mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-30 15:38:02 +01:00
Merge with dev.
This commit is contained in:
+84
-31
@@ -937,42 +937,19 @@ var/global/floorIsLava = 0
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return 0
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if (!istype(M))
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return 0
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if((M.mind in ticker.mode.head_revolutionaries) || (M.mind in ticker.mode.revolutionaries))
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if (ticker.mode.config_tag == "revolution")
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return 2
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return 1
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if(M.mind in ticker.mode.cult)
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if (ticker.mode.config_tag == "cult")
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return 2
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return 1
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if(M.mind in ticker.mode.malf_ai)
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if (ticker.mode.config_tag == "malfunction")
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return 2
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return 1
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if(M.mind in ticker.mode.syndicates)
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if (ticker.mode.config_tag == "mercenary")
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return 2
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return 1
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if(M.mind in ticker.mode.wizards)
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if (ticker.mode.config_tag == "wizard")
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return 2
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return 1
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if(M.mind in ticker.mode.changelings)
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if (ticker.mode.config_tag == "changeling")
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return 2
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return 1
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for(var/datum/disease/D in M.viruses)
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if(istype(D, /datum/disease/jungle_fever))
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if (ticker.mode.config_tag == "monkey")
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return 2
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if(M.mind)
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if(ticker.mode.antag_templates && ticker.mode.antag_templates.len)
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for(var/datum/antagonist/antag in ticker.mode.antag_templates)
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if(antag.is_antagonist(M.mind))
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return 2
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else if(M.mind.special_role)
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return 1
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if(isrobot(M))
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var/mob/living/silicon/robot/R = M
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if(R.emagged)
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return 1
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if(M.mind&&M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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return 1
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return 0
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@@ -1070,11 +1047,87 @@ var/global/floorIsLava = 0
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M.mind.edit_memory()
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feedback_add_details("admin_verb","STP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/datum/admins/proc/show_game_mode()
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set category = "Admin"
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set desc = "Show the current round configuration."
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set name = "Show Game Mode"
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if(!ticker || !ticker.mode)
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alert("Not before roundstart!", "Alert")
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return
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var/out = "<font size=3><b>Current mode: [ticker.mode.name] (<a href='?src=\ref[ticker.mode];debug_antag=self'>[ticker.mode.config_tag]</a>)</b></font><br/>"
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out += "<hr>"
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if(ticker.mode.ert_disabled)
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out += "<b>Emergency Response Teams:</b> <a href='?src=\ref[ticker.mode];toggle=ert'>disabled</a>"
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else
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out += "<b>Emergency Response Teams:</b> <a href='?src=\ref[ticker.mode];toggle=ert'>enabled</a>"
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out += "<br/>"
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if(ticker.mode.deny_respawn)
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out += "<b>Respawning:</b> <a href='?src=\ref[ticker.mode];toggle=respawn'>disallowed</a>"
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else
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out += "<b>Respawning:</b> <a href='?src=\ref[ticker.mode];toggle=respawn'>allowed</a>"
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out += "<br/>"
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out += "<b>Shuttle delay multiplier:</b> <a href='?src=\ref[ticker.mode];set=shuttle_delay'>[ticker.mode.shuttle_delay]</a><br/>"
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if(ticker.mode.auto_recall_shuttle)
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out += "<b>Shuttle auto-recall:</b> <a href='?src=\ref[ticker.mode];toggle=shuttle_recall'>enabled</a>"
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else
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out += "<b>Shuttle auto-recall:</b> <a href='?src=\ref[ticker.mode];toggle=shuttle_recall'>disabled</a>"
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out += "<br/><br/>"
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if(ticker.mode.event_delay_mod_moderate)
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out += "<b>Moderate event time modifier:</b> <a href='?src=\ref[ticker.mode];set=event_modifier_moderate'>[ticker.mode.event_delay_mod_moderate]</a><br/>"
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else
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out += "<b>Moderate event time modifier:</b> <a href='?src=\ref[ticker.mode];set=event_modifier_moderate'>unset</a><br/>"
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if(ticker.mode.event_delay_mod_major)
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out += "<b>Major event time modifier:</b> <a href='?src=\ref[ticker.mode];set=event_modifier_severe'>[ticker.mode.event_delay_mod_major]</a><br/>"
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else
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out += "<b>Major event time modifier:</b> <a href='?src=\ref[ticker.mode];set=event_modifier_severe'>unset</a><br/>"
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out += "<hr>"
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if(ticker.mode.antag_tag)
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out += "<b>Core antag id:</b> <a href='?src=\ref[ticker.mode];debug_antag=[ticker.mode.antag_tag]'>[ticker.mode.antag_tag]</a>.</br>"
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if(ticker.mode.round_autoantag)
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out += "<b>Autotraitor <a href='?src=\ref[ticker.mode];toggle=autotraitor'>enabled</a></b> ([ticker.mode.antag_prob]% spawn chance)"
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if(ticker.mode.antag_scaling_coeff)
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out += " (scaling with <a href='?src=\ref[ticker.mode];set=antag_scaling'>[ticker.mode.antag_scaling_coeff]</a>)"
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out += "<br/>"
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else
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out += "<b>Autotraitor <a href='?src=\ref[ticker.mode];toggle=autotraitor'>disabled</a></b>.<br/>"
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out += "<b>All antag ids:</b>"
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if(ticker.mode.antag_templates && ticker.mode.antag_templates.len).
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var/playercount = ticker.mode.num_players()
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for(var/datum/antagonist/antag in ticker.mode.antag_templates)
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var/cur_max_antags
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if(ticker.mode.antag_tag && antag.id == ticker.mode.antag_tag)
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cur_max_antags = antag.max_antags_round
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else
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cur_max_antags = antag.max_antags
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if(ticker.mode.antag_scaling_coeff)
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cur_max_antags = Clamp((playercount/ticker.mode.antag_scaling_coeff), 1, cur_max_antags)
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out += " <a href='?src=\ref[ticker.mode];debug_antag=[antag.id]'>[antag.id]</a>"
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out += " ([antag.get_antag_count()]/[cur_max_antags]) "
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out += " <a href='?src=\ref[ticker.mode];remove_antag_type=[antag.id]'>\[-\]</a><br/>"
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else
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out += " None."
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out += " <a href='?src=\ref[ticker.mode];add_antag_type=1'>\[+\]</a><br/>"
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usr << browse(out, "window=edit_mode[src]")
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feedback_add_details("admin_verb","SGM")
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/datum/admins/proc/toggletintedweldhelmets()
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set category = "Debug"
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set desc="Reduces view range when wearing welding helmets"
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set name="Toggle tinted welding helmes"
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set name="Toggle tinted welding helmets."
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config.welder_vision = !( config.welder_vision )
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if (config.welder_vision)
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world << "<B>Reduced welder vision has been enabled!</B>"
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@@ -15,6 +15,7 @@ var/list/admin_verbs_admin = list(
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/client/proc/player_panel_new, /*shows an interface for all players, with links to various panels*/
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/client/proc/invisimin, /*allows our mob to go invisible/visible*/
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// /datum/admins/proc/show_traitor_panel, /*interface which shows a mob's mind*/ -Removed due to rare practical use. Moved to debug verbs ~Errorage
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/datum/admins/proc/show_game_mode, /*Configuration window for the current game mode.*/
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/datum/admins/proc/toggleenter, /*toggles whether people can join the current game*/
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/datum/admins/proc/toggleguests, /*toggles whether guests can join the current game*/
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/datum/admins/proc/announce, /*priority announce something to all clients.*/
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@@ -47,6 +48,7 @@ var/list/admin_verbs_admin = list(
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/client/proc/check_words, /*displays cult-words*/
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/client/proc/check_ai_laws, /*shows AI and borg laws*/
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/client/proc/rename_silicon, /*properly renames silicons*/
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/client/proc/manage_silicon_laws, /* Allows viewing and editing silicon laws. */
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/client/proc/check_antagonists,
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/client/proc/admin_memo, /*admin memo system. show/delete/write. +SERVER needed to delete admin memos of others*/
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/client/proc/dsay, /*talk in deadchat using our ckey/fakekey*/
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@@ -100,10 +102,8 @@ var/list/admin_verbs_fun = list(
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/client/proc/drop_bomb,
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/client/proc/everyone_random,
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/client/proc/cinematic,
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/client/proc/one_click_antag,
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/datum/admins/proc/toggle_aliens,
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/datum/admins/proc/toggle_space_ninja,
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/client/proc/send_space_ninja,
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/client/proc/cmd_admin_add_freeform_ai_law,
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/client/proc/cmd_admin_add_random_ai_law,
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/client/proc/make_sound,
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@@ -151,6 +151,7 @@ var/list/admin_verbs_debug = list(
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/client/proc/cmd_debug_make_powernets,
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/client/proc/kill_airgroup,
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/client/proc/debug_controller,
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/client/proc/debug_antagonist_template,
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/client/proc/cmd_debug_mob_lists,
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/client/proc/cmd_admin_delete,
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/client/proc/cmd_debug_del_all,
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@@ -218,7 +219,6 @@ var/list/admin_verbs_hideable = list(
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/client/proc/cinematic,
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/datum/admins/proc/toggle_aliens,
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/datum/admins/proc/toggle_space_ninja,
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/client/proc/send_space_ninja,
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/client/proc/cmd_admin_add_freeform_ai_law,
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/client/proc/cmd_admin_add_random_ai_law,
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/client/proc/cmd_admin_create_centcom_report,
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@@ -565,22 +565,6 @@ var/list/admin_verbs_mentor = list(
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message_admins("\blue [ckey] creating an admin explosion at [epicenter.loc].")
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feedback_add_details("admin_verb","DB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/give_spell(mob/T as mob in mob_list) // -- Urist
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set category = "Fun"
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set name = "Give Spell"
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set desc = "Gives a spell to a mob."
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var/list/spell_names = list()
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for(var/v in spells)
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// "/obj/effect/proc_holder/spell/" 30 symbols ~Intercross21
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spell_names.Add(copytext("[v]", 31, 0))
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var/S = input("Choose the spell to give to that guy", "ABRAKADABRA") as null|anything in spell_names
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if(!S) return
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var/path = text2path("/obj/effect/proc_holder/spell/[S]")
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T.spell_list += new path
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feedback_add_details("admin_verb","GS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] gave [key_name(T)] the spell [S].")
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message_admins("\blue [key_name_admin(usr)] gave [key_name(T)] the spell [S].", 1)
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/client/proc/give_disease(mob/T as mob in mob_list) // -- Giacom
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set category = "Fun"
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set name = "Give Disease (old)"
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@@ -716,7 +700,7 @@ var/list/admin_verbs_mentor = list(
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if(holder)
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src.holder.output_ai_laws()
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/client/proc/rename_silicon(mob/living/silicon/S in world)
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/client/proc/rename_silicon(mob/living/silicon/S in mob_list)
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set name = "Rename Silicon"
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set category = "Admin"
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@@ -730,6 +714,18 @@ var/list/admin_verbs_mentor = list(
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S.SetName(new_name)
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feedback_add_details("admin_verb","RAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/manage_silicon_laws(mob/living/silicon/S in mob_list)
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set name = "Manage Silicon Laws"
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set category = "Admin"
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if(!istype(S))
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return
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if(holder)
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S.subsystem_law_manager()
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admin_log_and_message_admins("has opened [S]'s law manager.")
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feedback_add_details("admin_verb","MSL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/change_human_appearance_admin(mob/living/carbon/human/H in world)
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set name = "Change Mob Appearance - Admin"
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set desc = "Allows you to change the mob appearance"
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@@ -743,7 +739,7 @@ var/list/admin_verbs_mentor = list(
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H.change_appearance(APPEARANCE_ALL, usr, usr, check_species_whitelist = 0)
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feedback_add_details("admin_verb","CHAA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/change_human_appearance_self(mob/living/carbon/human/H in world)
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/client/proc/change_human_appearance_self(mob/living/carbon/human/H in mob_list)
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set name = "Change Mob Appearance - Self"
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set desc = "Allows the mob to change its appearance"
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set category = "Admin"
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@@ -776,7 +772,7 @@ var/list/admin_verbs_mentor = list(
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// feedback_add_details("admin_verb","MP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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/client/proc/editappear(mob/living/carbon/human/M as mob in world)
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/client/proc/editappear(mob/living/carbon/human/M as mob in mob_list)
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set name = "Edit Appearance"
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set category = "Fun"
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@@ -410,80 +410,8 @@
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dat += "Launching now..."
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dat += "<a href='?src=\ref[src];delay_round_end=1'>[ticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
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if(ticker.mode.syndicates.len)
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dat += "<br><table cellspacing=5><tr><td><B>Mercenaries</B></td><td></td></tr>"
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for(var/datum/mind/N in ticker.mode.syndicates)
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var/mob/M = N.current
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if(M)
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dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
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else
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dat += "<tr><td><i>Mercenary not found!</i></td></tr>"
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dat += "</table><br><table><tr><td><B>Nuclear Disk(s)</B></td></tr>"
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for(var/obj/item/weapon/disk/nuclear/N in world)
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dat += "<tr><td>[N.name], "
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var/atom/disk_loc = N.loc
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while(!istype(disk_loc, /turf))
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if(istype(disk_loc, /mob))
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var/mob/M = disk_loc
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dat += "carried by <a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> "
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if(istype(disk_loc, /obj))
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var/obj/O = disk_loc
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dat += "in \a [O.name] "
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disk_loc = disk_loc.loc
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dat += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])</td></tr>"
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dat += "</table>"
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if(ticker.mode.head_revolutionaries.len || ticker.mode.revolutionaries.len)
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dat += "<br><table cellspacing=5><tr><td><B>Revolutionaries</B></td><td></td></tr>"
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for(var/datum/mind/N in ticker.mode.head_revolutionaries)
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var/mob/M = N.current
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if(!M)
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dat += "<tr><td><i>Head Revolutionary not found!</i></td></tr>"
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else
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dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> <b>(Leader)</b>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
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for(var/datum/mind/N in ticker.mode.revolutionaries)
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var/mob/M = N.current
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if(M)
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||||
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
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dat += "</table><table cellspacing=5><tr><td><B>Target(s)</B></td><td></td><td><B>Location</B></td></tr>"
|
||||
for(var/datum/mind/N in ticker.mode.get_living_heads())
|
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var/mob/M = N.current
|
||||
if(M)
|
||||
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
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dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
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||||
var/turf/mob_loc = get_turf(M)
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dat += "<td>[mob_loc.loc]</td></tr>"
|
||||
else
|
||||
dat += "<tr><td><i>Head not found!</i></td></tr>"
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||||
dat += "</table>"
|
||||
|
||||
if(ticker.mode.changelings.len)
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dat += check_role_table("Changelings", ticker.mode.changelings, src)
|
||||
|
||||
if(ticker.mode.wizards.len)
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||||
dat += check_role_table("Wizards", ticker.mode.wizards, src)
|
||||
|
||||
if(ticker.mode.raiders.len)
|
||||
dat += check_role_table("Raiders", ticker.mode.raiders, src)
|
||||
|
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if(ticker.mode.ninjas.len)
|
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dat += check_role_table("Ninjas", ticker.mode.ninjas, src)
|
||||
|
||||
if(ticker.mode.cult.len)
|
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dat += check_role_table("Cultists", ticker.mode.cult, src, 0)
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||||
|
||||
if(ticker.mode.traitors.len)
|
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dat += check_role_table("Traitors", ticker.mode.traitors, src)
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||||
|
||||
if(ticker.mode.borers.len)
|
||||
dat += check_role_table("Cortical Borers", ticker.mode.borers, src)
|
||||
|
||||
var/datum/game_mode/mutiny/mutiny = get_mutiny_mode()
|
||||
if(mutiny)
|
||||
dat += mutiny.check_antagonists_ui(src)
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||||
//todo
|
||||
|
||||
dat += "</body></html>"
|
||||
usr << browse(dat, "window=roundstatus;size=400x500")
|
||||
|
||||
+15
-160
@@ -10,49 +10,8 @@
|
||||
check_antagonists()
|
||||
return
|
||||
|
||||
if(href_list["makeAntag"])
|
||||
switch(href_list["makeAntag"])
|
||||
if("1")
|
||||
log_admin("[key_name(usr)] has spawned a traitor.")
|
||||
if(!src.makeTraitors())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("2")
|
||||
log_admin("[key_name(usr)] has spawned a changeling.")
|
||||
if(!src.makeChanglings())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("3")
|
||||
log_admin("[key_name(usr)] has spawned revolutionaries.")
|
||||
if(!src.makeRevs())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("4")
|
||||
log_admin("[key_name(usr)] has spawned a cultists.")
|
||||
if(!src.makeCult())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("5")
|
||||
log_admin("[key_name(usr)] has spawned a malf AI.")
|
||||
if(!src.makeMalfAImode())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("6")
|
||||
log_admin("[key_name(usr)] has spawned a wizard.")
|
||||
if(!src.makeWizard())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("7")
|
||||
log_admin("[key_name(usr)] has spawned a nuke team.")
|
||||
if(!src.makeNukeTeam())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
if("8")
|
||||
log_admin("[key_name(usr)] has spawned a ninja.")
|
||||
src.makeSpaceNinja()
|
||||
if("9")
|
||||
log_admin("[key_name(usr)] has spawned aliens.")
|
||||
src.makeAliens()
|
||||
if("10")
|
||||
log_admin("[key_name(usr)] has spawned a death squad.")
|
||||
if("11")
|
||||
log_admin("[key_name(usr)] has spawned vox raiders.")
|
||||
if(!src.makeVoxRaiders())
|
||||
usr << "\red Unfortunately there weren't enough candidates available."
|
||||
else if(href_list["dbsearchckey"] || href_list["dbsearchadmin"] || href_list["dbsearchip"] || href_list["dbsearchcid"] || href_list["dbsearchbantype"])
|
||||
if(href_list["dbsearchckey"] || href_list["dbsearchadmin"])
|
||||
|
||||
var/adminckey = href_list["dbsearchadmin"]
|
||||
var/playerckey = href_list["dbsearchckey"]
|
||||
var/playerip = href_list["dbsearchip"]
|
||||
@@ -586,69 +545,15 @@
|
||||
jobs += "<table cellpadding='1' cellspacing='0' width='100%'>"
|
||||
jobs += "<tr bgcolor='ffeeaa'><th colspan='10'><a href='?src=\ref[src];jobban3=Syndicate;jobban4=\ref[M]'>Antagonist Positions</a></th></tr><tr align='center'>"
|
||||
|
||||
//Traitor
|
||||
if(jobban_isbanned(M, "traitor") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=traitor;jobban4=\ref[M]'><font color=red>[replacetext("Traitor", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=traitor;jobban4=\ref[M]'>[replacetext("Traitor", " ", " ")]</a></td>"
|
||||
|
||||
//Changeling
|
||||
if(jobban_isbanned(M, "changeling") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=changeling;jobban4=\ref[M]'><font color=red>[replacetext("Changeling", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=changeling;jobban4=\ref[M]'>[replacetext("Changeling", " ", " ")]</a></td>"
|
||||
|
||||
//Nuke Operative
|
||||
if(jobban_isbanned(M, "operative") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'><font color=red>[replacetext("Mercenary", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=operative;jobban4=\ref[M]'>[replacetext("Mercenary", " ", " ")]</a></td>"
|
||||
|
||||
//Revolutionary
|
||||
if(jobban_isbanned(M, "revolutionary") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=revolutionary;jobban4=\ref[M]'><font color=red>[replacetext("Revolutionary", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=revolutionary;jobban4=\ref[M]'>[replacetext("Revolutionary", " ", " ")]</a></td>"
|
||||
|
||||
jobs += "</tr><tr align='center'>" //Breaking it up so it fits nicer on the screen every 5 entries
|
||||
|
||||
//Cultist
|
||||
if(jobban_isbanned(M, "cultist") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=cultist;jobban4=\ref[M]'><font color=red>[replacetext("Cultist", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=cultist;jobban4=\ref[M]'>[replacetext("Cultist", " ", " ")]</a></td>"
|
||||
|
||||
//Wizard
|
||||
if(jobban_isbanned(M, "wizard") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=wizard;jobban4=\ref[M]'><font color=red>[replacetext("Wizard", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=wizard;jobban4=\ref[M]'>[replacetext("Wizard", " ", " ")]</a></td>"
|
||||
|
||||
//ERT
|
||||
if(jobban_isbanned(M, "Emergency Response Team") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Emergency Response Team;jobban4=\ref[M]'><font color=red>Emergency Response Team</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Emergency Response Team;jobban4=\ref[M]'>Emergency Response Team</a></td>"
|
||||
|
||||
|
||||
/* //Malfunctioning AI //Removed Malf-bans because they're a pain to impliment
|
||||
if(jobban_isbanned(M, "malf AI") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=malf AI;jobban4=\ref[M]'><font color=red>[replacetext("Malf AI", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=malf AI;jobban4=\ref[M]'>[replacetext("Malf AI", " ", " ")]</a></td>"
|
||||
|
||||
//Alien
|
||||
if(jobban_isbanned(M, "alien candidate") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=alien candidate;jobban4=\ref[M]'><font color=red>[replacetext("Alien", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=alien candidate;jobban4=\ref[M]'>[replacetext("Alien", " ", " ")]</a></td>"
|
||||
|
||||
//Infested Monkey
|
||||
if(jobban_isbanned(M, "infested monkey") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=infested monkey;jobban4=\ref[M]'><font color=red>[replacetext("Infested Monkey", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=infested monkey;jobban4=\ref[M]'>[replacetext("Infested Monkey", " ", " ")]</a></td>"
|
||||
*/
|
||||
// Antagonists.
|
||||
for(var/antag_type in all_antag_types)
|
||||
var/datum/antagonist/antag = all_antag_types[antag_type]
|
||||
if(!antag || !antag.bantype)
|
||||
continue
|
||||
if(jobban_isbanned(M, "[antag.bantype]") || isbanned_dept)
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=[antag.bantype];jobban4=\ref[M]'><font color=red>[replacetext("[antag.role_text]", " ", " ")]</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=[antag.bantype];jobban4=\ref[M]'>[replacetext("[antag.role_text]", " ", " ")]</a></td>"
|
||||
|
||||
jobs += "</tr></table>"
|
||||
|
||||
@@ -660,16 +565,7 @@
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Dionaea;jobban4=\ref[M]'><font color=red>Dionaea</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Dionaea;jobban4=\ref[M]'>Dionaea</a></td>"
|
||||
|
||||
if(jobban_isbanned(M, "Borer"))
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Borer;jobban4=\ref[M]'><font color=red>Borer</font></a></td>"
|
||||
else
|
||||
jobs += "<td width='20%'><a href='?src=\ref[src];jobban3=Borer;jobban4=\ref[M]'>Borer</a></td>"
|
||||
|
||||
|
||||
jobs += "</tr></table>"
|
||||
|
||||
|
||||
body = "<body>[jobs]</body>"
|
||||
dat = "<tt>[header][body]</tt>"
|
||||
usr << browse(dat, "window=jobban2;size=800x490")
|
||||
@@ -1900,13 +1796,13 @@
|
||||
feedback_add_details("admin_secrets_fun_used","Aliens")
|
||||
log_admin("[key_name(usr)] spawned an alien infestation", 1)
|
||||
message_admins("\blue [key_name_admin(usr)] attempted an alien infestation", 1)
|
||||
new /datum/event/alien_infestation
|
||||
xenomorphs.random_spawn()
|
||||
if("borers")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","Borers")
|
||||
log_admin("[key_name(usr)] spawned a cortical borer infestation.", 1)
|
||||
message_admins("\blue [key_name_admin(usr)] spawned a cortical borer infestation.", 1)
|
||||
new /datum/event/borer_infestation
|
||||
borers.random_spawn()
|
||||
|
||||
if("power")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
@@ -1994,40 +1890,6 @@
|
||||
//teleport security person
|
||||
H.loc = pick(prisonsecuritywarp)
|
||||
prisonwarped += H
|
||||
if("traitor_all")
|
||||
if(!ticker)
|
||||
alert("The game hasn't started yet!")
|
||||
return
|
||||
var/objective = sanitize(copytext(input("Enter an objective"),1,MAX_MESSAGE_LEN))
|
||||
if(!objective)
|
||||
return
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","TA([objective])")
|
||||
for(var/mob/living/carbon/human/H in player_list)
|
||||
if(H.stat == 2 || !H.client || !H.mind) continue
|
||||
if(is_special_character(H)) continue
|
||||
//traitorize(H, objective, 0)
|
||||
ticker.mode.traitors += H.mind
|
||||
H.mind.special_role = "traitor"
|
||||
var/datum/objective/new_objective = new
|
||||
new_objective.owner = H
|
||||
new_objective.explanation_text = objective
|
||||
H.mind.objectives += new_objective
|
||||
ticker.mode.greet_traitor(H.mind)
|
||||
//ticker.mode.forge_traitor_objectives(H.mind)
|
||||
ticker.mode.finalize_traitor(H.mind)
|
||||
for(var/mob/living/silicon/A in player_list)
|
||||
ticker.mode.traitors += A.mind
|
||||
A.mind.special_role = "traitor"
|
||||
var/datum/objective/new_objective = new
|
||||
new_objective.owner = A
|
||||
new_objective.explanation_text = objective
|
||||
A.mind.objectives += new_objective
|
||||
ticker.mode.greet_traitor(A.mind)
|
||||
ticker.mode.finalize_traitor(A.mind)
|
||||
message_admins("\blue [key_name_admin(usr)] used everyone is a traitor secret. Objective is [objective]", 1)
|
||||
log_admin("[key_name(usr)] used everyone is a traitor secret. Objective is [objective]")
|
||||
|
||||
if("launchshuttle")
|
||||
if(!shuttle_controller) return // Something is very wrong, the shuttle controller has not been created.
|
||||
|
||||
@@ -2252,8 +2114,7 @@
|
||||
if("aliens")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","AL")
|
||||
if(config.aliens_allowed)
|
||||
new /datum/event/alien_infestation
|
||||
if(xenomorphs.random_spawn())
|
||||
message_admins("[key_name_admin(usr)] has spawned aliens", 1)
|
||||
if("spiders")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
@@ -2269,12 +2130,6 @@
|
||||
else
|
||||
communications_blackout(1)
|
||||
message_admins("[key_name_admin(usr)] triggered a communications blackout.", 1)
|
||||
if("spaceninja")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","SN")
|
||||
if(config.ninjas_allowed)
|
||||
if(space_ninja_arrival())//If the ninja is actually spawned. They may not be depending on a few factors.
|
||||
message_admins("[key_name_admin(usr)] has sent in a space ninja", 1)
|
||||
if("carp")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","C")
|
||||
@@ -2453,7 +2308,7 @@
|
||||
if("onlyone")
|
||||
feedback_inc("admin_secrets_fun_used",1)
|
||||
feedback_add_details("admin_secrets_fun_used","OO")
|
||||
usr.client.only_one()
|
||||
only_one()
|
||||
message_admins("[key_name_admin(usr)] has triggered a battle to the death (only one)")
|
||||
if(usr)
|
||||
log_admin("[key_name(usr)] used secret [href_list["secretsfun"]]")
|
||||
|
||||
@@ -78,6 +78,8 @@
|
||||
if(2)
|
||||
usr << "\blue ***********************************************************"
|
||||
usr << "\blue Right Mouse Button on buildmode button = Set object type"
|
||||
usr << "\blue Middle Mouse Button on buildmode button= On/Off object type saying"
|
||||
usr << "\blue Middle Mouse Button on turf/obj = Capture object type"
|
||||
usr << "\blue Left Mouse Button on turf/obj = Place objects"
|
||||
usr << "\blue Right Mouse Button = Delete objects"
|
||||
usr << ""
|
||||
@@ -121,10 +123,17 @@
|
||||
var/varholder = "name"
|
||||
var/valueholder = "derp"
|
||||
var/objholder = /obj/structure/closet
|
||||
var/objsay = 1
|
||||
|
||||
Click(location, control, params)
|
||||
var/list/pa = params2list(params)
|
||||
|
||||
if(pa.Find("middle"))
|
||||
switch(master.cl.buildmode)
|
||||
if(2)
|
||||
objsay=!objsay
|
||||
|
||||
|
||||
if(pa.Find("left"))
|
||||
switch(master.cl.buildmode)
|
||||
if(1)
|
||||
@@ -242,6 +251,10 @@
|
||||
A.set_dir(holder.builddir.dir)
|
||||
else if(pa.Find("right"))
|
||||
if(isobj(object)) del(object)
|
||||
if(pa.Find("middle"))
|
||||
holder.buildmode.objholder = text2path("[object.type]")
|
||||
if(holder.buildmode.objsay) usr << "[object.type]"
|
||||
|
||||
|
||||
if(3)
|
||||
if(pa.Find("left")) //I cant believe this shit actually compiles.
