mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-22 08:01:16 +00:00
Merge remote-tracking branch 'remotes/Baystation12/dev' into internalsBox
Conflicts: maps/exodus-1.dmm
This commit is contained in:
@@ -427,10 +427,19 @@
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||||
//If set, sink_volume_mod adjusts the effective output volume used in the calculation. This is useful when the output gas_mixture is
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//part of a pipenetwork, and so it's volume isn't representative of the actual volume since the gas will be shared across the pipenetwork when it processes.
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||||
/proc/calculate_transfer_moles(datum/gas_mixture/source, datum/gas_mixture/sink, var/pressure_delta, var/sink_volume_mod=0)
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||||
//Make the approximation that the sink temperature is unchanged after transferring gas
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||||
var/air_temperature = (sink.temperature > 0)? sink.temperature : source.temperature
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||||
var/output_volume = (sink.volume * sink.group_multiplier) + sink_volume_mod
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if(source.temperature == 0 || source.total_moles == 0) return 0
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var/output_volume = (sink.volume * sink.group_multiplier) + sink_volume_mod
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||||
var/source_total_moles = source.total_moles * source.group_multiplier
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||||
var/air_temperature = source.temperature
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if(sink.total_moles > 0 && sink.temperature > 0)
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//estimate the final temperature of the sink after transfer
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var/estimate_moles = pressure_delta*output_volume/(sink.temperature * R_IDEAL_GAS_EQUATION)
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var/sink_heat_capacity = sink.heat_capacity()
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var/transfer_heat_capacity = source.heat_capacity()*estimate_moles/source_total_moles
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air_temperature = (sink.temperature*sink_heat_capacity + source.temperature*transfer_heat_capacity) / (sink_heat_capacity + transfer_heat_capacity)
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//get the number of moles that would have to be transfered to bring sink to the target pressure
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return pressure_delta*output_volume/(air_temperature * R_IDEAL_GAS_EQUATION)
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||||
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@@ -67,13 +67,15 @@
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||||
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||||
icon = null
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||||
initial_loc = get_area(loc)
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||||
if (initial_loc.master)
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||||
initial_loc = initial_loc.master
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||||
area_uid = initial_loc.uid
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||||
if (!id_tag)
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assign_uid()
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||||
id_tag = num2text(uid)
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||||
/obj/machinery/atmospherics/unary/vent_pump/Destroy()
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||||
unregister_radio(src, frequency)
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||||
..()
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||||
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||||
/obj/machinery/atmospherics/unary/vent_pump/high_volume
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||||
name = "Large Air Vent"
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power_channel = EQUIP
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@@ -211,14 +213,6 @@
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return pressure_delta
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//Radio remote control
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/obj/machinery/atmospherics/unary/vent_pump/proc/set_frequency(new_frequency)
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radio_controller.remove_object(src, frequency)
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frequency = new_frequency
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if(frequency)
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radio_connection = radio_controller.add_object(src, frequency,radio_filter_in)
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/obj/machinery/atmospherics/unary/vent_pump/proc/broadcast_status()
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if(!radio_connection)
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return 0
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||||
@@ -260,7 +254,7 @@
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||||
radio_filter_in = frequency==1439?(RADIO_FROM_AIRALARM):null
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radio_filter_out = frequency==1439?(RADIO_TO_AIRALARM):null
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||||
if(frequency)
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set_frequency(frequency)
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radio_connection = register_radio(src, frequency, frequency, radio_filter_in)
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src.broadcast_status()
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/obj/machinery/atmospherics/unary/vent_pump/receive_signal(datum/signal/signal)
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@@ -36,13 +36,16 @@
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icon = null
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initial_loc = get_area(loc)
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if (initial_loc.master)
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initial_loc = initial_loc.master
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area_uid = initial_loc.uid
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if (!id_tag)
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assign_uid()
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id_tag = num2text(uid)
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/obj/machinery/atmospherics/unary/vent_scrubber/Destroy()
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unregister_radio(src, frequency)
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..()
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||||
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||||
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/obj/machinery/atmospherics/unary/vent_scrubber/update_icon(var/safety = 0)
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||||
if(!check_icon_cache())
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return
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||||
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||||
@@ -91,11 +91,11 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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anchored = 1
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||||
mouse_opacity = 0
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||||
//luminosity = 3
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||||
blend_mode = BLEND_ADD
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||||
icon = 'icons/effects/fire.dmi'
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||||
icon_state = "1"
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l_color = "#ED9200"
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||||
light_color = "#ED9200"
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||||
layer = TURF_LAYER
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||||
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||||
var/firelevel = 10000 //Calculated by gas_mixture.calculate_firelevel()
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||||
@@ -114,13 +114,13 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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||||
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||||
if(firelevel > 6)
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||||
icon_state = "3"
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||||
SetLuminosity(7)
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||||
set_light(7, 3)
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else if(firelevel > 2.5)
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icon_state = "2"
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SetLuminosity(5)
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set_light(5, 2)
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else
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icon_state = "1"
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SetLuminosity(3)
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||||
set_light(3, 1)
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//im not sure how to implement a version that works for every creature so for now monkeys are firesafe
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for(var/mob/living/L in loc)
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||||
@@ -158,6 +158,9 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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else
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enemy_tile.adjacent_fire_act(loc, air_contents, air_contents.temperature, air_contents.volume)
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animate(src, color = heat2color(air_contents.temperature), 5)
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||||
set_light(l_color = color)
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||||
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||||
/obj/fire/New(newLoc,fl)
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||||
..()
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||||
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||||
@@ -165,7 +168,11 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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qdel(src)
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set_dir(pick(cardinal))
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SetLuminosity(3)
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var/datum/gas_mixture/air_contents = loc.return_air()
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color = heat2color(air_contents.temperature)
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set_light(3, 1, color)
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firelevel = fl
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air_master.active_hotspots.Add(src)
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||||
@@ -178,7 +185,7 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
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||||
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||||
/obj/fire/proc/RemoveFire()
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||||
if (istype(loc, /turf))
|
||||
SetLuminosity(0)
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||||
set_light(0)
|
||||
|
||||
loc = null
|
||||
air_master.active_hotspots.Remove(src)
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||||
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||||
@@ -16,22 +16,32 @@
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||||
return 1
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||||
return 0
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||||
|
||||
/proc/max_default_z_level()
|
||||
var/max_z = 0
|
||||
for(var/z in config.station_levels)
|
||||
max_z = max(z, max_z)
|
||||
for(var/z in config.admin_levels)
|
||||
max_z = max(z, max_z)
|
||||
for(var/z in config.player_levels)
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||||
max_z = max(z, max_z)
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||||
return max_z
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||||
|
||||
/proc/get_area(O)
|
||||
var/turf/loc = get_turf(O)
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||||
if(loc)
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||||
var/area/res = loc.loc
|
||||
.= res.master
|
||||
.= res
|
||||
|
||||
/proc/get_area_name(N) //get area by its name
|
||||
for(var/area/A in world)
|
||||
if(A.name == N)
|
||||
return A
|
||||
return 0
|
||||
|
||||
|
||||
/proc/get_area_master(const/O)
|
||||
var/area/A = get_area(O)
|
||||
if (isarea(A))
|
||||
return A.master
|
||||
return A
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||||
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||||
/proc/in_range(source, user)
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||||
if(get_dist(source, user) <= 1)
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||||
@@ -66,18 +76,6 @@
|
||||
/proc/isNotAdminLevel(var/level)
|
||||
return !isAdminLevel(level)
|
||||
|
||||
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
|
||||
//They should approximate pythagoras theorem well enough for our needs.
|
||||
#define k1 0.934
|
||||
#define k2 0.427
|
||||
/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
|
||||
var/dx = abs(Ax - Bx) //sides of right-angled triangle
|
||||
var/dy = abs(Ay - By)
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||||
if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
|
||||
else return (k2*dx) + (k1*dy)
|
||||
#undef k1
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||||
#undef k2
|
||||
|
||||
/proc/circlerange(center=usr,radius=3)
|
||||
|
||||
var/turf/centerturf = get_turf(center)
|
||||
|
||||
@@ -182,11 +182,9 @@ proc/listclearnulls(list/list)
|
||||
|
||||
//Return a list with no duplicate entries
|
||||
/proc/uniquelist(var/list/L)
|
||||
var/list/K = list()
|
||||
for(var/item in L)
|
||||
if(!(item in K))
|
||||
K += item
|
||||
return K
|
||||
. = list()
|
||||
for(var/i in L)
|
||||
. |= i
|
||||
|
||||
//Mergesort: divides up the list into halves to begin the sort
|
||||
/proc/sortKey(var/list/client/L, var/order = 1)
|
||||
|
||||
@@ -125,3 +125,10 @@ Proc for attack log creation, because really why not
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [what_done] by [user ? "[user.name][(ismob(user) && user.ckey) ? "([user.ckey])" : ""]" : "NON-EXISTANT SUBJECT"][object ? " with [object]" : " "][addition]</font>")
|
||||
if(admin)
|
||||
log_attack("<font color='red'>[user ? "[user.name][(ismob(user) && user.ckey) ? "([user.ckey])" : ""]" : "NON-EXISTANT SUBJECT"] [what_done] [target ? "[target.name][(ismob(target) && target.ckey)? "([target.ckey])" : ""]" : "NON-EXISTANT SUBJECT"][object ? " with [object]" : " "][addition]</font>")
|
||||
|
||||
//checks whether this item is a module of the robot it is located in.
|
||||
/proc/is_robot_module(var/obj/item/thing)
|
||||
if (!thing || !istype(thing.loc, /mob/living/silicon/robot))
|
||||
return 0
|
||||
var/mob/living/silicon/robot/R = thing.loc
|
||||
return (thing in R.module.modules)
|
||||
|
||||
@@ -25,13 +25,31 @@
|
||||
|
||||
if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0
|
||||
|
||||
// Knifing
|
||||
if(edge)
|
||||
for(var/obj/item/weapon/grab/G in M.grabbed_by)
|
||||
if(G.assailant == user && G.state >= GRAB_NECK && world.time >= (G.last_action + 20))
|
||||
//TODO: better alternative for applying damage multiple times? Nice knifing sound?
|
||||
M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
|
||||
M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
|
||||
M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)
|
||||
M.adjustOxyLoss(60) // Brain lacks oxygen immediately, pass out
|
||||
flick(G.hud.icon_state, G.hud)
|
||||
G.last_action = world.time
|
||||
user.visible_message("<span class='danger'>[user] slit [M]'s throat open with \the [name]!</span>")
|
||||
user.attack_log += "\[[time_stamp()]\]<font color='red'> Knifed [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Got knifed by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
msg_admin_attack("[key_name(user)] knifed [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
|
||||
return
|
||||
|
||||
/////////////////////////
|
||||
user.lastattacked = M
|
||||
M.lastattacker = user
|
||||
|
||||
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
|
||||
if(!no_attack_log)
|
||||
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
|
||||
msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
|
||||
/////////////////////////
|
||||
|
||||
var/power = force
|
||||
|
||||
@@ -78,7 +78,7 @@ var/list/delayed_garbage = list()
|
||||
destroyed["\ref[A]"] = world.time
|
||||
|
||||
/datum/controller/process/garbage_collector/getStatName()
|
||||
return ..()+"([garbage_collector.dels]/[garbage_collector.hard_dels])"
|
||||
return ..()+"([garbage_collector.destroyed.len]/[garbage_collector.dels]/[garbage_collector.hard_dels])"
|
||||
|
||||
// Should be treated as a replacement for the 'del' keyword.
|
||||
// Datums passed to this will be given a chance to clean up references to allow the GC to collect them.
|
||||
@@ -94,8 +94,9 @@ var/list/delayed_garbage = list()
|
||||
if(!istype(A))
|
||||
//warning("qdel() passed object of type [A.type]. qdel() can only handle /datum types.")
|
||||
del(A)
|
||||
garbage_collector.dels++
|
||||
garbage_collector.hard_dels++
|
||||
if(garbage_collector)
|
||||
garbage_collector.dels++
|
||||
garbage_collector.hard_dels++
|
||||
else if(isnull(A.gcDestroyed))
|
||||
// Let our friend know they're about to get collected
|
||||
. = !A.Destroy()
|
||||
@@ -120,7 +121,7 @@ var/list/delayed_garbage = list()
|
||||
/icon/finalize_qdel()
|
||||
del(src)
|
||||
|
||||
/imagine/finalize_qdel()
|
||||
/image/finalize_qdel()
|
||||
del(src)
|
||||
|
||||
/mob/finalize_qdel()
|
||||
|
||||
@@ -11,5 +11,10 @@
|
||||
|
||||
powernets.Remove(powerNetwork)
|
||||
|
||||
// This is necessary to ensure powersinks are always the first devices that drain power from powernet.
|
||||
// Otherwise APCs or other stuff go first, resulting in bad things happening.
|
||||
for(var/obj/item/device/powersink/S in processing_objects)
|
||||
S.drain()
|
||||
|
||||
/datum/controller/process/powernet/getStatName()
|
||||
return ..()+"([powernets.len])"
|
||||
return ..()+"([powernets.len])"
|
||||
|
||||
@@ -1,450 +0,0 @@
|
||||
/*
|
||||
Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
|
||||
|
||||
This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and
|
||||
ShadowDarke's respective lighting libraries. Credits, where due, to them.
|
||||
|
||||
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
|
||||
by using the var/tag variable and moving turfs into the contents list of the correct sub-area. This method is
|
||||
much less costly than using overlays or objects.
|
||||
|
||||
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
|
||||
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
|
||||
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
|
||||
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
|
||||
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
|
||||
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
|
||||
turning it back on with lighting_controller.processing = 1.
|
||||
|
||||
Unlike our old system there are hardcoded maximum luminositys (different for certain atoms).
|
||||
This is to cap the cost of creating lighting effects.
|
||||
(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
|
||||
|
||||
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
|
||||
have larger memory requirements than our previous system but it's easily worth the hassle for the greater control we
|
||||
gain. It also reduces cost of removing lighting effects by a lot!
|
||||
|
||||
Known Issues/TODO:
|
||||
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
|
||||
No directional lighting support. (prototype looked ugly)
|
||||
*/
|
||||
|
||||
#define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects.
|
||||
#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
|
||||
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects
|
||||
|
||||
datum/light_source
|
||||
var/atom/owner
|
||||
var/changed = 1
|
||||
var/list/effect = list()
|
||||
var/__x = 0 //x coordinate at last update
|
||||
var/__y = 0 //y coordinate at last update
|
||||
var/__z = 0 //z coordinate at last update
|
||||
|
||||
var/_l_color //do not use directly, only used as reference for updating
|
||||
var/col_r
|
||||
var/col_g
|
||||
var/col_b
|
||||
|
||||
|
||||
New(atom/A)
|
||||
if(!istype(A))
|
||||
CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
|
||||
..()
|
||||
owner = A
|
||||
readrgb(owner.l_color)
|
||||
__x = owner.x
|
||||
__y = owner.y
|
||||
__z = owner.z
|
||||
// the lighting object maintains a list of all light sources
|
||||
lighting_controller.lights += src
|
||||
|
||||
|
||||
//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
|
||||
proc/check()
|
||||
if(!owner)
|
||||
remove_effect()
|
||||
return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
|
||||
|
||||
// check to see if we've moved since last update
|
||||
if(owner.x != __x || owner.y != __y || owner.z != __z)
|
||||
__x = owner.x
|
||||
__y = owner.y
|
||||
__z = owner.z
|
||||
changed = 1
|
||||
|
||||
if (owner.l_color != _l_color)
|
||||
readrgb(owner.l_color)
|
||||
changed = 1
|
||||
|
||||
if(changed)
|
||||
changed = 0
|
||||
remove_effect()
|
||||
return add_effect()
|
||||
return 0
|
||||
|
||||
|
||||
proc/remove_effect()
|
||||
// before we apply the effect we remove the light's current effect.
|
||||
for(var/turf/T in effect) // negate the effect of this light source
|
||||
T.update_lumcount(-effect[T], col_r, col_g, col_b, 1)
|
||||
effect.Cut() // clear the effect list
|
||||
|
||||
proc/add_effect()
|
||||
// only do this if the light is turned on and is on the map
|
||||
if(owner.loc && owner.luminosity > 0)
|
||||
readrgb(owner.l_color)
|
||||
effect = list()
|
||||
for(var/turf/T in view(owner.get_light_range(),get_turf(owner)))
|
||||
var/delta_lumen = lum(T)
|
||||
if(delta_lumen > 0)
|
||||
effect[T] = delta_lumen
|
||||
T.update_lumcount(delta_lumen, col_r, col_g, col_b, 0)
|
||||
|
||||
return 0
|
||||
else
|
||||
owner.light = null
|
||||
return 1 //cause the light to be removed from the lights list and garbage collected once it's no
|
||||
//longer referenced by the queue
|
||||
|
||||
proc/lum(turf/A)
|
||||
if (owner.trueLuminosity < 1)
|
||||
return 0
|
||||
var/dist
|
||||
if(!A)
|
||||
dist = 0
|
||||
else
|
||||
#ifdef LIGHTING_CIRCULAR
|
||||
dist = cheap_hypotenuse(A.x, A.y, __x, __y)
|
||||
#else
|
||||
dist = max(abs(A.x - __x), abs(A.y - __y))
|
||||
#endif
|
||||
if (owner.trueLuminosity > 100) // This will never happen... right?
|
||||
return sqrt(owner.trueLuminosity) - dist
|
||||
else
|
||||
return sqrtTable[owner.trueLuminosity] - dist
|
||||
|
||||
proc/readrgb(col)
|
||||
_l_color = col
|
||||
if(col)
|
||||
col_r = GetRedPart(col)
|
||||
col_g = GetGreenPart(col)
|
||||
col_b = GetBluePart(col)
|
||||
else
|
||||
col_r = null
|
||||
|
||||
atom
|
||||
var/datum/light_source/light
|
||||
var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear.
|
||||
// We may read it, but NEVER set it directly.
|
||||
var/l_color
|
||||
|
||||
//Turfs with opacity when they are constructed will trigger nearby lights to update
|
||||
//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
|
||||
turf/New()
|
||||
..()
|
||||
if(luminosity)
|
||||
if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
|
||||
trueLuminosity = luminosity * luminosity
|
||||
light = new(src)
|
||||
|
||||
//Movable atoms with opacity when they are constructed will trigger nearby lights to update
|
||||
//Movable atoms with luminosity when they are constructed will create a light_source automatically
|
||||
atom/movable/New()
|
||||
..()
|
||||
if(opacity)
|
||||
if(isturf(loc))
|
||||
if(loc:lighting_lumcount > 1)
|
||||
UpdateAffectingLights()
|
||||
if(luminosity)
|
||||
if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
|
||||
trueLuminosity = luminosity * luminosity
|
||||
light = new(src)
|
||||
|
||||
//Sets our luminosity.
|
||||
//If we have no light it will create one.
|
||||
//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
|
||||
//queues are complete.
|
||||
//if we have a light already it is merely updated, rather than making a new one.
|
||||
atom/proc/SetLuminosity(new_luminosity, trueLum = FALSE)
|
||||
if(new_luminosity < 0)
|
||||
new_luminosity = 0
|
||||
if(!trueLum)
|
||||
new_luminosity *= new_luminosity
|
||||
if(light)
|
||||
if(trueLuminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect()
|
||||
light.changed = 1
|
||||
else
|
||||
if(new_luminosity)
|
||||
light = new(src)
|
||||
trueLuminosity = new_luminosity
|
||||
if (trueLuminosity < 1)
|
||||
luminosity = 0
|
||||
else if (trueLuminosity <= 100)
|
||||
luminosity = sqrtTable[trueLuminosity]
|
||||
else
|
||||
luminosity = sqrt(trueLuminosity)
|
||||
|
||||
atom/proc/AddLuminosity(delta_luminosity)
|
||||
if(delta_luminosity > 0)
|
||||
SetLuminosity(trueLuminosity + delta_luminosity*delta_luminosity, TRUE)
|
||||
else if(delta_luminosity < 0)
|
||||
SetLuminosity(trueLuminosity - delta_luminosity*delta_luminosity, TRUE)
|
||||
|
||||
area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
|
||||
luminosity = !!new_luminosity
|
||||
trueLuminosity = luminosity
|
||||
|
||||
|
||||
//change our opacity (defaults to toggle), and then update all lights that affect us.
|
||||
atom/proc/SetOpacity(new_opacity)
|
||||
if(new_opacity == null)
|
||||
new_opacity = !opacity //default = toggle opacity
|
||||
else if(opacity == new_opacity)
|
||||
return 0 //opacity hasn't changed! don't bother doing anything
|
||||
opacity = new_opacity //update opacity, the below procs now call light updates.
