Tg 1 28 sync testing/confirmation (#5178)

* maps, tgui, tools

* defines and helpers

* onclick and controllers

* datums

fucking caught that hulk reversal too.

* game and shuttle modular

* module/admin

* oh god they fucking moved antag shit again

* haaaaate. Haaaaaaaaaate.

* enables moff wings

* more modules things

* tgstation.dme

before I forget something important

* some mob stuff

* s'more mob/living stuff

* some carbon stuff

* ayy lmaos and kitchen meat

* Human stuff

* species things

moff wings have a 'none' version too

* the rest of the module stuff.

* some strings

* misc

* mob icons

* some other icons.

* It compiles FUCK BORERS

FUCK BORERS
This commit is contained in:
Poojawa
2018-01-29 04:42:29 -06:00
committed by GitHub
parent 89fa4b0f28
commit 03086dfa91
666 changed files with 27177 additions and 35945 deletions
-191
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@@ -1,191 +0,0 @@
//Ok so it's technically a double linked list, bite me.
/datum/linked_list
var/datum/linked_node/head
var/datum/linked_node/tail
var/node_amt = 0
/datum/linked_node
var/value = null
var/datum/linked_list/linked_list = null
var/datum/linked_node/next_node = null
var/datum/linked_node/previous_node = null
/datum/linked_list/proc/IsEmpty()
. = (node_amt <= 0)
//Add a linked_node (or value, creating a linked_node) at position
//the added node BECOMES the position-th element,
//eg: add("Test",5), the 5th node is now "Test", the previous 5th moves up to become the 6th
/datum/linked_list/proc/Add(node, position)
var/datum/linked_node/adding
if(istype(node, /datum/linked_node))
adding = node
else
adding = new()
adding.value = node
if(!adding.linked_list || (adding.linked_list && (adding.linked_list != src)))
node_amt++
adding.linked_list = src
if(position && position < node_amt)
//Replacing head
if(position == 1)
if(head)
head.previous_node = adding
adding.next_node = head
head = adding
//Replacing any middle node
else
var/location = 0
var/datum/linked_node/at
while((location != position) && (location <= node_amt))
if(at)
if(at.next_node)
at = at.next_node
else
break
else
at = head
location++
//Push at up and assume it's place as the position-th element
if(at && at.previous_node)
at.previous_node.next_node = adding
adding.previous_node = at.previous_node
at.previous_node = adding
adding.next_node = at
return
//Replacing tail
if(tail)
tail.next_node = adding
adding.previous_node = tail
if(!tail.previous_node)
head = tail
tail = adding
//Remove a linked_node or the linked_node of a value
//If you specify a value the FIRST ONE is removed
/datum/linked_list/proc/Remove(node)
var/datum/linked_node/removing
if(istype(node, /datum/linked_node))
removing = node
else
//optimise removing head and tail, no point looping for them, especially the tail
if(removing == head)
removing = head
else if(removing == tail)
removing = tail
else
var/location = 1
var/current_value = null
var/datum/linked_node/at = null
while((current_value != node) && (location <= node_amt))
if(at)
if(at.next_node)
at = at.next_node
else
at = head
location++
if(at)
current_value = at.value
if(current_value == node)
removing = at
break
//Adjust pointers of where removing -was- in the chain.
if(removing)
if(removing.previous_node)
if(removing == tail)
tail = removing.previous_node
if(removing.next_node)
if(removing == head)
head = removing.next_node
removing.next_node.previous_node = removing.previous_node
removing.previous_node.next_node = removing.next_node
else
removing.previous_node.next_node = null
else
if(removing.next_node)
if(removing == head)
head = removing.next_node
removing.next_node.previous_node = null
//if this is still true at this point, there's no more nodes to replace them with
if(removing == head)
head = null
if(removing == tail)
tail = null
removing.next_node = null
removing.previous_node = null
if(removing.linked_list == src)
node_amt--
removing.linked_list = null
return removing
return 0
//Removes and deletes a node or value
/datum/linked_list/proc/RemoveDelete(node)
var/datum/linked_node/dead = Remove(node)
if(dead)
qdel(dead)
return 1
return 0
//Empty the linked_list, deleting all nodes
/datum/linked_list/proc/Empty()
var/datum/linked_node/n = head
while(n)
var/next = n.next_node
Remove(n)
qdel(n)
n = next
node_amt = 0
//Some debugging tools
/datum/linked_list/proc/CheckNodeLinks()
var/datum/linked_node/n = head
while(n)
. = "|[n.value]|"
if(n.previous_node)
. = "[n.previous_node.value]<-" + .
if(n.next_node)
. += "->[n.next_node.value]"
n = n.next_node
. += "<BR>"
/datum/linked_list/proc/DrawNodeLinks()
. = "|<-"
var/datum/linked_node/n = head
while(n)
if(n.previous_node)
. += "<-"
. += "[n.value]"
if(n.next_node)
. += "->"
n = n.next_node
. += "->|"
/datum/linked_list/proc/ToList()
. = list()
var/datum/linked_node/n = head
while(n)
. += n
n = n.next_node
-83
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@@ -1,83 +0,0 @@
//////////////////////
//PriorityQueue object
//////////////////////
//an ordered list, using the cmp proc to weight the list elements
/PriorityQueue
var/list/L //the actual queue
var/cmp //the weight function used to order the queue
/PriorityQueue/New(compare)
L = new()
cmp = compare
/PriorityQueue/proc/IsEmpty()
return !L.len
//return the index the element should be in the priority queue using dichotomic search
/PriorityQueue/proc/FindElementIndex(atom/A)
var/i = 1
var/j = L.len
var/mid
while(i < j)
mid = round((i+j)/2)
if(call(cmp)(L[mid],A) < 0)
i = mid + 1
else
j = mid
if(i == 1 || i == L.len) //edge cases
return (call(cmp)(L[i],A) > 0) ? i : i+1
else
return i
//add an element in the list,
//immediatly ordering it to its position using dichotomic search
/PriorityQueue/proc/Enqueue(atom/A)
if(!L.len)
L.Add(A)
return
L.Insert(FindElementIndex(A),A)
//removes and returns the first element in the queue
/PriorityQueue/proc/Dequeue()
if(!L.len)
return 0
. = L[1]
Remove(.)
//removes an element
/PriorityQueue/proc/Remove(atom/A)
return L.Remove(A)
//returns a copy of the elements list
/PriorityQueue/proc/List()
. = L.Copy()
//return the position of an element or 0 if not found
/PriorityQueue/proc/Seek(atom/A)
. = L.Find(A)
//return the element at the i_th position
/PriorityQueue/proc/Get(i)
if(i > L.len || i < 1)
return 0
return L[i]
//replace the passed element at it's right position using the cmp proc
/PriorityQueue/proc/ReSort(atom/A)
var/i = Seek(A)
if(i == 0)
return
while(i < L.len && call(cmp)(L[i],L[i+1]) > 0)
L.Swap(i,i+1)
i++
while(i > 1 && call(cmp)(L[i],L[i-1]) <= 0) //last inserted element being first in case of ties (optimization)
L.Swap(i,i-1)
i--
-56
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@@ -1,56 +0,0 @@
/datum/stack
var/list/stack = list()
var/max_elements = 0
/datum/stack/New(list/elements,max)
..()
if(elements)
stack = elements.Copy()
if(max)
max_elements = max
/datum/stack/proc/Pop()
if(is_empty())
return null
. = stack[stack.len]
stack.Cut(stack.len,0)
/datum/stack/proc/Push(element)
if(max_elements && (stack.len+1 > max_elements))
return null
stack += element
/datum/stack/proc/Top()
if(is_empty())
return null
. = stack[stack.len]
/datum/stack/proc/is_empty()
. = stack.len ? 0 : 1
//Rotate entire stack left with the leftmost looping around to the right
/datum/stack/proc/RotateLeft()
if(is_empty())
return 0
. = stack[1]
stack.Cut(1,2)
Push(.)
//Rotate entire stack to the right with the rightmost looping around to the left
/datum/stack/proc/RotateRight()
if(is_empty())
return 0
. = stack[stack.len]
stack.Cut(stack.len,0)
stack.Insert(1,.)
/datum/stack/proc/Copy()
var/datum/stack/S=new()
S.stack = stack.Copy()
S.max_elements = max_elements
return S
/datum/stack/proc/Clear()
stack.Cut()
+1
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@@ -123,6 +123,7 @@
#define SPECIES_INORGANIC 32
#define SPECIES_UNDEAD 33
#define SPECIES_ROBOTIC 34
#define NOEYES 35
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
@@ -1,38 +1,38 @@
//See controllers/globals.dm
#define GLOBAL_MANAGED(X, InitValue)\
/datum/controller/global_vars/proc/InitGlobal##X(){\
##X = ##InitValue;\
gvars_datum_init_order += #X;\
}
#define GLOBAL_UNMANAGED(X) /datum/controller/global_vars/proc/InitGlobal##X() { return; }
#ifndef TESTING
#define GLOBAL_PROTECT(X)\
/datum/controller/global_vars/InitGlobal##X(){\
..();\
gvars_datum_protected_varlist[#X] = TRUE;\
}
#else
#define GLOBAL_PROTECT(X)
#endif
#define GLOBAL_REAL_VAR(X) var/global/##X
#define GLOBAL_REAL(X, Typepath) var/global##Typepath/##X
#define GLOBAL_RAW(X) /datum/controller/global_vars/var/global##X
#define GLOBAL_VAR_INIT(X, InitValue) GLOBAL_RAW(/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR_CONST(X, InitValue) GLOBAL_RAW(/const/##X) = InitValue; GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST_INIT(X, InitValue) GLOBAL_RAW(/list/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_LIST_EMPTY(X) GLOBAL_LIST_INIT(X, list())
#define GLOBAL_DATUM_INIT(X, Typepath, InitValue) GLOBAL_RAW(Typepath/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR(X) GLOBAL_RAW(/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST(X) GLOBAL_RAW(/list/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_DATUM(X, Typepath) GLOBAL_RAW(Typepath/##X); GLOBAL_UNMANAGED(X)
//See controllers/globals.dm
#define GLOBAL_MANAGED(X, InitValue)\
/datum/controller/global_vars/proc/InitGlobal##X(){\
##X = ##InitValue;\
gvars_datum_init_order += #X;\
}
#define GLOBAL_UNMANAGED(X) /datum/controller/global_vars/proc/InitGlobal##X() { return; }
#ifndef TESTING
#define GLOBAL_PROTECT(X)\
/datum/controller/global_vars/InitGlobal##X(){\
..();\
gvars_datum_protected_varlist[#X] = TRUE;\
}
#else
#define GLOBAL_PROTECT(X)
#endif
#define GLOBAL_REAL_VAR(X) var/global/##X
#define GLOBAL_REAL(X, Typepath) var/global##Typepath/##X
#define GLOBAL_RAW(X) /datum/controller/global_vars/var/global##X
#define GLOBAL_VAR_INIT(X, InitValue) GLOBAL_RAW(/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR_CONST(X, InitValue) GLOBAL_RAW(/const/##X) = InitValue; GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST_INIT(X, InitValue) GLOBAL_RAW(/list/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_LIST_EMPTY(X) GLOBAL_LIST_INIT(X, list())
#define GLOBAL_DATUM_INIT(X, Typepath, InitValue) GLOBAL_RAW(Typepath/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR(X) GLOBAL_RAW(/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST(X) GLOBAL_RAW(/list/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_DATUM(X, Typepath) GLOBAL_RAW(Typepath/##X); GLOBAL_UNMANAGED(X)
+5
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@@ -76,3 +76,8 @@
#define AHELP_ACTIVE 1
#define AHELP_CLOSED 2
#define AHELP_RESOLVED 3
#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
+14
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@@ -0,0 +1,14 @@
#define NUKE_RESULT_FLUKE 0
#define NUKE_RESULT_NUKE_WIN 1
#define NUKE_RESULT_CREW_WIN 2
#define NUKE_RESULT_CREW_WIN_SYNDIES_DEAD 3
#define NUKE_RESULT_DISK_LOST 4
#define NUKE_RESULT_DISK_STOLEN 5
#define NUKE_RESULT_NOSURVIVORS 6
#define NUKE_RESULT_WRONG_STATION 7
#define NUKE_RESULT_WRONG_STATION_DEAD 8
#define APPRENTICE_DESTRUCTION "destruction"
#define APPRENTICE_BLUESPACE "bluespace"
#define APPRENTICE_ROBELESS "robeless"
#define APPRENTICE_HEALING "healing"
+1 -7
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@@ -34,13 +34,7 @@
#define CANKNOCKDOWN 2
#define CANUNCONSCIOUS 4
#define CANPUSH 8
#define IGNORESLOWDOWN 16
#define GOTTAGOFAST 32
#define GOTTAGOREALLYFAST 64
#define GODMODE 4096
#define FAKEDEATH 8192 //Replaces stuff like changeling.changeling_fakedeath
#define DISFIGURED 16384 //I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system
#define XENO_HOST 32768 //Tracks whether we're gonna be a baby alien's mummy.
#define GODMODE 16
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
+2
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@@ -61,7 +61,9 @@
#define isplasmaman(A) (is_species(A, /datum/species/plasmaman))
#define ispodperson(A) (is_species(A, /datum/species/podperson))
#define isflyperson(A) (is_species(A, /datum/species/fly))
#define isjellyperson(A) (is_species(A, /datum/species/jelly))
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
#define isshadowperson(A) (is_species(A, /datum/species/shadow))
#define iszombie(A) (is_species(A, /datum/species/zombie))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
+6
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@@ -70,3 +70,9 @@ Last space-z level = empty
DECLARE_LEVEL("Lavaland", UNAFFECTED, list(ZTRAIT_MINING = TRUE, ZTRAIT_LAVA_RUINS = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 3)),\
DECLARE_LEVEL("Reebe", UNAFFECTED, list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.5)),\
)
//Camera lock flags
#define CAMERA_LOCK_STATION 1
#define CAMERA_LOCK_MINING 2
#define CAMERA_LOCK_CENTCOM 4
#define CAMERA_LOCK_REEBE 8
+31 -15
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@@ -50,18 +50,19 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
#define MUTATIONS_LAYER 30 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 29 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 28 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 27 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_ADJ_LAYER 25
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 21
#define ID_LAYER 20
#define SHOES_LAYER 19
#define MUTATIONS_LAYER 31 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 30 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 28 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 27 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_ADJ_LAYER 26
#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 22
#define ID_LAYER 21
#define SHOES_LAYER 20
#define HANDS_PART_LAYER 19
#define GLOVES_LAYER 18
#define EARS_LAYER 17
#define SUIT_LAYER 16
@@ -80,7 +81,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 30 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
@@ -93,8 +94,9 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
#define UNDER_ID_LAYER ID_LAYER+1
#define UNDER_SHOES_LAYER SHOES_LAYER+1
#define UNDER_HANDS_PART_LAYER HANDS_PART_LAYER+1
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
#define UNDER_SHOES_LAYER SHOES_LAYER+1
#define UNDER_EARS_LAYER EARS_LAYER+1
#define UNDER_SUIT_LAYER SUIT_LAYER+1
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
@@ -119,8 +121,9 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
#define ABOVE_ID_LAYER ID_LAYER-1
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
#define ABOVE_HANDS_PART_LAYER HANDS_PART_LAYER-1
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
#define ABOVE_EARS_LAYER EARS_LAYER-1
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
@@ -488,6 +491,12 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define HOSTILE_SPAWN 1
#define FRIENDLY_SPAWN 2
//slime core activation type
#define SLIME_ACTIVATE_MINOR 1
#define SLIME_ACTIVATE_MAJOR 2
#define LUMINESCENT_DEFAULT_GLOW 2
#define RIDING_OFFSET_ALL "ALL"
//text files
@@ -499,3 +508,10 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define SUMMON_GUNS "guns"
#define SUMMON_MAGIC "magic"
//Run the world with this parameter to enable a single run though of the game setup and tear down process with unit tests in between
#define TEST_RUN_PARAMETER "test-run"
//Force the log directory to be something specific in the data/logs folder
#define OVERRIDE_LOG_DIRECTORY_PARAMETER "log-directory"
//Prevent the master controller from starting automatically, overrides TEST_RUN_PARAMETER
#define NO_INIT_PARAMETER "no-init"
+18 -1
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@@ -188,4 +188,21 @@
#define OFFSET_BELT "belt"
#define OFFSET_BACK "back"
#define OFFSET_SUIT "suit"
#define OFFSET_NECK "neck"
#define OFFSET_NECK "neck"
//MINOR TWEAKS/MISC
#define AGE_MIN 17 //youngest a character can be
#define AGE_MAX 85 //oldest a character can be
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
// AI Toggles
#define AI_CAMERA_LUMINOSITY 5
#define AI_VOX // Comment out if you don't want VOX to be enabled and have players download the voice sounds.
+19
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@@ -0,0 +1,19 @@
// Flags for the obj_flags var on /obj
#define EMAGGED 1
#define IN_USE 2 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
#define CAN_BE_HIT 4 //can this be bludgeoned by items?
#define BEING_SHOCKED 8 // Whether this thing is currently (already) being shocked by a tesla
#define DANGEROUS_POSSESSION 16 //Admin possession yes/no
#define ON_BLUEPRINTS 32 //Are we visible on the station blueprints at roundstart?
#define UNIQUE_RENAME 64 // can you customize the description/name of the thing?
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
// Flags for the item_flags var on /obj/item
#define BEING_REMOVED 1
#define IN_INVENTORY 2 //is this item equipped into an inventory slot or hand of a mob? used for tooltips
#define FORCE_STRING_OVERRIDE 4 // used for tooltips
#define NEEDS_PERMIT 8 //Used by security bots to determine if this item is safe for public use.
+7 -1
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@@ -56,4 +56,10 @@
#define LINGHIVE_NONE 0
#define LINGHIVE_OUTSIDER 1
#define LINGHIVE_LING 2
#define LINGHIVE_LINK 3
#define LINGHIVE_LINK 3
//Don't set this very much higher then 1024 unless you like inviting people in to dos your server with message spam
#define MAX_MESSAGE_LEN 1024
#define MAX_NAME_LEN 42
#define MAX_BROADCAST_LEN 512
#define MAX_CHARTER_LEN 80
-29
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@@ -8,35 +8,6 @@
#define UNCONSCIOUS 2
#define DEAD 3
//mob disabilities stat
#define DISABILITY_BLIND "blind"
#define DISABILITY_MUTE "mute"
#define DISABILITY_DEAF "deaf"
#define DISABILITY_NEARSIGHT "nearsighted"
#define DISABILITY_FAT "fat"
#define DISABILITY_HUSK "husk"
#define DISABILITY_NOCLONE "noclone"
#define DISABILITY_CLUMSY "clumsy"
#define DISABILITY_DUMB "dumb"
#define DISABILITY_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
#define DISABILITY_PACIFISM "pacifism"
// common disability sources
#define EYE_DAMAGE "eye_damage"
#define GENETIC_MUTATION "genetic"
#define OBESITY "obesity"
#define MAGIC_DISABILITY "magic"
#define STASIS_MUTE "stasis"
#define GENETICS_SPELL "genetics_spell"
#define TRAUMA_DISABILITY "trauma"
#define CHEMICAL_DISABILITY "chemical"
// unique disability sources, still defines
#define STATUE_MUTE "statue"
#define CHANGELING_DRAIN "drain"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
// bitflags for machine stat variable
#define BROKEN 1
#define NOPOWER 2
+4
View File
@@ -1,3 +1,7 @@
//Update this whenever the db schema changes
//make sure you add an update to the schema_version stable in the db changelog
#define DB_MAJOR_VERSION 4
#define DB_MINOR_VERSION 0
//Timing subsystem
//Don't run if there is an identical unique timer active
+2 -2
View File
@@ -22,6 +22,6 @@ When using time2text(), please use "DDD" to find the weekday. Refrain from using
#define TICKS *world.tick_lag
#define DS2TICKS(DS) (DS/world.tick_lag)
#define DS2TICKS(DS) ((DS)/world.tick_lag)
#define TICKS2DS(T) (T TICKS)
#define TICKS2DS(T) ((T) TICKS)
+7 -6
View File
@@ -1,6 +1,7 @@
#define TOOL_NONE 0
#define TOOL_CROWBAR 1
#define TOOL_MULTITOOL 2
#define TOOL_SCREWDRIVER 3
#define TOOL_WIRECUTTER 4
#define TOOL_WRENCH 5
// Tool types
#define TOOL_CROWBAR "crowbar"
#define TOOL_MULTITOOL "multitool"
#define TOOL_SCREWDRIVER "screwdriver"
#define TOOL_WIRECUTTER "wirecutter"
#define TOOL_WRENCH "wrench"
#define TOOL_WELDER "welder"
+37
View File
@@ -0,0 +1,37 @@
//mob traits
#define TRAIT_BLIND "blind"
#define TRAIT_MUTE "mute"
#define TRAIT_DEAF "deaf"
#define TRAIT_NEARSIGHT "nearsighted"
#define TRAIT_FAT "fat"
#define TRAIT_HUSK "husk"
#define TRAIT_NOCLONE "noclone"
#define TRAIT_CLUMSY "clumsy"
#define TRAIT_DUMB "dumb"
#define TRAIT_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
#define TRAIT_PACIFISM "pacifism"
#define TRAIT_IGNORESLOWDOWN "ignoreslow"
#define TRAIT_GOTTAGOFAST "fast"
#define TRAIT_GOTTAGOREALLYFAST "2fast"
#define TRAIT_FAKEDEATH "fakedeath"
#define TRAIT_DISFIGURED "disfigured"
#define TRAIT_XENO_HOST "xeno_host" //Tracks whether we're gonna be a baby alien's mummy.
#define TRAIT_STUNIMMUNE "stun_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
// common trait sources
#define TRAIT_GENERIC "generic"
#define EYE_DAMAGE "eye_damage"
#define GENETIC_MUTATION "genetic"
#define OBESITY "obesity"
#define MAGIC_TRAIT "magic"
#define STASIS_MUTE "stasis"
#define GENETICS_SPELL "genetics_spell"
#define TRAUMA_TRAIT "trauma"
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define CHANGELING_DRAIN "drain"
#define ABYSSAL_GAZE_BLIND "abyssal_gaze"
#define HIGHLANDER "highlander"
#define TRAIT_HULK "hulk"
+1 -1
View File
@@ -18,4 +18,4 @@
#define VV_NULL "NULL"
#define VV_RESTORE_DEFAULT "Restore to Default"
#define VV_MARKED_DATUM "Marked Datum"
#define VV_BITFIELD "Bitfield"
+6
View File
@@ -24,6 +24,12 @@
#define testing(msg)
#endif
#ifdef UNIT_TESTS
/proc/log_test(text)
WRITE_FILE(GLOB.test_log, "\[[time_stamp()]]: [text]")
SEND_TEXT(world.log, text)
#endif
/proc/log_admin(text)
GLOB.admin_log.Add(text)
if (CONFIG_GET(flag/log_admin))
-3
View File
@@ -241,9 +241,6 @@
processing_list += A.contents
/proc/get_mobs_in_radio_ranges(list/obj/item/device/radio/radios)
set background = BACKGROUND_ENABLED
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
for(var/obj/item/device/radio/R in radios)
+3 -1
View File
@@ -29,7 +29,9 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/spines_animated, GLOB.animated_spines_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.r_wings_list,roundstart = TRUE)
//moffs
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
//CIT CHANGES START HERE, ADDS SNOWFLAKE BODYPARTS AND MORE
//mammal bodyparts (fucking furries)
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_body_markings, GLOB.mam_body_markings_list)
+39 -9
View File
@@ -32,7 +32,7 @@
else
return pick(GLOB.underwear_list)*/
/proc/random_undershirt(gender)//Cit change - makes random underwear always return nude
/proc/random_undershirt(gender)//Cit change - makes random undershirts always return nude
if(!GLOB.undershirt_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt, GLOB.undershirt_list, GLOB.undershirt_m, GLOB.undershirt_f)
return "Nude"
@@ -44,7 +44,7 @@
else
return pick(GLOB.undershirt_list)*/
/proc/random_socks()//Cit change - makes random underwear always return nude
/proc/random_socks()//Cit change - makes random socks always return nude
if(!GLOB.socks_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/socks, GLOB.socks_list)
return "Nude"
@@ -71,6 +71,8 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
if(!GLOB.wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
if(!GLOB.moth_wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
//CIT CHANGES - genitals and such
if(!GLOB.cock_shapes_list.len)
@@ -109,6 +111,7 @@
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
"legs" = "Normal Legs",
"moth_wings" = pick(GLOB.moth_wings_list),
"taur" = "None",
"mam_body_markings" = "None",
"mam_ears" = "None",
@@ -163,7 +166,6 @@
"womb_efficiency" = CUM_EFFICIENCY,
"womb_fluid" = "femcum",
"flavor_text" = ""))
/proc/random_hair_style(gender)
switch(gender)
if(MALE)
@@ -183,27 +185,34 @@
return pick(GLOB.facial_hair_styles_list)
/proc/random_unique_name(gender, attempts_to_find_unique_name=10)
for(var/i=1, i<=attempts_to_find_unique_name, i++)
for(var/i in 1 to attempts_to_find_unique_name)
if(gender==FEMALE)
. = capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
else
. = capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
if(i != attempts_to_find_unique_name && !findname(.))
if(!findname(.))
break
/proc/random_unique_lizard_name(gender, attempts_to_find_unique_name=10)
for(var/i=1, i<=attempts_to_find_unique_name, i++)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(lizard_name(gender))
if(i != attempts_to_find_unique_name && !findname(.))
if(!findname(.))
break
/proc/random_unique_plasmaman_name(attempts_to_find_unique_name=10)
for(var/i=1, i<=attempts_to_find_unique_name, i++)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(plasmaman_name())
if(i != attempts_to_find_unique_name && !findname(.))
if(!findname(.))
break
/proc/random_unique_moth_name(attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(moth_name())
if(!findname(.))
break
/proc/random_skin_tone()
@@ -580,3 +589,24 @@ Proc for attack log creation, because really why not
warning("Invalid speech logging type detected. [logtype]. Defaulting to say")
log_say(logmessage)
//Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value.
/proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN)
var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs
var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs
if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0)
for(var/T in typesof(/mob/living/simple_animal))
var/mob/living/simple_animal/SA = T
switch(initial(SA.gold_core_spawnable))
if(HOSTILE_SPAWN)
mob_spawn_meancritters += T
if(FRIENDLY_SPAWN)
mob_spawn_nicecritters += T
var/chosen
if(mob_class == FRIENDLY_SPAWN)
chosen = pick(mob_spawn_nicecritters)
else
chosen = pick(mob_spawn_meancritters)
var/mob/living/simple_animal/C = new chosen(spawn_location)
return C
+3
View File
@@ -9,6 +9,9 @@
/proc/plasmaman_name()
return "[pick(GLOB.plasmaman_names)] \Roman[rand(1,99)]"
/proc/moth_name()
return "[pick(GLOB.moth_names)]"
/proc/church_name()
var/static/church_name
if (church_name)
+2
View File
@@ -391,6 +391,7 @@
if(X.get_team() == T)
all_antagonists -= X
result += " "//newline between teams
CHECK_TICK
var/currrent_category
var/datum/antagonist/previous_category
@@ -410,6 +411,7 @@
previous_category = A
result += A.roundend_report()
result += "<br><br>"
CHECK_TICK
if(all_antagonists.len)
var/datum/antagonist/last = all_antagonists[all_antagonists.len]
+7 -4
View File
@@ -8,9 +8,12 @@
if(toIndex <= 0)
toIndex += L.len + 1
GLOB.sortInstance.L = L
GLOB.sortInstance.cmp = cmp
GLOB.sortInstance.associative = associative
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
SI.L = L
SI.cmp = cmp
SI.associative = associative
GLOB.sortInstance.binarySort(fromIndex, toIndex, fromIndex)
SI.binarySort(fromIndex, toIndex, fromIndex)
return L
+7 -4
View File
@@ -8,9 +8,12 @@
if(toIndex <= 0)
toIndex += L.len + 1
GLOB.sortInstance.L = L
GLOB.sortInstance.cmp = cmp
GLOB.sortInstance.associative = associative
GLOB.sortInstance.mergeSort(fromIndex, toIndex)
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
SI.L = L
SI.cmp = cmp
SI.associative = associative
SI.mergeSort(fromIndex, toIndex)
return L
+7 -4
View File
@@ -8,10 +8,13 @@
if(toIndex <= 0)
toIndex += L.len + 1
GLOB.sortInstance.L = L
GLOB.sortInstance.cmp = cmp
GLOB.sortInstance.associative = associative
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
GLOB.sortInstance.timSort(fromIndex, toIndex)
SI.L = L
SI.cmp = cmp
SI.associative = associative
SI.timSort(fromIndex, toIndex)
return L
+2 -1
View File
@@ -65,6 +65,7 @@
return .
//Splits the text of a file at seperator and returns them in a list.
//returns an empty list if the file doesn't exist
/world/proc/file2list(filename, seperator="\n", trim = TRUE)
if (trim)
return splittext(trim(file2text(filename)),seperator)
@@ -589,4 +590,4 @@
for(var/i = 1 to length(str)/2)
c= hex2num(copytext(str,i*2-1,i*2+1))
r+= ascii2text(c)
return r
return r
+1 -1
View File
@@ -1511,7 +1511,7 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
usr = M
. = CB.Invoke()
usr = temp
//Returns a list of all servants of Ratvar and observers.
/proc/servants_and_ghosts()
. = list()
+1
View File
@@ -34,6 +34,7 @@ GLOBAL_LIST_EMPTY(ears_list)
GLOBAL_LIST_EMPTY(wings_list)
GLOBAL_LIST_EMPTY(wings_open_list)
GLOBAL_LIST_EMPTY(r_wings_list)
GLOBAL_LIST_EMPTY(moth_wings_list)
GLOBAL_LIST_INIT(ghost_forms_with_directions_list, list("ghost")) //stores the ghost forms that support directional sprites
GLOBAL_LIST_INIT(ghost_forms_with_accessories_list, list("ghost")) //stores the ghost forms that support hair and other such things
+1
View File
@@ -13,6 +13,7 @@ GLOBAL_LIST_INIT(clown_names, world.file2list("strings/names/clown.txt"))
GLOBAL_LIST_INIT(mime_names, world.file2list("strings/names/mime.txt"))
GLOBAL_LIST_INIT(carp_names, world.file2list("strings/names/carp.txt"))
GLOBAL_LIST_INIT(golem_names, world.file2list("strings/names/golem.txt"))
GLOBAL_LIST_INIT(moth_names, world.file2list("strings/names/moth.txt"))
GLOBAL_LIST_INIT(plasmaman_names, world.file2list("strings/names/plasmaman.txt"))
GLOBAL_LIST_INIT(posibrain_names, world.file2list("strings/names/posibrain.txt"))
GLOBAL_LIST_INIT(nightmare_names, world.file2list("strings/names/nightmare.txt"))
+7 -1
View File
@@ -17,4 +17,10 @@ GLOBAL_LIST_EMPTY(powernets)
GLOBAL_VAR_INIT(bsa_unlock, FALSE) //BSA unlocked by head ID swipes
GLOBAL_LIST_EMPTY(player_details) // ckey -> /datum/player_details
GLOBAL_LIST_EMPTY(player_details) // ckey -> /datum/player_details
GLOBAL_LIST_INIT(bitfields, list(
"obj_flags" = list("EMAGGED" = EMAGGED, "IN_USE" = IN_USE, "CAN_BE_HIT" = CAN_BE_HIT, "BEING_SHOCKED" = BEING_SHOCKED, "DANGEROUS_POSSESSION" = DANGEROUS_POSSESSION, "ON_BLUEPRINTS" = ON_BLUEPRINTS, "UNIQUE_RENAME" = UNIQUE_RENAME),
"datum_flags" = list("DF_USE_TAG" = DF_USE_TAG, "DF_VAR_EDITED" = DF_VAR_EDITED),
"item_flags" = list("BEING_REMOVED" = BEING_REMOVED, "IN_INVENTORY" = IN_INVENTORY, "FORCE_STRING_OVERRIDE" = FORCE_STRING_OVERRIDE, "NEEDS_PERMIT" = NEEDS_PERMIT)
))
+6 -6
View File
@@ -130,16 +130,16 @@
/* Airlocks */
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(emagged)
if(obj_flags & EMAGGED)
return
if(locked)
bolt_raise(usr)
else
bolt_drop(usr)
/obj/machinery/door/airlock/AIAltClick() // Eletrifies doors.
if(emagged)
if(obj_flags & EMAGGED)
return
if(!secondsElectrified)
@@ -148,15 +148,15 @@
shock_restore(usr)
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(emagged)
if(obj_flags & EMAGGED)
return
user_toggle_open(usr)
/obj/machinery/door/airlock/AICtrlShiftClick() // Sets/Unsets Emergency Access Override
if(emagged)
if(obj_flags & EMAGGED)
return
if(!emergency)
emergency_on(usr)
else
+9 -18
View File
@@ -1,6 +1,6 @@
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(!tool_check(user, target) && pre_attackby(target, user, params))
if(!tool_attack_chain(user, target) && pre_attackby(target, user, params))
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = target.attackby(src, user, params)
if(!resolved && target && !QDELETED(src))
@@ -8,20 +8,11 @@
//Checks if the item can work as a tool, calling the appropriate tool behavior on the target
