Fixed a compile warning, reverted my grenade changes as requested by mangled, readded unsecuring-of-the-AI-with-a-wrench and the associated traitor objective checks, tweaked my previous commit re:adminhelps.

This commit is contained in:
SkyMarshal
2012-11-13 22:46:43 -07:00
parent 508f94a072
commit 2fece529af
9 changed files with 189 additions and 291 deletions

View File

@@ -474,6 +474,19 @@ datum/objective/steal
for(var/mob/living/silicon/ai/M in C)
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
return 1
for(var/mob/living/silicon/ai/ai in world)
if(istype(ai.loc, /turf))
var/area/check_area = get_area(ai)
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod1/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod2/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod3/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod5/centcom))
return 1
else
for(var/obj/I in all_items) //Check for items

View File

@@ -1,269 +1,148 @@
/obj/item/weapon/grenade/chem_grenade
name = "Grenade Casing"
icon_state = "chemg"
icon = 'chemical.dmi'
item_state = "flashbang"
desc = "A hand made chemical grenade."
w_class = 2.0
force = 2.0
var/list/beakers = list()
var/obj/item/device/assembly/attached_device
var/exploding = 0
var/stage = 0
var/state = 0
var/path = 0
var/motion = 0
var/direct = "SOUTH"
var/obj/item/weapon/circuitboard/circuit = null
var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
var/obj/item/device/assembly_holder/detonator = null
var/list/beakers = new/list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
var/mob/attacher = "Unknown"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
attackby(var/obj/item/weapon/W, var/mob/user)
if(path || !active)
switch(active)
if(0)
if(istype(W, /obj/item/device/assembly/igniter))
active = 1
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade"
path = 1
del(W)
if(1)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
if(beakers.len == 2)
user << "\red There are already two beakers inside, remove one first!"
return
beakers |= W
user.drop_item()
W.loc = src
user << "\blue You insert the beaker into the casing."
else if(istype(W, /obj/item/device/assembly/signaler) || istype(W, /obj/item/device/assembly/timer) || istype(W, /obj/item/device/assembly/infra) || istype(W, /obj/item/device/assembly/prox_sensor))
if(attached_device)
user << "\red There is already an device attached to the controls, remove it first!"
return
attached_device = W
user.drop_item()
W.loc = src
user << "\blue You attach the [W] to the grenade controls!"
W.master = src
bombers += "[key_name(user)] attached a [W] to a grenade casing."
message_admins("[key_name_admin(user)] attached a [W] to a grenade casing.")
log_game("[key_name_admin(user)] attached a [W] to a grenade casing.")
attacher = key_name(user)
else if(istype(W, /obj/item/weapon/screwdriver))
if(beakers.len == 2 && attached_device)
user << "\blue You lock the assembly."
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = initial(icon_state) + "_locked"
active = 2
path = 1
else
user << "\red You need to add all components before locking the assembly."
if(2)
if(istype(W, /obj/item/weapon/screwdriver))
user << "\blue You disarm the [src]!"
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade casing"
icon_state = initial(icon_state) +"_ass"
active = 1
path = 1
if(path != 1)
if(!istype(src.loc,/turf))
user << "\red You need to put the canister on the ground to do that!"
else
switch(state)
if(0)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the canister in place."
src.name = "Camera Assembly"
src.anchored = 1
src.state = 1
path = 2
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the canister."
src.name = "Grenade Casing"
src.anchored = 0
src.state = 0
path = 0
if(istype(W, /obj/item/device/multitool))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the electronics inside the canister."
src.circuit = W
user.drop_item()
W.loc = src
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuitry into place."
src.state = 2
if(istype(W, /obj/item/weapon/crowbar) && circuit)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the circuitry."
src.state = 1
circuit.loc = src.loc
src.circuit = null
if(2)
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuitry."
src.state = 1
if(istype(W, /obj/item/weapon/cable_coil))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
W:amount -= 1
if(!W:amount) del(W)
user << "\blue You add cabling to the canister."
src.state = 3
if(3)
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'wirecutter.ogg', 50, 1)
user << "\blue You remove the cabling."
src.state = 2
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 1
if(issignaler(W))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You attach the wireless signaller unit to the circutry."
user.drop_item()
W.loc = src
src.state = 4
if(4)
if(istype(W, /obj/item/weapon/crowbar) && !motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the remote signalling device."
src.state = 3
var/obj/item/device/assembly/signaler/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/signaler( src.loc, 1 )
if(isprox(W) && motion == 0)
// if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
// W:use(1)
user << "\blue You attach the proximity sensor."
user.drop_item()
W.loc = src
motion = 1
if(istype(W, /obj/item/weapon/crowbar) && motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the proximity sensor."
var/obj/item/device/assembly/prox_sensor/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
motion = 0
if(istype(W, /obj/item/stack/sheet/glass))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if(W)
W:use(1)
user << "\blue You put in the glass lens."
src.state = 5
if(5)
