.overlays = null
overlays = null
if(a_left)
src.overlays += a_left:small_icon_state_left
for(var/O in a_left:small_icon_state_overlays)
src.overlays += text("[]_l", O)
overlays += "[initial(a_left.icon_state)]_left" //the initial() is probably unnecessary, but you just know
for(var/O in a_left.attached_overlays) //someone is gonna fuck around with the icon_state in the future
overlays += "[O]_l"
if(a_right)
src.overlays += a_right:small_icon_state_right
for(var/O in a_right:small_icon_state_overlays)
src.overlays += text("[]_r", O)
src.overlays += "[initial(a_right.icon_state)]_right"
for(var/O in a_right.attached_overlays)
overlays += "[O]_r"
/* if(special_assembly)
special_assembly.update_icon()
if(special_assembly:small_icon_state)
@@ -84,9 +84,9 @@
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
usr << "\The [src] is ready!"
else
usr.show_message("The [src.name] can be attached!")
usr << "\The [src] can be attached!"
return
@@ -123,15 +123,15 @@
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(!a_left || !a_right)
user.show_message("\red BUG:Assembly part missing, please report this!")
user << "\red BUG:Assembly part missing, please report this!"
return
a_left.toggle_secure()
a_right.toggle_secure()
secured = !secured
if(secured)
user.show_message("\blue The [src.name] is ready!")
user << "\blue \The [src] is ready!"
else
user.show_message("\blue The [src.name] can now be taken apart!")
user << "\blue \The [src] can now be taken apart!"
update_icon()
return
else if(W.IsSpecialAssembly())
@@ -145,7 +145,7 @@
src.add_fingerprint(user)
if(src.secured)
if(!a_left || !a_right)
user.show_message("\red Assembly part missing!")
user << "\red Assembly part missing!"
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))

View File

@@ -1,6 +1,6 @@
/obj/item/device/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustable substances. Does not function well as a lighter."
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
m_amt = 500
g_amt = 50
@@ -8,8 +8,6 @@
origin_tech = "magnets=1"
secured = 1
small_icon_state_left = "igniter_left"
small_icon_state_right = "igniter_right"
activate()
@@ -20,8 +18,6 @@
attack_self(mob/user as mob)
activate()
add_fingerprint(user)
spawn( 5 )
activate()
return
return
return

View File

@@ -1,19 +1,17 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "Infrared Beam"
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared_old"
icon_state = "infrared"
m_amt = 1000
g_amt = 500
w_amt = 100
origin_tech = "magnets=2"
secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
var/scanning = 0
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
@@ -23,7 +21,7 @@
activate()
if(!..()) return 0//Cooldown check
src.scanning = !src.scanning
on = !on
update_icon()
return 1
@@ -33,19 +31,19 @@
if(secured)
processing_objects.Add(src)
else
scanning = 0
if(src.first) del(src.first)
on = 0
if(first) del(first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
src.overlays = null
src.small_icon_state_overlays = list()
if(scanning)
src.overlays += text("infrared_old2")
src.small_icon_state_overlays += text("infrared_on")
overlays = null
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
@@ -53,23 +51,23 @@
process()//Old code
if(!scanning)
if(src.first)
del(src.first)
if(!on)
if(first)
del(first)
return
if((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src
I.density = 1
I.dir = src.dir
I.dir = dir
step(I, I.dir)
if (I)
if(I)
I.density = 0
src.first = I
I.vis_spread(src.visible)
spawn( 0 )
if (I)
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
@@ -79,31 +77,30 @@
attack_hand()
del(src.first)
del(first)
..()
return
Move()
var/t = src.dir
var/t = dir
..()
src.dir = t
del(src.first)
dir = t
del(first)
return
holder_movement()
if(!holder) return 0
// src.dir = holder.dir
del(src.first)
// dir = holder.dir
del(first)
return 1
trigger_beam()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
@@ -113,7 +110,7 @@
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.machine = src
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.scanning ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
@@ -128,22 +125,22 @@
onclose(usr, "infra")
return
if (href_list["state"])
src.scanning = !(src.scanning)
if(href_list["state"])
on = !(on)
update_icon()
if (href_list["visible"])
src.visible = !(src.visible)
spawn( 0 )
if(src.first)
src.first.vis_spread(src.visible)
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if (href_list["close"])
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
src.attack_self(usr)
attack_self(usr)
return
@@ -153,7 +150,7 @@
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
dir = turn(dir, 90)
return
@@ -175,63 +172,62 @@
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(src.master)
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.trigger_beam()
master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
visible = v
spawn(0)
if(src.next)
if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v)
next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((src.loc.density || !( src.master )))
//SN src = null
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if(src.left > 0)
src.left--
if(src.left < 1)
if(!( src.visible ))
src.invisibility = 101
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
src.invisibility = 0
invisibility = 0
else
src.invisibility = 0
invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( src.loc )
I.master = src.master
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = src.dir
I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next ))
//world << "no src.next"
if(!(next))
//world << "no next"
I.density = 0
//world << "spreading"
I.vis_spread(src.visible)
src.next = I
spawn( 0 )
//world << "limit = [src.limit] "
if ((I && src.limit > 0))
I.limit = src.limit - 1
I.vis_spread(visible)
next = I
spawn(0)
//world << "limit = [limit] "
if((I && limit > 0))
I.limit = limit - 1
//world << "calling next process"
I.process()
return
@@ -239,10 +235,10 @@
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
else
//world << "step failed, deleting \ref[src.next]"
del(src.next)
//world << "step failed, deleting \ref[next]"
del(next)
spawn(10)
src.process()
process()
return
return
@@ -251,18 +247,18 @@
return
/obj/effect/beam/i_beam/Bumped()
src.hit()
hit()
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn( 0 )
src.hit()
spawn(0)
hit()
return
return
/obj/effect/beam/i_beam/Del()
del(src.next)
del(next)
..()
return

View File

@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
@@ -10,8 +8,6 @@
origin_tech = "magnets=1"
secured = 0
small_icon_state_left = "prox_left"
small_icon_state_right = "prox_right"
var/scanning = 0
var/timing = 0
@@ -50,8 +46,7 @@
sense()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
@@ -84,13 +79,13 @@
update_icon()
overlays = null
small_icon_state_overlays = list()
attached_overlays = list()
if(timing)
overlays += text("prox_timing")
small_icon_state_overlays += text("prox_timing")
overlays += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
overlays += text("prox_scanning")
small_icon_state_overlays += text("prox_scanning")
overlays += "prox_scanning"
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
return

View File

@@ -0,0 +1,56 @@
/obj/item/assembly/shock_kit
name = "Shock Kit"
desc = "This appears to be made from both an Electric Pack and a Helmet."
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/radio/electropack/part2 = null
var/status = 0.0
w_class = 5.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/shock_kit/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/shock_kit/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (!src.status)
user.show_message("\blue The shock pack is now secured!", 1)
else
user.show_message("\blue The shock pack is now unsecured!", 1)
src.add_fingerprint(user)
return
/obj/item/assembly/shock_kit/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/shock_kit/receive_signal()
//*****
//world << "Shock kit got r_signal"
if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
var/obj/structure/stool/bed/chair/e_chair/C = src.loc
//world << "Shock kit sending shock to EC"
C.shock()
return

View File

@@ -1,7 +1,5 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/signaler
name = "Remote Signaling Device"
name = "remote signaling device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
@@ -12,8 +10,6 @@
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
small_icon_state_left = "signaller_left"
small_icon_state_right = "signaller_right"
var/code = 30
var/frequency = 1457

View File

@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
@@ -10,8 +8,6 @@
origin_tech = "magnets=1"
secured = 0
small_icon_state_left = "timer_left"
small_icon_state_right = "timer_right"
var/timing = 0
var/time = 10
@@ -61,10 +57,10 @@
update_icon()
overlays = null
small_icon_state_overlays = list()
attached_overlays = list()
if(timing)
overlays += text("timer_timing")
small_icon_state_overlays += text("timer_timing")
overlays += "timer_timing"
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
return

View File

@@ -1,3 +1,13 @@
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."

View File

@@ -0,0 +1,54 @@
/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user)
if(istype(src, /obj/item/clothing/gloves/boxing)) //quick fix for stunglove overlay not working nicely with boxing gloves.
user << "<span class='notice'>That won't work.</span>" //i'm not putting my lips on that!
..()
return
if(istype(W, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/C = W
if(!wired)
if(C.amount >= 2)
C.amount -= 2
wired = 1
siemens_coefficient = 1
user << "<span class='notice'>You wrap some wires around [src].</span>"
update_icon()
else
user << "<span class='notice'>There is not enough wire to cover [src].</span>"
else
user << "<span class='notice'>[src] are already wired.</span>"
else if(istype(W, /obj/item/weapon/cell))
if(!wired)
user << "<span class='notice'>[src] need to be wired first.</span>"
else if(!cell)
user.drop_item()
W.loc = src
cell = W
user << "<span class='notice'>You attach a cell to [src].</span>"
update_icon()
else
user << "<span class='notice'>[src] already have a cell.</span>"
else if(istype(W, /obj/item/weapon/wirecutters))
if(cell)
cell.updateicon()
cell.loc = get_turf(src.loc)
cell = null
user << "<span class='notice'>You cut the cell away from [src].</span>"
update_icon()
return
if(wired) //wires disappear into the void because fuck that shit
wired = 0
siemens_coefficient = initial(siemens_coefficient)
user << "<span class='notice'>You cut the wires away from [src].</span>"
update_icon()
..()
return
/obj/item/clothing/gloves/update_icon()
..()
overlays = null
if(wired)
overlays += "gloves_wire"
if(cell)
overlays += "gloves_cell"

View File

@@ -19,22 +19,20 @@
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity() //TODO: Carn
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/obj/item/clothing/head/hardhat/orange

View File

@@ -133,22 +133,20 @@
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/*
* Kitty ears

View File

@@ -1,14 +1,3 @@
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"

View File

@@ -19,22 +19,20 @@
icon_state = "rig[on]-[color]"
// item_state = "rig[on]-[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
if(on) user.SetLuminosity(user.luminosity + brightness_on)
else user.SetLuminosity(user.luminosity - brightness_on)
pickup(mob/user)
if(on)
user.total_luminosity += brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(0)
user.SetLuminosity(user.luminosity + brightness_on)
// user.UpdateLuminosity()
SetLuminosity(0)
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
user.UpdateLuminosity()
src.sd_SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity - brightness_on)
// user.UpdateLuminosity()
SetLuminosity(brightness_on)
/obj/item/clothing/suit/space/rig
name = "engineering hardsuit"

View File

@@ -262,7 +262,6 @@ proc/move_mining_shuttle()
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 15
force = 3
desc = ""
/*****************************Shovel********************************/

View File

@@ -185,17 +185,16 @@
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
W = new /turf/simulated/floor/plating/airless/asteroid(src)
W.lighting_lumcount += old_lumcount
if(old_lumcount != W.lighting_lumcount)
W.lighting_changed = 1
lighting_controller.changed_turfs += W
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.dir = old_dir
W.fullUpdateMineralOverlays()
W.levelupdate()
return W

View File

@@ -174,6 +174,21 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
L+=T
usr.loc = pick(L)
/mob/dead/observer/verb/follow()
set category = "Ghost"
set name = "Follow" // "Haunt"
set desc = "Follow and haunt a mob."
if(istype(usr, /mob/dead/observer))
var/mob/target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in sortAtom(mob_list)
if(target)
spawn(0)
var/turf/pos = get_turf(src)
while(src.loc == pos)
src.loc = get_turf(target)
pos = src.loc
sleep(15)
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
set category = "Ghost"

View File

@@ -50,4 +50,30 @@
else
// add some movement delay
move_delay_add = min(move_delay_add + round(amount / 2), 10) // a maximum delay of 10
return
return
/*----------------------------------------
Proc: AddInfectionImages()
Des: Gives the client of the alien an image on each infected mob.
----------------------------------------*/
/mob/living/carbon/alien/proc/AddInfectionImages()
if (client)
for (var/mob/living/carbon/C in world)
if(C.status_flags & XENO_HOST)
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected")
client.images += I
return
/*----------------------------------------
Proc: RemoveInfectionImages()
Des: Removes all infected images from the alien.
----------------------------------------*/
/mob/living/carbon/alien/proc/RemoveInfectionImages()
if (client)
for(var/image/I in client.images)
if(I.icon_state == "infected")
del(I)
return