/obj/item/proc/tool_check(mob/user, atom/target)
switch(tool_behaviour)
if(TOOL_NONE)
return FALSE
if(TOOL_CROWBAR)
return target.crowbar_act(user, src)
if(TOOL_MULTITOOL)
return target.multitool_act(user, src)
if(TOOL_SCREWDRIVER)
return target.screwdriver_act(user, src)
if(TOOL_WRENCH)
return target.wrench_act(user, src)
if(TOOL_WIRECUTTER)
return target.wirecutter_act(user, src)
/obj/item/proc/tool_attack_chain(mob/user, atom/target)
if(!tool_behaviour)
return FALSE
return target.tool_act(user, src, tool_behaviour)
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
@@ -39,7 +30,7 @@
return FALSE
/obj/attackby(obj/item/I, mob/living/user, params)
return ..() || (can_be_hit && I.attack_obj(src, user))
return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
/mob/living/attackby(obj/item/I, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
@@ -59,10 +50,10 @@
if(flags_1 & NOBLUDGEON_1)
return
if(force && user.has_disability(DISABILITY_PACIFISM))
if(force && user.has_trait(TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
else if(hitsound)
+6 -6
View File
@@ -182,7 +182,7 @@
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "toy9"
can_suppress = 0
needs_permit = 0
obj_flags = 0
mag_type = /obj/item/ammo_box/magazine/toy/x9
casing_ejector = 0
spread = 90 //MAXIMUM XCOM MEMES (actually that'd be 180 spread)
@@ -489,7 +489,7 @@
name = "foamag rifle"
desc = "A foam launching magnetic rifle. Ages 8 and up."
icon_state = "foamagrifle"
needs_permit = FALSE
obj_flags = 0
mag_type = /obj/item/ammo_box/magazine/toy/foamag
casing_ejector = FALSE
spread = 60
@@ -617,7 +617,7 @@
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "toyburst"
clumsy_check = FALSE
needs_permit = FALSE
obj_flags = 0
fire_delay = 40
weapon_weight = WEAPON_HEAVY
selfcharge = TRUE
@@ -772,7 +772,7 @@ obj/item/projectile/bullet/c10mm/soporific
caliber = "flechette"
throwforce = 2
throw_speed = 3
embed_chance = 75
embedding = list("embedded_pain_multiplier" = 0, "embed_chance" = 40, "embedded_fall_chance" = 10)
///magazine///
@@ -858,7 +858,7 @@ obj/item/projectile/bullet/c10mm/soporific
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "cde"
can_unsuppress = TRUE
unique_rename = TRUE
obj_flags = UNIQUE_RENAME
unique_reskin = list("Default" = "cde",
"NT-99" = "n99",
"Stealth" = "stealthpistol",
@@ -1154,7 +1154,7 @@ obj/item/projectile/bullet/c10mm/soporific
icon_state = "p37_foam"
pin = /obj/item/device/firing_pin
spawnwithmagazine = TRUE
needs_permit = FALSE
obj_flags = 0
mag_type = /obj/item/ammo_box/magazine/toy/pistol
can_suppress = FALSE
actions_types = list(/datum/action/item_action/pick_color)
+66 -74
View File
@@ -31,32 +31,30 @@
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
emagged = !emagged
if(emagged)
name = "combat jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
w_class = 3
sharpness = IS_SHARP
else
name = "puppy jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags_1 = CONDUCT_1
force = 5
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
w_class = 3
sharpness = IS_SHARP
update_icon()
name = "combat jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
w_class = 3
sharpness = IS_SHARP
else
name = "puppy jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags_1 = CONDUCT_1
force = 5
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
w_class = 3
sharpness = IS_SHARP
update_icon()
//Cuffs
@@ -189,107 +187,101 @@
/obj/item/soap/tongue/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
emagged = !emagged
if(emagged)
name = "hacked tongue of doom"
desc = "Your tongue has been upgraded successfully. Congratulations."
icon = 'icons/mob/dogborg.dmi'
icon_state = "syndietongue"
cleanspeed = 10 //(nerf'd)tator soap stat
else
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
cleanspeed = initial(cleanspeed)
update_icon()
name = "hacked tongue of doom"
desc = "Your tongue has been upgraded successfully. Congratulations."
icon = 'icons/mob/dogborg.dmi'
icon_state = "syndietongue"
cleanspeed = 10 //(nerf'd)tator soap stat
else
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
cleanspeed = initial(cleanspeed)
update_icon()
/obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
var/mob/living/silicon/robot.R = user
if(!proximity || !check_allowed_items(target))
return
if(user.client && (target in user.client.screen))
to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
if(R.client && (target in R.client.screen))
to_chat(R, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(istype(target,/obj/effect/decal/cleanable))
user.visible_message("[user] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(user, src.cleanspeed, target = target))
R.visible_message("[R] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish licking off \the [target.name].</span>")
to_chat(R, "<span class='notice'>You finish licking off \the [target.name].</span>")
qdel(target)
var/mob/living/silicon/robot.R = user
R.cell.give(50)
else if(istype(target,/obj/item)) //hoo boy. danger zone man
if(istype(target,/obj/item/trash))
user.visible_message("[user] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(do_after(user, src.cleanspeed, target = target))
R.visible_message("[R] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(target)
var/mob/living/silicon/robot.R = user
R.cell.give(250)
return
if(istype(target,/obj/item/stock_parts/cell))
user.visible_message("[user] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(do_after(user, 50, target = target))
R.visible_message("[R] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(do_after(R, 50, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
var/mob/living/silicon/robot.R = user
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
var/obj/item/stock_parts/cell.C = target
R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
qdel(target)
return
var/obj/item/I = target //HAHA FUCK IT, NOT LIKE WE ALREADY HAVE A SHITTON OF WAYS TO REMOVE SHIT
if(!I.anchored && src.emagged)
user.visible_message("[user] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(do_after(user, 100, target = I)) //Nerf dat time yo
if(!I.anchored && R.emagged)
R.visible_message("[R] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(do_after(R, 100, target = I)) //Nerf dat time yo
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check. Even emags don't make you magically eat things at range.
return //If they moved away, you can't eat them.
visible_message("<span class='warning'>[user] chews up \the [target.name] and cleans off the debris!</span>")
to_chat(user, "<span class='notice'>You finish off \the [target.name].</span>")
visible_message("<span class='warning'>[R] chews up \the [target.name] and cleans off the debris!</span>")
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(I)
var/mob/living/silicon/robot.R = user
R.cell.give(500)
return
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user,"<span class='notice'>You clean \the [target.name].</span>")
to_chat(R,"<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else if(ishuman(target))
if(src.emagged)
var/mob/living/silicon/robot.R = user
if(R.emagged)
var/mob/living/L = target
if(R.cell.charge <= 666)
return
L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
L.Knockdown(80)
L.apply_effect(STUTTER, 4)
L.visible_message("<span class='danger'>[user] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[user] has shocked you with its tongue! You can feel the betrayal.</span>")
L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[R] has shocked you with its tongue! You can feel the betrayal.</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
R.cell.use(666)
else
user.visible_message("<span class='warning'>\the [user] affectionally licks \the [target]'s face!</span>", "<span class='notice'>You affectionally lick \the [target]'s face!</span>")
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [target]'s face!</span>", "<span class='notice'>You affectionally lick \the [target]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
else if(istype(target, /obj/structure/window))
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
target.color = initial(target.color)
else
user.visible_message("[user] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(user, src.cleanspeed, target = target))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
+1 -1
View File
@@ -260,7 +260,7 @@
for(var/L in relevant_layers) //Less hardcode
H.remove_overlay(L)
if(H.has_disability(DISABILITY_HUSK))
if(H.has_trait(TRAIT_HUSK))
return
//start scanning for genitals
//var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
+5 -3
View File
@@ -49,6 +49,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/map_loading = FALSE //Are we loading in a new map?
var/current_runlevel //for scheduling different subsystems for different stages of the round
var/sleep_offline_after_initializations = TRUE
var/static/restart_clear = 0
var/static/restart_timeout = 0
@@ -65,7 +66,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(!random_seed)
random_seed = rand(1, 1e9)
random_seed = (TEST_RUN_PARAMETER in world.params) ? 29051994 : rand(1, 1e9)
rand_seed(random_seed)
var/list/_subsystems = list()
@@ -197,11 +198,12 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
// Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display)
// Set world options.
world.sleep_offline = TRUE
if(sleep_offline_after_initializations)
world.sleep_offline = TRUE
world.fps = CONFIG_GET(number/fps)
var/initialized_tod = REALTIMEOFDAY
sleep(1)
if(CONFIG_GET(flag/resume_after_initializations))
if(sleep_offline_after_initializations && CONFIG_GET(flag/resume_after_initializations))
world.sleep_offline = FALSE
initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
// Loop.
+1 -1
View File
@@ -76,7 +76,7 @@ SUBSYSTEM_DEF(augury)
active = FALSE
UpdateButtonIcon()
/datum/action/innate/augury/UpdateButtonIcon(status_only = FALSE)
/datum/action/innate/augury/UpdateButtonIcon(status_only = FALSE, force)
..()
if(active)
button.icon_state = "template_active"
-2
View File
@@ -332,7 +332,6 @@ SUBSYSTEM_DEF(garbage)
/datum/verb/find_refs()
set category = "Debug"
set name = "Find References"
set background = 1
set src in world
find_references(FALSE)
@@ -385,7 +384,6 @@ SUBSYSTEM_DEF(garbage)
/datum/verb/qdel_then_find_references()
set category = "Debug"
set name = "qdel() then Find References"
set background = 1
set src in world
qdel(src)
+7 -4
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(idlenpcpool)
name = "Idling NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
priority = FIRE_PRIORITY_IDLE_NPC
wait = 60
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -13,9 +13,12 @@ SUBSYSTEM_DEF(idlenpcpool)
var/list/zlist = GLOB.simple_animals[AI_Z_OFF]
..("IdleNPCS:[idlelist.len]|Z:[zlist.len]")
/datum/controller/subsystem/idlenpcpool/Initialize(start_timeofday)
idle_mobs_by_zlevel = new /list(world.maxz,0)
return ..()
/datum/controller/subsystem/idlenpcpool/proc/MaxZChanged()
if (!islist(idle_mobs_by_zlevel))
idle_mobs_by_zlevel = new /list(world.maxz,0)
while (SSidlenpcpool.idle_mobs_by_zlevel.len < world.maxz)
SSidlenpcpool.idle_mobs_by_zlevel.len++
SSidlenpcpool.idle_mobs_by_zlevel[idle_mobs_by_zlevel.len] = list()
/datum/controller/subsystem/idlenpcpool/fire(resumed = FALSE)
+1 -1
View File
@@ -61,7 +61,7 @@ SUBSYSTEM_DEF(input)
"North", "East", "South", "West",
"Northeast", "Southeast", "Northwest", "Southwest",
"Insert", "Delete", "Ctrl", "Alt",
"F1", "F2", "F5", "F6", "F7", "F8", "F12",
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
)
for(var/i in 1 to oldmode_keys.len)
+7 -4
View File
@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = FIRE_PRIORITY_MOBS
flags = SS_KEEP_TIMING
flags = SS_KEEP_TIMING | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
@@ -10,9 +10,12 @@ SUBSYSTEM_DEF(mobs)
/datum/controller/subsystem/mobs/stat_entry()
..("P:[GLOB.mob_living_list.len]")
/datum/controller/subsystem/mobs/Initialize(start_timeofday)
clients_by_zlevel = new /list(world.maxz,0)
return ..()
/datum/controller/subsystem/mobs/proc/MaxZChanged()
if (!islist(clients_by_zlevel))
clients_by_zlevel = new /list(world.maxz,0)
while (clients_by_zlevel.len < world.maxz)
clients_by_zlevel.len++
clients_by_zlevel[clients_by_zlevel.len] = list()
/datum/controller/subsystem/mobs/fire(resumed = 0)
var/seconds = wait * 0.1
+25 -28
View File
@@ -8,6 +8,8 @@ SUBSYSTEM_DEF(shuttle)
flags = SS_KEEP_TIMING|SS_NO_TICK_CHECK
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
var/obj/machinery/shuttle_manipulator/manipulator
var/list/mobile = list()
var/list/stationary = list()
var/list/transit = list()
@@ -53,19 +55,10 @@ SUBSYSTEM_DEF(shuttle)
var/list/shuttle_purchase_requirements_met = list() //For keeping track of ingame events that would unlock new shuttles, such as defeating a boss or discovering a secret item
var/lockdown = FALSE //disallow transit after nuke goes off
var/auto_call = 99000 //CIT CHANGE - time before in deciseconds in which the shuttle is auto called. Default is 2½ hours plus 15 for the shuttle. So total is 3.
/datum/controller/subsystem/shuttle/Initialize(timeofday)
if(!arrivals)
WARNING("No /obj/docking_port/mobile/arrivals placed on the map!")
if(!emergency)
WARNING("No /obj/docking_port/mobile/emergency placed on the map!")
if(!backup_shuttle)
WARNING("No /obj/docking_port/mobile/emergency/backup placed on the map!")
if(!supply)
WARNING("No /obj/docking_port/mobile/supply placed on the map!")
ordernum = rand(1, 9000)
for(var/pack in subtypesof(/datum/supply_pack))
@@ -76,12 +69,32 @@ SUBSYSTEM_DEF(shuttle)
if(!transit_turfs.len)
setup_transit_zone()
initial_move()
initial_load()
#ifdef HIGHLIGHT_DYNAMIC_TRANSIT
color_space()
#endif
if(!arrivals)
WARNING("No /obj/docking_port/mobile/arrivals placed on the map!")
if(!emergency)
WARNING("No /obj/docking_port/mobile/emergency placed on the map!")
if(!backup_shuttle)
WARNING("No /obj/docking_port/mobile/emergency/backup placed on the map!")
if(!supply)
WARNING("No /obj/docking_port/mobile/supply placed on the map!")
..()
/datum/controller/subsystem/shuttle/proc/initial_load()
if(!istype(manipulator))
CRASH("No shuttle manipulator found.")
for(var/s in stationary)
var/obj/docking_port/stationary/S = s
S.load_roundstart()
CHECK_TICK
/datum/controller/subsystem/shuttle/proc/setup_transit_zone()
// transit zone
var/z = SSmapping.transit.z_value
@@ -436,14 +449,6 @@ SUBSYSTEM_DEF(shuttle)
if(!(M in transit_requesters))
transit_requesters += M
/datum/controller/subsystem/shuttle/proc/autoEnd() //CIT CHANGE - allows shift to end after 3 hours has passed.
if(world.time > auto_call && EMERGENCY_IDLE_OR_RECALLED) //3 hours
SSshuttle.emergency.request(null, 1.5)
priority_announce("The shift has come to an end and the shuttle called.")
log_game("Round time limit reached. Shuttle has been auto-called.")
message_admins("Round time limit reached. Shuttle called.")
/datum/controller/subsystem/shuttle/proc/generate_transit_dock(obj/docking_port/mobile/M)
// First, determine the size of the needed zone
// Because of shuttle rotation, the "width" of the shuttle is not
@@ -558,15 +563,7 @@ SUBSYSTEM_DEF(shuttle)
T.flags_1 &= ~(UNUSED_TRANSIT_TURF_1)
M.assigned_transit = new_transit_dock
return TRUE
/datum/controller/subsystem/shuttle/proc/initial_move()
for(var/obj/docking_port/mobile/M in mobile)
if(!M.roundstart_move)
continue
M.dockRoundstart()
M.roundstart_move = FALSE
CHECK_TICK
return new_transit_dock
/datum/controller/subsystem/shuttle/Recover()
if (istype(SSshuttle.mobile))
+197 -100
View File
@@ -1,5 +1,6 @@
#define BUCKET_LEN (world.fps*1*60) //how many ticks should we keep in the bucket. (1 minutes worth)
#define BUCKET_POS(timer) (round((timer.timeToRun - SStimer.head_offset) / world.tick_lag) + 1)
#define BUCKET_POS(timer) ((round((timer.timeToRun - SStimer.head_offset) / world.tick_lag) % BUCKET_LEN) + 1)
#define TIMER_MAX (world.time + TICKS2DS(min(BUCKET_LEN-(SStimer.practical_offset-DS2TICKS(world.time - SStimer.head_offset))-1, BUCKET_LEN-1)))
#define TIMER_ID_MAX (2**24) //max float with integer precision
SUBSYSTEM_DEF(timer)
@@ -9,11 +10,11 @@ SUBSYSTEM_DEF(timer)
flags = SS_TICKER|SS_NO_INIT
var/list/datum/timedevent/processing = list()
var/list/datum/timedevent/second_queue = list() //awe, yes, you've had first queue, but what about second queue?
var/list/hashes = list()
var/head_offset = 0 //world.time of the first entry in the the bucket.
var/practical_offset = 0 //index of the first non-empty item in the bucket.
var/practical_offset = 1 //index of the first non-empty item in the bucket.
var/bucket_resolution = 0 //world.tick_lag the bucket was designed for
var/bucket_count = 0 //how many timers are in the buckets
@@ -27,13 +28,19 @@ SUBSYSTEM_DEF(timer)
var/static/last_invoke_warning = 0
var/static/bucket_auto_reset = TRUE
/datum/controller/subsystem/timer/PreInit()
bucket_list.len = BUCKET_LEN
head_offset = world.time
bucket_resolution = world.tick_lag
/datum/controller/subsystem/timer/stat_entry(msg)
..("B:[bucket_count] P:[length(processing)] H:[length(hashes)] C:[length(clienttime_timers)]")
..("B:[bucket_count] P:[length(second_queue)] H:[length(hashes)] C:[length(clienttime_timers)] S:[length(timer_id_dict)]")
/datum/controller/subsystem/timer/fire(resumed = FALSE)
var/lit = last_invoke_tick
var/last_check = world.time - TIMER_NO_INVOKE_WARNING
var/list/bucket_list = src.bucket_list
if(!bucket_count)
last_invoke_tick = world.time
@@ -60,50 +67,62 @@ SUBSYSTEM_DEF(timer)
bucket_node = bucket_node.next
anti_loop_check--
while(bucket_node && bucket_node != bucket_head && anti_loop_check)
log_world("Active timers in the processing queue:")
for(var/I in processing)
log_world("Active timers in the second_queue queue:")
for(var/I in second_queue)
log_world(get_timer_debug_string(I))
while(length(clienttime_timers))
var/datum/timedevent/ctime_timer = clienttime_timers[clienttime_timers.len]
if (ctime_timer.timeToRun <= REALTIMEOFDAY)
--clienttime_timers.len
var/datum/callback/callBack = ctime_timer.callBack
ctime_timer.spent = REALTIMEOFDAY
callBack.InvokeAsync()
qdel(ctime_timer)
else
break //None of the rest are ready to run
var/next_clienttime_timer_index = 0
var/len = length(clienttime_timers)
for (next_clienttime_timer_index in 1 to len)
if (MC_TICK_CHECK)
return
next_clienttime_timer_index--
break
var/datum/timedevent/ctime_timer = clienttime_timers[next_clienttime_timer_index]
if (ctime_timer.timeToRun > REALTIMEOFDAY)
next_clienttime_timer_index--
break
var/datum/callback/callBack = ctime_timer.callBack
if (!callBack)
clienttime_timers.Cut(next_clienttime_timer_index,next_clienttime_timer_index+1)
CRASH("Invalid timer: [get_timer_debug_string(ctime_timer)] world.time: [world.time], head_offset: [head_offset], practical_offset: [practical_offset], REALTIMEOFDAY: [REALTIMEOFDAY]")
ctime_timer.spent = REALTIMEOFDAY
callBack.InvokeAsync()
qdel(ctime_timer)
if (next_clienttime_timer_index)
clienttime_timers.Cut(1,next_clienttime_timer_index+1)
if (MC_TICK_CHECK)
return
var/static/list/spent = list()
var/static/datum/timedevent/timer
var/static/datum/timedevent/head
if (practical_offset > BUCKET_LEN)
head_offset += TICKS2DS(BUCKET_LEN)
practical_offset = 1
resumed = FALSE
if (practical_offset > BUCKET_LEN || (!resumed && length(bucket_list) != BUCKET_LEN || world.tick_lag != bucket_resolution))
shift_buckets()
if ((length(bucket_list) != BUCKET_LEN) || (world.tick_lag != bucket_resolution))
reset_buckets()
bucket_list = src.bucket_list
resumed = FALSE
if (!resumed)
timer = null
head = null
while (practical_offset <= BUCKET_LEN && head_offset + (practical_offset*world.tick_lag) <= world.time && !MC_TICK_CHECK)
while (practical_offset <= BUCKET_LEN && head_offset + (practical_offset*world.tick_lag) <= world.time)
var/datum/timedevent/head = bucket_list[practical_offset]
if (!timer || !head || timer == head)
head = bucket_list[practical_offset]
if (!head)
practical_offset++
if (MC_TICK_CHECK)
break
continue
timer = head
do
while (timer)
var/datum/callback/callBack = timer.callBack
if (!callBack)
qdel(timer)
bucket_resolution = null //force bucket recreation
CRASH("Invalid timer: [get_timer_debug_string(timer)] world.time: [world.time], head_offset: [head_offset], practical_offset: [practical_offset]")
@@ -113,15 +132,68 @@ SUBSYSTEM_DEF(timer)
callBack.InvokeAsync()
last_invoke_tick = world.time
timer = timer.next
if (MC_TICK_CHECK)
return
while (timer && timer != head)
timer = null
timer = timer.next
if (timer == head)
break
bucket_list[practical_offset++] = null
if (MC_TICK_CHECK)
return
//we freed up a bucket, lets see if anything in second_queue needs to be shifted to that bucket.
var/i = 0
var/L = length(second_queue)
for (i in 1 to L)
timer = second_queue[i]
if (timer.timeToRun >= TIMER_MAX)
i--
break
if (timer.timeToRun < head_offset)
bucket_resolution = null //force bucket recreation
CRASH("[i] Invalid timer state: Timer in long run queue with a time to run less then head_offset. [get_timer_debug_string(timer)] world.time: [world.time], head_offset: [head_offset], practical_offset: [practical_offset]")
if (timer.callBack && !timer.spent)
timer.callBack.InvokeAsync()
spent += timer
bucket_count++
else if(!QDELETED(timer))
qdel(timer)
continue
if (timer.timeToRun < head_offset + TICKS2DS(practical_offset))
bucket_resolution = null //force bucket recreation
CRASH("[i] Invalid timer state: Timer in long run queue that would require a backtrack to transfer to short run queue. [get_timer_debug_string(timer)] world.time: [world.time], head_offset: [head_offset], practical_offset: [practical_offset]")
if (timer.callBack && !timer.spent)
timer.callBack.InvokeAsync()
spent += timer
bucket_count++
else if(!QDELETED(timer))
qdel(timer)
continue
bucket_count++
var/bucket_pos = max(1, BUCKET_POS(timer))
var/datum/timedevent/bucket_head = bucket_list[bucket_pos]
if (!bucket_head)
bucket_list[bucket_pos] = timer
timer.next = null
timer.prev = null
continue
if (!bucket_head.prev)
bucket_head.prev = bucket_head
timer.next = bucket_head
timer.prev = bucket_head.prev
timer.next.prev = timer
timer.prev.next = timer
if (i)
second_queue.Cut(1, i+1)
timer = null
bucket_count -= length(spent)
@@ -141,7 +213,7 @@ SUBSYSTEM_DEF(timer)
if(!TE.callBack)
. += ", NO CALLBACK"
/datum/controller/subsystem/timer/proc/shift_buckets()
/datum/controller/subsystem/timer/proc/reset_buckets()
var/list/bucket_list = src.bucket_list
var/list/alltimers = list()
//collect the timers currently in the bucket
@@ -162,7 +234,7 @@ SUBSYSTEM_DEF(timer)
head_offset = world.time
bucket_resolution = world.tick_lag
alltimers += processing
alltimers += second_queue
if (!length(alltimers))
return
@@ -173,22 +245,26 @@ SUBSYSTEM_DEF(timer)
if (head.timeToRun < head_offset)
head_offset = head.timeToRun
var/list/timers_to_remove = list()
for (var/thing in alltimers)
var/datum/timedevent/timer = thing
var/new_bucket_count
var/i = 1
for (i in 1 to length(alltimers))
var/datum/timedevent/timer = alltimers[1]
if (!timer)
timers_to_remove += timer
continue
var/bucket_pos = BUCKET_POS(timer)
if (bucket_pos > BUCKET_LEN)
if (timer.timeToRun >= TIMER_MAX)
i--
break
timers_to_remove += timer //remove it from the big list once we are done
if (!timer.callBack || timer.spent)
WARNING("Invalid timer: [get_timer_debug_string(timer)] world.time: [world.time], head_offset: [head_offset], practical_offset: [practical_offset]")
if (timer.callBack)
qdel(timer)
continue
bucket_count++
new_bucket_count++
var/datum/timedevent/bucket_head = bucket_list[bucket_pos]
if (!bucket_head)
bucket_list[bucket_pos] = timer
@@ -202,12 +278,14 @@ SUBSYSTEM_DEF(timer)
timer.prev = bucket_head.prev
timer.next.prev = timer
timer.prev.next = timer
processing = (alltimers - timers_to_remove)
if (i)
alltimers.Cut(1, i+1)
second_queue = alltimers
bucket_count = new_bucket_count
/datum/controller/subsystem/timer/Recover()
processing |= SStimer.processing
second_queue |= SStimer.second_queue
hashes |= SStimer.hashes
timer_id_dict |= SStimer.timer_id_dict
bucket_list |= SStimer.bucket_list
@@ -224,9 +302,8 @@ SUBSYSTEM_DEF(timer)
var/datum/timedevent/next
var/datum/timedevent/prev
var/static/nextid = 1
/datum/timedevent/New(datum/callback/callBack, timeToRun, flags, hash)
var/static/nextid = 1
id = TIMER_ID_NULL
src.callBack = callBack
src.timeToRun = timeToRun
@@ -235,56 +312,69 @@ SUBSYSTEM_DEF(timer)
if (flags & TIMER_UNIQUE)
SStimer.hashes[hash] = src
if (flags & TIMER_STOPPABLE)
do
if (nextid >= TIMER_ID_MAX)
nextid = 1
id = nextid++
while(SStimer.timer_id_dict["timerid" + num2text(id, 8)])
SStimer.timer_id_dict["timerid" + num2text(id, 8)] = src
id = num2text(nextid, 100)
if (nextid >= SHORT_REAL_LIMIT)
nextid += min(1, 2**round(nextid/SHORT_REAL_LIMIT))
else
nextid++
SStimer.timer_id_dict[id] = src
name = "Timer: " + num2text(id, 8) + ", TTR: [timeToRun], Flags: [jointext(bitfield2list(flags, list("TIMER_UNIQUE", "TIMER_OVERRIDE", "TIMER_CLIENT_TIME", "TIMER_STOPPABLE", "TIMER_NO_HASH_WAIT")), ", ")], callBack: [REF(callBack)], callBack.object: [callBack.object][REF(callBack.object)]([getcallingtype()]), callBack.delegate:[callBack.delegate]([callBack.arguments ? callBack.arguments.Join(", ") : ""])"
name = "Timer: [id] (\ref[src]), TTR: [timeToRun], Flags: [jointext(bitfield2list(flags, list("TIMER_UNIQUE", "TIMER_OVERRIDE", "TIMER_CLIENT_TIME", "TIMER_STOPPABLE", "TIMER_NO_HASH_WAIT")), ", ")], callBack: \ref[callBack], callBack.object: [callBack.object]\ref[callBack.object]([getcallingtype()]), callBack.delegate:[callBack.delegate]([callBack.arguments ? callBack.arguments.Join(", ") : ""])"
if (spent)
CRASH("HOLY JESUS. WHAT IS THAT? WHAT THE FUCK IS THAT?")
if ((timeToRun < world.time || timeToRun < SStimer.head_offset) && !(flags & TIMER_CLIENT_TIME))
CRASH("Invalid timer state: Timer created that would require a backtrack to run (addtimer would never let this happen): [SStimer.get_timer_debug_string(src)]")
if (callBack.object != GLOBAL_PROC)
LAZYADD(callBack.object.active_timers, src)
var/list/L
if (flags & TIMER_CLIENT_TIME)
//sorted insert
var/list/ctts = SStimer.clienttime_timers
var/cttl = length(ctts)
L = SStimer.clienttime_timers
else if (timeToRun >= TIMER_MAX)
L = SStimer.second_queue
if (L)
//binary search sorted insert
var/cttl = length(L)
if(cttl)
var/datum/timedevent/Last = ctts[cttl]
if(Last.timeToRun >= timeToRun)
ctts += src
else
for(var/i in cttl to 1 step -1)
var/datum/timedevent/E = ctts[i]
if(E.timeToRun <= timeToRun)
ctts.Insert(i, src)
break
var/left = 1
var/right = cttl
var/mid = (left+right) >> 1 //rounded divide by two for hedgehogs
var/datum/timedevent/item
while (left < right)
item = L[mid]
if (item.timeToRun <= timeToRun)
left = mid+1
else
right = mid
mid = (left+right) >> 1
item = L[mid]
mid = item.timeToRun > timeToRun ? mid : mid+1
L.Insert(mid, src)
else
ctts += src
L += src
return
//get the list of buckets
var/list/bucket_list = SStimer.bucket_list
//calculate our place in the bucket list
var/bucket_pos = BUCKET_POS(src)
//we are too far aways from needing to run to be in the bucket list, shift_buckets() will handle us.
if (bucket_pos > length(bucket_list))
SStimer.processing += src
return
//get the bucket for our tick
var/datum/timedevent/bucket_head = bucket_list[bucket_pos]
SStimer.bucket_count++
//empty bucket, we will just add ourselves
if (!bucket_head)
bucket_list[bucket_pos] = src
if (bucket_pos < SStimer.practical_offset)
SStimer.practical_offset = bucket_pos
return
//other wise, lets do a simplified linked list add.
if (!bucket_head.prev)
@@ -296,10 +386,9 @@ SUBSYSTEM_DEF(timer)
/datum/timedevent/Destroy()
..()
if (flags & TIMER_UNIQUE)
if (flags & TIMER_UNIQUE && hash)
SStimer.hashes -= hash
if (callBack && callBack.object && callBack.object != GLOBAL_PROC && callBack.object.active_timers)
callBack.object.active_timers -= src
UNSETEMPTY(callBack.object.active_timers)
@@ -307,13 +396,33 @@ SUBSYSTEM_DEF(timer)
callBack = null
if (flags & TIMER_STOPPABLE)
SStimer.timer_id_dict -= "timerid" + num2text(id, 8)
SStimer.timer_id_dict -= id
if (flags & TIMER_CLIENT_TIME)
SStimer.clienttime_timers -= src
if (!spent)
spent = world.time
SStimer.clienttime_timers -= src
return QDEL_HINT_IWILLGC
if (!spent)
spent = world.time
var/bucketpos = BUCKET_POS(src)
var/datum/timedevent/buckethead
var/list/bucket_list = SStimer.bucket_list
if (bucketpos > 0)
buckethead = bucket_list[bucketpos]
if (buckethead == src)
bucket_list[bucketpos] = next
SStimer.bucket_count--
else if (timeToRun < TIMER_MAX || next || prev)
SStimer.bucket_count--
else
var/l = length(SStimer.second_queue)
SStimer.second_queue -= src
if (l == length(SStimer.second_queue))
SStimer.bucket_count--
if (prev == next && next)
next.prev = null
prev.next = null
@@ -322,19 +431,6 @@ SUBSYSTEM_DEF(timer)
prev.next = next
if (next)
next.prev = prev
var/bucketpos = BUCKET_POS(src)
var/datum/timedevent/buckethead
var/list/bucket_list = SStimer.bucket_list
if (bucketpos > 0 && bucketpos <= length(bucket_list))
buckethead = bucket_list[bucketpos]
SStimer.bucket_count--
else
SStimer.processing -= src
if (buckethead == src)
bucket_list[bucketpos] = next
else
if (prev && prev.next == src)
prev.next = next
@@ -351,7 +447,7 @@ SUBSYSTEM_DEF(timer)
else
. = "[callBack.object.type]"
/proc/addtimer(datum/callback/callback, wait, flags)
/proc/addtimer(datum/callback/callback, wait = 0, flags = 0)
if (!callback)
CRASH("addtimer called without a callback")
@@ -381,11 +477,10 @@ SUBSYSTEM_DEF(timer)
var/datum/timedevent/hash_timer = SStimer.hashes[hash]
if(hash_timer)
if (hash_timer.spent) //it's pending deletion, pretend it doesn't exist.
hash_timer.hash = null
SStimer.hashes -= hash
hash_timer.hash = null //but keep it from accidentally deleting us
else
if (flags & TIMER_OVERRIDE)
hash_timer.hash = null //no need having it delete it's hash if we are going to replace it
qdel(hash_timer)
else
if (hash_timer.flags & TIMER_STOPPABLE)
@@ -410,7 +505,7 @@ SUBSYSTEM_DEF(timer)
qdel(id)
return TRUE
//id is string
var/datum/timedevent/timer = SStimer.timer_id_dict["timerid[id]"]
var/datum/timedevent/timer = SStimer.timer_id_dict[id]
if (timer && !timer.spent)
qdel(timer)
return TRUE
@@ -419,3 +514,5 @@ SUBSYSTEM_DEF(timer)
#undef BUCKET_LEN
#undef BUCKET_POS
#undef TIMER_MAX
#undef TIMER_ID_MAX
+1 -8
View File
@@ -26,19 +26,12 @@ SUBSYSTEM_DEF(title)
if((L.len == 1 && L[1] != "blank.png")|| (L.len > 1 && ((use_rare_screens && lowertext(L[1]) == "rare") || (lowertext(L[1]) == lowertext(SSmapping.config.map_name)))))
title_screens += S
for(var/S in title_screens)
var/list/L = splittext(S,".")
if(L.len != 2)
continue
title_screens -= S
break
if(length(title_screens))
