Updates AI branch to Master (#5591)

* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Ports descriptors from Bay

* Add files via upload

* Removes Noble Defines

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Initial Work: Manifest, Newsfeed

* Adds newscast viewing, manifest

* Cartridge devices

* Template progress

* Med records, Sec records, Emp records

* Cartridge work part 1

* Cartridge work: part 2

 * Power monitoring console
 * Cartridges have persistent, internal data
 * Code to load element-specific data upon request, instead of serving all relevant data at once
 * Janitorial Supply Locator

* Refactor crew manifest to a separate file

* GPS cartridge

* Reorganize GPS to proper organization, important comments

* Supply cartridge

* Status display access

* Merc blast door controller

* Appeases travis (Round 1)

* Appeases travis (Round 2)

* Headset sprites are now on the default ear, which is left

* Cleave changes, attack code cleanup

* Catching is no longer guaranteed, accuracy code is more general

* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.

* changelog

* Robots can attack things again

* Might help with air subsystem lag

* Ports the spinny throwing animation from Bay

* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.

* Defines.

* Headset sprite tweaks

* Shield Drone no longer auto-fails with Energy Relays.

* I'm an idiot.

* PoIs can be rotated in increments of 90 degrees

* Might fix the server startup error_handler runtime

* Cult Girders are back to being proper.

* Submaps can now be rotated to any cardinal direction (South is default)

* Should fix another runtime with tools

* Buffs the Vox

* Removes debug code (Yes, I'm an idiot)

* Ready for merge

* Fixes some bugs tangentially related to Vox code

* Ports /vg/ instrument frame work, adds client based sound pref

Also shifts sound files which is 98% of the bulk here.

* Helmets now show only certain hairstyles

* fixes the trailing tag, I think

* Scrubbers no longer automatically scrub phoron (#5512)

* adds manual changelog

* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)

* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!

* communicator_header.tmpl now correctly includes Body

* Adds tails to Unathi rig suit sprites (#5551)

* supplycom/control drops the correct circuit

* Emags have an effect on cargo consoles

* The cybersuit is now a space suit.

* Map Bugfixes

-	Fix for mislabeled c_tag cameras, first deck
-	Fix for mislabeled c_tag cameras, second deck
-	Fix for poi crashed containment shuttle mapping issues (terrain generation)
-	Fixed wrong floor type on skipjack
-	Fix for scrubbers pipe, central substation
-	Fix for air supply pipe, chapel
-	Fixed scrubber pipe, Engineering Drone Fab
-	Fix for air supply pipe, Prison Wing
-	Removed redundant supply and scrubber pipe, Security Auxiliary Dock
-	Fix, Fore Aux Dock airlock pipe.
-	Fix air supply pipe, library
-	Fix, scrubber pipe, coffee shop
-	Pipe fix, Medical maint
-	Fix, supply pipe medical secondary storage
-	Removal, redundant supply pipe, cargo maint
-	Fix, virology scrubbers pipes
-	Fix Xenobio and Xenoflora missing atmos connection to the main outpost
-	Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
-	Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
-	New, random mouse spawner
-	New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
-	New, 30 sheets of lead added to engineering
-	Fix, POIs should now be rad protected and characters won’t be affected by the radiation event

* Fixes Lead Walls (#5562)

A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.

* Yet Another Circuit Update (#5549)

* Circuit updates, adds new components, improves printer, new assemblies.

* Finishes powernet circuit.

* Adds wearable assemblies.

* Finialization before merging with GLOB port.

* Finishes circuit update, hopefully.

* Forgot to undo map.

* Removes debug output.

* Readds size traits

* Signal pistol can be reloaded (#5566)

* Makes Blobs more useful.

* Rig and Spacesuit additions

- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits

None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.

* Dermal implant doesn't cover hair

* Fixes a couple of tool related oversight/runtimes

* Fixes hand and leg cuffs

* Update combat.dm

* Boot knives fit in boots

* Adds tails to Unathi rigsuits (again)