View File

@@ -0,0 +1,4 @@
/mob/living/carbon/alien/humanoid/Login()
..()
AddInfectionImages()
return

View File

@@ -0,0 +1,4 @@
/mob/living/carbon/alien/humanoid/Logout()
..()
RemoveInfectionImages()
return

View File

@@ -0,0 +1,258 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
//TODO: Make these simple_animals
var/const/MIN_IMPREGNATION_TIME = 100 //time it takes to impregnate someone
var/const/MAX_IMPREGNATION_TIME = 150
var/const/MIN_ACTIVE_TIME = 300 //time between being dropped and going idle
var/const/MAX_ACTIVE_TIME = 600
/obj/item/clothing/mask/facehugger
name = "alien"
desc = "It has some sort of a tube at the end of its tail."
icon_state = "facehugger"
item_state = "facehugger"
w_class = 1 //note: can be picked up by aliens unlike most other items of w_class below 4
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH|MASKCOVERSEYES
var/stat = UNCONSCIOUS //UNCONSCIOUS is the idle state in this case
var/sterile = 0
var/strength = 5
var/attached = 0
attack_paw(user as mob) //can be picked up by aliens
if(isalien(user))
attack_hand(user)
return
else
..()
return
attack_hand(user as mob)
if(stat == CONSCIOUS && !isalien(user))
Attach(user)
return
else
..()
return
attack(mob/living/M as mob, mob/user as mob)
..()
user.drop_from_inventory(src)
Attach(M)
New()
if(aliens_allowed)
..()
else
del(src)
examine()
..()
switch(stat)
if(DEAD,UNCONSCIOUS)
usr << "\red \b [src] is not moving."
if(CONSCIOUS)
usr << "\red \b [src] seems to be active."
if (sterile)
usr << "\red \b It looks like the proboscis has been removed."
return
attackby()
Die()
return
bullet_act()
Die()
return
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
Die()
return
equipped(mob/M)
Attach(M)
HasEntered(atom/target)
Attach(target)
return
dropped()
..()
GoActive()
return
throw_impact(atom/hit_atom)
Attach(hit_atom)
return
proc/Attach(M as mob)
if(!isliving(M) || isalien(M))
return
if(attached)
return
else
attached++
spawn(MAX_IMPREGNATION_TIME)
attached = 0
var/mob/living/L = M //just so I don't need to use :
if(stat != CONSCIOUS) return
if(!sterile) L.take_organ_damage(strength,0) //done here so that even borgs and humans in helmets take damage
if(issilicon(L))
for(var/mob/O in viewers(src, null))
O.show_message("\red \b [src] smashes against [L]'s frame!", 1)
Die()
return
var/mob/living/carbon/target = L
for(var/mob/O in viewers(target, null))
O.show_message("\red \b [src] leaps at [target]'s face!", 1)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.head && H.head.flags & HEADCOVERSMOUTH)
for(var/mob/O in viewers(H, null))
O.show_message("\red \b [src] smashes against [H]'s [H.head]!", 1)
Die()
return
if(target.wear_mask)
if(prob(20)) return
var/obj/item/clothing/W = target.wear_mask
if(!W.canremove) return
target.drop_from_inventory(W)
for(var/mob/O in viewers(target, null))
O.show_message("\red \b [src] tears [W] off of [target]'s face!", 1)
loc = target
layer = 20
target.wear_mask = src
target.update_inv_wear_mask()
GoIdle() //so it doesn't jump the people that tear it off
if(!sterile) target.Paralyse(MAX_IMPREGNATION_TIME/6) //something like 25 ticks = 20 seconds with the default settings
spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
Impregnate(target)
return
proc/Impregnate(mob/living/carbon/target as mob)
if(!target || target.wear_mask != src || target.stat == DEAD) //was taken off or something
return
if(!sterile)
target.contract_disease(new /datum/disease/alien_embryo(0)) //so infection chance is same as virus infection chance
for(var/datum/disease/alien_embryo/A in target.viruses)
target.status_flags |= XENO_HOST
break
for(var/mob/O in viewers(target,null))
O.show_message("\red \b [src] falls limp after violating [target]'s face!", 1)
Die()
else
for(var/mob/O in viewers(target,null))
O.show_message("\red \b [src] violates [target]'s face!", 1)
target.update_inv_wear_mask()
return
proc/GoActive()
if(stat == DEAD || stat == CONSCIOUS)
return
stat = CONSCIOUS
/* for(var/mob/living/carbon/alien/alien in world)
var/image/activeIndicator = image('icons/mob/alien.dmi', loc = src, icon_state = "facehugger_active")
activeIndicator.override = 1
if(alien && alien.client)
alien.client.images += activeIndicator */
spawn(rand(MIN_ACTIVE_TIME,MAX_ACTIVE_TIME))
GoIdle()
return
proc/GoIdle()
if(stat == DEAD || stat == UNCONSCIOUS)
return
/* RemoveActiveIndicators() */
stat = UNCONSCIOUS
return
proc/Die()
if(stat == DEAD)
return
/* RemoveActiveIndicators() */
icon_state = "facehugger_dead"
stat = DEAD
for(var/mob/O in viewers(src, null))
O.show_message("\red \b[src] curls up into a ball!", 1)
return
/* proc/RemoveActiveIndicators() //removes the "active" facehugger indicator from all aliens in the world for this hugger
for(var/mob/living/carbon/alien/alien in world)
if(alien.client)
for(var/image/image in alien.client.images)
if(image.icon_state == "facehugger_active" && image.loc == src)
del(image)
return */
/obj/item/clothing/mask/facehugger/angry
stat = CONSCIOUS
/obj/item/clothing/mask/facehugger/angry/HasProximity(atom/movable/AM as mob|obj)
if(istype(AM , /mob/living/))
Attach(AM)
/*
/obj/item/clothing/mask/facehugger/angry/New()
processing_objects.Add(src)
/obj/item/clothing/mask/facehugger/angry/process()
if(!src || src.stat == (DEAD))
return
for(var/mob/living/carbon/C in range(1,src))
Attach(C)
return
for(var/mob/living/carbon/C in range(5,src))
if(isInSight(C,src))
step_to(src,C,0)
spawn(5)
if(C in range(1,src))
Attach(C)
return
step_rand(src)
return
/obj/item/clothing/mask/facehugger/angry/Attach(var/mob/M as mob)
..(M)
processing_objects.Remove(src)
*/

View File

@@ -0,0 +1,61 @@
/obj/item/brain/examine() // -- TLE
set src in oview(12)
if (!( usr ))
return
usr << "This is \icon[src] \an [name]."
if(brainmob)//if thar be a brain inside... the brain.
usr << "You can feel the small spark of life still left in this one."
else
usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later. Probably not."
/obj/item/brain/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
add_fingerprint(user)
if(!(user.zone_sel.selecting == ("head")) || !istype(M, /mob/living/carbon/human))
return ..()
if( !(locate(/obj/machinery/optable, M.loc) && M.resting) && ( !(locate(/obj/structure/table/, M.loc) && M.lying) && prob(50) ) )
return ..()
var/mob/living/carbon/human/H = M
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
// you can't stab someone in the eyes wearing a mask!
user << "\blue You're going to need to remove their head cover first."
return
//since these people will be dead M != usr
if(M:brain_op_stage == 4.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
continue
if(M == user)
O.show_message(text("\red [user] inserts [src] into his head!"), 1)
else
O.show_message(text("\red [M] has [src] inserted into his head by [user]."), 1)
if(M != user)
M << "\red [user] inserts [src] into your head!"
user << "\red You insert [src] into [M]'s head!"
else
user << "\red You insert [src] into your head!"
//this might actually be outdated since barring badminnery, a debrain'd body will have any client sucked out to the brain's internal mob. Leaving it anyway to be safe. --NEO
if(M.key)//Revised. /N
M.ghostize()
if(brainmob.mind)
brainmob.mind.transfer_to(M)
else
M.key = brainmob.key
M:brain_op_stage = 3.0
del(src)
else
..()
return

View File

@@ -39,6 +39,9 @@
var/obj/item/l_store = null
var/obj/item/s_store = null
var/used_skillpoints = 0
var/skill_specialization = null
var/list/skills = null
var/icon/stand_icon = null
var/icon/lying_icon = null

View File

@@ -87,9 +87,6 @@
//stuff in the stomach
handle_stomach()
//Flashlights and such
UpdateLuminosity()
//Status updates, death etc.
handle_regular_status_updates() //TODO: optimise ~Carn
update_canmove()
@@ -745,13 +742,16 @@
if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(istype(loc,/turf)) //else, there's considered to be no light
light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
if(istype(loc,/turf/simulated/shuttle))//Now not only will potatomen not starve on the shuttle, they will actually be fed
light_amount = 5
if(nutrition < 500) //so they can't store nutrition to survive without light forever
nutrition += light_amount
if(light_amount > 0) //if there's enough light, heal
if(isturf(loc)) //else, there's considered to be no light
var/turf/T = loc
var/area/A = T.loc
if(A)
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
else light_amount = 5
nutrition += light_amount
if(nutrition > 500)
nutrition = 500
if(light_amount > 2) //if there's enough light, heal
heal_overall_damage(1,1)
adjustToxLoss(-1)
adjustOxyLoss(-1)
@@ -1150,7 +1150,7 @@
//0.1% chance of playing a scary sound to someone who's in complete darkness
if(isturf(loc) && rand(1,1000) == 1)
var/turf/currentTurf = loc
if(!currentTurf.sd_lumcount)
if(!currentTurf.lighting_lumcount)
playsound_local(src,pick(scarySounds),50, 1, -1)
proc/handle_virus_updates()

View File

@@ -53,9 +53,6 @@
if(environment) // More error checking -- TLE
handle_environment(environment)
//Flashlights and such
UpdateLuminosity()
//Status updates, death etc.
handle_regular_status_updates()
update_canmove()

