This commit is contained in:
SandPoot
2022-02-15 18:42:08 -03:00
208 changed files with 5304 additions and 2945 deletions

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@@ -1,4 +1,4 @@
#!/bin/bash
cd "$(dirname "$(readlink -f "$0")")"
cd ./tools/build
sudo bash ./build.sh
sudo bash ./build

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@@ -203,7 +203,7 @@
/area/awaymission/jungleresort)
"cK" = (
/obj/structure/closet/crate,
/obj/item/clothing/head/collectable/petehat/gang,
/obj/item/clothing/head/collectable/petehat,
/turf/open/floor/plating/rust,
/area/awaymission/jungleresort)
"cT" = (

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@@ -16,6 +16,7 @@
#define SHOVABLE_ONTO (1<<13)//called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define EXAMINE_SKIP (1<<14) /// Makes the Examine proc not read out this item.
#define IN_STORAGE (1<<15) //is this item in the storage item, such as backpack? used for tooltips
#define HAND_ITEM (1<<16) // If an item is just your hand (circled hand, slapper) and shouldn't block things like riding
/// Integrity defines for clothing (not flags but close enough)
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing

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@@ -120,3 +120,6 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
/// TC to charge someone if they get a free implant through choice or
/// because they have nothing else that supports an implant.
#define UPLINK_IMPLANT_TELECRYSTAL_COST 4
/// The dimensions of the antagonist preview icon. Will be scaled to this size.
#define ANTAGONIST_PREVIEW_ICON_SIZE 96

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@@ -0,0 +1,6 @@
//different types of atom colorations
#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.

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@@ -0,0 +1,4 @@
//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
#define LUMA_R 0.213
#define LUMA_G 0.715
#define LUMA_B 0.072

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@@ -472,6 +472,14 @@
#define COMSIG_MINE_TRIGGERED "minegoboom" ///from [/obj/effect/mine/proc/triggermine]:
// Uncovered information
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
///Called when an item is being offered, from [/obj/item/proc/on_offered(mob/living/carbon/offerer)]
#define COMSIG_ITEM_OFFERING "item_offering"
///Interrupts the offer proc
#define COMPONENT_OFFER_INTERRUPT (1<<0)
///Called when an someone tries accepting an offered item, from [/obj/item/proc/on_offer_taken(mob/living/carbon/offer, mob/living/carbon/taker)]
#define COMSIG_ITEM_OFFER_TAKEN "item_offer_taken"
///Interrupts the offer acceptance
#define COMPONENT_OFFER_TAKE_INTERRUPT (1<<0)
///from [/obj/structure/closet/supplypod/proc/endlaunch]:
#define COMSIG_SUPPLYPOD_LANDED "supplypodgoboom"

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@@ -5,9 +5,10 @@
#define CLICKCATCHER_PLANE -99
#define PLANE_SPACE -95
#define PLANE_SPACE -98
#define PLANE_SPACE_RENDER_TARGET "PLANE_SPACE"
#define PLANE_SPACE_PARALLAX -90
#define PLANE_SPACE_PARALLAX -95
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define OPENSPACE_LAYER 17 //Openspace layer over all

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@@ -345,18 +345,6 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
//TODO Move to a pref
#define STATION_GOAL_BUDGET 1
//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
#define LUMA_R 0.213
#define LUMA_G 0.715
#define LUMA_B 0.072
//different types of atom colorations
#define ADMIN_COLOUR_PRIORITY 1 //only used by rare effects like greentext coloring mobs and when admins varedit color
#define TEMPORARY_COLOUR_PRIORITY 2 //e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define WASHABLE_COLOUR_PRIORITY 3 //color splashed onto an atom (e.g. paint on turf)
#define FIXED_COLOUR_PRIORITY 4 //color inherent to the atom (e.g. blob color)
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
//Endgame Results
#define NUKE_NEAR_MISS 1
#define NUKE_MISS_STATION 2
@@ -380,7 +368,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define CLOCK_SILICONS 22
#define CLOCK_PROSELYTIZATION 23
#define SHUTTLE_HIJACK 24
#define GANG_VICTORY 25
#define GANG_DESTROYED 25
#define GANG_OPERATING 26
#define FIELD_TURF 1
#define FIELD_EDGE 2
@@ -568,3 +557,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define SHOES_KNOTTED 2
#define WANTED_FILE "wanted_message.json"
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_ORBIT "orbit"

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@@ -34,12 +34,6 @@
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO|CHAT_LOOC|CHAT_BANKCARD)
#define PARALLAX_INSANE -1 //for show offs
#define PARALLAX_HIGH 0 //default.
#define PARALLAX_MED 1
#define PARALLAX_LOW 2
#define PARALLAX_DISABLE 3 //this option must be the highest number
#define PIXEL_SCALING_AUTO 0
#define PIXEL_SCALING_1X 1
#define PIXEL_SCALING_1_2X 1.5
@@ -50,10 +44,6 @@
#define SCALING_METHOD_DISTORT "distort"
#define SCALING_METHOD_BLUR "blur"
#define PARALLAX_DELAY_DEFAULT world.tick_lag
#define PARALLAX_DELAY_MED 1
#define PARALLAX_DELAY_LOW 2
#define SEC_DEPT_NONE "None"
#define SEC_DEPT_RANDOM "Random"
#define SEC_DEPT_ENGINEERING "Engineering"

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@@ -60,11 +60,8 @@
#define ANTAG_HUD_BROTHER 23
#define ANTAG_HUD_BLOODSUCKER 24
#define ANTAG_HUD_FUGITIVE 25
#define ANTAG_HUD_HERETIC 26
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_ORBIT "orbit"
#define ANTAG_HUD_HERETIC 26
#define ANTAG_HUD_SPACECOP 27
#define ANTAG_HUD_GANGSTER 28
#define ADD_HUD_TO_COOLDOWN 20 //cooldown for being shown the images for any particular data hud

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@@ -0,0 +1,13 @@
#define PARALLAX_DELAY_DEFAULT world.tick_lag
#define PARALLAX_DELAY_MED 1
#define PARALLAX_DELAY_LOW 2
// WARNING - client.prefs uses this, if you change these make sure to update the code in preferences!
#define PARALLAX_DISABLE 0
#define PARALLAX_LOW 1
#define PARALLAX_MED 2
#define PARALLAX_HIGH 3
#define PARALLAX_INSANE 4 // default
// keep this false until we can fix it being a seizure hazard/ugly as sin
#define PARALLAX_ROTATION_ANIMATIONS FALSE

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@@ -36,7 +36,8 @@
#define ROLE_DEATHSQUAD "deathsquad"
#define ROLE_LAVALAND "lavaland"
#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
#define ROLE_GANG "gangster"
#define ROLE_FAMILIES "family boss"
#define ROLE_FAMILY_HEAD_ASPIRANT "family head aspirant"
#define ROLE_BLOODSUCKER "bloodsucker"
#define ROLE_SPACE_DRAGON "Space Dragon"
//#define ROLE_MONSTERHUNTER "monster hunter" Disabled for now
@@ -72,9 +73,9 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_OVERTHROW = /datum/game_mode/overthrow,
ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs,
ROLE_SENTIENCE,
ROLE_GANG = /datum/game_mode/gang,
ROLE_HERETIC = /datum/game_mode/heretics,
ROLE_BLOODSUCKER = /datum/game_mode/bloodsucker,
ROLE_FAMILIES = /datum/game_mode/gang,
ROLE_SPACE_DRAGON
//ROLE_MONSTERHUNTER Disabled for now
))

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@@ -44,7 +44,6 @@
#define SHUTTLE_TRANSIT_BORDER 10
#define PARALLAX_LOOP_TIME 25
#define HYPERSPACE_END_TIME 5
#define HYPERSPACE_WARMUP 1

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@@ -44,6 +44,7 @@
#define span_greenannounce(str) ("<span class='greenannounce'>" + str + "</span>")
#define span_greenteamradio(str) ("<span class='greenteamradio'>" + str + "</span>")
#define span_greentext(str) ("<span class='greentext'>" + str + "</span>")
#define span_gangradio(str) ("<span class='gangradio'>" + str + "</span>")
#define span_hear(str) ("<span class='hear'>" + str + "</span>")
#define span_hidden(str) ("<span class='hidden'>" + str + "</span>")
#define span_hierophant(str) ("<span class='hierophant'>" + str + "</span>")

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@@ -136,6 +136,10 @@
#define STATUS_EFFECT_INLOVE /datum/status_effect/in_love //Displays you as being in love with someone else, and makes hearts appear around them.
#define STATUS_EFFECT_OFFERING /datum/status_effect/offering // you are offering up an item to people
#define STATUS_EFFECT_HANDSHAKE /datum/status_effect/offering/secret_handshake // you are attempting to perform a secret Family handshake
/////////////
// SLIME //
/////////////

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@@ -202,6 +202,7 @@
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_SNOB "snob"
#define TRAIT_MULTILINGUAL "multilingual"
#define TRAIT_HEARING_SENSITIVE "hearing_sensitive"
#define TRAIT_CULT_EYES "cult_eyes"
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.

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@@ -21,7 +21,9 @@
#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= length(L) ? L[I] : null) : L[I]) : null)
#define LAZYSET(L, K, V) if(!L) { L = list(); } L[K] = V;
#define LAZYLEN(L) length(L)
///Sets a list to null
///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus cant be used to += objects)
#define LAZYADDASSOCLIST(L, K, V) if(!L) { L = list(); } L[K] += list(V);
//Sets a list to null
#define LAZYNULL(L) L = null
#define LAZYADDASSOC_TG(L, K, V) if(!L) { L = list(); } L[K] += V;
///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus cant be used to += objects)

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@@ -1,85 +1,3 @@
/matrix/proc/TurnTo(old_angle, new_angle)
. = new_angle - old_angle
Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
/atom/proc/SpinAnimation(speed = 10, loops = -1, clockwise = 1, segments = 3, parallel = TRUE)
if(!segments)
return
var/segment = 360/segments
if(!clockwise)
segment = -segment
var/list/matrices = list()
for(var/i in 1 to segments-1)
var/matrix/M = matrix(transform)
M.Turn(segment*i)
matrices += M
var/matrix/last = matrix(transform)
matrices += last
speed /= segments
if(parallel)
animate(src, transform = matrices[1], time = speed, loops , flags = ANIMATION_PARALLEL)
else
animate(src, transform = matrices[1], time = speed, loops)
for(var/i in 2 to segments) //2 because 1 is covered above
animate(transform = matrices[i], time = speed)
//doesn't have an object argument because this is "Stacking" with the animate call above
//3 billion% intentional
//Dumps the matrix data in format a-f
/matrix/proc/tolist()
. = list()
. += a
. += b
. += c
. += d
. += e
. += f
//Dumps the matrix data in a matrix-grid format
/*
a d 0
b e 0
c f 1
*/
/matrix/proc/togrid()
. = list()
. += a
. += d
. += 0
. += b
. += e
. += 0
. += c
. += f
. += 1
//The X pixel offset of this matrix
/matrix/proc/get_x_shift()
. = c
//The Y pixel offset of this matrix
/matrix/proc/get_y_shift()
. = f
/matrix/proc/get_x_skew()
. = b
/matrix/proc/get_y_skew()
. = d
//Skews a matrix in a particular direction
//Missing arguments are treated as no skew in that direction
//As Rotation is defined as a scale+skew, these procs will break any existing rotation
//Unless the result is multiplied against the current matrix
/matrix/proc/set_skew(x = 0, y = 0)
b = x
d = y
/////////////////////
// COLOUR MATRICES //
/////////////////////
@@ -114,12 +32,64 @@ list(0.393,0.349,0.272,0, 0.769,0.686,0.534,0, 0.189,0.168,0.131,0, 0,0,0,1, 0,0
return list(R + value,R,R,0, G,G + value,G,0, B,B,B + value,0, 0,0,0,1, 0,0,0,0)
/**
* Exxagerates or removes colors
*/
/proc/color_matrix_saturation_percent(percent)
if(percent == 0)
return color_matrix_identity()
percent = clamp(percent, -100, 100)
if(percent > 0)
percent *= 3
var/x = 1 + percent / 100
var/inv = 1 - x
var/R = LUMA_R * inv
var/G = LUMA_G * inv
var/B = LUMA_B * inv
return list(R + x,R,R, G,G + x,G, B,B,B + x)
//Changes distance colors have from rgb(127,127,127) grey
//1 is identity. 0 makes everything grey >1 blows out colors and greys
/proc/color_matrix_contrast(value)
var/add = (1 - value) / 2
return list(value,0,0,0, 0,value,0,0, 0,0,value,0, 0,0,0,1, add,add,add,0)
/**
* Exxagerates or removes brightness
*/
/proc/color_matrix_contrast_percent(percent)
var/static/list/delta_index = list(
0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
10.0)
percent = clamp(percent, -100, 100)
if(percent == 0)
return color_matrix_identity()
var/x = 0
if (percent < 0)
x = 127 + percent / 100 * 127;
else
x = percent % 1
if(x == 0)
x = delta_index[percent]
else
x = delta_index[percent] * (1-x) + delta_index[percent+1] * x//use linear interpolation for more granularity.
x = x * 127 + 127
var/mult = x / 127
var/add = 0.5 * (127-x) / 255
return list(mult,0,0, 0,mult,0, 0,0,mult, add,add,add)
//Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting greys
//0 is identity, 120 moves reds to greens, 240 moves reds to blues
/proc/color_matrix_rotate_hue(angle)
@@ -134,6 +104,26 @@ round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), ro
0,0,0,1,
0,0,0,0)
/**
* Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting whites
* TODO: Need a version that only affects one color (ie shift red to blue but leave greens and blues alone)
*/
/proc/color_matrix_rotation(angle)
if(angle == 0)
return color_matrix_identity()
angle = clamp(angle, -180, 180)
var/cos = cos(angle)
var/sin = sin(angle)
var/constA = 0.143
var/constB = 0.140
var/constC = -0.283
return list(
LUMA_R + cos * (1-LUMA_R) + sin * -LUMA_R, LUMA_R + cos * -LUMA_R + sin * constA, LUMA_R + cos * -LUMA_R + sin * -(1-LUMA_R),
LUMA_G + cos * -LUMA_G + sin * -LUMA_G, LUMA_G + cos * (1-LUMA_G) + sin * constB, LUMA_G + cos * -LUMA_G + sin * LUMA_G,
LUMA_B + cos * -LUMA_B + sin * (1-LUMA_B), LUMA_B + cos * -LUMA_B + sin * constC, LUMA_B + cos * (1-LUMA_B) + sin * LUMA_B
)
//These next three rotate values about one axis only
//x is the red axis, y is the green axis, z is the blue axis.
/proc/color_matrix_rotate_x(angle)
@@ -183,3 +173,9 @@ round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), ro
*/
/proc/rgb_construct_color_matrix(rr = 1, rg, rb, gr, gg = 1, gb, br, bg, bb = 1, cr, cg, cb)
return list(rr, rg, rb, gr, gg, gb, br, bg, bb, cr, cg, cb)
/**
* Assembles a color matrix, defaulting to identity
*/
/proc/rgba_construct_color_matrix(rr = 1, rg, rb, ra, gr, gg = 1, gb, ga, br, bg, bb = 1, ba, ar, ag, ab, aa = 1, cr, cg, cb, ca)
return list(rr, rg, rb, ra, gr, gg, gb, ga, br, bg, bb, ba, ar, ag, ab, aa, cr, cg, cb, ca)

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@@ -0,0 +1,86 @@
/matrix/proc/TurnTo(old_angle, new_angle)
. = new_angle - old_angle
Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
/atom/proc/SpinAnimation(speed = 10, loops = -1, clockwise = 1, segments = 3, parallel = TRUE)
if(!segments)
return
var/segment = 360/segments
if(!clockwise)
segment = -segment
var/list/matrices = list()
for(var/i in 1 to segments-1)
var/matrix/M = matrix(transform)
M.Turn(segment*i)
matrices += M
var/matrix/last = matrix(transform)
matrices += last
speed /= segments
if(parallel)
animate(src, transform = matrices[1], time = speed, loops , flags = ANIMATION_PARALLEL)
else
animate(src, transform = matrices[1], time = speed, loops)
for(var/i in 2 to segments) //2 because 1 is covered above
animate(transform = matrices[i], time = speed)
//doesn't have an object argument because this is "Stacking" with the animate call above
//3 billion% intentional
//Dumps the matrix data in format a-f
/matrix/proc/tolist()
. = list()
. += a
. += b
. += c
. += d
. += e
. += f
//Dumps the matrix data in a matrix-grid format
/*
a d 0
b e 0
c f 1
*/
/matrix/proc/togrid()
. = list()
. += a
. += d
. += 0
. += b
. += e
. += 0
. += c
. += f
. += 1
//The X pixel offset of this matrix
/matrix/proc/get_x_shift()
. = c
//The Y pixel offset of this matrix
/matrix/proc/get_y_shift()
. = f
/matrix/proc/get_x_skew()
. = b
/matrix/proc/get_y_skew()
. = d
//Skews a matrix in a particular direction
//Missing arguments are treated as no skew in that direction
//As Rotation is defined as a scale+skew, these procs will break any existing rotation
//Unless the result is multiplied against the current matrix
/matrix/proc/set_skew(x = 0, y = 0)
b = x
d = y
/**
* constructs a transform matrix, defaulting to identity
*/
/proc/transform_matrix_construct(a = 1, b, c, d = 1, e, f)
return matrix(a, b, c, d, e, f)

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@@ -473,3 +473,6 @@ GLOBAL_LIST_EMPTY(species_datums)
/// Gets the client of the mob, allowing for mocking of the client.
/// You only need to use this if you know you're going to be mocking clients somewhere else.
#define GET_CLIENT(mob) (##mob.client || ##mob.mock_client)
//check if the person is dead, not sure where to put this
#define IS_DEAD_OR_INCAP(source) (source.incapacitated() || source.stat)

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@@ -152,7 +152,7 @@
continue
to_chat(mob_to_teleport, announcement)
SEND_SOUND(mob_to_teleport, meeting_sound) //no preferences here, you must hear the funny sound
mob_to_teleport.overlay_fullscreen("emergency_meeting", /atom/movable/screen/fullscreen/emergency_meeting, 1)
mob_to_teleport.overlay_fullscreen("emergency_meeting", /atom/movable/screen/fullscreen/scaled/emergency_meeting, 1)
addtimer(CALLBACK(mob_to_teleport, /mob/.proc/clear_fullscreen, "emergency_meeting"), 3 SECONDS)
if (is_station_level(mob_to_teleport.z)) //teleport the mob to the crew meeting

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@@ -590,8 +590,8 @@
var/list/all_teams = list()
var/list/all_antagonists = list()
// for(var/datum/team/A in GLOB.antagonist_teams)
// all_teams |= A
for(var/datum/team/A in GLOB.antagonist_teams)
all_teams |= A
for(var/datum/antagonist/A in GLOB.antagonists)
if(!A.owner)

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@@ -52,6 +52,8 @@ GLOBAL_LIST_EMPTY(current_observers_list)
//Dynamic Port
GLOBAL_LIST_EMPTY(new_player_list) //all /mob/dead/new_player, in theory all should have clients and those that don't are in the process of spawning and get deleted when done.
//Family Port
GLOBAL_LIST_EMPTY(pre_setup_antags) //minds that have been picked as antag by the gamemode. removed as antag datums are set.
/proc/update_config_movespeed_type_lookup(update_mobs = TRUE)
// NOTE: This is entirely based on the fact that byond typesof/subtypesof gets longer/deeper paths before shallower ones.

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@@ -470,51 +470,6 @@
else
setDir(WEST, ismousemovement)
//debug
/atom/movable/screen/proc/scale_to(x1,y1)
if(!y1)
y1 = x1
var/matrix/M = new
M.Scale(x1,y1)
transform = M
/atom/movable/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
/atom/movable/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
var/icon/newicon = icon('icons/mob/screen_gen.dmi', "catcher")
var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
var/px = view_size_x * world.icon_size
var/py = view_size_y * world.icon_size
var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
newicon.Scale(sx, sy)
icon = newicon
screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
var/matrix/M = new
M.Scale(px/sx, py/sy)
transform = M
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(modifiers["middle"] && iscarbon(usr))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/T = params2turf(modifiers["screen-loc"], get_turf(usr.client ? usr.client.eye : usr), usr.client)
params += "&catcher=1"
if(T)
T.Click(location, control, params)
. = 1
/* MouseWheelOn */
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)

View File

@@ -176,9 +176,6 @@
#define ui_ghost_mafia "SOUTH: 6, CENTER+2:24"
#define ui_ghost_spawners "SOUTH: 6, CENTER+1:24" // LEGACY. SAME LOC AS PAI
// #define ui_wanted_lvl "NORTH,11"
//UI position overrides for 1:1 screen layout. (default is 7:5)
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
@@ -190,3 +187,5 @@
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
#define ui_wanted_lvl "NORTH,11"