* PoI fix

* Fixes some more errors, makes it compile, fixes inability for simplemobs to attack windows.
This commit is contained in:
Neerti
2018-09-22 17:24:00 -05:00
committed by Anewbe
parent b01183ef0c
commit f98e9bf96c
677 changed files with 7904 additions and 3235 deletions
@@ -15,6 +15,7 @@
if(I.density || I.anchored || I == src || !I.simulated)
continue
I.forceMove(src)
update_icon()
/obj/structure/largecrate/attack_hand(mob/user as mob)
to_chat(user, "<span class='notice'>You need a crowbar to pry this open!</span>")
@@ -57,6 +58,29 @@
ME.attach(H)
..()
/obj/structure/largecrate/vehicle
name = "vehicle crate"
desc = "It comes in a box for the consumer's sake. ..How is this lighter?"
icon_state = "vehiclecrate"
/obj/structure/largecrate/vehicle/initialize()
..()
spawn(1)
for(var/obj/O in contents)
O.update_icon()
/obj/structure/largecrate/vehicle/bike
name = "spacebike crate"
starts_with = list(/obj/structure/vehiclecage/spacebike)
/obj/structure/largecrate/vehicle/quadbike
name = "\improper ATV crate"
starts_with = list(/obj/structure/vehiclecage/quadbike)
/obj/structure/largecrate/vehicle/quadtrailer
name = "\improper ATV trailer crate"
starts_with = list(/obj/structure/vehiclecage/quadtrailer)
/obj/structure/largecrate/animal
icon_state = "mulecrate"
@@ -0,0 +1,106 @@
/obj/structure/vehiclecage
name = "vehicle cage"
desc = "A large metal lattice that seems to exist solely to annoy consumers."
icon = 'icons/obj/storage.dmi'
icon_state = "vehicle_cage"
density = 1
var/obj/vehicle/my_vehicle
var/my_vehicle_type
var/paint_color = "#666666"
/obj/structure/vehiclecage/examine(mob/user)
..()
if(my_vehicle)
to_chat(user, "<span class='notice'>It seems to contain \the [my_vehicle].</span>")
/obj/structure/vehiclecage/initialize()
. = ..()
if(my_vehicle_type)
my_vehicle = new my_vehicle_type(src)
for(var/obj/I in get_turf(src))
if(I.density || I.anchored || I == src || !I.simulated || !istype(I, my_vehicle_type))
continue
load_vehicle(I)
update_icon()
/obj/structure/vehiclecage/attack_hand(mob/user as mob)
to_chat(user, "<span class='notice'>You need a wrench to take this apart!</span>")
return
/obj/structure/vehiclecage/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/turf/T = get_turf(src)
if(!T)
to_chat(user, "<span class='notice'>You can't open this here!</span>")
if(W.is_wrench() && do_after(user, 60 * W.toolspeed, src))
playsound(loc, W.usesound, 50, 1)
disassemble(W, user)
user.visible_message("<span class='notice'>[user] begins loosening \the [src]'s bolts.</span>")
if(W.is_wirecutter() && do_after(user, 70 * W.toolspeed, src))
playsound(loc, W.usesound, 50, 1)
disassemble(W, user)
user.visible_message("<span class='notice'>[user] begins cutting \the [src]'s bolts.</span>")
else
return attack_hand(user)
/obj/structure/vehiclecage/update_icon()
..()
overlays.Cut()
underlays.Cut()
var/image/framepaint = new(icon = 'icons/obj/storage.dmi', icon_state = "[initial(icon_state)]_a", layer = MOB_LAYER + 1.1)
framepaint.plane = MOB_PLANE
framepaint.color = paint_color
overlays += framepaint
for(var/obj/vehicle/V in src.contents)
var/image/showcase = new(V)
showcase.layer = src.layer - 0.1
underlays += showcase
/obj/structure/vehiclecage/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(user && (user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C)))
return
var/obj/vehicle/V
if(istype(C, /obj/vehicle))
V = C
if(!V)
return
if(!my_vehicle)
load_vehicle(V, user)
/obj/structure/vehiclecage/proc/load_vehicle(var/obj/vehicle/V, mob/user as mob)
if(user)
user.visible_message("<span class='notice'>[user] loads \the [V] into \the [src].</span>", \
"<span class='notice'>You load \the [V] into \the [src].</span>", \
"<span class='notice'>You hear creaking metal.</span>")
V.forceMove(src)
paint_color = V.paint_color
update_icon()
/obj/structure/vehiclecage/proc/disassemble(obj/item/weapon/W as obj, mob/user as mob)
var/turf/T = get_turf(src)
new /obj/item/stack/material/steel(src.loc, 5)
for(var/atom/movable/AM in contents)
if(AM.simulated)
AM.forceMove(T)
my_vehicle = null
user.visible_message("<span class='notice'>[user] release \the [src].</span>", \
"<span class='notice'>You finally release \the [src].</span>", \
"<span class='notice'>You hear creaking metal.</span>")
qdel(src)
/obj/structure/vehiclecage/spacebike
my_vehicle_type = /obj/vehicle/bike/random
/obj/structure/vehiclecage/quadbike
