Forgot about not versioned files.

This commit is contained in:
Ghommie
2020-02-02 01:28:16 +01:00
parent 95db5084ab
commit 55fa48737e
11 changed files with 1882 additions and 0 deletions

View File

@@ -0,0 +1,755 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/closed/mineral/volcanic/lava_land_surface,
/area/lavaland/surface/outdoors)
"b" = (
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
"c" = (
/turf/template_noop,
/area/template_noop)
"d" = (
/obj/structure/stone_tile/slab,
/turf/closed/mineral/volcanic/lava_land_surface,
/area/lavaland/surface/outdoors)
"e" = (
/obj/structure/stone_tile,
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile/cracked{
dir = 4
},
/obj/structure/stone_tile/cracked{
dir = 1
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"f" = (
/obj/structure/stone_tile/block,
/obj/structure/stone_tile{
dir = 1
},
/obj/structure/stone_tile{
dir = 4
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"g" = (
/obj/structure/stone_tile/block,
/obj/structure/stone_tile{
dir = 1
},
/obj/structure/stone_tile{
dir = 4
},
/obj/effect/decal/cleanable/blood,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"h" = (
/obj/structure/stone_tile/block,
/obj/structure/stone_tile/cracked{
dir = 1
},
/obj/structure/stone_tile{
dir = 4
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"i" = (
/obj/structure/stone_tile,
/obj/structure/stone_tile{
dir = 1
},
/obj/structure/stone_tile/cracked{
dir = 4
},
/obj/structure/stone_tile/cracked{
dir = 8
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"j" = (
/obj/structure/stone_tile/block/cracked{
dir = 4
},
/obj/structure/stone_tile/cracked{
dir = 4
},
/obj/structure/stone_tile{
dir = 8
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"k" = (
/obj/structure/stone_tile/surrounding_tile/cracked,
/obj/structure/stone_tile/center,
/obj/structure/stone_tile/surrounding_tile{
dir = 1
},
/obj/structure/stone_tile/surrounding_tile{
dir = 8
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"l" = (
/obj/structure/stone_tile/block/cracked,
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"m" = (
/obj/structure/stone_tile/surrounding_tile/cracked,
/obj/structure/stone_tile/surrounding_tile/cracked{
dir = 4
},
/obj/structure/stone_tile/center,
/obj/structure/stone_tile/surrounding_tile{
dir = 8
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"n" = (
/obj/structure/stone_tile/block/cracked{
dir = 8
},
/obj/structure/stone_tile/cracked{
dir = 1
},
/obj/structure/stone_tile,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"o" = (
/obj/structure/stone_tile/block{
dir = 4
},
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile{
dir = 4
},
/obj/effect/decal/cleanable/blood,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"p" = (
/obj/structure/stone_tile/block/cracked{
dir = 4
},
/obj/structure/table/bronze,
/obj/item/disk/design_disk/adv/knight_gear,
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"q" = (
/obj/structure/table/bronze,
/obj/item/stack/sheet/mineral/runite{
amount = 5
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"r" = (
/obj/structure/stone_tile/block{
dir = 8
},
/obj/structure/table/bronze,
/obj/item/stack/sheet/mineral/runite{
amount = 5
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"s" = (
