Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 4/12/2015_bay_sync

This commit is contained in:
Neerti
2015-04-13 00:15:41 -04:00
42 changed files with 1782 additions and 1372 deletions
@@ -30,7 +30,7 @@
poison_type = "oxygen"
siemens_coefficient = 0.2
flags = IS_WHITELISTED | NO_SCAN | HAS_EYE_COLOR
flags = CAN_JOIN | IS_WHITELISTED | NO_SCAN | HAS_EYE_COLOR
blood_color = "#2299FC"
flesh_color = "#808D11"
@@ -47,8 +47,7 @@
"liver" = /obj/item/organ/liver,
"kidneys" = /obj/item/organ/kidneys,
"brain" = /obj/item/organ/brain,
"eyes" = /obj/item/organ/eyes,
"stack" = /obj/item/organ/stack/vox
"eyes" = /obj/item/organ/eyes
)
/datum/species/vox/get_random_name(var/gender)
@@ -14,7 +14,7 @@
lawupdate = 0
density = 1
req_access = list(access_engine, access_robotics)
integrated_light_power = 2
integrated_light_power = 3
local_transmit = 1
mob_bump_flag = SIMPLE_ANIMAL
@@ -24,6 +24,11 @@
//Used for self-mailing.
var/mail_destination = ""
var/obj/machinery/drone_fabricator/master_fabricator
var/law_type = /datum/ai_laws/drone
var/module_type = /obj/item/weapon/robot_module/drone
var/can_pull_size = 2
var/can_pull_mobs
holder_type = /obj/item/weapon/holder/drone
@@ -36,9 +41,6 @@
add_language("Robot Talk", 0)
add_language("Drone Talk", 1)
if(camera && "Robots" in camera.network)
camera.add_network("Engineering")
//They are unable to be upgraded, so let's give them a bit of a better battery.
cell.maxcharge = 10000
cell.charge = 10000
@@ -52,16 +54,18 @@
C.max_damage = 10
verbs -= /mob/living/silicon/robot/verb/Namepick
module = new /obj/item/weapon/robot_module/drone(src)
//Some tidying-up.
flavor_text = "It's a tiny little repair drone. The casing is stamped with an NT logo and the subscript: 'NanoTrasen Recursive Repair Systems: Fixing Tomorrow's Problem, Today!'"
updateicon()
/mob/living/silicon/robot/drone/init()
laws = new /datum/ai_laws/drone()
if(!laws) laws = new law_type
if(!module) module = new module_type(src)
aiCamera = new/obj/item/device/camera/siliconcam/drone_camera(src)
flavor_text = "It's a tiny little repair drone. The casing is stamped with an NT logo and the subscript: 'NanoTrasen Recursive Repair Systems: Fixing Tomorrow's Problem, Today!'"
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
spawn(1)
if(camera && ("Robots" in camera.network))
camera.add_network("Engineering")
//Redefining some robot procs...
/mob/living/silicon/robot/drone/SetName(pickedName as text)
@@ -91,26 +95,26 @@
/mob/living/silicon/robot/drone/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/borg/upgrade/))
user << "\red The maintenance drone chassis not compatible with \the [W]."
user << "<span class='danger'>\The [src] is not compatible with \the [W].</span>"
return
else if (istype(W, /obj/item/weapon/crowbar))
user << "The machine is hermetically sealed. You can't open the case."
user << "<span class='danger'>\The [src] is hermetically sealed. You can't open the case.</span>"
return
else if (istype(W, /obj/item/weapon/card/emag))
if(!client || stat == 2)
user << "\red There's not much point subverting this heap of junk."
user << "<span class='danger'>There's not much point subverting this heap of junk.</span>"
return
if(emagged)
src << "\red [user] attempts to load subversive software into you, but your hacked subroutined ignore the attempt."
user << "\red You attempt to subvert [src], but the sequencer has no effect."
src << "<span class='danger'>\The [user] attempts to load subversive software into you, but your hacked subroutines ignore the attempt.</span>"
user << "<span class='danger'>You attempt to subvert [src], but the sequencer has no effect.</span>"
return
user << "\red You swipe the sequencer across [src]'s interface and watch its eyes flicker."
src << "\red You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script."
user << "<span class='danger'>You swipe the sequencer across [src]'s interface and watch its eyes flicker.</span>"
src << "<span class='danger'>You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.</span>"
var/obj/item/weapon/card/emag/emag = W
emag.uses--
@@ -130,7 +134,7 @@
src << "<b>Obey these laws:</b>"
laws.show_laws(src)
src << "\red \b ALERT: [user.real_name] is your new master. Obey your new laws and his commands."
src << "<span class='danger'>ALERT: [user.real_name] is your new master. Obey your new laws and his commands.</span>"
return
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
@@ -138,14 +142,14 @@
if(stat == 2)
if(!config.allow_drone_spawn || emagged || health < -35) //It's dead, Dave.
user << "\red The interface is fried, and a distressing burned smell wafts from the robot's interior. You're not rebooting this one."
user << "<span class='danger'>The interface is fried, and a distressing burned smell wafts from the robot's interior. You're not rebooting this one.</span>"
return
if(!allowed(usr))
user << "\red Access denied."
user << "<span class='danger'>Access denied.</span>"
return
user.visible_message("\red \the [user] swipes \his ID card through \the [src], attempting to reboot it.", "\red You swipe your ID card through \the [src], attempting to reboot it.")
