diff --git a/_maps/RandomRuins/AnywhereRuins/golem_ship.dmm b/_maps/RandomRuins/AnywhereRuins/golem_ship.dmm
index d01e4f8da1..37a89ba2ff 100644
--- a/_maps/RandomRuins/AnywhereRuins/golem_ship.dmm
+++ b/_maps/RandomRuins/AnywhereRuins/golem_ship.dmm
@@ -18,9 +18,7 @@
/obj/item/mining_scanner,
/obj/item/flashlight/lantern,
/obj/item/card/id/mining,
-/obj/item/gps/mining{
- tracking = 0
- },
+/obj/item/gps/mining,
/turf/open/floor/plating,
/area/ruin/powered/golem_ship)
"d" = (
@@ -34,9 +32,7 @@
/obj/item/mining_scanner,
/obj/item/flashlight/lantern,
/obj/item/card/id/mining,
-/obj/item/gps/mining{
- tracking = 0
- },
+/obj/item/gps/mining,
/turf/open/floor/plating,
/area/ruin/powered/golem_ship)
"e" = (
@@ -156,9 +152,7 @@
"x" = (
/obj/structure/table/wood,
/obj/machinery/reagentgrinder,
-/obj/item/gps/mining{
- tracking = 0
- },
+/obj/item/gps/mining,
/turf/open/floor/mineral/titanium/purple,
/area/ruin/powered/golem_ship)
"z" = (
diff --git a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm
index 6feb378515..eab08815f3 100644
--- a/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm
+++ b/_maps/RandomRuins/LavaRuins/lavaland_surface_alien_nest.dmm
@@ -227,7 +227,7 @@
/area/ruin/unpowered/xenonest)
"ba" = (
/obj/structure/stone_tile/slab,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bb" = (
/obj/structure/stone_tile/cracked{
@@ -241,7 +241,7 @@
dir = 8
},
/obj/item/flashlight/lantern,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bc" = (
/obj/structure/stone_tile/block,
@@ -251,7 +251,7 @@
/obj/structure/stone_tile{
dir = 4
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bd" = (
/obj/structure/stone_tile/block,
@@ -262,7 +262,7 @@
dir = 1
},
/obj/effect/decal/cleanable/blood/xeno,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"be" = (
/obj/structure/stone_tile/block,
@@ -272,7 +272,7 @@
/obj/structure/stone_tile{
dir = 1
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bf" = (
/obj/structure/stone_tile,
@@ -286,7 +286,7 @@
dir = 4
},
/obj/item/flashlight/lantern,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bg" = (
/obj/structure/alien/weeds,
@@ -303,7 +303,7 @@
/obj/structure/stone_tile{
dir = 8
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bi" = (
/obj/structure/alien/weeds,
@@ -336,11 +336,11 @@
dir = 1
},
/obj/structure/stone_tile,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bm" = (
/obj/structure/stone_tile/slab/cracked,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bn" = (
/obj/structure/stone_tile/block{
@@ -352,7 +352,7 @@
/obj/structure/stone_tile{
dir = 4
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bo" = (
/obj/structure/stone_tile/surrounding_tile{
@@ -383,7 +383,7 @@
dir = 1
},
/obj/effect/decal/cleanable/blood/xeno,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bs" = (
/obj/structure/stone_tile/block{
@@ -416,7 +416,7 @@
dir = 1
},
/obj/structure/stone_tile/cracked,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bw" = (
/obj/structure/stone_tile/cracked{
@@ -430,7 +430,7 @@
dir = 8
},
/obj/item/flashlight/lantern,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bx" = (
/obj/structure/stone_tile/block{
@@ -441,7 +441,7 @@
dir = 8
},
/obj/effect/decal/cleanable/blood/xeno,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"by" = (
/obj/structure/stone_tile/block{
@@ -451,7 +451,7 @@
/obj/structure/stone_tile/cracked{
dir = 8
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bz" = (
/obj/structure/stone_tile/block/cracked{
@@ -461,7 +461,7 @@
/obj/structure/stone_tile{
dir = 8
},
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bA" = (
/obj/structure/stone_tile/cracked{
@@ -475,7 +475,7 @@
},
/obj/structure/stone_tile,
/obj/item/flashlight/lantern,
-/turf/open/indestructible/boss/air,
+/turf/open/indestructible/boss,
/area/ruin/unpowered/xenonest)
"bB" = (
/obj/structure/alien/weeds,
diff --git a/_maps/RandomRuins/LavaRuins/lavaland_surface_wizard.dmm b/_maps/RandomRuins/LavaRuins/lavaland_surface_wizard.dmm
index 05155ee2a8..88b906b467 100644
--- a/_maps/RandomRuins/LavaRuins/lavaland_surface_wizard.dmm
+++ b/_maps/RandomRuins/LavaRuins/lavaland_surface_wizard.dmm
@@ -90,11 +90,11 @@
/obj/structure/stone_tile/surrounding_tile{
dir = 8
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"l" = (
/obj/structure/stone_tile/block/cracked,
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"m" = (
/obj/structure/stone_tile/surrounding_tile/cracked,
@@ -105,7 +105,7 @@
/obj/structure/stone_tile/surrounding_tile{
dir = 8
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"n" = (
/obj/structure/stone_tile/block/cracked{
@@ -136,14 +136,14 @@
},
/obj/structure/table/bronze,
/obj/item/disk/design_disk/adv/knight_gear,
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"q" = (
/obj/structure/table/bronze,
/obj/item/stack/sheet/mineral/runite{
amount = 5
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"r" = (
/obj/structure/stone_tile/block{
@@ -153,7 +153,7 @@
/obj/item/stack/sheet/mineral/runite{
amount = 5
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"s" = (
/obj/structure/stone_tile/block{
@@ -186,13 +186,13 @@
/obj/structure/stone_tile/surrounding_tile{
dir = 1
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"v" = (
/obj/structure/stone_tile/block{
dir = 1
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"w" = (
/obj/structure/stone_tile/surrounding_tile/cracked{
@@ -205,7 +205,7 @@
/obj/structure/stone_tile/surrounding_tile{
dir = 4
},
-/turf/open/indestructible/necropolis,
+/turf/open/indestructible/necropolis/air,
/area/lavaland/surface/outdoors)
"x" = (
/obj/structure/stone_tile/block{
diff --git a/_maps/RandomRuins/SpaceRuins/arcade.dmm b/_maps/RandomRuins/SpaceRuins/arcade.dmm
index 74bdc9a7b8..c68d3b224e 100644
--- a/_maps/RandomRuins/SpaceRuins/arcade.dmm
+++ b/_maps/RandomRuins/SpaceRuins/arcade.dmm
@@ -3,7 +3,7 @@
/turf/template_noop,
/area/template_noop)
"b" = (
-/turf/open/floor/plating/asteroid,
+/turf/open/floor/plating/asteroid/airless,
/area/ruin/powered)
"c" = (
/turf/closed/mineral/random/high_chance,
@@ -135,7 +135,7 @@
/area/ruin/powered)
"F" = (
/obj/structure/closet/crate/trashcart,
-/turf/open/floor/plating/asteroid,
+/turf/open/floor/plating/asteroid/airless,
/area/ruin/powered)
"G" = (
/obj/structure/chair/sofa/right,
diff --git a/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm b/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm
index e23beb3407..2a25a3b6e7 100644
--- a/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm
+++ b/_maps/RandomRuins/SpaceRuins/augmentationfacility.dmm
@@ -3,7 +3,7 @@
/turf/template_noop,
/area/template_noop)
"b" = (
-/turf/open/floor/plating/asteroid,
+/turf/open/floor/plating/asteroid/airless,
/area/ruin/powered)
"c" = (
/turf/closed/mineral/random/high_chance,
@@ -176,8 +176,8 @@
/obj/structure/table,
/obj/effect/decal/cleanable/dirt,
/obj/item/autosurgeon{
- name = "rusted autosurgeon";
desc = "A device that automatically inserts an implant or organ into the user without the hassle of extensive surgery. It has a slot to insert an organ of implant. But this rusted version looks like it could only manage one implant....";
+ name = "rusted autosurgeon";
uses = 1
},
/turf/open/floor/plasteel,
@@ -205,7 +205,7 @@
/obj/machinery/atmospherics/components/unary/outlet_injector/on/layer1{
dir = 4
},
-/turf/open/floor/plating/asteroid,
+/turf/open/floor/plating/asteroid/airless,
/area/ruin/powered)
"K" = (
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden/layer1{
diff --git a/_maps/RandomRuins/SpaceRuins/spacehermit.dmm b/_maps/RandomRuins/SpaceRuins/spacehermit.dmm
index 791aac277d..c95e0c7539 100644
--- a/_maps/RandomRuins/SpaceRuins/spacehermit.dmm
+++ b/_maps/RandomRuins/SpaceRuins/spacehermit.dmm
@@ -5,9 +5,6 @@
"ab" = (
/turf/closed/mineral/random/low_chance,
/area/ruin/unpowered)
-"ac" = (
-/turf/open/floor/plating/asteroid,
-/area/ruin/unpowered)
"ad" = (
/obj/machinery/hydroponics/soil,
/turf/open/floor/plating/asteroid,
@@ -327,9 +324,6 @@
/obj/item/flashlight/lamp/bananalamp,
/turf/open/floor/plating/asteroid,
/area/ruin/powered)
-"bt" = (
-/turf/closed/mineral/random/low_chance/earth_like,
-/area/ruin/unpowered)
"bC" = (
/obj/item/pickaxe/titanium,
/turf/open/floor/plating/asteroid,
@@ -396,7 +390,7 @@ aa
aa
aa
aa
-ac
+aA
aO
aA
aA
@@ -2648,7 +2642,7 @@ aa
aa
aa
aa
-ac
+aA
aa
aa
aa
@@ -2699,9 +2693,9 @@ aa
aa
aa
aa
-ac
+aA
ab
-ac
+aA
aa
aa
"}
@@ -2855,9 +2849,9 @@ aa
aa
aa
aa
-ac
+aA
ab
-ac
+aA
aa
aa
"}
@@ -2907,7 +2901,7 @@ aa
aa
aa
aa
-ac
+aA
aa
aa
aa
@@ -2959,7 +2953,7 @@ aa
aa
aa
aa
-bt
+ab
aa
aa
aa
diff --git a/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm b/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm
index 56967b0c37..1bc497d4f9 100644
--- a/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm
+++ b/_maps/RandomRuins/SpaceRuinsStation/roid6.dmm
@@ -80,7 +80,7 @@
/obj/item/shard{
icon_state = "medium"
},
-/turf/open/floor/plating/airless{
+/turf/open/floor/plating{
icon_state = "platingdmg2"
},
/area/ruin/space/has_grav)
diff --git a/_maps/RandomZLevels/VR/murderdome.dmm b/_maps/RandomZLevels/VR/murderdome.dmm
index 740f9fd09f..5b5cbbfcfe 100644
--- a/_maps/RandomZLevels/VR/murderdome.dmm
+++ b/_maps/RandomZLevels/VR/murderdome.dmm
@@ -232,7 +232,9 @@
/area/awaymission/vr/murderdome)
"H" = (
/obj/machinery/telecomms/allinone,
-/turf/open/indestructible,
+/turf/open/indestructible{
+ initial_gas_mix = "TEMP=2.7"
+ },
/area/awaymission/vr/murderdome)
"R" = (
/obj/effect/spawner/structure/window/reinforced/indestructable,
diff --git a/_maps/map_files/BoxStation/BoxStation.dmm b/_maps/map_files/BoxStation/BoxStation.dmm
index 9877f5b259..264fdb1058 100644
--- a/_maps/map_files/BoxStation/BoxStation.dmm
+++ b/_maps/map_files/BoxStation/BoxStation.dmm
@@ -4879,6 +4879,10 @@
dir = 4
},
/obj/machinery/holopad,
+/obj/machinery/door/poddoor/shutters/preopen{
+ id = "hopqueue";
+ name = "HoP Queue Shutters"
+ },
/turf/open/floor/plasteel,
/area/hallway/primary/central)
"aiW" = (
@@ -5103,7 +5107,7 @@
/area/security/main)
"ajv" = (
/obj/machinery/computer/med_data{
- dir = 3
+ dir = 4
},
/obj/structure/sign/poster/official/medical_green_cross{
pixel_x = -32
@@ -6467,6 +6471,12 @@
},
/turf/open/floor/plasteel/white,
/area/science/xenobiology)
+"alX" = (
+/obj/structure/disposalpipe/segment{
+ dir = 6
+ },
+/turf/open/floor/plasteel/white,
+/area/medical/chemistry)
"alY" = (
/obj/structure/cable{
icon_state = "1-2"
@@ -8069,6 +8079,13 @@
},
/turf/open/floor/plasteel/showroomfloor,
/area/security/warden)
+"apI" = (
+/obj/structure/disposalpipe/segment{
+ dir = 6
+ },
+/obj/structure/closet/secure_closet/medical1,
+/turf/open/floor/plasteel/white,
+/area/medical/medbay/central)
"apJ" = (
/turf/closed/wall,
/area/construction/mining/aux_base)
@@ -9381,6 +9398,13 @@
/obj/effect/spawner/structure/window/reinforced,
/turf/open/floor/plating,
/area/construction/mining/aux_base)
+"asG" = (
+/obj/structure/disposalpipe/trunk{
+ dir = 1
+ },
+/obj/machinery/disposal/bin,
+/turf/open/floor/plasteel/white,
+/area/medical/medbay/central)
"asH" = (
/obj/structure/closet/toolcloset,
/obj/effect/turf_decal/tile/yellow{
@@ -9424,6 +9448,35 @@
},
/turf/open/floor/plating,
/area/maintenance/port/fore)
+"asL" = (
+/obj/machinery/light{
+ dir = 8
+ },
+/obj/machinery/firealarm{
+ dir = 4;
+ pixel_x = -24
+ },
+/obj/item/reagent_containers/spray/cleaner,
+/obj/item/crowbar,
+/obj/item/clothing/neck/stethoscope,
+/obj/item/storage/box/gloves{
+ pixel_x = 3;
+ pixel_y = 4
+ },
+/obj/item/storage/box/masks,
+/obj/structure/table,
+/turf/open/floor/plasteel/white,
+/area/medical/sleeper)
+"asM" = (
+/obj/structure/table,
+/obj/item/crowbar,
+/obj/item/clothing/neck/stethoscope,
+/obj/item/reagent_containers/spray/cleaner,
+/obj/structure/sign/warning/nosmoking{
+ pixel_y = 30
+ },
+/turf/open/floor/plasteel/dark,
+/area/medical/sleeper)
"asN" = (
/obj/machinery/airalarm{
dir = 4;
@@ -9453,12 +9506,66 @@
/obj/structure/closet/firecloset,
/turf/open/floor/plating,
/area/maintenance/fore)
+"asT" = (
+/obj/machinery/atmospherics/pipe/simple/supply/hidden{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/blue,
+/obj/effect/turf_decal/tile/blue{
+ dir = 4
+ },
+/turf/open/floor/plasteel,
+/area/medical/medbay/central)
+"asU" = (
+/obj/structure/sign/warning/nosmoking{
+ pixel_y = 30
+ },
+/obj/machinery/atmospherics/pipe/simple/supply/hidden{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/yellow{
+ dir = 4
+ },
+/obj/machinery/door/airlock/medical/glass{
+ id_tag = "MedbayFoyer";
+ name = "Medbay";
+ req_access_txt = "5"
+ },
+/turf/open/floor/plasteel/white,
+/area/medical/medbay/central)
+"asV" = (
+/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/blue,
+/obj/effect/turf_decal/tile/blue{
+ dir = 4
+ },
+/turf/open/floor/plasteel,
+/area/medical/medbay/central)
"asW" = (
/obj/machinery/light/small{
dir = 8
},
/turf/open/floor/plasteel/grimy,
/area/security/detectives_office)
+"asX" = (
+/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{
+ dir = 4
+ },
+/obj/machinery/door/airlock/medical/glass{
+ id_tag = "MedbayFoyer";
+ name = "Medbay";
+ req_access_txt = "5"
+ },
+/turf/open/floor/plasteel/white,
+/area/medical/medbay/central)
+"asY" = (
+/obj/structure/sign/warning/nosmoking{
+ pixel_y = 30
+ },
+/turf/open/floor/plasteel,
+/area/hallway/primary/central)
"ata" = (
/turf/open/floor/wood,
/area/lawoffice)
@@ -24467,12 +24574,6 @@
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/closed/wall/r_wall,
/area/engine/gravity_generator)
-"bgP" = (
-/obj/structure/disposalpipe/segment{
- dir = 6
- },
-/turf/open/floor/plasteel/white,
-/area/medical/chemistry)
"bgQ" = (
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 8
@@ -28210,12 +28311,6 @@
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/open/floor/plasteel/white,
/area/medical/medbay/central)
-"bpy" = (
-/obj/structure/disposalpipe/segment{
- dir = 6
- },
-/turf/open/floor/plasteel/white,
-/area/medical/medbay/central)
"bpz" = (
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 8
@@ -28704,13 +28799,6 @@
/obj/structure/disposalpipe/segment,
/turf/open/floor/plasteel,
/area/hallway/primary/central)
-"bqM" = (
-/obj/effect/spawner/structure/window/reinforced,
-/obj/machinery/atmospherics/pipe/simple/supply/hidden{
- dir = 4
- },
-/turf/open/floor/plating,
-/area/medical/medbay/central)
"bqN" = (
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
dir = 5
@@ -28743,22 +28831,6 @@
},
/turf/open/floor/plasteel/white,
/area/medical/medbay/central)
-"bqR" = (
-/obj/structure/table,
-/obj/item/crowbar,
-/obj/item/clothing/neck/stethoscope,
-/obj/item/reagent_containers/spray/cleaner,
-/obj/structure/sign/warning/nosmoking{
- pixel_y = 30
- },
-/obj/machinery/atmospherics/pipe/simple/supply/hidden{
- dir = 4
- },
-/obj/effect/turf_decal/tile/yellow{
- dir = 4
- },
-/turf/open/floor/plasteel/white,
-/area/medical/medbay/central)
"bqS" = (
/obj/structure/cable{
icon_state = "4-8"
@@ -29261,13 +29333,6 @@
/obj/effect/spawner/structure/window/reinforced,
/turf/open/floor/plating,
/area/crew_quarters/heads/hop)
-"brV" = (
-/obj/effect/spawner/structure/window/reinforced,
-/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{
- dir = 4
- },
-/turf/open/floor/plating,
-/area/medical/medbay/central)
"brW" = (
/obj/structure/cable{
icon_state = "4-8"
@@ -29275,18 +29340,6 @@
/obj/machinery/vending/cart,
/turf/open/floor/plasteel,
/area/crew_quarters/heads/hop)
-"brX" = (
-/obj/structure/table,
-/obj/item/storage/box/masks,
-/obj/item/storage/box/gloves{
- pixel_x = 3;
- pixel_y = 4
- },
-/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{
- dir = 4
- },
-/turf/open/floor/plasteel/white,
-/area/medical/medbay/central)
"brY" = (
/obj/structure/disposalpipe/segment{
dir = 6
@@ -30888,7 +30941,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 1
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"bvH" = (
/obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden{
@@ -31211,23 +31264,10 @@
/obj/effect/turf_decal/delivery,
/turf/open/floor/plasteel,
/area/medical/medbay/central)
-"bwy" = (
-/obj/structure/disposalpipe/segment{
- dir = 5
- },
-/turf/open/floor/plasteel/white,
-/area/medical/medbay/central)
"bwz" = (
/obj/structure/disposalpipe/segment,
/turf/open/floor/plasteel/white,
/area/medical/medbay/central)
-"bwA" = (
-/obj/machinery/disposal/bin,
-/obj/structure/disposalpipe/trunk{
- dir = 8
- },
-/turf/open/floor/plasteel/white,
-/area/medical/medbay/central)
"bwB" = (
/obj/structure/chair,
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
@@ -32967,17 +33007,6 @@
},
/turf/open/floor/plating,
/area/maintenance/port/aft)
-"bAp" = (
-/obj/structure/closet/secure_closet/medical1,
-/obj/machinery/light{
- dir = 8
- },
-/obj/machinery/firealarm{
- dir = 4;
- pixel_x = -24
- },
-/turf/open/floor/plasteel/white,
-/area/medical/sleeper)
"bAq" = (
/obj/machinery/sleeper{
dir = 8
@@ -53679,9 +53708,6 @@
},
/turf/open/floor/mineral/titanium/blue,
/area/crew_quarters/toilet)
-"dVU" = (
-/turf/open/floor/plating,
-/area/space/nearstation)
"dXq" = (
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 4
@@ -53734,7 +53760,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 6
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"egt" = (
/obj/effect/turf_decal/tile/bar,
@@ -54363,7 +54389,7 @@
"fIs" = (
/obj/structure/grille,
/obj/structure/lattice,
-/turf/open/floor/plating,
+/turf/open/space/basic,
/area/space/nearstation)
"fJY" = (
/obj/machinery/atmospherics/pipe/simple/supply/hidden,
@@ -54521,19 +54547,6 @@
},
/turf/open/floor/carpet,
/area/crew_quarters/cryopod)
-"ghq" = (
-/obj/structure/lattice/catwalk,
-/obj/item/stack/marker_beacon{
- anchored = 1;
- icon_state = "markerburgundy-on";
- light_color = "#FA644B";
- light_power = 3;
- light_range = 3;
- name = "Docking Beacon";
- picked_color = "Burgundy"
- },
-/turf/open/floor/plating,
-/area/space/nearstation)
"ghD" = (
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/open/floor/plasteel,
@@ -54690,7 +54703,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 9
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"gJi" = (
/obj/structure/lattice/catwalk,
@@ -54926,7 +54939,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 10
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"hxn" = (
/obj/effect/spawner/structure/window/reinforced,
@@ -56010,6 +56023,10 @@
},
/turf/open/floor/plasteel,
/area/crew_quarters/theatre)
+"kEm" = (
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/plating,
+/area/maintenance/port/aft)
"kEY" = (
/obj/effect/landmark/stationroom/box/engine,
/turf/open/space/basic,
@@ -56572,7 +56589,6 @@
},
/area/maintenance/bar)
"mqZ" = (
-/obj/structure/reagent_dispensers/keg/aphro/strong,
/obj/item/reagent_containers/glass/beaker,
/turf/open/floor/plating,
/area/maintenance/bar)
@@ -57288,7 +57304,7 @@
/area/crew_quarters/theatre)
"oyN" = (
/obj/effect/turf_decal/stripes/line,
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"oyX" = (
/obj/machinery/atmospherics/components/binary/pump/on{
@@ -58127,7 +58143,7 @@
dir = 5
},
/obj/machinery/camera{
- c_tag = "Bar Backroom"
+ c_tag = "Gravity Generator - Fore"
},
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 4
@@ -58138,6 +58154,10 @@
/obj/effect/decal/cleanable/blood/old,
/turf/open/floor/plating,
/area/maintenance/fore)
+"rtU" = (
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/starboard/fore)
"ruo" = (
/obj/structure/cable{
icon_state = "4-8"
@@ -58410,7 +58430,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 8
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"slk" = (
/obj/machinery/door/airlock/maintenance{
@@ -58667,9 +58687,6 @@
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/closed/wall/r_wall,
/area/engine/engine_smes)
-"sQX" = (
-/turf/open/floor/plating,
-/area/space)
"sRH" = (
/obj/machinery/autolathe/secure{
name = "public autolathe"
@@ -58786,7 +58803,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 5
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"trb" = (
/obj/machinery/light{
@@ -59009,7 +59026,7 @@
/area/hallway/primary/central)
"uaw" = (
/obj/machinery/power/apc{
- areastring = "/area/storage/art";
+ areastring = "/area/maintenance/bar";
dir = 1;
name = "Maint bar";
pixel_y = 24
@@ -59422,7 +59439,7 @@
/obj/effect/turf_decal/stripes/line{
dir = 4
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"vbi" = (
/obj/structure/table,
@@ -60521,7 +60538,7 @@
name = "Docking Beacon";
picked_color = "Burgundy"
},
-/turf/open/space/basic,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"xOx" = (
/obj/structure/chair/comfy/brown{
@@ -66754,11 +66771,11 @@ aaa
aaa
aaa
aaa
-ghq
+xLX
aaa
aaa
aaa
-ghq
+xLX
aaa
aaa
aaa
@@ -67005,9 +67022,9 @@ aaa
aaa
aaa
aaa
-ghq
+xLX
aaa
-ghq
+xLX
aaa
aaa
aaa
@@ -67019,9 +67036,9 @@ gXs
aaa
aaa
aaa
-ghq
+xLX
aaa
-ghq
+xLX
aaa
aaa
aaa
@@ -76570,7 +76587,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -76827,7 +76844,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -77084,7 +77101,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -77341,7 +77358,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -77598,7 +77615,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -77855,7 +77872,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aaa
aaa
@@ -78112,7 +78129,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aoV
bZm
@@ -78369,13 +78386,13 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aoV
bVz
aaf
aaf
-sQX
+aoV
aaa
aaS
aaf
@@ -78626,7 +78643,7 @@ aaa
aaa
aaa
aaa
-aag
+aaa
aaa
aag
bVz
@@ -78883,7 +78900,7 @@ aaa
aaa
aaa
aaa
-aag
+gJi
aaa
aaf
bVz
@@ -79140,7 +79157,7 @@ aaa
aaa
aaa
aaa
-aag
+gJi
aaa
aaf
bVz
@@ -84190,7 +84207,7 @@ aaa
aaa
gXs
gXs
-dVU
+aaH
abc
abu
abu
@@ -85325,7 +85342,7 @@ bVI
bTA
xgk
bHE
-bHE
+kEm
bHE
bHE
bHE
@@ -92231,7 +92248,7 @@ btJ
buV
bws
bqH
-aJq
+asY
aJq
byW
bCv
@@ -94282,8 +94299,8 @@ bfF
bfF
bfF
bfF
-bqM
-brV
+asT
+asV
bof
bwv
bvj
@@ -94539,8 +94556,8 @@ bmF
bob
bnB
bfF
-bqR
-brX
+asU
+asX
bof
bwx
bvj
@@ -95047,7 +95064,7 @@ aYV
bfF
bhc
bip
-bgP
+alX
bjL
bkL
bmT
@@ -95313,7 +95330,7 @@ bpF
bqS
brY
bwz
-bwy
+asG
bvj
bza
bxb
@@ -95569,10 +95586,10 @@ bpt
bfF
bqV
bEe
+bhh
bBL
-bwA
bvj
-bAl
+asM
bAl
bvh
bzS
@@ -96087,7 +96104,7 @@ bvh
ajv
bxN
bze
-bAp
+asL
bvh
bCG
bBd
@@ -98135,7 +98152,7 @@ bjX
blp
bmO
bhi
-bpy
+apI
bwz
brg
btZ
@@ -104270,7 +104287,7 @@ anf
anf
alP
alP
-anf
+rtU
alP
alP
alP
diff --git a/_maps/map_files/CogStation/CogStation.dmm b/_maps/map_files/CogStation/CogStation.dmm
index 182f1a4f27..8bf6d0e32b 100644
--- a/_maps/map_files/CogStation/CogStation.dmm
+++ b/_maps/map_files/CogStation/CogStation.dmm
@@ -242,13 +242,13 @@
pixel_x = 22
},
/obj/structure/rack,
-/obj/item/gun/energy{
+/obj/item/gun/energy/e_gun{
pixel_y = -6
},
-/obj/item/gun/energy{
+/obj/item/gun/energy/e_gun{
pixel_y = -3
},
-/obj/item/gun/energy,
+/obj/item/gun/energy/e_gun,
/turf/open/floor/plasteel/dark,
/area/ai_monitored/security/armory)
"aaI" = (
diff --git a/_maps/map_files/Deltastation/DeltaStation2.dmm b/_maps/map_files/Deltastation/DeltaStation2.dmm
index db191d5b2d..1b7b9c7414 100644
--- a/_maps/map_files/Deltastation/DeltaStation2.dmm
+++ b/_maps/map_files/Deltastation/DeltaStation2.dmm
@@ -288,6 +288,15 @@
dir = 4
},
/obj/item/toy/poolnoodle/red,
+/obj/machinery/power/apc{
+ areastring = "/area/crew_quarters/fitness/pool";
+ dir = 1;
+ name = "Pool APC";
+ pixel_y = 24
+ },
+/obj/structure/cable/white{
+ icon_state = "0-4"
+ },
/turf/open/floor/plasteel/dark,
/area/crew_quarters/fitness/pool)
"aaH" = (
@@ -492,8 +501,8 @@
dir = 4
},
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"aba" = (
@@ -510,8 +519,8 @@
dir = 8
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abb" = (
@@ -604,8 +613,8 @@
dir = 4
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abn" = (
@@ -619,8 +628,8 @@
dir = 8
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abo" = (
@@ -704,8 +713,8 @@
name = "pool camera"
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abv" = (
@@ -724,8 +733,8 @@
dir = 4
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"aby" = (
@@ -765,8 +774,8 @@
dir = 8
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abC" = (
@@ -904,8 +913,8 @@
pixel_x = -23
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abP" = (
@@ -972,8 +981,8 @@
pixel_x = -26
},
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"abW" = (
@@ -982,8 +991,8 @@
dir = 8
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abX" = (
@@ -995,8 +1004,8 @@
dir = 4
},
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"abY" = (
@@ -31108,6 +31117,11 @@
/obj/effect/turf_decal/tile/green{
dir = 8
},
+/obj/machinery/power/apc{
+ areastring = "/area/hydroponics";
+ name = "Hydroponics APC";
+ pixel_y = -24
+ },
/turf/open/floor/plasteel,
/area/hydroponics)
"beS" = (
@@ -64485,8 +64499,8 @@
/area/library)
"cel" = (
/obj/structure/chair/sofa/right{
- icon_state = "sofaend_right";
- dir = 8
+ dir = 8;
+ icon_state = "sofaend_right"
},
/obj/structure/sign/painting/library{
pixel_x = 32
@@ -92830,6 +92844,9 @@
/obj/effect/turf_decal/tile/neutral{
dir = 8
},
+/obj/structure/cable/white{
+ icon_state = "1-2"
+ },
/turf/open/floor/plasteel,
/area/crew_quarters/fitness/recreation)
"dad" = (
@@ -101794,6 +101811,13 @@
/obj/effect/turf_decal/tile/purple{
dir = 4
},
+/obj/structure/cable/white,
+/obj/machinery/power/apc{
+ areastring = "/area/science/misc_lab";
+ dir = 4;
+ name = "Science Lounge APC";
+ pixel_x = 26
+ },
/turf/open/floor/plasteel/white,
/area/science/misc_lab)
"dqi" = (
@@ -113343,6 +113367,7 @@
/obj/effect/turf_decal/tile/neutral{
dir = 8
},
+/obj/machinery/light/small,
/turf/open/floor/plasteel/dark/telecomms,
/area/science/server)
"dKg" = (
@@ -125579,6 +125604,20 @@
},
/turf/open/floor/plasteel/dark,
/area/science/mixing)
+"ePP" = (
+/obj/machinery/door/firedoor,
+/obj/effect/turf_decal/stripes/line,
+/obj/effect/turf_decal/stripes/line{
+ dir = 1
+ },
+/obj/machinery/door/airlock/public/glass{
+ name = "Pool"
+ },
+/obj/structure/cable/white{
+ icon_state = "1-2"
+ },
+/turf/open/floor/plasteel,
+/area/crew_quarters/fitness/pool)
"eTv" = (
/obj/effect/turf_decal/stripes/line{
dir = 8
@@ -125974,7 +126013,6 @@
/turf/open/floor/plating,
/area/chapel/office)
"ijB" = (
-/obj/structure/reagent_dispensers/keg/aphro/strong,
/obj/item/reagent_containers/glass/beaker,
/turf/open/floor/plating,
/area/crew_quarters/abandoned_gambling_den)
@@ -126346,6 +126384,13 @@
},
/turf/open/space,
/area/engine/atmos)
+"kqo" = (
+/obj/structure/cable/white{
+ icon_state = "4-8"
+ },
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/port/fore)
"ktK" = (
/obj/effect/turf_decal/tile/neutral{
dir = 4
@@ -127004,6 +127049,10 @@
dir = 1
},
/area/science/circuit)
+"pok" = (
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/plasteel/grimy,
+/area/crew_quarters/theatre/abandoned)
"poI" = (
/obj/structure/bed,
/obj/item/tank/internals/anesthetic,
@@ -127072,6 +127121,25 @@
},
/turf/open/floor/plasteel,
/area/science/research/abandoned)
+"pQQ" = (
+/obj/machinery/atmospherics/pipe/simple/supply/hidden{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/neutral,
+/obj/effect/turf_decal/tile/neutral{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/neutral{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/neutral{
+ dir = 4
+ },
+/obj/structure/cable/white{
+ icon_state = "1-8"
+ },
+/turf/open/floor/plasteel/dark,
+/area/crew_quarters/fitness/pool)
"pWb" = (
/obj/structure/table/wood/fancy,
/obj/structure/window/reinforced{
@@ -127298,6 +127366,24 @@
},
/turf/open/floor/plasteel,
/area/science/circuit)
+"tqP" = (
+/obj/effect/turf_decal/tile/neutral{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/neutral{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/neutral,
+/obj/effect/turf_decal/tile/neutral{
+ dir = 1
+ },
+/obj/structure/cable/white{
+ icon_state = "1-2"
+ },
+/turf/open/floor/plasteel{
+ heat_capacity = 1e+006
+ },
+/area/crew_quarters/fitness/recreation)
"twt" = (
/obj/machinery/vr_sleeper,
/obj/effect/turf_decal/tile/neutral{
@@ -127768,8 +127854,8 @@
/area/science/mixing)
"xER" = (
/obj/structure/chair/sofa/left{
- icon_state = "sofaend_left";
- dir = 8
+ dir = 8;
+ icon_state = "sofaend_left"
},
/turf/open/floor/wood,
/area/library)
@@ -127849,6 +127935,22 @@
/obj/structure/fans/tiny/invisible,
/turf/open/space/basic,
/area/space)
+"yfK" = (
+/obj/effect/turf_decal/tile/neutral{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/neutral,
+/obj/effect/turf_decal/tile/neutral{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/neutral{
+ dir = 8
+ },
+/obj/structure/cable/white{
+ icon_state = "1-2"
+ },
+/turf/open/floor/plasteel,
+/area/crew_quarters/fitness/recreation)
"yiv" = (
/obj/effect/decal/cleanable/dirt,
/obj/effect/turf_decal/tile/neutral{
@@ -163936,7 +164038,7 @@ aof
aky
aky
aky
-arD
+kqo
asZ
aui
avF
@@ -178695,7 +178797,7 @@ dCX
dEj
dFq
dGJ
-dGJ
+pok
dJy
dGJ
dGJ
@@ -181500,10 +181602,10 @@ cCl
cWD
cAz
dac
-cxy
-aav
-aaz
-aaH
+yfK
+tqP
+ePP
+pQQ
aaV
aaN
aaN
diff --git a/_maps/map_files/KiloStation/KiloStation.dmm b/_maps/map_files/KiloStation/KiloStation.dmm
index fbe5b954ff..e848fd87d1 100644
--- a/_maps/map_files/KiloStation/KiloStation.dmm
+++ b/_maps/map_files/KiloStation/KiloStation.dmm
@@ -78498,6 +78498,7 @@
icon_state = "4-8"
},
/obj/machinery/atmospherics/pipe/manifold/supply/hidden,
+/mob/living/simple_animal/opossum/poppy,
/turf/open/floor/plating{
icon_state = "platingdmg3"
},
@@ -84902,6 +84903,11 @@
/obj/machinery/light,
/turf/open/floor/plating/airless,
/area/hallway/secondary/entry)
+"jGN" = (
+/obj/effect/decal/cleanable/dirt,
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/starboard/aft)
"jHJ" = (
/obj/machinery/atmospherics/pipe/simple/general/visible{
dir = 9
@@ -125028,7 +125034,7 @@ bAP
bCf
bhQ
bhQ
-bAM
+jGN
bGH
bOc
bHZ
diff --git a/_maps/map_files/LambdaStation/lambda.dmm b/_maps/map_files/LambdaStation/lambda.dmm
index 4d2d8cb624..47d8dd9cb4 100644
--- a/_maps/map_files/LambdaStation/lambda.dmm
+++ b/_maps/map_files/LambdaStation/lambda.dmm
@@ -44383,7 +44383,6 @@
/turf/open/floor/plasteel/white,
/area/hallway/primary/aft)
"bFB" = (
-/obj/structure/reagent_dispensers/keg/aphro/strong,
/obj/effect/decal/cleanable/dirt,
/turf/open/floor/wood{
icon_state = "wood-broken5"
@@ -80286,6 +80285,11 @@
},
/turf/open/space/basic,
/area/engine/engineering)
+"eCO" = (
+/obj/effect/decal/cleanable/dirt,
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/plasteel/dark,
+/area/maintenance/starboard/aft)
"eDP" = (
/obj/effect/turf_decal/trimline/blue/filled/corner{
dir = 8
@@ -82039,6 +82043,10 @@
},
/turf/open/floor/plasteel/cafeteria,
/area/crew_quarters/kitchen)
+"vDO" = (
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/fore)
"vDW" = (
/obj/structure/cable{
icon_state = "1-2"
@@ -107579,7 +107587,7 @@ aaA
abY
ayy
acw
-acw
+vDO
acw
acw
aeG
@@ -135198,7 +135206,7 @@ bPp
ccJ
clR
bQh
-clN
+eCO
bPp
bQh
bYx
diff --git a/_maps/map_files/Mafia/mafia_ayylmao.dmm b/_maps/map_files/Mafia/mafia_ayylmao.dmm
new file mode 100644
index 0000000000..5d6f2aec5f
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_ayylmao.dmm
@@ -0,0 +1,768 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"b" = (
+/turf/closed/indestructible{
+ desc = "A wall with alien alloy plating.";
+ icon = 'icons/turf/walls/abductor_wall.dmi';
+ icon_state = "abductor";
+ name = "alien wall";
+ smooth = 5
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/fakespace,
+/area/mafia)
+"j" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien22"
+ },
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
+/area/mafia)
+"l" = (
+/obj/structure/closet/abductor,
+/turf/open/floor/plating/abductor,
+/area/mafia)
+"m" = (
+/obj/effect/landmark/mafia,
+/obj/structure/bed/abductor,
+/turf/open/floor/plating/abductor,
+/area/mafia)
+"n" = (
+/obj/effect/landmark/mafia,
+/obj/structure/bed/abductor,
+/turf/open/floor/plating/abductor2,
+/area/mafia)
+"o" = (
+/obj/structure/closet/abductor,
+/turf/open/floor/plating/abductor2,
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/turf/closed/indestructible/fakeglass,
+/area/mafia)
+"q" = (
+/turf/open/floor/plating/abductor,
+/area/mafia)
+"r" = (
+/turf/open/floor/plating/abductor2,
+/area/mafia)
+"t" = (
+/turf/open/floor/light/colour_cycle/dancefloor_a,
+/area/mafia)
+"u" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/turf/open/floor/light/colour_cycle/dancefloor_b,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"x" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/obj/effect/spawner/structure/window/plastitanium,
+/turf/open/floor/plating/abductor2,
+/area/mafia)
+"z" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/fakespace,
+/area/mafia)
+"B" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien2"
+ },
+/area/mafia)
+"D" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien15"
+ },
+/area/mafia)
+"E" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien7"
+ },
+/area/mafia)
+"F" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien12"
+ },
+/area/mafia)
+"G" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien17"
+ },
+/area/mafia)
+"H" = (
+/turf/open/space/basic,
+/area/mafia)
+"I" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien24"
+ },
+/area/mafia)
+"J" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien18"
+ },
+/area/mafia)
+"K" = (
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+ icon_state = "alien11"
+ },
+/area/mafia)
+"L" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien14"
+ },
+/area/mafia)
+"M" = (
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+ icon_state = "alien4"
+ },
+/area/mafia)
+"N" = (
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+ icon_state = "alien21"
+ },
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+"P" = (
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+"Q" = (
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+ },
+/area/mafia)
+"S" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien3"
+ },
+/area/mafia)
+"U" = (
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+ icon_state = "alien23"
+ },
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+"V" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien13"
+ },
+/area/mafia)
+"W" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien20"
+ },
+/area/mafia)
+"Y" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien8"
+ },
+/area/mafia)
+"Z" = (
+/turf/closed/indestructible/abductor{
+ icon_state = "alien10"
+ },
+/area/mafia)
+
+(1,1,1) = {"
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diff --git a/_maps/map_files/Mafia/mafia_ball.dmm b/_maps/map_files/Mafia/mafia_ball.dmm
new file mode 100644
index 0000000000..6ca955726b
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_ball.dmm
@@ -0,0 +1,675 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"c" = (
+/turf/closed/wall/rust,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/obj/machinery/door/airlock/maintenance_hatch{
+ max_integrity = 99999;
+ name = "Maintenance"
+ },
+/obj/effect/mapping_helpers/airlock/locked,
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+"k" = (
+/obj/mafia_game_board,
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+"l" = (
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+ },
+/turf/open/floor/plasteel/dark,
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+/area/mafia)
+"o" = (
+/obj/structure/closet/cabinet{
+ anchored = 1
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/turf/closed/indestructible/fakeglass,
+/area/mafia)
+"q" = (
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"r" = (
+/turf/open/floor/plasteel,
+/area/mafia)
+"s" = (
+/turf/open/floor/fakespace,
+/area/mafia)
+"t" = (
+/turf/open/floor/plasteel/solarpanel,
+/area/mafia)
+"u" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/turf/open/floor/plasteel/solarpanel,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+
+(1,1,1) = {"
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+r
+p
+q
+p
+r
+r
+p
+a
+a
+d
+c
+a
+a
+"}
+(16,1,1) = {"
+a
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+c
+f
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+a
+m
+q
+a
+a
+r
+a
+q
+a
+a
+r
+n
+a
+d
+d
+c
+a
+a
+"}
+(17,1,1) = {"
+a
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+a
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+r
+p
+q
+m
+p
+r
+o
+a
+d
+c
+c
+a
+a
+"}
+(18,1,1) = {"
+a
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+a
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+d
+a
+a
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+a
+o
+r
+a
+q
+l
+a
+j
+a
+a
+d
+c
+a
+a
+a
+"}
+(19,1,1) = {"
+a
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+d
+d
+a
+a
+j
+a
+j
+a
+a
+d
+e
+d
+h
+c
+a
+a
+a
+"}
+(20,1,1) = {"
+a
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+d
+d
+d
+d
+d
+d
+d
+d
+h
+v
+c
+a
+a
+a
+"}
+(21,1,1) = {"
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+c
+c
+c
+c
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+c
+c
+a
+a
+a
+"}
+(22,1,1) = {"
+a
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+"}
+(23,1,1) = {"
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+"}
diff --git a/_maps/map_files/Mafia/mafia_gothic.dmm b/_maps/map_files/Mafia/mafia_gothic.dmm
new file mode 100644
index 0000000000..a3c19fee85
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_gothic.dmm
@@ -0,0 +1,724 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"b" = (
+/turf/closed/wall/mineral/iron,
+/area/mafia)
+"c" = (
+/turf/closed/wall/rust,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/turf/closed/indestructible/fakedoor,
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
+/area/mafia)
+"l" = (
+/obj/structure/closet/crate/coffin,
+/turf/open/floor/carpet/red,
+/area/mafia)
+"m" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/carpet/red,
+/area/mafia)
+"n" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/plasteel/chapel{
+ dir = 1
+ },
+/area/mafia)
+"o" = (
+/obj/structure/closet/crate/coffin,
+/turf/open/floor/plasteel/chapel{
+ dir = 4
+ },
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/obj/effect/spawner/structure/window/plastitanium,
+/turf/open/space/basic,
+/area/mafia)
+"q" = (
+/turf/open/floor/carpet/red,
+/area/mafia)
+"r" = (
+/turf/open/floor/plasteel/chapel{
+ dir = 8
+ },
+/area/mafia)
+"t" = (
+/turf/open/floor/carpet/royalblack,
+/area/mafia)
+"u" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/turf/open/floor/carpet/royalblack,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"D" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/plasteel/chapel{
+ dir = 4
+ },
+/area/mafia)
+"E" = (
+/turf/open/floor/plasteel/chapel{
+ dir = 4
+ },
+/area/mafia)
+"H" = (
+/obj/structure/closet/cabinet{
+ anchored = 1
+ },
+/turf/open/floor/carpet/red,
+/area/mafia)
+"J" = (
+/obj/structure/closet/crate/coffin,
+/turf/open/floor/plasteel/chapel{
+ dir = 1
+ },
+/area/mafia)
+"M" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/plasteel/chapel{
+ dir = 8
+ },
+/area/mafia)
+"N" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/plasteel/chapel,
+/area/mafia)
+"O" = (
+/turf/open/floor/plasteel/chapel,
+/area/mafia)
+"P" = (
+/obj/structure/closet/crate/coffin,
+/turf/open/floor/plasteel/chapel,
+/area/mafia)
+"Q" = (
+/obj/structure/closet/crate/coffin,
+/turf/open/floor/plasteel/chapel{
+ dir = 8
+ },
+/area/mafia)
+"X" = (
+/turf/open/floor/plasteel/chapel{
+ dir = 1
+ },
+/area/mafia)
+
+(1,1,1) = {"
+a
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+a
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+a
+a
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+"}
+(2,1,1) = {"
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+(3,1,1) = {"
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+"}
+(5,1,1) = {"
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+j
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+"}
+(6,1,1) = {"
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+X
+Q
+b
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+a
+"}
+(7,1,1) = {"
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+E
+N
+p
+q
+l
+b
+d
+c
+c
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+"}
+(8,1,1) = {"
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+b
+q
+b
+r
+b
+b
+q
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+d
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+a
+"}
+(9,1,1) = {"
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+O
+p
+q
+q
+p
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+a
+"}
+(10,1,1) = {"
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+p
+p
+p
+p
+p
+b
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+b
+d
+c
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+a
+"}
+(11,1,1) = {"
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+q
+p
+t
+t
+t
+p
+X
+r
+E
+N
+j
+e
+c
+b
+a
+"}
+(12,1,1) = {"
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+p
+p
+t
+u
+t
+p
+p
+b
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+d
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+a
+"}
+(13,1,1) = {"
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+E
+O
+p
+t
+t
+t
+p
+q
+q
+q
+m
+j
+d
+c
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+a
+"}
+(14,1,1) = {"
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+p
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+p
+p
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+p
+b
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+b
+i
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+a
+"}
+(15,1,1) = {"
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+b
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+q
+p
+X
+p
+q
+p
+E
+O
+p
+b
+b
+d
+c
+b
+a
+"}
+(16,1,1) = {"
+a
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+b
+b
+E
+b
+q
+b
+b
+X
+M
+b
+d
+d
+c
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+a
+"}
+(17,1,1) = {"
+a
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+n
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+p
+q
+m
+p
+E
+P
+b
+d
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+c
+b
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+"}
+(18,1,1) = {"
+a
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+d
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+o
+O
+b
+q
+H
+b
+j
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+d
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+a
+"}
+(19,1,1) = {"
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+"}
+(20,1,1) = {"
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+d
+d
+d
+d
+d
+d
+h
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+a
+"}
+(21,1,1) = {"
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+c
+c
+c
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+c
+c
+b
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+"}
+(22,1,1) = {"
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+a
+"}
+(23,1,1) = {"
+a
+a
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+a
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+"}
diff --git a/_maps/map_files/Mafia/mafia_lavaland.dmm b/_maps/map_files/Mafia/mafia_lavaland.dmm
new file mode 100644
index 0000000000..8c58fb9054
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_lavaland.dmm
@@ -0,0 +1,976 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"c" = (
+/turf/closed/wall/rust,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/obj/machinery/door/airlock/external{
+ max_integrity = 99999;
+ name = "Maintenance"
+ },
+/obj/effect/mapping_helpers/airlock/locked,
+/turf/open/floor/plating,
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
+/area/mafia)
+"l" = (
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/grass/fakebasalt,
+/area/mafia)
+"m" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/grass/fakebasalt,
+/area/mafia)
+"n" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 9
+ },
+/obj/effect/turf_decal/trimline/brown/filled/corner,
+/turf/open/floor/plasteel,
+/area/mafia)
+"o" = (
+/obj/effect/turf_decal/trimline/brown/filled/end{
+ icon_state = "trimline_end_fill";
+ dir = 4
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/turf/closed/indestructible/fakeglass,
+/area/mafia)
+"q" = (
+/turf/open/floor/grass/fakebasalt,
+/area/mafia)
+"r" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 9
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"s" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 9
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"t" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"u" = (
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red,
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"w" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 1
+ },
+/obj/effect/turf_decal/trimline/brown/filled/corner,
+/turf/open/floor/plasteel,
+/area/mafia)
+"x" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 1
+ },
+/obj/effect/turf_decal/trimline/brown/filled/line,
+/turf/open/floor/plasteel,
+/area/mafia)
+"y" = (
+/obj/effect/turf_decal/trimline/brown/filled/end{
+ icon_state = "trimline_end_fill";
+ dir = 4
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"z" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 5
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"A" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 6
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"B" = (
+/obj/effect/turf_decal/trimline/brown/filled/end{
+ icon_state = "trimline_end_fill";
+ dir = 1
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"C" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 4
+ },
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 8
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"D" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 10
+ },
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 4
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"E" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 1
+ },
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 8
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"F" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 5
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"G" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 10
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"H" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 10
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"I" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 6
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"J" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 6
+ },
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 1
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"K" = (
+/obj/effect/turf_decal/trimline/brown/filled/end{
+ icon_state = "trimline_end_fill";
+ dir = 8
+ },
+/obj/structure/closet{
+ desc = "It's a storage unit. For mining stuff. Y'know.";
+ icon_state = "mining";
+ name = "miner equipment locker"
+ },
+/obj/item/clothing/under/rank/cargo/miner/lavaland,
+/turf/open/floor/plasteel,
+/area/mafia)
+"L" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 5
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"M" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 10
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"N" = (
+/obj/effect/turf_decal/trimline/brown/filled/line,
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 4
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"O" = (
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 8
+ },
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 5
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"P" = (
+/obj/effect/turf_decal/trimline/brown/filled/end,
+/turf/open/floor/plasteel,
+/area/mafia)
+"Q" = (
+/obj/effect/landmark/mafia,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 9
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"R" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"S" = (
+/obj/effect/turf_decal/trimline/brown/filled/end{
+ icon_state = "trimline_end_fill";
+ dir = 8
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"T" = (
+/obj/effect/turf_decal/trimline/brown/filled/line,
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 1
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"U" = (
+/obj/effect/turf_decal/trimline/brown/filled/line,
+/obj/effect/turf_decal/trimline/brown/filled/corner{
+ icon_state = "trimline_corner_fill";
+ dir = 1
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"V" = (
+/obj/effect/turf_decal/trimline/brown/filled/line{
+ icon_state = "trimline_fill";
+ dir = 6
+ },
+/turf/open/floor/plasteel,
+/area/mafia)
+"W" = (
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"X" = (
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"Y" = (
+/turf/closed/indestructible{
+ icon = 'icons/turf/walls/reinforced_wall.dmi';
+ icon_state = "r_wall";
+ name = "reinforced wall"
+ },
+/area/mafia)
+
+(1,1,1) = {"
+a
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+"}
+(2,1,1) = {"
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+(3,1,1) = {"
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+(4,1,1) = {"
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+(5,1,1) = {"
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+"}
+(6,1,1) = {"
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+"}
+(7,1,1) = {"
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+"}
+(8,1,1) = {"
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+(9,1,1) = {"
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+"}
+(10,1,1) = {"
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+Y
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+"}
+(11,1,1) = {"
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+c
+Y
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+"}
+(12,1,1) = {"
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+"}
+(13,1,1) = {"
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+(14,1,1) = {"
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+"}
+(15,1,1) = {"
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+q
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+B
+D
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+c
+Y
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+"}
+(16,1,1) = {"
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+Y
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+Y
+q
+Y
+Y
+E
+G
+Y
+d
+d
+c
+Y
+a
+"}
+(17,1,1) = {"
+a
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+p
+q
+m
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+F
+I
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+c
+c
+Y
+a
+"}
+(18,1,1) = {"
+a
+Y
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+d
+Y
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+Y
+z
+V
+Y
+q
+l
+Y
+j
+Y
+Y
+d
+c
+Y
+Y
+a
+"}
+(19,1,1) = {"
+a
+Y
+Y
+c
+h
+i
+d
+d
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+Y
+j
+Y
+j
+Y
+Y
+d
+e
+d
+h
+c
+Y
+Y
+a
+"}
+(20,1,1) = {"
+a
+Y
+Y
+c
+k
+h
+d
+d
+e
+d
+d
+d
+d
+d
+d
+d
+d
+h
+v
+c
+Y
+Y
+a
+"}
+(21,1,1) = {"
+a
+Y
+Y
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+c
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+c
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+c
+c
+c
+c
+c
+c
+c
+c
+c
+c
+c
+Y
+Y
+a
+"}
+(22,1,1) = {"
+a
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+Y
+a
+"}
+(23,1,1) = {"
+a
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+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+"}
diff --git a/_maps/map_files/Mafia/mafia_reebe.dmm b/_maps/map_files/Mafia/mafia_reebe.dmm
new file mode 100644
index 0000000000..e82174ff93
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_reebe.dmm
@@ -0,0 +1,658 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"b" = (
+/turf/open/indestructible/reebe_void,
+/area/mafia)
+"c" = (
+/turf/open/indestructible/reebe_void/spawning/lattices,
+/area/mafia)
+"d" = (
+/obj/mafia_game_board,
+/turf/open/indestructible/reebe_void/spawning/lattices,
+/area/mafia)
+"e" = (
+/turf/closed/wall/clockwork,
+/area/mafia)
+"f" = (
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"g" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"h" = (
+/obj/structure/window/reinforced/clockwork/fulltile,
+/obj/structure/grille/ratvar,
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"i" = (
+/obj/structure/bed,
+/obj/item/bedsheet/orange,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"j" = (
+/obj/structure/chair/brass{
+ dir = 4
+ },
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"k" = (
+/obj/structure/chair/brass,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"l" = (
+/obj/structure/chair/brass{
+ dir = 8
+ },
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"m" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/obj/structure/chair/brass,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"n" = (
+/obj/structure/chair/brass{
+ icon_state = "brass_chair";
+ dir = 1
+ },
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"o" = (
+/obj/item/toy/plush/plushvar,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"p" = (
+/obj/structure/window/reinforced/clockwork/fulltile,
+/obj/structure/grille/ratvar,
+/turf/open/floor/clockwork/reebe,
+/area/mafia)
+"q" = (
+/obj/item/toy/plush/plushvar,
+/turf/open/indestructible/reebe_void/spawning/lattices,
+/area/mafia)
+
+(1,1,1) = {"
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+a
+"}
+(2,1,1) = {"
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+b
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+a
+"}
+(3,1,1) = {"
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+b
+b
+b
+c
+c
+c
+b
+b
+a
+"}
+(4,1,1) = {"
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+b
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+b
+b
+b
+b
+b
+b
+b
+q
+d
+c
+b
+b
+a
+"}
+(5,1,1) = {"
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+c
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+e
+e
+p
+e
+p
+e
+e
+b
+b
+c
+c
+c
+b
+b
+a
+"}
+(6,1,1) = {"
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+a
+"}
+(7,1,1) = {"
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+a
+"}
+(8,1,1) = {"
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+"}
+(9,1,1) = {"
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+h
+j
+h
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+h
+j
+f
+h
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+e
+b
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+a
+"}
+(10,1,1) = {"
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+e
+h
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+e
+b
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+b
+a
+"}
+(11,1,1) = {"
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+f
+f
+o
+h
+n
+f
+f
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+p
+b
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+b
+a
+"}
+(12,1,1) = {"
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+f
+h
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+e
+h
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+b
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+a
+"}
+(13,1,1) = {"
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+h
+n
+f
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+p
+b
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+a
+"}
+(14,1,1) = {"
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+h
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+h
+e
+h
+i
+e
+b
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+b
+a
+"}
+(15,1,1) = {"
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+e
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+l
+h
+l
+h
+l
+h
+l
+f
+h
+e
+e
+b
+b
+b
+a
+"}
+(16,1,1) = {"
+a
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+e
+f
+e
+f
+e
+e
+f
+g
+e
+b
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+b
+a
+"}
+(17,1,1) = {"
+a
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+f
+h
+f
+g
+h
+f
+i
+p
+b
+b
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+b
+a
+"}
+(18,1,1) = {"
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+e
+f
+i
+e
+i
+f
+e
+e
+p
+p
+c
+b
+b
+b
+a
+"}
+(19,1,1) = {"
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+b
+b
+c
+c
+c
+c
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+e
+e
+p
+e
+p
+e
+e
+b
+b
+c
+c
+c
+b
+b
+a
+"}
+(20,1,1) = {"
+a
+b
+b
+c
+d
+c
+b
+b
+b
+b
+b
+b
+b
+b
+b
+b
+b
+c
+d
+c
+b
+b
+a
+"}
+(21,1,1) = {"
+a
+b
+b
+c
+c
+c
+b
+b
+b
+b
+b
+b
+b
+b
+b
+b
+b
+c
+c
+c
+b
+b
+a
+"}
+(22,1,1) = {"
+a
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+b
+b
+a
+"}
+(23,1,1) = {"
+a
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+a
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+a
+a
+a
+a
+a
+"}
diff --git a/_maps/map_files/Mafia/mafia_snow.dmm b/_maps/map_files/Mafia/mafia_snow.dmm
new file mode 100644
index 0000000000..a47440f00e
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_snow.dmm
@@ -0,0 +1,755 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/obj/machinery/door/airlock/maintenance_hatch{
+ max_integrity = 99999;
+ name = "Maintenance"
+ },
+/obj/effect/mapping_helpers/airlock/locked,
+/turf/open/floor/plating,
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
+/area/mafia)
+"l" = (
+/obj/item/bedsheet/brown,
+/obj/structure/bed,
+/turf/open/floor/holofloor/wood,
+/area/mafia)
+"m" = (
+/obj/effect/landmark/mafia,
+/turf/open/floor/holofloor/wood,
+/area/mafia)
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+"p" = (
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+ id = "mafia";
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+ name = "Station Night Shutters"
+ },
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+ opacity = 0
+ },
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
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+"A" = (
+/obj/machinery/door/airlock/external{
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+ },
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/obj/effect/mapping_helpers/airlock/locked,
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+"I" = (
+/obj/item/bedsheet/red,
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+/area/mafia)
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+"K" = (
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+
+(1,1,1) = {"
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diff --git a/_maps/map_files/Mafia/mafia_spiderclan.dmm b/_maps/map_files/Mafia/mafia_spiderclan.dmm
new file mode 100644
index 0000000000..89771212b8
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_spiderclan.dmm
@@ -0,0 +1,690 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"b" = (
+/obj/structure/closet/cabinet{
+ anchored = 1
+ },
+/obj/item/reagent_containers/food/snacks/sashimi,
+/turf/open/floor/carpet/black,
+/area/mafia)
+"c" = (
+/turf/closed/wall/rust,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
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+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/turf/closed/wall/mineral/wood{
+ desc = "A door that goes nowhere. How kafkaesque.";
+ icon = 'icons/obj/doors/mineral_doors.dmi';
+ icon_state = "paperframe";
+ name = "Door"
+ },
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
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+"m" = (
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+"n" = (
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+/turf/open/floor/carpet/black,
+/area/mafia)
+"o" = (
+/obj/structure/closet/cabinet{
+ anchored = 1
+ },
+/obj/item/reagent_containers/food/snacks/sashimi,
+/turf/open/floor/wood,
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/turf/closed/indestructible/fakeglass{
+ icon = 'icons/obj/smooth_structures/paperframes.dmi';
+ icon_state = "paper"
+ },
+/area/mafia)
+"q" = (
+/turf/open/floor/wood,
+/area/mafia)
+"r" = (
+/turf/open/floor/carpet/black,
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+"t" = (
+/turf/open/floor/plating/beach/sand,
+/area/mafia)
+"u" = (
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+/obj/effect/landmark/mafia/town_center,
+/turf/open/floor/plating/beach/sand,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"B" = (
+/obj/structure/showcase{
+ density = 0;
+ desc = "Welp, only one way to recover your honour.";
+ icon = 'icons/obj/items_and_weapons.dmi';
+ icon_state = "katana";
+ name = "seppuku katana"
+ },
+/turf/open/floor/plating/beach/sand,
+/area/mafia)
+"S" = (
+/turf/closed/wall/mineral/wood,
+/area/mafia)
+
+(1,1,1) = {"
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+(12,1,1) = {"
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+(13,1,1) = {"
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+(18,1,1) = {"
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+(19,1,1) = {"
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+(20,1,1) = {"
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+(22,1,1) = {"
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+(23,1,1) = {"
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diff --git a/_maps/map_files/Mafia/mafia_syndie.dmm b/_maps/map_files/Mafia/mafia_syndie.dmm
new file mode 100644
index 0000000000..d56c3cc0c6
--- /dev/null
+++ b/_maps/map_files/Mafia/mafia_syndie.dmm
@@ -0,0 +1,869 @@
+//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
+"a" = (
+/turf/closed/indestructible/riveted,
+/area/mafia)
+"b" = (
+/obj/structure/closet/syndicate{
+ desc = "A storage closet for syndicate conflict resolution operatives.";
+ name = "red closet"
+ },
+/obj/item/clothing/under/syndicate/tacticool,
+/obj/item/clothing/under/syndicate/tacticool/skirt,
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"c" = (
+/turf/closed/wall/rust,
+/area/mafia)
+"d" = (
+/turf/open/floor/plating,
+/area/mafia)
+"e" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"f" = (
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"g" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "platingdmg3"
+ },
+/area/mafia)
+"h" = (
+/obj/structure/grille/indestructable,
+/turf/open/floor/plating,
+/area/mafia)
+"i" = (
+/turf/open/floor/plating{
+ icon_state = "platingdmg1"
+ },
+/area/mafia)
+"j" = (
+/obj/machinery/door/airlock/maintenance_hatch{
+ max_integrity = 99999;
+ name = "Maintenance"
+ },
+/obj/effect/mapping_helpers/airlock/locked,
+/turf/open/floor/plating,
+/area/mafia)
+"k" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating,
+/area/mafia)
+"l" = (
+/obj/structure/closet/syndicate{
+ desc = "A storage closet for syndicate conflict resolution operatives.";
+ name = "red closet"
+ },
+/obj/item/clothing/under/syndicate/tacticool,
+/obj/item/clothing/under/syndicate/tacticool/skirt,
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"m" = (
+/obj/structure/closet/syndicate{
+ desc = "A storage closet for syndicate conflict resolution operatives.";
+ name = "red closet"
+ },
+/obj/item/clothing/under/syndicate/tacticool,
+/obj/item/clothing/under/syndicate/tacticool/skirt,
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"n" = (
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+/area/mafia)
+"o" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"p" = (
+/obj/machinery/door/poddoor/preopen{
+ desc = "When it's time to sleep, the lights will go out. Remember - no one in space can hear you scream.";
+ id = "mafia";
+ max_integrity = 99999;
+ name = "Station Night Shutters"
+ },
+/obj/effect/spawner/structure/window/plastitanium,
+/turf/open/space/basic,
+/area/mafia)
+"q" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/structure/chair/office{
+ dir = 1;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"r" = (
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"s" = (
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+/area/mafia)
+"t" = (
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+/area/mafia)
+"u" = (
+/obj/effect/baseturf_helper/asteroid,
+/obj/effect/landmark/mafia/town_center,
+/obj/structure/chair,
+/turf/open/floor/circuit/red,
+/area/mafia)
+"v" = (
+/obj/mafia_game_board,
+/turf/open/floor/plating{
+ icon_state = "panelscorched"
+ },
+/area/mafia)
+"w" = (
+/turf/closed/indestructible/syndicate,
+/area/mafia)
+"x" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/structure/chair/office{
+ dir = 4;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"y" = (
+/obj/structure/chair/office{
+ dir = 2;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"z" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/structure/chair/office{
+ dir = 2;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"A" = (
+/obj/structure/chair/office{
+ dir = 8;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"B" = (
+/obj/structure/chair/office{
+ dir = 4;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"C" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/structure/chair/office{
+ dir = 8;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"E" = (
+/obj/structure/chair/office{
+ dir = 1;
+ name = "tactical swivel chair"
+ },
+/turf/open/floor/mineral/plastitanium,
+/area/mafia)
+"F" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/structure/closet/syndicate{
+ desc = "A storage closet for syndicate conflict resolution operatives.";
+ name = "red closet"
+ },
+/obj/item/clothing/under/syndicate/tacticool,
+/obj/item/clothing/under/syndicate/tacticool/skirt,
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"G" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/item/clothing/under/syndicate/tacticool,
+/obj/structure/closet/syndicate{
+ desc = "A storage closet for syndicate conflict resolution operatives.";
+ name = "red closet"
+ },
+/obj/item/clothing/under/syndicate/tacticool/skirt,
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+"H" = (
+/obj/effect/turf_decal/tile/red,
+/obj/effect/turf_decal/tile/red{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/red{
+ dir = 1
+ },
+/obj/effect/landmark/mafia,
+/turf/open/floor/plasteel/dark,
+/area/mafia)
+
+(1,1,1) = {"
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diff --git a/_maps/map_files/MetaStation/MetaStation.dmm b/_maps/map_files/MetaStation/MetaStation.dmm
index fbd4c1bf39..16659f3e7a 100644
--- a/_maps/map_files/MetaStation/MetaStation.dmm
+++ b/_maps/map_files/MetaStation/MetaStation.dmm
@@ -10324,6 +10324,7 @@
/turf/open/floor/carpet,
/area/crew_quarters/dorms)
"atd" = (
+/mob/living/simple_animal/opossum,
/turf/open/floor/plating{
icon_state = "panelscorched"
},
@@ -32681,6 +32682,10 @@
/obj/effect/turf_decal/tile/neutral{
dir = 8
},
+/obj/machinery/light{
+ dir = 1;
+ light_color = "#cee5d2"
+ },
/turf/open/floor/plasteel/dark,
/area/ai_monitored/turret_protected/aisat/foyer)
"blC" = (
@@ -36118,13 +36123,9 @@
/turf/open/floor/plasteel/dark,
/area/ai_monitored/turret_protected/aisat_interior)
"bsf" = (
-/obj/machinery/light,
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
dir = 4
},
-/obj/effect/turf_decal/tile/blue{
- dir = 8
- },
/turf/open/floor/plasteel/dark,
/area/ai_monitored/turret_protected/aisat/foyer)
"bsg" = (
@@ -37682,16 +37683,10 @@
/turf/closed/wall,
/area/aisat)
"bvu" = (
-/obj/structure/table/wood,
/obj/machinery/light/small{
dir = 8
},
-/obj/item/radio/off{
- pixel_y = 4
- },
-/obj/item/screwdriver{
- pixel_y = 10
- },
+/obj/machinery/announcement_system,
/turf/open/floor/plasteel/grimy,
/area/tcommsat/computer)
"bvv" = (
@@ -40188,12 +40183,15 @@
/area/tcommsat/computer)
"bAW" = (
/obj/structure/table/wood,
-/obj/item/folder/blue,
/obj/machinery/status_display/evac{
pixel_y = 31
},
-/obj/item/folder/blue,
-/obj/item/pen,
+/obj/item/radio/off{
+ pixel_y = 4
+ },
+/obj/item/screwdriver{
+ pixel_y = 10
+ },
/turf/open/floor/plasteel/grimy,
/area/tcommsat/computer)
"bAX" = (
@@ -42716,9 +42714,12 @@
/turf/open/floor/carpet,
/area/crew_quarters/theatre)
"bGh" = (
-/obj/machinery/announcement_system,
-/turf/open/floor/plasteel/grimy,
-/area/tcommsat/computer)
+/obj/effect/turf_decal/tile/blue,
+/obj/effect/turf_decal/tile/blue{
+ dir = 1
+ },
+/turf/open/floor/plasteel/dark,
+/area/ai_monitored/turret_protected/aisat/foyer)
"bGj" = (
/obj/machinery/vending/cola/random,
/obj/machinery/newscaster{
@@ -81595,6 +81596,10 @@
},
/turf/open/floor/plasteel,
/area/hallway/primary/port)
+"jQK" = (
+/obj/structure/lattice,
+/turf/closed/wall/r_wall,
+/area/aisat)
"jRo" = (
/obj/structure/table/wood,
/obj/machinery/newscaster{
@@ -81912,6 +81917,16 @@
/obj/machinery/door/firedoor,
/turf/open/floor/plasteel,
/area/hallway/primary/port)
+"nix" = (
+/obj/machinery/light/small{
+ dir = 8
+ },
+/obj/effect/turf_decal/tile/blue,
+/obj/effect/turf_decal/tile/blue{
+ dir = 1
+ },
+/turf/open/floor/plasteel/dark,
+/area/ai_monitored/turret_protected/aisat/foyer)
"njd" = (
/obj/machinery/atmospherics/components/binary/pump{
dir = 8;
@@ -82135,6 +82150,16 @@
/obj/structure/grille,
/turf/open/floor/plating,
/area/maintenance/port/aft)
+"pbc" = (
+/obj/structure/light_construct/small{
+ dir = 4
+ },
+/obj/machinery/computer/security/telescreen/entertainment{
+ pixel_x = 30
+ },
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/wood,
+/area/maintenance/port/aft)
"pbF" = (
/obj/machinery/portable_atmospherics/canister,
/obj/machinery/atmospherics/components/unary/portables_connector/visible{
@@ -82580,6 +82605,13 @@
},
/turf/open/floor/plating,
/area/maintenance/starboard)
+"txh" = (
+/obj/machinery/door/airlock/hatch{
+ name = "Telecomms Control Room";
+ req_one_access_txt = "19; 61"
+ },
+/turf/open/floor/plasteel/dark,
+/area/tcommsat/computer)
"txj" = (
/obj/structure/chair/office/light{
dir = 1
@@ -100154,7 +100186,7 @@ csT
dux
cxQ
ckS
-cmi
+pbc
cnk
ckP
cmi
@@ -136361,9 +136393,9 @@ bnw
bpJ
brW
aRy
-bvt
-aaa
-aTU
+aRy
+aRy
+jQK
aaa
aaa
aaa
@@ -136617,9 +136649,9 @@ blC
bnx
bpK
bsf
-aRy
-aRy
-aRy
+bGh
+nix
+bGh
aRy
aRy
aRy
@@ -136876,7 +136908,7 @@ bpL
brY
btL
btL
-btL
+txh
btL
btL
bCD
@@ -137133,7 +137165,7 @@ bpM
brZ
btL
bvu
-bGh
+bxq
bzn
bAU
bCD
diff --git a/_maps/map_files/OmegaStation/OmegaStation.dmm b/_maps/map_files/OmegaStation/OmegaStation.dmm
index f3b1b2afb6..e07873089a 100644
--- a/_maps/map_files/OmegaStation/OmegaStation.dmm
+++ b/_maps/map_files/OmegaStation/OmegaStation.dmm
@@ -41988,6 +41988,16 @@
},
/turf/open/floor/plasteel,
/area/hydroponics)
+"saI" = (
+/obj/structure/cable/white{
+ icon_state = "4-8"
+ },
+/obj/machinery/atmospherics/pipe/simple/supply/hidden{
+ dir = 4
+ },
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/starboard)
"scn" = (
/obj/structure/cable{
icon_state = "4-8"
@@ -45205,6 +45215,10 @@
/obj/effect/landmark/carpspawn,
/turf/open/space,
/area/space/station_ruins)
+"uXV" = (
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/wood,
+/area/maintenance/port/aft)
"ver" = (
/obj/machinery/atmospherics/pipe/simple/scrubbers/visible{
dir = 10
@@ -79446,7 +79460,7 @@ aFM
aOH
aOT
aPV
-aRm
+uXV
aSI
aRC
aKm
@@ -92526,7 +92540,7 @@ aSD
aRz
aRz
aRz
-sGY
+saI
aRz
sIb
bsD
diff --git a/_maps/map_files/PubbyStation/PubbyStation.dmm b/_maps/map_files/PubbyStation/PubbyStation.dmm
index f11815b537..e6f14badd9 100644
--- a/_maps/map_files/PubbyStation/PubbyStation.dmm
+++ b/_maps/map_files/PubbyStation/PubbyStation.dmm
@@ -334,8 +334,8 @@
/area/crew_quarters/fitness/pool)
"aaM" = (
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"aaN" = (
@@ -354,8 +354,8 @@
/area/crew_quarters/fitness/pool)
"aaP" = (
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"aaQ" = (
@@ -433,8 +433,8 @@
/area/crew_quarters/fitness/pool)
"aaW" = (
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"aaX" = (
@@ -550,8 +550,8 @@
"abm" = (
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abn" = (
@@ -580,8 +580,8 @@
},
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abr" = (
@@ -595,8 +595,8 @@
"abt" = (
/obj/structure/pool/Rboard,
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 8
+ dir = 8;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abu" = (
@@ -659,8 +659,8 @@
},
/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 4
+ dir = 4;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"abB" = (
@@ -670,21 +670,21 @@
pixel_y = -27
},
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abC" = (
/obj/machinery/light,
/turf/open/floor/plasteel/yellowsiding{
- icon_state = "yellowsiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowsiding"
},
/area/crew_quarters/fitness/pool)
"abD" = (
/turf/open/floor/plasteel/yellowsiding/corner{
- icon_state = "yellowcornersiding";
- dir = 1
+ dir = 1;
+ icon_state = "yellowcornersiding"
},
/area/crew_quarters/fitness/pool)
"abE" = (
@@ -6313,27 +6313,7 @@
"aoz" = (
/turf/closed/wall,
/area/maintenance/fore)
-"aoA" = (
-/obj/machinery/gateway{
- dir = 9
- },
-/obj/effect/turf_decal/bot_white/right,
-/obj/effect/turf_decal/tile/neutral{
- dir = 1
- },
-/obj/effect/turf_decal/tile/neutral,
-/obj/effect/turf_decal/tile/neutral{
- dir = 4
- },
-/obj/effect/turf_decal/tile/neutral{
- dir = 8
- },
-/turf/open/floor/plasteel/dark,
-/area/gateway)
"aoB" = (
-/obj/machinery/gateway{
- dir = 1
- },
/obj/machinery/light{
dir = 1
},
@@ -6350,23 +6330,6 @@
},
/turf/open/floor/plasteel/dark,
/area/gateway)
-"aoC" = (
-/obj/machinery/gateway{
- dir = 5
- },
-/obj/effect/turf_decal/bot_white/left,
-/obj/effect/turf_decal/tile/neutral{
- dir = 1
- },
-/obj/effect/turf_decal/tile/neutral,
-/obj/effect/turf_decal/tile/neutral{
- dir = 4
- },
-/obj/effect/turf_decal/tile/neutral{
- dir = 8
- },
-/turf/open/floor/plasteel/dark,
-/area/gateway)
"aoH" = (
/obj/structure/lattice,
/obj/structure/grille,
@@ -6692,44 +6655,10 @@
},
/turf/open/space,
/area/space/nearstation)
-"apq" = (
-/obj/machinery/gateway{
- dir = 8
- },
-/obj/effect/turf_decal/bot_white,
-/obj/effect/turf_decal/tile/neutral{
- dir = 1
- },
-/obj/effect/turf_decal/tile/neutral,
-/obj/effect/turf_decal/tile/neutral{
- dir = 4
- },
-/obj/effect/turf_decal/tile/neutral{
- dir = 8
- },
-/turf/open/floor/plasteel/dark,
-/area/gateway)
"apr" = (
/obj/machinery/gateway/centerstation,
/turf/open/floor/plasteel/dark,
/area/gateway)
-"aps" = (
-/obj/machinery/gateway{
- dir = 4
- },
-/obj/effect/turf_decal/bot_white,
-/obj/effect/turf_decal/tile/neutral{
- dir = 1
- },
-/obj/effect/turf_decal/tile/neutral,
-/obj/effect/turf_decal/tile/neutral{
- dir = 4
- },
-/obj/effect/turf_decal/tile/neutral{
- dir = 8
- },
-/turf/open/floor/plasteel/dark,
-/area/gateway)
"apt" = (
/obj/structure/chair{
dir = 4
@@ -6916,9 +6845,6 @@
/turf/closed/wall/r_wall,
/area/ai_monitored/nuke_storage)
"apU" = (
-/obj/machinery/gateway{
- dir = 10
- },
/obj/effect/turf_decal/bot_white/left,
/obj/effect/turf_decal/tile/neutral{
dir = 1
@@ -6933,7 +6859,6 @@
/turf/open/floor/plasteel/dark,
/area/gateway)
"apV" = (
-/obj/machinery/gateway,
/obj/effect/turf_decal/bot_white,
/obj/effect/turf_decal/tile/neutral{
dir = 1
@@ -6948,9 +6873,6 @@
/turf/open/floor/plasteel/dark,
/area/gateway)
"apW" = (
-/obj/machinery/gateway{
- dir = 6
- },
/obj/effect/turf_decal/bot_white/right,
/obj/effect/turf_decal/tile/neutral{
dir = 1
@@ -7876,32 +7798,7 @@
/turf/open/floor/plasteel,
/area/gateway)
"arY" = (
-/obj/structure/closet/crate/internals,
-/obj/item/clothing/suit/hazardvest{
- desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
- name = "emergency lifejacket"
- },
-/obj/item/clothing/suit/hazardvest{
- desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
- name = "emergency lifejacket"
- },
-/obj/item/clothing/suit/hazardvest{
- desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
- name = "emergency lifejacket"
- },
-/obj/item/clothing/suit/hazardvest{
- desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
- name = "emergency lifejacket"
- },
-/obj/item/clothing/suit/hazardvest{
- desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
- name = "emergency lifejacket"
- },
-/obj/item/flashlight,
-/obj/item/flashlight,
-/obj/item/flashlight,
-/obj/item/flashlight,
-/obj/item/flashlight,
+/obj/machinery/computer/gateway_control,
/turf/open/floor/plasteel,
/area/gateway)
"arZ" = (
@@ -8904,6 +8801,32 @@
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 4
},
+/obj/structure/closet/crate/internals,
+/obj/item/clothing/suit/hazardvest{
+ desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
+ name = "emergency lifejacket"
+ },
+/obj/item/clothing/suit/hazardvest{
+ desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
+ name = "emergency lifejacket"
+ },
+/obj/item/clothing/suit/hazardvest{
+ desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
+ name = "emergency lifejacket"
+ },
+/obj/item/clothing/suit/hazardvest{
+ desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
+ name = "emergency lifejacket"
+ },
+/obj/item/clothing/suit/hazardvest{
+ desc = "A high-visibility lifejacket complete with whistle and slot for oxygen tanks.";
+ name = "emergency lifejacket"
+ },
+/obj/item/flashlight,
+/obj/item/flashlight,
+/obj/item/flashlight,
+/obj/item/flashlight,
+/obj/item/flashlight,
/turf/open/floor/plasteel,
/area/gateway)
"auh" = (
@@ -39042,7 +38965,6 @@
/area/chapel/dock)
"bKe" = (
/obj/machinery/atmospherics/components/unary/vent_pump/on,
-/obj/structure/closet/emcloset,
/turf/open/floor/plasteel/white{
heat_capacity = 1e+006
},
@@ -40077,12 +39999,6 @@
/obj/machinery/atmospherics/components/unary/vent_scrubber/on{
dir = 8
},
-/obj/machinery/light/small{
- dir = 4
- },
-/obj/structure/chair{
- dir = 1
- },
/turf/open/floor/plasteel/white{
heat_capacity = 1e+006
},
@@ -47273,7 +47189,7 @@
"ceT" = (
/obj/effect/turf_decal/stripes/line,
/obj/structure/closet/emcloset,
-/turf/open/floor/plating/airless,
+/turf/open/floor/plating,
/area/engine/engineering)
"ceU" = (
/obj/machinery/atmospherics/components/unary/vent_pump/on{
@@ -50404,9 +50320,11 @@
/turf/open/floor/plasteel,
/area/crew_quarters/heads/chief)
"cqW" = (
-/obj/effect/spawner/structure/window/reinforced,
-/turf/closed/mineral,
-/area/chapel/asteroid/monastery)
+/obj/structure/chair,
+/turf/open/floor/plasteel/white{
+ heat_capacity = 1e+006
+ },
+/area/chapel/dock)
"cqX" = (
/obj/structure/disposalpipe/segment,
/obj/structure/lattice,
@@ -52993,7 +52911,7 @@
/turf/open/floor/plasteel/dark,
/area/security/main)
"cCT" = (
-/obj/machinery/rnd/production/protolathe/department/cargo,
+/obj/machinery/rnd/production/techfab/department/cargo,
/turf/open/floor/plasteel,
/area/quartermaster/storage)
"cCU" = (
@@ -54128,6 +54046,20 @@
},
/turf/open/floor/plasteel,
/area/construction/mining/aux_base)
+"fgS" = (
+/obj/effect/turf_decal/tile/neutral{
+ dir = 1
+ },
+/obj/effect/turf_decal/tile/neutral,
+/obj/effect/turf_decal/tile/neutral{
+ dir = 4
+ },
+/obj/effect/turf_decal/tile/neutral{
+ dir = 8
+ },
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/plasteel/dark,
+/area/maintenance/department/engine)
"fhM" = (
/obj/item/storage/secure/safe{
pixel_x = -22
@@ -55664,11 +55596,11 @@
/turf/open/floor/plating,
/area/crew_quarters/dorms)
"izF" = (
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
+/obj/structure/closet/emcloset,
+/turf/open/floor/plasteel/white{
+ heat_capacity = 1e+006
},
-/area/maintenance/department/science)
+/area/chapel/dock)
"iAx" = (
/obj/structure/cable{
icon_state = "4-8"
@@ -57738,10 +57670,7 @@
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
dir = 6
},
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
- },
+/turf/open/floor/plating,
/area/maintenance/department/science)
"nAs" = (
/obj/machinery/door/airlock/engineering/glass{
@@ -57904,7 +57833,7 @@
/obj/structure/disposalpipe/trunk{
dir = 8
},
-/turf/open/floor/plating,
+/turf/open/floor/plating/airless,
/area/space/nearstation)
"nOY" = (
/obj/effect/turf_decal/stripes/line{
@@ -58007,10 +57936,7 @@
/obj/structure/table,
/obj/item/paper_bin,
/obj/item/pen,
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
- },
+/turf/open/floor/plating,
/area/maintenance/department/science)
"odM" = (
/obj/effect/landmark/barthpot,
@@ -58733,6 +58659,10 @@
"pyw" = (
/turf/open/space/basic,
/area/hallway/secondary/entry)
+"pzF" = (
+/mob/living/simple_animal/opossum,
+/turf/open/floor/wood,
+/area/maintenance/department/crew_quarters/dorms)
"pBD" = (
/obj/structure/cable{
icon_state = "0-8"
@@ -59532,14 +59462,13 @@
/turf/open/floor/plating/airless,
/area/space/nearstation)
"ros" = (
-/obj/machinery/atmospherics/pipe/simple/supply/hidden{
+/obj/machinery/light/small{
dir = 4
},
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
+/turf/open/floor/plasteel/white{
+ heat_capacity = 1e+006
},
-/area/maintenance/department/science)
+/area/chapel/dock)
"rrb" = (
/obj/structure/cable{
icon_state = "1-2"
@@ -60138,7 +60067,6 @@
/turf/open/floor/plasteel/dark,
/area/chapel/office)
"tap" = (
-/obj/structure/reagent_dispensers/keg/aphro,
/turf/open/floor/wood,
/area/maintenance/department/crew_quarters/dorms)
"taA" = (
@@ -60667,10 +60595,7 @@
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
dir = 9
},
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
- },
+/turf/open/floor/plating,
/area/maintenance/department/science)
"uos" = (
/obj/machinery/computer/camera_advanced/base_construction,
@@ -61099,13 +61024,6 @@
/obj/structure/lattice,
/turf/open/space/basic,
/area/space/nearstation)
-"vpz" = (
-/obj/structure/girder,
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
- },
-/area/maintenance/department/science)
"vsk" = (
/obj/machinery/atmospherics/pipe/simple/supply/hidden{
dir = 4
@@ -61620,12 +61538,6 @@
},
/turf/open/floor/plating,
/area/maintenance/department/crew_quarters/bar)
-"wDe" = (
-/obj/effect/spawner/structure/window/reinforced,
-/turf/open/floor/plasteel/white{
- heat_capacity = 1e+006
- },
-/area/chapel/dock)
"wDl" = (
/obj/machinery/atmospherics/pipe/simple/supply/hidden,
/obj/effect/turf_decal/stripes/corner,
@@ -62038,10 +61950,7 @@
/area/maintenance/department/science)
"xsO" = (
/obj/item/ectoplasm,
-/turf/open/floor/plating{
- initial_gas_mix = "o2=0.01;n2=0.01";
- luminosity = 2
- },
+/turf/open/floor/plating,
/area/maintenance/department/science)
"xuv" = (
/obj/item/broken_bottle,
@@ -75866,8 +75775,8 @@ aaa
bGI
bNs
cfN
-cqW
-cqW
+cfN
+cfN
cfN
cfN
bZY
@@ -76379,7 +76288,7 @@ aaa
aaa
bGI
bNs
-cqW
+cfN
bOw
cfN
bOw
@@ -80477,7 +80386,7 @@ aaa
aht
aqG
bGE
-bKf
+cqW
bKf
bMw
bNy
@@ -80734,8 +80643,8 @@ aht
aht
aqG
bGE
-bKf
-bKf
+izF
+ros
bMx
bNz
bHM
@@ -80991,7 +80900,7 @@ aaa
aaa
aqG
bGE
-wDe
+bGE
bHM
bHM
bNA
@@ -83563,7 +83472,7 @@ bHP
bJb
bJb
bJb
-bJb
+fgS
bJb
bJb
bPp
@@ -97884,8 +97793,8 @@ aaa
aaa
aaa
lcZ
-aoA
-apq
+apW
+apV
apU
aqQ
arX
@@ -98398,8 +98307,8 @@ aiT
aiS
aaa
lcZ
-aoC
-aps
+apU
+apV
apW
aqS
arZ
@@ -99932,7 +99841,7 @@ akh
alc
alR
amF
-alb
+pzF
alb
anm
ajv
@@ -107723,7 +107632,7 @@ aht
bwm
ikB
iVJ
-izF
+lWy
typ
bwm
aht
@@ -108233,7 +108142,7 @@ bwm
svN
bIQ
uek
-izF
+lWy
bwm
qnT
lJr
@@ -108488,9 +108397,9 @@ dMO
lWy
rxQ
lWy
-ros
-izF
-izF
+bIQ
+lWy
+lWy
mES
lWy
lWy
@@ -108747,7 +108656,7 @@ bwm
nzD
uoj
bwm
-izF
+lWy
bwm
dMI
lWy
@@ -109001,7 +108910,7 @@ bkF
bwm
bwm
bwm
-ros
+bIQ
bwm
bwm
bwm
@@ -109258,8 +109167,8 @@ bkF
qIO
jXA
bwm
-ros
-vpz
+bIQ
+hXt
bwm
aht
bwm
diff --git a/_maps/map_files/Snaxi/Snaxi.dmm b/_maps/map_files/Snaxi/Snaxi.dmm
index 43e7915ca4..f7aca9baf2 100644
--- a/_maps/map_files/Snaxi/Snaxi.dmm
+++ b/_maps/map_files/Snaxi/Snaxi.dmm
@@ -18912,6 +18912,10 @@
},
/turf/open/floor/plasteel,
/area/storage/primary)
+"ihL" = (
+/mob/living/simple_animal/opossum,
+/turf/open/floor/plating,
+/area/maintenance/aft/secondary)
"ihX" = (
/obj/structure/cable{
icon_state = "0-2"
@@ -24053,6 +24057,10 @@
"luo" = (
/turf/open/floor/plasteel/white,
/area/science/misc_lab)
+"lwl" = (
+/mob/living/simple_animal/opossum/poppy,
+/turf/open/floor/plating,
+/area/engine/engineering)
"lwH" = (
/obj/structure/cable{
icon_state = "1-4"
@@ -83466,7 +83474,7 @@ tRe
tRe
tRe
bWf
-bVa
+ihL
kXG
sqx
owj
@@ -98024,7 +98032,7 @@ xUL
xUL
dKF
ijZ
-ijZ
+lwl
bnU
oJa
cNE
diff --git a/_maps/map_files/generic/CentCom.dmm b/_maps/map_files/generic/CentCom.dmm
index 5a14eb9041..a123ccab55 100644
--- a/_maps/map_files/generic/CentCom.dmm
+++ b/_maps/map_files/generic/CentCom.dmm
@@ -17249,6 +17249,10 @@
},
/turf/open/floor/mineral/titanium,
/area/centcom/evac)
+"Qc" = (
+/obj/effect/landmark/mafia_game_area,
+/turf/open/space/basic,
+/area/space)
"Qe" = (
/turf/open/ai_visible,
/area/ai_multicam_room)
@@ -58911,7 +58915,7 @@ aa
aa
aa
aa
-aa
+Qc
aa
aa
aa
diff --git a/_maps/map_files/generic/City_of_Cogs.dmm b/_maps/map_files/generic/City_of_Cogs.dmm
index 1195ad62c5..9ef765aa28 100644
--- a/_maps/map_files/generic/City_of_Cogs.dmm
+++ b/_maps/map_files/generic/City_of_Cogs.dmm
@@ -10,20 +10,10 @@
/obj/structure/grille/ratvar,
/turf/open/indestructible/reebe_void,
/area/reebe)
-"ad" = (
-/obj/structure/lattice/clockwork,
-/obj/item/clockwork/component/belligerent_eye/blind_eye,
-/turf/open/indestructible/reebe_void,
-/area/reebe)
"ae" = (
/obj/structure/lattice/clockwork,
/turf/open/indestructible/reebe_void,
/area/reebe)
-"af" = (
-/obj/structure/lattice/clockwork,
-/obj/item/clockwork/component/geis_capacitor/antennae,
-/turf/open/indestructible/reebe_void,
-/area/reebe)
"ag" = (
/obj/structure/lattice/catwalk/clockwork,
/turf/open/indestructible/reebe_void,
@@ -39,14 +29,6 @@
"aj" = (
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
-"ak" = (
-/obj/structure/destructible/clockwork/massive/celestial_gateway,
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
-"al" = (
-/obj/machinery/sleeper/clockwork,
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
"an" = (
/obj/structure/noticeboard,
/obj/item/paper/fluff/ruins/djstation{
@@ -64,10 +46,6 @@
},
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
-"aq" = (
-/obj/machinery/computer/camera_advanced/ratvar,
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
"ar" = (
/obj/structure/closet/wardrobe/mixed,
/turf/open/floor/clockwork/reebe,
@@ -96,12 +74,6 @@
},
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
-"ax" = (
-/obj/structure/chair/brass{
- dir = 1
- },
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
"ay" = (
/obj/machinery/door/airlock/clockwork/brass{
name = "Dressing Room"
@@ -109,7 +81,7 @@
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
"az" = (
-/obj/structure/destructible/clockwork/heralds_beacon,
+/obj/structure/destructible/clockwork/eminence_spire,
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
"aA" = (
@@ -118,17 +90,6 @@
},
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
-"aB" = (
-/obj/structure/table/reinforced/brass,
-/obj/item/clockwork/construct_chassis/cogscarab,
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
-"aC" = (
-/obj/machinery/sleeper/clockwork{
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- },
-/turf/open/floor/clockwork/reebe,
-/area/reebe/city_of_cogs)
"aD" = (
/obj/machinery/door/airlock/clockwork/brass{
name = "Listening Station"
@@ -149,15 +110,6 @@
opacity = 0
},
/area/reebe/city_of_cogs)
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-/obj/effect/landmark/servant_of_ratvar,
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"aJ" = (
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/obj/item/screwdriver/brass,
@@ -182,162 +134,22 @@
/obj/item/weldingtool/experimental/brass,
/turf/open/floor/clockwork/reebe,
/area/reebe/city_of_cogs)
-"aO" = (
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+ enter_message = "You hear the gentle hum and click of machinery, and are lulled into a sense of peace.";
+ icon_state = "sleeper_clockwork";
+ name = "soothing sleeper"
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@@ -35949,6 +35822,30 @@ aa
aa
aa
aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
ab
ab
ab
@@ -35969,37 +35866,6 @@ ab
ab
ab
ab
-aO
-ac
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-aQ
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-aF
-ab
-ab
-ab
-ab
ab
ab
ab
@@ -36041,6 +35907,13 @@ aa
aa
aa
aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
WT
zb
zb
@@ -36206,10 +36079,30 @@ aa
aa
aa
aa
-ab
-ab
-ab
-ab
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
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+aa
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+aa
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+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
ab
ab
ab
@@ -36253,32 +36146,12 @@ ab
ab
ab
aF
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
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-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
+aa
+aa
+aa
+aa
+aa
+aa
aa
aa
aa
@@ -36463,78 +36336,78 @@ aa
aa
aa
aa
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
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-ab
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-aF
-ab
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-ab
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-ab
-ab
-ac
-bh
-ae
-ab
-ab
-ab
-ab
-ab
+aa
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+aa
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+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
aa
aa
aa
@@ -36720,77 +36593,77 @@ aa
aa
aa
aa
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-aF
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
+aa
+aa
+aa
+aa
+aa
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+aa
+aa
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+aa
+aa
+aa
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+aa
+aa
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+aa
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+aa
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+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
aa
aa
aa
@@ -36977,76 +36850,76 @@ aa
aa
aa
aa
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
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-ab
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-ab
-ab
-ab
-ab
-ab
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-ab
-ab
-ab
-ab
-ab
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-ab
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-ab
-ab
-ab
-ab
-ab
-ab
-ab
-aF
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
+aa
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+aa
+aa
+aa
+aa
+aa
+aa
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+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
aa
aa
aa
@@ -37244,58 +37117,58 @@ aa
aa
aa
aa
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
aa
-aF
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
-ab
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
+aa
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+aa
+aa
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+aa
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+aa
+aa
+aa
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+aa
+aa
+aa
+aa
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+aa
+aa
+aa
+aa
+aa
+aa
+aa
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+aa
aa
aa
aa
diff --git a/_maps/shuttles/whiteship_box.dmm b/_maps/shuttles/whiteship_box.dmm
index 0404cede34..3ac1d18ac4 100644
--- a/_maps/shuttles/whiteship_box.dmm
+++ b/_maps/shuttles/whiteship_box.dmm
@@ -2690,7 +2690,7 @@
/obj/structure/rack,
/obj/item/storage/box/zipties,
/obj/item/assembly/flash/handheld,
-/obj/item/melee/classic_baton/telescopic,
+/obj/item/melee/classic_baton,
/obj/machinery/light/small/built{
dir = 8
},
diff --git a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm
index d1c1d309cd..035563627f 100644
--- a/code/__DEFINES/DNA.dm
+++ b/code/__DEFINES/DNA.dm
@@ -144,6 +144,10 @@
#define WINGCOLOR 26
#define CAN_SCAR 27 // If this species can be scarred (fleshy)
+/// Used for determining which wounds are applicable to this species.
+#define HAS_FLESH 28 /// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
+#define HAS_BONE 29 /// if we have bones (can suffer bone wounds)
+
//organ slots
#define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_APPENDIX "appendix"
diff --git a/code/__DEFINES/admin.dm b/code/__DEFINES/admin.dm
index 198356f804..97f07acc05 100644
--- a/code/__DEFINES/admin.dm
+++ b/code/__DEFINES/admin.dm
@@ -80,6 +80,7 @@
#define ADMIN_PUNISHMENT_SCARIFY "Scarify"
#define ADMIN_PUNISHMENT_PICKLE "Pickle-ify"
#define ADMIN_PUNISHMENT_FRY "Fry"
+#define ADMIN_PUNISHMENT_PERFORATE ":B:erforate"
#define AHELP_ACTIVE 1
#define AHELP_CLOSED 2
diff --git a/code/__DEFINES/citadel_defines.dm b/code/__DEFINES/citadel_defines.dm
index 07f24fd8a3..585e8da7d7 100644
--- a/code/__DEFINES/citadel_defines.dm
+++ b/code/__DEFINES/citadel_defines.dm
@@ -98,6 +98,7 @@
#define NO_APHRO (1<<9)
#define NO_ASS_SLAP (1<<10)
#define BIMBOFICATION (1<<11)
+#define NO_AUTO_WAG (1<<12)
#define TOGGLES_CITADEL 0
diff --git a/code/__DEFINES/clockcult.dm b/code/__DEFINES/clockcult.dm
index 2f2f94413b..5f4317060d 100644
--- a/code/__DEFINES/clockcult.dm
+++ b/code/__DEFINES/clockcult.dm
@@ -8,6 +8,7 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_VAR_INIT(clockwork_power, 0) //How many watts of power are globally available to the clockwork cult
+GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_VAR_INIT(neovgre_exists, 0) //Does neovgre exist?
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
@@ -19,21 +20,23 @@ GLOBAL_VAR_INIT(ark_of_the_clockwork_justiciar, FALSE) //The Ark on the Reebe z-
GLOBAL_VAR_INIT(clockwork_gateway_activated, FALSE) //if a gateway to the celestial derelict has ever been successfully activated
GLOBAL_VAR_INIT(script_scripture_unlocked, FALSE) //If script scripture is available, through converting at least one crewmember
-GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If script scripture is available
+GLOBAL_VAR_INIT(application_scripture_unlocked, FALSE) //If application scripture is available
+GLOBAL_VAR_INIT(judgement_scripture_unlocked, FALSE) //If judgement scripture is available
GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not used to track existing scripture
+GLOBAL_LIST_EMPTY(all_clockwork_rites) //a list containing all clockwork rites. Filled the first time any cultist interacts with a sigil of rites.
//Scripture tiers and requirements; peripherals should never be used
#define SCRIPTURE_PERIPHERAL "Peripheral"
#define SCRIPTURE_DRIVER "Driver"
#define SCRIPTURE_SCRIPT "Script"
#define SCRIPTURE_APPLICATION "Application"
+#define SCRIPTURE_JUDGEMENT "Judgement"
//Various costs related to power.
#define MAX_CLOCKWORK_POWER 80000 //The max power in W that the cult can stockpile
#define SCRIPT_UNLOCK_THRESHOLD 35000 //Scripts will unlock if the total power reaches this amount
-#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total powre reaches this amount
-
-#define ABSCOND_ABDUCTION_COST 95
+#define APPLICATION_UNLOCK_THRESHOLD 50000 //Applications will unlock if the total power reaches this amount
+#define JUDGEMENT_UNLOCK_THRESHOLD 80000 //might as well have this unlock at a power amount like the other scriptures, Judgement unlocks at this amount.
//clockcult power defines
#define MIN_CLOCKCULT_POWER 25 //the minimum amount of power clockcult machines will handle gracefully
@@ -59,11 +62,11 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
//Ark defines
#define GATEWAY_SUMMON_RATE 1 //the time amount the Gateway to the Celestial Derelict gets each process tick; defaults to 1 per tick
-#define GATEWAY_REEBE_FOUND 240 //when progress is at or above this, the gateway finds reebe and begins drawing power
+#define GATEWAY_REEBE_FOUND 120 //when progress is at or above this, the gateway finds reebe and begins drawing power
-#define GATEWAY_RATVAR_COMING 480 //when progress is at or above this, ratvar has entered and is coming through the gateway
+#define GATEWAY_RATVAR_COMING 240 //when progress is at or above this, ratvar has entered and is coming through the gateway
-#define GATEWAY_RATVAR_ARRIVAL 600 //when progress is at or above this, game over ratvar's here everybody go home
+#define GATEWAY_RATVAR_ARRIVAL 300 //when progress is at or above this, game over ratvar's here everybody go home
//Objective text define
#define CLOCKCULT_OBJECTIVE "Construct the Ark of the Clockwork Justicar and free Ratvar."
@@ -81,7 +84,7 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define CLOCKWORK_ARMOR_COOLDOWN 1800 //The cooldown period between summoning suits of clockwork armor
-#define RATVARIAN_SPEAR_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
+#define RATVARIAN_WEAPON_COOLDOWN 300 //The cooldown period between summoning another Ratvarian spear
#define MARAUDER_SCRIPTURE_SCALING_THRESHOLD 600 //The amount of deciseconds that must pass before marauder scripture will not gain a recital penalty
@@ -89,4 +92,8 @@ GLOBAL_LIST_EMPTY(all_scripture) //a list containing scripture instances; not us
#define MARAUDER_SCRIPTURE_SCALING_MAX 300 //The maximum extra time applied to the marauder scripture
-#define ARK_SCREAM_COOLDOWN 600 //This much time has to pass between instances of the Ark taking damage before it will "scream" again
+#define GUARDIAN_EMERGE_THRESHOLD 65 //guardian cannot emerge unless host is at this% or less health
+
+#define ARK_SCREAM_COOLDOWN 300 //This much time has to pass between instances of the Ark taking damage before it will "scream" again
+
+#define PRISM_DELAY_DURATION 1200 //how long prolonging prisms delay the shuttle for; defaults to 2 minutes
\ No newline at end of file
diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm
index a8c2703bc9..14d62f7978 100644
--- a/code/__DEFINES/combat.dm
+++ b/code/__DEFINES/combat.dm
@@ -154,9 +154,10 @@
#define SHOVE_KNOCKDOWN_HUMAN 30
#define SHOVE_KNOCKDOWN_TABLE 30
#define SHOVE_KNOCKDOWN_COLLATERAL 10
-//for the shove slowdown, see __DEFINES/movespeed_modification.dm
-#define SHOVE_SLOWDOWN_LENGTH 30
-#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier
+/// how long they're staggered for
+#define SHOVE_STAGGER_DURATION 35
+/// how long they're off balance for
+#define SHOVE_OFFBALANCE_DURATION 30
//Shove disarming item list
GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/obj/item/gun)))
@@ -208,9 +209,9 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define GUN_AIMING_TIME (2 SECONDS)
//Object/Item sharpness
-#define IS_BLUNT 0
-#define IS_SHARP 1
-#define IS_SHARP_ACCURATE 2
+#define SHARP_NONE 0
+#define SHARP_EDGED 1
+#define SHARP_POINTY 2
//His Grace.
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
@@ -280,7 +281,7 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/// changeNext_move penalty multiplier of the above.
#define STAM_CRIT_ITEM_ATTACK_DELAY 1.75
/// Damage penalty when fighting prone.
-#define LYING_DAMAGE_PENALTY 0.5
+#define LYING_DAMAGE_PENALTY 0.7
/// Added delay when firing guns stam-softcritted. Summed with a hardset CLICK_CD_RANGE delay, similar to STAM_CRIT_DAMAGE_DELAY otherwise.
#define STAM_CRIT_GUN_DELAY 2.75
diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm
index 5b8a4d5fc3..6900f36a33 100644
--- a/code/__DEFINES/dcs/signals.dm
+++ b/code/__DEFINES/dcs/signals.dm
@@ -209,6 +209,8 @@
#define COMSIG_MOB_SWAP_HANDS "mob_swap_hands" //from base of mob/swap_hand(): (obj/item)
#define COMPONENT_BLOCK_SWAP 1
+#define COMSIG_PROCESS_BORGCHARGER_OCCUPANT "living_charge"
+
// /client signals
#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client)
@@ -356,8 +358,8 @@
#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
// /obj/item/projectile signals (sent to the firer)
-#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
-#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
+#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" ///from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb)
+#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" ///from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle, hit_limb)
#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/item/projectile/proc/fire(): ()
#define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles
@@ -452,6 +454,9 @@
#define COMPONENT_TWOHANDED_BLOCK_WIELD 1
#define COMSIG_TWOHANDED_UNWIELD "twohanded_unwield" //from base of datum/component/two_handed/proc/unwield(mob/living/carbon/user): (/mob/user)
+// /datum/component/squeak signals
+#define COMSIG_CROSS_SQUEAKED "cross_squeaked" // sent when a squeak component squeaks from crossing something, to delay anything else crossing that might squeak to prevent ear hurt.
+
// /datum/action signals
#define COMSIG_ACTION_TRIGGER "action_trigger" //from base of datum/action/proc/Trigger(): (datum/action)
#define COMPONENT_ACTION_BLOCK_TRIGGER 1
diff --git a/code/__DEFINES/exosuit_fabs.dm b/code/__DEFINES/exosuit_fabs.dm
new file mode 100644
index 0000000000..d951a7bc28
--- /dev/null
+++ b/code/__DEFINES/exosuit_fabs.dm
@@ -0,0 +1,35 @@
+/// Module is compatible with Security Cyborg models
+#define BORG_MODULE_SECURITY (1<<0)
+/// Module is compatible with Miner Cyborg models
+#define BORG_MODULE_MINER (1<<1)
+/// Module is compatible with Janitor Cyborg models
+#define BORG_MODULE_JANITOR (1<<2)
+/// Module is compatible with Medical Cyborg models
+#define BORG_MODULE_MEDICAL (1<<3)
+/// Module is compatible with Engineering Cyborg models
+#define BORG_MODULE_ENGINEERING (1<<4)
+
+/// Module is compatible with Ripley Exosuit models
+#define EXOSUIT_MODULE_RIPLEY (1<<0)
+/// Module is compatible with Odyseeus Exosuit models
+#define EXOSUIT_MODULE_ODYSSEUS (1<<1)
+/// Module is compatible with Clarke Exosuit models. Rebranded to firefighter because tg nerfed it to this.
+#define EXOSUIT_MODULE_FIREFIGHTER (1<<2)
+// #define EXOSUIT_MODULE_CLARKE (1<<2)
+/// Module is compatible with Gygax Exosuit models
+#define EXOSUIT_MODULE_GYGAX (1<<3)
+/// Module is compatible with Durand Exosuit models
+#define EXOSUIT_MODULE_DURAND (1<<4)
+/// Module is compatible with H.O.N.K Exosuit models
+#define EXOSUIT_MODULE_HONK (1<<5)
+/// Module is compatible with Phazon Exosuit models
+#define EXOSUIT_MODULE_PHAZON (1<<6)
+/// Module is compatable with N models
+#define EXOSUIT_MODULE_GYGAX_MED (1<<7)
+
+/// Module is compatible with "Working" Exosuit models - Ripley and Clarke
+#define EXOSUIT_MODULE_WORKING EXOSUIT_MODULE_RIPLEY | EXOSUIT_MODULE_FIREFIGHTER // | EXOSUIT_MODULE_CLARKE
+/// Module is compatible with "Combat" Exosuit models - Gygax, H.O.N.K, Durand and Phazon
+#define EXOSUIT_MODULE_COMBAT EXOSUIT_MODULE_GYGAX | EXOSUIT_MODULE_HONK | EXOSUIT_MODULE_DURAND | EXOSUIT_MODULE_PHAZON
+/// Module is compatible with "Medical" Exosuit modelsm - Odysseus
+#define EXOSUIT_MODULE_MEDICAL EXOSUIT_MODULE_ODYSSEUS | EXOSUIT_MODULE_GYGAX_MED
diff --git a/code/__DEFINES/is_helpers.dm b/code/__DEFINES/is_helpers.dm
index 964c4e911e..d66521d945 100644
--- a/code/__DEFINES/is_helpers.dm
+++ b/code/__DEFINES/is_helpers.dm
@@ -74,6 +74,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define ismush(A) (is_species(A, /datum/species/mush))
#define isshadow(A) (is_species(A, /datum/species/shadow))
#define isskeleton(A) (is_species(A, /datum/species/skeleton))
+#define isethereal(A) (is_species(A, /datum/species/ethereal))
// Citadel specific species
#define isipcperson(A) (is_species(A, /datum/species/ipc))
@@ -199,14 +200,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isclothing(A) (istype(A, /obj/item/clothing))
-GLOBAL_LIST_INIT(pointed_types, typecacheof(list(
- /obj/item/pen,
- /obj/item/screwdriver,
- /obj/item/reagent_containers/syringe,
- /obj/item/kitchen/fork)))
-
-#define is_pointed(W) (is_type_in_typecache(W, GLOB.pointed_types))
-
#define isbodypart(A) (istype(A, /obj/item/bodypart))
#define isprojectile(A) (istype(A, /obj/item/projectile))
diff --git a/code/__DEFINES/layers_planes.dm b/code/__DEFINES/layers_planes.dm
index 6f33bb1a0e..9188efacfd 100644
--- a/code/__DEFINES/layers_planes.dm
+++ b/code/__DEFINES/layers_planes.dm
@@ -131,6 +131,8 @@
#define LIGHTING_LAYER 15
#define LIGHTING_RENDER_TARGET "LIGHT_PLANE"
+#define RAD_TEXT_LAYER 15.1
+
#define ABOVE_LIGHTING_PLANE 16
#define ABOVE_LIGHTING_LAYER 16
#define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE"
diff --git a/code/__DEFINES/loadout.dm b/code/__DEFINES/loadout.dm
new file mode 100644
index 0000000000..94059c0880
--- /dev/null
+++ b/code/__DEFINES/loadout.dm
@@ -0,0 +1,56 @@
+//defines for loadout categories
+//no category defines
+#define LOADOUT_CATEGORY_NONE "ERROR"
+#define LOADOUT_SUBCATEGORY_NONE "Miscellaneous"
+#define LOADOUT_SUBCATEGORIES_NONE list("Miscellaneous")
+
+//backpack
+#define LOADOUT_CATEGORY_BACKPACK "In backpack"
+#define LOADOUT_SUBCATEGORY_BACKPACK_GENERAL "General" //basically anything that there's not enough of to have its own subcategory
+#define LOADOUT_SUBCATEGORY_BACKPACK_TOYS "Toys"
+//neck
+#define LOADOUT_CATEGORY_NECK "Neck"
+#define LOADOUT_SUBCATEGORY_NECK_GENERAL "General"
+#define LOADOUT_SUBCATEGORY_NECK_TIE "Ties"
+#define LOADOUT_SUBCATEGORY_NECK_SCARVES "Scarves"
+
+//mask
+#define LOADOUT_CATEGORY_MASK "Mask"
+
+//hands
+#define LOADOUT_CATEGORY_HANDS "Hands"
+
+//uniform
+#define LOADOUT_CATEGORY_UNIFORM "Uniform" //there's so many types of uniform it's best to have lots of categories
+#define LOADOUT_SUBCATEGORY_UNIFORM_GENERAL "General"
+#define LOADOUT_SUBCATEGORY_UNIFORM_JOBS "Jobs"
+#define LOADOUT_SUBCATEGORY_UNIFORM_SUITS "Suits"
+#define LOADOUT_SUBCATEGORY_UNIFORM_SKIRTS "Skirts"
+#define LOADOUT_SUBCATEGORY_UNIFORM_DRESSES "Dresses"
+#define LOADOUT_SUBCATEGORY_UNIFORM_SWEATERS "Sweaters"
+#define LOADOUT_SUBCATEGORY_UNIFORM_PANTS "Pants"
+#define LOADOUT_SUBCATEGORY_UNIFORM_SHORTS "Shorts"
+
+//suit
+#define LOADOUT_CATEGORY_SUIT "Suit"
+#define LOADOUT_SUBCATEGORY_SUIT_GENERAL "General"
+#define LOADOUT_SUBCATEGORY_SUIT_COATS "Coats"
+#define LOADOUT_SUBCATEGORY_SUIT_JACKETS "Jackets"
+#define LOADOUT_SUBCATEGORY_SUIT_JOBS "Jobs"
+
+//head
+#define LOADOUT_CATEGORY_HEAD "Head"
+#define LOADOUT_SUBCATEGORY_HEAD_GENERAL "General"
+#define LOADOUT_SUBCATEGORY_HEAD_JOBS "Jobs"
+
+//shoes
+#define LOADOUT_CATEGORY_SHOES "Shoes"
+
+//gloves
+#define LOADOUT_CATEGORY_GLOVES "Gloves"
+
+//glasses
+#define LOADOUT_CATEGORY_GLASSES "Glasses"
+
+//donator items
+#define LOADOUT_CATEGORY_DONATOR "Donator"
diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm
index 120fdcb72d..927b661898 100644
--- a/code/__DEFINES/misc.dm
+++ b/code/__DEFINES/misc.dm
@@ -341,10 +341,11 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define COLOUR_PRIORITY_AMOUNT 4 //how many priority levels there are.
//Endgame Results
-#define NUKE_MISS_STATION 1
-#define NUKE_SYNDICATE_BASE 2
-#define STATION_DESTROYED_NUKE 3
-#define STATION_EVACUATED 4
+#define NUKE_NEAR_MISS 1
+#define NUKE_MISS_STATION 2
+#define NUKE_SYNDICATE_BASE 3
+#define STATION_DESTROYED_NUKE 4
+#define STATION_EVACUATED 5
#define BLOB_WIN 8
#define BLOB_NUKE 9
#define BLOB_DESTROYED 10
@@ -434,6 +435,9 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define ION_FILE "ion_laws.json"
#define REDPILL_FILE "redpill.json"
#define PIRATE_NAMES_FILE "pirates.json"
+#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
+#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
+#define SCAR_LOC_FILE "wounds/scar_loc.json"
//Fullscreen overlay resolution in tiles.
diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm
index 52657e9104..782095f883 100644
--- a/code/__DEFINES/mobs.dm
+++ b/code/__DEFINES/mobs.dm
@@ -176,6 +176,15 @@
#define DISGUST_LEVEL_VERYGROSS 50
#define DISGUST_LEVEL_GROSS 25
+//Charge levels for Ethereals
+#define ETHEREAL_CHARGE_NONE 0
+#define ETHEREAL_CHARGE_LOWPOWER 20
+#define ETHEREAL_CHARGE_NORMAL 50
+#define ETHEREAL_CHARGE_ALMOSTFULL 75
+#define ETHEREAL_CHARGE_FULL 100
+#define ETHEREAL_CHARGE_OVERLOAD 125
+#define ETHEREAL_CHARGE_DANGEROUS 150
+
//Slime evolution threshold. Controls how fast slimes can split/grow
#define SLIME_EVOLUTION_THRESHOLD 10
@@ -284,6 +293,7 @@
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
#define HUNGER_FACTOR 0.1 //factor at which mob nutrition decreases
+#define ETHEREAL_CHARGE_FACTOR 0.08 //factor at which ethereal's charge decreases
#define REAGENTS_METABOLISM 0.4 //How many units of reagent are consumed per tick, by default.
#define REAGENTS_EFFECT_MULTIPLIER (REAGENTS_METABOLISM / 0.4) // By defining the effect multiplier this way, it'll exactly adjust all effects according to how they originally were with the 0.4 metabolism
diff --git a/code/__DEFINES/movespeed_modification.dm b/code/__DEFINES/movespeed_modification.dm
index 699f39e79f..5e7d0a2cca 100644
--- a/code/__DEFINES/movespeed_modification.dm
+++ b/code/__DEFINES/movespeed_modification.dm
@@ -63,7 +63,6 @@
#define MOVESPEED_ID_TASED_STATUS "TASED"
#define MOVESPEED_ID_ELECTROSTAFF "ELECTROSTAFF"
-#define MOVESPEED_ID_SHOVE "SHOVE"
#define MOVESPEED_ID_FAT "FAT"
#define MOVESPEED_ID_COLD "COLD"
#define MOVESPEED_ID_HUNGRY "HUNGRY"
diff --git a/code/__DEFINES/pool.dm b/code/__DEFINES/pool.dm
index 1e66109dc7..64bbd20b19 100644
--- a/code/__DEFINES/pool.dm
+++ b/code/__DEFINES/pool.dm
@@ -8,6 +8,5 @@
GLOBAL_LIST_INIT(blacklisted_pool_reagents, list(
/datum/reagent/toxin/plasma, /datum/reagent/oxygen, /datum/reagent/nitrous_oxide, /datum/reagent/nitrogen, //gases
/datum/reagent/fermi, //blanket fermichem ban sorry. this also covers mkultra, genital enlargers, etc etc.
- /datum/reagent/drug/aphrodisiac, /datum/reagent/drug/anaphrodisiac, /datum/reagent/drug/aphrodisiacplus, /datum/reagent/drug/anaphrodisiacplus, //literally asking for prefbreaks
/datum/reagent/consumable/femcum, /datum/reagent/consumable/semen //NO.
))
diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm
index 14cc7c9e5e..9a3b5d55f4 100644
--- a/code/__DEFINES/status_effects.dm
+++ b/code/__DEFINES/status_effects.dm
@@ -111,6 +111,9 @@
#define STATUS_EFFECT_LIMP /datum/status_effect/limp //For when you have a busted leg (or two!) and want additional slowdown when walking on that leg
+/// shoves inflict this to indicate the next shove while this is in effect should disarm guns
+#define STATUS_EFFECT_OFF_BALANCE /datum/status_effect/off_balance
+
/////////////
// NEUTRAL //
/////////////
diff --git a/code/__DEFINES/storage/_storage.dm b/code/__DEFINES/storage/_storage.dm
index 3a05293d2d..6eb613b423 100644
--- a/code/__DEFINES/storage/_storage.dm
+++ b/code/__DEFINES/storage/_storage.dm
@@ -19,7 +19,7 @@
/// Size of EACH left/right border icon for volumetric boxes
#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
/// Minimum pixels an item must have in volumetric scaled storage UI
-#define MINIMUM_PIXELS_PER_ITEM 8
+#define MINIMUM_PIXELS_PER_ITEM 16
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
/// How much padding to give between items
diff --git a/code/__DEFINES/tgui.dm b/code/__DEFINES/tgui.dm
index 5ba0096d1b..f5adeadade 100644
--- a/code/__DEFINES/tgui.dm
+++ b/code/__DEFINES/tgui.dm
@@ -1,4 +1,28 @@
-#define UI_INTERACTIVE 2 // Green/Interactive
-#define UI_UPDATE 1 // Orange/Updates Only
-#define UI_DISABLED 0 // Red/Disabled
-#define UI_CLOSE -1 // Closed
\ No newline at end of file
+/// Green eye; fully interactive
+#define UI_INTERACTIVE 2
+/// Orange eye; updates but is not interactive
+#define UI_UPDATE 1
+/// Red eye; disabled, does not update
+#define UI_DISABLED 0
+/// UI Should close
+#define UI_CLOSE -1
+
+/// Maximum number of windows that can be suspended/reused
+#define TGUI_WINDOW_SOFT_LIMIT 5
+/// Maximum number of open windows
+#define TGUI_WINDOW_HARD_LIMIT 9
+
+/// Maximum ping timeout allowed to detect zombie windows
+#define TGUI_PING_TIMEOUT 4 SECONDS
+
+/// Window does not exist
+#define TGUI_WINDOW_CLOSED 0
+/// Window was just opened, but is still not ready to be sent data
+#define TGUI_WINDOW_LOADING 1
+/// Window is free and ready to receive data
+#define TGUI_WINDOW_READY 2
+
+/// Get a window id based on the provided pool index
+#define TGUI_WINDOW_ID(index) "tgui-window-[index]"
+/// Get a pool index of the provided window id
+#define TGUI_WINDOW_INDEX(window_id) text2num(copytext(window_id, 13))
diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm
index 3e5b27d376..e8f584cf75 100644
--- a/code/__DEFINES/traits.dm
+++ b/code/__DEFINES/traits.dm
@@ -178,6 +178,7 @@
#define TRAIT_FREERUNNING "freerunning"
#define TRAIT_SKITTISH "skittish"
#define TRAIT_POOR_AIM "poor_aim"
+#define TRAIT_INSANE_AIM "insane_aim" //they don't miss. they never miss. it was all part of their immaculate plan.
#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
#define TRAIT_DRUNK_HEALING "drunk_healing"
#define TRAIT_TAGGER "tagger"
@@ -202,7 +203,7 @@
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
#define TRAIT_FAST_PUMP "fast_pump"
-#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
+#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good...
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm
index b993429961..73ada71423 100644
--- a/code/__DEFINES/wounds.dm
+++ b/code/__DEFINES/wounds.dm
@@ -1,4 +1,13 @@
-#define WOUND_DAMAGE_EXPONENT 1.4
+
+#define WOUND_DAMAGE_EXPONENT 1.225
+
+/// an attack must do this much damage after armor in order to roll for being a wound (incremental pressure damage need not apply)
+#define WOUND_MINIMUM_DAMAGE 5
+/// an attack must do this much damage after armor in order to be eliigible to dismember a suitably mushed bodypart
+#define DISMEMBER_MINIMUM_DAMAGE 10
+/// any damage dealt over this is ignored for damage rolls unless the target has the frail quirk (35^1.4=145)
+#define WOUND_MAX_CONSIDERED_DAMAGE 35
+
#define WOUND_SEVERITY_TRIVIAL 0 // for jokey/meme wounds like stubbed toe, no standard messages/sounds or second winds
#define WOUND_SEVERITY_MODERATE 1
@@ -6,38 +15,105 @@
#define WOUND_SEVERITY_CRITICAL 3
#define WOUND_SEVERITY_LOSS 4 // theoretical total limb loss, like dismemberment for cuts
-#define WOUND_BRUTE 0
-#define WOUND_SHARP 1
-#define WOUND_BURN 2
+/// any brute weapon/attack that doesn't have sharpness. rolls for blunt bone wounds
+#define WOUND_BLUNT 1
+/// any brute weapon/attack with sharpness = SHARP_EDGED. rolls for slash wounds
+#define WOUND_SLASH 2
+/// any brute weapon/attack with sharpness = SHARP_POINTY. rolls for piercing wounds
+#define WOUND_PIERCE 3
+/// any concentrated burn attack (lasers really). rolls for burning wounds
+#define WOUND_BURN 4
// How much determination reagent to add each time someone gains a new wound in [/datum/wound/proc/second_wind()]
#define WOUND_DETERMINATION_MODERATE 1
#define WOUND_DETERMINATION_SEVERE 2.5
#define WOUND_DETERMINATION_CRITICAL 5
+#define WOUND_DETERMINATION_LOSS 7.5
+/// the max amount of determination you can have
#define WOUND_DETERMINATION_MAX 10
-// set wound_bonus on an item or attack to this to disable checking wounding for the attack
+/// set wound_bonus on an item or attack to this to disable checking wounding for the attack
#define CANT_WOUND -100
// list in order of highest severity to lowest
-#define WOUND_LIST_BONE list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate)
-#define WOUND_LIST_CUT list(/datum/wound/brute/cut/loss, /datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate)
-#define WOUND_LIST_BURN list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
+GLOBAL_LIST_INIT(global_wound_types, list(WOUND_BLUNT = list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate),
+ WOUND_SLASH = list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate),
+ WOUND_PIERCE = list(/datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate),
+ WOUND_BURN = list(/datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate)
+ ))
+
+GLOBAL_LIST_INIT(global_all_wound_types, list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate,
+ /datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate,
+ /datum/wound/pierce/critical, /datum/wound/pierce/severe, /datum/wound/pierce/moderate,
+ /datum/wound/burn/critical, /datum/wound/burn/severe, /datum/wound/burn/moderate))
// Thresholds for infection for burn wounds, once infestation hits each threshold, things get steadily worse
-#define WOUND_INFECTION_MODERATE 4 // below this has no ill effects from infection
-#define WOUND_INFECTION_SEVERE 8 // then below here, you ooze some pus and suffer minor tox damage, but nothing serious
-#define WOUND_INFECTION_CRITICAL 12 // then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
-#define WOUND_INFECTION_SEPTIC 20 // below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
+/// below this has no ill effects from infection
+#define WOUND_INFECTION_MODERATE 4
+/// then below here, you ooze some pus and suffer minor tox damage, but nothing serious
+#define WOUND_INFECTION_SEVERE 8
+/// then below here, your limb occasionally locks up from damage and infection and briefly becomes disabled. Things are getting really bad
+#define WOUND_INFECTION_CRITICAL 12
+/// below here, your skin is almost entirely falling off and your limb locks up more frequently. You are within a stone's throw of septic paralysis and losing the limb
+#define WOUND_INFECTION_SEPTIC 20
// above WOUND_INFECTION_SEPTIC, your limb is completely putrid and you start rolling to lose the entire limb by way of paralyzation. After 3 failed rolls (~4-5% each probably), the limb is paralyzed
-#define WOUND_BURN_SANITIZATION_RATE 0.15 // how quickly sanitization removes infestation and decays per tick
-#define WOUND_CUT_MAX_BLOODFLOW 8 // how much blood you can lose per tick per cut max. 8 is a LOT of blood for one cut so don't worry about hitting it easily
-#define WOUND_BONE_HEAD_TIME_VARIANCE 20 // if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
+
+/// how quickly sanitization removes infestation and decays per tick
+#define WOUND_BURN_SANITIZATION_RATE 0.15
+/// how much blood you can lose per tick per slash max. 8 is a LOT of blood for one cut so don't worry about hitting it easily
+#define WOUND_SLASH_MAX_BLOODFLOW 8
+/// dead people don't bleed, but they can clot! this is the minimum amount of clotting per tick on dead people, so even critical cuts will slowly clot in dead people
+#define WOUND_SLASH_DEAD_CLOT_MIN 0.05
+/// if we suffer a bone wound to the head that creates brain traumas, the timer for the trauma cycle is +/- by this percent (0-100)
+#define WOUND_BONE_HEAD_TIME_VARIANCE 20
// The following are for persistent scar save formats
-#define SCAR_SAVE_ZONE 1 // The body_zone we're applying to on granting
-#define SCAR_SAVE_DESC 2 // The description we're loading
-#define SCAR_SAVE_PRECISE_LOCATION 3 // The precise location we're loading
-#define SCAR_SAVE_SEVERITY 4 // The severity the scar had
+/// The version number of the scar we're saving
+#define SCAR_SAVE_VERS 1
+/// The body_zone we're applying to on granting
+#define SCAR_SAVE_ZONE 2
+/// The description we're loading
+#define SCAR_SAVE_DESC 3
+/// The precise location we're loading
+#define SCAR_SAVE_PRECISE_LOCATION 4
+/// The severity the scar had
+#define SCAR_SAVE_SEVERITY 5
+///how many fields there are above (NOT INCLUDING THIS OBVIOUSLY)
+#define SCAR_SAVE_LENGTH 5
+
+// increment this number when you update the persistent scarring format in a way that invalidates previous saved scars (new fields, reordering, etc)
+/// saved scars with a version lower than this will be discarded
+#define SCAR_CURRENT_VERSION 1
+
+
+// With the wounds pt. 2 update, general dismemberment now requires 2 things for a limb to be dismemberable (bone only creatures just need the second):
+// 1. Skin is mangled: A critical slash or pierce wound on that limb
+// 2. Bone is mangled: At least a severe bone wound on that limb
+// see [/obj/item/bodypart/proc/get_mangled_state] for more information
+#define BODYPART_MANGLED_NONE 0
+#define BODYPART_MANGLED_BONE 1
+#define BODYPART_MANGLED_FLESH 2
+#define BODYPART_MANGLED_BOTH 3
+
+// What kind of biology we have, and what wounds we can suffer, mostly relies on the HAS_FLESH and HAS_BONE species traits on human species
+/// golems and androids, cannot suffer any wounds
+#define BIO_INORGANIC 0
+/// skeletons and plasmemes, can only suffer bone wounds, only needs mangled bone to be able to dismember
+#define BIO_JUST_BONE 1
+/// nothing right now, maybe slimepeople in the future, can only suffer slashing, piercing, and burn wounds
+#define BIO_JUST_FLESH 2
+/// standard humanoids, can suffer all wounds, needs mangled bone and flesh to dismember
+#define BIO_FLESH_BONE 3
+
+/// If this wound requires having the HAS_FLESH flag for humanoids
+#define FLESH_WOUND (1<<0)
+/// If this wound requires having the HAS_BONE flag for humanaoids
+#define BONE_WOUND (1<<1)
+/// If having this wound counts as mangled flesh for dismemberment
+#define MANGLES_FLESH (1<<2)
+/// If having this wound counts as mangled bone for dismemberment
+#define MANGLES_BONE (1<<3)
+/// If this wound marks the limb as being allowed to have gauze applied
+#define ACCEPTS_GAUZE (1<<4)
diff --git a/code/__HELPERS/_logging.dm b/code/__HELPERS/_logging.dm
index 733cbcfd8d..62e6c4daf9 100644
--- a/code/__HELPERS/_logging.dm
+++ b/code/__HELPERS/_logging.dm
@@ -201,9 +201,18 @@
WRITE_LOG(log, "Starting up round ID [GLOB.round_id].\n-------------------------")
/* ui logging */
-
-/proc/log_tgui(text)
- WRITE_LOG(GLOB.tgui_log, text)
+/proc/log_tgui(user_or_client, text)
+ var/entry = ""
+ if(!user_or_client)
+ entry += "no user"
+ else if(istype(user_or_client, /mob))
+ var/mob/user = user_or_client
+ entry += "[user.ckey] (as [user])"
+ else if(istype(user_or_client, /client))
+ var/client/client = user_or_client
+ entry += "[client.ckey]"
+ entry += ":\n[text]"
+ WRITE_LOG(GLOB.tgui_log, entry)
/* Close open log handles. This should be called as late as possible, and no logging should hapen after. */
/proc/shutdown_logging()
diff --git a/code/__HELPERS/cmp.dm b/code/__HELPERS/cmp.dm
index 0825e51ae4..a688d20451 100644
--- a/code/__HELPERS/cmp.dm
+++ b/code/__HELPERS/cmp.dm
@@ -85,9 +85,6 @@ GLOBAL_VAR_INIT(cmp_field, "name")
/proc/cmp_advdisease_resistance_asc(datum/disease/advance/A, datum/disease/advance/B)
return A.totalResistance() - B.totalResistance()
-/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
- return A.display_order - B.display_order
-
/proc/cmp_uplink_items_dsc(datum/uplink_item/A, datum/uplink_item/B)
return sorttext(initial(B.name), initial(A.name))
@@ -97,9 +94,6 @@ GLOBAL_VAR_INIT(cmp_field, "name")
/proc/cmp_numbered_displays_name_dsc(datum/numbered_display/A, datum/numbered_display/B)
return sorttext(B.sample_object.name, A.sample_object.name)
-/proc/cmp_reagents_asc(datum/reagent/a, datum/reagent/b)
- return sorttext(initial(b.name),initial(a.name))
-
/proc/cmp_quirk_asc(datum/quirk/A, datum/quirk/B)
var/a_sign = num2sign(initial(A.value) * -1)
var/b_sign = num2sign(initial(B.value) * -1)
@@ -133,3 +127,12 @@ GLOBAL_VAR_INIT(cmp_field, "name")
return A.required_temp - B.required_temp //return coldest
else
return B.required_temp - A.required_temp //return hottest
+
+/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
+ return A.display_order - B.display_order
+
+/proc/cmp_reagents_asc(datum/reagent/a, datum/reagent/b)
+ return sorttext(initial(b.name),initial(a.name))
+
+/proc/cmp_typepaths_asc(A, B)
+ return sorttext("[B]","[A]")
\ No newline at end of file
diff --git a/code/__HELPERS/mobs.dm b/code/__HELPERS/mobs.dm
index ca12567b59..c4964022e5 100644
--- a/code/__HELPERS/mobs.dm
+++ b/code/__HELPERS/mobs.dm
@@ -264,6 +264,13 @@
if(!findname(.))
break
+/proc/random_unique_ethereal_name(attempts_to_find_unique_name=10)
+ for(var/i in 1 to attempts_to_find_unique_name)
+ . = capitalize(ethereal_name())
+
+ if(!findname(.))
+ break
+
/proc/random_unique_moth_name(attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(pick(GLOB.moth_first)) + " " + capitalize(pick(GLOB.moth_last))
diff --git a/code/__HELPERS/names.dm b/code/__HELPERS/names.dm
index 8b699e3eee..e1848b21a2 100644
--- a/code/__HELPERS/names.dm
+++ b/code/__HELPERS/names.dm
@@ -4,6 +4,12 @@
else
return "[pick(GLOB.lizard_names_female)]-[pick(GLOB.lizard_names_female)]"
+/proc/ethereal_name()
+ var/tempname = "[pick(GLOB.ethereal_names)] [random_capital_letter()]"
+ if(prob(65))
+ tempname += random_capital_letter()
+ return tempname
+
/proc/plasmaman_name()
return "[pick(GLOB.plasmaman_names)] \Roman[rand(1,99)]"
diff --git a/code/__HELPERS/text.dm b/code/__HELPERS/text.dm
index 9c71cfeb69..7c251edd88 100644
--- a/code/__HELPERS/text.dm
+++ b/code/__HELPERS/text.dm
@@ -113,6 +113,22 @@
else
return trim(html_encode(name), max_length)
+/**
+ * stripped_multiline_input but reflects to the user instead if it's too big and returns null.
+ */
+/proc/stripped_multiline_input_or_reflect(mob/user, message = "", title = "", default = "", max_length=MAX_MESSAGE_LEN, no_trim=FALSE)
+ var/name = input(user, message, title, default) as message|null
+ if(isnull(name)) // Return null if canceled.
+ return null
+ if(length(name) > max_length)
+ to_chat(user, name)
+ to_chat(user, "^^^----- The preceeding message has been DISCARDED for being over the maximum length of [max_length]. It has NOT been sent! -----^^^")
+ return null
+ if(no_trim)
+ return copytext(html_encode(name), 1, max_length)
+ else
+ return trim(html_encode(name), max_length)
+
#define NO_CHARS_DETECTED 0
#define SPACES_DETECTED 1
#define SYMBOLS_DETECTED 2
@@ -760,6 +776,10 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
else
return "[number]\th"
+
+/proc/random_capital_letter()
+ return uppertext(pick(GLOB.alphabet))
+
/proc/unintelligize(message)
var/regex/word_boundaries = regex(@"\b[\S]+\b", "g")
var/prefix = message[1]
@@ -811,4 +831,4 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
corrupted_text += pick(corruption_options)
if(prob(15))
corrupted_text += pick(corruption_options)
- return corrupted_text
\ No newline at end of file
+ return corrupted_text
diff --git a/code/_globalvars/lists/loadout_categories.dm b/code/_globalvars/lists/loadout_categories.dm
new file mode 100644
index 0000000000..0f0ac52214
--- /dev/null
+++ b/code/_globalvars/lists/loadout_categories.dm
@@ -0,0 +1,13 @@
+GLOBAL_LIST_INIT(loadout_categories, list(
+ LOADOUT_CATEGORY_BACKPACK = list(LOADOUT_SUBCATEGORY_BACKPACK_GENERAL, LOADOUT_SUBCATEGORY_BACKPACK_TOYS),
+ LOADOUT_CATEGORY_NECK = list(LOADOUT_SUBCATEGORY_NECK_GENERAL, LOADOUT_SUBCATEGORY_NECK_TIE, LOADOUT_SUBCATEGORY_NECK_SCARVES),
+ LOADOUT_CATEGORY_MASK = LOADOUT_SUBCATEGORIES_NONE,
+ LOADOUT_CATEGORY_HANDS = LOADOUT_SUBCATEGORIES_NONE,
+ LOADOUT_CATEGORY_UNIFORM = list(LOADOUT_SUBCATEGORY_UNIFORM_GENERAL, LOADOUT_SUBCATEGORY_UNIFORM_JOBS, LOADOUT_SUBCATEGORY_UNIFORM_SUITS, LOADOUT_SUBCATEGORY_UNIFORM_SKIRTS, LOADOUT_SUBCATEGORY_UNIFORM_DRESSES, LOADOUT_SUBCATEGORY_UNIFORM_SWEATERS, LOADOUT_SUBCATEGORY_UNIFORM_PANTS, LOADOUT_SUBCATEGORY_UNIFORM_SHORTS),
+ LOADOUT_CATEGORY_SUIT = list(LOADOUT_SUBCATEGORY_SUIT_GENERAL, LOADOUT_SUBCATEGORY_SUIT_COATS, LOADOUT_SUBCATEGORY_SUIT_JACKETS, LOADOUT_SUBCATEGORY_SUIT_JOBS),
+ LOADOUT_CATEGORY_HEAD = list(LOADOUT_SUBCATEGORY_HEAD_GENERAL, LOADOUT_SUBCATEGORY_HEAD_JOBS),
+ LOADOUT_CATEGORY_SHOES = LOADOUT_SUBCATEGORIES_NONE,
+ LOADOUT_CATEGORY_GLOVES = LOADOUT_SUBCATEGORIES_NONE,
+ LOADOUT_CATEGORY_GLASSES = LOADOUT_SUBCATEGORIES_NONE,
+ LOADOUT_CATEGORY_DONATOR = LOADOUT_SUBCATEGORIES_NONE
+))
diff --git a/code/_globalvars/lists/names.dm b/code/_globalvars/lists/names.dm
index e334d08040..b80fcf0bbf 100644
--- a/code/_globalvars/lists/names.dm
+++ b/code/_globalvars/lists/names.dm
@@ -17,6 +17,7 @@ GLOBAL_LIST_INIT(golem_names, world.file2list("strings/names/golem.txt"))
GLOBAL_LIST_INIT(moth_first, world.file2list("strings/names/moth_first.txt"))
GLOBAL_LIST_INIT(moth_last, world.file2list("strings/names/moth_last.txt"))
GLOBAL_LIST_INIT(plasmaman_names, world.file2list("strings/names/plasmaman.txt"))
+GLOBAL_LIST_INIT(ethereal_names, world.file2list("strings/names/ethereal.txt"))
GLOBAL_LIST_INIT(posibrain_names, world.file2list("strings/names/posibrain.txt"))
GLOBAL_LIST_INIT(nightmare_names, world.file2list("strings/names/nightmare.txt"))
GLOBAL_LIST_INIT(megacarp_first_names, world.file2list("strings/names/megacarp1.txt"))
diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm
index 64250f6dd0..6dc1433bc8 100644
--- a/code/_onclick/hud/alert.dm
+++ b/code/_onclick/hud/alert.dm
@@ -447,8 +447,6 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
var/time_name
if(G.seconds_until_activation)
time_name = "until the Ark activates"
- else if(G.grace_period)
- time_name = "of grace period remaining"
else if(G.progress_in_seconds)
time_name = "until the Ark finishes summoning"
if(time_info)
@@ -495,6 +493,16 @@ Recharging stations are available in robotics, the dormitory bathrooms, and the
desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
icon_state = "lowcell"
+/obj/screen/alert/etherealcharge
+ name = "Low Blood Charge"
+ desc = "Your blood's electric charge is running low, find a source of charge for your blood. Use a recharging station found in robotics or the dormitory bathrooms, or eat some Ethereal-friendly food."
+ icon_state = "etherealcharge"
+
+/obj/screen/alert/ethereal_overcharge
+ name = "Blood Overcharge"
+ desc = "Your blood's electric charge is becoming dangerously high, find an outlet for your energy. Use Grab Intent on an APC to channel your energy into it."
+ icon_state = "ethereal_overcharge"
+
//Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg
/obj/screen/alert/hacked
name = "Hacked"
diff --git a/code/_onclick/hud/clockwork_marauder.dm b/code/_onclick/hud/clockwork_marauder.dm
new file mode 100644
index 0000000000..09f85db574
--- /dev/null
+++ b/code/_onclick/hud/clockwork_marauder.dm
@@ -0,0 +1,45 @@
+/datum/hud/marauder
+ var/obj/screen/hosthealth
+ var/obj/screen/blockchance
+ var/obj/screen/counterchance
+
+/datum/hud/marauder/New(mob/living/simple_animal/hostile/clockwork/marauder/guardian/owner)
+ ..()
+ var/obj/screen/using
+
+ healths = new /obj/screen/healths/clock()
+ infodisplay += healths
+
+ hosthealth = new /obj/screen/healths/clock()
+ hosthealth.screen_loc = ui_internal
+ infodisplay += hosthealth
+
+ using = new /obj/screen/marauder/emerge()
+ using.screen_loc = ui_zonesel
+ static_inventory += using
+
+/datum/hud/marauder/Destroy()
+ blockchance = null
+ counterchance = null
+ hosthealth = null
+ return ..()
+
+/mob/living/simple_animal/hostile/clockwork/marauder/guardian/create_mob_hud()
+ if(client && !hud_used)
+ hud_used = new /datum/hud/marauder(src, ui_style2icon(client.prefs.UI_style))
+
+/obj/screen/marauder
+ icon = 'icons/mob/clockwork_mobs.dmi'
+
+/obj/screen/marauder/emerge
+ icon_state = "clockguard_emerge"
+ name = "Emerge/Return"
+ desc = "Emerge or Return."
+
+/obj/screen/marauder/emerge/Click()
+ if(istype(usr, /mob/living/simple_animal/hostile/clockwork/marauder/guardian))
+ var/mob/living/simple_animal/hostile/clockwork/marauder/guardian/G = usr
+ if(G.is_in_host())
+ G.try_emerge()
+ else
+ G.return_to_host()
diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index eba125384b..9e88476513 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -67,9 +67,9 @@
/**
* Called when someone uses us to attack a mob in melee combat.
- *
+ *
* This proc respects CheckAttackCooldown() default clickdelay handling.
- *
+ *
* @params
* * mob/living/M - target
* * mob/living/user - attacker
@@ -201,9 +201,9 @@
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
- . *= 0.5
+ . *= 0.8
else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
- . *= 1.5
+ . *= 1.2
if(!user.mind || !I.used_skills)
return
@@ -220,7 +220,7 @@
* Also called when clicking on something with an item without being in melee range
*
* WARNING: This does not automatically check clickdelay if not in a melee attack! Be sure to account for this!
- *
+ *
* @params
* * target - The thing we clicked
* * user - mob of person clicking
@@ -238,25 +238,24 @@
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
-/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, current_force)
+/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
var/message_verb = "attacked"
- if(I.attack_verb && I.attack_verb.len)
+ if(length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
- if(current_force < I.force * FEEBLE_ATTACK_MSG_THRESHOLD)
- message_verb = "[pick("feebly", "limply", "saplessly")] [message_verb]"
else if(!I.force)
return
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
- var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]."
+ var/attack_message = "[src] is [message_verb][message_hit_area] with [I]!"
+ var/attack_message_local = "You're [message_verb][message_hit_area] with [I]!"
if(user in viewers(src, null))
- attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!"
+ attack_message = "[user] [message_verb] [src][message_hit_area] with [I]!"
+ attack_message_local = "[user] [message_verb] you[message_hit_area] with [I]!"
