diff --git a/code/datums/datumvars.dm b/code/datums/datumvars.dm index 4e2b6fc2ebc..46b90856a7f 100644 --- a/code/datums/datumvars.dm +++ b/code/datums/datumvars.dm @@ -275,7 +275,6 @@ client - @@ -560,17 +559,6 @@ client src.give_disease(M) href_list["datumrefresh"] = href_list["give_spell"] - else if(href_list["ninja"]) - if(!check_rights(R_SPAWN)) return - - var/mob/M = locate(href_list["ninja"]) - if(!istype(M)) - usr << "This can only be used on instances of type /mob" - return - - src.cmd_admin_ninjafy(M) - href_list["datumrefresh"] = href_list["ninja"] - else if(href_list["godmode"]) if(!check_rights(R_REJUVINATE)) return diff --git a/code/datums/mind.dm b/code/datums/mind.dm index ee0cb1956b0..3487cb309e6 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -66,7 +66,7 @@ var/list/uplink_items_bought = list() var/total_TC = 0 var/spent_TC = 0 - + //fix scrying raging mages issue. var/isScrying = 0 @@ -550,9 +550,6 @@ return switch(new_obj_type) - if("download") - new_objective = new /datum/objective/download - new_objective.explanation_text = "Download [target_number] research levels." if("capture") new_objective = new /datum/objective/capture new_objective.explanation_text = "Accumulate [target_number] capture points." diff --git a/code/game/gamemodes/events/ninja_abilities.dm b/code/game/gamemodes/events/ninja_abilities.dm deleted file mode 100644 index 013acca4ad9..00000000000 --- a/code/game/gamemodes/events/ninja_abilities.dm +++ /dev/null @@ -1,431 +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 << "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.chargeNot enough energy." - return 1 - switch(X) - if(1) - cancel_stealth()//Get rid of it. - if(2) - if(s_bombs<=0) - U << "There are no more smoke bombs remaining." - return 1 - if(3) - if(a_boost<=0) - U << "You do not have any more adrenaline boosters." - return 1 - return (s_coold)//Returns the value of the variable which counts down to zero. - -//=======//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 << "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 - -//=======//9-8 TILE TELEPORT//=======// -//Click to to teleport 9-10 tiles in direction facing. -/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt() - set name = "Phase Jaunt (10E)" - set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 100 - if(!ninjacost(C,1)) - var/mob/living/carbon/human/U = affecting - var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1) - var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. - if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc. - spawn(0) - playsound(U.loc, "sparks", 50, 1) - anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - handle_teleport_grab(destination, U) - U.loc = destination - - 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) - - spawn(0) - destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it. - s_coold = 1 - cell.charge-=(C*10) - else - U << "The VOID-shift device is malfunctioning, teleportation failed." - return - -//=======//RIGHT CLICK TELEPORT//=======// -//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 (20E)" - 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 = 200 - 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 - - 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) - - spawn(0)//Any living mobs in teleport area are gibbed. - T.kill_creatures(U) - s_coold = 1 - cell.charge-=(C*10) - else - U << "You cannot teleport into solid walls or from solid matter" - return - -//=======//EM PULSE//=======// -//Disables nearby tech equipment. -/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse() - set name = "EM Burst (25E)" - set desc = "Disable any nearby technology with a electro-magnetic pulse." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 250 - if(!ninjacost(C,1)) - var/mob/living/carbon/human/U = affecting - playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2) - empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch. - s_coold = 2 - cell.charge-=(C*10) - return - -//=======//ENERGY BLADE//=======// -//Summons a blade of energy in active hand. -/obj/item/clothing/suit/space/space_ninja/proc/ninjablade() - set name = "Energy Blade (5E)" - 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)) - 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) - cell.charge-=(C*10) - else - U << "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 (5E)" - set desc = "Launches an energy star at a random living target." - set category = "Ninja Ability" - set popup_menu = 0 - - var/C = 50 - if(!ninjacost(C)) - 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/bullet/dart/A = new /obj/item/projectile/bullet/dart(U.loc) - A.current = curloc - A.yo = targloc.y - curloc.y - A.xo = targloc.x - curloc.x - cell.charge-=(C*10) - A.process() - else - U << "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 (20E)" - 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 = 200 - if(!ninjacost(C,1)&&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.anchored = 1//Anchors them so they can't move. - 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("[] caught [] with an energy net!", U, M), 1) - E.affecting = M - E.master = U - spawn(0)//Parallel processing. - E.process(M) - cell.charge-=(C*10) - 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.SetStunned(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. - if(U.said_last_words) - U.said_last_words=0 - 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 << "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 << "You will now phase through solid matter." - else - U.incorporeal_move = 0 - U << "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(!ninjacost()) - var/mob/living/carbon/human/U = affecting - var/turf/destination = get_teleport_loc(U.loc,U,5) - var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. - if(destination&&istype(mobloc, /turf)) - U.say("Ai Satsugai!") - spawn(0) - playsound(U.loc, "sparks", 50, 1) - anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir) - - 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 - - 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 << "The VOID-shift device is malfunctioning, teleportation failed." - return - -//=======//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 << "The VOID-shift device is malfunctioning, teleportation failed." - else - U << "There are no targets in view." - return diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm deleted file mode 100644 index 23bd4354af4..00000000000 --- a/code/game/gamemodes/events/ninja_equipment.dm +++ /dev/null @@ -1,1463 +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/Destroy() - 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) - ..() - -//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 << "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 << "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 << "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 << "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 << "Now initializing..." - if(1) - if(!lock_suit(U))//To lock the suit onto wearer. - break - U << "Securing external locking mechanism...\nNeural-net established." - if(2) - U << "\Extending neural-net interface...\nNow monitoring brain wave pattern..." - if(3) - if(U.stat==2||U.health<=0) - U << "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 << "Linking neural-net interface...\nPattern GREEN, continuing operation." - if(4) - U << "VOID-shift device status: ONLINE.\nCLOAK-tech device status: ONLINE." - if(5) - U << "Primary system status: ONLINE.\nBackup system status: ONLINE.\nCurrent energy capacity: [cell.charge]." - if(6) - U << "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 << "The suit is already functioning. Please report this bug." - else - U << "ERROR: 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 << "The suit is not initialized. 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 << "ERROR: You cannot use this function at this time." - return - s_busy = 1 - for(var/i = 0,i<7,i++) - switch(i) - if(0) - U << "Now de-initializing..." - remove_kamikaze(U)//Shutdowns kamikaze. - spideros = 0//Spideros resets. - if(1) - U << "Logging off, [U:real_name]. Shutting down SpiderOS." - remove_ninja_verbs() - if(2) - U << "Primary system status: OFFLINE.\nBackup system status: OFFLINE." - if(3) - U << "VOID-shift device status: OFFLINE.\nCLOAK-tech device status: OFFLINE." - cancel_stealth()//Shutdowns stealth. - if(4) - U << "Disconnecting neural-net interface...Success." - if(5) - U << "Disengaging neural-net interface...Success." - if(6) - U << "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 - Refresh"} - if(spideros) - dat += {" | Return - | Close
"} - if(s_control) - dat += {"

SpiderOS v.1.337

- Welcome, [U.real_name].
"} - else - dat += {"

SpiderOS v.ERR-RR00123

-
- Current Time: [worldtime2text()]
- Battery Life: [round(cell.charge/100)]%
- Smoke Bombs: \Roman [s_bombs]
- pai Device: "} - if(pai) - dat += {" - Configure - | - Eject"} - else - dat += "None Detected" - dat += "

" - - switch(spideros) - if(0) - dat += {"

Available Functions:

- " - if(3) - dat += "

Medical Report:

" - if(U.dna) - dat += {"Fingerprints: [md5(U.dna.uni_identity)]
- Unique identity: [U.dna.unique_enzymes]
"} - dat += {"

Overall Status: [U.stat > 1 ? "dead" : "[U.health]% healthy"]

-

Nutrition Status: [U.nutrition]

- Oxygen loss: [U.getOxyLoss()] - | Toxin levels: [U.getToxLoss()]
- Burn severity: [U.getFireLoss()] - | Brute trauma: [U.getBruteLoss()]
- Radiation Level: [U.radiation] rad
- 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(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) - var/o2_level = environment.oxygen/total_moles - var/n2_level = environment.nitrogen/total_moles - var/co2_level = environment.carbon_dioxide/total_moles - var/plasma_level = environment.toxins/total_moles - var/unknown_level = 1-(o2_level+n2_level+co2_level+plasma_level) - dat += {"
    -
  • Nitrogen: [round(n2_level*100)]%
  • -
  • Oxygen: [round(o2_level*100)]%
  • -
  • Carbon Dioxide: [round(co2_level*100)]%
  • -
  • Plasma: [round(plasma_level*100)]%
  • -
"} - if(unknown_level > 0.01) - dat += "OTHER: [round(unknown_level)]%
" - - dat += "Temperature: [round(environment.temperature-T0C)]°C" - if(2) - if(k_unlock==7||!s_control) - dat += " Hidden Menu" - dat += {"

Anonymous Messenger:

-

Detected PDAs:

-
    "} - var/count = 0 - for (var/obj/item/device/pda/P in world) - if (!P.owner||P.toff) - continue - - // AUTOFIXED BY fix_string_idiocy.py - // C:\Users\Rob\Documents\Projects\vgstation13\code\game\gamemodes\events\ninja_equipment.dm:348: dat += "
  • [P]" - dat += {"
  • [P] -
  • "} - // END AUTOFIX - count++ - dat += "
" - if (count == 0) - dat += "None detected.
" - if(32) - dat += "

Hidden Menu:

