diff --git a/baystation12.dme b/baystation12.dme
index 567220eb69e..98342a0dea2 100644
--- a/baystation12.dme
+++ b/baystation12.dme
@@ -234,8 +234,6 @@
#include "code\game\gamemodes\events\clang.dm"
#include "code\game\gamemodes\events\dust.dm"
#include "code\game\gamemodes\events\miniblob.dm"
-#include "code\game\gamemodes\events\ninja_abilities.dm"
-#include "code\game\gamemodes\events\ninja_equipment.dm"
#include "code\game\gamemodes\events\power_failure.dm"
#include "code\game\gamemodes\events\space_ninja.dm"
#include "code\game\gamemodes\events\spacevines.dm"
@@ -772,12 +770,12 @@
#include "code\modules\client\preferences_spawnpoints.dm"
#include "code\modules\client\preferences_toggles.dm"
#include "code\modules\clothing\clothing.dm"
+#include "code\modules\clothing\ears\skrell.dm"
#include "code\modules\clothing\glasses\glasses.dm"
#include "code\modules\clothing\glasses\hud.dm"
#include "code\modules\clothing\gloves\boxing.dm"
#include "code\modules\clothing\gloves\color.dm"
#include "code\modules\clothing\gloves\miscellaneous.dm"
-#include "code\modules\clothing\gloves\ninja.dm"
#include "code\modules\clothing\head\collectable.dm"
#include "code\modules\clothing\head\hardhat.dm"
#include "code\modules\clothing\head\helmet.dm"
@@ -789,19 +787,36 @@
#include "code\modules\clothing\masks\breath.dm"
#include "code\modules\clothing\masks\gasmask.dm"
#include "code\modules\clothing\masks\miscellaneous.dm"
+#include "code\modules\clothing\masks\voice.dm"
#include "code\modules\clothing\shoes\colour.dm"
#include "code\modules\clothing\shoes\magboots.dm"
#include "code\modules\clothing\shoes\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\alien.dm"
#include "code\modules\clothing\spacesuits\breaches.dm"
#include "code\modules\clothing\spacesuits\captain.dm"
-#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
-#include "code\modules\clothing\spacesuits\ninja.dm"
-#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\spacesuits.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
-#include "code\modules\clothing\spacesuits\void.dm"
+#include "code\modules\clothing\spacesuits\rig\rig.dm"
+#include "code\modules\clothing\spacesuits\rig\rig_attackby.dm"
+#include "code\modules\clothing\spacesuits\rig\rig_pieces.dm"
+#include "code\modules\clothing\spacesuits\rig\rig_verbs.dm"
+#include "code\modules\clothing\spacesuits\rig\rig_wiring.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\combat.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\computer.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\modules.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\ninja.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\utility.dm"
+#include "code\modules\clothing\spacesuits\rig\modules\vision.dm"
+#include "code\modules\clothing\spacesuits\rig\suits\alien.dm"
+#include "code\modules\clothing\spacesuits\rig\suits\combat.dm"
+#include "code\modules\clothing\spacesuits\rig\suits\ert.dm"
+#include "code\modules\clothing\spacesuits\rig\suits\light.dm"
+#include "code\modules\clothing\spacesuits\rig\suits\station.dm"
+#include "code\modules\clothing\spacesuits\void\merc.dm"
+#include "code\modules\clothing\spacesuits\void\station.dm"
+#include "code\modules\clothing\spacesuits\void\void.dm"
+#include "code\modules\clothing\spacesuits\void\wizard.dm"
#include "code\modules\clothing\suits\alien.dm"
#include "code\modules\clothing\suits\armor.dm"
#include "code\modules\clothing\suits\bio.dm"
@@ -1132,6 +1147,7 @@
#include "code\modules\organs\wound.dm"
#include "code\modules\paperwork\carbonpaper.dm"
#include "code\modules\paperwork\clipboard.dm"
+#include "code\modules\paperwork\faxmachine.dm"
#include "code\modules\paperwork\filingcabinet.dm"
#include "code\modules\paperwork\folders.dm"
#include "code\modules\paperwork\handlabeler.dm"
@@ -1157,7 +1173,6 @@
#include "code\modules\power\lighting.dm"
#include "code\modules\power\port_gen.dm"
#include "code\modules\power\power.dm"
-#include "code\modules\power\power_monitor.dm"
#include "code\modules\power\powernet.dm"
#include "code\modules\power\smes.dm"
#include "code\modules\power\smes_construction.dm"
@@ -1168,6 +1183,8 @@
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"
+#include "code\modules\power\sensors\powernet_sensor.dm"
+#include "code\modules\power\sensors\sensor_monitoring.dm"
#include "code\modules\power\singularity\collector.dm"
#include "code\modules\power\singularity\containment_field.dm"
#include "code\modules\power\singularity\emitter.dm"
@@ -1297,6 +1314,7 @@
#include "code\modules\research\xenoarchaeology\artifact\effects\unknown_effect_teleport.dm"
#include "code\modules\research\xenoarchaeology\finds\finds.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_defines.dm"
+#include "code\modules\research\xenoarchaeology\finds\finds_eguns.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_fossils.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_misc.dm"
#include "code\modules\research\xenoarchaeology\finds\finds_special.dm"
@@ -1469,7 +1487,6 @@
#include "code\WorkInProgress\computer3\computers\robot.dm"
#include "code\WorkInProgress\computer3\computers\security.dm"
#include "code\WorkInProgress\computer3\computers\welcome.dm"
-#include "code\WorkInProgress\kilakk\fax.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm"
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
diff --git a/code/WorkInProgress/Mini/atmos_control.dm b/code/WorkInProgress/Mini/atmos_control.dm
index 38dee770cd6..a7221311028 100644
--- a/code/WorkInProgress/Mini/atmos_control.dm
+++ b/code/WorkInProgress/Mini/atmos_control.dm
@@ -79,7 +79,7 @@
var/dat = "
[current.name]
"
dat += current.return_status()
if(current.remote_control || overridden)
- dat += "
[return_controls()]"
+ dat += "
[current.return_controls(src)]"
return dat
//a bunch of this is copied from atmos alarms
@@ -90,289 +90,6 @@
current = null
if(href_list["alarm"])
current = locate(href_list["alarm"])
- if(href_list["command"])
- var/device_id = href_list["id_tag"]
- switch(href_list["command"])
- if(
- "power",
- "adjust_external_pressure",
- "checks",
- "co2_scrub",
- "tox_scrub",
- "n2o_scrub",
- "panic_siphon",
- "scrubbing"
- )
- current.send_signal(device_id, list (href_list["command"] = text2num(href_list["val"])))
- spawn(3)
- src.updateUsrDialog()
- //if("adjust_threshold") //was a good idea but required very wide window
- if("set_threshold")
- var/env = href_list["env"]
- var/threshold = text2num(href_list["var"])
- var/list/selected = current.TLV[env]
- var/list/thresholds = list("lower bound", "low warning", "high warning", "upper bound")
- var/newval = input("Enter [thresholds[threshold]] for [env]", "Alarm triggers", selected[threshold]) as num|null
- if (isnull(newval) || ..() || (current.locked && issilicon(usr)))
- return
- if (newval<0)
- selected[threshold] = -1.0
- else if (env=="temperature" && newval>5000)
- selected[threshold] = 5000
- else if (env=="pressure" && newval>50*ONE_ATMOSPHERE)
- selected[threshold] = 50*ONE_ATMOSPHERE
- else if (env!="temperature" && env!="pressure" && newval>200)
- selected[threshold] = 200
- else
- newval = round(newval,0.01)
- selected[threshold] = newval
- if(threshold == 1)
- if(selected[1] > selected[2])
- selected[2] = selected[1]
- if(selected[1] > selected[3])
- selected[3] = selected[1]
- if(selected[1] > selected[4])
- selected[4] = selected[1]
- if(threshold == 2)
- if(selected[1] > selected[2])
- selected[1] = selected[2]
- if(selected[2] > selected[3])
- selected[3] = selected[2]
- if(selected[2] > selected[4])
- selected[4] = selected[2]
- if(threshold == 3)
- if(selected[1] > selected[3])
- selected[1] = selected[3]
- if(selected[2] > selected[3])
- selected[2] = selected[3]
- if(selected[3] > selected[4])
- selected[4] = selected[3]
- if(threshold == 4)
- if(selected[1] > selected[4])
- selected[1] = selected[4]
- if(selected[2] > selected[4])
- selected[2] = selected[4]
- if(selected[3] > selected[4])
- selected[3] = selected[4]
-
- //Sets the temperature the built-in heater/cooler tries to maintain.
- if(env == "temperature")
- if(current.target_temperature < selected[2])
- current.target_temperature = selected[2]
- if(current.target_temperature > selected[3])
- current.target_temperature = selected[3]
-
- spawn(1)
- updateUsrDialog()
- return
-
- if(href_list["screen"])
- current.screen = text2num(href_list["screen"])
- spawn(1)
- src.updateUsrDialog()
- return
-
- //commenting this out because it causes compile errors
- //I tried fixing it but wasn't sucessful.
- //if(href_list["atmos_unlock"])
- // switch(href_list["atmos_unlock"])
- // if("0")
- // current.alarm_area.air_doors_close()
- // if("1")
- // current.alarm_area.air_doors_open()
-
- if(href_list["atmos_alarm"])
- if (current.alarm_area.atmosalert(2))
- current.apply_danger_level(2)
- spawn(1)
- src.updateUsrDialog()
- current.update_icon()
- return
- if(href_list["atmos_reset"])
- if (current.alarm_area.atmosalert(0))
- current.apply_danger_level(0)
- spawn(1)
- src.updateUsrDialog()
- current.update_icon()
- return
-
- if(href_list["mode"])
- current.mode = text2num(href_list["mode"])
- current.apply_mode()
- spawn(5)
- src.updateUsrDialog()
- return
- updateUsrDialog()
-
-//copypasta from alarm code, changed to work with this without derping hard
-//---START COPYPASTA----
-
-/obj/machinery/computer/atmoscontrol/proc/return_controls()
- var/output = ""//"[alarm_zone] Air [name]
"
-
- switch(current.screen)
- if (AALARM_SCREEN_MAIN)
- if(current.alarm_area.atmosalm)
- output += {"Reset - Atmospheric Alarm
"}
- else
- output += {"Activate - Atmospheric Alarm
"}
-
- output += {"
-Scrubbers Control
-Vents Control
-Set environmental mode
-Sensor Control
-
-"}
- if (current.mode==AALARM_MODE_PANIC)
- output += "PANIC SYPHON ACTIVE
turn syphoning off"
- else
- output += "ACTIVATE PANIC SYPHON IN AREA"
-
- output += "
Atmospheric Lockdown: [current.alarm_area.air_doors_activated ? "ENABLED" : "Disabled"]"
- if (AALARM_SCREEN_VENT)
- var/sensor_data = ""
- if(current.alarm_area.air_vent_names.len)
- for(var/id_tag in current.alarm_area.air_vent_names)
- var/long_name = current.alarm_area.air_vent_names[id_tag]
- var/list/data = current.alarm_area.air_vent_info[id_tag]
- var/state = ""
- if(!data)
- state = " can not be found!"
- data = list("external" = 0) //for "0" instead of empty string
- else if (data["timestamp"]+AALARM_REPORT_TIMEOUT < world.time)
- state = " not responding!"
- sensor_data += {"
-[long_name][state]
-Operating:
-[data["power"]?"on":"off"]
-
-Pressure checks:
-external
-internal
-
-External pressure bound:
--
--
--
--
-[data["external"]]
-+
-+
-+
-+
-
-"}
- if (data["direction"] == "siphon")
- sensor_data += {"
-Direction:
-siphoning
-
-"}
- sensor_data += {"
"}
- else
- sensor_data = "No vents connected.
"
- output = {"Main menu
[sensor_data]"}
- if (AALARM_SCREEN_SCRUB)
- var/sensor_data = ""
- if(current.alarm_area.air_scrub_names.len)
- for(var/id_tag in current.alarm_area.air_scrub_names)
- var/long_name = current.alarm_area.air_scrub_names[id_tag]
- var/list/data = current.alarm_area.air_scrub_info[id_tag]
- var/state = ""
- if(!data)
- state = " can not be found!"
- data = list("external" = 0) //for "0" instead of empty string
- else if (data["timestamp"]+AALARM_REPORT_TIMEOUT < world.time)
- state = " not responding!"
-
- sensor_data += {"
-[long_name][state]
-Operating:
-[data["power"]?"on":"off"]
-Type:
-[data["scrubbing"]?"scrubbing":"syphoning"]
-"}
-
- if(data["scrubbing"])
- sensor_data += {"
-Filtering:
-Carbon Dioxide
-[data["filter_co2"]?"on":"off"];
-Toxins
-[data["filter_phoron"]?"on":"off"];
-Nitrous Oxide
-[data["filter_n2o"]?"on":"off"]
-
-"}
- sensor_data += {"
-Panic syphon: [data["panic"]?"PANIC SYPHON ACTIVATED":""]
-Dea":"red'>A")]ctivate
-
-"}
- else
- sensor_data = "No scrubbers connected.
"
- output = {"Main menu
[sensor_data]"}
-
- if (AALARM_SCREEN_MODE)
- output += {"
-Main menu
-Air machinery mode for the area:"}
- var/list/modes = list(AALARM_MODE_SCRUBBING = "Filtering - Scrubs out contaminants",\
- AALARM_MODE_REPLACEMENT = "Replace Air - Siphons out air while replacing",\
- AALARM_MODE_PANIC = "Panic - Siphons air out of the room",\
- AALARM_MODE_CYCLE = "Cycle - Siphons air before replacing",\
- AALARM_MODE_FILL = "Fill - Shuts off scrubbers and opens vents",\
- AALARM_MODE_OFF = "Off - Shuts off vents and scrubbers",)
- for (var/m=1,m<=modes.len,m++)
- if (current.mode==m)
- output += {"- [modes[m]] (selected)
"}
- else
- output += {"- [modes[m]]
"}
- output += "
"
- if (AALARM_SCREEN_SENSORS)
- output += {"
-Main menu
-Alarm thresholds:
-Partial pressure for gases
-
-
- | min2 | min1 | max1 | max2 |
-"}
- var/list/gases = list(
- "oxygen" = "O2",
- "carbon dioxide" = "CO2",
- "phoron" = "Toxin",
- "other" = "Other",
- )
- var/list/tlv
- for (var/g in gases)
- output += "| [gases[g]] | "
- tlv = current.TLV[g]
- for (var/i = 1, i <= 4, i++)
- output += "[tlv[i] >= 0?tlv[i]:"OFF"] | "
- output += "
"
-
- tlv = current.TLV["pressure"]
- output += "| Pressure | "
- for (var/i = 1, i <= 4, i++)
- output += "[tlv[i]>= 0?tlv[i]:"OFF"] | "
- output += "
"
-
- tlv = current.TLV["temperature"]
- output += "| Temperature | "
- for (var/i = 1, i <= 4, i++)
- output += "[tlv[i]>= 0?tlv[i]:"OFF"] | "
- output += "
"
- output += "
"
-
- return output
-//---END COPYPASTA----
+ else if(current)
+ current.Topic(href, href_list, 1, 1)
+ interact(usr)
diff --git a/code/WorkInProgress/computer3/component.dm b/code/WorkInProgress/computer3/component.dm
index 501bbc973eb..18cf2de1c76 100644
--- a/code/WorkInProgress/computer3/component.dm
+++ b/code/WorkInProgress/computer3/component.dm
@@ -50,20 +50,25 @@
var/mob/living/silicon/ai/occupant = null
var/busy = 0
- // Ninja gloves check
- attack_hand(mob/user as mob)
- if(ishuman(user) && istype(user:gloves, /obj/item/clothing/gloves/space_ninja) && user:gloves:candrain && !user:gloves:draining)
- if(user:wear_suit:s_control)
- user:wear_suit.transfer_ai("AIFIXER","NINJASUIT",src,user)
- else
- user << "\red ERROR: \black Remote access channel disabled."
- return
- ..()
-
attackby(obj/I as obj,mob/user as mob)
if(computer && !computer.stat)
+
if(istype(I, /obj/item/device/aicard))
- I:transfer_ai("AIFIXER","AICARD",src,user)
+
+ var/obj/item/device/aicard/card = I
+ var/mob/living/silicon/ai/comp_ai = locate() in src
+ var/mob/living/silicon/ai/card_ai = locate() in card
+
+ if(istype(comp_ai))
+ if(busy)
+ user << "\red ERROR: \black Reconstruction in progress."
