Porting updates related to material datums. (#12317)

* Porting updates related to material datums.

* art_type

* oh oh
This commit is contained in:
Ghom
2020-05-25 23:21:00 +02:00
committed by GitHub
parent e11908a357
commit 85186a9714
64 changed files with 2542 additions and 208 deletions

File diff suppressed because it is too large Load Diff

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@@ -126,6 +126,13 @@
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
//Threshold levels for beauty for humans
#define BEAUTY_LEVEL_HORRID -66
#define BEAUTY_LEVEL_BAD -33
#define BEAUTY_LEVEL_DECENT 33
#define BEAUTY_LEVEL_GOOD 66
#define BEAUTY_LEVEL_GREAT 100
//Moods levels for humans
#define MOOD_LEVEL_HAPPY4 15
#define MOOD_LEVEL_HAPPY3 10

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@@ -182,6 +182,7 @@
#define TRAIT_PARA "paraplegic"
#define TRAIT_EMPATH "empath"
#define TRAIT_FRIENDLY "friendly"
#define TRAIT_SNOB "snob"
#define TRAIT_CULT_EYES "cult_eyes"
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.

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@@ -11,7 +11,11 @@ SUBSYSTEM_DEF(materials)
///Dictionary of category || list of material refs
var/list/materials_by_category
///List of stackcrafting recipes for materials using rigid materials
var/list/rigid_stack_recipes = list(new/datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE))
var/list/rigid_stack_recipes = list(
new /datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("sink", /obj/structure/sink/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
)
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials()

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@@ -0,0 +1,60 @@
//Magical traumas, caused by spells and curses.
//Blurs the line between the victim's imagination and reality
//Unlike regular traumas this can affect the victim's body and surroundings
/datum/brain_trauma/magic
resilience = TRAUMA_RESILIENCE_LOBOTOMY
/datum/brain_trauma/magic/stalker
name = "Stalking Phantom"
desc = "Patient is stalked by a phantom only they can see."
scan_desc = "extra-sensory paranoia"
gain_text = "<span class='warning'>You feel like something wants to kill you...</span>"
lose_text = "<span class='notice'>You no longer feel eyes on your back.</span>"
var/obj/effect/hallucination/simple/stalker_phantom/stalker
var/close_stalker = FALSE //For heartbeat
/datum/brain_trauma/magic/stalker/on_gain()
create_stalker()
..()
/datum/brain_trauma/magic/stalker/proc/create_stalker()
var/turf/stalker_source = locate(owner.x + pick(-12, 12), owner.y + pick(-12, 12), owner.z) //random corner
stalker = new(stalker_source, owner)
/datum/brain_trauma/magic/stalker/on_lose()
QDEL_NULL(stalker)
..()
/datum/brain_trauma/magic/stalker/on_life()
// Dead and unconscious people are not interesting to the psychic stalker.
if(owner.stat != CONSCIOUS)
return
// Not even nullspace will keep it at bay.
if(!stalker || !stalker.loc || stalker.z != owner.z)
qdel(stalker)
create_stalker()
if(get_dist(owner, stalker) <= 1)
playsound(owner, 'sound/magic/demon_attack1.ogg', 50)
owner.visible_message("<span class='warning'>[owner] is torn apart by invisible claws!</span>", "<span class='userdanger'>Ghostly claws tear your body apart!</span>")
owner.take_bodypart_damage(rand(20, 45))
else if(prob(50))
stalker.forceMove(get_step_towards(stalker, owner))
if(get_dist(owner, stalker) <= 8)
if(!close_stalker)
var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
owner.playsound_local(owner, slowbeat, 40, 0, channel = CHANNEL_HEARTBEAT)
close_stalker = TRUE
else
if(close_stalker)
owner.stop_sound_channel(CHANNEL_HEARTBEAT)
close_stalker = FALSE
..()
/obj/effect/hallucination/simple/stalker_phantom
name = "???"
desc = "It's coming closer..."
image_icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
image_state = "curseblob"

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@@ -1,56 +0,0 @@
#define BAD_ART 12.5
#define GOOD_ART 25
#define GREAT_ART 50
/datum/component/art
var/impressiveness = 0
/datum/component/art/Initialize(impress)
impressiveness = impress
if(isobj(parent))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_obj_examine)
else
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_other_examine)
if(isstructure(parent))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/apply_moodlet)
/datum/component/art/proc/apply_moodlet(mob/M, impress)
M.visible_message("<span class='notice'>[M] stops and looks intently at [parent].</span>", \
"<span class='notice'>You stop to take in [parent].</span>")
switch(impress)
if (0 to BAD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
if (BAD_ART to GOOD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
if (GOOD_ART to GREAT_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
if(GREAT_ART to INFINITY)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
/datum/component/art/proc/on_other_examine(datum/source, mob/M)
apply_moodlet(M, impressiveness)
/datum/component/art/proc/on_obj_examine(datum/source, mob/M)
var/obj/O = parent
apply_moodlet(M, impressiveness *(O.obj_integrity/O.max_integrity))
/datum/component/art/proc/on_attack_hand(datum/source, mob/M)
to_chat(M, "<span class='notice'>You start examining [parent]...</span>")
if(!do_after(M, 20, target = parent))
return
on_obj_examine(source, M)
/datum/component/art/rev
/datum/component/art/rev/apply_moodlet(mob/M, impress)
M.visible_message("<span class='notice'>[M] stops to inspect [parent].</span>", \
"<span class='notice'>You take in [parent], inspecting the fine craftsmanship of the proletariat.</span>")
if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
else
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)

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@@ -12,6 +12,7 @@
/obj/item/weaponcrafting/stock
name = "rifle stock"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
icon_state = "riflestock"
/obj/item/weaponcrafting/durathread_string

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@@ -116,4 +116,41 @@
always_availible = FALSE
reqs = list(/obj/item/stack/rods = 1,
/obj/item/stack/sheet/mineral/sandstone = 4)
category = CAT_PRIMAL
category = CAT_PRIMAL
/datum/crafting_recipe/rib
name = "Collosal Rib"
always_availible = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 10,
/datum/reagent/oil = 5)
result = /obj/structure/statue/bone/rib
subcategory = CAT_PRIMAL
/datum/crafting_recipe/skull
name = "Skull Carving"
always_availible = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 6,
/datum/reagent/oil = 5)
result = /obj/structure/statue/bone/skull
category = CAT_PRIMAL
/datum/crafting_recipe/halfskull
name = "Cracked Skull Carving"
always_availible = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 3,
/datum/reagent/oil = 5)
result = /obj/structure/statue/bone/skull/half
category = CAT_PRIMAL
/datum/crafting_recipe/boneshovel
name = "Serrated Bone Shovel"
always_availible = FALSE
reqs = list(
/obj/item/stack/sheet/bone = 4,
/datum/reagent/oil = 5,
/obj/item/shovel/spade = 1)
result = /obj/item/shovel/serrated
category = CAT_PRIMAL