View File

@@ -2,9 +2,6 @@
//PUBLIC - call these wherever you want
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
category is a text string. Each mob may only have one alert per category; the previous one will be replaced
path is a type path of the actual alert type to throw
@@ -14,6 +11,7 @@
Clicks are forwarded to master
Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
if(!category || QDELETED(src))
return
@@ -42,7 +40,7 @@
thealert.override_alerts = override
if(override)
thealert.timeout = null
thealert.mob_viewer = src
thealert.owner = src
if(new_master)
var/old_layer = new_master.layer
@@ -97,8 +95,10 @@
var/severity = 0
var/alerttooltipstyle = ""
var/override_alerts = FALSE //If it is overriding other alerts of the same type
var/mob/mob_viewer //the mob viewing this alert
var/mob/owner //Alert owner
/// Boolean. If TRUE, the Click() proc will attempt to Click() on the master first if there is a master.
var/click_master = TRUE
/atom/movable/screen/alert/MouseEntered(location,control,params)
if(!QDELETED(src))
@@ -251,6 +251,8 @@ or something covering your eyes."
/atom/movable/screen/alert/mind_control/Click()
var/mob/living/L = usr
if(L != owner)
return
to_chat(L, "<span class='mind_control'>[command]</span>")
/atom/movable/screen/alert/hypnosis
@@ -271,7 +273,7 @@ If you're feeling frisky, examine yourself and click the underlined item to pull
icon_state = "embeddedobject"
/atom/movable/screen/alert/embeddedobject/Click()
if(isliving(usr))
if(isliving(usr) && usr == owner)
var/mob/living/carbon/M = usr
return M.help_shake_act(M)
@@ -300,7 +302,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
/atom/movable/screen/alert/fire/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
if(!istype(L) || !L.can_resist() || L != owner)
return
L.MarkResistTime()
if(CHECK_MOBILITY(L, MOBILITY_MOVE))
@@ -308,37 +310,110 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
/atom/movable/screen/alert/give // information set when the give alert is made
icon_state = "default"
var/mob/living/carbon/giver
var/mob/living/carbon/offerer
var/obj/item/receiving
/**
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered, also registers a signal that removes the alert from anyone who moves away from the giver
* Arguments:
* * taker - The person receiving the alert
* * giver - The person giving the alert and item
* * receiving - The item being given by the giver
*/
/atom/movable/screen/alert/give/proc/setup(mob/living/carbon/taker, mob/living/carbon/giver, obj/item/receiving)
name = "[giver] is offering [receiving]"
desc = "[giver] is offering [receiving]. Click this alert to take it."
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered, also registers a signal that removes the alert from anyone who moves away from the offerer
* Arguments:
* * taker - The person receiving the alert
* * offerer - The person giving the alert and item
* * receiving - The item being given by the offerer
*/
/atom/movable/screen/alert/give/proc/setup(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
name = "[offerer] is offering [receiving]"
desc = "[offerer] is offering [receiving]. Click this alert to take it."
icon_state = "template"
cut_overlays()
add_overlay(receiving)
src.receiving = receiving
src.giver = giver
RegisterSignal(taker, COMSIG_MOVABLE_MOVED, .proc/removeAlert)
/atom/movable/screen/alert/give/proc/removeAlert()
to_chat(usr, "<span class='warning'>You moved out of range of [giver]!</span>")
usr.clear_alert("[giver]")
src.offerer = offerer
RegisterSignal(taker, COMSIG_MOVABLE_MOVED, .proc/check_in_range, override = TRUE) //Override to prevent runtimes when people offer a item multiple times
/atom/movable/screen/alert/give/Click(location, control, params)
. = ..()
var/mob/living/carbon/C = usr
C.take(giver, receiving)
if(!.)
return
if(!iscarbon(usr))
CRASH("User for [src] is of type \[[usr.type]\]. This should never happen.")
handle_transfer()
/// An overrideable proc used simply to hand over the item when claimed, this is a proc so that high-fives can override them since nothing is actually transferred
/atom/movable/screen/alert/give/proc/handle_transfer()
var/mob/living/carbon/taker = owner
taker.take(offerer, receiving)
/// Simply checks if the other person is still in range
/atom/movable/screen/alert/give/proc/check_in_range(atom/taker)
SIGNAL_HANDLER
if(!offerer.CanReach(taker))
to_chat(owner, span_warning("You moved out of range of [offerer]!"))
owner.clear_alert("[offerer]")
/atom/movable/screen/alert/give/highfive/setup(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
. = ..()
name = "[offerer] is offering a high-five!"
desc = "[offerer] is offering a high-five! Click this alert to slap it."
RegisterSignal(offerer, COMSIG_PARENT_EXAMINE_MORE, .proc/check_fake_out)
/atom/movable/screen/alert/give/highfive/handle_transfer()
var/mob/living/carbon/taker = owner
if(receiving && (receiving in offerer.held_items))
receiving.on_offer_taken(offerer, taker)
return
too_slow_p1()
/// If the person who offered the high five no longer has it when we try to accept it, we get pranked hard
/atom/movable/screen/alert/give/highfive/proc/too_slow_p1()
var/mob/living/carbon/rube = owner
if(!rube || !offerer)
qdel(src)
return
offerer.visible_message(span_notice("[rube] rushes in to high-five [offerer], but-"), span_nicegreen("[rube] falls for your trick just as planned, lunging for a high-five that no longer exists! Classic!"), ignored_mobs=rube)
to_chat(rube, span_nicegreen("You go in for [offerer]'s high-five, but-"))
addtimer(CALLBACK(src, .proc/too_slow_p2, offerer, rube), 0.5 SECONDS)
/// Part two of the ultimate prank
/atom/movable/screen/alert/give/highfive/proc/too_slow_p2()
var/mob/living/carbon/rube = owner
if(!rube || !offerer)
qdel(src)
return
offerer.visible_message(span_danger("[offerer] pulls away from [rube]'s slap at the last second, dodging the high-five entirely!"), span_nicegreen("[rube] fails to make contact with your hand, making an utter fool of [rube.p_them()]self!"), span_hear("You hear a disappointing sound of flesh not hitting flesh!"), ignored_mobs=rube)
var/all_caps_for_emphasis = uppertext("NO! [offerer] PULLS [offerer.p_their()] HAND AWAY FROM YOURS! YOU'RE TOO SLOW!")
to_chat(rube, span_userdanger("[all_caps_for_emphasis]"))
playsound(offerer, 'sound/weapons/thudswoosh.ogg', 100, TRUE, 1)
rube.Knockdown(1 SECONDS)
SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/down_low)
SEND_SIGNAL(rube, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/too_slow)
qdel(src)
/// If someone examine_more's the offerer while they're trying to pull a too-slow, it'll tip them off to the offerer's trickster ways
/atom/movable/screen/alert/give/highfive/proc/check_fake_out(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(!receiving)
examine_list += "[span_warning("[offerer]'s arm appears tensed up, as if [offerer.p_they()] plan on pulling it back suddenly...")]\n"
/// Families handshakes
/atom/movable/screen/alert/give/secret_handshake
icon_state = "default"
/atom/movable/screen/alert/give/secret_handshake/setup(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
name = "[offerer] is offering a Handshake"
desc = "[offerer] wants to teach you the Secret Handshake for their Family and induct you! Click on this alert to accept."
icon_state = "template"
cut_overlays()
add_overlay(receiving)
src.receiving = receiving
src.offerer = offerer
RegisterSignal(taker, COMSIG_MOVABLE_MOVED, .proc/check_in_range, override = TRUE) //Override to prevent runtimes when people offer a item multiple times
//ALIENS
@@ -393,10 +468,10 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
/atom/movable/screen/alert/bloodsense/process()
var/atom/blood_target
if(!mob_viewer.mind)
if(!owner.mind)
return
var/datum/antagonist/cult/antag = mob_viewer.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
var/datum/antagonist/cult/antag = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag?.cult_team)
return
var/datum/objective/sacrifice/sac_objective = locate() in antag.cult_team.objectives
@@ -433,7 +508,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
add_overlay(narnar)
return
var/turf/P = get_turf(blood_target)
var/turf/Q = get_turf(mob_viewer)
var/turf/Q = get_turf(owner)
if(!P || !Q || (P.z != Q.z)) //The target is on a different Z level, we cannot sense that far.
icon_state = "runed_sense2"
desc = "You can no longer sense your target's presence."
@@ -497,7 +572,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
for(var/mob/living/L in GLOB.alive_mob_list)
if(is_servant_of_ratvar(L))
servants++
var/datum/antagonist/clockcult/C = mob_viewer.mind.has_antag_datum(/datum/antagonist/clockcult,TRUE)
var/datum/antagonist/clockcult/C = owner.mind.has_antag_datum(/datum/antagonist/clockcult,TRUE)
if(C && C.clock_team)
textlist += "[C.clock_team.eminence ? "There is an Eminence." : "<b>There is no Eminence! Get one ASAP!</b>"]<br>"
textlist += "There are currently <b>[servants]</b> servant[servants > 1 ? "s" : ""] of Ratvar.<br>"
@@ -595,7 +670,7 @@ so as to remain in compliance with the most up-to-date laws."
var/atom/target = null
/atom/movable/screen/alert/hackingapc/Click()
if(!usr || !usr.client)
if(!usr || !usr.client || usr != owner)
return
if(!target)
return
@@ -621,7 +696,7 @@ so as to remain in compliance with the most up-to-date laws."
timeout = 300
/atom/movable/screen/alert/notify_cloning/Click()
if(!usr || !usr.client)
if(!usr || !usr.client || usr != owner)
return
var/mob/dead/observer/G = usr
G.reenter_corpse()
@@ -635,7 +710,7 @@ so as to remain in compliance with the most up-to-date laws."
var/action = NOTIFY_JUMP
/atom/movable/screen/alert/notify_action/Click()
if(!usr || !usr.client)
if(!usr || !usr.client || usr != owner)
return
if(!target)
return
@@ -669,14 +744,14 @@ so as to remain in compliance with the most up-to-date laws."
/atom/movable/screen/alert/restrained/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
if(!istype(L) || !L.can_resist() || L != owner)
return
L.MarkResistTime()
return L.resist_restraints()
/atom/movable/screen/alert/restrained/buckled/Click()
var/mob/living/L = usr
if(!istype(L) || !L.can_resist())
if(!istype(L) || !L.can_resist() || L != owner)
return
L.MarkResistTime()
return L.resist_buckle()
@@ -693,7 +768,7 @@ so as to remain in compliance with the most up-to-date laws."
/atom/movable/screen/alert/shoes/Click()
var/mob/living/carbon/C = usr
if(!istype(C) || !C.can_resist() || C != mob_viewer || !C.shoes)
if(!istype(C) || !C.can_resist() || C != owner || !C.shoes)
return
C.MarkResistTime()
C.shoes.handle_tying(C)
@@ -701,11 +776,14 @@ so as to remain in compliance with the most up-to-date laws."
// PRIVATE = only edit, use, or override these if you're editing the system as a whole
// Re-render all alerts - also called in /datum/hud/show_hud() because it's needed there
/datum/hud/proc/reorganize_alerts()
/datum/hud/proc/reorganize_alerts(mob/viewmob)
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return
var/list/alerts = mymob.alerts
if(!hud_shown)
for(var/i = 1, i <= alerts.len, i++)
mymob.client.screen -= alerts[alerts[i]]
screenmob.client.screen -= alerts[alerts[i]]
return 1
for(var/i = 1, i <= alerts.len, i++)
var/atom/movable/screen/alert/alert = alerts[alerts[i]]
@@ -725,22 +803,29 @@ so as to remain in compliance with the most up-to-date laws."
else
. = ""
alert.screen_loc = .
mymob.client.screen |= alert
screenmob.client.screen |= alert
if(!viewmob)
for(var/M in mymob.observers)
reorganize_alerts(M)
return 1
/atom/movable/screen/alert/Click(location, control, params)
if(!usr || !usr.client)
return
return FALSE
if(usr != owner)
return FALSE
var/paramslist = params2list(params)
if(paramslist["shift"]) // screen objects don't do the normal Click() stuff so we'll cheat
to_chat(usr, "<span class='boldnotice'>[name]</span> - <span class='info'>[desc]</span>")
return
if(master)
return FALSE
if(master && click_master)
return usr.client.Click(master, location, control, params)
return TRUE
/atom/movable/screen/alert/Destroy()
. = ..()
severity = 0
master = null
mob_viewer = null
owner = null
screen_loc = ""

View File

@@ -0,0 +1,27 @@
/atom/movable/screen/wanted
name = "Space Police Alertness"
desc = "Shows the current level of hostility the space police is planning to rain down on you. Better be careful."
icon = 'icons/obj/gang/wanted_160x32.dmi'
icon_state = "wanted_0"
screen_loc = ui_wanted_lvl
/// Wanted level, affects the hud icon. Level 0 is default, and the level 0 icon is blank, so in case of no families gamemode (and thus no wanted level), this HUD element will never appear.
level = 2
/// Boolean, have the cops arrived? If so, the icon stops changing and remains the same.
var/cops_arrived = 0
/atom/movable/screen/wanted/New()
return ..()
/atom/movable/screen/wanted/Initialize()
. = ..()
update_icon()
/atom/movable/screen/wanted/MouseEntered(location,control,params)
openToolTip(usr,src,params,title = name,content = desc, theme = "alerttooltipstyle")
/atom/movable/screen/wanted/MouseExited()
closeToolTip(usr)
/atom/movable/screen/wanted/update_icon_state()
. = ..()
icon_state = "wanted_[level][cops_arrived ? "_active" : ""]"

View File

@@ -1,192 +0,0 @@
/mob/proc/overlay_fullscreen(category, type, severity)
var/atom/movable/screen/fullscreen/screen = screens[category]
if (!screen || screen.type != type)
// needs to be recreated
clear_fullscreen(category, FALSE)
screens[category] = screen = new type()
else if ((!severity || severity == screen.severity) && (!client || screen.screen_loc != "CENTER-7,CENTER-7" || screen.view == client.view))
// doesn't need to be updated
return screen
screen.icon_state = "[initial(screen.icon_state)][severity]"
screen.severity = severity
if (client && screen.should_show_to(src))
screen.update_for_view(client.view)
client.screen += screen
return screen
/mob/proc/clear_fullscreen(category, animated = 10)
var/atom/movable/screen/fullscreen/screen = screens[category]
if(!screen)
return
screens -= category
if(animated)
animate(screen, alpha = 0, time = animated)
addtimer(CALLBACK(src, .proc/clear_fullscreen_after_animate, screen), animated, TIMER_CLIENT_TIME)
else
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/clear_fullscreen_after_animate(atom/movable/screen/fullscreen/screen)
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/clear_fullscreens()
for(var/category in screens)
clear_fullscreen(category)
/mob/proc/hide_fullscreens()
if(client)
for(var/category in screens)
client.screen -= screens[category]
/mob/proc/reload_fullscreen()
if(client)
var/atom/movable/screen/fullscreen/screen
for(var/category in screens)
screen = screens[category]
if(screen.should_show_to(src))
screen.update_for_view(client.view)
client.screen |= screen
else
client.screen -= screen
/atom/movable/screen/fullscreen
icon = 'icons/mob/screen_full.dmi'
icon_state = "default"
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
plane = FULLSCREEN_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/view = 7
var/severity = 0
var/show_when_dead = FALSE
/atom/movable/screen/fullscreen/proc/update_for_view(client_view)
if (screen_loc == "CENTER-7,CENTER-7" && view != client_view)
var/list/actualview = getviewsize(client_view)
view = client_view
transform = matrix(actualview[1]/FULLSCREEN_OVERLAY_RESOLUTION_X, 0, 0, 0, actualview[2]/FULLSCREEN_OVERLAY_RESOLUTION_Y, 0)
/atom/movable/screen/fullscreen/proc/should_show_to(mob/mymob)
if(!show_when_dead && mymob.stat == DEAD)
return FALSE
return TRUE
/atom/movable/screen/fullscreen/Destroy()
severity = 0
. = ..()
/atom/movable/screen/fullscreen/emergency_meeting
icon_state = "emergency_meeting"
show_when_dead = TRUE
layer = CURSE_LAYER
plane = SPLASHSCREEN_PLANE
/atom/movable/screen/fullscreen/brute
icon_state = "brutedamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/oxy
icon_state = "oxydamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/crit
icon_state = "passage"
layer = CRIT_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/crit/vision
icon_state = "oxydamageoverlay"
layer = BLIND_LAYER
/atom/movable/screen/fullscreen/blind
icon_state = "blackimageoverlay"
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/curse
icon_state = "curse"
layer = CURSE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/impaired
icon_state = "impairedoverlay"
/atom/movable/screen/fullscreen/blurry
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "blurry"
/atom/movable/screen/fullscreen/flash
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
/atom/movable/screen/fullscreen/flash/static
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "noise"
/atom/movable/screen/fullscreen/high
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "druggy"
/atom/movable/screen/fullscreen/color_vision
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
alpha = 80
/atom/movable/screen/fullscreen/color_vision/green
color = "#00ff00"
/atom/movable/screen/fullscreen/color_vision/red
color = "#ff0000"
/atom/movable/screen/fullscreen/color_vision/blue
color = "#0000ff"
/atom/movable/screen/fullscreen/cinematic_backdrop
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
plane = SPLASHSCREEN_PLANE
layer = SPLASHSCREEN_LAYER - 1
color = "#000000"
show_when_dead = TRUE
/atom/movable/screen/fullscreen/lighting_backdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "flash"
transform = matrix(200, 0, 0, 0, 200, 0)
plane = LIGHTING_PLANE
blend_mode = BLEND_OVERLAY
show_when_dead = TRUE
//Provides darkness to the back of the lighting plane
/atom/movable/screen/fullscreen/lighting_backdrop/lit
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER+21
color = "#000"
show_when_dead = TRUE
//Provides whiteness in case you don't see lights so everything is still visible
/atom/movable/screen/fullscreen/lighting_backdrop/unlit
layer = BACKGROUND_LAYER+20
show_when_dead = TRUE
/atom/movable/screen/fullscreen/see_through_darkness
icon_state = "nightvision"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
show_when_dead = TRUE

View File

@@ -93,3 +93,10 @@
screenmob.client.screen -= static_inventory
else
screenmob.client.screen += static_inventory
//We should only see observed mob alerts.
/datum/hud/ghost/reorganize_alerts(mob/viewmob)
var/mob/dead/observer/O = mymob
if (istype(O) && O.observetarget)
return
. = ..()

View File

@@ -60,6 +60,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
var/atom/movable/screen/healthdoll
var/atom/movable/screen/internals
var/atom/movable/screen/wanted/wanted_lvl
// subtypes can override this to force a specific UI style
var/ui_style
@@ -82,6 +83,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
@@ -102,6 +104,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
healths = null
healthdoll = null
wanted_lvl = null
internals = null
lingchemdisplay = null
devilsouldisplay = null
@@ -133,7 +136,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
return FALSE
screenmob.client.screen = list()
screenmob.client.apply_clickcatcher()
screenmob.client.update_clickcatcher()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
@@ -193,8 +196,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
persistent_inventory_update(screenmob)
screenmob.update_action_buttons(1)
reorganize_alerts()
screenmob.reload_fullscreen()
update_parallax_pref(screenmob)
// ensure observers get an accurate and up-to-date view
if (!viewmob)
@@ -204,6 +205,8 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
else if (viewmob.hud_used)
viewmob.hud_used.plane_masters_update()
screenmob.reload_rendering()
return TRUE
/datum/hud/proc/plane_masters_update()

View File

@@ -174,7 +174,7 @@
/datum/hud/human/New(mob/living/carbon/human/owner)
..()
owner.overlay_fullscreen("see_through_darkness", /atom/movable/screen/fullscreen/see_through_darkness)
owner.overlay_fullscreen("see_through_darkness", /atom/movable/screen/fullscreen/special/see_through_darkness)
var/widescreenlayout = FALSE //CIT CHANGE - adds support for different hud layouts depending on widescreen pref
if(owner.client && owner.client.prefs && owner.client.prefs.widescreenpref) //CIT CHANGE - ditto

View File

@@ -1,322 +0,0 @@
/datum/hud/proc/create_parallax(mob/viewmob)
var/mob/screenmob = viewmob || mymob
var/client/C = screenmob.client
if (!apply_parallax_pref(viewmob)) //don't want shit computers to crash when specing someone with insane parallax, so use the viewer's pref
return
if(!length(C.parallax_layers_cached))
C.parallax_layers_cached = list()
C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, C.view)
C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, C.view)
C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, C.view)
if(SSparallax.random_layer)
C.parallax_layers_cached += new SSparallax.random_layer
C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, C.view)
C.parallax_layers = C.parallax_layers_cached.Copy()
if (length(C.parallax_layers) > C.parallax_layers_max)
C.parallax_layers.len = C.parallax_layers_max
C.screen |= (C.parallax_layers)
var/atom/movable/screen/plane_master/PM = screenmob.hud_used.plane_masters["[PLANE_SPACE]"]
if(screenmob != mymob)
C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen
C.screen += PM
PM.color = list(
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
1, 1, 1, 1,
0, 0, 0, 0
)
/datum/hud/proc/remove_parallax(mob/viewmob)
var/mob/screenmob = viewmob || mymob
var/client/C = screenmob.client
C.screen -= (C.parallax_layers_cached)
var/atom/movable/screen/plane_master/PM = screenmob.hud_used.plane_masters["[PLANE_SPACE]"]
if(screenmob != mymob)
C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen
C.screen += PM
PM.color = initial(PM.color)
C.parallax_layers = null
/datum/hud/proc/apply_parallax_pref(mob/viewmob)
var/mob/screenmob = viewmob || mymob
var/client/C = screenmob.client
if(C.prefs)
var/pref = C.prefs.parallax
if (isnull(pref))
pref = PARALLAX_HIGH
switch(C.prefs.parallax)
if (PARALLAX_INSANE)
C.parallax_throttle = FALSE
C.parallax_layers_max = 5
return TRUE
if (PARALLAX_MED)
C.parallax_throttle = PARALLAX_DELAY_MED
C.parallax_layers_max = 3
return TRUE
if (PARALLAX_LOW)
C.parallax_throttle = PARALLAX_DELAY_LOW
C.parallax_layers_max = 1
return TRUE
if (PARALLAX_DISABLE)
return FALSE
//This is high parallax.
C.parallax_throttle = PARALLAX_DELAY_DEFAULT
C.parallax_layers_max = 4
return TRUE
/datum/hud/proc/update_parallax_pref(mob/viewmob)
remove_parallax(viewmob)
create_parallax(viewmob)
update_parallax()
// This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation)
/datum/hud/proc/set_parallax_movedir(new_parallax_movedir, skip_windups)
. = FALSE
var/client/C = mymob.client
if(new_parallax_movedir == C.parallax_movedir)
return
var/animatedir = new_parallax_movedir
if(new_parallax_movedir == FALSE)
var/animate_time = 0
for(var/thing in C.parallax_layers)
var/atom/movable/screen/parallax_layer/L = thing
L.icon_state = initial(L.icon_state)
L.update_o(C.view)
var/T = PARALLAX_LOOP_TIME / L.speed
if (T > animate_time)
animate_time = T
C.dont_animate_parallax = world.time + min(animate_time, PARALLAX_LOOP_TIME)
animatedir = C.parallax_movedir
var/matrix/newtransform
switch(animatedir)
if(NORTH)
newtransform = matrix(1, 0, 0, 0, 1, 480)
if(SOUTH)
newtransform = matrix(1, 0, 0, 0, 1,-480)
if(EAST)
newtransform = matrix(1, 0, 480, 0, 1, 0)
if(WEST)
newtransform = matrix(1, 0,-480, 0, 1, 0)
var/shortesttimer
if(!skip_windups)
for(var/thing in C.parallax_layers)
var/atom/movable/screen/parallax_layer/L = thing
var/T = PARALLAX_LOOP_TIME / L.speed
if (isnull(shortesttimer))
shortesttimer = T
if (T < shortesttimer)
shortesttimer = T
L.transform = newtransform
animate(L, transform = matrix(), time = T, easing = QUAD_EASING | (new_parallax_movedir ? EASE_IN : EASE_OUT), flags = ANIMATION_END_NOW)
if (new_parallax_movedir)
L.transform = newtransform
animate(transform = matrix(), time = T) //queue up another animate so lag doesn't create a shutter
C.parallax_movedir = new_parallax_movedir
if (C.parallax_animate_timer)
deltimer(C.parallax_animate_timer)
var/datum/callback/CB = CALLBACK(src, .proc/update_parallax_motionblur, C, animatedir, new_parallax_movedir, newtransform)
if(skip_windups)
CB.InvokeAsync()
else
C.parallax_animate_timer = addtimer(CB, min(shortesttimer, PARALLAX_LOOP_TIME), TIMER_CLIENT_TIME|TIMER_STOPPABLE)
/datum/hud/proc/update_parallax_motionblur(client/C, animatedir, new_parallax_movedir, matrix/newtransform)
if(!C)
return
C.parallax_animate_timer = FALSE
for(var/thing in C.parallax_layers)
var/atom/movable/screen/parallax_layer/L = thing
if (!new_parallax_movedir)
animate(L)
continue
var/newstate = initial(L.icon_state)
var/T = PARALLAX_LOOP_TIME / L.speed
if (newstate in icon_states(L.icon))
L.icon_state = newstate
L.update_o(C.view)
L.transform = newtransform
animate(L, transform = matrix(), time = T, loop = -1, flags = ANIMATION_END_NOW)
/datum/hud/proc/update_parallax()
var/client/C = mymob.client
var/turf/posobj = get_turf(C.eye)
if(!posobj)
return
var/area/areaobj = posobj.loc
// Update the movement direction of the parallax if necessary (for shuttles)
set_parallax_movedir(areaobj.parallax_movedir, FALSE)
var/force
if(!C.previous_turf || (C.previous_turf.z != posobj.z))
C.previous_turf = posobj
force = TRUE
if (!force && world.time < C.last_parallax_shift+C.parallax_throttle)
return
//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
var/offset_x = posobj.x - C.previous_turf.x
var/offset_y = posobj.y - C.previous_turf.y
if(!offset_x && !offset_y && !force)
return
var/last_delay = world.time - C.last_parallax_shift
last_delay = min(last_delay, C.parallax_throttle)
C.previous_turf = posobj
C.last_parallax_shift = world.time
for(var/thing in C.parallax_layers)
var/atom/movable/screen/parallax_layer/L = thing
L.update_status(mymob)
if (L.view_sized != C.view)
L.update_o(C.view)
var/change_x
var/change_y
if(L.absolute)
L.offset_x = -(posobj.x - SSparallax.planet_x_offset) * L.speed
L.offset_y = -(posobj.y - SSparallax.planet_y_offset) * L.speed
else
change_x = offset_x * L.speed
L.offset_x -= change_x
change_y = offset_y * L.speed
L.offset_y -= change_y
if(L.offset_x > 240)
L.offset_x -= 480
if(L.offset_x < -240)
L.offset_x += 480
if(L.offset_y > 240)
L.offset_y -= 480
if(L.offset_y < -240)
L.offset_y += 480
if(!areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && (offset_x || offset_y) && abs(offset_x) <= max(C.parallax_throttle/world.tick_lag+1,1) && abs(offset_y) <= max(C.parallax_throttle/world.tick_lag+1,1) && (round(abs(change_x)) > 1 || round(abs(change_y)) > 1))
L.transform = matrix(1, 0, offset_x*L.speed, 0, 1, offset_y*L.speed)
animate(L, transform=matrix(), time = last_delay)
L.screen_loc = "CENTER-7:[round(L.offset_x,1)],CENTER-7:[round(L.offset_y,1)]"
/atom/movable/proc/update_parallax_contents()
if(length(client_mobs_in_contents))
for(var/thing in client_mobs_in_contents)
var/mob/M = thing
if(M?.client && M.hud_used && length(M.client.parallax_layers))
M.hud_used.update_parallax()
/mob/proc/update_parallax_teleport() //used for arrivals shuttle
if(client?.eye && hud_used && length(client.parallax_layers))
var/area/areaobj = get_area(client.eye)
hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE)
/atom/movable/screen/parallax_layer
icon = 'icons/effects/parallax.dmi'
var/speed = 1
var/offset_x = 0
var/offset_y = 0
var/view_sized
var/absolute = FALSE
blend_mode = BLEND_ADD
plane = PLANE_SPACE_PARALLAX
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/parallax_layer/Initialize(mapload, view)
. = ..()
if (!view)
view = world.view
update_o(view)
/atom/movable/screen/parallax_layer/proc/update_o(view)
if (!view)
view = world.view
var/list/viewscales = getviewsize(view)
var/countx = CEILING((viewscales[1]/2)/(480/world.icon_size), 1)+1
var/county = CEILING((viewscales[2]/2)/(480/world.icon_size), 1)+1
var/list/new_overlays = new
for(var/x in -countx to countx)
for(var/y in -county to county)
if(x == 0 && y == 0)
continue
var/mutable_appearance/texture_overlay = mutable_appearance(icon, icon_state)
texture_overlay.transform = matrix(1, 0, x*480, 0, 1, y*480)
new_overlays += texture_overlay
cut_overlays()
add_overlay(new_overlays)
view_sized = view
/atom/movable/screen/parallax_layer/proc/update_status(mob/M)
return
/atom/movable/screen/parallax_layer/layer_1
icon_state = "layer1"
speed = 0.6
layer = 1
/atom/movable/screen/parallax_layer/layer_2
icon_state = "layer2"
speed = 1
layer = 2
/atom/movable/screen/parallax_layer/layer_3
icon_state = "layer3"
speed = 1.4
layer = 3
/atom/movable/screen/parallax_layer/random
blend_mode = BLEND_OVERLAY
speed = 3
layer = 3
/atom/movable/screen/parallax_layer/random/space_gas
icon_state = "space_gas"
/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, view)
. = ..()
src.add_atom_colour(SSparallax.random_parallax_color, ADMIN_COLOUR_PRIORITY)
/atom/movable/screen/parallax_layer/random/asteroids
icon_state = "asteroids"
/atom/movable/screen/parallax_layer/planet
icon_state = "planet"
blend_mode = BLEND_OVERLAY
absolute = TRUE //Status of seperation
speed = 3
layer = 30
/atom/movable/screen/parallax_layer/planet/update_status(mob/M)
var/client/C = M.client
var/turf/posobj = get_turf(C.eye)
if(!posobj)
return
invisibility = is_station_level(posobj.z) ? 0 : INVISIBILITY_ABSTRACT
/atom/movable/screen/parallax_layer/planet/update_o()
return //Shit won't move

