Merge remote-tracking branch 'upstream/master'

This commit is contained in:
BongaTheProto
2023-03-06 22:43:10 -05:00
52 changed files with 563 additions and 499 deletions

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@@ -41,7 +41,6 @@ require only minor tweaks.
//boolean - weather types that occur on the level
#define ZTRAIT_SNOWSTORM "Weather_Snowstorm"
#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
#define ZTRAIT_VOIDSTORM "Weather_Voidstorm"
#define ZTRAIT_ICESTORM "Weather_Icestorm"
#define ZTRAIT_LONGRAIN "Weather_Longrain"

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@@ -263,6 +263,14 @@
/// Prevents sprinting from being active.
#define TRAIT_SPRINT_LOCKED "sprint_locked"
/// Weather immunities, also protect mobs inside them.
#define TRAIT_LAVA_IMMUNE "lava_immune" //Used by lava turfs and The Floor Is Lava.
#define TRAIT_ASHSTORM_IMMUNE "ashstorm_immune"
#define TRAIT_SNOWSTORM_IMMUNE "snowstorm_immune"
#define TRAIT_RADSTORM_IMMUNE "radstorm_immune"
#define TRAIT_VOIDSTORM_IMMUNE "voidstorm_immune"
#define TRAIT_WEATHER_IMMUNE "weather_immune" //Immune to ALL weather effects.
//non-mob traits
#define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
@@ -298,8 +306,8 @@
#define GHOSTROLE_TRAIT "ghostrole"
#define APHRO_TRAIT "aphro"
#define BLOODSUCKER_TRAIT "bloodsucker"
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define GLOVE_TRAIT "glove" //inherited by your cool gloves
#define SHOES_TRAIT "shoes" //inherited from your sweet kicks
#define BOOK_TRAIT "granter (book)" // knowledge is power
#define TURF_TRAIT "turf"
#define STATION_TRAIT "station-trait"

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@@ -126,10 +126,15 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_EMPATH" = TRAIT_EMPATH,
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY,
"TRAIT_IWASBATONED" = TRAIT_IWASBATONED,
"TRAIT_SALT_SENSITIVE" = TRAIT_SALT_SENSITIVE,
"TRAIT_LAVA_IMMUNE" = TRAIT_LAVA_IMMUNE,
"TRAIT_ASHSTORM_IMMUNE" = TRAIT_ASHSTORM_IMMUNE,
"TRAIT_SNOWSTORM_IMMUNE" = TRAIT_SNOWSTORM_IMMUNE,
"TRAIT_VOIDSTORM_IMMUNE" = TRAIT_VOIDSTORM_IMMUNE,
"TRAIT_WEATHER_IMMUNE" = TRAIT_WEATHER_IMMUNE,
"TRAIT_SPACEWALK" = TRAIT_SPACEWALK,
"TRAIT_PRIMITIVE" = TRAIT_PRIMITIVE, //unable to use mechs. Given to Ash Walkers
"TRAIT_SALT_SENSITIVE" = TRAIT_SALT_SENSITIVE
),
),
/obj/item/bodypart = list(
"TRAIT_PARALYSIS" = TRAIT_PARALYSIS
),

View File

@@ -723,6 +723,9 @@
button.maptext_height = 12
/datum/action/cooldown/IsAvailable(silent = FALSE)
. = ..()
if(!.)
return
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()

View File

@@ -64,8 +64,8 @@
var/overlay_plane = BLACKNESS_PLANE
/// If the weather has no purpose but aesthetics.
var/aesthetic = FALSE
/// Used by mobs to prevent them from being affected by the weather
var/immunity_type = "storm"
/// Used by mobs (or movables containing mobs, such as enviro bags) to prevent them from being affected by the weather.
var/immunity_type
/// The stage of the weather, from 1-4
var/stage = END_STAGE
@@ -133,15 +133,18 @@
/datum/weather/proc/start()
if(stage >= MAIN_STAGE)
return
SEND_GLOBAL_SIGNAL(COMSIG_WEATHER_START(type))
stage = MAIN_STAGE
update_areas()
for(var/M in GLOB.player_list)
var/turf/mob_turf = get_turf(M)
if(mob_turf && (mob_turf.z in impacted_z_levels))
for(var/z_level in impacted_z_levels)
for(var/mob/player as anything in SSmobs.clients_by_zlevel[z_level])
var/turf/mob_turf = get_turf(player)
if(!mob_turf)
continue
if(weather_message)
to_chat(M, weather_message)
to_chat(player, weather_message)
if(weather_sound)
SEND_SOUND(M, sound(weather_sound))
SEND_SOUND(player, sound(weather_sound))
if(!perpetual)
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
@@ -192,14 +195,27 @@
* Returns TRUE if the living mob can be affected by the weather
*
*/
/datum/weather/proc/can_weather_act(mob/living/L)
var/turf/mob_turf = get_turf(L)
if(mob_turf && !(mob_turf.z in impacted_z_levels))
/datum/weather/proc/can_weather_act(mob/living/mob_to_check)
var/turf/mob_turf = get_turf(mob_to_check)
if(!mob_turf)
return
if(immunity_type in L.weather_immunities)
if(!(mob_turf.z in impacted_z_levels))
return
if(!(get_area(L) in impacted_areas))
if((immunity_type && HAS_TRAIT(mob_to_check, immunity_type)) || HAS_TRAIT(mob_to_check, TRAIT_WEATHER_IMMUNE))
return
var/atom/loc_to_check = mob_to_check.loc
while(loc_to_check != mob_turf)
if((immunity_type && HAS_TRAIT(loc_to_check, immunity_type)) || HAS_TRAIT(loc_to_check, TRAIT_WEATHER_IMMUNE))
return
loc_to_check = loc_to_check.loc
if(!(get_area(mob_to_check) in impacted_areas))
return
return TRUE
/**

View File

@@ -1,32 +0,0 @@
//Acid rain is part of the natural weather cycle in the humid forests of Planetstation, and cause acid damage to anyone unprotected.
/datum/weather/acid_rain
name = "acid rain"
desc = "The planet's thunderstorms are by nature acidic, and will incinerate anyone standing beneath them without protection."
telegraph_duration = 400
telegraph_message = "<span class='boldwarning'>Thunder rumbles far above. You hear droplets drumming against the canopy. Seek shelter.</span>"
telegraph_sound = 'sound/ambience/acidrain_start.ogg'
weather_message = "<span class='userdanger'><i>Acidic rain pours down around you! Get inside!</i></span>"
weather_overlay = "acid_rain"
weather_duration_lower = 600
weather_duration_upper = 1500
weather_sound = 'sound/ambience/acidrain_mid.ogg'
end_duration = 100
end_message = "<span class='boldannounce'>The downpour gradually slows to a light shower. It should be safe outside now.</span>"
end_sound = 'sound/ambience/acidrain_end.ogg'
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_ACIDRAIN
immunity_type = "acid" // temp
barometer_predictable = TRUE
/datum/weather/acid_rain/weather_act(mob/living/L)
var/resist = L.getarmor(null, ACID)
if(prob(max(0,100-resist)))
L.acid_act(20,20)

