mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-13 08:04:22 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris into dice_thing
This commit is contained in:
@@ -249,7 +249,11 @@
|
||||
"Anything Legal Considered",
|
||||
"New Toy",
|
||||
"Me, I'm Always Counting",
|
||||
"Just Five More Minutes"
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||||
"Just Five More Minutes",
|
||||
"Are You Feeling It",
|
||||
"Great White Snark",
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"No Shirt No Shoes",
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||||
"Callsign"
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||||
|
||||
|
||||
)
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||||
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||||
@@ -408,6 +408,7 @@
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projectile_type = /obj/item/projectile/chameleon
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charge_meter = 0
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||||
charge_cost = 48 //uses next to no power, since it's just holograms
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||||
battery_lock = 1
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|
||||
var/obj/item/projectile/copy_projectile
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var/global/list/gun_choices
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||||
|
||||
@@ -347,7 +347,9 @@
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||||
body_parts_covered = FACE|EYES
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||||
sprite_sheets = list(
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||||
"Teshari" = 'icons/mob/species/seromi/masks.dmi',
|
||||
"Vox" = 'icons/mob/species/vox/masks.dmi'
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"Vox" = 'icons/mob/species/vox/masks.dmi',
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"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
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||||
"Unathi" = 'icons/mob/species/unathi/mask.dmi'
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||||
)
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||||
|
||||
var/voicechange = 0
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||||
|
||||
@@ -132,7 +132,7 @@ BLIND // can't see anything
|
||||
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||||
eye = !eye
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||||
if(eye)
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||||
icon_state = "[icon_state]_r"
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||||
icon_state = "[icon_state]_1"
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||||
else
|
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icon_state = initial(icon_state)
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||||
update_clothing_icon()
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||||
@@ -395,14 +395,15 @@ BLIND // can't see anything
|
||||
toggleable = 1
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||||
action_button_name = "Toggle Goggles"
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||||
vision_flags = SEE_MOBS
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||||
see_invisible = INVISIBILITY_LEVEL_TWO
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||||
see_invisible = SEE_INVISIBLE_NOLIGHTING
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||||
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||||
|
||||
emp_act(severity)
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if(istype(src.loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/M = src.loc
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M << "\red The Optical Thermal Scanner overloads and blinds you!"
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if(M.glasses == src)
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M.eye_blind = 3
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M.Blind(3)
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M.eye_blurry = 5
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// Don't cure being nearsighted
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if(!(M.disabilities & NEARSIGHTED))
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@@ -6,10 +6,6 @@
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||||
flags_inv = HIDEFACE|BLOCKHAIR
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||||
body_parts_covered = FACE|HEAD
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w_class = ITEMSIZE_SMALL
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sprite_sheets = list(
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||||
"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
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"Unathi" = 'icons/mob/species/unathi/mask.dmi',
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)
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||||
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/obj/item/clothing/mask/balaclava/tactical
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||||
name = "green balaclava"
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||||
@@ -18,10 +14,6 @@
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item_state_slots = list(slot_r_hand_str = "bandgreen", slot_l_hand_str = "bandgreen")
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flags_inv = HIDEFACE|BLOCKHAIR
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||||
w_class = ITEMSIZE_SMALL
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sprite_sheets = list(
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"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
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"Unathi" = 'icons/mob/species/unathi/mask.dmi',
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)
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/obj/item/clothing/mask/luchador
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name = "Luchador Mask"
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@@ -34,7 +34,7 @@
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | PHORONGUARD
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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phoronproof = 1
|
||||
slowdown = 2
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||||
slowdown = 0.5
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armor = list(melee = 60, bullet = 50, laser = 40,energy = 15, bomb = 30, bio = 100, rad = 50)
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||||
siemens_coefficient = 0.2
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||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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||||
|
||||
@@ -80,6 +80,9 @@
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||||
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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||||
var/obj/item/projectile/P = damage_source
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||||
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||||
if(P.reflected) // Can't reflect twice
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||||
return ..()
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||||
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||||
var/reflectchance = 40 - round(damage/3)
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||||
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
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reflectchance /= 2
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||||
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||||
@@ -76,10 +76,12 @@
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||||
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||||
/obj/item/clothing/accessory/holster/on_attached(obj/item/clothing/under/S, mob/user as mob)
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..()
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has_suit.verbs += /obj/item/clothing/accessory/holster/verb/holster_verb
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||||
if(has_suit)
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has_suit.verbs += /obj/item/clothing/accessory/holster/verb/holster_verb
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||||
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/obj/item/clothing/accessory/holster/on_removed(mob/user as mob)
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has_suit.verbs -= /obj/item/clothing/accessory/holster/verb/holster_verb
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if(has_suit)
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has_suit.verbs -= /obj/item/clothing/accessory/holster/verb/holster_verb
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..()
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//For the holster hotkey
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@@ -105,7 +107,7 @@
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||||
if(!H.holstered)
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||||
var/obj/item/W = usr.get_active_hand()
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||||
if(!istype(W, /obj/item))
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usr << "<span class='warning'>You need your gun equiped to holster it.</span>"
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usr << "<span class='warning'>You need your gun equipped to holster it.</span>"
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return
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H.holster(W, usr)
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else
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@@ -41,9 +41,11 @@
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i++
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/datum/event/carp_migration/end()
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for(var/mob/living/simple_animal/hostile/carp/C in spawned_carp)
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if(!C.stat)
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var/turf/T = get_turf(C)
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if(istype(T, /turf/space))
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||||
if(!prob(25))
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qdel(C)
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spawn(0)
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for(var/mob/living/simple_animal/hostile/C in spawned_carp)
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||||
if(!C.stat)
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||||
var/turf/T = get_turf(C)
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||||
if(istype(T, /turf/space))
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||||
if(prob(75))
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||||
qdel(C)
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sleep(1)
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||||
@@ -72,7 +72,7 @@
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||||
|
||||
finish(mob/living/carbon/human/H)
|
||||
if(!H.reagents.has_reagent("anti_toxin"))
|
||||
H.confused += 100
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||||
H.Confuse(100)
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||||
|
||||
proc/trigger_side_effect(mob/living/carbon/human/H)
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||||
spawn
|
||||
|
||||
@@ -18,23 +18,57 @@
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||||
var/mob/last_to_emag = null
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||||
var/last_change = 0
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||||
var/last_gravity_change = 0
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||||
var/list/supported_programs = list( \
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||||
"Empty Court" = "emptycourt", \
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||||
"Basketball Court" = "basketball", \
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||||
"Thunderdome Court" = "thunderdomecourt", \
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||||
"Boxing Ring"="boxingcourt", \
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||||
"Beach" = "beach", \
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||||
"Desert" = "desert", \
|
||||
"Space" = "space", \
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||||
"Picnic Area" = "picnicarea", \
|
||||
"Snow Field" = "snowfield", \
|
||||
"Theatre" = "theatre", \
|
||||
"Meeting Hall" = "meetinghall", \
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||||
"Courtroom" = "courtroom", \
|
||||
"Turn Off" = "turnoff" \
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||||
|
||||
var/area/projection_area = /area/holodeck/alphadeck
|
||||
var/current_program
|
||||
var/powerdown_program = "Turn Off"
|
||||
var/default_program = "Empty Court"
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||||
|
||||
var/list/supported_programs = list(
|
||||
"Empty Court" = new/datum/holodeck_program(/area/holodeck/source_emptycourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"Boxing Ring" = new/datum/holodeck_program(/area/holodeck/source_boxingcourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"Basketball" = new/datum/holodeck_program(/area/holodeck/source_basketball, list('sound/music/THUNDERDOME.ogg')),
|
||||
"Thunderdome" = new/datum/holodeck_program(/area/holodeck/source_thunderdomecourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"Beach" = new/datum/holodeck_program(/area/holodeck/source_beach),
|
||||
"Desert" = new/datum/holodeck_program(/area/holodeck/source_desert,
|
||||
list(
|
||||
'sound/effects/wind/wind_2_1.ogg',
|
||||
'sound/effects/wind/wind_2_2.ogg',
|
||||
'sound/effects/wind/wind_3_1.ogg',
|
||||
'sound/effects/wind/wind_4_1.ogg',
|
||||
'sound/effects/wind/wind_4_2.ogg',
|
||||
'sound/effects/wind/wind_5_1.ogg'
|
||||
)
|
||||
),
|
||||
"Snowfield" = new/datum/holodeck_program(/area/holodeck/source_snowfield,
|
||||
list(
|
||||
'sound/effects/wind/wind_2_1.ogg',
|
||||
'sound/effects/wind/wind_2_2.ogg',
|
||||
'sound/effects/wind/wind_3_1.ogg',
|
||||
'sound/effects/wind/wind_4_1.ogg',
|
||||
'sound/effects/wind/wind_4_2.ogg',
|
||||
'sound/effects/wind/wind_5_1.ogg'
|
||||
)
|
||||
),
|
||||
"Space" = new/datum/holodeck_program(/area/holodeck/source_space,
|
||||
list(
|
||||
'sound/ambience/ambispace.ogg',
|
||||
'sound/music/main.ogg',
|
||||
'sound/music/space.ogg',
|
||||
'sound/music/traitor.ogg',
|
||||
)
|
||||
),
|
||||
"Picnic Area" = new/datum/holodeck_program(/area/holodeck/source_picnicarea, list('sound/music/title2.ogg')),
|
||||
"Theatre" = new/datum/holodeck_program(/area/holodeck/source_theatre),
|
||||
"Meetinghall" = new/datum/holodeck_program(/area/holodeck/source_meetinghall),
|
||||
"Courtroom" = new/datum/holodeck_program(/area/holodeck/source_courtroom, list('sound/music/traitor.ogg')),
|
||||
"Turn Off" = new/datum/holodeck_program(/area/holodeck/source_plating, list())
|
||||
)
|
||||
|
||||
var/list/restricted_programs = list(
|
||||
"Burnoff Test Simulation" = new/datum/holodeck_program(/area/holodeck/source_burntest, list()),
|
||||
"Wildlife Simulation" = new/datum/holodeck_program(/area/holodeck/source_wildlife, list())
|
||||
)
|
||||
var/list/restricted_programs = list("Atmospheric Burn Simulation" = "burntest", "Wildlife Simulation" = "wildlifecarp")
|
||||
var/current_program = "turnoff"
|
||||
|
||||
/obj/machinery/computer/HolodeckControl/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
@@ -59,10 +93,10 @@
|
||||
var/restricted_program_list[0]
|
||||
|
||||
for(var/P in supported_programs)
|
||||
program_list[++program_list.len] = list("name" = P, "program" = supported_programs[P])
|
||||
program_list[++program_list.len] = P
|
||||
|
||||
for(var/P in restricted_programs)
|
||||
restricted_program_list[++restricted_program_list.len] = list("name" = P, "program" = restricted_programs[P])
|
||||
restricted_program_list[++restricted_program_list.len] = P
|
||||
|
||||
data["supportedPrograms"] = program_list
|
||||
data["restrictedPrograms"] = restricted_program_list
|
||||
@@ -93,9 +127,9 @@
|
||||
|
||||
if(href_list["program"])
|
||||
var/prog = href_list["program"]
|
||||
if(prog in holodeck_programs)
|
||||
loadProgram(holodeck_programs[prog])
|
||||
current_program = href_list["program"]
|
||||
if(prog in (supported_programs + restricted_programs))
|
||||
loadProgram(prog)
|
||||
current_program = prog
|
||||
|
||||
else if(href_list["AIoverride"])
|
||||
if(!issilicon(usr))
|
||||
@@ -150,7 +184,10 @@
|
||||
|
||||
/obj/machinery/computer/HolodeckControl/New()
|
||||
..()
|
||||
linkedholodeck = locate(/area/holodeck/alphadeck)
|
||||
current_program = powerdown_program
|
||||
linkedholodeck = locate(projection_area)
|
||||
if(!linkedholodeck)
|
||||
world << "<span class='danger'>Holodeck computer at [x],[y],[z] failed to locate projection area.</span>"
|
||||
|
||||
//This could all be done better, but it works for now.
|
||||
/obj/machinery/computer/HolodeckControl/Destroy()
|
||||
@@ -185,7 +222,7 @@
|
||||
|
||||
if(!checkInteg(linkedholodeck))
|
||||
damaged = 1
|
||||
loadProgram(holodeck_programs["turnoff"], 0)
|
||||
loadProgram(powerdown_program, 0)
|
||||
active = 0
|
||||
use_power = 1
|
||||
for(var/mob/M in range(10,src))
|
||||
@@ -227,9 +264,9 @@
|
||||
//Why is it called toggle if it doesn't toggle?
|
||||
/obj/machinery/computer/HolodeckControl/proc/togglePower(var/toggleOn = 0)
|
||||
if(toggleOn)
|
||||
loadProgram(holodeck_programs["emptycourt"], 0)
|
||||
loadProgram(default_program, 0)
|
||||
else
|
||||
loadProgram(holodeck_programs["turnoff"], 0)
|
||||
loadProgram(powerdown_program, 0)
|
||||
|
||||
if(!linkedholodeck.has_gravity)
|
||||
linkedholodeck.gravitychange(1,linkedholodeck)
|
||||
@@ -238,9 +275,18 @@
|
||||
use_power = 1
|
||||
|
||||
|
||||
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/datum/holodeck_program/HP, var/check_delay = 1)
|
||||
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/prog, var/check_delay = 1)
|
||||
if(!prog)
|
||||
return
|
||||
|
||||
var/datum/holodeck_program/HP
|
||||
if(prog in supported_programs)
|
||||
HP = supported_programs[prog]
|
||||
else if(prog in restricted_programs)
|
||||
HP = restricted_programs[prog]
|
||||
if(!HP)
|
||||
return
|
||||
|
||||
var/area/A = locate(HP.target)
|
||||
if(!A)
|
||||
return
|
||||
@@ -324,7 +370,7 @@
|
||||
|
||||
/obj/machinery/computer/HolodeckControl/proc/emergencyShutdown()
|
||||
//Turn it back to the regular non-holographic room
|
||||
loadProgram(holodeck_programs["turnoff"], 0)
|
||||
loadProgram(powerdown_program, 0)
|
||||
|
||||
if(!linkedholodeck.has_gravity)
|
||||
linkedholodeck.gravitychange(1,linkedholodeck)
|
||||
|
||||
@@ -1,46 +1,3 @@
|
||||
var/global/list/holodeck_programs = list(
|
||||
"emptycourt" = new/datum/holodeck_program(/area/holodeck/source_emptycourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"boxingcourt" = new/datum/holodeck_program(/area/holodeck/source_boxingcourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"basketball" = new/datum/holodeck_program(/area/holodeck/source_basketball, list('sound/music/THUNDERDOME.ogg')),
|
||||
"thunderdomecourt" = new/datum/holodeck_program(/area/holodeck/source_thunderdomecourt, list('sound/music/THUNDERDOME.ogg')),
|
||||
"beach" = new/datum/holodeck_program(/area/holodeck/source_beach),
|
||||
"desert" = new/datum/holodeck_program(/area/holodeck/source_desert,
|
||||
list(
|
||||
'sound/effects/wind/wind_2_1.ogg',
|
||||
'sound/effects/wind/wind_2_2.ogg',
|
||||
'sound/effects/wind/wind_3_1.ogg',
|
||||
'sound/effects/wind/wind_4_1.ogg',
|
||||
'sound/effects/wind/wind_4_2.ogg',
|
||||
'sound/effects/wind/wind_5_1.ogg'
|
||||
)
|
||||
),
|
||||
"snowfield" = new/datum/holodeck_program(/area/holodeck/source_snowfield,
|
||||
list(
|
||||
'sound/effects/wind/wind_2_1.ogg',
|
||||
'sound/effects/wind/wind_2_2.ogg',
|
||||
'sound/effects/wind/wind_3_1.ogg',
|
||||
'sound/effects/wind/wind_4_1.ogg',
|
||||
'sound/effects/wind/wind_4_2.ogg',
|
||||
'sound/effects/wind/wind_5_1.ogg'
|
||||
)
|
||||
),
|
||||
"space" = new/datum/holodeck_program(/area/holodeck/source_space,
|
||||
list(
|
||||
'sound/ambience/ambispace.ogg',
|
||||
'sound/music/main.ogg',
|
||||
'sound/music/space.ogg',
|
||||
'sound/music/traitor.ogg',
|
||||
)
|
||||
),
|
||||
"picnicarea" = new/datum/holodeck_program(/area/holodeck/source_picnicarea, list('sound/music/title2.ogg')),
|
||||
"theatre" = new/datum/holodeck_program(/area/holodeck/source_theatre),
|
||||
"meetinghall" = new/datum/holodeck_program(/area/holodeck/source_meetinghall),
|
||||
"courtroom" = new/datum/holodeck_program(/area/holodeck/source_courtroom, list('sound/music/traitor.ogg')),
|
||||
"burntest" = new/datum/holodeck_program(/area/holodeck/source_burntest, list()),
|
||||
"wildlifecarp" = new/datum/holodeck_program(/area/holodeck/source_wildlife, list()),
|
||||
"turnoff" = new/datum/holodeck_program(/area/holodeck/source_plating, list())
|
||||
)
|
||||
|
||||
/datum/holodeck_program
|
||||
var/target
|
||||
var/list/ambience = null
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
#define IC_SPAWN_DEFAULT 1 // If the circuit comes in the default circuit box.
|
||||
#define IC_SPAWN_RESEARCH 2 // If the circuit design will be autogenerated for RnD.
|
||||
|
||||
#define IC_FORMAT_STRING "\<STRING\>"
|
||||
#define IC_FORMAT_STRING "\<TEXT\>"
|
||||
#define IC_FORMAT_NUMBER "\<NUM\>"
|
||||
#define IC_FORMAT_REF "\<REF\>"
|
||||
#define IC_FORMAT_LIST "\<LIST\>"
|
||||
|
||||
@@ -107,6 +107,7 @@
|
||||
for(var/obj/item/integrated_circuit/circuit in contents)
|
||||
HTML += "<a href=?src=\ref[circuit];examine=1>[circuit.name]</a> | "
|
||||
HTML += "<a href=?src=\ref[circuit];rename=1>\[Rename\]</a> | "
|
||||
HTML += "<a href=?src=\ref[circuit];scan=1>\[Scan with Debugger\]</a> | "
|
||||
if(circuit.removable)
|
||||
HTML += "<a href=?src=\ref[circuit];remove=1>\[Remove\]</a>"
|
||||
HTML += "<br>"
|
||||
@@ -223,9 +224,10 @@
|
||||
if(proximity)
|
||||
var/scanned = FALSE
|
||||
for(var/obj/item/integrated_circuit/input/sensor/S in contents)
|
||||
S.set_pin_data(IC_OUTPUT, 1, weakref(target))
|
||||
S.check_then_do_work()
|
||||
scanned = TRUE
|
||||
// S.set_pin_data(IC_OUTPUT, 1, weakref(target))
|
||||
// S.check_then_do_work()
|
||||
if(S.scan(target))
|
||||
scanned = TRUE
|
||||
if(scanned)
|
||||
visible_message("<span class='notice'>\The [user] waves \the [src] around [target].</span>")
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
/obj/item/integrated_circuit/examine(mob/user)
|
||||
. = ..()
|
||||
external_examine(user)
|
||||
interact(user)
|
||||
|
||||
// This should be used when someone is examining while the case is opened.
|
||||
/obj/item/integrated_circuit/proc/internal_examine(mob/user)
|
||||
@@ -86,16 +87,14 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
var/HTML = list()
|
||||
HTML += "<html><head><title>[src.name]</title></head><body>"
|
||||
HTML += "<div align='center'>"
|
||||
HTML += "<table border='1' style='undefined;table-layout: fixed; width: 424px'>"
|
||||
HTML += "<table border='1' style='undefined;table-layout: fixed; width: 80%'>"
|
||||
|
||||
HTML += "<br><a href='?src=\ref[src];'>\[Refresh\]</a> | "
|
||||
HTML += "<a href='?src=\ref[src];rename=1'>\[Rename\]</a> | "
|
||||
HTML += "<a href='?src=\ref[src];scan=1'>\[Scan with Debugger\]</a> | "
|
||||
HTML += "<a href='?src=\ref[src];remove=1'>\[Remove\]</a><br>"
|
||||
|
||||
HTML += "<colgroup>"
|
||||
//HTML += "<col style='width: 121px'>"
|
||||
//HTML += "<col style='width: 181px'>"
|
||||
//HTML += "<col style='width: 122px'>"
|
||||
HTML += "<col style='width: [table_edge_width]'>"
|
||||
HTML += "<col style='width: [table_middle_width]'>"
|
||||
HTML += "<col style='width: [table_edge_width]'>"
|
||||
@@ -212,6 +211,16 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
if(href_list["rename"])
|
||||
rename_component(usr)
|
||||
|
||||
if(href_list["scan"])
|
||||
if(istype(held_item, /obj/item/device/integrated_electronics/debugger))
|
||||
var/obj/item/device/integrated_electronics/debugger/D = held_item
|
||||
if(D.accepting_refs)
|
||||
D.afterattack(src, usr, TRUE)
|
||||
else
|
||||
to_chat(usr, "<span class='warning'>The Debugger's 'ref scanner' needs to be on.</span>")
|
||||
else
|
||||
to_chat(usr, "<span class='warning'>You need a Debugger set to 'ref' mode to do that.</span>")
|
||||
|
||||
if(href_list["autopulse"])
|
||||
if(autopulse != -1)
|
||||
autopulse = !autopulse
|
||||
@@ -260,10 +269,10 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
return TRUE // Battery has enough.
|
||||
return FALSE // Not enough power.
|
||||
|
||||
/obj/item/integrated_circuit/proc/check_then_do_work()
|
||||
/obj/item/integrated_circuit/proc/check_then_do_work(var/ignore_power = FALSE)
|
||||
if(world.time < next_use) // All intergrated circuits have an internal cooldown, to protect from spam.
|
||||
return
|
||||
if(power_draw_per_use)
|
||||
if(power_draw_per_use && !ignore_power)
|
||||
if(!check_power())
|
||||
power_fail()
|
||||
return
|
||||
|
||||
@@ -160,7 +160,7 @@
|
||||
data_to_show = A.name
|
||||
to_chat(user, "<span class='notice'>You write '[data_to_write ? data_to_show : "NULL"]' to the '[io]' pin of \the [io.holder].</span>")
|
||||
else if(io.io_type == PULSE_CHANNEL)
|
||||
io.holder.check_then_do_work()
|
||||
io.holder.check_then_do_work(ignore_power = TRUE)
|
||||
to_chat(user, "<span class='notice'>You pulse \the [io.holder]'s [io].</span>")
|
||||
|
||||
io.holder.interact(user) // This is to update the UI.
|
||||
|
||||
@@ -1,9 +1,18 @@
|
||||
//These circuits do simple math.
|
||||
/obj/item/integrated_circuit/arithmetic
|
||||
complexity = 1
|
||||
inputs = list("A","B","C","D","E","F","G","H")
|
||||
outputs = list("result")
|
||||
activators = list("compute")
|
||||
inputs = list(
|
||||
"\<NUM\> A",
|
||||
"\<NUM\> B",
|
||||
"\<NUM\> C",
|
||||
"\<NUM\> D",
|
||||
"\<NUM\> E",
|
||||
"\<NUM\> F",
|
||||
"\<NUM\> G",
|
||||
"\<NUM\> H"
|
||||
)
|
||||
outputs = list("\<NUM\> result")
|
||||
activators = list("\<PULSE IN\> compute", "\<PULSE OUT\> on computed")
|
||||
category_text = "Arithmetic"
|
||||
autopulse = 1
|
||||
power_draw_per_use = 5 // Math is pretty cheap.