" - if(s_control) - dat += {"Please input password: - HERE
-
- Remember, you will not be able to recharge energy during this function. If energy runs out, the suit will auto self-destruct.
- 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. - 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. - - // AUTOFIXED BY fix_string_idiocy.py - // C:\Users\Rob\Documents\Projects\vgstation13\code\game\gamemodes\events\ninja_equipment.dm:416: dat += "Stored AI: [A.name]
    " - dat += {"Stored AI: [A.name]
    - System integrity: [A.system_integrity()]%
    "} - // END AUTOFIX - //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) - - // AUTOFIXED BY fix_string_idiocy.py - // C:\Users\Rob\Documents\Projects\vgstation13\code\game\gamemodes\events\ninja_equipment.dm:470: dat += "
    • " - dat += {"
    • - [current_data.name]: [current_data.level]"} - // END AUTOFIX - 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 << "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 << "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,0.1,1)//The last argument is a safety for the human proc that checks for gloves. - cell.charge -= damage - else - A << "ERROR: 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 << "Error: unable to deliver message." - display_spideros() - return - P.tnote += "← From [!s_control?(A):"an unknown source"]:
    [t]
    " - if (!P.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.overlays.len = 0 - P.overlays += image('icons/obj/pda.dmi', "pda-r") - - 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 << "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 << "Engaging mode...\n\CODE NAME: KAMIKAZE" - if(1) - U << "Re-routing power nodes... \nUnlocking limiter..." - if(2) - U << "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("[key_name_admin(U)] used KAMIKAZE mode.")//Let the admins know. - s_busy = 0 - return - sleep(s_delay) - else - U << "ERROR: Unable to initiate mode." - else - U << browse(null, "window=spideros") - s_busy = 0 - return - else - U << "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 << "ERROR: 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") - 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 << "ERROR: 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 << "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 << "WARNING: purge procedure detected. \nNow hacking host..." - U << "WARNING: HACKING AT��TEMP� IN PR0GRESs!" - spideros = 0 - k_unlock = 0 - U << browse(null, "window=spideros") - if(1) - A << "Disconnecting neural interface..." - U << "WAR�NING: �R�O0�Gr�--S 2&3%" - if(2) - A << "Shutting down external protocol..." - U << "WARNING: P����RÖ†Gr�5S 677^%" - cancel_stealth() - if(3) - A << "Connecting to kernel..." - U << "WARNING: �R�r�R_404" - A.control_disabled = 0 - if(4) - A << "Connection established and secured. Menu updated." - U << "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 << "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 << "ERROR: Image feed in progress." - else - AI << "ERROR: 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 << "ERROR: 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, src) - pai = I - U << "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.get_reagent(reagent_id)//Mostly to pull up the name of the reagent after calculating. Also easier to use than writing long proc paths. - var/ourvolume = reagents.get_reagent_amount(reagent_id) // Why weren't you doing this? -- N3X - if(R&&ourvolume=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)-ourvolume) ,(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 1 // avoid calling afterattack() - else if(istype(I, /obj/item/weapon/cell)) - if(I:maxcharge>cell.maxcharge&&n_gloves&&n_gloves.candrain) - U << "Higher maximum capacity detected.\nUpgrading..." - if (n_gloves&&n_gloves.candrain&&do_after(U,I,s_delay)) - U.drop_item(I, 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 << "Upgrade complete. Maximum capacity: [round(cell.maxcharge/100)]%" - else - U << "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,TD,s_delay)) - for(var/datum/tech/current_data in stored_research) - if(current_data.id==TD.stored.id) - if(current_data.levelData analyzed and updated. Disk erased." - else - U << "ERROR: Procedure interrupted. Process terminated." - else - I.loc = src - t_disk = I - U << "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 - spawn(0) - 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 << "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) - spawn(0) - anim(U.loc,U,'icons/mob/mob.dmi',,"uncloak",,U.dir) - s_active=!s_active - U << "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(U.get_active_hand()) - if(istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade)) - U.drop_item(U.get_inactive_hand()) - return 0 - -/obj/item/clothing/suit/space/space_ninja/examine(mob/user) - ..() - if(s_initialized) - if(s_control && (user == affecting)) - user << "All systems operational. Current energy capacity: [cell.charge]." - if(!kamikaze) - user << "The CLOAK-tech device is [s_active?"active":"inactive"]." - else - user << "KAMIKAZE MODE ENGAGED!" - user << "There are [s_bombs] smoke bombs remaining." - user << "There are [a_boost] adrenaline boosters remaining." - else - user << "�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 << "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,target,10)) - spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "Gained [totaldrain] energy from the APC." - if(!A.emagged) - flick("apc-spark", src) - A.emagged = 1 - A.locked = 0 - A.update_icon() - else - U << "This APC has run dry of power. You must find another source." - - if("SMES") - var/obj/machinery/power/battery/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,target,10)) - spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "Gained [totaldrain] energy from the SMES cell." - else - U << "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,target,30)) - U << "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 << "Procedure interrupted. Protocol terminated." - else - U << "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.areaMaster.areaapc//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,target,10)) - drained = min(drain, PN.avail) - PN.load += drained - 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 << "Gained [totaldrain] energy from the power network." - else - U << "Power network could not be found. Aborting." - else - U << "This recharger is not providing energy. You must find another source." - - if("RESEARCH") - var/obj/machinery/A = target - U << "Hacking \the [A]..." - spawn(0) - var/turf/location = get_turf(U) - for(var/mob/living/silicon/ai/AI in player_list) - AI << "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 << "Checking \the [current_data.name] database." - if(do_after(U,target, 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 << "Database: UPDATED." - current_data.level = analyzing_data.level - break//Move on to next. - else break//Otherwise, quit processing. - U << "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,target,10)) - drained = min(drain, PN.avail) - PN.load += drained - 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 << "Gained [totaldrain] energy from the power network." - - if("MECHA") - var/obj/mecha/A = target - A.occupant_message("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,target,10)) - A.spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.use(drain) - S.cell.charge+=drain - totaldrain+=drain - else break - U << "Gained [totaldrain] energy from [src]." - else - U << "The exosuit's battery has run dry. You must find another source of power." - - if("CYBORG") - var/mob/living/silicon/robot/A = target - A << "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,target,10)) - A.spark_system.start() - playsound(A.loc, "sparks", 50, 1) - A.cell.charge-=drain - S.cell.charge+=drain - totaldrain+=drain - else break - U << "Gained [totaldrain] energy from [A]." - else - U << "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) - ..() - if(!canremove) - user << "The energy drain mechanism is: [candrain?"active":"inactive"]." - -/* -=================================================================================== -<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -=================================================================================== -*/ - -/obj/item/clothing/mask/gas/voice/space_ninja/New() - verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/togglev - verbs += /obj/item/clothing/mask/gas/voice/space_ninja/proc/switchm - -//This proc is linked to human life.dm. It determines what hud icons to display based on mind special role for most mobs. -/obj/item/clothing/mask/gas/voice/space_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("Syndicate") - U.client.images += image(tempHud,target,"hudoperative") - if("Death Commando") - U.client.images += image(tempHud,target,"huddeathsquad") - if("Space 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 - -/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" - //Have to reset these manually since life.dm is retarded like that. Go figure. - //This will only work for humans because only they have the appropriate code for the mask. - var/mob/U = loc - switch(mode) - if(0) - mode=1 - U << "Switching mode to Night Vision." - if(1) - mode=2 - U.see_in_dark = 2 - U << "Switching mode to Thermal Scanner." - if(2) - mode=3 - U.see_invisible = SEE_INVISIBLE_LIVING - U.sight &= ~SEE_MOBS - U << "Switching mode to Meson Scanner." - if(3) - mode=0 - U.sight &= ~SEE_TURFS - U << "Switching mode to Scouter." - -/obj/item/clothing/mask/gas/voice/space_ninja/examine(mob/user) - ..() - var/mode - switch(mode) - if(0) - mode = "Scouter" - if(1) - mode = "Night Vision" - if(2) - mode = "Thermal Scanner" - if(3) - mode = "Meson Scanner" - user << "[mode] is active."//Leaving usr here since it may be on the floor or on a person. - 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 << "ERROR: unable to initiate transport protocol. Procedure terminated." - del(src) - return - - process(var/mob/living/carbon/M as mob) - var/check = 30//30 seconds before teleportation. Could be extended I guess. - 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 30 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 << "ERROR: 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) - - M.loc = pick(holdingfacility)//Throw mob in to the holding facility. - M << "You appear in a strange place!" - - 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). - - 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 << "SUCCESS: transport procedure of \the [affecting] complete." - - M.anchored = 0//Important. - - else//And they are free. - M << "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 - - hitby(AM as mob|obj) - ..