View File

@@ -124,8 +124,8 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/plane_master/lighting/backdrop(mob/mymob)
mymob.overlay_fullscreen("lighting_backdrop_lit", /atom/movable/screen/fullscreen/lighting_backdrop/lit)
mymob.overlay_fullscreen("lighting_backdrop_unlit", /atom/movable/screen/fullscreen/lighting_backdrop/unlit)
mymob.overlay_fullscreen("lighting_backdrop_lit", /atom/movable/screen/fullscreen/special/lighting_backdrop/lit)
mymob.overlay_fullscreen("lighting_backdrop_unlit", /atom/movable/screen/fullscreen/special/lighting_backdrop/unlit)
/*!
* This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.
@@ -143,7 +143,6 @@
add_filter("emissives", 1, alpha_mask_filter(render_source = EMISSIVE_RENDER_TARGET, flags = MASK_INVERSE))
add_filter("object_lighting", 2, alpha_mask_filter(render_source = O_LIGHTING_VISUAL_RENDER_TARGET, flags = MASK_INVERSE))
/**
* Handles emissive overlays and emissive blockers.
*/
@@ -163,9 +162,10 @@
plane = PLANE_SPACE_PARALLAX
blend_mode = BLEND_MULTIPLY
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = PLANE_SPACE_PARALLAX_RENDER_TARGET
/atom/movable/screen/plane_master/parallax_white
name = "parallax whitifier plane master"
name = "parallax backdrop/space turf plane master"
plane = PLANE_SPACE
/atom/movable/screen/plane_master/camera_static
@@ -174,7 +174,6 @@
appearance_flags = PLANE_MASTER
blend_mode = BLEND_OVERLAY
//Reserved to chat messages, so they are still displayed above the field of vision masking.
/atom/movable/screen/plane_master/chat_messages
name = "runechat plane master"

View File

@@ -11,7 +11,6 @@
// Otherwise jump
else if(A.loc)
forceMove(get_turf(A))
update_parallax_contents()
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(check_click_intercept(params,A))

View File

@@ -124,9 +124,3 @@ GLOBAL_LIST_INIT(huds, list(
/mob/dead/new_player/reload_huds()
return
/mob/proc/add_click_catcher()
client.screen += client.void
/mob/dead/new_player/add_click_catcher()
return

View File

@@ -0,0 +1,74 @@
/atom/movable/screen/click_catcher
icon = 'icons/screen/clickcatcher.dmi'
icon_state = "catcher"
appearance_flags = TILE_BOUND | NO_CLIENT_COLOR | RESET_TRANSFORM | RESET_COLOR | RESET_ALPHA
plane = CLICKCATCHER_PLANE
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
/*
#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
/atom/movable/screen/click_catcher/proc/UpdateFill(view_size_x = 15, view_size_y = 15)
var/icon/newicon = icon('icons/mob/screen_gen.dmi', "catcher")
var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
var/px = view_size_x * world.icon_size
var/py = view_size_y * world.icon_size
var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
newicon.Scale(sx, sy)
icon = newicon
screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
var/matrix/M = new
M.Scale(px/sx, py/sy)
transform = M
#undef MAX_SAFE_BYOND_ICON_SCALE_TILES
#undef MAX_SAFE_BYOND_ICON_SCALE_PX
*/
/atom/movable/screen/click_catcher/proc/UpdateFill(view_size_x, view_size_y)
screen_loc = "1,1 to [view_size_x],[view_size_y]"
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(modifiers["middle"] && iscarbon(usr))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/T = Parse(modifiers["screen-loc"], get_turf(usr.client?.eye || usr), usr.client)
params += "&catcher=1"
if(T)
T.Click(location, control, params)
return TRUE
/atom/movable/screen/click_catcher/proc/Parse(scr_loc, turf/origin, client/C)
// screen-loc: Pixel coordinates in screen_loc format ("[tile_x]:[pixel_x],[tile_y]:[pixel_y]")
if(!scr_loc)
return null
var/tX = splittext(scr_loc, ",")
var/tY = splittext(tX[2], ":")
var/tZ = origin.z
tY = tY[1]
tX = splittext(tX[1], ":")
tX = tX[1]
var/list/actual_view = getviewsize(C ? C.view : world.view)
tX = clamp(origin.x + text2num(tX) - round(actual_view[1] / 2) - 1, 1, world.maxx)
tY = clamp(origin.y + text2num(tY) - round(actual_view[2] / 2) - 1, 1, world.maxy)
return locate(tX, tY, tZ)
/**
* Makes a clickcatcher if necessary, and ensures it's fit to our size.
*/
/client/proc/update_clickcatcher(list/view_override)
if(!click_catcher)
click_catcher = new
screen |= click_catcher
if(view_override)
click_catcher.UpdateFill(view_override[1], view_override[2])
else
var/list/view_list = getviewsize(view)
click_catcher.UpdateFill(view_list[1], view_list[2])

View File

@@ -0,0 +1,234 @@
/**
* Adds a fullscreen overlay
*
* @params
* - category - string - must exist. will overwrite any other screen in this category. defaults to type.
* - type - the typepath of the screen
* - severity - severity - different screen objects have differing severities
*/
/mob/proc/overlay_fullscreen(category, type, severity)
ASSERT(type)
if(!category)
category = type
var/atom/movable/screen/fullscreen/screen = fullscreens[category]
if (!screen || screen.type != type)
// needs to be recreated
clear_fullscreen(category, 0)
fullscreens[category] = screen = new type
screen.SetSeverity(severity)
if(client && screen.ShouldShow(src))
screen.SetView(client.view)
client.screen += screen
return screen
/**
* Wipes a fullscreen of a certain category
*
* Second argument is for animation delay.
*/
/mob/proc/clear_fullscreen(category, animated = 10)
if(!fullscreens)
return
var/atom/movable/screen/fullscreen/screen = fullscreens[category]
fullscreens -= category
if(!screen)
return
if(animated > 0)
animate(screen, alpha = 0, time = animated)
addtimer(CALLBACK(src, .proc/_remove_fullscreen_direct, screen), animated, TIMER_CLIENT_TIME)
else
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/_remove_fullscreen_direct(atom/movable/screen/fullscreen/screen)
if(client)
client.screen -= screen
qdel(screen)
/**
* Wipes all fullscreens
*/
/mob/proc/wipe_fullscreens()
for(var/category in fullscreens)
clear_fullscreen(category)
/**
* Removes fullscreens from client but not the mob
*/
/mob/proc/hide_fullscreens()
if(client)
for(var/category in fullscreens)
client.screen -= fullscreens[category]
/**
* Ensures all fullscreens are on client.
*/
/mob/proc/reload_fullscreen()
if(client)
var/atom/movable/screen/fullscreen/screen
for(var/category in fullscreens)
screen = fullscreens[category]
if(screen.ShouldShow(src))
screen.SetView(client.view)
client.screen |= screen
else
client.screen -= screen
/atom/movable/screen/fullscreen
icon = 'icons/screen/fullscreen_15x15.dmi'
icon_state = "default"
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
plane = FULLSCREEN_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/// current view we're adapted to
var/view_current
/// min severity
var/severity_min = 0
/// max severity
var/severity_max = INFINITY
/// current severity
var/severity = 0
/// show this while dead
var/show_when_dead = FALSE
/atom/movable/screen/fullscreen/proc/SetSeverity(severity)
src.severity = clamp(severity, severity_min, severity_max)
icon_state = "[initial(icon_state)][severity]"
/atom/movable/screen/fullscreen/proc/SetView(client_view)
view_current = client_view
/atom/movable/screen/fullscreen/proc/ShouldShow(mob/M)
if(!show_when_dead && M.stat == DEAD)
return FALSE
return TRUE
/atom/movable/screen/fullscreen/Destroy()
SetSeverity(0)
return ..()
/atom/movable/screen/fullscreen/scaled
icon = 'icons/screen/fullscreen_15x15.dmi'
screen_loc = "CENTER-7,CENTER-7"
/// size of sprite in tiles
var/size_x = 15
/// size of sprite in tiles
var/size_y = 15
/atom/movable/screen/fullscreen/scaled/SetView(client_view)
if(view_current != client_view)
var/list/actualview = getviewsize(client_view)
view_current = client_view
transform = matrix(actualview[1] / size_x, 0, 0, 0, actualview[2] / size_y, 0)
return ..()
/atom/movable/screen/fullscreen/scaled/brute
icon_state = "brutedamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/scaled/oxy
icon_state = "oxydamageoverlay"
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/scaled/crit
icon_state = "passage"
layer = CRIT_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/scaled/crit/vision
icon_state = "oxydamageoverlay"
layer = BLIND_LAYER
/atom/movable/screen/fullscreen/scaled/blind
icon_state = "blackimageoverlay"
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/scaled/curse
icon_state = "curse"
layer = CURSE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/fullscreen/scaled/impaired
icon_state = "impairedoverlay"
/atom/movable/screen/fullscreen/scaled/emergency_meeting
icon_state = "emergency_meeting"
show_when_dead = TRUE
layer = CURSE_LAYER
plane = SPLASHSCREEN_PLANE
/atom/movable/screen/fullscreen/tiled/blurry
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "cloudy"
/atom/movable/screen/fullscreen/tiled/flash
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
/atom/movable/screen/fullscreen/tiled/flash/static
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "noise"
/atom/movable/screen/fullscreen/tiled/high
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "druggy"
/atom/movable/screen/fullscreen/tiled/color_vision
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
alpha = 80
/atom/movable/screen/fullscreen/tiled/color_vision/green
color = "#00ff00"
/atom/movable/screen/fullscreen/tiled/color_vision/red
color = "#ff0000"
/atom/movable/screen/fullscreen/tiled/color_vision/blue
color = "#0000ff"
/atom/movable/screen/fullscreen/tiled/cinematic_backdrop
icon = 'icons/mob/screen_gen.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
plane = SPLASHSCREEN_PLANE
layer = SPLASHSCREEN_LAYER - 1
color = "#000000"
show_when_dead = TRUE
/atom/movable/screen/fullscreen/special/lighting_backdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "flash"
transform = matrix(200, 0, 0, 0, 200, 0)
plane = LIGHTING_PLANE
blend_mode = BLEND_OVERLAY
show_when_dead = TRUE
//Provides darkness to the back of the lighting plane
/atom/movable/screen/fullscreen/special/lighting_backdrop/lit
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER+21
color = "#000"
show_when_dead = TRUE
//Provides whiteness in case you don't see lights so everything is still visible
/atom/movable/screen/fullscreen/special/lighting_backdrop/unlit
layer = BACKGROUND_LAYER+20
show_when_dead = TRUE
/atom/movable/screen/fullscreen/special/see_through_darkness
icon_state = "nightvision"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
show_when_dead = TRUE

21
code/_rendering/mob.dm Normal file
View File

@@ -0,0 +1,21 @@
/**
* initializes screen rendering. call on mob new
*/
/mob/proc/init_rendering()
/**
* loads screen rendering. call on mob login
*/
/mob/proc/reload_rendering()
if(!client.parallax_holder)
client.CreateParallax()
else
client.parallax_holder.Reset(force = TRUE)
client.update_clickcatcher()
reload_fullscreen()
/**
* destroys screen rendering. call on mob del
*/
/mob/proc/dispose_rendering()
wipe_fullscreens()

View File

@@ -0,0 +1,28 @@
/**
* Holds parallax information.
*/
/datum/parallax
/// List of parallax objects - these are cloned to a parallax holder using Clone on each.
var/list/atom/movable/screen/parallax_layer/objects
/// Parallax layers
var/layers = 0
/datum/parallax/New(create_objects = TRUE)
if(create_objects)
objects = CreateObjects()
layers = objects.len
/datum/parallax/Destroy()
QDEL_LIST(objects)
return ..()
/**
* Gets a new version of the objects inside - used when applying to a holder.
*/
/datum/parallax/proc/GetObjects()
. = list()
for(var/atom/movable/screen/parallax_layer/layer in objects)
. += layer.Clone()
/datum/parallax/proc/CreateObjects()
. = objects = list()

View File

@@ -0,0 +1,311 @@
/**
* # Parallax holders
*
* Holds all the information about a client's parallax
*
* Not on mob because parallax is area based, not mob based.
*
* How parallax works:
* - Layers - normal layers, scroll with movement to relative position, can scroll
* - Absolute - absolute layers, scroll with movement to absolute position, cannot scroll
* - Vis - vis_contents-like model - things in this are directly applied and get no processing whatsoever. Things like overmap ships can use this.
*/
/datum/parallax_holder
/// Client that owns us
var/client/owner
/// The parallax object we're currently rendering
var/datum/parallax/parallax
/// Eye we were last anchored to - used to detect eye changes
var/atom/cached_eye
/// force this eye as the "real" eye - useful for secondary maps
var/atom/forced_eye
/// last turf loc
var/turf/last
/// last area - for parallax scrolling/loop animations
var/area/last_area
/// Holder object for vis
var/atom/movable/screen/parallax_vis/vis_holder
/// are we not on the main map? if so, put map id here
var/secondary_map
/// all layers
var/list/atom/movable/screen/parallax_layer/layers
/// vis contents
var/list/atom/movable/vis
/// currently scrolling?
var/scrolling = FALSE
/// current scroll speed in DS per scroll
var/scroll_speed
/// current scroll turn - applied after angle. if angle is 0 (picture moving north) and turn is 90, it would be like if you turned your viewport 90 deg clockwise.
var/scroll_turn
/// override planemaster we manipulate for turning and other effects
var/atom/movable/screen/plane_master/parallax/planemaster_override
/datum/parallax_holder/New(client/C, secondary_map, forced_eye, planemaster_override)
owner = C
if(!owner)
CRASH("No client")
src.secondary_map = secondary_map
src.forced_eye = forced_eye
src.planemaster_override = planemaster_override
Reset()
/datum/parallax_holder/Destroy()
if(owner)
if(owner.parallax_holder == src)
owner.parallax_holder = null
Remove()
HardResetAnimations()
QDEL_NULL(vis_holder)
QDEL_NULL(parallax)
layers = null
vis = null
last = null
forced_eye = cached_eye = null
owner = null
return ..()
/datum/parallax_holder/proc/Reset(auto_z_change, force)
if(!(cached_eye = Eye()))
// if no eye, tear down
last = cached_eye = last_area = null
SetParallax(null, null, auto_z_change)
return
// first, check loc
var/turf/T = get_turf(cached_eye)
if(!T)
// if in nullspace, tear down
last = cached_eye = last_area = null
SetParallax(null, null, auto_z_change)
return
// set last loc and eye
last = T
last_area = T.loc
// rebuild parallax
SetParallax(SSparallax.get_parallax_datum(T.z), null, auto_z_change, force)
// hard reset positions to correct positions
for(var/atom/movable/screen/parallax_layer/L in layers)
L.ResetPosition(T.x, T.y)
// better updates via client_mobs_in_contents can be created again when important recursive contents is ported!
/datum/parallax_holder/proc/Update(full)
if(!full && !cached_eye || (get_turf(cached_eye) == last))
return
if(!owner) // why are we here
if(!QDELETED(src))
qdel(src)
return
if(cached_eye != Eye())
// eye mismatch, reset
Reset()
return
var/turf/T = get_turf(cached_eye)
if(!last || T.z != last.z)
// z mismatch, reset
Reset()
return
// get rel offsets
var/rel_x = T.x - last.x
var/rel_y = T.y - last.y
// set last
last = T
// move
for(var/atom/movable/screen/parallax_layer/L in layers)
L.RelativePosition(T.x, T.y, rel_x, rel_y)
// process scrolling/movedir
if(last_area != T.loc)
last_area = T.loc
UpdateMotion()
/**
* Gets the eye we should be centered on
*/
/datum/parallax_holder/proc/Eye()
return forced_eye || owner?.eye
/**
* Gets the base parallax planemaster for things like turning
*/
/datum/parallax_holder/proc/GetPlaneMaster()
return planemaster_override || (owner && (locate(/atom/movable/screen/plane_master/parallax) in owner?.screen))
/**
* Syncs us to our parallax objects. Does NOT check if we should have those objects, that's Reset()'s job.
*
* Doesn't move/update positions/screen locs either.
*
* Also ensures movedirs are correct for the eye's pos.
*/
/datum/parallax_holder/proc/Sync(auto_z_change, force)
layers = list()
for(var/atom/movable/screen/parallax_layer/L in parallax.objects)
layers += L
L.map_id = secondary_map
if(!istype(vis_holder))
vis_holder = new /atom/movable/screen/parallax_vis
var/turf/T = get_turf(cached_eye)
vis_holder.vis_contents = vis = T? SSparallax.get_parallax_vis_contents(T.z) : list()
UpdateMotion(auto_z_change, force)
/**
* Updates motion if needed
*/
/datum/parallax_holder/proc/UpdateMotion(auto_z_change, force)
var/turf/T = get_turf(cached_eye)
if(!T)
if(scroll_speed || scroll_turn)
HardResetAnimations()
return
var/list/ret = SSparallax.get_parallax_motion(T.z)
if(ret)
Animation(ret[1], ret[2], auto_z_change? 0 : ret[3], auto_z_change? 0 : ret[4], force)
else
var/area/A = T.loc
Animation(A.parallax_move_speed, A.parallax_move_angle, auto_z_change? 0 : null, auto_z_change? 0 : null, force)
/datum/parallax_holder/proc/Apply(client/C = owner)
if(QDELETED(C))
return
. = list()
for(var/atom/movable/screen/parallax_layer/L in layers)
if(L.parallax_intensity > owner.prefs.parallax)
continue
if(!L.ShouldSee(C, last))
continue
L.SetView(C.view, TRUE)
. |= L
C.screen |= .
if(!secondary_map)
var/atom/movable/screen/plane_master/parallax_white/PM = locate() in C.screen
if(PM)
PM.color = list(
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
1, 1, 1, 1,
0, 0, 0, 0
)
/datum/parallax_holder/proc/Remove(client/C = owner)
if(QDELETED(C))
return
C.screen -= layers
if(!secondary_map)
var/atom/movable/screen/plane_master/parallax_white/PM = locate() in C.screen
if(PM)
PM.color = initial(PM.color)
/datum/parallax_holder/proc/SetParallaxType(path)
if(!ispath(path, /datum/parallax))
CRASH("Invalid path")
SetParallax(new path)
/datum/parallax_holder/proc/SetParallax(datum/parallax/P, delete_old = TRUE, auto_z_change, force)
if(P == parallax)
return
Remove()
if(delete_old && istype(parallax) && !QDELETED(parallax))
qdel(parallax)
HardResetAnimations()
parallax = P
if(!parallax)
return
Sync(auto_z_change, force)
Apply()
/**
* Runs a modifier to parallax as an animation.
*
* @params
* speed - ds per loop
* turn - angle clockwise from north to turn the motion to
* windup - ds to spend on windups. 0 for immediate.
* turn_speed - ds to spend on turning. 0 for immediate.
*/
/datum/parallax_holder/proc/Animation(speed = 25, turn = 0, windup = speed, turn_speed = speed, force)
// Parallax doesn't currently use this method of rotating.
// #if !PARALLAX_ROTATION_ANIMATIONS
// turn_speed = 0
// #endif
if(speed == 0)
StopScrolling(turn = turn, time = windup)
return
// if(turn != scroll_turn && GetPlaneMaster())
// // first handle turn. we turn the planemaster
// var/matrix/turn_transform = matrix()
// turn_transform.Turn(turn)
// scroll_turn = turn
// animate(GetPlaneMaster(), transform = turn_transform, time = turn_speed, easing = QUAD_EASING | EASE_IN, flags = ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
if(scroll_speed == speed && !force)
// we're done
return
// speed diff?
scroll_speed = speed
scrolling = TRUE
// always scroll from north; turn handles everything
for(var/atom/movable/screen/parallax_layer/P in layers)
if(P.absolute)
continue
var/matrix/translate_matrix = matrix()
translate_matrix.Translate(cos(turn) * 480, sin(turn) * 480)
var/matrix/target_matrix = matrix()
var/move_speed = speed * P.speed
// do the first segment by shifting down one screen
P.transform = translate_matrix
animate(P, transform = target_matrix, time = move_speed, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_END_NOW)
// queue up another incase lag makes QueueLoop not fire on time, this time by shifting up
animate(transform = translate_matrix, time = 0)
animate(transform = target_matrix, time = move_speed)
P.QueueLoop(move_speed, speed * P.speed, translate_matrix, target_matrix)
/**
* Smoothly stops the animation, turning to a certain angle as needed.
*/
/datum/parallax_holder/proc/StopScrolling(turn = 0, time = 30)
// reset turn
if(turn != scroll_turn && GetPlaneMaster())
var/matrix/turn_transform = matrix()
turn_transform.Turn(turn)
scroll_turn = turn
animate(GetPlaneMaster(), transform = turn_transform, time = time, easing = QUAD_EASING | EASE_OUT, flags = ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
if(scroll_speed == 0)
// we're done
scrolling = FALSE
scroll_speed = 0
return
scrolling = FALSE
scroll_speed = 0
// someone can do the math for "stop after a smooth iteration" later.
for(var/atom/movable/screen/parallax_layer/P in layers)
if(P.absolute)
continue
P.CancelAnimation()
var/matrix/translate_matrix = matrix()
translate_matrix.Translate(cos(turn) * 480, sin(turn) * 480)
P.transform = translate_matrix
animate(P, transform = matrix(), time = time, easing = QUAD_EASING | EASE_OUT)
/**
* fully resets animation state
*/
/datum/parallax_holder/proc/HardResetAnimations()
// reset vars
scroll_turn = 0
scroll_speed = 0
scrolling = FALSE
// reset turn
if(GetPlaneMaster())
animate(GetPlaneMaster(), transform = matrix(), time = 0, flags = ANIMATION_END_NOW)
// reset objects
for(var/atom/movable/screen/parallax_layer/P in layers)
if(P.absolute)
continue
P.CancelAnimation()
animate(P, transform = matrix(), time = 0, flags = ANIMATION_END_NOW)
/client/proc/CreateParallax()
if(!parallax_holder)
parallax_holder = new(src)
/atom/movable/screen/parallax_vis
screen_loc = "CENTER,CENTER"