|
||||
@@ -30,9 +39,9 @@
|
||||
if(isnum(I.data))
|
||||
result = result + I.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// -Subtracting- //
|
||||
|
||||
@@ -58,9 +67,9 @@
|
||||
if(isnum(I.data))
|
||||
result = result - I.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// *Multiply* //
|
||||
|
||||
@@ -86,9 +95,9 @@
|
||||
if(isnum(I.data))
|
||||
result = result * I.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// /Division/ //
|
||||
|
||||
@@ -114,9 +123,9 @@
|
||||
if(isnum(I.data) && I.data != 0) //No runtimes here.
|
||||
result = result / I.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
//^ Exponent ^//
|
||||
|
||||
@@ -134,9 +143,9 @@
|
||||
if(isnum(A.data) && isnum(B.data))
|
||||
result = A.data ** B.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// +-Sign-+ //
|
||||
|
||||
@@ -159,9 +168,9 @@
|
||||
else
|
||||
result = 0
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Round //
|
||||
|
||||
@@ -183,9 +192,9 @@
|
||||
else
|
||||
result = round(A.data)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
// Absolute //
|
||||
@@ -204,9 +213,9 @@
|
||||
if(isnum(I.data))
|
||||
result = abs(I.data)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Averaging //
|
||||
|
||||
@@ -229,9 +238,9 @@
|
||||
if(inputs_used)
|
||||
result = result / inputs_used
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Pi, because why the hell not? //
|
||||
/obj/item/integrated_circuit/arithmetic/pi
|
||||
@@ -242,9 +251,9 @@
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/arithmetic/pi/do_work()
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = 3.14159
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, 3.14159)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Random //
|
||||
/obj/item/integrated_circuit/arithmetic/random
|
||||
@@ -253,20 +262,20 @@
|
||||
extended_desc = "'Inclusive' means that the upper bound is included in the range of numbers, e.g. L = 1 and H = 3 will allow \
|
||||
for outputs of 1, 2, or 3. H being the higher number is not <i>strictly</i> required."
|
||||
icon_state = "random"
|
||||
inputs = list("L","H")
|
||||
inputs = list("\<NUM\> L","\<NUM\> H")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/arithmetic/random/do_work()
|
||||
var/result = 0
|
||||
var/datum/integrated_io/L = inputs[1]
|
||||
var/datum/integrated_io/H = inputs[2]
|
||||
var/L = get_pin_data(IC_INPUT, 1)
|
||||
var/H = get_pin_data(IC_INPUT, 2)
|
||||
|
||||
if(isnum(L.data) && isnum(H.data))
|
||||
result = rand(L.data, H.data)
|
||||
if(isnum(L) && isnum(H))
|
||||
result = rand(L, H)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Square Root //
|
||||
|
||||
@@ -274,7 +283,7 @@
|
||||
name = "square root circuit"
|
||||
desc = "This outputs the square root of a number you put in."
|
||||
icon_state = "square_root"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/arithmetic/square_root/do_work()
|
||||
@@ -284,9 +293,9 @@
|
||||
if(isnum(I.data))
|
||||
result = sqrt(I.data)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// % Modulo % //
|
||||
|
||||
@@ -294,17 +303,17 @@
|
||||
name = "modulo circuit"
|
||||
desc = "Gets the remainder of A / B."
|
||||
icon_state = "modulo"
|
||||
inputs = list("A", "B")
|
||||
inputs = list("\<NUM\> A", "\<NUM\> B")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/arithmetic/modulo/do_work()
|
||||
var/result = 0
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
var/datum/integrated_io/input/B = inputs[2]
|
||||
if(isnum(A.data) && isnum(B.data) && B.data != 0)
|
||||
result = A.data % B.data
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
var/B = get_pin_data(IC_INPUT, 2)
|
||||
if(isnum(A) && isnum(B) && B != 0)
|
||||
result = A % B
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
complexity = 2
|
||||
inputs = list("input")
|
||||
outputs = list("output")
|
||||
activators = list("convert")
|
||||
activators = list("\<PULSE IN\> convert", "\<PULSE OUT\> on convert")
|
||||
category_text = "Converter"
|
||||
autopulse = 1
|
||||
power_draw_per_use = 10
|
||||
@@ -16,89 +16,113 @@
|
||||
name = "number to string"
|
||||
desc = "This circuit can convert a number variable into a string."
|
||||
icon_state = "num-string"
|
||||
inputs = list("\<NUM\> input")
|
||||
outputs = list("\<TEXT\> output")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/num2text/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
if(incoming.data && isnum(incoming.data))
|
||||
result = num2text(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && isnum(incoming))
|
||||
result = num2text(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/text2num
|
||||
name = "string to number"
|
||||
desc = "This circuit can convert a string variable into a number."
|
||||
icon_state = "string-num"
|
||||
inputs = list("\<TEXT\> input")
|
||||
outputs = list("\<NUM\> output")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/text2num/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
if(incoming.data && istext(incoming.data))
|
||||
result = text2num(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && istext(incoming))
|
||||
result = text2num(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/ref2text
|
||||
name = "reference to string"
|
||||
desc = "This circuit can convert a reference to something else to a string, specifically the name of that reference."
|
||||
icon_state = "ref-string"
|
||||
inputs = list("\<REF\> input")
|
||||
outputs = list("\<TEXT\> output")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/ref2text/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
var/atom/A = incoming.data_as_type(/atom)
|
||||
result = A && A.name
|
||||
pull_data()
|
||||
var/atom/A = get_pin_data(IC_INPUT, 1)
|
||||
if(A && istype(A))
|
||||
result = A.name
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/lowercase
|
||||
name = "lowercase string converter"
|
||||
desc = "this will cause a string to come out in all lowercase."
|
||||
icon_state = "lowercase"
|
||||
inputs = list("\<TEXT\> input")
|
||||
outputs = list("\<TEXT\> output")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/lowercase/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
if(incoming.data && istext(incoming.data))
|
||||
result = lowertext(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && istext(incoming))
|
||||
result = lowertext(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/uppercase
|
||||
name = "uppercase string converter"
|
||||
desc = "THIS WILL CAUSE A STRING TO COME OUT IN ALL UPPERCASE."
|
||||
icon_state = "uppercase"
|
||||
inputs = list("\<TEXT\> input")
|
||||
outputs = list("\<TEXT\> output")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/uppercase/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
if(incoming.data && istext(incoming.data))
|
||||
result = uppertext(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && istext(incoming))
|
||||
result = uppertext(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/concatenatior
|
||||
name = "concatenatior"
|
||||
desc = "This joins many strings together to get one big string."
|
||||
desc = "This joins many strings or numbers together to get one big string."
|
||||
complexity = 4
|
||||
inputs = list("A","B","C","D","E","F","G","H")
|
||||
outputs = list("result")
|
||||
activators = list("concatenate")
|
||||
inputs = list(
|
||||
"\<TEXT/NUM\> A",
|
||||
"\<TEXT/NUM\> B",
|
||||
"\<TEXT/NUM\> C",
|
||||
"\<TEXT/NUM\> D",
|
||||
"\<TEXT/NUM\> E",
|
||||
"\<TEXT/NUM\> F",
|
||||
"\<TEXT/NUM\> G",
|
||||
"\<TEXT/NUM\> H"
|
||||
)
|
||||
outputs = list("\<TEXT\> result")
|
||||
activators = list("\<PULSE IN\> concatenate", "\<PULSE OUT\> on concatenated")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/concatenatior/do_work()
|
||||
@@ -107,70 +131,70 @@
|
||||
I.pull_data()
|
||||
if(istext(I.data))
|
||||
result = result + I.data
|
||||
else if(!isnull(I.data) && num2text(I.data))
|
||||
result = result + num2text(I.data)
|
||||
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/radians2degrees
|
||||
name = "radians to degrees converter"
|
||||
desc = "Converts radians to degrees."
|
||||
inputs = list("radian")
|
||||
outputs = list("degrees")
|
||||
inputs = list("\<NUM\> radian")
|
||||
outputs = list("\<NUM\> degrees")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/radians2degrees/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
incoming.pull_data()
|
||||
if(incoming.data && isnum(incoming.data))
|
||||
result = ToDegrees(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && isnum(incoming))
|
||||
result = ToDegrees(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/degrees2radians
|
||||
name = "degrees to radians converter"
|
||||
desc = "Converts degrees to radians."
|
||||
inputs = list("degrees")
|
||||
outputs = list("radians")
|
||||
inputs = list("\<NUM\> degrees")
|
||||
outputs = list("\<NUM\> radians")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/degrees2radians/do_work()
|
||||
var/result = null
|
||||
var/datum/integrated_io/incoming = inputs[1]
|
||||
var/datum/integrated_io/outgoing = outputs[1]
|
||||
incoming.pull_data()
|
||||
if(incoming.data && isnum(incoming.data))
|
||||
result = ToRadians(incoming.data)
|
||||
pull_data()
|
||||
var/incoming = get_pin_data(IC_INPUT, 1)
|
||||
if(incoming && isnum(incoming))
|
||||
result = ToRadians(incoming)
|
||||
|
||||
outgoing.data = result
|
||||
outgoing.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/converter/abs_to_rel_coords
|
||||
name = "abs to rel coordinate converter"
|
||||
desc = "Easily convert absolute coordinates to relative coordinates with this."
|
||||
complexity = 4
|
||||
inputs = list("X1 (abs)", "Y1 (abs)", "X2 (abs)", "Y2 (abs)")
|
||||
outputs = list("X (rel)", "Y (rel)")
|
||||
activators = list("compute rel coordinates")
|
||||
inputs = list("\<NUM\> X1", "\<NUM\> Y1", "\<NUM\> X2", "\<NUM\> Y2")
|
||||
outputs = list("\<NUM\> X", "\<NUM\> Y")
|
||||
activators = list("\<PULSE IN\> compute rel coordinates", "\<PULSE OUT\> on convert")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/abs_to_rel_coords/do_work()
|
||||
var/datum/integrated_io/x1 = inputs[1]
|
||||
var/datum/integrated_io/y1 = inputs[2]
|
||||
var/x1 = get_pin_data(IC_INPUT, 1)
|
||||
var/y1 = get_pin_data(IC_INPUT, 2)
|
||||
|
||||
var/datum/integrated_io/x2 = inputs[3]
|
||||
var/datum/integrated_io/y2 = inputs[4]
|
||||
var/x2 = get_pin_data(IC_INPUT, 3)
|
||||
var/y2 = get_pin_data(IC_INPUT, 4)
|
||||
|
||||
var/datum/integrated_io/result_x = outputs[1]
|
||||
var/datum/integrated_io/result_y = outputs[2]
|
||||
if(x1 && y1 && x2 && y2)
|
||||
set_pin_data(IC_OUTPUT, 1, x1 - x2)
|
||||
set_pin_data(IC_OUTPUT, 2, y1 - y2)
|
||||
|
||||
if(x1.data && y1.data && x2.data && y2.data)
|
||||
result_x.data = x1.data - x2.data
|
||||
result_y.data = y1.data - y2.data
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
@@ -14,28 +14,27 @@
|
||||
can_be_asked_input = 1
|
||||
inputs = list()
|
||||
outputs = list()
|
||||
activators = list("on pressed")
|
||||
activators = list("\<PULSE OUT\> on pressed")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/input/button/ask_for_input(mob/user) //Bit misleading name for this specific use.
|
||||
var/datum/integrated_io/A = activators[1]
|
||||
if(A.linked.len)
|
||||
for(var/datum/integrated_io/activate/target in A.linked)
|
||||
target.holder.check_then_do_work()
|
||||
to_chat(user, "<span class='notice'>You press the button labeled '[src.name]'.</span>")
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/input/toggle_button
|
||||
name = "toggle button"
|
||||
desc = "It toggles on, off, on, off..."
|
||||
icon_state = "toggle_button"
|
||||
complexity = 1
|
||||
can_be_asked_input = 1
|
||||
inputs = list()
|
||||
outputs = list("on" = 0)
|
||||
activators = list("on toggle")
|
||||
outputs = list("\<NUM\> on" = 0)
|
||||
activators = list("\<PULSE OUT\> on toggle")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/input/toggle_button/ask_for_input(mob/user) // Ditto.
|
||||
set_pin_data(IC_OUTPUT, 1, !get_pin_data(IC_OUTPUT, 1))
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
to_chat(user, "<span class='notice'>You toggle the button labeled '[src.name]' [get_pin_data(IC_OUTPUT, 1) ? "on" : "off"].</span>")
|
||||
|
||||
@@ -46,19 +45,17 @@
|
||||
complexity = 2
|
||||
can_be_asked_input = 1
|
||||
inputs = list()
|
||||
outputs = list("number entered")
|
||||
activators = list("on entered")
|
||||
outputs = list("\<NUM\> number entered")
|
||||
activators = list("\<PULSE OUT\> on entered")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/input/numberpad/ask_for_input(mob/user)
|
||||
var/new_input = input(user, "Enter a number, please.","Number pad") as null|num
|
||||
if(isnum(new_input) && CanInteract(user, physical_state))
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
O.data = new_input
|
||||
O.push_data()
|
||||
var/datum/integrated_io/A = activators[1]
|
||||
A.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, new_input)
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/input/textpad
|
||||
name = "text pad"
|
||||
@@ -67,49 +64,43 @@
|
||||
complexity = 2
|
||||
can_be_asked_input = 1
|
||||
inputs = list()
|
||||
outputs = list("string entered")
|
||||
activators = list("on entered")
|
||||
outputs = list("\<TEXT\> string entered")
|
||||
activators = list("\<PULSE OUT\> on entered")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/input/textpad/ask_for_input(mob/user)
|
||||
var/new_input = input(user, "Enter some words, please.","Number pad") as null|text
|
||||
if(istext(new_input) && CanInteract(user, physical_state))
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
O.data = new_input
|
||||
O.push_data()
|
||||
var/datum/integrated_io/A = activators[1]
|
||||
A.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, new_input)
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/input/med_scanner
|
||||
name = "integrated medical analyser"
|
||||
desc = "A very small version of the common medical analyser. This allows the machine to know how healthy someone is."
|
||||
icon_state = "medscan"
|
||||
complexity = 4
|
||||
inputs = list("target ref")
|
||||
outputs = list("total health %", "total missing health")
|
||||
activators = list("scan")
|
||||
inputs = list("\<REF\> target")
|
||||
outputs = list("\<NUM\> total health %", "\<NUM\> total missing health")
|
||||
activators = list("\<PULSE IN\> scan", "\<PULSE OUT\> on scanned")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
|
||||
power_draw_per_use = 40
|
||||
|
||||
/obj/item/integrated_circuit/input/med_scanner/do_work()
|
||||
var/datum/integrated_io/I = inputs[1]
|
||||
var/mob/living/carbon/human/H = I.data_as_type(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/H = get_pin_data_as_type(IC_INPUT, 1, /mob/living/carbon/human)
|
||||
if(!istype(H)) //Invalid input
|
||||
return
|
||||
if(H.Adjacent(get_turf(src))) // Like normal analysers, it can't be used at range.
|
||||
var/total_health = round(H.health/H.maxHealth, 0.1)*100
|
||||
var/missing_health = H.maxHealth - H.health
|
||||
var/total_health = round(H.health/H.getMaxHealth(), 0.1)*100
|
||||
var/missing_health = H.getMaxHealth() - H.health
|
||||
|
||||
var/datum/integrated_io/total = outputs[1]
|
||||
var/datum/integrated_io/missing = outputs[2]
|
||||
set_pin_data(IC_OUTPUT, 1, total_health)
|
||||
set_pin_data(IC_OUTPUT, 2, missing_health)
|
||||
|
||||
total.data = total_health
|
||||
missing.data = missing_health
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/input/adv_med_scanner
|
||||
name = "integrated advanced medical analyser"
|
||||
@@ -117,48 +108,39 @@
|
||||
This type is much more precise, allowing the machine to know much more about the target than a normal analyzer."
|
||||
icon_state = "medscan_adv"
|
||||
complexity = 12
|
||||
inputs = list("target ref")
|
||||
inputs = list("\<REF\> target")
|
||||
outputs = list(
|
||||
"total health %",
|
||||
"total missing health",
|
||||
"brute damage",
|
||||
"burn damage",
|
||||
"tox damage",
|
||||
"oxy damage",
|
||||
"clone damage"
|
||||
"\<NUM\> total health %",
|
||||
"\<NUM\> total missing health",
|
||||
"\<NUM\> brute damage",
|
||||
"\<NUM\> burn damage",
|
||||
"\<NUM\> tox damage",
|
||||
"\<NUM\> oxy damage",
|
||||
"\<NUM\> clone damage"
|
||||
)
|
||||
activators = list("scan")
|
||||
activators = list("\<PULSE IN\> scan", "\<PULSE OUT\> on scanned")
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3, TECH_BIO = 4)
|
||||
power_draw_per_use = 80
|
||||
|
||||
/obj/item/integrated_circuit/input/adv_med_scanner/do_work()
|
||||
var/datum/integrated_io/I = inputs[1]
|
||||
var/mob/living/carbon/human/H = I.data_as_type(/mob/living/carbon/human)
|
||||
var/mob/living/carbon/human/H = get_pin_data_as_type(IC_INPUT, 1, /mob/living/carbon/human)
|
||||
if(!istype(H)) //Invalid input
|
||||
return
|
||||
if(H.Adjacent(get_turf(src))) // Like normal analysers, it can't be used at range.
|
||||
var/total_health = round(H.health/H.maxHealth, 0.1)*100
|
||||
var/missing_health = H.maxHealth - H.health
|
||||
var/total_health = round(H.health/H.getMaxHealth(), 0.1)*100
|
||||
var/missing_health = H.getMaxHealth() - H.health
|
||||
|
||||
var/datum/integrated_io/total = outputs[1]
|
||||
var/datum/integrated_io/missing = outputs[2]
|
||||
var/datum/integrated_io/brute = outputs[3]
|
||||
var/datum/integrated_io/burn = outputs[4]
|
||||
var/datum/integrated_io/tox = outputs[5]
|
||||
var/datum/integrated_io/oxy = outputs[6]
|
||||
var/datum/integrated_io/clone = outputs[7]
|
||||
set_pin_data(IC_OUTPUT, 1, total_health)
|
||||
set_pin_data(IC_OUTPUT, 2, missing_health)
|
||||
set_pin_data(IC_OUTPUT, 3, H.getBruteLoss())
|
||||
set_pin_data(IC_OUTPUT, 4, H.getFireLoss())
|
||||
set_pin_data(IC_OUTPUT, 5, H.getToxLoss())
|
||||
set_pin_data(IC_OUTPUT, 6, H.getOxyLoss())
|
||||
set_pin_data(IC_OUTPUT, 7, H.getCloneLoss())
|
||||
|
||||
total.data = total_health
|
||||
missing.data = missing_health
|
||||
brute.data = H.getBruteLoss()
|
||||
burn.data = H.getFireLoss()
|
||||
tox.data = H.getToxLoss()
|
||||
oxy.data = H.getOxyLoss()
|
||||
clone.data = H.getCloneLoss()
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/input/local_locator
|
||||
name = "local locator"
|
||||
@@ -222,9 +204,9 @@
|
||||
Meaning the default frequency is expressed as 1457, not 145.7. To send a signal, pulse the 'send signal' activator pin."
|
||||
icon_state = "signal"
|
||||
complexity = 4
|
||||
inputs = list("frequency","code")
|
||||
inputs = list("\<NUM\> frequency","\<NUM\> code")
|
||||
outputs = list()
|
||||
activators = list("send signal","on signal received")
|
||||
activators = list("\<PULSE IN\> send signal","\<PULSE OUT\> on signal sent", "\<PULSE OUT\> on signal received")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_MAGNET = 2)
|
||||
power_draw_idle = 5
|
||||
@@ -237,11 +219,9 @@
|
||||
/obj/item/integrated_circuit/input/signaler/initialize()
|
||||
..()
|
||||
set_frequency(frequency)
|
||||
var/datum/integrated_io/new_freq = inputs[1]
|
||||
var/datum/integrated_io/new_code = inputs[2]
|
||||
// Set the pins so when someone sees them, they won't show as null
|
||||
new_freq.data = frequency
|
||||
new_code.data = code
|
||||
set_pin_data(IC_INPUT, 1, frequency)
|
||||
set_pin_data(IC_INPUT, 2, code)
|
||||
|
||||
/obj/item/integrated_circuit/input/signaler/Destroy()
|
||||
if(radio_controller)
|
||||
@@ -250,12 +230,12 @@
|
||||
. = ..()
|
||||
|
||||
/obj/item/integrated_circuit/input/signaler/on_data_written()
|
||||
var/datum/integrated_io/new_freq = inputs[1]
|
||||
var/datum/integrated_io/new_code = inputs[2]
|
||||
if(isnum(new_freq.data) && new_freq.data > 0)
|
||||
set_frequency(new_freq.data)
|
||||
if(isnum(new_code.data))
|
||||
code = new_code.data
|
||||
var/new_freq = get_pin_data(IC_INPUT, 1)
|
||||
var/new_code = get_pin_data(IC_INPUT, 2)
|
||||
if(isnum(new_freq) && new_freq > 0)
|
||||
set_frequency(new_freq)
|
||||
if(isnum(new_code))
|
||||
code = new_code
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/input/signaler/do_work() // Sends a signal.
|
||||
@@ -267,6 +247,7 @@
|
||||
signal.encryption = code
|
||||
signal.data["message"] = "ACTIVATE"
|
||||
radio_connection.post_signal(src, signal)
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/input/signaler/proc/set_frequency(new_frequency)
|
||||
if(!frequency)
|
||||
@@ -280,11 +261,11 @@
|
||||
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
|
||||
|
||||
/obj/item/integrated_circuit/input/signaler/receive_signal(datum/signal/signal)
|
||||
var/datum/integrated_io/new_code = inputs[2]
|
||||
var/new_code = get_pin_data(IC_INPUT, 2)
|
||||
var/code = 0
|
||||
|
||||
if(isnum(new_code.data))
|
||||
code = new_code.data
|
||||
if(isnum(new_code))
|
||||
code = new_code
|
||||
if(!signal)
|
||||
return 0
|
||||
if(signal.encryption != code)
|
||||
@@ -292,8 +273,7 @@
|
||||
if(signal.source == src) // Don't trigger ourselves.
|
||||
return 0
|
||||
|
||||
var/datum/integrated_io/A = activators[2]
|
||||
A.push_data()
|
||||
activate_pin(3)
|
||||
|
||||
for(var/mob/O in hearers(1, get_turf(src)))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
@@ -306,9 +286,9 @@
|
||||
will pulse whatever's connected to it. Pulsing the first activation pin will send a message."
|
||||
icon_state = "signal"
|
||||
complexity = 4
|
||||
inputs = list("target EPv2 address", "data to send", "secondary text")
|
||||
outputs = list("address received", "data received", "secondary text received")
|
||||
activators = list("send data", "on data received")
|
||||
inputs = list("\<TEXT\> target EPv2 address", "\<TEXT\> data to send", "\<TEXT\> secondary text")
|
||||
outputs = list("\<TEXT\> address received", "\<TEXT\> data received", "\<TEXT\> secondary text received")
|
||||
activators = list("\<PULSE IN\> send data", "\<PULSE OUT\> on data received")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_MAGNET = 2, TECH_BLUESPACE = 2)
|
||||
power_draw_per_use = 50
|
||||
@@ -318,7 +298,7 @@
|
||||
..()
|
||||
exonet = new(src)
|
||||
exonet.make_address("EPv2_circuit-\ref[src]")
|
||||
desc += "<br>This circuit's EPv2 address is: [exonet.address]."
