Merge branch 'master' into pol-moved

This commit is contained in:
Aronai Sieyes
2020-05-12 11:22:43 -04:00
committed by GitHub
608 changed files with 8598 additions and 5698 deletions
+72 -88
View File
@@ -160,18 +160,32 @@
#define WEED_NODE_BASE "nodebase"
/obj/effect/alien/weeds
name = "weeds"
desc = "Weird purple weeds."
name = "growth"
desc = "Weird organic growth."
icon_state = "weeds"
anchored = 1
density = 0
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
var/health = 15
var/obj/effect/alien/weeds/node/linked_node = null
var/static/list/weedImageCache
/obj/effect/alien/weeds/Initialize(var/mapload, var/node, var/newcolor)
. = ..()
if(isspace(loc))
return INITIALIZE_HINT_QDEL
linked_node = node
if(newcolor)
color = newcolor
if(icon_state == "weeds")
icon_state = pick("weeds", "weeds1", "weeds2")
fullUpdateWeedOverlays()
/obj/effect/alien/weeds/Destroy()
var/turf/T = get_turf(src)
// To not mess up the overlay updates.
@@ -181,50 +195,43 @@
W.updateWeedOverlays()
linked_node = null
..()
return ..()
/obj/effect/alien/weeds/node
icon_state = "weednode"
name = "purple sac"
desc = "Weird purple octopus-like thing."
name = "glowing growth"
desc = "Weird glowing organic growth."
layer = ABOVE_TURF_LAYER+0.01
light_range = NODERANGE
var/node_range = NODERANGE
var/set_color = "#321D37"
var/set_color = null
/obj/effect/alien/weeds/node/Initialize(var/mapload, var/node, var/newcolor)
. = ..()
/obj/effect/alien/weeds/node/New()
..(src.loc, src)
for(var/obj/effect/alien/weeds/existing in loc)
if(existing == src)
continue
else
qdel(existing)
/obj/effect/alien/weeds/node/Initialize()
..()
START_PROCESSING(SSobj, src)
if(newcolor)
set_color = newcolor
if(set_color)
color = set_color
spawn(1 SECOND)
if(color)
set_color = color
START_PROCESSING(SSobj, src) // Only the node processes in a subsystem, the rest are process()'d by the node
/obj/effect/alien/weeds/node/Destroy()
STOP_PROCESSING(SSobj, src)
..()
/obj/effect/alien/weeds/New(pos, node)
..()
if(istype(loc, /turf/space))
qdel(src)
return
linked_node = node
if(icon_state == "weeds")icon_state = pick("weeds", "weeds1", "weeds2")
fullUpdateWeedOverlays()
return ..()
/obj/effect/alien/weeds/proc/updateWeedOverlays()
cut_overlays()
overlays.Cut()
if(!weedImageCache || !weedImageCache.len)
if(!weedImageCache)
weedImageCache = list()
// weedImageCache.len = 4
weedImageCache[WEED_NORTH_EDGING] = image('icons/mob/alien.dmi', "weeds_side_n", layer=2.11, pixel_y = -32)
weedImageCache[WEED_SOUTH_EDGING] = image('icons/mob/alien.dmi', "weeds_side_s", layer=2.11, pixel_y = 32)
weedImageCache[WEED_EAST_EDGING] = image('icons/mob/alien.dmi', "weeds_side_e", layer=2.11, pixel_x = -32)
@@ -234,18 +241,14 @@
var/turf/S = get_step(src, SOUTH)
var/turf/E = get_step(src, EAST)
var/turf/W = get_step(src, WEST)
if(!locate(/obj/effect/alien) in N.contents)
if(istype(N, /turf/simulated/floor))
overlays += weedImageCache[WEED_SOUTH_EDGING]
if(!locate(/obj/effect/alien) in S.contents)
if(istype(S, /turf/simulated/floor))
overlays += weedImageCache[WEED_NORTH_EDGING]
if(!locate(/obj/effect/alien) in E.contents)
if(istype(E, /turf/simulated/floor))
overlays += weedImageCache[WEED_WEST_EDGING]
if(!locate(/obj/effect/alien) in W.contents)
if(istype(W, /turf/simulated/floor))
overlays += weedImageCache[WEED_EAST_EDGING]
if(istype(N, /turf/simulated/floor) && !locate(/obj/effect/alien) in N.contents)
add_overlay(weedImageCache[WEED_SOUTH_EDGING])
if(istype(S, /turf/simulated/floor) && !locate(/obj/effect/alien) in S.contents)
add_overlay(weedImageCache[WEED_NORTH_EDGING])
if(istype(E, /turf/simulated/floor) && !locate(/obj/effect/alien) in E.contents)
add_overlay(weedImageCache[WEED_WEST_EDGING])
if(istype(W, /turf/simulated/floor) && !locate(/obj/effect/alien) in W.contents)
add_overlay(weedImageCache[WEED_EAST_EDGING])
/obj/effect/alien/weeds/proc/fullUpdateWeedOverlays()
for (var/obj/effect/alien/weeds/W in range(1,src))
@@ -253,70 +256,51 @@
return
// NB: This is not actually called by a processing subsystem, it's called by the node processing
/obj/effect/alien/weeds/process()
set background = 1
var/turf/U = get_turf(src)
/*
if (locate(/obj/movable, U))
U = locate(/obj/movable, U)
if(U.density == 1)
qdel(src)
return
Alien plants should do something if theres a lot of poison
if(U.poison> 200000)
health -= round(U.poison/200000)
update()
return
*/
if (istype(U, /turf/space))
if(isspace(U))
qdel(src)
return
if(!linked_node || (get_dist(linked_node, src) > linked_node.node_range) )
if(!linked_node)
return
if(linked_node != src)
color = linked_node.set_color
if(get_dist(linked_node, src) > linked_node.node_range)
return
direction_loop:
for(var/dirn in cardinal)
var/turf/T = get_step(src, dirn)
for(var/dirn in cardinal)
var/turf/T1 = get_turf(src)
var/turf/T2 = get_step(src, dirn)
if (!istype(T) || T.density || locate(/obj/effect/alien/weeds) in T || istype(T.loc, /area/arrival) || istype(T, /turf/space))
continue
if(!istype(T2) || locate(/obj/effect/alien/weeds) in T2 || istype(T2.loc, /area/arrival) || isspace(T2))
continue
// if (locate(/obj/movable, T)) // don't propogate into movables
// continue
if(T1.c_airblock(T2) == BLOCKED)
continue
for(var/obj/O in T)
if(!O.CanZASPass(U))
continue direction_loop
new /obj/effect/alien/weeds(T2, linked_node, color)
var/obj/effect/E = new /obj/effect/alien/weeds(T, linked_node)
/obj/effect/alien/weeds/node/process()
set background = 1
. = ..()
E.color = color
var/list/nearby_weeds = list()
for(var/obj/effect/alien/weeds/W in orange(node_range, src))
nearby_weeds |= W
if(istype(src, /obj/effect/alien/weeds/node))
var/obj/effect/alien/weeds/node/N = src
var/list/nearby_weeds = list()
for(var/obj/effect/alien/weeds/W in range(N.node_range,src))
nearby_weeds |= W
for(var/nbw in nearby_weeds)
var/obj/effect/alien/weeds/W = nbw
for(var/obj/effect/alien/weeds/W in nearby_weeds)
if(!W)
continue
if(!W.linked_node)
W.linked_node = src
if(!W.linked_node)
W.linked_node = src
W.color = W.linked_node.set_color
if(W == src)
continue
if(prob(max(10, 40 - (5 * nearby_weeds.len))))
W.process()
W.color = W.linked_node.set_color
if(prob(max(10, 40 - (5 * nearby_weeds.len))))
W.process()
/obj/effect/alien/weeds/ex_act(severity)
switch(severity)
@@ -159,8 +159,8 @@ var/global/list/image/splatter_cache=list()
icon_state = "writing1"
/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
..(user)
to_chat(user, "It reads: <font color='[basecolor]'>\"[message]\"</font>")
. = ..()
. += "It reads: <font color='[basecolor]'>\"[message]\"</font>"
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
+10 -4
View File
@@ -49,6 +49,9 @@
if(triggered)
return
if(istype(M, /obj/mecha))
explode(M)
if(istype(M, /mob/living/))
if(!M.hovering)
explode(M)
@@ -79,7 +82,7 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
if(M)
if(istype(M))
M.radiation += 50
randmutb(M)
domutcheck(M,null)
@@ -96,7 +99,7 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
if(istype(M))
M.Stun(30)
visible_message("\The [src.name] flashes violently before disintegrating!")
spawn(0)
@@ -136,7 +139,10 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
if(M)
if(istype(M, /obj/mecha))
var/obj/mecha/E = M
M = E.occupant
if(istype(M))
qdel(M.client)
spawn(0)
qdel(s)
@@ -195,7 +201,7 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
if(istype(M))
M.adjust_fire_stacks(5)
M.fire_act()
visible_message("\The [src.name] bursts into flames!")
@@ -74,7 +74,7 @@
light_power = 0.5
light_color = "#8837A3"
/obj/effect/projectile/tungsten/impact
/obj/effect/projectile/impact/tungsten
icon_state = "impact_mhd_laser"
light_range = 4
light_power = 3
@@ -86,7 +86,7 @@
light_power = 0.5
light_color = "#FF0D00"
/obj/effect/projectile/tungsten/muzzle
/obj/effect/projectile/muzzle/tungsten
icon_state = "muzzle_mhd_laser"
light_range = 4
light_power = 3
@@ -109,8 +109,14 @@
light_power = 0.5
light_color = "#0066FF"
/obj/effect/projectile/tungsten/tracer
/obj/effect/projectile/tracer/tungsten
icon_state = "mhd_laser"
light_range = 4
light_power = 3
light_color = "#3300ff"
/obj/effect/projectile/tracer/cannon
icon_state = "cannon"
light_range = 1
light_power = 0.5
light_color = "#f6f2b6"
+3 -2
View File
@@ -7,6 +7,7 @@
anchored = 1
density = 0
opacity = 0
can_atmos_pass = ATMOS_PASS_PROC
/obj/effect/zone_divider/CanZASPass(turf/T, is_zone)
// Special case to prevent us from being part of a zone during the first air master tick.
@@ -15,5 +16,5 @@
if(air_master && air_master.current_cycle == 0)
spawn(1)
air_master.mark_for_update(get_turf(src))
return ATMOS_PASS_NO
return is_zone ? ATMOS_PASS_NO : ATMOS_PASS_YES // Anything except zones can pass
return FALSE
return is_zone ? FALSE : TRUE // Anything except zones can pass
+2 -2
View File
@@ -197,7 +197,7 @@
src.loc = T
// See inventory_sizes.dm for the defines.
/obj/item/examine(mob/user, var/distance = -1)
/obj/item/examine(mob/user)
var/size
switch(src.w_class)
if(ITEMSIZE_TINY)
@@ -210,7 +210,7 @@
size = "bulky"
if(ITEMSIZE_HUGE)
size = "huge"
return ..(user, distance, "", "It is a [size] item.")
return ..(user, "", "It is a [size] item.")
/obj/item/attack_hand(mob/living/user as mob)
if (!user) return
+3 -3
View File
@@ -13,9 +13,9 @@
var/static/radial_pickup = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_pickup")
/obj/item/weapon/deskbell/examine(mob/user)
..()
. = ..()
if(broken)
to_chat(user,"<b>It looks damaged, the ringer is stuck firmly inside.</b>")
. += "<b>It looks damaged, the ringer is stuck firmly inside.</b>"
/obj/item/weapon/deskbell/attack(mob/target as mob, mob/living/user as mob)
if(!broken)
@@ -49,7 +49,7 @@
// Once the player has decided their option, choose the behaviour that will happen under said option.
switch(choice)
if("examine")
examine(user)
user.examinate(src)
if("use")
if(check_ability(user))
+4 -4
View File
@@ -219,13 +219,13 @@
syringe.reagents.trans_to_mob(H, 30, CHEM_BLOOD)
/obj/structure/closet/body_bag/cryobag/examine(mob/user)
..()
. = ..()
if(Adjacent(user)) //The bag's rather thick and opaque from a distance.
to_chat(user, "<span class='info'>You peer into \the [src].</span>")
. += "<span class='info'>You peer into \the [src].</span>"
if(syringe)
to_chat(user, "<span class='info'>It has a syringe added to it.</span>")
. += "<span class='info'>It has a syringe added to it.</span>"
for(var/mob/living/L in contents)
L.examine(user)
. += L.examine(user)
/obj/structure/closet/body_bag/cryobag/attackby(obj/item/W, mob/user)
if(opened)
+2 -2
View File
@@ -109,7 +109,7 @@
qdel(src)
return
/obj/item/weapon/pen/crayon/attack(mob/M as mob, mob/user as mob)
/obj/item/weapon/pen/crayon/attack(mob/living/M as mob, mob/living/user as mob)
if(M == user)
to_chat(user, "You take a bite of the crayon and swallow it.")
user.nutrition += 1
@@ -195,7 +195,7 @@
shadeColour = input(user, "Please select the shade colour.", "Marker colour") as color
return
/obj/item/weapon/pen/crayon/marker/attack(mob/M as mob, mob/user as mob)
/obj/item/weapon/pen/crayon/marker/attack(mob/living/M as mob, mob/living/user as mob)
if(M == user)
to_chat(user, "You take a bite of the marker and swallow it.")
user.nutrition += 1
+3 -2
View File
@@ -68,8 +68,9 @@ var/global/list/obj/item/device/pda/PDAs = list()
var/spam_proof = FALSE // If true, it can't be spammed by random events.
/obj/item/device/pda/examine(mob/user)
if(..(user, 1))
to_chat(user, "The time [stationtime2text()] is displayed in the corner of the screen.")
. = ..()
if(Adjacent(user))
. += "The time [stationtime2text()] is displayed in the corner of the screen."
/obj/item/device/pda/CtrlClick()
if(issilicon(usr))
+1 -1
View File
@@ -256,7 +256,7 @@ var/list/civilian_cartridges = list(
var/datum/signal/status_signal = new
status_signal.source = src
status_signal.transmission_method = 1
status_signal.transmission_method = TRANSMISSION_RADIO
status_signal.data["command"] = command
switch(command)
+1 -1
View File
@@ -22,7 +22,7 @@
var/datum/signal/signal = new()
signal.source = src
signal.transmission_method = 1
signal.transmission_method = TRANSMISSION_RADIO
signal.data[key] = value
if(key2)
signal.data[key2] = value2
@@ -329,7 +329,7 @@
var/datum/signal/status_signal = new
status_signal.source = src
status_signal.transmission_method = 1
status_signal.transmission_method = TRANSMISSION_RADIO
status_signal.data["command"] = command
switch(command)
@@ -108,9 +108,9 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
// Parameters: user - the user doing the examining
// Description: Allows the user to click a link when examining to look at video if one is going.
/obj/item/device/communicator/examine(mob/user)
. = ..(user, 1)
if(. && video_source)
to_chat(user, "<span class='notice'>It looks like it's on a video call: <a href='?src=\ref[src];watchvideo=1'>\[view\]</a></span>")
. = ..()
if(Adjacent(user) && video_source)
. += "<span class='notice'>It looks like it's on a video call: <a href='?src=\ref[src];watchvideo=1'>\[view\]</a></span>"
// Proc: initialize_exonet()
// Parameters: 1 (user - the person the communicator belongs to)
@@ -131,28 +131,22 @@ var/global/list/obj/item/device/communicator/all_communicators = list()
// Parameters: 1 (user - the person examining the device)
// Description: Shows all the voice mobs inside the device, and their status.