View File

@@ -0,0 +1,137 @@
/atom/movable/screen/parallax_layer
icon = 'icons/screen/parallax.dmi'
blend_mode = BLEND_ADD
plane = PLANE_SPACE_PARALLAX
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = PIXEL_SCALE | KEEP_TOGETHER
// notice - all parallax layers are 15x15 tiles. They roll over every 240 pixels.
/// pixel x/y shift per real x/y
var/speed = 1
/// current cached offset x
var/offset_x = 0
/// current cached offset y
var/offset_y = 0
/// normal centered x
var/center_x = 0
/// normal centered y
var/center_y = 0
/// absolute - always determine shift x/y as a function of real x/y instead of allowing for relative scroll.
var/absolute = FALSE
/// parallax level required to see this
var/parallax_intensity = PARALLAX_INSANE
/// current view we're adapted to
var/view_current
/// dynamic self tile - tile to our view size. set this to false for static parallax layers.
var/dynamic_self_tile = TRUE
/// map id
var/map_id
/// queued animation timerid
var/queued_animation
/atom/movable/screen/parallax_layer/proc/ResetPosition(x, y)
// remember that our offsets/directiosn are relative to the player's viewport
// this means we need to scroll reverse to them.
offset_x = -(center_x + speed * x)
offset_y = -(center_y + speed * y)
if(!absolute)
if(offset_x > 240)
offset_x -= 480
if(offset_x < -240)
offset_x += 480
if(offset_y > 240)
offset_y -= 480
if(offset_y < -240)
offset_y += 480
screen_loc = "[map_id && "[map_id]:"]CENTER-7:[round(offset_x,1)],CENTER-7:[round(offset_y,1)]"
/atom/movable/screen/parallax_layer/proc/RelativePosition(x, y, rel_x, rel_y)
if(absolute)
return ResetPosition(x, y)
offset_x -= rel_x * speed
offset_y -= rel_y * speed
if(offset_x > 240)
offset_x -= 480
if(offset_x < -240)
offset_x += 480
if(offset_y > 240)
offset_y -= 480
if(offset_y < -240)
offset_y += 480
screen_loc = "[map_id && "[map_id]:"]CENTER-7:[round(offset_x,1)],CENTER-7:[round(offset_y,1)]"
/atom/movable/screen/parallax_layer/proc/SetView(client_view = world.view, force_update = FALSE)
if(view_current == client_view && !force_update)
return
view_current = client_view
if(!dynamic_self_tile)
return
var/list/real_view = getviewsize(client_view)
var/count_x = CEILING((real_view[1] / 2) / 15, 1) + 1
var/count_y = CEILING((real_view[2] / 2) / 15, 1) + 1
var/list/new_overlays = GetOverlays()
for(var/x in -count_x to count_x)
for(var/y in -count_y to count_y)
if(!x && !y)
continue
var/mutable_appearance/clone = new
// appearance clone
clone.icon = icon
clone.icon_state = icon_state
clone.overlays = GetOverlays()
// do NOT inherit our overlays! parallax layers should never have overlays,
// because if it inherited us it'll result in exponentially increasing overlays
// due to cut_overlays() above over there being a queue operation and not instant!
// clone.overlays = list()
// currently instantly using overlays =.
// clone.blend_mode = blend_mode
// clone.mouse_opacity = mouse_opacity
// clone.plane = plane
// clone.layer = layer
// shift to position
clone.transform = matrix(1, 0, x * 480, 0, 1, y * 480)
new_overlays += clone
overlays = new_overlays
/atom/movable/screen/parallax_layer/proc/ShouldSee(client/C, atom/location)
return TRUE
/**
* Return "natural" overlays, as we're goin to do some fuckery to overlays above.
*/
/atom/movable/screen/parallax_layer/proc/GetOverlays()
return list()
/atom/movable/screen/parallax_layer/proc/Clone()
var/atom/movable/screen/parallax_layer/layer = new type
layer.speed = speed
layer.offset_x = offset_x
layer.offset_y = offset_y
layer.absolute = absolute
layer.parallax_intensity = parallax_intensity
layer.view_current = view_current
layer.appearance = appearance
/atom/movable/screen/parallax_layer/proc/default_x()
return center_x
/atom/movable/screen/parallax_layer/proc/default_y()
return center_y
/atom/movable/screen/parallax_layer/proc/QueueLoop(delay, speed, matrix/translate_matrix, matrix/target_matrix)
if(queued_animation)
CancelAnimation()
queued_animation = addtimer(CALLBACK(src, .proc/_loop, speed, translate_matrix, target_matrix), delay, TIMER_STOPPABLE)
/atom/movable/screen/parallax_layer/proc/_loop(speed, matrix/translate_matrix = matrix(1, 0, 0, 0, 1, 480), matrix/target_matrix = matrix())
transform = translate_matrix
animate(src, transform = target_matrix, time = speed, loop = -1)
animate(transform = translate_matrix, time = 0)
queued_animation = null
/atom/movable/screen/parallax_layer/proc/CancelAnimation()
if(queued_animation)
deltimer(queued_animation)
queued_animation = null

View File

@@ -0,0 +1,66 @@
/datum/parallax/space
var/static/planet_offset_x = rand(100, 160)
var/static/planet_offset_y = rand(100, 160)
var/static/random_layer = pickweightAllowZero(list(
/atom/movable/screen/parallax_layer/space/random/asteroids = 35,
/atom/movable/screen/parallax_layer/space/random/space_gas = 35,
null = 30
))
var/static/random_gas_color = pick(COLOR_TEAL, COLOR_GREEN, COLOR_YELLOW, COLOR_CYAN, COLOR_ORANGE, COLOR_PURPLE)
/datum/parallax/space/CreateObjects()
. = ..()
. += new /atom/movable/screen/parallax_layer/space/layer_1
. += new /atom/movable/screen/parallax_layer/space/layer_2
. += new /atom/movable/screen/parallax_layer/space/layer_3
var/atom/movable/screen/parallax_layer/space/planet/P = new
P.pixel_x = planet_offset_x
P.pixel_y = planet_offset_y
. += P
if(random_layer)
. += new random_layer
if(ispath(random_layer, /atom/movable/screen/parallax_layer/space/random/space_gas))
var/atom/movable/screen/parallax_layer/space/random/space_gas/SG = locate(random_layer) in objects
SG.add_atom_colour(random_gas_color, ADMIN_COLOUR_PRIORITY)
/atom/movable/screen/parallax_layer/space/layer_1
icon_state = "layer1"
speed = 0.6
layer = 1
parallax_intensity = PARALLAX_LOW
/atom/movable/screen/parallax_layer/space/layer_2
icon_state = "layer2"
speed = 1
layer = 2
parallax_intensity = PARALLAX_MED
/atom/movable/screen/parallax_layer/space/layer_3
icon_state = "layer3"
speed = 1.4
layer = 3
parallax_intensity = PARALLAX_HIGH
/atom/movable/screen/parallax_layer/space/random
blend_mode = BLEND_OVERLAY
speed = 3
layer = 3
parallax_intensity = PARALLAX_INSANE
/atom/movable/screen/parallax_layer/space/random/space_gas
icon_state = "space_gas"
/atom/movable/screen/parallax_layer/space/random/asteroids
icon_state = "asteroids"
/atom/movable/screen/parallax_layer/space/planet
icon_state = "planet"
blend_mode = BLEND_OVERLAY
absolute = TRUE //Status of seperation
speed = 3
layer = 30
dynamic_self_tile = FALSE
/atom/movable/screen/parallax_layer/space/planet/ShouldSee(client/C, atom/location)
var/turf/T = get_turf(location)
return ..() && T && is_station_level(T.z)

View File

@@ -14,6 +14,9 @@ SUBSYSTEM_DEF(atoms)
var/list/BadInitializeCalls = list()
/// Atoms that will be deleted once the subsystem is initialized
var/list/queued_deletions = list()
initialized = INITIALIZATION_INSSATOMS
/datum/controller/subsystem/atoms/Initialize(timeofday)
@@ -62,6 +65,12 @@ SUBSYSTEM_DEF(atoms)
testing("Late initialized [late_loaders.len] atoms")
late_loaders.Cut()
for (var/queued_deletion in queued_deletions)
qdel(queued_deletion)
testing("[queued_deletions.len] atoms were queued for deletion.")
queued_deletions.Cut()
/// Init this specific atom
/datum/controller/subsystem/atoms/proc/InitAtom(atom/A, list/arguments)
var/the_type = A.type
@@ -151,6 +160,14 @@ SUBSYSTEM_DEF(atoms)
if(fails & BAD_INIT_SLEPT)
. += "- Slept during Initialize()\n"
/// Prepares an atom to be deleted once the atoms SS is initialized.
/datum/controller/subsystem/atoms/proc/prepare_deletion(atom/target)
if (initialized == INITIALIZATION_INNEW_REGULAR)
// Atoms SS has already completed, just kill it now.
qdel(target)
else
queued_deletions += WEAKREF(target)
/datum/controller/subsystem/atoms/Shutdown()
var/initlog = InitLog()
if(initlog)

View File

@@ -5,21 +5,6 @@ SUBSYSTEM_DEF(parallax)
priority = FIRE_PRIORITY_PARALLAX
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
var/planet_x_offset = 128
var/planet_y_offset = 128
var/random_layer
var/random_parallax_color
//These are cached per client so needs to be done asap so people joining at roundstart do not miss these.
/datum/controller/subsystem/parallax/PreInit()
. = ..()
if(prob(70)) //70% chance to pick a special extra layer
random_layer = pick(/atom/movable/screen/parallax_layer/random/space_gas, /atom/movable/screen/parallax_layer/random/asteroids)
random_parallax_color = pick(COLOR_TEAL, COLOR_GREEN, COLOR_YELLOW, COLOR_CYAN, COLOR_ORANGE, COLOR_PURPLE)//Special color for random_layer1. Has to be done here so everyone sees the same color. [COLOR_SILVER]
planet_y_offset = rand(100, 160)
planet_x_offset = rand(100, 160)
/datum/controller/subsystem/parallax/fire(resumed = FALSE)
if (!resumed)
@@ -28,28 +13,82 @@ SUBSYSTEM_DEF(parallax)
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(length(currentrun))
var/client/processing_client = currentrun[currentrun.len]
currentrun.len--
if (QDELETED(processing_client) || !processing_client.eye)
if(times_fired % 5) // lazy tick
while(length(currentrun))
var/client/processing_client = currentrun[currentrun.len]
currentrun.len--
if (QDELETED(processing_client) || !processing_client.eye)
if (MC_TICK_CHECK)
return
continue
processing_client.parallax_holder?.Update()
if (MC_TICK_CHECK)
return
continue
var/atom/movable/movable_eye = processing_client.eye
if(!istype(movable_eye))
continue
for (movable_eye; isloc(movable_eye.loc) && !isturf(movable_eye.loc); movable_eye = movable_eye.loc);
if(movable_eye == processing_client.movingmob)
else // full tick
while(length(currentrun))
var/client/processing_client = currentrun[currentrun.len]
currentrun.len--
if (QDELETED(processing_client) || !processing_client.eye)
if (MC_TICK_CHECK)
return
continue
processing_client.parallax_holder?.Update(TRUE)
if (MC_TICK_CHECK)
return
continue
if(!isnull(processing_client.movingmob))
LAZYREMOVE(processing_client.movingmob.client_mobs_in_contents, processing_client.mob)
LAZYADD(movable_eye.client_mobs_in_contents, processing_client.mob)
processing_client.movingmob = movable_eye
if (MC_TICK_CHECK)
return
currentrun = null
/**
* Gets parallax type for zlevel.
*/
/datum/controller/subsystem/parallax/proc/get_parallax_type(z)
return /datum/parallax/space
/**
* Gets parallax for zlevel.
*/
/datum/controller/subsystem/parallax/proc/get_parallax_datum(z)
var/datum_type = get_parallax_type(z)
return new datum_type
/**
* Gets parallax added vis contents for zlevel
*/
/datum/controller/subsystem/parallax/proc/get_parallax_vis_contents(z)
return list()
/**
* Gets parallax motion for a zlevel
*
* Returns null or list(speed, dir deg clockwise from north, windup, turnrate)
* THE RETURNED LIST MUST BE A 4-TUPLE, OR PARALLAX WILL CRASH.
* DO NOT SCREW WITH THIS UNLESS YOU KNOW WHAT YOU ARE DOING.
*
* This will override area motion
*/
/datum/controller/subsystem/parallax/proc/get_parallax_motion(z)
return null
/**
* updates all parallax for clients on a z
*/
/datum/controller/subsystem/parallax/proc/update_clients_on_z(z)
for(var/client/C in GLOB.clients)
if(C.mob.z == z)
C.parallax_holder?.Update()
/**
* resets all parallax for clients on a z
*/
/datum/controller/subsystem/parallax/proc/reset_clients_on_z(z)
for(var/client/C in GLOB.clients)
if(C.mob.z == z)
C.parallax_holder?.Reset()
/**
* updates motion of all clients on z
*/
/datum/controller/subsystem/parallax/proc/update_z_motion(z)
for(var/client/C in GLOB.clients)
if(C.mob.z == z)
C.parallax_holder?.UpdateMotion()

View File

@@ -513,7 +513,9 @@ SUBSYSTEM_DEF(shuttle)
if(!midpoint)
return FALSE
var/area/shuttle/transit/A = new()
A.parallax_movedir = travel_dir
A.parallax_moving = TRUE
A.parallax_move_angle = dir2angle(travel_dir)
A.parallax_move_speed = M.parallax_speed
A.contents = proposal.reserved_turfs
var/obj/docking_port/stationary/transit/new_transit_dock = new(midpoint)
new_transit_dock.reserved_area = proposal

View File

@@ -603,8 +603,10 @@ SUBSYSTEM_DEF(ticker)
news_message = "The burst of energy released near [station_name()] has been confirmed as merely a test of a new weapon. However, due to an unexpected mechanical error, their communications system has been knocked offline."
if(SHUTTLE_HIJACK)
news_message = "During routine evacuation procedures, the emergency shuttle of [station_name()] had its navigation protocols corrupted and went off course, but was recovered shortly after."
if(GANG_VICTORY)
news_message = "Company officials reaffirmed that sudden deployments of special forces are not in any way connected to rumors of [station_name()] being covered in graffiti."
if(GANG_OPERATING)
news_message = "The company would like to state that any rumors of criminal organizing on board stations such as [station_name()] are falsehoods, and not to be emulated."
if(GANG_DESTROYED)
news_message = "The crew of [station_name()] would like to thank the Spinward Stellar Coalition Police Department for quickly resolving a minor terror threat to the station."
if(SSblackbox.first_death)
var/list/ded = SSblackbox.first_death

View File

@@ -101,7 +101,7 @@
if(!C)
return
watching += C
M.overlay_fullscreen("cinematic",/atom/movable/screen/fullscreen/cinematic_backdrop)
M.overlay_fullscreen("cinematic",/atom/movable/screen/fullscreen/tiled/cinematic_backdrop)
C.screen += screen
//Sound helper

View File

@@ -370,7 +370,7 @@
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
user.clear_fullscreen("flash", 4.5)
if(94 to 98)
@@ -381,7 +381,7 @@
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
shake_camera(user, 6, 6)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
user.clear_fullscreen("flash", 3.5)
if(84 to 93)
@@ -394,7 +394,7 @@
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
user.DefaultCombatKnockdown(40)
shake_camera(user, 5, 5)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
user.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
user.clear_fullscreen("flash", 2.5)
if(64 to 83)

View File

@@ -200,7 +200,6 @@
/datum/mind/proc/has_antag_datum(datum_type, check_subtypes = TRUE)
if(!datum_type)
return
. = FALSE
for(var/a in antag_datums)
var/datum/antagonist/A = a
if(check_subtypes && istype(A, datum_type))

View File

@@ -295,6 +295,37 @@
mood_change = -3
timeout = 1 MINUTES
/datum/mood_event/high_five_alone
description = "<span class='boldwarning'>I tried getting a high-five with no one around, how embarassing!</span>\n"
mood_change = -2
timeout = 1 MINUTES
/datum/mood_event/high_five_full_hand
description = "<span class='boldwarning'>Oh God, I don't even know how to high-five correctly...</span>\n"
mood_change = -1
timeout = 45 SECONDS
/datum/mood_event/left_hanging
description = "<span class='boldwarning'>But everyone loves high fives! Maybe people just... hate me?</span>\n"
mood_change = -2
timeout = 1.5 MINUTES
/datum/mood_event/too_slow
description = "<span class='boldwarning'>NO! HOW COULD I BE.... TOO SLOW???</span>\n"
mood_change = -2 // multiplied by how many people saw it happen, up to 8, so potentially massive. the ULTIMATE prank carries a lot of weight
timeout = 2 MINUTES
/datum/mood_event/too_slow/add_effects(param)
var/people_laughing_at_you = 1 // start with 1 in case they're on the same tile or something
for(var/mob/living/carbon/iter_carbon in oview(owner, 7))
if(iter_carbon.stat == CONSCIOUS)
people_laughing_at_you++
if(people_laughing_at_you > 7)
break
mood_change *= people_laughing_at_you
return ..()
/datum/mood_event/sacrifice_bad
description = "<span class='warning'>Those darn savages!</span>\n"
mood_change = -5

View File

@@ -206,6 +206,21 @@
description = "<span class='nicegreen'>Feels nice to get that out of the way!</span>\n"
mood_change = 3
/datum/mood_event/high_five
description = "<span class='nicegreen'>I love getting high fives!</span>\n"
mood_change = 2
timeout = 45 SECONDS
/datum/mood_event/high_ten
description = "<span class='nicegreen'>AMAZING! A HIGH-TEN!</span>\n"
mood_change = 3
timeout = 45 SECONDS
/datum/mood_event/down_low
description = "<span class='nicegreen'>HA! What a rube, they never stood a chance...</span>\n"
mood_change = 4
timeout = 1.5 MINUTES
/datum/mood_event/sacrifice_good
description = "<span class='nicegreen'>The gods are pleased with this offering!</span>\n"
mood_change = 5

View File

@@ -771,7 +771,7 @@
/datum/status_effect/necropolis_curse/proc/apply_curse(set_curse)
curse_flags |= set_curse
if(curse_flags & CURSE_BLINDING)
owner.overlay_fullscreen("curse", /atom/movable/screen/fullscreen/curse, 1)
owner.overlay_fullscreen("curse", /atom/movable/screen/fullscreen/scaled/curse, 1)
/datum/status_effect/necropolis_curse/proc/remove_curse(remove_curse)
if(remove_curse & CURSE_BLINDING)
@@ -929,11 +929,13 @@
/atom/movable/screen/alert/status_effect/strandling/Click(location, control, params)
. = ..()
to_chat(mob_viewer, "<span class='notice'>You attempt to remove the durathread strand from around your neck.</span>")
if(do_after(mob_viewer, 35, null, mob_viewer))
if(isliving(mob_viewer))
var/mob/living/L = mob_viewer
to_chat(mob_viewer, "<span class='notice'>You successfully remove the durathread strand.</span>")
if(usr != owner)
return
to_chat(owner, "<span class='notice'>You attempt to remove the durathread strand from around your neck.</span>")
if(do_after(owner, 35, null, owner))
if(isliving(owner))
var/mob/living/L = owner
to_chat(owner, "<span class='notice'>You successfully remove the durathread strand.</span>")
L.remove_status_effect(STATUS_EFFECT_CHOKINGSTRAND)

View File

@@ -83,3 +83,89 @@
/datum/status_effect/throat_soothed/on_remove()
REMOVE_TRAIT(owner, TRAIT_SOOTHED_THROAT, "[STATUS_EFFECT_TRAIT]_[id]")
return ..()
// this status effect is used to negotiate the high-fiving capabilities of all concerned parties
/datum/status_effect/offering
id = "offering"
duration = -1
tick_interval = -1
status_type = STATUS_EFFECT_UNIQUE
alert_type = null
/// The people who were offered this item at the start
var/list/possible_takers
/// The actual item being offered
var/obj/item/offered_item
/// The type of alert given to people when offered, in case you need to override some behavior (like for high-fives)
var/give_alert_type = /atom/movable/screen/alert/give
/datum/status_effect/offering/on_creation(mob/living/new_owner, obj/item/offer, give_alert_override)
. = ..()
if(!.)
return
offered_item = offer
if(give_alert_override)
give_alert_type = give_alert_override
for(var/mob/living/carbon/possible_taker in orange(1, owner))
if(!owner.CanReach(possible_taker) || IS_DEAD_OR_INCAP(possible_taker) || !possible_taker.can_hold_items())
continue
register_candidate(possible_taker)
if(!possible_takers) // no one around
qdel(src)
return
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, .proc/check_owner_in_range)
RegisterSignal(offered_item, list(COMSIG_PARENT_QDELETING, COMSIG_ITEM_DROPPED), .proc/dropped_item)
//RegisterSignal(owner, COMSIG_PARENT_EXAMINE_MORE, .proc/check_fake_out)
/datum/status_effect/offering/Destroy()
for(var/i in possible_takers)
var/mob/living/carbon/removed_taker = i
remove_candidate(removed_taker)
LAZYCLEARLIST(possible_takers)
return ..()
/// Hook up the specified carbon mob to be offered the item in question, give them the alert and signals and all
/datum/status_effect/offering/proc/register_candidate(mob/living/carbon/possible_candidate)
var/atom/movable/screen/alert/give/G = possible_candidate.throw_alert("[owner]", give_alert_type)
if(!G)
return
LAZYADD(possible_takers, possible_candidate)
RegisterSignal(possible_candidate, COMSIG_MOVABLE_MOVED, .proc/check_taker_in_range)
G.setup(possible_candidate, owner, offered_item)
/// Remove the alert and signals for the specified carbon mob. Automatically removes the status effect when we lost the last taker
/datum/status_effect/offering/proc/remove_candidate(mob/living/carbon/removed_candidate)
removed_candidate.clear_alert("[owner]")
LAZYREMOVE(possible_takers, removed_candidate)
UnregisterSignal(removed_candidate, COMSIG_MOVABLE_MOVED)
if(!possible_takers && !QDELING(src))
qdel(src)
/// One of our possible takers moved, see if they left us hanging
/datum/status_effect/offering/proc/check_taker_in_range(mob/living/carbon/taker)
SIGNAL_HANDLER
if(owner.CanReach(taker) && !IS_DEAD_OR_INCAP(taker))
return
remove_candidate(taker)
/// The offerer moved, see if anyone is out of range now
/datum/status_effect/offering/proc/check_owner_in_range(mob/living/carbon/source)
SIGNAL_HANDLER
for(var/i in possible_takers)
var/mob/living/carbon/checking_taker = i
if(!istype(checking_taker) || !owner.CanReach(checking_taker) || IS_DEAD_OR_INCAP(checking_taker))
remove_candidate(checking_taker)
/// We lost the item, give it up
/datum/status_effect/offering/proc/dropped_item(obj/item/source)
SIGNAL_HANDLER
qdel(src)
/datum/status_effect/offering/secret_handshake
id = "secret_handshake"
give_alert_type = /atom/movable/screen/alert/give/secret_handshake

View File

@@ -25,18 +25,19 @@
/datum/status_effect/proc/on_creation(mob/living/new_owner, ...)
if(new_owner)
owner = new_owner
if(owner)
LAZYADD(owner.status_effects, src)
if(!owner || !on_apply())
if(QDELETED(owner) || !on_apply())
qdel(src)
return
if(owner)
LAZYADD(owner.status_effects, src)
if(duration != -1)
duration = world.time + duration
next_tick = world.time + tick_interval
if(alert_type)
var/atom/movable/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
A.attached_effect = src //so the alert can reference us, if it needs to
linked_alert = A //so we can reference the alert, if we need to
if(istype(A))
A?.attached_effect = src //so the alert can reference us, if it needs to
linked_alert = A //so we can reference the alert, if we need to
START_PROCESSING(SSstatus_effects, src)
return TRUE

View File

@@ -50,7 +50,12 @@
var/has_gravity = FALSE
var/parallax_movedir = 0
/// Parallax moving?
var/parallax_moving = FALSE
/// Parallax move speed - 0 to disable
var/parallax_move_speed = 0
/// Parallax move dir - degrees clockwise from north
var/parallax_move_angle = 0
var/list/ambientsounds = GENERIC
flags_1 = CAN_BE_DIRTY_1

View File

@@ -28,7 +28,6 @@
var/pass_flags = 0
var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
var/atom/movable/moving_from_pull //attempt to resume grab after moving instead of before.
var/list/client_mobs_in_contents // This contains all the client mobs within this container
var/list/acted_explosions //for explosion dodging
var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
@@ -108,8 +107,6 @@
for(var/movable_content in contents)
qdel(movable_content)
LAZYCLEARLIST(client_mobs_in_contents)
moveToNullspace()
/atom/movable/proc/update_emissive_block()

View File

@@ -176,12 +176,8 @@
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)

View File

@@ -242,6 +242,69 @@
log_game("DYNAMIC: [key_name(M)] was selected by the [name] ruleset and has been made into a midround traitor.")
return TRUE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/families
name = "Family Head Aspirants"
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILY_HEAD_ASPIRANT
antag_flag_override = ROLE_FAMILIES
protected_roles = list("Prisoner", "Head of Personnel")
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 9
weight = 3
cost = 15
requirements = list(101,101,101,50,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/roundstart/families)
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/midround/families/trim_candidates()
..()
candidates = living_players
for(var/mob/living/player in candidates)
if(issilicon(player))
candidates -= player
else if(is_centcom_level(player.z))
candidates -= player
else if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
else if(HAS_TRAIT(player, TRAIT_MINDSHIELD))
candidates -= player
/datum/dynamic_ruleset/midround/families/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
handler.midround_ruleset = TRUE
handler.use_dynamic_timing = TRUE
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/midround/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/midround/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/midround/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/midround/families/round_result()
return handler.set_round_result_analogue()
//////////////////////////////////////////////
// //
// Malfunctioning AI //

View File

@@ -485,6 +485,47 @@
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
SSticker.news_report = CULT_FAILURE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/families
name = "Families"
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILIES
protected_roles = list("Prisoner", "Head of Personnel")
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 9
weight = 3
cost = 15
requirements = list(101,101,101,50,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/roundstart/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gangs_to_generate = (antag_cap[indice_pop] / 2)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/roundstart/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/roundstart/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/roundstart/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/roundstart/families/round_result()
return handler.set_round_result_analogue()
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////

View File

@@ -0,0 +1,50 @@
/datum/game_mode/gang
name = "Families"
config_tag = "families"
antag_flag = ROLE_TRAITOR
false_report_weight = 5
required_players = 0
required_enemies = 1
recommended_enemies = 4
announce_span = "danger"
announce_text = "Grove For Lyfe!"
reroll_friendly = FALSE
restricted_jobs = list("Cyborg", "AI", "Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")//N O
protected_jobs = list()
/// A reference to the handler that is used to run pre_setup(), post_setup(), etc..
var/datum/gang_handler/handler
/datum/game_mode/gang/warriors
name = "Warriors"
config_tag = "warriors"
announce_text = "Can you survive this onslaught?"
/datum/game_mode/gang/warriors/pre_setup()
handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
var/list/datum/antagonist/gang/gangs_to_generate = subtypesof(/datum/antagonist/gang)
handler.gangs_to_generate = gangs_to_generate.len
handler.gang_balance_cap = 3
return handler.pre_setup_analogue()
/datum/game_mode/gang/pre_setup()
handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
return handler.pre_setup_analogue()
/datum/game_mode/gang/Destroy()
QDEL_NULL(handler)
return ..()
/datum/game_mode/gang/post_setup()
handler.post_setup_analogue(FALSE)
gamemode_ready = TRUE
return ..()
/datum/game_mode/gang/process()
handler.process_analogue()
/datum/game_mode/gang/set_round_result()
return handler.set_round_result_analogue()
/datum/game_mode/gang/generate_report()
return "Something something grove street home at least until I fucked everything up idk nobody reads these reports."

