Merge remote-tracking branch 'refs/remotes/Citadel-Station-13/master' into syntheticbloods

This commit is contained in:
Poojawa
2019-08-08 16:51:53 -05:00
278 changed files with 5730 additions and 3626 deletions
@@ -317,9 +317,6 @@
new stack_type(get_turf(loc))
qdel(src)
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
@@ -338,7 +335,6 @@
C.Knockdown(20)
smash(user)
/obj/item/chair/stool
name = "stool"
icon_state = "stool_toppled"
@@ -352,6 +348,70 @@
item_state = "stool_bar"
origin_type = /obj/structure/chair/stool/bar
//////////////////////////
//Brass & Bronze stools!//
//////////////////////////
/obj/structure/chair/stool/bar/brass
name = "brass bar stool"
desc = "A brass bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bar/bronze
name = "bronze bar stool"
desc = "A bronze bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/structure/chair/stool/brass
name = "brass stool"
desc = "A brass stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bronze
name = "bronze stool"
desc = "A bronze stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/item/chair/stool/brass
name = "brass stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/brass
/obj/item/chair/stool/bar/brass
name = "brass bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/brass
/obj/item/chair/stool/bronze
name = "bronze stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/bronze
/obj/item/chair/stool/bar/bronze
name = "bronze bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/bronze
/////////////////////////////////
//End of Brass & Bronze stools!//
/////////////////////////////////
/obj/item/chair/stool/narsie_act()
return //sturdy enough to ignore a god
@@ -34,7 +34,8 @@
var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
var/anchorable = TRUE
var/icon_welded = "welded"
var/obj/item/electronics/airlock/lockerelectronics //Installed electronics
var/lock_in_use = FALSE //Someone is doing some stuff with the lock here, better not proceed further
/obj/structure/closet/Initialize(mapload)
. = ..()
@@ -42,47 +43,56 @@
PopulateContents()
if(mapload && !opened) // if closed, any item at the crate's loc is put in the contents
take_contents()
if(secure)
lockerelectronics = new(src)
lockerelectronics.accesses = req_access
//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
/obj/structure/closet/proc/PopulateContents()
return
/obj/structure/closet/Destroy()
dump_contents()
dump_contents(override = FALSE)
return ..()
/obj/structure/closet/update_icon()
cut_overlays()
if(!opened)
if(opened & icon_door_override)
add_overlay("[icon_door]_open")
layer = OBJ_LAYER
if(icon_door)
add_overlay("[icon_door]_door")
else
add_overlay("[icon_state]_door")
if(welded)
add_overlay(icon_welded)
if(secure && !broken)
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
return
else if(opened)
add_overlay("[icon_state]_open")
return
if(icon_door)
add_overlay("[icon_door]_door")
else
layer = BELOW_OBJ_LAYER
if(icon_door_override)
add_overlay("[icon_door]_open")
else
add_overlay("[icon_state]_open")
add_overlay("[icon_state]_door")
if(welded)
add_overlay("welded")
if(!secure)
return
if(broken)
add_overlay("off")
add_overlay("sparking")
else if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
/obj/structure/closet/examine(mob/user)
..()
if(welded)
to_chat(user, "<span class='notice'>It's welded shut.</span>")
to_chat(user, "<span class='notice'>It's <b>welded</b> shut.</span>")
if(anchored)
to_chat(user, "<span class='notice'>It is <b>bolted</b> to the ground.</span>")
if(opened)
to_chat(user, "<span class='notice'>The parts are <b>welded</b> together.</span>")
else if(secure && !opened)
else if(broken)
to_chat(user, "<span class='notice'>The lock is <b>screwed</b> in.</span>")
else if(secure)
to_chat(user, "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>")
if(isliving(user))
var/mob/living/L = user
@@ -117,9 +127,37 @@
return FALSE
return TRUE
/obj/structure/closet/proc/dump_contents()