|
||||
desc += "<br>This circuit's EPv2 address is: [exonet.address]"
|
||||
|
||||
/obj/item/integrated_circuit/input/EPv2/Destroy()
|
||||
if(exonet)
|
||||
@@ -327,64 +307,60 @@
|
||||
..()
|
||||
|
||||
/obj/item/integrated_circuit/input/EPv2/do_work()
|
||||
var/datum/integrated_io/target_address = inputs[1]
|
||||
var/datum/integrated_io/message = inputs[2]
|
||||
var/datum/integrated_io/text = inputs[3]
|
||||
if(istext(target_address.data))
|
||||
exonet.send_message(target_address.data, message.data, text.data)
|
||||
var/target_address = get_pin_data(IC_INPUT, 1)
|
||||
var/message = get_pin_data(IC_INPUT, 2)
|
||||
var/text = get_pin_data(IC_INPUT, 3)
|
||||
|
||||
if(target_address && istext(target_address))
|
||||
exonet.send_message(target_address, message, text)
|
||||
|
||||
/obj/item/integrated_circuit/input/receive_exonet_message(var/atom/origin_atom, var/origin_address, var/message, var/text)
|
||||
var/datum/integrated_io/message_received = outputs[1]
|
||||
var/datum/integrated_io/data_received = outputs[2]
|
||||
var/datum/integrated_io/text_received = outputs[3]
|
||||
set_pin_data(IC_OUTPUT, 1, origin_address)
|
||||
set_pin_data(IC_OUTPUT, 2, message)
|
||||
set_pin_data(IC_OUTPUT, 3, text)
|
||||
|
||||
var/datum/integrated_io/A = activators[2]
|
||||
A.push_data()
|
||||
|
||||
message_received.write_data_to_pin(origin_address)
|
||||
data_received.write_data_to_pin(message)
|
||||
text_received.write_data_to_pin(text)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
//This circuit gives information on where the machine is.
|
||||
/obj/item/integrated_circuit/input/gps
|
||||
name = "global positioning system"
|
||||
desc = "This allows you to easily know the position of a machine containing this device."
|
||||
extended_desc = "The GPS's coordinates it gives is absolute, not relative."
|
||||
icon_state = "gps"
|
||||
complexity = 4
|
||||
inputs = list()
|
||||
outputs = list("X (abs)", "Y (abs)")
|
||||
activators = list("get coordinates")
|
||||
outputs = list("\<NUM\> X", "\<NUM\> Y")
|
||||
activators = list("\<PULSE IN\> get coordinates", "\<PULSE OUT\> on get coordinates")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 30
|
||||
|
||||
/obj/item/integrated_circuit/input/gps/do_work()
|
||||
var/turf/T = get_turf(src)
|
||||
var/datum/integrated_io/result_x = outputs[1]
|
||||
var/datum/integrated_io/result_y = outputs[2]
|
||||
|
||||
result_x.data = null
|
||||
result_y.data = null
|
||||
set_pin_data(IC_OUTPUT, 1, null)
|
||||
set_pin_data(IC_OUTPUT, 2, null)
|
||||
if(!T)
|
||||
return
|
||||
|
||||
result_x.data = T.x
|
||||
result_y.data = T.y
|
||||
set_pin_data(IC_OUTPUT, 1, T.x)
|
||||
set_pin_data(IC_OUTPUT, 2, T.y)
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/input/microphone
|
||||
name = "microphone"
|
||||
desc = "Useful for spying on people or for voice activated machines."
|
||||
extended_desc = "This will automatically translate most languages it hears to Galactic Common. \
|
||||
The first activation pin is always pulsed when the circuit hears someone talk, while the second one \
|
||||
is only triggered if it hears someone speaking a language other than Galactic Common."
|
||||
icon_state = "recorder"
|
||||
complexity = 8
|
||||
inputs = list()
|
||||
outputs = list("speaker \<String\>", "message \<String\>")
|
||||
activators = list("on message received")
|
||||
outputs = list("\<TEXT\> speaker", "\<TEXT\> message")
|
||||
activators = list("\<PULSE OUT\> on message received", "\<PULSE OUT\> on translation")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 15
|
||||
|
||||
@@ -397,42 +373,45 @@
|
||||
..()
|
||||
|
||||
/obj/item/integrated_circuit/input/microphone/hear_talk(mob/living/M, msg, var/verb="says", datum/language/speaking=null)
|
||||
var/datum/integrated_io/V = outputs[1]
|
||||
var/datum/integrated_io/O = outputs[2]
|
||||
var/datum/integrated_io/A = activators[1]
|
||||
var/translated = FALSE
|
||||
if(M && msg)
|
||||
if(speaking)
|
||||
if(!speaking.machine_understands)
|
||||
msg = speaking.scramble(msg)
|
||||
V.data = M.GetVoice()
|
||||
O.data = msg
|
||||
A.push_data()
|
||||
if(!istype(speaking, /datum/language/common))
|
||||
translated = TRUE
|
||||
set_pin_data(IC_OUTPUT, 1, M.GetVoice())
|
||||
set_pin_data(IC_OUTPUT, 2, msg)
|
||||
|
||||
for(var/datum/integrated_io/output/out in outputs)
|
||||
out.push_data()
|
||||
|
||||
A.push_data()
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
if(translated)
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/input/sensor
|
||||
name = "sensor"
|
||||
desc = "Scans and obtains a reference for any objects or persons near you. All you need to do is shove the machine in their face."
|
||||
extended_desc = "If 'ignore storage' pin is set to 1, the sensor will disregard scanning various storage containers such as backpacks."
|
||||
icon_state = "recorder"
|
||||
complexity = 12
|
||||
inputs = list()
|
||||
outputs = list("scanned ref \<Ref\>")
|
||||
activators = list("on scanned")
|
||||
inputs = list("\<NUM\> ignore storage" = 1)
|
||||
outputs = list("\<REF\> scanned")
|
||||
activators = list("\<PULSE OUT\> on scanned")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 120
|
||||
|
||||
/obj/item/integrated_circuit/input/sensor/do_work()
|
||||
// Because this gets called by attack(), all this needs to do is pulse the activator.
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
var/datum/integrated_io/activate/A = activators[1]
|
||||
A.push_data()
|
||||
/obj/item/integrated_circuit/input/sensor/proc/scan(var/atom/A)
|
||||
var/ignore_bags = get_pin_data(IC_INPUT, 1)
|
||||
if(ignore_bags)
|
||||
if(istype(A, /obj/item/weapon/storage))
|
||||
return FALSE
|
||||
|
||||
set_pin_data(IC_OUTPUT, 1, weakref(A))
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
return TRUE
|
||||
|
||||
/obj/item/integrated_circuit/output
|
||||
category_text = "Output"
|
||||
@@ -441,9 +420,9 @@
|
||||
name = "small screen"
|
||||
desc = "This small screen can display a single piece of data, when the machine is examined closely."
|
||||
icon_state = "screen"
|
||||
inputs = list("displayed data")
|
||||
inputs = list("\<TEXT/NUM\> displayed data")
|
||||
outputs = list()
|
||||
activators = list("load data")
|
||||
activators = list("\<PULSE IN\> load data")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 10
|
||||
autopulse = 1
|
||||
@@ -497,7 +476,7 @@
|
||||
complexity = 4
|
||||
inputs = list()
|
||||
outputs = list()
|
||||
activators = list("toggle light")
|
||||
activators = list("\<PULSE IN\> toggle light")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
var/light_toggled = 0
|
||||
var/light_brightness = 3
|
||||
@@ -519,18 +498,18 @@
|
||||
power_draw_idle = light_toggled ? light_brightness * 2 : 0
|
||||
|
||||
/obj/item/integrated_circuit/output/light/advanced/update_lighting()
|
||||
var/datum/integrated_io/R = inputs[1]
|
||||
var/datum/integrated_io/G = inputs[2]
|
||||
var/datum/integrated_io/B = inputs[3]
|
||||
var/datum/integrated_io/brightness = inputs[4]
|
||||
var/R = get_pin_data(IC_INPUT, 1)
|
||||
var/G = get_pin_data(IC_INPUT, 2)
|
||||
var/B = get_pin_data(IC_INPUT, 3)
|
||||
var/brightness = get_pin_data(IC_INPUT, 4)
|
||||
|
||||
if(isnum(R.data) && isnum(G.data) && isnum(B.data) && isnum(brightness.data))
|
||||
R.data = Clamp(R.data, 0, 255)
|
||||
G.data = Clamp(G.data, 0, 255)
|
||||
B.data = Clamp(B.data, 0, 255)
|
||||
brightness.data = Clamp(brightness.data, 0, 6)
|
||||
light_rgb = rgb(R.data, G.data, B.data)
|
||||
light_brightness = brightness.data
|
||||
if(isnum(R) && isnum(G) && isnum(B) && isnum(brightness))
|
||||
R = Clamp(R, 0, 255)
|
||||
G = Clamp(G, 0, 255)
|
||||
B = Clamp(B, 0, 255)
|
||||
brightness = Clamp(brightness, 0, 6)
|
||||
light_rgb = rgb(R, G, B)
|
||||
light_brightness = brightness
|
||||
|
||||
..()
|
||||
|
||||
@@ -544,10 +523,10 @@
|
||||
icon_state = "light_adv"
|
||||
complexity = 8
|
||||
inputs = list(
|
||||
"R",
|
||||
"G",
|
||||
"B",
|
||||
"Brightness"
|
||||
"\<NUM\> R",
|
||||
"\<NUM\> G",
|
||||
"\<NUM\> B",
|
||||
"\<NUM\> Brightness"
|
||||
)
|
||||
outputs = list()
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
@@ -563,9 +542,9 @@
|
||||
complexity = 8
|
||||
cooldown_per_use = 4 SECONDS
|
||||
inputs = list(
|
||||
"sound ID",
|
||||
"volume",
|
||||
"frequency"
|
||||
"\<TEXT\> sound ID",
|
||||
"\<NUM\> volume",
|
||||
"\<NUM\> frequency"
|
||||
)
|
||||
outputs = list()
|
||||
activators = list("play sound")
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
extended_desc = "Logic circuits will treat a null, 0, and a \"\" string value as FALSE and anything else as TRUE."
|
||||
complexity = 3
|
||||
outputs = list("result")
|
||||
activators = list("compare", "on true result", "on false result")
|
||||
activators = list("\<PULSE IN\> compare", "\<PULSE OUT\> on true result", "\<PULSE OUT\> on false result")
|
||||
category_text = "Logic"
|
||||
autopulse = 1
|
||||
power_draw_per_use = 1
|
||||
@@ -14,19 +14,17 @@
|
||||
check_then_do_work()
|
||||
|
||||
/obj/item/integrated_circuit/logic/do_work()
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
var/datum/integrated_io/T = activators[2]
|
||||
var/datum/integrated_io/F = activators[3]
|
||||
O.push_data()
|
||||
if(O.data)
|
||||
T.push_data()
|
||||
push_data()
|
||||
if(get_pin_data(IC_INPUT, 1))
|
||||
activate_pin(1)
|
||||
else
|
||||
F.push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/logic/binary
|
||||
inputs = list("A","B")
|
||||
inputs = list("\<ANY\> A","\<ANY\> B")
|
||||
|
||||
/obj/item/integrated_circuit/logic/binary/do_work()
|
||||
pull_data()
|
||||
var/datum/integrated_io/A = inputs[1]
|
||||
var/datum/integrated_io/B = inputs[2]
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
@@ -37,9 +35,10 @@
|
||||
return FALSE
|
||||
|
||||
/obj/item/integrated_circuit/logic/unary
|
||||
inputs = list("A")
|
||||
inputs = list("\<ANY\> A")
|
||||
|
||||
/obj/item/integrated_circuit/logic/unary/do_work()
|
||||
pull_data()
|
||||
var/datum/integrated_io/A = inputs[1]
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
O.data = do_check(A) ? TRUE : FALSE
|
||||
|
||||
@@ -11,12 +11,12 @@
|
||||
complexity = 20
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
inputs = list(
|
||||
"target X rel",
|
||||
"target Y rel"
|
||||
"\<NUM\> target X rel",
|
||||
"\<NUM\> target Y rel"
|
||||
)
|
||||
outputs = list()
|
||||
activators = list(
|
||||
"fire"
|
||||
"\<PULSE IN\> fire"
|
||||
)
|
||||
var/obj/item/weapon/gun/installed_gun = null
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
|
||||
@@ -11,9 +11,9 @@
|
||||
some power is lost due to ineffiency."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
complexity = 16
|
||||
inputs = list("target ref")
|
||||
outputs = list("target cell charge", "target cell max charge", "target cell percentage")
|
||||
activators = list("transmit")
|
||||
inputs = list("\<REF\> target")
|
||||
outputs = list("\<NUM\> target cell charge", "\<NUM\> target cell max charge", "\<NUM\> target cell percentage")
|
||||
activators = list("\<PULSE IN\> transmit")
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 4, TECH_DATA = 4, TECH_POWER = 4, TECH_MAGNET = 3)
|
||||
power_draw_per_use = 500 // Inefficency has to come from somewhere.
|
||||
|
||||
@@ -43,39 +43,39 @@
|
||||
flags = OPENCONTAINER
|
||||
complexity = 20
|
||||
cooldown_per_use = 6 SECONDS
|
||||
inputs = list("target ref", "injection amount" = 5)
|
||||
inputs = list("\<REF\> target", "\<NUM\> injection amount" = 5)
|
||||
outputs = list()
|
||||
activators = list("inject")
|
||||
activators = list("\<PULSE IN\> inject")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
volume = 30
|
||||
power_draw_per_use = 15
|
||||
|
||||
/obj/item/integrated_circuit/reagent/injector/proc/inject_amount()
|
||||
var/datum/integrated_io/amount = inputs[2]
|
||||
if(isnum(amount.data))
|
||||
return Clamp(amount.data, 0, 30)
|
||||
var/amount = get_pin_data(IC_INPUT, 2)
|
||||
if(isnum(amount))
|
||||
return Clamp(amount, 0, 30)
|
||||
|
||||
/obj/item/integrated_circuit/reagent/injector/do_work()
|
||||
set waitfor = 0 // Don't sleep in a proc that is called by a processor without this set, otherwise it'll delay the entire thing
|
||||
|
||||
var/datum/integrated_io/target = inputs[1]
|
||||
var/atom/movable/AM = target.data_as_type(/atom/movable)
|
||||
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
|
||||
if(!istype(AM)) //Invalid input
|
||||
return
|
||||
if(!reagents.total_volume) // Empty
|
||||
return
|
||||
if(AM.can_be_injected_by(src))
|
||||
if(isliving(AM))
|
||||
var/mob/living/L = AM
|
||||
var/turf/T = get_turf(AM)
|
||||
T.visible_message("<span class='warning'>[src] is trying to inject [AM]!</span>")
|
||||
T.visible_message("<span class='warning'>[src] is trying to inject [L]!</span>")
|
||||
sleep(3 SECONDS)
|
||||
if(!AM.can_be_injected_by(src))
|
||||
if(!L.can_be_injected_by(src))
|
||||
return
|
||||
var/contained = reagents.get_reagents()
|
||||
var/trans = reagents.trans_to_mob(target, inject_amount(), CHEM_BLOOD)
|
||||
message_admins("[src] injected \the [AM] with [trans]u of [contained].")
|
||||
var/trans = reagents.trans_to_mob(L, inject_amount(), CHEM_BLOOD)
|
||||
message_admins("[src] injected \the [L] with [trans]u of [contained].")
|
||||
to_chat(AM, "<span class='notice'>You feel a tiny prick!</span>")
|
||||
visible_message("<span class='warning'>[src] injects [AM]!</span>")
|
||||
visible_message("<span class='warning'>[src] injects [L]!</span>")
|
||||
else
|
||||
reagents.trans_to(AM, inject_amount())
|
||||
|
||||
@@ -88,9 +88,9 @@
|
||||
outside the machine if it is next to the machine. Note that this cannot be used on entities."
|
||||
flags = OPENCONTAINER
|
||||
complexity = 8
|
||||
inputs = list("source ref", "target ref", "injection amount" = 10)
|
||||
inputs = list("\<REF\> source", "\<REF\> target", "\<NUM\> injection amount" = 10)
|
||||
outputs = list()
|
||||
activators = list("transfer reagents")
|
||||
activators = list("\<PULSE IN\> transfer reagents", "\<PULSE OUT\> on transfer")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2, TECH_BIO = 2)
|
||||
var/transfer_amount = 10
|
||||
@@ -103,10 +103,9 @@
|
||||
transfer_amount = amount.data
|
||||
|
||||
/obj/item/integrated_circuit/reagent/pump/do_work()
|
||||
var/datum/integrated_io/A = inputs[1]
|
||||
var/datum/integrated_io/B = inputs[2]
|
||||
var/atom/movable/source = A.data_as_type(/atom/movable)
|
||||
var/atom/movable/target = B.data_as_type(/atom/movable)
|
||||
var/atom/movable/source = get_pin_data_as_type(IC_INPUT, 1, /atom/movable)
|
||||
var/atom/movable/target = get_pin_data_as_type(IC_INPUT, 2, /atom/movable)
|
||||
|
||||
if(!istype(source) || !istype(target)) //Invalid input
|
||||
return
|
||||
var/turf/T = get_turf(src)
|
||||
@@ -117,10 +116,11 @@
|
||||
return
|
||||
if(!source.is_open_container() || !target.is_open_container())
|
||||
return
|
||||
if(!source.reagents.get_free_space() || !target.reagents.get_free_space())
|
||||
if(!target.reagents.get_free_space())
|
||||
return
|
||||
|
||||
source.reagents.trans_to(target, transfer_amount)
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/reagent/storage
|
||||
name = "reagent storage"
|
||||
|
||||
@@ -8,17 +8,16 @@
|
||||
cannot see the target, it will not be able to calculate the correct direction."
|
||||
icon_state = "numberpad"
|
||||
complexity = 25
|
||||
inputs = list("target ref")
|
||||
outputs = list("dir")
|
||||
activators = list("calculate dir")
|
||||
inputs = list("\<REF\> target")
|
||||
outputs = list("\<NUM\> dir")
|
||||
activators = list("\<PULSE IN\> calculate dir", "\<PULSE OUT\> on calculated")
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 4, TECH_DATA = 5)
|
||||
power_draw_per_use = 40
|
||||
|
||||
/obj/item/integrated_circuit/smart/basic_pathfinder/do_work()
|
||||
var/datum/integrated_io/I = inputs[1]
|
||||
var/datum/integrated_io/O = outputs[1]
|
||||
O.data = null
|
||||
set_pin_data(IC_OUTPUT, 1, null)
|
||||
|
||||
if(!isweakref(I.data))
|
||||
return
|
||||
@@ -28,6 +27,6 @@
|
||||
if(!(A in view(get_turf(src))))
|
||||
return // Can't see the target.
|
||||
var/desired_dir = get_dir(get_turf(src), A)
|
||||
if(desired_dir)
|
||||
O.data = desired_dir
|
||||
O.push_data()
|
||||
|
||||
set_pin_data(IC_OUTPUT, 1, desired_dir)
|
||||
push_data()
|
||||
@@ -12,16 +12,15 @@
|
||||
This circuit is set to send a pulse after a delay of two seconds."
|
||||
icon_state = "delay-20"
|
||||
var/delay = 2 SECONDS
|
||||
activators = list("incoming pulse","outgoing pulse")
|
||||
activators = list("\<PULSE IN\> incoming","\<PULSE OUT\> outgoing")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 2
|
||||
|
||||
/obj/item/integrated_circuit/time/delay/do_work()
|
||||
set waitfor = 0 // Don't sleep in a proc that is called by a processor. It'll delay the entire thing
|
||||
|
||||
var/datum/integrated_io/out_pulse = activators[2]
|
||||
sleep(delay)
|
||||
out_pulse.push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/time/delay/five_sec
|
||||
name = "five-sec delay circuit"
|
||||
@@ -60,14 +59,13 @@
|
||||
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
|
||||
This circuit's delay can be customized, between 1/10th of a second to one hour. The delay is updated upon receiving a pulse."
|
||||
icon_state = "delay"
|
||||
inputs = list("delay time")
|
||||
inputs = list("\<NUM\> delay time")
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/time/delay/custom/do_work()
|
||||
var/datum/integrated_io/delay_input = inputs[1]
|
||||
if(delay_input.data && isnum(delay_input.data) )
|
||||
var/new_delay = min(delay_input.data, 1)
|
||||
new_delay = max(new_delay, 36000) //An hour.
|
||||
var/delay_input = get_pin_data(IC_INPUT, 1)
|
||||
if(delay_input && isnum(delay_input) )
|
||||
var/new_delay = between(1, delay_input, 36000) //An hour.
|
||||
delay = new_delay
|
||||
|
||||
..()
|
||||
@@ -80,8 +78,8 @@
|
||||
var/ticks_to_pulse = 4
|
||||
var/ticks_completed = 0
|
||||
var/is_running = FALSE
|
||||
inputs = list("enable ticking")
|
||||
activators = list("outgoing pulse")
|
||||
inputs = list("\<NUM\> enable ticking" = 0)
|
||||
activators = list("\<PULSE OUT\> outgoing pulse")
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 4
|
||||
|
||||
@@ -91,8 +89,8 @@
|
||||
. = ..()
|
||||
|
||||
/obj/item/integrated_circuit/time/ticker/on_data_written()
|
||||
var/datum/integrated_io/do_tick = inputs[1]
|
||||
if(do_tick.data && !is_running)
|
||||
var/do_tick = get_pin_data(IC_INPUT, 1)
|
||||
if(do_tick && !is_running)
|
||||
is_running = TRUE
|
||||
processing_objects |= src
|
||||
else if(is_running)
|
||||
@@ -108,8 +106,7 @@
|
||||
ticks_completed -= ticks_to_pulse
|
||||
else
|
||||
ticks_completed = 0
|
||||
var/datum/integrated_io/pulser = activators[1]
|
||||
pulser.push_data()
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/time/ticker/fast
|
||||
name = "fast ticker"
|
||||
@@ -134,20 +131,16 @@
|
||||
desc = "Tells you what the local time is, specific to your station or planet."
|
||||
icon_state = "clock"
|
||||
inputs = list()
|
||||
outputs = list("time (string)", "hours (number)", "minutes (number)", "seconds (number)")
|
||||
outputs = list("\<TEXT\> time", "\<NUM\> hours", "\<NUM\> minutes", "\<NUM\> seconds")
|
||||
activators = list("\<PULSE IN\> get time","\<PULSE OUT\> on time got")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/time/clock/do_work()
|
||||
var/datum/integrated_io/time = outputs[1]
|
||||
var/datum/integrated_io/hour = outputs[2]
|
||||
var/datum/integrated_io/min = outputs[3]
|
||||
var/datum/integrated_io/sec = outputs[4]
|
||||
set_pin_data(IC_OUTPUT, 1, time2text(station_time_in_ticks, "hh:mm:ss") )
|
||||
set_pin_data(IC_OUTPUT, 2, text2num(time2text(station_time_in_ticks, "hh") ) )
|
||||
set_pin_data(IC_OUTPUT, 3, text2num(time2text(station_time_in_ticks, "mm") ) )
|
||||
set_pin_data(IC_OUTPUT, 4, text2num(time2text(station_time_in_ticks, "ss") ) )
|
||||
|
||||
time.data = time2text(station_time_in_ticks, "hh:mm:ss")
|
||||
hour.data = text2num(time2text(station_time_in_ticks, "hh"))
|
||||
min.data = text2num(time2text(station_time_in_ticks, "mm"))
|
||||
sec.data = text2num(time2text(station_time_in_ticks, "ss"))
|
||||
|
||||
for(var/datum/integrated_io/output/O in outputs)
|
||||
O.push_data()
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
@@ -1,9 +1,18 @@
|
||||
//These circuits do not-so-simple math.
|
||||
/obj/item/integrated_circuit/trig
|
||||
complexity = 1
|
||||
inputs = list("A","B","C","D","E","F","G","H")
|
||||
outputs = list("result")
|
||||
activators = list("compute")
|
||||
inputs = list(
|
||||
"\<NUM\> A",
|
||||
"\<NUM\> B",
|
||||
"\<NUM\> C",
|
||||
"\<NUM\> D",
|
||||
"\<NUM\> E",
|
||||
"\<NUM\> F",
|
||||
"\<NUM\> G",
|
||||
"\<NUM\> H"
|
||||
)
|
||||
outputs = list("\<NUM\> result")
|
||||
activators = list("\<PULSE IN\> compute", "\<PULSE OUT\> on computed")
|
||||
category_text = "Trig"
|
||||
extended_desc = "Input and output are in degrees."
