New Content Update (#43)
* New Content Update * readded shuttle autocall
This commit is contained in:
committed by
TalkingCactus
parent
8a9bbcf97d
commit
24c10b1b7f
@@ -482,3 +482,110 @@
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C.preserved()
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user << "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>"
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qdel(src)
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/*********************Mining Hammer****************/
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/obj/item/weapon/twohanded/required/mining_hammer
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icon = 'icons/obj/mining.dmi'
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icon_state = "mining_hammer1"
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item_state = "mining_hammer1"
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name = "proto-kinetic crusher"
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desc = "An early design of the proto-kinetic accelerator, it is little more than an combination of various mining tools cobbled together, forming a high-tech club.\
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While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna. \
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\n<span class='info'>Mark a mob with the destabilizing force, then hit them in melee to activate it for extra damage. Extra damage if backstabbed in this fashion. \
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This weapon is only particularly effective against large creatures.</span>"
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force = 20 //As much as a bone spear, but this is significantly more annoying to carry around due to requiring the use of both hands at all times
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w_class = 4
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slot_flags = SLOT_BACK
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force_unwielded = 20 //It's never not wielded so these are the same
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force_wielded = 20
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throwforce = 5
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throw_speed = 4
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luminosity = 4
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armour_penetration = 10
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materials = list(MAT_METAL=1150, MAT_GLASS=2075)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("smashes", "crushes", "cleaves", "chops", "pulps")
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sharpness = IS_SHARP
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var/charged = 1
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var/charge_time = 16
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var/atom/mark = null
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var/marked_image = null
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/obj/item/projectile/destabilizer
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name = "destabilizing force"
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icon_state = "pulse1"
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damage = 0 //We're just here to mark people. This is still a melee weapon.
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damage_type = BRUTE
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flag = "bomb"
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range = 6
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var/obj/item/weapon/twohanded/required/mining_hammer/hammer_synced = null
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/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = 0, hit_zone)
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if(hammer_synced)
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if(hammer_synced.mark == target)
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return ..()
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if(isliving(target))
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if(hammer_synced.mark && hammer_synced.marked_image)
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hammer_synced.mark.underlays -= hammer_synced.marked_image
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hammer_synced.marked_image = null
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var/mob/living/L = target
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if(L.mob_size >= MOB_SIZE_LARGE)
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hammer_synced.mark = L
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var/image/I = image('icons/effects/effects.dmi', loc = L, icon_state = "shield2",pixel_y = (-L.pixel_y),pixel_x = (-L.pixel_x))
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L.underlays += I
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hammer_synced.marked_image = I
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var/target_turf = get_turf(target)
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if(istype(target_turf, /turf/closed/mineral))
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var/turf/closed/mineral/M = target_turf
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PoolOrNew(/obj/effect/overlay/temp/kinetic_blast, M)
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M.gets_drilled(firer)
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..()
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/obj/item/weapon/twohanded/required/mining_hammer/afterattack(atom/target, mob/user, proximity_flag)
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if(!proximity_flag && charged)//Mark a target, or mine a tile.
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var/turf/proj_turf = get_turf(src)
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if(!istype(proj_turf, /turf))
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return
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var/datum/gas_mixture/environment = proj_turf.return_air()
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var/pressure = environment.return_pressure()
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if(pressure > 50)
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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return
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var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(user.loc)
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D.preparePixelProjectile(target,get_turf(target), user)
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D.hammer_synced = src
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playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
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D.fire()
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charged = 0
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icon_state = "mining_hammer1_uncharged"
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addtimer(src, "Recharge", charge_time)
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return
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if(proximity_flag && target == mark && isliving(target))
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var/mob/living/L = target
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PoolOrNew(/obj/effect/overlay/temp/kinetic_blast, get_turf(L))
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mark = 0
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if(L.mob_size >= MOB_SIZE_LARGE)
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L.underlays -= marked_image
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qdel(marked_image)
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marked_image = null
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var/backstab = check_target_facings(user, L)
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var/def_check = L.getarmor(type = "bomb")
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if(backstab == FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR || backstab == FACING_SAME_DIR)
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L.apply_damage(80, BRUTE, blocked = def_check)
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playsound(user, 'sound/weapons/Kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
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else
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L.apply_damage(50, BRUTE, blocked = def_check)
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/obj/item/weapon/twohanded/required/mining_hammer/proc/Recharge()
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if(!charged)
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charged = 1
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icon_state = "mining_hammer1"
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playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
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/obj/item/weapon/twohanded/required/mining_hammer/pickup(mob/user)
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..()
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user.AddLuminosity(luminosity)
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/obj/item/weapon/twohanded/required/mining_hammer/dropped(mob/user)
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..()
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user.AddLuminosity(-luminosity)
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@@ -1,110 +0,0 @@
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#define STARTUP_STAGE 1
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#define MAIN_STAGE 2
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#define WIND_DOWN_STAGE 3
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#define END_STAGE 4
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/datum/weather
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var/name = "storm"
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var/start_up_time = 300 //30 seconds
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var/start_up_message = "The wind begins to pick up."
