Merge remote-tracking branch 'origin/master' into fake_blood

This commit is contained in:
Artur
2021-07-23 18:50:09 +03:00
1311 changed files with 361937 additions and 333891 deletions
+9
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@@ -793,6 +793,15 @@
small_icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
small_icon_state = "ash_whelp"
/datum/action/small_sprite/megafauna/colossus
small_icon_state = "Basilisk"
/datum/action/small_sprite/megafauna/bubblegum
small_icon_state = "goliath2"
/datum/action/small_sprite/megafauna/legion
small_icon_state = "mega_legion"
/datum/action/small_sprite/Trigger()
..()
if(!small)
+5
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@@ -176,6 +176,11 @@
scheduled_destruction = world.time + (lifespan - CHAT_MESSAGE_EOL_FADE)
enter_subsystem()
var/mob/living/silicon/robot/R = target
if(iscyborg(R))
if(R.module.dogborg == TRUE || R.dogborg == TRUE) //I hate whoever that thought that putting two types of dogborg that don't even sync up properly was good
message.pixel_x = 16
/**
* Applies final animations to overlay CHAT_MESSAGE_EOL_FADE deciseconds prior to message deletion
* Arguments:
+65
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@@ -0,0 +1,65 @@
/datum/component/acid
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
var/level = 0
/datum/component/acid/Initialize(acidpwr, acid_volume)
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
var/obj/O = parent
var/acid_cap = acidpwr * 300
level = min(acidpwr * acid_volume, acid_cap)
START_PROCESSING(SSprocessing, src)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/add_acid_overlay)
if(isitem(parent))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
O.update_icon()
/datum/component/acid/proc/on_attack_hand(datum/source, mob/user)
var/obj/item/I = parent
if(istype(I) && level > 20 && !ismob(I.loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
to_chat(user, "<span class='warning'>The acid on [I] burns your hand!</span>")
var/obj/item/bodypart/affecting = C.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
C.update_damage_overlays()
/datum/component/acid/InheritComponent(datum/component/C, i_am_original, acidpwr, acid_volume)
if(!i_am_original)
return
var/acid_cap = acidpwr * 300
if(level < acid_cap)
if(C)
var/datum/component/acid/other = C
level = min(level + other.level, acid_cap)
else
level = min(level + acidpwr * acid_volume, acid_cap)
/datum/component/acid/Destroy()
STOP_PROCESSING(SSprocessing, src)
var/obj/O = parent
level = 0
O.update_overlays()
return ..()
/datum/component/acid/process()
var/obj/O = parent
if(!istype(O))
qdel(src)
return PROCESS_KILL
if(!(O.resistance_flags & ACID_PROOF))
if(prob(33))
playsound(O.loc, 'sound/items/welder.ogg', 150, 1)
O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, "acid", 0)
level = max(level - (5 + 3*round(sqrt(level))), 0)
if(level <= 0)
qdel(src)
return PROCESS_KILL
else
O.update_icon()
return TRUE
/datum/component/acid/proc/add_acid_overlay(atom/source, list/overlay_list)
overlay_list += GLOB.acid_overlay
+63
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@@ -0,0 +1,63 @@
/datum/component/activity
var/activity_level = 0
var/not_moved_counter = 0
var/list/historical_activity_levels = list()
/datum/component/activity/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/L = parent
RegisterSignal(L, COMSIG_LIVING_SET_AS_ATTACKER, .proc/on_set_as_attacker)
RegisterSignal(L, COMSIG_LIVING_ATTACKER_SET, .proc/on_attacker_set)
RegisterSignal(L, COMSIG_MOB_DEATH, .proc/on_death)
RegisterSignal(L, COMSIG_EXIT_AREA, .proc/on_exit_area)
RegisterSignal(L, COMSIG_LIVING_LIFE, .proc/on_life)
RegisterSignal(L, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_MOVABLE_TELEPORTED, COMSIG_LIVING_GUN_PROCESS_FIRE, COMSIG_MOB_APPLY_DAMAGE), .proc/minor_activity)
/datum/component/activity/proc/log_activity()
historical_activity_levels["[world.time]"] = activity_level
/datum/component/activity/proc/minor_activity(datum/source)
activity_level += 1
/datum/component/activity/proc/on_attacker_set(datum/source, mob/attacker)
activity_level += 10
if(attacker?.mind)
activity_level += 10
log_activity()
/datum/component/activity/proc/on_set_as_attacker(datum/source, mob/target)
activity_level += 10
if(target?.mind)
activity_level += 20
log_activity()
/datum/component/activity/proc/on_death(datum/source)
activity_level += 100 // dying means you're doing SOMETHING
log_activity()
/datum/component/activity/proc/on_exit_area(datum/source)
activity_level += 1
not_moved_counter = 0
/datum/component/activity/proc/on_life(datum/source, seconds, times_fired)
var/mob/living/L = source
if(L.stat >= UNCONSCIOUS) // can't expect the unconscious to move
return
not_moved_counter += seconds
var/should_log = FALSE
switch(not_moved_counter)
if(60 to 120)
activity_level -= 1
if(120 to 600)
activity_level -= 5
if(600 to 1200)
activity_level -= 10
should_log = TRUE
if(1200 to INFINITY)
activity_level -= 20
should_log = TRUE
activity_level = max(activity_level, 0)
if(should_log)
log_activity()
+1 -1
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@@ -73,7 +73,7 @@
/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
var/meat_quality = 50 + (bonus_modifier/10) //increases through quality of butchering tool, and through if it was butchered in the kitchen or not
if(istype(get_area(butcher), /area/crew_quarters/kitchen))
if(istype(get_area(butcher), /area/service/kitchen))
meat_quality = meat_quality + 10
var/turf/T = meat.drop_location()
var/final_effectiveness = effectiveness - meat.butcher_difficulty
+1 -7
View File
@@ -90,7 +90,6 @@
source.playsound_local(source, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay!
RegisterSignal(source, COMSIG_MOB_CLIENT_MOUSEMOVE, .proc/onMouseMove)
RegisterSignal(source, COMSIG_MOVABLE_MOVED, .proc/on_move)
RegisterSignal(source, COMSIG_MOB_CLIENT_MOVE, .proc/on_client_move)
if(hud_icon)
hud_icon.combat_on = TRUE
hud_icon.update_icon()
@@ -115,7 +114,7 @@
to_chat(source, self_message)
if(playsound)
source.playsound_local(source, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the toggleon sound!
UnregisterSignal(source, list(COMSIG_MOB_CLIENT_MOUSEMOVE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_CLIENT_MOVE))
UnregisterSignal(source, list(COMSIG_MOB_CLIENT_MOUSEMOVE, COMSIG_MOVABLE_MOVED))
if(hud_icon)
hud_icon.combat_on = FALSE
hud_icon.update_icon()
@@ -128,11 +127,6 @@
if((mode_flags & COMBAT_MODE_ACTIVE) && L.client)
L.setDir(lastmousedir, ismousemovement = TRUE)
/// Added movement delay if moving backward.
/datum/component/combat_mode/proc/on_client_move(mob/source, client/client, direction, n, oldloc, added_delay)
if(oldloc != n && direction == REVERSE_DIR(source.dir))
client.move_delay += added_delay*0.5
///Changes the user direction to (try) match the pointer.