View File

@@ -141,37 +141,6 @@ var/list/department_radio_keys = list(
if (!message)
return
//work out if we're speaking skrell or not
var/is_speaking_skrell = 0
if(copytext(message, 1, 3) == ":k" || copytext(message, 1, 3) == ":K")
message = copytext(message, 3)
if(skrell_talk_understand || universal_speak)
is_speaking_skrell = 1
//work out if we're speaking soghun or not
var/is_speaking_soghun = 0
if(copytext(message, 1, 3) == ":o" || copytext(message, 1, 3) == ":O")
message = copytext(message, 3)
if(soghun_talk_understand || universal_speak)
is_speaking_soghun = 1
//work out if we're speaking tajaran or not
var/is_speaking_tajaran = 0
if(copytext(message, 1, 3) == ":j" || copytext(message, 1, 3) == ":J")
message = copytext(message, 3)
if(tajaran_talk_understand || universal_speak)
is_speaking_soghun = 1
// if( !message_mode && (disease_symptoms & DISEASE_WHISPER))
// message_mode = "whisper"
if(src.stunned > 2 /*|| (traumatic_shock > 61 && prob(50))*/)
message_mode = "" //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
message = capitalize(message) //capitalize the first letter of what they actually say
// :downs:
if (getBrainLoss() >= 60)
message = dd_replacetext(message, " am ", " ")
@@ -187,12 +156,10 @@ var/list/department_radio_keys = list(
message = uppertext(message)
message += "[stutter(pick("!", "!!", "!!!"))]"
if(!stuttering && prob(15))
message = NewStutter(message,stunned)
message = stutter(message)
if (stuttering)
message = NewStutter(message,stunned)
if (slurring)
message = slur(message)
message = stutter(message)
/* //qw do not have beesease atm.
if(virus)
@@ -316,13 +283,6 @@ var/list/department_radio_keys = list(
var/list/V = view(message_range, T)
var/list/W = V
var/list/eavesdroppers = get_mobs_in_view(7, src)
for(var/mob/M in listening)
eavesdroppers.Remove(M)
for(var/mob/M in eavesdroppers)
if(M.stat || !M.client || istype(M, /mob/living/silicon/pai) || M == src)
eavesdroppers.Remove(M)
for (var/obj/O in ((W | contents)-used_radios))
W |= O
@@ -352,24 +312,17 @@ var/list/department_radio_keys = list(
var/list/heard_a = list() // understood us
var/list/heard_b = list() // didn't understand us
for (var/mob/M in listening) //My god this is to terrible and hacky - Erthilo
for (var/M in listening)
if(hascall(M,"say_understands"))
if (M:say_understands(src) && !is_speaking_skrell && !is_speaking_soghun && !is_speaking_tajaran) //This could probably be merged into say_understands(), but I'm too lazy
heard_a += M
else if(is_speaking_skrell && (M.skrell_talk_understand || M.universal_speak))
heard_a += M
else if(is_speaking_soghun && (M.soghun_talk_understand || M.universal_speak))
heard_a += M
else if(is_speaking_tajaran && (M.tajaran_talk_understand || M.universal_speak))
if (M:say_understands(src))
heard_a += M
else
heard_b += M
var/speech_bubble_test = say_test(message)
var/image/speech_bubble = image('icons/mob/talk.dmi',src,"h[speech_bubble_test]")
var/rendered = null
if (length(heard_a))
var/message_a = say_quote(message,is_speaking_soghun,is_speaking_skrell,is_speaking_tajaran)
var/message_a = say_quote(message)
if (italics)
message_a = "<i>[message_a]</i>"
if (!istype(src, /mob/living/carbon/human))
@@ -382,17 +335,10 @@ var/list/department_radio_keys = list(
else
rendered = "<span class='game say'><span class='name'>[real_name]</span>[alt_name] <span class='message'>[message_a]</span></span>"
for (var/mob/M in heard_a)
M.show_message(rendered, 2)
M << speech_bubble
spawn(30) del(speech_bubble)
//spawn(30) del(speech_bubble)
/* for (var/M in heard_a)
for (var/M in heard_a)
if(hascall(M,"show_message"))
M:show_message(rendered, 2)
*/
if (length(heard_b))
var/message_b
@@ -400,17 +346,13 @@ var/list/department_radio_keys = list(
message_b = voice_message
else
message_b = stars(message)
message_b = say_quote(message_b,is_speaking_soghun,is_speaking_skrell,is_speaking_tajaran)
message_b = say_quote(message_b)
if (italics)
message_b = "<i>[message_b]</i>"
rendered = "<span class='game say'><span class='name'>[voice_name]</span> <span class='message'>[message_b]</span></span>"
for (var/mob/M in heard_b)
M.show_message(rendered, 2)
M << speech_bubble
spawn(30) del(speech_bubble)
for (var/M in heard_b)
if(hascall(M,"show_message"))
@@ -437,16 +379,9 @@ var/list/department_radio_keys = list(
del(B)
*/
if (length(eavesdroppers))
for (var/mob/M in eavesdroppers)
M << "\blue [src] speaks into their radio..."
M << speech_bubble
spawn(30) del(speech_bubble)
log_say("[name]/[key] : [message]")
/obj/effect/speech_bubble
var/mob/parent
var/mob/parent

View File

@@ -17,6 +17,7 @@
var/ioncheck[1]
var/icon/holo_icon//Default is assigned when AI is created.
var/obj/item/device/pda/ai/aiPDA = null
var/obj/item/device/multitool/aiMulti = null
//MALFUNCTION
var/datum/AI_Module/module_picker/malf_picker
@@ -69,6 +70,8 @@
aiPDA.ownjob = "AI"
aiPDA.name = name + " (" + aiPDA.ownjob + ")"
aiMulti = new(src)
if (istype(loc, /turf))
verbs.Add(/mob/living/silicon/ai/proc/ai_call_shuttle,/mob/living/silicon/ai/proc/ai_camera_track, \
/mob/living/silicon/ai/proc/ai_camera_list, /mob/living/silicon/ai/proc/ai_network_change, \
@@ -101,7 +104,7 @@
/mob/living/silicon/ai/verb/pick_icon()
set category = "AI Commands"
set name = "Change AI Core Display"
set name = "Set AI Core Display"
if(stat || aiRestorePowerRoutine)
return
@@ -292,7 +295,7 @@
machine = null
src << browse(null, t1)
if (href_list["switchcamera"])
switchCamera(locate(href_list["switchcamera"]))
switchCamera(locate(href_list["switchcamera"])) in cameranet.cameras
if (href_list["showalerts"])
ai_alerts()
@@ -325,15 +328,15 @@
statelaws()
if (href_list["track"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
var/mob/target = locate(href_list["track"]) in mob_list
var/mob/living/silicon/ai/A = locate(href_list["track2"]) in mob_list
if(A && target)
A.ai_actual_track(target)
return
else if (href_list["faketrack"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
var/mob/target = locate(href_list["track"]) in mob_list
var/mob/living/silicon/ai/A = locate(href_list["track2"]) in mob_list
if(A && target)
A.cameraFollow = target
@@ -426,25 +429,27 @@
/mob/living/silicon/ai/reset_view(atom/A)
if(current)
current.sd_SetLuminosity(0)
current.SetLuminosity(0)
if(istype(A,/obj/machinery/camera))
current = A
..()
if(istype(A,/obj/machinery/camera))
A.sd_SetLuminosity(camera_light_on * AI_CAMERA_LUMINOSITY)
if(camera_light_on) A.SetLuminosity(AI_CAMERA_LUMINOSITY)
else A.SetLuminosity(0)
/mob/living/silicon/ai/proc/switchCamera(var/obj/machinery/camera/C)
src.cameraFollow = null
if (!C || stat == 2 || !C.status || C.network != network)
machine = null
reset_view(null)
if (!C || stat == 2 || !C.can_use())
//machine = null
//reset_view(null)
return 0
// ok, we're alive, camera is good and in our network...
machine = src
reset_view(C)
eyeobj.setLoc(get_turf(C))
//machine = src
return 1
/mob/living/silicon/ai/triggerAlarm(var/class, area/A, var/O, var/alarmsource)
@@ -468,7 +473,7 @@
C = O
L[A.name] = list(A, (C) ? C : O, list(alarmsource))
if (O)
if (C && C.status)
if (C && C.can_use())
src << "--- [class] alarm detected in [A.name]! (<A HREF=?src=\ref[src];switchcamera=\ref[C]>[C.c_tag]</A>)"
else if (CL && CL.len)
var/foo = 0
@@ -504,17 +509,17 @@
/mob/living/silicon/ai/cancel_camera()
set category = "AI Commands"
set name = "Cancel Camera View"
reset_view(null)
machine = null
//reset_view(null)
//machine = null
src.cameraFollow = null
//Replaces /mob/living/silicon/ai/verb/change_network() in ai.dm & camera.dm
//Adds in /mob/living/silicon/ai/proc/ai_network_change() instead
//Addition by Mord_Sith to define AI's network change ability
/mob/living/silicon/ai/proc/ai_network_change()
set category = "AI Commands"
set name = "Change Camera Network"
reset_view(null)
set name = "Jump To Network"
machine = null
src.cameraFollow = null
var/cameralist[0]
@@ -523,8 +528,10 @@
usr << "You can't change your camera network because you are dead!"
return
for (var/obj/machinery/camera/C in Cameras)
if(!C.status)
var/mob/living/silicon/ai/U = usr
for (var/obj/machinery/camera/C in cameranet.cameras)
if(!C.can_use())
continue
if(C.network == "AI Satellite")
if (ticker.mode.name == "AI malfunction")
@@ -535,10 +542,17 @@
else
if(C.network != "CREED" && C.network != "thunder" && C.network != "RD" && C.network != "toxins" && C.network != "Prison")
cameralist[C.network] = C.network
network = input(usr, "Which network would you like to view?") as null|anything in cameralist
var/old_network = network
network = input(U, "Which network would you like to view?") as null|anything in cameralist
if(isnull(network))
network = initial(network) // If nothing is selected, default to SS13 (or the initial network)
network = old_network // If nothing is selected
else
for(var/obj/machinery/camera/C in cameranet.cameras)
if(!C.can_use())
continue
if(C.network == network)
U.eyeobj.setLoc(get_turf(C))
break
src << "\blue Switched to [network] camera network."
//End of code by Mord_Sith
@@ -551,7 +565,7 @@
/mob/living/silicon/ai/proc/ai_statuschange()
set category = "AI Commands"
set name = "AI status"
set name = "AI Status"
if(usr.stat == 2)
usr <<"You cannot change your emotional status because you are dead!"
@@ -620,15 +634,35 @@
//Toggles the luminosity and applies it by re-entereing the camera.
/mob/living/silicon/ai/proc/toggle_camera_light()
set name = "Toggle camera light"
set name = "Toggle Camera Light"
set desc = "Toggles the light on the camera the AI is looking through."
set category = "AI Commands"
if(!current)
usr << "\red You are not looking through a camera right now."
return
camera_light_on = !camera_light_on
reset_view(current)
src << "Camera lights [camera_light_on ? "activated" : "deactivated"]."
if(!camera_light_on)
if(src.current)
src.current.SetLuminosity(0)
else
src.lightNearbyCamera()
#undef AI_CAMERA_LUMINOSITY
// Handled camera lighting, when toggled.
// It will get the nearest camera from the eyeobj, lighting it.
/mob/living/silicon/ai/proc/lightNearbyCamera()
if(camera_light_on && camera_light_on < world.timeofday)
if(src.current)
var/camera = near_range_camera(src.eyeobj)
if(camera && src.current != camera)
src.current.SetLuminosity(0)
src.current = camera
src.current.SetLuminosity(AI_CAMERA_LUMINOSITY)
else if(isnull(camera))
src.current.SetLuminosity(0)
src.current = null
camera_light_on = world.timeofday + 1 * 20 // Update the light every 2 seconds.
else
src.current = near_range_camera(src.eyeobj)
if(src.current) src.current.SetLuminosity(AI_CAMERA_LUMINOSITY)

View File

@@ -4,6 +4,7 @@
icon_state = "ai-crash"
update_canmove()
src.eyeobj.setLoc(get_turf(src))
if(blind) blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8

View File

@@ -0,0 +1,134 @@
// CAMERA NET
//
// The datum containing all the chunks.
var/datum/cameranet/cameranet = new()
/datum/cameranet
// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Del().
var/list/cameras = list()
// The chunks of the map, mapping the areas that the cameras can see.
var/list/chunks = list()
var/ready = 0
// Checks if a chunk has been Generated in x, y, z.
/datum/cameranet/proc/chunkGenerated(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
return key in chunks
// Returns the chunk in the x, y, z.
// If there is no chunk, it creates a new chunk and returns that.
/datum/cameranet/proc/getCameraChunk(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
if(!(key in chunks))
chunks[key] = new /datum/camerachunk(null, x, y, z)
return chunks[key]
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
/datum/cameranet/proc/visibility(mob/aiEye/ai)
// 0xf = 15
var/x1 = max(0, ai.x - 16) & ~0xf
var/y1 = max(0, ai.y - 16) & ~0xf
var/x2 = min(world.maxx, ai.x + 16) & ~0xf
var/y2 = min(world.maxy, ai.y + 16) & ~0xf
var/list/visibleChunks = list()
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
visibleChunks += getCameraChunk(x, y, ai.z)
var/list/remove = ai.visibleCameraChunks - visibleChunks
var/list/add = visibleChunks - ai.visibleCameraChunks
for(var/datum/camerachunk/c in remove)
c.remove(ai)
for(var/datum/camerachunk/c in add)
c.add(ai)
// Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open.
/datum/cameranet/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(!ticker || (opacity_check && !A.opacity))
return
majorChunkChange(A, 2)
/datum/cameranet/proc/updateChunk(x, y, z)
// 0xf = 15
if(!chunkGenerated(x, y, z))
return
var/datum/camerachunk/chunk = getCameraChunk(x, y, z)
chunk.hasChanged()
// Removes a camera from a chunk.
/datum/cameranet/proc/removeCamera(obj/machinery/camera/c)
majorChunkChange(c, 0)
// Add a camera to a chunk.
/datum/cameranet/proc/addCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
// Used for Cyborg cameras. It is the same as "add" but named differently for easier readability
// and to allow the user know what it is for. Since portable cameras can be in ANY chunk, we have to
// all it to be added to all chunks. If the camera is disabled, it will instead remove.
/datum/cameranet/proc/updatePortableCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
else
majorChunkChange(c, 0)
// Never access this proc directly!!!!
// This will update the chunk and all the surrounding chunks.
// It will also add the atom to the cameras list if you set the choice to 1.
// Setting the choice to 0 will remove the camera from the chunks.
// If you want to update the chunks around an object, without adding/removing a camera, use choice 2.
/datum/cameranet/proc/majorChunkChange(atom/c, var/choice)
// 0xf = 15
if(!c)
return
var/turf/T = get_turf(c)
if(T)
var/x1 = max(0, T.x - 16) & ~0xf
var/y1 = max(0, T.y - 16) & ~0xf
var/x2 = min(world.maxx, T.x + 16) & ~0xf
var/y2 = min(world.maxy, T.y + 16) & ~0xf
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
if(chunkGenerated(x, y, T.z))
var/datum/camerachunk/chunk = getCameraChunk(x, y, T.z)
if(choice == 0)
// Remove the camera.
chunk.cameras -= c
else if(choice == 1)
// You can't have the same camera in the list twice.
chunk.cameras |= c
chunk.hasChanged()
// Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.
/datum/cameranet/proc/checkCameraVis(mob/living/target as mob)
// 0xf = 15
var/turf/position = get_turf(target)
var/datum/camerachunk/chunk = getCameraChunk(position.x, position.y, position.z)
if(chunk)
if(chunk.changed)
chunk.hasChanged(1) // Update now, no matter if it's visible or not.
if(position in chunk.visibleTurfs)
return 1
return 0