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@@ -321,6 +321,28 @@
if(0 to NUTRITION_LEVEL_STARVING)
add_event(null, "nutrition", /datum/mood_event/starving)
/datum/component/mood/proc/update_beauty(area/A)
if(A.outdoors) //if we're outside, we don't care.
clear_event(null, "area_beauty")
return FALSE
if(HAS_TRAIT(parent, TRAIT_SNOB))
switch(A.beauty)
if(-INFINITY to BEAUTY_LEVEL_HORRID)
add_event(null, "area_beauty", /datum/mood_event/horridroom)
return
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
add_event(null, "area_beauty", /datum/mood_event/badroom)
return
switch(A.beauty)
if(-INFINITY to BEAUTY_LEVEL_DECENT)
clear_event(null, "area_beauty")
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
add_event(null, "area_beauty", /datum/mood_event/decentroom)
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
add_event(null, "area_beauty", /datum/mood_event/goodroom)
if(BEAUTY_LEVEL_GREAT to INFINITY)
add_event(null, "area_beauty", /datum/mood_event/greatroom)
///Called when parent is revived.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
START_PROCESSING(SSdcs, src)

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@@ -0,0 +1,64 @@
#define BAD_ART 12.5
#define GOOD_ART 25
#define GREAT_ART 50
/datum/element/art
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
var/impressiveness = 0
/datum/element/art/Attach(datum/target, impress)
. = ..()
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
impressiveness = impress
if(isobj(target))
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_obj_examine)
if(isstructure(target))
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
if(isitem(target))
RegisterSignal(target, COMSIG_ITEM_ATTACK_SELF, .proc/apply_moodlet)
else
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_other_examine)
/datum/element/art/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_PARENT_EXAMINE, COMSIG_ATOM_ATTACK_HAND, COMSIG_ITEM_ATTACK_SELF))
return ..()
/datum/element/art/proc/apply_moodlet(atom/source, mob/M, impress)
M.visible_message("<span class='notice'>[M] stops and looks intently at [source].</span>", \
"<span class='notice'>You stop to take in [source].</span>")
switch(impress)
if (0 to BAD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
if (BAD_ART to GOOD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
if (GOOD_ART to GREAT_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
if(GREAT_ART to INFINITY)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
/datum/element/art/proc/on_other_examine(atom/source, mob/M)
apply_moodlet(source, M, impressiveness)
/datum/element/art/proc/on_obj_examine(atom/source, mob/M)
var/obj/O = source
apply_moodlet(source, M, impressiveness *(O.obj_integrity/O.max_integrity))
/datum/element/art/proc/on_attack_hand(atom/source, mob/M)
to_chat(M, "<span class='notice'>You start examining [source]...</span>")
if(!do_after(M, 20, target = source))
return
on_obj_examine(source, M)
/datum/element/art/rev
/datum/element/art/rev/apply_moodlet(atom/source, mob/M, impress)
M.visible_message("<span class='notice'>[M] stops to inspect [source].</span>", \
"<span class='notice'>You take in [source], inspecting the fine craftsmanship of the proletariat.</span>")
if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
else
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)

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@@ -0,0 +1,34 @@
/datum/element/beauty
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
var/beauty = 0
/datum/element/beauty/Attach(datum/target, beautyamount)
. = ..()
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
beauty = beautyamount
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
var/area/A = get_area(target)
if(A)
enter_area(null, A)
/datum/element/beauty/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_ENTER_AREA, COMSIG_EXIT_AREA))
var/area/A = get_area(target)
if(A)
exit_area(null, A)
return ..()
/datum/element/beauty/proc/enter_area(datum/source, area/A)
if(A.outdoors)
return
A.totalbeauty += beauty
A.update_beauty()
/datum/element/beauty/proc/exit_area(datum/source, area/A)
if(A.outdoors)
return
A.totalbeauty -= beauty
A.update_beauty()

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@@ -24,6 +24,8 @@ Simple datum which is instanced once per type and is used for every object of sa
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///How beautiful is this material per unit?
var/beauty_modifier = 0
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
@@ -39,6 +41,9 @@ Simple datum which is instanced once per type and is used for every object of sa
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
if(beauty_modifier)
addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)

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@@ -19,6 +19,7 @@
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
beauty_modifier = 0.05
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok
/*
@@ -35,6 +36,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
beauty_modifier = 0.075
///Slight force increase
/datum/material/gold
@@ -46,6 +48,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
///Has no special properties
@@ -58,6 +61,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
beauty_modifier = 0.3
armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///Is slightly radioactive
/datum/material/uranium
@@ -68,6 +73,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
@@ -88,6 +94,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
@@ -109,6 +116,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 200
categories = list(MAT_CATEGORY_ORE = TRUE)
beauty_modifier = 0.5
sheet_type = /obj/item/stack/sheet/bluespace_crystal
value_per_unit = 0.15
@@ -121,6 +129,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
@@ -144,6 +153,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
/datum/material/runite
@@ -154,6 +164,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
beauty_modifier = 0.5
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
///Force decrease
@@ -165,6 +176,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
value_per_unit = 0.0125
beauty_modifier = -0.01
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
///Force decrease and mushy sound effect. (Not yet implemented)
@@ -176,6 +188,30 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 0.8
value_per_unit = 0.025
/datum/material/wood
name = "wood"
id = "wood"
desc = "Flexible, durable, but flamable. Hard to come across in space."
color = "#bb8e53"
strength_modifier = 0.5
sheet_type = /obj/item/stack/sheet/mineral/wood
categories = list(MAT_CATEGORY_RIGID = TRUE)
value_per_unit = 0.06
beauty_modifier = 0.1
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/wooden = source
wooden.resistance_flags |= FLAMMABLE
/datum/material/wood/on_removed_obj(obj/source, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/wooden = source
wooden.resistance_flags &= ~FLAMMABLE
///Stronk force increase
/datum/material/adamantine
name = "adamantine"
@@ -186,6 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
///RPG Magic. (Admin only)
@@ -197,6 +234,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
beauty_modifier = 0.5
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)

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@@ -153,7 +153,13 @@
mood_change = -4
timeout = 2400
/datum/mood_event/graverobbing
description ="<span class='boldwarning'>I just desecrated someone's grave... I can't believe I did that...</span>\n"
mood_change = -8
timeout = 3 MINUTES
//These are unused so far but I want to remember them to use them later
/datum/mood_event/cloned_corpse
description = "<span class='boldwarning'>I recently saw my own corpse...</span>\n"
mood_change = -6
@@ -162,6 +168,8 @@
description = "<span class='boldwarning'>HE'S CUTTING ME OPEN!!</span>\n"
mood_change = -8
//End unused
/datum/mood_event/sad_empath
description = "<span class='warning'>Someone seems upset...</span>\n"
mood_change = -2
@@ -199,6 +207,8 @@
mood_change = -2
timeout = 1 MINUTES
//Cursed stuff end.
/datum/mood_event/vampcandle
description = "<span class='umbra'>Something is making your mind feel... loose...</span>\n"
mood_change = -15

View File

@@ -250,4 +250,12 @@
cost = 5
placement_weight = 3
always_place = TRUE
allow_duplicates = TRUE
allow_duplicates = TRUE
/datum/map_template/ruin/lavaland/elephant_graveyard
name = "Elephant Graveyard"
id = "Graveyard"
description = "An abandoned graveyard, calling to those unable to continue."
suffix = "lavaland_surface_elephant_graveyard.dmm"
allow_duplicates = FALSE
cost = 10

View File

@@ -10,6 +10,15 @@
lose_text = "<span class='notice'>You can taste again!</span>"
medical_record_text = "Patient suffers from ageusia and is incapable of tasting food or reagents."
/datum/quirk/snob
name = "Snob"
desc = "You care about the finer things, if a room doesn't look nice its just not really worth it, is it?"
value = 0
gain_text = "<span class='notice'>You feel like you understand what things should look like.</span>"
lose_text = "<span class='notice'>Well who cares about deco anyways?</span>"
medical_record_text = "Patient seems to be rather stuck up."
mob_trait = TRAIT_SNOB
/datum/quirk/pineapple_liker
name = "Ananas Affinity"
desc = "You find yourself greatly enjoying fruits of the ananas genus. You can't seem to ever get enough of their sweet goodness!"