/datum/component/combat_mode/proc/onMouseMove(mob/source, object, location, control, params)
if(source.client.show_popup_menus)
-491
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@@ -1,491 +0,0 @@
/datum/component/personal_crafting/Initialize()
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_MOB_CLIENT_LOGIN, .proc/create_mob_button)
/datum/component/personal_crafting/proc/create_mob_button(mob/user, client/CL)
var/datum/hud/H = user.hud_used
var/obj/screen/craft/C = new()
C.icon = H.ui_style
H.static_inventory += C
if(!CL.prefs.widescreenpref)
C.screen_loc = ui_boxcraft
CL.screen += C
RegisterSignal(C, COMSIG_CLICK, .proc/component_ui_interact)
/datum/component/personal_crafting
var/busy
var/viewing_category = 1
var/viewing_subcategory = 1
var/list/categories = list(
CAT_WEAPONRY = list(
CAT_WEAPON,
CAT_AMMO,
),
CAT_ROBOT = CAT_NONE,
CAT_MISC = list(
CAT_MISCELLANEOUS,
CAT_TOOL,
CAT_FURNITURE,
),
CAT_PRIMAL = CAT_NONE,
CAT_FOOD = list(
CAT_BREAD,
CAT_BURGER,
CAT_CAKE,
CAT_DONUT,
CAT_EGG,
CAT_ICE,
CAT_MEAT,
CAT_MEXICAN,
CAT_MISCFOOD,
CAT_PASTRY,
CAT_PIE,
CAT_PIZZA,
CAT_SEAFOOD,
CAT_SALAD,
CAT_SANDWICH,
CAT_SOUP,
CAT_SPAGHETTI,
),
CAT_DRINK = CAT_NONE,
CAT_CLOTHING = CAT_NONE,
)
var/cur_category = CAT_NONE
var/cur_subcategory = CAT_NONE
var/datum/action/innate/crafting/button
var/display_craftable_only = FALSE
var/display_compact = TRUE
/* This is what procs do:
get_environment - gets a list of things accessable for crafting by user
get_surroundings - takes a list of things and makes a list of key-types to values-amounts of said type in the list
check_contents - takes a recipe and a key-type list and checks if said recipe can be done with available stuff
check_tools - takes recipe, a key-type list, and a user and checks if there are enough tools to do the stuff, checks bugs one level deep
construct_item - takes a recipe and a user, call all the checking procs, calls do_after, checks all the things again, calls del_reqs, creates result, calls CheckParts of said result with argument being list returned by deel_reqs
del_reqs - takes recipe and a user, loops over the recipes reqs var and tries to find everything in the list make by get_environment and delete it/add to parts list, then returns the said list
*/
/**
* Check that the contents of the recipe meet the requirements.
*
* user: The /mob that initated the crafting.
* R: The /datum/crafting_recipe being attempted.
* contents: List of items to search for R's reqs.
*/
/datum/component/personal_crafting/proc/check_contents(mob/user, datum/crafting_recipe/R, list/contents)
var/list/item_instances = contents["instances"]
contents = contents["other"]
var/list/requirements_list = list()
// Process all requirements
for(var/requirement_path in R.reqs)
// Check we have the appropriate amount available in the contents list
var/needed_amount = R.reqs[requirement_path]
for(var/content_item_path in contents)
// Right path and not blacklisted
if(!ispath(content_item_path, requirement_path) || R.blacklist.Find(requirement_path))
continue
needed_amount -= contents[content_item_path]
if(needed_amount <= 0)
break
if(needed_amount > 0)
return FALSE
// Store the instances of what we will use for R.check_requirements() for requirement_path
var/list/instances_list = list()
for(var/instance_path in item_instances)
if(ispath(instance_path, requirement_path))
instances_list += item_instances[instance_path]
requirements_list[requirement_path] = instances_list
for(var/requirement_path in R.chem_catalysts)
if(contents[requirement_path] < R.chem_catalysts[requirement_path])
return FALSE
return R.check_requirements(user, requirements_list)
/datum/component/personal_crafting/proc/get_environment(mob/user)
. = list()
for(var/obj/item/I in user.held_items)
. += I
if(!isturf(user.loc))
return
var/list/L = block(get_step(user, SOUTHWEST), get_step(user, NORTHEAST))
for(var/A in L)
var/turf/T = A
if(T.Adjacent(user))
for(var/B in T)
var/atom/movable/AM = B
if(AM.flags_1 & HOLOGRAM_1)
continue
. += AM
for(var/slot in list(SLOT_R_STORE, SLOT_L_STORE))
. += user.get_item_by_slot(slot)
/datum/component/personal_crafting/proc/get_surroundings(mob/user)
. = list()
.["tool_behaviour"] = list()
.["other"] = list()
.["instances"] = list()
for(var/obj/item/I in get_environment(user))
if(I.flags_1 & HOLOGRAM_1)
continue
if(.["instances"][I.type])
.["instances"][I.type] += I
else
.["instances"][I.type] = list(I)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
.["other"][I.type] += S.amount
else if(I.tool_behaviour)
.["tool_behaviour"] += I.tool_behaviour
.["other"][I.type] += 1
else
if(istype(I, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RC = I
if(RC.is_drainable())
for(var/datum/reagent/A in RC.reagents.reagent_list)
.["other"][A.type] += A.volume
.["other"][I.type] += 1
/datum/component/personal_crafting/proc/check_tools(mob/user, datum/crafting_recipe/R, list/contents)
if(!R.tools.len)
return TRUE
var/list/possible_tools = list()
var/list/present_qualities = list()
present_qualities |= contents["tool_behaviour"]
for(var/obj/item/I in user.contents)
if(istype(I, /obj/item/storage))
for(var/obj/item/SI in I.contents)
possible_tools += SI.type
if(SI.tool_behaviour)
present_qualities.Add(SI.tool_behaviour)
possible_tools += I.type
if(I.tool_behaviour)
present_qualities.Add(I.tool_behaviour)
possible_tools |= contents["other"]
main_loop:
for(var/A in R.tools)
if(A in present_qualities)
continue
else
for(var/I in possible_tools)
if(ispath(I, A))
continue main_loop
return FALSE
return TRUE
/datum/component/personal_crafting/proc/construct_item(mob/user, datum/crafting_recipe/R)
var/list/contents = get_surroundings(user)
var/send_feedback = TRUE
if(check_contents(user, R, contents))
if(check_tools(user, R, contents))
if(do_after(user, R.time, target = user))
contents = get_surroundings(user)
if(!check_contents(user, R, contents))
return ", missing component."
if(!check_tools(user, R, contents))
return ", missing tool."
var/list/parts = del_reqs(R, user)
var/atom/movable/I = new R.result (get_turf(user.loc))
I.CheckParts(parts, R)
if(isitem(I))
if(isfood(I))
var/obj/item/reagent_containers/food/food_result = I
var/total_quality = 0
var/total_items = 0
for(var/obj/item/reagent_containers/food/ingredient in parts)
total_items += 1
total_quality += ingredient.food_quality
if(total_items == 0)
food_result.adjust_food_quality(50)
else
food_result.adjust_food_quality(total_quality / total_items)
user.put_in_hands(I)
if(send_feedback)
SSblackbox.record_feedback("tally", "object_crafted", 1, I.type)
log_craft("[I] crafted by [user] at [loc_name(I.loc)]")
return FALSE
return "."
return ", missing tool."
return ", missing component."