View File

@@ -0,0 +1,135 @@
#define UPDATE_BUFFER 15
// CAMERA CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the AI Eye to stream these chunks and know what it can and cannot see.
/datum/camerachunk
var/list/obscuredTurfs = list()
var/list/visibleTurfs = list()
var/list/obscured = list()
var/list/cameras = list()
var/list/turfs = list()
var/list/seenby = list()
var/visible = 0
var/changed = 0
var/updating = 0
// Add an AI eye to the chunk, then update if changed.
/datum/camerachunk/proc/add(mob/aiEye/ai)
ai.visibleCameraChunks += src
if(ai.ai.client)
ai.ai.client.images += obscured
visible++
seenby += ai
if(changed && !updating)
update()
// Remove an AI eye from the chunk, then update if changed.
/datum/camerachunk/proc/remove(mob/aiEye/ai)
ai.visibleCameraChunks -= src
if(ai.ai.client)
ai.ai.client.images -= obscured
seenby -= ai
if(visible > 0)
visible--
// Called when a chunk has changed. I.E: A wall was deleted.
/datum/camerachunk/proc/visibilityChanged(turf/loc)
if(!(loc in visibleTurfs))
return
hasChanged()
// Updates the chunk, makes sure that it doesn't update too much. If the chunk isn't being watched it will
// instead be flagged to update the next time an AI Eye moves near it.
/datum/camerachunk/proc/hasChanged(var/update_now = 0)
if(visible || update_now)
if(!updating)
updating = 1
spawn(UPDATE_BUFFER) // Batch large changes, such as many doors opening or closing at once
update()
updating = 0
else
changed = 1
// The actual updating. It gathers the visible turfs from cameras and puts them into the appropiate lists.
/datum/camerachunk/proc/update()
var/list/newVisibleTurfs = list()
for(var/obj/machinery/camera/c in cameras)
if(!c.can_use())
continue
var/turf/pos = get_turf(c)
if(pos)
for(var/turf/t in range(7, pos))
if(t in turfs)
newVisibleTurfs += t
var/list/visAdded = newVisibleTurfs - visibleTurfs
var/list/visRemoved = visibleTurfs - newVisibleTurfs
visibleTurfs = newVisibleTurfs
obscuredTurfs = turfs - newVisibleTurfs
for(var/turf/t in visAdded)
if(t.obscured)
obscured -= t.obscured
for(var/mob/aiEye/m in seenby)
if(m.ai.client)
m.ai.client.images -= t.obscured
for(var/turf/t in visRemoved)
if(t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
for(var/mob/aiEye/m in seenby)
if(!m)
seenby -= m
if(m.ai.client)
m.ai.client.images += t.obscured
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/camerachunk/New(loc, x, y, z)
// 0xf = 15
x &= ~0xf
y &= ~0xf
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
if(c.can_use())
cameras += c
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs += t
for(var/obj/machinery/camera/c in cameras)
if(!c.can_use())
continue
var/turf/pos = get_turf(c)
if(pos)
for(var/turf/t in range(7, pos))
if(t in turfs)
visibleTurfs += t
obscuredTurfs = turfs - visibleTurfs
for(var/turf/t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
#undef UPDATE_BUFFER

View File

@@ -0,0 +1,114 @@
// AI EYE
//
// An invisible (no icon) mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/aiEye
name = "Inactive AI Eye"
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
density = 0
nodamage = 1 // You can't damage it.
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
return 0
// Hide popout menu verbs
/mob/aiEye/examine()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/pull()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/point()
set popup_menu = 0
set src = usr.contents
return 0
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/aiEye/proc/setLoc(var/T)
T = get_turf(T)
loc = T
cameranet.visibility(src)
if(ai)
if(ai.client)
ai.client.eye = src
// AI MOVEMENT
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/mob/aiEye/eyeobj = new()
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
// Intiliaze the eye by assigning it's "ai" variable to us. Then set it's loc to us.
/mob/living/silicon/ai/New()
..()
eyeobj.ai = src
spawn(5)
eyeobj.loc = src.loc
eyeobj.name = "[src.name] (AI Eye)" // Give it a name
/mob/living/silicon/ai/Del()
eyeobj.ai = null
del(eyeobj) // No AI, no Eye
..()
// This will move the AIEye. It will also cause lights near the eye to light up, if toggled.
// This is handled in the proc below this one.
/client/AIMove(n, direct, var/mob/living/silicon/ai/user)
var/initial = initial(user.sprint)
var/max_sprint = 50
if(user.cooldown && user.cooldown < world.timeofday) // 3 seconds
user.sprint = initial
for(var/i = 0; i < max(user.sprint, initial); i += 20)
user.eyeobj.setLoc(get_turf(get_step(user.eyeobj, direct)))
user.cooldown = world.timeofday + 5
if(user.acceleration)
user.sprint = min(user.sprint + 0.5, max_sprint)
else
user.sprint = initial
user.cameraFollow = null
src.eye = user.eyeobj
//user.machine = null //Uncomment this if it causes problems.
user.lightNearbyCamera()
// Return to the Core.
/mob/living/silicon/ai/verb/core()
set category = "AI Commands"
set name = "AI Core"
current = null
cameraFollow = null
machine = null
src.eyeobj.loc = src.loc
if(client && client.eye)
client.eye = src
for(var/datum/camerachunk/c in eyeobj.visibleCameraChunks)
c.remove(eyeobj)
/mob/living/silicon/ai/verb/toggle_acceleration()
set category = "AI Commands"
set name = "Toggle Camera Acceleration"
acceleration = !acceleration
usr << "Camera acceleration has been toggled [acceleration ? "on" : "off"]."

View File

@@ -0,0 +1,51 @@
// CREDITS
/*
Initial code credit for this goes to Uristqwerty.
Debugging, functionality, all comments and porting by Giacom.
Everything about freelook (or what we can put in here) will be stored here.
WHAT IS THIS?
This is a replacement for the current camera movement system, of the AI. Before this, the AI had to move between cameras and could
only see what the cameras could see. Not only this but the cameras could see through walls, which created problems.
With this, the AI controls an "AI Eye" mob, which moves just like a ghost; such as moving through walls and being invisible to players.
The AI's eye is set to this mob and then we use a system (explained below) to determine what the cameras around the AI Eye can and
cannot see. If the camera cannot see a turf, it will black it out, otherwise it won't and the AI will be able to see it.
This creates several features, such as.. no more see-through-wall cameras, easier to control camera movement, easier tracking,
the AI only being able to track mobs which are visible to a camera, only trackable mobs appearing on the mob list and many more.
HOW IT WORKS
It works by first creating a camera network datum. Inside of this camera network are "chunks" (which will be
explained later) and "cameras". The cameras list is kept up to date by obj/machinery/camera/New() and Del().
Next the camera network has chunks. These chunks are a 16x16 tile block of turfs and cameras contained inside the chunk.
These turfs are then sorted out based on what the cameras can and cannot see. If none of the cameras can see the turf, inside
the 16x16 block, it is listed as an "obscured" turf. Meaning the AI won't be able to see it.
HOW IT UPDATES
The camera network uses a streaming method in order to effeciently update chunks. Since the server will have doors opening, doors closing,
turf being destroyed and other lag inducing stuff, we want to update it under certain conditions and not every tick.
The chunks are not created straight away, only when an AI eye moves into it's area is when it gets created.
One a chunk is created, when a non glass door opens/closes or an opacity turf is destroyed, we check to see if an AI Eye is looking in the area.
We do this with the "seenby" list, which updates everytime an AI is near a chunk. If there is an AI eye inside the area, we update the chunk
that the changed atom is inside and all surrounding chunks, since a camera's vision could leak onto another chunk. If there is no AI Eye, we instead
flag the chunk to update whenever it is loaded by an AI Eye. This is basically how the chunks update and keep it in sync. We then add some lag reducing
measures, such as an UPDATE_BUFFER which stops a chunk from updating too many times in a certain time-frame, only updating if the changed atom was blocking
sight; for example, we don't update glass airlocks or floors.
WHERE IS EVERYTHING?
cameranet.dm = Everything about the cameranet datum.
chunk.dm = Everything about the chunk datum.
eye.dm = Everything about the AI and the AIEye.
updating.dm = Everything about triggers that will update chunks.
*/

View File

@@ -0,0 +1,79 @@
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/turf
var/image/obscured
/turf/proc/visibilityChanged()
cameranet.updateVisibility(src)
/atom/proc/move_camera_by_click()
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = usr
if(AI.client.eye == AI.eyeobj)
AI.eyeobj.setLoc(src)
/*
/turf/simulated/Del()
visibilityChanged()
..()
/turf/simulated/New()
..()
visibilityChanged()
// STRUCTURES
/obj/structure/Del()
cameranet.updateVisibility(src)
..()
/obj/structure/New()
..()
cameranet.updateVisibility(src)
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
// Glass door glass = 1
// don't check then?
if(!glass)
cameranet.updateVisibility(src, 0)
*/
// ROBOT MOVEMENT
// Update the portable camera everytime the Robot moves.
// This might be laggy, comment it out if there are problems.
/mob/living/silicon/robot/Move()
. = ..()
if(.)
if(src.camera)
cameranet.updatePortableCamera(src.camera)
// CAMERA
// An addition to deactivate which removes/adds the camera from the chunk list based on if it works or not.
/obj/machinery/camera/deactivate(user as mob, var/choice = 1)
..(user, choice)
if(src.can_use())
cameranet.addCamera(src)
else
src.SetLuminosity(0)
cameranet.removeCamera(src)
/obj/machinery/camera/New()
..()
cameranet.cameras += src
cameranet.addCamera(src)
/obj/machinery/camera/Del()
cameranet.cameras -= src
cameranet.removeCamera(src)
..()

View File

@@ -22,4 +22,5 @@
if(O)
O.mode = 1
O.emotion = "Neutral"
src.core()
return

View File

@@ -6,4 +6,5 @@
if (client)
client.eye = loc
client.perspective = EYE_PERSPECTIVE
src.core()
return

