Merge branch 'mechdrillfix' of https://github.com/KeplerWasTaken/S.P.L.U.R.T-Station-13 into mechdrillfix

This commit is contained in:
KeplerWasTaken
2023-03-12 12:00:30 +01:00
86 changed files with 2040 additions and 720 deletions
-1
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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"
+9 -1
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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"
+6
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@@ -0,0 +1,6 @@
// Returns used by production machinery
// Based on access type that passed the check
#define PROTOLOCK_ACCESS_NORMAL 1
#define PROTOLOCK_ACCESS_LOWPOP 2
#define PROTOLOCK_ACCESS_CAPTAIN 3
#define PROTOLOCK_ACCESS_MINERAL 4
+2
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@@ -2,6 +2,8 @@
#define isqareen(A) (istype(A, /mob/living/simple_animal/qareen))
#define isbloodfledge(A) (HAS_TRAIT(A, TRAIT_BLOODFLEDGE))
// Hyperstation Stuff
#define iswendigo(A) (istype(A, /mob/living/carbon/wendigo))
+7 -2
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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
),
+3
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@@ -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()
+28 -12
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
/**
@@ -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)
@@ -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"
@@ -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)
@@ -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))
@@ -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
@@ -19,7 +19,7 @@
protect_indoors = TRUE
target_trait = ZTRAIT_SNOWSTORM
immunity_type = "snow"
immunity_type = TRAIT_SNOWSTORM_IMMUNE
barometer_predictable = TRUE
@@ -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))
@@ -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"
+92 -46
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@@ -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"
@@ -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"
+35 -25
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****************/
@@ -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)
+4 -4
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)
@@ -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)
@@ -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
@@ -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
@@ -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
+1 -1
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()
. = ..()
@@ -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"
@@ -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)
@@ -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
@@ -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
@@ -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)
@@ -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
@@ -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
@@ -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))
@@ -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
@@ -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)})
@@ -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
@@ -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)
+49
View File
@@ -15,6 +15,55 @@
- 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
2023-03-06:
Anonymous:
- rscadd: 'Emotes: \*bark2; \*yap; \*howl; \*coyhowl.'
2023-03-07:
Anonymous:
- rscadd: 'I am gonna sugarcoat it: \*tt.'
LeDrascol:
- rscadd: Added Bloodfledge quirk examine text
- rscadd: Added Bloodfledge integration with Dumb trait
- rscadd: Added Bloodfledge body part region targeting support
- rscadd: Added Bloodfledge coffin examine text and usage message
- rscadd: Added warning to flight potion for bloodfledge users
- tweak: Bloodfledge quirk actions use proper cooldown buttons
- tweak: Bloodfledge Bite failure splatters blood onto participants
- tweak: Bloodfledge Bite can transfer some of the target's reagents
- tweak: Bloodfledge Bite interaction time is skipped for targets with no blood
- tweak: Drinking blood now grants Strange Nutriment instead of nourishing directly
- balance: Bloodfledge robots will not gain the Revive ability (technical issues)
- balance: Bloodfledge Revive has a five-minute cooldown
- balance: Bloodfledge Revive will always work regardless of health
- balance: Bloodfledge Bite cannot drink from mechanical limbs
- balance: Bloodfledge Bite will not work directly on Synthetic Lizard faces
- balance: Bloodfledge Bite failure triggers cooldown to prevent abuse
- balance: Bloodfledge Bite failure causes minor damage and bleeding to compatible
regions
- balance: Bloodfledge Bite failure only drops 20% of bite amount (from 100%)
- balance: Bloodfledge abilities do not function under anti-magic, garlic, or a
staked heart
- balance: Blood must be ingested to gain nutrition
- balance: Blood ingestion will NOT grant nutrition if used by it's original donor
- balance: Blood ingestion will not clear disgust or stamina loss
2023-03-08:
LeDrascol:
- rscadd: Added better feedback for production machinery topic access denial
- tweak: Production machinery access checks now work for all mobs
- balance: Production machinery can now be used in 'mineral mode' by crew with ORM
access
2023-03-10:
Anonymous:
- rscadd: Prison jumpsuits can be re-skinned into other color-coded security level,
including protective custody and "vampire" variant.
2023-03-11:
LeDrascol:
- rscadd: Added genital fluid blacklist entries for missing effect reagents
- code_imp: Added comments explaining the function of every functional consumable
reagent
- refactor: Refactored genital fluid list generation
- refactor: Refactored getter function for allowed genital fluids list
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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
+47 -16
View File
@@ -33,37 +33,68 @@
// This is intended for low populations
if((!PROTOLOCK_DURING_LOWPOP) && (!JOB_MINIMAL_ACCESS))
// Allow unrestricted use
return TRUE
return PROTOLOCK_ACCESS_LOWPOP
// Define machine user
var/mob/living/carbon/human/machine_user = src
// Check if user exists
if(!istype(machine_user))
return TRUE
// Check if user has access to this machine
if(machine_target.allowed(src))
return PROTOLOCK_ACCESS_NORMAL
// Define user ID card
var/obj/item/card/id/user_id = machine_user.get_idcard()
var/obj/item/card/id/user_id = get_idcard()
// Check if ID card was found
if(!istype(user_id))
// Warn in local chat, then return
machine_target.say("Access denied: Unable to scan user ID card.")
return FALSE
// Check for Captain
if(ACCESS_CAPTAIN in user_id.access)
// Allow usage
return TRUE
return PROTOLOCK_ACCESS_CAPTAIN
// Check if access requirements are met
if(machine_target.check_access(user_id))
// Check for ORM access
if(ACCESS_MINERAL_STOREROOM in user_id.access)
// Allow use
return PROTOLOCK_ACCESS_MINERAL
// User has no access
return FALSE
/mob/proc/can_use_production_topic(obj/machinery/rnd/production/machine_target, raw, ls)
// Basic actions that are always permitted
// This includes syncing research and switching screens
if(ls["sync_research"] || ls["switch_screen"])
return TRUE
// User does not have access
// Warn in local chat, then return
machine_target.say("Access denied: No valid departmental credentials detected.")
// Define user's access type
var/user_access = usr.can_use_production(machine_target)
// Switch result based on access type
// This currently doesn't do anything special
switch(user_access)
// Type: Low population
if(PROTOLOCK_ACCESS_LOWPOP)
return TRUE
// Type: Standard
if(PROTOLOCK_ACCESS_NORMAL)
return TRUE
// Type: Captain
if(PROTOLOCK_ACCESS_CAPTAIN)
return TRUE
// Type: Mineral / ORM
if(PROTOLOCK_ACCESS_MINERAL)
// Check if permitted topic
if(ls["ejectsheet"])
return TRUE
// Topic prohibited
// Deny usage
else
return FALSE
// Default to false
return FALSE
#undef JOB_MINIMAL_ACCESS
@@ -11,6 +11,8 @@
// Check if user can use machine
if(!user.can_use_production(src))
// Warn in local chat and return
say("Access denied: No valid departmental or mineral credentials detected.")
return
// Return normally
@@ -22,7 +24,14 @@
return ..()
// Check if user can use machine
if(!usr.can_use_production(src))
if(!usr.can_use_production_topic(src, raw, ls))
// Alert in local chat
usr.visible_message(span_warning("[usr] pushes a button on [src], causing it to chime with the familiar sound of rejection."), span_warning("The machine buzzes with a soft chime. It seems you don't have access to that button."))
// Play sound
playsound(loc, 'sound/machines/uplinkerror.ogg', 70, 0)
// Return
return
// Return normally
@@ -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)
@@ -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)
@@ -1,5 +1,6 @@
//Genitals and arousals lists
GLOBAL_LIST(genital_fluids_list)
GLOBAL_LIST(genital_fluids_paths)
GLOBAL_LIST_INIT(default_genital_fluids, list(
find_reagent_object_from_type(/datum/reagent/consumable/milk),
@@ -34,3 +34,14 @@
description = span_warning("I can feel a pale curse from the blood I drank.\n")
mood_change = -1
timeout = 2 MINUTES
// Matches drinking shared exotic blood
/datum/mood_event/drankblood_insect
description = span_boldwarning("I drank an insect's hemolymph. What is wrong with me?\n")
mood_change = -2
timeout = 2 MINUTES
/datum/mood_event/drankblood_xeno
description = span_boldwarning("I drank xenobiological blood. What is wrong with me?\n")
mood_change = -2
timeout = 2 MINUTES
@@ -33,3 +33,8 @@
description = span_nicegreen("I\'ve tasted sympathy from a fellow curse bearer.\n")
mood_change = 1
timeout = 2 MINUTES
/datum/mood_event/drank_exotic_matched
description = span_nicegreen("I tasted familiarity from the blood I drank!\n")
mood_change = 2
timeout = 2 MINUTES
+104 -39
View File
@@ -273,7 +273,7 @@
/datum/quirk/storage_concealment
name = "Dorsualiphobic Augmentation"
desc = "You despise the idea of being seen wearing any type of back-mounted storage apparatus! A new technology shields you from the immense shame you may experience, by hiding your equipped backpack."
// UNUSED: Enable by setting these values to TRUE
// The shame is unbearable
mood_quirk = FALSE
@@ -281,10 +281,10 @@
/datum/quirk/storage_concealment/on_spawn()
. = ..()
// Create a new augment item
var/obj/item/implant/hide_backpack/put_in = new
// Apply the augment to the quirk holder
put_in.implant(quirk_holder, null, TRUE, TRUE)
@@ -355,11 +355,9 @@
mob_trait = TRAIT_BLOODFLEDGE
gain_text = span_notice("You feel a sanguine thirst.")
lose_text = span_notice("You feel the sanguine thirst fade away.")
processing_quirk = TRUE
processing_quirk = FALSE // Handled by crates.dm
/datum/quirk/bloodfledge/add()
. = ..()
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
@@ -371,44 +369,60 @@
if(!quirk_mob.dna.skin_tone_override)
quirk_mob.skin_tone = "albino"
// Add quirk ability action datums
var/datum/action/bloodfledge/bite/act_bite = new
var/datum/action/bloodfledge/revive/act_revive = new
act_bite.Grant(quirk_mob)
act_revive.Grant(quirk_mob)
// Add quirk language
quirk_mob.grant_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
// Register examine text
RegisterSignal(quirk_holder, COMSIG_PARENT_EXAMINE, .proc/quirk_examine_bloodfledge)
/datum/quirk/bloodfledge/post_add()
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
// Define and grant ability Bite
var/datum/action/cooldown/bloodfledge/bite/act_bite = new
act_bite.Grant(quirk_mob)
// Check for synthetic
// Robotic mobs have technical issues with adjusting damage
if(quirk_mob.mob_biotypes & MOB_ROBOTIC)
// Warn user
to_chat(quirk_mob, span_warning("As a synthetic lifeform, your components are only able to grant limited sanguine abilities! Regeneration and revival are not possible."))
