Merge branch 'master' into cool-ipcs
This commit is contained in:
@@ -157,7 +157,7 @@
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/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button, force = FALSE)
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if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
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current_button.cut_overlays(TRUE)
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current_button.cut_overlays()
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current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
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current_button.button_icon_state = button_icon_state
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+17
-10
@@ -431,25 +431,31 @@
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if(!owner)
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owner = M
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/datum/ai_laws/proc/get_law_list(include_zeroth = 0, show_numbers = 1)
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/**
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* Generates a list of all laws on this datum, including rendered HTML tags if required
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*
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* Arguments:
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* * include_zeroth - Operator that controls if law 0 or law 666 is returned in the set
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* * show_numbers - Operator that controls if law numbers are prepended to the returned laws
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* * render_html - Operator controlling if HTML tags are rendered on the returned laws
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*/
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/datum/ai_laws/proc/get_law_list(include_zeroth = FALSE, show_numbers = TRUE, render_html = TRUE)
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var/list/data = list()
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if (include_zeroth && devillaws && devillaws.len)
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for(var/i in devillaws)
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data += "[show_numbers ? "666:" : ""] <font color='#cc5500'>[i]</font>"
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if (include_zeroth && devillaws)
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for(var/law in devillaws)
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data += "[show_numbers ? "666:" : ""] [render_html ? "<font color='#cc5500'>[law]</font>" : law]"
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if (include_zeroth && zeroth)
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data += "[show_numbers ? "0:" : ""] <font color='#ff0000'><b>[zeroth]</b></font>"
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data += "[show_numbers ? "0:" : ""] [render_html ? "<font color='#ff0000'><b>[zeroth]</b></font>" : zeroth]"
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for(var/law in hacked)
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if (length(law) > 0)
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var/num = ionnum()
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data += "[show_numbers ? "[num]:" : ""] <font color='#660000'>[law]</font>"
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data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "<font color='#660000'>[law]</font>" : law]"
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for(var/law in ion)
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if (length(law) > 0)
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var/num = ionnum()
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data += "[show_numbers ? "[num]:" : ""] <font color='#547DFE'>[law]</font>"
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data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "<font color='#547DFE'>[law]</font>" : law]"
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var/number = 1
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for(var/law in inherent)
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@@ -459,6 +465,7 @@
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for(var/law in supplied)
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if (length(law) > 0)
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data += "[show_numbers ? "[number]:" : ""] <font color='#990099'>[law]</font>"
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data += "[show_numbers ? "[number]:" : ""] [render_html ? "<font color='#990099'>[law]</font>" : law]"
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number++
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return data
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+15
-12
@@ -1,9 +1,9 @@
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]"
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]"
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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. = locate(ARMORID)
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if (!.)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
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. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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/datum/armor
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datum_flags = DF_USE_TAG
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@@ -17,8 +17,9 @@
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var/fire
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var/acid
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var/magic
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var/wound
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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/datum/armor/New(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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src.melee = melee
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src.bullet = bullet
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src.laser = laser
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@@ -29,15 +30,16 @@
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src.fire = fire
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src.acid = acid
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src.magic = magic
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src.wound = wound
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tag = ARMORID
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
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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)
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/datum/armor/proc/modifyRating(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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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, src.wound+wound)
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/datum/armor/proc/modifyAllRatings(modifier = 0)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier)
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return getArmor(melee+modifier, bullet+modifier, laser+modifier, energy+modifier, bomb+modifier, bio+modifier, rad+modifier, fire+modifier, acid+modifier, magic+modifier, wound+modifier)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
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/datum/armor/proc/setRating(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic, wound)
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return getArmor((isnull(melee) ? src.melee : melee),\
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(isnull(bullet) ? src.bullet : bullet),\
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(isnull(laser) ? src.laser : laser),\
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@@ -47,19 +49,20 @@
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(isnull(rad) ? src.rad : rad),\
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(isnull(fire) ? src.fire : fire),\
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(isnull(acid) ? src.acid : acid),\
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(isnull(magic) ? src.magic : magic))
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(isnull(magic) ? src.magic : magic),\
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(isnull(wound) ? src.wound : wound))
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/datum/armor/proc/getRating(rating)
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return vars[rating]
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/datum/armor/proc/getList()
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return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic)
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return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
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/datum/armor/proc/attachArmor(datum/armor/AA)
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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)
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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, wound+AA.wound)
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/datum/armor/proc/detachArmor(datum/armor/AA)
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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)
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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, wound-AA.wound)
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/datum/armor/vv_edit_var(var_name, var_value)
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if (var_name == NAMEOF(src, tag))
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@@ -0,0 +1,221 @@
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//similar to dog_fashion, but for beepsky, who has far more refined fashion tastes
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/datum/beepsky_fashion
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var/name //not setting the name and desc makes them go to the default
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var/desc
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var/icon_file = 'icons/mob/secbot_accessories.dmi' //we sell secbots and secbot accessories
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var/obj_icon_state
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var/obj_alpha
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var/obj_color
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var/list/stun_sounds //sound that replaces the stun attack when set
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var/ignore_sound = FALSE //whether to ignore sounds entirely or not
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//emotes (don't set them if you want the default value)
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var/death_emote //what is said when beepsky dies
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var/capture_one //what is said when cuffing someone
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var/capture_two //what is said when cuffing someone, directly to the person being cuffed
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var/infraction //the level of threat detected
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var/taunt // beepsky pointing at a criminal
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var/attack_one //text when attacking criminal
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var/attack_two //text when attacking criminal, but directly to the criminal
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var/patrol_emote //engaging patrol text
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var/patrol_fail_emote //failing to engage patrol text
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var/list/arrest_texts //first is for not-cuffing, second is for cuffing
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var/arrest_emote //text stating that you're cuffing some criminal C with a threat of level X in location Y
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//for reference, the following words are replaced when processed before speech:
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//LOCATION = the location passed, if any (this is only used by arrest_emote)
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//CRIMINAL = the name of the criminal (this is used by everything but patrol_emote and infraction)
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//BOT = the name of the bot (this can be used on any of the emotes)
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//THREAT_LEVEL = the level of the threat detected (can be used on arrest_emote and infraction)
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/datum/beepsky_fashion/proc/get_overlay(var/dir)
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||||
if(icon_file && obj_icon_state)
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var/image/beepsky_overlay = image(icon_file, obj_icon_state, dir = dir)
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beepsky_overlay.alpha = obj_alpha
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beepsky_overlay.color = obj_color
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return beepsky_overlay
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/datum/beepsky_fashion/proc/stun_attack(mob/living/carbon/C) //fired when beepsky does a stun attack with the fashion worn, for sounds/overlays/etc
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||||
return
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||||
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//actual fashions from here on out
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/datum/beepsky_fashion/wizard
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||||
obj_icon_state = "wizard"
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||||
name = "Archmage Beepsky"
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||||
desc = "A secbot stolen from the wizard federation."
|
||||
death_emote = "BOT casts EI NATH on themselves!"
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capture_one = "BOT is casting cable ties on CRIMINAL!"
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capture_two = "BOT is casting cable ties on you!"
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infraction = "Magical disturbance of magnitude THREAT_LEVEL detected!"
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taunt = "BOT points his staff towards CRIMINAL!"
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attack_one = "BOT casts magic missile on CRIMINAL!"
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attack_two = "BOT casts magic missile on you!"
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patrol_emote = "Beginning search for magical disturbances."
|
||||
patrol_fail_emote = "Failure to find magical disturbances. Recallibrating."
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL magical practitioner CRIMINAL in LOCATION."
|
||||
stun_sounds = list('sound/magic/lightningbolt.ogg',
|
||||
'sound/magic/fireball.ogg',
|
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'sound/weapons/zapbang.ogg',
|
||||
'sound/magic/knock.ogg',
|
||||
'sound/magic/fleshtostone.ogg',
|
||||
'sound/effects/magic.ogg',
|
||||
'sound/magic/disintegrate.ogg')
|
||||
|
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/datum/beepsky_fashion/cowboy
|
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obj_icon_state = "cowboy"
|
||||
name = "Sheriff Beepsky"
|
||||
desc = "The sheriff of this here station."
|
||||
capture_one = "BOT is tying CRIMINAL up!"
|
||||
capture_two = "BOT is tying you up!"
|
||||
infraction = "Outlaws with a bounty of THREAT_LEVEL000 space dollars detected!"
|
||||
taunt = "BOT aims his revolver towards CRIMINAL!"
|
||||
attack_one = "BOT unloads his revolver onto CRIMINAL!"
|
||||
attack_two = "BOT unloads his revolver onto you!"
|
||||
patrol_emote = "Engaging bounty hunting protocols."
|
||||
patrol_fail_emote = "Unable to find any bounties due to error. Rebooting."
|
||||
arrest_emote = "ARREST_TYPE outlaw CRIMINAL with a bounty of THREAT_LEVEL000 in LOCATION."
|
||||
stun_sounds = list('sound/weapons/Gunshot.ogg',
|
||||
'sound/weapons/Gunshot2.ogg',
|
||||
'sound/weapons/Gunshot3.ogg',
|
||||
'sound/weapons/Gunshot4.ogg')
|
||||
|
||||
/datum/beepsky_fashion/chef
|
||||
obj_icon_state = "chef"
|
||||
name = "Chef Beepsky"
|
||||
desc = "Cooking up the finest foods the station has ever seen."
|
||||
death_emote = "Mamma-mia!"
|
||||
infraction = "Grade THREAT_LEVEL prosciutto detected!"
|
||||
taunt = "BOT glares at CRIMINAL."
|
||||
attack_one = "BOT CQCs CRIMINAL!"
|
||||
attack_two = "BOT CQCs you!"
|
||||
patrol_emote = "Beginning search for the bad prosciutto."
|
||||
patrol_fail_emote = "All prosciutto is stale. Rebooting."
|
||||
arrest_texts = list("Frying", "Grilling") //any good secoff knows the difference
|
||||
arrest_emote = "ARREST_TYPE grade THREAT_LEVEL prosciutto CRIMINAL in LOCATION."
|
||||
stun_sounds = list('sound/weapons/cqchit1.ogg',
|
||||
'sound/weapons/cqchit2.ogg')
|
||||
|
||||
/datum/beepsky_fashion/cat
|
||||
obj_icon_state = "cat"
|
||||
name = "OwOfficer Bweepskwee"
|
||||
desc = "A beepsky unit with cat ears. Catgirl science has gone too far."
|
||||
death_emote = "Nya!"
|
||||
capture_one = "BOT is tying CRIMINAL up!!"
|
||||
capture_two = "BOT is tying you up!"
|
||||
infraction = "Wevel THREAT_LEVEL infwactwion awert!!!"
|
||||
taunt = "BOT points at CRIMINAL and nyas!"
|
||||
attack_one = "BOT shoves CRIMINAL onto a table!"
|
||||
attack_two = "BOT shoves you onto a table!"
|
||||
patrol_emote = "Enwgagwing patwol mwodies.."
|
||||
patrol_fail_emote = "Unawbwle two stwawt patwollies. Nya."
|
||||
arrest_texts = list("Dwetwaining", "Awwesting")
|
||||
arrest_emote = "ARREST_TYPE wevel THREAT_LEVEL scwumbwag CRIMINAL in LOCATION. Nya."
|
||||
ignore_sound = TRUE //we instead make the stunned person fire the nya emote
|
||||
|
||||
/datum/beepsky_fashion/cat/stun_attack(var/mob/living/carbon/C) //makes a fake table under you on hit, makes cat people nya when hit
|
||||
if(iscatperson(C))
|
||||
C.emote("nya")
|
||||
var/turf/target_turf = get_turf(C)
|
||||
if(target_turf) //slams you on a fake table
|
||||
playsound(src, 'sound/weapons/sonic_jackhammer.ogg', 50, 1)
|
||||
var/obj/effect/overlay_holder = new(target_turf)
|
||||
overlay_holder.name = "Catboy Table"
|
||||
overlay_holder.desc = "Where bad catboys go."
|
||||
var/image/table_overlay = image('icons/obj/smooth_structures/table.dmi', "table")
|
||||
overlay_holder.add_overlay(table_overlay)
|
||||
QDEL_IN(overlay_holder, 10)
|
||||
|
||||
/datum/beepsky_fashion/cake //nothing else. it's just beepsky. with a cake on his head.
|
||||
obj_icon_state = "cake"
|
||||
name = "Cakesky"
|
||||
desc = "It's a secbot, wearing a cake on his head!"
|
||||
|
||||
/datum/beepsky_fashion/captain
|
||||
obj_icon_state = "captain"
|
||||
name = "Captainsky"
|
||||
desc = "The real captain of this station."
|
||||
capture_one = "BOT is lecturing CRIMINAL on why he is the captain!"
|
||||
capture_two = "BOT is lecturing you on why he is the captain!"
|
||||
infraction = "Level THREAT_LEVEL greytider detected."
|
||||
attack_one = "BOT beats CRIMINAL with the chain of command!"
|
||||
attack_two = "BOT beats you with the chain of command!"
|
||||
patrol_emote = "Uselessness protocols engaged."
|
||||
patrol_fail_emote = "Unit has been found as useless. Rebooting."
|
||||
arrest_texts = list("Demoting", "Firing")
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL lesser crewmember CRIMINAL in LOCATION."
|
||||
stun_sounds = list('sound/weapons/chainhit.ogg')
|
||||
|
||||
/datum/beepsky_fashion/king
|
||||
obj_icon_state = "king"
|
||||
name = "King Beepsky"
|
||||
desc = "He who has ascended to bare the right of king, sits atop the throne."
|
||||
capture_one = "BOT is calling the guards onto CRIMINAL!"
|
||||
capture_two = "BOT is calling the guards onto you!"
|
||||
infraction = "Treason of level THREAT_LEVEL detected!"
|
||||
attack_one = "BOT strikes CRIMINAL with his kingly authority!"
|
||||
attack_two = "BOT strikes you with his kingly authority!"
|
||||
patrol_emote = "Searching for peasants to beat up."
|
||||
patrol_fail_emote = "Peasants are using dark magic. Recallibrating."
|
||||
arrest_texts = list("Knighting", "Executing")
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL peasant CRIMINAL in LOCATION."
|
||||
stun_sounds = list('sound/weapons/punch1.ogg',
|
||||
'sound/weapons/punch2.ogg',
|
||||
'sound/weapons/punch3.ogg',
|
||||
'sound/weapons/punch4.ogg')
|
||||
|
||||
/datum/beepsky_fashion/pirate
|
||||
obj_icon_state = "pirate"
|
||||
name = "Beepsbeard the Pirate"
|
||||
desc = "Sailor of the seven seas, all sea-faring bots fear the one known as Beepsbeard."
|
||||
capture_one = "BOT is making CRIMINAL walk the plank!"
|
||||
capture_two = "BOT is making you walk the plank!"
|
||||
infraction = "Enemy vessel spotted with threat level THREAT_LEVEL!"
|
||||
attack_one = "BOT strikes CRIMINAL with his cutlass!"
|
||||
attack_two = "BOT strikes you with his cutlass!"
|
||||
patrol_emote = "Searching for enemy vessels to board."
|
||||
patrol_fail_emote = "No way to engage enemy vessels. Rebooting."
|
||||
arrest_texts = list("Boarding", "Sinking")
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL vessel CRIMINAL in LOCATION."
|
||||
stun_sounds = list('sound/weapons/bladeslice.ogg')
|
||||
|
||||
/datum/beepsky_fashion/engineer
|
||||
obj_icon_state = "engineer"
|
||||
name = "Chief Engineer Beepsky"
|
||||
desc = "He fixes criminals with a wrench to the face."
|
||||
capture_one = "BOT is tying CRIMINAL up!"
|
||||
capture_two = "BOT is tying you up!"
|
||||
infraction = "Structural integrity issue spotted with threat level THREAT_LEVEL"
|
||||
attack_one = "BOT strikes CRIMINAL with his wrench!"
|
||||
attack_two = "BOT strikes you with his wrench!"
|
||||
arrest_texts = list("Fixing", "Repairing")
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL structural issue in LOCATION"
|
||||
stun_sounds = list('sound/weapons/genhit.ogg')
|
||||
|
||||
/datum/beepsky_fashion/tophat
|
||||
obj_icon_state = "tophat"
|
||||
name = "Fancy Beepsky"
|
||||
desc = "It's a secbot, wearing a top hat! How fancy."
|
||||
|
||||
/datum/beepsky_fashion/fedora
|
||||
obj_icon_state = "fedora"
|
||||
name = "Fedorasky"
|
||||
desc = "It's a secbot, wearing a fedora!"
|
||||
|
||||
/datum/beepsky_fashion/sombrero
|
||||
obj_icon_state = "sombrero"
|
||||
name = "Sombrerosky"
|
||||
desc = "A secbot wearing a sombrero. Truly, a hombre to all."
|
||||
|
||||
/datum/beepsky_fashion/santa
|
||||
obj_icon_state = "santa"
|
||||
name = "Saint Beepsky"
|
||||
desc = "Have you been a level 7 infraction this holiday season?"
|
||||
capture_one = "BOT is tying CRIMINAL up with fairy lights!"
|
||||
capture_two = "BOT is tying you up with fairy lights!"
|
||||
infraction = "Level THREAT_LEVEL threat to holiday cheer spotted!"
|
||||
attack_one = "BOT crushes CRIMINAL with their holiday spirit!"
|
||||
attack_two = "BOT crushes you with their holiday spirit!"
|
||||
arrest_emote = "ARREST_TYPE level THREAT_LEVEL threat to holiday cheer in LOCATION"
|
||||
|
||||
@@ -5,6 +5,61 @@
|
||||
/datum/brain_trauma/magic
|
||||
resilience = TRAUMA_RESILIENCE_LOBOTOMY
|
||||
|
||||
/datum/brain_trauma/magic/lumiphobia
|
||||
name = "Lumiphobia"
|
||||
desc = "Patient has an inexplicable adverse reaction to light."
|
||||
scan_desc = "light hypersensitivity"
|
||||
gain_text = "<span class='warning'>You feel a craving for darkness.</span>"
|
||||
lose_text = "<span class='notice'>Light no longer bothers you.</span>"
|
||||
var/next_damage_warning = 0
|
||||
|
||||
/datum/brain_trauma/magic/lumiphobia/on_life()
|
||||
..()
|
||||
var/turf/T = owner.loc
|
||||
if(istype(T))
|
||||
var/light_amount = T.get_lumcount()
|
||||
if(light_amount > SHADOW_SPECIES_LIGHT_THRESHOLD) //if there's enough light, start dying
|
||||
if(world.time > next_damage_warning)
|
||||
to_chat(owner, "<span class='warning'><b>The light burns you!</b></span>")
|
||||
next_damage_warning = world.time + 100 //Avoid spamming
|
||||
owner.take_overall_damage(0,3)
|
||||
|
||||
/datum/brain_trauma/magic/poltergeist
|
||||
name = "Poltergeist"
|
||||
desc = "Patient appears to be targeted by a violent invisible entity."
|
||||
scan_desc = "paranormal activity"
|
||||
gain_text = "<span class='warning'>You feel a hateful presence close to you.</span>"
|
||||
lose_text = "<span class='notice'>You feel the hateful presence fade away.</span>"
|
||||
|
||||
/datum/brain_trauma/magic/poltergeist/on_life()
|
||||
..()
|
||||
if(prob(4))
|
||||
var/most_violent = -1 //So it can pick up items with 0 throwforce if there's nothing else
|
||||
var/obj/item/throwing
|
||||
for(var/obj/item/I in view(5, get_turf(owner)))
|
||||
if(I.anchored)
|
||||
continue
|
||||
if(I.throwforce > most_violent)
|
||||
most_violent = I.throwforce
|
||||
throwing = I
|
||||
if(throwing)
|
||||
throwing.throw_at(owner, 8, 2)
|
||||
|
||||
/datum/brain_trauma/magic/antimagic
|
||||
name = "Athaumasia"
|
||||
desc = "Patient is completely inert to magical forces."
|
||||
scan_desc = "thaumic blank"
|
||||
gain_text = "<span class='notice'>You realize that magic cannot be real.</span>"
|
||||
lose_text = "<span class='notice'>You realize that magic might be real.</span>"
|
||||
|
||||
/datum/brain_trauma/magic/antimagic/on_gain()
|
||||
ADD_TRAIT(owner, TRAIT_ANTIMAGIC, TRAUMA_TRAIT)
|
||||
..()
|
||||
|
||||
/datum/brain_trauma/magic/antimagic/on_lose()
|
||||
REMOVE_TRAIT(owner, TRAIT_ANTIMAGIC, TRAUMA_TRAIT)
|
||||
..()
|
||||
|
||||
/datum/brain_trauma/magic/stalker
|
||||
name = "Stalking Phantom"
|
||||
desc = "Patient is stalked by a phantom only they can see."
|
||||
@@ -39,7 +94,7 @@
|
||||
if(get_dist(owner, stalker) <= 1)
|
||||
playsound(owner, 'sound/magic/demon_attack1.ogg', 50)
|
||||
owner.visible_message("<span class='warning'>[owner] is torn apart by invisible claws!</span>", "<span class='userdanger'>Ghostly claws tear your body apart!</span>")
|
||||
owner.take_bodypart_damage(rand(20, 45))
|
||||
owner.take_bodypart_damage(rand(20, 45), wound_bonus=CANT_WOUND)
|
||||
else if(prob(50))
|
||||
stalker.forceMove(get_step_towards(stalker, owner))
|
||||
if(get_dist(owner, stalker) <= 8)
|
||||
|
||||
@@ -119,8 +119,9 @@
|
||||
|
||||
/datum/brain_trauma/severe/paralysis/spinesnapped
|
||||
random_gain = FALSE
|
||||
clonable = FALSE
|
||||
paralysis_type = "legs"
|
||||
resilience = TRAUMA_RESILIENCE_LOBOTOMY
|
||||
resilience = TRAUMA_RESILIENCE_LOBOTOMY // It shouldn't fix severed spinal cords really, but there is no specific surgery for that yet.
|
||||
|
||||
/datum/brain_trauma/severe/narcolepsy
|
||||
name = "Narcolepsy"
|
||||
|
||||
@@ -103,8 +103,7 @@
|
||||
. = ..()
|
||||
QDEL_IN(src, 300)
|
||||
|
||||
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
||||
/obj/effect/hallucination/simple/bluespace_stream/attack_hand(mob/user)
|
||||
/obj/effect/hallucination/simple/bluespace_stream/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
|
||||
if(user != seer || !linked_to)
|
||||
return
|
||||
var/slip_in_message = pick("slides sideways in an odd way, and disappears", "jumps into an unseen dimension",\
|
||||
|
||||
@@ -123,7 +123,9 @@
|
||||
trauma = _trauma
|
||||
return ..()
|
||||
|
||||
/mob/living/split_personality/Life()
|
||||
/mob/living/split_personality/BiologicalLife(seconds, times_fired)
|
||||
if(!(. = ..()))
|
||||
return
|
||||
if(QDELETED(body))
|
||||
qdel(src) //in case trauma deletion doesn't already do it
|
||||
|
||||
@@ -132,8 +134,6 @@
|
||||
trauma.switch_personalities()
|
||||
qdel(trauma)
|
||||
|
||||
..()
|
||||
|
||||
/mob/living/split_personality/Login()
|
||||
..()
|
||||
to_chat(src, "<span class='notice'>As a split personality, you cannot do anything but observe. However, you will eventually gain control of your body, switching places with the current personality.</span>")
|
||||
|
||||
@@ -97,20 +97,20 @@
|
||||
[get_footer()]
|
||||
"}
|
||||
|
||||
/datum/browser/proc/open(use_onclose = 1)
|
||||
/datum/browser/proc/open(use_onclose = TRUE)
|
||||
if(isnull(window_id)) //null check because this can potentially nuke goonchat
|
||||
WARNING("Browser [title] tried to open with a null ID")
|
||||
to_chat(user, "<span class='userdanger'>The [title] browser you tried to open failed a sanity check! Please report this on github!</span>")
|
||||
return
|
||||
var/window_size = ""
|
||||
if (width && height)
|
||||
if(width && height)
|
||||
window_size = "size=[width]x[height];"
|
||||
if (stylesheets.len)
|
||||
send_asset_list(user, stylesheets, verify=FALSE)
|
||||
if (scripts.len)
|
||||
send_asset_list(user, scripts, verify=FALSE)
|
||||
if(stylesheets.len)
|
||||
send_asset_list(user, stylesheets)
|
||||
if(scripts.len)
|
||||
send_asset_list(user, scripts)
|
||||
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
|
||||
if (use_onclose)
|
||||
if(use_onclose)
|
||||
setup_onclose()
|
||||
|
||||
/datum/browser/proc/setup_onclose()
|
||||
@@ -157,7 +157,7 @@
|
||||
close()
|
||||
|
||||
//designed as a drop in replacement for alert(); functions the same. (outside of needing User specified)
|
||||
/proc/tgalert(var/mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
|
||||
/proc/tgalert(mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
|
||||
if (!User)
|
||||
User = usr
|
||||
switch(askuser(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout))
|
||||
|
||||
@@ -30,7 +30,7 @@ GLOBAL_LIST_EMPTY(cinematics)
|
||||
/datum/cinematic
|
||||
var/id = CINEMATIC_DEFAULT
|
||||
var/list/watching = list() //List of clients watching this
|
||||
var/list/locked = list() //Who had notransform set during the cinematic
|
||||
var/list/locked = list() //Who had mob_transforming set during the cinematic
|
||||
var/is_global = FALSE //Global cinematics will override mob-specific ones
|
||||
var/obj/screen/cinematic/screen
|
||||
var/datum/callback/special_callback //For special effects synced with animation (explosions after the countdown etc)
|
||||
@@ -45,7 +45,7 @@ GLOBAL_LIST_EMPTY(cinematics)
|
||||
GLOB.cinematics -= src
|
||||
QDEL_NULL(screen)
|
||||
for(var/mob/M in locked)
|
||||
M.notransform = FALSE
|
||||
M.mob_transforming = FALSE
|
||||
return ..()
|
||||
|
||||
/datum/cinematic/proc/play(watchers)
|
||||
@@ -70,7 +70,7 @@ GLOBAL_LIST_EMPTY(cinematics)
|
||||
|
||||
for(var/mob/M in GLOB.mob_list)
|
||||
if(M in watchers)
|
||||
M.notransform = TRUE //Should this be done for non-global cinematics or even at all ?
|
||||
M.mob_transforming = TRUE //Should this be done for non-global cinematics or even at all ?
|
||||
locked += M
|
||||
//Close watcher ui's
|
||||
SStgui.close_user_uis(M)
|
||||
@@ -79,7 +79,7 @@ GLOBAL_LIST_EMPTY(cinematics)
|
||||
M.client.screen += screen
|
||||
else
|
||||
if(is_global)
|
||||
M.notransform = TRUE
|
||||
M.mob_transforming = TRUE
|
||||
locked += M
|
||||
|
||||
//Actually play it
|
||||
@@ -254,4 +254,4 @@ Nuke.Explosion()
|
||||
|
||||
Narsie()
|
||||
-> Cinematic(CULT,world)
|
||||
*/
|
||||
*/
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
var/speed = 80 //time in deciseconds taken to butcher something
|
||||
var/effectiveness = 100 //percentage effectiveness; numbers above 100 yield extra drops
|
||||
var/bonus_modifier = 0 //percentage increase to bonus item chance
|
||||
var/butcher_sound = 'sound/weapons/slice.ogg' //sound played when butchering
|
||||
var/butcher_sound = 'sound/effects/butcher.ogg' //sound played when butchering
|
||||
var/butchering_enabled = TRUE
|
||||
var/can_be_blunt = FALSE
|
||||
|
||||
@@ -64,8 +64,11 @@
|
||||
H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
|
||||
"<span class='userdanger'>[user] slits your throat...</span>")
|
||||
log_combat(user, H, "finishes slicing the throat of")
|
||||
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
|
||||
H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
|
||||
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
|
||||
var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
|
||||
if(slit_throat)
|
||||
var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
|
||||
screaming_through_a_slit_throat.apply_wound(slit_throat)
|
||||
H.apply_status_effect(/datum/status_effect/neck_slice)
|
||||
|
||||
/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
var/damage = rand(min_damage, max_damage)
|
||||
if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
|
||||
damage *= 0.75
|
||||
H.apply_damage(damage, BRUTE, picked_def_zone)
|
||||
H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
|
||||
|
||||
if(cooldown < world.time - 10) //cooldown to avoid message spam.
|
||||
if(!H.incapacitated(ignore_restraints = TRUE))
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
AM.visible_message("<span class='boldwarning'>[AM] falls into [parent]!</span>", "<span class='userdanger'>[oblivion_message]</span>")
|
||||
if (isliving(AM))
|
||||
var/mob/living/L = AM
|
||||
L.notransform = TRUE
|
||||
L.mob_transforming = TRUE
|
||||
L.Paralyze(200)
|
||||
|
||||
var/oldtransform = AM.transform
|
||||
|
||||
@@ -0,0 +1,461 @@
|
||||
/datum/component/personal_crafting/Initialize()
|
||||
if(ismob(parent))
|
||||
RegisterSignal(parent, COMSIG_MOB_CLIENT_LOGIN, .proc/create_mob_button)
|
||||
|
||||
/datum/component/personal_crafting/proc/create_mob_button(mob/user, client/CL)
|
||||
var/datum/hud/H = user.hud_used
|
||||
var/obj/screen/craft/C = new()
|
||||
C.icon = H.ui_style
|
||||
H.static_inventory += C
|
||||
CL.screen += C
|
||||
RegisterSignal(C, COMSIG_CLICK, .proc/component_ui_interact)
|
||||
|
||||
/datum/component/personal_crafting
|
||||
var/busy
|
||||
var/viewing_category = 1 //typical powergamer starting on the Weapons tab
|
||||
var/viewing_subcategory = 1
|
||||
var/list/categories = list(
|
||||
CAT_WEAPONRY = list(
|
||||
CAT_WEAPON,
|
||||
CAT_AMMO,
|
||||
),
|
||||
CAT_ROBOT = CAT_NONE,
|
||||
CAT_MISC = list(
|
||||
CAT_MISCELLANEOUS,
|
||||
CAT_TOOL,
|
||||
CAT_FURNITURE,
|
||||
),
|
||||
CAT_PRIMAL = CAT_NONE,
|
||||
CAT_FOOD = list(
|
||||
CAT_BREAD,
|
||||
CAT_BURGER,
|
||||
CAT_CAKE,
|
||||
CAT_DONUT,
|
||||
CAT_EGG,
|
||||
CAT_ICE,
|
||||
CAT_MEAT,
|
||||
CAT_MEXICAN,
|
||||
CAT_MISCFOOD,
|
||||
CAT_PASTRY,
|
||||
CAT_PIE,
|
||||
CAT_PIZZA,
|
||||
CAT_SEAFOOD,
|
||||
CAT_SALAD,
|
||||
CAT_SANDWICH,
|
||||
CAT_SOUP,
|
||||
CAT_SPAGHETTI,
|
||||
),
|
||||
CAT_DRINK = CAT_NONE,
|
||||
CAT_CLOTHING = CAT_NONE,
|
||||
)
|
||||
|
||||
var/cur_category = CAT_NONE
|
||||
var/cur_subcategory = CAT_NONE
|
||||
var/datum/action/innate/crafting/button
|
||||
var/display_craftable_only = FALSE
|
||||
var/display_compact = TRUE
|
||||
|
||||
/* This is what procs do:
|
||||
get_environment - gets a list of things accessable for crafting by user
|
||||
get_surroundings - takes a list of things and makes a list of key-types to values-amounts of said type in the list
|
||||
check_contents - takes a recipe and a key-type list and checks if said recipe can be done with available stuff
|
||||
check_tools - takes recipe, a key-type list, and a user and checks if there are enough tools to do the stuff, checks bugs one level deep
|
||||
construct_item - takes a recipe and a user, call all the checking procs, calls do_after, checks all the things again, calls del_reqs, creates result, calls CheckParts of said result with argument being list returned by deel_reqs
|
||||
del_reqs - takes recipe and a user, loops over the recipes reqs var and tries to find everything in the list make by get_environment and delete it/add to parts list, then returns the said list
|
||||
*/
|
||||
|
||||
/**
|
||||
* Check that the contents of the recipe meet the requirements.
|
||||
*
|
||||
* user: The /mob that initated the crafting.
|
||||
* R: The /datum/crafting_recipe being attempted.
|
||||
* contents: List of items to search for R's reqs.
|
||||
*/
|
||||
/datum/component/personal_crafting/proc/check_contents(atom/a, datum/crafting_recipe/R, list/contents)
|
||||
var/list/item_instances = contents["instances"]
|
||||
contents = contents["other"]
|
||||
|
||||
var/list/requirements_list = list()
|
||||
|
||||
// Process all requirements
|
||||
for(var/requirement_path in R.reqs)
|
||||
// Check we have the appropriate amount available in the contents list
|
||||
var/needed_amount = R.reqs[requirement_path]
|
||||
for(var/content_item_path in contents)
|
||||
// Right path and not blacklisted
|
||||
if(!ispath(content_item_path, requirement_path) || R.blacklist.Find(content_item_path))
|
||||
continue
|
||||
|
||||
needed_amount -= contents[content_item_path]
|
||||
if(needed_amount <= 0)
|
||||
break
|
||||
|
||||
if(needed_amount > 0)
|
||||
return FALSE
|
||||
|
||||
// Store the instances of what we will use for R.check_requirements() for requirement_path
|
||||
var/list/instances_list = list()
|
||||
for(var/instance_path in item_instances)
|
||||
if(ispath(instance_path, requirement_path))
|
||||
instances_list += item_instances[instance_path]
|
||||
|
||||
requirements_list[requirement_path] = instances_list
|
||||
|
||||
for(var/requirement_path in R.chem_catalysts)
|
||||
if(contents[requirement_path] < R.chem_catalysts[requirement_path])
|
||||
return FALSE
|
||||
|
||||
return R.check_requirements(a, requirements_list)
|
||||
|
||||
/datum/component/personal_crafting/proc/get_environment(atom/a, list/blacklist = null, radius_range = 1)
|
||||
. = list()
|
||||
|
||||
if(!isturf(a.loc))
|
||||
return
|
||||
|
||||
for(var/atom/movable/AM in range(radius_range, a))
|
||||
if(AM.flags_1 & HOLOGRAM_1)
|
||||
continue
|
||||
. += AM
|
||||
|
||||
/datum/component/personal_crafting/proc/get_surroundings(atom/a)
|
||||
. = list()
|
||||
.["tool_behaviour"] = list()
|
||||
.["other"] = list()
|
||||
.["instances"] = list()
|
||||
for(var/obj/item/I in get_environment(a))
|
||||
if(I.flags_1 & HOLOGRAM_1)
|
||||
continue
|
||||
if(.["instances"][I.type])
|
||||
.["instances"][I.type] += I
|
||||
else
|
||||
.["instances"][I.type] = list(I)
|
||||
if(istype(I, /obj/item/stack))
|
||||
var/obj/item/stack/S = I
|
||||
.["other"][I.type] += S.amount
|
||||
else if(I.tool_behaviour)
|
||||
.["tool_behaviour"] += I.tool_behaviour
|
||||
.["other"][I.type] += 1
|
||||
else
|
||||
if(istype(I, /obj/item/reagent_containers))
|
||||
var/obj/item/reagent_containers/RC = I
|
||||
if(RC.is_drainable())
|
||||
for(var/datum/reagent/A in RC.reagents.reagent_list)
|
||||
.["other"][A.type] += A.volume
|
||||
.["other"][I.type] += 1
|
||||
|
||||
/datum/component/personal_crafting/proc/check_tools(atom/a, datum/crafting_recipe/R, list/contents)
|
||||
if(!R.tools.len)
|
||||
return TRUE
|
||||
var/list/possible_tools = list()
|
||||
var/list/present_qualities = list()
|
||||
present_qualities |= contents["tool_behaviour"]
|
||||
for(var/obj/item/I in a.contents)
|
||||
if(istype(I, /obj/item/storage))
|
||||
for(var/obj/item/SI in I.contents)
|
||||
possible_tools += SI.type
|
||||
if(SI.tool_behaviour)
|
||||
present_qualities.Add(SI.tool_behaviour)
|
||||
|
||||
possible_tools += I.type
|
||||
|
||||
if(I.tool_behaviour)
|
||||
present_qualities.Add(I.tool_behaviour)
|
||||
|
||||
possible_tools |= contents["other"]
|
||||
|
||||
main_loop:
|
||||
for(var/A in R.tools)
|
||||
if(A in present_qualities)
|
||||
continue
|
||||
else
|
||||
for(var/I in possible_tools)
|
||||
if(ispath(I, A))
|
||||
continue main_loop
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/component/personal_crafting/proc/construct_item(atom/a, datum/crafting_recipe/R)
|
||||
var/list/contents = get_surroundings(a)
|
||||
var/send_feedback = 1
|
||||
if(check_contents(a, R, contents))
|
||||
if(check_tools(a, R, contents))
|
||||
//If we're a mob we'll try a do_after; non mobs will instead instantly construct the item
|
||||
if(ismob(a) && !do_after(a, R.time, target = a))
|
||||
return "."