View File

@@ -13,20 +13,6 @@
var/obj/machinery/camera/closest = null
var/atom/old = (user.current?user.current : user.loc)
if(istype(user.loc, /obj/item/clothing/suit/space/space_ninja))//To make ninja suit AI holograms work.
var/obj/item/clothing/suit/space/space_ninja/S = user.loc//Ease of use.
if(S.hologram)//If there is a hologram.
S.hologram.loc = get_step(S.hologram, direct)
S.hologram.dir = direct
return//Whatever the case, return since you can't move anyway.
if(user.client)//To make AI holograms work. They will relay directions as long as they are centered on the object.
var/obj/machinery/hologram/holopad/T = user.client.eye//Client eye centers on an object.
if(istype(T)&&T.hologram&&T.master==user)//If there is a hologram and its master is the user.
T.hologram.loc = get_step(T.hologram, direct)
T.hologram.dir = direct
return//Relay move and then return if that's the case.
if(!old) return
var/dx = 0
@@ -43,7 +29,7 @@
var/area/A = get_area(old)
var/list/old_types = dd_text2list("[A.type]", "/")
for(var/obj/machinery/camera/current in Cameras)
for(var/obj/machinery/camera/current in cameranet.cameras)
if(user.network != current.network) continue
if(!current.status) continue // ignore disabled cameras

View File

@@ -198,6 +198,7 @@
var/mob/living/M = src.loc
var/count = 0
while(!istype(M, /mob/living))
if(!M || !M.loc) return 0 //For a runtime where M ends up in nullspace (similar to bluespace but less colourful)
M = M.loc
count++
if(count >= 6)

View File

@@ -13,7 +13,6 @@
handle_regular_status_updates()
if(client)
// UpdateLuminosity()
handle_regular_hud_updates()
update_items()
if (src.stat != DEAD) //still using power
@@ -303,4 +302,4 @@
/mob/living/silicon/robot/update_canmove()
if(paralysis || stunned || weakened || buckled || lockcharge) canmove = 0
else canmove = 1
return canmove
return canmove

View File

@@ -29,7 +29,7 @@
modtype = "Synd"
radio = new /obj/item/device/radio/borg(src)
if(!scrambledcodes)
if(!scrambledcodes && !camera)
camera = new /obj/machinery/camera(src)
camera.c_tag = real_name
camera.network = "SS13"

View File

@@ -63,6 +63,7 @@
if(BORG_WIRE_CAMERA)
if (!isnull(src.camera) && !scrambledcodes)
src.camera.status = 1
src.camera.deactivate(usr, 0) // Will kick anyone who is watching the Cyborg's camera.
src.interact(usr)

View File

@@ -26,9 +26,10 @@
robot_talk(message)
else if ((copytext(message, 1, 3) == ":h") || (copytext(message, 1, 3) == ":H"))
if(isAI(src)&&client)//For patching directly into AI holopads.
var/mob/living/silicon/ai/U = src
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
holopad_talk(message)
U.holopad_talk(message)
else//Will not allow anyone by an active AI to use this function.
src << "This function is not available to you."
return
@@ -38,7 +39,7 @@
return ..(message)
//For holopads only. Usable by AI.
/mob/living/proc/holopad_talk(var/message)
/mob/living/silicon/ai/proc/holopad_talk(var/message)
log_say("[key_name(src)] : [message]")
@@ -47,8 +48,8 @@
if (!message)
return
var/obj/machinery/hologram/holopad/T = client.eye//Client eye centers on an object.
if(istype(T)&&T.hologram&&T.master==src)//If there is a hologram and its master is the user.
var/obj/machinery/hologram/holopad/T = locate(/obj/machinery/hologram/holopad) in src.eyeobj.loc
if(istype(T) && T.hologram && T.master==src)//If there is a hologram and its master is the user.
var/message_a = say_quote(message)
//Human-like, sorta, heard by those who understand humans.

View File

@@ -14,6 +14,9 @@
/mob/living/silicon/proc/show_laws()
return
/mob/living/silicon/drop_item()
return
/mob/living/silicon/emp_act(severity)
switch(severity)
if(1)

View File

@@ -80,7 +80,7 @@
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
@@ -216,7 +216,7 @@
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.sd_SetLuminosity(6)
SetLuminosity(6)
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")

View File

@@ -26,9 +26,6 @@
usr.show_message(t, 1)
/atom/proc/relaymove()
return
/mob/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client) return
if (type)
@@ -75,6 +72,33 @@
M.show_message( message, 1, blind_message, 2)
//What the fuck is this code
/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (user.intent != "harm")
if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
return src.l_hand.attackby(W)
if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
return src.r_hand.attackby(W)
var/shielded = 0
if (locate(/obj/item/weapon/grab, src))
var/mob/safe = null
if (istype(src.l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.l_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (istype(src.r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = src.r_hand
if ((G.state == 3 && get_dir(src, user) == src.dir))
safe = G.affecting
if (safe)
return safe.attackby(W, user)
if ((!( shielded ) || !( W.flags ) & 32))
spawn( 0 )
if (W)
W.attack(src, user)
return
return
/mob/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[]", msg))
@@ -505,11 +529,6 @@ var/list/slot_equipment_priority = list( \
// ..()
return
/mob/proc/UpdateLuminosity()
if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here
src.last_luminosity = src.total_luminosity
sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
..()
@@ -520,16 +539,6 @@ var/list/slot_equipment_priority = list( \
if(LinkBlocked(usr.loc,loc)) return
show_inv(usr)
/atom/movable
var/mob/pulledby = null
/atom/movable/verb/pull()
set name = "Pull"
set category = "IC"
set src in oview(1)
usr.start_pulling(src)
return
/mob/proc/stop_pulling()
if(pulling)
@@ -553,18 +562,6 @@ var/list/slot_equipment_priority = list( \
else
M.LAssailant = usr
/atom/verb/examine()
set name = "Examine"
set category = "IC"
set src in oview(12) //make it work from farther away
if (!( usr ))
return
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
return
/mob/proc/can_use_hands()
if(handcuffed)
@@ -850,4 +847,7 @@ note dizziness decrements automatically in the mob's Life() proc.
for(var/file in args)
src << browse_rsc(file)
return 1
return 0
return 0
mob/proc/flash_weak_pain()
flick("weak_pain",pain)

View File

@@ -32,9 +32,6 @@
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
@@ -66,7 +63,7 @@
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/slurring = null //Carbon
var/slurring = null
var/real_name = null
// var/original_name = null //Original name is only used in ghost chat! Depracated, now used bb
var/blinded = null
@@ -85,7 +82,6 @@
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0
var/unacidable = 0
var/flavor_text = ""
var/name_archive //For admin things like possession
@@ -126,11 +122,6 @@
var/seer = 0 //for cult//Carbon, probably Human
//skills
var/used_skillpoints = 0
var/skill_specialization = null
var/list/skills = null
var/obj/hud/hud_used = null
//var/list/organs = list( ) //moved to human.
@@ -228,6 +219,7 @@
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/skrell_talk_understand = 0
var/tajaran_talk_understand = 0
var/soghun_talk_understand = 0
var/skrell_talk_understand = 0

View File

@@ -7,9 +7,13 @@
var/atom/movable/structure = null // if the grab is not grabbing a mob
var/mob/assailant = null
var/state = 1.0
var/killing = 0.0
var/killing = 0.0 // 1 = about to kill, 2 = killing
var/kill_loc = null
var/allow_upgrade = 1.0
var/last_suffocate = 1.0
layer = 21
abstract = 1.0
item_state = "nothing"
@@ -94,7 +98,6 @@
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if (G.state == 2)
allow_upgrade = 0
//Foreach goto(341)
if (allow_upgrade)
hud1.icon_state = "reinforce"
else
@@ -102,9 +105,15 @@
else
if (!( affecting.buckled ))
affecting.loc = assailant.loc
if ((killing && state == 3))
affecting.Stun(5)
affecting.Paralyse(3)
if ((killing == 2 && state == 3))
if(assailant.loc != kill_loc)
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] lost his tightened grip on []'s neck!", assailant, affecting), 1)
killing = 0
hud1.icon_state = "disarm/kill"
return
affecting.Weaken(3)
affecting.Stun(3) // It will hamper your voice, being choked and all.
affecting.losebreath = min(affecting.losebreath + 2, 3)
return
@@ -112,6 +121,8 @@
/obj/item/weapon/grab/proc/s_click(obj/screen/S as obj)
if (!affecting)
return
if(killing)
return
if (assailant.next_move > world.time)
return
if ((!( assailant.canmove ) || assailant.lying))
@@ -144,6 +155,9 @@
if ((!( assailant.canmove ) || assailant.lying))
del(src)
return
if(killing)
return
switch(S.id)
if(1.0)
if (state < 2)
@@ -196,9 +210,22 @@
hud1.icon_state = "disarm/kill"
hud1.name = "disarm/kill"
else
if (state >= 3)
killing = !( killing )
if (killing)
if (state >= 3 && !killing)
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] starts to tighten his grip on []'s neck!", assailant, affecting), 1)
hud1.icon_state = "disarm/kill1"
killing = 1
if(do_after(assailant, 50))
if(killing == 2)
return
if(!affecting)
del(src)
return
if ((!( assailant.canmove ) || assailant.lying))
del(src)
return
killing = 2
kill_loc = assailant.loc
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has tightened his grip on []'s neck!", assailant, affecting), 1)
affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>")
@@ -207,12 +234,11 @@
assailant.next_move = world.time + 10
affecting.losebreath += 1
hud1.icon_state = "disarm/kill1"
else
hud1.icon_state = "disarm/kill"
for(var/mob/O in viewers(assailant, null))
O.show_message(text("\red [] has loosened the grip on []'s neck!", assailant, affecting), 1)
else
O.show_message(text("\red [] was unable to tighten his grip on []'s neck!", assailant, affecting), 1)
killing = 0
hud1.icon_state = "disarm/kill"
return