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var/start_up_sound
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var/duration = 120 //2 minutes
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var/duration_lower = 120
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var/duration_upper = 120
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var/duration_sound
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var/duration_message = "A storm has started!"
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var/wind_down = 300 // 30 seconds
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var/wind_down_message = "The storm is passing."
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var/wind_down_sound
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var/target_z = 1
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var/exclude_walls = TRUE
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var/area_type = /area/space
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var/stage = STARTUP_STAGE
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var/start_up_overlay = "lava"
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var/duration_overlay = "lava"
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var/overlay_layer = AREA_LAYER //This is the default area layer, and above everything else. TURF_LAYER is floors/below walls and mobs.
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var/purely_aesthetic = FALSE //If we just want gentle rain that doesn't hurt people
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var/list/impacted_areas = list()
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var/immunity_type = "storm"
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/datum/weather/proc/weather_start_up()
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for(var/area/N in get_areas(area_type))
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if(N.z == target_z)
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impacted_areas += N
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duration = rand(duration_lower,duration_upper)
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update_areas()
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for(var/mob/M in player_list)
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if(M.z == target_z)
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M << "<span class='warning'><B>[start_up_message]</B></span>"
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if(start_up_sound)
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M << start_up_sound
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sleep(start_up_time)
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if(src && stage != MAIN_STAGE)
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stage = MAIN_STAGE
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weather_main()
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/datum/weather/proc/weather_main()
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update_areas()
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for(var/mob/M in player_list)
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if(M.z == target_z)
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M << "<span class='userdanger'><i>[duration_message]</i></span>"
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if(duration_sound)
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M << duration_sound
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if(purely_aesthetic)
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sleep(duration*10)
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else //Storm effects
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for(var/i in 1 to duration-1)
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for(var/mob/living/L in living_mob_list)
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var/area/storm_area = get_area(L)
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if(storm_area in impacted_areas)
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storm_act(L)
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sleep(10)
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if(src && stage != WIND_DOWN_STAGE)
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stage = WIND_DOWN_STAGE
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weather_wind_down()
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/datum/weather/proc/weather_wind_down()
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update_areas()
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for(var/mob/M in player_list)
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if(M.z == target_z)
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M << "<span class='danger'><B>[wind_down_message]</B></span>"
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if(wind_down_sound)
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M << wind_down_sound
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sleep(wind_down)
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if(src && stage != END_STAGE)
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stage = END_STAGE
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update_areas()
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/datum/weather/proc/storm_act(mob/living/L)
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if(immunity_type in L.weather_immunities)
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return
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/datum/weather/proc/update_areas()
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for(var/area/N in impacted_areas)
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N.layer = overlay_layer
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N.icon = 'icons/effects/weather_effects.dmi'
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N.invisibility = 0
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switch(stage)
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if(STARTUP_STAGE)
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N.icon_state = start_up_overlay
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if(MAIN_STAGE)
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N.icon_state = duration_overlay
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if(WIND_DOWN_STAGE)
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N.icon_state = start_up_overlay
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if(END_STAGE)
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N.icon_state = initial(N.icon_state)
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N.icon = 'icons/turf/areas.dmi'
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N.layer = AREA_LAYER //Just default back to normal area stuff since I assume setting a var is faster than initial
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N.invisibility = INVISIBILITY_MAXIMUM
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N.opacity = 0
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@@ -1,108 +0,0 @@
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///The floor is lava
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/datum/weather/floor_is_lava
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name = "floor is lava"
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start_up_time = 30 //3 seconds
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start_up_message = "The ground begins to bubble."
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duration_lower = 45
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duration_upper = 60 //1 minute
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duration_message = "The floor is lava!"
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wind_down = 30// 3 seconds
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wind_down_message = "The ground begins to cool."
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target_z = 1
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exclude_walls = TRUE
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area_type = /area
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start_up_overlay = "lava"
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duration_overlay = "lava"
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overlay_layer = ABOVE_OPEN_TURF_LAYER //Covers floors only
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immunity_type = "lava"
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/datum/weather/floor_is_lava/storm_act(mob/living/L)
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if(immunity_type in L.weather_immunities)
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return
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var/turf/F = get_turf(L)
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for(var/obj/structure/O in F.contents)
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if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
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return
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L.adjustFireLoss(3)
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/datum/weather/advanced_darkness
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name = "advanced darkness"
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start_up_time = 100 //10 seconds
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start_up_message = "The lights begin to dim... is power going out?"