/obj/item/device/communicator/examine(mob/user)
if(!..(user))
return
var/msg = ""
. = ..()
for(var/mob/living/voice/voice in contents)
msg += "<span class='notice'>On the screen, you can see a image feed of [voice].</span>\n"
msg += "<span class='warning'>"
. += "<span class='notice'>On the screen, you can see a image feed of [voice].</span>"
if(voice && voice.key)
switch(voice.stat)
if(CONSCIOUS)
if(!voice.client)
msg += "[voice] appears to be asleep.\n" //afk
. += "<span class='warning'>[voice] appears to be asleep.</span>" //afk
if(UNCONSCIOUS)
msg += "[voice] doesn't appear to be conscious.\n"
. += "<span class='warning'>[voice] doesn't appear to be conscious.</span>"
if(DEAD)
msg += "<span class='deadsay'>[voice] appears to have died...</span>\n" //Hopefully this never has to be used.
. += "<span class='deadsay'>[voice] appears to have died...</span>" //Hopefully this never has to be used.
else
msg += "<span class='notice'>The device doesn't appear to be transmitting any data.</span>\n"
msg += "</span>"
to_chat(user, msg)
return
. += "<span class='notice'>The device doesn't appear to be transmitting any data.</span>"
// Proc: emp_act()
// Parameters: None
+8 -11
View File
@@ -87,23 +87,20 @@
set_light(0)
/obj/item/device/flashlight/examine(mob/user)
..()
. = ..()
if(power_use && brightness_level)
var/tempdesc
tempdesc += "\The [src] is set to [brightness_level]. "
. += "\The [src] is set to [brightness_level]."
if(cell)
tempdesc += "\The [src] has a \the [cell] attached. "
. += "\The [src] has a \the [cell] attached."
if(cell.charge <= cell.maxcharge*0.25)
tempdesc += "It appears to have a low amount of power remaining."
. += "It appears to have a low amount of power remaining."
else if(cell.charge > cell.maxcharge*0.25 && cell.charge <= cell.maxcharge*0.5)
tempdesc += "It appears to have an average amount of power remaining."
. += "It appears to have an average amount of power remaining."
else if(cell.charge > cell.maxcharge*0.5 && cell.charge <= cell.maxcharge*0.75)
tempdesc += "It appears to have an above average amount of power remaining."
. += "It appears to have an above average amount of power remaining."
else if(cell.charge > cell.maxcharge*0.75 && cell.charge <= cell.maxcharge)
tempdesc += "It appears to have a high amount of power remaining."
to_chat(user, "[tempdesc]")
. += "It appears to have a high amount of power remaining."
/obj/item/device/flashlight/attack_self(mob/user)
if(power_use)
@@ -422,7 +419,7 @@
. = ..()
if(.)
user.visible_message("<span class='notice'>[user] cracks and shakes the glowstick.</span>", "<span class='notice'>You crack and shake the glowstick, turning it on!</span>")
user.visible_message("<span class='notice'>[user] cracks and shakes \the [name].</span>", "<span class='notice'>You crack and shake \the [src], turning it on!</span>")
START_PROCESSING(SSobj, src)
/obj/item/device/flashlight/glowstick/red
@@ -110,8 +110,8 @@
choose_colour()
/obj/item/device/floor_painter/examine(mob/user)
..(user)
to_chat(user, "It is configured to produce the '[decal]' decal with a direction of '[paint_dir]' using [paint_colour] paint.")
. = ..()
. += "It is configured to produce the '[decal]' decal with a direction of '[paint_dir]' using [paint_colour] paint."
/obj/item/device/floor_painter/verb/choose_colour()
set name = "Choose Colour"
+2 -2
View File
@@ -33,9 +33,9 @@
update_sound()
/obj/item/device/geiger/examine(mob/user)
..(user)
. = ..()
get_radiation()
to_chat(user, "<span class='warning'>[scanning ? "Ambient" : "Stored"] radiation level: [radiation_count ? radiation_count : "0"]Bq.</span>")
. += "<span class='warning'>[scanning ? "Ambient" : "Stored"] radiation level: [radiation_count ? radiation_count : "0"]Bq.</span>"
/obj/item/device/geiger/rad_act(amount)
if(!amount || !scanning)
+1 -1
View File
@@ -83,7 +83,7 @@ var/list/GPS_list = list()
dat["curr_z_name"] = using_map.get_zlevel_name(curr.z)
dat["gps_list"] = list()
dat["z_level_detection"] = using_map.get_map_levels(curr.z, long_range)
for(var/obj/item/device/gps/G in GPS_list - src)
if(!G.tracking || G.emped || G.hide_signal)
continue
@@ -13,11 +13,11 @@
/obj/item/device/holowarrant/examine(mob/user)
. = ..()
if(active)
to_chat(user, "It's a holographic warrant for '[active.fields["namewarrant"]]'.")
. += "It's a holographic warrant for '[active.fields["namewarrant"]]'."
if(in_range(user, src) || istype(user, /mob/observer/dead))
show_content(user)
show_content(user) //Opens a browse window, not chatbox related
else
to_chat(user, "<span class='notice'>You have to go closer if you want to read it.</span>")
. += "<span class='notice'>You have to go closer if you want to read it.</span>"
//hit yourself with it
/obj/item/device/holowarrant/attack_self(mob/living/user as mob)
@@ -64,8 +64,9 @@
..()
/obj/item/device/lightreplacer/examine(mob/user)
if(..(user, 2))
to_chat(user, "It has [uses] lights remaining.")
. = ..()
if(get_dist(user, src) <= 2)
. += "It has [uses] lights remaining."
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/material) && W.get_material_name() == "glass")
@@ -125,8 +125,8 @@
choose_colour_secure()
/obj/item/device/closet_painter/examine(mob/user)
..(user)
to_chat(user, "It is configured to produce the '[colour]' paint scheme or the '[colour_secure]' secure closet paint scheme.")
. = ..()
. += "It is configured to produce the '[colour]' paint scheme or the '[colour_secure]' secure closet paint scheme."
/obj/item/device/closet_painter/verb/choose_colour()
set name = "Choose Colour"
+2 -2
View File
@@ -63,8 +63,8 @@
qdel(src)
/obj/item/device/modkit/examine(mob/user)
..(user)
to_chat(user, "It looks as though it modifies hardsuits to fit [target_species] users.")
. = ..()
. += "It looks as though it modifies hardsuits to fit [target_species] users."
/obj/item/device/modkit/tajaran
name = "tajaran hardsuit modification kit"
@@ -27,5 +27,5 @@
mode = input("Which colour do you want to use?", "Pipe painter", mode) in modes
/obj/item/device/pipe_painter/examine(mob/user)
..(user)
to_chat(user, "It is in [mode] mode.")
. = ..()
. += "It is in [mode] mode."
@@ -37,11 +37,11 @@
return list_secure_channels()
/obj/item/device/radio/headset/examine(mob/user)
if(!(..(user, 1) && radio_desc))
return
. = ..()
to_chat(user, "The following channels are available:")
to_chat(user, radio_desc)
if(radio_desc && Adjacent(user))
. += "The following channels are available:"
. += radio_desc
/obj/item/device/radio/headset/handle_message_mode(mob/living/M as mob, list/message_pieces, channel)
if(channel == "special")
+146 -126
View File
@@ -49,6 +49,13 @@ var/global/list/default_medbay_channels = list(
w_class = ITEMSIZE_SMALL
show_messages = 1
// Bluespace radios talk directly to telecomms equipment
var/bluespace_radio = FALSE
var/weakref/bs_tx_weakref //Maybe misleading, this is the device to TRANSMIT TO
// For mappers or subtypes, to start them prelinked to these devices
var/bs_tx_preload_id
var/bs_rx_preload_id
matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75)
var/const/FREQ_LISTENING = 1
var/list/internal_channels
@@ -87,6 +94,43 @@ var/global/list/default_medbay_channels = list(
for (var/ch_name in channels)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
if(bluespace_radio)
if(bs_tx_preload_id)
//Try to find a receiver
for(var/obj/machinery/telecomms/receiver/RX in telecomms_list)
if(RX.id == bs_tx_preload_id) //Again, bs_tx is the thing to TRANSMIT TO, so a receiver.
bs_tx_weakref = weakref(RX)
RX.link_radio(src)
break
//Hmm, howabout an AIO machine
if(!bs_tx_weakref)
for(var/obj/machinery/telecomms/allinone/AIO in telecomms_list)
if(AIO.id == bs_tx_preload_id)
bs_tx_weakref = weakref(AIO)
AIO.link_radio(src)
break
if(!bs_tx_weakref)
testing("A radio [src] at [x],[y],[z] specified bluespace prelink IDs, but the machines with corresponding IDs ([bs_tx_preload_id], [bs_rx_preload_id]) couldn't be found.")
if(bs_rx_preload_id)
var/found = 0
//Try to find a transmitter
for(var/obj/machinery/telecomms/broadcaster/TX in telecomms_list)
if(TX.id == bs_rx_preload_id) //Again, bs_rx is the thing to RECEIVE FROM, so a transmitter.
TX.link_radio(src)
found = 1
break
//Hmm, howabout an AIO machine
if(!found)
for(var/obj/machinery/telecomms/allinone/AIO in telecomms_list)
if(AIO.id == bs_rx_preload_id)
AIO.link_radio(src)
found = 1
break
if(!found)
testing("A radio [src] at [x],[y],[z] specified bluespace prelink IDs, but the machines with corresponding IDs ([bs_tx_preload_id], [bs_rx_preload_id]) couldn't be found.")
/obj/item/device/radio/attack_self(mob/user as mob)
user.set_machine(src)
interact(user)
@@ -237,11 +281,10 @@ var/global/list/default_medbay_channels = list(
if(.)
SSnanoui.update_uis(src)
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) //BS12 EDIT
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/list/zlevels) //BS12 EDIT
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if(channel == "department")
//to_world("DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\"")
channel = channels[1]
connection = secure_radio_connections[channel]
else
@@ -250,12 +293,15 @@ var/global/list/default_medbay_channels = list(
if(!istype(connection))
return
if(!LAZYLEN(zlevels))
zlevels = list(0)
var/static/mob/living/silicon/ai/announcer/A = new /mob/living/silicon/ai/announcer(src, null, null, 1)
A.SetName(from)
Broadcast_Message(connection, A,
0, "*garbled automated announcement*", src,
message_to_multilingual(message), from, "Automated Announcement", from, "synthesized voice",
4, 0, list(0), connection.frequency, "states")
DATA_FAKE, 0, zlevels, connection.frequency, "states")
// Interprets the message mode when talking into a radio, possibly returning a connection datum
/obj/item/device/radio/proc/handle_message_mode(mob/living/M as mob, list/message_pieces, message_mode)
@@ -313,8 +359,8 @@ var/global/list/default_medbay_channels = list(
if(!istype(message_mode, /datum/radio_frequency)) //if not a special case, it should be returning a radio connection
return FALSE
var/pos_z = get_z(src)
var/datum/radio_frequency/connection = message_mode
var/turf/position = get_turf(src)
//#### Tagging the signal with all appropriate identity values ####//
@@ -363,90 +409,12 @@ var/global/list/default_medbay_channels = list(
jobname = "Unknown"
voicemask = 1
/* ###### Radio headsets can only broadcast through subspace ###### */
if(subspace_transmission)
var/list/jamming = is_jammed(src)
if(jamming)
var/distance = jamming["distance"]
to_chat(M, "<span class='danger'>[bicon(src)] You hear the [distance <= 2 ? "loud hiss" : "soft hiss"] of static.</span>")
return FALSE
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
// transmission_method could probably be enumerated through #define. Would be neater.
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
// Identity-associated tags:
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
"name" = displayname, // the mob's display name
"job" = jobname, // the mob's job
"key" = mobkey, // the mob's key
"vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mask
// We store things that would otherwise be kept in the actual mob
// so that they can be logged even AFTER the mob is deleted or something
// Other tags:
"compression" = rand(45,50), // compressed radio signal
"message" = message_pieces, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = 0, // determines what type of radio input it is: normal broadcast
"server" = null, // the last server to log this signal
"reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery
"level" = position.z, // The source's z level
"verb" = verb
)
signal.frequency = connection.frequency // Quick frequency set
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in telecomms_list)
R.receive_signal(signal)
// Receiving code can be located in Telecommunications.dm
if(signal.data["done"] && position.z in signal.data["level"])
return TRUE //Huzzah, sent via subspace
else if(adhoc_fallback) //Less huzzah, we have to fallback
to_chat(loc, "<span class='warning'>\The [src] pings as it falls back to local radio transmission.</span>")
subspace_transmission = FALSE
return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote),
src, message_pieces, displayname, jobname, real_name, M.voice_name,
signal.transmission_method, signal.data["compression"], GetConnectedZlevels(position.z), connection.frequency,verb)
/* ###### Intercoms and station-bounced radios ###### */
var/filter_type = 2
/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
if(istype(src, /obj/item/device/radio/intercom))
filter_type = 1
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2
/* --- Try to send a normal subspace broadcast first */
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
// Identity-associated tags:
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
@@ -455,40 +423,107 @@ var/global/list/default_medbay_channels = list(
"key" = mobkey, // the mob's key
"vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mas
"vmask" = voicemask, // 1 if the mob is using a voice gas mask
"compression" = 0, // uncompressed radio signal
// We store things that would otherwise be kept in the actual mob
// so that they can be logged even AFTER the mob is deleted or something
// Other tags:
"compression" = rand(45,50), // compressed radio signal
"message" = message_pieces, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0,
"traffic" = 0,
"type" = 0,
"server" = null,
"reject" = 0,
"level" = position.z,
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = SIGNAL_NORMAL, // determines what type of radio input it is: normal broadcast
"server" = null, // the last server to log this signal
"reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery
"level" = pos_z, // The source's z level
"verb" = verb
)
signal.frequency = connection.frequency // Quick frequency set
var/filter_type = DATA_LOCAL //If we end up having to send it the old fashioned way, it's with this data var.