|
||||
contents = get_surroundings(a)
|
||||
if(!check_contents(a, R, contents))
|
||||
return ", missing component."
|
||||
if(!check_tools(a, R, contents))
|
||||
return ", missing tool."
|
||||
var/list/parts = del_reqs(R, a)
|
||||
var/atom/movable/I = new R.result (get_turf(a.loc))
|
||||
I.CheckParts(parts, R)
|
||||
if(send_feedback)
|
||||
SSblackbox.record_feedback("tally", "object_crafted", 1, I.type)
|
||||
return I //Send the item back to whatever called this proc so it can handle whatever it wants to do with the new item
|
||||
return ", missing tool."
|
||||
return ", missing component."
|
||||
|
||||
/*Del reqs works like this:
|
||||
|
||||
Loop over reqs var of the recipe
|
||||
Set var amt to the value current cycle req is pointing to, its amount of type we need to delete
|
||||
Get var/surroundings list of things accessable to crafting by get_environment()
|
||||
Check the type of the current cycle req
|
||||
If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isn't remove thing from surroundings
|
||||
If there is enough reagent in the search result then delete the needed amount, create the same type of reagent with the same data var and put it into deletion list
|
||||
If there isn't enough take all of that reagent from the container, put into deletion list, substract the amt var by the volume of reagent, remove the container from surroundings list and keep searching
|
||||
While doing above stuff check deletion list if it already has such reagnet, if yes merge instead of adding second one
|
||||
If its stack check if it has enough amount
|
||||
If yes create new stack with the needed amount and put in into deletion list, substract taken amount from the stack
|
||||
If no put all of the stack in the deletion list, substract its amount from amt and keep searching
|
||||
While doing above stuff check deletion list if it already has such stack type, if yes try to merge them instead of adding new one
|
||||
If its anything else just locate() in in the list in a while loop, each find --s the amt var and puts the found stuff in deletion loop
|
||||
|
||||
Then do a loop over parts var of the recipe
|
||||
Do similar stuff to what we have done above, but now in deletion list, until the parts conditions are satisfied keep taking from the deletion list and putting it into parts list for return
|
||||
|
||||
After its done loop over deletion list and delete all the shit that wasn't taken by parts loop
|
||||
|
||||
del_reqs return the list of parts resulting object will receive as argument of CheckParts proc, on the atom level it will add them all to the contents, on all other levels it calls ..() and does whatever is needed afterwards but from contents list already
|
||||
*/
|
||||
|
||||
/datum/component/personal_crafting/proc/del_reqs(datum/crafting_recipe/R, atom/a)
|
||||
var/list/surroundings
|
||||
var/list/Deletion = list()
|
||||
. = list()
|
||||
var/data
|
||||
var/amt
|
||||
main_loop:
|
||||
for(var/A in R.reqs)
|
||||
amt = R.reqs[A]
|
||||
surroundings = get_environment(a, R.blacklist)
|
||||
surroundings -= Deletion
|
||||
if(ispath(A, /datum/reagent))
|
||||
var/datum/reagent/RG = new A
|
||||
var/datum/reagent/RGNT
|
||||
while(amt > 0)
|
||||
var/obj/item/reagent_containers/RC = locate() in surroundings
|
||||
RG = RC.reagents.get_reagent(A)
|
||||
if(RG)
|
||||
if(!locate(RG.type) in Deletion)
|
||||
Deletion += new RG.type()
|
||||
if(RG.volume > amt)
|
||||
RG.volume -= amt
|
||||
data = RG.data
|
||||
RC.reagents.conditional_update(RC)
|
||||
RG = locate(RG.type) in Deletion
|
||||
RG.volume = amt
|
||||
RG.data += data
|
||||
continue main_loop
|
||||
else
|
||||
surroundings -= RC
|
||||
amt -= RG.volume
|
||||
RC.reagents.reagent_list -= RG
|
||||
RC.reagents.conditional_update(RC)
|
||||
RGNT = locate(RG.type) in Deletion
|
||||
RGNT.volume += RG.volume
|
||||
RGNT.data += RG.data
|
||||
qdel(RG)
|
||||
RC.on_reagent_change()
|
||||
else
|
||||
surroundings -= RC
|
||||
else if(ispath(A, /obj/item/stack))
|
||||
var/obj/item/stack/S
|
||||
var/obj/item/stack/SD
|
||||
while(amt > 0)
|
||||
S = locate(A) in surroundings
|
||||
if(S.amount >= amt)
|
||||
if(!locate(S.type) in Deletion)
|
||||
SD = new S.type()
|
||||
Deletion += SD
|
||||
S.use(amt)
|
||||
SD = locate(S.type) in Deletion
|
||||
SD.amount += amt
|
||||
continue main_loop
|
||||
else
|
||||
amt -= S.amount
|
||||
if(!locate(S.type) in Deletion)
|
||||
Deletion += S
|
||||
else
|
||||
data = S.amount
|
||||
S = locate(S.type) in Deletion
|
||||
S.add(data)
|
||||
surroundings -= S
|
||||
else
|
||||
var/atom/movable/I
|
||||
while(amt > 0)
|
||||
I = locate(A) in surroundings
|
||||
Deletion += I
|
||||
surroundings -= I
|
||||
amt--
|
||||
var/list/partlist = list(R.parts.len)
|
||||
for(var/M in R.parts)
|
||||
partlist[M] = R.parts[M]
|
||||
for(var/A in R.parts)
|
||||
if(istype(A, /datum/reagent))
|
||||
var/datum/reagent/RG = locate(A) in Deletion
|
||||
if(RG.volume > partlist[A])
|
||||
RG.volume = partlist[A]
|
||||
. += RG
|
||||
Deletion -= RG
|
||||
continue
|
||||
else if(istype(A, /obj/item/stack))
|
||||
var/obj/item/stack/ST = locate(A) in Deletion
|
||||
if(ST.amount > partlist[A])
|
||||
ST.amount = partlist[A]
|
||||
. += ST
|
||||
Deletion -= ST
|
||||
continue
|
||||
else
|
||||
while(partlist[A] > 0)
|
||||
var/atom/movable/AM = locate(A) in Deletion
|
||||
. += AM
|
||||
Deletion -= AM
|
||||
partlist[A] -= 1
|
||||
while(Deletion.len)
|
||||
var/DL = Deletion[Deletion.len]
|
||||
Deletion.Cut(Deletion.len)
|
||||
qdel(DL)
|
||||
|
||||
/datum/component/personal_crafting/proc/component_ui_interact(obj/screen/craft/image, location, control, params, user)
|
||||
if(user == parent)
|
||||
ui_interact(user)
|
||||
|
||||
/datum/component/personal_crafting/ui_state(mob/user)
|
||||
return GLOB.not_incapacitated_turf_state
|
||||
|
||||
//For the UI related things we're going to assume the user is a mob rather than typesetting it to an atom as the UI isn't generated if the parent is an atom
|
||||
/datum/component/personal_crafting/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
cur_category = categories[1]
|
||||
if(islist(categories[cur_category]))
|
||||
var/list/subcats = categories[cur_category]
|
||||
cur_subcategory = subcats[1]
|
||||
else
|
||||
cur_subcategory = CAT_NONE
|
||||
ui = new(user, src, "PersonalCrafting")
|
||||
ui.open()
|
||||
|
||||
/datum/component/personal_crafting/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
data["busy"] = busy
|
||||
data["category"] = cur_category
|
||||
data["subcategory"] = cur_subcategory
|
||||
data["display_craftable_only"] = display_craftable_only
|
||||
data["display_compact"] = display_compact
|
||||
|
||||
var/list/surroundings = get_surroundings(user)
|
||||
var/list/craftability = list()
|
||||
for(var/rec in GLOB.crafting_recipes)
|
||||
var/datum/crafting_recipe/R = rec
|
||||
|
||||
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
|
||||
continue
|
||||
|
||||
if((R.category != cur_category) || (R.subcategory != cur_subcategory))
|
||||
continue
|
||||
|
||||
craftability["[REF(R)]"] = check_contents(user, R, surroundings)
|
||||
|
||||
data["craftability"] = craftability
|
||||
return data
|
||||
|
||||
/datum/component/personal_crafting/ui_static_data(mob/user)
|
||||
var/list/data = list()
|
||||
|
||||
var/list/crafting_recipes = list()
|
||||
for(var/rec in GLOB.crafting_recipes)
|
||||
var/datum/crafting_recipe/R = rec
|
||||
|
||||
if(R.name == "") //This is one of the invalid parents that sneaks in
|
||||
continue
|
||||
|
||||
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
|
||||
continue
|
||||
|
||||
if(isnull(crafting_recipes[R.category]))
|
||||
crafting_recipes[R.category] = list()
|
||||
|
||||
if(R.subcategory == CAT_NONE)
|
||||
crafting_recipes[R.category] += list(build_recipe_data(R))
|
||||
else
|
||||
if(isnull(crafting_recipes[R.category][R.subcategory]))
|
||||
crafting_recipes[R.category][R.subcategory] = list()
|
||||
crafting_recipes[R.category]["has_subcats"] = TRUE
|
||||
crafting_recipes[R.category][R.subcategory] += list(build_recipe_data(R))
|
||||
|
||||
data["crafting_recipes"] = crafting_recipes
|
||||
return data
|
||||
|
||||
/datum/component/personal_crafting/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("make")
|
||||
var/mob/user = usr
|
||||
var/datum/crafting_recipe/TR = locate(params["recipe"]) in GLOB.crafting_recipes
|
||||
busy = TRUE
|
||||
ui_interact(user)
|
||||
var/atom/movable/result = construct_item(user, TR)
|
||||
if(!istext(result)) //We made an item and didn't get a fail message
|
||||
if(ismob(user) && isitem(result)) //In case the user is actually possessing a non mob like a machine
|
||||
user.put_in_hands(result)
|
||||
else
|
||||
result.forceMove(user.drop_location())
|
||||
to_chat(user, "<span class='notice'>[TR.name] constructed.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Construction failed[result]</span>")
|
||||
busy = FALSE
|
||||
if("toggle_recipes")
|
||||
display_craftable_only = !display_craftable_only
|
||||
. = TRUE
|
||||
if("toggle_compact")
|
||||
display_compact = !display_compact
|
||||
. = TRUE
|
||||
if("set_category")
|
||||
cur_category = params["category"]
|
||||
cur_subcategory = params["subcategory"] || ""
|
||||
. = TRUE
|
||||
|
||||
/datum/component/personal_crafting/proc/build_recipe_data(datum/crafting_recipe/R)
|
||||
var/list/data = list()
|
||||
data["name"] = R.name
|
||||
data["ref"] = "[REF(R)]"
|
||||
var/req_text = ""
|
||||
var/tool_text = ""
|
||||
var/catalyst_text = ""
|
||||
|
||||
for(var/a in R.reqs)
|
||||
//We just need the name, so cheat-typecast to /atom for speed (even tho Reagents are /datum they DO have a "name" var)
|
||||
//Also these are typepaths so sadly we can't just do "[a]"
|
||||
var/atom/A = a
|
||||
req_text += " [R.reqs[A]] [initial(A.name)],"
|
||||
req_text = replacetext(req_text,",","",-1)
|
||||
data["req_text"] = req_text
|
||||
|
||||
for(var/a in R.chem_catalysts)
|
||||
var/atom/A = a //cheat-typecast
|
||||
catalyst_text += " [R.chem_catalysts[A]] [initial(A.name)],"
|
||||
catalyst_text = replacetext(catalyst_text,",","",-1)
|
||||
data["catalyst_text"] = catalyst_text
|
||||
|
||||
for(var/a in R.tools)
|
||||
if(ispath(a, /obj/item))
|
||||
var/obj/item/b = a
|
||||
tool_text += " [initial(b.name)],"
|
||||
else
|
||||
tool_text += " [a],"
|
||||
tool_text = replacetext(tool_text,",","",-1)
|
||||
data["tool_text"] = tool_text
|
||||
|
||||
return data
|
||||
|
||||
//Mind helpers
|
||||
|
||||
/datum/mind/proc/teach_crafting_recipe(R)
|
||||
if(!learned_recipes)
|
||||
learned_recipes = list()
|
||||
learned_recipes |= R
|
||||
@@ -92,7 +92,7 @@
|
||||
qdel(src)
|
||||
|
||||
/obj/item/glasswork/glasses
|
||||
name = "Hand Made Glasses"
|
||||
desc = "Hande made glasses that have not been polished at all making them useless. Selling them could still be worth a bit of credits."
|
||||
name = "Handmade Glasses"
|
||||
desc = "Handmade glasses that have not been polished at all making them useless. Selling them could still be worth a few credits."
|
||||
icon = 'icons/obj/glass_ware.dmi'
|
||||
icon_state = "frames_2"
|
||||
@@ -1,4 +1,4 @@
|
||||
k// PARTS //
|
||||
// PARTS //
|
||||
/obj/item/weaponcrafting
|
||||
icon = 'icons/obj/improvised.dmi'
|
||||
|
||||
@@ -8,61 +8,33 @@ k// PARTS //
|
||||
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
|
||||
icon_state = "riflestock"
|
||||
|
||||
/obj/item/weaponcrafting/durathread_string
|
||||
name = "durathread string"
|
||||
desc = "A long piece of durathread with some resemblance to cable coil."
|
||||
/obj/item/weaponcrafting/string
|
||||
name = "wound thread"
|
||||
desc = "A long piece of thread with some resemblance to cable coil."
|
||||
icon_state = "durastring"
|
||||
|
||||
////////////////////////////////
|
||||
// KAT IMPROVISED WEAPON PARTS//
|
||||
// IMPROVISED WEAPON PARTS//
|
||||
////////////////////////////////
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts
|
||||
name = "Eerie bunch of coloured dots."
|
||||
desc = "You feel the urge to report to Central that the parent type of guncrafting, which should never appear in this reality, has appeared. Whatever that means."
|
||||
name = "Debug Improvised Gun Part"
|
||||
desc = "A badly coded gun part. You should report coders if you see this."
|
||||
icon = 'icons/obj/guns/gun_parts.dmi'
|
||||
icon_state = "palette"
|
||||
|
||||
// BARRELS
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/barrel_rifle
|
||||
name = "rifle barrel"
|
||||
desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of."
|
||||
icon_state = "barrel_rifle"
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun
|
||||
name = "shotgun barrel"
|
||||
desc = "A twenty bore shotgun barrel."
|
||||
icon_state = "barrel_shotgun"
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/barrel_pistol
|
||||
name = "pistol barrel"
|
||||
desc = "A pipe with a small diameter and some holes finely cut into it. It fits .32 ACP bullets. Probably."
|
||||
icon_state = "barrel_pistol"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
// RECEIVERS
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
|
||||
name = "bolt action receiver"
|
||||
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially."
|
||||
name = "rifle receiver"
|
||||
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle." // removed some text implying that the item had more uses than it does
|
||||
icon_state = "receiver_rifle"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/pistol_receiver
|
||||
name = "pistol receiver"
|
||||
desc = "A receiver to connect house and connects all the parts to make an improvised pistol."
|
||||
icon_state = "receiver_pistol"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/laser_receiver
|
||||
name = "energy emitter assembly"
|
||||
desc = "A mixture of components haphazardly wired together to form an energy emitter."
|
||||
icon_state = "laser_assembly"
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
|
||||
name = "break-action assembly"
|
||||
desc = "An improvised receiver to create a break-action breechloaded shotgun. Parts of this are still useful if you want to make another type of shotgun, however."
|
||||
name = "shotgun reciever"
|
||||
desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does
|
||||
icon_state = "receiver_shotgun"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
@@ -78,15 +50,3 @@ k// PARTS //
|
||||
name = "wooden firearm body"
|
||||
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
|
||||
icon_state = "wooden_body"
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_grip
|
||||
name = "wooden pistol grip"
|
||||
desc = "A nice wooden grip hollowed out for pistol magazines."
|
||||
icon_state = "wooden_pistolgrip"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/makeshift_lens
|
||||
name = "makeshift focusing lens"
|
||||
desc = "A properly made lens made with actual glassworking tools would perform much better, but this will have to do."
|
||||
icon_state = "focusing_lens"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
|
||||
@@ -40,13 +40,23 @@
|
||||
reqs = list(/obj/item/paper = 20)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
/datum/crafting_recipe/balaclavabreath
|
||||
name = "Breathaclava"
|
||||
result = /obj/item/clothing/mask/balaclava/breath
|
||||
time = 10
|
||||
reqs = list(/obj/item/clothing/mask/balaclava = 1,
|
||||
/obj/item/clothing/mask/breath = 1)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
|
||||
|
||||
/datum/crafting_recipe/armwraps
|
||||
name = "Armwraps"
|
||||
result = /obj/item/clothing/gloves/fingerless/pugilist
|
||||
time = 60
|
||||
tools = list(TOOL_WIRECUTTER)
|
||||
reqs = list(/obj/item/stack/sheet/cloth = 4,
|
||||
/obj/item/stack/sheet/durathread = 2,
|
||||
/obj/item/stack/sticky_tape = 2,
|
||||
/obj/item/stack/sheet/leather = 2)
|
||||
category = CAT_CLOTHING
|
||||
|
||||
@@ -263,6 +273,14 @@
|
||||
time = 30
|
||||
category = CAT_CLOTHING
|
||||
|
||||
/datum/crafting_recipe/durathread_reinforcement_kit
|
||||
name = "Durathread Reinforcement Kit"
|
||||
result = /obj/item/armorkit
|
||||
reqs = list(/obj/item/stack/sheet/durathread = 4)
|
||||
tools = list(/obj/item/stack/sheet/mineral/titanium, TOOL_WIRECUTTER) // tough needle for a tough fabric
|
||||
time = 40
|
||||
category = CAT_CLOTHING
|
||||
|
||||
/datum/crafting_recipe/durathread_duffelbag
|
||||
name = "Durathread Dufflebag"
|
||||
result = /obj/item/storage/backpack/duffelbag/durathread
|
||||
|
||||
@@ -2,6 +2,15 @@
|
||||
//Large Objects//
|
||||
/////////////////
|
||||
|
||||
/datum/crafting_recipe/plunger
|
||||
name = "Plunger"
|
||||
result = /obj/item/plunger
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/sheet/plastic = 1,
|
||||
/obj/item/stack/sheet/mineral/wood = 1)
|
||||
category = CAT_MISC
|
||||
subcategory = CAT_TOOL
|
||||
|
||||
/datum/crafting_recipe/showercurtain
|
||||
name = "Shower Curtains"
|
||||
reqs = list(/obj/item/stack/sheet/cloth = 2,
|
||||
@@ -92,7 +101,7 @@
|
||||
time = 150
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
always_availible = FALSE // Disabled til learned
|
||||
always_availible = FALSE // Disabled until learned
|
||||
|
||||
|
||||
/datum/crafting_recipe/bloodsucker/candelabrum
|
||||
@@ -126,7 +135,7 @@
|
||||
|
||||
/datum/crafting_recipe/brute_pack
|
||||
name = "Suture Pack"
|
||||
result = /obj/item/stack/medical/suture/one
|
||||
result = /obj/item/stack/medical/suture/five
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/styptic_powder = 10)
|
||||
@@ -135,7 +144,7 @@
|
||||
|
||||
/datum/crafting_recipe/burn_pack
|
||||
name = "Regenerative Mesh"
|
||||
result = /obj/item/stack/medical/mesh/one
|
||||
result = /obj/item/stack/medical/mesh/five
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/silver_sulfadiazine = 10)
|
||||
@@ -188,7 +197,7 @@
|
||||
result = /obj/item/screwdriver/bronze
|
||||
reqs = list(/obj/item/screwdriver = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -200,7 +209,7 @@
|
||||
result = /obj/item/weldingtool/bronze
|
||||
reqs = list(/obj/item/weldingtool = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -212,7 +221,7 @@
|
||||
result = /obj/item/wirecutters/bronze
|
||||
reqs = list(/obj/item/wirecutters = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -224,7 +233,7 @@
|
||||
result = /obj/item/crowbar/bronze
|
||||
reqs = list(/obj/item/crowbar = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -236,7 +245,7 @@
|
||||
result = /obj/item/wrench/bronze
|
||||
reqs = list(/obj/item/wrench = 1,
|
||||
/obj/item/stack/cable_coil = 10,
|
||||
/obj/item/stack/tile/bronze = 1,
|
||||
/obj/item/stack/sheet/bronze = 1,
|
||||
/datum/reagent/water = 15)
|
||||
time = 40
|
||||
subcategory = CAT_TOOL
|
||||
@@ -244,7 +253,7 @@
|
||||
|
||||
/datum/crafting_recipe/rcl
|
||||
name = "Makeshift Rapid Cable Layer"
|
||||
result = /obj/item/twohanded/rcl/ghetto
|
||||
result = /obj/item/rcl/ghetto
|
||||
time = 40
|
||||
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WRENCH)
|
||||
reqs = list(/obj/item/stack/sheet/metal = 15)
|
||||
@@ -269,6 +278,19 @@
|
||||
subcategory = CAT_TOOL
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/heretic/codex
|
||||
name = "Codex Cicatrix"
|
||||
result = /obj/item/forbidden_book
|
||||
tools = list(/obj/item/pen)
|
||||
reqs = list(/obj/item/paper = 5,
|
||||
/obj/item/organ/eyes = 1,
|
||||
/obj/item/organ/heart = 1,
|
||||
/obj/item/stack/sheet/animalhide/human = 1)
|
||||
time = 150
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
always_availible = FALSE
|
||||
|
||||
////////////
|
||||
//Vehicles//
|
||||
////////////
|
||||
@@ -325,6 +347,13 @@
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
/datum/crafting_recipe/catgirlplushie
|
||||
name = "Catgirl Plushie"
|
||||
reqs = list(/obj/item/toy/plush/hairball = 3)
|
||||
result = /obj/item/toy/plush/catgirl
|
||||
subcategory = CAT_MISCELLANEOUS
|
||||
category = CAT_MISC
|
||||
|
||||
////////////
|
||||
//Unsorted//
|
||||
////////////
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
|
||||
/datum/crafting_recipe/bonespear
|
||||
name = "Bone Spear"
|
||||
result = /obj/item/twohanded/bonespear
|
||||
result = /obj/item/spear/bonespear
|
||||
time = 30
|
||||
reqs = list(/obj/item/stack/sheet/bone = 4,
|
||||
/obj/item/stack/sheet/sinew = 1)
|
||||
@@ -58,7 +58,7 @@
|
||||
|
||||
/datum/crafting_recipe/boneaxe
|
||||
name = "Bone Axe"
|
||||
result = /obj/item/twohanded/fireaxe/boneaxe
|
||||
result = /obj/item/fireaxe/boneaxe
|
||||
time = 50
|
||||
reqs = list(/obj/item/stack/sheet/bone = 6,
|
||||
/obj/item/stack/sheet/sinew = 3)
|
||||
@@ -74,20 +74,20 @@
|
||||
/datum/crafting_recipe/headpike
|
||||
name = "Spike Head (Glass Spear)"
|
||||
time = 65
|
||||
reqs = list(/obj/item/twohanded/spear = 1,
|
||||
reqs = list(/obj/item/spear = 1,
|
||||
/obj/item/bodypart/head = 1)
|
||||
parts = list(/obj/item/bodypart/head = 1,
|
||||
/obj/item/twohanded/spear = 1)
|
||||
/obj/item/spear = 1)
|
||||
result = /obj/structure/headpike
|
||||
category = CAT_PRIMAL
|
||||
|
||||
/datum/crafting_recipe/headpikebone
|
||||
name = "Spike Head (Bone Spear)"
|
||||
time = 65
|
||||
reqs = list(/obj/item/twohanded/bonespear = 1,
|
||||
reqs = list(/obj/item/spear/bonespear = 1,
|
||||
/obj/item/bodypart/head = 1)
|
||||
parts = list(/obj/item/bodypart/head = 1,
|
||||
/obj/item/twohanded/bonespear = 1)
|
||||
/obj/item/spear/bonespear = 1)
|
||||
result = /obj/structure/headpike/bone
|
||||
category = CAT_PRIMAL
|
||||
|
||||
@@ -103,7 +103,7 @@
|
||||
/datum/crafting_recipe/bone_bow
|
||||
name = "Bone Bow"
|
||||
result = /obj/item/gun/ballistic/bow/ashen
|
||||
time = 200
|
||||
time = 120 // 80+120 = 200
|
||||
always_availible = FALSE
|
||||
reqs = list(/obj/item/stack/sheet/bone = 8,
|
||||
/obj/item/stack/sheet/sinew = 4)
|
||||
@@ -112,7 +112,7 @@
|
||||
/datum/crafting_recipe/bow_tablet
|
||||
name = "Sandstone Bow Making Manual"
|
||||
result = /obj/item/book/granter/crafting_recipe/bone_bow
|
||||
time = 600 //Scribing
|
||||
time = 200 //Scribing // don't care
|
||||
always_availible = FALSE
|
||||
reqs = list(/obj/item/stack/rods = 1,
|
||||
/obj/item/stack/sheet/mineral/sandstone = 4)
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
|
||||
/datum/crafting_recipe/spear
|
||||
name = "Spear"
|
||||
result = /obj/item/twohanded/spear
|
||||
result = /obj/item/spear
|
||||
reqs = list(/obj/item/restraints/handcuffs/cable = 1,
|
||||
/obj/item/shard = 1,
|
||||
/obj/item/stack/rods = 1)
|
||||
@@ -110,7 +110,7 @@
|
||||
|
||||
/datum/crafting_recipe/chainsaw
|
||||
name = "Chainsaw"
|
||||
result = /obj/item/twohanded/required/chainsaw
|
||||
result = /obj/item/chainsaw
|
||||
reqs = list(/obj/item/circular_saw = 1,
|
||||
/obj/item/stack/cable_coil = 3,
|
||||
/obj/item/stack/sheet/plasteel = 5)
|
||||
@@ -141,7 +141,7 @@
|
||||
result = /obj/item/bombcore/chemical
|
||||
reqs = list(
|
||||
/obj/item/stock_parts/matter_bin = 1,
|
||||
/obj/item/twohanded/required/gibtonite = 1,
|
||||
/obj/item/gibtonite = 1,
|
||||
/obj/item/grenade/chem_grenade = 2
|
||||
)
|
||||
parts = list(/obj/item/stock_parts/matter_bin = 1, /obj/item/grenade/chem_grenade = 2)
|
||||
@@ -173,10 +173,10 @@
|
||||
|
||||
/datum/crafting_recipe/lance
|
||||
name = "Explosive Lance (Grenade)"
|
||||
result = /obj/item/twohanded/spear
|
||||
reqs = list(/obj/item/twohanded/spear = 1,
|
||||
result = /obj/item/spear
|
||||
reqs = list(/obj/item/spear = 1,
|
||||
/obj/item/grenade = 1)
|
||||
parts = list(/obj/item/twohanded/spear = 1,
|
||||
parts = list(/obj/item/spear = 1,
|
||||
/obj/item/grenade = 1)
|
||||
time = 15
|
||||
category = CAT_WEAPONRY
|
||||
@@ -192,8 +192,8 @@
|
||||
result = /obj/item/gun/ballistic/bow/pipe
|
||||
reqs = list(/obj/item/pipe = 5,
|
||||
/obj/item/stack/sheet/plastic = 15,
|
||||
/obj/item/weaponcrafting/durathread_string = 5)
|
||||
time = 450
|
||||
/obj/item/weaponcrafting/string = 5)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
@@ -248,10 +248,10 @@
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/ishotgun
|
||||
/datum/crafting_recipe/ishotgun // smaller and more versatile gun requires some better materials
|
||||
name = "Improvised Shotgun"
|
||||
result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1,
|
||||
reqs = list(/obj/item/pipe = 2, // putting a large amount of meaningless timegates by forcing people to turn base resources into upgraded resources kinda sucks
|
||||
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
|
||||
@@ -262,10 +262,10 @@
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/irifle
|
||||
/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make
|
||||
name = "Improvised Rifle (7.62mm)"
|
||||
result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1,
|
||||
reqs = list(/obj/item/pipe = 2, // above
|
||||
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
|
||||
@@ -276,49 +276,6 @@
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/ipistol
|
||||
name = "Improvised Pistol (.32)"
|
||||
result = /obj/item/gun/ballistic/automatic/pistol/improvised/nomag
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_grip = 1,
|
||||
/obj/item/stack/sheet/plastic = 15,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_WIRECUTTER)
|
||||
time = 100
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/ilaser
|
||||
name = "Improvised Energy Gun"
|
||||
result = /obj/item/gun/energy/e_gun/old/improvised
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 1,
|
||||
/obj/item/stock_parts/cell = 1,
|
||||
/obj/item/stack/sheet/metal = 10,
|
||||
/obj/item/stack/sheet/plasteel = 5,
|
||||
/obj/item/stack/cable_coil = 10)
|
||||
tools = list(TOOL_SCREWDRIVER)
|
||||
time = 100
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/ilaser/upgraded
|
||||
name = "Improvised Energy Gun Upgrade"
|
||||
result = /obj/item/gun/energy/e_gun/old/improvised/upgraded
|
||||
reqs = list(/obj/item/gun/energy/e_gun/old/improvised = 1,
|
||||
/obj/item/glasswork/glass_base/lens = 1,
|
||||
/obj/item/stock_parts/capacitor/quadratic = 2,
|
||||
/obj/item/stock_parts/micro_laser/ultra = 1,
|
||||
/obj/item/stock_parts/cell/bluespace = 1,
|
||||
/obj/item/stack/cable_coil = 5)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL)
|
||||
time = 100
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
//////////////////
|
||||
///AMMO CRAFTING//
|
||||
//////////////////
|
||||
@@ -326,9 +283,9 @@
|
||||
/datum/crafting_recipe/arrow
|
||||
name = "Arrow"
|
||||
result = /obj/item/ammo_casing/caseless/arrow/wood
|
||||
time = 30
|
||||
time = 5 // these only do 15 damage
|
||||
reqs = list(/obj/item/stack/sheet/mineral/wood = 1,
|
||||
/obj/item/stack/sheet/durathread = 1,
|
||||
/obj/item/stack/sheet/cloth = 1,
|
||||
/obj/item/stack/rods = 1) // 1 metal sheet = 2 rods = 2 arrows
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_AMMO
|
||||
@@ -336,7 +293,7 @@
|
||||
/datum/crafting_recipe/bone_arrow
|
||||
name = "Bone Arrow"
|
||||
result = /obj/item/ammo_casing/caseless/arrow/bone
|
||||
time = 30
|
||||
time = 5
|
||||
always_availible = FALSE
|
||||
reqs = list(/obj/item/stack/sheet/bone = 1,
|
||||
/obj/item/stack/sheet/sinew = 1,
|
||||
@@ -348,7 +305,7 @@
|
||||
name = "Ashen Arrow"
|
||||
result = /obj/item/ammo_casing/caseless/arrow/ash
|
||||
tools = list(TOOL_WELDER)
|
||||
time = 30
|
||||
time = 10 // 1.5 seconds minimum per actually worthwhile arrow excluding interface lag
|
||||
always_availible = FALSE
|
||||
reqs = list(/obj/item/ammo_casing/caseless/arrow/wood = 1)
|
||||
category = CAT_WEAPONRY
|
||||
@@ -442,92 +399,28 @@
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_AMMO
|
||||
|
||||
/datum/crafting_recipe/m32acp
|
||||
name = ".32ACP Empty Magazine"
|
||||
result = /obj/item/ammo_box/magazine/m32acp/empty
|
||||
reqs = list(/obj/item/stack/sheet/metal = 3,
|
||||
/obj/item/stack/sheet/plasteel = 1,
|
||||
/obj/item/stack/packageWrap = 1)
|
||||
tools = list(TOOL_WELDER,TOOL_SCREWDRIVER)
|
||||
time = 5
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_AMMO
|
||||
|
||||
////////////////////
|
||||
// PARTS CRAFTING //
|
||||
////////////////////
|
||||
|
||||
// BARRELS
|
||||
|
||||
/datum/crafting_recipe/rifle_barrel
|
||||
name = "Improvised Rifle Barrel"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle
|
||||
reqs = list(/obj/item/pipe = 2)
|
||||
tools = list(TOOL_WELDER,TOOL_SAW)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/shotgun_barrel
|
||||
name = "Improvised Shotgun Barrel"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun
|
||||
reqs = list(/obj/item/pipe = 2)
|
||||
tools = list(TOOL_WELDER,TOOL_SAW)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/pistol_barrel
|
||||
name = "Improvised Pistol Barrel"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/barrel_pistol
|
||||
reqs = list(/obj/item/pipe = 1,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
tools = list(TOOL_WELDER,TOOL_SAW)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
// RECEIVERS
|
||||
|
||||
/datum/crafting_recipe/rifle_receiver
|
||||
name = "Improvised Rifle Receiver"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 10,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
reqs = list(/obj/item/stack/sheet/metal = 15) // you can carry multiple shotguns
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
|
||||
time = 50
|
||||
time = 25
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/shotgun_receiver
|
||||
name = "Improvised Shotgun Receiver"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 10,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Dual wielding has been removed, plasteel is a soft timesink to obtain for most to make mass production harder.
|
||||
time = 50
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/pistol_receiver
|
||||
name = "Improvised Pistol Receiver"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/pistol_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 5,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER, TOOL_SAW)
|
||||
time = 50
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/laser_receiver
|
||||
name = "Energy Weapon Assembly"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/laser_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 10,
|
||||
/obj/item/stock_parts/capacitor = 2,
|
||||
/obj/item/stock_parts/micro_laser = 1,
|
||||
/obj/item/assembly/prox_sensor = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_MULTITOOL, TOOL_WELDER) // Prox sensor and multitool for the circuit board, welder for extremely ghetto soldering.
|
||||
time = 150
|
||||
reqs = list(/obj/item/stack/sheet/metal = 15,
|
||||
/obj/item/stack/sheet/plasteel = 1) // requires access or hacking since shotgun is better
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
|
||||
time = 25
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
@@ -539,16 +432,6 @@
|
||||
reqs = list(/obj/item/stack/sheet/metal = 3,
|
||||
/obj/item/assembly/igniter = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/makeshift_lens
|
||||
name = "Makeshift Lens"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
|
||||
reqs = list(/obj/item/stack/sheet/metal = 1,
|
||||
/obj/item/stack/sheet/glass = 2)
|
||||
tools = list(TOOL_WELDER) // Glassmaking lets you make non-makeshift lenses.
|
||||
time = 50
|
||||
time = 25
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
@@ -0,0 +1,245 @@
|
||||
/*!
|
||||
This component makes it possible to make things edible. What this means is that you can take a bite or force someone to take a bite (in the case of items).
|
||||
These items take a specific time to eat, and can do most of the things our original food items could.
|
||||
Behavior that's still missing from this component that original food items had that should either be put into seperate components or somewhere else:
|
||||
Components:
|
||||
Drying component (jerky etc)
|
||||
Customizable component (custom pizzas etc)
|
||||
Processable component (Slicing and cooking behavior essentialy, making it go from item A to B when conditions are met.)