+ return
+ card.grab_ai(comp_ai, user)
+ if(!(locate(/mob/living/silicon/ai) in src)) occupant = null
+ else if(istype(card_ai))
+ load_ai(card_ai,card,user)
+ occupant = locate(/mob/living/silicon/ai) in src
+
if(computer.program)
computer.program.update_icon()
computer.update_icon()
@@ -71,6 +76,24 @@
..()
return
+/obj/item/part/computer/ai_holder/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
+
+ if(!transfer)
+ return
+
+ // Transfer over the AI.
+ transfer << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here."
+ user << "\blue Transfer successful: \black [transfer.name] ([rand(1000,9999)].exe) installed and executed successfully. Local copy has been removed."
+
+ transfer.loc = src
+ transfer.cancel_camera()
+ transfer.control_disabled = 1
+ occupant = transfer
+
+ if(card)
+ card.clear()
+
+
/*
ID computer cardslot - reading and writing slots
*/
diff --git a/code/WorkInProgress/kilakk/fax.dm b/code/WorkInProgress/kilakk/fax.dm
deleted file mode 100644
index bbec494ea41..00000000000
--- a/code/WorkInProgress/kilakk/fax.dm
+++ /dev/null
@@ -1,213 +0,0 @@
-var/list/obj/machinery/faxmachine/allfaxes = list()
-var/list/alldepartments = list("Central Command")
-
-/obj/machinery/faxmachine
- name = "fax machine"
- icon = 'icons/obj/library.dmi'
- icon_state = "fax"
- req_one_access = list(access_lawyer, access_heads, access_armory) //Warden needs to be able to Fax solgov too.
- anchored = 1
- density = 1
- use_power = 1
- idle_power_usage = 30
- active_power_usage = 200
- power_channel = EQUIP
-
- var/obj/item/weapon/card/id/scan = null // identification
- var/authenticated = 0
-
- var/obj/item/weapon/paper/tofax = null // what we're sending
- var/sendcooldown = 0 // to avoid spamming fax messages
-
- var/department = "Unknown" // our department
-
- var/dpt = "Central Command" // the department we're sending to
-
-
-/obj/machinery/faxmachine/New()
- ..()
- allfaxes += src
-
- if( !("[department]" in alldepartments) )
- alldepartments += department
- alldepartments += "Sol Government"
-
-/obj/machinery/faxmachine/process()
- return 0
-
-/obj/machinery/faxmachine/attack_ai(mob/user as mob)
- return attack_hand(user)
-
-/obj/machinery/faxmachine/attack_hand(mob/user as mob)
- user.set_machine(src)
-
- var/dat = "Fax Machine
"
-
- var/scan_name
- if(scan)
- scan_name = scan.name
- else
- scan_name = "--------"
-
- dat += "Confirm Identity: [scan_name]
"
-
- if(authenticated)
- dat += "{Log Out}"
- else
- dat += "{Log In}"
-
- dat += "
"
-
- if(authenticated)
- dat += "Logged in to: Central Command Quantum Entanglement Network
"
-
- if(tofax)
- dat += "Remove Paper
"
-
- if(sendcooldown)
- dat += "Transmitter arrays realigning. Please stand by.
"
-
- else
- dat += "Send
"
- dat += "Currently sending: [tofax.name]
"
- dat += "Sending to: [dpt]
"
-
- else
- if(sendcooldown)
- dat += "Please insert paper to send via secure connection.
"
- dat += "Transmitter arrays realigning. Please stand by.
"
- else
- dat += "Please insert paper to send via secure connection.
"
-
- else
- dat += "Proper authentication is required to use this device.
"
-
- if(tofax)
- dat += "Remove Paper
"
-
- user << browse(dat, "window=copier")
- onclose(user, "copier")
- return
-
-/obj/machinery/faxmachine/Topic(href, href_list)
- if(href_list["send"])
- if(tofax)
-
- if(dpt == "Central Command")
- Centcomm_fax(src, tofax.info, tofax.name, usr)
- sendcooldown = 1800
-
- else if(dpt == "Sol Government")
- Solgov_fax(src, tofax.info, tofax.name, usr)
- sendcooldown = 1800
- else
- SendFax(tofax.info, tofax.name, usr, dpt)
- sendcooldown = 600
-
- usr << "Message transmitted successfully."
-
- spawn(sendcooldown) // cooldown time
- sendcooldown = 0
-
- if(href_list["remove"])
- if(tofax)
- if(!ishuman(usr))
- usr << "You can't do it."
- else
- tofax.loc = usr.loc
- usr.put_in_hands(tofax)
- usr << "You take the paper out of \the [src]."
- tofax = null
-
- if(href_list["scan"])
- if (scan)
- if(ishuman(usr))
- scan.loc = usr.loc
- if(!usr.get_active_hand())
- usr.put_in_hands(scan)
- scan = null
- else
- scan.loc = src.loc
- scan = null
- else
- var/obj/item/I = usr.get_active_hand()
- if (istype(I, /obj/item/weapon/card/id))
- usr.drop_item()
- I.loc = src
- scan = I
- authenticated = 0
-
- if(href_list["dept"])
- var/lastdpt = dpt
- dpt = input(usr, "Which department?", "Choose a department", "") as null|anything in alldepartments
- if(!dpt) dpt = lastdpt
-
- if(href_list["auth"])
- if ( (!( authenticated ) && (scan)) )
- if (check_access(scan))
- authenticated = 1
-
- if(href_list["logout"])
- authenticated = 0
-
- updateUsrDialog()
-
-/obj/machinery/faxmachine/attackby(obj/item/O as obj, mob/user as mob)
-
- if(istype(O, /obj/item/weapon/paper))
- if(!tofax)
- user.drop_item()
- tofax = O
- O.loc = src
- user << "You insert the paper into \the [src]."
- flick("faxsend", src)
- updateUsrDialog()
- else
- user << "There is already something in \the [src]."
-
- else if(istype(O, /obj/item/weapon/card/id))
-
- var/obj/item/weapon/card/id/idcard = O
- if(!scan)
- usr.drop_item()
- idcard.loc = src
- scan = idcard
-
- else if(istype(O, /obj/item/weapon/wrench))
- playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
- anchored = !anchored
- user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
- return
-
-/proc/Centcomm_fax(var/originfax, var/sent, var/sentname, var/mob/Sender)
-
- var/msg = "\blue CENTCOMM FAX: [key_name(Sender, 1)] (PP) (VV) (SM) (JMP) (CA) (RPLY): Receiving '[sentname]' via secure connection ... view message"
-
- for(var/client/C in admins)
- if(R_ADMIN & C.holder.rights)
- C << msg
-
-/proc/Solgov_fax(var/originfax, var/sent, var/sentname, var/mob/Sender)
- var/msg = "\blue SOL GOVERNMENT FAX: [key_name(Sender, 1)] (PP) (VV) (SM) (JMP) (CA) (RPLY): Receiving '[sentname]' via secure connection ... view message"
-
- for(var/client/C in admins)
- if(R_ADMIN & C.holder.rights)
- C << msg
-
-
-proc/SendFax(var/sent, var/sentname, var/mob/Sender, var/dpt)
-
- for(var/obj/machinery/faxmachine/F in allfaxes)
- if( F.department == dpt )
- if(! (F.stat & (BROKEN|NOPOWER) ) )
-
- flick("faxreceive", F)
-
- // give the sprite some time to flick
- spawn(20)
- var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( F.loc )
- P.name = "[sentname]"
- P.info = "[sent]"
- P.update_icon()
-
- playsound(F.loc, "sound/items/polaroid1.ogg", 50, 1)
diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm
index a50bdce6855..eadc657a9ce 100644
--- a/code/_onclick/click.dm
+++ b/code/_onclick/click.dm
@@ -222,9 +222,22 @@
*/
/mob/proc/MiddleClickOn(var/atom/A)
return
+
/mob/living/carbon/MiddleClickOn(var/atom/A)
swap_hand()
+/mob/living/carbon/human/MiddleClickOn(var/atom/A)
+
+ if(back)
+ var/obj/item/weapon/rig/rig = back
+ if(istype(rig) && rig.selected_module)
+ if(world.time <= next_move) return
+ next_move = world.time + 8
+ rig.selected_module.engage(A)
+ return
+
+ swap_hand()
+
// In case of use break glass
/*
/atom/proc/MiddleClick(var/mob/M as mob)
diff --git a/code/_onclick/hud/_defines.dm b/code/_onclick/hud/_defines.dm
index fc822a38542..3a5f4032a2f 100644
--- a/code/_onclick/hud/_defines.dm
+++ b/code/_onclick/hud/_defines.dm
@@ -39,10 +39,11 @@
#define ui_alien_head "4:12,1:5" //aliens
#define ui_alien_oclothing "5:14,1:5" //aliens
-#define ui_inv1 "6:16,1:5" //borgs
-#define ui_inv2 "7:16,1:5" //borgs
-#define ui_inv3 "8:16,1:5" //borgs
-#define ui_borg_store "9:16,1:5" //borgs
+#define ui_inv1 "7,1:5" //borgs
+#define ui_inv2 "8,1:5" //borgs
+#define ui_inv3 "9,1:5" //borgs
+#define ui_borg_store "10,1:5" //borgs
+#define ui_borg_inventory "6,1:5"//borgs
#define ui_monkey_mask "5:14,1:5" //monkey
#define ui_monkey_back "6:14,1:5" //monkey
diff --git a/code/_onclick/hud/robot.dm b/code/_onclick/hud/robot.dm
index 62cf2247c3a..c696308d2d9 100644
--- a/code/_onclick/hud/robot.dm
+++ b/code/_onclick/hud/robot.dm
@@ -1,3 +1,6 @@
+var/obj/screen/robot_inventory
+
+
/datum/hud/proc/robot_hud()
src.adding = list()
@@ -5,7 +8,6 @@
var/obj/screen/using
-
//Radio
using = new /obj/screen()
using.name = "radio"
@@ -98,6 +100,13 @@
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
+//Inventory
+ robot_inventory = new /obj/screen()
+ robot_inventory.name = "inventory"
+ robot_inventory.icon = 'icons/mob/screen1_robot.dmi'
+ robot_inventory.icon_state = "inventory"
+ robot_inventory.screen_loc = ui_borg_inventory
+
//Temp
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp0"
@@ -164,7 +173,81 @@
mymob.client.screen = null
- mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, mymob.rest, mymob.sleep, mymob.mach )
+ mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon, robot_inventory) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
return
+
+
+/datum/hud/proc/toggle_show_robot_modules()
+ if(!isrobot(mymob))
+ return
+
+ var/mob/living/silicon/robot/r = mymob
+
+ r.shown_robot_modules = !r.shown_robot_modules
+ update_robot_modules_display()
+
+
+/datum/hud/proc/update_robot_modules_display()
+ if(!isrobot(mymob))
+ return
+
+ var/mob/living/silicon/robot/r = mymob
+
+ if(r.shown_robot_modules)
+ //Modules display is shown
+ //r.client.screen += robot_inventory //"store" icon
+
+ if(!r.module)
+ usr << "No module selected"
+ return
+
+ if(!r.module.modules)
+ usr << "Selected module has no modules to select"
+ return
+
+ if(!r.robot_modules_background)
+ return
+
+ var/display_rows = round((r.module.modules.len) / 8) +1 //+1 because round() returns floor of number
+ r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
+ r.client.screen += r.robot_modules_background
+
+ var/x = -4 //Start at CENTER-4,SOUTH+1
+ var/y = 1
+
+ //Unfortunately adding the emag module to the list of modules has to be here. This is because a borg can
+ //be emagged before they actually select a module. - or some situation can cause them to get a new module
+ // - or some situation might cause them to get de-emagged or something.
+ if(r.emagged)
+ if(!(r.module.emag in r.module.modules))
+ r.module.modules.Add(r.module.emag)
+ else
+ if(r.module.emag in r.module.modules)
+ r.module.modules.Remove(r.module.emag)
+
+ for(var/atom/movable/A in r.module.modules)
+ if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
+ //Module is not currently active
+ r.client.screen += A
+ if(x < 0)
+ A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
+ else
+ A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
+ A.layer = 20
+
+ x++
+ if(x == 4)
+ x = -4
+ y++
+
+ else
+ //Modules display is hidden
+ //r.client.screen -= robot_inventory //"store" icon
+ for(var/atom/A in r.module.modules)
+ if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
+ //Module is not currently active
+ r.client.screen -= A
+ r.shown_robot_modules = 0
+ r.client.screen -= r.robot_modules_background
diff --git a/code/_onclick/hud/screen_objects.dm b/code/_onclick/hud/screen_objects.dm
index 8a10310b3d4..400bf051ad3 100644
--- a/code/_onclick/hud/screen_objects.dm
+++ b/code/_onclick/hud/screen_objects.dm
@@ -267,26 +267,40 @@
if(C.internals)
C.internals.icon_state = "internal0"
else
- if(!istype(C.wear_mask, /obj/item/clothing/mask))
- C << "You are not wearing a mask."
+
+ var/no_mask
+ if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
+ var/mob/living/carbon/human/H = C
+ if(!(H.head && H.head.flags & AIRTIGHT))
+ no_mask = 1
+
+ if(no_mask)
+ C << "You are not wearing a suitable mask or helmet."
return 1
else
var/list/nicename = null
var/list/tankcheck = null
var/breathes = "oxygen" //default, we'll check later
var/list/contents = list()
+ var/from = "on"
if(ishuman(C))
var/mob/living/carbon/human/H = C
breathes = H.species.breath_type
nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
-
else
-
- nicename = list("Right Hand", "Left Hand", "Back")
+ nicename = list("right hand", "left hand", "back")
tankcheck = list(C.r_hand, C.l_hand, C.back)
+ // Rigs are a fucking pain since they keep an air tank in nullspace.
+ if(istype(C.back,/obj/item/weapon/rig))
+ var/obj/item/weapon/rig/rig = C.back
+ if(rig.air_supply)
+ from = "in"
+ nicename |= "hardsuit"
+ tankcheck |= rig.air_supply
+
for(var/i=1, iYou are now running on internals from [tankcheck[best]] on your [nicename[best]]."
+ C << "You are now running on internals from [tankcheck[best]] [from] your [nicename[best]]."