View File

@@ -1,6 +1,5 @@
//A reference to this list is passed into area sound managers, and it's modified in a manner that preserves that reference in ash_storm.dm
GLOBAL_LIST_EMPTY(ash_storm_sounds)
//Ash storms happen frequently on lavaland. They heavily obscure vision, and cause high fire damage to anyone caught outside.
/datum/weather/ash_storm
name = "ash storm"
desc = "An intense atmospheric storm lifts ash off of the planet's surface and billows it down across the area, dealing intense fire damage to the unprotected."
@@ -22,7 +21,7 @@ GLOBAL_LIST_EMPTY(ash_storm_sounds)
protect_indoors = TRUE
target_trait = ZTRAIT_ASHSTORM
immunity_type = "ash"
immunity_type = TRAIT_ASHSTORM_IMMUNE
probability = 90
@@ -72,10 +71,6 @@ GLOBAL_LIST_EMPTY(ash_storm_sounds)
var/thermal_protection = H.easy_thermal_protection()
if(thermal_protection >= FIRE_IMMUNITY_MAX_TEMP_PROTECT)
return TRUE
if(isliving(L))// if we're a non immune mob inside an immune mob we have to reconsider if that mob is immune to protect ourselves
var/mob/living/the_mob = L
if("ash" in the_mob.weather_immunities)
return TRUE
// if(istype(L, /obj/structure/closet))
// var/obj/structure/closet/the_locker = L
// if(the_locker.weather_protection)
@@ -93,7 +88,6 @@ GLOBAL_LIST_EMPTY(ash_storm_sounds)
return
L.adjustFireLoss(4)
//Emberfalls are the result of an ash storm passing by close to the playable area of lavaland. They have a 10% chance to trigger in place of an ash storm.
/datum/weather/ash_storm/emberfall
name = "emberfall"

View File

@@ -19,19 +19,23 @@
target_trait = ZTRAIT_STATION
overlay_layer = ABOVE_OPEN_TURF_LAYER //Covers floors only
immunity_type = "lava"
immunity_type = TRAIT_LAVA_IMMUNE
/datum/weather/floor_is_lava/weather_act(mob/living/L)
if(issilicon(L))
return
if(istype(L.buckled, /obj/structure/bed))
return
for(var/obj/structure/O in L.loc)
if(O.density)
return
if(L.loc.density)
return
if(!L.client) //Only sentient people are going along with it!
return
L.adjustFireLoss(3)
/datum/weather/floor_is_lava/can_weather_act(mob/living/mob_to_check)
if(!mob_to_check.client) //Only sentient people are going along with it!
return FALSE
. = ..()
if(!. || issilicon(mob_to_check) || istype(mob_to_check.buckled, /obj/structure/bed))
return FALSE
var/turf/mob_turf = get_turf(mob_to_check)
if(mob_turf.density) //Walls are not floors.
return FALSE
for(var/obj/structure/structure_to_check in mob_turf)
if(structure_to_check.density)
return FALSE
if(mob_to_check.movement_type & FLYING)
return FALSE
/datum/weather/floor_is_lava/weather_act(mob/living/victim)
victim.adjustFireLoss(3)

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@@ -21,7 +21,7 @@
protected_areas = list(/area/edina/protected)
target_trait = ZTRAIT_ICESTORM
immunity_type = "rad"
immunity_type = TRAIT_SNOWSTORM_IMMUNE
/datum/weather/ice_storm/weather_act(mob/living/L)
//L.adjust_bodytemperature(-rand(10,20))

View File

@@ -21,7 +21,7 @@
/area/ai_monitored/turret_protected/ai, /area/commons/storage/emergency/starboard, /area/commons/storage/emergency/port, /area/shuttle, /area/ruin/lavaland, /area/commons/dorms)
target_trait = ZTRAIT_STATION
immunity_type = "rad"
immunity_type = TRAIT_RADSTORM_IMMUNE
var/radiation_intensity = 100

View File

@@ -19,7 +19,7 @@
protect_indoors = TRUE
target_trait = ZTRAIT_SNOWSTORM
immunity_type = "snow"
immunity_type = TRAIT_SNOWSTORM_IMMUNE
barometer_predictable = TRUE

View File

@@ -17,15 +17,18 @@
protect_indoors = FALSE
target_trait = ZTRAIT_VOIDSTORM
immunity_type = "void"
immunity_type = TRAIT_VOIDSTORM_IMMUNE
barometer_predictable = FALSE
perpetual = TRUE
/datum/weather/void_storm/weather_act(mob/living/L)
if(IS_HERETIC(L) || IS_HERETIC_MONSTER(L))
return
L.adjustOxyLoss(rand(1,3))
L.adjustFireLoss(rand(1,3))
L.adjust_blurriness(rand(0,1))
L.adjust_bodytemperature(-rand(5,15))
/datum/weather/void_storm/can_weather_act(mob/living/mob_to_check)
. = ..()
if(IS_HERETIC(mob_to_check) || IS_HERETIC_MONSTER(mob_to_check))
return FALSE
/datum/weather/void_storm/weather_act(mob/living/victim)
victim.adjustOxyLoss(rand(1,3))
victim.adjustFireLoss(rand(1,3))
victim.adjust_blurriness(rand(0,1))
victim.adjust_bodytemperature(-rand(5,15))

View File

@@ -325,12 +325,12 @@ as performing this in action() will cause the upgrade to end up in the borg inst
/obj/item/borg/upgrade/lavaproof/action(mob/living/silicon/robot/R, user = usr)
. = ..()
if(.)
R.weather_immunities += "lava"
ADD_TRAIT(src, TRAIT_LAVA_IMMUNE, type)
/obj/item/borg/upgrade/lavaproof/deactivate(mob/living/silicon/robot/R, user = usr)
. = ..()
if (.)
R.weather_immunities -= "lava"
REMOVE_TRAIT(src, TRAIT_LAVA_IMMUNE, type)
/obj/item/borg/upgrade/selfrepair
name = "self-repair module"