// User is not synthetic
else
// Define and grant ability Revive
var/datum/action/cooldown/bloodfledge/revive/act_revive = new
act_revive.Grant(quirk_mob)
/datum/quirk/bloodfledge/on_process()
. = ..()
// Processing is currently only used for coffin healing
// This is started and stopped by a proc in crates.dm
// Define potential coffin
var/quirk_coffin = quirk_holder.loc
// Check if the current area is a coffin
if(istype(quirk_holder.loc, /obj/structure/closet/crate/coffin))
if(istype(quirk_coffin, /obj/structure/closet/crate/coffin))
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
// Quirk mob must be injured
if(quirk_mob.health >= quirk_mob.maxHealth)
return
// Warn user
to_chat(quirk_mob, span_notice("[quirk_coffin] does nothing more to help you, as your body is fully mended."))
// Prevent healing for robots
// This caused numerous technical issues
if(quirk_mob.mob_biotypes & MOB_ROBOTIC)
// Display a warning chat message (10% chance)
if(prob(20))
to_chat(quirk_mob, span_warning("Your mechanical body rejects the curse's healing properties!"))
// Return without healing, due robotic nature
// Stop processing and return
STOP_PROCESSING(SSquirks, src)
return
// Nutrition (blood) level must be above STARVING
if(quirk_mob.nutrition <= NUTRITION_LEVEL_STARVING)
// Display a warning chat message (10% chance)
if(prob(20))
to_chat(quirk_mob, span_warning("You need more blood before you can regenerate!"))
// Warn user
to_chat(quirk_mob, span_warning("[quirk_coffin] requires blood to operate, which you are currently lacking. Your connection to the other-world fades once again."))
// Return without healing, due to lack of blood
// Stop processing and return
STOP_PROCESSING(SSquirks, src)
return
// Define initial health
@@ -417,12 +431,6 @@
// Heal brute and burn
// Accounts for robotic limbs
quirk_mob.heal_overall_damage(2,2)
/*
// Heal brute
quirk_mob.adjustBruteLoss(-2)
// Heal burn
quirk_mob.adjustFireLoss(-2)
*/
// Heal oxygen
quirk_mob.adjustOxyLoss(-2)
// Heal clone
@@ -448,9 +456,16 @@
// Amount is equal to 50% of healing done
quirk_mob.adjust_nutrition(health_restored*-1)
// User is not in a coffin
// This should not occur without teleportation
else
// Warn user
to_chat(quirk_holder, span_warning("Your connection to the other-world is broken upon leaving the [quirk_coffin]!"))
// Stop processing
STOP_PROCESSING(SSquirks, src)
/datum/quirk/bloodfledge/remove()
. = ..()
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
@@ -459,17 +474,18 @@
REMOVE_TRAIT(quirk_mob, TRAIT_NOTHIRST, ROUNDSTART_TRAIT)
// Remove quirk ability action datums
var/datum/action/bloodfledge/bite/act_bite = locate() in quirk_mob.actions
var/datum/action/bloodfledge/revive/act_revive = locate() in quirk_mob.actions
var/datum/action/cooldown/bloodfledge/bite/act_bite = locate() in quirk_mob.actions
var/datum/action/cooldown/bloodfledge/revive/act_revive = locate() in quirk_mob.actions
act_bite.Remove(quirk_mob)
act_revive.Remove(quirk_mob)
// Remove quirk language
quirk_mob.remove_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
/datum/quirk/bloodfledge/on_spawn()
. = ..()
// Unregister examine text
UnregisterSignal(quirk_holder, COMSIG_PARENT_EXAMINE)
/datum/quirk/bloodfledge/on_spawn()
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
@@ -506,6 +522,55 @@
// This should not post_add, because the ID is added by on_spawn
to_chat(quirk_holder, span_boldnotice("There is a bloodfledge's ID card [id_location], linked to your station account. It functions as a spare ID, but lacks job access."))
/datum/quirk/bloodfledge/proc/quirk_examine_bloodfledge(atom/examine_target, mob/living/carbon/human/examiner, list/examine_list)
SIGNAL_HANDLER
// Check if human examiner exists
if(!istype(examiner))
return
// Check if examiner is dumb
if(HAS_TRAIT(examiner, TRAIT_DUMB))
// Return with no effects
return
// Define quirk mob
var/mob/living/carbon/human/quirk_mob = quirk_holder
// Define hunger texts
var/examine_hunger_public
var/examine_hunger_secret
// Check hunger levels
switch(quirk_mob.nutrition)
// Hungry
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
examine_hunger_secret = "[quirk_holder.p_they(TRUE)] [quirk_holder.p_are()] blood starved!"
examine_hunger_public = "[quirk_holder.p_they(TRUE)] seem[quirk_holder.p_s()] on edge from something."
// Starving
if(0 to NUTRITION_LEVEL_STARVING)
examine_hunger_secret = "[quirk_holder.p_they(TRUE)] [quirk_holder.p_are()] in dire need of blood!"
examine_hunger_public = "[quirk_holder.p_they(TRUE)] [quirk_holder.p_are()] radiating an aura of frenzied hunger!"
// Invalid hunger
else
// Return with no message
return
// Check if examiner shares the quirk
if(isbloodfledge(examiner))
// Add detection text
examine_list += span_info("[quirk_holder.p_their(TRUE)] hunger makes it easy to identify [quirk_holder.p_them()] as a fellow Bloodsucker Fledgling!")
// Add hunger text
examine_list += span_warning(examine_hunger_secret)
// Check if public hunger text exists
else
// Add hunger text
examine_list += span_warning(examine_hunger_public)
/datum/quirk/werewolf //adds the werewolf quirk
name = "Werewolf"
desc = "A beastly affliction allows you to shape-shift into a large anthropomorphic canine at will."
+498 -117
View File
@@ -1,5 +1,7 @@
#define BLOODFLEDGE_DRAIN_NUM 50
#define BLOODFLEDGE_COOLDOWN_BITE 60
#define BLOODFLEDGE_COOLDOWN_BITE 60 // Six seconds
#define BLOODFLEDGE_COOLDOWN_REVIVE 3000 // Five minutes
#define BLOODFLEDGE_BANK_CAPACITY (BLOODFLEDGE_DRAIN_NUM * 2)
//
// Quirk: Hypnotic Gaze
@@ -115,7 +117,7 @@
to_chat(action_owner, span_warning("You sense that [action_target] would rather not be hypnotized, and decide to respect their wishes."))
to_chat(action_target, span_notice("[action_owner] stares into your eyes with a strange conviction, but turns away after a moment."))
return
// Check for mindshield implant
if(HAS_TRAIT(action_target, TRAIT_MINDSHIELD))
// Warn the users, then return
@@ -183,7 +185,7 @@
// Prompt action owner for response
var/input_suggestion = input("What would you like to suggest [action_target] do? Leave blank to release [action_target.p_them()] instead.", "Hypnotic suggestion", null, null)
// Check if input text exists
if(!input_suggestion)
// Alert user of no input
@@ -205,7 +207,7 @@
// Display local message
action_target.visible_message(span_warning("[action_target] wakes up from their deep slumber!"), span_danger("Your eyelids gently open as you see [action_owner]'s face staring back at you."))
// Remove sleep, then return
action_target.SetSleeping(0)
return
@@ -245,7 +247,7 @@
//
// Basic action preset
/datum/action/bloodfledge
/datum/action/cooldown/bloodfledge
name = "Broken Bloodfledge Ability"
desc = "You shouldn't be seeing this!"
button_icon_state = "power_torpor"
@@ -253,30 +255,62 @@
buttontooltipstyle = "cult"
icon_icon = 'icons/mob/actions/bloodsucker.dmi'
button_icon = 'icons/mob/actions/bloodsucker.dmi'
transparent_when_unavailable = TRUE
// Action: Bite
/datum/action/bloodfledge/bite
name = "Fledgling Bite"
desc = "Sink your vampiric fangs into the person you are grabbing, and attempt to drink their blood."
button_icon_state = "power_feed"
var/drain_cooldown = 0
/datum/action/bloodfledge/bite/Trigger()
// Basic can-use check
/datum/action/cooldown/bloodfledge/IsAvailable(silent = FALSE)
. = ..()
// Check parent return
if(!.)
return FALSE
// Check for carbon owner
if(!iscarbon(owner))
// Warn user and return
to_chat(owner, span_warning("You shouldn't have this ability!"))
return FALSE
// Check vampire ability mob proc
if(!owner.allow_vampiric_ability(silent = FALSE))
return FALSE
// Action can be used
return TRUE
// Action: Bite
/datum/action/cooldown/bloodfledge/bite
name = "Fledgling Bite"
desc = "Sink your vampiric fangs into the person you are grabbing, and attempt to drink their blood."
button_icon_state = "power_feed"
cooldown_time = BLOODFLEDGE_COOLDOWN_BITE
var/time_interact = 30
// Reagent holder, used to change reaction type
var/datum/reagents/blood_bank
/datum/action/cooldown/bloodfledge/bite/Grant()
. = ..()
// Check for voracious
if(HAS_TRAIT(owner, TRAIT_VORACIOUS))
// Make times twice as fast
cooldown_time *= 0.5
time_interact*= 0.5
// Create reagent holder
blood_bank = new(BLOODFLEDGE_BANK_CAPACITY)
/datum/action/cooldown/bloodfledge/bite/Trigger()
. = ..()
// Check parent return
if(!.)