/* ###### Bluespace radios talk directly to receivers (and only directly to receivers) ###### */
if(bluespace_radio)
//Nothing to transmit to
if(!bs_tx_weakref)
to_chat(loc, "<span class='warning'>\The [src] buzzes to inform you of the lack of a functioning connection.</span>")
return FALSE
var/obj/machinery/telecomms/tx_to = bs_tx_weakref.resolve()
//Was linked, now destroyed or something
if(!tx_to)
bs_tx_weakref = null
to_chat(loc, "<span class='warning'>\The [src] buzzes to inform you of the lack of a functioning connection.</span>")
return FALSE
//Transmitted in the blind. If we get a message back, cool. If not, oh well.
signal.transmission_method = TRANSMISSION_BLUESPACE
return tx_to.receive_signal(signal)
/* ###### Radios with subspace_transmission can only broadcast through subspace (unless they have adhoc_fallback) ###### */
else if(subspace_transmission)
var/list/jamming = is_jammed(src)
if(jamming)
var/distance = jamming["distance"]
to_chat(M, "<span class='danger'>[bicon(src)] You hear the [distance <= 2 ? "loud hiss" : "soft hiss"] of static.</span>")
return FALSE
// First, we want to generate a new radio signal
signal.transmission_method = TRANSMISSION_SUBSPACE
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in telecomms_list)
R.receive_signal(signal)
// Receiving code can be located in Telecommunications.dm
if(signal.data["done"] && (pos_z in signal.data["level"]))
return TRUE //Huzzah, sent via subspace
else if(adhoc_fallback) //Less huzzah, we have to fallback
to_chat(loc, "<span class='warning'>\The [src] pings as it falls back to local radio transmission.</span>")
subspace_transmission = FALSE
else //Oh well
return FALSE
/* ###### Intercoms and station-bounced radios ###### */
else
/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
if(istype(src, /obj/item/device/radio/intercom))
filter_type = DATA_INTERCOM
/* --- Try to send a normal subspace broadcast first */
signal.transmission_method = TRANSMISSION_SUBSPACE
signal.data["compression"] = 0
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in telecomms_list)
R.receive_signal(signal)
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
if(signal.data["done"] && position.z in signal.data["level"])
if(adhoc_fallback)
to_chat(loc, "<span class='notice'>\The [src] pings as it reestablishes subspace communications.</span>")
subspace_transmission = TRUE
// we're done here.
return TRUE
if(signal.data["done"] && pos_z in signal.data["level"])
if(adhoc_fallback)
to_chat(loc, "<span class='notice'>\The [src] pings as it reestablishes subspace communications.</span>")
subspace_transmission = TRUE
// we're done here.
return TRUE
// Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level.
// Send a mundane broadcast with limited targets:
//THIS IS TEMPORARY. YEAH RIGHT
if(!connection) return FALSE //~Carn
//Nothing handled any sort of remote radio-ing and returned before now, just squawk on this zlevel.
return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote),
src, message_pieces, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"], GetConnectedZlevels(position.z), connection.frequency, verb)
src, message_pieces, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"], using_map.get_map_levels(pos_z), connection.frequency, verb)
/obj/item/device/radio/hear_talk(mob/M, list/message_pieces, verb)
@@ -496,25 +531,10 @@ var/global/list/default_medbay_channels = list(
if(get_dist(src, M) <= canhear_range)
talk_into(M, message_pieces, null, verb)
/*
/obj/item/device/radio/proc/accept_rad(obj/item/device/radio/R as obj, message)
if((R.frequency == frequency && message))
return TRUE
else if
else
return null
return
*/
/obj/item/device/radio/proc/receive_range(freq, level)
// check if this radio can receive on the given frequency, and if so,
// what the range is in which mobs will hear the radio
// returns: -1 if can't receive, range otherwise
if(wires.IsIndexCut(WIRE_RECEIVE))
return -1
if(!listening)
@@ -522,8 +542,8 @@ var/global/list/default_medbay_channels = list(
if(is_jammed(src))
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
if(!position || !(position.z in level))
var/pos_z = get_z(src)
if(!(pos_z in level))
return -1
if(freq in ANTAG_FREQS)
if(!(src.syndie))//Checks to see if it's allowed on that frequency, based on the encryption keys
@@ -557,12 +577,12 @@ var/global/list/default_medbay_channels = list(
/obj/item/device/radio/examine(mob/user)
. = ..()
if((in_range(src, user) || loc == user))
if(b_stat)
user.show_message("<span class='notice'>\The [src] can be attached and modified!</span>")
. += "<span class='notice'>\The [src] can be attached and modified!</span>"
else
user.show_message("<span class='notice'>\The [src] can not be modified or attached!</span>")
return
. += "<span class='notice'>\The [src] can not be modified or attached!</span>"
/obj/item/device/radio/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
@@ -0,0 +1,144 @@
/obj/item/device/bluespaceradio
name = "bluespace radio"
desc = "A powerful radio that uses a tiny bluespace wormhole to send signals directly to subspace receivers and transmitters, bypassing the limitations of subspace."
icon = 'icons/obj/radio.dmi'
icon_state = "radiopack"
item_state = "radiopack"
slot_flags = SLOT_BACK
force = 5
throwforce = 6
preserve_item = 1
w_class = ITEMSIZE_LARGE
action_button_name = "Remove/Replace Handset"
var/obj/item/device/radio/bluespacehandset/linked/handset = /obj/item/device/radio/bluespacehandset/linked
/obj/item/device/bluespaceradio/Initialize()
. = ..()
if(ispath(handset))
handset = new handset(src, src)
/obj/item/device/bluespaceradio/Destroy()
. = ..()
QDEL_NULL(handset)
/obj/item/device/bluespaceradio/ui_action_click()
toggle_handset()
/obj/item/device/bluespaceradio/attack_hand(var/mob/user)
if(loc == user)
toggle_handset()
else
..()
/obj/item/device/bluespaceradio/MouseDrop()
if(ismob(loc))
if(!CanMouseDrop(src))
return
var/mob/M = loc
if(!M.unEquip(src))
return
add_fingerprint(usr)
M.put_in_any_hand_if_possible(src)
/obj/item/device/bluespaceradio/attackby(var/obj/item/weapon/W, var/mob/user, var/params)
if(W == handset)
reattach_handset(user)
else
return ..()
/obj/item/device/bluespaceradio/verb/toggle_handset()
set name = "Toggle Handset"
set category = "Object"
var/mob/living/carbon/human/user = usr
if(!handset)
to_chat(user, "<span class='warning'>The handset is missing!</span>")
return
if(handset.loc != src)
reattach_handset(user) //Remove from their hands and back onto the defib unit
return
if(!slot_check())
to_chat(user, "<span class='warning'>You need to equip [src] before taking out [handset].</span>")
else
if(!usr.put_in_hands(handset)) //Detach the handset into the user's hands
to_chat(user, "<span class='warning'>You need a free hand to hold the handset!</span>")
update_icon() //success
//checks that the base unit is in the correct slot to be used
/obj/item/device/bluespaceradio/proc/slot_check()
var/mob/M = loc
if(!istype(M))
return 0 //not equipped
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src)
return 1
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_s_store) == src)
return 1
return 0
/obj/item/device/bluespaceradio/dropped(var/mob/user)
..()
reattach_handset(user) //handset attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
/obj/item/device/bluespaceradio/proc/reattach_handset(var/mob/user)
if(!handset) return
if(ismob(handset.loc))
var/mob/M = handset.loc
if(M.drop_from_inventory(handset, src))
to_chat(user, "<span class='notice'>\The [handset] snaps back into the main unit.</span>")
else
handset.forceMove(src)
//Subspace Radio Handset
/obj/item/device/radio/bluespacehandset
name = "bluespace radio handset"
desc = "A large walkie talkie attached to the bluespace radio by a retractable cord. It sits comfortably on a slot in the radio when not in use."
bluespace_radio = TRUE
icon_state = "signaller"
slot_flags = null
w_class = ITEMSIZE_LARGE
canhear_range = 1
/obj/item/device/radio/bluespacehandset/linked
var/obj/item/device/bluespaceradio/base_unit
/obj/item/device/radio/bluespacehandset/linked/Initialize(mapload, var/obj/item/device/bluespaceradio/radio)
base_unit = radio
. = ..()
/obj/item/device/radio/bluespacehandset/linked/Destroy()
if(base_unit)
//ensure the base unit's icon updates
if(base_unit.handset == src)
base_unit.handset = null
base_unit = null
return ..()
/obj/item/device/radio/bluespacehandset/linked/dropped(var/mob/user)
..() //update twohanding
if(base_unit)
base_unit.reattach_handset(user) //handset attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
/obj/item/device/radio/bluespacehandset/linked/receive_range(var/freq, var/list/level)
//Only care about megabroadcasts or things that are targeted at us
if(!(0 in level))
return -1
if(wires.IsIndexCut(WIRE_RECEIVE))
return -1
if(!listening)
return -1
if(!on)
return -1
if(!freq)
return -1
//Only listen on main freq
if(freq == frequency)
return canhear_range
else
return -1
+1 -1
View File
@@ -486,7 +486,7 @@ HALOGEN COUNTER - Radcount on mobs
for(var/potential_color in S.slime_mutation)
var/mob/living/simple_mob/slime/xenobio/slime = potential_color
mutations.Add(initial(slime.slime_color))
user.show_message("Potental to mutate into [english_list(mutations)] colors.<br>Extract potential: [S.cores]<br>Nutrition: [S.nutrition]/[S.get_max_nutrition()]")
user.show_message("Potental to mutate into [english_list(mutations)] colors.<br>Extract potential: [S.cores]<br>Nutrition: [S.nutrition]/[S.max_nutrition]")
if (S.nutrition < S.get_starve_nutrition())
user.show_message("<span class='alert'>Warning: Subject is starving!</span>")
+6 -6
View File
@@ -84,9 +84,9 @@
camtype = /obj/machinery/camera/bug/spy
/obj/item/device/camerabug/examine(mob/user)
. = ..(user, 0)
if(.)
to_chat(user, "It has a tiny camera inside. Needs to be both configured and brought in contact with monitor device to be fully functional.")
. = ..()
if(get_dist(user, src) == 0)
. += "It has a tiny camera inside. Needs to be both configured and brought in contact with monitor device to be fully functional."
/obj/item/device/camerabug/attackby(obj/item/W as obj, mob/living/user as mob)
if(istype(W, /obj/item/device/bug_monitor))
@@ -215,9 +215,9 @@
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1, TECH_ILLEGAL = 3)
/obj/item/device/bug_monitor/spy/examine(mob/user)
. = ..(user, 1)
if(.)
to_chat(user, "The time '12:00' is blinking in the corner of the screen and \the [src] looks very cheaply made.")
. = ..()
if(Adjacent(user))
. += "The time '12:00' is blinking in the corner of the screen and \the [src] looks very cheaply made."
/obj/machinery/camera/bug/check_eye(var/mob/user as mob)
return 0
+18 -17
View File
@@ -173,24 +173,25 @@
icon_state = "suitcooler0"
/obj/item/device/suit_cooling_unit/examine(mob/user)
if(!..(user, 1))
return
. = ..()
if (on)
if (attached_to_suit(src.loc))
to_chat(user, "It's switched on and running.")
if(Adjacent(user))
if (on)
if (attached_to_suit(src.loc))
. += "It's switched on and running."
else
. += "It's switched on, but not attached to anything."
else
to_chat(user, "It's switched on, but not attached to anything.")
else
to_chat(user, "It is switched off.")
. += "It is switched off."
if (cover_open)
if(cell)
to_chat(user, "The panel is open, exposing the [cell].")
if (cover_open)
if(cell)
. += "The panel is open, exposing the [cell]."
else
. += "The panel is open."
if (cell)
. += "The charge meter reads [round(cell.percent())]%."
else
to_chat(user, "The panel is open.")
if (cell)
to_chat(user, "The charge meter reads [round(cell.percent())]%.")
else
to_chat(user, "It doesn't have a power cell installed.")
. += "It doesn't have a power cell installed."
+3 -3
View File
@@ -22,9 +22,9 @@
..()
/obj/item/device/tvcamera/examine()
..()
to_chat(usr, "Video feed is [camera.status ? "on" : "off"]")
to_chat(usr, "Audio feed is [radio.broadcasting ? "on" : "off"]")
. = ..()
. += "Video feed is [camera.status ? "on" : "off"]"
. += "Audio feed is [radio.broadcasting ? "on" : "off"]"
/obj/item/device/tvcamera/Initialize()
. = ..()
+6 -6
View File
@@ -11,8 +11,8 @@
var/list/allowed_types = list()
/obj/item/device/kit/examine()
..()
to_chat(usr, "It has [uses] use\s left.")
. = ..()
. += "It has [uses] use\s left."
/obj/item/device/kit/proc/use(var/amt, var/mob/user)
uses -= amt
@@ -216,11 +216,11 @@
/obj/item/device/kit/paint/examine()
..()
to_chat(usr, "This kit will convert an exosuit into: [new_name].")
to_chat(usr, "This kit can be used on the following exosuit models:")
. = ..()
. += "This kit will convert an exosuit into: [new_name]."
. += "This kit can be used on the following exosuit models:"
for(var/exotype in allowed_types)
to_chat(usr, "- [capitalize(exotype)]")
. += "- [capitalize(exotype)]"
/obj/item/device/kit/paint/customize(var/obj/mecha/M, var/mob/user)
if(!can_customize(M))
+3 -3
View File
@@ -27,9 +27,9 @@
var/obj/item/clothing/accessory/badge/corptag // The tag on the bag.
/obj/structure/closet/body_bag/cryobag/robobag/examine(mob/user)
..()
if(Adjacent(user) && corptag)
to_chat(user, "<span class='notice'>\The [src] has a [corptag] attached to it.</span>")
. = ..()
if(corptag && Adjacent(user))
. += "<span class='notice'>[src] has a [corptag] attached to it.</span>"
/obj/structure/closet/body_bag/cryobag/robobag/update_icon()
overlays.Cut()
@@ -9,9 +9,13 @@
/obj/fiftyspawner/Initialize()
..() //We're not returning . because we're going to ask to be deleted.
var/obj/item/stack/M = new type_to_spawn(get_turf(src))
var/turf/T = get_turf(src)
var/obj/item/stack/M = new type_to_spawn(T)
M.amount = M.max_amount //some stuff spawns with 60, we're still calling it fifty
M.update_icon() // Some stacks have different sprites depending on how full they are.
var/obj/structure/closet/C = locate() in T
if(C)
C.contents += M
return INITIALIZE_HINT_QDEL //Bye!
/obj/fiftyspawner/rods
@@ -42,9 +42,9 @@ var/list/marker_beacon_colors = list(
update_icon()
/obj/item/stack/marker_beacon/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Use in-hand to place a [singular_name].</span>")
to_chat(user, "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>")
. = ..()
. += "<span class='notice'>Use in-hand to place a [singular_name].</span>"
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/item/stack/marker_beacon/update_icon()
icon_state = "[initial(icon_state)][lowertext(picked_color)]"
@@ -93,8 +93,8 @@ var/list/marker_beacon_colors = list(
update_icon()
/obj/structure/marker_beacon/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>")
. = ..()
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/structure/marker_beacon/update_icon()
while(!picked_color || !marker_beacon_colors[picked_color])
+5 -3
View File
@@ -58,11 +58,13 @@
item_state = initial(icon_state)
/obj/item/stack/examine(mob/user)
if(..(user, 1))
. = ..()
if(Adjacent(user))
if(!uses_charge)
to_chat(user, "There are [src.amount] [src.singular_name]\s in the stack.")
. += "There are [src.amount] [src.singular_name]\s in the stack."
else
to_chat(user, "There is enough charge for [get_amount()].")
. += "There is enough charge for [get_amount()]."
/obj/item/stack/attack_self(mob/user as mob)
list_recipes(user)
+11 -10
View File
@@ -154,8 +154,9 @@
drop_sound = 'sound/items/drop/gun.ogg'
examine(mob/user)
if(..(user, 2) && bullets)
to_chat(user, "<span class='notice'>It is loaded with [bullets] foam darts!</span>")
. = ..()
if(bullets && get_dist(user, src) <= 2)
. += "<span class='notice'>It is loaded with [bullets] foam darts!</span>"
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
@@ -315,8 +316,8 @@
update_icon()
/obj/item/toy/sword/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/device/multitool) && !active)
@@ -824,11 +825,11 @@
var/obj/item/stored_item // Note: Stored items can't be bigger than the plushie itself.