View File

@@ -17,6 +17,16 @@
barefootstep = FOOTSTEP_LAVA
clawfootstep = FOOTSTEP_LAVA
heavyfootstep = FOOTSTEP_LAVA
/// How much fire damage we deal to living mobs stepping on us
var/lava_damage = 20
/// How many firestacks we add to living mobs stepping on us
var/lava_firestacks = 20
/// How much temperature we expose objects with
var/temperature_damage = 10000
/// mobs with this trait won't burn.
var/immunity_trait = TRAIT_LAVA_IMMUNE
/// objects with these flags won't burn.
var/immunity_resistance_flags = LAVA_PROOF
/turf/open/lava/ex_act(severity, target, origin)
contents_explosion(severity, target, origin)
@@ -107,62 +117,98 @@
LAZYREMOVE(found_safeties, S)
return LAZYLEN(found_safeties)
///Generic return value of the can_burn_stuff() proc. Does nothing.
#define LAVA_BE_IGNORING 0
/// Another. Won't burn the target but will make the turf start processing.
#define LAVA_BE_PROCESSING 1
/// Burns the target and makes the turf process (depending on the return value of do_burn()).
#define LAVA_BE_BURNING 2
/turf/open/lava/proc/burn_stuff(AM)
. = 0
///Proc that sets on fire something or everything on the turf that's not immune to lava. Returns TRUE to make the turf start processing.
/turf/open/lava/proc/burn_stuff(atom/movable/to_burn, delta_time = 1)
if(is_safe())
return FALSE
var/thing_to_check = src
if (AM)
thing_to_check = list(AM)
for(var/thing in thing_to_check)
if(isobj(thing))
var/obj/O = thing
if((O.resistance_flags & (LAVA_PROOF|INDESTRUCTIBLE)) || O.throwing)
if (to_burn)
thing_to_check = list(to_burn)
for(var/atom/movable/burn_target as anything in thing_to_check)
switch(can_burn_stuff(burn_target))
if(LAVA_BE_IGNORING)
continue
. = 1
if((O.resistance_flags & (ON_FIRE)))
continue
if(!(O.resistance_flags & FLAMMABLE))
O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(O.resistance_flags & FIRE_PROOF)
O.resistance_flags &= ~FIRE_PROOF
if(O.armor.fire > 50) //obj with 100% fire armor still get slowly burned away.
O.armor = O.armor.setRating(fire = 50)
O.fire_act(10000, 1000)
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & FLYING)
continue //YOU'RE FLYING OVER IT
if("lava" in L.weather_immunities)
continue
var/buckle_check = L.buckling
if(!buckle_check)
buckle_check = L.buckled
if(isobj(buckle_check))
var/obj/O = buckle_check
if(O.resistance_flags & LAVA_PROOF)
if(LAVA_BE_BURNING)
if(!do_burn(burn_target, delta_time))
continue
else if(isliving(buckle_check))
var/mob/living/live = buckle_check
if("lava" in live.weather_immunities)
continue
if(iscarbon(L))
var/mob/living/carbon/C = L
var/obj/item/clothing/S = C.get_item_by_slot(ITEM_SLOT_OCLOTHING)
var/obj/item/clothing/H = C.get_item_by_slot(ITEM_SLOT_HEAD)
. = TRUE
if(S && H && S.clothing_flags & LAVAPROTECT && H.clothing_flags & LAVAPROTECT)
return
/turf/open/lava/proc/can_burn_stuff(atom/movable/burn_target)
if(burn_target.movement_type & (FLYING|FLOATING)) //you're flying over it.
return isliving(burn_target) ? LAVA_BE_PROCESSING : LAVA_BE_IGNORING
L.adjustFireLoss(20)
if(L) //mobs turning into object corpses could get deleted here.
L.adjust_fire_stacks(20)
L.IgniteMob()
if(isobj(burn_target))
if(burn_target.throwing) // to avoid gulag prisoners easily escaping, throwing only works for objects.
return LAVA_BE_IGNORING
var/obj/burn_obj = burn_target
if((burn_obj.resistance_flags & immunity_resistance_flags))
return LAVA_BE_PROCESSING
return LAVA_BE_BURNING
if (!isliving(burn_target))
return LAVA_BE_IGNORING
if(HAS_TRAIT(burn_target, immunity_trait))
return LAVA_BE_PROCESSING
var/mob/living/burn_living = burn_target
var/atom/movable/burn_buckled = burn_living.buckled
if(burn_buckled)
if(burn_buckled.movement_type & (FLYING|FLOATING))
return LAVA_BE_PROCESSING
if(isobj(burn_buckled))
var/obj/burn_buckled_obj = burn_buckled
if(burn_buckled_obj.resistance_flags & immunity_resistance_flags)
return LAVA_BE_PROCESSING
else if(HAS_TRAIT(burn_buckled, immunity_trait))
return LAVA_BE_PROCESSING
if(iscarbon(burn_living))
var/mob/living/carbon/burn_carbon = burn_living
var/obj/item/clothing/burn_suit = burn_carbon.get_item_by_slot(ITEM_SLOT_OCLOTHING)
var/obj/item/clothing/burn_helmet = burn_carbon.get_item_by_slot(ITEM_SLOT_HEAD)
if(burn_suit?.clothing_flags & LAVAPROTECT && burn_helmet?.clothing_flags & LAVAPROTECT)
return LAVA_BE_PROCESSING
return LAVA_BE_BURNING
#undef LAVA_BE_IGNORING
#undef LAVA_BE_PROCESSING
#undef LAVA_BE_BURNING
/turf/open/lava/proc/do_burn(atom/movable/burn_target, delta_time = 1)
. = TRUE
if(isobj(burn_target))
var/obj/burn_obj = burn_target
if(burn_obj.resistance_flags & ON_FIRE) // already on fire; skip it.
return
if(!(burn_obj.resistance_flags & FLAMMABLE))
burn_obj.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(burn_obj.resistance_flags & FIRE_PROOF)
burn_obj.resistance_flags &= ~FIRE_PROOF
if(burn_obj.armor.fire > 50) //obj with 100% fire armor still get slowly burned away.
burn_obj.armor = burn_obj.armor.setRating(fire = 50)
burn_obj.fire_act(temperature_damage, 1000 * delta_time)
if(istype(burn_obj, /obj/structure/closet))
var/obj/structure/closet/burn_closet = burn_obj
for(var/burn_content in burn_closet.contents)
burn_stuff(burn_content)
var/mob/living/burn_living = burn_target
burn_living.update_fire()
burn_living.adjustFireLoss(lava_damage * delta_time)
if(!QDELETED(burn_living)) //mobs turning into object corpses could get deleted here.
burn_living.adjust_fire_stacks(lava_firestacks * delta_time)
burn_living.IgniteMob()
/turf/open/lava/smooth
name = "lava"