() - for(var/mob/O in viewers(src, null)) - O.show_message(text("[src] was hit by [AM]."), 1) - var/tforce = 0 - if(ismob(AM)) - tforce = 10 - else - tforce = AM:throwforce - playsound(get_turf(src), 'sound/weapons/slash.ogg', 80, 1) - health = max(0, health - tforce) - healthcheck() - ..() - return - - attack_hand() - if (M_HULK in usr.mutations) - usr << text("You easily destroy the energy net.") - for(var/mob/O in oviewers(src)) - O.show_message(text("[] rips the energy net apart!", usr), 1) - health-=50 - healthcheck() - return - - attack_paw() - return attack_hand() - - attack_alien() - if (islarva(usr)) - return - usr << text("You claw at the net.") - for(var/mob/O in oviewers(src)) - O.show_message(text("[] claws at the energy net!", usr), 1) - playsound(get_turf(src), 'sound/weapons/slash.ogg', 80, 1) - health -= rand(10, 20) - if(health <= 0) - usr << text("\You slice the energy net to pieces.") - for(var/mob/O in oviewers(src)) - O.show_message(text("[] slices the energy net apart!", usr), 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 deleted file mode 100644 index 1daf99229e4..00000000000 --- a/code/game/gamemodes/events/space_ninja.dm +++ /dev/null @@ -1,1062 +0,0 @@ -/* -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -+++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++ -======================================SPACE NINJA SETUP==================================== -___________________________________________________________________________________________ -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -*/ - -/* - README: - - Data: - - >> space_ninja.dm << is this file. It contains a variety of procs related to either spawning space ninjas, - modifying their verbs, various help procs, testing debug-related content, or storing unused procs for later. - Similar functions should go into this file, along with anything else that may not have an explicit category. - IMPORTANT: actual ninja suit, gloves, etc, are stored under the appropriate clothing files. If you need to change - variables or look them up, look there. Easiest way is through the map file browser. - - >> ninja_abilities.dm << contains all the ninja-related powers. Spawning energy swords, teleporting, and the like. - If more powers are added, or perhaps something related to powers, it should go there. Make sure to describe - what an ability/power does so it's easier to reference later without looking at the code. - IMPORTANT: verbs are still somewhat funky to work with. If an argument is specified but is not referenced in a way - BYOND likes, in the code content, the verb will fail to trigger. Nothing will happen, literally, when clicked. - This can be bypassed by either referencing the argument properly, or linking to another proc with the argument - attached. The latter is what I like to do for certain cases--sometimes it's necessary to do that regardless. - - >> ninja_equipment.dm << deals with all the equipment-related procs for a ninja. Primarily it has the suit, gloves, - and mask. The suit is by far the largest section of code out of the three and includes a lot of code that ties in - to other functions. This file has gotten kind of large so breaking it up may be in order. I use section hearders. - IMPORTANT: not much to say here. Follow along with the comments and adding new functions should be a breeze. Also - know that certain equipment pieces are linked in other files. The energy blade, for example, has special - functions defined in the appropriate files (airlock, securestorage, etc). - - General Notes: - - I created space ninjas with the expressed purpose of spicing up boring rounds. That is, ninjas are to xenos as marauders are to - death squads. Ninjas are stealthy, tech-savvy, and powerful. Not to say marauders are all of those things, but a clever ninja - should have little problem murderampaging their way through just about anything. Short of admin wizards maybe. - HOWEVER! - Ninjas also have a fairly great weakness as they require energy to use abilities. If, theoretically, there is a game - mode based around space ninjas, make sure to account for their energy needs. - - Admin Notes: - - Ninjas are not admin PCs--please do not use them for that purpose. They are another way to participate in the game post-death, - like pais, xenos, death squads, and cyborgs. - I'm currently looking for feedback from regular players since beta testing is largely done. I would appreciate if - you spawned regular players as ninjas when rounds are boring. Or exciting, it's all good as long as there is feedback. - You can also spawn ninja gear manually if you want to. - - How to do that: - Make sure your character has a mind. - Change their assigned_role to "MODE", no quotes. Otherwise, the suit won't initialize. - Change their special_role to "Space Ninja", no quotes. Otherwise, the character will be gibbed. - Spawn ninja gear, put it on, hit initialize. Let the suit do the rest. You are now a space ninja. - I don't recommend messing with suit variables unless you really know what you're doing. - - Miscellaneous Notes: - - Potential Upgrade Tree: - Energy Shield: - Extra Ability - Syndicate Shield device? - Works like the force wall spell, except can be kept indefinitely as long as energy remains. Toggled on or off. - Would block bullets and the like. - Phase Shift - Extra Ability - Advanced Sensors? - Instead of being unlocked at the start, Phase Shieft would become available once requirements are met. - Uranium-based Recharger: - Suit Upgrade - Unsure - Instead of losing energy each second, the suit would regain the same amount of energy. - This would not count in activating stealth and similar. - Extended Battery Life: - Suit Upgrade - Battery of higher capacity - Already implemented. Replace current battery with one of higher capacity. - Advanced Cloak-Tech device. - Suit Upgrade - Syndicate Cloaking Device? - Remove cloak failure rate. -*/ - -//=======//RANDOM EVENT//=======// -/* -Also a dynamic ninja mission generator. -I decided to scrap round-specific objectives since keeping track of them would require some form of tracking. -When I already created about 4 new objectives, this doesn't seem terribly important or needed. -*/ - -/var/global/toggle_space_ninja = 0//If ninjas can spawn or not. -/var/global/sent_ninja_to_station = 0//If a ninja is already on the station. - -var/ninja_selection_id = 1 -var/ninja_selection_active = 0 -var/ninja_confirmed_selection = 0 - -/proc/space_ninja_arrival(var/assign_key = null, var/assign_mission = null) - - if(ninja_selection_active) - usr << "Ninja selection already in progress. Please wait until it ends." - return - - var/datum/game_mode/current_mode = ticker.mode - var/datum/mind/current_mind - - /*Is the ninja playing for the good or bad guys? Is the ninja helping or hurting the station? - Their directives also influence behavior. At least in theory.*/ - var/side = pick("face","heel") - - var/antagonist_list[] = list()//The main bad guys. Evil minds that plot destruction. - var/protagonist_list[] = current_mode.get_living_heads()//The good guys. Mostly Heads. Who are alive. - - var/xeno_list[] = list()//Aliens. - var/commando_list[] = list()//Commandos. - - //We want the ninja to appear only in certain modes. -// var/acceptable_modes_list[] = list("traitor","revolution","cult","wizard","changeling","traitorchan","nuclear","malfunction","monkey") // Commented out for both testing and ninjas -// if(!(current_mode.config_tag in acceptable_modes_list)) -// return - - /*No longer need to determine what mode it is since bad guys are basically universal. - And there is now a mode with two types of bad guys.*/ - - var/possible_bad_dudes[] = list(current_mode.traitors,current_mode.head_revolutionaries,current_mode.head_revolutionaries, - current_mode.cult,current_mode.wizards,current_mode.changelings,current_mode.syndicates) - for(var/list in possible_bad_dudes)//For every possible antagonist type. - for(current_mind in list)//For each mind in that list. - if(current_mind.current&¤t_mind.current.stat!=2)//If they are not destroyed and not dead. - antagonist_list += current_mind//Add them. - - if(protagonist_list.len)//If the mind is both a protagonist and antagonist. - for(current_mind in protagonist_list) - if(current_mind in antagonist_list) - protagonist_list -= current_mind//We only want it in one list. -/* -Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective completion. Only humans are added. -*/ - - //Here we pick a location and spawn the ninja. - var/list/spawn_list = list() - for(var/obj/effect/landmark/L in landmarks_list) - if(L.name == "ninjaspawn") - spawn_list.Add(L) - - if(!spawn_list.len) - for(var/obj/effect/landmark/L in landmarks_list) - if(L.name == "carpspawn") - spawn_list.Add(L) - - var/ninja_key = null - var/mob/candidate_mob - - if(assign_key) - ninja_key = assign_key - else - - var/list/candidates = list() //list of candidate keys - - for(var/mob/dead/observer/G in get_active_candidates(ROLE_NINJA, poll="Would you like to spawn as a space ninja?")) - if(G.client && !G.client.holder && !G.client.is_afk()) - if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) - candidates += G - - if(!candidates.len) return - - candidate_mob = pick(candidates) - ninja_key=candidate_mob.ckey - - if(!ninja_key) - return - - - if(!candidate_mob) - for(var/mob/M in player_list) - if((M.key == ninja_key || M.ckey == ninja_key) && M.client) - candidate_mob = M - break - - if(!candidate_mob) - usr << "The randomly chosen mob was not found in the second check." - return - - ninja_selection_active = 1 - ninja_selection_id++ - var/this_selection_id = ninja_selection_id - - spawn(1) - if(alert(candidate_mob, "You have been selected to play as a space ninja. Would you like to play as this role? (You have 30 seconds to accept - You will spawn in 30 seconds if you accept)",,"Yes","No")!="Yes") - usr << "The selected candidate for space ninja declined." - return - - ninja_confirmed_selection = this_selection_id - - spawn(300) - if(!ninja_selection_active || (this_selection_id != ninja_selection_id )) - ninja_selection_active = 0 - candidate_mob << "Sorry, you were too late. You only had 30 seconds to accept." - return - - if(ninja_confirmed_selection != ninja_selection_id) - ninja_selection_active = 0 - usr << "The ninja did not accept the role in time." - return - - ninja_selection_active = 0 - - //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(spawn_list.len ? spawn_list : 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" - - //Now for the rest of the stuff. - - var/datum/mind/ninja_mind = new_ninja.mind//For easier reference. - var/mission_set = 0//To determine if we need to do further processing. - //Xenos and deathsquads take precedence over everything else. - - //Unless the xenos are hiding in a locker somewhere, this'll find em. - for(var/mob/living/carbon/alien/humanoid/xeno in player_list) - if(istype(xeno)) - xeno_list += xeno - - if(assign_mission) - new_ninja.mind.store_memory("Mission: [assign_mission].
