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traitor expansion, so I'll try to be brief: - I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet. - I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era). - I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self- explanitory. If not, check out their descriptions in the file previously mentioned. - Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file. - New telecomms bus mainframe sprite, thanks to WJohnston. - New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors. - A couple of minor bugfixes here and there, along with some code tidying. Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits. Revision: r3692 Author: vageyenaman
359 lines
8.0 KiB
Plaintext
359 lines
8.0 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/turf
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icon = 'floors.dmi'
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var/intact = 1 //for floors, use is_plating(), is_plasteel_floor() and is_light_floor()
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level = 1.0
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//Properties for open tiles (/floor)
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var/oxygen = 0
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var/carbon_dioxide = 0
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var/nitrogen = 0
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var/toxins = 0
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//Properties for airtight tiles (/wall)
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var/thermal_conductivity = 0.05
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var/heat_capacity = 1
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//Properties for both
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var/temperature = T20C
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var/blocks_air = 0
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var/icon_old = null
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var/pathweight = 1
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proc/is_plating()
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return 0
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proc/is_asteroid_floor()
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return 0
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proc/is_plasteel_floor()
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return 0
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proc/is_light_floor()
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return 0
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proc/is_grass_floor()
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return 0
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proc/return_siding_icon_state()
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return 0
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/turf/space
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icon = 'space.dmi'
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name = "\proper space"
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icon_state = "placeholder"
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temperature = TCMB
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thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 700000
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transit
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var/pushdirection // push things that get caught in the transit tile this direction
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north // moving to the north
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pushdirection = SOUTH // south because the space tile is scrolling south
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//IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST.
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shuttlespace_ns1
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icon_state = "speedspace_ns_1"
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shuttlespace_ns2
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icon_state = "speedspace_ns_2"
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shuttlespace_ns3
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icon_state = "speedspace_ns_3"
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shuttlespace_ns4
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icon_state = "speedspace_ns_4"
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shuttlespace_ns5
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icon_state = "speedspace_ns_5"
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shuttlespace_ns6
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icon_state = "speedspace_ns_6"
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shuttlespace_ns7
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icon_state = "speedspace_ns_7"
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shuttlespace_ns8
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icon_state = "speedspace_ns_8"
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shuttlespace_ns9
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icon_state = "speedspace_ns_9"
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shuttlespace_ns10
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icon_state = "speedspace_ns_10"
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shuttlespace_ns11
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icon_state = "speedspace_ns_11"
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shuttlespace_ns12
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icon_state = "speedspace_ns_12"
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shuttlespace_ns13
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icon_state = "speedspace_ns_13"
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shuttlespace_ns14
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icon_state = "speedspace_ns_14"
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shuttlespace_ns15
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icon_state = "speedspace_ns_15"
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east // moving to the east
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pushdirection = WEST
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shuttlespace_ew1
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icon_state = "speedspace_ew_1"
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shuttlespace_ew2
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icon_state = "speedspace_ew_2"
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shuttlespace_ew3
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icon_state = "speedspace_ew_3"
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shuttlespace_ew4
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icon_state = "speedspace_ew_4"
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shuttlespace_ew5
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icon_state = "speedspace_ew_5"
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shuttlespace_ew6
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icon_state = "speedspace_ew_6"
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shuttlespace_ew7
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icon_state = "speedspace_ew_7"
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shuttlespace_ew8
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icon_state = "speedspace_ew_8"
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shuttlespace_ew9
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icon_state = "speedspace_ew_9"
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shuttlespace_ew10
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icon_state = "speedspace_ew_10"
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shuttlespace_ew11
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icon_state = "speedspace_ew_11"
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shuttlespace_ew12
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icon_state = "speedspace_ew_12"
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shuttlespace_ew13
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icon_state = "speedspace_ew_13"
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shuttlespace_ew14
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icon_state = "speedspace_ew_14"
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shuttlespace_ew15
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icon_state = "speedspace_ew_15"
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/turf/space/New()
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// icon = 'space.dmi'
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if(!istype(src, /turf/space/transit))
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..()
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icon_state = "[rand(1,25)]"
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/turf/simulated
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name = "station"
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var/wet = 0
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var/image/wet_overlay = null
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var/thermite = 0
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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/turf/simulated/wall/r_wall
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name = "r wall"
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desc = "A huge chunk of reinforced metal used to seperate rooms."
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icon_state = "r_wall"
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opacity = 1
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density = 1
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walltype = "rwall"
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var/d_state = 0
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/turf/simulated/wall
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name = "wall"
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desc = "A huge chunk of metal used to seperate rooms."