+ if(user == src)
+ attack_message_local = "You [message_verb] yourself[message_hit_area] with [I]"
visible_message("[attack_message]",\
- "[attack_message]", null, COMBAT_MESSAGE_RANGE)
- if(hit_area == BODY_ZONE_HEAD)
- if(prob(2))
- playsound(src, 'sound/weapons/dink.ogg', 30, 1)
+ "[attack_message_local]", null, COMBAT_MESSAGE_RANGE)
return 1
/// How much stamina this takes to swing this is not for realism purposes hecc off.
diff --git a/code/controllers/configuration/entries/general.dm b/code/controllers/configuration/entries/general.dm
index 1be413f065..2d5e69f149 100644
--- a/code/controllers/configuration/entries/general.dm
+++ b/code/controllers/configuration/entries/general.dm
@@ -470,3 +470,5 @@
/datum/config_entry/flag/minimaps_enabled
config_entry_value = TRUE
+
+/datum/config_entry/string/centcom_ban_db // URL for the CentCom Galactic Ban DB API
diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm
index 4b2cf24f1e..4f59992ace 100644
--- a/code/controllers/subsystem/job.dm
+++ b/code/controllers/subsystem/job.dm
@@ -674,7 +674,7 @@ SUBSYSTEM_DEF(job)
return
for(var/i in the_mob.client.prefs.chosen_gear)
var/datum/gear/G = i
- G = GLOB.loadout_items[slot_to_string(initial(G.category))][initial(G.name)]
+ G = GLOB.loadout_items[initial(G.category)][initial(G.subcategory)][initial(G.name)]
if(!G)
continue
var/permitted = TRUE
@@ -682,14 +682,14 @@ SUBSYSTEM_DEF(job)
permitted = FALSE
if(G.donoritem && !G.donator_ckey_check(the_mob.client.ckey))
permitted = FALSE
- if(!equipbackpackstuff && G.category == SLOT_IN_BACKPACK)//snowflake check since plopping stuff in the backpack doesnt work for pre-job equip loadout stuffs
+ if(!equipbackpackstuff && G.slot == SLOT_IN_BACKPACK)//snowflake check since plopping stuff in the backpack doesnt work for pre-job equip loadout stuffs
permitted = FALSE
- if(equipbackpackstuff && G.category != SLOT_IN_BACKPACK)//ditto
+ if(equipbackpackstuff && G.slot != SLOT_IN_BACKPACK)//ditto
permitted = FALSE
if(!permitted)
continue
var/obj/item/I = new G.path
- if(!M.equip_to_slot_if_possible(I, G.category, disable_warning = TRUE, bypass_equip_delay_self = TRUE)) // If the job's dresscode compliant, try to put it in its slot, first
+ if(!M.equip_to_slot_if_possible(I, G.slot, disable_warning = TRUE, bypass_equip_delay_self = TRUE)) // If the job's dresscode compliant, try to put it in its slot, first
if(iscarbon(M))
var/mob/living/carbon/C = M
var/obj/item/storage/backpack/B = C.back
diff --git a/code/controllers/subsystem/persistence.dm b/code/controllers/subsystem/persistence.dm
index b4a162c982..5b60747725 100644
--- a/code/controllers/subsystem/persistence.dm
+++ b/code/controllers/subsystem/persistence.dm
@@ -561,8 +561,8 @@ SUBSYSTEM_DEF(persistence)
ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ""
else
for(var/k in ending_human.all_wounds)
- var/datum/wound/W = k
- W.remove_wound() // so we can get the scars for open wounds
+ var/datum/wound/iter_wound = k
+ iter_wound.remove_wound() // so we can get the scars for open wounds
if(!ending_human.client)
return
ending_human.client.prefs.scars_list["[ending_human.client.prefs.scars_index]"] = ending_human.format_scars()
diff --git a/code/controllers/subsystem/processing/circuit.dm b/code/controllers/subsystem/processing/circuit.dm
index 880e7a16a8..ac720a7fb4 100644
--- a/code/controllers/subsystem/processing/circuit.dm
+++ b/code/controllers/subsystem/processing/circuit.dm
@@ -50,20 +50,17 @@ PROCESSING_SUBSYSTEM_DEF(circuit)
/obj/item/electronic_assembly/simple,
/obj/item/electronic_assembly/hook,
/obj/item/electronic_assembly/pda,
- /obj/item/electronic_assembly/dildo,
/obj/item/electronic_assembly/small/default,
/obj/item/electronic_assembly/small/cylinder,
/obj/item/electronic_assembly/small/scanner,
/obj/item/electronic_assembly/small/hook,
/obj/item/electronic_assembly/small/box,
- /obj/item/electronic_assembly/small/dildo,
/obj/item/electronic_assembly/medium/default,
/obj/item/electronic_assembly/medium/box,
/obj/item/electronic_assembly/medium/clam,
/obj/item/electronic_assembly/medium/medical,
/obj/item/electronic_assembly/medium/gun,
/obj/item/electronic_assembly/medium/radio,
- /obj/item/electronic_assembly/medium/dildo,
/obj/item/electronic_assembly/large/default,
/obj/item/electronic_assembly/large/scope,
/obj/item/electronic_assembly/large/terminal,
diff --git a/code/controllers/subsystem/shuttle.dm b/code/controllers/subsystem/shuttle.dm
index 9bda1cd233..c802448536 100644
--- a/code/controllers/subsystem/shuttle.dm
+++ b/code/controllers/subsystem/shuttle.dm
@@ -775,12 +775,14 @@ SUBSYSTEM_DEF(shuttle)
preview_shuttle = null
-/datum/controller/subsystem/shuttle/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.admin_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
- if(!ui)
- ui = new(user, src, ui_key, "ShuttleManipulator", name, 800, 600, master_ui, state)
- ui.open()
+/datum/controller/subsystem/shuttle/ui_state(mob/user)
+ return GLOB.admin_state
+/datum/controller/subsystem/shuttle/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "ShuttleManipulator")
+ ui.open()
/datum/controller/subsystem/shuttle/ui_data(mob/user)
var/list/data = list()
diff --git a/code/controllers/subsystem/tgui.dm b/code/controllers/subsystem/tgui.dm
index 58bc28fa2f..a5526d2c03 100644
--- a/code/controllers/subsystem/tgui.dm
+++ b/code/controllers/subsystem/tgui.dm
@@ -1,3 +1,12 @@
+/**
+ * tgui subsystem
+ *
+ * Contains all tgui state and subsystem code.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
+ */
+
SUBSYSTEM_DEF(tgui)
name = "tgui"
wait = 9
@@ -5,33 +14,338 @@ SUBSYSTEM_DEF(tgui)
priority = FIRE_PRIORITY_TGUI
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
- var/list/currentrun = list()
- var/list/open_uis = list() // A list of open UIs, grouped by src_object and ui_key.
- var/list/processing_uis = list() // A list of processing UIs, ungrouped.
- var/basehtml // The HTML base used for all UIs.
+ /// A list of UIs scheduled to process
+ var/list/current_run = list()
+ /// A list of open UIs
+ var/list/open_uis = list()
+ /// A list of open UIs, grouped by src_object.
+ var/list/open_uis_by_src = list()
+ /// The HTML base used for all UIs.
+ var/basehtml
/datum/controller/subsystem/tgui/PreInit()
- basehtml = file2text('tgui/packages/tgui/public/tgui.html')
+ basehtml = file2text('tgui/packages/tgui/public/tgui.html')
/datum/controller/subsystem/tgui/Shutdown()
close_all_uis()
/datum/controller/subsystem/tgui/stat_entry()
- ..("P:[processing_uis.len]")
+ ..("P:[open_uis.len]")
/datum/controller/subsystem/tgui/fire(resumed = 0)
- if (!resumed)
- src.currentrun = processing_uis.Copy()
- //cache for sanic speed (lists are references anyways)
- var/list/currentrun = src.currentrun
-
- while(currentrun.len)
- var/datum/tgui/ui = currentrun[currentrun.len]
- currentrun.len--
+ if(!resumed)
+ src.current_run = open_uis.Copy()
+ // Cache for sanic speed (lists are references anyways)
+ var/list/current_run = src.current_run
+ while(current_run.len)
+ var/datum/tgui/ui = current_run[current_run.len]
+ current_run.len--
+ // TODO: Move user/src_object check to process()
if(ui && ui.user && ui.src_object)
ui.process()
else
- processing_uis.Remove(ui)
- if (MC_TICK_CHECK)
+ open_uis.Remove(ui)
+ if(MC_TICK_CHECK)
return
+/**
+ * public
+ *
+ * Requests a usable tgui window from the pool.
+ * Returns null if pool was exhausted.
+ *
+ * required user mob
+ * return datum/tgui
+ */
+/datum/controller/subsystem/tgui/proc/request_pooled_window(mob/user)
+ if(!user.client)
+ return null
+ var/list/windows = user.client.tgui_windows
+ var/window_id
+ var/datum/tgui_window/window
+ var/window_found = FALSE
+ // Find a usable window
+ for(var/i in 1 to TGUI_WINDOW_HARD_LIMIT)
+ window_id = TGUI_WINDOW_ID(i)
+ window = windows[window_id]
+ // As we are looping, create missing window datums
+ if(!window)
+ window = new(user.client, window_id, pooled = TRUE)
+ // Skip windows with acquired locks
+ if(window.locked)
+ continue
+ if(window.status == TGUI_WINDOW_READY)
+ return window
+ if(window.status == TGUI_WINDOW_CLOSED)
+ window.status = TGUI_WINDOW_LOADING
+ window_found = TRUE
+ break
+ if(!window_found)
+ log_tgui(user, "Error: Pool exhausted")
+ return null
+ return window
+
+/**
+ * public
+ *
+ * Force closes all tgui windows.
+ *
+ * required user mob
+ */
+/datum/controller/subsystem/tgui/proc/force_close_all_windows(mob/user)
+ log_tgui(user, "force_close_all_windows")
+ if(user.client)
+ user.client.tgui_windows = list()
+ for(var/i in 1 to TGUI_WINDOW_HARD_LIMIT)
+ var/window_id = TGUI_WINDOW_ID(i)
+ user << browse(null, "window=[window_id]")
+
+/**
+ * public
+ *
+ * Force closes the tgui window by window_id.
+ *
+ * required user mob
+ * required window_id string
+ */
+/datum/controller/subsystem/tgui/proc/force_close_window(mob/user, window_id)
+ log_tgui(user, "force_close_window")
+ // Close all tgui datums based on window_id.
+ for(var/datum/tgui/ui in user.tgui_open_uis)
+ if(ui.window && ui.window.id == window_id)
+ ui.close(can_be_suspended = FALSE)
+ // Unset machine just to be sure.
+ user.unset_machine()
+ // Close window directly just to be sure.
+ user << browse(null, "window=[window_id]")
+
+/**
+ * public
+ *
+ * Try to find an instance of a UI, and push an update to it.
+ *
+ * required user mob The mob who opened/is using the UI.
+ * required src_object datum The object/datum which owns the UI.
+ * optional ui datum/tgui The UI to be updated, if it exists.
+ * optional force_open bool If the UI should be re-opened instead of updated.
+ *
+ * return datum/tgui The found UI.
+ */
+/datum/controller/subsystem/tgui/proc/try_update_ui(
+ mob/user,
+ datum/src_object,
+ datum/tgui/ui)
+ // Look up a UI if it wasn't passed
+ if(isnull(ui))
+ ui = get_open_ui(user, src_object)
+ // Couldn't find a UI.
+ if(isnull(ui))
+ return null
+ ui.process_status()
+ // UI ended up with the closed status
+ // or is actively trying to close itself.
+ // FIXME: Doesn't actually fix the paper bug.
+ if(ui.status <= UI_CLOSE)
+ ui.close()
+ return null
+ ui.send_update()
+ return ui
+
+/**
+ * public
+ *
+ * Get a open UI given a user and src_object.
+ *
+ * required user mob The mob who opened/is using the UI.
+ * required src_object datum The object/datum which owns the UI.
+ *
+ * return datum/tgui The found UI.
+ */
+/datum/controller/subsystem/tgui/proc/get_open_ui(mob/user, datum/src_object)
+ var/key = "[REF(src_object)]"
+ // No UIs opened for this src_object
+ if(isnull(open_uis_by_src[key]) || !istype(open_uis_by_src[key], /list))
+ return null
+ for(var/datum/tgui/ui in open_uis_by_src[key])
+ // Make sure we have the right user
+ if(ui.user == user)
+ return ui
+ return null
+
+/**
+ * public
+ *
+ * Update all UIs attached to src_object.
+ *
+ * required src_object datum The object/datum which owns the UIs.
+ *
+ * return int The number of UIs updated.
+ */
+/datum/controller/subsystem/tgui/proc/update_uis(datum/src_object)
+ var/count = 0
+ var/key = "[REF(src_object)]"
+ // No UIs opened for this src_object
+ if(isnull(open_uis_by_src[key]) || !istype(open_uis_by_src[key], /list))
+ return count
+ for(var/datum/tgui/ui in open_uis_by_src[key])
+ // Check if UI is valid.
+ if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user))
+ ui.process(force = 1)
+ count++
+ return count
+
+/**
+ * public
+ *
+ * Close all UIs attached to src_object.
+ *
+ * required src_object datum The object/datum which owns the UIs.
+ *
+ * return int The number of UIs closed.
+ */
+/datum/controller/subsystem/tgui/proc/close_uis(datum/src_object)
+ var/count = 0
+ var/key = "[REF(src_object)]"
+ // No UIs opened for this src_object
+ if(isnull(open_uis_by_src[key]) || !istype(open_uis_by_src[key], /list))
+ return count
+ for(var/datum/tgui/ui in open_uis_by_src[key])
+ // Check if UI is valid.
+ if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user))
+ ui.close()
+ count++
+ return count
+
+/**
+ * public
+ *
+ * Close all UIs regardless of their attachment to src_object.
+ *
+ * return int The number of UIs closed.
+ */
+/datum/controller/subsystem/tgui/proc/close_all_uis()
+ var/count = 0
+ for(var/key in open_uis_by_src)
+ for(var/datum/tgui/ui in open_uis_by_src[key])
+ // Check if UI is valid.
+ if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user))
+ ui.close()
+ count++
+ return count
+
+/**
+ * public
+ *
+ * Update all UIs belonging to a user.
+ *
+ * required user mob The mob who opened/is using the UI.
+ * optional src_object datum If provided, only update UIs belonging this src_object.
+ *
+ * return int The number of UIs updated.
+ */
+/datum/controller/subsystem/tgui/proc/update_user_uis(mob/user, datum/src_object)
+ var/count = 0
+ if(length(user?.tgui_open_uis) == 0)
+ return count
+ for(var/datum/tgui/ui in user.tgui_open_uis)
+ if(isnull(src_object) || ui.src_object == src_object)
+ ui.process(force = 1)
+ count++
+ return count
+
+/**
+ * public
+ *
+ * Close all UIs belonging to a user.
+ *
+ * required user mob The mob who opened/is using the UI.
+ * optional src_object datum If provided, only close UIs belonging this src_object.
+ *
+ * return int The number of UIs closed.
+ */
+/datum/controller/subsystem/tgui/proc/close_user_uis(mob/user, datum/src_object)
+ var/count = 0
+ if(length(user?.tgui_open_uis) == 0)
+ return count
+ for(var/datum/tgui/ui in user.tgui_open_uis)
+ if(isnull(src_object) || ui.src_object == src_object)
+ ui.close()
+ count++
+ return count
+
+/**
+ * private
+ *
+ * Add a UI to the list of open UIs.
+ *
+ * required ui datum/tgui The UI to be added.
+ */
+/datum/controller/subsystem/tgui/proc/on_open(datum/tgui/ui)
+ var/key = "[REF(ui.src_object)]"
+ if(isnull(open_uis_by_src[key]) || !istype(open_uis_by_src[key], /list))
+ open_uis_by_src[key] = list()
+ ui.user.tgui_open_uis |= ui
+ var/list/uis = open_uis_by_src[key]
+ uis |= ui
+ open_uis |= ui
+
+/**
+ * private
+ *
+ * Remove a UI from the list of open UIs.
+ *
+ * required ui datum/tgui The UI to be removed.
+ *
+ * return bool If the UI was removed or not.
+ */
+/datum/controller/subsystem/tgui/proc/on_close(datum/tgui/ui)
+ var/key = "[REF(ui.src_object)]"
+ if(isnull(open_uis_by_src[key]) || !istype(open_uis_by_src[key], /list))
+ return FALSE
+ // Remove it from the list of processing UIs.
+ open_uis.Remove(ui)
+ // If the user exists, remove it from them too.
+ if(ui.user)
+ ui.user.tgui_open_uis.Remove(ui)
+ var/list/uis = open_uis_by_src[key]
+ uis.Remove(ui)
+ if(length(uis) == 0)
+ open_uis_by_src.Remove(key)
+ return TRUE
+
+/**
+ * private
+ *
+ * Handle client logout, by closing all their UIs.
+ *
+ * required user mob The mob which logged out.
+ *
+ * return int The number of UIs closed.
+ */
+/datum/controller/subsystem/tgui/proc/on_logout(mob/user)
+ close_user_uis(user)
+
+/**
+ * private
+ *
+ * Handle clients switching mobs, by transferring their UIs.
+ *
+ * required user source The client's original mob.
+ * required user target The client's new mob.
+ *
+ * return bool If the UIs were transferred.
+ */
+/datum/controller/subsystem/tgui/proc/on_transfer(mob/source, mob/target)
+ // The old mob had no open UIs.
+ if(length(source?.tgui_open_uis) == 0)
+ return FALSE
+ if(isnull(target.tgui_open_uis) || !istype(target.tgui_open_uis, /list))
+ target.tgui_open_uis = list()
+ // Transfer all the UIs.
+ for(var/datum/tgui/ui in source.tgui_open_uis)
+ // Inform the UIs of their new owner.
+ ui.user = target
+ target.tgui_open_uis.Add(ui)
+ // Clear the old list.
+ source.tgui_open_uis.Cut()
+ return TRUE
diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm
index 765f0c8382..0bc4e6665a 100755
--- a/code/controllers/subsystem/ticker.dm
+++ b/code/controllers/subsystem/ticker.dm
@@ -711,7 +711,8 @@ SUBSYSTEM_DEF(ticker)
'sound/roundend/yeehaw.ogg',
'sound/roundend/disappointed.ogg',
'sound/roundend/gondolabridge.ogg',
- 'sound/roundend/haveabeautifultime.ogg'\
+ 'sound/roundend/haveabeautifultime.ogg',
+ 'sound/roundend/CitadelStationHasSeenBetterDays.ogg'\
)
SEND_SOUND(world, sound(round_end_sound))
diff --git a/code/datums/ai_laws.dm b/code/datums/ai_laws.dm
index 9c6bb2ebfd..15115b62c0 100644
--- a/code/datums/ai_laws.dm
+++ b/code/datums/ai_laws.dm
@@ -431,25 +431,31 @@
if(!owner)
owner = M
-/datum/ai_laws/proc/get_law_list(include_zeroth = 0, show_numbers = 1)
+/**
+ * Generates a list of all laws on this datum, including rendered HTML tags if required
+ *
+ * Arguments:
+ * * include_zeroth - Operator that controls if law 0 or law 666 is returned in the set
+ * * show_numbers - Operator that controls if law numbers are prepended to the returned laws
+ * * render_html - Operator controlling if HTML tags are rendered on the returned laws
+ */
+/datum/ai_laws/proc/get_law_list(include_zeroth = FALSE, show_numbers = TRUE, render_html = TRUE)
var/list/data = list()
- if (include_zeroth && devillaws && devillaws.len)
- for(var/i in devillaws)
- data += "[show_numbers ? "666:" : ""] [i]"
+ if (include_zeroth && devillaws)
+ for(var/law in devillaws)
+ data += "[show_numbers ? "666:" : ""] [render_html ? "[law]" : law]"
if (include_zeroth && zeroth)
- data += "[show_numbers ? "0:" : ""] [zeroth]"
+ data += "[show_numbers ? "0:" : ""] [render_html ? "[zeroth]" : zeroth]"
for(var/law in hacked)
if (length(law) > 0)
- var/num = ionnum()
- data += "[show_numbers ? "[num]:" : ""] [law]"
+ data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "[law]" : law]"
for(var/law in ion)
if (length(law) > 0)
- var/num = ionnum()
- data += "[show_numbers ? "[num]:" : ""] [law]"
+ data += "[show_numbers ? "[ionnum()]:" : ""] [render_html ? "[law]" : law]"
var/number = 1
for(var/law in inherent)
@@ -459,6 +465,7 @@
for(var/law in supplied)
if (length(law) > 0)
- data += "[show_numbers ? "[number]:" : ""] [law]"
+ data += "[show_numbers ? "[number]:" : ""] [render_html ? "[law]" : law]"
number++
return data
+
diff --git a/code/datums/components/butchering.dm b/code/datums/components/butchering.dm
index b5b8849155..4f56f58d23 100644
--- a/code/datums/components/butchering.dm
+++ b/code/datums/components/butchering.dm
@@ -67,7 +67,7 @@
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/brute/cut/critical/screaming_through_a_slit_throat = new
+ 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)
diff --git a/code/datums/components/crafting/crafting.dm b/code/datums/components/crafting/crafting.dm
index b9a1b5ec3b..1a9f4c0512 100644
--- a/code/datums/components/crafting/crafting.dm
+++ b/code/datums/components/crafting/crafting.dm
@@ -203,9 +203,9 @@
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 isnt remove thing from surroundings
+ 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 isnt 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
+ 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
@@ -216,7 +216,7 @@
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 wasnt taken by parts loop
+ 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
*/
@@ -323,9 +323,12 @@
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, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.not_incapacitated_turf_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/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]))
@@ -333,7 +336,7 @@
cur_subcategory = subcats[1]
else
cur_subcategory = CAT_NONE
- ui = new(user, src, ui_key, "PersonalCrafting", "Crafting Menu", 700, 800, master_ui, state)
+ ui = new(user, src, "PersonalCrafting")
ui.open()
/datum/component/personal_crafting/ui_data(mob/user)
@@ -413,13 +416,8 @@
display_compact = !display_compact
. = TRUE
if("set_category")
- if(!isnull(params["category"]))
- cur_category = params["category"]
- if(!isnull(params["subcategory"]))
- if(params["subcategory"] == "0")
- cur_subcategory = ""
- else
- cur_subcategory = params["subcategory"]
+ cur_category = params["category"]
+ cur_subcategory = params["subcategory"] || ""
. = TRUE
/datum/component/personal_crafting/proc/build_recipe_data(datum/crafting_recipe/R)
diff --git a/code/datums/components/crafting/recipes/recipes_clothing.dm b/code/datums/components/crafting/recipes/recipes_clothing.dm
index 7a7379c834..2a24c0b451 100644
--- a/code/datums/components/crafting/recipes/recipes_clothing.dm
+++ b/code/datums/components/crafting/recipes/recipes_clothing.dm
@@ -263,6 +263,14 @@
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
diff --git a/code/datums/components/crafting/recipes/recipes_misc.dm b/code/datums/components/crafting/recipes/recipes_misc.dm
index 214c1b1427..0cb0547978 100644
--- a/code/datums/components/crafting/recipes/recipes_misc.dm
+++ b/code/datums/components/crafting/recipes/recipes_misc.dm
@@ -126,7 +126,7 @@
/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 +135,7 @@
/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)
diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm
index ce124646f4..51098756d3 100644
--- a/code/datums/components/embedded.dm
+++ b/code/datums/components/embedded.dm
@@ -29,7 +29,6 @@
*/
-
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/limb
@@ -139,30 +138,36 @@
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("[weapon] embeds itself in [victim]'s [limb.name]!",ignored_mobs=victim)
to_chat(victim, "[weapon] embeds itself in your [limb.name]!")
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, wound_bonus=-30, sharpness = TRUE)
+ damage = weapon.w_class * impact_pain_mult
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
else
victim.visible_message("[weapon] sticks itself to [victim]'s [limb.name]!",ignored_mobs=victim)
to_chat(victim, "[weapon] sticks itself to your [limb.name]!")
+ 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
+ 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, "[weapon] embedded in your [limb.name] jostles and stings!")
@@ -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, sharpness=TRUE) //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("[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!", "You successfully remove [weapon] from your [limb.name].")
else
@@ -279,11 +284,13 @@
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, "[weapon] embedded in your [limb.name] hurts!")
- 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////////////////
////////////////////////////////////////
diff --git a/code/datums/components/gps.dm b/code/datums/components/gps.dm
index 200ec2b956..c2b3ad1f30 100644
--- a/code/datums/components/gps.dm
+++ b/code/datums/components/gps.dm
@@ -80,19 +80,15 @@ GLOBAL_LIST_EMPTY(GPS_list)
to_chat(user, "[parent] is now tracking, and visible to other GPS devices.")
tracking = TRUE
-/datum/component/gps/item/ui_interact(mob/user, ui_key = "gps", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
+/datum/component/gps/item/ui_interact(mob/user, datum/tgui/ui)
if(emped)
to_chat(user, "[parent] fizzles weakly.")
return
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- // Variable window height, depending on how many GPS units there are
- // to show, clamped to relatively safe range.
- var/gps_window_height = clamp(325 + GLOB.GPS_list.len * 14, 325, 700)
- ui = new(user, src, ui_key, "Gps", "Global Positioning System", 470, gps_window_height, master_ui, state) //width, height
+ ui = new(user, src, "Gps")
ui.open()
-
- ui.set_autoupdate(state = updating)
+ ui.set_autoupdate(updating)
/datum/component/gps/item/ui_data(mob/user)
var/list/data = list()
diff --git a/code/datums/components/killerqueen.dm b/code/datums/components/killerqueen.dm
new file mode 100644
index 0000000000..1c660d0a87
--- /dev/null
+++ b/code/datums/components/killerqueen.dm
@@ -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)
diff --git a/code/datums/components/mood.dm b/code/datums/components/mood.dm
index 90fea9ec8a..87bc681651 100644
--- a/code/datums/components/mood.dm
+++ b/code/datums/components/mood.dm
@@ -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")
diff --git a/code/datums/components/pellet_cloud.dm b/code/datums/components/pellet_cloud.dm
index 938d9f5f56..6a1028cc65 100644
--- a/code/datums/components/pellet_cloud.dm
+++ b/code/datums/components/pellet_cloud.dm
@@ -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("[target] is hit by [num_hits] [proj_name]s!", null, null, COMBAT_MESSAGE_RANGE, target)
- to_chat(target, "You're hit by [num_hits] [proj_name]s!")
- else
- target.visible_message("[target] is hit by a [proj_name]!", null, null, COMBAT_MESSAGE_RANGE, target)
- to_chat(target, "You're hit by a [proj_name]!")
+ 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("[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!", null, null, COMBAT_MESSAGE_RANGE, target)
+ to_chat(target, "You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!")
+ else
+ target.visible_message("[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!", null, null, COMBAT_MESSAGE_RANGE, target)
+ to_chat(target, "You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!")
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
diff --git a/code/datums/components/radioactive.dm b/code/datums/components/radioactive.dm
index f12e8bf007..8afa4353b2 100644
--- a/code/datums/components/radioactive.dm
+++ b/code/datums/components/radioactive.dm
@@ -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
diff --git a/code/datums/components/squeak.dm b/code/datums/components/squeak.dm
index 792222b27b..df44aef4de 100644
--- a/code/datums/components/squeak.dm
+++ b/code/datums/components/squeak.dm
@@ -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)
diff --git a/code/datums/components/twohanded.dm b/code/datums/components/twohanded.dm
index 77a9a79bf4..bcbf979101 100644
--- a/code/datums/components/twohanded.dm
+++ b/code/datums/components/twohanded.dm
@@ -105,6 +105,8 @@
/// 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
diff --git a/code/datums/components/uplink.dm b/code/datums/components/uplink.dm
index a269e24974..460a73bf5a 100644
--- a/code/datums/components/uplink.dm
+++ b/code/datums/components/uplink.dm
@@ -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, "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]
@@ -134,23 +143,19 @@ 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)
+/datum/component/uplink/ui_state(mob/user)
+ return GLOB.inventory_state
+
+/datum/component/uplink/ui_interact(mob/user, datum/tgui/ui)
active = TRUE
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Uplink", name, 620, 580, master_ui, state)
+ 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_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_data(mob/user)
if(!user.mind)
return
@@ -178,8 +183,18 @@ 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,
diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm
index cf942f077f..5aeb7626f6 100644
--- a/code/datums/datacore.dm
+++ b/code/datums/datacore.dm
@@ -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"
@@ -91,6 +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()
diff --git a/code/datums/dna.dm b/code/datums/dna.dm
index 8d80bc3f36..de5c1ece91 100644
--- a/code/datums/dna.dm
+++ b/code/datums/dna.dm
@@ -50,6 +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
@@ -74,6 +75,7 @@
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
diff --git a/code/datums/elements/embed.dm b/code/datums/elements/embed.dm
index 8a7acde9cb..876414330f 100644
--- a/code/datums/elements/embed.dm
+++ b/code/datums/elements/embed.dm
@@ -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)
@@ -68,7 +68,7 @@
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
@@ -79,13 +79,13 @@
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("[weapon] bounces off [victim]'s armor!", "[weapon] bounces off your armor!", vision_distance = COMBAT_MESSAGE_RANGE)
+ victim.visible_message("[weapon] bounces off [victim]'s armor, unable to embed!", "[weapon] bounces off your armor, unable to embed!", vision_distance = COMBAT_MESSAGE_RANGE)
return
var/roll_embed = prob(actual_chance)
@@ -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
diff --git a/code/datums/elements/photosynthesis.dm b/code/datums/elements/photosynthesis.dm
index 93e4369b8b..4fe0615b1f 100644
--- a/code/datums/elements/photosynthesis.dm
+++ b/code/datums/elements/photosynthesis.dm
@@ -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)
diff --git a/code/datums/explosion.dm b/code/datums/explosion.dm
index dc32902e5e..dc9569a4d5 100644
--- a/code/datums/explosion.dm
+++ b/code/datums/explosion.dm
@@ -196,14 +196,12 @@ 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)
diff --git a/code/datums/holocall.dm b/code/datums/holocall.dm
index 0f4f02ae2a..4bf02e8587 100644
--- a/code/datums/holocall.dm
+++ b/code/datums/holocall.dm
@@ -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, "You copy the record from [holodiskOriginal] to [src] by connecting the ports!")
name = holodiskOriginal.name
else
- to_chat(user, "[holodiskOriginal] has no record on it!")
+ to_chat(user, "[holodiskOriginal] has no record on it!")
..()
/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"}
diff --git a/code/datums/http.dm b/code/datums/http.dm
new file mode 100644
index 0000000000..2a9b53f131
--- /dev/null
+++ b/code/datums/http.dm
@@ -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
diff --git a/code/datums/martial/_martial.dm b/code/datums/martial/_martial.dm
index 8241f685d7..1581323f89 100644
--- a/code/datums/martial/_martial.dm
+++ b/code/datums/martial/_martial.dm
@@ -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)
diff --git a/code/datums/mood_events/needs_events.dm b/code/datums/mood_events/needs_events.dm
index 962681eb94..b307bcb0aa 100644
--- a/code/datums/mood_events/needs_events.dm
+++ b/code/datums/mood_events/needs_events.dm
@@ -19,6 +19,27 @@
description = "I'm starving!\n"
mood_change = -15
+//charge
+/datum/mood_event/supercharged
+ description = "I can't possibly keep all this power inside, I need to release some quick!\n"
+ mood_change = -10
+
+/datum/mood_event/overcharged
+ description = "I feel dangerously overcharged, perhaps I should release some power.\n"
+ mood_change = -4
+
+/datum/mood_event/charged
+ description = "I feel the power in my veins!\n"
+ mood_change = 6
+
+/datum/mood_event/lowpower
+ description = "My power is running low, I should go charge up somewhere.\n"
+ mood_change = -6
+
+/datum/mood_event/decharged
+ description = "I'm in desperate need of some electricity!\n"
+ mood_change = -10
+
//Disgust
/datum/mood_event/gross
description = "I saw something gross.\n"
diff --git a/code/datums/mutations/actions.dm b/code/datums/mutations/actions.dm
index 7e6d567cfa..bd9ecaeeaa 100644
--- a/code/datums/mutations/actions.dm
+++ b/code/datums/mutations/actions.dm
@@ -410,7 +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
diff --git a/code/datums/mutations/hulk.dm b/code/datums/mutations/hulk.dm
index bc7b9171a8..5d363124d9 100644
--- a/code/datums/mutations/hulk.dm
+++ b/code/datums/mutations/hulk.dm
@@ -27,6 +27,24 @@
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)
on_losing(owner)
diff --git a/code/datums/radiation_wave.dm b/code/datums/radiation_wave.dm
index fe018a8761..8dc3b64e16 100644
--- a/code/datums/radiation_wave.dm
+++ b/code/datums/radiation_wave.dm
@@ -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,
diff --git a/code/datums/skills/_check_skills.dm b/code/datums/skills/_check_skills.dm
index 41939dbee3..91b36a123f 100644
--- a/code/datums/skills/_check_skills.dm
+++ b/code/datums/skills/_check_skills.dm
@@ -14,11 +14,14 @@
mind.skill_holder.ui_interact(src)
-/datum/skill_holder/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/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, ui_key, "SkillPanel", "[owner.name]'s Skills", 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 = new(user, src, "SkillPanel", "[owner.name]'s Skills")
+ ui.set_autoupdate(FALSE)
ui.open()
else if(need_static_data_update)
update_static_data(user)
diff --git a/code/datums/spawners_menu.dm b/code/datums/spawners_menu.dm
index d66445b8a1..95a7d8e633 100644
--- a/code/datums/spawners_menu.dm
+++ b/code/datums/spawners_menu.dm
@@ -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, "SpawnersMenu", "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
\ No newline at end of file
+ . = TRUE
diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm
index aa27c6424e..6e59d4fa2c 100644
--- a/code/datums/status_effects/debuffs.dm
+++ b/code/datums/status_effects/debuffs.dm
@@ -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("[owner.name] regains their grip on \the [active_item]!", "You regain your grip on \the [active_item]", 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."
@@ -433,7 +448,7 @@
var/still_bleeding = FALSE
for(var/thing in throat.wounds)
var/datum/wound/W = thing
- if(W.wound_type == WOUND_LIST_CUT && W.severity > WOUND_SEVERITY_MODERATE)
+ if(W.wound_type == WOUND_SLASH && W.severity > WOUND_SEVERITY_MODERATE)
still_bleeding = TRUE
break
if(!still_bleeding)
@@ -547,8 +562,8 @@
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)
diff --git a/code/datums/status_effects/wound_effects.dm b/code/datums/status_effects/wound_effects.dm
index 91440d36de..045b1b257d 100644
--- a/code/datums/status_effects/wound_effects.dm
+++ b/code/datums/status_effects/wound_effects.dm
@@ -117,8 +117,7 @@
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
. = ..()
- var/datum/wound/W = incoming_wound
- linked_wound = W
+ linked_wound = incoming_wound
linked_limb = linked_wound.limb
/datum/status_effect/wound/on_remove()
@@ -140,9 +139,9 @@
// bones
-/datum/status_effect/wound/bone
+/datum/status_effect/wound/blunt
-/datum/status_effect/wound/bone/interact_speed_modifier()
+/datum/status_effect/wound/blunt/interact_speed_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
@@ -151,7 +150,7 @@
return 1
-/datum/status_effect/wound/bone/action_cooldown_mod()
+/datum/status_effect/wound/blunt/action_cooldown_mod()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
@@ -159,24 +158,34 @@
return 1
-/datum/status_effect/wound/bone/moderate
+/datum/status_effect/wound/blunt/moderate
id = "disjoint"
-/datum/status_effect/wound/bone/severe
+/datum/status_effect/wound/blunt/severe
id = "hairline"
-/datum/status_effect/wound/bone/critical
+/datum/status_effect/wound/blunt/critical
id = "compound"
// cuts
-/datum/status_effect/wound/cut/moderate
+/datum/status_effect/wound/slash/moderate
id = "abrasion"
-/datum/status_effect/wound/cut/severe
+/datum/status_effect/wound/slash/severe
id = "laceration"
-/datum/status_effect/wound/cut/critical
+/datum/status_effect/wound/slash/critical
id = "avulsion"
+// pierce
+/datum/status_effect/wound/pierce/moderate
+ id = "breakage"
+
+/datum/status_effect/wound/pierce/severe
+ id = "puncture"
+
+/datum/status_effect/wound/pierce/critical
+ id = "rupture"
+
// burns
/datum/status_effect/wound/burn/moderate
id = "seconddeg"
diff --git a/code/datums/traits/negative.dm b/code/datums/traits/negative.dm
index 87126ae28f..68b5d6f987 100644
--- a/code/datums/traits/negative.dm
+++ b/code/datums/traits/negative.dm
@@ -14,7 +14,7 @@
if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
return
else
- quirk_holder.blood_volume -= 0.275
+ quirk_holder.blood_volume -= 0.2
/datum/quirk/depression
name = "Depression"
@@ -54,7 +54,7 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
if("Botanist")
heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
if("Medical Doctor")
- heirloom_type = /obj/item/healthanalyzer/advanced
+ heirloom_type = /obj/item/healthanalyzer
if("Paramedic")
heirloom_type = /obj/item/lighter
if("Station Engineer")
@@ -337,10 +337,8 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
dumb_thing = FALSE //only once per life
if(prob(1))
new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
+
// small chance to make eye contact with inanimate objects/mindless mobs because of nerves
-
-
-
/datum/quirk/social_anxiety/proc/looks_at_floor(datum/source, atom/A)
var/mob/living/mind_check = A
if(prob(85) || (istype(mind_check) && mind_check.mind))
diff --git a/code/datums/wires/_wires.dm b/code/datums/wires/_wires.dm
index 75bd4f5c17..04fbc4a590 100644
--- a/code/datums/wires/_wires.dm
+++ b/code/datums/wires/_wires.dm
@@ -97,6 +97,12 @@
/datum/wires/proc/get_wire(color)
return colors[color]
+/datum/wires/proc/get_color_of_wire(wire_type)
+ for(var/color in colors)
+ var/other_type = colors[color]
+ if(wire_type == other_type)
+ return color
+
/datum/wires/proc/get_attached(color)
if(assemblies[color])
return assemblies[color]
@@ -117,7 +123,7 @@
return TRUE
/datum/wires/proc/is_dud(wire)
- return findtext(wire, WIRE_DUD_PREFIX)
+ return findtext(wire, WIRE_DUD_PREFIX, 1, length(WIRE_DUD_PREFIX) + 1)
/datum/wires/proc/is_dud_color(color)
return is_dud(get_wire(color))
@@ -197,6 +203,7 @@
S.forceMove(holder.drop_location())
return S
+/// Called from [/atom/proc/emp_act]
/datum/wires/proc/emp_pulse()
var/list/possible_wires = shuffle(wires)
var/remaining_pulses = MAXIMUM_EMP_WIRES
@@ -239,11 +246,13 @@
return ..()
return UI_CLOSE
-/datum/wires/ui_interact(mob/user, ui_key = "wires", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/wires/ui_state(mob/user)
+ return GLOB.physical_state
+
+/datum/wires/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
- ui = new(user, src, ui_key, "Wires", "[holder.name] Wires", 350, 150 + wires.len * 30, master_ui, state)
+ ui = new(user, src, "Wires", "[holder.name] Wires")
ui.open()
/datum/wires/ui_data(mob/user)
diff --git a/code/datums/wires/airlock.dm b/code/datums/wires/airlock.dm
index 2b13344cc6..6cef7ac50f 100644
--- a/code/datums/wires/airlock.dm
+++ b/code/datums/wires/airlock.dm
@@ -53,11 +53,10 @@
/datum/wires/airlock/interactable(mob/user)
var/obj/machinery/door/airlock/A = holder
- if(!A.panel_open)
- return FALSE
if(!A.hasSiliconAccessInArea(user) && A.isElectrified() && A.shock(user, 100))
return FALSE
- return TRUE
+ if(A.panel_open)
+ return TRUE
/datum/wires/airlock/get_status()
var/obj/machinery/door/airlock/A = holder
@@ -115,10 +114,7 @@
A.aiControlDisabled = -1
if(WIRE_SHOCK) // Pulse to shock the door for 10 ticks.
if(!A.secondsElectrified)
- A.set_electrified(30)
- if(usr)
- LAZYADD(A.shockedby, text("\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(usr)]"))
- log_combat(usr, A, "electrified")
+ A.set_electrified(30, usr)
if(WIRE_SAFETY)
A.safe = !A.safe
if(!A.density)
@@ -135,21 +131,17 @@
if(WIRE_POWER1, WIRE_POWER2) // Cut to loose power, repair all to gain power.
if(mend && !is_cut(WIRE_POWER1) && !is_cut(WIRE_POWER2))
A.regainMainPower()
- if(usr)
- A.shock(usr, 50)
else
A.loseMainPower()
- if(usr)
- A.shock(usr, 50)
+ if(isliving(usr))
+ A.shock(usr, 50)
if(WIRE_BACKUP1, WIRE_BACKUP2) // Cut to loose backup power, repair all to gain backup power.
if(mend && !is_cut(WIRE_BACKUP1) && !is_cut(WIRE_BACKUP2))
A.regainBackupPower()
- if(usr)
- A.shock(usr, 50)
else
A.loseBackupPower()
- if(usr)
- A.shock(usr, 50)
+ if(isliving(usr))
+ A.shock(usr, 50)
if(WIRE_BOLTS) // Cut to drop bolts, mend does nothing.
if(!mend)
A.bolt()
@@ -170,10 +162,7 @@
A.set_electrified(0)
else
if(A.secondsElectrified != -1)
- A.set_electrified(-1)
- if(usr)
- LAZYADD(A.shockedby, text("\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(usr)]"))
- log_combat(usr, A, "electrified")
+ A.set_electrified(-1, usr)
if(WIRE_SAFETY) // Cut to disable safeties, mend to re-enable.
A.safe = mend
if(WIRE_TIMING) // Cut to disable auto-close, mend to re-enable.
@@ -184,5 +173,5 @@
A.lights = mend
A.update_icon()
if(WIRE_ZAP1, WIRE_ZAP2) // Ouch.
- if(usr)
- A.shock(usr, 50)
+ if(isliving(usr))
+ A.shock(usr, 50)
\ No newline at end of file
diff --git a/code/datums/wounds/_scars.dm b/code/datums/wounds/_scars.dm
index bfbaab835e..8cd0d8a047 100644
--- a/code/datums/wounds/_scars.dm
+++ b/code/datums/wounds/_scars.dm
@@ -53,8 +53,12 @@
if(victim)
LAZYADD(victim.all_scars, src)
- description = pick(W.scarring_descriptions)
- precise_location = pick(limb.specific_locations)
+ if(victim && victim.get_biological_state() == BIO_JUST_BONE)
+ description = pick(strings(BONE_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
+ else
+ description = pick(strings(FLESH_SCAR_FILE, W.scar_keyword)) || "general disfigurement"
+
+ precise_location = pick(strings(SCAR_LOC_FILE, limb.body_zone))
switch(W.severity)
if(WOUND_SEVERITY_MODERATE)
visibility = 2
@@ -62,6 +66,9 @@
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
+ if(WOUND_SEVERITY_LOSS)
+ visibility = 7
+ precise_location = "amputation"
/// Used when we finalize a scar from a healing cut
/datum/scar/proc/lazy_attach(obj/item/bodypart/BP, datum/wound/W)
@@ -71,10 +78,11 @@
LAZYADD(victim.all_scars, src)
/// Used to "load" a persistent scar
-/datum/scar/proc/load(obj/item/bodypart/BP, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
- if(!(BP.body_zone in applicable_zones))
+/datum/scar/proc/load(obj/item/bodypart/BP, version, description, specific_location, severity=WOUND_SEVERITY_SEVERE)
+ if(!(BP.body_zone in applicable_zones) || !BP.is_organic_limb())
qdel(src)
return
+
limb = BP
src.severity = severity
LAZYADD(limb.scars, src)
@@ -90,6 +98,8 @@
visibility = 3
if(WOUND_SEVERITY_CRITICAL)
visibility = 5
+ if(WOUND_SEVERITY_LOSS)
+ visibility = 7
return TRUE
/// What will show up in examine_more() if this scar is visible
@@ -102,9 +112,12 @@
if(WOUND_SEVERITY_MODERATE)
msg = "[msg]"
if(WOUND_SEVERITY_SEVERE)
- msg = "[msg]"
+ msg = "[msg]"
if(WOUND_SEVERITY_CRITICAL)
- msg = "[msg]"
+ msg = "[msg]"
+ if(WOUND_SEVERITY_LOSS)
+ msg = "[victim.p_their(TRUE)] [limb.name] [description]." // different format
+ msg = "[msg]"
return "\t[msg]"
/// Whether a scar can currently be seen by the viewer
@@ -117,12 +130,12 @@
if(!ishuman(victim) || isobserver(viewer) || victim == viewer)
return TRUE
- var/mob/living/carbon/human/H = victim
+ var/mob/living/carbon/human/human_victim = victim
if(istype(limb, /obj/item/bodypart/head))
- if((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) || (H.head && (H.head.flags_inv & HIDEFACE)))
+ if((human_victim.wear_mask && (human_victim.wear_mask.flags_inv & HIDEFACE)) || (human_victim.head && (human_victim.head.flags_inv & HIDEFACE)))
return FALSE
else if(limb.scars_covered_by_clothes)
- var/num_covers = LAZYLEN(H.clothingonpart(limb))
+ var/num_covers = LAZYLEN(human_victim.clothingonpart(limb))
if(num_covers + get_dist(viewer, victim) >= visibility)
return FALSE
@@ -131,4 +144,9 @@
/// Used to format a scar to safe in preferences for persistent scars
/datum/scar/proc/format()
if(!fake)
- return "[limb.body_zone]|[description]|[precise_location]|[severity]"
+ return "[SCAR_CURRENT_VERSION]|[limb.body_zone]|[description]|[precise_location]|[severity]"
+
+/// Used to format a scar to safe in preferences for persistent scars
+/datum/scar/proc/format_amputated(body_zone)
+ description = pick(list("is several skintone shades paler than the rest of the body", "is a gruesome patchwork of artificial flesh", "has a large series of attachment scars at the articulation points"))
+ return "[SCAR_CURRENT_VERSION]|[body_zone]|[description]|amputated|[WOUND_SEVERITY_LOSS]"
\ No newline at end of file
diff --git a/code/datums/wounds/_wounds.dm b/code/datums/wounds/_wounds.dm
index b1ba49b7ab..29c87b32d4 100644
--- a/code/datums/wounds/_wounds.dm
+++ b/code/datums/wounds/_wounds.dm
@@ -33,15 +33,13 @@
/// Either WOUND_SEVERITY_TRIVIAL (meme wounds like stubbed toe), WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, or WOUND_SEVERITY_CRITICAL (or maybe WOUND_SEVERITY_LOSS)
var/severity = WOUND_SEVERITY_MODERATE
- /// The list of wounds it belongs in, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN
+ /// The list of wounds it belongs in, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN
var/wound_type
/// What body zones can we affect
var/list/viable_zones = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
/// Who owns the body part that we're wounding
var/mob/living/carbon/victim = null
- /// If we only work on organics (everything right now)
- var/organic_only = TRUE
/// The bodypart we're parented to
var/obj/item/bodypart/limb = null
@@ -51,8 +49,6 @@
var/list/treatable_by_grabbed
/// Tools with the specified tool flag will also be able to try directly treating this wound
var/treatable_tool
- /// Set to TRUE if we don't give a shit about the patient's comfort and are allowed to just use any random sharp thing on this wound. Will require an aggressive grab or more to perform
- var/treatable_sharp
/// How long it will take to treat this wound with a standard effective tool, assuming it doesn't need surgery
var/base_treat_time = 5 SECONDS
@@ -65,17 +61,13 @@
/// How much we're contributing to this limb's bleed_rate
var/blood_flow
- /// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding()] to begin suffering this wound, see check_wounding_mods() for more
+ /// The minimum we need to roll on [/obj/item/bodypart/proc/check_wounding] to begin suffering this wound, see check_wounding_mods() for more
var/threshold_minimum
/// How much having this wound will add to all future check_wounding() rolls on this limb, to allow progression to worse injuries with repeated damage
var/threshold_penalty
/// If we need to process each life tick
var/processes = FALSE
- /// If TRUE and an item that can treat multiple different types of coexisting wounds (gauze can be used to splint broken bones, staunch bleeding, and cover burns), we get first dibs if we come up first for it, then become nonpriority.
- /// Otherwise, if no untreated wound claims the item, we cycle through the non priority wounds and pick a random one who can use that item.
- var/treat_priority = FALSE
-
/// If having this wound makes currently makes the parent bodypart unusable
var/disabling
@@ -89,12 +81,15 @@
var/cryo_progress
/// What kind of scars this wound will create description wise once healed
- var/list/scarring_descriptions = list("general disfigurement")
+ var/scar_keyword = "generic"
/// If we've already tried scarring while removing (since remove_wound calls qdel, and qdel calls remove wound, .....) TODO: make this cleaner
var/already_scarred = FALSE
/// If we forced this wound through badmin smite, we won't count it towards the round totals
var/from_smite
+ /// What flags apply to this wound
+ var/wound_flags = (FLESH_WOUND | BONE_WOUND | ACCEPTS_GAUZE)
+
/datum/wound/Destroy()
if(attached_surgery)
QDEL_NULL(attached_surgery)
@@ -115,13 +110,13 @@
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
*/
/datum/wound/proc/apply_wound(obj/item/bodypart/L, silent = FALSE, datum/wound/old_wound = null, smited = FALSE)
- if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner))
+ if(!istype(L) || !L.owner || !(L.body_zone in viable_zones) || isalien(L.owner) || !L.is_organic_limb())
qdel(src)
return
if(ishuman(L.owner))
var/mob/living/carbon/human/H = L.owner
- if(organic_only && ((NOBLOOD in H.dna.species.species_traits) || !L.is_organic_limb()))
+ if(((wound_flags & BONE_WOUND) && !(HAS_BONE in H.dna.species.species_traits)) || ((wound_flags & FLESH_WOUND) && !(HAS_FLESH in H.dna.species.species_traits)))
qdel(src)
return
@@ -161,7 +156,7 @@
victim.visible_message(msg, "Your [limb.name] [occur_text]!", vision_distance = vis_dist)
if(sound_effect)
- playsound(L.owner, sound_effect, 60 + 20 * severity, TRUE)
+ playsound(L.owner, sound_effect, 70 + 20 * severity, TRUE)
if(!demoted)
wound_injury(old_wound)
@@ -181,7 +176,7 @@
SEND_SIGNAL(victim, COMSIG_CARBON_LOSE_WOUND, src, limb)
if(limb && !ignore_limb)
LAZYREMOVE(limb.wounds, src)
- limb.update_wounds()
+ limb.update_wounds(replaced)
/**
* replace_wound() is used when you want to replace the current wound with a new wound, presumably of the same category, just of a different severity (either up or down counts)
@@ -189,7 +184,7 @@
* This proc actually instantiates the new wound based off the specific type path passed, then returns the new instantiated wound datum.
*
* Arguments:
- * * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/brute/cut/severe
+ * * new_type- The TYPE PATH of the wound you want to replace this, like /datum/wound/slash/severe
* * smited- If this is a smite, we don't care about this wound for stat tracking purposes (not yet implemented)
*/
/datum/wound/proc/replace_wound(new_type, smited = FALSE)
@@ -206,7 +201,6 @@
/// Additional beneficial effects when the wound is gained, in case you want to give a temporary boost to allow the victim to try an escape or last stand
/datum/wound/proc/second_wind()
-
switch(severity)
if(WOUND_SEVERITY_MODERATE)
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_MODERATE)
@@ -214,11 +208,13 @@
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_SEVERE)
if(WOUND_SEVERITY_CRITICAL)
victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_CRITICAL)
+ if(WOUND_SEVERITY_LOSS)
+ victim.reagents.add_reagent(/datum/reagent/determination, WOUND_DETERMINATION_LOSS)
/**
- * try_treating() is an intercept run from [/mob/living/carbon/attackby()] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
+ * try_treating() is an intercept run from [/mob/living/carbon/proc/attackby] right after surgeries but before anything else. Return TRUE here if the item is something that is relevant to treatment to take over the interaction.
*
- * This proc leads into [/datum/wound/proc/treat()] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
+ * This proc leads into [/datum/wound/proc/treat] and probably shouldn't be added onto in children types. You can specify what items or tools you want to be intercepted
* with var/list/treatable_by and var/treatable_tool, then if an item fulfills one of those requirements and our wound claims it first, it goes over to treat() and treat_self().
*
* Arguments:
@@ -258,7 +254,7 @@
treat(I, user)
return TRUE
-/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling()]). Treatment is still is handled in [/datum/wound/proc/treat()]
+/// Return TRUE if we have an item that can only be used while aggro grabbed (unhanded aggro grab treatments go in [/datum/wound/proc/try_handling]). Treatment is still is handled in [/datum/wound/proc/treat]
/datum/wound/proc/check_grab_treatments(obj/item/I, mob/user)
return FALSE
@@ -288,10 +284,22 @@
if(cryo_progress > 33 * severity)
qdel(src)
+/// When synthflesh is applied to the victim, we call this. No sense in setting up an entire chem reaction system for wounds when we only care for a few chems. Probably will change in the future
+/datum/wound/proc/on_synthflesh(power)
+ return
+
+/// Called when the patient is undergoing stasis, so that having fully treated a wound doesn't make you sit there helplessly until you think to unbuckle them
+/datum/wound/proc/on_stasis()
+ return
+
/// Called when we're crushed in an airlock or firedoor, for one of the improvised joint dislocation fixes
/datum/wound/proc/crush()
return
+/// Used when we're being dragged while bleeding, the value we return is how much bloodloss this wound causes from being dragged. Since it's a proc, you can let bandages soak some of the blood
+/datum/wound/proc/drag_bleed_amount()
+ return
+
/**
* get_examine_description() is used in carbon/examine and human/examine to show the status of this wound. Useful if you need to show some status like the wound being splinted or bandaged.
*
@@ -301,7 +309,8 @@
* * mob/user: The user examining the wound's owner, if that matters
*/
/datum/wound/proc/get_examine_description(mob/user)
- return "[victim.p_their(TRUE)] [limb.name] [examine_desc]!"
+ . = "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
+ . = severity <= WOUND_SEVERITY_MODERATE ? "[.]." : "[.]!"
/datum/wound/proc/get_scanner_description(mob/user)
return "Type: [name]\nSeverity: [severity_text()]\nDescription: [desc]\nRecommended Treatment: [treat_text]"
diff --git a/code/datums/wounds/bones.dm b/code/datums/wounds/bones.dm
index 80d922cba3..128c860a6d 100644
--- a/code/datums/wounds/bones.dm
+++ b/code/datums/wounds/bones.dm
@@ -1,4 +1,3 @@
-
/*
Bones
*/
@@ -7,12 +6,10 @@
/*
Base definition
*/
-/datum/wound/brute/bone
- sound_effect = 'sound/effects/crack1.ogg'
- wound_type = WOUND_LIST_BONE
-
- /// The item we're currently splinted with, if there is one
- var/obj/item/stack/splinted
+/datum/wound/blunt
+ sound_effect = 'sound/effects/wounds/crack1.ogg'
+ wound_type = WOUND_BLUNT
+ wound_flags = (BONE_WOUND | ACCEPTS_GAUZE)
/// Have we been taped?
var/taped
@@ -31,12 +28,12 @@
/// How long do we wait +/- 20% for the next trauma?
var/trauma_cycle_cooldown
/// If this is a chest wound and this is set, we have this chance to cough up blood when hit in the chest
- var/chance_internal_bleeding = 0
+ var/internal_bleeding_chance = 0
/*
Overwriting of base procs
*/
-/datum/wound/brute/bone/wound_injury(datum/wound/old_wound = null)
+/datum/wound/blunt/wound_injury(datum/wound/old_wound = null)
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group)
processes = TRUE
active_trauma = victim.gain_trauma_type(brain_trauma_group, TRAUMA_RESILIENCE_WOUND)
@@ -53,14 +50,14 @@
update_inefficiencies()
-/datum/wound/brute/bone/remove_wound(ignore_limb, replaced)
+/datum/wound/blunt/remove_wound(ignore_limb, replaced)
limp_slowdown = 0
QDEL_NULL(active_trauma)
if(victim)
UnregisterSignal(victim, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
return ..()
-/datum/wound/brute/bone/handle_process()
+/datum/wound/blunt/handle_process()
. = ..()
if(limb.body_zone == BODY_ZONE_HEAD && brain_trauma_group && world.time > next_trauma_cycle)
if(active_trauma)
@@ -86,7 +83,7 @@
remove_wound()
/// If we're a human who's punching something with a broken arm, we might hurt ourselves doing so
-/datum/wound/brute/bone/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
+/datum/wound/blunt/proc/attack_with_hurt_hand(mob/M, atom/target, proximity)
if(victim.get_active_hand() != limb || victim.a_intent == INTENT_HELP || !ismob(target) || severity <= WOUND_SEVERITY_MODERATE)
return
@@ -104,61 +101,54 @@
limb.receive_damage(brute=rand(3,7))
return COMPONENT_NO_ATTACK_HAND
-/datum/wound/brute/bone/receive_damage(wounding_type, wounding_dmg, wound_bonus)
- if(!victim)
+/datum/wound/blunt/receive_damage(wounding_type, wounding_dmg, wound_bonus)
+ if(!victim || wounding_dmg < WOUND_MINIMUM_DAMAGE)
return
+ if(ishuman(victim))
+ var/mob/living/carbon/human/human_victim = victim
+ if(NOBLOOD in human_victim.dna?.species.species_traits)
+ return
- if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(chance_internal_bleeding + wounding_dmg))
+ if(limb.body_zone == BODY_ZONE_CHEST && victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
var/blood_bled = rand(1, wounding_dmg * (severity == WOUND_SEVERITY_CRITICAL ? 2 : 1.5)) // 12 brute toolbox can cause up to 18/24 bleeding with a severe/critical chest wound
switch(blood_bled)
if(1 to 6)
victim.bleed(blood_bled, TRUE)
if(7 to 13)
- victim.visible_message("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.", "You cough up a bit of blood from the blow to your chest.")
+ victim.visible_message("[victim] coughs up a bit of blood from the blow to [victim.p_their()] chest.", "You cough up a bit of blood from the blow to your chest.", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled, TRUE)
if(14 to 19)
- victim.visible_message("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!", "You spit out a string of blood from the blow to your chest!")
+ victim.visible_message("[victim] spits out a string of blood from the blow to [victim.p_their()] chest!", "You spit out a string of blood from the blow to your chest!", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
- victim.visible_message("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!", "You choke up on a spray of blood from the blow to your chest!")
+ victim.visible_message("[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!", "You choke up on a spray of blood from the blow to your chest!", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
- if(!(wounding_type in list(WOUND_SHARP, WOUND_BURN)) || !splinted || wound_bonus == CANT_WOUND)
- return
- splinted.take_damage(wounding_dmg, damage_type = (wounding_type == WOUND_SHARP ? BRUTE : BURN), sound_effect = FALSE)
- if(QDELETED(splinted))
- var/destroyed_verb = (wounding_type == WOUND_SHARP ? "torn" : "burned")
- victim.visible_message("The splint securing [victim]'s [limb.name] is [destroyed_verb] away!", "The splint securing your [limb.name] is [destroyed_verb] away!", vision_distance=COMBAT_MESSAGE_RANGE)
- splinted = null
- treat_priority = TRUE
- update_inefficiencies()
-
-
-/datum/wound/brute/bone/get_examine_description(mob/user)
- if(!splinted && !gelled && !taped)
+/datum/wound/blunt/get_examine_description(mob/user)
+ if(!limb.current_gauze && !gelled && !taped)
return ..()
- var/msg = ""
- if(!splinted)
- msg = "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
+ var/list/msg = list()
+ if(!limb.current_gauze)
+ msg += "[victim.p_their(TRUE)] [limb.name] [examine_desc]"
else
- var/splint_condition = ""
+ var/sling_condition = ""
// how much life we have left in these bandages
- switch(splinted.obj_integrity / splinted.max_integrity * 100)
+ switch(limb.current_gauze.obj_integrity / limb.current_gauze.max_integrity * 100)
if(0 to 25)
- splint_condition = "just barely "
+ sling_condition = "just barely "
if(25 to 50)
- splint_condition = "loosely "
+ sling_condition = "loosely "
if(50 to 75)
- splint_condition = "mostly "
+ sling_condition = "mostly "
if(75 to INFINITY)
- splint_condition = "tightly "
+ sling_condition = "tightly "
- msg = "[victim.p_their(TRUE)] [limb.name] is [splint_condition] fastened in a splint of [splinted.name]"
+ msg += "[victim.p_their(TRUE)] [limb.name] is [sling_condition] fastened in a sling of [limb.current_gauze.name]"
if(taped)
msg += ", and appears to be reforming itself under some surgical tape!"
@@ -166,58 +156,35 @@
msg += ", with fizzing flecks of blue bone gel sparking off the bone!"
else
msg += "!"
- return "[msg]"
+ return "[msg.Join()]"
/*
- New common procs for /datum/wound/brute/bone/
+ New common procs for /datum/wound/blunt/
*/
-/datum/wound/brute/bone/proc/update_inefficiencies()
+/datum/wound/blunt/proc/update_inefficiencies()
if(limb.body_zone in list(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
- if(splinted)
- limp_slowdown = initial(limp_slowdown) * splinted.splint_factor
+ if(limb.current_gauze)
+ limp_slowdown = initial(limp_slowdown) * limb.current_gauze.splint_factor
else
limp_slowdown = initial(limp_slowdown)
victim.apply_status_effect(STATUS_EFFECT_LIMP)
else if(limb.body_zone in list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
- if(splinted)
- interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * splinted.splint_factor)
+ if(limb.current_gauze)
+ interaction_efficiency_penalty = 1 + ((interaction_efficiency_penalty - 1) * limb.current_gauze.splint_factor)
else
interaction_efficiency_penalty = interaction_efficiency_penalty
- if(initial(disabling) && splinted)
- disabling = FALSE
- else if(initial(disabling))
- disabling = TRUE
+ if(initial(disabling))
+ disabling = !limb.current_gauze
limb.update_wounds()
-/*
- BEWARE OF REDUNDANCY AHEAD THAT I MUST PARE DOWN
-*/
-
-/datum/wound/brute/bone/proc/splint(obj/item/stack/I, mob/user)
- if(splinted && splinted.splint_factor >= I.splint_factor)
- to_chat(user, "The splint already on [user == victim ? "your" : "[victim]'s"] [limb.name] is better than you can do with [I].")
- return
-
- user.visible_message("[user] begins splinting [victim]'s [limb.name] with [I].", "You begin splinting [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
-
- if(!do_after(user, base_treat_time * (user == victim ? 1.5 : 1), target = victim, extra_checks=CALLBACK(src, .proc/still_exists)))
- return
-
- user.visible_message("[user] finishes splinting [victim]'s [limb.name]!", "You finish splinting [user == victim ? "your" : "[victim]'s"] [limb.name]!")
- treat_priority = FALSE
- splinted = new I.type(limb)
- splinted.amount = 1
- I.use(1)
- update_inefficiencies()
-
/*
Moderate (Joint Dislocation)
*/
-/datum/wound/brute/bone/moderate
+/datum/wound/blunt/moderate
name = "Joint Dislocation"
desc = "Patient's bone has been unset from socket, causing pain and reduced motor function."
treat_text = "Recommended application of bonesetter to affected limb, though manual relocation by applying an aggressive grab to the patient and helpfully interacting with afflicted limb may suffice."
@@ -226,19 +193,20 @@
severity = WOUND_SEVERITY_MODERATE
viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
interaction_efficiency_penalty = 1.5
- limp_slowdown = 3
- threshold_minimum = 35
+ limp_slowdown = 1.5
+ threshold_minimum = 45
threshold_penalty = 15
treatable_tool = TOOL_BONESET
- status_effect_type = /datum/status_effect/wound/bone/moderate
- scarring_descriptions = list("light discoloring", "a slight blue tint")
+ wound_flags = (BONE_WOUND)
+ status_effect_type = /datum/status_effect/wound/blunt/moderate
+ scar_keyword = "bluntmoderate"
-/datum/wound/brute/bone/moderate/crush()
+/datum/wound/blunt/moderate/crush()
if(prob(33))
victim.visible_message("[victim]'s dislocated [limb.name] pops back into place!", "Your dislocated [limb.name] pops back into place! Ow!")
remove_wound()
-/datum/wound/brute/bone/moderate/try_handling(mob/living/carbon/human/user)
+/datum/wound/blunt/moderate/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
@@ -256,7 +224,7 @@
return TRUE
/// If someone is snapping our dislocated joint back into place by hand with an aggro grab and help intent
-/datum/wound/brute/bone/moderate/proc/chiropractice(mob/living/carbon/human/user)
+/datum/wound/blunt/moderate/proc/chiropractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -275,7 +243,7 @@
chiropractice(user)
/// If someone is snapping our dislocated joint into a fracture by hand with an aggro grab and harm or disarm intent
-/datum/wound/brute/bone/moderate/proc/malpractice(mob/living/carbon/human/user)
+/datum/wound/blunt/moderate/proc/malpractice(mob/living/carbon/human/user)
var/time = base_treat_time
if(!do_after(user, time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -293,7 +261,7 @@
malpractice(user)
-/datum/wound/brute/bone/moderate/treat(obj/item/I, mob/user)
+/datum/wound/blunt/moderate/treat(obj/item/I, mob/user)
if(victim == user)
victim.visible_message("[user] begins resetting [victim.p_their()] [limb.name] with [I].", "You begin resetting your [limb.name] with [I]...")
else
@@ -317,56 +285,57 @@
Severe (Hairline Fracture)
*/
-/datum/wound/brute/bone/severe
+/datum/wound/blunt/severe
name = "Hairline Fracture"
desc = "Patient's bone has suffered a crack in the foundation, causing serious pain and reduced limb functionality."
- treat_text = "Recommended light surgical application of bone gel, though splinting will prevent worsening situation."
- examine_desc = "appears bruised and grotesquely swollen"
-
+ treat_text = "Recommended light surgical application of bone gel, though a sling of medical gauze will prevent worsening situation."
+ examine_desc = "appears grotesquely swollen, its attachment weakened"
occur_text = "sprays chips of bone and develops a nasty looking bruise"
+
severity = WOUND_SEVERITY_SEVERE
interaction_efficiency_penalty = 2
- limp_slowdown = 6
- threshold_minimum = 60
+ limp_slowdown = 4
+ threshold_minimum = 70
threshold_penalty = 30
- treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
- status_effect_type = /datum/status_effect/wound/bone/severe
- treat_priority = TRUE
- scarring_descriptions = list("a faded, fist-sized bruise", "a vaguely triangular peel scar")
+ treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
+ status_effect_type = /datum/status_effect/wound/blunt/severe
+ scar_keyword = "bluntsevere"
brain_trauma_group = BRAIN_TRAUMA_MILD
trauma_cycle_cooldown = 1.5 MINUTES
- chance_internal_bleeding = 40
+ internal_bleeding_chance = 40
+ wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
-/datum/wound/brute/bone/critical
+/datum/wound/blunt/critical
name = "Compound Fracture"
desc = "Patient's bones have suffered multiple gruesome fractures, causing significant pain and near uselessness of limb."
treat_text = "Immediate binding of affected limb, followed by surgical intervention ASAP."
- examine_desc = "has a cracked bone sticking out of it"
+ examine_desc = "is mangled and pulped, seemingly held together by tissue alone"
occur_text = "cracks apart, exposing broken bones to open air"
+
severity = WOUND_SEVERITY_CRITICAL
interaction_efficiency_penalty = 4
- limp_slowdown = 9
- sound_effect = 'sound/effects/crack2.ogg'
- threshold_minimum = 115
+ limp_slowdown = 6
+ sound_effect = 'sound/effects/wounds/crack2.ogg'
+ threshold_minimum = 125
threshold_penalty = 50
disabling = TRUE
- treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/gauze, /obj/item/stack/medical/bone_gel)
- status_effect_type = /datum/status_effect/wound/bone/critical
- treat_priority = TRUE
- scarring_descriptions = list("a section of janky skin lines and badly healed scars", "a large patch of uneven skin tone", "a cluster of calluses")
+ treatable_by = list(/obj/item/stack/sticky_tape/surgical, /obj/item/stack/medical/bone_gel)
+ status_effect_type = /datum/status_effect/wound/blunt/critical
+ scar_keyword = "bluntcritical"
brain_trauma_group = BRAIN_TRAUMA_SEVERE
trauma_cycle_cooldown = 2.5 MINUTES
- chance_internal_bleeding = 60
+ internal_bleeding_chance = 60
+ wound_flags = (BONE_WOUND | ACCEPTS_GAUZE | MANGLES_BONE)
// doesn't make much sense for "a" bone to stick out of your head
-/datum/wound/brute/bone/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
+/datum/wound/blunt/critical/apply_wound(obj/item/bodypart/L, silent, datum/wound/old_wound, smited)
if(L.body_zone == BODY_ZONE_HEAD)
occur_text = "splits open, exposing a bare, cracked skull through the flesh and blood"
examine_desc = "has an unsettling indent, with bits of skull poking out"
. = ..()
/// if someone is using bone gel on our wound
-/datum/wound/brute/bone/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
+/datum/wound/blunt/proc/gel(obj/item/stack/medical/bone_gel/I, mob/user)
if(gelled)
to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] is already coated with bone gel!")
return
@@ -385,12 +354,12 @@
var/painkiller_bonus = 0
if(victim.drunkenness)
painkiller_bonus += 5
- if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/morphine))
+ if(victim.reagents?.has_reagent(/datum/reagent/medicine/morphine))
painkiller_bonus += 10
- if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/determination))
+ if(victim.reagents?.has_reagent(/datum/reagent/determination))
painkiller_bonus += 5
- if(prob(25 + (20 * (severity - 2)) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
+ if(prob(25 + (20 * severity - 2) - painkiller_bonus)) // 25%/45% chance to fail self-applying with severe and critical wounds, modded by painkillers
victim.visible_message("[victim] fails to finish applying [I] to [victim.p_their()] [limb.name], passing out from the pain!", "You black out from the pain of applying [I] to your [limb.name] before you can finish!")
victim.AdjustUnconscious(5 SECONDS)
return
@@ -401,7 +370,7 @@
gelled = TRUE
/// if someone is using surgical tape on our wound
-/datum/wound/brute/bone/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
+/datum/wound/blunt/proc/tape(obj/item/stack/sticky_tape/surgical/I, mob/user)
if(!gelled)
to_chat(user, "[user == victim ? "Your" : "[victim]'s"] [limb.name] must be coated with bone gel to perform this emergency operation!")
return
@@ -426,15 +395,13 @@
taped = TRUE
processes = TRUE
-/datum/wound/brute/bone/treat(obj/item/I, mob/user)
+/datum/wound/blunt/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/stack/medical/bone_gel))
gel(I, user)
else if(istype(I, /obj/item/stack/sticky_tape/surgical))
tape(I, user)
- else if(istype(I, /obj/item/stack/medical/gauze))
- splint(I, user)
-/datum/wound/brute/bone/get_scanner_description(mob/user)
+/datum/wound/blunt/get_scanner_description(mob/user)
. = ..()
. += "
"
@@ -444,7 +411,7 @@
else if(!taped)
. += "Continue Alternative Treatment: Apply surgical tape directly to injured limb to begin bone regeneration. Note, this is both excruciatingly painful and slow.\n"
else
- . += "Note: Bone regeneration in effect. Bone is [round((regen_points_current*100)/regen_points_needed,0.1)]% regenerated.\n"
+ . += "Note: Bone regeneration in effect. Bone is [round(regen_points_current*100/regen_points_needed)]% regenerated.\n"
if(limb.body_zone == BODY_ZONE_HEAD)
. += "Cranial Trauma Detected: Patient will suffer random bouts of [severity == WOUND_SEVERITY_SEVERE ? "mild" : "severe"] brain traumas until bone is repaired."
diff --git a/code/datums/wounds/burns.dm b/code/datums/wounds/burns.dm
index 6a6629a0c9..f3e22807cf 100644
--- a/code/datums/wounds/burns.dm
+++ b/code/datums/wounds/burns.dm
@@ -1,14 +1,14 @@
-
// TODO: well, a lot really, but specifically I want to add potential fusing of clothing/equipment on the affected area, and limb infections, though those may go in body part code
/datum/wound/burn
a_or_from = "from"
- wound_type = WOUND_LIST_BURN
+ wound_type = WOUND_BURN
processes = TRUE
- sound_effect = 'sound/effects/sizzle1.ogg'
+ sound_effect = 'sound/effects/wounds/sizzle1.ogg'
+ wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
- treatable_by = list(/obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
+ treatable_by = list(/obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh) // sterilizer and alcohol will require reagent treatments, coming soon
// Flesh damage vars
/// How much damage to our flesh we currently have. Once both this and infestation reach 0, the wound is considered healed
@@ -27,8 +27,6 @@
/// Once we reach infestation beyond WOUND_INFESTATION_SEPSIS, we get this many warnings before the limb is completely paralyzed (you'd have to ignore a really bad burn for a really long time for this to happen)
var/strikes_to_lose_limb = 3
- /// The current bandage we have for this wound (maybe move bandages to the limb?)
- var/obj/item/stack/current_bandage
/datum/wound/burn/handle_process()
. = ..()
@@ -47,15 +45,11 @@
sanitization += 0.3
flesh_healing += 0.5
- if(current_bandage)
- current_bandage.absorption_capacity -= WOUND_BURN_SANITIZATION_RATE
- if(current_bandage.absorption_capacity <= 0)
- victim.visible_message("Pus soaks through \the [current_bandage] on [victim]'s [limb.name].", "Pus soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE)
- QDEL_NULL(current_bandage)
- treat_priority = TRUE
+ if(limb.current_gauze)
+ limb.seep_gauze(WOUND_BURN_SANITIZATION_RATE)
if(flesh_healing > 0)
- var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
+ var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
flesh_damage = max(0, flesh_damage - 1)
flesh_healing = max(0, flesh_healing - bandage_factor) // good bandages multiply the length of flesh healing
@@ -67,7 +61,7 @@
// sanitization is checked after the clearing check but before the rest, because we freeze the effects of infection while we have sanitization
if(sanitization > 0)
- var/bandage_factor = (current_bandage ? current_bandage.splint_factor : 1)
+ var/bandage_factor = (limb.current_gauze ? limb.current_gauze.splint_factor : 1)
infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE)
sanitization = max(0, sanitization - (WOUND_BURN_SANITIZATION_RATE * bandage_factor))
return
@@ -122,10 +116,10 @@
if(strikes_to_lose_limb <= 0)
return "[victim.p_their(TRUE)] [limb.name] is completely dead and unrecognizable as organic."
- var/condition = ""
- if(current_bandage)
+ var/list/condition = list("[victim.p_their(TRUE)] [limb.name] [examine_desc]")
+ if(limb.current_gauze)
var/bandage_condition
- switch(current_bandage.absorption_capacity)
+ switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
bandage_condition = "nearly ruined "
if(1.25 to 2.75)
@@ -135,7 +129,7 @@
if(4 to INFINITY)
bandage_condition = "clean "
- condition += " underneath a dressing of [bandage_condition] [current_bandage.name]"
+ condition += " underneath a dressing of [bandage_condition] [limb.current_gauze.name]"
else
switch(infestation)
if(WOUND_INFECTION_MODERATE to WOUND_INFECTION_SEVERE)
@@ -149,7 +143,7 @@
else
condition += "!"
- return "[victim.p_their(TRUE)] [limb.name] [examine_desc][condition]"
+ return "[condition.Join()]"
/datum/wound/burn/get_scanner_description(mob/user)
if(strikes_to_lose_limb == 0)
@@ -186,7 +180,7 @@
/// if someone is using ointment on our burns
/datum/wound/burn/proc/ointment(obj/item/stack/medical/ointment/I, mob/user)
user.visible_message("[user] begins applying [I] to [victim]'s [limb.name]...", "You begin applying [I] to [user == victim ? "your" : "[victim]'s"] [limb.name]...")
- if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target = victim))
+ if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), extra_checks = CALLBACK(src, .proc/still_exists)))
return
limb.heal_damage(I.heal_brute, I.heal_burn)
@@ -200,36 +194,6 @@
else
try_treating(I, user)
-/// for use in the burn dressing surgery since we don't want to make them do another do_after obviously
-/datum/wound/burn/proc/force_bandage(obj/item/stack/medical/gauze/I, mob/user)
- QDEL_NULL(current_bandage)
- current_bandage = new I.type(limb)
- current_bandage.amount = 1
- treat_priority = FALSE
- sanitization += I.sanitization
- I.use(1)
-
-/// if someone is wrapping gauze on our burns
-/datum/wound/burn/proc/bandage(obj/item/stack/medical/gauze/I, mob/user)
- if(current_bandage)
- if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
- to_chat(user, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!")
- return
- user.visible_message("[user] begins to redress the burns on [victim]'s [limb.name] with [I]...", "You begin redressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
- else
- user.visible_message("[user] begins to dress the burns on [victim]'s [limb.name] with [I]...", "You begin dressing the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
-
- if(!do_after(user, (user == victim ? I.self_delay : I.other_delay), target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
- return
-
- user.visible_message("[user] applies [I] to [victim].", "You apply [I] to [user == victim ? "your" : "[victim]'s"] [limb.name].")
- QDEL_NULL(current_bandage)
- current_bandage = new I.type(limb)
- current_bandage.amount = 1
- treat_priority = FALSE
- sanitization += I.sanitization
- I.use(1)
-
/// if someone is using mesh on our burns
/datum/wound/burn/proc/mesh(obj/item/stack/medical/mesh/I, mob/user)
user.visible_message("[user] begins wrapping [victim]'s [limb.name] with [I]...", "You begin wrapping [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
@@ -249,7 +213,7 @@
/// Paramedic UV penlights
/datum/wound/burn/proc/uv(obj/item/flashlight/pen/paramedic/I, mob/user)
- if(I.uv_cooldown > world.time)
+ if(!COOLDOWN_FINISHED(I, uv_cooldown))
to_chat(user, "[I] is still recharging!")
return
if(infestation <= 0 || infestation < sanitization)
@@ -258,20 +222,29 @@
user.visible_message("[user] flashes the burns on [victim]'s [limb] with [I].", "You flash the burns on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I].", vision_distance=COMBAT_MESSAGE_RANGE)
sanitization += I.uv_power
- I.uv_cooldown = world.time + I.uv_cooldown_length
+ COOLDOWN_START(I, uv_cooldown, I.uv_cooldown_length)
/datum/wound/burn/treat(obj/item/I, mob/user)
- if(istype(I, /obj/item/stack/medical/gauze))
- bandage(I, user)
- else if(istype(I, /obj/item/stack/medical/ointment))
+ if(istype(I, /obj/item/stack/medical/ointment))
ointment(I, user)
else if(istype(I, /obj/item/stack/medical/mesh))
mesh(I, user)
else if(istype(I, /obj/item/flashlight/pen/paramedic))
uv(I, user)
-/// basic support for instabitaluri/synthflesh healing flesh damage, more chem support in the future
-/datum/wound/burn/proc/regenerate_flesh(amount)
+// people complained about burns not healing on stasis beds, so in addition to checking if it's cured, they also get the special ability to very slowly heal on stasis beds if they have the healing effects stored
+/datum/wound/burn/on_stasis()
+ . = ..()
+ if(flesh_healing > 0)
+ flesh_damage = max(0, flesh_damage - 0.2)
+ if((flesh_damage <= 0) && (infestation <= 1))
+ to_chat(victim, "The burns on your [limb.name] have cleared up!")
+ qdel(src)
+ return
+ if(sanitization > 0)
+ infestation = max(0, infestation - WOUND_BURN_SANITIZATION_RATE * 0.2)
+
+/datum/wound/burn/on_synthflesh(amount)
flesh_healing += amount * 0.5 // 20u patch will heal 10 flesh standard
// we don't even care about first degree burns, straight to second
@@ -282,12 +255,12 @@
examine_desc = "is badly burned and breaking out in blisters"
occur_text = "breaks out with violent red burns"
severity = WOUND_SEVERITY_MODERATE
- damage_mulitplier_penalty = 1.1
- threshold_minimum = 40
+ damage_mulitplier_penalty = 1.05
+ threshold_minimum = 50
threshold_penalty = 30 // burns cause significant decrease in limb integrity compared to other wounds
status_effect_type = /datum/status_effect/wound/burn/moderate
flesh_damage = 5
- scarring_descriptions = list("small amoeba-shaped skinmarks", "a faded streak of depressed skin")
+ scar_keyword = "burnmoderate"
/datum/wound/burn/severe
name = "Third Degree Burns"
@@ -296,14 +269,14 @@
examine_desc = "appears seriously charred, with aggressive red splotches"
occur_text = "chars rapidly, exposing ruined tissue and spreading angry red burns"
severity = WOUND_SEVERITY_SEVERE
- damage_mulitplier_penalty = 1.2
- threshold_minimum = 80
+ damage_mulitplier_penalty = 1.1
+ threshold_minimum = 90
threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/burn/severe
- treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
+ treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.05 // appx 13 minutes to reach sepsis without any treatment
flesh_damage = 12.5
- scarring_descriptions = list("a large, jagged patch of faded skin", "random spots of shiny, smooth skin", "spots of taut, leathery skin")
+ scar_keyword = "burnsevere"
/datum/wound/burn/critical
name = "Catastrophic Burns"
@@ -312,12 +285,12 @@
examine_desc = "is a ruined mess of blanched bone, melted fat, and charred tissue"
occur_text = "vaporizes as flesh, bone, and fat melt together in a horrifying mess"
severity = WOUND_SEVERITY_CRITICAL
- damage_mulitplier_penalty = 1.3
- sound_effect = 'sound/effects/sizzle2.ogg'
- threshold_minimum = 140
+ damage_mulitplier_penalty = 1.15
+ sound_effect = 'sound/effects/wounds/sizzle2.ogg'
+ threshold_minimum = 150
threshold_penalty = 80
status_effect_type = /datum/status_effect/wound/burn/critical
- treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/gauze, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
+ treatable_by = list(/obj/item/flashlight/pen/paramedic, /obj/item/stack/medical/ointment, /obj/item/stack/medical/mesh)
infestation_rate = 0.15 // appx 4.33 minutes to reach sepsis without any treatment
flesh_damage = 20
- scarring_descriptions = list("massive, disfiguring keloid scars", "several long streaks of badly discolored and malformed skin", "unmistakeable splotches of dead tissue from serious burns")
+ scar_keyword = "burncritical"
diff --git a/code/datums/wounds/loss.dm b/code/datums/wounds/loss.dm
new file mode 100644
index 0000000000..6c5e536fb2
--- /dev/null
+++ b/code/datums/wounds/loss.dm
@@ -0,0 +1,41 @@
+/datum/wound/loss
+ name = "Dismembered"
+ desc = "oof ouch!!"
+
+ sound_effect = 'sound/effects/dismember.ogg'
+ severity = WOUND_SEVERITY_LOSS
+ threshold_minimum = 180
+ status_effect_type = null
+ scar_keyword = "dismember"
+ wound_flags = null
+
+/// Our special proc for our special dismembering, the wounding type only matters for what text we have
+/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH)
+ if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
+ qdel(src)
+ return
+
+ already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here
+
+ switch(wounding_type)
+ if(WOUND_BLUNT)
+ occur_text = "is shattered through the last bone holding it together, severing it completely!"
+ if(WOUND_SLASH)
+ occur_text = "is slashed through the last tissue holding it together, severing it completely!"
+ if(WOUND_PIERCE)
+ occur_text = "is pierced through the last tissue holding it together, severing it completely!"
+ if(WOUND_BURN)
+ occur_text = "is completely incinerated, falling to dust!"
+
+ victim = dismembered_part.owner
+
+ var/msg = "[victim]'s [dismembered_part.name] [occur_text]!"
+
+ victim.visible_message(msg, "Your [dismembered_part.name] [occur_text]!")
+
+ limb = dismembered_part
+ severity = WOUND_SEVERITY_LOSS
+ second_wind()
+ log_wound(victim, src)
+ dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE)
+ qdel(src)
diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm
new file mode 100644
index 0000000000..56c60b31d7
--- /dev/null
+++ b/code/datums/wounds/pierce.dm
@@ -0,0 +1,170 @@
+/*
+ Pierce
+*/
+
+/datum/wound/pierce
+ sound_effect = 'sound/weapons/slice.ogg'
+ processes = TRUE
+ wound_type = WOUND_PIERCE
+ treatable_by = list(/obj/item/stack/medical/suture)
+ treatable_tool = TOOL_CAUTERY
+ base_treat_time = 3 SECONDS
+ wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
+
+ /// How much blood we start losing when this wound is first applied
+ var/initial_flow
+ /// If gauzed, what percent of the internal bleeding actually clots of the total absorption rate
+ var/gauzed_clot_rate
+
+ /// When hit on this bodypart, we have this chance of losing some blood + the incoming damage
+ var/internal_bleeding_chance
+ /// If we let off blood when hit, the max blood lost is this * the incoming damage
+ var/internal_bleeding_coefficient
+
+/datum/wound/pierce/wound_injury(datum/wound/old_wound)
+ blood_flow = initial_flow
+
+/datum/wound/pierce/receive_damage(wounding_type, wounding_dmg, wound_bonus)
+ if(victim.stat == DEAD || wounding_dmg < 5)
+ return
+ if(victim.blood_volume && prob(internal_bleeding_chance + wounding_dmg))
+ if(limb.current_gauze && limb.current_gauze.splint_factor)
+ wounding_dmg *= (1 - limb.current_gauze.splint_factor)
+ var/blood_bled = rand(1, wounding_dmg * internal_bleeding_coefficient) // 12 brute toolbox can cause up to 15/18/21 bloodloss on mod/sev/crit
+ switch(blood_bled)
+ if(1 to 6)
+ victim.bleed(blood_bled, TRUE)
+ if(7 to 13)
+ victim.visible_message("Blood droplets fly from the hole in [victim]'s [limb.name].", "You cough up a bit of blood from the blow to your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE)
+ victim.bleed(blood_bled, TRUE)
+ if(14 to 19)
+ victim.visible_message("A small stream of blood spurts from the hole in [victim]'s [limb.name]!", "You spit out a string of blood from the blow to your [limb.name]!", vision_distance=COMBAT_MESSAGE_RANGE)
+ new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
+ victim.bleed(blood_bled)
+ if(20 to INFINITY)
+ victim.visible_message("A spray of blood streams from the gash in [victim]'s [limb.name]!", "You choke up on a spray of blood from the blow to your [limb.name]!", vision_distance=COMBAT_MESSAGE_RANGE)
+ victim.bleed(blood_bled)
+ new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
+ victim.add_splatter_floor(get_step(victim.loc, victim.dir))
+
+/datum/wound/pierce/handle_process()
+ blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
+
+ if(victim.bodytemperature < (BODYTEMP_NORMAL - 10))
+ blood_flow -= 0.2
+ if(prob(5))
+ to_chat(victim, "You feel the [lowertext(name)] in your [limb.name] firming up from the cold!")
+
+ if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
+ blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
+
+ if(limb.current_gauze)
+ blood_flow -= limb.current_gauze.absorption_rate * gauzed_clot_rate
+ limb.current_gauze.absorption_capacity -= limb.current_gauze.absorption_rate
+
+ if(blood_flow <= 0)
+ qdel(src)
+
+/datum/wound/pierce/on_stasis()
+ . = ..()
+ if(blood_flow <= 0)
+ qdel(src)
+
+/datum/wound/pierce/treat(obj/item/I, mob/user)
+ if(istype(I, /obj/item/stack/medical/suture))
+ suture(I, user)
+ else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
+ tool_cauterize(I, user)
+
+/datum/wound/pierce/on_xadone(power)
+ . = ..()
+ blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
+
+/datum/wound/pierce/on_synthflesh(power)
+ . = ..()
+ blood_flow -= 0.05 * power // 20u * 0.05 = -1 blood flow, less than with slashes but still good considering smaller bleed rates
+
+/// If someone is using a suture to close this cut
+/datum/wound/pierce/proc/suture(obj/item/stack/medical/suture/I, mob/user)
+ var/self_penalty_mult = (user == victim ? 1.4 : 1)
+ user.visible_message("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
+ if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
+ return
+ user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].")
+ var/blood_sutured = I.stop_bleeding / self_penalty_mult * 0.5
+ blood_flow -= blood_sutured
+ limb.heal_damage(I.heal_brute, I.heal_burn)
+
+ if(blood_flow > 0)
+ try_treating(I, user)
+ else
+ to_chat(user, "You successfully close the hole in [user == victim ? "your" : "[victim]'s"] [limb.name].")
+
+/// If someone is using either a cautery tool or something with heat to cauterize this pierce
+/datum/wound/pierce/proc/tool_cauterize(obj/item/I, mob/user)
+ var/self_penalty_mult = (user == victim ? 1.5 : 1)
+ user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
+ if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
+ return
+
+ user.visible_message("[user] cauterizes some of the bleeding on [victim].", "You cauterize some of the bleeding on [victim].")
+ limb.receive_damage(burn = 2 + severity, wound_bonus = CANT_WOUND)
+ if(prob(30))
+ victim.emote("scream")
+ var/blood_cauterized = (0.6 / self_penalty_mult) * 0.5
+ blood_flow -= blood_cauterized
+
+ if(blood_flow > 0)
+ try_treating(I, user)
+
+/datum/wound/pierce/moderate
+ name = "Minor Breakage"
+ desc = "Patient's skin has been broken open, causing severe bruising and minor internal bleeding in affected area."
+ treat_text = "Treat affected site with bandaging or exposure to extreme cold. In dire cases, brief exposure to vacuum may suffice." // space is cold in ss13, so it's like an ice pack!
+ examine_desc = "has a small, circular hole, gently bleeding"
+ occur_text = "spurts out a thin stream of blood"
+ sound_effect = 'sound/effects/wounds/pierce1.ogg'
+ severity = WOUND_SEVERITY_MODERATE
+ initial_flow = 1.5
+ gauzed_clot_rate = 0.8
+ internal_bleeding_chance = 30
+ internal_bleeding_coefficient = 1.25
+ threshold_minimum = 40
+ threshold_penalty = 15
+ status_effect_type = /datum/status_effect/wound/pierce/moderate
+ scar_keyword = "piercemoderate"
+
+/datum/wound/pierce/severe
+ name = "Open Puncture"
+ desc = "Patient's internal tissue is penetrated, causing sizeable internal bleeding and reduced limb stability."
+ treat_text = "Repair punctures in skin by suture or cautery, extreme cold may also work."
+ examine_desc = "is pierced clear through, with bits of tissue obscuring the open hole"
+ occur_text = "looses a violent spray of blood, revealing a pierced wound"
+ sound_effect = 'sound/effects/wounds/pierce2.ogg'
+ severity = WOUND_SEVERITY_SEVERE
+ initial_flow = 2.25
+ gauzed_clot_rate = 0.6
+ internal_bleeding_chance = 60
+ internal_bleeding_coefficient = 1.5
+ threshold_minimum = 60
+ threshold_penalty = 25
+ status_effect_type = /datum/status_effect/wound/pierce/severe
+ scar_keyword = "piercesevere"
+
+/datum/wound/pierce/critical
+ name = "Ruptured Cavity"
+ desc = "Patient's internal tissue and circulatory system is shredded, causing significant internal bleeding and damage to internal organs."
+ treat_text = "Surgical repair of puncture wound, followed by supervised resanguination."
+ examine_desc = "is ripped clear through, barely held together by exposed bone"
+ occur_text = "blasts apart, sending chunks of viscera flying in all directions"
+ sound_effect = 'sound/effects/wounds/pierce3.ogg'
+ severity = WOUND_SEVERITY_CRITICAL
+ initial_flow = 3
+ gauzed_clot_rate = 0.4
+ internal_bleeding_chance = 80
+ internal_bleeding_coefficient = 1.75
+ threshold_minimum = 110
+ threshold_penalty = 40
+ status_effect_type = /datum/status_effect/wound/pierce/critical
+ scar_keyword = "piercecritical"
+ wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
diff --git a/code/datums/wounds/cuts.dm b/code/datums/wounds/slash.dm
similarity index 60%
rename from code/datums/wounds/cuts.dm
rename to code/datums/wounds/slash.dm
index 59ce286884..9044835272 100644
--- a/code/datums/wounds/cuts.dm
+++ b/code/datums/wounds/slash.dm
@@ -1,17 +1,16 @@
-
/*
Cuts
*/
-/datum/wound/brute/cut
+/datum/wound/slash
sound_effect = 'sound/weapons/slice.ogg'
processes = TRUE
- wound_type = WOUND_LIST_CUT
- treatable_by = list(/obj/item/stack/medical/suture, /obj/item/stack/medical/gauze)
+ wound_type = WOUND_SLASH
+ treatable_by = list(/obj/item/stack/medical/suture)
treatable_by_grabbed = list(/obj/item/gun/energy/laser)
treatable_tool = TOOL_CAUTERY
- treat_priority = TRUE
base_treat_time = 3 SECONDS
+ wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE)
/// How much blood we start losing when this wound is first applied
var/initial_flow
@@ -27,75 +26,82 @@
var/max_per_type
/// The maximum flow we've had so far
var/highest_flow
- /// How much flow we've already cauterized
- var/cauterized
- /// How much flow we've already sutured
- var/sutured
- /// The current bandage we have for this wound (maybe move bandages to the limb?)
- var/obj/item/stack/current_bandage
/// A bad system I'm using to track the worst scar we earned (since we can demote, we want the biggest our wound has been, not what it was when it was cured (probably moderate))
var/datum/scar/highest_scar
-/datum/wound/brute/cut/wound_injury(datum/wound/brute/cut/old_wound = null)
+/datum/wound/slash/wound_injury(datum/wound/slash/old_wound = null)
blood_flow = initial_flow
if(old_wound)
blood_flow = max(old_wound.blood_flow, initial_flow)
if(old_wound.severity > severity && old_wound.highest_scar)
highest_scar = old_wound.highest_scar
old_wound.highest_scar = null
- if(old_wound.current_bandage)
- current_bandage = old_wound.current_bandage
- old_wound.current_bandage = null
if(!highest_scar)
highest_scar = new
highest_scar.generate(limb, src, add_to_scars=FALSE)
-/datum/wound/brute/cut/remove_wound(ignore_limb, replaced)
+/datum/wound/slash/remove_wound(ignore_limb, replaced)
if(!replaced && highest_scar)
already_scarred = TRUE
highest_scar.lazy_attach(limb)
return ..()
-/datum/wound/brute/cut/get_examine_description(mob/user)
- if(!current_bandage)
+/datum/wound/slash/get_examine_description(mob/user)
+ if(!limb.current_gauze)
return ..()
- var/bandage_condition = ""
+ var/list/msg = list("The cuts on [victim.p_their()] [limb.name] are wrapped with")
// how much life we have left in these bandages
- switch(current_bandage.absorption_capacity)
+ switch(limb.current_gauze.absorption_capacity)
if(0 to 1.25)
- bandage_condition = "nearly ruined "
+ msg += "nearly ruined "
if(1.25 to 2.75)
- bandage_condition = "badly worn "
+ msg += "badly worn "
if(2.75 to 4)
- bandage_condition = "slightly bloodied "
+ msg += "slightly bloodied "
if(4 to INFINITY)
- bandage_condition = "clean "
- return "The cuts on [victim.p_their()] [limb.name] are wrapped with [bandage_condition] [current_bandage.name]!"
+ msg += "clean "
+ msg += "[limb.current_gauze.name]!"
-/datum/wound/brute/cut/receive_damage(wounding_type, wounding_dmg, wound_bonus)
- if(victim.stat != DEAD && wounding_type == WOUND_SHARP) // can't stab dead bodies to make it bleed faster this way
+ return "[msg.Join()]"
+
+/datum/wound/slash/receive_damage(wounding_type, wounding_dmg, wound_bonus)
+ if(victim.stat != DEAD && wounding_type == WOUND_SLASH) // can't stab dead bodies to make it bleed faster this way
blood_flow += 0.05 * wounding_dmg
-/datum/wound/brute/cut/handle_process()
- blood_flow = min(blood_flow, WOUND_CUT_MAX_BLOODFLOW)
+/datum/wound/slash/drag_bleed_amount()
+ // say we have 3 severe cuts with 3 blood flow each, pretty reasonable
+ // compare with being at 100 brute damage before, where you bled (brute/100 * 2), = 2 blood per tile
+ var/bleed_amt = min(blood_flow * 0.1, 1) // 3 * 3 * 0.1 = 0.9 blood total, less than before! the share here is .3 blood of course.
- if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/toxin/heparin))
+ if(limb.current_gauze) // gauze stops all bleeding from dragging on this limb, but wears the gauze out quicker
+ limb.seep_gauze(bleed_amt * 0.33)
+ return
+
+ return bleed_amt
+
+/datum/wound/slash/handle_process()
+ if(victim.stat == DEAD)
+ blood_flow -= max(clot_rate, WOUND_SLASH_DEAD_CLOT_MIN)
+ if(blood_flow < minimum_flow)
+ if(demotes_to)
+ replace_wound(demotes_to)
+ return
+ qdel(src)
+ return
+
+ blood_flow = min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)
+
+ if(victim.reagents?.has_reagent(/datum/reagent/toxin/heparin))
blood_flow += 0.5 // old herapin used to just add +2 bleed stacks per tick, this adds 0.5 bleed flow to all open cuts which is probably even stronger as long as you can cut them first
- else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/medicine/coagulant))
- blood_flow -= 0.25
- if(current_bandage)
+ if(limb.current_gauze)
if(clot_rate > 0)
blood_flow -= clot_rate
- blood_flow -= current_bandage.absorption_rate
- current_bandage.absorption_capacity -= current_bandage.absorption_rate
- if(current_bandage.absorption_capacity < 0)
- victim.visible_message("Blood soaks through \the [current_bandage] on [victim]'s [limb.name].", "Blood soaks through \the [current_bandage] on your [limb.name].", vision_distance=COMBAT_MESSAGE_RANGE)
- QDEL_NULL(current_bandage)
- treat_priority = TRUE
+ blood_flow -= limb.current_gauze.absorption_rate
+ limb.seep_gauze(limb.current_gauze.absorption_rate)
else
blood_flow -= clot_rate
@@ -109,41 +115,57 @@
to_chat(victim, "The cut on your [limb.name] has stopped bleeding!")
qdel(src)
+
+/datum/wound/slash/on_stasis()
+ if(blood_flow >= minimum_flow)
+ return
+ if(demotes_to)
+ replace_wound(demotes_to)
+ return
+ qdel(src)
+
/* BEWARE, THE BELOW NONSENSE IS MADNESS. bones.dm looks more like what I have in mind and is sufficiently clean, don't pay attention to this messiness */
-/datum/wound/brute/cut/check_grab_treatments(obj/item/I, mob/user)
+/datum/wound/slash/check_grab_treatments(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
return TRUE
-/datum/wound/brute/cut/treat(obj/item/I, mob/user)
+/datum/wound/slash/treat(obj/item/I, mob/user)
if(istype(I, /obj/item/gun/energy/laser))
las_cauterize(I, user)
else if(I.tool_behaviour == TOOL_CAUTERY || I.get_temperature() > 300)
tool_cauterize(I, user)
- else if(istype(I, /obj/item/stack/medical/gauze))
- bandage(I, user)
else if(istype(I, /obj/item/stack/medical/suture))
suture(I, user)
-/datum/wound/brute/cut/try_handling(mob/living/carbon/human/user)
+/datum/wound/slash/try_handling(mob/living/carbon/human/user)
if(user.pulling != victim || user.zone_selected != limb.body_zone || user.a_intent == INTENT_GRAB)
return FALSE
if(!iscatperson(user))
return FALSE
- if(!(user.client?.prefs.vore_flags & LICKABLE))
- return FALSE
-
lick_wounds(user)
return TRUE
/// if a felinid is licking this cut to reduce bleeding
-/datum/wound/brute/cut/proc/lick_wounds(mob/living/carbon/human/user)
+/datum/wound/slash/proc/lick_wounds(mob/living/carbon/human/user)
if(INTERACTING_WITH(user, victim))
to_chat(user, "You're already interacting with [victim]!")
return
+ if(user.is_mouth_covered())
+ to_chat(user, "Your mouth is covered, you can't lick [victim]'s wounds!")
+ return
+
+ if(!user.getorganslot(ORGAN_SLOT_TONGUE))
+ to_chat(user, "You can't lick wounds without a tongue!") // f in chat
+ return
+
+ // transmission is one way patient -> felinid since google said cat saliva is antiseptic or whatever, and also because felinids are already risking getting beaten for this even without people suspecting they're spreading a deathvirus
+ for(var/datum/disease/D in victim.diseases)
+ user.ForceContractDisease(D)
+
user.visible_message("[user] begins licking the wounds on [victim]'s [limb.name].", "You begin licking the wounds on [victim]'s [limb.name]...", ignored_mobs=victim)
to_chat(victim, "[user] begins to lick the wounds on your [limb.name].You successfully lower the severity of [victim]'s cuts.")
-/datum/wound/brute/cut/on_xadone(power)
+/datum/wound/slash/on_xadone(power)
. = ..()
blood_flow -= 0.03 * power // i think it's like a minimum of 3 power, so .09 blood_flow reduction per tick is pretty good for 0 effort
+/datum/wound/slash/on_synthflesh(power)
+ . = ..()
+ blood_flow -= 0.075 * power // 20u * 0.075 = -1.5 blood flow, pretty good for how little effort it is
+
/// If someone's putting a laser gun up to our cut to cauterize it
-/datum/wound/brute/cut/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
+/datum/wound/slash/proc/las_cauterize(obj/item/gun/energy/laser/lasgun, mob/user)
var/self_penalty_mult = (user == victim ? 1.25 : 1)
user.visible_message("[user] begins aiming [lasgun] directly at [victim]'s [limb.name]...", "You begin aiming [lasgun] directly at [user == victim ? "your" : "[victim]'s"] [limb.name]...")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -180,11 +206,10 @@
return
victim.emote("scream")
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
- cauterized += damage / (5 * self_penalty_mult)
victim.visible_message("The cuts on [victim]'s [limb.name] scar over!")
/// If someone is using either a cautery tool or something with heat to cauterize this cut
-/datum/wound/brute/cut/proc/tool_cauterize(obj/item/I, mob/user)
+/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.5 : 1)
user.visible_message("[user] begins cauterizing [victim]'s [limb.name] with [I]...", "You begin cauterizing [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
@@ -196,7 +221,6 @@
victim.emote("scream")
var/blood_cauterized = (0.6 / self_penalty_mult)
blood_flow -= blood_cauterized
- cauterized += blood_cauterized
if(blood_flow > minimum_flow)
try_treating(I, user)
@@ -204,15 +228,15 @@
to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.")
/// If someone is using a suture to close this cut
-/datum/wound/brute/cut/proc/suture(obj/item/stack/medical/suture/I, mob/user)
+/datum/wound/slash/proc/suture(obj/item/stack/medical/suture/I, mob/user)
var/self_penalty_mult = (user == victim ? 1.4 : 1)
user.visible_message("[user] begins stitching [victim]'s [limb.name] with [I]...", "You begin stitching [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
+
if(!do_after(user, base_treat_time * self_penalty_mult, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
return
user.visible_message("[user] stitches up some of the bleeding on [victim].", "You stitch up some of the bleeding on [user == victim ? "yourself" : "[victim]"].")
var/blood_sutured = I.stop_bleeding / self_penalty_mult
blood_flow -= blood_sutured
- sutured += blood_sutured
limb.heal_damage(I.heal_brute, I.heal_burn)
if(blood_flow > minimum_flow)
@@ -220,95 +244,57 @@
else if(demotes_to)
to_chat(user, "You successfully lower the severity of [user == victim ? "your" : "[victim]'s"] cuts.")
-/// If someone is using gauze on this cut
-/datum/wound/brute/cut/proc/bandage(obj/item/stack/I, mob/user)
- if(current_bandage)
- if(current_bandage.absorption_capacity > I.absorption_capacity + 1)
- to_chat(user, "The [current_bandage] on [victim]'s [limb.name] is still in better condition than your [I.name]!")
- return
- else
- user.visible_message("[user] begins rewrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin rewrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
- else
- user.visible_message("[user] begins wrapping the cuts on [victim]'s [limb.name] with [I]...", "You begin wrapping the cuts on [user == victim ? "your" : "[victim]'s"] [limb.name] with [I]...")
- if(!do_after(user, base_treat_time, target=victim, extra_checks = CALLBACK(src, .proc/still_exists)))
- return
- user.visible_message("[user] applies [I] to [victim]'s [limb.name].", "You bandage some of the bleeding on [user == victim ? "yourself" : "[victim]"].")
- QDEL_NULL(current_bandage)
- current_bandage = new I.type(limb)
- current_bandage.amount = 1
- treat_priority = FALSE
- I.use(1)
-
-
-/datum/wound/brute/cut/moderate
+/datum/wound/slash/moderate
name = "Rough Abrasion"
desc = "Patient's skin has been badly scraped, generating moderate blood loss."
treat_text = "Application of clean bandages or first-aid grade sutures, followed by food and rest."
examine_desc = "has an open cut"
occur_text = "is cut open, slowly leaking blood"
- sound_effect = 'sound/effects/blood1.ogg'
+ sound_effect = 'sound/effects/wounds/blood1.ogg'
severity = WOUND_SEVERITY_MODERATE
- initial_flow = 2
- minimum_flow = 0.5
+ initial_flow = 1.5
+ minimum_flow = 0.375
max_per_type = 3
- clot_rate = 0.15
- threshold_minimum = 20
+ clot_rate = 0.12
+ threshold_minimum = 30
threshold_penalty = 10
- status_effect_type = /datum/status_effect/wound/cut/moderate
- scarring_descriptions = list("light, faded lines", "minor cut marks", "a small faded slit", "a series of small scars")
+ status_effect_type = /datum/status_effect/wound/slash/moderate
+ scar_keyword = "slashmoderate"
-/datum/wound/brute/cut/severe
+/datum/wound/slash/severe
name = "Open Laceration"
desc = "Patient's skin is ripped clean open, allowing significant blood loss."
treat_text = "Speedy application of first-aid grade sutures and clean bandages, followed by vitals monitoring to ensure recovery."
examine_desc = "has a severe cut"
occur_text = "is ripped open, veins spurting blood"
- sound_effect = 'sound/effects/blood2.ogg'
+ sound_effect = 'sound/effects/wounds/blood2.ogg'
severity = WOUND_SEVERITY_SEVERE
- initial_flow = 3.25
- minimum_flow = 2.75
+ initial_flow = 2.4375
+ minimum_flow = 2.0625
clot_rate = 0.07
max_per_type = 4
- threshold_minimum = 50
+ threshold_minimum = 60
threshold_penalty = 25
- demotes_to = /datum/wound/brute/cut/moderate
- status_effect_type = /datum/status_effect/wound/cut/severe
- scarring_descriptions = list("a twisted line of faded gashes", "a gnarled sickle-shaped slice scar", "a long-faded puncture wound")
+ demotes_to = /datum/wound/slash/moderate
+ status_effect_type = /datum/status_effect/wound/slash/severe
+ scar_keyword = "slashsevere"
-/datum/wound/brute/cut/critical
+/datum/wound/slash/critical
name = "Weeping Avulsion"
desc = "Patient's skin is completely torn open, along with significant loss of tissue. Extreme blood loss will lead to quick death without intervention."
treat_text = "Immediate bandaging and either suturing or cauterization, followed by supervised resanguination."
- examine_desc = "is spurting blood at an alarming rate"
+ examine_desc = "is carved down to the bone, spraying blood wildly"
occur_text = "is torn open, spraying blood wildly"
- sound_effect = 'sound/effects/blood3.ogg'
+ sound_effect = 'sound/effects/wounds/blood3.ogg'
severity = WOUND_SEVERITY_CRITICAL
- initial_flow = 4.25
- minimum_flow = 4
+ initial_flow = 3.1875
+ minimum_flow = 3
clot_rate = -0.05 // critical cuts actively get worse instead of better
max_per_type = 5
- threshold_minimum = 80
+ threshold_minimum = 90
threshold_penalty = 40
- demotes_to = /datum/wound/brute/cut/severe
- status_effect_type = /datum/status_effect/wound/cut/critical
- scarring_descriptions = list("a winding path of very badly healed scar tissue", "a series of peaks and valleys along a gruesome line of cut scar tissue", "a grotesque snake of indentations and stitching scars")
-
-// TODO: see about moving dismemberment over to this, i'll have to add judging dismembering power/wound potential wrt item size i guess
-/datum/wound/brute/cut/loss
- name = "Dismembered"
- desc = "oof ouch!!"
- occur_text = "is violently dismembered!"
- sound_effect = 'sound/effects/dismember.ogg'
- viable_zones = list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
- severity = WOUND_SEVERITY_LOSS
- threshold_minimum = 180
- status_effect_type = null
-
-/datum/wound/brute/cut/loss/apply_wound(obj/item/bodypart/L, silent, datum/wound/brute/cut/old_wound, smited = FALSE)
- if(!L.dismemberable)
- qdel(src)
- return
-
- L.dismember()
- qdel(src)
+ demotes_to = /datum/wound/slash/severe
+ status_effect_type = /datum/status_effect/wound/slash/critical
+ scar_keyword = "slashcritical"
+ wound_flags = (FLESH_WOUND | ACCEPTS_GAUZE | MANGLES_FLESH)
diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm
index f87f7a757c..672d5c096f 100644
--- a/code/game/area/areas.dm
+++ b/code/game/area/areas.dm
@@ -16,6 +16,8 @@
/// If it's valid territory for gangs/cults to summon
var/valid_territory = TRUE
+ /// malf ais can hack this
+ var/valid_malf_hack = TRUE
/// if blobs can spawn there and if it counts towards their score.
var/blob_allowed = TRUE
/// whether servants can warp into this area from Reebe
@@ -572,6 +574,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
power_environ = FALSE
always_unpowered = FALSE
valid_territory = FALSE
+ valid_malf_hack = FALSE
blob_allowed = FALSE
addSorted()
diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index de9df3a23e..dfa9776489 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -962,15 +962,16 @@
if(source != target)
target.log_talk(message, message_type, tag="[tag] from [key_name(source)]", log_globally=FALSE)
-/*
-Proc for attack log creation, because really why not
-1 argument is the actor performing the action
-2 argument is the target of the action
-3 is a verb describing the action (e.g. punched, throwed, kicked, etc.)
-4 is a tool with which the action was made (usually an item)
-5 is any additional text, which will be appended to the rest of the log line
-*/
-
+/**
+ * Log a combat message in the attack log
+ *
+ * Arguments:
+ * * atom/user - argument is the actor performing the action
+ * * atom/target - argument is the target of the action
+ * * what_done - is a verb describing the action (e.g. punched, throwed, kicked, etc.)
+ * * atom/object - is a tool with which the action was made (usually an item)
+ * * addition - is any additional text, which will be appended to the rest of the log line
+ */
/proc/log_combat(atom/user, atom/target, what_done, atom/object=null, addition=null)
var/ssource = key_name(user)
var/starget = key_name(target)
diff --git a/code/game/gamemodes/clock_cult/clock_cult.dm b/code/game/gamemodes/clock_cult/clock_cult.dm
index 5666f2442f..406e142a25 100644
--- a/code/game/gamemodes/clock_cult/clock_cult.dm
+++ b/code/game/gamemodes/clock_cult/clock_cult.dm
@@ -38,7 +38,8 @@ Credit where due:
5. Xhuis from /tg/ for coding the first iteration of the mode, and the new, reworked version
6. ChangelingRain from /tg/ for maintaining the gamemode for months after its release prior to its rework
7. Clockwork cult code as of now, at least the one being pulled from Citadel Station's master branch, is being, or already is, fixed by Coolgat3 and Avunia.
-
+8. Modern clockwork cult code mixed with original clockwork code, with various changes to make it less of a fustercluck, done by KeRSe. \
+ Fixes and assistance done by TimothyTeakettle, Kevinz000, and Deltafire15. -Very glad for the help they gave.
*/
///////////
@@ -133,7 +134,7 @@ Credit where due:
config_tag = "clockwork_cult"
antag_flag = ROLE_SERVANT_OF_RATVAR
false_report_weight = 10
- required_players = 35
+ required_players = 24 //Fixing this directly for now since apparently config machine for forcing modes broke.
required_enemies = 3
recommended_enemies = 5
enemy_minimum_age = 7
@@ -143,13 +144,12 @@ Credit where due:
announce_text = "Servants of Ratvar are trying to summon the Justiciar!\n\
Servants: Construct defenses to protect the Ark. Sabotage the station!\n\
Crew: Stop the servants before they can summon the Clockwork Justiciar."
- var/servants_to_serve = list()
+ var/list/servants_to_serve = list() //Yes this list is made out of list
var/roundstart_player_count
- var/ark_time //In minutes, how long the Ark waits before activation; this is equal to 30 + (number of players / 5) (max 40 mins.)
var/datum/team/clockcult/main_clockcult
-/datum/game_mode/clockwork_cult/pre_setup()
+/datum/game_mode/clockwork_cult/pre_setup() //Gamemode and job code is pain. Have fun codediving all of that stuff, whoever works on this next - Delta
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len) // reebe failed to load
@@ -162,38 +162,36 @@ Credit where due:
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
- var/starter_servants = 4 //Guaranteed four servants
+ var/starter_servants = 4 //Try to go for at least four
var/number_players = num_players()
roundstart_player_count = number_players
if(number_players > 30) //plus one servant for every additional 10 players above 30
number_players -= 30
starter_servants += round(number_players / 10)
- starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
- GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
+ starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
while(starter_servants)
+ if(!antag_candidates.len)
+ break //Skip setup, DO NOT RUNTIME
var/datum/mind/servant = antag_pick(antag_candidates)
servants_to_serve += servant
antag_candidates -= servant
- servant.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.special_role = ROLE_SERVANT_OF_RATVAR
+ servant.restricted_roles = restricted_jobs
starter_servants--
- ark_time = 30 + round((roundstart_player_count / 5)) //In minutes, how long the Ark will wait before activation
- ark_time = min(ark_time, 35) //35 minute maximum for the activation timer
- return 1
+ if(!servants_to_serve.len) //Uh oh, something went wrong
+ setup_error = "There are no clockcult candidates! (Or something went very wrong)"
+ return FALSE
+ GLOB.clockwork_vitality += 50 * servants_to_serve.len //some starter Vitality to help recover from initial fuck ups
+ return TRUE //Haha yes it works time to not touch it any more than that.
/datum/game_mode/clockwork_cult/post_setup()
for(var/S in servants_to_serve)
var/datum/mind/servant = S
log_game("[key_name(servant)] was made an initial servant of Ratvar")
var/mob/living/L = servant.current
- var/turf/T = pick(GLOB.servant_spawns)
- L.forceMove(T)
- GLOB.servant_spawns -= T
greet_servant(L)
equip_servant(L)
add_servant_of_ratvar(L, TRUE)
- var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
- G.final_countdown(ark_time)
..()
return 1
@@ -201,22 +199,23 @@ Credit where due:
if(!M)
return 0
to_chat(M, "You are a servant of Ratvar, the Clockwork Justiciar!")
- to_chat(M, "You have approximately [ark_time] minutes until the Ark activates.")
- to_chat(M, "Unlock Script scripture by converting a new servant.")
- to_chat(M, "Application scripture will be unlocked halfway until the Ark's activation.")
+ to_chat(M, "Unlock Script scripture by converting a new servant or when 35kw of power is reached.")
+ to_chat(M, "Application scripture will be unlocked when 50kw of power is reached.")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
-/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
+/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob
if(!M || !ishuman(M))
return FALSE
var/mob/living/carbon/human/L = M
- L.equipOutfit(/datum/outfit/servant_of_ratvar)
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
- var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
+ var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK)
if(ishuman(L))
var/mob/living/carbon/human/H = L
+ var/obj/item/clockwork/replica_fabricator/F = new
+ if(H.equip_to_slot_or_del(F, SLOT_IN_BACKPACK))
+ to_chat(H, "You have been equipped with a replica fabricator, an advanced tool that can convert objects like doors, tables or even coats into clockwork equivalents.")
slot = H.equip_in_one_of_slots(S, slots)
if(slot == "In your backpack")
slot = "In your [H.back.name]"
@@ -224,7 +223,6 @@ Credit where due:
if(!S.forceMove(get_turf(L)))
qdel(S)
if(S && !QDELETED(S))
- to_chat(L, "There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.")
to_chat(L, "[slot] is a clockwork slab, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
as a servant, you can find a concise tutorial in the Recollection category of its interface.")
to_chat(L, "If you want more information, you can read the wiki page to learn more.")
@@ -278,7 +276,7 @@ Credit where due:
gloves = /obj/item/clothing/gloves/color/yellow
belt = /obj/item/storage/belt/utility/servant
backpack_contents = list(/obj/item/storage/box/engineer = 1, \
- /obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/paper/servant_primer = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
+ /obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
id = /obj/item/pda
var/plasmaman //We use this to determine if we should activate internals in post_equip()
@@ -305,54 +303,3 @@ Credit where due:
PDA.update_label()
PDA.id_check(H, W)
H.sec_hud_set_ID()
-
-
-//This paper serves as a quick run-down to the cult as well as a changelog to refer to.
-//Check strings/clockwork_cult_changelog.txt for the changelog, and update it when you can!
-/obj/item/paper/servant_primer
- name = "The Ark And You: A Primer On Servitude"
- color = "#DAAA18"
- info = "DON'T PANIC.
\
- Here's a quick primer on what you should know here.\
- \
-
You're in a place called Reebe right now. The crew can't get here normally.
\
-
In the north is your base camp, with supplies, consoles, and the Ark. In the south is an inaccessible area that the crew can walk between \
- once they arrive (more on that later.) Everything between that space is an open area.
\
-
Your job as a servant is to build fortifications and defenses to protect the Ark and your base once the Ark activates. You can do this \
- however you like, but work with your allies and coordinate your efforts.
\
-
Once the Ark activates, the station will be alerted. Portals to Reebe will open up in nearly every room. When they take these portals, \
- the crewmembers will arrive in the area that you can't access, but can get through it freely - whereas you can't. Treat this as the \"spawn\" of the \
- crew and defend it accordingly.
\
- \
- \
- Here is the layout of Reebe, from left to right:\
-
\
-
Dressing Room: Contains clothing, a dresser, and a mirror. There are spare slabs and absconders here.
\
-
Listening Station: Contains intercoms, a telecomms relay, and a list of frequencies.
\
-
Ark Chamber: Houses the Ark.
\
-
Observation Room: Contains five camera observers. These can be used to watch the station through its cameras, as well as to teleport down \
- to most areas. To do this, use the Warp action while hovering over the tile you want to warp to.
\
-
Infirmary: Contains sleepers and basic medical supplies for superficial wounds. The sleepers can consume Vitality to heal any occupants. \
- This room is generally more useful during the preparation phase; when defending the Ark, scripture is more useful.
"
- return output
-
-/obj/machinery/mecha_part_fabricator/proc/check_clearance(datum/design/D)
- if(!(obj_flags & EMAGGED) && (offstation_security_levels || is_station_level(z)) && !ISINRANGE(GLOB.security_level, D.min_security_level, D.max_security_level))
- return FALSE
- return TRUE
-
-/obj/machinery/mecha_part_fabricator/proc/output_part_info(datum/design/D)
- var/clearance = !(obj_flags & EMAGGED) && (offstation_security_levels || is_station_level(z))
- var/sec_text = ""
- if(clearance && (D.min_security_level > SEC_LEVEL_GREEN || D.max_security_level < SEC_LEVEL_DELTA))
- sec_text = " (Allowed security levels: "
- for(var/n in D.min_security_level to D.max_security_level)
- sec_text += NUM2SECLEVEL(n)
- if(n + 1 <= D.max_security_level)
- sec_text += ", "
- sec_text += ") "
- var/output = "[initial(D.name)] (Cost: [output_part_cost(D)]) [sec_text][get_construction_time_w_coeff(D)/10]sec"
- return output
-
-/obj/machinery/mecha_part_fabricator/proc/output_part_cost(datum/design/D)
- var/i = 0
- var/output
+/**
+ * Generates an info list for a given part.
+ *
+ * Returns a list of part information.
+ * * D - Design datum to get information on.
+ * * categories - Boolean, whether or not to parse snowflake categories into the part information list.
+ */
+/obj/machinery/mecha_part_fabricator/proc/output_part_info(datum/design/D, categories = FALSE)
+ var/cost = list()
for(var/c in D.materials)
var/datum/material/M = c
- output += "[i?" | ":null][get_resource_cost_w_coeff(D, M)] [M.name]"
- i++
- return output
+ cost[M.name] = get_resource_cost_w_coeff(D, M)
+ var/obj/built_item = D.build_path
+
+ var/list/category_override = null
+ var/list/sub_category = null
+
+ if(categories)
+ // Handle some special cases to build up sub-categories for the fab interface.
+ // Start with checking if this design builds a cyborg module.
+ if(built_item in typesof(/obj/item/borg/upgrade))
+ var/obj/item/borg/upgrade/U = built_item
+ var/module_types = initial(U.module_flags)
+ sub_category = list()
+ if(module_types)
+ if(module_types & BORG_MODULE_SECURITY)
+ sub_category += "Security"
+ if(module_types & BORG_MODULE_MINER)
+ sub_category += "Mining"
+ if(module_types & BORG_MODULE_JANITOR)
+ sub_category += "Janitor"
+ if(module_types & BORG_MODULE_MEDICAL)
+ sub_category += "Medical"
+ if(module_types & BORG_MODULE_ENGINEERING)
+ sub_category += "Engineering"
+ else
+ sub_category += "All Cyborgs"
+ // Else check if this design builds a piece of exosuit equipment.
+ else if(built_item in typesof(/obj/item/mecha_parts/mecha_equipment))
+ var/obj/item/mecha_parts/mecha_equipment/E = built_item
+ var/mech_types = initial(E.mech_flags)
+ sub_category = "Equipment"
+ if(mech_types)
+ category_override = list()
+ if(mech_types & EXOSUIT_MODULE_RIPLEY)
+ category_override += "Ripley"
+ if(mech_types & EXOSUIT_MODULE_FIREFIGHTER)
+ category_override += "Firefighter"
+ if(mech_types & EXOSUIT_MODULE_ODYSSEUS)
+ category_override += "Odysseus"
+ // if(mech_types & EXOSUIT_MODULE_CLARKE)
+ // category_override += "Clarke"
+ if(mech_types & EXOSUIT_MODULE_GYGAX_MED)
+ category_override += "Medical-Spec Gygax"
+ if(mech_types & EXOSUIT_MODULE_GYGAX)
+ category_override += "Gygax"
+ if(mech_types & EXOSUIT_MODULE_DURAND)
+ category_override += "Durand"
+ if(mech_types & EXOSUIT_MODULE_HONK)
+ category_override += "H.O.N.K"
+ if(mech_types & EXOSUIT_MODULE_PHAZON)
+ category_override += "Phazon"
+
+
+ var/list/part = list(
+ "name" = D.name,
+ "desc" = initial(built_item.desc),
+ "printTime" = get_construction_time_w_coeff(initial(D.construction_time))/10,
+ "cost" = cost,
+ "id" = D.id,
+ "subCategory" = sub_category,
+ "categoryOverride" = category_override,
+ "searchMeta" = "UNKNOWN"//D.search_metadata
+ )
+
+ return part
+
+/**
+ * Generates a list of resources / materials available to this Exosuit Fab
+ *
+ * Returns null if there is no material container available.
+ * List format is list(material_name = list(amount = ..., ref = ..., etc.))
+ */
/obj/machinery/mecha_part_fabricator/proc/output_available_resources()
- var/output
- var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
- for(var/mat_id in materials.materials)
- var/datum/material/M = mat_id
- var/amount = materials.materials[mat_id]
- output += "[M.name]: [amount] cm³"
- if(amount >= MINERAL_MATERIAL_AMOUNT)
- output += "- Remove \[1\]"
- if(amount >= (MINERAL_MATERIAL_AMOUNT * 10))
- output += " | \[10\]"
- output += " | \[All\]"
- output += " "
- return output
+ var/datum/component/material_container/materials = rmat.mat_container
+ var/list/material_data = list()
+
+ if(materials)
+ for(var/mat_id in materials.materials)
+ var/datum/material/M = mat_id
+ var/list/material_info = list()
+ var/amount = materials.materials[mat_id]
+
+ material_info = list(
+ "name" = M.name,
+ "ref" = REF(M),
+ "amount" = amount,
+ "sheets" = round(amount / MINERAL_MATERIAL_AMOUNT),
+ "removable" = amount >= MINERAL_MATERIAL_AMOUNT
+ )
+
+ material_data += list(material_info)
+
+ return material_data
+
+ return null
+
+/**
+ * Intended to be called when an item starts printing.
+ *
+ * Adds the overlay to show the fab working and sets active power usage settings.
+ */
+/obj/machinery/mecha_part_fabricator/proc/on_start_printing()
+ add_overlay("fab-active")
+ use_power = ACTIVE_POWER_USE
+
+/**
+ * Intended to be called when the exofab has stopped working and is no longer printing items.
+ *
+ * Removes the overlay to show the fab working and sets idle power usage settings. Additionally resets the description and turns off queue processing.
+ */
+/obj/machinery/mecha_part_fabricator/proc/on_finish_printing()
+ cut_overlay("fab-active")
+ use_power = IDLE_POWER_USE
+ desc = initial(desc)
+ process_queue = FALSE
+
+/**
+ * Calculates resource/material costs for printing an item based on the machine's resource coefficient.
+ *
+ * Returns a list of k,v resources with their amounts.
+ * * D - Design datum to calculate the modified resource cost of.
+ */
/obj/machinery/mecha_part_fabricator/proc/get_resources_w_coeff(datum/design/D)
var/list/resources = list()
for(var/R in D.materials)
@@ -164,294 +247,419 @@
resources[M] = get_resource_cost_w_coeff(D, M)
return resources
+/**
+ * Checks if the Exofab has enough resources to print a given item.
+ *
+ * Returns FALSE if the design has no reagents used in its construction (?) or if there are insufficient resources.
+ * Returns TRUE if there are sufficient resources to print the item.
+ * * D - Design datum to calculate the modified resource cost of.
+ */
/obj/machinery/mecha_part_fabricator/proc/check_resources(datum/design/D)
- if(D.reagents_list.len) // No reagents storage - no reagent designs.
+ if(length(D.reagents_list)) // No reagents storage - no reagent designs.
return FALSE
- var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
+ var/datum/component/material_container/materials = rmat.mat_container
if(materials.has_materials(get_resources_w_coeff(D)))
return TRUE
return FALSE
-/obj/machinery/mecha_part_fabricator/proc/build_part(datum/design/D)
+/**
+ * Attempts to build the next item in the build queue.
+ *
+ * Returns FALSE if either there are no more parts to build or the next part is not buildable.
+ * Returns TRUE if the next part has started building.
+ * * verbose - Whether the machine should use say() procs. Set to FALSE to disable the machine saying reasons for failure to build.
+ */
+/obj/machinery/mecha_part_fabricator/proc/build_next_in_queue(verbose = TRUE)
+ if(!length(queue))
+ return FALSE
+
+ var/datum/design/D = queue[1]
+ if(build_part(D, verbose))
+ remove_from_queue(1)
+ return TRUE
+
+ return FALSE
+
+/**
+ * Starts the build process for a given design datum.
+ *
+ * Returns FALSE if the procedure fails. Returns TRUE when being_built is set.
+ * Uses materials.
+ * * D - Design datum to attempt to print.
+ * * verbose - Whether the machine should use say() procs. Set to FALSE to disable the machine saying reasons for failure to build.
+ */
+/obj/machinery/mecha_part_fabricator/proc/build_part(datum/design/D, verbose = TRUE)
+ if(!D)
+ return FALSE
+
+ var/datum/component/material_container/materials = rmat.mat_container
+ if (!materials)
+ if(verbose)
+ say("No access to material storage, please contact the quartermaster.")
+ return FALSE
+ if (rmat.on_hold())
+ if(verbose)
+ say("Mineral access is on hold, please contact the quartermaster.")
+ return FALSE
+ if(!check_resources(D))
+ if(verbose)
+ say("Not enough resources. Processing stopped.")
+ return FALSE
+
+ build_materials = get_resources_w_coeff(D)
+
+ materials.use_materials(build_materials)
being_built = D
- desc = "It's building \a [initial(D.name)]."
- var/list/res_coef = get_resources_w_coeff(D)
+ build_finish = world.time + get_construction_time_w_coeff(initial(D.construction_time))
+ build_start = world.time
+ desc = "It's building \a [D.name]."
- var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
- materials.use_materials(res_coef)
- add_overlay("fab-active")
- use_power = ACTIVE_POWER_USE
- updateUsrDialog()
- sleep(get_construction_time_w_coeff(D))
- use_power = IDLE_POWER_USE
- cut_overlay("fab-active")
- desc = initial(desc)
+ rmat.silo_log(src, "built", -1, "[D.name]", build_materials)
- var/location = get_step(src,(dir))
- var/obj/item/I = new D.build_path(location)
- I.set_custom_materials(res_coef)
- say("\The [I] is complete.")
- being_built = null
-
- updateUsrDialog()
return TRUE
-/obj/machinery/mecha_part_fabricator/proc/update_queue_on_page()
- send_byjax(usr,"mecha_fabricator.browser","queue",list_queue())
- return
+/obj/machinery/mecha_part_fabricator/process()
+ // If there's a stored part to dispense due to an obstruction, try to dispense it.
+ if(stored_part)
+ var/turf/exit = get_step(src,(dir))
+ if(exit.density)
+ return TRUE
-/obj/machinery/mecha_part_fabricator/proc/add_part_set_to_queue(set_name)
- if(set_name in part_sets)
- for(var/v in stored_research.researched_designs)
- var/datum/design/D = SSresearch.techweb_design_by_id(v)
- if(D.build_type & MECHFAB)
- if(set_name in D.category)
- add_to_queue(D)
+ say("Obstruction cleared. \The [stored_part] is complete.")
+ stored_part.forceMove(exit)
+ stored_part = null
-/obj/machinery/mecha_part_fabricator/proc/add_to_queue(D)
+ // If there's nothing being built, try to build something
+ if(!being_built)
+ // If we're not processing the queue anymore or there's nothing to build, end processing.
+ if(!process_queue || !build_next_in_queue())
+ on_finish_printing()
+ STOP_PROCESSING(SSfastprocess, src)
+ //end_processing()
+ return TRUE
+ on_start_printing()
+
+ // If there's an item being built, check if it is complete.
+ if(being_built && (build_finish < world.time))
+ // Then attempt to dispense it and if appropriate build the next item.
+ dispense_built_part(being_built)
+ if(process_queue)
+ build_next_in_queue(FALSE)
+ return TRUE
+
+/**
+ * Dispenses a part to the tile infront of the Exosuit Fab.
+ *
+ * Returns FALSE is the machine cannot dispense the part on the appropriate turf.
+ * Return TRUE if the part was successfully dispensed.
+ * * D - Design datum to attempt to dispense.
+ */
+/obj/machinery/mecha_part_fabricator/proc/dispense_built_part(datum/design/D)
+ var/obj/item/I = new D.build_path(src)
+ // I.material_flags |= MATERIAL_NO_EFFECTS //Find a better way to do this.
+ I.set_custom_materials(build_materials)
+
+ being_built = null
+
+ var/turf/exit = get_step(src,(dir))
+ if(exit.density)
+ say("Error! Part outlet is obstructed.")
+ desc = "It's trying to dispense \a [D.name], but the part outlet is obstructed."
+ stored_part = I
+ return FALSE
+
+ say("\The [I] is complete.")
+ I.forceMove(exit)
+ return TRUE
+
+/**
+ * Adds a list of datum designs to the build queue.
+ *
+ * Will only add designs that are in this machine's stored techweb.
+ * Does final checks for datum IDs and makes sure this machine can build the designs.
+ * * part_list - List of datum design ids for designs to add to the queue.
+ */
+/obj/machinery/mecha_part_fabricator/proc/add_part_set_to_queue(list/part_list)
+ for(var/v in stored_research.researched_designs)
+ var/datum/design/D = SSresearch.techweb_design_by_id(v)
+ if((D.build_type & MECHFAB) && (D.id in part_list))
+ add_to_queue(D)
+
+/**
+ * Adds a datum design to the build queue.
+ *
+ * Returns TRUE if successful and FALSE if the design was not added to the queue.
+ * * D - Datum design to add to the queue.
+ */
+/obj/machinery/mecha_part_fabricator/proc/add_to_queue(datum/design/D)
if(!istype(queue))
queue = list()
if(D)
queue[++queue.len] = D
- return queue.len
+ return TRUE
+ return FALSE
+/**
+ * Removes datum design from the build queue based on index.
+ *
+ * Returns TRUE if successful and FALSE if a design was not removed from the queue.
+ * * index - Index in the build queue of the element to remove.
+ */
/obj/machinery/mecha_part_fabricator/proc/remove_from_queue(index)
- if(!isnum(index) || !ISINTEGER(index) || !istype(queue) || (index<1 || index>queue.len))
+ if(!isnum(index) || !ISINTEGER(index) || !istype(queue) || (index<1 || index>length(queue)))
return FALSE
queue.Cut(index,++index)
return TRUE
-/obj/machinery/mecha_part_fabricator/proc/process_queue()
- var/datum/design/D = queue[1]
- if(!D)
- remove_from_queue(1)
- if(queue.len)
- return process_queue()
- else
- return
- temp = null
- while(D)
- if(stat&(NOPOWER|BROKEN))
- return FALSE
- if(!check_clearance(D))
- say("Security level not met. Queue processing stopped.")
- temp = {"Security level not met to build next part.
- Try again | Return"}
- return FALSE
- if(!check_resources(D))
- say("Not enough resources. Queue processing stopped.")
- temp = {"Not enough resources to build next part.
- Try again | Return"}
- return FALSE
- remove_from_queue(1)
- build_part(D)
- D = listgetindex(queue, 1)
- say("Queue processing finished successfully.")
-
+/**
+ * Generates a list of parts formatted for tgui based on the current build queue.
+ *
+ * Returns a formatted list of lists containing formatted part information for every part in the build queue.
+ */
/obj/machinery/mecha_part_fabricator/proc/list_queue()
- var/output = "Queue contains:"
- if(!istype(queue) || !queue.len)
- output += " Nothing"
- else
- output += ""
- var/i = 0
- for(var/datum/design/D in queue)
- i++
- var/obj/part = D.build_path
- output += "
"
+ for(var/list/ban in bans)
+ dat += "Server: [sanitize(ban["sourceName"])] "
+ dat += "RP Level: [sanitize(ban["sourceRoleplayLevel"])] "
+ dat += "Type: [sanitize(ban["type"])] "
+ dat += "Banned By: [sanitize(ban["bannedBy"])] "
+ dat += "Reason: [sanitize(ban["reason"])] "
+ dat += "Datetime: [sanitize(ban["bannedOn"])] "
+ var/expiration = ban["expires"]
+ dat += "Expires: [expiration ? "[sanitize(expiration)]" : "Permanent"] "
+ if(ban["type"] == "job")
+ dat += "Jobs: "
+ var/list/jobs = ban["jobs"]
+ dat += sanitize(jobs.Join(", "))
+ dat += " "
+ dat += ""
+
+ dat += " "
+ var/datum/browser/popup = new(usr, "centcomlookup-[ckey]", "
Central Command Galactic Ban Database
", 700, 600)
+ popup.set_content(dat.Join())
+ popup.open(0)
+
else if(href_list["modantagrep"])
if(!check_rights(R_ADMIN))
return
diff --git a/code/modules/admin/verbs/adminhelp.dm b/code/modules/admin/verbs/adminhelp.dm
index 14cf0d7ee2..b93c8dabf1 100644
--- a/code/modules/admin/verbs/adminhelp.dm
+++ b/code/modules/admin/verbs/adminhelp.dm
@@ -371,8 +371,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
return
var/msg = "- AdminHelp marked as IC issue by [usr?.client?.holder?.fakekey? usr.client.holder.fakekey : "an administrator"]! - "
- msg += "Losing is part of the game! "
- msg += "It is also possible that your ahelp is unable to be answered properly, due to events occurring in the round."
+ msg += "Your ahelp is unable to be answered properly due to events occurring in the round. Your question probably has an IC answer, which means you should deal with it IC!"
if(initiator)
to_chat(initiator, msg)
diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm
index c559135bd1..5997558c60 100644
--- a/code/modules/admin/verbs/randomverbs.dm
+++ b/code/modules/admin/verbs/randomverbs.dm
@@ -1283,9 +1283,9 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
ADMIN_PUNISHMENT_SHOES,
ADMIN_PUNISHMENT_PICKLE,
ADMIN_PUNISHMENT_FRY,
- ADMIN_PUNISHMENT_CRACK,
- ADMIN_PUNISHMENT_BLEED,
- ADMIN_PUNISHMENT_SCARIFY)
+ ADMIN_PUNISHMENT_CRACK,
+ ADMIN_PUNISHMENT_BLEED,
+ ADMIN_PUNISHMENT_SCARIFY)
var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in punishment_list
@@ -1368,28 +1368,74 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE)
return
var/mob/living/carbon/C = target
- for(var/obj/item/bodypart/squish_part in C.bodyparts)
- var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate))
+ for(var/i in C.bodyparts)
+ var/obj/item/bodypart/squish_part = i
+ var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
squish_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_BLEED)
if(!iscarbon(target))
to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE)
return
var/mob/living/carbon/C = target
- for(var/obj/item/bodypart/slice_part in C.bodyparts)
- var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
+ for(var/i in C.bodyparts)
+ var/obj/item/bodypart/slice_part = i
+ var/type_wound = pick(list(/datum/wound/slash/severe, /datum/wound/slash/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
- type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
+ type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
- type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe))
+ type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_SCARIFY)
if(!iscarbon(target))
to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE)
return
- var/mob/living/carbon/C = target
- C.generate_fake_scars(rand(1, 4))
- to_chat(C, "You feel your body grow jaded and torn...")
+ var/mob/living/carbon/dude = target
+ dude.generate_fake_scars(rand(1, 4))
+ to_chat(dude, "You feel your body grow jaded and torn...")
+ if(ADMIN_PUNISHMENT_PERFORATE)
+ if(!iscarbon(target))
+ to_chat(usr,"This must be used on a carbon mob.", confidential = TRUE)
+ return
+
+ var/list/how_fucked_is_this_dude = list("A little", "A lot", "So fucking much", "FUCK THIS DUDE")
+ var/hatred = input("How much do you hate this guy?") in how_fucked_is_this_dude
+ var/repetitions
+ var/shots_per_limb_per_rep = 2
+ var/damage
+ switch(hatred)
+ if("A little")
+ repetitions = 1
+ damage = 5
+ if("A lot")
+ repetitions = 2
+
+ damage = 8
+ if("So fucking much")
+ repetitions = 3
+ damage = 10
+ if("FUCK THIS DUDE")
+ repetitions = 4
+ damage = 10
+
+ var/mob/living/carbon/dude = target
+ var/list/open_adj_turfs = get_adjacent_open_turfs(dude)
+ var/list/wound_bonuses = list(15, 70, 110, 250)
+
+ var/delay_per_shot = 1
+ var/delay_counter = 1
+
+ dude.Immobilize(5 SECONDS)
+ for(var/wound_bonus_rep in 1 to repetitions)
+ for(var/i in dude.bodyparts)
+ var/obj/item/bodypart/slice_part = i
+ var/shots_this_limb = 0
+ for(var/t in shuffle(open_adj_turfs))
+ var/turf/iter_turf = t
+ addtimer(CALLBACK(GLOBAL_PROC, .proc/firing_squad, dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter)
+ delay_counter += delay_per_shot
+ shots_this_limb++
+ if(shots_this_limb > shots_per_limb_per_rep)
+ break
if(ADMIN_PUNISHMENT_PICKLE)
target.turn_into_pickle()
if(ADMIN_PUNISHMENT_FRY)
@@ -1408,6 +1454,31 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
punish_log(target, punishment)
+/**
+ * firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
+ *
+ * Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
+ *
+ * Arguments:
+ * * target- guy we're shooting obviously
+ * * source_turf- where the bullet begins, preferably on a turf next to the target
+ * * body_zone- which bodypart we're aiming for, if there is one there
+ * * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
+ * * damage- the damage we're assigning to the bullet, since we don't care about the base one
+ */
+/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
+ if(!target.get_bodypart(body_zone))
+ return
+ playsound(target, 'sound/weapons/shot.ogg', 100)
+ var/obj/item/projectile/bullet/smite/divine_wrath = new(source_turf)
+ divine_wrath.damage = damage
+ divine_wrath.wound_bonus = wound_bonus
+ divine_wrath.original = target
+ divine_wrath.def_zone = body_zone
+ divine_wrath.spread = 0
+ divine_wrath.preparePixelProjectile(target, source_turf)
+ divine_wrath.fire()
+
/client/proc/punish_log(var/whom, var/punishment)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
message_admins(msg)
diff --git a/code/modules/antagonists/abductor/abductor.dm b/code/modules/antagonists/abductor/abductor.dm
index b4fc5b5948..7eb7ec2af2 100644
--- a/code/modules/antagonists/abductor/abductor.dm
+++ b/code/modules/antagonists/abductor/abductor.dm
@@ -60,8 +60,10 @@
/datum/antagonist/abductor/greet()
to_chat(owner.current, "You are the [owner.special_role]!")
- to_chat(owner.current, "With the help of your teammate, kidnap and experiment on station crew members!")
- to_chat(owner.current, "Try not to disturb the habitat, it could lead to dead specimens.")
+ to_chat(owner.current, "You are an operative for your home planet's government. Your mission is to detain, experiment, and observe.")
+ to_chat(owner.current, "Work together with your teammate to bring live subjects from the space station nearby onto your ship for experimentation.")
+ to_chat(owner.current, "For the sake of the mission, do not damage the integrity of the station, do not kill anyone unless in self defense, always capture specimens first if you can, and do not steal equipment or belongings from abducted specimens.")
+ to_chat(owner.current, "Your task is to observe and take notes of the effects of your experiments.")
to_chat(owner.current, "[greet_text]")
owner.announce_objectives()
diff --git a/code/modules/antagonists/abductor/equipment/orderable_gear.dm b/code/modules/antagonists/abductor/equipment/orderable_gear.dm
new file mode 100644
index 0000000000..f21294b041
--- /dev/null
+++ b/code/modules/antagonists/abductor/equipment/orderable_gear.dm
@@ -0,0 +1,79 @@
+GLOBAL_LIST_INIT(abductor_gear, subtypesof(/datum/abductor_gear))
+
+/datum/abductor_gear
+ /// Name of the gear
+ var/name = "Generic Abductor Gear"
+ /// Description of the gear
+ var/description = "Generic description."
+ /// Unique ID of the gear
+ var/id = "abductor_generic"
+ /// Credit cost of the gear
+ var/cost = 1
+ /// Build path of the gear itself
+ var/build_path = null
+ /// Category of the gear
+ var/category = "Basic Gear"
+
+/datum/abductor_gear/agent_helmet
+ name = "Agent Helmet"
+ description = "Abduct with style - spiky style. Prevents digital tracking."
+ id = "agent_helmet"
+ build_path = /obj/item/clothing/head/helmet/abductor
+
+/datum/abductor_gear/agent_vest
+ name = "Agent Vest"
+ description = "A vest outfitted with advanced stealth technology. It has two modes - combat and stealth."
+ id = "agent_vest"
+ build_path = /obj/item/clothing/suit/armor/abductor/vest
+
+/datum/abductor_gear/radio_silencer
+ name = "Radio Silencer"
+ description = "A compact device used to shut down communications equipment."
+ id = "radio_silencer"
+ build_path = /obj/item/abductor/silencer
+
+/datum/abductor_gear/science_tool
+ name = "Science Tool"
+ description = "A dual-mode tool for retrieving specimens and scanning appearances. Scanning can be done through cameras."
+ id = "science_tool"
+ build_path = /obj/item/abductor/gizmo
+
+/datum/abductor_gear/advanced_baton
+ name = "Advanced Baton"
+ description = "A quad-mode baton used for incapacitation and restraining of specimens."
+ id = "advanced_baton"
+ cost = 2
+ build_path = /obj/item/abductor/baton //does not exist?
+
+/datum/abductor_gear/superlingual_matrix
+ name = "Superlingual Matrix"
+ description = "A mysterious structure that allows for instant communication between users. Pretty impressive until you need to eat something."