user.visible_message("<span class='danger'>\The [user] swipes \his ID card through \the [src], attempting to reboot it.</span>", "<span class='danger'>>You swipe your ID card through \the [src], attempting to reboot it.</span>")
var/drones = 0
for(var/mob/living/silicon/robot/drone/D in world)
if(D.key && D.client)
@@ -155,7 +159,7 @@
return
else
user.visible_message("\red \the [user] swipes \his ID card through \the [src], attempting to shut it down.", "\red You swipe your ID card through \the [src], attempting to shut it down.")
user.visible_message("<span class='danger'>\The [user] swipes \his ID card through \the [src], attempting to shut it down.</span>", "<span class='danger'>You swipe your ID card through \the [src], attempting to shut it down.</span>")
if(emagged)
return
@@ -163,7 +167,7 @@
if(allowed(usr))
shut_down()
else
user << "\red Access denied."
user << "<span class='danger'>Access denied.</span>"
return
@@ -185,7 +189,7 @@
//Drones killed by damage will gib.
/mob/living/silicon/robot/drone/handle_regular_status_updates()
if(health <= -35 && src.stat != 2)
if((health <= -35 || (master_fabricator && src.z != master_fabricator.z)) && src.stat != 2)
timeofdeath = world.time
death() //Possibly redundant, having trouble making death() cooperate.
gib()
@@ -194,32 +198,31 @@
//DRONE MOVEMENT.
/mob/living/silicon/robot/drone/Process_Spaceslipping(var/prob_slip)
//TODO: Consider making a magboot item for drones to equip. ~Z
return 0
//CONSOLE PROCS
/mob/living/silicon/robot/drone/proc/law_resync()
if(stat != 2)
if(emagged)
src << "\red You feel something attempting to modify your programming, but your hacked subroutines are unaffected."
src << "<span class='danger'>You feel something attempting to modify your programming, but your hacked subroutines are unaffected.</span>"
else
src << "\red A reset-to-factory directive packet filters through your data connection, and you obediently modify your programming to suit it."
src << "<span class='danger'>A reset-to-factory directive packet filters through your data connection, and you obediently modify your programming to suit it.</span>"
full_law_reset()
show_laws()
/mob/living/silicon/robot/drone/proc/shut_down()
if(stat != 2)
if(emagged)
src << "\red You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you."
src << "<span class='danger'>You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you.</span>"
else
src << "\red You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself."
src << "<span class='danger'>You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself.</span>"
death()
/mob/living/silicon/robot/drone/proc/full_law_reset()
clear_supplied_laws()
clear_inherent_laws()
clear_ion_laws()
laws = new /datum/ai_laws/drone
laws = new law_type
//Reboot procs.
@@ -267,17 +270,32 @@
..()
else if(istype(AM,/obj/item))
var/obj/item/O = AM
if(O.w_class > 2)
if(O.w_class > can_pull_size)
src << "<span class='warning'>You are too small to pull that.</span>"
return
else
..()
else
src << "<span class='warning'>You are too small to pull that.</span>"
return
if(!can_pull_mobs)
src << "<span class='warning'>You are too small to pull that.</span>"
return
/mob/living/silicon/robot/drone/add_robot_verbs()
src.verbs |= silicon_verbs_subsystems
/mob/living/silicon/robot/drone/remove_robot_verbs()
src.verbs -= silicon_verbs_subsystems
/mob/living/silicon/robot/drone/construction
law_type = /datum/ai_laws/construction_drone
module_type = /obj/item/weapon/robot_module/drone/construction
can_pull_size = 5
can_pull_mobs = 1
/mob/living/silicon/robot/drone/construction/init()
..()
flavor_text = "It's a bulky construction drone stamped with a Sol Central glyph."
/mob/living/silicon/robot/drone/construction/updatename()
real_name = "construction drone ([rand(100,999)])"
name = real_name
@@ -19,7 +19,7 @@
return
if(!allowed(user))
user << "\red Access denied."
user << "<span class='danger'>Access denied.</span>"
return
user.set_machine(src)
@@ -27,6 +27,8 @@
dat += "<B>Maintenance Units</B><BR>"
for(var/mob/living/silicon/robot/drone/D in world)
if(D.z != src.z)
continue
dat += "<BR>[D.real_name] ([D.stat == 2 ? "<font color='red'>INACTIVE" : "<font color='green'>ACTIVE"]</FONT>)"
dat += "<font dize = 9><BR>Cell charge: [D.cell.charge]/[D.cell.maxcharge]."
dat += "<BR>Currently located in: [get_area(D)]."
@@ -46,7 +48,7 @@
return
if(!allowed(usr))
usr << "\red Access denied."
usr << "<span class='danger'>Access denied.</span>"
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
@@ -61,11 +63,11 @@
return
drone_call_area = t_area
usr << "\blue You set the area selector to [drone_call_area]."
usr << "<span class='notice'>You set the area selector to [drone_call_area].</span>"
else if (href_list["ping"])
usr << "\blue You issue a maintenance request for all active drones, highlighting [drone_call_area]."
usr << "<span class='notice'>You issue a maintenance request for all active drones, highlighting [drone_call_area].</span>"
for(var/mob/living/silicon/robot/drone/D in world)
if(D.client && D.stat == 0)
D << "-- Maintenance drone presence requested in: [drone_call_area]."