|
||||
Dunkable component (Dunking things into reagent containers to absorb a specific amount of reagents)
|
||||
Misc:
|
||||
Something for cakes (You can store things inside)
|
||||
*/
|
||||
/datum/component/edible
|
||||
///Amount of reagents taken per bite
|
||||
var/bite_consumption = 2
|
||||
///Amount of bites taken so far
|
||||
var/bitecount = 0
|
||||
///Flags for food
|
||||
var/food_flags = NONE
|
||||
///Bitfield of the types of this food
|
||||
var/foodtypes = NONE
|
||||
///Amount of seconds it takes to eat this food
|
||||
var/eat_time = 30
|
||||
///Defines how much it lowers someones satiety (Need to eat, essentialy)
|
||||
var/junkiness = 0
|
||||
///Message to send when eating
|
||||
var/list/eatverbs
|
||||
///Callback to be ran for when you take a bite of something
|
||||
var/datum/callback/after_eat
|
||||
///Last time we checked for food likes
|
||||
var/last_check_time
|
||||
|
||||
/datum/component/edible/Initialize(list/initial_reagents, food_flags = NONE, foodtypes = NONE, volume = 50, eat_time = 30, list/tastes, list/eatverbs = list("bite","chew","nibble","gnaw","gobble","chomp"), bite_consumption = 2, datum/callback/after_eat)
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
RegisterSignal(parent, COMSIG_ATOM_ATTACK_ANIMAL, .proc/UseByAnimal)
|
||||
if(isitem(parent))
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/UseFromHand)
|
||||
else if(isturf(parent))
|
||||
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/TryToEatTurf)
|
||||
|
||||
src.bite_consumption = bite_consumption
|
||||
src.food_flags = food_flags
|
||||
src.foodtypes = foodtypes
|
||||
src.eat_time = eat_time
|
||||
src.eatverbs = eatverbs
|
||||
src.junkiness = junkiness
|
||||
src.after_eat = after_eat
|
||||
|
||||
var/atom/owner = parent
|
||||
|
||||
if(!owner.reagents) //we don't want to override what's in the item if it possibly contains reagents already
|
||||
owner.create_reagents(volume, INJECTABLE)
|
||||
|
||||
if(initial_reagents)
|
||||
for(var/rid in initial_reagents)
|
||||
var/amount = initial_reagents[rid]
|
||||
if(tastes && tastes.len && (rid == /datum/reagent/consumable/nutriment || rid == /datum/reagent/consumable/nutriment/vitamin))
|
||||
owner.reagents.add_reagent(rid, amount, tastes.Copy())
|
||||
else
|
||||
owner.reagents.add_reagent(rid, amount)
|
||||
|
||||
/datum/component/edible/proc/examine(datum/source, mob/user, list/examine_list)
|
||||
if(!(food_flags & FOOD_IN_CONTAINER))
|
||||
switch (bitecount)
|
||||
if (0)
|
||||
return
|
||||
if(1)
|
||||
examine_list += "[parent] was bitten by someone!"
|
||||
if(2,3)
|
||||
examine_list += "[parent] was bitten [bitecount] times!"
|
||||
else
|
||||
examine_list += "[parent] was bitten multiple times!"
|
||||
|
||||
/datum/component/edible/proc/UseFromHand(obj/item/source, mob/living/M, mob/living/user)
|
||||
return TryToEat(M, user)
|
||||
|
||||
/datum/component/edible/proc/TryToEatTurf(datum/source, mob/user)
|
||||
return TryToEat(user, user)
|
||||
|
||||
///All the checks for the act of eating itself and
|
||||
/datum/component/edible/proc/TryToEat(mob/living/eater, mob/living/feeder)
|
||||
|
||||
set waitfor = FALSE
|
||||
|
||||
var/atom/owner = parent
|
||||
|
||||
if(feeder.a_intent == INTENT_HARM)
|
||||
return
|
||||
if(!owner.reagents.total_volume)//Shouldn't be needed but it checks to see if it has anything left in it.
|
||||
to_chat(feeder, "<span class='warning'>None of [owner] left, oh no!</span>")
|
||||
if(isturf(parent))
|
||||
var/turf/T = parent
|
||||
T.ScrapeAway(1, CHANGETURF_INHERIT_AIR)
|
||||
else
|
||||
qdel(parent)
|
||||
return
|
||||
if(!CanConsume(eater, feeder))
|
||||
return
|
||||
var/fullness = eater.nutrition + 10 //The theoretical fullness of the person eating if they were to eat this
|
||||
for(var/datum/reagent/consumable/C in eater.reagents.reagent_list) //we add the nutrition value of what we're currently digesting
|
||||
fullness += C.nutriment_factor * C.volume / C.metabolization_rate
|
||||
|
||||
. = COMPONENT_ITEM_NO_ATTACK //Point of no return I suppose
|
||||
|
||||
if(eater == feeder)//If you're eating it yourself.
|
||||
if(!do_mob(feeder, eater, eat_time)) //Gotta pass the minimal eat time
|
||||
return
|
||||
var/eatverb = pick(eatverbs)
|
||||
if(junkiness && eater.satiety < -150 && eater.nutrition > NUTRITION_LEVEL_STARVING + 50 && !HAS_TRAIT(eater, TRAIT_VORACIOUS))
|
||||
to_chat(eater, "<span class='warning'>You don't feel like eating any more junk food at the moment!</span>")
|
||||
return
|
||||
else if(fullness <= 50)
|
||||
eater.visible_message("<span class='notice'>[eater] hungrily [eatverb]s \the [parent], gobbling it down!</span>", "<span class='notice'>You hungrily [eatverb] \the [parent], gobbling it down!</span>")
|
||||
else if(fullness > 50 && fullness < 150)
|
||||
eater.visible_message("<span class='notice'>[eater] hungrily [eatverb]s \the [parent].</span>", "<span class='notice'>You hungrily [eatverb] \the [parent].</span>")
|
||||
else if(fullness > 150 && fullness < 500)
|
||||
eater.visible_message("<span class='notice'>[eater] [eatverb]s \the [parent].</span>", "<span class='notice'>You [eatverb] \the [parent].</span>")
|
||||
else if(fullness > 500 && fullness < 600)
|
||||
eater.visible_message("<span class='notice'>[eater] unwillingly [eatverb]s a bit of \the [parent].</span>", "<span class='notice'>You unwillingly [eatverb] a bit of \the [parent].</span>")
|
||||
else if(fullness > (600 * (1 + eater.overeatduration / 2000))) // The more you eat - the more you can eat
|
||||
eater.visible_message("<span class='warning'>[eater] cannot force any more of \the [parent] to go down [eater.p_their()] throat!</span>", "<span class='warning'>You cannot force any more of \the [parent] to go down your throat!</span>")
|
||||
return
|
||||
else //If you're feeding it to someone else.
|
||||
if(isbrain(eater))
|
||||
to_chat(feeder, "<span class='warning'>[eater] doesn't seem to have a mouth!</span>")
|
||||
return
|
||||
if(fullness <= (600 * (1 + eater.overeatduration / 1000)))
|
||||
eater.visible_message("<span class='danger'>[feeder] attempts to feed [eater] [parent].</span>", \
|
||||
"<span class='userdanger'>[feeder] attempts to feed you [parent].</span>")
|
||||
else
|
||||
eater.visible_message("<span class='warning'>[feeder] cannot force any more of [parent] down [eater]'s throat!</span>", \
|
||||
"<span class='warning'>[feeder] cannot force any more of [parent] down your throat!</span>")
|
||||
return
|
||||
if(!do_mob(feeder, eater)) //Wait 3 seconds before you can feed
|
||||
return
|
||||
|
||||
log_combat(feeder, eater, "fed", owner.reagents.log_list())
|
||||
eater.visible_message("<span class='danger'>[feeder] forces [eater] to eat [parent]!</span>", \
|
||||
"<span class='userdanger'>[feeder] forces you to eat [parent]!</span>")
|
||||
|
||||
TakeBite(eater, feeder)
|
||||
|
||||
///This function lets the eater take a bite and transfers the reagents to the eater.
|
||||
/datum/component/edible/proc/TakeBite(mob/living/eater, mob/living/feeder)
|
||||
|
||||
var/atom/owner = parent
|
||||
|
||||
if(!owner?.reagents)
|
||||
return FALSE
|
||||
if(eater.satiety > -200)
|
||||
eater.satiety -= junkiness
|
||||
playsound(eater.loc,'sound/items/eatfood.ogg', rand(10,50), TRUE)
|
||||
if(owner.reagents.total_volume)
|
||||
SEND_SIGNAL(parent, COMSIG_FOOD_EATEN, eater, feeder)
|
||||
var/fraction = min(bite_consumption / owner.reagents.total_volume, 1)
|
||||
owner.reagents.reaction(eater, INGEST, fraction)
|
||||
owner.reagents.trans_to(eater, bite_consumption)
|
||||
bitecount++
|
||||
On_Consume(eater)
|
||||
checkLiked(fraction, eater)
|
||||
|
||||
//Invoke our after eat callback if it is valid
|
||||
if(after_eat)
|
||||
after_eat.Invoke(eater, feeder)
|
||||
|
||||
return TRUE
|
||||
|
||||
///Checks whether or not the eater can actually consume the food
|
||||
/datum/component/edible/proc/CanConsume(mob/living/eater, mob/living/feeder)
|
||||
if(!iscarbon(eater))
|
||||
return FALSE
|
||||
var/mob/living/carbon/C = eater
|
||||
var/covered = ""
|
||||
if(C.is_mouth_covered(head_only = 1))
|
||||
covered = "headgear"
|
||||
else if(C.is_mouth_covered(mask_only = 1))
|
||||
covered = "mask"
|
||||
if(covered)
|
||||
var/who = (isnull(feeder) || eater == feeder) ? "your" : "[eater.p_their()]"
|
||||
to_chat(feeder, "<span class='warning'>You have to remove [who] [covered] first!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
///Check foodtypes to see if we should send a moodlet
|
||||
/datum/component/edible/proc/checkLiked(var/fraction, mob/M)
|
||||
if(last_check_time + 50 > world.time)
|
||||
return FALSE
|
||||
if(!ishuman(M))
|
||||
return FALSE
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(HAS_TRAIT(H, TRAIT_AGEUSIA) && foodtypes & H.dna.species.toxic_food)
|
||||
to_chat(H, "<span class='warning'>You don't feel so good...</span>")
|
||||
H.adjust_disgust(25 + 30 * fraction)
|
||||
else
|
||||
if(foodtypes & H.dna.species.toxic_food)
|
||||
to_chat(H,"<span class='warning'>What the hell was that thing?!</span>")
|
||||
H.adjust_disgust(25 + 30 * fraction)
|
||||
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "toxic_food", /datum/mood_event/disgusting_food)
|
||||
else if(foodtypes & H.dna.species.disliked_food)
|
||||
to_chat(H,"<span class='notice'>That didn't taste very good...</span>")
|
||||
H.adjust_disgust(11 + 15 * fraction)
|
||||
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "gross_food", /datum/mood_event/gross_food)
|
||||
else if(foodtypes & H.dna.species.liked_food)
|
||||
to_chat(H,"<span class='notice'>I love this taste!</span>")
|
||||
H.adjust_disgust(-5 + -2.5 * fraction)
|
||||
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "fav_food", /datum/mood_event/favorite_food)
|
||||
if((foodtypes & BREAKFAST) && world.time - SSticker.round_start_time < STOP_SERVING_BREAKFAST)
|
||||
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "breakfast", /datum/mood_event/breakfast)
|
||||
last_check_time = world.time
|
||||
|
||||
///Delete the item when it is fully eaten
|
||||
/datum/component/edible/proc/On_Consume(mob/living/eater)
|
||||
|
||||
var/atom/owner = parent
|
||||
|
||||
if(!eater)
|
||||
return
|
||||
if(!owner.reagents.total_volume)
|
||||
if(isturf(parent))
|
||||
var/turf/T = parent
|
||||
T.ScrapeAway(1, CHANGETURF_INHERIT_AIR)
|
||||
else
|
||||
qdel(parent)
|
||||
|
||||
///Ability to feed food to puppers
|
||||
/datum/component/edible/proc/UseByAnimal(datum/source, mob/user)
|
||||
|
||||
var/atom/owner = parent
|
||||
|
||||
if(!isdog(user))
|
||||
return
|
||||
var/mob/living/L = user
|
||||
if(bitecount == 0 || prob(50))
|
||||
L.emote("me", 1, "nibbles away at \the [parent]")
|
||||
bitecount++
|
||||
. = COMPONENT_ITEM_NO_ATTACK
|
||||
L.taste(owner.reagents) // why should carbons get all the fun?
|
||||
if(bitecount >= 5)
|
||||
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [parent] was")
|
||||
if(sattisfaction_text)
|
||||
L.emote("me", 1, "[sattisfaction_text]")
|
||||
qdel(parent)
|
||||
@@ -29,7 +29,6 @@
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/datum/component/embedded
|
||||
dupe_mode = COMPONENT_DUPE_ALLOWED
|
||||
var/obj/item/bodypart/limb
|
||||
@@ -120,7 +119,7 @@
|
||||
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
|
||||
if(overlay)
|
||||
var/atom/A = parent
|
||||
A.cut_overlay(overlay, TRUE)
|
||||
UnregisterSignal(A,COMSIG_ATOM_UPDATE_OVERLAYS)
|
||||
qdel(overlay)
|
||||
|
||||
return ..()
|
||||
@@ -139,31 +138,37 @@
|
||||
limb.embedded_objects |= weapon // on the inside... on the inside...
|
||||
weapon.forceMove(victim)
|
||||
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
|
||||
|
||||
var/damage = 0
|
||||
if(harmful)
|
||||
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
|
||||
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
|
||||
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
|
||||
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
|
||||
var/damage = weapon.w_class * impact_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
|
||||
damage = weapon.w_class * impact_pain_mult
|
||||
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
|
||||
else
|
||||
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
|
||||
|
||||
if(damage > 0)
|
||||
var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
|
||||
|
||||
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
|
||||
/datum/component/embedded/proc/jostleCheck()
|
||||
var/mob/living/carbon/victim = parent
|
||||
|
||||
var/chance = jostle_chance
|
||||
var/damage = weapon.w_class * pain_mult
|
||||
var/pain_chance_current = jostle_chance
|
||||
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
|
||||
chance *= 0.5
|
||||
pain_chance_current *= 0.5
|
||||
|
||||
if(harmful && prob(chance))
|
||||
var/damage = weapon.w_class * jostle_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
|
||||
if(pain_stam_pct && IS_STAMCRIT(victim)) //if it's a less-lethal embed, give them a break if they're already stamcritted
|
||||
pain_chance_current *= 0.2
|
||||
damage *= 0.5
|
||||
if(harmful && prob(pain_chance_current))
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
|
||||
|
||||
|
||||
@@ -173,7 +178,7 @@
|
||||
|
||||
if(harmful)
|
||||
var/damage = weapon.w_class * remove_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
|
||||
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
|
||||
else
|
||||
@@ -199,7 +204,7 @@
|
||||
|
||||
if(harmful)
|
||||
var/damage = weapon.w_class * remove_pain_mult
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND) //It hurts to rip it out, get surgery you dingus.
|
||||
victim.emote("scream")
|
||||
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
|
||||
else
|
||||
@@ -276,14 +281,16 @@
|
||||
damage *= 0.7
|
||||
|
||||
if(harmful && prob(chance))
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
|
||||
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
|
||||
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
|
||||
|
||||
if(prob(fall_chance))
|
||||
var/fall_chance_current = fall_chance
|
||||
if(victim.mobility_flags & ~MOBILITY_STAND)
|
||||
fall_chance_current *= 0.2
|
||||
|
||||
if(prob(fall_chance_current))
|
||||
fallOutCarbon()
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////
|
||||
//////////////TURF PROCS////////////////
|
||||
////////////////////////////////////////
|
||||
@@ -319,7 +326,8 @@
|
||||
var/matrix/M = matrix()
|
||||
M.Translate(pixelX, pixelY)
|
||||
overlay.transform = M
|
||||
hit.add_overlay(overlay, TRUE)
|
||||
RegisterSignal(hit,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/apply_overlay)
|
||||
hit.update_icon()
|
||||
|
||||
if(harmful)
|
||||
hit.visible_message("<span class='danger'>[weapon] embeds itself in [hit]!</span>")
|
||||
@@ -332,6 +340,8 @@
|
||||
else
|
||||
hit.visible_message("<span class='danger'>[weapon] sticks itself to [hit]!</span>")
|
||||
|
||||
/datum/component/embedded/proc/apply_overlay(atom/source, list/overlay_list)
|
||||
overlay_list += overlay
|
||||
|
||||
/datum/component/embedded/proc/examineTurf(datum/source, mob/user, list/examine_list)
|
||||
if(harmful)
|
||||
|
||||
@@ -0,0 +1,107 @@
|
||||
/*!
|
||||
This component essentially encapsulates frying and utilizes the edible component
|
||||
This means fried items can work like regular ones, and generally the code is far less messy
|
||||
*/
|
||||
/datum/component/fried
|
||||
var/fry_power //how powerfully was this item fried
|
||||
var/atom/owner //the atom it is owned by
|
||||
var/stored_name //name of the owner when the component was first added
|
||||
var/frying_examine_text = "the coders messed frying code up, report this!"
|
||||
|
||||
/datum/component/fried/Initialize(frying_power)
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/restore) //basically, unfry people who are being cleaned (badmemes fried someone)
|
||||
|
||||
fry_power = frying_power
|
||||
owner = parent
|
||||
stored_name = owner.name
|
||||
|
||||
setup_fried_item()
|
||||
|
||||
//some stuff to do with the contents of fried junk
|
||||
GLOBAL_VAR_INIT(frying_hardmode, TRUE)
|
||||
GLOBAL_VAR_INIT(frying_bad_chem_add_volume, TRUE)
|
||||
GLOBAL_LIST_INIT(frying_bad_chems, list(
|
||||
/datum/reagent/toxin/bad_food = 1,
|
||||
/datum/reagent/toxin = 1,
|
||||
/datum/reagent/lithium = 1,
|
||||
/datum/reagent/mercury = 1,
|
||||
))
|
||||
|
||||
/datum/component/fried/proc/examine(datum/source, mob/user, list/examine_list)
|
||||
examine_list += "[parent] has been [frying_examine_text]"
|
||||
|
||||
/datum/component/fried/proc/setup_fried_item() //sets the name, colour and examine text and edibility up
|
||||
//first we do some checks depending on the type of item being fried
|
||||
var/list/fried_tastes = list("crispy")
|
||||
var/fried_foodtypes = FRIED
|
||||
var/fried_junk = FALSE
|
||||
|
||||
if(!isfood(owner) && GLOB.frying_hardmode && GLOB.frying_bad_chems.len && !owner.reagents) //you fried some junk, it's not gonna taste great
|
||||
fried_junk = TRUE
|
||||
fried_foodtypes |= TOXIC // junk tastes toxic too
|
||||
else
|
||||
if(isfood(owner))
|
||||
var/obj/item/reagent_containers/food/snacks/food_item = owner
|
||||
fried_tastes += food_item.tastes
|
||||
fried_foodtypes |= food_item.foodtype
|
||||
|
||||
var/fried_eat_time = 0
|
||||
if(isturf(owner))
|
||||
fried_eat_time = 30 //we want turfs to be eaten slowly
|
||||
|
||||
var/colour_priority = FIXED_COLOUR_PRIORITY
|
||||
if(ismob(owner))
|
||||
colour_priority = WASHABLE_COLOUR_PRIORITY //badmins fried someone and we want to let them wash the fry colour off
|
||||
//lets heavily hint at how to undo their frying
|
||||
to_chat(owner, "<span class='warning'>You've been coated in hot cooking oil! You should probably go wash it off at the showers.</span>")
|
||||
else
|
||||
owner.AddComponent(/datum/component/edible, foodtypes = fried_tastes, tastes = fried_tastes, eat_time = fried_eat_time) //we don't want mobs to get the edible component
|
||||
|
||||
switch(fry_power)
|
||||
if(0 to 15)
|
||||
owner.name = "lightly fried [owner.name]"
|
||||
owner.add_atom_colour(rgb(166,103,54), colour_priority)
|
||||
frying_examine_text = "lightly fried"
|
||||
if(16 to 49)
|
||||
owner.name = "fried [owner.name]"
|
||||
owner.add_atom_colour(rgb(103,63,24), colour_priority)
|
||||
frying_examine_text = "moderately fried"
|
||||
if(50 to 59)
|
||||
owner.name = "deep fried [owner.name]"
|
||||
owner.add_atom_colour(rgb(63,23,4), colour_priority)
|
||||
frying_examine_text = "deeply fried"
|
||||
else
|
||||
owner.name = "the physical manifestation of fried foods"
|
||||
owner.add_atom_colour(rgb(33,19,9), colour_priority)
|
||||
frying_examine_text = "incomprehensibly fried to a crisp"
|
||||
|
||||
//adding the edible component gives it reagents meaning we can now add the bad frying reagents if it's junk
|
||||
if(fried_junk && owner.reagents) //check again just incase
|
||||
var/R = rand(1, GLOB.frying_bad_chems.len)
|
||||
var/bad_chem = GLOB.frying_bad_chems[R]
|
||||
var/bad_chem_amount = max(4,GLOB.frying_bad_chems[bad_chem] * (fry_power/12.5)) //4u of bad chem reached when deeply fried
|
||||
owner.reagents.add_reagent(bad_chem, bad_chem_amount)
|
||||
|
||||
/datum/component/fried/proc/restore_name() //restore somethings name
|
||||
//we do string manipulation and not restoring their name to real_name because some things hide your real_name and we want to maintain that
|
||||
if(copytext(owner.name,1,14) == "lightly fried ")
|
||||
owner.name = copytext(owner.name,15)
|
||||
else
|
||||
if(copytext(owner.name,1,6) == "fried ")
|
||||
owner.name = copytext(owner.name,7)
|
||||
else
|
||||
if(copytext(owner.name,1,11) == "deep fried ")
|
||||
owner.name = copytext(owner.name, 12)
|
||||
else
|
||||
if(owner.name == "the physical manifestation of fried foods") //if the name is still this, their name hasn't changed, so we can safely restore their stored name
|
||||
owner.name = stored_name
|
||||
|
||||
/datum/component/fried/proc/restore() //restore a fried mob to being not-fried
|
||||
if(ismob(owner))
|
||||
//restore the name, the colour should wash off itself, and then remove the component
|
||||
restore_name()
|
||||
RemoveComponent()
|
||||
@@ -0,0 +1,149 @@
|
||||
///Global GPS_list. All GPS components get saved in here for easy reference.
|
||||
GLOBAL_LIST_EMPTY(GPS_list)
|
||||
///GPS component. Atoms that have this show up on gps. Pretty simple stuff.
|
||||
/datum/component/gps
|
||||
var/gpstag = "COM0"
|
||||
var/tracking = TRUE
|
||||
var/emped = FALSE
|
||||
|
||||
/datum/component/gps/Initialize(_gpstag = "COM0")
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
gpstag = _gpstag
|
||||
GLOB.GPS_list += src
|
||||
|
||||
/datum/component/gps/Destroy()
|
||||
GLOB.GPS_list -= src
|
||||
return ..()
|
||||
|
||||
///GPS component subtype. Only gps/item's can be used to open the UI.
|
||||
/datum/component/gps/item
|
||||
var/updating = TRUE //Automatic updating of GPS list. Can be set to manual by user.
|
||||
var/global_mode = TRUE //If disabled, only GPS signals of the same Z level are shown
|
||||
|
||||
/datum/component/gps/item/Initialize(_gpstag = "COM0", emp_proof = FALSE)
|
||||
. = ..()
|
||||
if(. == COMPONENT_INCOMPATIBLE || !isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
var/atom/A = parent
|
||||
A.add_overlay("working")
|
||||
A.name = "[initial(A.name)] ([gpstag])"
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/interact)
|
||||
if(!emp_proof)
|
||||
RegisterSignal(parent, COMSIG_ATOM_EMP_ACT, .proc/on_emp_act)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
|
||||
RegisterSignal(parent, COMSIG_CLICK_ALT, .proc/on_AltClick)
|
||||
|
||||
///Called on COMSIG_ITEM_ATTACK_SELF
|
||||
/datum/component/gps/item/proc/interact(datum/source, mob/user)
|
||||
if(user)
|
||||
ui_interact(user)
|
||||
|
||||
///Called on COMSIG_PARENT_EXAMINE
|
||||
/datum/component/gps/item/proc/on_examine(datum/source, mob/user, list/examine_list)
|
||||
examine_list += "<span class='notice'>Alt-click to switch it [tracking ? "off":"on"].</span>"
|
||||
|
||||
///Called on COMSIG_ATOM_EMP_ACT
|
||||
/datum/component/gps/item/proc/on_emp_act(datum/source, severity)
|
||||
emped = TRUE
|
||||
var/atom/A = parent
|
||||
A.cut_overlay("working")
|
||||
A.add_overlay("emp")
|
||||
addtimer(CALLBACK(src, .proc/reboot), 300, TIMER_UNIQUE|TIMER_OVERRIDE) //if a new EMP happens, remove the old timer so it doesn't reactivate early
|
||||
SStgui.close_uis(src) //Close the UI control if it is open.
|
||||
|
||||
///Restarts the GPS after getting turned off by an EMP.
|
||||
/datum/component/gps/item/proc/reboot()
|
||||
emped = FALSE
|
||||
var/atom/A = parent
|
||||
A.cut_overlay("emp")
|
||||
A.add_overlay("working")
|
||||
|
||||
///Calls toggletracking
|
||||
/datum/component/gps/item/proc/on_AltClick(datum/source, mob/user)
|
||||
toggletracking(user)
|
||||
|
||||
///Toggles the tracking for the gps
|
||||
/datum/component/gps/item/proc/toggletracking(mob/user)
|
||||
if(!user.canUseTopic(parent, BE_CLOSE))
|
||||
return //user not valid to use gps
|
||||
if(emped)
|
||||
to_chat(user, "<span class='warning'>It's busted!</span>")
|
||||
return
|
||||
var/atom/A = parent
|
||||
if(tracking)
|
||||
A.cut_overlay("working")
|
||||
to_chat(user, "<span class='notice'>[parent] is no longer tracking, or visible to other GPS devices.</span>")
|
||||
tracking = FALSE
|
||||
else
|
||||
A.add_overlay("working")
|
||||
to_chat(user, "<span class='notice'>[parent] is now tracking, and visible to other GPS devices.</span>")
|
||||
tracking = TRUE
|
||||
|
||||
/datum/component/gps/item/ui_interact(mob/user, datum/tgui/ui)
|
||||
if(emped)
|
||||
to_chat(user, "<span class='hear'>[parent] fizzles weakly.</span>")
|
||||
return
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "Gps")
|
||||
ui.open()
|
||||
ui.set_autoupdate(updating)
|
||||
|
||||
/datum/component/gps/item/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
data["power"] = tracking
|
||||
data["tag"] = gpstag
|
||||
data["updating"] = updating
|
||||
data["globalmode"] = global_mode
|
||||
if(!tracking || emped) //Do not bother scanning if the GPS is off or EMPed
|
||||
return data
|
||||
|
||||
var/turf/curr = get_turf(parent)
|
||||
data["currentArea"] = "[get_area_name(curr, TRUE)]"
|
||||
data["currentCoords"] = "[curr.x], [curr.y], [curr.z]"
|
||||
|
||||
var/list/signals = list()
|
||||
data["signals"] = list()
|
||||
|
||||
for(var/gps in GLOB.GPS_list)
|
||||
var/datum/component/gps/G = gps
|
||||
if(G.emped || !G.tracking || G == src)
|
||||
continue
|
||||
var/turf/pos = get_turf(G.parent)
|
||||
if(!pos || !global_mode && pos.z != curr.z)
|
||||
continue
|
||||
var/list/signal = list()
|
||||
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
|
||||
signal["coords"] = "[pos.x], [pos.y], [pos.z]"
|
||||
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
|
||||
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
|
||||
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
|
||||
signals += list(signal) //Add this signal to the list of signals
|
||||
data["signals"] = signals
|
||||
return data
|
||||
|
||||
/datum/component/gps/item/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
switch(action)
|
||||
if("rename")
|
||||
var/atom/parentasatom = parent
|
||||
var/a = stripped_input(usr, "Please enter desired tag.", parentasatom.name, gpstag, 20)
|
||||
|
||||
if (!a)
|
||||
return
|
||||
|
||||
gpstag = a
|
||||
. = TRUE
|
||||
parentasatom.name = "global positioning system ([gpstag])"
|
||||
|
||||
if("power")
|
||||
toggletracking(usr)
|
||||
. = TRUE
|
||||
if("updating")
|
||||
updating = !updating
|
||||
. = TRUE
|
||||
if("globalmode")
|
||||
global_mode = !global_mode
|
||||
. = TRUE
|
||||
@@ -0,0 +1,91 @@
|
||||
/**
|
||||
* KILLER QUEEN
|
||||
*
|
||||
* Simple contact bomb component
|
||||
* Blows up the first person to touch it.
|
||||
*/
|
||||
/datum/component/killerqueen
|
||||
can_transfer = TRUE
|
||||
/// strength of explosion on the touch-er. 0 to disable. usually only used if the normal explosion is disabled (this is the default).
|
||||
var/ex_strength = EXPLODE_HEAVY
|
||||
/// callback to invoke with (parent, victim) before standard detonation - useful for losing a reference to this component or implementing custom behavior. return FALSE to prevent explosion.
|
||||
var/datum/callback/pre_explode
|
||||
/// callback to invoke with (parent) when deleting without an explosion
|
||||
var/datum/callback/failure
|
||||
/// did we explode
|
||||
var/exploded = FALSE
|
||||
/// examine message
|
||||
var/examine_message
|
||||
/// light explosion radius
|
||||
var/light = 0
|
||||
/// heavy explosion radius
|
||||
var/heavy = 0
|
||||
/// dev explosion radius
|
||||
var/dev = 0
|
||||
/// flame explosion radius
|
||||
var/flame = 0
|
||||
/// only triggered by living mobs
|
||||
var/living_only = TRUE
|
||||
|
||||
|
||||
/datum/component/killerqueen/Initialize(ex_strength = EXPLODE_HEAVY, datum/callback/pre_explode, datum/callback/failure, examine_message, light = 0, heavy = 0, dev = 0, flame = 0, living_only = TRUE)
|
||||
. = ..()
|
||||
if(. & COMPONENT_INCOMPATIBLE)
|
||||
return
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
src.ex_strength = ex_strength
|
||||
src.pre_explode = pre_explode
|
||||
src.failure = failure
|
||||
src.examine_message = examine_message
|
||||
src.light = light
|
||||
src.heavy = heavy
|
||||
src.dev = dev
|
||||
src.flame = flame
|
||||
src.living_only = living_only
|
||||
|
||||
/datum/component/killerqueen/Destroy()
|
||||
if(!exploded)
|
||||
failure?.Invoke(parent)
|
||||
return ..()
|
||||
|
||||
/datum/component/killerqueen/RegisterWithParent()
|
||||
. = ..()
|
||||
RegisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_ATTACK_ANIMAL), .proc/touch_detonate)
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/bump_detonate)
|
||||
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/attackby_detonate)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
|
||||
|
||||
/datum/component/killerqueen/UnregisterFromParent()
|
||||
. = ..()
|
||||
UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW,
|
||||
COMSIG_MOVABLE_BUMP, COMSIG_PARENT_ATTACKBY, COMSIG_PARENT_EXAMINE))
|
||||
|
||||
/datum/component/killerqueen/proc/attackby_detonate(datum/source, obj/item/I, mob/user)
|
||||
detonate(user)
|
||||
|
||||
/datum/component/killerqueen/proc/bump_detonate(datum/source, atom/A)
|
||||
detonate(A)
|
||||
|
||||
/datum/component/killerqueen/proc/touch_detonate(datum/source, mob/user)
|
||||
detonate(user)
|
||||
|
||||
/datum/component/killerqueen/proc/on_examine(datum/source, mob/examiner, list/examine_return)
|
||||
if(examine_message)
|
||||
examine_return += examine_message
|
||||
|
||||
/datum/component/killerqueen/proc/detonate(atom/victim)
|
||||
if(!isliving(victim) && living_only)
|
||||
return
|
||||
if(pre_explode && !pre_explode.Invoke(parent, victim))
|
||||
return
|
||||
if(ex_strength)
|
||||
victim.ex_act(ex_strength)
|
||||
if(light || heavy || dev || flame)
|
||||
explosion(parent, dev, heavy, light, flame_range = flame)
|
||||
else
|
||||
var/turf/T = get_turf(parent)
|
||||
playsound(T, 'sound/effects/explosion2.ogg', 200, 1)
|
||||
new /obj/effect/temp_visual/explosion(T)
|
||||
exploded = TRUE
|
||||
qdel(src)
|
||||
@@ -105,7 +105,7 @@
|
||||
|
||||
/// Proc specifically for inserting items, returns the amount of materials entered.
|
||||
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
|
||||
if(!I)
|
||||
if(QDELETED(I))
|
||||
return FALSE
|
||||
|
||||
multiplier = CEILING(multiplier, 0.01)
|
||||
|
||||
@@ -307,6 +307,10 @@
|
||||
|
||||
|
||||
/datum/component/mood/proc/HandleNutrition(mob/living/L)
|
||||
if(isethereal(L))
|
||||
HandleCharge(L)
|
||||
if(HAS_TRAIT(L, TRAIT_NOHUNGER))
|
||||
return FALSE //no mood events for nutrition
|
||||
switch(L.nutrition)
|
||||
if(NUTRITION_LEVEL_FULL to INFINITY)
|
||||
add_event(null, "nutrition", /datum/mood_event/fat)
|
||||
@@ -321,6 +325,22 @@
|
||||
if(0 to NUTRITION_LEVEL_STARVING)
|
||||
add_event(null, "nutrition", /datum/mood_event/starving)
|
||||
|
||||
/datum/component/mood/proc/HandleCharge(mob/living/carbon/human/H)
|
||||
var/datum/species/ethereal/E = H.dna.species
|
||||
switch(E.get_charge(H))
|
||||
if(ETHEREAL_CHARGE_NONE to ETHEREAL_CHARGE_LOWPOWER)
|
||||
add_event(null, "charge", /datum/mood_event/decharged)
|
||||
if(ETHEREAL_CHARGE_LOWPOWER to ETHEREAL_CHARGE_NORMAL)
|
||||
add_event(null, "charge", /datum/mood_event/lowpower)
|
||||
if(ETHEREAL_CHARGE_NORMAL to ETHEREAL_CHARGE_ALMOSTFULL)
|
||||
clear_event(null, "charge")
|
||||
if(ETHEREAL_CHARGE_ALMOSTFULL to ETHEREAL_CHARGE_FULL)
|
||||
add_event(null, "charge", /datum/mood_event/charged)
|
||||
if(ETHEREAL_CHARGE_FULL to ETHEREAL_CHARGE_OVERLOAD)
|
||||
add_event(null, "charge", /datum/mood_event/overcharged)
|
||||
if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS)
|
||||
add_event(null, "charge", /datum/mood_event/supercharged)
|
||||
|
||||
/datum/component/mood/proc/update_beauty(area/A)
|
||||
if(A.outdoors) //if we're outside, we don't care.