View File

@@ -1,247 +0,0 @@
#define DOM_BLOCKED_SPAM_CAP 6
//32 instead of 40 for safety reasons. How many turfs aren't walls around dominator for it to work
//Update ppl somehow fuckup at 32, now we are down to 25. I hope to god they don't try harder to wall it.
#define DOM_REQUIRED_TURFS 25
#define DOM_HULK_HITS_REQUIRED 10
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 0.33
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 70)
var/datum/team/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/obj/machinery/dominator/Initialize()
. = ..()
set_light(l_range = 2, l_power = 0.75)
GLOB.poi_list |= src
spark_system = new
spark_system.set_up(5, TRUE, src)
countdown = new(src)
update_icon()
/obj/machinery/dominator/Destroy()
if(!(stat & BROKEN))
set_broken()
GLOB.poi_list.Remove(src)
gang = null
QDEL_NULL(spark_system)
QDEL_NULL(countdown)
STOP_PROCESSING(SSmachines, src)
return ..()
/obj/machinery/dominator/emp_act(severity)
take_damage(75+severity/4, BURN, "energy", 0)
..()
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
icon_state = "dominator-broken"
return
icon_state = "dominator"
if(operating)
var/mutable_appearance/dominator_overlay = mutable_appearance('icons/obj/machines/dominator.dmi', "dominator-overlay")
if(gang)
dominator_overlay.color = gang.color
add_overlay(dominator_overlay)
if(obj_integrity/max_integrity < 0.66)
add_overlay("damage")
/obj/machinery/dominator/examine(mob/user)
. = ..()
if(stat & BROKEN)
return
if(gang && gang.domination_time != NOT_DOMINATING)
if(gang.domination_time > world.time)
. += "<span class='notice'>Hostile Takeover in progress. Estimated [gang.domination_time_remaining()] seconds remain.</span>"
else
. += "<span class='notice'>Hostile Takeover of [station_name()] successful. Have a great day.</span>"
else
. += "<span class='notice'>System on standby.</span>"
. += "<span class='danger'>System Integrity: [round((obj_integrity/max_integrity)*100,1)]%</span>"
/obj/machinery/dominator/process()
..()
if(gang && gang.domination_time != NOT_DOMINATING)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(!is_station_level(z))
explosion(src, 5, 10, 20, 30) //you now get a nice explosion if this moves off station.
qdel(src) //to make sure it doesn't continue to exist.
if(excessive_walls_check())
gang.domination_time += 20
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0) // Play sound buzz-two.ogg, not before cause its annoying.
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = TRUE
var/area/domloc = get_base_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/G in GLOB.gangs)
var/datum/team/gang/tempgang = G
if(tempgang != gang)
tempgang.message_gangtools("WARNING: [gang.name] Gang takeover imminent. Their dominator at [domloc.map_name] must be destroyed!",1,1)
else
endgame()
if(!.)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/proc/endgame()
set waitfor = FALSE
Cinematic(CINEMATIC_MALF,world) //Here is the gang victory trigger on the dominator ending.
gang.winner = TRUE
SSticker.news_report = GANG_VICTORY
SSticker.force_ending = TRUE
/obj/machinery/dominator/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/dominator/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.)
if(obj_integrity/max_integrity > 0.66)
if(prob(damage_amount*2))
spark_system.start()
else if(!(stat & BROKEN))
spark_system.start()
update_icon()
/obj/machinery/dominator/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
set_broken()
/obj/machinery/dominator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!(stat & BROKEN))
set_broken()
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
add_fingerprint(user)
return ..()
/obj/machinery/dominator/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(operating || (stat & BROKEN))
examine(user)
return
var/datum/team/gang/tempgang
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(GA)
tempgang = GA.gang
if(!tempgang)
examine(user)
return
if(tempgang.domination_time != NOT_DOMINATING)
to_chat(user, "<span class='warning'>Error: Hostile Takeover is already in progress.</span>")
return
if(!tempgang.dom_attempts)
to_chat(user, "<span class='warning'>Error: Unable to breach station network. Firewall has logged our signature and is blocking all further attempts.</span>")
return
var/time = round(tempgang.determine_domination_time()/60,0.1)
if(alert(user,"A takeover will require [time] minutes.\nYour gang will be unable to gain influence while it is active.\nThe entire station will likely be alerted to it once it starts.\nYou have [tempgang.dom_attempts] attempt(s) remaining. Are you ready?","Confirm","Ready","Later") == "Ready")
if((tempgang.domination_time != NOT_DOMINATING) || !tempgang.dom_attempts || !in_range(src, user) || !isturf(loc))
return 0
var/area/A = get_base_area(loc)
var/locname = A.map_name
gang = tempgang
gang.dom_attempts --
priority_announce("Network breach detected in [locname]. The [gang.name] Gang is attempting to seize control of the station!","Network Alert")
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = TRUE
update_icon()
countdown.start()
countdown.color = gang.color
set_light(l_range = 3, l_power = 0.9)
light_color = gang.color
START_PROCESSING(SSmachines, src)
gang.message_gangtools("Hostile takeover in progress: Estimated [time] minutes until victory.[gang.dom_attempts ? "" : " This is your final attempt."]")
for(var/G in GLOB.gangs)
var/datum/team/gang/vagos = G
if(vagos != gang)
vagos.message_gangtools("Enemy takeover attempt detected in [locname]: Estimated [time] minutes until our defeat.",1,1)
/obj/machinery/dominator/proc/excessive_walls_check() // why the fuck was this even a global proc...
var/open = 0
for(var/turf/T in view(3, src))
if(!iswallturf(T)) //Check for /closed/wall, isclosedturf() moves it back to just checking for /closed/ which makes it very finicky.
open++
//to_chat(world, "THE DOMINATOR SEES [open] OPEN TURFS") uncomment to see what this shitty fucking wallcheck sees
if(open < DOM_REQUIRED_TURFS)
return TRUE
else
return FALSE
/obj/machinery/dominator/proc/set_broken()
if(gang)
gang.domination_time = NOT_DOMINATING
var/takeover_in_progress = FALSE
for(var/G in GLOB.gangs)
var/datum/team/gang/ballas = G
if(ballas.domination_time != NOT_DOMINATING)
takeover_in_progress = TRUE
break
if(!takeover_in_progress)
var/was_stranded = SSshuttle.emergency.mode == SHUTTLE_STRANDED
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(NUM2SECLEVEL(GLOB.security_level) == "delta")
set_security_level("red")
SSshuttle.clearHostileEnvironment(src)
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED

View File

@@ -1,13 +0,0 @@
/obj/effect/countdown/dominator
name = "dominator countdown"
text_size = 1
color = "#e5e5e5" // Overwritten when the dominator starts
/obj/effect/countdown/dominator/get_value()
var/obj/machinery/dominator/D = attached_to
if(!istype(D))
return
else if(D.gang && D.gang.domination_time != NOT_DOMINATING)
return D.gang.domination_time_remaining()
else
return "OFFLINE"

View File

@@ -1,479 +0,0 @@
/datum/antagonist/gang
name = "Gangster"
roundend_category = "gangsters"
can_coexist_with_others = FALSE
job_rank = ROLE_GANG
antagpanel_category = "Gang"
threat = 2
var/hud_type = "gangster"
var/message_name = "Gangster"
var/datum/team/gang/gang
/datum/antagonist/gang/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(new_owner.unconvertable)
return FALSE
/datum/antagonist/gang/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_added(M)
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_removed(M)
/datum/antagonist/gang/get_team()
return gang
/datum/antagonist/gang/greet()
gang.greet_gangster(owner)
/datum/antagonist/gang/farewell()
if(ishuman(owner.current))
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just remembered [owner.current.p_their()] real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>You are no longer a gangster! Your memories from the time you were in a gang are hazy... You don't seem to be able to recall the names of your previous allies, not even your bosses...</span>")
/datum/antagonist/gang/on_gain()
if(!gang)
create_team()
..()
var/mob/living/carbon/human/H = owner.current
if(istype(H))
if(owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
add_to_gang()
/datum/antagonist/gang/on_removal()
remove_from_gang()
..()
/datum/antagonist/gang/create_team(team)
if(!gang) // add_antag_datum calls create_team, so we need to avoid generating two gangs in that case
if(team)
gang = team
return
var/datum/team/gang/gangteam = pick_n_take(GLOB.possible_gangs)
if(gangteam)
gang = new gangteam
/datum/antagonist/gang/proc/equip_gang() // Bosses get equipped with their tools
return
/datum/antagonist/gang/proc/update_gang_icons_added(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(!ganghud)
ganghud = new/datum/atom_hud/antag/gang()
gang.hud_entry_num = GLOB.huds.len+1 // this is the index the gang hud will be added at
GLOB.huds += ganghud
ganghud.color = gang.color
ganghud.join_hud(M)
set_antag_hud(M,hud_type)
/datum/antagonist/gang/proc/update_gang_icons_removed(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(ganghud)
ganghud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/gang/proc/can_be_converted(mob/living/candidate)
if(!candidate.mind)
return FALSE
if(!can_be_owned(candidate.mind))
return FALSE
var/mob/living/carbon/human/H = candidate
if(!istype(H)) //Can't nonhumans
return FALSE
return TRUE
/datum/antagonist/gang/proc/promote() // Bump up to boss
var/datum/team/gang/old_gang = gang
var/datum/mind/old_owner = owner
owner.remove_antag_datum(/datum/antagonist/gang)
var/datum/antagonist/gang/boss/lieutenant/new_boss = new
new_boss.silent = TRUE
old_owner.add_antag_datum(new_boss,old_gang)
new_boss.silent = FALSE
log_game("[key_name(old_owner)] has been promoted to Lieutenant in the [old_gang.name] Gang")
to_chat(old_owner, "<FONT size=3 color=red><B>You have been promoted to Lieutenant!</B></FONT>")
// Admin commands
/datum/antagonist/gang/get_admin_commands()
. = ..()
.["Promote"] = CALLBACK(src,.proc/admin_promote)
.["Set Influence"] = CALLBACK(src, .proc/admin_adjust_influence)
if(gang.domination_time != NOT_DOMINATING)
.["Set domination time left"] = CALLBACK(src, .proc/set_dom_time_left)
/datum/antagonist/gang/admin_add(datum/mind/new_owner,mob/admin)
var/new_or_existing = input(admin, "Which gang do you want to be assigned to the user?", "Gangs") as null|anything in list("New","Existing")
if(isnull(new_or_existing))
return
else if(new_or_existing == "New")
var/newgang = input(admin, "Select a gang, or select random to pick a random one.", "New gang") as null|anything in GLOB.possible_gangs + "Random"
if(isnull(newgang))
return
else if(newgang == "Random")
var/datum/team/gang/G = pick_n_take(GLOB.possible_gangs)
gang = new G
else
GLOB.possible_gangs -= newgang
gang = new newgang
else
if(!GLOB.gangs.len) // no gangs exist
to_chat(admin, "<span class='danger'>No gangs exist, please create a new one instead.</span>")
return
var/existinggang = input(admin, "Select a gang, or select random to pick a random one.", "Existing gang") as null|anything in GLOB.gangs + "Random"
if(isnull(existinggang))
return
else if(existinggang == "Random")
gang = pick(GLOB.gangs)
else
gang = existinggang
..()
return TRUE
/datum/antagonist/gang/proc/admin_promote(mob/admin)
message_admins("[key_name_admin(admin)] has promoted [owner] to gang boss.")
log_admin("[key_name(admin)] has promoted [owner] to boss.")
promote()
/datum/antagonist/gang/proc/admin_adjust_influence()
var/inf = input("Influence for [gang.name]","Gang influence", gang.influence) as null | num
if(!isnull(inf))
gang.influence = inf
message_admins("[key_name_admin(usr)] changed [gang.name]'s influence to [inf].")
log_admin("[key_name(usr)] changed [gang.name]'s influence to [inf].")
/datum/antagonist/gang/proc/add_to_gang()
gang.add_member(owner)
owner.current.log_message("<font color='red'>Has been converted to the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/remove_from_gang()
gang.remove_member(owner)
owner.current.log_message("<font color='red'>Has been deconverted from the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/set_dom_time_left(mob/admin)
if(gang.domination_time == NOT_DOMINATING)
return // an admin shouldn't need this
var/seconds = input(admin, "Set the time left for the gang to win, in seconds", "Domination time left") as null|num
if(seconds && seconds > 0)
gang.domination_time = world.time + seconds*10
gang.message_gangtools("Takeover shortened to [gang.domination_time_remaining()] seconds by your Syndicate benefactors.")
// Boss type. Those can use gang tools to buy items for their gang, in particular the Dominator, used to win the gamemode, along with more gang tools to promote fellow gangsters to boss status.
/datum/antagonist/gang/boss
name = "Gang boss"
hud_type = "gang_boss"
message_name = "Leader"
threat = 10
/datum/antagonist/gang/boss/on_gain()
..()
if(gang)
gang.leaders += owner
/datum/antagonist/gang/boss/on_removal()
if(gang)
gang.leaders -= owner
..()
/datum/antagonist/gang/boss/antag_listing_name()
return ..() + "(Boss)"
/datum/antagonist/gang/boss/equip_gang(gangtool = TRUE, pen = TRUE, spraycan = TRUE, hud = TRUE) // usually has to be called separately
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
var/list/slots = list (
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE,
"hands" = SLOT_HANDS
)
if(gangtool)//Here is where all of the text occurs when a gang boss first spawns in.
var/obj/item/device/gangtool/G = new()
var/where = H.equip_in_one_of_slots(G, slots, critical = TRUE)
if (!where)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a Gangtool.")
else
G.register_device(H)
to_chat(H, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use gangtools too.")
if(pen)
var/obj/item/pen/gang/T = new()
var/where2 = H.equip_in_one_of_slots(T, slots, critical = TRUE)
if (!where2)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
else
to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them. All gangsters can use these, distribute them to see your gang grow.")
if(spraycan)
var/obj/item/toy/crayon/spraycan/gang/SC = new(null,gang)
var/where3 = H.equip_in_one_of_slots(SC, slots, critical = TRUE)
if (!where3)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a territory spraycan to start.")
else
to_chat(H, "The <b>territory spraycan</b> in your [where3] can be used to claim areas of the station for your gang. The more territory your gang controls, the more influence you get. All gangsters can use these, so distribute them to grow your influence faster.")
if(hud)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(null,gang)
var/where4 = H.equip_in_one_of_slots(C, slots, critical = TRUE)
if (!where4)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a chameleon security HUD.")
else
to_chat(H, "The <b>chameleon security HUD</b> in your [where4] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
// Admin commands for bosses
/datum/antagonist/gang/boss/admin_add(datum/mind/new_owner,mob/admin)
if(!new_owner.has_antag_datum(parent_type))
..()
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
return
promote()
message_admins("[key_name_admin(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
log_admin("[key_name(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
/datum/antagonist/gang/boss/get_admin_commands()
. = ..()
. -= "Promote"
.["Take gangtool"] = CALLBACK(src,.proc/admin_take_gangtool)
.["Give gangtool"] = CALLBACK(src,.proc/admin_give_gangtool)
.["Demote"] = CALLBACK(src,.proc/admin_demote)
/datum/antagonist/gang/boss/proc/demote()
var/old_gang = gang
var/datum/mind/old_owner = owner
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/gang/boss)
var/datum/antagonist/gang/new_gangster = new /datum/antagonist/gang()
new_gangster.silent = TRUE
old_owner.add_antag_datum(new_gangster,old_gang)
new_gangster.silent = FALSE
log_game("[key_name(old_owner)] has been demoted to Gangster in the [gang.name] Gang")
to_chat(old_owner, "<span class='userdanger'>The gang has been disappointed of your leader traits! You are a regular gangster now!</span>")
/datum/antagonist/gang/boss/proc/admin_take_gangtool(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/gangtool/gangtool = locate() in L
if (!gangtool)
to_chat(admin, "<span class='danger'>Deleting gangtool failed!</span>")
return
qdel(gangtool)
/datum/antagonist/gang/boss/proc/admin_give_gangtool(mob/admin)
equip_gang(TRUE, FALSE, FALSE, FALSE)
/datum/antagonist/gang/boss/proc/admin_demote(datum/mind/target,mob/user)
message_admins("[key_name_admin(user)] has demoted [owner.current] from gang boss.")
log_admin("[key_name(user)] has demoted [owner.current] from gang boss.")
admin_take_gangtool(user)
demote()
/datum/antagonist/gang/boss/lieutenant
name = "Gang Lieutenant"
message_name = "Lieutenant"
hud_type = "gang_lt"
#define MAXIMUM_RECALLS 3
#define INFLUENCE_INTERVAL 1200 //This handles the interval between each count of influence.
// Gang team datum. This handles the gang itself.
/datum/team/gang
name = "Gang"
member_name = "gangster"
var/hud_entry_num // because if you put something other than a number in GLOB.huds, god have mercy on your fucking soul friend
var/list/leaders = list() // bosses
var/max_leaders = MAX_LEADERS_GANG
var/list/territories = list() // territories owned by the gang.
var/list/lost_territories = list() // territories lost by the gang.
var/list/new_territories = list() // territories captured by the gang.
var/list/gangtools = list()
var/domination_time = NOT_DOMINATING
var/dom_attempts = INITIAL_DOM_ATTEMPTS
var/color
var/influence = 0 // influence of the gang, based on how many territories they own. Can be used to buy weapons and tools from a gang uplink.
var/winner // Once the gang wins with a dominator, this becomes true. For roundend credits purposes.
var/list/inner_outfits = list()
var/list/outer_outfits = list()
var/next_point_time
var/recalls = MAXIMUM_RECALLS // Once this reaches 0, this gang cannot force recall the shuttle with their gangtool anymore
/datum/team/gang/New(starting_members)
. = ..()
GLOB.gangs += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/groveboss in starting_members)
leaders += groveboss
var/datum/antagonist/gang/boss/gb = new
groveboss.add_antag_datum(gb, src)
gb.equip_gang()
else
var/datum/mind/CJ = starting_members
if(istype(CJ))
leaders += CJ
var/datum/antagonist/gang/boss/bossdatum = new
CJ.add_antag_datum(bossdatum, src)
bossdatum.equip_gang()
next_point_time = world.time + INFLUENCE_INTERVAL
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/Destroy()
GLOB.gangs -= src
..()
/datum/team/gang/roundend_report() //roundend report.
var/list/report = list()
report += "<span class='header'>[name]:</span>"
if(winner)
report += "<span class='greentext'>The [name] gang successfully activated the mind dominator!</span>"
else
report += "<span class='redtext'>The [name] gang has failed!</span>"
report += "The [name] gang bosses were:"
report += printplayerlist(leaders)
report += "The [name] [member_name]s were:"
report += printplayerlist(members-leaders)
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
/datum/team/gang/proc/greet_gangster(datum/mind/gangster) //The text a person receives when recruited.
var/message = "<FONT size=3 color=red><B>You are now a member of the <font color='[color]'>[name]</font> Gang!</B></FONT>"
message += "<font color='red'>Help your bosses take over the station by claiming territory with <b>spraycans</b>. Simply spray on any unclaimed area of the station.</font>"
message += "<font color='red'>You can also use recruitment pens to recruit more to your cause, If your boss provides you one.</font>"
message += "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>"
message += "<font color='red'>You can identify your mates by their <b>large, <font color='[color]'> \[G\]</font> icon</b>.</font>"
to_chat(gangster, message)
gangster.store_memory("You are a member of the [name] Gang!")
/datum/team/gang/proc/handle_territories()
next_point_time = world.time + INFLUENCE_INTERVAL
if(!leaders.len)
return
var/added_names = ""
var/lost_names = ""
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = new_territories & lost_territories
territories |= reclaimed_territories
new_territories -= reclaimed_territories
lost_territories -= reclaimed_territories
//Process lost territories
for(var/area in lost_territories)
if(lost_names != "")
lost_names += ", "
lost_names += "[lost_territories[area]]"
territories -= area
//Calculate and report influence growth
//Process new territories
for(var/area in new_territories)
if(added_names != "")
added_names += ", "
added_names += "[new_territories[area]]"
territories += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[new_territories.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[lost_territories.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
new_territories = list()
lost_territories = list()
var/total_territories = total_claimable_territories()
var/control = round((territories.len/total_territories)*100, 1)
var/uniformed = check_clothing()
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(domination_time != NOT_DOMINATING)
var/new_time = max(world.time, domination_time - (uniformed * 4) - (territories.len * 2))
if(new_time < domination_time)
message += "Takeover shortened by [(domination_time - new_time)*0.1] seconds for defending [territories.len] territories.<BR>"
domination_time = new_time
message += "<b>[domination_time_remaining()] seconds remain</b> in hostile takeover.<BR>"
else
var/new_influence = check_territory_income()
if(new_influence != influence)
message += "Gang influence has increased by [new_influence - influence] for defending [territories.len] territories and [uniformed] uniformed gangsters.<BR>"
influence = new_influence
message += "Your gang now has <b>[influence] influence</b>.<BR>"
message_gangtools(message)
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/proc/total_claimable_territories()
var/list/valid_territories = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION)) //First, collect all area types on the station zlevel
for(var/ar in SSmapping.areas_in_z["[z]"])
var/area/A = ar
if(!(A.type in valid_territories) && (A.area_flags & VALID_TERRITORY))
valid_territories |= A.type
return valid_territories.len
/datum/team/gang/proc/check_territory_income()
var/new_influence = min(999,influence + 15 + (check_clothing() * 2) + territories.len)
return new_influence
/datum/team/gang/proc/check_clothing()
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in members)
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and should return 0 not continue if conditions are met.
if(!istype(gangster) || gangster.stat == DEAD)
return 0
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.type in inner_outfits)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.type in outer_outfits)
gang_outfit = outfit
if(gang_outfit)
uniformed++
return uniformed
/datum/team/gang/proc/adjust_influence(value)
influence = max(0, influence + value)
/datum/team/gang/proc/message_gangtools(message)
if(!gangtools.len || !message)
return
for(var/i in gangtools)
var/obj/item/device/gangtool/tool = i
var/mob/living/mob = get(tool.loc, /mob/living)
if(mob && mob.mind && mob.stat == CONSCIOUS)
var/datum/antagonist/gang/gangster = mob.mind.has_antag_datum(/datum/antagonist/gang)
if(gangster.gang == src)
to_chat(mob, "<span class='warning'>[icon2html(tool, mob)] [message]</span>")
playsound(mob.loc, 'sound/machines/twobeep.ogg', 50, 1)
return
/datum/team/gang/proc/domination()
domination_time = world.time + determine_domination_time()*10
set_security_level("delta")
/datum/team/gang/proc/determine_domination_time() // calculates the value in seconds (this is the initial domination time!)
var/total_territories = total_claimable_territories()
return max(180,480 - (round((territories.len/total_territories)*100, 1) * 9))
/datum/team/gang/proc/domination_time_remaining() // retrieves the value from world.time based deciseconds to seconds
var/diff = domination_time - world.time
return round(diff * 0.1)
#undef MAXIMUM_RECALLS
#undef INFLUENCE_INTERVAL