+ id = "superlingual_matrix"
+ build_path = /obj/item/organ/tongue/abductor
+ category = "Advanced Gear"
+
+/datum/abductor_gear/mental_interface
+ name = "Mental Interface Device"
+ description = "A dual-mode tool for directly communicating with sentient brains. It can be used to send a direct message to a target, \
+ or to send a command to a test subject with a charged gland."
+ id = "mental_interface"
+ cost = 2
+ build_path = /obj/item/abductor/mind_device
+ category = "Advanced Gear"
+
+/datum/abductor_gear/reagent_synthesizer
+ name = "Reagent Synthesizer"
+ description = "Synthesizes a variety of reagents using proto-matter."
+ id = "reagent_synthesizer"
+ cost = 2
+ build_path = /obj/item/abductor_machine_beacon/chem_dispenser
+ category = "Advanced Gear"
+
+/datum/abductor_gear/shrink_ray
+ name = "Shrink Ray Blaster"
+ description = "This is a piece of frightening alien tech that enhances the magnetic pull of atoms in a localized space to temporarily make an object shrink. \
+ That or it's just space magic. Either way, it shrinks stuff."
+ id = "shrink_ray"
+ cost = 2
+ build_path = /obj/item/gun/energy/shrink_ray
+ category = "Advanced Gear"
diff --git a/code/modules/antagonists/abductor/machinery/console.dm b/code/modules/antagonists/abductor/machinery/console.dm
index 6a981b36dc..2e244fa272 100644
--- a/code/modules/antagonists/abductor/machinery/console.dm
+++ b/code/modules/antagonists/abductor/machinery/console.dm
@@ -23,99 +23,121 @@
var/obj/machinery/abductor/pad/pad
var/obj/machinery/computer/camera_advanced/abductor/camera
var/list/datum/icon_snapshot/disguises = list()
+ /// Currently selected gear category
+ var/selected_cat
+ /// Dictates if the compact mode of the interface is on or off
+ var/compact_mode = FALSE
+ /// Possible gear to be dispensed
+ var/list/possible_gear
+
+/obj/machinery/abductor/console/Initialize(mapload)
+ . = ..()
+ possible_gear = get_abductor_gear()
+
+/**
+ * get_abductor_gear: Returns a list of a filtered abductor gear sorted by categories
+ */
+/obj/machinery/abductor/console/proc/get_abductor_gear()
+ var/list/filtered_modules = list()
+ for(var/path in GLOB.abductor_gear)
+ var/datum/abductor_gear/AG = new path
+ if(!filtered_modules[AG.category])
+ filtered_modules[AG.category] = list()
+ filtered_modules[AG.category][AG] = AG
+ return filtered_modules
/obj/machinery/abductor/console/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING) && !HAS_TRAIT(user.mind, TRAIT_ABDUCTOR_TRAINING))
to_chat(user, "You start mashing alien buttons at random!")
if(do_after(user,100, target = src))
TeleporterSend()
- return
- user.set_machine(src)
- var/dat = ""
- dat += "
Abductsoft 3000
"
+/obj/machinery/abductor/console/ui_status(mob/user)
+ if(!isabductor(user) && !isobserver(user))
+ return UI_CLOSE
+ return ..()
+
+/obj/machinery/abductor/console/ui_state(mob/user)
+ return GLOB.physical_state
+
+/obj/machinery/abductor/console/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "AbductorConsole", name)
+ ui.open()
+
+/obj/machinery/abductor/console/ui_static_data(mob/user)
+ var/list/data = list()
+ data["categories"] = list()
+ for(var/category in possible_gear)
+ var/list/cat = list(
+ "name" = category,
+ "items" = (category == selected_cat ? list() : null))
+ for(var/gear in possible_gear[category])
+ var/datum/abductor_gear/AG = possible_gear[category][gear]
+ cat["items"] += list(list(
+ "name" = AG.name,
+ "cost" = AG.cost,
+ "desc" = AG.description,
+ ))
+ data["categories"] += list(cat)
+ return data
+
+/obj/machinery/abductor/console/ui_data(mob/user)
+ var/list/data = list()
+ data["compactMode"] = compact_mode
+ data["experiment"] = experiment ? TRUE : FALSE
if(experiment)
- var/points = experiment.points
- var/credits = experiment.credits
- dat += "Collected Samples : [points] "
- dat += "Gear Credits: [credits] "
- dat += "Transfer data in exchange for supplies: "
- dat += "Advanced Baton (2 Credits) "
- dat += "Mental Interface Device (2 Credits) "
- dat += "Reagent Synthesizer (2 Credits) "
- dat += "Agent Helmet (1 Credit) "
- dat += "Agent Vest (1 Credit) "
- dat += "Radio Silencer (1 Credit) "
- dat += "Science Tool (1 Credit) "
- dat += "Superlingual Matrix (1 Credit) "
- else
- dat += "NO EXPERIMENT MACHINE DETECTED "
-
+ data["points"] = experiment.points
+ data["credits"] = experiment.credits
+ data["pad"] = pad ? TRUE : FALSE
if(pad)
- dat += "Emergency Teleporter System."
- dat += "Consider using primary observation console first."
- dat += "Activate Teleporter "
- if(gizmo && gizmo.marked)
- dat += "Retrieve Mark "
- else
- dat += "Retrieve Mark "
- else
- dat += "NO TELEPAD DETECTED"
-
+ data["gizmo"] = gizmo && gizmo.marked ? TRUE : FALSE
+ data["vest"] = vest ? TRUE : FALSE
if(vest)
- dat += "
"
- dat = dat.Join()
- var/datum/browser/popup = new(user, "bounties", "Nanotrasen Bounties", 700, 600)
- popup.set_content(dat)
- popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
- popup.open()
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "CargoBountyConsole", name)
+ ui.open()
-/obj/machinery/computer/bounty/Topic(href, href_list)
+/obj/machinery/computer/bounty/ui_data(mob/user)
+ var/list/data = list()
+ var/list/bountyinfo = list()
+ for(var/datum/bounty/B in GLOB.bounties_list)
+ bountyinfo += list(list("name" = B.name, "description" = B.description, "reward_string" = B.reward_string(), "completion_string" = B.completion_string() , "claimed" = B.claimed, "can_claim" = B.can_claim(), "priority" = B.high_priority, "bounty_ref" = REF(B)))
+ data["stored_cash"] = cargocash.account_balance
+ data["bountydata"] = bountyinfo
+ return data
+
+/obj/machinery/computer/bounty/ui_act(action,params)
if(..())
return
-
- switch(href_list["choice"])
+ switch(action)
+ if("ClaimBounty")
+ var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
+ if(cashmoney)
+ cashmoney.claim()
+ return TRUE
if("Print")
if(printer_ready < world.time)
printer_ready = world.time + PRINTER_TIMEOUT
print_paper()
-
- if("Claim")
- var/datum/bounty/B = locate(href_list["d_rec"])
- if(B in GLOB.bounties_list)
- B.claim()
-
- if(href_list["refresh"])
- playsound(src, "terminal_type", 25, 0)
-
- updateUsrDialog()
+ return
diff --git a/code/modules/cargo/centcom_podlauncher.dm b/code/modules/cargo/centcom_podlauncher.dm
index f33ea7059b..b7eac1e591 100644
--- a/code/modules/cargo/centcom_podlauncher.dm
+++ b/code/modules/cargo/centcom_podlauncher.dm
@@ -11,7 +11,7 @@
/client/proc/centcom_podlauncher() //Creates a verb for admins to open up the ui
set name = "Config/Launch Supplypod"
- set desc = "Configure and launch a Centcom supplypod full of whatever your heart desires!"
+ set desc = "Configure and launch a CentCom supplypod full of whatever your heart desires!"
set category = "Admin"
var/datum/centcom_podlauncher/plaunch = new(usr)//create the datum
plaunch.ui_interact(usr)//datum has a tgui component, here we open the window
@@ -23,7 +23,10 @@
var/turf/oldTurf //Keeps track of where the user was at if they use the "teleport to centcom" button, so they can go back
var/client/holder //client of whoever is using this datum
var/area/bay //What bay we're using to launch shit from.
+ var/turf/dropoff_turf //If we're reversing, where the reverse pods go
+ var/picking_dropoff_turf
var/launchClone = FALSE //If true, then we don't actually launch the thing in the bay. Instead we call duplicateObject() and send the result
+ var/launchRandomItem = FALSE //If true, lauches a single random item instead of everything on a turf.
var/launchChoice = 1 //Determines if we launch all at once (0) , in order (1), or at random(2)
var/explosionChoice = 0 //Determines if there is no explosion (0), custom explosion (1), or just do a maxcap (2)
var/damageChoice = 0 //Determines if we do no damage (0), custom amnt of damage (1), or gib + 5000dmg (2)
@@ -50,20 +53,25 @@
temp_pod = new(locate(/area/centcom/supplypod/podStorage) in GLOB.sortedAreas) //Create a new temp_pod in the podStorage area on centcom (so users are free to look at it and change other variables if needed)
orderedArea = createOrderedArea(bay) //Order all the turfs in the selected bay (top left to bottom right) to a single list. Used for the "ordered" mode (launchChoice = 1)
-/datum/centcom_podlauncher/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, \
-force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.admin_state)//ui_interact is called when the client verb is called.
+/datum/centcom_podlauncher/ui_state(mob/user)
+ return GLOB.admin_state
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/centcom_podlauncher/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "CentcomPodLauncher", "Config/Launch Supplypod", 700, 700, master_ui, state)
+ ui = new(user, src, "CentcomPodLauncher")
ui.open()
/datum/centcom_podlauncher/ui_data(mob/user) //Sends info about the pod to the UI.
var/list/data = list() //*****NOTE*****: Many of these comments are similarly described in supplypod.dm. If you change them here, please consider doing so in the supplypod code as well!
- var/B = (istype(bay, /area/centcom/supplypod/loading/one)) ? 1 : (istype(bay, /area/centcom/supplypod/loading/two)) ? 2 : (istype(bay, /area/centcom/supplypod/loading/three)) ? 3 : (istype(bay, /area/centcom/supplypod/loading/four)) ? 4 : 0 //top ten THICCEST FUCKING TERNARY CONDITIONALS OF 2036
- data["bay"] = B //Holds the current bay the user is launching objects from. Bays are specific rooms on the centcom map.
+ var/B = (istype(bay, /area/centcom/supplypod/loading/one)) ? 1 : (istype(bay, /area/centcom/supplypod/loading/two)) ? 2 : (istype(bay, /area/centcom/supplypod/loading/three)) ? 3 : (istype(bay, /area/centcom/supplypod/loading/four)) ? 4 : 0 //(istype(bay, /area/centcom/supplypod/loading/ert)) ? 5 : 0 //top ten THICCEST FUCKING TERNARY CONDITIONALS OF 2036
+ data["bay"] = bay //Holds the current bay the user is launching objects from. Bays are specific rooms on the centcom map.
+ data["bayNumber"] = B //Holds the bay as a number. Useful for comparisons in centcom_podlauncher.ract
data["oldArea"] = (oldTurf ? get_area(oldTurf) : null) //Holds the name of the area that the user was in before using the teleportCentcom action
+ data["picking_dropoff_turf"] = picking_dropoff_turf //If we're picking or have picked a dropoff turf. Only works when pod is in reverse mode
+ data["dropoff_turf"] = dropoff_turf //The turf that reverse pods will drop their newly acquired cargo off at
data["launchClone"] = launchClone //Do we launch the actual items in the bay or just launch clones of them?
+ data["launchRandomItem"] = launchRandomItem //Do we launch a single random item instead of everything on the turf?
data["launchChoice"] = launchChoice //Launch turfs all at once (0), ordered (1), or randomly(1)
data["explosionChoice"] = explosionChoice //An explosion that occurs when landing. Can be no explosion (0), custom explosion (1), or maxcap (2)
data["damageChoice"] = damageChoice //Damage that occurs to any mob under the pod when it lands. Can be no damage (0), custom damage (1), or gib+5000dmg (2)
@@ -72,11 +80,12 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
data["openingDelay"] = temp_pod.openingDelay //How long the pod takes to open after landing
data["departureDelay"] = temp_pod.departureDelay //How long the pod takes to leave after opening (if bluespace=true, it deletes. if reversing=true, it flies back to centcom)
data["styleChoice"] = temp_pod.style //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
+ data["effectShrapnel"] = FALSE //temp_pod.effectShrapnel //If true, creates a cloud of shrapnel of a decided type and magnitude on landing
data["effectStun"] = temp_pod.effectStun //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
data["effectOrgans"] = temp_pod.effectOrgans //If true, yeets the organs out of any bodies caught under the pod when it lands
data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing
- data["effectStealth"] = temp_pod.effectStealth //If true, a target icon isnt displayed on the turf where the pod will land
+ data["effectStealth"] = temp_pod.effectStealth //If true, a target icon isn't displayed on the turf where the pod will land
data["effectQuiet"] = temp_pod.effectQuiet //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
data["effectMissile"] = temp_pod.effectMissile //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground
data["effectCircle"] = temp_pod.effectCircle //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here
@@ -115,20 +124,41 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
bay = locate(/area/centcom/supplypod/loading/four) in GLOB.sortedAreas
refreshBay()
. = TRUE
+ if("bay5")
+ to_chat(usr, "LetterN is lazy and didin't bother porting this new cc area!")
+ return
+ // bay = locate(/area/centcom/supplypod/loading/ert) in GLOB.sortedAreas
+ // refreshBay()
+ // . = TRUE
+ if("pickDropoffTurf") //Enters a mode that lets you pick the dropoff location for reverse pods
+ if (picking_dropoff_turf)
+ picking_dropoff_turf = FALSE
+ updateCursor(FALSE, FALSE) //Update the cursor of the user to a cool looking target icon
+ return
+ if (launcherActivated)
+ launcherActivated = FALSE //We don't want to have launch mode enabled while we're picking a turf
+ picking_dropoff_turf = TRUE
+ updateCursor(FALSE, TRUE) //Update the cursor of the user to a cool looking target icon
+ . = TRUE
+ if("clearDropoffTurf")
+ picking_dropoff_turf = FALSE
+ dropoff_turf = null
+ updateCursor(FALSE, FALSE)
+ . = TRUE
if("teleportCentcom") //Teleports the user to the centcom supply loading facility.
var/mob/M = holder.mob //We teleport whatever mob the client is attached to at the point of clicking
oldTurf = get_turf(M) //Used for the "teleportBack" action
- var/area/A = locate(/area/centcom/supplypod/loading) in GLOB.sortedAreas
+ var/area/A = locate(bay) in GLOB.sortedAreas
var/list/turfs = list()
for(var/turf/T in A)
turfs.Add(T) //Fill a list with turfs in the area
- var/turf/T = safepick(turfs) //Only teleport if the list isn't empty
- if(!T) //If the list is empty, error and cancel
+ if (!length(turfs)) //If the list is empty, error and cancel
to_chat(M, "Nowhere to jump to!")
- return
+ return //Only teleport if the list isn't empty
+ var/turf/T = pick(turfs)
M.forceMove(T) //Perform the actual teleport
- log_admin("[key_name(usr)] jumped to [AREACOORD(A)]")
- message_admins("[key_name_admin(usr)] jumped to [AREACOORD(A)]")
+ log_admin("[key_name(usr)] jumped to [AREACOORD(T)]")
+ message_admins("[key_name_admin(usr)] jumped to [AREACOORD(T)]")
. = TRUE
if("teleportBack") //After teleporting to centcom, this button allows the user to teleport to the last spot they were at.
var/mob/M = holder.mob
@@ -144,6 +174,9 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if("launchClone") //Toggles the launchClone var. See variable declarations above for what this specifically means
launchClone = !launchClone
. = TRUE
+ if("launchRandomItem") //Pick random turfs from the supplypod bay at centcom to launch
+ launchRandomItem = !launchRandomItem
+ . = TRUE
if("launchOrdered") //Launch turfs (from the orderedArea list) one at a time in order, from the supplypod bay at centcom
if (launchChoice == 1) //launchChoice 1 represents ordered. If we push "ordered" and it already is, then we go to default value
launchChoice = 0
@@ -152,7 +185,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
launchChoice = 1
updateSelector()
. = TRUE
- if("launchRandom") //Pick random turfs from the supplypod bay at centcom to launch
+ if("launchRandomTurf") //Pick random turfs from the supplypod bay at centcom to launch
if (launchChoice == 2)
launchChoice = 0
updateSelector()
@@ -170,11 +203,11 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
var/list/expNames = list("Devastation", "Heavy Damage", "Light Damage", "Flame") //Explosions have a range of different types of damage
var/list/boomInput = list()
for (var/i=1 to expNames.len) //Gather input from the user for the value of each type of damage
- boomInput.Add(input("[expNames[i]] Range", "Enter the [expNames[i]] range of the explosion. WARNING: This ignores the bomb cap!", 0) as null|num)
+ boomInput.Add(input("Enter the [expNames[i]] range of the explosion. WARNING: This ignores the bomb cap!", "[expNames[i]] Range", 0) as null|num)
if (isnull(boomInput[i]))
return
if (!isnum(boomInput[i])) //If the user doesn't input a number, set that specific explosion value to zero
- alert(usr, "That wasnt a number! Value set to default (zero) instead.")
+ alert(usr, "That wasn't a number! Value set to default (zero) instead.")
boomInput = 0
explosionChoice = 1
temp_pod.explosionSize = boomInput
@@ -192,11 +225,11 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
damageChoice = 0
temp_pod.damage = 0
return
- var/damageInput = input("How much damage to deal", "Enter the amount of brute damage dealt by getting hit", 0) as null|num
+ var/damageInput = input("Enter the amount of brute damage dealt by getting hit","How much damage to deal", 0) as null|num
if (isnull(damageInput))
return
if (!isnum(damageInput)) //Sanitize the input for damage to deal.s
- alert(usr, "That wasnt a number! Value set to default (zero) instead.")
+ alert(usr, "That wasn't a number! Value set to default (zero) instead.")
damageInput = 0
damageChoice = 1
temp_pod.damage = damageInput
@@ -226,13 +259,32 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
temp_pod.desc = descInput
temp_pod.adminNamed = TRUE //This variable is checked in the supplypod/setStyle() proc
. = TRUE
+ /*
+ if("effectShrapnel") //Creates a cloud of shrapnel on landing
+ if (temp_pod.effectShrapnel == TRUE) //If already doing custom damage, set back to default (no shrapnel)
+ temp_pod.effectShrapnel = FALSE
+ return
+ var/shrapnelInput = input("Please enter the type of pellet cloud you'd like to create on landing (Can be any projectile!)", "Projectile Typepath", 0) in sortList(subtypesof(/obj/item/projectile), /proc/cmp_typepaths_asc)
+ if (isnull(shrapnelInput))
+ return
+ var/shrapnelMagnitude = input("Enter the magnitude of the pellet cloud. This is usually a value around 1-5. Please note that Ryll-Ryll has asked me to tell you that if you go too crazy with the projectiles you might crash the server. So uh, be gentle!", "Shrapnel Magnitude", 0) as null|num
+ if (isnull(shrapnelMagnitude))
+ return
+ if (!isnum(shrapnelMagnitude))
+ alert(usr, "That wasn't a number! Value set to 3 instead.")
+ shrapnelMagnitude = 3
+ temp_pod.shrapnel_type = shrapnelInput
+ temp_pod.shrapnel_magnitude = shrapnelMagnitude
+ temp_pod.effectShrapnel = TRUE
+ . = TRUE
+ */
if("effectStun") //Toggle: Any mob under the pod is stunned (cant move) until the pod lands, hitting them!
temp_pod.effectStun = !temp_pod.effectStun
. = TRUE
if("effectLimb") //Toggle: Anyone carbon mob under the pod loses a limb when it lands
temp_pod.effectLimb = !temp_pod.effectLimb
. = TRUE
- if("effectOrgans") //Toggle: Any carbon mob under the pod loses every limb and organ
+ if("effectOrgans") //Toggle: Anyone carbon mob under the pod loses a limb when it lands
temp_pod.effectOrgans = !temp_pod.effectOrgans
. = TRUE
if("effectBluespace") //Toggle: Deletes the pod after landing
@@ -253,7 +305,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if("effectBurst") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target
effectBurst = !effectBurst
. = TRUE
- if("effectAnnounce") //Toggle: Sends a ghost announcement.
+ if("effectAnnounce") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target
effectAnnounce = !effectAnnounce
. = TRUE
if("effectReverse") //Toggle: Don't send any items. Instead, after landing, close (taking any objects inside) and go back to the centcom bay it came from
@@ -272,15 +324,15 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
. = TRUE
////////////////////////////TIMER DELAYS//////////////////
- if("fallDuration") //Change the falling animation duration
- if (temp_pod.fallDuration != initial(temp_pod.fallDuration)) //If the fall duration has already been changed when we push the "change value" button, then set it to default
+ if("fallDuration") //Change the time it takes the pod to land, after firing
+ if (temp_pod.fallDuration != initial(temp_pod.fallDuration)) //If the landing delay has already been changed when we push the "change value" button, then set it to default
temp_pod.fallDuration = initial(temp_pod.fallDuration)
return
- var/timeInput = input("Enter the duration of the pod's falling animation, in seconds", "Delay Time", initial(temp_pod.fallDuration) * 0.1) as null|num
+ var/timeInput = input("Enter the duration of the pod's falling animation, in seconds", "Delay Time", initial(temp_pod.fallDuration) * 0.1) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
- alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.fallDuration)*0.1]) instead.")
+ alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.fallDuration)*0.1]) instead.")
timeInput = initial(temp_pod.fallDuration)
temp_pod.fallDuration = 10 * timeInput
. = TRUE
@@ -292,7 +344,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
- alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.landingDelay)*0.1]) instead.")
+ alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.landingDelay)*0.1]) instead.")
timeInput = initial(temp_pod.landingDelay)
temp_pod.landingDelay = 10 * timeInput
. = TRUE
@@ -304,7 +356,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input
- alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.openingDelay)*0.1]) instead.")
+ alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.openingDelay)*0.1]) instead.")
timeInput = initial(temp_pod.openingDelay)
temp_pod.openingDelay = 10 * timeInput
. = TRUE
@@ -316,13 +368,13 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(timeInput))
return
if (!isnum(timeInput))
- alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.departureDelay)*0.1]) instead.")
+ alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.departureDelay)*0.1]) instead.")
timeInput = initial(temp_pod.departureDelay)
temp_pod.departureDelay = 10 * timeInput
. = TRUE
////////////////////////////ADMIN SOUNDS//////////////////
- if("fallingSound") //Admin sound from a local file that plays when the pod falls
+ if("fallSound") //Admin sound from a local file that plays when the pod lands
if ((temp_pod.fallingSound) != initial(temp_pod.fallingSound))
temp_pod.fallingSound = initial(temp_pod.fallingSound)
temp_pod.fallingSoundLength = initial(temp_pod.fallingSoundLength)
@@ -334,7 +386,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(timeInput))
return
if (!isnum(timeInput))
- alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.fallingSoundLength)*0.1]) instead.")
+ alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.fallingSoundLength)*0.1]) instead.")
temp_pod.fallingSound = soundInput
temp_pod.fallingSoundLength = 10 * timeInput
. = TRUE
@@ -369,7 +421,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (temp_pod.soundVolume != initial(temp_pod.soundVolume))
temp_pod.soundVolume = initial(temp_pod.soundVolume)
return
- var/soundInput = input(holder, "Please pick a volume. Default is between 1 and 100 with 80 being average, but pick whatever. I'm a notification, not a cop. If you still cant hear your sound, consider turning on the Quiet effect. It will silence all pod sounds except for the custom admin ones set by the previous three buttons.", "Pick Admin Sound Volume") as null|num
+ var/soundInput = input(holder, "Please pick a volume. Default is between 1 and 100 with 50 being average, but pick whatever. I'm a notification, not a cop. If you still cant hear your sound, consider turning on the Quiet effect. It will silence all pod sounds except for the custom admin ones set by the previous three buttons.", "Pick Admin Sound Volume") as null|num
if (isnull(soundInput))
return
temp_pod.soundVolume = soundInput
@@ -421,26 +473,36 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
. = TRUE
if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)
launcherActivated = !launcherActivated
- updateCursor(launcherActivated) //Update the cursor of the user to a cool looking target icon
+ updateCursor(launcherActivated, FALSE) //Update the cursor of the user to a cool looking target icon
+ . = TRUE
+ if("clearBay") //Delete all mobs and objs in the selected bay
+ if(alert(usr, "This will delete all objs and mobs in [bay]. Are you sure?", "Confirmation", "Delete that shit", "No") == "Delete that shit")
+ clearBay()
+ refreshBay()
. = TRUE
/datum/centcom_podlauncher/ui_close() //Uses the destroy() proc. When the user closes the UI, we clean up the temp_pod and supplypod_selector variables.
qdel(src)
-/datum/centcom_podlauncher/proc/updateCursor(var/launching) //Update the moues of the user
- if (holder) //Check to see if we have a client
- if (launching) //If the launching param is true, we give the user new mouse icons.
- holder.mouse_up_icon = 'icons/effects/supplypod_target.dmi' //Icon for when mouse is released
- holder.mouse_down_icon = 'icons/effects/supplypod_down_target.dmi' //Icon for when mouse is pressed
- holder.mouse_pointer_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released)
- holder.click_intercept = src //Create a click_intercept so we know where the user is clicking
- else
- var/mob/M = holder.mob
- holder.mouse_up_icon = null
- holder.mouse_down_icon = null
- holder.click_intercept = null
- if (M)
- M.update_mouse_pointer() //set the moues icons to null, then call update_moues_pointer() which resets them to the correct values based on what the mob is doing (in a mech, holding a spell, etc)()
+/datum/centcom_podlauncher/proc/updateCursor(var/launching, var/turf_picking) //Update the mouse of the user
+ if (!holder) //Can't update the mouse icon if the client doesnt exist!
+ return
+ if (launching || turf_picking) //If the launching param is true, we give the user new mouse icons.
+ if(launching)
+ holder.mouse_up_icon = 'icons/effects/mouse_pointers/supplypod_target.dmi' //Icon for when mouse is released
+ holder.mouse_down_icon = 'icons/effects/mouse_pointers/supplypod_down_target.dmi' //Icon for when mouse is pressed
+ if(turf_picking)
+ holder.mouse_up_icon = 'icons/effects/mouse_pointers/supplypod_pickturf.dmi' //Icon for when mouse is released
+ holder.mouse_down_icon = 'icons/effects/mouse_pointers/supplypod_pickturf_down.dmi' //Icon for when mouse is pressed
+ holder.mouse_pointer_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released)
+ holder.click_intercept = src //Create a click_intercept so we know where the user is clicking
+ else
+ var/mob/M = holder.mob
+ holder.mouse_up_icon = null
+ holder.mouse_down_icon = null
+ holder.click_intercept = null
+ if (M)
+ M.update_mouse_pointer() //set the moues icons to null, then call update_moues_pointer() which resets them to the correct values based on what the mob is doing (in a mech, holding a spell, etc)()
/datum/centcom_podlauncher/proc/InterceptClickOn(user,params,atom/target) //Click Intercept so we know where to send pods where the user clicks
var/list/pa = params2list(params)
@@ -461,7 +523,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
else
return //if target is null and we don't have a specific target, cancel
if (effectAnnounce)
- deadchat_broadcast("A special package is being launched at the station!", turf_target = target)
+ deadchat_broadcast("A special package is being launched at the station!", turf_target = target) //, message_type=DEADCHAT_ANNOUNCEMENT)
var/list/bouttaDie = list()
for (var/mob/living/M in target)
bouttaDie.Add(M)
@@ -479,6 +541,15 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
else
launch(target) //If we couldn't locate an adjacent turf, just launch at the normal target
sleep(rand()*2) //looks cooler than them all appearing at once. Gives the impression of burst fire.
+ else if (picking_dropoff_turf)
+ //Clicking on UI elements shouldn't pick a dropoff turf
+ if(istype(target,/obj/screen))
+ return FALSE
+
+ . = TRUE
+ if(left_click) //When we left click:
+ dropoff_turf = get_turf(target)
+ to_chat(user, " You've selected [dropoff_turf] at [COORD(dropoff_turf)] as your dropoff location.")
/datum/centcom_podlauncher/proc/refreshBay() //Called whenever the bay is switched, as well as wheneber a pod is launched
orderedArea = createOrderedArea(bay) //Create an ordered list full of turfs form the bay
@@ -489,7 +560,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
to_chat(holder.mob, "No /area/centcom/supplypod/loading/one (or /two or /three or /four) in the world! You can make one yourself (then refresh) for now, but yell at a mapper to fix this, today!")
CRASH("No /area/centcom/supplypod/loading/one (or /two or /three or /four) has been mapped into the centcom z-level!")
orderedArea = list()
- if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
+ if (length(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
var/endX = A.contents[1].x
var/startY = A.contents[1].y
@@ -512,12 +583,12 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
numTurfs = 0 //Counts the number of turfs that can be launched (remember, supplypods either launch all at once or one turf-worth of items at a time)
acceptableTurfs = list()
for (var/turf/T in orderedArea) //Go through the orderedArea list
- if (typecache_filter_list_reverse(T.contents, ignored_atoms).len != 0) //if there is something in this turf that isnt in the blacklist, we consider this turf "acceptable" and add it to the acceptableTurfs list
+ if (typecache_filter_list_reverse(T.contents, ignored_atoms).len != 0) //if there is something in this turf that isn't in the blacklist, we consider this turf "acceptable" and add it to the acceptableTurfs list
acceptableTurfs.Add(T) //Because orderedArea was an ordered linear list, acceptableTurfs will be as well.
numTurfs ++
launchList = list() //Anything in launchList will go into the supplypod when it is launched
- if (!isemptylist(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We dont fill the supplypod if acceptableTurfs is empty, if the pod is going in reverse (effectReverse=true), or if the pod is acitng like a missile (effectMissile=true)
+ if (length(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We dont fill the supplypod if acceptableTurfs is empty, if the pod is going in reverse (effectReverse=true), or if the pod is acitng like a missile (effectMissile=true)
switch(launchChoice)
if(0) //If we are launching all the turfs at once
for (var/turf/T in acceptableTurfs)
@@ -536,22 +607,36 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (isnull(A))
return
var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
- toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
- toLaunch.update_icon()//we update_icon() here so that the door doesnt "flicker on" right after it lands
- if (launchClone) //We arent launching the actual items from the bay, rather we are creating clones and launching those
- for (var/atom/movable/O in launchList)
- DuplicateObject(O).forceMove(toLaunch) //Duplicate each atom/movable in launchList and forceMove them into the supplypod
- new /obj/effect/abstract/DPtarget(A, toLaunch) //Create the DPTarget, which will eventually forceMove the temp_pod to it's location
+ /*
+ if(dropoff_turf)
+ toLaunch.reverse_dropoff_turf = dropoff_turf
else
- for (var/atom/movable/O in launchList) //If we aren't cloning the objects, just go through the launchList
+ toLaunch.reverse_dropoff_turf = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
+ */
+ toLaunch.update_icon()//we update_icon() here so that the door doesnt "flicker on" right after it lands
+ // var/shippingLane = GLOB.areas_by_type[/area/centcom/supplypod/fly_me_to_the_moon]
+ // toLaunch.forceMove(shippingLane) The shipping lane is temporarily closed due to ratvarian blockades
+ if (launchClone) //We arent launching the actual items from the bay, rather we are creating clones and launching those
+ if(launchRandomItem)
+ var/atom/movable/O = pick_n_take(launchList)
+ DuplicateObject(O).forceMove(toLaunch) //Duplicate a single atom/movable from launchList and forceMove it into the supplypod
+ else
+ for (var/atom/movable/O in launchList)
+ DuplicateObject(O).forceMove(toLaunch) //Duplicate each atom/movable in launchList and forceMove them into the supplypod
+ else
+ if(launchRandomItem)
+ var/atom/movable/O = pick_n_take(launchList)
O.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod
- new /obj/effect/abstract/DPtarget(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
+ else
+ for (var/atom/movable/O in launchList) //If we aren't cloning the objects, just go through the launchList
+ O.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod
+ new /obj/effect/abstract/DPtarget(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
if (launchClone)
launchCounter++ //We only need to increment launchCounter if we are cloning objects.
//If we aren't cloning objects, taking and removing the first item each time from the acceptableTurfs list will inherently iterate through the list in order
/datum/centcom_podlauncher/proc/updateSelector() //Ensures that the selector effect will showcase the next item if needed
- if (launchChoice == 1 && !isemptylist(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We only show the selector if we are taking items from the bay
+ if (launchChoice == 1 && length(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We only show the selector if we are taking items from the bay
var/index = launchCounter + 1 //launchCounter acts as an index to the ordered acceptableTurfs list, so adding one will show the next item in the list
if (index > acceptableTurfs.len) //out of bounds check
index = 1
@@ -559,8 +644,14 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
else
selector.moveToNullspace() //Otherwise, we move the selector to nullspace until it is needed again
+/datum/centcom_podlauncher/proc/clearBay() //Clear all objs and mobs from the selected bay
+ for (var/obj/O in bay.GetAllContents())
+ qdel(O)
+ for (var/mob/M in bay.GetAllContents())
+ qdel(M)
+
/datum/centcom_podlauncher/Destroy() //The Destroy() proc. This is called by ui_close proc, or whenever the user leaves the game
- updateCursor(FALSE) //Make sure our moues cursor resets to default. False means we are not in launch mode
+ updateCursor(FALSE, FALSE) //Make sure our moues cursor resets to default. False means we are not in launch mode
qdel(temp_pod) //Delete the temp_pod
qdel(selector) //Delete the selector effect
. = ..()
@@ -581,8 +672,8 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
for (var/X in temp_pod.explosionSize)
explosionString += "[X]|"
- var/msg = "launched [podString][whomString].[delayString][damageString][explosionString]]"
- message_admins("[key_name_admin(usr)] [msg] in [AREACOORD(specificTarget)].")
- if (!isemptylist(whoDyin))
+ var/msg = "launched [podString] towards [whomString] [delayString][damageString][explosionString]"
+ message_admins("[key_name_admin(usr)] [msg] in [ADMIN_VERBOSEJMP(specificTarget)].")
+ if (length(whoDyin))
for (var/mob/living/M in whoDyin)
admin_ticket_log(M, "[key_name_admin(usr)] [msg]")
diff --git a/code/modules/cargo/console.dm b/code/modules/cargo/console.dm
index 8a438a1342..f5a8d21278 100644
--- a/code/modules/cargo/console.dm
+++ b/code/modules/cargo/console.dm
@@ -3,9 +3,6 @@
desc = "Used to order supplies, approve requests, and control the shuttle."
icon_screen = "supply"
circuit = /obj/item/circuitboard/computer/cargo
- req_access = list(ACCESS_CARGO)
- ui_x = 780
- ui_y = 750
var/requestonly = FALSE
var/contraband = FALSE
@@ -27,7 +24,6 @@
desc = "Used to request supplies from cargo."
icon_screen = "request"
circuit = /obj/item/circuitboard/computer/cargo/request
- req_access = list()
requestonly = TRUE
/obj/machinery/computer/cargo/Initialize()
@@ -66,15 +62,12 @@
var/obj/item/circuitboard/computer/cargo/board = circuit
board.contraband = TRUE
board.obj_flags |= EMAGGED
- req_access = list()
update_static_data(user)
- return ..()
-/obj/machinery/computer/cargo/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/cargo/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Cargo", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "Cargo", name)
ui.open()
/obj/machinery/computer/cargo/ui_data()
@@ -120,7 +113,6 @@
var/list/data = list()
data["requestonly"] = requestonly
data["supplies"] = list()
- data["emagged"] = obj_flags & EMAGGED
for(var/pack in SSshuttle.supply_packs)
var/datum/supply_pack/P = SSshuttle.supply_packs[pack]
if(!data["supplies"][P.group])
@@ -135,8 +127,8 @@
"cost" = P.cost,
"id" = pack,
"desc" = P.desc || P.name, // If there is a description, use it. Otherwise use the pack's name.
+ "goody" = P.goody,
"private_goody" = P.goody == PACK_GOODY_PRIVATE,
- "goody" = P.goody == PACK_GOODY_PUBLIC,
"access" = P.access,
"can_private_buy" = P.can_private_buy
))
@@ -145,9 +137,6 @@
/obj/machinery/computer/cargo/ui_act(action, params, datum/tgui/ui)
if(..())
return
- if(!allowed(usr))
- to_chat(usr, "Access denied.")
- return
switch(action)
if("send")
if(!SSshuttle.supply.canMove())
@@ -179,6 +168,8 @@
else
SSshuttle.shuttle_loan.loan_shuttle()
say("The supply shuttle has been loaned to CentCom.")
+ investigate_log("[key_name(usr)] accepted a shuttle loan event.", INVESTIGATE_CARGO)
+ log_game("[key_name(usr)] accepted a shuttle loan event.")
. = TRUE
if("add")
var/id = text2path(params["id"])
@@ -200,13 +191,15 @@
rank = "Silicon"
var/datum/bank_account/account
- if(self_paid)
- if(!pack.can_private_buy && !(obj_flags & EMAGGED))
- return
- var/obj/item/card/id/id_card = usr.get_idcard(TRUE)
+ if(self_paid && ishuman(usr))
+ var/mob/living/carbon/human/H = usr
+ var/obj/item/card/id/id_card = H.get_idcard(TRUE)
if(!istype(id_card))
say("No ID card detected.")
return
+ if(istype(id_card, /obj/item/card/id/departmental_budget))
+ say("The [src] rejects [id_card].")
+ return
account = id_card.registered_account
if(!istype(account))
say("Invalid bank account.")
@@ -241,6 +234,9 @@
SSshuttle.shoppinglist += SO
if(self_paid)
say("Order processed. The price will be charged to [account.account_holder]'s bank account on delivery.")
+ if(requestonly && message_cooldown < world.time)
+ radio.talk_into(src, "A new order has been requested.", RADIO_CHANNEL_SUPPLY)
+ message_cooldown = world.time + 30 SECONDS
. = TRUE
if("remove")
var/id = text2num(params["id"])
diff --git a/code/modules/cargo/expressconsole.dm b/code/modules/cargo/expressconsole.dm
index dc7e4b5a06..4ca97a13a5 100644
--- a/code/modules/cargo/expressconsole.dm
+++ b/code/modules/cargo/expressconsole.dm
@@ -1,5 +1,5 @@
#define MAX_EMAG_ROCKETS 8
-#define BEACON_COST 5000
+#define BEACON_COST 500
#define SP_LINKED 1
#define SP_READY 2
#define SP_LAUNCH 3
@@ -13,10 +13,9 @@
All sales are near instantaneous - please choose carefully"
icon_screen = "supply_express"
circuit = /obj/item/circuitboard/computer/cargo/express
- ui_x = 600
- ui_y = 700
blockade_warning = "Bluespace instability detected. Delivery impossible."
req_access = list(ACCESS_QM)
+
var/message
var/printed_beacons = 0 //number of beacons printed. Used to determine beacon names.
var/list/meme_pack_data
@@ -42,7 +41,7 @@
to_chat(user, "You [locked ? "lock" : "unlock"] the interface.")
return
else if(istype(W, /obj/item/disk/cargo/bluespace_pod))
- podType = /obj/structure/closet/supplypod/bluespacepod
+ podType = /obj/structure/closet/supplypod/bluespacepod //doesnt effect circuit board, making reversal possible
to_chat(user, "You insert the disk into [src], allowing for advanced supply delivery vehicles.")
qdel(W)
return TRUE
@@ -52,22 +51,20 @@
sb.link_console(src, user)
return TRUE
else
- to_chat(user, "[src] is already linked to [sb].")
+ to_chat(user, "[src] is already linked to [sb].")
..()
/obj/machinery/computer/cargo/express/emag_act(mob/living/user)
- . = SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
if(obj_flags & EMAGGED)
return
- user.visible_message("[user] swipes a suspicious card through [src]!",
- "You change the routing protocols, allowing the Supply Pod to land anywhere on the station.")
+ if(user)
+ user.visible_message("[user] swipes a suspicious card through [src]!",
+ "You change the routing protocols, allowing the Supply Pod to land anywhere on the station.")
obj_flags |= EMAGGED
// This also sets this on the circuit board
var/obj/item/circuitboard/computer/cargo/board = circuit
board.obj_flags |= EMAGGED
packin_up()
- req_access = list()
- return TRUE
/obj/machinery/computer/cargo/express/proc/packin_up() // oh shit, I'm sorry
meme_pack_data = list() // sorry for what?
@@ -89,10 +86,10 @@
"desc" = P.desc || P.name // If there is a description, use it. Otherwise use the pack's name.
))
-/obj/machinery/computer/cargo/express/ui_interact(mob/living/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/cargo/express/ui_interact(mob/living/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "CargoExpress", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "CargoExpress", name)
ui.open()
/obj/machinery/computer/cargo/express/ui_data(mob/user)
@@ -131,9 +128,6 @@
return data
/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
- if(!allowed(usr))
- to_chat(usr, "Access denied.")
- return
switch(action)
if("LZCargo")
usingBeacon = FALSE
@@ -153,6 +147,7 @@
printed_beacons++//printed_beacons starts at 0, so the first one out will be called beacon # 1
beacon.name = "Supply Pod Beacon #[printed_beacons]"
+
if("add")//Generate Supply Order first
var/id = text2path(params["id"])
var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
@@ -195,7 +190,6 @@
LZ = pick(empty_turfs)
if (SO.pack.cost <= points_to_check && LZ)//we need to call the cost check again because of the CHECK_TICK call
D.adjust_money(-SO.pack.cost)
- SSblackbox.record_feedback("nested tally", "cargo_imports", 1, list("[SO.pack.cost]", "[SO.pack.name]"))
new /obj/effect/abstract/DPtarget(LZ, podType, SO)
. = TRUE
update_icon()
@@ -209,7 +203,7 @@
CHECK_TICK
if(empty_turfs && empty_turfs.len)
D.adjust_money(-(SO.pack.cost * (0.72*MAX_EMAG_ROCKETS)))
- SSblackbox.record_feedback("nested tally", "cargo_imports", MAX_EMAG_ROCKETS, list("[SO.pack.cost * 0.72]", "[SO.pack.name]"))
+
SO.generateRequisition(get_turf(src))
for(var/i in 1 to MAX_EMAG_ROCKETS)
var/LZ = pick(empty_turfs)
diff --git a/code/modules/cargo/packs/armory.dm b/code/modules/cargo/packs/armory.dm
index 835457536f..2ef0abb000 100644
--- a/code/modules/cargo/packs/armory.dm
+++ b/code/modules/cargo/packs/armory.dm
@@ -223,3 +223,10 @@
/obj/item/ammo_box/magazine/wt550m9/wtrubber,
/obj/item/ammo_box/magazine/wt550m9/wtrubber)
crate_name = "auto rifle ammo crate"
+
+/datum/supply_pack/security/armory/hell_single
+ name = "Hellgun Single-Pack"
+ crate_name = "hellgun crate"
+ desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids."
+ cost = 1500
+ contains = list(/obj/item/gun/energy/laser/hellgun)
diff --git a/code/modules/cargo/packs/goodies.dm b/code/modules/cargo/packs/goodies.dm
index 2ff02d0473..5d07e85bac 100644
--- a/code/modules/cargo/packs/goodies.dm
+++ b/code/modules/cargo/packs/goodies.dm
@@ -76,8 +76,8 @@
cost = 200
contains = list(/obj/item/toy/beach_ball)
-/datum/supply_pack/goody/hell_single
- name = "Hellgun Single-Pack"
- desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids."
- cost = 1500
- contains = list(/obj/item/gun/energy/laser/hellgun)
+/datum/supply_pack/goody/medipen_twopak
+ name = "Medipen Two-Pak"
+ desc = "Contains one standard epinephrine medipen and one standard emergency first-aid kit medipen. For when you want to prepare for the worst."
+ cost = 500
+ contains = list(/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/hypospray/medipen/ekit)
diff --git a/code/modules/cargo/packs/medical.dm b/code/modules/cargo/packs/medical.dm
index 5eacc2f583..6a4165f840 100644
--- a/code/modules/cargo/packs/medical.dm
+++ b/code/modules/cargo/packs/medical.dm
@@ -218,3 +218,18 @@
/obj/item/storage/box/beakers)
crate_name = "virus containment unit crate"
crate_type = /obj/structure/closet/crate/secure/plasma
+
+/datum/supply_pack/medical/medipen_variety
+ name = "Medipen Variety-Pak"
+ desc = "Contains eight different medipens in three different varieties, to assist in quickly treating seriously injured patients."
+ cost = 2000
+ contains = list(/obj/item/reagent_containers/hypospray/medipen/,
+ /obj/item/reagent_containers/hypospray/medipen/,
+ /obj/item/reagent_containers/hypospray/medipen/ekit,
+ /obj/item/reagent_containers/hypospray/medipen/ekit,
+ /obj/item/reagent_containers/hypospray/medipen/ekit,
+ /obj/item/reagent_containers/hypospray/medipen/blood_loss,
+ /obj/item/reagent_containers/hypospray/medipen/blood_loss,
+ /obj/item/reagent_containers/hypospray/medipen/blood_loss)
+
+ crate_name = "medipen crate"
diff --git a/code/modules/cargo/packs/misc.dm b/code/modules/cargo/packs/misc.dm
index a84e22f6f9..c6728831eb 100644
--- a/code/modules/cargo/packs/misc.dm
+++ b/code/modules/cargo/packs/misc.dm
@@ -194,9 +194,9 @@
/datum/supply_pack/misc/dirtymags
name = "Dirty Magazines"
- desc = "Get your mind out of the gutter operative, you have work to do. Three items per order. Possible Results: .357 Speedloaders, Kitchen Gun Mags, Stetchkin Mags."
+ desc = "Get your mind out of the gutter operative, you have work to do. Three items per order. Possible Results: .357 Speedloaders, Kitchen Gun patented magazines, or Stetchkin magazines."
hidden = TRUE
- cost = 12000
+ cost = 4000
var/num_contained = 3
contains = list(/obj/item/ammo_box/a357,
/obj/item/ammo_box/magazine/pistolm9mm,
@@ -415,21 +415,10 @@
/obj/item/restraints/handcuffs/fake/kinky,
/obj/item/clothing/head/kitty/genuine, // Why its illegal
/obj/item/clothing/head/kitty/genuine,
- /obj/item/storage/pill_bottle/penis_enlargement,
- /obj/structure/reagent_dispensers/keg/aphro)
+ /obj/item/storage/pill_bottle/penis_enlargement)
crate_name = "lewd kit"
crate_type = /obj/structure/closet/crate
-/datum/supply_pack/misc/lewdkeg
- name = "Lewd Deluxe Keg"
- desc = "That other stuff not getting you ready? Well I have a Chemslut making tons of the good stuff."
- cost = 7500 //It can be a weapon
- contraband = TRUE
- contains = list(/obj/structure/reagent_dispensers/keg/aphro/strong)
- crate_name = "deluxe keg"
- crate_type = /obj/structure/closet/crate
-
-
///Special supply crate that generates random syndicate gear up to a determined TC value
/datum/supply_pack/misc/syndicate
@@ -466,4 +455,4 @@
if(crate_value < I.cost)
continue
crate_value -= I.cost
- new I.item(C)
\ No newline at end of file
+ new I.item(C)
diff --git a/code/modules/client/client_procs.dm b/code/modules/client/client_procs.dm
index 5c9b1eec2e..9b7e928852 100644
--- a/code/modules/client/client_procs.dm
+++ b/code/modules/client/client_procs.dm
@@ -41,6 +41,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
if(!asset_cache_job)
return
+ // Rate limiting
var/mtl = CONFIG_GET(number/minute_topic_limit)
if (!holder && mtl)
var/minute = round(world.time, 600)
@@ -98,6 +99,10 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
keyUp(keycode)
return
+ // Tgui Topic middleware
+ if(!tgui_Topic(href_list))
+ return
+
// Admin PM
if(href_list["priv_msg"])
cmd_admin_pm(href_list["priv_msg"],null)
diff --git a/code/modules/client/preferences.dm b/code/modules/client/preferences.dm
index 75e914ea68..1b6e1f9748 100644
--- a/code/modules/client/preferences.dm
+++ b/code/modules/client/preferences.dm
@@ -40,7 +40,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
//If it's 0, that's good, if it's anything but 0, the owner of this prefs file's antag choices were,
//autocorrected this round, not that you'd need to check that.
-
var/UI_style = null
var/buttons_locked = FALSE
var/hotkeys = FALSE
@@ -230,7 +229,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/gear_points = 10
var/list/gear_categories
var/list/chosen_gear = list()
- var/gear_tab
+ var/gear_category
+ var/gear_subcategory
var/screenshake = 100
var/damagescreenshake = 2
@@ -832,7 +832,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "Socks Color:Change "
dat += "Backpack:[backbag]"
dat += "Jumpsuit: [jumpsuit_style] "
- if(CAN_SCAR in pref_species.species_traits)
+ if((HAS_FLESH in pref_species.species_traits) || (HAS_BONE in pref_species.species_traits))
dat += " Temporal Scarring: [(persistent_scars) ? "Enabled" : "Disabled"]"
dat += "Clear scar slots"
dat += "Uplink Location:[uplink_spawn_loc]"
@@ -1059,58 +1059,83 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += " "
if(3)
- if(!gear_tab)
- gear_tab = GLOB.loadout_items[1]
dat += "
"
- for(var/V in categories[cat])
- var/datum/design/D = V
- dat += "[D.name]: Make"
- if(cat in timesFiveCategories)
- dat += "x5"
- if(ispath(D.build_path, /obj/item/stack))
- dat += "x10"
- dat += "([CEILING(D.materials[SSmaterials.GetMaterialRef(/datum/material/biomass)]/efficiency, 1)]) "
- dat += "
"
- else
- dat += "
No container inside, please insert container.
"
-
- var/datum/browser/popup = new(user, "biogen", name, 350, 520)
- popup.set_content(dat)
- popup.open()
-
/obj/machinery/biogenerator/AltClick(mob/living/user)
. = ..()
- if(istype(user) && user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
+ if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && can_interact(user))
detach(user)
-/obj/machinery/biogenerator/proc/activate()
- if (usr.stat != CONSCIOUS)
+/**
+ * activate: Activates biomass processing and converts all inserted grown products into biomass
+ *
+ * Arguments:
+ * * user The mob starting the biomass processing
+ */
+/obj/machinery/biogenerator/proc/activate(mob/user)
+ if(user.stat != CONSCIOUS)
return
- if (src.stat != NONE) //NOPOWER etc
+ if(stat != NONE)
return
if(processing)
- to_chat(usr, "The biogenerator is in the process of working.")
+ to_chat(user, "The biogenerator is in the process of working.")
return
var/S = 0
- var/total = 0
for(var/obj/item/reagent_containers/food/snacks/grown/I in contents)
S += 5
- var/nutri_amount = I.reagents.get_reagent_amount(/datum/reagent/consumable/nutriment)
- if(nutri_amount < 0.1)
- total += 1*productivity
+ if(I.reagents.get_reagent_amount(/datum/reagent/consumable/nutriment) < 0.1)
+ points += 1 * productivity
else
- total += nutri_amount*10*productivity
+ points += I.reagents.get_reagent_amount(/datum/reagent/consumable/nutriment) * 10 * productivity
qdel(I)
- points += round(total)
if(S)
processing = TRUE
update_icon()
- updateUsrDialog()
- playsound(src.loc, 'sound/machines/blender.ogg', 50, 1)
- use_power(S*30)
- sleep(S+15/productivity)
+ playsound(loc, 'sound/machines/blender.ogg', 50, TRUE)
+ use_power(S * 30)
+ sleep(S + 15 / productivity)
+ if(QDELETED(src)) //let's not.
+ return
processing = FALSE
update_icon()
- else
- menustat = "void"
/obj/machinery/biogenerator/proc/check_cost(list/materials, multiplier = 1, remove_points = TRUE)
if(materials.len != 1 || materials[1] != SSmaterials.GetMaterialRef(/datum/material/biomass))
return FALSE
- var/cost = CEILING(materials[SSmaterials.GetMaterialRef(/datum/material/biomass)]*multiplier/efficiency, 1)
- if (cost > points)
- menustat = "nopoints"
+ if (materials[SSmaterials.GetMaterialRef(/datum/material/biomass)]*multiplier/efficiency > points)
return FALSE
else
if(remove_points)
- points -= cost
+ points -= materials[SSmaterials.GetMaterialRef(/datum/material/biomass)]*multiplier/efficiency
update_icon()
- updateUsrDialog()
return TRUE
/obj/machinery/biogenerator/proc/check_container_volume(list/reagents, multiplier = 1)
@@ -262,7 +205,6 @@
sum_reagents *= multiplier
if(beaker.reagents.total_volume + sum_reagents > beaker.reagents.maximum_volume)
- menustat = "nobeakerspace"
return FALSE
return TRUE
@@ -284,6 +226,7 @@
var/i = amount
while(i > 0)
if(!check_container_volume(D.make_reagents))
+ say("Warning: Attached container does not have enough free capacity!")
return .
if(!check_cost(D.materials))
return .
@@ -293,51 +236,100 @@
beaker.reagents.add_reagent(R, D.make_reagents[R])
. = 1
--i
-
- menustat = "complete"
update_icon()
return .
/obj/machinery/biogenerator/proc/detach(mob/living/user)
if(beaker)
- user.put_in_hands(beaker)
+ if(can_interact(user))
+ user.put_in_hands(beaker)
+ else
+ beaker.drop_location(get_turf(src))
beaker = null
update_icon()
-/obj/machinery/biogenerator/Topic(href, href_list)
- if(..() || panel_open)
+/obj/machinery/biogenerator/ui_status(mob/user)
+ if(stat & BROKEN || panel_open)
+ return UI_CLOSE
+ return ..()
+
+/obj/machinery/biogenerator/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/research_designs),
+ )
+
+/obj/machinery/biogenerator/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "Biogenerator", name)
+ ui.open()
+
+/obj/machinery/biogenerator/ui_data(mob/user)
+ var/list/data = list()
+ data["beaker"] = beaker ? TRUE : FALSE
+ data["biomass"] = points
+ data["processing"] = processing
+ if(locate(/obj/item/reagent_containers/food/snacks/grown) in contents)
+ data["can_process"] = TRUE
+ else
+ data["can_process"] = FALSE
+ return data
+
+/obj/machinery/biogenerator/ui_static_data(mob/user)
+ var/list/data = list()
+ data["categories"] = list()
+
+ var/categories = show_categories.Copy()
+ for(var/V in categories)
+ categories[V] = list()
+ for(var/V in stored_research.researched_designs)
+ var/datum/design/D = SSresearch.techweb_design_by_id(V)
+ for(var/C in categories)
+ if(C in D.category)
+ categories[C] += D
+
+ for(var/category in categories)
+ var/list/cat = list(
+ "name" = category,
+ "items" = (category == selected_cat ? list() : null))
+ for(var/item in categories[category])
+ var/datum/design/D = item
+ cat["items"] += list(list(
+ "id" = D.id,
+ "name" = D.name,
+ "cost" = D.materials[SSmaterials.GetMaterialRef(/datum/material/biomass)]/efficiency,
+ ))
+ data["categories"] += list(cat)
+
+ return data
+
+/obj/machinery/biogenerator/ui_act(action, list/params)
+ if(..())
return
- usr.set_machine(src)
-
- if(href_list["activate"])
- activate()
- updateUsrDialog()
-
- else if(href_list["detach"])
- detach(usr)
- updateUsrDialog()
-
- else if(href_list["create"])
- var/amount = (text2num(href_list["amount"]))
- //Can't be outside these (if you change this keep a sane limit)
- amount = clamp(amount, 1, 50)
- var/id = href_list["create"]
- if(!stored_research.researched_designs.Find(id))
- //naughty naughty
- stack_trace("ID did not map to a researched datum [id]")
- return
-
- //Get design by id (or may return error design)
- var/datum/design/D = SSresearch.techweb_design_by_id(id)
- //Valid design datum, amount and the datum is not the error design, lets proceed
- if(D && amount && !istype(D, /datum/design/error_design))
- create_product(D, amount)
- //This shouldnt happen normally but href forgery is real
- else
- stack_trace("ID could not be turned into a valid techweb design datum [id]")
- updateUsrDialog()
-
- else if(href_list["menu"])
- menustat = "menu"
- updateUsrDialog()
+ switch(action)
+ if("activate")
+ activate(usr)
+ return TRUE
+ if("detach")
+ detach(usr)
+ return TRUE
+ if("create")
+ var/amount = text2num(params["amount"])
+ amount = clamp(amount, 1, 10)
+ if(!amount)
+ return
+ var/id = params["id"]
+ if(!stored_research.researched_designs.Find(id))
+ stack_trace("ID did not map to a researched datum [id]")
+ return
+ var/datum/design/D = SSresearch.techweb_design_by_id(id)
+ if(D && !istype(D, /datum/design/error_design))
+ create_product(D, amount)
+ else
+ stack_trace("ID could not be turned into a valid techweb design datum [id]")
+ return
+ return TRUE
+ if("select")
+ selected_cat = params["category"]
+ return TRUE
diff --git a/code/modules/hydroponics/grown/banana.dm b/code/modules/hydroponics/grown/banana.dm
index 0411a80443..81318f8fe1 100644
--- a/code/modules/hydroponics/grown/banana.dm
+++ b/code/modules/hydroponics/grown/banana.dm
@@ -27,6 +27,12 @@
juice_results = list(/datum/reagent/consumable/banana = 0)
distill_reagent = /datum/reagent/consumable/ethanol/bananahonk
+/obj/item/reagent_containers/food/snacks/grown/banana/generate_trash(atom/location)
+ . = ..()
+ var/obj/item/grown/bananapeel/peel = .
+ if(istype(peel))
+ peel.grind_results = list(/datum/reagent/consumable/banana_peel = seed.potency * 0.2)
+
/obj/item/reagent_containers/food/snacks/grown/banana/suicide_act(mob/user)
user.visible_message("[user] is aiming [src] at [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!")
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1, -1)
diff --git a/code/modules/hydroponics/grown/chili.dm b/code/modules/hydroponics/grown/chili.dm
index 1f60afe655..001a90b441 100644
--- a/code/modules/hydroponics/grown/chili.dm
+++ b/code/modules/hydroponics/grown/chili.dm
@@ -81,7 +81,8 @@
wine_power = 50
/obj/item/reagent_containers/food/snacks/grown/ghost_chili/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
- if( ismob(loc) )
+ . = ..()
+ if(ishuman(loc))
held_mob = loc
START_PROCESSING(SSobj, src)
diff --git a/code/modules/hydroponics/grown/replicapod.dm b/code/modules/hydroponics/grown/replicapod.dm
index 78fddbd989..328b4c391c 100644
--- a/code/modules/hydroponics/grown/replicapod.dm
+++ b/code/modules/hydroponics/grown/replicapod.dm
@@ -29,6 +29,28 @@
create_reagents(volume, INJECTABLE | DRAWABLE)
+/obj/item/seeds/replicapod/pre_attack(obj/machinery/hydroponics/I)
+ if(istype(I, /obj/machinery/hydroponics))
+ if(!I.myseed)
+ START_PROCESSING(SSobj, src)
+ return ..()
+
+/obj/item/seeds/replicapod/proc/check_mind_orbiting(atom/A)
+ for(var/mob/M in A.orbiters?.orbiters)
+ if(mind && M.mind && ckey(M.mind.key) == ckey(mind.key) && M.ckey && M.client && M.stat == DEAD && !M.suiciding && isobserver(M))
+ return TRUE
+ return FALSE
+
+/obj/item/seeds/replicapod/process()
+ var/obj/machinery/hydroponics/parent = loc
+ if(parent.harvest != 1)
+ return
+ if (check_mind_orbiting(parent))
+ icon_harvest = "replicapod-orbit"
+ else
+ icon_harvest = "replicapod-harvest"
+ parent.update_icon_plant()
+
/obj/item/seeds/replicapod/on_reagent_change(changetype)
if(changetype == ADD_REAGENT)
var/datum/reagent/blood/B = reagents.has_reagent(/datum/reagent/blood)
@@ -59,8 +81,11 @@
/obj/item/seeds/replicapod/get_analyzer_text()
var/text = ..()
+ var/obj/machinery/hydroponics/parent = loc
if(contains_sample)
text += "\n It contains a blood sample!"
+ if (parent && istype(parent) && check_mind_orbiting(parent))
+ text += "\n The soul is ready to enter the body."
return text
@@ -115,7 +140,7 @@
features["mcolor"] = "#59CE00"
for(var/V in quirks)
new V(podman)
- podman.hardset_dna(null,null,null,podman.real_name,blood_type, new /datum/species/pod,features)//Discard SE's and UI's, podman cloning is inaccurate, and always make them a podman
+ podman.hardset_dna(null,null,podman.real_name,blood_type, new /datum/species/pod,features)//Discard SE's and UI's, podman cloning is inaccurate, and always make them a podman
podman.set_cloned_appearance()
else //else, one packet of seeds. maybe two
diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm
index 9b5983c8e9..abf6632939 100644
--- a/code/modules/hydroponics/hydroitemdefines.dm
+++ b/code/modules/hydroponics/hydroitemdefines.dm
@@ -82,7 +82,7 @@
custom_materials = list(/datum/material/iron = 15000)
attack_verb = list("chopped", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
/obj/item/hatchet/Initialize()
. = ..()
diff --git a/code/modules/hydroponics/seed_extractor.dm b/code/modules/hydroponics/seed_extractor.dm
index 63b96632e6..71701d9637 100644
--- a/code/modules/hydroponics/seed_extractor.dm
+++ b/code/modules/hydroponics/seed_extractor.dm
@@ -1,3 +1,18 @@
+/**
+ * Finds and extracts seeds from an object
+ *
+ * Checks if the object is such that creates a seed when extracted. Used by seed
+ * extractors or posably anything that would create seeds in some way. The seeds
+ * are dropped either at the extractor, if it exists, or where the original object
+ * was and it qdel's the object
+ *
+ * Arguments:
+ * * O - Object containing the seed, can be the loc of the dumping of seeds
+ * * t_max - Amount of seed copies to dump, -1 is ranomized
+ * * extractor - Seed Extractor, used as the dumping loc for the seeds and seed multiplier
+ * * user - checks if we can remove the object from the inventory
+ * *
+ */
/proc/seedify(obj/item/O, t_max, obj/machinery/seed_extractor/extractor, mob/living/user)
var/t_amount = 0
var/list/seeds = list()
@@ -46,20 +61,22 @@
icon_state = "sextractor"
density = TRUE
circuit = /obj/item/circuitboard/machine/seed_extractor
- var/piles = list()
+ /// Associated list of seeds, they are all weak refs. We check the len to see how many refs we have for each
+ // seed
+ var/list/piles = list()
var/max_seeds = 1000
var/seed_multiplier = 1
/obj/machinery/seed_extractor/RefreshParts()
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
- max_seeds = 1000 * B.rating
+ max_seeds = initial(max_seeds) * B.rating
for(var/obj/item/stock_parts/manipulator/M in component_parts)
- seed_multiplier = M.rating
+ seed_multiplier = initial(seed_multiplier) * M.rating
/obj/machinery/seed_extractor/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
- . += "The status display reads: Extracting [seed_multiplier] seed(s) per piece of produce. Machine can store up to [max_seeds] seeds."
+ . += "The status display reads: Extracting [seed_multiplier] seed(s) per piece of produce. Machine can store up to [max_seeds]% seeds."
/obj/machinery/seed_extractor/attackby(obj/item/O, mob/user, params)
@@ -102,78 +119,26 @@
else
return ..()
-/datum/seed_pile
- var/name = ""
- var/lifespan = 0 //Saved stats
- var/endurance = 0
- var/maturation = 0
- var/production = 0
- var/yield = 0
- var/potency = 0
- var/amount = 0
+/**
+ * Generate seed string
+ *
+ * Creates a string based of the traits of a seed. We use this string as a bucket for all
+ * seeds that match as well as the key the ui uses to get the seed. We also use the key
+ * for the data shown in the ui. Javascript parses this string to display
+ *
+ * Arguments:
+ * * O - seed to generate the string from
+ */
+/obj/machinery/seed_extractor/proc/generate_seed_string(obj/item/seeds/O)
+ return "name=[O.name];lifespan=[O.lifespan];endurance=[O.endurance];maturation=[O.maturation];production=[O.production];yield=[O.yield];potency=[O.potency];instability=0"
-/datum/seed_pile/New(var/name, var/life, var/endur, var/matur, var/prod, var/yie, var/poten, var/am = 1)
- src.name = name
- src.lifespan = life
- src.endurance = endur
- src.maturation = matur
- src.production = prod
- src.yield = yie
- src.potency = poten
- src.amount = am
-
-/obj/machinery/seed_extractor/ui_interact(mob/user)
- . = ..()
- if (stat)
- return FALSE
-
- var/dat = "Stored seeds: "
-
- if (contents.len == 0)
- dat += "No seeds"
- else
- dat += "
Name
Lifespan
Endurance
Maturation
Production
Yield
Potency
Stock
"
- for (var/datum/seed_pile/O in piles)
- dat += "
"
- var/datum/browser/popup = new(user, "seed_ext", name, 700, 400)
- popup.set_content(dat)
- popup.open()
- return
-
-/obj/machinery/seed_extractor/Topic(var/href, var/list/href_list)
- if(..())
- return
- usr.set_machine(src)
-
- href_list["li"] = text2num(href_list["li"])
- href_list["en"] = text2num(href_list["en"])
- href_list["ma"] = text2num(href_list["ma"])
- href_list["pr"] = text2num(href_list["pr"])
- href_list["yi"] = text2num(href_list["yi"])
- href_list["pot"] = text2num(href_list["pot"])
-
- for (var/datum/seed_pile/N in piles)//Find the pile we need to reduce...
- if (href_list["name"] == N.name && href_list["li"] == N.lifespan && href_list["en"] == N.endurance && href_list["ma"] == N.maturation && href_list["pr"] == N.production && href_list["yi"] == N.yield && href_list["pot"] == N.potency)
- if(N.amount <= 0)
- return
- N.amount = max(N.amount - 1, 0)
- if (N.amount <= 0)
- piles -= N
- qdel(N)
- break
-
- for (var/obj/T in contents)//Now we find the seed we need to vend
- var/obj/item/seeds/O = T
- if (O.plantname == href_list["name"] && O.lifespan == href_list["li"] && O.endurance == href_list["en"] && O.maturation == href_list["ma"] && O.production == href_list["pr"] && O.yield == href_list["yi"] && O.potency == href_list["pot"])
- O.forceMove(drop_location())
- break
-
- src.updateUsrDialog()
- return
+/** Add Seeds Proc.
+ *
+ * Adds the seeds to the contents and to an associated list that pregenerates the data
+ * needed to go to the ui handler
+ *
+ **/
/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/O)
if(contents.len >= 999)
to_chat(usr, "\The [src] is full.")
@@ -188,10 +153,47 @@
if(!M.transferItemToLoc(O, src))
return FALSE
- . = TRUE
- for (var/datum/seed_pile/N in piles)
- if (O.plantname == N.name && O.lifespan == N.lifespan && O.endurance == N.endurance && O.maturation == N.maturation && O.production == N.production && O.yield == N.yield && O.potency == N.potency)
- ++N.amount
- return
+ var/seed_string = generate_seed_string(O)
+ if(piles[seed_string])
+ piles[seed_string] += WEAKREF(O)
+ else
+ piles[seed_string] = list(WEAKREF(O))
+
+ . = TRUE
+
+/obj/machinery/seed_extractor/ui_state(mob/user)
+ return GLOB.notcontained_state
+
+/obj/machinery/seed_extractor/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "SeedExtractor", name)
+ ui.open()
+
+/obj/machinery/seed_extractor/ui_data()
+ var/list/V = list()
+ for(var/key in piles)
+ if(piles[key])
+ var/len = length(piles[key])
+ if(len)
+ V[key] = len
+
+ . = list()
+ .["seeds"] = V
+
+/obj/machinery/seed_extractor/ui_act(action, params)
+ if(..())
+ return
+
+ switch(action)
+ if("select")
+ var/item = params["item"]
+ if(piles[item] && length(piles[item]) > 0)
+ var/datum/weakref/WO = piles[item][1]
+ var/obj/item/seeds/O = WO.resolve()
+ if(O)
+ piles[item] -= WO
+ O.forceMove(drop_location())
+ . = TRUE
+ //to_chat(usr, "[src] clanks to life briefly before vending [prize.equipment_name]!")
- piles += new /datum/seed_pile(O.plantname, O.lifespan, O.endurance, O.maturation, O.production, O.yield, O.potency)
diff --git a/code/modules/instruments/songs/_song.dm b/code/modules/instruments/songs/_song.dm
index 463398d2f2..d842dbc003 100644
--- a/code/modules/instruments/songs/_song.dm
+++ b/code/modules/instruments/songs/_song.dm
@@ -303,3 +303,19 @@
return TRUE
var/obj/structure/musician/M = parent
return M.should_stop_playing(user)
+
+/datum/song/holoparasite
+ var/mob/living/simple_animal/hostile/guardian/stand
+
+/datum/song/holoparasite/New(atom/parent, list/instrument_ids)
+ . = ..()
+ stand = istype(parent, /mob/living/simple_animal/hostile/guardian) && parent
+
+/datum/song/holoparasite/updateDialog()
+ stand.ui_interact(src)
+
+/datum/song/holoparasite/should_stop_playing(mob/user)
+ return FALSE
+
+/datum/song/holoparasite/check_can_use(mob/user)
+ return (user == stand)
diff --git a/code/modules/instruments/songs/editor.dm b/code/modules/instruments/songs/editor.dm
index d9595797d7..8c5171667a 100644
--- a/code/modules/instruments/songs/editor.dm
+++ b/code/modules/instruments/songs/editor.dm
@@ -109,8 +109,11 @@
linenum++
updateDialog(usr) // make sure updates when complete
+/datum/song/proc/check_can_use(mob/user)
+ return user.canUseTopic(parent, TRUE, FALSE, FALSE, FALSE)
+
/datum/song/Topic(href, href_list)
- if(!usr.canUseTopic(parent, TRUE, FALSE, FALSE, FALSE))
+ if(!check_can_use(usr))
usr << browse(null, "window=instrument")
usr.unset_machine()
return
diff --git a/code/modules/integrated_electronics/core/assemblies.dm b/code/modules/integrated_electronics/core/assemblies.dm
index 7c9f811c34..903ff13fa8 100644
--- a/code/modules/integrated_electronics/core/assemblies.dm
+++ b/code/modules/integrated_electronics/core/assemblies.dm
@@ -651,11 +651,6 @@
icon_state = "setup_small_pda"
desc = "It's a case, for building small electronics with. This one resembles a PDA."
-/obj/item/electronic_assembly/dildo
- name = "type-g electronic assembly"
- icon_state = "setup_dildo_medium"
- desc = "It's a case, for building small electronics with. This one has a phallic design."
-
/obj/item/electronic_assembly/small
name = "electronic device"
icon_state = "setup_device"
@@ -687,11 +682,6 @@
icon_state = "setup_device_box"
desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design."
-/obj/item/electronic_assembly/small/dildo
- name = "type-f electronic device"
- icon_state = "setup_dildo_small"
- desc = "It's a case, for building tiny-sized electronics with. This one has a phallic design."
-
/obj/item/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
@@ -732,12 +722,6 @@
icon_state = "setup_medium_radio"
desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio."
-/obj/item/electronic_assembly/medium/dildo
- name = "type-g electronic mechanism"
- icon_state = "setup_dildo_large"
- desc = "It's a case, for building medium-sized electronics with. This one has a phallic design."
-
-
/obj/item/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
diff --git a/code/modules/jobs/job_types/detective.dm b/code/modules/jobs/job_types/detective.dm
index e5afe7e1b3..463113f14c 100644
--- a/code/modules/jobs/job_types/detective.dm
+++ b/code/modules/jobs/job_types/detective.dm
@@ -23,7 +23,7 @@
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_DETECTIVE
- blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
+ blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/monophobia)
threat = 1
/datum/outfit/job/detective
diff --git a/code/modules/jobs/job_types/head_of_security.dm b/code/modules/jobs/job_types/head_of_security.dm
index 69ed63a514..3d7d07d894 100644
--- a/code/modules/jobs/job_types/head_of_security.dm
+++ b/code/modules/jobs/job_types/head_of_security.dm
@@ -31,7 +31,7 @@
paycheck_department = ACCOUNT_SEC
display_order = JOB_DISPLAY_ORDER_HEAD_OF_SECURITY
- blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/insanity)
+ blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia, /datum/quirk/insanity)
threat = 3
/datum/outfit/job/hos
diff --git a/code/modules/jobs/job_types/security_officer.dm b/code/modules/jobs/job_types/security_officer.dm
index bc6f6a94c7..7e71b2d1f4 100644
--- a/code/modules/jobs/job_types/security_officer.dm
+++ b/code/modules/jobs/job_types/security_officer.dm
@@ -23,7 +23,7 @@
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_SECURITY_OFFICER
- blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
+ blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia)
threat = 2
/datum/job/officer/get_access()
diff --git a/code/modules/jobs/job_types/warden.dm b/code/modules/jobs/job_types/warden.dm
index 5762731f62..22e3f9b0f1 100644
--- a/code/modules/jobs/job_types/warden.dm
+++ b/code/modules/jobs/job_types/warden.dm
@@ -24,7 +24,7 @@
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_WARDEN
- blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
+ blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/blindness, /datum/quirk/monophobia)
threat = 2
/datum/job/warden/get_access()
diff --git a/code/modules/language/language_holder.dm b/code/modules/language/language_holder.dm
index 6e3d27f2b8..c1677117e9 100644
--- a/code/modules/language/language_holder.dm
+++ b/code/modules/language/language_holder.dm
@@ -276,7 +276,8 @@ Key procs
/datum/language/draconic = list(LANGUAGE_ATOM))
/datum/language_holder/lizard/ash
- selected_language = /datum/language/draconic
+ understood_languages = list(/datum/language/draconic = list(LANGUAGE_ATOM))
+ spoken_languages = list(/datum/language/draconic = list(LANGUAGE_ATOM))
/datum/language_holder/monkey
understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
@@ -323,6 +324,12 @@ Key procs
/datum/language/sylvan = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/sylvan = list(LANGUAGE_ATOM))
+/datum/language_holder/ethereal
+ understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
+ /datum/language/voltaic = list(LANGUAGE_ATOM))
+ spoken_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
+ /datum/language/voltaic = list(LANGUAGE_ATOM))
+
/datum/language_holder/empty
understood_languages = list()
spoken_languages = list()
diff --git a/code/modules/language/language_menu.dm b/code/modules/language/language_menu.dm
index 0df7c01fca..bffd3d59af 100644
--- a/code/modules/language/language_menu.dm
+++ b/code/modules/language/language_menu.dm
@@ -8,10 +8,13 @@
language_holder = null
. = ..()
-/datum/language_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.language_menu_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/language_menu/ui_state(mob/user)
+ return GLOB.language_menu_state
+
+/datum/language_menu/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "LanguageMenu", "Language Menu", 700, 600, master_ui, state)
+ ui = new(user, src, "LanguageMenu")
ui.open()
/datum/language_menu/ui_data(mob/user)
diff --git a/code/modules/language/voltaic.dm b/code/modules/language/voltaic.dm
new file mode 100644
index 0000000000..ead7fe7c7f
--- /dev/null
+++ b/code/modules/language/voltaic.dm
@@ -0,0 +1,14 @@
+// One of these languages will actually work, I'm certain of it.
+/datum/language/voltaic
+ name = "Voltaic"
+ desc = "A sparky language made by manipulating electrical discharge."
+ key = "v"
+ space_chance = 20
+ syllables = list(
+ "bzzt", "skrrt", "zzp", "mmm", "hzz", "tk", "shz", "k", "z",
+ "bzt", "zzt", "skzt", "skzz", "hmmt", "zrrt", "hzzt", "hz",
+ "vzt", "zt", "vz", "zip", "tzp", "lzzt", "dzzt", "zdt", "kzt",
+ "zzzz", "mzz"
+ )
+ icon_state = "volt"
+ default_priority = 90
diff --git a/code/modules/library/lib_codex_gigas.dm b/code/modules/library/lib_codex_gigas.dm
index 146c4221f8..26fa5b6f3d 100644
--- a/code/modules/library/lib_codex_gigas.dm
+++ b/code/modules/library/lib_codex_gigas.dm
@@ -34,13 +34,13 @@
if(U.check_acedia())
to_chat(user, "None of this matters, why are you reading this? You put [title] down.")
return
- user.visible_message("[user] opens [title] and begins reading intently.")
+ user.visible_message("[user] opens [title] and begins reading intently.")
ask_name(user)
/obj/item/book/codex_gigas/proc/perform_research(mob/user, devilName)
if(!devilName)
- user.visible_message("[user] closes [title] without looking anything up.")
+ user.visible_message("[user] closes [title] without looking anything up.")
return
inUse = TRUE
var/speed = 300
@@ -50,7 +50,7 @@
if(U.job in list("Curator")) // the curator is both faster, and more accurate than normal crew members at research
speed = 100
correctness = 100
- correctness -= U.getOrganLoss(ORGAN_SLOT_BRAIN) *0.5 //Brain damage makes researching hard.
+ correctness -= U.getOrganLoss(ORGAN_SLOT_BRAIN) * 0.5 //Brain damage makes researching hard.
speed += U.getOrganLoss(ORGAN_SLOT_BRAIN) * 3
if(do_after(user, speed, 0, user))
var/usedName = devilName
@@ -95,11 +95,10 @@
currentSection = SUFFIX
return currentSection != oldSection
-/obj/item/book/codex_gigas/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/item/book/codex_gigas/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "CodexGigas", name, 450, 450, master_ui, state)
+ ui = new(user, src, "CodexGigas", name)
ui.open()
/obj/item/book/codex_gigas/ui_data(mob/user)
diff --git a/code/modules/library/soapstone.dm b/code/modules/library/soapstone.dm
index 50f984c44d..f17040a938 100644
--- a/code/modules/library/soapstone.dm
+++ b/code/modules/library/soapstone.dm
@@ -35,13 +35,13 @@
return
if(existing_message)
- user.visible_message("[user] starts erasing [existing_message].", "You start erasing [existing_message].", "You hear a chipping sound.")
- playsound(loc, 'sound/items/gavel.ogg', 50, 1, -1)
+ user.visible_message("[user] starts erasing [existing_message].", "You start erasing [existing_message].", "You hear a chipping sound.")
+ playsound(loc, 'sound/items/gavel.ogg', 50, TRUE, -1)
if(do_after(user, tool_speed, target = existing_message))
user.visible_message("[user] erases [existing_message].", "You erase [existing_message][existing_message.creator_key == user.ckey ? ", refunding a use" : ""].")
existing_message.persists = FALSE
qdel(existing_message)
- playsound(loc, 'sound/items/gavel.ogg', 50, 1, -1)
+ playsound(loc, 'sound/items/gavel.ogg', 50, TRUE, -1)
if(existing_message.creator_key == user.ckey)
refund_use()
return
@@ -54,12 +54,12 @@
if(!target.Adjacent(user) && locate(/obj/structure/chisel_message) in T)
to_chat(user, "Someone wrote here before you chose! Find another spot.")
return
- playsound(loc, 'sound/items/gavel.ogg', 50, 1, -1)
- user.visible_message("[user] starts engraving a message into [T]...", "You start engraving a message into [T]...", "You hear a chipping sound.")
+ playsound(loc, 'sound/items/gavel.ogg', 50, TRUE, -1)
+ user.visible_message("[user] starts engraving a message into [T]...", "You start engraving a message into [T]...", "You hear a chipping sound.")
if(can_use() && do_after(user, tool_speed, target = T) && can_use()) //This looks messy but it's actually really clever!
if(!locate(/obj/structure/chisel_message) in T)
- user.visible_message("[user] leaves a message for future spacemen!", "You engrave a message into [T]!", "You hear a chipping sound.")
- playsound(loc, 'sound/items/gavel.ogg', 50, 1, -1)
+ user.visible_message("[user] leaves a message for future spacemen!", "You engrave a message into [T]!", "You hear a chipping sound.")
+ playsound(loc, 'sound/items/gavel.ogg', 50, TRUE, -1)
var/obj/structure/chisel_message/M = new(T)
M.register(user, message)
remove_use()
@@ -112,12 +112,10 @@
desc = "A message from a past traveler."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "soapstone_message"
- layer = HIGH_OBJ_LAYER
+ layer = LATTICE_LAYER
density = FALSE
anchored = TRUE
max_integrity = 30
- layer = LATTICE_LAYER
- light_power = 0.3
var/hidden_message
var/creator_key
@@ -206,10 +204,13 @@
/obj/structure/chisel_message/interact()
return
-/obj/structure/chisel_message/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/structure/chisel_message/ui_state(mob/user)
+ return GLOB.always_state
+
+/obj/structure/chisel_message/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "EngravedMessage", name, 600, 300, master_ui, state)
+ ui = new(user, src, "EngravedMessage", name)
ui.open()
/obj/structure/chisel_message/ui_data(mob/user)
diff --git a/code/modules/mafia/_defines.dm b/code/modules/mafia/_defines.dm
new file mode 100644
index 0000000000..194851beed
--- /dev/null
+++ b/code/modules/mafia/_defines.dm
@@ -0,0 +1,65 @@
+///how many people can play mafia without issues (running out of spawns, procs not expecting more than this amount of people, etc)
+#define MAFIA_MAX_PLAYER_COUNT 12
+
+#define MAFIA_TEAM_TOWN "town"
+#define MAFIA_TEAM_MAFIA "mafia"
+#define MAFIA_TEAM_SOLO "solo"
+
+//types of town roles for random setup gen
+/// assistants it's just assistants filling up the rest of the roles
+#define TOWN_OVERFLOW "overflow"
+/// roles that learn info about others in the game (chaplain, detective, psych)
+#define TOWN_INVEST "invest"
+/// roles that keep other roles safe (doctor, and weirdly enough lawyer counts)
+#define TOWN_PROTECT "protect"
+/// roles that don't fit into anything else (hop)
+#define TOWN_MISC "misc"
+
+//other types (mafia team, neutrals)
+/// normal vote kill changelings
+#define MAFIA_REGULAR "regular"
+/// every other changeling role that has extra abilities
+#define MAFIA_SPECIAL "special"
+/// role that wins solo that nobody likes
+#define NEUTRAL_KILL "kill"
+/// role that upsets the game aka obsessed, usually worse for town than mafia but they can vote against mafia
+#define NEUTRAL_DISRUPT "disrupt"
+
+#define MAFIA_PHASE_SETUP 1
+#define MAFIA_PHASE_DAY 2
+#define MAFIA_PHASE_VOTING 3
+#define MAFIA_PHASE_JUDGEMENT 4
+#define MAFIA_PHASE_NIGHT 5
+#define MAFIA_PHASE_VICTORY_LAP 6
+
+#define MAFIA_ALIVE 1
+#define MAFIA_DEAD 2
+
+#define COMSIG_MAFIA_ON_KILL "mafia_onkill"
+#define MAFIA_PREVENT_KILL 1
+
+#define COMSIG_MAFIA_CAN_PERFORM_ACTION "mafia_can_perform_action"
+#define MAFIA_PREVENT_ACTION 1
+
+//in order of events + game end
+
+/// when the shutters fall, before the 45 second wait and night event resolution
+#define COMSIG_MAFIA_SUNDOWN "sundown"
+/// after the 45 second wait, for actions that must go first
+#define COMSIG_MAFIA_NIGHT_START "night_start"
+/// most night actions now resolve
+#define COMSIG_MAFIA_NIGHT_ACTION_PHASE "night_actions"
+/// now killing happens from the roles that do that. the reason this is post action phase is to ensure doctors can protect and lawyers can block
+#define COMSIG_MAFIA_NIGHT_KILL_PHASE "night_kill"
+/// now undoing states like protection, actions that must happen last, etc. right before shutters raise and the day begins
+#define COMSIG_MAFIA_NIGHT_END "night_end"
+
+/// signal sent to roles when the game is confirmed ending
+#define COMSIG_MAFIA_GAME_END "game_end"
+
+/// list of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in
+GLOBAL_LIST_EMPTY(mafia_signup)
+/// list of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game.
+GLOBAL_LIST_EMPTY(mafia_bad_signup)
+/// the current global mafia game running.
+GLOBAL_VAR(mafia_game)
diff --git a/code/modules/mafia/controller.dm b/code/modules/mafia/controller.dm
new file mode 100644
index 0000000000..5873decb8f
--- /dev/null
+++ b/code/modules/mafia/controller.dm
@@ -0,0 +1,947 @@
+
+
+/**
+ * The mafia controller handles the mafia minigame in progress.
+ * It is first created when the first ghost signs up to play.
+ */
+/datum/mafia_controller
+ ///list of observers that should get game updates.
+ var/list/spectators = list()
+ ///all roles in the game, dead or alive. check their game status if you only want living or dead.
+ var/list/all_roles = list()
+ ///exists to speed up role retrieval, it's a dict. player_role_lookup[player ckey] will give you the role they play
+ var/list/player_role_lookup = list()
+ ///what part of the game you're playing in. day phases, night phases, judgement phases, etc.
+ var/phase = MAFIA_PHASE_SETUP
+ ///how long the game has gone on for, changes with every sunrise. day one, night one, day two, etc.
+ var/turn = 0
+ ///for debugging and testing a full game, or adminbuse. If this is not null, it will use this as a setup. clears when game is over
+ var/list/custom_setup = list()
+ ///first day has no voting, and thus is shorter
+ var/first_day_phase_period = 20 SECONDS
+ ///talk with others about the last night
+ var/day_phase_period = 1 MINUTES
+ ///vote someone to get put on trial
+ var/voting_phase_period = 30 SECONDS
+ ///defend yourself! don't get lynched! sometimes skipped if nobody votes.
+ var/judgement_phase_period = 30 SECONDS
+ ///guilty or innocent, we want a bit of time for players to process the outcome of the vote
+ var/judgement_lynch_period = 5 SECONDS
+ ///mafia talk at night and pick someone to kill, some town roles use their actions, etc etc.
+ var/night_phase_period = 45 SECONDS
+ ///like the lynch period, players need to see what the other players in the game's roles were
+ var/victory_lap_period = 20 SECONDS
+
+ ///template picked when the game starts. used for the name and desc reading
+ var/datum/map_template/mafia/current_map
+ ///map generation tool that deletes the current map after the game finishes
+ var/datum/mapGenerator/massdelete/map_deleter
+
+ ///Readable list of roles in current game, sent to the tgui panel for roles list > list("Psychologist x1", "Clown x2")
+ var/list/current_setup_text
+
+ ///starting outfit for all mafia players. it's just a grey jumpsuit.
+ var/player_outfit = /datum/outfit/mafia
+
+ ///spawn points for players, each one has a house
+ var/list/landmarks = list()
+ ///town center for when people get put on trial
+ var/town_center_landmark
+
+ ///group voting on one person, like putting people to trial or choosing who to kill as mafia
+ var/list/votes = list()
+ ///and these (judgement_innocent_votes, judgement_abstain_votes and judgement_guilty_votes) are the judgement phase votes, aka people sorting themselves into guilty and innocent, and "eh, i don't really care" lists. whichever has more inno or guilty wins!
+ var/list/judgement_abstain_votes = list()
+ var/list/judgement_innocent_votes = list()
+ var/list/judgement_guilty_votes = list()
+ ///current role on trial for the judgement phase, will die if guilty is greater than innocent
+ var/datum/mafia_role/on_trial
+
+ ///current timer for phase
+ var/next_phase_timer
+
+ ///used for debugging in testing (doesn't put people out of the game, some other shit i forgot, who knows just don't set this in live) honestly kinda deprecated
+ var/debug = FALSE
+
+ ///Max player count
+ var/max_player = MAFIA_MAX_PLAYER_COUNT
+ ///Required player count
+ var/required_player = 5
+
+/datum/mafia_controller/New()
+ . = ..()
+ GLOB.mafia_game = src
+ map_deleter = new
+
+/datum/mafia_controller/Destroy(force, ...)
+ . = ..()
+ GLOB.mafia_game = null
+ end_game()
+ qdel(map_deleter)
+
+/**
+ * Triggers at beginning of the game when there is a confirmed list of valid, ready players.
+ * Creates a 100% ready game that has NOT started (no players in bodies)
+ * Followed by start game
+ *
+ * Does the following:
+ * * Picks map, and loads it
+ * * Grabs landmarks if it is the first time it's loading
+ * * Sets up the role list
+ * * Puts players in each role randomly
+ * Arguments:
+ * * setup_list: list of all the datum setups (fancy list of roles) that would work for the game
+ * * ready_players: list of filtered, sane players (so not playing or disconnected) for the game to put into roles
+ */
+/datum/mafia_controller/proc/prepare_game(setup_list,ready_players)
+
+ var/list/possible_maps = subtypesof(/datum/map_template/mafia)
+ var/turf/spawn_area = get_turf(locate(/obj/effect/landmark/mafia_game_area) in GLOB.landmarks_list)
+
+ current_map = pick(possible_maps)
+ current_map = new current_map
+
+ if(!spawn_area)
+ CRASH("No spawn area detected for Mafia!")
+ var/list/bounds = current_map.load(spawn_area)
+ if(!bounds)
+ CRASH("Loading mafia map failed!")
+ map_deleter.defineRegion(spawn_area, locate(spawn_area.x + 23,spawn_area.y + 23,spawn_area.z), replace = TRUE) //so we're ready to mass delete when round ends
+
+ if(!landmarks.len)//we grab town center when we grab landmarks, if there is none (the first game signed up for let's grab them post load)
+ for(var/obj/effect/landmark/mafia/possible_spawn in GLOB.landmarks_list)
+ if(istype(possible_spawn, /obj/effect/landmark/mafia/town_center))
+ town_center_landmark = possible_spawn
+ else
+ landmarks += possible_spawn
+
+ current_setup_text = list()
+ for(var/rtype in setup_list)
+ for(var/i in 1 to setup_list[rtype])
+ all_roles += new rtype(src)
+ var/datum/mafia_role/rp = rtype
+ current_setup_text += "[initial(rp.name)] x[setup_list[rtype]]"
+ var/list/spawnpoints = landmarks.Copy()
+ for(var/datum/mafia_role/role in all_roles)
+ role.assigned_landmark = pick_n_take(spawnpoints)
+ if(!debug)
+ role.player_key = pick_n_take(ready_players)
+ else
+ role.player_key = pop(ready_players)
+
+/datum/mafia_controller/proc/send_message(msg,team)
+ for(var/datum/mafia_role/R in all_roles)
+ if(team && R.team != team)
+ continue
+ to_chat(R.body,msg)
+ var/team_suffix = team ? "([uppertext(team)] CHAT)" : ""
+ for(var/M in GLOB.dead_mob_list)
+ var/mob/spectator = M
+ if(spectator.ckey in spectators) //was in current game, or spectatin' (won't send to living)
+ var/link = FOLLOW_LINK(M, town_center_landmark)
+ to_chat(M, "[link] MAFIA: [msg] [team_suffix]")
+
+/**
+ * The game by this point is now all set up, and so we can put people in their bodies and start the first phase.
+ *
+ * Does the following:
+ * * Creates bodies for all of the roles with the first proc
+ * * Starts the first day manually (so no timer) with the second proc
+ */
+/datum/mafia_controller/proc/start_game()
+ create_bodies()
+ start_day()
+
+/**
+ * How every day starts.
+ *
+ * What players do in this phase:
+ * * If day one, just a small starting period to see who is in the game and check role, leading to the night phase.
+ * * Otherwise, it's a longer period used to discuss events that happened during the night, leading to the voting phase.
+ */
+/datum/mafia_controller/proc/start_day()
+ turn += 1
+ phase = MAFIA_PHASE_DAY
+ if(!check_victory())
+ if(turn == 1)
+ send_message("The selected map is [current_map.name]![current_map.description]")
+ send_message("Day [turn] started! There is no voting on the first day. Say hello to everybody!")
+ next_phase_timer = addtimer(CALLBACK(src,.proc/check_trial, FALSE),first_day_phase_period,TIMER_STOPPABLE) //no voting period = no votes = instant night
+ else
+ send_message("Day [turn] started! Voting will start in 1 minute.")
+ next_phase_timer = addtimer(CALLBACK(src,.proc/start_voting_phase),day_phase_period,TIMER_STOPPABLE)
+
+ SStgui.update_uis(src)
+
+/**
+ * Players have finished the discussion period, and now must put up someone to the chopping block.
+ *
+ * What players do in this phase:
+ * * Vote on which player to put up for lynching, leading to the judgement phase.
+ * * If no votes are case, the judgement phase is skipped, leading to the night phase.
+ */
+/datum/mafia_controller/proc/start_voting_phase()
+ phase = MAFIA_PHASE_VOTING
+ next_phase_timer = addtimer(CALLBACK(src, .proc/check_trial, TRUE),voting_phase_period,TIMER_STOPPABLE) //be verbose!
+ send_message("Voting started! Vote for who you want to see on trial today.")
+ SStgui.update_uis(src)
+
+/**
+ * Players have voted someone up, and now the person must defend themselves while the town votes innocent or guilty.
+ *
+ * What players do in this phase:
+ * * Vote innocent or guilty, if they are not on trial.
+ * * Defend themselves and wait for judgement, if they are.
+ * * Leads to the lynch phase.
+ * Arguments:
+ * * verbose: boolean, announces whether there were votes or not. after judgement it goes back here with no voting period to end the day.
+ */
+/datum/mafia_controller/proc/check_trial(verbose = TRUE)
+ var/datum/mafia_role/loser = get_vote_winner("Day")//, majority_of_town = TRUE)
+ // var/loser_votes = get_vote_count(loser,"Day")
+ if(loser)
+ // if(loser_votes > 12)
+ // loser.body.client?.give_award(/datum/award/achievement/mafia/universally_hated, loser.body)
+ send_message("[loser.body.real_name] wins the day vote, Listen to their defense and vote \"INNOCENT\" or \"GUILTY\"!")
+ //refresh the lists
+ judgement_abstain_votes = list()
+ judgement_innocent_votes = list()
+ judgement_guilty_votes = list()
+ for(var/i in all_roles)
+ var/datum/mafia_role/abstainee = i
+ if(abstainee.game_status == MAFIA_ALIVE && abstainee != loser)
+ judgement_abstain_votes += abstainee
+ on_trial = loser
+ on_trial.body.forceMove(get_turf(town_center_landmark))
+ phase = MAFIA_PHASE_JUDGEMENT
+ next_phase_timer = addtimer(CALLBACK(src, .proc/lynch),judgement_phase_period,TIMER_STOPPABLE)
+ reset_votes("Day")
+ else
+ if(verbose)
+ send_message("Not enough people have voted to put someone on trial, nobody will be lynched today.")
+ if(!check_victory())
+ lockdown()
+ SStgui.update_uis(src)
+
+/**
+ * Players have voted innocent or guilty on the person on trial, and that person is now killed or returned home.
+ *
+ * What players do in this phase:
+ * * r/watchpeopledie
+ * * If the accused is killed, their true role is revealed to the rest of the players.
+ */
+/datum/mafia_controller/proc/lynch()
+ for(var/i in judgement_innocent_votes)
+ var/datum/mafia_role/role = i
+ send_message("[role.body.real_name] voted innocent.")
+ for(var/ii in judgement_abstain_votes)
+ var/datum/mafia_role/role = ii
+ send_message("[role.body.real_name] abstained.")
+ for(var/iii in judgement_guilty_votes)
+ var/datum/mafia_role/role = iii
+ send_message("[role.body.real_name] voted guilty.")
+ if(judgement_guilty_votes.len > judgement_innocent_votes.len) //strictly need majority guilty to lynch
+ send_message("Guilty wins majority, [on_trial.body.real_name] has been lynched.")
+ on_trial.kill(src, lynch = TRUE)
+ addtimer(CALLBACK(src, .proc/send_home, on_trial),judgement_lynch_period)
+ else
+ send_message("Innocent wins majority, [on_trial.body.real_name] has been spared.")
+ on_trial.body.forceMove(get_turf(on_trial.assigned_landmark))
+ on_trial = null
+ //day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else
+ next_phase_timer = addtimer(CALLBACK(src, .proc/check_trial, FALSE),judgement_lynch_period,TIMER_STOPPABLE)// small pause to see the guy dead, no verbosity since we already did this
+
+/**
+ * Teenie helper proc to move players back to their home.
+ * Used in the above, but also used in the debug button "send all players home"
+ * Arguments:
+ * * role: mafia role that is getting sent back to the game.
+ */
+/datum/mafia_controller/proc/send_home(datum/mafia_role/role)
+ role.body.forceMove(get_turf(role.assigned_landmark))
+
+/**
+ * Checks to see if a faction (or solo antagonist) has won.
+ *
+ * Calculates in this order:
+ * * counts up town, mafia, and solo
+ * * solos can count as town members for the purposes of mafia winning
+ * * sends the amount of living people to the solo antagonists, and see if they won OR block the victory of the teams
+ * * checks if solos won from above, then if town, then if mafia
+ * * starts the end of the game if a faction won
+ * * returns TRUE if someone won the game, halting other procs from continuing in the case of a victory
+ */
+/datum/mafia_controller/proc/check_victory()
+ //needed for achievements
+ var/list/total_town = list()
+ var/list/total_mafia = list()
+
+ var/alive_town = 0
+ var/alive_mafia = 0
+ var/list/solos_to_ask = list() //need to ask after because first round is counting team sizes
+ var/list/total_victors = list() //if this list gets filled with anyone, they win. list because side antags can with with people
+ var/blocked_victory = FALSE //if a solo antagonist is stopping the town or mafia from finishing the game.
+
+ ///PHASE ONE: TALLY UP ALL NUMBERS OF PEOPLE STILL ALIVE
+
+ for(var/datum/mafia_role/R in all_roles)
+ switch(R.team)
+ if(MAFIA_TEAM_MAFIA)
+ total_mafia += R
+ if(R.game_status == MAFIA_ALIVE)
+ alive_mafia += R.vote_power
+ if(MAFIA_TEAM_TOWN)
+ total_town += R
+ if(R.game_status == MAFIA_ALIVE)
+ alive_town += R.vote_power
+ if(MAFIA_TEAM_SOLO)
+ if(R.game_status == MAFIA_ALIVE)
+ if(R.solo_counts_as_town)
+ alive_town += R.vote_power
+ solos_to_ask += R
+
+ ///PHASE TWO: SEND STATS TO SOLO ANTAGS, SEE IF THEY WON OR TEAMS CANNOT WIN
+
+ for(var/datum/mafia_role/solo in solos_to_ask)
+ if(solo.check_total_victory(alive_town, alive_mafia))
+ total_victors += solo
+ if(solo.block_team_victory(alive_town, alive_mafia))
+ blocked_victory = TRUE
+
+ //solo victories!
+ var/solo_end = FALSE
+ for(var/datum/mafia_role/winner in total_victors)
+ send_message("!! [uppertext(winner.name)] VICTORY !!")
+ // var/client/winner_client = GLOB.directory[winner.player_key]
+ // winner_client?.give_award(winner.winner_award, winner.body)
+ solo_end = TRUE
+ if(solo_end)
+ start_the_end()
+ return TRUE
+ if(blocked_victory)
+ return FALSE
+ if(alive_mafia == 0)
+ // for(var/datum/mafia_role/townie in total_town)
+ // var/client/townie_client = GLOB.directory[townie.player_key]
+ // townie_client?.give_award(townie.winner_award, townie.body)
+ start_the_end("!! TOWN VICTORY !!")
+ return TRUE
+ else if(alive_mafia >= alive_town) //guess could change if town nightkill is added
+ start_the_end("!! MAFIA VICTORY !!")
+ // for(var/datum/mafia_role/changeling in total_mafia)
+ // var/client/changeling_client = GLOB.directory[changeling.player_key]
+ // changeling_client?.give_award(changeling.winner_award, changeling.body)
+ return TRUE
+
+/**
+ * The end of the game is in two procs, because we want a bit of time for players to see eachothers roles.
+ * Because of how check_victory works, the game is halted in other places by this point.
+ *
+ * What players do in this phase:
+ * * See everyone's role postgame
+ * * See who won the game
+ * Arguments:
+ * * message: string, if non-null it sends it to all players. used to announce team victories while solos are handled in check victory
+ */
+/datum/mafia_controller/proc/start_the_end(message)
+ SEND_SIGNAL(src,COMSIG_MAFIA_GAME_END)
+ if(message)
+ send_message(message)
+ for(var/datum/mafia_role/R in all_roles)
+ R.reveal_role(src)
+ phase = MAFIA_PHASE_VICTORY_LAP
+ next_phase_timer = addtimer(CALLBACK(src,.proc/end_game),victory_lap_period,TIMER_STOPPABLE)
+
+/**
+ * Cleans up the game, resetting variables back to the beginning and removing the map with the generator.
+ */
+/datum/mafia_controller/proc/end_game()
+ map_deleter.generate() //remove the map, it will be loaded at the start of the next one
+ QDEL_LIST(all_roles)
+ current_setup_text = null
+ custom_setup = list()
+ turn = 0
+ votes = list()
+ //map gen does not deal with landmarks
+ QDEL_LIST(landmarks)
+ QDEL_NULL(town_center_landmark)
+ phase = MAFIA_PHASE_SETUP
+
+/**
+ * After the voting and judgement phases, the game goes to night shutting the windows and beginning night with a proc.
+ */
+/datum/mafia_controller/proc/lockdown()
+ toggle_night_curtains(close=TRUE)
+ start_night()
+
+/**
+ * Shuts poddoors attached to mafia.
+ * Arguments:
+ * * close: boolean, the state you want the curtains in.
+ */
+/datum/mafia_controller/proc/toggle_night_curtains(close)
+ for(var/obj/machinery/door/poddoor/D in GLOB.machines) //I really dislike pathing of these
+ if(D.id != "mafia") //so as to not trigger shutters on station, lol
+ continue
+ if(close)
+ INVOKE_ASYNC(D, /obj/machinery/door/poddoor.proc/close)
+ else
+ INVOKE_ASYNC(D, /obj/machinery/door/poddoor.proc/open)
+
+/**
+ * The actual start of night for players. Mostly info is given at the start of the night as the end of the night is when votes and actions are submitted and tried.
+ *
+ * What players do in this phase:
+ * * Mafia are told to begin voting on who to kill
+ * * Powers that are picked during the day announce themselves right now
+ */
+/datum/mafia_controller/proc/start_night()
+ phase = MAFIA_PHASE_NIGHT
+ send_message("Night [turn] started! Lockdown will end in 45 seconds.")
+ SEND_SIGNAL(src,COMSIG_MAFIA_SUNDOWN)
+ next_phase_timer = addtimer(CALLBACK(src, .proc/resolve_night),night_phase_period,TIMER_STOPPABLE)
+ SStgui.update_uis(src)
+
+/**
+ * The end of the night, and a series of signals for the order of events on a night.
+ *
+ * Order of events, and what they mean:
+ * * Start of resolve (NIGHT_START) is for activating night abilities that MUST go first
+ * * Action phase (NIGHT_ACTION_PHASE) is for non-lethal day abilities
+ * * Mafia then tallies votes and kills the highest voted person (note: one random voter visits that person for the purposes of roleblocking)
+ * * Killing phase (NIGHT_KILL_PHASE) is for lethal night abilities
+ * * End of resolve (NIGHT_END) is for cleaning up abilities that went off and i guess doing some that must go last
+ * * Finally opens the curtains and calls the start of day phase, completing the cycle until check victory returns TRUE
+ */
+/datum/mafia_controller/proc/resolve_night()
+ SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_START)
+ SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_ACTION_PHASE)
+ //resolve mafia kill, todo unsnowflake this
+ var/datum/mafia_role/R = get_vote_winner("Mafia")
+ if(R)
+ var/datum/mafia_role/killer = get_random_voter("Mafia")
+ if(SEND_SIGNAL(killer,COMSIG_MAFIA_CAN_PERFORM_ACTION,src,"mafia killing",R) & MAFIA_PREVENT_ACTION)
+ send_message("[killer.body.real_name] was unable to attack [R.body.real_name] tonight!",MAFIA_TEAM_MAFIA)
+ else
+ send_message("[killer.body.real_name] has attacked [R.body.real_name]!",MAFIA_TEAM_MAFIA)
+ R.kill(src)
+ reset_votes("Mafia")
+ SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_KILL_PHASE)
+ SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_END)
+ toggle_night_curtains(close=FALSE)
+ start_day()
+ SStgui.update_uis(src)
+
+/**
+ * Proc that goes off when players vote for something with their mafia panel.
+ *
+ * If teams, it hides the tally overlay and only sends the vote messages to the team that is voting
+ * Arguments:
+ * * voter: the mafia role that is trying to vote for...
+ * * target: the mafia role that is getting voted for
+ * * vote_type: type of vote submitted (is this the day vote? is this the mafia night vote?)
+ * * teams: see mafia team defines for what to put in, makes the messages only send to a specific team (so mafia night votes only sending messages to mafia at night)
+ */
+/datum/mafia_controller/proc/vote_for(datum/mafia_role/voter,datum/mafia_role/target,vote_type, teams)
+ if(!votes[vote_type])
+ votes[vote_type] = list()
+ var/old_vote = votes[vote_type][voter]
+ if(old_vote && old_vote == target)
+ votes[vote_type] -= voter
+ else
+ votes[vote_type][voter] = target
+ if(old_vote && old_vote == target)
+ send_message("[voter.body.real_name] retracts their vote for [target.body.real_name]!", team = teams)
+ else
+ send_message("[voter.body.real_name] voted for [target.body.real_name]!",team = teams)
+ if(!teams)
+ target.body.update_icon() //Update the vote display if it's a public vote
+ var/datum/mafia_role/old = old_vote
+ if(old)
+ old.body.update_icon()
+
+/**
+ * Clears out the votes of a certain type (day votes, mafia kill votes) while leaving others untouched
+ */
+/datum/mafia_controller/proc/reset_votes(vote_type)
+ var/list/bodies_to_update = list()
+ for(var/vote in votes[vote_type])
+ var/datum/mafia_role/R = votes[vote_type][vote]
+ bodies_to_update += R.body
+ votes[vote_type] = list()
+ for(var/mob/M in bodies_to_update)
+ M.update_icon()
+
+/**
+ * Returns how many people voted for the role, in whatever vote (day vote, night kill vote)
+ * Arguments:
+ * * role: the mafia role the proc tries to get the amount of votes for
+ * * vote_type: the vote type (getting how many day votes were for the role, or mafia night votes for the role)
+ */
+/datum/mafia_controller/proc/get_vote_count(role,vote_type)
+ . = 0
+ for(var/v in votes[vote_type])
+ var/datum/mafia_role/votee = v
+ if(votes[vote_type][votee] == role)
+ . += votee.vote_power
+
+/**
+ * Returns whichever role got the most votes, in whatever vote (day vote, night kill vote)
+ * returns null if no votes
+ * Arguments:
+ * * vote_type: the vote type (getting the role that got the most day votes, or the role that got the most mafia votes)
+ */
+/datum/mafia_controller/proc/get_vote_winner(vote_type)
+ var/list/tally = list()
+ for(var/votee in votes[vote_type])
+ if(!tally[votes[vote_type][votee]])
+ tally[votes[vote_type][votee]] = 1
+ else
+ tally[votes[vote_type][votee]] += 1
+ sortTim(tally,/proc/cmp_numeric_dsc,associative=TRUE)
+ return length(tally) ? tally[1] : null
+
+/**
+ * Returns a random person who voted for whatever vote (day vote, night kill vote)
+ * Arguments:
+ * * vote_type: vote type (getting a random day voter, or mafia night voter)
+ */
+/datum/mafia_controller/proc/get_random_voter(vote_type)
+ if(length(votes[vote_type]))
+ return pick(votes[vote_type])
+
+/**
+ * Adds mutable appearances to people who get publicly voted on (so not night votes) showing how many people are picking them
+ * Arguments:
+ * * source: the body of the role getting the overlays
+ * * overlay_list: signal var passing the overlay list of the mob
+ */
+/datum/mafia_controller/proc/display_votes(atom/source, list/overlay_list)
+ if(phase != MAFIA_PHASE_VOTING)
+ return
+ var/v = get_vote_count(player_role_lookup[source],"Day")
+ var/mutable_appearance/MA = mutable_appearance('icons/obj/mafia.dmi',"vote_[v > 12 ? "over_12" : v]")
+ overlay_list += MA
+
+/**
+ * Called when the game is setting up, AFTER map is loaded but BEFORE the phase timers start. Creates and places each role's body and gives the correct player key
+ *
+ * Notably:
+ * * Toggles godmode so the mafia players cannot kill themselves
+ * * Adds signals for voting overlays, see display_votes proc
+ * * gives mafia panel
+ * * sends the greeting text (goals, role name, etc)
+ */
+/datum/mafia_controller/proc/create_bodies()
+ for(var/datum/mafia_role/role in all_roles)
+ var/mob/living/carbon/human/H = new(get_turf(role.assigned_landmark))
+ H.equipOutfit(player_outfit)
+ H.status_flags |= GODMODE
+ RegisterSignal(H,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/display_votes)
+ var/datum/action/innate/mafia_panel/mafia_panel = new(null,src)
+ mafia_panel.Grant(H)
+ var/client/player_client = GLOB.directory[role.player_key]
+ if(player_client)
+ player_client.prefs.copy_to(H)
+ if(H.dna.species.outfit_important_for_life) //plasmamen
+ H.set_species(/datum/species/human)
+ role.body = H
+ player_role_lookup[H] = role
+ H.key = role.player_key
+ role.greet()
+
+/datum/mafia_controller/ui_data(mob/user)
+ . = ..()
+ switch(phase)
+ if(MAFIA_PHASE_DAY,MAFIA_PHASE_VOTING,MAFIA_PHASE_JUDGEMENT)
+ .["phase"] = "Day [turn]"
+ if(MAFIA_PHASE_NIGHT)
+ .["phase"] = "Night [turn]"
+ else
+ .["phase"] = "No Game"
+ if(user.client?.holder)
+ .["admin_controls"] = TRUE //show admin buttons to start/setup/stop
+ if(phase == MAFIA_PHASE_JUDGEMENT)
+ .["judgement_phase"] = TRUE //show judgement section
+ else
+ .["judgement_phase"] = FALSE
+ var/datum/mafia_role/user_role = player_role_lookup[user]
+ if(user_role)
+ .["roleinfo"] = list("role" = user_role.name,"desc" = user_role.desc, "action_log" = user_role.role_notes, "hud_icon" = user_role.hud_icon, "revealed_icon" = user_role.revealed_icon)
+ var/actions = list()
+ for(var/action in user_role.actions)
+ if(user_role.validate_action_target(src,action,null))
+ actions += action
+ .["actions"] = actions
+ .["role_theme"] = user_role.special_theme
+ else
+ var/list/lobby_data = list()
+ for(var/key in GLOB.mafia_signup + GLOB.mafia_bad_signup)
+ var/list/lobby_member = list()
+ lobby_member["name"] = key
+ lobby_member["status"] = "Ready"
+ if(key in GLOB.mafia_bad_signup)
+ lobby_member["status"] = "Disconnected"
+ lobby_member["spectating"] = "Ghost"
+ if(key in spectators)
+ lobby_member["spectating"] = "Spectator"
+ lobby_data += list(lobby_member)
+ .["lobbydata"] = lobby_data
+ var/list/player_data = list()
+ for(var/datum/mafia_role/R in all_roles)
+ var/list/player_info = list()
+ var/list/actions = list()
+ if(user_role) //not observer
+ for(var/action in user_role.targeted_actions)
+ if(user_role.validate_action_target(src,action,R))
+ actions += action
+ //Awful snowflake, could use generalizing
+ if(phase == MAFIA_PHASE_VOTING)
+ player_info["votes"] = get_vote_count(R,"Day")
+ if(R.game_status == MAFIA_ALIVE && R != user_role)
+ actions += "Vote"
+ if(phase == MAFIA_PHASE_NIGHT && user_role.team == MAFIA_TEAM_MAFIA && R.game_status == MAFIA_ALIVE && R.team != MAFIA_TEAM_MAFIA)
+ actions += "Kill Vote"
+ player_info["name"] = R.body.real_name
+ player_info["ref"] = REF(R)
+ player_info["actions"] = actions
+ player_info["alive"] = R.game_status == MAFIA_ALIVE
+ player_data += list(player_info)
+ .["players"] = player_data
+ .["timeleft"] = next_phase_timer ? timeleft(next_phase_timer) : 0
+
+ //Not sure on this, should this info be visible
+ .["all_roles"] = current_setup_text
+
+/datum/mafia_controller/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/mafia),
+ )
+
+/datum/mafia_controller/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
+ . = ..()
+ if(.)
+ return
+ var/datum/mafia_role/user_role = player_role_lookup[usr]
+ //Admin actions
+ if(usr.client?.holder)
+ switch(action)
+ if("new_game")
+ end_game()
+ basic_setup()
+ if("nuke")
+ end_game()
+ qdel(src)
+ if("next_phase")
+ var/datum/timedevent/timer = SStimer.timer_id_dict[next_phase_timer]
+ if(!timer.spent)
+ var/datum/callback/tc = timer.callBack
+ deltimer(next_phase_timer)
+ tc.InvokeAsync()
+ return TRUE
+ if("players_home")
+ var/list/failed = list()
+ for(var/datum/mafia_role/player in all_roles)
+ if(!player.body)
+ failed += player
+ continue
+ player.body.forceMove(get_turf(player.assigned_landmark))
+ if(failed.len)
+ to_chat(usr, "List of players who no longer had a body (if you see this, the game is runtiming anyway so just hit \"New Game\" to end it)")
+ for(var/i in failed)
+ var/datum/mafia_role/fail = i
+ to_chat(usr, fail.player_key)
+ if("debug_setup")
+ var/list/debug_setup = list()
+ var/list/rolelist_dict = list()
+ var/done = FALSE
+ for(var/p in typesof(/datum/mafia_role))
+ var/datum/mafia_role/path = p
+ rolelist_dict[initial(path.name) + " ([uppertext(initial(path.team))])"] = path
+ rolelist_dict = list("CANCEL", "FINISH") + rolelist_dict
+ while(!done)
+ to_chat(usr, "You have a total player count of [assoc_value_sum(debug_setup)] in this setup.")
+ var/chosen_role_name = input(usr,"Select a role!","Custom Setup Creation",rolelist_dict[1]) as null|anything in rolelist_dict
+ if(chosen_role_name == "CANCEL")
+ return
+ if(chosen_role_name == "FINISH")
+ break
+ var/found_path = rolelist_dict[chosen_role_name]
+ var/role_count = input(usr,"How many? Zero to cancel.","Custom Setup Creation",0) as null|num
+ if(role_count > 0)
+ debug_setup[found_path] = role_count
+ custom_setup = debug_setup
+ if("cancel_setup")
+ custom_setup = list()
+ switch(action) //both living and dead
+ if("mf_lookup")
+ var/role_lookup = params["atype"]
+ var/datum/mafia_role/helper
+ for(var/datum/mafia_role/role in all_roles)
+ if(role_lookup == role.name)
+ helper = role
+ break
+ helper.show_help(usr)
+ if(!user_role)//just the dead
+ var/client/C = ui.user.client
+ switch(action)
+ if("mf_signup")
+ if(!SSticker.HasRoundStarted())
+ to_chat(usr, "Wait for the round to start.")
+ return
+ if(GLOB.mafia_signup[C.ckey])
+ GLOB.mafia_signup -= C.ckey
+ to_chat(usr, "You unregister from Mafia.")
+ return
+ else
+ GLOB.mafia_signup[C.ckey] = C
+ to_chat(usr, "You sign up for Mafia.")
+ if(phase == MAFIA_PHASE_SETUP)
+ check_signups()
+ try_autostart()
+ if("mf_spectate")
+ if(C.ckey in spectators)
+ to_chat(usr, "You will no longer get messages from the game.")
+ spectators -= C.ckey
+ else
+ to_chat(usr, "You will now get messages from the game.")
+ spectators += C.ckey
+ if(user_role.game_status == MAFIA_DEAD)
+ return
+ //User actions (just living)
+ switch(action)
+ if("mf_action")
+ if(!user_role.actions.Find(params["atype"]))
+ return
+ user_role.handle_action(src,params["atype"],null)
+ return TRUE //vals for self-ui update
+ if("mf_targ_action")
+ var/datum/mafia_role/target = locate(params["target"]) in all_roles
+ if(!istype(target))
+ return
+ switch(params["atype"])
+ if("Vote")
+ if(phase != MAFIA_PHASE_VOTING)
+ return
+ vote_for(user_role,target,vote_type="Day")
+ if("Kill Vote")
+ if(phase != MAFIA_PHASE_NIGHT || user_role.team != MAFIA_TEAM_MAFIA)
+ return
+ vote_for(user_role,target,"Mafia", MAFIA_TEAM_MAFIA)
+ to_chat(user_role.body,"You will vote for [target.body.real_name] for tonights killing.")
+ else
+ if(!user_role.targeted_actions.Find(params["atype"]))
+ return
+ if(!user_role.validate_action_target(src,params["atype"],target))
+ return
+ user_role.handle_action(src,params["atype"],target)
+ return TRUE
+ if(user_role != on_trial)
+ switch(action)
+ if("vote_abstain")
+ if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_abstain_votes))
+ return
+ to_chat(user_role.body,"You have decided to abstain.")
+ judgement_innocent_votes -= user_role
+ judgement_guilty_votes -= user_role
+ judgement_abstain_votes += user_role
+ if("vote_innocent")
+ if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_innocent_votes))
+ return
+ to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as INNOCENT!")
+ judgement_abstain_votes -= user_role//no fakers, and...
+ judgement_guilty_votes -= user_role//no radical centrism
+ judgement_innocent_votes += user_role
+ if("vote_guilty")
+ if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_guilty_votes))
+ return
+ to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as GUILTY!")
+ judgement_abstain_votes -= user_role//no fakers, and...
+ judgement_innocent_votes -= user_role//no radical centrism
+ judgement_guilty_votes += user_role
+
+/datum/mafia_controller/ui_state(mob/user)
+ return GLOB.always_state
+
+/datum/mafia_controller/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, null)
+ if(!ui)
+ ui = new(user, src, "MafiaPanel")
+ ui.set_autoupdate(FALSE)
+ ui.open()
+
+/proc/assoc_value_sum(list/L)
+ . = 0
+ for(var/key in L)
+ . += L[key]
+
+/**
+ * Returns a semirandom setup, with...
+ * Town, Two invest roles, one protect role, sometimes a misc role, and the rest assistants for town.
+ * Mafia, 2 normal mafia and one special.
+ * Neutral, two disruption roles, sometimes one is a killing.
+ *
+ * See _defines.dm in the mafia folder for a rundown on what these groups of roles include.
+ */
+/datum/mafia_controller/proc/generate_random_setup()
+ var/invests_left = 2
+ var/protects_left = 1
+ var/miscs_left = prob(35)
+ var/mafiareg_left = 2
+ var/mafiaspe_left = 1
+ var/killing_role = prob(50)
+ var/disruptors = killing_role ? 1 : 2 //still required to calculate overflow
+ var/overflow_left = max_player - (invests_left + protects_left + miscs_left + mafiareg_left + mafiaspe_left + killing_role + disruptors)
+
+ var/list/random_setup = list()
+ for(var/i in 1 to max_player) //should match the number of roles to add
+ if(overflow_left)
+ add_setup_role(random_setup, TOWN_OVERFLOW)
+ overflow_left--
+ else if(invests_left)
+ add_setup_role(random_setup, TOWN_INVEST)
+ invests_left--
+ else if(protects_left)
+ add_setup_role(random_setup, TOWN_PROTECT)
+ protects_left--
+ else if(miscs_left)
+ add_setup_role(random_setup, TOWN_MISC)
+ miscs_left--
+ else if(mafiareg_left)
+ add_setup_role(random_setup, MAFIA_REGULAR)
+ mafiareg_left--
+ else if(mafiaspe_left)
+ add_setup_role(random_setup, MAFIA_SPECIAL)
+ mafiaspe_left--
+ else if(killing_role)
+ add_setup_role(random_setup, NEUTRAL_KILL)
+ killing_role--
+ else
+ add_setup_role(random_setup, NEUTRAL_DISRUPT)
+ return random_setup
+
+/**
+ * Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one
+ */
+/datum/mafia_controller/proc/add_setup_role(setup_list, wanted_role_type)
+ var/list/role_type_paths = list()
+ for(var/path in typesof(/datum/mafia_role))
+ var/datum/mafia_role/instance = path
+ if(initial(instance.role_type) == wanted_role_type)
+ role_type_paths += instance
+
+ var/mafia_path = pick(role_type_paths)
+ var/datum/mafia_role/mafia_path_type = mafia_path
+ var/found_role
+ for(var/searched_path in setup_list)
+ var/datum/mafia_role/searched_path_type = searched_path
+ if(initial(mafia_path_type.name) == initial(searched_path_type.name))
+ found_role = searched_path
+ break
+ if(found_role)
+ setup_list[found_role] += 1
+ return
+ setup_list[mafia_path] = 1
+
+/**
+ * Called when enough players have signed up to fill a setup. DOESN'T NECESSARILY MEAN THE GAME WILL START.
+ *
+ * Checks for a custom setup, if so gets the required players from that and if not it sets the player requirement to required_player(max_player) and generates one IF basic setup starts a game.
+ * Checks if everyone signed up is an observer, and is still connected. If people aren't, they're removed from the list.
+ * If there aren't enough players post sanity, it aborts. otherwise, it selects enough people for the game and starts preparing the game for real.
+ */
+/datum/mafia_controller/proc/basic_setup()
+ var/req_players
+ var/list/setup = custom_setup
+ if(!setup.len)
+ req_players = required_player //max_player
+ else
+ req_players = assoc_value_sum(setup)
+
+ //final list for all the players who will be in this game
+ var/list/filtered_keys = list()
+ //cuts invalid players from signups (disconnected/not a ghost)
+ var/list/possible_keys = list()
+ for(var/key in GLOB.mafia_signup)
+ if(GLOB.directory[key])
+ var/client/C = GLOB.directory[key]
+ if(isobserver(C.mob))
+ possible_keys += key
+ continue
+ GLOB.mafia_signup -= key //not valid to play when we checked so remove them from signups
+
+ //if there were not enough players, don't start. we already trimmed the list to now hold only valid signups
+ if(length(possible_keys) < req_players)
+ return
+ else //hacky implementation of max players
+ req_players = clamp(length(possible_keys), 1, max_player)
+
+ //if there were too many players, still start but only make filtered keys as big as it needs to be (cut excess)
+ //also removes people who do get into final player list from the signup so they have to sign up again when game ends
+ for(var/i in 1 to req_players)
+ var/chosen_key = pick_n_take(possible_keys)
+ filtered_keys += chosen_key
+ GLOB.mafia_signup -= chosen_key
+ //small message about not getting into this game for clarity on why they didn't get in
+ for(var/unpicked in possible_keys)
+ var/client/unpicked_client = GLOB.directory[unpicked]
+ to_chat(unpicked_client, "Sorry, the starting mafia game has too many players and you were not picked.")
+ to_chat(unpicked_client, "You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.")
+
+ if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start.
+ setup = generate_random_setup()
+ prepare_game(setup,filtered_keys)
+ start_game()
+
+/**
+ * Called when someone signs up, and sees if there are enough people in the signup list to begin.
+ *
+ * Only checks if everyone is actually valid to start (still connected and an observer) if there are enough players (basic_setup)
+ */
+/datum/mafia_controller/proc/try_autostart()
+ if(phase != MAFIA_PHASE_SETUP) // || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME))
+ return
+ if(GLOB.mafia_signup.len >= max_player || GLOB.mafia_signup.len >= required_player|| custom_setup.len)//enough people to try and make something (or debug mode)
+ basic_setup()
+
+/**
+ * Filters inactive player into a different list until they reconnect, and removes players who are no longer ghosts.
+ *
+ * If a disconnected player gets a non-ghost mob and reconnects, they will be first put back into mafia_signup then filtered by that.
+ */
+/datum/mafia_controller/proc/check_signups()
+ for(var/bad_key in GLOB.mafia_bad_signup)
+ if(GLOB.directory[bad_key])//they have reconnected if we can search their key and get a client
+ GLOB.mafia_bad_signup -= bad_key
+ GLOB.mafia_signup += bad_key
+ for(var/key in GLOB.mafia_signup)
+ var/client/C = GLOB.directory[key]
+ if(!C)//vice versa but in a variable we use later
+ GLOB.mafia_signup -= key
+ GLOB.mafia_bad_signup += key
+ if(!isobserver(C.mob))
+ //they are back to playing the game, remove them from the signups
+ GLOB.mafia_signup -= key
+
+/datum/action/innate/mafia_panel
+ name = "Mafia Panel"
+ desc = "Use this to play."
+ icon_icon = 'icons/obj/mafia.dmi'
+ button_icon_state = "board"
+ var/datum/mafia_controller/parent
+
+/datum/action/innate/mafia_panel/New(Target,mf)
+ . = ..()
+ parent = mf
+
+/datum/action/innate/mafia_panel/Activate()
+ parent.ui_interact(owner)
+
+/**
+ * Creates the global datum for playing mafia games, destroys the last if that's required and returns the new.
+ */
+/proc/create_mafia_game()
+ if(GLOB.mafia_game)
+ QDEL_NULL(GLOB.mafia_game)
+ var/datum/mafia_controller/MF = new()
+ return MF
diff --git a/code/modules/mafia/map_pieces.dm b/code/modules/mafia/map_pieces.dm
new file mode 100644
index 0000000000..3459603f3c
--- /dev/null
+++ b/code/modules/mafia/map_pieces.dm
@@ -0,0 +1,79 @@
+/obj/effect/landmark/mafia_game_area //locations where mafia will be loaded by the datum
+ name = "Mafia Area Spawn"
+ var/game_id = "mafia"
+
+/obj/effect/landmark/mafia
+ name = "Mafia Player Spawn"
+ var/game_id = "mafia"
+
+/obj/effect/landmark/mafia/town_center
+ name = "Mafia Town Center"
+
+//for ghosts/admins
+/obj/mafia_game_board
+ name = "Mafia Game Board"
+ icon = 'icons/obj/mafia.dmi'
+ icon_state = "board"
+ anchored = TRUE
+ var/game_id = "mafia"
+ var/datum/mafia_controller/MF
+
+/obj/mafia_game_board/attack_ghost(mob/user)
+ . = ..()
+ if(!MF)
+ MF = GLOB.mafia_game
+ if(!MF)
+ MF = create_mafia_game()
+ MF.ui_interact(user)
+
+/area/mafia
+ name = "Mafia Minigame"
+ icon_state = "mafia"
+ dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
+ requires_power = FALSE
+ has_gravity = STANDARD_GRAVITY
+ flags_1 = NONE
+ // block_suicide = TRUE
+
+/datum/map_template/mafia
+ var/description = ""
+
+/datum/map_template/mafia/summerball
+ name = "Summerball 2020"
+ description = "The original, the OG. The 2020 Summer ball was where mafia came from, with this map."
+ mappath = "_maps/map_files/Mafia/mafia_ball.dmm"
+
+/datum/map_template/mafia/syndicate
+ name = "Syndicate Megastation"
+ description = "Yes, it's a very confusing day at the Megastation. Will the syndicate conflict resolution operatives succeed?"
+ mappath = "_maps/map_files/Mafia/mafia_syndie.dmm"
+
+/datum/map_template/mafia/lavaland
+ name = "Lavaland Excursion"
+ description = "The station has no idea what's going down on lavaland right now, we got changelings... traitors, and worst of all... lawyers roleblocking you every night."
+ mappath = "_maps/map_files/Mafia/mafia_lavaland.dmm"
+
+/datum/map_template/mafia/ufo
+ name = "Alien Mothership"
+ description = "The haunted ghost UFO tour has gone south and now it's up to our fine townies and scare seekers to kill the actual real alien changelings..."
+ mappath = "_maps/map_files/Mafia/mafia_ayylmao.dmm"
+
+/datum/map_template/mafia/spider_clan
+ name = "Spider Clan Kidnapping"
+ description = "New and improved spider clan kidnappings are a lot less boring and have a lot more lynching. Damn westaboos!"
+ mappath = "_maps/map_files/Mafia/mafia_spiderclan.dmm"
+
+/datum/map_template/mafia/snowy
+ name = "Snowdin"
+ description = "Based off of the icey moon map of the same name, the guy who reworked it pretty much did it for nothing since away missions are disabled but at least he'll get this...?"
+ mappath = "_maps/map_files/Mafia/mafia_snow.dmm"
+
+/datum/map_template/mafia/gothic
+ name = "Vampire's Castle"
+ description = "Vampires and changelings clash to find out who's the superior bloodsucking monster in this creepy castle map."
+ mappath = "_maps/map_files/Mafia/mafia_gothic.dmm"
+
+/datum/map_template/mafia/gothic
+ name = "Reebe"
+ description = "Trouble in Reebe station! Copypaste guranteed by ClockCo™"
+ mappath = "_maps/map_files/Mafia/mafia_reebe.dmm"
\ No newline at end of file
diff --git a/code/modules/mafia/outfits.dm b/code/modules/mafia/outfits.dm
new file mode 100644
index 0000000000..bbc72bd120
--- /dev/null
+++ b/code/modules/mafia/outfits.dm
@@ -0,0 +1,108 @@
+
+//what people wear unrevealed
+
+/datum/outfit/mafia
+ name = "Mafia Game Outfit"
+ uniform = /obj/item/clothing/under/color/grey
+ shoes = /obj/item/clothing/shoes/sneakers/black
+
+//town
+
+/datum/outfit/mafia/assistant
+ name = "Mafia Assistant"
+
+ uniform = /obj/item/clothing/under/color/rainbow
+
+/datum/outfit/mafia/detective
+ name = "Mafia Detective"
+
+ uniform = /obj/item/clothing/under/rank/security/detective
+ // neck = /obj/item/clothing/neck/tie/detective
+ shoes = /obj/item/clothing/shoes/sneakers/brown
+ suit = /obj/item/clothing/suit/det_suit
+ gloves = /obj/item/clothing/gloves/color/black
+ head = /obj/item/clothing/head/fedora/det_hat
+ mask = /obj/item/clothing/mask/cigarette
+
+/datum/outfit/mafia/psychologist
+ name = "Mafia Psychologist"
+
+ uniform = /obj/item/clothing/under/suit/black
+ shoes = /obj/item/clothing/shoes/laceup
+
+/datum/outfit/mafia/md
+ name = "Mafia Medical Doctor"
+
+ uniform = /obj/item/clothing/under/rank/medical/doctor
+ shoes = /obj/item/clothing/shoes/sneakers/white
+ suit = /obj/item/clothing/suit/toggle/labcoat
+
+/datum/outfit/mafia/chaplain
+ name = "Mafia Chaplain"
+
+ uniform = /obj/item/clothing/under/rank/civilian/chaplain
+
+/datum/outfit/mafia/lawyer
+ name = "Mafia Lawyer"
+
+ uniform = /obj/item/clothing/under/rank/civilian/lawyer/bluesuit
+ suit = /obj/item/clothing/suit/toggle/lawyer
+ shoes = /obj/item/clothing/shoes/laceup
+
+/datum/outfit/mafia/hop
+ name = "Mafia Head of Personnel"
+
+ uniform = /obj/item/clothing/under/rank/civilian/head_of_personnel
+ suit = /obj/item/clothing/suit/armor/vest/alt
+ shoes = /obj/item/clothing/shoes/sneakers/brown
+ head = /obj/item/clothing/head/hopcap
+ glasses = /obj/item/clothing/glasses/sunglasses
+
+//mafia
+
+/datum/outfit/mafia/changeling
+ name = "Mafia Changeling"
+
+ head = /obj/item/clothing/head/helmet/changeling
+ suit = /obj/item/clothing/suit/armor/changeling
+
+//solo
+
+/datum/outfit/mafia/fugitive
+ name = "Mafia Fugitive"
+
+ uniform = /obj/item/clothing/under/rank/prisoner
+ shoes = /obj/item/clothing/shoes/sneakers/orange
+
+/datum/outfit/mafia/obsessed
+ name = "Mafia Obsessed"
+ uniform = /obj/item/clothing/under/misc/overalls
+ shoes = /obj/item/clothing/shoes/sneakers/white
+ gloves = /obj/item/clothing/gloves/color/latex
+ mask = /obj/item/clothing/mask/surgical
+ suit = /obj/item/clothing/suit/apron
+
+/datum/outfit/mafia/obsessed/post_equip(mob/living/carbon/human/H)
+ for(var/obj/item/carried_item in H.get_equipped_items(TRUE))
+ carried_item.add_mob_blood(H)//Oh yes, there will be blood...
+ H.regenerate_icons()
+
+/datum/outfit/mafia/clown
+ name = "Mafia Clown"
+
+ uniform = /obj/item/clothing/under/rank/civilian/clown
+ shoes = /obj/item/clothing/shoes/clown_shoes
+ mask = /obj/item/clothing/mask/gas/clown_hat
+
+/datum/outfit/mafia/traitor
+ name = "Mafia Traitor"
+
+ mask = /obj/item/clothing/mask/gas/syndicate
+ uniform = /obj/item/clothing/under/syndicate/tacticool
+ shoes = /obj/item/clothing/shoes/jackboots
+
+/datum/outfit/mafia/nightmare
+ name = "Mafia Nightmare"
+
+ uniform = null
+ shoes = null
diff --git a/code/modules/mafia/roles.dm b/code/modules/mafia/roles.dm
new file mode 100644
index 0000000000..2461a93976
--- /dev/null
+++ b/code/modules/mafia/roles.dm
@@ -0,0 +1,705 @@
+/datum/mafia_role
+ var/name = "Assistant"
+ var/desc = "You are a crewmember without any special abilities."
+ var/win_condition = "kill all mafia and solo killing roles."
+ var/team = MAFIA_TEAM_TOWN
+ ///how the random setup chooses which roles get put in
+ var/role_type = TOWN_OVERFLOW
+
+ var/player_key
+ var/mob/living/carbon/human/body
+ var/obj/effect/landmark/mafia/assigned_landmark
+
+ ///how many votes submitted when you vote.
+ var/vote_power = 1
+ var/detect_immune = FALSE
+ var/revealed = FALSE
+ var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant //the assistants need a special path to call out they were in fact assistant, everything else can just use job equipment
+ //action = uses
+ var/list/actions = list()
+ var/list/targeted_actions = list()
+ //what the role gets when it wins a game
+ // var/winner_award = /datum/award/achievement/mafia/assistant
+
+ //so mafia have to also kill them to have a majority
+ var/solo_counts_as_town = FALSE //(don't set this for town)
+ var/game_status = MAFIA_ALIVE
+
+ ///icon state in the mafia dmi of the hud of the role, used in the mafia ui
+ var/hud_icon = "hudassistant"
+ ///icon state in the mafia dmi of the hud of the role, used in the mafia ui
+ var/revealed_icon = "assistant"
+ ///set this to something cool for antagonists and their window will look different
+ var/special_theme
+
+ var/list/role_notes = list()
+
+
+/datum/mafia_role/New(datum/mafia_controller/game)
+ . = ..()
+
+/datum/mafia_role/proc/kill(datum/mafia_controller/game,lynch=FALSE)
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,lynch) & MAFIA_PREVENT_KILL)
+ return FALSE
+ game_status = MAFIA_DEAD
+ body.death()
+ if(lynch)
+ reveal_role(game, verbose = TRUE)
+ if(!(player_key in game.spectators)) //people who played will want to see the end of the game more often than not
+ game.spectators += player_key
+ return TRUE
+
+/datum/mafia_role/Destroy(force, ...)
+ QDEL_NULL(body)
+ . = ..()
+
+/datum/mafia_role/proc/greet()
+ SEND_SOUND(body, 'sound/ambience/ambifailure.ogg')
+ to_chat(body,"You are the [name].")
+ to_chat(body,"[desc]")
+ switch(team)
+ if(MAFIA_TEAM_MAFIA)
+ to_chat(body,"You and your co-conspirators win if you outnumber crewmembers.")
+ if(MAFIA_TEAM_TOWN)
+ to_chat(body,"You are a crewmember. Find out and lynch the changelings!")
+ if(MAFIA_TEAM_SOLO)
+ to_chat(body,"You are not aligned to town or mafia. Accomplish your own objectives!")
+ to_chat(body, "Be sure to read the wiki page to learn more, if you have no idea what's going on.")
+
+/datum/mafia_role/proc/reveal_role(datum/mafia_controller/game, verbose = FALSE)
+ if(revealed)
+ return
+ if(verbose)
+ game.send_message("It is revealed that the true role of [body] [game_status == MAFIA_ALIVE ? "is" : "was"] [name]!")
+ var/list/oldoutfit = body.get_equipped_items()
+ for(var/thing in oldoutfit)
+ qdel(thing)
+ special_reveal_equip(game)
+ body.equipOutfit(revealed_outfit)
+ revealed = TRUE
+
+/datum/mafia_role/proc/special_reveal_equip(datum/mafia_controller/game)
+ return
+
+/datum/mafia_role/proc/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
+ return
+
+/datum/mafia_role/proc/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,action,target) & MAFIA_PREVENT_ACTION)
+ return FALSE
+ return TRUE
+
+/datum/mafia_role/proc/add_note(note)
+ role_notes += note
+
+/datum/mafia_role/proc/check_total_victory(alive_town, alive_mafia) //solo antags can win... solo.
+ return FALSE
+
+/datum/mafia_role/proc/block_team_victory(alive_town, alive_mafia) //solo antags can also block team wins.
+ return FALSE
+
+/datum/mafia_role/proc/show_help(clueless)
+ var/list/result = list()
+ var/team_desc = ""
+ var/team_span = ""
+ var/the = TRUE
+ switch(team)
+ if(MAFIA_TEAM_TOWN)
+ team_desc = "Town"
+ team_span = "nicegreen"
+ if(MAFIA_TEAM_MAFIA)
+ team_desc = "Mafia"
+ team_span = "red"
+ if(MAFIA_TEAM_SOLO)
+ team_desc = "Nobody"
+ team_span = "comradio"
+ the = FALSE
+ result += "The [name] is aligned with [the ? "the " : ""][team_desc]"
+ result += "\"[desc]\""
+ result += "[name] wins when they [win_condition]"
+ to_chat(clueless, result.Join(""))
+
+/datum/mafia_role/detective
+ name = "Detective"
+ desc = "You can investigate a single person each night to learn their team."
+ revealed_outfit = /datum/outfit/mafia/detective
+ role_type = TOWN_INVEST
+ // winner_award = /datum/award/achievement/mafia/detective
+
+ hud_icon = "huddetective"
+ revealed_icon = "detective"
+
+ targeted_actions = list("Investigate")
+
+ var/datum/mafia_role/current_investigation
+
+/datum/mafia_role/detective/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/investigate)
+
+/datum/mafia_role/detective/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return
+ return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
+
+/datum/mafia_role/detective/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
+ if(!target || target.game_status != MAFIA_ALIVE)
+ to_chat(body,"You can only investigate alive people.")
+ return
+ to_chat(body,"You will investigate [target.body.real_name] tonight.")
+ current_investigation = target
+
+/datum/mafia_role/detective/proc/investigate(datum/mafia_controller/game)
+ var/datum/mafia_role/target = current_investigation
+ if(target)
+ if(target.detect_immune)
+ to_chat(body,"Your investigations reveal that [target.body.real_name] is a true member of the station.")
+ add_note("N[game.turn] - [target.body.real_name] - Town")
+ else
+ var/team_text
+ var/fluff
+ switch(target.team)
+ if(MAFIA_TEAM_TOWN)
+ team_text = "Town"
+ fluff = "a true member of the station."
+ if(MAFIA_TEAM_MAFIA)
+ team_text = "Mafia"
+ fluff = "an unfeeling, hideous changeling!"
+ if(MAFIA_TEAM_SOLO)
+ team_text = "Solo"
+ fluff = "a rogue, with their own objectives..."
+ to_chat(body,"Your investigations reveal that [target.body.real_name] is [fluff]")
+ add_note("N[game.turn] - [target.body.real_name] - [team_text]")
+ current_investigation = null
+
+/datum/mafia_role/psychologist
+ name = "Psychologist"
+ desc = "You can visit someone ONCE PER GAME to reveal their true role in the morning!"
+ revealed_outfit = /datum/outfit/mafia/psychologist
+ role_type = TOWN_INVEST
+ // winner_award = /datum/award/achievement/mafia/psychologist
+
+ hud_icon = "hudpsychologist"
+ revealed_icon = "psychologist"
+
+ targeted_actions = list("Reveal")
+ var/datum/mafia_role/current_target
+ var/can_use = TRUE
+
+/datum/mafia_role/psychologist/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/therapy_reveal)
+
+/datum/mafia_role/psychologist/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target.revealed || target == src)
+ return FALSE
+
+/datum/mafia_role/psychologist/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ to_chat(body,"You will reveal [target.body.real_name] tonight.")
+ current_target = target
+
+/datum/mafia_role/psychologist/proc/therapy_reveal(datum/mafia_controller/game)
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"reveal",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by a lawyer.
+ current_target = null
+ if(current_target)
+ add_note("N[game.turn] - [current_target.body.real_name] - Revealed true identity")
+ to_chat(body,"You have revealed the true nature of the [current_target]!")
+ current_target.reveal_role(game, verbose = TRUE)
+ current_target = null
+ can_use = FALSE
+
+/datum/mafia_role/chaplain
+ name = "Chaplain"
+ desc = "You can communicate with spirits of the dead each night to discover dead crewmember roles."
+ revealed_outfit = /datum/outfit/mafia/chaplain
+ role_type = TOWN_INVEST
+ hud_icon = "hudchaplain"
+ revealed_icon = "chaplain"
+ // winner_award = /datum/award/achievement/mafia/chaplain
+
+ targeted_actions = list("Pray")
+ var/current_target
+
+/datum/mafia_role/chaplain/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/commune)
+
+/datum/mafia_role/chaplain/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return
+ return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !target.revealed
+
+/datum/mafia_role/chaplain/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ to_chat(body,"You will commune with the spirit of [target.body.real_name] tonight.")
+ current_target = target
+
+/datum/mafia_role/chaplain/proc/commune(datum/mafia_controller/game)
+ var/datum/mafia_role/target = current_target
+ if(target)
+ to_chat(body,"You invoke spirit of [target.body.real_name] and learn their role was [target.name].")
+ add_note("N[game.turn] - [target.body.real_name] - [target.name]")
+ current_target = null
+
+/datum/mafia_role/md
+ name = "Medical Doctor"
+ desc = "You can protect a single person each night from killing."
+ revealed_outfit = /datum/outfit/mafia/md // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
+ role_type = TOWN_PROTECT
+ hud_icon = "hudmedicaldoctor"
+ revealed_icon = "medicaldoctor"
+ // winner_award = /datum/award/achievement/mafia/md
+
+ targeted_actions = list("Protect")
+ var/datum/mafia_role/current_protected
+
+/datum/mafia_role/md/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/protect)
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/end_protection)
+
+/datum/mafia_role/md/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return
+ if(target.name == "Head of Personnel" && target.revealed)
+ return FALSE
+ return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
+
+/datum/mafia_role/md/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
+ if(!target || target.game_status != MAFIA_ALIVE)
+ to_chat(body,"You can only protect alive people.")