/obj/structure/stone_tile/block{
dir = 8
},
/obj/structure/stone_tile,
/obj/structure/stone_tile{
dir = 1
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"t" = (
/obj/structure/stone_tile/block{
dir = 4
},
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile{
dir = 4
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"u" = (
/obj/structure/stone_tile/surrounding_tile/cracked{
dir = 4
},
/obj/structure/stone_tile/center/cracked,
/obj/structure/stone_tile/surrounding_tile,
/obj/structure/stone_tile/surrounding_tile{
dir = 1
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"v" = (
/obj/structure/stone_tile/block{
dir = 1
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"w" = (
/obj/structure/stone_tile/surrounding_tile/cracked{
dir = 8
},
/obj/structure/stone_tile/center,
/obj/structure/stone_tile/surrounding_tile{
dir = 1
},
/obj/structure/stone_tile/surrounding_tile{
dir = 4
},
/turf/open/indestructible/necropolis,
/area/lavaland/surface/outdoors)
"x" = (
/obj/structure/stone_tile/block{
dir = 8
},
/obj/structure/stone_tile/cracked{
dir = 1
},
/obj/structure/stone_tile,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"y" = (
/obj/structure/stone_tile,
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile{
dir = 1
},
/obj/structure/stone_tile{
dir = 4
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
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/obj/structure/stone_tile/block{
dir = 1
},
/obj/structure/stone_tile/cracked,
/obj/structure/stone_tile{
dir = 8
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
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/obj/structure/stone_tile/slab/cracked,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"B" = (
/obj/structure/stone_tile/block/cracked{
dir = 1
},
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile,
/obj/effect/decal/cleanable/blood,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"C" = (
/obj/structure/stone_tile,
/obj/structure/stone_tile{
dir = 8
},
/obj/structure/stone_tile{
dir = 1
},
/obj/structure/stone_tile/cracked{
dir = 4
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"D" = (
/turf/closed/indestructible/riveted/boss,
/area/lavaland/surface/outdoors)
"E" = (
/obj/structure/stone_tile/block{
dir = 4
},
/obj/structure/stone_tile/block/cracked{
dir = 8
},
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"F" = (
/obj/structure/stone_tile/slab,
/obj/effect/mapping_helpers/no_lava,
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
"G" = (
/turf/closed/indestructible/riveted/boss/see_through,
/area/lavaland/surface/outdoors)
"H" = (
/obj/structure/necropolis_gate,
/obj/structure/stone_tile/block{
dir = 4
},
/obj/structure/stone_tile/block/cracked{
dir = 8
},
/obj/structure/fans/tiny/invisible,
/obj/effect/decal/cleanable/blood,
/turf/open/indestructible/boss/air,
/area/lavaland/surface/outdoors)
"I" = (
/obj/structure/stone_tile/slab/cracked,
/turf/closed/mineral/volcanic/lava_land_surface,
/area/lavaland/surface/outdoors)
"J" = (
/obj/structure/fluff/divine/convertaltar,
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
"K" = (
/mob/living/simple_animal/hostile/dark_wizard,
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
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View File