View File

@@ -38,6 +38,10 @@
var/poweralm = TRUE
var/lightswitch = TRUE
var/totalbeauty = 0 //All beauty in this area combined, only includes indoor area.
var/beauty = 0 // Beauty average per open turf in the area
var/beauty_threshold = 150 //If a room is too big it doesn't have beauty.
var/requires_power = TRUE
/// This gets overridden to 1 for space in area/Initialize().
var/always_unpowered = FALSE
@@ -65,7 +69,7 @@
/// Hides area from player Teleport function.
var/hidden = FALSE
/// Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/safe = FALSE
var/safe = FALSE
/// If false, loading multiple maps with this area type will create multiple instances.
var/unique = TRUE
@@ -192,6 +196,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/LateInitialize()
if(!base_area) //we don't want to run it twice.
power_change() // all machines set to current power level, also updates icon
update_beauty()
/area/proc/reg_in_areas_in_z()
if(contents.len)
@@ -538,6 +543,16 @@ GLOBAL_LIST_EMPTY(teleportlocs)
L.client.played = TRUE
addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600)
///Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.
/area/proc/update_beauty()
if(!areasize)
beauty = 0
return FALSE
if(areasize >= beauty_threshold)
beauty = 0
return FALSE //Too big
beauty = totalbeauty / areasize
/area/Exited(atom/movable/M)
SEND_SIGNAL(src, COMSIG_AREA_EXITED, M)
SEND_SIGNAL(M, COMSIG_EXIT_AREA, src) //The atom that exits the area

View File

@@ -32,6 +32,14 @@
/area/ruin/powered/seedvault
icon_state = "dk_yellow"
/area/ruin/unpowered/elephant_graveyard
name = "Elephant Graveyard"
icon_state = "dk_yellow"
/area/ruin/powered/graveyard_shuttle
name = "Elephant Graveyard"
icon_state = "green"
/area/ruin/unpowered/syndicate_lava_base
name = "Secret Base"
icon_state = "dk_yellow"

View File

@@ -313,10 +313,11 @@
. += desc
if(custom_materials)
var/list/materials_list = list()
for(var/i in custom_materials)
var/datum/material/M = i
. += "<u>It is made out of [M.name]</u>."
materials_list += "[M.name]"
. += "<u>It is made out of [english_list(materials_list)]</u>."
if(reagents)
if(reagents.reagents_holder_flags & TRANSPARENT)
. += "It contains:"

View File

@@ -60,7 +60,8 @@
/datum/material/runite,
/datum/material/plastic,
/datum/material/adamantine,
/datum/material/mythril
/datum/material/mythril,
/datum/material/wood
)
/// Base print speed

View File

@@ -51,6 +51,7 @@
icon = 'icons/obj/contraband.dmi'
plane = ABOVE_WALL_PLANE
anchored = TRUE
buildable_sign = FALSE //Cannot be unwrenched from a wall.
var/ruined = FALSE
var/random_basetype
var/never_random = FALSE // used for the 'random' subclasses.
@@ -69,6 +70,8 @@
name = "poster - [name]"
desc = "A large piece of space-resistant printed paper. [desc]"
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, 300)), 0)
/obj/structure/sign/poster/proc/randomise(base_type)
var/list/poster_types = subtypesof(base_type)
var/list/approved_types = list()

View File

@@ -5,6 +5,7 @@
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
var/beauty = 0
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -26,6 +27,8 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, beauty)), 0)
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
qdel(C)

View File

@@ -3,6 +3,7 @@
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
color = BLOOD_COLOR_XENO
beauty = -250
/obj/effect/decal/cleanable/blood/splatter/xeno
color = BLOOD_COLOR_XENO

View File

@@ -7,6 +7,7 @@
blood_state = BLOOD_STATE_BLOOD
bloodiness = BLOOD_AMOUNT_PER_DECAL
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
beauty = -100
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
@@ -45,12 +46,14 @@
icon_state = "tracks"
desc = "They look like tracks left by wheels."
random_icon_states = null
beauty = -50
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
name = "blood"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
beauty = -50
var/list/existing_dirs = list()
/obj/effect/decal/cleanable/trail_holder/update_icon()

View File

@@ -3,6 +3,7 @@
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -50
/obj/effect/decal/cleanable/ash
name = "ashes"
@@ -10,6 +11,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -50
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
@@ -24,6 +26,7 @@
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -100
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
@@ -34,6 +37,7 @@
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -100
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
@@ -52,6 +56,7 @@
canSmoothWith = list(/obj/effect/decal/cleanable/dirt, /turf/closed/wall, /obj/structure/falsewall)
smooth = SMOOTH_FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -75
/obj/effect/decal/cleanable/dirt/Initialize()
. = ..()
@@ -72,6 +77,10 @@
desc = "It's still good. Four second rule!"
icon_state = "flour"
/obj/effect/decal/cleanable/dirt/dust
name = "dust"
desc = "A thin layer of dust coating the floor."
/obj/effect/decal/cleanable/greenglow/ecto
name = "ectoplasmic puddle"
desc = "You know who to call."
@@ -80,8 +89,11 @@
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_power = 1
light_range = 1
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
beauty = -300
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
@@ -97,6 +109,7 @@
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -100
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
@@ -108,10 +121,12 @@
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -150
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -300
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
@@ -120,6 +135,7 @@
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -150
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
@@ -152,6 +168,7 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
beauty = -100
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"

View File

@@ -10,6 +10,7 @@
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
beauty = -50
/obj/effect/decal/cleanable/robot_debris/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -50,6 +51,7 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
@@ -58,6 +60,7 @@
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
beauty = -50
/obj/effect/decal/cleanable/oil/slippery

View File

@@ -104,10 +104,10 @@
desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood."
icon = 'icons/obj/ice_moon/artifacts.dmi'
icon_state = "bloodletter"
w_class = WEIGHT_CLASS_NORMAL
w_class = WEIGHT_CLASS_NORMAL
/// Bleed stacks applied when an organic mob target is hit
var/bleed_stacks_per_hit = 3
/obj/item/kitchen/knife/bloodletter/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!isliving(target) || !proximity_flag)
@@ -198,6 +198,7 @@
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.5)
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
custom_price = 200

View File

@@ -274,7 +274,7 @@ obj/item/shield/riot/bullet_proof
item_state = "buckler"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
custom_materials = null
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10)
resistance_flags = FLAMMABLE
repair_material = /obj/item/stack/sheet/mineral/wood
block_chance = 30

View File

@@ -279,11 +279,13 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon_state = "sheet-wood"
item_state = "sheet-wood"
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT)
sheettype = "wood"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
material_type = /datum/material/wood
grind_results = list(/datum/reagent/carbon = 20)
/obj/item/stack/sheet/mineral/wood/attackby(obj/item/W, mob/user, params) // NOTE: sheet_types.dm is where the WOOD stack lives. Maybe move this over there.