file_path = "[global.config.directory]/title_screens/images/[pick(title_screens)]"
if(!file_path)
file_path = "icons/default_title.dmi"
ASSERT(fexists(file_path))
icon = new(fcopy_rsc(file_path))
+4 -2
View File
@@ -11,7 +11,7 @@ SUBSYSTEM_DEF(traumas)
#define PHOBIA_FILE "phobia.json"
/datum/controller/subsystem/traumas/Initialize()
phobia_types = list("spiders", "space", "security", "clowns", "greytide", "lizards", "skeletons")
phobia_types = list("spiders", "space", "security", "clowns", "greytide", "lizards", "skeletons", "snakes")
phobia_words = list("spiders" = strings(PHOBIA_FILE, "spiders"),
"space" = strings(PHOBIA_FILE, "space"),
@@ -20,11 +20,13 @@ SUBSYSTEM_DEF(traumas)
"greytide" = strings(PHOBIA_FILE, "greytide"),
"lizards" = strings(PHOBIA_FILE, "lizards"),
"skeletons" = strings(PHOBIA_FILE, "skeletons"),
"snakes" = strings(PHOBIA_FILE, "snakes")
)
phobia_mobs = list("spiders" = typecacheof(list(/mob/living/simple_animal/hostile/poison/giant_spider)),
"security" = typecacheof(list(/mob/living/simple_animal/bot/secbot)),
"lizards" = typecacheof(list(/mob/living/simple_animal/hostile/lizard))
"lizards" = typecacheof(list(/mob/living/simple_animal/hostile/lizard)),
"snakes" = typecacheof(list(/mob/living/simple_animal/hostile/retaliate/poison/snake))
)
phobia_objs = list("spiders" = typecacheof(list(/obj/structure/spider)),
+8 -8
View File
@@ -104,7 +104,7 @@
return 0
return 1
/datum/action/proc/UpdateButtonIcon(status_only = FALSE)
/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
if(button)
if(!status_only)
button.name = name
@@ -121,7 +121,7 @@
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
ApplyIcon(button)
ApplyIcon(button, force)
if(!IsAvailable())
button.color = rgb(128,0,0,128)
@@ -129,8 +129,8 @@
button.color = rgb(255,255,255,255)
return 1
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button)
if(icon_icon && button_icon_state && current_button.button_icon_state != button_icon_state)
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button, force = FALSE)
if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
current_button.cut_overlays(TRUE)
current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
current_button.button_icon_state = button_icon_state
@@ -163,11 +163,11 @@
I.ui_action_click(owner, src)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button, force)
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..(current_button)
..()
else if(target && current_button.appearance_cache != target.appearance) //replace with /ref comparison if this is not valid.
var/obj/item/I = target
var/old_layer = I.layer
@@ -215,7 +215,7 @@
/datum/action/item_action/set_internals
name = "Set Internals"
/datum/action/item_action/set_internals/UpdateButtonIcon(status_only = FALSE)
/datum/action/item_action/set_internals/UpdateButtonIcon(status_only = FALSE, force)
if(..()) //button available
if(iscarbon(owner))
var/mob/living/carbon/C = owner
@@ -253,7 +253,7 @@
if(..())
UpdateButtonIcon()
/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon(status_only = FALSE)
/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon(status_only = FALSE, force)
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.friendly_fire_check)
+70
View File
@@ -0,0 +1,70 @@
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]"
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
. = locate(ARMORID)
if (!.)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
/datum/armor
datum_flags = DF_USE_TAG
var/melee
var/bullet
var/laser
var/energy
var/bomb
var/bio
var/rad
var/fire
var/acid
var/magic
/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
src.melee = melee
src.bullet = bullet
src.laser = laser
src.energy = energy
src.bomb = bomb
src.bio = bio
src.rad = rad
src.fire = fire
src.acid = acid
src.magic = magic
tag = ARMORID
/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
return getArmor(src.melee+melee, src.bullet+bullet, src.laser+laser, src.energy+energy, src.bomb+bomb, src.bio+bio, src.rad+rad, src.fire+fire, src.acid+acid, src.magic+magic)
/datum/armor/proc/modifyAllRatings(modifier = 0)
return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier)
/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
return getArmor((isnull(melee) ? src.melee : melee),\
(isnull(bullet) ? src.bullet : bullet),\
(isnull(laser) ? src.laser : laser),\
(isnull(energy) ? src.energy : energy),\
(isnull(bomb) ? src.bomb : bomb),\
(isnull(bio) ? src.bio : bio),\
(isnull(rad) ? src.rad : rad),\
(isnull(fire) ? src.fire : fire),\
(isnull(acid) ? src.acid : acid),\
(isnull(magic) ? src.magic : magic))
/datum/armor/proc/getRating(rating)
return vars[rating]
/datum/armor/proc/getList()
return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic)
/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic)
/datum/armor/proc/detachArmor(datum/armor/AA)
return getArmor(melee-AA.melee, bullet-AA.bullet, laser-AA.laser, energy-AA.energy, bomb-AA.bomb, bio-AA.bio, rad-AA.rad, fire-AA.fire, acid-AA.acid, magic-AA.magic)
/datum/armor/vv_edit_var(var_name, var_value)
if (var_name == NAMEOF(src, tag))
return FALSE
. = ..()
tag = ARMORID // update tag in case armor values were edited
#undef ARMORID
+2 -2
View File
@@ -42,7 +42,7 @@
lose_text = "<span class='notice'>You feel smart again.</span>"
/datum/brain_trauma/mild/dumbness/on_gain()
owner.add_disability(DISABILITY_DUMB, TRAUMA_DISABILITY)
owner.add_trait(TRAIT_DUMB, TRAUMA_TRAIT)
..()
/datum/brain_trauma/mild/dumbness/on_life()
@@ -54,7 +54,7 @@
..()
/datum/brain_trauma/mild/dumbness/on_lose()
owner.remove_disability(DISABILITY_DUMB, TRAUMA_DISABILITY)
owner.remove_trait(TRAIT_DUMB, TRAUMA_TRAIT)
owner.derpspeech = 0
..()
+1 -1
View File
@@ -68,7 +68,7 @@
return
/datum/brain_trauma/mild/phobia/on_hear(message, speaker, message_language, raw_message, radio_freq)
if(owner.has_disability(DISABILITY_DEAF) || world.time < next_scare) //words can't trigger you if you can't hear them *taps head*
if(owner.has_trait(TRAIT_DEAF) || world.time < next_scare) //words can't trigger you if you can't hear them *taps head*
return message
for(var/word in trigger_words)
if(findtext(message, word))
+9 -9
View File
@@ -12,11 +12,11 @@
lose_text = "<span class='notice'>You suddenly remember how to speak.</span>"
/datum/brain_trauma/severe/mute/on_gain()
owner.add_disability(DISABILITY_MUTE, TRAUMA_DISABILITY)
owner.add_trait(TRAIT_MUTE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/mute/on_lose()
owner.remove_disability(DISABILITY_MUTE, TRAUMA_DISABILITY)
owner.remove_trait(TRAIT_MUTE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/aphasia
@@ -50,11 +50,11 @@
lose_text = "<span class='notice'>Your vision returns.</span>"
/datum/brain_trauma/severe/blindness/on_gain()
owner.become_blind(TRAUMA_DISABILITY)
owner.become_blind(TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/blindness/on_lose()
owner.cure_blind(TRAUMA_DISABILITY)
owner.cure_blind(TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/paralysis
@@ -120,7 +120,7 @@
stress -= 4
/datum/brain_trauma/severe/monophobia/proc/check_alone()
if(owner.has_disability(DISABILITY_BLIND))
if(owner.has_trait(TRAIT_BLIND))
return TRUE
for(var/mob/M in oview(owner, 7))
if(!isliving(M)) //ghosts ain't people
@@ -182,11 +182,11 @@
lose_text = "<span class='notice'>You feel in control of your hands again.</span>"
/datum/brain_trauma/severe/discoordination/on_gain()
owner.add_disability(DISABILITY_MONKEYLIKE, TRAUMA_DISABILITY)
owner.add_trait(TRAIT_MONKEYLIKE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/discoordination/on_lose()
owner.remove_disability(DISABILITY_MONKEYLIKE, TRAUMA_DISABILITY)
owner.remove_trait(TRAIT_MONKEYLIKE, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/pacifism
@@ -197,9 +197,9 @@
lose_text = "<span class='notice'>You no longer feel compelled to not harm.</span>"
/datum/brain_trauma/severe/pacifism/on_gain()
owner.add_disability(DISABILITY_PACIFISM, TRAUMA_DISABILITY)
owner.add_trait(TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
/datum/brain_trauma/severe/pacifism/on_lose()
owner.remove_disability(DISABILITY_PACIFISM, TRAUMA_DISABILITY)
owner.remove_trait(TRAIT_PACIFISM, TRAUMA_TRAIT)
..()
@@ -192,7 +192,7 @@
return //no random switching
/datum/brain_trauma/severe/split_personality/brainwashing/on_hear(message, speaker, message_language, raw_message, radio_freq)
if(owner.has_disability(DISABILITY_DEAF) || owner == speaker)
if(owner.has_trait(TRAIT_DEAF) || owner == speaker)
return message
if(findtext(message, codeword))
message = replacetext(message, codeword, "<span class='warning'>[codeword]</span>")
+133 -44
View File
@@ -120,13 +120,7 @@
else
WARNING("Browser [title] tried to close with a null ID")
/datum/browser/alert
var/selectedbutton = 0
var/opentime = 0
var/timeout
var/stealfocus
/datum/browser/alert/New(User,Message,Title,Button1="Ok",Button2,Button3,StealFocus = 1,Timeout=6000)
/datum/browser/modal/alert/New(User,Message,Title,Button1="Ok",Button2,Button3,StealFocus = 1,Timeout=6000)
if (!User)
return
@@ -142,44 +136,10 @@
output += {"</div>"}
..(User, ckey("[User]-[Message]-[Title]-[world.time]-[rand(1,10000)]"), Title, 350, 150, src)
..(User, ckey("[User]-[Message]-[Title]-[world.time]-[rand(1,10000)]"), Title, 350, 150, src, StealFocus, Timeout)
set_content(output)
stealfocus = StealFocus
if (!StealFocus)
window_options += "focus=false;"
timeout = Timeout
/datum/browser/alert/open()
set waitfor = 0
opentime = world.time
if (stealfocus)
. = ..(use_onclose = 1)
else
var/focusedwindow = winget(user, null, "focus")
. = ..(use_onclose = 1)
//waits for the window to show up client side before attempting to un-focus it
//winexists sleeps until it gets a reply from the client, so we don't need to bother sleeping
for (var/i in 1 to 10)
if (user && winexists(user, window_id))
if (focusedwindow)
winset(user, focusedwindow, "focus=true")
else
winset(user, "mapwindow", "focus=true")
break
if (timeout)
addtimer(CALLBACK(src, .proc/close), timeout)
/datum/browser/alert/close()
.=..()
opentime = 0
/datum/browser/alert/proc/wait()
while (opentime && selectedbutton <= 0 && (!timeout || opentime+timeout > world.time))
stoplag(1)
/datum/browser/alert/Topic(href,href_list)
/datum/browser/modal/alert/Topic(href,href_list)
if (href_list["close"] || !user || !user.client)
opentime = 0
return
@@ -210,12 +170,141 @@
User = C.mob
else
return
var/datum/browser/alert/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout)
var/datum/browser/modal/alert/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout)
A.open()
A.wait()
if (A.selectedbutton)
return A.selectedbutton
/datum/browser/modal
var/opentime = 0
var/timeout
var/selectedbutton = 0
var/stealfocus
/datum/browser/modal/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null, StealFocus = 1, Timeout = 6000)
..()
stealfocus = StealFocus
if (!StealFocus)
window_options += "focus=false;"
timeout = Timeout
/datum/browser/modal/close()
.=..()
opentime = 0
/datum/browser/modal/open()
set waitfor = 0
opentime = world.time
if (stealfocus)
. = ..(use_onclose = 1)
else
var/focusedwindow = winget(user, null, "focus")
. = ..(use_onclose = 1)
//waits for the window to show up client side before attempting to un-focus it
//winexists sleeps until it gets a reply from the client, so we don't need to bother sleeping
for (var/i in 1 to 10)
if (user && winexists(user, window_id))
if (focusedwindow)
winset(user, focusedwindow, "focus=true")
else
winset(user, "mapwindow", "focus=true")
break
if (timeout)
addtimer(CALLBACK(src, .proc/close), timeout)
/datum/browser/modal/proc/wait()
while (opentime && selectedbutton <= 0 && (!timeout || opentime+timeout > world.time))
stoplag(1)
/datum/browser/modal/listpicker
var/valueslist = list()
/datum/browser/modal/listpicker/New(User,Message,Title,Button1="Ok",Button2,Button3,StealFocus = 1, Timeout = FALSE,list/values,inputtype="checkbox")
if (!User)
return
var/output = {"<form><input type="hidden" name="src" value="[REF(src)]"><ul class="sparse">"}
if (inputtype == "checkbox" || inputtype == "radio")
for (var/i in values)
output += {"<li>
<label class="switch">
<input type="[inputtype]" value="1" name="[i["name"]]"[i["checked"] ? " checked" : ""]>
<div class="slider"></div>
<span>[i["name"]]</span>
</label>
</li>"}
else
for (var/i in values)
output += {"<li><input id="name="[i["name"]]"" style="width: 50px" type="[type]" name="[i["name"]]" value="[i["value"]]">
<label for="[i["name"]]">[i["name"]]</label></li>"}
output += {"</ul><div style="text-align:center">
<button type="submit" name="button" value="1" style="font-size:large;float:[( Button2 ? "left" : "right" )]">[Button1]</button>"}
if (Button2)
output += {"<button type="submit" name="button" value="2" style="font-size:large;[( Button3 ? "" : "float:right" )]">[Button2]</button>"}
if (Button3)
output += {"<button type="submit" name="button" value="3" style="font-size:large;float:right">[Button3]</button>"}
output += {"</form></div>"}
..(User, ckey("[User]-[Message]-[Title]-[world.time]-[rand(1,10000)]"), Title, 350, 350, src, StealFocus, Timeout)
set_content(output)
/datum/browser/modal/listpicker/Topic(href,href_list)
if (href_list["close"] || !user || !user.client)
opentime = 0
return
if (href_list["button"])
var/button = text2num(href_list["button"])
if (button <= 3 && button >= 1)
selectedbutton = button
for (var/item in href_list)
switch(item)
if ("close", "button", "src")
continue
else
valueslist[item] = href_list[item]
opentime = 0
close()
/proc/presentpicker(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/values, inputtype = "checkbox")
if (!istype(User))
if (istype(User, /client/))
var/client/C = User
User = C.mob
else
return
var/datum/browser/modal/listpicker/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus,Timeout, values, inputtype)
A.open()
A.wait()
if (A.selectedbutton)
return list("button" = A.selectedbutton, "values" = A.valueslist)
/proc/input_bitfield(var/mob/User, title, bitfield, current_value)
if (!User || !(bitfield in GLOB.bitfields))
return
var/list/pickerlist = list()
for (var/i in GLOB.bitfields[bitfield])
if (current_value & GLOB.bitfields[bitfield][i])
pickerlist += list(list("checked" = 1, "value" = GLOB.bitfields[bitfield][i], "name" = i))
else
pickerlist += list(list("checked" = 0, "value" = GLOB.bitfields[bitfield][i], "name" = i))
var/list/result = presentpicker(User, "", title, Button1="Save", Button2 = "Cancel", Timeout=FALSE, values = pickerlist)
if (islist(result))
if (result["button"] == 2) // If the user pressed the cancel button
return
. = 0
for (var/flag in result["values"])
. |= GLOB.bitfields[bitfield][flag]
else
return
// This will allow you to show an icon in the browse window
// This is added to mob so that it can be used without a reference to the browser object
// There is probably a better place for this...
+62 -22
View File
@@ -433,6 +433,12 @@
else
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] = /list ([L.len])</a>"
else if (name in GLOB.bitfields)
var/list/flags = list()
for (var/i in GLOB.bitfields[name])
if (value & GLOB.bitfields[name][i])
flags += i
item = "[VV_HTML_ENCODE(name)] = [VV_HTML_ENCODE(jointext(flags, ", "))]"
else
item = "[VV_HTML_ENCODE(name)] = <span class='value'>[VV_HTML_ENCODE(value)]</span>"
@@ -453,7 +459,7 @@
src.debug_variables(DAT)
else if(href_list["mob_player_panel"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["mob_player_panel"]) in GLOB.mob_list
@@ -477,7 +483,7 @@
href_list["datumrefresh"] = href_list["godmode"]
else if(href_list["mark_object"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/datum/D = locate(href_list["mark_object"])
@@ -489,7 +495,7 @@
href_list["datumrefresh"] = href_list["mark_object"]
else if(href_list["proc_call"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/T = locate(href_list["proc_call"])
@@ -513,7 +519,7 @@
usr.client.object_say(locate(href_list["osay"]))
else if(href_list["regenerateicons"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["regenerateicons"]) in GLOB.mob_list
@@ -550,7 +556,7 @@
//~CARN: for renaming mobs (updates their name, real_name, mind.name, their ID/PDA and datacore records).
if(href_list["rename"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["rename"]) in GLOB.mob_list
@@ -567,7 +573,7 @@
href_list["datumrefresh"] = href_list["rename"]
else if(href_list["varnameedit"] && href_list["datumedit"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/D = locate(href_list["datumedit"])
@@ -578,7 +584,7 @@
modify_variables(D, href_list["varnameedit"], 1)
else if(href_list["varnamechange"] && href_list["datumchange"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/D = locate(href_list["datumchange"])
@@ -589,7 +595,7 @@
modify_variables(D, href_list["varnamechange"], 0)
else if(href_list["varnamemass"] && href_list["datummass"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/datum/D = locate(href_list["datummass"])
@@ -698,7 +704,7 @@
message_admins("[key_name_admin(src)] modified list's contents: SHUFFLE")
else if(href_list["give_spell"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["give_spell"]) in GLOB.mob_list
@@ -710,7 +716,7 @@
href_list["datumrefresh"] = href_list["give_spell"]
else if(href_list["remove_spell"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["remove_spell"]) in GLOB.mob_list
@@ -722,7 +728,7 @@
href_list["datumrefresh"] = href_list["remove_spell"]
else if(href_list["give_disease"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["give_disease"]) in GLOB.mob_list
@@ -757,7 +763,7 @@
href_list["datumrefresh"] = href_list["build_mode"]
else if(href_list["drop_everything"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["drop_everything"]) in GLOB.mob_list
@@ -769,7 +775,7 @@
usr.client.cmd_admin_drop_everything(M)
else if(href_list["direct_control"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["direct_control"]) in GLOB.mob_list
@@ -781,7 +787,7 @@
usr.client.cmd_assume_direct_control(M)
else if(href_list["offer_control"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/M = locate(href_list["offer_control"]) in GLOB.mob_list
@@ -790,6 +796,41 @@
return
offer_control(M)
else if (href_list["modarmor"])
if(!check_rights(NONE))
return
var/obj/O = locate(href_list["modarmor"])
if(!istype(O))
to_chat(usr, "This can only be used on instances of type /obj")
return
var/list/pickerlist = list()
var/list/armorlist = O.armor.getList()
for (var/i in armorlist)
pickerlist += list(list("value" = armorlist[i], "name" = i))
var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [O]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, Type = "text", values = pickerlist)
if (islist(result))
if (result["button"] == 2) // If the user pressed the cancel button
return
// text2num conveniently returns a null on invalid values
O.armor = O.armor.setRating(melee = text2num(result["values"]["melee"]),\
bullet = text2num(result["values"]["bullet"]),\
laser = text2num(result["values"]["laser"]),\
energy = text2num(result["values"]["energy"]),\
bomb = text2num(result["values"]["bomb"]),\
bio = text2num(result["values"]["bio"]),\
rad = text2num(result["values"]["rad"]),\
fire = text2num(result["values"]["fire"]),\
acid = text2num(result["values"]["acid"]))
log_admin("[key_name(usr)] modified the armor on [O] ([O.type]) to melee: [O.armor.melee], bullet: [O.armor.bullet], laser: [O.armor.laser], energy: [O.armor.energy], bomb: [O.armor.bomb], bio: [O.armor.bio], rad: [O.armor.rad], fire: [O.armor.fire], acid: [O.armor.acid]")
message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [O] ([O.type]) to melee: [O.armor.melee], bullet: [O.armor.bullet], laser: [O.armor.laser], energy: [O.armor.energy], bomb: [O.armor.bomb], bio: [O.armor.bio], rad: [O.armor.rad], fire: [O.armor.fire], acid: [O.armor.acid]</span>")
else
return
else if(href_list["delall"])
if(!check_rights(R_DEBUG|R_SERVER))
return
@@ -837,7 +878,7 @@
message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
else if(href_list["addreagent"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/atom/A = locate(href_list["addreagent"])
@@ -927,7 +968,7 @@
href_list["datumrefresh"] = href_list["modtransform"]
else if(href_list["rotatedatum"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/atom/A = locate(href_list["rotatedatum"])
@@ -943,7 +984,7 @@
href_list["datumrefresh"] = href_list["rotatedatum"]
else if(href_list["editorgans"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/living/carbon/C = locate(href_list["editorgans"]) in GLOB.mob_list
@@ -955,7 +996,7 @@
href_list["datumrefresh"] = href_list["editorgans"]
else if(href_list["givetrauma"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/living/carbon/C = locate(href_list["givetrauma"]) in GLOB.mob_list
@@ -978,7 +1019,7 @@
href_list["datumrefresh"] = href_list["givetrauma"]
else if(href_list["curetraumas"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/living/carbon/C = locate(href_list["curetraumas"]) in GLOB.mob_list
@@ -991,7 +1032,7 @@
href_list["datumrefresh"] = href_list["curetraumas"]
else if(href_list["hallucinate"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/living/carbon/C = locate(href_list["hallucinate"]) in GLOB.mob_list
@@ -1204,7 +1245,7 @@
admin_ticket_log(H, msg)
else if(href_list["adjustDamage"] && href_list["mobToDamage"])
if(!check_rights(0))
if(!check_rights(NONE))
return
var/mob/living/L = locate(href_list["mobToDamage"]) in GLOB.mob_list
@@ -1244,4 +1285,3 @@
message_admins(msg)
admin_ticket_log(L, msg)
href_list["datumrefresh"] = href_list["mobToDamage"]
@@ -10,7 +10,7 @@ DNA Saboteur
Fatal Level.
Bonus
Cleans the DNA of a person and then randomly gives them a disability.
Cleans the DNA of a person and then randomly gives them a trait.
//////////////////////////////////////
*/
@@ -233,7 +233,7 @@
/datum/symptom/heal/coma/CanHeal(datum/disease/advance/A)
var/mob/living/M = A.affected_mob
if(M.status_flags & FAKEDEATH)
if(M.has_trait(TRAIT_FAKEDEATH))
return power
else if(M.IsUnconscious() || M.stat == UNCONSCIOUS)
return power * 0.9
@@ -249,7 +249,7 @@
/datum/symptom/heal/coma/proc/coma(mob/living/M)
if(deathgasp)
M.emote("deathgasp")
M.status_flags |= FAKEDEATH
M.fakedeath("regenerative_coma")
M.update_stat()
M.update_canmove()
addtimer(CALLBACK(src, .proc/uncoma, M), 300)
@@ -258,7 +258,7 @@
if(!active_coma)
return
active_coma = FALSE
M.status_flags &= ~FAKEDEATH
M.cure_fakedeath("regenerative_coma")
M.update_stat()
M.update_canmove()
@@ -86,14 +86,14 @@
if(4, 5)
M.restoreEars()
if(M.has_disability(DISABILITY_BLIND, EYE_DAMAGE))
if(M.has_trait(TRAIT_BLIND, EYE_DAMAGE))
if(prob(20))
to_chat(M, "<span class='notice'>Your vision slowly returns...</span>")
M.cure_blind(EYE_DAMAGE)
M.cure_nearsighted(EYE_DAMAGE)
M.blur_eyes(35)
else if(M.has_disability(DISABILITY_NEARSIGHT, EYE_DAMAGE))
else if(M.has_trait(TRAIT_NEARSIGHT, EYE_DAMAGE))
to_chat(M, "<span class='notice'>You can finally focus your eyes on distant objects.</span>")
M.cure_nearsighted(EYE_DAMAGE)
M.blur_eyes(10)
@@ -61,7 +61,7 @@ Bonus
M.become_nearsighted(EYE_DAMAGE)
if(prob(eyes.eye_damage - 10 + 1))
if(!remove_eyes)
if(!M.has_disability(DISABILITY_BLIND))
if(!M.has_trait(TRAIT_BLIND))
to_chat(M, "<span class='userdanger'>You go blind!</span>")
M.become_blind(EYE_DAMAGE)
else
+4 -3
View File
@@ -204,12 +204,13 @@
..()
switch(stage)
if(1)
if(ishuman(affected_mob) && affected_mob.dna && affected_mob.dna.species.id == "slime")
stage = 5
if(ishuman(affected_mob) && affected_mob.dna)
if(affected_mob.dna.species.id == "slime" || affected_mob.dna.species.id == "stargazer" || affected_mob.dna.species.id == "lum")
stage = 5
if(3)
if(ishuman(affected_mob))
var/mob/living/carbon/human/human = affected_mob
if(human.dna.species.id != "slime")
if(human.dna.species.id != "slime" && affected_mob.dna.species.id != "stargazer" && affected_mob.dna.species.id != "lum")
human.set_species(/datum/species/jelly/slime)
/datum/disease/transformation/corgi
+53
View File
@@ -0,0 +1,53 @@
#define EMBEDID "embed-[embed_chance]-[embedded_fall_chance]-[embedded_pain_chance]-[embedded_pain_multiplier]-[embedded_fall_pain_multiplier]-[embedded_impact_pain_multiplier]-[embedded_unsafe_removal_pain_multiplier]-[embedded_unsafe_removal_time]"
/proc/getEmbeddingBehavior(embed_chance = EMBED_CHANCE,
embedded_fall_chance = EMBEDDED_ITEM_FALLOUT,
embedded_pain_chance = EMBEDDED_PAIN_CHANCE,
embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER,
embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER,
embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME)
. = locate(EMBEDID)
if (!.)
. = new /datum/embedding_behavior(embed_chance, embedded_fall_chance, embedded_pain_chance, embedded_pain_multiplier, embedded_fall_pain_multiplier, embedded_impact_pain_multiplier, embedded_unsafe_removal_pain_multiplier, embedded_unsafe_removal_time)
/datum/embedding_behavior
var/embed_chance
var/embedded_fall_chance
var/embedded_pain_chance
var/embedded_pain_multiplier //The coefficient of multiplication for the damage this item does while embedded (this*w_class)
var/embedded_fall_pain_multiplier //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class)
var/embedded_impact_pain_multiplier //The coefficient of multiplication for the damage this item does when first embedded (this*w_class)
var/embedded_unsafe_removal_pain_multiplier //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
var/embedded_unsafe_removal_time //A time in ticks, multiplied by the w_class.
/datum/embedding_behavior/New(embed_chance = EMBED_CHANCE,
embedded_fall_chance = EMBEDDED_ITEM_FALLOUT,
embedded_pain_chance = EMBEDDED_PAIN_CHANCE,
embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER,
embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER,
embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME)
src.embed_chance = embed_chance
src.embedded_fall_chance = embedded_fall_chance
src.embedded_pain_chance = embedded_pain_chance
src.embedded_pain_multiplier = embedded_pain_multiplier
src.embedded_fall_pain_multiplier = embedded_fall_pain_multiplier
src.embedded_impact_pain_multiplier = embedded_impact_pain_multiplier
src.embedded_unsafe_removal_pain_multiplier = embedded_unsafe_removal_pain_multiplier
src.embedded_unsafe_removal_time = embedded_unsafe_removal_time
tag = EMBEDID
/datum/embedding_behavior/proc/setRating(embed_chance, embedded_fall_chance, embedded_pain_chance, embedded_pain_multiplier, embedded_fall_pain_multiplier, embedded_impact_pain_multiplier, embedded_unsafe_removal_pain_multiplier, embedded_unsafe_removal_time)
return getEmbeddingBehavior((isnull(embed_chance) ? src.embed_chance : embed_chance),\
(isnull(embedded_fall_chance) ? src.embedded_fall_chance : embedded_fall_chance),\
(isnull(embedded_pain_chance) ? src.embedded_pain_chance : embedded_pain_chance),\
(isnull(embedded_pain_multiplier) ? src.embedded_pain_multiplier : embedded_pain_multiplier),\
(isnull(embedded_fall_pain_multiplier) ? src.embedded_fall_pain_multiplier : embedded_fall_pain_multiplier),\
(isnull(embedded_impact_pain_multiplier) ? src.embedded_impact_pain_multiplier : embedded_impact_pain_multiplier),\
(isnull(embedded_unsafe_removal_pain_multiplier) ? src.embedded_unsafe_removal_pain_multiplier : embedded_unsafe_removal_pain_multiplier),\
(isnull(embedded_unsafe_removal_time) ? src.embedded_unsafe_removal_time : embedded_unsafe_removal_time))
#undef EMBEDID
+1 -1
View File
@@ -101,7 +101,7 @@
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
return FALSE
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
if(user.stat > stat_allowed || (user.status_flags & FAKEDEATH))
if(user.stat > stat_allowed)
to_chat(user, "<span class='notice'>You cannot [key] while unconscious.</span>")
return FALSE
if(restraint_check && (user.restrained() || user.buckled))
+7 -5
View File
@@ -12,9 +12,9 @@
logs = splittext(logs[logs.len - 1], " ")
date = unix2date(text2num(logs[5]))
commit = logs[2]
log_world("[date]")
log_world("[commit]: [date]")
logs = world.file2list(".git/logs/refs/remotes/origin/master")
if(logs)
if(logs.len)
originmastercommit = splittext(logs[logs.len - 1], " ")[2]
if(testmerge.len)
@@ -24,8 +24,9 @@
var/tmcommit = testmerge[line]["commit"]
log_world("Test merge active of PR #[line] commit [tmcommit]")
SSblackbox.record_feedback("nested tally", "testmerged_prs", 1, list("[line]", "[tmcommit]"))
log_world("Based off origin/master commit [originmastercommit]")
else
if(originmastercommit)
log_world("Based off origin/master commit [originmastercommit]")
else if(originmastercommit)
log_world(originmastercommit)
/datum/getrev/proc/GetTestMergeInfo(header = TRUE)
@@ -55,7 +56,8 @@
var/pc = GLOB.revdata.originmastercommit
to_chat(src, "[prefix]<a href=\"[CONFIG_GET(string/githuburl)]/commit/[pc]\">[copytext(pc, 1, min(length(pc), 7))]</a>")
else
to_chat(src, "Revision unknown")
to_chat(src, "Master revision unknown")
to_chat(src, "Revision: [GLOB.revdata.commit]")
if(SERVER_TOOLS_PRESENT)
to_chat(src, "Server tools version: [SERVER_TOOLS_VERSION]")
to_chat(src, "Server tools API version: [SERVER_TOOLS_API_VERSION]")
+18
View File
@@ -206,6 +206,8 @@
name = "holorecord disk"
desc = "Stores recorder holocalls."
icon_state = "holodisk"
obj_flags = UNIQUE_RENAME
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
var/datum/holorecord/record
//Preset variables
var/preset_image_type
@@ -220,6 +222,22 @@
QDEL_NULL(record)
return ..()
/obj/item/disk/holodisk/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/disk/holodisk))
var/obj/item/disk/holodisk/holodiskOriginal = W
if (holodiskOriginal.record)
if (!record)
record = new
record.caller_name = holodiskOriginal.record.caller_name
record.caller_image = holodiskOriginal.record.caller_image
record.entries = holodiskOriginal.record.entries.Copy()
record.language = holodiskOriginal.record.language
to_chat(user, "You copy the record from [holodiskOriginal] to [src] by connecting the ports!")
name = holodiskOriginal.name
else
to_chat(user, "[holodiskOriginal] has no record on it!")
..()
/obj/item/disk/holodisk/proc/build_record()
record = new
var/list/lines = splittext(preset_record_text,"\n")
+17 -1
View File
@@ -11,6 +11,12 @@
var/minetype = "lavaland"
var/shuttles = list(
"cargo" = "cargo_box",
"ferry" = "ferry_fancy",
"whiteship" = "whiteship_box",
"emergency" = "emergency_box")
//Order matters here.
var/list/transition_config = list(CENTCOM = SELFLOOPING,
MAIN_STATION = CROSSLINKED,
@@ -69,6 +75,12 @@
map_path = json["map_path"]
map_file = json["map_file"]
if(islist(json["shuttles"]))
var/list/L = json["shuttles"]
for(var/key in L)
var/value = L[key]
shuttles[key] = value
minetype = json["minetype"] || minetype
allow_custom_shuttles = json["allow_custom_shuttles"] != FALSE