return
// Define action owner
var/mob/living/carbon/action_owner = owner
// Check for cooldown
if(drain_cooldown >= world.time)
// Warn the user, then return
to_chat(action_owner, span_notice("That ability isn't ready yet."))
return
// Check for any grabbed target
if(!action_owner.pulling)
// Warn the user, then return
@@ -301,11 +335,20 @@
to_chat(action_owner, span_notice("You can't bite things while muzzled!"))
return
// Check for covered mouth
if(action_owner.is_mouth_covered())
// Warn the user, then return
to_chat(action_owner, span_notice("You can't bite things with your mouth covered!"))
return
// Define pulled target
var/pull_target = action_owner.pulling
// Define bite target
var/mob/living/carbon/bite_target
var/mob/living/carbon/human/bite_target
// Define if action owner is dumb
var/action_owner_dumb = HAS_TRAIT(action_owner, TRAIT_DUMB)
// Check if the target is carbon
if(iscarbon(pull_target))
@@ -316,7 +359,7 @@
else if(istype(pull_target,/obj/structure/arachnid/cocoon))
// Define if cocoon has a valid target
// This cannot use pull_target
var/possible_cocoon_target = locate(/mob/living/carbon) in action_owner.pulling.contents
var/possible_cocoon_target = locate(/mob/living/carbon/human) in action_owner.pulling.contents
// Check defined cocoon target
if(possible_cocoon_target)
@@ -325,86 +368,294 @@
// Or a blood tomato
else if(istype(pull_target,/obj/item/reagent_containers/food/snacks/grown/tomato/blood))
// Set message based on dumbness
var/message_tomato_suffix = (action_owner_dumb ? ", and absorb it\'s delicious vegan-friendly blood!" : "! It's not very nutritious.")
// Warn the user, then return
to_chat(action_owner, span_danger("You plunge your fangs into [pull_target]! It's not very nutritious."))
to_chat(action_owner, span_danger("You plunge your fangs into [pull_target][message_tomato_suffix]"))
return
// This doesn't actually interact with the item
// Or none of the above
else
// Set message based on dumbness
var/message_invalid_target = (action_owner_dumb ? "You bite at [pull_target], but nothing seems to happen" : "You can't drain blood from [pull_target]!")
// Warn the user, then return
to_chat(action_owner, span_warning("You can't drain blood from [pull_target]!"))
to_chat(action_owner, span_warning(message_invalid_target))
return
// Define selected zone
var/target_zone = action_owner.zone_selected
// Check if target can be penetrated
// Bypass pierce immunity so feedback can be provided later
if(!bite_target.can_inject(action_owner, FALSE, target_zone, FALSE, TRUE))
// Warn the user, then return
to_chat(action_owner, span_warning("There\'s no exposed flesh or thin material in that region of [bite_target]'s body. You're unable to bite them!"))
return
// Check targeted body part
var/obj/item/bodypart/bite_bodypart = bite_target.get_bodypart(target_zone)
// Define zone name
var/target_zone_name = "flesh"
// Define if target zone has special effects
var/target_zone_effects = FALSE
// Define if zone should be checked
// Uses dismember check to determine if it can be missing
// Missing limbs are assumed to be dismembered
var/target_zone_check = bite_bodypart?.can_dismember() || TRUE
// Set zone name based on region
// Also checks for some protections
switch(target_zone)
if(BODY_ZONE_HEAD)
target_zone_name = "neck"
if(BODY_ZONE_CHEST)
target_zone_name = "shoulder"
if(BODY_ZONE_L_ARM)
target_zone_name = "left arm"
if(BODY_ZONE_R_ARM)
target_zone_name = "right arm"
if(BODY_ZONE_L_LEG)
target_zone_name = "left thigh"
if(BODY_ZONE_R_LEG)
target_zone_name = "right thigh"
if(BODY_ZONE_PRECISE_EYES)
// Check if eyes exist and are exposed
if(!bite_target.has_eyes(REQUIRE_EXPOSED))
// Warn user and return
to_chat(action_owner, span_warning("You can't find [bite_target]'s eyes to bite them!"))
return
// Set region data normally
target_zone_name = "eyes"
target_zone_check = FALSE
target_zone_effects = TRUE
if(BODY_ZONE_PRECISE_MOUTH)
// Check if mouth exists and is exposed
if(!(bite_target.has_mouth() && bite_target.mouth_is_free()))
to_chat(action_owner, span_warning("You can't find [bite_target]'s lips to bite them!"))
return
// Set region data normally
target_zone_name = "lips"
target_zone_check = FALSE
target_zone_effects = TRUE
if(BODY_ZONE_PRECISE_GROIN)
target_zone_name = "groin"
target_zone_check = FALSE
if(BODY_ZONE_PRECISE_L_HAND)
target_zone_name = "left wrist"
if(BODY_ZONE_PRECISE_R_HAND)
target_zone_name = "right wrist"
if(BODY_ZONE_PRECISE_L_FOOT)
target_zone_name = "left ankle"
if(BODY_ZONE_PRECISE_R_FOOT)
target_zone_name = "right ankle"
// Check if target should be checked
if(target_zone_check)
// Check if bodypart exists
if(!bite_bodypart)
// Warn user and return
to_chat(action_owner, span_warning("[bite_target] doesn't have a [target_zone_name] for you to bite!"))
return
// Check if bodypart is organic
if(!bite_bodypart.is_organic_limb())
// Display local message
action_owner.visible_message(span_danger("[action_owner] tries to bite [bite_target]'s [target_zone_name], but is unable to penetrate the mechanical prosthetic!"), span_warning("You attempt to bite [bite_target]'s [target_zone_name], but can't penetrate the mechanical prosthetic!"))
// Warn user
to_chat(bite_target, span_warning("[action_owner] tries to bite your [target_zone_name], but is unable to penetrate the mechanical prosthetic!"))
// Play metal hit sound
playsound(bite_target, "sound/effects/clang[pick(1,2)].ogg", 30, 1, -2)
// Start cooldown early to prevent spam
StartCooldown()
// Return without further effects
return
// Check for anti-magic
if(bite_target.anti_magic_check(FALSE, TRUE, FALSE, 0))
// Check for a dumb user
if(action_owner_dumb)
// Display local message
action_owner.visible_message(span_danger("[action_owner] tries to bite [bite_target]'s [target_zone_name], but bursts into flames just as [action_owner.p_they()] come[action_owner.p_s()] into contact with [bite_target.p_them()]!"), span_userdanger("Surges of pain course through your body as you attempt to bite [bite_target]! What were you thinking?"))
// Warn target
to_chat(bite_target, span_warning("[action_owner] tries to bite you, but bursts into flames just as [action_owner.p_they()] come[action_owner.p_s()] into contact with you!"))
// Stop grabbing
action_owner.stop_pulling()
// Ignite action owner
action_owner.adjust_fire_stacks(2)
action_owner.IgniteMob()
// Return with no further effects
return
// Warn the user and target, then return
to_chat(bite_target, span_warning("[action_owner] tries to bite you, but stops before touching you!"))
to_chat(bite_target, span_warning("[action_owner] tries to bite your [target_zone_name], but stops before touching you!"))
to_chat(action_owner, span_warning("[bite_target] is blessed! You stop just in time to avoid catching fire."))
return
// Check for garlic necklace or garlic in the bloodstream
if(!blood_sucking_checks(bite_target, TRUE, TRUE))
// Check for a dumb user
if(action_owner_dumb)
// Display local message
action_owner.visible_message(span_danger("[action_owner] tries to bite [bite_target]'s [target_zone_name], but immediately recoils in disgust upon touching [bite_target.p_them()]!"), span_userdanger("An intense wave of disgust washes over your body as you attempt to bite [bite_target]! What were you thinking?"))
// Warn target
to_chat(bite_target, span_warning("[action_owner] tries to bite your [target_zone_name], but recoils in disgust just as [action_owner.p_they()] come[action_owner.p_s()] into contact with you!"))
// Stop grabbing
action_owner.stop_pulling()
// Add disgust
action_owner.adjust_disgust(10)
// Vomit
action_owner.vomit()
// Return with no further effects
return
// Warn the user and target, then return
to_chat(bite_target, span_warning("[action_owner] tries to bite you, but is warded off by your Allium Sativum!"))
to_chat(action_owner, span_warning("You sense that [bite_target] is protected by Allium Sativum, and refrain from biting them."))
to_chat(bite_target, span_warning("[action_owner] leans in to bite your [target_zone_name], but is warded off by your Allium Sativum!"))
to_chat(action_owner, span_warning("You sense that [bite_target] is protected by Allium Sativum, and refrain from biting [bite_target.p_them()]."))
return
// Define bite target's blood volume
var/target_blood_volume = bite_target.blood_volume
// Check for sufficient blood volume
if(!target_blood_volume)
if(target_blood_volume < BLOODFLEDGE_DRAIN_NUM)
// Warn the user, then return
to_chat(action_owner, span_warning("There's not enough blood in [bite_target]!"))
return
// Check if total blood would become too low
if((target_blood_volume - BLOODFLEDGE_DRAIN_NUM) <= BLOOD_VOLUME_OKAY)
// Check for a dumb user
if(action_owner_dumb)
// Warn the user, but allow
to_chat(action_owner, span_warning("You pay no attention to [bite_target]'s blood volume, and bite [bite_target.p_their()] [target_zone_name] without hesitation."))
// Check for aggressive grab
if(action_owner.grab_state < GRAB_AGGRESSIVE)
else if(action_owner.grab_state < GRAB_AGGRESSIVE)
// Warn the user, then return
to_chat(action_owner, span_warning("You sense that [bite_target] is running low on blood. You'll need a tighter grip on [bite_target.p_them()] to continue."))
return
// Check for pacifist
if(HAS_TRAIT(action_owner, TRAIT_PACIFISM))
else if(HAS_TRAIT(action_owner, TRAIT_PACIFISM))
// Warn the user, then return
to_chat(action_owner, span_warning("You can't drain any more blood from [bite_target] without hurting [bite_target.p_them()]!"))
return
// Set cooldown and action times
var/time_cooldown = BLOODFLEDGE_COOLDOWN_BITE
var/time_interact = 30
// Check for pierce immunity
if(HAS_TRAIT(bite_target, TRAIT_PIERCEIMMUNE))
// Display local chat message
action_owner.visible_message(span_danger("[action_owner] tries to bite down on [bite_target]'s [target_zone_name], but can't seem to pierce [bite_target.p_them()]!"), span_danger("You try to bite down on [bite_target]'s [target_zone_name], but are completely unable to pierce [bite_target.p_them()]!"))