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duration_lower = 45
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duration_upper = 60 //1 minute
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duration_message = "This isn't average everyday darkness... this is advanced darkness!"
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wind_down = 100 // 10 seconds
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wind_down_message = "The darkness recedes."
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purely_aesthetic = TRUE
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target_z = 1
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exclude_walls = TRUE
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area_type = /area
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start_up_overlay = ""
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duration_overlay = ""
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overlay_layer = AREA_LAYER
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/datum/weather/advanced_darkness/update_areas()
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for(var/area/A in impacted_areas)
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if(stage == MAIN_STAGE)
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A.invisibility = 0
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A.opacity = 1
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A.layer = overlay_layer
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A.icon = 'icons/effects/weather_effects.dmi'
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A.icon_state = start_up_overlay
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else
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A.invisibility = INVISIBILITY_MAXIMUM
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A.opacity = 0
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//Ash storms
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/datum/weather/ash_storm
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name = "ash storm"
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start_up_time = 300 //30 seconds
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start_up_message = "An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter."
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start_up_sound = 'sound/lavaland/ash_storm_windup.ogg'
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duration_lower = 60 //1 minute
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duration_upper = 150 //2.5 minutes
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duration_message = "Smoldering clouds of scorching ash billow down around you! Get inside!"
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duration_sound = 'sound/lavaland/ash_storm_start.ogg'
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wind_down = 300 // 30 seconds
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wind_down_message = "The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now."
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wind_down_sound = 'sound/lavaland/ash_storm_end.ogg'
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target_z = ZLEVEL_LAVALAND
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area_type = /area/lavaland/surface/outdoors
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start_up_overlay = "light_ash"
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duration_overlay = "ash_storm"
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overlay_layer = AREA_LAYER
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immunity_type = "ash"
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/datum/weather/ash_storm/false_alarm //No storm, just light ember fall
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purely_aesthetic = TRUE
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duration_overlay = "light_ash"
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duration_message = "<span class='notice'>Gentle ashfall surrounds you like grotesque snow. The storm seems to have passed you by.</span>"
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wind_down_message = "The ashfall quietly slows, then stops. Another layer of hardened soot to the volcanic rock beneath you."
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/datum/weather/ash_storm/storm_act(mob/living/L)
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if(immunity_type in L.weather_immunities)
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return
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if(istype(L.loc, /obj/mecha))
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return
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/thermal_protection = H.get_thermal_protection()
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if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
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return
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L.adjustFireLoss(4)
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@@ -27,6 +27,7 @@
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new /datum/data/mining_equipment("Brute First-Aid Kit", /obj/item/weapon/storage/firstaid/brute, 600),
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new /datum/data/mining_equipment("Tracking Implant Kit",/obj/item/weapon/storage/box/minertracker, 600),
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new /datum/data/mining_equipment("Jaunter", /obj/item/device/wormhole_jaunter, 750),
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new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/weapon/twohanded/required/mining_hammer, 750),
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new /datum/data/mining_equipment("Kinetic Accelerator", /obj/item/weapon/gun/energy/kinetic_accelerator, 750),
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new /datum/data/mining_equipment("Resonator", /obj/item/weapon/resonator, 800),
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new /datum/data/mining_equipment("Medivac Balloon", /obj/item/weapon/extraction_pack/medivac, 800),
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@@ -158,7 +159,7 @@
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return ..()
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/obj/machinery/mineral/equipment_vendor/proc/RedeemVoucher(obj/item/weapon/mining_voucher/voucher, mob/redeemer)
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var/items = list("Survival Capsule and Explorer's Webbing", "Resonator and Advanced Scanner", "Mining Drone", "Medivac Kit", "Extraction Kit")
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var/items = list("Survival Capsule and Explorer's Webbing", "Resonator and Advanced Scanner", "Mining Drone", "Medivac Kit", "Extraction Kit", "Crusher Kit")
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var/selection = input(redeemer, "Pick your equipment", "Mining Voucher Redemption") as null|anything in items
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if(!selection || !Adjacent(redeemer) || qdeleted(voucher) || voucher.loc != redeemer)
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@@ -181,6 +182,10 @@
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new /obj/item/stack/sheet/metal/five(loc)
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new /obj/item/weapon/extraction_pack(loc)
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new /obj/item/fulton_core(loc)
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if("Crusher Kit")
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new /obj/item/weapon/twohanded/required/mining_hammer(loc)
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new /obj/item/weapon/storage/belt/mining/alt(loc)
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new /obj/item/weapon/extinguisher/mini(loc)
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feedback_add_details("mining_voucher_redeemed", selection)
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qdel(voucher)
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Block a user