@@ -0,0 +1,579 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/template_noop,
/area/template_noop)
"b" = (
/turf/closed/mineral/random/no_caves,
/area/ruin/unpowered/no_grav)
"c" = (
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
"d" = (
/turf/closed/wall,
/area/ruin/unpowered/no_grav)
"e" = (
/turf/closed/wall/rust,
/area/ruin/unpowered/no_grav)
"f" = (
/obj/item/stack/rods{
amount = 2
},
/obj/item/shard,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
"g" = (
/obj/structure/grille,
/obj/structure/window/fulltile,
/turf/open/floor/plating,
/area/ruin/unpowered/no_grav)
"h" = (
/obj/structure/grille/broken,
/obj/structure/barricade/wooden/crude,
/obj/structure/trap/cult,
/obj/effect/decal/cleanable/glass,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
"i" = (
/obj/structure/light_prism,
/turf/open/floor/plasteel/airless/dark,
/area/ruin/unpowered/no_grav)
"j" = (
/obj/effect/decal/cleanable/blood/drip,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
"k" = (
/obj/item/ectoplasm,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
"l" = (
/obj/structure/closet/crate/coffin,
/turf/open/floor/plasteel/airless/dark,
/area/ruin/unpowered/no_grav)
"m" = (
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
"n" = (
/turf/open/floor/carpet/royalblack/airless,
/area/ruin/unpowered/no_grav)
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/obj/structure/table/wood/fancy,
/obj/item/reagent_containers/food/drinks/bottle/holywater,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"p" = (
/obj/structure/table/wood/fancy,
/obj/item/melee/cleric_mace,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"q" = (
/obj/effect/decal/cleanable/shreds,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/shreds,
/obj/effect/decal/remains/human,
/obj/item/disk/design_disk/adv/cleric_mace,
/obj/structure/trap/cult,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"s" = (
/obj/effect/decal/cleanable/shreds,
/turf/open/floor/carpet/royalblack/airless,
/area/ruin/unpowered/no_grav)
"t" = (
/turf/open/floor/carpet/royalblue/airless,
/area/ruin/unpowered/no_grav)
"u" = (
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"v" = (
/obj/effect/decal/cleanable/blood/splatter,
/obj/effect/decal/cleanable/blood/footprints,
/obj/effect/decal/cleanable/shreds,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"w" = (
/obj/effect/decal/cleanable/blood/drip,
/turf/open/floor/carpet/royalblack/airless,
/area/ruin/unpowered/no_grav)
"x" = (
/obj/structure/bonfire,
/turf/open/floor/plasteel/airless/dark,
/area/ruin/unpowered/no_grav)
"y" = (
/obj/effect/decal/cleanable/blood/tracks,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"z" = (
/obj/item/paper/fluff/ruins/clericsden/contact,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/obj/structure/table/wood{
layer = 3.3
},
/turf/open/floor/carpet/royalblack/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/blood/footprints,
/obj/effect/decal/cleanable/blood/tracks,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
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/obj/structure/chair/wood{
dir = 1
},
/turf/open/floor/carpet/royalblue/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/remains/human,
/obj/structure/trap/cult,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/blood/tracks,
/mob/living/simple_animal/hostile/construct/proteon/hostile,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
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/obj/item/flashlight/flare/torch,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/blood/tracks,
/obj/structure/trap/cult,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
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/obj/structure/light_prism,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
"I" = (
/obj/effect/decal/cleanable/blood/drip,
/turf/open/floor/carpet/airless,
/area/ruin/unpowered/no_grav)
"J" = (
/obj/structure/rack,
/obj/item/tank/internals/emergency_oxygen,
/obj/item/clothing/mask/breath,
/turf/open/floor/plasteel/airless/dark,
/area/ruin/unpowered/no_grav)
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/obj/structure/grille,
/obj/structure/window/fulltile,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/obj/machinery/door/airlock/wood,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/mob/living/simple_animal/hostile/construct/proteon,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
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/obj/structure/grille,
/obj/structure/window/fulltile,
/obj/structure/barricade/wooden/crude,
/turf/open/floor/plating/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/blood,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/cleanable/blood/drip,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
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/obj/effect/decal/remains/human,
/obj/item/paper/fluff/ruins/clericsden/warning,
/turf/open/floor/plating/asteroid/airless,
/area/ruin/unpowered/no_grav)
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e
d
d
e
O
d
d
d
e
e
d
d
b
b
c
"}
(13,1,1) = {"
a
b
b
b
b
b
b
b
b
b
b
b
b
b
b
b
c
c
"}
(14,1,1) = {"
a
c
b
b
b
c
b
b
c
b
c
Q
b
b
b
c
S
a
"}
(15,1,1) = {"
a
a
c
c
c
c
c
c
N
c
c
c
c
S
c
c
a
a
"}
(16,1,1) = {"
a
a
k
c
b
b
c
c
b
c
c
b
c
b
b
b
a
a
"}
(17,1,1) = {"
a
b
c
b
c
b
b
b
b
b
b
b
b
b
c
a
a
a
"}
(18,1,1) = {"
b
b
b
a
a
c
c
c
c
c
c
c
c
a
a
a
a
a
"}
(19,1,1) = {"
a
b
a
a
a
a
a
a
a
a
a
a
a
a
a
a
a
a
"}