|
||||
return 1
|
||||
|
||||
turf/SetOpacity(new_opacity)
|
||||
if(..()==1) //only bother if opacity changed
|
||||
if(lighting_lumcount) //only bother with an update if our turf is currently affected by a light
|
||||
UpdateAffectingLights()
|
||||
|
||||
/atom/movable/SetOpacity(new_opacity)
|
||||
if(..()==1) //only bother if opacity changed
|
||||
if(isturf(loc)) //only bother with an update if we're on a turf
|
||||
var/turf/T = loc
|
||||
if(T.lighting_lumcount) //only bother with an update if our turf is currently affected by a light
|
||||
UpdateAffectingLights()
|
||||
|
||||
|
||||
turf
|
||||
var/lighting_lumcount = 0
|
||||
var/lighting_changed = 0
|
||||
var/color_lighting_lumcount = 0
|
||||
|
||||
var/lumcount_r = 0
|
||||
var/lumcount_g = 0
|
||||
var/lumcount_b = 0
|
||||
var/light_col_sources = 0
|
||||
|
||||
turf/space
|
||||
lighting_lumcount = 4 //starlight
|
||||
|
||||
turf/proc/update_lumcount(amount, col_r, col_g, col_b, removing = 0)
|
||||
lighting_lumcount += amount
|
||||
|
||||
if(!isnull(col_r)) //col_r is the "key" var, if it's null so will the rest
|
||||
if(removing)
|
||||
light_col_sources--
|
||||
lumcount_r -= col_r
|
||||
lumcount_g -= col_g
|
||||
lumcount_b -= col_b
|
||||
else
|
||||
light_col_sources++
|
||||
lumcount_r += col_r
|
||||
lumcount_g += col_g
|
||||
lumcount_b += col_b
|
||||
|
||||
if(light_col_sources)
|
||||
var/r_avg = max(0, min(255, round(lumcount_r / light_col_sources, 16) + 15))
|
||||
var/g_avg = max(0, min(255, round(lumcount_g / light_col_sources, 16) + 15))
|
||||
var/b_avg = max(0, min(255, round(lumcount_b / light_col_sources, 16) + 15))
|
||||
l_color = rgb(r_avg, g_avg, b_avg)
|
||||
else
|
||||
l_color = null
|
||||
|
||||
color_lighting_lumcount = max(color_lighting_lumcount + amount, 0) // Minimum of 0.
|
||||
|
||||
if(!lighting_changed)
|
||||
lighting_controller.changed_turfs += src
|
||||
lighting_changed = 1
|
||||
|
||||
turf/proc/lighting_tag(const/level)
|
||||
var/area/A = loc
|
||||
return A.tagbase + "sd_L[level]"
|
||||
|
||||
turf/proc/build_lighting_area(const/tag, const/level, const/color_light)
|
||||
var/area/Area = loc
|
||||
var/area/A = new Area.type() // create area if it wasn't found
|
||||
// replicate vars
|
||||
for(var/V in Area.vars)
|
||||
switch(V)
|
||||
if ("contents","lighting_overlay", "color_overlay", "overlays")
|
||||
continue
|
||||
else
|
||||
if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
|
||||
|
||||
A.tag = tag
|
||||
A.lighting_subarea = 1
|
||||
A.lighting_space = 0 // in case it was copied from a space subarea
|
||||
|
||||
if (l_color != A.l_color)
|
||||
A.l_color = l_color
|
||||
//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
|
||||
//world << "[color_light] [color_lighting_lumcount]"
|
||||
|
||||
A.SetLightLevel(level, color_light)
|
||||
Area.related += A
|
||||
return A
|
||||
|
||||
turf/proc/shift_to_subarea()
|
||||
lighting_changed = 0
|
||||
var/area/Area = loc
|
||||
|
||||
if(!istype(Area) || !Area.lighting_use_dynamic) return
|
||||
|
||||
var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
|
||||
var/new_tag = lighting_tag(level)
|
||||
|
||||
// pomf - If we have a lighting color that is not null, apply the new tag to seperate the areas.
|
||||
if (l_color)
|
||||
// pomf - We append the (rounded!) color lighting lumcount so we can have colored lights.
|
||||
new_tag += "[l_color][min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)]"
|
||||
|
||||
if(Area.tag!=new_tag) //skip if already in this area
|
||||
var/area/A = locate(new_tag) // find an appropriate area
|
||||
var/color_light = min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)
|
||||
|
||||
if (!A)
|
||||
A = build_lighting_area(new_tag, level, color_light)
|
||||
else if (l_color != A.l_color)
|
||||
A.l_color = l_color
|
||||
//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
|
||||
A.SetLightLevel(level, color_light)
|
||||
|
||||
A.contents += src // move the turf into the area
|
||||
universe.OnTurfTick(src)
|
||||
|
||||
// Dedicated lighting sublevel for space turfs
|
||||
// helps us depower things in space, remove space fire alarms,
|
||||
// and evens out space lighting
|
||||
turf/space/lighting_tag(var/level)
|
||||
var/area/A = loc
|
||||
return A.tagbase + "sd_L_space"
|
||||
turf/space/build_lighting_area(var/tag,var/level)
|
||||
var/area/A = ..(tag,4)
|
||||
A.lighting_space = 1
|
||||
A.SetLightLevel(4)
|
||||
A.icon_state = null
|
||||
return A
|
||||
|
||||
|
||||
area
|
||||
var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
|
||||
var/image/lighting_overlay //tracks the darkness image of the area for easy removal
|
||||
var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
|
||||
var/lighting_space = 0 // true for space-only lighting subareas
|
||||
var/tagbase
|
||||
var/image/color_overlay //Tracks the color image.
|
||||
|
||||
proc/SetLightLevel(light, color_light = 0)
|
||||
if(!src) return
|
||||
if(light <= 0)
|
||||
light = 0
|
||||
luminosity = 0
|
||||
else
|
||||
if(light > lighting_controller.lighting_states)
|
||||
light = lighting_controller.lighting_states
|
||||
luminosity = 1
|
||||
|
||||
if(lighting_overlay)
|
||||
overlays -= lighting_overlay
|
||||
lighting_overlay.icon_state = "[light]"
|
||||
else
|
||||
lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
|
||||
|
||||
if (color_overlay)
|
||||
overlays.Remove(color_overlay)
|
||||
color_overlay.icon_state = "5"
|
||||
else
|
||||
if (l_color)
|
||||
color_overlay = image('icons/effects/effects.dmi', ,"5", 10.1)
|
||||
//color_overlay = image('icons/effects/effects.dmi', ,"white", 10.1)
|
||||
|
||||
if (istype(color_overlay))
|
||||
color_overlay.color = l_color
|
||||
|
||||
|
||||
switch (color_light)
|
||||
if (6)
|
||||
color_overlay.icon_state = "5"
|
||||
//color_overlay.alpha = 180
|
||||
if (5)
|
||||
color_overlay.icon_state = "4"
|
||||
//color_overlay.alpha = 150
|
||||
if (4)
|
||||
color_overlay.icon_state = "3"
|
||||
//color_overlay.alpha = 120
|
||||
if (3)
|
||||
color_overlay.icon_state = "2"
|
||||
//color_overlay.alpha = 90
|
||||
if (2)
|
||||
color_overlay.icon_state = "1"
|
||||
//color_overlay.alpha = 60
|
||||
if (1)
|
||||
color_overlay.icon_state = "1"
|
||||
color_overlay.alpha = 200
|
||||
//color_overlay.alpha = 30
|
||||
if (-INFINITY to 0)
|
||||
//world << "Zero or below, [color_light]."
|
||||
color_overlay.alpha = 0
|
||||
else
|
||||
//world << "Setting the alpha to max... color_light [color_light]."
|
||||
color_overlay.alpha = 180
|
||||
|
||||
color_overlay.blend_mode = BLEND_ADD
|
||||
if (color_overlay.color)
|
||||
overlays.Add(color_overlay)
|
||||
|
||||
if (isnull(color_overlay))
|
||||
overlays.Add(lighting_overlay)
|
||||
else if (light < 6)
|
||||
overlays.Add(lighting_overlay)
|
||||
|
||||
proc/SetDynamicLighting()
|
||||
|
||||
src.lighting_use_dynamic = 1
|
||||
for(var/turf/T in src.contents)
|
||||
T.update_lumcount(0)
|
||||
|
||||
proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
|
||||
tagbase = "[type]"
|
||||
if(!tag) tag = tagbase
|
||||
if(!lighting_use_dynamic)
|
||||
if(!lighting_subarea) // see if this is a lighting subarea already
|
||||
//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
|
||||
SetLightLevel(4)
|
||||
|
||||
//#undef LIGHTING_LAYER
|
||||
#undef LIGHTING_CIRCULAR
|
||||
//#undef LIGHTING_ICON
|
||||
|
||||
#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
|
||||
#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
|
||||
#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
|
||||
|
||||
//set the changed status of all lights which could have possibly lit this atom.
|
||||
//We don't need to worry about lights which lit us but moved away, since they will have change status set already
|
||||
//This proc can cause lots of lights to be updated. :(
|
||||
atom/proc/UpdateAffectingLights()
|
||||
for(var/atom/A in oview(LIGHTING_MAX_LUMINOSITY_STATIC-1,src))
|
||||
if(A.light)
|
||||
A.light.changed = 1 //force it to update at next process()
|
||||
|
||||
//caps luminosity effects max-range based on what type the light's owner is.
|
||||
atom/proc/get_light_range()
|
||||
return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
|
||||
|
||||
atom/movable/get_light_range()
|
||||
return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE)
|
||||
|
||||
obj/machinery/light/get_light_range()
|
||||
return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
|
||||
|
||||
turf/get_light_range()
|
||||
return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF)
|
||||
|
||||
#undef LIGHTING_MAX_LUMINOSITY_STATIC
|
||||
#undef LIGHTING_MAX_LUMINOSITY_MOBILE
|
||||
#undef LIGHTING_MAX_LUMINOSITY_TURF
|
||||
@@ -25,7 +25,6 @@ var/datum/controller/failsafe/Failsafe
|
||||
set background = 1
|
||||
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
|
||||
if(!master_controller) new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
|
||||
if(!lighting_controller) new /datum/controller/lighting() //replace the missing lighting_controller
|
||||
|
||||
if(processing)
|
||||
if(lighting_controller.processing)
|
||||
|
||||
@@ -1,130 +0,0 @@
|
||||
var/datum/controller/lighting/lighting_controller = new ()
|
||||
|
||||
datum/controller/lighting
|
||||
var/processing = 0
|
||||
var/processing_interval = 5 //setting this too low will probably kill the server. Don't be silly with it!
|
||||
var/process_cost = 0
|
||||
var/iteration = 0
|
||||
|
||||
var/lighting_states = 7
|
||||
|
||||
var/list/lights = list()
|
||||
var/lights_workload_max = 0
|
||||
|
||||
// var/list/changed_lights() //TODO: possibly implement this to reduce on overheads?
|
||||
|
||||
var/list/changed_turfs = list()
|
||||
var/changed_turfs_workload_max = 0
|
||||
|
||||
|
||||
datum/controller/lighting/New()
|
||||
lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
|
||||
if(lighting_controller != src)
|
||||
if(istype(lighting_controller,/datum/controller/lighting))
|
||||
Recover() //if we are replacing an existing lighting_controller (due to a crash) we attempt to preserve as much as we can
|
||||
qdel(lighting_controller)
|
||||
lighting_controller = src
|
||||
|
||||
|
||||
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
|
||||
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
|
||||
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
|
||||
//than deleting them). Processing interval should be roughly half a second for best results.
|
||||
//By using queues we are ensuring we don't perform more updates than are necessary
|
||||
datum/controller/lighting/proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1)
|
||||
if(processing)
|
||||
iteration++
|
||||
var/started = world.timeofday
|
||||
|
||||
lights_workload_max = max(lights_workload_max,lights.len)
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L && !L.check())
|
||||
continue
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
sleep(-1)
|
||||
|
||||
changed_turfs_workload_max = max(changed_turfs_workload_max,changed_turfs.len)
|
||||
for(var/i=1, i<=changed_turfs.len, i++)
|
||||
var/turf/T = changed_turfs[i]
|
||||
if(T && T.lighting_changed)
|
||||
T.shift_to_subarea()
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
|
||||
process_cost = (world.timeofday - started)
|
||||
|
||||
sleep(processing_interval)
|
||||
|
||||
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
|
||||
//Does not loop. Should be run prior to process() being called for the first time.
|
||||
//Note: if we get additional z-levels at runtime (e.g. if the gateway thin ever gets finished) we can initialize specific
|
||||
//z-levels with the z_level argument
|
||||
datum/controller/lighting/proc/initializeLighting(var/z_level)
|
||||
processing = 0
|
||||
spawn(-1)
|
||||
set background = 1
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L.check())
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
var/z_start = 1
|
||||
var/z_finish = world.maxz
|
||||
if(z_level)
|
||||
z_level = round(z_level,1)
|
||||
if(z_level > 0 && z_level <= world.maxz)
|
||||
z_start = z_level
|
||||
z_finish = z_level
|
||||
|
||||
for(var/k=z_start,k<=z_finish,k++)
|
||||
for(var/i=1,i<=world.maxx,i++)
|
||||
for(var/j=1,j<=world.maxy,j++)
|
||||
var/turf/T = locate(i,j,k)
|
||||
if(T) T.shift_to_subarea()
|
||||
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
|
||||
|
||||
//Used to strip valid information from an existing controller and transfer it to a replacement
|
||||
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
|
||||
//does not crash
|
||||
datum/controller/lighting/proc/Recover()
|
||||
if(!istype(lighting_controller.changed_turfs,/list))
|
||||
lighting_controller.changed_turfs = list()
|
||||
if(!istype(lighting_controller.lights,/list))
|
||||
lighting_controller.lights = list()
|
||||
|
||||
for(var/i=1, i<=lighting_controller.lights.len, i++)
|
||||
var/datum/light_source/L = lighting_controller.lights[i]
|
||||
if(istype(L))
|
||||
spawn(-1) //so we don't crash the loop (inefficient)
|
||||
L.check()
|
||||
lights += L //If we didn't runtime then this will get transferred over
|
||||
|
||||
for(var/i=1, i<=lighting_controller.changed_turfs.len, i++)
|
||||
var/turf/T = lighting_controller.changed_turfs[i]
|
||||
if(istype(T) && T.lighting_changed)
|
||||
spawn(-1)
|
||||
T.shift_to_subarea()
|
||||
|
||||
var/msg = "## DEBUG: [time2text(world.timeofday)] lighting_controller restarted. Reports:\n"
|
||||
for(var/varname in lighting_controller.vars)
|
||||
switch(varname)
|
||||
if("tag","bestF","type","parent_type","vars") continue
|
||||
else
|
||||
var/varval1 = lighting_controller.vars[varname]
|
||||
var/varval2 = vars[varname]
|
||||
if(istype(varval1,/list))
|
||||
varval1 = "/list([length(varval1)])"
|
||||
varval2 = "/list([length(varval2)])"
|
||||
msg += "\t [varname] = [varval1] -> [varval2]\n"
|
||||
world.log << msg
|
||||
|
||||
#undef LIGHTING_ICON
|
||||
@@ -30,7 +30,7 @@
|
||||
var/tz = input("Z? (default 1)") as text|null
|
||||
new map_datum(seed,tx,ty,tz)
|
||||
|
||||
/client/proc/restart_controller(controller in list("Master","Failsafe","Lighting","Supply"))
|
||||
/client/proc/restart_controller(controller in list("Supply"))
|
||||
set category = "Debug"
|
||||
set name = "Restart Controller"
|
||||
set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
|
||||
@@ -39,13 +39,6 @@
|
||||
usr = null
|
||||
src = null
|
||||
switch(controller)
|
||||
if("Failsafe")
|
||||
new /datum/controller/failsafe()
|
||||
feedback_add_details("admin_verb","RFailsafe")
|
||||
if("Lighting")
|
||||
new /datum/controller/lighting()
|
||||
lighting_controller.process()
|
||||
feedback_add_details("admin_verb","RLighting")
|
||||
if("Supply")
|
||||
supply_controller.process()
|
||||
feedback_add_details("admin_verb","RSupply")
|
||||
@@ -62,7 +55,7 @@
|
||||
usr.client.debug_variables(antag)
|
||||
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
|
||||
|
||||
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Ticker Process","Lighting","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano"))
|
||||
/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano"))
|
||||
set category = "Debug"
|
||||
set name = "Debug Controller"
|
||||
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
|
||||
@@ -72,18 +65,12 @@
|
||||
if("Master")
|
||||
debug_variables(master_controller)
|
||||
feedback_add_details("admin_verb","DMC")
|
||||
if("Failsafe")
|
||||
debug_variables(Failsafe)
|
||||
feedback_add_details("admin_verb","DFailsafe")
|
||||
if("Ticker")
|
||||
debug_variables(ticker)
|
||||
feedback_add_details("admin_verb","DTicker")
|
||||
if("Ticker Process")
|
||||
debug_variables(tickerProcess)
|
||||
feedback_add_details("admin_verb","DTickerProcess")
|
||||
if("Lighting")
|
||||
debug_variables(lighting_controller)
|
||||
feedback_add_details("admin_verb","DLighting")
|
||||
if("Air")
|
||||
debug_variables(air_master)
|
||||
feedback_add_details("admin_verb","DAir")
|
||||
|
||||
@@ -140,160 +140,9 @@
|
||||
|
||||
|
||||
proc/get_id_photo(var/mob/living/carbon/human/H)
|
||||
var/icon/preview_icon = null
|
||||
|
||||
var/g = "m"
|
||||
if (H.gender == FEMALE)
|
||||
g = "f"
|
||||
|
||||
var/icon/icobase = H.species.icobase
|
||||
|
||||
preview_icon = new /icon(icobase, "torso_[g]")
|
||||
var/icon/temp
|
||||
temp = new /icon(icobase, "groin_[g]")
|
||||
preview_icon.Blend(temp, ICON_OVERLAY)
|
||||
temp = new /icon(icobase, "head_[g]")
|
||||
preview_icon.Blend(temp, ICON_OVERLAY)
|
||||
|
||||
for(var/obj/item/organ/external/E in H.organs)
|
||||
preview_icon.Blend(E.get_icon(), ICON_OVERLAY)
|
||||
|
||||
//Tail
|
||||
if(H.species.tail)
|
||||
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.species.tail]_s")
|
||||
preview_icon.Blend(temp, ICON_OVERLAY)
|
||||
|
||||
// Skin tone
|
||||
if(H.species.flags & HAS_SKIN_TONE)
|
||||
if (H.s_tone >= 0)
|
||||
preview_icon.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
|
||||
else
|
||||
preview_icon.Blend(rgb(-H.s_tone, -H.s_tone, -H.s_tone), ICON_SUBTRACT)
|
||||
|
||||
// Skin color
|
||||
if(H.species.flags & HAS_SKIN_TONE)
|
||||
if(!H.species || H.species.flags & HAS_SKIN_COLOR)
|
||||
preview_icon.Blend(rgb(H.r_skin, H.g_skin, H.b_skin), ICON_ADD)
|
||||
|
||||
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.species ? H.species.eyes : "eyes_s")
|
||||
|
||||
if (H.species.flags & HAS_EYE_COLOR)
|
||||
eyes_s.Blend(rgb(H.r_eyes, H.g_eyes, H.b_eyes), ICON_ADD)
|
||||
|
||||
var/datum/sprite_accessory/hair_style = hair_styles_list[H.h_style]
|
||||
if(hair_style)
|
||||
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
|
||||
hair_s.Blend(rgb(H.r_hair, H.g_hair, H.b_hair), ICON_ADD)
|
||||
eyes_s.Blend(hair_s, ICON_OVERLAY)
|
||||
|
||||
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[H.f_style]
|
||||
if(facial_hair_style)
|
||||
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
|
||||
facial_s.Blend(rgb(H.r_facial, H.g_facial, H.b_facial), ICON_ADD)
|
||||
eyes_s.Blend(facial_s, ICON_OVERLAY)
|
||||
|
||||
var/icon/clothes_s = null
|
||||
switch(H.mind.assigned_role)
|
||||
if("Head of Personnel")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "hop_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
if("Bartender")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "ba_suit_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Gardener")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "hydroponics_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Chef")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "chef_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Janitor")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "janitor_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Librarian")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "red_suit_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Quartermaster")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "qm_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
if("Cargo Technician")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "cargotech_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Shaft Miner")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "miner_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Lawyer")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
if("Chaplain")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "chapblack_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
if("Research Director")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "director_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
|
||||
if("Scientist")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "sciencewhite_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY)
|
||||
if("Chemist")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "chemistrywhite_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
|
||||
if("Chief Medical Officer")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "cmo_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
|
||||
if("Medical Doctor")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "medical_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
|
||||
if("Geneticist")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "geneticswhite_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
|
||||
if("Virologist")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "virologywhite_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "white"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
|
||||
if("Captain")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "captain_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
if("Head of Security")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "hosred_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
|
||||
if("Warden")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "warden_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
|
||||
if("Detective")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "detective_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
|
||||
