not existing

This commit is contained in:
Letter N
2021-02-09 15:44:49 +08:00
parent f87aa0ac5b
commit 834e4730b3
14 changed files with 43 additions and 272 deletions

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@@ -91,9 +91,7 @@ GLOBAL_LIST_INIT(arcade_prize_pool, list(
var/obj/machinery/computer/arcade/A = new CB.build_path(loc, CB)
A.setDir(dir)
return INITIALIZE_HINT_QDEL
//The below object acts as a spawner with a wide array of possible picks, most being uninspired references to past/current player characters.
//Nevertheless, this keeps its ratio constant with the sum of all the others prizes.
prizes[/obj/item/toy/plush/random] = counterlist_sum(prizes) * ARCADE_RATIO_PLUSH
Reset()
/obj/machinery/computer/arcade/proc/prizevend(mob/user, prizes = 1)

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@@ -229,7 +229,7 @@
return
busy = TRUE
var/gamerSkillLevel = 0
// var/gamerSkillLevel = 0
var/gamerSkill = 0
var/gamerSkillRands = 0
@@ -402,7 +402,7 @@
else if(href_list["killcrew"]) //shoot a crewmember
if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_LING)
var/sheriff = remove_crewmember() //I shot the sheriff
playsound(loc,'sound/weapons/gun/pistol/shot.ogg', 100, TRUE)
playsound(loc,'sound/weapons/gunshot.ogg', 100, TRUE)
killed_crew++
var/mob/living/user = usr
@@ -529,246 +529,6 @@
busy = FALSE
// usr?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)
/obj/machinery/computer/arcade/orion_trail/proc/event()
eventdat = "<center><h1>[event]</h1></center>"
canContinueEvent = 0
switch(event)
if(ORION_TRAIL_RAIDERS)
eventdat += "Raiders have come aboard your ship!"
if(prob(50))
var/sfood = rand(1,10)
var/sfuel = rand(1,10)
food -= sfood
fuel -= sfuel
eventdat += "<br>They have stolen [sfood] <b>Food</b> and [sfuel] <b>Fuel</b>."
else if(prob(10))
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] tried to fight back, but was killed."
else
eventdat += "<br>Fortunately, you fended them off without any trouble."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_FLUX)
eventdat += "This region of space is highly turbulent. <br>If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies."
eventdat += "<br>What will you do?"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];slow=1'>Slow Down</a> <a href='byond://?src=[REF(src)];keepspeed=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_ILLNESS)
eventdat += "A deadly illness has been contracted!"
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] was killed by the disease."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_BREAKDOWN)
eventdat += "Oh no! The engine has broken down!"
eventdat += "<br>You can repair it with an engine part, or you can make repairs for 3 days."
if(engine >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useengine=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_MALFUNCTION)
eventdat += "The ship's systems are malfunctioning!"
eventdat += "<br>You can replace the broken electronics with spares, or you can spend 3 days troubleshooting the AI."
if(electronics >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];useelec=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_COLLISION)
eventdat += "Something hit us! Looks like there's some hull damage."
if(prob(25))
var/sfood = rand(5,15)
var/sfuel = rand(5,15)
food -= sfood
fuel -= sfuel
eventdat += "<br>[sfood] <b>Food</b> and [sfuel] <b>Fuel</b> was vented out into space."
if(prob(10))
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] was killed by rapid depressurization."
eventdat += "<br>You can repair the damage with hull plates, or you can spend the next 3 days welding scrap together."
if(hull >= 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];usehull=1'>Use Part</a><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
else
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];wait=1'>Wait</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_BLACKHOLE)
eventdat += "You were swept away into the black hole."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];holedeath=1'>Oh...</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
settlers = list()
if(ORION_TRAIL_LING)
eventdat += "Strange reports warn of changelings infiltrating crews on trips to Orion..."
if(settlers.len <= 2)
eventdat += "<br>Your crew's chance of reaching Orion is so slim the changelings likely avoided your ship..."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(prob(10)) // "likely", I didn't say it was guaranteed!
lings_aboard = min(++lings_aboard,2)
else
if(lings_aboard) //less likely to stack lings
if(prob(20))
lings_aboard = min(++lings_aboard,2)
else if(prob(70))
lings_aboard = min(++lings_aboard,2)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];killcrew=1'>Kill a Crewmember</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Risk it</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_LING_ATTACK)
if(lings_aboard <= 0) //shouldn't trigger, but hey.
eventdat += "Haha, fooled you, there are no changelings on board!"