my_vehicle_type = /obj/vehicle/train/engine/quadbike/random
/obj/structure/vehiclecage/quadtrailer
my_vehicle_type = /obj/vehicle/train/trolley/trailer/random
@@ -47,4 +47,4 @@
R.ghost_inhabit(M)
visible_message("<span class='warning'>The blade shines brightly for a brief moment as [usr] pulls it out of the stone!</span>")
log_and_message_admins("successfully acquired a cursed sword.")
..()
..()
+8 -1
View File
@@ -317,13 +317,20 @@
return
/obj/structure/girder/cult
name = "column"
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
health = 250
cover = 70
girder_material = DEFAULT_WALL_MATERIAL
girder_material = "cult"
applies_material_colour = 0
/obj/structure/girder/cult/update_icon()
if(anchored)
icon_state = "cultgirder"
else
icon_state = "displaced"
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
+4 -2
View File
@@ -93,7 +93,9 @@
src.health -= damage*0.2
spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/grille/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W))
return
if(W.is_wirecutter())
if(!shock(user, 100))
playsound(src, W.usesound, 100, 1)
@@ -107,7 +109,7 @@
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor.</span>")
return
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/ST = W
if(!ST.material.created_window)
+286 -366
View File
@@ -1,248 +1,107 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
#define MUSICIAN_HEARCHECK_MINDELAY 4
#define INSTRUMENT_MAX_LINE_LENGTH 300
#define INSTRUMENT_MAX_LINE_NUMBER 50
/datum/song
var/name = "Untitled"
var/list/lines = new()
var/tempo = 5
var/tempo = 5 // delay between notes
/obj/structure/device/piano
name = "space minimoog"
icon = 'icons/obj/musician.dmi'
icon_state = "minimoog"
anchored = 1
density = 1
var/datum/song/song
var/playing = 0
var/help = 0
var/edit = 1
var/repeat = 0
var/playing = 0 // if we're playing
var/help = 0 // if help is open
var/edit = 1 // if we're in editing mode
var/repeat = 0 // number of times remaining to repeat
var/max_repeats = 10 // maximum times we can repeat
/obj/structure/device/piano/New()
if(prob(50))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
var/instrumentDir = "piano" // the folder with the sounds
var/instrumentExt = "ogg" // the file extension
var/obj/instrumentObj = null // the associated obj playing the sound
var/last_hearcheck = 0
var/list/hearing_mobs
/datum/song/New(dir, obj, ext = "ogg")
instrumentDir = dir
instrumentObj = obj
instrumentExt = ext
/datum/song/Destroy()
instrumentObj = null
return ..()
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
// oct is 1-8 (or 9 for C)
/datum/song/proc/playnote(note, acc as text, oct)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
oct--
note--
acc = "n"
else if(acc == "#" && (note == 2 || note == 5)) // B or E
if(note == 2)
oct++
note++
acc = "n"
else if(acc == "#" && (note == 7)) //G#
note = 1
acc = "b"
else if(acc == "#") // mass convert all sharps to flats, octave jump already handled
acc = "b"
note++
// check octave, C is allowed to go to 9
if(oct < 1 || (note == 3 ? oct > 9 : oct > 8))
return
// now generate name
var/soundfile = "sound/instruments/[instrumentDir]/[ascii2text(note+64)][acc][oct].[instrumentExt]"
soundfile = file(soundfile)
// make sure the note exists
if(!fexists(soundfile))
return
// and play
var/turf/source = get_turf(instrumentObj)
if((world.time - MUSICIAN_HEARCHECK_MINDELAY) > last_hearcheck)
LAZYCLEARLIST(hearing_mobs)
for(var/mob/M in hearers(15, source))
if(!M.client || !(M.is_preference_enabled(/datum/client_preference/instrument_toggle)))
continue
LAZYSET(hearing_mobs, M, TRUE)
last_hearcheck = world.time
var/sound/music_played = sound(soundfile)
for(var/i in hearing_mobs)
var/mob/M = i
M.playsound_local(source, null, 100, falloff = 5, S = music_played)
/datum/song/proc/updateDialog(mob/user)
instrumentObj.updateDialog() // assumes it's an object in world, override if otherwise
/datum/song/proc/shouldStopPlaying(mob/user)
if(instrumentObj)
if(!instrumentObj.Adjacent(user) || user.stat)
return 1
return !instrumentObj.anchored // add special cases to stop in subclasses
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
return 1
/obj/structure/device/piano/verb/rotate()
set name = "Rotate Piano"
set category = "Object"
set src in oview(1)
if(ismouse(usr))
return
else if(!usr || !isturf(usr.loc))
return
else if(usr.stat || usr.restrained())
return