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@@ -1,139 +0,0 @@
// Gang datums go here. If you want to create a new gang, you must be sure to edit:
// name
// color (must be a hex, "blue" isn't acceptable due to how spraycans are handled)
// inner_outfits (must be a list() with typepaths of the clothes in it. One is fine, but there is support for multiple: one will be picked at random when bought)
// outer_outfits (same as above)
// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons, with the same name of the gang it's assigned to. Nothing else,just the icon.
// Those are all required. If one is missed, stuff could break.
/datum/team/gang/clandestine
name = "Clandestine"
color = "#FF0000"
inner_outfits = list(/obj/item/clothing/under/syndicate/combat)
outer_outfits = list(/obj/item/clothing/suit/jacket)
/datum/team/gang/prima
name = "Prima"
color = "#FFFF00"
inner_outfits = list(/obj/item/clothing/under/color/yellow)
outer_outfits = list(/obj/item/clothing/suit/hastur)
/datum/team/gang/zerog
name = "Zero-G"
color = "#C0C0C0"
inner_outfits = list(/obj/item/clothing/under/suit/white)
outer_outfits = list(/obj/item/clothing/suit/hooded/wintercoat)
/datum/team/gang/max
name = "Max"
color = "#800000"
inner_outfits = list(/obj/item/clothing/under/color/maroon)
outer_outfits = list(/obj/item/clothing/suit/poncho/red)
/datum/team/gang/blasto
name = "Blasto"
color = "#000080"
inner_outfits = list(/obj/item/clothing/under/suit/navy)
outer_outfits = list(/obj/item/clothing/suit/jacket/miljacket)
/datum/team/gang/waffle
name = "Waffle"
color = "#808000" //shared color with cyber, but they can keep brown cause waffles.
inner_outfits = list(/obj/item/clothing/under/suit/green)
outer_outfits = list(/obj/item/clothing/suit/poncho)
/datum/team/gang/north
name = "North"
color = "#00FF00"
inner_outfits = list(/obj/item/clothing/under/color/green)
outer_outfits = list(/obj/item/clothing/suit/poncho/green)
/datum/team/gang/omni
name = "Omni"
color = "#008080"
inner_outfits = list(/obj/item/clothing/under/color/teal)
outer_outfits = list(/obj/item/clothing/suit/chaplain/studentuni)
/datum/team/gang/newton
name = "Newton"
color = "#A52A2A"
inner_outfits = list(/obj/item/clothing/under/color/brown)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/cyber
name = "Cyber"
color = "#00f904" //Cyber and waffle shared colors, I made these guys green and made weed darker green.
inner_outfits = list(/obj/item/clothing/under/color/lightbrown)
outer_outfits = list(/obj/item/clothing/suit/chaplain/pharaoh)
/datum/team/gang/donk
name = "Donk"
color = "#0000FF"
inner_outfits = list(/obj/item/clothing/under/color/darkblue)
outer_outfits = list(/obj/item/clothing/suit/apron/overalls)
/datum/team/gang/gene
name = "Gene"
color = "#00FFFF"
inner_outfits = list(/obj/item/clothing/under/color/blue)
outer_outfits = list(/obj/item/clothing/suit/apron)
/datum/team/gang/gib
name = "Gib"
color = "#636060" //Applying black to grayscale... Zero-G is already grey too. oh well.
inner_outfits = list(/obj/item/clothing/under/color/black)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather/overcoat)
/datum/team/gang/tunnel
name = "Tunnel"
color = "#FF00FF" //Gave the leather jacket to the tunnel gang over diablo.
inner_outfits = list(/obj/item/clothing/under/costume/villain)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather)
/datum/team/gang/diablo
name = "Diablo"
color = "#FF0000" //literal early 90s skinhead regalia.
inner_outfits = list(/obj/item/clothing/under/pants/classicjeans)
outer_outfits = list(/obj/item/clothing/suit/suspenders)
/datum/team/gang/psyke
name = "Psyke"
color = "#808080"
inner_outfits = list(/obj/item/clothing/under/color/grey)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings/griffinwings)
/datum/team/gang/osiron
name = "Osiron"
color = "#FFFFFF"
inner_outfits = list(/obj/item/clothing/under/color/white)
outer_outfits = list(/obj/item/clothing/suit/toggle/labcoat)
/datum/team/gang/sirius
name = "Sirius"
color = "#FFC0CB"
inner_outfits = list(/obj/item/clothing/under/color/pink)
outer_outfits = list(/obj/item/clothing/suit/jacket/puffer/vest)
/datum/team/gang/sleepingcarp
name = "Sleeping Carp"
color = "#800080"
inner_outfits = list(/obj/item/clothing/under/color/lightpurple)
outer_outfits = list(/obj/item/clothing/suit/hooded/carp_costume)
/datum/team/gang/h
name = "H"
color = "#993333"
inner_outfits = list(/obj/item/clothing/under/costume/jabroni) //Why not?
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/rigatonifamily
name = "Rigatoni family"
color = "#cc9900" // p a s t a colored
inner_outfits = list(/obj/item/clothing/under/rank/civilian/chef)
outer_outfits = list(/obj/item/clothing/suit/apron/chef)
/datum/team/gang/weed
name = "Weed"
color = "#6cd648"
inner_outfits = list(/obj/item/clothing/under/color/darkgreen)
outer_outfits = list(/obj/item/clothing/suit/vapeshirt)

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@@ -1,38 +0,0 @@
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
if(type == "poseur tag")
var/datum/team/gang/gang = pick(subtypesof(/datum/team/gang))
var/gangname = initial(gang.name)
icon = 'icons/effects/crayondecal.dmi'
icon_state = "[gangname]"
type = null
/obj/effect/decal/cleanable/crayon/gang
icon = 'icons/effects/crayondecal.dmi'
layer = ABOVE_NORMAL_TURF_LAYER //Harder to hide
plane = ABOVE_WALL_PLANE
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/team/gang/gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, datum/team/gang/G, e_name = "gang tag", rotation = 0, mob/user)
if(!G)
return INITIALIZE_HINT_QDEL
gang = G
var/newcolor = G.color
var/area/territory = get_base_area(src)
icon_state = G.name
G.new_territories |= list(territory.type = territory.name)
//If this isn't tagged by a specific gangster there's no bonus income.
.=..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
var/area/territory = get_base_area(src)
gang.territories -= territory.type
gang.new_territories -= territory.type
gang.lost_territories |= list(territory.type = territory.name)
gang = null
return ..()
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isspaceturf(T) || islava(T) || istype(T, /turf/open/water) || ischasm(T)

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@@ -1,34 +0,0 @@
/datum/atom_hud/antag/gang
var/color = null
/datum/atom_hud/antag/gang/add_to_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/remove_from_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
/datum/atom_hud/antag/gang/join_hud(mob/M)
if(!istype(M))
CRASH("join_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/leave_hud(mob/M)
if(!istype(M))
CRASH("leave_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()

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@@ -1,411 +0,0 @@
/datum/gang_item
var/name
var/item_path
var/cost
var/spawn_msg
var/category
var/list/gang_whitelist = list()
var/list/gang_blacklist = list()
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
if(!spawn_item(user, gang, gangtool))
gang.adjust_influence(-real_cost)
to_chat(user, "<span class='notice'>You bought \the [name].</span>")
return TRUE
/datum/gang_item/proc/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool) // If this returns anything other than null, something fucked up and influence won't lower.
if(item_path)
var/obj/item/O = new item_path(user.loc)
user.put_in_hands(O)
else
return TRUE
if(spawn_msg)
to_chat(user, "[spawn_msg]")
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.influence >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
/datum/gang_item/proc/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return cost
/datum/gang_item/proc/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return "([get_cost(user, gang, gangtool)] Influence)"
/datum/gang_item/proc/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return name
/datum/gang_item/proc/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/clothing
category = "Purchase Gang Clothes (Only the jumpsuit and suit give you added influence):"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfits.len)
var/outfit = pick(gang.inner_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfits.len)
var/outfit = pick(gang.outer_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
O.armor = O.armor.setRating(melee = 25, bullet = 35, laser = 15, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 16
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 18
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 20
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 11
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
/datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang member anyways?
name = "Cool Sunglasses"
id = "glasses"
cost = 5
item_path = /obj/item/clothing/glasses/sunglasses
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 13
item_path = /obj/item/storage/belt/military/gang
/obj/item/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
///////////////////
//WEAPONS
///////////////////
/datum/gang_item/weapon
category = "Purchase Weapons:"
/datum/gang_item/weapon/ammo
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 2
item_path = /obj/item/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 5
item_path = /obj/item/switchblade
/datum/gang_item/weapon/surplus //For when a gang boss is extra broke or cheap.
name = "Surplus Rifle"
id = "surplus"
cost = 6
item_path = /obj/item/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 3
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 5
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 25
item_path = /obj/item/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
name = "10mm Ammo"
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = "Black Market .50cal Sniper Rifle"
id = "sniper"
cost = 35
item_path = /obj/item/gun/ballistic/automatic/sniper_rifle
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Smuggled .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/*/datum/gang_item/weapon/ammo/sleeper_ammo //no. absolutely no.
name = "Illicit Soporific Cartridges"
id = "sniper_ammo"
cost = 15 //who the fuck thought a ONE-HIT K.O. for 15 gbp IN AN ENVIRONMENT WHERE WE'RE GETTING RID OF HARDSTUNS is a GOOD IDEA
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific*/
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 45
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/machinegun/spawn_item(mob/living/carbon/user, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 50
item_path = /obj/item/gun/ballistic/automatic/mini_uzi
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
id = "uzi_ammo"
cost = 20
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
/datum/gang_item/equipment
category = "Purchase Equipment:"
/datum/gang_item/equipment/spraycan
name = "Territory Spraycan"
id = "spraycan"
cost = 1
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/spraycan/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/sharpener
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 7
item_path = /obj/item/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 7
item_path = /obj/item/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 5
item_path = /obj/item/grenade/frag
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
cost = 10
item_path = /obj/item/implanter/gang
/datum/gang_item/equipment/implant_breaker/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
to_chat(user, "<span class='notice'>The <b>implant breaker</b> is a single-use device that destroys all implants within the target before trying to recruit them to your gang. Also works on enemy gangsters.</span>")
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 8
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
/datum/gang_item/equipment/shield
name = "Riot Shield"
id = "riot_shield"
cost = 25
item_path = /obj/item/shield/riot
/datum/gang_item/equipment/gangsheild
name = "Tower Shield"
id = "metal"
cost = 45 //High block of melee and even higher for bullets
item_path = /obj/item/shield/riot/tower
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
cost = 20
item_path = /obj/item/pen/gang
spawn_msg = "<span class='notice'>More <b>recruitment pens</b> will allow you to recruit gangsters faster. Only gang leaders can recruit with pens.</span>"
/datum/gang_item/equipment/pen/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(..())
gangtool.free_pen = FALSE
return TRUE
return FALSE
/datum/gang_item/equipment/pen/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return 0
return ..()
/datum/gang_item/equipment/pen/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return "(GET ONE FREE)"
return ..()
/datum/gang_item/equipment/gangtool
id = "gangtool"
cost = 5
/datum/gang_item/equipment/gangtool/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/item_type
if(gang)
item_type = /obj/item/device/gangtool/spare/lt
if(gang.leaders.len < MAX_LEADERS_GANG)
to_chat(user, "<span class='notice'><b>Gangtools</b> allow you to promote a gangster to be your Lieutenant, enabling them to recruit and purchase items like you. Simply have them register the gangtool. You may promote up to [MAX_LEADERS_GANG-gang.leaders.len] more Lieutenants</span>")
else
item_type = /obj/item/device/gangtool/spare
var/obj/item/device/gangtool/spare/tool = new item_type(user.loc)
user.put_in_hands(tool)
/datum/gang_item/equipment/gangtool/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && (gang.leaders.len < gang.max_leaders))
return "Promote a Gangster"
return "Spare Gangtool"
/datum/gang_item/equipment/dominator
name = "Station Dominator"
id = "dominator"
cost = 30
item_path = /obj/machinery/dominator
spawn_msg = "<span class='notice'>The <b>dominator</b> will secure your gang's dominance over the station. Turn it on when you are ready to defend it.</span>"
/datum/gang_item/equipment/dominator/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return FALSE
return ..()
/datum/gang_item/equipment/dominator/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return ..()
return "<b>[..()]</b>"
/datum/gang_item/equipment/dominator/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return "(Out of stock)"
return ..()
/datum/gang_item/equipment/dominator/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang)
return "This device requires a 5x5 area clear of walls to FUNCTION. (Estimated Takeover Time: [round(gang.determine_domination_time()/60,0.1)] minutes)"
/datum/gang_item/equipment/dominator/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/area/userarea = get_base_area(user)
if(!(userarea.type in gang.territories|gang.new_territories))
to_chat(user,"<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
for(var/obj/obj in get_turf(user))
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)

View File

@@ -1,59 +0,0 @@
/*
* Gang Boss Pens
*/
/obj/item/pen/gang
var/cooldown
var/last_used
/obj/item/pen/gang/Initialize()
. = ..()
last_used = world.time
/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE) //ha
if(!istype(M))
return
if(!ishuman(M) || !ishuman(user) || M.stat == DEAD)
return ..()
//var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss) //Pen works with bosses only.
var/datum/antagonist/gang/L = user.mind.has_antag_datum(/datum/antagonist/gang) //Pen works with anyone in gang.
if(!L)
return ..()
if(!..())
return
if(cooldown)
to_chat(user, "<span class='warning'>[src] needs more time to recharge before it can be used.</span>")
return
if(!M.client || !M.mind)
to_chat(user, "<span class='warning'>A braindead gangster is an useless gangster!</span>")
return
var/datum/team/gang/gang = L.gang
if(!add_gangster(user, gang, M.mind))
return
cooldown = TRUE
icon_state = "pen_blink"
var/cooldown_time = 600/gang.leaders.len
addtimer(CALLBACK(src, .proc/cooldown), cooldown_time)
/obj/item/pen/gang/proc/cooldown()
cooldown = FALSE
icon_state = "pen"
var/mob/M = loc
if(istype(M))
to_chat(M, "<span class='notice'>[icon2html(src, M)] [src][(loc == M)?(""):(" in your [loc]")] vibrates softly. It is ready to be used again.</span>")
/obj/item/pen/gang/proc/add_gangster(mob/user, datum/team/gang/gang, datum/mind/gangster_mind, check = TRUE) // Basically a wrapper to add_antag_datum.
var/datum/antagonist/dudegang = gangster_mind.has_antag_datum(/datum/antagonist/gang)
if(dudegang)
if(dudegang == gang)
to_chat(user, "<span class='danger'>This mind is already controlled by your gang!</span>")
return
to_chat(user, "<span class='danger'>This mind is already controlled by someone else!</span>")
return
if(check && HAS_TRAIT(gangster_mind.current, TRAIT_MINDSHIELD)) //Check to see if the potential gangster is implanted
to_chat(user, "<span class='danger'>This mind is too strong to control!</span>")
return
var/mob/living/carbon/human/H = gangster_mind.current // we are sure the dude's human cause it's checked in attack()
H.silent = max(H.silent, 5)
H.DefaultCombatKnockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE

View File

@@ -1,67 +0,0 @@
//gang.dm
//Gang War Game Mode
GLOBAL_LIST_INIT(possible_gangs, subtypesof(/datum/team/gang))
GLOBAL_LIST_EMPTY(gangs)
/datum/game_mode/gang
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
chaos = 9
restricted_jobs = list("Prisoner", "AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 15
required_enemies = 0
recommended_enemies = 2
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "A violent turf war has erupted on the station!\n\
<span class='danger'>Gangsters</span>: Take over the station with a dominator.\n\
<span class='notice'>Crew</span>: Prevent the gangs from expanding and initiating takeover."
var/list/datum/mind/gangboss_candidates = list()
/datum/game_mode/gang/generate_report()
return "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
/datum/game_mode/gang/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
//Spawn more bosses depending on server population
var/gangs_to_create = 2
if(prob(num_players()) && num_players() > 1.5*required_players)
gangs_to_create++
if(prob(num_players()) && num_players() > 2*required_players)
gangs_to_create++
gangs_to_create = min(gangs_to_create, GLOB.possible_gangs.len)
for(var/i in 1 to gangs_to_create)
if(!antag_candidates.len)
break
//Now assign a boss for the gang
var/datum/mind/boss = pick_n_take(antag_candidates)
antag_candidates -= boss
gangboss_candidates += boss
boss.restricted_roles = restricted_jobs
if(gangboss_candidates.len < 1) //Need at least one gangs
return
return TRUE
/datum/game_mode/gang/post_setup()
set waitfor = FALSE
..()
for(var/i in gangboss_candidates)
var/datum/mind/M = i
var/datum/antagonist/gang/boss/B = new()
M.add_antag_datum(B)
B.equip_gang()

View File

@@ -1,259 +0,0 @@
//gangtool device
/obj/item/device/gangtool
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
var/datum/team/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
var/free_pen = 0
var/promotable = FALSE
var/static/list/buyable_items = list()
var/list/tags = list()
/obj/item/device/gangtool/Initialize()
. = ..()
update_icon()
for(var/i in subtypesof(/datum/gang_item))
var/datum/gang_item/G = i
var/id = initial(G.id)
var/cat = initial(G.category)
if(id)
if(!islist(buyable_items[cat]))
buyable_items[cat] = list()
buyable_items[cat][id] = new G
/obj/item/device/gangtool/Destroy()
if(gang)
gang.gangtools -= src
return ..()
/obj/item/device/gangtool/attack_self(mob/user)
..()
if (!can_use(user))
return
var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss)
var/dat
if(!gang)
dat += "This device is not registered.<br><br>"
if(L)
if(promotable && L.gang.leaders.len < L.gang.max_leaders)
dat += "Give this device to another member of your organization to use to promote them to Lieutenant.<br><br>"
dat += "If this is meant as a spare device for yourself:<br>"
dat += "<a href='?src=[REF(src)];register=1'>Register Device as Spare</a><br>"
else if(promotable)
var/datum/antagonist/gang/sweet = user.mind.has_antag_datum(/datum/antagonist/gang)
if(sweet.gang.leaders.len < sweet.gang.max_leaders)
dat += "You have been selected for a promotion!<br>"
dat += "<a href='?src=[REF(src)];register=1'>Accept Promotion</a><br>"
else
dat += "No promotions available: All positions filled.<br>"
else
dat += "This device is not authorized to promote.<br>"
else
if(gang.domination_time != NOT_DOMINATING)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[DisplayTimeText(gang.domination_time_remaining() * 10)] remain</B></font></center>"
dat += "Registration: <B>[gang.name] Gang Boss</B><br>"
dat += "Organization Size: <B>[gang.members.len]</B> | Station Control: <B>[gang.territories.len] territories under control.</B> | Influence: <B>[gang.influence]</B><br>"
dat += "Time until Influence grows: <B>[time2text(gang.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<a href='?src=[REF(src)];commute=1'>Send message to Gang</a><br>"
dat += "<a href='?src=[REF(src)];recall=1'>Recall shuttle</a><br>"
dat += "<hr>"
for(var/cat in buyable_items)
dat += "<b>[cat]</b><br>"
for(var/id in buyable_items[cat])
var/datum/gang_item/G = buyable_items[cat][id]
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=[REF(src)];purchase=1;id=[id];cat=[cat]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=[REF(src)];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v4.0", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/Topic(href, href_list)
if(!can_use(usr))
return
add_fingerprint(usr)
if(href_list["register"])
register_device(usr)
else if(!gang) //Gangtool must be registered before you can use the functions below
return
if(href_list["purchase"])
if(islist(buyable_items[href_list["cat"]]))
var/list/L = buyable_items[href_list["cat"]]
var/datum/gang_item/G = L[href_list["id"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
if(href_list["commute"])
ping_gang(usr)
if(href_list["recall"])
recall(usr)
attack_self(usr)
/obj/item/device/gangtool/update_icon()
overlays.Cut()
var/image/I = new(icon, "[icon_state]-overlay")
if(gang)
I.color = gang.color
overlays.Add(I)
/obj/item/device/gangtool/proc/ping_gang(mob/user)
if(!can_use(user))
return
var/message = stripped_input(user,"Discreetly send a gang-wide message.","Send Message")
if(!message || !can_use(user))
return
if(!is_station_level(user.z))
to_chat(user, "<span class='info'>[icon2html(src, user)]Error: Station out of range.</span>")
return
if(gang.members.len)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
return
var/ping = "<span class='danger'><B><i>[gang.name] [G.message_name] [user.real_name]</i>: [message]</B></span>"
for(var/datum/mind/ganger in gang.members)
if(ganger.current && is_station_level(ganger.current.z) && (ganger.current.stat == CONSCIOUS))
to_chat(ganger.current, ping)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [ping]")
user.log_talk(message,LOG_SAY, tag="[gang.name] gangster")
/obj/item/device/gangtool/proc/register_device(mob/user)
if(gang) //It's already been registered!
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(G)
gang = G.gang
gang.gangtools += src
update_icon()
if(!(user.mind in gang.leaders) && promotable)
G.promote()
free_pen = TRUE
gang.message_gangtools("[user] has been promoted to Lieutenant.")
to_chat(user, "The <b>Gangtool</b> you registered will allow you to purchase weapons and equipment, and send messages to your gang.")
to_chat(user, "Unlike regular gangsters, you may use <b>recruitment pens</b> to add recruits to your gang. Use them on unsuspecting crew members to recruit them. Don't forget to get your one free pen from the gangtool.")
else
to_chat(user, "<span class='warning'>ACCESS DENIED: Unauthorized user.</span>")
/obj/item/device/gangtool/proc/recall(mob/user)
if(!recallchecks(user))
return
if(recalling)
to_chat(user, "<span class='warning'>Error: Recall already in progress.</span>")
return
gang.message_gangtools("[user] is attempting to recall the emergency shuttle.")
recalling = TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]Generating shuttle recall order with codes retrieved from last call signal...</span>")
addtimer(CALLBACK(src, .proc/recall2, user), rand(100,300))
/obj/item/device/gangtool/proc/recall2(mob/user)
if(!recallchecks(user))
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Shuttle recall order generated. Accessing station long-range communication arrays...</span>")
addtimer(CALLBACK(src, .proc/recall3, user), rand(100,300))
/obj/item/device/gangtool/proc/recall3(mob/user)
if(!recallchecks(user))
return
var/list/living_crew = list()//shamelessly copied from mulligan code, there should be a helper for this
for(var/mob/Player in GLOB.mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
living_crew += Player
var/malc = CONFIG_GET(number/midround_antag_life_check)
if(living_crew.len / GLOB.joined_player_list.len <= malc) //Shuttle cannot be recalled if too many people died
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Station communication systems compromised. Unable to establish connection.</span>")
recalling = FALSE
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Comm arrays accessed. Broadcasting recall signal...</span>")
addtimer(CALLBACK(src, .proc/recallfinal, user), rand(100,300))
/obj/item/device/gangtool/proc/recallfinal(mob/user)
if(!recallchecks(user))
return
recalling = FALSE
log_game("[key_name(user)] has tried to recall the shuttle with a gangtool.")
message_admins("[key_name_admin(user)] has tried to recall the shuttle with a gangtool.", 1)
if(SSshuttle.cancelEvac(user))
gang.recalls--
return TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
return
/obj/item/device/gangtool/proc/recallchecks(mob/user)
if(!can_use(user))
return
if(SSshuttle.emergencyNoRecall)
return
if(!gang.recalls)
to_chat(user, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
return
if(SSshuttle.emergency.mode != SHUTTLE_CALL) //Shuttle can only be recalled when it's moving to the station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Emergency shuttle cannot be recalled at this time.</span>")
recalling = FALSE
return
if(!gang.dom_attempts)
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
recalling = FALSE
return
if(!is_station_level(user.z)) //Shuttle can only be recalled while on station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Device out of range of station communication arrays.</span>")
recalling = FALSE
return
return TRUE
/obj/item/device/gangtool/proc/can_use(mob/living/carbon/human/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(!(src in user.contents))
return
if(!user.mind)
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
to_chat(user, "<span class='notice'>Huh, what's this?</span>")
return
if(!isnull(gang) && G.gang != gang)
to_chat(user, "<span class='danger'>You cannot use gang tools owned by enemy gangs!</span>")
return
return TRUE
/obj/item/device/gangtool/spare
outfits = TRUE
/obj/item/device/gangtool/spare/lt
promotable = TRUE

View File

@@ -1,61 +0,0 @@
/obj/item/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
activated = 0
var/datum/team/gang/gang
/obj/item/implant/gang/Initialize(loc, setgang)
.=..()
gang = setgang
/obj/item/implant/gang/Destroy()
gang = null
return ..()
/obj/item/implant/gang/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Criminal brainwash implant<BR>
<b>Life:</b> A few seconds after injection.<BR>
<b>Important Notes:</b> Illegal<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
return dat
/obj/item/implant/gang/implant(mob/living/target, mob/user, silent = 0)
if(!target || !target.mind || target.stat == DEAD)
return 0
var/datum/antagonist/gang/G = target.mind.has_antag_datum(/datum/antagonist/gang)
if(G && G.gang == G)
return 0 // it's pointless
if(..())
for(var/obj/item/implant/I in target.implants)
if(I != src)
qdel(I)
if(ishuman(target))
var/success
if(G)
if(!istype(G, /datum/antagonist/gang/boss))
success = TRUE //Was not a gang boss, convert as usual
target.mind.remove_antag_datum(/datum/antagonist/gang)
else
success = TRUE
if(!success)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
return FALSE
target.mind.add_antag_datum(/datum/antagonist/gang, gang)
qdel(src)
return TRUE
/obj/item/implanter/gang
name = "implanter (gang)"
/obj/item/implanter/gang/Initialize(loc, gang)
if(!gang)
qdel(src)
return
imp = new /obj/item/implant/gang(src,gang)
.=..()

View File

@@ -13,6 +13,7 @@ GLOBAL_LIST_EMPTY(objectives)
var/completed = FALSE //currently only used for custom objectives.
var/completable = TRUE //Whether this objective shows greentext when completed
var/martyr_compatible = FALSE //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
var/objective_name = "Objective" //name used in printing this objective (Objective #1)
/datum/objective/New(var/text)
GLOB.objectives += src // CITADEL EDIT FOR CRYOPODS

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@@ -407,7 +407,7 @@
/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
if(view_range == short_range) //unfocused
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 2)
/obj/machinery/camera/update_remote_sight(mob/living/user)
user.see_invisible = SEE_INVISIBLE_LIVING //can't see ghosts through cameras

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@@ -275,7 +275,7 @@
if(final)
playsound(origin, 'sound/machines/terminal_prompt_confirm.ogg', 25, 0)
remote_eye.setLoc(get_turf(final))
C.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash/static)
C.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash/static)
C.clear_fullscreen("flash", 3) //Shorter flash than normal since it's an ~~advanced~~ console!
else
playsound(origin, 'sound/machines/terminal_prompt_deny.ogg', 25, 0)

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@@ -0,0 +1,21 @@
/obj/mecha/combat/five_stars
desc = "A state of the art tank deployed by the Spinward Stellar Coalition National Guard."
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 800
pixel_x = -32
pixel_y = -32
/obj/mecha/combat/five_stars/Initialize()
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
max_ammo()

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@@ -342,6 +342,9 @@
harmful = TRUE
ammo_type = "missiles_he"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops
projectiles = 420
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/breaching
name = "\improper BRM-6 missile rack"
desc = "A weapon for combat exosuits. Launches low-explosive breaching missiles designed to explode only when striking a sturdy target."