eventdat += "<br>(You should report this to a coder :S)"
else
var/ling1 = remove_crewmember()
var/ling2 = ""
if(lings_aboard >= 2)
ling2 = remove_crewmember()
eventdat += "Changelings among your crew suddenly burst from hiding and attack!"
if(ling2)
eventdat += "<br>[ling1] and [ling2]'s arms twist and contort into grotesque blades!"
else
eventdat += "<br>[ling1]'s arm twists and contorts into a grotesque blade!"
var/chance2attack = alive*20
if(prob(chance2attack))
var/chancetokill = 30*lings_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 lings, 2 crew is 50% chance
if(prob(chancetokill))
var/deadguy = remove_crewmember()
var/murder_text = pick("The changeling[ling2 ? "s" : ""] bring[ling2 ? "" : "s"] down [deadguy] and disembowel[ling2 ? "" : "s"] them in a spray of gore!", \
"[ling2 ? pick(ling1, ling2) : ling1] corners [deadguy] and impales them through the stomach!", \
"[ling2 ? pick(ling1, ling2) : ling1] decapitates [deadguy] in a single cleaving arc!")
eventdat += "<br>[murder_text]"
else
eventdat += "<br><br><b>You valiantly fight off the changeling[ling2 ? "s":""]!</b>"
if(ling2)
food += 30
lings_aboard = max(0,lings_aboard-2)
else
food += 15
lings_aboard = max(0,--lings_aboard)
eventdat += "<br><i>Well, it's perfectly good food...</i>\
<br>You cut the changeling[ling2 ? "s" : ""] into meat, gaining <b>[ling2 ? "30" : "15"]</b> Food!"
else
eventdat += "<br><br>[pick("Sensing unfavorable odds", "After a failed attack", "Suddenly breaking nerve")], \
the changeling[ling2 ? "s":""] vanish[ling2 ? "" : "es"] into space through the airlocks! You're safe... for now."
if(ling2)
lings_aboard = max(0,lings_aboard-2)
else
lings_aboard = max(0,--lings_aboard)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_SPACEPORT)
gameStatus = ORION_STATUS_MARKET
if(spaceport_raided)
eventdat += "The spaceport is on high alert! You've been barred from docking by the local authorities after your failed raid."
if(last_spaceport_action)
eventdat += "<br><b>Last Spaceport Action:</b> [last_spaceport_action]"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
else
eventdat += "Your jump into the sector yields a spaceport - a lucky find!"
eventdat += "<br>This spaceport is home to travellers who failed to reach Orion, but managed to find a different home..."
eventdat += "<br>Trading terms: FU = Fuel, FO = Food"
if(last_spaceport_action)
eventdat += "<br><b>Last action:</b> [last_spaceport_action]"
eventdat += "<h3><b>Crew:</b></h3>"
eventdat += english_list(settlers)
eventdat += "<br><b>Food: </b>[food] | <b>Fuel: </b>[fuel]"
eventdat += "<br><b>Engine Parts: </b>[engine] | <b>Hull Panels: </b>[hull] | <b>Electronics: </b>[electronics]"
//If your crew is pathetic you can get freebies (provided you haven't already gotten one from this port)
if(!spaceport_freebie && (fuel < 20 || food < 20))
spaceport_freebie++
var/FU = 10
var/FO = 10
var/freecrew = 0
if(prob(30))
FU = 25
FO = 25
if(prob(10))
add_crewmember()
freecrew++
eventdat += "<br>The traders of the spaceport take pity on you, and generously give you some free supplies! (+[FU]FU, +[FO]FO)"
if(freecrew)
eventdat += "<br>You also gain a new crewmember!"
fuel += FU
food += FO
//CREW INTERACTIONS
eventdat += "<P ALIGN=Right>Crew Management:</P>"
//Buy crew
if(food >= 10 && fuel >= 10)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buycrew=1'>Hire a New Crewmember (-10FU, -10FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford a new crewmember.</P>"
//Sell crew
if(settlers.len > 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];sellcrew=1'>Sell Crew for Fuel and Food (+7FU, +7FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You have no other crew to sell.</P>"
//BUY/SELL STUFF
eventdat += "<P ALIGN=Right>Spare Parts:</P>"
//Engine parts
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=1'>Buy Engine Parts (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford engine parts.</a>"
//Hull plates
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=2'>Buy Hull Plates (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford hull plates.</a>"
//Electronics
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];buyparts=3'>Buy Spare Electronics (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>You cannot afford spare electronics.</a>"
//Trade
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=1'>Trade Fuel for Food (-5FU,+5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You don't have 5FU to trade.</P"
if(food > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];trade=2'>Trade Food for Fuel (+5FU,-5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>You don't have 5FO to trade.</P"
//Raid the spaceport
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];raid_spaceport=1'>!! Raid Spaceport !!</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];leave_spaceport=1'>Depart Spaceport</a></P>"
/obj/machinery/computer/arcade/orion_trail/proc/event()
eventdat = "<center><h1>[event]</h1></center>"
canContinueEvent = 0