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icon = 'walls.dmi'
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opacity = 1
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density = 1
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blocks_air = 1
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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var/walltype = "wall"
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/turf/simulated/wall/heatshield
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thermal_conductivity = 0
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opacity = 0
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name = "Heat Shielding"
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icon_state = "thermal"
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heat_capacity = 625000 //twice the cap of a normal wall
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walltype = "thermal"
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blocks_air = 1
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/turf/simulated/wall/cult
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name = "wall"
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desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick"
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icon_state = "cult"
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walltype = "cult"
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/turf/simulated/shuttle
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name = "shuttle"
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icon = 'shuttle.dmi'
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thermal_conductivity = 0.05
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heat_capacity = 0
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layer = 2
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/turf/simulated/shuttle/wall
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name = "wall"
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icon_state = "wall1"
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opacity = 1
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density = 1
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blocks_air = 1
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/turf/simulated/shuttle/floor
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name = "floor"
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icon_state = "floor"
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/turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph
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name = "Brig floor" // Also added it into the 2x3 brig area of the shuttle.
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icon_state = "floor4"
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/turf/unsimulated
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intact = 1
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name = "command"
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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/turf/unsimulated/floor
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name = "floor"
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icon = 'floors.dmi'
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icon_state = "Floor3"
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/turf/unsimulated/wall
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name = "wall"
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icon = 'walls.dmi'
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icon_state = "riveted"
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opacity = 1
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density = 1
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/turf/unsimulated/wall/other
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icon_state = "r_wall"
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/turf/proc
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AdjacentTurfs()
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var/L[] = new()
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for(var/turf/simulated/t in oview(src,1))
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if(!t.density)
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if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
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L.Add(t)
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return L
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Distance(turf/t)
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if(get_dist(src,t) == 1)
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var/cost = (src.x - t.x) * (src.x - t.x) + (src.y - t.y) * (src.y - t.y)
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cost *= (pathweight+t.pathweight)/2
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return cost
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else
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return get_dist(src,t)
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Distance_ortho(turf/t)
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if(t != null && src != null)
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return abs(src.x - t.x) + abs(src.y - t.y)
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else
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return 99999
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AdjacentTurfsSpace()
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var/L[] = new()
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for(var/turf/t in oview(src,1))
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if(!t.density)
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if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
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L.Add(t)
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return L
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/turf/simulated/wall/mineral
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icon = 'mineral_walls.dmi'
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walltype = "iron"
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var/oreAmount = 1
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var/hardness = 1
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New()
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..()
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name = "[walltype] wall"
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dismantle_wall(devastated = 0)
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if(!devastated)
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var/ore = text2path("/obj/item/weapon/ore/[walltype]")
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for(var/i = 1, i <= oreAmount, i++)
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new ore(src)
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ReplaceWithFloor()
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else
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ReplaceWithSpace()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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user << "You start digging the [name]."
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if(do_after(user,digTool.digspeed*hardness) && src)
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user << "You finished digging."
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dismantle_wall()
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else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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user << "You hit the [name] with your [W.name]!"
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CheckHardness()
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else
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attack_hand(user)
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return
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proc/CheckHardness()
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if(hardness <= 0)
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dismantle_wall()
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/turf/simulated/wall/mineral/iron
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walltype = "iron"
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hardness = 3
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/turf/simulated/wall/mineral/silver
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walltype = "silver"
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hardness = 3
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/turf/simulated/wall/mineral/uranium
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walltype = "uranium"
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hardness = 3
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New()
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..()
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sd_SetLuminosity(3)
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/turf/simulated/wall/mineral/gold
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walltype = "gold"
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/turf/simulated/wall/mineral/sand
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walltype = "sand"
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hardness = 0.5
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/turf/simulated/wall/mineral/transparent
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opacity = 0
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/turf/simulated/wall/mineral/transparent/diamond
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walltype = "diamond"
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hardness = 10
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/turf/simulated/wall/mineral/transparent/plasma
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walltype = "plasma"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/weldingtool))
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if(W:welding)
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return TemperatureAct(100)
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..()
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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proc/TemperatureAct(temperature)
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for(var/turf/simulated/floor/target_tile in range(2,loc))
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var/datum/gas_mixture/napalm = new
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var/toxinsToDeduce = temperature/10
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napalm.toxins = toxinsToDeduce
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napalm.temperature = 400+T0C
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napalm.update_values()
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target_tile.assume_air(napalm)
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spawn (0) target_tile.hotspot_expose(temperature, 400)
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hardness -= toxinsToDeduce/100
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CheckHardness()
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