|
||||
clear_event(null, "area_beauty")
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
/**
|
||||
* omen.dm: For when you want someone to have a really bad day
|
||||
*
|
||||
* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
|
||||
* or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
|
||||
*
|
||||
* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
|
||||
*/
|
||||
/datum/component/omen
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE
|
||||
|
||||
/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
|
||||
var/obj/vessel
|
||||
|
||||
/datum/component/omen/Initialize(silent=FALSE, vessel)
|
||||
if(!isliving(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
var/mob/person = parent
|
||||
if(!silent)
|
||||
to_chat(person, "<span class='warning'>You get a bad feeling...</span>")
|
||||
src.vessel = vessel
|
||||
|
||||
/datum/component/omen/Destroy(force, silent)
|
||||
if(vessel)
|
||||
vessel.visible_message("<span class='warning'>[vessel] burns up in a sinister flash, taking an evil energy with it...</span>")
|
||||
vessel = null
|
||||
return ..()
|
||||
|
||||
/datum/component/omen/RegisterWithParent()
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_accident)
|
||||
RegisterSignal(parent, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/check_slip)
|
||||
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/check_bless)
|
||||
|
||||
/datum/component/omen/UnregisterFromParent()
|
||||
UnregisterSignal(parent, list(COMSIG_LIVING_STATUS_KNOCKDOWN, COMSIG_MOVABLE_MOVED, COMSIG_ADD_MOOD_EVENT))
|
||||
|
||||
/**
|
||||
* check_accident() is called each step we take
|
||||
*
|
||||
* While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
|
||||
* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
|
||||
*/
|
||||
/datum/component/omen/proc/check_accident(atom/movable/our_guy)
|
||||
if(!prob(15))
|
||||
return
|
||||
for(var/t in get_adjacent_open_turfs(our_guy))
|
||||
var/turf/the_turf = t
|
||||
for(var/obj/machinery/vending/darth_vendor in the_turf)
|
||||
if(darth_vendor.tiltable)
|
||||
darth_vendor.tilt(our_guy)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/// If we get knocked down, see if we have a really bad slip and bash our head hard
|
||||
/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
|
||||
if(amount <= 0 || prob(50)) // 50% chance to bonk our head
|
||||
return
|
||||
|
||||
var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
|
||||
if(!the_head)
|
||||
return
|
||||
|
||||
playsound(get_turf(our_guy), "sound/effects/tableheadsmash.ogg", 90, TRUE)
|
||||
our_guy.visible_message("<span class='danger'>[our_guy] hits [our_guy.p_their()] head really badly falling down!</span>", "<span class='userdanger'>You hit your head really badly falling down!</span>")
|
||||
the_head.receive_damage(75)
|
||||
our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100)
|
||||
qdel(src)
|
||||
|
||||
/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
|
||||
/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
|
||||
if(category != "blessing")
|
||||
return
|
||||
to_chat(our_guy, "<span class='nicegreen'>You feel a horrible omen lifted off your shoulders!</span>")
|
||||
qdel(src)
|
||||
@@ -1,3 +1,8 @@
|
||||
// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit
|
||||
#define CLOUD_POSITION_DAMAGE 1
|
||||
#define CLOUD_POSITION_W_BONUS 2
|
||||
#define CLOUD_POSITION_BW_BONUS 3
|
||||
|
||||
/*
|
||||
* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
|
||||
* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
|
||||
@@ -29,7 +34,10 @@
|
||||
var/list/pellets = list()
|
||||
/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
|
||||
var/list/targets_hit = list()
|
||||
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
|
||||
|
||||
/// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
|
||||
var/list/wound_info_by_part = list()
|
||||
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs]
|
||||
var/list/bodies
|
||||
/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
|
||||
var/list/purple_hearts
|
||||
@@ -64,6 +72,7 @@
|
||||
/datum/component/pellet_cloud/Destroy(force, silent)
|
||||
purple_hearts = null
|
||||
pellets = null
|
||||
wound_info_by_part = null
|
||||
targets_hit = null
|
||||
bodies = null
|
||||
return ..()
|
||||
@@ -187,10 +196,26 @@
|
||||
break
|
||||
|
||||
///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
|
||||
/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle)
|
||||
/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
|
||||
pellets -= P
|
||||
terminated++
|
||||
hits++
|
||||
var/obj/item/bodypart/hit_part
|
||||
if(iscarbon(target) && hit_zone)
|
||||
var/mob/living/carbon/hit_carbon = target
|
||||
hit_part = hit_carbon.get_bodypart(hit_zone)
|
||||
if(hit_part)
|
||||
target = hit_part
|
||||
if(P.wound_bonus != CANT_WOUND) // handle wounding
|
||||
// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
|
||||
// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
|
||||
if(isnull(wound_info_by_part[hit_part]))
|
||||
wound_info_by_part[hit_part] = list(0, 0, 0)
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
|
||||
wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
|
||||
P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
|
||||
|
||||
targets_hit[target]++
|
||||
if(targets_hit[target] == 1)
|
||||
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
|
||||
@@ -231,13 +256,23 @@
|
||||
for(var/atom/target in targets_hit)
|
||||
var/num_hits = targets_hit[target]
|
||||
UnregisterSignal(target, COMSIG_PARENT_QDELETING)
|
||||
if(num_hits > 1)
|
||||
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
|
||||
else
|
||||
target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
|
||||
var/obj/item/bodypart/hit_part
|
||||
if(isbodypart(target))
|
||||
hit_part = target
|
||||
target = hit_part.owner
|
||||
var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
|
||||
var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
|
||||
var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
|
||||
var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
|
||||
wound_info_by_part[hit_part] = null
|
||||
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
|
||||
|
||||
if(num_hits > 1)
|
||||
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>")
|
||||
else
|
||||
target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
|
||||
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
|
||||
UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
|
||||
if(queued_delete)
|
||||
qdel(parent)
|
||||
@@ -281,3 +316,7 @@
|
||||
targets_hit -= target
|
||||
bodies -= target
|
||||
purple_hearts -= target
|
||||
|
||||
#undef CLOUD_POSITION_DAMAGE
|
||||
#undef CLOUD_POSITION_W_BONUS
|
||||
#undef CLOUD_POSITION_BW_BONUS
|
||||
|
||||
@@ -0,0 +1,215 @@
|
||||
/datum/component/plumbing
|
||||
///Index with "1" = /datum/ductnet/theductpointingnorth etc. "1" being the num2text from NORTH define
|
||||
var/list/datum/ductnet/ducts = list()
|
||||
///shortcut to our parents' reagent holder
|
||||
var/datum/reagents/reagents
|
||||
///TRUE if we wanna add proper pipe outless under our parent object. this is pretty good if i may so so myself
|
||||
var/use_overlays = TRUE
|
||||
///We can't just cut all of the parents' overlays, so we'll track them here
|
||||
var/list/image/ducterlays
|
||||
///directions in wich we act as a supplier
|
||||
var/supply_connects
|
||||
///direction in wich we act as a demander
|
||||
var/demand_connects
|
||||
///FALSE to pretty much just not exist in the plumbing world so we can be moved, TRUE to go plumbo mode
|
||||
var/active = FALSE
|
||||
///if TRUE connects will spin with the parent object visually and codually, so you can have it work in any direction. FALSE if you want it to be static
|
||||
var/turn_connects = TRUE
|
||||
|
||||
/datum/component/plumbing/Initialize(start=TRUE, _turn_connects=TRUE) //turn_connects for wheter or not we spin with the object to change our pipes
|
||||
if(parent && !istype(parent, /atom/movable))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
var/atom/movable/AM = parent
|
||||
if(!AM.reagents)
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
reagents = AM.reagents
|
||||
turn_connects = _turn_connects
|
||||
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED,COMSIG_PARENT_PREQDELETED), .proc/disable)
|
||||
RegisterSignal(parent, list(COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH), .proc/toggle_active)
|
||||
|
||||
if(start)
|
||||
enable()
|
||||
|
||||
if(use_overlays)
|
||||
create_overlays()
|
||||
|
||||
/datum/component/plumbing/process()
|
||||
if(!demand_connects || !reagents)
|
||||
STOP_PROCESSING(SSfluids, src)
|
||||
return
|
||||
if(reagents.total_volume < reagents.maximum_volume)
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & demand_connects)
|
||||
send_request(D)
|
||||
///Can we be added to the ductnet?
|
||||
/datum/component/plumbing/proc/can_add(datum/ductnet/D, dir)
|
||||
if(!active)
|
||||
return
|
||||
if(!dir || !D)
|
||||
return FALSE
|
||||
if(num2text(dir) in ducts)
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
///called from in process(). only calls process_request(), but can be overwritten for children with special behaviour
|
||||
/datum/component/plumbing/proc/send_request(dir)
|
||||
process_request(amount = MACHINE_REAGENT_TRANSFER, reagent = null, dir = dir)
|
||||
///check who can give us what we want, and how many each of them will give us
|
||||
/datum/component/plumbing/proc/process_request(amount, reagent, dir)
|
||||
var/list/valid_suppliers = list()
|
||||
var/datum/ductnet/net
|
||||
if(!ducts.Find(num2text(dir)))
|
||||
return
|
||||
net = ducts[num2text(dir)]
|
||||
for(var/A in net.suppliers)
|
||||
var/datum/component/plumbing/supplier = A
|
||||
if(supplier.can_give(amount, reagent, net))
|
||||
valid_suppliers += supplier
|
||||
for(var/A in valid_suppliers)
|
||||
var/datum/component/plumbing/give = A
|
||||
give.transfer_to(src, amount / valid_suppliers.len, reagent, net)
|
||||
///returns TRUE when they can give the specified amount and reagent. called by process request
|
||||
/datum/component/plumbing/proc/can_give(amount, reagent, datum/ductnet/net)
|
||||
if(amount <= 0)
|
||||
return
|
||||
|
||||
if(reagent) //only asked for one type of reagent
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/R = A
|
||||
if(R.type == reagent)
|
||||
return TRUE
|
||||
else if(reagents.total_volume > 0) //take whatever
|
||||
return TRUE
|
||||
///this is where the reagent is actually transferred and is thus the finish point of our process()
|
||||
/datum/component/plumbing/proc/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
if(!reagents || !target || !target.reagents)
|
||||
return FALSE
|
||||
if(reagent)
|
||||
reagents.trans_id_to(target.parent, reagent, amount)
|
||||
else
|
||||
reagents.trans_to(target.parent, amount)
|
||||
///We create our luxurious piping overlays/underlays, to indicate where we do what. only called once if use_overlays = TRUE in Initialize()
|
||||
/datum/component/plumbing/proc/create_overlays()
|
||||
var/atom/movable/AM = parent
|
||||
for(var/image/I in ducterlays)
|
||||
AM.overlays.Remove(I)
|
||||
qdel(I)
|
||||
ducterlays = list()
|
||||
for(var/D in GLOB.cardinals)
|
||||
var/color
|
||||
var/direction
|
||||
if(D & demand_connects)
|
||||
color = "red" //red because red is mean and it takes
|
||||
else if(D & supply_connects)
|
||||
color = "blue" //blue is nice and gives
|
||||
else
|
||||
continue
|
||||
var/image/I
|
||||
if(turn_connects)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
direction = "north"
|
||||
if(SOUTH)
|
||||
direction = "south"
|
||||
if(EAST)
|
||||
direction = "east"
|
||||
if(WEST)
|
||||
direction = "west"
|
||||
I = image('icons/obj/plumbing/plumbers.dmi', "[direction]-[color]", layer = AM.layer - 1)
|
||||
else
|
||||
I = image('icons/obj/plumbing/plumbers.dmi', color, layer = AM.layer - 1) //color is not color as in the var, it's just the name
|
||||
I.dir = D
|
||||
AM.add_overlay(I)
|
||||
ducterlays += I
|
||||
///we stop acting like a plumbing thing and disconnect if we are, so we can safely be moved and stuff
|
||||
/datum/component/plumbing/proc/disable()
|
||||
if(!active)
|
||||
return
|
||||
STOP_PROCESSING(SSfluids, src)
|
||||
for(var/A in ducts)
|
||||
var/datum/ductnet/D = ducts[A]
|
||||
D.remove_plumber(src)
|
||||
active = FALSE
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & (demand_connects | supply_connects))
|
||||
for(var/obj/machinery/duct/duct in get_step(parent, D))
|
||||
duct.attempt_connect()
|
||||
|
||||
///settle wherever we are, and start behaving like a piece of plumbing
|
||||
/datum/component/plumbing/proc/enable()
|
||||
if(active)
|
||||
return
|
||||
update_dir()
|
||||
active = TRUE
|
||||
var/atom/movable/AM = parent
|
||||
for(var/obj/machinery/duct/D in AM.loc) //Destroy any ducts under us. Ducts also self destruct if placed under a plumbing machine. machines disable when they get moved
|
||||
if(D.anchored) //that should cover everything
|
||||
D.disconnect_duct()
|
||||
|
||||
if(demand_connects)
|
||||
START_PROCESSING(SSfluids, src)
|
||||
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & (demand_connects | supply_connects))
|
||||
for(var/atom/movable/A in get_step(parent, D))
|
||||
if(istype(A, /obj/machinery/duct))
|
||||
var/obj/machinery/duct/duct = A
|
||||
duct.attempt_connect()
|
||||
else
|
||||
var/datum/component/plumbing/P = A.GetComponent(/datum/component/plumbing)
|
||||
if(P)
|
||||
direct_connect(P, D)
|
||||
|
||||
/// Toggle our machinery on or off. This is called by a hook from default_unfasten_wrench with anchored as only param, so we dont have to copypaste this on every object that can move
|
||||
/datum/component/plumbing/proc/toggle_active(obj/O, new_state)
|
||||
if(new_state)
|
||||
enable()
|
||||
else
|
||||
disable()
|
||||
/** We update our connects only when we settle down by taking our current and original direction to find our new connects
|
||||
* If someone wants it to fucking spin while connected to something go actually knock yourself out
|
||||
*/
|
||||
/datum/component/plumbing/proc/update_dir()
|
||||
if(!turn_connects)
|
||||
return
|
||||
var/atom/movable/AM = parent
|
||||
var/new_demand_connects
|
||||
var/new_supply_connects
|
||||
var/new_dir = AM.dir
|
||||
var/angle = 180 - dir2angle(new_dir)
|
||||
if(new_dir == SOUTH)
|
||||
demand_connects = initial(demand_connects)
|
||||
supply_connects = initial(supply_connects)
|
||||
else
|
||||
for(var/D in GLOB.cardinals)
|
||||
if(D & initial(demand_connects))
|
||||
new_demand_connects += turn(D, angle)
|
||||
if(D & initial(supply_connects))
|
||||
new_supply_connects += turn(D, angle)
|
||||
demand_connects = new_demand_connects
|
||||
supply_connects = new_supply_connects
|
||||
///Give the direction of a pipe, and it'll return wich direction it originally was when it's object pointed SOUTH
|
||||
/datum/component/plumbing/proc/get_original_direction(dir)
|
||||
var/atom/movable/AM = parent
|
||||
return turn(dir, dir2angle(AM.dir) - 180)
|
||||
//special case in-case we want to connect directly with another machine without a duct
|
||||
/datum/component/plumbing/proc/direct_connect(datum/component/plumbing/P, dir)
|
||||
if(!P.active)
|
||||
return
|
||||
var/opposite_dir = turn(dir, 180)
|
||||
if(P.demand_connects & opposite_dir && supply_connects & dir || P.supply_connects & opposite_dir && demand_connects & dir) //make sure we arent connecting two supplies or demands
|
||||
var/datum/ductnet/net = new()
|
||||
net.add_plumber(src, dir)
|
||||
net.add_plumber(P, opposite_dir)
|
||||
|
||||
///has one pipe input that only takes, example is manual output pipe
|
||||
/datum/component/plumbing/simple_demand
|
||||
demand_connects = NORTH
|
||||
///has one pipe output that only supplies. example is liquid pump and manual input pipe
|
||||
/datum/component/plumbing/simple_supply
|
||||
supply_connects = NORTH
|
||||
///input and output, like a holding tank
|
||||
/datum/component/plumbing/tank
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
@@ -0,0 +1,21 @@
|
||||
/datum/component/plumbing/acclimator
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
var/obj/machinery/plumbing/acclimator/AC
|
||||
|
||||
/datum/component/plumbing/acclimator/Initialize(start=TRUE, _turn_connects=TRUE)
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/acclimator))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
AC = parent
|
||||
|
||||
/datum/component/plumbing/acclimator/can_give(amount, reagent)
|
||||
. = ..()
|
||||
if(. && AC.emptying)
|
||||
return TRUE
|
||||
return FALSE
|
||||
///We're overriding process and not send_request, because all process does is do the requests, so we might aswell cut out the middle man and save some code from running
|
||||
/datum/component/plumbing/acclimator/process()
|
||||
if(AC.emptying)
|
||||
return
|
||||
. = ..()
|
||||
@@ -0,0 +1,59 @@
|
||||
///The magical plumbing component used by the chemical filters. The different supply connects behave differently depending on the filters set on the chemical filter
|
||||
/datum/component/plumbing/filter
|
||||
demand_connects = NORTH
|
||||
supply_connects = SOUTH | EAST | WEST //SOUTH is straight, EAST is left and WEST is right. We look from the perspective of the insert
|
||||
|
||||
/datum/component/plumbing/filter/Initialize()
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/filter))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
/datum/component/plumbing/filter/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
if(.)
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A)) //we need it relative to the direction, so filters don't change when we turn the filter
|
||||
break
|
||||
if(!direction)
|
||||
return FALSE
|
||||
if(reagent)
|
||||
if(!can_give_in_direction(direction, reagent))
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/filter/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
if(!reagents || !target || !target.reagents)
|
||||
return FALSE
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
if(reagent)
|
||||
reagents.trans_id_to(target.parent, reagent, amount)
|
||||
else
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/R = A
|
||||
if(!can_give_in_direction(direction, R.type))
|
||||
continue
|
||||
var/new_amount
|
||||
if(R.volume < amount)
|
||||
new_amount = amount - R.volume
|
||||
reagents.trans_id_to(target.parent, R.type, amount)
|
||||
amount = new_amount
|
||||
if(amount <= 0)
|
||||
break
|
||||
///We check if the direction and reagent are valid to give. Needed for filters since different outputs have different behaviours
|
||||
/datum/component/plumbing/filter/proc/can_give_in_direction(dir, reagent)
|
||||
var/obj/machinery/plumbing/filter/F = parent
|
||||
switch(dir)
|
||||
if(SOUTH) //straight
|
||||
if(!F.left.Find(reagent) && !F.right.Find(reagent))
|
||||
return TRUE
|
||||
if(WEST) //right
|
||||
if(F.right.Find(reagent))
|
||||
return TRUE
|
||||
if(EAST) //left
|
||||
if(F.left.Find(reagent))
|
||||
return TRUE
|
||||
@@ -0,0 +1,38 @@
|
||||
/datum/component/plumbing/reaction_chamber
|
||||
demand_connects = WEST
|
||||
supply_connects = EAST
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/Initialize(start=TRUE, _turn_connects=TRUE)
|
||||
. = ..()
|
||||
if(!istype(parent, /obj/machinery/plumbing/reaction_chamber))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
var/obj/machinery/plumbing/reaction_chamber/RC = parent
|
||||
if(!. || !RC.emptying)
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/reaction_chamber/send_request(dir)
|
||||
var/obj/machinery/plumbing/reaction_chamber/RC = parent
|
||||
if(RC.emptying || !LAZYLEN(RC.required_reagents))
|
||||
return
|
||||
for(var/RT in RC.required_reagents)
|
||||
var/has_reagent = FALSE
|
||||
for(var/A in reagents.reagent_list)
|
||||
var/datum/reagent/RD = A
|
||||
if(RT == RD.type)
|
||||
has_reagent = TRUE
|
||||
if(RD.volume < RC.required_reagents[RT])
|
||||
process_request(min(RC.required_reagents[RT] - RD.volume, MACHINE_REAGENT_TRANSFER) , RT, dir)
|
||||
return
|
||||
if(!has_reagent)
|
||||
process_request(min(RC.required_reagents[RT], MACHINE_REAGENT_TRANSFER), RT, dir)
|
||||
return
|
||||
|
||||
RC.reagent_flags &= ~NO_REACT
|
||||
reagents.handle_reactions()
|
||||
|
||||
RC.emptying = TRUE //If we move this up, it'll instantly get turned off since any reaction always sets the reagent_total to zero. Other option is make the reaction update
|
||||
//everything for every chemical removed, wich isn't a good option either.
|
||||
RC.on_reagent_change() //We need to check it now, because some reactions leave nothing left.
|
||||
@@ -0,0 +1,45 @@
|
||||
/datum/component/plumbing/splitter
|
||||
demand_connects = NORTH
|
||||
supply_connects = SOUTH | EAST
|
||||
|
||||
/datum/component/plumbing/splitter/Initialize()
|
||||
. = ..()
|
||||
if(. && !istype(parent, /obj/machinery/plumbing/splitter))
|
||||
return FALSE
|
||||
|
||||
/datum/component/plumbing/splitter/can_give(amount, reagent, datum/ductnet/net)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
. = FALSE
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
var/obj/machinery/plumbing/splitter/S = parent
|
||||
switch(direction)
|
||||
if(SOUTH)
|
||||
if(S.turn_straight && S.transfer_straight <= amount)
|
||||
S.turn_straight = FALSE
|
||||
return TRUE
|
||||
if(EAST)
|
||||
if(!S.turn_straight && S.transfer_side <= amount)
|
||||
S.turn_straight = TRUE
|
||||
return TRUE
|
||||
|
||||
/datum/component/plumbing/splitter/transfer_to(datum/component/plumbing/target, amount, reagent, datum/ductnet/net)
|
||||
var/direction
|
||||
for(var/A in ducts)
|
||||
if(ducts[A] == net)
|
||||
direction = get_original_direction(text2num(A))
|
||||
break
|
||||
var/obj/machinery/plumbing/splitter/S = parent
|
||||
switch(direction)
|
||||
if(SOUTH)
|
||||
if(amount >= S.transfer_straight)
|
||||
amount = S.transfer_straight
|
||||
if(EAST)
|
||||
if(amount >= S.transfer_side)
|
||||
amount = S.transfer_side
|
||||
. = ..()
|
||||
@@ -29,10 +29,18 @@
|
||||
if(strength > RAD_MINIMUM_CONTAMINATION)
|
||||
SSradiation.warn(src)
|
||||
|
||||
//Let's make er glow
|
||||
//This relies on parent not being a turf or something. IF YOU CHANGE THAT, CHANGE THIS
|
||||
var/atom/movable/master = parent
|
||||
master.add_filter("rad_glow", 2, list("type" = "outline", "color" = "#39ff1430", "size" = 2))
|
||||
addtimer(CALLBACK(src, .proc/glow_loop, master), rand(1,19))//Things should look uneven
|
||||
|
||||
START_PROCESSING(SSradiation, src)
|
||||
|
||||
/datum/component/radioactive/Destroy()
|
||||
STOP_PROCESSING(SSradiation, src)
|
||||
var/atom/movable/master = parent
|
||||
master.remove_filter("rad_glow")
|
||||
return ..()
|
||||
|
||||
/datum/component/radioactive/process()
|
||||
@@ -46,6 +54,13 @@
|
||||
if(strength <= RAD_BACKGROUND_RADIATION)
|
||||
return PROCESS_KILL
|
||||
|
||||
|
||||
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
|
||||
var/filter = master.get_filter("rad_glow")
|
||||
if(filter)
|
||||
animate(filter, alpha = 110, time = 15, loop = -1)
|
||||
animate(alpha = 40, time = 25)
|
||||
|
||||
/datum/component/radioactive/InheritComponent(datum/component/C, i_am_original, _strength, _source, _half_life, _can_contaminate)
|
||||
if(!i_am_original)
|
||||
return
|
||||
@@ -69,8 +84,9 @@
|
||||
out += "[out ? " and it " : "[master] "]seems to be glowing a bit."
|
||||
if(RAD_AMOUNT_HIGH to INFINITY) //At this level the object can contaminate other objects
|
||||
out += "[out ? " and it " : "[master] "]hurts to look at."
|
||||
else
|
||||
out += "."
|
||||
if(!LAZYLEN(out))
|
||||
return
|
||||
out += "."
|
||||
examine_list += out.Join()
|
||||
|
||||
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
|
||||
|
||||
@@ -98,16 +98,16 @@
|
||||
|
||||
/datum/component/simple_rotation/proc/HandRot(datum/source, mob/user, rotation = default_rotation_direction)
|
||||
if(can_be_rotated)
|
||||
if(!can_be_rotated.Invoke(user, default_rotation_direction))
|
||||
if(!can_be_rotated.Invoke(user, rotation))
|
||||
return
|
||||
else
|
||||
if(!default_can_be_rotated(user, default_rotation_direction))
|
||||
if(!default_can_be_rotated(user, rotation))
|
||||
return
|
||||
if(can_user_rotate)
|
||||
if(!can_user_rotate.Invoke(user, default_rotation_direction))
|
||||
if(!can_user_rotate.Invoke(user, rotation))
|
||||
return
|
||||
else
|
||||
if(!default_can_user_rotate(user, default_rotation_direction))
|
||||
if(!default_can_user_rotate(user, rotation))
|
||||
return
|
||||
BaseRot(user, rotation)
|
||||
return TRUE
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
var/mob/living/holder //who is currently benefiting from the shield.
|
||||
var/dissipating = FALSE //Is this shield meant to dissipate over time instead of recharging.
|
||||
var/del_on_overload = FALSE //will delete itself once it has no charges left.
|
||||
var/cached_vis_overlay //text identifier of the visual overlay.
|
||||
|
||||
/datum/component/shielded/Initialize(current, max = 3, delay = 20 SECONDS, rate = 1, slots, state = "shield-old", broken, \
|
||||
sound = 'sound/magic/charge.ogg', end_sound = 'sound/machines/ding.ogg', diss = FALSE, del_overload = FALSE)
|
||||
@@ -47,9 +48,8 @@
|
||||
holder = L
|
||||
var/to_add = charges >= 1 ? shield_state : broken_state
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (L.layer > MOB_LAYER ? L.layer : MOB_LAYER) + 0.01
|
||||
holder.add_overlay(M, TRUE)
|
||||
var/layer = (L.layer > MOB_LAYER ? L.layer : MOB_LAYER) + 0.01
|
||||
SSvis_overlays.add_vis_overlay(L, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, L.dir)
|
||||
|
||||
/datum/component/shielded/UnregisterFromParent()
|
||||
. = ..()
|
||||
@@ -57,9 +57,9 @@
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK,COMSIG_ITEM_CHECK_BLOCK,COMSIG_ITEM_EQUIPPED,COMSIG_ITEM_DROPPED))
|
||||
if(holder)
|
||||
UnregisterSignal(holder, list(COMSIG_LIVING_RUN_BLOCK, COMSIG_LIVING_GET_BLOCKING_ITEMS))
|
||||
var/to_remove = charges >= 1 ? shield_state : broken_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
holder = null
|
||||
|
||||
/datum/component/shielded/process()
|
||||
@@ -80,7 +80,7 @@
|
||||
holder.visible_message("[holder]'s shield overloads!")
|
||||
qdel(src)
|
||||
return
|
||||
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
|
||||
if(holder && ((old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1)))
|
||||
update_shield_overlay(charges < 1)
|
||||
|
||||
/datum/component/shielded/proc/adjust_charges(amount)
|
||||
@@ -93,20 +93,19 @@
|
||||
holder.visible_message("[holder]'s shield overloads!")
|
||||
qdel(src)
|
||||
return
|
||||
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
|
||||
if(holder && ((old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1)))
|
||||
update_shield_overlay(charges < 1)
|
||||
|
||||
/datum/component/shielded/proc/update_shield_overlay(broken)
|
||||
if(!holder)
|
||||
return
|
||||
var/to_remove = broken ? shield_state : broken_state
|
||||
var/to_add = broken ? broken_state : shield_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
holder.add_overlay(M, TRUE)
|
||||
var/layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
SSvis_overlays.add_vis_overlay(holder, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, holder.dir)
|
||||
|
||||
/datum/component/shielded/proc/on_equip(obj/item/source, mob/living/equipper, slot)
|
||||
if(!(accepted_slots & slotdefine2slotbit(slot)))
|
||||
@@ -117,17 +116,16 @@
|
||||
RegisterSignal(equipper, COMSIG_LIVING_GET_BLOCKING_ITEMS, .proc/include_shield)
|
||||
var/to_add = charges >= 1 ? shield_state : broken_state
|
||||
if(to_add)
|
||||
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
|
||||
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
equipper.add_overlay(M, TRUE)
|
||||
var/layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
|
||||
cached_vis_overlay = SSvis_overlays.add_vis_overlay(holder, 'icons/effects/effects.dmi', to_add, layer, GAME_PLANE, holder.dir)
|
||||
|
||||
/datum/component/shielded/proc/on_drop(obj/item/source, mob/dropper)
|
||||
if(holder == dropper)
|
||||
UnregisterSignal(holder, COMSIG_LIVING_GET_BLOCKING_ITEMS)
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK, COMSIG_ITEM_CHECK_BLOCK))
|
||||
var/to_remove = charges >= 1 ? shield_state : broken_state
|
||||
if(to_remove)
|
||||
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
|
||||
if(cached_vis_overlay)
|
||||
SSvis_overlays.remove_vis_overlay(holder, cached_vis_overlay)
|
||||
cached_vis_overlay = null
|
||||
holder = null
|
||||
|
||||
/datum/component/shielded/proc/include_shield(mob/source, list/items)
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
var/list/faction = list("mining")
|
||||
|
||||
/datum/component/spawner/Initialize(_mob_types, _spawn_time, _faction, _spawn_text, _max_mobs)
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
if(_spawn_time)
|
||||
spawn_time=_spawn_time
|
||||
if(_mob_types)
|
||||
@@ -19,20 +21,25 @@
|
||||
if(_max_mobs)
|
||||
max_mobs=_max_mobs
|
||||
|
||||
RegisterSignal(parent, list(COMSIG_PARENT_QDELETING), .proc/stop_spawning)
|
||||
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/stop_spawning)
|
||||
RegisterSignal(parent, COMSIG_OBJ_ATTACK_GENERIC, .proc/on_attack_generic)
|
||||
START_PROCESSING(SSprocessing, src)
|
||||
|
||||
/datum/component/spawner/process()
|
||||
try_spawn_mob()
|
||||
|
||||
|
||||
/datum/component/spawner/proc/stop_spawning(force, hint)
|
||||
/datum/component/spawner/proc/stop_spawning(datum/source, force, hint)
|
||||
STOP_PROCESSING(SSprocessing, src)
|
||||
for(var/mob/living/simple_animal/L in spawned_mobs)
|
||||
if(L.nest == src)
|
||||
L.nest = null
|
||||
spawned_mobs = null
|
||||
|
||||
// Stopping clientless simple mobs' from indiscriminately bashing their own spawners due DestroySurroundings() et similars.
|
||||
/datum/component/spawner/proc/on_attack_generic(datum/source, mob/user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration)
|
||||
if(!user.client && ((user.faction & faction) || (user in spawned_mobs)))
|
||||
return COMPONENT_STOP_GENERIC_ATTACK
|
||||
|
||||
/datum/component/spawner/proc/try_spawn_mob()
|
||||
var/atom/P = parent
|
||||
if(spawned_mobs.len >= max_mobs)
|
||||
|
||||
@@ -11,6 +11,13 @@
|
||||
// This is to stop squeak spam from inhand usage
|
||||
var/last_use = 0
|
||||
var/use_delay = 20
|
||||
|
||||
// squeak cooldowns
|
||||
var/last_squeak = 0
|
||||
var/squeak_delay = 5
|
||||
|
||||
/// chance we'll be stopped from squeaking by cooldown when something crossing us squeaks
|
||||
var/cross_squeak_delay_chance = 33 // about 3 things can squeak at a time
|
||||
|
||||
/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override)
|
||||
if(!isatom(parent))
|
||||
@@ -19,6 +26,7 @@
|
||||
if(ismovable(parent))
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
|
||||
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
|
||||
RegisterSignal(parent, COMSIG_CROSS_SQUEAKED, .proc/delay_squeak)
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
|
||||
if(isitem(parent))
|
||||
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
|
||||
@@ -39,20 +47,28 @@
|
||||
use_delay = use_delay_override
|
||||
|
||||
/datum/component/squeak/proc/play_squeak()
|
||||
do_play_squeak()
|
||||
|
||||
/datum/component/squeak/proc/do_play_squeak(bypass_cooldown = FALSE)
|
||||
if(!bypass_cooldown && ((last_squeak + squeak_delay) >= world.time))
|
||||
return FALSE
|
||||
if(prob(squeak_chance))
|
||||
if(!override_squeak_sounds)
|
||||
playsound(parent, pickweight(default_squeak_sounds), volume, 1, -1)
|
||||
else
|
||||
playsound(parent, pickweight(override_squeak_sounds), volume, 1, -1)
|
||||
last_squeak = world.time
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/component/squeak/proc/step_squeak()
|
||||
if(steps > step_delay)
|
||||
play_squeak()
|
||||
do_play_squeak(TRUE)
|
||||
steps = 0
|
||||
else
|
||||
steps++
|
||||
|
||||
/datum/component/squeak/proc/play_squeak_crossed(atom/movable/AM)
|
||||
/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/AM)
|
||||
if(isitem(AM))
|
||||
var/obj/item/I = AM
|
||||
if(I.item_flags & ABSTRACT)
|
||||
@@ -63,13 +79,18 @@
|
||||
return
|
||||
var/atom/current_parent = parent
|
||||
if(isturf(current_parent.loc))
|
||||
play_squeak()
|
||||
if(do_play_squeak())
|
||||
SEND_SIGNAL(AM, COMSIG_CROSS_SQUEAKED)
|
||||
|
||||
/datum/component/squeak/proc/use_squeak()
|
||||
if(last_use + use_delay < world.time)
|
||||
last_use = world.time
|
||||
play_squeak()
|
||||
|
||||
/datum/component/squeak/proc/delay_squeak()
|
||||
if(prob(cross_squeak_delay_chance))
|
||||
last_squeak = world.time
|
||||
|
||||
/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
|
||||
RegisterSignal(equipper, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, TRUE)
|
||||
|
||||
|
||||
@@ -34,3 +34,8 @@
|
||||
qdel(A)
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/datum/component/storage/concrete/bluespace/bag_of_holding/can_be_inserted(obj/item/I, stop_messages = FALSE, mob/M)
|
||||
if(I.GetComponent(/datum/component/storage/concrete/bluespace/bag_of_holding))
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
@@ -62,6 +62,7 @@
|
||||
///Store the thrownthing datum for later use
|
||||
/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
|
||||
tackle = TT
|
||||
tackle.thrower = user
|
||||
|
||||
///See if we can tackle or not. If we can, leap!