if("Security Officer")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "secred_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "jackboots"), ICON_UNDERLAY)
|
||||
if("Chief Engineer")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "chief_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
||||
if("Station Engineer")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "engine_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "orange"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
||||
if("Atmospheric Technician")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "atmos_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
||||
if("Roboticist")
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "robotics_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
|
||||
else
|
||||
clothes_s = new /icon('icons/mob/uniform.dmi', "grey_s")
|
||||
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "black"), ICON_UNDERLAY)
|
||||
preview_icon.Blend(eyes_s, ICON_OVERLAY)
|
||||
if(clothes_s)
|
||||
preview_icon.Blend(clothes_s, ICON_OVERLAY)
|
||||
qdel(eyes_s)
|
||||
qdel(clothes_s)
|
||||
|
||||
H.regenerate_icons()
|
||||
var/icon/preview_icon = icon(H.icon)
|
||||
for(var/image/I in H.overlays_standing)
|
||||
if(I && I.icon)
|
||||
preview_icon.Blend(icon(I.icon, I.icon_state), ICON_OVERLAY)
|
||||
return preview_icon
|
||||
|
||||
@@ -14,179 +14,177 @@
|
||||
var/force_teleport = 1 //if false, teleport will use Move() proc (dense objects will prevent teleportation)
|
||||
|
||||
|
||||
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
|
||||
..()
|
||||
if(!initTeleport(arglist(args)))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
proc/initTeleport(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
|
||||
if(!setTeleatom(ateleatom))
|
||||
return 0
|
||||
if(!setDestination(adestination))
|
||||
return 0
|
||||
if(!setPrecision(aprecision))
|
||||
return 0
|
||||
setEffects(aeffectin,aeffectout)
|
||||
setForceTeleport(afteleport)
|
||||
setSounds(asoundin,asoundout)
|
||||
return 1
|
||||
|
||||
//must succeed
|
||||
proc/setPrecision(aprecision)
|
||||
if(isnum(aprecision))
|
||||
precision = aprecision
|
||||
return 1
|
||||
/datum/teleport/New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
|
||||
..()
|
||||
if(!initTeleport(arglist(args)))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
//must succeed
|
||||
proc/setDestination(atom/adestination)
|
||||
if(istype(adestination))
|
||||
destination = adestination
|
||||
return 1
|
||||
/datum/teleport/proc/initTeleport(ateleatom,adestination,aprecision,afteleport,aeffectin,aeffectout,asoundin,asoundout)
|
||||
if(!setTeleatom(ateleatom))
|
||||
return 0
|
||||
|
||||
//must succeed in most cases
|
||||
proc/setTeleatom(atom/movable/ateleatom)
|
||||
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
|
||||
qdel(ateleatom)
|
||||
return 0
|
||||
if(istype(ateleatom))
|
||||
teleatom = ateleatom
|
||||
return 1
|
||||
if(!setDestination(adestination))
|
||||
return 0
|
||||
if(!setPrecision(aprecision))
|
||||
return 0
|
||||
setEffects(aeffectin,aeffectout)
|
||||
setForceTeleport(afteleport)
|
||||
setSounds(asoundin,asoundout)
|
||||
return 1
|
||||
|
||||
//custom effects must be properly set up first for instant-type teleports
|
||||
//optional
|
||||
proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
|
||||
effectin = istype(aeffectin) ? aeffectin : null
|
||||
effectout = istype(aeffectout) ? aeffectout : null
|
||||
//must succeed
|
||||
/datum/teleport/proc/setPrecision(aprecision)
|
||||
if(isnum(aprecision))
|
||||
precision = aprecision
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//optional
|
||||
proc/setForceTeleport(afteleport)
|
||||
//must succeed
|
||||
/datum/teleport/proc/setDestination(atom/adestination)
|
||||
if(istype(adestination))
|
||||
destination = adestination
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//must succeed in most cases
|
||||
/datum/teleport/proc/setTeleatom(atom/movable/ateleatom)
|
||||
if(istype(ateleatom, /obj/effect) && !istype(ateleatom, /obj/effect/dummy/chameleon))
|
||||
qdel(ateleatom)
|
||||
return 0
|
||||
if(istype(ateleatom))
|
||||
teleatom = ateleatom
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//custom effects must be properly set up first for instant-type teleports
|
||||
//optional
|
||||
/datum/teleport/proc/setEffects(datum/effect/effect/system/aeffectin=null,datum/effect/effect/system/aeffectout=null)
|
||||
effectin = istype(aeffectin) ? aeffectin : null
|
||||
effectout = istype(aeffectout) ? aeffectout : null
|
||||
return 1
|
||||
|
||||
//optional
|
||||
/datum/teleport/proc/setForceTeleport(afteleport)
|
||||
force_teleport = afteleport
|
||||
return 1
|
||||
|
||||
//optional
|
||||
proc/setSounds(asoundin=null,asoundout=null)
|
||||
//optional
|
||||
/datum/teleport/proc/setSounds(asoundin=null,asoundout=null)
|
||||
soundin = isfile(asoundin) ? asoundin : null
|
||||
soundout = isfile(asoundout) ? asoundout : null
|
||||
return 1
|
||||
|
||||
//placeholder
|
||||
proc/teleportChecks()
|
||||
//placeholder
|
||||
/datum/teleport/proc/teleportChecks()
|
||||
return 1
|
||||
|
||||
proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
|
||||
if(location)
|
||||
if(effect)
|
||||
spawn(-1)
|
||||
src = null
|
||||
effect.attach(location)
|
||||
effect.start()
|
||||
if(sound)
|
||||
spawn(-1)
|
||||
src = null
|
||||
playsound(location,sound,60,1)
|
||||
return
|
||||
/datum/teleport/proc/playSpecials(atom/location,datum/effect/effect/system/effect,sound)
|
||||
if(location)
|
||||
if(effect)
|
||||
spawn(-1)
|
||||
src = null
|
||||
effect.attach(location)
|
||||
effect.start()
|
||||
if(sound)
|
||||
spawn(-1)
|
||||
src = null
|
||||
playsound(location,sound,60,1)
|
||||
return
|
||||
|
||||
//do the monkey dance
|
||||
proc/doTeleport()
|
||||
//do the monkey dance
|
||||
/datum/teleport/proc/doTeleport()
|
||||
|
||||
var/turf/destturf
|
||||
var/turf/curturf = get_turf(teleatom)
|
||||
var/area/destarea = get_area(destination)
|
||||
if(precision)
|
||||
var/list/posturfs = circlerangeturfs(destination,precision)
|
||||
destturf = safepick(posturfs)
|
||||
else
|
||||
destturf = get_turf(destination)
|
||||
var/turf/destturf
|
||||
var/turf/curturf = get_turf(teleatom)
|
||||
var/area/destarea = get_area(destination)
|
||||
if(precision)
|
||||
var/list/posturfs = circlerangeturfs(destination,precision)
|
||||
destturf = safepick(posturfs)
|
||||
else
|
||||
destturf = get_turf(destination)
|
||||
|
||||
if(!destturf || !curturf)
|
||||
return 0
|
||||
|
||||
playSpecials(curturf,effectin,soundin)
|
||||
|
||||
var/obj/structure/bed/chair/C = null
|
||||
if(isliving(teleatom))
|
||||
var/mob/living/L = teleatom
|
||||
if(L.buckled)
|
||||
C = L.buckled
|
||||
if(force_teleport)
|
||||
teleatom.forceMove(destturf)
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
else
|
||||
if(teleatom.Move(destturf))
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
if(C)
|
||||
C.forceMove(destturf)
|
||||
|
||||
destarea.Entered(teleatom)
|
||||
|
||||
return 1
|
||||
|
||||
proc/teleport()
|
||||
if(teleportChecks())
|
||||
return doTeleport()
|
||||
if(!destturf || !curturf)
|
||||
return 0
|
||||
|
||||
playSpecials(curturf,effectin,soundin)
|
||||
|
||||
var/obj/structure/bed/chair/C = null
|
||||
if(isliving(teleatom))
|
||||
var/mob/living/L = teleatom
|
||||
if(L.buckled)
|
||||
C = L.buckled
|
||||
if(force_teleport)
|
||||
teleatom.forceMove(destturf)
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
else
|
||||
if(teleatom.Move(destturf))
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
if(C)
|
||||
C.forceMove(destturf)
|
||||
|
||||
destarea.Entered(teleatom)
|
||||
|
||||
return 1
|
||||
|
||||
/datum/teleport/proc/teleport()
|
||||
if(teleportChecks())
|
||||
return doTeleport()
|
||||
return 0
|
||||
|
||||
/datum/teleport/instant //teleports when datum is created
|
||||
|
||||
New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
|
||||
if(..())
|
||||
teleport()
|
||||
return
|
||||
/datum/teleport/instant/New(ateleatom, adestination, aprecision=0, afteleport=1, aeffectin=null, aeffectout=null, asoundin=null, asoundout=null)
|
||||
if(..())
|
||||
teleport()
|
||||
return
|
||||
|
||||
|
||||
/datum/teleport/instant/science
|
||||
|
||||
setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
|
||||
if(!aeffectin || !aeffectout)
|
||||
var/datum/effect/effect/system/spark_spread/aeffect = new
|
||||
aeffect.set_up(5, 1, teleatom)
|
||||
effectin = effectin || aeffect
|
||||
effectout = effectout || aeffect
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
setPrecision(aprecision)
|
||||
..()
|
||||
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
|
||||
precision = rand(1,100)
|
||||
|
||||
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
|
||||
if(bagholding.len)
|
||||
precision = max(rand(1,100)*bagholding.len,100)
|
||||
if(istype(teleatom, /mob/living))
|
||||
var/mob/living/MM = teleatom
|
||||
MM << "\red The Bluespace interface on your Bag of Holding interferes with the teleport!"
|
||||
/datum/teleport/instant/science/setEffects(datum/effect/effect/system/aeffectin,datum/effect/effect/system/aeffectout)
|
||||
if(!aeffectin || !aeffectout)
|
||||
var/datum/effect/effect/system/spark_spread/aeffect = new
|
||||
aeffect.set_up(5, 1, teleatom)
|
||||
effectin = effectin || aeffect
|
||||
effectout = effectout || aeffect
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
teleportChecks()
|
||||
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
|
||||
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
|
||||
/datum/teleport/instant/science/setPrecision(aprecision)
|
||||
..()
|
||||
if(istype(teleatom, /obj/item/weapon/storage/backpack/holding))
|
||||
precision = rand(1,100)
|
||||
|
||||
var/list/bagholding = teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)
|
||||
if(bagholding.len)
|
||||
precision = max(rand(1,100)*bagholding.len,100)
|
||||
if(istype(teleatom, /mob/living))
|
||||
var/mob/living/MM = teleatom
|
||||
MM << "<span class='danger>The Bluespace interface on your [teleatom] interferes with the teleport!</span>"
|
||||
return 1
|
||||
|
||||
/datum/teleport/instant/science/teleportChecks()
|
||||
if(istype(teleatom, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks get teleported --NeoFite
|
||||
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
|
||||
return 0
|
||||
|
||||
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
|
||||
if(istype(teleatom, /mob/living))
|
||||
var/mob/living/MM = teleatom
|
||||
MM.visible_message("<span class='danger'>\The [MM] bounces off of the portal!</span>","<span class='warning'>Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.</span>")
|
||||
else
|
||||
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
|
||||
return 0
|
||||
|
||||
if(destination.z in config.admin_levels) //centcomm z-level
|
||||
if(istype(teleatom, /obj/mecha))
|
||||
var/obj/mecha/MM = teleatom
|
||||
MM.occupant << "<span class='danger'>\The [MM] would not survive the jump to a location so far away!</span>"
|
||||
return 0
|
||||
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
|
||||
teleatom.visible_message("<span class='danger'>\The [teleatom] bounces off of the portal!</span>")
|
||||
return 0
|
||||
|
||||
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/disk/nuclear)))
|
||||
if(istype(teleatom, /mob/living))
|
||||
var/mob/living/MM = teleatom
|
||||
MM.visible_message("\red <B>The [MM] bounces off of the portal!</B>","\red Something you are carrying seems to be unable to pass through the portal. Better drop it if you want to go through.")
|
||||
else
|
||||
teleatom.visible_message("\red <B>The [teleatom] bounces off of the portal!</B>")
|
||||
return 0
|
||||
|
||||
if(destination.z == 2) //centcomm z-level
|
||||
if(istype(teleatom, /obj/mecha))
|
||||
var/obj/mecha/MM = teleatom
|
||||
MM.occupant << "\red <B>The mech would not survive the jump to a location so far away!</B>"
|
||||
return 0
|
||||
if(!isemptylist(teleatom.search_contents_for(/obj/item/weapon/storage/backpack/holding)))
|
||||
teleatom.visible_message("\red <B>The Bag of Holding bounces off of the portal!</B>")
|
||||
return 0
|
||||
|
||||
|
||||
if(destination.z > 7) //Away mission z-levels
|
||||
return 0
|
||||
return 1
|
||||
if(destination.z > max_default_z_level()) //Away mission z-levels
|
||||
return 0
|
||||
return 1
|
||||
|
||||
@@ -80,7 +80,8 @@
|
||||
for(var/datum/data/record/t in data_core.general)
|
||||
var/name = t.fields["name"]
|
||||
var/rank = t.fields["rank"]
|
||||
var/real_rank = t.fields["real_rank"]
|
||||
var/real_rank = make_list_rank(t.fields["real_rank"])
|
||||
|
||||
if(OOC)
|
||||
var/active = 0
|
||||
for(var/mob/M in player_list)
|
||||
@@ -165,6 +166,15 @@
|
||||
return dat
|
||||
|
||||
|
||||
/var/list/acting_rank_prefixes = list("acting", "temporary", "interim")
|
||||
|
||||
/proc/make_list_rank(rank)
|
||||
for(var/prefix in acting_rank_prefixes)
|
||||
if(findtext(rank, "[prefix] ", 1, 2+length(prefix)))
|
||||
return copytext(rank, 2+length(prefix))
|
||||
return rank
|
||||
|
||||
|
||||
/*
|
||||
We can't just insert in HTML into the nanoUI so we need the raw data to play with.
|
||||
Instead of creating this list over and over when someone leaves their PDA open to the page
|
||||
@@ -189,7 +199,8 @@ var/global/ManifestJSON
|
||||
for(var/datum/data/record/t in data_core.general)
|
||||
var/name = sanitize(t.fields["name"])
|
||||
var/rank = sanitize(t.fields["rank"])
|
||||
var/real_rank = t.fields["real_rank"]
|
||||
var/real_rank = make_list_rank(t.fields["real_rank"])
|
||||
|
||||
var/isactive = t.fields["p_stat"]
|
||||
var/department = 0
|
||||
var/depthead = 0 // Department Heads will be placed at the top of their lists.
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
force = 5.0
|
||||
throwforce = 7.0
|
||||
w_class = 2.0
|
||||
matter = list("metal" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50)
|
||||
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
|
||||
|
||||
/obj/item/weapon/cane/concealed
|
||||
@@ -271,7 +271,7 @@
|
||||
w_class = 2.0
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
matter = list("metal" = 100)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 100)
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
/obj/item/weapon/staff
|
||||
@@ -321,7 +321,7 @@
|
||||
var/amount = 1.0
|
||||
var/laying = 0.0
|
||||
var/old_lay = null
|
||||
matter = list("metal" = 40)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 40)
|
||||
attack_verb = list("whipped", "lashed", "disciplined", "tickled")
|
||||
|
||||
suicide_act(mob/user)
|
||||
@@ -345,7 +345,7 @@
|
||||
name = "power control module"
|
||||
icon_state = "power_mod"
|
||||
desc = "Heavy-duty switching circuits for power control."
|
||||
matter = list("metal" = 50, "glass" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
|
||||
/obj/item/weapon/module/power_control/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
|
||||
if (istype(W, /obj/item/device/multitool))
|
||||
@@ -467,35 +467,35 @@
|
||||
desc = "A basic capacitor used in the construction of a variety of devices."
|
||||
icon_state = "capacitor"
|
||||
origin_tech = "powerstorage=1"
|
||||
matter = list("metal" = 50,"glass" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module
|
||||
name = "scanning module"
|
||||
desc = "A compact, high resolution scanning module used in the construction of certain devices."
|
||||
icon_state = "scan_module"
|
||||
origin_tech = "magnets=1"
|
||||
matter = list("metal" = 50,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator
|
||||
name = "micro-manipulator"
|
||||
desc = "A tiny little manipulator used in the construction of certain devices."
|
||||
icon_state = "micro_mani"
|
||||
origin_tech = "materials=1;programming=1"
|
||||
matter = list("metal" = 30)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30)
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser
|
||||
name = "micro-laser"
|
||||
desc = "A tiny laser used in certain devices."
|
||||
icon_state = "micro_laser"
|
||||
origin_tech = "magnets=1"
|
||||
matter = list("metal" = 10,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin
|
||||
name = "matter bin"
|
||||
desc = "A container for hold compressed matter awaiting re-construction."
|
||||
icon_state = "matter_bin"
|
||||
origin_tech = "materials=1"
|
||||
matter = list("metal" = 80)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 80)
|
||||
|
||||
//Rank 2
|
||||
|
||||
@@ -504,7 +504,7 @@
|
||||
desc = "An advanced capacitor used in the construction of a variety of devices."
|
||||
origin_tech = "powerstorage=3"
|
||||
rating = 2
|
||||
matter = list("metal" = 50,"glass" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module/adv
|
||||
name = "advanced scanning module"
|
||||
@@ -512,7 +512,7 @@
|
||||
icon_state = "scan_module"
|
||||
origin_tech = "magnets=3"
|
||||
rating = 2
|
||||
matter = list("metal" = 50,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator/nano
|
||||
name = "nano-manipulator"
|
||||
@@ -520,7 +520,7 @@
|
||||
icon_state = "nano_mani"
|
||||
origin_tech = "materials=3,programming=2"
|
||||
rating = 2
|
||||
matter = list("metal" = 30)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30)
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser/high
|
||||
name = "high-power micro-laser"
|
||||
@@ -528,7 +528,7 @@
|
||||
icon_state = "high_micro_laser"
|
||||
origin_tech = "magnets=3"
|
||||
rating = 2
|
||||
matter = list("metal" = 10,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin/adv
|
||||
name = "advanced matter bin"
|
||||
@@ -536,7 +536,7 @@
|
||||
icon_state = "advanced_matter_bin"
|
||||
origin_tech = "materials=3"
|
||||
rating = 2
|
||||
matter = list("metal" = 80)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 80)
|
||||
|
||||
//Rating 3
|
||||
|
||||
@@ -545,14 +545,14 @@
|
||||
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
|
||||
origin_tech = "powerstorage=5;materials=4"
|
||||
rating = 3
|
||||
matter = list("metal" = 50,"glass" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
|
||||
|
||||
/obj/item/weapon/stock_parts/scanning_module/phasic
|
||||
name = "phasic scanning module"
|
||||
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
|
||||
origin_tech = "magnets=5"
|
||||
rating = 3
|
||||
matter = list("metal" = 50,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/manipulator/pico
|
||||
name = "pico-manipulator"
|
||||
@@ -560,7 +560,7 @@
|
||||
icon_state = "pico_mani"
|
||||
origin_tech = "materials=5,programming=2"
|
||||
rating = 3
|
||||
matter = list("metal" = 30)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30)
|
||||
|
||||
/obj/item/weapon/stock_parts/micro_laser/ultra
|
||||
name = "ultra-high-power micro-laser"
|
||||
@@ -568,7 +568,7 @@
|
||||
desc = "A tiny laser used in certain devices."
|
||||
origin_tech = "magnets=5"
|
||||
rating = 3
|
||||
matter = list("metal" = 10,"glass" = 20)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20)
|
||||
|
||||
/obj/item/weapon/stock_parts/matter_bin/super
|
||||
name = "super matter bin"
|
||||
@@ -576,7 +576,7 @@
|
||||
icon_state = "super_matter_bin"
|
||||
origin_tech = "materials=5"
|
||||
rating = 3
|
||||
matter = list("metal" = 80)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 80)
|
||||
|
||||
// Subspace stock parts
|
||||
|
||||
@@ -585,35 +585,35 @@
|
||||
icon_state = "subspace_ansible"
|
||||
desc = "A compact module capable of sensing extradimensional activity."
|
||||
origin_tech = "programming=3;magnets=5;materials=4;bluespace=2"
|
||||
matter = list("metal" = 30,"glass" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/filter
|
||||
name = "hyperwave filter"
|
||||
icon_state = "hyperwave_filter"
|
||||
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
|
||||
origin_tech = "programming=4;magnets=2"
|
||||
matter = list("metal" = 30,"glass" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/amplifier
|
||||
name = "subspace amplifier"
|
||||
icon_state = "subspace_amplifier"
|
||||
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
|
||||
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
|
||||
matter = list("metal" = 30,"glass" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/treatment
|
||||
name = "subspace treatment disk"
|
||||
icon_state = "treatment_disk"
|
||||
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
|
||||
origin_tech = "programming=3;magnets=2;materials=5;bluespace=2"
|
||||
matter = list("metal" = 30,"glass" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/analyzer
|
||||
name = "subspace wavelength analyzer"
|
||||
icon_state = "wavelength_analyzer"
|
||||
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
|
||||
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
|
||||
matter = list("metal" = 30,"glass" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10)
|
||||
|
||||
/obj/item/weapon/stock_parts/subspace/crystal
|
||||
name = "ansible crystal"
|
||||
@@ -627,7 +627,7 @@
|
||||
icon_state = "subspace_transmitter"
|
||||
desc = "A large piece of equipment used to open a window into the subspace dimension."