/obj/structure/closet/proc/can_lock(mob/living/user, var/check_access = TRUE) //set check_access to FALSE if you only need to check if a locker has a functional lock rather than access
if(!secure)
return FALSE
if(broken)
to_chat(user, "<span class='notice'>[src] is broken!</span>")
return FALSE
if(QDELETED(lockerelectronics) && !locked) //We want to be able to unlock it regardless of electronics, but only lockable with electronics
to_chat(user, "<span class='notice'>[src] is missing locker electronics!</span>")
return FALSE
if(!check_access)
return TRUE
if(allowed(user))
return TRUE
to_chat(user, "<span class='notice'>Access denied.</span>")
/obj/structure/closet/proc/togglelock(mob/living/user)
add_fingerprint(user)
if(opened)
return
if(!can_lock(user))
return
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
/obj/structure/closet/proc/dump_contents(var/override = TRUE) //Override is for not revealing the locker electronics when you open the locker, for example
var/atom/L = drop_location()
for(var/atom/movable/AM in src)
if(AM == lockerelectronics && override)
continue
AM.forceMove(L)
if(throwing) // you keep some momentum when getting out of a thrown closet
step(AM, dir)
@@ -207,6 +245,73 @@
else
return open(user)
/obj/structure/closet/proc/bust_open()
welded = FALSE //applies to all lockers
locked = FALSE //applies to critter crates and secure lockers only
broken = TRUE //applies to secure lockers only
open()
/obj/structure/closet/proc/handle_lock_addition(mob/user, obj/item/electronics/airlock/E)
add_fingerprint(user)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(secure)
to_chat(user, "<span class='notice'>This locker already has a lock!</span>")
return
if(broken)
to_chat(user, "<span class='notice'><b>Unscrew</b> the broken lock first!</span>")
return
if(!istype(E))
return
user.visible_message("<span class='notice'>[user] begins installing a lock on [src]...</span>","<span class='notice'>You begin installing a lock on [src]...</span>")
lock_in_use = TRUE
playsound(loc, 'sound/items/screwdriver.ogg', 50, 1)
if(!do_after(user, 60, target = src))
lock_in_use = FALSE
return
lock_in_use = FALSE
to_chat(user, "<span class='notice'>You finish the lock on [src]!</span>")
E.forceMove(src)
lockerelectronics = E
req_access = E.accesses
secure = TRUE
update_icon()
return TRUE
/obj/structure/closet/proc/handle_lock_removal(mob/user, obj/item/screwdriver/S)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(locked)
to_chat(user, "<span class='notice'>Unlock it first!</span>")
return
if(!secure)
to_chat(user, "<span class='notice'>[src] doesn't have a lock that you can remove!</span>")
return
if(!istype(S))
return
var/brokenword = broken ? "broken " : null
user.visible_message("<span class='notice'>[user] begins removing the [brokenword]lock on [src]...</span>","<span class='notice'>You begin removing the [brokenword]lock on [src]...</span>")
playsound(loc, S.usesound, 50, 1)
lock_in_use = TRUE
if(!do_after(user, 100 * S.toolspeed, target = src))
lock_in_use = FALSE
return
to_chat(user, "<span class='notice'>You remove the [brokenword]lock from [src]!</span>")
if(!QDELETED(lockerelectronics))
lockerelectronics.add_fingerprint(user)
lockerelectronics.forceMove(user.loc)
lockerelectronics = null
req_access = null
secure = FALSE
broken = FALSE
locked = FALSE
lock_in_use = FALSE
update_icon()
return TRUE
/obj/structure/closet/deconstruct(disassembled = TRUE)
if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
new material_drop(loc, material_drop_amount)
@@ -247,7 +352,11 @@
deconstruct(TRUE)
return
if(user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
return
return TRUE
else if(istype(W, /obj/item/electronics/airlock))
handle_lock_addition(user, W)
else if(istype(W, /obj/item/screwdriver))
handle_lock_removal(user, W)
else if(istype(W, /obj/item/weldingtool) && can_weld_shut)
if(!W.tool_start_check(user, amount=0))
return
@@ -258,7 +367,7 @@
return
welded = !welded
after_weld(welded)
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelded"] \the [src].</span>",