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/// Is the material from an ore? currently unused but exists atm for categorizations sake
#define MAT_CATEGORY_ORE "ore capable"
/// Hard materials, such as iron or metal
#define MAT_CATEGORY_RIGID "rigid material"
/// Gets the reference for the material type that was given
#define getmaterialref(A) (SSmaterials.materials[A] || A)
/// Flag for atoms, this flag ensures it isn't re-colored by materials. Useful for snowflake icons such as default toolboxes.
#define MATERIAL_COLOR (1<<0)
#define MATERIAL_ADD_PREFIX (1<<1)
#define MATERIAL_NO_EFFECTS (1<<2)

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/*! How material datums work
Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
These materials call on_applied() on whatever item they are applied to, common effects are adding components, changing color and changing description. This allows us to differentiate items based on the material they are made out of.area
*/
SUBSYSTEM_DEF(materials)
name = "Materials"
flags = SS_NO_FIRE
init_order = INIT_ORDER_MATERIALS
///Dictionary of material.type || material ref
var/list/materials = list()
///Dictionary of category || list of material refs
var/list/materials_by_category = list()
///List of stackcrafting recipes for materials using rigid materials
var/list/rigid_stack_recipes = list(new/datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE))
/datum/controller/subsystem/materials/Initialize(timeofday)
InitializeMaterials()
return ..()
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials(timeofday)
for(var/type in subtypesof(/datum/material))
var/datum/material/ref = new type
materials[type] = ref
for(var/c in ref.categories)
materials_by_category[c] += list(ref)

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///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
/datum/component/explodable
var/devastation_range = 0
var/heavy_impact_range = 0
var/light_impact_range = 2
var/flash_range = 3
var/equipped_slot //For items, lets us determine where things should be hit.
/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack)
RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item)
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate)
if(ismovableatom(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump)
if(isitem(parent))
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
if(devastation_range_override)
devastation_range = devastation_range_override
if(heavy_impact_range_override)
heavy_impact_range = heavy_impact_range_override
if(light_impact_range_override)
light_impact_range = light_impact_range_override
if(flash_range_override)
flash_range = flash_range_override
/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE)
check_if_detonate(I)
/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
check_if_detonate(hit_atom)
/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
check_if_detonate(A)
///Called when you use this object to attack sopmething
/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
check_if_detonate(target)
///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone)
if(!def_zone)
return
if(damagetype != BURN) //Don't bother if it's not fire.
return
if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
return
detonate()
/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMGE, .proc/explodable_attack_zone, TRUE)
/datum/component/explodable/proc/on_drop(datum/source, mob/user)
UnregisterSignal(user, COMSIG_MOB_APPLY_DAMGE)
/// Checks if we're hitting the zone this component is covering
/datum/component/explodable/proc/is_hitting_zone(def_zone)
var/obj/item/item = parent
var/mob/living/L = item.loc //Get whoever is equipping the item currently
if(!istype(L))
return
var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone))
var/list/equipment_items = list()
if(iscarbon(L))
var/mob/living/carbon/C = L
equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears)
if(ishuman(C))
var/mob/living/carbon/human/H = C
equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id)
for(var/bp in equipment_items)
if(!bp)
continue
var/obj/item/I = bp
if(I.body_parts_covered & bodypart.body_part)
return TRUE
return FALSE
/datum/component/explodable/proc/check_if_detonate(target)
if(!isitem(target))
return
var/obj/item/I = target
if(!I.get_temperature())
return
detonate() //If we're touching a hot item we go boom
/// Expldoe and remove the object
/datum/component/explodable/proc/detonate()
var/atom/A = parent
explosion(A, devastation_range, heavy_impact_range, light_impact_range, flash_range) //epic explosion time
qdel(A)

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/**
* Can be applied to /atom/movable subtypes to make them apply fire stacks to things they hit
*/
/datum/element/firestacker
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
/// How many firestacks to apply per hit
var/amount
/datum/element/firestacker/Attach(datum/target, amount)
. = ..()
if(!ismovableatom(target))
return ELEMENT_INCOMPATIBLE
src.amount = amount
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/impact, override = TRUE)
if(isitem(target))
RegisterSignal(target, COMSIG_ITEM_ATTACK, .proc/item_attack, override = TRUE)
RegisterSignal(target, COMSIG_ITEM_ATTACK_SELF, .proc/item_attack_self, override = TRUE)
/datum/element/firestacker/Detach(datum/source, force)
. = ..()
UnregisterSignal(source, list(COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_SELF))
/datum/element/firestacker/proc/stack_on(datum/owner, mob/living/target)
target.adjust_fire_stacks(amount)
/datum/element/firestacker/proc/impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
if(isliving(hit_atom))
stack_on(source, hit_atom)
/datum/element/firestacker/proc/item_attack(datum/source, atom/movable/target, mob/living/user)
if(isliving(target))
stack_on(source, target)
/datum/element/firestacker/proc/item_attack_self(datum/source, mob/user)
if(isliving(user))
stack_on(source, user)