@@ -75,7 +77,7 @@
var/mob/living/silicon/robot/drone/D = locate(href_list["resync"])
if(D.stat != 2)
usr << "\red You issue a law synchronization directive for the drone."
usr << "<span class='danger'>You issue a law synchronization directive for the drone.</span>"
D.law_resync()
else if (href_list["shutdown"])
@@ -83,7 +85,7 @@
var/mob/living/silicon/robot/drone/D = locate(href_list["shutdown"])
if(D.stat != 2)
usr << "\red You issue a kill command for the unfortunate drone."
usr << "<span class='danger'>You issue a kill command for the unfortunate drone.</span>"
message_admins("[key_name_admin(usr)] issued kill order for drone [key_name_admin(D)] from control console.")
log_game("[key_name(usr)] issued kill order for [key_name(src)] from control console.")
D.shut_down()
@@ -98,10 +100,10 @@
continue
dronefab = fab
usr << "\blue Drone fabricator located."
usr << "<span class='notice'>Drone fabricator located.</span>"
return
usr << "\red Unable to locate drone fabricator."
usr << "<span class='danger'>Unable to locate drone fabricator.</span>"
else if (href_list["toggle_fab"])
@@ -110,10 +112,10 @@
if(get_dist(src,dronefab) > 3)
dronefab = null
usr << "\red Unable to locate drone fabricator."
usr << "<span class='danger'>Unable to locate drone fabricator.</span>"
return
dronefab.produce_drones = !dronefab.produce_drones
usr << "\blue You [dronefab.produce_drones ? "enable" : "disable"] drone production in the nearby fabricator."
usr << "<span class='notice'>You [dronefab.produce_drones ? "enable" : "disable"] drone production in the nearby fabricator.</span>"
src.updateUsrDialog()
@@ -2,10 +2,12 @@
//Limited use.
/obj/item/weapon/gripper
name = "magnetic gripper"
desc = "A simple grasping tool for synthetic assets."
desc = "A simple grasping tool specialized in construction and engineering work."
icon = 'icons/obj/device.dmi'
icon_state = "gripper"
flags = NOBLUDGEON
//Has a list of items that it can hold.
var/list/can_hold = list(
/obj/item/weapon/cell,
@@ -28,8 +30,14 @@
var/obj/item/wrapped = null // Item currently being held.
var/force_holder = null //
// VEEEEERY limited version for mining borgs. Basically only for swapping cells and upgrading the drills.
/obj/item/weapon/gripper/miner
name = "drill maintenance gripper"
desc = "A simple grasping tool for the maintenance of heavy drilling machines."
icon_state = "gripper-mining"
can_hold = list(
/obj/item/weapon/cell,
/obj/item/weapon/stock_parts
@@ -38,14 +46,58 @@
/obj/item/weapon/gripper/paperwork
name = "paperwork gripper"
desc = "A simple grasping tool for clerical work."
icon = 'icons/obj/device.dmi'
icon_state = "gripper"
can_hold = list(
/obj/item/weapon/clipboard,
/obj/item/weapon/paper,
/obj/item/weapon/paper_bundle,
/obj/item/weapon/card/id
/obj/item/weapon/card/id,
/obj/item/weapon/book,
/obj/item/weapon/newspaper
)
/obj/item/weapon/gripper/research //A general usage gripper, used for toxins/robotics/xenobio/etc
name = "scientific gripper"
icon_state = "gripper-sci"
desc = "A simple grasping tool suited to assist in a wide array of research applications."
can_hold = list(
/obj/item/weapon/cell,
/obj/item/weapon/stock_parts,
/obj/item/device/mmi,
/obj/item/robot_parts,
/obj/item/borg/upgrade,
/obj/item/device/flash, //to build borgs
/obj/item/organ/brain, //to insert into MMIs.
/obj/item/stack/cable_coil, //again, for borg building
/obj/item/weapon/circuitboard,
/obj/item/slime_extract,
/obj/item/weapon/reagent_containers/glass,
/obj/item/weapon/reagent_containers/food/snacks/monkeycube
)
/obj/item/weapon/gripper/service //Used to handle food, drinks, and seeds.
name = "service gripper"
icon_state = "gripper"
desc = "A simple grasping tool used to perform tasks in the service sector, such as handling food, drinks, and seeds."
can_hold = list(
/obj/item/weapon/reagent_containers/glass,
/obj/item/weapon/reagent_containers/food,
/obj/item/seeds,
/obj/item/weapon/grown
)
/obj/item/weapon/gripper/no_use //Used when you want to hold and put items in other things, but not able to 'use' the item
/obj/item/weapon/gripper/no_use/loader //This is used to disallow building with metal.
name = "sheet loader"
desc = "A specialized loading device, designed to pick up and insert sheets of materials inside machines."
icon_state = "gripper-sheet"
can_hold = list(
/obj/item/stack/sheet
)
/obj/item/weapon/gripper/attack_self(mob/user as mob)
@@ -53,6 +105,9 @@
return wrapped.attack_self(user)
return ..()
/obj/item/weapon/gripper/no_use/attack_self(mob/user as mob)
return
/obj/item/weapon/gripper/verb/drop_item()
set name = "Drop Item"
@@ -75,7 +130,12 @@
//update_icon()
/obj/item/weapon/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
return (wrapped ? wrapped.attack(M,user) : 0)
if(wrapped) //The force of the wrapped obj gets set to zero during the attack() and afterattack().