C.internal = tankcheck[best]
@@ -368,10 +382,21 @@
usr.drop_item_v()
if("module")
- if(issilicon(usr))
- if(usr:module)
+ if(isrobot(usr))
+ var/mob/living/silicon/robot/R = usr
+// if(R.module)
+// R.hud_used.toggle_show_robot_modules()
+// return 1
+ R.pick_module()
+
+ if("inventory")
+ if(isrobot(usr))
+ var/mob/living/silicon/robot/R = usr
+ if(R.module)
+ R.hud_used.toggle_show_robot_modules()
return 1
- usr:pick_module()
+ else
+ R << "You haven't selected a module yet."
if("radio")
if(issilicon(usr))
@@ -381,8 +406,13 @@
usr:installed_modules()
if("store")
- if(issilicon(usr))
- usr:uneq_active()
+ if(isrobot(usr))
+ var/mob/living/silicon/robot/R = usr
+ if(R.module)
+ R.uneq_active()
+ R.hud_used.update_robot_modules_display()
+ else
+ R << "You haven't selected a module yet."
if("module1")
if(istype(usr, /mob/living/silicon/robot))
diff --git a/code/controllers/voting.dm b/code/controllers/voting.dm
index 27b1b7558b9..33872391016 100644
--- a/code/controllers/voting.dm
+++ b/code/controllers/voting.dm
@@ -251,11 +251,11 @@ datum/controller/vote
world << "[text]\nType vote to place your votes.\nYou have [config.vote_period/10] seconds to vote."
switch(vote_type)
if("crew_transfer")
- world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 1)
+ world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("gamemode")
- world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 1)
+ world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("custom")
- world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 1)
+ world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if(mode == "gamemode" && going)
going = 0
world << "Round start has been delayed."
diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm
index 9e76a6af56a..0045dabec9c 100644
--- a/code/datums/datacore.dm
+++ b/code/datums/datacore.dm
@@ -182,7 +182,8 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.species ? H.species.eyes : "eyes_s")
- eyes_s.Blend(rgb(H.r_eyes, H.g_eyes, H.b_eyes), ICON_ADD)
+ if (H.species.flags & HAS_EYE_COLOR)
+ eyes_s.Blend(rgb(H.r_eyes, H.g_eyes, H.b_eyes), ICON_ADD)
var/datum/sprite_accessory/hair_style = hair_styles_list[H.h_style]
if(hair_style)
diff --git a/code/datums/spell.dm b/code/datums/spell.dm
index 346ba7ce299..c7c12b097b2 100644
--- a/code/datums/spell.dm
+++ b/code/datums/spell.dm
@@ -73,13 +73,13 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
if(!istype(usr, /mob/living/carbon/human))
usr << "You aren't a human, Why are you trying to cast a human spell, silly non-human? Casting human spells is for humans."
return 0
- if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(user:wear_suit, /obj/item/clothing/suit/space/rig/wizard))
+ if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe) && !istype(user:wear_suit, /obj/item/clothing/suit/space/void/wizard))
usr << "I don't feel strong enough without my robe."
return 0
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
usr << "I don't feel strong enough without my sandals."
return 0
- if(!istype(usr:head, /obj/item/clothing/head/wizard) && !istype(user:head, /obj/item/clothing/head/helmet/space/rig/wizard))
+ if(!istype(usr:head, /obj/item/clothing/head/wizard) && !istype(user:head, /obj/item/clothing/head/helmet/space/void/wizard))
usr << "I don't feel strong enough without my hat."
return 0
diff --git a/code/defines/procs/hud.dm b/code/defines/procs/hud.dm
index c225a896cf5..04afb6c63e2 100644
--- a/code/defines/procs/hud.dm
+++ b/code/defines/procs/hud.dm
@@ -12,13 +12,8 @@ proc/process_med_hud(var/mob/M, var/local_scanner, var/mob/Alt)
if(P.Mob.see_invisible < patient.invisibility)
continue
- if(!local_scanner)
- if(istype(patient.w_uniform, /obj/item/clothing/under))
- var/obj/item/clothing/under/U = patient.w_uniform
- if(U.sensor_mode < 2)
- continue
- else
- continue
+ if(!(local_scanner || hassensorlevel(P, SUIT_SENSOR_VITAL)))
+ continue
P.Client.images += patient.hud_list[HEALTH_HUD]
if(local_scanner)
diff --git a/code/game/gamemodes/calamity/calamity.dm b/code/game/gamemodes/calamity/calamity.dm
index 6ddd3d70a59..0d8b46b318e 100644
--- a/code/game/gamemodes/calamity/calamity.dm
+++ b/code/game/gamemodes/calamity/calamity.dm
@@ -356,7 +356,6 @@
if(player.current && !(istype(player.current,/mob/living/carbon/human))) return 0
//Ninja intro crawl goes here.
-
if(!config.objectives_disabled)
player.objectives += new /datum/objective/ninja_highlander()
player.objectives += new /datum/objective/survive()
@@ -369,9 +368,6 @@
var/mob/living/carbon/human/N = player.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
- if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
- var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
- S:randomize_param()
/datum/game_mode/calamity/proc/spawn_vox_raiders(var/list/candidates)
diff --git a/code/game/gamemodes/events/ninja_abilities.dm b/code/game/gamemodes/events/ninja_abilities.dm
deleted file mode 100644
index f80a056428f..00000000000
--- a/code/game/gamemodes/events/ninja_abilities.dm
+++ /dev/null
@@ -1,404 +0,0 @@
-/*
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
-==================================SPACE NINJA ABILITIES====================================
-___________________________________________________________________________________________
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-*/
-
-//=======//SAFETY CHECK//=======//
-/*
-X is optional, tells the proc to check for specific stuff. C is also optional.
-All the procs here assume that the character is wearing the ninja suit if they are using the procs.
-They should, as I have made every effort for that to be the case.
-In the case that they are not, I imagine the game will run-time error like crazy.
-s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
-*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0, X = 0)
- var/mob/living/carbon/human/U = affecting
- if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
- U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
- return 1
- else if(C&&cell.charge < C*10)
- U << "\red Not enough energy."
- return 1
- switch(X)
- if(1)
- cancel_stealth()//Get rid of it.
- if(2)
- if(s_bombs<=0)
- U << "\red There are no more smoke bombs remaining."
- return 1
- if(3)
- if(a_boost<=0)
- U << "\red You do not have any more adrenaline boosters."
- return 1
- if(s_coold)
- return s_coold
- cell.use(C*10)
- return 0
-
-//=======//TELEPORT GRAB CHECK//=======//
-/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
- if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
- var/obj/item/weapon/grab/G = U.get_active_hand()
- G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
- if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
- var/obj/item/weapon/grab/G = U.get_inactive_hand()
- G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
- return
-
-//=======//SMOKE//=======//
-/*Summons smoke in radius of user.
-Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
- set name = "Smoke Bomb"
- set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
- set category = "Ninja Ability"
- set popup_menu = 0//Will not see it when right clicking.
-
- if(!ninjacost(,2))
- var/mob/living/carbon/human/U = affecting
- U << "\blue There are [s_bombs] smoke bombs remaining."
- var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
- smoke.set_up(10, 0, U.loc)
- smoke.start()
- playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
- s_bombs--
- s_coold = 1
- return
-
-
-//=======//PHASE SHIFT//=======//
-//Right click to teleport somewhere, almost exactly like admin jump to turf.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
- set name = "Phase Shift (400E)"
- set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
- set category = null//So it does not show up on the panel but can still be right-clicked.
- set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
-
- var/C = 40
- if(!ninjacost(C,1))
- var/mob/living/carbon/human/U = affecting
- var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
- if((!T.density)&&istype(mobloc, /turf))
- spawn(0)
- playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
- anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- handle_teleport_grab(T, U)
- U.loc = T
- s_coold = 1
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- else
- U << "\red You cannot teleport into solid walls or from solid matter."
- return
-
-//=======//PHASE JAUNT//=======//
-/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
- set name = "Phase Jaunt (250E)"
- set desc = "Utilizes the internal VOID-shift device to rapidly transit to a random destination straight ahead."
- set category = "Ninja Ability"
-
- straight_phase()
-
-//=======//EM PULSE//=======//
-//Disables nearby tech equipment.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
- set name = "EM Burst (2,000E)"
- set desc = "Disable any nearby technology with a electro-magnetic pulse."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 200
- if(!ninjacost(C,0)) // EMP's now cost 1,000Energy about 30%
- var/mob/living/carbon/human/U = affecting
- playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
- empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
- s_coold = 2
- return
-
-//=======//ENERGY BLADE//=======//
-//Summons a blade of energy in active hand.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
- set name = "Energy Blade (500E)"
- set desc = "Create a focused beam of energy in your active hand."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 50
- if(!ninjacost(C,0)) //Same spawn cost but higher upkeep cost
- var/mob/living/carbon/human/U = affecting
- if(!kamikaze)
- if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- var/obj/item/weapon/melee/energy/blade/W = new()
- spark_system.start()
- playsound(U.loc, "sparks", 50, 1)
- U.put_in_hands(W)
- else
- U << "\red You can only summon one blade. Try dropping an item first."
- else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
- if(!U.get_active_hand())
- var/obj/item/weapon/melee/energy/blade/W = new()
- U.put_in_hands(W)
- if(!U.get_inactive_hand())
- var/obj/item/weapon/melee/energy/blade/W = new()
- U.put_in_inactive_hand(W)
- spark_system.start()
- playsound(U.loc, "sparks", 50, 1)
- s_coold = 1
- return
-
-//=======//NINJA STARS//=======//
-/*Shoots ninja stars at random people.
-This could be a lot better but I'm too tired atm.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
- set name = "Energy Star (800E)"
- set desc = "Launches an energy star at a random living target."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/C = 80
- if(!ninjacost(C,1))
- var/mob/living/carbon/human/U = affecting
- var/targets[] = list()//So yo can shoot while yo throw dawg
- for(var/mob/living/M in oview(loc))
- if(M.stat) continue//Doesn't target corpses or paralyzed persons.
- targets.Add(M)
- if(targets.len)
- var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
-
- var/turf/curloc = U.loc
- var/atom/targloc = get_turf(target)
- if (!targloc || !istype(targloc, /turf) || !curloc)
- return
- if (targloc == curloc)
- return
- var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
- A.current = curloc
- A.yo = targloc.y - curloc.y
- A.xo = targloc.x - curloc.x
- A.process()
- else
- U << "\red There are no targets in view."
- return
-
-//=======//ENERGY NET//=======//
-/*Allows the ninja to capture people, I guess.
-Must right click on a mob to activate.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
- set name = "Energy Net (7,000E)"
- set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
- set category = null
- set src = usr.contents
-
- var/C = 700
- if(!ninjacost(C,0)&&iscarbon(M))
- var/mob/living/carbon/human/U = affecting
- if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
- //if(M)//DEBUG
- if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
- for(var/turf/T in getline(U.loc, M.loc))
- if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
- U << "You may not use an energy net through solid obstacles!"
- return
- spawn(0)
- U.Beam(M,"n_beam",,15)
- M.captured = 1
- U.say("Get over here!")
- var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
- E.layer = M.layer+1//To have it appear one layer above the mob.
- for(var/mob/O in viewers(U, 3))
- O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
- E.affecting = M
- E.master = U
- spawn(0)//Parallel processing.
- E.process(M)
- else
- U << "They are already trapped inside an energy net."
- else
- U << "They will bring no honor to your Clan!"
- return
-
-//=======//ADRENALINE BOOST//=======//
-/*Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
-Movement impairing would indicate drugs and the like.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
- set name = "Adrenaline Boost"
- set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
- var/mob/living/carbon/human/U = affecting
- //Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
- //For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
- U.SetParalysis(0)
- U.SetWeakened(0)
- /*
- Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
- This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
- It's technically possible to come back from crit with this but it is very temporary.
- Life.dm will kick the player back into unconsciosness the next process loop.
- */
- U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
- spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
- U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
- spawn(70)
- reagents.reaction(U, 2)
- reagents.trans_id_to(U, "radium", a_transfer)
- U << "\red You are beginning to feel the after-effect of the injection."
- a_boost--
- s_coold = 3
- return
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
-*/
-
-//=======//NINJA MOVEMENT//=======//
-//Also makes you move like you're on crack.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
- set name = "Shadow Walk"
- set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- var/mob/living/carbon/human/U = affecting
- if(!U.incorporeal_move)
- U.incorporeal_move = 2
- U << "\blue You will now phase through solid matter."
- else
- U.incorporeal_move = 0
- U << "\blue You will no-longer phase through solid matter."
- return
-
-//=======//5 TILE TELEPORT/GIB//=======//
-//Allows to gib up to five squares in a straight line. Seriously.
-/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
- set name = "Phase Slayer"
- set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- if(straight_phase(1, 5, 5, 0))
- var/mob/living/carbon/human/U = affecting
- U.say("Ai Satsugai!")
-
-//=======//TELEPORT BEHIND MOB//=======//
-/*Appear behind a randomly chosen mob while a few decoy teleports appear.
-This is so anime it hurts. But that's the point.*/
-/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
- set name = "Spider Mirage"
- set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
- set category = "Ninja Ability"
- set popup_menu = 0
-
- if(!ninjacost())//Simply checks for stat.
- var/mob/living/carbon/human/U = affecting
- var/targets[]
- targets = new()
- for(var/mob/living/M in oview(6))
- if(M.stat) continue//Doesn't target corpses or paralyzed people.
- targets.Add(M)
- if(targets.len)
- var/mob/living/target=pick(targets)
- var/locx
- var/locy
- var/turf/mobloc = get_turf(target.loc)
- var/safety = 0
- switch(target.dir)
- if(NORTH)
- locx = mobloc.x
- locy = (mobloc.y-1)
- if(locy<1)
- safety = 1
- if(SOUTH)
- locx = mobloc.x
- locy = (mobloc.y+1)
- if(locy>world.maxy)
- safety = 1
- if(EAST)
- locy = mobloc.y
- locx = (mobloc.x-1)
- if(locx<1)
- safety = 1
- if(WEST)
- locy = mobloc.y
- locx = (mobloc.x+1)
- if(locx>world.maxx)
- safety = 1
- else safety=1
- if(!safety&&istype(mobloc, /turf))
- U.say("Kumo no Shinkiro!")
- var/turf/picked = locate(locx,locy,mobloc.z)
- spawn(0)
- playsound(U.loc, "sparks", 50, 1)
- anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- spawn(0)
- var/limit = 4
- for(var/turf/T in oview(5))
- if(prob(20))
- spawn(0)
- anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- limit--
- if(limit<=0) break
-
- handle_teleport_grab(picked, U)
- U.loc = picked
- U.dir = target.dir
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, "sparks", 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- s_coold = 1
- else
- U << "\red The VOID-shift device is malfunctioning, teleportation failed."
- else
- U << "\red There are no targets in view."
- return
-
-
-/obj/item/clothing/suit/space/space_ninja/proc/straight_phase(var/slay = 0, var/min_range=5, var/max_range = 9, var/cost = 25)
- if(!ninjacost(cost,1))
- var/mob/living/carbon/human/U = affecting
- var/turf/destination = get_teleport_loc(U.loc,U, rand(min_range, max_range))
- var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
- if(destination && istype(mobloc, /turf))
- spawn(0)
- playsound(U.loc, "sparks", 50, 1)
- anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
-
- if(slay)
- spawn(0)
- for(var/turf/T in getline(mobloc, destination))
- spawn(0)
- T.kill_creatures(U)
- if(T==mobloc||T==destination) continue
- spawn(0)
- anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
-
- handle_teleport_grab(destination, U)
- U.loc = destination
- s_coold = slay
-
- spawn(0)
- spark_system.start()
- playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(U.loc, "sparks", 50, 1)
- anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
- return 1
- else
- U << "\red The VOID-shift device is malfunctioning, teleportation failed."
- return 0
diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm
deleted file mode 100644
index bb62f3c8e04..00000000000
--- a/code/game/gamemodes/events/ninja_equipment.dm
+++ /dev/null
@@ -1,1481 +0,0 @@
-//For the love of god,space out your code! This is a nightmare to read.
-
-//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
-
-/*
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
-===================================SPACE NINJA EQUIPMENT===================================
-___________________________________________________________________________________________
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-*/
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-//=======//NEW AND DEL//=======//
-
-/obj/item/clothing/suit/space/space_ninja/New()
- ..()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/init//suit initialize verb
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_instruction//for AIs
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo
- //verbs += /obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs//DEBUG. Doesn't work.
- spark_system = new()//spark initialize
- spark_system.set_up(5, 0, src)
- spark_system.attach(src)
- stored_research = new()//Stolen research initialize.
- for(var/T in typesof(/datum/tech) - /datum/tech)//Store up on research.
- stored_research += new T(src)
- var/reagent_amount//reagent initialize
- for(var/reagent_id in reagent_list)
- reagent_amount += reagent_id == "radium" ? r_maxamount+(a_boost*a_transfer) : r_maxamount//AI can inject radium directly.
- reagents = new(reagent_amount)
- reagents.my_atom = src
- for(var/reagent_id in reagent_list)
- reagent_id == "radium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account radium used for adrenaline boosting.
- cell = new/obj/item/weapon/cell/high//The suit should *always* have a battery because so many things rely on it.
- cell.charge = 9000//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
-
-/obj/item/clothing/suit/space/space_ninja/Del()
- if(affecting)//To make sure the window is closed.
- affecting << browse(null, "window=hack spideros")
- if(AI)//If there are AIs present when the ninja kicks the bucket.
- killai()
- if(hologram)//If there is a hologram
- del(hologram.i_attached)//Delete it and the attached image.
- del(hologram)
- ..()
- return
-
-//Simply deletes all the attachments and self, killing all related procs.
-/obj/item/clothing/suit/space/space_ninja/proc/terminate()
- del(n_hood)
- del(n_gloves)
- del(n_shoes)
- del(src)
-
-/obj/item/clothing/suit/space/space_ninja/proc/killai(mob/living/silicon/ai/A = AI)
- if(A.client)
- A << "\red Self-erase protocol dete-- *bzzzzz*"
- A << browse(null, "window=hack spideros")
- AI = null
- A.death(1)//Kill, deleting mob.
- del(A)
- return
-
-//=======//SUIT VERBS//=======//
-//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced.
-
-/obj/item/clothing/suit/space/space_ninja/proc/init()
- set name = "Initialize Suit"
- set desc = "Initializes the suit for field operation."
- set category = "Ninja Equip"
-
- ninitialize()
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/deinit()
- set name = "De-Initialize Suit"
- set desc = "Begins procedure to remove the suit."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy)
- deinitialize()
- else
- affecting << "\red The function did not trigger!"
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/spideros()
- set name = "Display SpiderOS"
- set desc = "Utilize built-in computer system."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy&&!kamikaze)
- display_spideros()
- else
- affecting << "\red The interface is locked!"