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@@ -164,11 +164,12 @@
icon_state = "liquidplasma"
initial_gas_mix = "n2=82;plasma=24;TEMP=120"
baseturfs = /turf/open/lava/plasma
slowdown = 2
light_range = 3
light_power = 0.75
light_color = LIGHT_COLOR_PURPLE
immunity_trait = TRAIT_SNOWSTORM_IMMUNE
immunity_resistance_flags = FREEZE_PROOF
/turf/open/lava/plasma/attackby(obj/item/I, mob/user, params)
var/obj/item/reagent_containers/glass/C = I
@@ -178,78 +179,45 @@
C.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(5, 10))
user.visible_message("[user] scoops some plasma from the [src] with \the [C].", "<span class='notice'>You scoop out some plasma from the [src] using \the [C].</span>")
/turf/open/lava/plasma/burn_stuff(AM)
. = 0
/turf/open/lava/plasma/do_burn(atom/movable/burn_target, delta_time = 1)
. = TRUE
if(isobj(burn_target))
return FALSE // Does nothing against objects. Old code.
if(is_safe())
return FALSE
var/mob/living/burn_living = burn_target
burn_living.adjustFireLoss(2)
if(QDELETED(burn_living))
return
burn_living.adjust_fire_stacks(20) //dipping into a stream of plasma would probably make you more flammable than usual
burn_living.adjust_bodytemperature(-rand(50,65)) //its cold, man
if(!ishuman(burn_living) || DT_PROB(65, delta_time))
return
var/mob/living/carbon/human/burn_human = burn_living
var/datum/species/burn_species = burn_human.dna.species
if(istype(burn_species, /datum/species/plasmaman) || istype(burn_species, /datum/species/android) || istype(burn_species, /datum/species/synth)) //ignore plasmamen/robotic species
return
var/thing_to_check = src
if (AM)
thing_to_check = list(AM)
for(var/thing in thing_to_check)
if(isobj(thing))
var/obj/O = thing
if((O.resistance_flags & (FREEZE_PROOF)) || O.throwing)
continue
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & FLYING)
continue //YOU'RE FLYING OVER IT
if("snow" in L.weather_immunities)
continue
var/buckle_check = L.buckling
if(!buckle_check)
buckle_check = L.buckled
if(isobj(buckle_check))
var/obj/O = buckle_check
if(O.resistance_flags & FREEZE_PROOF)
continue
else if(isliving(buckle_check))
var/mob/living/live = buckle_check
if("snow" in live.weather_immunities)
continue
L.adjustFireLoss(2)
if(L)
L.adjust_fire_stacks(20) //dipping into a stream of plasma would probably make you more flammable than usual
L.adjust_bodytemperature(-rand(50,65)) //its cold, man
if(ishuman(L))//are they a carbon?
var/list/plasma_parts = list()//a list of the organic parts to be turned into plasma limbs
var/list/robo_parts = list()//keep a reference of robotic parts so we know if we can turn them into a plasmaman
var/mob/living/carbon/human/PP = L
var/S = PP.dna.species
if(istype(S, /datum/species/plasmaman) || istype(S, /datum/species/android) || istype(S, /datum/species/synth)) //ignore plasmamen/robotic species
continue
for(var/BP in PP.bodyparts)
var/obj/item/bodypart/NN = BP
if(NN.is_organic_limb() && NN.species_id != "plasmaman") //getting every organic, non-plasmaman limb (augments/androids are immune to this)
plasma_parts += NN
if(NN.is_robotic_limb(FALSE))
robo_parts += NN
if(prob(35)) //checking if the delay is over & if the victim actually has any parts to nom
PP.adjustToxLoss(15)
PP.adjustFireLoss(25)
if(plasma_parts.len)
var/obj/item/bodypart/NB = pick(plasma_parts) //using the above-mentioned list to get a choice of limbs for dismember() to use
PP.emote("scream")
NB.species_id = "plasmaman"//change the species_id of the limb to that of a plasmaman
NB.no_update = TRUE
NB.change_bodypart_status()
PP.visible_message("<span class='warning'>[L] screams in pain as [L.p_their()] [NB] melts down to the bone!</span>", \
"<span class='userdanger'>You scream out in pain as your [NB] melts down to the bone, leaving an eerie plasma-like glow where flesh used to be!</span>")
if(!plasma_parts.len && !robo_parts.len) //a person with no potential organic limbs left AND no robotic limbs, time to turn them into a plasmaman
PP.IgniteMob()
PP.set_species(/datum/species/plasmaman)
PP.visible_message("<span class='warning'>[L] bursts into a brilliant purple flame as [L.p_their()] entire body is that of a skeleton!</span>", \
"<span class='userdanger'>Your senses numb as all of your remaining flesh is turned into a purple slurry, sloshing off your body and leaving only your bones to show in a vibrant purple!</span>")
var/list/plasma_parts = list()//a list of the organic parts to be turned into plasma limbs
var/list/robo_parts = list()//keep a reference of robotic parts so we know if we can turn them into a plasmaman
for(var/obj/item/bodypart/burn_limb as anything in burn_human.bodyparts)
if(burn_limb.status == BODYPART_ORGANIC && burn_limb.species_id != SPECIES_PLASMAMAN) //getting every organic, non-plasmaman limb (augments/androids are immune to this)
plasma_parts += burn_limb
if(burn_limb.status == BODYPART_ROBOTIC)
robo_parts += burn_limb
burn_human.adjustToxLoss(15)
burn_human.adjustFireLoss(25)
if(plasma_parts.len)
var/obj/item/bodypart/burn_limb = pick(plasma_parts) //using the above-mentioned list to get a choice of limbs
burn_human.emote("scream")
burn_human.update_body_parts()
burn_human.visible_message(span_warning("[burn_human] screams in pain as [burn_human.p_their()] [burn_limb] melts down to the bone!"), \
span_userdanger("You scream out in pain as your [burn_limb] melts down to the bone, leaving an eerie plasma-like glow where flesh used to be!"))
if(!plasma_parts.len && !robo_parts.len) //a person with no potential organic limbs left AND no robotic limbs, time to turn them into a plasmaman
burn_human.IgniteMob()
burn_human.set_species(/datum/species/plasmaman)
burn_human.visible_message(span_warning("[burn_human] bursts into a brilliant purple flame as [burn_human.p_their()] entire body is that of a skeleton!"), \
span_userdanger("Your senses numb as all of your remaining flesh is turned into a purple slurry, sloshing off your body and leaving only your bones to show in a vibrant purple!"))
/obj/vehicle/ridden/lavaboat/plasma
name = "plasma boat"

View File

@@ -156,38 +156,48 @@
M.appearance_flags = RESET_COLOR
. += M
/****************HEVA Suit and Mask****************/
// CITADEL ADDITIONS BELOW
/****************SEVA Suit and Mask****************/
/obj/item/clothing/suit/hooded/explorer/seva
name = "SEVA Suit"
desc = "A fire-proof suit for exploring hot environments. Its design and material make it easier for a Goliath to keep their grip on the wearer."
icon_state = "seva"
item_state = "seva"
/obj/item/clothing/suit/hooded/explorer/heva
name = "HEVA suit"
desc = "The Hazardous Environments extra-Vehicular Activity suit, developed by WanTon & Sons Perilous Mining and sold to Nanotrasen for missions within inhospitable, mineral-rich zones. \
Its sleek plating deflects most biological - radioactive - and chemical substances and materials. Most notably, this will negate the effects of ash storms and give goliaths better grip against you."
icon_state = "heva"
item_state = "heva"
w_class = WEIGHT_CLASS_BULKY
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
hoodtype = /obj/item/clothing/head/hooded/explorer/seva
armor = list(MELEE = 15, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 35, BIO = 50, RAD = 25, FIRE = 100, ACID = 25)
hoodtype = /obj/item/clothing/head/hooded/explorer/heva
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 80, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS
/obj/item/clothing/head/hooded/explorer/seva
name = "SEVA Hood"
desc = "A fire-proof hood for exploring hot environments. Its design and material make it easier for a Goliath to keep their grip on the wearer."
icon_state = "seva"
item_state = "seva"
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 35, BIO = 50, RAD = 25, FIRE = 100, ACID = 25)
/obj/item/clothing/head/hooded/explorer/heva
name = "HEVA hood"
desc = "The Hazardous Environments extra-Vehiclar Activity hood, developed by WanTon & Sons Perilous Mining. \
Its sleek plating deflects most biological - radioactive - and chemical substances and materials. An instructive tag dictates that the provided mask is required for full protection."
icon_state = "heva"
item_state = "heva"
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 100, RAD = 20, FIRE = 60, ACID = 20)
resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS
/obj/item/clothing/mask/gas/seva
name = "SEVA Mask"
desc = "A face-covering plate that can be connected to an air supply. Intended for use with the SEVA Suit."
icon_state = "seva"
item_state = "seva"
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/explorer/heva/equipped(mob/living/carbon/human/user, slot)
..()
if (slot == ITEM_SLOT_HEAD)
ADD_TRAIT(user, TRAIT_ASHSTORM_IMMUNE, "heva_suit")
/obj/item/clothing/head/hooded/explorer/heva/dropped(mob/living/carbon/human/user)
..()
if (HAS_TRAIT_FROM(user, TRAIT_ASHSTORM_IMMUNE, "heva_suit"))
REMOVE_TRAIT(user, TRAIT_ASHSTORM_IMMUNE, "heva_suit")
/obj/item/clothing/mask/gas/heva
name = "HEVA mask"
desc = "The Hazardous Environments extra-Vehiclar Activity mask, developed by WanTon & Sons Perilous Mining. \
Its sleek plating deflects most biological - radioactive - and chemical substances and materials. An instructive tag dictates that the provided protective attire is required for full protection."
icon_state = "heva"
item_state = "heva"
flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 60, FIRE = 40, ACID = 50)
/****************Exo-Suit and Mask****************/