|
||||
/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
|
||||
|
||||
@@ -0,0 +1,313 @@
|
||||
/**
|
||||
* Two Handed Component
|
||||
*
|
||||
* When applied to an item it will make it two handed
|
||||
*
|
||||
*/
|
||||
/datum/component/two_handed
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS // Only one of the component can exist on an item
|
||||
var/wielded = FALSE /// Are we holding the two handed item properly
|
||||
var/force_multiplier = 0 /// The multiplier applied to force when wielded, does not work with force_wielded, and force_unwielded
|
||||
var/force_wielded = 0 /// The force of the item when weilded
|
||||
var/force_unwielded = 0 /// The force of the item when unweilded
|
||||
var/wieldsound = FALSE /// Play sound when wielded
|
||||
var/unwieldsound = FALSE /// Play sound when unwielded
|
||||
var/attacksound = FALSE /// Play sound on attack when wielded
|
||||
var/require_twohands = FALSE /// Does it have to be held in both hands
|
||||
var/icon_wielded = FALSE /// The icon that will be used when wielded
|
||||
var/obj/item/offhand/offhand_item = null /// Reference to the offhand created for the item
|
||||
var/sharpened_increase = 0 /// The amount of increase recived from sharpening the item
|
||||
|
||||
/**
|
||||
* Two Handed component
|
||||
*
|
||||
* vars:
|
||||
* * require_twohands (optional) Does the item need both hands to be carried
|
||||
* * wieldsound (optional) The sound to play when wielded
|
||||
* * unwieldsound (optional) The sound to play when unwielded
|
||||
* * attacksound (optional) The sound to play when wielded and attacking
|
||||
* * force_multiplier (optional) The force multiplier when wielded, do not use with force_wielded, and force_unwielded
|
||||
* * force_wielded (optional) The force setting when the item is wielded, do not use with force_multiplier
|
||||
* * force_unwielded (optional) The force setting when the item is unwielded, do not use with force_multiplier
|
||||
* * icon_wielded (optional) The icon to be used when wielded
|
||||
*/
|
||||
/datum/component/two_handed/Initialize(require_twohands=FALSE, wieldsound=FALSE, unwieldsound=FALSE, attacksound=FALSE, \
|
||||
force_multiplier=0, force_wielded=0, force_unwielded=0, icon_wielded=FALSE)
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
src.require_twohands = require_twohands
|
||||
src.wieldsound = wieldsound
|
||||
src.unwieldsound = unwieldsound
|
||||
src.attacksound = attacksound
|
||||
src.force_multiplier = force_multiplier
|
||||
src.force_wielded = force_wielded
|
||||
src.force_unwielded = force_unwielded
|
||||
src.icon_wielded = icon_wielded
|
||||
|
||||
// Inherit the new values passed to the component
|
||||
/datum/component/two_handed/InheritComponent(datum/component/two_handed/new_comp, original, require_twohands, wieldsound, unwieldsound, \
|
||||
force_multiplier, force_wielded, force_unwielded, icon_wielded)
|
||||
if(!original)
|
||||
return
|
||||
if(require_twohands)
|
||||
src.require_twohands = require_twohands
|
||||
if(wieldsound)
|
||||
src.wieldsound = wieldsound
|
||||
if(unwieldsound)
|
||||
src.unwieldsound = unwieldsound
|
||||
if(attacksound)
|
||||
src.attacksound = attacksound
|
||||
if(force_multiplier)
|
||||
src.force_multiplier = force_multiplier
|
||||
if(force_wielded)
|
||||
src.force_wielded = force_wielded
|
||||
if(force_unwielded)
|
||||
src.force_unwielded = force_unwielded
|
||||
if(icon_wielded)
|
||||
src.icon_wielded = icon_wielded
|
||||
|
||||
// register signals withthe parent item
|
||||
/datum/component/two_handed/RegisterWithParent()
|
||||
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
|
||||
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/on_attack_self)
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/on_attack)
|
||||
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON, .proc/on_update_icon)
|
||||
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/on_moved)
|
||||
RegisterSignal(parent, COMSIG_ITEM_SHARPEN_ACT, .proc/on_sharpen)
|
||||
|
||||
// Remove all siginals registered to the parent item
|
||||
/datum/component/two_handed/UnregisterFromParent()
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED,
|
||||
COMSIG_ITEM_DROPPED,
|
||||
COMSIG_ITEM_ATTACK_SELF,
|
||||
COMSIG_ITEM_ATTACK,
|
||||
COMSIG_ATOM_UPDATE_ICON,
|
||||
COMSIG_MOVABLE_MOVED,
|
||||
COMSIG_ITEM_SHARPEN_ACT))
|
||||
|
||||
/// Triggered on equip of the item containing the component
|
||||
/datum/component/two_handed/proc/on_equip(datum/source, mob/user, slot)
|
||||
if(require_twohands && slot == SLOT_HANDS) // force equip the item
|
||||
wield(user)
|
||||
if(!user.is_holding(parent) && wielded && !require_twohands)
|
||||
unwield(user)
|
||||
|
||||
/// Triggered on drop of item containing the component
|
||||
/datum/component/two_handed/proc/on_drop(datum/source, mob/user)
|
||||
if(require_twohands)
|
||||
unwield(user, show_message=TRUE)
|
||||
if(wielded)
|
||||
unwield(user)
|
||||
if(source == offhand_item && !QDELETED(src))
|
||||
qdel(src)
|
||||
|
||||
/// Triggered on attack self of the item containing the component
|
||||
/datum/component/two_handed/proc/on_attack_self(datum/source, mob/user)
|
||||
if(!user.is_holding(parent))
|
||||
return //give no quarter to telekinesis powergaemrs (telekinetic wielding will desync the offhand and result in all sorts of bugs so no until someone codes it properly)
|
||||
if(wielded)
|
||||
unwield(user)
|
||||
else
|
||||
wield(user)
|
||||
|
||||
/**
|
||||
* Wield the two handed item in both hands
|
||||
*
|
||||
* vars:
|
||||
* * user The mob/living/carbon that is wielding the item
|
||||
*/
|
||||
/datum/component/two_handed/proc/wield(mob/living/carbon/user)
|
||||
if(wielded)
|
||||
return
|
||||
if(ismonkey(user))
|
||||
to_chat(user, "<span class='warning'>It's too heavy for you to wield fully.</span>")
|
||||
return
|
||||
if(user.get_inactive_held_item())
|
||||
if(require_twohands)
|
||||
to_chat(user, "<span class='notice'>[parent] is too cumbersome to carry in one hand!</span>")
|
||||
user.dropItemToGround(parent, force=TRUE)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need your other hand to be empty!</span>")
|
||||
return
|
||||
if(user.get_num_arms() < 2)
|
||||
if(require_twohands)
|
||||
user.dropItemToGround(parent, force=TRUE)
|
||||
to_chat(user, "<span class='warning'>You don't have enough intact hands.</span>")
|
||||
return
|
||||
|
||||
// wield update status
|
||||
if(SEND_SIGNAL(parent, COMSIG_TWOHANDED_WIELD, user) & COMPONENT_TWOHANDED_BLOCK_WIELD)
|
||||
return // blocked wield from item
|
||||
wielded = TRUE
|
||||
RegisterSignal(user, COMSIG_MOB_SWAP_HANDS, .proc/on_swap_hands)
|
||||
|
||||
// update item stats and name
|
||||
var/obj/item/parent_item = parent
|
||||
if(force_multiplier)
|
||||
parent_item.force *= force_multiplier
|
||||
else if(force_wielded)
|
||||
parent_item.force = force_wielded
|
||||
if(sharpened_increase)
|
||||
parent_item.force += sharpened_increase
|
||||
parent_item.name = "[parent_item.name] (Wielded)"
|
||||
parent_item.update_icon()
|
||||
|
||||
if(iscyborg(user))
|
||||
to_chat(user, "<span class='notice'>You dedicate your module to [parent].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You grab [parent] with both hands.</span>")
|
||||
|
||||
// Play sound if one is set
|
||||
if(wieldsound)
|
||||
playsound(parent_item.loc, wieldsound, 50, TRUE)
|
||||
|
||||
// Let's reserve the other hand
|
||||
offhand_item = new(user)
|
||||
offhand_item.name = "[parent_item.name] - offhand"
|
||||
offhand_item.desc = "Your second grip on [parent_item]."
|
||||
offhand_item.wielded = TRUE
|
||||
RegisterSignal(offhand_item, COMSIG_ITEM_DROPPED, .proc/on_drop)
|
||||
user.put_in_inactive_hand(offhand_item)
|
||||
|
||||
/**
|
||||
* Unwield the two handed item
|
||||
*
|
||||
* vars:
|
||||
* * user The mob/living/carbon that is unwielding the item
|
||||
* * show_message (option) show a message to chat on unwield
|
||||
*/
|
||||
/datum/component/two_handed/proc/unwield(mob/living/carbon/user, show_message=TRUE)
|
||||
if(!wielded || !user)
|
||||
return
|
||||
|
||||
// wield update status
|
||||
wielded = FALSE
|
||||
UnregisterSignal(user, COMSIG_MOB_SWAP_HANDS)
|
||||
SEND_SIGNAL(parent, COMSIG_TWOHANDED_UNWIELD, user)
|
||||
|
||||
// update item stats
|
||||
var/obj/item/parent_item = parent
|
||||
if(sharpened_increase)
|
||||
parent_item.force -= sharpened_increase
|
||||
if(force_multiplier)
|
||||
parent_item.force /= force_multiplier
|
||||
else if(force_unwielded)
|
||||
parent_item.force = force_unwielded
|
||||
|
||||
// update the items name to remove the wielded status
|
||||
var/sf = findtext(parent_item.name, " (Wielded)", -10) // 10 == length(" (Wielded)")
|
||||
if(sf)
|
||||
parent_item.name = copytext(parent_item.name, 1, sf)
|
||||
else
|
||||
parent_item.name = "[initial(parent_item.name)]"
|
||||
|
||||
// Update icons
|
||||
parent_item.update_icon()
|
||||
if(user.get_item_by_slot(ITEM_SLOT_BACK) == parent)
|
||||
user.update_inv_back()
|
||||
else
|
||||
user.update_inv_hands()
|
||||
|
||||
// if the item requires two handed drop the item on unwield
|
||||
if(require_twohands)
|
||||
user.dropItemToGround(parent, force=TRUE)
|
||||
|
||||
// Show message if requested
|
||||
if(show_message)
|
||||
if(iscyborg(user))
|
||||
to_chat(user, "<span class='notice'>You free up your module.</span>")
|
||||
else if(require_twohands)
|
||||
to_chat(user, "<span class='notice'>You drop [parent].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You are now carrying [parent] with one hand.</span>")
|
||||
|
||||
// Play sound if set
|
||||
if(unwieldsound)
|
||||
playsound(parent_item.loc, unwieldsound, 50, TRUE)
|
||||
|
||||
// Remove the object in the offhand
|
||||
if(offhand_item)
|
||||
UnregisterSignal(offhand_item, COMSIG_ITEM_DROPPED)
|
||||
qdel(offhand_item)
|
||||
// Clear any old refrence to an item that should be gone now
|
||||
offhand_item = null
|
||||
|
||||
/**
|
||||
* on_attack triggers on attack with the parent item
|
||||
*/
|
||||
/datum/component/two_handed/proc/on_attack(obj/item/source, mob/living/target, mob/living/user)
|
||||
if(wielded && attacksound)
|
||||
var/obj/item/parent_item = parent
|
||||
playsound(parent_item.loc, attacksound, 50, TRUE)
|
||||
|
||||
/**
|
||||
* on_update_icon triggers on call to update parent items icon
|
||||
*
|
||||
* Updates the icon using icon_wielded if set
|
||||
*/
|
||||
/datum/component/two_handed/proc/on_update_icon(datum/source)
|
||||
if(icon_wielded && wielded)
|
||||
var/obj/item/parent_item = parent
|
||||
if(parent_item)
|
||||
parent_item.icon_state = icon_wielded
|
||||
return COMSIG_ATOM_NO_UPDATE_ICON_STATE
|
||||
|
||||
/**
|
||||
* on_moved Triggers on item moved
|
||||
*/
|
||||
/datum/component/two_handed/proc/on_moved(datum/source, mob/user, dir)
|
||||
unwield(user)
|
||||
|
||||
/**
|
||||
* on_swap_hands Triggers on swapping hands, blocks swap if the other hand is busy
|
||||
*/
|
||||
/datum/component/two_handed/proc/on_swap_hands(mob/user, obj/item/held_item)
|
||||
if(!held_item)
|
||||
return
|
||||
if(held_item == parent)
|
||||
return COMPONENT_BLOCK_SWAP
|
||||
|
||||
/**
|
||||
* on_sharpen Triggers on usage of a sharpening stone on the item
|
||||
*/
|
||||
/datum/component/two_handed/proc/on_sharpen(obj/item/item, amount, max_amount)
|
||||
if(!item)
|
||||
return COMPONENT_BLOCK_SHARPEN_BLOCKED
|
||||
if(sharpened_increase)
|
||||
return COMPONENT_BLOCK_SHARPEN_ALREADY
|
||||
var/wielded_val = 0
|
||||
if(force_multiplier)
|
||||
var/obj/item/parent_item = parent
|
||||
if(wielded)
|
||||
wielded_val = parent_item.force
|
||||
else
|
||||
wielded_val = parent_item.force * force_multiplier
|
||||
else
|
||||
wielded_val = force_wielded
|
||||
if(wielded_val > max_amount)
|
||||
return COMPONENT_BLOCK_SHARPEN_MAXED
|
||||
sharpened_increase = min(amount, (max_amount - wielded_val))
|
||||
return COMPONENT_BLOCK_SHARPEN_APPLIED
|
||||
|
||||
/**
|
||||
* The offhand dummy item for two handed items
|
||||
*
|
||||
*/
|
||||
/obj/item/offhand
|
||||
name = "offhand"
|
||||
icon_state = "offhand"
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
item_flags = ABSTRACT
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
var/wielded = FALSE // Off Hand tracking of wielded status
|
||||
|
||||
/obj/item/offhand/Destroy()
|
||||
wielded = FALSE
|
||||
return ..()
|
||||
|
||||
/obj/item/offhand/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if(wielded && !user.is_holding(src) && !QDELETED(src))
|
||||
qdel(src)
|
||||
@@ -24,16 +24,17 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
var/unlock_note
|
||||
var/unlock_code
|
||||
var/failsafe_code
|
||||
var/datum/ui_state/checkstate
|
||||
var/compact_mode = FALSE
|
||||
var/debug = FALSE
|
||||
var/saved_player_population = 0
|
||||
var/list/filters = list()
|
||||
|
||||
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/ui_state/_checkstate, datum/traitor_class/traitor_class)
|
||||
|
||||
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/traitor_class/traitor_class)
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
|
||||
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/interact)
|
||||
if(istype(parent, /obj/item/implant))
|
||||
@@ -65,7 +66,6 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
active = _enabled
|
||||
gamemode = _gamemode
|
||||
telecrystals = starting_tc
|
||||
checkstate = _checkstate
|
||||
if(!lockable)
|
||||
active = TRUE
|
||||
locked = FALSE
|
||||
@@ -102,6 +102,15 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
return //no hitting everyone/everything just to try to slot tcs in!
|
||||
if(istype(I, /obj/item/stack/telecrystal))
|
||||
LoadTC(user, I)
|
||||
if(active)
|
||||
if(I.GetComponent(/datum/component/uplink))
|
||||
var/datum/component/uplink/hidden_uplink = I.GetComponent(/datum/component/uplink)
|
||||
var/amt = hidden_uplink.telecrystals
|
||||
hidden_uplink.telecrystals -= amt
|
||||
src.telecrystals += amt
|
||||
to_chat(user, "<span class='notice'>You connect the [I] to your uplink, siphoning [amt] telecrystals before quickly undoing the connection.")
|
||||
else
|
||||
return
|
||||
for(var/category in uplink_items)
|
||||
for(var/item in uplink_items[category])
|
||||
var/datum/uplink_item/UI = uplink_items[category][item]
|
||||
@@ -134,22 +143,20 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
// an unlocked uplink blocks also opening the PDA or headset menu
|
||||
return COMPONENT_NO_INTERACT
|
||||
|
||||
/datum/component/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
|
||||
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
|
||||
state = checkstate ? checkstate : state
|
||||
active = TRUE
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "uplink", name, 620, 580, master_ui, state)
|
||||
ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input.
|
||||
ui.set_style("syndicate")
|
||||
ui.open()
|
||||
/datum/component/uplink/ui_state(mob/user)
|
||||
if(istype(parent, /obj/item/implant/uplink))
|
||||
return GLOB.not_incapacitated_state
|
||||
return GLOB.inventory_state
|
||||
|
||||
/datum/component/uplink/ui_host(mob/user)
|
||||
if(istype(parent, /obj/item/implant)) //implants are like organs, not really located inside mobs codewise.
|
||||
var/obj/item/implant/I = parent
|
||||
return I.imp_in
|
||||
return ..()
|
||||
/datum/component/uplink/ui_interact(mob/user, datum/tgui/ui)
|
||||
active = TRUE
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "Uplink", name)
|
||||
// This UI is only ever opened by one person,
|
||||
// and never is updated outside of user input.
|
||||
ui.set_autoupdate(FALSE)
|
||||
ui.open()
|
||||
|
||||
/datum/component/uplink/ui_data(mob/user)
|
||||
if(!user.mind)
|
||||
@@ -157,8 +164,7 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
var/list/data = list()
|
||||
data["telecrystals"] = telecrystals
|
||||
data["lockable"] = lockable
|
||||
data["compact_mode"] = compact_mode
|
||||
|
||||
data["compactMode"] = compact_mode
|
||||
return data
|
||||
|
||||
/datum/component/uplink/ui_static_data(mob/user)
|
||||
@@ -179,8 +185,18 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
is_inaccessible = FALSE
|
||||
if(is_inaccessible)
|
||||
continue
|
||||
/*
|
||||
if(I.restricted_species) //catpeople specfic gloves.
|
||||
if(ishuman(user))
|
||||
var/is_inaccessible = TRUE
|
||||
var/mob/living/carbon/human/H = user
|
||||
for(var/F in I.restricted_species)
|
||||
if(F == H.dna.species.id || debug)
|
||||
is_inaccessible = FALSE
|
||||
break
|
||||
if(is_inaccessible)
|
||||
continue
|
||||
*/
|
||||
cat["items"] += list(list(
|
||||
"name" = I.name,
|
||||
"cost" = I.cost,
|
||||
@@ -192,21 +208,16 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
/datum/component/uplink/ui_act(action, params)
|
||||
if(!active)
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("buy")
|
||||
var/item = params["item"]
|
||||
|
||||
var/item_name = params["name"]
|
||||
var/list/buyable_items = list()
|
||||
for(var/category in uplink_items)
|
||||
buyable_items += uplink_items[category]
|
||||
|
||||
if(item in buyable_items)
|
||||
var/datum/uplink_item/I = buyable_items[item]
|
||||
//check to make sure people cannot buy items when the player pop is below the requirement
|
||||
if(GLOB.joined_player_list.len >= I.player_minimum)
|
||||
MakePurchase(usr, I)
|
||||
. = TRUE
|
||||
if(item_name in buyable_items)
|
||||
var/datum/uplink_item/I = buyable_items[item_name]
|
||||
MakePurchase(usr, I)
|
||||
return TRUE
|
||||
if("lock")
|
||||
active = FALSE
|
||||
locked = TRUE
|
||||
@@ -215,9 +226,10 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
SStgui.close_uis(src)
|
||||
if("select")
|
||||
selected_cat = params["category"]
|
||||
return TRUE
|
||||
if("compact_toggle")
|
||||
compact_mode = !compact_mode
|
||||
return TRUE
|
||||
return TRUE
|
||||
|
||||
/datum/component/uplink/proc/MakePurchase(mob/user, datum/uplink_item/U)
|
||||
if(!istype(U))
|
||||
@@ -262,12 +274,12 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
var/obj/item/pda/master = parent
|
||||
if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
|
||||
if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
|
||||
failsafe()
|
||||
failsafe(user)
|
||||
return COMPONENT_STOP_RINGTONE_CHANGE
|
||||
return
|
||||
locked = FALSE
|
||||
interact(null, user)
|
||||
to_chat(user, "The PDA softly beeps.")
|
||||
to_chat(user, "<span class='hear'>The PDA softly beeps.</span>")
|
||||
user << browse(null, "window=pda")
|
||||
master.mode = 0
|
||||
return COMPONENT_STOP_RINGTONE_CHANGE
|
||||
@@ -279,7 +291,7 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
var/frequency = arguments[1]
|
||||
if(frequency != unlock_code)
|
||||
if(frequency == failsafe_code)
|
||||
failsafe()
|
||||
failsafe(master.loc)
|
||||
return
|
||||
locked = FALSE
|
||||
if(ismob(master.loc))
|
||||
@@ -316,11 +328,13 @@ GLOBAL_LIST_EMPTY(uplinks)
|
||||
else if(istype(parent,/obj/item/pen))
|
||||
return rand(1, 360)
|
||||
|
||||
/datum/component/uplink/proc/failsafe()
|
||||
/datum/component/uplink/proc/failsafe(mob/living/carbon/user)
|
||||
if(!parent)
|
||||
return
|
||||
var/turf/T = get_turf(parent)
|
||||
if(!T)
|
||||
return
|
||||
message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)] The owner of the uplink was [ADMIN_LOOKUPFLW(owner)].")
|
||||
log_game("[key_name(user)] triggered an uplink failsafe explosion. The owner of the uplink was [key_name(owner)].")
|
||||
explosion(T,1,2,3)
|
||||
qdel(parent) //Alternatively could brick the uplink.
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
if(-INFINITY to T0C)
|
||||
add_wet(TURF_WET_ICE, max_time_left()) //Water freezes into ice!
|
||||
if(T0C to T0C + 100)
|
||||
decrease = ((T.air.temperature - T0C) / SSwet_floors.temperature_coeff) * (diff / SSwet_floors.time_ratio)
|
||||
decrease = ((T.air.return_temperature() - T0C) / SSwet_floors.temperature_coeff) * (diff / SSwet_floors.time_ratio)
|
||||
if(T0C + 100 to INFINITY)
|
||||
decrease = INFINITY
|
||||
decrease = max(0, decrease)
|
||||
|
||||
+48
-10
@@ -1,13 +1,13 @@
|
||||
|
||||
//TODO: someone please get rid of this shit
|
||||
/datum/datacore
|
||||
var/medical[] = list()
|
||||
var/list/medical = list()
|
||||
var/medicalPrintCount = 0
|
||||
var/general[] = list()
|
||||
var/security[] = list()
|
||||
var/list/general = list()
|
||||
var/list/security = list()
|
||||
var/securityPrintCount = 0
|
||||
var/securityCrimeCounter = 0
|
||||
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
||||
var/locked[] = list()
|
||||
///This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
||||
var/list/locked = list()
|
||||
|
||||
/datum/data
|
||||
var/name = "data"
|
||||
@@ -78,10 +78,12 @@
|
||||
|
||||
/datum/datacore/proc/manifest()
|
||||
for(var/mob/dead/new_player/N in GLOB.player_list)
|
||||
if(!N?.client)
|
||||
continue
|
||||
if(N.new_character)
|
||||
log_manifest(N.ckey,N.new_character.mind,N.new_character)
|
||||
if(ishuman(N.new_character))
|
||||
manifest_inject(N.new_character, N.client)
|
||||
manifest_inject(N.new_character, N.client, N.client.prefs)
|
||||
CHECK_TICK
|
||||
|
||||
/datum/datacore/proc/manifest_modify(name, assignment)
|
||||
@@ -89,6 +91,42 @@
|
||||
if(foundrecord)
|
||||
foundrecord.fields["rank"] = assignment
|
||||
|
||||
/datum/datacore/proc/get_manifest_tg() //copypasted from tg, renamed to avoid namespace conflicts
|
||||
var/list/manifest_out = list()
|
||||
var/list/departments = list(
|
||||
"Command" = GLOB.command_positions,
|
||||
"Security" = GLOB.security_positions,
|
||||
"Engineering" = GLOB.engineering_positions,
|
||||
"Medical" = GLOB.medical_positions,
|
||||
"Science" = GLOB.science_positions,
|
||||
"Supply" = GLOB.supply_positions,
|
||||
"Service" = GLOB.civilian_positions,
|
||||
"Silicon" = GLOB.nonhuman_positions
|
||||
)
|
||||
for(var/datum/data/record/t in GLOB.data_core.general)
|
||||
var/name = t.fields["name"]
|
||||
var/rank = t.fields["rank"]
|
||||
var/has_department = FALSE
|
||||
for(var/department in departments)
|
||||
var/list/jobs = departments[department]
|
||||
if(rank in jobs)
|
||||
if(!manifest_out[department])
|
||||
manifest_out[department] = list()
|
||||
manifest_out[department] += list(list(
|
||||
"name" = name,
|
||||
"rank" = rank
|
||||
))
|
||||
has_department = TRUE
|
||||
break
|
||||
if(!has_department)
|
||||
if(!manifest_out["Misc"])
|
||||
manifest_out["Misc"] = list()
|
||||
manifest_out["Misc"] += list(list(
|
||||
"name" = name,
|
||||
"rank" = rank
|
||||
))
|
||||
return manifest_out
|
||||
|
||||
/datum/datacore/proc/get_manifest(monochrome, OOC)
|
||||
var/list/heads = list()
|
||||
var/list/sec = list()
|
||||
@@ -197,7 +235,7 @@
|
||||
return dat
|
||||
|
||||
|
||||
/datum/datacore/proc/manifest_inject(mob/living/carbon/human/H, client/C)
|
||||
/datum/datacore/proc/manifest_inject(mob/living/carbon/human/H, client/C, datum/preferences/prefs)
|
||||
set waitfor = FALSE
|
||||
var/static/list/show_directions = list(SOUTH, WEST)
|
||||
if(H.mind && (H.mind.assigned_role != H.mind.special_role))
|
||||
@@ -260,7 +298,7 @@
|
||||
M.fields["alg_d"] = "No allergies have been detected in this patient."
|
||||
M.fields["cdi"] = "None"
|
||||
M.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
|
||||
M.fields["notes"] = H.get_trait_string(medical)
|
||||
M.fields["notes"] = "Trait information as of shift start: [H.get_trait_string(medical)]<br>[prefs.medical_records]"
|
||||
medical += M
|
||||
|
||||
//Security Record
|
||||
@@ -270,7 +308,7 @@
|
||||
S.fields["criminal"] = "None"
|
||||
S.fields["mi_crim"] = list()
|
||||
S.fields["ma_crim"] = list()
|
||||
S.fields["notes"] = "No notes."
|
||||
S.fields["notes"] = prefs.security_records || "No notes."
|
||||
security += S
|
||||
|
||||
//Locked Record
|
||||
|
||||
@@ -39,6 +39,9 @@
|
||||
/// A weak reference to another datum
|
||||
var/datum/weakref/weak_reference
|
||||
|
||||
///Lazy associative list of currently active cooldowns.
|
||||
var/list/cooldowns
|
||||
|
||||
#ifdef TESTING
|
||||
var/running_find_references
|
||||
var/last_find_references = 0
|
||||
@@ -201,3 +204,34 @@
|
||||
qdel(D)
|
||||
else
|
||||
return returned
|
||||
|
||||
/**
|
||||
* Callback called by a timer to end an associative-list-indexed cooldown.
|
||||
*
|
||||
* Arguments:
|
||||
* * source - datum storing the cooldown
|
||||
* * index - string index storing the cooldown on the cooldowns associative list
|
||||
*
|
||||
* This sends a signal reporting the cooldown end.
|
||||
*/
|
||||
/proc/end_cooldown(datum/source, index)
|
||||
if(QDELETED(source))
|
||||
return
|
||||
SEND_SIGNAL(source, COMSIG_CD_STOP(index))
|
||||
TIMER_COOLDOWN_END(source, index)
|
||||
|
||||
|
||||
/**
|
||||
* Proc used by stoppable timers to end a cooldown before the time has ran out.
|
||||
*
|
||||
* Arguments:
|
||||
* * source - datum storing the cooldown
|
||||
* * index - string index storing the cooldown on the cooldowns associative list
|
||||
*
|
||||
* This sends a signal reporting the cooldown end, passing the time left as an argument.
|
||||
*/
|
||||
/proc/reset_cooldown(datum/source, index)
|
||||
if(QDELETED(source))
|
||||
return
|
||||
SEND_SIGNAL(source, COMSIG_CD_RESET(index), S_TIMER_COOLDOWN_TIMELEFT(source, index))
|
||||
TIMER_COOLDOWN_END(source, index)
|
||||
|
||||
@@ -31,6 +31,9 @@
|
||||
VV_DROPDOWN_OPTION(VV_HK_EXPOSE, "Show VV To Player")
|
||||
VV_DROPDOWN_OPTION(VV_HK_ADDCOMPONENT, "Add Component/Element")
|
||||
VV_DROPDOWN_OPTION(VV_HK_MODIFY_TRAITS, "Modify Traits")
|
||||
#ifdef REFERENCE_TRACKING
|
||||
VV_DROPDOWN_OPTION(VV_HK_VIEW_REFERENCES, "View References")
|
||||
#endif
|
||||
|
||||
//This proc is only called if everything topic-wise is verified. The only verifications that should happen here is things like permission checks!
|
||||
//href_list is a reference, modifying it in these procs WILL change the rest of the proc in topic.dm of admin/view_variables!
|
||||
|
||||
@@ -64,7 +64,8 @@ Bonus
|
||||
if(bleed)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
H.bleed_rate += 5 * power
|
||||
var/obj/item/bodypart/random_part = pick(H.bodyparts)
|
||||
random_part.generic_bleedstacks += 5 * power
|
||||
return 1
|
||||
|
||||
/*
|
||||
|
||||
@@ -404,7 +404,7 @@
|
||||
if(M.loc)
|
||||
environment = M.loc.return_air()
|
||||
if(environment)
|
||||
plasmamount = environment.gases[/datum/gas/plasma]
|
||||
plasmamount = environment.get_moles(/datum/gas/plasma)
|
||||
if(plasmamount && plasmamount > GLOB.meta_gas_visibility[/datum/gas/plasma]) //if there's enough plasma in the air to see
|
||||
. += power * 0.5
|
||||
if(M.reagents.has_reagent(/datum/reagent/toxin/plasma))
|
||||
|
||||
@@ -31,4 +31,3 @@
|
||||
|
||||
/datum/symptom/inorganic_adaptation/OnRemove(datum/disease/advance/A)
|
||||
A.infectable_biotypes &= ~MOB_MINERAL
|
||||
|
||||
|
||||
@@ -20,11 +20,11 @@
|
||||
|
||||
/datum/disease/transformation/Copy()
|
||||
var/datum/disease/transformation/D = ..()
|
||||
D.stage1 = stage1.Copy()
|
||||
D.stage2 = stage2.Copy()
|
||||
D.stage3 = stage3.Copy()
|
||||
D.stage4 = stage4.Copy()
|
||||
D.stage5 = stage5.Copy()
|
||||
D.stage1 = stage1?.Copy()
|
||||
D.stage2 = stage2?.Copy()
|
||||
D.stage3 = stage3?.Copy()
|
||||
D.stage4 = stage4?.Copy()
|
||||
D.stage5 = stage5?.Copy()
|
||||
D.new_form = D.new_form
|
||||
return D
|
||||
|
||||
@@ -52,9 +52,9 @@
|
||||
to_chat(affected_mob, pick(stage5))
|
||||
if(QDELETED(affected_mob))
|
||||
return
|
||||
if(affected_mob.notransform)
|
||||
if(affected_mob.mob_transforming)
|
||||
return
|
||||
affected_mob.notransform = 1
|
||||
affected_mob.mob_transforming = 1
|
||||
for(var/obj/item/W in affected_mob.get_equipped_items(TRUE))
|
||||
affected_mob.dropItemToGround(W)
|
||||
for(var/obj/item/I in affected_mob.held_items)
|
||||
|
||||
+26
-11
@@ -15,6 +15,7 @@
|
||||
var/mob/living/holder
|
||||
var/delete_species = TRUE //Set to FALSE when a body is scanned by a cloner to fix #38875
|
||||
var/mutation_index[DNA_MUTATION_BLOCKS] //List of which mutations this carbon has and its assigned block
|
||||
var/default_mutation_genes[DNA_MUTATION_BLOCKS] //List of the default genes from this mutation to allow DNA Scanner highlighting
|
||||
var/stability = 100
|
||||
var/scrambled = FALSE //Did we take something like mutagen? In that case we cant get our genes scanned to instantly cheese all the powers.
|
||||
var/skin_tone_override //because custom skin tones are not found in the skin_tones global list.
|
||||
@@ -49,6 +50,7 @@
|
||||
destination.dna.skin_tone_override = skin_tone_override
|
||||
destination.dna.features = features.Copy()
|
||||
destination.set_species(species.type, icon_update=0)
|
||||
destination.dna.species.say_mod = species.say_mod
|
||||
destination.dna.real_name = real_name
|
||||
destination.dna.nameless = nameless
|
||||
destination.dna.custom_species = custom_species
|
||||
@@ -58,6 +60,7 @@
|
||||
H.give_genitals(TRUE)//This gives the body the genitals of this DNA. Used for any transformations based on DNA
|
||||
if(transfer_SE)
|
||||
destination.dna.mutation_index = mutation_index
|
||||
destination.dna.default_mutation_genes = default_mutation_genes
|
||||
|
||||
destination.dna.update_body_size(old_size)
|
||||
|
||||
@@ -66,11 +69,13 @@
|
||||
/datum/dna/proc/copy_dna(datum/dna/new_dna)
|
||||
new_dna.unique_enzymes = unique_enzymes
|
||||
new_dna.mutation_index = mutation_index
|
||||
new_dna.default_mutation_genes = default_mutation_genes
|
||||
new_dna.uni_identity = uni_identity
|
||||
new_dna.blood_type = blood_type
|
||||
new_dna.skin_tone_override = skin_tone_override
|
||||
new_dna.features = features.Copy()
|
||||
new_dna.species = new species.type
|
||||
new_dna.species.say_mod = species.say_mod
|
||||
new_dna.real_name = real_name
|
||||
new_dna.nameless = nameless
|
||||
new_dna.custom_species = custom_species
|
||||
@@ -128,14 +133,14 @@
|
||||
L[DNA_FACIAL_HAIR_COLOR_BLOCK] = sanitize_hexcolor(H.facial_hair_color)
|
||||
L[DNA_SKIN_TONE_BLOCK] = construct_block(GLOB.skin_tones.Find(H.skin_tone), GLOB.skin_tones.len)
|
||||
L[DNA_EYE_COLOR_BLOCK] = sanitize_hexcolor(H.eye_color)
|
||||
L[DNA_COLOR_ONE_BLOCK] = sanitize_hexcolor(features["mcolor"])
|
||||
L[DNA_COLOR_TWO_BLOCK] = sanitize_hexcolor(features["mcolor2"])
|
||||
L[DNA_COLOR_THREE_BLOCK] = sanitize_hexcolor(features["mcolor3"])
|
||||
L[DNA_COLOR_ONE_BLOCK] = sanitize_hexcolor(features["mcolor"], 6)
|
||||
L[DNA_COLOR_TWO_BLOCK] = sanitize_hexcolor(features["mcolor2"], 6)
|
||||
L[DNA_COLOR_THREE_BLOCK] = sanitize_hexcolor(features["mcolor3"], 6)
|
||||
if(!GLOB.mam_tails_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_tails, GLOB.mam_tails_list)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/mam_tails, GLOB.mam_tails_list)
|
||||
L[DNA_MUTANTTAIL_BLOCK] = construct_block(GLOB.mam_tails_list.Find(features["mam_tail"]), GLOB.mam_tails_list.len)
|
||||
if(!GLOB.mam_ears_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_ears, GLOB.mam_ears_list)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/ears/mam_ears, GLOB.mam_ears_list)
|
||||
L[DNA_MUTANTEAR_BLOCK] = construct_block(GLOB.mam_ears_list.Find(features["mam_ears"]), GLOB.mam_ears_list.len)
|
||||
if(!GLOB.mam_body_markings_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/mam_body_markings, GLOB.mam_body_markings_list)
|
||||
@@ -160,15 +165,18 @@
|
||||
if(!LAZYLEN(mutations_temp))
|
||||
return
|
||||
mutation_index.Cut()
|
||||
default_mutation_genes.Cut()
|
||||
shuffle_inplace(mutations_temp)
|
||||
if(ismonkey(holder))
|
||||
mutations |= new RACEMUT(MUT_NORMAL)
|
||||
mutation_index[RACEMUT] = GET_SEQUENCE(RACEMUT)
|
||||
else
|
||||
mutation_index[RACEMUT] = create_sequence(RACEMUT, FALSE)
|
||||
default_mutation_genes[RACEMUT] = mutation_index[RACEMUT]
|
||||
for(var/i in 2 to DNA_MUTATION_BLOCKS)
|
||||
var/datum/mutation/human/M = mutations_temp[i]
|
||||
mutation_index[M.type] = create_sequence(M.type, FALSE,M.difficulty)
|
||||
mutation_index[M.type] = create_sequence(M.type, FALSE, M.difficulty)
|
||||
default_mutation_genes[M.type] = mutation_index[M.type]
|
||||
shuffle_inplace(mutation_index)
|
||||
|
||||
//Used to generate original gene sequences for every mutation
|
||||
@@ -233,11 +241,11 @@
|
||||
if(DNA_HAIR_STYLE_BLOCK)
|
||||
setblock(uni_identity, blocknumber, construct_block(GLOB.hair_styles_list.Find(H.hair_style), GLOB.hair_styles_list.len))
|
||||
if(DNA_COLOR_ONE_BLOCK)
|
||||
sanitize_hexcolor(features["mcolor"])
|
||||
sanitize_hexcolor(features["mcolor"], 6)
|
||||
if(DNA_COLOR_TWO_BLOCK)
|
||||
sanitize_hexcolor(features["mcolor2"])
|
||||
sanitize_hexcolor(features["mcolor2"], 6)
|
||||
if(DNA_COLOR_THREE_BLOCK)
|
||||
sanitize_hexcolor(features["mcolor3"])
|
||||
sanitize_hexcolor(features["mcolor3"], 6)
|
||||
if(DNA_MUTANTTAIL_BLOCK)
|
||||
construct_block(GLOB.mam_tails_list.Find(features["mam_tail"]), GLOB.mam_tails_list.len)
|
||||
if(DNA_MUTANTEAR_BLOCK)
|
||||
@@ -389,7 +397,7 @@
|
||||
return dna
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, newreal_name, newblood_type, datum/species/mrace, newfeatures)
|
||||
/mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, newreal_name, newblood_type, datum/species/mrace, newfeatures, list/default_mutation_genes)
|
||||
|
||||
if(newreal_name)
|
||||
real_name = newreal_name
|
||||
@@ -414,6 +422,10 @@
|
||||
|
||||
if(LAZYLEN(mutation_index))
|
||||
dna.mutation_index = mutation_index.Copy()
|
||||
if(LAZYLEN(default_mutation_genes))
|
||||
dna.default_mutation_genes = default_mutation_genes.Copy()
|
||||
else
|
||||
dna.default_mutation_genes = mutation_index.Copy()
|
||||
domutcheck()
|
||||
|
||||
SEND_SIGNAL(src, COMSIG_HUMAN_HARDSET_DNA, ui, mutation_index, newreal_name, newblood_type, mrace, newfeatures)
|
||||
@@ -505,8 +517,11 @@
|
||||
. = TRUE
|
||||
if(on)
|
||||
mutation_index[HM.type] = GET_SEQUENCE(HM.type)
|
||||
default_mutation_genes[HM.type] = mutation_index[HM.type]
|
||||
else if(GET_SEQUENCE(HM.type) == mutation_index[HM.type])
|
||||
mutation_index[HM.type] = create_sequence(HM.type, FALSE, HM.difficulty)
|
||||
default_mutation_genes[HM.type] = mutation_index[HM.type]
|
||||
|
||||
|
||||
/datum/dna/proc/activate_mutation(mutation) //note that this returns a boolean and not a new mob
|
||||
if(!mutation)
|
||||
@@ -678,7 +693,7 @@
|
||||
holder.update_transform()
|
||||
var/danger = CONFIG_GET(number/threshold_body_size_slowdown)
|
||||
if(features["body_size"] < danger)
|
||||
var/slowdown = 1 + round(danger/features["body_size"], 0.1) * CONFIG_GET(number/body_size_slowdown_multiplier)
|
||||
var/slowdown = (1 - round(features["body_size"] / danger, 0.1)) * CONFIG_GET(number/body_size_slowdown_multiplier)
|
||||
holder.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/small_stride, TRUE, slowdown)
|
||||
else if(old_size < danger)
|
||||
holder.remove_movespeed_modifier(/datum/movespeed_modifier/small_stride)
|
||||
|
||||
@@ -38,7 +38,6 @@
|
||||
corgI.color = obj_color
|
||||
return corgI
|
||||
|
||||
|
||||
/datum/dog_fashion/head
|
||||
icon_file = 'icons/mob/corgi_head.dmi'
|
||||
|
||||
@@ -53,7 +52,6 @@
|
||||
name = "Sous chef REAL_NAME"
|
||||
desc = "Your food will be taste-tested. All of it."
|
||||
|
||||
|
||||
/datum/dog_fashion/head/captain
|
||||
name = "Captain REAL_NAME"
|
||||
desc = "Probably better than the last captain."