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/stealth()
- set name = "Toggle Stealth"
- set desc = "Utilize the internal CLOAK-tech device to activate or deactivate stealth-camo."
- set category = "Ninja Equip"
-
- if(s_control&&!s_busy)
- toggle_stealth()
- else
- affecting << "\red Stealth does not appear to work!"
- return
-
-//=======//PROCESS PROCS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ntick(mob/living/carbon/human/U = affecting)
- set background = 1
-
- //Runs in the background while the suit is initialized.
- spawn while(cell.charge>=0)
-
- //Let's check for some safeties.
- if(s_initialized&&!affecting) terminate()//Kills the suit and attached objects.
- if(!s_initialized) return//When turned off the proc stops.
- if(AI&&AI.stat==2)//If there is an AI and it's ded. Shouldn't happen without purging, could happen.
- if(!s_control)
- ai_return_control()//Return control to ninja if the AI was previously in control.
- killai()//Delete AI.
-
- //Now let's do the normal processing.
- if(s_coold) s_coold--//Checks for ability s_cooldown first.
- var/A = s_cost//s_cost is the default energy cost each ntick, usually 5.
- if(!kamikaze)
- if(blade_check(U))//If there is a blade held in hand.
- A += s_acost
- if(s_active)//If stealth is active.
- A += s_acost
- else
- if(prob(s_delay))//Suit delay is used as probability. May change later.
- U.adjustBruteLoss(k_damage)//Default damage done, usually 1.
- A = k_cost//kamikaze cost.
- cell.charge-=A
- if(cell.charge<=0)
- if(kamikaze)
- U.say("I DIE TO LIVE AGAIN!")
- U << browse(null, "window=spideros")//Just in case.
- U.death()
- return
- cell.charge=0
- cancel_stealth()
- sleep(10)//Checks every second.
-
-//=======//INITIALIZE//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc)
- if(U.mind && U.mind.assigned_role=="MODE" && !s_initialized && !s_busy)//Shouldn't be busy... but anything is possible I guess.
- s_busy = 1
- for(var/i,i<7,i++)
- switch(i)
- if(0)
- U << "\blue Now initializing..."
- if(1)
- if(!lock_suit(U))//To lock the suit onto wearer.
- break
- U << "\blue Securing external locking mechanism...\nNeural-net established."
- if(2)
- U << "\blue Extending neural-net interface...\nNow monitoring brain wave pattern..."
- if(3)
- if(U.stat==2||U.health<=0)
- U << "\red FĆAL �Rr�R: 344--93#�&&21 BR��N |/|/aV� PATT$RN RED\nA-A-aB�rT�NG..."
- unlock_suit()
- break
- lock_suit(U,1)//Check for icons.
- U.regenerate_icons()
- U << "\blue Linking neural-net interface...\nPattern \green GREEN\blue, continuing operation."
- if(4)
- U << "\blue VOID-shift device status: ONLINE.\nCLOAK-tech device status: ONLINE."
- if(5)
- U << "\blue Primary system status: ONLINE.\nBackup system status: ONLINE.\nCurrent energy capacity: [cell.charge]."
- if(6)
- U << "\blue All systems operational. Welcome to SpiderOS, [U.real_name]."
- grant_ninja_verbs()
- grant_equip_verbs()
- ntick()
- sleep(delay)
- s_busy = 0
- else
- if(!U.mind||U.mind.assigned_role!="MODE")//Your run of the mill persons shouldn't know what it is. Or how to turn it on.
- U << "You do not understand how this suit functions. Where the heck did it even come from?"
- else if(s_initialized)
- U << "\red The suit is already functioning. \black Please report this bug."
- else
- U << "\red ERROR: \black You cannot use this function at this time."
- return
-
-//=======//DEINITIALIZE//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay)
- if(affecting==loc&&!s_busy)
- var/mob/living/carbon/human/U = affecting
- if(!s_initialized)
- U << "\red The suit is not initialized. \black Please report this bug."
- return
- if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No")
- return
- if(s_busy||flush)
- U << "\red ERROR: \black You cannot use this function at this time."
- return
- s_busy = 1
- for(var/i = 0,i<7,i++)
- switch(i)
- if(0)
- U << "\blue Now de-initializing..."
- remove_kamikaze(U)//Shutdowns kamikaze.
- spideros = 0//Spideros resets.
- if(1)
- U << "\blue Logging off, [U:real_name]. Shutting down SpiderOS."
- remove_ninja_verbs()
- if(2)
- U << "\blue Primary system status: OFFLINE.\nBackup system status: OFFLINE."
- if(3)
- U << "\blue VOID-shift device status: OFFLINE.\nCLOAK-tech device status: OFFLINE."
- cancel_stealth()//Shutdowns stealth.
- if(4)
- U << "\blue Disconnecting neural-net interface...\greenSuccess\blue."
- if(5)
- U << "\blue Disengaging neural-net interface...\greenSuccess\blue."
- if(6)
- U << "\blue Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: FINISHED."
- blade_check(U,2)
- remove_equip_verbs()
- unlock_suit()
- U.regenerate_icons()
- sleep(delay)
- s_busy = 0
- return
-
-//=======//SPIDEROS PROC//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/display_spideros()
- if(!affecting) return//If no mob is wearing the suit. I almost forgot about this variable.
- var/mob/living/carbon/human/U = affecting
- var/mob/living/silicon/ai/A = AI
- var/display_to = s_control ? U : A//Who do we want to display certain messages to?
-
- var/dat = "SpiderOS"
- dat += "
Refresh"
- if(spideros)
- dat += " |
Return"
- dat += " |
Close"
- dat += "
"
- if(s_control)
- dat += "SpiderOS v.1.337
"
- dat += "Welcome, [U.real_name].
"
- else
- dat += "SpiderOS v.ERR-RR00123
"
- dat += "
"
- dat += "
Current Time: [worldtime2text()]
"
- dat += "
Battery Life: [round(cell.charge/100)]%
"
- dat += "
Smoke Bombs: \Roman [s_bombs]
"
- dat += "
pai Device: "
- if(pai)
- dat += "Configure"
- dat += " | "
- dat += "Eject"
- else
- dat += "None Detected"
- dat += "
"
-
- switch(spideros)
- if(0)
- dat += "
Available Functions:
"
- dat += ""
- if(3)
- dat += "
Medical Report:
"
- if(U.dna)
- dat += "Fingerprints: [md5(U.dna.uni_identity)]
"
- dat += "Unique identity: [U.dna.unique_enzymes]
"
- dat += "Overall Status: [U.stat > 1 ? "dead" : "[U.health]% healthy"]
"
- dat += "Nutrition Status: [U.nutrition]
"
- dat += "Oxygen loss: [U.getOxyLoss()]"
- dat += " | Toxin levels: [U.getToxLoss()]
"
- dat += "Burn severity: [U.getFireLoss()]"
- dat += " | Brute trauma: [U.getBruteLoss()]
"
- dat += "Radiation Level: [U.radiation] rad
"
- dat += "Body Temperature: [U.bodytemperature-T0C]°C ([U.bodytemperature*1.8-459.67]°F)
"
-
- for(var/datum/disease/D in U.viruses)
- dat += "Warning: Virus Detected. Name: [D.name].Type: [D.spread]. Stage: [D.stage]/[D.max_stages]. Possible Cure: [D.cure].
"
- dat += ""
- if(1)
- dat += "
Atmospheric Scan:
"//Headers don't need breaks. They are automatically placed.
- var/turf/T = get_turf_or_move(U.loc)
- if (isnull(T))
- dat += "Unable to obtain a reading."
- else
- var/datum/gas_mixture/environment = T.return_air()
-
- var/pressure = environment.return_pressure()
- var/total_moles = environment.total_moles
-
- dat += "Air Pressure: [round(pressure,0.1)] kPa"
-
- if (total_moles)
- dat += ""
- for(var/g in environment.gas)
- dat += "- [gas_data.name[g]]: [round((environment.gas[g] / total_moles) * 100)]%
"
- dat += "
"
-
- dat += "Temperature: [round(environment.temperature-T0C)]°C"
- if(2)
- if(k_unlock==7||!s_control)
- dat += "
Hidden Menu"
- dat += "
Anonymous Messenger:
"//Anonymous because the receiver will not know the sender's identity.
- dat += "
Detected PDAs:
"
- dat += ""
- var/count = 0
- for (var/obj/item/device/pda/P in world)
- if (!P.owner||P.toff)
- continue
- dat += "- [P]"
- dat += "
"
- count++
- dat += "
"
- if (count == 0)
- dat += "None detected.
"
- if(32)
- dat += "
Hidden Menu:
"
- if(s_control)
- dat += "Please input password: "
- dat += "HERE
"
- dat += "
"
- dat += "Remember, you will not be able to recharge energy during this function. If energy runs out, the suit will auto self-destruct.
"
- dat += "Use with caution. De-initialize the suit when energy is low."
- else
- //Only leaving this in for funnays. CAN'T LET YOU DO THAT STAR FOX
- dat += "WARNING: Hostile runtime intrusion detected: operation locked. The Spider Clan is watching you, INTRUDER."
- dat += "ERROR: TARANTULA.v.4.77.12 encryption algorithm detected. Unable to decrypt archive.
"
- if(4)
- dat += {"
-
Ninja Manual:
- Who they are:
- Space ninjas are a special type of ninja, specifically one of the space-faring type. The vast majority of space ninjas belong to the Spider Clan, a cult-like sect, which has existed for several hundred years. The Spider Clan practice a sort of augmentation of human flesh in order to achieve a more perfect state of being and follow Postmodern Space Bushido. They also kill people for money. Their leaders are chosen from the oldest of the grand-masters, people that have lived a lot longer than any mortal man should.
Being a sect of technology-loving fanatics, the Spider Clan have the very best to choose from in terms of hardware--cybernetic implants, exoskeleton rigs, hyper-capacity batteries, and you get the idea. Some believe that much of the Spider Clan equipment is based on reverse-engineered alien technology while others doubt such claims.
Whatever the case, their technology is absolutely superb.
- How they relate to other SS13 organizations:
-
- - *Nanotrasen and the Syndicate are two sides of the same coin and that coin is valuable.
- - *The Space Wizard Federation is a problem, mainly because they are an extremely dangerous group of unpredictable individuals--not to mention the wizards hate technology and are in direct opposition of the Spider Clan. Best avoided or left well-enough alone. How to battle: wizards possess several powerful abilities to steer clear off. Blind in particular is a nasty spell--jaunt away if you are blinded and never approach a wizard in melee. Stealth may also work if the wizard is not wearing thermal scanners--don't count on this. Run away if you feel threatened and await a better opportunity.
- - *Changeling Hivemind: extremely dangerous and to be killed on sight. How to battle: they will likely try to absorb you. Adrenaline boost, then phase shift into them. If you get stung, use SpiderOS to inject counter-agents. Stealth may also work but detecting a changeling is the real battle.
- - *Xeno Hivemind: their skulls make interesting kitchen decorations and are challenging to best, especially in larger nests. How to battle: they can see through your stealth guise and energy stars will not work on them. Best killed with a Phase Shift or at range. If you happen on a projectile stun weapon, use it and then close in to melee.
-
- The reason they (you) are here:
- Space ninjas are renowned throughout the known controlled space as fearless spies, infiltrators, and assassins. They are sent on missions of varying nature by Nanotrasen, the Syndicate, and other shady organizations and people. To hire a space ninja means serious business.
- Their playstyle:
- A mix of traitor, changeling, and wizard. Ninjas rely on energy, or electricity to be precise, to keep their suits running (when out of energy, a suit hibernates). Suits gain energy from objects or creatures that contain electrical charge. APCs, cell batteries, rechargers, SMES batteries, cyborgs, mechs, and exposed wires are currently supported. Through energy ninjas gain access to special powers--while all powers are tied to the ninja suit, the most useful of them are verb activated--to help them in their mission.
It is a constant struggle for a ninja to remain hidden long enough to recharge the suit and accomplish their objective; despite their arsenal of abilities, ninjas can die like any other. Unlike wizards, ninjas do not possess good crowd control and are typically forced to play more subdued in order to achieve their goals. Some of their abilities are specifically designed to confuse and disorient others.
With that said, it should be perfectly possible to completely flip the fuck out and rampage as a ninja.
- Their powers:
- There are two primary types: Equipment and Abilties. Passive effect are always on. Active effect must be turned on and remain active only when there is energy to do so. Ability costs are listed next to them.
- Equipment: cannot be tracked by AI (passive), faster speed (passive), stealth (active), vision switch (passive if toggled), voice masking (passive), SpiderOS (passive if toggled), energy drain (passive if toggled).
-
- - Voice masking generates a random name the ninja can use over the radio and in-person. Although, the former use is recommended.
- - Toggling vision cycles to one of the following: thermal, meson, or darkness vision. The starting mode allows one to scout the identity of those in view, revealing their role. Traitors, revolutionaries, wizards, and other such people will be made known to you.
- - Stealth, when activated, drains more battery charge and works similarly to a syndicate cloak. The cloak will deactivate when most Abilities are utilized.
- - On-board AI: The suit is able to download an AI much like an intelicard. Check with SpiderOS for details once downloaded.
- - SpiderOS is a specialized, PDA-like screen that allows for a small variety of functions, such as injecting healing chemicals directly from the suit. You are using it now, if that was not already obvious. You may also download AI modules directly to the OS.
-
- Abilities:
-
- - *Phase Shift (2000E) and Phase Jaunt (1000E) are unique powers in that they can both be used for defense and offense. Jaunt launches the ninja forward facing up to 9 squares, somewhat randomly selecting the final destination. Shift can only be used on turf in view but is precise (cannot be used on walls). Any living mob in the area teleported to is instantly gibbed (mechs are damaged, huggers and other similar critters are killed). It is possible to teleport with a target, provided you grab them before teleporting.
- - *Energy Blade (500E) is a highly effective weapon. It is summoned directly to the ninja's hand and can also function as an EMAG for certain objects (doors/lockers/etc). You may also use it to cut through walls and disabled doors. Experiment! The blade will crit humans in two hits. This item cannot be placed in containers and when dropped or thrown disappears. Having an energy blade drains more power from the battery each tick.
- - *EM Pulse (2500E) is a highly useful ability that will create an electromagnetic shockwave around the ninja, disabling technology whenever possible. If used properly it can render a security force effectively useless. Of course, getting beat up with a toolbox is not accounted for.
- - *Energy Star (500E) is a ninja star made of green energy AND coated in poison. It works by picking a random living target within range and can be spammed to great effect in incapacitating foes. Just remember that the poison used is also used by the Xeno Hivemind (and will have no effect on them).
- - *Energy Net (2000E) is a non-lethal solution to incapacitating humanoids. The net is made of non-harmful phase energy and will halt movement as long as it remains in effect--it can be destroyed. If the net is not destroyed, after a certain time it will teleport the target to a holding facility for the Spider Clan and then vanish. You will be notified if the net fails or succeeds in capturing a target in this manner. Combine with energy stars or stripping to ensure success. Abduction never looked this leet.
- - *Adrenaline Boost (1 E. Boost/3) recovers the user from stun, weakness, and paralysis. Also injects 20 units of radium into the bloodstream.
- - *Smoke Bomb (1 Sm.Bomb/10) is a weak but potentially useful ability. It creates harmful smoke and can be used in tandem with other powers to confuse enemies.
- - *???: unleash the True Ultimate Power!
- IMPORTANT:
-
- - *Make sure to toggle Special Interaction from the Ninja Equipment menu to interact differently with certain objects.
- - *Your starting power cell can be replaced if you find one with higher maximum energy capacity by clicking on your suit with the higher capacity cell.
- - *Conserve your energy. Without it, you are very vulnerable.
-
- That is all you will need to know. The rest will come with practice and talent. Good luck!
- Master /N
- "}//This has always bothered me but not anymore!
- if(5)
- var/laws
- dat += "
AI Control:
"
- //var/mob/living/silicon/ai/A = AI
- if(AI)//If an AI exists.
- dat += "Stored AI: [A.name]
"
- dat += "System integrity: [(A.health+100)/2]%
"
-
- //I personally think this makes things a little more fun. Ninjas can override all but law 0.