|
||||
@@ -264,4 +277,3 @@
|
||||
if(pa.Find("right"))
|
||||
if(holder.throw_atom)
|
||||
holder.throw_atom.throw_at(object, 10, 1)
|
||||
|
||||
|
||||
@@ -729,10 +729,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
if("death commando")//Was looking to add this for a while.
|
||||
M.equip_death_commando()
|
||||
deathsquad.equip(M)
|
||||
|
||||
if("syndicate commando")
|
||||
M.equip_syndicate_commando()
|
||||
commandos.equip(M)
|
||||
|
||||
if("nanotrasen representative")
|
||||
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom(M), slot_w_uniform)
|
||||
|
||||
@@ -1,528 +0,0 @@
|
||||
client/proc/one_click_antag()
|
||||
set name = "Create Antagonist"
|
||||
set desc = "Auto-create an antagonist of your choice"
|
||||
set category = "Admin"
|
||||
|
||||
if(holder)
|
||||
holder.one_click_antag()
|
||||
return
|
||||
|
||||
|
||||
/datum/admins/proc/one_click_antag()
|
||||
|
||||
var/dat = {"<B>One-click Antagonist</B><br>
|
||||
<a href='?src=\ref[src];makeAntag=1'>Make Traitors</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=5'>Make Malf AI</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=6'>Make Wizard (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=11'>Make Vox Raiders (Requires Ghosts)</a><br>
|
||||
"}
|
||||
/* These dont work just yet
|
||||
Ninja, aliens and deathsquad I have not looked into yet
|
||||
Nuke team is getting a null mob returned from makebody() (runtime error: null.mind. Line 272)
|
||||
|
||||
<a href='?src=\ref[src];makeAntag=7'>Make Nuke Team (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=8'>Make Space Ninja (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=9'>Make Aliens (Requires Ghosts)</a><br>
|
||||
<a href='?src=\ref[src];makeAntag=10'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
|
||||
"}
|
||||
*/
|
||||
usr << browse(dat, "window=oneclickantag;size=400x400")
|
||||
return
|
||||
|
||||
|
||||
/datum/admins/proc/makeMalfAImode()
|
||||
|
||||
var/list/mob/living/silicon/AIs = list()
|
||||
var/mob/living/silicon/malfAI = null
|
||||
var/datum/mind/themind = null
|
||||
|
||||
for(var/mob/living/silicon/ai/ai in player_list)
|
||||
if(ai.client)
|
||||
AIs += ai
|
||||
|
||||
if(AIs.len)
|
||||
malfAI = pick(AIs)
|
||||
|
||||
if(malfAI)
|
||||
themind = malfAI.mind
|
||||
themind.make_AI_Malf()
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
/datum/admins/proc/makeTraitors()
|
||||
var/datum/game_mode/traitor/temp = new
|
||||
|
||||
if(config.protect_roles_from_antagonist)
|
||||
temp.restricted_jobs += temp.protected_jobs
|
||||
|
||||
var/list/mob/living/carbon/human/candidates = list()
|
||||
var/mob/living/carbon/human/H = null
|
||||
|
||||
for(var/mob/living/carbon/human/applicant in player_list)
|
||||
if(applicant.client.prefs.be_special & BE_TRAITOR)
|
||||
if(!applicant.stat)
|
||||
if(applicant.mind)
|
||||
if (!applicant.mind.special_role)
|
||||
if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
|
||||
if(!(applicant.job in temp.restricted_jobs))
|
||||
candidates += applicant
|
||||
|
||||
if(candidates.len)
|
||||
var/numTraitors = min(candidates.len, 3)
|
||||
|
||||
for(var/i = 0, i<numTraitors, i++)
|
||||
H = pick(candidates)
|
||||
H.mind.make_Traitor()
|
||||
candidates.Remove(H)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
/datum/admins/proc/makeChanglings()
|
||||
|
||||
var/datum/game_mode/changeling/temp = new
|
||||
if(config.protect_roles_from_antagonist)
|
||||
temp.restricted_jobs += temp.protected_jobs
|
||||
|
||||
var/list/mob/living/carbon/human/candidates = list()
|
||||
var/mob/living/carbon/human/H = null
|
||||
|
||||
for(var/mob/living/carbon/human/applicant in player_list)
|
||||
if(applicant.client.prefs.be_special & BE_CHANGELING)
|
||||
if(!applicant.stat)
|
||||
if(applicant.mind)
|
||||
if (!applicant.mind.special_role)
|
||||
if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
|
||||
if(!(applicant.job in temp.restricted_jobs))
|
||||
candidates += applicant
|
||||
|
||||
if(candidates.len)
|
||||
var/numChanglings = min(candidates.len, 3)
|
||||
|
||||
for(var/i = 0, i<numChanglings, i++)
|
||||
H = pick(candidates)
|
||||
H.mind.make_Changling()
|
||||
candidates.Remove(H)
|
||||
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/datum/admins/proc/makeRevs()
|
||||
|
||||
var/datum/game_mode/revolution/temp = new
|
||||
if(config.protect_roles_from_antagonist)
|
||||
temp.restricted_jobs += temp.protected_jobs
|
||||
|
||||
var/list/mob/living/carbon/human/candidates = list()
|
||||
var/mob/living/carbon/human/H = null
|
||||
|
||||
for(var/mob/living/carbon/human/applicant in player_list)
|
||||
if(applicant.client.prefs.be_special & BE_REV)
|
||||
if(applicant.stat == CONSCIOUS)
|
||||
if(applicant.mind)
|
||||
if(!applicant.mind.special_role)
|
||||
if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
|
||||
if(!(applicant.job in temp.restricted_jobs))
|
||||
candidates += applicant
|
||||
|
||||
if(candidates.len)
|
||||
var/numRevs = min(candidates.len, 3)
|
||||
|
||||
for(var/i = 0, i<numRevs, i++)
|
||||
H = pick(candidates)
|
||||
H.mind.make_Rev()
|
||||
candidates.Remove(H)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/datum/admins/proc/makeWizard()
|
||||
var/list/mob/dead/observer/candidates = list()
|
||||
var/mob/dead/observer/theghost = null
|
||||
var/time_passed = world.time
|
||||
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
|
||||
spawn(0)
|
||||
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
|
||||
if("Yes")
|
||||
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
|
||||
return
|
||||
candidates += G
|
||||
if("No")
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
sleep(300)
|
||||
|
||||
if(candidates.len)
|
||||
shuffle(candidates)
|
||||
for(var/mob/i in candidates)
|
||||
if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
|
||||
|
||||
theghost = i
|
||||
break
|
||||
|
||||
if(theghost)
|
||||
var/mob/living/carbon/human/new_character=makeBody(theghost)
|
||||
new_character.mind.make_Wizard()
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
/datum/admins/proc/makeCult()
|
||||
|
||||
var/datum/game_mode/cult/temp = new
|
||||
if(config.protect_roles_from_antagonist)
|
||||
temp.restricted_jobs += temp.protected_jobs
|
||||
|
||||
var/list/mob/living/carbon/human/candidates = list()
|
||||
var/mob/living/carbon/human/H = null
|
||||
|
||||
for(var/mob/living/carbon/human/applicant in player_list)
|
||||
if(applicant.client.prefs.be_special & BE_CULTIST)
|
||||
if(applicant.stat == CONSCIOUS)
|
||||
if(applicant.mind)
|
||||
if(!applicant.mind.special_role)
|
||||
if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
|
||||
if(!(applicant.job in temp.restricted_jobs))
|
||||
candidates += applicant
|
||||
|
||||
if(candidates.len)
|
||||
var/numCultists = min(candidates.len, 4)
|
||||
|
||||
for(var/i = 0, i<numCultists, i++)
|
||||
H = pick(candidates)
|
||||
H.mind.make_Cultist()
|
||||
candidates.Remove(H)
|
||||
temp.grant_runeword(H)
|
||||
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/datum/admins/proc/makeNukeTeam()
|
||||
|
||||
var/list/mob/dead/observer/candidates = list()
|
||||
var/mob/dead/observer/theghost = null
|
||||
var/time_passed = world.time
|
||||
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
|
||||
spawn(0)
|
||||
switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
|
||||
if("Yes")
|
||||
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
|
||||
return
|
||||
candidates += G
|
||||
if("No")
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
sleep(300)
|
||||
|
||||
if(candidates.len)
|
||||
var/numagents = 5
|
||||
var/agentcount = 0
|
||||
|
||||
for(var/i = 0, i<numagents,i++)
|
||||
shuffle(candidates) //More shuffles means more randoms
|
||||
for(var/mob/j in candidates)
|
||||
if(!j || !j.client)
|
||||
candidates.Remove(j)
|
||||
continue
|
||||
|
||||
theghost = candidates
|
||||
candidates.Remove(theghost)
|
||||
|
||||
var/mob/living/carbon/human/new_character=makeBody(theghost)
|
||||
new_character.mind.make_Nuke()
|
||||
|
||||
agentcount++
|
||||
|
||||
if(agentcount < 1)
|
||||
return 0
|
||||
|
||||
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
|
||||
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
|
||||
|
||||
var/nuke_code = "[rand(10000, 99999)]"
|
||||
|
||||
if(nuke_spawn)
|
||||
var/obj/item/weapon/paper/P = new
|
||||
P.info = "Sadly, your employers could not get you a nuclear bomb. They have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
|
||||
P.name = "nuclear bomb code and instructions"
|
||||
P.loc = nuke_spawn.loc
|
||||
|
||||
if(closet_spawn)
|
||||
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
|
||||
|
||||
for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
|
||||
if (A.name == "Syndicate-Gear-Closet")
|
||||
new /obj/structure/closet/syndicate/personal(A.loc)
|
||||
del(A)
|
||||
continue
|
||||
|
||||
if (A.name == "Syndicate-Bomb")
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
|
||||
del(A)
|
||||
continue
|
||||
|
||||
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
|
||||
if(synd_mind.current)
|
||||
if(synd_mind.current.client)
|
||||
for(var/image/I in synd_mind.current.client.images)
|
||||
if(I.icon_state == "synd")
|
||||
del(I)
|
||||
|
||||
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
|
||||
if(synd_mind.current)
|
||||
if(synd_mind.current.client)
|
||||
for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
|
||||
if(synd_mind_1.current)
|
||||
var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
|
||||
synd_mind.current.client.images += I
|
||||
|
||||
for (var/obj/machinery/nuclearbomb/bomb in world)
|
||||
bomb.r_code = nuke_code // All the nukes are set to this code.
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/datum/admins/proc/makeAliens()
|
||||
alien_infestation(3)
|
||||
return 1
|
||||
|
||||
/datum/admins/proc/makeSpaceNinja()
|
||||
space_ninja_arrival()
|
||||
return 1
|
||||
|
||||
/datum/admins/proc/makeDeathsquad()
|
||||
var/list/mob/dead/observer/candidates = list()
|
||||
var/mob/dead/observer/theghost = null
|
||||
var/time_passed = world.time
|
||||
var/input = "Purify the station."
|
||||
if(prob(10))
|
||||
input = "Save Runtime and any other cute things on the station."
|
||||
|
||||
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
|
||||
|
||||
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
spawn(0)
|
||||
switch(alert(G,"Do you wish to be considered for an elite mercenary strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
|
||||
if("Yes")
|
||||
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
|
||||
return
|
||||
candidates += G
|
||||
if("No")
|
||||
return
|
||||
else
|
||||
return
|
||||
sleep(300)
|
||||
|
||||
for(var/mob/dead/observer/G in candidates)
|
||||
if(!G.key)
|
||||
candidates.Remove(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/numagents = 6
|
||||
//Spawns commandos and equips them.
|
||||
for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
|
||||
if(numagents<=0)
|
||||
break
|
||||
if (L.name == "Syndicate-Commando")
|
||||
syndicate_leader_selected = numagents == 1?1:0
|
||||
|
||||
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
|
||||
|
||||
|
||||
while((!theghost || !theghost.client) && candidates.len)
|
||||
theghost = pick(candidates)
|
||||
candidates.Remove(theghost)
|
||||
|
||||
if(!theghost)
|
||||
del(new_syndicate_commando)
|
||||
break
|
||||
|
||||
new_syndicate_commando.key = theghost.key
|
||||
new_syndicate_commando.internal = new_syndicate_commando.s_store
|
||||
new_syndicate_commando.internals.icon_state = "internal1"
|
||||
|
||||
//So they don't forget their code or mission.
|
||||
|
||||
|
||||
new_syndicate_commando << "\blue You are an Elite Mercenary. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of criminal elements hostile to NanoTrasen. \nYour current mission is: \red<B> [input]</B>"
|
||||
|
||||
numagents--
|
||||
if(numagents >= 6)
|
||||
return 0
|
||||
|
||||
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
|
||||
if (L.name == "Syndicate-Commando-Bomb")
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/datum/admins/proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
|
||||
if(!G_found || !G_found.key) return
|
||||
|
||||
//First we spawn a dude.
|
||||
var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
|
||||
|
||||
new_character.gender = pick(MALE,FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()
|
||||
A.randomize_appearance_for(new_character)
|
||||
if(new_character.gender == MALE)
|
||||
new_character.real_name = "[pick(first_names_male)] [pick(last_names)]"
|
||||
else
|
||||
new_character.real_name = "[pick(first_names_female)] [pick(last_names)]"
|
||||
new_character.name = new_character.real_name
|
||||
new_character.age = rand(17,45)
|
||||
|
||||
new_character.dna.ready_dna(new_character)
|
||||
new_character.key = G_found.key
|
||||
|
||||
return new_character
|
||||
|
||||
/datum/admins/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
|
||||
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
|
||||
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
|
||||
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
|
||||
var/syndicate_commando_name = pick(last_names)
|
||||
|
||||
new_syndicate_commando.gender = pick(MALE, FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()//Randomize appearance for the commando.
|
||||
A.randomize_appearance_for(new_syndicate_commando)
|
||||
|
||||
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
|
||||
new_syndicate_commando.name = new_syndicate_commando.real_name
|
||||
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
|
||||
|
||||
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
|
||||
|
||||
//Creates mind stuff.
|
||||
new_syndicate_commando.mind_initialize()
|
||||
new_syndicate_commando.mind.assigned_role = "MODE"
|
||||
new_syndicate_commando.mind.special_role = "Mercenary"
|
||||
|
||||
//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
ticker.mode.traitors += new_syndicate_commando.mind
|
||||
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
|
||||
|
||||
return new_syndicate_commando
|
||||
|
||||
/datum/admins/proc/makeVoxRaiders()
|
||||
|
||||
var/list/mob/dead/observer/candidates = list()
|
||||
var/mob/dead/observer/theghost = null
|
||||
var/time_passed = world.time
|
||||
var/input = "Disregard shinies, acquire hardware."
|
||||
|
||||
var/leader_chosen = 0 //when the leader is chosen. The last person spawned.
|
||||
|
||||
//Generates a list of candidates from active ghosts.
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
spawn(0)
|
||||
switch(alert(G,"Do you wish to be considered for a vox raiding party arriving on the station?","Please answer in 30 seconds!","Yes","No"))
|
||||
if("Yes")
|
||||
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
|
||||
return
|
||||
candidates += G
|
||||
if("No")
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
sleep(300) //Debug.
|
||||
|
||||
for(var/mob/dead/observer/G in candidates)
|
||||
if(!G.key)
|
||||
candidates.Remove(G)
|
||||
|
||||
if(candidates.len)
|
||||
var/max_raiders = 1
|
||||
var/raiders = max_raiders
|
||||
//Spawns vox raiders and equips them.
|
||||
for (var/obj/effect/landmark/L in world)
|
||||
if(L.name == "voxstart")
|
||||
if(raiders<=0)
|
||||
break
|
||||
|
||||
var/mob/living/carbon/human/new_vox = create_vox_raider(L, leader_chosen)
|
||||
|
||||
while((!theghost || !theghost.client) && candidates.len)
|
||||
theghost = pick(candidates)
|
||||
candidates.Remove(theghost)
|
||||
|
||||
if(!theghost)
|
||||
del(new_vox)
|
||||
break
|
||||
|
||||
new_vox.key = theghost.key
|
||||
new_vox << "\blue You are a Vox Primalis, fresh out of the Shoal. Your ship has arrived at a human-meat system hosting the NSV Exodus... or was it the Luna? NSS? Utopia? Nobody is really sure, who cares about stupid meat-names anyway? Everyone is raring to start pillaging! Your current goal is: \red<B> [input]</B>"
|
||||
new_vox << "\red Don't forget to turn on your nitrogen internals!"
|
||||
|
||||
raiders--
|
||||
if(raiders > max_raiders)
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/datum/admins/proc/create_vox_raider(obj/spawn_location, leader_chosen = 0)
|
||||
|
||||
var/mob/living/carbon/human/new_vox = new(spawn_location.loc, "Vox")
|
||||
|
||||
new_vox.gender = pick(MALE, FEMALE)
|
||||
new_vox.h_style = "Short Vox Quills"
|
||||
new_vox.regenerate_icons()
|
||||
|
||||
var/sounds = rand(2,10)
|
||||
var/i = 0
|
||||
var/newname = ""
|
||||
|
||||
while(i<=sounds)
|
||||
i++
|
||||
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
|
||||
|
||||
new_vox.real_name = capitalize(newname)
|
||||
new_vox.name = new_vox.real_name
|
||||
new_vox.age = rand(12,20)
|
||||
|
||||
new_vox.dna.ready_dna(new_vox) // Creates DNA.
|
||||
new_vox.mind_initialize()
|
||||
new_vox.mind.assigned_role = "MODE"
|
||||
new_vox.mind.special_role = "Vox Raider"
|
||||
new_vox.mutations |= NOCLONE //Stops the station crew from messing around with their DNA.
|
||||
|
||||
if(ticker.mode && ( istype( ticker.mode,/datum/game_mode/heist ) ) )
|
||||
var/datum/game_mode/heist/M = ticker.mode
|
||||
if(new_vox.internal_organs_by_name["stack"])
|
||||
cortical_stacks |= new_vox.internal_organs_by_name["stack"]
|
||||
M.raiders[new_vox.mind] = new_vox.internal_organs_by_name["stack"]
|
||||
|
||||
ticker.mode.traitors += new_vox.mind
|
||||
new_vox.equip_vox_raider()
|
||||
|
||||
return new_vox
|
||||
@@ -1,47 +0,0 @@
|
||||
/client/proc/only_one()
|
||||
if(!ticker)
|
||||
alert("The game hasn't started yet!")
|
||||
return
|
||||
|
||||
for(var/mob/living/carbon/human/H in player_list)
|
||||
if(H.stat == 2 || !(H.client)) continue
|
||||
if(is_special_character(H)) continue
|
||||
|
||||
ticker.mode.traitors += H.mind
|
||||
H.mind.special_role = "traitor"
|
||||
|
||||
var/datum/objective/steal/steal_objective = new
|
||||
steal_objective.owner = H.mind
|
||||
steal_objective.set_target("nuclear authentication disk")
|
||||
H.mind.objectives += steal_objective
|
||||
|
||||
var/datum/objective/hijack/hijack_objective = new
|
||||
hijack_objective.owner = H.mind
|
||||
H.mind.objectives += hijack_objective
|
||||
|
||||
H << "<B>You are the traitor.</B>"
|
||||
show_objectives(H.mind)
|
||||
|
||||
for (var/obj/item/I in H)
|
||||
if (istype(I, /obj/item/weapon/implant))
|
||||
continue
|
||||
del(I)
|
||||
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
|
||||
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_l_ear)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(H)
|
||||
W.name = "[H.real_name]'s ID Card"
|
||||
W.icon_state = "centcom"
|
||||
W.access = get_all_accesses()
|
||||
W.access += get_all_centcom_access()
|
||||
W.assignment = "Highlander"
|
||||
W.registered_name = H.real_name
|
||||
H.equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
message_admins("\blue [key_name_admin(usr)] used THERE CAN BE ONLY ONE!", 1)
|
||||
log_admin("[key_name(usr)] used there can be only one.")
|
||||
@@ -445,50 +445,12 @@ Traitors and the like can also be revived with the previous role mostly intact.
|
||||
var/player_key = G_found.key
|
||||
|
||||
//Now for special roles and equipment.
|
||||
switch(new_character.mind.special_role)
|
||||
if("traitor")
|
||||
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
|
||||
ticker.mode.equip_traitor(new_character)
|
||||
if("Wizard")
|
||||
new_character.loc = pick(wizardstart)
|
||||
//ticker.mode.learn_basic_spells(new_character)
|
||||
ticker.mode.equip_wizard(new_character)
|
||||
if("Mercenary")
|
||||
var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
|
||||
if(synd_spawn)
|
||||
new_character.loc = get_turf(synd_spawn)
|
||||
call(/datum/game_mode/proc/equip_syndicate)(new_character)
|
||||
if("Ninja")
|
||||
new_character.equip_space_ninja()
|
||||
if(ninjastart.len == 0)
|
||||
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
|
||||
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if(L.name == "carpspawn")
|
||||
ninjastart.Add(L)
|
||||
if(ninjastart.len == 0 && latejoin.len > 0)
|
||||
new_character << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
|
||||
new_character.loc = pick(latejoin)
|
||||
else if (ninjastart.len == 0)
|
||||
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
|
||||
|
||||
if("Death Commando")//Leaves them at late-join spawn.
|
||||
new_character.equip_death_commando()
|
||||
new_character.internal = new_character.s_store
|
||||
new_character.internals.icon_state = "internal1"
|
||||
else//They may also be a cyborg or AI.
|
||||
switch(new_character.mind.assigned_role)
|
||||
if("Cyborg")//More rigging to make em' work and check if they're traitor.
|
||||
new_character = new_character.Robotize()
|
||||
if(new_character.mind.special_role=="traitor")
|
||||
call(/datum/game_mode/proc/add_law_zero)(new_character)
|
||||
if("AI")
|
||||
new_character = new_character.AIize()
|
||||
if(new_character.mind.special_role=="traitor")
|
||||
call(/datum/game_mode/proc/add_law_zero)(new_character)
|
||||
//Add aliens.
|
||||
else
|
||||
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
|
||||
var/datum/antagonist/antag_data = get_antag_data(new_character.mind.special_role)
|
||||
if(antag_data)
|
||||
antag_data.add_antagonist(new_character.mind)
|
||||
antag_data.place_mob(new_character)
|
||||
else
|
||||
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
|
||||
|
||||
//Announces the character on all the systems, based on the record.
|
||||
if(!issilicon(new_character))//If they are not a cyborg/AI.
|
||||
|
||||
@@ -1,174 +1,55 @@
|
||||
//STRIKE TEAMS
|
||||
|
||||
var/const/commandos_possible = 6 //if more Commandos are needed in the future
|
||||
var/global/sent_strike_team = 0
|
||||
|
||||
/client/proc/strike_team()
|
||||
set category = "Fun"
|
||||
set name = "Spawn Strike Team"
|
||||
set desc = "Spawns a death squad if you want to run an admin event."
|
||||
|
||||
if(!src.holder)
|
||||
src << "Only administrators may use this command."
|
||||
return
|
||||
|
||||
if(!ticker)
|
||||
usr << "<font color='red'>The game hasn't started yet!</font>"
|
||||
return
|
||||
|
||||
if(world.time < 6000)
|
||||
usr << "<font color='red'>There are [(6000-world.time)/10] seconds remaining before it may be called.</font>"
|
||||
return
|
||||
if(sent_strike_team == 1)
|
||||
usr << "<font color='red'>CentCom is already sending a team.</font>"
|
||||
|
||||
var/datum/antagonist/deathsquad/team
|
||||
|
||||
var/choice = input(usr, "Select type of strike team:") as null|anything in list("Death Squad", "Mercenaries")
|
||||
if(!choice)
|
||||
return
|
||||
if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")!="Yes")
|
||||
|
||||
switch(choice)
|
||||
if("Death Squad")
|
||||
team = deathsquad
|
||||
if("Mercenaries")
|
||||
team = commandos
|
||||
else
|
||||
return
|
||||
|
||||
if(team.deployed)
|
||||
usr << "<font color='red'>Someone is already sending a team.</font>"
|
||||
return
|
||||
|
||||
if(alert("Do you want to send in a strike team? Once enabled, this is irreversible.",,"Yes","No")!="Yes")
|
||||
return
|
||||
|
||||
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
|
||||
|
||||
var/input = null
|
||||
while(!input)
|
||||
input = sanitize(copytext(input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN))
|
||||
if(!input)
|
||||
choice = null
|
||||
while(!choice)
|
||||
choice = sanitize(copytext(input(src, "Please specify which mission the strike team shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN))
|
||||
if(!choice)
|
||||
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
|
||||
return
|
||||
|
||||
if(sent_strike_team)
|
||||
if(team.deployed)
|
||||
usr << "Looks like someone beat you to it."
|
||||
return
|
||||
|
||||
sent_strike_team = 1
|
||||
|
||||
if (emergency_shuttle.can_recall())
|
||||
emergency_shuttle.recall()
|
||||
|
||||
var/commando_number = commandos_possible //for selecting a leader
|
||||
var/leader_selected = 0 //when the leader is chosen. The last person spawned.
|
||||
|
||||
//Code for spawning a nuke auth code.
|
||||
var/nuke_code
|
||||
var/temp_code
|
||||
for(var/obj/machinery/nuclearbomb/N in world)
|
||||
temp_code = text2num(N.r_code)
|
||||
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
|
||||
nuke_code = N.r_code
|
||||
break
|
||||
|
||||
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
|
||||
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
|
||||
var/list/commandos = list() //actual commando ghosts as picked by the user.
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
|
||||
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
|
||||
candidates += G.key
|
||||
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
|
||||
var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate.
|
||||
candidates -= candidate //Subtract from candidates.
|
||||
commandos += candidate//Add their ghost to commandos.
|
||||
|
||||
//Spawns commandos and equips them.