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
///We handle the unity part of plumbing. We track who is connected to who.
|
||||
/datum/ductnet
|
||||
var/list/suppliers = list()
|
||||
var/list/demanders = list()
|
||||
var/list/obj/machinery/duct/ducts = list()
|
||||
|
||||
var/capacity
|
||||
///Add a duct to our network
|
||||
/datum/ductnet/proc/add_duct(obj/machinery/duct/D)
|
||||
if(!D || (D in ducts))
|
||||
return
|
||||
ducts += D
|
||||
D.duct = src
|
||||
///Remove a duct from our network and commit suicide, because this is probably easier than to check who that duct was connected to and what part of us was lost
|
||||
/datum/ductnet/proc/remove_duct(obj/machinery/duct/ducting)
|
||||
destroy_network(FALSE)
|
||||
for(var/obj/machinery/duct/D in ducting.neighbours)
|
||||
addtimer(CALLBACK(D, /obj/machinery/duct/proc/reconnect), 0) //all needs to happen after the original duct that was destroyed finishes destroying itself
|
||||
addtimer(CALLBACK(D, /obj/machinery/duct/proc/generate_connects), 0)
|
||||
qdel(src)
|
||||
///add a plumbing object to either demanders or suppliers
|
||||
/datum/ductnet/proc/add_plumber(datum/component/plumbing/P, dir)
|
||||
if(!P.can_add(src, dir))
|
||||
return FALSE
|
||||
P.ducts[num2text(dir)] = src
|
||||
if(dir & P.supply_connects)
|
||||
suppliers += P
|
||||
else if(dir & P.demand_connects)
|
||||
demanders += P
|
||||
return TRUE
|
||||
///remove a plumber. we dont delete ourselves because ductnets dont persist through plumbing objects
|
||||
/datum/ductnet/proc/remove_plumber(datum/component/plumbing/P)
|
||||
suppliers.Remove(P) //we're probably only in one of these, but Remove() is inherently sane so this is fine
|
||||
demanders.Remove(P)
|
||||
|
||||
for(var/dir in P.ducts)
|
||||
if(P.ducts[dir] == src)
|
||||
P.ducts -= dir
|
||||
if(!ducts.len) //there were no ducts, so it was a direct connection. we destroy ourselves since a ductnet with only one plumber and no ducts is worthless
|
||||
destroy_network()
|
||||
///we combine ductnets. this occurs when someone connects to seperate sets of fluid ducts
|
||||
/datum/ductnet/proc/assimilate(datum/ductnet/D)
|
||||
ducts.Add(D.ducts)
|
||||
suppliers.Add(D.suppliers)
|
||||
demanders.Add(D.demanders)
|
||||
for(var/A in D.suppliers + D.demanders)
|
||||
var/datum/component/plumbing/P = A
|
||||
for(var/s in P.ducts)
|
||||
if(P.ducts[s] != D)
|
||||
continue
|
||||
P.ducts[s] = src //all your ducts are belong to us
|
||||
for(var/A in D.ducts)
|
||||
var/obj/machinery/duct/M = A
|
||||
M.duct = src //forget your old master
|
||||
|
||||
destroy_network()
|
||||
///destroy the network and tell all our ducts and plumbers we are gone
|
||||
/datum/ductnet/proc/destroy_network(delete=TRUE)
|
||||
for(var/A in suppliers + demanders)
|
||||
remove_plumber(A)
|
||||
for(var/A in ducts)
|
||||
var/obj/machinery/duct/D = A
|
||||
D.duct = null
|
||||
if(delete) //I don't want code to run with qdeleted objects because that can never be good, so keep this in-case the ductnet has some business left to attend to before commiting suicide
|
||||
qdel(src)
|
||||
@@ -8,8 +8,11 @@
|
||||
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
beauty = beautyamount
|
||||
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
|
||||
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
|
||||
|
||||
if(ismovable(target))
|
||||
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
|
||||
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
|
||||
|
||||
var/area/A = get_area(target)
|
||||
if(A)
|
||||
enter_area(null, A)
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
//blocks bluespace artillery beams that try to fly through
|
||||
//look not all elements need to be fancy
|
||||
/datum/element/bsa_blocker/Attach(datum/target)
|
||||
if(!isatom(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
RegisterSignal(target, COMSIG_ATOM_BSA_BEAM, .proc/block_bsa)
|
||||
return ..()
|
||||
|
||||
/datum/element/bsa_blocker/proc/block_bsa()
|
||||
return COMSIG_ATOM_BLOCKS_BSA_BEAM
|
||||
@@ -33,39 +33,34 @@
|
||||
if(description)
|
||||
RegisterSignal(A, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
|
||||
apply(A, TRUE)
|
||||
|
||||
num_decals_per_atom[A]++
|
||||
apply(A)
|
||||
|
||||
/datum/element/decal/Detach(datum/target)
|
||||
var/atom/A = target
|
||||
remove(A, A.dir)
|
||||
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE))
|
||||
LAZYREMOVE(num_decals_per_atom, A)
|
||||
num_decals_per_atom[A]--
|
||||
apply(A, TRUE)
|
||||
if(!num_decals_per_atom[A])
|
||||
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE, COMSIG_ATOM_UPDATE_OVERLAYS))
|
||||
LAZYREMOVE(num_decals_per_atom, A)
|
||||
return ..()
|
||||
|
||||
/datum/element/decal/proc/remove(atom/target, old_dir)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(old_dir))
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.cut_overlay(pic, TRUE)
|
||||
/datum/element/decal/proc/apply(atom/target, removing = FALSE)
|
||||
if(num_decals_per_atom[target] == 1 && !removing)
|
||||
RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_overlay, TRUE)
|
||||
target.update_icon()
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/element/decal/proc/apply(atom/target, init = FALSE)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(target.dir))
|
||||
if(init)
|
||||
target.add_overlay(pic, TRUE)
|
||||
else
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.add_overlay(pic, TRUE)
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
/datum/element/decal/proc/apply_overlay(atom/source, list/overlay_list)
|
||||
pic.dir = first_dir == NORTH ? source.dir : turn(first_dir, dir2angle(source.dir))
|
||||
for(var/i in 1 to num_decals_per_atom[source])
|
||||
overlay_list += pic
|
||||
|
||||
/datum/element/decal/proc/rotate_react(datum/source, old_dir, new_dir)
|
||||
/datum/element/decal/proc/rotate_react(atom/source, old_dir, new_dir)
|
||||
if(old_dir == new_dir)
|
||||
return
|
||||
remove(source, old_dir)
|
||||
apply(source)
|
||||
source.update_icon()
|
||||
|
||||
/datum/element/decal/proc/clean_react(datum/source, strength)
|
||||
if(strength >= cleanable)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
|
||||
at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
|
||||
|
||||
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
|
||||
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
|
||||
Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
|
||||
Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
|
||||
|
||||
@@ -37,10 +37,10 @@
|
||||
if(!isitem(target) && !isprojectile(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
||||
if(isitem(target))
|
||||
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob)
|
||||
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther)
|
||||
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
|
||||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
|
||||
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
|
||||
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
|
||||
@@ -68,28 +68,28 @@
|
||||
if(isitem(target))
|
||||
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
|
||||
else
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
|
||||
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
|
||||
|
||||
|
||||
/// Checking to see if we're gonna embed into a human
|
||||
/datum/element/embed/proc/checkEmbedMob(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum, forced=FALSE)
|
||||
if(!istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
|
||||
/datum/element/embed/proc/checkEmbedMob(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum, blocked = FALSE, forced = FALSE)
|
||||
if(blocked || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
|
||||
return
|
||||
|
||||
var/actual_chance = embed_chance
|
||||
|
||||
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
|
||||
if(armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
|
||||
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
|
||||
if(actual_chance <= 0)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor, unable to embed!</span>", "<span class='notice'>[weapon] bounces off your armor, unable to embed!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
return
|
||||
|
||||
var/roll_embed = prob(actual_chance)
|
||||
var/pass = forced || ((((throwingdatum ? throwingdatum.speed : weapon.throw_speed) >= EMBED_THROWSPEED_THRESHOLD) || ignore_throwspeed_threshold) && roll_embed)
|
||||
var/pass = forced || ((((throwingdatum ? throwingdatum.speed : weapon.throw_speed) >= EMBED_THROWSPEED_THRESHOLD) || ignore_throwspeed_threshold) && roll_embed && (!HAS_TRAIT(victim, TRAIT_AUTO_CATCH_ITEM) || victim.incapacitated() || victim.get_active_held_item()))
|
||||
if(!pass)
|
||||
return
|
||||
|
||||
@@ -147,7 +147,7 @@
|
||||
return TRUE
|
||||
|
||||
///A different embed element has been attached, so we'll detach and let them handle things
|
||||
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
|
||||
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
|
||||
if(istype(E, /datum/element/embed))
|
||||
Detach(weapon)
|
||||
|
||||
@@ -169,46 +169,35 @@
|
||||
* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
|
||||
*/
|
||||
/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
|
||||
if(!iscarbon(hit) && !isclosedturf(hit))
|
||||
if(!iscarbon(hit))
|
||||
Detach(P)
|
||||
return // we don't care
|
||||
|
||||
var/obj/item/payload = new payload_type(get_turf(hit))
|
||||
var/did_embed
|
||||
if(iscarbon(hit))
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb
|
||||
limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
did_embed = payload.tryEmbed(limb)
|
||||
else
|
||||
did_embed = payload.tryEmbed(hit)
|
||||
if(istype(payload, /obj/item/shrapnel/bullet))
|
||||
payload.name = P.name
|
||||
payload.embedding = P.embedding
|
||||
payload.updateEmbedding()
|
||||
var/mob/living/carbon/C = hit
|
||||
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
|
||||
if(!limb)
|
||||
limb = C.get_bodypart()
|
||||
|
||||
if(!did_embed)
|
||||
payload.failedEmbed()
|
||||
payload.tryEmbed(limb)
|
||||
Detach(P)
|
||||
|
||||
/**
|
||||
* tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
|
||||
*
|
||||
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly
|
||||
* AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf.
|
||||
*
|
||||
* Arguments:
|
||||
* * I- what we're trying to embed, obviously
|
||||
* * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf
|
||||
* * I- the item we're trying to insert into the target
|
||||
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
|
||||
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
|
||||
* * forced- if we want this to succeed 100%
|
||||
*/
|
||||
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
|
||||
var/obj/item/bodypart/limb
|
||||
var/mob/living/carbon/C
|
||||
var/turf/closed/T
|
||||
|
||||
if(!forced && !prob(embed_chance))
|
||||
return
|
||||
|
||||
if(iscarbon(target))
|
||||
C = target
|
||||
if(!hit_zone)
|
||||
@@ -218,10 +207,5 @@
|
||||
limb = target
|
||||
hit_zone = limb.body_zone
|
||||
C = limb.owner
|
||||
else if(isclosedturf(target))
|
||||
T = target
|
||||
|
||||
if(C)
|
||||
return checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
else if(T)
|
||||
return checkEmbedOther(I, T, forced=TRUE)
|
||||
checkEmbedMob(I, C, hit_zone, forced=TRUE)
|
||||
return TRUE
|
||||
|
||||
@@ -82,9 +82,10 @@ GLOBAL_LIST_EMPTY(mobs_with_editable_flavor_text) //et tu, hacky code
|
||||
return
|
||||
if(href_list["show_flavor"])
|
||||
var/atom/target = locate(href_list["show_flavor"])
|
||||
var/mob/living/L = target
|
||||
var/text = texts_by_atom[target]
|
||||
if(text)
|
||||
usr << browse("<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[target.name]</TITLE></HEAD><BODY><TT>[replacetext(texts_by_atom[target], "\n", "<BR>")]</TT></BODY></HTML>", "window=[target.name];size=500x200")
|
||||
usr << browse("<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[isliving(target) ? L.get_visible_name() : target.name]</TITLE></HEAD><BODY><TT>[replacetext(texts_by_atom[target], "\n", "<BR>")]</TT></BODY></HTML>", "window=[isliving(target) ? L.get_visible_name() : target.name];size=500x200")
|
||||
onclose(usr, "[target.name]")
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
if(L.stat == DEAD)
|
||||
continue
|
||||
if(light_nutrition_gain)
|
||||
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
|
||||
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
|
||||
if(light_amount > bonus_lum || light_amount < malus_lum)
|
||||
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
|
||||
if(light_bruteheal)
|
||||
|
||||
+37
-13
@@ -103,13 +103,21 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
// 3/7/14 will calculate to 80 + 35
|
||||
|
||||
var/far_dist = 0
|
||||
far_dist += heavy_impact_range * 5
|
||||
far_dist += heavy_impact_range * 15 // Large explosions carry further
|
||||
far_dist += devastation_range * 20
|
||||
|
||||
if(!silent)
|
||||
var/frequency = get_rand_frequency()
|
||||
var/sound/explosion_sound = sound(get_sfx("explosion"))
|
||||
var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
|
||||
var/sound/creaking_explosion_sound = sound(get_sfx("explosion_creaking"))
|
||||
var/sound/hull_creaking_sound = sound(get_sfx("hull_creaking"))
|
||||
var/sound/explosion_echo_sound = sound('sound/effects/explosion_distant.ogg')
|
||||
var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
|
||||
var/creaking_explosion = FALSE
|
||||
|
||||
if(prob(devastation_range*30+heavy_impact_range*5) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
|
||||
creaking_explosion = TRUE // prob over 100 always returns true
|
||||
|
||||
for(var/mob/M in GLOB.player_list)
|
||||
// Double check for client
|
||||
@@ -126,11 +134,29 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
|
||||
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
|
||||
else if(dist <= far_dist)
|
||||
var/far_volume = clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
|
||||
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, falloff = 5, S = far_explosion_sound)
|
||||
if(baseshakeamount > 0)
|
||||
var/far_volume = clamp(far_dist/2, 40, 60) // Volume is based on explosion size and dist
|
||||
if(creaking_explosion)
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
|
||||
else if(prob(75))
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
|
||||
else
|
||||
M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
|
||||
|
||||
if(baseshakeamount > 0 || devastation_range)
|
||||
if(!baseshakeamount) // Devastating explosions rock the station and ground
|
||||
baseshakeamount = devastation_range*3
|
||||
shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
|
||||
|
||||
else if(M.can_hear() && !isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
|
||||
var/echo_volume = 40
|
||||
if(devastation_range)
|
||||
baseshakeamount = devastation_range
|
||||
shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
|
||||
echo_volume = 60
|
||||
M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
|
||||
|
||||
if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
|
||||
addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(25, 40), 1, frequency, null, null, FALSE, hull_creaking_sound, null, null, null, null, 0), 5 SECONDS)
|
||||
EX_PREPROCESS_CHECK_TICK
|
||||
|
||||
//postpone processing for a bit
|
||||
@@ -196,14 +222,12 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
|
||||
//------- EX_ACT AND TURF FIRES -------
|
||||
|
||||
if(T == epicenter) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/items = list()
|
||||
for(var/I in T)
|
||||
var/atom/A = I
|
||||
if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
|
||||
items += A.GetAllContents()
|
||||
for(var/O in items)
|
||||
var/atom/A = O
|
||||
if((T == epicenter) && !QDELETED(explosion_source) && ismovable(explosion_source) && (get_turf(explosion_source) == T)) // Ensures explosives detonating from bags trigger other explosives in that bag
|
||||
var/list/atoms = list()
|
||||
for(var/atom/A in explosion_source.loc) // the ismovableatom check 2 lines above makes sure we don't nuke an /area
|
||||
atoms += A
|
||||
for(var/i in atoms)
|
||||
var/atom/A = i
|
||||
if(!QDELETED(A))
|
||||
A.ex_act(dist)
|
||||
|
||||
|
||||
@@ -117,9 +117,8 @@
|
||||
continue
|
||||
|
||||
var/datum/gas_mixture/A = F.air
|
||||
var/list/A_gases = A.gases
|
||||
var/trace_gases
|
||||
for(var/id in A_gases)
|
||||
for(var/id in A.get_gases())
|
||||
if(id in GLOB.hardcoded_gases)
|
||||
continue
|
||||
trace_gases = TRUE
|
||||
@@ -128,15 +127,15 @@
|
||||
// Can most things breathe?
|
||||
if(trace_gases)
|
||||
continue
|
||||
if(A_gases[/datum/gas/oxygen] <= 16)
|
||||
if(A.get_moles(/datum/gas/oxygen) < 16)
|
||||
continue
|
||||
if(A_gases[/datum/gas/plasma])
|
||||
if(A.get_moles(/datum/gas/plasma))
|
||||
continue
|
||||
if(A_gases[/datum/gas/carbon_dioxide] >= 10)
|
||||
if(A.get_moles(/datum/gas/carbon_dioxide) >= 10)
|
||||
continue
|
||||
|
||||
// Aim for goldilocks temperatures and pressure
|
||||
if((A.temperature <= 270) || (A.temperature >= 360))
|
||||
if((A.return_temperature() <= 270) || (A.return_temperature() >= 360))
|
||||
continue
|
||||
var/pressure = A.return_pressure()
|
||||
if((pressure <= 20) || (pressure >= 550))
|
||||
|
||||
+119
-5
@@ -32,20 +32,29 @@
|
||||
var/datum/action/innate/end_holocall/hangup //hangup action
|
||||
|
||||
var/call_start_time
|
||||
var/head_call = FALSE //calls from a head of staff autoconnect, if the receiving pad is not secure.
|
||||
|
||||
//creates a holocall made by `caller` from `calling_pad` to `callees`
|
||||
/datum/holocall/New(mob/living/caller, obj/machinery/holopad/calling_pad, list/callees)
|
||||
/datum/holocall/New(mob/living/caller, obj/machinery/holopad/calling_pad, list/callees, elevated_access = FALSE)
|
||||
call_start_time = world.time
|
||||
user = caller
|
||||
calling_pad.outgoing_call = src
|
||||
calling_holopad = calling_pad
|
||||
head_call = elevated_access
|
||||
dialed_holopads = list()
|
||||
|
||||
for(var/I in callees)
|
||||
var/obj/machinery/holopad/H = I
|
||||
if(!QDELETED(H) && H.is_operational())
|
||||
dialed_holopads += H
|
||||
H.say("Incoming call.")
|
||||
if(head_call)
|
||||
if(H.secure)
|
||||
calling_pad.say("Auto-connection refused, falling back to call mode.")
|
||||
H.say("Incoming call.")
|
||||
else
|
||||
H.say("Incoming connection.")
|
||||
else
|
||||
H.say("Incoming call.")
|
||||
LAZYADD(H.holo_calls, src)
|
||||
|
||||
if(!dialed_holopads.len)
|
||||
@@ -79,6 +88,7 @@
|
||||
dialed_holopads.Cut()
|
||||
|
||||
if(calling_holopad)
|
||||
calling_holopad.calling = FALSE
|
||||
calling_holopad.outgoing_call = null
|
||||
calling_holopad.SetLightsAndPower()
|
||||
calling_holopad = null
|
||||
@@ -145,6 +155,7 @@
|
||||
if(!Check())
|
||||
return
|
||||
|
||||
calling_holopad.calling = FALSE
|
||||
hologram = H.activate_holo(user)
|
||||
hologram.HC = src
|
||||
|
||||
@@ -160,6 +171,8 @@
|
||||
|
||||
hangup = new(eye, src)
|
||||
hangup.Grant(user)
|
||||
playsound(H, 'sound/machines/ping.ogg', 100)
|
||||
H.say("Connection established.")
|
||||
|
||||
//Checks the validity of a holocall and qdels itself if it's not. Returns TRUE if valid, FALSE otherwise
|
||||
/datum/holocall/proc/Check()
|
||||
@@ -178,7 +191,6 @@
|
||||
. = world.time < (call_start_time + HOLOPAD_MAX_DIAL_TIME)
|
||||
if(!.)
|
||||
calling_holopad.say("No answer received.")
|
||||
calling_holopad.temp = ""
|
||||
|
||||
if(!.)
|
||||
testing("Holocall Check fail")
|
||||
@@ -241,10 +253,10 @@
|
||||
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!")
|
||||
to_chat(user, "<span class='notice'>You copy the record from [holodiskOriginal] to [src] by connecting the ports!</span>")
|
||||
name = holodiskOriginal.name
|
||||
else
|
||||
to_chat(user, "[holodiskOriginal] has no record on it!")
|
||||
to_chat(user, "<span class='warning'>[holodiskOriginal] has no record on it!</span>")
|
||||
..()
|
||||
|
||||
/obj/item/disk/holodisk/proc/build_record()
|
||||
@@ -331,6 +343,21 @@
|
||||
DELAY 20"}
|
||||
|
||||
/datum/preset_holoimage/engineer
|
||||
outfit_type = /datum/outfit/job/engineer
|
||||
|
||||
/datum/preset_holoimage/engineer/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/engineer/ce
|
||||
outfit_type = /datum/outfit/job/ce
|
||||
|
||||
/datum/preset_holoimage/engineer/ce/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/engineer/atmos
|
||||
outfit_type = /datum/outfit/job/atmos
|
||||
|
||||
/datum/preset_holoimage/engineer/atmos/rig
|
||||
outfit_type = /datum/outfit/job/engineer/gloved/rig
|
||||
|
||||
/datum/preset_holoimage/researcher
|
||||
@@ -350,3 +377,90 @@
|
||||
|
||||
/datum/preset_holoimage/clown
|
||||
outfit_type = /datum/outfit/job/clown
|
||||
|
||||
/obj/item/disk/holodisk/donutstation/whiteship
|
||||
name = "Blackbox Print-out #DS024"
|
||||
desc = "A holodisk containing the last viable recording of DS024's blackbox."
|
||||
preset_image_type = /datum/preset_holoimage/engineer/ce
|
||||
preset_record_text = {"
|
||||
NAME Geysr Shorthalt
|
||||
SAY Engine renovations complete and the ships been loaded. We all ready?
|
||||
DELAY 25
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
NAME Jacob Ullman
|
||||
SAY Lets blow this popsicle stand of a station.
|
||||
DELAY 20
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
NAME Lindsey Cuffler
|
||||
SAY Uh, sir? Shouldn't we call for a secondary shuttle? The bluespace drive on this thing made an awfully weird noise when we jumped here..
|
||||
DELAY 30
|
||||
PRESET /datum/preset_holoimage/engineer/ce
|
||||
NAME Geysr Shorthalt
|
||||
SAY Pah! Ship techie at the dock said to give it a good few kicks if it started acting up, let me just..
|
||||
DELAY 25
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
DELAY 10
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
DELAY 10
|
||||
SOUND punch
|
||||
SOUND sparks
|
||||
SOUND warpspeed
|
||||
DELAY 15
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
NAME Lindsey Cuffler
|
||||
SAY Uhh.. is it supposed to be doing that??
|
||||
DELAY 15
|
||||
PRESET /datum/preset_holoimage/engineer/ce
|
||||
NAME Geysr Shorthalt
|
||||
SAY See? Working as intended. Now, are we all ready?
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
NAME Jacob Ullman
|
||||
SAY Is it supposed to be glowing like that?
|
||||
DELAY 20
|
||||
SOUND explosion
|
||||
|
||||
"}
|
||||
|
||||
/obj/item/disk/holodisk/ruin/snowengieruin
|
||||
name = "Blackbox Print-out #EB412"
|
||||
desc = "A holodisk containing the last moments of EB412. There's a bloody fingerprint on it."
|
||||
preset_image_type = /datum/preset_holoimage/engineer
|
||||
preset_record_text = {"
|
||||
NAME Dave Tundrale
|
||||
SAY Maria, how's Build?
|
||||
DELAY 10
|
||||
NAME Maria Dell
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
SAY It's fine, don't worry. I've got Plastic on it. And frankly, i'm kinda busy with, the, uhhm, incinerator.
|
||||
DELAY 30
|
||||
NAME Dave Tundrale
|
||||
PRESET /datum/preset_holoimage/engineer
|
||||
SAY Aight, wonderful. The science mans been kinda shit though. No RCDs-
|
||||
DELAY 20
|
||||
NAME Maria Dell
|
||||
PRESET /datum/preset_holoimage/engineer/atmos
|
||||
SAY Enough about your RCDs. They're not even that important, just bui-
|
||||
DELAY 15
|
||||
SOUND explosion
|
||||
DELAY 10
|
||||
SAY Oh, shit!
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/engineer/atmos/rig
|
||||
LANGUAGE /datum/language/narsie
|
||||
NAME Unknown
|
||||
SAY RISE, MY LORD!!
|
||||
DELAY 10
|
||||
LANGUAGE /datum/language/common
|
||||
NAME Plastic
|
||||
PRESET /datum/preset_holoimage/engineer/rig
|
||||
SAY Fuck, fuck, fuck!
|
||||
DELAY 20
|
||||
SAY It's loose! CALL THE FUCKING SHUTT-
|
||||
DELAY 10
|
||||
PRESET /datum/preset_holoimage/corgi
|
||||
NAME Blackbox Automated Message
|
||||
SAY Connection lost. Dumping audio logs to disk.
|
||||
DELAY 50"}
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
/datum/http_request
|
||||
var/id
|
||||
var/in_progress = FALSE
|
||||
|
||||
var/method
|
||||
var/body
|
||||
var/headers
|
||||
var/url
|
||||
|
||||
var/_raw_response
|
||||
|
||||
/datum/http_request/proc/prepare(method, url, body = "", list/headers)
|
||||
if (!length(headers))
|
||||
headers = ""
|
||||
else
|
||||
headers = json_encode(headers)
|
||||
|
||||
src.method = method
|
||||
src.url = url
|
||||
src.body = body
|
||||
src.headers = headers
|
||||
|
||||
/datum/http_request/proc/execute_blocking()
|
||||
_raw_response = rustg_http_request_blocking(method, url, body, headers)
|
||||
|
||||
/datum/http_request/proc/begin_async()
|
||||
if (in_progress)
|
||||
CRASH("Attempted to re-use a request object.")
|
||||
|
||||
id = rustg_http_request_async(method, url, body, headers)
|
||||
|
||||
if (isnull(text2num(id)))
|
||||
stack_trace("Proc error: [id]")
|
||||
_raw_response = "Proc error: [id]"
|
||||
else
|
||||
in_progress = TRUE
|
||||
|
||||
/datum/http_request/proc/is_complete()
|
||||
if (isnull(id))
|
||||
return TRUE
|
||||
|
||||
if (!in_progress)
|
||||
return TRUE
|
||||
|
||||
var/r = rustg_http_check_request(id)
|
||||
|
||||
if (r == RUSTG_JOB_NO_RESULTS_YET)
|
||||
return FALSE
|
||||
else
|
||||
_raw_response = r
|
||||
in_progress = FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/http_request/proc/into_response()
|
||||
var/datum/http_response/R = new()
|
||||
|
||||
try
|
||||
var/list/L = json_decode(_raw_response)
|
||||
R.status_code = L["status_code"]
|
||||
R.headers = L["headers"]
|
||||
R.body = L["body"]
|
||||
catch
|
||||
R.errored = TRUE
|
||||
R.error = _raw_response
|
||||
|
||||
return R
|
||||
|
||||
/datum/http_response
|
||||
var/status_code
|
||||
var/body
|
||||
var/list/headers
|
||||
|
||||
var/errored = FALSE
|
||||
var/error
|
||||
+2
-1
@@ -28,7 +28,8 @@ GLOBAL_LIST_INIT(huds, list(
|
||||
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
|
||||
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
|
||||
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
|
||||
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
|
||||
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag(),
|
||||
ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden()
|
||||
))
|
||||
|
||||
/datum/atom_hud
|
||||
|
||||
@@ -23,10 +23,14 @@
|
||||
var/end_sound
|
||||
var/chance
|
||||
var/volume = 100
|
||||
var/vary = FALSE
|
||||
var/max_loops
|
||||
var/direct
|
||||
var/extra_range = 0
|
||||
var/falloff
|
||||
|
||||
var/timerid
|
||||
var/init_timerid
|
||||
|
||||
/datum/looping_sound/New(list/_output_atoms=list(), start_immediately=FALSE, _direct=FALSE)
|
||||
if(!mid_sounds)
|
||||
@@ -47,13 +51,16 @@
|
||||
/datum/looping_sound/proc/start(atom/add_thing)
|
||||
if(add_thing)
|
||||
output_atoms |= add_thing
|
||||
if(timerid)
|
||||
if(timerid || init_timerid)
|
||||
return
|
||||
on_start()
|
||||
|
||||
/datum/looping_sound/proc/stop(atom/remove_thing)
|
||||
if(remove_thing)
|
||||
output_atoms -= remove_thing
|
||||
if(init_timerid)
|
||||
deltimer(init_timerid)
|
||||
init_timerid = null
|
||||
if(!timerid)
|
||||
return
|
||||
on_stop()
|
||||
@@ -80,7 +87,7 @@
|
||||
if(direct)
|
||||
SEND_SOUND(thing, S)
|
||||
else
|
||||
playsound(thing, S, volume)
|
||||
playsound(thing, S, volume, vary, extra_range, falloff)
|
||||
|
||||
/datum/looping_sound/proc/get_sound(starttime, _mid_sounds)
|
||||
. = _mid_sounds || mid_sounds
|
||||
@@ -92,7 +99,7 @@
|
||||
if(start_sound)
|
||||
play(start_sound)
|
||||
start_wait = start_length
|
||||
addtimer(CALLBACK(src, .proc/sound_loop), start_wait, TIMER_CLIENT_TIME)
|
||||
init_timerid = addtimer(CALLBACK(src, .proc/sound_loop), start_wait, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
|
||||
|
||||
/datum/looping_sound/proc/on_stop()
|
||||
if(end_sound)
|
||||
|
||||
@@ -44,11 +44,11 @@
|
||||
//Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode.
|
||||
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
|
||||
if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 1.5
|
||||
damage *= 1.2
|
||||
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
|
||||
damage *= 0.5
|
||||
damage *= 0.7
|
||||
if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 0.25
|
||||
damage *= 0.8
|
||||
return damage
|
||||
|
||||
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
|
||||
|
||||
@@ -58,12 +58,10 @@
|
||||
var/datum/martial_art/boxing/style = new
|
||||
|
||||
/obj/item/clothing/gloves/boxing/equipped(mob/user, slot)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
if(slot == SLOT_GLOVES)
|
||||
. = ..()
|
||||
if(ishuman(user) && slot == SLOT_GLOVES)
|
||||
var/mob/living/carbon/human/H = user
|
||||
style.teach(H,TRUE)
|
||||
return
|
||||
|
||||
/obj/item/clothing/gloves/boxing/dropped(mob/user)
|
||||
. = ..()
|
||||
|
||||
@@ -196,9 +196,8 @@
|
||||
var/datum/martial_art/krav_maga/style = new
|
||||
|
||||
/obj/item/clothing/gloves/krav_maga/equipped(mob/user, slot)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
if(slot == SLOT_GLOVES)
|
||||
. = ..()
|
||||
if(ishuman(user) && slot == SLOT_GLOVES)
|
||||
var/mob/living/carbon/human/H = user
|
||||
style.teach(H,1)
|
||||
|
||||
@@ -224,8 +223,8 @@
|
||||
/obj/item/clothing/gloves/krav_maga/combatglovesplus
|
||||
name = "combat gloves plus"
|
||||
desc = "These tactical gloves are fireproof and shock resistant, and using nanochip technology it teaches you the powers of krav maga."
|
||||
icon_state = "combat"
|
||||
item_state = "blackgloves"
|
||||
icon_state = "fightglovesblack"
|
||||
item_state = "fightglovesblack"
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
strip_delay = 80
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
else
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
|
||||
log_combat(A, D, "strong punched (Sleeping Carp)")//so as to not double up on logging
|
||||
D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting)
|
||||
D.apply_damage((damage + 15) + crit_damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
|
||||
return TRUE
|
||||
|
||||
///Crashing Wave Kick: Harm Disarm combo, throws people seven tiles backwards
|
||||
@@ -56,7 +56,7 @@
|
||||
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
|
||||
var/atom/throw_target = get_edge_target_turf(D, A.dir)
|
||||
D.throw_at(throw_target, 7, 14, A)
|
||||
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST)
|
||||
D.apply_damage(damage, BRUTE, BODY_ZONE_CHEST, wound_bonus = CANT_WOUND, wound_bonus = CANT_WOUND)
|
||||
log_combat(A, D, "launchkicked (Sleeping Carp)")
|
||||
return TRUE
|
||||
|
||||
@@ -66,14 +66,14 @@
|
||||
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
|
||||
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
|
||||
if((D.mobility_flags & MOBILITY_STAND))
|
||||
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD)
|
||||
D.apply_damage(damage, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
|
||||
D.DefaultCombatKnockdown(50, override_hardstun = 0.01, override_stamdmg = 0)
|
||||
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD) //A cit specific change form the tg port to really punish anyone who tries to stand up
|
||||
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND) //A cit specific change form the tg port to really punish anyone who tries to stand up
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] in the head, sending them face first into the floor!</span>", \
|
||||
"<span class='userdanger'>You are kicked in the head by [A], sending you crashing to the floor!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
|
||||
else
|
||||
D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD)
|
||||
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD)
|
||||
D.apply_damage(damage*0.5, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
|
||||
D.apply_damage(damage + 35, STAMINA, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
|
||||
D.drop_all_held_items()
|
||||
D.visible_message("<span class='warning'>[A] kicks [D] in the head!</span>", \
|
||||
"<span class='userdanger'>You are kicked in the head by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
|
||||
@@ -99,7 +99,7 @@
|
||||
D.visible_message("<span class='danger'>[A] [atk_verb]s [D]!</span>", \
|
||||
"<span class='userdanger'>[A] [atk_verb]s you!</span>", null, null, A)
|
||||
to_chat(A, "<span class='danger'>You [atk_verb] [D]!</span>")
|
||||
D.apply_damage(damage, BRUTE, affecting)
|
||||
D.apply_damage(damage, BRUTE, affecting, wound_bonus = CANT_WOUND)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
|
||||
if(CHECK_MOBILITY(D, MOBILITY_STAND) && damage >= stunthreshold)
|
||||
to_chat(D, "<span class='danger'>You stumble and fall!</span>")
|
||||
@@ -180,14 +180,12 @@
|
||||
to_chat(usr, "<span class='notice'>Keelhaul</span>: Harm Grab. Kick opponents to the floor. Against prone targets, deal additional stamina damage and disarm them.")
|
||||
to_chat(usr, "<span class='notice'>In addition, your body has become incredibly resilient to most forms of attack. Weapons cannot readily pierce your hardened skin, and you are highly resistant to stuns and knockdowns, and can block all projectiles in Throw Mode. However, you are not invincible, and sustained damage will take it's toll. Avoid heat at all costs!</span>")
|
||||
|
||||
/obj/item/twohanded/bostaff
|
||||
/obj/item/staff/bostaff
|
||||
name = "bo staff"
|
||||
desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts. Can be wielded to both kill and incapacitate."