// Check for voracious
if(HAS_TRAIT(action_owner, TRAIT_VORACIOUS))
// Make times twice as fast
time_cooldown *= 0.5
time_interact*= 0.5
// Warn bite target
to_chat(bite_target, span_userdanger("[action_owner] tries to bite your [target_zone_name], but is unable to piece you!"))
// Set cooldown
drain_cooldown = world.time + time_cooldown
// Return without further effects
return
// Check for target zone special effects
if(target_zone_effects)
// Check if biting eyes or mouth
if((target_zone == BODY_ZONE_PRECISE_EYES) || (target_zone == BODY_ZONE_PRECISE_MOUTH))
// Check if biting target with proto-type face
// Snout type is a string that cannot use subtype search
if(findtext(bite_target.dna?.features["mam_snouts"], "Synthetic Lizard"))
// Display local chat message
action_owner.visible_message(span_notice("[action_owner]'s fangs clank harmlessly against [bite_target]'s face screen!"), span_notice("Your fangs clank harmlessly against [bite_target]'s face screen!"))
// Play glass tap sound
playsound(bite_target, 'sound/effects/Glasshit.ogg', 30, 1, -2)
// Start cooldown early to prevent spam
StartCooldown()
// Return without further effects
return
// Check for strange bite regions
switch(target_zone)
// Zone is eyes
if(BODY_ZONE_PRECISE_EYES)
// Define target's eyes
var/obj/item/organ/eyes/target_eyes = bite_target.getorganslot(ORGAN_SLOT_EYES)
// Check if eyes exist
if(target_eyes)
// Display warning
to_chat(bite_target, span_userdanger("Your [target_eyes] rupture in pain as [action_owner]'s fangs pierce their surface!"))
// Blur vision
bite_target.blur_eyes(10)
// Add organ damage
target_eyes.applyOrganDamage(20)
// Zone is mouth
if(BODY_ZONE_PRECISE_MOUTH)
// Cause temporary stuttering
bite_target.stuttering = 10
// Display local chat message
action_owner.visible_message(span_danger("[action_owner] begins to bite down on [bite_target]'s neck!"))
// Warn bite target
to_chat(bite_target, span_userdanger("[action_owner] has bitten your neck, and is trying to drain your blood!"))
action_owner.visible_message(span_danger("[action_owner] bites down on [bite_target]'s [target_zone_name]!"), span_danger("You bite down on [bite_target]'s [target_zone_name]!"))
// Play a bite sound effect
playsound(action_owner, 'sound/weapons/bite.ogg', 30, 1, -2)
// Check if bite target species has blood
if(NOBLOOD in bite_target.dna?.species?.species_traits)
// Warn the user and target
to_chat(bite_target, span_warning("[action_owner] bit your [target_zone_name] in an attempt to drain your blood, but couldn't find any!"))
to_chat(action_owner, span_warning("[bite_target] doesn't have any blood to drink!"))
// Start cooldown early to prevent sound spam
StartCooldown()
// Return without effects
return
// Warn bite target
to_chat(bite_target, span_userdanger("[action_owner] has bitten your [target_zone_name], and is trying to drain your blood!"))
// Try to perform action timer
if(!do_after(action_owner, time_interact, target = bite_target))
// When failing
// Display a local chat message
action_owner.visible_message(span_danger("[action_owner]'s fangs are prematurely torn from [bite_target]'s neck, spilling [bite_target.p_their()] blood!"))
action_owner.visible_message(span_danger("[action_owner]'s fangs are prematurely torn from [bite_target]'s [target_zone_name], spilling some of [bite_target.p_their()] blood!"), span_danger("Your fangs are prematurely torn from [bite_target]'s [target_zone_name], spilling some of [bite_target.p_their()] blood!"))
// Bite target "drops" the blood
// Bite target "drops" 20% of the blood
// This creates large blood splatter
bite_target.bleed(BLOODFLEDGE_DRAIN_NUM, FALSE)
bite_target.bleed((BLOODFLEDGE_DRAIN_NUM*0.2), FALSE)
// Play splatter sound
playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
@@ -417,21 +668,26 @@
// Log the biting action failure
log_combat(action_owner,bite_target,"bloodfledge bitten (interrupted)")
// Add target's blood to quirk holder and themselves
bite_target.add_mob_blood(bite_target)
action_owner.add_mob_blood(bite_target)
// Check if body part is valid for bleeding
// This reuses the dismember-able check
if(target_zone_check)
// Cause minor bleeding
bite_bodypart.generic_bleedstacks += 2
// Apply minor damage
bite_bodypart.receive_damage(brute = rand(4,8), sharpness = SHARP_POINTY)
// Start cooldown early
// This is to prevent bite interrupt spam
StartCooldown()
// Return
return
// Check if bite target species has blood
if(NOBLOOD in bite_target.dna.species.species_traits)
// Warn the user and target, then return
to_chat(bite_target, span_warning("[action_owner] tried to drain you, but didn't find any blood!"))
to_chat(action_owner, span_warning("[bite_target] doesn't have any blood to drink!"))
return
// Create blood splatter
bite_target.add_splatter_floor(get_turf(bite_target), TRUE)
// Checks for exotic species blood below
// Variable for species with non-blood blood volumes
var/blood_valid = TRUE
@@ -442,81 +698,149 @@
// Action owner assumes blood until after drinking
var/blood_name = "blood"
// Check bite target for synth blood
if(bite_target.mob_biotypes & MOB_ROBOTIC)
// Mark blood as invalid
blood_valid = FALSE
// Check if target has exotic blood
if(bite_target.dna?.species?.exotic_bloodtype)
// Define blood types for owner and target
var/blood_type_owner = action_owner.dna?.species?.exotic_bloodtype
var/blood_type_target = bite_target.dna?.species?.exotic_bloodtype
// Set blood type name
blood_name = "coolant"
// Define if blood types match
var/blood_type_match = (blood_type_owner == blood_type_target ? TRUE : FALSE)
// Check if the action owner is also a synth
if (action_owner.mob_biotypes & MOB_ROBOTIC)
// Allow gaining blood from this
blood_transfer = TRUE
// Check if types matched
if(blood_type_match)
// Add positive mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_exotic_match", /datum/mood_event/drank_exotic_matched)
// Action owner is not a synth
else
// Warn the user
to_chat(action_owner, span_warning("That didn't taste like blood at all..."))
// Switch for target's blood type
switch(blood_type_target)
// Synth blood
if("S")
// Mark blood as invalid
blood_valid = FALSE
// Add disgust
action_owner.adjust_disgust(2)
// Set blood type name
blood_name = "coolant"
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_synth", /datum/mood_event/drankblood_synth)
// Check if blood types match
if(blood_type_match)
// Allow transferring blood from this
blood_transfer = TRUE
// Check if bite target is a slime
if (isslimeperson(bite_target))
// Mark blood as invalid
blood_valid = FALSE
// Blood types do not match
else
// Warn the user
to_chat(action_owner, span_warning("That didn't taste like blood at all..."))
// Set blood type name
blood_name = "slime"
// Add disgust
action_owner.adjust_disgust(2)
// Check if the action owner is also a slime
if(isslimeperson(action_owner))
// Allow gaining blood from this
blood_transfer = TRUE
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_synth", /datum/mood_event/drankblood_synth)
// Action owner is not a slime
else
// Warn the user
to_chat(action_owner, span_warning("You feel a sloshing presence inside you, but it dies out after a few moments."))
// Slime blood
if("GEL")
// Mark blood as invalid
blood_valid = FALSE
// Add disgust
action_owner.adjust_disgust(2)
// Allow transferring blood from this
blood_transfer = TRUE
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_slime", /datum/mood_event/drankblood_slime)
// Set blood type name
blood_name = "slime"
// End of species blood checks
// Check if blood types match
if(!blood_type_match)
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_slime", /datum/mood_event/drankblood_slime)
// Bug blood
if("BUG")
// Set blood type name
blood_name = "hemolymph"
// Check if blood types match
if(!blood_type_match)
// Mark blood as invalid
blood_valid = FALSE
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_insect", /datum/mood_event/drankblood_insect)
// Xenomorph blood
if("X*")
// Set blood type name
blood_name = "xeno blood"
// Check if blood types match
if(!blood_type_match)
// Mark blood as invalid
blood_valid = FALSE
// Cause negative mood
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_xeno", /datum/mood_event/drankblood_xeno)
// Lizard blood
if("L")
// Set blood type name
blood_name = "reptilian blood"
// End of exotic blood checks
// Define user's remaining capacity to absorb blood
var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - action_owner.blood_volume
var/drained_blood = min(target_blood_volume, BLOODFLEDGE_DRAIN_NUM, blood_volume_difference)
// Remove blood from bite target
bite_target.blood_volume = clamp(target_blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
// Perform a blood transfer
// This is done to transfer compatible diseases
// Grants nothing, unless blood transfer variable is set
bite_target.transfer_blood_to(action_owner, (blood_transfer ? drained_blood : 0), TRUE)
// Check if action owner received valid (nourishing) blood
if(blood_valid)
// Add blood reagent to the user
action_owner.reagents.add_reagent(/datum/reagent/blood/, drained_blood)
// Transfer reagents from target to action owner
// Limited to a maximum 10% of bite amount (default 10u)
bite_target.reagents.trans_to(action_owner, (drained_blood*0.1))
// Alert the bite target and local user of success
// Yes, this is AFTER the message for non-valid blood
to_chat(bite_target, span_danger("[action_owner] has taken some of your [blood_name]!"))
to_chat(action_owner, span_notice("You've drained some of [bite_target]'s [blood_name]!"))
// Alert the action holder if blood volume limit was exceeded
if(blood_transfer && (action_owner.blood_volume >= BLOOD_VOLUME_MAXIMUM))
to_chat(action_owner, span_warning("You body fails to absorb any more [blood_name]. The remainder has been lost."))