else if (istype(usr,/mob/observer/ghost) && !config.ghost_interaction)
return
else
src.set_dir(turn(src.dir, 90))
return
/obj/structure/device/piano/proc/playnote(var/note as text)
//world << "Note: [note]"
var/soundfile
/*BYOND loads resource files at compile time if they are ''. This means you can't really manipulate them dynamically.
Tried doing it dynamically at first but its more trouble than its worth. Would have saved many lines tho.*/
switch(note)
if("Cn1") soundfile = 'sound/piano/Cn1.ogg'
if("C#1") soundfile = 'sound/piano/C#1.ogg'
if("Db1") soundfile = 'sound/piano/Db1.ogg'
if("Dn1") soundfile = 'sound/piano/Dn1.ogg'
if("D#1") soundfile = 'sound/piano/D#1.ogg'
if("Eb1") soundfile = 'sound/piano/Eb1.ogg'
if("En1") soundfile = 'sound/piano/En1.ogg'
if("E#1") soundfile = 'sound/piano/E#1.ogg'
if("Fb1") soundfile = 'sound/piano/Fb1.ogg'
if("Fn1") soundfile = 'sound/piano/Fn1.ogg'
if("F#1") soundfile = 'sound/piano/F#1.ogg'
if("Gb1") soundfile = 'sound/piano/Gb1.ogg'
if("Gn1") soundfile = 'sound/piano/Gn1.ogg'
if("G#1") soundfile = 'sound/piano/G#1.ogg'
if("Ab1") soundfile = 'sound/piano/Ab1.ogg'
if("An1") soundfile = 'sound/piano/An1.ogg'
if("A#1") soundfile = 'sound/piano/A#1.ogg'
if("Bb1") soundfile = 'sound/piano/Bb1.ogg'
if("Bn1") soundfile = 'sound/piano/Bn1.ogg'
if("B#1") soundfile = 'sound/piano/B#1.ogg'
if("Cb2") soundfile = 'sound/piano/Cb2.ogg'
if("Cn2") soundfile = 'sound/piano/Cn2.ogg'
if("C#2") soundfile = 'sound/piano/C#2.ogg'
if("Db2") soundfile = 'sound/piano/Db2.ogg'
if("Dn2") soundfile = 'sound/piano/Dn2.ogg'
if("D#2") soundfile = 'sound/piano/D#2.ogg'
if("Eb2") soundfile = 'sound/piano/Eb2.ogg'
if("En2") soundfile = 'sound/piano/En2.ogg'
if("E#2") soundfile = 'sound/piano/E#2.ogg'
if("Fb2") soundfile = 'sound/piano/Fb2.ogg'
if("Fn2") soundfile = 'sound/piano/Fn2.ogg'
if("F#2") soundfile = 'sound/piano/F#2.ogg'
if("Gb2") soundfile = 'sound/piano/Gb2.ogg'
if("Gn2") soundfile = 'sound/piano/Gn2.ogg'
if("G#2") soundfile = 'sound/piano/G#2.ogg'
if("Ab2") soundfile = 'sound/piano/Ab2.ogg'
if("An2") soundfile = 'sound/piano/An2.ogg'
if("A#2") soundfile = 'sound/piano/A#2.ogg'
if("Bb2") soundfile = 'sound/piano/Bb2.ogg'
if("Bn2") soundfile = 'sound/piano/Bn2.ogg'
if("B#2") soundfile = 'sound/piano/B#2.ogg'
if("Cb3") soundfile = 'sound/piano/Cb3.ogg'
if("Cn3") soundfile = 'sound/piano/Cn3.ogg'
if("C#3") soundfile = 'sound/piano/C#3.ogg'
if("Db3") soundfile = 'sound/piano/Db3.ogg'
if("Dn3") soundfile = 'sound/piano/Dn3.ogg'
if("D#3") soundfile = 'sound/piano/D#3.ogg'
if("Eb3") soundfile = 'sound/piano/Eb3.ogg'
if("En3") soundfile = 'sound/piano/En3.ogg'
if("E#3") soundfile = 'sound/piano/E#3.ogg'
if("Fb3") soundfile = 'sound/piano/Fb3.ogg'
if("Fn3") soundfile = 'sound/piano/Fn3.ogg'
if("F#3") soundfile = 'sound/piano/F#3.ogg'
if("Gb3") soundfile = 'sound/piano/Gb3.ogg'
if("Gn3") soundfile = 'sound/piano/Gn3.ogg'
if("G#3") soundfile = 'sound/piano/G#3.ogg'
if("Ab3") soundfile = 'sound/piano/Ab3.ogg'
if("An3") soundfile = 'sound/piano/An3.ogg'
if("A#3") soundfile = 'sound/piano/A#3.ogg'
if("Bb3") soundfile = 'sound/piano/Bb3.ogg'
if("Bn3") soundfile = 'sound/piano/Bn3.ogg'
if("B#3") soundfile = 'sound/piano/B#3.ogg'
if("Cb4") soundfile = 'sound/piano/Cb4.ogg'
if("Cn4") soundfile = 'sound/piano/Cn4.ogg'
if("C#4") soundfile = 'sound/piano/C#4.ogg'
if("Db4") soundfile = 'sound/piano/Db4.ogg'
if("Dn4") soundfile = 'sound/piano/Dn4.ogg'
if("D#4") soundfile = 'sound/piano/D#4.ogg'
if("Eb4") soundfile = 'sound/piano/Eb4.ogg'
if("En4") soundfile = 'sound/piano/En4.ogg'
if("E#4") soundfile = 'sound/piano/E#4.ogg'
if("Fb4") soundfile = 'sound/piano/Fb4.ogg'
if("Fn4") soundfile = 'sound/piano/Fn4.ogg'
if("F#4") soundfile = 'sound/piano/F#4.ogg'
if("Gb4") soundfile = 'sound/piano/Gb4.ogg'
if("Gn4") soundfile = 'sound/piano/Gn4.ogg'
if("G#4") soundfile = 'sound/piano/G#4.ogg'
if("Ab4") soundfile = 'sound/piano/Ab4.ogg'
if("An4") soundfile = 'sound/piano/An4.ogg'
if("A#4") soundfile = 'sound/piano/A#4.ogg'
if("Bb4") soundfile = 'sound/piano/Bb4.ogg'
if("Bn4") soundfile = 'sound/piano/Bn4.ogg'
if("B#4") soundfile = 'sound/piano/B#4.ogg'
if("Cb5") soundfile = 'sound/piano/Cb5.ogg'
if("Cn5") soundfile = 'sound/piano/Cn5.ogg'
if("C#5") soundfile = 'sound/piano/C#5.ogg'
if("Db5") soundfile = 'sound/piano/Db5.ogg'
if("Dn5") soundfile = 'sound/piano/Dn5.ogg'
if("D#5") soundfile = 'sound/piano/D#5.ogg'