+ return
+ to_chat(body,"You will protect [target.body.real_name] tonight.")
+ current_protected = target
+
+/datum/mafia_role/md/proc/protect(datum/mafia_controller/game)
+ if(current_protected)
+ RegisterSignal(current_protected,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
+ add_note("N[game.turn] - Protected [current_protected.body.real_name]")
+
+/datum/mafia_role/md/proc/prevent_kill(datum/source)
+ to_chat(body,"The person you protected tonight was attacked!")
+ to_chat(current_protected.body,"You were attacked last night, but someone nursed you back to life!")
+ return MAFIA_PREVENT_KILL
+
+/datum/mafia_role/md/proc/end_protection(datum/mafia_controller/game)
+ if(current_protected)
+ UnregisterSignal(current_protected,COMSIG_MAFIA_ON_KILL)
+ current_protected = null
+
+/datum/mafia_role/lawyer
+ name = "Lawyer"
+ desc = "You can choose a person during the day to provide extensive legal advice to during the night, preventing night actions."
+ revealed_outfit = /datum/outfit/mafia/lawyer
+ role_type = TOWN_PROTECT
+ hud_icon = "hudlawyer"
+ revealed_icon = "lawyer"
+ // winner_award = /datum/award/achievement/mafia/lawyer
+
+ targeted_actions = list("Advise")
+ var/datum/mafia_role/current_target
+
+/datum/mafia_role/lawyer/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock_text)
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_START,.proc/try_to_roleblock)
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/release)
+
+/datum/mafia_role/lawyer/proc/roleblock_text(datum/mafia_controller/game)
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"roleblock",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by another lawyer.
+ current_target = null
+ if(current_target)
+ to_chat(current_target.body,"YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.")
+ add_note("N[game.turn] - [current_target.body.real_name] - Blocked")
+
+/datum/mafia_role/lawyer/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(game.phase == MAFIA_PHASE_NIGHT)
+ return FALSE
+ if(target.game_status != MAFIA_ALIVE)
+ return FALSE
+
+/datum/mafia_role/lawyer/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(target == current_target)
+ current_target = null
+ to_chat(body,"You have decided against blocking anyone tonight.")
+ else
+ current_target = target
+ to_chat(body,"You will block [target.body.real_name] tonight.")
+
+/datum/mafia_role/lawyer/proc/try_to_roleblock(datum/mafia_controller/game)
+ if(current_target)
+ RegisterSignal(current_target,COMSIG_MAFIA_CAN_PERFORM_ACTION, .proc/prevent_action)
+
+/datum/mafia_role/lawyer/proc/release(datum/mafia_controller/game)
+ . = ..()
+ if(current_target)
+ UnregisterSignal(current_target, COMSIG_MAFIA_CAN_PERFORM_ACTION)
+ current_target = null
+
+/datum/mafia_role/lawyer/proc/prevent_action(datum/source)
+ if(game_status == MAFIA_ALIVE) //in case we got killed while imprisoning sk - bad luck edge
+ return MAFIA_PREVENT_ACTION
+
+/datum/mafia_role/hop
+ name = "Head of Personnel"
+ desc = "You can reveal yourself once per game, tripling your vote power but becoming unable to be protected!"
+ revealed_outfit = /datum/outfit/mafia/hop
+ role_type = TOWN_MISC
+ hud_icon = "hudheadofpersonnel"
+ revealed_icon = "headofpersonnel"
+ // winner_award = /datum/award/achievement/mafia/hop
+
+ targeted_actions = list("Reveal")
+
+/datum/mafia_role/hop/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || revealed)
+ return FALSE
+
+/datum/mafia_role/hop/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ reveal_role(game, TRUE)
+ vote_power = 2
+
+///MAFIA ROLES/// only one until i rework this to allow more, they're the "anti-town" working to kill off townies to win
+
+/datum/mafia_role/mafia
+ name = "Changeling"
+ desc = "You're a member of the changeling hive. Use ':j' talk prefix to talk to your fellow lings."
+ team = MAFIA_TEAM_MAFIA
+ role_type = MAFIA_REGULAR
+ hud_icon = "hudchangeling"
+ revealed_icon = "changeling"
+ // winner_award = /datum/award/achievement/mafia/changeling
+
+ revealed_outfit = /datum/outfit/mafia/changeling
+ special_theme = "syndicate"
+ win_condition = "become majority over the town and no solo killing role can stop them."
+
+/datum/mafia_role/mafia/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/mafia_text)
+
+/datum/mafia_role/mafia/proc/mafia_text(datum/mafia_controller/source)
+ to_chat(body,"Vote for who to kill tonight. The killer will be chosen randomly from voters.")
+
+//better detective for mafia
+/datum/mafia_role/mafia/thoughtfeeder
+ name = "Thoughtfeeder"
+ desc = "You're a changeling variant that feeds on the memories of others. Use ':j' talk prefix to talk to your fellow lings, and visit people at night to learn their role."
+ role_type = MAFIA_SPECIAL
+ hud_icon = "hudthoughtfeeder"
+ revealed_icon = "thoughtfeeder"
+ // winner_award = /datum/award/achievement/mafia/thoughtfeeder
+
+ targeted_actions = list("Learn Role")
+ var/datum/mafia_role/current_investigation
+
+/datum/mafia_role/mafia/thoughtfeeder/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/investigate)
+
+/datum/mafia_role/mafia/thoughtfeeder/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return
+ return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
+
+/datum/mafia_role/mafia/thoughtfeeder/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
+ to_chat(body,"You will feast on the memories of [target.body.real_name] tonight.")
+ current_investigation = target
+
+/datum/mafia_role/mafia/thoughtfeeder/proc/investigate(datum/mafia_controller/game)
+ var/datum/mafia_role/target = current_investigation
+ current_investigation = null
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"thoughtfeed",target) & MAFIA_PREVENT_ACTION)
+ to_chat(body,"You were unable to investigate [target.body.real_name].")
+ add_note("N[game.turn] - [target.body.real_name] - Unable to investigate")
+ return
+ if(target)
+ if(target.detect_immune)
+ to_chat(body,"[target.body.real_name]'s memories reveal that they are the Assistant.")
+ add_note("N[game.turn] - [target.body.real_name] - Assistant")
+ else
+ to_chat(body,"[target.body.real_name]'s memories reveal that they are the [target.name].")
+ add_note("N[game.turn] - [target.body.real_name] - [target.name]")
+
+
+///SOLO ROLES/// they range from anomalous factors to deranged killers that try to win alone.
+
+/datum/mafia_role/traitor
+ name = "Traitor"
+ desc = "You're a solo traitor. You are immune to night kills, can kill every night and you win by outnumbering everyone else."
+ win_condition = "kill everyone."
+ team = MAFIA_TEAM_SOLO
+ role_type = NEUTRAL_KILL
+ // winner_award = /datum/award/achievement/mafia/traitor
+
+ targeted_actions = list("Night Kill")
+ revealed_outfit = /datum/outfit/mafia/traitor
+
+ hud_icon = "hudtraitor"
+ revealed_icon = "traitor"
+ special_theme = "neutral"
+
+ var/datum/mafia_role/current_victim
+
+/datum/mafia_role/traitor/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/nightkill_immunity)
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/try_to_kill)
+
+/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead
+ return alive_town + alive_mafia <= 1
+
+/datum/mafia_role/traitor/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
+ return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
+
+/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,lynch)
+ if(game.phase == MAFIA_PHASE_NIGHT && !lynch)
+ to_chat(body,"You were attacked, but they'll have to try harder than that to put you down.")
+ return MAFIA_PREVENT_KILL
+
+/datum/mafia_role/traitor/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(game.phase != MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target == src)
+ return FALSE
+
+/datum/mafia_role/traitor/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ current_victim = target
+ to_chat(body,"You will attempt to kill [target.body.real_name] tonight.")
+
+/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/source)
+ var/datum/mafia_role/target = current_victim
+ current_victim = null
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"traitor kill",target) & MAFIA_PREVENT_ACTION)
+ return
+ if(game_status == MAFIA_ALIVE && target && target.game_status == MAFIA_ALIVE)
+ if(!target.kill(source))
+ to_chat(body,"Your attempt at killing [target.body] was prevented!")
+
+/datum/mafia_role/nightmare
+ name = "Nightmare"
+ desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
+ win_condition = "kill everyone."
+ revealed_outfit = /datum/outfit/mafia/nightmare
+ detect_immune = TRUE
+ team = MAFIA_TEAM_SOLO
+ role_type = NEUTRAL_KILL
+ special_theme = "neutral"
+ hud_icon = "hudnightmare"
+ revealed_icon = "nightmare"
+ // winner_award = /datum/award/achievement/mafia/nightmare
+
+ targeted_actions = list("Flicker", "Hunt")
+ var/list/flickering = list()
+ var/datum/mafia_role/flicker_target
+
+/datum/mafia_role/nightmare/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/flicker_or_hunt)
+
+/datum/mafia_role/nightmare/check_total_victory(alive_town, alive_mafia) //nightmares just want teams dead
+ return alive_town + alive_mafia <= 1
+
+/datum/mafia_role/nightmare/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
+ return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
+
+/datum/mafia_role/nightmare/special_reveal_equip()
+ body.underwear = "Nude"
+ body.undershirt = "Nude"
+ body.socks = "Nude"
+ body.set_species(/datum/species/shadow)
+ body.update_body()
+
+/datum/mafia_role/nightmare/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!. || game.phase != MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE)
+ return FALSE
+ if(action == "Flicker")
+ return target != src && !(target in flickering)
+ return target == src
+
+/datum/mafia_role/nightmare/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(target == flicker_target)
+ to_chat(body,"You will do nothing tonight.")
+ flicker_target = null
+ flicker_target = target
+ if(action == "Flicker")
+ to_chat(body,"You will attempt to flicker [target.body.real_name]'s room tonight.")
+ else
+ to_chat(body,"You will hunt everyone in a flickering room down tonight.")
+
+/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/source)
+ if(game_status != MAFIA_ALIVE || !flicker_target)
+ return
+ if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"nightmare actions",flicker_target) & MAFIA_PREVENT_ACTION)
+ to_chat(flicker_target.body, "Your actions were prevented!")
+ return
+ var/datum/mafia_role/target = flicker_target
+ flicker_target = null
+ if(target != src) //flicker instead of hunt
+ to_chat(target.body, "The lights begin to flicker and dim. You're in danger.")
+ flickering += target
+ return
+ for(var/r in flickering)
+ var/datum/mafia_role/role = r
+ if(role && role.game_status == MAFIA_ALIVE)
+ to_chat(role.body, "A shadowy monster appears out of the darkness!")
+ role.kill(source)
+ flickering -= role
+
+//just helps read better
+#define FUGITIVE_NOT_PRESERVING 0//will not become night immune tonight
+#define FUGITIVE_WILL_PRESERVE 1 //will become night immune tonight
+
+/datum/mafia_role/fugitive
+ name = "Fugitive"
+ desc = "You're on the run. You can become immune to night kills exactly twice, and you win by surviving to the end of the game with anyone."
+ win_condition = "survive to the end of the game, with anyone"
+ solo_counts_as_town = TRUE //should not count towards mafia victory, they should have the option to work with town
+ revealed_outfit = /datum/outfit/mafia/fugitive
+ team = MAFIA_TEAM_SOLO
+ role_type = NEUTRAL_DISRUPT
+ special_theme = "neutral"
+ hud_icon = "hudfugitive"
+ revealed_icon = "fugitive"
+ // winner_award = /datum/award/achievement/mafia/fugitive
+
+ actions = list("Self Preservation")
+ var/charges = 2
+ var/protection_status = FUGITIVE_NOT_PRESERVING
+
+
+/datum/mafia_role/fugitive/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/night_start)
+ RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/night_end)
+ RegisterSignal(game,COMSIG_MAFIA_GAME_END,.proc/survived)
+
+/datum/mafia_role/fugitive/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
+ . = ..()
+ if(!charges)
+ to_chat(body,"You're out of supplies and cannot protect yourself anymore.")
+ return
+ if(game.phase == MAFIA_PHASE_NIGHT)
+ to_chat(body,"You don't have time to prepare, night has already arrived.")
+ return
+ if(protection_status == FUGITIVE_WILL_PRESERVE)
+ to_chat(body,"You decide to not prepare tonight.")
+ else
+ to_chat(body,"You decide to prepare for a horrible night.")
+ protection_status = !protection_status
+
+/datum/mafia_role/fugitive/proc/night_start(datum/mafia_controller/game)
+ if(protection_status == FUGITIVE_WILL_PRESERVE)
+ to_chat(body,"Your preparations are complete. Nothing could kill you tonight!")
+ RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prevent_death)
+
+/datum/mafia_role/fugitive/proc/night_end(datum/mafia_controller/game)
+ if(protection_status == FUGITIVE_WILL_PRESERVE)
+ charges--
+ UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
+ to_chat(body,"You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power.")
+ protection_status = FUGITIVE_NOT_PRESERVING
+
+/datum/mafia_role/fugitive/proc/prevent_death(datum/mafia_controller/game)
+ to_chat(body,"You were attacked! Luckily, you were ready for this!")
+ return MAFIA_PREVENT_KILL
+
+/datum/mafia_role/fugitive/proc/survived(datum/mafia_controller/game)
+ if(game_status == MAFIA_ALIVE)
+ // var/client/winner_client = GLOB.directory[player_key]
+ // winner_client?.give_award(winner_award, body)
+ game.send_message("!! FUGITIVE VICTORY !!")
+
+#undef FUGITIVE_NOT_PRESERVING
+#undef FUGITIVE_WILL_PRESERVE
+
+/datum/mafia_role/obsessed
+ name = "Obsessed"
+ desc = "You're completely lost in your own mind. You win by lynching your obsession before you get killed in this mess. Obsession assigned on the first night!"
+ win_condition = "lynch their obsession."
+ revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
+ solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
+ team = MAFIA_TEAM_SOLO
+ role_type = NEUTRAL_DISRUPT
+ special_theme = "neutral"
+ hud_icon = "hudobsessed"
+ revealed_icon = "obsessed"
+
+ // winner_award = /datum/award/achievement/mafia/obsessed
+
+ revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
+ solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
+ var/datum/mafia_role/obsession
+ var/lynched_target = FALSE
+
+/datum/mafia_role/obsessed/New(datum/mafia_controller/game) //note: obsession is always a townie
+ . = ..()
+ RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/find_obsession)
+
+/datum/mafia_role/obsessed/proc/find_obsession(datum/mafia_controller/game)
+ var/list/all_roles_shuffle = shuffle(game.all_roles)
+ for(var/role in all_roles_shuffle)
+ var/datum/mafia_role/possible = role
+ if(possible.team == MAFIA_TEAM_TOWN && possible.game_status != MAFIA_DEAD)
+ obsession = possible
+ break
+ if(!obsession)
+ obsession = pick(all_roles_shuffle) //okay no town just pick anyone here
+ //if you still don't have an obsession you're playing a single player game like i can't help your dumb ass
+ to_chat(body, "Your obsession is [obsession.body.real_name]! Get them lynched to win!")
+ add_note("N[game.turn] - I vowed to watch my obsession, [obsession.body.real_name], hang!") //it'll always be N1 but whatever
+ RegisterSignal(obsession,COMSIG_MAFIA_ON_KILL,.proc/check_victory)
+ UnregisterSignal(game,COMSIG_MAFIA_SUNDOWN)
+
+/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,lynch)
+ UnregisterSignal(source,COMSIG_MAFIA_ON_KILL)
+ if(game_status == MAFIA_DEAD)
+ return
+ if(lynch)
+ game.send_message("!! OBSESSED VICTORY !!")
+ // var/client/winner_client = GLOB.directory[player_key]
+ // winner_client?.give_award(winner_award, body)
+ reveal_role(game, FALSE)
+ else
+ to_chat(body, "You have failed your objective to lynch [obsession.body]!")
+
+/datum/mafia_role/clown
+ name = "Clown"
+ desc = "If you are lynched you take down one of your voters (guilty or abstain) with you and win. HONK!"
+ win_condition = "get themselves lynched!"
+ revealed_outfit = /datum/outfit/mafia/clown
+ solo_counts_as_town = TRUE
+ team = MAFIA_TEAM_SOLO
+ role_type = NEUTRAL_DISRUPT
+ special_theme = "neutral"
+ hud_icon = "hudclown"
+ revealed_icon = "clown"
+ // winner_award = /datum/award/achievement/mafia/clown
+
+/datum/mafia_role/clown/New(datum/mafia_controller/game)
+ . = ..()
+ RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prank)
+
+/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,lynch)
+ if(lynch)
+ var/datum/mafia_role/victim = pick(game.judgement_guilty_votes + game.judgement_abstain_votes)
+ game.send_message("[body.real_name] WAS A CLOWN! HONK! They take down [victim.body.real_name] with their last prank.")
+ game.send_message("!! CLOWN VICTORY !!")
+ // var/client/winner_client = GLOB.directory[player_key]
+ // winner_client?.give_award(winner_award, body)
+ victim.kill(game,FALSE)
diff --git a/code/modules/mapping/map_config.dm b/code/modules/mapping/map_config.dm
index efa2655325..c03ef65f43 100644
--- a/code/modules/mapping/map_config.dm
+++ b/code/modules/mapping/map_config.dm
@@ -20,7 +20,7 @@
var/map_file = "BoxStation.dmm"
var/traits = null
- var/space_ruin_levels = 2
+ var/space_ruin_levels = 4
var/space_empty_levels = 1
var/station_ruin_budget = -1 // can be set to manually override the station ruins budget on maps that don't support station ruins, stopping the error from being unable to place the ruins.
diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm
index 745c46b131..a09d890f69 100644
--- a/code/modules/mining/equipment/kinetic_crusher.dm
+++ b/code/modules/mining/equipment/kinetic_crusher.dm
@@ -17,7 +17,7 @@
custom_materials = list(/datum/material/iron=1150, /datum/material/glass=2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/toggle_light)
var/list/trophies = list()
var/charged = TRUE
@@ -175,6 +175,51 @@
if(light_on)
. += "[icon_state]_lit"
+/obj/item/kinetic_crusher/glaive
+ name = "proto-kinetic glaive"
+ desc = "A modified design of a proto-kinetic crusher, it is still little more of a combination of various mining tools cobbled together \
+ and kit-bashed into a high-tech cleaver on a stick - with a handguard and a goliath hide grip. While it is still of little use to any \
+ but the most skilled and/or suicidal miners against local fauna, it's an elegant weapon for a more civilized hunter."
+ attack_verb = list("stabbed", "diced", "sliced", "cleaved", "chopped", "lacerated", "cut", "jabbed", "punctured")
+ icon_state = "crusher-glaive"
+ item_state = "crusher0-glaive"
+ item_flags = ITEM_CAN_PARRY
+ block_parry_data = /datum/block_parry_data/crusherglaive
+ //ideas: altclick that lets you pummel people with the handguard/handle?
+ //parrying functionality?
+
+/datum/block_parry_data/crusherglaive // small perfect window, active for a fair while, time it right or use the Forbidden Technique
+ parry_time_windup = 0
+ parry_time_active = 8
+ parry_time_spindown = 0
+ parry_time_perfect = 1
+ parry_time_perfect_leeway = 2
+ parry_imperfect_falloff_percent = 20
+ parry_efficiency_to_counterattack = 100 // perfect parry or you're cringe
+ parry_failed_stagger_duration = 1.5 SECONDS // a good time to reconsider your actions...
+ parry_failed_clickcd_duration = 1.5 SECONDS // or your failures
+
+/obj/item/kinetic_crusher/glaive/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time) // if you're dumb enough to go for a parry...
+ var/turf/proj_turf = owner.loc // destabilizer bolt, ignoring cooldown
+ if(!isturf(proj_turf))
+ return
+ var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
+ for(var/t in trophies)
+ var/obj/item/crusher_trophy/T = t
+ T.on_projectile_fire(D, owner)
+ D.preparePixelProjectile(attacker, owner)
+ D.firer = owner
+ D.hammer_synced = src
+ playsound(owner, 'sound/weapons/plasma_cutter.ogg', 100, 1)
+ D.fire()
+
+/obj/item/kinetic_crusher/glaive/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
+ if(owner.Adjacent(attacker) && (!attacker.anchored || ismegafauna(attacker))) // free backstab, if you perfect parry
+ attacker.dir = get_dir(owner,attacker)
+
+/obj/item/kinetic_crusher/glaive/update_icon_state()
+ item_state = "crusher[wielded]-glaive" // this is not icon_state and not supported by 2hcomponent
+
//destablizing force
/obj/item/projectile/destabilizer
name = "destabilizing force"
diff --git a/code/modules/mining/equipment/mining_tools.dm b/code/modules/mining/equipment/mining_tools.dm
index 50a3dec9dd..27259ce812 100644
--- a/code/modules/mining/equipment/mining_tools.dm
+++ b/code/modules/mining/equipment/mining_tools.dm
@@ -143,7 +143,7 @@
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=350)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
/obj/item/shovel/Initialize()
. = ..()
@@ -181,4 +181,4 @@
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
attack_verb = list("slashed", "impaled", "stabbed", "sliced")
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
diff --git a/code/modules/mining/laborcamp/laborstacker.dm b/code/modules/mining/laborcamp/laborstacker.dm
index 4d0b7dff21..429dc98e8a 100644
--- a/code/modules/mining/laborcamp/laborstacker.dm
+++ b/code/modules/mining/laborcamp/laborstacker.dm
@@ -8,8 +8,6 @@ GLOBAL_LIST(labor_sheet_values)
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
density = FALSE
- ui_x = 315
- ui_y = 430
var/obj/machinery/mineral/stacking_machine/laborstacker/stacking_machine = null
var/machinedir = SOUTH
@@ -35,11 +33,10 @@ GLOBAL_LIST(labor_sheet_values)
/proc/cmp_sheet_list(list/a, list/b)
return a["value"] - b["value"]
-/obj/machinery/mineral/labor_claim_console/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/mineral/labor_claim_console/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "LaborClaimConsole", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "LaborClaimConsole", name)
ui.open()
/obj/machinery/mineral/labor_claim_console/ui_data(mob/user)
@@ -121,7 +118,7 @@ GLOBAL_LIST(labor_sheet_values)
/obj/machinery/mineral/stacking_machine/laborstacker
force_connect = TRUE
var/points = 0 //The unclaimed value of ore stacked.
-
+ //damage_deflection = 21
/obj/machinery/mineral/stacking_machine/laborstacker/process_sheet(obj/item/stack/sheet/inp)
points += inp.point_value * inp.amount
..()
diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm
index 270d3601fd..e03de83e02 100644
--- a/code/modules/mining/lavaland/necropolis_chests.dm
+++ b/code/modules/mining/lavaland/necropolis_chests.dm
@@ -659,7 +659,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
hitsound_on = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
faction_bonus_force = 30
nemesis_factions = list("mining", "boss")
var/transform_cooldown
@@ -766,7 +766,7 @@
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
force = 1
throwforce = 1
@@ -930,6 +930,9 @@
/obj/item/lava_staff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
+ INVOKE_ASYNC(src, .proc/attempt_lava, target, user, proximity_flag, click_parameters)
+
+/obj/item/lava_staff/proc/attempt_lava(atom/target, mob/user, proximity_flag, click_parameters)
if(timer > world.time)
return
diff --git a/code/modules/mining/machine_redemption.dm b/code/modules/mining/machine_redemption.dm
index bae0e94032..0268d32a6b 100644
--- a/code/modules/mining/machine_redemption.dm
+++ b/code/modules/mining/machine_redemption.dm
@@ -195,10 +195,10 @@
to_chat(user, "You change [src]'s I/O settings, setting the input to [dir2text(input_dir)] and the output to [dir2text(output_dir)].")
return TRUE
-/obj/machinery/mineral/ore_redemption/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/mineral/ore_redemption/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "OreRedemptionMachine", "Ore Redemption Machine", 440, 550, master_ui, state)
+ ui = new(user, src, "OreRedemptionMachine")
ui.open()
/obj/machinery/mineral/ore_redemption/ui_data(mob/user)
diff --git a/code/modules/mining/machine_vending.dm b/code/modules/mining/machine_vending.dm
index b00e291685..2cbb965ef5 100644
--- a/code/modules/mining/machine_vending.dm
+++ b/code/modules/mining/machine_vending.dm
@@ -7,8 +7,6 @@
icon_state = "mining"
density = TRUE
circuit = /obj/item/circuitboard/machine/mining_equipment_vendor
- ui_x = 425
- ui_y = 600
var/icon_deny = "mining-deny"
var/obj/item/card/id/inserted_id
var/list/prize_list = list( //if you add something to this, please, for the love of god, sort it by price/type. use tabs and not spaces.
@@ -32,7 +30,7 @@
new /datum/data/mining_equipment("500 Point Transfer Card", /obj/item/card/mining_point_card/mp500, 500),
new /datum/data/mining_equipment("Tracking Implant Kit", /obj/item/storage/box/minertracker, 600),
new /datum/data/mining_equipment("Jaunter", /obj/item/wormhole_jaunter, 750),
- new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/kinetic_crusher, 750),
+ new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/kinetic_crusher, 750),
new /datum/data/mining_equipment("Kinetic Accelerator", /obj/item/gun/energy/kinetic_accelerator, 750),
new /datum/data/mining_equipment("Survival Medipen", /obj/item/reagent_containers/hypospray/medipen/survival, 750),
new /datum/data/mining_equipment("Brute First-Aid Kit", /obj/item/storage/firstaid/brute, 800),
@@ -73,7 +71,8 @@
new /datum/data/mining_equipment("KA Cooldown Decrease", /obj/item/borg/upgrade/modkit/cooldown, 1000),
new /datum/data/mining_equipment("KA AoE Damage", /obj/item/borg/upgrade/modkit/aoe/mobs, 2000),
new /datum/data/mining_equipment("Miner Full Replacement", /obj/item/storage/backpack/duffelbag/mining_cloned, 3000),
- new /datum/data/mining_equipment("Premium Accelerator", /obj/item/gun/energy/kinetic_accelerator/premiumka, 8000)
+ new /datum/data/mining_equipment("Premium Accelerator", /obj/item/gun/energy/kinetic_accelerator/premiumka, 8000),
+ new /datum/data/mining_equipment("Kinetic Glaive", /obj/item/kinetic_crusher/glaive, 2250),
)
/datum/data/mining_equipment
@@ -101,17 +100,15 @@
else
icon_state = "[initial(icon_state)]-off"
-/obj/machinery/mineral/equipment_vendor/ui_base_html(html)
- var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/vending)
- . = replacetext(html, "", assets.css_tag())
+/obj/machinery/mineral/equipment_vendor/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/vending),
+ )
-/obj/machinery/mineral/equipment_vendor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/mineral/equipment_vendor/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/vending)
- assets.send(user)
- ui = new(user, src, ui_key, "MiningVendor", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "MiningVendor", name)
ui.open()
/obj/machinery/mineral/equipment_vendor/ui_static_data(mob/user)
@@ -136,10 +133,12 @@
if(C)
.["user"] = list()
.["user"]["points"] = C.mining_points
- if(C.assignment)
- .["user"]["job"] = C.assignment
- else
- .["user"]["job"] = "No Job"
+ if(C.registered_account)
+ .["user"]["name"] = C.registered_account.account_holder
+ if(C.registered_account.account_job)
+ .["user"]["job"] = C.registered_account.account_job.title
+ else
+ .["user"]["job"] = "No Job"
/obj/machinery/mineral/equipment_vendor/ui_act(action, params)
if(..())
diff --git a/code/modules/mining/satchel_ore_boxdm.dm b/code/modules/mining/satchel_ore_boxdm.dm
index ae42ca4745..36da9d5db9 100644
--- a/code/modules/mining/satchel_ore_boxdm.dm
+++ b/code/modules/mining/satchel_ore_boxdm.dm
@@ -9,9 +9,6 @@
density = TRUE
pressure_resistance = 5*ONE_ATMOSPHERE
- var/ui_x = 335
- var/ui_y = 415
-
/obj/structure/ore_box/attackby(obj/item/W, mob/user, params)
if (istype(W, /obj/item/stack/ore))
user.transferItemToLoc(W, src)
@@ -58,11 +55,10 @@
stoplag()
drop = drop_location()
-/obj/structure/ore_box/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/structure/ore_box/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "OreBox", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "OreBox", name)
ui.open()
/obj/structure/ore_box/ui_data()
diff --git a/code/modules/mob/dead/new_player/new_player.dm b/code/modules/mob/dead/new_player/new_player.dm
index 49a3bffd42..768c4c943e 100644
--- a/code/modules/mob/dead/new_player/new_player.dm
+++ b/code/modules/mob/dead/new_player/new_player.dm
@@ -557,7 +557,6 @@
if(frn)
client.prefs.random_character()
client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
- client.prefs.copy_to(H)
var/cur_scar_index = client.prefs.scars_index
if(client.prefs.persistent_scars && client.prefs.scars_list["[cur_scar_index]"])
var/scar_string = client.prefs.scars_list["[cur_scar_index]"]
@@ -568,7 +567,6 @@
client.prefs.scars_list["[cur_scar_index]"] = valid_scars
client.prefs.save_character()
-
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind)
diff --git a/code/modules/mob/dead/new_player/sprite_accessories/hair_head.dm b/code/modules/mob/dead/new_player/sprite_accessories/hair_head.dm
index 89f2dd5370..138704067d 100644
--- a/code/modules/mob/dead/new_player/sprite_accessories/hair_head.dm
+++ b/code/modules/mob/dead/new_player/sprite_accessories/hair_head.dm
@@ -791,6 +791,10 @@
name = "Volaju"
icon_state = "hair_volaju"
+/datum/sprite_accessory/hair/volajupompless
+ name = "Volaju (Alt)"
+ icon_state = "hair_volajupompless"
+
/datum/sprite_accessory/hair/wisp
name = "Wisp"
icon_state = "hair_wisp"
diff --git a/code/modules/mob/dead/new_player/sprite_accessories/snouts.dm b/code/modules/mob/dead/new_player/sprite_accessories/snouts.dm
index 60e8ed1007..2c0db56ce4 100644
--- a/code/modules/mob/dead/new_player/sprite_accessories/snouts.dm
+++ b/code/modules/mob/dead/new_player/sprite_accessories/snouts.dm
@@ -184,6 +184,12 @@
extra = TRUE
extra_color_src = MUTCOLORS3
+/datum/sprite_accessory/mam_snouts/skulldog
+ name = "Skulldog"
+ icon_state = "skulldog"
+ extra = TRUE
+ extra_color_src = MATRIXED
+
/datum/sprite_accessory/mam_snouts/lcanid
name = "Mammal, Long"
icon_state = "lcanid"
diff --git a/code/modules/mob/dead/new_player/sprite_accessories/undershirt.dm b/code/modules/mob/dead/new_player/sprite_accessories/undershirt.dm
index 73233f3e09..b8282931d2 100644
--- a/code/modules/mob/dead/new_player/sprite_accessories/undershirt.dm
+++ b/code/modules/mob/dead/new_player/sprite_accessories/undershirt.dm
@@ -348,6 +348,12 @@
name = "Cowboy Shirt Shortsleeved Red"
icon_state = "cowboyshirt_reds"
+/datum/sprite_accessory/underwear/top/bra_binder
+ name = "Bra (binder)"
+ icon_state = "bra_binder"
+ has_color = TRUE
-
-
+/datum/sprite_accessory/underwear/top/bra_binder_strapless
+ name = "Bra (binder, strapless)"
+ icon_state = "bra_binder_strapless"
+ has_color = TRUE
diff --git a/code/modules/mob/dead/observer/notificationprefs.dm b/code/modules/mob/dead/observer/notificationprefs.dm
index 160abd57e1..524ff80d5d 100644
--- a/code/modules/mob/dead/observer/notificationprefs.dm
+++ b/code/modules/mob/dead/observer/notificationprefs.dm
@@ -3,12 +3,10 @@
set name = "Notification preferences"
set desc = "Notification preferences"
- var/datum/notificationpanel/panel = new(usr)
+ var/datum/notificationpanel/panel = new(usr)
panel.ui_interact(usr)
-
-
/datum/notificationpanel
var/client/user
@@ -21,10 +19,13 @@
else
src.user = user
-/datum/notificationpanel/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/notificationpanel/ui_state(mob/user)
+ return GLOB.observer_state
+
+/datum/notificationpanel/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NotificationPreferences", "Notification Preferences", 270, 360, master_ui, state)
+ ui = new(user, src, "NotificationPreferences")
ui.open()
/datum/notificationpanel/ui_data(mob/user)
@@ -35,8 +36,7 @@
"key" = key,
"enabled" = (user.ckey in GLOB.poll_ignore[key]),
"desc" = GLOB.poll_ignore_desc[key]
- ))
-
+ ))
/datum/notificationpanel/ui_act(action, params)
if(..())
diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm
index bb39639ec1..a0df1ee938 100644
--- a/code/modules/mob/dead/observer/observer.dm
+++ b/code/modules/mob/dead/observer/observer.dm
@@ -905,6 +905,22 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
else
to_chat(usr, "Can't become a pAI candidate while not dead!")
+/mob/dead/observer/verb/mafia_game_signup()
+ set category = "Ghost"
+ set name = "Signup for Mafia"
+ set desc = "Sign up for a game of Mafia to pass the time while dead."
+ mafia_signup()
+/mob/dead/observer/proc/mafia_signup()
+ if(!client)
+ return
+ if(!isobserver(src))
+ to_chat(usr, "You must be a ghost to join mafia!")
+ return
+ var/datum/mafia_controller/game = GLOB.mafia_game //this needs to change if you want multiple mafia games up at once.
+ if(!game)
+ game = create_mafia_game("mafia")
+ game.ui_interact(usr)
+
/mob/dead/observer/CtrlShiftClick(mob/user)
if(isobserver(user) && check_rights(R_SPAWN))
change_mob_type( /mob/living/carbon/human , null, null, TRUE) //always delmob, ghosts shouldn't be left lingering
diff --git a/code/modules/mob/dead/observer/orbit.dm b/code/modules/mob/dead/observer/orbit.dm
index eb23a5fb67..b81172afad 100644
--- a/code/modules/mob/dead/observer/orbit.dm
+++ b/code/modules/mob/dead/observer/orbit.dm
@@ -6,9 +6,12 @@
qdel(src)
owner = new_owner
-/datum/orbit_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)
+/datum/orbit_menu/ui_state(mob/user)
+ return GLOB.observer_state
+
+/datum/orbit_menu/ui_interact(mob/user, datum/tgui/ui)
if (!ui)
- ui = new(user, src, ui_key, "Orbit", "Orbit", 350, 700, master_ui, state)
+ ui = new(user, src, "Orbit")
ui.open()
/datum/orbit_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
@@ -16,11 +19,10 @@
return
if (action == "orbit")
- var/list/pois = getpois(skip_mindless = 1)
- var/atom/movable/poi = pois[params["name"]]
+ var/ref = params["ref"]
+ var/atom/movable/poi = (locate(ref) in GLOB.mob_list) || (locate(ref) in GLOB.poi_list)
if (poi != null)
owner.ManualFollow(poi)
- ui.close()
/datum/orbit_menu/ui_data(mob/user)
var/list/data = list()
@@ -39,6 +41,8 @@
var/poi = pois[name]
+ serialized["ref"] = REF(poi)
+
var/mob/M = poi
if (istype(M))
if (isobserver(M))
diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm
index 36a6f6296b..cf1a158fc5 100644
--- a/code/modules/mob/living/blood.dm
+++ b/code/modules/mob/living/blood.dm
@@ -62,10 +62,6 @@
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
switch(blood_volume)
- if(BLOOD_VOLUME_EXCESS to BLOOD_VOLUME_MAX_LETHAL)
- if(prob(15))
- to_chat(src, "Blood starts to tear your skin apart. You're going to burst!")
- gib()
if(BLOOD_VOLUME_MAXIMUM to BLOOD_VOLUME_EXCESS)
if(prob(10))
to_chat(src, "You feel terribly bloated.")
diff --git a/code/modules/mob/living/bloodcrawl.dm b/code/modules/mob/living/bloodcrawl.dm
index d3dbfac8c8..24d456bf8f 100644
--- a/code/modules/mob/living/bloodcrawl.dm
+++ b/code/modules/mob/living/bloodcrawl.dm
@@ -73,7 +73,7 @@
if(victim.stat == CONSCIOUS)
src.visible_message("[victim] kicks free of the blood pool just before entering it!", null, "You hear splashing and struggling.")
- else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/demonsblood))
+ else if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/demonsblood))
visible_message("Something prevents [victim] from entering the pool!", "A strange force is blocking [victim] from entering!", "You hear a splash and a thud.")
else
victim.forceMove(src)
@@ -104,7 +104,7 @@
if(!victim)
return FALSE
- if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/devilskiss))
+ if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/devilskiss))
to_chat(src, "AAH! THEIR FLESH! IT BURNS!")
adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs
var/found_bloodpool = FALSE
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index 1e31655278..edb681e60f 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -92,17 +92,8 @@
if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src))
return ..()
- // The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones),
- // we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the
- // non-priority ones randomly.
- var/list/nonpriority_wounds = list()
- for(var/datum/wound/W in shuffle(all_wounds))
- if(!W.treat_priority)
- nonpriority_wounds += W
- else if(W.treat_priority && W.try_treating(I, user))
- return 1
-
- for(var/datum/wound/W in shuffle(nonpriority_wounds))
+ for(var/i in shuffle(all_wounds))
+ var/datum/wound/W = i
if(W.try_treating(I, user))
return 1
@@ -1209,16 +1200,16 @@
/**
* generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
*
- * If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar.
+ * If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.
*
* Arguments:
* * num_scars- A number for how many scars you want to add
- * * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
+ * * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
*/
/mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type)
for(var/i in 1 to num_scars)
- var/datum/scar/S = new
- var/obj/item/bodypart/BP = pick(bodyparts)
+ var/datum/scar/scaries = new
+ var/obj/item/bodypart/scar_part = pick(bodyparts)
var/wound_type
if(forced_type)
@@ -1227,9 +1218,17 @@
else
wound_type = forced_type
else
- wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN)
+ wound_type = pick(GLOB.global_all_wound_types)
- var/datum/wound/W = new wound_type
- S.generate(BP, W)
- S.fake = TRUE
- QDEL_NULL(W)
+ var/datum/wound/phantom_wound = new wound_type
+ scaries.generate(scar_part, phantom_wound)
+ scaries.fake = TRUE
+ QDEL_NULL(phantom_wound)
+
+/**
+ * get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
+ *
+ * go look at the species def for more info [/datum/species/proc/get_biological_state]
+ */
+/mob/living/carbon/proc/get_biological_state()
+ return BIO_FLESH_BONE
diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm
index ac261e6d5b..566c004142 100644
--- a/code/modules/mob/living/carbon/carbon_defense.dm
+++ b/code/modules/mob/living/carbon/carbon_defense.dm
@@ -76,7 +76,7 @@
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
- send_item_attack_message(I, user, affecting.name, totitemdamage)
+ send_item_attack_message(I, user, affecting.name, affecting, totitemdamage)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
@@ -100,12 +100,6 @@
head.add_mob_blood(src)
update_inv_head()
- //dismemberment
- var/probability = I.get_dismemberment_chance(affecting)
- if(prob(probability))
- if(affecting.dismember(I.damtype))
- I.add_mob_blood(src)
- playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
@@ -131,9 +125,10 @@
if(S.next_step(user, act_intent))
return TRUE
- for(var/datum/wound/W in all_wounds)
+ for(var/i in all_wounds)
+ var/datum/wound/W = i
if(W.try_handling(user))
- return 1
+ return TRUE
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
@@ -157,6 +152,7 @@
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
+ return TRUE
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
. = ..()
@@ -295,12 +291,12 @@
target_message = "[M] gives you a pat on the head to make you feel better!")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
friendly_check = TRUE
- if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail())
- var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail")
- for(var/T in many_tails)
- if(S.mutant_bodyparts[T] && dna.features[T] != "None")
- emote("wag")
- break
+ if(!(client?.prefs.cit_toggles & NO_AUTO_WAG))
+ if(S?.can_wag_tail(src) && !dna.species.is_wagging_tail())
+ var/static/list/many_tails = list("tail_human", "tail_lizard", "mam_tail")
+ for(var/T in many_tails)
+ if(S.mutant_bodyparts[T] && dna.features[T] != "None")
+ emote("wag")
else if(check_zone(M.zone_selected) == BODY_ZONE_R_ARM || check_zone(M.zone_selected) == BODY_ZONE_L_ARM)
M.visible_message( \
@@ -397,7 +393,7 @@
to_chat(src, "Your eyes are really starting to hurt. This can't be good for you!")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
- return 1
+ return TRUE
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "Something bright flashes in the corner of your vision!")
@@ -472,3 +468,35 @@
var/obj/item/bodypart/limb = get_bodypart(zone)
if(!limb)
return
+
+/mob/living/carbon/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart, totitemdamage)
+ var/message_verb = "attacked"
+ if(length(I.attack_verb))
+ message_verb = "[pick(I.attack_verb)]"
+ else if(!I.force)
+ return
+
+ var/extra_wound_details = ""
+ if(I.damtype == BRUTE && hit_bodypart.can_dismember())
+ var/mangled_state = hit_bodypart.get_mangled_state()
+ var/bio_state = get_biological_state()
+ if(mangled_state == BODYPART_MANGLED_BOTH)
+ extra_wound_details = ", threatening to sever it entirely"
+ else if((mangled_state == BODYPART_MANGLED_FLESH && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_BONE && bio_state == BIO_JUST_BONE))
+ extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] through to the bone"
+ else if((mangled_state == BODYPART_MANGLED_BONE && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_FLESH && bio_state == BIO_JUST_FLESH))
+ extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] at the remaining tissue"
+
+ var/message_hit_area = ""
+ if(hit_area)
+ message_hit_area = " in the [hit_area]"
+ var/attack_message = "[src] is [message_verb][message_hit_area] with [I][extra_wound_details]!"
+ var/attack_message_local = "You're [message_verb][message_hit_area] with [I][extra_wound_details]!"
+ if(user in viewers(src, null))
+ attack_message = "[user] [message_verb] [src][message_hit_area] with [I][extra_wound_details]!"
+ attack_message_local = "[user] [message_verb] you[message_hit_area] with [I][extra_wound_details]!"
+ if(user == src)
+ attack_message_local = "You [message_verb] yourself[message_hit_area] with [I][extra_wound_details]"
+ visible_message("[attack_message]",\
+ "[attack_message_local]", null, COMBAT_MESSAGE_RANGE)
+ return TRUE
diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm
index ddf1019f2a..5c5a1d6d52 100644
--- a/code/modules/mob/living/carbon/damage_procs.dm
+++ b/code/modules/mob/living/carbon/damage_procs.dm
@@ -1,6 +1,6 @@
-/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
@@ -202,7 +202,7 @@
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
-/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
diff --git a/code/modules/mob/living/carbon/examine.dm b/code/modules/mob/living/carbon/examine.dm
index be046a3713..5eabae16f7 100644
--- a/code/modules/mob/living/carbon/examine.dm
+++ b/code/modules/mob/living/carbon/examine.dm
@@ -44,7 +44,8 @@
msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n"
else
msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n"
- for(var/datum/wound/W in BP.wounds)
+ for(var/i in BP.wounds)
+ var/datum/wound/W = i
msg += "[W.get_examine_description(user)]\n"
for(var/X in disabled)
@@ -109,7 +110,7 @@
switch(scar_severity)
if(1 to 2)
- msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n"
+ msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n"
if(3 to 4)
msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n"
if(5 to 6)
diff --git a/code/modules/mob/living/carbon/human/damage_procs.dm b/code/modules/mob/living/carbon/human/damage_procs.dm
index 5cd00b7e6a..04ec1196fd 100644
--- a/code/modules/mob/living/carbon/human/damage_procs.dm
+++ b/code/modules/mob/living/carbon/human/damage_procs.dm
@@ -1,5 +1,5 @@
// depending on the species, it will run the corresponding apply_damage code there
-/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness)
diff --git a/code/modules/mob/living/carbon/human/dummy.dm b/code/modules/mob/living/carbon/human/dummy.dm
index 96517d5ea2..1e2a375b39 100644
--- a/code/modules/mob/living/carbon/human/dummy.dm
+++ b/code/modules/mob/living/carbon/human/dummy.dm
@@ -47,6 +47,5 @@ GLOBAL_LIST_EMPTY(dummy_mob_list)
return
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
if(istype(D))
- D.set_species(/datum/species/human,icon_update = TRUE, pref_load = TRUE) //for some fucking reason, if you don't change the species every time, some species will dafault certain things when it's their own species on the mannequin two times in a row, like lizards losing spines and tails setting to smooth. If you can find a fix for this that isn't this, good on you
D.wipe_state()
D.in_use = FALSE
diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm
index cbea9293f5..65b2931e08 100644
--- a/code/modules/mob/living/carbon/human/examine.dm
+++ b/code/modules/mob/living/carbon/human/examine.dm
@@ -163,8 +163,9 @@
msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!\n"
else
msg += "[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!\n"
- for(var/datum/wound/W in BP.wounds)
- msg += "[W.get_examine_description(user)]\n"
+ for(var/i in BP.wounds)
+ var/datum/wound/iter_wound = i
+ msg += "[iter_wound.get_examine_description(user)]\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
@@ -270,7 +271,12 @@
bleeding_limbs += BP
var/num_bleeds = LAZYLEN(bleeding_limbs)
- var/bleed_text = "[t_He] [t_is] bleeding from [t_his]"
+ var/list/bleed_text
+ if(appears_dead)
+ bleed_text = list("Blood is visible in [t_his] open")
+ else
+ bleed_text = list("[t_He] [t_is] bleeding from [t_his]")
+
switch(num_bleeds)
if(1 to 2)
bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]"
@@ -280,8 +286,15 @@
bleed_text += " [BP.name],"
bleed_text += " and [bleeding_limbs[num_bleeds].name]"
- bleed_text += "!\n"
- msg += bleed_text
+
+ if(appears_dead)
+ bleed_text += ", but it has pooled and is not flowing.\n"
+ else
+ if(reagents.has_reagent(/datum/reagent/toxin/heparin))
+ bleed_text += " incredibly quickly"
+
+ bleed_text += "!\n"
+ msg += bleed_text.Join()
if(reagents.has_reagent(/datum/reagent/teslium))
msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
@@ -365,7 +378,7 @@
switch(scar_severity)
if(1 to 2)
- msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n"
+ msg += "[t_He] [t_has] visible scarring, you can look again to take a closer look...\n"
if(3 to 4)
msg += "[t_He] [t_has] several bad scars, you can look again to take a closer look...\n"
if(5 to 6)
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index 145db1be1e..38b420aaba 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -1040,15 +1040,9 @@
return TRUE
return FALSE
-/mob/living/carbon/human/proc/clear_shove_slowdown()
- remove_movespeed_modifier(/datum/movespeed_modifier/shove)
- var/active_item = get_active_held_item()
- if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
- visible_message("[src.name] regains their grip on \the [active_item]!", "You regain your grip on \the [active_item]", null, COMBAT_MESSAGE_RANGE)
-
/mob/living/carbon/human/updatehealth()
. = ..()
-
+ dna?.species.spec_updatehealth(src)
if(HAS_TRAIT(src, TRAIT_IGNORESLOWDOWN)) //if we want to ignore slowdown from damage and equipment
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown)
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying)
@@ -1205,6 +1199,9 @@
/mob/living/carbon/human/species/lizard
race = /datum/species/lizard
+/mob/living/carbon/human/species/ethereal
+ race = /datum/species/ethereal
+
/mob/living/carbon/human/species/lizard/ashwalker
race = /datum/species/lizard/ashwalker
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 1673c57a80..de4b7a659f 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -336,7 +336,8 @@
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(30, 120)
Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
- Knockdown(200 - (bomb_armor * 1.6)) //between ~4 and ~20 seconds of knockdown depending on bomb armor
+ Knockdown((200 - (bomb_armor * 1.6)) / 4) //between ~1 and ~5 seconds of knockdown depending on bomb armor
+ adjustStaminaLoss(brute_loss)
if(EXPLODE_LIGHT)
brute_loss = 30
@@ -345,7 +346,8 @@
damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(15,60)
- Knockdown(160 - (bomb_armor * 1.6)) //100 bomb armor will prevent knockdown altogether
+ Knockdown((160 - (bomb_armor * 1.6)) / 4) //100 bomb armor will prevent knockdown altogether
+ adjustStaminaLoss(brute_loss)
take_overall_damage(brute_loss,burn_loss)
diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm
index 8672c0e83d..af95b9e1b7 100644
--- a/code/modules/mob/living/carbon/human/human_helpers.dm
+++ b/code/modules/mob/living/carbon/human/human_helpers.dm
@@ -154,19 +154,29 @@
/// For use formatting all of the scars this human has for saving for persistent scarring
/mob/living/carbon/human/proc/format_scars()
- if(!all_scars)
+ var/list/missing_bodyparts = get_missing_limbs()
+ if(!all_scars && !length(missing_bodyparts))
return
var/scars = ""
+ for(var/i in missing_bodyparts)
+ var/datum/scar/scaries = new
+ scars += "[scaries.format_amputated(i)]"
for(var/i in all_scars)
- var/datum/scar/S = i
- scars += "[S.format()];"
+ var/datum/scar/scaries = i
+ scars += "[scaries.format()];"
return scars
/// Takes a single scar from the persistent scar loader and recreates it from the saved data
/mob/living/carbon/human/proc/load_scar(scar_line)
var/list/scar_data = splittext(scar_line, "|")
- if(LAZYLEN(scar_data) != 4)
+ if(LAZYLEN(scar_data) != SCAR_SAVE_LENGTH)
return // invalid, should delete
- var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
- var/datum/scar/S = new
- return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
+ var/version = text2num(scar_data[SCAR_SAVE_VERS])
+ if(!version || version < SCAR_CURRENT_VERSION) // get rid of old scars
+ return
+ var/obj/item/bodypart/the_part = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
+ var/datum/scar/scaries = new
+ return scaries.load(the_part, scar_data[SCAR_SAVE_VERS], scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
+
+/mob/living/carbon/human/get_biological_state()
+ return dna.species.get_biological_state()
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index a7593ca0cb..1c776427cf 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -169,7 +169,7 @@
//Item is handled and in slot, valid to call callback, for this proc should always be true
if(!not_handled)
I.equipped(src, slot)
-
+ update_genitals()
return not_handled //For future deeper overrides
/mob/living/carbon/human/equipped_speed_mods()
@@ -257,6 +257,7 @@
s_store = null
if(!QDELETED(src))
update_inv_s_store()
+ update_genitals()
/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR)))
diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index 4d7f82c252..54c3b314b9 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -56,6 +56,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/list/mutant_organs = list() //Internal organs that are unique to this race.
var/speedmod = 0 // this affects the race's speed. positive numbers make it move slower, negative numbers make it move faster
var/armor = 0 // overall defense for the race... or less defense, if it's negative.
+ var/attack_type = BRUTE // the type of damage unarmed attacks from this species do
var/brutemod = 1 // multiplier for brute damage
var/burnmod = 1 // multiplier for burn damage
var/coldmod = 1 // multiplier for cold damage
@@ -73,7 +74,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
// species-only traits. Can be found in DNA.dm
- var/list/species_traits = list(CAN_SCAR) //by default they can scar unless set to something else
+ var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else
// generic traits tied to having the species
var/list/inherent_traits = list()
var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
@@ -1364,6 +1365,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/hungry = (500 - H.nutrition) / 5 //So overeat would be 100 and default level would be 80
if(hungry >= 70)
H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/hunger, multiplicative_slowdown = (hungry / 50))
+ else if(isethereal(H))
+ var/datum/species/ethereal/E = H.dna.species
+ if(E.get_charge(H) <= ETHEREAL_CHARGE_NORMAL)
+ H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/hunger, multiplicative_slowdown = (1.5 * (1 - E.get_charge(H) / 100)))
else
H.remove_movespeed_modifier(/datum/movespeed_modifier/hunger)
@@ -1420,6 +1425,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// ATTACK PROCS //
//////////////////
+/datum/species/proc/spec_updatehealth(mob/living/carbon/human/H)
+ return
+
+/datum/species/proc/spec_fully_heal(mob/living/carbon/human/H)
+ return
+
/datum/species/proc/help(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH))
target.help_shake_act(user)
@@ -1492,11 +1503,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
if(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
- damage *= 1.5
+ damage *= 1.2
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
- damage *= 0.5
+ damage *= 0.8
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
- damage *= 0.25
+ damage *= 0.8
//END OF CITADEL CHANGES
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
@@ -1538,11 +1549,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.dismembering_strike(user, affecting.body_zone)
if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
- target.apply_damage(damage*1.5, BRUTE, affecting, armor_block)
+ target.apply_damage(damage*1.5, attack_type, affecting, armor_block)
target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
log_combat(user, target, "kicked")
else//other attacks deal full raw damage + 2x in stamina damage
- target.apply_damage(damage, BRUTE, affecting, armor_block)
+ target.apply_damage(damage, attack_type, affecting, armor_block)
target.apply_damage(damage*2, STAMINA, affecting, armor_block)
log_combat(user, target, "punched")
@@ -1746,20 +1757,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
- H.send_item_attack_message(I, user, hit_area, totitemdamage)
+ H.send_item_attack_message(I, user, hit_area, affecting, totitemdamage)
I.do_stagger_action(H, user, totitemdamage)
if(!totitemdamage)
return 0 //item force is zero
- //dismemberment
- var/probability = I.get_dismemberment_chance(affecting)
- if(prob(probability) || (HAS_TRAIT(H, TRAIT_EASYDISMEMBER) && prob(probability))) //try twice
- if(affecting.dismember(I.damtype))
- I.add_mob_blood(H)
- playsound(get_turf(H), I.get_dismember_sound(), 80, 1)
-
var/bloody = 0
if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
if(affecting.status == BODYPART_ORGANIC)
@@ -1942,11 +1946,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.visible_message("[user.name] shoves [target.name]!",
"[user.name] shoves you!", null, COMBAT_MESSAGE_RANGE, null,
user, "You shove [target.name]!")
+ target.Stagger(SHOVE_STAGGER_DURATION)
var/obj/item/target_held_item = target.get_active_held_item()
if(!is_type_in_typecache(target_held_item, GLOB.shove_disarming_types))
target_held_item = null
- if(!target.has_movespeed_modifier(/datum/movespeed_modifier/shove))
- target.add_movespeed_modifier(/datum/movespeed_modifier/shove)
+ if(!target.has_status_effect(STATUS_EFFECT_OFF_BALANCE))
if(target_held_item)
if(!HAS_TRAIT(target_held_item, TRAIT_NODROP))
target.visible_message("[target.name]'s grip on \the [target_held_item] loosens!",
@@ -1954,15 +1958,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
append_message += ", loosening their grip on [target_held_item]"
else
append_message += ", but couldn't loose their grip on [target_held_item]"
- addtimer(CALLBACK(target, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH)
else if(target_held_item)
if(target.dropItemToGround(target_held_item))
target.visible_message("[target.name] drops \the [target_held_item]!!",
"You drop \the [target_held_item]!!", null, COMBAT_MESSAGE_RANGE)
append_message += ", causing them to drop [target_held_item]"
+ target.ShoveOffBalance(SHOVE_OFFBALANCE_DURATION)
log_combat(user, target, "shoved", append_message)
-/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
@@ -2038,6 +2042,25 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// called before a projectile hit
return
+/**
+
+
+
+ * The human species version of [/mob/living/carbon/proc/get_biological_state]. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds
+
+
+
+ */
+
+
+
+/datum/species/proc/get_biological_state(mob/living/carbon/human/H)
+ . = BIO_INORGANIC
+ if(HAS_FLESH in species_traits)
+ . |= BIO_JUST_FLESH
+ if(HAS_BONE in species_traits)
+ . |= BIO_JUST_BONE
+
/////////////
//BREATHING//
/////////////
diff --git a/code/modules/mob/living/carbon/human/species_types/abductors.dm b/code/modules/mob/living/carbon/human/species_types/abductors.dm
index 1e77775efa..38e10e8662 100644
--- a/code/modules/mob/living/carbon/human/species_types/abductors.dm
+++ b/code/modules/mob/living/carbon/human/species_types/abductors.dm
@@ -3,7 +3,7 @@
id = "abductor"
say_mod = "gibbers"
sexes = FALSE
- species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,CAN_SCAR)
+ species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_type = "alien"
diff --git a/code/modules/mob/living/carbon/human/species_types/angel.dm b/code/modules/mob/living/carbon/human/species_types/angel.dm
index d6860e1249..2cf054c7b9 100644
--- a/code/modules/mob/living/carbon/human/species_types/angel.dm
+++ b/code/modules/mob/living/carbon/human/species_types/angel.dm
@@ -2,7 +2,7 @@
name = "Angel"
id = "angel"
default_color = "FFFFFF"
- species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
+ species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
no_equip = list(SLOT_BACK)
diff --git a/code/modules/mob/living/carbon/human/species_types/bugmen.dm b/code/modules/mob/living/carbon/human/species_types/bugmen.dm
index 25fb51aa87..2a955e28a4 100644
--- a/code/modules/mob/living/carbon/human/species_types/bugmen.dm
+++ b/code/modules/mob/living/carbon/human/species_types/bugmen.dm
@@ -3,7 +3,7 @@
id = "insect"
say_mod = "chitters"
default_color = "00FF00"
- species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
+ species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None")
diff --git a/code/modules/mob/living/carbon/human/species_types/dullahan.dm b/code/modules/mob/living/carbon/human/species_types/dullahan.dm
index dcd81c90b9..d8dfe63b35 100644
--- a/code/modules/mob/living/carbon/human/species_types/dullahan.dm
+++ b/code/modules/mob/living/carbon/human/species_types/dullahan.dm
@@ -2,8 +2,8 @@
name = "Dullahan"
id = "dullahan"
default_color = "FFFFFF"
- species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
- inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH,CAN_SCAR)
+ species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
+ inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
mutant_brain = /obj/item/organ/brain/dullahan
diff --git a/code/modules/mob/living/carbon/human/species_types/dwarves.dm b/code/modules/mob/living/carbon/human/species_types/dwarves.dm
index 8eb0e0181c..a465e7c3a9 100644
--- a/code/modules/mob/living/carbon/human/species_types/dwarves.dm
+++ b/code/modules/mob/living/carbon/human/species_types/dwarves.dm
@@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
- species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
+ species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
limbs_id = "human"
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
diff --git a/code/modules/mob/living/carbon/human/species_types/ethereal.dm b/code/modules/mob/living/carbon/human/species_types/ethereal.dm
new file mode 100644
index 0000000000..cda6faded0
--- /dev/null
+++ b/code/modules/mob/living/carbon/human/species_types/ethereal.dm
@@ -0,0 +1,182 @@
+#define ETHEREAL_COLORS list("#00ffff", "#ffc0cb", "#9400D3", "#4B0082", "#0000FF", "#00FF00", "#FFFF00", "#FF7F00", "#FF0000")
+
+/datum/species/ethereal
+ name = "Ethereal"
+ id = "ethereal"
+ attack_verb = "burn"
+ attack_sound = 'sound/weapons/etherealhit.ogg'
+ miss_sound = 'sound/weapons/etherealmiss.ogg'
+ meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ethereal
+ mutantstomach = /obj/item/organ/stomach/ethereal
+ mutanttongue = /obj/item/organ/tongue/ethereal
+ exotic_blood = /datum/reagent/consumable/liquidelectricity //Liquid Electricity. fuck you think of something better gamer
+ siemens_coeff = 0.5 //They thrive on energy
+ brutemod = 1.25 //They're weak to punches
+ attack_type = BURN //burn bish
+ damage_overlay_type = "" //We are too cool for regular damage overlays
+ species_traits = list(MUTCOLORS, HAIR, HAS_FLESH, HAS_BONE) // i mean i guess they have blood so they can have wounds too
+ species_language_holder = /datum/language_holder/ethereal
+ inherent_traits = list(TRAIT_NOHUNGER)
+ sexes = FALSE
+ toxic_food = NONE
+ /*
+ citadel doesn't have per-species temperatures, yet
+ // Body temperature for ethereals is much higher then humans as they like hotter environments
+ bodytemp_normal = (BODYTEMP_NORMAL + 50)
+ bodytemp_heat_damage_limit = FIRE_MINIMUM_TEMPERATURE_TO_SPREAD // about 150C
+ // Cold temperatures hurt faster as it is harder to move with out the heat energy
+ bodytemp_cold_damage_limit = (T20C - 10) // about 10c
+ */
+ hair_color = "fixedmutcolor"
+ hair_alpha = 140
+ var/current_color
+ var/EMPeffect = FALSE
+ var/emageffect = FALSE
+ var/r1
+ var/g1
+ var/b1
+ var/static/r2 = 237
+ var/static/g2 = 164
+ var/static/b2 = 149
+ //this is shit but how do i fix it? no clue.
+ var/drain_time = 0 //used to keep ethereals from spam draining power sources
+
+/datum/species/ethereal/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
+ .=..()
+ if(ishuman(C))
+ var/mob/living/carbon/human/H = C
+ default_color = "#" + H.dna.features["mcolor"]
+ r1 = GETREDPART(default_color)
+ g1 = GETGREENPART(default_color)
+ b1 = GETBLUEPART(default_color)
+ spec_updatehealth(H)
+ RegisterSignal(C, COMSIG_ATOM_EMAG_ACT, .proc/on_emag_act)
+ RegisterSignal(C, COMSIG_ATOM_EMP_ACT, .proc/on_emp_act)
+
+/datum/species/ethereal/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load)
+ .=..()
+ C.set_light(0)
+ UnregisterSignal(C, COMSIG_ATOM_EMAG_ACT)
+ UnregisterSignal(C, COMSIG_ATOM_EMP_ACT)
+
+/datum/species/ethereal/random_name(gender,unique,lastname)
+ if(unique)
+ return random_unique_ethereal_name()
+
+ var/randname = ethereal_name()
+
+ return randname
+
+/datum/species/ethereal/spec_updatehealth(mob/living/carbon/human/H)
+ .=..()
+ if(H.stat != DEAD && !EMPeffect)
+ var/healthpercent = max(H.health, 0) / 100
+ if(!emageffect)
+ current_color = rgb(r2 + ((r1-r2)*healthpercent), g2 + ((g1-g2)*healthpercent), b2 + ((b1-b2)*healthpercent))
+ H.set_light(1 + (2 * healthpercent), 1 + (1 * healthpercent), current_color)
+ fixed_mut_color = copytext_char(current_color, 2)
+ else
+ H.set_light(0)
+ fixed_mut_color = rgb(128,128,128)
+ H.update_body()
+
+/datum/species/ethereal/proc/on_emp_act(mob/living/carbon/human/H, severity)
+ EMPeffect = TRUE
+ spec_updatehealth(H)
+ to_chat(H, "You feel the light of your body leave you.")
+ switch(severity)
+ if(EMP_LIGHT)
+ addtimer(CALLBACK(src, .proc/stop_emp, H), 10 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE) //We're out for 10 seconds
+ if(EMP_HEAVY)
+ addtimer(CALLBACK(src, .proc/stop_emp, H), 20 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE) //We're out for 20 seconds
+
+/datum/species/ethereal/proc/on_emag_act(mob/living/carbon/human/H, mob/user)
+ if(emageffect)
+ return
+ emageffect = TRUE
+ if(user)
+ to_chat(user, "You tap [H] on the back with your card.")
+ H.visible_message("[H] starts flickering in an array of colors!")
+ handle_emag(H)
+ addtimer(CALLBACK(src, .proc/stop_emag, H), 30 SECONDS) //Disco mode for 30 seconds! This doesn't affect the ethereal at all besides either annoying some players, or making someone look badass.
+
+
+/datum/species/ethereal/spec_life(mob/living/carbon/human/H)
+ .=..()
+ handle_charge(H)
+
+
+/datum/species/ethereal/proc/stop_emp(mob/living/carbon/human/H)
+ EMPeffect = FALSE
+ spec_updatehealth(H)
+ to_chat(H, "You feel more energized as your shine comes back.")
+
+
+/datum/species/ethereal/proc/handle_emag(mob/living/carbon/human/H)
+ if(!emageffect)
+ return
+ current_color = pick(ETHEREAL_COLORS)
+ spec_updatehealth(H)
+ addtimer(CALLBACK(src, .proc/handle_emag, H), 5) //Call ourselves every 0.5 seconds to change color
+
+/datum/species/ethereal/proc/stop_emag(mob/living/carbon/human/H)
+ emageffect = FALSE
+ spec_updatehealth(H)
+ H.visible_message("[H] stops flickering and goes back to their normal state!")
+
+/datum/species/ethereal/proc/handle_charge(mob/living/carbon/human/H)
+ brutemod = 1.25
+ switch(get_charge(H))
+ if(ETHEREAL_CHARGE_NONE)
+ H.throw_alert("ethereal_charge", /obj/screen/alert/etherealcharge, 3)
+ if(ETHEREAL_CHARGE_NONE to ETHEREAL_CHARGE_LOWPOWER)
+ H.throw_alert("ethereal_charge", /obj/screen/alert/etherealcharge, 2)
+ if(H.health > 10.5)
+ apply_damage(0.65, TOX, null, null, H)
+ brutemod = 1.75
+ if(ETHEREAL_CHARGE_LOWPOWER to ETHEREAL_CHARGE_NORMAL)
+ H.throw_alert("ethereal_charge", /obj/screen/alert/etherealcharge, 1)
+ brutemod = 1.5
+ if(ETHEREAL_CHARGE_FULL to ETHEREAL_CHARGE_OVERLOAD)
+ H.throw_alert("ethereal_overcharge", /obj/screen/alert/ethereal_overcharge, 1)
+ apply_damage(0.2, TOX, null, null, H)
+ brutemod = 1.5
+ if(ETHEREAL_CHARGE_OVERLOAD to ETHEREAL_CHARGE_DANGEROUS)
+ H.throw_alert("ethereal_overcharge", /obj/screen/alert/ethereal_overcharge, 2)
+ apply_damage(0.65, TOX, null, null, H)
+ brutemod = 1.75
+ if(prob(10)) //10% each tick for ethereals to explosively release excess energy if it reaches dangerous levels
+ discharge_process(H)
+ else
+ H.clear_alert("ethereal_charge")
+ H.clear_alert("ethereal_overcharge")
+
+/datum/species/ethereal/proc/discharge_process(mob/living/carbon/human/H)
+ to_chat(H, "You begin to lose control over your charge!")
+ H.visible_message("[H] begins to spark violently!")
+ var/static/mutable_appearance/overcharge //shameless copycode from lightning spell
+ overcharge = overcharge || mutable_appearance('icons/effects/effects.dmi', "electricity", EFFECTS_LAYER)
+ H.add_overlay(overcharge)
+ if(do_mob(H, H, 50, 1))
+ H.flash_lighting_fx(5, 7, current_color)
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ playsound(H, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
+ H.cut_overlay(overcharge)
+ tesla_zap(H, 2, stomach.crystal_charge*50, ZAP_OBJ_DAMAGE | ZAP_ALLOW_DUPLICATES)
+ if(istype(stomach))
+ stomach.adjust_charge(100 - stomach.crystal_charge)
+ to_chat(H, "You violently discharge energy!")
+ H.visible_message("[H] violently discharges energy!")
+ if(prob(10)) //chance of developing heart disease to dissuade overcharging oneself
+ var/datum/disease/D = new /datum/disease/heart_failure
+ H.ForceContractDisease(D)
+ to_chat(H, "You're pretty sure you just felt your heart stop for a second there..")
+ H.playsound_local(H, 'sound/effects/singlebeat.ogg', 100, 0)
+ H.Paralyze(100)
+ return
+
+/datum/species/ethereal/proc/get_charge(mob/living/carbon/H) //this feels like it should be somewhere else. Eh?
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ if(istype(stomach))
+ return stomach.crystal_charge
+ return ETHEREAL_CHARGE_NONE
diff --git a/code/modules/mob/living/carbon/human/species_types/flypeople.dm b/code/modules/mob/living/carbon/human/species_types/flypeople.dm
index b99c3e2bc2..c56adaf1b0 100644
--- a/code/modules/mob/living/carbon/human/species_types/flypeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/flypeople.dm
@@ -2,7 +2,7 @@
name = "Anthromorphic Fly"
id = "fly"
say_mod = "buzzes"
- species_traits = list(NOEYES,CAN_SCAR)
+ species_traits = list(NOEYES,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutanttongue = /obj/item/organ/tongue/fly
mutantliver = /obj/item/organ/liver/fly
diff --git a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm
index 18359f415f..7706d4a9d5 100644
--- a/code/modules/mob/living/carbon/human/species_types/furrypeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/furrypeople.dm
@@ -3,7 +3,7 @@
id = "mammal"
default_color = "4B4B4B"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
- species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,CAN_SCAR)
+ species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
"mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
diff --git a/code/modules/mob/living/carbon/human/species_types/humans.dm b/code/modules/mob/living/carbon/human/species_types/humans.dm
index e93a5106c9..f175ddb921 100644
--- a/code/modules/mob/living/carbon/human/species_types/humans.dm
+++ b/code/modules/mob/living/carbon/human/species_types/humans.dm
@@ -3,7 +3,7 @@
id = "human"
default_color = "FFFFFF"
- species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,CAN_SCAR)
+ species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF","mcolor3" = "FFFFFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
skinned_type = /obj/item/stack/sheet/animalhide/human
diff --git a/code/modules/mob/living/carbon/human/species_types/ipc.dm b/code/modules/mob/living/carbon/human/species_types/ipc.dm
index b5862b2bd2..3aef14c256 100644
--- a/code/modules/mob/living/carbon/human/species_types/ipc.dm
+++ b/code/modules/mob/living/carbon/human/species_types/ipc.dm
@@ -6,7 +6,7 @@
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
blacklisted = 0
sexes = 0
- species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
+ species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
diff --git a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
index dc821c11ef..c762a52ffc 100644
--- a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm
@@ -4,7 +4,7 @@
id = "jelly"
default_color = "00FF90"
say_mod = "chirps"
- species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
+ species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mcolor" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None")
@@ -287,11 +287,16 @@
else
ui_interact(owner)
-/datum/action/innate/swap_body/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
+/datum/action/innate/swap_body/ui_host(mob/user)
+ return owner
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/action/innate/swap_body/ui_state(mob/user)
+ return GLOB.not_incapacitated_state
+
+/datum/action/innate/swap_body/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "SlimeBodySwapper", name, 400, 400, master_ui, state)
+ ui = new(user, src, "SlimeBodySwapper", name)
ui.open()
/datum/action/innate/swap_body/ui_data(mob/user)
@@ -361,7 +366,8 @@
return
switch(action)
if("swap")
- var/mob/living/carbon/human/selected = locate(params["ref"])
+ var/datum/species/jelly/slime/SS = H.dna.species
+ var/mob/living/carbon/human/selected = locate(params["ref"]) in SS.bodies
if(!can_swap(selected))
return
SStgui.close_uis(src)
diff --git a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
index 7bcf6c89f4..d768788e87 100644
--- a/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/lizardpeople.dm
@@ -4,7 +4,7 @@
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
- species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
+ species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE
mutanttongue = /obj/item/organ/tongue/lizard
diff --git a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm
index 4cb5442bf8..f91c3518a3 100644
--- a/code/modules/mob/living/carbon/human/species_types/mushpeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/mushpeople.dm
@@ -8,7 +8,7 @@
nojumpsuit = TRUE
say_mod = "poofs" //what does a mushroom sound like
- species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,CAN_SCAR)
+ species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOBREATH)
speedmod = 1.5 //faster than golems but not by much
diff --git a/code/modules/mob/living/carbon/human/species_types/plasmamen.dm b/code/modules/mob/living/carbon/human/species_types/plasmamen.dm
index 5008fb13cd..b61e29b685 100644
--- a/code/modules/mob/living/carbon/human/species_types/plasmamen.dm
+++ b/code/modules/mob/living/carbon/human/species_types/plasmamen.dm
@@ -4,7 +4,7 @@
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
- species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS)
+ species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS,HAS_BONE)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_NOHUNGER,TRAIT_CALCIUM_HEALER)
inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
mutantlungs = /obj/item/organ/lungs/plasmaman
diff --git a/code/modules/mob/living/carbon/human/species_types/podpeople.dm b/code/modules/mob/living/carbon/human/species_types/podpeople.dm
index 706995d611..f5a2f807e4 100644
--- a/code/modules/mob/living/carbon/human/species_types/podpeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/podpeople.dm
@@ -3,7 +3,7 @@
name = "Anthromorphic Plant"
id = "pod"
default_color = "59CE00"
- species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR)
+ species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR,HAS_FLESH,HAS_BONE)
attack_verb = "slash"
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm
index 9f7d165edf..b760af9850 100644
--- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm
@@ -9,8 +9,8 @@
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow
- species_traits = list(NOBLOOD,NOEYES,CAN_SCAR)
- inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR)
+ species_traits = list(NOBLOOD,NOEYES,HAS_FLESH,HAS_BONE)
+ inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH)
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
@@ -166,7 +166,7 @@
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/light_eater/Initialize()
@@ -185,6 +185,8 @@
T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
else if(isliving(AM))
var/mob/living/L = AM
+ if(isethereal(AM))
+ AM.emp_act(EMP_LIGHT)
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
if(borg.lamp_intensity)
diff --git a/code/modules/mob/living/carbon/human/species_types/skeletons.dm b/code/modules/mob/living/carbon/human/species_types/skeletons.dm
index 54d56fea06..51d81bd4d3 100644
--- a/code/modules/mob/living/carbon/human/species_types/skeletons.dm
+++ b/code/modules/mob/living/carbon/human/species_types/skeletons.dm
@@ -5,7 +5,7 @@
blacklisted = 0
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
- species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
+ species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL,HAS_BONE)
inherent_traits = list(TRAIT_NOBREATH,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/bone
diff --git a/code/modules/mob/living/carbon/human/species_types/synthliz.dm b/code/modules/mob/living/carbon/human/species_types/synthliz.dm
index 41b3d3a96a..5ed806b302 100644
--- a/code/modules/mob/living/carbon/human/species_types/synthliz.dm
+++ b/code/modules/mob/living/carbon/human/species_types/synthliz.dm
@@ -4,7 +4,7 @@
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
say_mod = "beeps"
default_color = "00FF00"
- species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR)
+ species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
diff --git a/code/modules/mob/living/carbon/human/species_types/vampire.dm b/code/modules/mob/living/carbon/human/species_types/vampire.dm
index d8fc06b716..723c4848fe 100644
--- a/code/modules/mob/living/carbon/human/species_types/vampire.dm
+++ b/code/modules/mob/living/carbon/human/species_types/vampire.dm
@@ -2,7 +2,7 @@
name = "Vampire"
id = "vampire"
default_color = "FFFFFF"
- species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
+ species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutant_bodyparts = list("mcolor" = "FFFFFF", "tail_human" = "None", "ears" = "None", "deco_wings" = "None")
diff --git a/code/modules/mob/living/carbon/human/species_types/zombies.dm b/code/modules/mob/living/carbon/human/species_types/zombies.dm
index 990e2c9db3..8d86ad2fa9 100644
--- a/code/modules/mob/living/carbon/human/species_types/zombies.dm
+++ b/code/modules/mob/living/carbon/human/species_types/zombies.dm
@@ -8,7 +8,7 @@
sexes = 0
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
- species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,CAN_SCAR)
+ species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/zombie
@@ -32,6 +32,7 @@
name = "Infectious Zombie"
id = "memezombies"
limbs_id = "zombie"
+ inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_NOSOFTCRIT, TRAIT_FAKEDEATH)
mutanthands = /obj/item/zombie_hand
armor = 20 // 120 damage to KO a zombie, which kills it
speedmod = 1.6 // they're very slow
@@ -45,7 +46,7 @@
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
-/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
@@ -63,9 +64,9 @@
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
for(var/i in C.all_wounds)
- var/datum/wound/W = i
- if(prob(4-W.severity))
- W.remove_wound()
+ var/datum/wound/iter_wound = i
+ if(prob(4-iter_wound.severity))
+ iter_wound.remove_wound()
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
@@ -89,8 +90,8 @@
infection = new()
infection.Insert(C)
- //make their bodyparts stamina-resistant
- var/incoming_stam_mult = 0.7
+ //make their bodyparts stamina-immune, its a corpse.
+ var/incoming_stam_mult = 0
for(var/obj/item/bodypart/part in C.bodyparts)
part.incoming_stam_mult = incoming_stam_mult
//todo: add negative wound resistance to all parts when wounds is merged (zombies are physically weak in terms of limbs)
diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm
index 012808647e..47c9062148 100644
--- a/code/modules/mob/living/damage_procs.dm
+++ b/code/modules/mob/living/damage_procs.dm
@@ -14,7 +14,7 @@
*
* Returns TRUE if damage applied
*/
-/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
@@ -245,7 +245,7 @@
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
-/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
diff --git a/code/modules/mob/living/emote.dm b/code/modules/mob/living/emote.dm
index a5de3a2fdc..97de8bfd6c 100644
--- a/code/modules/mob/living/emote.dm
+++ b/code/modules/mob/living/emote.dm
@@ -326,6 +326,11 @@
key_third_person = "smiles"
message = "smiles."
+/datum/emote/living/smirk
+ key = "smirk"
+ key_third_person = "smirks"
+ message = "smirks."
+
/datum/emote/living/sneeze
key = "sneeze"
key_third_person = "sneezes"
@@ -441,7 +446,7 @@
to_chat(user, "You cannot send IC messages (muted).")
return FALSE
else if(!params)
- var/custom_emote = stripped_multiline_input(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
+ var/custom_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
if(custom_emote && !check_invalid(user, custom_emote))
var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable")
switch(type)
@@ -531,3 +536,29 @@
to_chat(user, "You ready your slapping hand.")
else
to_chat(user, "You're incapable of slapping in your current state.")
+
+/datum/emote/living/audio_emote/blorble
+ key = "blorble"
+ key_third_person = "blorbles"
+ message = "blorbles."
+ message_param = "blorbles at %t."
+
+/datum/emote/living/audio_emote/blorble/run_emote(mob/user, params)
+ . = ..()
+ if(. && iscarbon(user))
+ var/mob/living/carbon/C = user
+ if(isjellyperson(C))
+ pick(playsound(C, 'sound/effects/attackblob.ogg', 50, 1),playsound(C, 'sound/effects/blobattack.ogg', 50, 1))
+
+/datum/emote/living/audio_emote/blurp
+ key = "blurp"
+ key_third_person = "blurps"
+ message = "blurps."
+ message_param = "blurps at %t."
+
+/datum/emote/living/audio_emote/blurp/run_emote(mob/user, params)
+ . = ..()
+ if(. && iscarbon(user))
+ var/mob/living/carbon/C = user
+ if(isjellyperson(C))
+ pick(playsound(C, 'sound/effects/meatslap.ogg', 50, 1),playsound(C, 'sound/effects/gib_step.ogg', 50, 1))
diff --git a/code/modules/mob/living/life.dm b/code/modules/mob/living/life.dm
index fb71693534..89321082c9 100644
--- a/code/modules/mob/living/life.dm
+++ b/code/modules/mob/living/life.dm
@@ -139,7 +139,7 @@
ExtinguishMob()
return
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
- if(G.get_moles(/datum/gas/oxygen, 1))
+ if(!G.get_moles(/datum/gas/oxygen, 1))
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
return
var/turf/location = get_turf(src)
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index b04f78f3ec..0f55d5c408 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -605,41 +605,55 @@
SEND_SIGNAL(item, COMSIG_ITEM_WEARERCROSSED, AM)
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
- if(!has_gravity())
+ if(!has_gravity() || !isturf(start) || !blood_volume)
return
- var/blood_exists = FALSE
+ var/blood_exists = locate(/obj/effect/decal/cleanable/trail_holder) in start
- for(var/obj/effect/decal/cleanable/trail_holder/C in start) //checks for blood splatter already on the floor
- blood_exists = TRUE
- if(isturf(start))
- var/trail_type = getTrail()
- if(trail_type)
- var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
- if(blood_volume && blood_volume > max((BLOOD_VOLUME_NORMAL*blood_ratio)*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
- blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
- var/newdir = get_dir(target_turf, start)
- if(newdir != direction)
- newdir = newdir | direction
- if(newdir == 3) //N + S
- newdir = NORTH
- else if(newdir == 12) //E + W
- newdir = EAST
- if((newdir in GLOB.cardinals) && (prob(50)))
- newdir = turn(get_dir(target_turf, start), 180)
- if(!blood_exists)
- new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
+ var/trail_type = getTrail()
+ if(!trail_type)
+ return
- for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
- if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
- TH.existing_dirs += newdir
- TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
- TH.transfer_mob_blood_dna(src)
+ var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
+ if(blood_volume < max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
+ return
+
+ var/bleed_amount = bleedDragAmount()
+ blood_volume = max(blood_volume - bleed_amount, 0) //that depends on our brute damage.
+ var/newdir = get_dir(target_turf, start)
+ if(newdir != direction)
+ newdir = newdir | direction
+ if(newdir == (NORTH|SOUTH))
+ newdir = NORTH
+ else if(newdir == (EAST|WEST))
+ newdir = EAST
+ if((newdir in GLOB.cardinals) && (prob(50)))
+ newdir = turn(get_dir(target_turf, start), 180)
+ if(!blood_exists)
+ new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
+
+ for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
+ if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
+ TH.existing_dirs += newdir
+ TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
+ TH.transfer_mob_blood_dna(src)
/mob/living/carbon/human/makeTrail(turf/T)
if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress)
return
..()
+///Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]
+/mob/living/proc/bleedDragAmount()
+ var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
+ return max(1, brute_ratio * 2)
+
+/mob/living/carbon/bleedDragAmount()
+ var/bleed_amount = 0
+ for(var/i in all_wounds)
+ var/datum/wound/iter_wound = i
+ bleed_amount += iter_wound.drag_bleed_amount()
+ return bleed_amount
+
/mob/living/proc/getTrail()
if(getBruteLoss() < 300)
return pick("ltrails_1", "ltrails_2")
diff --git a/code/modules/mob/living/living_active_parry.dm b/code/modules/mob/living/living_active_parry.dm
index 4a9c4e6311..b6706d0548 100644
--- a/code/modules/mob/living/living_active_parry.dm
+++ b/code/modules/mob/living/living_active_parry.dm
@@ -245,7 +245,7 @@
. |= BLOCK_SUCCESS
var/list/effect_text
if(efficiency >= data.parry_efficiency_to_counterattack)
- run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
+ effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
successful_parries += efficiency
@@ -254,9 +254,12 @@
/mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text)
var/datum/block_parry_data/data = get_parry_data()
+ var/knockdown_check = FALSE
+ if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER] && parry_efficiency >= data.parry_efficiency_to_counterattack)
+ knockdown_check = TRUE
if(data.parry_sounds)
playsound(src, pick(data.parry_sounds), 75)
- visible_message("[src] parries [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""]!")
+ visible_message("[src] parries [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""][length(effect_text) && knockdown_check? " and" : ""][knockdown_check? " knocking them to the ground" : ""]!")
/// Run counterattack if any
/mob/living/proc/run_parry_countereffects(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency)
@@ -288,15 +291,15 @@
if(data.parry_data[PARRY_DISARM_ATTACKER])
L.drop_all_held_items()
effect_text += "disarming"
- if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
- L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
- effect_text += "knocking them to the ground"
if(data.parry_data[PARRY_STAGGER_ATTACKER])
L.Stagger(data.parry_data[PARRY_STAGGER_ATTACKER])
effect_text += "staggering"
if(data.parry_data[PARRY_DAZE_ATTACKER])
L.Daze(data.parry_data[PARRY_DAZE_ATTACKER])
effect_text += "dazing"
+ if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
+ L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
+ // effect_text += "knocking them to the ground" - snowflaked above
return effect_text
/// Gets the datum/block_parry_data we're going to use to parry.
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 5be9dbf195..19adb7b787 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -86,7 +86,7 @@
totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
if(!P.nodamage)
- apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness)
+ apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus = P.wound_bonus, bare_wound_bonus = P.bare_wound_bonus, sharpness = P.sharpness)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
var/missing = 100 - final_percent
@@ -136,12 +136,13 @@
dtype = I.damtype
if(!blocked)
- visible_message("[src] has been hit by [I].", \
- "You have been hit by [I].")
- var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
- apply_damage(total_damage, dtype, impacting_zone, armor, sharpness=I.sharpness)
- if(I.thrownby)
- log_combat(I.thrownby, src, "threw and hit", I)
+ if(!nosell_hit)
+ visible_message("[src] is hit by [I]!", \
+ "You're hit by [I]!")
+ if(!I.throwforce)
+ return
+ var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
+ apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
else
return 1
else
diff --git a/code/modules/mob/living/silicon/ai/life.dm b/code/modules/mob/living/silicon/ai/life.dm
index 4f2332e99d..2cbd1f35ca 100644
--- a/code/modules/mob/living/silicon/ai/life.dm
+++ b/code/modules/mob/living/silicon/ai/life.dm
@@ -151,7 +151,7 @@
to_chat(src, "Receiving control information from APC.")
sleep(2)
apc_override = 1
- theAPC.ui_interact(src, state = GLOB.conscious_state)
+ theAPC.ui_interact(src)
apc_override = 0
aiRestorePowerRoutine = POWER_RESTORATION_APC_FOUND
sleep(50)
diff --git a/code/modules/mob/living/silicon/ai/robot_control.dm b/code/modules/mob/living/silicon/ai/robot_control.dm
index 0eaea103f2..bbfb7604ba 100644
--- a/code/modules/mob/living/silicon/ai/robot_control.dm
+++ b/code/modules/mob/living/silicon/ai/robot_control.dm
@@ -19,11 +19,13 @@
return ..()
return UI_CLOSE
-/datum/robot_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/robot_control/ui_state(mob/user)
+ return GLOB.always_state
+
+/datum/robot_control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "RemoteRobotControl", "Remote Robot Control", 500, 500, master_ui, state)
+ ui = new(user, src, "RemoteRobotControl")
ui.open()
/datum/robot_control/ui_data(mob/user)
diff --git a/code/modules/mob/living/silicon/damage_procs.dm b/code/modules/mob/living/silicon/damage_procs.dm
index b89f249c80..7530630d74 100644
--- a/code/modules/mob/living/silicon/damage_procs.dm
+++ b/code/modules/mob/living/silicon/damage_procs.dm
@@ -1,5 +1,5 @@
-/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
+/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
diff --git a/code/modules/mob/living/silicon/robot/emote.dm b/code/modules/mob/living/silicon/robot/emote.dm
index 65e1047cdc..c0fca997f5 100644
--- a/code/modules/mob/living/silicon/robot/emote.dm
+++ b/code/modules/mob/living/silicon/robot/emote.dm
@@ -3,8 +3,14 @@
emote_type = EMOTE_AUDIBLE
/datum/emote/sound/silicon
- mob_type_allowed_typecache = list(/mob/living/silicon)
+ mob_type_allowed_typecache = list(/mob/living/silicon, /mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
+ var/unrestricted = FALSE
+
+/datum/emote/sound/silicon/run_emote(mob/user, params)
+ if(!unrestricted && !(issilicon(user) || isipcperson(user)))
+ return
+ return ..()
/datum/emote/silicon/boop
key = "boop"
diff --git a/code/modules/mob/living/silicon/robot/inventory.dm b/code/modules/mob/living/silicon/robot/inventory.dm
index a063d090db..9b964ef188 100644
--- a/code/modules/mob/living/silicon/robot/inventory.dm
+++ b/code/modules/mob/living/silicon/robot/inventory.dm
@@ -79,15 +79,15 @@
if(activated(O))
to_chat(src, "That module is already activated.")
return
- if(!held_items[1])
+ if(!held_items[1] && health >= -maxHealth*0.5)
held_items[1] = O
O.screen_loc = inv1.screen_loc
. = TRUE
- else if(!held_items[2])
+ else if(!held_items[2] && health >= 0)
held_items[2] = O
O.screen_loc = inv2.screen_loc
. = TRUE
- else if(!held_items[3])
+ else if(!held_items[3] && health >= maxHealth*0.5)
held_items[3] = O
O.screen_loc = inv3.screen_loc
. = TRUE
diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm
index 4fcd6d1dbd..9018c49b2c 100644
--- a/code/modules/mob/living/silicon/robot/robot.dm
+++ b/code/modules/mob/living/silicon/robot/robot.dm
@@ -16,6 +16,8 @@
wires = new /datum/wires/robot(src)
AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
+ RegisterSignal(src, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/charge)
+
robot_modules_background = new()
robot_modules_background.icon_state = "block"
robot_modules_background.layer = HUD_LAYER //Objects that appear on screen are on layer ABOVE_HUD_LAYER, UI should be just below it.
@@ -1097,6 +1099,15 @@
for(var/i in connected_ai.aicamera.stored)
aicamera.stored[i] = TRUE
+/mob/living/silicon/robot/proc/charge(datum/source, amount, repairs)
+ if(module)
+ var/coeff = amount * 0.005
+ module.respawn_consumable(src, coeff)
+ if(repairs)
+ heal_bodypart_damage(repairs, repairs - 1)
+ if(cell)
+ cell.charge = min(cell.charge + amount, cell.maxcharge)
+
/mob/living/silicon/robot/proc/rest_style()
set name = "Switch Rest Style"
set category = "Robot Commands"
diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm
index 7c4125fbc6..6b58988c31 100644
--- a/code/modules/mob/living/silicon/robot/robot_modules.dm
+++ b/code/modules/mob/living/silicon/robot/robot_modules.dm
@@ -361,7 +361,8 @@
"Sleek" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "sleekmed"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinamed"),
"Eyebot" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "eyebotmed"),
- "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymed")
+ "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymed"),
+ "Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakemedbox")
)
var/list/L = list("Medihound" = "medihound", "Medihound Dark" = "medihounddark", "Vale" = "valemed")
for(var/a in L)
@@ -422,6 +423,13 @@
moduleselect_icon = "medihound"
moduleselect_alternate_icon = 'modular_citadel/icons/ui/screen_cyborg.dmi'
dogborg = TRUE
+ if("Drake")
+ cyborg_base_icon = "drakemed"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakemedsleeper"
+ moduleselect_icon = "medihound"
+ moduleselect_alternate_icon = 'modular_citadel/icons/ui/screen_cyborg.dmi'
+ dogborg = TRUE
else
return FALSE
return ..()
@@ -478,7 +486,8 @@
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "caneng"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinaeng"),
"Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "spidereng"),
- "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyeng")
+ "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyeng"),
+ "Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakeengbox")
)
var/list/L = list("Pup Dozer" = "pupdozer", "Vale" = "valeeng")
for(var/a in L)
@@ -536,6 +545,11 @@
cyborg_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
sleeper_overlay = "alinasleeper"
dogborg = TRUE
+ if("Drake")
+ cyborg_base_icon = "drakeeng"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakesecsleeper"
+ dogborg = TRUE
else
return FALSE
return ..()
@@ -574,7 +588,8 @@
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "cansec"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinasec"),
"Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "spidersec"),
- "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavysec")
+ "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavysec"),
+ "Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakesecbox")
)
var/list/L = list("K9" = "k9", "Vale" = "valesec", "K9 Dark" = "k9dark")
for(var/a in L)
@@ -630,6 +645,11 @@
sleeper_overlay = "valesecsleeper"
cyborg_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
dogborg = TRUE
+ if("Drake")
+ cyborg_base_icon = "drakesec"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakesecsleeper"
+ dogborg = TRUE
else
return FALSE
return ..()
@@ -673,7 +693,8 @@
var/static/list/peace_icons = sortList(list(
"Default" = image(icon = 'icons/mob/robots.dmi', icon_state = "peace"),
"Borgi" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "borgi"),
- "Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "whitespider")
+ "Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "whitespider"),
+ "Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakepeacebox")
))
var/peace_borg_icon = show_radial_menu(R, R , peace_icons, custom_check = CALLBACK(src, .proc/check_menu, R), radius = 42, require_near = TRUE)
switch(peace_borg_icon)
@@ -689,6 +710,11 @@
hat_offset = INFINITY
cyborg_icon_override = 'modular_citadel/icons/mob/robots.dmi'
has_snowflake_deadsprite = TRUE
+ if("Drake")
+ cyborg_base_icon = "drakepeace"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakepeacesleeper"
+ dogborg = TRUE
else
return FALSE
return ..()
@@ -827,7 +853,8 @@
"(Janitor) Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinajan"),
"(Janitor) Sleek" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "sleekjan"),
"(Janitor) Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "canjan"),
- "(Janitor) Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyjan")
+ "(Janitor) Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyjan"),
+ "(Janitor) Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakejanitbox")
)
var/list/L = list("(Service) DarkK9" = "k50", "(Service) Vale" = "valeserv", "(Service) ValeDark" = "valeservdark",
"(Janitor) Scrubpuppy" = "scrubpup")
@@ -899,6 +926,11 @@
cyborg_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
sleeper_overlay = "jsleeper"
dogborg = TRUE
+ if("(Janitor) Drake")
+ cyborg_base_icon = "drakejanit"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakesecsleeper"
+ dogborg = TRUE
else
return FALSE
return ..()
@@ -944,7 +976,8 @@
"Sleek" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "sleekmin"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinamin"),
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "canmin"),
- "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymin")
+ "Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymin"),
+ "Drake" = image(icon = 'icons/mob/cyborg/drakemech.dmi', icon_state = "drakeminebox")
)
var/list/L = list("Blade" = "blade", "Vale" = "valemine")
for(var/a in L)
@@ -988,6 +1021,11 @@
cyborg_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
sleeper_overlay = "valeminesleeper"
dogborg = TRUE
+ if("Drake")
+ cyborg_base_icon = "drakemine"
+ cyborg_icon_override = 'icons/mob/cyborg/drakemech.dmi'
+ sleeper_overlay = "drakeminesleeper"
+ dogborg = TRUE
else
return FALSE
return ..()
diff --git a/code/modules/mob/living/simple_animal/bot/mulebot.dm b/code/modules/mob/living/simple_animal/bot/mulebot.dm
index 5e96818766..d9bf8cc553 100644
--- a/code/modules/mob/living/simple_animal/bot/mulebot.dm
+++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm
@@ -29,9 +29,6 @@
model = "MULE"
bot_core_type = /obj/machinery/bot_core/mulebot
- var/ui_x = 350
- var/ui_y = 425
-
var/id
path_image_color = "#7F5200"
@@ -170,11 +167,10 @@
return
ui_interact(user)
-/mob/living/simple_animal/bot/mulebot/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/mob/living/simple_animal/bot/mulebot/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Mule", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "Mule", name)
ui.open()
/mob/living/simple_animal/bot/mulebot/ui_data(mob/user)
@@ -191,8 +187,7 @@
data["modeStatus"] = "average"
if(BOT_NO_ROUTE)
data["modeStatus"] = "bad"
- else
- data["load"] = load ? load.name : null
+ data["load"] = load ? load.name : null //IF YOU CHANGE THE NAME OF THIS, UPDATE MULEBOT/PARANORMAL/UI_DATA.
data["destination"] = destination ? destination : null
data["home"] = home_destination
data["destinations"] = GLOB.deliverybeacontags
@@ -206,18 +201,20 @@
return data
/mob/living/simple_animal/bot/mulebot/ui_act(action, params)
- var/silicon_access = hasSiliconAccessInArea(usr)
- if(..() || (locked && silicon_access))
+ if(..() || (locked && hasSiliconAccessInArea(usr)))
return
switch(action)
if("lock")
- if(silicon_access)
+ if(hasSiliconAccessInArea(usr))
locked = !locked
. = TRUE
if("power")
if(on)
turn_off()
- else if(cell && !open)
+ else if(open)
+ to_chat(usr, "[name]'s maintenance panel is open!")
+ return
+ else if(cell)
if(!turn_on())
to_chat(usr, "You can't switch on [src]!")
return
diff --git a/code/modules/mob/living/simple_animal/friendly/possum.dm b/code/modules/mob/living/simple_animal/friendly/possum.dm
new file mode 100644
index 0000000000..71fdbd1465
--- /dev/null
+++ b/code/modules/mob/living/simple_animal/friendly/possum.dm
@@ -0,0 +1,37 @@
+/mob/living/simple_animal/opossum
+ name = "opossum"
+ desc = "It's an opossum, a small scavenging marsupial."
+ icon_state = "possum"
+ icon_living = "possum"
+ icon_dead = "possum_dead"
+ speak = list("Hiss!","HISS!","Hissss?")
+ speak_emote = list("hisses")
+ emote_hear = list("hisses.")
+ emote_see = list("runs in a circle.", "shakes.")
+ speak_chance = 1
+ turns_per_move = 3
+ blood_volume = 250
+ see_in_dark = 5
+ maxHealth = 15
+ health = 15
+ butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 1)
+ response_help_continuous = "pets"
+ response_help_simple = "pet"
+ response_disarm_continuous = "gently pushes aside"
+ response_disarm_simple = "gently push aside"
+ response_harm_continuous = "stamps on"
+ response_harm_simple = "stamp"
+ density = FALSE
+ ventcrawler = VENTCRAWLER_ALWAYS
+ pass_flags = PASSTABLE | PASSMOB
+ mob_size = MOB_SIZE_TINY
+ mob_biotypes = MOB_ORGANIC|MOB_BEAST
+ gold_core_spawnable = FRIENDLY_SPAWN
+
+/mob/living/simple_animal/opossum/poppy
+ name = "Poppy the Safety Possum"
+ desc = "Safety first!"
+ icon_state = "poppypossum"
+ icon_living = "poppypossum"
+ icon_dead = "poppypossum_dead"
+ butcher_results = list(/obj/item/clothing/head/hardhat = 1)
diff --git a/code/modules/mob/living/simple_animal/guardian/guardian.dm b/code/modules/mob/living/simple_animal/guardian/guardian.dm
index 73ebfa7c77..fb24b0fc09 100644
--- a/code/modules/mob/living/simple_animal/guardian/guardian.dm
+++ b/code/modules/mob/living/simple_animal/guardian/guardian.dm
@@ -60,11 +60,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
var/magic_fluff_string = "You draw the Coder, symbolizing bugs and errors. This shouldn't happen! Submit a bug report!"
var/tech_fluff_string = "BOOT SEQUENCE COMPLETE. ERROR MODULE LOADED. THIS SHOULDN'T HAPPEN. Submit a bug report!"
var/carp_fluff_string = "CARP CARP CARP SOME SORT OF HORRIFIC BUG BLAME THE CODERS CARP CARP CARP"
+ /// sigh, fine.
+ var/datum/song/holoparasite/music_datum
/mob/living/simple_animal/hostile/guardian/Initialize(mapload, theme)
GLOB.parasites += src
updatetheme(theme)
-
+ music_datum = new(src, get_allowed_instrument_ids())
. = ..()
/mob/living/simple_animal/hostile/guardian/med_hud_set_health()
@@ -84,8 +86,16 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
/mob/living/simple_animal/hostile/guardian/Destroy()
GLOB.parasites -= src
+ QDEL_NULL(music_datum)
return ..()
+/mob/living/simple_animal/hostile/guardian/verb/music_interact()
+ set name = "Access Internal Synthesizer"
+ set desc = "Access your internal musical synthesizer"
+ set category = "IC"
+
+ music_datum.ui_interact(src)
+
/mob/living/simple_animal/hostile/guardian/proc/updatetheme(theme) //update the guardian's theme
if(!theme)
theme = pick("magic", "tech", "carp")
@@ -638,6 +648,12 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
/obj/item/guardiancreator/tech/choose/dextrous
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
+/obj/item/guardiancreator/tech/choose/nukie // lacks support and protector as encouraging nukies to play turtle isnt fun and dextrous is epic
+ possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard")
+
+/obj/item/guardiancreator/tech/choose/nukie/check_uplink_validity()
+ return !used
+
/obj/item/paper/guides/antag/guardian
name = "Holoparasite Guide"
icon_state = "paper_words"
@@ -677,7 +693,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
Charger: Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.
- Dexterous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.
+ Dextrous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.
Explosive: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.
@@ -691,6 +707,29 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
"}
+/obj/item/paper/guides/antag/guardian/nukie
+ name = "Guardian Guide"
+ info = {"A list of Guardian Types
+
+
+ Assassin: Does medium damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth.
+
+ Chaos: Ignites enemies on touch and causes them to hallucinate all nearby people as the guardian. Automatically extinguishes the user if they catch on fire.
+
+ Charger: Moves extremely fast, does medium damage on attack, and can charge at targets, damaging the first target hit and forcing them to drop any items they are holding.
+
+ Dextrous: Does low damage on attack, but is capable of holding items and storing a single item within it. It will drop items held in its hands when it recalls, but it will retain the stored item.
+
+ Explosive: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.
+
+ Lightning: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.
+
+ Ranged: Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.
+
+ Standard: Devastating close combat attacks and high damage resist. Can smash through weak walls.
+
+"}
+
/obj/item/storage/box/syndie_kit/guardian
name = "holoparasite injector kit"
@@ -699,6 +738,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
new /obj/item/guardiancreator/tech/choose/traitor(src)
new /obj/item/paper/guides/antag/guardian(src)
+/obj/item/storage/box/syndie_kit/nukieguardian
+ name = "holoparasite injector kit"
+
+/obj/item/storage/box/syndie_kit/nukieguardian/PopulateContents()
+ new /obj/item/guardiancreator/tech/choose/nukie(src)
+ new /obj/item/paper/guides/antag/guardian/nukie(src)
+
/obj/item/guardiancreator/carp
name = "holocarp fishsticks"
desc = "Using the power of Carp'sie, you can catch a carp from byond the veil of Carpthulu, and bind it to your fleshy flesh form."
diff --git a/code/modules/mob/living/simple_animal/guardian/types/explosive.dm b/code/modules/mob/living/simple_animal/guardian/types/explosive.dm
index 4e6923615d..26e5d791f3 100644
--- a/code/modules/mob/living/simple_animal/guardian/types/explosive.dm
+++ b/code/modules/mob/living/simple_animal/guardian/types/explosive.dm
@@ -36,60 +36,21 @@
return
if(isobj(A) && Adjacent(A))
if(bomb_cooldown <= world.time && !stat)
- var/obj/guardian_bomb/B = new /obj/guardian_bomb(get_turf(A))
+ var/datum/component/killerqueen/K = A.AddComponent(/datum/component/killerqueen, EXPLODE_HEAVY, CALLBACK(src, .proc/on_explode), CALLBACK(src, .proc/on_failure), \
+ examine_message = "It glows with a strange light!")
+ QDEL_IN(K, 1 MINUTES)
to_chat(src, "Success! Bomb armed!")
bomb_cooldown = world.time + 200
- B.spawner = src
- B.disguise(A)
else
to_chat(src, "Your powers are on cooldown! You must wait 20 seconds between bombs.")
-/obj/guardian_bomb
- name = "bomb"
- desc = "You shouldn't be seeing this!"
- var/obj/stored_obj
- var/mob/living/simple_animal/hostile/guardian/spawner
+/mob/living/simple_animal/hostile/guardian/bomb/proc/on_explode(atom/bomb, atom/victim)
+ if((victim == src) || (victim == summoner) || (hasmatchingsummoner(victim)))
+ to_chat(victim, "[src] glows with a strange light, and you don't touch it.")
+ return FALSE
+ to_chat(src, "One of your explosive traps caught [victim]!")
+ to_chat(victim, "[bomb] was boobytrapped!")
+ return TRUE
-
-/obj/guardian_bomb/proc/disguise(obj/A)
- A.forceMove(src)
- stored_obj = A
- opacity = A.opacity
- anchored = A.anchored
- density = A.density
- appearance = A.appearance
- addtimer(CALLBACK(src, .proc/disable), 600)
-
-/obj/guardian_bomb/proc/disable()
- stored_obj.forceMove(get_turf(src))
- to_chat(spawner, "Failure! Your trap didn't catch anyone this time.")
- qdel(src)
-
-/obj/guardian_bomb/proc/detonate(mob/living/user)
- if(isliving(user))
- if(user != spawner && user != spawner.summoner && !spawner.hasmatchingsummoner(user))
- to_chat(user, "[src] was boobytrapped!")
- to_chat(spawner, "Success! Your trap caught [user]")
- var/turf/T = get_turf(src)
- stored_obj.forceMove(T)
- playsound(T,'sound/effects/explosion2.ogg', 200, 1)
- new /obj/effect/temp_visual/explosion(T)
- user.ex_act(EXPLODE_HEAVY)
- qdel(src)
- else
- to_chat(user, "[src] glows with a strange light, and you don't touch it.")
-
-/obj/guardian_bomb/Bump(atom/A)
- detonate(A)
- ..()
-
-/obj/guardian_bomb/attackby(mob/living/user)
- detonate(user)
-
-/obj/guardian_bomb/on_attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
- detonate(user)
-
-/obj/guardian_bomb/examine(mob/user)
- . = stored_obj.examine(user)
- if(get_dist(user,src)<=2)
- . += "It glows with a strange light!"
+/mob/living/simple_animal/hostile/guardian/bomb/proc/on_failure(atom/bomb)
+ to_chat(src, "Failure! Your trap didn't catch anyone this time.")
diff --git a/code/modules/mob/living/simple_animal/hostile/bear.dm b/code/modules/mob/living/simple_animal/hostile/bear.dm
index 057d4bdb45..da16ec581b 100644
--- a/code/modules/mob/living/simple_animal/hostile/bear.dm
+++ b/code/modules/mob/living/simple_animal/hostile/bear.dm
@@ -33,7 +33,7 @@
melee_damage_upper = 15
wound_bonus = -5
bare_wound_bonus = 10 // BEAR wound bonus am i right
- sharpness = TRUE
+ sharpness = SHARP_EDGED
attack_verb_continuous = "claws"
attack_verb_simple = "claw"
attack_sound = 'sound/weapons/bladeslice.ogg'
diff --git a/code/modules/mob/living/simple_animal/hostile/regalrat.dm b/code/modules/mob/living/simple_animal/hostile/regalrat.dm
index e21514b37e..77b2d4268a 100644
--- a/code/modules/mob/living/simple_animal/hostile/regalrat.dm
+++ b/code/modules/mob/living/simple_animal/hostile/regalrat.dm
@@ -184,6 +184,7 @@
/mob/living/simple_animal/hostile/rat/Initialize()
. = ..()
SSmobs.cheeserats += src
+ AddComponent(/datum/component/swarming)
/mob/living/simple_animal/hostile/rat/Destroy()
SSmobs.cheeserats -= src
diff --git a/code/modules/mob/living/simple_animal/hostile/syndicate.dm b/code/modules/mob/living/simple_animal/hostile/syndicate.dm
index 4ea8a3c5dc..fd37bb26aa 100644
--- a/code/modules/mob/living/simple_animal/hostile/syndicate.dm
+++ b/code/modules/mob/living/simple_animal/hostile/syndicate.dm
@@ -79,7 +79,7 @@
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 20
- sharpness = TRUE
+ sharpness = SHARP_EDGED
icon_state = "syndicate_knife"
icon_living = "syndicate_knife"
loot = list(/obj/effect/gibspawner/human)
diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm
index 1102559aca..706bcc46f5 100644
--- a/code/modules/mob/living/simple_animal/simple_animal.dm
+++ b/code/modules/mob/living/simple_animal/simple_animal.dm
@@ -145,7 +145,7 @@
//How much bare wounding power it has
var/bare_wound_bonus = 0
//If the attacks from this are sharp
- var/sharpness = FALSE
+ var/sharpness = SHARP_NONE
/mob/living/simple_animal/Initialize()
. = ..()
diff --git a/code/modules/mob/living/status_procs.dm b/code/modules/mob/living/status_procs.dm
index 0029300936..87fd0cf609 100644
--- a/code/modules/mob/living/status_procs.dm
+++ b/code/modules/mob/living/status_procs.dm
@@ -500,6 +500,15 @@
S = apply_status_effect(STATUS_EFFECT_SLEEPING, amount, updating)
return S
+///////////////////////////////// OFF BALANCE/SHOVIES ////////////////////////
+/mob/living/proc/ShoveOffBalance(amount)
+ var/datum/status_effect/off_balance/B = has_status_effect(STATUS_EFFECT_OFF_BALANCE)
+ if(B)
+ B.duration = max(world.time + amount, B.duration)
+ else if(amount > 0)
+ B = apply_status_effect(STATUS_EFFECT_OFF_BALANCE, amount)
+ return B
+
///////////////////////////////// FROZEN /////////////////////////////////////
/mob/living/proc/IsFrozen()
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index d454f85d1c..358eff7a47 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -649,8 +649,6 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
continue
if(overrides.len && (A in overrides))
continue
- if(A.IsObscured())
- continue
statpanel(listed_turf.name, null, A)
if(mind)
add_spells_to_statpanel(mind.spell_list)
diff --git a/code/modules/mob/mob_defines.dm b/code/modules/mob/mob_defines.dm
index 195c50e958..03a3ab1001 100644
--- a/code/modules/mob/mob_defines.dm
+++ b/code/modules/mob/mob_defines.dm
@@ -161,4 +161,4 @@
/// The timer that will remove our indicator for early aborts (like when an user finishes their message)
var/typing_indicator_timerid
/// Current state of our typing indicator. Used for cut overlay, DO NOT RUNTIME ASSIGN OTHER THAN FROM SHOW/CLEAR. Used to absolutely ensure we do not get stuck overlays.
- var/typing_indicator_current
+ var/mutable_appearance/typing_indicator_current
diff --git a/code/modules/mob/say.dm b/code/modules/mob/say.dm
index 3ceafe4a11..7d97270808 100644
--- a/code/modules/mob/say.dm
+++ b/code/modules/mob/say.dm
@@ -43,6 +43,11 @@
if(GLOB.say_disabled) //This is here to try to identify lag problems
to_chat(usr, "Speech is currently admin-disabled.")
return
+
+ if(length(message) > MAX_MESSAGE_LEN)
+ to_chat(usr, message)
+ to_chat(usr, "^^^----- The preceeding message has been DISCARDED for being over the maximum length of [MAX_MESSAGE_LEN]. It has NOT been sent! -----^^^")
+ return
message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
clear_typing_indicator() // clear it immediately!
diff --git a/code/modules/mob/say_vr.dm b/code/modules/mob/say_vr.dm
index 5ed24af726..5db3ccf216 100644
--- a/code/modules/mob/say_vr.dm
+++ b/code/modules/mob/say_vr.dm
@@ -37,7 +37,7 @@ proc/get_top_level_mob(var/mob/S)
to_chat(user, "You cannot send IC messages (muted).")
return FALSE
else if(!params)
- var/subtle_emote = stripped_multiline_input(user, "Choose an emote to display.", "Subtle", null, MAX_MESSAGE_LEN)
+ var/subtle_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Subtle", null, MAX_MESSAGE_LEN)
if(subtle_emote && !check_invalid(user, subtle_emote))
var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable")
switch(type)
@@ -98,7 +98,7 @@ proc/get_top_level_mob(var/mob/S)
to_chat(user, "You cannot send IC messages (muted).")
return FALSE
else if(!params)
- var/subtle_emote = stripped_multiline_input(user, "Choose an emote to display.", "Subtler" , null, MAX_MESSAGE_LEN)
+ var/subtle_emote = stripped_multiline_input_or_reflect(user, "Choose an emote to display.", "Subtler" , null, MAX_MESSAGE_LEN)
if(subtle_emote && !check_invalid(user, subtle_emote))
var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable")
switch(type)
diff --git a/code/modules/mob/typing_indicator.dm b/code/modules/mob/typing_indicator.dm
index f28cbe4385..6154828f4d 100644
--- a/code/modules/mob/typing_indicator.dm
+++ b/code/modules/mob/typing_indicator.dm
@@ -15,13 +15,23 @@ GLOBAL_LIST_EMPTY(typing_indicator_overlays)
/mob/proc/get_typing_indicator_icon_state()
return typing_indicator_state
+/// Generates the mutable appearance for typing indicator. Should prevent stuck overlays.
+/mob/proc/generate_typing_indicator()
+ var/state = get_typing_indicator_icon_state()
+ if(ispath(state))
+ var/atom/thing = new state(null)
+ var/mutable_appearance/generated = new(thing)
+ return generated
+ else
+ CRASH("Unsupported typing indicator state: [state]")
+
/**
* Displays typing indicator.
* @param timeout_override - Sets how long until this will disappear on its own without the user finishing their message or logging out. Defaults to src.typing_indicator_timeout
* @param state_override - Sets the state that we will fetch. Defaults to src.get_typing_indicator_icon_state()
* @param force - shows even if src.typing_indcator_enabled is FALSE.
*/
-/mob/proc/display_typing_indicator(timeout_override = TYPING_INDICATOR_TIMEOUT, state_override = get_typing_indicator_icon_state(), force = FALSE)
+/mob/proc/display_typing_indicator(timeout_override = TYPING_INDICATOR_TIMEOUT, state_override = generate_typing_indicator(), force = FALSE)
if((!typing_indicator_enabled && !force) || typing_indicator_current)
return
typing_indicator_current = state_override
diff --git a/code/modules/modular_computers/NTNet/NTNRC/conversation.dm b/code/modules/modular_computers/NTNet/NTNRC/conversation.dm
index eeb5212aeb..b5f3bae53d 100644
--- a/code/modules/modular_computers/NTNet/NTNRC/conversation.dm
+++ b/code/modules/modular_computers/NTNet/NTNRC/conversation.dm
@@ -73,4 +73,4 @@
add_status_message("[client.username] has changed channel title from [title] to [newtitle]")
title = newtitle
-#undef MAX_CHANNELS
\ No newline at end of file
+#undef MAX_CHANNELS
diff --git a/code/modules/modular_computers/computers/_modular_computer_shared.dm b/code/modules/modular_computers/computers/_modular_computer_shared.dm
new file mode 100644
index 0000000000..8ca93e8347
--- /dev/null
+++ b/code/modules/modular_computers/computers/_modular_computer_shared.dm
@@ -0,0 +1,64 @@
+
+/obj/proc/is_modular_computer()
+ return
+
+/obj/proc/get_modular_computer_part(part_type)
+ return null
+
+/obj/item/modular_computer/is_modular_computer()
+ return TRUE
+
+/obj/item/modular_computer/get_modular_computer_part(part_type)
+ if(!part_type)
+ stack_trace("get_modular_computer_part() called without a valid part_type")
+ return null
+ return all_components[part_type]
+
+
+/obj/machinery/modular_computer/is_modular_computer()
+ return TRUE
+
+/obj/machinery/modular_computer/get_modular_computer_part(part_type)
+ if(!part_type)
+ stack_trace("get_modular_computer_part() called without a valid part_type")
+ return null
+ return cpu?.all_components[part_type]
+
+
+/obj/proc/get_modular_computer_parts_examine(mob/user)
+ . = list()
+ if(!is_modular_computer())
+ return
+
+ var/user_is_adjacent = Adjacent(user) //don't reveal full details unless they're close enough to see it on the screen anyway.
+
+ var/obj/item/computer_hardware/ai_slot/ai_slot = get_modular_computer_part(MC_AI)
+ if(ai_slot)
+ if(ai_slot.stored_card)
+ if(user_is_adjacent)
+ . += "It has a slot installed for an intelliCard which contains: [ai_slot.stored_card.name]"
+ else
+ . += "It has a slot installed for an intelliCard, which appears to be occupied."
+ . += "Alt-click to eject the intelliCard."
+ else
+ . += "It has a slot installed for an intelliCard."
+
+ var/obj/item/computer_hardware/card_slot/card_slot = get_modular_computer_part(MC_CARD)
+ if(card_slot)
+ if(card_slot.stored_card || card_slot.stored_card2)
+ var/obj/item/card/id/first_ID = card_slot.stored_card
+ var/obj/item/card/id/second_ID = card_slot.stored_card2
+ var/multiple_cards = istype(first_ID) && istype(second_ID)
+ if(user_is_adjacent)
+ . += "It has two slots for identification cards installed[multiple_cards ? " which contain [first_ID] and [second_ID]" : ", one of which contains [first_ID ? first_ID : second_ID]"]."
+ else
+ . += "It has two slots for identification cards installed, [multiple_cards ? "both of which appear" : "and one of them appears"] to be occupied."
+ . += "Alt-click [src] to eject the identification card[multiple_cards ? "s":""]."
+ else
+ . += "It has two slots installed for identification cards."
+
+ var/obj/item/computer_hardware/printer/printer_slot = get_modular_computer_part(MC_PRINT)
+ if(printer_slot)
+ . += "It has a printer installed."
+ if(user_is_adjacent)
+ . += "The printer's paper levels are at: [printer_slot.stored_paper]/[printer_slot.max_paper].]"
diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm
index d722197bd9..67c04de13f 100644
--- a/code/modules/modular_computers/computers/item/computer.dm
+++ b/code/modules/modular_computers/computers/item/computer.dm
@@ -7,6 +7,7 @@
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
+ var/device_theme = "ntos" // Sets the theme for the main menu, hardware config, and file browser apps. Overridden by certain non-NT devices.
var/datum/computer_file/program/active_program = null // A currently active program running on the computer.
var/hardware_flag = 0 // A flag that describes this device type
var/last_power_usage = 0
@@ -98,7 +99,7 @@
if(issilicon(usr))
return
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
- if(usr.canUseTopic(src))
+ if(usr.canUseTopic(src, BE_CLOSE))
card_slot.try_eject(null, usr)
// Eject ID card from computer, if it has ID slot with card inside.
@@ -109,7 +110,7 @@
if(issilicon(usr))
return
var/obj/item/computer_hardware/ai_slot/ai_slot = all_components[MC_AI]
- if(usr.canUseTopic(src))
+ if(usr.canUseTopic(src, BE_CLOSE))
ai_slot.try_eject(null, usr,1)
@@ -121,17 +122,17 @@
if(issilicon(usr))
return
- if(usr.canUseTopic(src))
+ if(usr.canUseTopic(src, BE_CLOSE))
var/obj/item/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
if(uninstall_component(portable_drive, usr))
portable_drive.verb_pickup()
/obj/item/modular_computer/AltClick(mob/user)
- . = ..()
+ ..()
if(issilicon(user))
return
- if(user.canUseTopic(src))
+ if(user.canUseTopic(src, BE_CLOSE))
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/computer_hardware/ai_slot/ai_slot = all_components[MC_AI]
var/obj/item/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
@@ -143,7 +144,7 @@
return
if(ai_slot)
ai_slot.try_eject(null, user)
- return TRUE
+
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
/obj/item/modular_computer/GetAccess()
@@ -175,7 +176,7 @@
/obj/item/modular_computer/MouseDrop(obj/over_object, src_location, over_location)
var/mob/M = usr
- if((!istype(over_object, /obj/screen)) && usr.canUseTopic(src))
+ if((!istype(over_object, /obj/screen)) && usr.canUseTopic(src, BE_CLOSE))
return attack_self(M)
return ..()
@@ -195,12 +196,22 @@
/obj/item/modular_computer/emag_act(mob/user)
. = ..()
- if(obj_flags & EMAGGED)
- to_chat(user, "\The [src] was already emagged.")
- return
- obj_flags |= EMAGGED
- to_chat(user, "You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.")
- return TRUE
+ if(!enabled)
+ to_chat(user, "You'd need to turn the [src] on first.")
+ return FALSE
+ obj_flags |= EMAGGED //Mostly for consistancy purposes; the programs will do their own emag handling
+ var/newemag = FALSE
+ var/obj/item/computer_hardware/hard_drive/drive = all_components[MC_HDD]
+ for(var/datum/computer_file/program/app in drive.stored_files)
+ if(!istype(app))
+ continue
+ if(app.run_emag())
+ newemag = TRUE
+ if(newemag)
+ to_chat(user, "You swipe \the [src]. A console window momentarily fills the screen, with white text rapidly scrolling past.")
+ return TRUE
+ to_chat(user, "You swipe \the [src]. A console window fills the screen, but it quickly closes itself after only a few lines are written to it.")
+ return FALSE
/obj/item/modular_computer/examine(mob/user)
. = ..()
@@ -209,13 +220,14 @@
else if(obj_integrity < max_integrity)
. += "It is damaged."
+ . += get_modular_computer_parts_examine(user)
+
/obj/item/modular_computer/update_icon_state()
if(!enabled)
icon_state = icon_state_unpowered
else
icon_state = icon_state_powered
-
/obj/item/modular_computer/update_overlays()
. = ..()
if(!display_overlays)
@@ -306,6 +318,8 @@
/obj/item/modular_computer/proc/get_header_data()
var/list/data = list()
+ data["PC_device_theme"] = device_theme
+
var/obj/item/computer_hardware/battery/battery_module = all_components[MC_CELL]
var/obj/item/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
@@ -407,17 +421,17 @@
if(install_component(W, user))
return
- if(istype(W, /obj/item/wrench))
+ if(W.tool_behaviour == TOOL_WRENCH)
if(all_components.len)
to_chat(user, "Remove all components from \the [src] before disassembling it.")
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
- physical.visible_message("\The [src] has been disassembled by [user].")
+ physical.visible_message("\The [src] is disassembled by [user].")
relay_qdel()
qdel(src)
return
- if(istype(W, /obj/item/weldingtool))
+ if(W.tool_behaviour == TOOL_WELDER)
if(obj_integrity == max_integrity)
to_chat(user, "\The [src] does not require repairs.")
return
@@ -431,7 +445,7 @@
to_chat(user, "You repair \the [src].")
return
- if(istype(W, /obj/item/screwdriver))
+ if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(!all_components.len)
to_chat(user, "This device doesn't have any components installed.")
return
@@ -440,7 +454,7 @@
var/obj/item/computer_hardware/H = all_components[h]
component_names.Add(H.name)
- var/choice = input(user, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in component_names
+ var/choice = input(user, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in sortList(component_names)
if(!choice)
return
diff --git a/code/modules/modular_computers/computers/item/computer_damage.dm b/code/modules/modular_computers/computers/item/computer_damage.dm
index 6664b449bd..b510f8aded 100644
--- a/code/modules/modular_computers/computers/item/computer_damage.dm
+++ b/code/modules/modular_computers/computers/item/computer_damage.dm
@@ -18,13 +18,13 @@
/obj/item/modular_computer/proc/break_apart()
if(!(flags_1 & NODECONSTRUCT_1))
- physical.visible_message("\The [src] breaks apart!")
+ physical.visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/sheet/metal(newloc, round(steel_sheet_cost/2))
for(var/C in all_components)
var/obj/item/computer_hardware/H = all_components[C]
if(QDELETED(H))
- return
+ continue
uninstall_component(H)
H.forceMove(newloc)
if(prob(25))
diff --git a/code/modules/modular_computers/computers/item/computer_power.dm b/code/modules/modular_computers/computers/item/computer_power.dm
index d3c65f86ec..b5188f43d9 100644
--- a/code/modules/modular_computers/computers/item/computer_power.dm
+++ b/code/modules/modular_computers/computers/item/computer_power.dm
@@ -28,8 +28,7 @@
/obj/item/modular_computer/get_cell()
var/obj/item/computer_hardware/battery/battery_module = all_components[MC_CELL]
- if(battery_module && battery_module.battery)
- return battery_module.battery
+ return battery_module?.get_cell()
// Used in following function to reduce copypaste
/obj/item/modular_computer/proc/power_failure()
diff --git a/code/modules/modular_computers/computers/item/computer_ui.dm b/code/modules/modular_computers/computers/item/computer_ui.dm
index 6266daad2b..fd017e2b0f 100644
--- a/code/modules/modular_computers/computers/item/computer_ui.dm
+++ b/code/modules/modular_computers/computers/item/computer_ui.dm
@@ -3,7 +3,7 @@
ui_interact(user)
// Operates TGUI
-/obj/item/modular_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
+/obj/item/modular_computer/ui_interact(mob/user, datum/tgui/ui)
if(!enabled)
if(ui)
ui.close()
@@ -14,7 +14,7 @@
return 0
// Robots don't really need to see the screen, their wireless connection works as long as computer is on.
- if(!screen_on && !hasSiliconAccessInArea(user))
+ if(!screen_on && !issilicon(user))
if(ui)
ui.close()
return 0
@@ -33,19 +33,17 @@
to_chat(user, "\The [src] beeps three times, it's screen displaying a \"DISK ERROR\" warning.")
return // No HDD, No HDD files list or no stored files. Something is very broken.
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
- var/datum/asset/assets = get_asset_datum(/datum/asset/simple/headers)
- assets.send(user)
- assets = get_asset_datum(/datum/asset/simple/arcade)
- assets.send(user)
- ui = new(user, src, ui_key, "NtosMain", "NtOS Main menu", 400, 500, master_ui, state)
+ ui = new(user, src, "NtosMain")
+ ui.set_autoupdate(TRUE)
ui.open()
- ui.set_autoupdate(state = 1)
+ ui.send_asset(get_asset_datum(/datum/asset/simple/headers))
/obj/item/modular_computer/ui_data(mob/user)
var/list/data = get_header_data()
+ data["device_theme"] = device_theme
data["programs"] = list()
var/obj/item/computer_hardware/hard_drive/hard_drive = all_components[MC_HDD]
for(var/datum/computer_file/program/P in hard_drive.stored_files)
@@ -143,6 +141,7 @@
set_light(comp_light_luminosity, 1, comp_light_color)
else
set_light(0)
+ return TRUE
if("PC_light_color")
var/mob/user = usr
diff --git a/code/modules/modular_computers/computers/item/laptop.dm b/code/modules/modular_computers/computers/item/laptop.dm
index 4781cbd8bc..5927d57a0b 100644
--- a/code/modules/modular_computers/computers/item/laptop.dm
+++ b/code/modules/modular_computers/computers/item/laptop.dm
@@ -7,6 +7,7 @@
icon_state_powered = "laptop"
icon_state_unpowered = "laptop-off"
icon_state_menu = "menu"
+ display_overlays = FALSE
hardware_flag = PROGRAM_LAPTOP
max_hardware_size = 2
@@ -18,8 +19,8 @@
screen_on = 0 // Starts closed
var/start_open = TRUE // unless this var is set to 1
var/icon_state_closed = "laptop-closed"
- display_overlays = FALSE
var/w_class_open = WEIGHT_CLASS_BULKY
+ var/slowdown_open = TRUE
/obj/item/modular_computer/laptop/examine(mob/user)
. = ..()
@@ -38,6 +39,13 @@
else
. = ..()
+/obj/item/modular_computer/laptop/update_overlays()
+ if(screen_on)
+ return ..()
+ else
+ cut_overlays()
+ icon_state = icon_state_closed
+
/obj/item/modular_computer/laptop/attack_self(mob/user)
if(!screen_on)
try_toggle_open(user)
@@ -65,6 +73,7 @@
M.put_in_hand(src, H.held_index)
/obj/item/modular_computer/laptop/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
+ . = ..()
if(screen_on && isturf(loc))
return attack_self(user)
@@ -73,7 +82,7 @@
return
if(!isturf(loc) && !ismob(loc)) // No opening it in backpack.
return
- if(!user.canUseTopic(src))
+ if(!user.canUseTopic(src, BE_CLOSE))
return
toggle_open(user)
@@ -82,15 +91,17 @@
/obj/item/modular_computer/laptop/AltClick(mob/user)
if(screen_on) // Close it.
try_toggle_open(user)
- return TRUE
- return ..()
+ else
+ return ..()
/obj/item/modular_computer/laptop/proc/toggle_open(mob/living/user=null)
if(screen_on)
to_chat(user, "You close \the [src].")
+ slowdown = initial(slowdown)
w_class = initial(w_class)
else
to_chat(user, "You open \the [src].")
+ slowdown = slowdown_open
w_class = w_class_open
screen_on = !screen_on
diff --git a/code/modules/modular_computers/computers/item/laptop_presets.dm b/code/modules/modular_computers/computers/item/laptop_presets.dm
index e50392e3b3..6bc2919bea 100644
--- a/code/modules/modular_computers/computers/item/laptop_presets.dm
+++ b/code/modules/modular_computers/computers/item/laptop_presets.dm
@@ -20,4 +20,3 @@
/obj/item/modular_computer/laptop/preset/civilian/install_programs()
var/obj/item/computer_hardware/hard_drive/hard_drive = all_components[MC_HDD]
hard_drive.store_file(new/datum/computer_file/program/chatclient())
- hard_drive.store_file(new/datum/computer_file/program/nttransfer())
diff --git a/code/modules/modular_computers/computers/item/processor.dm b/code/modules/modular_computers/computers/item/processor.dm
index 81e2cb95e6..c79d7a9361 100644
--- a/code/modules/modular_computers/computers/item/processor.dm
+++ b/code/modules/modular_computers/computers/item/processor.dm
@@ -1,4 +1,5 @@
// Held by /obj/machinery/modular_computer to reduce amount of copy-pasted code.
+//TODO: REFACTOR THIS SPAGHETTI CODE, MAKE IT A COMPUTER_HARDWARE COMPONENT OR REMOVE IT
/obj/item/modular_computer/processor
name = "processing unit"
desc = "You shouldn't see this. If you do, report it."
@@ -11,19 +12,22 @@
var/obj/machinery/modular_computer/machinery_computer = null
/obj/item/modular_computer/processor/Destroy()
- . = ..()
if(machinery_computer && (machinery_computer.cpu == src))
machinery_computer.cpu = null
+ machinery_computer.UnregisterSignal(src, COMSIG_ATOM_UPDATED_ICON)
machinery_computer = null
-
-/obj/item/modular_computer/processor/Initialize(mapload)
. = ..()
- if(!loc || !istype(loc, /obj/machinery/modular_computer))
+
+/obj/item/modular_computer/processor/New(comp) //intentional new probably
+ ..()
+ STOP_PROCESSING(SSobj, src) // Processed by its machine
+
+ if(!comp || !istype(comp, /obj/machinery/modular_computer))
CRASH("Inapropriate type passed to obj/item/modular_computer/processor/New()! Aborting.")
// Obtain reference to machinery computer
all_components = list()
idle_threads = list()
- machinery_computer = loc
+ machinery_computer = comp
machinery_computer.cpu = src
hardware_flag = machinery_computer.hardware_flag
max_hardware_size = machinery_computer.max_hardware_size
@@ -39,7 +43,7 @@
qdel(machinery_computer)
// This thing is not meant to be used on it's own, get topic data from our machinery owner.
-//obj/item/modular_computer/processor/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
+//obj/item/modular_computer/processor/canUseTopic(atom/movable/M, be_close=FALSE, no_dexterity=FALSE, no_tk=FALSE)
// if(!machinery_computer)
// return 0
@@ -69,3 +73,6 @@
machinery_computer.verbs -= /obj/machinery/modular_computer/proc/eject_disk
if(MC_AI)
machinery_computer.verbs -= /obj/machinery/modular_computer/proc/eject_card
+
+/obj/item/modular_computer/processor/attack_ghost(mob/user)
+ ui_interact(user)
diff --git a/code/modules/modular_computers/computers/item/tablet.dm b/code/modules/modular_computers/computers/item/tablet.dm
index a371e97ec6..41a256467f 100644
--- a/code/modules/modular_computers/computers/item/tablet.dm
+++ b/code/modules/modular_computers/computers/item/tablet.dm
@@ -5,6 +5,7 @@
icon_state_unpowered = "tablet"
icon_state_powered = "tablet"
icon_state_menu = "menu"
+ //worn_icon_state = "tablet"
hardware_flag = PROGRAM_TABLET
max_hardware_size = 1
w_class = WEIGHT_CLASS_SMALL
@@ -32,3 +33,17 @@
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
comp_light_luminosity = 6.3
has_variants = FALSE
+
+/// Given to Nuke Ops members.
+/obj/item/modular_computer/tablet/nukeops
+ icon_state = "tablet-syndicate"
+ comp_light_luminosity = 6.3
+ has_variants = FALSE
+ device_theme = "syndicate"
+
+/obj/item/modular_computer/tablet/nukeops/emag_act(mob/user)
+ if(!enabled)
+ to_chat(user, "You'd need to turn the [src] on first.")
+ return FALSE
+ to_chat(user, "You swipe \the [src]. It's screen briefly shows a message reading \"MEMORY CODE INJECTION DETECTED AND SUCCESSFULLY QUARANTINED\".")
+ return FALSE
diff --git a/code/modules/modular_computers/computers/item/tablet_presets.dm b/code/modules/modular_computers/computers/item/tablet_presets.dm
index f516d3802f..7cca8ea5b4 100644
--- a/code/modules/modular_computers/computers/item/tablet_presets.dm
+++ b/code/modules/modular_computers/computers/item/tablet_presets.dm
@@ -22,23 +22,38 @@
/obj/item/modular_computer/tablet/preset/cargo/Initialize()
. = ..()
+ var/obj/item/computer_hardware/hard_drive/small/hard_drive = new
install_component(new /obj/item/computer_hardware/processor_unit/small)
install_component(new /obj/item/computer_hardware/battery(src, /obj/item/stock_parts/cell/computer))
- install_component(new /obj/item/computer_hardware/hard_drive/small)
+ install_component(hard_drive)
install_component(new /obj/item/computer_hardware/network_card)
install_component(new /obj/item/computer_hardware/printer/mini)
+ hard_drive.store_file(new /datum/computer_file/program/bounty)
+ //hard_drive.store_file(new /datum/computer_file/program/shipping)
-/obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink/Initialize() // Given by the syndicate as part of the contract uplink bundle - loads in the Contractor Uplink.
+/// Given by the syndicate as part of the contract uplink bundle - loads in the Contractor Uplink.
+/obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink/Initialize()
. = ..()
var/obj/item/computer_hardware/hard_drive/small/syndicate/hard_drive = new
var/datum/computer_file/program/contract_uplink/uplink = new
+
active_program = uplink
uplink.program_state = PROGRAM_STATE_ACTIVE
uplink.computer = src
+
hard_drive.store_file(uplink)
+
install_component(new /obj/item/computer_hardware/processor_unit/small)
install_component(new /obj/item/computer_hardware/battery(src, /obj/item/stock_parts/cell/computer))
install_component(hard_drive)
install_component(new /obj/item/computer_hardware/network_card)
install_component(new /obj/item/computer_hardware/card_slot)
- install_component(new /obj/item/computer_hardware/printer/mini)
\ No newline at end of file
+ install_component(new /obj/item/computer_hardware/printer/mini)
+
+/// Given to Nuke Ops members.
+/obj/item/modular_computer/tablet/nukeops/Initialize()
+ . = ..()
+ install_component(new /obj/item/computer_hardware/processor_unit/small)
+ install_component(new /obj/item/computer_hardware/battery(src, /obj/item/stock_parts/cell/computer))
+ install_component(new /obj/item/computer_hardware/hard_drive/small/nukeops)
+ install_component(new /obj/item/computer_hardware/network_card)
diff --git a/code/modules/modular_computers/computers/machinery/console_presets.dm b/code/modules/modular_computers/computers/machinery/console_presets.dm
index 066f1fb98b..9d29b23e76 100644
--- a/code/modules/modular_computers/computers/machinery/console_presets.dm
+++ b/code/modules/modular_computers/computers/machinery/console_presets.dm
@@ -46,16 +46,12 @@
desc = "A stationary computer. This one comes preloaded with research programs."
_has_ai = TRUE
-/obj/machinery/modular_computer/console/preset/research/examine(mob/user)
- . = ..()
- . += "Alt-click to eject the intelliCard."
-
/obj/machinery/modular_computer/console/preset/research/install_programs()
var/obj/item/computer_hardware/hard_drive/hard_drive = cpu.all_components[MC_HDD]
hard_drive.store_file(new/datum/computer_file/program/ntnetmonitor())
- hard_drive.store_file(new/datum/computer_file/program/nttransfer())
hard_drive.store_file(new/datum/computer_file/program/chatclient())
hard_drive.store_file(new/datum/computer_file/program/aidiag())
+ hard_drive.store_file(new/datum/computer_file/program/robocontrol())
// ===== COMMAND CONSOLE =====
@@ -66,15 +62,27 @@
_has_id_slot = TRUE
_has_printer = TRUE
-/obj/machinery/modular_computer/console/preset/command/examine(mob/user)
- . = ..()
- . += "Alt-click [src] to eject the identification card."
-
/obj/machinery/modular_computer/console/preset/command/install_programs()
var/obj/item/computer_hardware/hard_drive/hard_drive = cpu.all_components[MC_HDD]
hard_drive.store_file(new/datum/computer_file/program/chatclient())
hard_drive.store_file(new/datum/computer_file/program/card_mod())
+
+// ===== IDENTIFICATION CONSOLE =====
+/obj/machinery/modular_computer/console/preset/id
+ console_department = "Identification"
+ name = "identification console"
+ desc = "A stationary computer. This one comes preloaded with identification modification programs."
+ _has_id_slot = TRUE
+ _has_printer = TRUE
+
+/obj/machinery/modular_computer/console/preset/id/install_programs()
+ var/obj/item/computer_hardware/hard_drive/hard_drive = cpu.all_components[MC_HDD]
+ hard_drive.store_file(new/datum/computer_file/program/chatclient())
+ hard_drive.store_file(new/datum/computer_file/program/card_mod())
+ hard_drive.store_file(new/datum/computer_file/program/job_management())
+ hard_drive.store_file(new/datum/computer_file/program/crew_manifest())
+
// ===== CIVILIAN CONSOLE =====
/obj/machinery/modular_computer/console/preset/civilian
console_department = "Civilian"
@@ -84,5 +92,4 @@
/obj/machinery/modular_computer/console/preset/civilian/install_programs()
var/obj/item/computer_hardware/hard_drive/hard_drive = cpu.all_components[MC_HDD]
hard_drive.store_file(new/datum/computer_file/program/chatclient())
- hard_drive.store_file(new/datum/computer_file/program/nttransfer())
hard_drive.store_file(new/datum/computer_file/program/arcade())
diff --git a/code/modules/modular_computers/computers/machinery/modular_computer.dm b/code/modules/modular_computers/computers/machinery/modular_computer.dm
index 7e384c3ddd..6f016ad147 100644
--- a/code/modules/modular_computers/computers/machinery/modular_computer.dm
+++ b/code/modules/modular_computers/computers/machinery/modular_computer.dm
@@ -36,6 +36,10 @@
QDEL_NULL(cpu)
return ..()
+/obj/machinery/modular_computer/examine(mob/user)
+ . = ..()
+ . += get_modular_computer_parts_examine(user)
+
/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
. = ..()
if(.)
@@ -45,31 +49,31 @@
/obj/machinery/modular_computer/emag_act(mob/user)
. = ..()
- if(cpu)
- . |= cpu.emag_act(user)
+ if(!cpu)
+ to_chat(user, "You'd need to turn the [src] on first.")
+ return FALSE
+ return (cpu.emag_act(user))
-/obj/machinery/modular_computer/update_icon_state()
- if(cpu?.enabled)
- icon_state = icon_state_powered
- else if(stat & NOPOWER || !(cpu?.use_power()))
- icon_state = icon_state_unpowered
+/obj/machinery/modular_computer/update_icon()
+ cut_overlays()
+ icon_state = icon_state_powered
-/obj/machinery/modular_computer/update_overlays()
- . = ..()
if(!cpu || !cpu.enabled)
if (!(stat & NOPOWER) && (cpu && cpu.use_power()))
- . += screen_icon_screensaver
+ add_overlay(screen_icon_screensaver)
+ else
+ icon_state = icon_state_unpowered
set_light(0)
else
set_light(light_strength)
if(cpu.active_program)
- . += cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu
+ add_overlay(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
else
- . += screen_icon_state_menu
+ add_overlay(screen_icon_state_menu)
if(cpu && cpu.obj_integrity <= cpu.integrity_failure * cpu.max_integrity)
- . += "bsod"
- . += "broken"
+ add_overlay("bsod")
+ add_overlay("broken")
// Eject ID card from computer, if it has ID slot with card inside.
/obj/machinery/modular_computer/proc/eject_id()
@@ -96,10 +100,10 @@
cpu.eject_card()
/obj/machinery/modular_computer/AltClick(mob/user)
- . = ..()
if(cpu)
- return cpu.AltClick(user)
+ cpu.AltClick(user)
+//ATTACK HAND IGNORING PARENT RETURN VALUE
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/machinery/modular_computer/interact(mob/user)
if(cpu)
@@ -130,8 +134,7 @@
stat &= ~NOPOWER
update_icon()
return
- ..()
- update_icon()
+ . = ..()
/obj/machinery/modular_computer/attackby(var/obj/item/W as obj, mob/user)
if(cpu && !(flags_1 & NODECONSTRUCT_1))
@@ -144,6 +147,13 @@
/obj/machinery/modular_computer/ex_act(severity)
if(cpu)
cpu.ex_act(severity)
+ // switch(severity)
+ // if(EXPLODE_DEVASTATE)
+ // SSexplosions.highobj += cpu
+ // if(EXPLODE_HEAVY)
+ // SSexplosions.medobj += cpu
+ // if(EXPLODE_LIGHT)
+ // SSexplosions.lowobj += cpu
..()
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
diff --git a/code/modules/modular_computers/computers/machinery/modular_console.dm b/code/modules/modular_computers/computers/machinery/modular_console.dm
index 3d4ec22e89..5d596f98e4 100644
--- a/code/modules/modular_computers/computers/machinery/modular_console.dm
+++ b/code/modules/modular_computers/computers/machinery/modular_console.dm
@@ -52,4 +52,4 @@
network_card.identification_string = "Unknown Console"
if(cpu)
cpu.screen_on = 1
- update_icon()
\ No newline at end of file
+ update_icon()
diff --git a/code/modules/modular_computers/documentation.md b/code/modules/modular_computers/documentation.md
index 246da7c3d9..88d059da7a 100644
--- a/code/modules/modular_computers/documentation.md
+++ b/code/modules/modular_computers/documentation.md
@@ -1,5 +1,7 @@
# Modular computer programs
+How module computer programs work
+
Ok. so a quick rundown on how to make a program. This is kind of a shitty documentation, but oh well I was asked to.
## Base setup
diff --git a/code/modules/modular_computers/file_system/computer_file.dm b/code/modules/modular_computers/file_system/computer_file.dm
index 7776fc04d0..4e862c4ae3 100644
--- a/code/modules/modular_computers/file_system/computer_file.dm
+++ b/code/modules/modular_computers/file_system/computer_file.dm
@@ -3,8 +3,8 @@
var/filetype = "XXX" // File full names are [filename].[filetype] so like NewFile.XXX in this case
var/size = 1 // File size in GQ. Integers only!
var/obj/item/computer_hardware/hard_drive/holder // Holder that contains this file.
- var/unsendable = 0 // Whether the file may be sent to someone via NTNet transfer or other means.
- var/undeletable = 0 // Whether the file may be deleted. Setting to 1 prevents deletion/renaming/etc.
+ var/unsendable = FALSE // Whether the file may be sent to someone via NTNet transfer or other means.
+ var/undeletable = FALSE // Whether the file may be deleted. Setting to TRUE prevents deletion/renaming/etc.
var/uid // UID of this file
var/static/file_uid = 0
@@ -24,7 +24,7 @@
return ..()
// Returns independent copy of this file.