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@@ -1,3 +1,5 @@
GLOBAL_LIST(gang_tags)
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
@@ -45,6 +47,8 @@
data["pixel_x"] = pixel_x
if(pixel_y != initial(pixel_y))
data["pixel_y"] = pixel_y
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isgroundlessturf(T)
/obj/effect/decal/cleanable/crayon/PersistenceLoad(list/data)
. = ..()
@@ -63,3 +67,18 @@
pixel_x = data["pixel_x"]
if(data["pixel_y"])
pixel_y = data["pixel_y"]
/obj/effect/decal/cleanable/crayon/gang
name = "Leet Like Jeff K gang tag"
desc = "Looks like someone's claimed this area for Leet Like Jeff K."
icon = 'icons/obj/gang/tags.dmi'
layer = BELOW_MOB_LAYER
var/datum/team/gang/my_gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
LAZYADD(GLOB.gang_tags, src)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
LAZYREMOVE(GLOB.gang_tags, src)
..()

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@@ -1237,6 +1237,32 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE
/**
* * An interrupt for offering an item to other people, called mainly from [/mob/living/carbon/proc/give], in case you want to run your own offer behavior instead.
*
* * Return TRUE if you want to interrupt the offer.
*
* * Arguments:
* * offerer - the person offering the item
*/
/obj/item/proc/on_offered(mob/living/carbon/offerer)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFERING, offerer) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/**
* * An interrupt for someone trying to accept an offered item, called mainly from [/mob/living/carbon/proc/take], in case you want to run your own take behavior instead.
*
* * Return TRUE if you want to interrupt the taking.
*
* * Arguments:
* * offerer - the person offering the item
* * taker - the person trying to accept the offer
*/
/obj/item/proc/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFER_TAKEN, offerer, taker) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/**
* Updates all action buttons associated with this item
*

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@@ -298,7 +298,7 @@
/obj/item/toy/crayon/proc/draw_on(atom/target, mob/user, proximity, params)
var/static/list/punctuation = list("!","?",".",",","/","+","-","=","%","#","&")
var/istagger = HAS_TRAIT(user, TRAIT_TAGGER)
var/cost = 1
if(paint_mode == PAINT_LARGE_HORIZONTAL)
cost = 5
@@ -355,14 +355,14 @@
else if(drawing in graffiti|oriented)
temp = "graffiti"
// If a gang member is using a gang spraycan, it'll behave differently
var/gang_mode = FALSE
if(gang && user.mind && user.mind.has_antag_datum(/datum/antagonist/gang)) //Heres a check.
gang_mode = TRUE // No more runtimes if a non-gang member sprays a gang can, it just works like normal cans.
// discontinue if the area isn't valid for tagging because gang "honour"
var/gang_mode
if(user.mind)
gang_mode = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gang_mode && (!can_claim_for_gang(user, target)))
return
var/graf_rot
if(drawing in oriented)
switch(user.dir)
@@ -390,16 +390,12 @@
audible_message("<span class='notice'>You hear spraying.</span>")
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
var/takes_time = !instant //For order purposes, since I'm maximum bad.
if(gang_mode)
takes_time = TRUE
var/wait_time = 50
if(paint_mode == PAINT_LARGE_HORIZONTAL)
wait_time *= 3
if(takes_time) //This is what deteremines the time it takes to spray a tag in gang mode. 50 is Default.
if(!do_after(user, gang_tag_delay, target = target)) //25 is a good number, but we have gang_tag_delay var now.
if(gang_mode || !instant)
if(!do_after(user, 50, target = target))
return
if(length(text_buffer))
@@ -410,16 +406,15 @@
if(actually_paints)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
if(gang_mode)
// Double check it wasn't tagged in the meanwhile.
if(!can_claim_for_gang(user, target))
return
tag_for_gang(user, target)
tag_for_gang(user, target, gang_mode)
affected_turfs += target
else
switch(paint_mode)
if(PAINT_NORMAL)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
C.add_hiddenprint(user)
if(precision_mode)
C.pixel_x = clamp(precision_x, -(world.icon_size/2), world.icon_size/2)
@@ -432,14 +427,18 @@
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(isValidSurface(left) && isValidSurface(right))
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
affected_turfs += left
affected_turfs += right
affected_turfs += target
else
to_chat(user, "<span class='warning'>There isn't enough space to paint!</span>")
return
C.add_hiddenprint(user)
if(istagger)
C.AddComponent(/datum/element/art, GOOD_ART)
else
C.AddComponent(/datum/element/art, BAD_ART)
if(!instant)
to_chat(user, "<span class='notice'>You finish drawing \the [temp].</span>")
@@ -462,52 +461,6 @@
reagents.trans_to(t, ., volume_multiplier)
check_empty(user)
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
// Check area validity.
// Reject space, player-created areas, and non-station z-levels.
var/area/A = get_base_area(target)
if(!A || (!is_station_level(A.z)) || !(A.area_flags & VALID_TERRITORY))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/G in target)
var/obj/effect/decal/cleanable/crayon/gang/gangtag = G
if(istype(gangtag))
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gangtag.gang != GA.gang)
spraying_over = TRUE
break
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by the [occupying_gang] gang! You must get rid of or spray over the old tag first!</span>")
return FALSE
// If you pass the gauntlet of checks, you're good to proceed
return TRUE
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/datum/team/gang/G in GLOB.gangs)
if(territory.type in (G.territories|G.new_territories))
. = G.name
break
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target)
//Delete any old markings on this tile, including other gang tags
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
var/area/territory = get_base_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,G.gang,"graffiti",0,user) // Heres the gang tag.
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/////////////////Gang end////////////////////
/obj/item/toy/crayon/attack(mob/M, mob/user)
if(edible && (M == user))
to_chat(user, "You take a bite of the [src.name]. Delicious!")
@@ -521,6 +474,49 @@
else
..()
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
var/area/A = get_area(target)
if(!A || (!is_station_level(A.z)))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/obj/effect/decal/cleanable/crayon/gang/G in target)
spraying_over = TRUE
for(var/obj/machinery/power/apc in target)
to_chat(user, "<span class='warning'>You can't tag an APC.</span>")
return FALSE
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by a gang! You must find and spray over the old tag first!</span>")
return FALSE
// stolen from oldgang lmao
return TRUE
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target, datum/antagonist/gang/user_gang)
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/area/territory = get_area(target)
var/obj/effect/decal/cleanable/crayon/gang/tag = new /obj/effect/decal/cleanable/crayon/gang(target)
tag.my_gang = user_gang.my_gang
tag.icon_state = "[user_gang.gang_id]_tag"
tag.name = "[tag.my_gang.name] gang tag"
tag.desc = "Looks like someone's claimed this area for [tag.my_gang.name]."
to_chat(user, "<span class='notice'>You tagged [territory] for [tag.my_gang.name]!</span>")
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/obj/effect/decal/cleanable/crayon/gang/G in GLOB.gang_tags)
if(get_area(G) == territory)
return G
/////////////////Gang end////////////////////
/obj/item/toy/crayon/red
icon_state = "crayonred"
paint_color = "#DA0000"
@@ -761,7 +757,7 @@
return
if(isobj(target))
if(isobj(target) && !istype(target, /obj/effect/decal/cleanable/crayon/gang))
if(actually_paints)
if(istype(target, /obj/item/canvas)) //dont color our canvas neon green when im trying to paint please
return
@@ -866,26 +862,6 @@
post_noise = FALSE
reagent_contents = list(/datum/reagent/consumable/nothing = 1, /datum/reagent/toxin/mutetoxin = 1)
/obj/item/toy/crayon/spraycan/gang
charges = 20 // Charges back to 20, which is the default value for them.
gang = TRUE
gang_tag_delay = 15 //Its 50% faster than a regular spraycan, for tagging. After-all they did spend points/meet the boss.
pre_noise = FALSE
post_noise = TRUE // Its even more stealthy just a tad.
/obj/item/toy/crayon/spraycan/gang/Initialize(loc, datum/team/gang/G)
..()
if(G)
gang = G
paint_color = G.color
update_icon()
/obj/item/toy/crayon/spraycan/gang/examine(mob/user)
. = ..()
if(user.mind && user.mind.has_antag_datum(/datum/antagonist/gang) || isobserver(user))
. += "This spraycan has been specially modified with a stage 2 nozzle kit, making it faster."
/obj/item/toy/crayon/spraycan/infinite
name = "infinite spraycan"
charges = -1

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@@ -29,7 +29,7 @@
if(target.mind.has_antag_datum(ANTAG_DATUM_VASSAL))
SSticker.mode.remove_vassal(target.mind)
if(target.mind.has_antag_datum(/datum/antagonist/rev/head) || target.mind.unconvertable || target.mind.has_antag_datum(/datum/antagonist/gang/boss))
if(target.mind.has_antag_datum(/datum/antagonist/rev/head) || (target.mind.unconvertable))
if(!silent)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
var/obj/item/implanter/I = loc

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@@ -657,3 +657,9 @@
desc = "Worn by snails as armor and storage compartment."
icon_state = "snailshell"
item_state = "snailshell"
/obj/item/storage/backpack/henchmen
name = "wings"
desc = "Granted to the henchmen who deserve it. This probably doesn't include you."
icon_state = "henchmen"
item_state = "henchmen"

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@@ -0,0 +1,539 @@
/// doing nothing/orbiting idly
#define STATE_IDLE 0
/// performing reset animation
#define STATE_RESET 1
/// performing attack animation
#define STATE_ATTACK 2
/// performing animation between attacks
#define STATE_RECOVER 3
/**
* Simple summon weapon code in this file
*
* tl;dr latch onto target, repeatedly proc attacks, animate using transforms,
* no real hitboxes/collisions, think of /datum/component/orbit-adjacent
*/
/obj/item/summon
name = "a horrifying mistake"
desc = "Why does this exist?"
/// datum type
var/host_type
/// number of summons
var/summon_count = 6
/// how long it takes for a "stack" to fall off by itself
var/stack_duration = 5 SECONDS
/// our summon weapon host
var/datum/summon_weapon_host/host
/// range summons will chase to
var/range = 7
/// are we a ranged weapon?
var/melee_only = TRUE
/obj/item/summon/Initialize()
. = ..()
if(host_type)
host = new host_type(src, summon_count, range)
/obj/item/summon/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!host)
return
if(!proximity_flag && melee_only)
return
Target(target)
/obj/item/summon/dropped(mob/user, silent)
. = ..()
addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
/obj/item/summon/equipped(mob/user, slot)
. = ..()
addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
/obj/item/summon/proc/check_activation()
if(!host)
return
if(!isliving(loc))
host.SetMaster(null)
var/mob/living/L = loc
if(!istype(L))
return
if(!L.is_holding(src))
host.SetMaster(src)
host.Suppress()
host.SetMaster(L)
host.Wake()
/obj/item/summon/proc/Target(atom/victim)
if(!host?.CheckTarget(victim))
return
host.AutoTarget(victim, stack_duration)
/obj/item/summon/sword
name = "spectral blade"
desc = "An eldritch blade that summons phantasms to attack one's enemies."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "spectral"
item_state = "spectral"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
host_type = /datum/summon_weapon_host/sword
force = 15
sharpness = SHARP_EDGED
/**
* Serves as the master datum for summon weapons
*/
/datum/summon_weapon_host
/// master atom
var/atom/master
/// suppressed?
var/active = TRUE
/// actual projectiles
var/list/datum/summon_weapon/controlled
/// active projectiles - refreshing a projectile reorders the list, so if they all have the same stack durations, you can trust the list to have last-refreshed at [1]
var/list/datum/summon_weapon/attacking
/// idle projectiles
var/list/datum/summon_weapon/idle
/// projectile type
var/weapon_type
/// default stack time
var/stack_time = 5 SECONDS
/// range
var/range = 7
/datum/summon_weapon_host/New(atom/master, count, range)
src.master = master
src.range = range
controlled = list()
attacking = list()
idle = list()
Create(count)
/datum/summon_weapon_host/Destroy()
QDEL_LIST(controlled)
master = null
return ..()
/datum/summon_weapon_host/proc/SetMaster(atom/master, reset_on_failure = TRUE)
var/changed = src.master != master
src.master = master
if(changed)
for(var/datum/summon_weapon/weapon as anything in idle)
weapon.Reset()
if(!master && reset_on_failure)
for(var/datum/summon_weapon/weapon as anything in attacking)
weapon.Reset()
/datum/summon_weapon_host/proc/Create(count)
if(!weapon_type)
return
for(var/i in 1 to min(count, clamp(20 - controlled.len - count, 0, 20)))
var/datum/summon_weapon/weapon = new weapon_type
Associate(weapon)
/datum/summon_weapon_host/proc/Associate(datum/summon_weapon/linking)
if(linking.host && linking.host != src)
linking.host.Disassociate(linking)
linking.host = src
controlled |= linking
linking.Reset()
/datum/summon_weapon_host/proc/Disassociate(datum/summon_weapon/unlinking, reset = TRUE, autodel)
if(unlinking.host == src)
unlinking.host = null
controlled -= unlinking
if(reset)
unlinking.Reset(del_no_host = autodel)
idle -= unlinking
attacking -= unlinking
/datum/summon_weapon_host/proc/AutoTarget(atom/victim, duration = stack_time)
if(!active)
return
var/datum/summon_weapon/weapon = (idle.len && idle[1]) || (attacking.len && attacking[1])
if(!weapon)
return
if(!CheckTarget(victim))
return
weapon.Target(victim)
if(duration)
weapon.ResetIn(duration)
/datum/summon_weapon_host/proc/OnTarget(datum/summon_weapon/weapon, atom/victim)
attacking -= weapon
idle -= weapon
attacking |= weapon
/datum/summon_weapon_host/proc/OnReset(datum/summon_weapon/weapon, atom/victim)
attacking -= weapon
idle |= weapon
/datum/summon_weapon_host/proc/CheckTarget(atom/victim)
if(isitem(victim))
return FALSE
if(QDELETED(victim))
return FALSE
if(victim == master)
return FALSE
if(isliving(victim))
var/mob/living/L = victim
if(L.stat == DEAD)
return FALSE
return TRUE
if(isobj(victim))
var/obj/O = victim
return (O.obj_flags & CAN_BE_HIT)
return FALSE
/datum/summon_weapon_host/proc/Suppress()
active = FALSE
for(var/datum/summon_weapon/weapon as anything in controlled)
weapon.Reset()
/datum/summon_weapon_host/proc/Wake()
active = TRUE
for(var/datum/summon_weapon/weapon as anything in controlled)
weapon.Reset()
/datum/summon_weapon_host/sword
weapon_type = /datum/summon_weapon/sword
/**
* A singular summoned object
*
* How summon weapons work:
*
* Reset() - makes it go back to its master.
* Target() - locks onto a target for a duration
*
* The biggest challenge is synchronizing animations.
* Variables keep track of when things tick, but,
* animations are client-timed, and not server-timed
*
* Animations:
* The weapon can only track its "intended" angle and dist
* "Current" pixel x/y are always calculated relative to a target from the current orbiting atom the physical effect is on
* There's 3 animations,
* MoveTo(location, angle, dist, rotation)
* Orbit(location)
* Rotate(degrees)
*
* And an non-animation that just snaps it to a location,
* HardReset(location)
*/
/datum/summon_weapon
/// name
var/name = "summoned weapon"
/// host
var/datum/summon_weapon_host/host
/// icon file
var/icon = 'icons/effects/summon.dmi'
/// icon state
var/icon_state
/// mutable_appearance to use, will skip making from icon/icon state if so
var/mutable_appearance/appearance
/// the actual effect
var/atom/movable/summon_weapon_effect/atom
/// currently locked attack target
var/atom/victim
/// current angle from victim - clockwise from 0. null if not attacking.
var/angle
/// current distance from victim - pixels
var/dist
/// current rotation - angles clockwise from north
var/rotation
/// rand dist to rotate during reattack phase
var/angle_vary = 45
/// orbit distance from victim - pixels
var/orbit_dist = 72
/// orbit distance variation from victim
var/orbit_dist_vary = 24
/// attack delay in deciseconds - this is time spent between attacks
var/attack_speed = 1.5
/// attack length in deciseconds - this is the attack animation speed in total
var/attack_length = 1.5
/// attack damage
var/attack_damage = 5
/// reset animation duration
var/reset_speed = 2
/// attack damtype
var/attack_type = BRUTE
/// attack sound
var/attack_sound = list(
'sound/weapons/bladeslice.ogg',
'sound/weapons/bladesliceb.ogg'
)
/// attack verb
var/attack_verb = list(
"rended",
"pierced",
"penetrated",
"sliced"
)
/// current state
var/state = STATE_IDLE
/// animation locked until
var/animation_lock
/// animation lock timer
var/animation_timerid
/// reset timerid
var/reset_timerid
/datum/summon_weapon/New(mutable_appearance/appearance_override)
if(appearance_override)
appearance = appearance_override
Setup()
attack_verb = typelist(NAMEOF(src, attack_verb), attack_verb)
attack_sound = typelist(NAMEOF(src, attack_sound), attack_sound)
/datum/summon_weapon/Destroy()
host.Disassociate(src, autodel = FALSE)
QDEL_NULL(atom)
QDEL_NULL(appearance)
return ..()
/datum/summon_weapon/proc/Setup()
atom = new
if(!appearance)
GenerateAppearance()
atom.appearance = appearance
atom.moveToNullspace()
if(host)
Reset()
/datum/summon_weapon/proc/GenerateAppearance()
if(!appearance)
appearance = new
appearance.icon = icon
appearance.icon_state = icon_state
appearance.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance.opacity = FALSE
appearance.plane = GAME_PLANE
appearance.layer = ABOVE_MOB_LAYER
appearance.appearance_flags = KEEP_TOGETHER
appearance.overlays = list(
emissive_appearance(icon, icon_state)
)
/datum/summon_weapon/proc/Reset(immediate = FALSE, del_no_host = TRUE)
angle = null
victim = null
if(reset_timerid)
deltimer(reset_timerid)
reset_timerid = null
host?.OnReset(src)
atom.Release()
state = STATE_RESET
if(!host)
if(del_no_host)
qdel(src)
return
HardReset(null)
atom.moveToNullspace()
return
if(immediate)
if(animation_timerid)
deltimer(animation_timerid)
Act()
else
Wake()
/datum/summon_weapon/proc/ResetIn(ds)
reset_timerid = addtimer(CALLBACK(src, .proc/Reset), ds, TIMER_STOPPABLE)
/datum/summon_weapon/proc/Target(atom/victim)
if(!istype(victim) || !isturf(victim.loc) || (host && !host.CheckTarget(victim)))
Reset()
return
src.victim = victim
host.OnTarget(src, victim)
state = STATE_ATTACK
Wake()
/datum/summon_weapon/proc/Wake()
if(!animation_timerid)
Act()
/datum/summon_weapon/proc/AnimationLock(duration)
if(animation_timerid)
deltimer(animation_timerid)
animation_timerid = addtimer(CALLBACK(src, .proc/Act), duration, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
/datum/summon_weapon/proc/Act()
animation_timerid = null
switch(state)
if(STATE_IDLE)
return
if(STATE_ATTACK)
if(!isturf(victim.loc) || (host && !host.CheckTarget(victim)))
Reset(TRUE)
return
state = STATE_RECOVER
// register hit at the halfway mark
// we can do better math to approximate when the attack will hit but i'm too tired to bother
addtimer(CALLBACK(src, .proc/Hit, victim), attack_length / 2, TIMER_CLIENT_TIME)
// we need to approximate our incoming angle - again, better math exists but why bother
var/incoming_angle = angle
if(isturf(atom.loc) && (atom.loc != victim.loc))
incoming_angle = Get_Angle(atom.loc, victim.loc)
// pierce through target
// we do not want to turn while doing this so we pierce through them visually
incoming_angle += 180
var/outgoing_angle = SIMPLIFY_DEGREES(incoming_angle)
AnimationLock(MoveTo(victim, null, outgoing_angle, orbit_dist + rand(-orbit_dist_vary, orbit_dist_vary), outgoing_angle, attack_length))
if(STATE_RESET)
state = STATE_IDLE
if(!host || !host.active || !get_turf(host.master))
atom.moveToNullspace()
src.angle = null
src.dist = null
src.rotation = null
return
var/reset_angle = rand(0, 360)
AnimationLock(MoveTo(host.master, null, reset_angle, 30, 90, reset_speed))
addtimer(CALLBACK(src, .proc/Orbit, host.master, reset_angle, 30, 3 SECONDS), reset_speed, TIMER_CLIENT_TIME)
if(STATE_RECOVER)
state = STATE_ATTACK
AnimationLock(Rotate(rand(-angle_vary, angle_vary), attack_speed, null))
/datum/summon_weapon/proc/Hit(atom/victim)
if(!isobj(victim) && !isliving(victim))
return FALSE
if(isliving(victim))
var/mob/living/L = victim
L.apply_damage(attack_damage, attack_type)
playsound(victim, pick(attack_sound), 75)
else if(isobj(victim))
var/obj/O = victim
O.take_damage(attack_damage, attack_type)
return TRUE
/**
* relative to defaults to current location
*/
/datum/summon_weapon/proc/MoveTo(atom/destination, atom/relative_to, angle = 0, dist = 64, rotation = 180, time)
. = time
// construct final transform
var/matrix/dest = ConstructMatrix(angle, dist, rotation)
// move to
atom.Lock(destination)
// get relative first positions
relative_to = get_turf(relative_to || atom.locked)
destination = get_turf(destination)
// if none, move to immediately and end
if(!relative_to)
atom.transform = dest
src.angle = angle
src.dist = dist
src.rotation = rotation
// end animations
animate(atom, time = 0, flags = ANIMATION_END_NOW)
return 0
// grab source
var/rel_x = (destination.x - relative_to.x) * world.icon_size + src.dist * sin(src.angle)
var/rel_y = (destination.y - relative_to.y) * world.icon_size + src.dist * cos(src.angle)
// construct source matrix
var/matrix/source = new
source.Turn((relative_to == get_turf(atom.locked))? src.rotation : Get_Angle(relative_to, destination))
source.Translate(rel_x, rel_y)
// set vars
src.angle = angle
src.dist = dist
src.rotation = rotation
// animate
atom.transform = source
animate(atom, transform = dest, time, FALSE, LINEAR_EASING, ANIMATION_LINEAR_TRANSFORM | ANIMATION_END_NOW)
/**
* rotation defaults to facing towards locked atom
*/
/datum/summon_weapon/proc/Rotate(degrees, time, rotation)
. = time
if(!dist)
return 0
var/matrix/M = ConstructMatrix(angle + degrees, dist, rotation || src.rotation)
if(rotation)
src.rotation = rotation
angle += degrees
animate(atom, transform = M, time, FALSE, LINEAR_EASING, ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
/datum/summon_weapon/proc/Orbit(atom/destination, initial_degrees = rand(0, 360), dist, speed)
. = 0
atom.Lock(destination)
animate(atom, 0, FALSE, flags = ANIMATION_END_NOW)
atom.transform = ConstructMatrix(initial_degrees, dist, 90)
atom.SpinAnimation(speed, parallel = FALSE, segments = 10)
// we can't predict dist/angle anymre because clienttime vs servertime.
// well, we can, but, let's not be bothered with timeofday math eh.
dist = 0
angle = 0
/datum/summon_weapon/proc/ConstructMatrix(angle = 0, dist = 64, rotation = 0)
var/matrix/M = new
M.Turn(rotation)
M.Translate(0, dist)
M.Turn(angle)
return M
/datum/summon_weapon/proc/HardReset(atom/snap_to)
if(animation_timerid)
deltimer(animation_timerid)
atom.Release()
atom.forceMove(snap_to)
atom.transform = null
/datum/summon_weapon/sword
name = "spectral blade"
icon_state = "sword"
attack_damage = 5
attack_speed = 1.5
attack_length = 1.5
/atom/movable/summon_weapon_effect
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = GAME_PLANE
layer = ABOVE_MOB_LAYER
opacity = FALSE
density = FALSE
/// locked atom
var/atom/locked
/atom/movable/summon_weapon_effect/Destroy()
Release()
return ..()
/atom/movable/summon_weapon_effect/proc/Lock(atom/target)
if(locked == target)
return
if(locked)
Release()
if(!target)
return
locked = target
forceMove(locked.loc)
if(ismovable(locked))
RegisterSignal(locked, COMSIG_MOVABLE_MOVED, .proc/Update)
/atom/movable/summon_weapon_effect/proc/Release()
if(ismovable(locked))
UnregisterSignal(locked, COMSIG_MOVABLE_MOVED)
locked = null
/atom/movable/summon_weapon_effect/proc/Update()
if(!locked)
return
if(loc != locked.loc)
forceMove(locked.loc)
#undef STATE_IDLE
#undef STATE_ATTACK
#undef STATE_RECOVER
#undef STATE_RESET