// Check if action owner received valid (nourishing) blood
if(blood_valid)
// Add blood reagent to reagent holder
blood_bank.add_reagent(/datum/reagent/blood/, drained_blood, bite_target.get_blood_data())
// Set reaction type to INGEST
blood_bank.reaction(action_owner, INGEST)
// Transfer reagent to action owner
blood_bank.trans_to(action_owner, drained_blood)
// Remove all reagents
blood_bank.remove_all()
// Check if blood transfer should occur
else if(blood_transfer)
// Check if action holder's blood volume limit was exceeded
if(action_owner.blood_volume >= BLOOD_VOLUME_MAXIMUM)
// Warn user
to_chat(action_owner, span_warning("You body cannot integrate any more [blood_name]. The remainder will be lost."))
// Blood volume limit was not exceeded
else
// Alert user
to_chat(action_owner, span_notice("You body integrates the [blood_name] directly, instead of processing it into nutrition."))
// Transfer blood directly
bite_target.transfer_blood_to(action_owner, drained_blood, TRUE)
// Set drain amount to none
// This prevents double removal
drained_blood = 0
// Valid blood was not received
// No direct blood transfer occurred
else
// Warn user of failure
to_chat(action_owner, span_warning("Your body cannot process the [blood_name] into nourishment!"))
// Remove blood from bite target
bite_target.blood_volume = clamp(target_blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
// Play a heartbeat sound effect
// This was changed to match bloodsucker
@@ -562,15 +886,23 @@
// Cause mood event
SEND_SIGNAL(action_owner, COMSIG_ADD_MOOD_EVENT, "bloodfledge_drank_cursed_blood", mood_type)
// Start cooldown
StartCooldown()
// Action: Revive
/datum/action/bloodfledge/revive
/datum/action/cooldown/bloodfledge/revive
name = "Fledgling Revive"
desc = "Expend all of your remaining energy to escape death."
button_icon_state = "power_strength"
cooldown_time = BLOODFLEDGE_COOLDOWN_REVIVE
/datum/action/bloodfledge/revive/Trigger()
/datum/action/cooldown/bloodfledge/revive/Trigger()
. = ..()
// Check parent return
if(!.)
return
// Define mob
var/mob/living/carbon/human/action_owner = owner
@@ -579,7 +911,7 @@
if(action_owner.stat != DEAD)
// Warn user in chat
to_chat(action_owner, "You can't use this ability while alive!")
// Return
return
@@ -594,6 +926,9 @@
if(action_owner.nutrition <= NUTRITION_LEVEL_STARVING)
revive_failed += "\n- You don't have enough blood left!"
/*
* Removed to buff revivals
*
// Condition: Can be revived
// This is used by revive(), and must be checked here to prevent false feedback
if(!action_owner.can_be_revived())
@@ -602,22 +937,23 @@
// Condition: Damage limit, brute
if(action_owner.getBruteLoss() >= MAX_REVIVE_BRUTE_DAMAGE)
revive_failed += "\n- Your body is too battered!"
// Condition: Damage limit, burn
if(action_owner.getFireLoss() >= MAX_REVIVE_FIRE_DAMAGE)
revive_failed += "\n- Your body is too badly burned!"
*/
// Condition: Suicide
if(action_owner.suiciding)
revive_failed += "\n- You chose this path."
revive_failed += "\n- You chose this path."
// Condition: No revivals
if(HAS_TRAIT(action_owner, TRAIT_NOCLONE))
revive_failed += "\n- You only had one chance."
revive_failed += "\n- You only had one chance."
// Condition: Demonic contract
if(action_owner.hellbound)
revive_failed += "\n- The soul pact must be honored."
revive_failed += "\n- The soul pact must be honored."
// Check for failure
if(revive_failed)
@@ -630,6 +966,48 @@
// Return
return
// Check if health is too low to use revive()
if(action_owner.health <= HEALTH_THRESHOLD_DEAD)
// Set health high enough to revive
// Based on defib.dm
// Define damage values
var/damage_brute = action_owner.getBruteLoss()
var/damage_burn = action_owner.getFireLoss()
var/damage_tox = action_owner.getToxLoss()
var/damage_oxy = action_owner.getOxyLoss()
var/damage_clone = action_owner.getCloneLoss()
var/damage_brain = action_owner.getOrganLoss(ORGAN_SLOT_BRAIN)
// Define total damage
var/damage_total = damage_brute + damage_burn + damage_tox + damage_oxy + damage_brain + damage_clone
// Define to prevent redundant math
var/health_half_crit = action_owner.health - HALFWAYCRITDEATH
// Adjust damage types
action_owner.adjustOxyLoss(health_half_crit * (damage_oxy / damage_total), 0)
action_owner.adjustToxLoss(health_half_crit * (damage_tox / damage_total), 0)
action_owner.adjustFireLoss(health_half_crit * (damage_burn / damage_total), 0)
action_owner.adjustBruteLoss(health_half_crit * (damage_brute / damage_total), 0)
action_owner.adjustCloneLoss(health_half_crit * (damage_clone / damage_total), 0)
action_owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, health_half_crit * (damage_brain / damage_total))
// Update health
action_owner.updatehealth()
// Check if revival is possible
// This is used by revive(), and must be checked here to prevent false feedback
if(!action_owner.can_be_revived())
// Warn user
to_chat(action_owner, span_warning("Despite your body's best attempts at mending, it remains too weak to revive! Something this terrible shouldn't be possible!"))
// Start cooldown anyway, since healing was performed
StartCooldown()
// Return without revival
return
// Define time dead
// Used for revive policy
var/time_dead = world.time - action_owner.timeofdeath
@@ -669,6 +1047,9 @@
// Log the revival and effective policy
action_owner.log_message("revived using a vampire quirk ability after being dead for [time_dead] deciseconds. Considered [time_late? "late" : "memory-intact"] revival under configured policy limits.", LOG_GAME)
// Start cooldown
StartCooldown()
//
// Quirk: Werewolf
//
@@ -0,0 +1,60 @@
/obj/structure/closet/crate/coffin/examine(mob/user)
. = ..()
// Define carbon user
var/mob/living/carbon/coffin_examinee
// Check if carbon user exists
if(!istype(coffin_examinee))
return
// Check for bloodfledge
if(isbloodfledge(coffin_examinee))
. += span_cult("As a Bloodsucker Fledgling; You can use coffins like this one to heal your wounds and escape from death.")
/obj/structure/closet/crate/coffin/after_close(mob/living/coffin_toucher)
. = ..()
// Iterate over carbon mobs inside
for(var/mob/living/carbon/coffin_user in contents)
// Check for bloodfledge
if(isbloodfledge(coffin_user))
// Check for synthetic
if(coffin_user.mob_biotypes && (coffin_user.mob_biotypes & MOB_ROBOTIC))
// Warn user and continue
to_chat(coffin_user, span_warning("Your components don't respond to [src]'s sanguine connection! Regeneration will not be possible."))
continue
// Check if vampire ability is allowed
if(!coffin_user.allow_vampiric_ability())
to_chat(coffin_user, span_warning("[src] fails to form a connection with your body amidst the strong magical interference! Something is blocking your connection to the other-world!"))
// Function already contains message
continue
// Define quirk entry
var/datum/quirk/bloodfledge/quirk_target = locate() in coffin_user.roundstart_quirks
// Start processing
START_PROCESSING(SSquirks, quirk_target)
// Alert user
to_chat(coffin_user, span_nicegreen("[src] empowers your connection to the other-world, allowing your body to mend."))
/obj/structure/closet/crate/coffin/after_open(mob/living/coffin_toucher)
. = ..()
// Define turf
var/turf/coffin_turf = get_turf(src)
// Iterate over carbon mobs inside
for(var/mob/living/carbon/coffin_user in coffin_turf.contents)
// Check for bloodfledge
if(isbloodfledge(coffin_user))
// Define quirk entry
var/datum/quirk/bloodfledge/quirk_target = locate() in coffin_user.roundstart_quirks
// Stop processing
STOP_PROCESSING(SSquirks, quirk_target)
// Alert user
to_chat(coffin_user, span_notice("[src] is no longer empowering you."))
@@ -0,0 +1,5 @@
/datum/antagonist/bloodsucker/New()
. = ..()
// Add antagonist incompatible quirks
LAZYADD(blacklisted_quirks, list(/datum/quirk/bloodfledge))
+461 -34
View File
@@ -1,5 +1,7 @@
#define APPEARANCE_CATEGORY_COLUMN "<td valign='top' width='17%'>"
#define MAX_MUTANT_ROWS 5
#define GFLUID_ETHANOL_POWER_LIMIT 80
#define GFLUID_RARITY_LIMIT REAGENT_VALUE_RARE
/datum/preferences
max_save_slots = DEFAULT_SAVE_SLOTS
@@ -8,8 +10,11 @@
var/new_character_creator = TRUE // old/new character creator
/datum/preferences/New(client/C)
// Check if readable fluids list exists
// Please move this check a better location if possible
if(!GLOB.genital_fluids_list)
build_genital_fluids_list() //I DON'T KNOW where else to put it, ok??