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/*! Material datum
Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
*/
/datum/material
var/name = "material"
var/desc = "its..stuff."
///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
var/id = "mat"
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
var/color
///Base alpha of the material, is used for greyscale icons.
var/alpha
///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
var/list/categories = list()
///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
var/sheet_type
///This is a modifier for force, and resembles the strength of the material
var/strength_modifier = 1
///This is a modifier for integrity, and resembles the strength of the material
var/integrity_modifier = 1
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color) //Do we have a custom color?
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if(alpha)
source.alpha = alpha
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
o.modify_max_integrity(new_max_integrity)
o.force *= strength_modifier
o.throwforce *= strength_modifier
var/list/temp_armor_list = list() //Time to add armor modifiers!
if(!istype(o.armor))
return
var/list/current_armor = o.armor?.getList()
for(var/i in current_armor)
temp_armor_list[i] = current_armor[i] * armor_modifiers[i]
o.armor = getArmor(arglist(temp_armor_list))
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
source.alpha = initial(source.alpha)
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
if(istype(source, /obj)) //objs
on_removed_obj(source, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
var/new_max_integrity = initial(o.max_integrity)
o.modify_max_integrity(new_max_integrity)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)

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///Has no special properties.
/datum/material/iron
name = "iron"
id = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#878687"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/metal
value_per_unit = 0.0025
///Breaks extremely easily but is transparent.
/datum/material/glass
name = "glass"
id = "glass"
desc = "Glass forged by melting sand."
color = "#88cdf1"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok retard
/*
Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
Unless you know what you're doing, only use the first three numbers. They're in RGB order.
*/
///Has no special properties. Could be good against vampires in the future perhaps.
/datum/material/silver
name = "silver"
id = "silver"
desc = "Silver"
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
///Slight force increase
/datum/material/gold
name = "gold"
id = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
strength_modifier = 1.2
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
///Has no special properties
/datum/material/diamond
name = "diamond"
id = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 132
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
///Is slightly radioactive
/datum/material/uranium
name = "uranium"
id = "uranium"
desc = "Uranium"
color = rgb(48, 237, 26)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/radioactive, amount / 20, source, 0) //half-life of 0 because we keep on going.
/datum/material/uranium/on_removed(atom/source, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/radioactive))
///Adds firestacks on hit (Still needs support to turn into gas on destruction)
/datum/material/plasma
name = "plasma"
id = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
if(ismovableatom(source))
source.AddElement(/datum/element/firestacker)
source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, amount / 1250)
/datum/material/plasma/on_removed(atom/source, material_flags)
. = ..()
source.RemoveElement(/datum/element/firestacker)
qdel(source.GetComponent(/datum/component/explodable))
///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
/datum/material/bluespace
name = "bluespace crystal"
id = "bluespace_crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 200
categories = list(MAT_CATEGORY_ORE = TRUE)
sheet_type = /obj/item/stack/sheet/bluespace_crystal
value_per_unit = 0.15
///Honks and slips
/datum/material/bananium
name = "bananium"
id = "bananium"
desc = "Material with hilarious properties"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
source.AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
/datum/material/bananium/on_removed(atom/source, amount, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/slippery))
qdel(source.GetComponent(/datum/component/squeak))
///Mediocre force increase
/datum/material/titanium
name = "titanium"
id = "titanium"
desc = "Titanium"
color = "#b3c0c7"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
/datum/material/runite
name = "runite"
id = "runite"
desc = "Runite"
color = "#3F9995"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
///Force decrease
/datum/material/plastic
name = "plastic"
id = "plastic"
desc = "Plastic"
color = "#caccd9"
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
value_per_unit = 0.0125
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
///Force decrease and mushy sound effect. (Not yet implemented)
/datum/material/biomass
name = "biomass"
id = "biomass"
desc = "Organic matter"
color = "#735b4d"
strength_modifier = 0.8
value_per_unit = 0.025
///Stronk force increase
/datum/material/adamantine
name = "adamantine"
id = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
///RPG Magic. (Admin only)
/datum/material/mythril
name = "mythril"
id = "mythril"
desc = "How this even exists is byond me"
color = "#f2d5d7"
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
. = ..()
if(istype(source, /obj/item))
source.AddComponent(/datum/component/fantasy)
/datum/material/mythril/on_removed_obj(atom/source, material_flags)
. = ..()
if(istype(source, /obj/item))
qdel(source.GetComponent(/datum/component/fantasy))