@@ -81,12 +93,16 @@
defaulted = FALSE
#define CHECK_EXISTS(X) if(!istext(json[X])) { log_world(X + "missing from json!"); return; }
#define CHECK_EXISTS(X) if(!istext(json[X])) { log_world("[##X] missing from json!"); return; }
/datum/map_config/proc/ValidateJSON(list/json)
CHECK_EXISTS("map_name")
CHECK_EXISTS("map_path")
CHECK_EXISTS("map_file")
var/shuttles = json["shuttles"]
if(shuttles && !islist(shuttles))
log_world("json\[shuttles\] is not a list!")
var/path = GetFullMapPath(json["map_path"], json["map_file"])
if(!fexists(path))
log_world("Map file ([path]) does not exist!")
+1 -1
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@@ -197,7 +197,7 @@
/obj/item/twohanded/bostaff/attack(mob/target, mob/living/user)
add_fingerprint(user)
if((user.has_disability(DISABILITY_CLUMSY)) && prob(50))
if((user.has_trait(TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
user.Knockdown(60)
if(ishuman(user))
+4 -4
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@@ -85,12 +85,12 @@
/datum/mutation/human/clumsy/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.add_disability(DISABILITY_CLUMSY, GENETIC_MUTATION)
owner.add_trait(TRAIT_CLUMSY, GENETIC_MUTATION)
/datum/mutation/human/clumsy/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.remove_disability(DISABILITY_CLUMSY, GENETIC_MUTATION)
owner.remove_trait(TRAIT_CLUMSY, GENETIC_MUTATION)
//Tourettes causes you to randomly stand in place and shout.
@@ -124,12 +124,12 @@
/datum/mutation/human/deaf/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.add_disability(DISABILITY_DEAF, GENETIC_MUTATION)
owner.add_trait(TRAIT_DEAF, GENETIC_MUTATION)
/datum/mutation/human/deaf/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.remove_disability(DISABILITY_DEAF, GENETIC_MUTATION)
owner.remove_trait(TRAIT_DEAF, GENETIC_MUTATION)
//Monified turns you into a monkey.
+5 -4
View File
@@ -5,14 +5,14 @@
get_chance = 15
lowest_value = 256 * 12
text_gain_indication = "<span class='notice'>Your muscles hurt!</span>"
species_allowed = list("human") //no skeleton/lizard hulk
species_allowed = list("fly") //no skeleton/lizard hulk
health_req = 25
/datum/mutation/human/hulk/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
var/status = CANSTUN | CANKNOCKDOWN | CANUNCONSCIOUS | CANPUSH
owner.status_flags &= ~status
owner.add_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.add_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
/datum/mutation/human/hulk/on_attack_hand(mob/living/carbon/human/owner, atom/target, proximity)
@@ -27,7 +27,8 @@
/datum/mutation/human/hulk/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.status_flags |= CANSTUN | CANKNOCKDOWN | CANUNCONSCIOUS | CANPUSH
owner.remove_trait(TRAIT_STUNIMMUNE, TRAIT_HULK)
owner.remove_trait(TRAIT_PUSHIMMUNE, TRAIT_HULK)
owner.update_body_parts()
/datum/mutation/human/hulk/say_mod(message)
+2 -2
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@@ -30,12 +30,12 @@
/datum/mutation/human/mute/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.add_disability(DISABILITY_MUTE, GENETIC_MUTATION)
owner.add_trait(TRAIT_MUTE, GENETIC_MUTATION)
/datum/mutation/human/mute/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.remove_disability(DISABILITY_MUTE, GENETIC_MUTATION)
owner.remove_trait(TRAIT_MUTE, GENETIC_MUTATION)
/datum/mutation/human/smile
+80 -2
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@@ -40,6 +40,28 @@
/datum/map_template/shuttle/whiteship
port_id = "whiteship"
/datum/map_template/shuttle/labour
port_id = "labour"
can_be_bought = FALSE
/datum/map_template/shuttle/mining
port_id = "mining"
can_be_bought = FALSE
/datum/map_template/shuttle/cargo
port_id = "cargo"
can_be_bought = FALSE
/datum/map_template/shuttle/arrival
port_id = "arrival"
can_be_bought = FALSE
/datum/map_template/shuttle/infiltrator
port_id = "infiltrator"
can_be_bought = FALSE
// Shuttles start here:
/datum/map_template/shuttle/emergency/airless
@@ -100,7 +122,7 @@
description = "The glorious results of centuries of plasma research done by Nanotrasen employees. This is the reason why you are here. Get on and dance like you're on fire, burn baby burn!"
admin_notes = "Flaming hot."
credit_cost = 10000
/datum/map_template/shuttle/emergency/arena
suffix = "arena"
name = "The Arena"
@@ -218,6 +240,12 @@
admin_notes = "If the crew can solve the puzzle, they will wake the wabbajack statue. It will likely not end well. There's a reason it's boarded up. Maybe they should have just left it alone."
credit_cost = 15000
/datum/map_template/shuttle/emergency/omega
suffix = "omega"
name = "Omegastation Emergency Shuttle"
description = "On the smaller size with a modern design, this shuttle is for the crew who like the cosier things, while still being able to stretch their legs."
credit_cost = 1000
/datum/map_template/shuttle/ferry/base
suffix = "base"
name = "transport ferry"
@@ -240,13 +268,18 @@
Fulfilling needs you didn't even know you had. We've got EVERYTHING, and something else!"
admin_notes = "Currently larger than ferry docking port on Box, will not hit anything, but must be force docked. Trader and ERT bodyguards are not included."
/datum/map_template/shuttle/ferry/fancy
suffix = "fancy"
name = "fancy transport ferry"
description = "At some point, someone upgraded the ferry to have fancier flooring... and less seats."
/datum/map_template/shuttle/whiteship/box
suffix = "box"
name = "NT Medical Ship"
/datum/map_template/shuttle/whiteship/meta
suffix = "meta"
name = "NT Recovery White-ship"
name = "NT Recovery Whiteship"
/datum/map_template/shuttle/whiteship/pubby
suffix = "pubby"
@@ -256,6 +289,11 @@
suffix = "cere"
name = "NT Construction Vessel"
/datum/map_template/shuttle/whiteship/delta
suffix = "delta"
name = "Unnamed NT Vessel"
admin_notes = "The Delta whiteship doesn't have a name, apparently."
/datum/map_template/shuttle/cargo/box
suffix = "box"
name = "supply shuttle (Box)"
@@ -277,3 +315,43 @@
description = "The CentCom Raven Battlecruiser is currently docked at the CentCom ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The CentCom Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range CentCom Medical Bay."
admin_notes = "The long way home"
credit_cost = 12500
/datum/map_template/shuttle/arrival/box
suffix = "box"
name = "arrival shuttle (Box)"
/datum/map_template/shuttle/cargo/box
suffix = "box"
name = "cargo ferry (Box)"
/datum/map_template/shuttle/mining/box
suffix = "box"
name = "mining shuttle (Box)"
/datum/map_template/shuttle/labour/box
suffix = "box"
name = "labour shuttle (Box)"
/datum/map_template/shuttle/infiltrator/basic
suffix = "basic"
name = "basic syndicate infiltrator"
/datum/map_template/shuttle/cargo/delta
suffix = "delta"
name = "cargo ferry (Delta)"
/datum/map_template/shuttle/mining/delta
suffix = "delta"
name = "mining shuttle (Delta)"
/datum/map_template/shuttle/labour/delta
suffix = "delta"
name = "labour shuttle (Delta)"
/datum/map_template/shuttle/arrival/delta
suffix = "delta"
name = "arrival shuttle (Delta)"
/datum/map_template/shuttle/arrival/pubby
suffix = "pubby"
name = "arrival shuttle (Pubby)"
+2 -2
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@@ -28,7 +28,7 @@
var/list/status = list()
status += "The door bolts [A.locked ? "have fallen!" : "look up."]"
status += "The test light is [A.hasPower() ? "on" : "off"]."
status += "The AI connection light is [A.aiControlDisabled || A.emagged ? "off" : "on"]."
status += "The AI connection light is [A.aiControlDisabled || (A.obj_flags & EMAGGED) ? "off" : "on"]."
status += "The check wiring light is [A.safe ? "off" : "on"]."
status += "The timer is powered [A.autoclose ? "on" : "off"]."
status += "The speed light is [A.normalspeed ? "on" : "off"]."
@@ -44,7 +44,7 @@
if(WIRE_BACKUP1, WIRE_BACKUP2) // Pulse to loose backup power.
A.loseBackupPower()
if(WIRE_OPEN) // Pulse to open door (only works not emagged and ID wire is cut or no access is required).
if(A.emagged)
if(A.obj_flags & EMAGGED)
return
if(!A.requiresID() || A.check_access(null))
if(A.density)
+25
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@@ -140,3 +140,28 @@
/area/shuttle/syndicate_scout
name = "Syndicate Scout"
blob_allowed = FALSE
/area/shuttle/caravan
blob_allowed = FALSE
requires_power = TRUE
/area/shuttle/caravan/syndicate1
name = "Syndicate Fighter"
/area/shuttle/caravan/syndicate2
name = "Syndicate Fighter"
/area/shuttle/caravan/syndicate3
name = "Syndicate Drop Ship"
/area/shuttle/caravan/pirate
name = "Pirate Cutter"
/area/shuttle/caravan/freighter1
name = "Small Freighter"
/area/shuttle/caravan/freighter2
name = "Tiny Freighter"
/area/shuttle/caravan/freighter3
name = "Tiny Freighter"
+26 -6
View File
@@ -531,21 +531,41 @@
/atom/proc/return_temperature()
return
// Default tool behaviors proc
// Tool behavior procedure. Redirects to tool-specific procs by default.
// You can override it to catch all tool interactions, for use in complex deconstruction procs.
// Just don't forget to return ..() in the end.
/atom/proc/tool_act(mob/living/user, obj/item/tool, tool_type)
switch(tool_type)
if(TOOL_CROWBAR)
return crowbar_act(user, tool)
if(TOOL_MULTITOOL)
return multitool_act(user, tool)
if(TOOL_SCREWDRIVER)
return screwdriver_act(user, tool)
if(TOOL_WRENCH)
return wrench_act(user, tool)
if(TOOL_WIRECUTTER)
return wirecutter_act(user, tool)
if(TOOL_WELDER)
return welder_act(user, tool)
/atom/proc/crowbar_act(mob/user, obj/item/tool)
// Tool-specific behavior procs. To be overridden in subtypes.
/atom/proc/crowbar_act(mob/living/user, obj/item/tool)
return
/atom/proc/multitool_act(mob/user, obj/item/tool)
/atom/proc/multitool_act(mob/living/user, obj/item/tool)
return
/atom/proc/screwdriver_act(mob/user, obj/item/tool)
/atom/proc/screwdriver_act(mob/living/user, obj/item/tool)
return
/atom/proc/wrench_act(mob/user, obj/item/tool)
/atom/proc/wrench_act(mob/living/user, obj/item/tool)
return
/atom/proc/wirecutter_act(mob/user, obj/item/tool)
/atom/proc/wirecutter_act(mob/living/user, obj/item/tool)
return
/atom/proc/welder_act(mob/living/user, obj/item/tool)
return
/atom/proc/GenerateTag()
+4 -4
View File
@@ -87,7 +87,7 @@
//helper for getting the appropriate health status
/proc/RoundHealth(mob/living/M)
if(M.stat == DEAD || (M.status_flags & FAKEDEATH))
if(M.stat == DEAD || (M.has_trait(TRAIT_FAKEDEATH)))
return "health-100" //what's our health? it doesn't matter, we're dead, or faking
var/maxi_health = M.maxHealth
if(iscarbon(M) && M.health < 0)
@@ -167,7 +167,7 @@
var/image/holder = hud_list[STATUS_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(stat == DEAD || (status_flags & FAKEDEATH))
if(stat == DEAD || (has_trait(TRAIT_FAKEDEATH)))
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
@@ -177,9 +177,9 @@
var/icon/I = icon(icon, icon_state, dir)
var/virus_threat = check_virus()
holder.pixel_y = I.Height() - world.icon_size
if(status_flags & XENO_HOST)
if(has_trait(TRAIT_XENO_HOST))
holder.icon_state = "hudxeno"
else if(stat == DEAD || (status_flags & FAKEDEATH))
else if(stat == DEAD || (has_trait(TRAIT_FAKEDEATH)))
holder.icon_state = "huddead"
else
switch(virus_threat)
-109
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@@ -1,109 +0,0 @@
//Few global vars to track the blob
GLOBAL_LIST_EMPTY(blobs) //complete list of all blobs made.
GLOBAL_LIST_EMPTY(blob_cores)
GLOBAL_LIST_EMPTY(overminds)
GLOBAL_LIST_EMPTY(blob_nodes)
GLOBAL_LIST_EMPTY(blobs_legit) //used for win-score calculations, contains only blobs counted for win condition
#define BLOB_NO_PLACE_TIME 1800 //time, in deciseconds, blobs are prevented from bursting in the gamemode
/datum/game_mode/blob
name = "blob"
config_tag = "blob"
antag_flag = ROLE_BLOB
false_report_weight = 5
required_players = 25
required_enemies = 1
recommended_enemies = 1
round_ends_with_antag_death = 1
announce_span = "green"
announce_text = "Dangerous gelatinous organisms are spreading throughout the station!\n\
<span class='green'>Blobs</span>: Consume the station and spread as far as you can.\n\
<span class='notice'>Crew</span>: Fight back the blobs and minimize station damage."
var/message_sent = FALSE
var/cores_to_spawn = 1
var/players_per_core = 25
var/blob_point_rate = 3
var/blob_base_starting_points = 80
var/blobwincount = 250
var/messagedelay_low = 2400 //in deciseconds
var/messagedelay_high = 3600 //blob report will be sent after a random value between these (minimum 4 minutes, maximum 6 minutes)
var/list/blob_overminds = list()
/datum/game_mode/blob/pre_setup()
cores_to_spawn = max(round(num_players()/players_per_core, 1), 1)
var/win_multiplier = 1 + (0.1 * cores_to_spawn)
blobwincount = initial(blobwincount) * cores_to_spawn * win_multiplier
for(var/j = 0, j < cores_to_spawn, j++)
if (!antag_candidates.len)
break
var/datum/mind/blob = pick(antag_candidates)
blob_overminds += blob
blob.assigned_role = "Blob"
blob.special_role = "Blob"
log_game("[blob.key] (ckey) has been selected as a Blob")
antag_candidates -= blob
if(!blob_overminds.len)
return 0
return 1
/datum/game_mode/blob/proc/get_blob_candidates()
var/list/candidates = list()
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(!player.stat && player.mind && !player.mind.special_role && !jobban_isbanned(player, "Syndicate") && (ROLE_BLOB in player.client.prefs.be_special))
if(age_check(player.client))
candidates += player
return candidates
/datum/game_mode/blob/proc/show_message(message)
for(var/datum/mind/blob in blob_overminds)
to_chat(blob.current, message)
/datum/game_mode/blob/post_setup()
set waitfor = FALSE
for(var/datum/mind/blob in blob_overminds)
var/mob/camera/blob/B = blob.current.become_overmind(TRUE, round(blob_base_starting_points/blob_overminds.len))
B.mind.name = B.name
var/turf/T = pick(GLOB.blobstart)
B.forceMove(T)
B.base_point_rate = blob_point_rate
SSshuttle.registerHostileEnvironment(src)
// Disable the blob event for this round.
var/datum/round_event_control/blob/B = locate() in SSevents.control
if(B)
B.max_occurrences = 0 // disable the event
. = ..()
var/message_delay = rand(messagedelay_low, messagedelay_high) //between 4 and 6 minutes with 2400 low and 3600 high.
sleep(message_delay)
send_intercept(1)
message_sent = TRUE
addtimer(CALLBACK(src, .proc/SendSecondIntercept), 24000)
/datum/game_mode/blob/proc/SendSecondIntercept()
if(!replacementmode)
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
/datum/game_mode/blob/generate_report()
return "A CMP scientist by the name of [pick("Griff", "Pasteur", "Chamberland", "Buist", "Rivers", "Stanley")] boasted about his corporation's \"finest creation\" - a macrobiological \
virus capable of self-reproduction and hellbent on consuming whatever it touches. He went on to query Cybersun for permission to utilize the virus in biochemical warfare, to which \
CMP subsequently gained. Be vigilant for any large organisms rapidly spreading across the station, as they are classified as a level 5 biohazard and critically dangerous. Note that \
this organism seems to be weak to extreme heat; concentrated fire (such as welding tools and lasers) will be effective against it."
@@ -1,393 +0,0 @@
//For the clockwork proselytizer, this proc exists to make it easy to customize what the proselytizer does when hitting something.
//if a valid target, returns an associated list in this format;
//list("operation_time" = 15, "new_obj_type" = /obj/structure/window/reinforced/clockwork, "power_cost" = 5, "spawn_dir" = dir, "dir_in_new" = TRUE)
//otherwise, return literally any non-list thing but preferably FALSE
//returning TRUE won't produce the "cannot be proselytized" message and will still prevent proselytizing
/atom/proc/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Turf conversion
/turf/closed/wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //four sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 4), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, five rods
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2) - (POWER_ROD * 5), "spawn_dir" = SOUTH)
/turf/closed/wall/mineral/cult/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //no metal
return list("operation_time" = 80, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = SOUTH)
/turf/closed/wall/shuttle/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal
return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
/turf/closed/wall/r_wall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/closed/wall/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 50, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = -POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(floor_tile == /obj/item/stack/tile/plasteel)
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 10, 1) //clink
return list("operation_time" = 30, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = POWER_FLOOR, "spawn_dir" = SOUTH)
/turf/open/floor/plating/asteroid/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/ashplanet/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/plating/lava/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/turf/open/floor/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(locate(/obj/structure/table) in src)
return FALSE
if(locate(/obj/structure/falsewall) in contents)
to_chat(user, "<span class='warning'>There is a false wall in the way, preventing you from proselytizing [src] into a clockwork wall.</span>")
return
if(is_blocked_turf(src, TRUE))
to_chat(user, "<span class='warning'>Something is in the way, preventing you from proselytizing [src] into a clockwork wall.</span>")
return TRUE
var/operation_time = 100
if(proselytizer.speed_multiplier > 0)
operation_time /= proselytizer.speed_multiplier
return list("operation_time" = operation_time, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
//False wall conversion
/obj/structure/falsewall/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/cost = POWER_WALL_MINUS_FLOOR
if(ispath(mineral, /obj/item/stack/sheet/metal))
cost -= (POWER_METAL * (2 + mineral_amount)) //four sheets of metal, plus an assumption that the girder is also two
else
cost -= (POWER_METAL * 2) //anything that doesn't use metal just has the girder
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = cost, "spawn_dir" = SOUTH)
/obj/structure/falsewall/iron/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer) //two sheets of metal, two rods; special assumption
return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = POWER_WALL_MINUS_FLOOR - (POWER_METAL * 2) - (POWER_ROD * 2), "spawn_dir" = SOUTH)
/obj/structure/falsewall/reinforced/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/falsewall/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Metal conversion
/obj/item/stack/tile/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
var/amount_temp = get_amount()
if(proselytizer.metal_to_power)
var/no_delete = FALSE
if(amount_temp < 2)
to_chat(user, "<span class='warning'>You need at least <b>2</b> floor tiles to convert into power.</span>")
return TRUE
if(IsOdd(amount_temp))
amount_temp--
no_delete = TRUE
use(amount_temp)
amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
if(amount_temp >= 20)
var/sheets_to_make = round(amount_temp * 0.05) //and 20 to 1 brass
var/used = sheets_to_make * 20
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>20</b> floor tiles to convert into brass.</span>")
return TRUE
/obj/item/stack/rods/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_ROD), "spawn_dir" = SOUTH)
if(get_amount() >= 10)
var/sheets_to_make = round(get_amount() * 0.1)
var/used = sheets_to_make * 10
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>10</b> rods to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/metal/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_METAL), "spawn_dir" = SOUTH)
if(get_amount() >= 5)
var/sheets_to_make = round(get_amount() * 0.2)
var/used = sheets_to_make * 5
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>5</b> sheets of metal to convert into brass.</span>")
return TRUE
/obj/item/stack/sheet/plasteel/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
if(proselytizer.metal_to_power)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_PLASTEEL), "spawn_dir" = SOUTH)
if(get_amount() >= 2)
var/sheets_to_make = round(get_amount() * 0.5)
var/used = sheets_to_make * 2
user.visible_message("<span class='warning'>[user]'s [proselytizer.name] rips into [src], converting it to brass!</span>", \
"<span class='brass'>You convert [get_amount() - used > 0 ? "part of ":""][src] into brass...</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new /obj/item/stack/tile/brass(get_turf(src), sheets_to_make)
use(used)
else
to_chat(user, "<span class='warning'>You need at least <b>2</b> sheets of plasteel to convert into brass.</span>")
return TRUE
//Brass directly to power
/obj/item/stack/tile/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
if(source)
return FALSE
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(amount*POWER_FLOOR), "spawn_dir" = SOUTH)
//Airlock conversion
/obj/machinery/door/airlock/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/doortype = /obj/machinery/door/airlock/clockwork
if(glass)
doortype = /obj/machinery/door/airlock/clockwork/brass
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir)
/obj/machinery/door/airlock/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Table conversion
/obj/structure/table/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_STANDARD
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
else if(framestack == /obj/item/stack/tile/brass)
prosel_cost -= POWER_FLOOR*framestackamount
if(buildstack == /obj/item/stack/sheet/metal)
prosel_cost -= POWER_METAL*buildstackamount
else if(buildstack == /obj/item/stack/sheet/plasteel)
prosel_cost -= POWER_PLASTEEL*buildstackamount
return list("operation_time" = 20, "new_obj_type" = /obj/structure/table/reinforced/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table/reinforced/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
/obj/structure/table_frame/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_FLOOR
if(framestack == /obj/item/stack/rods)
prosel_cost -= POWER_ROD*framestackamount
else if(framestack == /obj/item/stack/tile/brass)
prosel_cost -= POWER_FLOOR*framestackamount
return list("operation_time" = 10, "new_obj_type" = /obj/structure/table_frame/brass, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
/obj/structure/table_frame/brass/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Window conversion
/obj/structure/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/windowtype = /obj/structure/window/reinforced/clockwork
var/new_dir = TRUE
var/prosel_time = 15
var/prosel_cost = POWER_FLOOR
if(fulltile)
windowtype = /obj/structure/window/reinforced/clockwork/fulltile
new_dir = FALSE
prosel_time = 30
prosel_cost = POWER_STANDARD
if(reinf)
prosel_cost -= POWER_ROD
if(reinf)
prosel_cost -= POWER_ROD
for(var/obj/structure/grille/G in get_turf(src))
INVOKE_ASYNC(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytize, G, user)
return list("operation_time" = prosel_time, "new_obj_type" = windowtype, "power_cost" = prosel_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
/obj/structure/window/reinforced/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Windoor conversion
/obj/machinery/door/window/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE)
/obj/machinery/door/window/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Grille conversion
/obj/structure/grille/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/grilletype = /obj/structure/grille/ratvar
var/prosel_time = 15
if(broken)
grilletype = /obj/structure/grille/ratvar/broken
prosel_time = 5
return list("operation_time" = prosel_time, "new_obj_type" = grilletype, "power_cost" = 0, "spawn_dir" = dir)
/obj/structure/grille/ratvar/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Lattice conversion
/obj/structure/lattice/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
ratvar_act() //just in case we're the wrong type for some reason??
return FALSE
/obj/structure/lattice/catwalk/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/catwalk/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
/obj/structure/lattice/catwalk/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return FALSE
//Girder conversion
/obj/structure/girder/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/prosel_cost = POWER_GEAR - (POWER_METAL * 2)
if(state == GIRDER_REINF_STRUTS || state == GIRDER_REINF)
prosel_cost -= POWER_PLASTEEL
return list("operation_time" = 20, "new_obj_type" = /obj/structure/destructible/clockwork/wall_gear, "power_cost" = prosel_cost, "spawn_dir" = SOUTH)
//Hitting a clockwork structure will try to repair it.
/obj/structure/destructible/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts covering [src] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairing [src]...</span>")
proselytizer.repairing = src
while(proselytizer && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * proselytizer.speed_multiplier, target = src, \
extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytizer_repair_checks, repair_values, src, user, TRUE)))
break
obj_integrity = Clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
proselytizer.modify_stored_power(-repair_values["power_required"])
playsound(src, 'sound/machines/click.ogg', 50, 1)
if(proselytizer)
proselytizer.repairing = null
if(user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops covering [src] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
//Hitting a sigil of transmission will try to charge from it.
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/charge_values = list()
if(!proselytizer.sigil_charge_checks(charge_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts draining glowing orange energy from [src]...</span>", \
"<span class='alloy'>You start recharging your [proselytizer.name]...</span>")
proselytizer.recharging = src
while(proselytizer && user && src)
if(!do_after(user, 10, target = src, extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/sigil_charge_checks, charge_values, src, user, TRUE)))
break
modify_charge(charge_values["power_gain"])
proselytizer.modify_stored_power(charge_values["power_gain"])
playsound(src, 'sound/effects/light_flicker.ogg', charge_values["power_gain"] * 0.1, 1)
if(proselytizer)
proselytizer.recharging = null
if(user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops draining glowing orange energy from [src].</span>", \
"<span class='alloy'>You finish recharging your [proselytizer.name]. It now contains <b>[proselytizer.get_power()]W/[proselytizer.get_max_power()]W</b> power.</span>")
//Proselytizer mob heal proc, to avoid as much copypaste as possible.
/mob/living/proc/proselytizer_heal(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/list/repair_values = list()
if(!proselytizer.proselytizer_repair_checks(repair_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
proselytizer.repairing = src
while(proselytizer && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * proselytizer.speed_multiplier, target = src, \
extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/proselytizer_repair_checks, repair_values, src, user, TRUE)))
break
proselytizer_heal_tick(repair_values["healing_for_cycle"])
proselytizer.modify_stored_power(-repair_values["power_required"])
playsound(src, 'sound/machines/click.ogg', 50, 1)
if(proselytizer)
proselytizer.repairing = null
return TRUE
/mob/living/proc/proselytizer_heal_tick(amount)
var/static/list/damage_heal_order = list(BRUTE, BURN, TOX, OXY)
heal_ordered_damage(amount, damage_heal_order)
/mob/living/simple_animal/proselytizer_heal_tick(amount)
adjustHealth(-amount)
//Hitting a ratvar'd silicon will also try to repair it.
/mob/living/silicon/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
else if(proselytizer_heal(user, proselytizer) && user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[abs(HEALTH_THRESHOLD_DEAD - health)]/[abs(HEALTH_THRESHOLD_DEAD - maxHealth)]</b> health.</span>")
//Same with clockwork mobs.
/mob/living/simple_animal/hostile/clockwork/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(health == maxHealth) //if we're at maximum health, prosel the turf under us
return FALSE
else if(proselytizer_heal(user, proselytizer) && user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[health]/[maxHealth]</b> health.</span>")
//Cogscarabs get special interaction because they're drones and have innate self-heals/revives.
/mob/living/simple_animal/drone/cogscarab/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
if(stat == DEAD)
try_reactivate(user) //if we're at maximum health, prosel the turf under us
return
if(health == maxHealth)
return FALSE
else if(!(flags_1 & GODMODE))
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
proselytizer.repairing = src
if(do_after(user, (maxHealth - health)*2, target=src))
adjustHealth(-maxHealth)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairin[src == user ? "g yourself" : "g [src]"].</span>")
if(proselytizer)
proselytizer.repairing = null
//Convert shards and gear bits directly to power
/obj/item/clockwork/alloy_shards/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -POWER_STANDARD, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.08), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/large/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.06), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.04), "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/small/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
return list("operation_time" = 0, "new_obj_type" = /obj/effect/temp_visual/ratvar/beam/itemconsume, "power_cost" = -(CLOCKCULT_POWER_UNIT*0.02), "spawn_dir" = SOUTH)
@@ -1,93 +0,0 @@
//Anima fragment: Low health and high melee damage, but slows down when struck. Created by inserting a soul vessel into an empty fragment.
/mob/living/simple_animal/hostile/clockwork/fragment
name = "anima fragment"
desc = "An ominous humanoid shell with a spinning cogwheel as its head, lifted by a jet of blazing red flame."
icon_state = "anime_fragment"
health = 90
maxHealth = 90
speed = -1
melee_damage_lower = 18
melee_damage_upper = 18
attacktext = "crushes"
attack_sound = 'sound/magic/clockwork/anima_fragment_attack.ogg'
loot = list(/obj/item/clockwork/component/replicant_alloy/smashed_anima_fragment)
weather_immunities = list("lava")
movement_type = FLYING
light_range = 2
light_power = 0.8
playstyle_string = "<span class='heavy_brass'>You are an anima fragment</span><b>, a clockwork creation of Ratvar. As a fragment, you have decent health that very gradually regenerates, do \