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@@ -344,11 +344,6 @@
if(resistance_flags & ON_FIRE)
. += GLOB.fire_overlay
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/proc/autolathe_crafted(obj/machinery/autolathe/A)
return
/obj/proc/rnd_crafted(obj/machinery/rnd/production/P)
return

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@@ -48,7 +48,7 @@
GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
swirlie = GM
var/was_alive = (swirlie.stat != DEAD)
if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM))
if(do_after(user, 3 SECONDS, target = src))
GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='hear'>You hear a toilet flushing.</span>")
if(iscarbon(GM))
var/mob/living/carbon/C = GM

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@@ -11,6 +11,9 @@
if(!D)
return
var/datum/asset/asset_cache_datum = get_asset_datum(/datum/asset/simple/vv)
asset_cache_datum.send(usr)
var/islist = islist(D)
if(!islist && !istype(D))
return

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@@ -247,10 +247,10 @@
return
var/mob/living/carbon/human/H = user
H.client?.give_award(/datum/award/achievement/misc/flesh_ascension, H)
var/datum/antagonist/heretic/ascension = carbon_user.mind.has_antag_datum(/datum/antagonist/heretic)
var/datum/antagonist/heretic/ascension = user.mind.has_antag_datum(/datum/antagonist/heretic)
ascension.ascended = TRUE
carbon_user.mind.transfer_to(summoned, TRUE)
carbon_user.gib()
user.mind.transfer_to(summoned, TRUE)
user.gib()
return ..()

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@@ -47,9 +47,9 @@
"smmon_3.gif" = 'icons/program_icons/smmon_3.gif',
"smmon_4.gif" = 'icons/program_icons/smmon_4.gif',
"smmon_5.gif" = 'icons/program_icons/smmon_5.gif',
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif'
// "borg_mon.gif" = 'icons/program_icons/borg_mon.gif',
// "robotact.gif" = 'icons/program_icons/robotact.gif'
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif',
"borg_mon.gif" = 'icons/program_icons/borg_mon.gif',
"robotact.gif" = 'icons/program_icons/robotact.gif'
)
/datum/asset/simple/radar_assets
@@ -172,7 +172,6 @@
/datum/asset/spritesheet/chat/register()
InsertAll("emoji", 'icons/emoji.dmi')
InsertAll("emoji", 'icons/emoji_32.dmi')
// pre-loading all lanugage icons also helps to avoid meta
InsertAll("language", 'icons/misc/language.dmi')
// catch languages which are pulling icons from another file
@@ -222,7 +221,7 @@
"boss5.gif" = 'icons/UI_Icons/Arcade/boss5.gif',
"boss6.gif" = 'icons/UI_Icons/Arcade/boss6.gif',
)
/*
/datum/asset/spritesheet/simple/achievements
name ="achievements"
assets = list(
@@ -271,7 +270,6 @@
"basemafia" ='icons/UI_Icons/Achievements/basemafia.png',
"frenching" = 'icons/UI_Icons/Achievements/Misc/frenchingthebubble.png'
)
*/
/datum/asset/spritesheet/simple/minesweeper
name = "minesweeper"

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@@ -26,9 +26,7 @@ See the documentation for `/datum/asset_transport` for the backend api the asset
The global variable `SSassets.transport` contains the currently configured transport.
### Notes:
### Notes
Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.