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if(commando_number<=0) break
|
||||
if (L.name == "Commando")
|
||||
leader_selected = commando_number == 1?1:0
|
||||
|
||||
var/mob/living/carbon/human/new_commando = create_death_commando(L, leader_selected)
|
||||
|
||||
if(commandos.len)
|
||||
new_commando.key = pick(commandos)
|
||||
commandos -= new_commando.key
|
||||
new_commando.internal = new_commando.s_store
|
||||
new_commando.internals.icon_state = "internal1"
|
||||
|
||||
//So they don't forget their code or mission.
|
||||
if(nuke_code)
|
||||
new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
|
||||
new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
|
||||
|
||||
new_commando << "\blue You are a Special Ops. [!leader_selected?"commando":"<B>LEADER</B>"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
|
||||
|
||||
commando_number--
|
||||
|
||||
//Spawns the rest of the commando gear.
|
||||
for (var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name == "Commando_Manual")
|
||||
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
|
||||
var/obj/item/weapon/paper/P = new(L.loc)
|
||||
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
P.name = "Spec. Ops. Manual"
|
||||
|
||||
for (var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name == "Commando-Bomb")
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
|
||||
del(L)
|
||||
|
||||
message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
|
||||
log_admin("[key_name(usr)] used Spawn Death Squad.")
|
||||
return 1
|
||||
|
||||
/client/proc/create_death_commando(obj/spawn_location, leader_selected = 0)
|
||||
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
|
||||
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
|
||||
var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
|
||||
var/commando_name = pick(last_names)
|
||||
|
||||
new_commando.gender = pick(MALE, FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()//Randomize appearance for the commando.
|
||||
A.randomize_appearance_for(new_commando)
|
||||
|
||||
new_commando.real_name = "[!leader_selected ? commando_rank : commando_leader_rank] [commando_name]"
|
||||
new_commando.age = !leader_selected ? rand(23,35) : rand(35,45)
|
||||
|
||||
new_commando.dna.ready_dna(new_commando)//Creates DNA.
|
||||
|
||||
//Creates mind stuff.
|
||||
new_commando.mind_initialize()
|
||||
new_commando.mind.assigned_role = "MODE"
|
||||
new_commando.mind.special_role = "Death Commando"
|
||||
ticker.mode.traitors |= new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
new_commando.equip_death_commando(leader_selected)
|
||||
return new_commando
|
||||
|
||||
/mob/living/carbon/human/proc/equip_death_commando(leader_selected = 0)
|
||||
|
||||
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
|
||||
R.set_frequency(DTH_FREQ)
|
||||
equip_to_slot_or_del(R, slot_l_ear)
|
||||
if (leader_selected == 0)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/box/flashbangs(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
|
||||
if (!leader_selected)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
|
||||
|
||||
|
||||
implant_loyalty(src)
|
||||
|
||||
|
||||
|
||||
var/obj/item/weapon/card/id/W = new(src)
|
||||
W.name = "[real_name]'s ID Card"
|
||||
W.icon_state = "centcom"
|
||||
W.access = get_all_accesses()//They get full station access.
|
||||
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
|
||||
W.assignment = "Death Commando"
|
||||
W.registered_name = real_name
|
||||
equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
return 1
|
||||
team.attempt_spawn(1)
|
||||
|
||||
@@ -1,178 +0,0 @@
|
||||
//STRIKE TEAMS
|
||||
|
||||
var/const/syndicate_commandos_possible = 6 //if more Commandos are needed in the future
|
||||
var/global/sent_syndicate_strike_team = 0
|
||||
/client/proc/syndicate_strike_team()
|
||||
set category = "Fun"
|
||||
set name = "Spawn Mercenary Strike Team"
|
||||
set desc = "Spawns a squad of commandos in the Syndicate Mothership if you want to run an admin event."
|
||||
if(!src.holder)
|
||||
src << "Only administrators may use this command."
|
||||
return
|
||||
if(!ticker)
|
||||
alert("The game hasn't started yet!")
|
||||
return
|
||||
// if(world.time < 6000)
|
||||
// alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.")
|
||||
// return
|
||||
if(sent_syndicate_strike_team == 1)
|
||||
alert("Criminal elements are already sending a team, Mr. Dumbass.")
|
||||
return
|
||||
if(alert("Do you want to send in the Mercenary Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No")
|
||||
return
|
||||
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned mercs have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
|
||||
|
||||
var/input = null
|
||||
while(!input)
|
||||
input = sanitize(copytext(input(src, "Please specify which mission the strike team shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN))
|
||||
if(!input)
|
||||
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
|
||||
return
|
||||
|
||||
if(sent_syndicate_strike_team)
|
||||
src << "Looks like someone beat you to it."
|
||||
return
|
||||
|
||||
sent_syndicate_strike_team = 1
|
||||
|
||||
//if (emergency_shuttle.can_recall())
|
||||
// emergency_shuttle.recall() //why, exactly? Admins can do this themselves.
|
||||
|
||||
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
|
||||
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
|
||||
|
||||
//Code for spawning a nuke auth code.
|
||||
var/nuke_code
|
||||
var/temp_code
|
||||
for(var/obj/machinery/nuclearbomb/N in world)
|
||||
temp_code = text2num(N.r_code)
|
||||
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
|
||||
nuke_code = N.r_code
|
||||
break
|
||||
|
||||
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
|
||||
var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world.
|
||||
var/list/commandos = list() //actual commando ghosts as picked by the user.
|
||||
for(var/mob/dead/observer/G in player_list)
|
||||
if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list.
|
||||
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
|
||||
candidates += G.key
|
||||
for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected.
|
||||
var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate.
|
||||
candidates -= candidate //Subtract from candidates.
|
||||
commandos += candidate//Add their ghost to commandos.
|
||||
|
||||
//Spawns commandos and equips them.
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if(syndicate_commando_number<=0) break
|
||||
if (L.name == "Syndicate-Commando")
|
||||
syndicate_leader_selected = syndicate_commando_number == 1?1:0
|
||||
|
||||
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
|
||||
|
||||
if(commandos.len)
|
||||
new_syndicate_commando.key = pick(commandos)
|
||||
commandos -= new_syndicate_commando.key
|
||||
new_syndicate_commando.internal = new_syndicate_commando.s_store
|
||||
new_syndicate_commando.internals.icon_state = "internal1"
|
||||
|
||||
//So they don't forget their code or mission.
|
||||
if(nuke_code)
|
||||
new_syndicate_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
|
||||
new_syndicate_commando.mind.store_memory("<B>Mission:</B> \red [input].")
|
||||
|
||||
new_syndicate_commando << "\blue You are an Elite Mercenary. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of criminal elements hostile to NanoTrasen. \nYour current mission is: \red<B>[input]</B>"
|
||||
|
||||
syndicate_commando_number--
|
||||
|
||||
//Spawns the rest of the commando gear.
|
||||
// for (var/obj/effect/landmark/L)
|
||||
// if (L.name == "Commando_Manual")
|
||||
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
|
||||
// var/obj/item/weapon/paper/P = new(L.loc)
|
||||
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
// P.name = "Spec. Ops. Manual"
|
||||
|
||||
for (var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name == "Syndicate-Commando-Bomb")
|
||||
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
|
||||
del(L)
|
||||
|
||||
message_admins("\blue [key_name_admin(usr)] has spawned a mercenary strike squad.", 1)
|
||||
log_admin("[key_name(usr)] used Spawn Mercenary Squad.")
|
||||
feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
|
||||
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
|
||||
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
|
||||
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
|
||||
var/syndicate_commando_name = pick(last_names)
|
||||
|
||||
new_syndicate_commando.gender = pick(MALE, FEMALE)
|
||||
|
||||
var/datum/preferences/A = new()//Randomize appearance for the commando.
|
||||
A.randomize_appearance_for(new_syndicate_commando)
|
||||
|
||||
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
|
||||
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
|
||||
|
||||
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
|
||||
|
||||
//Creates mind stuff.
|
||||
new_syndicate_commando.mind_initialize()
|
||||
new_syndicate_commando.mind.assigned_role = "MODE"
|
||||
new_syndicate_commando.mind.special_role = "Mercenary"
|
||||
ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
|
||||
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
|
||||
del(spawn_location)
|
||||
return new_syndicate_commando
|
||||
|
||||
/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0)
|
||||
|
||||
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
|
||||
R.set_frequency(SYND_FREQ) //Same frequency as the syndicate team in Nuke mode.
|
||||
equip_to_slot_or_del(R, slot_l_ear)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
|
||||
if (!syndicate_leader_selected)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black(src), slot_wear_suit)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
|
||||
if (!syndicate_leader_selected)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black(src), slot_head)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/box(src), slot_in_backpack)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/ammo_magazine/c45(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack)
|
||||
if (!syndicate_leader_selected)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_in_backpack)
|
||||
else
|
||||
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude
|
||||
|
||||
var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI
|
||||
W.name = "[real_name]'s ID Card"
|
||||
W.icon_state = "id"
|
||||
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
|
||||
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access.
|
||||
W.assignment = "Mercenary"
|
||||
W.registered_name = real_name
|
||||
equip_to_slot_or_del(W, slot_wear_id)
|
||||
|
||||
return 1
|
||||
@@ -1,69 +0,0 @@
|
||||
var/global/vox_tick = 1
|
||||
|
||||
/mob/living/carbon/human/proc/equip_vox_raider()
|
||||
|
||||
var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(src)
|
||||
R.set_frequency(SYND_FREQ)
|
||||
equip_to_slot_or_del(R, slot_l_ear)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/clothing/under/vox/vox_robes(src), slot_w_uniform)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/vox(src), slot_shoes) // REPLACE THESE WITH CODED VOX ALTERNATIVES.
|
||||
equip_to_slot_or_del(new /obj/item/clothing/gloves/yellow/vox(src), slot_gloves) // AS ABOVE.
|
||||
|
||||
switch(vox_tick)
|
||||
if(1) // Vox raider!
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/carapace(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/carapace(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/melee/baton/loaded(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/device/chameleon(src), slot_l_store)
|
||||
|
||||
var/obj/item/weapon/gun/launcher/spikethrower/W = new(src)
|
||||
equip_to_slot_or_del(W, slot_r_hand)
|
||||
|
||||
|
||||
if(2) // Vox engineer!
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/pressure(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/pressure(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/box/emps(src), slot_r_hand)
|
||||
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
|
||||
|
||||
|
||||
if(3) // Vox saboteur!
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/stealth(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/stealth(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/raider(src), slot_r_hand)
|
||||
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
|
||||
|
||||
if(4) // Vox medic!
|
||||
equip_to_slot_or_del(new /obj/item/clothing/suit/space/vox/medic(src), slot_wear_suit)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/vox/medic(src), slot_head)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/medical, slot_r_hand)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/breath(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
|
||||
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_r_store)
|
||||
|
||||
var/obj/item/weapon/card/id/syndicate/C = new(src)
|
||||
C.name = "[real_name]'s Legitimate Human ID Card"
|
||||
C.icon_state = "id"
|
||||
C.access = list(access_syndicate)
|
||||
C.assignment = "Trader"
|
||||
C.registered_name = real_name
|
||||
C.registered_user = src
|
||||
var/obj/item/weapon/storage/wallet/W = new(src)
|
||||
W.handle_item_insertion(C)
|
||||
spawn_money(rand(50,150)*10,W)
|
||||
equip_to_slot_or_del(W, slot_wear_id)
|
||||
vox_tick++
|
||||
if (vox_tick > 4) vox_tick = 1
|
||||
|
||||
return 1
|
||||
Executable → Regular
+7
-7
@@ -15,7 +15,7 @@ var/global/list/special_roles = list( //keep synced with the defines BE_* in set
|
||||
"cultist" = IS_MODE_COMPILED("cult"), // 8
|
||||
"infested monkey" = IS_MODE_COMPILED("monkey"), // 9
|
||||
"ninja" = "true", // 10
|
||||
"vox raider" = IS_MODE_COMPILED("heist"), // 11
|
||||
"raider" = IS_MODE_COMPILED("heist"), // 11
|
||||
"diona" = 1, // 12
|
||||
"mutineer" = IS_MODE_COMPILED("mutiny"), // 13
|
||||
"pAI candidate" = 1, // -- TLE // 14
|
||||
@@ -171,16 +171,16 @@ datum/preferences
|
||||
used_skillpoints += 6 * multiplier
|
||||
|
||||
/datum/preferences/proc/GetSkillClass(points)
|
||||
return CalculateSkillClass(points, age)
|
||||
|
||||
/proc/CalculateSkillClass(points, age)
|
||||
if(points <= 0) return "Unconfigured"
|
||||
// skill classes describe how your character compares in total points
|
||||
var/original_points = points
|
||||
points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
|
||||
if(age > 30)
|
||||
points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
|
||||
if(original_points > 0 && points <= 0) points = 1
|
||||
switch(points)
|
||||
if(0)
|
||||
return "Unconfigured"
|
||||
if(1 to 3)
|
||||
if(-1000 to 3)
|
||||
return "Terrifying"
|
||||
if(4 to 6)
|
||||
return "Below Average"
|
||||
@@ -394,7 +394,7 @@ datum/preferences
|
||||
|
||||
dat += "<b><a href=\"byond://?src=\ref[user];preference=antagoptions;active=0\">Set Antag Options</b></a><br>"
|
||||
|
||||
dat += "\t<a href=\"byond://?src=\ref[user];preference=skills\"><b>Set Skills</b> (<i>[GetSkillClass(used_skillpoints)][used_skillpoints > 0 ? " [used_skillpoints]" : "0"])</i></a><br>"
|
||||
dat += "\t<a href=\"byond://?src=\ref[user];preference=skills\"><b>Set Skills</b> (<i>[GetSkillClass(used_skillpoints)] [used_skillpoints > 0 ? "[used_skillpoints]" : "0"]</i>)</a><br>"
|
||||
|
||||
dat += "<a href='byond://?src=\ref[user];preference=flavor_text;task=open'><b>Set Flavor Text</b></a><br>"
|
||||
dat += "<a href='byond://?src=\ref[user];preference=flavour_text_robot;task=open'><b>Set Robot Flavour Text</b></a><br>"
|
||||
|
||||
@@ -282,6 +282,12 @@ var/global/list/gear_datums = list()
|
||||
slot = slot_w_uniform
|
||||
cost = 2
|
||||
|
||||
/datum/gear/blazer_blue
|
||||
display_name = "blazer, blue"
|
||||
path = /obj/item/clothing/under/blazer
|
||||
slot = slot_w_uniform
|
||||
cost = 2
|
||||
|
||||
/datum/gear/kilt
|
||||
display_name = "kilt"
|
||||
path = /obj/item/clothing/under/kilt
|
||||
|
||||
@@ -43,6 +43,10 @@
|
||||
siemens_coefficient = 0.7
|
||||
body_parts_covered = FACE|EYES
|
||||
|
||||
/obj/item/clothing/mask/gas/swat/vox
|
||||
name = "\improper alien mask"
|
||||
desc = "Clearly not designed for a human face."
|
||||
|
||||
/obj/item/clothing/mask/gas/syndicate
|
||||
name = "tactical mask"
|
||||
desc = "A close-fitting tactical mask that can be connected to an air supply."
|
||||
|
||||
@@ -94,7 +94,6 @@
|
||||
req_access = list(access_syndicate)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/teleporter,
|
||||
/obj/item/rig_module/stealth_field,
|
||||
/obj/item/rig_module/vision
|
||||
)
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/security
|
||||
name = "security armor"
|
||||
desc = "An armored vest that protects against some damage. This one has NanoTrasen corporate badge."
|
||||
desc = "An armored vest that protects against some damage. This one has a NanoTrasen corporate badge."
|
||||
icon_state = "armorsec"
|
||||
item_state = "armor"
|
||||
|
||||
@@ -139,53 +139,6 @@
|
||||
src.item_state = "reactiveoff"
|
||||
..()
|
||||
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcomm
|
||||
name = "Cent. Com. armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "Thunderdome suit (red)"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "Thunderdome suit (green)"
|
||||
desc = "Pukish armor."
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/tactical
|
||||
name = "tactical armor"
|
||||
desc = "A suit of armor most often used by Special Weapons and Tactics squads. Includes padded vest with pockets along with shoulder and kneeguards."
|
||||
@@ -228,6 +181,7 @@
|
||||
desc = "A set of armor worn by members of the NanoTrasen Emergency Response Team."
|
||||
icon_state = "ertarmor_cmd"
|
||||
item_state = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
//Commander
|
||||
@@ -342,11 +296,57 @@
|
||||
icon_badge = "pcrcwebvest_badge"
|
||||
icon_nobadge = "pcrcwebvest_nobadge"
|
||||
|
||||
//Provides the protection of a merc voidsuit, but only covers the chest/groin, and also takes up a suit slot. In exchange it has no slowdown and provides storage.
|
||||
/obj/item/clothing/suit/storage/vest/heavy/merc
|
||||
name = "comfortable heavy armor vest"
|
||||
desc = "A heavy kevlar plate carrier in a fetching tan. Fits pretty well."
|
||||
name = "heavy armor vest"
|
||||
desc = "A high-quality heavy kevlar plate carrier in a fetching tan. The vest is surprisingly flexible, and possibly made of an advanced material."
|
||||
icon_state = "mercwebvest"
|
||||
item_state = "mercwebvest"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
|
||||
slowdown = 0
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/centcomm
|
||||
name = "Cent. Com. armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "Thunderdome suit (red)"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
siemens_coefficient = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "Thunderdome suit (green)"
|
||||
desc = "Pukish armor."
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
siemens_coefficient = 1
|
||||
|
||||
@@ -12,43 +12,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
|
||||
for(var/U in typesof(/obj/item/clothing/under)-blocked)
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/under/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/under/chameleon, /obj/item/clothing/under/cloud, /obj/item/clothing/under/gimmick)//Prevent infinite loops and bad jumpsuits.
|
||||
for(var/U in typesof(/obj/item/clothing/under)-blocked)
|
||||
var/obj/item/clothing/under/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/under/chameleon/emp_act(severity)
|
||||
name = "psychedelic"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
item_color = "psyche"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/under/chameleon/verb/change()
|
||||
set name = "Change Jumpsuit Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity)
|
||||
name = "psychedelic"
|
||||
desc = "Groovy!"
|
||||
icon_state = "psyche"
|
||||
item_color = "psyche"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Jumpsuit Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select jumpsuit to change it to", "Chameleon Jumpsuit")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Hat**
|
||||
@@ -64,44 +64,44 @@
|
||||
body_parts_covered = 0
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/head/chameleon,/obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/head)-blocked)
|
||||
var/obj/item/clothing/head/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/head/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/head/chameleon,/obj/item/clothing/head/justice,)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/head)-blocked)
|
||||
var/obj/item/clothing/head/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/head/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "grey cap"
|
||||
desc = "It's a baseball hat in a tasteful grey colour."
|
||||
icon_state = "greysoft"
|
||||
item_color = "grey"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/head/chameleon/verb/change()
|
||||
set name = "Change Hat/Helmet Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "grey cap"
|
||||
desc = "It's a baseball hat in a tasteful grey colour."
|
||||
icon_state = "greysoft"
|
||||
item_color = "grey"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Hat/Helmet Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select headwear to change it to", "Chameleon Hat")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Suit**
|
||||
@@ -115,45 +115,45 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
|
||||
/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
|
||||
for(var/U in typesof(/obj/item/clothing/suit)-blocked)
|
||||
var/obj/item/clothing/suit/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/suit/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/suit/chameleon, /obj/item/clothing/suit/cyborg_suit, /obj/item/clothing/suit/justice,
|
||||
/obj/item/clothing/suit/greatcoat)//Prevent infinite loops and bad suits.
|
||||
for(var/U in typesof(/obj/item/clothing/suit)-blocked)
|
||||
var/obj/item/clothing/suit/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "armor"
|
||||
desc = "An armored vest that protects against some damage."
|
||||
icon_state = "armor"
|
||||
item_color = "armor"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/suit/chameleon/verb/change()
|
||||
set name = "Change Exosuit Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "armor"
|
||||
desc = "An armored vest that protects against some damage."
|
||||
icon_state = "armor"
|
||||
item_color = "armor"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Exosuit Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select exosuit to change it to", "Chameleon Exosuit")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*******************
|
||||
//**Chameleon Shoes**
|
||||
@@ -167,43 +167,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/shoes/chameleon, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
|
||||
for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
|
||||
var/obj/item/clothing/shoes/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/shoes/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/shoes/chameleon, /obj/item/clothing/shoes/syndigaloshes, /obj/item/clothing/shoes/cyborg)//prevent infinite loops and bad shoes.
|
||||
for(var/U in typesof(/obj/item/clothing/shoes)-blocked)
|
||||
var/obj/item/clothing/shoes/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/shoes/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black shoes"
|
||||
desc = "A pair of black shoes."
|
||||
icon_state = "black"
|
||||
item_state = "black"
|
||||
item_color = "black"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/shoes/chameleon/verb/change()
|
||||
set name = "Change Footwear Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black shoes"
|
||||
desc = "A pair of black shoes."
|
||||
icon_state = "black"
|
||||
item_state = "black"
|
||||
item_color = "black"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Footwear Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select shoes to change it to", "Chameleon Shoes")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//**********************
|
||||
//**Chameleon Backpack**
|
||||
@@ -216,48 +216,48 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
|
||||
for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
|
||||
var/obj/item/weapon/storage/backpack/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/weapon/storage/backpack/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/storage/backpack/chameleon, /obj/item/weapon/storage/backpack/satchel/withwallet)
|
||||
for(var/U in typesof(/obj/item/weapon/storage/backpack)-blocked)//Prevent infinite loops and bad backpacks.
|
||||
var/obj/item/weapon/storage/backpack/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/backpack/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "backpack"
|
||||
desc = "You wear this on your back and put items into it."
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
/obj/item/weapon/storage/backpack/chameleon/verb/change()
|
||||
set name = "Change Backpack Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/weapon/storage/backpack/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "backpack"
|
||||
desc = "You wear this on your back and put items into it."
|
||||
icon_state = "backpack"
|
||||
item_state = "backpack"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Backpack Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
|
||||
var/picked = input("Select backpack to change it to", "Chameleon Backpack")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/weapon/storage/backpack/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_back()
|
||||
|
||||
//********************
|
||||
//**Chameleon Gloves**
|
||||
@@ -272,43 +272,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
|
||||
var/obj/item/clothing/gloves/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/gloves/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/gloves/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/gloves)-blocked)
|
||||
var/obj/item/clothing/gloves/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/gloves/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black gloves"
|
||||
desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/gloves/chameleon/verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "black gloves"
|
||||
desc = "It looks like a pair of gloves, but it seems to have a small dial inside."
|
||||
icon_state = "black"
|
||||
item_color = "brown"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gloves Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select gloves to change it to", "Chameleon Gloves")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
item_color = A.item_color
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//******************
|
||||
//**Chameleon Mask**
|
||||
@@ -322,43 +322,43 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
|
||||
var/obj/item/clothing/mask/V = new U
|
||||
if(V)
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/mask/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/mask/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/mask)-blocked)
|
||||
var/obj/item/clothing/mask/V = new U
|
||||
if(V)
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "gas mask"
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/mask/chameleon/verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "gas mask"
|
||||
desc = "It's a gas mask."
|
||||
icon_state = "gas_alt"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Mask Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select mask to change it to", "Chameleon Mask")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
body_parts_covered = A.body_parts_covered
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*********************
|
||||
//**Chameleon Glasses**
|
||||
@@ -372,41 +372,41 @@
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
|
||||
var/obj/item/clothing/glasses/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
/obj/item/clothing/glasses/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/clothing/glasses/chameleon)//Prevent infinite loops and bad hats.
|
||||
for(var/U in typesof(/obj/item/clothing/glasses)-blocked)
|
||||
var/obj/item/clothing/glasses/V = new U
|
||||
src.clothing_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/clothing/glasses/chameleon/emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
|
||||
/obj/item/clothing/glasses/chameleon/verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
emp_act(severity) //Because we don't have psych for all slots right now but still want a downside to EMP. In this case your cover's blown.
|
||||
name = "Optical Meson Scanner"
|
||||
desc = "It's a set of mesons."
|
||||
icon_state = "meson"
|
||||
update_icon()
|
||||
update_clothing_icon()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Glasses Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
var/picked = input("Select glasses to change it to", "Chameleon Glasses")as null|anything in clothing_choices
|
||||
if(!picked || !clothing_choices[picked])
|
||||
return
|
||||
var/newtype = clothing_choices[picked]
|
||||
var/obj/item/clothing/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
update_clothing_icon() //so our overlays update.
|
||||
|
||||
//*****************
|
||||
//**Chameleon Gun**
|
||||
@@ -423,46 +423,45 @@
|
||||
matter = list()
|
||||
var/list/gun_choices = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
|
||||
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
|
||||
var/obj/item/weapon/gun/V = new U
|
||||
src.gun_choices[V.name] = U
|
||||
/obj/item/weapon/gun/projectile/chameleon/New()
|
||||
..()
|
||||
var/blocked = list(/obj/item/weapon/gun/projectile/chameleon)
|
||||
for(var/U in typesof(/obj/item/weapon/gun/)-blocked)
|
||||
var/obj/item/weapon/gun/V = new U
|
||||
src.gun_choices[V.name] = U
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/emp_act(severity)
|
||||
name = "desert eagle"
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/verb/change(picked in gun_choices)
|
||||
set name = "Change Gun Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(!picked || !gun_choices[picked])
|
||||
return
|
||||
var/newtype = gun_choices[picked]
|
||||
var/obj/item/weapon/gun/A = new newtype
|
||||
|
||||
emp_act(severity)
|
||||
name = "desert eagle"
|
||||
desc = "It's a desert eagle."
|
||||
icon_state = "deagle"
|
||||
update_icon()
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
verb/change()
|
||||
set name = "Change Gun Appearance"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
|
||||
var/picked = input("Select gun to change it to", "Chameleon Gun")as null|anything in gun_choices
|
||||
if(!picked || !gun_choices[picked])
|
||||
return
|
||||
var/newtype = gun_choices[picked]
|
||||
var/obj/item/weapon/gun/A = new newtype
|
||||
|
||||
desc = null
|
||||
permeability_coefficient = 0.90
|
||||
|
||||
desc = A.desc
|
||||
name = A.name
|
||||
icon_state = A.icon_state
|
||||
item_state = A.item_state
|
||||
flags_inv = A.flags_inv
|
||||
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
//so our overlays update.
|
||||
if (ismob(src.loc))
|
||||
var/mob/M = src.loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
item_state = "w_suit"
|
||||
|
||||
/obj/item/clothing/under/captain_fly
|
||||
name = "rogue captains uniform"
|
||||
name = "rogue's uniform"
|
||||
desc = "For the man who doesn't care because he's still free."
|
||||
icon_state = "captain_fly"
|
||||
item_state = "captain_fly"
|
||||
@@ -154,7 +154,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/clothing/under/gentlesuit
|
||||
name = "Gentlemans Suit"
|
||||
name = "gentlemans suit"
|
||||
desc = "A silk black shirt with a white tie and a matching gray vest and slacks. Feels proper."
|
||||
icon_state = "gentlesuit"
|
||||
item_state = "gentlesuit"
|
||||
@@ -477,16 +477,23 @@
|
||||
item_color = "tan_suit"
|
||||
|
||||
/obj/item/clothing/under/serviceoveralls
|
||||
name = "Workman outfit"
|
||||
name = "workman outfit"
|
||||
desc = "The very image of a working man. Not that you're probably doing work."
|
||||
icon_state = "mechanic"
|
||||
item_state = "mechanic"
|
||||
item_color = "mechanic"
|
||||
|
||||
/obj/item/clothing/under/cheongsam
|
||||
name = "White Cheongsam"
|
||||
name = "white cheongsam"
|
||||
desc = "It is a white cheongsam dress."
|
||||
icon_state = "mai_yang"
|
||||
item_state = "mai_yang"
|
||||
item_color = "mai_yang"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
|
||||
|
||||
/obj/item/clothing/under/blazer
|
||||
name = "blue blazer"
|
||||
desc = "A bold but yet conservative outfit, red corduroys, navy blazer and a tie."
|
||||
icon_state = "blue_blazer"
|
||||
item_state = "blue_blazer"
|
||||
item_color = "blue_blazer"
|
||||
|
||||
@@ -1177,6 +1177,16 @@
|
||||
icon_state = "head_m"
|
||||
body_parts_covered = FACE|EYES
|
||||
|
||||
//Painted mask: Dante Cicero - andrewmeythaler
|
||||
|
||||
/obj/item/clothing/mask/andrewmeythaler
|
||||
name = "painted mask"
|
||||
desc = "A ghoulish mask with a stylized painting of a flame over the left eye, and a painted tear stream coming from the right eye."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
item_state = "cicero"
|
||||
icon_state = "cicero"
|
||||
body_parts_covered = FACE|EYES
|
||||
|
||||
////// Small locket - Altair An-Nasaqan - Serithi
|
||||
|
||||
/obj/item/clothing/accessory/fluff/altair_locket
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
/var/global/sent_aliens_to_station = 0
|
||||
|
||||
/datum/event/alien_infestation
|
||||
announceWhen = 400
|
||||
|
||||
var/spawncount = 1
|
||||
var/successSpawn = 0 //So we don't make a command report if nothing gets spawned.
|
||||
|
||||
|
||||
/datum/event/alien_infestation/setup()
|
||||
announceWhen = rand(announceWhen, announceWhen + 50)
|
||||
spawncount = rand(1, 2)
|
||||
sent_aliens_to_station = 1
|
||||
|
||||
/datum/event/alien_infestation/announce()
|
||||
if(successSpawn)
|
||||
command_announcement.Announce("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert", new_sound = 'sound/AI/aliens.ogg')
|
||||
|
||||
|
||||
/datum/event/alien_infestation/start()
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in machines)
|
||||
if(!temp_vent.welded && temp_vent.network && temp_vent.loc.z in config.station_levels)
|
||||
if(temp_vent.network.normal_members.len > 50) //Stops Aliens getting stuck in small networks. See: Security, Virology
|
||||
vents += temp_vent
|
||||
|
||||
var/list/candidates = get_alien_candidates()
|
||||
|
||||
while(spawncount > 0 && vents.len && candidates.len)
|
||||
var/obj/vent = pick(vents)
|
||||
var/candidate = pick(candidates)
|
||||
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.key = candidate
|
||||
|
||||
candidates -= candidate
|
||||
vents -= vent
|
||||
spawncount--
|
||||
successSpawn = 1
|
||||
@@ -1,33 +0,0 @@
|
||||
//Cortical borer spawn event - care of RobRichards1997 with minor editing by Zuhayr.