/obj/structure/plushie/examine(mob/user)
..()
. = ..()
if(opened)
to_chat(user, "<i>You notice an incision has been made on [src].</i>")
. += "<i>You notice an incision has been made on [src].</i>"
if(in_range(user, src) && stored_item)
to_chat(user, "<i>You can see something in there...</i>")
. += "<i>You can see something in there...</i>"
/obj/structure/plushie/attack_hand(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
@@ -923,11 +924,11 @@
/obj/item/toy/plushie/examine(mob/user)
..()
. = ..()
if(opened)
to_chat(user, "<i>You notice an incision has been made on [src].</i>")
. += "<i>You notice an incision has been made on [src].</i>"
if(in_range(user, src) && stored_item)
to_chat(user, "<i>You can see something in there...</i>")
. += "<i>You can see something in there...</i>"
/obj/item/toy/plushie/attack_self(mob/user as mob)
if(stored_item && opened && !searching)
+2 -2
View File
@@ -40,8 +40,8 @@
return ..()
/obj/item/weapon/rcd/examine(mob/user)
..()
to_chat(user, display_resources())
. = ..()
. += display_resources()
// Used to show how much stuff (matter units, cell charge, etc) is left inside.
/obj/item/weapon/rcd/proc/display_resources()
+3 -2
View File
@@ -33,8 +33,9 @@ RSF
w_class = ITEMSIZE_NORMAL
/obj/item/weapon/rsf/examine(mob/user)
if(..(user, 0))
to_chat(user,"<span class='notice'>It currently holds [stored_matter]/30 fabrication-units.</span>")
. = ..()
if(get_dist(user, src) == 0)
. += "<span class='notice'>It currently holds [stored_matter]/30 fabrication-units.</span>"
/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
@@ -149,22 +149,21 @@ CIGARETTE PACKETS ARE IN FANCY.DM
..()
/obj/item/clothing/mask/smokable/examine(mob/user)
..()
if(is_pipe)
return
var/smoke_percent = round((smoketime / max_smoketime) * 100)
switch(smoke_percent)
if(90 to INFINITY)
to_chat(user, "[src] is still fresh.")
if(60 to 90)
to_chat(user, "[src] has a good amount of burn time remaining.")
if(30 to 60)
to_chat(user, "[src] is about half finished.")
if(10 to 30)
to_chat(user, "[src] is starting to burn low.")
else
to_chat(user, "[src] is nearly burnt out!")
. = ..()
if(!is_pipe)
var/smoke_percent = round((smoketime / max_smoketime) * 100)
switch(smoke_percent)
if(90 to INFINITY)
. += "[src] is still fresh."
if(60 to 90)
. += "[src] has a good amount of burn time remaining."
if(30 to 60)
. += "[src] is about half finished."
if(10 to 30)
. += "[src] is starting to burn low."
else
. += "[src] is nearly burnt out!"
/obj/item/clothing/mask/smokable/proc/light(var/flavor_text = "[usr] lights the [name].")
if(!src.lit)
@@ -18,14 +18,7 @@
build_path = /obj/machinery/power/smes/batteryrack
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 2)
req_components = list(/obj/item/weapon/cell = 3)
/obj/item/weapon/circuitboard/ghettosmes
name = T_BOARD("makeshift PSU")
desc = "An APC circuit repurposed into some power storage device controller"
build_path = /obj/machinery/power/smes/batteryrack/makeshift
board_type = new /datum/frame/frame_types/machine
req_components = list(/obj/item/weapon/cell = 3)
req_components = list(/obj/item/weapon/stock_parts/capacitor/ = 3, /obj/item/weapon/stock_parts/matter_bin/ = 1)
/obj/item/weapon/circuitboard/grid_checker
name = T_BOARD("power grid checker")
+2 -2
View File
@@ -130,8 +130,8 @@
create_reagents(volume)
/obj/item/weapon/reagent_containers/ecig_cartridge/examine(mob/user as mob)//to see how much left
..()
to_chat(user, "The cartridge has [reagents.total_volume] units of liquid remaining.")
. = ..()
. += "The cartridge has [reagents.total_volume] units of liquid remaining."
//flavours
/obj/item/weapon/reagent_containers/ecig_cartridge/blank
@@ -40,8 +40,9 @@
. = ..()
/obj/item/weapon/extinguisher/examine(mob/user)
if(..(user, 0))
to_chat(user, "[bicon(src)] [src.name] contains [src.reagents.total_volume] units of water left!")
. = ..()
if(get_dist(user, src) == 0)
. += "[src] has [src.reagents.total_volume] units of water left!"
/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
safety = !safety
@@ -164,8 +164,9 @@
/obj/item/weapon/wrapping_paper/examine(mob/user)
if(..(user, 1))
to_chat(user, "There is about [src.amount] square units of paper left!")
. = ..()
if(Adjacent(user))
. += "There is about [src.amount] square units of paper left!"
/obj/item/weapon/wrapping_paper/attack(mob/target as mob, mob/user as mob)
if (!istype(target, /mob/living/carbon/human)) return
@@ -118,9 +118,9 @@
to_chat(user, "<span class='warning'>\The [W] is empty.</span>")
/obj/item/weapon/grenade/chem_grenade/examine(mob/user)
..(user)
. = ..()
if(detonator)
to_chat(user, "With attached [detonator.name]")
. += "It has [detonator.name] attached to it."
/obj/item/weapon/grenade/chem_grenade/activate(mob/user as mob)
if(active) return
@@ -45,13 +45,12 @@
/obj/item/weapon/grenade/examine(mob/user)
if(..(user, 0))
. = ..()
if(get_dist(user, src) == 0)
if(det_time > 1)
to_chat(user, "The timer is set to [det_time/10] seconds.")
return
if(det_time == null)
return
to_chat(user, "\The [src] is set for instant detonation.")
. += "The timer is set to [det_time/10] seconds."
else if(det_time == null)
. += "\The [src] is set for instant detonation."
/obj/item/weapon/grenade/attack_self(mob/user as mob)
@@ -32,12 +32,11 @@
var/survey_points = 0 // For redeeming at explorer equipment vendors.
/obj/item/weapon/card/id/examine(mob/user)
set src in oview(1)
if(in_range(usr, src))
show(usr)
to_chat(usr,desc)
. = ..()
if(in_range(user, src))
show(user) //Not chat related
else
to_chat(usr, "<span class='warning'>It is too far away.</span>")
. += "<span class='warning'>It is too far away to read.</span>"
/obj/item/weapon/card/id/proc/prevent_tracking()
return 0
@@ -36,7 +36,7 @@
IC.emp_act(severity)
/obj/item/weapon/implant/integrated_circuit/examine(mob/user)
IC.examine(user)
return IC.examine(user)
/obj/item/weapon/implant/integrated_circuit/attackby(var/obj/item/O, var/mob/user)
if(O.is_crowbar() || istype(O, /obj/item/device/integrated_electronics) || istype(O, /obj/item/integrated_circuit) || O.is_screwdriver() || istype(O, /obj/item/weapon/cell/device) )
@@ -113,9 +113,9 @@ obj/item/weapon/chainsaw/proc/get_fuel()
return reagents.get_reagent_amount("fuel")
obj/item/weapon/chainsaw/examine(mob/user)
if(..(user,0))
if(max_fuel)
to_chat(usr, "<span class = 'notice'>The [src] feels like it contains roughtly [get_fuel()] units of fuel left.</span>")
. = ..()
if(max_fuel && get_dist(user, src) == 0)
. += "<span class = 'notice'>The [src] feels like it contains roughtly [get_fuel()] units of fuel left.</span>"
obj/item/weapon/chainsaw/suicide_act(mob/user)
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
@@ -36,13 +36,11 @@
..()
/obj/item/weapon/material/gravemarker/examine(mob/user)
..()
if(get_dist(src, user) < 4)
if(grave_name)
to_chat(user, "Here Lies [grave_name]")
if(get_dist(src, user) < 2)
if(epitaph)
to_chat(user, epitaph)
. = ..()
if(grave_name && get_dist(src, user) < 4)
. += "Here Lies [grave_name]"
if(epitaph && get_dist(src, user) < 2)
. += epitaph
/obj/item/weapon/material/gravemarker/update_icon()
if(icon_changes)
@@ -41,7 +41,8 @@
/obj/item/weapon/material/sharpeningkit/examine(mob/user, distance)
. = ..()
to_chat(user, "There [uses == 1 ? "is" : "are"] [uses] [material] [uses == 1 ? src.material.sheet_singular_name : src.material.sheet_plural_name] left for use.")
. += "There [uses == 1 ? "is" : "are"] [uses] [material] [uses == 1 ? src.material.sheet_singular_name : src.material.sheet_plural_name] left for use."
/obj/item/weapon/material/sharpeningkit/Initialize()
. = ..()
setrepair()
@@ -86,14 +86,12 @@
return null
/obj/item/weapon/melee/energy/examine(mob/user)
if(!..(user, 1))
return
if(use_cell)
. = ..()
if(use_cell && Adjacent(user))
if(bcell)
to_chat(user, "<span class='notice'>The blade is [round(bcell.percent())]% charged.</span>")
if(!bcell)
to_chat(user, "<span class='warning'>The blade does not have a power source installed.</span>")
. += "<span class='notice'>The blade is [round(bcell.percent())]% charged.</span>"
else
. += "<span class='warning'>The blade does not have a power source installed.</span>"
/obj/item/weapon/melee/energy/attack_self(mob/living/user as mob)
if(use_cell)
@@ -200,8 +198,8 @@
update_icon()
/obj/item/weapon/melee/energy/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
/*
* Energy Axe
+2 -2
View File
@@ -215,8 +215,8 @@
update_icon()
/obj/item/weapon/shield/energy/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/weapon/shield/riot/tele
name = "telescopic shield"
@@ -363,13 +363,12 @@
max_storage_space = ITEMSIZE_COST_NORMAL * 5
/obj/item/weapon/storage/backpack/parachute/examine(mob/user)
var/msg = desc
if(get_dist(src, user) <= 1)
. = ..()
if(Adjacent(user))
if(parachute)
msg += " It seems to be packed."
. += "It seems to be packed."
else
msg += " It seems to be unpacked."
to_chat(user, msg)
. += "It seems to be unpacked."
/obj/item/weapon/storage/backpack/parachute/handleParachute()
parachute = FALSE //If you parachute in, the parachute has probably been used.
+12 -10
View File
@@ -142,34 +142,36 @@
if(O)
gather_all(get_turf(src), user)
/obj/item/weapon/storage/bag/ore/proc/rangedload(atom/A, mob/user)
var/obj/item/weapon/ore/O = locate() in get_turf(A)
if(O)
gather_all(get_turf(A), user)
/obj/item/weapon/storage/bag/ore/examine(mob/user)
..()
. = ..()
if(!Adjacent(user)) //Can only check the contents of ore bags if you can physically reach them.
return
return .
if(istype(user, /mob/living))
add_fingerprint(user)
if(!contents.len)
to_chat(user, "It is empty.")
return
. += "It is empty."
if(world.time > last_update + 10)
else if(world.time > last_update + 10)
update_ore_count()
last_update = world.time
to_chat(user, "<span class='notice'>It holds:</span>")
for(var/ore in stored_ore)
to_chat(user, "<span class='notice'>- [stored_ore[ore]] [ore]</span>")
return
. += "<span class='notice'>It holds:</span>"
for(var/ore in stored_ore)
. += "<span class='notice'>- [stored_ore[ore]] [ore]</span>"
/obj/item/weapon/storage/bag/ore/open(mob/user as mob) //No opening it for the weird UI of having shit-tons of ore inside it.
if(world.time > last_update + 10)
update_ore_count()
last_update = world.time
examine(user)
user.examinate(src)
/obj/item/weapon/storage/bag/ore/proc/update_ore_count() //Stolen from ore boxes.
@@ -203,6 +203,11 @@
desc = "It has a picture of a gun and several warning symbols on the front.<br>WARNING: Live ammunition. Misuse may result in serious injury or death."
starts_with = list(/obj/item/ammo_casing/a145 = 7)
/obj/item/weapon/storage/box/sniperammo/highvel
name = "box of 14.5mm sabot shells"
desc = "It has a picture of a gun and several warning symbols on the front.<br>WARNING: Live ammunition. Misuse may result in serious injury or death."
starts_with = list(/obj/item/ammo_casing/a145/highvel = 7)
/obj/item/weapon/storage/box/flashbangs
name = "box of flashbangs (WARNING)"
desc = "<B>WARNING: These devices are extremely dangerous and can cause blindness or deafness in repeated use.</B>"
@@ -26,17 +26,15 @@
return
/obj/item/weapon/storage/fancy/examine(mob/user)
if(!..(user, 1))
return
. = ..()
if(contents.len <= 0)
to_chat(user, "There are no [icon_type]s left in the box.")
else if(contents.len == 1)
to_chat(user, "There is one [icon_type] left in the box.")
else
to_chat(user, "There are [contents.len] [icon_type]s in the box.")
return
if(Adjacent(user))
if(!contents.len)
. += "There are no [icon_type]s left in the box."
else if(contents.len == 1)
. += "There is one [icon_type] left in the box."
else
. += "There are [contents.len] [icon_type]s in the box."
/*
* Egg Box
@@ -18,7 +18,7 @@
/obj/item/weapon/storage/internal/attack_hand()
return //make sure this is never picked up
/obj/item/weapon/storage/internal/mob_can_equip()
/obj/item/weapon/storage/internal/mob_can_equip(M as mob, slot, disable_warning = 0)
return 0 //make sure this is never picked up
//Helper procs to cleanly implement internal storages - storage items that provide inventory slots for other items.
@@ -24,7 +24,7 @@ MRE Stuff
/obj/item/weapon/storage/mre/examine(mob/user)
. = ..()
to_chat(user, meal_desc)
. += meal_desc
/obj/item/weapon/storage/mre/update_icon()
if(opened)
@@ -29,8 +29,9 @@
use_sound = 'sound/items/storage/briefcase.ogg'
examine(mob/user)
if(..(user, 1))
to_chat(user, "The service panel is [src.open ? "open" : "closed"].")
. = ..()
if(Adjacent(user))
. += "The service panel is [src.open ? "open" : "closed"]."