|
||||
origin_tech = "magnets=5;materials=5;bluespace=3"
|
||||
matter = list("metal" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50)
|
||||
|
||||
/obj/item/weapon/ectoplasm
|
||||
name = "ectoplasm"
|
||||
|
||||
@@ -3,6 +3,16 @@
|
||||
#define TELECOMMS_RECEPTION_RECEIVER 2
|
||||
#define TELECOMMS_RECEPTION_BOTH 3
|
||||
|
||||
/proc/register_radio(source, old_frequency, new_frequency, radio_filter)
|
||||
if(old_frequency)
|
||||
radio_controller.remove_object(source, old_frequency)
|
||||
if(new_frequency)
|
||||
return radio_controller.add_object(source, new_frequency, radio_filter)
|
||||
|
||||
/proc/unregister_radio(source, frequency)
|
||||
if(radio_controller)
|
||||
radio_controller.remove_object(source, frequency)
|
||||
|
||||
/proc/get_frequency_name(var/display_freq)
|
||||
var/freq_text
|
||||
|
||||
|
||||
@@ -32,13 +32,9 @@ var/datum/antagonist/ert/ert
|
||||
player.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
|
||||
player.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(src)
|
||||
W.assignment = "Emergency Response Team"
|
||||
var/obj/item/weapon/card/id/centcom/ERT/W = new(src)
|
||||
W.registered_name = player.real_name
|
||||
W.name = "[player.real_name]'s ID Card ([W.assignment])"
|
||||
W.icon_state = "centcom"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
player.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -26,8 +26,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
|
||||
icon = 'icons/turf/areas.dmi'
|
||||
icon_state = "unknown"
|
||||
layer = 10
|
||||
luminosity = 1
|
||||
mouse_opacity = 0
|
||||
invisibility = INVISIBILITY_LIGHTING
|
||||
var/lightswitch = 1
|
||||
|
||||
var/eject = null
|
||||
@@ -48,9 +48,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
|
||||
var/has_gravity = 1
|
||||
var/list/apc = list()
|
||||
var/no_air = null
|
||||
var/area/master // master area used for power calcluations
|
||||
// (original area before splitting due to sd_DAL)
|
||||
var/list/related // the other areas of the same type as this
|
||||
// var/list/lights // list of all lights on this area
|
||||
var/list/all_doors = list() //Added by Strumpetplaya - Alarm Change - Contains a list of doors adjacent to this area
|
||||
var/air_doors_activated = 0
|
||||
@@ -102,7 +99,6 @@ var/list/ghostteleportlocs = list()
|
||||
icon_state = "space"
|
||||
requires_power = 1
|
||||
always_unpowered = 1
|
||||
lighting_use_dynamic = 1
|
||||
power_light = 0
|
||||
power_equip = 0
|
||||
power_environ = 0
|
||||
@@ -145,10 +141,8 @@ area/space/atmosalert()
|
||||
//place to another. Look at escape shuttle for example.
|
||||
//All shuttles should now be under shuttle since we have smooth-wall code.
|
||||
|
||||
/area/shuttle //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
/area/shuttle
|
||||
requires_power = 0
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/shuttle/arrival
|
||||
name = "\improper Arrival Shuttle"
|
||||
@@ -249,15 +243,11 @@ area/space/atmosalert()
|
||||
icon_state = "shuttle"
|
||||
name = "\improper Alien Shuttle Base"
|
||||
requires_power = 1
|
||||
luminosity = 0
|
||||
lighting_use_dynamic = 1
|
||||
|
||||
/area/shuttle/alien/mine
|
||||
icon_state = "shuttle"
|
||||
name = "\improper Alien Shuttle Mine"
|
||||
requires_power = 1
|
||||
luminosity = 0
|
||||
lighting_use_dynamic = 1
|
||||
|
||||
/area/shuttle/prison/
|
||||
name = "\improper Prison Shuttle"
|
||||
@@ -343,7 +333,6 @@ area/space/atmosalert()
|
||||
name = "start area"
|
||||
icon_state = "start"
|
||||
requires_power = 0
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
has_gravity = 1
|
||||
|
||||
@@ -361,6 +350,7 @@ area/space/atmosalert()
|
||||
icon_state = "centcom"
|
||||
requires_power = 0
|
||||
unlimited_power = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/centcom/control
|
||||
name = "\improper Centcom Control"
|
||||
@@ -399,6 +389,7 @@ area/space/atmosalert()
|
||||
icon_state = "syndie-ship"
|
||||
requires_power = 0
|
||||
unlimited_power = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/syndicate_mothership/control
|
||||
name = "\improper Mercenary Control Room"
|
||||
@@ -1009,7 +1000,6 @@ area/space/atmosalert()
|
||||
/area/holodeck
|
||||
name = "\improper Holodeck"
|
||||
icon_state = "Holodeck"
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/holodeck/alphadeck
|
||||
@@ -1139,7 +1129,6 @@ area/space/atmosalert()
|
||||
/area/solar
|
||||
requires_power = 1
|
||||
always_unpowered = 1
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
auxport
|
||||
|
||||
@@ -10,44 +10,38 @@
|
||||
/area/New()
|
||||
icon_state = ""
|
||||
layer = 10
|
||||
master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references loc.loc.master ~Carn
|
||||
uid = ++global_uid
|
||||
related = list(src)
|
||||
all_areas += src
|
||||
|
||||
if(requires_power)
|
||||
luminosity = 0
|
||||
else
|
||||
if(!requires_power)
|
||||
power_light = 0 //rastaf0
|
||||
power_equip = 0 //rastaf0
|
||||
power_environ = 0 //rastaf0
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
..()
|
||||
|
||||
// spawn(15)
|
||||
power_change() // all machines set to current power level, also updates lighting icon
|
||||
InitializeLighting()
|
||||
|
||||
/area/proc/get_contents()
|
||||
return contents
|
||||
|
||||
/area/proc/get_cameras()
|
||||
var/list/cameras = list()
|
||||
for (var/area/RA in related)
|
||||
for (var/obj/machinery/camera/C in RA)
|
||||
cameras += C
|
||||
for (var/obj/machinery/camera/C in src)
|
||||
cameras += C
|
||||
return cameras
|
||||
|
||||
/area/proc/atmosalert(danger_level, var/alarm_source)
|
||||
if (danger_level == 0)
|
||||
atmosphere_alarm.clearAlarm(master, alarm_source)
|
||||
atmosphere_alarm.clearAlarm(src, alarm_source)
|
||||
else
|
||||
atmosphere_alarm.triggerAlarm(master, alarm_source, severity = danger_level)
|
||||
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
|
||||
|
||||
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
|
||||
for (var/area/RA in related)
|
||||
for (var/obj/machinery/alarm/AA in RA)
|
||||
if (!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level)
|
||||
danger_level = max(danger_level, AA.danger_level)
|
||||
for (var/obj/machinery/alarm/AA in src)
|
||||
if (!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level)
|
||||
danger_level = max(danger_level, AA.danger_level)
|
||||
|
||||
if(danger_level != atmosalm)
|
||||
if (danger_level < 1 && atmosalm >= 1)
|
||||
@@ -57,17 +51,16 @@
|
||||
air_doors_close()
|
||||
|
||||
atmosalm = danger_level
|
||||
for(var/area/RA in related)
|
||||
for (var/obj/machinery/alarm/AA in RA)
|
||||
AA.update_icon()
|
||||
for (var/obj/machinery/alarm/AA in src)
|
||||
AA.update_icon()
|
||||
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/area/proc/air_doors_close()
|
||||
if(!src.master.air_doors_activated)
|
||||
src.master.air_doors_activated = 1
|
||||
for(var/obj/machinery/door/firedoor/E in src.master.all_doors)
|
||||
if(!air_doors_activated)
|
||||
air_doors_activated = 1
|
||||
for(var/obj/machinery/door/firedoor/E in all_doors)
|
||||
if(!E.blocked)
|
||||
if(E.operating)
|
||||
E.nextstate = CLOSED
|
||||
@@ -76,9 +69,9 @@
|
||||
E.close()
|
||||
|
||||
/area/proc/air_doors_open()
|
||||
if(src.master.air_doors_activated)
|
||||
src.master.air_doors_activated = 0
|
||||
for(var/obj/machinery/door/firedoor/E in src.master.all_doors)
|
||||
if(air_doors_activated)
|
||||
air_doors_activated = 0
|
||||
for(var/obj/machinery/door/firedoor/E in all_doors)
|
||||
if(!E.blocked)
|
||||
if(E.operating)
|
||||
E.nextstate = OPEN
|
||||
@@ -89,11 +82,8 @@
|
||||
|
||||
/area/proc/fire_alert()
|
||||
if(!fire)
|
||||
master.fire = 1 //used for firedoor checks
|
||||
master.updateicon()
|
||||
for(var/area/A in related)
|
||||
A.fire = 1
|
||||
A.updateicon()
|
||||
fire = 1 //used for firedoor checks
|
||||
updateicon()
|
||||
mouse_opacity = 0
|
||||
for(var/obj/machinery/door/firedoor/D in all_doors)
|
||||
if(!D.blocked)
|
||||
@@ -105,11 +95,8 @@
|
||||
|
||||
/area/proc/fire_reset()
|
||||
if (fire)
|
||||
master.fire = 0 //used for firedoor checks
|
||||
master.updateicon()
|
||||
for(var/area/A in related)
|
||||
A.fire = 0
|
||||
A.updateicon()
|
||||
fire = 0 //used for firedoor checks
|
||||
updateicon()
|
||||
mouse_opacity = 0
|
||||
for(var/obj/machinery/door/firedoor/D in all_doors)
|
||||
if(!D.blocked)
|
||||
@@ -153,7 +140,7 @@
|
||||
return
|
||||
|
||||
/area/proc/updateicon()
|
||||
if ((fire || eject || party) && (!requires_power||power_environ) && !lighting_space)//If it doesn't require power, can still activate this proc.
|
||||
if ((fire || eject || party) && (!requires_power||power_environ) && !istype(src, /area/space))//If it doesn't require power, can still activate this proc.
|
||||
if(fire && !eject && !party)
|
||||
icon_state = "blue"
|
||||
/*else if(atmosalm && !fire && !eject && !party)
|
||||
@@ -177,56 +164,53 @@
|
||||
|
||||
/area/proc/powered(var/chan) // return true if the area has power to given channel
|
||||
|
||||
if(!master.requires_power)
|
||||
if(!requires_power)
|
||||
return 1
|
||||
if(master.always_unpowered)
|
||||
if(always_unpowered)
|
||||
return 0
|
||||
if(src.lighting_space)
|
||||
return 0 // Nope sorry
|
||||
switch(chan)
|
||||
if(EQUIP)
|
||||
return master.power_equip
|
||||
return power_equip
|
||||
if(LIGHT)
|
||||
return master.power_light
|
||||
return power_light
|
||||
if(ENVIRON)
|
||||
return master.power_environ
|
||||
return power_environ
|
||||
|
||||
return 0
|
||||
|
||||
// called when power status changes
|
||||
/area/proc/power_change()
|
||||
for(var/area/RA in related)
|
||||
for(var/obj/machinery/M in RA) // for each machine in the area
|
||||
M.power_change() // reverify power status (to update icons etc.)
|
||||
if (fire || eject || party)
|
||||
RA.updateicon()
|
||||
for(var/obj/machinery/M in src) // for each machine in the area
|
||||
M.power_change() // reverify power status (to update icons etc.)
|
||||
if (fire || eject || party)
|
||||
updateicon()
|
||||
|
||||
/area/proc/usage(var/chan)
|
||||
var/used = 0
|
||||
switch(chan)
|
||||
if(LIGHT)
|
||||
used += master.used_light
|
||||
used += used_light
|
||||
if(EQUIP)
|
||||
used += master.used_equip
|
||||
used += used_equip
|
||||
if(ENVIRON)
|
||||
used += master.used_environ
|
||||
used += used_environ
|
||||
if(TOTAL)
|
||||
used += master.used_light + master.used_equip + master.used_environ
|
||||
used += used_light + used_equip + used_environ
|
||||
return used
|
||||
|
||||
/area/proc/clear_usage()
|
||||
master.used_equip = 0
|
||||
master.used_light = 0
|
||||
master.used_environ = 0
|
||||
used_equip = 0
|
||||
used_light = 0
|
||||
used_environ = 0
|
||||
|
||||
/area/proc/use_power(var/amount, var/chan)
|
||||
switch(chan)
|
||||
if(EQUIP)
|
||||
master.used_equip += amount
|
||||
used_equip += amount
|
||||
if(LIGHT)
|
||||
master.used_light += amount
|
||||
used_light += amount
|
||||
if(ENVIRON)
|
||||
master.used_environ += amount
|
||||
used_environ += amount
|
||||
|
||||
|
||||
var/list/mob/living/forced_ambiance_list = new
|
||||
@@ -274,27 +258,23 @@ var/list/mob/living/forced_ambiance_list = new
|
||||
L.client.played = world.time
|
||||
|
||||
/area/proc/gravitychange(var/gravitystate = 0, var/area/A)
|
||||
|
||||
A.has_gravity = gravitystate
|
||||
|
||||
for(var/area/SubA in A.related)
|
||||
SubA.has_gravity = gravitystate
|
||||
|
||||
if(gravitystate)
|
||||
for(var/mob/living/carbon/human/M in SubA)
|
||||
thunk(M)
|
||||
for(var/mob/M1 in SubA)
|
||||
M1.make_floating(0)
|
||||
else
|
||||
for(var/mob/M in SubA)
|
||||
if(M.Check_Dense_Object() && istype(src,/mob/living/carbon/human/))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP)) //magboots + dense_object = no floaty effect
|
||||
H.make_floating(0)
|
||||
else
|
||||
H.make_floating(1)
|
||||
if(gravitystate)
|
||||
for(var/mob/living/carbon/human/M in A)
|
||||
thunk(M)
|
||||
for(var/mob/M1 in A)
|
||||
M1.make_floating(0)
|
||||
else
|
||||
for(var/mob/M in A)
|
||||
if(M.Check_Dense_Object() && istype(src,/mob/living/carbon/human/))
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP)) //magboots + dense_object = no floaty effect
|
||||
H.make_floating(0)
|
||||
else
|
||||
M.make_floating(1)
|
||||
H.make_floating(1)
|
||||
else
|
||||
M.make_floating(1)
|
||||
|
||||
/area/proc/thunk(mob)
|
||||
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
var/pass_flags = 0
|
||||
var/throwpass = 0
|
||||
var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
|
||||
var/simulated = 1 //filter for actions - used by lighting overlays
|
||||
|
||||
///Chemistry.
|
||||
var/datum/reagents/reagents = null
|
||||
@@ -25,7 +26,7 @@
|
||||
/atom/Destroy()
|
||||
. = ..()
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
set_opacity(0)
|
||||
|
||||
if(reagents)
|
||||
qdel(reagents)
|
||||
|
||||
@@ -30,15 +30,10 @@
|
||||
..()
|
||||
|
||||
/atom/movable/Destroy()
|
||||
if(opacity)
|
||||
if(isturf(loc))
|
||||
if(loc:lighting_lumcount > 1)
|
||||
UpdateAffectingLights()
|
||||
. = ..()
|
||||
|
||||
loc = null
|
||||
|
||||
..()
|
||||
|
||||
|
||||
/atom/movable/proc/initialize()
|
||||
return
|
||||
|
||||
@@ -215,4 +210,4 @@
|
||||
/atom/movable/overlay/attack_hand(a, b, c)
|
||||
if (src.master)
|
||||
return src.master.attack_hand(a, b, c)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "blob"
|
||||
icon = 'icons/mob/blob.dmi'
|
||||
icon_state = "blob"
|
||||
luminosity = 3
|
||||
light_range = 3
|
||||
desc = "Some blob creature thingy"
|
||||
density = 1
|
||||
opacity = 0
|
||||
|
||||
@@ -22,8 +22,8 @@
|
||||
desc = "A floating crystal that hums with an unearthly energy"
|
||||
icon_state = "pylon"
|
||||
var/isbroken = 0
|
||||
luminosity = 5
|
||||
l_color = "#3e0000"
|
||||
light_range = 5
|
||||
light_color = "#3e0000"
|
||||
var/obj/item/wepon = null
|
||||
|
||||
/obj/structure/cult/pylon/attack_hand(mob/M as mob)
|
||||
@@ -47,7 +47,7 @@
|
||||
isbroken = 1
|
||||
density = 0
|
||||
icon_state = "pylon-broken"
|
||||
SetLuminosity(0)
|
||||
set_light(0)
|
||||
else
|
||||
user << "You hit the pylon!"
|
||||
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
@@ -66,13 +66,12 @@
|
||||
isbroken = 0
|
||||
density = 1
|
||||
icon_state = "pylon"
|
||||
SetLuminosity(5)
|
||||
set_light(5)
|
||||
|
||||
/obj/structure/cult/tome
|
||||
name = "Desk"
|
||||
desc = "A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl"
|
||||
icon_state = "tomealtar"
|
||||
// luminosity = 5
|
||||
|
||||
//sprites for this no longer exist -Pete
|
||||
//(they were stolen from another game anyway)
|
||||
@@ -105,8 +104,8 @@
|
||||
return
|
||||
|
||||
/obj/effect/gateway/active
|
||||
luminosity=5
|
||||
l_color="#ff0000"
|
||||
light_range=5
|
||||
light_color="#ff0000"
|
||||
spawnable=list(
|
||||
/mob/living/simple_animal/hostile/scarybat,
|
||||
/mob/living/simple_animal/hostile/creature,
|
||||
@@ -114,8 +113,8 @@
|
||||
)
|
||||
|
||||
/obj/effect/gateway/active/cult
|
||||
luminosity=5
|
||||
l_color="#ff0000"
|
||||
light_range=5
|
||||
light_color="#ff0000"
|
||||
spawnable=list(
|
||||
/mob/living/simple_animal/hostile/scarybat/cult,
|
||||
/mob/living/simple_animal/hostile/creature/cult,
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
narsimage = image('icons/obj/narsie.dmi',src.loc,"narsie",9,1)
|
||||
narsimage.mouse_opacity = 0
|
||||
if(!narglow) //Create narglow
|
||||
narglow = image('icons/obj/narsie.dmi',narsimage.loc,"glow-narsie",LIGHTING_LAYER+2,1)
|
||||
narglow = image('icons/obj/narsie.dmi',narsimage.loc,"glow-narsie",12,1)
|
||||
narglow.mouse_opacity = 0
|
||||
//Else if no dir is given, simply send them the image of narsie
|
||||
var/new_x = 32 * (N.x - src.x) + N.pixel_x
|
||||
|
||||
@@ -54,9 +54,8 @@ In short:
|
||||
runedec += 9000 //basically removing the rune cap
|
||||
|
||||
/datum/universal_state/hell/proc/AreaSet()
|
||||
for(var/area/ca in world)
|
||||
var/area/A = ca.master
|
||||
if(!istype(A,/area) || A.name=="Space")
|
||||
for(var/area/A in world)
|
||||
if(A.name=="Space")
|
||||
continue
|
||||
|
||||
// Reset all alarms.
|
||||
@@ -74,9 +73,8 @@ In short:
|
||||
spess.overlays += I
|
||||
|
||||
/datum/universal_state/hell/proc/AmbientSet()
|
||||
for(var/turf/T in world)
|
||||
if(istype(T, /turf/space)) continue
|
||||
T.update_lumcount(1, 255, 0, 0, 0)
|
||||
for(var/atom/movable/lighting_overlay/L in world)
|
||||
L.update_lumcount(1, 0, 0)
|
||||
|
||||
/datum/universal_state/hell/proc/MiscSet()
|
||||
for(var/turf/simulated/floor/T in world)
|
||||
|
||||
@@ -127,6 +127,7 @@ var/list/sacrificed = list()
|
||||
if(target.getFireLoss() < 100)
|
||||
target.hallucination = min(target.hallucination, 500)
|
||||
return 0
|
||||
|
||||
target.take_overall_damage(0, rand(5, 20)) // You dirty resister cannot handle the damage to your mind. Easily. - even cultists who accept right away should experience some effects
|
||||
// Resist messages go!
|
||||
if(initial_message) //don't do this stuff right away, only if they resist or hesitate.
|
||||
@@ -417,6 +418,7 @@ var/list/sacrificed = list()
|
||||
var/mob/dead/observer/ghost
|
||||
for(var/mob/dead/observer/O in this_rune.loc)
|
||||
if(!O.client) continue
|
||||
if(!O.MayRespawn()) continue
|
||||
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
|
||||
ghost = O
|
||||
break
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
|
||||
//luminosity = 5
|
||||
//l_color="#0066FF"
|
||||
layer = LIGHTING_LAYER+1
|
||||
layer = 11
|
||||
|
||||
var/spawned=0 // DIR mask
|
||||
var/next_check=0
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
announce=0
|
||||
narnar=0
|
||||
|
||||
layer=LIGHTING_LAYER+2 // ITS SO BRIGHT
|
||||
layer=12 // ITS SO BRIGHT
|
||||
|
||||
consume_range = 6
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
/mob/proc/see_rift(var/obj/singularity/narsie/large/exit/R)
|
||||
if((R.z == src.z) && (get_dist(R,src) <= (R.consume_range+10)) && !(R in view(src)))
|
||||
if(!riftimage)
|
||||
riftimage = image('icons/obj/rift.dmi',src.loc,"rift",LIGHTING_LAYER+2,1)
|
||||
riftimage = image('icons/obj/rift.dmi',src.loc,"rift",12,1)
|
||||
riftimage.mouse_opacity = 0
|
||||
|
||||
var/new_x = 32 * (R.x - src.x) + R.pixel_x
|
||||
|
||||
@@ -83,11 +83,10 @@ AUTOMATED ALERT: Link to [command_name()] lost."}
|
||||
return
|
||||
|
||||
/datum/universal_state/supermatter_cascade/proc/AreaSet()
|
||||
for(var/area/ca in world)
|
||||
var/area/A=ca.master
|
||||
for(var/area/A in world)
|
||||
if(A.z in config.admin_levels)
|
||||
continue
|
||||
if(!istype(A,/area) || istype(A,/area/space))
|
||||
if(istype(A,/area/space))
|
||||
continue
|
||||
|
||||
// Reset all alarms.