decent damage, and move at extreme speed in addition to being immune to extreme temperatures and pressures. Taking damage, and slamming into non-Servants, will temporarily slow you down, however.\n\
Your goal is to serve the Justiciar and his servants in any way you can. You yourself are one of these servants, and will be able to utilize anything they can, assuming it doesn't require \
opposable thumbs.</b>"
var/movement_delay_time //how long the fragment is slowed after being hit
/mob/living/simple_animal/hostile/clockwork/fragment/Initialize()
. = ..()
if(prob(1))
name = "anime fragment"
desc = "I-it's not like I want to show you the light of the Justiciar or anything, B-BAKA!"
/mob/living/simple_animal/hostile/clockwork/fragment/Life()
..()
if(GLOB.ratvar_awakens)
adjustHealth(-5)
else if(movement_delay_time > world.time)
adjustHealth(-0.2)
else
adjustHealth(-1)
/mob/living/simple_animal/hostile/clockwork/fragment/Stat()
..()
if(statpanel("Status") && movement_delay_time > world.time && !GLOB.ratvar_awakens)
stat(null, "Movement delay(seconds): [max(round((movement_delay_time - world.time)*0.1, 0.1), 0)]")
/mob/living/simple_animal/hostile/clockwork/fragment/death(gibbed)
visible_message("<span class='warning'>[src]'s flame jets cut out as it falls to the floor with a tremendous crash.</span>", \
"<span class='userdanger'>Your gears seize up. Your flame jets flicker out. Your soul vessel belches smoke as you helplessly crash down.</span>")
..()
/mob/living/simple_animal/hostile/clockwork/fragment/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/hostile/clockwork/fragment/Collide(atom/movable/AM)
. = ..()
if(movement_delay_time <= world.time && next_move <= world.time && isliving(AM) && !is_servant_of_ratvar(AM))
var/mob/living/L = AM
if(L.stat) //we don't want to attack them if they're unconscious or dead because that feels REALLY BAD for the player
return
var/previousattacktext = attacktext
attacktext = "slams into"
UnarmedAttack(L)
attacktext = previousattacktext
changeNext_move(CLICK_CD_MELEE)
if(!GLOB.ratvar_awakens)
adjustHealth(4)
adjust_movement_delay(10) //with the above damage, total of 20 movement delay plus speed = 0 due to damage
/mob/living/simple_animal/hostile/clockwork/fragment/emp_act(severity)
adjust_movement_delay(50/severity)
/mob/living/simple_animal/hostile/clockwork/fragment/movement_delay()
. = ..()
if(movement_delay_time > world.time && !GLOB.ratvar_awakens)
. += min((movement_delay_time - world.time) * 0.1, 10) //the more delay we have, the slower we go
/mob/living/simple_animal/hostile/clockwork/fragment/adjustHealth(amount)
. = ..()
if(amount > 0)
adjust_movement_delay(amount*2.5)
/mob/living/simple_animal/hostile/clockwork/fragment/proc/adjust_movement_delay(amount)
if(GLOB.ratvar_awakens) //if ratvar is up we ignore movement delay
movement_delay_time = 0
else if(movement_delay_time > world.time)
movement_delay_time = movement_delay_time + amount
else
movement_delay_time = world.time + amount
/mob/living/simple_animal/hostile/clockwork/fragment/updatehealth()
..()
if(health == maxHealth)
speed = initial(speed)
else
speed = 0 //slow down if damaged at all
@@ -1,211 +0,0 @@
//////////////
// REVENANT //
//////////////
//Invoke Inath-neq, the Resonant Cogwheel: Grants invulnerability and stun immunity to everyone nearby for 15 seconds.
/datum/clockwork_scripture/invoke_inathneq
descname = "Area Invulnerability"
name = "Invoke Inath-neq, the Resonant Cogwheel"
desc = "Taps the limitless power of Inath-neq, one of Ratvar's four generals. The benevolence of Inath-Neq will grant complete invulnerability to all Servants in range for fifteen seconds."
invocations = list("I call upon you, Vanguard!!", "Let the Resonant Cogs turn once more!!", "Grant me and my allies the strength to vanquish our foes!!")
channel_time = 100
consumed_components = list(VANGUARD_COGWHEEL = 10, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 3)
usage_tip = "Servants affected by this scripture are only weak to things that outright destroy bodies, such as bombs or the singularity."
tier = SCRIPTURE_REVENANT
primary_component = VANGUARD_COGWHEEL
sort_priority = 2
/datum/clockwork_scripture/invoke_inathneq/check_special_requirements()
if(!slab.no_cost && GLOB.clockwork_generals_invoked["inath-neq"] > world.time)
to_chat(invoker, "<span class='inathneq'>\"[text2ratvar("I cannot lend you my aid yet, champion. Please be careful.")]\"</span>\n\
<span class='warning'>Inath-neq has already been invoked recently! You must wait several minutes before calling upon the Resonant Cogwheel.</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/invoke_inathneq/scripture_effects()
new/obj/effect/clockwork/general_marker/inathneq(get_turf(invoker))
hierophant_message("<span class='inathneq_large'>[text2ratvar("Vanguard: \"I lend you my aid, champions! Let glory guide your blows!")]\"</span>", FALSE, invoker)
GLOB.clockwork_generals_invoked["inath-neq"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
if(invoker.real_name == "Lucio")
clockwork_say(invoker, text2ratvar("Aww, let's break it DOWN!!"))
for(var/mob/living/L in range(7, invoker))
if(!is_servant_of_ratvar(L) || L.stat == DEAD)
continue
L.apply_status_effect(STATUS_EFFECT_INATHNEQS_ENDOWMENT)
return TRUE
//Invoke Sevtug, the Formless Pariah: Causes massive global hallucinations, braindamage, confusion, and dizziness to all humans on the same zlevel.
/datum/clockwork_scripture/invoke_sevtug
descname = "Global Hallucination"
name = "Invoke Sevtug, the Formless Pariah"
desc = "Taps the limitless power of Sevtug, one of Ratvar's four generals. The mental manipulation ability of the Pariah allows its wielder to cause mass hallucinations and confusion \
for all non-servant humans on the same z-level as them. The power of this scripture falls off somewhat with distance, and certain things may reduce its effects."
invocations = list("I call upon you, Fright!!", "Let your power shatter the sanity of the weak-minded!!", "Let your tendrils hold sway over all!!")
channel_time = 150
consumed_components = list(BELLIGERENT_EYE = 6, VANGUARD_COGWHEEL = 6, GEIS_CAPACITOR = 10, HIEROPHANT_ANSIBLE = 6)
usage_tip = "Causes brain damage, hallucinations, confusion, and dizziness in massive amounts."
tier = SCRIPTURE_REVENANT
sort_priority = 3
primary_component = GEIS_CAPACITOR
invokers_required = 3
multiple_invokers_used = TRUE
var/static/list/mindbreaksayings = list("\"Oh, great. I get to shatter some minds.\"", "\"More minds to crush.\"", \
"\"Really, this is almost boring.\"", "\"None of these minds have anything interesting in them.\"", "\"Maybe I can instill a little bit of terror in this one.\"", \
"\"What a waste of my power.\"", "\"I'm sure I could just control these minds instead, but they never ask.\"")
/datum/clockwork_scripture/invoke_sevtug/check_special_requirements()
if(!slab.no_cost && GLOB.clockwork_generals_invoked["sevtug"] > world.time)
to_chat(invoker, "<span class='sevtug'>\"[text2ratvar("Is it really so hard - even for a simpleton like you - to grasp the concept of waiting?")]\"</span>\n\
<span class='warning'>Sevtug has already been invoked recently! You must wait several minutes before calling upon the Formless Pariah.</span>")
return FALSE
if(!slab.no_cost && GLOB.ratvar_awakens)
to_chat(invoker, "<span class='sevtug'>\"[text2ratvar("Do you really think anything I can do right now will compare to Engine's power?")]\"</span>\n\
<span class='warning'>Sevtug will not grant his power while Ratvar's dwarfs his own!</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/invoke_sevtug/scripture_effects()
new/obj/effect/clockwork/general_marker/sevtug(get_turf(invoker))
hierophant_message("<span class='sevtug_large'>[text2ratvar("Fright: \"I heed your call, idiots. Get going and use this chance while it lasts!")]\"</span>", FALSE, invoker)
GLOB.clockwork_generals_invoked["sevtug"] = world.time + GLOBAL_CLOCKWORK_GENERAL_COOLDOWN
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
var/hum = get_sfx('sound/effects/screech.ogg') //like playsound, same sound for everyone affected
var/turf/T = get_turf(invoker)
for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
if(H.z == invoker.z && !is_servant_of_ratvar(H))
var/distance = 0
distance += get_dist(T, get_turf(H))
var/visualsdistance = max(150 - distance, 5)
var/minordistance = max(200 - distance*2, 5)
var/majordistance = max(150 - distance*3, 5)
if(H.null_rod_check())
to_chat(H, "<span class='sevtug'>[text2ratvar("Oh, a void weapon. How annoying, I may as well not bother.")]</span>\n\
<span class='warning'>Your holy weapon glows a faint orange, defending your mind!</span>")
continue
else if(H.isloyal())
visualsdistance = round(visualsdistance * 0.5) //half effect for shielded targets
minordistance = round(minordistance * 0.5)
majordistance = round(majordistance * 0.5)
to_chat(H, "<span class='sevtug'>[text2ratvar("Oh, look, a mindshield. Cute, I suppose I'll humor it.")]</span>")
else if(prob(visualsdistance))
to_chat(H, "<span class='sevtug'>[text2ratvar(pick(mindbreaksayings))]</span>")
H.playsound_local(T, hum, visualsdistance, 1)
flash_color(H, flash_color="#AF0AAF", flash_time=visualsdistance*10)
H.dizziness = minordistance + H.dizziness
H.hallucination = minordistance + H.hallucination
H.confused = majordistance + H.confused
H.setBrainLoss(majordistance + H.getBrainLoss())
return TRUE
//Invoke Nezbere, the Brass Eidolon: Invokes Nezbere, bolstering the strength of many clockwork items for one minute.
/datum/clockwork_scripture/invoke_nezbere
descname = "Global Structure Buff"
name = "Invoke Nezbere, the Brass Eidolon"
desc = "Taps the limitless power of Nezbere, one of Ratvar's four generals. The restless toil of the Eidolon will empower a wide variety of clockwork apparatus for a full minute - notably, \
replica fabricators will charge very rapidly."
invocations = list("I call upon you, Armorer!!", "Let your machinations reign on this miserable station!!", "Let your power flow through the tools of your master!!")
channel_time = 150
consumed_components = list(BELLIGERENT_EYE = 6, VANGUARD_COGWHEEL = 6, GEIS_CAPACITOR = 6, REPLICANT_ALLOY = 10)
usage_tip = "Ocular wardens will become empowered, tinkerer's daemons will produce twice as quickly, \
and interdiction lenses, mania motors, tinkerer's daemons, and clockwork obelisks will all require no power."
tier = SCRIPTURE_REVENANT
primary_component = REPLICANT_ALLOY
sort_priority = 4
invokers_required = 3
multiple_invokers_used = TRUE
/datum/clockwork_scripture/invoke_nezbere/check_special_requirements()
if(!slab.no_cost && GLOB.clockwork_generals_invoked["nezbere"] > world.time)
to_chat(invoker, "<span class='nezbere'>\"[text2ratvar("Not just yet, friend. Patience is a virtue.")]\"</span>\n\
<span class='warning'>Nezbere has already been invoked recently! You must wait several minutes before calling upon the Brass Eidolon.</span>")
return FALSE
if(!slab.no_cost && GLOB.ratvar_awakens)
to_chat(invoker, "<span class='nezbere'>\"[text2ratvar("Our master is here already. You do not require my help, friend.")]\"</span>\n\
<span class='warning'>There is no need for Nezbere's assistance while Ratvar is risen!</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/invoke_nezbere/scripture_effects()
new/obj/effect/clockwork/general_marker/nezbere(get_turf(invoker))
hierophant_message("<span class='nezbere_large'>[text2ratvar("Armorer: \"I heed your call, champions. May your artifacts bring ruin upon the heathens that oppose our master!")]\"</span>", FALSE, invoker)
GLOB.clockwork_generals_invoked["nezbere"] = world.time + GLOBAL_CLOCKWORK_GENERAL_COOLDOWN
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
GLOB.nezbere_invoked++
for(var/obj/O in GLOB.all_clockwork_objects)
O.ratvar_act()
addtimer(CALLBACK(GLOBAL_PROC, /proc/reset_nezbere_invocation), 600)
return TRUE
/proc/reset_nezbere_invocation()
GLOB.nezbere_invoked--
for(var/obj/O in GLOB.all_clockwork_objects)
O.ratvar_act()
//Invoke Nzcrentr, the Eternal Thunderbolt: Imbues an immense amount of energy into the invoker. After several seconds, everyone near the invoker will be hit with a devastating lightning blast.
/datum/clockwork_scripture/invoke_nzcrentr
descname = "Area Lightning Blast"
name = "Invoke Nzcrentr, the Eternal Thunderbolt"
desc = "Taps the limitless power of Nzcrentr, one of Ratvar's four generals. Nzcrentr will grant you a tiny fraction of its boundless power. After several seconds, all non-Servants near you \
will be struck by devastating lightning bolts."
invocations = list("I call upon you, Amperage!!", "Let your energy flow through me!!", "Let your boundless power shatter stars!!")
channel_time = 100
consumed_components = list(BELLIGERENT_EYE = 3, GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 3, HIEROPHANT_ANSIBLE = 10)
usage_tip = "Struck targets will also be knocked down for about sixteen seconds."
tier = SCRIPTURE_REVENANT
primary_component = HIEROPHANT_ANSIBLE
sort_priority = 5
/datum/clockwork_scripture/invoke_nzcrentr/check_special_requirements()
if(!slab.no_cost && GLOB.clockwork_generals_invoked["nzcrentr"] > world.time)
to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar("The boss says you have to wait. Hey, do you think he would mind if I killed you? ...He would? Ok.")]\"</span>\n\
<span class='warning'>Nzcrentr has already been invoked recently! You must wait several minutes before calling upon the Eternal Thunderbolt.</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/invoke_nzcrentr/scripture_effects()
new/obj/effect/clockwork/general_marker/nzcrentr(get_turf(invoker))
GLOB.clockwork_generals_invoked["nzcrentr"] = world.time + CLOCKWORK_GENERAL_COOLDOWN
hierophant_message("<span class='nzcrentr_large'>[text2ratvar("Amperage: \"[invoker.real_name] has called forth my power. Hope [invoker.p_they()] [invoker.p_do()] not shatter under it!")]\"</span>", FALSE, invoker)
invoker.visible_message("<span class='warning'>[invoker] begins to radiate a blinding light!</span>", \
"<span class='nzcrentr'>\"[text2ratvar("The boss says it's okay to do this. Don't blame me if you die from it.")]\"</span>\n\
<span class='userdanger'>You feel limitless power surging through you!</span>")
playsound(invoker, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
sleep(2)
playsound(invoker, 'sound/magic/lightning_chargeup.ogg', 100, 0)
var/oldcolor = invoker.color
animate(invoker, color = list(rgb(255, 255, 255), rgb(255, 255, 255), rgb(255, 255, 255), rgb(0,0,0)), time = 88) //Gradual advancement to extreme brightness
sleep(88)
if(invoker)
invoker.visible_message("<span class='warning'>Massive bolts of energy emerge from across [invoker]'s body!</span>", \
"<span class='nzcrentr'>\"[text2ratvar("I told you you wouldn't be able to handle it.")]\"</span>\n\
<span class='userdanger'>TOO... MUCH! CAN'T... TAKE IT!</span>")
playsound(invoker, 'sound/magic/lightningbolt.ogg', 100, 0)
if(invoker.stat == CONSCIOUS)
animate(invoker, color = oldcolor, time = 10)
addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), 10)
for(var/mob/living/L in view(7, invoker))
if(is_servant_of_ratvar(L) || L.null_rod_check())
continue
invoker.Beam(L, icon_state = "nzcrentrs_power", time = 10)
var/randdamage = rand(40, 60)
if(iscarbon(L))
L.electrocute_act(randdamage, "Nzcrentr's power", 1, randdamage)
else
L.adjustFireLoss(randdamage)
L.visible_message(
"<span class='danger'>[L] was shocked by Nzcrentr's power!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
L.Weaken(8)
playsound(L, 'sound/magic/LightningShock.ogg', 50, 1)
else
playsound(invoker, 'sound/magic/Disintegrate.ogg', 50, 1)
invoker.gib()
return TRUE
else
return FALSE
@@ -1,143 +0,0 @@
//Interdiction Lens: A powerful artifact that constantly disrupts electronics and drains power but, if it fails to find something to disrupt, turns off.
/obj/structure/destructible/clockwork/powered/interdiction_lens
name = "interdiction lens"
desc = "An ominous, double-pronged brass totem. There's a strange gemstone clasped between the pincers."
clockwork_desc = "A powerful totem that constantly drains nearby electronics and funnels the power drained into nearby Sigils of Transmission or the area's APC."
icon_state = "interdiction_lens"
construction_value = 20
active_icon = "interdiction_lens_active"
inactive_icon = "interdiction_lens"
unanchored_icon = "interdiction_lens_unwrenched"
break_message = "<span class='warning'>The lens flares a blinding violet before the totem beneath it shatters!</span>"
break_sound = 'sound/effects/glassbr3.ogg'
debris = list(/obj/item/clockwork/alloy_shards/small = 2, \
/obj/item/clockwork/alloy_shards/large = 2, \
/obj/item/clockwork/component/belligerent_eye/lens_gem = 1)
var/recharging = 0 //world.time when the lens was last used
var/recharge_time = 1200 //if it drains no power and affects no objects, it turns off for two minutes
var/disabled = FALSE //if it's actually usable
var/interdiction_range = 14 //how large an area it drains and disables in
var/static/list/rage_messages = list("...", "Disgusting.", "Die.", "Foul.", "Worthless.", "Mortal.", "Unfit.", "Weak.", "Fragile.", "Useless.", "Leave my sight!")
/obj/structure/destructible/clockwork/powered/interdiction_lens/Initialize()
. = ..()
update_current_glow()
/obj/structure/destructible/clockwork/powered/interdiction_lens/examine(mob/user)
..()
to_chat(user, "<span class='[recharging > world.time ? "neovgre_small":"brass"]'>Its gemstone [recharging > world.time ? "has been breached by writhing tendrils of blackness that cover the totem" \
: "vibrates in place and thrums with power"].</span>")
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='neovgre_small'>If it fails to drain any electronics or has nothing to return power to, it will disable itself for <b>[round(recharge_time/600, 1)]</b> minutes.</span>")
/obj/structure/destructible/clockwork/powered/interdiction_lens/update_anchored(mob/user, do_damage)
..()
update_current_glow()
/obj/structure/destructible/clockwork/powered/interdiction_lens/toggle(fast_process, mob/living/user)
. = ..()
update_current_glow()
/obj/structure/destructible/clockwork/powered/interdiction_lens/proc/update_current_glow()
if(active)
if(disabled)
set_light(2, 1.6, "#151200")
else
set_light(2, 1.6, "#EE54EE")
else
if(anchored)
set_light(1.4, 0.8, "#F42B9D")
else
set_light(0)
/obj/structure/destructible/clockwork/powered/interdiction_lens/attack_hand(mob/living/user)
if(user.canUseTopic(src, !issilicon(user), NO_DEXTERY))
if(disabled)
to_chat(user, "<span class='warning'>As you place your hand on the gemstone, cold tendrils of black matter crawl up your arm. You quickly pull back.</span>")
return 0
toggle(0, user)
/obj/structure/destructible/clockwork/powered/interdiction_lens/forced_disable(bad_effects)
if(disabled || !anchored)
return FALSE
if(!active)
toggle(0)
visible_message("<span class='warning'>The gemstone suddenly turns horribly dark, writhing tendrils covering it!</span>")
recharging = world.time + recharge_time
flick("interdiction_lens_discharged", src)
icon_state = "interdiction_lens_inactive"
disabled = TRUE
update_current_glow()
return TRUE
/obj/structure/destructible/clockwork/powered/interdiction_lens/process()
. = ..()
if(recharging > world.time)
return
if(disabled)
visible_message("<span class='warning'>The writhing tendrils return to the gemstone, which begins to glow with power!</span>")
flick("interdiction_lens_recharged", src)
disabled = FALSE
toggle(0)
else
if(!check_apc_and_sigils())
forced_disable()
return
var/successfulprocess = FALSE
var/power_drained = 0
var/list/atoms_to_test = list()
for(var/A in spiral_range_turfs(interdiction_range, src))
var/turf/T = A
for(var/M in T)
atoms_to_test |= M
CHECK_TICK
var/unconverted_ai = FALSE
var/efficiency = get_efficiency_mod()
var/rage_modifier = get_efficiency_mod(TRUE)
for(var/i in GLOB.ai_list)
var/mob/living/silicon/ai/AI = i
if(AI && AI.stat != DEAD && !is_servant_of_ratvar(AI))
unconverted_ai = TRUE
for(var/M in atoms_to_test)
var/atom/movable/A = M
if(!A || QDELETED(A) || A == target_apc)
continue
power_drained += Floor(A.power_drain(TRUE) * efficiency, MIN_CLOCKCULT_POWER)
if(prob(1 * rage_modifier))
to_chat(A, "<span class='neovgre'>\"[text2ratvar(pick(rage_messages))]\"</span>")
if(prob(100 * (efficiency * efficiency)))
if(istype(A, /obj/machinery/camera) && unconverted_ai)
var/obj/machinery/camera/C = A
if(C.isEmpProof() || !C.status)
continue
successfulprocess = TRUE
if(C.emped)
continue
C.emp_act(EMP_HEAVY)
else if(istype(A, /obj/item/device/radio))
var/obj/item/device/radio/O = A
successfulprocess = TRUE
if(O.emped || !O.on)
continue
O.emp_act(EMP_HEAVY)
else if((isliving(A) && !is_servant_of_ratvar(A)) || istype(A, /obj/structure/closet) || istype(A, /obj/item/storage)) //other things may have radios in them but we don't care
for(var/obj/item/device/radio/O in A.GetAllContents())
successfulprocess = TRUE
if(O.emped || !O.on)
continue
O.emp_act(EMP_HEAVY)
CHECK_TICK
if(power_drained && power_drained >= MIN_CLOCKCULT_POWER && return_power(power_drained))
successfulprocess = TRUE
playsound(src, 'sound/items/pshoom.ogg', 50 * efficiency, 1, interdiction_range-7, 1)
if(!successfulprocess)
forced_disable()
@@ -1,116 +0,0 @@
//Tinkerer's cache: Stores components for later use.
/obj/structure/destructible/clockwork/cache
name = "tinkerer's cache"
desc = "A large brass spire with a flaming hole in its center."
clockwork_desc = "A brass container capable of storing a large amount of components.\n\
Shares components with all other caches and will gradually generate components if near a Clockwork Wall."
icon_state = "tinkerers_cache"
unanchored_icon = "tinkerers_cache_unwrenched"
construction_value = 10
break_message = "<span class='warning'>The cache's fire winks out before it falls in on itself!</span>"
max_integrity = 80
light_color = "#C2852F"
var/wall_generation_cooldown
var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing
var/static/linked_caches = 0 //how many caches are linked to walls; affects how fast components are produced
/obj/structure/destructible/clockwork/cache/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
GLOB.clockwork_caches++
update_slab_info()
set_light(2, 0.7)
/obj/structure/destructible/clockwork/cache/Destroy()
GLOB.clockwork_caches--
update_slab_info()
STOP_PROCESSING(SSobj, src)
if(linkedwall)
linked_caches--
linkedwall.linkedcache = null
linkedwall = null
return ..()
/obj/structure/destructible/clockwork/cache/process()
if(!anchored)
if(linkedwall)
linked_caches--
linkedwall.linkedcache = null
linkedwall = null
return
for(var/turf/closed/wall/clockwork/C in range(4, src))
if(!C.linkedcache && !linkedwall)
linked_caches++
C.linkedcache = src
linkedwall = C
wall_generation_cooldown = world.time + get_production_time()
visible_message("<span class='warning'>[src] starts to whirr in the presence of [C]...</span>")
break
if(linkedwall && wall_generation_cooldown <= world.time)
wall_generation_cooldown = world.time + get_production_time()
var/component_id = generate_cache_component(null, src)
playsound(linkedwall, 'sound/magic/clockwork/fellowship_armory.ogg', rand(15, 20), 1, -3, 1, 1)
visible_message("<span class='[get_component_span(component_id)]'>Something</span><span class='warning'> cl[pick("ank", "ink", "unk", "ang")]s around inside of [src]...</span>")
/obj/structure/destructible/clockwork/cache/attackby(obj/item/I, mob/living/user, params)
if(!is_servant_of_ratvar(user))
return ..()
if(istype(I, /obj/item/clockwork/component))
var/obj/item/clockwork/component/C = I
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to place [C] into it!</span>")
else
GLOB.clockwork_component_cache[C.component_id]++
update_slab_info()
to_chat(user, "<span class='notice'>You add [C] to [src].</span>")
user.drop_item()
qdel(C)
return 1
else if(istype(I, /obj/item/clockwork/slab))
var/obj/item/clockwork/slab/S = I
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to offload your slab's components into it!</span>")
else
for(var/i in S.stored_components)
GLOB.clockwork_component_cache[i] += S.stored_components[i]
S.stored_components[i] = 0
update_slab_info()
user.visible_message("<span class='notice'>[user] empties [S] into [src].</span>", "<span class='notice'>You offload your slab's components into [src].</span>")
return 1
else
return ..()
/obj/structure/destructible/clockwork/cache/update_anchored(mob/user, do_damage)
..()
if(anchored)
set_light(2, 0.7)
else
set_light(0)
/obj/structure/destructible/clockwork/cache/attack_hand(mob/living/user)
..()
if(is_servant_of_ratvar(user))
if(linkedwall)
if(wall_generation_cooldown > world.time)
var/temp_time = (wall_generation_cooldown - world.time) * 0.1
to_chat(user, "<span class='alloy'>[src] will produce a component in <b>[temp_time]</b> second[temp_time == 1 ? "":"s"].</span>")
else
to_chat(user, "<span class='brass'>[src] is about to produce a component!</span>")
else if(anchored)
to_chat(user, "<span class='alloy'>[src] is unlinked! Construct a Clockwork Wall nearby to generate components!</span>")
else
to_chat(user, "<span class='alloy'>[src] needs to be secured to generate components!</span>")
/obj/structure/destructible/clockwork/cache/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
if(linkedwall)
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[DisplayTimeText(get_production_time())]</b>!</span>")
else
to_chat(user, "<span class='alloy'>It is unlinked! Construct a Clockwork Wall nearby to generate components!</span>")
to_chat(user, "<b>Stored components:</b>")
for(var/i in GLOB.clockwork_component_cache)
to_chat(user, "[get_component_icon(i)] <span class='[get_component_span(i)]_small'><i>[get_component_name(i)][i != REPLICANT_ALLOY ? "s":""]:</i> <b>[GLOB.clockwork_component_cache[i]]</b></span>")
/obj/structure/destructible/clockwork/cache/proc/get_production_time()
return (CACHE_PRODUCTION_TIME + (ACTIVE_CACHE_SLOWDOWN * linked_caches)) * get_efficiency_mod(TRUE)
-230
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@@ -1,230 +0,0 @@
#define DOM_BLOCKED_SPAM_CAP 6
#define DOM_REQUIRED_TURFS 30
#define DOM_HULK_HITS_REQUIRED 10
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 70)
var/datum/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/proc/dominator_excessive_walls(atom/A)
var/open = FALSE
for(var/turf/T in view(3, A))
if(!isclosedturf(T))
open++
if(open < DOM_REQUIRED_TURFS)
return TRUE
else
return FALSE
/obj/machinery/dominator/tesla_act()
qdel(src)
/obj/machinery/dominator/Initialize()
. = ..()
set_light(2)
GLOB.poi_list |= src
spark_system = new
spark_system.set_up(5, TRUE, src)
countdown = new(src)
update_icon()
/obj/machinery/dominator/examine(mob/user)
..()
if(stat & BROKEN)
return
var/time
if(gang && gang.is_dominating)
time = gang.domination_time_remaining()
if(time > 0)
to_chat(user, "<span class='notice'>Hostile Takeover in progress. Estimated [time] seconds remain.</span>")
else
to_chat(user, "<span class='notice'>Hostile Takeover of [station_name()] successful. Have a great day.</span>")
else
to_chat(user, "<span class='notice'>System on standby.</span>")
to_chat(user, "<span class='danger'>System Integrity: [round((obj_integrity/max_integrity)*100,1)]%</span>")
/obj/machinery/dominator/process()
..()
if(gang && gang.is_dominating)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(dominator_excessive_walls(src))
gang.domination_timer += 20
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = TRUE
var/area/domloc = get_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/datum/gang/G in SSticker.mode.gangs)
if(G != gang)
G.message_gangtools("WARNING: [gang.name] Gang takeover imminent. Their dominator at [domloc.map_name] must be destroyed!",1,1)
if(!.)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/dominator/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.)
if(obj_integrity/max_integrity > 0.66)
if(prob(damage_amount*2))
spark_system.start()
else if(!(stat & BROKEN))
spark_system.start()
update_icon()
/obj/machinery/dominator/update_icon()
cut_overlays()
if(!(stat & BROKEN))
icon_state = "dominator-active"
if(operating)
var/mutable_appearance/dominator_overlay = mutable_appearance('icons/obj/machines/dominator.dmi', "dominator-overlay")
if(gang)
dominator_overlay.color = gang.color_hex
add_overlay(dominator_overlay)
else
icon_state = "dominator"
if(obj_integrity/max_integrity < 0.66)
add_overlay("damage")
else
icon_state = "dominator-broken"
/obj/machinery/dominator/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
set_broken()
/obj/machinery/dominator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!(stat & BROKEN))
set_broken()
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
add_fingerprint(user)
..()
/obj/machinery/dominator/proc/set_broken()
if(gang)
gang.is_dominating = FALSE
var/takeover_in_progress = 0
for(var/datum/gang/G in SSticker.mode.gangs)
if(G.is_dominating)
takeover_in_progress = 1
break
if(!takeover_in_progress)
var/was_stranded = SSshuttle.emergency.mode == SHUTTLE_STRANDED
SSshuttle.clearHostileEnvironment(src)
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(get_security_level() == "delta")
set_security_level("red")
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/Destroy()
if(!(stat & BROKEN))
set_broken()
GLOB.poi_list.Remove(src)
gang = null
QDEL_NULL(spark_system)
QDEL_NULL(countdown)
STOP_PROCESSING(SSmachines, src)
return ..()
/obj/machinery/dominator/emp_act(severity)
take_damage(100, BURN, "energy", 0)
..()
/obj/machinery/dominator/attack_hand(mob/user)
if(operating || (stat & BROKEN))
examine(user)
return
var/datum/gang/tempgang
if(user.mind in SSticker.mode.get_all_gangsters())
tempgang = user.mind.gang_datum
else
examine(user)
return
if(tempgang.is_dominating)
to_chat(user, "<span class='warning'>Error: Hostile Takeover is already in progress.</span>")
return
if(!tempgang.dom_attempts)
to_chat(user, "<span class='warning'>Error: Unable to breach station network. Firewall has logged our signature and is blocking all further attempts.</span>")
return
var/time = round(determine_domination_time(tempgang)/60,0.1)
if(alert(user,"With [round((tempgang.territory.len/GLOB.start_state.num_territories)*100, 1)]% station control, a takeover will require [time] minutes.\nYour gang will be unable to gain influence while it is active.\nThe entire station will likely be alerted to it once it starts.\nYou have [tempgang.dom_attempts] attempt(s) remaining. Are you ready?","Confirm","Ready","Later") == "Ready")
if((tempgang.is_dominating) || !tempgang.dom_attempts || !in_range(src, user) || !isturf(loc))
return 0
var/area/A = get_area(loc)
var/locname = A.map_name