if("Eb5") soundfile = 'sound/piano/Eb5.ogg'
if("En5") soundfile = 'sound/piano/En5.ogg'
if("E#5") soundfile = 'sound/piano/E#5.ogg'
if("Fb5") soundfile = 'sound/piano/Fb5.ogg'
if("Fn5") soundfile = 'sound/piano/Fn5.ogg'
if("F#5") soundfile = 'sound/piano/F#5.ogg'
if("Gb5") soundfile = 'sound/piano/Gb5.ogg'
if("Gn5") soundfile = 'sound/piano/Gn5.ogg'
if("G#5") soundfile = 'sound/piano/G#5.ogg'
if("Ab5") soundfile = 'sound/piano/Ab5.ogg'
if("An5") soundfile = 'sound/piano/An5.ogg'
if("A#5") soundfile = 'sound/piano/A#5.ogg'
if("Bb5") soundfile = 'sound/piano/Bb5.ogg'
if("Bn5") soundfile = 'sound/piano/Bn5.ogg'
if("B#5") soundfile = 'sound/piano/B#5.ogg'
if("Cb6") soundfile = 'sound/piano/Cb6.ogg'
if("Cn6") soundfile = 'sound/piano/Cn6.ogg'
if("C#6") soundfile = 'sound/piano/C#6.ogg'
if("Db6") soundfile = 'sound/piano/Db6.ogg'
if("Dn6") soundfile = 'sound/piano/Dn6.ogg'
if("D#6") soundfile = 'sound/piano/D#6.ogg'
if("Eb6") soundfile = 'sound/piano/Eb6.ogg'
if("En6") soundfile = 'sound/piano/En6.ogg'
if("E#6") soundfile = 'sound/piano/E#6.ogg'
if("Fb6") soundfile = 'sound/piano/Fb6.ogg'
if("Fn6") soundfile = 'sound/piano/Fn6.ogg'
if("F#6") soundfile = 'sound/piano/F#6.ogg'
if("Gb6") soundfile = 'sound/piano/Gb6.ogg'
if("Gn6") soundfile = 'sound/piano/Gn6.ogg'
if("G#6") soundfile = 'sound/piano/G#6.ogg'
if("Ab6") soundfile = 'sound/piano/Ab6.ogg'
if("An6") soundfile = 'sound/piano/An6.ogg'
if("A#6") soundfile = 'sound/piano/A#6.ogg'
if("Bb6") soundfile = 'sound/piano/Bb6.ogg'
if("Bn6") soundfile = 'sound/piano/Bn6.ogg'
if("B#6") soundfile = 'sound/piano/B#6.ogg'
if("Cb7") soundfile = 'sound/piano/Cb7.ogg'
if("Cn7") soundfile = 'sound/piano/Cn7.ogg'
if("C#7") soundfile = 'sound/piano/C#7.ogg'
if("Db7") soundfile = 'sound/piano/Db7.ogg'
if("Dn7") soundfile = 'sound/piano/Dn7.ogg'
if("D#7") soundfile = 'sound/piano/D#7.ogg'
if("Eb7") soundfile = 'sound/piano/Eb7.ogg'
if("En7") soundfile = 'sound/piano/En7.ogg'
if("E#7") soundfile = 'sound/piano/E#7.ogg'
if("Fb7") soundfile = 'sound/piano/Fb7.ogg'
if("Fn7") soundfile = 'sound/piano/Fn7.ogg'
if("F#7") soundfile = 'sound/piano/F#7.ogg'
if("Gb7") soundfile = 'sound/piano/Gb7.ogg'
if("Gn7") soundfile = 'sound/piano/Gn7.ogg'
if("G#7") soundfile = 'sound/piano/G#7.ogg'
if("Ab7") soundfile = 'sound/piano/Ab7.ogg'
if("An7") soundfile = 'sound/piano/An7.ogg'
if("A#7") soundfile = 'sound/piano/A#7.ogg'
if("Bb7") soundfile = 'sound/piano/Bb7.ogg'
if("Bn7") soundfile = 'sound/piano/Bn7.ogg'
if("B#7") soundfile = 'sound/piano/B#7.ogg'
if("Cb8") soundfile = 'sound/piano/Cb8.ogg'
if("Cn8") soundfile = 'sound/piano/Cn8.ogg'
if("C#8") soundfile = 'sound/piano/C#8.ogg'
if("Db8") soundfile = 'sound/piano/Db8.ogg'
if("Dn8") soundfile = 'sound/piano/Dn8.ogg'
if("D#8") soundfile = 'sound/piano/D#8.ogg'
if("Eb8") soundfile = 'sound/piano/Eb8.ogg'
if("En8") soundfile = 'sound/piano/En8.ogg'
if("E#8") soundfile = 'sound/piano/E#8.ogg'
if("Fb8") soundfile = 'sound/piano/Fb8.ogg'
if("Fn8") soundfile = 'sound/piano/Fn8.ogg'
if("F#8") soundfile = 'sound/piano/F#8.ogg'
if("Gb8") soundfile = 'sound/piano/Gb8.ogg'
if("Gn8") soundfile = 'sound/piano/Gn8.ogg'
if("G#8") soundfile = 'sound/piano/G#8.ogg'
if("Ab8") soundfile = 'sound/piano/Ab8.ogg'
if("An8") soundfile = 'sound/piano/An8.ogg'
if("A#8") soundfile = 'sound/piano/A#8.ogg'
if("Bb8") soundfile = 'sound/piano/Bb8.ogg'
if("Bn8") soundfile = 'sound/piano/Bn8.ogg'
if("B#8") soundfile = 'sound/piano/B#8.ogg'
if("Cb9") soundfile = 'sound/piano/Cb9.ogg'
if("Cn9") soundfile = 'sound/piano/Cn9.ogg'
else return
//hearers(15, src) << sound(soundfile)
var/turf/source = get_turf(src)
for(var/mob/M in hearers(15, source))
M.playsound_local(source, file(soundfile), 100, falloff = 5)
/obj/structure/device/piano/proc/playsong()
do
/datum/song/proc/playsong(mob/user)
while(repeat >= 0)
var/cur_oct[7]
var/cur_acc[7]
for(var/i = 1 to 7)
cur_oct[i] = "3"
cur_oct[i] = 3
cur_acc[i] = "n"
for(var/line in song.lines)
//world << line
for(var/line in lines)
for(var/beat in splittext(lowertext(line), ","))
//world << "beat: [beat]"
var/list/notes = splittext(beat, "/")
for(var/note in splittext(notes[1], "-"))
//world << "note: [note]"
if(!playing || !anchored)//If the piano is playing, or is loose
if(!playing || shouldStopPlaying(user))//If the instrument is playing, or special case
playing = 0
return
if(lentext(note) == 0)
@@ -259,49 +118,47 @@
else if(ni == "s")