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelds"] \the [src].</span>",
"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
"<span class='italics'>You hear welding.</span>")
update_icon()
@@ -401,20 +510,12 @@
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
/obj/structure/closet/proc/bust_open()
welded = FALSE //applies to all lockers
locked = FALSE //applies to critter crates and secure lockers only
broken = TRUE //applies to secure lockers only
open()
/obj/structure/closet/AltClick(mob/user)
..()
if(!user.canUseTopic(src, BE_CLOSE) || !isturf(loc))
if(!user.canUseTopic(src, be_close=TRUE) || !isturf(loc))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(opened || !secure)
return
else
togglelock(user)
togglelock(user)
/obj/structure/closet/CtrlShiftClick(mob/living/user)
if(!HAS_TRAIT(user, TRAIT_SKITTISH))
@@ -423,20 +524,6 @@
return
dive_into(user)
/obj/structure/closet/proc/togglelock(mob/living/user, silent)
if(secure && !broken)
if(allowed(user))
if(iscarbon(user))
add_fingerprint(user)
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
else if(!silent)
to_chat(user, "<span class='notice'>Access Denied</span>")
else if(secure && broken)
to_chat(user, "<span class='warning'>\The [src] is broken!</span>")
/obj/structure/closet/emag_act(mob/user)
if(secure && !broken)
user.visible_message("<span class='warning'>Sparks fly from [src]!</span>",
@@ -445,6 +532,9 @@
playsound(src, "sparks", 50, 1)
broken = TRUE
locked = FALSE
if(!QDELETED(lockerelectronics))
qdel(lockerelectronics)
lockerelectronics = null
update_icon()
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
@@ -458,16 +548,19 @@
if (!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in src)
O.emp_act(severity)
if(secure && !broken && !(. & EMP_PROTECT_SELF))
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
if(!secure || broken)
return ..()
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
if(!QDELETED(lockerelectronics))
lockerelectronics.accesses = req_access
/obj/structure/closet/contents_explosion(severity, target)
for(var/atom/A in contents)
@@ -49,6 +49,12 @@
return 1
return 0
/obj/structure/closet/body_bag/handle_lock_addition()
return
/obj/structure/closet/body_bag/handle_lock_removal()
return
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
. = ..()
if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
@@ -57,6 +57,11 @@
I.alpha = 0
animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
/obj/structure/closet/cardboard/handle_lock_addition() //Whoever heard of a lockable cardboard box anyway
return
/obj/structure/closet/cardboard/handle_lock_removal()
return
/obj/structure/closet/cardboard/metal
name = "large metal box"
@@ -358,3 +358,8 @@
new /obj/item/clothing/shoes/workboots/mining(src)
new /obj/item/storage/backpack/satchel/explorer(src)
/obj/structure/closet/coffin/handle_lock_addition()
return
/obj/structure/closet/coffin/handle_lock_removal()
return
@@ -4,6 +4,18 @@
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
var/registered_name = null
/obj/structure/closet/secure_closet/personal/examine(mob/user)
..()
if(registered_name)
to_chat(user, "<span class='notice'>The display reads, \"Owned by [registered_name]\".</span>")
/obj/structure/closet/secure_closet/personal/check_access(obj/item/card/id/I)
. = ..()
if(!I || !istype(I))
return
if(registered_name == I.registered_name)
return TRUE
/obj/structure/closet/secure_closet/personal/PopulateContents()
..()
if(prob(50))
@@ -33,21 +45,21 @@
/obj/structure/closet/secure_closet/personal/attackby(obj/item/W, mob/user, params)
var/obj/item/card/id/I = W.GetID()
if(istype(I))
if(broken)
to_chat(user, "<span class='danger'>It appears to be broken.</span>")
return
if(!I || !I.registered_name)
return
if(allowed(user) || !registered_name || (istype(I) && (registered_name == I.registered_name)))
//they can open all lockers, or nobody owns this, or they own this locker
locked = !locked
update_icon()
if(!registered_name)
registered_name = I.registered_name
desc = "Owned by [I.registered_name]."