gang = tempgang
gang.dom_attempts --
priority_announce("Network breach detected in [locname]. The [gang.name] Gang is attempting to seize control of the station!","Network Alert")
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = TRUE
update_icon()
countdown.color = gang.color_hex
countdown.start()
set_light(3)
START_PROCESSING(SSmachines, src)
gang.message_gangtools("Hostile takeover in progress: Estimated [time] minutes until victory.[gang.dom_attempts ? "" : " This is your final attempt."]")
for(var/datum/gang/G in SSticker.mode.gangs)
if(G != gang)
G.message_gangtools("Enemy takeover attempt detected in [locname]: Estimated [time] minutes until our defeat.",1,1)
-359
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@@ -1,359 +0,0 @@
//gang.dm
//Gang War Game Mode
GLOBAL_LIST_INIT(gang_name_pool, list("Clandestine", "Prima", "Zero-G", "Max", "Blasto", "Waffle", "North", "Omni", "Newton", "Cyber", "Donk", "Gene", "Gib", "Tunnel", "Diablo", "Psyke", "Osiron", "Sirius", "Sleeping Carp"))
GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","purple", "white"))
GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather, /obj/item/clothing/suit/jacket/leather/overcoat, /obj/item/clothing/suit/jacket/puffer, /obj/item/clothing/suit/jacket/miljacket, /obj/item/clothing/suit/jacket/puffer, /obj/item/clothing/suit/pirate, /obj/item/clothing/suit/poncho, /obj/item/clothing/suit/apron/overalls, /obj/item/clothing/suit/jacket/letterman))
/datum/game_mode
var/list/datum/gang/gangs = list()
var/datum/gang_points/gang_points
/proc/is_gangster(var/mob/living/M)
return istype(M) && M.mind && M.mind.gang_datum
/proc/is_in_gang(var/mob/living/M, var/gang_type)
if(!is_gangster(M) || !gang_type)
return 0
var/datum/gang/G = M.mind.gang_datum
if(G.name == gang_type)
return 1
return 0
/datum/game_mode/gang
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
required_players = 20
required_enemies = 2
recommended_enemies = 2
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "A violent turf war has erupted on the station!\n\
<span class='danger'>Gangsters</span>: Take over the station with a dominator.\n\
<span class='notice'>Crew</span>: Prevent the gangs from expanding and initiating takeover."
///////////////////////////////////////////////////////////////////////////////
//Gets the round setup, cancelling if there's not enough players at the start//
///////////////////////////////////////////////////////////////////////////////
/datum/game_mode/gang/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
//Spawn more bosses depending on server population
var/gangs_to_create = 2
if(prob(num_players() * 2))
gangs_to_create ++
for(var/i=1 to gangs_to_create)
if(!antag_candidates.len)
break
//Create the gang
var/datum/gang/G = new()
gangs += G
//Now assign a boss for the gang
for(var/n in 1 to 3)
var/datum/mind/boss = pick(antag_candidates)
antag_candidates -= boss
G.bosses[boss] = GANGSTER_BOSS_STARTING_INFLUENCE
boss.gang_datum = G
var/title
if(n == 1)
title = "Boss"
else
title = "Lieutenant"
boss.special_role = "[G.name] Gang [title]"
boss.restricted_roles = restricted_jobs
log_game("[boss.key] has been selected as the [title] for the [G.name] Gang")
if(gangs.len < 2) //Need at least two gangs
return 0
return 1
/datum/game_mode/gang/post_setup()
set waitfor = FALSE
..()
sleep(rand(10,100))
for(var/datum/gang/G in gangs)
for(var/datum/mind/boss_mind in G.bosses)
G.bosses[boss_mind] = GANGSTER_BOSS_STARTING_INFLUENCE //Force influence to be put on it.
G.add_gang_hud(boss_mind)
forge_gang_objectives(boss_mind)
greet_gang(boss_mind)
equip_gang(boss_mind.current,G)
modePlayer += boss_mind
/datum/game_mode/proc/forge_gang_objectives(datum/mind/boss_mind)
var/datum/objective/rival_obj = new
rival_obj.owner = boss_mind
rival_obj.explanation_text = "Be the first gang to successfully takeover the station with a Dominator."
boss_mind.objectives += rival_obj
/datum/game_mode/proc/greet_gang(datum/mind/boss_mind, you_are=1)
if (you_are)
to_chat(boss_mind.current, "<FONT size=3 color=red><B>You are the Boss of the [boss_mind.gang_datum.name] Gang!</B></FONT>")
boss_mind.announce_objectives()
///////////////////////////////////////////////////////////////////////////
//This equips the bosses with their gear, and makes the clown not clumsy//
///////////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/equip_gang(mob/living/carbon/human/mob, gang)
if(!istype(mob))
return
if (mob.mind)
if (mob.mind.assigned_role == "Clown")
to_chat(mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
mob.dna.remove_mutation(CLOWNMUT)
var/obj/item/device/gangtool/gangtool = new(mob)
var/obj/item/pen/gang/T = new(mob)
var/obj/item/toy/crayon/spraycan/gang/SC = new(mob,gang)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(mob,gang)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
)
. = 0
var/where = mob.equip_in_one_of_slots(gangtool, slots)
if (!where)
to_chat(mob, "Your Syndicate benefactors were unfortunately unable to get you a Gangtool.")
. += 1
else
gangtool.register_device(mob)
to_chat(mob, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
to_chat(mob, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use recruitment pens and gangtools.")
var/where2 = mob.equip_in_one_of_slots(T, slots)
if (!where2)
to_chat(mob, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
. += 1
else
to_chat(mob, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them.")
var/where3 = mob.equip_in_one_of_slots(SC, slots)
if (!where3)
to_chat(mob, "Your Syndicate benefactors were unfortunately unable to get you a territory spraycan to start.")
. += 1
else
to_chat(mob, "The <b>territory spraycan</b> in your [where3] can be used to claim areas of the station for your gang. The more territory your gang controls, the more influence you get. All gangsters can use these, so distribute them to grow your influence faster.")
var/where4 = mob.equip_in_one_of_slots(C, slots)
if (!where4)
to_chat(mob, "Your Syndicate benefactors were unfortunately unable to get you a chameleon security HUD.")
. += 1
else
to_chat(mob, "The <b>chameleon security HUD</b> in your [where4] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
return .
///////////////////////////////////////////
//Deals with converting players to a gang//
///////////////////////////////////////////
/datum/game_mode/proc/add_gangster(datum/mind/gangster_mind, datum/gang/G, check = 1)
if(!G || (gangster_mind in get_all_gangsters()) || (gangster_mind.enslaved_to && !is_gangster(gangster_mind.enslaved_to)))
if(is_in_gang(gangster_mind.current, G.name) && !(gangster_mind in get_gang_bosses()))
return 3
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
G.gangsters[gangster_mind] = GANGSTER_SOLDIER_STARTING_INFLUENCE
gangster_mind.gang_datum = G
if(check)
if(iscarbon(gangster_mind.current))
var/mob/living/carbon/carbon_mob = gangster_mind.current
carbon_mob.silent = max(carbon_mob.silent, 5)
carbon_mob.flash_act(1, 1)
gangster_mind.current.Stun(100)
if(G.is_deconvertible)
to_chat(gangster_mind.current, "<FONT size=3 color=red><B>You are now a member of the [G.name] Gang!</B></FONT>")
to_chat(gangster_mind.current, "<font color='red'>Help your bosses take over the station by claiming territory with <b>special spraycans</b> only they can provide. Simply spray on any unclaimed area of the station.</font>")
to_chat(gangster_mind.current, "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>")
to_chat(gangster_mind.current, "<font color='red'>You can identify your bosses by their <b>large, bright [G.color] \[G\] icon</b>.</font>")
gangster_mind.store_memory("You are a member of the [G.name] Gang!")
gangster_mind.current.log_message("<font color='red'>Has been converted to the [G.name] Gang!</font>", INDIVIDUAL_ATTACK_LOG)
gangster_mind.special_role = "[G.name] Gangster"
G.add_gang_hud(gangster_mind)
if(jobban_isbanned(gangster_mind.current, ROLE_GANG))
INVOKE_ASYNC(src, /datum/game_mode.proc/replace_jobbaned_player, gangster_mind.current, ROLE_GANG, ROLE_GANG)
return 2
////////////////////////////////////////////////////////////////////
//Deals with players reverting to neutral (Not a gangster anymore)//
////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/remove_gangster(datum/mind/gangster_mind, beingborged, silent, remove_bosses=0)
var/datum/gang/gang = gangster_mind.gang_datum
for(var/obj/O in gangster_mind.current.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
qdel(O)
if(!gang)
return 0
var/removed
for(var/datum/gang/G in gangs)
if(!G.is_deconvertible && !remove_bosses)
return 0
if(gangster_mind in G.gangsters)
G.reclaim_points(G.gangsters[gangster_mind])
G.gangsters -= gangster_mind
removed = 1
if(remove_bosses && (gangster_mind in G.bosses))
G.reclaim_points(G.bosses[gangster_mind])
G.bosses -= gangster_mind
removed = 1
if(G.tags_by_mind[gangster_mind] && islist(G.tags_by_mind[gangster_mind]))
var/list/tags_cache = G.tags_by_mind[gangster_mind]
for(var/v in tags_cache)
var/obj/effect/decal/cleanable/crayon/gang/c = v
c.set_mind_owner(null)
G.tags_by_mind -= gangster_mind
if(!removed)
return 0
gangster_mind.special_role = null
gangster_mind.gang_datum = null
if(silent < 2)
gangster_mind.current.log_message("<font color='red'>Has reformed and defected from the [gang.name] Gang!</font>", INDIVIDUAL_ATTACK_LOG)
if(beingborged)
if(!silent)
gangster_mind.current.visible_message("The frame beeps contentedly from the MMI before initalizing it.")
to_chat(gangster_mind.current, "<FONT size=3 color=red><B>The frame's firmware detects and deletes your criminal behavior! You are no longer a gangster!</B></FONT>")
message_admins("[ADMIN_LOOKUPFLW(gangster_mind.current)] has been borged while being a member of the [gang.name] Gang. They are no longer a gangster.")
else
if(!silent)
gangster_mind.current.Unconscious(100)
gangster_mind.current.visible_message("<FONT size=3><B>[gangster_mind.current] looks like they've given up the life of crime!<B></font>")
to_chat(gangster_mind.current, "<FONT size=3 color=red><B>You have been reformed! You are no longer a gangster!</B><BR>You try as hard as you can, but you can't seem to recall any of the identities of your former gangsters...</FONT>")
gangster_mind.memory = ""
gang.remove_gang_hud(gangster_mind)
return 1
////////////////
//Helper Procs//
////////////////
/datum/game_mode/proc/get_all_gangsters()
var/list/all_gangsters = list()
all_gangsters += get_gangsters()
all_gangsters += get_gang_bosses()
return all_gangsters
/datum/game_mode/proc/get_gangsters()
var/list/gangsters = list()
for(var/datum/gang/G in gangs)
gangsters += G.gangsters
return gangsters
/datum/game_mode/proc/get_gang_bosses()
var/list/gang_bosses = list()
for(var/datum/gang/G in gangs)
gang_bosses += G.bosses
return gang_bosses
/datum/game_mode/proc/shuttle_check()
if(SSshuttle.emergencyNoRecall)
return
var/alive = 0
for(var/mob/living/L in GLOB.player_list)
if(L.stat != DEAD)
alive++
if((alive < (GLOB.joined_player_list.len * 0.4)) && ((SSshuttle.emergency.timeLeft(1) > (SSshuttle.emergencyCallTime * 0.4))))
SSshuttle.emergencyNoRecall = TRUE
SSshuttle.emergency.request(null, set_coefficient = 0.4)
priority_announce("Catastrophic casualties detected: crisis shuttle protocols activated - jamming recall signals across all frequencies.")
/proc/determine_domination_time(var/datum/gang/G)
return max(180,480 - (round((G.territory.len/GLOB.start_state.num_territories)*100, 1) * 9))
//////////////////////////////////////////////////////////////////////
//Announces the end of the game with all relavent information stated//
//////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/auto_declare_completion_gang(datum/gang/winner)
if(!gangs.len)
return
if(!winner)
to_chat(world, "<span class='redtext'>The station was [station_was_nuked ? "destroyed!" : "evacuated before a gang could claim it! The station wins!"]</span><br>")
SSticker.mode_result = "loss - gangs failed takeover"
SSticker.news_report = GANG_LOSS
else
to_chat(world, "<span class='redtext'>The [winner.name] Gang successfully performed a hostile takeover of the station!</span><br>")
SSticker.mode_result = "win - gang domination complete"
SSticker.news_report = GANG_TAKEOVER
for(var/datum/gang/G in gangs)
var/text = "<b>The [G.name] Gang was [winner==G ? "<span class='greenannounce'>victorious</span>" : "<span class='boldannounce'>defeated</span>"] with [round((G.territory.len/GLOB.start_state.num_territories)*100, 1)]% control of the station!</b>"
text += "<br>The [G.name] Gang Bosses were:"
for(var/datum/mind/boss in G.bosses)
text += printplayer(boss, 1)
text += "<br>The [G.name] Gangsters were:"
for(var/datum/mind/gangster in G.gangsters)
text += printplayer(gangster, 1)
text += "<br>"
to_chat(world, text)
//////////////////////////////////////////////////////////
//Handles influence, territories, and the victory checks//
//////////////////////////////////////////////////////////
/datum/gang_points
var/next_point_interval = 1800
var/next_point_time
/datum/gang_points/New()
next_point_time = world.time + next_point_interval
START_PROCESSING(SSobj, src)
/datum/gang_points/process(seconds)
var/list/winners = list() //stores the winners if there are any
for(var/datum/gang/G in SSticker.mode.gangs)
if(world.time > next_point_time)
G.income()
if(G.is_dominating)
if(G.domination_time_remaining() < 0)
winners += G
if(world.time > next_point_time)
next_point_time = world.time + next_point_interval
if(winners.len)
if(winners.len > 1) //Edge Case: If more than one dominator complete at the same time
for(var/datum/gang/G in winners)
G.domination(0.5)
priority_announce("Multiple station takeover attempts have made simultaneously. Conflicting takeover attempts appears to have restarted.","Network Alert")
else
var/datum/gang/G = winners[1]
G.is_dominating = FALSE
SSticker.mode.explosion_in_progress = 1
SSticker.station_explosion_cinematic(1,"gang war", null)
SSticker.mode.explosion_in_progress = 0
SSticker.force_ending = TRUE
-333
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@@ -1,333 +0,0 @@
//gang_datum.dm
//Datum-based gangs
/datum/gang
var/name = "ERROR"
var/color = "white"
var/color_hex = "#FFFFFF"
var/list/datum/mind/gangsters = list() //gang B Members
var/list/datum/mind/bosses = list() //gang A Bosses
var/list/obj/item/device/gangtool/gangtools = list()
var/list/tags_by_mind = list() //Assoc list in format of tags_by_mind[mind_of_gangster] = list(tag1, tag2, tag3) where tags are the actual object decals.
var/style
var/fighting_style = "normal"
var/list/territory = list()
var/list/territory_new = list()
var/list/territory_lost = list()
var/recalls = 1
var/dom_attempts = 2
var/inner_outfit
var/outer_outfit
var/datum/atom_hud/antag/gang/ganghud
var/is_deconvertible = TRUE //Can you deconvert normal gangsters from the gang
var/domination_timer
var/is_dominating
var/boss_item_list
var/boss_category_list
var/static/list/boss_items = list(
/datum/gang_item/function/gang_ping,
/datum/gang_item/function/recall,
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/improvised,
/datum/gang_item/weapon/ammo/improvised_ammo,
/datum/gang_item/weapon/surplus,
/datum/gang_item/weapon/ammo/surplus_ammo,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/machinegun,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/wetwork_boots,
/datum/gang_item/equipment/pen,
/datum/gang_item/equipment/dominator
)
var/reg_item_list
var/reg_category_list
var/static/list/soldier_items = list(
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/improvised,
/datum/gang_item/weapon/ammo/improvised_ammo,
/datum/gang_item/weapon/surplus,
/datum/gang_item/weapon/ammo/surplus_ammo,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/machinegun,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/wetwork_boots,
)
/datum/gang/New(loc,gangname)
if(!GLOB.gang_colors_pool.len)
message_admins("WARNING: Maximum number of gangs have been exceeded!")
throw EXCEPTION("Maximum number of gangs has been exceeded")
return
else
color = pick(GLOB.gang_colors_pool)
GLOB.gang_colors_pool -= color
switch(color)
if("red")
color_hex = "#DA0000"
inner_outfit = pick(/obj/item/clothing/under/color/red, /obj/item/clothing/under/lawyer/red)
if("orange")
color_hex = "#FF9300"
inner_outfit = pick(/obj/item/clothing/under/color/orange, /obj/item/clothing/under/geisha)
if("yellow")
color_hex = "#FFF200"
inner_outfit = pick(/obj/item/clothing/under/color/yellow, /obj/item/clothing/under/burial, /obj/item/clothing/under/suit_jacket/tan)
if("green")
color_hex = "#A8E61D"
inner_outfit = pick(/obj/item/clothing/under/color/green, /obj/item/clothing/under/syndicate/camo, /obj/item/clothing/under/suit_jacket/green)
if("blue")
color_hex = "#00B7EF"
inner_outfit = pick(/obj/item/clothing/under/color/blue, /obj/item/clothing/under/suit_jacket/navy)
if("purple")
color_hex = "#DA00FF"
inner_outfit = pick(/obj/item/clothing/under/color/lightpurple, /obj/item/clothing/under/lawyer/purpsuit)
if("white")
color_hex = "#FFFFFF"
inner_outfit = pick(/obj/item/clothing/under/color/white, /obj/item/clothing/under/suit_jacket/white)
name = (gangname ? gangname : pick(GLOB.gang_name_pool))
GLOB.gang_name_pool -= name
outer_outfit = pick(GLOB.gang_outfit_pool)
ganghud = new()
ganghud.color = color_hex
log_game("The [name] Gang has been created. Their gang color is [color].")
build_item_list()
/datum/gang/proc/build_item_list()
boss_item_list = list()
boss_category_list = list()
for(var/B in boss_items)
var/datum/gang_item/G = new B()
boss_item_list[G.id] = G
var/list/Cat = boss_category_list[G.category]
if(Cat)
Cat += G
else
boss_category_list[G.category] = list(G)
reg_item_list = list()
reg_category_list = list()
for(var/S in soldier_items)
var/datum/gang_item/G = new S()
reg_item_list[G.id] = G
var/list/Cat = reg_category_list[G.category]
if(Cat)
Cat += G
else
reg_category_list[G.category] = list(G)
/datum/gang/proc/add_gang_hud(datum/mind/recruit_mind)
ganghud.join_hud(recruit_mind.current)
SSticker.mode.set_antag_hud(recruit_mind.current, ((recruit_mind in bosses) ? "gang_boss" : "gangster"))
/datum/gang/proc/remove_gang_hud(datum/mind/defector_mind)
ganghud.leave_hud(defector_mind.current)
SSticker.mode.set_antag_hud(defector_mind.current, null)
/datum/gang/proc/domination(modifier=1)
set_domination_time(determine_domination_time(src) * modifier)
is_dominating = TRUE
set_security_level("delta")
/datum/gang/proc/set_domination_time(d)
domination_timer = world.time + (10 * d)
/datum/gang/proc/domination_time_remaining()
var/diff = domination_timer - world.time
return diff / 10
//////////////////////////////////////////// MESSAGING
/datum/gang/proc/message_gangtools(message,beep=1,warning)
if(!gangtools.len || !message)
return
for(var/obj/item/device/gangtool/tool in gangtools)
var/mob/living/mob = get(tool.loc, /mob/living)
if(mob && mob.mind && mob.stat == CONSCIOUS)
if(mob.mind.gang_datum == src)
to_chat(mob, "<span class='[warning ? "warning" : "notice"]'>[icon2html(tool, mob)] [message]</span>")
return
//////////////////////////////////////////// INCOME
/datum/gang/proc/income()
if(!bosses.len)
return
var/added_names = ""
var/lost_names = ""
SSticker.mode.shuttle_check() // See if its time to start wrapping things up
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = territory_new & territory_lost
territory |= reclaimed_territories
territory_new -= reclaimed_territories
territory_lost -= reclaimed_territories
//Process lost territories
for(var/area in territory_lost)
if(lost_names != "")
lost_names += ", "
lost_names += "[territory_lost[area]]"
territory -= area
//Calculate and report influence growth
//Process new territories
for(var/area in territory_new)
if(added_names != "")
added_names += ", "
added_names += "[territory_new[area]]"
territory += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[territory_new.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[territory_lost.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
territory_new = list()
territory_lost = list()
var/control = round((territory.len/GLOB.start_state.num_territories)*100, 1)
var/sbonus = sqrt(LAZYLEN(territory)) // Bonus given to soldier's for the gang's total territory
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(is_dominating)
var/seconds_remaining = domination_time_remaining()
var/new_time = max(180, seconds_remaining - (territory.len * 2))
if(new_time < seconds_remaining)
message += "Takeover shortened by [seconds_remaining - new_time] seconds for defending [territory.len] territories.<BR>"
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
pay_territory_income_to_bosses()
pay_territory_income_to_soldiers(sbonus)
pay_all_clothing_bonuses()
announce_all_influence()
/datum/gang/proc/pay_all_clothing_bonuses()
for(var/datum/mind/mind in gangsters|bosses)
pay_clothing_bonus(mind)
/datum/gang/proc/pay_clothing_bonus(var/datum/mind/gangsta)
var/mob/living/carbon/human/gangbanger = gangsta.current
. = 0
if(!istype(gangbanger) || gangbanger.stat == DEAD) //Dead gangsters aren't influential at all!
return 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
for(var/obj/item/C in gangbanger.contents)
if(C.type == inner_outfit)
. += 2
continue
else if(C.type == outer_outfit)
. += 2
continue
. += C.gang_contraband_value()
adjust_influence(gangsta, .)
if(.)
announce_to_mind(gangsta, "<span class='notice'>Your influential choice of clothing has increased your influence by [.] points!</span>")
else
announce_to_mind(gangsta, "<span class='warning'>Unfortunately, you have not gained any additional influence from your drab, old, boring clothing. Learn to dress like a gangsta, bro!</span>") //Kek
/datum/gang/proc/pay_soldier_territory_income(datum/mind/soldier, sbonus = 0)
. = 0
. = max(0,round(3 - gangsters[soldier]/10)) + (sbonus) + (get_soldier_territories(soldier)/2)
adjust_influence(soldier, .)
/datum/gang/proc/get_soldier_territories(datum/mind/soldier)
if(!islist(tags_by_mind[soldier])) //They have no tagged territories!
return 0
var/list/tags = tags_by_mind[soldier]
return tags.len
/datum/gang/proc/pay_territory_income_to_soldiers(sbonus = 0)
for(var/datum/mind/soldier in gangsters)
var/returned = pay_soldier_territory_income(soldier)
if(!returned)
announce_to_mind(soldier, "<span class='warning'>You have not gained any influence from territories you personally tagged. Get to work, soldier!</span>")
else
announce_to_mind(soldier, "<span class='notice'>You have gained [returned] influence from [get_soldier_territories(soldier)] territories you have personally tagged.</span>")
/datum/gang/proc/announce_all_influence()
for(var/datum/mind/MG in bosses|gangsters)
announce_total_influence(MG)
/datum/gang/proc/pay_territory_income_to_bosses()
. = 0
for(var/datum/mind/boss_mind in bosses)
var/inc = max(0,round(5 - bosses[boss_mind]/10)) + LAZYLEN(territory)
. += inc
adjust_influence(boss_mind, inc)
announce_to_mind(boss_mind, "<span class='boldnotice'>Your influence has increased by [inc] from your gang holding [LAZYLEN(territory)] territories!</span>")
/datum/gang/proc/get_influence(datum/mind/gangster_mind)
if(gangster_mind in gangsters)
return gangsters[gangster_mind]
if(gangster_mind in bosses)
return bosses[gangster_mind]
/datum/gang/proc/adjust_influence(datum/mind/gangster_mind, amount)
if(gangster_mind in gangsters)
gangsters[gangster_mind] += amount
if(gangster_mind in bosses)
bosses[gangster_mind] += amount
/datum/gang/proc/announce_to_mind(datum/mind/gangster_mind, message)
if(gangster_mind.current && gangster_mind.current.stat != DEAD)
to_chat(gangster_mind.current, message)
/datum/gang/proc/announce_total_influence(datum/mind/gangster_mind)
announce_to_mind(gangster_mind, "<span class='boldnotice'>[name] Gang: You now have a total of [get_influence(gangster_mind)] influence!</span>")
/datum/gang/proc/reclaim_points(amount)
for(var/datum/mind/bawss in bosses)
adjust_influence(bawss, amount/bosses.len)
announce_to_mind(bawss, "<span class='notice'>[name] Gang: [amount/bosses.len] influence given from internal automatic restructuring.</span>")
-453
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@@ -1,453 +0,0 @@
/datum/gang_item
var/name
var/item_path
var/cost
var/spawn_msg
var/category
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
gang.adjust_influence(user.mind, -real_cost)
spawn_item(user, gang, gangtool)
return TRUE
/datum/gang_item/proc/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(item_path)
var/obj/item/O = new item_path(user.loc)
user.put_in_hands(O)
if(spawn_msg)
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.get_influence(user.mind) >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
/datum/gang_item/proc/get_cost(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return cost
/datum/gang_item/proc/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return "([get_cost(user, gang, gangtool)] Influence)"
/datum/gang_item/proc/get_name_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return name
/datum/gang_item/proc/isboss(mob/living/carbon/user, datum/gang/gang)
return user && gang && (user.mind == gang.bosses[1])
/datum/gang_item/proc/get_extra_info(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return
///////////////////
//FUNCTIONS
///////////////////
/datum/gang_item/function
category = "Gangtool Functions:"
cost = 0
/datum/gang_item/function/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return ""
/datum/gang_item/function/gang_ping
name = "Send Message to Gang"
id = "gang_ping"
/datum/gang_item/function/gang_ping/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool)
gangtool.ping_gang(user)
/datum/gang_item/function/recall
name = "Recall Emergency Shuttle"
id = "recall"
/datum/gang_item/function/recall/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return isboss(user, gang)
/datum/gang_item/function/recall/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool)
gangtool.recall(user)
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/clothing
category = "Purchase Influence-Enhancing Clothes:"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfit)
var/obj/item/O = new gang.inner_outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfit)
var/obj/item/O = new gang.outer_outfit(user.loc)
O.armor = list(melee = 20, bullet = 35, laser = 10, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 16
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/obj/item/clothing/head/collectable/petehat/gang/gang_contraband_value()
return 4
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 18
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/obj/item/clothing/mask/gskull/gang_contraband_value()
return 5
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 22
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/obj/item/clothing/shoes/gang/gang_contraband_value()
return 6
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 11
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
/obj/item/clothing/gloves/gang/gang_contraband_value()
return 3
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 13
item_path = /obj/item/storage/belt/military/gang
/obj/item/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
/obj/item/storage/belt/military/gang/gang_contraband_value()
return 4
///////////////////
//WEAPONS
///////////////////
/datum/gang_item/weapon
category = "Purchase Weapons:"
/datum/gang_item/weapon/ammo
/datum/gang_item/weapon/ammo/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return "&nbsp;&#8627;" + ..() //this is pretty hacky but it looks nice on the popup
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 3
item_path = /obj/item/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 5
item_path = /obj/item/switchblade
/datum/gang_item/weapon/surplus
name = "Surplus Rifle"
id = "surplus"
cost = 8
item_path = /obj/item/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 5
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 6
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 30
item_path = /obj/item/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
name = "10mm Ammo"
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = "Black Market .50cal Sniper Rifle"
id = "sniper"
cost = 40
item_path = /obj/item/gun/ballistic/automatic/sniper_rifle/gang
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Smuggled .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds/gang
/datum/gang_item/weapon/ammo/sleeper_ammo
name = "Illicit Tranquilizer Cartridges"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds/gang/sleeper
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 50
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 60
item_path = /obj/item/gun/ballistic/automatic/mini_uzi
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
id = "uzi_ammo"
cost = 40
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
/datum/gang_item/equipment
category = "Purchase Equipment:"
/datum/gang_item/equipment/spraycan
name = "Territory Spraycan"
id = "spraycan"
cost = 5
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/sharpener
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 5
item_path = /obj/item/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 7
item_path = /obj/item/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 18
item_path = /obj/item/grenade/syndieminibomb/concussion/frag
/datum/gang_item/equipment/stimpack
name = "Black Market Stimulants"
id = "stimpack"
cost = 12
item_path = /obj/item/reagent_containers/syringe/stimulants
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
cost = 10
item_path = /obj/item/implanter/gang
spawn_msg = "<span class='notice'>The <b>implant breaker</b> is a single-use device that destroys all implants within the target before trying to recruit them to your gang. Also works on enemy gangsters.</span>"
/datum/gang_item/equipment/implant_breaker/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(item_path)
var/obj/item/O = new item_path(user.loc, gang) //we need to override this whole proc for this one argument
user.put_in_hands(O)
if(spawn_msg)
to_chat(user, spawn_msg)
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 20
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
flags_1 = NOSLIP_1
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
cost = 50
item_path = /obj/item/pen/gang
spawn_msg = "<span class='notice'>More <b>recruitment pens</b> will allow you to recruit gangsters faster. Only gang leaders can recruit with pens.</span>"
/datum/gang_item/equipment/pen/purchase(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(..())
gangtool.free_pen = FALSE
return TRUE
return FALSE
/datum/gang_item/equipment/pen/get_cost(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return 0