|
||||
@@ -111,10 +110,9 @@ AUTOMATED ALERT: Link to [command_name()] lost."}
|
||||
spess.overlays += "end01"
|
||||
|
||||
/datum/universal_state/supermatter_cascade/proc/AmbientSet()
|
||||
for(var/turf/T in world)
|
||||
if(istype(T, /turf/space)) continue
|
||||
if(!(T.z in config.admin_levels))
|
||||
T.update_lumcount(1, 160, 255, 0, 0)
|
||||
for(var/atom/movable/lighting_overlay/L in world)
|
||||
if(!(L.z in config.admin_levels))
|
||||
L.update_lumcount(0.5, 1, 0)
|
||||
|
||||
/datum/universal_state/supermatter_cascade/proc/MiscSet()
|
||||
for (var/obj/machinery/firealarm/alm in world)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
item_state = "electronic"
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
matter = list("metal" = 500)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 500)
|
||||
var/obj/item/weapon/disk/nuclear/the_disk = null
|
||||
var/active = 0
|
||||
|
||||
|
||||
@@ -798,7 +798,7 @@ datum/objective/heist/salvage
|
||||
choose_target()
|
||||
switch(rand(1,8))
|
||||
if(1)
|
||||
target = "metal"
|
||||
target = DEFAULT_WALL_MATERIAL
|
||||
target_amount = 300
|
||||
if(2)
|
||||
target = "glass"
|
||||
|
||||
@@ -99,8 +99,10 @@
|
||||
target_temperature = 90
|
||||
|
||||
/obj/machinery/alarm/Destroy()
|
||||
if(radio_controller)
|
||||
radio_controller.remove_object(src, frequency)
|
||||
unregister_radio(src, frequency)
|
||||
if(wires)
|
||||
qdel(wires)
|
||||
wires = null
|
||||
..()
|
||||
|
||||
/obj/machinery/alarm/New(var/loc, var/dir, var/building = 0)
|
||||
@@ -124,8 +126,6 @@
|
||||
|
||||
/obj/machinery/alarm/proc/first_run()
|
||||
alarm_area = get_area(src)
|
||||
if (alarm_area.master)
|
||||
alarm_area = alarm_area.master
|
||||
area_uid = alarm_area.uid
|
||||
if (name == "alarm")
|
||||
name = "[alarm_area.name] Air Alarm"
|
||||
@@ -286,11 +286,10 @@
|
||||
|
||||
|
||||
/obj/machinery/alarm/proc/elect_master()
|
||||
for (var/area/A in alarm_area.related)
|
||||
for (var/obj/machinery/alarm/AA in A)
|
||||
if (!(AA.stat & (NOPOWER|BROKEN)))
|
||||
alarm_area.master_air_alarm = AA
|
||||
return 1
|
||||
for (var/obj/machinery/alarm/AA in alarm_area)
|
||||
if (!(AA.stat & (NOPOWER|BROKEN)))
|
||||
alarm_area.master_air_alarm = AA
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/machinery/alarm/proc/get_danger_level(var/current_value, var/list/danger_levels)
|
||||
@@ -397,9 +396,8 @@
|
||||
/obj/machinery/alarm/proc/apply_mode()
|
||||
//propagate mode to other air alarms in the area
|
||||
//TODO: make it so that players can choose between applying the new mode to the room they are in (related area) vs the entire alarm area
|
||||
for (var/area/RA in alarm_area.related)
|
||||
for (var/obj/machinery/alarm/AA in RA)
|
||||
AA.mode = mode
|
||||
for (var/obj/machinery/alarm/AA in alarm_area)
|
||||
AA.mode = mode
|
||||
|
||||
switch(mode)
|
||||
if(AALARM_MODE_SCRUBBING)
|
||||
@@ -622,7 +620,7 @@
|
||||
if(buildstage != 2)
|
||||
return STATUS_CLOSE
|
||||
|
||||
if(aidisabled && user.isAI())
|
||||
if(aidisabled && user.isMobAI())
|
||||
user << "<span class='warning'>AI control for \the [src] interface has been disabled.</span>"
|
||||
return STATUS_CLOSE
|
||||
|
||||
@@ -840,8 +838,7 @@
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
user << "You remove the fire alarm assembly from the wall!"
|
||||
var/obj/item/alarm_frame/frame = new /obj/item/alarm_frame()
|
||||
frame.loc = user.loc
|
||||
new /obj/item/frame/air_alarm(get_turf(user))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
qdel(src)
|
||||
|
||||
@@ -868,51 +865,7 @@ Just a object used in constructing air alarms
|
||||
icon_state = "door_electronics"
|
||||
desc = "Looks like a circuit. Probably is."
|
||||
w_class = 2.0
|
||||
matter = list("metal" = 50, "glass" = 50)
|
||||
|
||||
|
||||
/*
|
||||
AIR ALARM ITEM
|
||||
Handheld air alarm frame, for placing on walls
|
||||
Code shamelessly copied from apc_frame
|
||||
*/
|
||||
/obj/item/alarm_frame
|
||||
name = "air alarm frame"
|
||||
desc = "Used for building Air Alarms"
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "alarm_bitem"
|
||||
flags = CONDUCT
|
||||
|
||||
/obj/item/alarm_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/stack/sheet/metal( get_turf(src.loc), 2 )
|
||||
qdel(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/alarm_frame/proc/try_build(turf/on_wall)
|
||||
if (get_dist(on_wall,usr)>1)
|
||||
return
|
||||
|
||||
var/ndir = get_dir(on_wall,usr)
|
||||
if (!(ndir in cardinal))
|
||||
return
|
||||
|
||||
var/turf/loc = get_turf(usr)
|
||||
var/area/A = loc.loc
|
||||
if (!istype(loc, /turf/simulated/floor))
|
||||
usr << "\red Air Alarm cannot be placed on this spot."
|
||||
return
|
||||
if (A.requires_power == 0 || A.name == "Space")
|
||||
usr << "\red Air Alarm cannot be placed in this area."
|
||||
return
|
||||
|
||||
if(gotwallitem(loc, ndir))
|
||||
usr << "\red There's already an item on this wall!"
|
||||
return
|
||||
|
||||
new /obj/machinery/alarm(loc, ndir, 1)
|
||||
qdel(src)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
|
||||
/*
|
||||
FIRE ALARM
|
||||
@@ -1023,8 +976,7 @@ FIRE ALARM
|
||||
|
||||
else if(istype(W, /obj/item/weapon/wrench))
|
||||
user << "You remove the fire alarm assembly from the wall!"
|
||||
var/obj/item/firealarm_frame/frame = new /obj/item/firealarm_frame()
|
||||
frame.loc = user.loc
|
||||
new /obj/item/frame/fire_alarm(get_turf(user))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
||||
qdel(src)
|
||||
return
|
||||
@@ -1070,7 +1022,6 @@ FIRE ALARM
|
||||
var/d2
|
||||
if (istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon))
|
||||
A = A.loc
|
||||
A = A.master
|
||||
|
||||
if (A.fire)
|
||||
d1 = text("<A href='?src=\ref[];reset=1'>Reset - Lockdown</A>", src)
|
||||
@@ -1137,9 +1088,8 @@ FIRE ALARM
|
||||
if (!( src.working ))
|
||||
return
|
||||
var/area/area = get_area(src)
|
||||
for(var/area/A in area.related)
|
||||
for(var/obj/machinery/firealarm/FA in A)
|
||||
fire_alarm.clearAlarm(loc, FA)
|
||||
for(var/obj/machinery/firealarm/FA in area)
|
||||
fire_alarm.clearAlarm(loc, FA)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
@@ -1147,9 +1097,8 @@ FIRE ALARM
|
||||
if (!( src.working))
|
||||
return
|
||||
var/area/area = get_area(src)
|
||||
for(var/area/A in area.related)
|
||||
for(var/obj/machinery/firealarm/FA in A)
|
||||
fire_alarm.triggerAlarm(loc, FA, duration)
|
||||
for(var/obj/machinery/firealarm/FA in area)
|
||||
fire_alarm.triggerAlarm(loc, FA, duration)
|
||||
update_icon()
|
||||
//playsound(src.loc, 'sound/ambience/signal.ogg', 75, 0)
|
||||
return
|
||||
@@ -1190,53 +1139,7 @@ Just a object used in constructing fire alarms
|
||||
icon_state = "door_electronics"
|
||||
desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
|
||||
w_class = 2.0
|
||||
matter = list("metal" = 50, "glass" = 50)
|
||||
|
||||
|
||||
/*
|
||||
FIRE ALARM ITEM
|
||||
Handheld fire alarm frame, for placing on walls
|
||||
Code shamelessly copied from apc_frame
|
||||
*/
|
||||
/obj/item/firealarm_frame
|
||||
name = "fire alarm frame"
|
||||
desc = "Used for building Fire Alarms"
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "fire_bitem"
|
||||
flags = CONDUCT
|
||||
|
||||
/obj/item/firealarm_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new /obj/item/stack/sheet/metal( get_turf(src.loc), 2 )
|
||||
qdel(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/firealarm_frame/proc/try_build(turf/on_wall)
|
||||
if (get_dist(on_wall,usr)>1)
|
||||
return
|
||||
|
||||
var/ndir = get_dir(on_wall,usr)
|
||||
if (!(ndir in cardinal))
|
||||
return
|
||||
|
||||
var/turf/loc = get_turf(usr)
|
||||
var/area/A = loc.loc
|
||||
if (!istype(loc, /turf/simulated/floor))
|
||||
usr << "\red Fire Alarm cannot be placed on this spot."
|
||||
return
|
||||
if (A.requires_power == 0 || A.name == "Space")
|
||||
usr << "\red Fire Alarm cannot be placed in this area."
|
||||
return
|
||||
|
||||
if(gotwallitem(loc, ndir))
|
||||
usr << "\red There's already an item on this wall!"
|
||||
return
|
||||
|
||||
new /obj/machinery/firealarm(loc, ndir, 1)
|
||||
|
||||
qdel(src)
|
||||
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
|
||||
/obj/machinery/partyalarm
|
||||
name = "\improper PARTY BUTTON"
|
||||
@@ -1260,8 +1163,6 @@ Code shamelessly copied from apc_frame
|
||||
user.machine = src
|
||||
var/area/A = get_area(src)
|
||||
ASSERT(isarea(A))
|
||||
if(A.master)
|
||||
A = A.master
|
||||
var/d1
|
||||
var/d2
|
||||
if (istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon/ai))
|
||||
@@ -1300,8 +1201,6 @@ Code shamelessly copied from apc_frame
|
||||
return
|
||||
var/area/A = get_area(src)
|
||||
ASSERT(isarea(A))
|
||||
if(A.master)
|
||||
A = A.master
|
||||
A.partyreset()
|
||||
return
|
||||
|
||||
@@ -1310,8 +1209,6 @@ Code shamelessly copied from apc_frame
|
||||
return
|
||||
var/area/A = get_area(src)
|
||||
ASSERT(isarea(A))
|
||||
if(A.master)
|
||||
A = A.master
|
||||
A.partyalert()
|
||||
return
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "Area Air Control"
|
||||
desc = "A computer used to control the stationary scrubbers and pumps in the area."
|
||||
icon_state = "area_atmos"
|
||||
light_color = "#e6ffff"
|
||||
circuit = "/obj/item/weapon/circuitboard/area_atmos"
|
||||
|
||||
var/list/connectedscrubbers = new()
|
||||
@@ -147,14 +148,10 @@
|
||||
var/turf/T_src = get_turf(src)
|
||||
if(!T_src.loc) return 0
|
||||
var/area/A_src = T_src.loc
|
||||
if (A_src.master)
|
||||
A_src = A_src.master
|
||||
|
||||
var/turf/T_scrub = get_turf(scrubber)
|
||||
if(!T_scrub.loc) return 0
|
||||
var/area/A_scrub = T_scrub.loc
|
||||
if (A_scrub.master)
|
||||
A_scrub = A_scrub.master
|
||||
|
||||
if(A_scrub != A_src)
|
||||
return 0
|
||||
@@ -169,13 +166,11 @@
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T.loc) return
|
||||
var/area/A = T.loc
|
||||
if (A.master)
|
||||
A = A.master
|
||||
for(var/obj/machinery/portable_atmospherics/powered/scrubber/huge/scrubber in world )
|
||||
var/turf/T2 = get_turf(scrubber)
|
||||
if(T2 && T2.loc)
|
||||
var/area/A2 = T2.loc
|
||||
if(istype(A2) && A2.master && A2.master == A )
|
||||
if(istype(A2) && A2 == A)
|
||||
connectedscrubbers += scrubber
|
||||
found = 1
|
||||
|
||||
@@ -183,4 +178,4 @@
|
||||
if(!found)
|
||||
status = "ERROR: No scrubber found!"
|
||||
|
||||
src.updateUsrDialog()
|
||||
src.updateUsrDialog()
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
active_power_usage = 2000
|
||||
|
||||
var/list/machine_recipes
|
||||
var/list/stored_material = list("metal" = 0, "glass" = 0)
|
||||
var/list/storage_capacity = list("metal" = 0, "glass" = 0)
|
||||
var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
|
||||
var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
|
||||
var/show_category = "All"
|
||||
|
||||
var/hacked = 0
|
||||
@@ -279,18 +279,20 @@
|
||||
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
|
||||
man_rating += M.rating
|
||||
|
||||
storage_capacity["metal"] = mb_rating * 25000
|
||||
storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 25000
|
||||
storage_capacity["glass"] = mb_rating * 12500
|
||||
build_time = 50 / man_rating
|
||||
mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.8. Maximum rating of parts is 3
|
||||
|
||||
/obj/machinery/autolathe/dismantle()
|
||||
var/list/sheets = list("metal" = /obj/item/stack/sheet/metal, "glass" = /obj/item/stack/sheet/glass)
|
||||
|
||||
for(var/mat in stored_material)
|
||||
var/T = sheets[mat]
|
||||
var/obj/item/stack/sheet/S = new T
|
||||
var/material/M = name_to_material[mat]
|
||||
if(!istype(M))
|
||||
continue
|
||||
var/obj/item/stack/sheet/S = new M.stack_type(get_turf(src))
|
||||
if(stored_material[mat] > S.perunit)
|
||||
S.amount = round(stored_material[mat] / S.perunit)
|
||||
S.loc = loc
|
||||
else
|
||||
qdel(S)
|
||||
..()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
/obj/machinery/bot
|
||||
icon = 'icons/obj/aibots.dmi'
|
||||
layer = MOB_LAYER
|
||||
luminosity = 3
|
||||
light_range = 3
|
||||
use_power = 0
|
||||
var/obj/item/weapon/card/id/botcard // the ID card that the bot "holds"
|
||||
var/on = 1
|
||||
@@ -18,12 +18,12 @@
|
||||
/obj/machinery/bot/proc/turn_on()
|
||||
if(stat) return 0
|
||||
on = 1
|
||||
SetLuminosity(initial(luminosity))
|
||||
set_light(initial(light_range))
|
||||
return 1
|
||||
|
||||
/obj/machinery/bot/proc/turn_off()
|
||||
on = 0
|
||||
SetLuminosity(0)
|
||||
set_light(0)
|
||||
|
||||
/obj/machinery/bot/proc/explode()
|
||||
qdel(src)
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
if(!isEmpProof())
|
||||
if(prob(100/severity))
|
||||
stat |= EMPED
|
||||
SetLuminosity(0)
|
||||
set_light(0)
|
||||
kick_viewers()
|
||||
triggerCameraAlarm(30 / severity)
|
||||
update_icon()
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
w_class = 2
|
||||
anchored = 0
|
||||
|
||||
matter = list("metal" = 700,"glass" = 300)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
|
||||
|
||||
// Motion, EMP-Proof, X-Ray
|
||||
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/osmium, /obj/item/weapon/stock_parts/scanning_module)
|
||||
|
||||
@@ -102,6 +102,12 @@ var/global/list/engineering_networks = list(
|
||||
..()
|
||||
upgradeMotion()
|
||||
|
||||
/obj/machinery/camera/motion/engineering_outpost
|
||||
network = list(NETWORK_ENGINEERING_OUTPOST)
|
||||
|
||||
/obj/machinery/camera/motion/security
|
||||
network = list(NETWORK_SECURITY)
|
||||
|
||||
// ALL UPGRADES
|
||||
|
||||
|
||||
|
||||
@@ -174,17 +174,9 @@
|
||||
//So clones don't die of oxyloss in a running pod.
|
||||
if(occupant.reagents.get_reagent_amount("inaprovaline") < 30)
|
||||
occupant.reagents.add_reagent("inaprovaline", 60)
|
||||
|
||||
//So clones will remain asleep for long enough to get them into cryo (Bay RP edit)
|
||||
if(occupant.reagents.get_reagent_amount("stoxin") < 10)
|
||||
occupant.reagents.add_reagent("stoxin", 5)
|
||||
if(occupant.reagents.get_reagent_amount("chloralhydrate") < 1)
|
||||
occupant.reagents.add_reagent("chloralhydrate", 1)
|
||||
|
||||
occupant.Sleeping(30)
|
||||
//Also heal some oxyloss ourselves because inaprovaline is so bad at preventing it!!
|
||||
occupant.adjustOxyLoss(-4)
|
||||
if(notoxin)
|
||||
occupant.adjustToxLoss(-2) // If sufficiently upgraded - remove toxin damage from chloral
|
||||
|
||||
use_power(7500) //This might need tweaking.
|
||||
return
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
icon_state = "operating"
|
||||
light_color = "#315ab4"
|
||||
circuit = "/obj/item/weapon/circuitboard/operating"
|
||||
var/mob/living/carbon/human/victim = null
|
||||
var/obj/machinery/optable/table = null
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
desc = "Console used to remotely control machinery on the station."
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "ai-fixer"
|
||||
light_color = "#a97faa"
|
||||
circuit = /obj/item/weapon/circuitboard/rcon_console
|
||||
req_one_access = list(access_engine)
|
||||
var/current_tag = null
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "\improper AI system integrity restorer"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "ai-fixer"
|
||||
light_color = "#a97faa"
|
||||
circuit = /obj/item/weapon/circuitboard/aifixer
|
||||
req_one_access = list(access_robotics, access_heads)
|
||||
var/mob/living/silicon/ai/occupant = null
|
||||
|
||||
@@ -9,6 +9,7 @@ var/global/list/minor_air_alarms = list()
|
||||
desc = "Used to access the station's atmospheric sensors."
|
||||
circuit = "/obj/item/weapon/circuitboard/atmos_alert"
|
||||
icon_state = "alert:0"
|
||||
light_color = "#e6ffff"
|
||||
|
||||
/obj/machinery/computer/atmos_alert/New()
|
||||
..()
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
name = "\improper Central Atmospherics Computer"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "computer_generic"
|
||||
light_color = "#00b000"
|
||||
density = 1
|
||||
anchored = 1.0
|
||||
circuit = "/obj/item/weapon/circuitboard/atmoscontrol"
|
||||
|
||||
@@ -1,19 +1,20 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
|
||||
|
||||
/var/camera_cache_id = 1
|
||||
|
||||
/proc/invalidateCameraCache()
|
||||
for(var/obj/machinery/computer/security/s in world)
|
||||
s.camera_cache = null
|
||||
for(var/datum/alarm/A in world)
|
||||
A.cameras = null
|
||||
camera_cache_id = (++camera_cache_id % 999999)
|
||||
|
||||
/obj/machinery/computer/security
|
||||
name = "security camera monitor"
|
||||
desc = "Used to access the various cameras on the station."
|
||||
icon_state = "cameras"
|
||||
light_color = "#a91515"
|
||||
var/obj/machinery/camera/current = null
|
||||
var/last_pic = 1.0
|
||||
var/list/network
|
||||
var/mapping = 0//For the overview file, interesting bit of code.
|
||||
var/cache_id = 0
|
||||
circuit = /obj/item/weapon/circuitboard/security
|
||||
var/camera_cache = null
|
||||
|
||||
@@ -42,7 +43,8 @@
|
||||
|
||||
data["current"] = null
|
||||
|
||||
if(isnull(camera_cache))
|
||||
if(camera_cache_id != cache_id)
|
||||
cache_id = camera_cache_id
|
||||
cameranet.process_sort()
|
||||
|
||||
var/cameras[0]
|
||||
@@ -220,6 +222,8 @@
|
||||
desc = "Damn, why do they never have anything interesting on these things?"
|
||||
icon = 'icons/obj/status_display.dmi'
|
||||
icon_state = "entertainment"
|
||||
light_color = "#FFEEDB"
|
||||
light_range_on = 2
|
||||
circuit = null
|
||||
|
||||
/obj/machinery/computer/security/wooden_tv
|
||||
@@ -227,7 +231,8 @@
|
||||
desc = "An old TV hooked into the stations camera network."
|
||||
icon_state = "security_det"
|
||||
circuit = null
|
||||
|
||||
light_color = "#3848B3"
|
||||
light_power_on = 0.5
|
||||
|
||||
/obj/machinery/computer/security/mining
|
||||
name = "outpost camera monitor"
|
||||
@@ -235,12 +240,14 @@
|
||||
icon_state = "miningcameras"
|
||||
network = list("MINE")
|
||||
circuit = /obj/item/weapon/circuitboard/security/mining
|
||||
light_color = "#F9BBFC"
|
||||
|
||||
/obj/machinery/computer/security/engineering
|
||||
name = "engineering camera monitor"
|
||||
desc = "Used to monitor fires and breaches."
|
||||
icon_state = "engineeringcameras"
|
||||
circuit = /obj/item/weapon/circuitboard/security/engineering
|
||||
light_color = "#FAC54B"
|
||||
|
||||
/obj/machinery/computer/security/engineering/New()
|
||||
if(!network)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "\improper ID card modification console"
|
||||
desc = "Terminal for programming NanoTrasen employee ID cards to access parts of the station."