force_holder = wrapped.force
wrapped.force = 0.0
wrapped.attack(M,user)
return 1
return 0
/obj/item/weapon/gripper/afterattack(var/atom/target, var/mob/living/user, proximity, params)
@@ -97,6 +157,9 @@
if(!resolved && wrapped && target)
wrapped.afterattack(target,user,1)
//wrapped's force was set to zero. This resets it to the value it had before.
wrapped.force = force_holder
force_holder = null
//If wrapped was neither deleted nor put into target, put it back into the gripper.
if(wrapped && user && (wrapped.loc == user))
wrapped.loc = src
@@ -145,6 +208,21 @@
user.visible_message("<span class='danger'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
else if(istype(target,/mob/living/silicon/robot))
var/mob/living/silicon/robot/A = target
if(A.opened)
if(A.cell)
wrapped = A.cell
A.cell.add_fingerprint(user)
A.cell.updateicon()
A.updateicon()
A.cell.loc = src
A.cell = null
user.visible_message("<span class='danger'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
//TODO: Matter decompiler.
/obj/item/weapon/matter_decompiler
@@ -1,3 +1,10 @@
/proc/count_drones()
var/drones = 0
for(var/mob/living/silicon/robot/drone/D in world)
if(D.key && D.client)
drones++
return drones
/obj/machinery/drone_fabricator
name = "drone fabricator"
desc = "A large automated factory for producing maintenance drones."
@@ -8,13 +15,20 @@
idle_power_usage = 20
active_power_usage = 5000
var/fabricator_tag = "Exodus"
var/drone_progress = 0
var/produce_drones = 1
var/time_last_drone = 500
var/drone_type = /mob/living/silicon/robot/drone
icon = 'icons/obj/machines/drone_fab.dmi'
icon_state = "drone_fab_idle"
/obj/machinery/drone_fabricator/derelict
name = "construction drone fabricator"
fabricator_tag = "Derelict"
drone_type = /mob/living/silicon/robot/drone/construction
/obj/machinery/drone_fabricator/New()
..()
@@ -48,13 +62,6 @@
if(produce_drones && drone_progress >= 100 && istype(user,/mob/dead) && config.allow_drone_spawn && count_drones() < config.max_maint_drones)
user << "<BR><B>A drone is prepared. Select 'Join As Drone' from the Ghost tab to spawn as a maintenance drone.</B>"
/obj/machinery/drone_fabricator/proc/count_drones()
var/drones = 0
for(var/mob/living/silicon/robot/drone/D in world)
if(D.key && D.client)
drones++
return drones
/obj/machinery/drone_fabricator/proc/create_drone(var/client/player)
if(stat & NOPOWER)
@@ -71,13 +78,12 @@
flick("h_lathe_leave",src)
time_last_drone = world.time
var/mob/living/silicon/robot/drone/new_drone = new(get_turf(src))
var/mob/living/silicon/robot/drone/new_drone = new drone_type(get_turf(src))
new_drone.transfer_personality(player)
new_drone.master_fabricator = src
drone_progress = 0
/mob/dead/verb/join_as_drone()
set category = "Ghost"
@@ -86,11 +92,11 @@
if(ticker.current_state < GAME_STATE_PLAYING)
src << "\red The game hasn't started yet!"
src << "<span class='danger'>The game hasn't started yet!</span>"
return
if(!(config.allow_drone_spawn))
src << "\red That verb is not currently permitted."
src << "<span class='danger'>That verb is not currently permitted.</span>"
return
if (!src.stat)
@@ -100,14 +106,14 @@
return 0 //something is terribly wrong
if(jobban_isbanned(src,"Cyborg"))
usr << "\red You are banned from playing synthetics and cannot spawn as a drone."
usr << "<span class='danger'>You are banned from playing synthetics and cannot spawn as a drone.</span>"
return
var/deathtime = world.time - src.timeofdeath
if(istype(src,/mob/dead/observer))
var/mob/dead/observer/G = src
if(G.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
usr << "\blue <B>Upon using the antagHUD you forfeighted the ability to join the round.</B>"
usr << "<span class='notice'>Upon using the antagHUD you forfeighted the ability to join the round.</span>"
return
var/deathtimeminutes = round(deathtime / 600)
@@ -125,16 +131,18 @@
usr << "You must wait 10 minutes to respawn as a drone!"
return
var/list/all_fabricators = list()
for(var/obj/machinery/drone_fabricator/DF in world)
if(DF.stat & NOPOWER || !DF.produce_drones)
continue
if(DF.count_drones() >= config.max_maint_drones)
src << "\red There are too many active drones in the world for you to spawn."
return
if(DF.drone_progress >= 100)
DF.create_drone(src.client)
return
all_fabricators[DF.fabricator_tag] = DF
src << "\red There are no available drone spawn points, sorry."
if(!all_fabricators.len)
src << "<span class='danger'>There are no available drone spawn points, sorry.</span>"
return
var/choice = input(src,"Which fabricator do you wish to use?") as null|anything in all_fabricators
if(choice)
var/obj/machinery/drone_fabricator/chosen_fabricator = all_fabricators[choice]
chosen_fabricator.create_drone(src.client)
+15 -3
View File
@@ -265,7 +265,8 @@
module_sprites["Bro"] = "Brobot"
module_sprites["Rich"] = "maximillion"
module_sprites["Default"] = "Service2"
module_sprites["Drone"] = "drone-service" // How does this even work...? Oh well.