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
@@ -722,10 +722,10 @@
..()
/obj/item/weapon/storage/trinketbox/examine(mob/user)
..()
. = ..()
if(open && contents.len)
var/display_item = contents[1]
to_chat(user, "<span class='notice'>\The [src] contains \the [display_item]!</span>")
. += "<span class='notice'>\The [src] contains \the [display_item]!</span>"
/obj/item/weapon/storage/AllowDrop()
return TRUE
+6 -6
View File
@@ -101,13 +101,13 @@
set_light(0)
/obj/item/weapon/melee/baton/examine(mob/user)
if(!..(user, 1))
return
. = ..()
if(bcell)
to_chat(user, "<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>")
if(!bcell)
to_chat(user, "<span class='warning'>The baton does not have a power source installed.</span>")
if(Adjacent(user, src))
if(bcell)
. += "<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>"
if(!bcell)
. += "<span class='warning'>The baton does not have a power source installed.</span>"
/obj/item/weapon/melee/baton/attackby(obj/item/weapon/W, mob/user)
if(use_external_power)
@@ -14,7 +14,6 @@
desc = "Murder device."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 10
drop_sound = 'sound/items/drop/metalweapon.ogg'
@@ -30,7 +30,7 @@
/obj/item/weapon/tank/jetpack/examine(mob/user)
. = ..()
if(air_contents.total_moles < 5)
to_chat(user, "<span class='danger'>The meter on \the [src] indicates you are almost out of gas!</span>")
. += "<span class='danger'>The meter on \the [src] indicates you are almost out of gas!</span>"
playsound(user, 'sound/effects/alert.ogg', 50, 1)
/obj/item/weapon/tank/jetpack/verb/toggle_rockets()
@@ -116,8 +116,8 @@
var/obj/item/weapon/rig/holder
/obj/item/weapon/tank/jetpack/rig/examine()
to_chat(usr, "It's a jetpack. If you can see this, report it on the bug tracker.")
return 0
. = ..()
. += "It's a jetpack. If you can see this, report it on the bug tracker."
/obj/item/weapon/tank/jetpack/rig/allow_thrust(num, mob/living/user as mob)
@@ -22,9 +22,9 @@
return
/obj/item/weapon/tank/oxygen/examine(mob/user)
if(..(user, 0) && air_contents.gas["oxygen"] < 10)
to_chat(user, text("<span class='warning'>The meter on \the [src] indicates you are almost out of oxygen!</span>"))
//playsound(usr, 'sound/effects/alert.ogg', 50, 1)
. = ..()
if(loc == user && (air_contents.gas["oxygen"] < 10))
. += "<span class='warning'>The meter on \the [src] indicates you are almost out of oxygen!</span>"
/obj/item/weapon/tank/oxygen/yellow
desc = "A tank of oxygen, this one is yellow."
@@ -60,8 +60,9 @@
icon_state = "oxygen"
/obj/item/weapon/tank/air/examine(mob/user)
if(..(user, 0) && air_contents.gas["oxygen"] < 1 && loc==user)
to_chat(user, "<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>")
. = ..()
if(loc == user && (air_contents.gas["oxygen"] < 1))
. += "<span class='warning'>The meter on \the [src] indicates you are almost out of air!</span>"
user << sound('sound/effects/alert.ogg')
/obj/item/weapon/tank/air/Initialize()
@@ -153,8 +154,9 @@
return
/obj/item/weapon/tank/emergency/oxygen/examine(mob/user)
if(..(user, 0) && air_contents.gas["oxygen"] < 0.2 && loc==user)
to_chat(user, text("<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>"))
. = ..()
if(loc == user && (air_contents.gas["oxygen"] < 0.2))
. += "<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>"
user << sound('sound/effects/alert.ogg')
/obj/item/weapon/tank/emergency/oxygen/engi
@@ -228,8 +230,9 @@
return
/obj/item/weapon/tank/nitrogen/examine(mob/user)
if(..(user, 0) && air_contents.gas["nitrogen"] < 10)
to_chat(user, text("<span class='danger'>The meter on \the [src] indicates you are almost out of nitrogen!</span>"))
. = ..()
if(loc == user && (air_contents.gas["nitrogen"] < 10))
. += "<span class='danger'>The meter on \the [src] indicates you are almost out of nitrogen!</span>"
//playsound(user, 'sound/effects/alert.ogg', 50, 1)
/obj/item/weapon/tank/stasis/nitro_cryo // Synthmorph bags need to have initial pressure within safe bounds for human atmospheric pressure, but low temperature to stop unwanted degredation.
@@ -82,8 +82,8 @@ var/list/global/tank_gauge_cache = list()
. = ..()
/obj/item/weapon/tank/examine(mob/user)
. = ..(user, 0)
if(.)
. = ..()
if(loc == user)
var/celsius_temperature = air_contents.temperature - T0C
var/descriptive
switch(celsius_temperature)
@@ -101,12 +101,12 @@ var/list/global/tank_gauge_cache = list()
descriptive = "cold"
else
descriptive = "bitterly cold"
to_chat(user, "<span class='notice'>\The [src] feels [descriptive].</span>")
. += "<span class='notice'>\The [src] feels [descriptive].</span>"
if(src.proxyassembly.assembly || wired)
to_chat(user, "<span class='warning'>It seems to have [wired? "some wires ": ""][wired && src.proxyassembly.assembly? "and ":""][src.proxyassembly.assembly ? "some sort of assembly ":""]attached to it.</span>")
. += "<span class='warning'>It seems to have [wired? "some wires ": ""][wired && src.proxyassembly.assembly? "and ":""][src.proxyassembly.assembly ? "some sort of assembly ":""]attached to it.</span>"
if(src.valve_welded)
to_chat(user, "<span class='warning'>\The [src] emergency relief valve has been welded shut!</span>")
. += "<span class='warning'>\The [src] emergency relief valve has been welded shut!</span>"
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -147,11 +147,11 @@ Frequency:
if(com)
break
break
if (istype(com, /obj/machinery/computer/teleporter) && com.locked && !com.one_time_use)
if (istype(com, /obj/machinery/computer/teleporter) && com.teleport_control.locked && !com.one_time_use)
if(R.icon_state == "tele1")
L["[com.id] (Active)"] = com.locked
L["[com.id] (Active)"] = com.teleport_control.locked
else
L["[com.id] (Inactive)"] = com.locked
L["[com.id] (Inactive)"] = com.teleport_control.locked
var/list/turfs = list( )
for(var/turf/T in orange(10))
if(T.x>world.maxx-8 || T.x<8) continue //putting them at the edge is dumb
@@ -22,12 +22,12 @@
var/list/tools = list()
var/current_tool = 1
/obj/item/weapon/combitool/examine()
..()
if(loc == usr && tools.len)
to_chat(usr, "It has the following fittings:")
/obj/item/weapon/combitool/examine(mob/user)
. = ..()
if(loc == user && tools.len)
. += "It has the following fittings:"
for(var/obj/item/tool in tools)
to_chat(usr, "[bicon(tool)] - [tool.name][tools[current_tool]==tool?" (selected)":""]")
. += "[bicon(tool)] - [tool.name][tools[current_tool]==tool?" (selected)":""]")
/obj/item/weapon/combitool/New()
..()
@@ -56,9 +56,9 @@
return ..()
/obj/item/weapon/weldingtool/examine(mob/user)
if(..(user, 0))
if(max_fuel)
to_chat(user, "[bicon(src)] The [src.name] contains [get_fuel()]/[src.max_fuel] units of fuel!")
. = ..()
if(max_fuel && loc == user)
. += "It contains [get_fuel()]/[src.max_fuel] units of fuel!"
/obj/item/weapon/weldingtool/attack(atom/A, mob/living/user, def_zone)
if(ishuman(A) && user.a_intent == I_HELP)
@@ -556,13 +556,12 @@
return power_supply
/obj/item/weapon/weldingtool/electric/examine(mob/user)
if(get_dist(src, user) > 1)
to_chat(user, desc)
else
. = ..()
if(Adjacent(user))
if(power_supply)
to_chat(user, "[bicon(src)] The [src.name] has [get_fuel()] charge left.")
. += "It [src.name] has [get_fuel()] charge left."
else
to_chat(user, "[bicon(src)] The [src.name] has no power cell!")
. += "It [src.name] has no power cell!"
/obj/item/weapon/weldingtool/electric/get_fuel()
if(use_external_power)
@@ -144,9 +144,8 @@
src.add_fingerprint(usr)
/obj/item/weapon/weldpack/examine(mob/user)
..(user)
to_chat(user, "[bicon(src)] [src.reagents.total_volume] units of fuel left!")
return
. = ..()
. += "It has [src.reagents.total_volume] units of fuel left!"
/obj/item/weapon/weldpack/survival
name = "emergency welding kit"
+133 -1
View File
@@ -400,4 +400,136 @@
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
/obj/item/weapon/storage/box/shotgunammo
)
)
)
// Not strictly a gun, but is used in PoIs to spawn the dropped guns of mercs, or a busted version.
/obj/random/projectile/scrapped_gun
name = "broken gun spawner"
desc = "Spawns a random broken gun, or rarely a fully functional one."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_gun/item_to_spawn()
return pickweight(list(
/obj/random/projectile/scrapped_pistol = 10,
/obj/random/projectile/scrapped_smg = 5,
/obj/random/projectile/scrapped_laser = 5,
/obj/random/projectile/scrapped_shotgun = 3,
/obj/random/projectile/scrapped_ionrifle = 3,
/obj/random/projectile/scrapped_bulldog = 1,
/obj/random/projectile/scrapped_flechette = 1,
/obj/random/projectile/scrapped_grenadelauncher = 1,
/obj/random/projectile/scrapped_dartgun = 1
))
/obj/random/projectile/scrapped_shotgun
name = "broken shotgun spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "shotgun"
/obj/random/projectile/scrapped_shotgun/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/pumpshotgun = 10,
/obj/item/weapon/broken_gun/pumpshotgun_combat = 5,
/obj/item/weapon/gun/projectile/shotgun/pump = 3,
/obj/item/weapon/gun/projectile/shotgun/pump/combat = 1
))
/obj/random/projectile/scrapped_smg
name = "broken smg spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_smg/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/c20r = 10,
/obj/item/weapon/gun/projectile/automatic/c20r = 3
))
/obj/random/projectile/scrapped_pistol
name = "broken pistol spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_pistol/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/silenced45 = 10,
/obj/item/weapon/gun/projectile/silenced = 3
))
/obj/random/projectile/scrapped_laser
name = "broken laser spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_laser/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/laserrifle = 10,
/obj/item/weapon/broken_gun/laser_retro = 5,
/obj/item/weapon/gun/energy/laser = 3,
/obj/item/weapon/gun/energy/retro = 1
))
/obj/random/projectile/scrapped_ionrifle
name = "broken ionrifle spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_ionrifle/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/ionrifle = 10,
/obj/item/weapon/gun/energy/ionrifle = 3
))
/obj/random/projectile/scrapped_bulldog
name = "broken z8 spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_bulldog/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/z8 = 10,
/obj/item/weapon/gun/projectile/automatic/z8 = 3
))
/obj/random/projectile/scrapped_flechette
name = "broken flechette spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_flechette/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/flechette = 10,
/obj/item/weapon/gun/magnetic/railgun/flechette = 3
))
/obj/random/projectile/scrapped_grenadelauncher
name = "broken grenadelauncher spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_grenadelauncher/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/grenadelauncher = 10,
/obj/item/weapon/gun/launcher/grenade = 3
))
/obj/random/projectile/scrapped_dartgun
name = "broken dartgun spawner"
desc = "Loot for PoIs, or their mobs."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
/obj/random/projectile/scrapped_dartgun/item_to_spawn()
return pickweight(list(
/obj/item/weapon/broken_gun/dartgun = 10,
/obj/item/weapon/gun/projectile/dartgun = 3
))
+13
View File
@@ -700,3 +700,16 @@
/obj/item/weapon/reagent_containers/food/condiment/small/packet/crayon/purple,
/obj/item/weapon/reagent_containers/food/condiment/small/packet/crayon/grey,
/obj/item/weapon/reagent_containers/food/condiment/small/packet/crayon/brown)
/obj/random/thermalponcho
name = "random thermal poncho"
desc = "This is a thermal poncho spawn."
icon = 'icons/obj/clothing/ties.dmi'
icon_state = "classicponcho"
/obj/random/thermalponcho/item_to_spawn()
return pick(prob(5);/obj/item/clothing/accessory/poncho/thermal,
prob(3);/obj/item/clothing/accessory/poncho/thermal/red,
prob(3);/obj/item/clothing/accessory/poncho/thermal/green,
prob(3);/obj/item/clothing/accessory/poncho/thermal/purple,
prob(3);/obj/item/clothing/accessory/poncho/thermal/blue)
+155
View File
@@ -104,6 +104,15 @@
prob(33);/mob/living/simple_mob/animal/giant_spider/frost,
prob(45);/mob/living/simple_mob/animal/sif/shantak)
/obj/random/mob/sif/kururak
name = "Random Kururak"
desc = "This is a random kururak, either waking or hibernating. Will be hostile if more than one are waking."
icon_state = "frost"
/obj/random/mob/sif/kururak/item_to_spawn()
return pick(prob(1);/mob/living/simple_mob/animal/sif/kururak/hibernate,
prob(20);/mob/living/simple_mob/animal/sif/kururak)
/obj/random/mob/spider
name = "Random Spider" //Spiders should patrol where they spawn.
desc = "This is a random boring spider."
@@ -163,6 +172,7 @@
/obj/random/mob/robotic/item_to_spawn() //Hivebots have a total number of 'lots' equal to the lesser drone, at 60.
return pick(prob(60);/mob/living/simple_mob/mechanical/combat_drone/lesser,
prob(50);/mob/living/simple_mob/mechanical/combat_drone,
prob(50);/mob/living/simple_mob/mechanical/mining_drone,
prob(15);/mob/living/simple_mob/mechanical/mecha/ripley,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus,
prob(10);/mob/living/simple_mob/mechanical/hivebot,
@@ -174,6 +184,25 @@
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
/obj/random/mob/robotic/drone
name = "Random Drone"
desc = "This is a random drone."
icon_state = "drone_dead"
overwrite_hostility = 1
mob_faction = "malf_drone"
mob_returns_home = 1
mob_wander = 1
mob_wander_distance = 5
mob_hostile = 1
mob_retaliate = 1
/obj/random/mob/robotic/drone/item_to_spawn()
return pick(prob(6);/mob/living/simple_mob/mechanical/combat_drone/lesser,
prob(1);/mob/living/simple_mob/mechanical/combat_drone,
prob(3);/mob/living/simple_mob/mechanical/mining_drone)
/obj/random/mob/robotic/hivebot
name = "Random Hivebot"
desc = "This is a random hivebot."
@@ -203,3 +232,129 @@
prob(30);/mob/living/simple_mob/animal/passive/mouse/brown,
prob(30);/mob/living/simple_mob/animal/passive/mouse/gray,
prob(25);/obj/random/mouseremains) //because figuring out how to come up with it picking nothing is beyond my coding ability.
// Mercs
/obj/random/mob/merc
name = "Random Mercenary"
desc = "This is a random PoI mercenary."
icon_state = "syndicate"
mob_faction = "syndicate"
mob_returns_home = 1
mob_wander_distance = 7 // People like to wander, and these people probably have a lot of stuff to guard.