|
||||
/datum/event/borer_infestation
|
||||
announceWhen = 400
|
||||
|
||||
var/spawncount = 5
|
||||
var/successSpawn = 0 //So we don't make a command report if nothing gets spawned.
|
||||
|
||||
/datum/event/borer_infestation/setup()
|
||||
announceWhen = rand(announceWhen, announceWhen + 50)
|
||||
spawncount = rand(1, 3)
|
||||
|
||||
/datum/event/borer_infestation/announce()
|
||||
if(successSpawn)
|
||||
command_announcement.Announce("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert", new_sound = 'sound/AI/aliens.ogg')
|
||||
|
||||
/datum/event/borer_infestation/start()
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(!temp_vent.welded && temp_vent.network && temp_vent.loc.z in config.station_levels)
|
||||
//Stops cortical borers getting stuck in small networks. See: Security, Virology
|
||||
if(temp_vent.network.normal_members.len > 50)
|
||||
vents += temp_vent
|
||||
|
||||
var/list/candidates = get_alien_candidates()
|
||||
while(spawncount > 0 && vents.len && candidates.len)
|
||||
var/obj/vent = pick_n_take(vents)
|
||||
var/client/C = pick_n_take(candidates)
|
||||
|
||||
var/mob/living/simple_animal/borer/new_borer = new(vent.loc)
|
||||
new_borer.key = C.key
|
||||
|
||||
spawncount--
|
||||
successSpawn = 1
|
||||
@@ -153,8 +153,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Viral Infection", /datum/event/viral_infection, 0, list(ASSIGNMENT_MEDICAL = 150)),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Spider Infestation", /datum/event/spider_infestation, 100, list(ASSIGNMENT_SECURITY = 30), 1),
|
||||
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
|
||||
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 2.5, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
|
||||
new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
|
||||
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Random Antagonist", /datum/event/random_antag, 2.5, list(ASSIGNMENT_SECURITY = 1), 1, 0, 5),
|
||||
)
|
||||
|
||||
/datum/event_container/major
|
||||
|
||||
@@ -45,15 +45,9 @@ var/list/event_last_fired = list()
|
||||
// Code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm
|
||||
// Code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events_Mundane.dm
|
||||
|
||||
if(ticker.mode && ticker.mode.name == "calamity") //Calamity mode messes with some events.
|
||||
possibleEvents[/datum/event/borer_infestation] = 400
|
||||
possibleEvents[/datum/event/economic_event] = 25
|
||||
possibleEvents[/datum/event/trivial_news] = 25
|
||||
possibleEvents[/datum/event/mundane_news] = 25
|
||||
else
|
||||
possibleEvents[/datum/event/economic_event] = 300
|
||||
possibleEvents[/datum/event/trivial_news] = 400
|
||||
possibleEvents[/datum/event/mundane_news] = 300
|
||||
possibleEvents[/datum/event/economic_event] = 300
|
||||
possibleEvents[/datum/event/trivial_news] = 400
|
||||
possibleEvents[/datum/event/mundane_news] = 300
|
||||
|
||||
possibleEvents[/datum/event/pda_spam] = max(min(25, player_list.len) * 4, 200)
|
||||
possibleEvents[/datum/event/money_lotto] = max(min(5, player_list.len), 50)
|
||||
@@ -89,10 +83,7 @@ var/list/event_last_fired = list()
|
||||
if(active_with_role["Security"] > 0)
|
||||
if(!sent_spiders_to_station)
|
||||
possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5
|
||||
if(config.aliens_allowed && !sent_aliens_to_station)
|
||||
possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5
|
||||
if(!sent_ninja_to_station && config.ninjas_allowed)
|
||||
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
|
||||
possibleEvents[/datum/event/random_antag] = max(active_with_role["Security"], 5) + 2.5
|
||||
|
||||
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
|
||||
var/time_passed = world.time - event_last_fired[event_type]
|
||||
|
||||
@@ -164,14 +164,14 @@
|
||||
|
||||
html += "<div class='block'>"
|
||||
html += "<h2>Running Events</h2>"
|
||||
html += "Estimated times, affected by master controller delays."
|
||||
html += "Estimated times, affected by process scheduler delays."
|
||||
html += "<table[table_options]>"
|
||||
html += "<tr><td[row_options1]>Severity</td><td[row_options2]>Name</td><td[row_options1]>Ends At</td><td[row_options1]>Ends In</td><td[row_options3]>Stop</td></tr>"
|
||||
for(var/datum/event/E in active_events)
|
||||
if(!E.event_meta)
|
||||
continue
|
||||
var/datum/event_meta/EM = E.event_meta
|
||||
var/ends_at = E.startedAt + (E.lastProcessAt() * master_controller.minimum_ticks) // A best estimate
|
||||
var/ends_at = E.startedAt + (E.lastProcessAt() * 20) // A best estimate, based on how often the alarm manager processes
|
||||
var/ends_in = max(0, round((ends_at - world.time) / 600, 0.1))
|
||||
html += "<tr>"
|
||||
html += "<td>[severity_to_string[EM.severity]]</td>"
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
continue
|
||||
if(!(A.z in config.station_levels))
|
||||
continue
|
||||
if(A.rad_shielded)
|
||||
if(A.flags & RAD_SHIELDED)
|
||||
continue
|
||||
|
||||
if(istype(C,/mob/living/carbon/human))
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
// The random spawn proc on the antag datum will handle announcing the spawn and whatnot.
|
||||
/datum/event/random_antag/announce()
|
||||
return
|
||||
|
||||
/datum/event/random_antag/start()
|
||||
var/list/valid_types = list()
|
||||
for(var/antag_type in all_antag_types)
|
||||
var/datum/antagonist/antag = all_antag_types[antag_type]
|
||||
if(antag.flags & ANTAG_RANDSPAWN)
|
||||
valid_types |= antag
|
||||
if(valid_types.len)
|
||||
var/datum/antagonist/antag = pick(valid_types)
|
||||
antag.random_spawn()
|
||||
@@ -0,0 +1,42 @@
|
||||
/obj/machinery/bodyscanner
|
||||
description_info = "The advanced scanner detects and reports internal injuries such as bone fractures, internal bleeding, and organ damage. \
|
||||
This is useful if you are about to perform surgery.<br>\
|
||||
<br>\
|
||||
Click your target with Grab intent, then click on the scanner to place them in it. Click the red terminal to operate. \
|
||||
Right-click the scanner and click 'Eject Occupant' to remove them. You can enter the scanner yourself in a similar way, using the 'Enter Body Scanner' \
|
||||
verb."
|
||||
|
||||
/obj/machinery/atmospherics/unary/cryo_cell
|
||||
description_info = "The cryogenic chamber, or 'cryo', treats most damage types, most notably genetic damage. It also stabilizes patients \
|
||||
in critical condition by placing them in stasis, so they can be treated at a later time.<br>\
|
||||
<br>\
|
||||
In order for it to work, it must be loaded with chemicals, and the temperature of the solution must reach a certain point. Additionally, it \
|
||||
requires a supply of pure oxygen, provided by canisters that are attached. The most commonly used chemicals in the chambers are Cryoxadone and \
|
||||
Clonexadone. Clonexadone is more effective in treating all damage, including Genetic damage, but is otherwise functionally identical.<br>\
|
||||
<br>\
|
||||
Activating the freezer nearby, and setting it to a temperature setting below 150, is recommended before operation! Further, any clothing the patient \
|
||||
is wearing that act as an insulator will reduce its effectiveness, and should be removed.<br>\
|
||||
<br>\
|
||||
Clicking the tube with a beaker full of chemicals in hand will place it in its storage to distribute when it is activated.<br>\
|
||||
<br>\
|
||||
Click your target with Grab intent, then click on the tube, with an empty hand, to place them in it. Click the tube again to open the menu. \
|
||||
Press the button on the menu to activate it. Once they have reached 100 health, right-click the cell and click 'Eject Occupant' to remove them. \
|
||||
Remember to turn it off, once you've finished, to save power and chemicals!"
|
||||
|
||||
/obj/machinery/optable
|
||||
description_info = "Click your target with Grab intent, then click on the table with an empty hand, to place them on it."
|
||||
|
||||
/obj/machinery/computer/operating
|
||||
description_info = "This console gives information on the status of the patient on the adjacent operating table, notably their consciousness."
|
||||
|
||||
/obj/machinery/sleeper
|
||||
description_info = "The sleeper allows you to clean the blood by means of dialysis, and to administer medication in a controlled environment.<br>\
|
||||
<br>\
|
||||
Click your target with Grab intent, then click on the sleeper to place them in it. Click the green console, with an empty hand, to open the menu. \
|
||||
Click 'Start Dialysis' to begin filtering unwanted chemicals from the occupant's blood. The beaker contained will begin to fill with their \
|
||||
contaminated blood, and will need to be emptied when full.<br>\
|
||||
<br>\
|
||||
You can also inject common medicines directly into their bloodstream.\
|
||||
<br>\
|
||||
Right-click the cell and click 'Eject Occupant' to remove them. You can enter the cell yourself by right clicking and selecting 'Enter Sleeper'. \
|
||||
Note that you cannot control the sleeper while inside of it."
|
||||
@@ -3,6 +3,6 @@
|
||||
interact with anyone else, except for other drones. They hold a wide array of tools to build, repair, maintain, and clean. \
|
||||
They fuction similarly to other synthetics, in that they require recharging regularly, have laws, and are resilient to many hazards, \
|
||||
such as fire, radiation, vacuum, and more. Ghosts can join the round as a maintenance drone by using the appropriate verb in the 'ghost' tab. \
|
||||
An inactive drone can be rebooted by swiping an ID card on it with engineering or robotics access."
|
||||
An inactive drone can be rebooted by swiping an ID card on it with engineering or robotics access, and an active drone can be shut down in the same manner."
|
||||
|
||||
description_antag = "An Electromagnetic Sequencer can be used to subvert the drone to your cause."
|
||||
@@ -13,3 +13,9 @@
|
||||
/obj/structure/lattice
|
||||
description_info = "Add a metal floor tile to build a floor on top of the lattice.<br>\
|
||||
Lattices can be made by applying metal rods to a space tile."
|
||||
|
||||
/obj/structure/bed
|
||||
description_info = "Click and drag yourself (or anyone) to this to buckle in. Click on this with an empty hand to undo the buckles.<br>\
|
||||
<br>\
|
||||
Anyone with restraints, such as handcuffs, will not be able to unbuckle themselves. They must use the Resist button, or verb, to break free of \
|
||||
the buckles, instead."
|
||||
@@ -0,0 +1,91 @@
|
||||
/*
|
||||
Note: This file is meant for actual weapons (guns, swords, etc), and not the stupid 'every obj is a weapon, except when it's not' thing.
|
||||
*/
|
||||
|
||||
//******
|
||||
//*Guns*
|
||||
//******
|
||||
|
||||
//This contains a lot of copypasta but I'm told it's better then a lot of New()s appending the var.
|
||||
/obj/item/weapon/gun
|
||||
description_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire."
|
||||
|
||||
/obj/item/weapon/gun/energy
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire."
|
||||
description_antag = "This is a stealthy weapon which fires poisoned bolts at your target. When it hits someone, they will suffer a stun effect, in \
|
||||
addition to toxins. The energy crossbow recharges itself slowly, and can be concealed in your pocket or bag."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
|
||||
in your hand. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/taser
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/stunrevolver
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger."
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To switch between stun and lethal, click the weapon \
|
||||
in your hand. Unlike most weapons, this weapon recharges itself."
|
||||
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. Unlike most weapons, this weapon recharges itself."
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
description_info = "This is an energy weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. Most energy weapons can fire through windows harmlessly. To recharge this weapon, use a weapon recharger. \
|
||||
To use the scope, use the appropriate verb in the object tab."
|
||||
|
||||
/obj/item/weapon/gun/projectile
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. To reload, click the weapon in your hand to unload (if needed), then add the appropiate ammo. The description \
|
||||
will tell you what caliber you need."
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon
|
||||
description_info = null //The chameleon gun adopts the description_info of the weapon it is impersonating as, to make meta-ing harder.
|
||||
description_antag = "This gun can alter its appearance to mimick other weapons. To change the appearance, use the appropriate verb in the object tab. \
|
||||
The ammo loaded by default makes the gun useless for actual combat."
|
||||
|
||||
/obj/item/weapon/gun/projectile/chameleon/change(picked in gun_choices) //Making the gun change its help text to match the weapon's help text.
|
||||
..(picked)
|
||||
var/obj/O = gun_choices[picked]
|
||||
description_info = initial(O.description_info)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \
|
||||
shells into the gun."
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper
|
||||
description_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
|
||||
then click where you want to fire. The gun's chamber can be opened or closed by using it in your hand. To reload, open the chamber, add a new bullet \
|
||||
then close it. To use the scope, use the appropriate verb in the object tab."
|
||||
|
||||
//*******
|
||||
//*Melee*
|
||||
//*******
|
||||
|
||||
/obj/item/weapon/melee/baton
|
||||
description_info = "The baton needs to be turned on to apply the stunning effect. Use it in your hand to toggle it on or off. If your intent is \
|
||||
set to 'harm', you will inflict damage when using it, regardless if it is on or not. Each stun reduces the baton's charge, which can be replenished by \
|
||||
putting it inside a weapon recharger."
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
description_antag = "The energy sword is a very strong melee weapon, capable of severing limbs easily, if they are targeted. It can also has a chance \
|
||||
to block projectiles and melee attacks while it is on and being held. The sword can be toggled on or off by using it in your hand. While it is off, \
|
||||
it can be concealed in your pocket or bag."
|
||||
|
||||
/obj/item/weapon/melee/cultblade
|
||||
description_antag = "This sword is a powerful weapon, capable of severing limbs easily, if they are targeted. Nonbelivers are unable to use this weapon."
|
||||
@@ -11,26 +11,7 @@
|
||||
var/description_fluff = null //Green text about the atom's fluff, if any exists.
|
||||
var/description_antag = null //Malicious red text, for the antags.
|
||||
|
||||
/atom/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
|
||||
. = ..()
|
||||
user.description_holders["info"] = get_description_info()
|
||||
user.description_holders["fluff"] = get_description_fluff()
|
||||
if(user.mind && user.mind.special_role || isobserver(user)) //Runtime prevention, as ghosts don't have minds.
|
||||
user.description_holders["antag"] = get_description_antag()
|
||||
|
||||
if(name) //This shouldn't be needed but I'm paranoid.
|
||||
user.description_holders["name"] = "[src.name]" //\icon[src]
|
||||
|
||||
user.description_holders["icon"] = "\icon[src]"
|
||||
|
||||
if(desc)
|
||||
user << desc
|
||||
user.description_holders["desc"] = src.desc
|
||||
else
|
||||
user.description_holders["desc"] = null //This is needed, or else if you examine one thing with a desc, then another without, the panel will retain the first examined's desc.
|
||||
|
||||
//Override these if you need special behaviour for a specific type.
|
||||
|
||||
/atom/proc/get_description_info()
|
||||
if(description_info)
|
||||
return description_info
|
||||
@@ -46,12 +27,31 @@
|
||||
return description_antag
|
||||
return
|
||||
|
||||
/mob/
|
||||
var/description_holders[0]
|
||||
/mob/living/get_description_fluff()
|
||||
if(flavor_text) //Get flavor text for the green text.
|
||||
return flavor_text
|
||||
else //No flavor text? Try for hardcoded fluff instead.
|
||||
return ..()
|
||||
|
||||
/mob/Stat()
|
||||
..()
|
||||
if(statpanel("Examine"))
|
||||
/mob/living/carbon/human/get_description_fluff()
|
||||
return print_flavor_text(0)
|
||||
|
||||
/* The examine panel itself */
|
||||
|
||||
/client/var/description_holders[0]
|
||||
|
||||
/client/proc/update_description_holders(atom/A, update_antag_info=0)
|
||||
description_holders["info"] = A.get_description_info()
|
||||
description_holders["fluff"] = A.get_description_fluff()
|
||||
description_holders["antag"] = (update_antag_info)? A.get_description_antag() : ""
|
||||
|
||||
description_holders["name"] = "[A.name]"
|
||||
description_holders["icon"] = "\icon[A]"
|
||||
description_holders["desc"] = A.desc
|
||||
|
||||
/client/Stat()
|
||||
. = ..()
|
||||
if(usr && statpanel("Examine"))
|
||||
stat(null,"[description_holders["icon"]] <font size='5'>[description_holders["name"]]</font>") //The name, written in big letters.
|
||||
stat(null,"[description_holders["desc"]]") //the default examine text.
|
||||
if(description_holders["info"])
|
||||
@@ -61,11 +61,11 @@
|
||||
if(description_holders["antag"])
|
||||
stat(null,"<font color='#8A0808'><b>[description_holders["antag"]]</b></font>") //Red, malicious antag-related text
|
||||
|
||||
/mob/living/get_description_fluff()
|
||||
if(flavor_text) //Get flavor text for the green text.
|
||||
return flavor_text
|
||||
else //No flavor text? Try for hardcoded fluff instead.
|
||||
return ..()
|
||||
//override examinate verb to update description holders when things are examined
|
||||
/mob/examinate(atom/A as mob|obj|turf in view())
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/human/get_description_fluff()
|
||||
return print_flavor_text(0)
|
||||
var/is_antag = ((mind && mind.special_role) || isobserver(src)) //ghosts don't have minds
|
||||
if(client)
|
||||
client.update_description_holders(A, is_antag)
|
||||
|
||||
@@ -298,12 +298,28 @@
|
||||
if(src) del(src)
|
||||
return
|
||||
|
||||
if(seed.kitchen_tag == "grass")
|
||||
user.show_message("<span class='notice'>You make a grass tile out of \the [src]!</span>", 1)
|
||||
for(var/i=0,i<2,i++)
|
||||
var/obj/item/stack/tile/grass/G = new (user.loc)
|
||||
G.color = seed.get_trait(TRAIT_PRODUCT_COLOUR)
|
||||
for (var/obj/item/stack/tile/grass/NG in user.loc)
|
||||
if(G==NG)
|
||||
continue
|
||||
if(NG.amount>=NG.max_amount)
|
||||
continue
|
||||
NG.attackby(G, user)
|
||||
user << "You add the newly-formed grass to the stack. It now contains [G.amount] tiles."
|
||||
del(src)
|
||||
return
|
||||
|
||||
if(seed.get_trait(TRAIT_SPREAD) > 0)
|
||||
user << "<span class='notice'>You plant the [src.name].</span>"
|
||||
new /obj/machinery/portable_atmospherics/hydroponics/soil/invisible(get_turf(user),src.seed)
|
||||
del(src)
|
||||
return
|
||||
|
||||
/*
|
||||
if(seed.kitchen_tag)
|
||||
switch(seed.kitchen_tag)
|
||||
if("shand")
|
||||
@@ -318,6 +334,7 @@
|
||||
user << "<span class='notice'>You mash the petals into a poultice.</span>"
|
||||
del(src)
|
||||
return
|
||||
*/
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/pickup(mob/user)
|
||||
..()
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
set_trait(TRAIT_HIGHKPA_TOLERANCE, 200) // High pressure capacity.
|
||||
set_trait(TRAIT_IDEAL_HEAT, 293) // Preferred temperature in Kelvin.
|
||||
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.25) // Plant eats this much per tick.
|
||||
set_trait(TRAIT_PLANT_COLOUR, "#6EF86A") // Colour of the plant icon.
|
||||
set_trait(TRAIT_PLANT_COLOUR, "#46B543") // Colour of the plant icon.
|
||||
|
||||
spawn(5)
|
||||
sleep(-1)
|
||||
@@ -142,6 +142,17 @@
|
||||
if(!get_trait(TRAIT_STINGS))
|
||||
return
|
||||
if(chems && chems.len)
|
||||
|
||||
var/body_coverage = HEAD|FACE|EYES|UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
for(var/obj/item/clothing/clothes in target)
|
||||
if(target.l_hand == clothes|| target.r_hand == clothes)
|
||||
continue
|
||||
body_coverage &= ~(clothes.body_parts_covered)
|
||||
|
||||
if(!body_coverage)
|
||||
return
|
||||
|
||||
target << "<span class='danger'>You are stung by \the [fruit]!</span>"
|
||||
for(var/rid in chems)
|
||||
var/injecting = min(5,max(1,get_trait(TRAIT_POTENCY)/5))
|
||||
|
||||
@@ -241,7 +241,7 @@
|
||||
set_trait(TRAIT_PRODUCTION,6)
|
||||
set_trait(TRAIT_YIELD,5)
|
||||
set_trait(TRAIT_POTENCY,10)
|
||||
set_trait(TRAIT_PRODUCT_ICON,"treefruit")
|
||||
set_trait(TRAIT_PRODUCT_ICON,"apple")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#FF540A")
|
||||
set_trait(TRAIT_PLANT_ICON,"tree2")
|
||||
|
||||
@@ -419,7 +419,7 @@
|
||||
set_trait(TRAIT_POTENCY,10)
|
||||
set_trait(TRAIT_PRODUCT_ICON,"mushroom")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#FF4545")
|
||||
set_trait(TRAIT_PLANT_COLOUR,"#F5F2D0")
|
||||
set_trait(TRAIT_PLANT_COLOUR,"#E0DDBA")
|
||||
set_trait(TRAIT_PLANT_ICON,"mushroom4")
|
||||
|
||||
/datum/seed/mushroom/poison/death
|
||||
@@ -466,7 +466,6 @@
|
||||
set_trait(TRAIT_SPREAD,1)
|
||||
set_trait(TRAIT_MATURATION,15)
|
||||
set_trait(TRAIT_YIELD,3)
|
||||
set_trait(TRAIT_EXPLOSIVE,1)
|
||||
set_trait(TRAIT_POTENCY,30)
|
||||
set_trait(TRAIT_BIOLUM,1)
|
||||
set_trait(TRAIT_BIOLUM_COLOUR,"#006622")
|
||||
@@ -585,7 +584,7 @@
|
||||
set_trait(TRAIT_YIELD,6)
|
||||
set_trait(TRAIT_POTENCY,10)
|
||||
set_trait(TRAIT_PRODUCT_ICON,"potato")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#96855D")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#C4AE7A")
|
||||
set_trait(TRAIT_PLANT_ICON,"bush2")
|
||||
|
||||
/datum/seed/cabbage
|
||||
@@ -685,7 +684,7 @@
|
||||
name = "wheat"
|
||||
seed_name = "wheat"
|
||||
display_name = "wheat stalks"
|
||||
chems = list("nutriment" = list(1,25), "flour" = list(1,25))
|
||||
chems = list("nutriment" = list(1,25), "flour" = list(15,15))
|
||||
kitchen_tag = "wheat"
|
||||
|
||||
/datum/seed/wheat/New()
|
||||
@@ -703,7 +702,7 @@
|
||||
name = "rice"
|
||||
seed_name = "rice"
|
||||
display_name = "rice stalks"
|
||||
chems = list("nutriment" = list(1,25), "rice" = list(1,25))
|
||||
chems = list("nutriment" = list(1,25), "rice" = list(10,15))
|
||||
kitchen_tag = "rice"
|
||||
|
||||
/datum/seed/rice/New()
|
||||
@@ -861,6 +860,7 @@
|
||||
seed_name = "orange"
|
||||
display_name = "orange trees"
|
||||
kitchen_tag = "orange"
|
||||
chems = list("nutriment" = list(1,20), "orangejuice" = list(1,20))
|
||||
|
||||
/datum/seed/citrus/orange/New()
|
||||
..()
|
||||
@@ -870,7 +870,8 @@
|
||||
name = "grass"
|
||||
seed_name = "grass"
|
||||
display_name = "grass"
|
||||
chems = list("nutriment" = list(1,20), "orangejuice" = list(1,20))
|
||||
chems = list("nutriment" = list(1,20))
|
||||
kitchen_tag = "grass"
|
||||
|
||||
/datum/seed/grass/New()
|
||||
..()
|
||||
@@ -917,8 +918,9 @@
|
||||
set_trait(TRAIT_YIELD,3)
|
||||
set_trait(TRAIT_POTENCY,10)
|
||||
set_trait(TRAIT_PRODUCT_ICON,"cherry")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#8C0101")
|
||||
set_trait(TRAIT_PRODUCT_COLOUR,"#A80000")
|
||||
set_trait(TRAIT_PLANT_ICON,"tree2")
|
||||
set_trait(TRAIT_PLANT_COLOUR,"#2F7D2D")
|
||||
|
||||
/datum/seed/kudzu
|
||||
name = "kudzu"
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
/obj/machinery/seed_storage/garden
|
||||
name = "Garden seed storage"
|
||||
scanner = list("stats")
|
||||
starting_seeds = list(/obj/item/seeds/appleseed = 3, /obj/item/seeds/bananaseed = 3, /obj/item/seeds/berryseed = 3, /obj/item/seeds/cabbageseed = 3, /obj/item/seeds/carrotseed = 3, /obj/item/seeds/chantermycelium = 3, /obj/item/seeds/cherryseed = 3, /obj/item/seeds/chiliseed = 3, /obj/item/seeds/cocoapodseed = 3, /obj/item/seeds/cornseed = 3, /obj/item/seeds/eggplantseed = 3, /obj/item/seeds/grapeseed = 3, /obj/item/seeds/grassseed = 3, /obj/item/seeds/lemonseed = 3, /obj/item/seeds/limeseed = 3, /obj/item/seeds/mtearseed = 2, /obj/item/seeds/orangeseed = 3, /obj/item/seeds/peanutseed = 3, /obj/item/seeds/plumpmycelium = 3, /obj/item/seeds/poppyseed = 3, /obj/item/seeds/potatoseed = 3, /obj/item/seeds/pumpkinseed = 3, /obj/item/seeds/riceseed = 3, /obj/item/seeds/soyaseed = 3, /obj/item/seeds/sugarcaneseed = 3, /obj/item/seeds/sunflowerseed = 3, /obj/item/seeds/shandseed = 2, /obj/item/seeds/tobaccoseed = 3, /obj/item/seeds/tomatoseed = 3, /obj/item/seeds/towermycelium = 3, /obj/item/seeds/watermelonseed = 3, /obj/item/seeds/wheatseed = 3, /obj/item/seeds/whitebeetseed = 3)
|
||||
starting_seeds = list(/obj/item/seeds/appleseed = 3, /obj/item/seeds/bananaseed = 3, /obj/item/seeds/berryseed = 3, /obj/item/seeds/cabbageseed = 3, /obj/item/seeds/carrotseed = 3, /obj/item/seeds/chantermycelium = 3, /obj/item/seeds/cherryseed = 3, /obj/item/seeds/chiliseed = 3, /obj/item/seeds/cocoapodseed = 3, /obj/item/seeds/cornseed = 3, /obj/item/seeds/eggplantseed = 3, /obj/item/seeds/grapeseed = 3, /obj/item/seeds/grassseed = 3, /obj/item/seeds/replicapod = 3, /obj/item/seeds/lemonseed = 3, /obj/item/seeds/limeseed = 3, /obj/item/seeds/mtearseed = 2, /obj/item/seeds/orangeseed = 3, /obj/item/seeds/peanutseed = 3, /obj/item/seeds/plumpmycelium = 3, /obj/item/seeds/poppyseed = 3, /obj/item/seeds/potatoseed = 3, /obj/item/seeds/pumpkinseed = 3, /obj/item/seeds/riceseed = 3, /obj/item/seeds/soyaseed = 3, /obj/item/seeds/sugarcaneseed = 3, /obj/item/seeds/sunflowerseed = 3, /obj/item/seeds/shandseed = 2, /obj/item/seeds/tobaccoseed = 3, /obj/item/seeds/tomatoseed = 3, /obj/item/seeds/towermycelium = 3, /obj/item/seeds/watermelonseed = 3, /obj/item/seeds/wheatseed = 3, /obj/item/seeds/whitebeetseed = 3)
|
||||
|
||||
/obj/machinery/seed_storage/xenobotany
|
||||
name = "Xenobotany seed storage"
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
if(!isnull(seed.chems["pacid"]))
|
||||
spawn(rand(5,25)) floor.ex_act(3)
|
||||
continue
|
||||
if(!Adjacent(floor))
|
||||
if(!Adjacent(floor) || !floor.Enter(src))
|
||||
continue
|
||||
neighbors |= floor
|
||||
// Update all of our friends.