/*Del reqs works like this:
Loop over reqs var of the recipe
Set var amt to the value current cycle req is pointing to, its amount of type we need to delete
Get var/surroundings list of things accessable to crafting by get_environment()
Check the type of the current cycle req
If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isnt 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
While doing above stuff check deletion list if it already has such reagnet, if yes merge instead of adding second one
If its stack check if it has enough amount
If yes create new stack with the needed amount and put in into deletion list, substract taken amount from the stack
If no put all of the stack in the deletion list, substract its amount from amt and keep searching
While doing above stuff check deletion list if it already has such stack type, if yes try to merge them instead of adding new one
If its anything else just locate() in in the list in a while loop, each find --s the amt var and puts the found stuff in deletion loop
Then do a loop over parts var of the recipe
Do similar stuff to what we have done above, but now in deletion list, until the parts conditions are satisfied keep taking from the deletion list and putting it into parts list for return
After its done loop over deletion list and delete all the shit that wasnt taken by parts loop
del_reqs return the list of parts resulting object will receive as argument of CheckParts proc, on the atom level it will add them all to the contents, on all other levels it calls ..() and does whatever is needed afterwards but from contents list already
*/
/datum/component/personal_crafting/proc/del_reqs(datum/crafting_recipe/R, mob/user)
var/list/surroundings
var/list/Deletion = list()
. = list()
var/data
var/amt
main_loop:
for(var/A in R.reqs)
amt = R.reqs[A]
surroundings = get_environment(user)
surroundings -= Deletion
if(ispath(A, /datum/reagent))
var/datum/reagent/RG = new A
var/datum/reagent/RGNT
while(amt > 0)
var/obj/item/reagent_containers/RC = locate() in surroundings
RG = RC.reagents.get_reagent(A)
if(RG)
if(!locate(RG.type) in Deletion)
Deletion += new RG.type()
if(RG.volume > amt)
RG.volume -= amt
data = RG.data
RC.reagents.conditional_update(RC)
RG = locate(RG.type) in Deletion
RG.volume = amt
RG.data += data
continue main_loop
else
surroundings -= RC
amt -= RG.volume
RC.reagents.reagent_list -= RG
RC.reagents.conditional_update(RC)
RGNT = locate(RG.type) in Deletion
RGNT.volume += RG.volume
RGNT.data += RG.data
qdel(RG)
RC.on_reagent_change()
else
surroundings -= RC
else if(ispath(A, /obj/item/stack))
var/obj/item/stack/S
var/obj/item/stack/SD
while(amt > 0)
S = locate(A) in surroundings
if(S.amount >= amt)
if(!locate(S.type) in Deletion)
SD = new S.type()
Deletion += SD
S.use(amt)
SD = locate(S.type) in Deletion
SD.amount += amt
continue main_loop
else
amt -= S.amount
if(!locate(S.type) in Deletion)
Deletion += S
else
data = S.amount
S = locate(S.type) in Deletion
S.add(data)
surroundings -= S
else
var/atom/movable/I
while(amt > 0)
I = locate(A) in surroundings
Deletion += I
surroundings -= I
amt--
var/list/partlist = list(R.parts.len)
for(var/M in R.parts)
partlist[M] = R.parts[M]
for(var/A in R.parts)
if(istype(A, /datum/reagent))
var/datum/reagent/RG = locate(A) in Deletion
if(RG.volume > partlist[A])
RG.volume = partlist[A]
. += RG
Deletion -= RG
continue
else if(istype(A, /obj/item/stack))
var/obj/item/stack/ST = locate(A) in Deletion
if(ST.amount > partlist[A])
ST.amount = partlist[A]
. += ST
Deletion -= ST
continue
else
while(partlist[A] > 0)
var/atom/movable/AM = locate(A) in Deletion
. += AM
Deletion -= AM
partlist[A] -= 1
while(Deletion.len)
var/DL = Deletion[Deletion.len]
Deletion.Cut(Deletion.len)
qdel(DL)
/datum/component/personal_crafting/proc/component_ui_interact(obj/screen/craft/image, location, control, params, user)
if(user == parent)
ui_interact(user)
/datum/component/personal_crafting/ui_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)
if(!ui)
cur_category = categories[1]
if(islist(categories[cur_category]))
var/list/subcats = categories[cur_category]
cur_subcategory = subcats[1]
else
cur_subcategory = CAT_NONE
ui = new(user, src, ui_key, "personal_crafting", "Crafting Menu", 700, 800, master_ui, state)
ui.open()
/datum/component/personal_crafting/ui_data(mob/user)
var/list/data = list()
data["busy"] = busy
data["category"] = cur_category
data["subcategory"] = cur_subcategory
data["display_craftable_only"] = display_craftable_only
data["display_compact"] = display_compact
var/list/surroundings = get_surroundings(user)
var/list/craftability = list()
for(var/rec in GLOB.crafting_recipes)
var/datum/crafting_recipe/R = rec
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
continue
if((R.category != cur_category) || (R.subcategory != cur_subcategory))
continue
craftability["[REF(R)]"] = check_contents(user, R, surroundings)
data["craftability"] = craftability
return data
/datum/component/personal_crafting/ui_static_data(mob/user)
var/list/data = list()
var/list/crafting_recipes = list()
for(var/rec in GLOB.crafting_recipes)
var/datum/crafting_recipe/R = rec
if(R.name == "") //This is one of the invalid parents that sneaks in
continue
if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
continue
if(isnull(crafting_recipes[R.category]))
crafting_recipes[R.category] = list()
if(R.subcategory == CAT_NONE)
crafting_recipes[R.category] += list(build_recipe_data(R))
else
if(isnull(crafting_recipes[R.category][R.subcategory]))
crafting_recipes[R.category][R.subcategory] = list()
crafting_recipes[R.category]["has_subcats"] = TRUE
crafting_recipes[R.category][R.subcategory] += list(build_recipe_data(R))
data["crafting_recipes"] = crafting_recipes
return data
/datum/component/personal_crafting/ui_act(action, params)
if(..())
return
switch(action)
if("make")
var/datum/crafting_recipe/TR = locate(params["recipe"]) in GLOB.crafting_recipes
ui_interact(usr)
if(busy)
to_chat(usr, "<span class='warning'>You are already making something!</span>")
return
busy = TRUE
var/fail_msg = construct_item(usr, TR)
if(!fail_msg)
to_chat(usr, "<span class='notice'>[TR.name] constructed.</span>")
else
to_chat(usr, "<span class='warning'>Construction failed[fail_msg]</span>")
busy = FALSE
if("toggle_recipes")
display_craftable_only = !display_craftable_only
. = TRUE
if("toggle_compact")
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"]
. = TRUE
/datum/component/personal_crafting/proc/build_recipe_data(datum/crafting_recipe/R)
var/list/data = list()
data["name"] = R.name
data["ref"] = "[REF(R)]"
var/req_text = ""
var/tool_text = ""
var/catalyst_text = ""
for(var/a in R.reqs)
//We just need the name, so cheat-typecast to /atom for speed (even tho Reagents are /datum they DO have a "name" var)
//Also these are typepaths so sadly we can't just do "[a]"
var/atom/A = a
req_text += " [R.reqs[A]] [initial(A.name)],"
req_text = replacetext(req_text,",","",-1)
data["req_text"] = req_text
for(var/a in R.chem_catalysts)
var/atom/A = a //cheat-typecast
catalyst_text += " [R.chem_catalysts[A]] [initial(A.name)],"
catalyst_text = replacetext(catalyst_text,",","",-1)
data["catalyst_text"] = catalyst_text
for(var/a in R.tools)
if(ispath(a, /obj/item))
var/obj/item/b = a
tool_text += " [initial(b.name)],"
else
tool_text += " [a],"
tool_text = replacetext(tool_text,",","",-1)
data["tool_text"] = tool_text
return data
//Mind helpers
/datum/mind/proc/teach_crafting_recipe(R)
if(!learned_recipes)
learned_recipes = list()
learned_recipes |= R
+5 -1
View File
@@ -4,6 +4,10 @@
/datum/component/personal_crafting/proc/create_mob_button(mob/user, client/CL)
var/datum/hud/H = user.hud_used
for(var/huds in H.static_inventory)
if(istype(huds, /obj/screen/craft))
return
//We don't want to be stacking multiple crafting huds on relogs
var/obj/screen/craft/C = new()
C.icon = H.ui_style
H.static_inventory += C
@@ -20,7 +24,7 @@
CAT_AMMO,
),
CAT_ROBOT = CAT_NONE,
CAT_MISC = list(
CAT_MISCELLANEOUS = list(
CAT_MISCELLANEOUS,
CAT_TOOL,
CAT_FURNITURE,
@@ -52,7 +52,7 @@
/datum/crafting_recipe/armwraps
name = "Armwraps"
result = /obj/item/clothing/gloves/fingerless/pugilist
result = /obj/item/clothing/gloves/fingerless/pugilist/crafted
time = 60
tools = list(TOOL_WIRECUTTER)
reqs = list(/obj/item/stack/sheet/cloth = 4,
@@ -8,7 +8,7 @@
time = 1
reqs = list(/obj/item/stack/sheet/plastic = 1,
/obj/item/stack/sheet/mineral/wood = 1)
category = CAT_MISC
category = CAT_MISCELLANEOUS
subcategory = CAT_TOOL
/datum/crafting_recipe/showercurtain
@@ -18,7 +18,7 @@
/obj/item/stack/rods = 1)
result = /obj/structure/curtain
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/guillotine
name = "Guillotine"
@@ -29,7 +29,7 @@
/obj/item/stack/cable_coil = 10)
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/femur_breaker
name = "Femur Breaker"
@@ -39,7 +39,7 @@
/obj/item/stack/cable_coil = 30)
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
// Blood Sucker stuff //
/datum/crafting_recipe/bloodsucker/blackcoffin
@@ -54,7 +54,7 @@
///obj/item/pipe = 2)
time = 150
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = TRUE
/datum/crafting_recipe/bloodsucker/meatcoffin
@@ -66,7 +66,7 @@
/obj/item/restraints/handcuffs/cable = 1)
time = 150
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = TRUE
/datum/crafting_recipe/bloodsucker/metalcoffin
@@ -77,7 +77,7 @@
reqs = list(/obj/item/stack/sheet/metal = 5)