|
||||
icon_state = "id"
|
||||
light_color = "#0099ff"
|
||||
req_access = list(access_change_ids)
|
||||
circuit = "/obj/item/weapon/circuitboard/card"
|
||||
var/obj/item/weapon/card/id/scan = null
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "cloning control console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "dna"
|
||||
light_color = "#315ab4"
|
||||
circuit = "/obj/item/weapon/circuitboard/cloning"
|
||||
req_access = list(access_heads) //Only used for record deletion right now.
|
||||
var/obj/machinery/dna_scannernew/scanner = null //Linked scanner. For scanning.
|
||||
@@ -14,20 +15,18 @@
|
||||
var/obj/item/weapon/disk/data/diskette = null //Mostly so the geneticist can steal everything.
|
||||
var/loading = 0 // Nice loading text
|
||||
|
||||
/obj/machinery/computer/cloning/New()
|
||||
/obj/machinery/computer/cloning/initialize()
|
||||
..()
|
||||
updatemodules()
|
||||
|
||||
/obj/machinery/computer/cloning/Destroy()
|
||||
releasecloner()
|
||||
..()
|
||||
spawn(5)
|
||||
updatemodules()
|
||||
return
|
||||
return
|
||||
|
||||
/obj/machinery/computer/cloning/proc/updatemodules()
|
||||
src.scanner = findscanner()
|
||||
releasecloner()
|
||||
findcloner()
|
||||
var/num = 1
|
||||
for (var/obj/machinery/clonepod/pod in pods)
|
||||
pod.connected = src
|
||||
pod.name = "[initial(pod.name)] #[num++]"
|
||||
|
||||
/obj/machinery/computer/cloning/proc/findscanner()
|
||||
var/obj/machinery/dna_scannernew/scannerf = null
|
||||
@@ -40,18 +39,26 @@
|
||||
|
||||
//Then look for a free one in the area
|
||||
if(!scannerf)
|
||||
for(var/obj/machinery/dna_scannernew/S in get_area(src))
|
||||
var/area/A = get_area(src)
|
||||
for(var/obj/machinery/dna_scannernew/S in A.get_contents())
|
||||
return S
|
||||
|
||||
return
|
||||
|
||||
/obj/machinery/computer/cloning/proc/findcloner()
|
||||
/obj/machinery/computer/cloning/proc/releasecloner()
|
||||
for(var/obj/machinery/clonepod/P in pods)
|
||||
P.connected = null
|
||||
P.name = initial(P.name)
|
||||
pods.Cut()
|
||||
for(var/obj/machinery/clonepod/P in get_area(src))
|
||||
|
||||
/obj/machinery/computer/cloning/proc/findcloner()
|
||||
var/num = 1
|
||||
var/area/A = get_area(src)
|
||||
for(var/obj/machinery/clonepod/P in A.get_contents())
|
||||
if(!P.connected)
|
||||
pods += P
|
||||
|
||||
return
|
||||
P.connected = src
|
||||
P.name = "[initial(P.name)] #[num++]"
|
||||
|
||||
/obj/machinery/computer/cloning/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/disk/data)) //INSERT SOME DISKETTES
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
name = "command and communications console"
|
||||
desc = "Used to command and control the station. Can relay long-range communications."
|
||||
icon_state = "comm"
|
||||
light_color = "#0099ff"
|
||||
req_access = list(access_heads)
|
||||
circuit = "/obj/item/weapon/circuitboard/communications"
|
||||
var/prints_intercept = 1
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
|
||||
var/processing = 0
|
||||
|
||||
var/light_range_on = 3
|
||||
var/light_power_on = 1
|
||||
|
||||
/obj/machinery/computer/initialize()
|
||||
power_change()
|
||||
|
||||
@@ -21,7 +24,7 @@
|
||||
for(var/x in verbs)
|
||||
verbs -= x
|
||||
set_broken()
|
||||
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
|
||||
var/datum/effect/effect/system/smoke_spread/smoke = PoolOrNew(/datum/effect/effect/system/smoke_spread)
|
||||
smoke.set_up(5, 0, src)
|
||||
smoke.start()
|
||||
return
|
||||
@@ -54,6 +57,9 @@
|
||||
return
|
||||
|
||||
/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
|
||||
return
|
||||
|
||||
if(prob(Proj.damage))
|
||||
set_broken()
|
||||
..()
|
||||
@@ -83,6 +89,10 @@
|
||||
/obj/machinery/computer/power_change()
|
||||
..()
|
||||
update_icon()
|
||||
if(stat & NOPOWER)
|
||||
set_light(0)
|
||||
else
|
||||
set_light(light_range_on, light_power_on)
|
||||
|
||||
|
||||
/obj/machinery/computer/proc/set_broken()
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "crew monitoring computer"
|
||||
desc = "Used to monitor active health sensors built into most of the crew's uniforms."
|
||||
icon_state = "crew"
|
||||
light_color = "#315ab4"
|
||||
use_power = 1
|
||||
idle_power_usage = 250
|
||||
active_power_usage = 500
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
name = "guest pass"
|
||||
desc = "Allows temporary access to station areas."
|
||||
icon_state = "guest"
|
||||
light_color = "#0099ff"
|
||||
|
||||
var/temp_access = list() //to prevent agent cards stealing access as permanent
|
||||
var/expiration_time = 0
|
||||
@@ -186,4 +187,4 @@
|
||||
else
|
||||
usr << "\red Cannot issue pass without issuing ID."
|
||||
updateUsrDialog()
|
||||
return
|
||||
return
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "medical records console"
|
||||
desc = "Used to view, edit and maintain medical records."
|
||||
icon_state = "medcomp"
|
||||
light_color = "#315ab4"
|
||||
req_one_access = list(access_medical, access_forensics_lockers)
|
||||
circuit = "/obj/item/weapon/circuitboard/med_data"
|
||||
var/obj/item/weapon/card/id/scan = null
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "messaging monitor console"
|
||||
desc = "Used to access and maintain data on messaging servers. Allows you to view PDA and request console messages."
|
||||
icon_state = "comm_logs"
|
||||
light_color = "#00b000"
|
||||
var/hack_icon = "comm_logsc"
|
||||
var/normal_icon = "comm_logs"
|
||||
circuit = "/obj/item/weapon/circuitboard/message_monitor"
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "pod launch control console"
|
||||
desc = "A control console for launching pods. Some people prefer firing Mechas."
|
||||
icon_state = "computer_generic"
|
||||
light_color = "#00b000"
|
||||
circuit = /obj/item/weapon/circuitboard/pod
|
||||
var/id = 1.0
|
||||
var/obj/machinery/mass_driver/connected = null
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "prisoner management console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "explosive"
|
||||
light_color = "#a91515"
|
||||
req_access = list(access_armory)
|
||||
circuit = "/obj/item/weapon/circuitboard/prisoner"
|
||||
var/id = 0.0
|
||||
|
||||
@@ -14,6 +14,7 @@ var/prison_shuttle_timeleft = 0
|
||||
name = "prison shuttle control console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "shuttle"
|
||||
light_color = "#00ffff"
|
||||
req_access = list(access_security)
|
||||
circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
|
||||
var/temp = null
|
||||
@@ -233,4 +234,4 @@ var/prison_shuttle_timeleft = 0
|
||||
pest.gib()
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
return
|
||||
return
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
desc = "Used to remotely lockdown or detonate linked cyborgs."
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "robot"
|
||||
light_color = "#a97faa"
|
||||
req_access = list(access_robotics)
|
||||
circuit = "/obj/item/weapon/circuitboard/robotics"
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "security records console"
|
||||
desc = "Used to view, edit and maintain security records"
|
||||
icon_state = "security"
|
||||
light_color = "#a91515"
|
||||
req_one_access = list(access_security, access_forensics_lockers)
|
||||
circuit = "/obj/item/weapon/circuitboard/secure_data"
|
||||
var/obj/item/weapon/card/id/scan = null
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "Shuttle"
|
||||
desc = "For shuttle control."
|
||||
icon_state = "shuttle"
|
||||
light_color = "#00ffff"
|
||||
var/auth_need = 3.0
|
||||
var/list/authorized = list( )
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
name = "employment records console"
|
||||
desc = "Used to view, edit and maintain employment records."
|
||||
icon_state = "medlaptop"
|
||||
light_color = "#00b000"
|
||||
req_one_access = list(access_heads)
|
||||
circuit = "/obj/item/weapon/circuitboard/skills"
|
||||
var/obj/item/weapon/card/id/scan = null
|
||||
@@ -411,4 +412,4 @@ What a mess.*/
|
||||
qdel(R)
|
||||
continue
|
||||
|
||||
..(severity)
|
||||
..(severity)
|
||||
|
||||
@@ -15,6 +15,7 @@ var/specops_shuttle_timeleft = 0
|
||||
name = "special operations shuttle control console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "shuttle"
|
||||
light_color = "#00ffff"
|
||||
req_access = list(access_cent_specops)
|
||||
// req_access = list(ACCESS_CENT_SPECOPS)
|
||||
var/temp = null
|
||||
|
||||
@@ -3,13 +3,18 @@
|
||||
name = "Station Alert Console"
|
||||
desc = "Used to access the station's automated alert system."
|
||||
icon_state = "alert:0"
|
||||
circuit = "/obj/item/weapon/circuitboard/stationalert"
|
||||
light_color = "#e6ffff"
|
||||
circuit = /obj/item/weapon/circuitboard/stationalert_engineering
|
||||
var/obj/nano_module/alarm_monitor/alarm_monitor
|
||||
var/monitor_type = /obj/nano_module/alarm_monitor/engineering
|
||||
|
||||
/obj/machinery/computer/station_alert/security
|
||||
name = "Security Alert Console"
|
||||
monitor_type = /obj/nano_module/alarm_monitor/security
|
||||
circuit = /obj/item/weapon/circuitboard/stationalert_security
|
||||
|
||||
/obj/machinery/computer/station_alert/all
|
||||
monitor_type = /obj/nano_module/alarm_monitor/all
|
||||
circuit = /obj/item/weapon/circuitboard/stationalert_all
|
||||
|
||||
/obj/machinery/computer/station_alert/New()
|
||||
..()
|
||||
@@ -18,6 +23,7 @@
|
||||
|
||||
/obj/machinery/computer/station_alert/Destroy()
|
||||
alarm_monitor.unregister(src)
|
||||
qdel(alarm_monitor)
|
||||
..()
|
||||
|
||||
/obj/machinery/computer/station_alert/attack_ai(mob/user)
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "supply control console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "supply"
|
||||
light_color = "#b88b2e"
|
||||
req_access = list(access_cargo)
|
||||
circuit = "/obj/item/weapon/circuitboard/supplycomp"
|
||||
var/temp = null
|
||||
|
||||
@@ -14,6 +14,7 @@ var/syndicate_elite_shuttle_timeleft = 0
|
||||
name = "elite syndicate squad shuttle control console"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "syndishuttle"
|
||||
light_color = "#00ffff"
|
||||
req_access = list(access_cent_specops)
|
||||
var/temp = null
|
||||
var/hacked = 0
|
||||
@@ -256,4 +257,4 @@ var/syndicate_elite_shuttle_timeleft = 0
|
||||
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
return
|
||||
return
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
var/list/req_components = null
|
||||
var/powernet = null
|
||||
var/list/records = null
|
||||
var/frame_desc = null
|
||||
|
||||
var/datum/file/program/OS = new/datum/file/program/ntos
|
||||
|
||||
|
||||
@@ -278,8 +278,8 @@
|
||||
chan = power_channel
|
||||
|
||||
var/area/A = get_area(loc)
|
||||
if(istype(A) && A.master && A.master.powered(chan))
|
||||
A.master.use_power(amount, chan)
|
||||
if(istype(A) && A.powered(chan))
|
||||
A.use_power(amount, chan)
|
||||
else if(battery && battery.charge > 0)
|
||||
battery.use(amount)
|
||||
|
||||
|
||||
@@ -143,10 +143,9 @@
|
||||
if(typekey == null)
|
||||
typekey = /obj/machinery
|
||||
var/list/machines = list()
|
||||
for(var/area/area in A.related)
|
||||
for(var/obj/O in area.contents)
|
||||
if(istype(O,typekey))
|
||||
machines |= O
|
||||
for(var/obj/O in A.contents)
|
||||
if(istype(O,typekey))
|
||||
machines |= O
|
||||
return machines
|
||||
verify_machine(var/obj/previous)
|
||||
if(!previous) return 0
|
||||
|
||||
@@ -18,15 +18,11 @@
|
||||
proc/update_desc()
|
||||
var/D
|
||||
if(req_components)
|
||||
D = "Requires "
|
||||
var/first = 1
|
||||
var/list/component_list = new
|
||||
for(var/I in req_components)
|
||||
if(req_components[I] > 0)
|
||||
D += "[first?"":", "][num2text(req_components[I])] [req_component_names[I]]"
|
||||
first = 0
|
||||
if(first) // nothing needs to be added, then
|
||||
D += "nothing"
|
||||
D += "."
|
||||
component_list += "[num2text(req_components[I])] [req_component_names[I]]"
|
||||
D = "Requires [english_list(component_list)]."
|
||||
desc = D
|
||||
|
||||
/obj/machinery/constructable_frame/machine_frame
|
||||
@@ -74,10 +70,7 @@
|
||||
var/cp = text2path(A)
|
||||
var/obj/ct = new cp() // have to quickly instantiate it get name
|
||||
req_component_names[A] = ct.name
|
||||
if(circuit.frame_desc)
|
||||
desc = circuit.frame_desc
|
||||
else
|
||||
update_desc()
|
||||
update_desc()
|
||||
user << desc
|
||||
else
|
||||
user << "\red This frame does not accept circuit boards of this type!"
|
||||
|
||||
@@ -272,11 +272,7 @@
|
||||
for(var/turf/simulated/floor/target_tile in range(2,loc))
|
||||
target_tile.assume_gas("phoron", 35, 400+T0C)
|
||||
spawn (0) target_tile.hotspot_expose(temperature, 400)
|
||||
for(var/obj/structure/falsewall/phoron/F in range(3,src))//Hackish as fuck, but until temperature_expose works, there is nothing I can do -Sieve
|
||||
var/turf/T = get_turf(F)
|
||||
T.ChangeTurf(/turf/simulated/wall/mineral/phoron/)
|
||||
qdel (F)
|
||||
for(var/turf/simulated/wall/mineral/phoron/W in range(3,src))
|
||||
for(var/turf/simulated/wall/W in range(3,src))
|
||||
W.ignite((temperature/4))//Added so that you can't set off a massive chain reaction with a small flame
|
||||
for(var/obj/machinery/door/airlock/phoron/D in range(3,src))
|
||||
D.ignite(temperature/4)
|
||||
@@ -613,7 +609,7 @@ About the new airlock wires panel:
|
||||
if (src.isElectrified())
|
||||
if (istype(mover, /obj/item))
|
||||
var/obj/item/i = mover
|
||||
if (i.matter && ("metal" in i.matter) && i.matter["metal"] > 0)
|
||||
if (i.matter && (DEFAULT_WALL_MATERIAL in i.matter) && i.matter[DEFAULT_WALL_MATERIAL] > 0)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
@@ -1019,12 +1015,18 @@ About the new airlock wires panel:
|
||||
else
|
||||
wires = new/datum/wires/airlock(src)
|
||||
|
||||
/obj/machinery/door/airlock/initialize()
|
||||
if(src.closeOtherId != null)
|
||||
spawn (5)
|
||||
for (var/obj/machinery/door/airlock/A in world)
|
||||
if(A.closeOtherId == src.closeOtherId && A != src)
|
||||
src.closeOther = A
|
||||
break
|
||||
for (var/obj/machinery/door/airlock/A in world)
|
||||
if(A.closeOtherId == src.closeOtherId && A != src)
|
||||
src.closeOther = A
|
||||
break
|
||||
|
||||
/obj/machinery/door/airlock/Destroy()
|
||||
if(wires)
|
||||
qdel(wires)
|
||||
wires = null
|
||||
..()
|
||||
|
||||
// Most doors will never be deconstructed over the course of a round,
|
||||
// so as an optimization defer the creation of electronics until
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "door_electronics"
|
||||
w_class = 2.0 //It should be tiny! -Agouri
|
||||
|
||||
matter = list("metal" = 50,"glass" = 50)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50)
|
||||
|
||||
req_access = list(access_engine)
|
||||
|
||||
|
||||
@@ -34,8 +34,6 @@
|
||||
var/alert = signal.data["alert"]
|
||||
|
||||
var/area/our_area = get_area(src)
|
||||
if (our_area.master)
|
||||
our_area = our_area.master
|
||||
|
||||
if(alarm_area == our_area.name)
|
||||
switch(alert)
|
||||
@@ -44,4 +42,4 @@
|
||||
close()
|
||||
if("minor", "clear")
|
||||
autoclose = 0
|
||||
open()
|
||||
open()
|
||||
|
||||
@@ -23,8 +23,8 @@
|
||||
var/id = 1.0
|
||||
dir = 1
|
||||
explosion_resistance = 25
|
||||
|
||||
//Most blast doors are infrequently toggled and sometimes used with regular doors anyways,
|
||||
|
||||
//Most blast doors are infrequently toggled and sometimes used with regular doors anyways,
|
||||
//turning this off prevents awkward zone geometry in places like medbay lobby, for example.
|
||||
block_air_zones = 0
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
src.density = 0
|
||||
update_nearby_tiles()
|
||||
src.update_icon()
|
||||
src.SetOpacity(0)
|
||||
src.set_opacity(0)
|
||||
sleep(15)
|
||||
src.layer = open_layer
|
||||
src.operating = 0
|
||||
@@ -71,7 +71,7 @@
|
||||
src.density = 1
|
||||
update_nearby_tiles()
|
||||
src.update_icon()
|
||||
src.SetOpacity(initial(opacity))
|
||||
src.set_opacity(initial(opacity))
|
||||
sleep(15)
|
||||
src.operating = 0
|
||||
|
||||
|
||||
@@ -35,11 +35,11 @@
|
||||
..()
|
||||
|
||||
spawn(20)
|
||||
for(var/obj/machinery/door/window/brigdoor/M in world)
|
||||
for(var/obj/machinery/door/window/brigdoor/M in machines)
|
||||
if (M.id == src.id)
|
||||
targets += M
|
||||
|
||||
for(var/obj/machinery/flasher/F in world)
|
||||
for(var/obj/machinery/flasher/F in machines)
|
||||
if(F.id == src.id)
|
||||
targets += F
|
||||
|
||||
@@ -345,4 +345,4 @@
|
||||
#undef FONT_SIZE
|
||||
#undef FONT_COLOR
|
||||
#undef FONT_STYLE
|
||||
#undef CHARS_PER_LINE
|
||||
#undef CHARS_PER_LINE
|
||||
|
||||
@@ -394,14 +394,14 @@
|
||||
|
||||
do_animate("opening")
|
||||
icon_state = "door0"
|
||||
src.SetOpacity(0)
|
||||
set_opacity(0)
|
||||
sleep(3)
|
||||
src.density = 0
|
||||
sleep(7)
|
||||
src.layer = open_layer
|
||||
explosion_resistance = 0
|
||||
update_icon()
|
||||
SetOpacity(0)
|
||||
set_opacity(0)
|
||||
update_nearby_tiles()
|
||||
operating = 0
|
||||
|
||||
@@ -427,7 +427,7 @@
|
||||
sleep(7)
|
||||
update_icon()
|
||||
if(visible && !glass)
|
||||
SetOpacity(1) //caaaaarn!
|
||||
set_opacity(1) //caaaaarn!
|
||||
operating = 0
|
||||
update_nearby_tiles()
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
else
|
||||
on = 0
|
||||
updateicon()
|
||||
SetLuminosity(0)
|
||||
set_light(0)
|
||||
src.visible_message("<span class='warning'>[src] shuts down due to lack of power!</span>")
|
||||
return
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
if(on)
|
||||
on = 0
|
||||
user << "\blue You turn off the light"
|
||||
SetLuminosity(0)
|
||||
set_light(0)
|
||||
else
|
||||
if(!cell)
|
||||
return
|
||||
@@ -58,7 +58,7 @@
|
||||
return
|
||||
on = 1
|
||||
user << "\blue You turn on the light"
|
||||
SetLuminosity(brightness_on)
|
||||
set_light(brightness_on)
|
||||
|
||||
updateicon()
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ var/const/HOLOPAD_MODE = RANGE_BASED
|
||||
icon_state = "holopad0"
|
||||
|
||||
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
|
||||
|
||||
|
||||
var/power_per_hologram = 500 //per usage per hologram
|
||||
idle_power_usage = 5
|
||||
use_power = 1
|
||||
@@ -120,10 +120,10 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
hologram.anchored = 1//So space wind cannot drag it.
|
||||
hologram.name = "[A.name] (Hologram)"//If someone decides to right click.