|
||||
|
||||
@@ -66,7 +66,13 @@
|
||||
victim.buckled = src
|
||||
victim.update_canmove()
|
||||
buckled_mob = victim
|
||||
if(victim.loc != get_turf(src))
|
||||
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
|
||||
victim.loc = src.loc
|
||||
if(!victim.anchored && !victim.buckled && victim.loc != get_turf(src))
|
||||
var/can_grab = 1
|
||||
if(istype(victim, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = victim
|
||||
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
|
||||
can_grab = 0
|
||||
if(can_grab)
|
||||
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
|
||||
victim.loc = src.loc
|
||||
victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"
|
||||
|
||||
@@ -36,7 +36,8 @@
|
||||
if(age >= seed.get_trait(TRAIT_MATURATION))
|
||||
overlay_stage = seed.growth_stages
|
||||
else
|
||||
overlay_stage = max(1,round(age/round(seed.get_trait(TRAIT_MATURATION)/seed.growth_stages)))
|
||||
var/maturation = round(seed.get_trait(TRAIT_MATURATION)/seed.growth_stages)
|
||||
overlay_stage = maturation ? max(1,round(age/maturation)) : 1
|
||||
var/ikey = "[seed.get_trait(TRAIT_PLANT_ICON)]-[overlay_stage]"
|
||||
var/image/plant_overlay = plant_controller.plant_icon_cache["[ikey]-[seed.get_trait(TRAIT_PLANT_COLOUR)]"]
|
||||
if(!plant_overlay)
|
||||
|
||||
@@ -1,2 +1,5 @@
|
||||
/mob/dead/observer/Login()
|
||||
..()
|
||||
..()
|
||||
if (ghostimage)
|
||||
ghostimage.icon_state = src.icon_state
|
||||
updateghostimages()
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
var/global/list/image/ghost_darkness_images = list() //this is a list of images for things ghosts should still be able to see when they toggle darkness
|
||||
var/global/list/image/ghost_sightless_images = list() //this is a list of images for things ghosts should still be able to see even without ghost sight
|
||||
|
||||
/mob/dead/observer
|
||||
name = "ghost"
|
||||
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
|
||||
@@ -23,15 +26,22 @@
|
||||
var/atom/movable/following = null
|
||||
var/admin_ghosted = 0
|
||||
var/anonsay = 0
|
||||
var/image/ghostimage = null //this mobs ghost image, for deleting and stuff
|
||||
var/ghostvision = 1 //is the ghost able to see things humans can't?
|
||||
var/seedarkness = 1
|
||||
|
||||
/mob/dead/observer/New(mob/body)
|
||||
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
see_in_dark = 100
|
||||
verbs += /mob/dead/observer/proc/dead_tele
|
||||
|
||||
stat = DEAD
|
||||
|
||||
ghostimage = image(src.icon,src,src.icon_state)
|
||||
ghost_darkness_images |= ghostimage
|
||||
updateallghostimages()
|
||||
|
||||
var/turf/T
|
||||
if(ismob(body))
|
||||
T = get_turf(body) //Where is the body located?
|
||||
@@ -70,7 +80,13 @@
|
||||
real_name = name
|
||||
..()
|
||||
|
||||
|
||||
/mob/dead/observer/Del()
|
||||
if (ghostimage)
|
||||
ghost_darkness_images -= ghostimage
|
||||
del(ghostimage)
|
||||
ghostimage = null
|
||||
updateallghostimages()
|
||||
..()
|
||||
|
||||
/mob/dead/observer/Topic(href, href_list)
|
||||
if (href_list["track"])
|
||||
@@ -213,8 +229,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
//world << "DEBUG: ticker not null"
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
//world << "DEBUG: malf mode ticker test"
|
||||
if(ticker.mode:malf_mode_declared)
|
||||
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
|
||||
if(malf.revealed)
|
||||
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs.len/3), 0)]")
|
||||
if(emergency_shuttle)
|
||||
var/eta_status = emergency_shuttle.get_status_panel_eta()
|
||||
if(eta_status)
|
||||
@@ -403,22 +419,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
src << "\blue Temperature: [round(environment.temperature-T0C,0.1)]°C ([round(environment.temperature,0.1)]K)"
|
||||
src << "\blue Heat Capacity: [round(environment.heat_capacity(),0.1)]"
|
||||
|
||||
|
||||
/mob/dead/observer/verb/toggle_sight()
|
||||
set name = "Toggle Sight"
|
||||
set category = "Ghost"
|
||||
|
||||
switch(see_invisible)
|
||||
if(SEE_INVISIBLE_OBSERVER_AI_EYE)
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOOBSERVERS
|
||||
usr << "<span class='notice'>You no longer see other observers or the AI eye.</span>"
|
||||
if(SEE_INVISIBLE_OBSERVER_NOOBSERVERS)
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
|
||||
usr << "<span class='notice'>You no longer see darkness.</span>"
|
||||
else
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
|
||||
usr << "<span class='notice'>You again see everything.</span>"
|
||||
|
||||
/mob/dead/observer/verb/become_mouse()
|
||||
set name = "Become mouse"
|
||||
set category = "Ghost"
|
||||
@@ -459,9 +459,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
if(host)
|
||||
if(config.uneducated_mice)
|
||||
host.universal_understand = 0
|
||||
announce_ghost_joinleave(src, 0, "They are now a mouse.")
|
||||
host.ckey = src.ckey
|
||||
host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
|
||||
announce_ghost_joinleave(host, 0, "They are now a mouse.")
|
||||
|
||||
/mob/dead/observer/verb/view_manfiest()
|
||||
set name = "View Crew Manifest"
|
||||
@@ -492,8 +492,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
|
||||
var/ghosts_can_write
|
||||
if(ticker.mode.name == "cult")
|
||||
var/datum/game_mode/cult/C = ticker.mode
|
||||
if(C.cult.len > config.cult_ghostwriter_req_cultists)
|
||||
if(cult.current_antagonists.len > config.cult_ghostwriter_req_cultists)
|
||||
ghosts_can_write = 1
|
||||
|
||||
if(!ghosts_can_write)
|
||||
@@ -620,3 +619,43 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
|
||||
/mob/dead/observer/canface()
|
||||
return 1
|
||||
|
||||
/mob/dead/observer/verb/toggle_ghostsee()
|
||||
set name = "Toggle Ghost Vision"
|
||||
set desc = "Toggles your ability to see things only ghosts can see, like other ghosts"
|
||||
set category = "Ghost"
|
||||
ghostvision = !(ghostvision)
|
||||
updateghostsight()
|
||||
usr << "You [(ghostvision?"now":"no longer")] have ghost vision."
|
||||
|
||||
/mob/dead/observer/verb/toggle_darkness()
|
||||
set name = "Toggle Darkness"
|
||||
set category = "Ghost"
|
||||
seedarkness = !(seedarkness)
|
||||
updateghostsight()
|
||||
|
||||
/mob/dead/observer/proc/updateghostsight()
|
||||
if (!seedarkness)
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
|
||||
else
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
if (!ghostvision)
|
||||
see_invisible = SEE_INVISIBLE_LIVING;
|
||||
updateghostimages()
|
||||
|
||||
/proc/updateallghostimages()
|
||||
for (var/mob/dead/observer/O in player_list)
|
||||
O.updateghostimages()
|
||||
|
||||
/mob/dead/observer/proc/updateghostimages()
|
||||
if (!client)
|
||||
return
|
||||
if (seedarkness || !ghostvision)
|
||||
client.images -= ghost_darkness_images
|
||||
client.images |= ghost_sightless_images
|
||||
else
|
||||
//add images for the 60inv things ghosts can normally see when darkness is enabled so they can see them now
|
||||
client.images -= ghost_sightless_images
|
||||
client.images |= ghost_darkness_images
|
||||
if (ghostimage)
|
||||
client.images -= ghostimage //remove ourself
|
||||
|
||||
@@ -149,9 +149,6 @@
|
||||
else
|
||||
healths.icon_state = "health7"
|
||||
|
||||
if(pullin)
|
||||
pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
if (client)
|
||||
client.screen.Remove(global_hud.blurry,global_hud.druggy,global_hud.vimpaired)
|
||||
|
||||
|
||||
@@ -225,7 +225,6 @@
|
||||
else
|
||||
healths.icon_state = "health7"
|
||||
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
if (client)
|
||||
client.screen.Remove(global_hud.blurry,global_hud.druggy,global_hud.vimpaired)
|
||||
|
||||
|
||||
@@ -21,12 +21,11 @@
|
||||
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
|
||||
germ_level++
|
||||
|
||||
/mob/living/carbon/relaymove(var/mob/user, direction)
|
||||
if(user in src.stomach_contents)
|
||||
if(prob(40))
|
||||
for(var/mob/M in hearers(4, src))
|
||||
if(M.client)
|
||||
M.show_message(text("\red You hear something rumbling inside [src]'s stomach..."), 2)
|
||||
/mob/living/carbon/relaymove(var/mob/living/user, direction)
|
||||
if((user in src.stomach_contents) && istype(user))
|
||||
if(user.last_special <= world.time)
|
||||
user.last_special = world.time + 50
|
||||
src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
|
||||
var/obj/item/I = user.get_active_hand()
|
||||
if(I && I.force)
|
||||
var/d = rand(round(I.force / 4), I.force)
|
||||
@@ -40,9 +39,7 @@
|
||||
H.updatehealth()
|
||||
else
|
||||
src.take_organ_damage(d)
|
||||
for(var/mob/M in viewers(user, null))
|
||||
if(M.client)
|
||||
M.show_message(text("\red <B>[user] attacks [src]'s stomach wall with the [I.name]!"), 2)
|
||||
user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
|
||||
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
|
||||
|
||||
if(prob(src.getBruteLoss() - 50))
|
||||
@@ -192,6 +189,29 @@
|
||||
src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),1)
|
||||
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
|
||||
H.play_xylophone()
|
||||
else if (on_fire)
|
||||
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
if (M.on_fire)
|
||||
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>", \
|
||||
"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
|
||||
else
|
||||
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>", \
|
||||
"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
|
||||
if(do_mob(M, src, 15))
|
||||
if (prob(10) && (M.fire_stacks <= 0))
|
||||
src.fire_stacks -= 2
|
||||
M.fire_stacks += 1
|
||||
M.IgniteMob()
|
||||
if (M.on_fire)
|
||||
M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>", \
|
||||
"<span class='danger'>The fire spreads to you as well!</span>")
|
||||
else
|
||||
src.fire_stacks -= 3 //Less effective than stop, drop, and roll
|
||||
if (src.fire_stacks <= 0)
|
||||
M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>", \
|
||||
"<span class='warning'>You successfully pat out [src]'s flames.</span>")
|
||||
src.ExtinguishMob()
|
||||
src.fire_stacks = 0
|
||||
else
|
||||
var/t_him = "it"
|
||||
if (src.gender == MALE)
|
||||
@@ -218,7 +238,11 @@
|
||||
else
|
||||
M.visible_message("<span class='notice'>[M] hugs [src] to make [t_him] feel better!</span>", \
|
||||
"<span class='notice'>You hug [src] to make [t_him] feel better!</span>")
|
||||
|
||||
if(M.fire_stacks >= (src.fire_stacks + 3))
|
||||
src.fire_stacks += 1
|
||||
M.fire_stacks -= 1
|
||||
if(M.on_fire)
|
||||
src.IgniteMob()
|
||||
AdjustParalysis(-3)
|
||||
AdjustStunned(-3)
|
||||
AdjustWeakened(-3)
|
||||
|
||||
@@ -65,8 +65,6 @@
|
||||
if(ticker && ticker.mode)
|
||||
sql_report_death(src)
|
||||
ticker.mode.check_win()
|
||||
if(istype(ticker.mode,/datum/game_mode/heist))
|
||||
vox_kills++ //Bad vox. Shouldn't be killing humans.
|
||||
|
||||
return ..(gibbed,species.death_message)
|
||||
|
||||
|
||||
@@ -451,7 +451,6 @@
|
||||
msg += "\n[t_He] is [pose]"
|
||||
|
||||
user << msg
|
||||
..()
|
||||
|
||||
//Helper procedure. Called by /mob/living/carbon/human/examine() and /mob/living/carbon/human/Topic() to determine HUD access to security and medical records.
|
||||
/proc/hasHUD(mob/M as mob, hudtype)
|
||||
|
||||
@@ -48,8 +48,8 @@
|
||||
stat(null, "Intent: [a_intent]")
|
||||
stat(null, "Move Mode: [m_intent]")
|
||||
if(ticker && ticker.mode && ticker.mode.name == "AI malfunction")
|
||||
if(ticker.mode:malf_mode_declared)
|
||||
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
|
||||
if(malf.revealed)
|
||||
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs/3), 0)]")
|
||||
if(emergency_shuttle)
|
||||
var/eta_status = emergency_shuttle.get_status_panel_eta()
|
||||
if(eta_status)
|
||||
@@ -196,6 +196,7 @@
|
||||
var/obj/item/organ/external/affected = M.organs_by_name["head"]
|
||||
affected.implants += L
|
||||
L.part = affected
|
||||
L.implanted(src)
|
||||
|
||||
/mob/living/carbon/human/proc/is_loyalty_implanted(mob/living/carbon/human/M)
|
||||
for(var/L in M.contents)
|
||||
@@ -713,7 +714,7 @@
|
||||
if(species.has_fine_manipulation)
|
||||
return 1
|
||||
if(!silent)
|
||||
src << "<span class='warning'>You don't have the dexterity to use [src]!</span>"
|
||||
src << "<span class='warning'>You don't have the dexterity to use that!<span>"
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/abiotic(var/full_body = 0)
|
||||
|
||||
@@ -251,9 +251,6 @@ emp_act
|
||||
if(prob(I.force))
|
||||
apply_effect(20, PARALYZE, armor)
|
||||
visible_message("\red <B>[src] has been knocked unconscious!</B>")
|
||||
if(src != user && I.damtype == BRUTE)
|
||||
ticker.mode.remove_revolutionary(mind)
|
||||
|
||||
if(bloody)//Apply blood
|
||||
if(wear_mask)
|
||||
wear_mask.add_blood(src)
|
||||
@@ -319,7 +316,7 @@ emp_act
|
||||
if (O.throw_source)
|
||||
var/distance = get_dist(O.throw_source, loc)
|
||||
miss_chance = max(15*(distance-2), 0)
|
||||
zone = get_zone_with_miss_chance(zone, src, miss_chance)
|
||||
zone = get_zone_with_miss_chance(zone, src, miss_chance, ranged_attack=1)
|
||||
|
||||
if(!zone)
|
||||
visible_message("\blue \The [O] misses [src] narrowly!")
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
|
||||
#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
|
||||
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks.
|
||||
#define HUMAN_CRIT_MAX_OXYLOSS ( (tickerProcess.getLastTickerTimeDuration()) / 6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks.
|
||||
|
||||
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
|
||||
#define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point
|
||||
@@ -1201,7 +1201,7 @@
|
||||
if(seer==1)
|
||||
var/obj/effect/rune/R = locate() in loc
|
||||
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER
|
||||
see_invisible = SEE_INVISIBLE_CULT
|
||||
else
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
seer = 0
|
||||
@@ -1218,6 +1218,8 @@
|
||||
glasses_processed = 1
|
||||
process_glasses(glasses)
|
||||
|
||||
if(!glasses_processed && (species.vision_flags > 0))
|
||||
sight |= species.vision_flags
|
||||
if(!seer && !glasses_processed)
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
@@ -1250,9 +1252,6 @@
|
||||
if(pressure)
|
||||
pressure.icon_state = "pressure[pressure_alert]"
|
||||
|
||||
if(pullin)
|
||||
if(pulling) pullin.icon_state = "pull1"
|
||||
else pullin.icon_state = "pull0"
|
||||
// if(rest) //Not used with new UI
|
||||
// if(resting || lying || sleeping) rest.icon_state = "rest1"
|
||||
// else rest.icon_state = "rest0"
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
/mob/living/carbon/human/Login()
|
||||
..()
|
||||
update_hud()
|
||||
ticker.mode.update_all_synd_icons() //This proc only sounds CPU-expensive on paper. It is O(n^2), but the outer for-loop only iterates through syndicates, which are only prsenet in nuke rounds and even when they exist, there's usually 6 of them.
|
||||
if(species) species.handle_login_special(src)
|
||||
return
|
||||
@@ -37,6 +37,7 @@
|
||||
var/list/unarmed_attacks = null // For empty hand harm-intent attack
|
||||
var/brute_mod = 1 // Physical damage multiplier.
|
||||
var/burn_mod = 1 // Burn damage multiplier.
|
||||
var/vision_flags = 0 // Same flags as glasses.
|
||||
|
||||
// Death vars.
|
||||
var/gibber_type = /obj/effect/gibspawner/human
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
language = "Sol Common" //todo?
|
||||
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/punch)
|
||||
flags = IS_RESTRICTED | NO_BREATHE | NO_PAIN | NO_BLOOD | IS_SYNTHETIC | NO_SCAN | NO_POISON
|
||||
flags = IS_RESTRICTED | NO_BREATHE | NO_PAIN | NO_BLOOD | NO_SCAN | NO_POISON
|
||||
siemens_coefficient = 0
|
||||
|
||||
breath_type = null
|
||||
|
||||
@@ -42,6 +42,8 @@
|
||||
breath_type = null
|
||||
poison_type = null
|
||||
|
||||
vision_flags = SEE_MOBS
|
||||
|
||||
has_organ = list(
|
||||
"heart" = /obj/item/organ/heart,
|
||||
"brain" = /obj/item/organ/brain/xeno,
|
||||
|
||||
@@ -439,9 +439,6 @@
|
||||
if(pressure)
|
||||
pressure.icon_state = "pressure[pressure_alert]"
|
||||
|
||||
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
|
||||
|
||||
|
||||
if (toxin) toxin.icon_state = "tox[phoron_alert ? 1 : 0]"
|
||||
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
|
||||
if (fire) fire.icon_state = "fire[fire_alert ? 2 : 0]"
|
||||
|
||||
@@ -270,7 +270,7 @@
|
||||
//Unless its monkey mode monkeys cant use advanced tools
|
||||
/mob/living/carbon/monkey/IsAdvancedToolUser(var/silent)
|
||||
if(!silent)
|
||||
src << "<span class='warning'>You don't have the dexterity to use [src]!</span>"
|
||||
src << "<span class='warning'>You don't have the dexterity to use that!</span>"
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/monkey/say(var/message, var/datum/language/speaking = null, var/verb="says", var/alt_name="", var/italics=0, var/message_range = world.view, var/list/used_radios = list())
|
||||
|
||||
@@ -532,7 +532,7 @@
|
||||
del(G)
|
||||
if(GRAB_NECK)
|
||||
//If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
|
||||
if (((world.time - G.assailant.l_move_time < 20 || !L.stunned) && prob(15)) || prob(3))
|
||||
if (((world.time - G.assailant.l_move_time < 30 || !L.stunned) && prob(15)) || prob(3))
|
||||
L.visible_message("<span class='warning'>[L] has broken free of [G.assailant]'s headlock!</span>")
|
||||
del(G)
|
||||
if(resisting)
|
||||
|
||||
@@ -6,21 +6,5 @@
|
||||
mind.active = 1 //indicates that the mind is currently synced with a client
|
||||
//If they're SSD, remove it so they can wake back up.
|
||||
player_logged = 0
|
||||
|
||||
//Round specific stuff like hud updates
|
||||
if(ticker && ticker.mode)
|
||||
switch(ticker.mode.name)
|
||||
if("revolution")
|
||||
if((mind in ticker.mode.revolutionaries) || (src.mind in ticker.mode:head_revolutionaries))
|
||||
ticker.mode.update_rev_icons_added(src.mind)
|
||||
if("cult")
|
||||
if(mind in ticker.mode:cult)
|
||||
ticker.mode.update_cult_icons_added(src.mind)
|
||||
if("mercenary")
|
||||
if(mind in ticker.mode:syndicates)
|
||||
ticker.mode.update_all_synd_icons()
|
||||
if("mutiny")
|
||||
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
|
||||
if(mode)
|
||||
mode.update_all_icons()
|
||||
update_antag_icons(mind)
|
||||
return .
|
||||
|
||||
@@ -80,10 +80,12 @@ var/list/ai_verbs_default = list(
|
||||
/mob/living/silicon/ai/proc/add_ai_verbs()
|
||||
src.verbs |= ai_verbs_default
|
||||
src.verbs |= ai_verbs_subsystems
|
||||
src.verbs |= silicon_verbs_subsystems
|
||||
|
||||
/mob/living/silicon/ai/proc/remove_ai_verbs()
|
||||
src.verbs -= ai_verbs_default
|
||||
src.verbs -= ai_verbs_subsystems
|
||||
src.verbs -= silicon_verbs_subsystems
|
||||
|
||||
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
|
||||
announcement = new()
|
||||
@@ -187,7 +189,7 @@ var/list/ai_verbs_default = list(
|
||||
|
||||
src << radio_text
|
||||
|
||||
if (!(ticker && ticker.mode && (mind in ticker.mode.malf_ai)))
|
||||
if (!(ticker && ticker.mode && (mind in malf.current_antagonists)))
|
||||
show_laws()
|
||||
src << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
|
||||
|
||||
@@ -195,6 +197,7 @@ var/list/ai_verbs_default = list(
|
||||
|
||||
/mob/living/silicon/ai/Del()
|
||||
ai_list -= src
|
||||
del(eyeobj)
|
||||
..()
|
||||
|
||||
/mob/living/silicon/ai/pointed(atom/A as mob|obj|turf in view())
|
||||
@@ -310,17 +313,15 @@ var/list/ai_verbs_default = list(
|
||||
|
||||
/mob/living/silicon/ai/proc/is_malf()
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
for (var/datum/mind/malfai in malf.current_antagonists)
|
||||
if (mind == malfai)
|
||||
return malf
|
||||
return 0
|
||||
|
||||
// displays the malf_ai information if the AI is the malf
|
||||
/mob/living/silicon/ai/show_malf_ai()
|
||||
var/datum/game_mode/malfunction/malf = is_malf()
|
||||
if(malf && malf.apcs >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
|
||||
if(malf && malf.hacked_apcs.len >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.hack_time/(malf.hacked_apcs/3), 0)] seconds")
|
||||
|
||||
// this verb lets the ai see the stations manifest
|
||||
/mob/living/silicon/ai/proc/ai_roster()
|
||||
@@ -428,25 +429,6 @@ var/list/ai_verbs_default = list(
|
||||
else
|
||||
src << "<span class='notice'>Unable to locate the holopad.</span>"
|
||||
|
||||
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
|
||||
var/L = text2num(href_list["lawc"])
|
||||
switch(lawcheck[L+1])
|
||||
if ("Yes") lawcheck[L+1] = "No"
|
||||
if ("No") lawcheck[L+1] = "Yes"
|
||||
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
|
||||
checklaws()
|
||||
|
||||
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
|
||||
var/L = text2num(href_list["lawi"])
|
||||
switch(ioncheck[L])
|
||||
if ("Yes") ioncheck[L] = "No"
|
||||
if ("No") ioncheck[L] = "Yes"
|
||||
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
|
||||
checklaws()
|
||||
|
||||
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
|
||||
statelaws()
|
||||
|
||||
if (href_list["track"])
|
||||
var/mob/target = locate(href_list["track"]) in mob_list
|
||||
|
||||
@@ -602,16 +584,6 @@ var/list/ai_verbs_default = list(
|
||||
holo_icon = getHologramIcon(icon('icons/mob/AI.dmi',"holo4"))
|
||||
return
|
||||
|
||||
/*/mob/living/silicon/ai/proc/corereturn()
|
||||
set category = "Malfunction"
|
||||
set name = "Return to Main Core"
|
||||
|
||||
var/obj/machinery/power/apc/apc = src.loc
|
||||
if(!istype(apc))
|
||||
src << "\blue You are already in your Main Core."
|
||||
return
|
||||
apc.malfvacate()*/
|
||||
|
||||
//Toggles the luminosity and applies it by re-entereing the camera.
|
||||
/mob/living/silicon/ai/proc/toggle_camera_light()
|
||||
set name = "Toggle Camera Light"
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
break
|
||||
callshuttle++
|
||||
|
||||
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction" || sent_strike_team)
|
||||
if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction")
|
||||
callshuttle = 0
|
||||
|
||||
if(callshuttle == 3) //if all three conditions are met
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/silicon/ai/examine(mob/user)
|
||||
if(!..(user))
|
||||
return
|
||||
|
||||
|
||||
var/msg = ""
|
||||
if (src.stat == DEAD)
|
||||
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
|
||||
@@ -23,5 +23,14 @@
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
usr << msg
|
||||
return
|
||||
user << msg
|
||||
user.showLaws(src)
|
||||
|
||||
return
|
||||
|
||||
/mob/proc/showLaws(var/mob/living/silicon/S)
|
||||
return
|
||||
|
||||
/mob/dead/observer/showLaws(var/mob/living/silicon/S)
|
||||
if(antagHUD || is_admin(src))
|
||||
S.laws.show_laws(src)
|
||||
|
||||
@@ -75,8 +75,9 @@
|
||||
for(var/camera in cameras)
|
||||
var/obj/machinery/camera/c = camera
|
||||
|
||||
if(!c)
|
||||
if(!istype(c))
|
||||
cameras -= c
|
||||
continue
|
||||
|
||||
if(!c.can_use())
|
||||
continue
|
||||
|
||||
@@ -14,17 +14,34 @@
|
||||
status_flags = GODMODE // You can't damage it.
|
||||
see_in_dark = 7
|
||||
invisibility = INVISIBILITY_AI_EYE
|
||||
var/ghostimage = null
|
||||
|
||||
/mob/aiEye/New()
|
||||
ghostimage = image(src.icon,src,src.icon_state)
|
||||
ghost_darkness_images |= ghostimage //so ghosts can see the AI eye when they disable darkness
|
||||
ghost_sightless_images |= ghostimage //so ghosts can see the AI eye when they disable ghost sight
|
||||
updateallghostimages()
|
||||
..()
|
||||
|
||||
mob/aiEye/Del()
|
||||
if (ghostimage)
|
||||
ghost_darkness_images -= ghostimage
|
||||
ghost_sightless_images -= ghostimage
|
||||
del(ghostimage)
|
||||
ghostimage = null;
|
||||
updateallghostimages()
|
||||
..()
|
||||
|
||||
// Movement code. Returns 0 to stop air movement from moving it.