// Build list
build_genital_fluids_list()
//Extra saves for donators
max_save_slots = CONFIG_GET(number/base_save_slots)
@@ -1201,123 +1206,545 @@
. = ..()
/proc/build_genital_fluids_list()
var/list/blacklisted = list( //Nonos
//Ethanol
// Define disallowed reagents
var/list/blacklisted = list(
// Base ethanol
/datum/reagent/consumable/ethanol,
//
// Effect drinks
//
// Removes dizziness, drowsiness, and sleeping
/datum/reagent/consumable/ethanol/kahlua,
// Can cause organ loss and death
/datum/reagent/consumable/ethanol/thirteenloko,
// Drugs the user
/datum/reagent/consumable/ethanol/threemileisland,
// Causes hallucinations
/datum/reagent/consumable/ethanol/absinthe,
// Heals body parts for assistants
/datum/reagent/consumable/ethanol/hooch,
// Heals revolutionary antagonists
/datum/reagent/consumable/ethanol/cuba_libre,
// Heals radiation for engineers
/datum/reagent/consumable/ethanol/screwdrivercocktail,
// Restores blood volume
/datum/reagent/consumable/ethanol/bloody_mary,
/datum/reagent/consumable/ethanol/brave_bull,
// Causes the user to emit light
/datum/reagent/consumable/ethanol/tequila_sunrise,
// Increases body temperature
/datum/reagent/consumable/ethanol/toxins_special,
// Causes hallucinations
/datum/reagent/consumable/ethanol/beepsky_smash,
// Heals brute and burn damage for dwarfs
/datum/reagent/consumable/ethanol/manly_dorf,
// Drugs the user
/datum/reagent/consumable/ethanol/manhattan_proj,
// Increases body temperature
/datum/reagent/consumable/ethanol/antifreeze,
// Heals brute damage
/datum/reagent/consumable/ethanol/barefoot,
/datum/reagent/consumable/ethanol/barefoot,
// Increases body temperature
/datum/reagent/consumable/ethanol/sbiten,
// Reduces body temperature
/datum/reagent/consumable/ethanol/iced_beer,
// Grants points for changeling antagonist
/datum/reagent/consumable/ethanol/changelingsting,
// Plays an explosion sound effect
/datum/reagent/consumable/ethanol/syndicatebomb,
// Heals body parts for clowns
/datum/reagent/consumable/ethanol/bananahonk,
// Heals body parts for mimes
/datum/reagent/consumable/ethanol/silencer,
// Attracts nearby ores
/datum/reagent/consumable/ethanol/fetching_fizz,
// Heals critical health users 'extremely quickly'
/datum/reagent/consumable/ethanol/hearty_punch,
// Causes confusion, dizziness, slurring, sleep, and toxin damage
/datum/reagent/consumable/ethanol/atomicbomb,
// Causes dizziness, slurring, confusion, drugging, and toxin damage
/datum/reagent/consumable/ethanol/gargle_blaster,
// Causes brain damage, drugging, and dizziness
/datum/reagent/consumable/ethanol/neurotoxin,
// Causes brain damage
/datum/reagent/consumable/ethanol/neuroweak,
// Causes slurring, dizziness, drugging, jittering, and toxin damage
/datum/reagent/consumable/ethanol/hippies_delight,
// Causes cult sluttering and stuttering
/datum/reagent/consumable/ethanol/narsour,
// Causes clock cult slurring and stuttering
/datum/reagent/consumable/ethanol/cogchamp,
// Heals body part and brute damage for some mobs
/datum/reagent/consumable/ethanol/pinotmort,
// Heals body part and brute damage for security
/datum/reagent/consumable/ethanol/quadruple_sec,
// Heals body part, brute, suffocation, burn, and toxin damage for security
/datum/reagent/consumable/ethanol/quintuple_sec,
// Heals brute, burn, toxin, suffocation, and stamina damage
/datum/reagent/consumable/ethanol/bastion_bourbon,
// Grants nutrition
/datum/reagent/consumable/ethanol/squirt_cider,
// Grants nutrition
/datum/reagent/consumable/ethanol/sugar_rush,
/datum/reagent/consumable/ethanol/crevice_spike,
// Grants soothed throat effect and increases temperature
/datum/reagent/consumable/ethanol/peppermint_patty,
// Removes mighty shield reagent
/datum/reagent/consumable/ethanol/alexander,
// Heals brute and burn damage for sleeping users
/datum/reagent/consumable/ethanol/between_the_sheets,
// Removes nutrition and causes toxin damage
/datum/reagent/consumable/ethanol/fernet,
// Removes nutrition and causes toxin damage
/datum/reagent/consumable/ethanol/fernet_cola,
// Removes nutrition and clears overeating duration
/datum/reagent/consumable/ethanol/fanciulli,
// Reduces body temperature
/datum/reagent/consumable/ethanol/branca_menta,
// Heals body part damage for mimes
/datum/reagent/consumable/ethanol/blank_paper,
// Heals body part, suffocation, and toxin damage for wizards
/datum/reagent/consumable/ethanol/wizz_fizz,
// Causes toxin damage to insects
/datum/reagent/consumable/ethanol/bug_spray,
// Reduces stamina
/datum/reagent/consumable/ethanol/turbo,
// Increases age, changes hair color, causes nearsightedness, causes a beard
/datum/reagent/consumable/ethanol/old_timer,
// Heals burn damage, removes jittering, and removes stuttering for Chaplain
/datum/reagent/consumable/ethanol/trappist,
// Teleports the user
/datum/reagent/consumable/ethanol/blazaam,
// Increases temperature, and can cause ignition
/datum/reagent/consumable/ethanol/mauna_loa,
// Heals body part, brute, suffocation, fire, foxin, and radiation for the Captain
/datum/reagent/consumable/ethanol/commander_and_chief,
// Increases temperature
/datum/reagent/consumable/ethanol/hellfire,
//Drink reagents
// Causes drugging and stamina loss
/datum/reagent/consumable/ethanol/hotlime_miami,
// Causes brute damage
/datum/reagent/consumable/ethanol/crevice_spike,
/*
* The following reagents have effects
* But are too mild to warrant blacklisting
*
// Tints the user green
/datum/reagent/consumable/ethanol/beer/green,
// Heals radiation
/datum/reagent/consumable/ethanol/vodka,
// Heals brute loss
/datum/reagent/consumable/ethanol/bilk,
// Plays an explosion sound effect
/datum/reagent/consumable/ethanol/b52,
// Displays a chat message
/datum/reagent/consumable/ethanol/gunfire,
*/
//
// SPLURT effect drinks
//
/*
* The following reagents have effects
* But are allowed for humor purposes
*
// Causes clothing loss
/datum/reagent/consumable/ethanol/panty_dropper,
// Causes brain damage
/datum/reagent/consumable/ethanol/lean,
*/
// Contains morphine
/datum/reagent/consumable/ethanol/isloation_cell/morphine,
// Contains hexacrocin, morphine, and enthrall
/datum/reagent/consumable/ethanol/chemical_ex,
// Captain drink
/datum/reagent/consumable/ethanol/heart_of_gold,
// Captain drink
/datum/reagent/consumable/ethanol/moth_in_chief,
// Replaces the tongue
/datum/reagent/consumable/ethanol/skullfucker_deluxe,
// Heals brute, burn, and toxin or suffocation damage
/datum/reagent/consumable/ethanol/ionstorm,
//
// Effect drink reagents
//
// Causes toxin damage
/datum/reagent/consumable/poisonberryjuice,
// Heals body parts for clown
/datum/reagent/consumable/banana,
// Heals body parts for mime
/datum/reagent/consumable/nothing,
// Causes forced laughter emote and mood event
/datum/reagent/consumable/laughter,
// Causes stun and mood event
/datum/reagent/consumable/superlaughter,
/datum/reagent/consumable/soymilk, //No soy shall come from any titty
// Heals brute, fire, toxin, and suffocation damage, and reduces nutrition for non-doctors
/datum/reagent/consumable/doctor_delight,
// Reduces size
/datum/reagent/consumable/red_queen,
// Causes stamina loss, forced emote, chat messages, and arousal
/datum/reagent/consumable/catnip_tea,
// Heals toxin damage
/datum/reagent/consumable/aloejuice,
/*
* The following reagents have effects
* But are allowed for humor purposes
*
// Heals body part and brute damage, removes capsaicin, and heals body parts for calcium healers
/datum/reagent/consumable/milk,
// Heals body parts
/datum/reagent/consumable/soymilk,
// Heals body parts
/datum/reagent/consumable/coconutmilk,
// Heals body parts
/datum/reagent/consumable/cream,
*/
/*
* The following reagents have effects
* But are too mild to warrant blacklisting
*
// Heals suffocation damage
/datum/reagent/consumable/orangejuice,
// Heals burn damage
/datum/reagent/consumable/tomatojuice,
// Heals body parts
/datum/reagent/consumable/tomatojuice,
// Heals blurred vision, blindness, and nearsightedness
/datum/reagent/consumable/carrotjuice,
// Removes dizziness, drowsiness, and sleeping, increases temperature, and removes frost oil
/datum/reagent/consumable/coffee,
// Reduces dizziness, drowsiness, jittering, and sleeping, heals toxin damage, and increases temperature
/datum/reagent/consumable/tea,
// Reduces nutrition, dizziness, drowsiness, and jittering, and increases temperature
/datum/reagent/consumable/tea/red,
// Heals liver damage, reduces dizziness, drowsiness, and jittering, and increases temperature
/datum/reagent/consumable/tea/green,
// Heals toxin damage, reduces dizziness, drowsiness, and jittering, and increases temperature
/datum/reagent/consumable/tea/forest,
// Causes drugging and dizziness, removes all disgust
/datum/reagent/consumable/tea/mush,
// Displays chat messages
/datum/reagent/consumable/tea/arnold_palmer,
// Reduces dizziness, drowsiness, jittering, and sleeping, and reduces temperature
/datum/reagent/consumable/icecoffee,
// Reduces dizziness, drowsiness, and sleeping, heals toxin damage, and reduces temperature
/datum/reagent/consumable/icetea,
// Reduces drowsiness and temperature
/datum/reagent/consumable/space_cola,
// Causes jittering, drugging, and dizziness, removes drowsiness, reduces sleeping and temperature
/datum/reagent/consumable/nuka_cola,
// Reduces drowsiness, sleeping, and temperature, and causes jittering
/datum/reagent/consumable/spacemountainwind,
// Reduces temperature
/datum/reagent/consumable/space_up,
// Reduces temperature
/datum/reagent/consumable/lemon_lime,
// Reduces temperature
/datum/reagent/consumable/pwr_game,
// Reduces temperature
/datum/reagent/consumable/shamblers,
// Adds sugar or honey