|
||||
hologram.SetLuminosity(2) //hologram lighting
|
||||
hologram.set_light(2) //hologram lighting
|
||||
hologram.color = color //painted holopad gives coloured holograms
|
||||
masters[A] = hologram
|
||||
SetLuminosity(2) //pad lighting
|
||||
set_light(2) //pad lighting
|
||||
icon_state = "holopad1"
|
||||
A.holo = src
|
||||
return 1
|
||||
@@ -134,7 +134,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
qdel(masters[user])//Get rid of user's hologram
|
||||
masters -= user //Discard AI from the list of those who use holopad
|
||||
if (!masters.len)//If no users left
|
||||
SetLuminosity(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
|
||||
set_light(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
|
||||
icon_state = "holopad0"
|
||||
return 1
|
||||
|
||||
@@ -144,16 +144,15 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
if((stat & NOPOWER) || !active_ai)
|
||||
clear_holo(master)
|
||||
continue
|
||||
|
||||
|
||||
if((HOLOPAD_MODE == RANGE_BASED && (get_dist(master.eyeobj, src) > holo_range)))
|
||||
clear_holo(master)
|
||||
continue
|
||||
|
||||
|
||||
if(HOLOPAD_MODE == AREA_BASED)
|
||||
var/area/holo_area = get_area(src)
|
||||
var/area/eye_area = get_area(master.eyeobj)
|
||||
|
||||
if(!(eye_area in holo_area.master.related))
|
||||
if(eye_area != holo_area)
|
||||
clear_holo(master)
|
||||
continue
|
||||
|
||||
|
||||
@@ -188,11 +188,10 @@ datum/track/New(var/title_name, var/audio)
|
||||
/obj/machinery/media/jukebox/proc/StopPlaying()
|
||||
var/area/main_area = get_area(src)
|
||||
// Always kill the current sound
|
||||
for(var/area/related_area in main_area.related)
|
||||
for(var/mob/living/M in mobs_in_area(related_area))
|
||||
M << sound(null, channel = 1)
|
||||
for(var/mob/living/M in mobs_in_area(main_area))
|
||||
M << sound(null, channel = 1)
|
||||
|
||||
related_area.forced_ambience = null
|
||||
main_area.forced_ambience = null
|
||||
playing = 0
|
||||
update_use_power(1)
|
||||
update_icon()
|
||||
@@ -204,12 +203,10 @@ datum/track/New(var/title_name, var/audio)
|
||||
return
|
||||
|
||||
var/area/main_area = get_area(src)
|
||||
for(var/area/related_area in main_area.related)
|
||||
related_area.forced_ambience = list(current_track.sound)
|
||||
|
||||
for(var/mob/living/M in mobs_in_area(related_area))
|
||||
if(M.mind)
|
||||
related_area.play_ambience(M)
|
||||
main_area.forced_ambience = list(current_track.sound)
|
||||
for(var/mob/living/M in mobs_in_area(main_area))
|
||||
if(M.mind)
|
||||
main_area.play_ambience(M)
|
||||
|
||||
playing = 1
|
||||
update_use_power(2)
|
||||
|
||||
@@ -42,15 +42,14 @@
|
||||
|
||||
on = !on
|
||||
|
||||
for(var/area/A in area.master.related)
|
||||
A.lightswitch = on
|
||||
A.updateicon()
|
||||
area.lightswitch = on
|
||||
area.updateicon()
|
||||
|
||||
for(var/obj/machinery/light_switch/L in A)
|
||||
L.on = on
|
||||
L.updateicon()
|
||||
for(var/obj/machinery/light_switch/L in area)
|
||||
L.on = on
|
||||
L.updateicon()
|
||||
|
||||
area.master.power_change()
|
||||
area.power_change()
|
||||
|
||||
/obj/machinery/light_switch/power_change()
|
||||
|
||||
|
||||
@@ -264,8 +264,8 @@ Class Procs:
|
||||
s.start()
|
||||
if (electrocute_mob(user, get_area(src), src, 0.7))
|
||||
var/area/temp_area = get_area(src)
|
||||
if(temp_area && temp_area.master)
|
||||
var/obj/machinery/power/apc/temp_apc = temp_area.master.get_apc()
|
||||
if(temp_area)
|
||||
var/obj/machinery/power/apc/temp_apc = temp_area.get_apc()
|
||||
|
||||
if(temp_apc && temp_apc.terminal && temp_apc.terminal.powernet)
|
||||
temp_apc.terminal.powernet.trigger_warning()
|
||||
|
||||
@@ -164,7 +164,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
|
||||
var/c_locked=0; //Will our new channel be locked to public submissions?
|
||||
var/hitstaken = 0 //Death at 3 hits from an item with force>=15
|
||||
var/datum/feed_channel/viewing_channel = null
|
||||
luminosity = 0
|
||||
light_range = 0
|
||||
anchored = 1
|
||||
|
||||
|
||||
|
||||
@@ -148,6 +148,7 @@
|
||||
/obj/machinery/porta_turret/Destroy()
|
||||
//deletes its own cover with it
|
||||
qdel(cover)
|
||||
cover = null
|
||||
..()
|
||||
|
||||
/obj/machinery/porta_turret/proc/isLocked(mob/user)
|
||||
@@ -504,42 +505,12 @@
|
||||
|
||||
/obj/machinery/porta_turret/proc/assess_perp(var/mob/living/carbon/human/H)
|
||||
if(!H || !istype(H))
|
||||
return
|
||||
return 0
|
||||
|
||||
if(emagged)
|
||||
return 10
|
||||
|
||||
var/threatcount = 0
|
||||
var/obj/item/weapon/card/id/id = GetIdCard(H) //Agent cards lower threatlevel.
|
||||
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
|
||||
threatcount -= 2
|
||||
|
||||
if(check_weapons && !allowed(H))
|
||||
if(istype(H.l_hand, /obj/item/weapon/gun) || istype(H.l_hand, /obj/item/weapon/melee))
|
||||
threatcount += 4
|
||||
|
||||
if(istype(H.r_hand, /obj/item/weapon/gun) || istype(H.r_hand, /obj/item/weapon/melee))
|
||||
threatcount += 4
|
||||
|
||||
if(istype(H.belt, /obj/item/weapon/gun) || istype(H.belt, /obj/item/weapon/melee))
|
||||
threatcount += 2
|
||||
|
||||
if(H.species.name != "Human")
|
||||
threatcount += 2
|
||||
|
||||
if(check_records || check_arrest)
|
||||
var/perpname = H.name
|
||||
if(id)
|
||||
perpname = id.registered_name
|
||||
|
||||
var/datum/data/record/R = find_security_record("name", perpname)
|
||||
if(check_records && !R)
|
||||
threatcount += 4
|
||||
|
||||
if(check_arrest && R && (R.fields["criminal"] == "*Arrest*"))
|
||||
threatcount += 4
|
||||
|
||||
return threatcount
|
||||
return H.assess_perp(src, check_weapons, check_records, check_arrest)
|
||||
|
||||
/obj/machinery/porta_turret/proc/tryToShootAt(var/list/mob/living/targets)
|
||||
if(targets.len && last_target && (last_target in targets) && target(last_target))
|
||||
@@ -587,17 +558,6 @@
|
||||
invisibility = INVISIBILITY_LEVEL_TWO
|
||||
update_icon()
|
||||
|
||||
|
||||
/*
|
||||
/obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp)
|
||||
if((check_access || attacked) && !allowed(perp))
|
||||
//if the turret has been attacked or is angry, target all non-authorized personnel, see req_access
|
||||
return 10
|
||||
|
||||
return ..()
|
||||
*/
|
||||
|
||||
|
||||
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
|
||||
if(disabled)
|
||||
return
|
||||
@@ -613,7 +573,7 @@
|
||||
|
||||
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
|
||||
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
|
||||
if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate
|
||||
if(!(emagged || attacked)) //if it hasn't been emagged or attacked, it has to obey a cooldown rate
|
||||
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
|
||||
return
|
||||
last_fired = 1
|
||||
@@ -905,6 +865,10 @@
|
||||
density = 0
|
||||
var/obj/machinery/porta_turret/Parent_Turret = null
|
||||
|
||||
/obj/machinery/porta_turret_cover/Destroy()
|
||||
Parent_Turret = null
|
||||
..()
|
||||
|
||||
/obj/machinery/porta_turret_cover/attack_ai(mob/user)
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
|
||||
var/message = "";
|
||||
var/dpt = ""; //the department which will be receiving the message
|
||||
var/priority = -1 ; //Priority of the message being sent
|
||||
luminosity = 0
|
||||
light_range = 0
|
||||
var/datum/announcement/announcement = new
|
||||
|
||||
/obj/machinery/requests_console/power_change()
|
||||
@@ -176,7 +176,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
|
||||
if (Console.department == department)
|
||||
Console.newmessagepriority = 0
|
||||
Console.icon_state = "req_comp0"
|
||||
Console.luminosity = 1
|
||||
Console.set_light(1)
|
||||
newmessagepriority = 0
|
||||
icon_state = "req_comp0"
|
||||
for(var/msg in messages)
|
||||
@@ -320,7 +320,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
|
||||
Console.messages += "<B>Message from <A href='?src=\ref[Console];write=[ckey(department)]'>[department]</A></FONT></B><BR>[message]"
|
||||
|
||||
screen = 6
|
||||
Console.luminosity = 2
|
||||
Console.set_light(2)
|
||||
messages += "<B>Message sent to [dpt]</B><BR>[message]"
|
||||
else
|
||||
for (var/mob/O in hearers(4, src.loc))
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
if(!M.get_amount())
|
||||
return
|
||||
while(metal_amount < 150000 && M.amount)
|
||||
src.metal_amount += O.matter["metal"] /*O:height * O:width * O:length * 100000.0*/
|
||||
src.metal_amount += O.matter[DEFAULT_WALL_MATERIAL] /*O:height * O:width * O:length * 100000.0*/
|
||||
M.use(1)
|
||||
count++
|
||||
|
||||
|
||||
@@ -63,64 +63,37 @@
|
||||
// If the log is a speech file
|
||||
if(C.input_type == "Speech File")
|
||||
|
||||
dat += "<li><font color = #008F00>[C.name]</font color> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
|
||||
dat += "<li><font color = #008F00>[C.name]</font> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font><br>"
|
||||
|
||||
// -- Determine race of orator --
|
||||
|
||||
var/race // The actual race of the mob
|
||||
var/language = "Human" // MMIs, pAIs, Cyborgs and humans all speak Human
|
||||
var/mobtype = C.parameters["mobtype"]
|
||||
var/mob/M = new mobtype
|
||||
|
||||
if(ishuman(M) || isbrain(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
race = "[H.species.name]"
|
||||
|
||||
|
||||
else if(issmall(M))
|
||||
race = "Monkey"
|
||||
language = race
|
||||
|
||||
else if(issilicon(M) || C.parameters["job"] == "AI") // sometimes M gets deleted prematurely for AIs... just check the job
|
||||
race = "Artificial Life"
|
||||
|
||||
else if(isslime(M)) // NT knows a lot about slimes, but not aliens. Can identify slimes
|
||||
race = "slime"
|
||||
language = race
|
||||
|
||||
else if(isanimal(M))
|
||||
race = "Domestic Animal"
|
||||
language = race
|
||||
|
||||
else
|
||||
race = "<i>Unidentifiable</i>"
|
||||
language = race
|
||||
|
||||
qdel(M)
|
||||
var/race = C.parameters["race"] // The actual race of the mob
|
||||
var/language = C.parameters["language"] // The language spoken, or null/""
|
||||
|
||||
// -- If the orator is a human, or universal translate is active, OR mob has universal speech on --
|
||||
|
||||
if(language == "Human" || universal_translate || C.parameters["uspeech"])
|
||||
dat += "<u><font color = #18743E>Data type</font color></u>: [C.input_type]<br>"
|
||||
dat += "<u><font color = #18743E>Source</font color></u>: [C.parameters["name"]] (Job: [C.parameters["job"]])<br>"
|
||||
dat += "<u><font color = #18743E>Class</font color></u>: [race]<br>"
|
||||
dat += "<u><font color = #18743E>Contents</font color></u>: \"[C.parameters["message"]]\"<br>"
|
||||
|
||||
if(universal_translate || C.parameters["uspeech"] || C.parameters["intelligible"])
|
||||
dat += "<u><font color = #18743E>Data type</font></u>: [C.input_type]<br>"
|
||||
dat += "<u><font color = #18743E>Source</font></u>: [C.parameters["name"]] (Job: [C.parameters["job"]])<br>"
|
||||
dat += "<u><font color = #18743E>Class</font></u>: [race]<br>"
|
||||
dat += "<u><font color = #18743E>Contents</font></u>: \"[C.parameters["message"]]\"<br>"
|
||||
if(language)
|
||||
dat += "<u><font color = #18743E>Language</font></u>: [language]<br/>"
|
||||
|
||||
// -- Orator is not human and universal translate not active --
|
||||
|
||||
else
|
||||
dat += "<u><font color = #18743E>Data type</font color></u>: Audio File<br>"
|
||||
dat += "<u><font color = #18743E>Source</font color></u>: <i>Unidentifiable</i><br>"
|
||||
dat += "<u><font color = #18743E>Class</font color></u>: [race]<br>"
|
||||
dat += "<u><font color = #18743E>Contents</font color></u>: <i>Unintelligble</i><br>"
|
||||
dat += "<u><font color = #18743E>Data type</font></u>: Audio File<br>"
|
||||
dat += "<u><font color = #18743E>Source</font></u>: <i>Unidentifiable</i><br>"
|
||||
dat += "<u><font color = #18743E>Class</font></u>: [race]<br>"
|
||||
dat += "<u><font color = #18743E>Contents</font></u>: <i>Unintelligble</i><br>"
|
||||
|
||||
dat += "</li><br>"
|
||||
|
||||
else if(C.input_type == "Execution Error")
|
||||
|
||||
dat += "<li><font color = #990000>[C.name]</font color> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
|
||||
dat += "<u><font color = #787700>Output</font color></u>: \"[C.parameters["message"]]\"<br>"
|
||||
dat += "<li><font color = #990000>[C.name]</font> <font color = #FF0000><a href='?src=\ref[src];delete=[i]'>\[X\]</a></font color><br>"
|
||||
dat += "<u><font color = #787700>Output</font></u>: \"[C.parameters["message"]]\"<br>"
|
||||
dat += "</li><br>"
|
||||
|
||||
|
||||
|
||||
@@ -537,6 +537,28 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list()
|
||||
log.parameters["message"] = signal.data["message"]
|
||||
log.parameters["name"] = signal.data["name"]
|
||||
log.parameters["realname"] = signal.data["realname"]
|
||||
log.parameters["language"] = signal.data["language"]
|
||||
|
||||
var/race = "unknown"
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
race = "[H.species.name]"
|
||||
log.parameters["intelligible"] = 1
|
||||
else if(isbrain(M))
|
||||
var/mob/living/carbon/brain/B = M
|
||||
race = "[B.species.name]"
|
||||
log.parameters["intelligible"] = 1
|
||||
else if(M.isMonkey())
|
||||
race = "Monkey"
|
||||
else if(M.isSilicon())
|
||||
race = "Artificial Life"
|
||||
log.parameters["intelligible"] = 1
|
||||
else if(isslime(M))
|
||||
race = "Slime"
|
||||
else if(isanimal(M))
|
||||
race = "Domestic Animal"
|
||||
|
||||
log.parameters["race"] = race
|
||||
|
||||
if(!istype(M, /mob/new_player) && M)
|
||||
log.parameters["uspeech"] = M.universal_speak
|
||||
|
||||
@@ -46,12 +46,11 @@
|
||||
|
||||
/obj/machinery/turretid/initialize()
|
||||
if(!control_area)
|
||||
var/area/CA = get_area(src)
|
||||
control_area = CA.master
|
||||
control_area = get_area(src)
|
||||
else if(istext(control_area))
|
||||
for(var/area/A in world)
|
||||
if(A.name && A.name==control_area)
|
||||
control_area = A.master
|
||||
control_area = A
|
||||
break
|
||||
|
||||
if(control_area)
|
||||
@@ -178,9 +177,8 @@
|
||||
TC.ailock = ailock
|
||||
|
||||
if(istype(control_area))
|
||||
for(var/area/sub_area in control_area.related)
|
||||
for (var/obj/machinery/porta_turret/aTurret in sub_area)
|
||||
aTurret.setState(TC)
|
||||
for (var/obj/machinery/porta_turret/aTurret in control_area)
|
||||
aTurret.setState(TC)
|
||||
|
||||
update_icon()
|
||||
|
||||
|
||||
@@ -13,9 +13,6 @@
|
||||
|
||||
/area/turret_protected/Entered(O)
|
||||
..()
|
||||
if( master && master != src )
|
||||
return master.Entered(O)
|
||||
|
||||
if( iscarbon(O) )
|
||||
turretTargets |= O
|
||||
else if( istype(O, /obj/mecha) )
|
||||
@@ -27,9 +24,6 @@
|
||||
return 1
|
||||
|
||||
/area/turret_protected/Exited(O)
|
||||
if( master && master != src )
|
||||
return master.Exited(O)
|
||||
|
||||
if( ismob(O) && !issilicon(O) )
|
||||
turretTargets -= O
|
||||
else if( istype(O, /obj/mecha) )
|
||||
@@ -148,8 +142,6 @@
|
||||
/obj/machinery/turret/proc/get_protected_area()
|
||||
var/area/turret_protected/TP = get_area(src)
|
||||
if(istype(TP))
|
||||
if(TP.master && TP.master != TP)
|
||||
TP = TP.master
|
||||
return TP
|
||||
return
|
||||
|
||||
|
||||
83
code/game/machinery/wall_frames.dm
Normal file
83
code/game/machinery/wall_frames.dm
Normal file
@@ -0,0 +1,83 @@
|
||||
/obj/item/frame
|
||||
name = "frame"
|
||||
desc = "Used for building machines."
|
||||
icon = 'icons/obj/monitors.dmi'
|
||||
icon_state = "fire_bitem"
|
||||
flags = CONDUCT
|
||||
var/build_machine_type
|
||||
var/refund_amt = 2
|
||||
var/refund_type = /obj/item/stack/sheet/metal
|
||||
|
||||
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/wrench))
|
||||
new refund_type( get_turf(src.loc), refund_amt)
|
||||
qdel(src)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/frame/proc/try_build(turf/on_wall)
|
||||
if(!build_machine_type)
|
||||
return
|
||||
|
||||
if (get_dist(on_wall,usr)>1)
|
||||
return
|
||||
|
||||
var/ndir = get_dir(on_wall,usr)
|
||||
if (!(ndir in cardinal))
|
||||
return
|
||||
|
||||
var/turf/loc = get_turf(usr)
|
||||
var/area/A = loc.loc
|
||||
if (!istype(loc, /turf/simulated/floor))
|
||||
usr << "<span class='danger>\The [src] Alarm cannot be placed on this spot.</span>"
|
||||
return
|
||||
if (A.requires_power == 0 || A.name == "Space")
|
||||
usr << "<span class='danger>\The [src] Alarm cannot be placed in this area.</span>"
|
||||
return
|
||||
|
||||
if(gotwallitem(loc, ndir))
|
||||
usr << "<span class='danger>There's already an item on this wall!</span>"
|
||||
return
|
||||
|
||||
var/obj/machinery/M = new build_machine_type(loc, ndir, 1)
|
||||
M.fingerprints = src.fingerprints
|
||||
M.fingerprintshidden = src.fingerprintshidden
|
||||
M.fingerprintslast = src.fingerprintslast
|
||||
qdel(src)
|
||||
|
||||
/obj/item/frame/fire_alarm
|
||||
name = "fire alarm frame"
|
||||
desc = "Used for building fire alarms."
|
||||
build_machine_type = /obj/machinery/firealarm
|
||||
|
||||
/obj/item/frame/air_alarm
|
||||
name = "air alarm frame"
|
||||
desc = "Used for building air alarms."