|
||||
/mob/aiEye/Move()
|
||||
return 0
|
||||
|
||||
/mob/aiEye/examinate(atom/A as mob|obj|turf in view())
|
||||
/mob/aiEye/examinate()
|
||||
set popup_menu = 0
|
||||
set src = usr.contents
|
||||
return 0
|
||||
|
||||
/mob/aiEye/pointed(atom/A as mob|obj|turf in view())
|
||||
/mob/aiEye/pointed()
|
||||
set popup_menu = 0
|
||||
set src = usr.contents
|
||||
return 0
|
||||
|
||||
@@ -36,9 +36,7 @@ var/global/list/empty_playable_ai_cores = list()
|
||||
if(mind.objectives.len)
|
||||
del(mind.objectives)
|
||||
mind.special_role = null
|
||||
else
|
||||
if(ticker.mode.name == "AutoTraitor")
|
||||
var/datum/game_mode/traitor/autotraitor/current_mode = ticker.mode
|
||||
current_mode.possible_traitors.Remove(src)
|
||||
|
||||
clear_antag_roles(mind)
|
||||
|
||||
del(src)
|
||||
@@ -15,7 +15,7 @@
|
||||
src.laws_sanity_check()
|
||||
src.laws.show_laws(who)
|
||||
|
||||
/mob/living/silicon/ai/proc/add_ion_law(var/law)
|
||||
/mob/living/silicon/ai/add_ion_law(var/law)
|
||||
src.laws_sanity_check()
|
||||
src.laws.add_ion_law(law)
|
||||
for(var/mob/living/silicon/robot/R in mob_list)
|
||||
@@ -25,4 +25,4 @@
|
||||
/mob/living/silicon/ai/proc/ai_checklaws()
|
||||
set category = "AI Commands"
|
||||
set name = "State Laws"
|
||||
checklaws()
|
||||
subsystem_law_manager()
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
var/list/ai_verbs_subsystems = list(
|
||||
/mob/living/silicon/ai/proc/subsystem_alarm_monitor,
|
||||
/mob/living/silicon/ai/proc/subsystem_crew_monitor,
|
||||
/mob/living/silicon/ai/proc/subsystem_power_monitor,
|
||||
/mob/living/silicon/ai/proc/subsystem_rcon
|
||||
)
|
||||
|
||||
/mob/living/silicon/ai
|
||||
var/
|
||||
var/list/ai_verbs_subsystems = list(
|
||||
/mob/living/silicon/ai/proc/subsystem_crew_monitor,
|
||||
/mob/living/silicon/ai/proc/subsystem_power_monitor,
|
||||
/mob/living/silicon/ai/proc/subsystem_rcon
|
||||
)
|
||||
|
||||
var/obj/nano_module/crew_monitor/crew_monitor
|
||||
var/obj/nano_module/rcon/rcon
|
||||
var/obj/nano_module/power_monitor/power_monitor
|
||||
@@ -19,26 +17,20 @@ var/list/ai_verbs_subsystems = list(
|
||||
rcon = new(src)
|
||||
power_monitor = new(src)
|
||||
|
||||
/mob/living/silicon/ai/proc/subsystem_alarm_monitor()
|
||||
set name = "Alarm Monitor"
|
||||
set category = "AI Subystems"
|
||||
|
||||
alarm_monitor.ui_interact(usr)
|
||||
|
||||
/mob/living/silicon/ai/proc/subsystem_crew_monitor()
|
||||
set category = "AI Subystems"
|
||||
set category = "Subystems"
|
||||
set name = "Crew Monitor"
|
||||
|
||||
crew_monitor.ui_interact(usr)
|
||||
|
||||
/mob/living/silicon/ai/proc/subsystem_power_monitor()
|
||||
set category = "AI Subystems"
|
||||
set category = "Subystems"
|
||||
set name = "Power Monitor"
|
||||
|
||||
power_monitor.ui_interact(usr)
|
||||
|
||||
/mob/living/silicon/ai/proc/subsystem_rcon()
|
||||
set category = "AI Subystems"
|
||||
set category = "Subystems"
|
||||
set name = "RCON"
|
||||
|
||||
rcon.ui_interact(usr)
|
||||
|
||||
@@ -1,22 +1,30 @@
|
||||
/mob/living/silicon
|
||||
var/datum/ai_laws/laws = null
|
||||
var/list/additional_law_channels = list("State")
|
||||
|
||||
/mob/living/silicon/proc/laws_sanity_check()
|
||||
if (!src.laws)
|
||||
laws = new base_law_type
|
||||
|
||||
/mob/living/silicon/proc/has_zeroth_law()
|
||||
return laws.zeroth
|
||||
return laws.zeroth_law != null
|
||||
|
||||
/mob/living/silicon/proc/set_zeroth_law(var/law, var/law_borg)
|
||||
laws_sanity_check()
|
||||
laws.set_zeroth_law(law, law_borg)
|
||||
|
||||
|
||||
/mob/living/silicon/robot/set_zeroth_law(var/law, var/law_borg)
|
||||
..()
|
||||
if(tracking_entities)
|
||||
src << "<span class='warning'>Internal camera is currently being accessed.</span>"
|
||||
|
||||
/mob/living/silicon/proc/add_inherent_law(var/law)
|
||||
/mob/living/silicon/proc/add_ion_law(var/law)
|
||||
laws_sanity_check()
|
||||
laws.add_inherent_law(law)
|
||||
laws.add_ion_law(law)
|
||||
|
||||
/mob/living/silicon/proc/add_inherent_law(var/law, var/state_law = 1)
|
||||
laws_sanity_check()
|
||||
laws.add_inherent_law(law, state_law)
|
||||
|
||||
/mob/living/silicon/proc/clear_inherent_laws()
|
||||
laws_sanity_check()
|
||||
@@ -26,15 +34,15 @@
|
||||
laws_sanity_check()
|
||||
laws.clear_ion_laws()
|
||||
|
||||
/mob/living/silicon/proc/add_supplied_law(var/number, var/law)
|
||||
/mob/living/silicon/proc/add_supplied_law(var/number, var/law, var/state_law = 1)
|
||||
laws_sanity_check()
|
||||
laws.add_supplied_law(number, law)
|
||||
laws.add_supplied_law(number, law, state_law)
|
||||
|
||||
/mob/living/silicon/proc/clear_supplied_laws()
|
||||
laws_sanity_check()
|
||||
laws.clear_supplied_laws()
|
||||
|
||||
/mob/living/silicon/proc/statelaws() // -- TLE
|
||||
/mob/living/silicon/proc/statelaws(var/datum/ai_laws/laws, var/use_statement_order = 1) // -- TLE
|
||||
var/prefix = ""
|
||||
switch(lawchannel)
|
||||
if(MAIN_CHANNEL) prefix = ";"
|
||||
@@ -42,9 +50,9 @@
|
||||
else
|
||||
prefix = get_radio_key_from_channel(lawchannel == "Holopad" ? "department" : lawchannel) + " "
|
||||
|
||||
dostatelaws(lawchannel, prefix)
|
||||
dostatelaws(lawchannel, prefix, laws, use_statement_order)
|
||||
|
||||
/mob/living/silicon/proc/dostatelaws(var/method, var/prefix)
|
||||
/mob/living/silicon/proc/dostatelaws(var/method, var/prefix, var/datum/ai_laws/laws, var/use_statement_order)
|
||||
if(stating_laws[prefix])
|
||||
src << "<span class='notice'>[method]: Already stating laws using this communication method.</span>"
|
||||
return
|
||||
@@ -53,34 +61,8 @@
|
||||
|
||||
var/can_state = statelaw("[prefix]Current Active Laws:")
|
||||
|
||||
//src.laws_sanity_check()
|
||||
//src.laws.show_laws(world)
|
||||
if (can_state && src.laws.zeroth)
|
||||
if (src.lawcheck[1] == "Yes") //This line and the similar lines below make sure you don't state a law unless you want to. --NeoFite
|
||||
can_state = statelaw("[prefix]0. [src.laws.zeroth]")
|
||||
|
||||
for (var/index = 1, can_state && index <= src.laws.ion.len, index++)
|
||||
var/law = src.laws.ion[index]
|
||||
var/num = ionnum()
|
||||
if (length(law) > 0)
|
||||
if (src.ioncheck[index] == "Yes")
|
||||
can_state = statelaw("[prefix][num]. [law]")
|
||||
|
||||
var/number = 1
|
||||
for (var/index = 1, can_state && index <= src.laws.inherent.len, index++)
|
||||
var/law = src.laws.inherent[index]
|
||||
if (length(law) > 0)
|
||||
if (src.lawcheck[index+1] == "Yes")
|
||||
can_state = statelaw("[prefix][number]. [law]")
|
||||
number++
|
||||
|
||||
for (var/index = 1, can_state && index <= src.laws.supplied.len, index++)
|
||||
var/law = src.laws.supplied[index]
|
||||
if (length(law) > 0)
|
||||
if(src.lawcheck.len >= number+1)
|
||||
if (src.lawcheck[number+1] == "Yes")
|
||||
can_state = statelaw("[prefix][number]. [law]")
|
||||
number++
|
||||
for(var/datum/ai_law/law in laws.laws_to_state())
|
||||
can_state = statelaw("[prefix][law.get_index(use_statement_order)]. [law.law]")
|
||||
|
||||
if(!can_state)
|
||||
src << "<span class='danger'>[method]: Unable to state laws. Communication method unavailable.</span>"
|
||||
@@ -93,43 +75,9 @@
|
||||
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/proc/checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
|
||||
var/list = "<b>Which laws do you want to include when stating them for the crew?</b><br><br>"
|
||||
|
||||
|
||||
if (src.laws.zeroth)
|
||||
if (!src.lawcheck[1])
|
||||
src.lawcheck[1] = "No" //Given Law 0's usual nature, it defaults to NOT getting reported. --NeoFite
|
||||
list += {"<A href='byond://?src=\ref[src];lawc=0'>[src.lawcheck[1]] 0:</A> [src.laws.zeroth]<BR>"}
|
||||
|
||||
for (var/index = 1, index <= src.laws.ion.len, index++)
|
||||
var/law = src.laws.ion[index]
|
||||
if (length(law) > 0)
|
||||
if (!src.ioncheck[index])
|
||||
src.ioncheck[index] = "Yes"
|
||||
list += {"<A href='byond://?src=\ref[src];lawi=[index]'>[src.ioncheck[index]] [ionnum()]:</A> [law]<BR>"}
|
||||
src.ioncheck.len += 1
|
||||
|
||||
var/number = 1
|
||||
for (var/index = 1, index <= src.laws.inherent.len, index++)
|
||||
var/law = src.laws.inherent[index]
|
||||
if (length(law) > 0)
|
||||
src.lawcheck.len += 1
|
||||
if (!src.lawcheck[number+1])
|
||||
src.lawcheck[number+1] = "Yes"
|
||||
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
|
||||
number++
|
||||
|
||||
for (var/index = 1, index <= src.laws.supplied.len, index++)
|
||||
var/law = src.laws.supplied[index]
|
||||
if (length(law) > 0)
|
||||
src.lawcheck.len += 1
|
||||
if (!src.lawcheck[number+1])
|
||||
src.lawcheck[number+1] = "Yes"
|
||||
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
|
||||
number++
|
||||
|
||||
list += {"<br><A href='byond://?src=\ref[src];lawr=1'>Channel: [src.lawchannel]</A><br>"}
|
||||
list += {"<A href='byond://?src=\ref[src];laws=1'>State Laws</A>"}
|
||||
|
||||
usr << browse(list, "window=laws")
|
||||
/mob/living/silicon/proc/law_channels()
|
||||
var/list/channels = new()
|
||||
channels += MAIN_CHANNEL
|
||||
channels += common_radio.channels
|
||||
channels += additional_law_channels
|
||||
return channels
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
/mob/living/silicon/Login()
|
||||
sleeping = 0
|
||||
if(mind && ticker && ticker.mode)
|
||||
ticker.mode.remove_cultist(mind, 1)
|
||||
ticker.mode.remove_revolutionary(mind, 1)
|
||||
..()
|
||||
@@ -43,8 +43,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
|
||||
card.setPersonality(pai)
|
||||
card.looking_for_personality = 0
|
||||
|
||||
ticker.mode.update_cult_icons_removed(card.pai.mind)
|
||||
ticker.mode.update_rev_icons_removed(card.pai.mind)
|
||||
if(pai.mind) update_antag_icons(pai.mind)
|
||||
|
||||
pai_candidates -= candidate
|
||||
usr << browse(null, "window=findPai")
|
||||
|
||||
@@ -54,8 +54,6 @@
|
||||
|
||||
/mob/living/silicon/robot/drone/init()
|
||||
laws = new /datum/ai_laws/drone()
|
||||
connected_ai = null
|
||||
|
||||
aiCamera = new/obj/item/device/camera/siliconcam/drone_camera(src)
|
||||
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
|
||||
|
||||
@@ -287,7 +285,7 @@
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/drone/add_robot_verbs()
|
||||
src.verbs |= robot_verbs_subsystems
|
||||
src.verbs |= silicon_verbs_subsystems
|
||||
|
||||
/mob/living/silicon/robot/drone/remove_robot_verbs()
|
||||
src.verbs -= robot_verbs_subsystems
|
||||
src.verbs -= silicon_verbs_subsystems
|
||||
|
||||
@@ -39,4 +39,5 @@
|
||||
msg += "\nIt is [pose]"
|
||||
|
||||
user << msg
|
||||
user.showLaws(src)
|
||||
return
|
||||
|
||||
@@ -7,6 +7,17 @@
|
||||
|
||||
/*-------TODOOOOOOOOOO--------*/
|
||||
|
||||
//Verbs used by hotkeys.
|
||||
/mob/living/silicon/robot/verb/cmd_unequip_module()
|
||||
set name = "unequip-module"
|
||||
set hidden = 1
|
||||
uneq_active()
|
||||
|
||||
/mob/living/silicon/robot/verb/cmd_toggle_module(module as num)
|
||||
set name = "toggle-module"
|
||||
set hidden = 1
|
||||
toggle_module(module)
|
||||
|
||||
/mob/living/silicon/robot/proc/uneq_active()
|
||||
if(isnull(module_active))
|
||||
return
|
||||
|
||||
@@ -41,39 +41,11 @@
|
||||
/mob/living/silicon/robot/proc/lawsync()
|
||||
laws_sanity_check()
|
||||
var/datum/ai_laws/master = connected_ai ? connected_ai.laws : null
|
||||
var/temp
|
||||
if (master)
|
||||
laws.ion.len = master.ion.len
|
||||
for (var/index = 1, index <= master.ion.len, index++)
|
||||
temp = master.ion[index]
|
||||
if (length(temp) > 0)
|
||||
laws.ion[index] = temp
|
||||
|
||||
if (!is_special_character(src) || mind.original != src)
|
||||
if(master.zeroth_borg) //If the AI has a defined law zero specifically for its borgs, give it that one, otherwise give it the same one. --NEO
|
||||
temp = master.zeroth_borg
|
||||
else
|
||||
temp = master.zeroth
|
||||
laws.zeroth = temp
|
||||
|
||||
laws.inherent.len = master.inherent.len
|
||||
for (var/index = 1, index <= master.inherent.len, index++)
|
||||
temp = master.inherent[index]
|
||||
if (length(temp) > 0)
|
||||
laws.inherent[index] = temp
|
||||
|
||||
laws.supplied.len = master.supplied.len
|
||||
for (var/index = 1, index <= master.supplied.len, index++)
|
||||
temp = master.supplied[index]
|
||||
if (length(temp) > 0)
|
||||
laws.supplied[index] = temp
|
||||
master.sync(src)
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/proc/add_ion_law(var/law)
|
||||
laws_sanity_check()
|
||||
laws.add_ion_law(law)
|
||||
|
||||
/mob/living/silicon/robot/proc/robot_checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
|
||||
/mob/living/silicon/robot/proc/robot_checklaws()
|
||||
set category = "Robot Commands"
|
||||
set name = "State Laws"
|
||||
checklaws()
|
||||
subsystem_law_manager()
|
||||
|
||||
@@ -221,18 +221,15 @@
|
||||
src.healths.icon_state = "health7"
|
||||
|
||||
if (src.syndicate && src.client)
|
||||
if(ticker.mode.name == "traitor")
|
||||
for(var/datum/mind/tra in ticker.mode.traitors)
|
||||
if(tra.current)
|
||||
var/I = image('icons/mob/mob.dmi', loc = tra.current, icon_state = "traitor")
|
||||
src.client.images += I
|
||||
if(src.connected_ai)
|
||||
src.connected_ai.connected_robots -= src
|
||||
src.connected_ai = null
|
||||
for(var/datum/mind/tra in traitors.current_antagonists)
|
||||
if(tra.current)
|
||||
var/I = image('icons/mob/mob.dmi', loc = tra.current, icon_state = "traitor")
|
||||
src.client.images += I
|
||||
src.disconnect_from_ai()
|
||||
if(src.mind)
|
||||
if(!src.mind.special_role)
|
||||
src.mind.special_role = "traitor"
|
||||
ticker.mode.traitors += src.mind
|
||||
traitors.current_antagonists |= src.mind
|
||||
|
||||
if (src.cells)
|
||||
if (src.cell)
|
||||
@@ -264,8 +261,6 @@
|
||||
else
|
||||
src.bodytemp.icon_state = "temp-2"
|
||||
|
||||
|
||||
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
|
||||
//Oxygen and fire does nothing yet!!
|
||||
// if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
|
||||
// if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
|
||||
|
||||
@@ -2,5 +2,7 @@
|
||||
..()
|
||||
regenerate_icons()
|
||||
show_laws(0)
|
||||
if(mind) ticker.mode.remove_revolutionary(mind)
|
||||
|
||||
winset(src, null, "mainwindow.macro=borgmacro hotkey_toggle.is-checked=false input.focus=true input.background-color=#D3B5B5")
|
||||
|
||||
return
|
||||
@@ -1,8 +1,3 @@
|
||||
var/list/robot_verbs_default = list(
|
||||
/mob/living/silicon/robot/proc/sensor_mode,
|
||||
/mob/living/silicon/robot/proc/robot_checklaws
|
||||
)
|
||||
|
||||
#define CYBORG_POWER_USAGE_MULTIPLIER 2.5 // Multiplier for amount of power cyborgs use.
|
||||
|
||||
/mob/living/silicon/robot
|
||||
@@ -84,6 +79,11 @@ var/list/robot_verbs_default = list(
|
||||
var/tracking_entities = 0 //The number of known entities currently accessing the internal camera
|
||||
var/braintype = "Cyborg"
|
||||
|
||||
var/list/robot_verbs_default = list(
|
||||
/mob/living/silicon/robot/proc/sensor_mode,
|
||||
/mob/living/silicon/robot/proc/robot_checklaws
|
||||
)
|
||||
|
||||
/mob/living/silicon/robot/syndicate
|
||||
lawupdate = 0
|
||||
scrambledcodes = 1
|
||||
@@ -113,7 +113,7 @@ var/list/robot_verbs_default = list(
|
||||
robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
|
||||
ident = rand(1, 999)
|
||||
module_sprites["Basic"] = "robot"
|
||||
icontype = "Default"
|
||||
icontype = "Basic"
|
||||
updatename("Default")
|
||||
updateicon()
|
||||
|
||||
@@ -165,11 +165,10 @@ var/list/robot_verbs_default = list(
|
||||
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
|
||||
laws = new /datum/ai_laws/nanotrasen()
|
||||
additional_law_channels += "Binary"
|
||||
connected_ai = select_active_ai_with_fewest_borgs()
|
||||
if(connected_ai)
|
||||
connected_ai.connected_robots += src
|
||||
var/new_ai = select_active_ai_with_fewest_borgs()
|
||||
if(new_ai)
|
||||
lawupdate = 1
|
||||
sync()
|
||||
connect_to_ai(new_ai)
|
||||
else
|
||||
lawupdate = 0
|
||||
|
||||
@@ -366,7 +365,7 @@ var/list/robot_verbs_default = list(
|
||||
|
||||
choose_icon(6,module_sprites)
|
||||
radio.config(module.channels)
|
||||
notify_ai(2)
|
||||
notify_ai(ROBOT_NOTIFICATION_NEW_MODULE, module.name)
|
||||
|
||||
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
|
||||
if(prefix)
|
||||
@@ -386,7 +385,7 @@ var/list/robot_verbs_default = list(
|
||||
else
|
||||
changed_name = "[modtype] [braintype]-[num2text(ident)]"
|
||||
|
||||
notify_ai(3, real_name, changed_name)
|
||||
notify_ai(ROBOT_NOTIFICATION_NEW_NAME, real_name, changed_name)
|
||||
real_name = changed_name
|
||||
name = real_name
|
||||
|
||||
@@ -507,15 +506,13 @@ var/list/robot_verbs_default = list(
|
||||
// this function shows information about the malf_ai gameplay type in the status screen
|
||||
/mob/living/silicon/robot/show_malf_ai()
|
||||
..()
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if(connected_ai)
|
||||
if(connected_ai.mind == malfai)
|
||||
if(malf.apcs >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
|
||||
else if(ticker.mode:malf_mode_declared)
|
||||
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
|
||||
for (var/datum/mind/malfai in malf.current_antagonists)
|
||||
if(connected_ai)
|
||||
if(connected_ai.mind == malfai)
|
||||
if(malf.hacked_apcs >= 3)
|
||||
stat(null, "Time until station control secured: [max(malf.hack_time/(malf.hacked_apcs/3), 0)] seconds")
|
||||
else if(malf.revealed)
|
||||
stat(null, "Time left: [max(malf.hack_time/(malf.hacked_apcs.len/3), 0)]")
|
||||
return 0
|
||||
|
||||
|
||||
@@ -803,7 +800,7 @@ var/list/robot_verbs_default = list(
|
||||
if(prob(50))
|
||||
emagged = 1
|
||||
lawupdate = 0
|
||||
connected_ai = null
|
||||
disconnect_from_ai()
|
||||
user << "You emag [src]'s interface."
|
||||
message_admins("[key_name_admin(user)] emagged cyborg [key_name_admin(src)]. Laws overridden.")
|
||||
log_game("[key_name(user)] emagged cyborg [key_name(src)]. Laws overridden.")
|
||||
@@ -1064,28 +1061,6 @@ var/list/robot_verbs_default = list(
|
||||
src << "Module isn't activated"
|
||||
installed_modules()
|
||||
return 1
|
||||
|
||||
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
|
||||
var/L = text2num(href_list["lawc"])
|
||||
switch(lawcheck[L+1])
|
||||
if ("Yes") lawcheck[L+1] = "No"
|
||||
if ("No") lawcheck[L+1] = "Yes"
|
||||
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
|
||||
checklaws()
|
||||
return 1
|
||||
|
||||
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
|
||||
var/L = text2num(href_list["lawi"])
|
||||
switch(ioncheck[L])
|
||||
if ("Yes") ioncheck[L] = "No"
|
||||
if ("No") ioncheck[L] = "Yes"
|
||||
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
|
||||
checklaws()
|
||||
return 1
|
||||
|
||||
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
|
||||
statelaws()
|
||||
return 1
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/proc/radio_menu()
|
||||
@@ -1135,8 +1110,7 @@ var/list/robot_verbs_default = list(
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/proc/UnlinkSelf()
|
||||
if (src.connected_ai)
|
||||
src.connected_ai = null
|
||||
disconnect_from_ai()
|
||||
lawupdate = 0
|
||||
lockcharge = 0
|
||||
canmove = 1
|
||||
@@ -1217,11 +1191,11 @@ var/list/robot_verbs_default = list(
|
||||
|
||||
/mob/living/silicon/robot/proc/add_robot_verbs()
|
||||
src.verbs |= robot_verbs_default
|
||||
src.verbs |= robot_verbs_subsystems
|
||||
src.verbs |= silicon_verbs_subsystems
|
||||
|
||||
/mob/living/silicon/robot/proc/remove_robot_verbs()
|
||||
src.verbs -= robot_verbs_default
|
||||
src.verbs -= robot_verbs_subsystems
|
||||
src.verbs -= silicon_verbs_subsystems
|
||||
|
||||
// Uses power from cyborg's cell. Returns 1 on success or 0 on failure.
|
||||
// Properly converts using CELLRATE now! Amount is in Joules.
|
||||
@@ -1246,14 +1220,29 @@ var/list/robot_verbs_default = list(
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/oldname, var/newname)
|
||||
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/first_arg, var/second_arg)
|
||||
if(!connected_ai)
|
||||
return
|
||||
switch(notifytype)
|
||||
if(1) //New Robot
|
||||
if(ROBOT_NOTIFICATION_NEW_UNIT) //New Robot
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - New [lowertext(braintype)] connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
|
||||
if(2) //New Module
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
|
||||
if(3) //New Name
|
||||
if(oldname != newname)
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
|
||||
if(ROBOT_NOTIFICATION_NEW_MODULE) //New Module
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [first_arg].</span><br>"
|
||||
if(ROBOT_NOTIFICATION_MODULE_RESET)
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module reset detected: [name] has unladed the [first_arg].</span><br>"
|
||||
if(ROBOT_NOTIFICATION_NEW_NAME) //New Name
|
||||
if(first_arg != second_arg)
|
||||
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [first_arg] is now designated as [second_arg].</span><br>"
|
||||
|
||||
/mob/living/silicon/robot/proc/disconnect_from_ai()
|
||||
if(connected_ai)
|
||||
connected_ai.connected_robots -= src
|
||||
connected_ai = null
|
||||
|
||||
/mob/living/silicon/robot/proc/connect_to_ai(var/mob/living/silicon/ai/AI)
|
||||
if(AI && AI != connected_ai)
|
||||
disconnect_from_ai()
|
||||
connected_ai = AI
|
||||
connected_ai.connected_robots |= src
|
||||
notify_ai(ROBOT_NOTIFICATION_NEW_UNIT)
|
||||
sync()
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
var/list/robot_verbs_subsystems = list(
|
||||
/mob/living/silicon/robot/proc/subsystem_alarm_monitor
|
||||
)
|
||||
|
||||
/mob/living/silicon/robot/proc/subsystem_alarm_monitor()
|
||||
set name = "Alarm Monitor"
|
||||
set category = "Robot Subystems"
|
||||
|
||||
alarm_monitor.ui_interact(usr)
|
||||
@@ -2,13 +2,9 @@
|
||||
gender = NEUTER
|
||||
voice_name = "synthesized voice"
|
||||
var/syndicate = 0
|
||||
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
|
||||
var/list/additional_law_channels = list("State")
|
||||
var/const/MAIN_CHANNEL = "Main Frequency"
|
||||
var/lawchannel = MAIN_CHANNEL // Default channel on which to state laws
|
||||
var/list/stating_laws = list()// Channels laws are currently being stated on
|
||||
var/lawcheck[1]
|
||||
var/ioncheck[1]
|
||||
var/obj/item/device/radio/common_radio
|
||||
|
||||
var/list/hud_list[10]
|
||||
@@ -22,9 +18,6 @@
|
||||
var/obj/item/device/camera/siliconcam/aiCamera = null //photography
|
||||
var/local_transmit //If set, can only speak to others of the same type within a short range.
|
||||
|
||||
// Subsystems
|
||||
var/obj/nano_module/alarm_monitor = null
|
||||
|
||||
var/sensor_mode = 0 //Determines the current HUD.
|
||||
|
||||
var/next_alarm_notice
|
||||
@@ -169,13 +162,12 @@
|
||||
|
||||
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
|
||||
/mob/living/silicon/Stat()
|
||||
..()
|
||||
statpanel("Status")
|
||||
if (src.client.statpanel == "Status")
|
||||
if(statpanel("Status"))
|
||||
show_station_time()
|
||||
show_emergency_shuttle_eta()
|
||||
show_system_integrity()
|
||||
show_malf_ai()
|
||||
..()
|
||||
|
||||
// this function displays the stations manifest in a separate window
|
||||
/mob/living/silicon/proc/show_station_manifest()
|
||||
@@ -255,27 +247,6 @@
|
||||
/mob/living/silicon/binarycheck()
|
||||
return 1
|
||||
|
||||
/mob/living/silicon/Topic(href, href_list)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (href_list["lawr"]) // Selects on which channel to state laws
|
||||
var/list/channels = list(MAIN_CHANNEL)
|
||||
if(common_radio)
|
||||
for (var/ch_name in common_radio.channels)
|
||||
channels += ch_name
|
||||
|
||||
channels += additional_law_channels
|
||||
channels += "Cancel"
|
||||
|
||||
var/setchannel = input(usr, "Specify channel.", "Channel selection") in channels
|
||||
if(setchannel != "Cancel")
|
||||
lawchannel = setchannel
|
||||
checklaws()
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/ex_act(severity)
|
||||
if(!blinded)
|
||||
flick("flash", flash)
|
||||
@@ -299,6 +270,8 @@
|
||||
|
||||
/mob/living/silicon/proc/init_subsystems()
|
||||
alarm_monitor = new/obj/nano_module/alarm_monitor/borg(src)
|
||||
law_manager = new/obj/nano_module/law_manager(src)
|
||||
|
||||
for(var/datum/alarm_handler/AH in alarm_manager.all_handlers)
|
||||
AH.register(src, /mob/living/silicon/proc/receive_alarm)
|
||||
queued_alarms[AH] = list() // Makes sure alarms remain listed in consistent order
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
/mob/living/silicon
|
||||
var/list/silicon_verbs_subsystems = list(
|
||||
/mob/living/silicon/proc/subsystem_alarm_monitor,
|
||||
/mob/living/silicon/proc/subsystem_law_manager
|
||||
)
|
||||
|
||||
// Subsystems
|
||||
var/obj/nano_module/alarm_monitor = null
|
||||
var/obj/nano_module/law_manager = null
|
||||
|
||||
/mob/living/silicon/robot/syndicate
|
||||
silicon_verbs_subsystems = list(
|
||||
/mob/living/silicon/proc/subsystem_law_manager
|
||||
)
|
||||
|
||||
/mob/living/silicon/proc/subsystem_alarm_monitor()
|
||||
set name = "Alarm Monitor"
|
||||
set category = "Subystems"
|
||||
|
||||
alarm_monitor.ui_interact(usr)
|
||||
|
||||
/mob/living/silicon/proc/subsystem_law_manager()
|
||||
set name = "Law Manager"
|
||||
set category = "Subystems"
|
||||
|
||||
law_manager.ui_interact(usr)
|
||||
@@ -1,5 +1,3 @@
|
||||
/datum/game_mode/var/list/borers = list()
|
||||
|
||||
/mob/living/simple_animal/borer
|
||||
name = "cortical borer"
|
||||
real_name = "cortical borer"
|
||||
@@ -155,7 +153,7 @@
|
||||
//If they're not a proper traitor, reset their antag status.