module_sprites["Drone - Service"] = "drone-service"
module_sprites["Drone - Hydro"] = "drone-hydro"
if("Clerical")
module = new /obj/item/weapon/robot_module/clerical(src)
@@ -277,6 +278,12 @@
module_sprites["Default"] = "Service2"
module_sprites["Drone"] = "drone-service"
if("Research")
module = new /obj/item/weapon/robot_module/research(src)
module.channels = list("Science" = 1)
module_sprites["Droid"] = "droid-science"
module_sprites["Drone"] = "drone-science"
if("Miner")
module = new /obj/item/weapon/robot_module/miner(src)
module.channels = list("Supply" = 1)
@@ -296,7 +303,8 @@
module_sprites["Standard"] = "surgeon"
module_sprites["Advanced Droid"] = "droid-medical"
module_sprites["Needles"] = "medicalrobot"
module_sprites["Drone" ] = "drone-medical"
module_sprites["Drone - Medical" ] = "drone-medical"
module_sprites["Drone - Chemistry" ] = "drone-chemistry"
if("Surgeon")
module = new /obj/item/weapon/robot_module/surgeon(src)
@@ -731,7 +739,7 @@
else
user << "Unable to locate a radio."
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)||istype(W, /obj/item/weapon/card/robot)) // trying to unlock the interface with an ID card
if(emagged)//still allow them to open the cover
user << "The interface seems slightly damaged"
if(opened)
@@ -868,6 +876,10 @@
//if they are holding or wearing a card that has access, that works
if(check_access(H.get_active_hand()) || check_access(H.wear_id))
return 1
else if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = M
if(check_access(R.get_active_hand()) || istype(R.get_active_hand(), /obj/item/weapon/card/robot))
return 1
return 0
/mob/living/silicon/robot/proc/check_access(obj/item/weapon/card/id/I)
@@ -1,3 +1,138 @@
//A portable analyzer, for research borgs. This is better then giving them a gripper which can hold anything and letting them use the normal analyzer.
/obj/item/weapon/portable_destructive_analyzer
name = "Portable Destructive Analyzer"
icon = 'icons/obj/items.dmi'
icon_state = "portable_analyzer"
desc = "Similar to the stationary version, this rather unwieldy device allows you to break down objects in the name of science."
var/min_reliability = 90 //Can't upgrade, call it laziness or a drawback
var/datum/research/techonly/files //The device uses the same datum structure as the R&D computer/server.
//This analyzer can only store tech levels, however.
var/obj/item/weapon/loaded_item //What is currently inside the analyzer.
/obj/item/weapon/portable_destructive_analyzer/New()
..()
files = new /datum/research/techonly(src) //Setup the research data holder.
/obj/item/weapon/portable_destructive_analyzer/attack_self(user as mob)
var/response = alert(user, "Analyzing the item inside will *DESTROY* the item for good.\n\
Syncing to the research server will send the data that is stored inside to research.\n\
Ejecting will place the loaded item onto the floor.",
"What would you like to do?", "Analyze", "Sync", "Eject")
if(response == "Analyze")
if(loaded_item)
var/confirm = alert(user, "This will destroy the item inside forever. Are you sure?","Confirm Analyze","Yes","No")
if(confirm == "Yes") //This is pretty copypasta-y
user << "You activate the analyzer's microlaser, analyzing \the [loaded_item] and breaking it down."
flick("portable_analyzer_scan", src)
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(loaded_item.reliability >= min_reliability)
var/list/temp_tech = ConvertReqString2List(loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
user << "\The [loaded_item] had level [temp_tech[T]] in [T]."
loaded_item = null
for(var/obj/I in contents)
for(var/mob/M in I.contents)
M.death()
if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
var/obj/item/stack/sheet/S = I
if(S.get_amount() > 1)
S.use(1)
loaded_item = S
else
del(S)
desc = initial(desc)
icon_state = initial(icon_state)
else
del(I)
desc = initial(desc)
icon_state = initial(icon_state)
else
return
else
user << "The [src] is empty. Put something inside it first."
if(response == "Sync")
var/success = 0
for(var/obj/machinery/r_n_d/server/S in machines)
if(S.disabled)
continue
for(var/datum/tech/T in files.known_tech) //Uploading
S.files.AddTech2Known(T)
for(var/datum/tech/T in S.files.known_tech) //Downloading
files.AddTech2Known(T)
success = 1
files.RefreshResearch()
if(success)
user << "You connect to the research server, push your data upstream to it, then pull the resulting merged data from the master branch."
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 1)
else
user << "Reserch server ping response timed out. Unable to connect. Please contact the system administrator."
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 1)
if(response == "Eject")
if(loaded_item)
loaded_item.loc = get_turf(src)
desc = initial(desc)
icon_state = initial(icon_state)
loaded_item = null
else
user << "The [src] is already empty."