|
||||
force = 10
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
force_unwielded = 10
|
||||
force_wielded = 24
|
||||
throwforce = 20
|
||||
throw_speed = 2
|
||||
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
|
||||
@@ -196,11 +194,29 @@
|
||||
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
|
||||
block_chance = 50
|
||||
var/wielded = FALSE // track wielded status on item
|
||||
|
||||
/obj/item/twohanded/bostaff/update_icon_state()
|
||||
icon_state = "bostaff[wielded]"
|
||||
/obj/item/staff/bostaff/Initialize()
|
||||
. = ..()
|
||||
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
|
||||
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
|
||||
|
||||
/obj/item/twohanded/bostaff/attack(mob/target, mob/living/user)
|
||||
/obj/item/staff/bostaff/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=24, icon_wielded="bostaff1")
|
||||
|
||||
/// triggered on wield of two handed item
|
||||
/obj/item/staff/bostaff/proc/on_wield(obj/item/source, mob/user)
|
||||
wielded = TRUE
|
||||
|
||||
/// triggered on unwield of two handed item
|
||||
/obj/item/staff/bostaff/proc/on_unwield(obj/item/source, mob/user)
|
||||
wielded = FALSE
|
||||
|
||||
/obj/item/staff/bostaff/update_icon_state()
|
||||
icon_state = "bostaff0"
|
||||
|
||||
/obj/item/staff/bostaff/attack(mob/target, mob/living/user)
|
||||
add_fingerprint(user)
|
||||
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
|
||||
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
|
||||
@@ -249,7 +265,7 @@
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/twohanded/bostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
/obj/item/staff/bostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(!wielded)
|
||||
return BLOCK_NONE
|
||||
return ..()
|
||||
|
||||
@@ -215,11 +215,17 @@
|
||||
|
||||
/datum/martial_art/wrestling/proc/FlipAnimation(mob/living/carbon/human/D)
|
||||
set waitfor = FALSE
|
||||
var/transform_before
|
||||
var/laying_before
|
||||
if (D)
|
||||
transform_before = D.transform
|
||||
laying_before = D.lying
|
||||
animate(D, transform = matrix(180, MATRIX_ROTATE), time = 1, loop = 0)
|
||||
sleep(15)
|
||||
if (D)
|
||||
animate(D, transform = null, time = 1, loop = 0)
|
||||
if(transform_before && laying_before == D.lying) //animate calls sleep so this should be fine and stop a bug with transforms
|
||||
D.transform = transform_before
|
||||
animate(D, transform = null, time = 1, loop = 0)
|
||||
|
||||
/datum/martial_art/wrestling/proc/slam(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
if(!D)
|
||||
@@ -377,7 +383,7 @@
|
||||
var/turf/ST = null
|
||||
var/falling = 0
|
||||
var/damage = damage_roll(A,D)
|
||||
|
||||
|
||||
for (var/obj/O in oview(1, A))
|
||||
if (O.density == 1)
|
||||
if (O == A)
|
||||
@@ -415,11 +421,17 @@
|
||||
to_chat(A, "You can't drop onto [D] from here!")
|
||||
return FALSE
|
||||
|
||||
var/transform_before
|
||||
var/laying_before
|
||||
if(A)
|
||||
transform_before = A.transform
|
||||
laying_before = A.lying
|
||||
animate(A, transform = matrix(90, MATRIX_ROTATE), time = 1, loop = 0)
|
||||
sleep(10)
|
||||
if(A)
|
||||
animate(A, transform = null, time = 1, loop = 0)
|
||||
if(transform_before && laying_before == A.lying) //if they suddenly dropped to the floor between this period, don't revert their animation
|
||||
animate(A, transform = null, time = 1, loop = 0)
|
||||
A.transform = transform_before
|
||||
|
||||
A.forceMove(D.loc)
|
||||
|
||||
@@ -472,12 +484,10 @@
|
||||
var/datum/martial_art/wrestling/style = new
|
||||
|
||||
/obj/item/storage/belt/champion/wrestling/equipped(mob/user, slot)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
if(slot == SLOT_BELT)
|
||||
. = ..()
|
||||
if(ishuman(user) && slot == SLOT_BELT)
|
||||
var/mob/living/carbon/human/H = user
|
||||
style.teach(H,1)
|
||||
return
|
||||
|
||||
/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
|
||||
. = ..()
|
||||
|
||||
@@ -6,8 +6,6 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
/datum/material
|
||||
var/name = "material"
|
||||
var/desc = "its..stuff."
|
||||
///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
|
||||
var/id = "mat"
|
||||
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
|
||||
var/color
|
||||
///Base alpha of the material, is used for greyscale icons.
|
||||
@@ -26,6 +24,20 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
|
||||
///How beautiful is this material per unit?
|
||||
var/beauty_modifier = 0
|
||||
///Can be used to override the sound items make, lets add some SLOSHing.
|
||||
var/item_sound_override
|
||||
///Can be used to override the stepsound a turf makes. MORE SLOOOSH
|
||||
var/turf_sound_override
|
||||
///what texture icon state to overlay
|
||||
var/texture_layer_icon_state
|
||||
///a cached filter for the texture icon
|
||||
var/cached_texture_filter
|
||||
|
||||
/datum/material/New()
|
||||
. = ..()
|
||||
if(texture_layer_icon_state)
|
||||
var/texture_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
|
||||
cached_texture_filter = filter(type="layer", icon=texture_icon, blend_mode = BLEND_INSET_OVERLAY)
|
||||
|
||||
///This proc is called when the material is added to an object.
|
||||
/datum/material/proc/on_applied(atom/source, amount, material_flags)
|
||||
@@ -34,16 +46,27 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
|
||||
if(alpha)
|
||||
source.alpha = alpha
|
||||
if(texture_layer_icon_state)
|
||||
ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
|
||||
source.filters += cached_texture_filter
|
||||
|
||||
if(material_flags & MATERIAL_ADD_PREFIX)
|
||||
source.name = "[name] [source.name]"
|
||||
|
||||
if(istype(source, /obj)) //objs
|
||||
on_applied_obj(source, amount, material_flags)
|
||||
|
||||
if(beauty_modifier)
|
||||
addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
|
||||
|
||||
if(istype(source, /obj)) //objs
|
||||
on_applied_obj(source, amount, material_flags)
|
||||
|
||||
else if(isturf(source, /turf)) //turfs
|
||||
on_applied_turf(source, amount, material_flags)
|
||||
|
||||
source.mat_update_desc(src)
|
||||
|
||||
///This proc is called when a material updates an object's description
|
||||
/atom/proc/mat_update_desc(/datum/material/mat)
|
||||
return
|
||||
///This proc is called when the material is added to an object specifically.
|
||||
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
@@ -61,6 +84,24 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
for(var/i in current_armor)
|
||||
temp_armor_list[i] = current_armor[i] * armor_modifiers[i]
|
||||
o.armor = getArmor(arglist(temp_armor_list))
|
||||
if(!isitem(o))
|
||||
return
|
||||
var/obj/item/I = o
|
||||
if(!item_sound_override)
|
||||
return
|
||||
I.hitsound = item_sound_override
|
||||
I.usesound = item_sound_override
|
||||
I.throwhitsound = item_sound_override
|
||||
|
||||
/datum/material/proc/on_applied_turf(var/turf/T, amount, material_flags)
|
||||
if(isopenturf(T))
|
||||
if(!turf_sound_override)
|
||||
return
|
||||
var/turf/open/O = T
|
||||
O.footstep = turf_sound_override
|
||||
O.barefootstep = turf_sound_override
|
||||
O.clawfootstep = turf_sound_override
|
||||
O.heavyfootstep = turf_sound_override
|
||||
|
||||
///This proc is called when the material is removed from an object.
|
||||
/datum/material/proc/on_removed(atom/source, material_flags)
|
||||
@@ -68,6 +109,9 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
if(color)
|
||||
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
|
||||
source.alpha = initial(source.alpha)
|
||||
if(texture_layer_icon_state)
|
||||
source.filters -= cached_texture_filter
|
||||
REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
|
||||
|
||||
if(material_flags & MATERIAL_ADD_PREFIX)
|
||||
source.name = initial(source.name)
|
||||
@@ -75,10 +119,16 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
if(istype(source, /obj)) //objs
|
||||
on_removed_obj(source, material_flags)
|
||||
|
||||
else if(istype(source, /turf)) //turfs
|
||||
on_removed_turf(source, material_flags)
|
||||
|
||||
///This proc is called when the material is removed from an object specifically.
|
||||
/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
|
||||
/datum/material/proc/on_removed_obj(obj/o, material_flags)
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/new_max_integrity = initial(o.max_integrity)
|
||||
o.modify_max_integrity(new_max_integrity)
|
||||
o.force = initial(o.force)
|
||||
o.throwforce = initial(o.throwforce)
|
||||
|
||||
/datum/material/proc/on_removed_turf(turf/T, material_flags)
|
||||
return
|
||||
|
||||
@@ -1,21 +1,19 @@
|
||||
///Has no special properties.
|
||||
/datum/material/iron
|
||||
name = "iron"
|
||||
id = "iron"
|
||||
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
|
||||
color = "#878687"
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/metal
|
||||
value_per_unit = 0.0025
|
||||
|
||||
///Breaks extremely easily but is transparent.
|
||||
/datum/material/glass
|
||||
name = "glass"
|
||||
id = "glass"
|
||||
desc = "Glass forged by melting sand."
|
||||
color = "#88cdf1"
|
||||
alpha = 150
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
integrity_modifier = 0.1
|
||||
sheet_type = /obj/item/stack/sheet/glass
|
||||
value_per_unit = 0.0025
|
||||
@@ -30,10 +28,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Has no special properties. Could be good against vampires in the future perhaps.
|
||||
/datum/material/silver
|
||||
name = "silver"
|
||||
id = "silver"
|
||||
desc = "Silver"
|
||||
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/silver
|
||||
value_per_unit = 0.025
|
||||
beauty_modifier = 0.075
|
||||
@@ -41,11 +38,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Slight force increase
|
||||
/datum/material/gold
|
||||
name = "gold"
|
||||
id = "gold"
|
||||
desc = "Gold"
|
||||
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
|
||||
strength_modifier = 1.2
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.15
|
||||
@@ -54,11 +50,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Has no special properties
|
||||
/datum/material/diamond
|
||||
name = "diamond"
|
||||
id = "diamond"
|
||||
desc = "Highly pressurized carbon"
|
||||
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
alpha = 132
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.3
|
||||
@@ -67,10 +62,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Is slightly radioactive
|
||||
/datum/material/uranium
|
||||
name = "uranium"
|
||||
id = "uranium"
|
||||
desc = "Uranium"
|
||||
color = rgb(48, 237, 26)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.3 //It shines so beautiful
|
||||
@@ -88,10 +82,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Adds firestacks on hit (Still needs support to turn into gas on destruction)
|
||||
/datum/material/plasma
|
||||
name = "plasma"
|
||||
id = "plasma"
|
||||
desc = "Isn't plasma a state of matter? Oh whatever."
|
||||
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/plasma
|
||||
value_per_unit = 0.1
|
||||
beauty_modifier = 0.15
|
||||
@@ -111,7 +104,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
|
||||
/datum/material/bluespace
|
||||
name = "bluespace crystal"
|
||||
id = "bluespace_crystal"
|
||||
desc = "Crystals with bluespace properties"
|
||||
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
alpha = 200
|
||||
@@ -123,10 +115,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Honks and slips
|
||||
/datum/material/bananium
|
||||
name = "bananium"
|
||||
id = "bananium"
|
||||
desc = "Material with hilarious properties"
|
||||
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
|
||||
value_per_unit = 0.5
|
||||
beauty_modifier = 0.5
|
||||
@@ -146,11 +137,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Mediocre force increase
|
||||
/datum/material/titanium
|
||||
name = "titanium"
|
||||
id = "titanium"
|
||||
desc = "Titanium"
|
||||
color = "#b3c0c7"
|
||||
strength_modifier = 1.3
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.05
|
||||
@@ -158,11 +148,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
|
||||
/datum/material/runite
|
||||
name = "runite"
|
||||
id = "runite"
|
||||
desc = "Runite"
|
||||
color = "#3F9995"
|
||||
strength_modifier = 1.3
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/runite
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
@@ -170,7 +159,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Force decrease
|
||||
/datum/material/plastic
|
||||
name = "plastic"
|
||||
id = "plastic"
|
||||
desc = "Plastic"
|
||||
color = "#caccd9"
|
||||
strength_modifier = 0.85
|
||||
@@ -182,7 +170,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Force decrease and mushy sound effect. (Not yet implemented)
|
||||
/datum/material/biomass
|
||||
name = "biomass"
|
||||
id = "biomass"
|
||||
desc = "Organic matter"
|
||||
color = "#735b4d"
|
||||
strength_modifier = 0.8
|
||||
@@ -190,12 +177,11 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
|
||||
/datum/material/wood
|
||||
name = "wood"
|
||||
id = "wood"
|
||||
desc = "Flexible, durable, but flamable. Hard to come across in space."
|
||||
color = "#bb8e53"
|
||||
strength_modifier = 0.5
|
||||
sheet_type = /obj/item/stack/sheet/mineral/wood
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
value_per_unit = 0.06
|
||||
beauty_modifier = 0.1
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
|
||||
@@ -215,11 +201,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///Stronk force increase
|
||||
/datum/material/adamantine
|
||||
name = "adamantine"
|
||||
id = "adamantine"
|
||||
desc = "A powerful material made out of magic, I mean science!"
|
||||
color = "#6d7e8e"
|
||||
strength_modifier = 1.5
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.4
|
||||
@@ -228,10 +213,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
///RPG Magic. (Admin only)
|
||||
/datum/material/mythril
|
||||
name = "mythril"
|
||||
id = "mythril"
|
||||
desc = "How this even exists is byond me"
|
||||
color = "#f2d5d7"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/mythril
|
||||
value_per_unit = 0.75
|
||||
beauty_modifier = 0.5
|
||||
@@ -246,3 +230,134 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
. = ..()
|
||||
if(istype(source, /obj/item))
|
||||
qdel(source.GetComponent(/datum/component/fantasy))
|
||||
|
||||
//I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
|
||||
/datum/material/sand
|
||||
name = "sand"
|
||||
desc = "You know, it's amazing just how structurally sound sand can be."
|
||||
color = "#EDC9AF"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/sandblock
|
||||
value_per_unit = 0.001
|
||||
strength_modifier = 0.5
|
||||
integrity_modifier = 0.1
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = 0.25
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
|
||||
//And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary.
|
||||
/datum/material/sandstone
|
||||
name = "sandstone"
|
||||
desc = "Bialtaakid 'ant taerif ma hdha."
|
||||
color = "#B77D31"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/sandstone
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "brick"
|
||||
|
||||
/datum/material/snow
|
||||
name = "snow"
|
||||
desc = "There's no business like snow business."
|
||||
color = "#FFFFFF"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/snow
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
|
||||
/datum/material/runedmetal
|
||||
name = "runed metal"
|
||||
desc = "Mir'ntrath barhah Nar'sie."
|
||||
color = "#3C3434"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/runed_metal
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = -0.15
|
||||
texture_layer_icon_state = "runed"
|
||||
|
||||
/datum/material/bronze
|
||||
name = "bronze"
|
||||
desc = "Clock Cult? Never heard of it."
|
||||
color = "#92661A"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bronze
|
||||
value_per_unit = 0.025
|
||||
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
|
||||
/datum/material/paper
|
||||
name = "paper"
|
||||
desc = "Ten thousand folds of pure starchy power."
|
||||
color = "#E5DCD5"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/paperframes
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "paper"
|
||||
|
||||
/datum/material/paper/on_applied_obj(obj/source, amount, material_flags)
|
||||
. = ..()
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/paper = source
|
||||
paper.resistance_flags |= FLAMMABLE
|
||||
paper.obj_flags |= UNIQUE_RENAME
|
||||
|
||||
/datum/material/paper/on_removed_obj(obj/source, material_flags)
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/paper = source
|
||||
paper.resistance_flags &= ~FLAMMABLE
|
||||
return ..()
|
||||
|
||||
/datum/material/cardboard
|
||||
name = "cardboard"
|
||||
desc = "They say cardboard is used by hobos to make incredible things."
|
||||
color = "#5F625C"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/cardboard
|
||||
value_per_unit = 0.003
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
|
||||
beauty_modifier = -0.1
|
||||
|
||||
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
|
||||
. = ..()
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/cardboard = source
|
||||
cardboard.resistance_flags |= FLAMMABLE
|
||||
cardboard.obj_flags |= UNIQUE_RENAME
|
||||
|
||||
/datum/material/cardboard/on_removed_obj(obj/source, material_flags)
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/cardboard = source
|
||||
cardboard.resistance_flags &= ~FLAMMABLE
|
||||
return ..()
|
||||
|
||||
/datum/material/bone
|
||||
name = "bone"
|
||||
desc = "Man, building with this will make you the coolest caveman on the block."
|
||||
color = "#e3dac9"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bone
|
||||
value_per_unit = 0.05
|
||||
armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
beauty_modifier = -0.2
|
||||
|
||||
/datum/material/bamboo
|
||||
name = "bamboo"
|
||||
desc = "If it's good enough for pandas, it's good enough for you."
|
||||
color = "#339933"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bamboo
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "bamboo"
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
///It's gross, gets the name of it's owner, and is all kinds of fucked up
|
||||
/datum/material/meat
|
||||
name = "meat"
|
||||
desc = "Meat"
|
||||
color = rgb(214, 67, 67)
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/meat
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = -0.3
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "meat"
|
||||
|
||||
/datum/material/meat/on_removed(atom/source, material_flags)
|
||||
. = ..()
|
||||
qdel(source.GetComponent(/datum/component/edible))
|
||||
|
||||
/datum/material/meat/on_applied_obj(obj/O, amount, material_flags)
|
||||
. = ..()
|
||||
O.obj_flags |= UNIQUE_RENAME //So you can name it after the person its made from, a depressing comprimise.
|
||||
make_edible(O, amount, material_flags)
|
||||
|
||||
/datum/material/meat/on_applied_turf(turf/T, amount, material_flags)
|
||||
. = ..()
|
||||
make_edible(T, amount, material_flags)
|
||||
|
||||
/datum/material/meat/proc/make_edible(atom/source, amount, material_flags)
|
||||
var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
|
||||
var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
|
||||
source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, RAW | MEAT | GROSS, null, 30, list("Fleshy"))
|
||||
@@ -0,0 +1,30 @@
|
||||
/datum/material/pizza
|
||||
name = "pizza"
|
||||
desc = "~Jamme, jamme, n'coppa, jamme ja! Jamme, jamme, n'coppa jamme ja, funi-culi funi-cala funi-culi funi-cala!! Jamme jamme ja funiculi funicula!~"
|
||||
color = "#FF9F23"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/pizza
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.1
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "pizza"
|
||||
|
||||
/datum/material/pizza/on_removed(atom/source, material_flags)
|
||||
. = ..()
|
||||
qdel(source.GetComponent(/datum/component/edible))
|
||||
|
||||
/datum/material/pizza/on_applied_obj(obj/O, amount, material_flags)
|
||||
. = ..()
|
||||
make_edible(O, amount, material_flags)
|
||||
|
||||
/datum/material/pizza/on_applied_turf(turf/T, amount, material_flags)
|
||||
. = ..()
|
||||
make_edible(T, amount, material_flags)
|
||||
|
||||
/datum/material/pizza/proc/make_edible(atom/source, amount, material_flags)
|
||||
var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
|
||||
var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
|
||||
source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, GRAIN | MEAT | DAIRY | VEGETABLES, null, 30, list("crust", "tomato", "cheese", "meat"))
|
||||
+6
-1
@@ -66,8 +66,11 @@
|
||||
/// Our skill holder.
|
||||
var/datum/skill_holder/skill_holder
|
||||
|
||||
///What character we spawned in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
|
||||
var/mob/original_character
|
||||
|
||||
/datum/mind/New(var/key)
|
||||
skill_holder = new()
|
||||
skill_holder = new(src)
|
||||
src.key = key
|
||||
soulOwner = src
|
||||
martial_art = default_martial_art
|
||||
@@ -124,6 +127,8 @@
|
||||
transfer_martial_arts(new_character)
|
||||
if(active || force_key_move)
|
||||
new_character.key = key //now transfer the key to link the client to our new body
|
||||
if(new_character.client)
|
||||
LAZYCLEARLIST(new_character.client.recent_examines)
|
||||
current.update_atom_languages()
|
||||
|
||||
//CIT CHANGE - makes arousal update when transfering bodies
|
||||
|
||||
@@ -77,10 +77,14 @@
|
||||
description = "<span class='boldwarning'>Pull it out!</span>\n"
|
||||
mood_change = -7
|
||||
|
||||
/datum/mood_event/table
|
||||
description = "<span class='warning'>Someone threw me on a table!</span>\n"
|
||||
mood_change = -2
|
||||
timeout = 2 MINUTES
|
||||
/datum/mood_event/table_limbsmash
|
||||
description = "<span class='warning'>That fucking table, man that hurts...</span>\n"
|
||||
mood_change = -3
|
||||
timeout = 3 MINUTES
|
||||
|
||||
/datum/mood_event/table_limbsmash/add_effects(obj/item/bodypart/banged_limb)
|
||||
if(banged_limb)
|
||||
description = "<span class='warning'>My fucking [banged_limb.name], man that hurts...</span>\n"
|
||||
|
||||
/datum/mood_event/table/add_effects()
|
||||
if(ishuman(owner))
|
||||
@@ -158,6 +162,11 @@
|
||||
mood_change = -8
|
||||
timeout = 3 MINUTES
|
||||
|
||||
/datum/mood_event/gates_of_mansus
|
||||
description = "<span class='boldwarning'>LIVING IN A PERFORMANCE IS WORSE THAN DEATH</span>\n"
|
||||
mood_change = -25
|
||||
timeout = 4 MINUTES
|
||||
|
||||
//These are unused so far but I want to remember them to use them later
|
||||
|
||||
/datum/mood_event/cloned_corpse
|
||||
@@ -270,3 +279,13 @@
|
||||
description = "<span class='warning'>I've produced better art than that from my ass.</span>\n"
|
||||
mood_change = -2
|
||||
timeout = 1200
|
||||
|
||||
/datum/mood_event/tripped
|
||||
description = "<span class='boldwarning'>I can't believe I fell for the oldest trick in the book!</span>\n"
|
||||
mood_change = -6
|
||||
timeout = 2 MINUTES
|
||||
|
||||
/datum/mood_event/untied
|
||||
description = "<span class='boldwarning'>I hate when my shoes come untied!</span>\n"
|
||||
mood_change = -3
|
||||
timeout = 1 MINUTES
|
||||
|
||||
@@ -70,6 +70,11 @@
|
||||
mood_change = 40 //maybe being a cultist isnt that bad after all
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/heretics
|
||||
description = "<span class='nicegreen'>THE HIGHER I RISE, THE MORE I SEE.</span>\n"
|
||||
mood_change = 12 //maybe being a cultist isnt that bad after all
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/family_heirloom
|
||||
description = "<span class='nicegreen'>My family heirloom is safe with me.</span>\n"
|
||||
mood_change = 1
|
||||
@@ -196,3 +201,7 @@
|
||||
description = "<span class='nicegreen'>That work of art was so great it made me believe in the goodness of humanity. Says a lot in a place like this.</span>\n"
|
||||
mood_change = 4
|
||||
timeout = 4 MINUTES
|
||||
|
||||
/datum/mood_event/cleared_stomach
|
||||
description = "<span class='nicegreen'>Feels nice to get that out of the way!</span>\n"
|
||||
mood_change = 3
|
||||
|
||||
@@ -19,6 +19,27 @@
|
||||
description = "<span class='boldwarning'>I'm starving!</span>\n"
|
||||
mood_change = -15
|
||||
|
||||
//charge
|
||||
/datum/mood_event/supercharged
|
||||
description = "<span class='boldwarning'>I can't possibly keep all this power inside, I need to release some quick!</span>\n"
|
||||
mood_change = -10
|
||||
|
||||
/datum/mood_event/overcharged
|
||||
description = "<span class='warning'>I feel dangerously overcharged, perhaps I should release some power.</span>\n"
|
||||
mood_change = -4
|
||||
|
||||
/datum/mood_event/charged
|
||||
description = "<span class='nicegreen'>I feel the power in my veins!</span>\n"
|
||||
mood_change = 6
|
||||
|
||||
/datum/mood_event/lowpower
|
||||
description = "<span class='warning'>My power is running low, I should go charge up somewhere.</span>\n"
|
||||
mood_change = -6
|
||||
|
||||
/datum/mood_event/decharged
|
||||
description = "<span class='boldwarning'>I'm in desperate need of some electricity!</span>\n"
|
||||
mood_change = -10
|
||||
|
||||
//Disgust
|
||||
/datum/mood_event/gross
|
||||
description = "<span class='warning'>I saw something gross.</span>\n"
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
var/synchronizer_coeff = -1 //makes the mutation hurt the user less
|
||||
var/power_coeff = -1 //boosts mutation strength
|
||||
var/energy_coeff = -1 //lowers mutation cooldown
|
||||
var/list/valid_chrom_list = list() //List of strings of valid chromosomes this mutation can accept.
|
||||
|
||||
/datum/mutation/human/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
|
||||
. = ..()
|
||||
@@ -90,7 +91,7 @@
|
||||
/datum/mutation/human/proc/get_visual_indicator()
|
||||
return
|
||||
|
||||
/datum/mutation/human/proc/on_attack_hand(atom/target, proximity)
|
||||
/datum/mutation/human/proc/on_attack_hand(atom/target, proximity, act_intent, unarmed_attack_flags)
|
||||
return
|
||||
|
||||
/datum/mutation/human/proc/on_ranged_attack(atom/target, mouseparams)
|
||||
@@ -167,6 +168,7 @@
|
||||
energy_coeff = HM.energy_coeff
|
||||
mutadone_proof = HM.mutadone_proof
|
||||
can_chromosome = HM.can_chromosome
|
||||
valid_chrom_list = HM.valid_chrom_list
|
||||
|
||||
/datum/mutation/human/proc/remove_chromosome()
|
||||
stabilizer_coeff = initial(stabilizer_coeff)
|
||||
@@ -192,3 +194,23 @@
|
||||
power.panel = "Genetic"
|
||||
owner.AddSpell(power)
|
||||
return TRUE
|
||||
|
||||
// Runs through all the coefficients and uses this to determine which chromosomes the
|
||||
// mutation can take. Stores these as text strings in a list.
|
||||
/datum/mutation/human/proc/update_valid_chromosome_list()
|
||||
valid_chrom_list.Cut()
|
||||
|
||||
if(can_chromosome == CHROMOSOME_NEVER)
|
||||
valid_chrom_list += "none"
|
||||
return
|
||||
|
||||
valid_chrom_list += "Reinforcement"
|
||||
|
||||
if(stabilizer_coeff != -1)
|
||||
valid_chrom_list += "Stabilizer"
|
||||
if(synchronizer_coeff != -1)
|
||||
valid_chrom_list += "Synchronizer"
|
||||
if(power_coeff != -1)
|
||||
valid_chrom_list += "Power"
|
||||
if(energy_coeff != -1)
|
||||
valid_chrom_list += "Energetic"
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
school = "evocation"
|
||||
charge_max = 600
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
range = 20
|
||||
base_icon_state = "fireball"
|
||||
action_icon_state = "fireball0"
|
||||
@@ -122,6 +123,7 @@
|
||||
desc = "A rare genome that attracts odd forces not usually observed. May sometimes pull you in randomly."
|
||||
school = "evocation"
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
charge_max = 600
|
||||
invocation = "DOOOOOOOOOOOOOOOOOOOOM!!!"
|
||||
invocation_type = "shout"
|
||||
@@ -155,6 +157,7 @@
|
||||
dropmessage = "You let the electricity from your hand dissipate."
|
||||
hand_path = /obj/item/melee/touch_attack/shock
|
||||
charge_max = 400
|
||||
antimagic_allowed = TRUE
|
||||
clothes_req = NONE
|
||||
action_icon_state = "zap"
|
||||
|
||||
@@ -212,6 +215,7 @@
|
||||
desc = "Get a scent off of the item you're currently holding to track it. With an empty hand, you'll track the scent you've remembered."
|
||||
charge_max = 100
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
range = -1
|
||||
include_user = TRUE
|
||||
action_icon_state = "nose"
|
||||
@@ -222,9 +226,8 @@
|
||||
/obj/effect/proc_holder/spell/targeted/olfaction/cast(list/targets, mob/living/user = usr)
|
||||
//can we sniff? is there miasma in the air?
|
||||
var/datum/gas_mixture/air = user.loc.return_air()
|
||||
var/list/cached_gases = air.gases
|
||||
|
||||
if(cached_gases[/datum/gas/miasma])
|
||||
if(air.get_moles(/datum/gas/miasma))
|
||||
user.adjust_disgust(sensitivity * 45)
|
||||
to_chat(user, "<span class='warning'>With your overly sensitive nose, you get a whiff of stench and feel sick! Try moving to a cleaner area!</span>")
|
||||
return
|
||||
@@ -290,6 +293,7 @@
|
||||
name = "Drop a limb"
|
||||
desc = "Concentrate to make a random limb pop right off your body."
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
charge_max = 100
|
||||
action_icon_state = "autotomy"
|
||||
|
||||
@@ -327,6 +331,7 @@
|
||||
name = "Lay Web"
|
||||
desc = "Drops a web. Only you will be able to traverse your web easily, making it pretty good for keeping you safe."
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
charge_max = 4 SECONDS //the same time to lay a web
|
||||
action_icon = 'icons/mob/actions/actions_genetic.dmi'
|
||||
action_icon_state = "lay_web"
|
||||
@@ -368,6 +373,7 @@
|
||||
name = "Launch spike"
|
||||
desc = "Shoot your tongue out in the direction you're facing, embedding it and dealing damage until they remove it."
|
||||
clothes_req = NONE
|
||||
antimagic_allowed = TRUE
|
||||
charge_max = 100
|
||||
action_icon = 'icons/mob/actions/actions_genetic.dmi'
|
||||
action_icon_state = "spike"
|
||||
@@ -404,7 +410,7 @@
|
||||
throw_speed = 4
|
||||
embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 100, "embedded_fall_chance" = 0)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
sharpness = SHARP_POINTY
|
||||
var/mob/living/carbon/human/fired_by
|
||||
/// if we missed our target
|
||||
var/missed = TRUE
|
||||
|
||||
@@ -90,6 +90,8 @@
|
||||
to_chat(user, "<span class='boldnotice'>You catch some drifting memories of their past conversations...</span>")
|
||||
for(var/spoken_memory in recent_speech)
|
||||
to_chat(user, "<span class='notice'>[recent_speech[spoken_memory]]</span>")
|
||||
if(usr in GLOB.rockpaperscissors_players)
|
||||
to_chat(user, "<span class='notice'>They're planning on playing [GLOB.rockpaperscissors_players[usr][1]]</span>")
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
to_chat(user, "<span class='boldnotice'>You find that their intent is to [H.a_intent]...</span>")
|
||||
|
||||
@@ -19,9 +19,31 @@
|
||||
SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "hulk", /datum/mood_event/hulk)
|
||||
RegisterSignal(owner, COMSIG_MOB_SAY, .proc/handle_speech)
|
||||
|
||||
/datum/mutation/human/hulk/on_attack_hand(atom/target, proximity)
|
||||
if(proximity) //no telekinetic hulk attack
|
||||
return target.attack_hulk(owner)
|
||||
/datum/mutation/human/hulk/on_attack_hand(atom/target, proximity, act_intent, unarmed_attack_flags)
|
||||
if(proximity && (act_intent == INTENT_HARM)) //no telekinetic hulk attack
|
||||
if(!owner.CheckActionCooldown(CLICK_CD_MELEE))
|
||||
return INTERRUPT_UNARMED_ATTACK | NO_AUTO_CLICKDELAY_HANDLING
|
||||
owner.DelayNextAction()
|
||||
target.attack_hulk(owner)
|
||||
return INTERRUPT_UNARMED_ATTACK | NO_AUTO_CLICKDELAY_HANDLING
|
||||
|
||||
/**
|
||||
*Checks damage of a hulk's arm and applies bone wounds as necessary.
|
||||
*
|
||||
*Called by specific atoms being attacked, such as walls. If an atom
|
||||
*does not call this proc, than punching that atom will not cause
|
||||
*arm breaking (even if the atom deals recoil damage to hulks).
|
||||
*Arguments:
|
||||
*arg1 is the arm to evaluate damage of and possibly break.
|
||||
*/
|
||||
/datum/mutation/human/hulk/proc/break_an_arm(obj/item/bodypart/arm)
|
||||
switch(arm.brute_dam)
|
||||
if(45 to 50)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/critical)
|
||||
if(41 to 45)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/severe)
|
||||
if(35 to 41)
|
||||
arm.force_wound_upwards(/datum/wound/blunt/moderate)
|
||||
|
||||
/datum/mutation/human/hulk/on_life()
|
||||
if(owner.health < 0)
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
|
||||
/datum/mutation/human/wacky
|
||||
name = "Wacky"
|
||||
desc = "<span class='sans'>Unknown.</span>"
|
||||
desc = "Unknown."
|
||||
quality = MINOR_NEGATIVE
|
||||
text_gain_indication = "<span class='sans'>You feel an off sensation in your voicebox.</span>"
|
||||
text_lose_indication = "<span class='notice'>The off sensation passes.</span>"
|
||||
|
||||
@@ -105,7 +105,6 @@
|
||||
// modify the ignored_things list in __HELPERS/radiation.dm instead
|
||||
var/static/list/blacklisted = typecacheof(list(
|
||||
/turf,
|
||||
/mob,
|
||||
/obj/structure/cable,
|
||||
/obj/machinery/atmospherics,
|
||||
/obj/item/ammo_casing,
|
||||
|
||||
@@ -325,6 +325,12 @@
|
||||
name = "Abductor Replication Lab"
|
||||
description = "Some scientists tried and almost succeeded to recreate abductor tools. Somewhat slower and a bit less modern than their originals, these tools are the best you can get if you aren't an alien."
|
||||
|
||||
/datum/map_template/ruin/space/spacediner
|
||||
id = "spacediner"
|
||||
suffix = "spacediner.dmm"
|
||||
name = "Space Diner"
|
||||
description = "Come, traveler of the bluespace planes. Sit, enjoy a drink and take one of the fair maidens for a night. The exit is the way you came in, via that teleporter thingy, but do remember to stay safe."