    ") - new_ninja << "\nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded SPACE NINJA!You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: [assign_mission]" - else - if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous. - //Here we want the ninja to murder all the queens. The other aliens don't really matter. - var/xeno_queen_list[] = list() - for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list) - if(xeno_queen.mind&&xeno_queen.stat!=2) - xeno_queen_list += xeno_queen - if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50. - for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list) - var/datum/objective/assassinate/ninja_objective = new - ninja_objective.owner = ninja_mind - //We'll do some manual overrides to properly set it up. - ninja_objective.target = xeno_queen.mind - ninja_objective.explanation_text = "Kill \the [xeno_queen]." - ninja_mind.objectives += ninja_objective - mission_set = 1 - - if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ. - for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there. - if(current_mind && current_mind.special_role=="Death Commando") - commando_list += current_mind - if(commando_list.len)//If there are living commandos still in play. - for(var/mob/living/carbon/human/commando in commando_list) - var/datum/objective/assassinate/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role(commando.mind.special_role,1) - ninja_mind.objectives += ninja_objective - mission_set = 1 - /* - If there are no antogonists left it could mean one of two things: - A) The round is about to end. No harm in spawning the ninja here. - B) The round is still going and ghosts are probably rioting for something to happen. - In either case, it's a good idea to spawn the ninja with a semi-random set of objectives. - */ - if(!mission_set)//If mission was not set. - - var/current_minds[]//List being looked on in the following code. - var/side_list = side=="face" ? 2 : 1//For logic gating. - var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever. - var/friendly_targets[] = list()//The guys the ninja must protect. - - for(var/i=2,i>0,i--)//Two lists. - current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at? - for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good. - current_mind = pick(current_minds)//Pick a random person. - /*I'm creating a logic gate here based on the ninja affiliation that compares the list being - looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved. - If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles. - If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/ - hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything. - friendly_targets += i!=side_list ? current_mind : null - current_minds -= current_mind//Remove the mind so it's not picked again. - - var/objective_list[] = list(1,2,3,4,5,6)//To remove later. - for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3. - if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty. - objective_list -= 1 - objective_list -= 4 - if(!friendly_targets.len) - objective_list -= 3 - switch(pick(objective_list)) - if(1)//kill - current_mind = pick(hostile_targets) - - if(current_mind) - var/datum/objective/assassinate/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em. - ninja_mind.objectives += ninja_objective - - else - i++ - - hostile_targets -= current_mind//Remove them from the list. - if(2)//Steal - var/datum/objective/steal/special/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target() // Find a special target. - ninja_mind.objectives += ninja_objective - - objective_list -= 2 - if(3)//Protect. Keeping people alive can be pretty difficult. - current_mind = pick(friendly_targets) - - if(current_mind) - - var/datum/objective/protect/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0)) - ninja_mind.objectives += ninja_objective - - else - i++ - - friendly_targets -= current_mind - if(4)//Debrain - current_mind = pick(hostile_targets) - - if(current_mind) - - var/datum/objective/debrain/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0)) - ninja_mind.objectives += ninja_objective - - else - i++ - - hostile_targets -= current_mind//Remove them from the list. - if(5)//Download research - var/datum/objective/download/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.gen_amount_goal() - ninja_mind.objectives += ninja_objective - - objective_list -= 5 - if(6)//Capture - var/datum/objective/capture/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_objective.gen_amount_goal() - ninja_mind.objectives += ninja_objective - - objective_list -= 6 - - if(ninja_mind.objectives.len)//If they got some objectives out of that. - mission_set = 1 - - if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station. - var/nuke_code - var/temp_code - for(var/obj/machinery/nuclearbomb/N in machines) - temp_code = text2num(N.r_code) - if(temp_code)//if it's actually a number. It won't convert any non-numericals. - nuke_code = N.r_code - break - if(nuke_code)//If there is a nuke device in world and we got the code. - var/datum/objective/nuclear/ninja_objective = new//Fun. - ninja_objective.owner = ninja_mind - ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is. - - //Finally add a survival objective since it's usually broad enough for any round type. - var/datum/objective/survive/ninja_objective = new - ninja_objective.owner = ninja_mind - ninja_mind.objectives += ninja_objective - - var/directive = generate_ninja_directive(side) - new_ninja << "\nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded SPACE NINJA!You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: [directive]" - new_ninja.mind.store_memory("Directive: [directive]
    ") - - var/obj_count = 1 - new_ninja << "Your current objectives:" - for(var/datum/objective/objective in ninja_mind.objectives) - new_ninja << "Objective #[obj_count]: [objective.explanation_text]" - obj_count++ - - sent_ninja_to_station = 1//And we're done. - return new_ninja//Return the ninja in case we need to reference them later. - -/* -This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder. -Making this random or semi-random will probably not work without it also being incredibly silly. -As such, it's hard-coded for now. No reason for it not to be, really. -*/ -/proc/generate_ninja_directive(side) - var/directive = "[side=="face"?"Nanotrasen":"The Syndicate"] is your employer. "//Let them know which side they're on. - switch(rand(1,19)) - if(1) - directive += "The Spider Clan must not be linked to this operation. Remain as hidden and covert as possible." - if(2) - directive += "[station_name] is financed by an enemy of the Spider Clan. Cause as much structural damage as possible." - if(3) - directive += "A wealthy animal rights activist has made a request we cannot refuse. Prioritize saving animal lives whenever possible." - if(4) - directive += "The Spider Clan absolutely cannot be linked to this operation. Eliminate all witnesses using most extreme prejudice." - if(5) - directive += "We are currently negotiating with Nanotrasen command. Prioritize saving human lives over ending them." - if(6) - directive += "We are engaged in a legal dispute over [station_name]. If a laywer is present on board, force their cooperation in the matter." - if(7) - directive += "A financial backer has made an offer we cannot refuse. Implicate Syndicate involvement in the operation." - if(8) - directive += "Let no one question the mercy of the Spider Clan. Ensure the safety of all non-essential personnel you encounter." - if(9) - directive += "A free agent has proposed a lucrative business deal. Implicate Nanotrasen involvement in the operation." - if(10) - directive += "Our reputation is on the line. Harm as few civilians or innocents as possible." - if(11) - directive += "Our honor is on the line. Utilize only honorable tactics when dealing with opponents." - if(12) - directive += "We are currently negotiating with a Syndicate leader. Disguise assassinations as suicide or another natural cause." - else - directive += "There are no special supplemental instructions at this time." - return directive - -//=======//CURRENT PLAYER VERB//=======// - -/client/proc/cmd_admin_ninjafy(var/mob/M in player_list) - set category = null - set name = "Make Space Ninja" - - if(!ticker) - alert("Wait until the game starts") - return - if(!toggle_space_ninja) - alert("Space Ninjas spawning is disabled.") - return - - var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No") - if(confirm != "Yes") return - - if(ishuman(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) - else - alert("Invalid mob") - -//=======//CURRENT GHOST VERB//=======// - -/client/proc/send_space_ninja() - set category = "Fun" - set name = "Spawn Space Ninja" - set desc = "Spawns a space ninja for when you need a teenager with attitude." - set popup_menu = 0 - - if(!holder) - src << "Only administrators may use this command." - return - if(!ticker.mode) - alert("The game hasn't started yet!") - return - if(!toggle_space_ninja) - alert("Space Ninjas spawning is disabled.") - return - if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No") - return - - var/mission - while(!mission) - mission = copytext(sanitize(input(src, "Please specify which mission the space ninja shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN) - if(!mission) - if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes") - return - - var/input = ckey(input("Pick character to spawn as the Space Ninja", "Key", "")) - if(!input) - return - - space_ninja_arrival(input, mission) - - message_admins("[key_name_admin(key)] has spawned [input] as a Space Ninja.\nTheir mission is: [mission]") - log_admin("[key] used Spawn Space Ninja.") - - return - -//=======//NINJA CREATION PROCS//=======// - -/proc/create_space_ninja(obj/spawn_point) - var/mob/living/carbon/human/new_ninja = new(spawn_point.loc) - var/ninja_title = pick(ninja_titles) - var/ninja_name = pick(ninja_names) - new_ninja.gender = pick(MALE, FEMALE) - - var/datum/preferences/A = new()//Randomize appearance for the ninja. - A.randomize_appearance_for(new_ninja) - new_ninja.real_name = "[ninja_title] [ninja_name]" - new_ninja.dna.ready_dna(new_ninja) - new_ninja.create_mind_space_ninja() - new_ninja.equip_space_ninja() - return new_ninja - -/mob/living/carbon/human/proc/create_mind_space_ninja() - mind_initialize() - mind.assigned_role = "MODE" - mind.special_role = "Space Ninja" - - //Adds them to current traitor list. Which is really the extra antagonist list. - ticker.mode.traitors |= mind - return 1 - -/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters. - if(safety) - del(w_uniform) - del(wear_suit) - del(wear_mask) - del(head) - del(shoes) - del(gloves) - - var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src) - equip_to_slot_or_del(R, slot_ears) - if(gender==FEMALE) - 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/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/emergency_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!