/obj/item/weapon/portable_destructive_analyzer/afterattack(var/atom/target, var/mob/living/user, proximity)
if(!target)
return
if(!proximity)
return
if(!isturf(target.loc)) // Don't load up stuff if it's inside a container or mob!
return
if(istype(target,/obj/item))
if(loaded_item)
user << "Your [src] already has something inside. Analyze or eject it first."
return
var/obj/item/I = target
I.loc = src
loaded_item = I
for(var/mob/M in viewers())
M.show_message(text("<span class='notice'>[user] adds the [I] to the [src].</span>"), 1)
desc = initial(desc) + "<br>It is holding \the [loaded_item]."
flick("portable_analyzer_load", src)
icon_state = "portable_analyzer_full"
//This is used to unlock other borg covers.
/obj/item/weapon/card/robot //This is not a child of id cards, as to avoid dumb typechecks on computers.
name = "access code transmission device"
icon_state = "id-robot"
desc = "A circuit grafted onto the bottom of an ID card. It is used to transmit access codes into other robot chassis, \
allowing you to lock and unlock other robots' panels."
/obj/item/weapon/card/id/robot/attack_self() //override so borgs can't flash their IDs.
return
/obj/item/weapon/card/id/robot/read()
usr << "The ID card does not appear to have any writing on it."
return
//A harvest item for serviceborgs.
/obj/item/weapon/robot_harvester
name = "auto harvester"
desc = "A hand-held harvest tool that resembles a sickle. It uses energy to cut plant matter very efficently."
icon = 'icons/obj/weapons.dmi'
icon_state = "autoharvester"
/obj/item/weapon/robot_harvester/afterattack(var/atom/target, var/mob/living/user, proximity)
if(!target)
return
if(!proximity)
return
if(istype(target,/obj/machinery/portable_atmospherics/hydroponics))
var/obj/machinery/portable_atmospherics/hydroponics/T = target
T.harvest(user)
else
user << "Harvesting \a [target] is not the purpose of this tool. The [src] is for plants being grown."
// A special tray for the service droid. Allow droid to pick up and drop items as if they were using the tray normally
// Click on table to unload, click on item to load. Otherwise works identically to a tray.
// Unlike the base item "tray", robotrays ONLY pick up food, drinks and condiments.
@@ -314,8 +314,13 @@
/obj/item/weapon/robot_module/butler/New()
..()
src.modules += new /obj/item/device/flash(src)
src.modules += new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
src.modules += new /obj/item/weapon/reagent_containers/food/condiment/enzyme(src)
src.modules += new /obj/item/weapon/gripper/service(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/bucket(src)
src.modules += new /obj/item/weapon/minihoe(src)
src.modules += new /obj/item/weapon/hatchet(src)
src.modules += new /obj/item/device/analyzer/plant_analyzer(src)
src.modules += new /obj/item/weapon/storage/bag/plants(src)
src.modules += new /obj/item/weapon/robot_harvester(src)
var/obj/item/weapon/rsf/M = new /obj/item/weapon/rsf(src)
M.stored_matter = 30
@@ -358,6 +363,7 @@
src.modules += new /obj/item/weapon/pen/robopen(src)
src.modules += new /obj/item/weapon/form_printer(src)
src.modules += new /obj/item/weapon/gripper/paperwork(src)
src.modules += new /obj/item/weapon/hand_labeler(src)
src.emag = new /obj/item/weapon/stamp/denied(src)
/obj/item/weapon/robot_module/clerical/add_languages(var/mob/living/silicon/robot/R)
@@ -395,6 +401,38 @@
src.emag = new /obj/item/weapon/pickaxe/plasmacutter(src)
return
/obj/item/weapon/robot_module/research
name = "research module"
/obj/item/weapon/robot_module/research/New()
..()
src.modules += new /obj/item/device/flash(src)
src.modules += new /obj/item/weapon/portable_destructive_analyzer(src)
src.modules += new /obj/item/weapon/gripper/research(src)
src.modules += new /obj/item/weapon/gripper/no_use/loader(src)
src.modules += new /obj/item/device/robotanalyzer(src)
src.modules += new /obj/item/weapon/card/robot(src)
src.modules += new /obj/item/weapon/wrench(src)
src.modules += new /obj/item/weapon/screwdriver(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.modules += new /obj/item/weapon/scalpel(src)
src.modules += new /obj/item/weapon/circular_saw(src)
src.modules += new /obj/item/weapon/extinguisher/mini(src)
src.modules += new /obj/item/weapon/reagent_containers/syringe(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
src.emag = new /obj/item/weapon/hand_tele(src)
var/datum/matter_synth/nanite = new /datum/matter_synth/nanite(10000)
synths += nanite
var/obj/item/stack/nanopaste/N = new /obj/item/stack/nanopaste(src)
N.uses_charge = 1
N.charge_costs = list(1000)
N.synths = list(nanite)
src.modules += N
return
/obj/item/weapon/robot_module/syndicate
name = "illegal robot module"
@@ -446,7 +484,7 @@
src.modules += new /obj/item/device/multitool(src)
src.modules += new /obj/item/device/lightreplacer(src)
src.modules += new /obj/item/weapon/gripper(src)
src.modules += new /obj/item/weapon/reagent_containers/spray/cleaner/drone(src)
src.modules += new /obj/item/weapon/soap(src)
src.emag = new /obj/item/weapon/pickaxe/plasmacutter(src)
src.emag.name = "Plasma Cutter"
@@ -504,16 +542,19 @@
P.synths = list(plastic)
src.modules += P
/obj/item/weapon/robot_module/drone/construction
name = "construction drone module"
/obj/item/weapon/robot_module/drone/construction/New()
..()
src.modules += new /obj/item/weapon/rcd/borg(src)
/obj/item/weapon/robot_module/drone/add_languages(var/mob/living/silicon/robot/R)
return //not much ROM to spare in that tiny microprocessor!