/obj/random/mob/merc/item_to_spawn()
return pick(prob(60);/mob/living/simple_mob/humanoid/merc/melee/poi,
prob(40);/mob/living/simple_mob/humanoid/merc/melee/sword/poi,
prob(40);/mob/living/simple_mob/humanoid/merc/ranged/poi,
prob(30);/mob/living/simple_mob/humanoid/merc/ranged/smg/poi,
prob(20);/mob/living/simple_mob/humanoid/merc/ranged/laser/poi,
prob(5);/mob/living/simple_mob/humanoid/merc/ranged/ionrifle/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/grenadier/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/rifle/poi,
prob(15);/mob/living/simple_mob/humanoid/merc/ranged/rifle/mag/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/technician/poi
)
/obj/random/mob/merc/armored
name = "Random Armored Infantry Merc"
desc = "This is a random PoI exo or robot for mercs."
icon_state = "drone3"
/obj/random/mob/merc/armored/item_to_spawn()
return pick(prob(30);/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark,
prob(40);/mob/living/simple_mob/mechanical/mecha/combat/gygax/medgax,
prob(40);/mob/living/simple_mob/mechanical/mecha/combat/gygax,
prob(10);/mob/living/simple_mob/mechanical/mecha/combat/durand/defensive/mercenary,
prob(60);/mob/living/simple_mob/mechanical/mecha/hoverpod/manned,
prob(5);/mob/living/simple_mob/mechanical/mecha/combat/marauder,
prob(1);/mob/living/simple_mob/mechanical/mecha/combat/marauder/seraph,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus/manned,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus/murdysseus/manned,
prob(60);/mob/living/simple_mob/mechanical/mecha/ripley/manned
)
/obj/random/mob/merc/all
name = "Random Mercenary All"
desc = "A random PoI mercenary, including armored."
/obj/random/mob/merc/all/item_to_spawn()
return pick(prob(20);/obj/random/mob/merc,
prob(1);/obj/random/mob/merc/armored
)
// Multiple mobs, one spawner.
/obj/random/mob/multiple
name = "Random Multiple Mob Spawner"
desc = "A base multiple-mob spawner. Takes lists of lists."
/obj/random/mob/multiple/spawn_item()
var/list/things_to_make = item_to_spawn()
for(var/new_type in things_to_make)
var/mob/living/simple_mob/M = new new_type(src.loc)
if(!istype(M))
continue
if(M.has_AI())
var/datum/ai_holder/AI = M.ai_holder
AI.go_sleep() //Don't fight eachother while we're still setting up!
AI.returns_home = mob_returns_home
AI.wander = mob_wander
AI.max_home_distance = mob_wander_distance
if(overwrite_hostility)
AI.hostile = mob_hostile
AI.retaliate = mob_retaliate
AI.go_wake() //Now you can kill eachother if your faction didn't override.
if(pixel_x || pixel_y)
M.pixel_x = pixel_x
M.pixel_y = pixel_y
/obj/random/mob/multiple/sifmobs
name = "Random Sifmob Pack"
desc = "A pack of random neutral sif mobs."
/obj/random/mob/multiple/sifmobs/item_to_spawn()
return pick(
prob(60);list(
/mob/living/simple_mob/animal/sif/diyaab,
/mob/living/simple_mob/animal/sif/diyaab,
/mob/living/simple_mob/animal/sif/diyaab
),
prob(15);list(
/mob/living/simple_mob/animal/sif/duck,
/mob/living/simple_mob/animal/sif/duck,
/mob/living/simple_mob/animal/sif/duck
),
prob(10);list(
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/leader/autofollow/retaliate
),
prob(5);list(
/mob/living/simple_mob/animal/sif/kururak/leader,
/mob/living/simple_mob/animal/sif/kururak,
/mob/living/simple_mob/animal/sif/kururak
),
prob(5);list(
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly
),
prob(1);list(
/mob/living/simple_mob/animal/goat,
/mob/living/simple_mob/animal/goat
),
prob(1);list(
/mob/living/simple_mob/animal/sif/sakimm/intelligent,
/mob/living/simple_mob/animal/sif/sakimm,
/mob/living/simple_mob/animal/sif/sakimm,
/mob/living/simple_mob/animal/sif/sakimm
)
)
+5 -5
View File
@@ -14,16 +14,16 @@
. -= "Off"
/obj/structure/sign/double/barsign/examine(mob/user)
..()
. = ..()
switch(icon_state)
if("Off")
to_chat(user, "It appears to be switched off.")
. += "It appears to be switched off."
if("narsiebistro")
to_chat(user, "It shows a picture of a large black and red being. Spooky!")
. += "It shows a picture of a large black and red being. Spooky!"
if("on", "empty")
to_chat(user, "The lights are on, but there's no picture.")
. += "The lights are on, but there's no picture."
else
to_chat(user, "It says '[icon_state]'")
. += "It says '[icon_state]'"
/obj/structure/sign/double/barsign/New()
..()
+6 -8
View File
@@ -170,16 +170,14 @@ LINEN BINS
/obj/structure/bedsheetbin/examine(mob/user)
..(user)
. = ..()
if(amount < 1)
to_chat(user, "There are no bed sheets in the bin.")
return
if(amount == 1)
to_chat(user, "There is one bed sheet in the bin.")
return
to_chat(user, "There are [amount] bed sheets in the bin.")
. += "There are no bed sheets in the bin."
else if(amount == 1)
. += "There is one bed sheet in the bin."
else
. += "There are [amount] bed sheets in the bin."
/obj/structure/bedsheetbin/update_icon()
switch(amount)
@@ -57,24 +57,25 @@
update_icon()
/obj/structure/closet/examine(mob/user)
if(!src.opened && (..(user, 1) || isobserver(user)))
. = ..()
if(Adjacent(user) || isobserver(user))
var/content_size = 0
for(var/obj/item/I in src.contents)
if(!I.anchored)
content_size += CEILING(I.w_class/2, 1)
if(!content_size)
to_chat(user, "It is empty.")
. += "It is empty."
else if(storage_capacity > content_size*4)
to_chat(user, "It is barely filled.")
. += "It is barely filled."
else if(storage_capacity > content_size*2)
to_chat(user, "It is less than half full.")
. += "It is less than half full."
else if(storage_capacity > content_size)
to_chat(user, "There is still some free space.")
. += "There is still some free space."
else
to_chat(user, "It is full.")
. += "It is full."
if(!src.opened && isobserver(user))
to_chat(user, "It contains: [counting_english_list(contents)]")
. += "It contains: [counting_english_list(contents)]"
/obj/structure/closet/CanPass(atom/movable/mover, turf/target)
if(wall_mounted)
@@ -161,4 +161,7 @@
var/datum/gas_mixture/above_air = return_air()
grave_breath.adjust_gas(gasid, BREATH_MOLES)
grave_breath.temperature = (above_air.temperature) - 30 //Underground
return grave_breath
return grave_breath
/obj/structure/closet/grave/dirthole
name = "hole"
@@ -9,9 +9,9 @@
var/paint_color = "#666666"
/obj/structure/vehiclecage/examine(mob/user)
..()
. = ..()
if(my_vehicle)
to_chat(user, "<span class='notice'>It seems to contain \the [my_vehicle].</span>")
. += "<span class='notice'>It seems to contain \the [my_vehicle].</span>"
/obj/structure/vehiclecage/Initialize()
. = ..()
+2 -2
View File
@@ -32,9 +32,9 @@
switch(hole_size)
if(MEDIUM_HOLE)
user.show_message("There is a large hole in \the [src].")
. += "There is a large hole in it."
if(LARGE_HOLE)
user.show_message("\The [src] has been completely cut through.")
. += "It has been completely cut through."
/obj/structure/fence/get_description_interaction()
var/list/results = list()
@@ -1,478 +1,493 @@
/obj/structure/flora
name = "flora"
desc = "A perfectly generic plant."
anchored = TRUE // Usually, plants don't move. Usually.
plane = DECAL_PLANE
layer = BELOW_MOB_LAYER
var/randomize_size = FALSE
var/max_x_scale = 1.25
var/max_y_scale = 1.25
var/min_x_scale = 0.9
var/min_y_scale = 0.9
var/harvest_tool = null // The type of item used to harvest the plant.
var/harvest_count = 0
var/randomize_harvest_count = TRUE
var/max_harvests = 0
var/min_harvests = -1
var/list/harvest_loot = null // Should be an associative list for things to spawn, and their weights. An example would be a branch from a tree.
/obj/structure/flora/Initialize()
..()
if(randomize_size)
icon_scale_x = rand(min_x_scale * 100, max_x_scale * 100) / 100
icon_scale_y = rand(min_y_scale * 100, max_y_scale * 100) / 100
if(prob(50))
icon_scale_x *= -1
update_transform()
if(randomize_harvest_count)
max_harvests = max(0, rand(min_harvests, max_harvests)) // Incase you want to weight it more toward 'not harvestable', set min_harvests to a negative value.
/obj/structure/flora/examine(mob/user)
. = ..(user)
if(harvest_count < max_harvests)
to_chat(user, "<span class='notice'>\The [src] seems to have something hanging from it.</span>")
/obj/structure/flora/attackby(var/obj/item/weapon/W, var/mob/living/user)
if(can_harvest(W))
var/harvest_spawn = pickweight(harvest_loot)
var/atom/movable/AM = spawn_harvest(harvest_spawn, user)
if(!AM)
to_chat(user, "<span class='notice'>You fail to harvest anything from \the [src].</span>")
else
to_chat(user, "<span class='notice'>You harvest \the [AM] from \the [src].</span>")
return
..(W, user)
/obj/structure/flora/proc/can_harvest(var/obj/item/I)
. = FALSE
if(harvest_tool && istype(I, harvest_tool) && harvest_loot && harvest_loot.len && harvest_count < max_harvests)
. = TRUE
return .
/obj/structure/flora/proc/spawn_harvest(var/path = null, var/mob/user = null)
if(!ispath(path))
return 0
var/turf/Target = get_turf(src)
if(user)
Target = get_turf(user)
var/atom/movable/AM = new path(Target)
harvest_count++
return AM
//bushes
/obj/structure/flora/bush
name = "bush"
icon = 'icons/obj/flora/snowflora.dmi'
icon_state = "snowbush1"
/obj/structure/flora/bush/New()
..()
icon_state = "snowbush[rand(1, 6)]"
/obj/structure/flora/pottedplant
name = "potted plant"
desc = "Really ties the room together."
icon = 'icons/obj/plants.dmi'
icon_state = "plant-26"
anchored = FALSE
//newbushes
/obj/structure/flora/ausbushes
name = "bush"
icon = 'icons/obj/flora/ausflora.dmi'
icon_state = "firstbush_1"
/obj/structure/flora/ausbushes/New()
..()
icon_state = "firstbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/reedbush
icon_state = "reedbush_1"
/obj/structure/flora/ausbushes/reedbush/New()
..()
icon_state = "reedbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/leafybush
icon_state = "leafybush_1"
/obj/structure/flora/ausbushes/leafybush/New()
..()
icon_state = "leafybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/palebush
icon_state = "palebush_1"
/obj/structure/flora/ausbushes/palebush/New()
..()
icon_state = "palebush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/stalkybush
icon_state = "stalkybush_1"
/obj/structure/flora/ausbushes/stalkybush/New()
..()
icon_state = "stalkybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/grassybush
icon_state = "grassybush_1"
/obj/structure/flora/ausbushes/grassybush/New()
..()
icon_state = "grassybush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/fernybush
icon_state = "fernybush_1"
/obj/structure/flora/ausbushes/fernybush/New()
..()
icon_state = "fernybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/sunnybush
icon_state = "sunnybush_1"
/obj/structure/flora/ausbushes/sunnybush/New()
..()
icon_state = "sunnybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/genericbush
icon_state = "genericbush_1"
/obj/structure/flora/ausbushes/genericbush/New()
..()
icon_state = "genericbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/pointybush
icon_state = "pointybush_1"
/obj/structure/flora/ausbushes/pointybush/New()
..()
icon_state = "pointybush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/lavendergrass
icon_state = "lavendergrass_1"
/obj/structure/flora/ausbushes/lavendergrass/New()
..()
icon_state = "lavendergrass_[rand(1, 4)]"
/obj/structure/flora/ausbushes/ywflowers
icon_state = "ywflowers_1"
/obj/structure/flora/ausbushes/ywflowers/New()
..()
icon_state = "ywflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/brflowers
icon_state = "brflowers_1"
/obj/structure/flora/ausbushes/brflowers/New()
..()
icon_state = "brflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/ppflowers
icon_state = "ppflowers_1"
/obj/structure/flora/ausbushes/ppflowers/New()
..()
icon_state = "ppflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/sparsegrass
icon_state = "sparsegrass_1"
/obj/structure/flora/ausbushes/sparsegrass/New()
..()
icon_state = "sparsegrass_[rand(1, 3)]"
/obj/structure/flora/ausbushes/fullgrass
icon_state = "fullgrass_1"
/obj/structure/flora/ausbushes/fullgrass/New()
..()
icon_state = "fullgrass_[rand(1, 3)]"
/obj/structure/flora/skeleton
name = "hanging skeleton model"
icon = 'icons/obj/plants.dmi' //what an interesting plant
icon_state = "hangskele"
desc = "It's an anatomical model of a human skeletal system made of plaster."
plane = OBJ_PLANE
//potted plants credit: Flashkirby
/obj/structure/flora/pottedplant
name = "potted plant"
desc = "Really brings the room together."
icon = 'icons/obj/plants.dmi'
icon_state = "plant-01"
plane = OBJ_PLANE
var/obj/item/stored_item
/obj/structure/flora/pottedplant/examine(mob/user)
..()
if(in_range(user, src) && stored_item)
to_chat(user, "<i>You can see something in there...</i>")
/obj/structure/flora/pottedplant/attackby(obj/item/I, mob/user)
if(stored_item)
to_chat(user, "<span class='notice'>[I] won't fit in. There already appears to be something in here...</span>")
return
if(I.w_class > ITEMSIZE_TINY)
to_chat(user, "<span class='notice'>[I] is too big to fit inside [src].</span>")
return
if(do_after(user, 10))
user.drop_from_inventory(I, src)
I.forceMove(src)
stored_item = I
src.visible_message("\icon[src] \icon[I] [user] places [I] into [src].")
return
else
to_chat(user, "<span class='notice'>You refrain from putting things into the plant pot.</span>")
return
..()
/obj/structure/flora/pottedplant/attack_hand(mob/user)
if(!stored_item)
to_chat(user, "<b>You see nothing of interest in [src]...</b>")
else
if(do_after(user, 10))
to_chat(user, "You find \icon[stored_item] [stored_item] in [src]!")
stored_item.forceMove(get_turf(src))
stored_item = null
..()
/obj/structure/flora/pottedplant/large
name = "large potted plant"
desc = "This is a large plant. Three branches support pairs of waxy leaves."
icon_state = "plant-26"
/obj/structure/flora/pottedplant/fern
name = "potted fern"
desc = "This is an ordinary looking fern. It looks like it could do with some water."
icon_state = "plant-02"
/obj/structure/flora/pottedplant/overgrown
name = "overgrown potted plants"
desc = "This is an assortment of colourful plants. Some parts are overgrown."
icon_state = "plant-03"
/obj/structure/flora/pottedplant/bamboo
name = "potted bamboo"
desc = "These are bamboo shoots. The tops looks like they've been cut short."
icon_state = "plant-04"
/obj/structure/flora/pottedplant/largebush
name = "large potted bush"
desc = "This is a large bush. The leaves stick upwards in an odd fashion."
icon_state = "plant-05"
/obj/structure/flora/pottedplant/thinbush
name = "thin potted bush"
desc = "This is a thin bush. It appears to be flowering."
icon_state = "plant-06"
/obj/structure/flora/pottedplant/mysterious
name = "mysterious potted bulbs"
desc = "This is a mysterious looking plant. Touching the bulbs cause them to shrink."