="Space Ninja") - U << "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 << "ERROR: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING..." - return 0 - if(!istype(U:shoes, /obj/item/clothing/shoes/space_ninja)) - U << "ERROR: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING..." - return 0 - if(!istype(U:gloves, /obj/item/clothing/gloves/space_ninja)) - U << "ERROR: 110223 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//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs() - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init - 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 - 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 -= /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 - 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 += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjablade - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - s_initialized=1 - slowdown=0 - -/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs() - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - -//=======//KAMIKAZE VERBS//=======// - -/obj/item/clothing/suit/space/space_ninja/proc/grant_kamikaze(mob/living/carbon/U) - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage - - 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 << "Do or Die, LET'S ROCK!!" - -/obj/item/clothing/suit/space/space_ninja/proc/remove_kamikaze(mob/living/carbon/U) - if(kamikaze) - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar - verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet - - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjawalk - verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjamirage - - 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 << "Disengaging mode...\n\blackCODE NAME: 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 << "Warning: no exposed cable available." - else - U << "Connecting to wire, stand still..." - if(do_after(U, src,50)&&!isnull(attached)) - drain("WIRE",attached,U:wear_suit,src) - else - U << "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/newobjective.dm b/code/game/gamemodes/newobjective.dm index 60a76223e7c..8571d3d3a1b 100644 --- a/code/game/gamemodes/newobjective.dm +++ b/code/game/gamemodes/newobjective.dm @@ -1312,32 +1312,6 @@ datum else return 0 - download - var/target_amount - proc/gen_amount_goal() - target_amount = rand(10,20) - explanation_text = "Download [target_amount] research levels." - return target_amount - - - check_completion() - if(!ishuman(owner.current)) - 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) - 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_amount1) current_amount+=(current_data.level-1) - if(current_amount[][]", itemname, info), text("window=[]", itemname)) - else if(istype(W, /obj/item/weapon/melee/energy/blade))//Putting it here last since it's a special case. I wonder if there is a better way to do these than type casting. - deactivate(user,2)//Here so that you can disconnect anyone viewing the camera, regardless if it's on or off. - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, loc) - spark_system.start() - playsound(loc, 'sound/weapons/blade1.ogg', 50, 1) - playsound(loc, "sparks", 50, 1) - visible_message("The camera has been sliced apart by [] with an energy blade!") - del(src) else ..() return diff --git a/code/game/machinery/camera/tracking.dm b/code/game/machinery/camera/tracking.dm index 940d51e4fea..3ef219c9e04 100644 --- a/code/game/machinery/camera/tracking.dm +++ b/code/game/machinery/camera/tracking.dm @@ -74,10 +74,6 @@ //Cameras can't track people wearing an agent card or a ninja hood. if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate)) continue - if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja)) - var/obj/item/clothing/head/helmet/space/space_ninja/hood = H.head - if(!hood.canremove) - continue //Skipping aliens because shit, that's OP if(isalien(M)) continue @@ -119,9 +115,6 @@ if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate)) src << "Unable to locate an airlock" return - if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && !H.head.canremove) - src << "Unable to locate an airlock" - return if(H.digitalcamo) src << "Unable to locate an airlock" return @@ -175,10 +168,6 @@ U << "Follow camera mode terminated." U.cameraFollow = null return - if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && !H.head.canremove) - U << "Follow camera mode terminated." - U.cameraFollow = null - return if(H.digitalcamo) U << "Follow camera mode terminated." U.cameraFollow = null diff --git a/code/game/machinery/computer/ai_core.dm b/code/game/machinery/computer/ai_core.dm index 742e4476f56..7f9bb313810 100644 --- a/code/game/machinery/computer/ai_core.dm +++ b/code/game/machinery/computer/ai_core.dm @@ -182,15 +182,6 @@ A.transfer_ai("INACTIVE","AICARD",src,user) return - attack_hand(var/mob/user as mob) - if(ishuman(user))//Checks to see if they are ninja - if(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("INACTIVE","NINJASUIT",src,user) - else - user << "ERROR: Remote access channel disabled." - return - /* This is a good place for AI-related object verbs so I'm sticking it here. If adding stuff to this, don't forget that an AI need to cancel_camera() whenever it physically moves to a different location. @@ -226,28 +217,6 @@ That prevents a few funky behaviors. T.cancel_camera() T << "You have been downloaded to a mobile storage device. Remote device connection severed." U << "Transfer successful: [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory." - if("NINJASUIT") - var/obj/item/clothing/suit/space/space_ninja/C = src - if(C.AI)//If there is an AI on card. - U << "Transfer failed: Existing AI found on this terminal. Remove existing AI to install a new one." - else - if (ticker.mode.name == "AI malfunction") - var/datum/game_mode/malfunction/malf = ticker.mode - for (var/datum/mind/malfai in malf.malf_ai) - if (T.mind == malfai) - U << "ERROR: Remote transfer interface disabled." - return - if(T.stat)//If the ai is dead/dying. - U << "ERROR: [T.name] data core is corrupted. Unable to install." - else - new /obj/structure/AIcore/deactivated(T.loc) - T.aiRestorePowerRoutine = 0 - T.control_disabled = 1 - T.loc = C - C.AI = T - T.cancel_camera() - T << "You have been downloaded to a mobile storage device. Remote device connection severed." - U << "Transfer successful: [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory." if("INACTIVE")//Inactive AI object. var/obj/structure/AIcore/deactivated/T = target @@ -265,17 +234,6 @@ That prevents a few funky behaviors. A << "You have been uploaded to a stationary terminal. Remote device connection restored." U << "Transfer successful: [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed." del(T) - if("NINJASUIT") - var/obj/item/clothing/suit/space/space_ninja/C = src - var/mob/living/silicon/ai/A = C.AI - if(A) - A.control_disabled = 0 - C.AI = null - A.loc = T.loc - A.cancel_camera() - A << "You have been uploaded to a stationary terminal. Remote device connection restored." - U << "Transfer succesful: [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed." - del(T) if("AIFIXER")//AI Fixer terminal. var/obj/machinery/computer/aifixer/T = target switch(interaction) @@ -320,76 +278,6 @@ That prevents a few funky behaviors. U << "ERROR: Reconstruction in progress." else if (!T.occupant) U << "ERROR: Unable to locate artificial intelligence." - if("NINJASUIT") - var/obj/item/clothing/suit/space/space_ninja/C = src - if(!T.contents.len) - if (!C.AI) - U << "No AI to copy over!" - else - var/mob/living/silicon/ai/A = C.AI - A.loc = T - T.occupant = A - C.AI = null - A.control_disabled = 1 - T.overlays += image('icons/obj/computer.dmi', "ai-fixer-full") - T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-empty") - A.cancel_camera() - A << "You have been uploaded to a stationary terminal. Sadly, there is no remote access from here." - U << "Transfer successful: [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed." - else - if(!C.AI && T.occupant && !T.active) - if (T.occupant.stat) - U << "ERROR: [T.occupant.name] data core is corrupted. Unable to install." - else - T.overlays += image('icons/obj/computer.dmi', "ai-fixer-empty") - T.overlays -= image('icons/obj/computer.dmi', "ai-fixer-full") - T.occupant << "You have been downloaded to a mobile storage device. Still no remote access." - U << "Transfer successful: [T.occupant.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory." - T.occupant.loc = C - T.occupant.cancel_camera() - T.occupant = null - else if (C.AI) - U << "ERROR: Artificial intelligence detected on terminal." - else if (T.active) - U << "ERROR: Reconstruction in progress." - else if (!T.occupant) - U << "ERROR: Unable to locate artificial intelligence." - if("NINJASUIT")//Ninjasuit - var/obj/item/clothing/suit/space/space_ninja/T = target - switch(interaction) - if("AICARD") - var/obj/item/device/aicard/C = src - if(T.s_initialized&&U==T.affecting)//If the suit is initialized and the actor is the user. - - var/mob/living/silicon/ai/A_T = locate() in C//Determine if there is an AI on target card. Saves time when checking later. - var/mob/living/silicon/ai/A = T.AI//Deterine if there is an AI in suit. - - if(A)//If the host AI card is not empty. - if(A_T)//If there is an AI on the target card. - U << "ERROR: [A_T.name] already installed. Remove [A_T.name] to install a new one." - else - A.loc = C//Throw them into the target card. Since they are already on a card, transfer is easy. - C.name = "inteliCard - [A.name]" - C.icon_state = "aicard-full" - T.AI = null - A.cancel_camera() - A << "You have been uploaded to a mobile storage device." - U << "SUCCESS: [A.name] ([rand(1000,9999)].exe) removed from host and stored within local memory." - else//If host AI is empty. - if(C.flush)//If the other card is flushing. - U << "ERROR: AI flush is in progress, cannot execute transfer protocol." - else - if(A_T&&!A_T.stat)//If there is an AI on the target card and it's not inactive. - A_T.loc = T//Throw them into suit. - C.icon_state = "aicard" - C.name = "inteliCard" - C.overlays.len = 0 - T.AI = A_T - A_T.cancel_camera() - A_T << "You have been uploaded to a mobile storage device." - U << "SUCCESS: [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host." - else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty. - U << "ERROR: [A_T.name] data core is corrupted. Unable to install." else U << "ERROR: AI flush is in progress, cannot execute transfer protocol." return \ No newline at end of file diff --git a/code/game/machinery/computer/aifixer.dm b/code/game/machinery/computer/aifixer.dm index d1fba5fae5e..b4786953553 100644 --- a/code/game/machinery/computer/aifixer.dm +++ b/code/game/machinery/computer/aifixer.dm @@ -32,13 +32,6 @@ if(..()) return - if(ishuman(user))//Checks to see if they are ninja - if(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 << "ERROR: Remote access channel disabled." - return var/dat = "