-/datum/computer_file/proc/clone(rename = 0)
+/datum/computer_file/proc/clone(rename = FALSE)
var/datum/computer_file/temp = new type
temp.unsendable = unsendable
temp.undeletable = undeletable
@@ -34,4 +34,4 @@
else
temp.filename = filename
temp.filetype = filetype
- return temp
\ No newline at end of file
+ return temp
diff --git a/code/modules/modular_computers/file_system/program.dm b/code/modules/modular_computers/file_system/program.dm
index 6b5390fc60..12e5ef6e95 100644
--- a/code/modules/modular_computers/file_system/program.dm
+++ b/code/modules/modular_computers/file_system/program.dm
@@ -31,15 +31,10 @@
var/available_on_ntnet = 1
/// Whether the program can be downloaded from SyndiNet (accessible via emagging the computer). Set to 1 to enable.
var/available_on_syndinet = 0
- /// ID of TGUI interface
+ /// Name of the tgui interface
var/tgui_id
- /// Default size of TGUI window, in pixels
- var/ui_x = 575
- var/ui_y = 700
/// Example: "something.gif" - a header image that will be rendered in computer's UI when this program is running at background. Images are taken from /icons/program_icons. Be careful not to use too large images!
var/ui_header = null
- ///Assets specific to programs
- var/list/special_assets = list()
/datum/computer_file/program/New(obj/item/modular_computer/comp = null)
..()
@@ -69,23 +64,23 @@
/datum/computer_file/program/proc/generate_network_log(text)
if(computer)
return computer.add_log(text)
- return FALSE
+ return 0
/datum/computer_file/program/proc/is_supported_by_hardware(hardware_flag = 0, loud = 0, mob/user = null)
if(!(hardware_flag & usage_flags))
if(loud && computer && user)
- to_chat(user, "\The [computer] flashes an \"Hardware Error - Incompatible software\" warning.")
- return FALSE
- return TRUE
+ to_chat(user, "\The [computer] flashes a \"Hardware Error - Incompatible software\" warning.")
+ return 0
+ return 1
/datum/computer_file/program/proc/get_signal(specific_action = 0)
if(computer)
return computer.get_ntnet_status(specific_action)
- return FALSE
+ return 0
// Called by Process() on device that runs us, once every tick.
/datum/computer_file/program/proc/process_tick()
- return TRUE
+ return 1
// Check if the user can run program. Only humans can operate computer. Automatically called in run_program()
// User has to wear their ID for ID Scan to work.
@@ -131,7 +126,7 @@
return TRUE
if(loud)
to_chat(user, "\The [computer] flashes an \"Access Denied\" warning.")
- return FALSE
+ return 0
// This attempts to retrieve header data for UIs. If implementing completely new device of different type than existing ones
// always include the device here in this proc. This proc basically relays the request to whatever is running the program.
@@ -143,11 +138,25 @@
// This is performed on program startup. May be overridden to add extra logic. Remember to include ..() call. Return 1 on success, 0 on failure.
// When implementing new program based device, use this to run the program.
/datum/computer_file/program/proc/run_program(mob/living/user)
- if(can_run(user, TRUE))
+ if(can_run(user, 1))
if(requires_ntnet && network_destination)
generate_network_log("Connection opened to [network_destination].")
program_state = PROGRAM_STATE_ACTIVE
- return TRUE
+ return 1
+ return 0
+
+/**
+ *
+ *Called by the device when it is emagged.
+ *
+ *Emagging the device allows certain programs to unlock new functions. However, the program will
+ *need to be downloaded first, and then handle the unlock on their own in their run_emag() proc.
+ *The device will allow an emag to be run multiple times, so the user can re-emag to run the
+ *override again, should they download something new. The run_emag() proc should return TRUE if
+ *the emagging affected anything, and FALSE if no change was made (already emagged, or has no
+ *emag functions).
+**/
+/datum/computer_file/program/proc/run_emag()
return FALSE
// Use this proc to kill the program. Designed to be implemented by each program if it requires on-quit logic, such as the NTNRC client.
@@ -155,20 +164,14 @@
program_state = PROGRAM_STATE_KILLED
if(network_destination)
generate_network_log("Connection to [network_destination] closed.")
- return TRUE
+ return 1
-
-/datum/computer_file/program/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/datum/computer_file/program/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui && tgui_id)
- var/datum/asset/assets = get_asset_datum(/datum/asset/simple/headers)
- assets.send(user)
- for(var/i in special_assets)
- assets = get_asset_datum(i)
- assets.send(user)
-
- ui = new(user, src, ui_key, tgui_id, filedesc, ui_x, ui_y, state = state)
+ ui = new(user, src, tgui_id, filedesc)
ui.open()
+ ui.send_asset(get_asset_datum(/datum/asset/simple/headers))
// CONVENTIONS, READ THIS WHEN CREATING NEW PROGRAM AND OVERRIDING THIS PROC:
// Topic calls are automagically forwarded from NanoModule this program contains.
@@ -177,17 +180,17 @@
// ALWAYS INCLUDE PARENT CALL ..() OR DIE IN FIRE.
/datum/computer_file/program/ui_act(action,list/params,datum/tgui/ui)
if(..())
- return TRUE
+ return 1
if(computer)
switch(action)
if("PC_exit")
computer.kill_program()
ui.close()
- return TRUE
+ return 1
if("PC_shutdown")
computer.shutdown_computer()
ui.close()
- return TRUE
+ return 1
if("PC_minimize")
var/mob/user = usr
if(!computer.active_program || !computer.all_components[MC_CPU])
diff --git a/code/modules/modular_computers/file_system/program_events.dm b/code/modules/modular_computers/file_system/program_events.dm
index 279d646cfd..3c1daa5af3 100644
--- a/code/modules/modular_computers/file_system/program_events.dm
+++ b/code/modules/modular_computers/file_system/program_events.dm
@@ -13,6 +13,6 @@
/datum/computer_file/program/proc/event_networkfailure(background)
kill_program(forced = TRUE)
if(background)
- computer.visible_message("\The [computer]'s screen displays an \"Process [filename].[filetype] (PID [rand(100,999)]) terminated - Network Error\" error")
+ computer.visible_message("\The [computer]'s screen displays a \"Process [filename].[filetype] (PID [rand(100,999)]) terminated - Network Error\" error")
else
computer.visible_message("\The [computer]'s screen briefly freezes and then shows \"NETWORK ERROR - NTNet connection lost. Please retry. If problem persists contact your system administrator.\" error.")
diff --git a/code/modules/modular_computers/file_system/programs/airestorer.dm b/code/modules/modular_computers/file_system/programs/airestorer.dm
index 4e9cd85577..364ad79737 100644
--- a/code/modules/modular_computers/file_system/programs/airestorer.dm
+++ b/code/modules/modular_computers/file_system/programs/airestorer.dm
@@ -9,8 +9,6 @@
transfer_access = ACCESS_HEADS
available_on_ntnet = TRUE
tgui_id = "NtosAiRestorer"
- ui_x = 370
- ui_y = 400
/// Variable dictating if we are in the process of restoring the AI in the inserted intellicard
var/restoring = FALSE
@@ -74,8 +72,8 @@
restoring = FALSE
return
ai_slot.locked =TRUE
- A.adjustOxyLoss(-5, 0)
- A.adjustFireLoss(-5, 0)
+ A.adjustOxyLoss(-5, 0)//, FALSE)
+ A.adjustFireLoss(-5, 0)//, FALSE)
A.adjustToxLoss(-5, 0)
A.adjustBruteLoss(-5, 0)
A.updatehealth()
@@ -113,7 +111,7 @@
data["restoring"] = restoring
data["health"] = (AI.health + 100) / 2
data["isDead"] = AI.stat == DEAD
- data["laws"] = AI.laws.get_law_list(include_zeroth = 1)
+ data["laws"] = AI.laws.get_law_list(include_zeroth = TRUE, render_html = FALSE)
return data
diff --git a/code/modules/modular_computers/file_system/programs/alarm.dm b/code/modules/modular_computers/file_system/programs/alarm.dm
index 34daeff6ca..577fad83d0 100644
--- a/code/modules/modular_computers/file_system/programs/alarm.dm
+++ b/code/modules/modular_computers/file_system/programs/alarm.dm
@@ -8,9 +8,6 @@
network_destination = "alarm monitoring network"
size = 5
tgui_id = "NtosStationAlertConsole"
- ui_x = 315
- ui_y = 500
-
var/has_alert = 0
var/alarms = list("Fire" = list(), "Atmosphere" = list(), "Power" = list())
diff --git a/code/modules/modular_computers/file_system/programs/antagonist/contract_uplink.dm b/code/modules/modular_computers/file_system/programs/antagonist/contract_uplink.dm
index cf842f086f..3accb8e02d 100644
--- a/code/modules/modular_computers/file_system/programs/antagonist/contract_uplink.dm
+++ b/code/modules/modular_computers/file_system/programs/antagonist/contract_uplink.dm
@@ -1,6 +1,6 @@
/datum/computer_file/program/contract_uplink
filename = "contractor uplink"
- filedesc = "Syndicate Contract Uplink"
+ filedesc = "Syndicate Contractor Uplink"
program_icon_state = "assign"
extended_desc = "A standard, Syndicate issued system for handling important contracts while on the field."
size = 10
@@ -9,8 +9,6 @@
unsendable = 1
undeletable = 1
tgui_id = "SyndContractor"
- ui_x = 500
- ui_y = 600
var/error = ""
var/info_screen = TRUE
var/assigned = FALSE
@@ -22,14 +20,18 @@
/datum/computer_file/program/contract_uplink/ui_act(action, params)
if(..())
return TRUE
+
var/mob/living/user = usr
var/obj/item/computer_hardware/hard_drive/small/syndicate/hard_drive = computer.all_components[MC_HDD]
+
switch(action)
if("PRG_contract-accept")
var/contract_id = text2num(params["contract_id"])
+
// Set as the active contract
hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id].status = CONTRACT_STATUS_ACTIVE
hard_drive.traitor_data.contractor_hub.current_contract = hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id]
+
program_icon_state = "single_contract"
return TRUE
if("PRG_login")
@@ -38,26 +40,30 @@
// Bake their data right into the hard drive, or we don't allow non-antags gaining access to an unused
// contract system.
// We also create their contracts at this point.
- if(traitor_data)
+ if (traitor_data)
// Only play greet sound, and handle contractor hub when assigning for the first time.
- if(!traitor_data.contractor_hub)
+ if (!traitor_data.contractor_hub)
user.playsound_local(user, 'sound/effects/contractstartup.ogg', 100, FALSE)
traitor_data.contractor_hub = new
traitor_data.contractor_hub.create_hub_items()
+
// Stops any topic exploits such as logging in multiple times on a single system.
- if(!assigned)
+ if (!assigned)
traitor_data.contractor_hub.create_contracts(traitor_data.owner)
+
hard_drive.traitor_data = traitor_data
+
program_icon_state = "contracts"
assigned = TRUE
else
error = "UNAUTHORIZED USER"
return TRUE
if("PRG_call_extraction")
- if(hard_drive.traitor_data.contractor_hub.current_contract.status != CONTRACT_STATUS_EXTRACTING)
- if(hard_drive.traitor_data.contractor_hub.current_contract.handle_extraction(user))
+ if (hard_drive.traitor_data.contractor_hub.current_contract.status != CONTRACT_STATUS_EXTRACTING)
+ if (hard_drive.traitor_data.contractor_hub.current_contract.handle_extraction(user))
user.playsound_local(user, 'sound/effects/confirmdropoff.ogg', 100, TRUE)
hard_drive.traitor_data.contractor_hub.current_contract.status = CONTRACT_STATUS_EXTRACTING
+
program_icon_state = "extracted"
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
@@ -65,15 +71,19 @@
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
error = "Already extracting... Place the target into the pod. If the pod was destroyed, this contract is no longer possible."
+
return TRUE
if("PRG_contract_abort")
var/contract_id = hard_drive.traitor_data.contractor_hub.current_contract.id
+
hard_drive.traitor_data.contractor_hub.current_contract = null
hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id].status = CONTRACT_STATUS_ABORTED
+
program_icon_state = "contracts"
+
return TRUE
if("PRG_redeem_TC")
- if(hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem)
+ if (hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem)
var/obj/item/stack/telecrystal/crystals = new /obj/item/stack/telecrystal(get_turf(user),
hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem)
if(ishuman(user))
@@ -82,13 +92,14 @@
to_chat(H, "Your payment materializes into your hands!")
else
to_chat(user, "Your payment materializes onto the floor.")
+
hard_drive.traitor_data.contractor_hub.contract_TC_payed_out += hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem
hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem = 0
return TRUE
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
return TRUE
- if("PRG_clear_error")
+ if ("PRG_clear_error")
error = ""
return TRUE
if("PRG_set_first_load_finished")
@@ -97,10 +108,11 @@
if("PRG_toggle_info")
info_screen = !info_screen
return TRUE
- if("buy_hub")
- if(hard_drive.traitor_data.owner.current == user)
+ if ("buy_hub")
+ if (hard_drive.traitor_data.owner.current == user)
var/item = params["item"]
- for(var/datum/contractor_item/hub_item in hard_drive.traitor_data.contractor_hub.hub_items)
+
+ for (var/datum/contractor_item/hub_item in hard_drive.traitor_data.contractor_hub.hub_items)
if (hub_item.name == item)
hub_item.handle_purchase(hard_drive.traitor_data.contractor_hub, user)
else
@@ -112,13 +124,15 @@
var/screen_to_be = null
data["first_load"] = first_load
- if(hard_drive && hard_drive.traitor_data != null)
+
+ if (hard_drive && hard_drive.traitor_data != null)
var/datum/antagonist/traitor/traitor_data = hard_drive.traitor_data
data += get_header_data()
- if(traitor_data.contractor_hub.current_contract)
+
+ if (traitor_data.contractor_hub.current_contract)
data["ongoing_contract"] = TRUE
screen_to_be = "single_contract"
- if(traitor_data.contractor_hub.current_contract.status == CONTRACT_STATUS_EXTRACTING)
+ if (traitor_data.contractor_hub.current_contract.status == CONTRACT_STATUS_EXTRACTING)
data["extraction_enroute"] = TRUE
screen_to_be = "extracted"
else
@@ -126,15 +140,19 @@
else
data["ongoing_contract"] = FALSE
data["extraction_enroute"] = FALSE
+
data["logged_in"] = TRUE
data["station_name"] = GLOB.station_name
data["redeemable_tc"] = traitor_data.contractor_hub.contract_TC_to_redeem
data["earned_tc"] = traitor_data.contractor_hub.contract_TC_payed_out
data["contracts_completed"] = traitor_data.contractor_hub.contracts_completed
data["contract_rep"] = traitor_data.contractor_hub.contract_rep
+
data["info_screen"] = info_screen
+
data["error"] = error
- for(var/datum/contractor_item/hub_item in traitor_data.contractor_hub.hub_items)
+
+ for (var/datum/contractor_item/hub_item in traitor_data.contractor_hub.hub_items)
data["contractor_hub_items"] += list(list(
"name" = hub_item.name,
"desc" = hub_item.desc,
@@ -142,7 +160,8 @@
"limited" = hub_item.limited,
"item_icon" = hub_item.item_icon
))
- for(var/datum/syndicate_contract/contract in traitor_data.contractor_hub.assigned_contracts)
+
+ for (var/datum/syndicate_contract/contract in traitor_data.contractor_hub.assigned_contracts)
data["contracts"] += list(list(
"target" = contract.contract.target,
"target_rank" = contract.target_rank,
@@ -155,23 +174,28 @@
))
var/direction
- if(traitor_data.contractor_hub.current_contract)
+ if (traitor_data.contractor_hub.current_contract)
var/turf/curr = get_turf(user)
var/turf/dropoff_turf
data["current_location"] = "[get_area_name(curr, TRUE)]"
- for(var/turf/content in traitor_data.contractor_hub.current_contract.contract.dropoff.contents)
- if(isturf(content))
+
+ for (var/turf/content in traitor_data.contractor_hub.current_contract.contract.dropoff.contents)
+ if (isturf(content))
dropoff_turf = content
break
+
if(curr.z == dropoff_turf.z) //Direction calculations for same z-level only
direction = uppertext(dir2text(get_dir(curr, dropoff_turf))) //Direction text (East, etc). Not as precise, but still helpful.
if(get_area(user) == traitor_data.contractor_hub.current_contract.contract.dropoff)
direction = "LOCATION CONFIRMED"
else
direction = "???"
+
data["dropoff_direction"] = direction
+
else
data["logged_in"] = FALSE
+
program_icon_state = screen_to_be
update_computer_icon()
return data
diff --git a/code/modules/modular_computers/file_system/programs/antagonist/dos.dm b/code/modules/modular_computers/file_system/programs/antagonist/dos.dm
index 9dedc3810f..803dadc0a0 100644
--- a/code/modules/modular_computers/file_system/programs/antagonist/dos.dm
+++ b/code/modules/modular_computers/file_system/programs/antagonist/dos.dm
@@ -8,8 +8,6 @@
available_on_ntnet = FALSE
available_on_syndinet = TRUE
tgui_id = "NtosNetDos"
- ui_x = 400
- ui_y = 250
var/obj/machinery/ntnet_relay/target = null
var/dos_speed = 0
diff --git a/code/modules/modular_computers/file_system/programs/antagonist/revelation.dm b/code/modules/modular_computers/file_system/programs/antagonist/revelation.dm
index a312815008..2ba3d69fe6 100644
--- a/code/modules/modular_computers/file_system/programs/antagonist/revelation.dm
+++ b/code/modules/modular_computers/file_system/programs/antagonist/revelation.dm
@@ -8,9 +8,6 @@
available_on_ntnet = FALSE
available_on_syndinet = TRUE
tgui_id = "NtosRevelation"
- ui_x = 400
- ui_y = 250
-
var/armed = 0
/datum/computer_file/program/revelation/run_program(var/mob/living/user)
diff --git a/code/modules/modular_computers/file_system/programs/arcade.dm b/code/modules/modular_computers/file_system/programs/arcade.dm
index 87debafd6b..2503073f9a 100644
--- a/code/modules/modular_computers/file_system/programs/arcade.dm
+++ b/code/modules/modular_computers/file_system/programs/arcade.dm
@@ -7,8 +7,6 @@
network_destination = "arcade network"
size = 6
tgui_id = "NtosArcade"
- ui_x = 450
- ui_y = 350
///Returns TRUE if the game is being played.
var/game_active = TRUE
@@ -27,6 +25,7 @@
/datum/computer_file/program/arcade/proc/game_check(mob/user)
sleep(5)
+ //user?.mind?.adjust_experience(/datum/skill/gaming, 1) No gaming(TM) Yet
if(boss_hp <= 0)
heads_up = "You have crushed [boss_name]! Rejoice!"
playsound(computer.loc, 'sound/arcade/win.ogg', 50, TRUE, extrarange = -3, falloff = 10)
@@ -35,6 +34,7 @@
if(istype(computer))
computer.update_icon()
ticket_count += 1
+ //user?.mind?.adjust_experience(/datum/skill/gaming, 50)
sleep(10)
else if(player_hp <= 0 || player_mp <= 0)
heads_up = "You have been defeated... how will the station survive?"
@@ -43,6 +43,7 @@
program_icon_state = "arcade_off"
if(istype(computer))
computer.update_icon()
+ //user?.mind?.adjust_experience(/datum/skill/gaming, 10)
sleep(10)
/datum/computer_file/program/arcade/proc/enemy_check(mob/user)
@@ -73,14 +74,13 @@
pause_state = FALSE
game_check()
-/datum/computer_file/program/arcade/ui_interact(mob/user, ui_key, datum/tgui/ui, force_open, datum/tgui/master_ui, datum/ui_state/state)
- . = ..()
- var/datum/asset/assets = get_asset_datum(/datum/asset/simple/arcade)
- assets.send(user)
+/datum/computer_file/program/arcade/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/simple/arcade),
+ )
/datum/computer_file/program/arcade/ui_data(mob/user)
var/list/data = get_header_data()
-
data["Hitpoints"] = boss_hp
data["PlayerHitpoints"] = player_hp
data["PlayerMP"] = player_mp
@@ -98,11 +98,13 @@
if(computer)
printer = computer.all_components[MC_PRINT]
+ //var/gamerSkillLevel = usr.mind?.get_skill_level(/datum/skill/gaming)
+ //var/gamerSkill = usr.mind?.get_skill_modifier(/datum/skill/gaming, SKILL_RANDS_MODIFIER)
switch(action)
if("Attack")
var/attackamt = 0 //Spam prevention.
if(pause_state == FALSE)
- attackamt = rand(2,6)
+ attackamt = rand(2,6)// + rand(0, gamerSkill)
pause_state = TRUE
heads_up = "You attack for [attackamt] damage."
playsound(computer.loc, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3, falloff = 10)
@@ -115,8 +117,10 @@
var/healamt = 0 //More Spam Prevention.
var/healcost = 0
if(pause_state == FALSE)
- healamt = rand(6,8)
+ healamt = rand(6,8)// + rand(0, gamerSkill)
var/maxPointCost = 3
+ //if(gamerSkillLevel >= SKILL_LEVEL_JOURNEYMAN)
+ // maxPointCost = 2
healcost = rand(1, maxPointCost)
pause_state = TRUE
heads_up = "You heal for [healamt] damage."
@@ -130,7 +134,7 @@
if("Recharge_Power")
var/rechargeamt = 0 //As above.
if(pause_state == FALSE)
- rechargeamt = rand(4, 7)
+ rechargeamt = rand(4,7)// + rand(0, gamerSkill)
pause_state = TRUE
heads_up = "You regain [rechargeamt] magic power."
playsound(computer.loc, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3, falloff = 10)
diff --git a/code/modules/modular_computers/file_system/programs/atmosscan.dm b/code/modules/modular_computers/file_system/programs/atmosscan.dm
index fe3833facd..2df751bebd 100644
--- a/code/modules/modular_computers/file_system/programs/atmosscan.dm
+++ b/code/modules/modular_computers/file_system/programs/atmosscan.dm
@@ -6,8 +6,6 @@
network_destination = "atmos scan"
size = 4
tgui_id = "NtosAtmos"
- ui_x = 300
- ui_y = 350
/datum/computer_file/program/atmosscan/ui_data(mob/user)
var/list/data = get_header_data()
@@ -15,16 +13,16 @@
var/turf/T = get_turf(ui_host())
if(T)
var/datum/gas_mixture/environment = T.return_air()
- var/list/env_gases = environment.gases
+ var/list/env_gases = environment.get_gases()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
data["AirPressure"] = round(pressure,0.1)
- data["AirTemp"] = round(environment.temperature-T0C)
+ data["AirTemp"] = round(environment.return_temperature()-T0C)
if (total_moles)
for(var/id in env_gases)
- var/gas_level = env_gases[id][MOLES]/total_moles
+ var/gas_level = environment.get_moles(id)/total_moles
if(gas_level > 0)
- airlist += list(list("name" = "[env_gases[id][GAS_META][META_GAS_NAME]]", "percentage" = round(gas_level*100, 0.01)))
+ airlist += list(list("name" = "[GLOB.meta_gas_names[id]]", "percentage" = round(gas_level*100, 0.01)))
data["AirData"] = airlist
return data
diff --git a/code/modules/modular_computers/file_system/programs/borg_monitor.dm b/code/modules/modular_computers/file_system/programs/borg_monitor.dm
index c493926c65..c2160a0e92 100644
--- a/code/modules/modular_computers/file_system/programs/borg_monitor.dm
+++ b/code/modules/modular_computers/file_system/programs/borg_monitor.dm
@@ -9,21 +9,17 @@
network_destination = "cyborg remote monitoring"
size = 5
tgui_id = "NtosCyborgRemoteMonitor"
- ui_x = 600
- ui_y = 800
/datum/computer_file/program/borg_monitor/ui_data(mob/user)
var/list/data = get_header_data()
data["card"] = FALSE
- if(computer.GetID())
+ if(checkID())
data["card"] = TRUE
data["cyborgs"] = list()
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
- if((get_turf(computer)).z != (get_turf(R)).z)
- continue
- if(R.scrambledcodes)
+ if(!evaluate_borg(R))
continue
var/list/upgrade
@@ -36,7 +32,7 @@
var/list/cyborg_data = list(
name = R.name,
- locked_down = R.locked_down,
+ locked_down = R.lockcharge,
status = R.stat,
shell_discon = shell,
charge = R.cell ? round(R.cell.percent()) : null,
@@ -56,14 +52,53 @@
var/mob/living/silicon/robot/R = locate(params["ref"]) in GLOB.silicon_mobs
if(!istype(R))
return
- var/obj/item/card/id/ID = computer.GetID()
+ var/ID = checkID()
if(!ID)
return
var/message = stripped_input(usr, message = "Enter message to be sent to remote cyborg.", title = "Send Message")
if(!message)
return
- to_chat(R, "
Message from [ID.registered_name] -- \"[message]\" ")
+ to_chat(R, "
Message from [ID.registered_name] to [R] -- \"[message]\" ")
+ to_chat(R.connected_ai, "
Message from [ID] to [R] -- \"[message]\" ")
SEND_SOUND(R.connected_ai, 'sound/machines/twobeep_high.ogg')
+ usr.log_talk(message, LOG_PDA, tag="Cyborg Monitor Program: ID name \"[ID]\" to [R]")
+
+///This proc is used to determin if a borg should be shown in the list (based on the borg's scrambledcodes var). Syndicate version overrides this to show only syndicate borgs.
+/datum/computer_file/program/borg_monitor/proc/evaluate_borg(mob/living/silicon/robot/R)
+ if((get_turf(computer)).z != (get_turf(R)).z)
+ return FALSE
+ if(R.scrambledcodes)
+ return FALSE
+ return TRUE
+
+///Gets the ID's name, if one is inserted into the device. This is a seperate proc solely to be overridden by the syndicate version of the app.
+/datum/computer_file/program/borg_monitor/proc/checkID()
+ var/obj/item/card/id/ID = computer.GetID()
+ if(!ID)
+ return FALSE
+ return ID.registered_name
+
+/datum/computer_file/program/borg_monitor/syndicate
+ filename = "scyborgmonitor"
+ filedesc = "Mission-Specific Cyborg Remote Monitoring"
+ ui_header = "borg_mon.gif"
+ program_icon_state = "generic"
+ extended_desc = "This program allows for remote monitoring of mission-assigned cyborgs."
+ requires_ntnet = FALSE
+ available_on_ntnet = FALSE
+ available_on_syndinet = TRUE
+ transfer_access = null
+ network_destination = "cyborg remote monitoring"
+ tgui_id = "NtosCyborgRemoteMonitorSyndicate"
+
+/datum/computer_file/program/borg_monitor/syndicate/evaluate_borg(mob/living/silicon/robot/R)
+ if((get_turf(computer)).z != (get_turf(R)).z)
+ return FALSE
+ if(!R.scrambledcodes)
+ return FALSE
+ return TRUE
+
+/datum/computer_file/program/borg_monitor/syndicate/checkID()
+ return "\[CLASSIFIED\]" //no ID is needed for the syndicate version's message function, and the borg will see "[CLASSIFIED]" as the message sender.
diff --git a/code/modules/modular_computers/file_system/programs/bounty_board.dm b/code/modules/modular_computers/file_system/programs/bounty_board.dm
new file mode 100644
index 0000000000..46fde84f65
--- /dev/null
+++ b/code/modules/modular_computers/file_system/programs/bounty_board.dm
@@ -0,0 +1,120 @@
+/datum/computer_file/program/bounty_board
+ filename = "bountyboard"
+ filedesc = "Bounty Board Request Network"
+ program_icon_state = "bountyboard"
+ extended_desc = "A multi-platform network for placing requests across the station, with payment across the network being possible.."
+ requires_ntnet = TRUE
+ network_destination = "bounty board interface"
+ size = 10
+ tgui_id = "NtosRequestKiosk"
+ ///Reference to the currently logged in user.
+ var/datum/bank_account/current_user
+ ///The station request datum being affected by UI actions.
+ var/datum/station_request/active_request
+ ///Value of the currently bounty input
+ var/bounty_value = 1
+ ///Text of the currently written bounty
+ var/bounty_text = ""
+ ///Has the app been added to the network yet?
+ var/networked = FALSE
+
+/datum/computer_file/program/bounty_board/ui_data(mob/user)
+ var/list/data = get_header_data()
+ var/list/formatted_requests = list()
+ var/list/formatted_applicants = list()
+ var/obj/item/computer_hardware/card_slot/card_slot = computer.all_components[MC_CARD]
+ if(!networked)
+ GLOB.allbountyboards += computer
+ networked = TRUE
+ if(card_slot && card_slot.stored_card && card_slot.stored_card.registered_account)
+ current_user = card_slot.stored_card.registered_account
+ for(var/i in GLOB.request_list)
+ if(!i)
+ continue
+ var/datum/station_request/request = i
+ formatted_requests += list(list("owner" = request.owner, "value" = request.value, "description" = request.description, "acc_number" = request.req_number))
+ if(request.applicants)
+ for(var/datum/bank_account/j in request.applicants)
+ formatted_applicants += list(list("name" = j.account_holder, "request_id" = request.owner_account.account_id, "requestee_id" = j.account_id))
+ if(current_user)
+ data["accountName"] = current_user.account_holder
+ data["requests"] = formatted_requests
+ data["applicants"] = formatted_applicants
+ data["bountyValue"] = bounty_value
+ data["bountyText"] = bounty_text
+ return data
+
+/datum/computer_file/program/bounty_board/ui_act(action, list/params)
+ if(..())
+ return
+ var/current_ref_num = params["request"]
+ var/current_app_num = params["applicant"]
+ var/datum/bank_account/request_target
+ if(current_ref_num)
+ for(var/datum/station_request/i in GLOB.request_list)
+ if("[i.req_number]" == "[current_ref_num]")
+ active_request = i
+ break
+ if(active_request)
+ for(var/datum/bank_account/j in active_request.applicants)
+ if("[j.account_id]" == "[current_app_num]")
+ request_target = j
+ break
+ switch(action)
+ if("createBounty")
+ if(!current_user || !bounty_text)
+ playsound(src, 'sound/machines/buzz-sigh.ogg', 20, TRUE)
+ return TRUE
+ for(var/datum/station_request/i in GLOB.request_list)
+ if("[i.req_number]" == "[current_user.account_id]")
+ computer.say("Account already has active bounty.")
+ return
+ var/datum/station_request/curr_request = new /datum/station_request(current_user.account_holder, bounty_value,bounty_text,current_user.account_id, current_user)
+ GLOB.request_list += list(curr_request)
+ for(var/obj/i in GLOB.allbountyboards)
+ i.say("New bounty has been added!")
+ playsound(i.loc, 'sound/effects/cashregister.ogg', 30, TRUE)
+ return TRUE
+ if("apply")
+ if(!current_user)
+ computer.say("Please swipe a valid ID first.")
+ return TRUE
+ if(current_user.account_holder == active_request.owner)
+ playsound(computer, 'sound/machines/buzz-sigh.ogg', 20, TRUE)
+ return TRUE
+ active_request.applicants += list(current_user)
+ if("payApplicant")
+ if(!current_user)
+ return
+ if(!current_user.has_money(active_request.value) || (current_user.account_holder != active_request.owner))
+ playsound(computer, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
+ return
+ request_target.transfer_money(current_user, active_request.value)
+ computer.say("Paid out [active_request.value] credits.")
+ return TRUE
+ if("clear")
+ if(current_user)
+ current_user = null
+ computer.say("Account Reset.")
+ return TRUE
+ if("deleteRequest")
+ if(!current_user)
+ playsound(computer, 'sound/machines/buzz-sigh.ogg', 20, TRUE)
+ return TRUE
+ if(active_request.owner != current_user.account_holder)
+ playsound(computer, 'sound/machines/buzz-sigh.ogg', 20, TRUE)
+ return TRUE
+ computer.say("Deleted current request.")
+ GLOB.request_list.Remove(active_request)
+ return TRUE
+ if("bountyVal")
+ bounty_value = text2num(params["bountyval"])
+ if(!bounty_value)
+ bounty_value = 1
+ if("bountyText")
+ bounty_text = (params["bountytext"])
+ . = TRUE
+
+/datum/computer_file/program/bounty_board/Destroy()
+ GLOB.allbountyboards -= computer
+ . = ..()
diff --git a/code/modules/modular_computers/file_system/programs/card.dm b/code/modules/modular_computers/file_system/programs/card.dm
index 07d39438d8..842d6e2588 100644
--- a/code/modules/modular_computers/file_system/programs/card.dm
+++ b/code/modules/modular_computers/file_system/programs/card.dm
@@ -15,8 +15,6 @@
requires_ntnet = 0
size = 8
tgui_id = "NtosCard"
- ui_x = 450
- ui_y = 520
var/is_centcom = FALSE
var/minor = FALSE
@@ -275,7 +273,7 @@
departments = list("CentCom" = get_all_centcom_jobs())
else if(isnull(departments))
departments = list(
- CARDCON_DEPARTMENT_COMMAND = list("Captain"),
+ CARDCON_DEPARTMENT_COMMAND = list("Captain"),//lol
CARDCON_DEPARTMENT_ENGINEERING = GLOB.engineering_positions,
CARDCON_DEPARTMENT_MEDICAL = GLOB.medical_positions,
CARDCON_DEPARTMENT_SCIENCE = GLOB.science_positions,
diff --git a/code/modules/modular_computers/file_system/programs/cargobounty.dm b/code/modules/modular_computers/file_system/programs/cargobounty.dm
new file mode 100644
index 0000000000..d9bc65c98d
--- /dev/null
+++ b/code/modules/modular_computers/file_system/programs/cargobounty.dm
@@ -0,0 +1,48 @@
+/datum/computer_file/program/bounty
+ filename = "bounty"
+ filedesc = "Nanotrasen Bounty Hunter"
+ program_icon_state = "bounty"
+ extended_desc = "A basic interface for supply personnel to check and claim bounties."
+ requires_ntnet = TRUE
+ transfer_access = ACCESS_CARGO
+ network_destination = "cargo claims interface"
+ size = 10
+ tgui_id = "NtosBountyConsole"
+ ///cooldown var for printing paper sheets.
+ var/printer_ready = 0
+ ///The cargo account for grabbing the cargo account's credits.
+ var/static/datum/bank_account/cargocash
+
+/datum/computer_file/program/bounty/proc/print_paper()
+ new /obj/item/paper/bounty_printout(get_turf(computer))
+
+/datum/computer_file/program/bounty/ui_interact(mob/user, datum/tgui/ui)
+ if(!GLOB.bounties_list.len)
+ setup_bounties()
+ printer_ready = world.time + PRINTER_TIMEOUT
+ cargocash = SSeconomy.get_dep_account(ACCOUNT_CAR)
+ . = ..()
+
+/datum/computer_file/program/bounty/ui_data(mob/user)
+ var/list/data = get_header_data()
+ var/list/bountyinfo = list()
+ for(var/datum/bounty/B in GLOB.bounties_list)
+ bountyinfo += list(list("name" = B.name, "description" = B.description, "reward_string" = B.reward_string(), "completion_string" = B.completion_string() , "claimed" = B.claimed, "can_claim" = B.can_claim(), "priority" = B.high_priority, "bounty_ref" = REF(B)))
+ data["stored_cash"] = cargocash.account_balance
+ data["bountydata"] = bountyinfo
+ return data
+
+/datum/computer_file/program/bounty/ui_act(action,params)
+ if(..())
+ return
+ switch(action)
+ if("ClaimBounty")
+ var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
+ if(cashmoney)
+ cashmoney.claim()
+ return TRUE
+ if("Print")
+ if(printer_ready < world.time)
+ printer_ready = world.time + PRINTER_TIMEOUT
+ print_paper()
+ return
diff --git a/code/modules/modular_computers/file_system/programs/cargoship.dm b/code/modules/modular_computers/file_system/programs/cargoship.dm
index 39543adfa5..3ba08a3719 100644
--- a/code/modules/modular_computers/file_system/programs/cargoship.dm
+++ b/code/modules/modular_computers/file_system/programs/cargoship.dm
@@ -6,11 +6,9 @@
network_destination = "ship scanner"
size = 6
tgui_id = "NtosShipping"
- ui_x = 450
- ui_y = 350
///Account used for creating barcodes.
var/datum/bank_account/payments_acc
- ///The amount which the tagger will recieve for the sale.
+ ///The amount which the tagger will receive for the sale.
var/percent_cut = 20
/datum/computer_file/program/shipping/ui_data(mob/user)
diff --git a/code/modules/modular_computers/file_system/programs/configurator.dm b/code/modules/modular_computers/file_system/programs/configurator.dm
index 76da58ea11..fae06544d5 100644
--- a/code/modules/modular_computers/file_system/programs/configurator.dm
+++ b/code/modules/modular_computers/file_system/programs/configurator.dm
@@ -10,8 +10,6 @@
unsendable = 1
undeletable = 1
size = 4
- ui_x = 420
- ui_y = 630
available_on_ntnet = 0
requires_ntnet = 0
tgui_id = "NtosConfiguration"
diff --git a/code/modules/modular_computers/file_system/programs/crewmanifest.dm b/code/modules/modular_computers/file_system/programs/crewmanifest.dm
index 662c867a39..a1503ce3a8 100644
--- a/code/modules/modular_computers/file_system/programs/crewmanifest.dm
+++ b/code/modules/modular_computers/file_system/programs/crewmanifest.dm
@@ -7,12 +7,10 @@
requires_ntnet = FALSE
size = 4
tgui_id = "NtosCrewManifest"
- ui_x = 400
- ui_y = 480
/datum/computer_file/program/crew_manifest/ui_static_data(mob/user)
var/list/data = list()
- data["manifest"] = GLOB.data_core.get_manifest()
+ data["manifest"] = GLOB.data_core.get_manifest_tg()
return data
/datum/computer_file/program/crew_manifest/ui_data(mob/user)
@@ -41,9 +39,9 @@
if(computer && printer) //This option should never be called if there is no printer
var/contents = {"
Crew Manifest
- [GLOB.data_core ? GLOB.data_core.get_manifest_html(0) : ""]
+ [GLOB.data_core ? GLOB.data_core.get_manifest() : ""]
"}
- if(!printer.print_text(contents,text("crew manifest ([])", station_time_timestamp())))
+ if(!printer.print_text(contents,text("crew manifest ([])", STATION_TIME_TIMESTAMP("hh:mm:ss", world.time))))
to_chat(usr, "Hardware error: Printer was unable to print the file. It may be out of paper.")
return
else
diff --git a/code/modules/modular_computers/file_system/programs/jobmanagement.dm b/code/modules/modular_computers/file_system/programs/jobmanagement.dm
index 7b847c123e..bccc6e4dbe 100644
--- a/code/modules/modular_computers/file_system/programs/jobmanagement.dm
+++ b/code/modules/modular_computers/file_system/programs/jobmanagement.dm
@@ -7,8 +7,6 @@
requires_ntnet = 0
size = 4
tgui_id = "NtosJobManager"
- ui_x = 400
- ui_y = 620
var/change_position_cooldown = 30
//Jobs you cannot open new positions for
diff --git a/code/modules/modular_computers/file_system/programs/ntdownloader.dm b/code/modules/modular_computers/file_system/programs/ntdownloader.dm
index 352f13f305..6401d6207f 100644
--- a/code/modules/modular_computers/file_system/programs/ntdownloader.dm
+++ b/code/modules/modular_computers/file_system/programs/ntdownloader.dm
@@ -11,8 +11,6 @@
available_on_ntnet = 0
ui_header = "downloader_finished.gif"
tgui_id = "NtosNetDownloader"
- ui_x = 480
- ui_y = 735
var/datum/computer_file/program/downloaded_file = null
var/hacked_download = 0
@@ -20,6 +18,21 @@
var/download_netspeed = 0
var/downloaderror = ""
var/obj/item/modular_computer/my_computer = null
+ var/emagged = FALSE
+ var/list/main_repo
+ var/list/antag_repo
+
+/datum/computer_file/program/ntnetdownload/run_program()
+ . = ..()
+ main_repo = SSnetworks.station_network.available_station_software
+ antag_repo = SSnetworks.station_network.available_antag_software
+
+/datum/computer_file/program/ntnetdownload/run_emag()
+ if(emagged)
+ return FALSE
+ emagged = TRUE
+ return TRUE
+
/datum/computer_file/program/ntnetdownload/proc/begin_file_download(filename)
if(downloaded_file)
@@ -30,8 +43,8 @@
if(!PRG || !istype(PRG))
return 0
- // Attempting to download antag only program, but without having emagged computer. No.
- if(PRG.available_on_syndinet && !(computer.obj_flags & EMAGGED))
+ // Attempting to download antag only program, but without having emagged/syndicate computer. No.
+ if(PRG.available_on_syndinet && !emagged)
return 0
var/obj/item/computer_hardware/hard_drive/hard_drive = computer.all_components[MC_HDD]
@@ -41,10 +54,10 @@
ui_header = "downloader_running.gif"
- if(PRG in SSnetworks.station_network.available_station_software)
+ if(PRG in main_repo)
generate_network_log("Began downloading file [PRG.filename].[PRG.filetype] from NTNet Software Repository.")
hacked_download = 0
- else if(PRG in SSnetworks.station_network.available_antag_software)
+ else if(PRG in antag_repo)
generate_network_log("Began downloading file **ENCRYPTED**.[PRG.filetype] from unspecified server.")
hacked_download = 1
else
@@ -130,7 +143,7 @@
data["disk_size"] = hard_drive.max_capacity
data["disk_used"] = hard_drive.used_capacity
var/list/all_entries[0]
- for(var/A in SSnetworks.station_network.available_station_software)
+ for(var/A in main_repo)
var/datum/computer_file/program/P = A
// Only those programs our user can run will show in the list
if(!P.can_run(user,transfer = 1) || hard_drive.find_file_by_name(P.filename))
@@ -143,9 +156,9 @@
"size" = P.size,
)))
data["hackedavailable"] = FALSE
- if(computer.obj_flags & EMAGGED) // If we are running on emagged computer we have access to some "bonus" software
+ if(emagged) // If we are running on emagged computer we have access to some "bonus" software
var/list/hacked_programs[0]
- for(var/S in SSnetworks.station_network.available_antag_software)
+ for(var/S in antag_repo)
var/datum/computer_file/program/P = S
if(hard_drive.find_file_by_name(P.filename))
continue
@@ -172,3 +185,24 @@
/datum/computer_file/program/ntnetdownload/kill_program(forced)
abort_file_download()
return ..(forced)
+
+////////////////////////
+//Syndicate Downloader//
+////////////////////////
+
+/// This app only lists programs normally found in the emagged section of the normal downloader app
+
+/datum/computer_file/program/ntnetdownload/syndicate
+ filename = "syndownloader"
+ filedesc = "Software Download Tool"
+ program_icon_state = "generic"
+ extended_desc = "This program allows downloads of software from shared Syndicate repositories"
+ requires_ntnet = 0
+ ui_header = "downloader_finished.gif"
+ tgui_id = "NtosNetDownloader"
+ emagged = TRUE
+
+/datum/computer_file/program/ntnetdownload/syndicate/run_program()
+ . = ..()
+ main_repo = SSnetworks.station_network.available_antag_software
+ antag_repo = null
diff --git a/code/modules/modular_computers/file_system/programs/ntnrc_client.dm b/code/modules/modular_computers/file_system/programs/ntnrc_client.dm
index 4ae5bd326b..df9b02d8ec 100644
--- a/code/modules/modular_computers/file_system/programs/ntnrc_client.dm
+++ b/code/modules/modular_computers/file_system/programs/ntnrc_client.dm
@@ -10,9 +10,6 @@
ui_header = "ntnrc_idle.gif"
available_on_ntnet = 1
tgui_id = "NtosNetChat"
- ui_x = 900
- ui_y = 675
-
var/last_message // Used to generate the toolbar icon
var/username
var/active_channel
diff --git a/code/modules/modular_computers/file_system/programs/nttransfer.dm b/code/modules/modular_computers/file_system/programs/nttransfer.dm
deleted file mode 100644
index 698e557941..0000000000
--- a/code/modules/modular_computers/file_system/programs/nttransfer.dm
+++ /dev/null
@@ -1,183 +0,0 @@
-/datum/computer_file/program/nttransfer
- filename = "nttransfer"
- filedesc = "P2P Transfer Client"
- extended_desc = "This program allows for simple file transfer via direct peer to peer connection."
- program_icon_state = "comm_logs"
- size = 7
- requires_ntnet = 1
- requires_ntnet_feature = NTNET_PEERTOPEER
- network_destination = "other device via P2P tunnel"
- available_on_ntnet = 1
- tgui_id = "ntos_net_transfer"
-
- var/error = "" // Error screen
- var/server_password = "" // Optional password to download the file.
- var/datum/computer_file/provided_file = null // File which is provided to clients.
- var/datum/computer_file/downloaded_file = null // File which is being downloaded
- var/list/connected_clients = list() // List of connected clients.
- var/datum/computer_file/program/nttransfer/remote // Client var, specifies who are we downloading from.
- var/download_completion = 0 // Download progress in GQ
- var/download_netspeed = 0 // Our connectivity speed in GQ/s
- var/actual_netspeed = 0 // Displayed in the UI, this is the actual transfer speed.
- var/unique_token // UID of this program
- var/upload_menu = 0 // Whether we show the program list and upload menu
- var/static/nttransfer_uid = 0
-
-/datum/computer_file/program/nttransfer/New()
- unique_token = nttransfer_uid++
- ..()
-
-/datum/computer_file/program/nttransfer/process_tick()
- // Server mode
- update_netspeed()
- if(provided_file)
- for(var/datum/computer_file/program/nttransfer/C in connected_clients)
- // Transfer speed is limited by device which uses slower connectivity.
- // We can have multiple clients downloading at same time, but let's assume we use some sort of multicast transfer
- // so they can all run on same speed.
- C.actual_netspeed = min(C.download_netspeed, download_netspeed)
- C.download_completion += C.actual_netspeed
- if(C.download_completion >= provided_file.size)
- C.finish_download()
- else if(downloaded_file) // Client mode
- if(!remote)
- crash_download("Connection to remote server lost")
-
-/datum/computer_file/program/nttransfer/kill_program(forced = FALSE)
- if(downloaded_file) // Client mode, clean up variables for next use
- finalize_download()
-
- if(provided_file) // Server mode, disconnect all clients
- for(var/datum/computer_file/program/nttransfer/P in connected_clients)
- P.crash_download("Connection terminated by remote server")
- downloaded_file = null
- ..(forced)
-
-/datum/computer_file/program/nttransfer/proc/update_netspeed()
- download_netspeed = 0
- switch(ntnet_status)
- if(1)
- download_netspeed = NTNETSPEED_LOWSIGNAL
- if(2)
- download_netspeed = NTNETSPEED_HIGHSIGNAL
- if(3)
- download_netspeed = NTNETSPEED_ETHERNET
-
-// Finishes download and attempts to store the file on HDD
-/datum/computer_file/program/nttransfer/proc/finish_download()
- var/obj/item/computer_hardware/hard_drive/hard_drive = computer.all_components[MC_HDD]
- if(!computer || !hard_drive || !hard_drive.store_file(downloaded_file))
- error = "I/O Error: Unable to save file. Check your hard drive and try again."
- finalize_download()
-
-// Crashes the download and displays specific error message
-/datum/computer_file/program/nttransfer/proc/crash_download(var/message)
- error = message ? message : "An unknown error has occurred during download"
- finalize_download()
-
-// Cleans up variables for next use
-/datum/computer_file/program/nttransfer/proc/finalize_download()
- if(remote)
- remote.connected_clients.Remove(src)
- downloaded_file = null
- remote = null
- download_completion = 0
-
-/datum/computer_file/program/nttransfer/ui_act(action, params)
- if(..())
- return 1
- switch(action)
- if("PRG_downloadfile")
- for(var/datum/computer_file/program/nttransfer/P in SSnetworks.station_network.fileservers)
- if("[P.unique_token]" == params["id"])
- remote = P
- break
- if(!remote || !remote.provided_file)
- return
- if(remote.server_password)
- var/pass = reject_bad_text(input(usr, "Code 401 Unauthorized. Please enter password:", "Password required"))
- if(pass != remote.server_password)
- error = "Incorrect Password"
- return
- downloaded_file = remote.provided_file.clone()
- remote.connected_clients.Add(src)
- return 1
- if("PRG_reset")
- error = ""
- upload_menu = 0
- finalize_download()
- if(src in SSnetworks.station_network.fileservers)
- SSnetworks.station_network.fileservers.Remove(src)
- for(var/datum/computer_file/program/nttransfer/T in connected_clients)
- T.crash_download("Remote server has forcibly closed the connection")
- provided_file = null
- return 1
- if("PRG_setpassword")
- var/pass = reject_bad_text(input(usr, "Enter new server password. Leave blank to cancel, input 'none' to disable password.", "Server security", "none"))
- if(!pass)
- return
- if(pass == "none")
- server_password = ""
- return
- server_password = pass
- return 1
- if("PRG_uploadfile")
- var/obj/item/computer_hardware/hard_drive/hard_drive = computer.all_components[MC_HDD]
- for(var/datum/computer_file/F in hard_drive.stored_files)
- if("[F.uid]" == params["id"])
- if(F.unsendable)
- error = "I/O Error: File locked."
- return
- if(istype(F, /datum/computer_file/program))
- var/datum/computer_file/program/P = F
- if(!P.can_run(usr,transfer = 1))
- error = "Access Error: Insufficient rights to upload file."
- provided_file = F
- SSnetworks.station_network.fileservers.Add(src)
- return
- error = "I/O Error: Unable to locate file on hard drive."
- return 1
- if("PRG_uploadmenu")
- upload_menu = 1
-
-
-/datum/computer_file/program/nttransfer/ui_data(mob/user)
-
- var/list/data = get_header_data()
-
- if(error)
- data["error"] = error
- else if(downloaded_file)
- data["downloading"] = 1
- data["download_size"] = downloaded_file.size
- data["download_progress"] = download_completion
- data["download_netspeed"] = actual_netspeed
- data["download_name"] = "[downloaded_file.filename].[downloaded_file.filetype]"
- else if (provided_file)
- data["uploading"] = 1
- data["upload_uid"] = unique_token
- data["upload_clients"] = connected_clients.len
- data["upload_haspassword"] = server_password ? 1 : 0
- data["upload_filename"] = "[provided_file.filename].[provided_file.filetype]"
- else if (upload_menu)
- var/list/all_files[0]
- var/obj/item/computer_hardware/hard_drive/hard_drive = computer.all_components[MC_HDD]
- for(var/datum/computer_file/F in hard_drive.stored_files)
- all_files.Add(list(list(
- "uid" = F.uid,
- "filename" = "[F.filename].[F.filetype]",
- "size" = F.size
- )))
- data["upload_filelist"] = all_files
- else
- var/list/all_servers[0]
- for(var/datum/computer_file/program/nttransfer/P in SSnetworks.station_network.fileservers)
- all_servers.Add(list(list(
- "uid" = P.unique_token,
- "filename" = "[P.provided_file.filename].[P.provided_file.filetype]",
- "size" = P.provided_file.size,
- "haspassword" = P.server_password ? 1 : 0
- )))
- data["servers"] = all_servers
-
- return data
\ No newline at end of file
diff --git a/code/modules/modular_computers/file_system/programs/powermonitor.dm b/code/modules/modular_computers/file_system/programs/powermonitor.dm
index d2d57b1447..bd11474858 100644
--- a/code/modules/modular_computers/file_system/programs/powermonitor.dm
+++ b/code/modules/modular_computers/file_system/programs/powermonitor.dm
@@ -12,8 +12,6 @@
network_destination = "power monitoring system"
size = 9
tgui_id = "NtosPowerMonitor"
- ui_x = 550
- ui_y = 700
var/has_alert = 0
var/obj/structure/cable/attached_wire
diff --git a/code/modules/modular_computers/file_system/programs/radar.dm b/code/modules/modular_computers/file_system/programs/radar.dm
index 7a6e80267c..9b0e09ef99 100644
--- a/code/modules/modular_computers/file_system/programs/radar.dm
+++ b/code/modules/modular_computers/file_system/programs/radar.dm
@@ -2,31 +2,49 @@
filename = "genericfinder"
filedesc = "debug_finder"
ui_header = "borg_mon.gif" //DEBUG -- new icon before PR
- program_icon_state = "generic"
- extended_desc = "generic"
+ program_icon_state = "radarntos"
requires_ntnet = TRUE
transfer_access = null
available_on_ntnet = FALSE
+ usage_flags = PROGRAM_LAPTOP | PROGRAM_TABLET
network_destination = "tracking program"
size = 5
tgui_id = "NtosRadar"
- ui_x = 800
- ui_y = 600
- special_assets = list(
- /datum/asset/simple/radar_assets,
- )
///List of trackable entities. Updated by the scan() proc.
var/list/objects
///Ref of the last trackable object selected by the user in the tgui window. Updated in the ui_act() proc.
var/atom/selected
///Used to store when the next scan is available. Updated by the scan() proc.
var/next_scan = 0
+ ///Used to keep track of the last value program_icon_state was set to, to prevent constant unnecessary update_icon() calls
+ var/last_icon_state = ""
+ ///Used by the tgui interface, themed NT or Syndicate.
+ var/arrowstyle = "ntosradarpointer.png"
+ ///Used by the tgui interface, themed for NT or Syndicate colors.
+ var/pointercolor = "green"
+
+/datum/computer_file/program/radar/run_program(mob/living/user)
+ . = ..()
+ if(.)
+ START_PROCESSING(SSfastprocess, src)
+ return
+ return FALSE
/datum/computer_file/program/radar/kill_program(forced = FALSE)
objects = list()
selected = null
+ STOP_PROCESSING(SSfastprocess, src)
return ..()
+/datum/computer_file/program/radar/Destroy()
+ STOP_PROCESSING(SSfastprocess, src)
+ return ..()
+
+/datum/computer_file/program/radar/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/simple/radar_assets),
+ )
+
/datum/computer_file/program/radar/ui_data(mob/user)
var/list/data = get_header_data()
data["selected"] = selected
@@ -65,7 +83,37 @@
*
*/
/datum/computer_file/program/radar/proc/track()
- return
+ var/atom/movable/signal = find_atom()
+ if(!trackable(signal))
+ return
+
+ var/turf/here_turf = (get_turf(computer))
+ var/turf/target_turf = (get_turf(signal))
+ var/userot = FALSE
+ var/rot = 0
+ var/pointer="crosshairs"
+ var/locx = (target_turf.x - here_turf.x) + 24
+ var/locy = (here_turf.y - target_turf.y) + 24
+
+ if(get_dist_euclidian(here_turf, target_turf) > 24)
+ userot = TRUE
+ rot = round(Get_Angle(here_turf, target_turf))
+ else
+ if(target_turf.z > here_turf.z)
+ pointer="caret-up"
+ else if(target_turf.z < here_turf.z)
+ pointer="caret-down"
+
+ var/list/trackinfo = list(
+ "locx" = locx,
+ "locy" = locy,
+ "userot" = userot,
+ "rot" = rot,
+ "arrowstyle" = arrowstyle,
+ "color" = pointercolor,
+ "pointer" = pointer,
+ )
+ return trackinfo
/**
*
@@ -77,10 +125,12 @@
**arg1 is the atom being evaluated.
*/
/datum/computer_file/program/radar/proc/trackable(atom/movable/signal)
- if(!signal)
+ if(!signal || !computer)
return FALSE
var/turf/here = get_turf(computer)
var/turf/there = get_turf(signal)
+ if(!here || !there)
+ return FALSE //I was still getting a runtime even after the above check while scanning, so fuck it
return (there.z == here.z) || (is_station_level(here.z) && is_station_level(there.z))
/**
@@ -98,6 +148,59 @@
/datum/computer_file/program/radar/proc/scan()
return
+/**
+ *
+ *Finds the atom in the appropriate list that the `selected` var indicates
+ *
+ *The `selected` var holds a REF, which is a string. A mob REF may be
+ *something like "mob_209". In order to find the actual atom, we need
+ *to search the appropriate list for the REF string. This is dependant
+ *on the program (Lifeline uses GLOB.human_list, while Fission360 uses
+ *GLOB.poi_list), but the result will be the same; evaluate the string and
+ *return an atom reference.
+*/
+/datum/computer_file/program/radar/proc/find_atom()
+ return
+
+//We use SSfastprocess for the program icon state because it runs faster than process_tick() does.
+/datum/computer_file/program/radar/process()
+ if(computer.active_program != src)
+ STOP_PROCESSING(SSfastprocess, src) //We're not the active program, it's time to stop.
+ return
+ if(!selected)
+ return
+
+ var/atom/movable/signal = find_atom()
+ if(!trackable(signal))
+ program_icon_state = "[initial(program_icon_state)]lost"
+ if(last_icon_state != program_icon_state)
+ computer.update_icon()
+ last_icon_state = program_icon_state
+ return
+
+ var/here_turf = get_turf(computer)
+ var/target_turf = get_turf(signal)
+ var/trackdistance = get_dist_euclidian(here_turf, target_turf)
+ switch(trackdistance)
+ if(0)
+ program_icon_state = "[initial(program_icon_state)]direct"
+ if(1 to 12)
+ program_icon_state = "[initial(program_icon_state)]close"
+ if(13 to 24)
+ program_icon_state = "[initial(program_icon_state)]medium"
+ if(25 to INFINITY)
+ program_icon_state = "[initial(program_icon_state)]far"
+
+ if(last_icon_state != program_icon_state)
+ computer.update_icon()
+ last_icon_state = program_icon_state
+ computer.setDir(get_dir(here_turf, target_turf))
+
+//We can use process_tick to restart fast processing, since the computer will be running this constantly either way.
+/datum/computer_file/program/radar/process_tick()
+ if(computer.active_program == src)
+ START_PROCESSING(SSfastprocess, src)
+
///////////////////
//Suit Sensor App//
///////////////////
@@ -106,44 +209,13 @@
/datum/computer_file/program/radar/lifeline
filename = "Lifeline"
filedesc = "Lifeline"
- program_icon_state = "generic"
extended_desc = "This program allows for tracking of crew members via their suit sensors."
requires_ntnet = TRUE
transfer_access = ACCESS_MEDICAL
available_on_ntnet = TRUE
-/datum/computer_file/program/radar/lifeline/track()
- var/mob/living/carbon/human/humanoid = locate(selected) in GLOB.human_list
- if(!istype(humanoid) || !trackable(humanoid))
- return
-
- var/turf/here_turf = (get_turf(computer))
- var/turf/target_turf = (get_turf(humanoid))
- var/userot = FALSE
- var/rot = 0
- var/pointer="crosshairs"
- var/locx = (target_turf.x - here_turf.x)
- var/locy = (here_turf.y - target_turf.y)
- if(get_dist_euclidian(here_turf, target_turf) > 24) //If they're too far away, we need the angle for the arrow along the edge of the radar display
- userot = TRUE
- rot = round(Get_Angle(here_turf, target_turf))
- else
- locx = locx + 24
- locy = locy + 24
- if(target_turf.z > here_turf.z)
- pointer="caret-up"
- else if(target_turf.z < here_turf.z)
- pointer="caret-down"
- var/list/trackinfo = list(
- locx = locx,
- locy = locy,
- userot = userot,
- rot = rot,
- arrowstyle = "ntosradarpointer.png", //For the rotation arrow, it's stupid I know
- color = "green",
- pointer = pointer,
- )
- return trackinfo
+/datum/computer_file/program/radar/lifeline/find_atom()
+ return locate(selected) in GLOB.human_list
/datum/computer_file/program/radar/lifeline/scan()
if(world.time < next_scan)
@@ -184,46 +256,18 @@
/datum/computer_file/program/radar/fission360
filename = "Fission360"
filedesc = "Fission360"
- program_icon_state = "generic"
+ program_icon_state = "radarsyndicate"
extended_desc = "This program allows for tracking of nuclear authorization disks and warheads."
requires_ntnet = FALSE
transfer_access = null
available_on_ntnet = FALSE
available_on_syndinet = TRUE
tgui_id = "NtosRadarSyndicate"
+ arrowstyle = "ntosradarpointerS.png"
+ pointercolor = "red"
-/datum/computer_file/program/radar/fission360/track()
- var/obj/nuke = locate(selected) in GLOB.poi_list
- if(!trackable(nuke))
- return
-
- var/turf/here_turf = (get_turf(computer))
- var/turf/target_turf = (get_turf(nuke))
- var/userot = FALSE
- var/rot = 0
- var/pointer="crosshairs"
- var/locx = (target_turf.x - here_turf.x)
- var/locy = (here_turf.y - target_turf.y)
- if(get_dist_euclidian(here_turf, target_turf) > 24) //If they're too far away, we need the angle for the arrow along the edge of the radar display
- userot = TRUE
- rot = round(Get_Angle(here_turf, target_turf))
- else
- locx = locx + 24
- locy = locy + 24
- if(target_turf.z > here_turf.z)
- pointer="caret-up"
- else if(target_turf.z < here_turf.z)
- pointer="caret-down"
- var/list/trackinfo = list(
- locx = locx,
- locy = locy,
- userot = userot,
- rot = rot,
- arrowstyle = "ntosradarpointerS.png",
- color = "red",
- pointer = pointer,
- )
- return trackinfo
+/datum/computer_file/program/radar/fission360/find_atom()
+ return locate(selected) in GLOB.poi_list
/datum/computer_file/program/radar/fission360/scan()
if(world.time < next_scan)
diff --git a/code/modules/modular_computers/file_system/programs/robocontrol.dm b/code/modules/modular_computers/file_system/programs/robocontrol.dm
index 910f923327..8644ce09b4 100644
--- a/code/modules/modular_computers/file_system/programs/robocontrol.dm
+++ b/code/modules/modular_computers/file_system/programs/robocontrol.dm
@@ -9,8 +9,6 @@
network_destination = "robotics control network"
size = 12
tgui_id = "NtosRoboControl"
- ui_x = 550
- ui_y = 550
///Number of simple robots on-station.
var/botcount = 0
///Used to find the location of the user for the purposes of summoning robots.
diff --git a/code/modules/modular_computers/file_system/programs/sm_monitor.dm b/code/modules/modular_computers/file_system/programs/sm_monitor.dm
index 0a675a7abc..32ad102871 100644
--- a/code/modules/modular_computers/file_system/programs/sm_monitor.dm
+++ b/code/modules/modular_computers/file_system/programs/sm_monitor.dm
@@ -9,8 +9,6 @@
network_destination = "supermatter monitoring system"
size = 5
tgui_id = "NtosSupermatterMonitor"
- ui_x = 600
- ui_y = 350
var/last_status = SUPERMATTER_INACTIVE
var/list/supermatters
var/obj/machinery/power/supermatter_crystal/active // Currently selected supermatter crystal.
diff --git a/code/modules/modular_computers/hardware/CPU.dm b/code/modules/modular_computers/hardware/CPU.dm
index d08d65ff8b..f13081e1f3 100644
--- a/code/modules/modular_computers/hardware/CPU.dm
+++ b/code/modules/modular_computers/hardware/CPU.dm
@@ -37,4 +37,4 @@
icon_state = "cpu_super"
w_class = WEIGHT_CLASS_TINY
power_usage = 75
- max_idle_programs = 2
\ No newline at end of file
+ max_idle_programs = 2
diff --git a/code/modules/modular_computers/hardware/_hardware.dm b/code/modules/modular_computers/hardware/_hardware.dm
index 37f3fc434e..b33442f99b 100644
--- a/code/modules/modular_computers/hardware/_hardware.dm
+++ b/code/modules/modular_computers/hardware/_hardware.dm
@@ -32,28 +32,29 @@
/obj/item/computer_hardware/attackby(obj/item/I, mob/living/user)
- // Multitool. Runs diagnostics
- if(istype(I, /obj/item/multitool))
- to_chat(user, "***** DIAGNOSTICS REPORT *****")
- diagnostics(user)
- to_chat(user, "******************************")
- return 1
-
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
if(istype(I, /obj/item/stack/cable_coil))
+ var/obj/item/stack/S = I
if(obj_integrity == max_integrity)
to_chat(user, "\The [src] doesn't seem to require repairs.")
return 1
- if(I.use_tool(src, user, 0, 1))
+ if(S.use(1))
to_chat(user, "You patch up \the [src] with a bit of \the [I].")
obj_integrity = min(obj_integrity + 10, max_integrity)
return 1
if(try_insert(I, user))
- return 1
+ return TRUE
return ..()
+/obj/item/computer_hardware/multitool_act(mob/living/user, obj/item/I)
+ ..()
+ to_chat(user, "***** DIAGNOSTICS REPORT *****")
+ diagnostics(user)
+ to_chat(user, "******************************")
+ return TRUE
+
// Called on multitool click, prints diagnostic information to the user.
/obj/item/computer_hardware/proc/diagnostics(var/mob/user)
to_chat(user, "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]")
diff --git a/code/modules/modular_computers/hardware/ai_slot.dm b/code/modules/modular_computers/hardware/ai_slot.dm
index 8428467a87..0ad157afcb 100644
--- a/code/modules/modular_computers/hardware/ai_slot.dm
+++ b/code/modules/modular_computers/hardware/ai_slot.dm
@@ -9,6 +9,10 @@
var/obj/item/aicard/stored_card = null
var/locked = FALSE
+/obj/item/computer_hardware/ai_slot/handle_atom_del(atom/A)
+ if(A == stored_card)
+ try_eject(0, null, TRUE)
+ . = ..()
/obj/item/computer_hardware/ai_slot/examine(mob/user)
. = ..()
@@ -41,13 +45,6 @@
/obj/item/computer_hardware/ai_slot/try_eject(slot=0,mob/living/user = null,forced = 0)
- if (get_dist(src,user) > 1)
- if (iscarbon(user))
- var/mob/living/carbon/H = user
- if (!(H.dna && H.dna.check_mutation(TK) && tkMaxRangeCheck(src,H)))
- return FALSE
- else
- return FALSE
if(!stored_card)
to_chat(user, "There is no card in \the [src].")
return FALSE
@@ -57,19 +54,21 @@
return FALSE
if(stored_card)
- stored_card.forceMove(get_turf(src))
+ to_chat(user, "You remove [stored_card] from [src].")
locked = FALSE
- stored_card.verb_pickup()
+ if(user)
+ user.put_in_hands(stored_card)
+ else
+ stored_card.forceMove(drop_location())
stored_card = null
- to_chat(user, "You remove the card from \the [src].")
return TRUE
return FALSE
/obj/item/computer_hardware/ai_slot/attackby(obj/item/I, mob/living/user)
if(..())
return
- if(istype(I, /obj/item/screwdriver))
+ if(I.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, "You press down on the manual eject button with \the [I].")
try_eject(,user,1)
- return
\ No newline at end of file
+ return
diff --git a/code/modules/modular_computers/hardware/battery_module.dm b/code/modules/modular_computers/hardware/battery_module.dm
index e03427cc9c..6e3193abfd 100644
--- a/code/modules/modular_computers/hardware/battery_module.dm
+++ b/code/modules/modular_computers/hardware/battery_module.dm
@@ -7,6 +7,9 @@
var/obj/item/stock_parts/cell/battery = null
device_type = MC_CELL
+/obj/item/computer_hardware/battery/get_cell()
+ return battery
+
/obj/item/computer_hardware/battery/New(loc, battery_type = null)
if(battery_type)
battery = new battery_type(src)
@@ -16,6 +19,11 @@
. = ..()
QDEL_NULL(battery)
+/obj/item/computer_hardware/battery/handle_atom_del(atom/A)
+ if(A == battery)
+ try_eject(0, null, TRUE)
+ . = ..()
+
/obj/item/computer_hardware/battery/try_insert(obj/item/I, mob/living/user = null)
if(!holder)
return FALSE
@@ -45,7 +53,10 @@
to_chat(user, "There is no power cell connected to \the [src].")
return FALSE
else
- battery.forceMove(get_turf(src))
+ if(user)
+ user.put_in_hands(battery)
+ else
+ battery.forceMove(drop_location())
to_chat(user, "You detach \the [battery] from \the [src].")
battery = null
diff --git a/code/modules/modular_computers/hardware/card_slot.dm b/code/modules/modular_computers/hardware/card_slot.dm
index e4bc45dbc5..18b423a42e 100644
--- a/code/modules/modular_computers/hardware/card_slot.dm
+++ b/code/modules/modular_computers/hardware/card_slot.dm
@@ -9,6 +9,13 @@
var/obj/item/card/id/stored_card = null
var/obj/item/card/id/stored_card2 = null
+/obj/item/computer_hardware/card_slot/handle_atom_del(atom/A)
+ if(A == stored_card)
+ try_eject(1, null, TRUE)
+ if(A == stored_card2)
+ try_eject(2, null, TRUE)
+ . = ..()
+
/obj/item/computer_hardware/card_slot/Destroy()
try_eject()
return ..()
@@ -67,19 +74,15 @@
else
stored_card2 = I
to_chat(user, "You insert \the [I] into \the [src].")
- playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
+ playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
+ if(ishuman(user))
+ var/mob/living/carbon/human/H = user
+ H.sec_hud_set_ID()
return TRUE
/obj/item/computer_hardware/card_slot/try_eject(slot=0, mob/living/user = null, forced = 0)
- if (get_dist(src,user) > 1)
- if (iscarbon(user))
- var/mob/living/carbon/H = user
- if (!(H.dna && H.dna.check_mutation(TK) && tkMaxRangeCheck(src,H)))
- return FALSE
- else
- return FALSE
if(!stored_card && !stored_card2)
to_chat(user, "There are no cards in \the [src].")
return FALSE
@@ -89,7 +92,7 @@
if(user)
user.put_in_hands(stored_card)
else
- stored_card.forceMove(get_turf(src))
+ stored_card.forceMove(drop_location())
stored_card = null
ejected++
@@ -97,7 +100,7 @@
if(user)
user.put_in_hands(stored_card2)
else
- stored_card2.forceMove(get_turf(src))
+ stored_card2.forceMove(drop_location())
stored_card2 = null
ejected++
@@ -109,16 +112,18 @@
for(var/I in holder.idle_threads)
var/datum/computer_file/program/P = I
P.event_idremoved(1, slot)
-
+ if(ishuman(user))
+ var/mob/living/carbon/human/H = user
+ H.sec_hud_set_ID()
to_chat(user, "You remove the card[ejected>1 ? "s" : ""] from \the [src].")
- playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
+ playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
return TRUE
return FALSE
/obj/item/computer_hardware/card_slot/attackby(obj/item/I, mob/living/user)
if(..())
return
- if(istype(I, /obj/item/screwdriver))
+ if(I.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, "You press down on the manual eject button with \the [I].")
try_eject(0,user)
return
diff --git a/code/modules/modular_computers/hardware/hard_drive.dm b/code/modules/modular_computers/hardware/hard_drive.dm
index e27eaa53ae..b8b9624388 100644
--- a/code/modules/modular_computers/hardware/hard_drive.dm
+++ b/code/modules/modular_computers/hardware/hard_drive.dm
@@ -157,18 +157,30 @@
max_capacity = 64
icon_state = "ssd_mini"
w_class = WEIGHT_CLASS_TINY
- custom_price = PRICE_ABOVE_NORMAL
+ custom_price = 150
-/obj/item/computer_hardware/hard_drive/small/syndicate // Syndicate variant - very slight better
+// Syndicate variant - very slight better
+/obj/item/computer_hardware/hard_drive/small/syndicate
desc = "An efficient SSD for portable devices developed by a rival organisation."
power_usage = 8
max_capacity = 70
var/datum/antagonist/traitor/traitor_data // Syndicate hard drive has the user's data baked directly into it on creation
+/// For tablets given to nuke ops
+/obj/item/computer_hardware/hard_drive/small/nukeops
+ power_usage = 8
+ max_capacity = 70
+
+/obj/item/computer_hardware/hard_drive/small/nukeops/install_default_programs()
+ store_file(new/datum/computer_file/program/computerconfig(src))
+ store_file(new/datum/computer_file/program/ntnetdownload/syndicate(src)) // Syndicate version; automatic access to syndicate apps and no NT apps
+ store_file(new/datum/computer_file/program/filemanager(src))
+ store_file(new/datum/computer_file/program/radar/fission360(src)) //I am legitimately afraid if I don't do this, Ops players will think they just don't get a pinpointer anymore.
+
/obj/item/computer_hardware/hard_drive/micro
name = "micro solid state drive"
desc = "A highly efficient SSD chip for portable devices."
power_usage = 2
max_capacity = 32
icon_state = "ssd_micro"
- w_class = WEIGHT_CLASS_TINY
\ No newline at end of file
+ w_class = WEIGHT_CLASS_TINY
diff --git a/code/modules/modular_computers/hardware/printer.dm b/code/modules/modular_computers/hardware/printer.dm
index 36c666e5d6..ebe40c1922 100644
--- a/code/modules/modular_computers/hardware/printer.dm
+++ b/code/modules/modular_computers/hardware/printer.dm
@@ -10,14 +10,14 @@
/obj/item/computer_hardware/printer/diagnostics(mob/living/user)
..()
- to_chat(user, "Paper level: [stored_paper]/[max_paper].")
+ to_chat(user, "Paper level: [stored_paper]/[max_paper].")
/obj/item/computer_hardware/printer/examine(mob/user)
. = ..()
. += "Paper level: [stored_paper]/[max_paper]."
-/obj/item/computer_hardware/printer/proc/print_text(var/text_to_print, var/paper_title = "")
+/obj/item/computer_hardware/printer/proc/print_text(text_to_print, paper_title = "")
if(!stored_paper)
return FALSE
if(!check_functionality())
@@ -27,11 +27,12 @@
// Damaged printer causes the resulting paper to be somewhat harder to read.
if(damage > damage_malfunction)
- P.setText(stars(text_to_print, 100-malfunction_probability))
+ P.info = stars(text_to_print, 100-malfunction_probability)
else
- P.setText(text_to_print)
+ P.info = text_to_print
if(paper_title)
P.name = paper_title
+ P.update_icon()
stored_paper--
P = null
return TRUE
diff --git a/code/modules/modular_computers/laptop_vendor.dm b/code/modules/modular_computers/laptop_vendor.dm
index ee9def4191..a8d30bad21 100644
--- a/code/modules/modular_computers/laptop_vendor.dm
+++ b/code/modules/modular_computers/laptop_vendor.dm
@@ -27,9 +27,6 @@
var/dev_printer = 0 // 0: None, 1: Standard
var/dev_card = 0 // 0: None, 1: Standard
- ui_x = 500
- ui_y = 400
-
// Removes all traces of old order and allows you to begin configuration from scratch.
/obj/machinery/lapvend/proc/reset_order()
state = 0
@@ -224,15 +221,15 @@
return TRUE
return FALSE
-/obj/machinery/lapvend/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
+/obj/machinery/lapvend/ui_interact(mob/user, datum/tgui/ui)
if(stat & (BROKEN | NOPOWER | MAINT))
if(ui)
ui.close()
return FALSE
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
- ui = new(user, src, ui_key, "ComputerFabricator", "Personal Computer Vendor", ui_x, ui_y, state = state)
+ ui = new(user, src, "ComputerFabricator")
ui.open()
/obj/machinery/lapvend/attackby(obj/item/I, mob/user)
@@ -241,7 +238,7 @@
if(!user.temporarilyRemoveItemFromInventory(c))
return
credits += c.value
- visible_message("[user] inserts [c.value] credits into [src].")
+ visible_message("[user] inserts [c.value] cr into [src].")
qdel(c)
return
else if(istype(I, /obj/item/holochip))
@@ -257,10 +254,10 @@
var/datum/bank_account/account = ID.registered_account
var/target_credits = total_price - credits
if(!account.adjust_money(-target_credits))
- say("Insufficient money on card to purchase!")
+ say("Insufficient credits on card to purchase!")
return
credits += target_credits
- say("[target_credits] cr has been desposited from your account.")
+ say("[target_credits] cr has been deposited from your account.")
return
return ..()
@@ -308,4 +305,4 @@
state = 3
addtimer(CALLBACK(src, .proc/reset_order), 100)
return TRUE
- return FALSE
\ No newline at end of file
+ return FALSE
diff --git a/code/modules/movespeed/modifiers/mobs.dm b/code/modules/movespeed/modifiers/mobs.dm
index a2176ca95e..d17767bb1f 100644
--- a/code/modules/movespeed/modifiers/mobs.dm
+++ b/code/modules/movespeed/modifiers/mobs.dm
@@ -78,9 +78,6 @@
blacklisted_movetypes = FLOATING
variable = TRUE
-/datum/movespeed_modifier/shove
- multiplicative_slowdown = SHOVE_SLOWDOWN_STRENGTH
-
/datum/movespeed_modifier/human_carry
variable = TRUE
diff --git a/code/modules/newscaster/ghostread.dm b/code/modules/newscaster/ghostread.dm
index 77cb1a03c8..ff51f5268c 100644
--- a/code/modules/newscaster/ghostread.dm
+++ b/code/modules/newscaster/ghostread.dm
@@ -3,7 +3,7 @@
set desc = "Open a list of available news channels"
set category = "Ghost"
- var/datum/browser/B = new(src, "ghost_news_list", "Chanenl List", 450, 600)
+ var/datum/browser/B = new(src, "ghost_news_list", "Channel List", 450, 600)
B.set_content(render_news_channel_list())
B.open()
diff --git a/code/modules/ninja/energy_katana.dm b/code/modules/ninja/energy_katana.dm
index e6d53d914f..00cfa94893 100644
--- a/code/modules/ninja/energy_katana.dm
+++ b/code/modules/ninja/energy_katana.dm
@@ -14,7 +14,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
slot_flags = ITEM_SLOT_BELT
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
max_integrity = 200
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/datum/effect_system/spark_spread/spark_system
diff --git a/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm b/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm
index 508722ecf2..57faad9493 100644
--- a/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm
+++ b/code/modules/ninja/suit/n_suit_verbs/ninja_stars.dm
@@ -14,5 +14,5 @@
/obj/item/throwing_star/ninja
name = "ninja throwing star"
- throwforce = 30
+ throwforce = 20
embedding = list("pain_mult" = 6, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15)
diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm
index 01c25b57f1..5d842ef11a 100644
--- a/code/modules/paperwork/paper.dm
+++ b/code/modules/paperwork/paper.dm
@@ -1,4 +1,4 @@
-/*
+/**
* Paper
* also scraps of paper
*
@@ -11,12 +11,11 @@
#define MODE_WRITING 1
#define MODE_STAMPING 2
-
/**
- ** This is a custom ui state. All it really does is keep track of pen
- ** being used and if they are editing it or not. This way we can keep
- ** the data with the ui rather than on the paper
- **/
+ * This is a custom ui state. All it really does is keep track of pen
+ * being used and if they are editing it or not. This way we can keep
+ * the data with the ui rather than on the paper
+ */
/datum/ui_state/default/paper_state
/// What edit mode we are in and who is
/// writing on it right now
@@ -33,7 +32,6 @@
var/stamp_name = ""
var/stamp_class = ""
-
/datum/ui_state/default/paper_state/proc/copy_from(datum/ui_state/default/paper_state/from)
switch(from.edit_mode)
if(MODE_READING)
@@ -49,12 +47,11 @@
stamp_class = from.stamp_class
stamp_name = from.stamp_name
-
/**
- ** Paper is now using markdown (like in github pull notes) for ALL rendering
- ** so we do loose a bit of functionality but we gain in easy of use of
- ** paper and getting rid of that crashing bug
- **/
+ * Paper is now using markdown (like in github pull notes) for ALL rendering
+ * so we do loose a bit of functionality but we gain in easy of use of
+ * paper and getting rid of that crashing bug
+ */
/obj/item/paper
name = "paper"
gender = NEUTER
@@ -71,6 +68,8 @@
resistance_flags = FLAMMABLE
max_integrity = 50
dog_fashion = /datum/dog_fashion/head
+ // drop_sound = 'sound/items/handling/paper_drop.ogg'
+ // pickup_sound = 'sound/items/handling/paper_pickup.ogg'
grind_results = list(/datum/reagent/cellulose = 3)
color = "white"
/// What's actually written on the paper.
@@ -89,9 +88,6 @@
var/contact_poison // Reagent ID to transfer on contact
var/contact_poison_volume = 0
- // ui stuff
- var/ui_x = 600
- var/ui_y = 800
// Ok, so WHY are we caching the ui's?
// Since we are not using autoupdate we
// need some way to update the ui's of
@@ -103,7 +99,6 @@
// people look at it
var/list/viewing_ui = list()
-
/// When the sheet can be "filled out"
/// This is an associated list
var/list/form_fields = list()
@@ -116,10 +111,10 @@
. = ..()
/**
- ** This proc copies this sheet of paper to a new
- ** sheet, Makes it nice and easy for carbon and
- ** the copyer machine
- **/
+ * This proc copies this sheet of paper to a new
+ * sheet, Makes it nice and easy for carbon and
+ * the copyer machine
+ */
/obj/item/paper/proc/copy()
var/obj/item/paper/N = new(arglist(args))
N.info = info
@@ -133,10 +128,10 @@
return N
/**
- ** This proc sets the text of the paper and updates the
- ** icons. You can modify the pen_color after if need
- ** be.
- **/
+ * This proc sets the text of the paper and updates the
+ * icons. You can modify the pen_color after if need
+ * be.
+ */
/obj/item/paper/proc/setText(text)
info = text
form_fields = null
@@ -152,30 +147,16 @@
contact_poison = null
. = ..()
-
/obj/item/paper/Initialize()
. = ..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
update_icon()
-
/obj/item/paper/update_icon_state()
if(info && show_written_words)
icon_state = "[initial(icon_state)]_words"
-/obj/item/paper/ui_base_html(html)
- /// This might change in a future PR
- var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
- . = replacetext(html, "", assets.css_tag())
-
-
-/obj/item/paper/examine_more(mob/user)
- ui_interact(user)
-
-/obj/item/paper/proc/show_content(mob/user)
- user.examinate(src)
-
/obj/item/paper/verb/rename()
set name = "Rename paper"
set category = "Object"
@@ -195,17 +176,14 @@
name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
-
/obj/item/paper/suicide_act(mob/user)
user.visible_message("[user] scratches a grid on [user.p_their()] wrist with the paper! It looks like [user.p_theyre()] trying to commit sudoku...")
return (BRUTELOSS)
-
/// ONLY USED FOR APRIL FOOLS
/obj/item/paper/proc/reset_spamflag()
spam_flag = FALSE
-
/obj/item/paper/attack_self(mob/user)
if(rigged && (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
if(!spam_flag)
@@ -214,7 +192,6 @@
addtimer(CALLBACK(src, .proc/reset_spamflag), 20)
. = ..()
-
/obj/item/paper/proc/clearpaper()
info = ""
stamps = null
@@ -222,29 +199,28 @@
cut_overlays()
update_icon_state()
-
-/obj/item/paper/examine(mob/user)
+/obj/item/paper/examine_more(mob/user)
ui_interact(user)
-
+ return list("You try to read [src]...")
/obj/item/paper/can_interact(mob/user)
if(!..())
return FALSE
- if(resistance_flags & ON_FIRE) // Are we on fire? Hard ot read if so
+ // Are we on fire? Hard ot read if so
+ if(resistance_flags & ON_FIRE)
return FALSE
- if(user.is_blind()) // Even harder to read if your blind...braile? humm
+ // Even harder to read if your blind...braile? humm
+ if(user.is_blind())
return FALSE
- return user.can_read(src) // checks if the user can read.
-
+ // checks if the user can read.
+ return user.can_read(src)
/**
- ** This creates the ui, since we are using a custom state but not much else
- ** just makes it easyer to make it. Also we make a custom ui_key as I am
- ** not sure how tgui handles many producers?
-**/
+ * This creates the ui, since we are using a custom state but not much else
+ * just makes it easyer to make it.
+ */
/obj/item/paper/proc/create_ui(mob/user, datum/ui_state/default/paper_state/state)
- ui_interact(user, "main", null, FALSE, null, state)
-
+ ui_interact(user, state = state)
/obj/item/proc/burn_paper_product_attackby_check(obj/item/I, mob/living/user, bypass_clumsy)
var/ignition_message = I.ignition_effect(src, user)
@@ -320,24 +296,27 @@
if(.)
info = "[stars(info)]"
-/obj/item/paper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/default/paper_state/state = new)
- ui_key = "main-[REF(user)]"
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/item/paper/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/simple/paper),
+ )
+
+/obj/item/paper/ui_interact(mob/user, datum/tgui/ui,
+ datum/ui_state/default/paper_state/state)
+ // Update the state
+ ui = ui || SStgui.get_open_ui(user, src)
+ if(ui && state)
+ var/datum/ui_state/default/paper_state/current_state = ui.state
+ current_state.copy_from(state)
+ // Update the UI
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
- assets.send(user)
- // The x size is because we double the width for the editor
- ui = new(user, src, ui_key, "PaperSheet", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "PaperSheet", name)
+ state = new
+ ui.set_state(state)
ui.set_autoupdate(FALSE)
viewing_ui[user] = ui
ui.open()
- else
- var/datum/ui_state/default/paper_state/last_state = ui.state
- if(last_state)
- last_state.copy_from(state)
- else
- ui.state = state
-
/obj/item/paper/ui_close(mob/user)
/// close the editing window and change the mode
@@ -347,7 +326,7 @@
// Again, we have to do this as autoupdate is off
/obj/item/paper/proc/update_all_ui()
for(var/datum/tgui/ui in viewing_ui)
- ui.update()
+ ui.process(force = TRUE)
// Again, we have to do this as autoupdate is off
/obj/item/paper/proc/close_all_ui()
@@ -383,7 +362,6 @@
return data
-
/obj/item/paper/ui_act(action, params, datum/tgui/ui, datum/ui_state/default/paper_state/state)
if(..())
return
@@ -445,21 +423,18 @@
. = TRUE
-
-/*
+/**
* Construction paper
*/
-
/obj/item/paper/construction
/obj/item/paper/construction/Initialize()
. = ..()
color = pick("FF0000", "#33cc33", "#ffb366", "#551A8B", "#ff80d5", "#4d94ff")
-/*
+/**
* Natural paper
*/
-
/obj/item/paper/natural/Initialize()
. = ..()
color = "#FFF5ED"
diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm
index 08252d4e05..91b8a6719b 100644
--- a/code/modules/paperwork/pen.dm
+++ b/code/modules/paperwork/pen.dm
@@ -28,6 +28,7 @@
var/degrees = 0
var/font = PEN_FONT
embedding = list()
+ sharpness = SHARP_POINTY
/obj/item/pen/suicide_act(mob/user)
user.visible_message("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku...")
@@ -84,7 +85,7 @@
throw_speed = 4
colour = "crimson"
custom_materials = list(/datum/material/gold = 750)
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
resistance_flags = FIRE_PROOF
unique_reskin = list("Oak" = "pen-fountain-o",
"Gold" = "pen-fountain-g",
@@ -146,7 +147,7 @@
log_game("[user] [key_name(user)] has renamed [O] to [input]")
if(penchoice == "Change description")
- var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 100)
+ var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 2048)
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
return
O.desc = input
@@ -180,7 +181,7 @@
*/
/obj/item/pen/edagger
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
var/on = FALSE
embedding = list(embed_chance = EMBED_CHANCE)
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index 1159f0a405..a70e508476 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -38,6 +38,8 @@
#define APC_CHARGING 1
#define APC_FULLY_CHARGED 2
+#define MAXIMUM_COG_REGAIN 100 //How much charge drained by an integration cog can be priority-recharged in one processing-tick
+
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire connection to power network through a terminal
@@ -94,6 +96,7 @@
var/mob/living/silicon/ai/occupier = null
var/transfer_in_progress = FALSE //Is there an AI being transferred out of us?
var/obj/item/clockwork/integration_cog/integration_cog //Is there a cog siphoning power?
+ var/cog_drained = 0 //How much of the cell's charge was drained by an integration cog, recovering this amount takes priority over the normal APC cell recharge calculations, but comes after powering Essentials.
var/longtermpower = 10
var/auto_name = 0
var/failure_timer = 0
@@ -499,6 +502,7 @@
cell.forceMove(T)
cell.update_icon()
cell = null
+ cog_drained = 0 //No more cell means no more averting celldrain
charging = APC_NOT_CHARGING
update_icon()
return
@@ -701,7 +705,7 @@
START_PROCESSING(SSfastprocess, W)
playsound(src, 'sound/machines/clockcult/steam_whoosh.ogg', 50, FALSE)
opened = APC_COVER_CLOSED
- locked = FALSE
+ locked = TRUE //Clockies get full APC access on cogged APCs, but they can't lock or unlock em unless they steal some ID to give all of them APC access, soo this is pretty much just QoL for them and makes cogs a tiny bit more stealthy
update_icon()
return
else if(panel_open && !opened && is_wire_tool(W))
@@ -834,6 +838,46 @@
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
+ if(isethereal(user))
+ var/mob/living/carbon/human/H = user
+ if(H.a_intent == INTENT_HARM)
+ if(cell.charge <= (cell.maxcharge / 2)) // if charge is under 50% you shouldnt drain it
+ to_chat(H, "The APC doesn't have much power, you probably shouldn't drain any.")
+ return
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ if(stomach.crystal_charge > 145)
+ to_chat(H, "Your charge is full!")
+ return
+ to_chat(H, "You start channeling some power through the APC into your body.")
+ if(do_after(user, 75, target = src))
+ if(cell.charge <= (cell.maxcharge / 2) || (stomach.crystal_charge > 145))
+ return
+ if(istype(stomach))
+ to_chat(H, "You receive some charge from the APC.")
+ stomach.adjust_charge(10)
+ cell.charge -= 10
+ else
+ to_chat(H, "You can't receive charge from the APC!")
+ return
+ if(H.a_intent == INTENT_GRAB)
+ if(cell.charge == cell.maxcharge)
+ to_chat(H, "The APC is full!")
+ return
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ if(stomach.crystal_charge < 10)
+ to_chat(H, "Your charge is too low!")
+ return
+ to_chat(H, "You start channeling power through your body into the APC.")
+ if(do_after(user, 75, target = src))
+ if(cell.charge == cell.maxcharge || (stomach.crystal_charge < 10))
+ return
+ if(istype(stomach))
+ to_chat(H, "You transfer some power to the APC.")
+ stomach.adjust_charge(-10)
+ cell.charge += 10
+ else
+ to_chat(H, "You can't transfer power to the APC!")
+ return
if(opened && (!issilicon(user)))
if(cell)
user.visible_message("[user] removes \the [cell] from [src]!","You remove \the [cell].")
@@ -846,26 +890,19 @@
if((stat & MAINT) && !opened) //no board; no interface
return
-/obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
-
+/obj/machinery/power/apc/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Apc", name, 480, 460, master_ui, state)
+ ui = new(user, src, "Apc", name)
ui.open()
/obj/machinery/power/apc/ui_data(mob/user)
- var/obj/item/implant/hijack/H = user.getImplant(/obj/item/implant/hijack)
- var/abilitiesavail = FALSE
- if (H && !H.stealthmode && H.toggled)
- abilitiesavail = TRUE
var/list/data = list(
"locked" = locked,
- "lock_nightshift" = nightshift_requires_auth,
"failTime" = failure_timer,
"isOperating" = operating,
"externalPower" = main_status,
- "powerCellStatus" = (cell?.percent() || null),
+ "powerCellStatus" = cell ? cell.percent() : null,
"chargeMode" = chargemode,
"chargingStatus" = charging,
"totalLoad" = DisplayPower(lastused_total),
@@ -874,10 +911,7 @@
"malfStatus" = get_malf_status(user),
"emergencyLights" = !emergency_lights,
"nightshiftLights" = nightshift_lights,
- "hijackable" = HAS_TRAIT(user,TRAIT_HIJACKER),
- "hijacker" = hijacker == user ? TRUE : FALSE,
- "drainavail" = cell && cell.percent() >= 85 && abilitiesavail,
- "lockdownavail" = cell && cell.percent() >= 35 && abilitiesavail,
+
"powerChannels" = list(
list(
"title" = "Equipment",
@@ -975,43 +1009,32 @@
. = UI_INTERACTIVE
/obj/machinery/power/apc/ui_act(action, params)
- if(..() || !can_use(usr, 1))
- return
- if(failure_timer)
- if(action == "reboot")
- failure_timer = 0
- update_icon()
- update()
- if(action == "hijack" && can_use(usr, 1)) //don't need auth for hijack button
- hijack(usr)
- return
- var/authorized = (!locked || area.hasSiliconAccessInArea(usr, PRIVILEDGES_SILICON|PRIVILEDGES_DRONE) || (integration_cog && (is_servant_of_ratvar(usr))))
- if((action == "toggle_nightshift") && (!nightshift_requires_auth || authorized))
- toggle_nightshift_lights()
- return TRUE
- if(!authorized)
+ if(..() || !can_use(usr, 1) || (locked && area.hasSiliconAccessInArea(usr, PRIVILEDGES_SILICON|PRIVILEDGES_DRONE) && !failure_timer && action != "toggle_nightshift") || (integration_cog && (is_servant_of_ratvar(usr))))
return
switch(action)
if("lock")
if(area.hasSiliconAccessInArea(usr))
if((obj_flags & EMAGGED) || (stat & (BROKEN|MAINT)))
- to_chat(usr, "The APC does not respond to the command.")
+ to_chat(usr, "The APC does not respond to the command!")
else
locked = !locked
update_icon()
- return TRUE
+ . = TRUE
if("cover")
coverlocked = !coverlocked
- return TRUE
+ . = TRUE
if("breaker")
- toggle_breaker()
- return TRUE
+ toggle_breaker(usr)
+ . = TRUE
+ if("toggle_nightshift")
+ toggle_nightshift_lights()
+ . = TRUE
if("charge")
chargemode = !chargemode
if(!chargemode)
charging = APC_NOT_CHARGING
update_icon()
- return TRUE
+ . = TRUE
if("channel")
if(params["eqp"])
equipment = setsubsystem(text2num(params["eqp"]))
@@ -1025,23 +1048,24 @@
environ = setsubsystem(text2num(params["env"]))
update_icon()
update()
- return TRUE
+ . = TRUE
if("overload")
- if(area.hasSiliconAccessInArea(usr))
+ if(area.hasSiliconAccessInArea(usr, PRIVILEDGES_SILICON|PRIVILEDGES_DRONE)) //usr.has_unlimited_silicon_privilege)
overload_lighting()
- return TRUE
+ . = TRUE
if("hack")
if(get_malf_status(usr))
malfhack(usr)
- return TRUE
if("occupy")
if(get_malf_status(usr))
malfoccupy(usr)
- return TRUE
if("deoccupy")
if(get_malf_status(usr))
malfvacate()
- return TRUE
+ if("reboot")
+ failure_timer = 0
+ update_icon()
+ update()
if("emergency_lighting")
emergency_lights = !emergency_lights
for(var/obj/machinery/light/L in area)
@@ -1049,31 +1073,14 @@
L.no_emergency = emergency_lights
INVOKE_ASYNC(L, /obj/machinery/light/.proc/update, FALSE)
CHECK_TICK
- if("drain")
- cell.use(cell.charge)
- hijacker.toggleSiliconAccessArea(area)
- hijacker = null
- set_hijacked_lighting()
- update_icon()
- var/obj/item/implant/hijack/H = usr.getImplant(/obj/item/implant/hijack)
- H.stealthcooldown = world.time + 2 MINUTES
- energy_fail(30 SECONDS * (cell.charge / cell.maxcharge))
- if("lockdown")
- var/celluse = rand(20,35)
- celluse = celluse /100
- for (var/obj/machinery/door/D in GLOB.airlocks)
- if (get_area(D) == area)
- INVOKE_ASYNC(D,/obj/machinery/door.proc/hostile_lockdown,usr, FALSE)
- addtimer(CALLBACK(D,/obj/machinery/door.proc/disable_lockdown, FALSE), 30 SECONDS)
- cell.charge -= cell.maxcharge*celluse
- var/obj/item/implant/hijack/H = usr.getImplant(/obj/item/implant/hijack)
- H.stealthcooldown = world.time + 3 MINUTES
return TRUE
-/obj/machinery/power/apc/proc/toggle_breaker()
+/obj/machinery/power/apc/proc/toggle_breaker(mob/user)
if(!is_operational() || failure_timer)
return
operating = !operating
+ add_hiddenprint(user) //delete when runtime
+ log_game("[key_name(user)] turned [operating ? "on" : "off"] the [src] in [AREACOORD(src)]")
update()
update_icon()
@@ -1118,6 +1125,10 @@
if(malf.malfhacking)
to_chat(malf, "You are already hacking an APC.")
return
+ var/area/ourarea = get_area(src)
+ if(!ourarea.valid_malf_hack)
+ to_chat(malf, "This APC is not well connected enough to the Exonet to provide any useful processing capabilities.")
+ return
to_chat(malf, "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process.")
malf.malfhack = src
malf.malfhacking = addtimer(CALLBACK(malf, /mob/living/silicon/ai/.proc/malfhacked, src), 600, TIMER_STOPPABLE)
@@ -1311,6 +1322,11 @@
cur_used -= lastused_light
lighting_satisfied = TRUE
+ //If drained by an integration cog: Forcefully avert as much of the powerdrain as possible, though a maximum of MAXIMUM_COG_REGAIN
+ if(cur_excess && cog_drained && cell)
+ var/cog_regain = cell.give(min(min(cog_drained, cur_excess), MAXIMUM_COG_REGAIN))
+ cur_excess -= cog_regain
+ cog_drained = max(0, cog_drained - cog_regain)
// next: take from or charge to the cell, depending on how much is left
if(cell && !shorted)
@@ -1573,6 +1589,8 @@
#undef APC_UPOVERLAY_LOCKED
#undef APC_UPOVERLAY_OPERATING
+#undef MAXIMUM_COG_REGAIN
+
/*Power module, used for APC construction*/
/obj/item/electronics/apc
name = "power control module"
diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm
index ba6311a94d..6425feac31 100644
--- a/code/modules/power/cell.dm
+++ b/code/modules/power/cell.dm
@@ -151,6 +151,27 @@
if(prob(25))
corrupt()
+/obj/item/stock_parts/cell/attack_self(mob/user)
+ if(isethereal(user))
+ var/mob/living/carbon/human/H = user
+ if(charge < 100)
+ to_chat(H, "The [src] doesn't have enough power!")
+ return
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ if(stomach.crystal_charge > 146)
+ to_chat(H, "Your charge is full!")
+ return
+ to_chat(H, "You clumsily channel power through the [src] and into your body, wasting some in the process.")
+ if(do_after(user, 5, target = src))
+ if((charge < 100) || (stomach.crystal_charge > 146))
+ return
+ if(istype(stomach))
+ to_chat(H, "You receive some charge from the [src].")
+ stomach.adjust_charge(3)
+ charge -= 100 //you waste way more than you receive, so that ethereals cant just steal one cell and forget about hunger
+ else
+ to_chat(H, "You can't receive charge from the [src]!")
+ return
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
ex_act(EXPLODE_DEVASTATE)
diff --git a/code/modules/power/gravitygenerator.dm b/code/modules/power/gravitygenerator.dm
index 30a7aa152b..e37ae56e71 100644
--- a/code/modules/power/gravitygenerator.dm
+++ b/code/modules/power/gravitygenerator.dm
@@ -116,8 +116,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
sprite_number = 8
use_power = IDLE_POWER_USE
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OFFLINE
- ui_x = 400
- ui_y = 165
var/on = TRUE
var/breaker = TRUE
var/list/parts = list()
@@ -222,11 +220,10 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
return
return ..()
-/obj/machinery/gravity_generator/main/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/gravity_generator/main/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "GravityGenerator", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "GravityGenerator", name)
ui.open()
/obj/machinery/gravity_generator/main/ui_data(mob/user)
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index 20f7ce099a..4c76c4b5b1 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -610,7 +610,18 @@
var/mob/living/carbon/human/H = user
if(istype(H))
-
+ var/datum/species/ethereal/eth_species = H.dna?.species
+ if(istype(eth_species))
+ to_chat(H, "You start channeling some power through the [fitting] into your body.")
+ if(do_after(user, 50, target = src))
+ var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
+ if(istype(stomach))
+ to_chat(H, "You receive some charge from the [fitting].")
+ stomach.adjust_charge(2)
+ else
+ to_chat(H, "You can't receive charge from the [fitting]!")
+ return
+
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature)
diff --git a/code/modules/power/monitor.dm b/code/modules/power/monitor.dm
index 974fb1b9e2..393d403c4d 100644
--- a/code/modules/power/monitor.dm
+++ b/code/modules/power/monitor.dm
@@ -11,8 +11,6 @@
active_power_usage = 100
circuit = /obj/item/circuitboard/computer/powermonitor
tgui_id = "PowerMonitor"
- ui_x = 550
- ui_y = 700
var/obj/structure/cable/attached_wire
var/obj/machinery/power/apc/local_apc
@@ -84,11 +82,10 @@
if(demand.len > record_size)
demand.Cut(1, 2)
-/obj/machinery/computer/monitor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/monitor/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "PowerMonitor", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "PowerMonitor", name)
ui.open()
/obj/machinery/computer/monitor/ui_data()
diff --git a/code/modules/power/port_gen.dm b/code/modules/power/port_gen.dm
index d4e0df8359..e2f8c4e58a 100644
--- a/code/modules/power/port_gen.dm
+++ b/code/modules/power/port_gen.dm
@@ -7,8 +7,6 @@
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
- ui_x = 450
- ui_y = 340
var/active = FALSE
var/power_gen = 5000
@@ -219,11 +217,10 @@
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user)
interact(user)
-/obj/machinery/power/port_gen/pacman/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/power/port_gen/pacman/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "PortableGenerator", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "PortableGenerator", name)
ui.open()
/obj/machinery/power/port_gen/pacman/ui_data()
diff --git a/code/modules/power/singularity/particle_accelerator/particle_control.dm b/code/modules/power/singularity/particle_accelerator/particle_control.dm
index 912fc0a72b..96c8d9a263 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_control.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_control.dm
@@ -10,8 +10,6 @@
active_power_usage = 10000
dir = NORTH
mouse_opacity = MOUSE_OPACITY_OPAQUE
- ui_x = 350
- ui_y = 185
var/strength_upper_limit = 2
var/interface_control = TRUE
var/list/obj/structure/particle_accelerator/connected_parts
@@ -275,11 +273,10 @@
return ..()
return UI_CLOSE
-/obj/machinery/particle_accelerator/control_box/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/particle_accelerator/control_box/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "ParticleAccelerator", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "ParticleAccelerator", name)
ui.open()
/obj/machinery/particle_accelerator/control_box/ui_data(mob/user)
diff --git a/code/modules/power/smes.dm b/code/modules/power/smes.dm
index fcc7faa29e..a4fc7d0641 100644
--- a/code/modules/power/smes.dm
+++ b/code/modules/power/smes.dm
@@ -21,8 +21,6 @@
density = TRUE
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/smes
- ui_x = 340
- ui_y = 350
var/capacity = 5e6 // maximum charge
var/charge = 0 // actual charge
@@ -202,7 +200,7 @@
/obj/machinery/power/smes/update_overlays()
. = ..()
- if((stat & BROKEN) || panel_open)
+ if(stat & BROKEN)
return
if(panel_open)
@@ -318,11 +316,10 @@
return
-/obj/machinery/power/smes/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/power/smes/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Smes", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "Smes", name)
ui.open()
/obj/machinery/power/smes/ui_data()
diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm
index 2c258c1f49..cf526f083d 100644
--- a/code/modules/power/solar.dm
+++ b/code/modules/power/solar.dm
@@ -115,9 +115,6 @@
panel.icon_state = "solar_panel-b"
else
panel.icon_state = "solar_panel"
-#if DM_VERSION <= 512
- . += new /mutable_appearance(panel)
-#endif
/obj/machinery/power/solar/proc/queue_turn(azimuth)
needs_to_turn = TRUE
@@ -346,11 +343,10 @@
else
. += mutable_appearance(icon, icon_screen)
-/obj/machinery/power/solar_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/power/solar_control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "SolarControl", name, 380, 230, master_ui, state)
+ ui = new(user, src, "SolarControl", name)
ui.open()
/obj/machinery/power/solar_control/ui_data()
diff --git a/code/modules/power/turbine.dm b/code/modules/power/turbine.dm
index e7a97c554f..a9acea719c 100644
--- a/code/modules/power/turbine.dm
+++ b/code/modules/power/turbine.dm
@@ -56,8 +56,6 @@
resistance_flags = FIRE_PROOF
CanAtmosPass = ATMOS_PASS_DENSITY
circuit = /obj/item/circuitboard/machine/power_turbine
- ui_x = 310
- ui_y = 150
var/opened = 0
var/obj/machinery/power/compressor/compressor
var/turf/outturf
@@ -249,11 +247,10 @@
default_deconstruction_crowbar(I)
-/obj/machinery/power/turbine/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/power/turbine/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "TurbineComputer", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "TurbineComputer", name)
ui.open()
/obj/machinery/power/turbine/ui_data(mob/user)
@@ -292,8 +289,6 @@
icon_screen = "turbinecomp"
icon_keyboard = "tech_key"
circuit = /obj/item/circuitboard/computer/turbine_computer
- ui_x = 310
- ui_y = 150
var/obj/machinery/power/compressor/compressor
var/id = 0
@@ -313,11 +308,10 @@
else
compressor = locate(/obj/machinery/power/compressor) in range(7, src)
-/obj/machinery/computer/turbine_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/turbine_computer/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "TurbineComputer", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "TurbineComputer", name)
ui.open()
/obj/machinery/computer/turbine_computer/ui_data(mob/user)
diff --git a/code/modules/procedural_mapping/mapGenerator.dm b/code/modules/procedural_mapping/mapGenerator.dm
index f509c409ce..323f74d0ef 100644
--- a/code/modules/procedural_mapping/mapGenerator.dm
+++ b/code/modules/procedural_mapping/mapGenerator.dm
@@ -147,8 +147,16 @@
set category = "Debug"
var/datum/mapGenerator/nature/N = new()
- var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text
- var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text
+ var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text|null
+
+ if (isnull(startInput))
+ return
+
+ var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text|null
+
+ if (isnull(endInput))
+ return
+
//maxx maxy and current z so that if you fuck up, you only fuck up one entire z level instead of the entire universe
if(!startInput || !endInput)
to_chat(src, "Missing Input")
diff --git a/code/modules/projectiles/ammunition/_firing.dm b/code/modules/projectiles/ammunition/_firing.dm
index 0ef4c680aa..437b7dcc5a 100644
--- a/code/modules/projectiles/ammunition/_firing.dm
+++ b/code/modules/projectiles/ammunition/_firing.dm
@@ -36,6 +36,14 @@
if(isgun(fired_from))
var/obj/item/gun/G = fired_from
BB.damage *= G.projectile_damage_multiplier
+ if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
+ BB.ricochets_max = max(BB.ricochets_max, 10) //bouncy!
+ BB.ricochet_chance = max(BB.ricochet_chance, 100) //it wont decay so we can leave it at 100 for always bouncing
+ BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
+ BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 360) //it can turn full circle and shoot you in the face because our aim? is insane.
+ BB.ricochet_decay_chance = 0
+ BB.ricochet_decay_damage = max(BB.ricochet_decay_damage, 0.1)
+ BB.ricochet_incidence_leeway = 0
if(reagents && BB.reagents)
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
diff --git a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm
index e4674f4f4c..987efc0404 100644
--- a/code/modules/projectiles/boxes_magazines/ammo_boxes.dm
+++ b/code/modules/projectiles/boxes_magazines/ammo_boxes.dm
@@ -47,7 +47,7 @@
/obj/item/ammo_box/c38/dumdum
name = "speed loader (.38 DumDum)"
- desc = "Designed to quickly reload revolvers. DumDum bullets shatter on impact and shred the target's innards, likely getting caught inside."
+ desc = "Designed to quickly reload revolvers. These rounds expand on impact, allowing them to shred the target and cause massive bleeding. Very weak against armor and distant targets."
ammo_type = /obj/item/ammo_casing/c38/dumdum
/obj/item/ammo_box/c38/match
diff --git a/code/modules/projectiles/boxes_magazines/external/shotgun.dm b/code/modules/projectiles/boxes_magazines/external/shotgun.dm
index 1001937678..ed41375aee 100644
--- a/code/modules/projectiles/boxes_magazines/external/shotgun.dm
+++ b/code/modules/projectiles/boxes_magazines/external/shotgun.dm
@@ -1,5 +1,5 @@
/obj/item/ammo_box/magazine/m12g
- name = "shotgun magazine (12g buckshot slugs)"
+ name = "shotgun magazine (12g buckshot)"
desc = "A drum magazine."
icon_state = "m12gb"
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
@@ -17,7 +17,7 @@
/obj/item/ammo_box/magazine/m12g/slug
name = "shotgun magazine (12g slugs)"
- icon_state = "m12gb" //this may need an unique sprite
+ icon_state = "m12gsl"
ammo_type = /obj/item/ammo_casing/shotgun
/obj/item/ammo_box/magazine/m12g/dragon
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 4126c81367..ee073dbfcd 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -29,7 +29,7 @@
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
var/sawn_off = FALSE
-
+
/// can we be put into a turret
var/can_turret = TRUE
/// can we be put in a circuit
@@ -193,7 +193,8 @@
return
if(iscarbon(target))
var/mob/living/carbon/C = target
- for(var/datum/wound/W in C.all_wounds)
+ for(var/i in C.all_wounds)
+ var/datum/wound/W = i
if(W.try_treating(src, user))
return // another coward cured!
@@ -309,8 +310,6 @@
randomized_gun_spread = rand(0, spread)
else if(burst_size > 1 && burst_spread)
randomized_gun_spread = rand(0, burst_spread)
- if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
- bonus_spread += 25
var/randomized_bonus_spread = rand(0, bonus_spread)
if(burst_size > 1)
@@ -602,10 +601,16 @@
var/penalty = (last_fire + GUN_AIMING_TIME + fire_delay) - world.time
if(penalty > 0) //Yet we only penalize users firing it multiple times in a haste. fire_delay isn't necessarily cumbersomeness.
aiming_delay = penalty
- if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //To be removed in favor of something less tactless later.
+ if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) || HAS_TRAIT(user, TRAIT_INSANE_AIM)) //To be removed in favor of something less tactless later.
base_inaccuracy /= 1.5
if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
+ if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
+ if(!HAS_TRAIT(user, TRAIT_INSANE_AIM))
+ bonus_spread += 25
+ else
+ //you have both poor aim and insane aim, why?
+ bonus_spread += rand(0,50)
var/mult = max((GUN_AIMING_TIME + aiming_delay + user.last_click_move - world.time)/GUN_AIMING_TIME, -0.5) //Yes, there is a bonus for taking time aiming.
if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
mult *= 1/inaccuracy_modifier
diff --git a/code/modules/projectiles/guns/ballistic/revolver.dm b/code/modules/projectiles/guns/ballistic/revolver.dm
index 289b43a669..a5ed45dd48 100644
--- a/code/modules/projectiles/guns/ballistic/revolver.dm
+++ b/code/modules/projectiles/guns/ballistic/revolver.dm
@@ -84,6 +84,11 @@
. = ..()
. += "[get_ammo(0,0)] of those are live rounds."
+/obj/item/gun/ballistic/revolver/syndicate
+ unique_reskin = list("Default" = "revolver",
+ "Silver" = "russianrevolver",
+ "Robust" = "revolvercit")
+
/obj/item/gun/ballistic/revolver/detective
name = "\improper .38 Mars Special"
desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
@@ -486,4 +491,4 @@
for(var/i = 0, i < ratio, i++)
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
charge_bar.pixel_x = i
- . += charge_bar
\ No newline at end of file
+ . += charge_bar
diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm
index 6489920b98..20e847326e 100644
--- a/code/modules/projectiles/guns/energy/special.dm
+++ b/code/modules/projectiles/guns/energy/special.dm
@@ -125,7 +125,7 @@
flags_1 = CONDUCT_1
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
inaccuracy_modifier = 0.25
can_charge = 0
diff --git a/code/modules/projectiles/guns/magic/staff.dm b/code/modules/projectiles/guns/magic/staff.dm
index b23b059d89..6ebdc5e7b8 100644
--- a/code/modules/projectiles/guns/magic/staff.dm
+++ b/code/modules/projectiles/guns/magic/staff.dm
@@ -83,7 +83,7 @@
force = 20
armour_penetration = 75
block_chance = 50
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
max_charges = 4
/obj/item/gun/magic/staff/spellblade/Initialize()
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index f3d78af59b..99a0bedc4d 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -149,19 +149,25 @@
var/temporary_unstoppable_movement = FALSE
- ///If defined, on hit we create an item of this type then call hitby() on the hit target with this
+ ///If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets
var/shrapnel_type
///If TRUE, hit mobs even if they're on the floor and not our target
var/hit_stunned_targets = FALSE
wound_bonus = CANT_WOUND
+ ///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
+ var/wound_falloff_tile
+ ///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
+ var/embed_falloff_tile
/// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds
- sharpness = FALSE
+ sharpness = SHARP_NONE
/obj/item/projectile/Initialize()
. = ..()
permutated = list()
decayedRange = range
+ if(embedding)
+ updateEmbedding()
/**
* Artificially modified to be called at around every world.icon_size pixels of movement.
@@ -169,6 +175,11 @@
*/
/obj/item/projectile/proc/Range()
range--
+ if(wound_bonus != CANT_WOUND)
+ wound_bonus += wound_falloff_tile
+ bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile)
+ if(embedding)
+ embedding["embed_chance"] += embed_falloff_tile
if(range <= 0 && loc)
on_range()
@@ -316,16 +327,18 @@
if(!trajectory)
return
var/turf/T = get_turf(A)
- if(check_ricochet(A) && A.handle_ricochet(src)) //if you can ricochet, attempt to ricochet off the object
- on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
- var/datum/point/pcache = trajectory.copy_to()
- if(hitscan)
- store_hitscan_collision(pcache)
- decayedRange = max(0, decayedRange - reflect_range_decrease)
- ricochet_chance *= ricochet_decay_chance
- damage *= ricochet_decay_damage
- range = decayedRange
- return TRUE
+ if(check_ricochet_flag(A) && check_ricochet(A)) //if you can ricochet, attempt to ricochet off the object
+ ricochets++
+ if(A.handle_ricochet(src))
+ on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
+ var/datum/point/pcache = trajectory.copy_to()
+ if(hitscan)
+ store_hitscan_collision(pcache)
+ decayedRange = max(0, decayedRange - reflect_range_decrease)
+ ricochet_chance *= ricochet_decay_chance
+ damage *= ricochet_decay_damage
+ range = decayedRange
+ return TRUE
var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
@@ -669,7 +682,8 @@
if(!ignore_source_check && firer)
var/mob/M = firer
if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
- return FALSE
+ if(!ricochets) //if it has ricocheted, it can hit the firer.
+ return FALSE
if(!ignore_loc && (loc != target.loc))
return FALSE
if(target in passthrough)
diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm
index 6a081f9b03..b408957aa7 100644
--- a/code/modules/projectiles/projectile/bullets.dm
+++ b/code/modules/projectiles/projectile/bullets.dm
@@ -8,4 +8,12 @@
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
- sharpness = TRUE
\ No newline at end of file
+ sharpness = SHARP_POINTY
+ shrapnel_type = /obj/item/shrapnel/bullet
+ embedding = list(embed_chance=15, fall_chance=2, jostle_chance=0, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.5, pain_mult=3, rip_time=10)
+ wound_falloff_tile = -5
+ embed_falloff_tile = -5
+
+/obj/item/projectile/bullet/smite
+ name = "divine retribution"
+ damage = 10
diff --git a/code/modules/projectiles/projectile/bullets/lmg.dm b/code/modules/projectiles/projectile/bullets/lmg.dm
index 2ea1fe7c9a..e3eff6dcb0 100644
--- a/code/modules/projectiles/projectile/bullets/lmg.dm
+++ b/code/modules/projectiles/projectile/bullets/lmg.dm
@@ -25,8 +25,10 @@
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
- damage = 45
+ damage = 40
armour_penetration = 5
+ wound_bonus = -50
+ wound_falloff_tile = 0
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
@@ -35,8 +37,12 @@
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
- damage = 60
+ damage = 50
armour_penetration = -60
+ sharpness = SHARP_EDGED
+ wound_bonus = -40
+ bare_wound_bonus = 30
+ wound_falloff_tile = -8
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
diff --git a/code/modules/projectiles/projectile/bullets/pistol.dm b/code/modules/projectiles/projectile/bullets/pistol.dm
index 38c9c9f7d9..23a749415c 100644
--- a/code/modules/projectiles/projectile/bullets/pistol.dm
+++ b/code/modules/projectiles/projectile/bullets/pistol.dm
@@ -3,11 +3,13 @@
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
+ embedding = list(embed_chance=15, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
+ embedding = null
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
diff --git a/code/modules/projectiles/projectile/bullets/revolver.dm b/code/modules/projectiles/projectile/bullets/revolver.dm
index c793e9f95e..95d43ba1ce 100644
--- a/code/modules/projectiles/projectile/bullets/revolver.dm
+++ b/code/modules/projectiles/projectile/bullets/revolver.dm
@@ -19,8 +19,9 @@
ricochet_chance = 50
ricochet_auto_aim_angle = 10
ricochet_auto_aim_range = 3
- wound_bonus = -35
- sharpness = TRUE
+ wound_bonus = -20
+ bare_wound_bonus = 10
+ embedding = list(embed_chance=15, fall_chance=2, jostle_chance=2, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=3, jostle_pain_mult=5, rip_time=10)
/obj/item/projectile/bullet/c38/match
name = ".38 Match bullet"
@@ -43,13 +44,21 @@
ricochet_chance = 130
ricochet_decay_damage = 0.8
shrapnel_type = NONE
+ sharpness = SHARP_NONE
+ embedding = null
+// premium .38 ammo from cargo, weak against armor, lower base damage, but excellent at embedding and causing slice wounds at close range
/obj/item/projectile/bullet/c38/dumdum
name = ".38 DumDum bullet"
damage = 15
armour_penetration = -30
ricochets_max = 0
- shrapnel_type = /obj/item/shrapnel/bullet/c38/dumdum
+ sharpness = SHARP_EDGED
+ wound_bonus = 20
+ bare_wound_bonus = 20
+ embedding = list(embed_chance=75, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
+ wound_falloff_tile = -5
+ embed_falloff_tile = -15
/obj/item/projectile/bullet/c38/rubber
name = ".38 rubber bullet"
@@ -102,6 +111,7 @@
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
+ wound_bonus = -70
/obj/item/projectile/bullet/a357/ap
name = ".357 armor-piercing bullet"
diff --git a/code/modules/projectiles/projectile/bullets/rifle.dm b/code/modules/projectiles/projectile/bullets/rifle.dm
index ae1611cb00..ce30f5e787 100644
--- a/code/modules/projectiles/projectile/bullets/rifle.dm
+++ b/code/modules/projectiles/projectile/bullets/rifle.dm
@@ -3,12 +3,15 @@
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
+ wound_bonus = -40
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
+ wound_bonus = -35
+ wound_falloff_tile = 0
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm
index 6e4a72aff0..69f976d213 100644
--- a/code/modules/projectiles/projectile/bullets/shotgun.dm
+++ b/code/modules/projectiles/projectile/bullets/shotgun.dm
@@ -1,23 +1,26 @@
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
- damage = 60
+ damage = 50
+ sharpness = SHARP_POINTY
+ wound_bonus = 0
/obj/item/projectile/bullet/shotgun_slug/executioner
name = "executioner slug" // admin only, can dismember limbs
- sharpness = TRUE
- wound_bonus = 0
+ sharpness = SHARP_EDGED
+ wound_bonus = 80
/obj/item/projectile/bullet/shotgun_slug/pulverizer
name = "pulverizer slug" // admin only, can crush bones
- sharpness = FALSE
- wound_bonus = 0
+ sharpness = SHARP_NONE
+ wound_bonus = 80
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 10
stamina = 70
wound_bonus = 20
- sharpness = FALSE
+ sharpness = SHARP_NONE
+ embedding = null
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
@@ -83,18 +86,22 @@
return BULLET_ACT_HIT
/obj/item/projectile/bullet/pellet
- var/tile_dropoff = 0.75
+ var/tile_dropoff = 0.45
var/tile_dropoff_s = 1.25
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
- damage = 12.5
- wound_bonus = -10
+ damage = 7.5
+ wound_bonus = 5
+ bare_wound_bonus = 5
+ wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 2
stamina = 15
+ sharpness = SHARP_NONE
+ embedding = null
/obj/item/projectile/bullet/pellet/Range()
..()
@@ -106,8 +113,10 @@
qdel(src)
/obj/item/projectile/bullet/pellet/shotgun_improvised
- tile_dropoff = 0.55 //Come on it does 6 damage don't be like that.
+ tile_dropoff = 0.35 //Come on it does 6 damage don't be like that.
damage = 6
+ wound_bonus = 0
+ bare_wound_bonus = 7.5
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
diff --git a/code/modules/projectiles/projectile/bullets/smg.dm b/code/modules/projectiles/projectile/bullets/smg.dm
index eb4c8e9776..5c9d5b92a3 100644
--- a/code/modules/projectiles/projectile/bullets/smg.dm
+++ b/code/modules/projectiles/projectile/bullets/smg.dm
@@ -3,6 +3,8 @@
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 30
+ wound_bonus = -10
+ wound_falloff_tile = -10
/obj/item/projectile/bullet/c45_cleaning
name = ".45 bullet"
@@ -51,11 +53,15 @@
/obj/item/projectile/bullet/c46x30mm
name = "4.6x30mm bullet"
damage = 15
+ wound_bonus = -5
+ bare_wound_bonus = 5
+ embed_falloff_tile = -4
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 12.5
armour_penetration = 40
+ embedding = null
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
diff --git a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
index da33f935da..db16a10d1d 100644
--- a/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_dispenser.dm
@@ -177,11 +177,10 @@
beaker = null
update_icon()
-/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/chem_dispenser/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "ChemDispenser", name, 565, 550, master_ui, state)
+ ui = new(user, src, "ChemDispenser", name)
if(user.hallucinating())
ui.set_autoupdate(FALSE) //to not ruin the immersion by constantly changing the fake chemicals
ui.open()
@@ -216,7 +215,7 @@
data["beakerTransferAmounts"] = null
data["beakerCurrentpH"] = null
- var/list/chemicals = list()
+ var/chemicals[0]
var/is_hallucinating = FALSE
if(user.hallucinating())
is_hallucinating = TRUE
@@ -275,7 +274,7 @@
. = TRUE
if("eject")
replace_beaker(usr)
- . = TRUE //no afterattack
+ . = TRUE
if("dispense_recipe")
if(!is_operational() || QDELETED(cell))
return
@@ -326,9 +325,9 @@
for(var/reagent in recording_recipe)
var/reagent_id = GLOB.name2reagent[translate_legacy_chem_id(reagent)]
if(!dispensable_reagents.Find(reagent_id))
- visible_message("[src] buzzes.", "You hear a faint buzz.")
+ visible_message("[src] buzzes.", "You hear a faint buzz.")
to_chat(usr, "[src] cannot find [reagent]!")
- playsound(src, 'sound/machines/buzz-two.ogg', 50, 1)
+ playsound(src, 'sound/machines/buzz-two.ogg', 50, TRUE)
return
saved_recipes[name] = recording_recipe
recording_recipe = null
diff --git a/code/modules/reagents/chemistry/machinery/chem_heater.dm b/code/modules/reagents/chemistry/machinery/chem_heater.dm
index 5697a2385c..28f0b2366a 100644
--- a/code/modules/reagents/chemistry/machinery/chem_heater.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_heater.dm
@@ -7,6 +7,7 @@
idle_power_usage = 40
resistance_flags = FIRE_PROOF | ACID_PROOF
circuit = /obj/item/circuitboard/machine/chem_heater
+
var/obj/item/reagent_containers/beaker = null
var/target_temperature = 300
var/heater_coefficient = 0.1
@@ -30,22 +31,20 @@
/obj/machinery/chem_heater/AltClick(mob/living/user)
. = ..()
- if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
+ if(!can_interact(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
replace_beaker(user)
- return TRUE
/obj/machinery/chem_heater/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
+ if(!user)
+ return FALSE
if(beaker)
- beaker.forceMove(drop_location())
- if(user && Adjacent(user) && user.can_hold_items())
- user.put_in_hands(beaker)
+ user.put_in_hands(beaker)
+ beaker = null
if(new_beaker)
beaker = new_beaker
- else
- beaker = null
- update_icon()
- return TRUE
+ update_icon()
+ return TRUE
/obj/machinery/chem_heater/RefreshParts()
heater_coefficient = 0.1
@@ -63,6 +62,7 @@
return
if(on)
if(beaker && beaker.reagents.total_volume)
+ //keep constant with the chemical acclimator please
beaker.reagents.adjust_thermal_energy((target_temperature - beaker.reagents.chem_temp) * heater_coefficient * SPECIFIC_HEAT_DEFAULT * beaker.reagents.total_volume)
beaker.reagents.handle_reactions()
@@ -83,27 +83,16 @@
updateUsrDialog()
update_icon()
return
-
- if(beaker)
- if(istype(I, /obj/item/reagent_containers/dropper))
- var/obj/item/reagent_containers/dropper/D = I
- D.afterattack(beaker, user, 1)
-
- if(istype(I, /obj/item/reagent_containers/syringe))
- var/obj/item/reagent_containers/syringe/S = I
- S.afterattack(beaker, user, 1)
-
return ..()
/obj/machinery/chem_heater/on_deconstruction()
replace_beaker()
return ..()
-/obj/machinery/chem_heater/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/chem_heater/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "ChemHeater", name, 300, 400, master_ui, state)
+ ui = new(user, src, "ChemHeater", name)
ui.open()
/obj/machinery/chem_heater/ui_data()
@@ -140,14 +129,7 @@
. = TRUE
if("temperature")
var/target = params["target"]
- var/adjust = text2num(params["adjust"])
- if(target == "input")
- target = input("New target temperature:", name, target_temperature) as num|null
- if(!isnull(target) && !..())
- . = TRUE
- else if(adjust)
- target = target_temperature + adjust
- else if(text2num(target) != null)
+ if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
diff --git a/code/modules/reagents/chemistry/machinery/chem_master.dm b/code/modules/reagents/chemistry/machinery/chem_master.dm
index dd9dd7c0bf..207325e1b3 100644
--- a/code/modules/reagents/chemistry/machinery/chem_master.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_master.dm
@@ -12,6 +12,7 @@
idle_power_usage = 20
resistance_flags = FIRE_PROOF | ACID_PROOF
circuit = /obj/item/circuitboard/machine/chem_master
+
var/obj/item/reagent_containers/beaker = null
var/obj/item/storage/pill_bottle/bottle = null
var/mode = 1
@@ -154,19 +155,15 @@
bottle?.forceMove(A)
return ..()
-//Insert our custom spritesheet css link into the html
-/obj/machinery/chem_master/ui_base_html(html)
- var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/simple/pills)
- . = replacetext(html, "", assets.css_tag())
+/obj/machinery/chem_master/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/simple/pills),
+ )
-/obj/machinery/chem_master/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/chem_master/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/pills)
- assets.send(user)
-
- ui = new(user, src, ui_key, "ChemMaster", name, 520, 550, master_ui, state)
+ ui = new(user, src, "ChemMaster", name)
ui.open()
/obj/machinery/chem_master/ui_data(mob/user)
@@ -183,8 +180,8 @@
data["isPillBottleLoaded"] = bottle ? 1 : 0
if(bottle)
var/datum/component/storage/STRB = bottle.GetComponent(/datum/component/storage)
- data["pillBotContent"] = bottle.contents.len
- data["pillBotMaxContent"] = STRB.max_items
+ data["pillBottleCurrentAmount"] = bottle.contents.len
+ data["pillBottleMaxAmount"] = STRB.max_items
var/beakerContents[0]
if(beaker)
@@ -206,213 +203,219 @@
if(..())
return
- switch(action)
- if("eject")
- replace_beaker(usr)
- . = TRUE
+ if(action == "eject")
+ replace_beaker(usr)
+ return TRUE
- if("ejectPillBottle")
- replace_pillbottle(usr)
- . = TRUE
-
- if("transfer")
- if(!beaker)
- return FALSE
- var/reagent = GLOB.name2reagent[params["id"]]
- var/amount = text2num(params["amount"])
- var/to_container = params["to"]
- // Custom amount
- if (amount == -1)
- amount = text2num(input(
- "Enter the amount you want to transfer:",
- name, ""))
- if (amount == null || amount <= 0)
- return FALSE
- if (to_container == "buffer")
- end_fermi_reaction()
- beaker.reagents.trans_id_to(src, reagent, amount)
- return TRUE
- if (to_container == "beaker" && mode)
- end_fermi_reaction()
- reagents.trans_id_to(beaker, reagent, amount)
- return TRUE
- if (to_container == "beaker" && !mode)
- end_fermi_reaction()
- reagents.remove_reagent(reagent, amount)
- return TRUE
+ if(action == "ejectPillBottle")
+ if(!bottle)
return FALSE
+ bottle.forceMove(drop_location())
+ adjust_item_drop_location(bottle)
+ bottle = null
+ return TRUE
- if("toggleMode")
- mode = !mode
- . = TRUE
+ if(action == "transfer")
+ if(!beaker)
+ return FALSE
+ var/reagent = GLOB.name2reagent[params["id"]]
+ var/amount = text2num(params["amount"])
+ var/to_container = params["to"]
+ // Custom amount
+ if (amount == -1)
+ amount = text2num(input(
+ "Enter the amount you want to transfer:",
+ name, ""))
+ if (amount == null || amount <= 0)
+ return FALSE
+ if (to_container == "buffer")
+ end_fermi_reaction()
+ beaker.reagents.trans_id_to(src, reagent, amount)
+ return TRUE
+ if (to_container == "beaker" && mode)
+ end_fermi_reaction()
+ reagents.trans_id_to(beaker, reagent, amount)
+ return TRUE
+ if (to_container == "beaker" && !mode)
+ end_fermi_reaction()
+ reagents.remove_reagent(reagent, amount)
+ return TRUE
+ return FALSE
- if("pillStyle")
- var/id = text2num(params["id"])
- chosenPillStyle = id
+ if(action == "toggleMode")
+ mode = !mode
+ return TRUE
+
+ if(action == "pillStyle")
+ var/id = text2num(params["id"])
+ chosenPillStyle = id
+ return TRUE
+
+ if(action == "create")
+ if(reagents.total_volume == 0)
+ return FALSE
+ var/item_type = params["type"]
+ // Get amount of items
+ var/amount = text2num(params["amount"])
+ if(amount == null)
+ amount = text2num(input(usr,
+ "Max 10. Buffer content will be split evenly.",
+ "How many to make?", 1))
+ amount = clamp(round(amount), 0, 10)
+ if (amount <= 0)
+ return FALSE
+ // Get units per item
+ var/vol_each = text2num(params["volume"])
+ var/vol_each_text = params["volume"]
+ var/vol_each_max = reagents.total_volume / amount
+ if (item_type == "pill")
+ vol_each_max = min(50, vol_each_max)
+ else if (item_type == "patch")
+ vol_each_max = min(40, vol_each_max)
+ else if (item_type == "bottle")
+ vol_each_max = min(30, vol_each_max)
+ else if (item_type == "condimentPack")
+ vol_each_max = min(10, vol_each_max)
+ else if (item_type == "condimentBottle")
+ vol_each_max = min(50, vol_each_max)
+ else if (item_type == "hypoVial")
+ vol_each_max = min(60, vol_each_max)
+ else if (item_type == "smartDart")
+ vol_each_max = min(20, vol_each_max)
+ else
+ return FALSE
+ if(vol_each_text == "auto")
+ vol_each = vol_each_max
+ if(vol_each == null)
+ vol_each = text2num(input(usr,
+ "Maximum [vol_each_max] units per item.",
+ "How many units to fill?",
+ vol_each_max))
+ vol_each = clamp(vol_each, 0, vol_each_max)
+ if(vol_each <= 0)
+ return FALSE
+ // Get item name
+ var/name = params["name"]
+ var/name_has_units = item_type == "pill" || item_type == "patch"
+ if(!name)
+ var/name_default = reagents.get_master_reagent_name()
+ if (name_has_units)
+ name_default += " ([vol_each]u)"
+ name = stripped_input(usr,
+ "Name:",
+ "Give it a name!",
+ name_default,
+ MAX_NAME_LEN)
+ if(!name || !reagents.total_volume || !src || QDELETED(src) || !usr.canUseTopic(src, !issilicon(usr)))
+ return FALSE
+ // Start filling
+ if(item_type == "pill")
+ var/obj/item/reagent_containers/pill/P
+ var/target_loc = drop_location()
+ var/drop_threshold = INFINITY
+ if(bottle)
+ var/datum/component/storage/STRB = bottle.GetComponent(
+ /datum/component/storage)
+ if(STRB)
+ drop_threshold = STRB.max_items - bottle.contents.len
+ for(var/i = 0; i < amount; i++)
+ if(i < drop_threshold)
+ P = new/obj/item/reagent_containers/pill(target_loc)
+ else
+ P = new/obj/item/reagent_containers/pill(drop_location())
+ P.name = trim("[name] pill")
+ if(chosenPillStyle == RANDOM_PILL_STYLE)
+ P.icon_state ="pill[rand(1,21)]"
+ else
+ P.icon_state = "pill[chosenPillStyle]"
+ if(P.icon_state == "pill4")
+ P.desc = "A tablet or capsule, but not just any, a red one, one taken by the ones not scared of knowledge, freedom, uncertainty and the brutal truths of reality."
+ adjust_item_drop_location(P)
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "patch")
+ var/obj/item/reagent_containers/pill/patch/P
+ for(var/i = 0; i < amount; i++)
+ P = new/obj/item/reagent_containers/pill/patch(drop_location())
+ P.name = trim("[name] patch")
+ adjust_item_drop_location(P)
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "bottle")
+ var/obj/item/reagent_containers/glass/bottle/P
+ for(var/i = 0; i < amount; i++)
+ P = new/obj/item/reagent_containers/glass/bottle(drop_location())
+ P.name = trim("[name] bottle")
+ adjust_item_drop_location(P)
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "condimentPack")
+ var/obj/item/reagent_containers/food/condiment/pack/P
+ for(var/i = 0; i < amount; i++)
+ P = new/obj/item/reagent_containers/food/condiment/pack(drop_location())
+ P.originalname = name
+ P.name = trim("[name] pack")
+ P.desc = "A small condiment pack. The label says it contains [name]."
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "condimentBottle")
+ var/obj/item/reagent_containers/food/condiment/P
+ for(var/i = 0; i < amount; i++)
+ P = new/obj/item/reagent_containers/food/condiment(drop_location())
+ P.originalname = name
+ P.name = trim("[name] bottle")
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "hypoVial")
+ var/obj/item/reagent_containers/glass/bottle/vial/small/P
+ for(var/i = 0; i < amount; i++)
+ P = new/obj/item/reagent_containers/glass/bottle/vial/small(drop_location())
+ P.name = trim("[name] hypovial")
+ adjust_item_drop_location(P)
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ return TRUE
+ if(item_type == "smartDart")
+ var/obj/item/reagent_containers/syringe/dart/P
+ for(var/i = 0; i < amount; i++)
+ P = new /obj/item/reagent_containers/syringe/dart(drop_location())
+ P.name = trim("[name] SmartDart")
+ adjust_item_drop_location(P)
+ reagents.trans_to(P, vol_each)//, transfered_by = usr)
+ P.mode=!mode
+ P.update_icon()
+ return TRUE
+ return FALSE
+
+ if(action == "analyze")
+ // var/datum/reagent/R = GLOB.name2reagent[params["id"]]
+ var/reagent = GLOB.name2reagent[params["id"]]
+ var/datum/reagent/R = GLOB.chemical_reagents_list[reagent]
+ if(R)
+ var/state = "Unknown"
+ if(initial(R.reagent_state) == 1)
+ state = "Solid"
+ else if(initial(R.reagent_state) == 2)
+ state = "Liquid"
+ else if(initial(R.reagent_state) == 3)
+ state = "Gas"
+ var/const/P = 3 //The number of seconds between life ticks
+ var/T = initial(R.metabolization_rate) * (60 / P)
+ if(istype(R, /datum/reagent/fermi))
+ fermianalyze = TRUE
+ var/datum/chemical_reaction/Rcr = get_chemical_reaction(reagent)
+ var/pHpeakCache = (Rcr.OptimalpHMin + Rcr.OptimalpHMax)/2
+ analyzeVars = list("name" = initial(R.name), "state" = state, "color" = initial(R.color), "description" = initial(R.description), "metaRate" = T, "overD" = initial(R.overdose_threshold), "addicD" = initial(R.addiction_threshold), "purityF" = R.purity, "inverseRatioF" = initial(R.inverse_chem_val), "purityE" = initial(Rcr.PurityMin), "minTemp" = initial(Rcr.OptimalTempMin), "maxTemp" = initial(Rcr.OptimalTempMax), "eTemp" = initial(Rcr.ExplodeTemp), "pHpeak" = pHpeakCache)
+ else
+ fermianalyze = FALSE
+ analyzeVars = list("name" = initial(R.name), "state" = state, "color" = initial(R.color), "description" = initial(R.description), "metaRate" = T, "overD" = initial(R.overdose_threshold), "addicD" = initial(R.addiction_threshold))
+ screen = "analyze"
return TRUE
- if("create")
- if(reagents.total_volume == 0)
- return FALSE
- var/item_type = params["type"]
- // Get amount of items
- var/amount = text2num(params["amount"])
- if(amount == null)
- amount = text2num(input(usr,
- "Max 20. Buffer content will be split evenly.",
- "How many to make?", 1))
- amount = clamp(round(amount), 0, 20)
- if (amount <= 0)
- return FALSE
- // Get units per item
- var/vol_each = text2num(params["volume"])
- var/vol_each_text = params["volume"]
- var/vol_each_max = reagents.total_volume / amount
- if (item_type == "pill")
- vol_each_max = min(50, vol_each_max)
- else if (item_type == "patch")
- vol_each_max = min(40, vol_each_max)
- else if (item_type == "bottle")
- vol_each_max = min(30, vol_each_max)
- else if (item_type == "condimentPack")
- vol_each_max = min(10, vol_each_max)
- else if (item_type == "condimentBottle")
- vol_each_max = min(50, vol_each_max)
- else if (item_type == "hypoVial")
- vol_each_max = min(60, vol_each_max)
- else if (item_type == "smartDart")
- vol_each_max = min(20, vol_each_max)
- else
- return FALSE
- if(vol_each_text == "auto")
- vol_each = vol_each_max
- if(vol_each == null)
- vol_each = text2num(input(usr,
- "Maximum [vol_each_max] units per item.",
- "How many units to fill?",
- vol_each_max))
- vol_each = clamp(vol_each, 0, vol_each_max)
- if(vol_each <= 0)
- return FALSE
- // Get item name
- var/name = params["name"]
- var/name_has_units = item_type == "pill" || item_type == "patch"
- if(!name)
- var/name_default = reagents.get_master_reagent_name()
- if (name_has_units)
- name_default += " ([vol_each]u)"
- name = stripped_input(usr,
- "Name:",
- "Give it a name!",
- name_default,
- MAX_NAME_LEN)
- if(!name || !reagents.total_volume || !src || QDELETED(src) || !usr.canUseTopic(src, !issilicon(usr)))
- return FALSE
- // Start filling
- if(item_type == "pill")
- var/obj/item/reagent_containers/pill/P
- var/target_loc = drop_location()
- var/drop_threshold = INFINITY
- if(bottle)
- var/datum/component/storage/STRB = bottle.GetComponent(
- /datum/component/storage)
- if(STRB)
- drop_threshold = STRB.max_items - bottle.contents.len
- for(var/i = 0; i < amount; i++)
- if(i < drop_threshold)
- P = new/obj/item/reagent_containers/pill(target_loc)
- else
- P = new/obj/item/reagent_containers/pill(drop_location())
- P.name = trim("[name] pill")
- if(chosenPillStyle == RANDOM_PILL_STYLE)
- P.icon_state ="pill[rand(1,21)]"
- else
- P.icon_state = "pill[chosenPillStyle]"
- if(P.icon_state == "pill4")
- P.desc = "A tablet or capsule, but not just any, a red one, one taken by the ones not scared of knowledge, freedom, uncertainty and the brutal truths of reality."
- adjust_item_drop_location(P)
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "patch")
- var/obj/item/reagent_containers/pill/patch/P
- for(var/i = 0; i < amount; i++)
- P = new/obj/item/reagent_containers/pill/patch(drop_location())
- P.name = trim("[name] patch")
- adjust_item_drop_location(P)
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "bottle")
- var/obj/item/reagent_containers/glass/bottle/P
- for(var/i = 0; i < amount; i++)
- P = new/obj/item/reagent_containers/glass/bottle(drop_location())
- P.name = trim("[name] bottle")
- adjust_item_drop_location(P)
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "condimentPack")
- var/obj/item/reagent_containers/food/condiment/pack/P
- for(var/i = 0; i < amount; i++)
- P = new/obj/item/reagent_containers/food/condiment/pack(drop_location())
- P.originalname = name
- P.name = trim("[name] pack")
- P.desc = "A small condiment pack. The label says it contains [name]."