icon_state = "plant-07"
catalogue_data = list(/datum/category_item/catalogue/flora/eyebulbs)
/obj/structure/flora/pottedplant/smalltree
name = "small potted tree"
desc = "This is a small tree. It is rather pleasant."
icon_state = "plant-08"
/obj/structure/flora/pottedplant/unusual
name = "unusual potted plant"
desc = "This is an unusual plant. It's bulbous ends emit a soft blue light."
icon_state = "plant-09"
light_range = 2
light_power = 0.6
light_color = "#33CCFF"
catalogue_data = list(/datum/category_item/catalogue/flora/sif_tree)
/obj/structure/flora/pottedplant/orientaltree
name = "potted oriental tree"
desc = "This is a rather oriental style tree. Its flowers are bright pink."
icon_state = "plant-10"
/obj/structure/flora/pottedplant/smallcactus
name = "small potted cactus"
desc = "This is a small cactus. Its needles are sharp."
icon_state = "plant-11"
/obj/structure/flora/pottedplant/tall
name = "tall potted plant"
desc = "This is a tall plant. Tiny pores line its surface."
icon_state = "plant-12"
/obj/structure/flora/pottedplant/sticky
name = "sticky potted plant"
desc = "This is an odd plant. Its sticky leaves trap insects."
icon_state = "plant-13"
/obj/structure/flora/pottedplant/smelly
name = "smelly potted plant"
desc = "This is some kind of tropical plant. It reeks of rotten eggs."
icon_state = "plant-14"
/obj/structure/flora/pottedplant/small
name = "small potted plant"
desc = "This is a pot of assorted small flora. Some look familiar."
icon_state = "plant-15"
/obj/structure/flora/pottedplant/aquatic
name = "aquatic potted plant"
desc = "This is apparently an aquatic plant. It's probably fake."
icon_state = "plant-16"
/obj/structure/flora/pottedplant/shoot
name = "small potted shoot"
desc = "This is a small shoot. It still needs time to grow."
icon_state = "plant-17"
/obj/structure/flora/pottedplant/flower
name = "potted flower"
desc = "This is a slim plant. Sweet smelling flowers are supported by spindly stems."
icon_state = "plant-18"
/obj/structure/flora/pottedplant/crystal
name = "crystalline potted plant"
desc = "These are rather cubic plants. Odd crystal formations grow on the end."
icon_state = "plant-19"
/obj/structure/flora/pottedplant/subterranean
name = "subterranean potted plant"
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "plant-20"
light_range = 2
light_power = 0.6
light_color = "#FF6633"
/obj/structure/flora/pottedplant/minitree
name = "potted tree"
desc = "This is a miniature tree. Apparently it was grown to 1/5 scale."
icon_state = "plant-21"
/obj/structure/flora/pottedplant/stoutbush
name = "stout potted bush"
desc = "This is a stout bush. Its leaves point up and outwards."
icon_state = "plant-22"
/obj/structure/flora/pottedplant/drooping
name = "drooping potted plant"
desc = "This is a small plant. The drooping leaves make it look like its wilted."
icon_state = "plant-23"
/obj/structure/flora/pottedplant/tropical
name = "tropical potted plant"
desc = "This is some kind of tropical plant. It hasn't begun to flower yet."
icon_state = "plant-24"
/obj/structure/flora/pottedplant/dead
name = "dead potted plant"
desc = "This is the dried up remains of a dead plant. Someone should replace it."
icon_state = "plant-25"
/obj/structure/flora/pottedplant/decorative
name = "decorative potted plant"
desc = "This is a decorative shrub. It's been trimmed into the shape of an apple."
icon_state = "applebush"
/obj/structure/flora/pottedplant/xmas
name = "small christmas tree"
desc = "This is a tiny well lit decorative christmas tree."
icon_state = "plant-xmas"
/obj/structure/flora/sif
icon = 'icons/obj/flora/sifflora.dmi'
/obj/structure/flora/sif/attack_hand(mob/user)
if (user.a_intent == I_HURT)
if(do_after(user, 5 SECONDS))
user.visible_message("\The [user] digs up \the [src.name].", "You dig up \the [src.name].")
qdel(src)
else
user.visible_message("\The [user] pokes \the [src.name].", "You poke \the [src.name].")
/datum/category_item/catalogue/flora/subterranean_bulbs
name = "Sivian Flora - Subterranean Bulbs"
desc = "A plant which is native to Sif, it continues the trend of being a bioluminescent specimen. These plants \
are generally suited for conditions experienced in caverns, which are generally dark and cold. It is not \
known why this plant evolved to be bioluminescent, however this property has, unintentionally, allowed for \
it to spread much farther than before, with the assistance of humans.\
<br><br>\
In Sif's early history, Sivian settlers found this plant while they were establishing mines. Their ability \
to emit low, but consistant amounts of light made them desirable to the settlers. They would often cultivate \
this plant inside man-made tunnels and mines to act as a backup source of light that would not need \
electricity. This technique has saved many lost miners, and this practice continues to this day."
value = CATALOGUER_REWARD_EASY
/obj/structure/flora/sif/subterranean
name = "subterranean plant"
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "glowplant"
light_range = 2
light_power = 0.6
light_color = "#FF6633"
catalogue_data = list(/datum/category_item/catalogue/flora/subterranean_bulbs)
/obj/structure/flora/sif/subterranean/Initialize()
icon_state = "[initial(icon_state)][rand(1,2)]"
. = ..()
/datum/category_item/catalogue/flora/eyebulbs
name = "Sivian Flora - Eyebulbs"
desc = "A plant native to Sif. On the end of its stems are bulbs which visually resemble \
eyes, which shrink when touched. One theory is that the bulbs are a result of mimicry, appearing as eyeballs to protect from predators.<br><br>\
These plants have no known use."
value = CATALOGUER_REWARD_EASY
/obj/structure/flora/sif/eyes
name = "mysterious bulbs"
desc = "This is a mysterious looking plant. They kind of look like eyeballs. Creepy."
icon_state = "eyeplant"
catalogue_data = list(/datum/category_item/catalogue/flora/eyebulbs)
/obj/structure/flora/sif/eyes/Initialize()
icon_state = "[initial(icon_state)][rand(1,3)]"
. = ..()
/datum/category_item/catalogue/flora/mosstendrils
name = "Sivian Flora - Moss Stalks"
desc = "A plant native to Sif. The plant is most closely related to the common, dense moss found covering Sif's terrain. \
It has evolved a method of camouflage utilizing white hairs on its dorsal sides to make it appear as a small mound of snow from \
above. It has no known use, though it is a common furnishing in contemporary homes."
value = CATALOGUER_REWARD_TRIVIAL
/obj/structure/flora/sif/tendrils
name = "stocky tendrils"
desc = "A 'plant' made up of hardened moss. It has tiny hairs that bunch together to look like snow."
icon_state = "grass"
randomize_size = TRUE
catalogue_data = list(/datum/category_item/catalogue/flora/mosstendrils)
/obj/structure/flora/sif/tendrils/Initialize()
icon_state = "[initial(icon_state)][rand(1,3)]"
. = ..()
/obj/structure/flora
name = "flora"
desc = "A perfectly generic plant."
anchored = TRUE // Usually, plants don't move. Usually.
plane = DECAL_PLANE
layer = BELOW_MOB_LAYER
var/randomize_size = FALSE
var/max_x_scale = 1.25
var/max_y_scale = 1.25
var/min_x_scale = 0.9
var/min_y_scale = 0.9
var/harvest_tool = null // The type of item used to harvest the plant.
var/harvest_count = 0
var/randomize_harvest_count = TRUE
var/max_harvests = 0
var/min_harvests = -1
var/list/harvest_loot = null // Should be an associative list for things to spawn, and their weights. An example would be a branch from a tree.
/obj/structure/flora/Initialize()
..()
if(randomize_size)
icon_scale_x = rand(min_x_scale * 100, max_x_scale * 100) / 100
icon_scale_y = rand(min_y_scale * 100, max_y_scale * 100) / 100
if(prob(50))
icon_scale_x *= -1
update_transform()
if(randomize_harvest_count)
max_harvests = max(0, rand(min_harvests, max_harvests)) // Incase you want to weight it more toward 'not harvestable', set min_harvests to a negative value.
/obj/structure/flora/examine(mob/user)
. = ..()
if(harvest_count < max_harvests)
. += get_harvestable_desc()
/obj/structure/flora/proc/get_harvestable_desc()
return "<span class='notice'>\The [src] seems to have something hanging from it.</span>"
/obj/structure/flora/attackby(var/obj/item/weapon/W, var/mob/living/user)
if(can_harvest(W))
var/harvest_spawn = pickweight(harvest_loot)
var/atom/movable/AM = spawn_harvest(harvest_spawn, user)
if(!AM)
to_chat(user, "<span class='notice'>You fail to harvest anything from \the [src].</span>")
else
to_chat(user, "<span class='notice'>You harvest \the [AM] from \the [src].</span>")
return
..(W, user)
/obj/structure/flora/proc/can_harvest(var/obj/item/I)
. = FALSE
if(harvest_tool && istype(I, harvest_tool) && harvest_loot && harvest_loot.len && harvest_count < max_harvests)
. = TRUE
return .
/obj/structure/flora/proc/spawn_harvest(var/path = null, var/mob/user = null)
if(!ispath(path))
return 0
var/turf/Target = get_turf(src)
if(user)
Target = get_turf(user)
var/atom/movable/AM = new path(Target)
harvest_count++
return AM
//bushes
/obj/structure/flora/bush
name = "bush"
icon = 'icons/obj/flora/snowflora.dmi'
icon_state = "snowbush1"
/obj/structure/flora/bush/New()
..()
icon_state = "snowbush[rand(1, 6)]"
/obj/structure/flora/pottedplant
name = "potted plant"
desc = "Really ties the room together."
icon = 'icons/obj/plants.dmi'
icon_state = "plant-26"
anchored = FALSE
//newbushes
/obj/structure/flora/ausbushes
name = "bush"
icon = 'icons/obj/flora/ausflora.dmi'
icon_state = "firstbush_1"
/obj/structure/flora/ausbushes/New()
..()
icon_state = "firstbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/reedbush
icon_state = "reedbush_1"
/obj/structure/flora/ausbushes/reedbush/New()
..()
icon_state = "reedbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/leafybush
icon_state = "leafybush_1"
/obj/structure/flora/ausbushes/leafybush/New()
..()
icon_state = "leafybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/palebush
icon_state = "palebush_1"
/obj/structure/flora/ausbushes/palebush/New()
..()
icon_state = "palebush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/stalkybush
icon_state = "stalkybush_1"
/obj/structure/flora/ausbushes/stalkybush/New()
..()
icon_state = "stalkybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/grassybush
icon_state = "grassybush_1"
/obj/structure/flora/ausbushes/grassybush/New()
..()
icon_state = "grassybush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/fernybush
icon_state = "fernybush_1"
/obj/structure/flora/ausbushes/fernybush/New()
..()
icon_state = "fernybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/sunnybush
icon_state = "sunnybush_1"
/obj/structure/flora/ausbushes/sunnybush/New()
..()
icon_state = "sunnybush_[rand(1, 3)]"
/obj/structure/flora/ausbushes/genericbush
icon_state = "genericbush_1"
/obj/structure/flora/ausbushes/genericbush/New()
..()
icon_state = "genericbush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/pointybush
icon_state = "pointybush_1"
/obj/structure/flora/ausbushes/pointybush/New()
..()
icon_state = "pointybush_[rand(1, 4)]"
/obj/structure/flora/ausbushes/lavendergrass
icon_state = "lavendergrass_1"
/obj/structure/flora/ausbushes/lavendergrass/New()
..()
icon_state = "lavendergrass_[rand(1, 4)]"
/obj/structure/flora/ausbushes/ywflowers
icon_state = "ywflowers_1"
/obj/structure/flora/ausbushes/ywflowers/New()
..()
icon_state = "ywflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/brflowers
icon_state = "brflowers_1"
/obj/structure/flora/ausbushes/brflowers/New()
..()
icon_state = "brflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/ppflowers
icon_state = "ppflowers_1"
/obj/structure/flora/ausbushes/ppflowers/New()
..()
icon_state = "ppflowers_[rand(1, 3)]"
/obj/structure/flora/ausbushes/sparsegrass
icon_state = "sparsegrass_1"
/obj/structure/flora/ausbushes/sparsegrass/New()
..()
icon_state = "sparsegrass_[rand(1, 3)]"
/obj/structure/flora/ausbushes/fullgrass
icon_state = "fullgrass_1"
/obj/structure/flora/ausbushes/fullgrass/New()
..()
icon_state = "fullgrass_[rand(1, 3)]"
/obj/structure/flora/skeleton
name = "hanging skeleton model"
icon = 'icons/obj/plants.dmi' //what an interesting plant
icon_state = "hangskele"
desc = "It's an anatomical model of a human skeletal system made of plaster."
plane = OBJ_PLANE
//potted plants credit: Flashkirby
/obj/structure/flora/pottedplant
name = "potted plant"
desc = "Really brings the room together."
icon = 'icons/obj/plants.dmi'
icon_state = "plant-01"
plane = OBJ_PLANE
var/obj/item/stored_item
/obj/structure/flora/pottedplant/examine(mob/user)
. = ..()
if(in_range(user, src) && stored_item)
. += "<span class='filter_notice'><i>You can see something in there...</i></span>"
/obj/structure/flora/pottedplant/attackby(obj/item/I, mob/user)
if(stored_item)
to_chat(user, "<span class='notice'>[I] won't fit in. There already appears to be something in here...</span>")
return
if(I.w_class > ITEMSIZE_TINY)
to_chat(user, "<span class='notice'>[I] is too big to fit inside [src].</span>")
return
if(do_after(user, 10))
user.drop_from_inventory(I, src)
I.forceMove(src)
stored_item = I
src.visible_message("[bicon(src)] [bicon(I)] [user] places [I] into [src].")
return
else
to_chat(user, "<span class='notice'>You refrain from putting things into the plant pot.</span>")
return
..()
/obj/structure/flora/pottedplant/attack_hand(mob/user)
if(!stored_item)
to_chat(user, "<span class='filter_notice'><b>You see nothing of interest in [src]...</b></span>")
else
if(do_after(user, 10))
to_chat(user, "<span class='filter_notice'>You find [bicon(stored_item)] [stored_item] in [src]!</span>")
stored_item.forceMove(get_turf(src))
stored_item = null
..()
/obj/structure/flora/pottedplant/large
name = "large potted plant"
desc = "This is a large plant. Three branches support pairs of waxy leaves."
icon_state = "plant-26"
/obj/structure/flora/pottedplant/fern
name = "potted fern"
desc = "This is an ordinary looking fern. It looks like it could do with some water."
icon_state = "plant-02"
/obj/structure/flora/pottedplant/overgrown
name = "overgrown potted plants"
desc = "This is an assortment of colourful plants. Some parts are overgrown."
icon_state = "plant-03"
/obj/structure/flora/pottedplant/bamboo
name = "potted bamboo"
desc = "These are bamboo shoots. The tops looks like they've been cut short."
icon_state = "plant-04"
/obj/structure/flora/pottedplant/largebush
name = "large potted bush"
desc = "This is a large bush. The leaves stick upwards in an odd fashion."