/obj/item/weapon/robot_module/drone/respawn_consumable(var/mob/living/silicon/robot/R, var/amount)
var/obj/item/weapon/reagent_containers/spray/cleaner/C = locate() in src.modules
C.reagents.add_reagent("cleaner", 3 * amount)
var/obj/item/device/lightreplacer/LR = locate() in src.modules
LR.Charge(R, amount)
..()
return
@@ -521,7 +562,5 @@
/obj/item/proc/is_robot_module()
if (!istype(src.loc, /mob/living/silicon/robot))
return 0
var/mob/living/silicon/robot/R = src.loc
return (src in R.module.modules)
+1 -1
View File
@@ -85,7 +85,7 @@
"origin_lost" = A.origin == null,
"has_cameras" = cameras.len,
"cameras" = cameras,
"lost_sources" = sanitize(english_list(lost_sources, nothing_text = "", and_text = ", "))))
"lost_sources" = lost_sources.len ? sanitize(english_list(lost_sources, nothing_text = "", and_text = ", ")) : ""))
data["categories"] = categories
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
+15 -1
View File
@@ -324,7 +324,17 @@
if(href_list["write"])
var/id = href_list["write"]
//var/t = strip_html_simple(input(usr, "What text do you wish to add to " + (id=="end" ? "the end of the paper" : "field "+id) + "?", "[name]", null),8192) as message
var/t = sanitize(input("Enter what you want to write:", "Write", null, null) as message, MAX_PAPER_MESSAGE_LEN, extra = 0)
var/textlimit = MAX_PAPER_MESSAGE_LEN - length(info)
if(textlimit <= 0)
usr << "<span class='info'>There isn't enough space left on \the [src] to write anything.</span>"
return
var/t = sanitize(input("Enter what you want to write:", "Write", null, null) as message, textlimit, extra = 0)
if(!t)
return
var/obj/item/i = usr.get_active_hand() // Check to see if he still got that darn pen, also check if he's using a crayon or pen.
var/iscrayon = 0
if(!istype(i, /obj/item/weapon/pen))
@@ -347,6 +357,9 @@
message_admins("PAPER: [usr] ([usr.ckey]) tried to use forbidden word in [src]: [bad].")
return
*/
var last_fields_value = fields
//t = html_encode(t)
t = replacetext(t, "\n", "<BR>")
t = parsepencode(t, i, usr, iscrayon) // Encode everything from pencode to html
@@ -354,6 +367,7 @@
if(fields > 50)//large amount of fields creates a heavy load on the server, see updateinfolinks() and addtofield()
usr << "<span class='warning'>Too many fields. Sorry, you can't do this.</span>"
fields = last_fields_value
return
if(id!="end")
+38 -33
View File
@@ -104,46 +104,51 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
return 1
if(O.is_open_container())
return 0
if(!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond) && !istype(O, /obj/item/stack/sheet/mineral/uranium))
user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
return 1
// if(!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond) && !istype(O, /obj/item/stack/sheet/mineral/uranium))
// user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
// return 1
if(stat)
return 1
if(busy)
user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
return 1
var/obj/item/stack/sheet/stack = O
if((TotalMaterials() + stack.perunit) > max_material_amount)
user << "<span class='notice'>\The [src] is full. Please remove glass from \the [src] in order to insert more.</span>"
return 1
var/amount = round(input("How many sheets do you want to add?") as num)
if(amount < 0)
amount = 0
if(amount == 0)
return
if(amount > stack.amount)
amount = min(stack.amount, round((max_material_amount - TotalMaterials()) / stack.perunit))
if(istype(O, /obj/item/stack/sheet/glass) || istype(O, /obj/item/stack/sheet/mineral/gold) || istype(O, /obj/item/stack/sheet/mineral/diamond) || istype(O, /obj/item/stack/sheet/mineral/uranium))
busy = 1
use_power(max(1000, (3750 * amount / 10)))
var/stacktype = stack.type
stack.use(amount)
if(do_after(usr, 16))
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
switch(stacktype)
if(/obj/item/stack/sheet/glass)
g_amount += amount * 3750
if(/obj/item/stack/sheet/mineral/gold)
gold_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/diamond)
diamond_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/uranium)
uranium_amount += amount * 2000
else
new stacktype(loc, amount)
busy = 0
updateUsrDialog()
var/obj/item/stack/sheet/stack = O
if((TotalMaterials() + stack.perunit) > max_material_amount)
user << "<span class='notice'>\The [src] is full. Please remove glass from \the [src] in order to insert more.</span>"
return 1
var/amount = round(input("How many sheets do you want to add?") as num)
if(amount < 0)
amount = 0
if(amount == 0)
return
if(amount > stack.amount)
amount = min(stack.amount, round((max_material_amount - TotalMaterials()) / stack.perunit))
busy = 1
use_power(max(1000, (3750 * amount / 10)))
var/stacktype = stack.type
stack.use(amount)
if(do_after(usr, 16))
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
switch(stacktype)
if(/obj/item/stack/sheet/glass)
g_amount += amount * 3750
if(/obj/item/stack/sheet/mineral/gold)
gold_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/diamond)
diamond_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/uranium)
uranium_amount += amount * 2000
else
new stacktype(loc, amount)
busy = 0
updateUsrDialog()
..()
//This is to stop these machines being hackable via clicking.