    AI System Integrity Restorer



    " if (src.occupant) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 7941b52cd8d..1d8a622fc1d 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -1082,7 +1082,7 @@ About the new airlock wires panel: else spawn(0) close(1) src.busy = 0 - else if (istype(I, /obj/item/weapon/card/emag) || istype(I, /obj/item/weapon/melee/energy/blade)) + else if (istype(I, /obj/item/weapon/card/emag)) if (!operating) operating = -1 if(density) diff --git a/code/game/machinery/doors/unpowered.dm b/code/game/machinery/doors/unpowered.dm index d2fc1e68177..261add2c7d2 100644 --- a/code/game/machinery/doors/unpowered.dm +++ b/code/game/machinery/doors/unpowered.dm @@ -12,7 +12,7 @@ /obj/machinery/door/unpowered/attackby(obj/item/I as obj, mob/user as mob) // TODO: is energy blade only attack circuity like emag? - if (istype(I, /obj/item/weapon/card/emag) || istype(I, /obj/item/weapon/melee/energy/blade)) + if (istype(I, /obj/item/weapon/card/emag)) return if (locked) diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index b01986c3731..b868c24f0fa 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -196,11 +196,6 @@ if (src.operating) return - //ninja swords? You may pass. - if (src.density && istype(I, /obj/item/weapon/melee/energy/blade)) - hackOpen(I, user) - return 1 - //If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway) if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card)) var/aforce = I.force @@ -241,13 +236,6 @@ if (src.electronics) src.electronics.icon_state = "door_electronics_smoked" - if(istype(I, /obj/item/weapon/melee/energy/blade)) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src.loc) - spark_system.start() - playsound(get_turf(src), "sparks", 50, 1) - playsound(get_turf(src), 'sound/weapons/blade1.ogg', 50, 1) - visible_message("The glass door was sliced open by [user]!") flick("[src.base_state]spark", src) sleep(6) open() diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index 85f1dbafc92..835712f859e 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -483,11 +483,6 @@ /obj/mecha/attack_hand(mob/user as mob) src.log_message("Attack by hand/paw. Attacker - [user].",1) - if(ishuman(user)) - if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) - call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MECHA",src,user:wear_suit) - return - if ((M_HULK in user.mutations) && !prob(src.deflect_chance)) src.take_damage(15) src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST)) diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm index f3e16b58ece..b4cfeffe6e5 100644 --- a/code/game/objects/items/weapons/melee/energy.dm +++ b/code/game/objects/items/weapons/melee/energy.dm @@ -125,16 +125,3 @@ ..() _color = null update_icon() - -/obj/item/weapon/melee/energy/blade - name = "energy blade" - desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." - icon_state = "blade" - force = 70.0//Normal attacks deal very high damage. - throwforce = 1//Throwing or dropping the item deletes it. - throw_speed = 1 - throw_range = 1 - w_class = 4.0//So you can't hide it in your pocket or some such. - flags = FPRINT - attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") - var/datum/effect/effect/system/spark_spread/spark_system \ No newline at end of file diff --git a/code/game/objects/items/weapons/storage/lockbox.dm b/code/game/objects/items/weapons/storage/lockbox.dm index c46a7456211..bd923c4f723 100644 --- a/code/game/objects/items/weapons/storage/lockbox.dm +++ b/code/game/objects/items/weapons/storage/lockbox.dm @@ -40,22 +40,13 @@ return else user << "Access Denied" - else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken) + else if(istype(W, /obj/item/weapon/card/emag) && !src.broken) broken = 1 locked = 0 desc = "It appears to be broken." icon_state = src.icon_broken - if(istype(W, /obj/item/weapon/melee/energy/blade)) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src.loc) - spark_system.start() - playsound(get_turf(src), 'sound/weapons/blade1.ogg', 50, 1) - playsound(get_turf(src), "sparks", 50, 1) - for(var/mob/O in viewers(user, 3)) - O.show_message(text("The locker has been sliced open by [] with an energy blade!", user), 1, text("The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2) + for(var/mob/O in viewers(user, 3)) + O.show_message(text("The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2) if(!locked) ..() diff --git a/code/game/objects/items/weapons/storage/secure.dm b/code/game/objects/items/weapons/storage/secure.dm index b7d97a4e153..37065e079e7 100644 --- a/code/game/objects/items/weapons/storage/secure.dm +++ b/code/game/objects/items/weapons/storage/secure.dm @@ -33,22 +33,14 @@ /obj/item/weapon/storage/secure/attackby(obj/item/weapon/W as obj, mob/user as mob) if(locked) - if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged)) + if ( istype(W, /obj/item/weapon/card/emag) && (!src.emagged)) emagged = 1 src.overlays += image('icons/obj/storage.dmi', icon_sparking) sleep(6) src.overlays = null overlays += image('icons/obj/storage.dmi', icon_locking) locked = 0 - if(istype(W, /obj/item/weapon/melee/energy/blade)) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src.loc) - spark_system.start() - playsound(get_turf(src), 'sound/weapons/blade1.ogg', 50, 1) - playsound(get_turf(src), "sparks", 50, 1) - user << "You slice through the lock on [src]." - else - user << "You short out the lock on [src]." + user << "You short out the lock on [src]." return if (istype(W, /obj/item/weapon/screwdriver)) diff --git a/code/game/objects/items/weapons/swords_axes_etc.dm b/code/game/objects/items/weapons/swords_axes_etc.dm index d00c9ca9f98..a65a5eddb6b 100644 --- a/code/game/objects/items/weapons/swords_axes_etc.dm +++ b/code/game/objects/items/weapons/swords_axes_etc.dm @@ -168,20 +168,6 @@ New() _color = "red" -/obj/item/weapon/melee/energy/blade/New() - spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src) - spark_system.attach(src) - return - -/obj/item/weapon/melee/energy/blade/dropped() - qdel(src) - return - -/obj/item/weapon/melee/energy/blade/proc/toss() - qdel(src) - return - /* * Energy Axe */ diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm index 8d06e09a309..814e0f5925a 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm @@ -73,23 +73,14 @@ else user << "The locker appears to be broken." return - else if((istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken) + else if(istype(W, /obj/item/weapon/card/emag) && !src.broken) broken = 1 locked = 0 desc = "It appears to be broken." icon_state = icon_off flick(icon_broken, src) - if(istype(W, /obj/item/weapon/melee/energy/blade)) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src.loc) - spark_system.start() - playsound(get_turf(src), 'sound/weapons/blade1.ogg', 50, 1) - playsound(get_turf(src), "sparks", 50, 1) - for(var/mob/O in viewers(user, 3)) - O.show_message("The locker has been sliced open by [user] with an energy blade!", 1, "You hear metal being sliced and sparks flying.", 2) - else - for(var/mob/O in viewers(user, 3)) - O.show_message("The locker has been broken by [user] with an electromagnetic card!", 1, "You hear a faint electrical spark.", 2) + for(var/mob/O in viewers(user, 3)) + O.show_message("The locker has been broken by [user] with an electromagnetic card!", 1, "You hear a faint electrical spark.", 2) update_icon() else if(istype(W, /obj/item/weapon/weldingtool)) diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm index 406ca5bead2..cbc25f634d5 100644 --- a/code/game/objects/structures/crates_lockers/crates.dm +++ b/code/game/objects/structures/crates_lockers/crates.dm @@ -451,7 +451,7 @@ overlays.len = 0 overlays += redlight return - else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && locked &&!broken) + else if ( istype(W, /obj/item/weapon/card/emag) && locked &&!broken) overlays.len = 0 overlays += emag overlays += sparks diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index 0cfa688e179..86b718bb8ee 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -190,17 +190,6 @@ T.attackby(W,user) del(src) - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/turf/T = get_turf(src) - if(!mineral) - T.ChangeTurf(/turf/simulated/wall) - else - T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]")) - if(mineral != "plasma") - T = get_turf(src) - T.attackby(W,user) - del(src) - /obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open ..() if(density) @@ -286,7 +275,7 @@ T.ChangeTurf(/turf/simulated/wall) T = get_turf(src) T.attackby(W,user) - del(src) + qdel(src) else if( istype(W, /obj/item/weapon/pickaxe) ) var/obj/item/weapon/pickaxe/used_pick = W @@ -296,14 +285,7 @@ T.ChangeTurf(/turf/simulated/wall) T = get_turf(src) T.attackby(W,user) - del(src) - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - del(src) + qdel(src) /* diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index ab68b38ae23..c3de28b1f27 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -370,16 +370,6 @@ destroy() return - if(istype(W, /obj/item/weapon/melee/energy/blade)) - var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() - spark_system.set_up(5, 0, src.loc) - spark_system.start() - playsound(get_turf(src), 'sound/weapons/blade1.ogg', 50, 1) - playsound(get_turf(src), "sparks", 50, 1) - for(var/mob/O in viewers(user, 4)) - O.show_message("The [src] was sliced apart by [user]!", 1, "You hear [src] coming apart.", 2) - destroy() - if(user.drop_item(W, src.loc)) if(W.loc == src.loc && params_list.len) var/clamp_x = clicked.Width() / 2 diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 81ed5930e6d..78e2b7e0626 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -248,31 +248,6 @@ log_admin("[user.real_name] ([user.ckey]) dismantled with a pdiff of [pdiff] at [loc]!") return - else if(istype(W, /obj/item/weapon/melee/energy/blade)) //Oh sweet, some snowflakes ! - - if(mineral == "diamond") //Nah fuck off I'm made of diamonds - return - - var/obj/item/weapon/melee/energy/blade/EB = W - EB.spark_system.start() - user.visible_message("[user] stabs \his [EB] into \the [src] and begin to slice it apart.", \ - "You stab your [EB] into \the [src] and begin to slice it apart.") - playsound(src, "sparks", 50, 1) - - if(do_after(user, src, 70)) - EB.spark_system.start() - playsound(src, "sparks", 50, 1) - playsound(src, 'sound/weapons/blade1.ogg', 50, 1) - user.visible_message("[user] slices through \the [src] using \his [EB].", \ - "You slice through \the [src] using your [EB].") - dismantle_wall(1) - - var/pdiff = performWallPressureCheck(src.loc) - if(pdiff) - message_admins("[user.real_name] ([formatPlayerPanel(user,user.ckey)]) sliced up a wall with a pdiff of [pdiff] at [formatJumpTo(loc)]!") - log_admin("[user.real_name] ([user.ckey]) sliced up a wall with a pdiff of [pdiff] at [loc]!") - return - else if(istype(W, /obj/item/mounted)) //If we place it, we don't want to have a silly message return diff --git a/code/modules/admin/admin.dm b/code/modules/admin/admin.dm index daaf62cb14d..a65e6fc1133 100644 --- a/code/modules/admin/admin.dm +++ b/code/modules/admin/admin.dm @@ -734,7 +734,6 @@ var/global/floorIsLava = 0 Trigger an Alien infestation