time = 100
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = TRUE
/datum/crafting_recipe/bloodsucker/vassalrack
@@ -100,7 +100,7 @@
// )
time = 150
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = FALSE // Disabled until learned
@@ -117,7 +117,7 @@
)
time = 100
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = FALSE // Disabled til learned
/datum/crafting_recipe/furnace
@@ -129,7 +129,7 @@
/obj/item/stack/rods = 2)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/tableanvil
name = "Table Anvil"
@@ -139,7 +139,7 @@
/obj/item/stack/rods = 2)
tools = list(TOOL_SCREWDRIVER, TOOL_WRENCH, TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/sandvil
name = "Sandstone Anvil"
@@ -148,7 +148,7 @@
reqs = list(/obj/item/stack/sheet/mineral/sandstone = 24)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/basaltblock
name = "Sintered Basalt Block"
@@ -157,7 +157,7 @@
reqs = list(/obj/item/stack/ore/glass/basalt = 50)
tools = list(TOOL_WELDER)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/basaltanvil
name = "Basalt Anvil"
@@ -166,7 +166,7 @@
reqs = list(/obj/item/basaltblock = 5)
tools = list(TOOL_CROWBAR)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
///////////////////
//Tools & Storage//
///////////////////
@@ -177,7 +177,7 @@
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/space_cleaner/sterilizine = 5)
category = CAT_MISC
category = CAT_MISCELLANEOUS
subcategory = CAT_TOOL
/datum/crafting_recipe/brute_pack
@@ -186,7 +186,7 @@
time = 1
reqs = list(/obj/item/stack/medical/gauze/adv = 1,
/datum/reagent/medicine/styptic_powder = 10)
category = CAT_MISC
category = CAT_MISCELLANEOUS
subcategory = CAT_TOOL
/datum/crafting_recipe/burn_pack
@@ -195,7 +195,7 @@
time = 1
reqs = list(/obj/item/stack/medical/gauze/adv = 1,
/datum/reagent/medicine/silver_sulfadiazine = 10)
category = CAT_MISC
category = CAT_MISCELLANEOUS
subcategory = CAT_TOOL
/datum/crafting_recipe/ghettojetpack
@@ -206,7 +206,7 @@
/obj/item/extinguisher = 1,
/obj/item/pipe = 3,
/obj/item/stack/cable_coil = 30)
category = CAT_MISC
category = CAT_MISCELLANEOUS
subcategory = CAT_TOOL
tools = list(TOOL_WRENCH, TOOL_WELDER, TOOL_WIRECUTTER)
@@ -220,7 +220,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/toolboxhammer
name = "Toolbox Hammer"
@@ -231,7 +231,7 @@
/obj/item/stack/rods = 2)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/papersack
name = "Paper Sack"
@@ -239,7 +239,7 @@
time = 10
reqs = list(/obj/item/paper = 5)
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/smallcarton
name = "Small Carton"
@@ -247,7 +247,7 @@
time = 10
reqs = list(/obj/item/stack/sheet/cardboard = 1)
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bronze_driver
name = "Bronze Plated Screwdriver"
@@ -259,7 +259,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bronze_welder
name = "Bronze Plated Welding Tool"
@@ -271,7 +271,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bronze_wirecutters
name = "Bronze Plated Wirecutters"
@@ -283,7 +283,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bronze_crowbar
name = "Bronze Plated Crowbar"
@@ -295,7 +295,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bronze_wrench
name = "Bronze Plated Wrench"
@@ -307,7 +307,7 @@
/datum/reagent/water = 15)
time = 40
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/rcl
name = "Makeshift Rapid Cable Layer"
@@ -316,7 +316,7 @@
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WRENCH)
reqs = list(/obj/item/stack/sheet/metal = 15)
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/picket_sign
name = "Picket Sign"
@@ -325,7 +325,7 @@
/obj/item/stack/sheet/cardboard = 2)
time = 80
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/electrochromatic_kit
name = "Electrochromatic Kit"
@@ -334,7 +334,19 @@
/obj/item/stack/cable_coil = 1)
time = 5
subcategory = CAT_TOOL
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/blackmarket_uplink
name = "Black Market Uplink"
result = /obj/item/blackmarket_uplink
time = 20
tools = list(TOOL_SCREWDRIVER, TOOL_WIRECUTTER)
reqs = list(/obj/item/stock_parts/subspace/amplifier = 1,
/obj/item/stack/cable_coil = 15,
/obj/item/radio = 1,
/obj/item/analyzer = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/heretic/codex
name = "Codex Cicatrix"
@@ -346,7 +358,7 @@
/obj/item/stack/sheet/animalhide/human = 1)
time = 150
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
always_availible = FALSE
////////////
@@ -360,7 +372,21 @@
/obj/item/stack/rods = 8)
time = 100
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/motorized_wheelchair
name = "Hoverchair"
result = /obj/vehicle/ridden/wheelchair/motorized
reqs = list(/obj/item/stack/sheet/plasteel = 10,
/obj/item/stack/rods = 8,
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/capacitor = 1)
parts = list(/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/capacitor = 1)
tools = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WRENCH)
time = 200
subcategory = CAT_MISCELLANEOUS
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/skateboard
name = "Skateboard"
@@ -369,7 +395,7 @@
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/rods = 10)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/scooter
name = "Scooter"
@@ -378,7 +404,7 @@
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/rods = 12)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/////////
//Toys///
@@ -389,28 +415,28 @@
reqs = list(/obj/item/light/bulb = 1, /obj/item/stack/cable_coil = 1, /obj/item/stack/sheet/plastic = 4)
result = /obj/item/toy/sword
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/extendohand
name = "Extendo-Hand"
reqs = list(/obj/item/bodypart/r_arm/robot = 1, /obj/item/clothing/gloves/boxing = 1)
result = /obj/item/extendohand
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/toyneb
name = "Non-Euplastic Blade"
reqs = list(/obj/item/light/tube = 1, /obj/item/stack/cable_coil = 1, /obj/item/stack/sheet/plastic = 4)
result = /obj/item/toy/sword/cx
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/catgirlplushie
name = "Catgirl Plushie"
reqs = list(/obj/item/toy/plush/hairball = 3)
result = /obj/item/toy/plush/catgirl
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
////////////
//Unsorted//
@@ -424,7 +450,7 @@
reqs = list(/obj/item/stack/sheet/mineral/wood = 1)
result = /obj/item/stick
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/swordhilt
@@ -433,14 +459,14 @@
reqs = list(/obj/item/stack/sheet/mineral/wood = 2)
result = /obj/item/swordhandle
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/blackcarpet
name = "Black Carpet"
reqs = list(/obj/item/stack/tile/carpet = 50, /obj/item/toy/crayon/black = 1)
result = /obj/item/stack/tile/carpet/black/fifty
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/paperframes
name = "Paper Frames"
@@ -448,7 +474,7 @@
time = 10
reqs = list(/obj/item/stack/sheet/mineral/wood = 5, /obj/item/paper = 20)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/naturalpaper
name = "Hand-Pressed Paper"
@@ -457,7 +483,7 @@
tools = list(/obj/item/hatchet)
result = /obj/item/paper_bin/bundlenatural
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/bluespacehonker
name = "Bluespace Bike horn"
@@ -467,7 +493,7 @@
/obj/item/toy/crayon/blue = 1,
/obj/item/bikehorn = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/mousetrap
name = "Mouse Trap"
@@ -476,7 +502,7 @@
reqs = list(/obj/item/stack/sheet/cardboard = 1,
/obj/item/stack/rods = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/flashlight_eyes
name = "Flashlight Eyes"
@@ -487,7 +513,7 @@
/obj/item/restraints/handcuffs/cable = 1
)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/pressureplate
name = "Pressure Plate"
@@ -498,7 +524,7 @@
/obj/item/stack/cable_coil = 2,
/obj/item/assembly/igniter = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/gold_horn
name = "Golden Bike Horn"
@@ -507,7 +533,7 @@
reqs = list(/obj/item/stack/sheet/mineral/bananium = 5,
/obj/item/bikehorn = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/spooky_camera
name = "Camera Obscura"
@@ -517,7 +543,7 @@
/datum/reagent/water/holywater = 10)
parts = list(/obj/item/camera = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/coconut_bong
name = "Coconut Bong"
@@ -526,7 +552,7 @@
/obj/item/reagent_containers/food/snacks/grown/coconut = 1)
time = 70
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
category = CAT_MISCELLANEOUS
//////////////
//Banners/////
@@ -539,7 +565,7 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/captain/parade = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/engineering_banner
name = "Engitopia Banner"
@@ -548,7 +574,7 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/engineering/engineer = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/cargo_banner
name = "Cargonia Banner"
@@ -557,7 +583,7 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/cargo/tech = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/science_banner
name = "Sciencia Banner"
@@ -566,7 +592,7 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/rnd/scientist = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/medical_banner
name = "Meditopia Banner"
@@ -575,7 +601,7 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/medical/doctor = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
/datum/crafting_recipe/security_banner
name = "Securistan Banner"
@@ -584,4 +610,4 @@