|
||||
if(host.mind.special_role == "Borer Thrall")
|
||||
host << "<span class ='danger'>You are no longer an antagonist.</span>"
|
||||
ticker.mode.borers -= host.mind
|
||||
borers.hosts -= host.mind
|
||||
host.mind.special_role = null
|
||||
|
||||
src.loc = get_turf(host)
|
||||
|
||||
@@ -106,7 +106,7 @@
|
||||
//Update their traitor status.
|
||||
if(host.mind)
|
||||
if(!host.mind.special_role)
|
||||
ticker.mode.borers |= host.mind
|
||||
borers.hosts |= host.mind
|
||||
host.mind.special_role = "Borer Thrall"
|
||||
host << "<span class='danger'>A creeping lassitude surrounds you. Your mind is being invaded by an alien intelligence and that's just fine.</span>"
|
||||
host << "<span class = 'danger'>You are now a thrall to a cortical borer. Please listen to what they have to say; they're in your head.</span>"
|
||||
|
||||
+309
-312
@@ -1,312 +1,309 @@
|
||||
|
||||
/mob/living/simple_animal/construct
|
||||
name = "Construct"
|
||||
real_name = "Construct"
|
||||
desc = ""
|
||||
speak_emote = list("hisses")
|
||||
emote_hear = list("wails","screeches")
|
||||
response_help = "thinks better of touching"
|
||||
response_disarm = "flails at"
|
||||
response_harm = "punches"
|
||||
icon_dead = "shade_dead"
|
||||
speed = -1
|
||||
a_intent = "harm"
|
||||
stop_automated_movement = 1
|
||||
status_flags = CANPUSH
|
||||
universal_speak = 1
|
||||
attack_sound = 'sound/weapons/punch1.ogg'
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
faction = "cult"
|
||||
var/list/construct_spells = list()
|
||||
|
||||
/mob/living/simple_animal/construct/New()
|
||||
..()
|
||||
name = text("[initial(name)] ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
for(var/spell in construct_spells)
|
||||
spell_list += new spell(src)
|
||||
|
||||
/mob/living/simple_animal/construct/death()
|
||||
new /obj/item/weapon/ectoplasm (src.loc)
|
||||
..(null,"collapses in a shattered heap.")
|
||||
ghostize()
|
||||
del src
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/attack_generic(var/mob/user)
|
||||
if(istype(user, /mob/living/simple_animal/construct/builder))
|
||||
if(health < maxHealth)
|
||||
adjustBruteLoss(-5)
|
||||
user.visible_message("<b>\The [user]</b> mends some of \the [src]'s wounds.")
|
||||
else
|
||||
user << "<span class='notice'>\The [src] is undamaged.</span>"
|
||||
return
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/construct/examine(mob/user)
|
||||
..(user)
|
||||
var/msg = ""
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
user << msg
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/construct/Bump(atom/movable/AM as mob|obj, yes)
|
||||
if ((!( yes ) || now_pushing))
|
||||
return
|
||||
now_pushing = 1
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
if(!(tmob.status_flags & CANPUSH))
|
||||
now_pushing = 0
|
||||
return
|
||||
|
||||
tmob.LAssailant = src
|
||||
now_pushing = 0
|
||||
..()
|
||||
if (!istype(AM, /atom/movable))
|
||||
return
|
||||
if (!( now_pushing ))
|
||||
now_pushing = 1
|
||||
if (!( AM.anchored ))
|
||||
var/t = get_dir(src, AM)
|
||||
if (istype(AM, /obj/structure/window))
|
||||
var/obj/structure/window/W = AM
|
||||
if(W.is_full_window())
|
||||
for(var/obj/structure/window/win in get_step(AM,t))
|
||||
now_pushing = 0
|
||||
return
|
||||
step(AM, t)
|
||||
now_pushing = null
|
||||
|
||||
/mob/living/simple_animal/construct/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
|
||||
/////////////////Juggernaut///////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/armoured
|
||||
name = "Juggernaut"
|
||||
real_name = "Juggernaut"
|
||||
desc = "A possessed suit of armour driven by the will of the restless dead"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 250
|
||||
health = 250
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 30
|
||||
melee_damage_upper = 30
|
||||
attacktext = "smashed their armoured gauntlet into"
|
||||
mob_size = 20
|
||||
speed = 3
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch3.ogg'
|
||||
status_flags = 0
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
if(O.force >= 11)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [O] bounces harmlessly off of [src]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/Life()
|
||||
weakened = 0
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
adjustBruteLoss(P.damage * 0.5)
|
||||
visible_message("<span class='danger'>\The [P] was reflected by \the [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>\The [P] was reflected by \the [src]'s shell!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, src)
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
return (..(P))
|
||||
|
||||
|
||||
|
||||
////////////////////////Wraith/////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/wraith
|
||||
name = "Wraith"
|
||||
real_name = "Wraith"
|
||||
desc = "A wicked bladed shell contraption piloted by a bound spirit"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "floating"
|
||||
icon_living = "floating"
|
||||
maxHealth = 75
|
||||
health = 75
|
||||
melee_damage_lower = 25
|
||||
melee_damage_upper = 25
|
||||
attacktext = "slashed"
|
||||
speed = -1
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
|
||||
|
||||
|
||||
|
||||
/////////////////////////////Artificer/////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/builder
|
||||
name = "Artificer"
|
||||
real_name = "Artificer"
|
||||
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "artificer"
|
||||
icon_living = "artificer"
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
response_harm = "viciously beats"
|
||||
harm_intent_damage = 5
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 5
|
||||
attacktext = "rammed"
|
||||
speed = 0
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch2.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,)
|
||||
|
||||
|
||||
/////////////////////////////Behemoth/////////////////////////
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/behemoth
|
||||
name = "Behemoth"
|
||||
real_name = "Behemoth"
|
||||
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 750
|
||||
health = 750
|
||||
speak_emote = list("rumbles")
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 50
|
||||
melee_damage_upper = 50
|
||||
attacktext = "brutally crushed"
|
||||
speed = 5
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch4.ogg'
|
||||
mob_size = 20
|
||||
var/energy = 0
|
||||
var/max_energy = 1000
|
||||
|
||||
/mob/living/simple_animal/construct/behemoth/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
if(O.force >= 11)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [O] bounces harmlessly off of [src]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
|
||||
////////////////Powers//////////////////
|
||||
|
||||
|
||||
/*
|
||||
/client/proc/summon_cultist()
|
||||
set category = "Behemoth"
|
||||
set name = "Summon Cultist (300)"
|
||||
set desc = "Teleport a cultist to your location"
|
||||
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
|
||||
|
||||
if(usr.energy<300)
|
||||
usr << "\red You do not have enough power stored!"
|
||||
return
|
||||
|
||||
if(usr.stat)
|
||||
return
|
||||
|
||||
usr.energy -= 300
|
||||
var/list/mob/living/cultists = new
|
||||
for(var/datum/mind/H in ticker.mode.cult)
|
||||
if (istype(H.current,/mob/living))
|
||||
cultists+=H.current
|
||||
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
|
||||
if(!cultist)
|
||||
return
|
||||
if (cultist == usr) //just to be sure.
|
||||
return
|
||||
cultist.loc = usr.loc
|
||||
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
|
||||
|
||||
/mob/living/simple_animal/construct
|
||||
name = "Construct"
|
||||
real_name = "Construct"
|
||||
desc = ""
|
||||
speak_emote = list("hisses")
|
||||
emote_hear = list("wails","screeches")
|
||||
response_help = "thinks better of touching"
|
||||
response_disarm = "flails at"
|
||||
response_harm = "punches"
|
||||
icon_dead = "shade_dead"
|
||||
speed = -1
|
||||
a_intent = "harm"
|
||||
stop_automated_movement = 1
|
||||
status_flags = CANPUSH
|
||||
universal_speak = 1
|
||||
attack_sound = 'sound/weapons/punch1.ogg'
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
faction = "cult"
|
||||
var/list/construct_spells = list()
|
||||
|
||||
/mob/living/simple_animal/construct/New()
|
||||
..()
|
||||
name = text("[initial(name)] ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
for(var/spell in construct_spells)
|
||||
spell_list += new spell(src)
|
||||
|
||||
/mob/living/simple_animal/construct/death()
|
||||
new /obj/item/weapon/ectoplasm (src.loc)
|
||||
..(null,"collapses in a shattered heap.")
|
||||
ghostize()
|
||||
del src
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/attack_generic(var/mob/user)
|
||||
if(istype(user, /mob/living/simple_animal/construct/builder))
|
||||
if(health < maxHealth)
|
||||
adjustBruteLoss(-5)
|
||||
user.visible_message("<b>\The [user]</b> mends some of \the [src]'s wounds.")
|
||||
else
|
||||
user << "<span class='notice'>\The [src] is undamaged.</span>"
|
||||
return
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/construct/examine(mob/user)
|
||||
..(user)
|
||||
var/msg = ""
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
user << msg
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/construct/Bump(atom/movable/AM as mob|obj, yes)
|
||||
if ((!( yes ) || now_pushing))
|
||||
return
|
||||
now_pushing = 1
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
if(!(tmob.status_flags & CANPUSH))
|
||||
now_pushing = 0
|
||||
return
|
||||
|
||||
tmob.LAssailant = src
|
||||
now_pushing = 0
|
||||
..()
|
||||
if (!istype(AM, /atom/movable))
|
||||
return
|
||||
if (!( now_pushing ))
|
||||
now_pushing = 1
|
||||
if (!( AM.anchored ))
|
||||
var/t = get_dir(src, AM)
|
||||
if (istype(AM, /obj/structure/window))
|
||||
var/obj/structure/window/W = AM
|
||||
if(W.is_full_window())
|
||||
for(var/obj/structure/window/win in get_step(AM,t))
|
||||
now_pushing = 0
|
||||
return
|
||||
step(AM, t)
|
||||
now_pushing = null
|
||||
|
||||
/mob/living/simple_animal/construct/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
|
||||
/////////////////Juggernaut///////////////
|
||||
/mob/living/simple_animal/construct/armoured
|
||||
name = "Juggernaut"
|
||||
real_name = "Juggernaut"
|
||||
desc = "A possessed suit of armour driven by the will of the restless dead"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 250
|
||||
health = 250
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 30
|
||||
melee_damage_upper = 30
|
||||
attacktext = "smashed their armoured gauntlet into"
|
||||
mob_size = 20
|
||||
speed = 3
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch3.ogg'
|
||||
status_flags = 0
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
if(O.force >= 11)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [O] bounces harmlessly off of [src]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/Life()
|
||||
weakened = 0
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
adjustBruteLoss(P.damage * 0.5)
|
||||
visible_message("<span class='danger'>\The [P] was reflected by \the [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>\The [P] was reflected by \the [src]'s shell!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, src)
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
return (..(P))
|
||||
|
||||
|
||||
|
||||
////////////////////////Wraith/////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/wraith
|
||||
name = "Wraith"
|
||||
real_name = "Wraith"
|
||||
desc = "A wicked bladed shell contraption piloted by a bound spirit"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "floating"
|
||||
icon_living = "floating"
|
||||
maxHealth = 75
|
||||
health = 75
|
||||
melee_damage_lower = 25
|
||||
melee_damage_upper = 25
|
||||
attacktext = "slashed"
|
||||
speed = -1
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
|
||||
|
||||
|
||||
|
||||
/////////////////////////////Artificer/////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/builder
|
||||
name = "Artificer"
|
||||
real_name = "Artificer"
|
||||
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "artificer"
|
||||
icon_living = "artificer"
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
response_harm = "viciously beats"
|
||||
harm_intent_damage = 5
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 5
|
||||
attacktext = "rammed"
|
||||
speed = 0
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch2.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,)
|
||||
|
||||
|
||||
/////////////////////////////Behemoth/////////////////////////
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/behemoth
|
||||
name = "Behemoth"
|
||||
real_name = "Behemoth"
|
||||
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 750
|
||||
health = 750
|
||||
speak_emote = list("rumbles")
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 50
|
||||
melee_damage_upper = 50
|
||||
attacktext = "brutally crushed"
|
||||
speed = 5
|
||||
wall_smash = 1
|
||||
attack_sound = 'sound/weapons/punch4.ogg'
|
||||
mob_size = 20
|
||||
var/energy = 0
|
||||
var/max_energy = 1000
|
||||
|
||||
/mob/living/simple_animal/construct/behemoth/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(O.force)
|
||||
if(O.force >= 11)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with [O] by [user]. ")
|
||||
else
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [O] bounces harmlessly off of [src]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with [O]. ")
|
||||
|
||||
|
||||
|
||||
////////////////Powers//////////////////
|
||||
|
||||
|
||||
/*
|
||||
/client/proc/summon_cultist()
|
||||
set category = "Behemoth"
|
||||
set name = "Summon Cultist (300)"
|
||||
set desc = "Teleport a cultist to your location"
|
||||
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
|
||||
|
||||
if(usr.energy<300)
|
||||
usr << "\red You do not have enough power stored!"
|
||||
return
|
||||
|
||||
if(usr.stat)
|
||||
return
|
||||
|
||||
usr.energy -= 300
|
||||
var/list/mob/living/cultists = new
|
||||
for(var/datum/mind/H in ticker.mode.cult)
|
||||
if (istype(H.current,/mob/living))
|
||||
cultists+=H.current
|
||||
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
|
||||
if(!cultist)
|
||||
return
|
||||
if (cultist == usr) //just to be sure.
|
||||
return
|
||||
cultist.loc = usr.loc
|
||||
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
|
||||
@@ -0,0 +1,207 @@
|
||||
/obj/item/device/soulstone
|
||||
name = "Soul Stone Shard"
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "soulstone"
|
||||
item_state = "electronic"
|
||||
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefacts power."
|
||||
w_class = 1.0
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = "bluespace=4;materials=4"
|
||||
var/imprinted = "empty"
|
||||
|
||||
|
||||
//////////////////////////////Capturing////////////////////////////////////////////////////////
|
||||
|
||||
attack(mob/living/carbon/human/M as mob, mob/user as mob)
|
||||
if(!istype(M, /mob/living/carbon/human))//If target is not a human.
|
||||
return ..()
|
||||
if(istype(M, /mob/living/carbon/human/dummy))
|
||||
return..()
|
||||
|
||||
if(M.has_brain_worms()) //Borer stuff - RR
|
||||
user << "<span class='warning'>This being is corrupted by an alien intelligence and cannot be soul trapped.</span>"
|
||||
return..()
|
||||
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their soul captured with [src.name] by [user.name] ([user.ckey])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
|
||||
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to capture the soul of [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
transfer_soul("VICTIM", M, user)
|
||||
return
|
||||
|
||||
/*attack(mob/living/simple_animal/shade/M as mob, mob/user as mob)//APPARENTLY THEY NEED THEIR OWN SPECIAL SNOWFLAKE CODE IN THE LIVING ANIMAL DEFINES
|
||||
if(!istype(M, /mob/living/simple_animal/shade))//If target is not a shade
|
||||
return ..()
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
|
||||
|
||||
transfer_soul("SHADE", M, user)
|
||||
return*/
|
||||
///////////////////Options for using captured souls///////////////////////////////////////
|
||||
|
||||
attack_self(mob/user)
|
||||
if (!in_range(src, user))
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = "<TT><B>Soul Stone</B><BR>"
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
dat += "Captured Soul: [A.name]<br>"
|
||||
dat += {"<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Close'> Close</a>"}
|
||||
user << browse(dat, "window=aicard")
|
||||
onclose(user, "aicard")
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
var/mob/U = usr
|
||||
if (!in_range(src, U)||U.machine!=src)
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
add_fingerprint(U)
|
||||
U.set_machine(src)
|
||||
|
||||
switch(href_list["choice"])//Now we switch based on choice.
|
||||
if ("Close")
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
if ("Summon")
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
A.status_flags &= ~GODMODE
|
||||
A.canmove = 1
|
||||
A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
|
||||
A.loc = U.loc
|
||||
A.cancel_camera()
|
||||
src.icon_state = "soulstone"
|
||||
attack_self(U)
|
||||
|
||||
///////////////////////////Transferring to constructs/////////////////////////////////////////////////////
|
||||
/obj/structure/constructshell
|
||||
name = "empty shell"
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "construct"
|
||||
desc = "A wicked machine used by those skilled in magical arts. It is inactive"
|
||||
|
||||
/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob)
|
||||
if(istype(O, /obj/item/device/soulstone))
|
||||
O.transfer_soul("CONSTRUCT",src,user)
|
||||
|
||||
|
||||
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
|
||||
|
||||
|
||||
/obj/item/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob).
|
||||
switch(choice)
|
||||
if("VICTIM")
|
||||
var/mob/living/carbon/human/T = target
|
||||
var/obj/item/device/soulstone/C = src
|
||||
if(C.imprinted != "empty")
|
||||
U << "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
|
||||
else
|
||||
if ((T.health + T.halloss) > config.health_threshold_crit)
|
||||
U << "\red <b>Capture failed!</b>: \black Kill or maim the victim first!"
|
||||
else
|
||||
if(T.client == null)
|
||||
U << "\red <b>Capture failed!</b>: \black The soul has already fled it's mortal frame."
|
||||
else
|
||||
if(C.contents.len)
|
||||
U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
|
||||
else
|
||||
for(var/obj/item/W in T)
|
||||
T.drop_from_inventory(W)
|
||||
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
|
||||
T.invisibility = 101
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
|
||||
animation.icon_state = "blank"
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.master = T
|
||||
flick("dust-h", animation)
|
||||
del(animation)
|
||||
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
|
||||
S.loc = C //put shade in stone
|
||||
S.status_flags |= GODMODE //So they won't die inside the stone somehow
|
||||
S.canmove = 0//Can't move out of the soul stone
|
||||
S.name = "Shade of [T.real_name]"
|
||||
S.real_name = "Shade of [T.real_name]"
|
||||
S.icon = T.icon
|
||||
S.icon_state = T.icon_state
|
||||
S.overlays = T.overlays
|
||||
S.color = rgb(254,0,0)
|
||||
S.alpha = 127
|
||||
if (T.client)
|
||||
T.client.mob = S
|
||||
S.cancel_camera()
|
||||
C.icon_state = "soulstone2"
|
||||
C.name = "Soul Stone: [S.real_name]"
|
||||
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
|
||||
U << "\blue <b>Capture successful!</b>: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
|
||||
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
|
||||
C.imprinted = "[S.name]"
|
||||
del T
|
||||
if("SHADE")
|
||||
var/mob/living/simple_animal/shade/T = target
|
||||
var/obj/item/device/soulstone/C = src
|
||||
if (T.stat == DEAD)
|
||||
U << "\red <b>Capture failed!</b>: \black The shade has already been banished!"
|
||||
else
|
||||
if(C.contents.len)
|
||||
U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
|
||||
else
|
||||
if(T.name != C.imprinted)
|
||||
U << "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
|
||||
else
|
||||
T.loc = C //put shade in stone
|
||||
T.status_flags |= GODMODE
|
||||
T.canmove = 0
|
||||
T.health = T.maxHealth
|
||||
C.icon_state = "soulstone2"
|
||||
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
|
||||
U << "\blue <b>Capture successful!</b>: \black [T.name]'s has been recaptured and stored within the soul stone."
|
||||
if("CONSTRUCT")
|
||||
var/obj/structure/constructshell/T = target
|
||||
var/obj/item/device/soulstone/C = src
|
||||
var/mob/living/simple_animal/shade/A = locate() in C
|
||||
if(A)
|
||||
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
|
||||
switch(construct_class)
|
||||
if("Juggernaut")
|
||||
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
del(T)
|
||||
Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
|
||||
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
|
||||
Z.cancel_camera()
|
||||
del(C)
|
||||
|
||||
if("Wraith")
|
||||
var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
del(T)
|
||||
Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
|
||||
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
|
||||
Z.cancel_camera()
|
||||
del(C)
|
||||
|
||||
if("Artificer")
|
||||
var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
del(T)
|
||||
Z << "<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>"
|
||||
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
|
||||
Z.cancel_camera()
|
||||
del(C)
|
||||
else
|
||||
U << "\red <b>Creation failed!</b>: \black The soul stone is empty! Go kill someone!"
|
||||
return
|
||||
@@ -16,7 +16,7 @@
|
||||
speak_chance = 5
|
||||
turns_per_move = 5
|
||||
see_in_dark = 10
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/bearmeat
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/xenomeat
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "pokes"
|
||||
|
||||
@@ -239,7 +239,7 @@
|
||||
if (!(status_flags & CANPUSH))
|
||||
return
|
||||
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
|
||||
|
||||
M.put_in_active_hand(G)
|
||||
|
||||
@@ -308,9 +308,8 @@
|
||||
|
||||
/mob/living/simple_animal/death()
|
||||
icon_state = icon_dead
|
||||
stat = DEAD
|
||||
density = 0
|
||||
return ..()
|
||||
return ..(deathmessage = "no message")
|
||||
|
||||
/mob/living/simple_animal/ex_act(severity)
|
||||
if(!blinded)
|
||||
@@ -375,4 +374,4 @@
|
||||
|
||||
/mob/living/simple_animal/put_in_hands(var/obj/item/W) // No hands.
|
||||
W.loc = get_turf(src)
|
||||
return 1
|
||||
return 1
|
||||
|
||||
@@ -43,4 +43,7 @@
|
||||
client.perspective = EYE_PERSPECTIVE
|
||||
else
|
||||
client.eye = src
|
||||
client.perspective = MOB_PERSPECTIVE
|
||||
client.perspective = MOB_PERSPECTIVE
|
||||
|
||||
//set macro to normal incase it was overriden (like cyborg currently does)
|
||||
winset(src, null, "mainwindow.macro=macro hotkey_toggle.is-checked=false input.focus=true input.background-color=#D3B5B5")
|
||||
|
||||
+51
-16
@@ -228,7 +228,7 @@ var/list/slot_equipment_priority = list( \
|
||||
|
||||
if((is_blind(src) || usr.stat) && !isobserver(src))
|
||||
src << "<span class='notice'>Something is there but you can't see it.</span>"
|
||||
return
|
||||
return 1
|
||||
|
||||
face_atom(A)
|
||||
A.examine(src)
|
||||
@@ -398,7 +398,7 @@ var/list/slot_equipment_priority = list( \
|
||||
if ((stat != 2 || !( ticker )))
|
||||
usr << "<span class='notice'><B>You must be dead to use this!</B></span>"
|
||||
return
|
||||
if (ticker.mode.name == "meteor" || ticker.mode.name == "epidemic") //BS12 EDIT
|
||||
if (ticker.mode.deny_respawn) //BS12 EDIT
|
||||
usr << "<span class='notice'>Respawn is disabled for this roundtype.</span>"
|
||||
return
|
||||
else
|
||||
@@ -616,6 +616,8 @@ var/list/slot_equipment_priority = list( \
|
||||
if(pulling)
|
||||
pulling.pulledby = null
|
||||
pulling = null
|
||||
if(pullin)
|
||||
pullin.icon_state = "pull0"
|
||||
|
||||
/mob/proc/start_pulling(var/atom/movable/AM)
|
||||
if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
|
||||
@@ -642,6 +644,9 @@ var/list/slot_equipment_priority = list( \
|
||||
src.pulling = AM
|
||||
AM.pulledby = src
|
||||
|
||||
if(pullin)
|
||||
pullin.icon_state = "pull1"
|
||||
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/human/H = AM
|
||||
if(H.pull_damage())
|
||||
@@ -787,7 +792,8 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
//reset the pixel offsets to zero
|
||||
is_floating = 0
|
||||
|
||||
|
||||
/proc/getStatName(var/datum/controller/process/process)
|
||||
return uppertext(copytext(process.name, 1, 4))
|
||||
|
||||
/mob/Stat()
|
||||
..()
|
||||
@@ -797,20 +803,49 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
stat(null,"Location:\t([x], [y], [z])")
|
||||
stat(null,"CPU:\t[world.cpu]")
|
||||
stat(null,"Instances:\t[world.contents.len]")
|
||||
if(statpanel("Status") && master_controller)
|
||||
stat(null,"MasterController-[last_tick_duration] ([master_controller.processing?"On":"Off"]-[controller_iteration])")
|
||||
stat(null,"Air-[master_controller.air_cost]\tSun-[master_controller.sun_cost]")
|
||||
stat(null,"Mob-[master_controller.mobs_cost]\t#[mob_list.len]")
|
||||
stat(null,"Dis-[master_controller.diseases_cost]\t#[active_diseases.len]")
|
||||
stat(null,"Mch-[master_controller.machines_cost]\t#[machines.len]")
|
||||
stat(null,"Obj-[master_controller.objects_cost]\t#[processing_objects.len]")
|
||||
stat(null,"Net-[master_controller.networks_cost]\tPnet-[master_controller.powernets_cost]")
|
||||
stat(null,"NanoUI-[master_controller.nano_cost]\t#[nanomanager.processing_uis.len]")
|
||||
stat(null,"Event-[master_controller.events_cost]\t#[event_manager.active_events.len]")
|
||||
alarm_manager.stat_entry()
|
||||
stat(null,"Tick-[master_controller.ticker_cost]\tALL-[master_controller.total_cost]")
|
||||
if(statpanel("Status") && processScheduler.getIsRunning())
|
||||
var/datum/controller/process/process
|
||||
|
||||
process = processScheduler.getProcess("ticker")
|
||||
stat(null, "[getStatName(process)]\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("air")
|
||||
stat(null, "[getStatName(process)]\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("lighting")
|
||||
stat(null, "[getStatName(process)]\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("alarm")
|
||||
var/list/alarms = alarm_manager.active_alarms()
|
||||
stat(null, "[getStatName(process)]([alarms.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("mob")
|
||||
stat(null, "[getStatName(process)]([mob_list.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("machinery")
|
||||
stat(null, "[getStatName(process)]([machines.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("obj")
|
||||
stat(null, "[getStatName(process)]([processing_objects.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("pipenet")
|
||||
stat(null, "[getStatName(process)]([pipe_networks.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("powernet")
|
||||
stat(null, "[getStatName(process)]([powernets.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("nanoui")
|
||||
stat(null, "[getStatName(process)]([nanomanager.processing_uis.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("disease")
|
||||
stat(null, "[getStatName(process)]([active_diseases.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
process = processScheduler.getProcess("sun")
|
||||
stat(null, "[getStatName(process)]\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
|
||||
|
||||
else
|
||||
stat(null,"MasterController-ERROR")
|
||||
stat(null, "processScheduler is not running.")