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "condimentBottle")
- var/obj/item/reagent_containers/food/condiment/P
- for(var/i = 0; i < amount; i++)
- P = new/obj/item/reagent_containers/food/condiment(drop_location())
- P.originalname = name
- P.name = trim("[name] bottle")
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "hypoVial")
- var/obj/item/reagent_containers/glass/bottle/vial/small/P
- for(var/i = 0; i < amount; i++)
- P = new/obj/item/reagent_containers/glass/bottle/vial/small(drop_location())
- P.name = trim("[name] hypovial")
- adjust_item_drop_location(P)
- reagents.trans_to(P, vol_each)
- return TRUE
- if(item_type == "smartDart")
- var/obj/item/reagent_containers/syringe/dart/P
- for(var/i = 0; i < amount; i++)
- P = new /obj/item/reagent_containers/syringe/dart(drop_location())
- P.name = trim("[name] SmartDart")
- adjust_item_drop_location(P)
- reagents.trans_to(P, vol_each)
- P.mode=!mode
- P.update_icon()
- return TRUE
- return FALSE
+ if(action == "goScreen")
+ screen = params["screen"]
+ return TRUE
- if("analyze")
- var/reagent = GLOB.name2reagent[params["id"]]
- var/datum/reagent/R = GLOB.chemical_reagents_list[reagent]
- if(R)
- var/state = "Unknown"
- if(initial(R.reagent_state) == 1)
- state = "Solid"
- else if(initial(R.reagent_state) == 2)
- state = "Liquid"
- else if(initial(R.reagent_state) == 3)
- state = "Gas"
- var/const/P = 3 //The number of seconds between life ticks
- var/T = initial(R.metabolization_rate) * (60 / P)
- if(istype(R, /datum/reagent/fermi))
- fermianalyze = TRUE
- var/datum/chemical_reaction/Rcr = get_chemical_reaction(reagent)
- var/pHpeakCache = (Rcr.OptimalpHMin + Rcr.OptimalpHMax)/2
- analyzeVars = list("name" = initial(R.name), "state" = state, "color" = initial(R.color), "description" = initial(R.description), "metaRate" = T, "overD" = initial(R.overdose_threshold), "addicD" = initial(R.addiction_threshold), "purityF" = R.purity, "inverseRatioF" = initial(R.inverse_chem_val), "purityE" = initial(Rcr.PurityMin), "minTemp" = initial(Rcr.OptimalTempMin), "maxTemp" = initial(Rcr.OptimalTempMax), "eTemp" = initial(Rcr.ExplodeTemp), "pHpeak" = pHpeakCache)
- else
- fermianalyze = FALSE
- analyzeVars = list("name" = initial(R.name), "state" = state, "color" = initial(R.color), "description" = initial(R.description), "metaRate" = T, "overD" = initial(R.overdose_threshold), "addicD" = initial(R.addiction_threshold))
- screen = "analyze"
- return TRUE
-
- if("goScreen")
- screen = params["screen"]
- . = TRUE
+ return FALSE
diff --git a/code/modules/reagents/chemistry/machinery/chem_synthesizer.dm b/code/modules/reagents/chemistry/machinery/chem_synthesizer.dm
index 66c2616972..489f9dd179 100644
--- a/code/modules/reagents/chemistry/machinery/chem_synthesizer.dm
+++ b/code/modules/reagents/chemistry/machinery/chem_synthesizer.dm
@@ -12,11 +12,10 @@
"tricord" = /datum/reagent/medicine/tricordrazine
)
-/obj/machinery/chem_dispenser/chem_synthesizer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/chem_dispenser/chem_synthesizer/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "ChemDebugSynthesizer", name, 390, 330, master_ui, state)
+ ui = new(user, src, "ChemDebugSynthesizer", name)
ui.open()
/obj/machinery/chem_dispenser/chem_synthesizer/ui_act(action, params)
@@ -31,7 +30,11 @@
beaker = null
. = TRUE
if("input")
- var/input_reagent = replacetext(lowertext(input("Enter the name of any reagent", "Input") as text), " ", "") //95% of the time, the reagent types is a lowercase, no spaces / underscored version of the name
+ var/input_reagent = replacetext(lowertext(input("Enter the name of any reagent", "Input") as text|null), " ", "") //95% of the time, the reagent id is a lowercase/no spaces version of the name
+
+ if (isnull(input_reagent))
+ return
+
if(shortcuts[input_reagent])
input_reagent = shortcuts[input_reagent]
else
@@ -51,7 +54,7 @@
beaker = new /obj/item/reagent_containers/glass/beaker/bluespace(src)
visible_message("[src] dispenses a bluespace beaker.")
if("amount")
- var/input = input("Units to dispense", "Units") as num|null
+ var/input = text2num(params["amount"])
if(input)
amount = input
update_icon()
diff --git a/code/modules/reagents/chemistry/machinery/pandemic.dm b/code/modules/reagents/chemistry/machinery/pandemic.dm
index 4a4bbdb546..36e102be72 100644
--- a/code/modules/reagents/chemistry/machinery/pandemic.dm
+++ b/code/modules/reagents/chemistry/machinery/pandemic.dm
@@ -7,10 +7,11 @@
density = TRUE
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
- circuit = /obj/item/circuitboard/computer/pandemic
use_power = TRUE
idle_power_usage = 20
resistance_flags = ACID_PROOF
+ circuit = /obj/item/circuitboard/computer/pandemic
+
var/wait
var/datum/symptom/selected_symptom
var/obj/item/reagent_containers/beaker
@@ -23,11 +24,27 @@
QDEL_NULL(beaker)
return ..()
-/obj/machinery/computer/pandemic/handle_atom_del(atom/A)
+/obj/machinery/computer/pandemic/examine(mob/user)
. = ..()
+ if(beaker)
+ var/is_close
+ if(Adjacent(user)) //don't reveal exactly what's inside unless they're close enough to see the UI anyway.
+ . += "It contains \a [beaker]."
+ is_close = TRUE
+ else
+ . += "It has a beaker inside it."
+ . += "Alt-click to eject [is_close ? beaker : "the beaker"]."
+
+/obj/machinery/computer/pandemic/AltClick(mob/user)
+ . = ..()
+ if(user.canUseTopic(src, BE_CLOSE))
+ eject_beaker()
+
+/obj/machinery/computer/pandemic/handle_atom_del(atom/A)
if(A == beaker)
beaker = null
update_icon()
+ return ..()
/obj/machinery/computer/pandemic/proc/get_by_index(thing, index)
if(!beaker || !beaker.reagents)
@@ -107,7 +124,7 @@
/obj/machinery/computer/pandemic/proc/reset_replicator_cooldown()
wait = FALSE
update_icon()
- playsound(loc, 'sound/machines/ping.ogg', 30, 1)
+ playsound(src, 'sound/machines/ping.ogg', 30, TRUE)
/obj/machinery/computer/pandemic/update_icon_state()
if(stat & BROKEN)
@@ -117,13 +134,19 @@
/obj/machinery/computer/pandemic/update_overlays()
. = ..()
- if(!(stat & BROKEN) && wait)
+ if(wait)
. += "waitlight"
-/obj/machinery/computer/pandemic/ui_interact(mob/user, ui_key = "main", datum/tgui/ui, force_open = FALSE, datum/tgui/master_ui, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/pandemic/proc/eject_beaker()
+ if(beaker)
+ beaker.forceMove(drop_location())
+ beaker = null
+ update_icon()
+
+/obj/machinery/computer/pandemic/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Pandemic", name, 520, 550, master_ui, state)
+ ui = new(user, src, "Pandemic", name)
ui.open()
/obj/machinery/computer/pandemic/ui_data(mob/user)
@@ -135,9 +158,9 @@
var/datum/reagent/blood/B = locate() in beaker.reagents.reagent_list
if(B)
data["has_blood"] = TRUE
- data[/datum/reagent/blood] = list()
- data[/datum/reagent/blood]["dna"] = B.data["blood_DNA"] || "none"
- data[/datum/reagent/blood]["type"] = B.data["blood_type"] || "none"
+ data["blood"] = list() //wha why the fuck are we sending pathtypes to tgui frontend?
+ data["blood"]["dna"] = B.data["blood_DNA"] || "none"
+ data["blood"]["type"] = B.data["blood_type"] || "none"
data["viruses"] = get_viruses_data(B)
data["resistances"] = get_resistance_data(B)
else
@@ -153,7 +176,7 @@
return
switch(action)
if("eject_beaker")
- replace_beaker(usr)
+ eject_beaker()
. = TRUE
if("empty_beaker")
if(beaker)
@@ -162,7 +185,7 @@
if("empty_eject_beaker")
if(beaker)
beaker.reagents.clear_reagents()
- replace_beaker(usr)
+ eject_beaker()
. = TRUE
if("rename_disease")
var/id = get_virus_id_by_index(text2num(params["index"]))
@@ -170,75 +193,62 @@
if(!A.mutable)
return
if(A)
- var/new_name = sanitize_name(html_encode(trim(params["name"], 50)))
+ var/new_name = sanitize_name(html_encode(trim(params["name"], 50)))//, allow_numbers = TRUE)
if(!new_name || ..())
return
A.AssignName(new_name)
. = TRUE
if("create_culture_bottle")
+ if (wait)
+ return
var/id = get_virus_id_by_index(text2num(params["index"]))
var/datum/disease/advance/A = SSdisease.archive_diseases[id]
if(!istype(A) || !A.mutable)
to_chat(usr, "ERROR: Cannot replicate virus strain.")
return
- wait = TRUE
- addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 50)
A = A.Copy()
- var/list/data = list("blood_DNA" = "UNKNOWN DNA", "blood_type" = "SY", "viruses" = list(A))
+ var/list/data = list("viruses" = list(A))
var/obj/item/reagent_containers/glass/bottle/B = new(drop_location())
B.name = "[A.name] culture bottle"
B.desc = "A small bottle. Contains [A.agent] culture in synthblood medium."
B.reagents.add_reagent(/datum/reagent/blood/synthetics, 10, data)
+ wait = TRUE
update_icon()
var/turf/source_turf = get_turf(src)
log_virus("A culture bottle was printed for the virus [A.admin_details()] at [loc_name(source_turf)] by [key_name(usr)]")
-
+ addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 50)
. = TRUE
if("create_vaccine_bottle")
- wait = TRUE
- addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 400)
+ if (wait)
+ return
var/id = params["index"]
var/datum/disease/D = SSdisease.archive_diseases[id]
var/obj/item/reagent_containers/glass/bottle/B = new(drop_location())
B.name = "[D.name] vaccine bottle"
B.reagents.add_reagent(/datum/reagent/vaccine, 15, list(id))
-
+ wait = TRUE
update_icon()
-
+ addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 200)
. = TRUE
+
/obj/machinery/computer/pandemic/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers) && !(I.item_flags & ABSTRACT) && I.is_open_container())
. = TRUE //no afterattack
if(stat & (NOPOWER|BROKEN))
return
- var/obj/item/reagent_containers/B = I
- if(!user.transferItemToLoc(B, src))
+ if(beaker)
+ to_chat(user, "A container is already loaded into [src]!")
return
- replace_beaker(user, B)
+ if(!user.transferItemToLoc(I, src))
+ return
+
+ beaker = I
to_chat(user, "You insert [I] into [src].")
+ update_icon()
else
return ..()
-/obj/machinery/computer/pandemic/AltClick(mob/living/user)
- . = ..()
- if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
- return
- replace_beaker(user)
- return TRUE
-
-/obj/machinery/computer/pandemic/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
- if(beaker)
- if(user && Adjacent(user) && user.can_hold_items())
- if(!user.put_in_hands(beaker))
- beaker.forceMove(drop_location())
- if(new_beaker)
- beaker = new_beaker
- else
- beaker = null
- update_icon()
- return TRUE
-
/obj/machinery/computer/pandemic/on_deconstruction()
- replace_beaker(usr)
+ eject_beaker()
. = ..()
diff --git a/code/modules/reagents/chemistry/machinery/smoke_machine.dm b/code/modules/reagents/chemistry/machinery/smoke_machine.dm
index cac90d1c14..a539897c9d 100644
--- a/code/modules/reagents/chemistry/machinery/smoke_machine.dm
+++ b/code/modules/reagents/chemistry/machinery/smoke_machine.dm
@@ -7,6 +7,7 @@
icon_state = "smoke0"
density = TRUE
circuit = /obj/item/circuitboard/machine/smoke_machine
+
var/efficiency = 10
var/on = FALSE
var/cooldown = 0
@@ -31,6 +32,7 @@
/obj/machinery/smoke_machine/Initialize()
. = ..()
create_reagents(REAGENTS_BASE_VOLUME)
+ // AddComponent(/datum/component/plumbing/simple_demand)
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
reagents.maximum_volume += REAGENTS_BASE_VOLUME * B.rating
@@ -81,10 +83,9 @@
add_fingerprint(user)
if(istype(I, /obj/item/reagent_containers) && I.is_open_container())
var/obj/item/reagent_containers/RC = I
- var/units = RC.reagents.trans_to(src, RC.amount_per_transfer_from_this)
+ var/units = RC.reagents.trans_to(src, RC.amount_per_transfer_from_this) //, transfered_by = user)
if(units)
to_chat(user, "You transfer [units] units of the solution to [src].")
- log_combat(usr, src, "has added [english_list(RC.reagents.reagent_list)] to [src]")
return
if(default_unfasten_wrench(user, I, 40))
on = FALSE
@@ -100,11 +101,10 @@
reagents.clear_reagents()
return ..()
-/obj/machinery/smoke_machine/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/smoke_machine/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "SmokeMachine", name, 350, 350, master_ui, state)
+ ui = new(user, src, "SmokeMachine", name)
ui.open()
/obj/machinery/smoke_machine/ui_data(mob/user)
diff --git a/code/modules/reagents/chemistry/reagents/drink_reagents.dm b/code/modules/reagents/chemistry/reagents/drink_reagents.dm
index 0c3de579b6..e1433eb64e 100644
--- a/code/modules/reagents/chemistry/reagents/drink_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/drink_reagents.dm
@@ -217,6 +217,9 @@
/datum/reagent/consumable/milk/on_mob_life(mob/living/carbon/M)
if(HAS_TRAIT(M, TRAIT_CALCIUM_HEALER))
M.heal_bodypart_damage(1.5,0, 0)
+ for(var/i in M.all_wounds)
+ var/datum/wound/iter_wound = i
+ iter_wound.on_xadone(2)
. = 1
else
if(M.getBruteLoss() && prob(20))
@@ -320,6 +323,83 @@
..()
. = 1
+/datum/reagent/consumable/tea/red
+ name = "Red Tea"
+ description = "Tasty red tea, helps the body digest food. Drink in moderation!"
+ color = "#101000" // rgb: 16, 16, 0
+ nutriment_factor = 0
+ taste_description = "sweet red tea"
+ glass_icon_state = "teaglass"
+ glass_name = "glass of red tea"
+ glass_desc = "A piping hot tea that helps with the digestion of food."
+
+/datum/reagent/consumable/tea/red/on_mob_life(mob/living/carbon/M)
+ if(M.nutrition > NUTRITION_LEVEL_HUNGRY)
+ M.adjust_nutrition(-3)
+ M.dizziness = max(0,M.dizziness-2)
+ M.drowsyness = max(0,M.drowsyness-1)
+ M.jitteriness = max(0,M.jitteriness-3)
+ M.adjust_bodytemperature(23 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL)
+ . = 1
+
+/datum/reagent/consumable/tea/green
+ name = "Green Tea"
+ description = "Tasty green tea, known to heal livers, it's good for you!"
+ color = "#101000" // rgb: 16, 16, 0
+ nutriment_factor = 0
+ taste_description = "tart green tea"
+ glass_icon_state = "teaglass"
+ glass_name = "glass of tea"
+ glass_desc = "A calming glass of green tea to help get you through the day."
+
+/datum/reagent/consumable/tea/green/on_mob_life(mob/living/carbon/M)
+ M.adjustOrganLoss(ORGAN_SLOT_LIVER, -0.5) //Detox!
+ M.dizziness = max(0,M.dizziness-2)
+ M.drowsyness = max(0,M.drowsyness-1)
+ M.jitteriness = max(0,M.jitteriness-3)
+ M.adjust_bodytemperature(15 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL)
+ . = 1
+
+/datum/reagent/consumable/tea/forest
+ name = "Forest Tea"
+ description = "Tea mixed with honey, has both antitoxins and sweetness in one!"
+ color = "#101000" // rgb: 16, 16, 0
+ nutriment_factor = 0
+ quality = DRINK_NICE
+ taste_description = "sweet tea"
+ glass_icon_state = "teaglass"
+ glass_name = "glass of forest tea"
+ glass_desc = "A lovely glass of tea and honey."
+
+/datum/reagent/consumable/tea/forest/on_mob_life(mob/living/carbon/M)
+ if(M.getToxLoss() && prob(40))//Two anti-toxins working here
+ M.adjustToxLoss(-1, 0, TRUE) //heals TOXINLOVERs
+ //Reminder that honey heals toxin lovers
+ M.dizziness = max(0,M.dizziness-2)
+ M.drowsyness = max(0,M.drowsyness-1)
+ M.jitteriness = max(0,M.jitteriness-3)
+ M.adjust_bodytemperature(15 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL)
+ . = 1
+
+/datum/reagent/consumable/tea/mush
+ name = "Mush Tea"
+ description = "Tea mixed with mushroom hallucinogen, used for fun rides or self reflection."
+ color = "#101000" // rgb: 16, 16, 0
+ nutriment_factor = 0
+ quality = DRINK_NICE
+ taste_description = "fungal infections"
+ glass_icon_state = "teaglass"
+ glass_name = "glass of mush tea"
+ glass_desc = "A cold merky brown tea."
+
+/datum/reagent/consumable/tea/mush/on_mob_life(mob/living/carbon/M)
+ M.set_drugginess(20) //Little better then space drugs
+ if(prob(20))
+ M.Dizzy(10)
+ if(prob(10))
+ M.disgust = 0
+ . = 1
+
/datum/reagent/consumable/lemonade
name = "Lemonade"
description = "Sweet, tangy lemonade. Good for the soul."
@@ -964,12 +1044,6 @@
M.emote("nya")
if(prob(20))
to_chat(M, "[pick("Headpats feel nice.", "Backrubs would be nice.", "Mew")]")
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/adjusted = H.adjust_arousal(5,aphro = TRUE)
- for(var/g in adjusted)
- var/obj/item/organ/genital/G = g
- to_chat(M, "You feel like playing with your [G.name]!")
..()
/datum/reagent/consumable/monkey_energy
@@ -1013,4 +1087,23 @@
if(M.getToxLoss() && prob(30))
M.adjustToxLoss(-1, 0)
..()
- . = TRUE
\ No newline at end of file
+ . = TRUE
+
+// i googled "natural coagulant" and a couple of results came up for banana peels, so after precisely 30 more seconds of research, i now dub grinding banana peels good for your blood
+/datum/reagent/consumable/banana_peel
+ name = "Pulped Banana Peel"
+ description = "Okay, so you put a banana peel in a grinder... Why, exactly?"
+ color = "#863333" // rgb: 175, 175, 0
+ reagent_state = SOLID
+ taste_description = "stringy, bitter pulp"
+ glass_name = "glass of banana peel pulp"
+ glass_desc = "Okay, so you put a banana peel in a grinder... Why, exactly?"
+
+/datum/reagent/consumable/baked_banana_peel
+ name = "Baked Banana Peel Powder"
+ description = "You took a banana peel... pulped it... baked it... Where are you going with this?"
+ color = "#863333" // rgb: 175, 175, 0
+ reagent_state = SOLID
+ taste_description = "bitter powder"
+ glass_name = "glass of banana peel powder"
+ description = "You took a banana peel... pulped it... baked it... Where are you going with this?"
diff --git a/code/modules/reagents/chemistry/reagents/drug_reagents.dm b/code/modules/reagents/chemistry/reagents/drug_reagents.dm
index 96f2c04598..44b6e85f47 100644
--- a/code/modules/reagents/chemistry/reagents/drug_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/drug_reagents.dm
@@ -559,128 +559,3 @@
var/mob/living/carbon/C = M
if(!C.undergoing_cardiac_arrest())
C.set_heartattack(TRUE)
-
-//aphrodisiac & anaphrodisiac
-
-/datum/reagent/drug/aphrodisiac
- name = "Crocin"
- description = "Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac."
- taste_description = "strawberries"
- color = "#FFADFF"//PINK, rgb(255, 173, 255)
- can_synth = FALSE
-
-/datum/reagent/drug/aphrodisiac/on_mob_life(mob/living/M)
- if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO))
- if((prob(min(current_cycle/2,5))))
- M.emote(pick("moan","blush"))
- if(prob(min(current_cycle/4,10)))
- var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
- to_chat(M, "[aroused_message]")
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/genits = H.adjust_arousal(current_cycle, aphro = TRUE) // redundant but should still be here
- for(var/g in genits)
- var/obj/item/organ/genital/G = g
- to_chat(M, "[G.arousal_verb]!")
- ..()
-
-/datum/reagent/drug/aphrodisiacplus
- name = "Hexacrocin"
- description = "Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals.\
- Addiction withdrawals can cause brain damage and shortness of breath. Overdosage can lead to brain damage and a \
- permanent increase in libido (commonly referred to as 'bimbofication')."
- taste_description = "liquid desire"
- color = "#FF2BFF"//dark pink
- addiction_threshold = 20
- overdose_threshold = 20
- can_synth = FALSE
-
-/datum/reagent/drug/aphrodisiacplus/on_mob_life(mob/living/M)
- if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO))
- if(prob(5))
- if(prob(current_cycle))
- M.say(pick("Hnnnnngghh...", "Ohh...", "Mmnnn..."))
- else
- M.emote(pick("moan","blush"))
- if(prob(5))
- var/aroused_message
- if(current_cycle>25)
- aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
- else
- aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
- to_chat(M, "[aroused_message]")
- REMOVE_TRAIT(M,TRAIT_NEVERBONER,APHRO_TRAIT)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/genits = H.adjust_arousal(100, aphro = TRUE) // redundant but should still be here
- for(var/g in genits)
- var/obj/item/organ/genital/G = g
- to_chat(M, "[G.arousal_verb]!")
- ..()
-
-/datum/reagent/drug/aphrodisiacplus/addiction_act_stage2(mob/living/M)
- if(prob(30))
- M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 2)
- ..()
-/datum/reagent/drug/aphrodisiacplus/addiction_act_stage3(mob/living/M)
- if(prob(30))
- M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3)
-
- ..()
-/datum/reagent/drug/aphrodisiacplus/addiction_act_stage4(mob/living/M)
- if(prob(30))
- M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 4)
- ..()
-
-/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
- if(M && M.client?.prefs.arousable && !(M.client?.prefs.cit_toggles & NO_APHRO) && prob(33))
- if(prob(5) && ishuman(M) && M.has_dna() && (M.client?.prefs.cit_toggles & BIMBOFICATION))
- if(!HAS_TRAIT(M,TRAIT_PERMABONER))
- to_chat(M, "Your libido is going haywire!")
- ADD_TRAIT(M,TRAIT_PERMABONER,APHRO_TRAIT)
- ..()
-
-/datum/reagent/drug/anaphrodisiac
- name = "Camphor"
- description = "Naturally found in some species of evergreen trees, camphor is a waxy substance. When injested by most animals, it acts as an anaphrodisiac\
- , reducing libido and calming them. Non-habit forming and not addictive."
- taste_description = "dull bitterness"
- taste_mult = 2
- color = "#D9D9D9"//rgb(217, 217, 217)
- reagent_state = SOLID
- can_synth = FALSE
-
-/datum/reagent/drug/anaphrodisiac/on_mob_life(mob/living/M)
- if(M && M.client?.prefs.arousable && prob(16))
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/genits = H.adjust_arousal(-100, aphro = TRUE)
- if(genits.len)
- to_chat(M, "You no longer feel aroused.")
- ..()
-
-/datum/reagent/drug/anaphrodisiacplus
- name = "Hexacamphor"
- description = "Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive."
- taste_description = "tranquil celibacy"
- color = "#D9D9D9"//rgb(217, 217, 217)
- reagent_state = SOLID
- overdose_threshold = 20
- can_synth = FALSE
-
-/datum/reagent/drug/anaphrodisiacplus/on_mob_life(mob/living/M)
- if(M && M.client?.prefs.arousable)
- REMOVE_TRAIT(M,TRAIT_PERMABONER,APHRO_TRAIT)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/genits = H.adjust_arousal(-100, aphro = TRUE)
- if(genits.len)
- to_chat(M, "You no longer feel aroused.")
-
- ..()
-
-/datum/reagent/drug/anaphrodisiacplus/overdose_process(mob/living/M)
- if(M && M.client?.prefs.arousable && prob(5))
- to_chat(M, "You feel like you'll never feel aroused again...")
- ADD_TRAIT(M,TRAIT_NEVERBONER,APHRO_TRAIT)
- ..()
diff --git a/code/modules/reagents/chemistry/reagents/food_reagents.dm b/code/modules/reagents/chemistry/reagents/food_reagents.dm
index d449fa310c..a6e78ae98c 100644
--- a/code/modules/reagents/chemistry/reagents/food_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/food_reagents.dm
@@ -768,7 +768,6 @@
color = "#97ee63"
taste_description = "pure electricity"
-/* //We don't have ethereals here, so I'll just comment it out.
/datum/reagent/consumable/liquidelectricity/reaction_mob(mob/living/M, method=TOUCH, reac_volume) //can't be on life because of the way blood works.
if((method == INGEST || method == INJECT || method == PATCH) && iscarbon(M))
@@ -776,10 +775,9 @@
var/obj/item/organ/stomach/ethereal/stomach = C.getorganslot(ORGAN_SLOT_STOMACH)
if(istype(stomach))
stomach.adjust_charge(reac_volume * REM)
-*/
/datum/reagent/consumable/liquidelectricity/on_mob_life(mob/living/carbon/M)
- if(prob(25)) // && !isethereal(M))
+ if(prob(25) && !isethereal(M))
M.electrocute_act(rand(10,15), "Liquid Electricity in their body", 1) //lmao at the newbs who eat energy bars
playsound(M, "sparks", 50, TRUE)
return ..()
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index 050b1f29b5..8bb34c0a82 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -145,8 +145,8 @@
M.adjustToxLoss(-power, 0, TRUE) //heals TOXINLOVERs
M.adjustCloneLoss(-power, 0)
for(var/i in M.all_wounds)
- var/datum/wound/W = i
- W.on_xadone(power)
+ var/datum/wound/iter_wound = i
+ iter_wound.on_xadone(power)
REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC) //fixes common causes for disfiguration
. = 1
metabolization_rate = REAGENTS_METABOLISM * (0.00001 * (M.bodytemperature ** 2) + 0.5)
@@ -196,8 +196,8 @@
M.adjustToxLoss(-power, 0, TRUE)
M.adjustCloneLoss(-power, 0)
for(var/i in M.all_wounds)
- var/datum/wound/W = i
- W.on_xadone(power)
+ var/datum/wound/iter_wound = i
+ iter_wound.on_xadone(power)
REMOVE_TRAIT(M, TRAIT_DISFIGURED, TRAIT_GENERIC)
. = 1
..()
@@ -365,7 +365,7 @@
/datum/reagent/medicine/salglu_solution
name = "Saline-Glucose Solution"
- description = "Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary blood substitute."
+ description = "Has a 33% chance per metabolism cycle to heal brute and burn damage. Can be used as a temporary blood substitute, as well as slowly speeding blood regeneration."
reagent_state = LIQUID
color = "#DCDCDC"
metabolization_rate = 0.5 * REAGENTS_METABOLISM
@@ -373,6 +373,7 @@
taste_description = "sweetness and salt"
var/last_added = 0
var/maximum_reachable = BLOOD_VOLUME_NORMAL - 10 //So that normal blood regeneration can continue with salglu active
+ var/extra_regen = 0.25 // in addition to acting as temporary blood, also add this much to their actual blood per tick
pH = 5.5
/datum/reagent/medicine/salglu_solution/on_mob_life(mob/living/carbon/M)
@@ -385,7 +386,7 @@
var/amount_to_add = min(M.blood_volume, volume*5)
var/new_blood_level = min(M.blood_volume + amount_to_add, maximum_reachable)
last_added = new_blood_level - M.blood_volume
- M.blood_volume = new_blood_level
+ M.blood_volume = new_blood_level + extra_regen
if(prob(33))
M.adjustBruteLoss(-0.5*REM, 0)
M.adjustFireLoss(-0.5*REM, 0)
@@ -471,8 +472,9 @@
else if(method in list(PATCH, TOUCH))
M.adjustBruteLoss(-1 * reac_volume)
M.adjustFireLoss(-1 * reac_volume)
- for(var/datum/wound/burn/burn_wound in C.all_wounds)
- burn_wound.regenerate_flesh(reac_volume)
+ for(var/i in C.all_wounds)
+ var/datum/wound/iter_wound = i
+ iter_wound.on_synthflesh(reac_volume)
if(show_message)
to_chat(M, "You feel your burns and bruises healing! It stings like hell!")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "painful_medicine", /datum/mood_event/painful_medicine)
@@ -1592,10 +1594,56 @@
to_chat(C, "[pick(GLOB.wisdoms)]") //give them a random wisdom
..()
-// handled in cut wounds process
+// helps bleeding wounds clot faster
/datum/reagent/medicine/coagulant
name = "Sanguirite"
- description = "A coagulant used to help open cuts clot faster."
+ description = "A proprietary coagulant used to help bleeding wounds clot faster."
reagent_state = LIQUID
color = "#bb2424"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
+ overdose_threshold = 20
+ /// How much base clotting we do per bleeding wound, multiplied by the below number for each bleeding wound
+ var/clot_rate = 0.25
+ /// If we have multiple bleeding wounds, we count the number of bleeding wounds, then multiply the clot rate by this^(n) before applying it to each cut, so more cuts = less clotting per cut (though still more total clotting)
+ var/clot_coeff_per_wound = 0.9
+
+/datum/reagent/medicine/coagulant/on_mob_life(mob/living/carbon/M)
+ . = ..()
+ if(!M.blood_volume || !M.all_wounds)
+ return
+
+ var/effective_clot_rate = clot_rate
+
+ for(var/i in M.all_wounds)
+ var/datum/wound/iter_wound = i
+ if(iter_wound.blood_flow)
+ effective_clot_rate *= clot_coeff_per_wound
+
+ for(var/i in M.all_wounds)
+ var/datum/wound/iter_wound = i
+ iter_wound.blood_flow = max(0, iter_wound.blood_flow - effective_clot_rate)
+
+/datum/reagent/medicine/coagulant/overdose_process(mob/living/M)
+ . = ..()
+ if(!M.blood_volume)
+ return
+
+ if(prob(15))
+ M.losebreath += rand(2,4)
+ M.adjustOxyLoss(rand(1,3))
+ if(prob(30))
+ to_chat(M, "You can feel your blood clotting up in your veins!")
+ else if(prob(10))
+ to_chat(M, "You feel like your blood has stopped moving!")
+ if(prob(50))
+ var/obj/item/organ/lungs/our_lungs = M.getorganslot(ORGAN_SLOT_LUNGS)
+ our_lungs.applyOrganDamage(1)
+ else
+ var/obj/item/organ/heart/our_heart = M.getorganslot(ORGAN_SLOT_HEART)
+ our_heart.applyOrganDamage(1)
+
+// can be synthesized on station rather than bought. made by grinding a banana peel, heating it up, then mixing the banana peel powder with salglu
+/datum/reagent/medicine/coagulant/weak
+ name = "Synthi-Sanguirite"
+ description = "A synthetic coagulant used to help bleeding wounds clot faster. Not quite as effective as name brand Sanguirite, especially on patients with lots of cuts."
+ clot_coeff_per_wound = 0.8
diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm
index 99e1f1481b..b6de7b2eab 100644
--- a/code/modules/reagents/chemistry/reagents/other_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm
@@ -244,6 +244,11 @@
glass_desc = "The father of all refreshments."
shot_glass_icon_state = "shotglassclear"
+/datum/reagent/water/on_mob_life(mob/living/carbon/M)
+ . = ..()
+ if(M.blood_volume)
+ M.blood_volume += 0.1 // water is good for you!
+
/*
* Water reaction to turf
*/
@@ -334,6 +339,8 @@
return ..()
/datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M)
+ if(M.blood_volume)
+ M.blood_volume += 0.1 // water is good for you!
if(!data)
data = list("misc" = 1)
data["misc"]++
@@ -2190,13 +2197,6 @@
M.emote("nya")
if(prob(20))
to_chat(M, "[pick("Headpats feel nice.", "The feeling of a hairball...", "Backrubs would be nice.", "Whats behind those doors?")]")
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- var/list/adjusted = H.adjust_arousal(2,aphro = TRUE)
- for(var/g in adjusted)
- var/obj/item/organ/genital/G = g
- to_chat(M, "You feel like playing with your [G.name]!")
-
..()
/datum/reagent/preservahyde
@@ -2304,6 +2304,7 @@
metabolization_rate = 0.75 * REAGENTS_METABOLISM // 5u (WOUND_DETERMINATION_CRITICAL) will last for ~17 ticks
/// Whether we've had at least WOUND_DETERMINATION_SEVERE (2.5u) of determination at any given time. No damage slowdown immunity or indication we're having a second wind if it's just a single moderate wound
var/significant = FALSE
+ self_consuming = TRUE
/datum/reagent/determination/on_mob_end_metabolize(mob/living/carbon/M)
if(significant)
@@ -2337,7 +2338,6 @@
color = "#E6E6DA"
taste_mult = 0
-
/datum/reagent/hairball
name = "Hairball"
description = "A bundle of keratinous bits and fibers, not easily digestible."
@@ -2385,4 +2385,4 @@
M.reagents.del_reagent(/datum/reagent/hairball)
return
..()
-
+
diff --git a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
index 7da734e9c4..8dca028b4a 100644
--- a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
@@ -373,6 +373,14 @@
pH = 4.9
value = REAGENT_VALUE_VERY_COMMON
+/datum/reagent/toxin/teapowder/red
+ name = "Ground Red Tea Leaves"
+ toxpwr = 0.4
+
+/datum/reagent/toxin/teapowder/green
+ name = "Ground Green Tea Leaves"
+ toxpwr = 0.6
+
/datum/reagent/toxin/mutetoxin //the new zombie powder.
name = "Mute Toxin"
description = "A nonlethal poison that inhibits speech in its victim."
diff --git a/code/modules/reagents/chemistry/recipes/drugs.dm b/code/modules/reagents/chemistry/recipes/drugs.dm
index a2b8c27552..468d29c052 100644
--- a/code/modules/reagents/chemistry/recipes/drugs.dm
+++ b/code/modules/reagents/chemistry/recipes/drugs.dm
@@ -62,34 +62,3 @@
results = list(/datum/reagent/moonsugar = 1, /datum/reagent/medicine/morphine = 2.5)
required_temp = 315 //a little above normal body temperature
required_reagents = list(/datum/reagent/drug/skooma = 1)
-/datum/chemical_reaction/aphro
- name = "crocin"
- id = /datum/reagent/drug/aphrodisiac
- results = list(/datum/reagent/drug/aphrodisiac = 6)
- required_reagents = list(/datum/reagent/carbon = 2, /datum/reagent/hydrogen = 2, /datum/reagent/oxygen = 2, /datum/reagent/water = 1)
- required_temp = 400
- mix_message = "The mixture boils off a pink vapor..."//The water boils off, leaving the crocin
-
-/datum/chemical_reaction/aphroplus
- name = "hexacrocin"
- id = /datum/reagent/drug/aphrodisiacplus
- results = list(/datum/reagent/drug/aphrodisiacplus = 1)
- required_reagents = list(/datum/reagent/drug/aphrodisiac = 6, /datum/reagent/phenol = 1)
- required_temp = 400
- mix_message = "The mixture rapidly condenses and darkens in color..."
-
-/datum/chemical_reaction/anaphro
- name = "camphor"
- id = /datum/reagent/drug/anaphrodisiac
- results = list(/datum/reagent/drug/anaphrodisiac = 6)
- required_reagents = list(/datum/reagent/carbon = 2, /datum/reagent/hydrogen = 2, /datum/reagent/oxygen = 2, /datum/reagent/sulfur = 1)
- required_temp = 400
- mix_message = "The mixture boils off a yellow, smelly vapor..."//Sulfur burns off, leaving the camphor
-
-/datum/chemical_reaction/anaphroplus
- name = "pentacamphor"
- id = /datum/reagent/drug/anaphrodisiacplus
- results = list(/datum/reagent/drug/anaphrodisiacplus = 1)
- required_reagents = list(/datum/reagent/drug/aphrodisiac = 5, /datum/reagent/acetone = 1)
- required_temp = 300
- mix_message = "The mixture thickens and heats up slighty..."
diff --git a/code/modules/reagents/chemistry/recipes/medicine.dm b/code/modules/reagents/chemistry/recipes/medicine.dm
index e591daeb8e..bb9a951cac 100644
--- a/code/modules/reagents/chemistry/recipes/medicine.dm
+++ b/code/modules/reagents/chemistry/recipes/medicine.dm
@@ -50,6 +50,18 @@
results = list(/datum/reagent/medicine/salglu_solution = 3)
required_reagents = list(/datum/reagent/consumable/sodiumchloride = 1, /datum/reagent/water = 1, /datum/reagent/consumable/sugar = 1)
+/datum/chemical_reaction/baked_banana_peel
+ results = list(/datum/reagent/consumable/baked_banana_peel = 1)
+ required_temp = 413.15 // if it's good enough for caramel it's good enough for this
+ required_reagents = list(/datum/reagent/consumable/banana_peel = 1)
+ mix_message = "The pulp dries up and takes on a powdery state!"
+ mob_react = FALSE
+
+/datum/chemical_reaction/coagulant_weak
+ results = list(/datum/reagent/medicine/coagulant/weak = 3)
+ required_reagents = list(/datum/reagent/medicine/salglu_solution = 2, /datum/reagent/consumable/baked_banana_peel = 1)
+ mob_react = FALSE
+
/datum/chemical_reaction/mine_salve
name = "Miner's Salve"
id = /datum/reagent/medicine/mine_salve
diff --git a/code/modules/reagents/chemistry/recipes/others.dm b/code/modules/reagents/chemistry/recipes/others.dm
index f32bc708d0..09b7eabbc1 100644
--- a/code/modules/reagents/chemistry/recipes/others.dm
+++ b/code/modules/reagents/chemistry/recipes/others.dm
@@ -684,10 +684,10 @@
required_reagents = list(/datum/reagent/toxin/mindbreaker = 1, /datum/reagent/medicine/synaptizine = 1, /datum/reagent/water = 1)
/datum/chemical_reaction/cat
- name = "felined mutation toxic"
+ name = "felinid mutation toxic"
id = /datum/reagent/mutationtoxin/felinid
results = list(/datum/reagent/mutationtoxin/felinid = 1)
- required_reagents = list(/datum/reagent/toxin/mindbreaker = 1, /datum/reagent/ammonia = 1, /datum/reagent/water = 1, /datum/reagent/drug/aphrodisiac = 10, /datum/reagent/mutationtoxin = 1) // Maybe aphro+ if it becomes a shitty meme
+ required_reagents = list(/datum/reagent/toxin/mindbreaker = 1, /datum/reagent/ammonia = 1, /datum/reagent/water = 1, /datum/reagent/pax/catnip = 1, /datum/reagent/mutationtoxin = 1)
required_temp = 450
/datum/chemical_reaction/moff
@@ -837,4 +837,4 @@
/datum/chemical_reaction/cellulose_carbonization
results = list(/datum/reagent/carbon = 1)
required_reagents = list(/datum/reagent/cellulose = 1)
- required_temp = 512
\ No newline at end of file
+ required_temp = 512
diff --git a/code/modules/reagents/reagent_containers/bottle.dm b/code/modules/reagents/reagent_containers/bottle.dm
index ad8d722b61..20abcf847f 100644
--- a/code/modules/reagents/reagent_containers/bottle.dm
+++ b/code/modules/reagents/reagent_containers/bottle.dm
@@ -416,25 +416,3 @@
/obj/item/reagent_containers/glass/bottle/bromine
name = "bromine bottle"
list_reagents = list(/datum/reagent/bromine = 30)
-
-//Lewd Stuff
-
-/obj/item/reagent_containers/glass/bottle/crocin
- name = "Crocin bottle"
- desc = "A bottle of mild aphrodisiac. Increases libido."
- list_reagents = list(/datum/reagent/drug/aphrodisiac = 30)
-
-/obj/item/reagent_containers/glass/bottle/hexacrocin
- name = "Hexacrocin bottle"
- desc = "A bottle of strong aphrodisiac. Increases libido."
- list_reagents = list(/datum/reagent/drug/aphrodisiacplus = 30)
-
-/obj/item/reagent_containers/glass/bottle/camphor
- name = "Camphor bottle"
- desc = "A bottle of mild anaphrodisiac. Reduces libido."
- list_reagents = list(/datum/reagent/drug/anaphrodisiac = 30)
-
-/obj/item/reagent_containers/glass/bottle/hexacamphor
- name = "Hexacamphor bottle"
- desc = "A bottle of strong anaphrodisiac. Reduces libido."
- list_reagents = list(/datum/reagent/drug/anaphrodisiacplus = 30)
diff --git a/code/modules/reagents/reagent_containers/hypospray.dm b/code/modules/reagents/reagent_containers/hypospray.dm
index 27db55d7af..835ffe2d89 100644
--- a/code/modules/reagents/reagent_containers/hypospray.dm
+++ b/code/modules/reagents/reagent_containers/hypospray.dm
@@ -135,11 +135,18 @@
/obj/item/reagent_containers/hypospray/medipen/ekit
name = "emergency first-aid autoinjector"
- desc = "An epinephrine medipen with trace amounts of coagulants and antibiotics to help stabilize bad cuts and burns."
+ desc = "An epinephrine medipen with extra coagulant and antibiotics to help stabilize bad cuts and burns."
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/epinephrine = 12, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/medicine/spaceacillin = 0.5)
+/obj/item/reagent_containers/hypospray/medipen/blood_loss
+ name = "hypovolemic-response autoinjector"
+ desc = "A medipen designed to stabilize and rapidly reverse severe bloodloss."
+ volume = 15
+ amount_per_transfer_from_this = 15
+ list_reagents = list(/datum/reagent/medicine/epinephrine = 5, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/iron = 3.5, /datum/reagent/medicine/salglu_solution = 4)
+
/obj/item/reagent_containers/hypospray/medipen/stimulants
name = "illegal stimpack medipen"
desc = "A highly illegal medipen due to its load and small injections, allow for five uses before being drained"
diff --git a/code/modules/reagents/reagent_containers/medspray.dm b/code/modules/reagents/reagent_containers/medspray.dm
index 02a3f987bc..40ad167531 100644
--- a/code/modules/reagents/reagent_containers/medspray.dm
+++ b/code/modules/reagents/reagent_containers/medspray.dm
@@ -32,6 +32,9 @@
to_chat(user, "You will now apply the medspray's contents in [squirt_mode ? "short bursts":"extended sprays"]. You'll now use [amount_per_transfer_from_this] units per use.")
/obj/item/reagent_containers/medspray/attack(mob/living/L, mob/user, def_zone)
+ INVOKE_ASYNC(src, .proc/attempt_spray, L, user, def_zone) // this is shitcode because the params for attack aren't even right but i'm not in the mood to refactor right now.
+
+/obj/item/reagent_containers/medspray/proc/attempt_spray(mob/living/L, mob/user, def_zone)
if(!reagents || !reagents.total_volume)
to_chat(user, "[src] is empty!")
return
diff --git a/code/modules/reagents/reagent_containers/syringes.dm b/code/modules/reagents/reagent_containers/syringes.dm
index 0220802c3e..f42ae668c7 100644
--- a/code/modules/reagents/reagent_containers/syringes.dm
+++ b/code/modules/reagents/reagent_containers/syringes.dm
@@ -16,6 +16,7 @@
custom_materials = list(/datum/material/iron=10, /datum/material/glass=20)
reagent_flags = TRANSPARENT
custom_price = PRICE_CHEAP_AS_FREE
+ sharpness = SHARP_POINTY
/obj/item/reagent_containers/syringe/Initialize()
. = ..()
@@ -52,6 +53,9 @@
/obj/item/reagent_containers/syringe/attackby(obj/item/I, mob/user, params)
return
+/obj/item/reagent_containers/syringe/attack()
+ return // no bludgeoning.
+
/obj/item/reagent_containers/syringe/afterattack(atom/target, mob/user, proximity)
. = ..()
INVOKE_ASYNC(src, .proc/attempt_inject, target, user, proximity)
diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm
index 819012a61a..79edb37913 100644
--- a/code/modules/reagents/reagent_dispenser.dm
+++ b/code/modules/reagents/reagent_dispenser.dm
@@ -222,19 +222,6 @@
icon_state = "orangekeg"
reagent_id = /datum/reagent/consumable/ethanol/mead
-/obj/structure/reagent_dispensers/keg/aphro
- name = "keg of aphrodisiac"
- desc = "A keg of aphrodisiac."
- icon_state = "pinkkeg"
- reagent_id = /datum/reagent/drug/aphrodisiac
- tank_volume = 150
-
-/obj/structure/reagent_dispensers/keg/aphro/strong
- name = "keg of strong aphrodisiac"
- desc = "A keg of strong and addictive aphrodisiac."
- reagent_id = /datum/reagent/drug/aphrodisiacplus
- tank_volume = 120
-
/obj/structure/reagent_dispensers/keg/milk
name = "keg of milk"
desc = "A keg of pasteurised, homogenised, filtered and semi-skimmed space milk."
diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm
index 64fe786219..c8da9ab5e3 100644
--- a/code/modules/recycling/disposal/bin.dm
+++ b/code/modules/recycling/disposal/bin.dm
@@ -299,13 +299,15 @@
// handle machine interaction
-/obj/machinery/disposal/bin/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
+/obj/machinery/disposal/bin/ui_state(mob/user)
+ return GLOB.notcontained_state
+
+/obj/machinery/disposal/bin/ui_interact(mob/user, datum/tgui/ui)
if(stat & BROKEN)
return
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "DisposalUnit", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "DisposalUnit", name)
ui.open()
/obj/machinery/disposal/bin/ui_data(mob/user)
@@ -375,7 +377,6 @@
log_combat(user, target, "shoved", "into [src] (disposal bin)")
return TRUE
-
/obj/machinery/disposal/bin/flush()
..()
full_pressure = FALSE
diff --git a/code/modules/research/anomaly/anomaly_core.dm b/code/modules/research/anomaly/anomaly_core.dm
new file mode 100644
index 0000000000..7aeb7b3a9b
--- /dev/null
+++ b/code/modules/research/anomaly/anomaly_core.dm
@@ -0,0 +1,63 @@
+// Embedded signaller used in anomalies.
+/obj/item/assembly/signaler/anomaly
+ name = "anomaly core"
+ desc = "The neutralized core of an anomaly. It'd probably be valuable for research."
+ icon_state = "anomaly_core"
+ //inhand_icon_state = "electronic"
+ lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
+ resistance_flags = FIRE_PROOF
+ var/anomaly_type = /obj/effect/anomaly
+
+/obj/item/assembly/signaler/anomaly/receive_signal(datum/signal/signal)
+ if(!signal)
+ return FALSE
+ if(signal.data["code"] != code)
+ return FALSE
+ if(suicider)
+ manual_suicide(suicider)
+ for(var/obj/effect/anomaly/A in get_turf(src))
+ A.anomalyNeutralize()
+ return TRUE
+
+/obj/item/assembly/signaler/anomaly/manual_suicide(mob/living/carbon/user)
+ user.visible_message("[user]'s [src] is reacting to the radio signal, warping [user.p_their()] body!")
+ //user.set_suicide(TRUE)
+ user.suicide_log()
+ user.gib()
+
+/obj/item/assembly/signaler/anomaly/attackby(obj/item/I, mob/user, params)
+ if(I.tool_behaviour == TOOL_ANALYZER)
+ to_chat(user, "Analyzing... [src]'s stabilized field is fluctuating along frequency [format_frequency(frequency)], code [code].")
+ return ..()
+
+//Anomaly cores
+/obj/item/assembly/signaler/anomaly/pyro
+ name = "\improper pyroclastic anomaly core"
+ desc = "The neutralized core of a pyroclastic anomaly. It feels warm to the touch. It'd probably be valuable for research."
+ icon_state = "pyro_core"
+ anomaly_type = /obj/effect/anomaly/pyro
+
+/obj/item/assembly/signaler/anomaly/grav
+ name = "\improper gravitational anomaly core"
+ desc = "The neutralized core of a gravitational anomaly. It feels much heavier than it looks. It'd probably be valuable for research."
+ icon_state = "grav_core"
+ anomaly_type = /obj/effect/anomaly/grav
+
+/obj/item/assembly/signaler/anomaly/flux
+ name = "\improper flux anomaly core"
+ desc = "The neutralized core of a flux anomaly. Touching it makes your skin tingle. It'd probably be valuable for research."
+ icon_state = "flux_core"
+ anomaly_type = /obj/effect/anomaly/flux
+
+/obj/item/assembly/signaler/anomaly/bluespace
+ name = "\improper bluespace anomaly core"
+ desc = "The neutralized core of a bluespace anomaly. It keeps phasing in and out of view. It'd probably be valuable for research."
+ icon_state = "anomaly_core"
+ anomaly_type = /obj/effect/anomaly/bluespace
+
+/obj/item/assembly/signaler/anomaly/vortex
+ name = "\improper vortex anomaly core"
+ desc = "The neutralized core of a vortex anomaly. It won't sit still, as if some invisible force is acting on it. It'd probably be valuable for research."
+ icon_state = "vortex_core"
+ anomaly_type = /obj/effect/anomaly/bhole
diff --git a/code/modules/research/bepis.dm b/code/modules/research/bepis.dm
index 87aec72646..7b36a614a7 100644
--- a/code/modules/research/bepis.dm
+++ b/code/modules/research/bepis.dm
@@ -33,11 +33,13 @@
var/inaccuracy_percentage = 1.5
var/positive_cash_offset = 0
var/negative_cash_offset = 0
- var/minor_rewards = list(/obj/item/stack/circuit_stack/full, //To add a new minor reward, add it here.
- /obj/item/flashlight/flashdark,
- /obj/item/pen/survival,
- /obj/item/circuitboard/machine/sleeper/party,
- /obj/item/toy/sprayoncan)
+ var/list/minor_rewards = list(
+ //To add a new minor reward, add it here.
+ /obj/item/stack/circuit_stack/full,
+ /obj/item/pen/survival,
+ /obj/item/circuitboard/machine/sleeper/party,
+ /obj/item/toy/sprayoncan,
+ )
var/static/list/item_list = list()
/obj/machinery/rnd/bepis/attackby(obj/item/O, mob/user, params)
@@ -101,6 +103,7 @@
return
account.adjust_money(-deposit_value) //The money vanishes, not paid to any accounts.
SSblackbox.record_feedback("amount", "BEPIS_credits_spent", deposit_value)
+ //log_econ("[deposit_value] credits were inserted into [src] by [account.account_holder]")
banked_cash += deposit_value
use_power(1000 * power_saver)
say("Cash deposit successful. There is [banked_cash] in the chamber.")
@@ -179,10 +182,10 @@
icon_state = "chamber"
return
-/obj/machinery/rnd/bepis/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/rnd/bepis/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "Bepis", name, 500, 480, master_ui, state)
+ ui = new(user, src, "Bepis", name)
ui.open()
RefreshParts()
diff --git a/code/modules/research/nanites/nanite_chamber_computer.dm b/code/modules/research/nanites/nanite_chamber_computer.dm
index b9623b751d..70e4d05590 100644
--- a/code/modules/research/nanites/nanite_chamber_computer.dm
+++ b/code/modules/research/nanites/nanite_chamber_computer.dm
@@ -5,8 +5,6 @@
var/obj/item/disk/nanite_program/disk
icon_screen = "nanite_chamber_control"
circuit = /obj/item/circuitboard/computer/nanite_chamber_control
- ui_x = 380
- ui_y = 570
/obj/machinery/computer/nanite_chamber_control/Initialize()
. = ..()
@@ -25,10 +23,10 @@
find_chamber()
..()
-/obj/machinery/computer/nanite_chamber_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/nanite_chamber_control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NaniteChamberControl", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "NaniteChamberControl", name)
ui.open()
/obj/machinery/computer/nanite_chamber_control/ui_data()
diff --git a/code/modules/research/nanites/nanite_cloud_controller.dm b/code/modules/research/nanites/nanite_cloud_controller.dm
index ef0fc33bd7..44ebe11c29 100644
--- a/code/modules/research/nanites/nanite_cloud_controller.dm
+++ b/code/modules/research/nanites/nanite_cloud_controller.dm
@@ -1,11 +1,9 @@
/obj/machinery/computer/nanite_cloud_controller
name = "nanite cloud controller"
desc = "Stores and controls nanite cloud backups."
- circuit = /obj/item/circuitboard/computer/nanite_cloud_controller
icon = 'icons/obj/machines/research.dmi'
icon_state = "nanite_cloud_controller"
- ui_x = 375
- ui_y = 700
+ circuit = /obj/item/circuitboard/computer/nanite_cloud_controller
var/obj/item/disk/nanite_program/disk
var/list/datum/nanite_cloud_backup/cloud_backups = list()
@@ -20,20 +18,27 @@
/obj/machinery/computer/nanite_cloud_controller/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/disk/nanite_program))
var/obj/item/disk/nanite_program/N = I
- if(disk)
- eject(user)
- if(user.transferItemToLoc(N, src))
+ if (user.transferItemToLoc(N, src))
to_chat(user, "You insert [N] into [src].")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
+ if(disk)
+ eject(user)
disk = N
else
..()
+/obj/machinery/computer/nanite_cloud_controller/AltClick(mob/user)
+ if(disk && user.canUseTopic(src, !issilicon(user)))
+ to_chat(user, "You take out [disk] from [src].")
+ eject(user)
+ return
+
/obj/machinery/computer/nanite_cloud_controller/proc/eject(mob/living/user)
if(!disk)
return
- if(!istype(user) || !Adjacent(user) ||!user.put_in_active_hand(disk))
- disk.forceMove(drop_location())
+ disk.forceMove(drop_location())
+ if(istype(user) && user.Adjacent(src))
+ user.put_in_active_hand(disk)
disk = null
/obj/machinery/computer/nanite_cloud_controller/proc/get_backup(cloud_id)
@@ -53,10 +58,10 @@
backup.nanites = cloud_copy
investigate_log("[key_name(user)] created a new nanite cloud backup with id #[cloud_id]", INVESTIGATE_NANITES)
-/obj/machinery/computer/nanite_cloud_controller/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/nanite_cloud_controller/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NaniteCloudControl", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "NaniteCloudControl", name)
ui.open()
/obj/machinery/computer/nanite_cloud_controller/ui_data()
diff --git a/code/modules/research/nanites/nanite_program_hub.dm b/code/modules/research/nanites/nanite_program_hub.dm
index 3f62a11f89..495c788845 100644
--- a/code/modules/research/nanites/nanite_program_hub.dm
+++ b/code/modules/research/nanites/nanite_program_hub.dm
@@ -3,26 +3,24 @@
desc = "Compiles nanite programs from the techweb servers and downloads them into disks."
icon = 'icons/obj/machines/research.dmi'
icon_state = "nanite_program_hub"
- circuit = /obj/item/circuitboard/machine/nanite_program_hub
use_power = IDLE_POWER_USE
anchored = TRUE
density = TRUE
- ui_x = 500
- ui_y = 700
+ circuit = /obj/item/circuitboard/machine/nanite_program_hub
var/obj/item/disk/nanite_program/disk
var/datum/techweb/linked_techweb
var/current_category = "Main"
var/detail_view = TRUE
var/categories = list(
- list(name = "Utility Nanites"),
- list(name = "Medical Nanites"),
- list(name = "Sensor Nanites"),
- list(name = "Augmentation Nanites"),
- list(name = "Suppression Nanites"),
- list(name = "Weaponized Nanites"),
- list(name = "Protocols") //Moved to default techweb from B.E.P.I.S. research, for now
- )
+ list(name = "Utility Nanites"),
+ list(name = "Medical Nanites"),
+ list(name = "Sensor Nanites"),
+ list(name = "Augmentation Nanites"),
+ list(name = "Suppression Nanites"),
+ list(name = "Weaponized Nanites"),
+ list(name = "Protocols"),
+ )
/obj/machinery/nanite_program_hub/Initialize()
. = ..()
@@ -31,26 +29,45 @@
/obj/machinery/nanite_program_hub/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/disk/nanite_program))
var/obj/item/disk/nanite_program/N = I
- if(disk)
- eject(user)
if(user.transferItemToLoc(N, src))
to_chat(user, "You insert [N] into [src].")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
+ if(disk)
+ eject(user)
disk = N
else
..()
+/obj/machinery/nanite_program_hub/screwdriver_act(mob/living/user, obj/item/I) //remove when runtimed
+ if(..())
+ return TRUE
+
+ return default_deconstruction_screwdriver(user, "nanite_program_hub_t", "nanite_program_hub", I)
+
+/obj/machinery/nanite_program_hub/crowbar_act(mob/living/user, obj/item/I)
+ if(..())
+ return TRUE
+
+ return default_deconstruction_crowbar(I)
+
/obj/machinery/nanite_program_hub/proc/eject(mob/living/user)
if(!disk)
return
- if(!istype(user) || !Adjacent(user) || !user.put_in_active_hand(disk))
- disk.forceMove(drop_location())
+ disk.forceMove(drop_location())
+ if(istype(user) && Adjacent(user))
+ user.put_in_active_hand(disk)
disk = null
-/obj/machinery/nanite_program_hub/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/nanite_program_hub/AltClick(mob/user)
+ if(disk && user.canUseTopic(src, !issilicon(user)))
+ to_chat(user, "You take out [disk] from [src].")
+ eject(user)
+ return
+
+/obj/machinery/nanite_program_hub/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NaniteProgramHub", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "NaniteProgramHub", name)
ui.open()
/obj/machinery/nanite_program_hub/ui_data()
@@ -123,9 +140,3 @@
disk.program = null
disk.name = initial(disk.name)
. = TRUE
-
-
-/obj/machinery/nanite_program_hub/admin/Initialize()
- . = ..()
- linked_techweb = SSresearch.admin_tech
-
diff --git a/code/modules/research/nanites/nanite_programmer.dm b/code/modules/research/nanites/nanite_programmer.dm
index 3de2a974e2..b6a2c8b28b 100644
--- a/code/modules/research/nanites/nanite_programmer.dm
+++ b/code/modules/research/nanites/nanite_programmer.dm
@@ -3,41 +3,58 @@
desc = "A device that can edit nanite program disks to adjust their functionality."
var/obj/item/disk/nanite_program/disk
var/datum/nanite_program/program
- circuit = /obj/item/circuitboard/machine/nanite_programmer
icon = 'icons/obj/machines/research.dmi'
icon_state = "nanite_programmer"
use_power = IDLE_POWER_USE
anchored = TRUE
density = TRUE
flags_1 = HEAR_1
- ui_x = 420
- ui_y = 550
+ circuit = /obj/item/circuitboard/machine/nanite_programmer
/obj/machinery/nanite_programmer/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/disk/nanite_program))
var/obj/item/disk/nanite_program/N = I
- if(disk)
- eject(user)
if(user.transferItemToLoc(N, src))
to_chat(user, "You insert [N] into [src]")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
+ if(disk)
+ eject(user)
disk = N
program = N.program
else
..()
+/obj/machinery/nanite_programmer/screwdriver_act(mob/living/user, obj/item/I)
+ if(..())
+ return TRUE
+
+ return default_deconstruction_screwdriver(user, "nanite_programmer_t", "nanite_programmer", I)
+
+/obj/machinery/nanite_programmer/crowbar_act(mob/living/user, obj/item/I)
+ if(..())
+ return TRUE
+
+ return default_deconstruction_crowbar(I)
+
/obj/machinery/nanite_programmer/proc/eject(mob/living/user)
if(!disk)
return
- if(!istype(user) || !Adjacent(user) || !user.put_in_active_hand(disk))
- disk.forceMove(drop_location())
+ disk.forceMove(drop_location())
+ if(istype(user) && user.Adjacent(src))
+ user.put_in_active_hand(disk)
disk = null
program = null
-/obj/machinery/nanite_programmer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/nanite_programmer/AltClick(mob/user)
+ if(disk && user.canUseTopic(src, !issilicon(user)))
+ to_chat(user, "You take out [disk] from [src].")
+ eject(user)
+ return
+
+/obj/machinery/nanite_programmer/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NaniteProgrammer", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "NaniteProgrammer", name)
ui.open()
/obj/machinery/nanite_programmer/ui_data()
@@ -131,7 +148,7 @@
program.timer_trigger_delay = timer
. = TRUE
-/obj/machinery/nanite_programmer/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
+/obj/machinery/nanite_programmer/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, list/message_mods = list())
. = ..()
var/static/regex/when = regex("(?:^\\W*when|when\\W*$)", "i") //starts or ends with when
if(findtext(raw_message, when) && !istype(speaker, /obj/machinery/nanite_programmer))
diff --git a/code/modules/research/nanites/nanite_remote.dm b/code/modules/research/nanites/nanite_remote.dm
index b222b2ad35..e3f5a0f286 100644
--- a/code/modules/research/nanites/nanite_remote.dm
+++ b/code/modules/research/nanites/nanite_remote.dm
@@ -80,10 +80,13 @@
var/datum/nanite_program/relay/N = X
N.relay_signal(code, relay_code, source)
-/obj/item/nanite_remote/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/item/nanite_remote/ui_state(mob/user)
+ return GLOB.hands_state
+
+/obj/item/nanite_remote/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "NaniteRemote", name, 420, 500, master_ui, state)
+ ui = new(user, src, "NaniteRemote", name)
ui.open()
/obj/item/nanite_remote/ui_data()
@@ -94,7 +97,6 @@
data["locked"] = locked
data["saved_settings"] = saved_settings
data["program_name"] = current_program_name
-
return data
/obj/item/nanite_remote/ui_act(action, params)
diff --git a/code/modules/ruins/spaceruin_code/TheDerelict.dm b/code/modules/ruins/spaceruin_code/TheDerelict.dm
index 513d16a0cb..d26e023df0 100644
--- a/code/modules/ruins/spaceruin_code/TheDerelict.dm
+++ b/code/modules/ruins/spaceruin_code/TheDerelict.dm
@@ -17,7 +17,6 @@
desc = "Looks like someone started shakily writing a will in space common, but were interrupted by something bloody..."
info = "__Objectives #1__: Find out what is hidden in Kosmicheskaya Stantsiya 13s Vault"
-
/// Vault controller for use on the derelict/KS13.
/obj/machinery/computer/vaultcontroller
name = "vault controller"
@@ -35,15 +34,10 @@
var/siphoned_power = 0
var/siphon_max = 1e7
- ui_x = 300
- ui_y = 120
-
-
/obj/machinery/computer/monitor/examine(mob/user)
. = ..()
. += "It appears to be powered via a cable connector."
-
//Checks for cable connection, charges if possible.
/obj/machinery/computer/vaultcontroller/process()
if(siphoned_power >= siphon_max)
@@ -52,13 +46,11 @@
if(attached_cable)
attempt_siphon()
-
///Looks for a cable connection beneath the machine.
/obj/machinery/computer/vaultcontroller/proc/update_cable()
var/turf/T = get_turf(src)
attached_cable = locate(/obj/structure/cable) in T
-
///Initializes airlock links.
/obj/machinery/computer/vaultcontroller/proc/find_airlocks()
for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
@@ -70,7 +62,6 @@
door2 = A
break
-
///Tries to charge from powernet excess, no upper limit except max charge.
/obj/machinery/computer/vaultcontroller/proc/attempt_siphon()
var/surpluspower = clamp(attached_cable.surplus(), 0, (siphon_max - siphoned_power))
@@ -78,7 +69,6 @@
attached_cable.add_load(surpluspower)
siphoned_power += surpluspower
-
///Handles the doors closing
/obj/machinery/computer/vaultcontroller/proc/cycle_close(obj/machinery/door/airlock/A)
A.safe = FALSE //Make sure its forced closed, always
@@ -86,14 +76,12 @@
A.close()
A.bolt()
-
///Handles the doors opening
/obj/machinery/computer/vaultcontroller/proc/cycle_open(obj/machinery/door/airlock/A)
A.unbolt()
A.open()
A.bolt()
-
///Attempts to lock the vault doors
/obj/machinery/computer/vaultcontroller/proc/lock_vault()
if(door1 && !door1.density)
@@ -103,7 +91,6 @@
if(door1.density && door1.locked && door2.density && door2.locked)
locked = TRUE
-
///Attempts to unlock the vault doors
/obj/machinery/computer/vaultcontroller/proc/unlock_vault()
if(door1 && door1.density)
@@ -113,7 +100,6 @@
if(!door1.density && door1.locked && !door2.density && door2.locked)
locked = FALSE
-
///Attempts to lock/unlock vault doors, if machine is charged.
/obj/machinery/computer/vaultcontroller/proc/activate_lock()
if(siphoned_power < siphon_max)
@@ -125,15 +111,12 @@
else
lock_vault()
-
-/obj/machinery/computer/vaultcontroller/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/vaultcontroller/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "VaultController", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "VaultController", name)
ui.open()
-
/obj/machinery/computer/vaultcontroller/ui_act(action, params)
if(..())
return
@@ -141,7 +124,6 @@
if("togglelock")
activate_lock()
-
/obj/machinery/computer/vaultcontroller/ui_data()
var/list/data = list()
data["stored"] = siphoned_power
@@ -149,7 +131,6 @@
data["doorstatus"] = locked
return data
-
///Airlock that can't be deconstructed, broken or hacked.
/obj/machinery/door/airlock/vault/derelict
locked = TRUE
@@ -158,16 +139,13 @@
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
id_tag = "derelictvault"
-
///Overrides screwdriver attack to prevent all deconstruction and hacking.
/obj/machinery/door/airlock/vault/derelict/attackby(obj/item/C, mob/user, params)
if(C.tool_behaviour == TOOL_SCREWDRIVER)
return
..()
-
// So drones can teach borgs and AI dronespeak. For best effect, combine with mother drone lawset.
-
/obj/item/dronespeak_manual
name = "dronespeak manual"
desc = "The book's cover reads: \"Understanding Dronespeak - An exercise in futility.\""
@@ -181,7 +159,7 @@
to_chat(user, "You start skimming through [src], but you already know dronespeak.")
else
to_chat(user, "You start skimming through [src], and suddenly the drone chittering makes sense.")
- user.grant_language(/datum/language/drone, TRUE, TRUE)
+ user.grant_language(/datum/language/drone, TRUE, TRUE)//, LANGUAGE_MIND)
return
if(user.has_language(/datum/language/drone))
@@ -202,7 +180,7 @@
M.visible_message("[user] beats [M] over the head with [src]!", "[user] beats you over the head with [src]!", "You hear smacking.")
else
M.visible_message("[user] teaches [M] by beating [M.p_them()] over the head with [src]!", "As [user] hits you with [src], chitters resonate in your mind.", "You hear smacking.")
- M.grant_language(/datum/language/drone, TRUE, TRUE)
+ M.grant_language(/datum/language/drone, TRUE, TRUE) //, LANGUAGE_MIND)
return
/obj/structure/fluff/oldturret
diff --git a/code/modules/security_levels/keycard_authentication.dm b/code/modules/security_levels/keycard_authentication.dm
index f6418b9236..7326cad816 100644
--- a/code/modules/security_levels/keycard_authentication.dm
+++ b/code/modules/security_levels/keycard_authentication.dm
@@ -35,11 +35,13 @@ GLOBAL_DATUM_INIT(keycard_events, /datum/events, new)
QDEL_NULL(ev)
return ..()
-/obj/machinery/keycard_auth/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/keycard_auth/ui_state(mob/user)
+ return GLOB.physical_state
+
+/obj/machinery/keycard_auth/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "KeycardAuth", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "KeycardAuth", name)
ui.open()
/obj/machinery/keycard_auth/ui_data()
diff --git a/code/modules/shuttle/emergency.dm b/code/modules/shuttle/emergency.dm
index 637d9ae334..810cadcd2c 100644
--- a/code/modules/shuttle/emergency.dm
+++ b/code/modules/shuttle/emergency.dm
@@ -45,11 +45,14 @@
say("Please equip your ID card into your ID slot to authenticate.")
. = ..()
-/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.human_adjacent_state)
+/obj/machinery/computer/emergency_shuttle/ui_state(mob/user)
+ return GLOB.human_adjacent_state
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, datum/tgui/ui)
+
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "EmergencyShuttleConsole", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "EmergencyShuttleConsole", name)
ui.open()
/obj/machinery/computer/emergency_shuttle/ui_data()
@@ -65,8 +68,8 @@
var/job = ID.assignment
if(obj_flags & EMAGGED)
- name = Gibberish(name, 0)
- job = Gibberish(job, 0)
+ name = Gibberish(name)
+ job = Gibberish(job)
A += list(list("name" = name, "job" = job))
data["authorizations"] = A
diff --git a/code/modules/shuttle/syndicate.dm b/code/modules/shuttle/syndicate.dm
index 440e6cb03b..0076f584e9 100644
--- a/code/modules/shuttle/syndicate.dm
+++ b/code/modules/shuttle/syndicate.dm
@@ -1,4 +1,4 @@
-#define SYNDICATE_CHALLENGE_TIMER 12000 //20 minutes
+#define SYNDICATE_CHALLENGE_TIMER 9000 // 15 minutes
/obj/machinery/computer/shuttle/syndicate
name = "syndicate shuttle terminal"
@@ -21,8 +21,8 @@
/obj/machinery/computer/shuttle/syndicate/Topic(href, href_list)
if(href_list["move"])
var/obj/item/circuitboard/computer/syndicate_shuttle/board = circuit
- if(board.challenge && world.time < SYNDICATE_CHALLENGE_TIMER)
- to_chat(usr, "You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - world.time)] more to allow them to prepare.")
+ if(board.challenge && ((world.time - SSticker.round_start_time) < SYNDICATE_CHALLENGE_TIMER))
+ to_chat(usr, "You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - (world.time - SSticker.round_start_time))] more to allow them to prepare.")
return 0
board.moved = TRUE
..()
diff --git a/code/modules/station_goals/bsa.dm b/code/modules/station_goals/bsa.dm
index 2ca0e65477..4c3f30a786 100644
--- a/code/modules/station_goals/bsa.dm
+++ b/code/modules/station_goals/bsa.dm
@@ -210,20 +210,23 @@
/obj/machinery/computer/bsa_control
name = "bluespace artillery control"
- var/obj/machinery/bsa/full/cannon
- var/notice
- var/target
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/computer/bsa_control
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_boxp"
+
+ var/obj/machinery/bsa/full/cannon
+ var/notice
+ var/target
var/area_aim = FALSE //should also show areas for targeting
-/obj/machinery/computer/bsa_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
- datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/bsa_control/ui_state(mob/user)
+ return GLOB.physical_state
+
+/obj/machinery/computer/bsa_control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "BluespaceArtillery", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "BluespaceArtillery", name)
ui.open()
/obj/machinery/computer/bsa_control/ui_data()
@@ -255,7 +258,7 @@
if(!GLOB.bsa_unlock)
return
var/list/gps_locators = list()
- for(var/obj/item/gps/G in GLOB.GPS_list) //nulls on the list somehow
+ for(var/datum/component/gps/G in GLOB.GPS_list) //nulls on the list somehow
if(G.tracking)
gps_locators[G.gpstag] = G
diff --git a/code/modules/station_goals/dna_vault.dm b/code/modules/station_goals/dna_vault.dm
index 6d8ab9cc7f..4ac3777a41 100644
--- a/code/modules/station_goals/dna_vault.dm
+++ b/code/modules/station_goals/dna_vault.dm
@@ -174,14 +174,13 @@
. = ..()
-/obj/machinery/dna_vault/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/dna_vault/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
roll_powers(user)
- ui = new(user, src, ui_key, "DnaVault", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "DnaVault", name)
ui.open()
-
/obj/machinery/dna_vault/proc/roll_powers(mob/user)
if(user in power_lottery)
return
diff --git a/code/modules/station_goals/shield.dm b/code/modules/station_goals/shield.dm
index 299fda4a26..c8fbda8988 100644
--- a/code/modules/station_goals/shield.dm
+++ b/code/modules/station_goals/shield.dm
@@ -42,10 +42,10 @@
circuit = /obj/item/circuitboard/computer/sat_control
var/notice
-/obj/machinery/computer/sat_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/computer/sat_control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "SatelliteControl", name, ui_x, ui_y, master_ui, state)
+ ui = new(user, src, "SatelliteControl", name)
ui.open()
/obj/machinery/computer/sat_control/ui_act(action, params)
diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm
index 07c80322ae..3d88282937 100644
--- a/code/modules/surgery/bodyparts/_bodyparts.dm
+++ b/code/modules/surgery/bodyparts/_bodyparts.dm
@@ -86,12 +86,12 @@
/// A hat won't cover your face, but a shirt covering your chest will cover your... you know, chest
var/scars_covered_by_clothes = TRUE
- /// Descriptions for the locations on the limb for scars to be assigned, just cosmetic
- var/list/specific_locations = list("general area")
/// So we know if we need to scream if this limb hits max damage
var/last_maxed
/// How much generic bleedstacks we have on this bodypart
var/generic_bleedstacks
+ /// If we have a gauze wrapping currently applied (not including splints)
+ var/obj/item/stack/current_gauze
/obj/item/bodypart/examine(mob/user)
. = ..()
@@ -151,8 +151,20 @@
var/turf/T = get_turf(src)
if(status != BODYPART_ROBOTIC)
playsound(T, 'sound/misc/splort.ogg', 50, 1, -1)
- for(var/obj/item/I in src)
- I.forceMove(T)
+ if(current_gauze)
+ QDEL_NULL(current_gauze)
+ for(var/obj/item/organ/drop_organ in get_organs())
+ drop_organ.transfer_to_limb(src, owner)
+
+///since organs aren't actually stored in the bodypart themselves while attached to a person, we have to query the owner for what we should have
+/obj/item/bodypart/proc/get_organs()
+ if(!owner)
+ return
+ . = list()
+ for(var/i in owner.internal_organs) //internal organs inside the dismembered limb are dropped.
+ var/obj/item/organ/organ_check = i
+ if(check_zone(organ_check.zone) == body_zone)
+ . += organ_check
/obj/item/bodypart/proc/consider_processing()
if(stamina_dam > DAMAGE_PRECISION)
@@ -171,7 +183,7 @@
//Applies brute and burn damage to the organ. Returns 1 if the damage-icon states changed at all.
//Damage will not exceed max_damage using this proc
//Cannot apply negative damage
-/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, blocked = 0, updating_health = TRUE, required_status = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE) // maybe separate BRUTE_SHARP and BRUTE_OTHER eventually somehow hmm
+/obj/item/bodypart/proc/receive_damage(brute = 0, burn = 0, stamina = 0, blocked = 0, updating_health = TRUE, required_status = null, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) // maybe separate BRUTE_SHARP and BRUTE_OTHER eventually somehow hmm
if(owner && (owner.status_flags & GODMODE))
return FALSE //godmode
var/dmg_mlt = CONFIG_GET(number/damage_multiplier)
@@ -192,16 +204,64 @@
if(ALIEN_BODYPART,LARVA_BODYPART) //aliens take some additional burn //nothing can burn with so much snowflake code around
burn *= 1.2
- var/wounding_type = (brute > burn ? WOUND_BRUTE : WOUND_BURN)
+ /*
+ // START WOUND HANDLING
+ */
+
+ // what kind of wounds we're gonna roll for, take the greater between brute and burn, then if it's brute, we subdivide based on sharpness
+ var/wounding_type = (brute > burn ? WOUND_BLUNT : WOUND_BURN)
var/wounding_dmg = max(brute, burn)
- if(wounding_type == WOUND_BRUTE && sharpness)
- wounding_type = WOUND_SHARP
- // i know this is effectively the same check as above but i don't know if those can null the damage by rounding and want to be safe
- if(owner && wounding_dmg > 4 && wound_bonus != CANT_WOUND)
- // if you want to make tox wounds or some other type, this will need to be expanded and made more modular
- // handle all our wounding stuff
+ var/mangled_state = get_mangled_state()
+ var/bio_state = owner.get_biological_state()
+ var/easy_dismember = HAS_TRAIT(owner, TRAIT_EASYDISMEMBER) // if we have easydismember, we don't reduce damage when redirecting damage to different types (slashing weapons on mangled/skinless limbs attack at 100% instead of 50%)
+
+ if(wounding_type == WOUND_BLUNT)
+ if(sharpness == SHARP_EDGED)
+ wounding_type = WOUND_SLASH
+ else if(sharpness == SHARP_POINTY)
+ wounding_type = WOUND_PIERCE
+
+ //Handling for bone only/flesh only(none right now)/flesh and bone targets
+ switch(bio_state)
+ // if we're bone only, all cutting attacks go straight to the bone
+ if(BIO_JUST_BONE)
+ if(wounding_type == WOUND_SLASH)
+ wounding_type = WOUND_BLUNT
+ wounding_dmg *= (easy_dismember ? 1 : 0.5)
+ else if(wounding_type == WOUND_PIERCE)
+ wounding_type = WOUND_BLUNT
+ wounding_dmg *= (easy_dismember ? 1 : 0.75)
+ if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
+ return
+ // note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday)
+ // standard humanoids
+ if(BIO_FLESH_BONE)
+ // if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate
+ // So a big sharp weapon is still all you need to destroy a limb
+ if(mangled_state == BODYPART_MANGLED_FLESH && sharpness)
+ playsound(src, "sound/effects/wounds/crackandbleed.ogg", 100)
+ if(wounding_type == WOUND_SLASH && !easy_dismember)
+ wounding_dmg *= 0.5 // edged weapons pass along 50% of their wounding damage to the bone since the power is spread out over a larger area
+ if(wounding_type == WOUND_PIERCE && !easy_dismember)
+ wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated
+ wounding_type = WOUND_BLUNT
+ else if(mangled_state == BODYPART_MANGLED_BOTH && try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus))
+ return
+
+ // now we have our wounding_type and are ready to carry on with wounds and dealing the actual damage
+ if(owner && wounding_dmg >= WOUND_MINIMUM_DAMAGE && wound_bonus != CANT_WOUND)
check_wounding(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
+ for(var/i in wounds)
+ var/datum/wound/iter_wound = i
+ iter_wound.receive_damage(wounding_type, wounding_dmg, wound_bonus)
+
+ /*
+ // END WOUND HANDLING
+ */
+
+ //back to our regularly scheduled program, we now actually apply damage if there's room below limb damage cap
+
var/can_inflict = max_damage - get_damage()
var/total_damage = brute + burn
@@ -213,10 +273,6 @@
if(can_inflict <= 0)
return FALSE
- for(var/i in wounds)
- var/datum/wound/W = i
- W.receive_damage(wounding_type, wounding_dmg, wound_bonus)
-
brute_dam += brute
burn_dam += burn
@@ -236,14 +292,58 @@
update_disabled()
return update_bodypart_damage_state()
+/// Allows us to roll for and apply a wound without actually dealing damage. Used for aggregate wounding power with pellet clouds
+/obj/item/bodypart/proc/painless_wound_roll(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus, sharpness=SHARP_NONE)
+ if(!owner || phantom_wounding_dmg <= WOUND_MINIMUM_DAMAGE || wound_bonus == CANT_WOUND)
+ return
+
+ var/mangled_state = get_mangled_state()
+ var/bio_state = owner.get_biological_state()
+ var/easy_dismember = HAS_TRAIT(owner, TRAIT_EASYDISMEMBER) // if we have easydismember, we don't reduce damage when redirecting damage to different types (slashing weapons on mangled/skinless limbs attack at 100% instead of 50%)
+
+ if(wounding_type == WOUND_BLUNT)
+ if(sharpness == SHARP_EDGED)
+ wounding_type = WOUND_SLASH
+ else if(sharpness == SHARP_POINTY)
+ wounding_type = WOUND_PIERCE
+
+ //Handling for bone only/flesh only(none right now)/flesh and bone targets
+ switch(bio_state)
+ // if we're bone only, all cutting attacks go straight to the bone
+ if(BIO_JUST_BONE)
+ if(wounding_type == WOUND_SLASH)
+ wounding_type = WOUND_BLUNT
+ phantom_wounding_dmg *= (easy_dismember ? 1 : 0.5)
+ else if(wounding_type == WOUND_PIERCE)
+ wounding_type = WOUND_BLUNT
+ phantom_wounding_dmg *= (easy_dismember ? 1 : 0.75)
+ if((mangled_state & BODYPART_MANGLED_BONE) && try_dismember(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus))
+ return
+ // note that there's no handling for BIO_JUST_FLESH since we don't have any that are that right now (slimepeople maybe someday)
+ // standard humanoids
+ if(BIO_FLESH_BONE)
+ // if we've already mangled the skin (critical slash or piercing wound), then the bone is exposed, and we can damage it with sharp weapons at a reduced rate
+ // So a big sharp weapon is still all you need to destroy a limb
+ if(mangled_state == BODYPART_MANGLED_FLESH && sharpness)
+ playsound(src, "sound/effects/wounds/crackandbleed.ogg", 100)
+ if(wounding_type == WOUND_SLASH && !easy_dismember)
+ phantom_wounding_dmg *= 0.5 // edged weapons pass along 50% of their wounding damage to the bone since the power is spread out over a larger area
+ if(wounding_type == WOUND_PIERCE && !easy_dismember)
+ phantom_wounding_dmg *= 0.75 // piercing weapons pass along 75% of their wounding damage to the bone since it's more concentrated
+ wounding_type = WOUND_BLUNT
+ else if(mangled_state == BODYPART_MANGLED_BOTH && try_dismember(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus))
+ return
+
+ check_wounding(wounding_type, phantom_wounding_dmg, wound_bonus, bare_wound_bonus)
+
/**
* check_wounding() is where we handle rolling for, selecting, and applying a wound if we meet the criteria
*
- * We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [check_wounding_mods()], then go down the list from most severe to least severe wounds in that category.
+ * We generate a "score" for how woundable the attack was based on the damage and other factors discussed in [/obj/item/bodypart/proc/check_wounding_mods], then go down the list from most severe to least severe wounds in that category.
* We can promote a wound from a lesser to a higher severity this way, but we give up if we have a wound of the given type and fail to roll a higher severity, so no sidegrades/downgrades
*
* Arguments:
- * * woundtype- Either WOUND_SHARP, WOUND_BRUTE, or WOUND_BURN based on the attack type.
+ * * woundtype- Either WOUND_BLUNT, WOUND_SLASH, WOUND_PIERCE, or WOUND_BURN based on the attack type.
* * damage- How much damage is tied to this attack, since wounding potential scales with damage in an attack (see: WOUND_DAMAGE_EXPONENT)
* * wound_bonus- The wound_bonus of an attack
* * bare_wound_bonus- The bare_wound_bonus of an attack
@@ -252,19 +352,24 @@
// actually roll wounds if applicable
if(HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE))
damage *= 1.5
+ else
+ damage = min(damage, WOUND_MAX_CONSIDERED_DAMAGE)
- var/base_roll = rand(1, round(damage ** WOUND_DAMAGE_EXPONENT))
+ var/base_roll = rand(max(damage/1.5,25), round(damage ** WOUND_DAMAGE_EXPONENT))
var/injury_roll = base_roll
injury_roll += check_woundings_mods(woundtype, damage, wound_bonus, bare_wound_bonus)
- var/list/wounds_checking
+ var/list/wounds_checking = GLOB.global_wound_types[woundtype]
- switch(woundtype)
- if(WOUND_SHARP)
- wounds_checking = WOUND_LIST_CUT
- if(WOUND_BRUTE)
- wounds_checking = WOUND_LIST_BONE
- if(WOUND_BURN)
- wounds_checking = WOUND_LIST_BURN
+ // quick re-check to see if bare_wound_bonus applies, for the benefit of log_wound(), see about getting the check from check_woundings_mods() somehow
+ if(ishuman(owner))
+ var/mob/living/carbon/human/human_wearer = owner
+ var/list/clothing = human_wearer.clothingonpart(src)
+ for(var/i in clothing)
+ var/obj/item/clothing/clothes_check = i
+ // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
+ if(clothes_check.armor.getRating("wound"))
+ bare_wound_bonus = 0
+ break
//cycle through the wounds of the relevant category from the most severe down
for(var/PW in wounds_checking)
@@ -279,21 +384,22 @@
replaced_wound = existing_wound
if(initial(possible_wound.threshold_minimum) < injury_roll)
+ var/datum/wound/new_wound
if(replaced_wound)
- var/datum/wound/new_wound = replaced_wound.replace_wound(possible_wound)
- log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll)
+ new_wound = replaced_wound.replace_wound(possible_wound)
+ log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll) // dismembering wounds are logged in the apply_wound() for loss wounds since they delete themselves immediately, these will be immediately returned
else
- var/datum/wound/new_wound = new possible_wound
+ new_wound = new possible_wound
new_wound.apply_wound(src)
log_wound(owner, new_wound, damage, wound_bonus, bare_wound_bonus, base_roll)
- return
+ return new_wound
// try forcing a specific wound, but only if there isn't already a wound of that severity or greater for that type on this bodypart
/obj/item/bodypart/proc/force_wound_upwards(specific_woundtype, smited = FALSE)
var/datum/wound/potential_wound = specific_woundtype
for(var/i in wounds)
var/datum/wound/existing_wound = i
- if(existing_wound.type in (initial(potential_wound.wound_type)))
+ if(existing_wound.wound_type == initial(potential_wound.wound_type))
if(existing_wound.severity < initial(potential_wound.severity)) // we only try if the existing one is inferior to the one we're trying to force
existing_wound.replace_wound(potential_wound, smited)
return
@@ -301,12 +407,20 @@
var/datum/wound/new_wound = new potential_wound
new_wound.apply_wound(src, smited = smited)
+/**
+ * check_wounding_mods() is where we handle the various modifiers of a wound roll
+ *
+ * A short list of things we consider: any armor a human target may be wearing, and if they have no wound armor on the limb, if we have a bare_wound_bonus to apply, plus the plain wound_bonus
+ * We also flick through all of the wounds we currently have on this limb and add their threshold penalties, so that having lots of bad wounds makes you more liable to get hurt worse
+ * Lastly, we add the inherent wound_resistance variable the bodypart has (heads and chests are slightly harder to wound), and a small bonus if the limb is already disabled
+ *
+ * Arguments:
+ * * It's the same ones on [receive_damage]
+ */
/obj/item/bodypart/proc/check_woundings_mods(wounding_type, damage, wound_bonus, bare_wound_bonus)
var/armor_ablation = 0
var/injury_mod = 0
- //var/bwb = 0
-
if(owner && ishuman(owner))
var/mob/living/carbon/human/H = owner
var/list/clothing = H.clothingonpart(src)
@@ -314,7 +428,7 @@
var/obj/item/clothing/C = c
// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
armor_ablation += C.armor.getRating("wound")
- if(wounding_type == WOUND_SHARP)
+ if(wounding_type == WOUND_SLASH)
C.take_damage_zone(body_zone, damage, BRUTE, armour_penetration)
else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage()
C.take_damage_zone(body_zone, damage, BURN, armour_penetration)
@@ -330,7 +444,7 @@
injury_mod += W.threshold_penalty
var/part_mod = -wound_resistance
- if(is_disabled())
+ if(get_damage(TRUE) >= max_damage)
part_mod += disabled_wound_penalty
injury_mod += part_mod
@@ -383,11 +497,11 @@
return BODYPART_DISABLED_WOUND
if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER))
. = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled
- if((get_damage(TRUE) >= max_damage) || (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) && (get_damage(TRUE) >= (max_damage * 0.6)))) //Easy limb disable disables the limb at 40% health instead of 0%
+ if(get_damage(TRUE) >= max_damage * (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) ? 0.6 : 1)) //Easy limb disable disables the limb at 40% health instead of 0%
if(!last_maxed)
owner.emote("scream")
last_maxed = TRUE
- if(!is_organic_limb())
+ if(!is_organic_limb() || stamina_dam >= max_damage)
return BODYPART_DISABLED_DAMAGE
else if(disabled && (get_damage(TRUE) <= (max_damage * 0.8))) // reenabled at 80% now instead of 50% as of wounds update
last_maxed = FALSE
@@ -741,17 +855,29 @@
/obj/item/bodypart/proc/get_wound_type(checking_type)
if(isnull(wounds))
return
- for(var/thing in wounds)
- var/datum/wound/W = thing
- if(istype(W, checking_type))
- return W
+ for(var/i in wounds)
+ if(istype(i, checking_type))
+ return i
-/// very rough start for updating efficiency and other stats on a body part whenever a wound is gained/lost
-/obj/item/bodypart/proc/update_wounds()
+/**
+ * update_wounds() is called whenever a wound is gained or lost on this bodypart, as well as if there's a change of some kind on a bone wound possibly changing disabled status
+ *
+ * Covers tabulating the damage multipliers we have from wounds (burn specifically), as well as deleting our gauze wrapping if we don't have any wounds that can use bandaging
+ *
+ * Arguments:
+ * * replaced- If true, this is being called from the remove_wound() of a wound that's being replaced, so the bandage that already existed is still relevant, but the new wound hasn't been added yet
+ */
+/obj/item/bodypart/proc/update_wounds(replaced = FALSE)
var/dam_mul = 1 //initial(wound_damage_multiplier)
// we can only have one wound per type, but remember there's multiple types
- for(var/datum/wound/W in wounds)
- dam_mul *= W.damage_mulitplier_penalty
+ // we can (normally) only have one wound per type, but remember there's multiple types (smites like :B:loodless can generate multiple cuts on a limb)
+ for(var/i in wounds)
+ var/datum/wound/iter_wound = i
+ dam_mul *= iter_wound.damage_mulitplier_penalty
+
+ if(!LAZYLEN(wounds) && current_gauze && !replaced)
+ owner.visible_message("\The [current_gauze] on [owner]'s [name] fall away.", "The [current_gauze] on your [name] fall away.")
+ QDEL_NULL(current_gauze)
wound_damage_multiplier = dam_mul
update_disabled()
@@ -761,8 +887,6 @@
var/bleed_rate = 0
if(generic_bleedstacks > 0)
bleed_rate++
- if(brute_dam >= 40)
- bleed_rate += (brute_dam * 0.008)
//We want an accurate reading of .len
listclearnulls(embedded_objects)
@@ -773,5 +897,40 @@
for(var/thing in wounds)
var/datum/wound/W = thing
bleed_rate += W.blood_flow
-
+ if(owner.mobility_flags & ~MOBILITY_STAND)
+ bleed_rate *= 0.75
return bleed_rate
+
+/**
+ * apply_gauze() is used to- well, apply gauze to a bodypart
+ *
+ * As of the Wounds 2 PR, all bleeding is now bodypart based rather than the old bleedstacks system, and 90% of standard bleeding comes from flesh wounds (the exception is embedded weapons).
+ * The same way bleeding is totaled up by bodyparts, gauze now applies to all wounds on the same part. Thus, having a slash wound, a pierce wound, and a broken bone wound would have the gauze
+ * applying blood staunching to the first two wounds, while also acting as a sling for the third one. Once enough blood has been absorbed or all wounds with the ACCEPTS_GAUZE flag have been cleared,
+ * the gauze falls off.
+ *
+ * Arguments:
+ * * gauze- Just the gauze stack we're taking a sheet from to apply here
+ */
+/obj/item/bodypart/proc/apply_gauze(obj/item/stack/gauze)
+ if(!istype(gauze) || !gauze.absorption_capacity)
+ return
+ QDEL_NULL(current_gauze)
+ current_gauze = new gauze.type(src, 1)
+ gauze.use(1)
+
+/**
+ * seep_gauze() is for when a gauze wrapping absorbs blood or pus from wounds, lowering its absorption capacity.
+ *
+ * The passed amount of seepage is deducted from the bandage's absorption capacity, and if we reach a negative absorption capacity, the bandages fall off and we're left with nothing.
+ *
+ * Arguments:
+ * * seep_amt - How much absorption capacity we're removing from our current bandages (think, how much blood or pus are we soaking up this tick?)
+ */
+/obj/item/bodypart/proc/seep_gauze(seep_amt = 0)
+ if(!current_gauze)
+ return
+ current_gauze.absorption_capacity -= seep_amt
+ if(current_gauze.absorption_capacity < 0)
+ owner.visible_message("\The [current_gauze] on [owner]'s [name] fall away in rags.", "\The [current_gauze] on your [name] fall away in rags.", vision_distance=COMBAT_MESSAGE_RANGE)
+ QDEL_NULL(current_gauze)
diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm
index 2ce6ca8862..fa003e3f3c 100644
--- a/code/modules/surgery/bodyparts/dismemberment.dm
+++ b/code/modules/surgery/bodyparts/dismemberment.dm
@@ -4,7 +4,7 @@
return TRUE
//Dismember a limb
-/obj/item/bodypart/proc/dismember(dam_type = BRUTE)
+/obj/item/bodypart/proc/dismember(dam_type = BRUTE, silent=TRUE)
if(!owner)
return FALSE
var/mob/living/carbon/C = owner
@@ -16,7 +16,8 @@
return FALSE
var/obj/item/bodypart/affecting = C.get_bodypart(BODY_ZONE_CHEST)
affecting.receive_damage(clamp(brute_dam/2 * affecting.body_damage_coeff, 15, 50), clamp(burn_dam/2 * affecting.body_damage_coeff, 0, 50), wound_bonus=CANT_WOUND) //Damage the chest based on limb's existing damage
- C.visible_message("[C]'s [src.name] has been violently dismembered!")
+ if(!silent)
+ C.visible_message("[C]'s [name] is violently dismembered!")
C.emote("scream")
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "dismembered", /datum/mood_event/dismembered)
drop_limb()
@@ -30,6 +31,7 @@
burn()
return TRUE
add_mob_blood(C)
+ C.bleed(rand(20, 40))
var/direction = pick(GLOB.cardinals)
var/t_range = rand(2,max(throw_range/2, 2))
var/turf/target_turf = get_turf(src)
@@ -80,8 +82,6 @@
if(organ_spilled)
C.visible_message("[C]'s internal organs spill out onto the floor!")
-
-
//limb removal. The "special" argument is used for swapping a limb with a new one without the effects of losing a limb kicking in.
/obj/item/bodypart/proc/drop_limb(special, dismembered)
if(!owner)
@@ -153,7 +153,52 @@
forceMove(Tsec)
+/**
+ * get_mangled_state() is relevant for flesh and bone bodyparts, and returns whether this bodypart has mangled skin, mangled bone, or both (or neither i guess)
+ *
+ * Dismemberment for flesh and bone requires the victim to have the skin on their bodypart destroyed (either a critical cut or piercing wound), and at least a hairline fracture
+ * (severe bone), at which point we can start rolling for dismembering. The attack must also deal at least 10 damage, and must be a brute attack of some kind (sorry for now, cakehat, maybe later)
+ *
+ * Returns: BODYPART_MANGLED_NONE if we're fine, BODYPART_MANGLED_FLESH if our skin is broken, BODYPART_MANGLED_BONE if our bone is broken, or BODYPART_MANGLED_BOTH if both are broken and we're up for dismembering
+ */
+/obj/item/bodypart/proc/get_mangled_state()
+ . = BODYPART_MANGLED_NONE
+ for(var/i in wounds)
+ var/datum/wound/iter_wound = i
+ if((iter_wound.wound_flags & MANGLES_BONE))
+ . |= BODYPART_MANGLED_BONE
+ if((iter_wound.wound_flags & MANGLES_FLESH))
+ . |= BODYPART_MANGLED_FLESH
+
+/**
+ * try_dismember() is used, once we've confirmed that a flesh and bone bodypart has both the skin and bone mangled, to actually roll for it
+ *
+ * Mangling is described in the above proc, [/obj/item/bodypart/proc/get_mangled_state()]. This simply makes the roll for whether we actually dismember or not
+ * using how damaged the limb already is, and how much damage this blow was for. If we have a critical bone wound instead of just a severe, we add +10% to the roll.
+ * Lastly, we choose which kind of dismember we want based on the wounding type we hit with. Note we don't care about all the normal mods or armor for this
+ *
+ * Arguments:
+ * * wounding_type: Either WOUND_BLUNT, WOUND_SLASH, or WOUND_PIERCE, basically only matters for the dismember message
+ * * wounding_dmg: The damage of the strike that prompted this roll, higher damage = higher chance
+ * * wound_bonus: Not actually used right now, but maybe someday
+ * * bare_wound_bonus: ditto above
+ */
+/obj/item/bodypart/proc/try_dismember(wounding_type, wounding_dmg, wound_bonus, bare_wound_bonus)
+ if(wounding_dmg < DISMEMBER_MINIMUM_DAMAGE)
+ return
+
+ var/base_chance = wounding_dmg + (get_damage() / max_damage * 50) // how much damage we dealt with this blow, + 50% of the damage percentage we already had on this bodypart
+ if(locate(/datum/wound/blunt/critical) in wounds) // we only require a severe bone break, but if there's a critical bone break, we'll add 10% more
+ base_chance += 10
+
+ if(!prob(base_chance))
+ return
+
+ var/datum/wound/loss/dismembering = new
+ dismembering.apply_dismember(src, wounding_type)
+
+ return TRUE
//when a limb is dropped, the internal organs are removed from the mob and put into the limb
/obj/item/organ/proc/transfer_to_limb(obj/item/bodypart/LB, mob/living/carbon/C)
@@ -378,7 +423,7 @@
/mob/living/carbon/regenerate_limb(limb_zone, noheal)
var/obj/item/bodypart/L
if(get_bodypart(limb_zone))
- return 0
+ return FALSE
L = newBodyPart(limb_zone, 0, 0)
if(L)
if(!noheal)
@@ -386,6 +431,8 @@
L.burn_dam = 0
L.brutestate = 0
L.burnstate = 0
-
+ var/datum/scar/scaries = new
+ var/datum/wound/loss/phantom_loss = new // stolen valor, really
+ scaries.generate(L, phantom_loss)
L.attach_limb(src, 1)
- return 1
+ return TRUE
diff --git a/code/modules/surgery/bodyparts/head.dm b/code/modules/surgery/bodyparts/head.dm
index a67f16b934..13b1140527 100644
--- a/code/modules/surgery/bodyparts/head.dm
+++ b/code/modules/surgery/bodyparts/head.dm
@@ -36,11 +36,10 @@
var/custom_head
wound_resistance = 10
- specific_locations = list("left eyebrow", "cheekbone", "neck", "throat", "jawline", "entire face")
scars_covered_by_clothes = FALSE
/obj/item/bodypart/head/can_dismember(obj/item/I)
- if(!((owner.stat == DEAD) || owner.InFullCritical()))
+ if(owner && !((owner.stat == DEAD) || owner.InFullCritical()))
return FALSE
return ..()
diff --git a/code/modules/surgery/bodyparts/parts.dm b/code/modules/surgery/bodyparts/parts.dm
index a18b31e4c1..5a887ee6b7 100644
--- a/code/modules/surgery/bodyparts/parts.dm
+++ b/code/modules/surgery/bodyparts/parts.dm
@@ -12,7 +12,7 @@
var/obj/item/cavity_item
/obj/item/bodypart/chest/can_dismember(obj/item/I)
- if(!((owner.stat == DEAD) || owner.InFullCritical()))
+ if(!((owner.stat == DEAD) || owner.InFullCritical()) || !get_organs())
return FALSE
return ..()
diff --git a/code/modules/surgery/bone_mending.dm b/code/modules/surgery/bone_mending.dm
index 81d9fa8d97..0c0083575b 100644
--- a/code/modules/surgery/bone_mending.dm
+++ b/code/modules/surgery/bone_mending.dm
@@ -8,7 +8,7 @@
target_mobtypes = list(/mob/living/carbon/human)
possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD)
requires_real_bodypart = TRUE
- targetable_wound = /datum/wound/brute/bone/severe
+ targetable_wound = /datum/wound/blunt/severe
/datum/surgery/repair_bone_hairline/can_start(mob/living/user, mob/living/carbon/target)
if(..())
@@ -23,7 +23,7 @@
target_mobtypes = list(/mob/living/carbon/human)
possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD)
requires_real_bodypart = TRUE
- targetable_wound = /datum/wound/brute/bone/critical
+ targetable_wound = /datum/wound/blunt/critical
/datum/surgery/repair_bone_compound/can_start(mob/living/user, mob/living/carbon/target)
if(..())
diff --git a/code/modules/surgery/burn_dressing.dm b/code/modules/surgery/burn_dressing.dm
index 1688f7b5d1..8bfa52d245 100644
--- a/code/modules/surgery/burn_dressing.dm
+++ b/code/modules/surgery/burn_dressing.dm
@@ -94,7 +94,8 @@
log_combat(user, target, "dressed burns in", addition="INTENT: [uppertext(user.a_intent)]")
burn_wound.sanitization += 3
burn_wound.flesh_healing += 5
- burn_wound.force_bandage(tool)
+ var/obj/item/bodypart/the_part = target.get_bodypart(target_zone)
+ the_part.apply_gauze(tool)
else
to_chat(user, "[target] has no burns there!")
return ..()
diff --git a/code/modules/surgery/organs/stomach.dm b/code/modules/surgery/organs/stomach.dm
index d9cbf9be03..44b4f6362a 100755
--- a/code/modules/surgery/organs/stomach.dm
+++ b/code/modules/surgery/organs/stomach.dm
@@ -91,3 +91,36 @@
/obj/item/organ/stomach/ipc
name = "ipc stomach"
icon_state = "stomach-ipc"
+
+
+/obj/item/organ/stomach/ethereal
+ name = "biological battery"
+ icon_state = "stomach-p" //Welp. At least it's more unique in functionaliy.
+ desc = "A crystal-like organ that stores the electric charge of ethereals."
+ var/crystal_charge = ETHEREAL_CHARGE_FULL
+
+/obj/item/organ/stomach/ethereal/on_life()
+ ..()
+ adjust_charge(-ETHEREAL_CHARGE_FACTOR)
+
+/obj/item/organ/stomach/ethereal/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
+ ..()
+ RegisterSignal(owner, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/charge)
+ RegisterSignal(owner, COMSIG_LIVING_ELECTROCUTE_ACT, .proc/on_electrocute)
+
+/obj/item/organ/stomach/ethereal/Remove(mob/living/carbon/M, special = 0)
+ UnregisterSignal(owner, COMSIG_PROCESS_BORGCHARGER_OCCUPANT)
+ UnregisterSignal(owner, COMSIG_LIVING_ELECTROCUTE_ACT)
+ ..()
+
+/obj/item/organ/stomach/ethereal/proc/charge(datum/source, amount, repairs)
+ adjust_charge(amount / 70)
+
+/obj/item/organ/stomach/ethereal/proc/on_electrocute(datum/source, shock_damage, siemens_coeff = 1, flags = NONE)
+ if(flags & SHOCK_ILLUSION)
+ return
+ adjust_charge(shock_damage * siemens_coeff * 2)
+ to_chat(owner, "You absorb some of the shock into your body!")
+
+/obj/item/organ/stomach/ethereal/proc/adjust_charge(amount)
+ crystal_charge = clamp(crystal_charge + amount, ETHEREAL_CHARGE_NONE, ETHEREAL_CHARGE_DANGEROUS)
diff --git a/code/modules/surgery/organs/tails.dm b/code/modules/surgery/organs/tails.dm
index 55a656f42d..289e9df9d4 100644
--- a/code/modules/surgery/organs/tails.dm
+++ b/code/modules/surgery/organs/tails.dm
@@ -45,14 +45,20 @@
/obj/item/organ/tail/lizard/Insert(mob/living/carbon/human/H, special = 0, drop_if_replaced = TRUE)
..()
if(istype(H))
- // Checks here are necessary so it wouldn't overwrite the tail of a lizard it spawned in
+ // Checks here are necessary so it wouldn't overwrite the tail of a lizard it spawned in //yes, the if checks may cause snowflakes so that you can't insert another person's tail (haven't actually tested it but I assume that's the result of my addition) but it makes it so never again will lizards break their spine if set_species is called twice in a row (hopefully)
if(!H.dna.species.mutant_bodyparts["tail_lizard"])
- H.dna.features["tail_lizard"] = tail_type
- H.dna.species.mutant_bodyparts["tail_lizard"] = tail_type
+ if (!H.dna.features["tail_lizard"])
+ H.dna.features["tail_lizard"] = tail_type
+ H.dna.species.mutant_bodyparts["tail_lizard"] = tail_type
+ else
+ H.dna.species.mutant_bodyparts["tail_lizard"] = H.dna.features["tail_lizard"]
if(!H.dna.species.mutant_bodyparts["spines"])
- H.dna.features["spines"] = spines
- H.dna.species.mutant_bodyparts["spines"] = spines
+ if (!H.dna.features["spines"])
+ H.dna.features["spines"] = spines
+ H.dna.species.mutant_bodyparts["spines"] = spines
+ else
+ H.dna.species.mutant_bodyparts["spines"] = H.dna.features["spines"]
H.update_body()
/obj/item/organ/tail/lizard/Remove(special = FALSE)
diff --git a/code/modules/surgery/organs/tongue.dm b/code/modules/surgery/organs/tongue.dm
index 1c4a2d3043..7090ab62e2 100644
--- a/code/modules/surgery/organs/tongue.dm
+++ b/code/modules/surgery/organs/tongue.dm
@@ -312,3 +312,26 @@
desc = "A voice synthesizer used by IPCs to smoothly interface with organic lifeforms."
electronics_magic = FALSE
organ_flags = ORGAN_SYNTHETIC
+
+/obj/item/organ/tongue/ethereal
+ name = "electric discharger"
+ desc = "A sophisticated ethereal organ, capable of synthesising speech via electrical discharge."
+ icon_state = "electrotongue"
+ say_mod = "crackles"
+ attack_verb = list("shocked", "jolted", "zapped")
+ taste_sensitivity = 101 // Not a tongue, they can't taste shit
+ var/static/list/languages_possible_ethereal = typecacheof(list(
+ /datum/language/common,
+ /datum/language/draconic,
+ /datum/language/codespeak,
+ /datum/language/monkey,
+ /datum/language/narsie,
+ /datum/language/beachbum,
+ /datum/language/aphasia,
+ /datum/language/sylvan,
+ /datum/language/voltaic
+ ))
+
+/obj/item/organ/tongue/ethereal/Initialize(mapload)
+ . = ..()
+ languages_possible = languages_possible_ethereal
diff --git a/code/modules/surgery/repair_puncture.dm b/code/modules/surgery/repair_puncture.dm
new file mode 100644
index 0000000000..12aefefc82
--- /dev/null
+++ b/code/modules/surgery/repair_puncture.dm
@@ -0,0 +1,108 @@
+
+/////BURN FIXING SURGERIES//////
+
+//the step numbers of each of these two, we only currently use the first to switch back and forth due to advancing after finishing steps anyway
+#define REALIGN_INNARDS 1
+#define WELD_VEINS 2
+
+///// Repair puncture wounds
+/datum/surgery/repair_puncture
+ name = "Repair puncture"
+ steps = list(/datum/surgery_step/incise, /datum/surgery_step/repair_innards, /datum/surgery_step/seal_veins, /datum/surgery_step/close) // repeat between steps 2 and 3 until healed
+ target_mobtypes = list(/mob/living/carbon)
+ possible_locs = list(BODY_ZONE_R_ARM,BODY_ZONE_L_ARM,BODY_ZONE_R_LEG,BODY_ZONE_L_LEG,BODY_ZONE_CHEST,BODY_ZONE_HEAD)
+ requires_real_bodypart = TRUE
+ targetable_wound = /datum/wound/pierce
+
+/datum/surgery/repair_puncture/can_start(mob/living/user, mob/living/carbon/target)
+ . = ..()
+ if(.)
+ var/obj/item/bodypart/targeted_bodypart = target.get_bodypart(user.zone_selected)
+ var/datum/wound/burn/pierce_wound = targeted_bodypart.get_wound_type(targetable_wound)
+ return(pierce_wound && pierce_wound.blood_flow > 0)
+
+//SURGERY STEPS
+
+///// realign the blood vessels so we can reweld them
+/datum/surgery_step/repair_innards
+ name = "realign blood vessels"
+ implements = list(TOOL_HEMOSTAT = 100, TOOL_SCALPEL = 85, TOOL_WIRECUTTER = 40)
+ time = 3 SECONDS
+
+/datum/surgery_step/repair_innards/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+ var/datum/wound/pierce/pierce_wound = surgery.operated_wound
+ if(!pierce_wound)
+ user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...")
+ return
+
+ if(pierce_wound.blood_flow <= 0)
+ to_chat(user, "[target]'s [parse_zone(user.zone_selected)] has no puncture to repair!")
+ surgery.status++
+ return
+
+ display_results(user, target, "You begin to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)]...",
+ "[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool].",
+ "[user] begins to realign the torn blood vessels in [target]'s [parse_zone(user.zone_selected)].")
+
+/datum/surgery_step/repair_innards/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
+ var/datum/wound/pierce/pierce_wound = surgery.operated_wound
+ if(!pierce_wound)
+ to_chat(user, "[target] has no puncture wound there!")
+ return ..()
+
+ display_results(user, target, "You successfully realign some of the blood vessels in [target]'s [parse_zone(target_zone)].",
+ "[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!",
+ "[user] successfully realigns some of the blood vessels in [target]'s [parse_zone(target_zone)]!")
+ log_combat(user, target, "excised infected flesh in", addition="INTENT: [uppertext(user.a_intent)]")
+ surgery.operated_bodypart.receive_damage(brute=3, wound_bonus=CANT_WOUND)
+ pierce_wound.blood_flow -= 0.25
+ return ..()
+
+/datum/surgery_step/repair_innards/failure(mob/user, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, var/fail_prob = 0)
+ . = ..()
+ display_results(user, target, "You jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)].",
+ "[user] jerks apart some of the blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!",
+ "[user] jerk apart some of the blood vessels in [target]'s [parse_zone(target_zone)]!")
+ surgery.operated_bodypart.receive_damage(brute=rand(4,8), sharpness=SHARP_EDGED, wound_bonus = 10)
+
+///// Sealing the vessels back together
+/datum/surgery_step/seal_veins
+ name = "weld veins" // if your doctor says they're going to weld your blood vessels back together, you're either A) on SS13, or B) in grave mortal peril
+ implements = list(TOOL_CAUTERY = 100, /obj/item/gun/energy/laser = 90, TOOL_WELDER = 70, /obj/item = 30)
+ time = 4 SECONDS
+
+/datum/surgery_step/seal_veins/tool_check(mob/user, obj/item/tool)
+ if(implement_type == TOOL_WELDER || implement_type == /obj/item)
+ return tool.get_temperature()
+
+ return TRUE
+
+/datum/surgery_step/seal_veins/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+ var/datum/wound/pierce/pierce_wound = surgery.operated_wound
+ if(!pierce_wound)
+ user.visible_message("[user] looks for [target]'s [parse_zone(user.zone_selected)].", "You look for [target]'s [parse_zone(user.zone_selected)]...")
+ return
+ display_results(user, target, "You begin to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)]...",
+ "[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)] with [tool].",
+ "[user] begins to meld some of the split blood vessels in [target]'s [parse_zone(user.zone_selected)].")
+
+/datum/surgery_step/seal_veins/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE)
+ var/datum/wound/pierce/pierce_wound = surgery.operated_wound
+ if(!pierce_wound)
+ to_chat(user, "[target] has no puncture there!")
+ return ..()
+
+ display_results(user, target, "You successfully meld some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool].",
+ "[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)] with [tool]!",
+ "[user] successfully melds some of the split blood vessels in [target]'s [parse_zone(target_zone)]!")
+ log_combat(user, target, "dressed burns in", addition="INTENT: [uppertext(user.a_intent)]")
+ pierce_wound.blood_flow -= 0.5
+ if(pierce_wound.blood_flow > 0)
+ surgery.status = REALIGN_INNARDS
+ to_chat(user, "There still seems to be misaligned blood vessels to finish...")
+ else
+ to_chat(user, "You've repaired all the internal damage in [target]'s [parse_zone(target_zone)]!")
+ return ..()
+
+#undef REALIGN_INNARDS
+#undef WELD_VEINS
diff --git a/code/modules/surgery/tools.dm b/code/modules/surgery/tools.dm
index 150016f570..c4ded65e9c 100644
--- a/code/modules/surgery/tools.dm
+++ b/code/modules/surgery/tools.dm
@@ -163,7 +163,7 @@
item_flags = SURGICAL_TOOL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
- sharpness = IS_SHARP_ACCURATE
+ sharpness = SHARP_POINTY
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
bare_wound_bonus = 20
@@ -181,7 +181,7 @@
force = 16
toolspeed = 0.7
light_color = LIGHT_COLOR_GREEN
- sharpness = IS_SHARP_ACCURATE
+ sharpness = SHARP_POINTY
/obj/item/scalpel/advanced/Initialize()
. = ..()
@@ -221,7 +221,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
toolspeed = 0.5
hitsound = 'sound/weapons/bladeslice.ogg'
- sharpness = IS_SHARP_ACCURATE
+ sharpness = SHARP_POINTY
/obj/item/scalpel/suicide_act(mob/user)
user.visible_message("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!")
@@ -245,11 +245,11 @@
throw_range = 5
custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
tool_behaviour = TOOL_SAW
toolspeed = 1
- wound_bonus = 10
- bare_wound_bonus = 15
+ wound_bonus = 5
+ bare_wound_bonus = 10
/obj/item/circular_saw/Initialize()
. = ..()
@@ -272,7 +272,7 @@
custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000)
toolspeed = 0.5
attack_verb = list("attacked", "slashed", "sawed", "cut")
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
/obj/item/surgical_drapes
name = "surgical drapes"
diff --git a/code/modules/tgui/external.dm b/code/modules/tgui/external.dm
index 5de54c439c..46b324e151 100644
--- a/code/modules/tgui/external.dm
+++ b/code/modules/tgui/external.dm
@@ -1,7 +1,8 @@
/**
- * tgui external
+ * External tgui definitions, such as src_object APIs.
*
- * Contains all external tgui declarations.
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
/**
@@ -11,13 +12,9 @@
* If this proc is not implemented properly, the UI will not update correctly.
*
* required user mob The mob who opened/is using the UI.
- * optional ui_key string The ui_key of the UI.
* optional ui datum/tgui The UI to be updated, if it exists.
- * optional force_open bool If the UI should be re-opened instead of updated.
- * optional master_ui datum/tgui The parent UI.
- * optional state datum/ui_state The state used to determine status.
*/
-/datum/proc/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
+/datum/proc/ui_interact(mob/user, datum/tgui/ui)
return FALSE // Not implemented.
/**
@@ -37,10 +34,11 @@
* public
*
* Static Data to be sent to the UI.
- * Static data differs from normal data in that it's large data that should be sent infrequently
- * This is implemented optionally for heavy uis that would be sending a lot of redundant data
- * frequently.
- * Gets squished into one object on the frontend side, but the static part is cached.
+ *
+ * Static data differs from normal data in that it's large data that should be
+ * sent infrequently. This is implemented optionally for heavy uis that would
+ * be sending a lot of redundant data frequently. Gets squished into one
+ * object on the frontend side, but the static part is cached.
*
* required user mob The mob interacting with the UI.
*
@@ -52,18 +50,17 @@
/**
* public
*
- * Forces an update on static data. Should be done manually whenever something happens to change static data.
+ * Forces an update on static data. Should be done manually whenever something
+ * happens to change static data.
*
* required user the mob currently interacting with the ui
* optional ui ui to be updated
- * optional ui_key ui key of ui to be updated
*/
-/datum/proc/update_static_data(mob/user, datum/tgui/ui, ui_key = "main")
- ui = SStgui.try_update_ui(user, src, ui_key, ui)
- // If there was no ui to update, there's no static data to update either.
+/datum/proc/update_static_data(mob/user, datum/tgui/ui)
if(!ui)
- return
- ui.push_data(null, ui_static_data(), TRUE)
+ ui = SStgui.get_open_ui(user, src)
+ if(ui)
+ ui.send_full_update()
/**
* public
@@ -85,17 +82,12 @@
* public
*
* Called on an object when a tgui object is being created, allowing you to
- * customise the html
- * For example: inserting a custom stylesheet that you need in the head
+ * push various assets to tgui, for examples spritesheets.
*
- * For this purpose, some tags are available in the html, to be parsed out
- ^ with replacetext
- * (customheadhtml) - Additions to the head tag
- *
- * required html the html base text
+ * return list List of asset datums or file paths.
*/
-/datum/proc/ui_base_html(html)
- return html
+/datum/proc/ui_assets(mob/user)
+ return list()
/**
* private
@@ -107,6 +99,15 @@
/datum/proc/ui_host(mob/user)
return src // Default src.
+/**
+ * private
+ *
+ * The UI's state controller to be used for created uis
+ * This is a proc over a var for memory reasons
+ */
+/datum/proc/ui_state(mob/user)
+ return GLOB.default_state
+
/**
* global
*
@@ -118,9 +119,17 @@
/**
* global
*
- * Used to track UIs for a mob.
+ * Tracks open UIs for a user.
*/
-/mob/var/list/open_uis = list()
+/mob/var/list/tgui_open_uis = list()
+
+/**
+ * global
+ *
+ * Tracks open windows for a user.
+ */
+/client/var/list/tgui_windows = list()
+
/**
* public
*
@@ -137,17 +146,43 @@
*
* required uiref ref The UI that was closed.
*/
-/client/verb/uiclose(ref as text)
+/client/verb/uiclose(window_id as text)
// Name the verb, and hide it from the user panel.
set name = "uiclose"
- set hidden = 1
+ set hidden = TRUE
+ var/mob/user = src && src.mob
+ if(!user)
+ return
+ // Close all tgui datums based on window_id.
+ SStgui.force_close_window(user, window_id)
- // Get the UI based on the ref.
- var/datum/tgui/ui = locate(ref)
-
- // If we found the UI, close it.
- if(istype(ui))
- ui.close()
- // Unset machine just to be sure.
- if(src && src.mob)
- src.mob.unset_machine()
+/**
+ * Middleware for /client/Topic.
+ *
+ * return bool Whether the topic is passed (TRUE), or cancelled (FALSE).
+ */
+/proc/tgui_Topic(href_list)
+ // Skip non-tgui topics
+ if(!href_list["tgui"])
+ return TRUE
+ var/type = href_list["type"]
+ // Unconditionally collect tgui logs
+ if(type == "log")
+ log_tgui(usr, href_list["message"])
+ // Locate window
+ var/window_id = href_list["window_id"]
+ var/datum/tgui_window/window
+ if(window_id)
+ window = usr.client.tgui_windows[window_id]
+ if(!window)
+ log_tgui(usr, "Error: Couldn't find the window datum, force closing.")
+ SStgui.force_close_window(usr, window_id)
+ return FALSE
+ // Decode payload
+ var/payload
+ if(href_list["payload"])
+ payload = json_decode(href_list["payload"])
+ // Pass message to window
+ if(window)
+ window.on_message(type, payload, href_list)
+ return FALSE
diff --git a/code/modules/tgui/states.dm b/code/modules/tgui/states.dm
index e626b98815..fa88cc1338 100644
--- a/code/modules/tgui/states.dm
+++ b/code/modules/tgui/states.dm
@@ -1,7 +1,9 @@
/**
- * tgui states
+ * Base state and helpers for states. Just does some sanity checks,
+ * implement a proper state for in-depth checks.
*
- * Base state and helpers for states. Just does some sanity checks, implement a state for in-depth checks.
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
/**
@@ -26,9 +28,10 @@
. = max(., UI_INTERACTIVE)
// Regular ghosts can always at least view if in range.
- var/clientviewlist = getviewsize(user.client.view)
- if(get_dist(src_object, user) < max(clientviewlist[1],clientviewlist[2]))
- . = max(., UI_UPDATE)
+ if(user.client)
+ var/clientviewlist = getviewsize(user.client.view)
+ if(get_dist(src_object, user) < max(clientviewlist[1], clientviewlist[2]))
+ . = max(., UI_UPDATE)
// Check if the state allows interaction
var/result = state.can_use_topic(src_object, user)
@@ -46,7 +49,8 @@
* return UI_state The state of the UI.
*/
/datum/ui_state/proc/can_use_topic(src_object, mob/user)
- return UI_CLOSE // Don't allow interaction by default.
+ // Don't allow interaction by default.
+ return UI_CLOSE
/**
* public
@@ -56,21 +60,31 @@
* return UI_state The state of the UI.
*/
/mob/proc/shared_ui_interaction(src_object)
- if(!client) // Close UIs if mindless.
+ // Close UIs if mindless.
+ if(!client)
return UI_CLOSE
- else if(stat) // Disable UIs if unconcious.
+ // Disable UIs if unconcious.
+ else if(stat)
return UI_DISABLED
- else if(incapacitated() || lying) // Update UIs if incapicitated but concious.
+ // Update UIs if incapicitated but concious.
+ else if(incapacitated())
return UI_UPDATE
return UI_INTERACTIVE
+/mob/living/shared_ui_interaction(src_object)
+ . = ..()
+ if(!(mobility_flags & MOBILITY_UI) && . == UI_INTERACTIVE)
+ return UI_UPDATE
+
/mob/living/silicon/ai/shared_ui_interaction(src_object)
- if(lacks_power()) // Disable UIs if the AI is unpowered.
+ // Disable UIs if the AI is unpowered.
+ if(lacks_power())
return UI_DISABLED
return ..()
/mob/living/silicon/robot/shared_ui_interaction(src_object)
- if(!cell || cell.charge <= 0 || locked_down) // Disable UIs if the Borg is unpowered or locked.
+ // Disable UIs if the Borg is unpowered or locked.
+ if(!cell || cell.charge <= 0 || locked_down)
return UI_DISABLED
return ..()
@@ -87,7 +101,8 @@
* return UI_state The state of the UI.
*/
/atom/proc/contents_ui_distance(src_object, mob/living/user)
- return user.shared_living_ui_distance(src_object) // Just call this mob's check.
+ // Just call this mob's check.
+ return user.shared_living_ui_distance(src_object)
/**
* public
@@ -99,17 +114,21 @@
* return UI_state The state of the UI.
*/
/mob/living/proc/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE)
- if(viewcheck && !(src_object in view(src))) // If the object is obscured, close it.
+ // If the object is obscured, close it.
+ if(viewcheck && !(src_object in view(src)))
return UI_CLOSE
-
var/dist = get_dist(src_object, src)
- if(dist <= 1 || src_object.hasSiliconAccessInArea(src)) // Open and interact if 1-0 tiles away.
+ // Open and interact if 1-0 tiles away.
+ if(dist <= 1)
return UI_INTERACTIVE
- else if(dist <= 2) // View only if 2-3 tiles away.
+ // View only if 2-3 tiles away.
+ else if(dist <= 2)
return UI_UPDATE
- else if(dist <= 5) // Disable if 5 tiles away.
+ // Disable if 5 tiles away.
+ else if(dist <= 5)
return UI_DISABLED
- return UI_CLOSE // Otherwise, we got nothing.
+ // Otherwise, we got nothing.
+ return UI_CLOSE
/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE)
if(dna.check_mutation(TK) && tkMaxRangeCheck(src, src_object))
diff --git a/code/modules/tgui/states/admin.dm b/code/modules/tgui/states/admin.dm
index 61fc373118..227a294078 100644
--- a/code/modules/tgui/states/admin.dm
+++ b/code/modules/tgui/states/admin.dm
@@ -2,6 +2,9 @@
* tgui state: admin_state
*
* Checks that the user is an admin, end-of-story.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(admin_state, /datum/ui_state/admin_state, new)
diff --git a/code/modules/tgui/states/always.dm b/code/modules/tgui/states/always.dm
index a741e2e3d4..210f0896a2 100644
--- a/code/modules/tgui/states/always.dm
+++ b/code/modules/tgui/states/always.dm
@@ -2,6 +2,9 @@
* tgui state: always_state
*
* Always grants the user UI_INTERACTIVE. Period.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(always_state, /datum/ui_state/always_state, new)
diff --git a/code/modules/tgui/states/conscious.dm b/code/modules/tgui/states/conscious.dm
index 4e2793d130..670ca7c07e 100644
--- a/code/modules/tgui/states/conscious.dm
+++ b/code/modules/tgui/states/conscious.dm
@@ -2,6 +2,9 @@
* tgui state: conscious_state
*
* Only checks if the user is conscious.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(conscious_state, /datum/ui_state/conscious_state, new)
diff --git a/code/modules/tgui/states/contained.dm b/code/modules/tgui/states/contained.dm
index f02424d01e..1eb8edba25 100644
--- a/code/modules/tgui/states/contained.dm
+++ b/code/modules/tgui/states/contained.dm
@@ -2,6 +2,9 @@
* tgui state: contained_state
*
* Checks that the user is inside the src_object.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(contained_state, /datum/ui_state/contained_state, new)
diff --git a/code/modules/tgui/states/deep_inventory.dm b/code/modules/tgui/states/deep_inventory.dm
index 43758cbab1..a2b9276a59 100644
--- a/code/modules/tgui/states/deep_inventory.dm
+++ b/code/modules/tgui/states/deep_inventory.dm
@@ -1,7 +1,11 @@
/**
* tgui state: deep_inventory_state
*
- * Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.
+ * Checks that the src_object is in the user's deep
+ * (backpack, box, toolbox, etc) inventory.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(deep_inventory_state, /datum/ui_state/deep_inventory_state, new)
diff --git a/code/modules/tgui/states/default.dm b/code/modules/tgui/states/default.dm
index 6bb159640e..367e57beff 100644
--- a/code/modules/tgui/states/default.dm
+++ b/code/modules/tgui/states/default.dm
@@ -1,7 +1,11 @@
/**
* tgui state: default_state
*
- * Checks a number of things -- mostly physical distance for humans and view for robots.
+ * Checks a number of things -- mostly physical distance for humans
+ * and view for robots.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(default_state, /datum/ui_state/default, new)
diff --git a/code/modules/tgui/states/default_contained.dm b/code/modules/tgui/states/default_contained.dm
deleted file mode 100644
index c532e9f5d1..0000000000
--- a/code/modules/tgui/states/default_contained.dm
+++ /dev/null
@@ -1,13 +0,0 @@
-/**
- * tgui state: default_contained
- *
- * Basically default and contained combined, allowing for both
- */
-
-GLOBAL_DATUM_INIT(default_contained_state, /datum/ui_state/default/contained, new)
-
-/datum/ui_state/default/contained/can_use_topic(atom/src_object, mob/user)
- if(src_object.contains(user))
- return UI_INTERACTIVE
- return ..()
-
\ No newline at end of file
diff --git a/code/modules/tgui/states/hands.dm b/code/modules/tgui/states/hands.dm
index d73d1058ea..1c885ed414 100644
--- a/code/modules/tgui/states/hands.dm
+++ b/code/modules/tgui/states/hands.dm
@@ -2,6 +2,9 @@
* tgui state: hands_state
*
* Checks that the src_object is in the user's hands.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(hands_state, /datum/ui_state/hands_state, new)
@@ -19,7 +22,7 @@ GLOBAL_DATUM_INIT(hands_state, /datum/ui_state/hands_state, new)
return UI_INTERACTIVE
return UI_CLOSE
-/mob/living/silicon/robot/hands_can_use_topic(obj/src_object)
- if(activated(src_object) || istype(src_object.loc, /obj/item/weapon/gripper))
+/mob/living/silicon/robot/hands_can_use_topic(src_object)
+ if(activated(src_object))
return UI_INTERACTIVE
return UI_CLOSE
diff --git a/code/modules/tgui/states/human_adjacent.dm b/code/modules/tgui/states/human_adjacent.dm
index 7aefe43e44..2ac7c8637b 100644
--- a/code/modules/tgui/states/human_adjacent.dm
+++ b/code/modules/tgui/states/human_adjacent.dm
@@ -3,6 +3,9 @@
*
* In addition to default checks, only allows interaction for a
* human adjacent user.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(human_adjacent_state, /datum/ui_state/human_adjacent_state, new)
diff --git a/code/modules/tgui/states/inventory.dm b/code/modules/tgui/states/inventory.dm
index 43fe2cb451..dc5dd0d57e 100644
--- a/code/modules/tgui/states/inventory.dm
+++ b/code/modules/tgui/states/inventory.dm
@@ -1,7 +1,11 @@
/**
* tgui state: inventory_state
*
- * Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.
+ * Checks that the src_object is in the user's top-level
+ * (hand, ear, pocket, belt, etc) inventory.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(inventory_state, /datum/ui_state/inventory_state, new)
diff --git a/code/modules/tgui/states/language_menu.dm b/code/modules/tgui/states/language_menu.dm
index 5c816c8922..6389b05cd5 100644
--- a/code/modules/tgui/states/language_menu.dm
+++ b/code/modules/tgui/states/language_menu.dm
@@ -1,5 +1,8 @@
/**
* tgui state: language_menu_state
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(language_menu_state, /datum/ui_state/language_menu, new)
diff --git a/code/modules/tgui/states/not_incapacitated.dm b/code/modules/tgui/states/not_incapacitated.dm
index 364b59424d..16dcb7881e 100644
--- a/code/modules/tgui/states/not_incapacitated.dm
+++ b/code/modules/tgui/states/not_incapacitated.dm
@@ -2,6 +2,9 @@
* tgui state: not_incapacitated_state
*
* Checks that the user isn't incapacitated
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(not_incapacitated_state, /datum/ui_state/not_incapacitated_state, new)
@@ -24,6 +27,10 @@ GLOBAL_DATUM_INIT(not_incapacitated_turf_state, /datum/ui_state/not_incapacitate
/datum/ui_state/not_incapacitated_state/can_use_topic(src_object, mob/user)
if(user.stat)
return UI_CLOSE
- if(user.incapacitated() || user.lying || (turf_check && !isturf(user.loc)))
+ if(user.incapacitated() || (turf_check && !isturf(user.loc)))
return UI_DISABLED
- return UI_INTERACTIVE
\ No newline at end of file
+ if(isliving(user))
+ var/mob/living/L = user
+ if(!(L.mobility_flags & MOBILITY_STAND))
+ return UI_DISABLED
+ return UI_INTERACTIVE
diff --git a/code/modules/tgui/states/notcontained.dm b/code/modules/tgui/states/notcontained.dm
index 642c6ce95f..1d4e6aec19 100644
--- a/code/modules/tgui/states/notcontained.dm
+++ b/code/modules/tgui/states/notcontained.dm
@@ -1,7 +1,11 @@
/**
* tgui state: notcontained_state
*
- * Checks that the user is not inside src_object, and then makes the default checks.
+ * Checks that the user is not inside src_object, and then makes the
+ * default checks.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(notcontained_state, /datum/ui_state/notcontained_state, new)
diff --git a/code/modules/tgui/states/observer.dm b/code/modules/tgui/states/observer.dm
index 86ad776b13..d105de1c0c 100644
--- a/code/modules/tgui/states/observer.dm
+++ b/code/modules/tgui/states/observer.dm
@@ -2,6 +2,9 @@
* tgui state: observer_state
*
* Checks that the user is an observer/ghost.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(observer_state, /datum/ui_state/observer_state, new)
diff --git a/code/modules/tgui/states/physical.dm b/code/modules/tgui/states/physical.dm
index 88c8a291aa..3073039d14 100644
--- a/code/modules/tgui/states/physical.dm
+++ b/code/modules/tgui/states/physical.dm
@@ -2,6 +2,9 @@
* tgui state: physical_state
*
* Short-circuits the default state to only check physical distance.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(physical_state, /datum/ui_state/physical, new)
diff --git a/code/modules/tgui/states/self.dm b/code/modules/tgui/states/self.dm
index b0c9500fbc..4b6e3b9fd9 100644
--- a/code/modules/tgui/states/self.dm
+++ b/code/modules/tgui/states/self.dm
@@ -2,6 +2,9 @@
* tgui state: self_state
*
* Only checks that the user and src_object are the same.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(self_state, /datum/ui_state/self_state, new)
diff --git a/code/modules/tgui/states/zlevel.dm b/code/modules/tgui/states/zlevel.dm
index 5e3ccfb7de..64ea2fa1c0 100644
--- a/code/modules/tgui/states/zlevel.dm
+++ b/code/modules/tgui/states/zlevel.dm
@@ -2,6 +2,9 @@
* tgui state: z_state
*
* Only checks that the Z-level of the user and src_object are the same.
+ *
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
GLOBAL_DATUM_INIT(z_state, /datum/ui_state/z_state, new)
diff --git a/code/modules/tgui/subsystem.dm b/code/modules/tgui/subsystem.dm
deleted file mode 100644
index cbe94e2d7f..0000000000
--- a/code/modules/tgui/subsystem.dm
+++ /dev/null
@@ -1,247 +0,0 @@
-/**
- * tgui subsystem
- *
- * Contains all tgui state and subsystem code.
- */
-
-/**
- * public
- *
- * Get a open UI given a user, src_object, and ui_key and try to update it with data.
- *
- * required user mob The mob who opened/is using the UI.
- * required src_object datum The object/datum which owns the UI.
- * required ui_key string The ui_key of the UI.
- * optional ui datum/tgui The UI to be updated, if it exists.
- * optional force_open bool If the UI should be re-opened instead of updated.
- *
- * return datum/tgui The found UI.
- */
-/datum/controller/subsystem/tgui/proc/try_update_ui(mob/user, datum/src_object, ui_key, datum/tgui/ui, force_open = FALSE)
- if(isnull(ui)) // No UI was passed, so look for one.
- ui = get_open_ui(user, src_object, ui_key)
-
- if(!isnull(ui))
- var/data = src_object.ui_data(user) // Get data from the src_object.
- if(!force_open) // UI is already open; update it.
- ui.push_data(data)
- else // Re-open it anyways.
- ui.reinitialize(null, data)
- return ui // We found the UI, return it.
- else
- return null // We couldn't find a UI.
-
-/**
- * private
- *
- * Get a open UI given a user, src_object, and ui_key.
- *
- * required user mob The mob who opened/is using the UI.
- * required src_object datum The object/datum which owns the UI.
- * required ui_key string The ui_key of the UI.
- *
- * return datum/tgui The found UI.
- */
-/datum/controller/subsystem/tgui/proc/get_open_ui(mob/user, datum/src_object, ui_key)
- var/src_object_key = "[REF(src_object)]"
- if(isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
- return null // No UIs open.
- else if(isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
- return null // No UIs open for this object.
-
- for(var/datum/tgui/ui in open_uis[src_object_key][ui_key]) // Find UIs for this object.
- if(ui.user == user) // Make sure we have the right user
- return ui
-
- return null // Couldn't find a UI!
-
-/**
- * private
- *
- * Update all UIs attached to src_object.
- *
- * required src_object datum The object/datum which owns the UIs.
- *
- * return int The number of UIs updated.
- */
-/datum/controller/subsystem/tgui/proc/update_uis(datum/src_object)
- var/src_object_key = "[REF(src_object)]"
- if(isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
- return 0 // Couldn't find any UIs for this object.
-
- var/update_count = 0
- for(var/ui_key in open_uis[src_object_key])
- for(var/datum/tgui/ui in open_uis[src_object_key][ui_key])
- if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user)) // Check the UI is valid.
- ui.process(force = 1) // Update the UI.
- update_count++ // Count each UI we update.
- return update_count
-
-/**
- * private
- *
- * Close all UIs attached to src_object.
- *
- * required src_object datum The object/datum which owns the UIs.
- *
- * return int The number of UIs closed.
- */
-/datum/controller/subsystem/tgui/proc/close_uis(datum/src_object)
- var/src_object_key = "[REF(src_object)]"
- if(isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
- return 0 // Couldn't find any UIs for this object.
-
- var/close_count = 0
- for(var/ui_key in open_uis[src_object_key])
- for(var/datum/tgui/ui in open_uis[src_object_key][ui_key])
- if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user)) // Check the UI is valid.
- ui.close() // Close the UI.
- close_count++ // Count each UI we close.
- return close_count
-
-/**
- * private
- *
- * Close *ALL* UIs
- *
- * return int The number of UIs closed.
- */
-/datum/controller/subsystem/tgui/proc/close_all_uis()
- var/close_count = 0
- for(var/src_object_key in open_uis)
- for(var/ui_key in open_uis[src_object_key])
- for(var/datum/tgui/ui in open_uis[src_object_key][ui_key])
- if(ui && ui.src_object && ui.user && ui.src_object.ui_host(ui.user)) // Check the UI is valid.
- ui.close() // Close the UI.
- close_count++ // Count each UI we close.
- return close_count
-
-/**
- * private
- *
- * Update all UIs belonging to a user.
- *
- * required user mob The mob who opened/is using the UI.
- * optional src_object datum If provided, only update UIs belonging this src_object.
- * optional ui_key string If provided, only update UIs with this UI key.
- *
- * return int The number of UIs updated.
- */
-/datum/controller/subsystem/tgui/proc/update_user_uis(mob/user, datum/src_object = null, ui_key = null)
- if(isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
- return 0 // Couldn't find any UIs for this user.
-
- var/update_count = 0
- for(var/datum/tgui/ui in user.open_uis)
- if((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
- ui.process(force = 1) // Update the UI.
- update_count++ // Count each UI we upadte.
- return update_count
-
-/**
- * private
- *
- * Close all UIs belonging to a user.
- *
- * required user mob The mob who opened/is using the UI.
- * optional src_object datum If provided, only close UIs belonging this src_object.
- * optional ui_key string If provided, only close UIs with this UI key.
- *
- * return int The number of UIs closed.
- */
-/datum/controller/subsystem/tgui/proc/close_user_uis(mob/user, datum/src_object = null, ui_key = null)
- if(isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
- return 0 // Couldn't find any UIs for this user.
-
- var/close_count = 0
- for(var/datum/tgui/ui in user.open_uis)
- if((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
- ui.close() // Close the UI.
- close_count++ // Count each UI we close.
- return close_count
-
-/**
- * private
- *
- * Add a UI to the list of open UIs.
- *
- * required ui datum/tgui The UI to be added.
- */
-/datum/controller/subsystem/tgui/proc/on_open(datum/tgui/ui)
- var/src_object_key = "[REF(ui.src_object)]"
- if(isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
- open_uis[src_object_key] = list(ui.ui_key = list()) // Make a list for the ui_key and src_object.
- else if(isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
- open_uis[src_object_key][ui.ui_key] = list() // Make a list for the ui_key.
-
- // Append the UI to all the lists.
- ui.user.open_uis |= ui
- var/list/uis = open_uis[src_object_key][ui.ui_key]
- uis |= ui
- processing_uis |= ui
-
-/**
- * private
- *
- * Remove a UI from the list of open UIs.
- *
- * required ui datum/tgui The UI to be removed.
- *
- * return bool If the UI was removed or not.
- */
-/datum/controller/subsystem/tgui/proc/on_close(datum/tgui/ui)
- var/src_object_key = "[REF(ui.src_object)]"
- if(isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
- return 0 // It wasn't open.
- else if(isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
- return 0 // It wasn't open.
-
- processing_uis.Remove(ui) // Remove it from the list of processing UIs.
- if(ui.user) // If the user exists, remove it from them too.
- ui.user.open_uis.Remove(ui)
- var/Ukey = ui.ui_key
- var/list/uis = open_uis[src_object_key][Ukey] // Remove it from the list of open UIs.
- uis.Remove(ui)
- if(!uis.len)
- var/list/uiobj = open_uis[src_object_key]
- uiobj.Remove(Ukey)
- if(!uiobj.len)
- open_uis.Remove(src_object_key)
-
- return 1 // Let the caller know we did it.
-
-/**
- * private
- *
- * Handle client logout, by closing all their UIs.
- *
- * required user mob The mob which logged out.
- *
- * return int The number of UIs closed.
- */
-/datum/controller/subsystem/tgui/proc/on_logout(mob/user)
- return close_user_uis(user)
-
-/**
- * private
- *
- * Handle clients switching mobs, by transferring their UIs.
- *
- * required user source The client's original mob.
- * required user target The client's new mob.
- *
- * return bool If the UIs were transferred.
- */
-/datum/controller/subsystem/tgui/proc/on_transfer(mob/source, mob/target)
- if(!source || isnull(source.open_uis) || !istype(source.open_uis, /list) || open_uis.len == 0)
- return 0 // The old mob had no open UIs.
-
- if(isnull(target.open_uis) || !istype(target.open_uis, /list))
- target.open_uis = list() // Create a list for the new mob if needed.
-
- for(var/datum/tgui/ui in source.open_uis)
- ui.user = target // Inform the UIs of their new owner.
- target.open_uis.Add(ui) // Transfer all the UIs.
-
- source.open_uis.Cut() // Clear the old list.
- return 1 // Let the caller know we did it.
diff --git a/code/modules/tgui/tgui.dm b/code/modules/tgui/tgui.dm
index 7971a940d4..d0d5ff8ebb 100644
--- a/code/modules/tgui/tgui.dm
+++ b/code/modules/tgui/tgui.dm
@@ -1,7 +1,6 @@
/**
- * tgui
- *
- * /tg/station user interface library
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
*/
/**
@@ -14,34 +13,26 @@
var/datum/src_object
/// The title of te UI.
var/title
- /// The ui_key of the UI. This allows multiple UIs for one src_object.
- var/ui_key
/// The window_id for browse() and onclose().
- var/window_id
- /// The window width.
- var/width = 0
- /// The window height
- var/height = 0
+ var/datum/tgui_window/window
+ /// Key that is used for remembering the window geometry.
+ var/window_key
+ /// Deprecated: Window size.
+ var/window_size
/// The interface (template) to be used for this UI.
var/interface
/// Update the UI every MC tick.
var/autoupdate = TRUE
/// If the UI has been initialized yet.
var/initialized = FALSE
- /// The data (and datastructure) used to initialize the UI.
- var/list/initial_data
- /// The static data used to initialize the UI.
- var/list/initial_static_data
- /// Holder for the json string, that is sent during the initial update
- var/_initial_update
+ /// Time of opening the window.
+ var/opened_at
+ /// Stops further updates when close() was called.
+ var/closing = FALSE
/// The status/visibility of the UI.
var/status = UI_INTERACTIVE
/// Topic state used to determine status/interactability.
var/datum/ui_state/state = null
- /// The parent UI.
- var/datum/tgui/master_ui
- /// Children of this UI.
- var/list/datum/tgui/children = list()
/**
* public
@@ -50,38 +41,25 @@
*
* required user mob The mob who opened/is using the UI.
* required src_object datum The object or datum which owns the UI.
- * required ui_key string The ui_key of the UI.
* required interface string The interface used to render the UI.
* optional title string The title of the UI.
- * optional width int The window width.
- * optional height int The window height.
- * optional master_ui datum/tgui The parent UI.
- * optional state datum/ui_state The state used to determine status.
+ * optional ui_x int Deprecated: Window width.
+ * optional ui_y int Deprecated: Window height.
*
* return datum/tgui The requested UI.
*/
-/datum/tgui/New(mob/user, datum/src_object, ui_key, interface, title, width = 0, height = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
+/datum/tgui/New(mob/user, datum/src_object, interface, title, ui_x, ui_y)
+ log_tgui(user, "new [interface] fancy [user.client.prefs.tgui_fancy]")
src.user = user
src.src_object = src_object
- src.ui_key = ui_key
- // DO NOT replace with \ref here. src_object could potentially be tagged
- src.window_id = "[REF(src_object)]-[ui_key]"
+ src.window_key = "[REF(src_object)]-main"
src.interface = interface
-
if(title)
- src.title = sanitize(title)
- if(width)
- src.width = width
- if(height)
- src.height = height
-
- src.master_ui = master_ui
- if(master_ui)
- master_ui.children += src
- src.state = state
-
- var/datum/asset/assets = get_asset_datum(/datum/asset/group/tgui)
- assets.send(user)
+ src.title = title
+ src.state = src_object.ui_state()
+ // Deprecated
+ if(ui_x && ui_y)
+ src.window_size = list(ui_x, ui_y)
/**
* public
@@ -90,85 +68,53 @@
*/
/datum/tgui/proc/open()
if(!user.client)
- return // Bail if there is no client.
-
- update_status(push = FALSE) // Update the window status.
+ return null
+ if(window)
+ return null
+ process_status()
if(status < UI_UPDATE)
- return // Bail if we're not supposed to open.
-
- // Build window options
- var/window_options = "can_minimize=0;auto_format=0;"
- // If we have a width and height, use them.
- if(width && height)
- window_options += "size=[width]x[height];"
- // Remove titlebar and resize handles for a fancy window
- if(user.client.prefs.tgui_fancy)
- window_options += "titlebar=0;can_resize=0;"
+ return null
+ window = SStgui.request_pooled_window(user)
+ if(!window)
+ return null
+ opened_at = world.time
+ window.acquire_lock(src)
+ if(!window.is_ready())
+ window.initialize(inline_assets = list(
+ get_asset_datum(/datum/asset/simple/tgui),
+ ))
else
- window_options += "titlebar=1;can_resize=1;"
-
- // Generate page html
- var/html
- html = SStgui.basehtml
- // Allow the src object to override the html if needed
- html = src_object.ui_base_html(html)
- // Replace template tokens with important UI data
- // NOTE: Intentional \ref usage; tgui datums can't/shouldn't
- // be tagged, so this is an effective unwrap
- html = replacetextEx(html, "\[tgui:ref]", "\ref[src]")
-
- // Open the window.
- user << browse(html, "window=[window_id];[window_options]")
-
- // Instruct the client to signal UI when the window is closed.
- // NOTE: Intentional \ref usage; tgui datums can't/shouldn't
- // be tagged, so this is an effective unwrap
- winset(user, window_id, "on-close=\"uiclose \ref[src]\"")
-
- // Pre-fetch initial state while browser is still loading in
- // another thread
- if(!initial_data) {
- initial_data = src_object.ui_data(user)
- }
- if(!initial_static_data) {
- initial_static_data = src_object.ui_static_data(user)
- }
- _initial_update = url_encode(get_json(initial_data, initial_static_data))
-
+ window.send_message("ping")
+ window.send_asset(get_asset_datum(/datum/asset/simple/fontawesome))
+ for(var/datum/asset/asset in src_object.ui_assets(user))
+ window.send_asset(asset)
+ window.send_message("update", get_payload(
+ with_data = TRUE,
+ with_static_data = TRUE))
SStgui.on_open(src)
/**
* public
*
- * Reinitialize the UI.