- //if (A.laws.zeroth)
- // laws += "- 0: [A.laws.zeroth]
"
-
- for (var/index = 1, index <= A.laws.ion.len, index++)
- var/law = A.laws.ion[index]
- if (length(law) > 0)
- var/num = ionnum()
- laws += "- [num]. [law]
"
-
- var/number = 1
- for (var/index = 1, index <= A.laws.inherent.len, index++)
- var/law = A.laws.inherent[index]
- if (length(law) > 0)
- laws += "- [number]: [law]
"
- number++
-
- for (var/index = 1, index <= A.laws.supplied.len, index++)
- var/law = A.laws.supplied[index]
- if (length(law) > 0)
- laws += "- [number]: [law]
"
- number++
-
- dat += "Laws:
"
-
- if (!flush)
- dat += "Purge AI
"
- else
- dat += "Purge in progress...
"
- dat += " [A.control_disabled ? "Enable" : "Disable"] Wireless Activity"
- if(6)
- dat += {"
-
Activate Abilities:
-
- "}
- if(7)
- dat += "
Research Stored:
"
- if(t_disk)
- dat += "Eject Disk
"
- dat += ""
- if(istype(stored_research,/list))//If there is stored research. Should be but just in case.
- for(var/datum/tech/current_data in stored_research)
- dat += "- "
- dat += "[current_data.name]: [current_data.level]"
- if(t_disk)//If there is a disk inserted. We can either write or overwrite.
- dat += " *Copy to Disk
"
- dat += " "
- dat += "
"
- dat += ""
-
- //Setting the can>resize etc to 0 remove them from the drag bar but still allows the window to be draggable.
- display_to << browse(dat,"window=spideros;size=400x444;border=1;can_resize=1;can_close=0;can_minimize=0")
-
-//=======//SPIDEROS TOPIC PROC//=======//
-
-/obj/item/clothing/suit/space/space_ninja/Topic(href, href_list)
- ..()
- var/mob/living/carbon/human/U = affecting
- var/mob/living/silicon/ai/A = AI
- var/display_to = s_control ? U : A//Who do we want to display certain messages to?
-
- if(s_control)
- if(!affecting||U.stat||!s_initialized)//Check to make sure the guy is wearing the suit after clicking and it's on.
- U << "\red Your suit must be worn and active to use this function."
- U << browse(null, "window=spideros")//Closes the window.
- return
-
- if(k_unlock!=7&&href_list["choice"]!="Return")
- var/u1=text2num(href_list["choice"])
- var/u2=(u1?abs(abs(k_unlock-u1)-2):1)
- k_unlock=(!u2? k_unlock+1:0)
- if(k_unlock==7)
- U << "Anonymous Messenger blinks."
- else
- if(!affecting||A.stat||!s_initialized||A.loc!=src)
- A << "\red This function is not available at this time."
- A << browse(null, "window=spideros")//Closes the window.
- return
-
- switch(href_list["choice"])
- if("Close")
- display_to << browse(null, "window=spideros")
- return
- if("Refresh")//Refresh, goes to the end of the proc.
- if("Return")//Return
- if(spideros<=9)
- spideros=0
- else
- spideros = round(spideros/10)//Best way to do this, flooring to nearest integer.
-
- if("Shock")
- var/damage = min(cell.charge, rand(50,150))//Uses either the current energy left over or between 50 and 150.
- if(damage>1)//So they don't spam it when energy is a factor.
- spark_system.start()//SPARKS THERE SHALL BE SPARKS
- U.electrocute_act(damage, src, 0.1)
- if(cell.charge < damage)
- cell.use(cell.charge)
- else
- cell.use(damage)
- else
- A << "\red ERROR: \black Not enough energy remaining."
-
- if("Message")
- var/obj/item/device/pda/P = locate(href_list["target"])
- var/t = input(U, "Please enter untraceable message.") as text
- t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
- if(!t||U.stat||U.wear_suit!=src||!s_initialized)//Wow, another one of these. Man...
- display_to << browse(null, "window=spideros")
- return
- if(isnull(P)||P.toff)//So it doesn't freak out if the object no-longer exists.
- display_to << "\red Error: unable to deliver message."
- display_spideros()
- return
- P.tnote += "← From [!s_control?(A):"an unknown source"]:
[t]
"
- if (!P.message_silent)
- playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1)
- for (var/mob/O in hearers(3, P.loc))
- O.show_message(text("\icon[P] *[P.ttone]*"))
- P.new_message = 1
- P.update_icon()
-
- if("Inject")
- if( (href_list["tag"]=="radium"? (reagents.get_reagent_amount("radium"))<=(a_boost*a_transfer) : !reagents.get_reagent_amount(href_list["tag"])) )//Special case for radium. If there are only a_boost*a_transfer radium units left.
- display_to << "\red Error: the suit cannot perform this function. Out of [href_list["name"]]."
- else
- reagents.reaction(U, 2)
- reagents.trans_id_to(U, href_list["tag"], href_list["tag"]=="nutriment"?5:a_transfer)//Nutriment is a special case since it's very potent. Shouldn't influence actual refill amounts or anything.
- display_to << "Injecting..."
- U << "You feel a tiny prick and a sudden rush of substance in to your veins."
-
- if("Trigger Ability")
- var/ability_name = href_list["name"]+href_list["cost"]//Adds the name and cost to create the full proc name.
- var/proc_arguments//What arguments to later pass to the proc, if any.
- var/targets[] = list()//To later check for.
- var/safety = 0//To later make sure we're triggering the proc when needed.
- switch(href_list["name"])//Special case.
- if("Phase Shift")
- safety = 1
- for(var/turf/T in oview(5,loc))
- targets.Add(T)
- if("Energy Net")
- safety = 1
- for(var/mob/living/carbon/M in oview(5,loc))
- targets.Add(M)
- if(targets.len)//Let's create an argument for the proc if needed.
- proc_arguments = pick(targets)
- safety = 0
- if(!safety)
- A << "You trigger [href_list["name"]]."
- U << "[href_list["name"]] suddenly triggered!"
- call(src,ability_name)(proc_arguments)
- else
- A << "There are no potential [href_list["name"]=="Phase Shift"?"destinations" : "targets"] in view."
-
- if("Unlock Kamikaze")
- if(input(U)=="Divine Wind")
- if( !(U.stat||U.wear_suit!=src||!s_initialized) )
- if( !(cell.charge<=1||s_busy) )
- s_busy = 1
- for(var/i, i<4, i++)
- switch(i)
- if(0)
- U << "\blue Engaging mode...\n\blackCODE NAME: \red KAMIKAZE"
- if(1)
- U << "\blue Re-routing power nodes... \nUnlocking limiter..."
- if(2)
- U << "\blue Power nodes re-routed. \nLimiter unlocked."
- if(3)
- grant_kamikaze(U)//Give them verbs and change variables as necessary.
- U.regenerate_icons()//Update their clothing.
- ninjablade()//Summon two energy blades.
- message_admins("\blue [key_name_admin(U)] used KAMIKAZE mode.")//Let the admins know.
- s_busy = 0
- return
- sleep(s_delay)
- else
- U << "\red ERROR: \black Unable to initiate mode."
- else
- U << browse(null, "window=spideros")
- s_busy = 0
- return
- else
- U << "\red ERROR: WRONG PASSWORD!"
- k_unlock = 0
- spideros = 0
- s_busy = 0
-
- if("Eject Disk")
- var/turf/T = get_turf(loc)
- if(!U.get_active_hand())
- U.put_in_hands(t_disk)
- t_disk.add_fingerprint(U)
- t_disk = null
- else
- if(T)
- t_disk.loc = T
- t_disk = null
- else
- U << "\red ERROR: \black Could not eject disk."
-
- if("Copy to Disk")
- var/datum/tech/current_data = locate(href_list["target"])
- U << "[current_data.name] successfully [(!t_disk.stored) ? "copied" : "overwritten"] to disk."
- t_disk.stored = current_data
-
- if("Configure pAI")
- pai.attack_self(U)
-
- if("Eject pAI")
- if(pai)
- if(pai.loc != src)
- pai = null
- else
- var/turf/T = get_turf(loc)
- if(!U.get_active_hand())
- U.put_in_hands(pai)
- pai.add_fingerprint(U)
- pai = null
- else
- if(T)
- pai.loc = T
- pai = null
- else
- U << "\red ERROR: \black Could not eject pAI card."
-
- if("Override AI Laws")
- var/law_zero = A.laws.zeroth//Remembers law zero, if there is one.
- A.laws = new /datum/ai_laws/ninja_override
- A.set_zeroth_law(law_zero)//Adds back law zero if there was one.
- A.show_laws()
- U << "\blue Law Override: SUCCESS."
-
- if("Purge AI")
- var/confirm = alert("Are you sure you want to purge the AI? This cannot be undone once started.", "Confirm purge", "Yes", "No")
- if(U.stat||U.wear_suit!=src||!s_initialized)
- U << browse(null, "window=spideros")
- return
- if(confirm == "Yes"&&AI)
- if(A.laws.zeroth)//Gives a few seconds to re-upload the AI somewhere before it takes full control.
- s_busy = 1
- for(var/i,i<5,i++)
- if(AI==A)
- switch(i)
- if(0)
- A << "\red WARNING: \black purge procedure detected. \nNow hacking host..."
- U << "\red WARNING: HACKING AT��TEMP� IN PR0GRESs!"
- spideros = 0
- k_unlock = 0
- U << browse(null, "window=spideros")
- if(1)
- A << "Disconnecting neural interface..."
- U << "\red WAR�NING: �R�O0�Gr�--S 2&3%"
- if(2)
- A << "Shutting down external protocol..."
- U << "\red WARNING: P����RֆGr�5S 677^%"
- cancel_stealth()
- if(3)
- A << "Connecting to kernel..."
- U << "\red WARNING: �R�r�R_404"
- A.control_disabled = 0
- if(4)
- A << "Connection established and secured. Menu updated."
- U << "\red W�r#nING: #%@!!WȆ|_4�54@ \nUn�B88l3 T� L�-�o-L�CaT2 ##$!�RN�0..%.."
- grant_AI_verbs()
- return
- sleep(s_delay)
- else break
- s_busy = 0
- U << "\blue Hacking attempt disconnected. Resuming normal operation."
- else
- flush = 1
- A.suiciding = 1
- A << "Your core files are being purged! This is the end..."
- spawn(0)
- display_spideros()//To refresh the screen and let this finish.
- while (A.stat != 2)
- A.adjustOxyLoss(2)
- A.updatehealth()
- sleep(10)
- killai()
- U << "Artificial Intelligence was terminated. Rebooting..."
- flush = 0
-
- if("Wireless AI")
- A.control_disabled = !A.control_disabled
- A << "AI wireless has been [A.control_disabled ? "disabled" : "enabled"]."
- else//If it's not a defined function, it's a menu.
- spideros=text2num(href_list["choice"])
-
- display_spideros()//Refreshes the screen by calling it again (which replaces current screen with new screen).
- return
-
-//=======//SPECIAL AI FUNCTIONS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo(var/turf/T in oview(3,affecting))//To have an internal AI display a hologram to the AI and ninja only.
- set name = "Display Hologram"
- set desc = "Channel a holographic image directly to the user's field of vision. Others will not see it."
- set category = null
- set src = usr.loc
-
- if(s_initialized&&affecting&&affecting.client&&istype(affecting.loc, /turf))//If the host exists and they are playing, and their location is a turf.
- if(!hologram)//If there is not already a hologram.
- hologram = new(T)//Spawn a blank effect at the location.
- hologram.invisibility = 101//So that it doesn't show up, ever. This also means one could attach a number of images to a single obj and display them differently to differnet people.
- hologram.anchored = 1//So it cannot be dragged by space wind and the like.
- hologram.dir = get_dir(T,affecting.loc)
- var/image/I = image(AI.holo_icon,hologram)//Attach an image to object.
- hologram.i_attached = I//To attach the image in order to later reference.
- AI << I
- affecting << I
- affecting << "An image flicks to life nearby. It appears visible to you only."
-
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
-
- ai_holo_process()//Move to initialize
- else
- AI << "\red ERROR: \black Image feed in progress."
- else
- AI << "\red ERROR: \black Unable to project image."
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_process()
- set background = 1
-
- spawn while(hologram&&s_initialized&&AI)//Suit on and there is an AI present.
- if(!s_initialized||get_dist(affecting,hologram.loc)>3)//Once suit is de-initialized or hologram reaches out of bounds.
- del(hologram.i_attached)
- del(hologram)
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
- return
- sleep(10)//Checks every second.
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_instruction()//Let's the AI know what they can do.
- set name = "Instructions"
- set desc = "Displays a list of helpful information."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- AI << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear()
- set name = "Clear Hologram"
- set desc = "Stops projecting the current holographic image."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- del(hologram.i_attached)
- del(hologram)
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_holo_clear
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja()
- set name = "Hack SpiderOS"
- set desc = "Hack directly into the Black Widow(tm) neuro-interface."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- display_spideros()
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/ai_return_control()
- set name = "Relinquish Control"
- set desc = "Return control to the user."
- set category = "AI Ninja Equip"
- set src = usr.loc
-
- AI << browse(null, "window=spideros")//Close window
- AI << "You have seized your hacking attempt. [affecting.real_name] has regained control."
- affecting << "UPDATE: [AI.real_name] has ceased hacking attempt. All systems clear."
-
- remove_AI_verbs()
- return
-
-//=======//GENERAL SUIT PROCS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/attackby(obj/item/I, mob/U)
- if(U==affecting)//Safety, in case you try doing this without wearing the suit/being the person with the suit.
- if(istype(I, /obj/item/device/aicard))//If it's an AI card.
- if(s_control)
- I:transfer_ai("NINJASUIT","AICARD",src,U)
- else
- U << "\red ERROR: \black Remote access channel disabled."
- return//Return individually so that ..() can run properly at the end of the proc.
- else if(istype(I, /obj/item/device/paicard) && !pai)//If it's a pai card.
- U:drop_item()
- I.loc = src
- pai = I
- U << "\blue You slot \the [I] into \the [src]."
- updateUsrDialog()
- return
- else if(istype(I, /obj/item/weapon/reagent_containers/glass))//If it's a glass beaker.
- var/total_reagent_transfer//Keep track of this stuff.
- for(var/reagent_id in reagent_list)
- var/datum/reagent/R = I.reagents.has_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths.
- if(R&&reagents.get_reagent_amount(reagent_id)=a_transfer)//Radium is always special.
- //Here we determine how much reagent will actually transfer if there is enough to transfer or there is a need of transfer. Minimum of max amount available (using a_transfer) or amount needed.
- var/amount_to_transfer = min( (r_maxamount+(reagent_id == "radium"?(a_boost*a_transfer):0)-reagents.get_reagent_amount(reagent_id)) ,(round(R.volume/a_transfer))*a_transfer)//In the end here, we round the amount available, then multiply it again.
- R.volume -= amount_to_transfer//Remove from reagent volume. Don't want to delete the reagent now since we need to perserve the name.
- reagents.add_reagent(reagent_id, amount_to_transfer)//Add to suit. Reactions are not important.
- total_reagent_transfer += amount_to_transfer//Add to total reagent trans.
- U << "Added [amount_to_transfer] units of [R.name]."//Reports on the specific reagent added.
- I.reagents.update_total()//Now we manually update the total to make sure everything is properly shoved under the rug.
-
- U << "Replenished a total of [total_reagent_transfer ? total_reagent_transfer : "zero"] chemical units."//Let the player know how much total volume was added.
- return
- else if(istype(I, /obj/item/weapon/cell))
- if(I:maxcharge>cell.maxcharge&&n_gloves&&n_gloves.candrain)
- U << "\blue Higher maximum capacity detected.\nUpgrading..."
- if (n_gloves&&n_gloves.candrain&&do_after(U,s_delay))
- U.drop_item()
- I.loc = src
- I:charge = min(I:charge+cell.charge, I:maxcharge)
- var/obj/item/weapon/cell/old_cell = cell
- old_cell.charge = 0
- U.put_in_hands(old_cell)
- old_cell.add_fingerprint(U)
- old_cell.corrupt()
- old_cell.updateicon()
- cell = I
- U << "\blue Upgrade complete. Maximum capacity: [round(cell.maxcharge/100)]%"
- else
- U << "\red Procedure interrupted. Protocol terminated."
- return
- else if(istype(I, /obj/item/weapon/disk/tech_disk))//If it's a data disk, we want to copy the research on to the suit.
- var/obj/item/weapon/disk/tech_disk/TD = I
- if(TD.stored)//If it has something on it.
- U << "Research information detected, processing..."
- if(do_after(U,s_delay))
- for(var/datum/tech/current_data in stored_research)
- if(current_data.id==TD.stored.id)
- if(current_data.levelERROR: \black Procedure interrupted. Process terminated."