|
||||
autopulse = 1
|
||||
@@ -19,19 +28,19 @@
|
||||
name = "sin circuit"
|
||||
desc = "Has nothing to do with evil, unless you consider trigonometry to be evil. Outputs the sine of A."
|
||||
icon_state = "sine"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/sine/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = sin(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = sin(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Cosine //
|
||||
|
||||
@@ -39,19 +48,19 @@
|
||||
name = "cos circuit"
|
||||
desc = "Outputs the cosine of A."
|
||||
icon_state = "cosine"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/cosine/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = cos(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = cos(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Tangent //
|
||||
|
||||
@@ -59,19 +68,19 @@
|
||||
name = "tan circuit"
|
||||
desc = "Outputs the tangent of A. Guaranteed to not go on a tangent about its existance."
|
||||
icon_state = "tangent"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/tangent/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = Tan(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = Tan(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
// Cosecant //
|
||||
|
||||
@@ -79,19 +88,19 @@
|
||||
name = "csc circuit"
|
||||
desc = "Outputs the cosecant of A."
|
||||
icon_state = "cosecant"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/cosecant/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = Csc(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = Csc(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
// Secant //
|
||||
@@ -100,19 +109,19 @@
|
||||
name = "sec circuit"
|
||||
desc = "Outputs the secant of A. Has nothing to do with the security department."
|
||||
icon_state = "secant"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/secant/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = Sec(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = Sec(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
|
||||
// Cotangent //
|
||||
@@ -121,16 +130,16 @@
|
||||
name = "cot circuit"
|
||||
desc = "Outputs the cotangent of A."
|
||||
icon_state = "cotangent"
|
||||
inputs = list("A")
|
||||
inputs = list("\<NUM\> A")
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/trig/cotangent/do_work()
|
||||
pull_data()
|
||||
var/result = null
|
||||
var/datum/integrated_io/input/A = inputs[1]
|
||||
A.pull_data()
|
||||
if(isnum(A.data))
|
||||
result = Cot(A.data)
|
||||
var/A = get_pin_data(IC_INPUT, 1)
|
||||
if(isnum(A))
|
||||
result = Cot(A)
|
||||
|
||||
var/datum/integrated_io/output/O = outputs[1]
|
||||
O.data = result
|
||||
O.push_data()
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
@@ -38,16 +38,11 @@
|
||||
|
||||
/datum/lore/codex/page/unathi
|
||||
name = "Unathi"
|
||||
data = "The author wishes to apologize to the reader, as they currently lack enough knowledge of the Unathi to write about them, as they are \
|
||||
rather rare inside Vir." // Replace this when Anewbe finishes the lizard rewrite.
|
||||
/*
|
||||
data = "Raging in from Moghes, the Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. \
|
||||
They are a proud, warlike species that favors honor and strength, their home, Moghes, is a desert planet but was once believed to be full of life. \
|
||||
Of all the currently known sentient species, the Unathi are the most unequal in gender with females tending to be property of the males. Most Unathi \
|
||||
outside of Moghes tend to be exiles however, and with influence of other species the gender difference is not nearly as pronounced. Unathi were \
|
||||
humanity's second contact, and despite their aggressive nature, seem to get along well enough with humanity, though are often considered to be \
|
||||
'second-class' citizens and are rarely seen in jobs other than where muscle is needed." // This probably needs to be updated.
|
||||
*/
|
||||
data = "The Unathi are a race of tall, reptilian humanoids that possess a blend of serpentine features reminiscent of crocodiles. \
|
||||
They are a proud, religious species that favors honor and strength, and originate from the desert planet of Moghes. \
|
||||
The Unathi follow a religious code known as the Unity, and they carry this with them on their travels. \
|
||||
Unathi once fought a serious war against SolGov, and as a result are often considered to be second-class citizens, \
|
||||
rarely seen in jobs that don't require a little muscle."
|
||||
|
||||
/datum/lore/codex/page/tajaran
|
||||
name = "Tajaran"
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
|
||||
|
||||
if(integrity>=50)
|
||||
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
|
||||
@@ -90,10 +90,12 @@ var/list/name_to_material
|
||||
var/ignition_point // K, point at which the material catches on fire.
|
||||
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
|
||||
var/integrity = 150 // General-use HP value for products.
|
||||
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
|
||||
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
|
||||
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
|
||||
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
|
||||
var/explosion_resistance = 5 // Only used by walls currently.
|
||||
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
|
||||
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
|
||||
var/list/composite_material // If set, object matter var will be a list containing these values.
|
||||
|
||||
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
|
||||
@@ -103,7 +105,7 @@ var/list/name_to_material
|
||||
var/list/window_options = list()
|
||||
|
||||
// Damage values.
|
||||
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
|
||||
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
|
||||
var/weight = 20 // Determines blunt damage/throwforce for weapons.
|
||||
|
||||
// Noise when someone is faceplanted onto a table made of this material.
|
||||
@@ -236,6 +238,7 @@ var/list/name_to_material
|
||||
icon_colour = "#00FFE1"
|
||||
opacity = 0.4
|
||||
reflectivity = 0.6
|
||||
conductivity = 1
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 100
|
||||
@@ -247,6 +250,7 @@ var/list/name_to_material
|
||||
icon_colour = "#EDD12F"
|
||||
weight = 24
|
||||
hardness = 40
|
||||
conductivity = 41
|
||||
stack_origin_tech = list(TECH_MATERIAL = 4)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -261,6 +265,7 @@ var/list/name_to_material
|
||||
icon_colour = "#D1E6E3"
|
||||
weight = 22
|
||||
hardness = 50
|
||||
conductivity = 63
|
||||
stack_origin_tech = list(TECH_MATERIAL = 3)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -304,6 +309,8 @@ var/list/name_to_material
|
||||
shard_type = SHARD_STONE_PIECE
|
||||
weight = 22
|
||||
hardness = 55
|
||||
protectiveness = 5 // 20%
|
||||
conductivity = 5
|
||||
door_icon_base = "stone"
|
||||
sheet_singular_name = "brick"
|
||||
sheet_plural_name = "bricks"
|
||||
@@ -320,6 +327,8 @@ var/list/name_to_material
|
||||
name = DEFAULT_WALL_MATERIAL
|
||||
stack_type = /obj/item/stack/material/steel
|
||||
integrity = 150
|
||||
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
|
||||
protectiveness = 10 // 33%
|
||||
icon_base = "solid"
|
||||
icon_reinf = "reinf_over"
|
||||
icon_colour = "#666666"
|
||||
@@ -355,6 +364,8 @@ var/list/name_to_material
|
||||
explosion_resistance = 25
|
||||
hardness = 80
|
||||
weight = 23
|
||||
protectiveness = 20 // 50%
|
||||
conductivity = 13 // For the purposes of balance.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
|
||||
|
||||
@@ -370,6 +381,7 @@ var/list/name_to_material
|
||||
explosion_resistance = 75
|
||||
hardness = 100
|
||||
weight = 28
|
||||
protectiveness = 60 // 75%
|
||||
reflectivity = 0.7 // Not a perfect mirror, but close.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 8)
|
||||
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
|
||||
@@ -377,6 +389,7 @@ var/list/name_to_material
|
||||
/material/plasteel/titanium
|
||||
name = "titanium"
|
||||
stack_type = null
|
||||
conductivity = 2.38
|
||||
icon_base = "metal"
|
||||
door_icon_base = "metal"
|
||||
icon_colour = "#D1E6E3"
|
||||
@@ -393,6 +406,8 @@ var/list/name_to_material
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 30
|
||||
weight = 15
|
||||
protectiveness = 0 // 0%
|
||||
conductivity = 1 // Glass shards don't conduct.
|
||||
door_icon_base = "stone"
|
||||
destruction_desc = "shatters"
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
|
||||
@@ -483,7 +498,7 @@ var/list/name_to_material
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 40
|
||||
weight = 30
|
||||
stack_origin_tech = "materials=2"
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
|
||||
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
|
||||
created_window = /obj/structure/window/reinforced
|
||||
@@ -526,6 +541,8 @@ var/list/name_to_material
|
||||
icon_colour = "#CCCCCC"
|
||||
hardness = 10
|
||||
weight = 12
|
||||
protectiveness = 5 // 20%
|
||||
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
|
||||
melting_point = T0C+371 //assuming heat resistant plastic
|
||||
stack_origin_tech = list(TECH_MATERIAL = 3)
|
||||
|
||||
@@ -556,12 +573,14 @@ var/list/name_to_material
|
||||
stack_type = /obj/item/stack/material/mhydrogen
|
||||
icon_colour = "#E6C5DE"
|
||||
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
|
||||
conductivity = 100
|
||||
|
||||
/material/platinum
|
||||
name = "platinum"
|
||||
stack_type = /obj/item/stack/material/platinum
|
||||
icon_colour = "#9999FF"
|
||||
weight = 27
|
||||
conductivity = 9.43
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
@@ -571,6 +590,7 @@ var/list/name_to_material
|
||||
stack_type = /obj/item/stack/material/iron
|
||||
icon_colour = "#5C5454"
|
||||
weight = 22
|
||||
conductivity = 10
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
|
||||
@@ -585,6 +605,7 @@ var/list/name_to_material
|
||||
explosion_resistance = 200 // Hull plating.
|
||||
hardness = 500
|
||||
weight = 500
|
||||
protectiveness = 80 // 80%
|
||||
|
||||
// Likewise.
|
||||
/material/alienalloy/elevatorium
|
||||
@@ -603,6 +624,8 @@ var/list/name_to_material
|
||||
shard_can_repair = 0 // you can't weld splinters back into planks
|
||||
hardness = 15
|
||||
weight = 18
|
||||
protectiveness = 8 // 28%
|
||||
conductivity = 1
|
||||
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
|
||||
ignition_point = T0C+288
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
|
||||
@@ -634,6 +657,7 @@ var/list/name_to_material
|
||||
icon_colour = "#AAAAAA"
|
||||
hardness = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
|
||||
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1)
|
||||
@@ -650,6 +674,7 @@ var/list/name_to_material
|
||||
integrity = 1
|
||||
hardness = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
stack_origin_tech = list(TECH_MATERIAL = 1)
|
||||
melting_point = T0C+1
|
||||
destruction_desc = "crumples"
|
||||
@@ -662,6 +687,7 @@ var/list/name_to_material
|
||||
door_icon_base = "wood"
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
flags = MATERIAL_PADDING
|
||||
|
||||
/material/cult
|
||||
@@ -695,6 +721,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+300
|
||||
melting_point = T0C+300
|
||||
protectiveness = 3 // 13%
|
||||
|
||||
/material/carpet
|
||||
name = "carpet"
|
||||
@@ -706,6 +733,7 @@ var/list/name_to_material
|
||||
melting_point = T0C+300
|
||||
sheet_singular_name = "tile"
|
||||
sheet_plural_name = "tiles"
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cotton
|
||||
name = "cotton"
|
||||
@@ -714,7 +742,9 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
// This all needs to be OOP'd and use inheritence if its ever used in the future.
|
||||
/material/cloth_teal
|
||||
name = "teal"
|
||||
display_name ="teal"
|
||||
@@ -723,6 +753,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_black
|
||||
name = "black"
|
||||
@@ -732,6 +763,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_green
|
||||
name = "green"
|
||||
@@ -741,6 +773,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_puple
|
||||
name = "purple"
|
||||
@@ -750,6 +783,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_blue
|
||||
name = "blue"
|
||||
@@ -759,6 +793,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_beige
|
||||
name = "beige"
|
||||
@@ -768,6 +803,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/cloth_lime
|
||||
name = "lime"
|
||||
@@ -777,6 +813,7 @@ var/list/name_to_material
|
||||
flags = MATERIAL_PADDING
|
||||
ignition_point = T0C+232
|
||||
melting_point = T0C+300
|
||||
protectiveness = 1 // 4%
|
||||
|
||||
/material/toy_foam
|
||||
name = "foam"
|
||||
@@ -787,4 +824,5 @@ var/list/name_to_material
|
||||
melting_point = T0C+300
|
||||
icon_colour = "#ff9900"
|
||||
hardness = 1
|
||||
weight = 1
|
||||
weight = 1
|
||||
protectiveness = 0 // 0%
|
||||
@@ -37,7 +37,7 @@
|
||||
var/mob/living/carbon/human/H = hit_atom
|
||||
if(istype(H) && H.has_eyes() && prob(85))
|
||||
H << "<span class='danger'>Some of \the [src] gets in your eyes!</span>"
|
||||
H.eye_blind += 5
|
||||
H.Blind(5)
|
||||
H.eye_blurry += 10
|
||||
spawn(1)
|
||||
if(istype(loc, /turf/)) qdel(src)
|
||||
|
||||
@@ -212,7 +212,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
set name = "Ghost"
|
||||
set desc = "Relinquish your life and enter the land of the dead."
|
||||
|
||||
if(stat == DEAD)
|
||||
if(stat == DEAD && !forbid_seeing_deadchat)
|
||||
announce_ghost_joinleave(ghostize(1))
|
||||
else
|
||||
var/response
|
||||
@@ -223,7 +223,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
return
|
||||
src.client.admin_ghost()
|
||||
else
|
||||
response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body")
|
||||
response = alert(src, "Are you -sure- you want to ghost?\n(You are alive, or otherwise have the potential to become alive. If you ghost, you won't be able to play this round until you respawn as a new character! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body")
|
||||
if(response != "Ghost")
|
||||
return
|
||||
resting = 1
|
||||
|
||||
@@ -101,7 +101,7 @@
|
||||
/mob/living/silicon/ai/special_mentions()
|
||||
return list("AI") // AI door!
|
||||
|
||||
// Converts specific characters, like *, |, and _ to formatted output.
|
||||
// Converts specific characters, like +, |, and _ to formatted output.
|
||||
/mob/proc/say_emphasis(var/message)
|
||||
message = encode_html_emphasis(message, "|", "i")
|
||||
message = encode_html_emphasis(message, "+", "b")
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
/datum/language/unathi
|
||||
name = LANGUAGE_UNATHI
|
||||
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
|
||||
desc = "The common language of the Moghes Hegemony, composed of sibilant hisses and rattles. Spoken natively by Unathi."
|
||||
speech_verb = "hisses"
|
||||
ask_verb = "hisses"
|
||||
exclaim_verb = "roars"
|
||||
@@ -60,7 +60,7 @@
|
||||
flags = WHITELISTED
|
||||
syllables = list("mrr","rr","tajr","kir","raj","kii","mir","kra","ahk","nal","vah","khaz","jri","ran","darr",
|
||||
"mi","jri","dynh","manq","rhe","zar","rrhaz","kal","chur","eech","thaa","dra","jurl","mah","sanu","dra","ii'r",
|
||||
"ka","aasi","far","wa","baq","ara","qara","zir","sam","mak","hrar","nja","rir","khan","jun","dar","rik","kah",
|
||||
"ka","aasi","far","wa","baq","ara","qara","zir","saam","mak","hrar","nja","rir","khan","jun","dar","rik","kah",
|
||||
"hal","ket","jurl","mah","tul","cresh","azu","ragh","mro","mra","mrro","mrra")
|
||||
|
||||
/datum/language/tajaran/get_random_name(var/gender)
|
||||
|
||||
@@ -70,10 +70,10 @@
|
||||
|
||||
/mob/living/bot/updatehealth()
|
||||
if(status_flags & GODMODE)
|
||||
health = maxHealth
|
||||
health = getMaxHealth()
|
||||
stat = CONSCIOUS
|
||||
else
|
||||
health = maxHealth - getFireLoss() - getBruteLoss()
|
||||
health = getMaxHealth() - getFireLoss() - getBruteLoss()
|
||||
oxyloss = 0
|
||||
toxloss = 0
|
||||
cloneloss = 0
|
||||
@@ -104,9 +104,9 @@
|
||||
user << "<span class='notice'>You need to unlock the controls first.</span>"
|
||||
return
|
||||
else if(istype(O, /obj/item/weapon/weldingtool))
|
||||
if(health < maxHealth)
|
||||
if(health < getMaxHealth())
|
||||
if(open)
|
||||
health = min(maxHealth, health + 10)
|
||||
health = min(getMaxHealth(), health + 10)
|
||||
user.visible_message("<span class='notice'>[user] repairs [src].</span>","<span class='notice'>You repair [src].</span>")
|
||||
else
|
||||
user << "<span class='notice'>Unable to repair with the maintenance panel closed.</span>"
|
||||
@@ -224,7 +224,7 @@
|
||||
/mob/living/bot/proc/getPatrolTurf()
|
||||
var/minDist = INFINITY
|
||||
var/obj/machinery/navbeacon/targ = locate() in get_turf(src)
|
||||
|
||||
|
||||
if(!targ)
|
||||
for(var/obj/machinery/navbeacon/N in navbeacons)
|
||||
if(!N.codes["patrol"])
|
||||
|
||||
@@ -73,11 +73,11 @@
|
||||
|
||||
// Eyes and blindness.
|
||||
if(!has_eyes())
|
||||
eye_blind = 1
|
||||
SetBlinded(1)
|
||||
blinded = 1
|
||||
eye_blurry = 1
|
||||
else if(eye_blind)
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
AdjustBlinded(-1)
|
||||
blinded = 1
|
||||
else if(eye_blurry)
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
if(ingested) ingested.metabolize()
|
||||
if(bloodstr) bloodstr.metabolize()
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
AdjustConfused(-1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
if(resting)
|
||||
dizziness = max(0, dizziness - 5)
|
||||
@@ -110,7 +110,7 @@
|
||||
if(31 to INFINITY)
|
||||
emp_damage = 30//Let's not overdo it
|
||||
if(21 to 30)//High level of EMP damage, unable to see, hear, or speak
|
||||
eye_blind = 1
|
||||
SetBlinded(1)
|
||||
blinded = 1
|
||||
ear_deaf = 1
|
||||
silent = 1
|
||||
@@ -123,7 +123,7 @@
|
||||
if(20)
|
||||
alert = 0
|
||||
blinded = 0
|
||||
eye_blind = 0
|
||||
SetBlinded(0)
|
||||
ear_deaf = 0
|
||||
silent = 0
|
||||
emp_damage -= 1
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
/mob/living/carbon/human/verb/give(var/mob/living/target in view(1)-usr)
|
||||
/mob/living/carbon/human/verb/give(var/mob/living/carbon/target in view(1)-usr)
|
||||
set category = "IC"
|
||||
set name = "Give"
|
||||
|
||||
// TODO : Change to incapacitated() on merge.
|
||||
if(src.stat || src.lying || src.resting || src.buckled)
|
||||
if(src.stat || src.lying || src.resting || src.handcuffed)
|
||||
return
|
||||
if(!istype(target) || target.stat || target.lying || target.resting || target.buckled || target.client == null)
|
||||
if(!istype(target) || target.stat || target.lying || target.resting || target.handcuffed || target.client == null)
|
||||
return
|
||||
|
||||
var/obj/item/I = src.get_active_hand()
|
||||
|
||||
@@ -41,6 +41,13 @@
|
||||
species.handle_death(src)
|
||||
animate_tail_stop()
|
||||
|
||||
//Handle snowflake ling stuff.
|
||||
if(mind && mind.changeling)
|
||||
// If the ling is capable of revival, don't allow them to see deadchat.
|
||||
if(mind.changeling.chem_charges >= CHANGELING_STASIS_COST)
|
||||
if(mind.changeling.max_geneticpoints >= 0) // Absorbed lings don't count, as they can't revive.
|
||||
forbid_seeing_deadchat = TRUE
|
||||
|
||||
//Handle brain slugs.
|
||||
var/obj/item/organ/external/Hd = get_organ(BP_HEAD)
|
||||
var/mob/living/simple_animal/borer/B
|
||||
|
||||
@@ -88,6 +88,7 @@
|
||||
if(mind.changeling)
|
||||
stat("Chemical Storage", mind.changeling.chem_charges)
|
||||
stat("Genetic Damage Time", mind.changeling.geneticdamage)
|
||||
stat("Re-Adaptations", "[mind.changeling.readapts]/[mind.changeling.max_readapts]")
|
||||
|
||||
/mob/living/carbon/human/ex_act(severity)
|
||||
if(!blinded)
|
||||
@@ -1496,3 +1497,11 @@
|
||||
/mob/living/carbon/human/is_muzzled()
|
||||
return (wear_mask && (istype(wear_mask, /obj/item/clothing/mask/muzzle) || istype(src.wear_mask, /obj/item/weapon/grenade)))
|
||||
|
||||
// Called by job_controller. Makes drones start with a permit, might be useful for other people later too.
|
||||
/mob/living/carbon/human/equip_post_job()
|
||||
var/braintype = get_FBP_type()
|
||||
if(braintype == FBP_DRONE)
|
||||
var/turf/T = get_turf(src)
|
||||
var/obj/item/weapon/permit/drone/permit = new(T)
|
||||
permit.set_name(real_name)
|
||||
equip_to_appropriate_slot(permit) // If for some reason it can't find room, it'll still be on the floor.
|
||||
@@ -2,7 +2,7 @@
|
||||
/mob/living/carbon/human/updatehealth()
|
||||
|
||||
if(status_flags & GODMODE)
|
||||
health = maxHealth
|
||||
health = getMaxHealth()
|
||||
stat = CONSCIOUS
|
||||
return
|
||||
|
||||
@@ -14,10 +14,10 @@
|
||||
total_brute += O.brute_dam
|
||||
total_burn += O.burn_dam
|
||||
|
||||
health = maxHealth - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute
|
||||
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute
|
||||
|
||||
//TODO: fix husking
|
||||
if( ((maxHealth - total_burn) < config.health_threshold_dead) && stat == DEAD)
|
||||
if( ((getMaxHealth() - total_burn) < config.health_threshold_dead) && stat == DEAD)
|
||||
ChangeToHusk()
|
||||
return
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
if(should_have_organ("brain"))
|
||||
var/obj/item/organ/internal/brain/sponge = internal_organs_by_name["brain"]
|
||||
if(sponge)
|
||||
sponge.damage = min(max(amount, 0),(maxHealth*2))
|
||||
sponge.damage = min(max(amount, 0),(getMaxHealth()*2))
|
||||
brainloss = sponge.damage
|
||||
else
|
||||
brainloss = 200
|
||||
@@ -56,7 +56,7 @@
|
||||
if(should_have_organ("brain"))
|
||||
var/obj/item/organ/internal/brain/sponge = internal_organs_by_name["brain"]
|
||||
if(sponge)
|
||||
brainloss = min(sponge.damage,maxHealth*2)
|
||||
brainloss = min(sponge.damage,getMaxHealth()*2)
|
||||
else
|
||||
brainloss = 200
|
||||
else
|
||||
@@ -99,16 +99,32 @@
|
||||
/mob/living/carbon/human/adjustBruteLoss(var/amount)
|
||||
amount = amount*species.brute_mod
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
take_overall_damage(amount, 0)
|
||||
else
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
heal_overall_damage(-amount, 0)
|
||||
BITSET(hud_updateflag, HEALTH_HUD)
|
||||
|
||||
/mob/living/carbon/human/adjustFireLoss(var/amount)
|
||||
amount = amount*species.burn_mod
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
take_overall_damage(0, amount)
|
||||
else
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
heal_overall_damage(0, -amount)
|
||||
BITSET(hud_updateflag, HEALTH_HUD)
|
||||
|
||||
@@ -118,8 +134,16 @@
|
||||
var/obj/item/organ/external/O = get_organ(organ_name)
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
|
||||
else
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
|
||||
O.heal_damage(-amount, 0, internal=0, robo_repair=(O.robotic >= ORGAN_ROBOT))
|
||||
|
||||
@@ -131,8 +155,16 @@
|
||||
var/obj/item/organ/external/O = get_organ(organ_name)
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
|
||||
else
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
|
||||
O.heal_damage(0, -amount, internal=0, robo_repair=(O.robotic >= ORGAN_ROBOT))
|
||||
|
||||
@@ -153,6 +185,26 @@
|
||||
wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
|
||||
..()
|
||||
|
||||
/mob/living/carbon/human/proc/Stasis(amount)
|
||||
if((species.flags & NO_SCAN) || isSynthetic())
|
||||
in_stasis = 0
|
||||
else
|
||||
in_stasis = amount
|
||||
|
||||
/mob/living/carbon/human/proc/getStasis()
|
||||
if((species.flags & NO_SCAN) || isSynthetic())
|
||||
return 0
|
||||
|
||||
return in_stasis
|
||||
|
||||
//This determines if, RIGHT NOW, the life() tick is being skipped due to stasis
|
||||
/mob/living/carbon/human/proc/inStasisNow()
|
||||
var/stasisValue = getStasis()
|
||||
if(stasisValue && (life_tick % stasisValue))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/getCloneLoss()
|
||||
if((species.flags & NO_SCAN) || isSynthetic())
|
||||
cloneloss = 0
|
||||
@@ -400,11 +452,25 @@ This function restores all organs.