|
||||
build_machine_type = /obj/machinery/alarm
|
||||
|
||||
/obj/item/frame/light
|
||||
name = "light fixture frame"
|
||||
desc = "Used for building lights."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-item"
|
||||
build_machine_type = /obj/machinery/light_construct
|
||||
|
||||
/obj/item/frame/light/small
|
||||
name = "small light fixture frame"
|
||||
icon_state = "bulb-construct-item"
|
||||
refund_amt = 1
|
||||
build_machine_type = /obj/machinery/light_construct/small
|
||||
|
||||
/obj/item/frame/rust
|
||||
name = "Fuel Compressor frame"
|
||||
icon = 'icons/rust.dmi'
|
||||
icon_state = "fuel_compressor0"
|
||||
w_class = 4
|
||||
refund_type = /obj/item/stack/sheet/plasteel
|
||||
refund_amt = 12
|
||||
build_machine_type = /obj/machinery/rust_fuel_compressor
|
||||
|
||||
/obj/item/frame/rust/assembly
|
||||
name = "Fuel Assembly Port frame"
|
||||
icon_state = "port2"
|
||||
build_machine_type = /obj/machinery/rust_fuel_assembly_port
|
||||
@@ -9,7 +9,7 @@
|
||||
force = 5
|
||||
origin_tech = "materials=2"
|
||||
construction_time = 100
|
||||
construction_cost = list("metal"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
|
||||
var/equip_cooldown = 0
|
||||
var/equip_ready = 1
|
||||
var/energy_drain = 0
|
||||
@@ -100,11 +100,11 @@
|
||||
|
||||
if (ispath(required_type))
|
||||
return istype(M, required_type)
|
||||
|
||||
|
||||
for (var/path in required_type)
|
||||
if (istype(M, path))
|
||||
return 1
|
||||
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M as obj)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
origin_tech = "programming=2;biotech=3"
|
||||
energy_drain = 20
|
||||
range = MELEE
|
||||
construction_cost = list("metal"=5000,"glass"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=5000,"glass"=10000)
|
||||
reliability = 1000
|
||||
equip_cooldown = 20
|
||||
var/mob/living/carbon/occupant = null
|
||||
@@ -394,7 +394,7 @@
|
||||
equip_cooldown = 10
|
||||
origin_tech = "materials=3;biotech=4;magnets=4;programming=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=3000,"glass"=2000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=3000,"glass"=2000)
|
||||
required_type = /obj/mecha/medical
|
||||
|
||||
New()
|
||||
|
||||
@@ -89,8 +89,13 @@
|
||||
var/C = target.loc //why are these backwards? we may never know -Pete
|
||||
if(do_after_cooldown(target))
|
||||
if(T == chassis.loc && src == chassis.selected)
|
||||
if(istype(target, /turf/simulated/wall/r_wall))
|
||||
occupant_message("<span class='warning'>[target] is too durable to drill through.</span>")
|
||||
if(istype(target, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/W = target
|
||||
if(W.reinf_material)
|
||||
occupant_message("<span class='warning'>[target] is too durable to drill through.</span>")
|
||||
else
|
||||
log_message("Drilled through [target]")
|
||||
target.ex_act(2)
|
||||
else if(istype(target, /turf/simulated/mineral))
|
||||
for(var/turf/simulated/mineral/M in range(chassis,1))
|
||||
if(get_dir(chassis,M)&chassis.dir)
|
||||
@@ -123,7 +128,7 @@
|
||||
desc = "This is an upgraded version of the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)"
|
||||
icon_state = "mecha_diamond_drill"
|
||||
origin_tech = "materials=4;engineering=3"
|
||||
construction_cost = list("metal"=10000,"diamond"=6500)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"diamond"=6500)
|
||||
equip_cooldown = 20
|
||||
force = 15
|
||||
|
||||
@@ -140,8 +145,9 @@
|
||||
var/C = target.loc //why are these backwards? we may never know -Pete
|
||||
if(do_after_cooldown(target))
|
||||
if(T == chassis.loc && src == chassis.selected)
|
||||
if(istype(target, /turf/simulated/wall/r_wall))
|
||||
if(do_after_cooldown(target))//To slow down how fast mechs can drill through the station
|
||||
if(istype(target, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/W = target
|
||||
if(!W.reinf_material || do_after_cooldown(target))//To slow down how fast mechs can drill through the station
|
||||
log_message("Drilled through [target]")
|
||||
target.ex_act(3)
|
||||
else if(istype(target, /turf/simulated/mineral))
|
||||
@@ -255,7 +261,7 @@
|
||||
energy_drain = 250
|
||||
range = MELEE|RANGED
|
||||
construction_time = 1200
|
||||
construction_cost = list("metal"=30000,"phoron"=25000,"silver"=20000,"gold"=20000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=25000,"silver"=20000,"gold"=20000)
|
||||
var/mode = 0 //0 - deconstruct, 1 - wall or floor, 2 - airlock.
|
||||
var/disabled = 0 //malf
|
||||
|
||||
@@ -505,7 +511,7 @@
|
||||
equip_cooldown = 10
|
||||
energy_drain = 50
|
||||
range = 0
|
||||
construction_cost = list("metal"=20000,"silver"=5000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"silver"=5000)
|
||||
var/deflect_coeff = 1.15
|
||||
var/damage_coeff = 0.8
|
||||
|
||||
@@ -555,7 +561,7 @@
|
||||
equip_cooldown = 10
|
||||
energy_drain = 50
|
||||
range = 0
|
||||
construction_cost = list("metal"=20000,"gold"=5000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"gold"=5000)
|
||||
var/deflect_coeff = 1.15
|
||||
var/damage_coeff = 0.8
|
||||
|
||||
@@ -626,7 +632,7 @@
|
||||
equip_cooldown = 20
|
||||
energy_drain = 100
|
||||
range = 0
|
||||
construction_cost = list("metal"=10000,"gold"=1000,"silver"=2000,"glass"=5000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=1000,"silver"=2000,"glass"=5000)
|
||||
var/health_boost = 2
|
||||
var/datum/global_iterator/pr_repair_droid
|
||||
var/icon/droid_overlay
|
||||
@@ -721,7 +727,7 @@
|
||||
equip_cooldown = 10
|
||||
energy_drain = 0
|
||||
range = 0
|
||||
construction_cost = list("metal"=10000,"gold"=2000,"silver"=3000,"glass"=2000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=2000,"silver"=3000,"glass"=2000)
|
||||
var/datum/global_iterator/pr_energy_relay
|
||||
var/coeff = 100
|
||||
var/list/use_channels = list(EQUIP,ENVIRON,LIGHT)
|
||||
@@ -772,7 +778,7 @@
|
||||
var/pow_chan
|
||||
if(A)
|
||||
for(var/c in use_channels)
|
||||
if(A.master && A.master.powered(c))
|
||||
if(A.powered(c))
|
||||
pow_chan = c
|
||||
break
|
||||
return pow_chan
|
||||
@@ -819,13 +825,13 @@
|
||||
if(A)
|
||||
var/pow_chan
|
||||
for(var/c in list(EQUIP,ENVIRON,LIGHT))
|
||||
if(A.master.powered(c))
|
||||
if(A.powered(c))
|
||||
pow_chan = c
|
||||
break
|
||||
if(pow_chan)
|
||||
var/delta = min(12, ER.chassis.cell.maxcharge-cur_charge)
|
||||
ER.chassis.give_power(delta)
|
||||
A.master.use_power(delta*ER.coeff, pow_chan)
|
||||
A.use_power(delta*ER.coeff, pow_chan)
|
||||
return
|
||||
|
||||
|
||||
@@ -838,7 +844,7 @@
|
||||
equip_cooldown = 10
|
||||
energy_drain = 0
|
||||
range = MELEE
|
||||
construction_cost = list("metal"=10000,"silver"=500,"glass"=1000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"silver"=500,"glass"=1000)
|
||||
var/datum/global_iterator/pr_mech_generator
|
||||
var/coeff = 100
|
||||
var/obj/item/stack/sheet/fuel
|
||||
@@ -978,7 +984,7 @@
|
||||
desc = "Generates power using uranium. Pollutes the environment."
|
||||
icon_state = "tesla"
|
||||
origin_tech = "powerstorage=3;engineering=3"
|
||||
construction_cost = list("metal"=10000,"silver"=500,"glass"=1000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"silver"=500,"glass"=1000)
|
||||
max_fuel = 50000
|
||||
fuel_per_cycle_idle = 10
|
||||
fuel_per_cycle_active = 30
|
||||
@@ -1089,7 +1095,7 @@
|
||||
origin_tech = "engineering=1;biotech=1"
|
||||
energy_drain = 10
|
||||
range = MELEE
|
||||
construction_cost = list("metal"=5000,"glass"=5000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=5000,"glass"=5000)
|
||||
reliability = 1000
|
||||
equip_cooldown = 20
|
||||
var/mob/living/carbon/occupant = null
|
||||
|
||||
@@ -274,7 +274,7 @@
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
|
||||
name = "\improper SOP-6 grenade launcher"
|
||||
projectile = /obj/item/weapon/grenade/flashbang/clusterbang
|
||||
construction_cost = list("metal"=20000,"gold"=6000,"uranium"=6000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"gold"=6000,"uranium"=6000)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited/get_equip_info()//Limited version of the clusterbang launcher that can't reload
|
||||
return "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span> [chassis.selected==src?"<b>":"<a href='?src=\ref[chassis];select_equip=\ref[src]'>"][src.name][chassis.selected==src?"</b>":"</a>"]\[[src.projectiles]\]"
|
||||
|
||||
@@ -139,6 +139,7 @@
|
||||
anchored = 1
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "recharge_comp"
|
||||
light_color = "#a97faa"
|
||||
circuit = "/obj/item/weapon/circuitboard/mech_bay_power_console"
|
||||
var/autostart = 1
|
||||
var/voltage = 45
|
||||
@@ -214,4 +215,4 @@
|
||||
// open the new ui window
|
||||
ui.open()
|
||||
// auto update every Master Controller tick
|
||||
ui.set_auto_update(1)
|
||||
ui.set_auto_update(1)
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
var/time_coeff = 1.5 //can be upgraded with research
|
||||
var/resource_coeff = 1.5 //can be upgraded with research
|
||||
var/list/resources = list(
|
||||
"metal"=0,
|
||||
DEFAULT_WALL_MATERIAL=0,
|
||||
"glass"=0,
|
||||
"gold"=0,
|
||||
"silver"=0,
|
||||
@@ -511,7 +511,7 @@
|
||||
src.updateUsrDialog()
|
||||
sleep(30) //only sleep if called by user
|
||||
var/found = 0
|
||||
for(var/obj/machinery/computer/rdconsole/RDC in get_area(src))
|
||||
for(var/obj/machinery/computer/rdconsole/RDC in get_area_all_atoms(get_area(src)))
|
||||
if(!RDC.sync)
|
||||
continue
|
||||
found++
|
||||
@@ -719,7 +719,7 @@
|
||||
/obj/machinery/mecha_part_fabricator/proc/remove_material(var/mat_string, var/amount)
|
||||
var/type
|
||||
switch(mat_string)
|
||||
if("metal")
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
type = /obj/item/stack/sheet/metal
|
||||
if("glass")
|
||||
type = /obj/item/stack/sheet/glass
|
||||
@@ -774,9 +774,9 @@
|
||||
if(I.reliability != 100 && crit_fail)
|
||||
I.crit_fail = 1
|
||||
I.loc = src.loc
|
||||
if(src.resources["metal"] >= 3750)
|
||||
if(src.resources[DEFAULT_WALL_MATERIAL] >= 3750)
|
||||
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
|
||||
G.amount = round(src.resources["metal"] / G.perunit)
|
||||
G.amount = round(src.resources[DEFAULT_WALL_MATERIAL] / G.perunit)
|
||||
if(src.resources["glass"] >= 3750)
|
||||
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
|
||||
G.amount = round(src.resources["glass"] / G.perunit)
|
||||
@@ -816,7 +816,7 @@
|
||||
if(/obj/item/stack/sheet/mineral/phoron)
|
||||
material = "phoron"
|
||||
if(/obj/item/stack/sheet/metal)
|
||||
material = "metal"
|
||||
material = DEFAULT_WALL_MATERIAL
|
||||
if(/obj/item/stack/sheet/glass)
|
||||
material = "glass"
|
||||
if(/obj/item/stack/sheet/mineral/uranium)
|
||||
|
||||
@@ -1004,8 +1004,8 @@
|
||||
set popup_menu = 0
|
||||
if(usr!=occupant) return
|
||||
lights = !lights
|
||||
if(lights) SetLuminosity(luminosity + lights_power)
|
||||
else SetLuminosity(luminosity - lights_power)
|
||||
if(lights) set_light(light_range + lights_power)
|
||||
else set_light(light_range - lights_power)
|
||||
src.occupant_message("Toggled lights [lights?"on":"off"].")
|
||||
log_message("Toggled lights [lights?"on":"off"].")
|
||||
return
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
name = "Exosuit Control"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "mecha"
|
||||
light_color = "#a97faa"
|
||||
req_access = list(access_robotics)
|
||||
circuit = "/obj/item/weapon/circuitboard/mecha_control"
|
||||
var/list/located = list()
|
||||
@@ -69,7 +70,7 @@
|
||||
icon_state = "motion2"
|
||||
origin_tech = "programming=2;magnets=2"
|
||||
construction_time = 50
|
||||
construction_cost = list("metal"=500)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=500)
|
||||
|
||||
proc/get_mecha_info()
|
||||
if(!in_mecha())
|
||||
|
||||
@@ -12,14 +12,14 @@
|
||||
flags = CONDUCT
|
||||
origin_tech = "programming=2;materials=2"
|
||||
var/construction_time = 100
|
||||
var/list/construction_cost = list("metal"=20000,"glass"=5000)
|
||||
var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000)
|
||||
|
||||
|
||||
/obj/item/mecha_parts/chassis
|
||||
name="Mecha Chassis"
|
||||
icon_state = "backbone"
|
||||
var/datum/construction/construct
|
||||
construction_cost = list("metal"=20000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000)
|
||||
flags = CONDUCT
|
||||
|
||||
attackby(obj/item/W as obj, mob/user as mob)
|
||||
@@ -45,7 +45,7 @@
|
||||
icon_state = "ripley_harness"
|
||||
origin_tech = "programming=2;materials=2;biotech=2;engineering=2"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=40000,"glass"=15000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"glass"=15000)
|
||||
|
||||
/obj/item/mecha_parts/part/ripley_left_arm
|
||||
name="Ripley Left Arm"
|
||||
@@ -53,7 +53,7 @@
|
||||
icon_state = "ripley_l_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 150
|
||||
construction_cost = list("metal"=25000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
|
||||
/obj/item/mecha_parts/part/ripley_right_arm
|
||||
name="Ripley Right Arm"
|
||||
@@ -61,7 +61,7 @@
|
||||
icon_state = "ripley_r_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 150
|
||||
construction_cost = list("metal"=25000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
|
||||
/obj/item/mecha_parts/part/ripley_left_leg
|
||||
name="Ripley Left Leg"
|
||||
@@ -69,7 +69,7 @@
|
||||
icon_state = "ripley_l_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 150
|
||||
construction_cost = list("metal"=30000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=30000)
|
||||
|
||||
/obj/item/mecha_parts/part/ripley_right_leg
|
||||
name="Ripley Right Leg"
|
||||
@@ -77,13 +77,13 @@
|
||||
icon_state = "ripley_r_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 150
|
||||
construction_cost = list("metal"=30000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=30000)
|
||||
|
||||
///////// Gygax
|
||||
|
||||
/obj/item/mecha_parts/chassis/gygax
|
||||
name = "Gygax Chassis"
|
||||
construction_cost = list("metal"=25000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
|
||||
New()
|
||||
..()
|
||||
@@ -95,7 +95,7 @@
|
||||
icon_state = "gygax_harness"
|
||||
origin_tech = "programming=2;materials=2;biotech=3;engineering=3"
|
||||
construction_time = 300
|
||||
construction_cost = list("metal"=50000,"glass"=20000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"glass"=20000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_head
|
||||
name="Gygax Head"
|
||||
@@ -103,7 +103,7 @@
|
||||
icon_state = "gygax_head"
|
||||
origin_tech = "programming=2;materials=2;magnets=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=20000,"glass"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=10000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_left_arm
|
||||
name="Gygax Left Arm"
|
||||
@@ -111,7 +111,7 @@
|
||||
icon_state = "gygax_l_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=30000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=30000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_right_arm
|
||||
name="Gygax Right Arm"
|
||||
@@ -119,35 +119,35 @@
|
||||
icon_state = "gygax_r_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=30000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=30000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_left_leg
|
||||
name="Gygax Left Leg"
|
||||
icon_state = "gygax_l_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=35000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_right_leg
|
||||
name="Gygax Right Leg"
|
||||
icon_state = "gygax_r_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=35000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000)
|
||||
|
||||
/obj/item/mecha_parts/part/gygax_armour
|
||||
name="Gygax Armour Plates"
|
||||
icon_state = "gygax_armour"
|
||||
origin_tech = "materials=6;combat=4;engineering=5"
|
||||
construction_time = 600
|
||||
construction_cost = list("metal"=50000,"diamond"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"diamond"=10000)
|
||||
|
||||
|
||||
//////////// Durand
|
||||
|
||||
/obj/item/mecha_parts/chassis/durand
|
||||
name = "Durand Chassis"
|
||||
construction_cost = list("metal"=25000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
|
||||
New()
|
||||
..()
|
||||
@@ -158,49 +158,49 @@
|
||||
icon_state = "durand_harness"
|
||||
origin_tech = "programming=2;materials=3;biotech=3;engineering=3"
|
||||
construction_time = 300
|
||||
construction_cost = list("metal"=55000,"glass"=20000,"silver"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=55000,"glass"=20000,"silver"=10000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_head
|
||||
name="Durand Head"
|
||||
icon_state = "durand_head"
|
||||
origin_tech = "programming=2;materials=3;magnets=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=25000,"glass"=10000,"silver"=3000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000,"glass"=10000,"silver"=3000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_left_arm
|
||||
name="Durand Left Arm"
|
||||
icon_state = "durand_l_arm"
|
||||
origin_tech = "programming=2;materials=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=35000,"silver"=3000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"silver"=3000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_right_arm
|
||||
name="Durand Right Arm"
|
||||
icon_state = "durand_r_arm"
|
||||
origin_tech = "programming=2;materials=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=35000,"silver"=3000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"silver"=3000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_left_leg
|
||||
name="Durand Left Leg"
|
||||
icon_state = "durand_l_leg"
|
||||
origin_tech = "programming=2;materials=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=40000,"silver"=3000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"silver"=3000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_right_leg
|
||||
name="Durand Right Leg"
|
||||
icon_state = "durand_r_leg"
|
||||
origin_tech = "programming=2;materials=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=40000,"silver"=3000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"silver"=3000)
|
||||
|
||||
/obj/item/mecha_parts/part/durand_armour
|
||||
name="Durand Armour Plates"
|
||||
icon_state = "durand_armour"
|
||||
origin_tech = "materials=5;combat=4;engineering=5"
|
||||
construction_time = 600
|
||||
construction_cost = list("metal"=50000,"uranium"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"uranium"=10000)
|
||||
|
||||
|
||||
|
||||
@@ -248,42 +248,42 @@
|
||||
name="Phazon Torso"
|
||||
icon_state = "phazon_harness"
|
||||
construction_time = 300
|
||||
construction_cost = list("metal"=35000,"glass"=10000,"phoron"=20000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"glass"=10000,"phoron"=20000)
|
||||
origin_tech = "programming=5;materials=7;bluespace=6;powerstorage=6"
|
||||
|
||||
/obj/item/mecha_parts/part/phazon_head
|
||||
name="Phazon Head"
|
||||
icon_state = "phazon_head"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=15000,"glass"=5000,"phoron"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000,"glass"=5000,"phoron"=10000)
|
||||
origin_tech = "programming=4;materials=5;magnets=6"
|
||||
|
||||
/obj/item/mecha_parts/part/phazon_left_arm
|
||||
name="Phazon Left Arm"
|
||||
icon_state = "phazon_l_arm"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=20000,"phoron"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
|
||||
origin_tech = "materials=5;bluespace=2;magnets=2"
|
||||
|
||||
/obj/item/mecha_parts/part/phazon_right_arm
|
||||
name="Phazon Right Arm"
|
||||
icon_state = "phazon_r_arm"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=20000,"phoron"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
|
||||
origin_tech = "materials=5;bluespace=2;magnets=2"
|
||||
|
||||
/obj/item/mecha_parts/part/phazon_left_leg
|
||||
name="Phazon Left Leg"
|
||||
icon_state = "phazon_l_leg"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=20000,"phoron"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
|
||||
origin_tech = "materials=5;bluespace=3;magnets=3"
|
||||
|
||||
/obj/item/mecha_parts/part/phazon_right_leg
|
||||
name="Phazon Right Leg"
|
||||
icon_state = "phazon_r_leg"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=20000,"phoron"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000)
|
||||
origin_tech = "materials=5;bluespace=3;magnets=3"
|
||||
|
||||
///////// Odysseus
|
||||
@@ -300,7 +300,7 @@
|
||||
name="Odysseus Head"
|
||||
icon_state = "odysseus_head"
|
||||
construction_time = 100
|
||||
construction_cost = list("metal"=2000,"glass"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=2000,"glass"=10000)
|
||||
origin_tech = "programming=3;materials=2"
|
||||
|
||||
/obj/item/mecha_parts/part/odysseus_torso
|
||||
@@ -309,7 +309,7 @@
|
||||
icon_state = "odysseus_torso"
|
||||
origin_tech = "programming=2;materials=2;biotech=2;engineering=2"
|
||||
construction_time = 180
|
||||
construction_cost = list("metal"=25000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=25000)
|
||||
|
||||
/obj/item/mecha_parts/part/odysseus_left_arm
|
||||
name="Odysseus Left Arm"
|
||||
@@ -317,7 +317,7 @@
|
||||
icon_state = "odysseus_l_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 120
|
||||
construction_cost = list("metal"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
|
||||
|
||||
/obj/item/mecha_parts/part/odysseus_right_arm
|
||||
name="Odysseus Right Arm"
|
||||
@@ -325,7 +325,7 @@
|
||||
icon_state = "odysseus_r_arm"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 120
|
||||
construction_cost = list("metal"=10000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=10000)
|
||||
|
||||
/obj/item/mecha_parts/part/odysseus_left_leg
|
||||
name="Odysseus Left Leg"
|
||||
@@ -333,7 +333,7 @@
|
||||
icon_state = "odysseus_l_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 130
|
||||
construction_cost = list("metal"=15000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
|
||||
|
||||
/obj/item/mecha_parts/part/odysseus_right_leg
|
||||
name="Odysseus Right Leg"
|
||||
@@ -341,11 +341,11 @@
|
||||
icon_state = "odysseus_r_leg"
|
||||
origin_tech = "programming=2;materials=2;engineering=2"
|
||||
construction_time = 130
|
||||
construction_cost = list("metal"=15000)
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)
|
||||
|
||||
/*/obj/item/mecha_parts/part/odysseus_armour
|
||||
name="Odysseus Carapace"
|
||||
icon_state = "odysseus_armour"
|
||||
origin_tech = "materials=3;engineering=3"
|
||||
construction_time = 200
|
||||
construction_cost = list("metal"=15000)*/
|
||||
construction_cost = list(DEFAULT_WALL_MATERIAL=15000)*/
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user