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/security/officer = 1)
subcategory = CAT_FURNITURE
category = CAT_MISC
category = CAT_MISCELLANEOUS
@@ -16,7 +16,7 @@
/datum/crafting_recipe/strobeshield
name = "Strobe Shield"
result = /obj/item/assembly/flash/shield
result = /obj/item/shield/riot/flash
reqs = list(/obj/item/wallframe/flasher = 1,
/obj/item/assembly/flash/handheld = 1,
/obj/item/shield/riot = 1)
@@ -72,6 +72,16 @@
category = CAT_WEAPONRY
subcategory = CAT_MELEE
/datum/crafting_recipe/newsbaton
name = "Newspaper Baton"
result = /obj/item/melee/classic_baton/telescopic/newspaper
reqs = list(/obj/item/melee/classic_baton/telescopic = 1,
/obj/item/newspaper = 1,
/obj/item/stack/sticky_tape = 2)
time = 40
category = CAT_WEAPONRY
subcategory = CAT_MELEE
/datum/crafting_recipe/bokken
name = "Training Bokken"
result = /obj/item/melee/bokken
+2 -1
View File
@@ -159,7 +159,7 @@
/datum/component/embedded/proc/jostleCheck()
var/mob/living/carbon/victim = parent
var/damage = weapon.w_class * pain_mult
var/damage = weapon.w_class * jostle_pain_mult
var/pain_chance_current = jostle_chance
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
pain_chance_current *= 0.5
@@ -265,6 +265,7 @@
/// Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
/// Items harmfully embedded in carbons have an additional check for random pain (if applicable)
/datum/component/embedded/proc/processCarbon()
set waitfor = FALSE
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
+2 -2
View File
@@ -56,10 +56,10 @@
detonate()
/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMGE, .proc/explodable_attack_zone, TRUE)
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, .proc/explodable_attack_zone, TRUE)
/datum/component/explodable/proc/on_drop(datum/source, mob/user)
UnregisterSignal(user, COMSIG_MOB_APPLY_DAMGE)
UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE)
/// Checks if we're hitting the zone this component is covering
/datum/component/explodable/proc/is_hitting_zone(def_zone)
+1
View File
@@ -24,6 +24,7 @@
identification_method_flags = id_method_flags
/datum/component/identification/RegisterWithParent()
RegisterSignal(parent, COMSIG_IDENTIFICATION_KNOWLEDGE_CHECK, .proc/check_knowledge)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
if(identification_effect_flags & ID_COMPONENT_EFFECT_NO_ACTIONS)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
+1
View File
@@ -158,6 +158,7 @@
autolock()
/datum/component/lockon_aiming/proc/autolock()
set waitfor = FALSE
var/mob/M = parent
if(!M.client)
return FALSE
+6
View File
@@ -33,6 +33,8 @@
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
RegisterSignal(parent, COMSIG_MOB_DEATH, .proc/stop_processing)
RegisterSignal(parent, COMSIG_VOID_MASK_ACT, .proc/direct_sanity_drain)
if(owner.hud_used)
modify_hud()
@@ -377,6 +379,10 @@
remove_temp_moods()
setSanity(initial(sanity))
///Causes direct drain of someone's sanity, call it with a numerical value corresponding how badly you want to hurt their sanity
/datum/component/mood/proc/direct_sanity_drain(datum/source, amount)
setSanity(sanity + amount)
#undef ECSTATIC_SANITY_PEN
#undef SLIGHT_INSANITY_PEN
#undef MINOR_INSANITY_PEN
+64 -3
View File
@@ -170,6 +170,7 @@
/**
* Used to rid ourselves
*/
///Deletes nanites!
/datum/component/nanites/proc/delete_nanites()
if(can_be_deleted)
qdel(src)
@@ -213,7 +214,7 @@
/datum/component/nanites/proc/check_viral_prevention()
return SEND_SIGNAL(src, COMSIG_NANITE_INTERNAL_VIRAL_PREVENTION_CHECK)
//Syncs the nanite component to another, making it so programs are the same with the same programming (except activation status)
///Syncs the nanite component to another, making it so programs are the same with the same programming (except activation status)
/datum/component/nanites/proc/sync(datum/signal_source, datum/component/nanites/source, full_overwrite = TRUE, copy_activation = FALSE)
var/list/programs_to_remove = programs.Copy() - permanent_programs
var/list/programs_to_add = source.programs.Copy()
@@ -233,6 +234,7 @@
var/datum/nanite_program/SNP = X
add_program(null, SNP.copy())
///Syncs the nanites to their assigned cloud copy, if it is available. If it is not, there is a small chance of a software error instead.
/datum/component/nanites/proc/cloud_sync()
if(cloud_id)
var/datum/nanite_cloud_backup/backup = SSnanites.get_cloud_backup(cloud_id)
@@ -246,6 +248,7 @@
var/datum/nanite_program/NP = pick(programs)
NP.software_error()
///Adds a nanite program, replacing existing unique programs of the same type. A source program can be specified to copy its programming onto the new one.
/datum/component/nanites/proc/add_program(datum/source, datum/nanite_program/new_program, datum/nanite_program/source_program)
for(var/X in programs)
var/datum/nanite_program/NP = X
@@ -268,11 +271,67 @@
adjust_nanites(null, -amount)
return (nanite_volume > 0)
///Modifies the current nanite volume, then checks if the nanites are depleted or exceeding the maximum amount
/datum/component/nanites/proc/adjust_nanites(datum/source, amount)
nanite_volume = clamp(nanite_volume + amount, 0, max_nanites)
SIGNAL_HANDLER
nanite_volume = max(nanite_volume + amount, 0) //Lets not have negative nanite counts on permanent ones.
if(nanite_volume > max_nanites)
reject_excess_nanites()
if(nanite_volume <= 0) //oops we ran out
nanites_depleted()
/**
* Handles how nanites leave the host's body if they find out that they're currently exceeding the maximum supported amount
*
* IC explanation:
* Normally nanites simply discard excess volume by slowing replication or 'sweating' it out in imperceptible amounts,
* but if there is a large excess volume, likely due to a programming change that leaves them unable to support their current volume,
* the nanites attempt to leave the host as fast as necessary to prevent nanite poisoning. This can range from minor oozing to nanites
* rapidly bursting out from every possible pathway, causing temporary inconvenience to the host.
*/
/datum/component/nanites/proc/reject_excess_nanites()
var/excess = nanite_volume - max_nanites
nanite_volume = max_nanites
switch(excess)
if(0 to NANITE_EXCESS_MINOR) //Minor excess amount, the extra nanites are quietly expelled without visible effects
return
if((NANITE_EXCESS_MINOR + 0.1) to NANITE_EXCESS_VOMIT) //Enough nanites getting rejected at once to be visible to the naked eye
host_mob.visible_message("<span class='warning'>A grainy grey slurry starts oozing out of [host_mob].</span>", "<span class='warning'>A grainy grey slurry starts oozing out of your skin.</span>", null, 4);
if((NANITE_EXCESS_VOMIT + 0.1) to NANITE_EXCESS_BURST) //Nanites getting rejected in massive amounts, but still enough to make a semi-orderly exit through vomit
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
host_mob.visible_message("<span class='warning'>[host_mob] vomits a grainy grey slurry!</span>", "<span class='warning'>You suddenly vomit a metallic-tasting grainy grey slurry!</span>", null);
C.vomit(0, FALSE, TRUE, FLOOR(excess / 100, 1), FALSE, VOMIT_NANITE, FALSE, TRUE, 0)
else
host_mob.visible_message("<span class='warning'>A metallic grey slurry bursts out of [host_mob]'s skin!</span>", "<span class='userdanger'>A metallic grey slurry violently bursts out of your skin!</span>", null);
if(isturf(host_mob.drop_location()))
var/turf/T = host_mob.drop_location()
T.add_vomit_floor(host_mob, VOMIT_NANITE, 0)
if((NANITE_EXCESS_BURST + 0.1) to INFINITY) //Way too many nanites, they just leave through the closest exit before they harm/poison the host
host_mob.visible_message("<span class='warning'>A torrent of metallic grey slurry violently bursts out of [host_mob]'s face and floods out of [host_mob.p_their()] skin!</span>",
"<span class='userdanger'>A torrent of metallic grey slurry violently bursts out of your eyes, ears, and mouth, and floods out of your skin!</span>");
host_mob.blind_eyes(15) //nanites coming out of your eyes
host_mob.Paralyze(120)
if(iscarbon(host_mob))
var/mob/living/carbon/C = host_mob
var/obj/item/organ/ears/ears = C.getorganslot(ORGAN_SLOT_EARS)
if(ears)
ears.adjustEarDamage(0, 30) //nanites coming out of your ears
C.vomit(0, FALSE, TRUE, 2, FALSE, VOMIT_NANITE, FALSE, TRUE, 0) //nanites coming out of your mouth
//nanites everywhere
if(isturf(host_mob.drop_location()))
var/turf/T = host_mob.drop_location()
T.add_vomit_floor(host_mob, VOMIT_NANITE, 0)
for(var/turf/adjacent_turf in oview(host_mob, 1))
if(adjacent_turf.density || !adjacent_turf.Adjacent(T))
continue
adjacent_turf.add_vomit_floor(host_mob, VOMIT_NANITE, 0)
///Updates the nanite volume bar visible in diagnostic HUDs
/datum/component/nanites/proc/set_nanite_bar(remove = FALSE)
var/image/holder = host_mob.hud_list[DIAG_NANITE_FULL_HUD]
var/icon/I = icon(host_mob.icon, host_mob.icon_state, host_mob.dir)
@@ -346,7 +405,9 @@
nanite_volume = clamp(amount, 0, max_nanites)
/datum/component/nanites/proc/set_max_volume(datum/source, amount)
max_nanites = max(1, max_nanites)
SIGNAL_HANDLER
max_nanites = max(1, amount)
/datum/component/nanites/proc/set_cloud(datum/source, amount)
cloud_id = clamp(amount, 0, 100)
+1 -1
View File
@@ -90,7 +90,7 @@
return
SEND_SIGNAL(parent, COMSIG_ATOM_ORBIT_END, orbiter, refreshing)
UnregisterSignal(orbiter, COMSIG_MOVABLE_MOVED)
orbiter.SpinAnimation(0, 0)
orbiter.SpinAnimation(0, 0, parallel = FALSE)
if(istype(orbiters[orbiter],/matrix)) //This is ugly.