|
||||
if(BRUTE)
|
||||
damageoverlaytemp = 20
|
||||
damage = damage*species.brute_mod
|
||||
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
damage *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
damage *= M.incoming_brute_damage_percent
|
||||
|
||||
if(organ.take_damage(damage, 0, sharp, edge, used_weapon))
|
||||
UpdateDamageIcon()
|
||||
if(BURN)
|
||||
damageoverlaytemp = 20
|
||||
damage = damage*species.burn_mod
|
||||
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
damage *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
damage *= M.incoming_fire_damage_percent
|
||||
|
||||
if(organ.take_damage(0, damage, sharp, edge, used_weapon))
|
||||
UpdateDamageIcon()
|
||||
|
||||
|
||||
@@ -27,6 +27,11 @@ emp_act
|
||||
if(!P.nodamage)
|
||||
organ.add_autopsy_data("[P.name]", P.damage)
|
||||
|
||||
// Tell clothing we're wearing that it got hit by a bullet/laser/etc
|
||||
var/list/clothing = get_clothing_list_organ(organ)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(P, P.damage)
|
||||
|
||||
//Shrapnel
|
||||
if(P.can_embed())
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
@@ -130,6 +135,15 @@ emp_act
|
||||
|
||||
return siemens_coefficient
|
||||
|
||||
// Returns a list of clothing that is currently covering def_zone.
|
||||
/mob/living/carbon/human/proc/get_clothing_list_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
var/list/results = list()
|
||||
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
|
||||
for(var/obj/item/clothing/C in clothing_items)
|
||||
if(istype(C) && (C.body_parts_covered & def_zone.body_part))
|
||||
results.Add(C)
|
||||
return results
|
||||
|
||||
//this proc returns the armour value for a particular external organ.
|
||||
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
|
||||
if(!type || !def_zone) return 0
|
||||
@@ -231,10 +245,6 @@ emp_act
|
||||
|
||||
var/soaked = get_armor_soak(hit_zone, "melee", I.armor_penetration)
|
||||
|
||||
if(soaked >= effective_force)
|
||||
src << "Your armor absorbs the force of [I.name]!"
|
||||
return
|
||||
|
||||
var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [affecting.name].", "Your armor has softened the blow to your [affecting.name].")
|
||||
|
||||
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
|
||||
@@ -246,9 +256,14 @@ emp_act
|
||||
if(!affecting)
|
||||
return 0
|
||||
|
||||
if(soaked >= effective_force)
|
||||
return 0
|
||||
// Allow clothing to respond to being hit.
|
||||
// This is done up here so that clothing damage occurs even if fully blocked.
|
||||
var/list/clothing = get_clothing_list_organ(affecting)
|
||||
for(var/obj/item/clothing/C in clothing)
|
||||
C.clothing_impact(I, effective_force)
|
||||
|
||||
if(soaked >= round(effective_force*0.8))
|
||||
effective_force -= round(effective_force*0.8)
|
||||
// Handle striking to cripple.
|
||||
if(user.a_intent == I_DISARM)
|
||||
effective_force *= 0.5 //reduced effective force...
|
||||
@@ -309,12 +324,15 @@ emp_act
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked, var/soaked)
|
||||
if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100 || soaked > effective_force)
|
||||
if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100)
|
||||
return 0
|
||||
|
||||
if(W.damtype != BRUTE)
|
||||
return 0
|
||||
|
||||
if(soaked >= round(effective_force*0.8))
|
||||
effective_force -= round(effective_force*0.8)
|
||||
|
||||
//want the dislocation chance to be such that the limb is expected to dislocate after dealing a fraction of the damage needed to break the limb
|
||||
var/dislocate_chance = effective_force/(dislocate_mult * organ.min_broken_damage * config.organ_health_multiplier)*100
|
||||
if(prob(dislocate_chance * (100 - blocked)/100))
|
||||
|
||||
@@ -93,3 +93,5 @@
|
||||
mob_swap_flags = ~HEAVY
|
||||
|
||||
var/identifying_gender // In case the human identifies as another gender than it's biological
|
||||
|
||||
var/step_count = 0 // Track how many footsteps have been taken to know when to play footstep sounds
|
||||
|
||||
@@ -90,6 +90,24 @@
|
||||
|
||||
return 0
|
||||
|
||||
// Returns a string based on what kind of brain the FBP has.
|
||||
/mob/living/carbon/human/proc/get_FBP_type()
|
||||
if(!isSynthetic())
|
||||
return FBP_NONE
|
||||
var/obj/item/organ/internal/brain/B
|
||||
B = internal_organs_by_name[O_BRAIN]
|
||||
if(B) // Incase we lost our brain for some reason, like if we got decapped.
|
||||
if(istype(B, /obj/item/organ/internal/mmi_holder))
|
||||
var/obj/item/organ/internal/mmi_holder/mmi_holder = B
|
||||
if(istype(mmi_holder.stored_mmi, /obj/item/device/mmi/digital/posibrain))
|
||||
return FBP_POSI
|
||||
else if(istype(mmi_holder.stored_mmi, /obj/item/device/mmi/digital/robot))
|
||||
return FBP_DRONE
|
||||
else if(istype(mmi_holder.stored_mmi, /obj/item/device/mmi)) // This needs to come last because inheritence.
|
||||
return FBP_CYBORG
|
||||
|
||||
return FBP_NONE
|
||||
|
||||
#undef HUMAN_EATING_NO_ISSUE
|
||||
#undef HUMAN_EATING_NO_MOUTH
|
||||
#undef HUMAN_EATING_BLOCKED_MOUTH
|
||||
|
||||
@@ -13,9 +13,15 @@
|
||||
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
|
||||
|
||||
if(force_max_speed)
|
||||
return -3 // Returning -1 will actually result in a slowdown for Teshari.
|
||||
return -3
|
||||
|
||||
var/health_deficiency = (maxHealth - health)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.haste) && M.haste == TRUE)
|
||||
return -3 // Returning -1 will actually result in a slowdown for Teshari.
|
||||
if(!isnull(M.slowdown))
|
||||
tally += M.slowdown
|
||||
|
||||
var/health_deficiency = (getMaxHealth() - health)
|
||||
if(health_deficiency >= 40) tally += (health_deficiency / 25)
|
||||
|
||||
if(can_feel_pain())
|
||||
@@ -80,9 +86,7 @@
|
||||
if(T && T.movement_cost)
|
||||
tally += T.movement_cost
|
||||
|
||||
if(species.item_slowdown_halved)
|
||||
if(item_tally > 0)
|
||||
item_tally *= 0.5
|
||||
item_tally *= species.item_slowdown_mod
|
||||
|
||||
tally += item_tally
|
||||
|
||||
@@ -140,3 +144,36 @@
|
||||
|
||||
prob_slip = round(prob_slip)
|
||||
return(prob_slip)
|
||||
|
||||
// Handle footstep sounds
|
||||
/mob/living/carbon/human/handle_footstep(var/turf/T)
|
||||
if(!config.footstep_volume || !T.footstep_sounds || !T.footstep_sounds.len)
|
||||
return
|
||||
// Future Upgrades - Multi species support
|
||||
var/list/footstep_sounds = T.footstep_sounds["human"]
|
||||
if(!footstep_sounds)
|
||||
return
|
||||
|
||||
var/S = pick(footstep_sounds)
|
||||
if(!S) return
|
||||
|
||||
// Only play every other step while running
|
||||
if(m_intent == "run" && step_count++ % 2 == 0)
|
||||
return
|
||||
|
||||
var/volume = config.footstep_volume
|
||||
// Reduce volume while walking or barefoot
|
||||
if(!shoes || m_intent != "run")
|
||||
volume *= 0.5
|
||||
|
||||
if(!has_organ(BP_L_FOOT) && !has_organ(BP_R_FOOT))
|
||||
return // no feet = no footsteps
|
||||
|
||||
if(buckled || lying || throwing)
|
||||
return // people flying, lying down or sitting do not step
|
||||
|
||||
if(!has_gravity(src) && prob(75))
|
||||
return // Far less likely to make noise in no gravity
|
||||
|
||||
playsound(T, S, volume, FALSE)
|
||||
return
|
||||
|
||||
@@ -62,8 +62,12 @@
|
||||
|
||||
voice = GetVoice()
|
||||
|
||||
var/stasis = inStasisNow()
|
||||
if(getStasis() > 2)
|
||||
Sleeping(20)
|
||||
|
||||
//No need to update all of these procs if the guy is dead.
|
||||
if(stat != DEAD && !in_stasis)
|
||||
if(stat != DEAD && !stasis)
|
||||
//Updates the number of stored chemicals for powers
|
||||
handle_changeling()
|
||||
|
||||
@@ -82,7 +86,6 @@
|
||||
if(!client)
|
||||
species.handle_npc(src)
|
||||
|
||||
|
||||
if(!handle_some_updates())
|
||||
return //We go ahead and process them 5 times for HUD images and other stuff though.
|
||||
|
||||
@@ -97,7 +100,7 @@
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/breathe()
|
||||
if(!in_stasis)
|
||||
if(!inStasisNow())
|
||||
..()
|
||||
|
||||
// Calculate how vulnerable the human is to under- and overpressure.
|
||||
@@ -207,7 +210,7 @@
|
||||
|
||||
|
||||
/mob/living/carbon/human/handle_mutations_and_radiation()
|
||||
if(in_stasis)
|
||||
if(inStasisNow())
|
||||
return
|
||||
|
||||
if(getFireLoss())
|
||||
@@ -789,7 +792,7 @@
|
||||
|
||||
/mob/living/carbon/human/handle_chemicals_in_body()
|
||||
|
||||
if(in_stasis)
|
||||
if(inStasisNow())
|
||||
return
|
||||
|
||||
if(reagents)
|
||||
@@ -971,18 +974,18 @@
|
||||
vision = internal_organs_by_name[species.vision_organ]
|
||||
|
||||
if(!species.vision_organ) // Presumably if a species has no vision organs, they see via some other means.
|
||||
eye_blind = 0
|
||||
SetBlinded(0)
|
||||
blinded = 0
|
||||
eye_blurry = 0
|
||||
else if(!vision || vision.is_broken()) // Vision organs cut out or broken? Permablind.
|
||||
eye_blind = 1
|
||||
SetBlinded(1)
|
||||
blinded = 1
|
||||
eye_blurry = 1
|
||||
else //You have the requisite organs
|
||||
if(sdisabilities & BLIND) // Disabled-blind, doesn't get better on its own
|
||||
blinded = 1
|
||||
else if(eye_blind) // Blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
AdjustBlinded(-1)
|
||||
blinded = 1
|
||||
else if(istype(glasses, /obj/item/clothing/glasses/sunglasses/blindfold)) //resting your eyes with a blindfold heals blurry eyes faster
|
||||
eye_blurry = max(eye_blurry-3, 0)
|
||||
@@ -1339,7 +1342,7 @@
|
||||
if(!druggy && !seer) see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
/mob/living/carbon/human/handle_random_events()
|
||||
if(in_stasis)
|
||||
if(inStasisNow())
|
||||
return
|
||||
|
||||
// Puke if toxloss is too high
|
||||
@@ -1536,7 +1539,7 @@
|
||||
if(stat == DEAD)
|
||||
holder.icon_state = "-100" // X_X
|
||||
else
|
||||
holder.icon_state = RoundHealth((health-config.health_threshold_crit)/(maxHealth-config.health_threshold_crit)*100)
|
||||
holder.icon_state = RoundHealth((health-config.health_threshold_crit)/(getMaxHealth()-config.health_threshold_crit)*100)
|
||||
hud_list[HEALTH_HUD] = holder
|
||||
|
||||
if (BITTEST(hud_updateflag, LIFE_HUD))
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
var/appearance_flags = 0 // Appearance/display related features.
|
||||
var/spawn_flags = 0 // Flags that specify who can spawn as this species
|
||||
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
|
||||
var/item_slowdown_halved = 0 // If this is on, they're not as affected by item weights for slowdown
|
||||
var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
|
||||
var/primitive_form // Lesser form, if any (ie. monkey for humans)
|
||||
var/greater_form // Greater form, if any, ie. human for monkeys.
|
||||
var/holder_type
|
||||
|
||||
@@ -34,19 +34,21 @@
|
||||
ambiguous_genders = TRUE
|
||||
gluttonous = 1
|
||||
slowdown = 0.5
|
||||
brute_mod = 0.9
|
||||
burn_mod = 0.9
|
||||
brute_mod = 0.85
|
||||
burn_mod = 0.85
|
||||
metabolic_rate = 0.85
|
||||
item_slowdown_mod = 0.5
|
||||
num_alternate_languages = 3
|
||||
secondary_langs = list(LANGUAGE_UNATHI)
|
||||
name_language = LANGUAGE_UNATHI
|
||||
health_hud_intensity = 2.5
|
||||
|
||||
min_age = 18
|
||||
max_age = 60
|
||||
min_age = 32
|
||||
max_age = 260
|
||||
|
||||
blurb = "A heavily reptillian species, Unathi (or 'Sinta as they call themselves) hail from the \
|
||||
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, radioactive \
|
||||
desert planet, they mostly hold ideals of honesty, virtue, martial combat and bravery above all \
|
||||
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, inhospitable \
|
||||
planet, they mostly hold ideals of honesty, virtue, proficiency and bravery above all \
|
||||
else, frequently even their own lives. They prefer warmer temperatures than most species and \
|
||||
their native tongue is a heavy hissing laungage called Sinta'Unathi."
|
||||
|
||||
@@ -62,9 +64,34 @@
|
||||
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
|
||||
|
||||
flesh_color = "#34AF10"
|
||||
blood_color = "#b3cbc3"
|
||||
base_color = "#066000"
|
||||
|
||||
reagent_tag = IS_UNATHI
|
||||
base_color = "#066000"
|
||||
|
||||
has_limbs = list(
|
||||
BP_TORSO = list("path" = /obj/item/organ/external/chest/unathi),
|
||||
BP_GROIN = list("path" = /obj/item/organ/external/groin/unathi),
|
||||
BP_HEAD = list("path" = /obj/item/organ/external/head/unathi),
|
||||
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
|
||||
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
|
||||
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
|
||||
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
|
||||
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
|
||||
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
|
||||
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
|
||||
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right)
|
||||
)
|
||||
|
||||
//No kidneys or appendix
|
||||
has_organ = list(
|
||||
O_HEART = /obj/item/organ/internal/heart/unathi,
|
||||
O_LUNGS = /obj/item/organ/internal/lungs/unathi,
|
||||
O_LIVER = /obj/item/organ/internal/liver/unathi,
|
||||
O_BRAIN = /obj/item/organ/internal/brain/unathi,
|
||||
O_EYES = /obj/item/organ/internal/eyes,
|
||||
)
|
||||
|
||||
|
||||
heat_discomfort_level = 295
|
||||
heat_discomfort_strings = list(
|
||||
@@ -229,6 +256,7 @@
|
||||
secondary_langs = list(LANGUAGE_ROOTGLOBAL)
|
||||
name_language = LANGUAGE_ROOTLOCAL
|
||||
health_hud_intensity = 2.5
|
||||
item_slowdown_mod = 0.25
|
||||
|
||||
min_age = 1
|
||||
max_age = 300
|
||||
|
||||
@@ -131,10 +131,11 @@ Please contact me on #coderbus IRC. ~Carn x
|
||||
#define LEGCUFF_LAYER 23
|
||||
#define L_HAND_LAYER 24
|
||||
#define R_HAND_LAYER 25
|
||||
#define FIRE_LAYER 26 //If you're on fire
|
||||
#define WATER_LAYER 27 //If you're submerged in water.
|
||||
#define TARGETED_LAYER 28 //BS12: Layer for the target overlay from weapon targeting system
|
||||
#define TOTAL_LAYERS 29
|
||||
#define MODIFIER_EFFECTS_LAYER 26
|
||||
#define FIRE_LAYER 27 //If you're on fire
|
||||
#define WATER_LAYER 28 //If you're submerged in water.
|
||||
#define TARGETED_LAYER 29 //BS12: Layer for the target overlay from weapon targeting system
|
||||
#define TOTAL_LAYERS 30
|
||||
//////////////////////////////////
|
||||
|
||||
/mob/living/carbon/human
|
||||
@@ -1118,6 +1119,18 @@ var/global/list/damage_icon_parts = list()
|
||||
|
||||
if(update_icons) update_icons()
|
||||
|
||||
/mob/living/carbon/human/update_modifier_visuals(var/update_icons=1)
|
||||
overlays_standing[MODIFIER_EFFECTS_LAYER] = null
|
||||
var/image/effects = new()
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(M.mob_overlay_state)
|
||||
var/image/I = image("icon" = 'icons/mob/modifier_effects.dmi', "icon_state" = M.mob_overlay_state)
|
||||
effects.overlays += I
|
||||
|
||||
overlays_standing[MODIFIER_EFFECTS_LAYER] = effects
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/update_fire(var/update_icons=1)
|
||||
overlays_standing[FIRE_LAYER] = null
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
|
||||
src.blinded = null
|
||||
|
||||
health = maxHealth - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
health = getMaxHealth() - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
|
||||
|
||||
if(health < 0 && stat != DEAD)
|
||||
death()
|
||||
@@ -118,7 +118,7 @@
|
||||
if (src.stuttering) src.stuttering = 0
|
||||
|
||||
if (src.eye_blind)
|
||||
src.eye_blind = 0
|
||||
SetBlinded(0)
|
||||
src.blinded = 1
|
||||
|
||||
if (src.ear_deaf > 0) src.ear_deaf = 0
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
|
||||
var/tally = 0
|
||||
|
||||
var/health_deficiency = (maxHealth - health)
|
||||
var/health_deficiency = (getMaxHealth() - health)
|
||||
if(health_deficiency >= 30) tally += (health_deficiency / 25)
|
||||
|
||||
if (bodytemperature < 183.222)
|
||||
@@ -146,7 +146,7 @@
|
||||
..()
|
||||
|
||||
statpanel("Status")
|
||||
stat(null, "Health: [round((health / maxHealth) * 100)]%")
|
||||
stat(null, "Health: [round((health / getMaxHealth()) * 100)]%")
|
||||
stat(null, "Intent: [a_intent]")
|
||||
|
||||
if (client.statpanel == "Status")
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
return "I cannot feed on other slimes..."
|
||||
if (!Adjacent(M))
|
||||
return "This subject is too far away..."
|
||||
if (istype(M, /mob/living/carbon) && M.getCloneLoss() >= M.maxHealth * 1.5 || istype(M, /mob/living/simple_animal) && M.stat == DEAD)
|
||||
if (istype(M, /mob/living/carbon) && M.getCloneLoss() >= M.getMaxHealth() * 1.5 || istype(M, /mob/living/simple_animal) && M.stat == DEAD)
|
||||
return "This subject does not have an edible life energy..."
|
||||
for(var/mob/living/carbon/slime/met in view())
|
||||
if(met.Victim == M && met != src)
|
||||
|
||||
@@ -11,10 +11,13 @@
|
||||
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
|
||||
if(Debug2)
|
||||
world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
|
||||
if(!damage || (blocked >= 100) || soaked >= damage)
|
||||
if(!damage || (blocked >= 100))
|
||||
return 0
|
||||
if(soaked)
|
||||
damage -= soaked
|
||||
if(soaked >= round(damage*0.8))
|
||||
damage -= round(damage*0.8)
|
||||
else
|
||||
damage -= soaked
|
||||
blocked = (100-blocked)/100
|
||||
switch(damagetype)
|
||||
if(BRUTE)
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
return
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
|
||||
handle_modifiers() // Do this early since it might affect other things later.
|
||||
|
||||
if(stat != DEAD)
|
||||
//Breathing, if applicable
|
||||
handle_breathing()
|
||||
@@ -148,9 +150,9 @@
|
||||
/mob/living/proc/handle_disabilities()
|
||||
//Eyes
|
||||
if(sdisabilities & BLIND || stat) //blindness from disability or unconsciousness doesn't get better on its own
|
||||
eye_blind = max(eye_blind, 1)
|
||||
SetBlinded(1)
|
||||
else if(eye_blind) //blindness, heals slowly over time
|
||||
eye_blind = max(eye_blind-1,0)
|
||||
AdjustBlinded(-1)
|
||||
else if(eye_blurry) //blurry eyes heal slowly
|
||||
eye_blurry = max(eye_blurry-1, 0)
|
||||
|
||||
|
||||
@@ -150,9 +150,9 @@ default behaviour is:
|
||||
|
||||
/mob/living/verb/succumb()
|
||||
set hidden = 1
|
||||
if ((src.health < 0 && src.health > (5-src.maxHealth))) // Health below Zero but above 5-away-from-death, as before, but variable
|
||||
src.adjustOxyLoss(src.health + src.maxHealth * 2) // Deal 2x health in OxyLoss damage, as before but variable.
|
||||
src.health = src.maxHealth - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
|
||||
if ((src.health < 0 && src.health > (5-src.getMaxHealth()))) // Health below Zero but above 5-away-from-death, as before, but variable
|
||||
src.adjustOxyLoss(src.health + src.getMaxHealth() * 2) // Deal 2x health in OxyLoss damage, as before but variable.
|
||||
src.health = src.getMaxHealth() - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
|
||||
src << "\blue You have given up life and succumbed to death."
|
||||
|
||||
|
||||
@@ -161,7 +161,7 @@ default behaviour is:
|
||||
health = 100
|
||||
stat = CONSCIOUS
|
||||
else
|
||||
health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
|
||||
health = getMaxHealth() - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss() - halloss
|
||||
|
||||
|
||||
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
|
||||
@@ -223,14 +223,38 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/adjustBruteLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
bruteloss = min(max(bruteloss + amount, 0),(maxHealth*2))
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_brute_damage_percent))
|
||||
amount *= M.incoming_brute_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
|
||||
bruteloss = min(max(bruteloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/getOxyLoss()
|
||||
return oxyloss
|
||||
|
||||
/mob/living/proc/adjustOxyLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
oxyloss = min(max(oxyloss + amount, 0),(maxHealth*2))
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_oxy_damage_percent))
|
||||
amount *= M.incoming_oxy_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
|
||||
oxyloss = min(max(oxyloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/setOxyLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
@@ -241,7 +265,19 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/adjustToxLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
toxloss = min(max(toxloss + amount, 0),(maxHealth*2))
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_tox_damage_percent))
|
||||
amount *= M.incoming_tox_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
|
||||
toxloss = min(max(toxloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/setToxLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
@@ -255,14 +291,37 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/adjustFireLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
fireloss = min(max(fireloss + amount, 0),(maxHealth*2))
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_fire_damage_percent))
|
||||
amount *= M.incoming_fire_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
|
||||
fireloss = min(max(fireloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/getCloneLoss()
|
||||
return cloneloss
|
||||
|
||||
/mob/living/proc/adjustCloneLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
cloneloss = min(max(cloneloss + amount, 0),(maxHealth*2))
|
||||
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_clone_damage_percent))
|
||||
amount *= M.incoming_clone_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
|
||||
cloneloss = min(max(cloneloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/setCloneLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
@@ -273,7 +332,7 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/adjustBrainLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
brainloss = min(max(brainloss + amount, 0),(maxHealth*2))
|
||||
brainloss = min(max(brainloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/setBrainLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
@@ -284,18 +343,117 @@ default behaviour is:
|
||||
|
||||
/mob/living/proc/adjustHalLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
halloss = min(max(halloss + amount, 0),(maxHealth*2))
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_damage_percent))
|
||||
amount *= M.incoming_damage_percent
|
||||
if(!isnull(M.incoming_hal_damage_percent))
|
||||
amount *= M.incoming_hal_damage_percent
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount *= M.incoming_hal_damage_percent
|
||||
else if(amount < 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.incoming_healing_percent))
|
||||
amount *= M.incoming_healing_percent
|
||||
halloss = min(max(halloss + amount, 0),(getMaxHealth()*2))
|
||||
|
||||
/mob/living/proc/setHalLoss(var/amount)
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
halloss = amount
|
||||
|
||||
// Use this to get a mob's max health whenever possible. Reading maxHealth directly will give inaccurate results if any modifiers exist.
|
||||
/mob/living/proc/getMaxHealth()
|
||||
return maxHealth
|
||||
var/result = maxHealth
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.max_health_flat))
|
||||
result += M.max_health_flat
|
||||
// Second loop is so we can get all the flat adjustments first before multiplying, otherwise the result will be different.