View File

@@ -1105,7 +1105,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "madeyoulook"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
item_flags = DROPDEL | ABSTRACT | HAND_ITEM
attack_verb = list("bopped")
/obj/item/circlegame/Initialize()
@@ -1207,7 +1207,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
item_state = "nothing"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
item_flags = DROPDEL | ABSTRACT | HAND_ITEM
attack_verb = list("slapped")
hitsound = 'sound/effects/snap.ogg'
@@ -1227,6 +1227,120 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
return FALSE
return TRUE
/obj/item/slapper/on_offered(mob/living/carbon/offerer)
. = TRUE
if(!(locate(/mob/living/carbon) in orange(1, offerer)))
visible_message(span_danger("[offerer] raises [offerer.p_their()] arm, looking around for a high-five, but there's no one around!"), \
span_warning("You post up, looking for a high-five, but finding no one within range!"), null, 2)
return
offerer.visible_message(span_notice("[offerer] raises [offerer.p_their()] arm, looking for a high-five!"), \
span_notice("You post up, looking for a high-five!"), null, 2)
offerer.apply_status_effect(STATUS_EFFECT_OFFERING, src, /atom/movable/screen/alert/give/highfive)
/// Yeah broh! This is where we do the high-fiving (or high-tenning :o)
/obj/item/slapper/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
. = TRUE
var/open_hands_taker
var/slappers_giver
for(var/i in taker.held_items) // see how many hands the taker has open for high'ing
if(isnull(i))
open_hands_taker++
if(!open_hands_taker)
to_chat(taker, span_warning("You can't high-five [offerer] with no open hands!"))
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five_full_hand) // not so successful now!
return
for(var/i in offerer.held_items)
var/obj/item/slapper/slap_check = i
if(istype(slap_check))
slappers_giver++
if(slappers_giver >= 2) // we only check this if it's already established the taker has 2+ hands free
offerer.visible_message(span_notice("[taker] enthusiastically high-tens [offerer]!"), span_nicegreen("Wow! You're high-tenned [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You give high-tenning [offerer] your all!"))
playsound(offerer, 'sound/weapons/slap.ogg', 100, TRUE, 1)
SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten)
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten)
else
offerer.visible_message(span_notice("[taker] high-fives [offerer]!"), span_nicegreen("All right! You're high-fived by [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You high-five [offerer]!"))
playsound(offerer, 'sound/weapons/slap.ogg', 50, TRUE, -1)
SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five)
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five)
qdel(src)
/// Gangster secret handshakes.
/obj/item/slapper/secret_handshake
name = "Secret Handshake"
icon_state = "recruit"
icon = 'icons/obj/gang/actions.dmi'
/// References the active families gamemode handler (if one exists), for adding new family members to.
var/datum/gang_handler/handler
/// The typepath of the gang antagonist datum that the person who uses the package should have added to them -- remember that the distinction between e.g. Ballas and Grove Street is on the antag datum level, not the team datum level.
var/gang_to_use
/// The team datum that the person who uses this package should be added to.
var/datum/team/gang/team_to_use
/// Adds the user to the family that this package corresponds to, dispenses the free_clothes of that family, and adds them to the handler if it exists.
/obj/item/slapper/secret_handshake/proc/add_to_gang(mob/living/user, original_name)
var/datum/antagonist/gang/swappin_sides = new gang_to_use()
swappin_sides.original_name = original_name
swappin_sides.handler = handler
user.mind.add_antag_datum(swappin_sides, team_to_use)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(user, policy)
team_to_use.add_member(user.mind)
swappin_sides.equip_gangster_in_inventory()
if (!isnull(handler) && !handler.gangbangers.Find(user.mind)) // if we have a handler and they're not tracked by it
handler.gangbangers += user.mind
/// Checks if the user is trying to use the package of the family they are in, and if not, adds them to the family, with some differing processing depending on whether the user is already a family member.
/obj/item/slapper/secret_handshake/proc/attempt_join_gang(mob/living/user)
if(!user?.mind)
return
var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang)
var/real_name_backup = user.real_name
if(is_gangster)
if(is_gangster.my_gang == team_to_use)
return
real_name_backup = is_gangster.original_name
is_gangster.my_gang.remove_member(user.mind)
user.mind.remove_antag_datum(/datum/antagonist/gang)
add_to_gang(user, real_name_backup)
/obj/item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
. = TRUE
if (!(null in taker.held_items))
to_chat(taker, span_warning("You can't get taught the secret handshake if [offerer] has no free hands!"))
return
if(HAS_TRAIT(taker, TRAIT_MINDSHIELD))
to_chat(taker, "You attended a seminar on not signing up for a gang and are not interested.")
return
var/datum/antagonist/gang/is_gangster = taker.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster?.starter_gangster)
if(is_gangster.my_gang == team_to_use)
to_chat(taker, "You started your family. You don't need to join it.")
return
to_chat(taker, "You started your family. You can't turn your back on it now.")
return
offerer.visible_message(span_notice("[taker] is taught the secret handshake by [offerer]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You get taught the secret handshake by [offerer]!"))
var/datum/antagonist/gang/owner_gang_datum = offerer.mind.has_antag_datum(/datum/antagonist/gang)
handler = owner_gang_datum.handler
gang_to_use = owner_gang_datum.type
team_to_use = owner_gang_datum.my_gang
attempt_join_gang(taker)
qdel(src)
/obj/item/extendohand
name = "extendo-hand"
desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic."
@@ -1261,7 +1375,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
// attack_verb_simple = list("whack", "thwack", "wallop", "sock")
// icon = 'icons/obj/items_and_weapons.dmi'
// icon_state = "gohei"
// inhand_icon_state = "gohei"
// item_state = "gohei"
// lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
// righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'

View File

@@ -531,7 +531,7 @@
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 1)
/obj/structure/closet/emp_act(severity)
. = ..()

View File

@@ -139,7 +139,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 2)
/*
* Morgue
*/

View File

@@ -115,9 +115,9 @@ GLOBAL_PROTECT(LastAdminCalledProc)
//adv proc call this, ya nerds
/world/proc/WrapAdminProcCall(datum/target, procname, list/arguments)
if(target == GLOBAL_PROC)
return call("/proc/[procname]")(arglist(arguments))
else if(target != world)
return call(target, procname)(arglist(arguments))
return text2path("/proc/[procname]")? call("/proc/[procname]")(arglist(arguments)) : null
else if(target != world && istype(target, /datum)) // isdatum check incase someone manages to call WrapAdminProcCall(global) which would otherwise crash the process entirely
return hascall(target, procname)? call(target, procname)(arglist(arguments)) : null
else
log_admin("[key_name(usr)] attempted to call world/proc/[procname] with arguments: [english_list(arguments)]")

View File

@@ -920,10 +920,10 @@
else
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=alien;jobban4=[REF(M)]'>Alien</a></td>"
//Gang
if(jobban_isbanned(M, ROLE_GANG) || isbanned_dept)
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=gang;jobban4=[REF(M)]'><font color=red>Gang</font></a></td>"
if(jobban_isbanned(M, ROLE_FAMILIES) || isbanned_dept)
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=gang;jobban4=[REF(M)]'><font color=red>Families</font></a></td>"
else
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=gang;jobban4=[REF(M)]'>Gang</a></td>"
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=gang;jobban4=[REF(M)]'>Families</a></td>"
//Bloodsucker
if(jobban_isbanned(M, ROLE_BLOODSUCKER) || isbanned_dept)
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=bloodsucker;jobban4=[REF(M)]'><font color=red>Bloodsucker</font></a></td>"
@@ -1008,7 +1008,7 @@
if("ghostroles")
joblist += list(ROLE_PAI, ROLE_POSIBRAIN, ROLE_DRONE , ROLE_DEATHSQUAD, ROLE_LAVALAND, ROLE_SENTIENCE)
if("teamantags")
joblist += list(ROLE_OPERATIVE, ROLE_REV, ROLE_CULTIST, ROLE_SERVANT_OF_RATVAR, ROLE_ABDUCTOR, ROLE_ALIEN, ROLE_GANG)
joblist += list(ROLE_OPERATIVE, ROLE_REV, ROLE_CULTIST, ROLE_SERVANT_OF_RATVAR, ROLE_ABDUCTOR, ROLE_ALIEN, ROLE_FAMILIES)
if("convertantags")
joblist += list(ROLE_REV, ROLE_CULTIST, ROLE_SERVANT_OF_RATVAR, ROLE_ALIEN)
if("otherroles")

View File

@@ -3,11 +3,19 @@
/proc/_abs(A)
return abs(A)
/proc/_animate(atom/A, set_vars, time = 10, loop = 1, easing = LINEAR_EASING, flags = null)
var/mutable_appearance/MA = new()
for(var/v in set_vars)
MA.vars[v] = set_vars[v]
animate(A, appearance = MA, time, loop, easing, flags)
/proc/_animate(atom/A, list/data, time = 10, loop = 1, easing = LINEAR_EASING, flags = null)
if(!istype(A))
return
animate(A, appearance = data, time = time, loop = loop, easing = easing, flags = flags)
/proc/_animate_adv(atom/A, list/data, loop = 1, easing = LINEAR_EASING, flags = NONE)
if(!A || !islist(data) || data.len < 1)
return
animate(A, appearance = (data[1] - "time"), time = data[1]["time"], loop = loop, easing = easing, flags = flags)
if(data.len < 2)
return
for(var/i in 2 to data.len)
animate(appearance = (data[i] - "time"), time = data[i]["time"])
/proc/_acrccos(A)
return arccos(A)

View File

@@ -34,10 +34,13 @@ GLOBAL_LIST_EMPTY(antagonists)
var/antag_hud_name
/// If above 0, this is the multiplier for the speed at which we hijack the shuttle. Do not directly read, use hijack_speed().
var/hijack_speed = 0
/// If set to true, the antag will not be added to the living antag list.
var/soft_antag = FALSE
/// The battlecry this antagonist shouts when suiciding with C4/X4.
var/suicide_cry = ""
/// The typepath for the outfit to show in the preview for the preferences menu.
var/preview_outfit
/// If set to true, the antag will not be added to the living antag list.
var/soft_antag = FALSE
//Antag panel properties
///This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/show_in_antagpanel = TRUE
@@ -376,6 +379,43 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/get_admin_commands()
. = list()
/// Creates an icon from the preview outfit.
/// Custom implementors of `get_preview_icon` should use this, as the
/// result of `get_preview_icon` is expected to be the completed version.
/datum/antagonist/proc/render_preview_outfit(datum/outfit/outfit, mob/living/carbon/human/dummy)
dummy = dummy || new /mob/living/carbon/human/dummy/consistent
dummy.equipOutfit(outfit, visualsOnly = TRUE)
COMPILE_OVERLAYS(dummy)
var/icon = getFlatIcon(dummy)
// We don't want to qdel the dummy right away, since its items haven't initialized yet.
SSatoms.prepare_deletion(dummy)
return icon
/// Given an icon, will crop it to be consistent of those in the preferences menu.
/// Not necessary, and in fact will look bad if it's anything other than a human.
/datum/antagonist/proc/finish_preview_icon(icon/icon)
// Zoom in on the top of the head and the chest
// I have no idea how to do this dynamically.
icon.Scale(115, 115)
// This is probably better as a Crop, but I cannot figure it out.
icon.Shift(WEST, 8)
icon.Shift(SOUTH, 30)
icon.Crop(1, 1, ANTAGONIST_PREVIEW_ICON_SIZE, ANTAGONIST_PREVIEW_ICON_SIZE)
return icon
/// Returns the icon to show on the preferences menu.
/datum/antagonist/proc/get_preview_icon()
if (isnull(preview_outfit))
return null
return finish_preview_icon(render_preview_outfit(preview_outfit))
/datum/antagonist/Topic(href,href_list)
if(!check_rights(R_ADMIN))
return

View File

@@ -6,14 +6,3 @@
continue
if(!antag_type || !specific && istype(A,antag_type) || specific && A.type == antag_type)
. += A.owner
//Get all teams [of type team_type]
/proc/get_all_teams(team_type)
. = list()
for(var/V in GLOB.antagonists)
var/datum/antagonist/A = V
if(!A.owner)
continue
var/datum/team/T = A.get_team()
if(!team_type || istype(T,team_type))
. |= T

View File

@@ -1,3 +1,5 @@
GLOBAL_LIST_EMPTY(antagonist_teams)
//A barebones antagonist team.
/datum/team
var/list/datum/mind/members = list()
@@ -8,6 +10,7 @@
/datum/team/New(starting_members)
. = ..()
GLOB.antagonist_teams += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/M in starting_members)
@@ -15,6 +18,10 @@
else
add_member(starting_members)
/datum/team/Destroy(force, ...)
GLOB.antagonist_teams -= src
. = ..()
/datum/team/proc/is_solo()
return members.len == 1

View File

@@ -97,7 +97,7 @@
/datum/antagonist/abductor/admin_add(datum/mind/new_owner,mob/admin)
var/list/current_teams = list()
for(var/datum/team/abductor_team/T in get_all_teams(/datum/team/abductor_team))
for(var/datum/team/abductor_team/T in GLOB.antagonist_teams)
current_teams[T.name] = T
var/choice = input(admin,"Add to which team ?") as null|anything in (current_teams + "new team")
if (choice == "new team")

View File

@@ -69,7 +69,7 @@
do_sparks(5, TRUE, AM)
if(isliving(AM))
var/mob/living/L = AM
L.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash/static)
L.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash/static)
L.clear_fullscreen("flash", 5)
var/obj/item/transfer_valve/TTV = locate() in L.GetAllContents()
if(TTV)

View File

@@ -141,7 +141,7 @@
if(isliving(M.current) && M.current.stat != DEAD)
var/turf/t_turf = isAI(M.current) ? get_step(get_step(src, NORTH),NORTH) : get_turf(src) // AI too fat, must make sure it always ends up a 2 tiles north instead of on the ark.
do_teleport(M.current, t_turf, channel = TELEPORT_CHANNEL_CULT, forced = TRUE)
M.current.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
M.current.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
M.current.clear_fullscreen("flash", 5)
playsound(src, 'sound/magic/clockwork/invoke_general.ogg', 50, FALSE)
recalls_remaining--
@@ -311,7 +311,7 @@
var/turf/T = get_turf(M)
if(is_servant_of_ratvar(M) && (!T || T.z != z))
M.forceMove(get_step(src, SOUTH))
M.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash)
M.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash)
M.clear_fullscreen("flash", 5)
progress_in_seconds += GATEWAY_SUMMON_RATE
switch(progress_in_seconds)

View File

@@ -104,7 +104,7 @@
/mob/living/carbon/true_devil/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
return 666
/mob/living/carbon/true_devil/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/flash, override_protection = 0)
/mob/living/carbon/true_devil/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/tiled/flash, override_protection = 0)
if(mind && has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return ..() //flashes don't stop devils UNLESS it's their bane.

View File

@@ -11,14 +11,21 @@
var/role = "Security Officer"
var/list/name_source
threat = -5
var/random_names = TRUE
var/rip_and_tear = FALSE
var/equip_ert = TRUE
var/forge_objectives_for_ert = TRUE
show_in_antagpanel = FALSE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
/datum/antagonist/ert/on_gain()
update_name()
forge_objectives()
equipERT()
if(random_names)
update_name()
if(forge_objectives_for_ert)
forge_objectives()
if(equip_ert)
equipERT()
. = ..()
/datum/antagonist/ert/get_team()
@@ -129,6 +136,7 @@
return
H.equipOutfit(outfit)
/datum/antagonist/ert/greet()
if(!ert_team)
return
@@ -160,3 +168,139 @@
missiondesc += "<BR><B>Your Mission</B> : [ert_team.mission.explanation_text]"
to_chat(owner,missiondesc)
/datum/antagonist/ert/families
name = "Space Police Responder"
antag_hud_type = ANTAG_HUD_SPACECOP
antag_hud_name = "hud_spacecop"
suicide_cry = "FOR THE SPACE POLICE!!"
/datum/antagonist/ert/families/apply_innate_effects(mob/living/mob_override)
..()
var/mob/living/M = mob_override || owner.current
add_antag_hud(antag_hud_type, antag_hud_name, M)
if(M.hud_used)
var/datum/hud/H = M.hud_used
var/atom/movable/screen/wanted/giving_wanted_lvl = new /atom/movable/screen/wanted()
H.wanted_lvl = giving_wanted_lvl
giving_wanted_lvl.hud = H
H.infodisplay += giving_wanted_lvl
H.mymob.client.screen += giving_wanted_lvl
/datum/antagonist/ert/families/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(antag_hud_type, M)
if(M.hud_used)
var/datum/hud/H = M.hud_used
H.infodisplay -= H.wanted_lvl
QDEL_NULL(H.wanted_lvl)
..()
/datum/antagonist/ert/families/greet()
var/missiondesc = "<span class='warningplain'><B><font size=6 color=red>You are the [name].</font></B>"
missiondesc += "<BR><B><font size=5 color=red>You are NOT a Nanotrasen Employee. You work for the local government.</font></B>"
missiondesc += "<BR><B><font size=5 color=red>You are NOT a deathsquad. You are here to help innocents escape violence, criminal activity, and other dangerous things.</font></B>"
missiondesc += "<BR>After an uptick in gang violence on [station_name()], you are responding to emergency calls from the station for immediate SSC Police assistance!\n"
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Serve the public trust."
missiondesc += "<BR> <B>2.</B> Protect the innocent."
missiondesc += "<BR> <B>3.</B> Uphold the law."
missiondesc += "<BR> <B>4.</B> Find the Undercover Cops."
missiondesc += "<BR> <B>5.</B> Detain Nanotrasen Security personnel if they harm any citizen."
missiondesc += "<BR> You can <B>see gangsters</B> using your <B>special sunglasses</B>.</span>"
to_chat(owner,missiondesc)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(owner, policy)
var/mob/living/M = owner.current
M.playsound_local(M, 'sound/effects/families_police.ogg', 100, FALSE, pressure_affected = FALSE)
/datum/antagonist/ert/families/undercover_cop
name = "Undercover Cop"
role = "Undercover Cop"
outfit = /datum/outfit/families_police/beatcop
var/free_clothes = list(/obj/item/clothing/glasses/hud/spacecop/hidden,
/obj/item/clothing/under/rank/security/officer/beatcop,
/obj/item/clothing/head/spacepolice)
forge_objectives_for_ert = FALSE
equip_ert = FALSE
random_names = FALSE
/datum/antagonist/ert/families/undercover_cop/on_gain()
if(istype(owner.current, /mob/living/carbon/human))
for(var/C in free_clothes)
var/obj/O = new C(owner.current)
var/list/slots = list (
"backpack" = ITEM_SLOT_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/mob/living/carbon/human/H = owner.current
var/equipped = H.equip_in_one_of_slots(O, slots)
if(!equipped)
to_chat(owner.current, "<span class='warningplain'>Unfortunately, you could not bring your [O] to this shift. You will need to find one.</span>")
qdel(O)
. = ..()
/datum/antagonist/ert/families/undercover_cop/greet()
var/missiondesc = "<span class='warningplain'><B><font size=3 color=red>You are the [name].</font></B>"
missiondesc += "<BR><B><font size=3 color=red>You are NOT a Nanotrasen Employee. You work for the local government.</font></B>"
missiondesc += "<BR>You are an undercover police officer on board [station_name()]. You've been sent here by the Spinward Stellar Coalition because of suspected abusive behavior by the security department, and to keep tabs on a potential criminal organization operation."
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Keep a close eye on any gangsters you spot. You can view gangsters using your sunglasses in your backpack."
missiondesc += "<BR> <B>2.</B> Keep an eye on how Security handles any gangsters, and watch for excessive security brutality."
missiondesc += "<BR> <B>3.</B> Remain undercover and do not get found out by Security or any gangs. Nanotrasen does not take kindly to being spied on."
missiondesc += "<BR> <B>4.</B> When your backup arrives to extract you in 1 hour, inform them of everything you saw of note, and assist them in securing the situation.</span>"
to_chat(owner,missiondesc)
/datum/antagonist/ert/families/beatcop
name = "Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop
/datum/antagonist/ert/families/beatcop/armored
name = "Armored Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop/armored
/datum/antagonist/ert/families/beatcop/swat
name = "S.W.A.T. Member"
role = "S.W.A.T. Officer"
outfit = /datum/outfit/families_police/beatcop/swat
/datum/antagonist/ert/families/beatcop/fbi
name = "FBI Agent"
role = "FBI Agent"
outfit = /datum/outfit/families_police/beatcop/fbi
/datum/antagonist/ert/families/beatcop/military
name = "Space Military"
role = "Sergeant"
outfit = /datum/outfit/families_police/beatcop/military
/datum/antagonist/ert/families/beatcop/military/New()
. = ..()
name_source = GLOB.commando_names
/datum/antagonist/ert/marine
name = "Marine Commander"
outfit = /datum/outfit/ert/commander/alert
role = "Commander"
/datum/antagonist/ert/marine/security
name = "Marine Heavy"
outfit = /datum/outfit/ert/security/alert
role = "Trooper"
/datum/antagonist/ert/marine/engineer
name = "Marine Engineer"
outfit = /datum/outfit/ert/engineer/alert
role = "Engineer"
/datum/antagonist/ert/marine/medic
name = "Marine Medic"
outfit = /datum/outfit/ert/medic/alert
role = "Medical Officer"

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