orbiter.transform = orbiters[orbiter]
orbiters -= orbiter
+7
View File
@@ -52,8 +52,15 @@
return
strength -= strength / hl3_release_date
if(strength <= RAD_BACKGROUND_RADIATION)
addtimer(CALLBACK(src, .proc/check_dissipate), 5 SECONDS)
return PROCESS_KILL
/datum/component/radioactive/proc/check_dissipate()
if(strength <= RAD_BACKGROUND_RADIATION)
qdel(src)
return
if(!(datum_flags & DF_ISPROCESSING)) // keep going
START_PROCESSING(SSradiation, src)
/datum/component/radioactive/proc/glow_loop(atom/movable/master)
var/filter = master.get_filter("rad_glow")
@@ -57,7 +57,7 @@
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
/obj/item/firing_pin, /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/ballistic/automatic/magrifle/pistol,
/obj/item/toy/plush/snakeplushie, /obj/item/gun/energy/e_gun/mini
/obj/item/toy/plush/snakeplushie, /obj/item/gun/energy/e_gun/mini, /obj/item/gun/ballistic/derringer
))
/datum/component/storage/concrete/pockets/shoes/clown/Initialize()
@@ -97,3 +97,11 @@
. = ..()
can_hold = typecacheof(list(/obj/item/reagent_containers/glass/bottle,
/obj/item/ammo_box/a762))
/datum/component/storage/concrete/pockets/void_cloak
quickdraw = TRUE
max_items = 3
/datum/component/storage/concrete/pockets/void_cloak/Initialize()
. = ..()
var/static/list/exception_cache = typecacheof(list(/obj/item/living_heart,/obj/item/forbidden_book))
@@ -37,7 +37,7 @@
to_chat(M, "<span class='notice'>You start dumping out tier/cell rating [lowest_rating] parts from [parent].</span>")
var/turf/T = get_turf(A)
var/datum/progressbar/progress = new(M, length(things), T)
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress)))
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
stoplag(1)
qdel(progress)
A.do_squish(0.8, 1.2)
@@ -81,7 +81,7 @@
to_chat(M, "<span class='notice'>You start dumping out tier/cell rating [lowest_rating] parts from [parent].</span>")
var/turf/T = get_turf(A)
var/datum/progressbar/progress = new(M, length(things), T)
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress)))
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
stoplag(1)
qdel(progress)
A.do_squish(0.8, 1.2)
+34 -40
View File
@@ -47,18 +47,8 @@
var/display_numerical_stacking = FALSE //stack things of the same type and show as a single object with a number.
/// "legacy"/default view mode's storage "boxes"
var/obj/screen/storage/boxes/ui_boxes
/// New volumetric storage display mode's left side
var/obj/screen/storage/left/ui_left
/// New volumetric storage display mode's center 'blocks'
var/obj/screen/storage/continuous/ui_continuous
/// The close button, used in all modes. Frames right side in volumetric mode.
var/obj/screen/storage/close/ui_close
/// Associative list of list(item = screen object) for volumetric storage item screen blocks
var/list/ui_item_blocks
var/current_maxscreensize
/// Ui objects by person. mob = list(objects)
var/list/ui_by_mob = list()
var/allow_big_nesting = FALSE //allow storage objects of the same or greater size.
@@ -125,18 +115,16 @@
/datum/component/storage/Destroy()
close_all()
QDEL_NULL(ui_boxes)
QDEL_NULL(ui_close)
QDEL_NULL(ui_continuous)
QDEL_NULL(ui_left)
// DO NOT USE QDEL_LIST_ASSOC.
if(ui_item_blocks)
for(var/i in ui_item_blocks)
qdel(ui_item_blocks[i]) //qdel the screen object not the item
ui_item_blocks.Cut()
wipe_ui_objects()
LAZYCLEARLIST(is_using)
return ..()
/datum/component/storage/proc/wipe_ui_objects()
for(var/i in ui_by_mob)
var/list/objects = ui_by_mob[i]
QDEL_LIST(objects)
ui_by_mob.Cut()
/datum/component/storage/PreTransfer()
update_actions()
@@ -283,20 +271,20 @@
var/turf/T = get_turf(A)
var/list/things = contents()
var/datum/progressbar/progress = new(M, length(things), T)
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress)))
while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
stoplag(1)
qdel(progress)
A.do_squish(0.8, 1.2)
/datum/component/storage/proc/mass_remove_from_storage(atom/target, list/things, datum/progressbar/progress, trigger_on_found = TRUE)
/datum/component/storage/proc/mass_remove_from_storage(atom/target, list/things, datum/progressbar/progress, trigger_on_found = TRUE, mob/user)
var/atom/real_location = real_location()
for(var/obj/item/I in things)
things -= I
if(I.loc != real_location)
continue
remove_from_storage(I, target)
if(trigger_on_found && I.on_found())
if(trigger_on_found && user && (user.active_storage != src) && I.on_found(user))
return FALSE
remove_from_storage(I, target)
if(TICK_CHECK)
progress.update(progress.goal - length(things))
return TRUE
@@ -351,13 +339,6 @@
return master._removal_reset(thing)
/datum/component/storage/proc/_remove_and_refresh(datum/source, atom/movable/thing)
if(LAZYACCESS(ui_item_blocks, thing))
var/obj/screen/storage/volumetric_box/center/C = ui_item_blocks[thing]
for(var/i in can_see_contents()) //runtimes result if mobs can access post deletion.
var/mob/M = i
M.client?.screen -= C.on_screen_objects()
ui_item_blocks -= thing
qdel(C)
_removal_reset(thing) // THIS NEEDS TO HAPPEN AFTER SO LAYERING DOESN'T BREAK!
refresh_mob_views()
@@ -448,7 +429,7 @@
return FALSE
// this must come before the screen objects only block, dunno why it wasn't before
if(over_object == M)
user_show_to_mob(M)
user_show_to_mob(M, trigger_on_found = TRUE)
return
if(isrevenant(M))
RevenantThrow(over_object, M, source)
@@ -467,14 +448,27 @@
return
A.add_fingerprint(M)
/datum/component/storage/proc/user_show_to_mob(mob/M, force = FALSE, ghost = FALSE)
/datum/component/storage/proc/user_show_to_mob(mob/M, force = FALSE, trigger_on_found = FALSE)
var/atom/A = parent
if(!istype(M))
return FALSE
A.add_fingerprint(M)
if(!force && (check_locked(null, M) || !M.CanReach(parent, view_only = TRUE)))
return FALSE
ui_show(M, !ghost)
if(trigger_on_found)
if(check_on_found(M))
return
ui_show(M)
/**
* Check if we should trigger on_found()
* If this returns TRUE, it means an on_found() returned TRUE and immediately broke the chain.