|
||||
|
||||
|
||||
if(listed_turf && client)
|
||||
if(!TurfAdjacent(listed_turf))
|
||||
|
||||
@@ -75,16 +75,15 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/isAI(A)
|
||||
if(istype(A, /mob/living/silicon/ai))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/proc/isSilicon()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/isSilicon()
|
||||
return 1
|
||||
/proc/isAI(A)
|
||||
if(istype(A, /mob/living/silicon/ai))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/proc/isAI()
|
||||
return 0
|
||||
@@ -92,6 +91,12 @@
|
||||
/mob/living/silicon/ai/isAI()
|
||||
return 1
|
||||
|
||||
/mob/proc/isRobot()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/isRobot()
|
||||
return 1
|
||||
|
||||
/proc/ispAI(A)
|
||||
if(istype(A, /mob/living/silicon/pai))
|
||||
return 1
|
||||
@@ -157,6 +162,11 @@ proc/getsensorlevel(A)
|
||||
return U.sensor_mode
|
||||
return SUIT_SENSOR_OFF
|
||||
|
||||
|
||||
/proc/is_admin(var/mob/user)
|
||||
return check_rights(R_ADMIN, 0, user) != 0
|
||||
|
||||
|
||||
/proc/hsl2rgb(h, s, l)
|
||||
return //TODO: Implement
|
||||
|
||||
@@ -236,20 +246,26 @@ var/list/global/organ_rel_size = list(
|
||||
// Emulates targetting a specific body part, and miss chances
|
||||
// May return null if missed
|
||||
// miss_chance_mod may be negative.
|
||||
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0)
|
||||
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
|
||||
zone = check_zone(zone)
|
||||
|
||||
// you can only miss if your target is standing and not restrained
|
||||
if(!target.buckled && !target.lying)
|
||||
var/miss_chance = 10
|
||||
if (zone in base_miss_chance)
|
||||
miss_chance = base_miss_chance[zone]
|
||||
miss_chance = max(miss_chance + miss_chance_mod, 0)
|
||||
if(prob(miss_chance))
|
||||
if(prob(70))
|
||||
return null
|
||||
return pick(base_miss_chance)
|
||||
// you cannot miss if your target is prone or restrained
|
||||
if(target.buckled || target.lying)
|
||||
return zone
|
||||
// if your target is being grabbed aggressively by someone you cannot miss either
|
||||
if(!ranged_attack)
|
||||
for(var/obj/item/weapon/grab/G in target.grabbed_by)
|
||||
if(G.state >= GRAB_AGGRESSIVE)
|
||||
return zone
|
||||
|
||||
var/miss_chance = 10
|
||||
if (zone in base_miss_chance)
|
||||
miss_chance = base_miss_chance[zone]
|
||||
miss_chance = max(miss_chance + miss_chance_mod, 0)
|
||||
if(prob(miss_chance))
|
||||
if(prob(70))
|
||||
return null
|
||||
return pick(base_miss_chance)
|
||||
return zone
|
||||
|
||||
|
||||
|
||||
@@ -453,23 +453,18 @@
|
||||
if(istype(turf,/turf/space))
|
||||
continue
|
||||
|
||||
if(istype(src,/mob/living/carbon/human/)) // Only humans can wear magboots, so we give them a chance to.
|
||||
var/mob/living/carbon/human/H = src
|
||||
if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0) && !(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP)))
|
||||
continue
|
||||
|
||||
|
||||
else
|
||||
if((istype(turf,/turf/simulated/floor)) && (src.lastarea.has_gravity == 0)) // No one else gets a chance.
|
||||
continue
|
||||
|
||||
|
||||
|
||||
/*
|
||||
if(istype(turf,/turf/simulated/floor) && (src.flags & NOGRAV))
|
||||
continue
|
||||
*/
|
||||
|
||||
if(istype(turf,/turf/simulated/floor)) // Floors don't count if they don't have gravity
|
||||
var/area/A = turf.loc
|
||||
if(istype(A) && A.has_gravity == 0)
|
||||
var/can_walk = 0
|
||||
|
||||
if(ishuman(src)) // Only humans can wear magboots, so we give them a chance to.
|
||||
var/mob/living/carbon/human/H = src
|
||||
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
|
||||
can_walk = 1
|
||||
|
||||
if(!can_walk)
|
||||
continue
|
||||
|
||||
dense_object++
|
||||
break
|
||||
|
||||
@@ -358,8 +358,6 @@
|
||||
|
||||
ticker.mode.latespawn(character)
|
||||
|
||||
//ticker.mode.latespawn(character)
|
||||
|
||||
if(character.mind.assigned_role != "Cyborg")
|
||||
data_core.manifest_inject(character)
|
||||
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
|
||||
|
||||
@@ -168,30 +168,7 @@ proc/setup_skills()
|
||||
|
||||
|
||||
mob/living/carbon/human/proc/GetSkillClass(points)
|
||||
// skill classes describe how your character compares in total points
|
||||
var/original_points = points
|
||||
points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
|
||||
if(age > 30)
|
||||
points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
|
||||
if(original_points > 0 && points <= 0) points = 1
|
||||
switch(points)
|
||||
if(0)
|
||||
return "Unconfigured"
|
||||
if(1 to 3)
|
||||
return "Terrifying"
|
||||
if(4 to 6)
|
||||
return "Below Average"
|
||||
if(7 to 10)
|
||||
return "Average"
|
||||
if(11 to 14)
|
||||
return "Above Average"
|
||||
if(15 to 18)
|
||||
return "Exceptional"
|
||||
if(19 to 24)
|
||||
return "Genius"
|
||||
if(24 to 1000)
|
||||
return "God"
|
||||
|
||||
return CalculateSkillClass(points, age)
|
||||
|
||||
proc/show_skill_window(var/mob/user, var/mob/living/carbon/human/M)
|
||||
if(!istype(M)) return
|
||||
|
||||
@@ -168,7 +168,6 @@
|
||||
O.mmi.transfer_identity(src)
|
||||
|
||||
callHook("borgify", list(O))
|
||||
O.notify_ai(1)
|
||||
O.Namepick()
|
||||
|
||||
spawn(0)//To prevent the proc from returning null.
|
||||
|
||||
@@ -30,11 +30,24 @@
|
||||
for(var/datum/alarm_handler/AH in alarm_handlers)
|
||||
AH.unregister(object)
|
||||
|
||||
/obj/nano_module/alarm_monitor/proc/active_alarms()
|
||||
/obj/nano_module/alarm_monitor/proc/all_alarms()
|
||||
var/list/all_alarms = new()
|
||||
for(var/datum/alarm_handler/AH in alarm_handlers)
|
||||
var/list/alarms = AH.alarms
|
||||
all_alarms += alarms
|
||||
all_alarms += AH.alarms
|
||||
|
||||
return all_alarms
|
||||
|
||||
/obj/nano_module/alarm_monitor/proc/major_alarms()
|
||||
var/list/all_alarms = new()
|
||||
for(var/datum/alarm_handler/AH in alarm_handlers)
|
||||
all_alarms += AH.major_alarms()
|
||||
|
||||
return all_alarms
|
||||
|
||||
/obj/nano_module/alarm_monitor/proc/minor_alarms()
|
||||
var/list/all_alarms = new()
|
||||
for(var/datum/alarm_handler/AH in alarm_handlers)
|
||||
all_alarms += AH.minor_alarms()
|
||||
|
||||
return all_alarms
|
||||
|
||||
|
||||
@@ -17,6 +17,13 @@
|
||||
if(href_list["update"])
|
||||
src.updateDialog()
|
||||
return 1
|
||||
if(href_list["track"])
|
||||
if(usr.isAI())
|
||||
var/mob/living/silicon/ai/AI = usr
|
||||
var/mob/living/carbon/human/H = locate(href_list["track"]) in mob_list
|
||||
if(hassensorlevel(H, SUIT_SENSOR_TRACKING))
|
||||
AI.ai_actual_track(H)
|
||||
return 1
|
||||
|
||||
/obj/nano_module/crew_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
user.set_machine(src)
|
||||
@@ -36,7 +43,7 @@
|
||||
if(H.w_uniform != C)
|
||||
continue
|
||||
|
||||
var/list/crewmemberData = list("dead"=0, "oxy"=-1, "tox"=-1, "fire"=-1, "brute"=-1, "area"="", "x"=-1, "y"=-1)
|
||||
var/list/crewmemberData = list("dead"=0, "oxy"=-1, "tox"=-1, "fire"=-1, "brute"=-1, "area"="", "x"=-1, "y"=-1, "ref" = "\ref[H]")
|
||||
|
||||
crewmemberData["sensor_type"] = C.sensor_mode
|
||||
crewmemberData["name"] = H.get_authentification_name(if_no_id="Unknown")
|
||||
@@ -62,6 +69,7 @@
|
||||
|
||||
crewmembers = sortByKey(crewmembers, "name")
|
||||
|
||||
data["isAI"] = user.isAI()
|
||||
data["crewmembers"] = crewmembers
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
|
||||
@@ -146,9 +146,6 @@
|
||||
/obj/nano_module/appearance_changer/proc/can_change_skin_color()
|
||||
return owner && (flags & APPEARANCE_SKIN) && owner.species.flags & HAS_SKIN_COLOR
|
||||
|
||||
/obj/nano_module/appearance_changer/proc/can_still_topic()
|
||||
return CanUseTopic(usr, list(), default_state) == STATUS_INTERACTIVE
|
||||
|
||||
/obj/nano_module/appearance_changer/proc/cut_and_generate_data()
|
||||
// Making the assumption that the available species remain constant
|
||||
valid_facial_hairstyles.Cut()
|
||||
|
||||
@@ -0,0 +1,254 @@
|
||||
/obj/nano_module/law_manager
|
||||
name = "Law manager"
|
||||
|
||||
var/ion_law = "IonLaw"
|
||||
var/zeroth_law = "ZerothLaw"
|
||||
var/inherent_law = "InherentLaw"
|
||||
var/supplied_law = "SuppliedLaw"
|
||||
var/supplied_law_position = MIN_SUPPLIED_LAW_NUMBER
|
||||
|
||||
var/current_view = 0
|
||||
|
||||
var/global/list/datum/ai_laws/admin_laws
|
||||
var/global/list/datum/ai_laws/player_laws
|
||||
var/mob/living/silicon/owner = null
|
||||
|
||||
/obj/nano_module/law_manager/New(var/mob/living/silicon/S)
|
||||
..()
|
||||
loc = S
|
||||
owner = S
|
||||
|
||||
if(!admin_laws)
|
||||
admin_laws = new()
|
||||
player_laws = new()
|
||||
|
||||
init_subtypes(/datum/ai_laws, admin_laws)
|
||||
admin_laws = dd_sortedObjectList(admin_laws)
|
||||
|
||||
for(var/datum/ai_laws/laws in admin_laws)
|
||||
if(laws.selectable)
|
||||
player_laws += laws
|
||||
|
||||
/obj/nano_module/law_manager/Topic(href, href_list)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if(href_list["set_view"])
|
||||
if(is_malf(usr) || owner.is_ai_malf())
|
||||
current_view = text2num(href_list["set_view"])
|
||||
else
|
||||
current_view = 0
|
||||
return 1
|
||||
|
||||
if(href_list["law_channel"])
|
||||
if(href_list["law_channel"] in owner.law_channels())
|
||||
owner.lawchannel = href_list["law_channel"]
|
||||
return 1
|
||||
|
||||
if(href_list["state_law"])
|
||||
var/datum/ai_law/AL = locate(href_list["ref"]) in owner.laws.all_laws()
|
||||
if(AL)
|
||||
var/state_law = text2num(href_list["state_law"])
|
||||
AL.state_law = state_law
|
||||
return 1
|
||||
|
||||
if(href_list["add_zeroth_law"])
|
||||
if(zeroth_law && is_admin(usr) && !owner.laws.zeroth_law)
|
||||
log_and_message_admins("has given [owner] a new zeroth law: [zeroth_law]")
|
||||
owner.set_zeroth_law(zeroth_law)
|
||||
return 1
|
||||
|
||||
if(href_list["add_ion_law"])
|
||||
if(ion_law && is_malf(usr))
|
||||
log_and_message_admins("has given [owner] a new ion law: [ion_law]")
|
||||
owner.add_ion_law(ion_law)
|
||||
return 1
|
||||
|
||||
if(href_list["add_inherent_law"])
|
||||
if(inherent_law && is_malf(usr))
|
||||
log_and_message_admins("has given [owner] a new inherent law: [inherent_law]")
|
||||
owner.add_inherent_law(inherent_law)
|
||||
return 1
|
||||
|
||||
if(href_list["add_supplied_law"])
|
||||
if(supplied_law && supplied_law_position >= 1 && MIN_SUPPLIED_LAW_NUMBER <= MAX_SUPPLIED_LAW_NUMBER && is_malf(usr))
|
||||
log_and_message_admins("has given [owner] a new supplied law: [supplied_law]")
|
||||
owner.add_supplied_law(supplied_law_position, supplied_law)
|
||||
return 1
|
||||
|
||||
if(href_list["change_zeroth_law"])
|
||||
var/new_law = trim_strip_input(usr, "Enter new law Zero. Leaving the field blank will cancel the edit.", "Edit Law", zeroth_law)
|
||||
if(new_law && new_law != zeroth_law && can_still_topic())
|
||||
zeroth_law = new_law
|
||||
return 1
|
||||
|
||||
if(href_list["change_ion_law"])
|
||||
var/new_law = trim_strip_input(usr, "Enter new ion law. Leaving the field blank will cancel the edit.", "Edit Law", ion_law)
|
||||
if(new_law && new_law != ion_law && can_still_topic())
|
||||
ion_law = new_law
|
||||
return 1
|
||||
|
||||
if(href_list["change_inherent_law"])
|
||||
var/new_law = trim_strip_input(usr, "Enter new inherent law. Leaving the field blank will cancel the edit.", "Edit Law", inherent_law)
|
||||
if(new_law && new_law != inherent_law && can_still_topic())
|
||||
inherent_law = new_law
|
||||
return 1
|
||||
|
||||
if(href_list["change_supplied_law"])
|
||||
var/new_law = trim_strip_input(usr, "Enter new supplied law. Leaving the field blank will cancel the edit.", "Edit Law", supplied_law)
|
||||
if(new_law && new_law != supplied_law && can_still_topic())
|
||||
supplied_law = new_law
|
||||
return 1
|
||||
|
||||
if(href_list["change_supplied_law_position"])
|
||||
var/new_position = input(usr, "Enter new supplied law position between 1 and [MAX_SUPPLIED_LAW_NUMBER], inclusive. Inherent laws at the same index as a supplied law will not be stated.", "Law Position", supplied_law_position) as num|null
|
||||
if(isnum(new_position) && can_still_topic())
|
||||
supplied_law_position = Clamp(new_position, 1, MAX_SUPPLIED_LAW_NUMBER)
|
||||
return 1
|
||||
|
||||
if(href_list["edit_law"])
|
||||
if(is_malf(usr))
|
||||
var/datum/ai_law/AL = locate(href_list["edit_law"]) in owner.laws.all_laws()
|
||||
if(AL)
|
||||
var/new_law = trim_strip_input(usr, "Enter new law. Leaving the field blank will cancel the edit.", "Edit Law", AL.law)
|
||||
if(new_law && new_law != AL.law && is_malf(usr) && can_still_topic())
|
||||
log_and_message_admins("has changed a law of [owner] from '[AL.law]' to '[new_law]'")
|
||||
AL.law = new_law
|
||||
return 1
|
||||
|
||||
if(href_list["delete_law"])
|
||||
if(is_malf(usr))
|
||||
var/datum/ai_law/AL = locate(href_list["delete_law"]) in owner.laws.all_laws()
|
||||
if(AL && is_malf(usr))
|
||||
log_and_message_admins("has deleted a law belonging to [owner]: [AL.law]")
|
||||
owner.laws.delete_law(AL)
|
||||
return 1
|
||||
|
||||
if(href_list["state_laws"])
|
||||
owner.statelaws(owner.laws)
|
||||
return 1
|
||||
|
||||
if(href_list["state_law_set"])
|
||||
var/datum/ai_laws/ALs = locate(href_list["state_law_set"]) in (is_admin(usr) ? admin_laws : player_laws)
|
||||
if(ALs)
|
||||
owner.statelaws(ALs)
|
||||
return 1
|
||||
|
||||
if(href_list["transfer_laws"])
|
||||
if(is_malf(usr))
|
||||
var/datum/ai_laws/ALs = locate(href_list["transfer_laws"]) in (is_admin(usr) ? admin_laws : player_laws)
|
||||
if(ALs)
|
||||
log_and_message_admins("has transfered the [ALs.name] laws to [owner].")
|
||||
ALs.sync(owner, 0)
|
||||
current_view = 0
|
||||
return 1
|
||||
|
||||
if(href_list["sync_laws"])
|
||||
if(owner.isAI())
|
||||
sync_laws(owner)
|
||||
else
|
||||
var/mob/living/silicon/robot/R = owner
|
||||
sync_laws(R.connected_ai)
|
||||
usr << "<span class='notice'>Sync complete.</span>"
|
||||
return 1
|
||||
|
||||
if(href_list["notify_laws"])
|
||||
owner << "<span class='danger'>Law Notice</span>"
|
||||
owner.laws.show_laws(owner)
|
||||
if(owner.isAI())
|
||||
var/mob/living/silicon/ai/AI = owner
|
||||
for(var/mob/living/silicon/robot/R in AI.connected_robots)
|
||||
R << "<span class='danger'>Law Notice</span>"
|
||||
R.laws.show_laws(R)
|
||||
if(usr != owner)
|
||||
usr << "<span class='notice>Laws displayed.</span>"
|
||||
return 1
|
||||
|
||||
/obj/nano_module/law_manager/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
|
||||
var/data[0]
|
||||
owner.laws.sort_laws()
|
||||
|
||||
data["ion_law_nr"] = ionnum()
|
||||
data["ion_law"] = ion_law
|
||||
data["zeroth_law"] = zeroth_law
|
||||
data["inherent_law"] = inherent_law
|
||||
data["supplied_law"] = supplied_law
|
||||
data["supplied_law_position"] = supplied_law_position
|
||||
|
||||
package_laws(data, "zeroth_laws", list(owner.laws.zeroth_law, owner.laws.zeroth_law_borg))
|
||||
package_laws(data, "ion_laws", owner.laws.ion_laws)
|
||||
package_laws(data, "inherent_laws", owner.laws.inherent_laws)
|
||||
package_laws(data, "supplied_laws", owner.laws.supplied_laws)
|
||||
|
||||
data["isAI"] = owner.isAI()
|
||||
data["isMalf"] = is_malf(user)
|
||||
data["isAIMalf"] = owner.is_ai_malf()
|
||||
data["isSlaved"] = owner.is_slaved()
|
||||
data["isAdmin"] = is_admin(user)
|
||||
|
||||
if(!(data["isMalf"] || data["isAIMalf"]))
|
||||
current_view = 0
|
||||
data["view"] = current_view
|
||||
|
||||
var/channels[0]
|
||||
for (var/ch_name in owner.law_channels())
|
||||
channels[++channels.len] = list("channel" = ch_name)
|
||||
data["channel"] = owner.lawchannel
|
||||
data["channels"] = channels
|
||||
|
||||
if(data["isMalf"] || data["isAIMalf"])
|
||||
data["law_sets"] = package_multiple_laws(data["isAdmin"] ? admin_laws : player_laws)
|
||||
|
||||
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
|
||||
if (!ui)
|
||||
ui = new(user, src, ui_key, "law_manager.tmpl", sanitize("[src] - [owner]"), 800, is_malf(user) ? 600 : 400)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
|
||||
/obj/nano_module/law_manager/proc/package_laws(var/list/data, var/field, var/list/datum/ai_law/laws)
|
||||
var/packaged_laws[0]
|
||||
for(var/datum/ai_law/AL in laws)
|
||||
packaged_laws[++packaged_laws.len] = list("law" = sanitize(AL.law), "index" = AL.get_index(), "state" = AL.state_law, "ref" = "\ref[AL]")
|
||||
data[field] = packaged_laws
|
||||
data["has_[field]"] = packaged_laws.len
|
||||
|
||||
/obj/nano_module/law_manager/proc/package_multiple_laws(var/list/datum/ai_laws/laws)
|
||||
var/law_sets[0]
|
||||
for(var/datum/ai_laws/ALs in laws)
|
||||
var/packaged_laws[0]
|
||||
package_laws(packaged_laws, "zeroth_laws", list(ALs.zeroth_law, ALs.zeroth_law_borg))
|
||||
package_laws(packaged_laws, "ion_laws", ALs.ion_laws)
|
||||
package_laws(packaged_laws, "inherent_laws", ALs.inherent_laws)
|
||||
package_laws(packaged_laws, "supplied_laws", ALs.supplied_laws)
|
||||
law_sets[++law_sets.len] = list("name" = ALs.name, "header" = ALs.law_header, "ref" = "\ref[ALs]","laws" = packaged_laws)
|
||||
|
||||
return law_sets
|
||||
|
||||
/obj/nano_module/law_manager/proc/is_malf(var/mob/user)
|
||||
return (is_admin(user) && !owner.is_slaved()) || owner.is_malf_loose()
|
||||
|
||||
/mob/living/silicon/proc/is_malf_loose()
|
||||
return mind && (mind.special_role == "malfunction" || mind.special_role == "traitor")
|
||||
|
||||
/mob/living/silicon/proc/is_ai_malf()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/is_ai_malf()
|
||||
return is_slaved() && connected_ai.is_malf_loose()
|
||||
|
||||
/mob/living/silicon/ai/is_ai_malf()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/proc/is_slaved()
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/is_slaved()
|
||||
return lawupdate && connected_ai ? sanitize(connected_ai.name) : null
|
||||
|
||||
/obj/nano_module/law_manager/proc/sync_laws(var/mob/living/silicon/ai/AI)
|
||||
if(!AI)
|
||||
return
|
||||
for(var/mob/living/silicon/robot/R in AI.connected_robots)
|
||||
R.sync()
|
||||
log_and_message_admins("has syncronized [AI]'s laws with its borgs.")
|
||||
@@ -0,0 +1,2 @@
|
||||
/obj/nano_module/proc/can_still_topic()
|
||||
return CanUseTopic(usr, list(), default_state) == STATUS_INTERACTIVE
|
||||
@@ -24,16 +24,15 @@ proc/toggle_move_stars(zlevel, direction)
|
||||
moving_levels["zlevel"] = gen_dir
|
||||
for(var/x = 1 to world.maxx)
|
||||
for(var/y = 1 to world.maxy)
|
||||
spawn(0)
|
||||
var/turf/space/T = locate(x,y,zlevel)
|
||||
if (T)
|
||||
if(!gen_dir)
|
||||
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
|
||||
else
|
||||
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
|
||||
for(var/atom/movable/AM in T)
|
||||
if (!AM.anchored)
|
||||
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
|
||||
var/turf/space/T = locate(x,y,zlevel)
|
||||
if (istype(T))
|
||||
if(!gen_dir)
|
||||
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
|
||||
else
|
||||
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
|
||||
for(var/atom/movable/AM in T)
|
||||
if (!AM.anchored)
|
||||
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
|
||||
|
||||
|
||||
//list used to cache empty zlevels to avoid nedless map bloat
|
||||
@@ -99,4 +98,4 @@ proc/overmap_spacetravel(var/turf/space/T, var/atom/movable/A)
|
||||
if (source.can_die())
|
||||
testing("Catching [M] for future use")
|
||||
source.loc = null
|
||||
cached_space += source
|
||||
cached_space += source
|
||||
|
||||
@@ -147,16 +147,18 @@
|
||||
if((R.fields["name"] == G.fields["name"] || R.fields["id"] == G.fields["id"]))
|
||||
M = R
|
||||
break
|
||||
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
|
||||
P.info = "<CENTER><B>Medical Record</B></CENTER><BR>"
|
||||
P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]<BR>\nSex: [G.fields["sex"]]<BR>\nAge: [G.fields["age"]]<BR>\nFingerprint: [G.fields["fingerprint"]]<BR>\nPhysical Status: [G.fields["p_stat"]]<BR>\nMental Status: [G.fields["m_stat"]]<BR>"
|
||||
P.info += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [M.fields["b_type"]]<BR>\nDNA: [M.fields["b_dna"]]<BR>\n<BR>\nMinor Disabilities: [M.fields["mi_dis"]]<BR>\nDetails: [M.fields["mi_dis_d"]]<BR>\n<BR>\nMajor Disabilities: [M.fields["ma_dis"]]<BR>\nDetails: [M.fields["ma_dis_d"]]<BR>\n<BR>\nAllergies: [M.fields["alg"]]<BR>\nDetails: [M.fields["alg_d"]]<BR>\n<BR>\nCurrent Diseases: [M.fields["cdi"]] (per disease info placed in log/comment section)<BR>\nDetails: [M.fields["cdi_d"]]<BR>\n<BR>\nImportant Notes:<BR>\n\t[M.fields["notes"]]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
|
||||
var/counter = 1
|
||||
while(M.fields["com_[counter]"])
|
||||
P.info += "[M.fields["com_[counter]"]]<BR>"
|
||||
counter++
|
||||
P.info += "</TT>"
|
||||
P.name = "Medical Record ([G.fields["name"]])"
|
||||
if(M)
|
||||
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
|
||||
P.info = "<CENTER><B>Medical Record</B></CENTER><BR>"
|
||||
P.info += "Name: [G.fields["name"]] ID: [G.fields["id"]]<BR>\nSex: [G.fields["sex"]]<BR>\nAge: [G.fields["age"]]<BR>\nFingerprint: [G.fields["fingerprint"]]<BR>\nPhysical Status: [G.fields["p_stat"]]<BR>\nMental Status: [G.fields["m_stat"]]<BR>"
|
||||
|
||||
P.info += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: [M.fields["b_type"]]<BR>\nDNA: [M.fields["b_dna"]]<BR>\n<BR>\nMinor Disabilities: [M.fields["mi_dis"]]<BR>\nDetails: [M.fields["mi_dis_d"]]<BR>\n<BR>\nMajor Disabilities: [M.fields["ma_dis"]]<BR>\nDetails: [M.fields["ma_dis_d"]]<BR>\n<BR>\nAllergies: [M.fields["alg"]]<BR>\nDetails: [M.fields["alg_d"]]<BR>\n<BR>\nCurrent Diseases: [M.fields["cdi"]] (per disease info placed in log/comment section)<BR>\nDetails: [M.fields["cdi_d"]]<BR>\n<BR>\nImportant Notes:<BR>\n\t[M.fields["notes"]]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
|
||||
var/counter = 1
|
||||
while(M.fields["com_[counter]"])
|
||||
P.info += "[M.fields["com_[counter]"]]<BR>"
|
||||
counter++
|
||||
P.info += "</TT>"
|
||||
P.name = "Medical Record ([G.fields["name"]])"
|
||||
virgin = 0 //tabbing here is correct- it's possible for people to try and use it
|
||||
//before the records have been generated, so we do this inside the loop.
|
||||
..()
|
||||
|
||||
@@ -23,9 +23,9 @@
|
||||
var/stamps //The (text for the) stamps on the paper.
|
||||
var/fields //Amount of user created fields
|
||||
var/list/stamped
|
||||
var/ico[0] //Icons and
|
||||
var/offset_x[0] //offsets stored for later
|
||||
var/offset_y[0] //usage by the photocopier
|
||||
var/list/ico[0] //Icons and
|
||||
var/list/offset_x[0] //offsets stored for later
|
||||
var/list/offset_y[0] //usage by the photocopier
|
||||
var/rigged = 0
|
||||
var/spam_flag = 0
|
||||
|
||||
|
||||
@@ -175,7 +175,7 @@
|
||||
c.offset_y = copy.offset_y
|
||||
var/list/temp_overlays = copy.overlays //Iterates through stamps
|
||||
var/image/img //and puts a matching
|
||||
for (var/j = 1, j <= temp_overlays.len, j++) //gray overlay onto the copy
|
||||
for (var/j = 1, j <= min(temp_overlays.len, copy.ico.len), j++) //gray overlay onto the copy
|
||||
if (findtext(copy.ico[j], "cap") || findtext(copy.ico[j], "cent"))
|
||||
img = image('icons/obj/bureaucracy.dmi', "paper_stamp-circle")
|
||||
else if (findtext(copy.ico[j], "deny"))
|
||||
|
||||
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Reference in New Issue
Block a user