return ..()
/datum/gang_item/equipment/pen/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return "(GET ONE FREE)"
return ..()
/datum/gang_item/equipment/gangtool
id = "gangtool"
cost = 10
/datum/gang_item/equipment/gangtool/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
var/item_type
if(gang && isboss(user, gang))
item_type = /obj/item/device/gangtool/spare/lt
if(gang.bosses.len < 3)
to_chat(user, "<span class='notice'><b>Gangtools</b> allow you to promote a gangster to be your Lieutenant, enabling them to recruit and purchase items like you. Simply have them register the gangtool. You may promote up to [3-gang.bosses.len] more Lieutenants</span>")
else
item_type = /obj/item/device/gangtool/spare
var/obj/item/device/gangtool/spare/tool = new item_type(user.loc)
user.put_in_hands(tool)
/datum/gang_item/equipment/gangtool/get_name_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && isboss(user, gang) && (gang.bosses.len < 3))
return "Promote a Gangster"
return "Spare Gangtool"
/datum/gang_item/equipment/dominator
name = "Station Dominator"
id = "dominator"
cost = 30
item_path = /obj/machinery/dominator
spawn_msg = "<span class='notice'>The <b>dominator</b> will secure your gang's dominance over the station. Turn it on when you are ready to defend it.</span>"
/datum/gang_item/equipment/dominator/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return FALSE
return ..()
/datum/gang_item/equipment/dominator/get_name_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return ..()
return "<b>[..()]</b>"
/datum/gang_item/equipment/dominator/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return "(Out of stock)"
return ..()
/datum/gang_item/equipment/dominator/get_extra_info(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang)
return "(Estimated Takeover Time: [round(determine_domination_time(gang)/60,0.1)] minutes)"
/datum/gang_item/equipment/dominator/purchase(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
var/area/usrarea = get_area(user.loc)
var/usrturf = get_turf(user.loc)
if(initial(usrarea.name) == "Space" || isspaceturf(usrturf) || usr.z != ZLEVEL_STATION || !usrarea.valid_territory)
to_chat(user, "<span class='warning'>You can only use this on the station!</span>")
return FALSE
for(var/obj/obj in usrturf)
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
if(dominator_excessive_walls(user))
to_chat(user, "<span class='warning'>The <b>dominator</b> will not function here! The <b>dominator</b> requires a sizable open space within three standard units so that walls do not interfere with the signal.</span>")
return FALSE
if(!(usrarea.type in gang.territory|gang.territory_new))
to_chat(user, "<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
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/*
* Gang Boss Pens
*/
/obj/item/pen/gang
var/cooldown
var/last_used = 0
var/charges = 1
/obj/item/pen/gang/New()
..()
last_used = world.time
/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE)
if(!istype(M))
return
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in SSticker.mode.get_gang_bosses()))
if(..(M,user,1))
if(cooldown)
to_chat(user, "<span class='warning'>[src] needs more time to recharge before it can be used.</span>")
return
if(M.client)
M.mind_initialize() //give them a mind datum if they don't have one.
var/datum/gang/G = user.mind.gang_datum
var/recruitable = SSticker.mode.add_gangster(M.mind,G)
switch(recruitable)
if(3)
for(var/obj/O in M.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
to_chat(user, "<span class='warning'>This gangster already has an uplink!</span>")
return
new /obj/item/device/gangtool/soldier(M)
to_chat(user, "<span class='warning'>You inject [M] with a new gangtool!</span>")
cooldown(G)
if(2)
new /obj/item/device/gangtool/soldier(M)
M.Unconscious(100)
cooldown(G)
if(1)
to_chat(user, "<span class='warning'>This mind is resistant to recruitment!</span>")
else
to_chat(user, "<span class='warning'>This mind has already been recruited into a gang!</span>")
return
..()
/obj/item/pen/gang/proc/cooldown(datum/gang/gang)
set waitfor = FALSE
var/cooldown_time = 600+(600*gang.bosses.len) // 1recruiter=2mins, 2recruiters=3mins, 3recruiters=4mins
cooldown = 1
icon_state = "pen_blink"
var/time_passed = world.time - last_used
var/time
for(time=time_passed, time>=cooldown_time, time-=cooldown_time) //get 1 charge every cooldown interval
charges++
charges = max(0,charges-1)
last_used = world.time - time
if(charges)
cooldown_time = 50
sleep(cooldown_time)
cooldown = 0
icon_state = "pen"
var/mob/M = get(src, /mob)
to_chat(M, "<span class='notice'>[icon2html(src, M)] [src][(src.loc == M)?(""):(" in your [src.loc]")] vibrates softly. It is ready to be used again.</span>")
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//gangtool device
/obj/item/device/gangtool
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon_state = "gangtool-white"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
var/datum/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
var/free_pen = 0
var/promotable = 0
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
..()
if(!SSticker.mode.gang_points)
SSticker.mode.gang_points = new /datum/gang_points(SSticker.mode)
/obj/item/device/gangtool/attack_self(mob/user)
if (!can_use(user))
return
var/dat
if(!gang)
dat += "This device is not registered.<br><br>"
if(user.mind in SSticker.mode.get_gang_bosses())
if(promotable && user.mind.gang_datum.bosses.len < 3)
dat += "Give this device to another member of your organization to use to promote them to Lieutenant.<br><br>"
dat += "If this is meant as a spare device for yourself:<br>"
dat += "<a href='?src=\ref[src];register=1'>Register Device as Spare</a><br>"
else if (promotable)
if(user.mind.gang_datum.bosses.len < 3)
dat += "You have been selected for a promotion!<br>"
dat += "<a href='?src=\ref[src];register=1'>Accept Promotion</a><br>"
else
dat += "No promotions available: All positions filled.<br>"
else
dat += "This device is not authorized to promote.<br>"
else
if(gang.is_dominating)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.boss_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.boss_category_list[cat])
var/datum/gang_item/G = V
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=\ref[src];purchase=[G.id]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=\ref[src];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.5", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/Topic(href, href_list)
if(!can_use(usr))
return
add_fingerprint(usr)
if(href_list["register"])
register_device(usr)
else if(!gang) //Gangtool must be registered before you can use the functions below
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.boss_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
attack_self(usr)
/obj/item/device/gangtool/proc/ping_gang(mob/user)
if(!user)
return
var/message = stripped_input(user,"Discreetly send a gang-wide message.","Send Message") as null|text
if(!message || !can_use(user))
return
if(user.z > 2)
to_chat(user, "<span class='info'>[icon2html(src, user)]Error: Station out of range.</span>")
return
var/list/members = list()
members += gang.gangsters
members += gang.bosses
if(members.len)
var/gang_rank = gang.bosses.Find(user.mind)
switch(gang_rank)
if(1)
gang_rank = "Gang Boss"
if(2)
gang_rank = "1st Lieutenant"
if(3)
gang_rank = "2nd Lieutenant"
if(4)
gang_rank = "3rd Lieutenant"
else
gang_rank = "[gang_rank - 1]th Lieutenant"
var/ping = "<span class='danger'><B><i>[gang.name] [gang_rank]</i>: [message]</B></span>"
for(var/datum/mind/ganger in members)
if(ganger.current && (ganger.current.z <= 2) && (ganger.current.stat == CONSCIOUS))
to_chat(ganger.current, ping)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [ping]")
log_talk(user,"GANG: [key_name(user)] Messaged [gang.name] Gang: [message].",LOGSAY)
/obj/item/device/gangtool/proc/register_device(mob/user)
if(gang) //It's already been registered!
return
if((promotable && (user.mind in SSticker.mode.get_gangsters())) || (user.mind in SSticker.mode.get_gang_bosses()))
gang = user.mind.gang_datum
gang.gangtools += src
icon_state = "gangtool-[gang.color]"
if(!(user.mind in gang.bosses))
var/cached_influence = gang.gangsters[user.mind]
SSticker.mode.remove_gangster(user.mind, 0, 2)
gang.bosses[user.mind] = cached_influence
user.mind.gang_datum = gang
user.mind.special_role = "[gang.name] Gang Lieutenant"
gang.add_gang_hud(user.mind)
log_game("[key_name(user)] has been promoted to Lieutenant in the [gang.name] Gang")
free_pen = 1
gang.message_gangtools("[user] has been promoted to Lieutenant.")
to_chat(user, "<FONT size=3 color=red><B>You have been promoted to Lieutenant!</B></FONT>")
SSticker.mode.forge_gang_objectives(user.mind)
SSticker.mode.greet_gang(user.mind,0)
to_chat(user, "The <b>Gangtool</b> you registered will allow you to purchase weapons and equipment, and send messages to your gang.")
to_chat(user, "Unlike regular gangsters, you may use <b>recruitment pens</b> to add recruits to your gang. Use them on unsuspecting crew members to recruit them. Don't forget to get your one free pen from the gangtool.")
else
to_chat(usr, "<span class='warning'>ACCESS DENIED: Unauthorized user.</span>")
/obj/item/device/gangtool/proc/recall(mob/user)
if(!can_use(user))
return 0
if(SSshuttle.emergencyNoRecall)
return 0
if(recalling)
to_chat(usr, "<span class='warning'>Error: Recall already in progress.</span>")
return 0
if(!gang.recalls)
to_chat(usr, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
gang.message_gangtools("[usr] is attempting to recall the emergency shuttle.")
recalling = 1
to_chat(loc, "<span class='info'>[icon2html(src, loc)]Generating shuttle recall order with codes retrieved from last call signal...</span>")
sleep(rand(100,300))
if(SSshuttle.emergency.mode != SHUTTLE_CALL) //Shuttle can only be recalled when it's moving to the station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Emergency shuttle cannot be recalled at this time.</span>")
recalling = 0
return 0
to_chat(loc, "<span class='info'>[icon2html(src, loc)]Shuttle recall order generated. Accessing station long-range communication arrays...</span>")
sleep(rand(100,300))
if(!gang.dom_attempts)
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
recalling = 0
return 0
var/turf/userturf = get_turf(user)
if(userturf.z != ZLEVEL_STATION) //Shuttle can only be recalled while on station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Device out of range of station communication arrays.</span>")
recalling = 0
return 0
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
if((100 * GLOB.start_state.score(end_state)) < 80) //Shuttle cannot be recalled if the station is too damaged
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Station communication systems compromised. Unable to establish connection.</span>")
recalling = 0
return 0
to_chat(loc, "<span class='info'>[icon2html(src, loc)]Comm arrays accessed. Broadcasting recall signal...</span>")
sleep(rand(100,300))
recalling = 0
log_game("[key_name(user)] has tried to recall the shuttle with a gangtool.")
message_admins("[key_name_admin(user)] has tried to recall the shuttle with a gangtool.", 1)
userturf = get_turf(user)
if(userturf.z == ZLEVEL_STATION) //Check one more time that they are on station.
if(SSshuttle.cancelEvac(user))
gang.recalls -= 1
return 1
to_chat(loc, "<span class='info'>[icon2html(src, loc)]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
return 0
/obj/item/device/gangtool/proc/can_use(mob/living/carbon/human/user)
if(!istype(user))
return 0
if(user.incapacitated())
return 0
if(!(src in user.contents))
return 0
if(!user.mind)
return 0
if(gang && (user.mind in gang.bosses)) //If it's already registered, only let the gang's bosses use this
return 1
else if(user.mind in SSticker.mode.get_all_gangsters()) // For soldiers and potential LT's
return 1
return 0
/obj/item/device/gangtool/spare
outfits = 1
/obj/item/device/gangtool/spare/lt
promotable = 1
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier/New(mob/user)
. = ..()
gang = user.mind.gang_datum
gang.gangtools += src
var/datum/action/innate/gang/tool/GT = new
GT.Grant(user, src, gang)
/obj/item/device/gangtool/soldier/attack_self(mob/user)
if (!can_use(user))
return
var/dat
if(gang.is_dominating)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
if(LAZYLEN(tags))
dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)
dat += " [T.territory] -"
else
dat += "You have not personally tagged any territory for your gang. Use a spray can to mark your territory and receive bonus influence."
dat += "<br>Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.reg_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.reg_category_list[cat])
var/datum/gang_item/G = V
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=\ref[src];purchase=[G.id]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=\ref[src];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.5", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/soldier/Topic(href, href_list)
if(!can_use(usr))
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.reg_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
attack_self(usr)
/datum/action/innate/gang
background_icon_state = "bg_spell"
/datum/action/innate/gang/IsAvailable()
if(!owner.mind || !owner.mind in SSticker.mode.get_all_gangsters())
return 0
return ..()
/datum/action/innate/gang/tool
name = "Personal Gang Tool"
desc = "An implanted gang tool that lets you purchase gear"
background_icon_state = "bg_mime"
button_icon_state = "bolt_action"
var/obj/item/device/gangtool/soldier/GT
/datum/action/innate/gang/tool/Grant(mob/user, obj/reg, datum/gang/G)
. = ..()
GT = reg
button.color = G.color
/datum/action/innate/gang/tool/Activate()
GT.attack_self(owner)
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//Intercept reports are sent to the station every round to warn the crew of possible threats. They consist of five possibilites, one of which is always correct.
/datum/intercept_text
var/text
/datum/intercept_text/proc/build(mode_type)
text = "<hr>"
switch(mode_type)
if("blob")
text += "A CMP scientist by the name of [pick("Griff", "Pasteur", "Chamberland", "Buist", "Rivers", "Stanley")] boasted about his corporation's \"finest creation\" - a macrobiological \
virus capable of self-reproduction and hellbent on consuming whatever it touches. He went on to query Cybersun for permission to utilize the virus in biochemical warfare, to which \
CMP subsequently gained. Be vigilant for any large organisms rapidly spreading across the station, as they are classified as a level 5 biohazard and critically dangerous. Note that \
this organism seems to be weak to extreme heat; concentrated fire (such as welding tools and lasers) will be effective against it."
if("changeling")
text += "The Gorlex Marauders have announced the successful raid and destruction of Central Command containment ship #S-[rand(1111, 9999)]. This ship housed only a single prisoner - \
codenamed \"Thing\", and it was highly adaptive and extremely dangerous. We have reason to believe that the Thing has allied with the Syndicate, and you should note that likelihood \
of the Thing being sent to a station in this sector is highly likely. It may be in the guise of any crew member. Trust nobody - suspect everybody. Do not announce this to the crew, \
as paranoia may spread and inhibit workplace efficiency."
if("clock_cult")
text += "We have lost contact with multiple stations in your sector. They have gone dark and do not respond to all transmissions, although they appear intact and the crew's life \
signs remain uninterrupted. Those that have managed to send a transmission or have had some of their crew escape tell tales of a machine cult creating sapient automatons and seeking \
to brainwash the crew to summon their god, Ratvar. If evidence of this cult is dicovered aboard your station, extreme caution and extreme vigilance must be taken going forward, and \
all resources should be devoted to stopping this cult. Note that holy water seems to weaken and eventually return the minds of cultists that ingest it, and mindshield implants will \
prevent conversion altogether."
if("cult")
text += "Some stations in your sector have reported evidence of blood sacrifice and strange magic. Ties to the Wizards' Federation have been proven not to exist, and many employees \
have disappeared; even Central Command employees light-years away have felt strange presences and at times hysterical compulsions. Interrogations point towards this being the work of \
the cult of Nar-Sie. If evidence of this cult is discovered aboard your station, extreme caution and extreme vigilance must be taken going forward, and all resources should be \
devoted to stopping this cult. Note that holy water seems to weaken and eventually return the minds of cultists that ingest it, and mindshield implants will prevent conversion \
altogether."
if("extended")
text += "The transmission mostly failed to mention your sector. It is possible that there is nothing in the Syndicate that could threaten your station during this shift."
if("malf")
text += "A large ionospheric anomaly recently passed through your sector. Although physically undetectable, ionospherics tend to have an extreme effect on telecommunications equipment \
as well as artificial intelligence units. Closely observe the behavior of artificial intelligence, and treat any machine malfunctions as purposeful. If necessary, termination of the \
artificial intelligence is advised; assuming that it activates the station's self-destruct, your pinpointer has been configured to constantly track it, wherever it may be."
if("nuclear")
text += "One of Central Command's trading routes was recently disrupted by a raid carried out by the Gorlex Marauders. They seemed to only be after one ship - a highly-sensitive \
transport containing a nuclear fission explosive, although it is useless without the proper code and authorization disk. While the code was likely found in minutes, the only disk that \
can activate this explosive is on your station. Ensure that it is protected at all times, and remain alert for possible intruders."
if("revolution")
text += "Employee unrest has spiked in recent weeks, with several attempted mutinies on heads of staff. Some crew have been observed using flashbulb devices to blind their colleagues, \
who then follow their orders without question and work towards dethroning departmental leaders. Watch for behavior such as this with caution. If the crew attempts a mutiny, you and \
your heads of staff are fully authorized to execute them using lethal weaponry - they will be later cloned and interrogated at Central Command."
if("traitor")
text += "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
if("wizard")
text += "A dangerous Wizards' Federation individual by the name of [pick(GLOB.wizard_first)] [pick(GLOB.wizard_second)] has recently escaped confinement from an unlisted prison facility. This \
man is a dangerous mutant with the ability to alter himself and the world around him by what he and his leaders believe to be magic. If this man attempts an attack on your station, \
his execution is highly encouraged, as is the preservation of his body for later study."
return text
@@ -1,37 +0,0 @@
/datum/game_mode
var/list/datum/mind/abductors = list()
// LANDMARKS
/obj/effect/landmark/abductor
var/team_number = 1
/obj/effect/landmark/abductor/agent
icon_state = "abductor_agent"
/obj/effect/landmark/abductor/scientist
icon_state = "abductor"
// OBJECTIVES
/datum/objective/experiment
target_amount = 6
/datum/objective/experiment/New()
explanation_text = "Experiment on [target_amount] humans."
/datum/objective/experiment/check_completion()
for(var/obj/machinery/abductor/experiment/E in GLOB.machines)
if(!istype(team, /datum/team/abductor_team))
return FALSE
var/datum/team/abductor_team/T = team
if(E.team_number == T.team_number)
return E.points >= target_amount
return FALSE
/datum/game_mode/proc/update_abductor_icons_added(datum/mind/alien_mind)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
hud.join_hud(alien_mind.current)
set_antag_hud(alien_mind.current, ((alien_mind in abductors) ? "abductor" : "abductee"))
/datum/game_mode/proc/update_abductor_icons_removed(datum/mind/alien_mind)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
hud.leave_hud(alien_mind.current)
set_antag_hud(alien_mind.current, null)
@@ -1,765 +0,0 @@
#define STATE_JUDGE 0
#define STATE_WRATH 1
#define STATE_FLEE 2
/mob/living/simple_animal/hostile/hades
name = "hades"
real_name = "hades"
desc = "A strange being, clad in dark robes. Their very presence radiates an uneasy power."
speak_emote = list("preaches","announces","spits","conveys")
emote_hear = list("hums.","prays.")
response_help = "kneels before"
response_disarm = "flails at"
response_harm = "punches"
icon = 'icons/mob/EvilPope.dmi'
icon_state = "EvilPope"
icon_living = "EvilPope"
icon_dead = "popedeath"
speed = 1
a_intent = "harm"
status_flags = CANPUSH
attack_sound = 'sound/magic/MAGIC_MISSILE.ogg'
death_sound = 'sound/magic/Teleport_diss.ogg'
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxbodytemp = INFINITY
faction = list("hades")
attacktext = "strikes with an unholy rage at"
maxHealth = 1000
health = 1000
healable = 0
environment_smash = 3
melee_damage_lower = 15
melee_damage_upper = 20
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
loot = list(/obj/effect/decal/cleanable/blood)
del_on_death = 0
deathmessage = "begins to sizzle and pop, their flesh peeling away like paper."
var/isDoingDeath = FALSE
var/isFleeing = FALSE
var/fleeTimes = 0
var/currentState = STATE_JUDGE
var/rageLevel = 0
var/maxWrathTimer = 150
var/lastWrathTimer = 0
var/timeBetweenGrabs = 60
var/lastGrabTime = 0
var/list/validSins = list("Greed","Gluttony","Pride","Lust","Envy","Sloth","Wrath")
var/lastsinPerson = 0
var/sinPersonTime = 300
var/lastFlee = 0
var/fleeTimer = 30
var/fakesinPersonChance = 60
var/list/sinPersonsayings = list("You revel in only your own greed.",\
"There is nothing but your absolution.",\
"Your choices have led you to this.",\
"There is only one way out.",\
"The only way to be free is to be free of yourself.",\
"Wallow in sin, and give yourself unto darkness.",\
"Only the truly sinful may stand.",\
"Find yourself and you will find Absolution.",\
"Forego the pain of this process, and submit.",\
"We can be one in suffering.",\
"You stand on the precipice of ascension, give in.",\
"You cannot fathom what lies beyond",\
"Repent your sins.",\
"This is the eve of your last days.",\
"Darkness comes.")
var/list/creepyasssounds = list('sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', \
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg',\
'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg',\
'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg')
var/obj/effect/proc_holder/spell/targeted/lightning/sinLightning
var/list/currentAcolytes = list()
/mob/living/simple_animal/hostile/hades/New()
..()
sinLightning = new/obj/effect/proc_holder/spell/targeted/lightning(src)
sinLightning.charge_max = 1
sinLightning.clothes_req = 0
sinLightning.range = 32
sinLightning.cooldown_min = 1
lastsinPerson = world.time
var/list/possible_titles = list("Pope","Bishop","Lord","Cardinal","Deacon","Pontiff")
var/chosen = "Hades, [pick(possible_titles)] of Sin"
name = chosen
real_name = chosen
world << "<span class='warning'><font size=4>[name] has entered your reality. Kneel before them.</font></span>"
world << 'sound/effects/pope_entry.ogg'
Appear(get_turf(src))
/mob/living/simple_animal/hostile/hades/handle_environment(datum/gas_mixture/environment)
//space popes are from space, they need not your fickle "oxygen"
return
/mob/living/simple_animal/hostile/hades/handle_temperature_damage()
//space popes are from space, they don't uh.. something fire burny death
return
/mob/living/simple_animal/hostile/hades/death(gibbed)
if(!isDoingDeath)
notransform = TRUE
anchored = TRUE
src.visible_message("<span class='warning'><font size=4>[src] begins to twist and distort, before snapping backwards with a sickening crunch.</font></span>")
spawn(20)
src.visible_message("<span class='warning'><font size=4>[src] is being sucked back to their own realm, destabilizing the fabric of time and space itself!</font></span>")
playsound(get_turf(src), 'sound/effects/hyperspace_begin.ogg', 100, 1)
isDoingDeath = TRUE
AIStatus = AI_OFF
SpinAnimation()
for(var/i in 1 to 5)
for(var/turf/T in spiral_range_turfs(i,src))
addtimer(src, "sinShed", i*10, FALSE, T)
spawn(60) // required to be spawn so we can call death's ..() to complete death.
SpinAnimation(0,0)
explosion(get_turf(src), 0, 2, 4, 6, flame_range = 6)
..()
var/area/A = locate(/area/hades) in world
if(A)
var/turf/T = get_turf(locate(/obj/effect/landmark/event_spawn) in A)
if(T)
src.visible_message("<span class='warning'><font size=4>[src]'s Staff is flung free as their body explodes.</font></span>")
var/obj/structure/ladder/unbreakable/hades/churchLadder = new/obj/structure/ladder/unbreakable/hades(T)
var/obj/structure/ladder/unbreakable/hades/bodyLadder = new/obj/structure/ladder/unbreakable/hades(get_turf(src))
var/obj/item/hades_staff/HS = new/obj/item/hades_staff(get_turf(src))
HS.throw_at_fast(pick(orange(src,7)),10,1)
churchLadder.up = bodyLadder
bodyLadder.down = churchLadder
qdel(src)
/mob/living/simple_animal/hostile/hades/attackby(obj/item/I, mob/user, params)
..()
Defend(user,I)
/mob/living/simple_animal/hostile/hades/grabbedby(mob/living/carbon/user, supress_message = 0)
..()
Defend(user,user)
/mob/living/simple_animal/hostile/hades/hitby(atom/movable/AM, skipcatch, hitpush, blocked)
..()
lastsinPerson -= (sinPersonTime/4)
if(istype(AM,/obj/item))
var/obj/item/throwCast = AM
Defend(throwCast.thrownby,AM)
/mob/living/simple_animal/hostile/hades/bullet_act(obj/item/projectile/P, def_zone)
//don't call ..() because we're going to deflect it
lastsinPerson -= (sinPersonTime/4)
Defend(P.firer,P)
return -1
/mob/living/simple_animal/hostile/hades/attack_hand(mob/living/carbon/human/M)
..()
lastsinPerson -= (sinPersonTime/4)
Defend(M,M)
/mob/living/simple_animal/hostile/hades/proc/Defend(var/mob/attacker,var/source)
if(!isDoingDeath)
rageLevel += 5
src.visible_message("<span class='warning'>[src] rounds on the [attacker], gazing at them with a [pick("cold","frosty","freezing","dark")] [pick("glare","gaze","glower","stare")].</span>")
if(istype(source,/obj/item/projectile))
src.visible_message("<span class='warning'>[src] [pick("calmly","silently","nonchalantly")] waves their hand, deflecting the [source].</span>")
var/obj/item/projectile/P = source
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(src)
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.current = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
P.Angle = null
else
if(prob(20))
var/chosenDefend = rand(1,3)
switch(chosenDefend)
if(1)
attacker.visible_message("<span class='warning'>[attacker] is lifted from the ground, shadowy powers tossing them aside.</span>")
attacker.throw_at_fast(pick(orange(src,7)),10,1)
if(2)
attacker.visible_message("<span class='warning'>[attacker] crackles with electricity, a bolt leaping from [src] to them.</span>")
sinLightning.Bolt(src,attacker,30,5,src)
if(3)
src.visible_message("<span class='warning'>[src] points his staff at [attacker], a swarm of eyeballs lurching fourth!</span>")
for(var/i in 1 to 4)
var/mob/living/simple_animal/hostile/carp/eyeball/E = new/mob/living/simple_animal/hostile/carp/eyeball(pick(orange(attacker,1)))
E.faction = faction
addtimer(E, "gib", 150, FALSE)
/mob/living/simple_animal/hostile/hades/proc/sinShed(var/turf/T)
var/obj/effect/overlay/temp/cult/sparks/S = PoolOrNew(/obj/effect/overlay/temp/cult/sparks, T)
S.anchored = FALSE
S.throw_at_fast(src,10,1)
PoolOrNew(/obj/effect/overlay/temp/hadesBlood, T)
/mob/living/simple_animal/hostile/hades/proc/Transfer(var/mob/living/taken, var/turf/transferTarget)
if(transferTarget)
playsound(get_turf(taken), 'sound/magic/Ethereal_Enter.ogg', 50, 1, -1)
PoolOrNew(/obj/effect/overlay/temp/hadesFlick, get_turf(taken))
taken.forceMove(transferTarget)
Appear(get_turf(taken))
/mob/living/simple_animal/hostile/hades/proc/Appear(var/turf/where)
var/obj/effect/timestop/hades/TS = new /obj/effect/timestop/hades(where)
TS.immune = list(src)
/mob/living/simple_animal/hostile/hades/Life()
if(..() && !isDoingDeath) // appropriately check if we're alive now we leave a corpse
if(health > maxHealth/4 && !isFleeing)
if(rageLevel > 50)
lastWrathTimer = world.time
currentState = STATE_WRATH
else
currentState = STATE_JUDGE
else
if(world.time > lastFlee + fleeTimer)
lastFlee = world.time
isFleeing = TRUE
currentState = STATE_FLEE
var/area/healthCheck = get_area(src)
if(istype(healthCheck,/area/chapel/main))
if(currentState == STATE_FLEE)
lastWrathTimer = world.time
currentState = STATE_WRATH
if(health < maxHealth/2)
health += 10 // slowly regain hp in the chapel, up to a maximum of half our max
var/spokenThisTurn = FALSE
for(var/mob/living/A in currentAcolytes)
if(!A)
currentAcolytes -= A
continue
if(A.health <= 0)
rageLevel += 5
if(!spokenThisTurn)
spokenThisTurn = TRUE
var/list/lossSayings = list("They were weak.","For every death, two more rise.",\
"What is but one servant lost?","Darkness engulf you!","To the Pit with them.",\
"Fools! All of you!","You can't stop me. You. Will. Be. JUDGED.")
src.say(pick(lossSayings))
currentAcolytes -= A
A.gib()
if(currentState == STATE_WRATH) // we have been enraged.
if(world.time > lastWrathTimer + maxWrathTimer)
rageLevel = 0 // wind down if we're wrathful too long.
rageLevel -= 1 // rage phase starts at 50, meaning roughly 20s of rage.
if(currentAcolytes.len == 0)
src.say("Rise, Servants. AID YOUR MASTER.")
playsound(get_turf(src), 'sound/magic/CastSummon.ogg', 100, 1)
for(var/i in 1 to 5)
var/mob/living/simple_animal/hostile/hadesacolyte/HA = new/mob/living/simple_animal/hostile/hadesacolyte(get_turf(pick(orange(2,src))))
HA.master = src
currentAcolytes += HA
if(target)
if(world.time > lastGrabTime + timeBetweenGrabs)
if(get_dist(src,target) > 4) // you can't run from us. upped to 4 to give more leeway.
lastGrabTime = world.time
var/list/fleeSayings = list("There is no escape from your sins, [target]","Fleeing will only make your punishment worse [target]!",\
"There is nowhere you can hide, [target]!","You can't run, [target]!","Get back here, [target]!","You coward, [target]!",\
"I will find you, [target]!","Return to me, [target]!")
src.say(pick(fleeSayings))