View File

@@ -1043,7 +1043,7 @@
user.mind.AddSpell(D)
if(4)
to_chat(user, "<span class='danger'>You feel like you could walk straight through lava now.</span>")
H.weather_immunities |= "lava"
ADD_TRAIT(user, TRAIT_LAVA_IMMUNE, type)
playsound(user.loc,'sound/items/drink.ogg', rand(10,50), 1)
qdel(src)

View File

@@ -236,7 +236,7 @@
/obj/machinery/mineral/equipment_vendor/proc/RedeemSVoucher(obj/item/suit_voucher/voucher, mob/redeemer)
var/items = list( "Exo-suit" = image(icon = 'icons/obj/clothing/suits.dmi', icon_state = "exo"),
"SEVA suit" = image(icon = 'icons/obj/clothing/suits.dmi', icon_state = "seva"))
"HEVA suit" = image(icon = 'icons/obj/clothing/suits.dmi', icon_state = "heva"))
var/selection = show_radial_menu(redeemer, src, items, require_near = TRUE, tooltips = TRUE)
if(!selection || !Adjacent(redeemer) || QDELETED(voucher) || voucher.loc != redeemer)
@@ -246,9 +246,9 @@
if("Exo-suit")
new /obj/item/clothing/suit/hooded/explorer/exo(drop_location)
new /obj/item/clothing/mask/gas/exo(drop_location)
if("SEVA suit")
new /obj/item/clothing/suit/hooded/explorer/seva(drop_location)
new /obj/item/clothing/mask/gas/seva(drop_location)
if("HEVA suit")
new /obj/item/clothing/suit/hooded/explorer/heva(drop_location)
new /obj/item/clothing/mask/gas/heva(drop_location)
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
SSblackbox.record_feedback("tally", "suit_voucher_redeemed", 1, selection)
qdel(voucher)

View File

@@ -48,13 +48,11 @@
else //Maybe uses plasma in the future, although that wouldn't make any sense...
leaping = 1
weather_immunities += "lava"
update_icons()
throw_at(A, MAX_ALIEN_LEAP_DIST, 1, src, FALSE, TRUE, callback = CALLBACK(src, .proc/leap_end))
/mob/living/carbon/alien/humanoid/hunter/proc/leap_end()
leaping = 0
weather_immunities -= "lava"
update_icons()
/mob/living/carbon/alien/humanoid/hunter/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)

View File

@@ -214,11 +214,11 @@
/datum/species/golem/titanium/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.weather_immunities |= "ash"
ADD_TRAIT(C, TRAIT_ASHSTORM_IMMUNE, SPECIES_TRAIT)
/datum/species/golem/titanium/on_species_loss(mob/living/carbon/C)
. = ..()
C.weather_immunities -= "ash"
REMOVE_TRAIT(C, TRAIT_ASHSTORM_IMMUNE, SPECIES_TRAIT)
//Immune to ash storms and lava
/datum/species/golem/plastitanium
@@ -233,13 +233,13 @@
/datum/species/golem/plastitanium/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.weather_immunities |= "lava"
C.weather_immunities |= "ash"
ADD_TRAIT(C, TRAIT_LAVA_IMMUNE, SPECIES_TRAIT)
ADD_TRAIT(C, TRAIT_ASHSTORM_IMMUNE, SPECIES_TRAIT)
/datum/species/golem/plastitanium/on_species_loss(mob/living/carbon/C)
. = ..()
C.weather_immunities -= "ash"
C.weather_immunities -= "lava"
REMOVE_TRAIT(C, TRAIT_LAVA_IMMUNE, SPECIES_TRAIT)
REMOVE_TRAIT(C, TRAIT_ASHSTORM_IMMUNE, SPECIES_TRAIT)
//Fast and regenerates... but can only speak like an abductor
/datum/species/golem/alloy

View File

@@ -107,8 +107,6 @@
var/hellbound = 0 //People who've signed infernal contracts are unrevivable.
var/list/weather_immunities = list()
var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added
var/blood_volume = 0 //how much blood the mob has

View File

@@ -6,7 +6,6 @@
pass_flags = PASSTABLE | PASSMOB
mob_size = MOB_SIZE_TINY
desc = "A generic pAI mobile hard-light holographics emitter. It seems to be deactivated."
weather_immunities = list("ash")
health = 500
maxHealth = 500
layer = BELOW_MOB_LAYER

View File

@@ -8,7 +8,6 @@
initial_language_holder = /datum/language_holder/synthetic
see_in_dark = 8
bubble_icon = "machine"
weather_immunities = list("ash")
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
mob_biotypes = MOB_ROBOTIC
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
@@ -60,6 +59,7 @@
diag_hud.add_to_hud(src)
diag_hud_set_status()
diag_hud_set_health()
ADD_TRAIT(src, TRAIT_ASHSTORM_IMMUNE, ROUNDSTART_TRAIT)
/mob/living/silicon/ComponentInitialize()
. = ..()

View File

@@ -61,7 +61,7 @@
icon_living = "snowbear"
icon_dead = "snowbear_dead"
desc = "It's a polar bear, in space, but not actually in space."
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
/mob/living/simple_animal/hostile/bear/russian
name = "combat bear"

View File

@@ -26,7 +26,7 @@
gold_core_spawnable = HOSTILE_SPAWN
faction = list(ROLE_WIZARD)
footstep_type = FOOTSTEP_MOB_SHOE
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE)
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)

View File

@@ -16,7 +16,7 @@ Difficulty: Extremely Hard
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
light_color = "#E4C7C5"
movement_type = GROUND
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
speak_emote = list("roars")
armour_penetration = 100
melee_damage_lower = 10

View File

@@ -10,7 +10,7 @@
obj_damage = 400
light_range = 3
faction = list("mining", "boss")
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE,TRAIT_ASHSTORM_IMMUNE)
movement_type = FLYING
robust_searching = 1
ranged_ignores_vision = TRUE

View File

@@ -52,7 +52,7 @@ GLOBAL_LIST_INIT(AISwarmerCapsByType, list(/mob/living/simple_animal/hostile/swa
crusher_achievement_type = /datum/award/achievement/boss/swarmer_beacon_crusher
score_achievement_type = /datum/award/score/swarmer_beacon_score
faction = list("mining", "boss", "swarmer")
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE)
stop_automated_movement = TRUE
wander = FALSE
layer = BELOW_MOB_LAYER
@@ -101,7 +101,7 @@ GLOBAL_LIST_INIT(AISwarmerCapsByType, list(/mob/living/simple_animal/hostile/swa
/mob/living/simple_animal/hostile/swarmer/ai
wander = 1
faction = list("swarmer", "mining")
weather_immunities = list("ash") //wouldn't be fun otherwise
weather_immunities = list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE) //wouldn't be fun otherwise
AIStatus = AI_ON
/mob/living/simple_animal/hostile/swarmer/ai/Initialize(mapload)

View File

@@ -14,7 +14,7 @@ Difficulty: Hard
attack_verb_continuous = "claws"
attack_verb_simple = "claw"
attack_sound = 'sound/magic/demon_attack1.ogg'
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
speak_emote = list("roars")
armour_penetration = 40
melee_damage_lower = 40

View File

@@ -10,7 +10,7 @@
speak_emote = list("warbles", "quavers")
emote_hear = list("trills.")
emote_see = list("sniffs.", "burps.")
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE)
faction = list("mining", "ashwalker")
density = FALSE
speak_chance = 1