else
to_chat(user, "<span class='danger'>Access Denied.</span>")
else
if(!I || !istype(I))
return ..()
if(!can_lock(user, FALSE)) //Can't do anything if there isn't a lock!
return
if(I.registered_name && !registered_name)
to_chat(user, "<span class='notice'>You claim [src].</span>")
registered_name = I.registered_name
else
..()
/obj/structure/closet/secure_closet/personal/handle_lock_addition() //If lock construction is successful we don't care what access the electronics had, so we override it
if(..())
req_access = list(ACCESS_ALL_PERSONAL_LOCKERS)
lockerelectronics.accesses = req_access
/obj/structure/closet/secure_closet/personal/handle_lock_removal()
if(..())
registered_name = null
@@ -54,6 +54,12 @@
manifest = null
update_icon()
/obj/structure/closet/crate/handle_lock_addition()
return
/obj/structure/closet/crate/handle_lock_removal()
return
/obj/structure/closet/crate/proc/tear_manifest(mob/user)
to_chat(user, "<span class='notice'>You tear the manifest off of [src].</span>")
playsound(src, 'sound/items/poster_ripped.ogg', 75, 1)
+1 -1
View File
@@ -79,4 +79,4 @@
var/n_color = input(H, "Choose your [garment_type]'\s color.", "Character Preference", default_color) as color|null
if(!n_color || !H.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return default_color
return n_color
return sanitize_hexcolor(n_color, include_crunch= TRUE)
@@ -0,0 +1,175 @@
#define BREAKER_ANIMATION_LENGTH 32
#define BREAKER_SLAT_RAISED 1
#define BREAKER_SLAT_MOVING 2
#define BREAKER_SLAT_DROPPED 3
#define BREAKER_ACTIVATE_DELAY 30
#define BREAKER_WRENCH_DELAY 10
#define BREAKER_ACTION_INUSE 5
#define BREAKER_ACTION_WRENCH 6
/obj/structure/femur_breaker
name = "femur breaker"
desc = "A large structure used to break the femurs of traitors and treasonists."
icon = 'icons/obj/femur_breaker.dmi'
icon_state = "breaker_raised"
can_buckle = TRUE
anchored = TRUE
density = TRUE
max_buckled_mobs = 1
buckle_lying = TRUE
buckle_prevents_pull = TRUE
layer = ABOVE_MOB_LAYER
var/slat_status = BREAKER_SLAT_RAISED
var/current_action = 0 // What's currently happening to the femur breaker
/obj/structure/femur_breaker/examine(mob/user)
..()
var/msg = ""
msg += "It is [anchored ? "secured to the floor." : "unsecured."]<br/>"
if (slat_status == BREAKER_SLAT_RAISED)
msg += "The breaker slat is in a neutral position."
else
msg += "The breaker slat is lowered, and must be raised."
if (LAZYLEN(buckled_mobs))
msg += "<br/>"
msg += "Someone appears to be strapped in. You can help them unbuckle, or activate the femur breaker."