var/mob/living/toGrab = target
toGrab.Beam(src,"blood",'icons/effects/beam.dmi',10)
toGrab.Weaken(6)
playsound(get_turf(src), 'sound/magic/CastSummon.ogg', 100, 1)
toGrab.throw_at_fast(src,10,1)
if(rageLevel >= 100)
rageLevel = 50
var/list/overboardSayings = list("Ashes! It will all be ashes!","I will bring about the apocolypse!",\
"There will be nothing but your withered husks!","Face your doom, cretins!","There. Will. Be. ORDER!",\
"I am your Lord, lay down your arms and submit.","Your souls will be cremated!",\
"Only in death will you obey!","This is no person's fault but your own!")
src.say(pick(overboardSayings))
var/turf/StartLoc = get_turf(src)
var/list/nearby = orange(6,src)
var/slashCount = 0
var/aoeType = rand(1,2) // just for future proofing
for(var/mob/living/A in nearby)
slashCount++
A.Beam(src,"blood",'icons/effects/beam.dmi',10)
spawn(slashCount + 3)
if(aoeType == 1)
// no more cheaping it out with non-player mobs like turrets or carps
loc = get_turf(A)
sinShed(StartLoc)
A.attack_animal(src)
PoolOrNew(/obj/effect/overlay/temp/hadesBlood,get_turf(A))
playsound(get_turf(A), 'sound/magic/SummonItems_generic.ogg', 100, 1)
if(aoeType == 2)
sinShed(StartLoc)
PoolOrNew(/obj/effect/overlay/temp/hadesBite,get_turf(A))
A.Weaken(6)
var/obj/effect/timestop/hades/large/TS = new /obj/effect/timestop/hades/large(StartLoc)
TS.immune = list(src)
spawn((slashCount+1)+3)
loc = StartLoc
if(currentState == STATE_FLEE) // we've been wounded, let us flee and lick our wounds
var/area/A = locate(/area/chapel/main) in world
if(A)
var/turf/T = get_turf(locate(/obj/effect/landmark/event_spawn) in A)
if(!T)
T = get_turf(src) // no event spawn in chapel, fall back to doing it on the spot.
if(T)
fleeTimes++
Transfer(src,T)
AIStatus = AI_OFF
notransform = TRUE
anchored = TRUE
for(var/i in 1 to 5)
spawn(i*10)
for(var/turf/S in oview(i,src) - oview((i)-1,src))
sinShed(S)
health += maxHealth/(10*fleeTimes) // every flee we gain less HP
spawn(50)
isFleeing = FALSE
notransform = FALSE
anchored = FALSE
AIStatus = AI_ON
currentState = STATE_JUDGE
lastsinPerson = 0 // immediately teleport away to judge
if(currentState == STATE_JUDGE) // our default state, judge a few people and tell them they're rude or something
if(world.time > lastsinPerson + sinPersonTime)
if(prob(fakesinPersonChance))
lastsinPerson = world.time
visible_message("<span class='warning'><font size=3>[pick(sinPersonsayings)]</font></span>")
playsound(get_turf(src), pick(creepyasssounds), 100, 1)
else
lastsinPerson = world.time
var/mob/living/carbon/human/sinPerson = pick(living_mob_list)
var/depth = living_mob_list.len + 1 // just in case
if(sinPerson) // no more finding nullcakes
if(!sinPerson.ckey)
while(!sinPerson.ckey && depth > 0)
--depth
var/checkPerson = pick(living_mob_list)
if(checkPerson)
sinPerson = checkPerson
if(!sinPerson.ckey)
// double check ensure that if the above loop fails to get a ckey target
// we don't go and use the last mob checked, causing odd situations
return
if(sinPerson)
if(prob(65)) // moderately high chance for us to go to them, else they come here.
Transfer(src,get_turf(pick(oview(1,sinPerson))))
else
Transfer(sinPerson,get_turf(pick(oview(1,src))))
var/sinPersonchoice = pick(validSins)
switch(sinPersonchoice)
if("Greed")
src.say("Your sin, [sinPerson], is Greed.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Greed(sinPerson, TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Greed(sinPerson, FALSE)
if("Gluttony")
src.say("Your sin, [sinPerson], is Gluttony.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Gluttony(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Gluttony(sinPerson,FALSE)
if("Pride")
src.say("Your sin, [sinPerson], is Pride.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Pride(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Pride(sinPerson,FALSE)
if("Lust")
src.say("Your sin, [sinPerson], is Lust.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Lust(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Lust(sinPerson,TRUE)
if("Envy")
src.say("Your sin, [sinPerson], is Envy.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Envy(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Envy(sinPerson,FALSE)
if("Sloth")
src.say("Your sin, [sinPerson], is Sloth.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Sloth(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Sloth(sinPerson,FALSE)
if("Wrath")
src.say("Your sin, [sinPerson], is Wrath.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Wrath(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Wrath(sinPerson,FALSE)
///Sin related things
//global Sin procs, shared between staff and pope
/proc/sin_Greed(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>You feel like you deserve more, in fact, you want everything.</span>"
var/list/greed = list(/obj/item/stack/sheet/mineral/gold,/obj/item/stack/sheet/mineral/silver,/obj/item/stack/sheet/mineral/diamond)
for(var/i in 1 to 10)
var/greed_type = pick(greed)
new greed_type(get_turf(sinPerson))
else
sinPerson << "<span class='warning'>Your body begins to shift and bend, changing to reflect your inner greed.</span>"
var/mob/living/M = sinPerson.change_mob_type(/mob/living/simple_animal/cockroach,get_turf(sinPerson),"Greedroach",1)
M.AddSpell(new/obj/effect/proc_holder/spell/targeted/mind_transfer)
/proc/sin_Gluttony(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>Your stomach growls, you feel hungry.</span>"
var/list/allTypes = list()
for(var/A in typesof(/obj/item/reagent_containers/food/snacks))
var/obj/item/reagent_containers/food/snacks/O = A
if(initial(O.cooked_type))
allTypes += A
for(var/i in 1 to 10)
var/greed_type = pick(allTypes)
new greed_type(get_turf(sinPerson))
else
sinPerson << "<span class='warning'>Your body begins to bloat and stretch, bile rising in your throat.</span>"
sinPerson.reagents.add_reagent("nutriment",1000)
/proc/sin_Pride(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>You feel strong enough to take on the world.</span>"
var/obj/item/twohanded/sin_pride/good = new/obj/item/twohanded/sin_pride(get_turf(sinPerson))
good.name = "Indulged [good.name]"
good.pride_direction = FALSE
else
sinPerson << "<span class='warning'>You feel small and weak, like the entire world is against you.</span>"
var/obj/item/twohanded/sin_pride/bad = new/obj/item/twohanded/sin_pride(get_turf(sinPerson))
bad.name = "Punished [bad.name]"
bad.pride_direction = TRUE
/proc/sin_Lust(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>You feel confident, like everything and everyone is drawn to you.</span>"
var/obj/item/lovestone/good = new/obj/item/lovestone(get_turf(sinPerson))
good.name = "Indulged [good.name]"
good.lust_direction = FALSE
else
sinPerson << "<span class='warning'>You feel lonely... the wish for the warmth of another spark through your mind.</span>"
var/obj/item/lovestone/bad = new/obj/item/lovestone(get_turf(sinPerson))
bad.name = "Punished [bad.name]"
bad.lust_direction = TRUE
/proc/sin_Envy(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
for(var/mob/living/carbon/human/H in player_list) // name lottery
if(H == sinPerson)
continue
if(prob(25))
sinPerson.name = H.name
sinPerson.real_name = H.real_name
var/datum/dna/lottery = H.dna
lottery.transfer_identity(sinPerson, transfer_SE=1)
sinPerson.updateappearance(mutcolor_update=1)
sinPerson.domutcheck()
sinPerson << "<span class='warning'>You feel envious of [sinPerson.name], and your body shifts to reflect that!</span>"
else
var/sinPersonspecies = pick(species_list)
var/newtype = species_list[sinPersonspecies]
sinPerson << "<span class='warning'>You wish for more from yourself.. your body shifts to suit your wish.</span>"
sinPerson.set_species(newtype)
/proc/sin_Sloth(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>You feel tired...</span>"
sinPerson.drowsyness += 100
else
sinPerson << "<span class='warning'>A chill comes over your body, the feeling of frostbite nipping at your fingers.</span>"
sinPerson.reagents.add_reagent("frostoil", 50)
/proc/sin_Wrath(var/mob/living/carbon/human/sinPerson, var/isIndulged)
if(isIndulged)
sinPerson << "<span class='warning'>You feel wrathful, like you want to destroy everyone and everything.</span>"
sinPerson.change_mob_type(/mob/living/simple_animal/slaughter,get_turf(sinPerson),"Wrath Demon",1)
else
sinPerson << "<span class='warning'>Your chest feels tight, and the world begins to spin around you.</span>"
sinPerson.reagents.add_reagent("lexorin", 29)
sinPerson.reagents.add_reagent("mindbreaker", 29)
/obj/effect/overlay/temp/hadesFlick
name = "transdimensional waste"
icon = 'icons/mob/mob.dmi'
icon_state = "liquify"
duration = 15
/obj/effect/overlay/temp/hadesBite
name = "biting tendril"
icon = 'icons/effects/effects.dmi'
icon_state = "tendril_bite"
duration = 15
/obj/effect/overlay/temp/hadesBlood
name = "blood plume"
icon = 'icons/effects/128x128.dmi'
icon_state = "spray_plume"
duration = 30
/obj/effect/timestop/hades // custom timeslip to make him immune
name = "Frozen Time"
desc = "Time has slowed to a halt."
/obj/effect/timestop/hades/New()
spawn(5)
..()
/obj/effect/timestop/hades/large
freezerange = 6
icon_state = "huge_rune"
icon = 'icons/effects/224x224.dmi'
/obj/item/twohanded/sin_pride
icon_state = "mjollnir0"
name = "Pride-struck Hammer"
desc = "It resonates an aura of Pride."
force = 5
throwforce = 15
w_class = 4
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 20
attack_verb = list("attacked", "smashed", "crushed", "splattered", "cracked")
hitsound = 'sound/weapons/blade1.ogg'
var/pride_direction = FALSE
/obj/item/twohanded/sin_pride/update_icon()
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/sin_pride/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity) return
if(wielded)
if(istype(A,/mob/living/carbon/human))
var/mob/living/carbon/H = A
var/mob/living/carbon/U = user
if(H)
if(pride_direction == FALSE)
U.reagents.trans_to(H, user.reagents.total_volume, 1, 1, 0)
U << "Your pride reflects on [H]."
if(H.health > 0)
U.health += force
U.updatehealth()
H.health -= force
H.updatehealth()
H << "You feel insecure, taking on [user]'s burden."
else if(pride_direction == TRUE)
H.reagents.trans_to(user, H.reagents.total_volume, 1, 1, 0)
H << "Your pride reflects on [user]."
if(U.health > 0)
U.health -= force
U.updatehealth()
H.health += force
H.updatehealth()
U << "You feel insecure, taking on [H]'s burden."
/obj/item/lovestone
name = "Stone of Lust"
desc = "It lays within your hand, radiating pulses of uncomfortable warmth."
icon = 'icons/obj/wizard.dmi'
icon_state = "lovestone"
item_state = "lovestone"
w_class = 1
var/lust_direction = FALSE
var/lastUsage = 0
var/usageTimer = 300
/obj/item/lovestone/attack_self(mob/user)
if(world.time > lastUsage + usageTimer)
lastUsage = world.time
user.visible_message("<span class='warning'>[user] grips the [src] tightly, causing it to vibrate and pulse brightly.</span>")
spawn(25)
if(lust_direction == FALSE)
var/list/throwAt = list()
for(var/atom/movable/AM in oview(7,user))
if(!AM.anchored && AM != user)
throwAt.Add(AM)
for(var/counter = 1, counter < throwAt.len, ++counter)
var/atom/movable/cast = throwAt[counter]
cast.throw_at_fast(user,10,1)
else if(lust_direction == 1)
var/mob/living/carbon/human/H = user
var/mob/living/carbon/human/foundLover = locate(/mob/living/carbon/human) in orange(3,H)
if(!foundLover)
H << "As you hold the stone, loneliness grips you, your heart feeling heavy and you struggle to breath."
for(var/i in 1 to 10)
addtimer(H.reagents, "add_reagent", i*10, FALSE, "initropidril", i)
else
H << "You take comfort in the presence of [foundLover]"
H.reagents.add_reagent("omnizine",25)
H.Beam(foundLover,"r_beam",'icons/effects/beam.dmi',10)
foundLover << "You take comfort in the presence of [H]"
foundLover.reagents.add_reagent("omnizine",25)
else
user << "The stone lays inert. It is still recharging."
/mob/living/simple_animal/hostile/hadesacolyte
name = "Acolyte of Hades"
desc = "Darkness seethes from their every pore."
icon_state = "hades_acolyte"
icon_living = "hades_acolyte"
icon_dead = "hades_acolyte_dead"
speak_chance = 0
turns_per_move = 5
response_help = "trembles in fear of"
response_disarm = "slaps wildly at"
response_harm = "hits"
speed = 1
maxHealth = 45
health = 45
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "strikes at"
attack_sound = 'sound/weapons/bladeslice.ogg'
butcher_results = list(/obj/item/clothing/mask/gas/cyborg/hades = 1,/obj/item/clothing/suit/hooded/chaplain_hoodie/hades = 1,/obj/item/hades_staff/fake = 1)
unsuitable_atmos_damage = 0
del_on_death = 0
faction = list("hades")
var/mob/living/simple_animal/hostile/hades/master
/mob/living/simple_animal/hostile/hadesacolyte/Life()
if(..())
if(master)
if(get_dist(src,master) > 5)
PoolOrNew(/obj/effect/overlay/temp/hadesFlick,get_turf(src))
src.visible_message("<span class='warning'>[src] twists and distorts, before vanishing in a snap.</span>")
src.forceMove(get_turf(pick(orange(2,master))))
//acolyte of hades outfit
/obj/item/clothing/mask/gas/cyborg/hades
name = "Skull Mask"
desc = "It's a skull mask, made of a thin, cool metal."
/obj/item/clothing/suit/hooded/chaplain_hoodie/hades
name = "Dark robes"
desc = "A dark, soft robe."
hooded = 1
hoodtype = /obj/item/clothing/head/chaplain_hood/hades
/obj/item/clothing/head/chaplain_hood/hades
name = "Dark hood"
desc = "A dark, soft hood."
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEEARS
//end hades outfit
/obj/item/hades_summoner
name = "Dark Seed"
desc = "The stone lays inert, but even when holding it you hear maddened whispers."
icon = 'icons/obj/wizard.dmi'
icon_state = "dark_seed_inert"
item_state = "dark_seed_inert"
w_class = 1
var/isActivated = FALSE
var/whoActivated
var/countDownToSummon = 10
var/absorbedHP = 0
/obj/item/hades_summoner/attack_self(mob/user)
if(!isActivated)
var/choice = input(user,"Rub the stone?",name) in list("Yes","No")
if(choice == "Yes")
if(prob(15))
user << "<span class='warning'><font size=3>You rub the stone.. and a voice springs fourth!</font></span>"
user << "<span class='warning'><font size=3>You hear a voice in your head.. 'Bring me the flesh of a living being.. and we shall bargain.'</font></span>"
whoActivated = user
isActivated = TRUE
desc = "The stone hums with a soft glow, whispering to you."
icon_state = "dark_seed"
else
user << "<span class='warning'><font size=3>The stone shivers, but nothing happens. Perhaps try again later?</font></span>"
else
if(user != whoActivated)
user << "<span class='warning'><font size=3>The stone lays inert.</font></span>"
else
if(countDownToSummon > 0)
user << "<span class='warning'><font size=3>You hear a voice in your head.. 'I still require [countDownToSummon] vessels worth of flesh. Bring them to me'</font></span>"
else
user << "<span class='warning'><font size=3>I thank you, acolyte.</font></span>"
var/mob/living/simple_animal/hostile/hadesacolyte/HA = user.change_mob_type(/mob/living/simple_animal/hostile/hadesacolyte,get_turf(user),"[user.name]",1)
var/mob/living/simple_animal/hostile/hades/H = new/mob/living/simple_animal/hostile/hades(get_turf(user))
H.maxHealth = absorbedHP
H.health = H.maxHealth
if(H.maxHealth < initial(H.maxHealth))
HA << "<span class='warning'><font size=3>You.. you fool! How dare you summon me with such dirty flesh!</font></span>"
HA.faction -= "hades"
if(H.maxHealth > initial(H.maxHealth))
HA << "<span class='warning'><font size=3>Such.. power! You have exceeded yourself, acolyte. Drink of my might!</font></span>"
HA.maxHealth = 250
HA.health = 250
qdel(src)
/obj/item/hades_summoner/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity)
return
if(istype(A,/mob/living))
var/mob/living/M = A
if(countDownToSummon > 0)
if(M.health > 0 && M.maxHealth > 200)
// no absorbing super strong creatures unless they're dead
user << "<span class='warning'><font size=3>Such power.. Slay this [M] so that I may partake of its being.</font></span>"
return
if(!M.stat)
user << "<span class='warning'><font size=3>[M] is still too tightly bound to the mortal world! You must either kill or knock them unconscious to sacrifice them.</font></span>"
return
user << "<span class='warning'><font size=3>I accept your offering.</font></span>"
absorbedHP += M.maxHealth
if(!M.ckey)
M.gib()
else
M << "<span class='warning'><font size=3>You feel the flesh being stripped from your bones. You're overwhelmed with maddening pain, before reforming into another being!</font></span>"
M.change_mob_type(/mob/living/simple_animal/hostile/hadesacolyte,get_turf(user),"[user.name]",1)
countDownToSummon--
if(countDownToSummon <= 0)
user << "<span class='warning'><font size=3>I am ready to ascend, my acolyte.</font></span>"
#undef STATE_JUDGE
#undef STATE_WRATH
#undef STATE_FLEE
@@ -1,177 +0,0 @@
/area/hades
name = "Chapel of Sin"
icon_state = "yellow"
requires_power = 0
has_gravity = 1
/turf/open/floor/plasteel/hades
name = "Sin-touched Floor"
icon_state = "cult"
/obj/structure/chair/hades
name = "Cross of Hades"
desc = "An inverted cross, with straps on it to support the weight of a living being."
icon_state = "chair_hades"
var/list/watchedSpikes = list()
/obj/structure/chair/hades/New()
..()
flags_1 |= NODECONSTRUCT_1
for(var/obj/structure/kitchenspike/KS in range(12))
watchedSpikes += KS
/obj/structure/chair/hades/proc/considerReady()
//buckled_mobs seems to work inconsistently, so we're doing some custom searching here.
if(!buckled_mobs)
return FALSE
if(!buckled_mobs.len)
return FALSE
for(var/obj/structure/kitchenspike/KS in watchedSpikes)
var/mob/living/M = locate(/mob/living) in get_turf(KS)
if(!M)
return FALSE
return TRUE
/obj/structure/chair/hades/proc/completeRitual()
for(var/obj/structure/kitchenspike/KS in watchedSpikes)
var/mob/living/M = locate(/mob/living) in get_turf(KS)
M.gib()
playsound(get_turf(src), 'sound/effects/pope_entry.ogg', 100, 1)
sleep(100)
playsound(get_turf(src), 'sound/effects/hyperspace_end.ogg', 100, 1)
new/obj/item/hades_staff/imbued(get_turf(src))
src.visible_message("<span class='warning'>[src] shatters into a thousand shards, a staff falling from it.</span>")
qdel(src)
/obj/structure/chair/hades/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/hades_staff))
var/obj/item/hades_staff/HS = W
if(!HS.isKey)
return
src.visible_message("<span class='warning'>[user] inserts the [W] into the [src], giving it a quick turn.</span>")
if(considerReady())
qdel(W)
src.visible_message("<span class='warning'>[src] shudders, the sound of moving gears arising...</span>")
for(var/mob/living/M in buckled_mobs)
M.gib()
for(var/i in 1 to 4)
addtimer(GLOBAL_PROC, "playsound", i*10, FALSE, get_turf(src), 'sound/effects/clang.ogg', 100, 1)
spawn(50)
src.visible_message("<span class='warning'>[src] begins to lower into the ground...</span>")
icon_state = "chair_hades_slide"
addtimer(src, "completeRitual", 50, FALSE)
else
src.visible_message("<span class='warning'>[src] clunks, the sound of grinding gears arising. Nothing happens.</span>")
/obj/structure/ladder/unbreakable/hades
name = "Dimensional Rift"
desc = "Where does it lead?"
icon = 'icons/mob/EvilPope.dmi'
icon_state = "popedeath"
anchored = TRUE
/obj/structure/ladder/unbreakable/hades/update_icon()
return
/obj/item/paper/hades_instructions
name = "paper- 'Hastily Scrawled Letter'"
info = "The Master has instructed us to collect corpses for the ritual, and told us to deposity them in the Ritual Room, behind a bookcase in the library. The Master has locked the device to only work with his key, so no more accidents happen."
/obj/item/hades_staff
name = "Staff of Hades"
desc = "A large, dark staff, with a set of key-like prongs on the end."
icon_state = "staffofchange"
icon = 'icons/obj/guns/magic.dmi'
item_state = "staffofchange"
slot_flags = SLOT_BELT | SLOT_BACK
force = 25
throwforce = 5
w_class = 3
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("slapped", "shattered", "blasphemed", "smashed", "whacked", "crushed", "hammered")
block_chance = 25
var/isKey = 1
/obj/item/hades_staff/fake
name = "Inert Staff of Hades"
desc = "A large, dark staff."
isKey = 0
/obj/item/hades_staff/imbued
name = "Imbued Staff of Hades"
desc = " Bestowed with the power of wayward souls, this Staff allows the wielder to judge a target."
force = 75
throwforce = 35
block_chance = 75
var/lastJudge = 0
var/judgeCooldown = 150
/obj/item/hades_staff/imbued/attack(mob/living/carbon/human/M, mob/living/carbon/human/user)
if(!istype(M))
return ..()
if(world.time > lastJudge + judgeCooldown)
var/mob/living/sinPerson = M
lastJudge = world.time
var/sinPersonchoice = pick("Greed","Gluttony","Pride","Lust","Envy","Sloth","Wrath")
switch(sinPersonchoice)
if("Greed")
src.say("Your sin, [sinPerson], is Greed.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Greed(sinPerson, TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Greed(sinPerson, FALSE)
if("Gluttony")
src.say("Your sin, [sinPerson], is Gluttony.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Gluttony(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Gluttony(sinPerson,FALSE)
if("Pride")
src.say("Your sin, [sinPerson], is Pride.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Pride(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Pride(sinPerson,FALSE)
if("Lust")
src.say("Your sin, [sinPerson], is Lust.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Lust(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Lust(sinPerson,TRUE)
if("Envy")
src.say("Your sin, [sinPerson], is Envy.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Envy(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Envy(sinPerson,FALSE)
if("Sloth")
src.say("Your sin, [sinPerson], is Sloth.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Sloth(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Sloth(sinPerson,FALSE)
if("Wrath")
src.say("Your sin, [sinPerson], is Wrath.")
if(prob(50))
src.say("I will indulge your sin, [sinPerson].")
sin_Wrath(sinPerson,TRUE)
else
src.say("Your sin will be punished, [sinPerson]!")
sin_Wrath(sinPerson,FALSE)
else
..()
user << "The [src] is still recharging."
-12
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@@ -1,12 +0,0 @@
This folder contains all "mini-antagonists" - antagonists that can still spice up the round but aren't enough to be a roundtype in their own right.
Currently, that list consists of:
-Abductors
-Borers
-Swarmers
-Prophets of sin
-The Jungle Fever virus (infected monkey bites human, human becomes another infected monkey)
-Morphs
-Sintouched crewmembers
-Slaughter demons
-Umbras (formerly revenants)
Please update this if you add another mini-antagonist.
+1 -1
View File
@@ -52,7 +52,7 @@
return ..()
/datum/game_mode/proc/are_operatives_dead()
for(var/datum/mind/operative_mind in get_antagonists(/datum/antagonist/nukeop))
for(var/datum/mind/operative_mind in get_antag_minds(/datum/antagonist/nukeop))
if(ishuman(operative_mind.current) && (operative_mind.current.stat != DEAD))
return FALSE
return TRUE
+3 -3
View File
@@ -687,7 +687,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if("Chief Medical Officer")
department_string = "medical"
var/list/lings = get_antagonists(/datum/antagonist/changeling,TRUE)
var/list/lings = get_antag_minds(/datum/antagonist/changeling,TRUE)
var/ling_count = lings.len
for(var/datum/mind/M in SSticker.minds)
@@ -715,7 +715,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
//Needed heads is between min_lings and the maximum possible amount of command roles
//So at the time of writing, rand(3,6), it's also capped by the amount of lings there are
//Because you can't fill 6 head roles with 3 lings
var/list/lings = get_antagonists(/datum/antagonist/changeling,TRUE)
var/list/lings = get_antag_minds(/datum/antagonist/changeling,TRUE)
var/needed_heads = rand(min_lings,GLOB.command_positions.len)
needed_heads = min(lings.len,needed_heads)
@@ -792,7 +792,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
//Check each staff member has been replaced, by cross referencing changeling minds, changeling current dna, the staff minds and their original DNA names
var/success = 0
changelings:
for(var/datum/mind/changeling in get_antagonists(/datum/antagonist/changeling,TRUE))
for(var/datum/mind/changeling in get_antag_minds(/datum/antagonist/changeling,TRUE))
if(success >= department_minds.len) //We did it, stop here!
return TRUE
if(ishuman(changeling.current))
-34
View File
@@ -1,34 +0,0 @@
//A barebones antagonist team.
/datum/objective_team
var/list/datum/mind/members = list()
var/name = "team"
var/member_name = "member"
var/list/objectives = list() //common objectives, these won't be added or removed automatically, subtypes handle this, this is here for bookkeeping purposes.
/datum/objective_team/New(starting_members)
. = ..()
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/M in starting_members)
add_member(M)
else
add_member(starting_members)
/datum/objective_team/proc/is_solo()
return members.len == 1
/datum/objective_team/proc/add_member(datum/mind/new_member)
members |= new_member
/datum/objective_team/proc/remove_member(datum/mind/member)
members -= member
//Display members/victory/failure/objectives for the team
/datum/objective_team/proc/roundend_report()
var/list/report = list()
report += "<b>[name]:</b>"
report += "The [member_name]s were:"
report += printplayerlist(members)
return report.Join("<br>")
-164
View File
@@ -1,164 +0,0 @@
/datum/game_mode/wizard/raginmages
name = "ragin' mages"
config_tag = "raginmages"
required_players = 20
use_huds = 1
announce_span = "userdanger"
announce_text = "There are many, many wizards attacking the station!\n\
<span class='danger'>Wizards</span>: Accomplish your objectives and cause utter catastrophe!\n\
<span class='notice'>Crew</span>: Try not to die..."
var/max_mages = 0
var/making_mage = 0
var/mages_made = 1
var/time_checked = 0
var/bullshit_mode = 0 // requested by hornygranny
var/time_check = 1500
var/spawn_delay_min = 500
var/spawn_delay_max = 700
/datum/game_mode/wizard/raginmages/post_setup()
..()
var/playercount = 0
if(!max_mages && !bullshit_mode)
for(var/mob/living/player in GLOB.mob_list)
if(player.client && player.stat != 2)
playercount += 1
max_mages = round(playercount / 8)
if(max_mages > 20)
max_mages = 20
if(max_mages < 1)
max_mages = 1
if(bullshit_mode)
max_mages = INFINITY
/datum/game_mode/wizard/raginmages/greet_wizard(datum/mind/wizard, you_are=1)
if (you_are)
to_chat(wizard.current, "<B>You are the Space Wizard!</B>")
wizard.current.playsound_local('sound/ambience/antag/RagesMages.ogg',100,0)
to_chat(wizard.current, "<B>The Space Wizards Federation has given you the following tasks:</B>")
var/obj_count = 1
to_chat(wizard.current, "<b>Objective Alpha</b>: Make sure the station pays for its actions against our diplomats")
for(var/datum/objective/objective in wizard.objectives)
to_chat(wizard.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
return
/datum/game_mode/wizard/raginmages/check_finished()
var/wizards_alive = 0
for(var/datum/mind/wizard in wizards)
if(!istype(wizard.current,/mob/living/carbon))
continue
if(istype(wizard.current,/mob/living/brain))
continue
if(wizard.current.stat==DEAD)
continue
if(wizard.current.stat==UNCONSCIOUS)
if(wizard.current.health < 0)
to_chat(wizard.current, "<font size='4'>The Space Wizard Federation is upset with your performance and have terminated your employment.</font>")
wizard.current.death()
continue
wizards_alive++
if(!time_checked)
time_checked = world.time
if(bullshit_mode)
if(world.time > time_checked + time_check)
max_mages = INFINITY
time_checked = world.time
make_more_mages()
return ..()
if (wizards_alive)
if(world.time > time_checked + time_check && (mages_made < max_mages))
time_checked = world.time
make_more_mages()
else
if(mages_made >= max_mages)
finished = 1
return ..()
else
make_more_mages()
return ..()
/datum/game_mode/wizard/raginmages/proc/make_more_mages()
if(making_mage)
return 0
if(mages_made >= max_mages)
return 0
making_mage = 1
mages_made++
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
spawn(rand(spawn_delay_min, spawn_delay_max))
message_admins("SWF is still pissed, sending another wizard - [max_mages - mages_made] left.")
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.client && !G.client.holder && !G.client.is_afk() && (ROLE_WIZARD in G.client.prefs.be_special))
if(!jobban_isbanned(G, ROLE_WIZARD) && !jobban_isbanned(G, "Syndicate"))
if(age_check(G.client))
candidates += G
if(!candidates.len)
message_admins("No applicable ghosts for the next ragin' mage, asking ghosts instead.")
var/time_passed = world.time
for(var/mob/dead/observer/G in GLOB.player_list)
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
if(age_check(G.client))
spawn(0)
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
continue
candidates += G
if("No")
continue
sleep(300)
if(!candidates.len)
message_admins("This is awkward, sleeping until another mage check...")
making_mage = 0
mages_made--
return
else
shuffle_inplace(candidates)
for(var/mob/i in candidates)
if(!i || !i.client) continue //Dont bother removing them from the list since we only grab one wizard
theghost = i
break
if(theghost)
var/mob/living/carbon/human/new_character= makeBody(theghost)
new_character.mind.make_Wizard()
making_mage = 0
return 1
/datum/game_mode/wizard/raginmages/declare_completion()
if(finished)
SSticker.mode_result = "loss - wizard killed"
to_chat(world, "<FONT size=3><B>The crew has managed to hold off the wizard attack! The Space Wizards Federation has been taught a lesson they will not soon forget!</B></FONT>")
..(1)
/datum/game_mode/wizard/raginmages/proc/makeBody(mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found || !G_found.key)
return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new//The mob being spawned.
SSjob.SendToLateJoin(new_character)
G_found.client.prefs.copy_to(new_character)
new_character.dna.update_dna_identity()
new_character.key = G_found.key
return new_character
/datum/game_mode/wizard/raginmages/bullshit
name = "very ragin' bullshit mages"
config_tag = "veryraginbullshitmages"
required_players = 20
use_huds = 1
bullshit_mode = 1
time_check = 250
spawn_delay_min = 50
spawn_delay_max = 150
announce_text = "<span class='userdanger'>CRAAAWLING IIIN MY SKIIIN\n\
THESE WOOOUNDS THEY WIIIL NOT HEEEAL</span>"
+1 -2
View File
@@ -93,7 +93,6 @@ Class Procs:
max_integrity = 200
var/stat = 0
var/emagged = FALSE
var/use_power = IDLE_POWER_USE
//0 = dont run the auto
//1 = run auto, use idle
@@ -505,4 +504,4 @@ Class Procs:
#endif
. = . % 9
AM.pixel_x = -8 + ((.%3)*8)
AM.pixel_y = -8 + (round( . / 3)*8)
AM.pixel_y = -8 + (round( . / 3)*8)

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