View File

@@ -31,7 +31,7 @@
spawn(60)
spawn(30)
if(client)
if(!preferences.savefile_load(src, 0))
preferences.ShowChoices(src)
@@ -50,50 +50,49 @@
new_player_panel()
if(preferences.lobby_music)
Playmusic()
//PDA Resource Initialisation =======================================================>
/*
Quick note: local dream daemon instances don't seem to cache images right. Might be
a local problem with my machine but it's annoying nontheless.
*/
if(client)
//load the PDA iconset into the client
src << browse_rsc('icons/pda_icons/pda_atmos.png')
src << browse_rsc('icons/pda_icons/pda_back.png')
src << browse_rsc('icons/pda_icons/pda_bell.png')
src << browse_rsc('icons/pda_icons/pda_blank.png')
src << browse_rsc('icons/pda_icons/pda_boom.png')
src << browse_rsc('icons/pda_icons/pda_bucket.png')
src << browse_rsc('icons/pda_icons/pda_crate.png')
src << browse_rsc('icons/pda_icons/pda_cuffs.png')
src << browse_rsc('icons/pda_icons/pda_eject.png')
src << browse_rsc('icons/pda_icons/pda_exit.png')
src << browse_rsc('icons/pda_icons/pda_flashlight.png')
src << browse_rsc('icons/pda_icons/pda_honk.png')
src << browse_rsc('icons/pda_icons/pda_mail.png')
src << browse_rsc('icons/pda_icons/pda_medical.png')
src << browse_rsc('icons/pda_icons/pda_menu.png')
src << browse_rsc('icons/pda_icons/pda_mule.png')
src << browse_rsc('icons/pda_icons/pda_notes.png')
src << browse_rsc('icons/pda_icons/pda_power.png')
src << browse_rsc('icons/pda_icons/pda_rdoor.png')
src << browse_rsc('icons/pda_icons/pda_reagent.png')
src << browse_rsc('icons/pda_icons/pda_refresh.png')
src << browse_rsc('icons/pda_icons/pda_scanner.png')
src << browse_rsc('icons/pda_icons/pda_signaler.png')
src << browse_rsc('icons/pda_icons/pda_status.png')
//Loads icons for SpiderOS into client
src << browse_rsc('icons/spideros_icons/sos_1.png')
src << browse_rsc('icons/spideros_icons/sos_2.png')
src << browse_rsc('icons/spideros_icons/sos_3.png')
src << browse_rsc('icons/spideros_icons/sos_4.png')
src << browse_rsc('icons/spideros_icons/sos_5.png')
src << browse_rsc('icons/spideros_icons/sos_6.png')
src << browse_rsc('icons/spideros_icons/sos_7.png')
src << browse_rsc('icons/spideros_icons/sos_8.png')
src << browse_rsc('icons/spideros_icons/sos_9.png')
src << browse_rsc('icons/spideros_icons/sos_10.png')
src << browse_rsc('icons/spideros_icons/sos_11.png')
src << browse_rsc('icons/spideros_icons/sos_12.png')
src << browse_rsc('icons/spideros_icons/sos_13.png')
src << browse_rsc('icons/spideros_icons/sos_14.png')
//PDA Resource Initialisation =======================================================>
/*
Quick note: local dream daemon instances don't seem to cache images right. Might be
a local problem with my machine but it's annoying nontheless.
*/
//load the PDA iconset into the client
src << browse_rsc('icons/pda_icons/pda_atmos.png')
src << browse_rsc('icons/pda_icons/pda_back.png')
src << browse_rsc('icons/pda_icons/pda_bell.png')
src << browse_rsc('icons/pda_icons/pda_blank.png')
src << browse_rsc('icons/pda_icons/pda_boom.png')
src << browse_rsc('icons/pda_icons/pda_bucket.png')
src << browse_rsc('icons/pda_icons/pda_crate.png')
src << browse_rsc('icons/pda_icons/pda_cuffs.png')
src << browse_rsc('icons/pda_icons/pda_eject.png')
src << browse_rsc('icons/pda_icons/pda_exit.png')
src << browse_rsc('icons/pda_icons/pda_flashlight.png')
src << browse_rsc('icons/pda_icons/pda_honk.png')
src << browse_rsc('icons/pda_icons/pda_mail.png')
src << browse_rsc('icons/pda_icons/pda_medical.png')
src << browse_rsc('icons/pda_icons/pda_menu.png')
src << browse_rsc('icons/pda_icons/pda_mule.png')
src << browse_rsc('icons/pda_icons/pda_notes.png')
src << browse_rsc('icons/pda_icons/pda_power.png')
src << browse_rsc('icons/pda_icons/pda_rdoor.png')
src << browse_rsc('icons/pda_icons/pda_reagent.png')
src << browse_rsc('icons/pda_icons/pda_refresh.png')
src << browse_rsc('icons/pda_icons/pda_scanner.png')
src << browse_rsc('icons/pda_icons/pda_signaler.png')
src << browse_rsc('icons/pda_icons/pda_status.png')
//Loads icons for SpiderOS into client
src << browse_rsc('icons/spideros_icons/sos_1.png')
src << browse_rsc('icons/spideros_icons/sos_2.png')
src << browse_rsc('icons/spideros_icons/sos_3.png')
src << browse_rsc('icons/spideros_icons/sos_4.png')
src << browse_rsc('icons/spideros_icons/sos_5.png')
src << browse_rsc('icons/spideros_icons/sos_6.png')
src << browse_rsc('icons/spideros_icons/sos_7.png')
src << browse_rsc('icons/spideros_icons/sos_8.png')
src << browse_rsc('icons/spideros_icons/sos_9.png')
src << browse_rsc('icons/spideros_icons/sos_10.png')
src << browse_rsc('icons/spideros_icons/sos_11.png')
src << browse_rsc('icons/spideros_icons/sos_12.png')
src << browse_rsc('icons/spideros_icons/sos_13.png')
src << browse_rsc('icons/spideros_icons/sos_14.png')
//End PDA Resource Initialisation =====================================================>

View File

@@ -269,4 +269,87 @@
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
return
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(bad_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
if(monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You suddenly feel more... animalistic."
spawn()
del(src)
return
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(bad_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You feel more... animalistic"
del(src)
//Certain mob types either do not work, or have major problems and should now be allowed to be controlled by players.
/mob/proc/bad_animal(var/MP)
//Sanity, this should never happen.
if(!MP || !ispath(MP, /mob/living/simple_animal))
return 1
//It is impossible to pull up the player panel for mice
if(ispath(MP, /mob/living/simple_animal/mouse))
return 1
//Bears will auto-attack mobs, even if they're player controlled
if(ispath(MP, /mob/living/simple_animal/bear))
return 1
//Parrots are unfinished, they have no sprite, movement, ect...
else if(ispath(MP, /mob/living/simple_animal/parrot))
return 1
//Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
else if(ispath(MP, /mob/living/simple_animal/space_worm))
return 1
//No problems found!
else
return 0

View File

@@ -1,3 +1,14 @@
/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
*/
/*
* Pens
*/
/obj/item/weapon/pen
desc = "It's a normal black ink pen."
name = "pen"
@@ -32,4 +43,69 @@
/obj/item/weapon/pen/invisble
desc = "It's an invisble pen marker."
icon_state = "pen"
colour = "white"
colour = "white"
/obj/item/weapon/pen/attack(mob/M as mob, mob/user as mob)
if(!ismob(M))
return
user << "\red You stab [M] with the pen."
M << "\red You feel a tiny prick!"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])</font>")
return
/*
* Sleepy Pens
*/
/obj/item/weapon/pen/sleepypen
origin_tech = "syndicate=5"
/obj/item/weapon/pen/sleepypen/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/obj/item/weapon/pen/sleepypen/New()
var/datum/reagents/R = new/datum/reagents(30) //Used to be 300
reagents = R
R.my_atom = src
R.add_reagent("chloralhydrate", 22) //Used to be 100 sleep toxin//30 Chloral seems to be fatal, reducing it to 22./N
..()
return
/obj/item/weapon/pen/sleepypen/attack(mob/M as mob, mob/user as mob)
if(!(istype(M,/mob)))
return
..()
if(reagents.total_volume)
if(M.reagents) reagents.trans_to(M, 50) //used to be 150
return
/*
* Parapens
*/
/obj/item/weapon/pen/paralysis/attack_paw(mob/user as mob)
return src.attack_hand(user)
return
/obj/item/weapon/pen/paralysis/attack(mob/M as mob, mob/user as mob)
if(!(istype(M,/mob)))
return
..()
if(reagents.total_volume)
if(M.reagents) reagents.trans_to(M, 50)
return
/obj/item/weapon/pen/paralysis/New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("zombiepowder", 10)
R.add_reagent("impedrezene", 25)
R.add_reagent("cryptobiolin", 15)
..()
return

View File

@@ -52,4 +52,8 @@
/obj/item/weapon/stamp/clown
name = "clown's rubber stamp"
icon_state = "stamp-clown"
color = "clown"
color = "clown"
/obj/item/weapon/stamp/attack_paw(mob/user as mob)
return src.attack_hand(user)

View File

@@ -177,7 +177,7 @@
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/proc/updateicon()
src.overlays = null
overlays.Cut()
if(opened)
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
if (opened==1)
@@ -199,13 +199,10 @@
else
icon_state = "apc0"
// if closed, update overlays for channel status
if (!(stat & (BROKEN|MAINT)))
overlays += image('icons/obj/power.dmi', "apcox-[locked]") // 0=blue 1=red
overlays += image('icons/obj/power.dmi', "apco3-[charging]") // 0=red, 1=yellow/black 2=green
if(!(stat & (BROKEN|MAINT)))
overlays.Add("apcox-[locked]","apco3-[charging]") // 0=blue 1=red // 0=red, 1=yellow/black 2=green
if(operating)
overlays += image('icons/obj/power.dmi', "apco0-[equipment]") // 0=red, 1=green, 2=blue
overlays += image('icons/obj/power.dmi', "apco1-[lighting]")
overlays += image('icons/obj/power.dmi', "apco2-[environ]")
overlays.Add("apco0-[equipment]","apco1-[lighting]","apco2-[environ]") // 0=red, 1=green, 2=blue
//attack with an item - open/close cover, insert cell, or (un)lock interface
@@ -744,6 +741,8 @@
if (user.stat)
user << "\red You must be conscious to use this [src]!"
return 0
if(!user.client)
return 0
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon) || \
istype(user, /mob/living/carbon/monkey) /*&& ticker && ticker.mode.name == "monkey"*/) )

View File

@@ -215,7 +215,7 @@
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness = 3
brightness = 4
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
@@ -224,7 +224,7 @@
name = "spotlight"
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
brightness = 15
brightness = 12
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
@@ -280,34 +280,28 @@
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
if(!on)
use_power = 1
if(on)
if(luminosity != brightness)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
explode()
else if( prob( min(60, switchcount*switchcount*0.01) ) )
if(status == LIGHT_OK && trigger)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
SetLuminosity(0)
else
use_power = 2
SetLuminosity(brightness)
else
use_power = 2
var/oldlum = luminosity
use_power = 1
SetLuminosity(0)
//luminosity = on * brightness
sd_SetLuminosity(on * brightness) // *DAL*
// if the state changed, inc the switching counter
if(oldlum != luminosity)
switchcount++
// now check to see if the bulb is burned out
if(status == LIGHT_OK && trigger)
if(on && rigged)
explode()
if( prob( min(60, switchcount*switchcount*0.01) ) )
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
sd_SetLuminosity(0)
active_power_usage = (luminosity * 20)
active_power_usage = (luminosity * 10)
if(on != on_gs)
on_gs = on
// var/area/A = get_area(src)
// if(A)
// A.update_lights()
// attempt to set the light's on/off status