icon_state = "plant-05"
/obj/structure/flora/pottedplant/thinbush
name = "thin potted bush"
desc = "This is a thin bush. It appears to be flowering."
icon_state = "plant-06"
/obj/structure/flora/pottedplant/mysterious
name = "mysterious potted bulbs"
desc = "This is a mysterious looking plant. Touching the bulbs cause them to shrink."
icon_state = "plant-07"
catalogue_data = list(/datum/category_item/catalogue/flora/eyebulbs)
/obj/structure/flora/pottedplant/smalltree
name = "small potted tree"
desc = "This is a small tree. It is rather pleasant."
icon_state = "plant-08"
/obj/structure/flora/pottedplant/unusual
name = "unusual potted plant"
desc = "This is an unusual plant. It's bulbous ends emit a soft blue light."
icon_state = "plant-09"
light_range = 2
light_power = 0.6
light_color = "#33CCFF"
catalogue_data = list(/datum/category_item/catalogue/flora/sif_tree)
/obj/structure/flora/pottedplant/orientaltree
name = "potted oriental tree"
desc = "This is a rather oriental style tree. Its flowers are bright pink."
icon_state = "plant-10"
/obj/structure/flora/pottedplant/smallcactus
name = "small potted cactus"
desc = "This is a small cactus. Its needles are sharp."
icon_state = "plant-11"
/obj/structure/flora/pottedplant/tall
name = "tall potted plant"
desc = "This is a tall plant. Tiny pores line its surface."
icon_state = "plant-12"
/obj/structure/flora/pottedplant/sticky
name = "sticky potted plant"
desc = "This is an odd plant. Its sticky leaves trap insects."
icon_state = "plant-13"
/obj/structure/flora/pottedplant/smelly
name = "smelly potted plant"
desc = "This is some kind of tropical plant. It reeks of rotten eggs."
icon_state = "plant-14"
/obj/structure/flora/pottedplant/small
name = "small potted plant"
desc = "This is a pot of assorted small flora. Some look familiar."
icon_state = "plant-15"
/obj/structure/flora/pottedplant/aquatic
name = "aquatic potted plant"
desc = "This is apparently an aquatic plant. It's probably fake."
icon_state = "plant-16"
/obj/structure/flora/pottedplant/shoot
name = "small potted shoot"
desc = "This is a small shoot. It still needs time to grow."
icon_state = "plant-17"
/obj/structure/flora/pottedplant/flower
name = "potted flower"
desc = "This is a slim plant. Sweet smelling flowers are supported by spindly stems."
icon_state = "plant-18"
/obj/structure/flora/pottedplant/crystal
name = "crystalline potted plant"
desc = "These are rather cubic plants. Odd crystal formations grow on the end."
icon_state = "plant-19"
/obj/structure/flora/pottedplant/subterranean
name = "subterranean potted plant"
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "plant-20"
light_range = 2
light_power = 0.6
light_color = "#FF6633"
/obj/structure/flora/pottedplant/minitree
name = "potted tree"
desc = "This is a miniature tree. Apparently it was grown to 1/5 scale."
icon_state = "plant-21"
/obj/structure/flora/pottedplant/stoutbush
name = "stout potted bush"
desc = "This is a stout bush. Its leaves point up and outwards."
icon_state = "plant-22"
/obj/structure/flora/pottedplant/drooping
name = "drooping potted plant"
desc = "This is a small plant. The drooping leaves make it look like its wilted."
icon_state = "plant-23"
/obj/structure/flora/pottedplant/tropical
name = "tropical potted plant"
desc = "This is some kind of tropical plant. It hasn't begun to flower yet."
icon_state = "plant-24"
/obj/structure/flora/pottedplant/dead
name = "dead potted plant"
desc = "This is the dried up remains of a dead plant. Someone should replace it."
icon_state = "plant-25"
/obj/structure/flora/pottedplant/decorative
name = "decorative potted plant"
desc = "This is a decorative shrub. It's been trimmed into the shape of an apple."
icon_state = "applebush"
/obj/structure/flora/pottedplant/xmas
name = "small christmas tree"
desc = "This is a tiny well lit decorative christmas tree."
icon_state = "plant-xmas"
/obj/structure/flora/sif
icon = 'icons/obj/flora/sifflora.dmi'
/obj/structure/flora/sif/attack_hand(mob/user)
if (user.a_intent == I_HURT)
if(do_after(user, 5 SECONDS))
user.visible_message("<span class='filter_notice'>\The [user] digs up \the [src.name].", "You dig up \the [src.name].</span>")
qdel(src)
else
user.visible_message("<span class='filter_notice'>\The [user] pokes \the [src.name].", "You poke \the [src.name].</span>")
/datum/category_item/catalogue/flora/subterranean_bulbs
name = "Sivian Flora - Subterranean Bulbs"
desc = "A plant which is native to Sif, it continues the trend of being a bioluminescent specimen. These plants \
are generally suited for conditions experienced in caverns, which are generally dark and cold. It is not \
known why this plant evolved to be bioluminescent, however this property has, unintentionally, allowed for \
it to spread much farther than before, with the assistance of humans.\
<br><br>\
In Sif's early history, Sivian settlers found this plant while they were establishing mines. Their ability \
to emit low, but consistant amounts of light made them desirable to the settlers. They would often cultivate \
this plant inside man-made tunnels and mines to act as a backup source of light that would not need \
electricity. This technique has saved many lost miners, and this practice continues to this day."
value = CATALOGUER_REWARD_EASY
/obj/structure/flora/sif/subterranean
name = "subterranean plant"
desc = "This is a subterranean plant. It's bulbous ends glow faintly."
icon_state = "glowplant"
light_range = 2
light_power = 0.6
light_color = "#FF6633"
catalogue_data = list(/datum/category_item/catalogue/flora/subterranean_bulbs)
/obj/structure/flora/sif/subterranean/Initialize()
icon_state = "[initial(icon_state)][rand(1,2)]"
. = ..()
/datum/category_item/catalogue/flora/eyebulbs
name = "Sivian Flora - Eyebulbs"
desc = "A plant native to Sif. On the end of its stems are bulbs which visually resemble \
eyes, which shrink when touched. One theory is that the bulbs are a result of mimicry, appearing as eyeballs to protect from predators.<br><br>\
These plants have no known use."
value = CATALOGUER_REWARD_EASY
/obj/structure/flora/sif/eyes
name = "mysterious bulbs"
desc = "This is a mysterious looking plant. They kind of look like eyeballs. Creepy."
icon_state = "eyeplant"
catalogue_data = list(/datum/category_item/catalogue/flora/eyebulbs)
/obj/structure/flora/sif/eyes/Initialize()
icon_state = "[initial(icon_state)][rand(1,3)]"
. = ..()
/datum/category_item/catalogue/flora/mosstendrils
name = "Sivian Flora - Moss Stalks"
desc = "A plant native to Sif. The plant is most closely related to the common, dense moss found covering Sif's terrain. \
It has evolved a method of camouflage utilizing white hairs on its dorsal sides to make it appear as a small mound of snow from \
above. It has no known use, though it is a common furnishing in contemporary homes."
value = CATALOGUER_REWARD_TRIVIAL
/obj/structure/flora/sif/tendrils
name = "stocky tendrils"
desc = "A 'plant' made up of hardened moss. It has tiny hairs that bunch together to look like snow."
icon_state = "grass"
randomize_size = TRUE
catalogue_data = list(/datum/category_item/catalogue/flora/mosstendrils)
harvest_tool = /obj/item/weapon/material/knife
max_harvests = 1
min_harvests = -4
harvest_loot = list(
/obj/item/seeds/wabback = 15,
/obj/item/seeds/blackwabback = 1,
/obj/item/seeds/wildwabback = 30
)
/obj/structure/flora/sif/tendrils/Initialize()
icon_state = "[initial(icon_state)][rand(1,3)]"
. = ..()
/obj/structure/flora/sif/tendrils/get_harvestable_desc()
return "<span class='notice'>\The [src] seems to be growing over something.</span>"
@@ -11,7 +11,6 @@
..()
icon_state = "snowgrass[rand(1, 3)]bb"
/obj/structure/flora/grass/green
icon_state = "snowgrass1gb"
+3 -1
View File
@@ -273,7 +273,9 @@
max_harvests = 2
min_harvests = -4
harvest_loot = list(
/obj/item/weapon/reagent_containers/food/snacks/siffruit = 5
/obj/item/weapon/reagent_containers/food/snacks/siffruit = 20,
/obj/item/weapon/reagent_containers/food/snacks/grown/sifpod = 5,
/obj/item/seeds/sifbulb = 1
)
var/light_shift = 0
+5 -7
View File
@@ -30,13 +30,11 @@
color = material.icon_colour
/obj/structure/gravemarker/examine(mob/user)
..()
if(get_dist(src, user) < 4)
if(grave_name)
to_chat(user, "Here Lies [grave_name]")
if(get_dist(src, user) < 2)
if(epitaph)
to_chat(user, epitaph)
. = ..()
if(grave_name && get_dist(src, user) < 4)
. += "Here Lies [grave_name]"
if(epitaph && get_dist(src, user) < 2)
. += epitaph
/obj/structure/gravemarker/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
+8 -10
View File
@@ -24,10 +24,9 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
/obj/structure/janitorialcart/examine(mob/user)
if(..(user, 1))
to_chat(user, "[src] [bicon(src)] contains [reagents.total_volume] unit\s of liquid!")
//everything else is visible, so doesn't need to be mentioned
. = ..()
if(Adjacent(user))
. += "It contains [reagents.total_volume] unit\s of liquid!"
/obj/structure/janitorialcart/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/storage/bag/trash) && !mybag)
@@ -186,12 +185,11 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
/obj/structure/bed/chair/janicart/examine(mob/user)
if(!..(user, 1))
return
to_chat(user, "[bicon(src)] This [callme] contains [reagents.total_volume] unit\s of water!")
if(mybag)
to_chat(user, "\A [mybag] is hanging on the [callme].")
. = ..()
if(Adjacent(user))
. += "This [callme] contains [reagents.total_volume] unit\s of water!"
if(mybag)
. += "\A [mybag] is hanging on the [callme]."
/obj/structure/bed/chair/janicart/attackby(obj/item/I, mob/user)
+5 -1
View File
@@ -40,6 +40,10 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
var/list/uncommon_loot = list() // Uncommon is actually maybe some useful items, usually the reason someone bothers looking inside.
var/list/rare_loot = list() // Rare is really powerful, or at least unique items.
/obj/structure/loot_pile/attack_ai(var/mob/user)
if(isrobot(user) && Adjacent(user))
return attack_hand(user)
/obj/structure/loot_pile/attack_hand(mob/user)
//Human mob
if(isliving(user))
@@ -351,8 +355,8 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/weapon/circuitboard/atmos_alert,
/obj/item/weapon/circuitboard/airalarm,
/obj/item/weapon/circuitboard/fax,
/obj/item/weapon/circuitboard/ghettosmes,
/obj/item/weapon/circuitboard/jukebox,
/obj/item/weapon/circuitboard/batteryrack,
/obj/item/weapon/circuitboard/message_monitor,
/obj/item/weapon/circuitboard/rcon_console,
/obj/item/weapon/smes_coil,
+3 -2
View File
@@ -17,8 +17,9 @@ GLOBAL_LIST_BOILERPLATE(all_mopbuckets, /obj/structure/mopbucket)
..()
/obj/structure/mopbucket/examine(mob/user)
if(..(user, 1))
to_chat(user, "[src] [bicon(src)] contains [reagents.total_volume] unit\s of water!")
. = ..()
if(Adjacent(user))
. += "It contains [reagents.total_volume] unit\s of water!"
/obj/structure/mopbucket/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop))
+3 -6
View File
@@ -51,21 +51,18 @@
return
/obj/structure/noticeboard/attack_hand(var/mob/user)
examine(user)
user.examinate(src)
// Since Topic() never seems to interact with usr on more than a superficial
// level, it should be fine to let anyone mess with the board other than ghosts.
/obj/structure/noticeboard/examine(var/mob/user)
if(!user)
user = usr
if(user.Adjacent(src))
. = ..()
if(Adjacent(user))
var/dat = "<B>Noticeboard</B><BR>"
for(var/obj/item/weapon/paper/P in src)
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> <A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A><BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
else
..()
/obj/structure/noticeboard/Topic(href, href_list)
..()
+3 -3
View File
@@ -46,11 +46,11 @@
if(health < maxhealth)
switch(health / maxhealth)
if(0.0 to 0.5)
to_chat(user, "<span class='warning'>It looks severely damaged!</span>")
. += "<span class='warning'>It looks severely damaged!</span>"
if(0.25 to 0.5)
to_chat(user, "<span class='warning'>It looks damaged!</span>")
. += "<span class='warning'>It looks damaged!</span>"
if(0.5 to 1.0)
to_chat(user, "<span class='notice'>It has a few scrapes and dents.</span>")
. += "<span class='notice'>It has a few scrapes and dents.</span>"
/obj/structure/railing/take_damage(amount)
health -= amount
+12 -12
View File
@@ -3,7 +3,7 @@
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
can_atmos_pass = ATMOS_PASS_DENSITY
can_atmos_pass = ATMOS_PASS_PROC
w_class = ITEMSIZE_NORMAL
layer = WINDOW_LAYER
@@ -25,27 +25,27 @@
var/fulltile = FALSE // Set to true on full-tile variants.
/obj/structure/window/examine(mob/user)
. = ..(user)
. = ..()
if(health == maxhealth)
to_chat(user, "<span class='notice'>It looks fully intact.</span>")
. += "<span class='notice'>It looks fully intact.</span>"
else
var/perc = health / maxhealth
if(perc > 0.75)
to_chat(user, "<span class='notice'>It has a few cracks.</span>")
. += "<span class='notice'>It has a few cracks.</span>"
else if(perc > 0.5)
to_chat(user, "<span class='warning'>It looks slightly damaged.</span>")
. += "<span class='warning'>It looks slightly damaged.</span>"
else if(perc > 0.25)
to_chat(user, "<span class='warning'>It looks moderately damaged.</span>")
. += "<span class='warning'>It looks moderately damaged.</span>"
else
to_chat(user, "<span class='danger'>It looks heavily damaged.</span>")
. += "<span class='danger'>It looks heavily damaged.</span>"
if(silicate)
if (silicate < 30)
to_chat(user, "<span class='notice'>It has a thin layer of silicate.</span>")
. += "<span class='notice'>It has a thin layer of silicate.</span>"
else if (silicate < 70)
to_chat(user, "<span class='notice'>It is covered in silicate.</span>")
. += "<span class='notice'>It is covered in silicate.</span>"
else
to_chat(user, "<span class='notice'>There is a thick layer of silicate covering it.</span>")
. += "<span class='notice'>There is a thick layer of silicate covering it.</span>"
/obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1)
var/initialhealth = health
@@ -143,8 +143,8 @@
/obj/structure/window/CanZASPass(turf/T, is_zone)
if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
return anchored ? ATMOS_PASS_NO : ATMOS_PASS_YES // If it's anchored, it'll block air.
return ATMOS_PASS_YES // Don't stop airflow from the other sides.
return !anchored // If it's anchored, it'll block air.
return TRUE // Don't stop airflow from the other sides.
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))