View File

@@ -14,13 +14,15 @@
var/full_speed = TRUE // If the jetpack will have a speedboost in space/nograv or not
var/datum/effect_system/trail_follow/ion/ion_trail
/obj/item/tank/jetpack/New()
/obj/item/tank/jetpack/Initialize()
..()
ion_trail = new
ion_trail.set_up(src)
/obj/item/tank/jetpack/populate_gas()
if(gas_type)
air_contents.gases[gas_type] = ((6 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C))
ion_trail = new
ion_trail.set_up(src)
/obj/item/tank/jetpack/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/toggle_jetpack))
@@ -188,8 +190,8 @@
var/obj/item/tank/internals/tank = null
var/mob/living/carbon/human/cur_user
/obj/item/tank/jetpack/suit/New()
..()
/obj/item/tank/jetpack/suit/Initialize()
. = ..()
STOP_PROCESSING(SSobj, src)
temp_air_contents = air_contents

View File

@@ -12,15 +12,13 @@
*/
/obj/item/tank/internals/oxygen
name = "oxygen tank"
desc = "A tank of oxygen."
desc = "A tank of oxygen, this one is blue."
icon_state = "oxygen"
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/oxygen/New()
..()
/obj/item/tank/internals/oxygen/populate_gas()
air_contents.gases[/datum/gas/oxygen] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
@@ -35,6 +33,8 @@
icon_state = "oxygen_fr"
dog_fashion = null
/obj/item/tank/internals/oxygen/empty/populate_gas()
return
/*
* Anesthetic
@@ -46,11 +46,9 @@
item_state = "an_tank"
force = 10
/obj/item/tank/internals/anesthetic/New()
..()
/obj/item/tank/internals/anesthetic/populate_gas()
air_contents.gases[/datum/gas/oxygen] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases[/datum/gas/nitrous_oxide] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
* Air
@@ -63,11 +61,9 @@
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/air/New()
..()
/obj/item/tank/internals/air/populate_gas()
air_contents.gases[/datum/gas/oxygen] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases[/datum/gas/nitrogen] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
@@ -82,10 +78,8 @@
force = 8
/obj/item/tank/internals/plasma/New()
..()
/obj/item/tank/internals/plasma/populate_gas()
air_contents.gases[/datum/gas/plasma] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasma/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/flamethrower))
@@ -100,10 +94,8 @@
else
return ..()
/obj/item/tank/internals/plasma/full/New()
..() // Plasma asserted in parent
/obj/item/tank/internals/plasma/full/populate_gas()
air_contents.gases[/datum/gas/plasma] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/*
@@ -118,13 +110,10 @@
force = 10
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
/obj/item/tank/internals/plasmaman/New()
..()
/obj/item/tank/internals/plasmaman/populate_gas()
air_contents.gases[/datum/gas/plasma] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/full/New()
..() // Plasma asserted in parent
/obj/item/tank/internals/plasmaman/full/populate_gas()
air_contents.gases[/datum/gas/plasma] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
@@ -137,12 +126,12 @@
volume = 6
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
/obj/item/tank/internals/plasmaman/belt/full/New()
..() // Plasma asserted in parent
/obj/item/tank/internals/plasmaman/belt/full/populate_gas()
air_contents.gases[/datum/gas/plasma] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/belt/empty/populate_gas()
return
/*
* Emergency Oxygen
@@ -159,17 +148,25 @@
volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
/obj/item/tank/internals/emergency_oxygen/New()
..()
/obj/item/tank/internals/emergency_oxygen/populate_gas()
air_contents.gases[/datum/gas/oxygen] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/emergency_oxygen/empty/populate_gas()
return
/obj/item/tank/internals/emergency_oxygen/engi
name = "extended-capacity emergency oxygen tank"
icon_state = "emergency_engi"
volume = 6
/obj/item/tank/internals/emergency_oxygen/engi/empty/populate_gas()
return
/obj/item/tank/internals/emergency_oxygen/double
name = "double emergency oxygen tank"
icon_state = "emergency_double"
volume = 10
/obj/item/tank/internals/emergency_oxygen/double/empty/populate_gas()
return

View File

@@ -60,14 +60,19 @@
H.update_action_buttons_icon()
/obj/item/tank/New()
..()
/obj/item/tank/Initialize()
. = ..()
air_contents = new(volume) //liters
air_contents.temperature = T20C
populate_gas()
START_PROCESSING(SSobj, src)
/obj/item/tank/proc/populate_gas()
return
/obj/item/tank/Destroy()
if(air_contents)
qdel(air_contents)
@@ -78,9 +83,9 @@
/obj/item/tank/examine(mob/user)
var/obj/icon = src
. = ..()
if (istype(src.loc, /obj/item/assembly))
if(istype(src.loc, /obj/item/assembly))
icon = src.loc
if(!in_range(src, user))
if(!in_range(src, user) && !isobserver(user))
if (icon == src)
. += "<span class='notice'>If you want any more information you'll need to get closer.</span>"
return

View File

@@ -477,20 +477,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
throw_speed = 5
throw_range = 2
attack_verb = list("busted")
var/impressiveness = 45
/obj/item/statuebust/attack_self(mob/living/user)
add_fingerprint(user)
user.examinate(src)
/obj/item/statuebust/examine(mob/living/user)
/obj/item/statuebust/Initialize()
. = ..()
if(.)
return
if (!isliving(user))
return
user.visible_message("[user] stops to admire [src].", \
"<span class='notice'>You take in [src], admiring its fine craftsmanship.</span>")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
AddElement(/datum/element/art, impressiveness)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, 1000)), 0)
/obj/item/tailclub
name = "tail club"
@@ -566,6 +558,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force = 10
throwforce = 12
attack_verb = list("beat", "smacked")
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5)
w_class = WEIGHT_CLASS_BULKY
var/homerun_ready = 0
var/homerun_able = 0

View File

@@ -240,7 +240,7 @@
/obj/structure/sign/painting/Initialize(mapload, dir, building)
. = ..()
SSpersistence.painting_frames += src
AddComponent(/datum/component/art, 20)
AddElement(/datum/element/art, 20)
if(dir)
setDir(dir)
if(building)

View File

@@ -261,6 +261,11 @@ LINEN BINS
var/list/sheets = list()
var/obj/item/hidden = null
/obj/structure/bedsheetbin/empty
amount = 0
icon_state = "linenbin-empty"
anchored = FALSE
/obj/structure/bedsheetbin/examine(mob/user)
. = ..()
if(amount < 1)

View File

@@ -303,6 +303,7 @@
/obj/item/twohanded/required/kirbyplants/Initialize()
. = ..()
AddElement(/datum/element/tactical)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, 500)), 0)
/obj/item/twohanded/required/kirbyplants/random
icon = 'icons/obj/flora/_flora.dmi'

View File

@@ -36,6 +36,7 @@
"<span class='notice'>You unfasten [src].</span>")
var/obj/item/sign_backing/SB = new (get_turf(user))
SB.icon_state = icon_state
SB.set_custom_materials(custom_materials) //This is here so picture frames and wooden things don't get messed up.
SB.sign_path = type
SB.setDir(dir)
qdel(src)