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.max_health_percent))
|
||||
result *= M.max_health_percent
|
||||
return result
|
||||
|
||||
/mob/living/proc/setMaxHealth(var/newMaxHealth)
|
||||
maxHealth = newMaxHealth
|
||||
|
||||
/mob/living/Stun(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustStunned(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/Weaken(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustWeakened(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/Paralyse(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustParalysis(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/Sleeping(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustSleeping(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/Confuse(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustConfused(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/Blind(amount)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
/mob/living/AdjustBlinded(amount)
|
||||
if(amount > 0)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.disable_duration_percent))
|
||||
amount = round(amount * M.disable_duration_percent)
|
||||
..(amount)
|
||||
|
||||
// ++++ROCKDTBEN++++ MOB PROCS //END
|
||||
|
||||
/mob/proc/get_contents()
|
||||
@@ -433,7 +591,7 @@ default behaviour is:
|
||||
|
||||
// fix blindness and deafness
|
||||
blinded = 0
|
||||
eye_blind = 0
|
||||
SetBlinded(0)
|
||||
eye_blurry = 0
|
||||
ear_deaf = 0
|
||||
ear_damage = 0
|
||||
@@ -570,6 +728,9 @@ default behaviour is:
|
||||
for(var/mob/living/carbon/slime/M in view(1,src))
|
||||
M.UpdateFeed(src)
|
||||
|
||||
/mob/living/proc/handle_footstep(turf/T)
|
||||
return FALSE
|
||||
|
||||
/mob/living/verb/resist()
|
||||
set name = "Resist"
|
||||
set category = "IC"
|
||||
@@ -797,6 +958,11 @@ default behaviour is:
|
||||
update_icons()
|
||||
return canmove
|
||||
|
||||
// Adds overlays for specific modifiers.
|
||||
// You'll have to add your own implementation for non-humans currently, just override this proc.
|
||||
/mob/living/proc/update_modifier_visuals()
|
||||
return
|
||||
|
||||
/mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future?
|
||||
return
|
||||
|
||||
@@ -804,3 +970,7 @@ default behaviour is:
|
||||
if(isSynthetic())
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
// Called by job_controller.
|
||||
/mob/living/proc/equip_post_job()
|
||||
return
|
||||
|
||||
@@ -107,6 +107,11 @@
|
||||
var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
|
||||
var/proj_sharp = is_sharp(P)
|
||||
var/proj_edge = has_edge(P)
|
||||
|
||||
if ((proj_sharp || proj_edge) && (soaked >= round(P.damage*0.8)))
|
||||
proj_sharp = 0
|
||||
proj_edge = 0
|
||||
|
||||
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour)))
|
||||
proj_sharp = 0
|
||||
proj_edge = 0
|
||||
@@ -167,13 +172,11 @@
|
||||
var/soaked = get_armor_soak(hit_zone, "melee")
|
||||
var/blocked = run_armor_check(hit_zone, "melee")
|
||||
|
||||
//If the armor absorbs all of the damage, skip the damage calculation and the blood
|
||||
if(!(soaked > effective_force))
|
||||
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
|
||||
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
|
||||
|
||||
if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
|
||||
var/turf/simulated/location = get_turf(src)
|
||||
if(istype(location)) location.add_blood_floor(src)
|
||||
if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
|
||||
var/turf/simulated/location = get_turf(src)
|
||||
if(istype(location)) location.add_blood_floor(src)
|
||||
|
||||
return blocked
|
||||
|
||||
@@ -186,13 +189,14 @@
|
||||
if(HULK in user.mutations)
|
||||
effective_force *= 2
|
||||
|
||||
//Armor soak
|
||||
if(soaked >= effective_force)
|
||||
return 0
|
||||
|
||||
//Apply weapon damage
|
||||
var/weapon_sharp = is_sharp(I)
|
||||
var/weapon_edge = has_edge(I)
|
||||
|
||||
if(getsoak(hit_zone, "melee",) - (I.armor_penetration/5) > round(effective_force*0.8)) //soaking a hit turns sharp attacks into blunt ones
|
||||
weapon_sharp = 0
|
||||
weapon_edge = 0
|
||||
|
||||
if(prob(max(getarmor(hit_zone, "melee") - I.armor_penetration, 0))) //melee armour provides a chance to turn sharp/edge weapon attacks into blunt ones
|
||||
weapon_sharp = 0
|
||||
weapon_edge = 0
|
||||
@@ -251,7 +255,7 @@
|
||||
if(!O || !src) return
|
||||
|
||||
if(O.sharp) //Projectile is suitable for pinning.
|
||||
if(soaked >= throw_damage) //Don't embed if it didn't actually damage
|
||||
if(soaked >= round(throw_damage*0.8))
|
||||
return
|
||||
|
||||
//Handles embedding for non-humans and simple_animals.
|
||||
@@ -435,3 +439,11 @@
|
||||
hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
|
||||
//hud_used.SetButtonCoords(hud_used.hide_actions_toggle,button_number+1)
|
||||
client.screen += hud_used.hide_actions_toggle
|
||||
|
||||
// Returns a number to determine if something is harder or easier to hit than normal.
|
||||
/mob/living/proc/get_evasion()
|
||||
var/result = evasion // First we get the 'base' evasion. Generally this is zero.
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(!isnull(M.evasion))
|
||||
result += M.evasion
|
||||
return result
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
//Health and life related vars
|
||||
var/maxHealth = 100 //Maximum health that should be possible.
|
||||
var/maxHealth = 100 //Maximum health that should be possible. Avoid adjusting this if you can, and instead use modifiers datums.
|
||||
var/health = 100 //A mob's health
|
||||
|
||||
var/hud_updateflag = 0
|
||||
|
||||
@@ -141,7 +141,7 @@ proc/get_radio_key_from_channel(var/channel)
|
||||
|
||||
//Redirect to say_dead if talker is dead
|
||||
if(stat)
|
||||
if(stat == DEAD)
|
||||
if(stat == DEAD && !forbid_seeing_deadchat)
|
||||
return say_dead(message)
|
||||
return
|
||||
|
||||
@@ -308,7 +308,7 @@ proc/get_radio_key_from_channel(var/channel)
|
||||
if(M && src) //If we still exist, when the spawn processes
|
||||
var/dst = get_dist(get_turf(M),get_turf(src))
|
||||
|
||||
if(dst <= message_range || M.stat == DEAD) //Inside normal message range, or dead with ears (handled in the view proc)
|
||||
if(dst <= message_range || (M.stat == DEAD && !forbid_seeing_deadchat)) //Inside normal message range, or dead with ears (handled in the view proc)
|
||||
M << speech_bubble
|
||||
M.hear_say(message, verb, speaking, alt_name, italics, src, speech_sound, sound_vol)
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
/obj/machinery/computer/drone_control
|
||||
name = "Maintenance Drone Control"
|
||||
desc = "Used to monitor the station's drone population and the assembler that services them."
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_keyboard = "power_key"
|
||||
icon_screen = "power"
|
||||
req_access = list(access_engine_equip)
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
else //Not stunned.
|
||||
src.stat = 0
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
AdjustConfused(-1)
|
||||
|
||||
else //Dead.
|
||||
src.blinded = 1
|
||||
@@ -107,7 +107,7 @@
|
||||
if (src.stuttering) src.stuttering--
|
||||
|
||||
if (src.eye_blind)
|
||||
src.eye_blind--
|
||||
src.AdjustBlinded(-1)
|
||||
src.blinded = 1
|
||||
|
||||
if (src.ear_deaf > 0) src.ear_deaf--
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
/mob/living/silicon/robot/updatehealth()
|
||||
if(status_flags & GODMODE)
|
||||
health = maxHealth
|
||||
health = getMaxHealth()
|
||||
stat = CONSCIOUS
|
||||
return
|
||||
health = maxHealth - (getBruteLoss() + getFireLoss())
|
||||
health = getMaxHealth() - (getBruteLoss() + getFireLoss())
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/getBruteLoss()
|
||||
|
||||
@@ -63,16 +63,16 @@
|
||||
switch(severity)
|
||||
if(1)
|
||||
src.take_organ_damage(0,20,emp=1)
|
||||
confused = (min(confused + 5, 30))
|
||||
Confuse(5)
|
||||
if(2)
|
||||
src.take_organ_damage(0,15,emp=1)
|
||||
confused = (min(confused + 4, 30))
|
||||
Confuse(4)
|
||||
if(3)
|
||||
src.take_organ_damage(0,10,emp=1)
|
||||
confused = (min(confused + 3, 30))
|
||||
Confuse(3)
|
||||
if(4)
|
||||
src.take_organ_damage(0,5,emp=1)
|
||||
confused = (min(confused + 2, 30))
|
||||
Confuse(2)
|
||||
flash_eyes(affect_silicon = 1)
|
||||
src << "<span class='danger'><B>*BZZZT*</B></span>"
|
||||
src << "<span class='danger'>Warning: Electromagnetic pulse detected.</span>"
|
||||
@@ -148,7 +148,7 @@
|
||||
// this function shows the health of the AI in the Status panel
|
||||
/mob/living/silicon/proc/show_system_integrity()
|
||||
if(!src.stat)
|
||||
stat(null, text("System integrity: [round((health/maxHealth)*100)]%"))
|
||||
stat(null, text("System integrity: [round((health/getMaxHealth())*100)]%"))
|
||||
else
|
||||
stat(null, text("Systems nonfunctional"))
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
response_help = "pokes"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "hits"
|
||||
|
||||
|
||||
a_intent = I_HURT
|
||||
ranged = 1
|
||||
rapid = 1
|
||||
@@ -99,16 +99,16 @@
|
||||
src.visible_message("\red \icon[src] [src] suddenly lights up, and additional targetting vanes slide into place.")
|
||||
hostile = 1
|
||||
|
||||
if(health / maxHealth > 0.9)
|
||||
if(health / getMaxHealth() > 0.9)
|
||||
icon_state = "drone3"
|
||||
explode_chance = 0
|
||||
else if(health / maxHealth > 0.7)
|
||||
else if(health / getMaxHealth() > 0.7)
|
||||
icon_state = "drone2"
|
||||
explode_chance = 0
|
||||
else if(health / maxHealth > 0.5)
|
||||
else if(health / getMaxHealth() > 0.5)
|
||||
icon_state = "drone1"
|
||||
explode_chance = 0.5
|
||||
else if(health / maxHealth > 0.3)
|
||||
else if(health / getMaxHealth() > 0.3)
|
||||
icon_state = "drone0"
|
||||
explode_chance = 5
|
||||
else if(health > 0)
|
||||
|
||||
@@ -95,10 +95,10 @@
|
||||
if (istype(O, /obj/item/weapon/weldingtool))
|
||||
var/obj/item/weapon/weldingtool/WT = O
|
||||
if (WT.remove_fuel(0))
|
||||
if(health < maxHealth)
|
||||
if(health < getMaxHealth())
|
||||
health += pick(1,1,1,2,2,3)
|
||||
if(health > maxHealth)
|
||||
health = maxHealth
|
||||
if(health > getMaxHealth())
|
||||
health = getMaxHealth()
|
||||
add_fingerprint(user)
|
||||
src.visible_message("<span class='notice'>\The [user] has spot-welded some of the damage to \the [src]!</span>")
|
||||
else
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
|
||||
/mob/living/simple_animal/construct/attack_generic(var/mob/user)
|
||||
if(istype(user, /mob/living/simple_animal/construct/builder))
|
||||
if(health < maxHealth)
|
||||
if(health < getMaxHealth())
|
||||
adjustBruteLoss(-5)
|
||||
user.visible_message("<span class='notice'>\The [user] mends some of \the [src]'s wounds.</span>")
|
||||
else
|
||||
@@ -68,9 +68,9 @@
|
||||
/mob/living/simple_animal/construct/examine(mob/user)
|
||||
..(user)
|
||||
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.health < src.maxHealth)
|
||||
if (src.health < src.getMaxHealth())
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
if (src.health >= src.getMaxHealth()/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
|
||||
@@ -170,7 +170,7 @@
|
||||
T.forceMove(src) //put shade in stone
|
||||
T.status_flags |= GODMODE
|
||||
T.canmove = 0
|
||||
T.health = T.maxHealth
|
||||
T.health = T.getMaxHealth()
|
||||
src.icon_state = "soulstone2"
|
||||
|
||||
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
/mob/living/simple_animal/hostile/mecha/Life()
|
||||
. = ..()
|
||||
if(!.) return
|
||||
if((health < maxHealth*0.3) && prob(10))
|
||||
if((health < getMaxHealth()*0.3) && prob(10))
|
||||
sparks.start()
|
||||
|
||||
/mob/living/simple_animal/hostile/mecha/bullet_act()
|
||||
|
||||
@@ -234,8 +234,8 @@
|
||||
density = 1
|
||||
|
||||
//Overhealth
|
||||
else if(health > maxHealth)
|
||||
health = maxHealth
|
||||
else if(health > getMaxHealth())
|
||||
health = getMaxHealth()
|
||||
|
||||
/mob/living/simple_animal/update_icon()
|
||||
..()
|
||||
@@ -534,7 +534,7 @@
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
if(stat != DEAD)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
if(health < getMaxHealth())
|
||||
if(MED.amount >= 1)
|
||||
adjustBruteLoss(-MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
@@ -602,7 +602,7 @@
|
||||
..()
|
||||
|
||||
if(statpanel("Status") && show_stat_health)
|
||||
stat(null, "Health: [round((health / maxHealth) * 100)]%")
|
||||
stat(null, "Health: [round((health / getMaxHealth()) * 100)]%")
|
||||
|
||||
/mob/living/simple_animal/lay_down()
|
||||
..()
|
||||
@@ -645,10 +645,10 @@
|
||||
adjustBruteLoss(30)
|
||||
|
||||
/mob/living/simple_animal/adjustBruteLoss(damage)
|
||||
health = Clamp(health - damage, 0, maxHealth)
|
||||
health = Clamp(health - damage, 0, getMaxHealth())
|
||||
|
||||
/mob/living/simple_animal/adjustFireLoss(damage)
|
||||
health = Clamp(health - damage, 0, maxHealth)
|
||||
health = Clamp(health - damage, 0, getMaxHealth())
|
||||
|
||||
// Check target_mob if worthy of attack (i.e. check if they are dead or empty mecha)
|
||||
/mob/living/simple_animal/proc/SA_attackable(target_mob)
|
||||
|
||||
@@ -804,6 +804,30 @@
|
||||
sleeping = max(sleeping + amount,0)
|
||||
return
|
||||
|
||||
/mob/proc/Confuse(amount)
|
||||
confused = max(max(confused,amount),0)
|
||||
return
|
||||
|
||||
/mob/proc/SetConfused(amount)
|
||||
confused = max(amount,0)
|
||||
return
|
||||
|
||||
/mob/proc/AdjustConfused(amount)
|
||||
confused = max(confused + amount,0)
|
||||
return
|
||||
|
||||
/mob/proc/Blind(amount)
|
||||
eye_blind = max(max(eye_blind,amount),0)
|
||||
return
|
||||
|
||||
/mob/proc/SetBlinded(amount)
|
||||
eye_blind = max(amount,0)
|
||||
return
|
||||
|
||||
/mob/proc/AdjustBlinded(amount)
|
||||
eye_blind = max(eye_blind + amount,0)
|
||||
return
|
||||
|
||||
/mob/proc/Resting(amount)
|
||||
facing_dir = null
|
||||
resting = max(max(resting,amount),0)
|
||||
|
||||
@@ -207,3 +207,4 @@
|
||||
|
||||
var/list/active_genes=list()
|
||||
var/mob_size = MOB_MEDIUM
|
||||
var/forbid_seeing_deadchat = FALSE // Used for lings to not see deadchat, and to have ghosting behave as if they were not really dead.
|
||||
|
||||
@@ -170,7 +170,7 @@
|
||||
if(announce)
|
||||
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
|
||||
if(affecting.eye_blind < 3)
|
||||
affecting.eye_blind = 3
|
||||
affecting.Blind(3)
|
||||
|
||||
/obj/item/weapon/grab/attack_self()
|
||||
return s_click(hud)
|
||||
|
||||
@@ -390,10 +390,16 @@ proc/is_blind(A)
|
||||
else
|
||||
name = realname
|
||||
|
||||
if(subject && subject.forbid_seeing_deadchat && !subject.client.holder)
|
||||
return // Can't talk in deadchat if you can't see it.
|
||||
|
||||
for(var/mob/M in player_list)
|
||||
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && !is_mentor(M.client))) && M.is_preference_enabled(/datum/client_preference/show_dsay))
|
||||
var/follow
|
||||
var/lname
|
||||
if(M.forbid_seeing_deadchat && !M.client.holder)
|
||||
continue
|
||||
|
||||
if(subject)
|
||||
if(M.is_key_ignored(subject.client.key)) // If we're ignored, do nothing.
|
||||
continue
|
||||
|
||||
@@ -199,7 +199,7 @@
|
||||
if(S.victim == mob)
|
||||
return
|
||||
|
||||
if(mob.stat==DEAD && isliving(mob))
|
||||
if(mob.stat==DEAD && isliving(mob) && !mob.forbid_seeing_deadchat)
|
||||
mob.ghostize()
|
||||
return
|
||||
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
// This is a datum that tells the mob that something is affecting them.
|
||||
// The advantage of using this datum verses just setting a variable on the mob directly, is that there is no risk of two different procs overwriting
|
||||
// each other, or other weirdness. An excellent example is adjusting max health.
|
||||
|
||||
/datum/modifier
|
||||
var/name = null // Mostly used to organize, might show up on the UI in the Future(tm)
|
||||
var/desc = null // Ditto.
|
||||
var/icon_state = null // See above.
|
||||
var/mob/living/holder = null // The mob that this datum is affecting.
|
||||
var/expire_at = null // world.time when holder's Life() will remove the datum. If null, it lasts forever or until it gets deleted by something else.
|
||||
var/on_created_text = null // Text to show to holder upon being created.
|
||||
var/on_expired_text = null // Text to show to holder when it expires.
|
||||
var/hidden = FALSE // If true, it will not show up on the HUD in the Future(tm)
|
||||
var/stacks = MODIFIER_STACK_FORBID // If true, attempts to add a second instance of this type will refresh expire_at instead.
|
||||
var/flags = 0 // Flags for the modifier, see mobs.dm defines for more details.
|
||||
|
||||
var/light_color = null // If set, the mob possessing the modifier will glow in this color. Not implemented yet.
|
||||
var/light_range = null // How far the light for the above var goes. Not implemented yet.
|
||||
var/light_intensity = null // Ditto. Not implemented yet.
|
||||
var/mob_overlay_state = null // Icon_state for an overlay to apply to a (human) mob while this exists. This is actually implemented.
|
||||
|
||||
// Now for all the different effects.
|
||||
// Percentage modifiers are expressed as a multipler. (e.g. +25% damage should be written as 1.25)
|
||||
var/max_health_flat // Adjusts max health by a flat (e.g. +20) amount. Note this is added to base health.
|
||||
var/max_health_percent // Adjusts max health by a percentage (e.g. -30%).
|
||||
var/disable_duration_percent // Adjusts duration of 'disables' (stun, weaken, paralyze, confusion, sleep, halloss, etc) Setting to 0 will grant immunity.
|
||||
var/incoming_damage_percent // Adjusts all incoming damage.
|
||||
var/incoming_brute_damage_percent // Only affects bruteloss.
|
||||
var/incoming_fire_damage_percent // Only affects fireloss.
|
||||
var/incoming_tox_damage_percent // Only affects toxloss.
|
||||
var/incoming_oxy_damage_percent // Only affects oxyloss.
|
||||
var/incoming_clone_damage_percent // Only affects cloneloss.
|
||||
var/incoming_hal_damage_percent // Only affects halloss.
|
||||
var/incoming_healing_percent // Adjusts amount of healing received.
|
||||
var/outgoing_melee_damage_percent // Adjusts melee damage inflicted by holder by a percentage. Affects attacks by melee weapons and hand-to-hand.
|
||||
var/slowdown // Negative numbers speed up, positive numbers slow down movement.
|
||||
var/haste // If set to 1, the mob will be 'hasted', which makes it ignore slowdown and go really fast.
|
||||
var/evasion // Positive numbers reduce the odds of being hit by 15% each. Negative numbers increase the odds.
|
||||
|
||||
/datum/modifier/New(var/new_holder)
|
||||
holder = new_holder
|
||||
..()
|
||||
|
||||
// Checks to see if this datum should continue existing.
|
||||
/datum/modifier/proc/check_if_valid()
|
||||
if(expire_at && expire_at < world.time) // Is our time up?
|
||||
src.expire()
|
||||
|
||||
/datum/modifier/proc/expire(var/silent = FALSE)
|
||||
if(on_expired_text && !silent)
|
||||
to_chat(holder, on_expired_text)
|
||||
on_expire()
|
||||
holder.modifiers.Remove(src)
|
||||
if(mob_overlay_state) // We do this after removing ourselves from the list so that the overlay won't remain.
|
||||
holder.update_modifier_visuals()
|
||||
qdel(src)
|
||||
|
||||
// Override this for special effects when it gets removed.
|
||||
/datum/modifier/proc/on_expire()
|
||||
return
|
||||
|
||||
// Called every Life() tick. Override for special behaviour.
|
||||
/datum/modifier/proc/tick()
|
||||
return
|
||||
|
||||
/mob/living
|
||||
var/list/modifiers = list() // A list of modifier datums, which can adjust certain mob numbers.
|
||||
|
||||
/mob/living/Destroy()
|
||||
remove_all_modifiers(TRUE)
|
||||
..()
|
||||
|
||||
// Called by Life().
|
||||
/mob/living/proc/handle_modifiers()
|
||||
if(!modifiers.len) // No work to do.
|
||||
return
|
||||
// Get rid of anything we shouldn't have.
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
M.check_if_valid()
|
||||
// Remaining modifiers will now receive a tick(). This is in a second loop for safety in order to not tick() an expired modifier.