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/mob/living/simple_animal/hostile/dark_wizard
name = "Dark Wizard"
desc = "Killing amateurs since the dawn of times."
icon = 'icons/mob/simple_human.dmi'
icon_state = "dark_wizard"
icon_living = "dark_wizard"
move_to_delay = 10
projectiletype = /obj/item/projectile/temp/earth_bolt
projectilesound = 'sound/magic/ethereal_enter.ogg'
ranged = TRUE
ranged_message = "earth bolts"
ranged_cooldown_time = 20
maxHealth = 50
health = 50
harm_intent_damage = 5
obj_damage = 20
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "staves"
a_intent = INTENT_HARM
speak_emote = list("chants")
attack_sound = 'sound/weapons/bladeslice.ogg'
aggro_vision_range = 9
turns_per_move = 5
gold_core_spawnable = HOSTILE_SPAWN
faction = list(ROLE_WIZARD)
do_footstep = TRUE
weather_immunities = list("lava","ash")
minbodytemp = 0
maxbodytemp = INFINITY
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
loot = list(/obj/effect/decal/remains/human)
/obj/item/projectile/temp/earth_bolt
name = "earth_bolt"
icon_state = "declone"
damage = 4
damage_type = BURN
flag = "energy"

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/////////// cleric's den items.
//Primary reward: the cleric's mace design disk.
/obj/item/disk/design_disk/adv/cleric_mace
name = "Enshrined Disc of Smiting"
/obj/item/disk/design_disk/adv/cleric_mace/Initialize()
. = ..()
var/datum/design/cleric_mace/M = new
blueprints[1] = M
/obj/item/paper/fluff/ruins/clericsden/contact
info = "Father Aurellion, the ritual is complete, and soon our brothers at the bastion will see the error of our ways. After all, a god of clockwork or blood? Preposterous. Only the TRUE GOD should have so much power. Signed, Father Odivallus."
/obj/item/paper/fluff/ruins/clericsden/warning
info = "FATHER ODIVALLUS DO NOT GO FORWARD WITH THE RITUAL. THE ASTEROID WE'RE ANCHORED TO IS UNSTABLE, YOU WILL DESTROY THE STATION. I HOPE THIS REACHES YOU IN TIME. FATHER AURELLION."
/mob/living/simple_animal/hostile/construct/proteon
name = "Proteon"
real_name = "Proteon"
desc = "A weaker construct meant to scour ruins for objects of Nar'Sie's affection. Those barbed claws are no joke."
icon_state = "proteon"
icon_living = "proteon"
maxHealth = 35
health = 35
melee_damage_lower = 8
melee_damage_upper = 10
retreat_distance = 4 //AI proteons will rapidly move in and out of combat to avoid conflict, but will still target and follow you.
attacktext = "pinches"
environment_smash = ENVIRONMENT_SMASH_WALLS
attack_sound = 'sound/weapons/punch2.ogg'
playstyle_string = "<b>You are a Proteon. Your abilities in combat are outmatched by most combat constructs, but you are still fast and nimble. Run metal and supplies, and cooperate with your fellow cultists.</b>"
/mob/living/simple_animal/hostile/construct/proteon/hostile //Style of mob spawned by trapped cult runes in the cleric ruin.
AIStatus = AI_ON
environment_smash = ENVIRONMENT_SMASH_STRUCTURES //standard ai construct behavior, breaks things if it wants, but not walls.

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