|
||||
|
||||
//Space ruins for the station z
|
||||
/datum/map_template/ruin/spacenearstation
|
||||
prefix = "_maps/RandomRuins/SpaceRuinsStation/"
|
||||
|
||||
@@ -104,6 +104,9 @@
|
||||
rack.AddComponent(/datum/component/magnetic_catch)
|
||||
|
||||
//Whatever special stuff you want
|
||||
/datum/map_template/shuttle/proc/post_load(obj/docking_port/mobile/M)
|
||||
return
|
||||
|
||||
/datum/map_template/shuttle/proc/on_bought()
|
||||
return
|
||||
|
||||
@@ -462,6 +465,10 @@
|
||||
suffix = "whiteship_pod"
|
||||
name = "Salvage Pod"
|
||||
|
||||
/datum/map_template/shuttle/whiteship/cog
|
||||
suffix = "cog"
|
||||
name = "NT Prisoner Transport"
|
||||
|
||||
/datum/map_template/shuttle/cargo/box
|
||||
suffix = "box"
|
||||
name = "supply shuttle (Box)"
|
||||
@@ -628,4 +635,4 @@
|
||||
|
||||
/datum/map_template/shuttle/hunter/bounty
|
||||
suffix = "bounty"
|
||||
name = "Bounty Hunter Ship"
|
||||
name = "Bounty Hunter Ship"
|
||||
|
||||
@@ -11,6 +11,69 @@
|
||||
if(!mind.skill_holder)
|
||||
to_chat(usr, "<span class='warning'>How do you check the skills of [(usr == src)? "yourself when you are" : "something"] without the capability for skills? (PROBABLY A BUG, PRESS F1.)</span>")
|
||||
return
|
||||
var/datum/browser/B = new(usr, "skilldisplay_[REF(src)]", "Skills of [src]")
|
||||
B.set_content(mind.skill_html_readout())
|
||||
B.open()
|
||||
|
||||
mind.skill_holder.ui_interact(src)
|
||||
|
||||
/datum/skill_holder/ui_state(mob/user)
|
||||
return GLOB.always_state
|
||||
|
||||
/datum/skill_holder/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, "SkillPanel", "[owner.name]'s Skills")
|
||||
ui.set_autoupdate(FALSE)
|
||||
ui.open()
|
||||
else if(need_static_data_update)
|
||||
update_static_data(user)
|
||||
need_static_data_update = FALSE
|
||||
|
||||
/datum/skill_holder/ui_static_data(mob/user)
|
||||
. = list()
|
||||
.["skills"] = list()
|
||||
for(var/path in GLOB.skill_datums)
|
||||
var/datum/skill/S = GLOB.skill_datums[path]
|
||||
var/list/dat = S.get_skill_data(src)
|
||||
if(islist(dat["modifiers"]))
|
||||
dat["modifiers"] = jointext(dat["modifiers"], ", ")
|
||||
dat["percent_base"] = (dat["value_base"] / dat["max_value"])
|
||||
dat["percent_mod"] = (dat["value_mod"] / dat["max_value"])
|
||||
.["skills"] += list(dat)
|
||||
|
||||
/datum/skill_holder/ui_data(mob/user)
|
||||
. = list()
|
||||
.["playername"] = owner.name
|
||||
.["see_skill_mods"] = see_skill_mods
|
||||
.["admin"] = check_rights(R_DEBUG, FALSE)
|
||||
|
||||
/datum/skill_holder/ui_act(action, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
switch(action)
|
||||
if("toggle_mods")
|
||||
see_skill_mods = !see_skill_mods
|
||||
return TRUE
|
||||
if ("adj_exp")
|
||||
if(!check_rights(R_DEBUG))
|
||||
return
|
||||
var/skill = text2path(params["skill"])
|
||||
var/number = input("Please insert the amount of experience/progress you'd like to add/subtract:") as num|null
|
||||
if (number)
|
||||
owner.set_skill_value(skill, owner.get_skill_value(skill, FALSE) + number)
|
||||
return TRUE
|
||||
if ("set_exp")
|
||||
if(!check_rights(R_DEBUG))
|
||||
return
|
||||
var/skill = text2path(params["skill"])
|
||||
var/number = input("Please insert the number you want to set the player's exp/progress to:") as num|null
|
||||
if (!isnull(number))
|
||||
owner.set_skill_value(skill, number)
|
||||
return TRUE
|
||||
if ("set_lvl")
|
||||
if(!check_rights(R_DEBUG))
|
||||
return
|
||||
var/datum/skill/level/S = GLOB.skill_datums[text2path(params["skill"])]
|
||||
var/number = input("Please insert a whole number between 0[S.associative ? " ([S.unskilled_tier])" : ""] and [S.max_levels][S.associative ? " ([S.levels[S.max_levels]])" : ""] corresponding to the level you'd like to set the player to.") as num|null
|
||||
if (number >= 0 && number <= S.max_levels)
|
||||
owner.set_skill_value(S.type, S.get_skill_level_value(number))
|
||||
return TRUE
|
||||
|
||||
@@ -8,6 +8,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
continue
|
||||
S = new path
|
||||
.[S.type] = S
|
||||
. = sortTim(., /proc/cmp_skill_categories, TRUE)
|
||||
|
||||
/**
|
||||
* Skill datums
|
||||
@@ -32,8 +33,14 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
var/base_multiplier = 1
|
||||
/// Value added to the base multiplier depending on overall competency compared to maximum value/level.
|
||||
var/competency_multiplier = 1
|
||||
/// Experience gain multiplier gained from using items.
|
||||
var/item_skill_gain_multi = 1
|
||||
/// Skill gain quantisation
|
||||
var/skill_gain_quantisation = 0.1
|
||||
/// A list of ways this skill can affect or be affected through actions and skill modifiers.
|
||||
var/list/skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE)
|
||||
/// Index of this skill in the UI
|
||||
var/ui_category = SKILL_UI_CAT_MISC
|
||||
|
||||
/**
|
||||
* Ensures what someone's setting as a value for this skill is valid.
|
||||
@@ -57,10 +64,28 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
return new_value > existing
|
||||
|
||||
/**
|
||||
* Standard value "render"
|
||||
* Get a list of data used in the skill panel menu.
|
||||
*/
|
||||
/datum/skill/proc/standard_render_value(value, level)
|
||||
return value
|
||||
/datum/skill/proc/get_skill_data(datum/skill_holder/H)
|
||||
var/skill_value = H.owner.get_skill_value(type, FALSE)
|
||||
. = list(
|
||||
"name" = name,
|
||||
"desc" = desc,
|
||||
"path" = type,
|
||||
"value_base" = skill_value,
|
||||
"value_mod" = skill_value,
|
||||
"modifiers" = "None",
|
||||
"max_value" = 1 //To avoid division by zero later on.
|
||||
)
|
||||
var/list/mods = LAZYACCESS(H.skill_value_mods, type)
|
||||
if(mods)
|
||||
var/list/mod_names = list()
|
||||
for(var/k in mods)
|
||||
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
|
||||
mod_names |= M.name
|
||||
skill_value = M.apply_modifier(skill_value, type, H, MODIFIER_TARGET_VALUE)
|
||||
.["value_mod"] = skill_value
|
||||
.["modifiers"] = mod_names //Will be jointext()'d later.
|
||||
|
||||
// Just saying, the choice to use different sub-parent-types is to force coders to resolve issues as I won't be implementing custom procs to grab skill levels in a certain context.
|
||||
// Aka: So people don't forget to change checks if they change a skill's progression type.
|
||||
@@ -71,10 +96,12 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
competency_thresholds = list(THRESHOLD_COMPETENT = FALSE, THRESHOLD_EXPERT = TRUE, THRESHOLD_MASTER = TRUE)
|
||||
|
||||
/datum/skill/binary/sanitize_value(new_value)
|
||||
return new_value? TRUE : FALSE
|
||||
return new_value >= 1 ? TRUE : FALSE
|
||||
|
||||
/datum/skill/binary/standard_render_value(value, level)
|
||||
return value? "Yes" : "No"
|
||||
/datum/skill/binary/get_skill_data(datum/skill_holder/H)
|
||||
. = ..()
|
||||
.["base_readout"] = .["value_base"] ? "Learned: Yes" : "Learned: No"
|
||||
.["mod_readout"] = .["value_mod"] ? "Learned: Yes" : "Learned: No"
|
||||
|
||||
/datum/skill/numerical
|
||||
abstract_type = /datum/skill/numerical
|
||||
@@ -84,14 +111,19 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
var/max_value = 100
|
||||
/// Min value of this skill
|
||||
var/min_value = 0
|
||||
/// Display as a percent in standard_render_value?
|
||||
var/display_as_percent = FALSE
|
||||
|
||||
/datum/skill/numerical/New()
|
||||
..()
|
||||
skill_gain_quantisation = item_skill_gain_multi = item_skill_gain_multi * (max_value - min_value) * STD_NUM_SKILL_ITEM_GAIN_MULTI
|
||||
|
||||
/datum/skill/numerical/sanitize_value(new_value)
|
||||
return clamp(new_value, min_value, max_value)
|
||||
|
||||
/datum/skill/numerical/standard_render_value(value, level)
|
||||
return display_as_percent? "[round(value/max_value/100, 0.01)]%" : "[value] / [max_value]"
|
||||
/datum/skill/numerical/get_skill_data(datum/skill_holder/H)
|
||||
. = ..()
|
||||
.["base_readout"] = "Skill Progress: \[[.["value_base"]] / [max_value]\]"
|
||||
.["mod_readout"] = "Skill Progress: \[[.["value_mod"]] / [max_value]\]"
|
||||
.["max_value"] = max_value
|
||||
|
||||
/datum/skill/enum
|
||||
abstract_type = /datum/skill/enum
|
||||
@@ -123,13 +155,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
var/max_assoc = ""
|
||||
var/max_assoc_start = 1
|
||||
for(var/lvl in 1 to max_levels)
|
||||
var/value
|
||||
switch(level_up_method)
|
||||
if(STANDARD_LEVEL_UP)
|
||||
value = XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
|
||||
if(DWARFY_LEVEL_UP)
|
||||
value = DORF_XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
|
||||
value = round(value, 1)
|
||||
var/value = round(get_skill_level_value(lvl), 1)
|
||||
if(!associative)
|
||||
levels += value
|
||||
continue
|
||||
@@ -167,8 +193,13 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
else if(. < 0)
|
||||
to_chat(M.current, "<span class='warning'>I feel like I've become worse at [name]!</span>")
|
||||
|
||||
/datum/skill/level/standard_render_value(value, level)
|
||||
var/current_lvl = associative ? (!level ? unskilled_tier : levels[level]) : level
|
||||
/datum/skill/level/get_skill_data(datum/skill_holder/H)
|
||||
. = ..()
|
||||
var/skill_value_base = .["value_base"]
|
||||
var/skill_value_mod = .["value_mod"]
|
||||
.["level_based"] = TRUE
|
||||
|
||||
var/level = LAZYACCESS(H.skill_levels, type) || 0
|
||||
var/current_lvl_xp_sum = 0
|
||||
if(level)
|
||||
current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
|
||||
@@ -176,8 +207,50 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
var/next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
|
||||
if(next_lvl_xp > current_lvl_xp_sum)
|
||||
next_lvl_xp -= current_lvl_xp_sum
|
||||
.["lvl_base_num"] = .["lvl_mod_num"] = level
|
||||
.["lvl_base"] = .["lvl_mod"] = associative ? (!level ? unskilled_tier : levels[level]) : level
|
||||
.["base_style"] = .["mod_style"] = "font-weight:bold; color:hsl([(level+1)*(350/max_levels+1)], 50%, 50%)"
|
||||
.["xp_next_lvl_base"] = .["xp_next_lvl_mod"] = "\[[skill_value_base - current_lvl_xp_sum]/[next_lvl_xp]\]"
|
||||
|
||||
return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp])[level == max_levels ? " \[MAX!\]" : ""]"
|
||||
.["max_lvl"] = max_levels
|
||||
var/max_value = associative ? levels[levels[max_levels]] : levels[max_levels]
|
||||
.["max_value"] = max_value
|
||||
|
||||
.["base_readout"] = "Overall Skill Progress: \[[skill_value_base]/[max_value]\]"
|
||||
.["mod_readout"] = "Overall Skill Progress: \[[skill_value_mod]/[max_value]\]"
|
||||
|
||||
var/list/mods = LAZYACCESS(H.skill_level_mods, type)
|
||||
if(mods) //I'm not proud of doing the same-ish process twice a row but here we go.
|
||||
var/list/mod_names = .["modifiers"]
|
||||
if(!mod_names)
|
||||
.["modifiers"] = mod_names = list()
|
||||
for(var/k in mods)
|
||||
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
|
||||
mod_names |= M.name
|
||||
level = M.apply_modifier(level, type, H, MODIFIER_TARGET_LEVEL)
|
||||
|
||||
if(level)
|
||||
current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
|
||||
else
|
||||
current_lvl_xp_sum = 0
|
||||
next_index = min(max_levels, level+1)
|
||||
next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
|
||||
if(next_lvl_xp > current_lvl_xp_sum)
|
||||
next_lvl_xp -= current_lvl_xp_sum
|
||||
.["lvl_mod_num"] = level
|
||||
.["lvl_mod"] = associative ? (!level ? unskilled_tier : levels[level]) : level
|
||||
.["mod_style"] = "font-weight:bold; color:hsl([(level+1)*(300/(max_levels+1))], 50%, 50%)"
|
||||
.["xp_next_lvl_mod"] = "\[[skill_value_mod - current_lvl_xp_sum]/[next_lvl_xp]\]"
|
||||
|
||||
/**
|
||||
* Gets the base value required to reach a level specified by the 'num' arg.
|
||||
*/
|
||||
/datum/skill/level/proc/get_skill_level_value(num)
|
||||
switch(level_up_method)
|
||||
if(STANDARD_LEVEL_UP)
|
||||
. = XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, num)
|
||||
if(DWARFY_LEVEL_UP)
|
||||
. = DORF_XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, num)
|
||||
|
||||
/datum/skill/level/job
|
||||
abstract_type = /datum/skill/level/job
|
||||
|
||||
@@ -20,6 +20,18 @@
|
||||
var/list/original_values
|
||||
var/list/original_affinities
|
||||
var/list/original_levels
|
||||
/// The mind datum this skill is associated with, only used for the check_skills UI
|
||||
var/datum/mind/owner
|
||||
/// For UI updates.
|
||||
var/need_static_data_update = TRUE
|
||||
/// Whether modifiers and final skill values or only base values are displayed.
|
||||
var/see_skill_mods = TRUE
|
||||
/// The current selected skill category.
|
||||
var/selected_category
|
||||
|
||||
/datum/skill_holder/New(owner)
|
||||
..()
|
||||
src.owner = owner
|
||||
|
||||
/**
|
||||
* Grabs the value of a skill.
|
||||
@@ -82,6 +94,7 @@
|
||||
if(!isnull(value))
|
||||
LAZYINITLIST(skill_holder.skills)
|
||||
S.set_skill_value(skill_holder, value, src, silent)
|
||||
skill_holder.need_static_data_update = TRUE
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
@@ -107,11 +120,9 @@
|
||||
CRASH("You cannot auto increment a non numerical(experience skill!")
|
||||
var/current = get_skill_value(skill, FALSE)
|
||||
var/affinity = get_skill_affinity(skill)
|
||||
var/target_value = current + (value * affinity)
|
||||
if(maximum)
|
||||
target_value = min(target_value, maximum)
|
||||
if(target_value == maximum) //no more experience to gain, early return.
|
||||
return
|
||||
var/target_value = round(current + (value * affinity), S.skill_gain_quantisation)
|
||||
if(maximum && target_value >= maximum) //no more experience to gain, early return.
|
||||
return
|
||||
boost_skill_value_to(skill, target_value, silent, current)
|
||||
|
||||
/**
|
||||
@@ -183,18 +194,3 @@
|
||||
divisor++
|
||||
if(divisor)
|
||||
. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
|
||||
|
||||
/**
|
||||
* Generates a HTML readout of our skills.
|
||||
* Port to tgui-next when?
|
||||
*/
|
||||
/datum/mind/proc/skill_html_readout()
|
||||
var/list/out = list("<center><h1>Skills</h1></center><hr>")
|
||||
out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
|
||||
for(var/path in GLOB.skill_datums)
|
||||
var/datum/skill/S = GLOB.skill_datums[path]
|
||||
var/skill_value = get_skill_value(path)
|
||||
var/skill_level = get_skill_level(path, round = TRUE)
|
||||
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skill_value, skill_level)]</td></tr>"
|
||||
out += "</table>"
|
||||
return out.Join("")
|
||||
|
||||
@@ -7,6 +7,8 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
* and cause lots of edge cases. These are fairly simple overall... make a subtype though, don't use this one.
|
||||
*/
|
||||
/datum/skill_modifier
|
||||
/// Name and description of the skill modifier, used in the UI
|
||||
var/name = "???"
|
||||
/// flags for this skill modifier.
|
||||
var/modifier_flags = NONE
|
||||
/// target skills, can be a specific skill typepath or a list of skill traits.
|
||||
@@ -110,6 +112,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
|
||||
ADD_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels, get_skill_level(path, FALSE))
|
||||
LAZYSET(skill_holder.all_current_skill_modifiers, id, TRUE)
|
||||
skill_holder.need_static_data_update = TRUE
|
||||
|
||||
if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
|
||||
M.RegisterSignal(src, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
|
||||
@@ -141,6 +144,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
if(M.modifier_flags & MODIFIER_SKILL_LEVEL && skill_holder.skill_level_mods)
|
||||
REMOVE_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels)
|
||||
LAZYREMOVE(skill_holder.all_current_skill_modifiers, id)
|
||||
skill_holder.need_static_data_update = TRUE
|
||||
|
||||
if(!mind_transfer && M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
|
||||
M.UnregisterSignal(src, COMSIG_MIND_TRANSFER)
|
||||
@@ -165,11 +169,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
var/datum/skill/S = GLOB.skill_datums[skillpath]
|
||||
if(method == MODIFIER_TARGET_VALUE && S.progression_type == SKILL_PROGRESSION_LEVEL)
|
||||
var/datum/skill/level/L = S
|
||||
switch(L.level_up_method)
|
||||
if(STANDARD_LEVEL_UP)
|
||||
mod = XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
|
||||
if(DWARFY_LEVEL_UP)
|
||||
mod = DORF_XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
|
||||
mod = L.get_skill_level_value(L.competency_thresholds[mod])
|
||||
else
|
||||
mod = S.competency_thresholds[mod]
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
/datum/skill/level/job/wiring
|
||||
name = "Wiring"
|
||||
desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
|
||||
desc = "How proficient and knowledged you are at wiring beyond making post-futuristic wire art."
|
||||
name_color = COLOR_PALE_ORANGE
|
||||
skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
|
||||
ui_category = SKILL_UI_CAT_ENG
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
/datum/skill/numerical/surgery
|
||||
name = "Surgery"
|
||||
desc = "How proficient you are at doing surgery."
|
||||
desc = "How proficient you are at performing surgical procedures."
|
||||
name_color = COLOR_PALE_BLUE_GRAY
|
||||
competency_multiplier = 1.5 // 60% surgery speed up at max value of 100, considering the base multiplier.
|
||||
ui_category = SKILL_UI_CAT_MED
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/// Jobbie skill modifiers.
|
||||
|
||||
/datum/skill_modifier/job
|
||||
name = "Job Training"
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
|
||||
priority = MODIFIER_SKILL_PRIORITY_MAX
|
||||
|
||||
@@ -23,7 +24,7 @@
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
|
||||
level_mod = JOB_SKILL_TRAINED
|
||||
|
||||
/datum/skill_modifier/job/level/New(id)
|
||||
/datum/skill_modifier/job/level/New(id, register = FALSE)
|
||||
if(level_mod)
|
||||
value_mod = GET_STANDARD_LVL(level_mod)
|
||||
..()
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
/datum/skill_modifier/bad_mood
|
||||
name = "Mood (Dejected)"
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
target_skills = list(SKILL_SANITY)
|
||||
|
||||
/datum/skill_modifier/great_mood
|
||||
name = "Mood (Elated)"
|
||||
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
target_skills = list(SKILL_SANITY)
|
||||
affinity_mod = 1.2
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
/datum/skill_modifier/brain_damage
|
||||
name = "Brain Damage"
|
||||
target_skills = list(SKILL_INTELLIGENCE)
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
|
||||
value_mod = 0.85
|
||||
@@ -6,6 +7,7 @@
|
||||
affinity_mod = 0.85
|
||||
|
||||
/datum/skill_modifier/heavy_brain_damage
|
||||
name = "Brain Damage (Severe)"
|
||||
target_skills = list(SKILL_INTELLIGENCE)
|
||||
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_BODYBOUND|MODIFIER_SKILL_HANDICAP|MODIFIER_USE_THRESHOLDS
|
||||
priority = MODIFIER_SKILL_PRIORITY_LOW
|
||||
|
||||
@@ -6,10 +6,13 @@
|
||||
qdel(src)
|
||||
owner = new_owner
|
||||
|
||||
/datum/spawners_menu/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.observer_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
/datum/spawners_menu/ui_state(mob/user)
|
||||
return GLOB.observer_state
|
||||
|
||||
/datum/spawners_menu/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, ui)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "spawners_menu", "Spawners Menu", 700, 600, master_ui, state)
|
||||
ui = new(user, src, "SpawnersMenu")
|
||||
ui.open()
|
||||
|
||||
/datum/spawners_menu/ui_data(mob/user)
|
||||
@@ -42,11 +45,15 @@
|
||||
if(..())
|
||||
return
|
||||
|
||||
var/spawner_ref = pick(GLOB.mob_spawners[params["name"]])
|
||||
var/obj/effect/mob_spawn/MS = locate(spawner_ref) in GLOB.poi_list
|
||||
if(!MS)
|
||||
var/group_name = params["name"]
|
||||
if(!group_name || !(group_name in GLOB.mob_spawners))
|
||||
return
|
||||
var/list/spawnerlist = GLOB.mob_spawners[group_name]
|
||||
if(!spawnerlist.len)
|
||||
return
|
||||
var/obj/effect/mob_spawn/MS = pick(spawnerlist)
|
||||
if(!istype(MS) || !(MS in GLOB.poi_list))
|
||||
return
|
||||
|
||||
switch(action)
|
||||
if("jump")
|
||||
if(MS)
|
||||
@@ -55,4 +62,4 @@
|
||||
if("spawn")
|
||||
if(MS)
|
||||
MS.attack_ghost(owner)
|
||||
. = TRUE
|
||||
. = TRUE
|
||||
|
||||
@@ -441,6 +441,10 @@
|
||||
owner.adjustBruteLoss(-10, FALSE)
|
||||
owner.adjustFireLoss(-5, FALSE)
|
||||
owner.adjustOxyLoss(-10)
|
||||
if(!iscarbon(owner))
|
||||
return
|
||||
var/mob/living/carbon/C = owner
|
||||
QDEL_LIST(C.all_scars)
|
||||
|
||||
/obj/screen/alert/status_effect/fleshmend
|
||||
name = "Fleshmend"
|
||||
|
||||
@@ -81,11 +81,11 @@
|
||||
owner.adjustStaminaLoss(-0.5) //reduce stamina loss by 0.5 per tick, 10 per 2 seconds
|
||||
if(human_owner && human_owner.drunkenness)
|
||||
human_owner.drunkenness *= 0.997 //reduce drunkenness by 0.3% per tick, 6% per 2 seconds
|
||||
if(prob(20))
|
||||
if(carbon_owner)
|
||||
carbon_owner.handle_dreams()
|
||||
if(prob(10) && owner.health > owner.crit_threshold)
|
||||
owner.emote("snore")
|
||||
if(carbon_owner && !carbon_owner.dreaming && prob(2))
|
||||
carbon_owner.dream()
|
||||
// 2% per second, tick interval is in deciseconds
|
||||
if(prob((tick_interval+1) * 0.2) && owner.health > owner.crit_threshold)
|
||||
owner.emote("snore")
|
||||
|
||||
/datum/status_effect/staggered
|
||||
id = "staggered"
|
||||
@@ -97,6 +97,21 @@
|
||||
duration = set_duration
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance
|
||||
id = "offbalance"
|
||||
alert_type = null
|
||||
|
||||
/datum/status_effect/off_balance/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance/on_remove()
|
||||
var/active_item = owner.get_active_held_item()
|
||||
if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
|
||||
owner.visible_message("<span class='warning'>[owner.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
return ..()
|
||||
|
||||
/obj/screen/alert/status_effect/asleep
|
||||
name = "Asleep"
|
||||
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
|
||||
@@ -147,7 +162,6 @@
|
||||
id = "tased"
|
||||
alert_type = null
|
||||
var/movespeed_mod = /datum/movespeed_modifier/status_effect/tased
|
||||
var/nextmove_modifier = 1
|
||||
var/stamdmg_per_ds = 0 //a 20 duration would do 20 stamdmg, disablers do 24 or something
|
||||
var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
|
||||
|
||||
@@ -176,13 +190,9 @@
|
||||
C.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
|
||||
last_tick = world.time
|
||||
|
||||
/datum/status_effect/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
|
||||
return nextmove_modifier
|
||||
|
||||
/datum/status_effect/electrode/no_combat_mode
|
||||
id = "tased_strong"
|
||||
movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode
|
||||
nextmove_modifier = 2
|
||||
blocks_combatmode = TRUE
|
||||
stamdmg_per_ds = 1
|
||||
|
||||
@@ -368,9 +378,9 @@
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
var/mutable_appearance/marked_underlay
|
||||
var/obj/item/twohanded/kinetic_crusher/hammer_synced
|
||||
var/obj/item/kinetic_crusher/hammer_synced
|
||||
|
||||
/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/twohanded/kinetic_crusher/new_hammer_synced)
|
||||
/datum/status_effect/crusher_mark/on_creation(mob/living/new_owner, obj/item/kinetic_crusher/new_hammer_synced)
|
||||
. = ..()
|
||||
if(.)
|
||||
hammer_synced = new_hammer_synced
|
||||
@@ -396,6 +406,197 @@
|
||||
owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
|
||||
..()
|
||||
|
||||
/datum/status_effect/eldritch
|
||||
duration = 15 SECONDS
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
on_remove_on_mob_delete = TRUE
|
||||
///underlay used to indicate that someone is marked
|
||||
var/mutable_appearance/marked_underlay
|
||||
///path for the underlay
|
||||
var/effect_sprite = ""
|
||||
|
||||
/datum/status_effect/eldritch/on_creation(mob/living/new_owner, ...)
|
||||
marked_underlay = mutable_appearance('icons/effects/effects.dmi', effect_sprite,BELOW_MOB_LAYER)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/on_apply()
|
||||
. = ..()
|
||||
if(owner.mob_size >= MOB_SIZE_HUMAN)
|
||||
RegisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/update_owner_underlay)
|
||||
owner.update_icon()
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/status_effect/eldritch/on_remove()
|
||||
UnregisterSignal(owner,COMSIG_ATOM_UPDATE_OVERLAYS)
|
||||
owner.update_icon()
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/proc/update_owner_underlay(atom/source, list/overlays)
|
||||
overlays += marked_underlay
|
||||
|
||||
/datum/status_effect/eldritch/Destroy()
|
||||
QDEL_NULL(marked_underlay)
|
||||
return ..()
|
||||
|
||||
/**
|
||||
* What happens when this mark gets popped
|
||||
*
|
||||
* Adds actual functionality to each mark
|
||||
*/
|
||||
/datum/status_effect/eldritch/proc/on_effect()
|
||||
playsound(owner, 'sound/magic/repulse.ogg', 75, TRUE)
|
||||
qdel(src) //what happens when this is procced.
|
||||
|
||||
//Each mark has diffrent effects when it is destroyed that combine with the mansus grasp effect.
|
||||
/datum/status_effect/eldritch/flesh
|
||||
id = "flesh_mark"
|
||||
effect_sprite = "emark1"
|
||||
|
||||
/datum/status_effect/eldritch/flesh/on_effect()
|
||||
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/obj/item/bodypart/bodypart = pick(H.bodyparts)
|
||||
var/datum/wound/slash/severe/crit_wound = new
|
||||
crit_wound.apply_wound(bodypart)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/ash
|
||||
id = "ash_mark"
|
||||
effect_sprite = "emark2"
|
||||
///Dictates how much damage and stamina loss this mark will cause.
|
||||
var/repetitions = 1
|
||||
|
||||
/datum/status_effect/eldritch/ash/on_creation(mob/living/new_owner, _repetition = 5)
|
||||
. = ..()
|
||||
repetitions = min(1,_repetition)
|
||||
|
||||
/datum/status_effect/eldritch/ash/on_effect()
|
||||
if(iscarbon(owner))
|
||||
var/mob/living/carbon/carbon_owner = owner
|
||||
carbon_owner.adjustStaminaLoss(10 * repetitions)
|
||||
carbon_owner.adjustFireLoss(5 * repetitions)
|
||||
for(var/mob/living/carbon/victim in range(1,carbon_owner))
|
||||
if(IS_HERETIC(victim) || victim == carbon_owner)
|
||||
continue
|
||||
victim.apply_status_effect(type,repetitions-1)
|
||||
break
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/eldritch/rust
|
||||
id = "rust_mark"
|
||||
effect_sprite = "emark3"
|
||||
|
||||
/datum/status_effect/eldritch/rust/on_effect()
|
||||
if(!iscarbon(owner))
|
||||
return
|
||||
var/mob/living/carbon/carbon_owner = owner
|
||||
for(var/obj/item/I in carbon_owner.get_all_gear()) //Affects roughly 75% of items
|
||||
if(!QDELETED(I) && prob(75)) //Just in case
|
||||
I.take_damage(100)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/corrosion_curse
|
||||
id = "corrosion_curse"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
tick_interval = 1 SECONDS
|
||||
|
||||
/datum/status_effect/corrosion_curse/on_creation(mob/living/new_owner, ...)
|
||||
. = ..()
|
||||
to_chat(owner, "<span class='danger'>Your feel your body starting to break apart...</span>")
|
||||
|
||||
/datum/status_effect/corrosion_curse/tick()
|
||||
. = ..()
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/chance = rand(0,100)
|
||||
switch(chance)
|
||||
if(0 to 19)
|
||||
H.vomit()
|
||||
if(20 to 29)
|
||||
H.Dizzy(10)
|
||||
if(30 to 39)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LIVER,5)
|
||||
if(40 to 49)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_HEART,5)
|
||||
if(50 to 59)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_STOMACH,5)
|
||||
if(60 to 69)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EYES,10)
|
||||
if(70 to 79)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_EARS,10)
|
||||
if(80 to 89)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_LUNGS,10)
|
||||
if(90 to 99)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_TONGUE,10)
|
||||
if(100)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN,20)
|
||||
|
||||
/datum/status_effect/amok
|
||||
id = "amok"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
alert_type = null
|
||||
duration = 10 SECONDS
|
||||
tick_interval = 1 SECONDS
|
||||
|
||||
/datum/status_effect/amok/on_apply(mob/living/afflicted)
|
||||
. = ..()
|
||||
to_chat(owner, "<span class='boldwarning'>Your feel filled with a rage that is not your own!</span>")
|
||||
|
||||
/datum/status_effect/amok/tick()
|
||||
. = ..()
|
||||
var/prev_intent = owner.a_intent
|
||||
owner.a_intent = INTENT_HARM
|
||||
|
||||
var/list/mob/living/targets = list()
|
||||
for(var/mob/living/potential_target in oview(owner, 1))
|
||||
if(IS_HERETIC(potential_target) || potential_target.mind?.has_antag_datum(/datum/antagonist/heretic_monster))
|
||||
continue
|
||||
targets += potential_target
|
||||
if(LAZYLEN(targets))
|
||||
owner.log_message(" attacked someone due to the amok debuff.", LOG_ATTACK) //the following attack will log itself
|
||||
owner.ClickOn(pick(targets))
|
||||
owner.a_intent = prev_intent
|
||||
|
||||
/datum/status_effect/cloudstruck
|
||||
id = "cloudstruck"
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
duration = 3 SECONDS
|
||||
on_remove_on_mob_delete = TRUE
|
||||
///This overlay is applied to the owner for the duration of the effect.
|
||||
var/mutable_appearance/mob_overlay
|
||||
|
||||
/datum/status_effect/cloudstruck/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
. = ..()
|
||||
|
||||
/datum/status_effect/cloudstruck/on_apply()
|
||||
. = ..()
|
||||
mob_overlay = mutable_appearance('icons/effects/eldritch.dmi', "cloud_swirl", ABOVE_MOB_LAYER)
|
||||
owner.overlays += mob_overlay
|
||||
owner.update_icon()
|
||||
ADD_TRAIT(owner, TRAIT_BLIND, "cloudstruck")
|
||||
return TRUE
|
||||
|
||||
/datum/status_effect/cloudstruck/on_remove()
|
||||
. = ..()
|
||||
if(QDELETED(owner))
|
||||
return
|
||||
REMOVE_TRAIT(owner, TRAIT_BLIND, "cloudstruck")
|
||||
if(owner)
|
||||
owner.overlays -= mob_overlay
|
||||
owner.update_icon()
|
||||
|
||||
/datum/status_effect/cloudstruck/Destroy()
|
||||
. = ..()
|
||||
QDEL_NULL(mob_overlay)
|
||||
|
||||
|
||||
/datum/status_effect/stacking/saw_bleed
|
||||
id = "saw_bleed"
|
||||
tick_interval = 6
|
||||
@@ -433,10 +634,19 @@
|
||||
|
||||
/datum/status_effect/neck_slice/tick()
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(H.stat == DEAD || H.bleed_rate <= 8)
|
||||
var/obj/item/bodypart/throat = H.get_bodypart(BODY_ZONE_HEAD)
|
||||
if(H.stat == DEAD || !throat)
|
||||
H.remove_status_effect(/datum/status_effect/neck_slice)
|
||||
if(prob(10))
|
||||
H.emote(pick("gasp", "gag", "choke"))
|
||||
var/still_bleeding = FALSE
|
||||
for(var/thing in throat.wounds)
|
||||
var/datum/wound/W = thing
|
||||
if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE)
|
||||
still_bleeding = TRUE
|
||||
break
|
||||
if(!still_bleeding)
|
||||
H.remove_status_effect(/datum/status_effect/neck_slice)
|
||||
|
||||
/mob/living/proc/apply_necropolis_curse(set_curse, duration = 10 MINUTES)
|
||||
var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
|
||||
@@ -546,8 +756,8 @@
|
||||
owner.DefaultCombatKnockdown(15, TRUE, FALSE, 15)
|
||||
if(iscarbon(owner))
|
||||
var/mob/living/carbon/C = owner
|
||||
C.silent = max(2, C.silent)
|
||||
C.stuttering = max(5, C.stuttering)
|
||||
C.silent = max(5, C.silent) //Increased, now lasts until five seconds after it ends, instead of 2
|
||||
C.stuttering = max(10, C.stuttering) //Increased, now lasts for five seconds after the mute ends, instead of 3
|
||||
if(!old_health)
|
||||
old_health = owner.health
|
||||
if(!old_oxyloss)
|
||||
@@ -714,8 +924,9 @@ datum/status_effect/pacify
|
||||
if(hearing_args[HEARING_SPEAKER] == owner)
|
||||
return
|
||||
var/mob/living/carbon/C = owner
|
||||
var/hypnomsg = uncostumize_say(hearing_args[HEARING_RAW_MESSAGE], hearing_args[HEARING_MESSAGE_MODE])
|
||||
C.cure_trauma_type(/datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY) //clear previous hypnosis
|
||||
addtimer(CALLBACK(C, /mob/living/carbon.proc/gain_trauma, /datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY, hearing_args[HEARING_RAW_MESSAGE]), 10)
|
||||
addtimer(CALLBACK(C, /mob/living/carbon.proc/gain_trauma, /datum/brain_trauma/hypnosis, TRAUMA_RESILIENCE_SURGERY, hypnomsg), 10)
|
||||
addtimer(CALLBACK(C, /mob/living.proc/Stun, 60, TRUE, TRUE), 15) //Take some time to think about it
|
||||
qdel(src)
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
var/id = "effect" //Used for screen alerts.
|
||||
var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
|
||||
var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
|
||||
var/next_tick //The scheduled time for the next tick.
|
||||
var/mob/living/owner //The mob affected by the status effect.
|
||||
var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
|
||||
var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
|
||||
@@ -31,7 +32,7 @@
|
||||
return
|
||||
if(duration != -1)
|
||||
duration = world.time + duration
|
||||
tick_interval = world.time + tick_interval
|
||||
next_tick = world.time + tick_interval
|
||||
if(alert_type)
|
||||
var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
|
||||
A.attached_effect = src //so the alert can reference us, if it needs to
|
||||
@@ -52,9 +53,9 @@
|
||||
if(!owner)
|
||||
qdel(src)
|
||||
return
|
||||
if(tick_interval < world.time)
|
||||
if(next_tick < world.time)
|
||||
tick()
|
||||
tick_interval = world.time + initial(tick_interval)
|
||||
next_tick = world.time + tick_interval
|
||||
if(duration != -1 && duration < world.time)
|
||||
qdel(src)
|
||||
|
||||
@@ -89,13 +90,12 @@
|
||||
return
|
||||
duration = world.time + original_duration
|
||||
|
||||
//clickdelay/nextmove modifiers!
|
||||
/datum/status_effect/proc/nextmove_modifier()
|
||||
/**
|
||||
* Multiplied to clickdelays
|
||||
*/
|
||||
/datum/status_effect/proc/action_cooldown_mod()
|
||||
return 1
|
||||
|
||||
/datum/status_effect/proc/nextmove_adjust()
|
||||
return 0
|
||||
|
||||
////////////////
|
||||
// ALERT HOOK //
|
||||
////////////////
|
||||
@@ -221,7 +221,7 @@
|
||||
threshold_crossed = FALSE //resets threshold effect if we fall below threshold so threshold effect can trigger again
|
||||
on_threshold_drop()
|
||||
if(stacks_added > 0)
|
||||
tick_interval += delay_before_decay //refreshes time until decay
|
||||
next_tick += delay_before_decay //refreshes time until decay
|
||||
stacks = min(stacks, max_stacks)
|
||||
status_overlay.icon_state = "[overlay_state][stacks]"
|
||||
status_underlay.icon_state = "[underlay_state][stacks]"
|
||||
@@ -278,3 +278,7 @@
|
||||
/datum/status_effect/grouped/before_remove(source)
|
||||
sources -= source
|
||||
return !length(sources)
|
||||
|
||||
//do_after modifier!
|
||||
/datum/status_effect/proc/interact_speed_modifier()
|
||||
return 1
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user