to_chat(user, msg)
return msg
/obj/structure/femur_breaker/attack_hand(mob/user)
add_fingerprint(user)
// Currently being used
if (current_action)
return
switch (slat_status)
if (BREAKER_SLAT_MOVING)
return
if (BREAKER_SLAT_DROPPED)
slat_status = BREAKER_SLAT_MOVING
icon_state = "breaker_raise"
addtimer(CALLBACK(src, .proc/raise_slat), BREAKER_ANIMATION_LENGTH)
return
if (BREAKER_SLAT_RAISED)
if (LAZYLEN(buckled_mobs))
if (user.a_intent == INTENT_HARM)
user.visible_message("<span class='warning'>[user] begins to pull the lever!</span>",
"<span class='warning'>You begin to the pull the lever.</span>")
current_action = BREAKER_ACTION_INUSE
if (do_after(user, BREAKER_ACTIVATE_DELAY, target = src) && slat_status == BREAKER_SLAT_RAISED)
current_action = 0
slat_status = BREAKER_SLAT_MOVING
icon_state = "breaker_drop"
drop_slat(user)
else
current_action = 0
else
var/mob/living/carbon/human/H = buckled_mobs[1]
if (H)
H.regenerate_icons()
unbuckle_all_mobs()
else //HERE
slat_status = BREAKER_SLAT_DROPPED
icon_state = "breaker_drop"
/obj/structure/femur_breaker/proc/damage_leg(mob/living/carbon/human/H)
H.emote("scream")
H.apply_damage(150, BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
H.adjustBruteLoss(rand(5,20) + (max(0, H.health))) //Make absolutely sure they end up in crit, so that they can succumb if they wish.
/obj/structure/femur_breaker/proc/raise_slat()
slat_status = BREAKER_SLAT_RAISED
icon_state = "breaker_raised"
/obj/structure/femur_breaker/proc/drop_slat(mob/user)
if (buckled_mobs.len)
var/mob/living/carbon/human/H = buckled_mobs[1]
if (!H)
return
playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
H.Stun(BREAKER_ANIMATION_LENGTH)
addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
log_combat(user, H, "femur broke", src)
slat_status = BREAKER_SLAT_DROPPED
icon_state = "breaker"
/obj/structure/femur_breaker/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if (!anchored)
to_chat(usr, "<span class='warning'>The [src] needs to be wrenched to the floor!</span>")
return FALSE
if (!istype(M, /mob/living/carbon/human))
to_chat(usr, "<span class='warning'>It doesn't look like [M.p_they()] can fit into this properly!</span>")
return FALSE
if (slat_status != BREAKER_SLAT_RAISED)
to_chat(usr, "<span class='warning'>The femur breaker must be in its neutral position before buckling someone in!</span>")
return FALSE
return ..(M, force, FALSE)
/obj/structure/femur_breaker/post_buckle_mob(mob/living/M)
if (!istype(M, /mob/living/carbon/human))
return
var/mob/living/carbon/human/H = M
if (H.dna)
if (H.dna.species)
var/datum/species/S = H.dna.species
if (!istype(S))
unbuckle_all_mobs()
else
unbuckle_all_mobs()
else
unbuckle_all_mobs()
..()
/obj/structure/femur_breaker/can_be_unfasten_wrench(mob/user, silent)
if (LAZYLEN(buckled_mobs))
if (!silent)
to_chat(user, "<span class='warning'>Can't unfasten, someone's strapped in!</span>")
return FAILED_UNFASTEN
if (current_action)
return FAILED_UNFASTEN
return ..()
/obj/structure/femur_breaker/wrench_act(mob/living/user, obj/item/I)
if (current_action)
return
current_action = BREAKER_ACTION_WRENCH
if (do_after(user, BREAKER_WRENCH_DELAY, target = src))
current_action = 0
default_unfasten_wrench(user, I, 0)
setDir(SOUTH)
return TRUE
else
current_action = 0
#undef BREAKER_ANIMATION_LENGTH
#undef BREAKER_SLAT_RAISED
#undef BREAKER_SLAT_MOVING
#undef BREAKER_SLAT_DROPPED
#undef BREAKER_ACTIVATE_DELAY
#undef BREAKER_WRENCH_DELAY
#undef BREAKER_ACTION_INUSE
#undef BREAKER_ACTION_WRENCH