View File

@@ -272,7 +272,7 @@
aggro_vision_range = 9
speed = 3
faction = list("mining")
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE)
obj_damage = 30
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
see_in_dark = 8
@@ -321,7 +321,7 @@
gloves = /obj/item/clothing/gloves/color/black
mask = /obj/item/clothing/mask/gas/explorer
if(prob(20))
suit = pickweight(list(/obj/item/clothing/suit/hooded/explorer/standard = 6, /obj/item/clothing/suit/hooded/cloak/goliath = 2, /obj/item/clothing/suit/hooded/explorer/exo = 6, /obj/item/clothing/suit/hooded/explorer/seva = 6))
suit = pickweight(list(/obj/item/clothing/suit/hooded/explorer/standard = 6, /obj/item/clothing/suit/hooded/cloak/goliath = 2, /obj/item/clothing/suit/hooded/explorer/exo = 6, /obj/item/clothing/suit/hooded/explorer/heva = 6))
if(prob(30))
r_pocket = pickweight(list(/obj/item/stack/marker_beacon = 20, /obj/item/stack/spacecash/c1000 = 7, /obj/item/reagent_containers/hypospray/medipen/survival = 2, /obj/item/borg/upgrade/modkit/damage = 1 ))
if(prob(10))

View File

@@ -3,7 +3,7 @@
vision_range = 2
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)
faction = list("mining")
weather_immunities = list("lava","ash")
weather_immunities = list(TRAIT_LAVA_IMMUNE,TRAIT_ASHSTORM_IMMUNE)
obj_damage = 30
environment_smash = ENVIRONMENT_SMASH_WALLS
minbodytemp = 0

View File

@@ -46,7 +46,7 @@
icon_dead = "eskimo_dead"
maxHealth = 55
health = 55
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
gold_core_spawnable = NO_SPAWN
melee_damage_lower = 17
melee_damage_upper = 20
@@ -65,7 +65,7 @@
icon_dead = "templar_dead"
maxHealth = 150
health = 150
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
speed = 2
gold_core_spawnable = NO_SPAWN
speak_chance = 1
@@ -86,7 +86,7 @@
speed = 5
maxHealth = 75
health = 75
weather_immunities = list("snow")
weather_immunities = list(TRAIT_SNOWSTORM_IMMUNE)
color = rgb(114,228,250)
loot = list(/obj/effect/decal/remains/human{color = rgb(114,228,250)})

View File

@@ -56,6 +56,9 @@
var/minbodytemp = 250
var/maxbodytemp = 350
/// List of weather immunity traits that are then added on Initialize(), see traits.dm.
var/list/weather_immunities
///Healable by medical stacks? Defaults to yes.
var/healable = 1
@@ -165,6 +168,8 @@
AddComponent(/datum/component/personal_crafting)
if(footstep_type)
AddComponent(/datum/component/footstep, footstep_type)
for(var/trait in weather_immunities)
ADD_TRAIT(src, trait, ROUNDSTART_TRAIT)
/mob/living/simple_animal/Destroy()
GLOB.simple_animals[AIStatus] -= src

View File

@@ -85,7 +85,8 @@
/datum/uplink_item/suits/wallwalkers
name = "Wall Walking Boots"
desc = "Through bluespace magic stolen from an organisation that hoards technology, these boots simply allow you to slip through the atoms that make up anything, but only while walking, for safety reasons. As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through."
desc = "Through bluespace magic stolen from an organisation that hoards technology, these boots simply allow you to slip through the atoms that make up anything,but only while walking, \
for safety reasons.As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through."
item = /obj/item/clothing/shoes/wallwalkers
cost = 6
purchasable_from = ~(UPLINK_NUKE_OPS | UPLINK_CLOWN_OPS)

View File

@@ -15,6 +15,7 @@
- rscadd: Added mime messages for all SPLURT audio emotes
- tweak: All SPLURT audio emotes now use length-based cooldowns
- refactor: Refactored SPLURT audio emote code
- bugfix: Fixed Cargo protolathe access (MAILSORTING instead of CARGO)
2023-03-05:
thux-tk:
- rscadd: new arousal meter to humanoid mob's interface

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@@ -666,43 +666,58 @@
name = "lava walking medal"
desc = "A golden medal. Capable of making any jumpsuit completely lava proof for a brief window of time."
icon_state = "gold"
actions_types = list(/datum/action/item_action/lavawalk)
var/cool_down = 0
var/cooldown_time = 1200 //two full minutes
var/effectduration = 100 //10 seconds of lava walking
var/storedimmunities = list()
var/datum/action/cooldown/lavawalk/lavawalk
var/effectduration = 10 SECONDS
var/timer
/obj/item/clothing/accessory/lavawalk/on_uniform_equip(obj/item/clothing/under/U, user)
/obj/item/clothing/accessory/lavawalk/ComponentInitialize()
. = ..()
var/mob/living/L = U.loc
if(L && istype(L))
for(var/datum/action/A in actions_types)
A.Grant(L)
lavawalk = new(src)
RegisterSignal(lavawalk, COMSIG_ACTION_TRIGGER, .proc/activate)
/obj/item/clothing/accessory/lavawalk/on_uniform_dropped(obj/item/clothing/under/U, user)
/obj/item/clothing/accessory/lavawalk/Destroy()
. = ..()
var/mob/living/L = U.loc
if(L && istype(L))
for(var/datum/action/A in actions_types)
A.Remove(L)
var/mob/living/user = get_atom_on_turf(src, /mob/living)
if(user && timer)
reset_user(user)
UnregisterSignal(lavawalk, COMSIG_ACTION_TRIGGER)
QDEL_NULL(lavawalk)
/datum/action/item_action/lavawalk
/obj/item/clothing/accessory/lavawalk/on_uniform_equip(obj/item/clothing/under/U, mob/living/user)
. = ..()
if(istype(user))
lavawalk.Grant(user)
/obj/item/clothing/accessory/lavawalk/on_uniform_dropped(obj/item/clothing/under/U, mob/living/user)
. = ..()
if(istype(user))
if(timer)
reset_user(user)
lavawalk.Remove(user)
/datum/action/cooldown/lavawalk
name = "Lava Walk"
desc = "Become immune to lava for a brief period of time."
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
cooldown_time = 2 MINUTES //two full minutes
use_target_appearance = TRUE
/obj/item/clothing/accessory/lavawalk/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/lavawalk))
if(world.time >= cool_down)
var/mob/living/L = user
if(istype(L))
storedimmunities = L.weather_immunities.Copy()
L.weather_immunities |= list("ash", "lava")
cool_down = world.time + cooldown_time
addtimer(CALLBACK(src, .proc/reset_user, L), effectduration)
/obj/item/clothing/accessory/lavawalk/proc/activate(datum/action/cooldown/lavawalk/action, obj/item/clothing/accessory/lavawalk/item)
var/mob/living/L = usr
if(istype(L))
to_chat(L, span_notice("\The [src] begins glowing!"))
L.balloon_alert(L, "activated")
ADD_TRAIT(L, TRAIT_ASHSTORM_IMMUNE, src)
ADD_TRAIT(L, TRAIT_LAVA_IMMUNE, src)
timer = addtimer(CALLBACK(src, .proc/reset_user, L), effectduration)
action.StartCooldown()
/obj/item/clothing/accessory/lavawalk/proc/reset_user(mob/living/user)
user.weather_immunities = storedimmunities
storedimmunities = list()
REMOVE_TRAIT(user, TRAIT_ASHSTORM_IMMUNE, src)
REMOVE_TRAIT(user, TRAIT_LAVA_IMMUNE, src)
to_chat(user, span_boldwarning("\The [src]'s glow dims."))
user.balloon_alert(user, "wore off")
QDEL_NULL(timer)
//Nerfing those on the chest because too OP yada yada
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/damaged