- else
- I.loc = src
- t_disk = I
- U << "\blue You slot \the [I] into \the [src]."
- return
- ..()
-
-/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
- var/mob/living/carbon/human/U = affecting
- if(s_active)
- cancel_stealth()
- else
- anim(U.loc,U,'icons/mob/mob.dmi',,"cloak",,U.dir)
- s_active=!s_active
- icon_state = U.gender==FEMALE ? "s-ninjasf" : "s-ninjas"
- U.regenerate_icons() //update their icons
- U << "\blue You are now invisible to normal detection."
- for(var/mob/O in oviewers(U))
- O.show_message("[U.name] vanishes into thin air!",1)
- U.invisibility = INVISIBILITY_OBSERVER
- return
-
-/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
- var/mob/living/carbon/human/U = affecting
- if(s_active)
- anim(U.loc,U,'icons/mob/mob.dmi',,"uncloak",,U.dir)
- s_active=!s_active
- U << "\blue You are now visible."
- U.invisibility = 0
- for(var/mob/O in oviewers(U))
- O.show_message("[U.name] appears from thin air!",1)
- icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
- U.regenerate_icons() //update their icons
- return 1
- return 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/blade_check(mob/living/carbon/U, X = 1)//Default to checking for blade energy.
- switch(X)
- if(1)
- if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
- if(cell.charge<=0)//If no charge left.
- U.drop_item()//Blade is dropped from active hand (and deleted).
- else return 1
- else if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- if(cell.charge<=0)
- U.swap_hand()//swap hand
- U.drop_item()//drop blade
- else return 1
- if(2)
- if(istype(U.get_active_hand(), /obj/item/weapon/melee/energy/blade))
- U.drop_item()
- if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
- U.swap_hand()
- U.drop_item()
- return 0
-
-/obj/item/clothing/suit/space/space_ninja/examine(mob/user)
- ..(user)
- if(s_initialized)
- var/mob/living/carbon/human/U = affecting
- if(s_control)
- U << "All systems operational. Current energy capacity: [cell.charge]."
- if(!kamikaze)
- U << "The CLOAK-tech device is [s_active?"active":"inactive"]."
- else
- U << "\red KAMIKAZE MODE ENGAGED!"
- U << "There are [s_bombs] smoke bombs remaining."
- U << "There are [a_boost] adrenaline boosters remaining."
- else
- U << "�rr�R �a��a�� No-�-� f��N� 3RR�r"
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-//=======//ENERGY DRAIN PROCS//=======//
-
-/obj/item/clothing/gloves/space_ninja/proc/drain(target_type as text, target, obj/suit)
-//Var Initialize
- var/obj/item/clothing/suit/space/space_ninja/S = suit
- var/mob/living/carbon/human/U = S.affecting
- var/obj/item/clothing/gloves/space_ninja/G = S.n_gloves
-
- var/drain = 0//To drain from battery.
- var/maxcapacity = 0//Safety check for full battery.
- var/totaldrain = 0//Total energy drained.
-
- G.draining = 1
-
- if(target_type!="RESEARCH")//I lumped research downloading here for ease of use.
- U << "\blue Now charging battery..."
-
- switch(target_type)
-
- if("APC")
- var/obj/machinery/power/apc/A = target
- if(A.cell&&A.cell.charge)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1//Reached maximum battery capacity.
- if (do_after(U,10))
- spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from the APC."
- if(!A.emagged)
- flick("apc-spark", src)
- A.emagged = 1
- A.locked = 0
- A.update_icon()
- else
- U << "\red This APC has run dry of power. You must find another source."
-
- if("SMES")
- var/obj/machinery/power/smes/A = target
- if(A.charge)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
- while(G.candrain&&A.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from the SMES cell."
- else
- U << "\red This SMES cell has run dry of power. You must find another source."
-
- if("CELL")
- var/obj/item/weapon/cell/A = target
- if(A.charge)
- if (G.candrain&&do_after(U,30))
- U << "\blue Gained [A.charge] energy from the cell."
- if(S.cell.charge+A.charge>S.cell.maxcharge)
- S.cell.charge=S.cell.maxcharge
- else
- S.cell.charge+=A.charge
- A.charge = 0
- G.draining = 0
- A.corrupt()
- A.updateicon()
- else
- U << "\red Procedure interrupted. Protocol terminated."
- else
- U << "\red This cell is empty and of no use."
-
- if("MACHINERY")//Can be applied to generically to all powered machinery. I'm leaving this alone for now.
- var/obj/machinery/A = target
- if(A.powered())//If powered.
-
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, A.loc)
-
- var/obj/machinery/power/apc/B = A.loc.loc:get_apc()//Object.turf.area find APC
- if(B)//If APC exists. Might not if the area is unpowered like CentCom.
- var/datum/powernet/PN = B.terminal.powernet
- while(G.candrain&&!maxcapacity&&!isnull(A))//And start a proc similar to drain from wire.
- drain = rand(G.mindrain,G.maxdrain)
- var/drained = 0
- if(PN&&do_after(U,10))
- drained = PN.draw_power(drain)
- if(drained < drain)//if no power on net, drain apcs
- for(var/obj/machinery/power/terminal/T in PN.nodes)
- if(istype(T.master, /obj/machinery/power/apc))
- var/obj/machinery/power/apc/AP = T.master
- if(AP.operating && AP.cell && AP.cell.charge>0)
- AP.cell.charge = max(0, AP.cell.charge - 5)
- drained += 5
- else break
- S.cell.charge += drained
- if(S.cell.charge>S.cell.maxcharge)
- totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
- S.cell.charge = S.cell.maxcharge
- maxcapacity = 1
- else
- totaldrain += drained
- spark_system.start()
- if(drained==0) break
- U << "\blue Gained [totaldrain] energy from the power network."
- else
- U << "\red Power network could not be found. Aborting."
- else
- U << "\red This recharger is not providing energy. You must find another source."
-
- if("RESEARCH")
- var/obj/machinery/A = target
- U << "\blue Hacking \the [A]..."
- spawn(0)
- var/turf/location = get_turf(U)
- for(var/mob/living/silicon/ai/AI in player_list)
- AI << "\red Network Alert: Hacking attempt detected[location?" in [location]":". Unable to pinpoint location"]."
- if(A:files&&A:files.known_tech.len)
- for(var/datum/tech/current_data in S.stored_research)
- U << "\blue Checking \the [current_data.name] database."
- if(do_after(U, S.s_delay)&&G.candrain&&!isnull(A))
- for(var/datum/tech/analyzing_data in A:files.known_tech)
- if(current_data.id==analyzing_data.id)
- if(analyzing_data.level>current_data.level)
- U << "\blue Database: \black UPDATED."
- current_data.level = analyzing_data.level
- break//Move on to next.
- else break//Otherwise, quit processing.
- U << "\blue Data analyzed. Process finished."
-
- if("WIRE")
- var/obj/structure/cable/A = target
- var/datum/powernet/PN = A.get_powernet()
- while(G.candrain&&!maxcapacity&&!isnull(A))
- drain = (round((rand(G.mindrain,G.maxdrain))/2))
- var/drained = 0
- if(PN&&do_after(U,10))
- drained = PN.draw_power(drain)
- if(drained < drain)//if no power on net, drain apcs
- for(var/obj/machinery/power/terminal/T in PN.nodes)
- if(istype(T.master, /obj/machinery/power/apc))
- var/obj/machinery/power/apc/AP = T.master
- if(AP.operating && AP.cell && AP.cell.charge>0)
- AP.cell.charge = max(0, AP.cell.charge - 5)
- drained += 5
- else break
- S.cell.charge += drained
- if(S.cell.charge>S.cell.maxcharge)
- totaldrain += (drained-(S.cell.charge-S.cell.maxcharge))
- S.cell.charge = S.cell.maxcharge
- maxcapacity = 1
- else
- totaldrain += drained
- S.spark_system.start()
- if(drained==0) break
- U << "\blue Gained [totaldrain] energy from the power network."
-
- if("MECHA")
- var/obj/mecha/A = target
- A.occupant_message("\red Warning: Unauthorized access through sub-route 4, block H, detected.")
- if(A.get_charge())
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- A.spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.use(drain)
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from [src]."
- else
- U << "\red The exosuit's battery has run dry. You must find another source of power."
-
- if("CYBORG")
- var/mob/living/silicon/robot/A = target
- A << "\red Warning: Unauthorized access through sub-route 12, block C, detected."
- G.draining = 1
- if(A.cell&&A.cell.charge)
- while(G.candrain&&A.cell.charge>0&&!maxcapacity)
- drain = rand(G.mindrain,G.maxdrain)
- if(A.cell.chargeS.cell.maxcharge)
- drain = S.cell.maxcharge-S.cell.charge
- maxcapacity = 1
- if (do_after(U,10))
- A.spark_system.start()
- playsound(A.loc, "sparks", 50, 1)
- A.cell.charge-=drain
- S.cell.charge+=drain
- totaldrain+=drain
- else break
- U << "\blue Gained [totaldrain] energy from [A]."
- else
- U << "\red Their battery has run dry of power. You must find another source."
-
- else//Else nothing :<
-
- G.draining = 0
-
- return
-
-//=======//GENERAL PROCS//=======//
-
-/obj/item/clothing/gloves/space_ninja/proc/toggled()
- set name = "Toggle Interaction"
- set desc = "Toggles special interaction on or off."
- set category = "Ninja Equip"
-
- var/mob/living/carbon/human/U = loc
- U << "You [candrain?"disable":"enable"] special interaction."
- candrain=!candrain
-
-/obj/item/clothing/gloves/space_ninja/examine(mob/user)
- ..(user)
- if(!canremove)
- var/mob/living/carbon/human/U = loc
- U << "The energy drain mechanism is: [candrain?"active":"inactive"]."
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-/obj/item/clothing/glasses/hud/ninja
- name = "Ninja Scanner HUD"
- desc = "Assesses targets"
- body_parts_covered = 0
-
-/obj/item/clothing/glasses/hud/ninja/process_hud(var/mob/M)
- var/target_list[] = list()
- for(var/mob/living/target in oview(M))
- if(target.mind && (target.mind.special_role || issilicon(target))) //They need to have a mind.
- target_list += target
- if(target_list.len)
- assess_targets(target_list, M)
- if(!M.druggy) M.see_invisible = SEE_INVISIBLE_LIVING
-
-/obj/item/clothing/glasses/hud/ninja/proc/assess_targets(list/target_list, mob/living/carbon/U)
- var/icon/tempHud = 'icons/mob/hud.dmi'
- for(var/mob/living/target in target_list)
- if(iscarbon(target))
- switch(target.mind.special_role)
- if("traitor")
- U.client.images += image(tempHud,target,"hudtraitor")
- if("Revolutionary","Head Revolutionary")
- U.client.images += image(tempHud,target,"hudrevolutionary")
- if("Cultist")
- U.client.images += image(tempHud,target,"hudcultist")
- if("Changeling")
- U.client.images += image(tempHud,target,"hudchangeling")
- if("Wizard","Fake Wizard")
- U.client.images += image(tempHud,target,"hudwizard")
- if("Hunter","Sentinel","Drone","Queen")
- U.client.images += image(tempHud,target,"hudalien")
- if("Mercenary")
- U.client.images += image(tempHud,target,"hudoperative")
- if("Death Commando")
- U.client.images += image(tempHud,target,"huddeathsquad")
- if("Ninja")
- U.client.images += image(tempHud,target,"hudninja")
- else//If we don't know what role they have but they have one.
- U.client.images += image(tempHud,target,"hudunknown1")
- else//If the silicon mob has no law datum, no inherent laws, or a law zero, add them to the hud.
- var/mob/living/silicon/silicon_target = target
- if(!silicon_target.laws||(silicon_target.laws&&(silicon_target.laws.zeroth||!silicon_target.laws.inherent.len)))
- if(isrobot(silicon_target))//Different icons for robutts and AI.
- U.client.images += image(tempHud,silicon_target,"hudmalborg")
- else
- U.client.images += image(tempHud,silicon_target,"hudmalai")
- return 1
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-/datum/ninja_vision
- var/mode
- var/obj/item/clothing/glasses/glasses
-
-/datum/ninja_vision/scouter
- mode = "Scouter"
- glasses = new/obj/item/clothing/glasses/hud/ninja
-
-/datum/ninja_vision/nvg
- mode = "Night Vision"
- glasses = new/obj/item/clothing/glasses/night
-
-/datum/ninja_vision/thermal
- mode = "Thermal Scanner"
- glasses = new/obj/item/clothing/glasses/thermal
-
-/datum/ninja_vision/meson
- mode = "Meson Scanner"
- glasses = new/obj/item/clothing/glasses/meson
-
-/obj/item/clothing/mask/gas/voice/space_ninja
- var/datum/ninja_vision/ninja_vision
- var/list/datum/ninja_vision/ninja_visions
-
-/obj/item/clothing/mask/gas/voice/space_ninja/New()
- ninja_visions = list(new/datum/ninja_vision/scouter, new/datum/ninja_vision/nvg, new/datum/ninja_vision/thermal, new/datum/ninja_vision/meson)
- ninja_vision = ninja_visions[1]
- verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev
- verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm
-
-/obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev()
- set name = "Toggle Voice"
- set desc = "Toggles the voice synthesizer on or off."
- set category = "Ninja Equip"
-
- var/mob/U = loc//Can't toggle voice when you're not wearing the mask.
- var/vchange = (alert("Would you like to synthesize a new name or turn off the voice synthesizer?",,"New Name","Turn Off"))
- if(vchange=="New Name")
- var/chance = rand(1,100)
- switch(chance)
- if(1 to 50)//High chance of a regular name.
- voice = "[rand(0,1)==1?pick(first_names_female):pick(first_names_male)] [pick(last_names)]"
- if(51 to 80)//Smaller chance of a clown name.
- voice = "[pick(clown_names)]"
- if(81 to 90)//Small chance of a wizard name.
- voice = "[pick(wizard_first)] [pick(wizard_second)]"
- if(91 to 100)//Small chance of an existing crew name.
- var/names[] = new()
- for(var/mob/living/carbon/human/M in player_list)
- if(M==U||!M.client||!M.real_name) continue
- names.Add(M.real_name)
- voice = !names.len ? "Cuban Pete" : pick(names)
- U << "You are now mimicking [voice]."
- else
- U << "The voice synthesizer is [voice!="Unknown"?"now":"already"] deactivated."
- voice = "Unknown"
- return
-
-/obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm()
- set name = "Switch Mode"
- set desc = "Switches between Night Vision, Meson, or Thermal vision modes."
- set category = "Ninja Equip"
-
- var/index = ninja_visions.Find(ninja_vision) + 1
- if(index > ninja_visions.len)
- index = 1
- ninja_vision = ninja_visions[index]
-
- var/mob/U = loc
- U << "Switching mode to [ninja_vision.mode]."
-
-/obj/item/clothing/mask/gas/voice/space_ninja/examine(mob/user)
- ..(user)
-
- user << "[ninja_vision.mode] is active."
- user << "Voice mimicking algorithm is set [!vchange?"inactive":"active"]."
-
-/*
-===================================================================================
-<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-===================================================================================
-*/
-
-/*
-It will teleport people to a holding facility after 30 seconds. (Check the process() proc to change where teleport goes)
-It is possible to destroy the net by the occupant or someone else.
-*/
-
-/obj/effect/energy_net
- name = "energy net"
- desc = "It's a net made of green energy."
- icon = 'icons/effects/effects.dmi'
- icon_state = "energynet"
-
- density = 1//Can't pass through.
- opacity = 0//Can see through.
- mouse_opacity = 1//So you can hit it with stuff.
- anchored = 1//Can't drag/grab the trapped mob.
-
- var/health = 25//How much health it has.
- var/mob/living/affecting = null//Who it is currently affecting, if anyone.
- var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed.
-
- proc
- healthcheck()
- if(health <=0)
- density = 0
- if(affecting)
- var/mob/living/carbon/M = affecting
- M.anchored = 0
- for(var/mob/O in viewers(src, 3))
- O.show_message(text("[] was recovered from the energy net!", M.name), 1, text("You hear a grunt."), 2)
- if(!isnull(master))//As long as they still exist.
- master << "\red ERROR: \black unable to initiate transport protocol. Procedure terminated."
- del(src)
- return
-
- process(var/mob/living/carbon/M as mob)
- var/check = 60//30 seconds before teleportation. Could be extended I guess. - Extended to one minute
- var/mob_name = affecting.name//Since they will report as null if terminated before teleport.