    Spawn an Alien silently
    Trigger a Spider infestation
    - Send in a space ninja
    Send in a strike team
    Trigger a Carp migration
    Irradiate the station
    @@ -971,14 +970,6 @@ var/global/floorIsLava = 0 message_admins("[key_name_admin(usr)] toggled Aliens [aliens_allowed ? "on" : "off"].", 1) feedback_add_details("admin_verb","TA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! -/datum/admins/proc/toggle_space_ninja() - set category = "Server" - set desc="Toggle space ninjas spawning." - set name="Toggle Space Ninjas" - toggle_space_ninja = !toggle_space_ninja - log_admin("[key_name(usr)] toggled Space Ninjas to [toggle_space_ninja].") - message_admins("[key_name_admin(usr)] toggled Space Ninjas [toggle_space_ninja ? "on" : "off"].", 1) - feedback_add_details("admin_verb","TSN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! #define LOBBY_TICKING_STOPPED 0 #define LOBBY_TICKING_RESTARTED 2 /datum/admins/proc/delay() diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index 65647a2dd1a..c0d448fbcb7 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -97,8 +97,6 @@ var/list/admin_verbs_fun = list( /client/proc/one_click_antag, /client/proc/antag_madness, /datum/admins/proc/toggle_aliens, - /datum/admins/proc/toggle_space_ninja, - /client/proc/send_space_ninja, // FUUUUCKED /client/proc/zombie_event, // ZOMBB-B-BIES /client/proc/cmd_admin_add_freeform_ai_law, /client/proc/cmd_admin_add_random_ai_law, @@ -137,7 +135,6 @@ var/list/admin_verbs_server = list( /datum/admins/proc/adspawn, /datum/admins/proc/adjump, /datum/admins/proc/toggle_aliens, - /datum/admins/proc/toggle_space_ninja, /client/proc/toggle_random_events, /client/proc/check_customitem_activity, /client/proc/dump_chemreactions, @@ -226,8 +223,6 @@ var/list/admin_verbs_hideable = list( /client/proc/drop_bomb, /client/proc/cinematic, /datum/admins/proc/toggle_aliens, - /datum/admins/proc/toggle_space_ninja, - /client/proc/send_space_ninja, /client/proc/cmd_admin_add_freeform_ai_law, /client/proc/cmd_admin_add_random_ai_law, /client/proc/cmd_admin_create_centcom_report, @@ -392,7 +387,7 @@ var/list/admin_verbs_mod = list( var/mob/body = mob if(body.mind) body.mind.isScrying = 1 body.ghostize(1) - + if(body && !body.key) body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! diff --git a/code/modules/admin/topic.dm b/code/modules/admin/topic.dm index c38cda96071..8d4f1958ccf 100644 --- a/code/modules/admin/topic.dm +++ b/code/modules/admin/topic.dm @@ -37,9 +37,6 @@ log_admin("[key_name(usr)] has spawned a nuke team.") if(!src.makeNukeTeam()) usr << "Unfortunately there weren't enough candidates available." - if("8") - log_admin("[key_name(usr)] has spawned a ninja.") - src.makeSpaceNinja() if("9") log_admin("[key_name(usr)] has spawned aliens.") src.makeAliens() @@ -2000,10 +1997,6 @@ if(!check_rights(R_FUN,0)) removed_paths += dirty_path continue - else if(ispath(path, /obj/item/weapon/melee/energy/blade))//Not an item one should be able to spawn./N - if(!check_rights(R_FUN,0)) - removed_paths += dirty_path - continue else if(ispath(path, /obj/effect/bhole)) if(!check_rights(R_FUN,0)) removed_paths += dirty_path @@ -2484,12 +2477,6 @@ feedback_add_details("admin_secrets_fun_used","PDA") new /datum/event/pda_spam - if("spaceninja") - feedback_inc("admin_secrets_fun_used",1) - feedback_add_details("admin_secrets_fun_used","SN") - if(toggle_space_ninja) - if(space_ninja_arrival())//If the ninja is actually spawned. They may not be depending on a few factors. - message_admins("[key_name_admin(usr)] has sent in a space ninja", 1) if("carp") feedback_inc("admin_secrets_fun_used",1) feedback_add_details("admin_secrets_fun_used","C") diff --git a/code/modules/admin/verbs/one_click_antag.dm b/code/modules/admin/verbs/one_click_antag.dm index 0359c870862..61441e04b91 100644 --- a/code/modules/admin/verbs/one_click_antag.dm +++ b/code/modules/admin/verbs/one_click_antag.dm @@ -19,7 +19,6 @@ client/proc/one_click_antag() Make Wizard (Requires Ghosts)
    Make Vox Raiders (Requires Ghosts)
    Make Nuke Team (Requires Ghosts)
    - Make Space Ninja (Requires Ghosts)
    Make Aliens (Requires Ghosts)
    Make Deathsquad (Syndicate) (Requires Ghosts)
    "} @@ -293,11 +292,6 @@ client/proc/one_click_antag() /datum/admins/proc/makeAliens() alien_infestation(3) return 1 - -/datum/admins/proc/makeSpaceNinja() - space_ninja_arrival() - return 1 - /datum/admins/proc/makeDeathsquad() var/list/mob/dead/observer/candidates = list() var/mob/dead/observer/theghost = null diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm index 5cec57e252e..b5a285e47f0 100644 --- a/code/modules/admin/verbs/randomverbs.dm +++ b/code/modules/admin/verbs/randomverbs.dm @@ -500,17 +500,6 @@ Traitors and the like can also be revived with the previous role mostly intact. if(synd_spawn) new_character.loc = get_turf(synd_spawn) call(/datum/game_mode/proc/equip_syndicate)(new_character) - if("Space Ninja") - var/ninja_spawn[] = list() - for(var/obj/effect/landmark/L in landmarks_list) - if(L.name=="carpspawn") - ninja_spawn += L - new_character.equip_space_ninja() - new_character.internal = new_character.s_store - new_character.internals.icon_state = "internal1" - if(ninja_spawn.len) - var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn) - new_character.loc = ninja_spawn_here.loc if("Death Commando")//Leaves them at late-join spawn. new_character.equip_death_commando() new_character.internal = new_character.s_store diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 884ca8695cc..ff408884929 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -1,15 +1,3 @@ -/obj/item/clothing/gloves/space_ninja - desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance." - name = "ninja gloves" - icon_state = "s-ninja" - item_state = "s-ninja" - siemens_coefficient = 0.2 - var/draining = 0 - var/candrain = 0 - var/mindrain = 200 - var/maxdrain = 400 - species_fit = list("Vox") - /obj/item/clothing/gloves/captain desc = "Regal blue gloves, with a nice gold trim. Swanky." name = "captain's gloves" diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index cfc4af102e9..299fb1596d4 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -92,15 +92,6 @@ vchange = !vchange user << "The voice changer is now [vchange ? "on" : "off"]!" -/obj/item/clothing/mask/gas/voice/space_ninja - name = "ninja mask" - desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement." - icon_state = "s-ninja" - item_state = "s-ninja_mask" - vchange = 1 - siemens_coefficient = 0.2 - species_fit = list("Vox") - /obj/item/clothing/mask/gas/clown_hat name = "clown wig and mask" desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask." diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index b18bff7d438..6cc183ad6d1 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -65,16 +65,6 @@ w_class = 2 gas_transfer_coefficient = 0.90 -/obj/item/clothing/mask/ninjascarf - name = "ninja scarf" - desc = "A stealthy, dark scarf." - icon_state = "ninja_scarf" - item_state = "ninja_scarf" - flags = FPRINT - w_class = 2 - gas_transfer_coefficient = 0.90 - siemens_coefficient = 0 - /obj/item/clothing/mask/pig name = "pig mask" desc = "A rubber pig mask." diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index 93ca14f6f9a..3f9491be1fb 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -84,20 +84,6 @@ heat_protection = FEET max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE -/obj/item/clothing/shoes/space_ninja - name = "ninja shoes" - desc = "A pair of running shoes. Excellent for running and even better for smashing skulls." - icon_state = "s-ninja" - permeability_coefficient = 0.01 - flags = NOSLIP - armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) - siemens_coefficient = 0.2 - - cold_protection = FEET - min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE - heat_protection = FEET - max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE - /obj/item/clothing/shoes/sandal desc = "A pair of rather plain, wooden sandals." name = "sandals" diff --git a/code/modules/clothing/spacesuits/ninja.dm b/code/modules/clothing/spacesuits/ninja.dm index 416081a1e37..cbf642576d7 100644 --- a/code/modules/clothing/spacesuits/ninja.dm +++ b/code/modules/clothing/spacesuits/ninja.dm @@ -1,12 +1,3 @@ -/obj/item/clothing/head/helmet/space/space_ninja - desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear." - name = "ninja hood" - icon_state = "s-ninja" - item_state = "s-ninja_mask" - allowed = list(/obj/item/weapon/cell) - armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25) - siemens_coefficient = 0.2 - /obj/item/clothing/suit/space/jetstream desc = "It appears to be Jetstream Sam's suit" name = "Jetstream Sam's suit" @@ -16,55 +7,3 @@ slowdown = 0 armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) siemens_coefficient = 0.2 - -/obj/item/clothing/suit/space/space_ninja - name = "ninja suit" - desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins." - icon_state = "s-ninja" - item_state = "s-ninja_suit" - allowed = list(/obj/item/weapon/gun,/obj/item/ammo_storage,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/tank/emergency_nitrogen,/obj/item/weapon/cell) - slowdown = 0 - armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) - siemens_coefficient = 0.2 - - //Important parts of the suit. - var/mob/living/carbon/affecting = null//The wearer. - var/obj/item/weapon/cell/cell//Starts out with a high-capacity cell using New(). - var/datum/effect/effect/system/spark_spread/spark_system//To create sparks. - var/reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","radium","hyronalin")//The reagents ids which are added to the suit at New(). - var/stored_research[]//For stealing station research. - var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk. - - //Other articles of ninja gear worn together, used to easily reference them after initializing. - var/obj/item/clothing/head/helmet/space/space_ninja/n_hood - var/obj/item/clothing/shoes/space_ninja/n_shoes - var/obj/item/clothing/gloves/space_ninja/n_gloves - - //Main function variables. - var/s_initialized = 0//Suit starts off. - var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick(). - var/s_cost = 5.0//Base energy cost each ntick. - var/s_acost = 25.0//Additional cost for additional powers active. - var/k_cost = 200.0//Kamikaze energy cost each ntick. - var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick. - var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability. - var/a_transfer = 20.0//How much reagent is transferred when injecting. - var/r_maxamount = 80.0//How much reagent in total there is. - - //Support function variables. - var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works. - var/s_active = 0//Stealth off. - var/s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions. - var/kamikaze = 0//Kamikaze on or off. - var/k_unlock = 0//To unlock Kamikaze. - - //Ability