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
M.tick()
|
||||
|
||||
// Call this to add a modifier to a mob. First argument is the modifier type you want, second is how long it should last, in ticks.
|
||||
// The SECONDS/MINUTES macro is very helpful for this. E.g. M.add_modifier(/datum/modifier/example, 5 MINUTES)
|
||||
/mob/living/proc/add_modifier(var/modifier_type, var/expire_at = null)
|
||||
// First, check if the mob already has this modifier.
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(istype(modifier_type, M))
|
||||
switch(M.stacks)
|
||||
if(MODIFIER_STACK_FORBID)
|
||||
return // Stop here.
|
||||
if(MODIFIER_STACK_ALLOWED)
|
||||
break // No point checking anymore.
|
||||
if(MODIFIER_STACK_EXTEND)
|
||||
// Not allow to add a second instance, but we can try to prolong the first instance.
|
||||
if(expire_at && world.time + expire_at > M.expire_at)
|
||||
M.expire_at = world.time + expire_at
|
||||
return
|
||||
|
||||
// If we're at this point, the mob doesn't already have it, or it does but stacking is allowed.
|
||||
var/datum/modifier/mod = new modifier_type(src)
|
||||
if(expire_at)
|
||||
mod.expire_at = world.time + expire_at
|
||||
if(mod.on_created_text)
|
||||
to_chat(src, mod.on_created_text)
|
||||
modifiers.Add(mod)
|
||||
if(mod.mob_overlay_state)
|
||||
update_modifier_visuals()
|
||||
|
||||
// Removes a specific instance of modifier
|
||||
/mob/living/proc/remove_specific_modifier(var/datum/modifier/M, var/silent = FALSE)
|
||||
M.expire(silent)
|
||||
|
||||
// Removes all modifiers of a type
|
||||
/mob/living/proc/remove_modifiers_of_type(var/modifier_type, var/silent = FALSE)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(istype(M, modifier_type))
|
||||
M.expire(silent)
|
||||
|
||||
// Removes all modifiers, useful if the mob's being deleted
|
||||
/mob/living/proc/remove_all_modifiers(var/silent = FALSE)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
M.expire(silent)
|
||||
|
||||
// Checks if the mob has a modifier type.
|
||||
/mob/living/proc/has_modifier_of_type(var/modifier_type)
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
if(istype(M, modifier_type))
|
||||
return TRUE
|
||||
return FALSE
|
||||
@@ -11,25 +11,43 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
|
||||
qdel(src)
|
||||
|
||||
// The storage of connections between adjacent levels means some bitwise magic is needed.
|
||||
proc/HasAbove(var/z)
|
||||
/proc/HasAbove(var/z)
|
||||
if(z >= world.maxz || z > 16 || z < 1)
|
||||
return 0
|
||||
return z_levels & (1 << (z - 1))
|
||||
|
||||
proc/HasBelow(var/z)
|
||||
/proc/HasBelow(var/z)
|
||||
if(z > world.maxz || z > 17 || z < 2)
|
||||
return 0
|
||||
return z_levels & (1 << (z - 2))
|
||||
|
||||
// Thankfully, no bitwise magic is needed here.
|
||||
proc/GetAbove(var/atom/atom)
|
||||
/proc/GetAbove(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasAbove(turf.z) ? get_step(turf, UP) : null
|
||||
|
||||
proc/GetBelow(var/atom/atom)
|
||||
/proc/GetBelow(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasBelow(turf.z) ? get_step(turf, DOWN) : null
|
||||
|
||||
/proc/GetConnectedZlevels(z)
|
||||
. = list(z)
|
||||
for(var/level = z, HasBelow(level), level--)
|
||||
. |= level-1
|
||||
for(var/level = z, HasAbove(level), level++)
|
||||
. |= level+1
|
||||
|
||||
proc/AreConnectedZLevels(var/zA, var/zB)
|
||||
return zA == zB || (zB in GetConnectedZlevels(zA))
|
||||
|
||||
/proc/get_zstep(ref, dir)
|
||||
if(dir == UP)
|
||||
. = GetAbove(ref)
|
||||
else if (dir == DOWN)
|
||||
. = GetBelow(ref)
|
||||
else
|
||||
. = get_step(ref, dir)
|
||||
@@ -3,34 +3,38 @@
|
||||
set category = "IC"
|
||||
|
||||
if(zMove(UP))
|
||||
to_chat(usr, "<span class='notice'>You move upwards.</span>")
|
||||
to_chat(src, "<span class='notice'>You move upwards.</span>")
|
||||
|
||||
/mob/verb/down()
|
||||
set name = "Move Down"
|
||||
set category = "IC"
|
||||
|
||||
if(zMove(DOWN))
|
||||
to_chat(usr, "<span class='notice'>You move down.</span>")
|
||||
to_chat(src, "<span class='notice'>You move down.</span>")
|
||||
|
||||
/mob/proc/zMove(direction)
|
||||
if(eyeobj)
|
||||
return eyeobj.zMove(direction)
|
||||
if(!can_ztravel())
|
||||
to_chat(usr, "<span class='warning'>You lack means of travel in that direction.</span>")
|
||||
to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
|
||||
return
|
||||
|
||||
var/turf/start = loc
|
||||
if(!istype(start))
|
||||
to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
|
||||
return 0
|
||||
|
||||
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
|
||||
|
||||
if(!destination)
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
return 0
|
||||
|
||||
if(!start.CanZPass(src, direction))
|
||||
to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
|
||||
return 0
|
||||
|
||||
var/turf/start = get_turf(src)
|
||||
if(!start.CanZPass(src, direction))
|
||||
to_chat(usr, "<span class='warning'>\The [start] is in the way.</span>")
|
||||
return 0
|
||||
if(!destination.CanZPass(src, direction))
|
||||
to_chat(usr, "<span class='warning'>\The [destination] blocks your way.</span>")
|
||||
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
|
||||
return 0
|
||||
|
||||
var/area/area = get_area(src)
|
||||
@@ -46,12 +50,12 @@
|
||||
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
|
||||
return 0
|
||||
else
|
||||
to_chat(usr, "<span class='warning'>Gravity stops you from moving upward.</span>")
|
||||
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
|
||||
return 0
|
||||
|
||||
for(var/atom/A in destination)
|
||||
if(!A.CanPass(src, start, 1.5, 0))
|
||||
to_chat(usr, "<span class='warning'>\The [A] blocks you.</span>")
|
||||
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
|
||||
return 0
|
||||
Move(destination)
|
||||
return 1
|
||||
@@ -61,14 +65,14 @@
|
||||
if(destination)
|
||||
forceMove(destination)
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
|
||||
/mob/observer/eye/zMove(direction)
|
||||
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
|
||||
if(destination)
|
||||
setLoc(destination)
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
|
||||
|
||||
/mob/proc/can_ztravel()
|
||||
return 0
|
||||
|
||||
@@ -13,6 +13,9 @@ obj/machinery/atmospherics/pipe/zpipe
|
||||
dir = SOUTH
|
||||
initialize_directions = SOUTH
|
||||
|
||||
// node1 is the connection on the same Z
|
||||
// node2 is the connection on the other Z
|
||||
|
||||
var/minimum_temperature_difference = 300
|
||||
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
|
||||
|
||||
@@ -48,7 +51,7 @@ obj/machinery/atmospherics/pipe/zpipe/New()
|
||||
invisibility = i ? 101 : 0
|
||||
update_icon()
|
||||
|
||||
obj/machinery/atmospherics/pipe/up/process()
|
||||
obj/machinery/atmospherics/pipe/zpipe/process()
|
||||
if(!parent) //This should cut back on the overhead calling build_network thousands of times per cycle
|
||||
..()
|
||||
else
|
||||
@@ -78,10 +81,10 @@ obj/machinery/atmospherics/pipe/zpipe/proc/burst()
|
||||
qdel(src) // NOT qdel.
|
||||
|
||||
obj/machinery/atmospherics/pipe/zpipe/proc/normalize_dir()
|
||||
if(dir==3)
|
||||
set_dir(1)
|
||||
else if(dir==12)
|
||||
set_dir(4)
|
||||
if(dir == (NORTH|SOUTH))
|
||||
set_dir(NORTH)
|
||||
else if(dir == (EAST|WEST))
|
||||
set_dir(EAST)
|
||||
|
||||
obj/machinery/atmospherics/pipe/zpipe/Destroy()
|
||||
if(node1)
|
||||
@@ -94,6 +97,7 @@ obj/machinery/atmospherics/pipe/zpipe/pipeline_expansion()
|
||||
return list(node1, node2)
|
||||
|
||||
obj/machinery/atmospherics/pipe/zpipe/update_icon()
|
||||
color = pipe_color
|
||||
return
|
||||
|
||||
obj/machinery/atmospherics/pipe/zpipe/disconnect(obj/machinery/atmospherics/reference)
|
||||
|
||||
@@ -122,10 +122,6 @@
|
||||
allowed_directions = UP|DOWN
|
||||
icon_state = "ladder11"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/structure/stairs
|
||||
name = "Stairs"
|
||||
desc = "Stairs leading to another deck. Not too useful if the gravity goes out."
|
||||
|
||||
@@ -36,6 +36,11 @@
|
||||
..()
|
||||
mover.fall()
|
||||
|
||||
// Called when thrown object lands on this turf.
|
||||
/turf/simulated/open/hitby(var/atom/movable/AM, var/speed)
|
||||
. = ..()
|
||||
AM.fall()
|
||||
|
||||
/turf/simulated/open/proc/update()
|
||||
below = GetBelow(src)
|
||||
turf_changed_event.register(below, src, /turf/simulated/open/update_icon)
|
||||
@@ -82,7 +87,7 @@
|
||||
return
|
||||
var/obj/item/stack/rods/R = C
|
||||
if (R.use(1))
|
||||
user << "<span class='notice'>Constructing support lattice ...</span>"
|
||||
to_chat(user, "<span class='notice'>Constructing support lattice ...</span>")
|
||||
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
ReplaceWithLattice()
|
||||
return
|
||||
@@ -99,7 +104,7 @@
|
||||
ChangeTurf(/turf/simulated/floor/airless)
|
||||
return
|
||||
else
|
||||
user << "<span class='warning'>The plating is going to need some support.</span>"
|
||||
to_chat(user, "<span class='warning'>The plating is going to need some support.</span>")
|
||||
|
||||
//To lay cable.
|
||||
if(istype(C, /obj/item/stack/cable_coil))
|
||||
|
||||
@@ -37,7 +37,7 @@ var/const/CE_STABLE_THRESHOLD = 0.5
|
||||
|
||||
// Takes care blood loss and regeneration
|
||||
/mob/living/carbon/human/handle_blood()
|
||||
if(in_stasis)
|
||||
if(inStasisNow())
|
||||
return
|
||||
|
||||
if(!should_have_organ(O_HEART))
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
if (. >= 2)
|
||||
if(prob(1))
|
||||
owner.custom_pain("Your feel very dizzy for a moment!",0)
|
||||
owner.confused = max(owner.confused, 2)
|
||||
owner.Confuse(2)
|
||||
|
||||
/obj/item/organ/internal/brain/proc/replace_self_with(replace_path)
|
||||
var/mob/living/carbon/human/tmp_owner = owner
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
if(is_bruised())
|
||||
owner.eye_blurry = 20
|
||||
if(is_broken())
|
||||
owner.eye_blind = 20
|
||||
owner.Blind(20)
|
||||
|
||||
/obj/item/organ/internal/eyes/handle_germ_effects()
|
||||
. = ..() //Up should return an infection level as an integer
|
||||
|
||||
@@ -53,6 +53,6 @@
|
||||
if(prob(1))
|
||||
owner.custom_pain("There's a sharp pain in your upper-right abdomen!",1)
|
||||
if (. >= 2)
|
||||
if(prob(1) && owner.getToxLoss() < owner.maxHealth*0.3)
|
||||
if(prob(1) && owner.getToxLoss() < owner.getMaxHealth()*0.3)
|
||||
//owner << "" //Toxins provide their own messages for pain
|
||||
owner.adjustToxLoss(5) //Not realistic to PA but there are basically no 'real' liver infections
|
||||
|
||||
@@ -492,7 +492,7 @@ This function completely restores a damaged organ to perfect condition.
|
||||
|
||||
//Burn damage can cause fluid loss due to blistering and cook-off
|
||||
if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT))
|
||||
var/fluid_loss = 0.75 * (damage/(owner.maxHealth - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
|
||||
var/fluid_loss = 0.75 * (damage/(owner.getMaxHealth() - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
|
||||
owner.remove_blood(fluid_loss)
|
||||
|
||||
// first check whether we can widen an existing wound
|
||||
@@ -882,7 +882,7 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
if(!clean)
|
||||
// Throw limb around.
|
||||
if(src && istype(loc,/turf))
|
||||
throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
||||
throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),5)
|
||||
dir = 2
|
||||
if(DROPLIMB_BURN)
|
||||
new /obj/effect/decal/cleanable/ash(get_turf(victim))
|
||||
@@ -901,19 +901,19 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
gore.basecolor = use_blood_colour
|
||||
gore.update_icon()
|
||||
|
||||
gore.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
||||
gore.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),5)
|
||||
|
||||
for(var/obj/item/organ/I in internal_organs)
|
||||
I.removed()
|
||||
if(istype(loc,/turf))
|
||||
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
||||
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),5)
|
||||
|
||||
for(var/obj/item/I in src)
|
||||
if(I.w_class <= ITEMSIZE_SMALL)
|
||||
qdel(I)
|
||||
continue
|
||||
I.loc = get_turf(src)
|
||||
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),30)
|
||||
I.throw_at(get_edge_target_turf(src,pick(alldirs)),rand(1,3),5)
|
||||
|
||||
qdel(src)
|
||||
|
||||
|
||||
@@ -165,7 +165,7 @@
|
||||
if(is_bruised())
|
||||
owner.eye_blurry = 20
|
||||
if(is_broken())
|
||||
owner.eye_blind = 20
|
||||
owner.Blind(20)
|
||||
|
||||
/obj/item/organ/internal/liver
|
||||
name = "liver"
|
||||
|
||||
@@ -44,6 +44,14 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\
|
||||
var/parts = BP_ALL //Defines what parts said brand can replace on a body.
|
||||
var/health_hud_intensity = 1 // Intensity modifier for the health GUI indicator.
|
||||
|
||||
/datum/robolimb/unbranded_monitor
|
||||
company = "Unbranded Monitor"
|
||||
desc = "A generic unbranded interpretation of a popular prosthetic head model. It looks rudimentary and cheaply constructed."
|
||||
icon = 'icons/mob/human_races/cyberlimbs/unbranded/unbranded_monitor.dmi'
|
||||
parts = list(BP_HEAD)
|
||||
monitor_styles = standard_monitor_styles
|
||||
unavailable_to_build = 1
|
||||
|
||||
/datum/robolimb/nanotrasen
|
||||
company = "NanoTrasen"
|
||||
desc = "A simple but efficient robotic limb, created by NanoTrasen."
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
/obj/item/organ/external/chest/unathi
|
||||
max_damage = 100
|
||||
min_broken_damage = 40
|
||||
encased = "upper ribplates"
|
||||
|
||||
/obj/item/organ/external/groin/unathi
|
||||
max_damage = 100
|
||||
min_broken_damage = 40
|
||||
encased = "lower ribplates"
|
||||
|
||||
/obj/item/organ/external/head/unathi
|
||||
max_damage = 75
|
||||
min_broken_damage = 35
|
||||
eye_icon = "eyes_s"
|
||||
force = 5
|
||||
throwforce = 10
|
||||
|
||||
|
||||
/obj/item/organ/internal/heart/unathi
|
||||
icon_state = "unathi_heart-on"
|
||||
dead_icon = "unath_heart-off"
|
||||
|
||||
/obj/item/organ/internal/lungs/unathi
|
||||
color = "#b3cbc3"
|
||||
|
||||
/obj/item/organ/internal/liver/unathi
|
||||
name = "filtration organ"
|
||||
icon_state = "unathi_liver"
|
||||
|
||||
//Unathi liver acts as kidneys, too.
|
||||
/obj/item/organ/internal/liver/unathi/process()
|
||||
..()
|
||||
if(!owner) return
|
||||
|
||||
var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list
|
||||
if(coffee)
|
||||
if(is_bruised())
|
||||
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
|
||||
else if(is_broken())
|
||||
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
|
||||
|
||||
var/datum/reagent/sugar = locate(/datum/reagent/sugar) in owner.reagents.reagent_list
|
||||
if(sugar)
|
||||
if(is_bruised())
|
||||
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
|
||||
else if(is_broken())
|
||||
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
|
||||
|
||||
/obj/item/organ/internal/brain/unathi
|
||||
color = "#b3cbc3"
|
||||
@@ -12,8 +12,17 @@
|
||||
var/datum/weather_holder/weather_holder
|
||||
|
||||
var/sun_position = 0 // 0 means midnight, 1 means noon.
|
||||
var/list/sun = list("range","brightness","color")
|
||||
var/expected_z_levels = list()
|
||||
|
||||
var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary
|
||||
|
||||
var/turf/simulated/floor/planet_floors = list()
|
||||
var/turf/unsimulated/wall/planetary/planet_walls = list()
|
||||
|
||||
|
||||
var/needs_work = 0 // Bitflags to signal to the planet controller these need (properly deferrable) work. Flags defined in controller.
|
||||
|
||||
/datum/planet/New()
|
||||
..()
|
||||
weather_holder = new(src)
|
||||
@@ -31,17 +40,13 @@
|
||||
/datum/planet/proc/update_sun()
|
||||
sun_last_process = world.time
|
||||
|
||||
|
||||
/datum/planet/proc/update_weather()
|
||||
if(weather_holder)
|
||||
weather_holder.process()
|
||||
|
||||
/datum/planet/proc/update_sun_deferred(var/new_range, var/new_brightness, var/new_color)
|
||||
set background = 1
|
||||
set waitfor = 0
|
||||
var/i = 0
|
||||
for(var/turf/simulated/floor/T in outdoor_turfs)
|
||||
T.set_light(new_range, new_brightness, new_color)
|
||||
i++
|
||||
if(i % 30 == 0)
|
||||
sleep(1)
|
||||
sun["range"] = new_range
|
||||
sun["brightness"] = new_brightness
|
||||
sun["color"] = new_color
|
||||
needs_work |= PLANET_PROCESS_SUN
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ var/datum/planet/sif/planet_sif = null
|
||||
Its center of government is the equatorial city and site of first settlement, New Reykjavik." // Ripped straight from the wiki.
|
||||
current_time = new /datum/time/sif() // 32 hour clocks are nice.
|
||||
expected_z_levels = list(1) // To be changed when real map is finished.
|
||||
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
|
||||
|
||||
/datum/planet/sif/New()
|
||||
..()
|
||||
@@ -104,3 +105,197 @@ var/datum/planet/sif/planet_sif = null
|
||||
/proc/get_sif_time()
|
||||
if(planet_sif)
|
||||
return planet_sif.current_time
|
||||
|
||||
//Weather definitions
|
||||
/datum/weather_holder/sif
|
||||
temperature = T0C
|
||||
allowed_weather_types = list(
|
||||
WEATHER_CLEAR = new /datum/weather/sif/clear(),
|
||||
WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
|
||||
WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
|
||||
WEATHER_SNOW = new /datum/weather/sif/snow(),
|
||||
WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
|
||||
WEATHER_RAIN = new /datum/weather/sif/rain(),
|
||||
WEATHER_STORM = new /datum/weather/sif/storm(),
|
||||
WEATHER_HAIL = new /datum/weather/sif/hail(),
|
||||
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
|
||||
)
|
||||
roundstart_weather_chances = list(
|
||||
WEATHER_CLEAR = 30,
|
||||
WEATHER_OVERCAST = 30,
|
||||
WEATHER_LIGHT_SNOW = 20,
|
||||
WEATHER_SNOW = 5,
|
||||
WEATHER_BLIZZARD = 5,
|
||||
WEATHER_RAIN = 5,
|
||||
WEATHER_STORM = 2.5,
|
||||
WEATHER_HAIL = 2.5
|
||||
)
|
||||
|
||||
datum/weather/sif
|
||||
name = "sif base"
|
||||
temp_high = 243.15 // -20c
|
||||
temp_low = 233.15 // -30c
|
||||
|
||||
/datum/weather/sif/clear
|
||||
name = "clear"
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 60,
|
||||
WEATHER_OVERCAST = 40
|
||||
)
|
||||
|
||||
/datum/weather/sif/overcast
|
||||
name = "overcast"
|
||||
light_modifier = 0.8
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 25,
|
||||
WEATHER_OVERCAST = 50,
|
||||
WEATHER_LIGHT_SNOW = 10,
|
||||
WEATHER_SNOW = 5,
|
||||
WEATHER_RAIN = 5,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/light_snow
|
||||
name = "light snow"
|
||||
icon_state = "snowfall_light"
|
||||
temp_high = 238.15 // -25c
|
||||
temp_low = 228.15 // -35c
|
||||
light_modifier = 0.7
|
||||
transition_chances = list(
|
||||
WEATHER_OVERCAST = 20,
|
||||
WEATHER_LIGHT_SNOW = 50,
|
||||
WEATHER_SNOW = 25,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/snow
|
||||
name = "moderate snow"
|
||||
icon_state = "snowfall_med"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 223.15 // -40c
|
||||
light_modifier = 0.5
|
||||
transition_chances = list(
|
||||
WEATHER_LIGHT_SNOW = 20,
|
||||
WEATHER_SNOW = 50,
|
||||
WEATHER_BLIZZARD = 20,
|
||||
WEATHER_HAIL = 5,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/snow/process_effects()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
|
||||
if(S.z in holder.our_planet.expected_z_levels)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/sif/blizzard
|
||||
name = "blizzard"
|
||||
icon_state = "snowfall_heavy"
|
||||
temp_high = 223.15 // -40c
|
||||
temp_low = 203.15 // -60c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_SNOW = 45,
|
||||
WEATHER_BLIZZARD = 40,
|
||||
WEATHER_HAIL = 10,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/blizzard/process_effects()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
|
||||
if(S.z in holder.our_planet.expected_z_levels)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/sif/rain
|
||||
name = "rain"
|
||||
icon_state = "rain"
|
||||
light_modifier = 0.5
|
||||
transition_chances = list(
|
||||
WEATHER_OVERCAST = 25,
|
||||
WEATHER_LIGHT_SNOW = 10,
|
||||
WEATHER_RAIN = 50,
|
||||
WEATHER_STORM = 10,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/rain/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to rain on them.
|
||||
|
||||
L.adjust_fire_stacks(-5)
|
||||
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
|
||||
|
||||
/datum/weather/sif/storm
|
||||
name = "storm"
|
||||
icon_state = "storm"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 213.15 // -50c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_RAIN = 45,
|
||||
WEATHER_STORM = 40,
|
||||
WEATHER_HAIL = 10,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/rain/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to rain on them.
|
||||
|
||||
L.adjust_fire_stacks(-10)
|
||||
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
|
||||
|
||||
/datum/weather/sif/hail
|
||||
name = "hail"
|
||||
icon_state = "hail"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 213.15 // -50c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_RAIN = 45,
|
||||
WEATHER_STORM = 10,
|
||||
WEATHER_HAIL = 40,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/hail/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to pelt them with ice.
|
||||
|
||||
var/target_zone = pick(BP_ALL)
|
||||
var/amount_blocked = L.run_armor_check(target_zone, "melee")
|
||||
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
|
||||
|
||||
if(amount_blocked >= 100)
|
||||
return // No need to apply damage.
|
||||
|
||||
if(amount_soaked >= 10)
|
||||
return // No need to apply damage.