View File

@@ -46,3 +46,4 @@
name = "Mr. Deempisi portrait"
desc = "Under the painting a plaque reads: 'While the meat grinder may not have spared you, fear not. Not one part of you has gone to waste... You were delicious.'"
icon_state = "monkey_painting"
custom_materials = list(/datum/material/wood = 2000) //The same as /obj/structure/sign/picture_frame

View File

@@ -73,3 +73,8 @@
name = "\improper ENGINEERING SAFETY"
desc = "A sign detailing the various safety protocols when working on-site to ensure a safe shift."
icon_state = "safety"
/obj/structure/sign/warning/explosives
name = "\improper HIGH EXPLOSIVES sign"
desc = "A warning sign which reads 'HIGH EXPLOSIVES'."
icon_state = "explosives"

View File

@@ -11,6 +11,12 @@
var/impressiveness = 15
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/statue/Initialize()
. = ..()
AddElement(/datum/element/art, impressiveness)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, impressiveness * 75)), 0)
/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
add_fingerprint(user)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -29,29 +35,6 @@
return
return ..()
/obj/structure/statue/attack_hand(mob/living/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(!do_after(user, 20, target = src))
return
user.visible_message("[user] rubs some dust off [src].", \
"<span class='notice'>You take in [src], rubbing some dust off its surface.</span>")
if(!ishuman(user)) // only humans have the capacity to appreciate art
return
var/totalimpressiveness = (impressiveness *(obj_integrity/max_integrity))
switch(totalimpressiveness)
if(GREAT_ART to 100)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
if (GOOD_ART to GREAT_ART)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
if (BAD_ART to GOOD_ART)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
if (0 to BAD_ART)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
/obj/structure/statue/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(material_drop_type)

View File

@@ -11,6 +11,8 @@
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/living/swirlie = null //the mob being given a swirlie
var/buildstacktype = /obj/item/stack/sheet/metal //they're metal now, shut up
var/buildstackamount = 1
/obj/structure/toilet/Initialize()
. = ..()
@@ -72,7 +74,18 @@
/obj/structure/toilet/update_icon_state()
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
..()
/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
add_fingerprint(user)
if(istype(I, /obj/item/crowbar))
to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
@@ -80,7 +93,9 @@
user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='italics'>You hear grinding porcelain.</span>")
cistern = !cistern
update_icon()
else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
I.play_tool_sound(src)
deconstruct()
else if(cistern)
if(user.a_intent != INTENT_HARM)
if(I.w_class > WEIGHT_CLASS_NORMAL)
@@ -95,6 +110,10 @@
w_items += I.w_class
to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
if(istype(I, /obj/item/reagent_containers/food/snacks/cube))
var/obj/item/reagent_containers/food/snacks/cube/cube = I
cube.Expand()
return
else if(istype(I, /obj/item/reagent_containers))
if (!open)
return
@@ -130,6 +149,11 @@
/obj/structure/toilet/secret/prison
secret_type = /obj/effect/spawner/lootdrop/prison_loot_toilet
/obj/structure/toilet/greyscale
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
buildstacktype = null
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
@@ -459,6 +483,8 @@
anchored = TRUE
var/busy = FALSE //Something's being washed at the moment
var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 1
/obj/structure/sink/attack_hand(mob/living/user)
. = ..()
@@ -537,6 +563,11 @@
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
if(O.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
O.play_tool_sound(src)
deconstruct()
return
if(istype(O, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/G = O
new /obj/item/reagent_containers/rag(src.loc)
@@ -568,9 +599,18 @@
else
return ..()
/obj/structure/sink/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 3)
qdel(src)
/obj/structure/sink/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
drop_materials()
..()
/obj/structure/sink/proc/drop_materials()
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
/obj/structure/sink/kitchen
name = "kitchen sink"
@@ -655,6 +695,11 @@
icon_state = "puddle"
resistance_flags = UNACIDABLE
/obj/structure/sink/greyscale
icon_state = "sink_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
buildstacktype = null
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/sink/puddle/attack_hand(mob/M)
icon_state = "puddle-splash"
@@ -669,6 +714,10 @@
/obj/structure/sink/puddle/deconstruct(disassembled = TRUE)
qdel(src)
/obj/structure/sink/greyscale
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
buildstacktype = null
//Shower Curtains//
//Defines used are pre-existing in layers.dm//

View File

@@ -11,6 +11,7 @@
desc = "Stylish dark wood."
icon_state = "wood"
floor_tile = /obj/item/stack/tile/wood
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.25)
broken_states = list("wood-broken", "wood-broken2", "wood-broken3", "wood-broken4", "wood-broken5", "wood-broken6", "wood-broken7")
footstep = FOOTSTEP_WOOD
barefootstep = FOOTSTEP_WOOD_BAREFOOT

View File

@@ -832,7 +832,7 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/gibtonite/ice
environment_type = "snow_cavern"
icon_state = "icerock_Gibtonite"
@@ -846,3 +846,55 @@
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/strong
name = "Very strong rock"
desc = "Seems to be stronger than the other rocks in the area. Only a master of mining techniques could destroy this."
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
smooth_icon = 'icons/turf/walls/rock_wall.dmi'
/*
/turf/closed/mineral/strong/attackby(obj/item/I, mob/user, params)
if(!ishuman(user))
to_chat(usr, "<span class='warning'>Only a more advanced species could break a rock such as this one!</span>")
return FALSE
var/mob/living/carbon/human/H = user
if(H.mind.get_skill_level(/datum/skill/mining) >= SKILL_LEVEL_MASTER)
. = ..()
else
to_chat(usr, "<span class='warning'>The rock seems to be too strong to destroy. Maybe I can break it once I become a master miner.</span>")
*/
/turf/closed/mineral/strong/gets_drilled(mob/user)
if(!ishuman(user))
return // see attackby
/*
var/mob/living/carbon/human/H = user
if(!(H.mind.get_skill_level(/datum/skill/mining) >= SKILL_LEVEL_MASTER))
return
*/
drop_ores()
// H.client.give_award(/datum/award/achievement/skill/legendary_miner, H)
var/flags = NONE
if(defer_change) // TODO: make the defer change var a var for any changeturf flag
flags = CHANGETURF_DEFER_CHANGE
ScrapeAway(flags=flags)
addtimer(CALLBACK(src, .proc/AfterChange), 1, TIMER_UNIQUE)
playsound(src, 'sound/effects/break_stone.ogg', 50, TRUE) //beautiful destruction
// H.mind.adjust_experience(/datum/skill/mining, 100) //yay!
/turf/closed/mineral/strong/proc/drop_ores()
if(prob(10))
new /obj/item/stack/sheet/mineral/mythril(src, 5)
else
new /obj/item/stack/sheet/mineral/adamantine(src, 5)
/turf/closed/mineral/strong/acid_melt()
return
/turf/closed/mineral/strong/ex_act(severity, target)
return

View File

@@ -198,6 +198,7 @@
desc = "A creepy wooden mask. Surprisingly expressive for a poorly carved bit of wood."
icon_state = "tiki_eyebrow"
item_state = "tiki_eyebrow"
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 1.25)
resistance_flags = FLAMMABLE
max_integrity = 100
actions_types = list(/datum/action/item_action/adjust)

View File

@@ -45,6 +45,7 @@
desc = "A pair of rather plain wooden sandals."
name = "sandals"
icon_state = "wizard"
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5)
strip_delay = 50
equip_delay_other = 50
permeability_coefficient = 0.9