/datum/reagent/consumable/buzz_fuzz,
// Causes jittering, and dizziness, removes drowsiness, reduces sleeping and temperature
/datum/reagent/consumable/grey_bull,
// Reduces dizziness, and drowsiness, and temperature
/datum/reagent/consumable/sodawater,
// Reduces dizziness, and drowsiness, and temperature
/datum/reagent/consumable/tonic,
// Reduces dizziness and drowsiness, removes sleeping, increases temperature and jittering, heals body parts
/datum/reagent/consumable/soy_latte,
//Normal reagents
// Reduces dizziness and drowsiness, removes sleeping, increases temperature and jittering, heals body parts
/datum/reagent/consumable/cafe_latte,
// Reduces temperature
/datum/reagent/consumable/grape_soda,
// Causes throat soothed effect
/datum/reagent/consumable/menthol,
// Reduces temperature
/datum/reagent/consumable/cream_soda,
// Reduces disgust
/datum/reagent/consumable/sol_dry,
// Causes chat messages
/datum/reagent/consumable/milk/pinkmilk,
// Causes chat messages
/datum/reagent/consumable/tea/pinktea,
// Causes jittering, and dizziness, removes drowsiness, reduces sleeping and temperature
/datum/reagent/consumable/monkey_energy,
*/
//
// Effect standard reagents
//
// Grants nutrition
/datum/reagent/consumable/nutriment/vitamin,
// Can cause hyperglycemic shock (sleeping)
/datum/reagent/consumable/sugar,
// Increases temperature
/datum/reagent/consumable/capsaicin,
// Reduces temperature
/datum/reagent/consumable/frostoil,
// Causes coughing, and can be used for stuns
/datum/reagent/consumable/condensedcapsaicin,
// Heals the cook, but damages vampires
/datum/reagent/consumable/garlic,
// Heals body part damage
/datum/reagent/consumable/sprinkles,
/datum/reagent/consumable/enzyme,
// Increases temperature
/datum/reagent/consumable/hot_ramen,
// Increases temperature
/datum/reagent/consumable/hell_ramen,
// Adds sugar reagent
/datum/reagent/consumable/corn_syrup,
// Adds sugar, heals brute, burn, suffocation, and toxin
/datum/reagent/consumable/honey,
// Causes temporary blindness and blurred vision
/datum/reagent/consumable/tearjuice,
// Causes unconsciousness, breath loss, brain damage, toxin damage, stamina loss, and blurred vision
/datum/reagent/consumable/entpoly,
// Heals brute and burn damage
/datum/reagent/consumable/vitfro,
// Causes electrocution
/datum/reagent/consumable/liquidelectricity,
// Causes forced speech
/datum/reagent/consumable/char,
/datum/reagent/consumable/laughsyrup,
/datum/reagent/consumable/honey, //zad
// Secret reagent, makes all food max quality
/datum/reagent/consumable/secretsauce,
// Used for making most food
/datum/reagent/consumable/enzyme,
/*
* The following reagents have effects
* But are too mild to warrant blacklisting
*
// Increases temperature
/datum/reagent/consumable/hot_coco,
*/
)
GLOB.genital_fluids_list = list()
// Define base list
var/list/consumable_list = subtypesof(/datum/reagent/consumable)
var/list/paths = subtypesof(/datum/reagent/consumable)
LAZYADD(paths, list(
// Define additional allowed reagents
var/list/whitelist_list = list(
// Just water
/datum/reagent/water,
// Causes arousal
// Allowed for ERP reasons
/datum/reagent/drug/aphrodisiac,
/datum/reagent/drug/copium,
/datum/reagent/blood
))
for(var/path in paths)
var/datum/reagent/instance = find_reagent_object_from_type(path)
// Causes positive mood bonus
// On overdose: Causes negative mood penalty and disgust
/datum/reagent/drug/copium/gfluid,
// Restores blood volume
/datum/reagent/blood,
)
// Add whitelisted entries to main list
LAZYADD(consumable_list, whitelist_list)
// Define final list
var/list/reagent_list
// Define final type-based list
var/list/reagent_list_paths
for(var/reagent in consumable_list)
// Define reagent
var/datum/reagent/instance = find_reagent_object_from_type(reagent)
// Check if reagent exists
if(!instance)
continue
if(path in blacklisted)
continue
if(istype(instance, /datum/reagent/consumable/ethanol))
var/datum/reagent/consumable/ethanol/drink = instance
if(drink.boozepwr > 80)
continue
// Check if reagent is non-liquid
if(instance.reagent_state != LIQUID)
// Ignore reagent
continue
LAZYADD(GLOB.genital_fluids_list, instance)
// Check if reagent is blacklisted
if(reagent in blacklisted)
// Ignore reagent
continue
// Check if reagent is manually whitelisted
if(reagent in whitelist_list)
// Add immediately
LAZYADD(reagent_list, instance)
LAZYADD(reagent_list_paths, reagent)
// Skip further processing
continue
// Check if reagent exceeds rarity limit
if(instance.value >= GFLUID_RARITY_LIMIT)
// Ignore reagent
continue
// Check if reagent is an ethanol sub-type
if(istype(instance, /datum/reagent/consumable/ethanol))
// Define ethanol reagent
var/datum/reagent/consumable/ethanol/drink = instance
// Check if booze power exceeds the defined limit
if(drink.boozepwr > GFLUID_ETHANOL_POWER_LIMIT)
// Ignore reagent
continue
// Add reagent to final list
LAZYADD(reagent_list, instance)
// Add reagent to type list
LAZYADD(reagent_list_paths, reagent)
// Define readable GLOB
GLOB.genital_fluids_list = reagent_list
// Define type-path GLOB
GLOB.genital_fluids_paths = reagent_list_paths
/proc/allowed_gfluid_paths()
if(!GLOB.genital_fluids_list)
// Check if paths list exists
if(!GLOB.genital_fluids_paths)
// Build list
build_genital_fluids_list()
var/list/allowed
for(var/datum/reagent/fluid in GLOB.genital_fluids_list)
LAZYADD(allowed, fluid.type)
return allowed
// Return list of valid types
return GLOB.genital_fluids_paths
#undef APPEARANCE_CATEGORY_COLUMN
#undef MAX_MUTANT_ROWS
@@ -341,3 +341,33 @@
icon_state = "explorerstripper"
mob_overlay_icon = 'modular_splurt/icons/mob/clothing/uniform.dmi'
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
// Prison Jumpsuit/Jumpskirt override to allow reskins
/obj/item/clothing/under/rank/prisoner
reskin_binding = COMSIG_CLICK_CTRL
unique_reskin = list(
"max-sec" = list("icon_state" = "maxprisoner", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi', "anthro_mob_worn_overlay" = 'modular_splurt/icons/mobs/clothing/uniform_digi.dmi'),
"high-sec" = list("icon_state" = "highprisoner", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi', "anthro_mob_worn_overlay" = 'modular_splurt/icons/mobs/clothing/uniform_digi.dmi'),
"med-sec" = list("icon_state" = "prisoner", "icon" = 'icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = null, "anthro_mob_worn_overlay" = null),
"low-sec" = list("icon_state" = "lowprisoner", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi', "anthro_mob_worn_overlay" = 'modular_splurt/icons/mobs/clothing/uniform_digi.dmi'),
"prot-sec" = list("icon_state" = "protprisoner", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi', "anthro_mob_worn_overlay" = 'modular_splurt/icons/mobs/clothing/uniform_digi.dmi'),
"vampire" = list("icon_state" = "blackprisoner", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi', "anthro_mob_worn_overlay" = 'modular_splurt/icons/mobs/clothing/uniform_digi.dmi')
)
/obj/item/clothing/under/rank/prisoner/reskin_obj(mob/M)
. = ..()
name = "prison [current_skin] jumpsuit"
/obj/item/clothing/under/rank/prisoner/skirt
unique_reskin = list(
"max-sec" = list("icon_state" = "maxprisoner_skirt", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi'),
"high-sec" = list("icon_state" = "highprisoner_skirt", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi'),
"med-sec" = list("icon_state" = "prisoner_skirt", "icon" = 'icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = null),
"low-sec" = list("icon_state" = "lowprisoner_skirt", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi'),
"prot-sec" = list("icon_state" = "protprisoner_skirt", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi'),
"vampire" = list("icon_state" = "blackprisoner_skirt", "icon" = 'modular_splurt/icons/obj/clothing/uniforms.dmi', "mob_overlay_icon" = 'modular_splurt/icons/mobs/clothing/uniform.dmi')
)
/obj/item/clothing/under/rank/prisoner/skirt/reskin_obj(mob/M)
. = ..()
name = "prison [current_skin] jumpskirt"
@@ -0,0 +1,26 @@
// Potion of flight
/obj/item/reagent_containers/glass/bottle/potion/flight/attack(mob/living/target, mob/living/user)
// Check for self attack
// Check for carbon target
if((target != user) || (!iscarbon(user)))
// Return normally
return ..()
// Check for bloodfledge
if(isbloodfledge(user))
// Define list of options
var/list/prompt_options = list("Confirm", "Cancel")
// Prompt user for input
var/input_warning = tgui_alert(user, "You sense that drinking this may be a bad idea. Are you sure you'd like to continue?",src,prompt_options)
// Sanitize input
sanitize_inlist(input_warning, prompt_options)
// Check if input was NOT confirmation
if(input_warning != "Confirm")
// Return without results
return
// Return normally
. = ..()
@@ -3,3 +3,9 @@
if(id in (CONFIG_GET(keyed_list/roundstart_races)))
return TRUE
return FALSE
/datum/species/vampire/roundstart/New()
. = ..()
// Add species incompatible quirks
LAZYADD(blacklisted_quirks, list(/datum/quirk/bloodfledge))
@@ -647,6 +647,18 @@
emote_sound = 'modular_splurt/sound/voice/waterphone.ogg'
emote_cooldown = 3.4 SECONDS
/datum/emote/living/audio/taunt
key = "tt"
key_third_person = "taunts"
message = "strikes a pose!"
message_param = "taunts %t!"
emote_sound = 'modular_splurt/sound/voice/phillyhit.ogg'
/datum/emote/living/audio/taunt/alt
key = "tt2"
key_third_person = "taunts2"
emote_sound = 'modular_splurt/sound/voice/orchestrahit.ogg'
/datum/emote/living/audio/weh2
key = "weh2"
key_third_person = "wehs2"
@@ -679,6 +691,42 @@
emote_sound = 'modular_splurt/sound/voice/waa.ogg'
emote_cooldown = 3.5 SECONDS
/datum/emote/living/audio/bark2
key = "bark2"
key_third_person = "barks2"
message = "barks!"