/obj/machinery/r_n_d/circuit_imprinter/attack_hand(mob/user as mob)
@@ -13,7 +13,7 @@ Note: Must be placed within 3 tiles of the R&D Console
var/obj/item/weapon/loaded_item = null
var/decon_mod = 1
var/min_reliability = 90
use_power = 1
idle_power_usage = 30
active_power_usage = 2500
@@ -38,12 +38,6 @@ Note: Must be placed within 3 tiles of the R&D Console
del(src)
return
/obj/machinery/r_n_d/destructive_analyzer/proc/ConvertReqString2List(var/list/source_list)
var/list/temp_list = params2list(source_list)
for(var/O in temp_list)
temp_list[O] = text2num(temp_list[O])
return temp_list
/obj/machinery/r_n_d/destructive_analyzer/update_icon()
if(panel_open)
icon_state = "d_analyzer_t"
+43 -45
View File
@@ -116,9 +116,6 @@ Note: Must be placed west/left of and R&D console to function.
if(busy)
user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
return 1
if(!istype(O, /obj/item/stack/sheet))
user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
return 1
if(stat)
return 1
if(istype(O,/obj/item/stack/sheet))
@@ -127,51 +124,52 @@ Note: Must be placed west/left of and R&D console to function.
user << "<span class='notice'>\The [src]'s material bin is full. Please remove material before adding more.</span>"
return 1
var/obj/item/stack/sheet/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!O)
return
if(amount < 0)//No negative numbers
amount = 0
if(amount == 0)
return
if(amount > stack.get_amount())
amount = stack.get_amount()
if(max_material_storage - TotalMaterials() < (amount * stack.perunit))//Can't overfill
amount = min(stack.amount, round((max_material_storage - TotalMaterials()) / stack.perunit))
var/obj/item/stack/sheet/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!O)
return
if(amount < 0)//No negative numbers
amount = 0
if(amount == 0)
return
if(amount > stack.get_amount())
amount = stack.get_amount()
if(max_material_storage - TotalMaterials() < (amount * stack.perunit))//Can't overfill
amount = min(stack.amount, round((max_material_storage - TotalMaterials()) / stack.perunit))
overlays += "protolathe_[stack.name]"
sleep(10)
overlays -= "protolathe_[stack.name]"
overlays += "protolathe_[stack.name]"
sleep(10)
overlays -= "protolathe_[stack.name]"
icon_state = "protolathe"
busy = 1
use_power(max(1000, (3750 * amount / 10)))
var/stacktype = stack.type
stack.use(amount)
if(do_after(user, 16))
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
icon_state = "protolathe"
switch(stacktype)
if(/obj/item/stack/sheet/metal)
m_amount += amount * 3750
if(/obj/item/stack/sheet/glass)
g_amount += amount * 3750
if(/obj/item/stack/sheet/mineral/gold)
gold_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/silver)
silver_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/phoron)
phoron_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/uranium)
uranium_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/diamond)
diamond_amount += amount * 2000
else
new stacktype(loc, amount)
busy = 0
updateUsrDialog()
return
busy = 1
use_power(max(1000, (3750 * amount / 10)))
var/stacktype = stack.type
stack.use(amount)
if(do_after(user, 16))
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
icon_state = "protolathe"
switch(stacktype)
if(/obj/item/stack/sheet/metal)
m_amount += amount * 3750
if(/obj/item/stack/sheet/glass)
g_amount += amount * 3750
if(/obj/item/stack/sheet/mineral/gold)
gold_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/silver)
silver_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/phoron)
phoron_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/uranium)
uranium_amount += amount * 2000
if(/obj/item/stack/sheet/mineral/diamond)
diamond_amount += amount * 2000
else
new stacktype(loc, amount)
busy = 0
updateUsrDialog()
return
..()
//This is to stop these machines being hackable via clicking.
/obj/machinery/r_n_d/protolathe/attack_hand(mob/user as mob)
+2 -2
View File
@@ -256,7 +256,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
screen = 1.0
return
if(linked_destroy.loaded_item.reliability >= linked_destroy.min_reliability)
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/list/temp_tech = ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
if(linked_destroy.loaded_item.reliability < 100 && linked_destroy.loaded_item.crit_fail)
@@ -753,7 +753,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "Name: [linked_destroy.loaded_item.name]<BR>"
dat += "Origin Tech:"
dat += "<UL>"
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/list/temp_tech = ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
for(var/T in temp_tech)
dat += "<LI>[CallTechName(T)] [temp_tech[T]]"
for(var/datum/tech/F in files.known_tech)
+6
View File
@@ -59,6 +59,12 @@ research holder datum.
possible_designs += new D(src)
RefreshResearch()
/datum/research/techonly
/datum/research/techonly/New()
for(var/T in typesof(/datum/tech) - /datum/tech)
possible_tech += new T(src)
RefreshResearch()
//Checks to see if tech has all the required pre-reqs.