|
||||
|
||||
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
||||
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
|
||||
|
||||
/datum/weather/sif/blood_moon
|
||||
name = "blood moon"
|
||||
light_modifier = 0.5
|
||||
light_color = "#FF0000"
|
||||
transition_chances = list(
|
||||
WEATHER_BLOODMOON = 100
|
||||
)
|
||||
|
||||
|
||||
@@ -1,15 +1,3 @@
|
||||
#define WEATHER_CLEAR "clear"
|
||||
#define WEATHER_OVERCAST "overcast"
|
||||
#define WEATHER_LIGHT_SNOW "light snow"
|
||||
#define WEATHER_SNOW "snow"
|
||||
#define WEATHER_BLIZZARD "blizzard"
|
||||
#define WEATHER_RAIN "rain"
|
||||
#define WEATHER_STORM "storm"
|
||||
#define WEATHER_HAIL "hail"
|
||||
#define WEATHER_WINDY "windy"
|
||||
#define WEATHER_HOT "hot"
|
||||
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
|
||||
|
||||
/datum/weather_holder
|
||||
var/datum/planet/our_planet = null
|
||||
var/datum/weather/current_weather = null
|
||||
@@ -19,7 +7,6 @@
|
||||
var/list/allowed_weather_types = list()
|
||||
var/list/roundstart_weather_chances = list()
|
||||
var/next_weather_shift = null
|
||||
var/planetary_wall_type = null // Which walls to look for when updating temperature.
|
||||
|
||||
/datum/weather_holder/New(var/source)
|
||||
..()
|
||||
@@ -54,55 +41,15 @@
|
||||
current_weather.process_effects()
|
||||
|
||||
/datum/weather_holder/proc/update_icon_effects()
|
||||
set background = 1
|
||||
set waitfor = 0
|
||||
if(current_weather)
|
||||
for(var/turf/simulated/floor/T in outdoor_turfs)
|
||||
if(T.z in our_planet.expected_z_levels)
|
||||
T.overlays -= T.weather_overlay
|
||||
T.weather_overlay = image(icon = current_weather.icon, icon_state = current_weather.icon_state, layer = LIGHTING_LAYER - 1)
|
||||
T.overlays += T.weather_overlay
|
||||
our_planet.needs_work |= PLANET_PROCESS_WEATHER
|
||||
|
||||
/datum/weather_holder/proc/update_temperature()
|
||||
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
|
||||
|
||||
for(var/turf/unsimulated/wall/planetary/wall in planetary_walls)
|
||||
if(ispath(wall.type, planetary_wall_type))
|
||||
wall.temperature = temperature
|
||||
for(var/dir in cardinal)
|
||||
var/turf/simulated/T = get_step(wall, dir)
|
||||
if(istype(T))
|
||||
if(T.zone)
|
||||
T.zone.rebuild()
|
||||
|
||||
our_planet.needs_work |= PLANET_PROCESS_TEMP
|
||||
|
||||
/datum/weather_holder/proc/get_weather_datum(desired_type)
|
||||
return allowed_weather_types[desired_type]
|
||||
|
||||
/datum/weather_holder/sif
|
||||
temperature = T0C
|
||||
allowed_weather_types = list(
|
||||
WEATHER_CLEAR = new /datum/weather/sif/clear(),
|
||||
WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
|
||||
WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
|
||||
WEATHER_SNOW = new /datum/weather/sif/snow(),
|
||||
WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
|
||||
WEATHER_RAIN = new /datum/weather/sif/rain(),
|
||||
WEATHER_STORM = new /datum/weather/sif/storm(),
|
||||
WEATHER_HAIL = new /datum/weather/sif/hail(),
|
||||
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
|
||||
)
|
||||
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
|
||||
roundstart_weather_chances = list(
|
||||
WEATHER_CLEAR = 30,
|
||||
WEATHER_OVERCAST = 30,
|
||||
WEATHER_LIGHT_SNOW = 20,
|
||||
WEATHER_SNOW = 5,
|
||||
WEATHER_BLIZZARD = 5,
|
||||
WEATHER_RAIN = 5,
|
||||
WEATHER_STORM = 2.5,
|
||||
WEATHER_HAIL = 2.5
|
||||
)
|
||||
|
||||
/datum/weather
|
||||
var/name = "weather base"
|
||||
@@ -117,169 +64,3 @@
|
||||
|
||||
/datum/weather/proc/process_effects()
|
||||
return
|
||||
|
||||
/datum/weather/sif
|
||||
name = "sif base"
|
||||
temp_high = 243.15 // -20c
|
||||
temp_low = 233.15 // -30c
|
||||
|
||||
/datum/weather/sif/clear
|
||||
name = "clear"
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 60,
|
||||
WEATHER_OVERCAST = 40
|
||||
)
|
||||
|
||||
/datum/weather/sif/overcast
|
||||
name = "overcast"
|
||||
light_modifier = 0.8
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 25,
|
||||
WEATHER_OVERCAST = 50,
|
||||
WEATHER_LIGHT_SNOW = 10,
|
||||
WEATHER_SNOW = 5,
|
||||
WEATHER_RAIN = 5,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/light_snow
|
||||
name = "light snow"
|
||||
icon_state = "snowfall_light"
|
||||
temp_high = 238.15 // -25c
|
||||
temp_low = 228.15 // -35c
|
||||
light_modifier = 0.7
|
||||
transition_chances = list(
|
||||
WEATHER_OVERCAST = 20,
|
||||
WEATHER_LIGHT_SNOW = 50,
|
||||
WEATHER_SNOW = 25,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/snow
|
||||
name = "moderate snow"
|
||||
icon_state = "snowfall_med"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 223.15 // -40c
|
||||
light_modifier = 0.5
|
||||
transition_chances = list(
|
||||
WEATHER_LIGHT_SNOW = 20,
|
||||
WEATHER_SNOW = 50,
|
||||
WEATHER_BLIZZARD = 20,
|
||||
WEATHER_HAIL = 5,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/snow/process_effects()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/sif/blizzard
|
||||
name = "blizzard"
|
||||
icon_state = "snowfall_heavy"
|
||||
temp_high = 223.15 // -40c
|
||||
temp_low = 203.15 // -60c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_SNOW = 45,
|
||||
WEATHER_BLIZZARD = 40,
|
||||
WEATHER_HAIL = 10,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/blizzard/process_effects()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/sif/rain
|
||||
name = "rain"
|
||||
icon_state = "rain"
|
||||
light_modifier = 0.5
|
||||
transition_chances = list(
|
||||
WEATHER_OVERCAST = 25,
|
||||
WEATHER_LIGHT_SNOW = 10,
|
||||
WEATHER_RAIN = 50,
|
||||
WEATHER_STORM = 10,
|
||||
WEATHER_HAIL = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/rain/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to rain on them.
|
||||
|
||||
L.adjust_fire_stacks(-5)
|
||||
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
|
||||
|
||||
/datum/weather/sif/storm
|
||||
name = "storm"
|
||||
icon_state = "storm"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 213.15 // -50c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_RAIN = 45,
|
||||
WEATHER_STORM = 40,
|
||||
WEATHER_HAIL = 10,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/rain/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to rain on them.
|
||||
|
||||
L.adjust_fire_stacks(-10)
|
||||
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
|
||||
|
||||
/datum/weather/sif/hail
|
||||
name = "hail"
|
||||
icon_state = "hail"
|
||||
temp_high = 233.15 // -30c
|
||||
temp_low = 213.15 // -50c
|
||||
light_modifier = 0.3
|
||||
transition_chances = list(
|
||||
WEATHER_RAIN = 45,
|
||||
WEATHER_STORM = 10,
|
||||
WEATHER_HAIL = 40,
|
||||
WEATHER_OVERCAST = 5
|
||||
)
|
||||
|
||||
/datum/weather/sif/hail/process_effects()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
return // They're indoors, so no need to pelt them with ice.
|
||||
|
||||
var/target_zone = pick(BP_ALL)
|
||||
var/amount_blocked = L.run_armor_check(target_zone, "melee")
|
||||
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
|
||||
|
||||
if(amount_blocked >= 100)
|
||||
return // No need to apply damage.
|
||||
|
||||
if(amount_soaked >= 10)
|
||||
return // No need to apply damage.
|
||||
|
||||
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
||||
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
|
||||
|
||||
/datum/weather/sif/blood_moon
|
||||
name = "blood moon"
|
||||
light_modifier = 0.5
|
||||
light_color = "#FF0000"
|
||||
transition_chances = list(
|
||||
WEATHER_BLOODMOON = 100
|
||||
)
|
||||
|
||||
+24
-34
@@ -48,7 +48,7 @@ var/list/possible_cable_coil_colours = list(
|
||||
anchored =1
|
||||
var/datum/powernet/powernet
|
||||
name = "power cable"
|
||||
desc = "A flexible superconducting cable for heavy-duty power transfer"
|
||||
desc = "A flexible superconducting cable for heavy-duty power transfer."
|
||||
icon = 'icons/obj/power_cond_white.dmi'
|
||||
icon_state = "0-1"
|
||||
var/d1 = 0
|
||||
@@ -116,9 +116,9 @@ var/list/possible_cable_coil_colours = list(
|
||||
user.examinate(src)
|
||||
// following code taken from attackby (multitool)
|
||||
if(powernet && (powernet.avail > 0))
|
||||
user << "<span class='warning'>[powernet.avail]W in power network.</span>"
|
||||
to_chat(user, "<span class='warning'>[powernet.avail]W in power network.</span>")
|
||||
else
|
||||
user << "<span class='warning'>The cable is not powered.</span>"
|
||||
to_chat(user, "<span class='warning'>The cable is not powered.</span>")
|
||||
return
|
||||
|
||||
///////////////////////////////////
|
||||
@@ -159,12 +159,12 @@ var/list/possible_cable_coil_colours = list(
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/wirecutters))
|
||||
if(d1 == 12 || d2 == 12)
|
||||
user << "<span class='warning'>You must cut this cable from above.</span>"
|
||||
if(d1 == UP || d2 == UP)
|
||||
to_chat(user, "<span class='warning'>You must cut this cable from above.</span>")
|
||||
return
|
||||
|
||||
if(breaker_box)
|
||||
user << "\red This cable is connected to nearby breaker box. Use breaker box to interact with it."
|
||||
to_chat(user, "<span class='warning'>This cable is connected to nearby breaker box. Use breaker box to interact with it.</span>")
|
||||
return
|
||||
|
||||
if (shock(user, 50))
|
||||
@@ -178,11 +178,11 @@ var/list/possible_cable_coil_colours = list(
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("<span class='warning'>[user] cuts the cable.</span>", 1)
|
||||
|
||||
if(d1 == 11 || d2 == 11)
|
||||
if(d1 == DOWN || d2 == DOWN)
|
||||
var/turf/turf = GetBelow(src)
|
||||
if(turf)
|
||||
for(var/obj/structure/cable/c in turf)
|
||||
if(c.d1 == 12 || c.d2 == 12)
|
||||
if(c.d1 == UP || c.d2 == UP)
|
||||
qdel(c)
|
||||
|
||||
investigate_log("was cut by [key_name(usr, usr.client)] in [user.loc.loc]","wires")
|
||||
@@ -194,17 +194,17 @@ var/list/possible_cable_coil_colours = list(
|
||||
else if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if (coil.get_amount() < 1)
|
||||
user << "Not enough cable"
|
||||
to_chat(user, "Not enough cable")
|
||||
return
|
||||
coil.cable_join(src, user)
|
||||
|
||||
else if(istype(W, /obj/item/device/multitool))
|
||||
|
||||
if(powernet && (powernet.avail > 0)) // is it powered?
|
||||
user << "<span class='warning'>[powernet.avail]W in power network.</span>"
|
||||
to_chat(user, "<span class='warning'>[powernet.avail]W in power network.</span>")
|
||||
|
||||
else
|
||||
user << "<span class='warning'>The cable is not powered.</span>"
|
||||
to_chat(user, "<span class='warning'>The cable is not powered.</span>")
|
||||
|
||||
shock(user, 5, 0.2)
|
||||
|
||||
@@ -300,12 +300,12 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
// merge with the powernets of power objects in the given direction
|
||||
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
|
||||
|
||||
var/fdir = (!direction)? 0 : turn(direction, 180) //flip the direction, to match with the source position on its turf
|
||||
var/fdir = direction ? reverse_dir[direction] : 0 //flip the direction, to match with the source position on its turf
|
||||
|
||||
if(!(d1 == direction || d2 == direction)) //if the cable is not pointed in this direction, do nothing
|
||||
return
|
||||
|
||||
var/turf/TB = get_step(src, direction)
|
||||
var/turf/TB = get_zstep(src, direction)
|
||||
|
||||
for(var/obj/structure/cable/C in TB)
|
||||
|
||||
@@ -376,25 +376,15 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
. = list() // this will be a list of all connected power objects
|
||||
var/turf/T
|
||||
|
||||
// Handle up/down cables
|
||||
if(d1 == 11 || d2 == 11)
|
||||
T = GetBelow(src)
|
||||
if(T)
|
||||
. += power_list(T, src, 12, 1)
|
||||
if(d1 == 12 || d1 == 12)
|
||||
T = GetAbove(src)
|
||||
if(T)
|
||||
. += power_list(T, src, 11, 1)
|
||||
|
||||
// Handle standard cables in adjacent turfs
|
||||
for(var/cable_dir in list(d1, d2))
|
||||
if(cable_dir == 11 || cable_dir == 12 || cable_dir == 0)
|
||||
if(cable_dir == 0)
|
||||
continue
|
||||
var/reverse = reverse_dir[cable_dir]
|
||||
T = get_step(src, cable_dir)
|
||||
T = get_zstep(src, cable_dir)
|
||||
if(T)
|
||||
for(var/obj/structure/cable/C in T)
|
||||
if((C.d1 && C.d1 == reverse) || (C.d2 && C.d2 == reverse))
|
||||
if(C.d1 == reverse || C.d2 == reverse)
|
||||
. += C
|
||||
if(cable_dir & (cable_dir - 1)) // Diagonal, check for /\/\/\ style cables along cardinal directions
|
||||
for(var/pair in list(NORTH|SOUTH, EAST|WEST))
|
||||
@@ -402,7 +392,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
if(T)
|
||||
var/req_dir = cable_dir ^ pair
|
||||
for(var/obj/structure/cable/C in T)
|
||||
if((C.d1 && C.d1 == req_dir) || (C.d2 && C.d2 == req_dir))
|
||||
if(C.d1 == req_dir || C.d2 == req_dir)
|
||||
. += C
|
||||
|
||||
// Handle cables on the same turf as us
|
||||
@@ -566,7 +556,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
final_color = possible_cable_coil_colours["Red"]
|
||||
selected_color = "red"
|
||||
color = final_color
|
||||
user << "<span class='notice'>You change \the [src]'s color to [lowertext(selected_color)].</span>"
|
||||
to_chat(user, "<span class='notice'>You change \the [src]'s color to [lowertext(selected_color)].</span>")
|
||||
|
||||
/obj/item/stack/cable_coil/proc/update_wclass()
|
||||
if(amount == 1)
|
||||
@@ -579,11 +569,11 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
return
|
||||
|
||||
if(get_amount() == 1)
|
||||
user << "A short piece of power cable."
|
||||
to_chat(user, "A short piece of power cable.")
|
||||
else if(get_amount() == 2)
|
||||
user << "A piece of power cable."
|
||||
to_chat(user, "A piece of power cable.")
|
||||
else
|
||||
user << "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
|
||||
to_chat(user, "A coil of power cable. There are [get_amount()] lengths of cable in the coil.")
|
||||
|
||||
|
||||
/obj/item/stack/cable_coil/verb/make_restraint()
|
||||
@@ -594,14 +584,14 @@ obj/structure/cable/proc/cableColor(var/colorC)
|
||||
if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
|
||||
if(!istype(usr.loc,/turf)) return
|
||||
if(src.amount <= 14)
|
||||
usr << "\red You need at least 15 lengths to make restraints!"
|
||||
to_chat(usr, "<span class='warning'>You need at least 15 lengths to make restraints!</span>")
|
||||
return
|
||||
var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
|
||||
B.color = color
|
||||
usr << "<span class='notice'>You wind some cable together to make some restraints.</span>"
|
||||
to_chat(usr, "<span class='notice'>You wind some cable together to make some restraints.</span>")
|
||||
src.use(15)
|
||||
else
|
||||
usr << "\blue You cannot do that."
|
||||
to_chat(usr, "<span class='notice'>You cannot do that.</span>")
|
||||
..()
|
||||
|
||||
/obj/item/stack/cable_coil/cyborg/verb/set_colour()
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
/obj/machinery/computer/gravity_control_computer
|
||||
name = "Gravity Generator Control"
|
||||
desc = "A computer to control a local gravity generator. Qualified personnel only."
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_state = "airtunnel0e"
|
||||
anchored = 1
|
||||
density = 1
|
||||
|
||||
@@ -209,16 +209,8 @@
|
||||
// if unmarked==1, only return those with no powernet
|
||||
/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0)
|
||||
. = list()
|
||||
var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
|
||||
///// Z-Level Stuff
|
||||
var/Zdir
|
||||
if(d==11)
|
||||
Zdir = 11
|
||||
else if (d==12)
|
||||
Zdir = 12
|
||||
else
|
||||
Zdir = 999
|
||||
///// Z-Level Stuff
|
||||
|
||||
var/reverse = d ? reverse_dir[d] : 0
|
||||
for(var/AM in T)
|
||||
if(AM == source) continue //we don't want to return source
|
||||
|
||||
@@ -234,11 +226,7 @@
|
||||
var/obj/structure/cable/C = AM
|
||||
|
||||
if(!unmarked || !C.powernet)
|
||||
///// Z-Level Stuff
|
||||
if(C.d1 == fdir || C.d2 == fdir || C.d1 == Zdir || C.d2 == Zdir)
|
||||
///// Z-Level Stuff
|
||||
. += C
|
||||
else if(C.d1 == d || C.d2 == d)
|
||||
if(C.d1 == d || C.d2 == d || C.d1 == reverse || C.d2 == reverse )
|
||||
. += C
|
||||
return .
|
||||
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
/obj/machinery/computer/power_monitor
|
||||
name = "Power Monitoring Console"
|
||||
desc = "Computer designed to remotely monitor power levels around the station"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_keyboard = "power_key"
|
||||
icon_screen = "power:0"
|
||||
light_color = "#ffcc33"
|
||||
|
||||
@@ -28,7 +28,6 @@
|
||||
/obj/machinery/computer/turbine_computer
|
||||
name = "Gas turbine control computer"
|
||||
desc = "A computer to remotely control a gas turbine"
|
||||
icon = 'icons/obj/computer.dmi'
|
||||
icon_keyboard = "tech_key"
|
||||
icon_screen = "turbinecomp"
|
||||
circuit = /obj/item/weapon/circuitboard/turbine_control
|
||||
|
||||
@@ -182,7 +182,11 @@
|
||||
if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
|
||||
handle_suicide(user)
|
||||
else if(user.a_intent == I_HURT) //point blank shooting
|
||||
Fire(A, user, pointblank=1)
|
||||
if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A && A != user)
|
||||
PreFire(A,user) //They're using the new gun system, locate what they're aiming at.
|
||||
return
|
||||
else
|
||||
Fire(A, user, pointblank=1)
|
||||
else
|
||||
return ..() //Pistolwhippin'
|
||||
|
||||
@@ -326,6 +330,8 @@
|
||||
user.setMoveCooldown(move_delay)
|
||||
next_fire_time = world.time + fire_delay
|
||||
|
||||
accuracy = initial(accuracy) //Reset the gun's accuracy
|
||||
|
||||
if(muzzle_flash)
|
||||
set_light(0)
|
||||
|
||||
@@ -396,6 +402,8 @@
|
||||
//update timing
|
||||
next_fire_time = world.time + fire_delay
|
||||
|
||||
accuracy = initial(accuracy) //Reset the gun's accuracy
|
||||
|
||||
if(muzzle_flash)
|
||||
set_light(0)
|
||||
|
||||
@@ -425,21 +433,21 @@
|
||||
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
to_chat(user, "<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
|
||||
for(var/mob/living/L in oview(2,user))
|
||||
if(L.stat)
|
||||
continue
|
||||
if(L.blinded)
|
||||
to_chat(L, "You hear a [fire_sound_text]!")
|
||||
continue
|
||||
to_chat(L, "<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
|
||||
if(reflex)
|
||||
user.visible_message(
|
||||
"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
|
||||
"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
else
|
||||
user.visible_message(
|
||||
"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
|
||||
"<span class='warning'>You fire \the [src]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
user.visible_message(
|
||||
"<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
|
||||
"<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
if(muzzle_flash)
|
||||
set_light(muzzle_flash)
|
||||
@@ -482,11 +490,11 @@
|
||||
|
||||
// Certain statuses make it harder to aim, blindness especially. Same chances as melee, however guns accuracy uses multiples of 15.
|
||||
if(user.eye_blind)
|
||||
accuracy -= 5
|
||||
P.accuracy -= 5
|
||||
if(user.eye_blurry)
|
||||
accuracy -= 2
|
||||
P.accuracy -= 2
|
||||
if(user.confused)
|
||||
accuracy -= 3
|
||||
P.accuracy -= 3
|
||||
|
||||
//accuracy bonus from aiming
|
||||
if (aim_targets && (target in aim_targets))
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
name = "practice laser carbine"
|
||||
desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
charge_cost = 48
|
||||
|
||||
cell_type = /obj/item/weapon/cell/device
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
item_state = null
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
force = 5
|
||||
slot_flags = SLOT_BELT
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
charge_cost = 480
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
|
||||
|
||||
@@ -49,4 +49,19 @@
|
||||
desc = "The firepower of a Mosin, now the size of a pistol, with an effective combat range of about three feet. Uses 7.62mm rounds."
|
||||
user << "<span class='warning'>You shorten the barrel and stock of \the [src]!</span>"
|
||||
else
|
||||
..()
|
||||
..()
|
||||
|
||||
|
||||
//Lever actions are the same thing, but bigger.
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever
|
||||
name = "lever-action rifle"
|
||||
desc = "A reproduction of an almost ancient weapon design from the 19th century. This one uses a lever-action to move new rounds into the chamber. Uses 5.56mm rounds."
|
||||
item_state = "leveraction"
|
||||
icon_state = "leveraction"
|
||||
fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
max_shells = 5
|
||||
caliber = "a556"
|
||||
origin_tech = list(TECH_COMBAT = 1)// Old as shit rifle doesn't have very good tech.
|
||||
ammo_type = /obj/item/ammo_casing/a556
|
||||
load_method = SINGLE_CASING|SPEEDLOADER
|
||||
action_sound = 'sound/weapons/riflebolt.ogg'
|
||||
@@ -173,7 +173,7 @@
|
||||
return
|
||||
|
||||
//roll to-hit
|
||||
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier + round(15*target_mob.evasion), 0)
|
||||
miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier + round(15*target_mob.get_evasion()), 0)
|
||||
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
|
||||
|
||||
var/result = PROJECTILE_FORCE_MISS
|
||||
|
||||
@@ -29,8 +29,8 @@
|
||||
flash_strength *= H.species.flash_mod
|
||||
|
||||
if(flash_strength > 0)
|
||||
H.confused = max(H.confused, flash_strength + 5)
|
||||
H.eye_blind = max(H.eye_blind, flash_strength)
|
||||
H.Confuse(flash_strength + 5)
|
||||
H.Blind(flash_strength)
|
||||
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
|
||||
H.adjustHalLoss(22 * (flash_strength / 5)) // Five flashes to stun. Bit weaker than melee flashes due to being ranged.
|
||||
|
||||
@@ -146,9 +146,9 @@
|
||||
var/ear_safety = 0
|
||||
ear_safety = M.get_ear_protection()
|
||||
if(ear_safety == 1)
|
||||
M.confused += 150
|
||||
M.Confuse(150)
|
||||
else if (ear_safety > 1)
|
||||
M.confused += 30
|
||||
M.Confuse(30)
|
||||
else if (!ear_safety)
|
||||
M.Stun(10)
|
||||
M.Weaken(2)
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user