cur_acc[cur_note] = "#" // so shift is never required
else
cur_oct[cur_note] = ni
playnote(uppertext(copytext(note,1,2)) + cur_acc[cur_note] + cur_oct[cur_note])
cur_oct[cur_note] = text2num(ni)
playnote(cur_note, cur_acc[cur_note], cur_oct[cur_note])
if(notes.len >= 2 && text2num(notes[2]))
sleep(song.tempo / text2num(notes[2]))
sleep(sanitize_tempo(tempo / text2num(notes[2])))
else
sleep(song.tempo)
if(repeat > 0)
repeat-- //Infinite loops are baaaad.
while(repeat > 0)
sleep(tempo)
repeat--
playing = 0
updateUsrDialog()
repeat = 0
updateDialog(user)
/obj/structure/device/piano/attack_hand(var/mob/user as mob)
if(!anchored)
return
usr.machine = src
var/dat = "<HEAD><TITLE>Piano</TITLE></HEAD><BODY>"
if(song)
if(song.lines.len > 0 && !(playing))
dat += "<A href='?src=\ref[src];play=1'>Play Song</A><BR><BR>"
dat += "<A href='?src=\ref[src];repeat=1'>Repeat Song: [repeat] times.</A><BR><BR>"
if(playing)
dat += "<A href='?src=\ref[src];stop=1'>Stop Playing</A><BR>"
dat += "Repeats left: [repeat].<BR><BR>"
/datum/song/proc/interact(mob/user)
var/dat = ""
if(lines.len > 0)
dat += "<H3>Playback</H3>"
if(!playing)
dat += {"<A href='?src=\ref[src];play=1'>Play</A> <SPAN CLASS='linkOn'>Stop</SPAN><BR><BR>
Repeat Song:
[repeat > 0 ? "<A href='?src=\ref[src];repeat=-10'>-</A><A href='?src=\ref[src];repeat=-1'>-</A>" : "<SPAN CLASS='linkOff'>-</SPAN><SPAN CLASS='linkOff'>-</SPAN>"]
[repeat] times
[repeat < max_repeats ? "<A href='?src=\ref[src];repeat=1'>+</A><A href='?src=\ref[src];repeat=10'>+</A>" : "<SPAN CLASS='linkOff'>+</SPAN><SPAN CLASS='linkOff'>+</SPAN>"]
<BR>"}
else
dat += {"<SPAN CLASS='linkOn'>Play</SPAN> <A href='?src=\ref[src];stop=1'>Stop</A><BR>
Repeats left: <B>[repeat]</B><BR>"}
if(!edit)
dat += "<A href='?src=\ref[src];edit=2'>Show Editor</A><BR><BR>"
dat += "<BR><B><A href='?src=\ref[src];edit=2'>Show Editor</A></B><BR>"
else
dat += "<A href='?src=\ref[src];edit=1'>Hide Editor</A><BR>"
dat += "<A href='?src=\ref[src];newsong=1'>Start a New Song</A><BR>"
dat += "<A href='?src=\ref[src];import=1'>Import a Song</A><BR><BR>"
if(song)
var/calctempo = (10/song.tempo)*60
dat += "Tempo : <A href='?src=\ref[src];tempo=10'>-</A><A href='?src=\ref[src];tempo=1'>-</A> [calctempo] BPM <A href='?src=\ref[src];tempo=-1'>+</A><A href='?src=\ref[src];tempo=-10'>+</A><BR><BR>"
var/linecount = 0
for(var/line in song.lines)
linecount += 1
dat += "Line [linecount]: [line] <A href='?src=\ref[src];deleteline=[linecount]'>Delete Line</A> <A href='?src=\ref[src];modifyline=[linecount]'>Modify Line</A><BR>"
dat += "<A href='?src=\ref[src];newline=1'>Add Line</A><BR><BR>"
var/bpm = round(600 / tempo)
dat += {"<H3>Editing</H3>
<B><A href='?src=\ref[src];edit=1'>Hide Editor</A></B>
<A href='?src=\ref[src];newsong=1'>Start a New Song</A>
<A href='?src=\ref[src];import=1'>Import a Song</A><BR><BR>
Tempo: <A href='?src=\ref[src];tempo=[world.tick_lag]'>-</A> [bpm] BPM <A href='?src=\ref[src];tempo=-[world.tick_lag]'>+</A><BR><BR>"}
var/linecount = 0
for(var/line in lines)
linecount += 1
dat += "Line [linecount]: <A href='?src=\ref[src];modifyline=[linecount]'>Edit</A> <A href='?src=\ref[src];deleteline=[linecount]'>X</A> [line]<BR>"
dat += "<A href='?src=\ref[src];newline=1'>Add Line</A><BR><BR>"
if(help)
dat += "<A href='?src=\ref[src];help=1'>Hide Help</A><BR>"
dat += {"
dat += {"<B><A href='?src=\ref[src];help=1'>Hide Help</A></B><BR>
Lines are a series of chords, separated by commas (,), each with notes seperated by hyphens (-).<br>
Every note in a chord will play together, with chord timed by the tempo.<br>
<br>
@@ -313,120 +170,183 @@
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
defined by tempo / x: <i>C,G/2,E/4</i><br>
Combined, an example is: <i>E-E4/4,/2,G#/8,B/8,E3-E4/4</i>
Combined, an example is: <i>E-E4/4,F#/2,G#/8,B/8,E3-E4/4</i>
<br>
Lines may be up to 50 characters.<br>
A song may only contain up to 50 lines.<br>
"}
else
dat += "<A href='?src=\ref[src];help=2'>Show Help</A><BR>"
dat += "</BODY></HTML>"
user << browse(dat, "window=piano;size=700x300")
onclose(user, "piano")
dat += "<B><A href='?src=\ref[src];help=2'>Show Help</A></B><BR>"
var/datum/browser/popup = new(user, "instrument", instrumentObj.name, 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(instrumentObj.icon, instrumentObj.icon_state))
popup.open()
/obj/structure/device/piano/Topic(href, href_list)
/datum/song/Topic(href, href_list)