View File

@@ -168,3 +168,17 @@
throwforce = 7
custom_materials = list(/datum/material/iron=50)
w_class = WEIGHT_CLASS_SMALL
/obj/item/shovel/serrated
name = "serrated bone shovel"
desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs."
icon_state = "shovel_bone"
item_state = "shovel_bone"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
force = 15
throwforce = 12
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
attack_verb = list("slashed", "impaled", "stabbed", "sliced")
sharpness = IS_SHARP

View File

@@ -270,6 +270,7 @@
desc = "A sign of relief for weary miners, and a warning for would-be competitors to Nanotrasen's mining claims."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "ntpod"
buildable_sign = FALSE
/obj/structure/sign/mining/survival
name = "shelter sign"

View File

@@ -6,8 +6,8 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR,TRAIT_DWARF)
inherent_traits = list()
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
limbs_id = "human"
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
say_mod = "bellows" //high energy, EXTRA BIOLOGICAL FUEL
@@ -87,9 +87,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
var/heal_rate = 0.5 //The rate they heal damages over 400 alcohol stored. Default is 0.5 so we times 3 since 3 seconds.
var/alcohol_rate = 0.25 //The rate the alcohol ticks down per each iteration of dwarf_eth_ticker completing.
//These count in on_life ticks which should be 2 seconds per every increment of 1 in a perfect world.
var/dwarf_filth_ticker = 0 //Currently set =< 4, that means this will fire the proc around every 4-8 seconds.
var/dwarf_eth_ticker = 0 //Currently set =< 1, that means this will fire the proc around every 2 seconds
var/last_filth_spam
var/last_alcohol_spam
/obj/item/organ/dwarfgland/prepare_eat()
@@ -100,64 +98,10 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
/obj/item/organ/dwarfgland/on_life() //Primary loop to hook into to start delayed loops for other loops..
. = ..()
if(owner && owner.stat != DEAD)
dwarf_cycle_ticker()
//Handles the delayed tick cycle by just adding on increments per each on_life() tick
/obj/item/organ/dwarfgland/proc/dwarf_cycle_ticker()
dwarf_eth_ticker++
dwarf_filth_ticker++
if(dwarf_filth_ticker >= 4) //Should be around 4-8 seconds since a tick is around 2 seconds.
dwarf_filth_cycle() //On_life will adjust regarding other factors, so we are along for the ride.
dwarf_filth_ticker = 0 //We set the ticker back to 0 to go again.
if(dwarf_eth_ticker >= 1) //Alcohol reagent check should be around 2 seconds, since a tick is around 2 seconds.
dwarf_eth_cycle()
dwarf_eth_ticker = 0
//If this still friggin uses too much CPU, I'll make a for view subsystem If I have to.
/obj/item/organ/dwarfgland/proc/dwarf_filth_cycle()
if(!owner?.client || !owner?.mind)
return
//Filth Reactions - Since miasma now exists
var/filth_counter = 0 //Holder for the filth check cycle, basically contains how much filth dwarf sees numerically.
for(var/fuck in owner.fov_view(7)) //hello byond for view loop.
if(istype(fuck, /mob/living/carbon/human))
var/mob/living/carbon/human/H = fuck
if(H.stat == DEAD || (HAS_TRAIT(H, TRAIT_FAKEDEATH)))
filth_counter += 10
if(istype(fuck, /obj/effect/decal/cleanable/blood))
if(istype(fuck, /obj/effect/decal/cleanable/blood/gibs))
filth_counter += 1
else
filth_counter += 0.1
if(istype(fuck,/obj/effect/decal/cleanable/vomit)) //They are disgusted by their own vomit too.
filth_counter += 10 //Dwarves could technically chainstun each other in a vomit tantrum spiral.
switch(filth_counter)
if(11 to 25)
if(last_filth_spam + 40 SECONDS < world.time)
to_chat(owner, "<span class = 'warning'>Someone should really clean up in here!</span>")
last_filth_spam = world.time
if(26 to 50)
if(prob(6)) //And then the probability they vomit along with it.
to_chat(owner, "<span class = 'danger'>The stench makes you queasy.</span>")
owner.vomit(10) //I think vomit should stay over a disgust adjustment.
if(51 to 75)
if(prob(9))
to_chat(owner, "<span class = 'danger'>By Armok! You won't be able to keep alcohol down at all!</span>")
owner.vomit(20) //Its more funny
if(76 to 100)
if(prob(11))
to_chat(owner, "<span class = 'userdanger'>You can't live in such FILTH!</span>")
owner.adjustToxLoss(10) //Now they start dying.
owner.vomit(20)
if(101 to INFINITY) //Now they will really start dying
if(last_filth_spam + 12 SECONDS < world.time)
to_chat(owner, "<span class = 'userdanger'> THERES TOO MUCH FILTH, OH GODS THE FILTH!</span>")
last_filth_spam = world.time
if(prob(40))
owner.adjustToxLoss(15)
owner.vomit(30)
CHECK_TICK //Check_tick right here, its motherfuckin magic. (To me at least)
dwarf_eth_ticker++
if(dwarf_eth_ticker >= 1) //Alcohol reagent check should be around 2 seconds, since a tick is around 2 seconds.
dwarf_eth_cycle()
dwarf_eth_ticker = 0
//Handles the dwarf alcohol cycle tied to on_life, it ticks in dwarf_cycle_ticker.
/obj/item/organ/dwarfgland/proc/dwarf_eth_cycle()

View File

@@ -384,3 +384,6 @@
/obj/item/paper/crumpled/bloody
icon_state = "scrap_bloodied"
/obj/item/paper/crumpled/muddy
icon_state = "scrap_mud"

View File

@@ -4,7 +4,7 @@
name = "picture frame"
desc = "The perfect showcase for your favorite deathtrap memories."
icon = 'icons/obj/decals.dmi'
custom_materials = null
custom_materials = list(/datum/material/wood = 2000)
flags_1 = 0
icon_state = "frame-empty"
result_path = /obj/structure/sign/picture_frame
@@ -64,6 +64,7 @@
desc = "Every time you look it makes you laugh."
icon = 'icons/obj/decals.dmi'
icon_state = "frame-empty"
custom_materials = list(/datum/material/wood = 2000)
var/obj/item/photo/framed
var/persistence_id
var/can_decon = TRUE

View File

@@ -351,7 +351,7 @@
name = "wooden bucket"
desc = "It's a bucket made of wood."
icon_state = "bucket_wooden"
custom_materials = null
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 2)
slot_flags = NONE
item_flags = NO_MAT_REDEMPTION