View File

@@ -1,596 +0,0 @@
/* Overview of sd_DynamicAreaLighting as modified for SS13
*
*
* Use sd_SetLuminosity(value) to change the luminosity of an atom
* rather than setting the luminosity var directly.
* Avoid having luminous objects at compile-time since this can mess up
* the lighting system during map load. Instead use sd_SetLuminosity() in
* the atom's New() proc after a small spawn delay.
*
* Use sd_SetOpacity(value) to change the opacity of an atom (e.g. doors)
* rather than setting the opacity var directly. This ensures that lighting
* will be blocked/unblocked as necessary.
*
* If creating a new opaque atom (e.g. a wall) at runtime, create the atom,
* set its opacity var to zero, then perform sd_SetOpacity(1)
* e.g.:
*
* var/obj/block/B = new(loc)
* B.opacity = 0
* B.sd_SetOpacity(1)
*
*
* The library creates multiple instances of each /area to split a mapped area
* into different lighting levels. Each area created has a "master" variable
* which is a reference to the original un-split area, and a "related" variable
* which is a reference to the list of split areas.
*/
/********************************************************************\
sd_DynamicAreaLighting.dm
Shadowdarke (shadowdarke@hotmail.com)
December 12, 2002
The sd_DynamicAreaLighting library provides dynamic lighting
with minimal cpu and bandwidth usage by shifting turfs between
five areas which represent varying shades of darkness.
**********************************************************************
Using sd_DynamicAreaLighting
This library uses BYOND's built in luminousity variable. In most
cases, all you have to do is set luminosity and let the library
worry about the work.
There are three cases that the library does not automatically
compensate for, so you will need to use library procs:
1) Luminosity changes at run time.
If your program makes changes in luminosity while it is
running, you need to use sd_SetLuminosity(new_luminosity)
so the library can remove the effect of the old luminosity
and apply the new effect.
2) Opacity changes at run time.
As with luminosity changes, you need to use
sd_SetOpacity(new_opacity) if your program changes the opacity
of atoms at runtime.
3) New atoms that change the opacity of a location.
This is somewhat more complex, and the library doesn't
have a simple proc to take care of it yet. You should use
sd_StripLocalLum() to strip the luminosity effect of
anything shining on that space, create the new atom, then
use sd_ApplyLocalLum() to reapply the luminosity effect.
Examine the sd_SetOpacity() proc for an example of the
procedure.
All areas will automatically use the sd_DynamicAreaLighting
library when it is included in your project. You may disable
lighting effect in an area by specifically setting the area's
sd_lighting var to 0. For example:
area/always_lit
luminosity = 1
sd_lighting = 0
This library chops areas into 5 separate areas of differing
light effect, so you may want to modify area Enter(), Exit(),
Entered(), and Exited() procs to make sure the atom has moved
from a different area instead of a different light zone of the
same area.
IMPORTANT NOTE: Since sd_DynamicAreaLighting uses the view()
proc, large luminosity settings may cause strange effect. You
should limit luminosity to (world.view * 2) or less.
----------------------------------------------------------------------
CUSTOM DARKNESS ICONS
sd_DynamicAreaLighting was designed in a barbaric age when BYOND
did not support alpha transperency. Thankfully that age is over.
I left the old icon as the default, since not everyone has
upgraded to BYOND 4.0 or in some cases like software graphics
mode, in which case the old dithered icon is the better choice.
The dithered icon used 4 standard dithers for the darkness shades
and I saw little reason to allow variation. Starting with sd_DAL
version 10, the library can support more or less shades of
darkness as well.
To change the icon and/or number of shades of darkness for your
game, just call the sd_SetDarkIcon(dark_icon, num_shades) proc,
where dark_icon is the new icon and num_shades is the number of
shades of darkness in the icon. This is best done in the
world.New() proc, to set it once for the entire game instance.
For example, to make the included 7 shade alpha transparency icon
your game's darkness icon, use the following code in your game.
world
New()
..()
sd_SetDarkIcon('sd_dark_alpha7.dmi', 7)
There are several demo icons included with this library:
sd_darkstates.dmi - the original 4 shade dithered icon
sd_dark_dither3.dmi - 3 shade dithered icon
sd_dark_alpha4.dmi - 4 shade alpha transparency icon
sd_dark_alpha4b.dmi - lighter version 4 shade alpha
transparency icon
sd_dark_alpha7.dmi - 7 shade alpha transparency icon
If you want to design your own custom darkness icons, they
have to follow a specific format for the library to use them
properly. The shades of darkness should have be numbered from 0
as the darkest shade to the number of shades minus one as the
lightest shade.
For example, the four shade 4 shade transparent icon
sd_dark_alpha4.dmi has 4 icon states:
"0" is black with 204 alpha (80% darkness)
"1" is black with 153 alpha (60% darkness)
"2" is black with 102 alpha (40% darkness)
"3" is black with 51 alpha (20% darkness)
The lightest shade ("3" in this case) is NOT completely clear.
There will be no darkness overlay for completely lit areas. The
lightest shade will only be used for places that are just beginning
to get dark.
The darkest shade ("0") likewise is not 100% obscured. "0" will
be used in completely dark areas, but by leaving it slightly
transparent, characters will be able to barely make out their
immediate surroundings in the darkness (based on the mob
see_in_dark var.) You might prefer to lighten the darkness for
this purpose, like in demo icon sd_dark_alpha4b.dmi.
----------------------------------------------------------------------
DAY/NIGHT CYCLES
sd_DynamicAreaLighting allows for separate indoor and outdoor
lighting. Areas used for outdoor light cycles should be
designated by setting the area's sd_outside var to 1. For example:
area/outside
sd_outside = 1
You will need to write your own routine for the day/night
cycle so that you can control the timing and degree of lighting
changes. There is an example routine in lightingdemo.dm.
After your routine determines the amount of light outdoors,
call sd_OutsideLight(light_level) to update the light levels in
all outside areas. light_level should be a value from 0 to
sd_dark_shades, where 0 is darkest and sd_dark_shades is full
light.
The sd_OutsideLight() proc does not automatically detect a
range out of bounds in case you want to use nonstandard values
for interesting effect. For instance, you could use a negative
value to dampen light sources.
If you want daylight to spill indoors:
You will need to add turfs to sd_light_spill_turfs. The
library will automatically add any turf created with
sd_light_spill set, or you may add the turfs yourself at
runtime.
The turfs in this list act as a source of daylight, shining
into the any areas that are not flagged with sd_outside.
**********************************************************************
LIBRARY PROCS:
Except in the cases noted above, you shouldn't need to use the procs
in this library. This reference is provided for advanced users.
Global vars and procs:
var
sd_dark_icon
This is the icon used for the darkness in your world.
DEFAULT VALUE: 'sd_darkstates.dmi' (A dithered icon
designed for BYOND releases before 4.0.)
sd_dark_shades
The number of darkness icon states in your sd_dark_icon.
DEFAULT VALUE: 4
sd_light_layer
The graphic layer that darkness overlays appear on.
This should be higher than anything on the map, but
lower than any HUD displays.
DEFAULT VALUE: 50
sd_light_outside
This var is how bright it currently is outside. It
should be a number between 0 and sd_dark_shades.
DEFAULT VALUE: 0
sd_top_luminosity
keeps track of the highest luminosity in the world to
prevent getting larger lists than necessary.
list/sd_outside
A list of outside areas.
list/sd_light_spill_turfs
A list of turfs where light spills from outside areas into
inside areas.
proc/sd_OutsideLight(n as num)
Changes the level of light outside (sd_light_outside) to n
and updates all the atoms in sd_outside.
proc/sd_SetDarkIcon(icon, shades)
Changes the darkness icon and the number shades of darkness
in that icon.
All atoms have the following procs:
sd_ApplyLum(list/V = view(luminosity,src), center = src)
This proc adds a value to the sd_lumcount of all the
turfs in V, depending on src.luminosity and the
distance between the turf and center.
sd_StripLum(list/V = view(luminosity,src), center = src)
The reverse of sd_ApplyLum(), sd_StripLum removes luminosity
effect.
sd_ApplyLocalLum(list/affected = viewers(20,src))
Applies the lighting effect of all atoms in affected. This
proc is used with sd_StripLocalLum() for effect that may
change the opacity of a turf.
sd_StripLocalLum()
Strips effect of all local luminous atoms.
RETURNS: list of all the luminous atoms stripped
IMPORTANT! Each sd_StripLocalLum() call should have a matching
sd_ApplyLocalLum() to restore the local effect.
sd_SetLuminosity(new_luminosity as num)
Sets the atom's luminosity, making adjustments to the
sd_lumcount of local turfs.
sd_SetOpacity(new_opacity as num)
Sets the atom's opacity, making adjustments to the
sd_lumcount of local turfs.
Areas have one additional proc and 4 variables:
var
sd_lighting
Turn this flag off to prevent sd_DynamicAreaLighting
from effecting this area.
DEFAULT VALUE: 1 (allow dynamic lighting)
sd_outside
Set this flag to automatically add this area to the
list of outside areas.
DEAFAULT VALUE: 0 (not an outside area)
sd_light_level
The current light level of the area. You should use
the sd_LightLevel() proc to set this value, so the
darkness overlays will be changed as well.
DEFAULT VALUE: 0
sd_darkimage
Tracks the darkness image of the area for easy
removal in the sd_LightLevel() proc
proc
sd_LightLevel(level = sd_light_level as num,keep = 1)
Updates the darkness overlay of the area.
If keep = 1, it also updates the area's
sd_light_level var.
Turfs have these additional procs and vars:
var
sd_lumcount
Used to track the brightness of a turf.
sd_light_spill
If set, the turf will automatically be added to the
global list sd_light_spill_turfs when created.
DEFAULT VALUE: 0
proc
sd_LumUpdate()
Places the turf in the appropriate sd_dark area,
depending on its brightness (sd_lumcount).
sd_LumReset()
Resets a turf's lumcount by stripping local luminosity,
zeroing the lumcount, then reapplying local luminosity.
sd_ApplySpill()
Applies to effect of daylight spilling into inside
areas in view of this turf.
sd_StripSpill()
Removes to effect of daylight spilling into inside
areas in view of this turf.
\********************************************************************/
var/const/sd_dark_icon = 'icons/effects/ss13_dark_alpha7.dmi' // icon used for darkness
var/const/sd_dark_shades = 7 // number of icon state in sd_dark_icon
var/const/sd_light_layer = 10 // graphics layer for light effect
var/sd_top_luminosity = 0
// since we're not using these, comment out all occurances to save CPU
/*
list
sd_outside_areas = list() // list of outside areas
sd_light_spill_turfs = list() // list of turfs to calculate light spill from
*/
// slog = file("DALlog.txt")
/*
proc
sd_OutsideLight(n as num)
// set the brightness of the outside sunlight
if(sd_light_outside == n) return // same level, no update
if(sd_light_outside)
for(var/turf/T in sd_light_spill_turfs)
T.sd_StripSpill()
sd_light_outside = n
// make all the outside areas update themselves
for(var/area/A in sd_outside_areas)
A.sd_LightLevel(sd_light_outside + A.sd_light_level,0)
if(n)
for(var/turf/T in sd_light_spill_turfs)
T.sd_ApplySpill()
*/
/*
proc/sd_SetDarkIcon(icon, shades)
// reset the darkness icon and number of shades of darkness
sd_dark_icon = icon
sd_dark_shades = shades
// change existing areas
for(var/area/A)
if(A.sd_darkimage) A.sd_LightLevel(A.sd_light_level,0)
*/
atom/New()
..()
// if this is not an area and is luminous
if(!isarea(src)&&(luminosity>0))
spawn(1) // delay to allow map load
sd_ApplyLum()
atom/Del()
// if this is not an area and is luminous
if(!isarea(src)&&(luminosity>0))
sd_StripLum()
..()
atom/proc/sd_ApplyLum(list/V = view(luminosity,src), center = src)
if(src.luminosity>sd_top_luminosity)
sd_top_luminosity = src.luminosity
// loop through all the turfs in V
for(var/turf/T in V)
/* increase the turf's brightness depending on the
brightness and distance of the lightsource */
T.sd_lumcount += (luminosity-get_dist(center,T))
T.sd_LumUpdate()
atom/proc/sd_StripLum(list/V = view(luminosity,src), center = src)
// loop through all the turfs in V
for(var/turf/T in V)
/* increase the turf's brightness depending on the
brightness and distance of the lightsource */
T.sd_lumcount -= (luminosity-get_dist(center,T))
// T.sd_lumcount = max(0, T.sd_lumcount)
// update the turf's area
T.sd_LumUpdate()
atom/proc/sd_ApplyLocalLum(list/affected = view(sd_top_luminosity,src))
// Reapplies the lighting effect of all atoms in affected.
for(var/atom/A in affected)
if(A.luminosity) A.sd_ApplyLum()
atom/proc/sd_StripLocalLum()
/* strips all local luminosity
RETURNS: list of all the luminous atoms stripped
IMPORTANT! Each sd_StripLocalLum() call should have a matching
sd_ApplyLocalLum() to restore the local effect. */
var/list/affected = list()
for(var/atom/A in view(sd_top_luminosity,src))
var/turfflag = (isturf(src)?1:0)
if(A.luminosity && (get_dist(src,A) <= A.luminosity + turfflag))
A.sd_StripLum()
affected += A
return affected
atom/proc/sd_SetLuminosity(new_luminosity as num)
/* This proc should be called everytime you want to change the
luminosity of an atom instead of setting it directly.
new_luminosity is the new value for luminosity. */
if(luminosity>0)
sd_StripLum()
luminosity = new_luminosity
if(luminosity>0)
sd_ApplyLum()
atom/proc/sd_SetOpacity(new_opacity as num)
if(opacity == (new_opacity ? 1 : 0)) return
var/list/affected = new
var/atom/A
var/turf/T
var/turf/ATurf
for(A in range(sd_top_luminosity,src))
T = A
while(T && !istype(T)) T = T.loc
if(T)
var/list/V = view(A.luminosity,T)
if(!(src in V)) continue
var/turfflag = 0
if(A == T) turfflag = 1
if(A.luminosity && get_dist(A,src)<=A.luminosity+turfflag)
affected[A] = V
opacity = new_opacity
if(opacity)
for(A in affected)
ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf)
for(T in affected[A]-view(A.luminosity, ATurf))
T.sd_lumcount -= (A.luminosity-get_dist(A,T))
// T.sd_lumcount = max(0, T.sd_lumcount)
T.sd_LumUpdate()
else
for(A in affected)
ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf)
for(T in view(A.luminosity, ATurf) - affected[A])
T.sd_lumcount += (A.luminosity-get_dist(A,T))
T.sd_LumUpdate()
///
atom/proc/sd_NewOpacity(var/new_opacity)
if(opacity != new_opacity)
var/list/affected = sd_StripLocalLum()
opacity = new_opacity
var/atom/T = src
while(T && !isturf(T))
T = T.loc
if(T)
T:sd_lumcount = 0
sd_ApplyLocalLum(affected)
///
turf
var/tmp/sd_lumcount = 0 // the brightness of the turf
turf/proc/sd_LumReset()
/* Clear local lum, reset this turf's sd_lumcount, and
re-apply local lum*/
var/list/affected = sd_StripLocalLum()
sd_lumcount = 0
sd_ApplyLocalLum(affected)
turf/proc/sd_LumUpdate()
set background = 1
var/area/Loc = loc
if(!istype(Loc) || !Loc.sd_lighting) return
// change the turf's area depending on its brightness
// restrict light to valid levels
var/light = min(max(sd_lumcount,0),sd_dark_shades)
var/ltag = copytext(Loc.tag,1,findtext(Loc.tag,"sd_L")) + "sd_L[light]"
if(Loc.tag!=ltag) //skip if already in this area
var/area/A = locate(ltag) // find an appropriate area
if(!A)
A = new Loc.type() // create area if it wasn't found
// replicate vars
for(var/V in Loc.vars-"contents")
if(issaved(Loc.vars[V])) A.vars[V] = Loc.vars[V]
A.tag = ltag
A.sd_LightLevel(light)
A.contents += src // move the turf into the area
atom/movable/Move() // when something moves
var/turf/oldloc = loc // remember for range calculations
// list turfs in view and luminosity range of old loc
var/list/oldview
if(luminosity>0) // if atom is luminous
if(isturf(loc))
oldview = view(luminosity,loc)
else
oldview = list()
. = ..()
if(.&&(luminosity>0)) // if the atom actually moved
if(istype(oldloc))
sd_StripLum(oldview,oldloc)
oldloc.sd_lumcount++ // correct "off by 1" error in oldloc
sd_ApplyLum()
area
var/sd_lighting = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
var/sd_light_level = 0 //This is the current light level of the area
var/sd_darkimage //This tracks the darkness image of the area for easy removal
area/proc/sd_LightLevel(slevel = sd_light_level as num, keep = 1)
if(!src) return
overlays -= sd_darkimage
if(keep) sd_light_level = slevel
// slevel = min(max(slevel,0),sd_dark_shades) // restrict range
if(slevel > 0)
luminosity = 1
else
luminosity = 0
sd_darkimage = image(sd_dark_icon,,num2text(slevel),sd_light_layer)
overlays += sd_darkimage
area/proc/sd_New(sd_created)
if(!tag) tag = "[type]"
spawn(1) // wait a tick
if(sd_lighting)
// see if this area was created by the library
if(!sd_created)
/* show the dark overlay so areas outside of luminous regions
won't be bright as day when they should be dark. */
sd_LightLevel()
area/Del()
..()
related -= src
/* extend the mob procs to compensate for sight settings. */
mob/sd_ApplyLum(list/V, center = src)
if(!V)
if(isturf(loc))
V = view(luminosity,loc)
else
V = view(luminosity,get_turf(src))
. = ..(V, center)
mob/sd_StripLum(list/V, center = src)
if(!V)
if(isturf(loc))
V = view(luminosity,loc)
else
V = view(luminosity,get_turf(src))
. = ..(V, center)
mob/sd_ApplyLocalLum(list/affected)
if(!affected)
if(isturf(loc))
affected = view(sd_top_luminosity,loc)
else
affected = view(sd_top_luminosity,src)
. = ..(affected)