- //The person can still try and attack the net when inside.
- while(!isnull(M)&&!isnull(src)&&check>0)//While M and net exist, and 60 seconds have not passed.
- check--
- sleep(10)
-
- if(isnull(M)||M.loc!=loc)//If mob is gone or not at the location.
- if(!isnull(master))//As long as they still exist.
- master << "\red ERROR: \black unable to locate \the [mob_name]. Procedure terminated."
- del(src)//Get rid of the net.
- return
-
- if(!isnull(src))//As long as both net and person exist.
- //No need to check for countdown here since while() broke, it's implicit that it finished.
-
- density = 0//Make the net pass-through.
- invisibility = 101//Make the net invisible so all the animations can play out.
- health = INFINITY//Make the net invincible so that an explosion/something else won't kill it while, spawn() is running.
- for(var/obj/item/W in M)
- if(istype(M,/mob/living/carbon/human))
- if(W==M:w_uniform) continue//So all they're left with are shoes and uniform.
- if(W==M:shoes) continue
- M.drop_from_inventory(W)
-
- spawn(0)
- playsound(M.loc, 'sound/effects/sparks4.ogg', 50, 1)
- anim(M.loc,M,'icons/mob/mob.dmi',,"phaseout",,M.dir)
-
- if(holdingfacility.len)
- M.loc = pick(holdingfacility)//Throw mob in to the holding facility.
- spawn(0)
- var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
- spark_system.set_up(5, 0, M.loc)
- spark_system.start()
- playsound(M.loc, 'sound/effects/phasein.ogg', 25, 1)
- playsound(M.loc, 'sound/effects/sparks2.ogg', 50, 1)
- anim(M.loc,M,'icons/mob/mob.dmi',,"phasein",,M.dir)
- del(src)//Wait for everything to finish, delete the net. Else it will stop everything once net is deleted, including the spawn(0).
-
- M << "\red You appear in a strange place!"
-
- for(var/mob/O in viewers(src, 3))
- O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2)
-
- if(!isnull(master))//As long as they still exist.
- master << "\blue SUCCESS: \black transport procedure of \the [affecting] complete."
-
- M.captured = 0 //Important.
- M.anchored = initial(M.anchored) //Changes the mob's anchored status to the original one; this is not handled by the can_move proc.
-
- else//And they are free.
- M << "\blue You are free of the net!"
- return
-
- bullet_act(var/obj/item/projectile/Proj)
- health -= Proj.damage
- healthcheck()
- return 0
-
- ex_act(severity)
- switch(severity)
- if(1.0)
- health-=50
- if(2.0)
- health-=50
- if(3.0)
- health-=prob(50)?50:25
- healthcheck()
- return
-
- blob_act()
- health-=50
- healthcheck()
- return
-
- meteorhit()
- health-=50
- healthcheck()
- return
-
- hitby(AM as mob|obj)
- ..()
- for(var/mob/O in viewers(src, null))
- O.show_message(text("\red [src] was hit by [AM]."), 1)
- var/tforce = 0
- if(ismob(AM))
- tforce = 10
- else
- tforce = AM:throwforce
- playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
- health = max(0, health - tforce)
- healthcheck()
- ..()
- return
-
- attack_hand()
-
- if (HULK in usr.mutations)
- usr << text("\blue You easily destroy the energy net.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] rips the energy net apart!", usr), 1)
- health-=50
- else if(istype(usr,/mob/living/carbon/human))
- var/mob/living/carbon/human/H = usr
- if(H.species.can_shred(H))
-
- H << text("\green You claw at the net.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] claws at the energy net!", H), 1)
-
- playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
- health -= rand(10, 20)
-
- if(health <= 0)
- H << text("\green You slice the energy net to pieces.")
- for(var/mob/O in oviewers(src))
- O.show_message(text("\red [] slices the energy net apart!", H), 1)
-
- healthcheck()
- return
-
- attackby(obj/item/weapon/W as obj, mob/user as mob)
- var/aforce = W.force
- health = max(0, health - aforce)
- healthcheck()
- ..()
- return
diff --git a/code/game/gamemodes/events/space_ninja.dm b/code/game/gamemodes/events/space_ninja.dm
index 3f1e94654a1..97bb3e2404a 100644
--- a/code/game/gamemodes/events/space_ninja.dm
+++ b/code/game/gamemodes/events/space_ninja.dm
@@ -208,7 +208,6 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
//The ninja will be created on the right spawn point or at late join.
var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
new_ninja.key = ninja_key
- new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
new_ninja.internals.icon_state = "internal1"
@@ -446,14 +445,11 @@ As such, it's hard-coded for now. No reason for it not to be, really.
if(confirm != "Yes") return
if(ishuman(M))
+ var/mob/living/carbon/human/H = M
log_admin("[key_name(src)] turned [M.key] into a Space Ninja.")
spawn(10)
- M:create_mind_space_ninja()
- M:equip_space_ninja(1)
- if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja))
- M:wear_suit:randomize_param()
- spawn(0)
- M:wear_suit:ninitialize(10,M)
+ H.create_mind_space_ninja()
+ H.equip_space_ninja(1)
else
alert("Invalid mob")
@@ -534,533 +530,9 @@ As such, it's hard-coded for now. No reason for it not to be, really.
equip_to_slot_or_del(new /obj/item/clothing/under/color/blackf(src), slot_w_uniform)
else
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
- equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
- equip_to_slot_or_del(new /obj/item/clothing/suit/space/space_ninja(src), slot_wear_suit)
- equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
- equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
+
+ equip_to_slot_or_del(new /obj/item/weapon/rig/light/ninja(src), slot_back)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/voice/space_ninja(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_belt)
- equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_r_store)
- equip_to_slot_or_del(new /obj/item/weapon/plastique(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen(src), slot_s_store)
return 1
-
-//=======//HELPER PROCS//=======//
-
-//Randomizes suit parameters.
-/obj/item/clothing/suit/space/space_ninja/proc/randomize_param()
- s_cost = rand(1,20)
- s_acost = rand(20,100)
- k_cost = rand(100,500)
- k_damage = rand(1,20)
- s_delay = rand(10,100)
- s_bombs = rand(5,20)
- a_boost = rand(1,7)
-
-//This proc prevents the suit from being taken off.
-/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/U, X = 0)
- if(X)//If you want to check for icons.
- icon_state = U.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
- U:gloves.icon_state = "s-ninjan"
- U:gloves.item_state = "s-ninjan"
- else
- if(U.mind.special_role!="Ninja")
- U << "\red fÄTaL ÈÈRRoR: 382200-*#00CÖDE RED\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR..."
- U.gib()
- return 0
- if(!istype(U:head, /obj/item/clothing/head/helmet/space/space_ninja))
- U << "\red ERROR: 100113 \black UNABLE TO LOCATE HEAD GEAR\nABORTING..."
- return 0
- if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja))
- U << "\red ERROR: 122011 \black UNABLE TO LOCATE FOOT GEAR\nABORTING..."
- return 0
- if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja))
- U << "\red ERROR: 110223 \black UNABLE TO LOCATE HAND GEAR\nABORTING..."
- return 0
-
- affecting = U
- canremove = 0
- slowdown = 0
- n_hood = U:head
- n_hood.canremove=0
- n_shoes = U:shoes
- n_shoes.canremove=0
- n_shoes.slowdown--
- n_gloves = U:gloves
- n_gloves.canremove=0
-
- return 1
-
-//This proc allows the suit to be taken off.
-/obj/item/clothing/suit/space/space_ninja/proc/unlock_suit()
- affecting = null
- canremove = 1
- slowdown = 1
- icon_state = "s-ninja"
- if(n_hood)//Should be attached, might not be attached.
- n_hood.canremove=1
- if(n_shoes)
- n_shoes.canremove=1
- n_shoes.slowdown++
- if(n_gloves)
- n_gloves.icon_state = "s-ninja"
- n_gloves.item_state = "s-ninja"
- n_gloves.canremove=1
- n_gloves.candrain=0
- n_gloves.draining=0
-
-//Allows the mob to grab a stealth icon.
-/mob/proc/NinjaStealthActive(atom/A)//A is the atom which we are using as the overlay.
- invisibility = INVISIBILITY_LEVEL_TWO//Set ninja invis to 2.
- var/icon/opacity_icon = new(A.icon, A.icon_state)
- var/icon/alpha_mask = getIconMask(src)
- var/icon/alpha_mask_2 = new('icons/effects/effects.dmi', "at_shield1")
- alpha_mask.AddAlphaMask(alpha_mask_2)
- opacity_icon.AddAlphaMask(alpha_mask)
- for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
- var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
- switch(i)//Now to determine offset so the result is somewhat blurred.
- if(1)
- I.pixel_x -= 1
- if(2)
- I.pixel_x += 1
- if(3)
- I.pixel_y -= 1
- if(4)
- I.pixel_y += 1
-
- overlays += I//And finally add the overlay.
- overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
-
-//When ninja steal malfunctions.
-/mob/proc/NinjaStealthMalf()
- invisibility = 0//Set ninja invis to 0.
- overlays += image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = layer+0.9)
- playsound(loc, 'sound/effects/stealthoff.ogg', 75, 1)
-
-//=======//GENERIC VERB MODIFIERS//=======//
-var/list/ninja_verbs_default = list(
- /obj/item/clothing/suit/space/space_ninja/proc/ninjashift,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjablade,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjastar,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjanet,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
-)
-
-var/list/ninja_verbs_kamikaze = list(
- /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjablade,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjastar,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk,
- /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage
-)
-
-var/list/ninja_verbs_equip = list(
- /obj/item/clothing/suit/space/space_ninja/proc/deinit,
- /obj/item/clothing/suit/space/space_ninja/proc/spideros,
- /obj/item/clothing/suit/space/space_ninja/proc/stealth
-)
-
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
- verbs |= ninja_verbs_equip
-
- n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- s_initialized = 1
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
- verbs -= ninja_verbs_equip
-
- if(n_gloves)
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- s_initialized = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
- verbs |= ninja_verbs_default
-
- s_initialized=1
- slowdown=0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
- verbs -= ninja_verbs_default
-
-//=======//KAMIKAZE VERBS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U)
- verbs -= ninja_verbs_default
- verbs |= ninja_verbs_kamikaze
-
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
-
- kamikaze = 1
-
- icon_state = U.gender==FEMALE ? "s-ninjakf" : "s-ninjak"
- if(n_gloves)
- n_gloves.icon_state = "s-ninjak"
- n_gloves.item_state = "s-ninjak"
- n_gloves.candrain = 0
- n_gloves.draining = 0
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- cancel_stealth()
-
- U << browse(null, "window=spideros")
- U << "\red Do or Die, LET'S ROCK!!"
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U)
- if(kamikaze)
- verbs -= ninja_verbs_kamikaze
- verbs += ninja_verbs_default
-
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
- if(n_gloves)
- n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
-
- U.incorporeal_move = 0
- kamikaze = 0
- k_unlock = 0
- U << "\blue Disengaging mode...\n\blackCODE NAME: \red KAMIKAZE"
-
-//=======//AI VERBS//=======//
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
-
- s_busy = 0
- s_control = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_hack_ninja
- verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ai_return_control
-
- s_control = 1
-
-//=======//OLD & UNUSED//=======//
-
-/*
-
-Deprecated. get_dir() does the same thing. Still a nice proc.
-Returns direction that the mob or whomever should be facing in relation to the target.
-This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
-I personally used it with getline() to great effect.
-/proc/get_dir_to(turf/start,turf/end)//N
- var/xdiff = start.x - end.x//The sign is important.
- var/ydiff = start.y - end.y
-
- var/direction_x = xdiff<1 ? 4:8//East - west
- var/direction_y = ydiff<1 ? 1:2//North - south
- var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
- var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
- var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
- direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
-
- return direction_f
-
-Alternative and inferior method of calculating spideros.
-var/temp = num2text(spideros)
-var/return_to = copytext(temp, 1, (length(temp)))//length has to be to the length of the thing because by default it's length+1
-spideros = text2num(return_to)//Maximum length here is 6. Use (return_to, X) to specify larger strings if needed.
-
-//Old way of draining from wire.
-/obj/item/clothing/gloves/space_ninja/proc/drain_wire()
- set name = "Drain From Wire"
- set desc = "Drain energy directly from an exposed wire."
- set category = "Ninja Equip"
-
- var/obj/structure/cable/attached
- var/mob/living/carbon/human/U = loc
- if(candrain&&!draining)
- var/turf/T = U.loc
- if(isturf(T) && T.is_plating())
- attached = locate() in T
- if(!attached)
- U << "\red Warning: no exposed cable available."
- else
- U << "\blue Connecting to wire, stand still..."
- if(do_after(U,50)&&!isnull(attached))
- drain("WIRE",attached,U:wear_suit,src)
- else
- U << "\red Procedure interrupted. Protocol terminated."
- return
-
-I've tried a lot of stuff but adding verbs to the AI while inside an object, inside another object, did not want to work properly.
-This was the best work-around I could come up with at the time. Uses objects to then display to panel, based on the object spell system.
-Can be added on to pretty easily.
-
-BYOND fixed the verb bugs so this is no longer necessary. I prefer verb panels.
-
-/obj/item/clothing/suit/space/space_ninja/proc/grant_AI_verbs()
- var/obj/effect/proc_holder/ai_return_control/A_C = new(AI)
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(AI)
- var/obj/effect/proc_holder/ai_instruction/C_C = new(AI)
- new/obj/effect/proc_holder/ai_holo_clear(AI)
- AI.proc_holder_list += A_C
- AI.proc_holder_list += B_C
- AI.proc_holder_list += C_C
-
- s_control = 0
-
-/obj/item/clothing/suit/space/space_ninja/proc/remove_AI_verbs()
- var/obj/effect/proc_holder/ai_return_control/A_C = locate() in AI
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = locate() in AI
- var/obj/effect/proc_holder/ai_instruction/C_C = locate() in AI
- var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in AI
- del(A_C)
- del(B_C)
- del(C_C)
- del(D_C)
- AI.proc_holder_list = list()
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
- verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
-
- s_control = 1
-
-//Workaround
-/obj/effect/proc_holder/ai_holo_clear
- name = "Clear Hologram"
- desc = "Stops projecting the current holographic image."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-
-/obj/effect/proc_holder/ai_holo_clear/Click()
- var/obj/item/clothing/suit/space/space_ninja/S = loc.loc//This is so stupid but makes sure certain things work. AI.SUIT
- del(S.hologram.i_attached)
- del(S.hologram)
- var/obj/effect/proc_holder/ai_holo_clear/D_C = locate() in S.AI
- S.AI.proc_holder_list -= D_C
- return
-
-/obj/effect/proc_holder/ai_instruction//Let's the AI know what they can do.
- name = "Instructions"
- desc = "Displays a list of helpful information."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_instruction/Click()
- loc << "The menu you are seeing will contain other commands if they become available.\nRight click a nearby turf to display an AI Hologram. It will only be visible to you and your host. You can move it freely using normal movement keys--it will disappear if placed too far away."
-
-/obj/effect/proc_holder/ai_hack_ninja//Generic proc holder to make sure the two verbs below work propely.
- name = "Hack SpiderOS"
- desc = "Hack directly into the Black Widow(tm) neuro-interface."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_hack_ninja/Click()//When you click on it.
- var/obj/item/clothing/suit/space/space_ninja/S = loc.loc
- S.hack_spideros()
- return
-
-/obj/effect/proc_holder/ai_return_control
- name = "Relinquish Control"
- desc = "Return control to the user."
- panel = "AI Ninja Equip"
- density = 0
- opacity = 0
-
-/obj/effect/proc_holder/ai_return_control/Click()
- var/mob/living/silicon/ai/A = loc
- var/obj/item/clothing/suit/space/space_ninja/S = A.loc
- A << browse(null, "window=hack spideros")//Close window
- A << "You have seized your hacking attempt. [S.affecting] has regained control."
- S.affecting << "UPDATE: [A.real_name] has ceased hacking attempt. All systems clear."
- S.remove_AI_verbs()
- return
-*/
-
-//=======//DEBUG//=======//
-/*
-/obj/item/clothing/suit/space/space_ninja/proc/display_verb_procs()
-//DEBUG
-//Does nothing at the moment. I am trying to see if it's possible to mess around with verbs as variables.
- //for(var/P in verbs)
-// if(P.set.name)
-// usr << "[P.set.name], path: [P]"
- return
-
-
-Most of these are at various points of incomplete.