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@@ -2,6 +2,11 @@
name = "pamphlet"
icon_state = "pamphlet"
/obj/item/paper/pamphlet/violent_video_games
name = "pamphlet - \'Violent Video Games and You\'"
desc = "A pamphlet encouraging the reader to maintain a balanced lifestyle and take care of their mental health, while still enjoying video games in a healthy way. You probably don't need this..."
info = "They don't make you kill people. There, we said it. Now get back to work!"
/obj/item/paper/pamphlet/gateway
info = "<b>Welcome to the Nanotrasen Gateway project...</b><br>\
Congratulations! If you're reading this, you and your superiors have decided that you're \

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@@ -362,8 +362,8 @@
target_types = typecacheof(target_types)
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
// if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
// return
if(istype(A, /obj/effect/decal/cleanable))
anchored = TRUE
icon_state = "cleanbot-c"

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@@ -47,7 +47,6 @@ Difficulty: Medium
achievement_type = /datum/award/achievement/boss/blood_miner_kill
crusher_achievement_type = /datum/award/achievement/boss/blood_miner_crusher
score_achievement_type = /datum/award/score/blood_miner_score
medal_type = BOSS_MEDAL_MINER
var/obj/item/melee/transforming/cleaving_saw/miner/miner_saw
var/time_until_next_transform = 0
var/dashing = FALSE

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@@ -82,7 +82,7 @@
if(surgery.status > surgery.steps.len)
surgery.complete()
if(target.stat == DEAD && was_sleeping && user.client)
if(target.stat == DEAD && user.client)
user.client.give_award(/datum/award/achievement/misc/sandman, user)
surgery.step_in_progress = FALSE

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@@ -559,7 +559,7 @@ GLOBAL_LIST_EMPTY(vending_products)
if(crit_case)
L.apply_damage(squish_damage, forced=TRUE)
if(was_alive && L.stat == DEAD && L.client)
if(L.stat == DEAD && L.client)
L.client.give_award(/datum/award/achievement/misc/vendor_squish, L) // good job losing a fight with an inanimate object idiot
L.Paralyze(60)

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@@ -334,12 +334,12 @@ const FunTab = (props, context) => {
align="stretch"
justify="space-between">
<Flex.Item grow={1}>
<Button
{/* <Button
icon="user-ninja"
lineHeight={lineHeightNormal}
fluid
content="Anonymous Names"
onClick={() => act("anon_name")} />
onClick={() => act("anon_name")} /> */}
</Flex.Item>
<Flex.Item grow={1} mx={0.5}>
<Button
@@ -472,6 +472,16 @@ const FunForYouTab = (props, context) => {
onClick={() => act("traitor_all")} />
</NoticeBox>
</Flex.Item>
<Flex.Item>
<NoticeBox danger>
<Button
color="red"
icon="user-secret"
fluid
content="AK-47s For Everyone!"
onClick={() => act("ak47s")} />
</NoticeBox>
</Flex.Item>
<Flex.Item>
<NoticeBox danger>
<Button
@@ -526,7 +536,7 @@ const FunForYouTab = (props, context) => {
</Flex.Item>
</Flex>
</Flex.Item>
<Flex.Item>
{/* <Flex.Item>
<Flex justify="space-between">
<Flex.Item width="240px" mr={0.25}>
<NoticeBox danger>
@@ -549,7 +559,7 @@ const FunForYouTab = (props, context) => {
</NoticeBox>
</Flex.Item>
</Flex>
</Flex.Item>
</Flex.Item> */}
</Flex>
);
};
@@ -587,6 +597,11 @@ export const Secrets = (props, context) => {
icon="eye"
content="Show Admins"
onClick={() => act("show_admins")} />
<Button
color="blue"
icon="address-card"
content="Mentor Log"
onClick={() => act("mentor_log")} />
</Fragment>)}>
<Flex
mx={-0.5}