* In most contexts, this should mean to stop.
*/
/datum/component/storage/proc/check_on_found(mob/user)
for(var/obj/item/I in contents())
if(I.on_found(user))
return TRUE
/datum/component/storage/proc/mousedrop_receive(datum/source, atom/movable/O, mob/M)
if(isitem(O))
@@ -596,10 +590,10 @@
return can_be_inserted(I, silent, M)
/datum/component/storage/proc/show_to_ghost(datum/source, mob/dead/observer/M)
return user_show_to_mob(M, TRUE, TRUE)
return user_show_to_mob(M, TRUE)
/datum/component/storage/proc/signal_show_attempt(datum/source, mob/showto, force = FALSE)
return user_show_to_mob(showto, force)
/datum/component/storage/proc/signal_show_attempt(datum/source, mob/showto, force = FALSE, trigger_on_found = TRUE)
return user_show_to_mob(showto, force, trigger_on_found = trigger_on_found)
/datum/component/storage/proc/on_check()
return TRUE
@@ -668,7 +662,7 @@
if(A.loc == user)
. = COMPONENT_NO_ATTACK_HAND
if(!check_locked(source, user, TRUE))
ui_show(user)
user_show_to_mob(user, trigger_on_found = TRUE)
A.do_jiggle()
/datum/component/storage/proc/signal_on_pickup(datum/source, mob/user)
@@ -698,7 +692,7 @@
var/atom/A = parent
if(!quickdraw)
A.add_fingerprint(user)
user_show_to_mob(user)
user_show_to_mob(user, trigger_on_found = TRUE)
if(rustle_sound)
playsound(A, "rustle", 50, 1, -5)
return TRUE
+32 -53
View File
@@ -7,7 +7,7 @@
if(QDELETED(I))
continue
if(!.[I.type])
.[I.type] = new /datum/numbered_display(I, 1)
.[I.type] = new /datum/numbered_display(I, 1, src)
else
var/datum/numbered_display/ND = .[I.type]
ND.number++
@@ -20,6 +20,8 @@
. = list()
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
var/obj/screen/storage/close/ui_close
var/obj/screen/storage/boxes/ui_boxes
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
@@ -60,12 +62,13 @@
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
var/obj/screen/storage/item_holder/D = new(null, src, O)
D.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
D.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
. += O
. += D
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
@@ -78,6 +81,9 @@
*/
/datum/component/storage/proc/orient2hud_volumetric(mob/user, maxcolumns)
. = list()
var/obj/screen/storage/left/ui_left
var/obj/screen/storage/continuous/ui_continuous
var/obj/screen/storage/close/ui_close
// Generate ui_item_blocks for missing ones and render+orient.
var/list/atom/contents = accessible_items()
@@ -128,14 +134,10 @@
var/first = TRUE
var/row = 1
LAZYINITLIST(ui_item_blocks)
for(var/i in percentage_by_item)
I = i
var/percent = percentage_by_item[I]
if(!ui_item_blocks[I])
ui_item_blocks[I] = new /obj/screen/storage/volumetric_box/center(null, src, I)
var/obj/screen/storage/volumetric_box/center/B = ui_item_blocks[I]
var/obj/screen/storage/volumetric_box/center/B = new /obj/screen/storage/volumetric_box/center(null, src, I)
var/pixels_to_use = overrun? MINIMUM_PIXELS_PER_ITEM : max(using_horizontal_pixels * percent, MINIMUM_PIXELS_PER_ITEM)
var/addrow = FALSE
if(CEILING(pixels_to_use, 1) >= FLOOR(horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING, 1))
@@ -143,25 +145,17 @@
addrow = TRUE
// now that we have pixels_to_use, place our thing and add it to the returned list.
B.screen_loc = I.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING), 1)],[screen_start_y+row-1]:[screen_pixel_y]"
B.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING), 1)],[screen_start_y+row-1]:[screen_pixel_y]"
// add the used pixels to pixel after we place the object
current_pixel += pixels_to_use + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING)
first = FALSE //apply padding to everything after this
// set various things
B.set_pixel_size(pixels_to_use)
B.layer = VOLUMETRIC_STORAGE_BOX_LAYER
B.plane = VOLUMETRIC_STORAGE_BOX_PLANE
B.name = I.name
I.mouse_opacity = MOUSE_OPACITY_ICON
I.maptext = ""
I.layer = VOLUMETRIC_STORAGE_ITEM_LAYER
I.plane = VOLUMETRIC_STORAGE_ITEM_PLANE
// finally add our things.
. += B.on_screen_objects()
. += I
// go up a row if needed
if(addrow)
@@ -185,18 +179,19 @@
/**
* Shows our UI to a mob.
*/
/datum/component/storage/proc/ui_show(mob/M, set_screen_size = TRUE)
/datum/component/storage/proc/ui_show(mob/M)
if(!M.client)
return FALSE
if(ui_by_mob[M] || LAZYFIND(is_using, M))
// something went horribly wrong
// hide first
ui_hide(M)
var/list/cview = getviewsize(M.client.view)
// in tiles
var/maxallowedscreensize = cview[1]-8
if(set_screen_size)
current_maxscreensize = maxallowedscreensize
else if(current_maxscreensize)
maxallowedscreensize = current_maxscreensize
// we got screen size, register signal
RegisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_logout, override = TRUE)
RegisterSignal(M, COMSIG_PARENT_QDELETING, .proc/on_logout, override = TRUE)
if(M.active_storage != src)
if(M.active_storage)
M.active_storage.ui_hide(M)
@@ -204,10 +199,14 @@
LAZYOR(is_using, M)
if(!M.client?.prefs?.no_tetris_storage && volumetric_ui())
//new volumetric ui bay-style
M.client.screen |= orient2hud_volumetric(M, maxallowedscreensize)
var/list/objects = orient2hud_volumetric(M, maxallowedscreensize)
M.client.screen |= objects
ui_by_mob[M] = objects
else
//old ui
M.client.screen |= orient2hud_legacy(M, maxallowedscreensize)
var/list/objects = orient2hud_legacy(M, maxallowedscreensize)
M.client.screen |= objects
ui_by_mob[M] = objects
return TRUE
/**
@@ -236,8 +235,10 @@
/datum/component/storage/proc/ui_hide(mob/M)
if(!M.client)
return TRUE
UnregisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT)
M.client.screen -= list(ui_boxes, ui_close, ui_left, ui_continuous) + get_ui_item_objects_hide(M)
UnregisterSignal(M, list(COMSIG_PARENT_QDELETING, COMSIG_MOB_CLIENT_LOGOUT))
M.client.screen -= ui_by_mob[M]
var/list/objects = ui_by_mob[M]
QDEL_LIST(objects)
if(M.active_storage == src)
M.active_storage = null
LAZYREMOVE(is_using, M)
@@ -250,48 +251,26 @@
var/atom/real_location = real_location()
return (storage_flags & STORAGE_LIMIT_VOLUME) && (length(real_location.contents) <= MAXIMUM_VOLUMETRIC_ITEMS) && !display_numerical_stacking
/**
* Gets the ui item objects to ui_hide.