- * (Possibly with a new interface and/or data).
+ * Close the UI.
*
- * optional template string The name of the new interface.
- * optional data list The new initial data.
+ * optional can_be_suspended bool
*/
-/datum/tgui/proc/reinitialize(interface, list/data, list/static_data)
- if(interface)
- src.interface = interface
- if(data)
- initial_data = data
- if(static_data)
- initial_static_data = static_data
- open()
-
-/**
- * public
- *
- * Close the UI, and all its children.
- */
-/datum/tgui/proc/close()
- user << browse(null, "window=[window_id]") // Close the window.
- src_object.ui_close(user)
- SStgui.on_close(src)
- for(var/datum/tgui/child in children) // Loop through and close all children.
- child.close()
- children.Cut()
+/datum/tgui/proc/close(can_be_suspended = TRUE)
+ if(closing)
+ return
+ closing = TRUE
+ // If we don't have window_id, open proc did not have the opportunity
+ // to finish, therefore it's safe to skip this whole block.
+ if(window)
+ // Windows you want to keep are usually blue screens of death
+ // and we want to keep them around, to allow user to read
+ // the error message properly.
+ window.release_lock()
+ window.close(can_be_suspended)
+ src_object.ui_close(user)
+ SStgui.on_close(src)
state = null
- master_ui = null
qdel(src)
/**
@@ -176,187 +122,173 @@
*
* Enable/disable auto-updating of the UI.
*
- * required state bool Enable/disable auto-updating.
+ * required value bool Enable/disable auto-updating.
*/
-/datum/tgui/proc/set_autoupdate(state = TRUE)
- autoupdate = state
+/datum/tgui/proc/set_autoupdate(autoupdate)
+ src.autoupdate = autoupdate
+
+/**
+ * public
+ *
+ * Replace current ui.state with a new one.
+ *
+ * required state datum/ui_state/state Next state
+ */
+/datum/tgui/proc/set_state(datum/ui_state/state)
+ src.state = state
+
+/**
+ * public
+ *
+ * Makes an asset available to use in tgui.
+ *
+ * required asset datum/asset
+ */
+/datum/tgui/proc/send_asset(datum/asset/asset)
+ if(!window)
+ CRASH("send_asset() can only be called after open().")
+ window.send_asset(asset)
+
+/**
+ * public
+ *
+ * Send a full update to the client (includes static data).
+ *
+ * optional custom_data list Custom data to send instead of ui_data.
+ * optional force bool Send an update even if UI is not interactive.
+ */
+/datum/tgui/proc/send_full_update(custom_data, force)
+ if(!user.client || !initialized || closing)
+ return
+ var/should_update_data = force || status >= UI_UPDATE
+ window.send_message("update", get_payload(
+ custom_data,
+ with_data = should_update_data,
+ with_static_data = TRUE))
+
+/**
+ * public
+ *
+ * Send a partial update to the client (excludes static data).
+ *
+ * optional custom_data list Custom data to send instead of ui_data.
+ * optional force bool Send an update even if UI is not interactive.
+ */
+/datum/tgui/proc/send_update(custom_data, force)
+ if(!user.client || !initialized || closing)
+ return
+ var/should_update_data = force || status >= UI_UPDATE
+ window.send_message("update", get_payload(
+ custom_data,
+ with_data = should_update_data))
/**
* private
*
* Package the data to send to the UI, as JSON.
- * This includes the UI data and config_data.
*
- * return string The packaged JSON.
+ * return list
*/
-/datum/tgui/proc/get_json(list/data, list/static_data)
+/datum/tgui/proc/get_payload(custom_data, with_data, with_static_data)
var/list/json_data = list()
-
json_data["config"] = list(
"title" = title,
"status" = status,
"interface" = interface,
- "fancy" = user.client.prefs.tgui_fancy,
- "locked" = user.client.prefs.tgui_lock,
- "observer" = isobserver(user),
- "window" = window_id,
- // NOTE: Intentional \ref usage; tgui datums can't/shouldn't
- // be tagged, so this is an effective unwrap
- "ref" = "\ref[src]"
+ "window" = list(
+ "key" = window_key,
+ "size" = window_size,
+ "fancy" = user.client.prefs.tgui_fancy,
+ "locked" = user.client.prefs.tgui_lock
+ ),
+ "user" = list(
+ "name" = "[user]",
+ "ckey" = "[user.ckey]",
+ "observer" = isobserver(user)
+ )
)
-
- if(!isnull(data))
+ var/data = custom_data || with_data && src_object.ui_data(user)
+ if(data)
json_data["data"] = data
- if(!isnull(static_data))
+ var/static_data = with_static_data && src_object.ui_static_data(user)
+ if(static_data)
json_data["static_data"] = static_data
-
- // Send shared states
if(src_object.tgui_shared_states)
json_data["shared"] = src_object.tgui_shared_states
-
- // Generate the JSON.
- var/json = json_encode(json_data)
- // Strip #255/improper.
- json = replacetext(json, "\proper", "")
- json = replacetext(json, "\improper", "")
- return json
+ return json_data
/**
* private
*
- * Handle clicks from the UI.
- * Call the src_object's ui_act() if status is UI_INTERACTIVE.
- * If the src_object's ui_act() returns 1, update all UIs attacked to it.
- */
-/datum/tgui/Topic(href, href_list)
- if(user != usr)
- return // Something is not right here.
-
- var/action = href_list["action"]
- var/params = href_list; params -= "action"
-
- switch(action)
- if("tgui:initialize")
- user << output(_initial_update, "[window_id].browser:update")
- initialized = TRUE
- if("tgui:setSharedState")
- // Update the window state.
- update_status(push = FALSE)
- // Bail if UI is not interactive or usr calling Topic
- // is not the UI user.
- if(status != UI_INTERACTIVE)
- return
- var/key = params["key"]
- var/value = params["value"]
- if(!src_object.tgui_shared_states)
- src_object.tgui_shared_states = list()
- src_object.tgui_shared_states[key] = value
- SStgui.update_uis(src_object)
- if("tgui:setFancy")
- var/value = text2num(params["value"])
- user.client.prefs.tgui_fancy = value
- if("tgui:log")
- // Force window to show frills on fatal errors
- if(params["fatal"])
- winset(user, window_id, "titlebar=1;can-resize=1;size=600x600")
- log_message(params["log"])
- if("tgui:link")
- user << link(params["url"])
- else
- // Update the window state.
- update_status(push = FALSE)
- // Call ui_act() on the src_object.
- if(src_object.ui_act(action, params, src, state))
- // Update if the object requested it.
- SStgui.update_uis(src_object)
-
-/**
- * private
- *
- * Update the UI.
- * Only updates the data if update is true, otherwise only updates the status.
- *
- * optional force bool If the UI should be forced to update.
+ * Run an update cycle for this UI. Called internally by SStgui
+ * every second or so.
*/
/datum/tgui/process(force = FALSE)
+ if(closing)
+ return
var/datum/host = src_object.ui_host(user)
- if(!src_object || !host || !user) // If the object or user died (or something else), abort.
+ // If the object or user died (or something else), abort.
+ if(!src_object || !host || !user || !window)
+ close(can_be_suspended = FALSE)
+ return
+ // Validate ping
+ if(!initialized && world.time - opened_at > TGUI_PING_TIMEOUT)
+ log_tgui(user, \
+ "Error: Zombie window detected, killing it with fire.\n" \
+ + "window_id: [window.id]\n" \
+ + "opened_at: [opened_at]\n" \
+ + "world.time: [world.time]")
+ close(can_be_suspended = FALSE)
+ return
+ // Update through a normal call to ui_interact
+ if(status != UI_DISABLED && (autoupdate || force))
+ src_object.ui_interact(user, src)
+ return
+ // Update status only
+ var/needs_update = process_status()
+ if(status <= UI_CLOSE)
close()
return
-
- if(status && (force || autoupdate))
- update() // Update the UI if the status and update settings allow it.
- else
- update_status(push = TRUE) // Otherwise only update status.
+ if(needs_update)
+ window.send_message("update", get_payload())
/**
* private
*
- * Push data to an already open UI.
- *
- * required data list The data to send.
- * optional force bool If the update should be sent regardless of state.
+ * Updates the status, and returns TRUE if status has changed.
*/
-/datum/tgui/proc/push_data(data, static_data, force = FALSE)
- // Update the window state.
- update_status(push = FALSE)
- // Cannot update UI if it is not set up yet.
- if(!initialized)
- return
- // Cannot update UI, we have no visibility.
- if(status <= UI_DISABLED && !force)
- return
- // Send the new JSON to the update() Javascript function.
- user << output(
- url_encode(get_json(data, static_data)),
- "[window_id].browser:update")
+/datum/tgui/proc/process_status()
+ var/prev_status = status
+ status = src_object.ui_status(user, state)
+ return prev_status != status
/**
* private
*
- * Updates the UI by interacting with the src_object again, which will hopefully
- * call try_ui_update on it.
- *
- * optional force_open bool If force_open should be passed to ui_interact.
+ * Callback for handling incoming tgui messages.
*/
-/datum/tgui/proc/update(force_open = FALSE)
- src_object.ui_interact(user, ui_key, src, force_open, master_ui, state)
-
-/**
- * private
- *
- * Update the status/visibility of the UI for its user.
- *
- * optional push bool Push an update to the UI (an update is always sent for UI_DISABLED).
- */
-/datum/tgui/proc/update_status(push = FALSE)
- var/status = src_object.ui_status(user, state)
- if(master_ui)
- status = min(status, master_ui.status)
- set_status(status, push)
- if(status == UI_CLOSE)
- close()
-
-/**
- * private
- *
- * Set the status/visibility of the UI.
- *
- * required status int The status to set (UI_CLOSE/UI_DISABLED/UI_UPDATE/UI_INTERACTIVE).
- * optional push bool Push an update to the UI (an update is always sent for UI_DISABLED).
- */
-/datum/tgui/proc/set_status(status, push = FALSE)
- // Only update if status has changed.
- if(src.status != status)
- if(src.status == UI_DISABLED)
- src.status = status
- if(push)
- update()
- else
- src.status = status
- // Update if the UI just because disabled, or a push is requested.
- if(status == UI_DISABLED || push)
- push_data(null, force = TRUE)
-
-/datum/tgui/proc/log_message(message)
- log_tgui("[user] ([user.ckey]) using \"[title]\":\n[message]")
+/datum/tgui/proc/on_message(type, list/payload, list/href_list)
+ // Pass act type messages to ui_act
+ if(type && copytext(type, 1, 5) == "act/")
+ process_status()
+ if(src_object.ui_act(copytext(type, 5), payload, src, state))
+ SStgui.update_uis(src_object)
+ return FALSE
+ switch(type)
+ if("ready")
+ initialized = TRUE
+ if("pingReply")
+ initialized = TRUE
+ if("suspend")
+ close(can_be_suspended = TRUE)
+ if("close")
+ close(can_be_suspended = FALSE)
+ if("log")
+ if(href_list["fatal"])
+ close(can_be_suspended = FALSE)
+ if("setSharedState")
+ if(status != UI_INTERACTIVE)
+ return
+ LAZYINITLIST(src_object.tgui_shared_states)
+ src_object.tgui_shared_states[href_list["key"]] = href_list["value"]
+ SStgui.update_uis(src_object)
diff --git a/code/modules/tgui/tgui_window.dm b/code/modules/tgui/tgui_window.dm
new file mode 100644
index 0000000000..3f271163c9
--- /dev/null
+++ b/code/modules/tgui/tgui_window.dm
@@ -0,0 +1,238 @@
+/**
+ * Copyright (c) 2020 Aleksej Komarov
+ * SPDX-License-Identifier: MIT
+ */
+
+/datum/tgui_window
+ var/id
+ var/client/client
+ var/pooled
+ var/pool_index
+ var/status = TGUI_WINDOW_CLOSED
+ var/locked = FALSE
+ var/datum/tgui/locked_by
+ var/fatally_errored = FALSE
+ var/message_queue
+ var/sent_assets = list()
+
+/**
+ * public
+ *
+ * Create a new tgui window.
+ *
+ * required client /client
+ * required id string A unique window identifier.
+ */
+/datum/tgui_window/New(client/client, id, pooled = FALSE)
+ src.id = id
+ src.client = client
+ src.pooled = pooled
+ if(pooled)
+ client.tgui_windows[id] = src
+ src.pool_index = TGUI_WINDOW_INDEX(id)
+
+/**
+ * public
+ *
+ * Initializes the window with a fresh page. Puts window into the "loading"
+ * state. You can begin sending messages right after initializing. Messages
+ * will be put into the queue until the window finishes loading.
+ *
+ * optional inline_assets list List of assets to inline into the html.
+ */
+/datum/tgui_window/proc/initialize(inline_assets = list())
+ log_tgui(client, "[id]/initialize")
+ if(!client)
+ return
+ status = TGUI_WINDOW_LOADING
+ fatally_errored = FALSE
+ message_queue = null
+ // Build window options
+ var/options = "file=[id].html;can_minimize=0;auto_format=0;"
+ // Remove titlebar and resize handles for a fancy window
+ if(client.prefs.tgui_fancy)
+ options += "titlebar=0;can_resize=0;"
+ else
+ options += "titlebar=1;can_resize=1;"
+ // Generate page html
+ var/html = SStgui.basehtml
+ html = replacetextEx(html, "\[tgui:windowId]", id)
+ // Process inline assets
+ var/inline_styles = ""
+ var/inline_scripts = ""
+ for(var/datum/asset/asset in inline_assets)
+ var/mappings = asset.get_url_mappings()
+ for(var/name in mappings)
+ var/url = mappings[name]
+ // Not urlencoding since asset strings are considered safe
+ if(copytext(name, -4) == ".css")
+ inline_styles += "\n"
+ else if(copytext(name, -3) == ".js")
+ inline_scripts += "\n"
+ asset.send()
+ html = replacetextEx(html, "\n", inline_styles)
+ html = replacetextEx(html, "\n", inline_scripts)
+ // Open the window
+ client << browse(html, "window=[id];[options]")
+ // Instruct the client to signal UI when the window is closed.
+ winset(client, id, "on-close=\"uiclose [id]\"")
+
+/**
+ * public
+ *
+ * Checks if the window is ready to receive data.
+ *
+ * return bool
+ */
+/datum/tgui_window/proc/is_ready()
+ return status == TGUI_WINDOW_READY
+
+/**
+ * public
+ *
+ * Checks if the window can be sanely suspended.
+ *
+ * return bool
+ */
+/datum/tgui_window/proc/can_be_suspended()
+ return !fatally_errored \
+ && pooled \
+ && pool_index > 0 \
+ && pool_index <= TGUI_WINDOW_SOFT_LIMIT \
+ && status == TGUI_WINDOW_READY
+
+/**
+ * public
+ *
+ * Acquire the window lock. Pool will not be able to provide this window
+ * to other UIs for the duration of the lock.
+ *
+ * Can be given an optional tgui datum, which will hook its on_message
+ * callback into the message stream.
+ *
+ * optional ui /datum/tgui
+ */
+/datum/tgui_window/proc/acquire_lock(datum/tgui/ui)
+ locked = TRUE
+ locked_by = ui
+
+/**
+ * Release the window lock.
+ */
+/datum/tgui_window/proc/release_lock()
+ // Clean up assets sent by tgui datum which requested the lock
+ if(locked)
+ sent_assets = list()
+ locked = FALSE
+ locked_by = null
+
+/**
+ * public
+ *
+ * Close the UI.
+ *
+ * optional can_be_suspended bool
+ */
+/datum/tgui_window/proc/close(can_be_suspended = TRUE)
+ if(!client)
+ return
+ if(can_be_suspended && can_be_suspended())
+ log_tgui(client, "[id]/close: suspending")
+ status = TGUI_WINDOW_READY
+ send_message("suspend")
+ return
+ log_tgui(client, "[id]/close")
+ release_lock()
+ status = TGUI_WINDOW_CLOSED
+ message_queue = null
+ // Do not close the window to give user some time
+ // to read the error message.
+ if(!fatally_errored)
+ client << browse(null, "window=[id]")
+
+/**
+ * public
+ *
+ * Sends a message to tgui window.
+ *
+ * required type string Message type
+ * required payload list Message payload
+ * optional force bool Send regardless of the ready status.
+ */
+/datum/tgui_window/proc/send_message(type, list/payload, force)
+ if(!client)
+ return
+ var/message = json_encode(list(
+ "type" = type,
+ "payload" = payload,
+ ))
+ // Strip #255/improper.
+ message = replacetext(message, "\proper", "")
+ message = replacetext(message, "\improper", "")
+ // Pack for sending via output()
+ message = url_encode(message)
+ // Place into queue if window is still loading
+ if(!force && status != TGUI_WINDOW_READY)
+ if(!message_queue)
+ message_queue = list()
+ message_queue += list(message)
+ return
+ client << output(message, "[id].browser:update")
+
+/**
+ * public
+ *
+ * Makes an asset available to use in tgui.
+ *
+ * required asset datum/asset
+ */
+/datum/tgui_window/proc/send_asset(datum/asset/asset)
+ if(!client || !asset)
+ return
+ if(istype(asset, /datum/asset/spritesheet))
+ var/datum/asset/spritesheet/spritesheet = asset
+ send_message("asset/stylesheet", spritesheet.css_filename())
+ send_message("asset/mappings", asset.get_url_mappings())
+ sent_assets += list(asset)
+ asset.send(client)
+
+/**
+ * private
+ *
+ * Sends queued messages if the queue wasn't empty.
+ */
+/datum/tgui_window/proc/flush_message_queue()
+ if(!client || !message_queue)
+ return
+ for(var/message in message_queue)
+ client << output(message, "[id].browser:update")
+ message_queue = null
+
+/**
+ * private
+ *
+ * Callback for handling incoming tgui messages.
+ */
+/datum/tgui_window/proc/on_message(type, list/payload, list/href_list)
+ switch(type)
+ if("ready")
+ // Status can be READY if user has refreshed the window.
+ if(status == TGUI_WINDOW_READY)
+ // Resend the assets
+ for(var/asset in sent_assets)
+ send_asset(asset)
+ status = TGUI_WINDOW_READY
+ if("log")
+ if(href_list["fatal"])
+ fatally_errored = TRUE
+ // Pass message to UI that requested the lock
+ if(locked && locked_by)
+ locked_by.on_message(type, payload, href_list)
+ flush_message_queue()
+ return
+ // If not locked, handle these message types
+ switch(type)
+ if("suspend")
+ close(can_be_suspended = TRUE)
+ if("close")
+ close(can_be_suspended = FALSE)
diff --git a/code/modules/uplink/uplink_items/uplink_ammo.dm b/code/modules/uplink/uplink_items/uplink_ammo.dm
index ce74773f8d..853f6111b2 100644
--- a/code/modules/uplink/uplink_items/uplink_ammo.dm
+++ b/code/modules/uplink/uplink_items/uplink_ammo.dm
@@ -291,10 +291,17 @@
/datum/uplink_item/ammo/bolt_action
name = "Surplus Rifle Clip"
desc = "A stripper clip used to quickly load bolt action rifles. Contains 5 rounds."
- item = /obj/item/ammo_box/a762
+ item = /obj/item/ammo_box/a762
cost = 1
include_modes = list(/datum/game_mode/nuclear)
+/datum/uplink_item/ammo/bolt_action_bulk
+ name = "Surplus Rifle Clip Box"
+ desc = "An ammo box we found in a warehouse, holding 7 clips of 5 rounds for bolt-action rifles. Yes, the cheap ones."
+ item = /obj/item/storage/toolbox/ammo
+ cost = 4
+ include_modes = list(/datum/game_mode/nuclear)
+
/datum/uplink_item/ammo/dark_gygax/bag
name = "Dark Gygax Ammo Bag"
desc = "A duffel bag containing ammo for three full reloads of the incendiary carbine and flash bang launcher that are equipped on a standard Dark Gygax exosuit."
diff --git a/code/modules/uplink/uplink_items/uplink_bundles.dm b/code/modules/uplink/uplink_items/uplink_bundles.dm
index d40e2fcbda..1b7909a50d 100644
--- a/code/modules/uplink/uplink_items/uplink_bundles.dm
+++ b/code/modules/uplink/uplink_items/uplink_bundles.dm
@@ -50,7 +50,7 @@
Combines with all martial arts, but the user will be unable to bring themselves to use guns, nor remove the armbands."
item = /obj/item/storage/box/syndie_kit/northstar
cost = 20
- exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/suits/infiltrator_bundle
name = "Insidious Infiltration Gear Case"
@@ -117,7 +117,7 @@
you will receive. May contain discontinued and/or exotic items."
item = /obj/item/storage/box/syndicate
cost = 20
- exclude_modes = list(/datum/game_mode/nuclear)
+ exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/traitor/internal_affairs)
cant_discount = TRUE
/datum/uplink_item/bundles_TC/surplus
@@ -127,7 +127,7 @@
item = /obj/structure/closet/crate
cost = 20
player_minimum = 25
- exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
cant_discount = TRUE
var/starting_crate_value = 50
@@ -163,7 +163,7 @@
/datum/uplink_item/bundles_TC/reroll
name = "Renegotiate Contract"
- desc = "Selecting this will inform the syndicate that you wish to change employers. Can only be done once; no take-backs."
+ desc = "Selecting this will inform your employers that you wish for new objectives. Can only be done once; no take-backs."
item = /obj/effect/gibspawner/generic
cost = 0
cant_discount = TRUE
@@ -173,8 +173,7 @@
/datum/uplink_item/bundles_TC/reroll/purchase(mob/user, datum/component/uplink/U)
var/datum/antagonist/traitor/T = user?.mind?.has_antag_datum(/datum/antagonist/traitor)
if(istype(T))
- var/new_traitor_kind = get_random_traitor_kind(list(T.traitor_kind.type))
- T.set_traitor_kind(new_traitor_kind)
+ T.set_traitor_kind(/datum/traitor_class/human/subterfuge)
else
to_chat(user,"Invalid user for contract renegotiation.")
@@ -184,6 +183,7 @@
item = /obj/effect/gibspawner/generic // non-tangible item because techwebs use this path to determine illegal tech
cost = 0
cant_discount = TRUE
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/bundles_TC/random/purchase(mob/user, datum/component/uplink/U)
var/list/uplink_items = U.uplink_items
diff --git a/code/modules/uplink/uplink_items/uplink_clothing.dm b/code/modules/uplink/uplink_items/uplink_clothing.dm
index 014e0452b5..c26a9ae1f0 100644
--- a/code/modules/uplink/uplink_items/uplink_clothing.dm
+++ b/code/modules/uplink/uplink_items/uplink_clothing.dm
@@ -97,3 +97,9 @@
item = /obj/item/clothing/gloves/tackler/combat/insulated
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
cost = 2
+
+/datum/uplink_item/device_tools/syndicate_eyepatch
+ name = "Mechanical Eyepatch"
+ desc = "An eyepatch that connects itself to your eye socket, enhancing your shooting to an impossible degree, allowing your bullets to ricochet far more often than usual."
+ item = /obj/item/clothing/glasses/eyepatch/syndicate
+ cost = 8
diff --git a/code/modules/uplink/uplink_items/uplink_dangerous.dm b/code/modules/uplink/uplink_items/uplink_dangerous.dm
index 7d96390115..a43e3fc2ce 100644
--- a/code/modules/uplink/uplink_items/uplink_dangerous.dm
+++ b/code/modules/uplink/uplink_items/uplink_dangerous.dm
@@ -21,7 +21,7 @@
item = /obj/item/storage/box/syndie_kit/revolver
cost = 13
surplus = 50
- exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/dangerous/rawketlawnchair
name = "84mm Rocket Propelled Grenade Launcher"
@@ -112,7 +112,7 @@
item = /obj/item/dualsaber
player_minimum = 25
cost = 16
- exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/dangerous/doublesword/get_discount()
return pick(4;0.8,2;0.65,1;0.5)
@@ -123,7 +123,7 @@
pocketed when inactive. Activating it produces a loud, distinctive noise."
item = /obj/item/melee/transforming/energy/sword/saber
cost = 8
- exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/dangerous/shield
name = "Energy Shield"
@@ -141,7 +141,7 @@
However, due to the size of the blade and obvious nature of the sheath, the weapon stands out as being obviously nefarious."
item = /obj/item/storage/belt/sabre/rapier
cost = 8
- exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/dangerous/flamethrower
name = "Flamethrower"
@@ -180,11 +180,22 @@
refundable = TRUE
cant_discount = TRUE
surplus = 0
- exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
player_minimum = 25
restricted = TRUE
refund_path = /obj/item/guardiancreator/tech/choose/traitor
+/datum/uplink_item/dangerous/nukieguardian // just like the normal holoparasites but without the support or deffensive stands because nukies shouldnt turtle
+ name = "Holoparasites"
+ desc = "Though capable of near sorcerous feats via use of hardlight holograms and nanomachines, they require an \
+ organic host as a home base and source of fuel. Holoparasites come in various types and share damage with their host."
+ item = /obj/item/storage/box/syndie_kit/nukieguardian
+ cost = 15
+ refundable = TRUE
+ surplus = 50
+ refund_path = /obj/item/guardiancreator/tech/choose/nukie
+ include_modes = list(/datum/game_mode/nuclear)
+
/datum/uplink_item/dangerous/machinegun
name = "L6 Squad Automatic Weapon"
desc = "A fully-loaded Aussec Armoury belt-fed machine gun. \
@@ -211,6 +222,7 @@
deal extra damage and hit targets further. Use a screwdriver to take out any attached tanks."
item = /obj/item/melee/powerfist
cost = 8
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/dangerous/sniper
name = "Sniper Rifle"
@@ -250,4 +262,4 @@
darts effective at incapacitating a target."
item = /obj/item/gun/ballistic/automatic/toy/pistol/riot
cost = 3
- surplus = 10
\ No newline at end of file
+ surplus = 10
diff --git a/code/modules/uplink/uplink_items/uplink_devices.dm b/code/modules/uplink/uplink_items/uplink_devices.dm
index 5149259bb8..5f5eb91a04 100644
--- a/code/modules/uplink/uplink_items/uplink_devices.dm
+++ b/code/modules/uplink/uplink_items/uplink_devices.dm
@@ -147,6 +147,12 @@
item = /obj/item/aiModule/syndicate
cost = 9
+/datum/uplink_item/device_tools/damaged_module
+ name = "Damaged AI Law Upload Module"
+ desc = "This AI law upload module has been laying around our warehouse for god knows how long. We do not know why you would ever use this."
+ item = /obj/item/aiModule/core/full/damaged
+ cost = 5
+
/datum/uplink_item/device_tools/headsetupgrade
name = "Headset Upgrader"
desc = "A device that can be used to make one headset immune to flashbangs."
@@ -200,9 +206,7 @@
this primer of questionable worth and value is rumored to increase your rifle-bolt-working and/or shotgun \
racking fivefold. Then again, the techniques here only work on bolt-actions and pump-actions..."
item = /obj/item/book/granter/trait/rifleman
- cost = 3
- restricted_roles = list("Operative") // i want it to be surplusable but i also want it to be mostly nukie only, please advise
- surplus = 90
+ cost = 3 // fuck it available for everyone
/datum/uplink_item/device_tools/stimpack
name = "Stimpack"
diff --git a/code/modules/uplink/uplink_items/uplink_explosives.dm b/code/modules/uplink/uplink_items/uplink_explosives.dm
index c52651fee9..6cc1c9fe05 100644
--- a/code/modules/uplink/uplink_items/uplink_explosives.dm
+++ b/code/modules/uplink/uplink_items/uplink_explosives.dm
@@ -58,6 +58,7 @@
item = /obj/item/storage/backpack/duffelbag/syndie/x4
cost = 4 //
cant_discount = TRUE
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/explosives/clown_bomb_clownops
name = "Clown Bomb"
@@ -123,6 +124,7 @@
be defused, and some crew may attempt to do so."
item = /obj/item/sbeacondrop/bomb
cost = 11
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/explosives/syndicate_detonator
name = "Syndicate Detonator"
@@ -140,7 +142,7 @@
in addition to dealing high amounts of damage to nearby personnel."
item = /obj/item/grenade/syndieminibomb
cost = 6
- exclude_modes = list(/datum/game_mode/nuclear/clown_ops)
+ exclude_modes = list(/datum/game_mode/nuclear/clown_ops, /datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/explosives/tearstache
name = "Teachstache Grenade"
diff --git a/code/modules/uplink/uplink_items/uplink_implants.dm b/code/modules/uplink/uplink_items/uplink_implants.dm
index 02b8b1e01d..bb4e0c7960 100644
--- a/code/modules/uplink/uplink_items/uplink_implants.dm
+++ b/code/modules/uplink/uplink_items/uplink_implants.dm
@@ -29,6 +29,13 @@
item = /obj/item/storage/box/syndie_kit/imp_freedom
cost = 5
+/datum/uplink_item/implants/warp
+ name = "Warp Implant"
+ desc = "An implant injected into the body and later activated at the user's will. It will inject eigenstasium which saves the user's location and teleports them there after five seconds. Lasts only fifteen times."
+ item = /obj/item/storage/box/syndie_kit/imp_warp
+ cost = 6
+ exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+
/datum/uplink_item/implants/hijack
name = "Hijack Implant"
desc = "An implant that will let you hack into the APCs on station, allowing you to control them at will and the machinery within those rooms."
diff --git a/code/modules/uplink/uplink_items/uplink_roles.dm b/code/modules/uplink/uplink_items/uplink_roles.dm
index 859c8c0bd7..b8eaf41371 100644
--- a/code/modules/uplink/uplink_items/uplink_roles.dm
+++ b/code/modules/uplink/uplink_items/uplink_roles.dm
@@ -30,6 +30,7 @@
item = /obj/item/gun/blastcannon
cost = 14 //High cost because of the potential for extreme damage in the hands of a skilled gas masked scientist.
restricted_roles = list("Research Director", "Scientist")
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/role_restricted/alientech
name = "Alien Research Disk"
@@ -100,6 +101,7 @@
player_minimum = 20
refundable = TRUE
restricted_roles = list("Chaplain")
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/role_restricted/arcane_tome
name = "Arcane Tome"
@@ -109,6 +111,7 @@
player_minimum = 20
refundable = TRUE
restricted_roles = list("Chaplain")
+ exclude_modes = list(/datum/game_mode/traitor/internal_affairs)
/datum/uplink_item/role_restricted/explosive_hot_potato
name = "Exploding Hot Potato"
diff --git a/code/modules/uplink/uplink_items/uplink_stealth.dm b/code/modules/uplink/uplink_items/uplink_stealth.dm
index c60d4ef177..ff6d66a483 100644
--- a/code/modules/uplink/uplink_items/uplink_stealth.dm
+++ b/code/modules/uplink/uplink_items/uplink_stealth.dm
@@ -65,6 +65,16 @@
surplus = 0
exclude_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
+/datum/uplink_item/stealthy_weapons/martialartsthree
+ name = "Krav Maga Scroll"
+ desc = "This scroll contains the secrets of an ancient martial arts technique. You will gain special unarmed attacks for \
+ stealthy takedowns."
+ item = /obj/item/book/granter/martial/krav_maga
+ cost = 16
+ player_minimum = 25
+ surplus = 0
+ include_modes = list(/datum/game_mode/traitor/internal_affairs)
+
/datum/uplink_item/stealthy_weapons/crossbow
name = "Miniature Energy Crossbow"
desc = "A short bow mounted across a tiller in miniature. Small enough to \
diff --git a/code/modules/uplink/uplink_items/uplink_stealthdevices.dm b/code/modules/uplink/uplink_items/uplink_stealthdevices.dm
index f1c27c640b..28d02cf79b 100644
--- a/code/modules/uplink/uplink_items/uplink_stealthdevices.dm
+++ b/code/modules/uplink/uplink_items/uplink_stealthdevices.dm
@@ -112,13 +112,13 @@
name = "Radio Jammer"
desc = "This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat."
item = /obj/item/jammer
- cost = 5
+ cost = 2
/datum/uplink_item/stealthy_tools/smugglersatchel
name = "Smuggler's Satchel"
desc = "This satchel is thin enough to be hidden in the gap between plating and tiling; great for stashing \
your stolen goods. Comes with a crowbar and a floor tile inside. Properly hidden satchels have been \
- known to survive intact even beyond the current shift. "
+ known to survive intact even beyond the current shift, but this is just a myth. "
item = /obj/item/storage/backpack/satchel/flat
- cost = 2
+ cost = 1
surplus = 30
diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm
index a7b9b6a298..a115300085 100644
--- a/code/modules/vending/_vending.dm
+++ b/code/modules/vending/_vending.dm
@@ -501,10 +501,10 @@ GLOBAL_LIST_EMPTY(vending_products)
C.bleed(150)
var/obj/item/bodypart/l_leg/l = C.get_bodypart(BODY_ZONE_L_LEG)
if(l)
- l.receive_damage(brute=200)
+ l.receive_damage(brute=200, updating_health=TRUE)
var/obj/item/bodypart/r_leg/r = C.get_bodypart(BODY_ZONE_R_LEG)
if(r)
- r.receive_damage(brute=200)
+ r.receive_damage(brute=200, updating_health=TRUE)
if(l || r)
C.visible_message("[C]'s legs shatter with a sickening crunch!", \
"Your legs shatter with a sickening crunch!")
@@ -530,8 +530,7 @@ GLOBAL_LIST_EMPTY(vending_products)
for(var/i in C.bodyparts)
var/obj/item/bodypart/squish_part = i
if(squish_part.is_organic_limb())
- //var/type_wound = pick(WOUND_LIST_BONE)
- var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate))
+ var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
squish_part.force_wound_upwards(type_wound)
else
squish_part.receive_damage(brute=30)
@@ -577,7 +576,7 @@ GLOBAL_LIST_EMPTY(vending_products)
"You right [src].")
unbuckle_all_mobs(TRUE)
-
+ anchored = FALSE //so you can push it back into position
tilted = FALSE
layer = initial(layer)
@@ -673,21 +672,21 @@ GLOBAL_LIST_EMPTY(vending_products)
return
return ..()
-/obj/machinery/vending/ui_base_html(html)
- var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/vending)
- . = replacetext(html, "", assets.css_tag())
+/obj/machinery/vending/ui_assets(mob/user)
+ return list(
+ get_asset_datum(/datum/asset/spritesheet/vending),
+ )
-/obj/machinery/vending/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/machinery/vending/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/vending)
- assets.send(user)
- ui = new(user, src, ui_key, "Vending", ui_key, 450, 600, master_ui, state)
+ ui = new(user, src, "Vending")
ui.open()
/obj/machinery/vending/ui_static_data(mob/user)
. = list()
.["onstation"] = onstation
+ .["department"] = payment_department
.["product_records"] = list()
for (var/datum/data/vending_product/R in product_records)
var/list/data = list(
@@ -714,7 +713,7 @@ GLOBAL_LIST_EMPTY(vending_products)
var/list/data = list(
path = replacetext(replacetext("[R.product_path]", "/obj/item/", ""), "/", "-"),
name = R.name,
- price = R.custom_price || default_price,
+ price = R.custom_premium_price || extra_price, //may cause breakage. please note
max_amount = R.max_amount,
ref = REF(R),
premium = TRUE
@@ -723,28 +722,24 @@ GLOBAL_LIST_EMPTY(vending_products)
/obj/machinery/vending/ui_data(mob/user)
. = list()
- var/obj/item/card/id/C = user.get_idcard(TRUE)
- .["cost_mult"] = 1
- .["cost_text"] = ""
- if(C && C.registered_account)
- .["user"] = list()
- .["user"]["name"] = C.registered_account.account_holder
- .["user"]["cash"] = C.registered_account.account_balance
- if(C.registered_account.account_job)
- .["user"]["job"] = C.registered_account.account_job.title
- else
- .["user"]["job"] = "No Job"
- var/cost_mult = get_best_discount(C)
- if(cost_mult != 1)
- .["cost_mult"] = cost_mult
- if(cost_mult < 1)
- .["cost_text"] = " ([(1 - cost_mult) * 100]% OFF)"
+ var/mob/living/carbon/human/H
+ var/obj/item/card/id/C
+ if(ishuman(user))
+ H = user
+ C = H.get_idcard(TRUE)
+ if(C?.registered_account)
+ .["user"] = list()
+ .["user"]["name"] = C.registered_account.account_holder
+ .["user"]["cash"] = C.registered_account.account_balance
+ if(C.registered_account.account_job)
+ .["user"]["job"] = C.registered_account.account_job.title
+ .["user"]["department"] = C.registered_account.account_job.paycheck_department
else
- .["cost_text"] = " ([(cost_mult - 1) * 100]% EXTRA)"
+ .["user"]["job"] = "No Job"
+ .["user"]["department"] = "No Department"
.["stock"] = list()
for (var/datum/data/vending_product/R in product_records + coin_records + hidden_records)
.["stock"][R.name] = R.amount
- .
.["extended_inventory"] = extended_inventory
/obj/machinery/vending/ui_act(action, params)
@@ -767,7 +762,9 @@ GLOBAL_LIST_EMPTY(vending_products)
if(!R || !istype(R) || !R.product_path)
vend_ready = TRUE
return
- var/price_to_use = R.custom_price || default_price
+ var/price_to_use = default_price
+ if(R.custom_price)
+ price_to_use = R.custom_price
if(R in hidden_records)
if(!extended_inventory)
vend_ready = TRUE
@@ -781,8 +778,10 @@ GLOBAL_LIST_EMPTY(vending_products)
flick(icon_deny,src)
vend_ready = TRUE
return
- if(onstation && price_to_use >= 0)
- var/obj/item/card/id/C = usr.get_idcard(TRUE)
+ if(onstation && ishuman(usr))
+ var/mob/living/carbon/human/H = usr
+ var/obj/item/card/id/C = H.get_idcard(TRUE)
+
if(!C)
say("No card found.")
flick(icon_deny,src)
@@ -793,11 +792,20 @@ GLOBAL_LIST_EMPTY(vending_products)
flick(icon_deny,src)
vend_ready = TRUE
return
+ // else if(age_restrictions && R.age_restricted && (!C.registered_age || C.registered_age < AGE_MINOR))
+ // say("You are not of legal age to purchase [R.name].")
+ // if(!(usr in GLOB.narcd_underages))
+ // Radio.set_frequency(FREQ_SECURITY)
+ // Radio.talk_into(src, "SECURITY ALERT: Underaged crewmember [H] recorded attempting to purchase [R.name] in [get_area(src)]. Please watch for substance abuse.", FREQ_SECURITY)
+ // GLOB.narcd_underages += H
+ // flick(icon_deny,src)
+ // vend_ready = TRUE
+ // return
var/datum/bank_account/account = C.registered_account
- if(coin_records.Find(R))
- price_to_use = R.custom_premium_price || extra_price
- else if(!hidden_records.Find(R))
- price_to_use = round(price_to_use * get_best_discount(C))
+ if(account.account_job && account.account_job.paycheck_department == payment_department)
+ price_to_use = 0
+ if(coin_records.Find(R) || hidden_records.Find(R))
+ price_to_use = R.custom_premium_price ? R.custom_premium_price : extra_price
if(price_to_use && !account.adjust_money(-price_to_use))
say("You do not possess the funds to purchase [R.name].")
flick(icon_deny,src)
@@ -806,6 +814,8 @@ GLOBAL_LIST_EMPTY(vending_products)
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(price_to_use)
+ SSblackbox.record_feedback("amount", "vending_spent", price_to_use)
+ //log_econ("[price_to_use] credits were inserted into [src] by [D.account_holder] to buy [R].")
if(last_shopper != usr || purchase_message_cooldown < world.time)
say("Thank you for shopping with [src]!")
purchase_message_cooldown = world.time + 5 SECONDS
diff --git a/code/modules/vending/cartridge.dm b/code/modules/vending/cartridge.dm
index beaf6bb873..69635007c9 100644
--- a/code/modules/vending/cartridge.dm
+++ b/code/modules/vending/cartridge.dm
@@ -10,6 +10,7 @@
/obj/item/cartridge/security = 10,
/obj/item/cartridge/janitor = 10,
/obj/item/cartridge/signal/toxins = 10,
+ /obj/item/cartridge/roboticist = 10,
/obj/item/pda/heads = 10)
premium = list(/obj/item/cartridge/captain = 2,
/obj/item/cartridge/quartermaster = 2)
diff --git a/code/modules/vending/coffee.dm b/code/modules/vending/coffee.dm
index ab64756868..fd555526c6 100644
--- a/code/modules/vending/coffee.dm
+++ b/code/modules/vending/coffee.dm
@@ -1,16 +1,20 @@
/obj/machinery/vending/coffee
name = "\improper Solar's Best Hot Drinks"
desc = "A vending machine which dispenses hot drinks."
- product_ads = "Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies"
+ product_ads = "Just what you need!;Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies"
icon_state = "coffee"
icon_vend = "coffee-vend"
products = list(/obj/item/reagent_containers/food/drinks/coffee = 25,
/obj/item/reagent_containers/food/drinks/mug/tea = 25,
+ /obj/item/reagent_containers/food/drinks/mug/tea/red = 10,
+ /obj/item/reagent_containers/food/drinks/mug/tea/green = 10,
/obj/item/reagent_containers/food/drinks/mug/coco = 25)
- contraband = list(/obj/item/reagent_containers/food/drinks/ice = 12)
+ contraband = list(/obj/item/reagent_containers/food/drinks/ice = 12,
+ /obj/item/reagent_containers/food/drinks/mug/tea/mush = 3,)
premium = list(/obj/item/reagent_containers/food/condiment/milk = 2,
/obj/item/reagent_containers/food/drinks/bottle/cream = 2,
- /obj/item/reagent_containers/food/condiment/sugar = 1)
+ /obj/item/reagent_containers/food/condiment/sugar = 1,
+ /obj/item/reagent_containers/food/drinks/mug/tea/forest = 3,)
refill_canister = /obj/item/vending_refill/coffee
default_price = PRICE_REALLY_CHEAP
diff --git a/code/modules/vending/kinkmate.dm b/code/modules/vending/kinkmate.dm
index df8a4e8a96..dc4f4e9273 100644
--- a/code/modules/vending/kinkmate.dm
+++ b/code/modules/vending/kinkmate.dm
@@ -36,13 +36,10 @@
/obj/item/clothing/under/misc/keyholesweater = 2,
/obj/item/clothing/under/misc/stripper/mankini = 2,
/obj/item/clothing/under/costume/jabroni = 2,
- /obj/item/dildo/flared/huge = 3,
- /obj/item/reagent_containers/glass/bottle/crocin = 5,
- /obj/item/reagent_containers/glass/bottle/camphor = 5
+ /obj/item/dildo/flared/huge = 3
)
premium = list(
/obj/item/clothing/accessory/skullcodpiece/fake = 3,
- /obj/item/reagent_containers/glass/bottle/hexacrocin = 10,
/obj/item/clothing/under/pants/chaps = 5
)
refill_canister = /obj/item/vending_refill/kink
diff --git a/code/modules/vending/snack.dm b/code/modules/vending/snack.dm
index 7aef2b627c..ff8fd46676 100644
--- a/code/modules/vending/snack.dm
+++ b/code/modules/vending/snack.dm
@@ -12,7 +12,8 @@
/obj/item/reagent_containers/food/snacks/no_raisin = 5,
/obj/item/reagent_containers/food/snacks/spacetwinkie = 5,
/obj/item/reagent_containers/food/snacks/cheesiehonkers = 5,
- /obj/item/reagent_containers/food/snacks/cornchips = 5)
+ /obj/item/reagent_containers/food/snacks/cornchips = 5,
+ /obj/item/reagent_containers/food/snacks/energybar = 6)
contraband = list(
/obj/item/reagent_containers/food/snacks/cracker = 10,
/obj/item/reagent_containers/food/snacks/honeybar = 5,
diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm
index cf61e4b210..2cb3a83257 100644
--- a/code/modules/zombie/items.dm
+++ b/code/modules/zombie/items.dm
@@ -12,10 +12,10 @@
var/icon_right = "bloodhand_right"
hitsound = 'sound/hallucinations/growl1.ogg'
force = 18
- sharpness = IS_SHARP_ACCURATE //it's a claw, they're sharp.
+ sharpness = SHARP_POINTY //it's a claw, they're sharp.
damtype = "brute"
total_mass = TOTAL_MASS_HAND_REPLACEMENT
- sharpness = IS_SHARP
+ sharpness = SHARP_EDGED
wound_bonus = -30
bare_wound_bonus = 15
@@ -81,3 +81,14 @@
user.updatehealth()
user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
user.adjust_nutrition(hp_gained, NUTRITION_LEVEL_FULL)
+
+/obj/item/paper/guides/antag/romerol_instructions
+ info = "How to do necromancy with chemicals: \
+
\
+
Use a dropper or syringe (provided) to inject the Romerol (provided) into a target (not provided)
\
+
Wait for said target to die, or speed the process up by doing it yourself
\
+
Run away from the target, as they will be hostile when rising back up
\
+
Optionally: Inject chemical into foods and drinks to further spread possible infection
\
+
???
\
+
Complete assigned objectives amidst the chaos
\
+
"
\ No newline at end of file
diff --git a/config/config.txt b/config/config.txt
index d6d0097c21..46f9a0cdc4 100644
--- a/config/config.txt
+++ b/config/config.txt
@@ -525,3 +525,7 @@ FAIL2TOPIC_RULE_NAME _dd_fail2topic
## Enable automatic profiling - Byond 513.1506 and newer only.
#AUTO_PROFILE
+
+## Uncomment to enable global ban DB using the provided URL. The API should expect to receive a ckey at the end of the URL.
+## More API details can be found here: https://centcom.melonmesa.com
+CENTCOM_BAN_DB https://centcom.melonmesa.com/ban/search
diff --git a/config/game_options.txt b/config/game_options.txt
index 405ec0405a..1585d45e6d 100644
--- a/config/game_options.txt
+++ b/config/game_options.txt
@@ -445,6 +445,7 @@ ROUNDSTART_RACES plasmaman
#ROUNDSTART_RACES shadow
ROUNDSTART_RACES felinid
ROUNDSTART_RACES dwarf
+ROUNDSTART_RACES ethereal
## Races that are better than humans in some ways, but worse in others
#ROUNDSTART_RACES jelly
diff --git a/html/changelog.html b/html/changelog.html
index 8ae1360013..261c23fc60 100644
--- a/html/changelog.html
+++ b/html/changelog.html
@@ -50,6 +50,375 @@
-->
+
16 August 2020
+
kiwedespars updated:
+
+
nerfed hypereut chaplain weapon.
+
50% rng blockchance -> 0%
+
parry made much worse because it's an actual weapon and a roundstart one at that.
+
+
zeroisthebiggay updated:
+
+
tips
+
+
+
15 August 2020
+
LetterN updated:
+
+
missing anomaly core icons
+
wrong state. blame the tg vertion i copied
+
+
silicons updated:
+
+
the 8 rotation limit from clockwork chairs has been removed. please don't abuse this.
The temporal katana is now slightly more worthy of the 2 spell point cost, with a smaller, antimagic respecting timestop, less force, and no random blockchance. Society has progressed past the need for blockchance.
+
+
LetterN updated:
+
+
Mafia Component
+
Fixed missing icons and handtele
+
+
Putnam3145 updated:
+
+
a whole lot of jank regarding funny part sprite display.
+
+
Toriate updated:
+
+
Opossums have migrated into the maintenance tunnels! Seek them out at your own peril!
+
+
ancientpower updated:
+
+
Doors added to the west side of box medbay to make things a bit more manageable.
+
+
kappa-sama updated:
+
+
smuggler satchel cost 2->1
+
radio jammer cost 5->2
+
smuggler satchel uplink description now implies that persistence is disabled
+
+
lolman360 updated:
+
+
renameable necklace (accessory, attaches to suit) and ring (glove slot.)
+
custom rename is now 2048 characters? i think it's characters.
+
+
silicons updated:
+
+
You can now use anything as an emoji by doing :/obj/item/path/to/item:. This works for any /atom or subtype.
+
+
timothyteakettle updated:
+
+
syndicate agents now have access to mechanical aim enhancers which allow them to aim bullets to bounce off walls
+
ricochets work properly now for the bullets that support them
+
+
zeroisthebiggay updated:
+
+
hair and some sechuds
+
ce hardsuit radproofing
+
+
+
11 August 2020
+
Hatterhat updated:
+
+
PDA uplinks can now steal from pens. Properly. Just make sure to have a pen in your PDA, first.
+
+
kappa-sama updated:
+
+
tracer no longer gives you full stamheals per use
+
+
zeroisthebiggay updated:
+
+
volaju two
+
+
+
10 August 2020
+
Hatterhat updated:
+
+
Parry counterattack text now shows up.
+
Sterilized gauze is now better at stopping bleeding, and applies slightly faster. Very slightly faster.
+
Ointment and sutures now hold more in a stack (12 and 15, respectively).
+
Sterilized gauze can now be made by just pouring 10u sterilizine onto standard medical gauze, instead of having to craft it. Why you had to craft it, I will honestly never know.
+
Proto-kinetic glaives are more expensive, stagger/cooldown on failed parries increased slightly, perfect parries required for counterattack.
+
New item: Temporal Katana. 2 points for wizards, timestops upon successful parry, bokken quickparry stats (100 force on melee counter!).
+
Also you can *smirk. This has no mechanical effect, other than being smug.
+
+
KeRSedChaplain updated:
+
+
Added a guide for romerol usage
+
made infectious zombies not enter softcrit and take no stamina damage
+
+
LetterN updated:
+
+
clocktheme color
+
Ports TGUI-4
+
+
Lynxless updated:
+
+
Ports TG #51879
+
+
Owai-Seek updated:
+
+
Meatballs now spawn raw from food processors.
+
+
Putnam3145 updated:
+
+
Ethereals
+
(Hexa)crocin
+
(Hexa)camphor
+
Tweaked wording for marking tickets IC issue.
+
Rerolling your traitor goals will ONLY give you "proper" objectives.
+
+
Seris02 updated:
+
+
borgs being able to select and use a module when it's too damaged
+
+
Sishen1542 updated:
+
+
gave chairs active block/parry in exchange for removal of block_chance
+
replaces box whiteship tbaton with truncheon
+
+
kappa-sama updated:
+
+
made the Dirty Magazines crate cost 4000 instead of 12000 credits
+
MODS I SPILLED MU JUICE HEJPPHRLP HELPJ JLEP HELP
+
+
silicons updated:
+
+
player made areas are no longer valid for malf hacking
+
default space levels is 4 again.
+
rats now swarm instead of stacking on one spot.
+
getting hit by an explosion will now barely hard knockdown, but will leave you somewhat winded.
+
+
timothyteakettle updated:
+
+
speech verbs copy through dna copying now
+
+
+
09 August 2020
+
Hatterhat updated:
+
+
Proto-kinetic glaives (not crushers) can parry now.
+
+
MrJWhit updated:
+
+
Adds a second shutter on the top of the hop line
+
+
silicons updated:
+
+
immovable rods no longer drop down chasms
+
fun removal: squeaking objects now have an 1 second cooldown between squeaks, and will have a 33% chance of interrupting any other squeaking object when Cross()ing, meaning no more ear-fuck conveyor belts.
+
+
+
08 August 2020
+
DeltaFire15 updated:
+
+
Roundstart cultists now start with a replica fabricator - no brass though, make your own.
+
Kindle cast time: 10 > 15, mute after stun end: 2 > 5, slur after mute end: 3 > 5
+
The ratvarian spear no longer adds negative vitality under very specific circumstances.
+
The Ratvarian Spear can parry now! Short parries with low leeway, but low cooldown.
+
The brass claw, a implant-based weapon which gains combo on consecutive hits against the same target.
+
The sigil of rites, a sigil used to perform various rites with a cost of power and materials
+
The Rite of Advancement: Used to add a organ or cyberimplant to a clockie without need for surgery.
+
The Rite of Woundmending: Used to heal all wounds on another cultist, causing toxins damage in return.
+
The Rite of the Claw: Used to summon a brass claw implant. Maximum of 4 uses per round.
+
+
Hatterhat updated:
+
+
You can now buy a toolbox's worth of Mosin-Nagant ammo for a fairly discounted price.
+
Revolvers from the dedicated kit now have reskinning capabilities.
+
You can now actually buy the riflery primer, which lets you pump shotguns and work the Mosin's bolt faster.
+
Bulldog slug magazines now have a unique sprite.
+
+
Ludox235 updated:
+
+
Removed an abductee objective that told you to remove all oxygen.
+
Added a new abductee objective to replace the removed one.
+
+
Sishen1542 updated:
+
+
🅱️oneless
+
squishy slime emotes
+
+
timothyteakettle updated:
+
+
heparin makes you bleed half as much now
+
cuts make you bleed 25% less now
+
more items in the loadout and loadout has subcategories now for easier searching
+
+
+
07 August 2020
+
dapnee updated:
+
+
fixed active tufs on some space ruins, murderdome VR, and a few on pubby, changed cargo autolathe to techfab, messed with pipe room leading to monastery.
+
+
lolman360 updated:
+
+
vendors are now unanchored when tipped. it just fell over it's not bolted to the ground anymore.
+
podpeople no fat when sunbathing.
+
+
silicons updated:
+
+
explosions only recurse one level into storage before dropping 1 level per storage layer.
+
volumetric storage is now minimum 16 pixels per item because 8 was ridiculous
+
shieldbash balanace --> balance
+
attempting to send too long of an emote will now reflect it back to you instead of cutting it off and discarding the overflow.
+
holoparasites can now play music
+
lethal blood now causes damaging bleeding instead of outright gibbing
+
+
+
06 August 2020
+
Auris456852 updated:
+
+
Added B.O.O.P. Remote Control cartridges to the PTech.
+
+
Hatterhat updated:
+
+
Proto-kinetic glaives! Essentially a proto-kinetic crusher with a different blade, handguard, and goliath hide grip. Expensive, but elegant.
+
Door charges no longer knock people out.
+
+
Ludox235 updated:
+
+
You can now buy damaged AI upload modules in the traitor's uplink.
+
+
Seris02 updated:
+
+
fixed ghost chilis
+
+
Trilbyspaceclone updated:
+
+
4 New blends of tea have been shipped to the station, and how to make them has been leaked!
+
+
b1tt3r1n0 updated:
+
+
Added the warp implant
+
+
dapnee updated:
+
+
added a hallway to telecoms for engineers to get there on meta
+
+
kappa-sama updated:
+
+
dildo circuit assemblies
+
+
lolman360 updated:
+
+
The Tendril-Mother on Lavaland has remembered how to make ashwalkers who know how to speak Draconic again.
+
+
timothyteakettle updated:
+
+
nanotrasen has decided to fire all disabled members of the security division and confiscate certain sentimental items from doctors
+
the custom tongue preference now passes through cloning so you spawn with your selected tongue
+
several changes to travelling traders so they look better and spawn slightly less often
+
+
zeroisthebiggay updated:
+
+
nukies can buy holoparasites
+
+
+
04 August 2020
+
Seris02 updated:
+
+
lizard spines
+
+
timothyteakettle updated:
+
+
due to further advancements in medical technology, you can now have holes poked into your body for fun and enjoyment
+
+
zeroisthebiggay updated:
+
+
prefs for headpat wagging
+
+
+
03 August 2020
+
KeRSedChaplain updated:
+
+
fixed clockwork guardians being able to reflect ranged weapons
+
+
Linzolle updated:
+
+
uv penlight no longer invisible
+
+
dapnee updated:
+
+
active turfs on box and xenohive, maintenance bar APC not being stringed correctly, turned a monitor to face a direction that makes sense, changed tag of camera in gravgen being misnamed
+
+
silicons updated:
+
+
shoves have been buffed to apply a status effect rather than a 0.85 movespeed modifier, meaning repeatedly shoving someone now renews the debuff
+
shoves now stagger for 3.5 seconds.
+
war operatives now actually time 20 minutes since roundstart to depart instead of 15.
+
explosive stand bombs can now be examined from any distance
+
explosive stand bombs are now a component.
+
+
+
02 August 2020
+
Auris456852 updated:
+
+
Added B.O.O.P. Remote Control cartridges to the PTech.
+
+
Hatterhat updated:
+
+
Durathread reinforcement kits! Sprites by Toriate, sets jumpsuit armor to durathread levels, craft in the crafting menu.
+
+
KeRSedChaplain updated:
+
+
The belligerent scripture and a brass multitool, and a new marauder variant which act similar to holoparasites/guardian spirits.
+
Removed the abductor teleport consoles they get, removes abscond for the time being as I've not seen much use for it other than just spamming it and hoping you end up in the armory.
+
moved around scriptures to make the cult work better as being based around the station, makes the Ark scream more often and work as a summonable object, clockwork armor now has a flat 0 defense up to 10 instead of negatives against laser damage. Makes the Ark work better in a station based setting, as well as the Heralds beacon in case It works for the mode.
+
added powerloaderstep.ogg for Neovgre
+
changes 'Dread_Ipad.dmi' to 'clockwork_slab.dmi'
+
+
MrJWhit updated:
+
+
Adjusts abductor spawntext
+
+
Seris02 updated:
+
+
fixed replica pods
+
+
dapnee updated:
+
+
fixed active turfs on wizard ruin and space hermit, fixed missing APC's and added a light on Delta
+
+
ike709 and bobbahbrown updated:
+
+
Admins can now see your bans on (some) other servers.
+
+
kappa-sama updated:
+
+
chaplain cultists being able to convert people to full clockwork cult status
+
+
timothyteakettle updated:
+
+
combat mode now has weaker buffs in terms of damage dealt and took for being or not being in the mode
+
damage debuff for laying down has been decreased from 0.5x to 0.7x
+
+
01 August 2020
dapnee updated:
@@ -60,6 +429,7 @@
silicons updated:
toy shotguns no longer need 2 hands to fire
+
being on fire works again.
timothyteakettle updated:
diff --git a/html/changelogs/.all_changelog.yml b/html/changelogs/.all_changelog.yml
index 26f91f06ed..d984c0c092 100644
--- a/html/changelogs/.all_changelog.yml
+++ b/html/changelogs/.all_changelog.yml
@@ -26658,5 +26658,276 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
AIR alarm, arrivals no longer has active atmos tiles.
silicons:
- tweak: toy shotguns no longer need 2 hands to fire
+ - bugfix: being on fire works again.
timothyteakettle:
- bugfix: monkeys no longer continuously bleed everywhere
+2020-08-02:
+ Auris456852:
+ - rscadd: Added B.O.O.P. Remote Control cartridges to the PTech.
+ Hatterhat:
+ - rscadd: Durathread reinforcement kits! Sprites by Toriate, sets jumpsuit armor
+ to durathread levels, craft in the crafting menu.
+ KeRSedChaplain:
+ - rscadd: The belligerent scripture and a brass multitool, and a new marauder variant
+ which act similar to holoparasites/guardian spirits.
+ - rscdel: Removed the abductor teleport consoles they get, removes abscond for the
+ time being as I've not seen much use for it other than just spamming it and
+ hoping you end up in the armory.
+ - tweak: moved around scriptures to make the cult work better as being based around
+ the station, makes the Ark scream more often and work as a summonable object,
+ clockwork armor now has a flat 0 defense up to 10 instead of negatives against
+ laser damage. Makes the Ark work better in a station based setting, as well
+ as the Heralds beacon in case It works for the mode.
+ - soundadd: added powerloaderstep.ogg for Neovgre
+ - tweak: changes 'Dread_Ipad.dmi' to 'clockwork_slab.dmi'
+ MrJWhit:
+ - tweak: Adjusts abductor spawntext
+ Seris02:
+ - bugfix: fixed replica pods
+ dapnee:
+ - bugfix: fixed active turfs on wizard ruin and space hermit, fixed missing APC's
+ and added a light on Delta
+ ike709 and bobbahbrown:
+ - rscadd: Admins can now see your bans on (some) other servers.
+ kappa-sama:
+ - bugfix: chaplain cultists being able to convert people to full clockwork cult
+ status
+ timothyteakettle:
+ - tweak: combat mode now has weaker buffs in terms of damage dealt and took for
+ being or not being in the mode
+ - tweak: damage debuff for laying down has been decreased from 0.5x to 0.7x
+2020-08-03:
+ KeRSedChaplain:
+ - bugfix: fixed clockwork guardians being able to reflect ranged weapons
+ Linzolle:
+ - bugfix: uv penlight no longer invisible
+ dapnee:
+ - bugfix: active turfs on box and xenohive, maintenance bar APC not being stringed
+ correctly, turned a monitor to face a direction that makes sense, changed tag
+ of camera in gravgen being misnamed
+ silicons:
+ - rscadd: shoves have been buffed to apply a status effect rather than a 0.85 movespeed
+ modifier, meaning repeatedly shoving someone now renews the debuff
+ - balance: shoves now stagger for 3.5 seconds.
+ - tweak: war operatives now actually time 20 minutes since roundstart to depart
+ instead of 15.
+ - balance: explosive stand bombs can now be examined from any distance
+ - code_imp: explosive stand bombs are now a component.
+2020-08-04:
+ Seris02:
+ - bugfix: lizard spines
+ timothyteakettle:
+ - rscadd: due to further advancements in medical technology, you can now have holes
+ poked into your body for fun and enjoyment
+ zeroisthebiggay:
+ - rscadd: prefs for headpat wagging
+2020-08-06:
+ Auris456852:
+ - rscadd: Added B.O.O.P. Remote Control cartridges to the PTech.
+ Hatterhat:
+ - rscadd: Proto-kinetic glaives! Essentially a proto-kinetic crusher with a different
+ blade, handguard, and goliath hide grip. Expensive, but elegant.
+ - balance: Door charges no longer knock people out.
+ Ludox235:
+ - rscadd: You can now buy damaged AI upload modules in the traitor's uplink.
+ Seris02:
+ - bugfix: fixed ghost chilis
+ Trilbyspaceclone:
+ - rscadd: 4 New blends of tea have been shipped to the station, and how to make
+ them has been leaked!
+ b1tt3r1n0:
+ - rscadd: Added the warp implant
+ dapnee:
+ - tweak: added a hallway to telecoms for engineers to get there on meta
+ kappa-sama:
+ - rscdel: dildo circuit assemblies
+ lolman360:
+ - bugfix: The Tendril-Mother on Lavaland has remembered how to make ashwalkers who
+ know how to speak Draconic again.
+ timothyteakettle:
+ - tweak: nanotrasen has decided to fire all disabled members of the security division
+ and confiscate certain sentimental items from doctors
+ - tweak: the custom tongue preference now passes through cloning so you spawn with
+ your selected tongue
+ - tweak: several changes to travelling traders so they look better and spawn slightly
+ less often
+ zeroisthebiggay:
+ - rscadd: nukies can buy holoparasites
+2020-08-07:
+ dapnee:
+ - bugfix: fixed active tufs on some space ruins, murderdome VR, and a few on pubby,
+ changed cargo autolathe to techfab, messed with pipe room leading to monastery.
+ lolman360:
+ - bugfix: vendors are now unanchored when tipped. it just fell over it's not bolted
+ to the ground anymore.
+ - bugfix: podpeople no fat when sunbathing.
+ silicons:
+ - balance: explosions only recurse one level into storage before dropping 1 level
+ per storage layer.
+ - tweak: volumetric storage is now minimum 16 pixels per item because 8 was ridiculous
+ - spellcheck: shieldbash balanace --> balance
+ - rscadd: attempting to send too long of an emote will now reflect it back to you
+ instead of cutting it off and discarding the overflow.
+ - rscadd: holoparasites can now play music
+ - balance: lethal blood now causes damaging bleeding instead of outright gibbing
+2020-08-08:
+ DeltaFire15:
+ - balance: Roundstart cultists now start with a replica fabricator - no brass though,
+ make your own.
+ - balance: 'Kindle cast time: 10 > 15, mute after stun end: 2 > 5, slur after mute
+ end: 3 > 5'
+ - bugfix: The ratvarian spear no longer adds negative vitality under very specific
+ circumstances.
+ - balance: The Ratvarian Spear can parry now! Short parries with low leeway, but
+ low cooldown.
+ - rscadd: The brass claw, a implant-based weapon which gains combo on consecutive
+ hits against the same target.
+ - rscadd: The sigil of rites, a sigil used to perform various rites with a cost
+ of power and materials
+ - rscadd: 'The Rite of Advancement: Used to add a organ or cyberimplant to a clockie
+ without need for surgery.'
+ - rscadd: 'The Rite of Woundmending: Used to heal all wounds on another cultist,
+ causing toxins damage in return.'
+ - rscadd: 'The Rite of the Claw: Used to summon a brass claw implant. Maximum of
+ 4 uses per round.'
+ Hatterhat:
+ - rscadd: You can now buy a toolbox's worth of Mosin-Nagant ammo for a fairly discounted
+ price.
+ - rscadd: Revolvers from the dedicated kit now have reskinning capabilities.
+ - bugfix: You can now actually buy the riflery primer, which lets you pump shotguns
+ and work the Mosin's bolt faster.
+ - imageadd: Bulldog slug magazines now have a unique sprite.
+ Ludox235:
+ - rscdel: Removed an abductee objective that told you to remove all oxygen.
+ - rscadd: Added a new abductee objective to replace the removed one.
+ Sishen1542:
+ - tweak: "\U0001F171\uFE0Foneless"
+ - rscadd: squishy slime emotes
+ timothyteakettle:
+ - tweak: heparin makes you bleed half as much now
+ - tweak: cuts make you bleed 25% less now
+ - rscadd: more items in the loadout and loadout has subcategories now for easier
+ searching
+2020-08-09:
+ Hatterhat:
+ - rscadd: Proto-kinetic glaives (not crushers) can parry now.
+ MrJWhit:
+ - rscadd: Adds a second shutter on the top of the hop line
+ silicons:
+ - bugfix: immovable rods no longer drop down chasms
+ - rscdel: 'fun removal: squeaking objects now have an 1 second cooldown between
+ squeaks, and will have a 33% chance of interrupting any other squeaking object
+ when Cross()ing, meaning no more ear-fuck conveyor belts.'
+2020-08-10:
+ Hatterhat:
+ - bugfix: Parry counterattack text now shows up.
+ - balance: Sterilized gauze is now better at stopping bleeding, and applies slightly
+ faster. Very slightly faster.
+ - balance: Ointment and sutures now hold more in a stack (12 and 15, respectively).
+ - tweak: Sterilized gauze can now be made by just pouring 10u sterilizine onto standard
+ medical gauze, instead of having to craft it. Why you had to craft it, I will
+ honestly never know.
+ - balance: Proto-kinetic glaives are more expensive, stagger/cooldown on failed
+ parries increased slightly, perfect parries required for counterattack.
+ - rscadd: 'New item: Temporal Katana. 2 points for wizards, timestops upon successful
+ parry, bokken quickparry stats (100 force on melee counter!).'
+ - rscadd: Also you can *smirk. This has no mechanical effect, other than being smug.
+ KeRSedChaplain:
+ - rscadd: Added a guide for romerol usage
+ - balance: made infectious zombies not enter softcrit and take no stamina damage
+ LetterN:
+ - tweak: clocktheme color
+ - code_imp: Ports TGUI-4
+ Lynxless:
+ - rscadd: 'Ports TG #51879'
+ Owai-Seek:
+ - tweak: Meatballs now spawn raw from food processors.
+ Putnam3145:
+ - rscadd: Ethereals
+ - rscdel: (Hexa)crocin
+ - rscdel: (Hexa)camphor
+ - tweak: Tweaked wording for marking tickets IC issue.
+ - tweak: Rerolling your traitor goals will ONLY give you "proper" objectives.
+ Seris02:
+ - bugfix: borgs being able to select and use a module when it's too damaged
+ Sishen1542:
+ - balance: gave chairs active block/parry in exchange for removal of block_chance
+ - tweak: replaces box whiteship tbaton with truncheon
+ kappa-sama:
+ - balance: made the Dirty Magazines crate cost 4000 instead of 12000 credits
+ - rscadd: MODS I SPILLED MU JUICE HEJPPHRLP HELPJ JLEP HELP
+ silicons:
+ - balance: player made areas are no longer valid for malf hacking
+ - tweak: default space levels is 4 again.
+ - tweak: rats now swarm instead of stacking on one spot.
+ - balance: getting hit by an explosion will now barely hard knockdown, but will
+ leave you somewhat winded.
+ timothyteakettle:
+ - tweak: speech verbs copy through dna copying now
+2020-08-11:
+ Hatterhat:
+ - bugfix: PDA uplinks can now steal from pens. Properly. Just make sure to have
+ a pen in your PDA, first.
+ kappa-sama:
+ - tweak: tracer no longer gives you full stamheals per use
+ zeroisthebiggay:
+ - rscadd: volaju two
+2020-08-12:
+ DeltaFire15:
+ - balance: 'hellgun single-pack classification: goodies -> armory'
+ Detective-Google:
+ - bugfix: hallway table hallway table
+ Hatterhat:
+ - balance: The temporal katana is now slightly more worthy of the 2 spell point
+ cost, with a smaller, antimagic respecting timestop, less force, and no random
+ blockchance. Society has progressed past the need for blockchance.
+ LetterN:
+ - rscadd: Mafia Component
+ - bugfix: Fixed missing icons and handtele
+ Putnam3145:
+ - bugfix: a whole lot of jank regarding funny part sprite display.
+ Toriate:
+ - rscadd: Opossums have migrated into the maintenance tunnels! Seek them out at
+ your own peril!
+ ancientpower:
+ - tweak: Doors added to the west side of box medbay to make things a bit more manageable.
+ kappa-sama:
+ - tweak: smuggler satchel cost 2->1
+ - tweak: radio jammer cost 5->2
+ - bugfix: smuggler satchel uplink description now implies that persistence is disabled
+ lolman360:
+ - rscadd: renameable necklace (accessory, attaches to suit) and ring (glove slot.)
+ - tweak: custom rename is now 2048 characters? i think it's characters.
+ silicons:
+ - rscadd: You can now use anything as an emoji by doing :/obj/item/path/to/item:.
+ This works for any /atom or subtype.
+ timothyteakettle:
+ - rscadd: syndicate agents now have access to mechanical aim enhancers which allow
+ them to aim bullets to bounce off walls
+ - bugfix: ricochets work properly now for the bullets that support them
+ zeroisthebiggay:
+ - imageadd: hair and some sechuds
+ - balance: ce hardsuit radproofing
+2020-08-13:
+ LetterN:
+ - rscdel: Removes fermisleepers and reverts them to tg ones
+2020-08-14:
+ silicons:
+ - bugfix: abductors can buy things
+2020-08-15:
+ LetterN:
+ - bugfix: missing anomaly core icons
+ - bugfix: wrong state. blame the tg vertion i copied
+ silicons:
+ - tweak: the 8 rotation limit from clockwork chairs has been removed. please don't
+ abuse this.
+ - tweak: ethereals can now wear underwear
+2020-08-16:
+ kiwedespars:
+ - balance: nerfed hypereut chaplain weapon.
+ - balance: 50% rng blockchance -> 0%
+ - balance: parry made much worse because it's an actual weapon and a roundstart
+ one at that.
+ zeroisthebiggay:
+ - rscadd: tips
+ - rscdel: tips
diff --git a/html/changelogs/AutoChangeLog-pr-12739.yml b/html/changelogs/AutoChangeLog-pr-12739.yml
new file mode 100644
index 0000000000..324309ddc6
--- /dev/null
+++ b/html/changelogs/AutoChangeLog-pr-12739.yml
@@ -0,0 +1,12 @@
+author: "Strazyplus"
+delete-after: True
+changes:
+ - rscadd: "Added drakeborgs"
+ - rscadd: "Added drakeplushies"
+ - imageadd: "added drakeborg sprites"
+ - imageadd: "added drakeplushie sprites"
+ - code_imp: "changed some code - added drakeplushies to backpack loadout
+Removed duplicate voresleeper belly sprites from engdrake & jantidrake.
+[CC BY-NC-SA 3.0](https://creativecommons.org/licenses/by-nc-sa/3.0/)"
+ - rscadd: "Added CC BY-NC-SA 3.0 license details to icon/mob/cyborg
+moved drakeborg.dmi to icon/mob/cyborg"
diff --git a/html/changelogs/AutoChangeLog-pr-13177.yml b/html/changelogs/AutoChangeLog-pr-13177.yml
new file mode 100644
index 0000000000..e55e4973e9
--- /dev/null
+++ b/html/changelogs/AutoChangeLog-pr-13177.yml
@@ -0,0 +1,4 @@
+author: "DeltaFire15"
+delete-after: True
+changes:
+ - bugfix: "Cogscarabs are no longer always Pogscarabs"
diff --git a/icons/effects/supplypod_down_target.dmi b/icons/effects/mouse_pointers/supplypod_down_target.dmi
similarity index 100%
rename from icons/effects/supplypod_down_target.dmi
rename to icons/effects/mouse_pointers/supplypod_down_target.dmi
diff --git a/icons/effects/mouse_pointers/supplypod_pickturf.dmi b/icons/effects/mouse_pointers/supplypod_pickturf.dmi
new file mode 100644
index 0000000000..3ca1131e1a
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diff --git a/icons/effects/mouse_pointers/supplypod_pickturf_down.dmi b/icons/effects/mouse_pointers/supplypod_pickturf_down.dmi
new file mode 100644
index 0000000000..113fe47540
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diff --git a/icons/effects/supplypod_target.dmi b/icons/effects/mouse_pointers/supplypod_target.dmi
similarity index 100%
rename from icons/effects/supplypod_target.dmi
rename to icons/effects/mouse_pointers/supplypod_target.dmi
diff --git a/icons/misc/language.dmi b/icons/misc/language.dmi
index 155dbab98d..9501dc9216 100644
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diff --git a/icons/mob/animal.dmi b/icons/mob/animal.dmi
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diff --git a/icons/mob/clockwork_mobs.dmi b/icons/mob/clockwork_mobs.dmi
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diff --git a/icons/mob/clothing/back.dmi b/icons/mob/clothing/back.dmi
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diff --git a/icons/mob/clothing/eyes.dmi b/icons/mob/clothing/eyes.dmi
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diff --git a/icons/mob/clothing/head.dmi b/icons/mob/clothing/head.dmi
index a6e75123bb..0ad9452994 100644
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diff --git a/icons/mob/clothing/suit.dmi b/icons/mob/clothing/suit.dmi
index 7a690bb29f..c94e8a46d3 100644
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diff --git a/icons/mob/clothing/suit_digi.dmi b/icons/mob/clothing/suit_digi.dmi
index 2616c0b893..dd00713770 100644
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diff --git a/icons/mob/clothing/underwear.dmi b/icons/mob/clothing/underwear.dmi
index f0c2cde93d..8cf1144a68 100644
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diff --git a/icons/mob/clothing/uniform.dmi b/icons/mob/clothing/uniform.dmi
index fa376635f9..3d24a9addd 100644
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diff --git a/icons/mob/clothing/uniform_digi.dmi b/icons/mob/clothing/uniform_digi.dmi
index af72ac0e7b..bcb894033e 100644
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diff --git a/icons/mob/cyborg/Drakeborg-licensing.txt b/icons/mob/cyborg/Drakeborg-licensing.txt
new file mode 100644
index 0000000000..f2d3ca925c
--- /dev/null
+++ b/icons/mob/cyborg/Drakeborg-licensing.txt
@@ -0,0 +1,69 @@
+Drakeborg & drakeplushies are created by deviantart.com/mizartz
+
+https://creativecommons.org/licenses/by-nc-sa/3.0/
+Attribution-NonCommercial-ShareAlike 3.0 Unported
+
+CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM ITS USE.
+License
+THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
+
+BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
+
+1. Definitions
+
+"Adaptation" means a work based upon the Work, or upon the Work and other pre-existing works, such as a translation, adaptation, derivative work, arrangement of music or other alterations of a literary or artistic work, or phonogram or performance and includes cinematographic adaptations or any other form in which the Work may be recast, transformed, or adapted including in any form recognizably derived from the original, except that a work that constitutes a Collection will not be considered an Adaptation for the purpose of this License. For the avoidance of doubt, where the Work is a musical work, performance or phonogram, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered an Adaptation for the purpose of this License.
+"Collection" means a collection of literary or artistic works, such as encyclopedias and anthologies, or performances, phonograms or broadcasts, or other works or subject matter other than works listed in Section 1(g) below, which, by reason of the selection and arrangement of their contents, constitute intellectual creations, in which the Work is included in its entirety in unmodified form along with one or more other contributions, each constituting separate and independent works in themselves, which together are assembled into a collective whole. A work that constitutes a Collection will not be considered an Adaptation (as defined above) for the purposes of this License.
+"Distribute" means to make available to the public the original and copies of the Work or Adaptation, as appropriate, through sale or other transfer of ownership.
+"License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, Noncommercial, ShareAlike.
+"Licensor" means the individual, individuals, entity or entities that offer(s) the Work under the terms of this License.
+"Original Author" means, in the case of a literary or artistic work, the individual, individuals, entity or entities who created the Work or if no individual or entity can be identified, the publisher; and in addition (i) in the case of a performance the actors, singers, musicians, dancers, and other persons who act, sing, deliver, declaim, play in, interpret or otherwise perform literary or artistic works or expressions of folklore; (ii) in the case of a phonogram the producer being the person or legal entity who first fixes the sounds of a performance or other sounds; and, (iii) in the case of broadcasts, the organization that transmits the broadcast.
+"Work" means the literary and/or artistic work offered under the terms of this License including without limitation any production in the literary, scientific and artistic domain, whatever may be the mode or form of its expression including digital form, such as a book, pamphlet and other writing; a lecture, address, sermon or other work of the same nature; a dramatic or dramatico-musical work; a choreographic work or entertainment in dumb show; a musical composition with or without words; a cinematographic work to which are assimilated works expressed by a process analogous to cinematography; a work of drawing, painting, architecture, sculpture, engraving or lithography; a photographic work to which are assimilated works expressed by a process analogous to photography; a work of applied art; an illustration, map, plan, sketch or three-dimensional work relative to geography, topography, architecture or science; a performance; a broadcast; a phonogram; a compilation of data to the extent it is protected as a copyrightable work; or a work performed by a variety or circus performer to the extent it is not otherwise considered a literary or artistic work.
+"You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
+"Publicly Perform" means to perform public recitations of the Work and to communicate to the public those public recitations, by any means or process, including by wire or wireless means or public digital performances; to make available to the public Works in such a way that members of the public may access these Works from a place and at a place individually chosen by them; to perform the Work to the public by any means or process and the communication to the public of the performances of the Work, including by public digital performance; to broadcast and rebroadcast the Work by any means including signs, sounds or images.
+"Reproduce" means to make copies of the Work by any means including without limitation by sound or visual recordings and the right of fixation and reproducing fixations of the Work, including storage of a protected performance or phonogram in digital form or other electronic medium.
+2. Fair Dealing Rights. Nothing in this License is intended to reduce, limit, or restrict any uses free from copyright or rights arising from limitations or exceptions that are provided for in connection with the copyright protection under copyright law or other applicable laws.
+
+3. License Grant. Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:
+
+to Reproduce the Work, to incorporate the Work into one or more Collections, and to Reproduce the Work as incorporated in the Collections;
+to create and Reproduce Adaptations provided that any such Adaptation, including any translation in any medium, takes reasonable steps to clearly label, demarcate or otherwise identify that changes were made to the original Work. For example, a translation could be marked "The original work was translated from English to Spanish," or a modification could indicate "The original work has been modified.";
+to Distribute and Publicly Perform the Work including as incorporated in Collections; and,
+to Distribute and Publicly Perform Adaptations.
+The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. Subject to Section 8(f), all rights not expressly granted by Licensor are hereby reserved, including but not limited to the rights described in Section 4(e).
+
+4. Restrictions. The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:
+
+You may Distribute or Publicly Perform the Work only under the terms of this License. You must include a copy of, or the Uniform Resource Identifier (URI) for, this License with every copy of the Work You Distribute or Publicly Perform. You may not offer or impose any terms on the Work that restrict the terms of this License or the ability of the recipient of the Work to exercise the rights granted to that recipient under the terms of the License. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties with every copy of the Work You Distribute or Publicly Perform. When You Distribute or Publicly Perform the Work, You may not impose any effective technological measures on the Work that restrict the ability of a recipient of the Work from You to exercise the rights granted to that recipient under the terms of the License. This Section 4(a) applies to the Work as incorporated in a Collection, but this does not require the Collection apart from the Work itself to be made subject to the terms of this License. If You create a Collection, upon notice from any Licensor You must, to the extent practicable, remove from the Collection any credit as required by Section 4(d), as requested. If You create an Adaptation, upon notice from any Licensor You must, to the extent practicable, remove from the Adaptation any credit as required by Section 4(d), as requested.
+You may Distribute or Publicly Perform an Adaptation only under: (i) the terms of this License; (ii) a later version of this License with the same License Elements as this License; (iii) a Creative Commons jurisdiction license (either this or a later license version) that contains the same License Elements as this License (e.g., Attribution-NonCommercial-ShareAlike 3.0 US) ("Applicable License"). You must include a copy of, or the URI, for Applicable License with every copy of each Adaptation You Distribute or Publicly Perform. You may not offer or impose any terms on the Adaptation that restrict the terms of the Applicable License or the ability of the recipient of the Adaptation to exercise the rights granted to that recipient under the terms of the Applicable License. You must keep intact all notices that refer to the Applicable License and to the disclaimer of warranties with every copy of the Work as included in the Adaptation You Distribute or Publicly Perform. When You Distribute or Publicly Perform the Adaptation, You may not impose any effective technological measures on the Adaptation that restrict the ability of a recipient of the Adaptation from You to exercise the rights granted to that recipient under the terms of the Applicable License. This Section 4(b) applies to the Adaptation as incorporated in a Collection, but this does not require the Collection apart from the Adaptation itself to be made subject to the terms of the Applicable License.
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+If You Distribute, or Publicly Perform the Work or any Adaptations or Collections, You must, unless a request has been made pursuant to Section 4(a), keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or if the Original Author and/or Licensor designate another party or parties (e.g., a sponsor institute, publishing entity, journal) for attribution ("Attribution Parties") in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; (ii) the title of the Work if supplied; (iii) to the extent reasonably practicable, the URI, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and, (iv) consistent with Section 3(b), in the case of an Adaptation, a credit identifying the use of the Work in the Adaptation (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). The credit required by this Section 4(d) may be implemented in any reasonable manner; provided, however, that in the case of a Adaptation or Collection, at a minimum such credit will appear, if a credit for all contributing authors of the Adaptation or Collection appears, then as part of these credits and in a manner at least as prominent as the credits for the other contributing authors. For the avoidance of doubt, You may only use the credit required by this Section for the purpose of attribution in the manner set out above and, by exercising Your rights under this License, You may not implicitly or explicitly assert or imply any connection with, sponsorship or endorsement by the Original Author, Licensor and/or Attribution Parties, as appropriate, of You or Your use of the Work, without the separate, express prior written permission of the Original Author, Licensor and/or Attribution Parties.
+For the avoidance of doubt:
+
+Non-waivable Compulsory License Schemes. In those jurisdictions in which the right to collect royalties through any statutory or compulsory licensing scheme cannot be waived, the Licensor reserves the exclusive right to collect such royalties for any exercise by You of the rights granted under this License;
+Waivable Compulsory License Schemes. In those jurisdictions in which the right to collect royalties through any statutory or compulsory licensing scheme can be waived, the Licensor reserves the exclusive right to collect such royalties for any exercise by You of the rights granted under this License if Your exercise of such rights is for a purpose or use which is otherwise than noncommercial as permitted under Section 4(c) and otherwise waives the right to collect royalties through any statutory or compulsory licensing scheme; and,
+Voluntary License Schemes. The Licensor reserves the right to collect royalties, whether individually or, in the event that the Licensor is a member of a collecting society that administers voluntary licensing schemes, via that society, from any exercise by You of the rights granted under this License that is for a purpose or use which is otherwise than noncommercial as permitted under Section 4(c).
+Except as otherwise agreed in writing by the Licensor or as may be otherwise permitted by applicable law, if You Reproduce, Distribute or Publicly Perform the Work either by itself or as part of any Adaptations or Collections, You must not distort, mutilate, modify or take other derogatory action in relation to the Work which would be prejudicial to the Original Author's honor or reputation. Licensor agrees that in those jurisdictions (e.g. Japan), in which any exercise of the right granted in Section 3(b) of this License (the right to make Adaptations) would be deemed to be a distortion, mutilation, modification or other derogatory action prejudicial to the Original Author's honor and reputation, the Licensor will waive or not assert, as appropriate, this Section, to the fullest extent permitted by the applicable national law, to enable You to reasonably exercise Your right under Section 3(b) of this License (right to make Adaptations) but not otherwise.
+5. Representations, Warranties and Disclaimer
+
+UNLESS OTHERWISE MUTUALLY AGREED TO BY THE PARTIES IN WRITING AND TO THE FULLEST EXTENT PERMITTED BY APPLICABLE LAW, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE WORK, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THIS EXCLUSION MAY NOT APPLY TO YOU.
+
+6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+
+7. Termination
+
+This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Adaptations or Collections from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
+Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.
+8. Miscellaneous
+
+Each time You Distribute or Publicly Perform the Work or a Collection, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
+Each time You Distribute or Publicly Perform an Adaptation, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
+If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
+No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
+This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.
+The rights granted under, and the subject matter referenced, in this License were drafted utilizing the terminology of the Berne Convention for the Protection of Literary and Artistic Works (as amended on September 28, 1979), the Rome Convention of 1961, the WIPO Copyright Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996 and the Universal Copyright Convention (as revised on July 24, 1971). These rights and subject matter take effect in the relevant jurisdiction in which the License terms are sought to be enforced according to the corresponding provisions of the implementation of those treaty provisions in the applicable national law. If the standard suite of rights granted under applicable copyright law includes additional rights not granted under this License, such additional rights are deemed to be included in the License; this License is not intended to restrict the license of any rights under applicable law.
+Creative Commons Notice
+Creative Commons is not a party to this License, and makes no warranty whatsoever in connection with the Work. Creative Commons will not be liable to You or any party on any legal theory for any damages whatsoever, including without limitation any general, special, incidental or consequential damages arising in connection to this license. Notwithstanding the foregoing two (2) sentences, if Creative Commons has expressly identified itself as the Licensor hereunder, it shall have all rights and obligations of Licensor.
+
+Except for the limited purpose of indicating to the public that the Work is licensed under the CCPL, Creative Commons does not authorize the use by either party of the trademark "Creative Commons" or any related trademark or logo of Creative Commons without the prior written consent of Creative Commons. Any permitted use will be in compliance with Creative Commons' then-current trademark usage guidelines, as may be published on its website or otherwise made available upon request from time to time. For the avoidance of doubt, this trademark restriction does not form part of this License.
+
+Creative Commons may be contacted at https://creativecommons.org/.
\ No newline at end of file
diff --git a/icons/mob/cyborg/drakemech.dmi b/icons/mob/cyborg/drakemech.dmi
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diff --git a/icons/mob/human_face.dmi b/icons/mob/human_face.dmi
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diff --git a/icons/mob/inhands/antag/clockwork_lefthand.dmi b/icons/mob/inhands/antag/clockwork_lefthand.dmi
index 88bd8ab710..080d7fdc83 100644
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diff --git a/icons/mob/inhands/weapons/hammers_lefthand.dmi b/icons/mob/inhands/weapons/hammers_lefthand.dmi
index 306fd0db8a..b753a1f181 100644
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diff --git a/icons/obj/ammo.dmi b/icons/obj/ammo.dmi
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diff --git a/icons/obj/assemblies/new_assemblies.dmi b/icons/obj/assemblies/new_assemblies.dmi
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diff --git a/icons/obj/clothing/accessories.dmi b/icons/obj/clothing/accessories.dmi
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diff --git a/icons/obj/clothing/glasses.dmi b/icons/obj/clothing/glasses.dmi
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diff --git a/icons/obj/food/food.dmi b/icons/obj/food/food.dmi
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diff --git a/icons/obj/food/piecake.dmi b/icons/obj/food/piecake.dmi
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diff --git a/icons/obj/guns/projectile.dmi b/icons/obj/guns/projectile.dmi
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diff --git a/icons/obj/hydroponics/growing.dmi b/icons/obj/hydroponics/growing.dmi
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diff --git a/icons/obj/implants.dmi b/icons/obj/implants.dmi
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diff --git a/icons/obj/janitor.dmi b/icons/obj/janitor.dmi
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diff --git a/icons/obj/license.txt b/icons/obj/license.txt
new file mode 100644
index 0000000000..2e27ba80f2
--- /dev/null
+++ b/icons/obj/license.txt
@@ -0,0 +1,3 @@
+icons/obj/plushies.dmi's icon state of secdrake and meddrake by Mizartz. It has been licensed under the CC BY-NC-SA 3.0 license.
+
+CC BY-NC-SA 3.0 https://creativecommons.org/licenses/by-nc-sa/3.0/
\ No newline at end of file
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diff --git a/icons/obj/mafia.dmi b/icons/obj/mafia.dmi
new file mode 100644
index 0000000000..c44b80aba1
Binary files /dev/null and b/icons/obj/mafia.dmi differ
diff --git a/icons/obj/mining.dmi b/icons/obj/mining.dmi
index 43bc9c48aa..e7063b71db 100644
Binary files a/icons/obj/mining.dmi and b/icons/obj/mining.dmi differ
diff --git a/icons/obj/modular_console.dmi b/icons/obj/modular_console.dmi
index cdcf6f1bd5..5d3cd0312c 100644
Binary files a/icons/obj/modular_console.dmi and b/icons/obj/modular_console.dmi differ
diff --git a/icons/obj/modular_laptop.dmi b/icons/obj/modular_laptop.dmi
index 7cf5a77621..fd24d27a97 100644
Binary files a/icons/obj/modular_laptop.dmi and b/icons/obj/modular_laptop.dmi differ
diff --git a/icons/obj/modular_tablet.dmi b/icons/obj/modular_tablet.dmi
index 2f9a0559ae..32edb57475 100644
Binary files a/icons/obj/modular_tablet.dmi and b/icons/obj/modular_tablet.dmi differ
diff --git a/icons/obj/plushes.dmi b/icons/obj/plushes.dmi
index 11d02a46cc..ac0c338016 100644
Binary files a/icons/obj/plushes.dmi and b/icons/obj/plushes.dmi differ
diff --git a/icons/obj/surgery.dmi b/icons/obj/surgery.dmi
index 3996f0ead2..8db1156dea 100755
Binary files a/icons/obj/surgery.dmi and b/icons/obj/surgery.dmi differ
diff --git a/icons/obj/tools.dmi b/icons/obj/tools.dmi
index f1a8cf3c02..0a457777c2 100644
Binary files a/icons/obj/tools.dmi and b/icons/obj/tools.dmi differ
diff --git a/interface/stylesheet.dm b/interface/stylesheet.dm
index 9f3d8911ec..9c35ddb75f 100644
--- a/interface/stylesheet.dm
+++ b/interface/stylesheet.dm
@@ -66,7 +66,9 @@ h1.alert, h2.alert {color: #000000;}
.passive {color: #660000;}
.userdanger {color: #ff0000; font-weight: bold; font-size: 3;}
-.danger {color: #ff0000;}
+.danger {color: #ff0000; font-weight: bold;}
+.tinydanger {color: #ff0000; font-size: 85%;}
+.smalldanger {color: #ff0000; font-size: 90%;}
.warning {color: #ff0000; font-style: italic;}
.boldwarning {color: #ff0000; font-style: italic; font-weight: bold}
.announce {color: #228b22; font-weight: bold;}
@@ -75,6 +77,9 @@ h1.alert, h2.alert {color: #000000;}
.rose {color: #ff5050;}
.info {color: #0000CC;}
.notice {color: #000099;}
+.tinynotice {color: #000099; font-size: 85%;}
+.smallnotice {color: #000099; font-size: 90%;}
+.smallnoticeital {color: #000099; font-style: italic; font-size: 90%;}
.boldnotice {color: #000099; font-weight: bold;}
.adminnotice {color: #0000ff;}
.adminhelp {color: #ff0000; font-weight: bold;}
diff --git a/modular_citadel/code/datums/status_effects/chems.dm b/modular_citadel/code/datums/status_effects/chems.dm
index 4fa2a51fac..0e971d4ced 100644
--- a/modular_citadel/code/datums/status_effects/chems.dm
+++ b/modular_citadel/code/datums/status_effects/chems.dm
@@ -583,16 +583,6 @@
C.Stun(60)
to_chat(owner, "Your muscles seize up, then start spasming wildy!")
- //wah intensifies wah-rks
- else if (lowertext(customTriggers[trigger]) == "cum")//aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
- if (lewd)
- if(ishuman(C))
- var/mob/living/carbon/human/H = C
- H.mob_climax(forced_climax=TRUE)
- C.SetStun(10)//We got your stun effects in somewhere, Kev.
- else
- C.throw_at(get_step_towards(hearing_args[HEARING_SPEAKER],C), 3, 1) //cut this if it's too hard to get working
-
//kneel (knockdown)
else if (lowertext(customTriggers[trigger]) == "kneel")//as close to kneeling as you can get, I suppose.
to_chat(owner, "You drop to the ground unsurreptitiously.")
@@ -674,15 +664,6 @@
deltaResist *= 1.25
if (owner.reagents.has_reagent(/datum/reagent/medicine/neurine))
deltaResist *= 1.5
- if (!(owner.client?.prefs.cit_toggles & NO_APHRO) && lewd)
- if (owner.reagents.has_reagent(/datum/reagent/drug/anaphrodisiac))
- deltaResist *= 1.5
- if (owner.reagents.has_reagent(/datum/reagent/drug/anaphrodisiacplus))
- deltaResist *= 2
- if (owner.reagents.has_reagent(/datum/reagent/drug/aphrodisiac))
- deltaResist *= 0.75
- if (owner.reagents.has_reagent(/datum/reagent/drug/aphrodisiacplus))
- deltaResist *= 0.5
//Antag resistance
//cultists are already brainwashed by their god
if(iscultist(owner))
diff --git a/modular_citadel/code/modules/client/loadout/__donator.dm b/modular_citadel/code/modules/client/loadout/__donator.dm
index d428fc290a..378c70d187 100644
--- a/modular_citadel/code/modules/client/loadout/__donator.dm
+++ b/modular_citadel/code/modules/client/loadout/__donator.dm
@@ -1,496 +1,497 @@
//This is the file that handles donator loadout items.
-/datum/gear/pingcoderfailsafe
+/datum/gear/donator
name = "IF YOU SEE THIS, PING A CODER RIGHT NOW!"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/bikehorn/golden
+ category = LOADOUT_CATEGORY_DONATOR
ckeywhitelist = list("This entry should never appear with this variable set.") //If it does, then that means somebody fucked up the whitelist system pretty hard
-/datum/gear/donortestingbikehorn
+/datum/gear/donator/donortestingbikehorn
name = "Donor item testing bikehorn"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/bikehorn
geargroupID = list("DONORTEST") //This is a list mainly for the sake of testing, but geargroupID works just fine with ordinary strings
-/datum/gear/kevhorn
+/datum/gear/donator/kevhorn
name = "Airhorn"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/bikehorn/airhorn
ckeywhitelist = list("kevinz000")
-/datum/gear/cebusoap
+/datum/gear/donator/cebusoap
name = "Cebutris' soap"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/custom/ceb_soap
ckeywhitelist = list("cebutris")
-/datum/gear/kiaracloak
+/datum/gear/donator/kiaracloak
name = "Kiara's cloak"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/cloak/inferno
ckeywhitelist = list("inferno707")
-/datum/gear/kiaracollar
+/datum/gear/donator/kiaracollar
name = "Kiara's collar"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/petcollar/inferno
ckeywhitelist = list("inferno707")
-/datum/gear/kiaramedal
+/datum/gear/donator/kiaramedal
name = "Insignia of Steele"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/accessory/medal/steele
ckeywhitelist = list("inferno707")
-/datum/gear/hheart
+/datum/gear/donator/hheart
name = "The Hollow Heart"
- category = SLOT_WEAR_MASK
+ slot = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/hheart
ckeywhitelist = list("inferno707")
-/datum/gear/engravedzippo
+/datum/gear/donator/engravedzippo
name = "Engraved zippo"
- category = SLOT_HANDS
+ slot = SLOT_HANDS
path = /obj/item/lighter/gold
ckeywhitelist = list("dirtyoldharry")
-/datum/gear/geisha
+/datum/gear/donator/geisha
name = "Geisha suit"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/geisha
ckeywhitelist = list("atiefling")
-/datum/gear/specialscarf
+/datum/gear/donator/specialscarf
name = "Special scarf"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/scarf/zomb
ckeywhitelist = list("zombierobin")
-/datum/gear/redmadcoat
+/datum/gear/donator/redmadcoat
name = "The Mad's labcoat"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/toggle/labcoat/mad/red
ckeywhitelist = list("zombierobin")
-/datum/gear/santahat
+/datum/gear/donator/santahat
name = "Santa hat"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/santa/fluff
ckeywhitelist = list("illotafv")
-/datum/gear/reindeerhat
+/datum/gear/donator/reindeerhat
name = "Reindeer hat"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/hardhat/reindeer/fluff
ckeywhitelist = list("illotafv")
-/datum/gear/treeplushie
+/datum/gear/donator/treeplushie
name = "Christmas tree plushie"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/tree
ckeywhitelist = list("illotafv")
-/datum/gear/santaoutfit
+/datum/gear/donator/santaoutfit
name = "Santa costume"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/space/santa/fluff
ckeywhitelist = list("illotafv")
-/datum/gear/treecloak
+/datum/gear/donator/treecloak
name = "Christmas tree cloak"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/cloak/festive
ckeywhitelist = list("illotafv")
-/datum/gear/carrotplush
+/datum/gear/donator/carrotplush
name = "Carrot plushie"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/carrot
ckeywhitelist = list("improvedname")
-/datum/gear/carrotcloak
+/datum/gear/donator/carrotcloak
name = "Carrot cloak"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/cloak/carrot
ckeywhitelist = list("improvedname")
-/datum/gear/albortorosamask
+/datum/gear/donator/albortorosamask
name = "Alborto Rosa mask"
- category = SLOT_WEAR_MASK
+ slot = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/luchador/zigfie
ckeywhitelist = list("zigfie")
-/datum/gear/mankini
+/datum/gear/donator/mankini
name = "Mankini"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/stripper/mankini
ckeywhitelist = list("zigfie")
-/datum/gear/pinkshoes
+/datum/gear/donator/pinkshoes
name = "Pink shoes"
- category = SLOT_SHOES
+ slot = SLOT_SHOES
path = /obj/item/clothing/shoes/sneakers/pink
ckeywhitelist = list("zigfie")
-/datum/gear/reecesgreatcoat
+/datum/gear/donator/reecesgreatcoat
name = "Reece's Great Coat"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/trenchcoat/green
ckeywhitelist = list("geemiesif")
-/datum/gear/russianflask
+/datum/gear/donator/russianflask
name = "Russian flask"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/reagent_containers/food/drinks/flask/russian
cost = 2
ckeywhitelist = list("slomka")
-/datum/gear/stalkermask
+/datum/gear/donator/stalkermask
name = "S.T.A.L.K.E.R. mask"
- category = SLOT_WEAR_MASK
+ slot = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/gas/stalker
ckeywhitelist = list("slomka")
-/datum/gear/stripedcollar
+/datum/gear/donator/stripedcollar
name = "Striped collar"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/petcollar/stripe
ckeywhitelist = list("jademanique")
-/datum/gear/performersoutfit
+/datum/gear/donator/performersoutfit
name = "Bluish performer's outfit"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/singer/yellow/custom
ckeywhitelist = list("killer402402")
-/datum/gear/vermillion
+/datum/gear/donator/vermillion
name = "Vermillion clothing"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/suit/vermillion
ckeywhitelist = list("fractious")
-/datum/gear/AM4B
+/datum/gear/donator/AM4B
name = "Foam Force AM4-B"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/gun/ballistic/automatic/AM4B
ckeywhitelist = list("zeronetalpha")
-/datum/gear/carrotsatchel
+/datum/gear/donator/carrotsatchel
name = "Carrot Satchel"
- category = SLOT_HANDS
+ slot = SLOT_HANDS
path = /obj/item/storage/backpack/satchel/carrot
ckeywhitelist = list("improvedname")
-/datum/gear/naomisweater
+/datum/gear/donator/naomisweater
name = "worn black sweater"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/black/naomi
ckeywhitelist = list("technicalmagi")
-/datum/gear/naomicollar
+/datum/gear/donator/naomicollar
name = "worn pet collar"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/petcollar/naomi
ckeywhitelist = list("technicalmagi")
-/datum/gear/gladiator
+/datum/gear/donator/gladiator
name = "Gladiator Armor"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/under/costume/gladiator
ckeywhitelist = list("aroche")
-/datum/gear/bloodredtie
+/datum/gear/donator/bloodredtie
name = "Blood Red Tie"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/tie/bloodred
ckeywhitelist = list("kyutness")
-/datum/gear/puffydress
+/datum/gear/donator/puffydress
name = "Puffy Dress"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/puffydress
ckeywhitelist = list("stallingratt")
-/datum/gear/labredblack
+/datum/gear/donator/labredblack
name = "Black and Red Coat"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/toggle/labcoat/labredblack
ckeywhitelist = list("blakeryan", "durandalphor")
-/datum/gear/torisword
+/datum/gear/donator/torisword
name = "Rainbow Zweihander"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/dualsaber/hypereutactic/toy/rainbow
ckeywhitelist = list("annoymous35")
-/datum/gear/darksabre
+/datum/gear/donator/darksabre
name = "Dark Sabre"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/darksabre
ckeywhitelist = list("inferno707")
-datum/gear/darksabresheath
+/datum/gear/donator/darksabresheath
name = "Dark Sabre Sheath"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/storage/belt/sabre/darksabre
ckeywhitelist = list("inferno707")
-/datum/gear/toriball
+/datum/gear/donator/toriball
name = "Rainbow Tennis Ball"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/rainbow
ckeywhitelist = list("annoymous35")
-/datum/gear/izzyball
+/datum/gear/donator/izzyball
name = "Katlin's Ball"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/rainbow/izzy
ckeywhitelist = list("izzyinbox")
-/datum/gear/cloak
+/datum/gear/donator/cloak
name = "Green Cloak"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/cloak/green
ckeywhitelist = list("killer402402")
-/datum/gear/steelflask
+/datum/gear/donator/steelflask
name = "Steel Flask"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/reagent_containers/food/drinks/flask/steel
cost = 2
ckeywhitelist = list("nik707")
-/datum/gear/paperhat
+/datum/gear/donator/paperhat
name = "Paper Hat"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/paperhat
ckeywhitelist = list("kered2")
-/datum/gear/cloakce
+/datum/gear/donator/cloakce
name = "Polychromic CE Cloak"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/neck/cloak/polychromic/polyce
ckeywhitelist = list("worksbythesea", "blakeryan")
-/datum/gear/ssk
+/datum/gear/donator/ssk
name = "Stun Sword Kit"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/ssword_kit
ckeywhitelist = list("phillip458")
-/datum/gear/techcoat
+/datum/gear/donator/techcoat
name = "Techomancers Labcoat"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/suit/toggle/labcoat/mad/techcoat
ckeywhitelist = list("wilchen")
-/datum/gear/leechjar
+/datum/gear/donator/leechjar
name = "Jar of Leeches"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/custom/leechjar
ckeywhitelist = list("sgtryder")
-/datum/gear/darkarmor
+/datum/gear/donator/darkarmor
name = "Dark Armor"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/suit/armor/vest/darkcarapace
ckeywhitelist = list("inferno707")
-/datum/gear/devilwings
+/datum/gear/donator/devilwings
name = "Strange Wings"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/devilwings
ckeywhitelist = list("kitsun")
-/datum/gear/flagcape
+/datum/gear/donator/flagcape
name = "US Flag Cape"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/neck/flagcape
ckeywhitelist = list("darnchacha")
-/datum/gear/luckyjack
+/datum/gear/donator/luckyjack
name = "Lucky Jackboots"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/clothing/shoes/lucky
ckeywhitelist = list("donaldtrumpthecommunist")
-/datum/gear/raiqbawks
+/datum/gear/donator/raiqbawks
name = "Miami Boombox"
- category = SLOT_HANDS
+ slot = SLOT_HANDS
cost = 2
path = /obj/item/boombox/raiq
ckeywhitelist = list("chefferz")
-/datum/gear/m41
+/datum/gear/donator/m41
name = "Toy M41"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/gun/m41
ckeywhitelist = list("thalverscholen")
-/datum/gear/Divine_robes
+/datum/gear/donator/Divine_robes
name = "Divine robes"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/custom/lunasune
ckeywhitelist = list("invader4352")
-/datum/gear/gothcoat
+/datum/gear/donator/gothcoat
name = "Goth Coat"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/gothcoat
ckeywhitelist = list("norko")
-/datum/gear/corgisuit
+/datum/gear/donator/corgisuit
name = "Corgi Suit"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/ian_costume
ckeywhitelist = list("cathodetherobot")
-/datum/gear/sharkcloth
+/datum/gear/donator/sharkcloth
name = "Leon's Skimpy Outfit"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/under/custom/leoskimpy
ckeywhitelist = list("spectrosis")
-/datum/gear/mimemask
+/datum/gear/donator/mimemask
name = "Mime Mask"
- category = SLOT_WEAR_MASK
+ slot = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/gas/mime
ckeywhitelist = list("pireamaineach")
-/datum/gear/mimeoveralls
+/datum/gear/donator/mimeoveralls
name = "Mime's Overalls"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/under/custom/mimeoveralls
ckeywhitelist = list("pireamaineach")
-/datum/gear/soulneck
+/datum/gear/donator/soulneck
name = "Soul Necklace"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/undertale
ckeywhitelist = list("twilightic")
-/datum/gear/frenchberet
+/datum/gear/donator/frenchberet
name = "French Beret"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/frenchberet
ckeywhitelist = list("notazoltan")
-/datum/gear/zuliecloak
+/datum/gear/donator/zuliecloak
name = "Project: Zul-E"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/cloak/zuliecloak
ckeywhitelist = list("asky")
-/datum/gear/blackredgold
+/datum/gear/donator/blackredgold
name = "Black, Red, and Gold Coat"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/blackredgold
ckeywhitelist = list("ttbnc")
-/datum/gear/fritzplush
+/datum/gear/donator/fritzplush
name = "Fritz Plushie"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/mammal/dog/fritz
ckeywhitelist = list("analwerewolf")
-/datum/gear/kimono
+/datum/gear/donator/kimono
name = "Kimono"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/kimono
ckeywhitelist = list("sfox63")
-/datum/gear/commjacket
+/datum/gear/donator/commjacket
name = "Dusty Commisar's Cloak"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/commjacket
ckeywhitelist = list("sadisticbatter")
-/datum/gear/mw2_russian_para
+/datum/gear/donator/mw2_russian_para
name = "Russian Paratrooper Jumper"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/custom/mw2_russian_para
ckeywhitelist = list("investigator77")
-/datum/gear/longblackgloves
+/datum/gear/donator/longblackgloves
name = "Luna's Gauntlets"
- category = SLOT_GLOVES
+ slot = SLOT_GLOVES
path = /obj/item/clothing/gloves/longblackgloves
ckeywhitelist = list("bigmanclancy")
-/datum/gear/trendy_fit
+/datum/gear/donator/trendy_fit
name = "Trendy Fit"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/custom/trendy_fit
ckeywhitelist = list("midgetdragon")
-/datum/gear/singery
+/datum/gear/donator/singery
name = "Yellow Performer Outfit"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/singer/yellow
ckeywhitelist = list("maxlynchy")
-/datum/gear/csheet
+/datum/gear/donator/csheet
name = "NT Bedsheet"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/bedsheet/captain
ckeywhitelist = list("tikibomb")
-/datum/gear/borgplush
+/datum/gear/donator/borgplush
name = "Robot Plush"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/borgplushie
ckeywhitelist = list("nicholaiavenicci")
-/datum/gear/donorberet
+/datum/gear/donator/donorberet
name = "Atmos Beret"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/blueberet
ckeywhitelist = list("foxystalin")
-/datum/gear/donorgoggles
+/datum/gear/donator/donorgoggles
name = "Flight Goggles"
- category = SLOT_HEAD
+ slot = SLOT_HEAD
path = /obj/item/clothing/head/flight
ckeywhitelist = list("maxlynchy")
-/datum/gear/onionneck
+/datum/gear/donator/onionneck
name = "Onion Necklace"
- category = SLOT_NECK
+ slot = SLOT_NECK
path = /obj/item/clothing/neck/necklace/onion
ckeywhitelist = list("cdrcross")
-/datum/gear/mikubikini
+/datum/gear/donator/mikubikini
name = "starlight singer bikini"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/under/custom/mikubikini
ckeywhitelist = list("grandvegeta")
-/datum/gear/mikujacket
+/datum/gear/donator/mikujacket
name = "starlight singer jacket"
- category = SLOT_WEAR_SUIT
+ slot = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/mikujacket
ckeywhitelist = list("grandvegeta")
-/datum/gear/mikuhair
+/datum/gear/donator/mikuhair
name = "starlight singer hair"
- category = SLOT_W_UNIFORM
+ slot = SLOT_W_UNIFORM
path = /obj/item/clothing/head/mikuhair
ckeywhitelist = list("grandvegeta")
-/datum/gear/mikugloves
+/datum/gear/donator/mikugloves
name = "starlight singer gloves"
- category = SLOT_GLOVES
+ slot = SLOT_GLOVES
path = /obj/item/clothing/gloves/mikugloves
ckeywhitelist = list("grandvegeta")
-/datum/gear/mikuleggings
+/datum/gear/donator/mikuleggings
name = "starlight singer leggings"
- category = SLOT_SHOES
+ slot = SLOT_SHOES
path = /obj/item/clothing/shoes/sneakers/mikuleggings
ckeywhitelist = list("grandvegeta")
-/datum/gear/cosmos
+/datum/gear/donator/cosmos
name = "cosmic space bedsheet"
- category = SLOT_IN_BACKPACK
+ slot = SLOT_IN_BACKPACK
path = /obj/item/bedsheet/cosmos
ckeywhitelist = list("grunnyyy")
diff --git a/modular_citadel/code/modules/client/loadout/_loadout.dm b/modular_citadel/code/modules/client/loadout/_loadout.dm
index 51256f8cde..0ebfa060f2 100644
--- a/modular_citadel/code/modules/client/loadout/_loadout.dm
+++ b/modular_citadel/code/modules/client/loadout/_loadout.dm
@@ -27,8 +27,13 @@ GLOBAL_LIST_EMPTY(loadout_whitelist_ids)
/proc/initialize_global_loadout_items()
load_loadout_config()
for(var/item in subtypesof(/datum/gear))
- var/datum/gear/I = new item
- LAZYSET(GLOB.loadout_items[slot_to_string(I.category)], I.name, I)
+ var/datum/gear/I = item
+ if(!initial(I.name))
+ continue
+ I = new item
+ LAZYINITLIST(GLOB.loadout_items[I.category])
+ LAZYINITLIST(GLOB.loadout_items[I.category][I.subcategory])
+ GLOB.loadout_items[I.category][I.subcategory][I.name] = I
if(islist(I.geargroupID))
var/list/ggidlist = I.geargroupID
I.ckeywhitelist = list()
@@ -41,7 +46,9 @@ GLOBAL_LIST_EMPTY(loadout_whitelist_ids)
/datum/gear
var/name
- var/category
+ var/category = LOADOUT_CATEGORY_NONE
+ var/subcategory = LOADOUT_SUBCATEGORY_NONE
+ var/slot
var/description
var/path //item-to-spawn path
var/cost = 1 //normally, each loadout costs a single point.
diff --git a/modular_citadel/code/modules/client/loadout/_medical.dm b/modular_citadel/code/modules/client/loadout/_medical.dm
index 604a0f96ae..e371db94fc 100644
--- a/modular_citadel/code/modules/client/loadout/_medical.dm
+++ b/modular_citadel/code/modules/client/loadout/_medical.dm
@@ -1,47 +1,45 @@
-/datum/gear/medicbriefcase
+/datum/gear/hands/medicbriefcase
name = "Medical Briefcase"
- category = SLOT_HANDS
path = /obj/item/storage/briefcase/medical
restricted_roles = list("Medical Doctor", "Chief Medical Officer")
restricted_desc = "MD, CMO"
-/datum/gear/stethoscope
+/datum/gear/neck/stethoscope
name = "Stethoscope"
- category = SLOT_NECK
path = /obj/item/clothing/neck/stethoscope
restricted_roles = list("Medical Doctor", "Chief Medical Officer")
-/datum/gear/bluescrubs
+/datum/gear/uniform/bluescrubs
name = "Blue Scrubs"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/medical/doctor/blue
restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist")
restricted_desc = "Medical"
-
-/datum/gear/greenscrubs
+
+/datum/gear/uniform/greenscrubs
name = "Green Scrubs"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/medical/doctor/green
restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist")
restricted_desc = "Medical"
-/datum/gear/purplescrubs
+/datum/gear/uniform/purplescrubs
name = "Purple Scrubs"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/medical/doctor/purple
restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist")
restricted_desc = "Medical"
-/datum/gear/nursehat
+/datum/gear/head/nursehat
name = "Nurse Hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/nursehat
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist")
restricted_desc = "Medical"
-/datum/gear/nursesuit
+/datum/gear/uniform/nursesuit
name = "Nurse Suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/rank/medical/doctor/nurse
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Medical Doctor", "Chief Medical Officer", "Geneticist", "Chemist", "Virologist")
- restricted_desc = "Medical"
\ No newline at end of file
+ restricted_desc = "Medical"
diff --git a/modular_citadel/code/modules/client/loadout/_security.dm b/modular_citadel/code/modules/client/loadout/_security.dm
index 72a6aab394..ab316d577b 100644
--- a/modular_citadel/code/modules/client/loadout/_security.dm
+++ b/modular_citadel/code/modules/client/loadout/_security.dm
@@ -1,71 +1,70 @@
-/datum/gear/navyblueuniformhos
+/datum/gear/uniform/navyblueuniformhos
name = "Head of Security navyblue uniform"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/security/head_of_security/formal
restricted_roles = list("Head of Security")
-/datum/gear/navybluehosberet
+/datum/gear/head/navybluehosberet
name = "Head of security's navyblue beret"
- category = SLOT_HEAD
path = /obj/item/clothing/head/beret/sec/navyhos
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Head of Security")
-/datum/gear/navybluejackethos
+/datum/gear/suit/navybluejackethos
name = "head of security's navyblue jacket"
- category = SLOT_WEAR_SUIT
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
path = /obj/item/clothing/suit/armor/hos/navyblue
restricted_roles = list("Head of Security")
-/datum/gear/navybluejacketofficer
+/datum/gear/suit/navybluejacketofficer
name = "security officer's navyblue jacket"
- category = SLOT_WEAR_SUIT
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
path = /obj/item/clothing/suit/armor/navyblue
restricted_roles = list("Security Officer")
-/datum/gear/navyblueofficerberet
+/datum/gear/head/navyblueofficerberet
name = "Security officer's Navyblue beret"
- category = SLOT_HEAD
path = /obj/item/clothing/head/beret/sec/navyofficer
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Security Officer")
-/datum/gear/navyblueuniformofficer
+/datum/gear/uniform/navyblueuniformofficer
name = "Security officer navyblue uniform"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/security/officer/formal
restricted_roles = list("Security Officer")
-/datum/gear/navybluejacketwarden
+/datum/gear/suit/navybluejacketwarden
name = "warden navyblue jacket"
- category = SLOT_WEAR_SUIT
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
path = /obj/item/clothing/suit/armor/vest/warden/navyblue
restricted_roles = list("Warden")
-/datum/gear/navybluewardenberet
+/datum/gear/head/navybluewardenberet
name = "Warden's navyblue beret"
- category = SLOT_HEAD
path = /obj/item/clothing/head/beret/sec/navywarden
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Warden")
-/datum/gear/navyblueuniformwarden
+/datum/gear/uniform/navyblueuniformwarden
name = "Warden navyblue uniform"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/security/warden/formal
restricted_roles = list("Warden")
-/datum/gear/secskirt
+/datum/gear/uniform/secskirt
name = "Security skirt"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/security/officer/skirt
restricted_roles = list("Security Officer", "Warden", "Head of Security")
-/datum/gear/hosskirt
+/datum/gear/uniform/hosskirt
name = "Head of security's skirt"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/rank/security/head_of_security/skirt
restricted_roles = list("Head of Security")
-/datum/gear/sechud
+/datum/gear/glasses/sechud
name = "Security Hud"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/hud/security
- restricted_roles = list("Security Officer", "Warden", "Head of Security")
\ No newline at end of file
+ restricted_roles = list("Security Officer", "Warden", "Head of Security")
diff --git a/modular_citadel/code/modules/client/loadout/_service.dm b/modular_citadel/code/modules/client/loadout/_service.dm
index ab3daa5f3c..848ad6233c 100644
--- a/modular_citadel/code/modules/client/loadout/_service.dm
+++ b/modular_citadel/code/modules/client/loadout/_service.dm
@@ -1,33 +1,33 @@
-/datum/gear/greytidestationwide
+/datum/gear/uniform/greytidestationwide
name = "Staff Assistant's jumpsuit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/staffassistant
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Assistant")
-/datum/gear/neetsuit
+/datum/gear/suit/neetsuit
name = "D.A.B. suit"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/assu_suit
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Assistant")
cost = 2
-/datum/gear/neethelm
+/datum/gear/head/neethelm
name = "D.A.B. helmet"
- category = SLOT_HEAD
path = /obj/item/clothing/head/assu_helmet
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Assistant")
cost = 2
-/datum/gear/plushvar
+/datum/gear/backpack/plushvar
name = "Ratvar Plushie"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/plushvar
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
cost = 5
restricted_roles = list("Chaplain")
-/datum/gear/narplush
+/datum/gear/backpack/narplush
name = "Narsie Plushie"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/plush/narplush
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
cost = 5
restricted_roles = list("Chaplain")
diff --git a/modular_citadel/code/modules/client/loadout/backpack.dm b/modular_citadel/code/modules/client/loadout/backpack.dm
index 690e012840..0b700b11e2 100644
--- a/modular_citadel/code/modules/client/loadout/backpack.dm
+++ b/modular_citadel/code/modules/client/loadout/backpack.dm
@@ -1,112 +1,104 @@
-/datum/gear/plushbox
+/datum/gear/backpack
+ category = LOADOUT_CATEGORY_BACKPACK
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_GENERAL
+ slot = SLOT_IN_BACKPACK
+
+/datum/gear/backpack/plushbox
name = "Plushie Choice Box"
- category = SLOT_IN_BACKPACK
path = /obj/item/choice_beacon/box/plushie
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
-/datum/gear/tennis
+/datum/gear/backpack/tennis
name = "Classic Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
-/datum/gear/tennisred
+/datum/gear/backpack/tennis/red
name = "Red Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/red
-/datum/gear/tennisyellow
+/datum/gear/backpack/tennis/yellow
name = "Yellow Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/yellow
-/datum/gear/tennisgreen
+/datum/gear/backpack/tennis/green
name = "Green Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/green
-/datum/gear/tenniscyan
+/datum/gear/backpack/tennis/cyan
name = "Cyan Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/cyan
-/datum/gear/tennisblue
+/datum/gear/backpack/tennis/blue
name = "Blue Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/blue
-/datum/gear/tennispurple
+/datum/gear/backpack/tennis/purple
name = "Purple Tennis Ball"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/tennis/purple
-/datum/gear/dildo
+/datum/gear/backpack/dildo
name = "Customizable dildo"
- category = SLOT_IN_BACKPACK
path = /obj/item/dildo/custom
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
-/datum/gear/toykatana
+/datum/gear/backpack/toykatana
name = "Toy Katana"
- category = SLOT_IN_BACKPACK
path = /obj/item/toy/katana
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
cost = 3
-/datum/gear/tapeplayer
+/datum/gear/backpack/tapeplayer
name = "Taperecorder"
- category = SLOT_IN_BACKPACK
path = /obj/item/taperecorder
-/datum/gear/tape
+/datum/gear/backpack/tape
name = "Spare cassette tape"
- category = SLOT_IN_BACKPACK
path = /obj/item/tape/random
-/datum/gear/newspaper
+/datum/gear/backpack/newspaper
name = "Newspaper"
- category = SLOT_IN_BACKPACK
path = /obj/item/newspaper
-/datum/gear/crayons
+/datum/gear/backpack/crayons
name = "Box of crayons"
- category = SLOT_IN_BACKPACK
path = /obj/item/storage/crayons
+ subcategory = LOADOUT_SUBCATEGORY_BACKPACK_TOYS
-/datum/gear/multipen
+/datum/gear/backpack/multipen
name = "A multicolored pen"
- category = SLOT_IN_BACKPACK
path = /obj/item/pen/fourcolor
-/datum/gear/fountainpen
+/datum/gear/backpack/fountainpen
name = "A fancy pen"
- category = SLOT_IN_BACKPACK
path = /obj/item/pen/fountain
cost = 2
-/datum/gear/modular_tablet
+/datum/gear/backpack/modular_tablet
name = "A modular tablet"
- category = SLOT_IN_BACKPACK
path = /obj/item/modular_computer/tablet/preset/cheap/
cost = 4
-/datum/gear/modular_laptop
+/datum/gear/backpack/modular_laptop
name = "A modular laptop"
- category = SLOT_IN_BACKPACK
path = /obj/item/modular_computer/laptop/preset/civilian
cost = 7
-/datum/gear/ringbox_gold
+/datum/gear/backpack/ringbox_gold
name = "A gold ring box"
- category = SLOT_IN_BACKPACK
path = /obj/item/storage/fancy/ringbox
cost = 3
-/datum/gear/ringbox_silver
+/datum/gear/backpack/ringbox_silver
name = "A silver ring box"
- category = SLOT_IN_BACKPACK
path = /obj/item/storage/fancy/ringbox/silver
cost = 3
-/datum/gear/ringbox_diamond
+/datum/gear/backpack/ringbox_diamond
name = "A diamond ring box"
- category = SLOT_IN_BACKPACK
path = /obj/item/storage/fancy/ringbox/diamond
cost = 5
+/datum/gear/backpack/necklace//this is here because loadout doesn't support proper accessories
+ name = "A renameable necklace"
+ path = /obj/item/clothing/accessory/necklace
diff --git a/modular_citadel/code/modules/client/loadout/glasses.dm b/modular_citadel/code/modules/client/loadout/glasses.dm
index 57270d8e57..b0eecbbf28 100644
--- a/modular_citadel/code/modules/client/loadout/glasses.dm
+++ b/modular_citadel/code/modules/client/loadout/glasses.dm
@@ -1,49 +1,43 @@
-/datum/gear/blindfold
+/datum/gear/glasses
+ category = LOADOUT_CATEGORY_GLASSES
+ slot = SLOT_GLASSES
+
+/datum/gear/glasses/blindfold
name = "Blindfold"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/sunglasses/blindfold
-/datum/gear/cold
+/datum/gear/glasses/cold
name = "Cold goggles"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/cold
-/datum/gear/eyepatch
+/datum/gear/glasses/eyepatch
name = "Eyepatch"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/eyepatch
-/datum/gear/heat
+/datum/gear/glasses/heat
name = "Heat goggles"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/heat
-/datum/gear/hipster
+/datum/gear/glasses/hipster
name = "Hipster glasses"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/regular/hipster
-/datum/gear/jamjar
+/datum/gear/glasses/jamjar
name = "Jamjar glasses"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/regular/jamjar
-/datum/gear/monocle
+/datum/gear/glasses/monocle
name = "Monocle"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/monocle
-/datum/gear/orange
+/datum/gear/glasses/orange
name = "Orange glasses"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/orange
-/datum/gear/red
+/datum/gear/glasses/red
name = "Red Glasses"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/red
-/datum/gear/prescription
+/datum/gear/glasses/prescription
name = "Prescription glasses"
- category = SLOT_GLASSES
path = /obj/item/clothing/glasses/regular
diff --git a/modular_citadel/code/modules/client/loadout/gloves.dm b/modular_citadel/code/modules/client/loadout/gloves.dm
index e9e8e3939b..ffa4724f63 100644
--- a/modular_citadel/code/modules/client/loadout/gloves.dm
+++ b/modular_citadel/code/modules/client/loadout/gloves.dm
@@ -1,28 +1,30 @@
-/datum/gear/fingerless
+/datum/gear/gloves
+ category = LOADOUT_CATEGORY_GLOVES
+ slot = SLOT_GLOVES
+
+/datum/gear/gloves/fingerless
name = "Fingerless Gloves"
- category = SLOT_GLOVES
path = /obj/item/clothing/gloves/fingerless
-/datum/gear/evening
+/datum/gear/gloves/evening
name = "Evening gloves"
- category = SLOT_GLOVES
path = /obj/item/clothing/gloves/evening
-/datum/gear/goldring
+/datum/gear/gloves/goldring
name = "A gold ring"
- category = SLOT_GLOVES
path = /obj/item/clothing/gloves/ring
cost = 2
-/datum/gear/silverring
+/datum/gear/gloves/silverring
name = "A silver ring"
- category = SLOT_GLOVES
path = /obj/item/clothing/gloves/ring/silver
cost = 2
-/datum/gear/diamondring
+/datum/gear/gloves/diamondring
name = "A diamond ring"
- category = SLOT_GLOVES
path = /obj/item/clothing/gloves/ring/diamond
cost = 4
+/datum/gear/gloves/customring
+ name = "A ring, renameable"
+ path = /obj/item/clothing/gloves/ring/custom
diff --git a/modular_citadel/code/modules/client/loadout/hands.dm b/modular_citadel/code/modules/client/loadout/hands.dm
index 2f03bd3b07..db57fb466b 100644
--- a/modular_citadel/code/modules/client/loadout/hands.dm
+++ b/modular_citadel/code/modules/client/loadout/hands.dm
@@ -1,67 +1,54 @@
-/datum/gear/cane
+/datum/gear/hands
+ category = LOADOUT_CATEGORY_HANDS
+ slot = SLOT_HANDS
+
+/datum/gear/hands/cane
name = "Cane"
- category = SLOT_HANDS
path = /obj/item/cane
-/datum/gear/cigarettes
+/datum/gear/hands/cigarettes
name = "Cigarette pack"
- category = SLOT_HANDS
path = /obj/item/storage/fancy/cigarettes
-/datum/gear/dice
+/datum/gear/hands/dice
name = "Dice bag"
- category = SLOT_HANDS
path = /obj/item/storage/box/dice
-/datum/gear/eightball
+/datum/gear/hands/eightball
name = "Magic eightball"
- category = SLOT_HANDS
path = /obj/item/toy/eightball
-/datum/gear/matches
+/datum/gear/hands/matches
name = "Matchbox"
- category = SLOT_HANDS
path = /obj/item/storage/box/matches
-/datum/gear/cheaplighter
+/datum/gear/hands/cheaplighter
name = "Cheap lighter"
- category = SLOT_HANDS
path = /obj/item/lighter/greyscale
-/datum/gear/cards
+/datum/gear/hands/cards
name = "Playing cards"
- category = SLOT_HANDS
path = /obj/item/toy/cards/deck
-/datum/gear/skub
+/datum/gear/hands/skub
name = "Skub"
- category = SLOT_HANDS
path = /obj/item/skub
-/datum/gear/carpplushie
- name = "Space carp plushie"
- category = SLOT_HANDS
- path = /obj/item/toy/plush/carpplushie
-
-/datum/gear/wallet
+/datum/gear/hands/wallet
name = "Wallet"
- category = SLOT_HANDS
path = /obj/item/storage/wallet
-/datum/gear/flask
+/datum/gear/hands/flask
name = "Flask"
- category = SLOT_HANDS
path = /obj/item/reagent_containers/food/drinks/flask
cost = 2
-/datum/gear/zippolighter
+/datum/gear/hands/zippolighter
name = "Zippo Lighter"
- category = SLOT_HANDS
path = /obj/item/lighter
cost = 2
-/datum/gear/cigar
+/datum/gear/hands/cigar
name = "Cigar"
- category = SLOT_HANDS
path = /obj/item/clothing/mask/cigarette/cigar
cost = 4 //smoking is bad mkay
diff --git a/modular_citadel/code/modules/client/loadout/head.dm b/modular_citadel/code/modules/client/loadout/head.dm
index 2156c9c481..fd03e2279f 100644
--- a/modular_citadel/code/modules/client/loadout/head.dm
+++ b/modular_citadel/code/modules/client/loadout/head.dm
@@ -1,146 +1,136 @@
-/datum/gear/baseball
+/datum/gear/head
+ category = LOADOUT_CATEGORY_HEAD
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_GENERAL
+ slot = SLOT_HEAD
+
+/datum/gear/head/baseball
name = "Ballcap"
- category = SLOT_HEAD
path = /obj/item/clothing/head/soft/mime
-/datum/gear/beanie
+/datum/gear/head/beanie
name = "Beanie"
- category = SLOT_HEAD
path = /obj/item/clothing/head/beanie
-/datum/gear/beret
+/datum/gear/head/beret
name = "Black beret"
- category = SLOT_HEAD
path = /obj/item/clothing/head/beret/black
-/datum/gear/flatcap
+/datum/gear/head/flatcap
name = "Flat cap"
- category = SLOT_HEAD
path = /obj/item/clothing/head/flatcap
-/datum/gear/pirate
+/datum/gear/head/pirate
name = "Pirate hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/pirate
-/datum/gear/rice_hat
+/datum/gear/head/rice_hat
name = "Rice hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/rice_hat
-/datum/gear/ushanka
- name = "Ushanka"
- category = SLOT_HEAD
+/datum/gear/head/ushanka
path = /obj/item/clothing/head/ushanka
-/datum/gear/slime
+/datum/gear/head/slime
name = "Slime hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/collectable/slime
-/datum/gear/fedora
+/datum/gear/head/fedora
name = "Fedora"
- category = SLOT_HEAD
path = /obj/item/clothing/head/fedora
-/datum/gear/that
+/datum/gear/head/that
name = "Top Hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/that
-/datum/gear/maidband
+/datum/gear/head/maidband
name = "Maid headband"
- category = SLOT_HEAD
path= /obj/item/clothing/head/maid
-/datum/gear/flakhelm
+/datum/gear/head/flakhelm
name = "Flak Helmet"
- category = SLOT_HEAD
path = /obj/item/clothing/head/flakhelm
cost = 2
-/datum/gear/bunnyears
+/datum/gear/head/bunnyears
name = "Bunny Ears"
- category = SLOT_HEAD
path = /obj/item/clothing/head/rabbitears
-/datum/gear/mailmanhat
+/datum/gear/head/mailmanhat
name = "Mailman's Hat"
- category = SLOT_HEAD
path = /obj/item/clothing/head/mailman
//trek fancy Hats!
-/datum/gear/trekcap
+/datum/gear/head/trekcap
name = "Federation Officer's Cap (White)"
- category = SLOT_HEAD
path = /obj/item/clothing/head/caphat/formal/fedcover
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Captain","Head of Personnel")
-/datum/gear/trekcapcap
+/datum/gear/head/trekcapcap
name = "Federation Officer's Cap (Black)"
- category = SLOT_HEAD
path = /obj/item/clothing/head/caphat/formal/fedcover/black
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Captain","Head of Personnel")
-/datum/gear/trekcapmedisci
+/datum/gear/head/trekcapmedisci
name = "Federation Officer's Cap (Blue)"
- category = SLOT_HEAD
path = /obj/item/clothing/head/caphat/formal/fedcover/medsci
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekcapeng
+/datum/gear/head/trekcapeng
name = "Federation Officer's Cap (Yellow)"
- category = SLOT_HEAD
path = /obj/item/clothing/head/caphat/formal/fedcover/eng
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
-/datum/gear/trekcapsec
+/datum/gear/head/trekcapsec
name = "Federation Officer's Cap (Red)"
- category = SLOT_HEAD
path = /obj/item/clothing/head/caphat/formal/fedcover/sec
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
// orvilike "original" kepi
-/datum/gear/orvkepicom
+/datum/gear/head/orvkepicom
name = "Federation Kepi, command"
description = "A visored cap. Intended to be used with ORV uniform."
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi/orvi/command
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Research Director", "Chief Medical Officer", "Quartermaster")
-/datum/gear/orvkepiops
+/datum/gear/head/orvkepiops
name = "Federation Kepi, ops/sec"
description = "A visored cap. Intended to be used with ORV uniform."
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi/orvi/engsec
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Engineering, Security and Cargo"
restricted_roles = list("Chief Engineer", "Atmospheric Technician", "Station Engineer", "Warden", "Detective", "Security Officer", "Head of Security", "Cargo Technician", "Shaft Miner", "Quartermaster")
-/datum/gear/orvkepimedsci
+/datum/gear/head/orvkepimedsci
name = "Federation Kepi, medsci"
description = "A visored cap. Intended to be used with ORV uniform."
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi/orvi/medsci
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer", "Medical Doctor", "Chemist", "Virologist", "Paramedic", "Geneticist", "Research Director", "Scientist", "Roboticist")
-/datum/gear/orvkepisrv
+/datum/gear/head/orvkepisrv
name = "Federation Kepi, service"
description = "A visored cap. Intended to be used with ORV uniform."
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi/orvi/service
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer"
restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain")
-/datum/gear/orvkepiass
+/datum/gear/head/orvkepiass
name = "Federation Kepi, assistant"
description = "A visored cap. Intended to be used with ORV uniform."
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi/orvi
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_roles = list("Assistant")
/*Commenting out Until next Christmas or made automatic
@@ -156,35 +146,37 @@
*/
//Cowboy Stuff
-/datum/gear/cowboyhat
+/datum/gear/head/cowboyhat
name = "Cowboy Hat, Brown"
- category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat
-/datum/gear/cowboyhat/black
+/datum/gear/head/cowboyhat/black
name = "Cowboy Hat, Black"
- category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/black
-/datum/gear/cowboyhat/white
+/datum/gear/head/cowboyhat/white
name = "Cowboy Hat, White"
- category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/white
-/datum/gear/cowboyhat/pink
+/datum/gear/head/cowboyhat/pink
name = "Cowboy Hat, Pink"
- category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/pink
-/datum/gear/cowboyhat/sec
+/datum/gear/head/cowboyhat/sec
name = "Cowboy Hat, Security"
- category = SLOT_HEAD
path = /obj/item/clothing/head/cowboyhat/sec
+ subcategory = LOADOUT_SUBCATEGORY_HEAD_JOBS
restricted_desc = "Security"
restricted_roles = list("Warden","Detective","Security Officer","Head of Security")
-// Misc
-/datum/gear/wkepi
+/datum/gear/head/wkepi
name = "white kepi"
- category = SLOT_HEAD
path = /obj/item/clothing/head/kepi
+
+/datum/gear/head/widered
+ name = "Wide red hat"
+ path = /obj/item/clothing/head/widered
+
+/datum/gear/head/kabuto
+ name = "Kabuto helmet"
+ path = /obj/item/clothing/head/kabuto
diff --git a/modular_citadel/code/modules/client/loadout/mask.dm b/modular_citadel/code/modules/client/loadout/mask.dm
index eeba06cad4..0d7e32552e 100644
--- a/modular_citadel/code/modules/client/loadout/mask.dm
+++ b/modular_citadel/code/modules/client/loadout/mask.dm
@@ -1,16 +1,16 @@
-/datum/gear/balaclava
+/datum/gear/mask
+ category = LOADOUT_CATEGORY_MASK
+ slot = SLOT_WEAR_MASK
+
+/datum/gear/mask/balaclava
name = "Balaclava"
- category = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/balaclava
-/datum/gear/moustache
+/datum/gear/mask/moustache
name = "Fake moustache"
- category = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/fakemoustache
-/datum/gear/joy
+/datum/gear/mask/joy
name = "Joy mask"
- category = SLOT_WEAR_MASK
path = /obj/item/clothing/mask/joy
cost = 3
-
diff --git a/modular_citadel/code/modules/client/loadout/neck.dm b/modular_citadel/code/modules/client/loadout/neck.dm
index 0f69296406..19311f703a 100644
--- a/modular_citadel/code/modules/client/loadout/neck.dm
+++ b/modular_citadel/code/modules/client/loadout/neck.dm
@@ -1,99 +1,88 @@
-/datum/gear/bluetie
+/datum/gear/neck
+ category = LOADOUT_CATEGORY_NECK
+ subcategory = LOADOUT_SUBCATEGORY_NECK_GENERAL
+ slot = SLOT_NECK
+
+/datum/gear/neck/bluetie
name = "Blue tie"
- category = SLOT_NECK
+ subcategory = LOADOUT_SUBCATEGORY_NECK_TIE
path = /obj/item/clothing/neck/tie/blue
-/datum/gear/redtie
+/datum/gear/neck/redtie
name = "Red tie"
- category = SLOT_NECK
+ subcategory = LOADOUT_SUBCATEGORY_NECK_TIE
path = /obj/item/clothing/neck/tie/red
-/datum/gear/blacktie
+/datum/gear/neck/blacktie
name = "Black tie"
- category = SLOT_NECK
+ subcategory = LOADOUT_SUBCATEGORY_NECK_TIE
path = /obj/item/clothing/neck/tie/black
-/datum/gear/collar
+/datum/gear/neck/collar
name = "Collar"
- category = SLOT_NECK
path = /obj/item/clothing/neck/petcollar
-/datum/gear/leathercollar
+/datum/gear/neck/leathercollar
name = "Leather collar"
- category = SLOT_NECK
path = /obj/item/clothing/neck/petcollar/leather
-/datum/gear/choker
+/datum/gear/neck/choker
name = "Choker"
- category = SLOT_NECK
path = /obj/item/clothing/neck/petcollar/choker
-/datum/gear/scarf
+/datum/gear/neck/scarf
name = "White scarf"
- category = SLOT_NECK
+ subcategory = LOADOUT_SUBCATEGORY_NECK_SCARVES
path = /obj/item/clothing/neck/scarf
-/datum/gear/blackscarf
+/datum/gear/neck/scarf/black
name = "Black scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/black
-/datum/gear/redscarf
+/datum/gear/neck/scarf/red
name = "Red scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/red
-/datum/gear/greenscarf
+/datum/gear/neck/scarf/green
name = "Green scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/green
-/datum/gear/darkbluescarf
+/datum/gear/neck/scarf/darkblue
name = "Dark blue scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/darkblue
-/datum/gear/purplescarf
+/datum/gear/neck/scarf/purple
name = "Purple scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/purple
-/datum/gear/yellowscarf
+/datum/gear/neck/scarf/yellow
name = "Yellow scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/yellow
-/datum/gear/orangescarf
+/datum/gear/neck/scarf/orange
name = "Orange scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/orange
-/datum/gear/cyanscarf
+/datum/gear/neck/scarf/cyan
name = "Cyan scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/scarf/cyan
-/datum/gear/stripedredscarf
+/datum/gear/neck/scarf/stripedred
name = "Striped red scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/stripedredscarf
-/datum/gear/stripedbluescarf
+/datum/gear/neck/scarf/stripedblue
name = "Striped blue scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/stripedbluescarf
-/datum/gear/stripedgreenscarf
+/datum/gear/neck/scarf/stripedgreen
name = "Striped green scarf"
- category = SLOT_NECK
path = /obj/item/clothing/neck/stripedgreenscarf
-/datum/gear/headphones
+/datum/gear/neck/headphones
name = "Headphones"
- category = SLOT_NECK
path = /obj/item/clothing/ears/headphones
-/datum/gear/polycloak
+/datum/gear/neck/polycloak
name = "Polychromatic Cloak"
- category = SLOT_NECK
path = /obj/item/clothing/neck/cloak/polychromic
diff --git a/modular_citadel/code/modules/client/loadout/shoes.dm b/modular_citadel/code/modules/client/loadout/shoes.dm
index 3531e69cfd..76d7305971 100644
--- a/modular_citadel/code/modules/client/loadout/shoes.dm
+++ b/modular_citadel/code/modules/client/loadout/shoes.dm
@@ -1,84 +1,71 @@
-/datum/gear/laceup
+/datum/gear/shoes
+ category = LOADOUT_CATEGORY_SHOES
+ slot = SLOT_SHOES
+
+/datum/gear/shoes/laceup
name = "Laceup shoes"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/laceup
-/datum/gear/workboots
+/datum/gear/shoes/workboots
name = "Work boots"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/workboots
-/datum/gear/jackboots
+/datum/gear/shoes/jackboots
name = "Jackboots"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/jackboots
-/datum/gear/winterboots
+/datum/gear/shoes/winterboots
name = "Winter boots"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/winterboots
-/datum/gear/sandals
+/datum/gear/shoes/sandals
name = "Sandals"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/sandal
-/datum/gear/blackshoes
+/datum/gear/shoes/blackshoes
name = "Black shoes"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/sneakers/black
-/datum/gear/brownshoes
+/datum/gear/shoes/brownshoes
name = "Brown shoes"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/sneakers/brown
-/datum/gear/whiteshoes
+/datum/gear/shoes/whiteshoes
name = "White shoes"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/sneakers/white
-/datum/gear/gildedcuffs
+/datum/gear/shoes/gildedcuffs
name = "Gilded leg wraps"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/wraps
-/datum/gear/silvercuffs
+/datum/gear/shoes/silvercuffs
name = "Silver leg wraps"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/wraps/silver
-/datum/gear/redcuffs
+/datum/gear/shoes/redcuffs
name = "Red leg wraps"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/wraps/red
-/datum/gear/bluecuffs
+/datum/gear/shoes/bluecuffs
name = "Blue leg wraps"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/wraps/blue
-/datum/gear/christmasbootsr
+/datum/gear/shoes/christmasbootsr
name = "Red Christmas Boots"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/winterboots/christmasbootsr
-/datum/gear/christmasbootsg
+/datum/gear/shoes/christmasbootsg
name = "Green Christmas Boots"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/winterboots/christmasbootsg
-/datum/gear/santaboots
+/datum/gear/shoes/santaboots
name = "Santa Boots"
- category = SLOT_SHOES
path= /obj/item/clothing/shoes/winterboots/santaboots
-/datum/gear/cowboyboots
+/datum/gear/shoes/cowboyboots
name = "Cowboy Boots, Brown"
- category = SLOT_SHOES
path = /obj/item/clothing/shoes/cowboyboots
-/datum/gear/cowboyboots/black
+/datum/gear/shoes/cowboyboots/black
name = "Cowboy Boots, Black"
- category = SLOT_SHOES
- path = /obj/item/clothing/shoes/cowboyboots/black
\ No newline at end of file
+ path = /obj/item/clothing/shoes/cowboyboots/black
diff --git a/modular_citadel/code/modules/client/loadout/suit.dm b/modular_citadel/code/modules/client/loadout/suit.dm
index 57c5772f48..d0be26a8a4 100644
--- a/modular_citadel/code/modules/client/loadout/suit.dm
+++ b/modular_citadel/code/modules/client/loadout/suit.dm
@@ -1,261 +1,250 @@
-/datum/gear/poncho
+/datum/gear/suit
+ category = LOADOUT_CATEGORY_SUIT
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_GENERAL
+ slot = SLOT_WEAR_SUIT
+
+/datum/gear/suit/poncho
name = "Poncho"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/poncho
-/datum/gear/ponchogreen
+/datum/gear/suit/ponchogreen
name = "Green poncho"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/poncho/green
-/datum/gear/ponchored
+/datum/gear/suit/ponchored
name = "Red poncho"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/poncho/red
-/datum/gear/redhood
+/datum/gear/suit/redhood
name = "Red cloak"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/cloak/david
cost = 3
-/datum/gear/jacketbomber
+/datum/gear/suit/jacketbomber
name = "Bomber jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketflannelblack // all of these are reskins of bomber jackets but with the vibe to make you look like a true lumberjack
+/datum/gear/suit/jacketflannelblack // all of these are reskins of bomber jackets but with the vibe to make you look like a true lumberjack
name = "Black flannel jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/flannel
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketflannelred
+/datum/gear/suit/jacketflannelred
name = "Red flannel jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/flannel/red
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketflannelaqua
+/datum/gear/suit/jacketflannelaqua
name = "Aqua flannel jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/flannel/aqua
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketflannelbrown
+/datum/gear/suit/jacketflannelbrown
name = "Brown flannel jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/flannel/brown
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketleather
+/datum/gear/suit/jacketleather
name = "Leather jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/leather
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/overcoatleather
+/datum/gear/suit/overcoatleather
name = "Leather overcoat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/leather/overcoat
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketpuffer
+/datum/gear/suit/jacketpuffer
name = "Puffer jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/puffer
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/vestpuffer
+/datum/gear/suit/vestpuffer
name = "Puffer vest"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/puffer/vest
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketlettermanbrown
+/datum/gear/suit/jacketlettermanbrown
name = "Brown letterman jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/letterman
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketlettermanred
+/datum/gear/suit/jacketlettermanred
name = "Red letterman jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/letterman_red
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/jacketlettermanNT
+/datum/gear/suit/jacketlettermanNT
name = "Nanotrasen letterman jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/letterman_nanotrasen
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/coat
+/datum/gear/suit/coat
name = "Winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_COATS
-/datum/gear/coat/aformal
+/datum/gear/suit/coat/aformal
name = "Assistant's formal winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/aformal
-/datum/gear/coat/runed
+/datum/gear/suit/coat/runed
name = "Runed winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/narsie/fake
-/datum/gear/coat/brass
+/datum/gear/suit/coat/brass
name = "Brass winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/ratvar/fake
-/datum/gear/coat/polycoat
+/datum/gear/suit/coat/polycoat
name = "Polychromic winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/polychromic
cost = 4 //too many people with neon green coats is hard on the eyes
-/datum/gear/coat/med
+/datum/gear/suit/coat/med
name = "Medical winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/medical
restricted_roles = list("Chief Medical Officer", "Medical Doctor") // Reserve it to Medical Doctors and their boss, the Chief Medical Officer
-/datum/gear/coat/paramedic
+/datum/gear/suit/coat/paramedic
name = "Paramedic winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/paramedic
restricted_roles = list("Chief Medical Officer", "Paramedic") // Reserve it to Paramedics and their boss, the Chief Medical Officer
-/datum/gear/coat/robotics
+/datum/gear/suit/coat/robotics
name = "Robotics winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/robotics
restricted_roles = list("Research Director", "Roboticist")
-/datum/gear/coat/sci
+/datum/gear/suit/coat/sci
name = "Science winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/science
restricted_roles = list("Research Director", "Scientist", "Roboticist") // Reserve it to the Science Departement
-/datum/gear/coat/eng
+/datum/gear/suit/coat/eng
name = "Engineering winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/engineering
restricted_roles = list("Chief Engineer", "Station Engineer") // Reserve it to Station Engineers and their boss, the Chief Engineer
-/datum/gear/coat/eng/atmos
+/datum/gear/suit/coat/eng/atmos
name = "Atmospherics winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/engineering/atmos
restricted_roles = list("Chief Engineer", "Atmospheric Technician") // Reserve it to Atmos Techs and their boss, the Chief Engineer
-/datum/gear/coat/hydro
+/datum/gear/suit/coat/hydro
name = "Hydroponics winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/hydro
restricted_roles = list("Head of Personnel", "Botanist") // Reserve it to Botanists and their boss, the Head of Personnel
-/datum/gear/coat/bar
+/datum/gear/suit/coat/bar
name = "Bar winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/bar
restricted_roles = list("Bartender") // Reserve it to Bartenders and not the Head of Personnel because he doesnt deserve to look as fancy as them
-/datum/gear/coat/cargo
+/datum/gear/suit/coat/cargo
name = "Cargo winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/cargo
restricted_roles = list("Quartermaster", "Cargo Technician") // Reserve it to Cargo Techs and their boss, the Quartermaster
-/datum/gear/coat/miner
+/datum/gear/suit/coat/miner
name = "Mining winter coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/miner
restricted_roles = list("Quartermaster", "Shaft Miner") // Reserve it to Miners and their boss, the Quartermaster
-/datum/gear/militaryjacket
+/datum/gear/suit/militaryjacket
name = "Military Jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/jacket/miljacket
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
-/datum/gear/ianshirt
+/datum/gear/suit/ianshirt
name = "Ian Shirt"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/ianshirt
-/datum/gear/flakjack
+/datum/gear/suit/flakjack
name = "Flak Jacket"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/flakjack
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JACKETS
cost = 2
-/datum/gear/trekds9_coat
+/datum/gear/suit/trekds9_coat
name = "DS9 Overcoat (use uniform)"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/trek/ds9
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "All, barring Service and Civilian"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster",
"Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Scientist", "Roboticist",
"Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer",
"Cargo Technician", "Shaft Miner") //everyone who actually deserves a job.