View File

@@ -0,0 +1,247 @@
//******Decoration objects
//***Bone statues and giant skeleton parts.
/obj/structure/statue/bone
anchored = TRUE
max_integrity = 120
material_drop_type = /obj/item/stack/sheet/bone
impressiveness = 18 // Carved from the bones of a massive creature, it's going to be a specticle to say the least
layer = ABOVE_ALL_MOB_LAYER
/obj/structure/statue/bone/rib
name = "collosal rib"
desc = "It's staggering to think that something this big could have lived, let alone died."
oreAmount = 4
icon = 'icons/obj/statuelarge.dmi'
icon_state = "rib"
/obj/structure/statue/bone/skull
name = "collosal skull"
desc = "The gaping maw of a dead, titanic monster."
oreAmount = 12
icon = 'icons/obj/statuelarge.dmi'
icon_state = "skull"
/obj/structure/statue/bone/skull/half
desc = "The gaping maw of a dead, titanic monster. This one is cracked in half."
oreAmount = 6
icon = 'icons/obj/statuelarge.dmi'
icon_state = "skull-half"
//***Wasteland floor and rock turfs here.
/turf/open/floor/plating/asteroid/basalt/wasteland //Like a more fun version of living in Arizona.
name = "cracked earth"
icon = 'icons/turf/floors.dmi'
icon_state = "wasteland"
environment_type = "wasteland"
baseturfs = /turf/open/floor/plating/asteroid/basalt/wasteland
digResult = /obj/item/stack/ore/glass/basalt
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
slowdown = 0.5
floor_variance = 30
/turf/open/floor/plating/asteroid/basalt/wasteland/Initialize()
.=..()
if(prob(floor_variance))
icon_state = "[environment_type][rand(0,6)]"
/turf/closed/mineral/strong/wasteland
name = "ancient dry rock"
color = "#B5651D"
environment_type = "wasteland"
turf_type = /turf/open/floor/plating/asteroid/basalt/wasteland
baseturfs = /turf/open/floor/plating/asteroid/basalt/wasteland
smooth_icon = 'icons/turf/walls/rock_wall.dmi'
/turf/closed/mineral/strong/wasteland/drop_ores()
if(prob(10))
new /obj/item/stack/ore/iron(src, 1)
new /obj/item/stack/ore/glass(src, 1)
new /obj/effect/decal/remains/human/grave(src, 1)
else
new /obj/item/stack/sheet/bone(src, 1)
//***Oil well puddles.
/obj/structure/sink/oil_well //You're not going to enjoy bathing in this...
name = "oil well"
desc = "A bubbling pool of oil.This would probably be valuable, had bluespace technology not destroyed the need for fossil fuels 200 years ago."
icon = 'icons/obj/watercloset.dmi'
icon_state = "puddle-oil"
dispensedreagent = /datum/reagent/oil
/obj/structure/sink/oil_well/Initialize()
.=..()
create_reagents(20)
reagents.add_reagent(dispensedreagent, 20)
/obj/structure/sink/oil_well/attack_hand(mob/M)
flick("puddle-oil-splash",src)
reagents.reaction(M, TOUCH, 20) //Covers target in 20u of oil.
to_chat(M, "<span class='notice'>You touch the pool of oil, only to get oil all over yourself. It would be wise to wash this off with water.</span>")
/obj/structure/sink/oil_well/attackby(obj/item/O, mob/user, params)
flick("puddle-oil-splash",src)
if(O.tool_behaviour == TOOL_SHOVEL && !(flags_1&NODECONSTRUCT_1)) //attempt to deconstruct the puddle with a shovel
to_chat(user, "You fill in the oil well with soil.")
O.play_tool_sound(src)
deconstruct()
return 1
if(istype(O, /obj/item/reagent_containers)) //Refilling bottles with oil
var/obj/item/reagent_containers/RG = O
if(RG.is_refillable())
if(!RG.reagents.holder_full())
RG.reagents.add_reagent(dispensedreagent, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
to_chat(user, "<span class='notice'>You fill [RG] from [src].</span>")
return TRUE
to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
return FALSE
if(user.a_intent != INTENT_HARM)
to_chat(user, "<span class='notice'>You won't have any luck getting \the [O] out if you drop it in the oil.</span>")
return 1
else
return ..()
/obj/structure/sink/oil_well/drop_materials()
new /obj/effect/decal/cleanable/oil(loc)
//***Grave mounds.
/obj/structure/closet/crate/grave
name = "burial mound"
desc = "An marked patch of soil, showing signs of a burial long ago. You wouldn't disturb a grave... right?"
icon = 'icons/obj/crates.dmi'
icon_state = "grave"
dense_when_open = TRUE
material_drop = /obj/item/stack/ore/glass/basalt
material_drop_amount = 5
anchorable = FALSE
anchored = TRUE
locked = TRUE
breakout_time = 900
cutting_tool = /obj/item/shovel
var/lead_tomb = FALSE
var/first_open = FALSE
/obj/structure/closet/crate/grave/PopulateContents() //GRAVEROBBING IS NOW A FEATURE
..()
new /obj/effect/decal/remains/human/grave(src)
switch(rand(1,8))
if(1)
new /obj/item/coin/gold(src)
new /obj/item/storage/wallet(src)
if(2)
new /obj/item/clothing/glasses/meson(src)
if(3)
new /obj/item/coin/silver(src)
new /obj/item/shovel/spade(src)
if(4)
new /obj/item/storage/book/bible/booze(src)
if(5)
new /obj/item/clothing/neck/stethoscope(src)
new /obj/item/scalpel(src)
new /obj/item/hemostat(src)
if(6)
new /obj/item/reagent_containers/glass/beaker(src)
new /obj/item/clothing/glasses/science(src)
if(7)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/mask/cigarette/rollie(src)
/obj/structure/closet/crate/grave/open(mob/living/user, obj/item/S)
if(!opened)
to_chat(user, "<span class='notice'>The ground here is too hard to dig up with your bare hands. You'll need a shovel.</span>")
else
to_chat(user, "<span class='notice'>The grave has already been dug up.</span>")
/obj/structure/closet/crate/grave/tool_interact(obj/item/S, mob/living/carbon/user)
if(user.a_intent == INTENT_HELP) //checks to attempt to dig the grave, must be done on help intent only.
if(!opened)
if(istype(S,cutting_tool) && S.tool_behaviour == TOOL_SHOVEL)
to_chat(user, "<span class='notice'>You start start to dig open \the [src] with \the [S]...</span>")
if (do_after(user,20, target = src))
opened = TRUE
locked = TRUE
dump_contents()
update_icon()
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "graverobbing", /datum/mood_event/graverobbing)
if(lead_tomb == TRUE && first_open == TRUE)
user.gain_trauma(/datum/brain_trauma/magic/stalker)
to_chat(user, "<span class='boldwarning'>Oh no, no no no, THEY'RE EVERYWHERE! EVERY ONE OF THEM IS EVERYWHERE!</span>")
first_open = FALSE
return 1
return 1
else
to_chat(user, "<span class='notice'>You can't dig up a grave with \the [S.name].</span>")
return 1
else
to_chat(user, "<span class='notice'>The grave has already been dug up.</span>")
return 1
else if((user.a_intent != INTENT_HELP) && opened) //checks to attempt to remove the grave entirely.
if(istype(S,cutting_tool) && S.tool_behaviour == TOOL_SHOVEL)
to_chat(user, "<span class='notice'>You start to remove \the [src] with \the [S].</span>")
if (do_after(user,15, target = src))
to_chat(user, "<span class='notice'>You remove \the [src] completely.</span>")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "graverobbing", /datum/mood_event/graverobbing)
deconstruct(TRUE)
return 1
return
/obj/structure/closet/crate/grave/bust_open()
..()
opened = TRUE
update_icon()
dump_contents()
return
/obj/structure/closet/crate/grave/lead_researcher
name = "ominous burial mound"
desc = "Even in a place filled to the brim with graves, this one shows a level of preperation and planning that fills you with dread."
icon = 'icons/obj/crates.dmi'
icon_state = "grave_lead"
lead_tomb = TRUE
first_open = TRUE
/obj/structure/closet/crate/grave/lead_researcher/PopulateContents() //ADVANCED GRAVEROBBING
..()
new /obj/effect/decal/cleanable/blood/gibs/old(src)
new /obj/item/book/granter/crafting_recipe/boneyard_notes(src)
/obj/effect/decal/remains/human/grave
turf_loc_check = FALSE
/obj/item/book/granter/crafting_recipe/boneyard_notes
name = "The Complete Works of Lavaland Bone Architecture"
desc = "Pried from the lead Archaeologist's cold, dead hands, this seems to explain how ancient bone architecture was erected long ago."
crafting_recipe_types = list(/datum/crafting_recipe/rib, /datum/crafting_recipe/boneshovel, /datum/crafting_recipe/halfskull, /datum/crafting_recipe/skull)
icon = 'icons/obj/library.dmi'
icon_state = "boneworking_learing"
oneuse = FALSE
remarks = list("Who knew you could bend bones that far back?", "I guess that was much easier before the planet heated up...", "So that's how they made those ruins survive the ashstorms. Neat!", "The page is just filled with insane ramblings about some 'legion' thing.", "But why would they need vinegar to polish the bones? And rags too?", "You spend a few moments cleaning dirt and blood off of the page, yeesh.")
//***Fluff items for lore/intrigue
/obj/item/paper/crumpled/muddy/fluff/elephant_graveyard
name = "posted warning"
desc = "It seems to be smudged with mud and... oil?"
info = "<B>TO WHOM IT MAY CONCERN</B><BR><BR>This area is property of the Nanotrasen Mining Division.<BR><BR>Trespassing in this area is illegal, highly dangerous, and subject to several NDAs.<br><br>Please turn back now, under intergalactic law section 48-R."
/obj/item/paper/crumpled/muddy/fluff/elephant_graveyard/rnd_notes
name = "Research Findings: Day 26"
desc = "Huh, this one page looks like it was torn out of a full book. How odd."
icon_state = "docs_part"
info = "<b>Researcher name:</b> B--*--* J--*s.<BR><BR>Detailed findings:<i>Today the camp site's cond-tion has wor--ene*. The ashst--ms keep blocking us off from le-ving the sit* for m-re supplies, and it's lo-king like we're out of pl*sma to p-wer the ge-erat*r. Can't rea-*y study c-*bon *ating with no li--ts, ya know? Da-*y's been going -*f again and ag-*n a-*ut h*w the company's left us to *ie here, but I j-s* keep tell-ng him to stop che*-in* out these damn graves. We m-y b* archaeologists, but -e sho*ld have t-e dec-**cy to know these grav-s are *-l NEW.</i><BR><BR><b>The rest of the page is just semantics about carbon dating methods.</b>"
/obj/item/paper/crumpled/muddy/fluff/elephant_graveyard/mutiny
name = "hastily scribbled note"
desc = "Seems like someone was in a hurry."
info = "Alright, we all know that stuck up son a bitch is just doing this to keep us satisifed. Who the hell does he think he is, taking extra rations? We're OUT OF FOOD, CARL. Tomorrow at noon, we're going to try and take the ship by force. He HAS to be lying about the engine cooling down. He HAS TO BE. I'm tellin ya, with this implant I lifted off that last supply ship, I got the smarts to get us offa this shithole. Keep your knife handy carl."
/obj/item/paper/fluff/ruins/elephant_graveyard/hypothesis
name = "research document"
desc = "Standard Nanotrasen typeface for important research documents."
info = "<b>Day 9: Tenative Conclusions</b><BR><BR>While the area appears to be of significant cultural importance to the lizard race, outside of some sparce contact with native wildlife, we're yet to find any exact reasoning for the nature of this phenomenon. It seems that organic life is communally drawn to this planet as though it functions as a final resting place for intelligent life. As per company guidelines, this site shall be given the following classification: 'LZ-0271 - Elephant Graveyard' <BR><BR><u>Compiled list of Artifact findings (Currently Sent Offsite)</u><BR>Cultist Blade Fragments: x8<BR>Brass Multiplicative Ore Sample: x105<BR>Syndicate Revolutionary Leader Implant (Broken) x1<BR>Extinct Cortical Borer Tissue Sample x1<BR>Space Carp Fossil x3"
/obj/item/paper/fluff/ruins/elephant_graveyard/final_message
name = "important looking Note"
desc = "This note is well written, and seems to have been put here so you'd find it."
info = "If you find this... you don't need to know who I am.<BR><BR>You need to leave this place. I dunno what shit they did to me out here, but I don't think I'm going to be making it out of here.<BR><BR>This place... it wears down your psyche. The other researchers out here laughed it off but... They were the first to go.<BR><BR>One by one they started turning on each other. The more they found out, the more they started fighting and arguing...<BR>As I speak now, I had to... I wound up having to put most of my men down. I know what I had to do, and I know there's no way left for me to live with myself.<BR> If anyone ever finds this, just don't touch the graves.<BR><BR>DO NOT. TOUCH. THE GRAVES. Don't be a dumbass, like we all were."