message_mime = "acts out a bark!"
emote_sound = 'modular_splurt/sound/voice/bark_alt.ogg'
emote_cooldown = 0.35 SECONDS
/datum/emote/living/audio/yap
key = "yap"
key_third_person = "yaps"
message = "yaps!"
message_mime = "acts out a yap!"
emote_sound = 'modular_splurt/sound/voice/yap.ogg'
emote_cooldown = 0.28 SECONDS
/datum/emote/living/audio/howl
key = "howl"
key_third_person = "howls"
message = "howls!"
message_mime = "acts out a howl!"
emote_sound = 'modular_splurt/sound/voice/wolfhowl.ogg'
emote_cooldown = 2.04 SECONDS
/datum/emote/living/audio/coyhowl
key = "coyhowl"
key_third_person = "coyhowls"
message = "howls like coyote!"
message_mime = "acts out a coyote's howl!"
emote_sound = 'modular_splurt/sound/voice/coyotehowl.ogg'
emote_cooldown = 2.94 SECONDS // Uses longest sound's time
/datum/emote/living/audio/coyhowl/run_emote(mob/user, params)
emote_sound = pick('modular_splurt/sound/voice/coyotehowl.ogg', 'modular_splurt/sound/voice/coyotehowl2.ogg', 'modular_splurt/sound/voice/coyotehowl3.ogg', 'modular_splurt/sound/voice/coyotehowl4.ogg', 'modular_splurt/sound/voice/coyotehowl5.ogg')
. = ..()
/datum/emote/living/mlem
key = "mlem"
key_third_person = "mlems"
@@ -340,12 +340,12 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
else
leaping = 1
weather_immunities += "lava"
//weather_immunities += "lava"
pixel_y = 10
update_icons()
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(750) //Less than a stunbaton since stunbatons hit everytime.
weather_immunities -= "lava"
//weather_immunities -= "lava"
/mob/living/silicon/robot/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
+38
View File
@@ -41,3 +41,41 @@
if (.)
return
to_chat(A, span_notice("[src] seems to be checking you out."))
/mob/proc/allow_vampiric_ability(check_anti_magic = TRUE, check_holy = TRUE, check_garlic_neck = TRUE, check_garlic_blood = TRUE, check_stake = TRUE, silent = TRUE)
// Check if carbon
if(!iscarbon(src))
// Warn user and return false
if(!silent)
to_chat(src, span_warning("Your body cannot form connections to the other-world!"))
return FALSE
// Check for anti-magic variables
if(check_anti_magic || check_holy)
// Check for anti-magic
if(src.anti_magic_check(check_anti_magic, check_holy, FALSE, 0, TRUE))
// Warn user and return false
if(!silent)
to_chat(src, span_warning("A powerful anti-magic force is blocking your connection to the other-world!"))
return FALSE
// Check for anti-garlic variables
if(check_garlic_neck || check_garlic_blood)
// Check bloodsucker checks
if(!blood_sucking_checks(src, check_garlic_neck, check_garlic_blood))
// Warn user and return false
if(!silent)
to_chat(src, span_warning("The warding power of Allium Sativum prevents you from using any sanguine powers!"))
return FALSE
// Check for stake variable
if(check_stake)
// Check for stake
if(src.AmStaked())
// Warn user and return false
if(!silent)
to_chat(src, span_warning("You are staked! You must remove the offending weapon from your heart before using any sanguine powers!"))
return FALSE
// All checks passed
return TRUE
@@ -90,6 +90,10 @@
gas = GAS_COPIUM
value = REAGENT_VALUE_GLORIOUS
// Variant of Copium created by genital fluids
/datum/reagent/drug/copium/gfluid
value = REAGENT_VALUE_COMMON
/datum/reagent/drug/copium/on_mob_life(mob/living/carbon/M)
. = ..()
@@ -36,12 +36,29 @@
if(HAS_TRAIT(M,TRAIT_INCUBUS))
M.adjust_nutrition(1.5)
/datum/reagent/blood/on_mob_life(mob/living/carbon/C)
/datum/reagent/blood/reaction_mob(mob/living/carbon/M, method=TOUCH, reac_volume)
. = ..()
if(HAS_TRAIT(C,TRAIT_BLOODFLEDGE))
C.adjust_nutrition(6)
C.adjust_disgust(-2) // Negates the chapel's disgust effect
C.adjustStaminaLoss(1) // Mitigates the chapel's stamina effect
// Check if ingested
if(method != INGEST)
return
// Check if blood data exists
if(!data)
// Log warning and return
log_game("[M] attempted to ingest blood that had no data!")
return
// Check for Bloodfledge quirk
if(HAS_TRAIT(M,TRAIT_BLOODFLEDGE))
// Check for own blood
if(data["donor"] == M)
// Warn user and return
to_chat(M, span_warning("You gain no nourishment from the familiar blood..."))
return
// Add nutrition reagent
// Reduced to 50%
M.reagents.add_reagent(/datum/reagent/consumable/notriment, reac_volume*0.5)
/datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M)
. = ..()
@@ -60,27 +77,59 @@
// Escape clause: 12% chance to continue
if(!prob(12))
return
// Character speaks nonsense
M.say(pick("Somebody help me...","Unshackle me please...","Anybody... I've had enough of this dream...","The night blocks all sight...","Oh, somebody, please..."), forced = "holy water")
// Escape clause: 10% chance to continue
if(!prob(10))
return
// Character has a seisure
M.visible_message(span_danger("[M] starts having a seizure!"), span_userdanger("You have a seizure!"))
M.Unconscious(120)
to_chat(M, "<span class='cultlarge'>[pick("The moon is close. It will be a long hunt tonight.", "Ludwig, why have you forsaken me?", \
"The night is near its end...", "Fear the blood...")]</span>")
// Apply damage
M.adjustToxLoss(1, 0)
M.adjustFireLoss(1, 0)
// Escape clause: 25% chance to continue
if(!prob(25))
return
// Spontaneous combustion
M.IgniteMob()
// This is used by 'alternative food' quirks
// It should not be used for any other purpose
/datum/reagent/consumable/notriment
name = "Strange Nutriment"
description = "An exotic form of nutriment produced by unusual digestive systems."
reagent_state = SOLID
nutriment_factor = 5 // From 4
metabolization_rate = 1 // From 0.4
max_nutrition = NUTRITION_LEVEL_FAT // From INFINITY
color = "#66552f" // rgb: 102, 85, 47
/datum/reagent/consumable/notriment/reaction_mob(mob/living/carbon/M, method=TOUCH, reac_volume)
// Check if mob can process food
if(!HAS_TRAIT(M, TRAIT_NO_PROCESS_FOOD))
// Warn user
to_chat(M, span_warning("Your body is incapable of processing the Strange Nutriment!"))
// Remove reagent
M.reagents.remove_reagent(/datum/reagent/consumable/notriment/, reac_volume)
// Ignore this mob
return
// Return normally
. = ..()
/datum/reagent/consumable/notriment/on_mob_life(mob/living/carbon/M)
. = ..()
// Add nutrition
M.adjust_nutrition(nutriment_factor, max_nutrition)
@@ -31,7 +31,7 @@
var/mob/living/carbon/human/cord_user = user
// Check for bloodfledge
if(HAS_TRAIT(cord_user, TRAIT_BLOODFLEDGE))
if(isbloodfledge(cord_user))
// Warn user and return
to_chat(cord_user, span_warning("You try to siphon energy from [target], but a sanguine force prevents you from absorbing any charge!"))
return
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@@ -235,6 +235,7 @@
#include "code\__HELPERS\sorts\InsertSort.dm"
#include "code\__HELPERS\sorts\MergeSort.dm"
#include "code\__HELPERS\sorts\TimSort.dm"
#include "code\__SANDCODE\DEFINES\access.dm"
#include "code\__SANDCODE\DEFINES\chat.dm"
#include "code\__SANDCODE\DEFINES\DNA.dm"
#include "code\__SANDCODE\DEFINES\keybindings.dm"
@@ -856,7 +857,6 @@
#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"
@@ -4475,6 +4475,7 @@
#include "modular_splurt\code\game\objects\structures\bed_chairs\sofa.dm"
#include "modular_splurt\code\game\objects\structures\cannons\cannon.dm"
#include "modular_splurt\code\game\objects\structures\cannons\cannonballs.dm"
#include "modular_splurt\code\game\objects\structures\crates_lockers\crates.dm"
#include "modular_splurt\code\game\objects\structures\crates_lockers\closets\fitness.dm"
#include "modular_splurt\code\game\objects\structures\crates_lockers\closets\slaver.dm"
#include "modular_splurt\code\game\objects\structures\crates_lockers\closets\secure\psychology.dm"
@@ -4501,6 +4502,7 @@
#include "modular_splurt\code\modules\admin\verbs\randomverbs.dm"
#include "modular_splurt\code\modules\admin\verbs\vpnbunker.dm"
#include "modular_splurt\code\modules\antagonists\_common\antag_spawner.dm"
#include "modular_splurt\code\modules\antagonists\bloodsucker\datum_bloodsucker.dm"
#include "modular_splurt\code\modules\antagonists\bloodsucker\levelup.dm"
#include "modular_splurt\code\modules\antagonists\ert_cleanup\ert_cleanup.dm"
#include "modular_splurt\code\modules\antagonists\qareen\qareen.dm"
@@ -4688,6 +4690,7 @@
#include "modular_splurt\code\modules\mentor\mentor_verbs.dm"
#include "modular_splurt\code\modules\mining\equipment\kinetic_crusher.dm"
#include "modular_splurt\code\modules\mining\equipment\machine_vending.dm"
#include "modular_splurt\code\modules\mining\lavaland\necropolis_chests.dm"
#include "modular_splurt\code\modules\mob\emote.dm"
#include "modular_splurt\code\modules\mob\mob.dm"
#include "modular_splurt\code\modules\mob\mob_defines.dm"
+141 -156
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;
@@ -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>
);
};
@@ -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', {
name: ability.name,
})}
/>
</Stack.Item>
</Stack>
}>
{ability.desc}
<Box color="good">{ability.helptext}</Box>
</LabeledList.Item>
))}
</LabeledList>
);
}
};