//Federation jackets from movies
-/datum/gear/trekcmdcap
+/datum/gear/suit/trekcmdcap
name = "Fed (movie) uniform, Black"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/fedcoat/capt
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_roles = list("Captain","Head of Personnel")
-/datum/gear/trekcmdmov
+/datum/gear/suit/trekcmdmov
name = "Fed (movie) uniform, Red"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/fedcoat
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Heads of Staff and Security"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster","Warden","Detective","Security Officer")
-/datum/gear/trekmedscimov
+/datum/gear/suit/trekmedscimov
name = "Fed (movie) uniform, Blue"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/fedcoat/medsci
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengmov
+/datum/gear/suit/trekengmov
name = "Fed (movie) uniform, Yellow"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/fedcoat/eng
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Engineering and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Cargo Technician", "Shaft Miner", "Quartermaster")
-/datum/gear/trekcmdcapmod
+/datum/gear/suit/trekcmdcapmod
name = "Fed (Modern) uniform, White"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/modernfedcoat
restricted_roles = list("Captain","Head of Personnel")
-/datum/gear/trekcmdmod
+/datum/gear/suit/trekcmdmod
name = "Fed (Modern) uniform, Red"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/sec
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Heads of Staff and Security"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster","Warden","Detective","Security Officer")
-/datum/gear/trekmedscimod
+/datum/gear/suit/trekmedscimod
name = "Fed (Modern) uniform, Blue"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/medsci
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengmod
+/datum/gear/suit/trekengmod
name = "Fed (Modern) uniform, Yellow"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/storage/fluff/modernfedcoat/eng
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_JOBS
restricted_desc = "Engineering and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Cargo Technician", "Shaft Miner", "Quartermaster")
-/datum/gear/christmascoatr
+/datum/gear/suit/christmascoatr
name = "Red Christmas Coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatr
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_COATS
-/datum/gear/christmascoatg
+/datum/gear/suit/christmascoatg
name = "Green Christmas Coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatg
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_COATS
-/datum/gear/christmascoatrg
+/datum/gear/suit/christmascoatrg
name = "Red and Green Christmas Coat"
- category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/christmascoatrg
+ subcategory = LOADOUT_SUBCATEGORY_SUIT_COATS
+
+/datum/gear/suit/samurai
+ name = "Samurai outfit"
+ path = /obj/item/clothing/suit/samurai
diff --git a/modular_citadel/code/modules/client/loadout/uniform.dm b/modular_citadel/code/modules/client/loadout/uniform.dm
index e667626968..5ce73d1cfd 100644
--- a/modular_citadel/code/modules/client/loadout/uniform.dm
+++ b/modular_citadel/code/modules/client/loadout/uniform.dm
@@ -1,562 +1,542 @@
-/datum/gear/suitblack
- name = "Black suit"
- category = SLOT_W_UNIFORM
- path = /obj/item/clothing/under/suit/black
+/datum/gear/uniform
+ category = LOADOUT_CATEGORY_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_GENERAL
+ slot = SLOT_W_UNIFORM
-/datum/gear/suitgreen
+/datum/gear/uniform/suit
+ name = "Black suit"
+ path = /obj/item/clothing/under/suit/black
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_SUITS
+
+/datum/gear/uniform/suit/green
name = "Green suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/green
-/datum/gear/suitred
+/datum/gear/uniform/suit/red
name = "Red suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/red
-/datum/gear/suitcharcoal
+/datum/gear/uniform/suit/charcoal
name = "Charcoal suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/charcoal
-/datum/gear/suitnavy
+/datum/gear/uniform/suit/navy
name = "Navy suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/navy
-/datum/gear/suitburgundy
+/datum/gear/uniform/suit/burgundy
name = "Burgundy suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/burgundy
-/datum/gear/suittan
+/datum/gear/uniform/suit/tan
name = "Tan suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/tan
-/datum/gear/suitwhite
+/datum/gear/uniform/suit/white
name = "White suit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/suit/white
-/datum/gear/assistantformal
+/datum/gear/uniform/assistantformal
name = "Assistant's formal uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/assistantformal
-/datum/gear/maidcostume
+/datum/gear/uniform/maidcostume
name = "Maid costume"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/maid
-/datum/gear/mailmanuniform
+/datum/gear/uniform/mailmanuniform
name = "Mailman's jumpsuit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/mailman
-/datum/gear/skirtblack
+/datum/gear/uniform/skirt
name = "Black skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_SKIRTS
-/datum/gear/skirtblue
+/datum/gear/uniform/skirt/blue
name = "Blue skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/blue
-/datum/gear/skirtred
+/datum/gear/uniform/skirt/red
name = "Red skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/red
-/datum/gear/skirtpurple
+/datum/gear/uniform/skirt/purple
name = "Purple skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/purple
-/datum/gear/skirtplaid
+/datum/gear/uniform/skirt/plaid
name = "Plaid skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/plaid
-/datum/gear/schoolgirlblue
+/datum/gear/uniform/schoolgirlblue
name = "Blue Schoolgirl Uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/schoolgirl
-/datum/gear/schoolgirlred
+/datum/gear/uniform/schoolgirlred
name = "Red Schoolgirl Uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/schoolgirl/red
-/datum/gear/schoolgirlgreen
+/datum/gear/uniform/schoolgirlgreen
name = "Green Schoolgirl Uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/schoolgirl/green
-/datum/gear/schoolgirlorange
+/datum/gear/uniform/schoolgirlorange
name = "Orange Schoolgirl Uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/schoolgirl/orange
-/datum/gear/stripeddress
+/datum/gear/uniform/dress
name = "Striped Dress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/striped
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
-/datum/gear/sundresswhite
+/datum/gear/uniform/dress/sun/white
name = "White Sundress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/sundress/white
-/datum/gear/sundress
+/datum/gear/uniform/dress/sun
name = "Sundress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/sundress
-/datum/gear/greendress
+/datum/gear/uniform/dress/green
name = "Green Dress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/green
-/datum/gear/pinkdress
+/datum/gear/uniform/dress/pink
name = "Pink Dress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/pink
-/datum/gear/flowerdress
+
+/datum/gear/uniform/dress/orange
name = "Flower Dress"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/flower
-/datum/gear/sweptskirt
+/datum/gear/uniform/skirt/swept
name = "Swept skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/swept
-/datum/gear/croptop
+/datum/gear/uniform/croptop
name = "Croptop"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/croptop
-/datum/gear/yoga
+/datum/gear/uniform/pants
name = "Yoga Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/yoga
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_PANTS
-/datum/gear/kilt
+/datum/gear/uniform/kilt
name = "Kilt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/kilt
-/datum/gear/camoshorts
+/datum/gear/uniform/pants/camo
name = "Camo Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/camo
-/datum/gear/athleticshorts
+/datum/gear/uniform/shorts
name = "Athletic Shorts"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/shorts/red
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_SHORTS
-/datum/gear/bjeans
+/datum/gear/uniform/pants/bjeans
name = "Black Jeans"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/blackjeans
-/datum/gear/cjeans
+/datum/gear/uniform/pants/cjeans
name = "Classic Jeans"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/classicjeans
-/datum/gear/khaki
+/datum/gear/uniform/pants/khaki
name = "Khaki Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/khaki
-/datum/gear/wpants
+/datum/gear/uniform/pants/white
name = "White Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/white
-/datum/gear/rpants
+/datum/gear/uniform/pants/red
name = "Red Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/red
-/datum/gear/tpants
+/datum/gear/uniform/pants/tan
name = "Tan Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/tan
-/datum/gear/trpants
+/datum/gear/uniform/pants/track
name = "Track Pants"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/track
-/datum/gear/rippedjeans
+/datum/gear/uniform/pants/ripped
name = "Ripped Jeans"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/jeanripped
-/datum/gear/jeanshort
+/datum/gear/uniform/shorts/jean
name = "Jean Shorts"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/jeanshort
-/datum/gear/denimskirt
+/datum/gear/uniform/skirt/denim
name = "Denim Skirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/denimskirt
-/datum/gear/yoga
- name = "Yoga Pants"
- category = SLOT_W_UNIFORM
- path = /obj/item/clothing/under/pants/yoga
-
// Pantsless Sweaters
-/datum/gear/turtleneck
+/datum/gear/uniform/turtleneck
name = "Tactitool Turtleneck"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/syndicate/cosmetic
-/datum/gear/creamsweater
+/datum/gear/uniform/sweater
name = "Cream Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_SWEATERS
-/datum/gear/blacksweater
+/datum/gear/uniform/sweater/black
name = "Black Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/black
-/datum/gear/purpsweater
+/datum/gear/uniform/sweater/purple
name = "Purple Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/purple
-/datum/gear/greensweater
+/datum/gear/uniform/sweater/green
name = "Green Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/green
-/datum/gear/redsweater
+/datum/gear/uniform/sweater/red
name = "Red Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/red
-/datum/gear/bluesweater
+/datum/gear/uniform/sweater/blue
name = "Navy Commando Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweater/blue
-/datum/gear/keyholesweater
+/datum/gear/uniform/sweater/keyhole
name = "Keyhole Sweater"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/keyholesweater
-/datum/gear/polyjump
+/datum/gear/uniform/polyjump
name = "Polychromic Jumpsuit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/polyjumpsuit
cost = 2
-
-/datum/gear/polyskirt
+
+/datum/gear/uniform/skirt/poly
name = "Polychromic Jumpskirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/polychromic
cost = 2
-/datum/gear/polysuit
+/datum/gear/uniform/suit/poly
name = "Polychromic Button-up Shirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/poly_shirt
cost = 3
-
-/datum/gear/polypleated
+
+/datum/gear/uniform/skirt/poly/pleated
name = "Polychromic Pleated Sweaterskirt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/dress/skirt/polychromic/pleated
cost = 3
-/datum/gear/polykilt
+/datum/gear/uniform/polykilt
name = "Polychromic Kilt"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/kilt/polychromic
cost = 3
-/datum/gear/polyshorts
+/datum/gear/uniform/shorts/poly
name = "Polychromic Shorts"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/polyshorts
cost = 3
-/datum/gear/polyshortpants
+/datum/gear/uniform/shorts/poly/athletic
name = "Polychromic Athletic Shorts"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/shorts/polychromic
cost = 2
// Trekie things
//TOS
-/datum/gear/trekcmdtos
+/datum/gear/uniform/trekcmdtos
name = "TOS uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster")
-/datum/gear/trekmedscitos
+/datum/gear/uniform/trekmedscitos
name = "TOS uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengtos
+/datum/gear/uniform/trekengtos
name = "TOS uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
//TNG
-/datum/gear/trekcmdtng
+/datum/gear/uniform/trekcmdtng
name = "TNG uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/next
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster")
-/datum/gear/trekmedscitng
+/datum/gear/uniform/trekmedscitng
name = "TNG uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci/next
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengtng
+/datum/gear/uniform/trekengtng
name = "TNG uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec/next
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
//VOY
-/datum/gear/trekcmdvoy
+/datum/gear/uniform/trekcmdvoy
name = "VOY uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/voy
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster")
-/datum/gear/trekmedscivoy
+/datum/gear/uniform/trekmedscivoy
name = "VOY uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci/voy
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengvoy
+/datum/gear/uniform/trekengvoy
name = "VOY uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec/voy
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
//DS9
-/datum/gear/trekcmdds9
+/datum/gear/uniform/trekcmdds9
name = "DS9 uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/ds9
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster")
-/datum/gear/trekmedscids9
+/datum/gear/uniform/trekmedscids9
name = "DS9 uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci/ds9
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengds9
+/datum/gear/uniform/trekengds9
name = "DS9 uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec/ds9
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
//ENT
-/datum/gear/trekcmdent
+/datum/gear/uniform/trekcmdent
name = "ENT uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/ent
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster")
-/datum/gear/trekmedscient
+/datum/gear/uniform/trekmedscient
name = "ENT uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci/ent
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Research Director","Scientist", "Roboticist")
-/datum/gear/trekengent
+/datum/gear/uniform/trekengent
name = "ENT uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec/ent
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security, and Cargo"
restricted_roles = list("Chief Engineer","Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer","Head of Security","Cargo Technician", "Shaft Miner", "Quartermaster")
//TheMotionPicture
-/datum/gear/trekfedutil
+/datum/gear/uniform/trekfedutil
name = "TMP uniform"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/fedutil
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "All, barring Service and Civilian"
restricted_roles = list("Head of Security","Captain","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Quartermaster",
"Medical Doctor","Chemist","Virologist","Paramedic","Geneticist","Scientist", "Roboticist",
"Atmospheric Technician","Station Engineer","Warden","Detective","Security Officer",
"Cargo Technician", "Shaft Miner")
-/datum/gear/trekfedtrainee
+/datum/gear/uniform/trekfedtrainee
name = "TMP uniform, trainee"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/fedutil/trainee
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Assistant", "Janitor", "Cargo Technician")
-/datum/gear/trekfedservice
+/datum/gear/uniform/trekfedservice
name = "TMP uniform, service"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/fedutil/service
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer"
restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain")
//Orvilike
-/datum/gear/orvcmd
+/datum/gear/uniform/orvcmd
name = "ORV uniform, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/orv
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Heads of Staff"
restricted_roles = list("Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Research Director", "Chief Medical Officer", "Quartermaster")
-/datum/gear/orvcmd_capt
+/datum/gear/uniform/orvcmd_capt
name = "ORV uniform, capt"
- category = SLOT_W_UNIFORM
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
path = /obj/item/clothing/under/trek/command/orv/captain
restricted_roles = list("Captain")
-/datum/gear/orvmedsci
+/datum/gear/uniform/orvmedsci
name = "ORV uniform, med/sci"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/medsci/orv
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Medical and Science"
restricted_roles = list("Chief Medical Officer", "Medical Doctor", "Chemist", "Virologist", "Paramedic", "Geneticist", "Research Director", "Scientist", "Roboticist")
-/datum/gear/orvcmd_medsci
+/datum/gear/uniform/orvcmd_medsci
name = "ORV uniform, med/sci, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/orv/medsci
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Chief Medical Officer", "Research Director")
-/datum/gear/orvops
+/datum/gear/uniform/orvops
name = "ORV uniform, ops/sec"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/engsec/orv
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_desc = "Engineering, Security and Cargo"
restricted_roles = list("Chief Engineer", "Atmospheric Technician", "Station Engineer", "Warden", "Detective", "Security Officer", "Head of Security", "Cargo Technician", "Shaft Miner", "Quartermaster")
-/datum/gear/orvcmd_ops
+/datum/gear/uniform/orvcmd_ops
name = "ORV uniform, ops/sec, cmd"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/command/orv/engsec
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Chief Engineer", "Head of Security")
-/datum/gear/orvass
+/datum/gear/uniform/orvass
name = "ORV uniform, assistant"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/orv
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Assistant")
-/datum/gear/orvsrv
+/datum/gear/uniform/orvsrv
name = "ORV uniform, service"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/trek/orv/service
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_JOBS
restricted_roles = list("Assistant", "Bartender", "Botanist", "Cook", "Curator", "Janitor", "Chaplain")
restricted_desc = "Service and Civilian, barring Clown, Mime and Lawyer"
//Memes
-/datum/gear/gear_harnesses
+/datum/gear/uniform/gear_harnesses
name = "Gear Harness"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/gear_harness
//Christmas
/*Commenting out Until next Christmas or made automatic
-/datum/gear/christmasmaler
+/datum/gear/uniform/christmasmaler
name = "Red Masculine Christmas Suit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/christmas
-/datum/gear/christmasmaleg
+/datum/gear/uniform/christmasmaleg
name = "Green Masculine Christmas Suit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/christmas/green
-/datum/gear/christmasfemaler
+/datum/gear/uniform/christmasfemaler
name = "Red Feminine Christmas Suit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/christmas/croptop
-/datum/gear/christmasfemaleg
+/datum/gear/uniform/christmasfemaleg
name = "Green Feminine Christmas Suit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/christmas/croptop/green
-/datum/gear/pinkstripper
+/datum/gear/uniform/pinkstripper
name = "Pink stripper outfit"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/stripper
cost = 3
*/
-/datum/gear/greenstripper
+/datum/gear/uniform/greenstripper
name = "Green stripper outfit"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/misc/stripper/green
cost = 3
-/datum/gear/qipao
+/datum/gear/uniform/qipao
name = "Qipao, Black"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/qipao
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
-/datum/gear/qipao/white
+/datum/gear/uniform/qipao/white
name = "Qipao, White"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/qipao/white
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
-/datum/gear/qipao/red
+/datum/gear/uniform/qipao/red
name = "Qipao, Red"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/qipao/red
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
-/datum/gear/cheongsam
+/datum/gear/uniform/cheongsam
name = "Cheongsam, Black"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/cheongsam
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
-/datum/gear/cheongsam/white
+/datum/gear/uniform/cheongsam/white
name = "Cheongsam, White"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/cheongsam/white
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
-/datum/gear/cheongsam/red
+/datum/gear/uniform/cheongsam/red
name = "Cheongsam, Red"
- category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/costume/cheongsam/red
+ subcategory = LOADOUT_SUBCATEGORY_UNIFORM_DRESSES
cost = 3
+
+/datum/gear/uniform/dress/black
+ name = "Black dress"
+ path = /obj/item/clothing/under/misc/black_dress
+
+/datum/gear/uniform/skirt/pinktutu
+ name = "Pink tutu"
+ path = /obj/item/clothing/under/misc/pinktutu
+
+/datum/gear/uniform/bathrobe
+ name = "Bathrobe"
+ path = /obj/item/clothing/under/misc/bathrobe
+
+/datum/gear/uniform/kimono
+ name = "Kimono"
+ path = /obj/item/clothing/under/costume/kimono
+
+/datum/gear/uniform/kimono/black
+ name = "Black kimono"
+ path = /obj/item/clothing/under/costume/kimono/black
+
+/datum/gear/uniform/kimono/kamishimo
+ name = "Kamishimo"
+ path = /obj/item/clothing/under/costume/kimono/kamishimo
+
+/datum/gear/uniform/kimono/fancy
+ name = "Fancy kimono"
+ path = /obj/item/clothing/under/costume/kimono/fancy
+
+/datum/gear/uniform/kimono/sakura
+ name = "Sakura kimono"
+ path = /obj/item/clothing/under/costume/kimono/sakura
diff --git a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
index 03a124e306..b864a9fe25 100644
--- a/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
+++ b/modular_citadel/code/modules/projectiles/guns/pumpenergy.dm
@@ -12,7 +12,7 @@
/obj/item/gun/energy/pumpaction/emp_act(severity) //makes it not rack itself when emp'd
cell.use(round(cell.charge / severity))
- chambered = 0 //we empty the chamber
+ chambered = null //we empty the chamber
update_icon()
/obj/item/gun/energy/pumpaction/process() //makes it not rack itself when self-charging
@@ -20,7 +20,7 @@
charge_tick++
if(charge_tick < charge_delay)
return
- charge_tick = 0
+ charge_tick = null
if(selfcharge == EGUN_SELFCHARGE_BORG)
var/atom/owner = loc
if(istype(owner, /obj/item/robot_module))
@@ -44,7 +44,7 @@
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
var/obj/item/ammo_casing/energy/shot = chambered
cell.use(shot.e_cost)//... drain the cell cell
- chambered = 0 //either way, released the prepared shot
+ chambered = null //either way, released the prepared shot
/obj/item/gun/energy/pumpaction/post_set_firemode()
var/has_shot = chambered
diff --git a/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm b/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm
index a24a5beaad..39ba69bd61 100644
--- a/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm
+++ b/modular_citadel/code/modules/reagents/chemistry/recipes/fermi.dm
@@ -178,7 +178,7 @@
name = "Sucubus milk"
id = /datum/reagent/fermi/breast_enlarger
results = list(/datum/reagent/fermi/breast_enlarger = 8)
- required_reagents = list(/datum/reagent/medicine/salglu_solution = 1, /datum/reagent/consumable/milk = 1, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/silicon = 3, /datum/reagent/drug/aphrodisiac = 3)
+ required_reagents = list(/datum/reagent/medicine/salglu_solution = 2, /datum/reagent/consumable/milk = 1, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/silicon = 5)
mix_message = "the reaction gives off a mist of milk."
//FermiChem vars:
OptimalTempMin = 200
@@ -218,7 +218,7 @@
name = "Incubus draft"
id = /datum/reagent/fermi/penis_enlarger
results = list(/datum/reagent/fermi/penis_enlarger = 8)
- required_reagents = list(/datum/reagent/blood = 5, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/carbon = 2, /datum/reagent/drug/aphrodisiac = 2, /datum/reagent/medicine/salglu_solution = 1)
+ required_reagents = list(/datum/reagent/blood = 5, /datum/reagent/medicine/synthflesh = 2, /datum/reagent/carbon = 5, /datum/reagent/medicine/salglu_solution = 2)
mix_message = "the reaction gives off a spicy mist."
//FermiChem vars:
OptimalTempMin = 200
@@ -384,7 +384,7 @@
name = "Furranium"
id = /datum/reagent/fermi/furranium
results = list(/datum/reagent/fermi/furranium = 5)
- required_reagents = list(/datum/reagent/drug/aphrodisiac = 1, /datum/reagent/moonsugar = 1, /datum/reagent/silver = 2, /datum/reagent/medicine/salglu_solution = 1)
+ required_reagents = list(/datum/reagent/pax/catnip = 1, /datum/reagent/silver = 2, /datum/reagent/medicine/salglu_solution = 2)
mix_message = "You think you can hear a howl come from the beaker."
//FermiChem vars:
OptimalTempMin = 350
@@ -402,10 +402,6 @@
FermiChem = TRUE
PurityMin = 0.3
-/datum/chemical_reaction/fermi/furranium/organic
- id = "furranium_organic"
- required_reagents = list(/datum/reagent/drug/aphrodisiac = 1, /datum/reagent/pax/catnip = 1, /datum/reagent/silver = 2, /datum/reagent/medicine/salglu_solution = 1)
-
//FOR INSTANT REACTIONS - DO NOT MULTIPLY LIMIT BY 10.
//There's a weird rounding error or something ugh.
@@ -607,4 +603,4 @@
ThermicConstant = 0
HIonRelease = 0.01
RateUpLim = 15
- FermiChem = TRUE
\ No newline at end of file
+ FermiChem = TRUE
diff --git a/modular_citadel/icons/mob/mam_snouts.dmi b/modular_citadel/icons/mob/mam_snouts.dmi
index ab1a4654b4..4f6682f789 100644
Binary files a/modular_citadel/icons/mob/mam_snouts.dmi and b/modular_citadel/icons/mob/mam_snouts.dmi differ
diff --git a/modular_citadel/icons/mob/widerobot.dmi b/modular_citadel/icons/mob/widerobot.dmi
index 50c29bb75f..29eb35c715 100644
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diff --git a/sound/effects/blood1.ogg b/sound/effects/wounds/blood1.ogg
similarity index 100%
rename from sound/effects/blood1.ogg
rename to sound/effects/wounds/blood1.ogg
diff --git a/sound/effects/blood2.ogg b/sound/effects/wounds/blood2.ogg
similarity index 100%
rename from sound/effects/blood2.ogg
rename to sound/effects/wounds/blood2.ogg
diff --git a/sound/effects/blood3.ogg b/sound/effects/wounds/blood3.ogg
similarity index 100%
rename from sound/effects/blood3.ogg
rename to sound/effects/wounds/blood3.ogg
diff --git a/sound/effects/crack1.ogg b/sound/effects/wounds/crack1.ogg
similarity index 100%
rename from sound/effects/crack1.ogg
rename to sound/effects/wounds/crack1.ogg
diff --git a/sound/effects/crack2.ogg b/sound/effects/wounds/crack2.ogg
similarity index 100%
rename from sound/effects/crack2.ogg
rename to sound/effects/wounds/crack2.ogg
diff --git a/sound/effects/wounds/crackandbleed.ogg b/sound/effects/wounds/crackandbleed.ogg
new file mode 100644
index 0000000000..ea07f13d48
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diff --git a/sound/effects/wounds/pierce1.ogg b/sound/effects/wounds/pierce1.ogg
new file mode 100644
index 0000000000..cd7b7c3961
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diff --git a/sound/effects/wounds/pierce2.ogg b/sound/effects/wounds/pierce2.ogg
new file mode 100644
index 0000000000..4977cab299
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diff --git a/sound/effects/wounds/pierce3.ogg b/sound/effects/wounds/pierce3.ogg
new file mode 100644
index 0000000000..e81700b134
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diff --git a/sound/effects/sizzle1.ogg b/sound/effects/wounds/sizzle1.ogg
similarity index 100%
rename from sound/effects/sizzle1.ogg
rename to sound/effects/wounds/sizzle1.ogg
diff --git a/sound/effects/sizzle2.ogg b/sound/effects/wounds/sizzle2.ogg
similarity index 100%
rename from sound/effects/sizzle2.ogg
rename to sound/effects/wounds/sizzle2.ogg
diff --git a/sound/machines/clockcult/ratvar_scream.ogg b/sound/machines/clockcult/ratvar_scream.ogg
new file mode 100644
index 0000000000..5c0c0a0d63
Binary files /dev/null and b/sound/machines/clockcult/ratvar_scream.ogg differ
diff --git a/sound/magic/abomscream.ogg b/sound/magic/abomscream.ogg
new file mode 100644
index 0000000000..4f450e05f7
Binary files /dev/null and b/sound/magic/abomscream.ogg differ
diff --git a/sound/mecha/neostep1.ogg b/sound/mecha/neostep1.ogg
new file mode 100644
index 0000000000..ce7f51ad23
Binary files /dev/null and b/sound/mecha/neostep1.ogg differ
diff --git a/sound/mecha/neostep2.ogg b/sound/mecha/neostep2.ogg
new file mode 100644
index 0000000000..e828d9eadd
Binary files /dev/null and b/sound/mecha/neostep2.ogg differ
diff --git a/sound/mecha/powerloader_step.ogg b/sound/mecha/powerloader_step.ogg
new file mode 100644
index 0000000000..af427df865
Binary files /dev/null and b/sound/mecha/powerloader_step.ogg differ
diff --git a/sound/roundend/CitadelStationHasSeenBetterDays.ogg b/sound/roundend/CitadelStationHasSeenBetterDays.ogg
new file mode 100644
index 0000000000..2fa0c5b33c
Binary files /dev/null and b/sound/roundend/CitadelStationHasSeenBetterDays.ogg differ
diff --git a/sound/weapons/etherealhit.ogg b/sound/weapons/etherealhit.ogg
new file mode 100644
index 0000000000..19da870961
Binary files /dev/null and b/sound/weapons/etherealhit.ogg differ
diff --git a/sound/weapons/etherealmiss.ogg b/sound/weapons/etherealmiss.ogg
new file mode 100644
index 0000000000..8feb7cdc91
Binary files /dev/null and b/sound/weapons/etherealmiss.ogg differ
diff --git a/sound/weapons/shot.ogg b/sound/weapons/shot.ogg
new file mode 100644
index 0000000000..6c57482973
Binary files /dev/null and b/sound/weapons/shot.ogg differ
diff --git a/strings/abductee_objectives.txt b/strings/abductee_objectives.txt
index 93fd946818..135bb7673b 100644
--- a/strings/abductee_objectives.txt
+++ b/strings/abductee_objectives.txt
@@ -31,7 +31,7 @@ Flood the station's powernet with as much electricity as you can.
Replace all the floor tiles with wood, carpeting, grass or bling.
You must escape the station! Get the shuttle called!
Don't allow anyone to be cloned.
-The oxygen is killing them all and they don't even know it. Make sure no oxygen is on the station.
+Their cold, mindless gaze pierce your soul. They see your every movements, it's merely a question of time before they try to control us further. Deactivate all cameras!
Your body must be improved. Ingest as many drugs as you can.
You are hungry. Eat as much food as you can find.
You see you see what they cannot you see the open door you seeE you SEeEe you SEe yOU seEee SHOW THEM ALL
diff --git a/strings/names/ethereal.txt b/strings/names/ethereal.txt
new file mode 100644
index 0000000000..d3e6a26e6e
--- /dev/null
+++ b/strings/names/ethereal.txt
@@ -0,0 +1,38 @@
+Aten
+Apollo
+Arche
+Atlas
+Eos
+Halo
+Kale
+Nysa
+Orion
+Pallas
+Rigel
+Themis
+Aurora
+Andromeda
+Lyra
+Saggitarius
+Crux
+Canis
+Cygnus
+Corvus
+Cepheus
+Auriga
+Corona
+Aquilla
+Serpens
+Cetus
+Puppis
+Ophiuchus
+Carina
+Cassiopeia
+Canes
+Fornax
+Berenices
+Coma
+Vela
+Triangulum
+Tau
+Ceti
\ No newline at end of file
diff --git a/strings/sillytips.txt b/strings/sillytips.txt
index bc59a109f0..e6710de95e 100644
--- a/strings/sillytips.txt
+++ b/strings/sillytips.txt
@@ -25,6 +25,7 @@ This game is older than most of the people playing it.
Do not go gentle into that good night.
Flashbangs can weaken blob tiles, allowing for you and the crew to easily destroy them.
Just the tip?
+You can grab someone by clicking on them with the grab intent, then upgrade the grab by clicking on them once more. An aggressive grab will momentarily stun someone, allow you to place Mekhi on a table by clicking on it, or throw them by toggling on throwing.
Some people are unable to read text on a game where half of it is based on text.
As the Captain, you can use a whetstone to sharpen your fancy fountain pen for extra robustness.
As the Lawyer, you are the last bastion of roleplay-focused jobs. Even the curator got a whip to go fight people with, that sellout!
@@ -43,5 +44,8 @@ Plasma men are a powerful race with many perks! No really, I swear! So what if t
As a Cargo Tech make sure to always buy a tesla to sell back to CC. They love those those. Trust me!
Help.
Maints.
-BZ stops or slows down Lings chem regeneration drastically, make sure to BZ flood the station when lings are confirmed!
Admins always regret meme options in their polls.
+Putting cat ears on securitrons makes them table people and nya. Mekhi isn't a cat, but he still goes on the table, just roll with it.
+As a Changeling, you can live without a head as they are merely vestigal to you, now, finally, you can be a Dullahan without it being Halloween.
+People actually have fictional sex between fictional characters in this game.
+When in doubt, take a break. A long break, preferably. If the game is wearing down your mental state and it's starting to lose any semblance of fun value, go and do something else for a month or two. By the time you come back, everything you liked will have been changed anyways.
diff --git a/strings/tips.txt b/strings/tips.txt
index 043405c7a0..a1d2befab3 100644
--- a/strings/tips.txt
+++ b/strings/tips.txt
@@ -1,83 +1,88 @@
Where the space map levels connect is randomized every round, but are otherwise kept consistent within rounds. Remember that they are not necessarily bidirectional!
You can catch thrown items by toggling on your throw mode with an empty hand active.
-To crack the safe in the vault, use a stethoscope or explosives on it.
+To crack the safe in the vault, have a stethoscope in one of your hands and fiddle with the tumbler or you can alternatively use several concentrated explosive charges on it. Remember that the latter may result in the contents of the safe becoming a pile of ash.
You can climb onto a table by dragging yourself onto one. This takes time and drops the items in your hands on the table. Clicking on a table that someone else is climbing onto will knock them down.
You can drag other players onto yourself to open the strip menu, letting you remove their equipment or force them to wear something. Note that exosuits or helmets will block your access to the clothing beneath them, and that certain items take longer to strip or put on than others.
Clicking on a windoor rather then bumping into it will keep it open, you can click it again to close it.
You can spray a fire extinguisher, throw items or fire a gun while floating through space to change your direction. Simply fire opposite to where you want to go.
You can change the control scheme by pressing tab. One is WASD, the other is the arrow keys. Keep in mind that hotkeys are also changed with this.
-All vending machines can be hacked to obtain some contraband items from them, and many can be fed with coins to gain access to premium items.
+All vending machines can be hacked to obtain some contraband items from them, and many may charge extra credits to give you premium items.
Firesuits and winter coats offer mild protection from the cold, allowing you to spend longer periods of time near breaches and space than if wearing nothing at all.
Glass shards can be welded to make glass, and metal rods can be welded to make metal. Ores can be welded too, but this takes a lot of fuel.
If you need to drag multiple people either to safety or to space, bring a locker or crate over and stuff them all in before hauling them off.
-You can grab someone by clicking on them with the grab intent, then upgrade the grab by clicking on them once more. An aggressive grab will momentarily stun someone, allow you to place Mekhi on a table by clicking on it, or throw them by toggling on throwing.
+You can grab someone by clicking on them with the grab intent, then upgrade the grab by clicking on them once more. An aggressive grab can temporarily stun someone depending on their luck with resisting out of it, allowing you to slam them on a table by clicking on it, or throw them by toggling on throwing.
Holding alt and left clicking a tile will allow you to see its contents in the top right window pane, which is much faster than right clicking.
The resist button will allow you to resist out of handcuffs, being buckled to a chair or bed, out of locked lockers and more. Whenever you're stuck, try resisting!
You can move an item out of the way by dragging it and then clicking on an adjacent tile with an empty hand.
-You can recolor certain items like jumpsuits and gloves in washing machines by also throwing in a crayon.
+You can recolor certain items like jumpsuits and gloves in washing machines by also throwing in a crayon. For more advanced fashion you can spray items with a spray can to tint its colors. Some items work better than others at displaying their tints, like sterile and paper masks, or darkly colored gloves.
Maintenance is full of equipment that is randomized every round. Look around and see if anything is worth using.
-Some roles cannot be antagonists by default, but antag selection is decided first. For instance, you can set Security Officer to High without affecting your chances of becoming an antag -- the game will just select a different role.
+Some roles cannot be antagonists by default, but antag selection is decided first. For instance, you can set Security Officer to High without affecting your chances of becoming an antag - the game will just assign you to your next preferred role - or in the case that you have no such preferences set, a random role entirely.
There are many places around the station to hide contraband. A few for starters: linen boxes, toilet cisterns, body bags. Experiment to find more!
On all maps, you can use a machine in the vault to deposit space cash for cargo points. Otherwise, use it to steal the station's cash and get out before the alarm goes off.
-As the Captain, you are one of the highest priority targets on the station. Everything from revolutions, to nuclear operatives, to traitors that need to rob you of your unique lasgun or your life are things to worry about.
-As the Captain, always take the nuclear disk and pinpointer with you every shift. It's a good idea to give one of these to another head you can trust with keeping it safe, such as the Head of Security.
+As the Captain, you are one of the highest priority targets on the station. Everything from revolutions looking to thwart your rule, to nuclear operatives seeking the disk, to traitors that need to rob you of your several high value items - or your life are all things to be concerned about.
+As the Captain, always take the nuclear disk and pinpointer with you every shift. It's a good idea to give one of these to another head you can trust with keeping it safe, such as the Head of Personnel.
As the Captain, you have absolute access and control over the station, but this does not mean that being a horrible person won't result in mutiny and a ban.
As the Captain, you have a fancy pen that can be used as a holdout dagger or even as a scalpel in surgery!
As the Captain, you can purchase a new emergency shuttle using a communications console. Some require credits, while others give you credits in exchange. Keep in mind that purchasing dangerous shuttles will incur the ire of your crew.
-As the Chief Medical Officer, your hypospray is like a refillable instant injection syringe that can hold 30 units as opposed to the standard 15.
+As the Chief Medical Officer, your hypospray is like the ones that your Medical Doctors can buy, except it comes in a fancy box that can hold several more hypovials than the standard, and already comes preloaded with specially-made high-capacity hypovials that hold double the reagents the standard ones do.
As the Chief Medical Officer, coordinate and communicate with your doctors, chemists, and geneticists during a nuclear emergency, blob infestation, or some other crisis to keep people alive and fighting.
-As a Medical Doctor, pester Research for improved surgical tools. They work faster, don't cost much and are typically more deadly.
+As a Medical Doctor, pester Research for improved surgical tools. They work faster, combine the purposes of several tools in one (scalpel/saw, retractor/hemostat, drill/cautery), and don't cost many materials to boot!
+As a Medical Doctor, the surgical saw and drill are both powerful weapons, the saw is sharp and can slice and dice, while the drill can quickly blind someone if aimed for the eyes. The laser scalpel is an upgraded version producible with Research's aid, and it has the highest force of most common place weapons, while still remaining sharp.
As a Medical Doctor, your belt can hold a full set of surgical tools. Using sterilizine before each attempt during surgery will reduce your failure chance on tricky steps or when using less-than-optimal equipment.
As a Medical Doctor, you can attempt to drain blood from a husk with a syringe to determine the cause. If you can extract blood, it was caused by extreme temperatures or lasers, if there is no blood to extract, you have confirmed the presence of changelings.
As a Medical Doctor, while both heal toxin damage, the difference between charcoal and antitoxin is that charcoal will actively remove all other reagents from one's body, while antitoxin only removes various toxins - but can overdose.
-As a Medical Doctor, you can surgically implant or extract things from people's chests. This can range from putting in a bomb to pulling out an alien larva.
+As a Medical Doctor, you can surgically implant or extract things from people's chests by performing a cavity implant. This could range from inserting a suicide bomb to embedding the nuke disk into the Captain's chest.
+As a Medical Doctor, it's of utmost urgency that you tend to anyone who's been hugged by a facehugger. You only have a couple of minutes from the initial attachment to perform organ manipulation to their chest and remove the rapidly developing alien embryo before it bursts out and immediately kills your patient.
As a Medical Doctor, you must target the correct limb and be on help intent when trying to perform surgery on someone. Using disarm attempt will intentionally fail the surgery step.
As a Medical Doctor, corpses with the "...and their soul has departed" description no longer have a ghost attached to them and aren't usually revivable or cloneable. However it may prove useful to be creative in your revivification techniques with these bodies.
-As a Medical Doctor, treating plasmamen is not impossible! Salbutamol stops them from suffocating and showers stop them from burning alive. You can even perform surgery on them by doing the procedure on a roller bed under a shower.
+As a Medical Doctor, treating plasmamen is not impossible! Salbutamol and epinephrine stops them from suffocating due to lack of internals and showers stop them from burning alive. You can even perform surgery on them by doing the procedure on a roller bed under a shower.
As a Medical Doctor, you can point your penlight at people to create a medical hologram. This lets them know that you're coming to treat them.
As a Medical Doctor, you can extract implants by holding an empty implant case in your offhand while performing the extraction step.
As a Medical Doctor, clone scanning people will implant them with a health tracker that displays their vitals in the clone records. Useful to check on crew members that didn't activate suit sensors!
-As a Medical Doctor, medical gauze stops bleeding as well as healing 5 brute damage, this even works on the dead! Make sure to always have some gauze on you to stop bleeding before dragging someone.
-As a Chemist, there are dozens of chemicals that can heal, and even more that can cause harm. Experiment!
+As a Medical Doctor, medical gauze is an incredibly underrated tool. It can be used to entirely halt a limb from bleeding or sling one that's been shattered until it can be given proper attention. This even works on the dead, too! Be sure to stop someone's bleeding whether they're in critical condition or a corpse, as dragging someone whom is bleeding will rapidly deplete them of all their blood.
+As a Chemist, there are dozens of chemicals that can heal, and even more that can cause harm. See which chemicals have the best synergy, both in healing, and in harming. Experiment!
As a Chemist, some chemicals can only be synthesized by heating up the contents in the chemical heater.
As a Chemist, you will be expected to supply crew with certain chemicals. For example, clonexadone and mannitol for the cryo tubes, unstable mutagen and saltpetre for botany as well as healing pills and patches for the front desk.
As a Chemist, you can make 100u bottles from plastic sheets. The ChemMaster can produce infinite 30u glass bottles as well.
+As a Chemist, be sure to stock up some hypovials with useful chemicals for any doctors looking to heal on the go, you can also print out the deluxe hypovials at an autolathe specifically for the CMO's special hypospray.
+As a Chemist, the reagent dartgun, while neutered in its ability to harm - can still be loaded up with morphine for a ghetto sedation weapon, and a quick shot of charcoal can make a slime hybrid regret their life choices in an instant.
As a Geneticist, you can eject someone from cloning early by clicking on the cloner pod with your ID. Note that they will suffer more genetic damage and may lose vital organs from this.
-As a Geneticist, becoming a hulk makes you capable of dealing high melee damage, stunlocking people, and punching through walls. However, you can't fire guns, will lose your hulk status if you take too much damage, and are not considered a human by the AI while you are a hulk.
+As a Geneticist, becoming a hulk makes you capable of dealing high melee damage, becoming immune to most traditional stuns, and punching through walls. However, you can't fire guns, and will lose your hulk status if you take too much damage.
As the Virologist, your viruses can range from healing powers so great that you can heal out of critical status, or diseases so dangerous they can kill the entire crew with airborne spontaneous combustion. Experiment!
As the Virologist, you only require small amounts of vaccine to heal a sick patient. Work with the Chemist to distribute your cures more efficiently.
As the Research Director, you can take AIs out of their cores by loading them into an intelliCard, and then from there into an AI system integrity restorer computer to revive and/or repair them.
As the Research Director, you can lock down cyborgs instead of blowing them up. Then you can have their laws reset or if that doesn't work, safely dismantled.
As the Research Director, you can upgrade your modular console with better computer parts to speed up its functions. This can be useful when using the AI system integrity restorer.
As the Research Director, your console's NTnet monitoring tool can be used to retrieve airlock passkeys, provided that someone used a door remote.
-As a Scientist, you can use the mutation toxin obtained from green slimes to turn yourself into a jelly mutant. Each subspecies has unique features - for example telepathic powers, duplicating bodies or integrating slime extracts!
+As a Scientist, you can use the mutation toxin obtained from green slimes to turn yourself into a jelly mutant. Each subspecies has unique features - for example telepathic powers, duplicating bodies or integrating slime extracts for several unique effects!
As a Scientist, you can maximize the number of uses you get out of a slime by feeding it slime steroid, created from purple slimes, while alive. You can then apply extract enhancer, created from cerulean slimes, on each extract.
-As a Scientist, you can disable anomalies by scanning them with an analyzer, then send a signal on the frequency it gives you with a remote signalling device. This will leave behind an anomaly core, which can be used to construct a Phazon mech, or be used in the destructive analyzer for a 10,000 point bonus!
+As a Scientist, you can disable anomalies by scanning them with an analyzer, and then sending a signal on the frequency it gives you with a remote signalling device. Alternatively, you can print out anomaly defusal tools which can instantly disable an anomaly at the protolathe with some research, both of these methods will leave behind an anomaly core, which can be used to construct a Phazon mech, or be used in the destructive analyzer for a 10,000 point bonus!
As a Scientist, researchable stock parts can seriously improve the efficiency and speed of machines around the station. In some cases, it can even unlock new functions.
As a Scientist, you can generate research points by letting the tachyon-doppler array record increasingly large explosions.
As a Scientist, getting drunk just enough will speed up research. Skol!
As a Scientist, you can get points by placing slime cores into the destructive analyzer! This even works with crossbred slime cores.
-As a Scientist, work with botanists to get different types of seeds, as each type of seed can be used in the destructive analyzer for a small amount of Rnd type points!
+As a Scientist, you can get a minuscule amount of points by sacrificing a packet of seeds from Hydroponics into the destructive analyzer! While each individual one may not yield many points per, you can quite easily amass a very large variety of seeds, which could add up over time for a couple extra minutes shaved off of maxing out RND.
As a Roboticist, keep an ear out for anomaly announcements. If you get your hands on an anomaly core, you can build a Phazon mech!
As a Roboticist, you can repair your cyborgs with a welding tool. If they have taken burn damage from lasers, you can remove their battery, expose the wiring with a screwdriver and replace their wires with a cable coil.
As a Roboticist, you can reset a cyborg's module by cutting and mending the reset wire with a wire cutter.
+As a Roboticist, pay mind when toying with a cyborg's wires. It's best to pulse wires before immediately cutting them, as cutting them right away without knowing what they do may sever them from the AI, or disable their camera.
As a Roboticist, you can greatly help out Shaft Miners by building a Firefighter APLU equipped with a hydraulic clamp and plasma cutter. The mech is ash storm proof and can even walk across lava!
-As a Roboticist, you can augment people with cyborg limbs. Augmented limbs can easily be repaired with cables and welders.
+As a Roboticist, you can augment people with cyborg limbs. Augmented limbs are immune to the vacuum of space and temperatures while they can very easily be repaired with welders (brute) and cable coils (burn).
As a Roboticist, you can use your printer that is linked to the ore silo to teleport mats into your work place!
As a Roboticist, you can upgrade cleanbots with adv mops and brooms to make them faster and better!
-As a Roboticist, you can upgrade medical bots with diamond-tipped syringes, MK.II Hypospray, dispenser-sleeper-chemheater boards to make them inject faster, harder and better chems!
-As the AI, you can click on people's names to look at them. This only works if there are cameras that can see them.
+As a Roboticist, you can upgrade medical bots with diamond-tipped syringes, hyposprays, and chemistry machine boards to make their injections pierce hardsuits, work faster, and inject higher quality medicines!
+As the AI, you can click on people's names when they speak over the radio to jump your eye to them. This only works if there are cameras that can see them and are not wearing anything which would obsfuscate their face or tracking capabilities.
As the AI, you can quickly open and close doors by holding shift while clicking them, bolt them when holding ctrl, and even shock them while holding alt.
-As the AI, you can take pictures with your camera and upload them to newscasters.
-As a Cyborg, choose your module carefully, as only cutting and mending your reset wire will let you repick it. If possible, refrain from choosing a module until a situation that requires one occurs.
-As a Cyborg, you are immune to most forms of stunning, and excel at almost everything far better than humans. However, flashes can easily stunlock you and you cannot do any precision work as you lack hands.
+As the AI, you can take pictures with your camera and upload them to newscasters. Cyborgs also share from this pool of pictures.
+As a Cyborg, choose your module carefully, as only having your reset wire cut and mended by someone capable of manipulation will let you repick it. If possible, refrain from choosing a module until a situation that requires one occurs.
+As a Cyborg, you are immune to most forms of stunning, and excel at almost everything far better than humans. However, flashes and EMPs can easily stunlock you and you fall short in performing any tasks which require hands.
As a Cyborg, you are impervious to fires and heat. If you are rogue, you can release plasma fires everywhere and walk through them without a care in the world!
As a Cyborg, you are extremely vulnerable to EMPs as EMPs both stun you and damage you. The ion rifle in the armory or a traitor with an EMP kit can kill you in seconds.
As a Service Cyborg, your spray can knocks people down. However, it is blocked by gas masks.
-As an Engineering Cyborg, you can attach air alarm/fire alarm/APC frames to walls by placing them on the floor and using a screwdriver on them.
-As a Medical Cyborg, you can fully perform surgery and even augment people. Best of all, they have a 0% failure chance.
-As a Janitor Cyborg, you are the bane of all slaughter demons and even Bubblegum himself. Cleaning up blood stains will severely gimp them.
-As a Janitor Cyborg, you get a fancy bottle of drying agent! If you want to be nice, spray the janitor boots with them to magically upgrade them to absorbent galoshes.
+As an Engineering Cyborg, you can attach air alarm/fire alarm/APC frames to walls by placing them on the floor and using a screwdriver on them. Alternatively, you can use your in-built pseudo-hand manipulator to show those organics who's boss! It can even perform complex tasks such as removing cells from APCs, or inserting plasma canisters into radiation collectors.
+As a Medical Cyborg, you can fully perform surgery and even augment people. Best of all, they have a 0% failure chance, even if done on the floor.
+As a Janitor Cyborg, you are the bane of all slaughter demons and can even foil Bubblegum himself. Cleaning up blood stains will severely gimp them, although the latter may just turn you into robotic paste.
+As a Janitor Cyborg, you get a fancy bottle of drying agent! If you want to be nice, spray the janitor's galoshes with them to magically upgrade them to absorbent galoshes which automatically dry tiles.
As the Chief Engineer, you can rename areas or create entirely new ones using your station blueprints.
As the Chief Engineer, your hardsuit is significantly better than everybody else's. It has the best features of both engineering and atmospherics hardsuits - boasting nigh-invulnerability to radiation and all atmospheric conditions.
As the Chief Engineer, you can spy on and even forge PDA communications with the message monitor console! The key is in your office.
@@ -94,14 +99,14 @@ As an Engineer, you can convert tesla coils into corona analyzers by using a scr
As an Engineer, you can use radiation collectors to generate research points. Load them with a 50/50 oxygen/tritium tank and use a multitool to switch them to research mode.
As an Engineer, don't underestimate the humble P.A.C.M.A.N. generators. With upgraded parts, a couple units working in tandem are sufficient to take over for an exploded engine or shattered solars.
As an Engineer, your departmental protolathe and circuit printer can manufacture the necessary circuit boards and components to build just about anything. Make extra medical machinery everywhere! Build a gibber for security! Set up an array of emitters pointing down the hall! The possibilities are endless!
-As an Engineer, you can pry open secure storage by disabling the engine room APC's main breaker. This is obviously a bad idea if the engine is running.
-Don't forget that Cargo has access to a meteor defense satellite that can be ordered BEFORE meteors hit the station. Any idle Engineers should have this on their to-do list.
-As an Engineer, your RCD can be reloaded with mineral sheets instead of just compressed matter cartridges.
+As an Engineer, you can pry open secure storage by disabling the engine room APC's environmental breaker. This is obviously a bad idea if the engine is running.
+As an Engineer, don't forget that Cargo has access to a meteor defense satellite that can be ordered BEFORE meteors hit the station. Any idle Engineers should have this on their to-do list.
+As an Engineer, your RCD can be reloaded with mineral sheets instead of just compressed matter cartridges. Materials which are combined alloys of other materials (such as reinforced glass and plasteel) provide more matter per sheet to the RCD.
As an Atmospheric Technician, you can unwrench a pipe regardless of the pressures of the gases inside, but if they're too high they can burst out and injure you!
As an Atmospheric Technician, look into replacing your gas pumps with volumetric gas pumps, as those move air in flat numerical amounts, rather than percentages which leave trace gases.
-As an Atmospheric Technician, you are better suited to fighting fires than anyone else. As such, you have access to better firesuits, backpack firefighter tanks, and a completely heat and fire proof rigsuit.
+As an Atmospheric Technician, you are better suited to fighting fires than anyone else. As such, you have access to better firesuits, backpack firefighter tanks, and a completely heat and fire proof hardsuit.
As an Atmospheric Technician, your backpack firefighter tank can launch resin. This resin will extinguish fires and replace any gases with a safe, room-temperature airmix.
-As an Atmospheric Technician, your ATMOS holofan projector blocks gases while allowing objects to pass through. With it, you can quickly contain gas spills, fires and hull breaches. Or, use it to seal a plasmaman cloning room.
+As an Atmospheric Technician, your ATMOS holofan projectors can blocks gases and heat while allowing objects to pass through. With it, you can quickly contain gas spills, fires and hull breaches. Or, use it to create a plasmaman friendly lounge.
As an Atmospheric Technician, burning a plasma/oxygen mix inside the incinerator will not only produce power, but also gases such as tritium and water vapor.
As an Atmospheric Technician, you can change the layer of a pipe by clicking with it on a wrenched pipe or other atmos component of the desired layer.
As an Atmospheric Technician, you can take a few cans worth of N2/N2O and cool it down at local freezers. This is a good idea when dealing with (or preparing for) a supermatter meltdown.
@@ -111,65 +116,70 @@ As the Head of Security, don't let the power go to your head. You may have high
As the Warden, your duty is to be the watchdog of the brig and handler of prisoners when little is happening, and to hand out equipment and weapons to the security officers when a crisis strikes.
As the Warden, keep a close eye on the armory at all times, as it is a favored strike point of nuclear operatives and cocky traitors.
As the Warden, if a prisoner's crimes are heinous enough you can put them in permabrig or the gulag. Make sure to check on them once in a while!
-As the Warden, never underestimate the power of tech slugs! Scattershot fires a cone of weaker lasers, Ion slugs fires EMPs that only effect the tiles they hit, and Pulse slugs fire a singular laser that can one-hit almost any wall!
-As the Warden, you can use a surgical saw on riot shotguns to shorten the barrel, making them able to fit in your backpack.
+As the Warden, never underestimate the power of tech slugs! Scattershot fires a cone of weaker lasers with little damage fall off, Ion slugs fires EMPs that only effect the tiles they hit, and Pulse slugs fire a singular laser that can one-hit almost any wall!
+As the Warden, you can use a surgical saw on riot shotguns to shorten the barrel, making them able to fit in your backpack. Make sure to empty them prior lest you blast yourself in the face!
As the Warden, you can implant criminals you suspect might re-offend with devices that will track their location and allow you to remotely inject them with disabling chemicals.
As the Warden, you can use handcuffs on orange prisoner shoes to turn them into cuffed shoes, forcing prisoners to walk and potentially thwarting an escape.
-As the Warden, tracker implants can be used on sec officers. Doing this will let you track their corpse even without suits, though the implant will biodegrade after 5 minutes.
-As the Warden, cryostasis shotgun darts hold 10u of chemicals that will not react untill it hits someone.
-As the Warden, chemical implants can be loaded with a cocktail of healing or combat chems, perfect for the Hos or other sec officers to use. Be sure to keep a eye on them though, it will not auto inject! EMPs or starvation mite lead to the chemical implant to go off as well.
-As the Warden, tracker implants can be used on sec officers. Doing this will let you be able to message them when telecoms are out, or when you suspect coms are compromised. This is also good against rogue AIs as the prisoner tracker doesn't leave logs or alarms for the AI.
+As the Warden, tracker implants can be used on crewmembers. Doing this will let you track their person even without suit sensors and even instantly teleport to them at the local teleporter, although the implant will biodegrade after 5 minutes if its holder ever expires.
+As the Warden, cryostasis shotgun darts hold 10u of chemicals that will not react until it hits someone.
+As the Warden, chemical implants can be loaded with a cocktail of healing or combat chems, perfect for the HoS or other security officers to make use of in a pinch. Be sure to keep a eye on them though, as they cannot be injected without the prisoner management console! EMPs or starvation might lead to the chemical implant going off preemptively.
+As the Warden, tracker implants can be used on your security officers. Doing this will let you be able to message them when telecomms are out, or when you suspect comms are compromised. This is also good against rogue AIs as the prisoner tracker doesn't leave logs or alarms for the AI.
As a Security Officer, remember that correlation does not equal causation. Someone may have just been at the wrong place at the wrong time!
-As a Security Officer, remember that your belt can hold more then one stun baton.
-As a Security Officer, remember harm battoning someone in the head can deconvert them form a being a rev! This sadly doesn't work against the cult, nor does this protect them from getting reconverted.
-As a Security Officer, remember that you can attach a sec-lite to your taser or your helmet!
+As a Security Officer, remember that your belt can hold more than one stun baton.
+As a Security Officer, remember harm beating someone in the head with a blunt object can deconvert them form a being a revolutionary! This sadly doesn't work against either cult, nor does this protect them from getting reconverted unlike a mindshield implant.
+As a Security Officer, remember that you can attach a seclite to your taser or your helmet!
As a Security Officer, communicate and coordinate with your fellow officers using the security channel (:s) to avoid confusion.
-As a Security Officer, your sechuds or HUDsunglasses can not only see crewmates' job assignments and criminal status, but also if they are mindshield implanted. Use this to your advantage in a revolution to definitively tell who is on your side!
+As a Security Officer, your security HUDglasses can not only see crewmates' job assignments and criminal status, but also if they are mindshield implanted. Use this to your advantage in a revolution to definitively tell who is on your side!
As a Security Officer, mindshield implants can only prevent someone from being turned into a cultist: unlike revolutionaries, it will not de-cult them if they have already been converted.
-As a Security Officer, examining someone while wearing sechuds or HUDsunglasses will let you set their arrest level, which will cause Beepsky and other security bots to chase after them.
-As a Security Officer, you can take out the power cell on your baton to replace it with a better or fully charged one. Just use a screwdriver on your baton to remove the old cell
-As a Security Officer, you can place riot shotguns on your armor, this even works with winter sec coats!
+As a Security Officer, examining someone while wearing your security HUDglasses can allow you to swiftly edit their records and criminal status. Be sure to set someone to WANTED if you can't catch up to them, as it'll alert other officers of who's the bad guy, and cause the little security droids to chase after them for you.
+As a Security Officer, you can take out the power cell on your baton to replace it with a better or fully charged one. Just use a screwdriver on your baton to remove the old cell.
+As a Security Officer, you can just about any firearm on your vest, this even works with other non-standard armor-substitutes like security winter coats!
As the Detective, people leave fingerprints everywhere and on everything. With the exception of white latex, gloves will hide them. All is not lost, however, as gloves leave fibers specific to their kind such as black or nitrile, pointing to a general department.
As the Detective, you can use your forensics scanner from a distance.
-As the Detective, your revolver can be loaded with .357 ammunition obtained from a hacked autolathe. Firing it has a decent chance to blow up your revolver.
+As the Detective, your revolver can be loaded with .357 ammunition. Use a screwdriver to permanently modify your revolver into using this type of ammunition, be warned however, firing it has a decent chance to cause the revolver to misfire and shoot you in the foot.
As the Lawyer, try to negotiate with the Warden if sentences seem too high for the crime.
As the Lawyer, you can try to convince the captain and Head of Security to hold trials for prisoners in the courtroom.
As the Head of Personnel, you are not higher ranking than other heads of staff, even though you are expected to take the Captain's place first should he go missing. If the situation seems too rough for you, consider allowing another head to become temporary Captain.
-As the Head of Personnel, you are just as large a target as the Captain because of the potential power your ID and computer can hand out.
+As the Head of Personnel, you are just as large a target as the Captain because of the potential power your ID and computer can hand out and your comparative vulnerability.
As the Mime, your invisible wall power blocks people as well as projectiles. You can use it in a pinch to delay your pursuer.
-As the Mime, you can use :r and :l to speak through your ventriloquist dummy.
+As the Mime, you can use :r and :l to speak through your ventriloquist dummy. Sadly, this only works if your vow is broken, but at least you don't have to sacrifice your dignity by actually talking.
As the Mime, your oath of silence is your source of power. Breaking it robs you of your powers and of your honor.
+As the Mime, breaking your vow of silence is seen as incredibly dishonorable. Most people will seek to trouble and generally ignore a talking Mime.
As the Clown, if you lose your banana peel, you can still slip people with your PDA! Honk!
As the Clown, eating bananas heals you slightly. Honk!
As the Clown, your Holy Grail is the mineral bananium, which can be given to the Roboticist to build you a fun and robust mech beloved by everyone.
-As the Clown, you can use your stamp on a sheet of cardboard as the first step of making a honkbot. Fun for the whole crew!
-As the Chaplain, your null rod has a lot of functions: it can convert water into holy water, which if spread on the ground prevents wizards from jaunting away, can destroy cultist runes by hitting them, and is a very powerful weapon to boot!
-The Chaplain can bless any container with water by hitting it with their bible. Holy water has a myriad of uses against both cults and large amounts of it are a great contributor to success against them.
-The Chaplain's holy weapon will kill clockwork marauders in two hits.
-As the Chaplain, your bible is also a container that can store small items. Depending on your god, your starting bible may come with a surprise!
-As the Chaplain, you are much more likely to get a response by praying to the gods than most people. To boost your chances, make altars with colorful crayon runes, lit candles, and wire art.
+As the Clown, you can use your stamp on a sheet of flattened cardboard as the first step of making a honkbot. Fun for the whole crew!
+As the Clown, your number one way to win over the crew's favor is by telling jokes and putting forth effort into being comedic. Everyone loves a good clown, but everyone despises a bad one.
+As the Chaplain, your null rod has a lot of functions: while being an incredibly powerful weapon with an array of potential utilities depending upon the skin you chose for it, it also nulls cultist and wizard magic entirely, making you immune to them both and in some cases even harming the caster so long as you keep it in a pocket or in your hands.
+As the Chaplain, you can bless any water container by hitting it with your bible to turn it into holy water. Holy water has a myriad of uses against both cults and large amounts of it are a great contributor to success against them.
+As the Chaplain, your null rod will kill clockwork marauders in two hits while actively hindering their overall combat capabilities just by being nearby to them.
+As the Chaplain, your bible is also a container that can store a singular small item. Depending on your God, your starting bible may come with a surprise!
+As the Chaplain, you are much more likely to get a response by praying to the Gods than most people as your prayers will send a special noise cue directly to them! To further your chances of getting a response even further, pretty up your altar with crayon runes and wire art, and be sure to put a decent amount of effort into your prayers themselves. The Gods don't like lazy bums.
As a Botanist, you can hack the MegaSeed Vendor to get access to more exotic seeds. These seeds can alternatively be ordered from cargo.
As a Botanist, you can mutate the plants growing in your hydroponics trays with unstable mutagen or, as an alternative, crude radioactives from chemistry to get special variations.
-As a Botanist, you should look into increasing the potency of your plants. This increases the size, amount of chemicals, points gained from grinding them in the biogenerator, and lets people know you are a proficient botanist.
-As a Botanist, you can combine production trait chemicals just like a Chemist. Chlorine (blumpkin) + radium and phosphorus (glowshrooms) equals unstable mutagen!
+As a Botanist, you should look into increasing the potency of your plants. This is shown by the size of the plant's sprite, and can increase the amount of chemicals, points gained from grinding them in the biogenerator, and lets people know you are a proficient botanist.
+As a Botanist, you can combine production trait chemicals and mix your own complex chemicals inside of the plants themselves using precursors. Chlorine (blumpkin) + radium and phosphorus (glowshrooms) equals unstable mutagen!
+As a Botanist, earthsblood is an incredibly powerful chemical found in Ambrosia Gaia, it heals all types of damages very rapidly but causes lingering brain damage and has a nasty overdose. You can combine the chemicals from watermelons (water), grass (hydrogen), and cherries (sugar) to mix mannitol in with your earthsblood to completely counteract its main drawback!
+As a Botanist, Ambrosia Gaia is a plant mutated from Ambrosia Deus, which is a plant mutated from Ambrosia Vulgaris. The reagent contained within this plant known as earthsblood can make your trays and soil plots completely self sufficient when a plant containing such reagent is composted into them, meaning they won't need nutrients or water, and they'll automatically kill their own weeds and pests.
As a Cook, you can load your food into snack vending machines.
As a Cook, you can rename your custom made food with a pen.
As a Cook, any food you make will be much healthier than the junk food found in vendors. Having the crew routinely eating from you will provide minor buffs.
-As a Cook, being in the kitchen will make you remember the basics of Close Quarters Cooking. It is highly effective at removing Assistants from your workplace.
+As a Cook, being in the kitchen will make you remember the basics of Close Quarters Cooking (CQC). It is highly effective at removing Assistants from your workplace.
As a Cook, your Kitchenmate can vend out trays that fit on your belt slot. These trays pick up 7 food items at a time and are a quick way to transport large meals.
As a Cook, the advanced roasting stick is used to cook food at a distance, and can be used on SME, singularity, and other objects that cook food normally.
+As a Cook, the deep frier is a tool which can turn very large quantities of seemingly useless objects into food, albeit nutritionally poor and awful tasting food, but hey, food is food.
As the Bartender, the drinks you start with only give you the basics. If you want more advanced mixtures, look into working with chemistry, hydroponics, or even mining for things to grind up and throw in!
-As the Bartender, you can use a circular saw on your shotgun to make it easier to store.
-As a Janitor, if someone steals your janicart, you can instead use your space cleaner spray, grenades, water sprayer, exact bloody revenge or order another from Cargo.
+As the Bartender, you can use a circular saw on your shotgun to make it easier to store. Make sure to empty them prior lest you blast yourself in the face!
+As a Janitor, if someone steals your janicart, you can instead use your spray bottles, soap, and arsenal of slippery objects to exact your bloody revenge.. ..or just order another one from Cargo.
As a Janitor, the trash bag can be used to hold more than trash. Tools, medical equipment, smuggled nuclear disks... You name it!
-As a Janitor, mousetraps can be used to create bombs or booby-trap containers.
-Beware the Curator, for they are not completely defenseless. The curator's whip always disarms people, their laser pointer can blind humans and cyborgs, and can hide items in wirecut books.
+As a Janitor, mousetraps can be used as bomb triggers to booby-trap containers.
+As the Curator, for what it's worth, your toys and position are fairly robust. You can order a claymore, a whip, or a free space suit all at roundstart. The claymore is fairly underwhelming, however the whip is an incredibly robust weapon capable of always disarming, and that space suit is also better than the ones in EVA.
As the Curator, be sure to keep the shelves stocked and the library clean for crew.
As a Cargo Technician, you can hack MULEbots to make them faster, run over people in their way, and even let you ride them!
As a Cargo Technician, you can order contraband items from the supply shuttle console by de-constructing it and using a multitool on the circuit board, the re-assembling it.
As a Cargo Technician, you can earn more cargo points by shipping back crates from maintenance, liquid containers, plasma sheets, rare seeds from hydroponics, and more!
As a Cargo Technician, you get 400 points per packet! Stamp the manifest and sending back the crate will give you 200 points for the paperwork and 200 points for the crate!
-As a Cargo Technician, paperwork is an alternative option to shipping off plasma sheets and other goods. Order Paperwork crates and go into the crafting menu to turn pens and undone paper work into completed grant paper work to get 50 points per sheet!
+As a Cargo Technician, paperwork and glass blowing are alternative options to shipping off plasma sheets and other goods. Order their respective kits and get to work! Paperwork can be done quickly via the crafting menu for a quick buck, while glass blowing is much more lucrative, but may require some more effort and time.
As the Quartermaster, be sure to check the manifests on crates you receive to make sure all the info is correct. If there's a mistake, stamp the manifest DENIED and send it back in a crate with the items untouched for a refund!
As the Quartermaster, you can construct an express supply console that instantly delivers crates by drop pod. The impact will cause a small explosion as well.
As a Shaft Miner, the northern side of Lavaland has a lot more rare minerals than on the south.
@@ -177,25 +187,25 @@ As a Shaft Miner, every monster on Lavaland has a pattern you can exploit to min
As a Shaft Miner, you can harvest goliath plates from goliaths and upgrade your explorer's suit, mining hardsuits as well as Firefighter APLUs with them, greatly reducing incoming melee damage.
As a Shaft Miner, always have a GPS on you, so a fellow miner or cyborg can come to save you if you die.
As a Shaft Miner, you can craft a variety of equipment from the local fauna. Bone axes, lava boats and ash drake armour are just a few of them!
-As a Traitor, the cryptographic sequencer (emag) can not only open doors, but also lockers, crates, APCs and more. It can hack cyborgs, and even cause bots to go berserk. Use it on the right machines, and you can even order more traitor gear or contact the Syndicate. Experiment!
+As a Traitor, the cryptographic sequencer (emag) can not only open doors, but also lockers, crates, APCs and more. It can hack cyborgs, and even cause bots to go berserk. Use it on the right machines, and you may just be able to create some difficult to obtain substances, or contact your employers to request special objectives! Experiment!
As a Traitor, subverting the AI to serve you can make it an extremely powerful ally. However, be careful of the wording in the laws you give it, as it may use your poorly written laws against you!
As a Traitor, the Captain and the Head of Security are two of the most difficult to kill targets on the station. If either one is your target, plan carefully.
-As a Traitor, you can manufacture and recycle revolver bullets at a hacked autolathe, making the revolver an extremely powerful tool.
+As a Traitor, you can manufacture and recycle revolver bullets at a hacked autolathe, making the revolver an extremely powerful tool if you manage to nab an autolathe for yourself.
As a Traitor, you may sometimes be assigned to hunt other traitors, and in turn be hunted by others.
As a Traitor, the syndicate encryption key is very useful for coordinating plans with your fellow traitors -- or, of course, betraying them.
As a Traitor, plasma can be injected into many things to sabotage them. Power cells, light bulbs, cigars and e-cigs will all explode when used.
As a Nuclear Operative, communication is key! Use :t or :h to speak to your fellow operatives and coordinate an attack plan.
-As a Nuclear Operative, you should look into purchasing a syndicate cyborg, as they can provide heavy fire support, full access, are immune to conventional stuns, and can easily take down the AI.
+As a Nuclear Operative, you should look into purchasing one of the three Syndicate cyborgs in your uplink, as they can provide useful tactical support, function as walking access machines, are immune to conventional stuns, and can easily take down the AI.
As a Nuclear Operative, stick together! While your equipment is robust, your fellow operatives are much better at saving your life: they can drag you away from danger while stunned and provide cover fire.
As a Nuclear Operative, you might end up in a situation where the AI has bolted you into a room. Having some spare C4 in your pocket can save your life.
As a Monkey, you can crawl through air or scrubber vents by alt+left clicking them. You must drop everything you are wearing and holding to do this, however.
As a Monkey, you can still wear a few human items, such as backpacks, gas masks and hats, and still have two free hands.
As the Malfunctioning AI, you can shunt to an APC if the situation gets bad. This disables your doomsday device if it is active.
-As the Malfunctioning AI, you should either order your cyborgs to dismantle the robotics console or blow it up yourself in order to protect them.
+As the Malfunctioning AI, you should either order your cyborgs to dismantle the robotics console or blow it up yourself in order to protect them. Do note that this will prevent you from hacking any cyborg made in the future.
As the Malfunctioning AI, look into flooding the station with plasma fires to kill off large portions of the crew, letting you pick off the remaining few with space suits who escaped.
-Xenomorphs? Science can craft deadly tech shells like pulse slugs and laser scatter shot that are highly effective against any alien threat.
-When fighting aliens, it can be a good idea to turn off the gravity due to the alien's lack of zero-gravity control.
-When fighting xenomorph aliens, consider a shield. Shields can block their pounces and be worn on the back, but beware of neurotoxin.
+Xenomorphs? Any source of burn damage severely harms them. Science can craft deadly tech shells like pulse slugs and laser scatter shot that are highly effective against any alien threat.
+When fighting Aliens, it can be a good idea to turn off the gravity due to the every caste of alien's lack of zero-gravity control, especially Hunters and Drones, which are completely and utterly helpless.
+When fighting Aliens, consider a shield. A raised shield can halt their attempts to slash at you, and their disarms will always remove an item in your hand before knocking you over, always having something in your hand, no matter how small or worthless, can save your life.
As an Alien, your melee prowess is unmatched, but your ranged abilities are sorely lacking. Make use of corners to force a melee confrontation!
As an Alien, you take double damage from all burn attacks, such as lasers, welding tools, and fires. Furthermore, fire can destroy your resin and eggs. Expose areas to space to starve away any flamethrower fires before they can do damage!
As an Alien, resin floors not only regenerate your plasma supply, but also passively heal you. Fight on resin floors to gain a home turf advantage!
@@ -212,6 +222,7 @@ As the Blob, you can produce a Blobbernaut from a factory for 40 resources. Blob
As the Blob, you can expand by clicking, create strong blobs with ctrl-click, rally spores with middle-click, and remove blobs with alt-click. You do not need to have your camera over the tile to do this.
As the Blob, removing strong blobs, resource nodes, factories, and nodes will give you 4, 15, 25, and 25 resources back, respectively.
As the Blob, talking will send a message to all other overminds and all Blobbernauts, allowing you to direct attacks and coordinate.
+As the Blob, always make sure where you land is where you want to be, as it is very unlikely you will be getting too far away from it. Land in key points like the armory or the medical bay to immediately cripple the crew before they even find out you exist. Of course, always take into mind if being immediately discovered may outweight the benefits, and stick to maintenance close to these key points of interest to you.
As a Blobbernaut, you can communicate with overminds and other Blobbernauts via :b.
As a Blobbernaut, your HUD shows your health and the core health of the overmind that created you.
As a Revolutionary, you cannot convert a head of staff or someone who has a mindshield implant, such as a security officer or those they implant. Implants can however be surgically removed, and do not carry over with cloning. Take control of medbay to keep control of conversions!
@@ -220,6 +231,10 @@ As a Revolutionary, cargo can be your best friend or your worst nightmare. In th
As a Revolutionary, your main power comes from how quickly you spread. Convert people as fast as you can and overwhelm the heads of staff before security can arm up.
As a Changeling, the Extract DNA sting counts for your genome absorb objective, but does not let you respec your powers.
As a Changeling, you can absorb someone by strangling them and using the Absorb verb; this gives you the ability to rechoose your powers, the DNA of whoever you absorbed, the memory of the absorbed, and some samples of things the absorbed said.
+As a Changeling, absorbing someone will give you their full memory. This can include things such as a Traitor's uplink, thus absorbing one will allow you to access the Traitor uplink and buy toys for your Changeling self to abuse.
+As a Changeling, absorbing another Changeling will permanently boost your chemical reserve, allow you to pick more abilities, and make the victim unable to revive. Be careful when exposing your identity to other Changelings, as they may be out of those wonderful benefits.
+As a Changeling, BZ gas will dramatically slow down or even halt your natural chemical regeneration, be sure to avoid it at all costs as some lunatics may try and flood portions of the station to deal with you.
+As a Changeling, death is not the end for you! You can revive after two minutes from being dead by triggering your stasis ability, and then waiting for the prompt to resurrect yourself to show up.
As a Cultist, do not cause too much chaos before your objective is completed. If the shuttle gets called too soon, you may not have enough time to win.
As a Cultist, your team starts off very weak, but if necessary can quickly convert everything they have into raw power. Make sure you have the numbers and equipment to support going loud, or the cult will fall flat on its face.
As a Cultist, the Blood Boil rune will deal massive amounts of brute damage to non-cultists, stamina damage to Ratvarian scum, and some damage to fellow cultists of Nar-Sie nearby, but will create a fire where the rune stands on use.
@@ -239,9 +254,10 @@ You can deconvert Cultists of Nar-Sie and Servants of Ratvar by feeding them lar
Tiles sprayed with holy water will permanently block Servants of Ratvar from teleporting onto them.
As a Wizard, you can turn people to stone, then animate the resulting statue with a staff of animation to create an extremely powerful minion, for all of 5 minutes at least.
As a Wizard, the fireball spell performs very poorly at close range, as it can easily catch you in the blast. It is best used as a form of artillery down long hallways.
-As a Wizard, summoning guns will turn a large portion of the crew against themselves, but will also give everyone anything from a pea shooter to a BFG 9000. Use at your own risk!
+As a Wizard, summoning guns will turn a large portion of the crew against themselves, but will also give everyone anything from a energy pistol to a pulse rifle. Use at your own risk!
As a Wizard, the staff of chaos can fire any type of bolts from the magical wands. This can range from bolts of instant death to healing or reviving someone.
As a Wizard, most spells become unusable if you are not wearing your robe, hat, and sandals.
+As a Wizard, it's advisable that you don't dump all of your limited spell points into solely offensive spells, if you can't defend yourself then you're sure to get dunked.
As an Abductor, you can select where your victims will be sent on the ship control console.
As an Abductor Agent, the combat mode vest has much higher resistance to every kind of weapon, and your helmet prevents the AI from tracking you.
As an Abductor, the baton can cycle between four modes: stun, sleep, cuff and probe.
@@ -260,6 +276,7 @@ As a Drone, you can ping other drones to alert them of areas in the station in n
As a Drone, you can repair yourself by using a screwdriver on yourself and standing still!
As a Ghost, you can see the inside of a container on the ground by clicking on it.
As a Ghost, you can double click on just about anything to follow it. Or just warp around!
+As a Ghost, there's a button in the OOC tab labeled Observe, it lets you see through someone's eyes as if you were the one who's playing them.
As a Devil, you gain power for every three souls you control, however you also become more obvious.
As a Devil, as long as you control at least one other soul, you will automatically resurrect, as long as a banishment ritual is not performed.
At which time a Devil's nameth is spake on the tongue of man, the Devil may appeareth.
@@ -268,9 +285,10 @@ When hacking doors, cutting and mending the "test light wire" will restore power
When hacking, remote singulars pulse when attached to a wire and pinged. This can allow you to hack things or set traps from far away.
When crafting most items, you can either manually combine parts or use the crafting menu.
Suit storage units not only remove blood and dirt from clothing, but also radiation!
+Suit storage units entirely purge radiation from any carbon mob put inside of them when cycling, at the cost of some horrific burns, this is a very effective strategy to clean someone up after they bathed in the engine.
Remote devices will work when used through cameras. For example: Bluespace RPEDs and door remotes.
Laser pointers can be upgraded by replacing its micro laser with a better one from RnD! Use a screwdriver on it to remove the old laser. Upgrading the laser pointer gives you better odds of stunning a cyborg, and even blinding people with sunglasses.
-Being out of combat mode makes makes you deal less damage to people and objects when attacking.
-Resting makes you deal less damage to people and objects when attacking.
+Being out of combat mode makes makes you deal less damage to people and objects when attacking. This stacks with the penalty incurred by resting.
+Resting makes you deal less damage to people and objects when attacking. This stacks with the penalty incurred by being out of combat mode.
You do not regenerate as much stamina while in combat mode. Resting (being on the ground) makes you regenerate stamina faster.
Remember to be in combat mode while in combat, as otherwise you will be penalized by taking more incoming damage and dealing less damage to your adversary.
diff --git a/strings/traumas.json b/strings/traumas.json
index f461c5f5fd..58170bd55a 100644
--- a/strings/traumas.json
+++ b/strings/traumas.json
@@ -125,13 +125,13 @@
";chemist can u @pick(create_verbs) holy @pick(mellens) for @pick(s_roles)???!!",
"@pick(semicolon) LIZZARRD SPEAKIGN IN EVIL BULL LANGUAGE SCI!!",
"@pick(semicolon)POST REBOOT MESSAGE LOLOL FUCK FUCK FUCK YOU",
- "@pick(semicolon)so, i was trying to talk to someone on rp today, and then a mime walks up and pies them in the face along with some other prankster--i thought that mimes and clowns are supposed to be hired to entertain not to be a nuisance, and that if entertainment comes at someone elses expense then it's not supposed to be done. is that enough to like submit a player complaint or some shit or am i just being petty?",
"@pick(semicolon)*nya",
"@pick(semicolon)*awoo",
"@pick(semicolon)*merp",
"@pick(semicolon)*weh",
"@pick(semicolon)My balls finally feel full, again.",
- "@pick(semicolon)Assaltign a sec osficer aren't crime if ur @pick(roles)"
+ "@pick(semicolon)Assaltign a sec osficer aren't crime if ur @pick(roles)",
+ ";SEC I SPILED MU JICE HELELPH HELPJ JLEP HELP"
],
"mutations": [
diff --git a/strings/wounds/bone_scar_desc.json b/strings/wounds/bone_scar_desc.json
new file mode 100644
index 0000000000..3540547c4a
--- /dev/null
+++ b/strings/wounds/bone_scar_desc.json
@@ -0,0 +1,26 @@
+{
+ "generic": ["general disfigurement"],
+
+ "bluntmoderate": [
+ "the bone equivalent of a faded bruise",
+ "a series of tiny chip marks"
+ ],
+
+ "bluntsevere": [
+ "a series of faded hairline cracks",
+ "a small bone dent"
+ ],
+
+ "bluntcritical": [
+ "large streaks of refilled cracks",
+ "a fractal of reformed stress marks",
+ "a cluster of calluses"
+ ],
+
+ "dismember": [
+ "is slightly misaligned",
+ "has clearly been dropped recently",
+ "has a damaged socket"
+ ]
+
+}
\ No newline at end of file
diff --git a/strings/wounds/flesh_scar_desc.json b/strings/wounds/flesh_scar_desc.json
new file mode 100644
index 0000000000..fb2b927a30
--- /dev/null
+++ b/strings/wounds/flesh_scar_desc.json
@@ -0,0 +1,86 @@
+{
+ "generic": ["general disfigurement"],
+
+ "bluntmoderate": [
+ "light discoloring",
+ "a slight blue tint"
+ ],
+
+ "bluntsevere": [
+ "a faded, fist-sized bruise",
+ "a vaguely triangular peel scar"
+ ],
+
+ "bluntcritical": [
+ "a section of janky skin lines and badly healed scars",
+ "a large patch of uneven skin tone",
+ "a cluster of calluses"
+ ],
+
+
+
+ "slashmoderate": [
+ "light, faded lines",
+ "minor cut marks",
+ "a small faded slit",
+ "a series of small scars"
+ ],
+
+ "slashsevere": [
+ "a twisted line of faded gashes",
+ "a gnarled sickle-shaped slice scar"
+ ],
+
+ "slashcritical": [
+ "a winding path of very badly healed scar tissue",
+ "a series of peaks and valleys along a gruesome line of cut scar tissue",
+ "a grotesque snake of indentations and stitching scars"
+ ],
+
+
+
+ "piercemoderate": [
+ "a small, faded bruise",
+ "a small twist of reformed skin",
+ "a thumb-sized puncture scar"
+ ],
+
+ "piercesevere": [
+ "an ink-splat shaped pocket of scar tissue",
+ "a long-faded puncture wound",
+ "a tumbling puncture hole with evidence of faded stitching"
+ ],
+
+ "piercecritical": [
+ "a rippling shockwave of scar tissue",
+ "a wide, scattered cloud of shrapnel marks",
+ "a gruesome multi-pronged puncture scar"
+ ],
+
+
+
+ "burnmoderate": [
+ "small amoeba-shaped skinmarks",
+ "a faded streak of depressed skin"
+ ],
+
+ "burnsevere": [
+ "a large, jagged patch of faded skin",
+ "random spots of shiny, smooth skin",
+ "spots of taut, leathery skin"
+ ],
+
+ "burncritical": [
+ "massive, disfiguring keloid scars",
+ "several long streaks of badly discolored and malformed skin",
+ "unmistakeable splotches of dead tissue from serious burns"
+ ],
+
+
+ "dismember": [
+ "is several skintone shades paler than the rest of the body",
+ "is a gruesome patchwork of artificial flesh",
+ "has a large series of attachment scars at the articulation points"
+ ]
+
+}
\ No newline at end of file
diff --git a/strings/wounds/scar_loc.json b/strings/wounds/scar_loc.json
new file mode 100644
index 0000000000..f721294925
--- /dev/null
+++ b/strings/wounds/scar_loc.json
@@ -0,0 +1,52 @@
+{
+ "": ["general area"],
+
+ "head": [
+ "left eyebrow",
+ "cheekbone",
+ "neck",
+ "throat",
+ "jawline",
+ "entire face"
+ ],
+
+ "chest": [
+ "upper chest",
+ "lower abdomen",
+ "midsection",
+ "collarbone",
+ "lower back"
+ ],
+
+ "l_arm": [
+ "outer left forearm",
+ "inner left wrist",
+ "left elbow",
+ "left bicep",
+ "left shoulder"
+ ],
+
+ "r_arm": [
+ "outer right forearm",
+ "inner right wrist",
+ "right elbow",
+ "right bicep",
+ "right shoulder"
+ ],
+
+ "l_leg": [
+ "inner left thigh",
+ "outer left calf",
+ "outer left hip",
+ "left kneecap",
+ "lower left shin"
+ ],
+
+ "r_leg": [
+ "inner right thigh",
+ "outer right calf",
+ "outer right hip",
+ "right kneecap",
+ "lower right shin"
+ ]
+}
\ No newline at end of file
diff --git a/tgstation.dme b/tgstation.dme
index a63d1db60a..4784fb3d32 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -47,6 +47,7 @@
#include "code\__DEFINES\dynamic.dm"
#include "code\__DEFINES\economy.dm"
#include "code\__DEFINES\events.dm"
+#include "code\__DEFINES\exosuit_fabs.dm"
#include "code\__DEFINES\exports.dm"
#include "code\__DEFINES\fantasy_affixes.dm"
#include "code\__DEFINES\food.dm"
@@ -61,6 +62,7 @@
#include "code\__DEFINES\language.dm"
#include "code\__DEFINES\layers_planes.dm"
#include "code\__DEFINES\lighting.dm"
+#include "code\__DEFINES\loadout.dm"
#include "code\__DEFINES\logging.dm"
#include "code\__DEFINES\machines.dm"
#include "code\__DEFINES\maps.dm"
@@ -200,6 +202,7 @@
#include "code\_globalvars\lists\client.dm"
#include "code\_globalvars\lists\flavor_misc.dm"
#include "code\_globalvars\lists\keybindings.dm"
+#include "code\_globalvars\lists\loadout_categories.dm"
#include "code\_globalvars\lists\maintenance_loot.dm"
#include "code\_globalvars\lists\mapping.dm"
#include "code\_globalvars\lists\medals.dm"
@@ -232,6 +235,7 @@
#include "code\_onclick\hud\alien_larva.dm"
#include "code\_onclick\hud\blob_overmind.dm"
#include "code\_onclick\hud\blobbernauthud.dm"
+#include "code\_onclick\hud\clockwork_marauder.dm"
#include "code\_onclick\hud\constructs.dm"
#include "code\_onclick\hud\credits.dm"
#include "code\_onclick\hud\devil.dm"
@@ -377,6 +381,7 @@
#include "code\datums\explosion.dm"
#include "code\datums\forced_movement.dm"
#include "code\datums\holocall.dm"
+#include "code\datums\http.dm"
#include "code\datums\hud.dm"
#include "code\datums\mind.dm"
#include "code\datums\mutable_appearance.dm"
@@ -426,10 +431,12 @@
#include "code\datums\components\field_of_vision.dm"
#include "code\datums\components\footstep.dm"
#include "code\datums\components\fried.dm"
+#include "code\datums\components\gps.dm"
#include "code\datums\components\identification.dm"
#include "code\datums\components\igniter.dm"
#include "code\datums\components\infective.dm"
#include "code\datums\components\jousting.dm"
+#include "code\datums\components\killerqueen.dm"
#include "code\datums\components\knockback.dm"
#include "code\datums\components\knockoff.dm"
#include "code\datums\components\lifesteal.dm"
@@ -668,7 +675,9 @@
#include "code\datums\wounds\_wounds.dm"
#include "code\datums\wounds\bones.dm"
#include "code\datums\wounds\burns.dm"
-#include "code\datums\wounds\cuts.dm"
+#include "code\datums\wounds\loss.dm"
+#include "code\datums\wounds\pierce.dm"
+#include "code\datums\wounds\slash.dm"
#include "code\game\alternate_appearance.dm"
#include "code\game\atoms.dm"
#include "code\game\atoms_movable.dm"
@@ -970,6 +979,7 @@
#include "code\game\objects\items\AI_modules.dm"
#include "code\game\objects\items\airlock_painter.dm"
#include "code\game\objects\items\apc_frame.dm"
+#include "code\game\objects\items\armor_kits.dm"
#include "code\game\objects\items\balls.dm"
#include "code\game\objects\items\binoculars.dm"
#include "code\game\objects\items\blueprints.dm"
@@ -1399,6 +1409,7 @@
#include "code\modules\antagonists\abductor\equipment\abduction_outfits.dm"
#include "code\modules\antagonists\abductor\equipment\abduction_surgery.dm"
#include "code\modules\antagonists\abductor\equipment\gland.dm"
+#include "code\modules\antagonists\abductor\equipment\orderable_gear.dm"
#include "code\modules\antagonists\abductor\equipment\glands\access.dm"
#include "code\modules\antagonists\abductor\equipment\glands\blood.dm"
#include "code\modules\antagonists\abductor\equipment\glands\chem.dm"
@@ -1516,6 +1527,7 @@
#include "code\modules\antagonists\clockcult\clock_effects\servant_blocker.dm"
#include "code\modules\antagonists\clockcult\clock_effects\spatial_gateway.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\clock_powerdrain.dm"
+#include "code\modules\antagonists\clockcult\clock_helpers\clock_rites.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\component_helpers.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\fabrication_helpers.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\hierophant_network.dm"
@@ -1523,6 +1535,7 @@
#include "code\modules\antagonists\clockcult\clock_helpers\ratvarian_language.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\scripture_checks.dm"
#include "code\modules\antagonists\clockcult\clock_helpers\slab_abilities.dm"
+#include "code\modules\antagonists\clockcult\clock_items\clock_augments.dm"
#include "code\modules\antagonists\clockcult\clock_items\clock_components.dm"
#include "code\modules\antagonists\clockcult\clock_items\clockwork_armor.dm"
#include "code\modules\antagonists\clockcult\clock_items\clockwork_slab.dm"
@@ -1534,6 +1547,7 @@
#include "code\modules\antagonists\clockcult\clock_items\soul_vessel.dm"
#include "code\modules\antagonists\clockcult\clock_items\wraith_spectacles.dm"
#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\_call_weapon.dm"
+#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\brass_claw.dm"
#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_shield.dm"
#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_spear.dm"
#include "code\modules\antagonists\clockcult\clock_mobs\_eminence.dm"
@@ -1541,6 +1555,7 @@
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_applications.dm"
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_cyborg.dm"
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_drivers.dm"
+#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_judgement.dm"
#include "code\modules\antagonists\clockcult\clock_scriptures\scripture_scripts.dm"
#include "code\modules\antagonists\clockcult\clock_structures\_trap_object.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ark_of_the_clockwork_justicar.dm"
@@ -1549,6 +1564,7 @@
#include "code\modules\antagonists\clockcult\clock_structures\heralds_beacon.dm"
#include "code\modules\antagonists\clockcult\clock_structures\mania_motor.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ocular_warden.dm"
+#include "code\modules\antagonists\clockcult\clock_structures\prolonging_prism.dm"
#include "code\modules\antagonists\clockcult\clock_structures\ratvar_the_clockwork_justicar.dm"
#include "code\modules\antagonists\clockcult\clock_structures\reflector.dm"
#include "code\modules\antagonists\clockcult\clock_structures\stargazer.dm"
@@ -2258,6 +2274,7 @@
#include "code\modules\language\swarmer.dm"
#include "code\modules\language\sylvan.dm"
#include "code\modules\language\vampiric.dm"
+#include "code\modules\language\voltaic.dm"
#include "code\modules\language\xenocommon.dm"
#include "code\modules\library\lib_codex_gigas.dm"
#include "code\modules\library\lib_items.dm"
@@ -2272,6 +2289,11 @@
#include "code\modules\lighting\lighting_setup.dm"
#include "code\modules\lighting\lighting_source.dm"
#include "code\modules\lighting\lighting_turf.dm"
+#include "code\modules\mafia\_defines.dm"
+#include "code\modules\mafia\controller.dm"
+#include "code\modules\mafia\map_pieces.dm"
+#include "code\modules\mafia\outfits.dm"
+#include "code\modules\mafia\roles.dm"
#include "code\modules\mapping\map_config.dm"
#include "code\modules\mapping\map_orientation_pattern.dm"
#include "code\modules\mapping\map_template.dm"
@@ -2486,6 +2508,7 @@
#include "code\modules\mob\living\carbon\human\species_types\corporate.dm"
#include "code\modules\mob\living\carbon\human\species_types\dullahan.dm"
#include "code\modules\mob\living\carbon\human\species_types\dwarves.dm"
+#include "code\modules\mob\living\carbon\human\species_types\ethereal.dm"
#include "code\modules\mob\living\carbon\human\species_types\felinid.dm"
#include "code\modules\mob\living\carbon\human\species_types\flypeople.dm"
#include "code\modules\mob\living\carbon\human\species_types\furrypeople.dm"
@@ -2599,6 +2622,7 @@
#include "code\modules\mob\living\simple_animal\friendly\penguin.dm"
#include "code\modules\mob\living\simple_animal\friendly\pet.dm"
#include "code\modules\mob\living\simple_animal\friendly\plushie.dm"
+#include "code\modules\mob\living\simple_animal\friendly\possum.dm"
#include "code\modules\mob\living\simple_animal\friendly\sloth.dm"
#include "code\modules\mob\living\simple_animal\friendly\snake.dm"
#include "code\modules\mob\living\simple_animal\friendly\drone\_drone.dm"
@@ -2706,6 +2730,7 @@
#include "code\modules\mob\living\simple_animal\slime\slime_mobility.dm"
#include "code\modules\mob\living\simple_animal\slime\subtypes.dm"
#include "code\modules\modular_computers\laptop_vendor.dm"
+#include "code\modules\modular_computers\computers\_modular_computer_shared.dm"
#include "code\modules\modular_computers\computers\item\computer.dm"
#include "code\modules\modular_computers\computers\item\computer_components.dm"
#include "code\modules\modular_computers\computers\item\computer_damage.dm"
@@ -2726,13 +2751,16 @@
#include "code\modules\modular_computers\file_system\programs\airestorer.dm"
#include "code\modules\modular_computers\file_system\programs\alarm.dm"
#include "code\modules\modular_computers\file_system\programs\arcade.dm"
+#include "code\modules\modular_computers\file_system\programs\atmosscan.dm"
#include "code\modules\modular_computers\file_system\programs\card.dm"
+#include "code\modules\modular_computers\file_system\programs\cargobounty.dm"
#include "code\modules\modular_computers\file_system\programs\configurator.dm"
+#include "code\modules\modular_computers\file_system\programs\crewmanifest.dm"
#include "code\modules\modular_computers\file_system\programs\file_browser.dm"
+#include "code\modules\modular_computers\file_system\programs\jobmanagement.dm"
#include "code\modules\modular_computers\file_system\programs\ntdownloader.dm"
#include "code\modules\modular_computers\file_system\programs\ntmonitor.dm"
#include "code\modules\modular_computers\file_system\programs\ntnrc_client.dm"
-#include "code\modules\modular_computers\file_system\programs\nttransfer.dm"
#include "code\modules\modular_computers\file_system\programs\powermonitor.dm"
#include "code\modules\modular_computers\file_system\programs\radar.dm"
#include "code\modules\modular_computers\file_system\programs\robocontrol.dm"
@@ -3065,6 +3093,7 @@
#include "code\modules\research\research_disk.dm"
#include "code\modules\research\server.dm"
#include "code\modules\research\stock_parts.dm"
+#include "code\modules\research\anomaly\anomaly_core.dm"
#include "code\modules\research\designs\AI_module_designs.dm"
#include "code\modules\research\designs\autobotter_designs.dm"
#include "code\modules\research\designs\autoylathe_designs.dm"
@@ -3302,6 +3331,7 @@
#include "code\modules\surgery\plastic_surgery.dm"
#include "code\modules\surgery\prosthetic_replacement.dm"
#include "code\modules\surgery\remove_embedded_object.dm"
+#include "code\modules\surgery\repair_puncture.dm"
#include "code\modules\surgery\surgery.dm"
#include "code\modules\surgery\surgery_step.dm"
#include "code\modules\surgery\tools.dm"
@@ -3346,15 +3376,14 @@
#include "code\modules\tgs\includes.dm"
#include "code\modules\tgui\external.dm"
#include "code\modules\tgui\states.dm"
-#include "code\modules\tgui\subsystem.dm"
#include "code\modules\tgui\tgui.dm"
+#include "code\modules\tgui\tgui_window.dm"
#include "code\modules\tgui\states\admin.dm"
#include "code\modules\tgui\states\always.dm"
#include "code\modules\tgui\states\conscious.dm"
#include "code\modules\tgui\states\contained.dm"
#include "code\modules\tgui\states\deep_inventory.dm"
#include "code\modules\tgui\states\default.dm"
-#include "code\modules\tgui\states\default_contained.dm"
#include "code\modules\tgui\states\hands.dm"
#include "code\modules\tgui\states\human_adjacent.dm"
#include "code\modules\tgui\states\inventory.dm"
diff --git a/tgui/.eslintrc.yml b/tgui/.eslintrc.yml
index 67e74085c7..9fd4db9fd2 100644
--- a/tgui/.eslintrc.yml
+++ b/tgui/.eslintrc.yml
@@ -8,6 +8,8 @@ env:
es6: true
browser: true
node: true
+globals:
+ Byond: readonly
plugins:
- react
settings:
@@ -388,7 +390,7 @@ rules:
## Enforce a particular style for multiline comments
# multiline-comment-style: error
## Enforce newlines between operands of ternary expressions
- multiline-ternary: [error, always-multiline]
+ # multiline-ternary: [error, always-multiline]
## Require constructor names to begin with a capital letter
# new-cap: error
## Enforce or disallow parentheses when invoking a constructor with no
diff --git a/tgui/.gitattributes b/tgui/.gitattributes
index 0016cc3bf6..9382416e69 100644
--- a/tgui/.gitattributes
+++ b/tgui/.gitattributes
@@ -2,9 +2,18 @@
## Enforce text mode and LF line breaks
*.js text eol=lf
+*.jsx text eol=lf
+*.ts text eol=lf
+*.tsx text eol=lf
*.css text eol=lf
+*.scss text eol=lf
*.html text eol=lf
*.json text eol=lf
+*.yml text eol=lf
+*.md text eol=lf
+*.bat text eol=lf
+yarn.lock text eol=lf
+bin/tgui text eol=lf
## Treat bundles as binary and ignore them during conflicts
*.bundle.* binary merge=tgui-merge-bundle
diff --git a/tgui/README.md b/tgui/README.md
index 5ddeb18fdd..9eab0196de 100644
--- a/tgui/README.md
+++ b/tgui/README.md
@@ -67,8 +67,9 @@ Run one of the following:
game as you code it. Very useful, highly recommended.
- In order to use it, you should start the game server first, connect to it
and wait until the world has been properly loaded and you are no longer
- in the lobby. Start tgui dev server. You'll know that it's hooked correctly
- if data gets dumped to the log when tgui windows are opened.
+ in the lobby. Start tgui dev server, and once it has finished building,
+ press F5 on any tgui window. You'll know that it's hooked correctly if
+ you see a green bug icon in titlebar and data gets dumped to the console.
- `bin/tgui --dev --reload` - reload byond cache once.
- `bin/tgui --dev --debug` - run server with debug logging enabled.
- `bin/tgui --dev --no-hot` - disable hot module replacement (helps when
@@ -134,11 +135,11 @@ logs and time spent on rendering. Use this information to optimize your
code, and try to keep re-renders below 16ms.
**Kitchen Sink.**
-Press `Ctrl+Alt+=` to open the KitchenSink interface. This interface is a
+Press `F12` to open the KitchenSink interface. This interface is a
playground to test various tgui components.
**Layout Debugger.**
-Press `Ctrl+Alt+-` to toggle the *layout debugger*. It will show outlines of
+Press `F11` to toggle the *layout debugger*. It will show outlines of
all tgui elements, which makes it easy to understand how everything comes
together, and can reveal certain layout bugs which are not normally visible.
@@ -180,8 +181,11 @@ See: [Component Reference](docs/component-reference.md).
## License
-All code is licensed with the parent license of *tgstation*, **AGPL-3.0**.
+Source code is covered by /tg/station's parent license - **AGPL-3.0**
+(see the main [README](../README.md)), unless otherwise indicated.
-See the main [README](../README.md) for more details.
+Some files are annotated with a copyright header, which explicitly states
+the copyright holder and license of the file. Most of the core tgui
+source code is available under the **MIT** license.
The Authors retain all copyright to their respective work here submitted.
diff --git a/tgui/bin/tgui b/tgui/bin/tgui
index eb1f200b31..97a86159e6 100755
--- a/tgui/bin/tgui
+++ b/tgui/bin/tgui
@@ -52,6 +52,7 @@ task-dev-server() {
task-eslint() {
cd "${base_dir}"
eslint ./packages "${@}"
+ echo "tgui: eslint check passed"
}
## Mr. Proper
@@ -153,6 +154,13 @@ if [[ ${1} == '--lint-harder' ]]; then
exit 0
fi
+if [[ ${1} == '--fix' ]]; then
+ shift 1
+ task-install
+ task-eslint --fix "${@}"
+ exit 0
+fi
+
## Analyze the bundle
if [[ ${1} == '--analyze' ]]; then
task-install
diff --git a/tgui/docs/component-reference.md b/tgui/docs/component-reference.md
index a2a0066a70..ff1b4e7dfd 100644
--- a/tgui/docs/component-reference.md
+++ b/tgui/docs/component-reference.md
@@ -30,6 +30,8 @@ Make sure to add new items to this list if you document new components.
- [`Icon`](#icon)
- [`Input`](#input)
- [`Knob`](#knob)
+ - [`LabeledControls`](#labeledcontrols)
+ - [`LabeledControls.Item`](#labeledcontrolsitem)
- [`LabeledList`](#labeledlist)
- [`LabeledList.Item`](#labeledlistitem)
- [`LabeledList.Divider`](#labeledlistdivider)
@@ -239,7 +241,7 @@ A ghetto checkbox, made entirely using existing Button API.
### `Button.Confirm`
-A button with a an extra confirmation step, using native button component.
+A button with an extra confirmation step, using native button component.
**Props:**
@@ -273,11 +275,11 @@ interface.
Example (button):
-```
+```jsx
@@ -285,11 +287,10 @@ Example (button):
Example (map):
-```
+```jsx
```
@@ -584,6 +585,24 @@ the input, or successfully enter a number.
- `onDrag: (e, value) => void` - An event, which fires about every 500ms
when you drag the input up and down, on release and on manual editing.
+### `LabeledControls`
+
+LabeledControls is a horizontal grid, that is designed to hold various
+controls, like [Knobs](#knob) or small [Buttons](#button). Every item in
+this grid is labeled at the bottom.
+
+**Props:**
+
+- See inherited props: [Box](#box)
+- `children: LabeledControls.Item` - Items to render.
+
+### `LabeledControls.Item`
+
+**Props:**
+
+- See inherited props: [Box](#box)
+- `label: string` - Item label.
+
### `LabeledList`
LabeledList is a continuous, vertical list of text and other content, where
@@ -962,6 +981,7 @@ Example:
- `className: string` - Applies a CSS class to the element.
- `theme: string` - A name of the theme.
- For a list of themes, see `packages/tgui/styles/themes`.
+- `title: string` - Window title.
- `resizable: boolean` - Controls resizability of the window.
- `children: any` - Child elements, which are rendered directly inside the
window. If you use a [Dimmer](#dimmer) or [Modal](#modal) in your UI,
diff --git a/tgui/docs/converting-old-tgui-interfaces.md b/tgui/docs/converting-old-tgui-interfaces.md
index a42724e05c..fe2feebfee 100644
--- a/tgui/docs/converting-old-tgui-interfaces.md
+++ b/tgui/docs/converting-old-tgui-interfaces.md
@@ -73,6 +73,7 @@ This might look a bit intimidating compared to the reactive part but it's not as
You don't really need to know all this to understand how to use it, but I find it helps with understanding when things go wrong.
Ractive conditionals can have an `else` as well
+
```ractive
{{#if data.condition}}
value
@@ -116,7 +117,7 @@ and you can mix string literals, values, and tags as well.
Ractive has loops for iterating over data and inserting something for each
member of an array or object
-```
+```ractive
{{#each data.list_of_foo}}
foo {{number}} is here.
{{/each}}
@@ -135,6 +136,7 @@ Objects are represented by `{}`, arrays by `[]`
`list("bla", "blo")` would become `["bla", "blo"]` and `list("foo" = 1, "bar" = 2)` would become `{"foo": 1, "bar": 2}`
First things first, above the `return` of the function you're making the interface in, you're going to want to add something like this
+
```jsx
const things = data.things || [];
```
@@ -142,6 +144,7 @@ const things = data.things || [];
This ensures that you'll never be reading a null entry by mistake. Substitute `{}` for objects as appropriate.
If it's an array, you'll want to do this in the template
+
```jsx
{things.map(thing => (
@@ -187,7 +190,7 @@ const fooArray = toArray(fooObject);
Also occasionally you'd see an else:
-```
+```ractive
{{#each data.potentially_empty_list}}
Thing "{{name}}" is in this list!
{{else}}
@@ -220,7 +223,7 @@ This will be a reference of tgui components and the tgui-next equivalent.
Equivalent of `` is ``
-```
+```ractive
Contents
@@ -236,7 +239,7 @@ becomes
A feature sometimes used is if `ui-display` has the `button` property, it will contain a `partial` command. This becomes the `buttons` property on `Section`:
-```
+```ractive
{{#partial button}}
// lots more button bullshit here
@@ -263,7 +266,7 @@ Very important to note `ui-section` is NOT the equivalent of `Section`
`` does not have a direct equivalent, but the closest equivalent is ``
-```
+```ractive
No Power
@@ -293,7 +296,7 @@ Also good to know that if you need the contents of a `LabeledList.Item` to be co
`` has a direct equivalent in ``
-```
+```ractive
Notice stuff!
@@ -311,7 +314,7 @@ becomes
The equivalent of `ui-button` is `Button` but it works quite a bit differently.
-```
+```ractive
{
@@ -294,10 +292,10 @@ here's what you need (note that you'll probably be forced to clean your shit up
upon code review):
```dm
-/obj/copypasta/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state) // Remember to use the appropriate state.
- ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+/obj/copypasta/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
- ui = new(user, src, ui_key, "copypasta", name, 300, 300, master_ui, state)
+ ui = new(user, src, "copypasta")
ui.open()
/obj/copypasta/ui_data(mob/user)
@@ -345,7 +343,7 @@ export const SampleInterface = (props, context) => {
diff --git a/tgui/package.json b/tgui/package.json
index bfceeec49e..8dd15925b2 100644
--- a/tgui/package.json
+++ b/tgui/package.json
@@ -13,7 +13,7 @@
},
"dependencies": {
"babel-eslint": "^10.0.3",
- "eslint": "^6.7.2",
+ "eslint": "^7.4.0",
"eslint-plugin-react": "^7.17.0"
}
}
diff --git a/tgui/packages/common/collections.js b/tgui/packages/common/collections.js
index 1e5c978942..b542967d47 100644
--- a/tgui/packages/common/collections.js
+++ b/tgui/packages/common/collections.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Converts a given collection to an array.
*
diff --git a/tgui/packages/common/fp.js b/tgui/packages/common/fp.js
index 4be45877e2..7aa00a00f3 100644
--- a/tgui/packages/common/fp.js
+++ b/tgui/packages/common/fp.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Creates a function that returns the result of invoking the given
* functions, where each successive invocation is supplied the return
diff --git a/tgui/packages/common/logging.js b/tgui/packages/common/logging.js
index 4ae1855fda..0dc222ae3d 100644
--- a/tgui/packages/common/logging.js
+++ b/tgui/packages/common/logging.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
const inception = Date.now();
// Runtime detection
diff --git a/tgui/packages/common/math.js b/tgui/packages/common/math.js
index cc7a309563..c3013b5a32 100644
--- a/tgui/packages/common/math.js
+++ b/tgui/packages/common/math.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Limits a number to the range between 'min' and 'max'.
*/
diff --git a/tgui/packages/common/perf.js b/tgui/packages/common/perf.js
new file mode 100644
index 0000000000..319b77cea3
--- /dev/null
+++ b/tgui/packages/common/perf.js
@@ -0,0 +1,44 @@
+/**
+ * Ghetto performance measurement tools.
+ *
+ * Uses NODE_ENV to redact itself from production bundles.
+ *
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
+let markersByLabel = {};
+
+/**
+ * Marks a certain spot in the code for later measurements.
+ */
+const mark = (label, timestamp) => {
+ if (process.env.NODE_ENV !== 'production') {
+ markersByLabel[label] = timestamp || Date.now();
+ }
+};
+
+/**
+ * Calculates and returns the difference between two markers as a string.
+ *
+ * Use logger.log() to print the measurement.
+ */
+const measure = (markerA, markerB) => {
+ if (process.env.NODE_ENV !== 'production') {
+ return timeDiff(
+ markersByLabel[markerA],
+ markersByLabel[markerB]);
+ }
+};
+
+const timeDiff = (startedAt, finishedAt) => {
+ const diff = Math.abs(finishedAt - startedAt);
+ const diffFrames = (diff / 16.6667).toFixed(2);
+ return `${diff}ms (${diffFrames} frames)`;
+};
+
+export const perf = {
+ mark,
+ measure,
+};
diff --git a/tgui/packages/common/react.js b/tgui/packages/common/react.js
index 0828bb8864..dba84b7b10 100644
--- a/tgui/packages/common/react.js
+++ b/tgui/packages/common/react.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Helper for conditionally adding/removing classes in React
*
diff --git a/tgui/packages/common/redux.js b/tgui/packages/common/redux.js
index 257a9eebf5..dc486ff7b8 100644
--- a/tgui/packages/common/redux.js
+++ b/tgui/packages/common/redux.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { compose } from './fp';
/**
@@ -63,3 +69,31 @@ export const applyMiddleware = (...middlewares) => {
};
};
};
+
+/**
+ * Combines reducers by running them in their own object namespaces as
+ * defined in reducersObj paramter.
+ *
+ * Main difference from redux/combineReducers is that it preserves keys
+ * in the state that are not present in the reducers object. This function
+ * is also more flexible than the redux counterpart.
+ */
+export const combineReducers = reducersObj => {
+ const keys = Object.keys(reducersObj);
+ let hasChanged = false;
+ return (prevState, action) => {
+ const nextState = { ...prevState };
+ for (let key of keys) {
+ const reducer = reducersObj[key];
+ const prevDomainState = prevState[key];
+ const nextDomainState = reducer(prevDomainState, action);
+ if (prevDomainState !== nextDomainState) {
+ hasChanged = true;
+ nextState[key] = nextDomainState;
+ }
+ }
+ return hasChanged
+ ? nextState
+ : prevState;
+ };
+};
diff --git a/tgui/packages/common/storage.js b/tgui/packages/common/storage.js
new file mode 100644
index 0000000000..8e1d2183e4
--- /dev/null
+++ b/tgui/packages/common/storage.js
@@ -0,0 +1,76 @@
+/**
+ * Browser-agnostic abstraction of key-value web storage.
+ *
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
+export const STORAGE_NONE = 0;
+export const STORAGE_LOCAL_STORAGE = 1;
+export const STORAGE_INDEXED_DB = 2;
+
+const createMock = () => {
+ let storage = {};
+ const get = key => storage[key];
+ const set = (key, value) => {
+ storage[key] = value;
+ };
+ const remove = key => {
+ storage[key] = undefined;
+ };
+ const clear = () => {
+ // NOTE: On IE8, this will probably leak memory if used often.
+ storage = {};
+ };
+ return {
+ get,
+ set,
+ remove,
+ clear,
+ engine: STORAGE_NONE,
+ };
+};
+
+const createLocalStorage = () => {
+ const get = key => {
+ const value = localStorage.getItem(key);
+ if (typeof value !== 'string') {
+ return;
+ }
+ return JSON.parse(value);
+ };
+ const set = (key, value) => {
+ localStorage.setItem(key, JSON.stringify(value));
+ };
+ const remove = key => {
+ localStorage.removeItem(key);
+ };
+ const clear = () => {
+ localStorage.clear();
+ };
+ return {
+ get,
+ set,
+ remove,
+ clear,
+ engine: STORAGE_LOCAL_STORAGE,
+ };
+};
+
+const testLocalStorage = () => {
+ // Localstorage can sometimes throw an error, even if DOM storage is not
+ // disabled in IE11 settings.
+ // See: https://superuser.com/questions/1080011
+ try {
+ return Boolean(window.localStorage && window.localStorage.getItem);
+ }
+ catch {
+ return false;
+ }
+};
+
+export const storage = (
+ testLocalStorage() && createLocalStorage()
+ || createMock()
+);
diff --git a/tgui/packages/common/string.babel-plugin.cjs b/tgui/packages/common/string.babel-plugin.cjs
index ba25e3f91d..68295aefcf 100644
--- a/tgui/packages/common/string.babel-plugin.cjs
+++ b/tgui/packages/common/string.babel-plugin.cjs
@@ -1,5 +1,7 @@
/**
- * @file
+ * This plugin saves overall about 10KB on the final bundle size, so it's
+ * sort of worth it.
+ *
* We are using a .cjs extension because:
*
* 1. Webpack CLI only supports CommonJS modules;
@@ -9,8 +11,9 @@
* We need to copy-paste the whole "multiline" function because we can't
* synchronously import an ES module from a CommonJS module.
*
- * This plugin saves overall about 10KB on the final bundle size, so it's
- * sort of worth it.
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
*/
/**
diff --git a/tgui/packages/common/string.js b/tgui/packages/common/string.js
index d05dbfb6fc..16a0921a25 100644
--- a/tgui/packages/common/string.js
+++ b/tgui/packages/common/string.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Removes excess whitespace and indentation from the string.
*/
diff --git a/tgui/packages/common/timer.js b/tgui/packages/common/timer.js
index e3feb69ca9..f4e26fa5aa 100644
--- a/tgui/packages/common/timer.js
+++ b/tgui/packages/common/timer.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
/**
* Returns a function, that, as long as it continues to be invoked, will
* not be triggered. The function will be called after it stops being
diff --git a/tgui/packages/common/vector.js b/tgui/packages/common/vector.js
index fa98597896..c3ac350a4e 100644
--- a/tgui/packages/common/vector.js
+++ b/tgui/packages/common/vector.js
@@ -1,14 +1,14 @@
-import { map, reduce, zipWith } from './collections';
-
/**
- * Creates a vector, with as many dimensions are there are arguments.
+ * N-dimensional vector manipulation functions.
+ *
+ * Vectors are plain number arrays, i.e. [x, y, z].
+ *
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
*/
-export const vecCreate = (...components) => {
- if (Array.isArray(components[0])) {
- return [...components[0]];
- }
- return components;
-};
+
+import { map, reduce, zipWith } from './collections';
const ADD = (a, b) => a + b;
const SUB = (a, b) => a - b;
diff --git a/tgui/packages/tgui-dev-server/index.js b/tgui/packages/tgui-dev-server/index.js
index 1e7683080c..f4e8155d29 100644
--- a/tgui/packages/tgui-dev-server/index.js
+++ b/tgui/packages/tgui-dev-server/index.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { setupWebpack, getWebpackConfig } from './webpack.js';
import { reloadByondCache } from './reloader.js';
diff --git a/tgui/packages/tgui-dev-server/link/client.js b/tgui/packages/tgui-dev-server/link/client.js
index 774b7ed6db..4671b340c5 100644
--- a/tgui/packages/tgui-dev-server/link/client.js
+++ b/tgui/packages/tgui-dev-server/link/client.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
let socket;
const queue = [];
const subscribers = [];
@@ -92,8 +98,8 @@ const sendRawMessage = msg => {
socket.send(json);
}
else {
- // Keep only 10 latest messages in the queue
- if (queue.length > 10) {
+ // Keep only 100 latest messages in the queue
+ if (queue.length > 100) {
queue.shift();
}
queue.push(json);
diff --git a/tgui/packages/tgui-dev-server/link/retrace.js b/tgui/packages/tgui-dev-server/link/retrace.js
index 74c87e6a55..e0b17a01d6 100644
--- a/tgui/packages/tgui-dev-server/link/retrace.js
+++ b/tgui/packages/tgui-dev-server/link/retrace.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { createLogger } from 'common/logging.js';
import fs from 'fs';
import { basename } from 'path';
diff --git a/tgui/packages/tgui-dev-server/link/server.js b/tgui/packages/tgui-dev-server/link/server.js
index 84f3700048..94a79c9ad5 100644
--- a/tgui/packages/tgui-dev-server/link/server.js
+++ b/tgui/packages/tgui-dev-server/link/server.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { createLogger, directLog } from 'common/logging.js';
import http from 'http';
import { inspect } from 'util';
diff --git a/tgui/packages/tgui-dev-server/reloader.js b/tgui/packages/tgui-dev-server/reloader.js
index 394e55afdb..e33f7226b9 100644
--- a/tgui/packages/tgui-dev-server/reloader.js
+++ b/tgui/packages/tgui-dev-server/reloader.js
@@ -1,9 +1,16 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { createLogger } from 'common/logging.js';
import fs from 'fs';
import os from 'os';
import { basename } from 'path';
import { promisify } from 'util';
import { resolveGlob, resolvePath } from './util.js';
+import { regQuery } from './winreg.js';
const logger = createLogger('reloader');
@@ -40,6 +47,21 @@ export const findCacheRoot = async () => {
return cacheRoot;
}
}
+ // Query the Windows Registry
+ if (process.platform === 'win32') {
+ logger.log('querying windows registry');
+ let userpath = await regQuery(
+ 'HKCU\\Software\\Dantom\\BYOND',
+ 'userpath');
+ if (userpath) {
+ cacheRoot = userpath
+ .replace(/\\$/, '')
+ .replace(/\\/g, '/')
+ + '/cache';
+ logger.log(`found cache at '${cacheRoot}'`);
+ return cacheRoot;
+ }
+ }
logger.log('found no cache directories');
};
diff --git a/tgui/packages/tgui-dev-server/util.js b/tgui/packages/tgui-dev-server/util.js
index db34626721..50c0baad5a 100644
--- a/tgui/packages/tgui-dev-server/util.js
+++ b/tgui/packages/tgui-dev-server/util.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import glob from 'glob';
import { resolve as resolvePath } from 'path';
import fs from 'fs';
diff --git a/tgui/packages/tgui-dev-server/webpack.js b/tgui/packages/tgui-dev-server/webpack.js
index 778469a15b..c625827409 100644
--- a/tgui/packages/tgui-dev-server/webpack.js
+++ b/tgui/packages/tgui-dev-server/webpack.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
import { createLogger } from 'common/logging.js';
import fs from 'fs';
import { createRequire } from 'module';
diff --git a/tgui/packages/tgui-dev-server/winreg.js b/tgui/packages/tgui-dev-server/winreg.js
new file mode 100644
index 0000000000..974135e76d
--- /dev/null
+++ b/tgui/packages/tgui-dev-server/winreg.js
@@ -0,0 +1,47 @@
+/**
+ * Tools for dealing with Windows Registry bullshit.
+ *
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
+import { exec } from 'child_process';
+import { createLogger } from 'common/logging.js';
+import { promisify } from 'util';
+
+const logger = createLogger('winreg');
+
+export const regQuery = async (path, key) => {
+ if (process.platform !== 'win32') {
+ return null;
+ }
+ try {
+ const command = `reg query "${path}" /v ${key}`;
+ const { stdout } = await promisify(exec)(command);
+ const keyPattern = ` ${key} `;
+ const indexOfKey = stdout.indexOf(keyPattern);
+ if (indexOfKey === -1) {
+ logger.error('could not find the registry key');
+ return null;
+ }
+ const indexOfEol = stdout.indexOf('\r\n', indexOfKey);
+ if (indexOfEol === -1) {
+ logger.error('could not find the end of the line');
+ return null;
+ }
+ const indexOfValue = stdout.indexOf(
+ ' ',
+ indexOfKey + keyPattern.length);
+ if (indexOfValue === -1) {
+ logger.error('could not find the start of the key value');
+ return null;
+ }
+ const value = stdout.substring(indexOfValue + 4, indexOfEol);
+ return value;
+ }
+ catch (err) {
+ logger.error(err);
+ return null;
+ }
+};
diff --git a/tgui/packages/tgui/assets.js b/tgui/packages/tgui/assets.js
new file mode 100644
index 0000000000..b0f71bb9ff
--- /dev/null
+++ b/tgui/packages/tgui/assets.js
@@ -0,0 +1,54 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
+import { loadCSS as fgLoadCSS } from 'fg-loadcss';
+import { createLogger } from './logging';
+
+const logger = createLogger('assets');
+
+const EXCLUDED_PATTERNS = [
+ /v4shim/i,
+];
+
+const loadedStyles = [];
+const loadedMappings = {};
+
+export const loadCSS = url => {
+ if (loadedStyles.includes(url)) {
+ return;
+ }
+ loadedStyles.push(url);
+ logger.log(`loading stylesheet '${url}'`);
+ fgLoadCSS(url);
+};
+
+export const resolveAsset = name => (
+ loadedMappings[name] || name
+);
+
+export const assetMiddleware = store => next => action => {
+ const { type, payload } = action;
+ if (type === 'asset/stylesheet') {
+ loadCSS(payload);
+ return;
+ }
+ if (type === 'asset/mappings') {
+ for (let name of Object.keys(payload)) {
+ // Skip anything that matches excluded patterns
+ if (EXCLUDED_PATTERNS.some(regex => regex.test(name))) {
+ continue;
+ }
+ const url = payload[name];
+ const ext = name.split('.').pop();
+ loadedMappings[name] = url;
+ if (ext === 'css') {
+ loadCSS(url);
+ }
+ }
+ return;
+ }
+ next(action);
+};
diff --git a/tgui/packages/tgui/assets/bg-neutral.svg b/tgui/packages/tgui/assets/bg-neutral.svg
new file mode 100644
index 0000000000..1c397616e8
--- /dev/null
+++ b/tgui/packages/tgui/assets/bg-neutral.svg
@@ -0,0 +1,3 @@
+
\ No newline at end of file
diff --git a/tgui/packages/tgui/backend.js b/tgui/packages/tgui/backend.js
index 0c35483487..dab86ee918 100644
--- a/tgui/packages/tgui/backend.js
+++ b/tgui/packages/tgui/backend.js
@@ -5,10 +5,18 @@
* Sometimes backend can response without a "data" field, but our final
* state will still contain previous "data" because we are merging
* the response with already existing state.
+ *
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
*/
+import { perf } from 'common/perf';
import { UI_DISABLED, UI_INTERACTIVE } from './constants';
-import { callByond } from './byond';
+import { releaseHeldKeys } from './hotkeys';
+import { createLogger } from './logging';
+
+const logger = createLogger('backend');
export const backendUpdate = state => ({
type: 'backend/update',
@@ -20,7 +28,23 @@ export const backendSetSharedState = (key, nextState) => ({
payload: { key, nextState },
});
-export const backendReducer = (state, action) => {
+export const backendSuspendStart = () => ({
+ type: 'backend/suspendStart',
+});
+
+export const backendSuspendSuccess = () => ({
+ type: 'backend/suspendSuccess',
+ payload: {
+ timestamp: Date.now(),
+ },
+});
+
+const initialState = {
+ config: {},
+ data: {},
+};
+
+export const backendReducer = (state = initialState, action) => {
const { type, payload } = action;
if (type === 'backend/update') {
@@ -59,6 +83,7 @@ export const backendReducer = (state, action) => {
shared,
visible,
interactive,
+ suspended: false,
};
}
@@ -73,30 +98,175 @@ export const backendReducer = (state, action) => {
};
}
+ if (type === 'backend/suspendStart') {
+ return {
+ ...state,
+ suspending: true,
+ };
+ }
+
+ if (type === 'backend/suspendSuccess') {
+ const { timestamp } = payload;
+ return {
+ ...state,
+ data: {},
+ shared: {},
+ config: {
+ ...state.config,
+ title: '',
+ status: 1,
+ },
+ suspending: false,
+ suspended: timestamp,
+ };
+ }
+
return state;
};
+export const backendMiddleware = store => {
+ let fancyState;
+ let suspendInterval;
+
+ return next => action => {
+ const { config, suspended } = selectBackend(store.getState());
+ const { type, payload } = action;
+
+ if (type === 'backend/suspendStart' && !suspendInterval) {
+ logger.log(`suspending (${window.__windowId__})`);
+ // Keep sending suspend messages until it succeeds.
+ // It may fail multiple times due to topic rate limiting.
+ const suspendFn = () => sendMessage({
+ type: 'suspend',
+ });
+ suspendFn();
+ suspendInterval = setInterval(suspendFn, 2000);
+ }
+
+ if (type === 'backend/suspendSuccess') {
+ clearInterval(suspendInterval);
+ suspendInterval = undefined;
+ releaseHeldKeys();
+ Byond.winset(window.__windowId__, {
+ 'is-visible': false,
+ });
+ }
+
+ if (type === 'backend/update') {
+ const fancy = payload.config?.window?.fancy;
+ // Initialize fancy state
+ if (fancyState === undefined) {
+ fancyState = fancy;
+ }
+ // React to changes in fancy
+ else if (fancyState !== fancy) {
+ logger.log('changing fancy mode to', fancy);
+ fancyState = fancy;
+ Byond.winset(window.__windowId__, {
+ titlebar: !fancy,
+ 'can-resize': !fancy,
+ });
+ }
+ }
+
+ if (type === 'backend/update' && suspended) {
+ // We schedule this for the next tick here because resizing and unhiding
+ // during the same tick will flash with a white background.
+ setImmediate(() => {
+ perf.mark('resume/start');
+ // Doublecheck if we are not re-suspended.
+ const { suspended } = selectBackend(store.getState());
+ if (suspended) {
+ return;
+ }
+ Byond.winset(window.__windowId__, {
+ 'is-visible': true,
+ });
+ perf.mark('resume/finish');
+ if (process.env.NODE_ENV !== 'production') {
+ logger.log('visible in',
+ perf.measure('render/finish', 'resume/finish'));
+ }
+ });
+ }
+
+ return next(action);
+ };
+};
+
+/**
+ * Sends a message to /datum/tgui_window.
+ */
+export const sendMessage = (message = {}) => {
+ const { payload, ...rest } = message;
+ const data = {
+ // Message identifying header
+ tgui: 1,
+ window_id: window.__windowId__,
+ // Message body
+ ...rest,
+ };
+ // JSON-encode the payload
+ if (payload !== null && payload !== undefined) {
+ data.payload = JSON.stringify(payload);
+ }
+ Byond.topic(data);
+};
+
+/**
+ * Sends an action to `ui_act` on `src_object` that this tgui window
+ * is associated with.
+ */
+export const sendAct = (action, payload = {}) => {
+ // Validate that payload is an object
+ const isObject = typeof payload === 'object'
+ && payload !== null
+ && !Array.isArray(payload);
+ if (!isObject) {
+ logger.error(`Payload for act() must be an object, got this:`, payload);
+ return;
+ }
+ sendMessage({
+ type: 'act/' + action,
+ payload,
+ });
+};
+
/**
* @typedef BackendState
* @type {{
* config: {
* title: string,
* status: number,
- * screen: string,
- * style: string,
* interface: string,
- * fancy: number,
- * locked: number,
- * observer: number,
- * window: string,
- * ref: string,
+ * user: {
+ * name: string,
+ * ckey: string,
+ * observer: number,
+ * },
+ * window: {
+ * key: string,
+ * size: [number, number],
+ * fancy: boolean,
+ * locked: boolean,
+ * },
* },
* data: any,
+ * shared: any,
* visible: boolean,
* interactive: boolean,
+ * suspending: boolean,
+ * suspended: boolean,
* }}
*/
+/**
+ * Selects a backend-related slice of Redux state
+ *
+ * @return {BackendState}
+ */
+export const selectBackend = state => state.backend || {};
+
/**
* A React hook (sort of) for getting tgui state and related functions.
*
@@ -104,21 +274,16 @@ export const backendReducer = (state, action) => {
* be used in functional components.
*
* @return {BackendState & {
- * act: (action: string, params?: object) => void,
+ * act: sendAct,
* }}
*/
export const useBackend = context => {
const { store } = context;
- const state = store.getState();
- const ref = state.config.ref;
- const act = (action, params = {}) => {
- callByond('', {
- src: ref,
- action,
- ...params,
- });
+ const state = selectBackend(store.getState());
+ return {
+ ...state,
+ act: sendAct,
};
- return { ...state, act };
};
/**
@@ -136,7 +301,7 @@ export const useBackend = context => {
*/
export const useLocalState = (context, key, initialState) => {
const { store } = context;
- const state = store.getState();
+ const state = selectBackend(store.getState());
const sharedStates = state.shared ?? {};
const sharedState = (key in sharedStates)
? sharedStates[key]
@@ -144,7 +309,11 @@ export const useLocalState = (context, key, initialState) => {
return [
sharedState,
nextState => {
- store.dispatch(backendSetSharedState(key, nextState));
+ store.dispatch(backendSetSharedState(key, (
+ typeof nextState === 'function'
+ ? nextState(sharedState)
+ : nextState
+ )));
},
];
};
@@ -165,8 +334,7 @@ export const useLocalState = (context, key, initialState) => {
*/
export const useSharedState = (context, key, initialState) => {
const { store } = context;
- const state = store.getState();
- const ref = state.config.ref;
+ const state = selectBackend(store.getState());
const sharedStates = state.shared ?? {};
const sharedState = (key in sharedStates)
? sharedStates[key]
@@ -174,11 +342,14 @@ export const useSharedState = (context, key, initialState) => {
return [
sharedState,
nextState => {
- callByond('', {
- src: ref,
- action: 'tgui:setSharedState',
+ sendMessage({
+ type: 'setSharedState',
key,
- value: JSON.stringify(nextState) || '',
+ value: JSON.stringify(
+ typeof nextState === 'function'
+ ? nextState(sharedState)
+ : nextState
+ ) || '',
});
},
];
diff --git a/tgui/packages/tgui/byond.js b/tgui/packages/tgui/byond.js
index bd70056613..fa2b03e715 100644
--- a/tgui/packages/tgui/byond.js
+++ b/tgui/packages/tgui/byond.js
@@ -1,3 +1,9 @@
+/**
+ * @file
+ * @copyright 2020 Aleksej Komarov
+ * @license MIT
+ */
+
// Reference a global Byond object
const { Byond } = window;
diff --git a/tgui/packages/tgui/components/Box.js b/tgui/packages/tgui/components/Box.js
index cb86890a97..a85c692e9a 100644
--- a/tgui/packages/tgui/components/Box.js
+++ b/tgui/packages/tgui/components/Box.js
@@ -9,17 +9,22 @@ import { createVNode } from 'inferno';
import { ChildFlags, VNodeFlags } from 'inferno-vnode-flags';
import { CSS_COLORS } from '../constants';
-const UNIT_PX = 12;
-
/**
* Coverts our rem-like spacing unit into a CSS unit.
*/
export const unit = value => {
if (typeof value === 'string') {
+ // Transparently convert pixels into rem units
+ if (value.endsWith('px') && !Byond.IS_LTE_IE8) {
+ return parseFloat(value) / 12 + 'rem';
+ }
return value;
}
if (typeof value === 'number') {
- return (value * UNIT_PX) + 'px';
+ if (Byond.IS_LTE_IE8) {
+ return value * 12 + 'px';
+ }
+ return value + 'rem';
}
};
@@ -28,10 +33,10 @@ export const unit = value => {
*/
export const halfUnit = value => {
if (typeof value === 'string') {
- return value;
+ return unit(value);
}
if (typeof value === 'number') {
- return (value * UNIT_PX * 0.5) + 'px';
+ return unit(value * 0.5);
}
};
@@ -90,7 +95,13 @@ const styleMapperByPropName = {
maxHeight: mapUnitPropTo('max-height', unit),
fontSize: mapUnitPropTo('font-size', unit),
fontFamily: mapRawPropTo('font-family'),
- lineHeight: mapRawPropTo('line-height'),
+ lineHeight: (style, value) => {
+ if (!isFalsy(value)) {
+ style['line-height'] = typeof value === 'number'
+ ? value
+ : unit(value);
+ }
+ },
opacity: mapRawPropTo('opacity'),
textAlign: mapRawPropTo('text-align'),
verticalAlign: mapRawPropTo('vertical-align'),
diff --git a/tgui/packages/tgui/components/Button.js b/tgui/packages/tgui/components/Button.js
index 52adf286ad..bb8b4bcbf0 100644
--- a/tgui/packages/tgui/components/Button.js
+++ b/tgui/packages/tgui/components/Button.js
@@ -6,7 +6,6 @@
import { classes, pureComponentHooks } from 'common/react';
import { Component, createRef } from 'inferno';
-import { IS_IE8 } from '../byond';
import { KEY_ENTER, KEY_ESCAPE, KEY_SPACE } from '../hotkeys';
import { refocusLayout } from '../layouts';
import { createLogger } from '../logging';
@@ -61,7 +60,7 @@ export const Button = props => {
className,
])}
tabIndex={!disabled && '0'}
- unselectable={IS_IE8}
+ unselectable={Byond.IS_LTE_IE8}
onclick={e => {
refocusLayout();
if (!disabled && onClick) {
@@ -87,7 +86,10 @@ export const Button = props => {
}}
{...rest}>
{icon && (
-
+
)}
{content}
{children}
diff --git a/tgui/packages/tgui/components/ByondUi.js b/tgui/packages/tgui/components/ByondUi.js
index db9c5822ba..2369cc7993 100644
--- a/tgui/packages/tgui/components/ByondUi.js
+++ b/tgui/packages/tgui/components/ByondUi.js
@@ -7,7 +7,6 @@
import { shallowDiffers } from 'common/react';
import { debounce } from 'common/timer';
import { Component, createRef } from 'inferno';
-import { callByond, IS_IE8 } from '../byond';
import { createLogger } from '../logging';
import { computeBoxProps } from './Box';
@@ -28,16 +27,12 @@ const createByondUiElement = elementId => {
render: params => {
logger.log(`rendering '${id}'`);
byondUiStack[index] = id;
- callByond('winset', {
- ...params,
- id,
- });
+ Byond.winset(id, params);
},
unmount: () => {
logger.log(`unmounting '${id}'`);
byondUiStack[index] = null;
- callByond('winset', {
- id,
+ Byond.winset(id, {
parent: '',
});
},
@@ -51,8 +46,7 @@ window.addEventListener('beforeunload', () => {
if (typeof id === 'string') {
logger.log(`unmounting '${id}' (beforeunload)`);
byondUiStack[index] = null;
- callByond('winset', {
- id,
+ Byond.winset(id, {
parent: '',
});
}
@@ -83,7 +77,7 @@ export class ByondUi extends Component {
this.byondUiElement = createByondUiElement(props.params?.id);
this.handleResize = debounce(() => {
this.forceUpdate();
- }, 500);
+ }, 100);
}
shouldComponentUpdate(nextProps) {
@@ -101,16 +95,17 @@ export class ByondUi extends Component {
componentDidMount() {
// IE8: It probably works, but fuck you anyway.
- if (IS_IE8) {
+ if (Byond.IS_LTE_IE10) {
return;
}
window.addEventListener('resize', this.handleResize);
- return this.componentDidUpdate();
+ this.componentDidUpdate();
+ this.handleResize();
}
componentDidUpdate() {
// IE8: It probably works, but fuck you anyway.
- if (IS_IE8) {
+ if (Byond.IS_LTE_IE10) {
return;
}
const {
@@ -119,6 +114,7 @@ export class ByondUi extends Component {
const box = getBoundingBox(this.containerRef.current);
logger.log('bounding box', box);
this.byondUiElement.render({
+ parent: window.__windowId__,
...params,
pos: box.pos[0] + ',' + box.pos[1],
size: box.size[0] + 'x' + box.size[1],
@@ -127,7 +123,7 @@ export class ByondUi extends Component {
componentWillUnmount() {
// IE8: It probably works, but fuck you anyway.
- if (IS_IE8) {
+ if (Byond.IS_LTE_IE10) {
return;
}
window.removeEventListener('resize', this.handleResize);
@@ -135,26 +131,16 @@ export class ByondUi extends Component {
}
render() {
- const {
- parent,
- params,
- ...rest
- } = this.props;
+ const { params, ...rest } = this.props;
const type = params?.type;
const boxProps = computeBoxProps(rest);
return (
- {type === 'button' && }
+ {/* Filler */}
+
);
}
}
-
-const ButtonMock = () => (
-
-);
diff --git a/tgui/packages/tgui/components/Chart.js b/tgui/packages/tgui/components/Chart.js
index 16ed82c355..77913779db 100644
--- a/tgui/packages/tgui/components/Chart.js
+++ b/tgui/packages/tgui/components/Chart.js
@@ -7,7 +7,6 @@
import { map, zipWith } from 'common/collections';
import { pureComponentHooks } from 'common/react';
import { Component, createRef } from 'inferno';
-import { IS_IE8 } from '../byond';
import { Box } from './Box';
const normalizeData = (data, scale, rangeX, rangeY) => {
@@ -123,5 +122,5 @@ const Stub = props => null;
// IE8: No inline svg support
export const Chart = {
- Line: IS_IE8 ? Stub : LineChart,
+ Line: Byond.IS_LTE_IE8 ? Stub : LineChart,
};
diff --git a/tgui/packages/tgui/components/Flex.js b/tgui/packages/tgui/components/Flex.js
index 4ee69a1902..02d2fac314 100644
--- a/tgui/packages/tgui/components/Flex.js
+++ b/tgui/packages/tgui/components/Flex.js
@@ -5,7 +5,6 @@
*/
import { classes, pureComponentHooks } from 'common/react';
-import { IS_IE8 } from '../byond';
import { Box, unit } from './Box';
export const computeFlexProps = props => {
@@ -22,10 +21,10 @@ export const computeFlexProps = props => {
return {
className: classes([
'Flex',
- IS_IE8 && (
+ Byond.IS_LTE_IE10 && (
direction === 'column'
- ? 'Flex--ie8--column'
- : 'Flex--ie8'
+ ? 'Flex--iefix--column'
+ : 'Flex--iefix'
),
inline && 'Flex--inline',
spacing > 0 && 'Flex--spacing--' + spacing,
@@ -63,7 +62,7 @@ export const computeFlexItemProps = props => {
return {
className: classes([
'Flex__item',
- IS_IE8 && 'Flex__item--ie8',
+ Byond.IS_LTE_IE10 && 'Flex__item--iefix',
className,
]),
style: {
diff --git a/tgui/packages/tgui/components/Knob.js b/tgui/packages/tgui/components/Knob.js
index e72b15f195..4861e71bf3 100644
--- a/tgui/packages/tgui/components/Knob.js
+++ b/tgui/packages/tgui/components/Knob.js
@@ -6,7 +6,6 @@
import { keyOfMatchingRange, scale } from 'common/math';
import { classes } from 'common/react';
-import { IS_IE8 } from '../byond';
import { computeBoxClassName, computeBoxProps } from './Box';
import { DraggableControl } from './DraggableControl';
import { NumberInput } from './NumberInput';
@@ -14,7 +13,7 @@ import { NumberInput } from './NumberInput';
export const Knob = props => {
// IE8: I don't want to support a yet another component on IE8.
// IE8: It also can't handle SVG.
- if (IS_IE8) {
+ if (Byond.IS_LTE_IE8) {
return (
);
diff --git a/tgui/packages/tgui/components/NumberInput.js b/tgui/packages/tgui/components/NumberInput.js
index 806c81d542..cba6f5025e 100644
--- a/tgui/packages/tgui/components/NumberInput.js
+++ b/tgui/packages/tgui/components/NumberInput.js
@@ -7,7 +7,6 @@
import { clamp } from 'common/math';
import { classes, pureComponentHooks } from 'common/react';
import { Component, createRef } from 'inferno';
-import { IS_IE8 } from '../byond';
import { AnimatedNumber } from './AnimatedNumber';
import { Box } from './Box';
@@ -168,7 +167,7 @@ export class NumberInput extends Component {
const renderContentElement = value => (