View File

@@ -9,15 +9,11 @@
density = 0
unacidable = 1
use_power = 0
luminosity = 4
var/obj/machinery/field_generator/FG1 = null
var/obj/machinery/field_generator/FG2 = null
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
/obj/machinery/containment_field/New()
spawn(1)
src.sd_SetLuminosity(5)
/obj/machinery/containment_field/Del()
if(FG1 && !FG1.clean_up)
FG1.cleanup()

View File

@@ -13,6 +13,7 @@ var/global/list/uneatable = list(
anchored = 1
density = 1
layer = 6
luminosity = 6
unacidable = 1 //Don't comment this out.
use_power = 0
var/current_size = 1
@@ -279,7 +280,7 @@ var/global/list/uneatable = list(
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
T.ReplaceWithSpace()
gain = 2
src.energy += gain
return

View File

@@ -28,7 +28,7 @@
obj/item/weapon/gun/energy/staff
name = "staff of change"
desc = "an artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
icon = 'icons/obj/gun.dmi'
icon_state = "staffofchange"
item_state = "staffofchange"
@@ -66,7 +66,7 @@ obj/item/weapon/gun/energy/staff
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "gun"
item_state = "obj/item/gun.dmi"
fire_sound = 'sound/effects/stealthoff.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/floramut"
@@ -109,4 +109,45 @@ obj/item/weapon/gun/energy/staff
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
update_icon()
return
return
/obj/item/weapon/gun/energy/meteorgun
name = "meteor gun"
desc = "For the love of god, make sure you're aiming this the right way!"
icon_state = "riotgun"
item_state = "c20r"
w_class = 4
projectile_type = "/obj/item/projectile/meteor"
charge_cost = 100
cell_type = "/obj/item/weapon/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
var/charge_tick = 0
var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return
/obj/item/weapon/gun/energy/meteorgun/pen
name = "meteor pen"
desc = "The pen is mightier than the sword."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
w_class = 1

View File

@@ -17,7 +17,7 @@
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in seconds)
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
New()
..()
@@ -28,7 +28,7 @@
processing_objects.Remove(src)
..()
process() //Every [recharge_time] seconds, recharge a shot for the cyborg
process() //Every [recharge_time] ticks, recharge a shot for the cyborg
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0

View File

@@ -105,6 +105,10 @@
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
if(!loaded.len)
user.visible_message("\red *click*", "\red *click*")
return
if(isliving(target) && isliving(user))
if(target == user)
var/datum/organ/external/affecting = user.zone_sel.selecting

View File

@@ -39,6 +39,36 @@
M.bodytemperature = temperature
return 1
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "smallf"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return
sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
if(A)
A.meteorhit(src)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
del(src)
return 1
else
return 0
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
@@ -50,7 +80,7 @@
on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
if(ishuman(target) && M.dna && M.dna.mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
var/mob/living/L as mob
var/mob/living/L = target
if(prob(15))
L.apply_effect((rand(30,80)),IRRADIATE)
L.Weaken(5)

View File

@@ -3102,7 +3102,7 @@ datum
brave_bull
name = "Brave Bull"
id = "bravebull"
description = "A strange yet pleasurable mixture made of vodka, tomato and lime juice. Or at least you THINK the red stuff is tomato juice."
description = "It's just as effective as Dutch-Courage!."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3140,7 +3140,7 @@ datum
toxins_special
name = "Toxins Special"
id = "toxinsspecial"
description = "This thing is FLAMING!. CALL THE DAMN SHUTTLE!"
description = "This thing is ON FIRE!. CALL THE DAMN SHUTTLE!"
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3390,7 +3390,7 @@ datum
whiskeysoda
name = "Whiskey Soda"
id = "whiskeysoda"
description = "Ultimate refreshment."
description = "For the more refined griffon."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3525,7 +3525,7 @@ datum
bahama_mama
name = "Bahama mama"
id = "bahama_mama"
description = "Tropic cocktail."
description = "Tropical cocktail."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3731,7 +3731,7 @@ datum
alliescocktail
name = "Allies Cocktail"
id = "alliescocktail"
description = "A drink made from your allies."
description = "A drink made from your allies, not as sweet as when made from your enemies."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3790,7 +3790,7 @@ datum
acid_spit
name = "Acid Spit"
id = "acidspit"
description = "A drink by Nanotrasen. Made from live aliens."
description = "A drink for the daring, can be deadly if incorrectly prepared!"
reagent_state = LIQUID
color = "#365000" // rgb: 54, 80, 0
@@ -3809,12 +3809,12 @@ datum
amasec
name = "Amasec"
id = "amasec"
description = "Official drink of the Imperium."
description = "Official drink of the Nanotrasen Gun-Club!"
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
M.stunned = 4
M.stunned = 1
if(!data) data = 1
data++
M.dizziness +=4
@@ -3835,10 +3835,7 @@ datum
on_mob_life(var/mob/living/carbon/M as mob)
if(!M) M = holder.my_atom
M.adjustOxyLoss(0.5)
M.adjustOxyLoss(0.5)
M.weakened = max(M.weakened, 15)
M.silent = max(M.silent, 15)
M.weakened = max(M.weakened, 3)
if(!data) data = 1
data++
M.dizziness +=6
@@ -3857,7 +3854,7 @@ datum
hippies_delight
name = "Hippie's Delight"
id = "hippiesdelight"
description = "A drink enjoyed by people during the 1960's."
description = "You just don't get it maaaan."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
@@ -3948,7 +3945,7 @@ datum
changelingsting
name = "Changeling Sting"
id = "changelingsting"
description = "A stingy drink."
description = "You take a tiny sip and feel a burning sensation..."
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113
@@ -3986,7 +3983,7 @@ datum
syndicatebomb
name = "Syndicate Bomb"
id = "syndicatebomb"
description = "A Syndicate bomb"
description = "Tastes like terrorism!"
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113

View File

@@ -61,6 +61,6 @@
log_game("[key_name_admin(user)] used a grenade ([src.name]).")
F.active = 1
F.icon_state = initial(icon_state) + "_active"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()

View File

@@ -61,7 +61,7 @@
return
/obj/item/weapon/reagent_containers/borghypo/attack_self(mob/user as mob)
playsound(src.loc, 'pop.ogg', 50, 0) //Change the mode
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0) //Change the mode
if(mode == 1)
mode = 2
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.

View File

@@ -33,7 +33,7 @@
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
@@ -54,7 +54,7 @@
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
return 0

View File

@@ -33,7 +33,7 @@
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
@@ -61,7 +61,7 @@
spawn(600)
R.add_reagent(refill, fillevel)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
return 0

View File

@@ -75,7 +75,7 @@
return
if(reagents) //Handle ingestion of the reagent.
playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
playsound(M.loc,'sound/items/eatfood.ogg', rand(10,50), 1)
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)

View File

@@ -146,7 +146,9 @@
W:amount -= 5
if(!W:amount) del(W)
user << "<span class='notice'>You add some cable to the potato and slide it inside the battery encasing.</span>"
new /obj/item/weapon/cell/potato(user.loc)
var/obj/item/weapon/cell/potato/pocell = new /obj/item/weapon/cell/potato(user.loc)
pocell.maxcharge = src.potency * 10
pocell.charge = pocell.maxcharge
del(src)
return
@@ -214,16 +216,16 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/Del()
if(istype(loc,/mob))
loc.sd_SetLuminosity(loc.luminosity - potency/5)
loc.SetLuminosity(round(loc.luminosity - potency/5,1))
..()
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/pickup(mob/user)
src.sd_SetLuminosity(0)
user.total_luminosity += potency/5
src.SetLuminosity(0)
user.SetLuminosity(round(user.luminosity + (potency/5),1))
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/dropped(mob/user)
user.total_luminosity -= potency/5
src.sd_SetLuminosity(potency/5)
user.SetLuminosity(round(user.luminosity - (potency/5),1))
src.SetLuminosity(round(potency/5,1))
/obj/item/weapon/reagent_containers/food/snacks/grown/cocoapod
seed = "/obj/item/seeds/cocoapodseed"
@@ -769,7 +771,7 @@
if(istype(src.loc,/mob))
pickup(src.loc)
else
src.sd_SetLuminosity(potency/10)
src.SetLuminosity(round(potency/10,1))
lifespan = 120 //ten times that is the delay
endurance = 30
maturation = 15
@@ -793,16 +795,16 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/Del()
if(istype(loc,/mob))
loc.sd_SetLuminosity(loc.luminosity - potency/10)
loc.SetLuminosity(round(loc.luminosity - potency/10,1))
..()
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/pickup(mob/user)
src.sd_SetLuminosity(0)
user.total_luminosity += potency/10
SetLuminosity(0)
user.SetLuminosity(round(user.luminosity + (potency/10),1))
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/dropped(mob/user)
user.total_luminosity -= potency/10
src.sd_SetLuminosity(potency/10)
user.SetLuminosity(round(user.luminosity + (potency/10),1))
SetLuminosity(round(potency/10,1))
// *************************************
// Complex Grown Object Defines -

View File

@@ -58,7 +58,7 @@
sleep(3)
del(D)
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a spray bottle.")
@@ -181,7 +181,7 @@
sleep(2)
del(D)
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a chem sprayer.")

View File

@@ -56,7 +56,7 @@
del(S)
D.icon_state = "syringeproj"
D.name = "syringe"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(!D) break