View File

@@ -38,4 +38,5 @@
#_maps/RandomRuins/LavaRuins/lavaland_surface_hermit.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_swarmer_crash.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_library.dmm
#_maps/RandomRuins/AnywhereRuins/fountain_hall.dmm
#_maps/RandomRuins/AnywhereRuins/fountain_hall.dmm
#_maps/RandomRuins/LavaRuins/lavaland_surface_elephant_graveyard.dmm

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@@ -381,6 +381,7 @@
#include "code\datums\brain_damage\brain_trauma.dm"
#include "code\datums\brain_damage\hypnosis.dm"
#include "code\datums\brain_damage\imaginary_friend.dm"
#include "code\datums\brain_damage\magic.dm"
#include "code\datums\brain_damage\mild.dm"
#include "code\datums\brain_damage\phobia.dm"
#include "code\datums\brain_damage\severe.dm"
@@ -389,7 +390,6 @@
#include "code\datums\components\_component.dm"
#include "code\datums\components\anti_magic.dm"
#include "code\datums\components\armor_plate.dm"
#include "code\datums\components\art.dm"
#include "code\datums\components\bane.dm"
#include "code\datums\components\bouncy.dm"
#include "code\datums\components\butchering.dm"
@@ -523,6 +523,8 @@
#include "code\datums\diseases\advance\symptoms\weight.dm"
#include "code\datums\diseases\advance\symptoms\youth.dm"
#include "code\datums\elements\_element.dm"
#include "code\datums\elements\art.dm"
#include "code\datums\elements\beauty.dm"
#include "code\datums\elements\cleaning.dm"
#include "code\datums\elements\dusts_on_catatonia.dm"
#include "code\datums\elements\dusts_on_leaving_area.dm"
@@ -3093,6 +3095,7 @@
#include "code\modules\ruins\icemoonruin_code\library.dm"
#include "code\modules\ruins\lavalandruin_code\alien_nest.dm"
#include "code\modules\ruins\lavalandruin_code\biodome_clown_planet.dm"
#include "code\modules\ruins\lavalandruin_code\elephantgraveyard.dm"
#include "code\modules\ruins\lavalandruin_code\pizzaparty.dm"
#include "code\modules\ruins\lavalandruin_code\puzzle.dm"
#include "code\modules\ruins\lavalandruin_code\sloth.dm"