if(!instrumentObj.Adjacent(usr) || usr.stat)
usr << browse(null, "window=instrument")
usr.unset_machine()
return
instrumentObj.add_fingerprint(usr)
if(href_list["newsong"])
lines = new()
tempo = sanitize_tempo(5) // default 120 BPM
name = ""
else if(href_list["import"])
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message)
if(!in_range(instrumentObj, usr))
return
if(lentext(t) >= INSTRUMENT_MAX_LINE_LENGTH*INSTRUMENT_MAX_LINE_NUMBER)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(lentext(t) > INSTRUMENT_MAX_LINE_LENGTH*INSTRUMENT_MAX_LINE_NUMBER)
//split into lines
spawn()
lines = splittext(t, "\n")
if(copytext(lines[1],1,6) == "BPM: ")
tempo = sanitize_tempo(600 / text2num(copytext(lines[1],6)))
lines.Cut(1,2)
else
tempo = sanitize_tempo(5) // default 120 BPM
if(lines.len > INSTRUMENT_MAX_LINE_NUMBER)
usr << "Too many lines!"
lines.Cut(INSTRUMENT_MAX_LINE_NUMBER+1)
var/linenum = 1
for(var/l in lines)
if(lentext(l) > INSTRUMENT_MAX_LINE_LENGTH)
usr << "Line [linenum] too long!"
lines.Remove(l)
else
linenum++
updateDialog(usr) // make sure updates when complete
else if(href_list["help"])
help = text2num(href_list["help"]) - 1
else if(href_list["edit"])
edit = text2num(href_list["edit"]) - 1
if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing)
return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
repeat += round(text2num(href_list["repeat"]))
if(repeat < 0)
repeat = 0
if(repeat > max_repeats)
repeat = max_repeats
else if(href_list["tempo"])
tempo = sanitize_tempo(tempo + text2num(href_list["tempo"]))
else if(href_list["play"])
playing = 1
spawn()
playsong(usr)
else if(href_list["newline"])
var/newline = html_encode(input("Enter your line: ", instrumentObj.name) as text|null)
if(!newline || !in_range(instrumentObj, usr))
return
if(lines.len > INSTRUMENT_MAX_LINE_NUMBER)
return
if(lentext(newline) > INSTRUMENT_MAX_LINE_LENGTH)
newline = copytext(newline, 1, INSTRUMENT_MAX_LINE_LENGTH)
lines.Add(newline)
else if(href_list["deleteline"])
var/num = round(text2num(href_list["deleteline"]))
if(num > lines.len || num < 1)
return
lines.Cut(num, num+1)
else if(href_list["modifyline"])
var/num = round(text2num(href_list["modifyline"]),1)
var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null)
if(!content || !in_range(instrumentObj, usr))
return
if(lentext(content) > INSTRUMENT_MAX_LINE_LENGTH)
content = copytext(content, 1, INSTRUMENT_MAX_LINE_LENGTH)
if(num > lines.len || num < 1)
return
lines[num] = content
else if(href_list["stop"])
playing = 0
updateDialog(usr)
return
if(!in_range(src, usr) || issilicon(usr) || !anchored || !usr.canmove || usr.restrained())
usr << browse(null, "window=piano;size=700x300")
onclose(usr, "piano")
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return max(round(new_tempo, world.tick_lag), world.tick_lag)
// subclass for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/updateDialog(mob/user)
instrumentObj.interact(user)
/datum/song/handheld/shouldStopPlaying()
if(instrumentObj)
return !isliving(instrumentObj.loc)
else
return 1
//////////////////////////////////////////////////////////////////////////
/obj/structure/device/piano
name = "space piano"
desc = "This is a space piano; just like a regular piano, but always in tune! Even if the musician isn't."
icon = 'icons/obj/musician.dmi'
icon_state = "piano"
anchored = 1
density = 1
var/datum/song/song
/obj/structure/device/piano/minimoog
name = "space minimoog"
icon_state = "minimoog"
desc = "This is a minimoog; just like a space piano, but more spacey!"
/obj/structure/device/piano/New()
..()
song = new("piano", src)
if(prob(50))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
/obj/structure/device/piano/Destroy()
qdel(song)
song = null
..()
/obj/structure/device/piano/verb/rotate()
set name = "Rotate Piano"
set category = "Object"
set src in oview(1)
if(istype(usr,/mob/living/simple_mob/animal/passive/mouse))
return
else if(!usr || !isturf(usr.loc))
return
else if(usr.stat || usr.restrained())
return
else if (istype(usr,/mob/observer/ghost) && !config.ghost_interaction)
return
else
src.set_dir(turn(src.dir, 90))
return
if(href_list["newsong"])
song = new()
else if(song)
if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing) return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
var/tempnum = input("How many times do you want to repeat this piece? (max:10)") as num|null