-
-/mob/verb/grant_object_panel()
- set name = "Grant AI Ninja Verbs Debug"
- set category = "Ninja Debug"
- var/obj/effect/proc_holder/ai_return_control/A_C = new(src)
- var/obj/effect/proc_holder/ai_hack_ninja/B_C = new(src)
- usr:proc_holder_list += A_C
- usr:proc_holder_list += B_C
-
-mob/verb/remove_object_panel()
- set name = "Remove AI Ninja Verbs Debug"
- set category = "Ninja Debug"
- var/obj/effect/proc_holder/ai_return_control/A = locate() in src
- var/obj/effect/proc_holder/ai_hack_ninja/B = locate() in src
- usr:proc_holder_list -= A
- usr:proc_holder_list -= B
- del(A)//First.
- del(B)//Second, to keep the proc going.
- return
-
-/client/verb/grant_verb_ninja_debug1(var/mob/M in view())
- set name = "Grant AI Ninja Verbs Debug"
- set category = "Ninja Debug"
-
- M.verbs += /mob/living/silicon/ai/verb/ninja_return_control
- M.verbs += /mob/living/silicon/ai/verb/ninja_spideros
- return
-
-/client/verb/grant_verb_ninja_debug2(var/mob/living/carbon/human/M in view())
- set name = "Grant Back Ninja Verbs"
- set category = "Ninja Debug"
-
- M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
- M.wear_suit.verbs += /obj/item/clothing/suit/space/space_ninja/proc/spideros
- return
-
-/obj/proc/grant_verb_ninja_debug3(var/mob/living/silicon/ai/A as mob)
- set name = "Grant AI Ninja Verbs"
- set category = "null"
- set hidden = 1
- A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
- A.verbs -= /obj/item/clothing/suit/space/space_ninja/proc/spideros
- return
-
-/mob/verb/get_dir_to_target(var/mob/M in oview())
- set name = "Get Direction to Target"
- set category = "Ninja Debug"
-
- world << "DIR: [get_dir_to(src.loc,M.loc)]"
- return
-//
-/mob/verb/kill_self_debug()
- set name = "DEBUG Kill Self"
- set category = "Ninja Debug"
-
- src:death()
-
-/client/verb/switch_client_debug()
- set name = "DEBUG Switch Client"
- set category = "Ninja Debug"
-
- mob = mob:loc:loc
-
-/mob/verb/possess_mob(var/mob/M in oview())
- set name = "DEBUG Possess Mob"
- set category = "Ninja Debug"
-
- client.mob = M
-
-/client/verb/switcharoo(var/mob/M in oview())
- set name = "DEBUG Switch to AI"
- set category = "Ninja Debug"
-
- var/mob/last_mob = mob
- mob = M
- last_mob:wear_suit:AI:key = key
-//
-/client/verb/ninjaget(var/mob/M in oview())
- set name = "DEBUG Ninja GET"
- set category = "Ninja Debug"
-
- mob = M
- M.gib()
- space_ninja()
-
-/mob/verb/set_debug_ninja_target()
- set name = "Set Debug Target"
- set category = "Ninja Debug"
-
- ninja_debug_target = src//The target is you, brohime.
- world << "Target: [src]"
-
-/mob/verb/hack_spideros_debug()
- set name = "Debug Hack Spider OS"
- set category = "Ninja Debug"
-
- var/mob/living/silicon/ai/A = loc:AI
- if(A)
- if(!A.key)
- A.client.mob = loc:affecting
- else
- loc:affecting:client:mob = A
- return
-
-//Tests the net and what it does.
-/mob/verb/ninjanet_debug()
- set name = "Energy Net Debug"
- set category = "Ninja Debug"
-
- var/obj/effect/energy_net/E = new /obj/effect/energy_net(loc)
- E.layer = layer+1//To have it appear one layer above the mob.
- stunned = 10//So they are stunned initially but conscious.
- anchored = 1//Anchors them so they can't move.
- E.affecting = src
- spawn(0)//Parallel processing.
- E.process(src)
- return
-
-I made this as a test for a possible ninja ability (or perhaps more) for a certain mob to see hallucinations.
-The thing here is that these guys have to be coded to do stuff as they are simply images that you can't even click on.
-That is why you attached them to objects.
-/mob/verb/TestNinjaShadow()
- set name = "Test Ninja Ability"
- set category = "Ninja Debug"
-
- if(client)
- var/safety = 4
- for(var/turf/T in oview(5))
- if(prob(20))
- var/current_clone = image('icons/mob/mob.dmi',T,"s-ninja")
- safety--
- spawn(0)
- src << current_clone
- spawn(300)
- del(current_clone)
- spawn while(!isnull(current_clone))
- step_to(current_clone,src,1)
- sleep(5)
- if(safety<=0) break
- return */
-
-//Alternate ninja speech replacement.
-/*This text is hilarious but also absolutely retarded.
-message = replacetext(message, "l", "r")
-message = replacetext(message, "rr", "ru")
-message = replacetext(message, "v", "b")
-message = replacetext(message, "f", "hu")
-message = replacetext(message, "'t", "")
-message = replacetext(message, "t ", "to ")
-message = replacetext(message, " I ", " ai ")
-message = replacetext(message, "th", "z")
-message = replacetext(message, "ish", "isu")
-message = replacetext(message, "is", "izu")
-message = replacetext(message, "ziz", "zis")
-message = replacetext(message, "se", "su")
-message = replacetext(message, "br", "bur")
-message = replacetext(message, "ry", "ri")
-message = replacetext(message, "you", "yuu")
-message = replacetext(message, "ck", "cku")
-message = replacetext(message, "eu", "uu")
-message = replacetext(message, "ow", "au")
-message = replacetext(message, "are", "aa")
-message = replacetext(message, "ay", "ayu")
-message = replacetext(message, "ea", "ii")
-message = replacetext(message, "ch", "chi")
-message = replacetext(message, "than", "sen")
-message = replacetext(message, ".", "")
-message = lowertext(message)
-*/
diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm
index 17e85c9fb18..12d9278205a 100644
--- a/code/game/gamemodes/game_mode.dm
+++ b/code/game/gamemodes/game_mode.dm
@@ -151,7 +151,11 @@
var/list/area/escape_locations = list(/area/shuttle/escape/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
+ var/pltext = "Player list:"
+
for(var/mob/M in player_list)
+ if(M.mind)
+ pltext += printplayer(M.mind)
if(M.client)
clients++
if(ishuman(M))
@@ -179,6 +183,15 @@
if(isobserver(M))
ghosts++
+ var/text = "A round of [src.name] has ended."
+ if(surviving_total > 0)
+ text += "
There [surviving_total>1 ? "were [surviving_total] survivors" : "was one survivor"]"
+ text += " ([escaped_total>0 ? escaped_total : "none"] [emergency_shuttle.evac ? "escaped" : "transferred"]) and [ghosts] ghosts.
"
+ else
+ text += "There were no survivors ([ghosts] ghosts)."
+ text += "
" + pltext //print player list after the general info
+ world << text
+
if(clients > 0)
feedback_set("round_end_clients",clients)
if(ghosts > 0)
@@ -515,7 +528,7 @@ proc/get_nt_opposed()
/datum/game_mode/proc/printplayer(var/datum/mind/ply)
var/role = ply.assigned_role == "MODE" ? "\improper[ply.special_role]" : "\improper[ply.assigned_role]"
- var/text = "
[ply.name]([ply.key]) as \a [role] ("
+ var/text = "
[ply.name] ([ply.key]) as \a [role] ("
if(ply.current)
if(ply.current.stat == DEAD)
text += "died"
diff --git a/code/game/gamemodes/mutiny/mutiny_fluff.dm b/code/game/gamemodes/mutiny/mutiny_fluff.dm
index f8634e8e765..2e4ad147a81 100644
--- a/code/game/gamemodes/mutiny/mutiny_fluff.dm
+++ b/code/game/gamemodes/mutiny/mutiny_fluff.dm
@@ -5,7 +5,7 @@
mode = M
proc/announce_directives()
- for (var/obj/machinery/faxmachine/fax in world)
+ for (var/obj/machinery/photocopier/faxmachine/fax in world)
if (fax.department == "Captain's Office")
var/obj/item/weapon/paper/directive_x = new(fax.loc)
directive_x.name = "emergency action message"
diff --git a/code/game/gamemodes/newobjective.dm b/code/game/gamemodes/newobjective.dm
index 24472446755..949e6bfc77f 100644
--- a/code/game/gamemodes/newobjective.dm
+++ b/code/game/gamemodes/newobjective.dm
@@ -1331,11 +1331,13 @@ datum
return 0
if(!owner.current || owner.current.stat == 2)
return 0
- if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
- return 0
+
var/current_amount
- var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
- if(!S.stored_research.len)
+ var/obj/item/weapon/rig/S
+ if(istype(owner.current,/mob/living/carbon/human))
+ var/mob/living/carbon/human/H = owner.current
+ S = H.back
+ if(!S || !istype(S) || !S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
diff --git a/code/game/gamemodes/ninja/ninja.dm b/code/game/gamemodes/ninja/ninja.dm
index 10cff5eccb5..50522dcf5df 100644
--- a/code/game/gamemodes/ninja/ninja.dm
+++ b/code/game/gamemodes/ninja/ninja.dm
@@ -61,9 +61,7 @@
var/mob/living/carbon/human/N = ninja.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
- if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
- var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
- S:randomize_param()
+
spawn (rand(waittime_l, waittime_h))
send_intercept()
return ..()
diff --git a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm
index 9cb3a5bd5a8..980b7862003 100644
--- a/code/game/gamemodes/nuclear/nuclear.dm
+++ b/code/game/gamemodes/nuclear/nuclear.dm
@@ -222,28 +222,6 @@ var/global/list/turf/synd_spawn = list()
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack)
synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), slot_in_backpack)
-/* Commented; nukes now have a suit cycler for changing rig-suits, they don't need to spawn with them
- var/obj/item/clothing/suit/space/rig/syndi/new_suit = new(synd_mob)
- var/obj/item/clothing/head/helmet/space/rig/syndi/new_helmet = new(synd_mob)
-
- if(synd_mob.species)
-
- var/race = synd_mob.species.name
-
- switch(race)
- if("Unathi")
- new_suit.species_restricted = list("Unathi")
- if("Tajara")
- new_suit.species_restricted = list("Tajara")
- if("Skrell")
- new_suit.species_restricted = list("Skrell")
-
- synd_mob.equip_to_slot_or_del(new_suit, slot_in_backpack)
- synd_mob.equip_to_slot_or_del(new_helmet, slot_in_backpack)*/
-
-// var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
-// E.imp_in = synd_mob
-// E.implanted = 1
synd_mob.update_icons()
return 1
diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm
index d2fae33e86a..452fd347d8c 100644
--- a/code/game/gamemodes/objective.dm
+++ b/code/game/gamemodes/objective.dm
@@ -488,7 +488,7 @@ datum/objective/steal
"a functional AI" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
- "a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
+ "a nasa voidsuit" = /obj/item/clothing/suit/space/void,
"28 moles of phoron (full tank)" = /obj/item/weapon/tank,
"a sample of slime extract" = /obj/item/slime_extract,
"a piece of corgi meat" = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi,
@@ -571,16 +571,15 @@ datum/objective/steal
return found_amount>=target
if("a functional AI")
+
for(var/obj/item/device/aicard/C in all_items) //Check for ai card
for(var/mob/living/silicon/ai/M in C)
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
return 1
- for(var/obj/item/clothing/suit/space/space_ninja/S in all_items) //Let an AI downloaded into a space ninja suit count
- if(S.AI && S.AI.stat != 2)
- return 1
for(var/mob/living/silicon/ai/ai in world)
- if(istype(ai.loc, /turf))
+ var/turf/T = get_turf(ai)
+ if(istype(T))
var/area/check_area = get_area(ai)
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
@@ -613,19 +612,25 @@ datum/objective/download
return 0
if(!owner.current || owner.current.stat == 2)
return 0
- if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
- return 0
+
var/current_amount
- var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
- if(!S.stored_research.len)
+ var/obj/item/weapon/rig/S
+ if(istype(owner.current,/mob/living/carbon/human))
+ var/mob/living/carbon/human/H = owner.current
+ S = H.back
+
+ if(!istype(S) || !S.installed_modules || !S.installed_modules.len)
return 0
- else
- for(var/datum/tech/current_data in S.stored_research)
- if(current_data.level>1) current_amount+=(current_data.level-1)
- if(current_amount 1)
+ current_amount += (current_data.level-1)
+
+ return (current_amount[phoron_percent]%
return dat
-/obj/machinery/alarm/proc/return_controls()
+/obj/machinery/alarm/proc/return_controls(var/source = src)
var/output = ""//"[alarm_zone] Air [name]
"
switch(screen)
if (AALARM_SCREEN_MAIN)
if(alarm_area.atmosalm)
- output += "Reset - Area Atmospheric Alarm
"
+ output += "Reset - Area Atmospheric Alarm
"
else
- output += "Activate - Area Atmospheric Alarm
"
+ output += "Activate - Area Atmospheric Alarm
"
output += {"
-Scrubbers Control
-Vents Control
-Set environmentals mode
-Sensor Settings
+Scrubbers Control
+Vents Control
+Set environmentals mode
+Sensor Settings
"}
if (mode==AALARM_MODE_PANIC)
- output += "PANIC SYPHON ACTIVE
Turn syphoning off"
+ output += "PANIC SYPHON ACTIVE
Turn syphoning off"
else
- output += "ACTIVATE PANIC SYPHON IN AREA"
+ output += "ACTIVATE PANIC SYPHON IN AREA"
if (AALARM_SCREEN_VENT)
@@ -634,23 +634,23 @@ Toxins: [phoron_percent]%
sensor_data += {"
[long_name][state]
Operating:
-[data["power"]?"on":"off"]
+[data["power"]?"on":"off"]
Pressure checks:
-external
-internal
+external
+internal
External pressure bound:
--
--
--
--
+-
+-
+-
+-
[data["external"]]
-+
-+
-+
-+
- (reset)
++
++
++
++
+ (reset)
"}
if (data["direction"] == "siphon")
@@ -662,7 +662,7 @@ siphoning
sensor_data += {"
"}
else
sensor_data = "No vents connected.
"
- output = {"Main menu
[sensor_data]"}
+ output = {"Main menu
[sensor_data]"}
if (AALARM_SCREEN_SCRUB)
var/sensor_data = ""
if(alarm_area.air_scrub_names.len)
@@ -676,33 +676,33 @@ siphoning
sensor_data += {"
[long_name][state]
Operating:
-[data["power"]?"on":"off"]
+[data["power"]?"on":"off"]
Type:
-[data["scrubbing"]?"scrubbing":"syphoning"]
+[data["scrubbing"]?"scrubbing":"syphoning"]
"}
if(data["scrubbing"])
sensor_data += {"
Filtering:
Carbon Dioxide
-[data["filter_co2"]?"on":"off"];
+[data["filter_co2"]?"on":"off"];
Toxins
-[data["filter_phoron"]?"on":"off"];
+[data["filter_phoron"]?"on":"off"];
Nitrous Oxide
-[data["filter_n2o"]?"on":"off"]
+[data["filter_n2o"]?"on":"off"]
"}
sensor_data += {"
Panic syphon: [data["panic"]?"PANIC SYPHON ACTIVATED":""]
-Dea":"red'>A")]ctivate
+Dea":"red'>A")]ctivate
"}
else
sensor_data = "No scrubbers connected.
"
- output = {"Main menu
[sensor_data]"}
+ output = {"Main menu
[sensor_data]"}
if (AALARM_SCREEN_MODE)
- output += "Main menu
Air machinery mode for the area:"
+ output += "Main menu
Air machinery mode for the area:"
var/list/modes = list(AALARM_MODE_SCRUBBING = "Filtering - Scrubs out contaminants",\
AALARM_MODE_REPLACEMENT = "Replace Air - Siphons out air while replacing",\
AALARM_MODE_PANIC = "Panic - Siphons air out of the room",\
@@ -711,14 +711,14 @@ Nitrous Oxide
AALARM_MODE_OFF = "Off - Shuts off vents and scrubbers",)
for (var/m=1,m<=modes.len,m++)
if (mode==m)
- output += "- [modes[m]] (selected)
"
+ output += "- [modes[m]] (selected)
"
else
- output += "- [modes[m]]
"
+ output += "- [modes[m]]
"
output += "
"
if (AALARM_SCREEN_SENSORS)
output += {"
-Main menu
+Main menu
Alarm thresholds:
Partial pressure for gases