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the glass lens."
src.state = 4
new /obj/item/stack/sheet/glass( src.loc, 2 )
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the lense."
var/B
if(motion == 1)
B = new /obj/machinery/camera/motion( src.loc )
else
B = new /obj/machinery/camera( src.loc )
B:network = "SS13"
B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
B:dir = text2dir(direct)
del(src)
return
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attack_self(mob/user as mob)
if(active == 2)
attached_device.attack_self(user)
return
user.machine = src
var/dat = {"<B> Grenade properties: </B>
<BR> <B> Beaker one:</B> [beakers[1]] [beakers[1] ? "<A href='?src=\ref[src];beakerone=1'>Remove</A>" : ""]
<BR> <B> Beaker two:</B> [beakers[2]] [beakers[2] ? "<A href='?src=\ref[src];beakertwo=1'>Remove</A>" : ""]
<BR> <B> Control attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]"}
if(!stage || stage==1)
if(detonator)
// detonator.loc=src.loc
detonator.detached()
usr.put_in_hands(detonator)
detonator=null
stage=0
icon_state = initial(icon_state)
else if(beakers.len)
for(var/obj/B in beakers)
if(istype(B))
beakers -= B
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
user << "<span class='warning'>You prime \the [name]!</span>"
log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src].</font>")
log_admin("ATTACK: [user] ([user.ckey]) primed \a [src].")
message_admins("ATTACK: [user] ([user.ckey]) primed \a [src].")
activate()
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
user << "\red Assembly must contain one igniter."
return
if(!det.secured)
user << "\red Assembly must be secured with screwdriver."
return
path = 1
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
detonator = det
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
if(stage == 1)
path = 1
if(beakers.len)
user << "\blue You lock the assembly."
name = "grenade"
else
// user << "\red You need to add at least one beaker before locking the assembly."
user << "\blue You lock the empty assembly."
name = "fake grenade"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
user << "\red You trigger the assembly!"
prime()
return
else
user << "\blue You unlock the assembly."
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
stage = 1
active = 0
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
user << "\red \the [W] is empty."
examine()
set src in usr
usr << desc
if(detonator)
usr << "With attached [detonator.name]"
activate(mob/user as mob)
if(active) return
if(detonator)
if(!isigniter(detonator.a_left))
detonator.a_left.activate()
active = 1
if(!isigniter(detonator.a_right))
detonator.a_right.activate()
active = 1
if(active)
icon_state = initial(icon_state) + "_active"
if(user)
log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src]</font>")
log_admin("ATTACK: [user] ([user.ckey]) primed \a [src]")
message_admins("ATTACK: [user] ([user.ckey]) primed \a [src]")
user << browse(dat, "window=trans_valve;size=600x300")
onclose(user, "trans_valve")
return
proc/primed(var/primed = 1)
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (src.loc == usr)
if(href_list["beakerone"])
if(beakers.len < 1)
return
var/obj/b1 = beakers[1]
b1.loc = get_turf(src)
beakers.Remove(b1)
if(href_list["beakertwo"])
if(beakers.len < 2)
return
var/obj/b2 = beakers[2]
b2.loc = get_turf(src)
beakers.Remove(b2)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device = null
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
receive_signal(signal)
if(!(active == 2))
return //cant go off before it gets primed
explode()
HasProximity(atom/movable/AM as mob|obj)
if(istype(attached_device, /obj/item/device/assembly/prox_sensor))
var/obj/item/device/assembly/prox_sensor/D = attached_device
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
D.sense()
proc/explode()
if(exploding) return
exploding = 1
prime()
if(!stage || stage<2) return
//if(prob(reliability))
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume)
has_reagents = 1
break
if(G.reagents.total_volume) has_reagents = 1
active = 0
if(!has_reagents)
@@ -271,18 +150,11 @@
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
return
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
var/obj/item/weapon/reagent_containers/glass/G = locate() in beakers
reagents.trans_to(G, reagents.total_volume/2)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
@@ -293,10 +165,6 @@
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
G.reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
@@ -307,19 +175,12 @@
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)*/
proc/c_state(var/i = 0)
if(i)
icon_state = initial(icon_state) + "_armed"
else
icon_state = initial(icon_state) + "_locked"
return
/obj/item/weapon/grenade/chem_grenade/large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
icon_state = "large_grenade"
allowed_containers = list("/obj/item/weapon/reagent_containers/glass")
allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
origin_tech = "combat=3;materials=3"
affected_area = 4
@@ -327,13 +188,10 @@
name = "Metal-Foam Grenade"
desc = "Used for emergency sealing of air breaches."
path = 1
active = 2
stage = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
@@ -341,41 +199,41 @@
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "Incendiary Grenade"
desc = "Used for clearing rooms of living things."
path = 1
active = 2
stage = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("acid", 25)
B2.reagents.add_reagent("sacid", 25)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
active = 2
stage = 2
path = 1
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
@@ -383,5 +241,8 @@
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"