View File

@@ -8,7 +8,7 @@
req_access = list(ACCESS_MEDICAL)
/obj/machinery/rnd/production/protolathe/department/cargo
req_access = list(ACCESS_CARGO)
req_one_access = list(ACCESS_CARGO, ACCESS_MINING)
/obj/machinery/rnd/production/protolathe/department/science
req_access = list(ACCESS_RESEARCH)

View File

@@ -8,7 +8,7 @@
req_access = list(ACCESS_MEDICAL)
/obj/machinery/rnd/production/techfab/department/cargo
req_access = list(ACCESS_CARGO)
req_one_access = list(ACCESS_CARGO, ACCESS_MINING)
/obj/machinery/rnd/production/techfab/department/science
req_access = list(ACCESS_RESEARCH)

View File

@@ -856,7 +856,6 @@
#include "code\datums\traits\negative.dm"
#include "code\datums\traits\neutral.dm"
#include "code\datums\weather\weather.dm"
#include "code\datums\weather\weather_types\acid_rain.dm"
#include "code\datums\weather\weather_types\ash_storm.dm"
#include "code\datums\weather\weather_types\floor_is_lava.dm"
#include "code\datums\weather\weather_types\ice_storm.dm"

View File

@@ -2,23 +2,18 @@ import { map, sortBy } from 'common/collections';
import { flow } from 'common/fp';
import { pureComponentHooks } from 'common/react';
import { useBackend, useLocalState } from '../backend';
import { Box, Button, Dimmer, Flex, Icon, Table, Tabs } from '../components';
import { Box, Button, Dimmer, Icon, Table, Tabs, Stack, Section } from '../components';
import { Window } from '../layouts';
import { AreaCharge, powerRank } from './PowerMonitor';
export const ApcControl = (props, context) => {
const { data } = useBackend(context);
return (
<Window
title="APC Controller"
width={550}
height={500}>
{data.authenticated === 1 && (
<ApcLoggedIn />
)}
{data.authenticated === 0 && (
<ApcLoggedOut />
)}
<Window title="APC Controller" width={550} height={500}>
<Window.Content>
{data.authenticated === 1 && <ApcLoggedIn />}
{data.authenticated === 0 && <ApcLoggedOut />}
</Window.Content>
</Window>
);
};
@@ -28,25 +23,24 @@ const ApcLoggedOut = (props, context) => {
const { emagged } = data;
const text = emagged === 1 ? 'Open' : 'Log In';
return (
<Window.Content>
<Section>
<Button
fluid
icon="sign-in-alt"
color={emagged === 1 ? '' : 'good'}
content={text}
onClick={() => act('log-in')} />
</Window.Content>
fluid
onClick={() => act('log-in')}
/>
</Section>
);
};
const ApcLoggedIn = (props, context) => {
const { act, data } = useBackend(context);
const { restoring } = data;
const [
tabIndex,
setTabIndex,
] = useLocalState(context, 'tab-index', 1);
const [tabIndex, setTabIndex] = useLocalState(context, 'tab-index', 1);
return (
<>
<Box>
<Tabs>
<Tabs.Tab
selected={tabIndex === 1}
@@ -72,59 +66,62 @@ const ApcLoggedIn = (props, context) => {
</Dimmer>
)}
{tabIndex === 1 && (
<>
<ControlPanel />
<Box fillPositionedParent top="53px">
<Window.Content overflow="auto">
<Stack vertical>
<Stack.Item>
<Section>
<ControlPanel />
</Section>
</Stack.Item>
<Stack.Item>
<Section scrollable>
<ApcControlScene />
</Window.Content>
</Box>
</>
</Section>
</Stack.Item>
</Stack>
)}
{tabIndex === 2 && (
<Box fillPositionedParent top="20px">
<Window.Content overflow="auto">
<Section scrollable>
<Box height={34}>
<LogPanel />
</Window.Content>
</Box>
</Box>
</Section>
)}
</>
</Box>
);
};
const ControlPanel = (props, context) => {
const { act, data } = useBackend(context);
const {
emagged,
logging,
} = data;
const [
sortByField,
setSortByField,
] = useLocalState(context, 'sortByField', null);
const { emagged, logging } = data;
const [sortByField, setSortByField] = useLocalState(
context,
'sortByField',
'name'
);
return (
<Flex>
<Flex.Item>
<Stack justify="space-between">
<Stack.Item>
<Box inline mr={2} color="label">
Sort by:
</Box>
<Button.Checkbox
checked={sortByField === 'name'}
content="Name"
onClick={() => setSortByField(sortByField !== 'name' && 'name')} />
onClick={() => setSortByField(sortByField !== 'name' && 'name')}
/>
<Button.Checkbox
checked={sortByField === 'charge'}
content="Charge"
onClick={() => setSortByField(
sortByField !== 'charge' && 'charge'
)} />
onClick={() => setSortByField(sortByField !== 'charge' && 'charge')}
/>
<Button.Checkbox
checked={sortByField === 'draw'}
content="Draw"
onClick={() => setSortByField(sortByField !== 'draw' && 'draw')} />
</Flex.Item>
<Flex.Item grow={1} />
<Flex.Item>
onClick={() => setSortByField(sortByField !== 'draw' && 'draw')}
/>
</Stack.Item>
<Stack.Item grow={1} />
<Stack.Item>
{emagged === 1 && (
<>
<Button
@@ -139,21 +136,20 @@ const ControlPanel = (props, context) => {
</>
)}
<Button
icon="sign-out-alt"
color="bad"
content="Log Out"
onClick={() => act('log-out')}
/>
</Flex.Item>
</Flex>
</Stack.Item>
</Stack>
);
};
const ApcControlScene = (props, context) => {
const { data, act } = useBackend(context);
const [
sortByField,
] = useLocalState(context, 'sortByField', null);
const [sortByField] = useLocalState(context, 'sortByField', 'name');
const apcs = flow([
map((apc, i) => ({
@@ -161,94 +157,87 @@ const ApcControlScene = (props, context) => {
// Generate a unique id
id: apc.name + i,
})),
sortByField === 'name' && sortBy(apc => apc.name),
sortByField === 'charge' && sortBy(apc => -apc.charge),
sortByField === 'draw' && sortBy(
apc => -powerRank(apc.load),
apc => -parseFloat(apc.load)),
sortByField === 'name' && sortBy((apc) => apc.name),
sortByField === 'charge' && sortBy((apc) => -apc.charge),
sortByField === 'draw'
&& sortBy(
(apc) => -powerRank(apc.load),
(apc) => -parseFloat(apc.load)
),
])(data.apcs);
return (
<Table>
<Table.Row header>
<Table.Cell>
On/Off
</Table.Cell>
<Table.Cell>
Area
</Table.Cell>
<Table.Cell collapsing>
Charge
</Table.Cell>
<Table.Cell collapsing textAlign="right">
Draw
</Table.Cell>
<Table.Cell collapsing title="Equipment">
Eqp
</Table.Cell>
<Table.Cell collapsing title="Lighting">
Lgt
</Table.Cell>
<Table.Cell collapsing title="Environment">
Env
</Table.Cell>
</Table.Row>
{apcs.map((apc, i) => (
<tr
key={apc.id}
className="Table__row candystripe">
<td>
<Button
icon={apc.operating ? 'power-off' : 'times'}
color={apc.operating ? 'good' : 'bad'}
onClick={() => act('breaker', {
ref: apc.ref,
})}
/>
</td>
<td>
<Button
onClick={() => act('access-apc', {
ref: apc.ref,
})}>
{apc.name}
</Button>
</td>
<td className="Table__cell text-right text-nowrap">
<AreaCharge
charging={apc.charging}
charge={apc.charge}
/>
</td>
<td className="Table__cell text-right text-nowrap">
{apc.load}
</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="equipment"
status={apc.eqp}
apc={apc}
act={act}
/>
</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="lighting"
status={apc.lgt}
apc={apc}
act={act}
/>
</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="environ"
status={apc.env}
apc={apc}
act={act}
/>
</td>
</tr>
))}
</Table>
<Box height={30}>
<Table>
<Table.Row header>
<Table.Cell>On/Off</Table.Cell>
<Table.Cell>Area</Table.Cell>
<Table.Cell collapsing>Charge</Table.Cell>
<Table.Cell collapsing textAlign="right">
Draw
</Table.Cell>
<Table.Cell collapsing title="Equipment">
Eqp
</Table.Cell>
<Table.Cell collapsing title="Lighting">
Lgt
</Table.Cell>
<Table.Cell collapsing title="Environment">
Env
</Table.Cell>
</Table.Row>
{apcs.map((apc, i) => (
<tr key={apc.id} className="Table__row candystripe">
<td>
<Button
icon={apc.operating ? 'power-off' : 'times'}
color={apc.operating ? 'good' : 'bad'}
onClick={() =>
act('breaker', {
ref: apc.ref,
})}
/>
</td>
<td>
<Button
onClick={() =>
act('access-apc', {
ref: apc.ref,
})}>
{apc.name}
</Button>
</td>
<td className="Table__cell text-right text-nowrap">
<AreaCharge charging={apc.charging} charge={apc.charge} />
</td>
<td className="Table__cell text-right text-nowrap">{apc.load}</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="equipment"
status={apc.eqp}
apc={apc}
act={act}
/>
</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="lighting"
status={apc.lgt}
apc={apc}
act={act}
/>
</td>
<td className="Table__cell text-center text-nowrap">
<AreaStatusColorButton
target="environ"
status={apc.env}
apc={apc}
act={act}
/>
</td>
</tr>
))}
</Table>
</Box>
);
};
@@ -261,16 +250,12 @@ const LogPanel = (props, context) => {
// Generate a unique id
id: line.entry + i,
})),
logs => logs.reverse(),
(logs) => logs.reverse(),
])(data.logs);
return (
<Box m={-0.5}>
{logs.map(line => (
<Box
p={0.5}
key={line.id}
className="candystripe"
bold>
{logs.map((line) => (
<Box p={0.5} key={line.id} className="candystripe" bold>
{line.entry}
</Box>
))}
@@ -278,7 +263,7 @@ const LogPanel = (props, context) => {
);
};
const AreaStatusColorButton = props => {
const AreaStatusColorButton = (props) => {
const { target, status, apc, act } = props;
const power = Boolean(status & 2);
const mode = Boolean(status & 1);
@@ -286,20 +271,20 @@ const AreaStatusColorButton = props => {
<Button
icon={mode ? 'sync' : 'power-off'}
color={power ? 'good' : 'bad'}
onClick={() => act('toggle-minor', {
type: target,
value: statusChange(status),
ref: apc.ref,
})}
onClick={() =>
act('toggle-minor', {
type: target,
value: statusChange(status),
ref: apc.ref,
})}
/>
);
};
const statusChange = status => {
const statusChange = (status) => {
// mode flip power flip both flip
// 0, 2, 3
return status === 0 ? 2 : status === 2 ? 3 : 0;
};
AreaStatusColorButton.defaultHooks = pureComponentHooks;