function variables. - var/s_bombs = 10.0//Number of starting ninja smoke bombs. - var/a_boost = 3.0//Number of adrenaline boosters. - - //Onboard AI related variables. - var/mob/living/silicon/ai/AI//If there is an AI inside the suit. - var/obj/item/device/paicard/pai//A slot for a pAI device - var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay. - var/flush = 0//If an AI purge is in progress. - var/s_control = 1//If user in control of the suit. diff --git a/code/modules/events/event_dynamic.dm b/code/modules/events/event_dynamic.dm index d86dc1cb3e8..1f3e20f1905 100644 --- a/code/modules/events/event_dynamic.dm +++ b/code/modules/events/event_dynamic.dm @@ -71,9 +71,6 @@ var/list/event_last_fired = list() possibleEvents[/datum/event/spider_infestation] = 15 if(aliens_allowed && !sent_aliens_to_station) possibleEvents[/datum/event/alien_infestation] = 10 - if(!sent_ninja_to_station && toggle_space_ninja) - possibleEvents[/datum/event/space_ninja] = 0 //Fix the ninja code first - for(var/event_type in event_last_fired) if(possibleEvents[event_type]) var/time_passed = world.time - event_last_fired[event_type] var/full_recharge_after = 60 * 60 * 10 // Was 3 hours, changed to 1 hour since rounds rarely last that long anyways diff --git a/code/modules/events/space_ninja.dm b/code/modules/events/space_ninja.dm deleted file mode 100644 index 493569b5d92..00000000000 --- a/code/modules/events/space_ninja.dm +++ /dev/null @@ -1,2 +0,0 @@ -/datum/event/space_ninja/setup() - space_ninja_arrival() diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index 21bd66cd163..31f2d2c2ba9 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -251,8 +251,6 @@ Works together with spawning an observer, noted above. U.client.images += image(tempHud,target,"hudalien") if("Death Commando") U.client.images += image(tempHud,target,"huddeathsquad") - if("Ninja") - U.client.images += image(tempHud,target,"hudninja") if("Vampire") U.client.images += image(tempHud,target,"vampire") if("VampThrall") diff --git a/code/modules/mob/living/carbon/human/death.dm b/code/modules/mob/living/carbon/human/death.dm index ddf66d33fd8..344b023ec5d 100644 --- a/code/modules/mob/living/carbon/human/death.dm +++ b/code/modules/mob/living/carbon/human/death.dm @@ -91,12 +91,6 @@ if(!gibbed) emote("deathgasp") //let the world KNOW WE ARE DEAD - //For ninjas exploding when they die. - if( istype(wear_suit, /obj/item/clothing/suit/space/space_ninja) && wear_suit:s_initialized ) - src << browse(null, "window=spideros")//Just in case. - var/location = loc - explosion(location, 1, 2, 3, 4) - update_canmove() if(client) blind.layer = 0 diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 3602389d4b4..39110818d95 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -172,8 +172,6 @@ if(mind.changeling) stat("Chemical Storage", mind.changeling.chem_charges) stat("Genetic Damage Time", mind.changeling.geneticdamage) - if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized) - stat("Energy Charge", round(wear_suit:cell:charge/100)) if(istype(loc, /obj/spacepod)) // Spacdpods! var/obj/spacepod/S = loc diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 0f6a2b2a3de..035e7fc9675 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -1445,27 +1445,6 @@ var/global/list/organ_damage_overlays = list( see_invisible = SEE_INVISIBLE_LIVING seer = 0 - if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja)) - var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask - switch(O.mode) - if(0) - var/target_list[] = list() - for(var/mob/living/target in oview(src)) - if( target.mind&&(target.mind.special_role||issilicon(target)) )//They need to have a mind. - target_list += target - if(target_list.len)//Everything else is handled by the ninja mask proc. - O.assess_targets(target_list, src) - if(!druggy) see_invisible = SEE_INVISIBLE_LIVING - if(1) - see_in_dark = 5 - if(!druggy) see_invisible = SEE_INVISIBLE_LIVING - if(2) - sight |= SEE_MOBS - if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO - if(3) - sight |= SEE_TURFS - if(!druggy) see_invisible = SEE_INVISIBLE_LIVING - if(glasses) var/obj/item/clothing/glasses/G = glasses if(istype(G)) @@ -1970,8 +1949,6 @@ var/global/list/organ_damage_overlays = list( holder.icon_state = "hudwizard" if("Death Commando") holder.icon_state = "huddeathsquad" - if("Ninja") - holder.icon_state = "hudninja" if("Vampire") // TODO: Check this holder.icon_state = "hudvampire" diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm index 692d1e019ee..93c15dc3148 100644 --- a/code/modules/mob/living/silicon/ai/ai.dm +++ b/code/modules/mob/living/silicon/ai/ai.dm @@ -495,16 +495,6 @@ var/list/ai_list = list() O.show_message(text("[] took a swipe at []!", M, src), 1) return -/mob/living/silicon/ai/attack_hand(mob/living/carbon/M as mob) - if(ishuman(M))//Checks to see if they are ninja - if(istype(M:gloves, /obj/item/clothing/gloves/space_ninja)&&M:gloves:candrain&&!M:gloves:draining) - if(M:wear_suit:s_control) - M:wear_suit:transfer_ai("AICORE", "NINJASUIT", src, M) - else - M << "ERROR: Remote access channel disabled." - return - - /mob/living/silicon/ai/attack_animal(mob/living/simple_animal/M as mob) if(!istype(M)) return diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm index a685840e718..ea5d17df25d 100644 --- a/code/modules/mob/mob_helpers.dm +++ b/code/modules/mob/mob_helpers.dm @@ -233,36 +233,6 @@ proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 fo message = stutter(message) return message - -/proc/ninjaspeak(n) -/* -The difference with stutter is that this proc can stutter more than 1 letter -The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma. -It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N -*/ - var/te = html_decode(n) - var/t = "" - n = length(n) - var/p = 1 - while(p <= n) - var/n_letter - var/n_mod = rand(1,4) - if(p+n_mod>n+1) - n_letter = copytext(te, p, n+1) - else - n_letter = copytext(te, p, p+n_mod) - if (prob(50)) - if (prob(30)) - n_letter = text("[n_letter]-[n_letter]-[n_letter]") - else - n_letter = text("[n_letter]-[n_letter]") - else - n_letter = text("[n_letter]") - t = text("[t][n_letter]") - p=p+n_mod - return copytext(sanitize(t),1,MAX_MESSAGE_LEN) - - /proc/shake_camera(mob/M, duration=0, strength=1) if(!M || !M.client || M.shakecamera) return diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index 18813da104c..ef6c25f5062 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -689,26 +689,6 @@ Note that amputating the affected organ does in fact remove the infection from t if (prob(25)) release_restraints() - // This is mostly for the ninja suit to stop ninja being so crippled by breaks. - // TODO: consider moving this to a suit proc or process() or something during - // hardsuit rewrite. - /* - if(!(status & ORGAN_SPLINTED) && istype(owner,/mob/living/carbon/human)) - - var/mob/living/carbon/human/H = owner - - if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space)) - return - - //var/obj/item/clothing/suit/space/suit = H.wear_suit - - if(!suit.supporting_limbs) - return - - owner << "You feel \the [suit] constrict about your [display_name], supporting it." - status |= ORGAN_SPLINTED - suit.supporting_limbs |= src - remove ninja code */ return /datum/organ/external/proc/robotize() diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index 030ea87846b..1d7496b54c7 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -602,11 +602,6 @@ if(stat & (BROKEN|MAINT)) return - if(ishuman(user)) - if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) - call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit) - return - // do APC interaction src.interact(user) /obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user) diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index cf9e0b20354..64008a7968f 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -63,10 +63,6 @@ /obj/item/weapon/cell/attack_self(mob/user as mob) src.add_fingerprint(user) - if(ishuman(user)) - if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) - call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit) - return /obj/item/weapon/cell/attackby(obj/item/W, mob/user) ..() diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm index 7c8482fe39c..8afe6890f77 100644 --- a/code/modules/recycling/disposal.dm +++ b/code/modules/recycling/disposal.dm @@ -121,10 +121,6 @@ user << "You need more welding fuel to complete this task." return - if(istype(I, /obj/item/weapon/melee/energy/blade)) - user << "You can't place that item inside the disposal unit." - return - if(istype(I, /obj/item/weapon/storage/bag/)) var/obj/item/weapon/storage/bag/B = I if(B.contents.len == 0) diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index 38c98ad89cb..a61082d1d73 100644 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -590,11 +590,6 @@ won't update every console in existence) but it's more of a hassle to do. Also, if(stat & (BROKEN|NOPOWER)) return - if(ishuman(user)) - if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) - call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit) - return - user.set_machine(src) var/dat = "" files.RefreshResearch() diff --git a/code/modules/research/server.dm b/code/modules/research/server.dm index 46e44eda3ad..8d6bf854184 100644 --- a/code/modules/research/server.dm +++ b/code/modules/research/server.dm @@ -126,13 +126,6 @@ return if (shocked) shock(user,50) - if(ishuman(user)) - if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining) - call(/obj/item/clothing/gloves/space_ninja/proc/drain)("RESEARCH",src,user:wear_suit) - return - - - /obj/machinery/r_n_d/server/centcom name = "Centcom Central R&D Database" diff --git a/vgstation13.dme b/vgstation13.dme index 011dbc7beaf..2197d9217bc 100644 --- a/vgstation13.dme +++ b/vgstation13.dme @@ -304,10 +304,7 @@ #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" #include "code\game\gamemodes\events\wormholes.dm" #include "code\game\gamemodes\events\holidays\Christmas.dm" @@ -811,7 +808,7 @@ #include "code\game\objects\structures\vehicles\adminbus_powers.dm" #include "code\game\objects\structures\vehicles\clowncart.dm" #include "code\game\objects\structures\vehicles\gokart.dm" -#include "code\game\objects\structures\vehicles\vehicle.dm" +#include "code\game\objects\structures\vehicles\vehicle.dm" #include "code\game\objects\structures\vehicles\wheelchair.dm" #include "code\game\objects\structures\vehicles\wizmobile.dm" #include "code\game\turfs\simulated.dm" @@ -1029,7 +1026,6 @@ #include "code\modules\events\prison_break.dm" #include "code\modules\events\radiation_storm.dm" #include "code\modules\events\rogue_drones.dm" -#include "code\modules\events\space_ninja.dm" #include "code\modules\events\spacevine.dm" #include "code\modules\events\spider_infestation.dm" #include "code\modules\events\spontaneous_appendicitis.dm" @@ -1741,4 +1737,4 @@ #include "maps\RandomZLevels\challenge.dm" #include "maps\RandomZLevels\stationCollision.dm" #include "maps\RandomZLevels\wildwest.dm" -// END_INCLUDE +// END_INCLUDE