if(tempnum > 10)
tempnum = 10
if(tempnum < 0)
tempnum = 0
repeat = round(tempnum)
/obj/structure/device/piano/attack_hand(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
interact(user)
else if(href_list["tempo"])
song.tempo += round(text2num(href_list["tempo"]))
if(song.tempo < 1)
song.tempo = 1
/obj/structure/device/piano/interact(mob/user)
if(!user || !anchored)
return
else if(href_list["play"])
if(song)
playing = 1
spawn() playsong()
else if(href_list["newline"])
var/newline = html_encode(input("Enter your line: ", "Piano") as text|null)
if(!newline)
return
if(song.lines.len > 50)
return
if(lentext(newline) > 50)
newline = copytext(newline, 1, 50)
song.lines.Add(newline)
else if(href_list["deleteline"])
var/num = round(text2num(href_list["deleteline"]))
if(num > song.lines.len || num < 1)
return
song.lines.Cut(num, num+1)
else if(href_list["modifyline"])
var/num = round(text2num(href_list["modifyline"]),1)
var/content = html_encode(input("Enter your line: ", "Piano", song.lines[num]) as text|null)
if(!content)
return
if(lentext(content) > 50)
content = copytext(content, 1, 50)
if(num > song.lines.len || num < 1)
return
song.lines[num] = content
else if(href_list["stop"])
playing = 0
else if(href_list["help"])
help = text2num(href_list["help"]) - 1
else if(href_list["edit"])
edit = text2num(href_list["edit"]) - 1
else if(href_list["import"])
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", src.name), t) as message)
if (!in_range(src, usr))
return
if(lentext(t) >= 3072)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(lentext(t) > 3072)
//split into lines
spawn()
var/list/lines = splittext(t, "\n")
var/tempo = 5
if(copytext(lines[1],1,6) == "BPM: ")
tempo = 600 / text2num(copytext(lines[1],6))
lines.Cut(1,2)
if(lines.len > 50)
usr << "Too many lines!"
lines.Cut(51)
var/linenum = 1
for(var/l in lines)
if(lentext(l) > 50)
usr << "Line [linenum] too long!"
lines.Remove(l)
else
linenum++
song = new()
song.lines = lines
song.tempo = tempo
updateUsrDialog()
add_fingerprint(usr)
updateUsrDialog()
return
user.set_machine(src)
song.interact(user)
/obj/structure/device/piano/attackby(obj/item/O as obj, mob/user as mob)
if(O.is_wrench())
@@ -0,0 +1,67 @@
/obj/structure/prop/nest
name = "diyaab den"
desc = "A den of some creature."
icon = 'icons/obj/structures.dmi'
icon_state = "bonfire"
density = TRUE
anchored = TRUE
interaction_message = "<span class='warning'>You feel like you shouldn't be sticking your nose into a wild animal's den.</span>"
var/disturbance_spawn_chance = 20
var/last_spawn
var/spawn_delay = 150
var/randomize_spawning = FALSE
var/creature_types = list(/mob/living/simple_mob/animal/sif/diyaab)
var/list/den_mobs
var/den_faction //The faction of any spawned creatures.
var/max_creatures = 3 //Maximum number of living creatures this nest can have at one time.
var/tally = 0 //The counter referenced against total_creature_max, or just to see how many mobs it has spawned.
var/total_creature_max //If set, it can spawn this many creatures, total, ever.
/obj/structure/prop/nest/initialize()
..()
den_mobs = list()
processing_objects |= src
last_spawn = world.time
if(randomize_spawning) //Not the biggest shift in spawntime, but it's here.
var/delayshift_clamp = spawn_delay / 10
var/delayshift = rand(delayshift_clamp, -1 * delayshift_clamp)
spawn_delay += delayshift
/obj/structure/prop/nest/Destroy()
den_mobs = null
processing_objects -= src
..()
/obj/structure/prop/nest/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything.
..()
if(user && prob(disturbance_spawn_chance))
spawn_creature(get_turf(src))
/obj/structure/prop/nest/process()
update_creatures()
if(world.time > last_spawn + spawn_delay)
spawn_creature(get_turf(src))
/obj/structure/prop/nest/proc/spawn_creature(var/turf/spawnpoint)
update_creatures() //Paranoia.
if(total_creature_max && tally >= total_creature_max)
return
if(istype(spawnpoint) && den_mobs.len < max_creatures)
last_spawn = world.time
var/spawn_choice = pick(creature_types)
var/mob/living/L = new spawn_choice
if(den_faction)
L.faction = den_faction
visible_message("<span class='warning'>\The [L] crawls out of \the [src].</span>")
den_mobs += L
tally++
/obj/structure/prop/nest/proc/remove_creature(var/mob/target)
den_mobs -= target
/obj/structure/prop/nest/proc/update_creatures()
for(var/mob/living/L in den_mobs)
if(L.stat == 2)
remove_creature(L)