View File

@@ -1,58 +0,0 @@
import { useBackend } from '../backend';
import { Box, Button, LabeledList, Section } from '../components';
import { Window } from '../layouts';
export const CellularEmporium = (props, context) => {
const { act, data } = useBackend(context);
const { abilities } = data;
return (
<Window
width={900}
height={480}>
<Window.Content overflow="auto">
<Section>
<LabeledList>
<LabeledList.Item
label="Genetic Points"
buttons={(
<Button
icon="undo"
content="Readapt"
disabled={!data.can_readapt}
onClick={() => act('readapt')} />
)}>
{data.genetic_points_remaining}
</LabeledList.Item>
</LabeledList>
</Section>
<Section>
<LabeledList>
{abilities.map(ability => (
<LabeledList.Item
key={ability.name}
className="candystripe"
label={ability.name}
buttons={(
<>
{ability.dna_cost}
{' '}
<Button
content={ability.owned ? 'Evolved' : 'Evolve'}
selected={ability.owned}
onClick={() => act('evolve', {
name: ability.name,
})} />
</>
)}>
{ability.desc}
<Box color="good">
{ability.helptext}
</Box>
</LabeledList.Item>
))}
</LabeledList>
</Section>
</Window.Content>
</Window>
);
};

View File

@@ -0,0 +1,97 @@
import { useBackend } from '../backend';
import { Button, Section, Icon, Stack, LabeledList, Box, NoticeBox } from '../components';
import { Window } from '../layouts';
type CellularEmporiumContext = {
abilities: Ability[];
can_readapt: boolean;
genetic_points_remaining: number;
};
type Ability = {
name: string;
desc: string;
path: string;
dna_cost: number;
helptext: string;
owned: boolean;
can_purchase: boolean;
};
export const CellularEmporium = (props, context) => {
const { act, data } = useBackend<CellularEmporiumContext>(context);
const { can_readapt, genetic_points_remaining } = data;
return (
<Window width={900} height={480}>
<Window.Content>
<Section
fill
scrollable
title={'Genetic Points'}
buttons={
<Stack>
<Stack.Item fontSize="16px">
{genetic_points_remaining && genetic_points_remaining}{' '}
<Icon name="dna" color="#DD66DD" />
</Stack.Item>
<Stack.Item>
<Button
icon="undo"
content="Readapt"
disabled={!can_readapt}
onClick={() => act('readapt')}
/>
</Stack.Item>
</Stack>
}>
<AbilityList />
</Section>
</Window.Content>
</Window>
);
};
const AbilityList = (props, context) => {
const { act, data } = useBackend<CellularEmporiumContext>(context);
const { abilities, genetic_points_remaining } = data;
if (!abilities) {
return <NoticeBox>None</NoticeBox>;
} else {
return (
<LabeledList>
{abilities.map((ability) => (
<LabeledList.Item
key={ability.name}
className="candystripe"
label={ability.name}
buttons={
<Stack>
<Stack.Item>{ability.dna_cost}</Stack.Item>
<Stack.Item>
<Icon name="dna" color={ability.owned ? '#DD66DD' : 'gray'} />
</Stack.Item>
<Stack.Item>
<Button
content={'Evolve'}
disabled={
ability.owned
|| ability.dna_cost > genetic_points_remaining
|| !ability.can_purchase
}
onClick={() =>
act('evolve', {
path: ability.path,
})}
/>
</Stack.Item>
</Stack>
}>
{ability.desc}
<Box color="good">{ability.helptext}</Box>
</LabeledList.Item>
))}
</LabeledList>
);
}
};