View File

@@ -129,7 +129,8 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an", "monkey", "ali
send2irc(ckey, "[original_msg] - No admins online")
else
send2irc(ckey, "[original_msg] - All admins AFK ([admin_number_afk])")
send2irc(ckey, original_msg)
else
send2irc(ckey, original_msg)
feedback_add_details("admin_verb","AH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return

View File

@@ -71,8 +71,6 @@
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
if(master && (wires & WIRE_PULSE))
master.receive_signal("activate")
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1

View File

@@ -231,6 +231,9 @@
if ( !(usr.stat || usr.restrained()) )
var/obj/item/device/assembly_holder/holder
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/gren = src
holder=gren.detonator
var/obj/item/device/assembly/timer/tmr = holder.a_left
if(!istype(tmr,/obj/item/device/assembly/timer))
tmr = holder.a_right

View File

@@ -104,7 +104,7 @@
holder.update_icon()
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.c_state(scanning)
grenade.primed(scanning)
return

View File

@@ -117,7 +117,7 @@
return
//if(icon_state == initial(icon_state))
var/icontype = ""
var/icontype = ""
var/list/icons = list("Monochrome", "Blue", "Inverted", "Firewall", "Green", "Red", "Static")
if (src.name == "B.A.N.N.E.D." && src.ckey == "spaceman96")
icons += "B.A.N.N.E.D."
@@ -708,3 +708,25 @@
src.current = camera
src.current.SetLuminosity(AI_CAMERA_LUMINOSITY)
camera_light_on = world.timeofday + 1 * 20 // Update the light every 2 seconds.
/mob/living/silicon/ai/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
if(anchored)
user.visible_message("\blue \The [user] starts to unbolt \the [src] from the plating...")
if(!do_after(user,40))
user.visible_message("\blue \The [user] decides not to unbolt \the [src].")
return
user.visible_message("\blue \The [user] finishes unfastening \the [src]!")
anchored = 0
return
else
user.visible_message("\blue \The [user] starts to bolt \the [src] to the plating...")
if(!do_after(user,40))
user.visible_message("\blue \The [user] decides not to bolt \the [src].")
return
user.visible_message("\blue \The [user] finishes fastening down \the [src]!")
anchored = 1
return
else
return ..()

View File

@@ -90,7 +90,7 @@
src.see_in_dark = 0
src.see_invisible = SEE_INVISIBLE_LIVING
if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item))
if (((!loc.master.power_equip) || istype(T, /turf/space)) && !istype(src.loc,/obj/item) && !istype(get_area(src), /area/shuttle))
if (src:aiRestorePowerRoutine==0)
src:aiRestorePowerRoutine = 1

View File

@@ -293,7 +293,7 @@
if(config.Tickcomp)
move_delay -= 1.3
var/tickcomp = ((1/(world.tick_lag))*1.3)
// var/tickcomp = ((1/(world.tick_lag))*1.3)
//We are now going to move
moving = 1