*/
/datum/component/storage/proc/get_ui_item_objects_hide(mob/M)
if(!volumetric_ui() || M.client?.prefs?.no_tetris_storage)
var/atom/real_location = real_location()
return real_location.contents
else
. = list()
for(var/i in ui_item_blocks)
// get both the box and the item
. += ui_item_blocks[i]
. += i
/**
* Gets our ui_boxes, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_boxes()
if(!ui_boxes)
ui_boxes = new(null, src)
return ui_boxes
return new /obj/screen/storage/boxes(null, src)
/**
* Gets our ui_left, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_left()
if(!ui_left)
ui_left = new(null, src)
return ui_left
return new /obj/screen/storage/left(null, src)
/**
* Gets our ui_close, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_close()
if(!ui_close)
ui_close = new(null, src)
return ui_close
return new /obj/screen/storage/close(null, src)
/**
* Gets our ui_continuous, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_continuous()
if(!ui_continuous)
ui_continuous = new(null, src)
return ui_continuous
return new /obj/screen/storage/continuous(null, src)
@@ -159,9 +159,9 @@
/datum/symptom/heal/metabolism/Heal(mob/living/carbon/C, datum/disease/advance/A, actual_power)
if(!istype(C))
return
C.reagents.metabolize(C, can_overdose=TRUE) //this works even without a liver; it's intentional since the virus is metabolizing by itself
C.reagents.metabolize(C, SSMOBS_DT, 0, can_overdose=TRUE) //this works even without a liver; it's intentional since the virus is metabolizing by itself
if(triple_metabolism)
C.reagents.metabolize(C, can_overdose=TRUE)
C.reagents.metabolize(C, SSMOBS_DT, 0, can_overdose=TRUE)
C.overeatduration = max(C.overeatduration - 2, 0)
var/lost_nutrition = 9 - (reduced_hunger * 5)
C.adjust_nutrition(-lost_nutrition * HUNGER_FACTOR) //Hunger depletes at 10x the normal speed
@@ -384,7 +384,7 @@
var/temp_rate = 1
threshold_desc = list(
"Transmission 6" = "Additionally increases temperature adjustment rate and heals those who love toxins",
"Resistance 7" = "Increases healing speed.",
"Stage Speed 7" = "Increases healing speed.",
)
/datum/symptom/heal/plasma/Start(datum/disease/advance/A)
if(!..())
@@ -404,8 +404,8 @@
if(M.loc)
environment = M.loc.return_air()
if(environment)
plasmamount = environment.get_moles(/datum/gas/plasma)
if(plasmamount && plasmamount > GLOB.meta_gas_visibility[/datum/gas/plasma]) //if there's enough plasma in the air to see
plasmamount = environment.get_moles(GAS_PLASMA)
if(plasmamount && plasmamount > GLOB.gas_data.visibility[GAS_PLASMA]) //if there's enough plasma in the air to see
. += power * 0.5
if(M.reagents.has_reagent(/datum/reagent/toxin/plasma))
. += power * 0.75
+4 -3
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@@ -329,12 +329,13 @@
uni_identity = generate_uni_identity()
unique_enzymes = generate_unique_enzymes()
/datum/dna/proc/initialize_dna(newblood_type)
/datum/dna/proc/initialize_dna(newblood_type, skip_index = FALSE)
if(newblood_type)
blood_type = newblood_type
unique_enzymes = generate_unique_enzymes()
uni_identity = generate_uni_identity()
generate_dna_blocks()
if(!skip_index) //I hate this
generate_dna_blocks()
features = random_features(species?.id, holder?.gender)
@@ -404,7 +405,7 @@
/mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, newreal_name, newblood_type, datum/species/mrace, newfeatures, list/default_mutation_genes)
set waitfor = FALSE
if(newreal_name)
real_name = newreal_name
dna.generate_unique_enzymes()
+15 -11
View File
@@ -1,22 +1,24 @@
/**
* A holder for simple behaviour that can be attached to many different types
*
* Only one element of each type is instanced during game init.
* Otherwise acts basically like a lightweight component.
*/
* A holder for simple behaviour that can be attached to many different types
*
* Only one element of each type is instanced during game init.
* Otherwise acts basically like a lightweight component.
*/
/datum/element
/// Option flags for element behaviour
var/element_flags = NONE
/**
* The index of the first attach argument to consider for duplicate elements
* Is only used when flags contains ELEMENT_BESPOKE
*
* Is only used when flags contains [ELEMENT_BESPOKE]
*
* This is infinity so you must explicitly set this
*/
var/id_arg_index = INFINITY
/// Activates the functionality defined by the element on the given target datum
/datum/element/proc/Attach(datum/target)
SHOULD_CALL_PARENT(1)
SHOULD_CALL_PARENT(TRUE)
if(type == /datum/element)
return ELEMENT_INCOMPATIBLE
SEND_SIGNAL(target, COMSIG_ELEMENT_ATTACH, src)
@@ -25,8 +27,10 @@
/// Deactivates the functionality defines by the element on the given datum
/datum/element/proc/Detach(datum/source, force)
SIGNAL_HANDLER
SEND_SIGNAL(source, COMSIG_ELEMENT_DETACH, src)
SHOULD_CALL_PARENT(1)
SHOULD_CALL_PARENT(TRUE)
UnregisterSignal(source, COMSIG_PARENT_QDELETING)
/datum/element/Destroy(force)
@@ -45,9 +49,9 @@
CRASH("Incompatible [arguments[1]] assigned to a [type]! args: [json_encode(args)]")
/**
* Finds the singleton for the element type given and detaches it from src
* You only need additional arguments beyond the type if you're using ELEMENT_BESPOKE
*/
* Finds the singleton for the element type given and detaches it from src
* You only need additional arguments beyond the type if you're using [ELEMENT_BESPOKE]
*/
/datum/proc/_RemoveElement(list/arguments)
var/datum/element/ele = SSdcs.GetElement(arguments)
ele.Detach(src)
+5 -1
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@@ -24,7 +24,8 @@
else
user_by_item -= source
/datum/element/earhealing/process()
/datum/element/earhealing/proc/do_process()
set waitfor = FALSE
for(var/i in user_by_item)
var/mob/living/carbon/user = user_by_item[i]
if(HAS_TRAIT(user, TRAIT_DEAF))
@@ -35,3 +36,6 @@
ears.deaf = max(ears.deaf - 0.25, (ears.damage < ears.maxHealth ? 0 : 1)) // Do not clear deafness if our ears are too damaged
ears.damage = max(ears.damage - 0.025, 0)
CHECK_TICK
/datum/element/earhealing/process()
do_process()
+39 -4
View File
@@ -7,8 +7,9 @@
var/left_hand
var/inv_slots
var/proctype //if present, will be invoked on headwear generation.
var/escape_on_find = FALSE //if present, will be released upon the item being 'found' (i.e. opening a container or pocket with it present)
/datum/element/mob_holder/Attach(datum/target, worn_state, alt_worn, right_hand, left_hand, inv_slots = NONE, proctype)
/datum/element/mob_holder/Attach(datum/target, worn_state, alt_worn, right_hand, left_hand, inv_slots = NONE, proctype, escape_on_find)
. = ..()
if(!isliving(target))
@@ -20,6 +21,7 @@
src.left_hand = left_hand
src.inv_slots = inv_slots
src.proctype = proctype
src.escape_on_find = escape_on_find
RegisterSignal(target, COMSIG_CLICK_ALT, .proc/mob_try_pickup)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_examine)
@@ -55,6 +57,8 @@
to_chat(user, "<span class='notice'>You pick [source] up.</span>")
source.drop_all_held_items()
var/obj/item/clothing/head/mob_holder/holder = new(get_turf(source), source, worn_state, alt_worn, right_hand, left_hand, inv_slots)
holder.escape_on_find = escape_on_find
if(proctype)
INVOKE_ASYNC(src, proctype, source, holder, user)
user.put_in_hands(holder)
@@ -78,6 +82,7 @@
w_class = WEIGHT_CLASS_BULKY
dynamic_hair_suffix = ""
var/mob/living/held_mob
var/escape_on_find
/obj/item/clothing/head/mob_holder/Initialize(mapload, mob/living/target, worn_state, alt_worn, right_hand, left_hand, slots = NONE)
. = ..()
@@ -141,7 +146,7 @@
/obj/item/clothing/head/mob_holder/dropped(mob/user)
. = ..()
if(held_mob && !ismob(loc))//don't release on soft-drops
if(held_mob && !ismob(loc) && !istype(loc,/obj/item/storage))//don't release on soft-drops
release()
/obj/item/clothing/head/mob_holder/proc/release()
@@ -179,7 +184,7 @@
return location.loc.assume_air(env)
return location.assume_air(env)
/obj/item/clothing/head/mob_holder/remove_air(amount)
/obj/item/clothing/head/mob_holder/proc/get_loc_for_air()
var/atom/location = loc
if(!loc)
return //null
@@ -187,5 +192,35 @@
while(location != T)
location = location.loc
if(ismob(location))
return location.loc.remove_air(amount)
return location.loc
return location
/obj/item/clothing/head/mob_holder/assume_air_moles(datum/gas_mixture/env, moles)
var/atom/location = get_loc_for_air()
return location.assume_air_moles(env, moles)
/obj/item/clothing/head/mob_holder/assume_air_ratio(datum/gas_mixture/env, ratio)
var/atom/location = get_loc_for_air()
return location.assume_air_ratio(env, ratio)
/obj/item/clothing/head/mob_holder/remove_air(amount)
var/atom/location = get_loc_for_air()
return location.remove_air(amount)
/obj/item/clothing/head/mob_holder/remove_air_ratio(ratio)
var/atom/location = get_loc_for_air()
return location.remove_air_ratio(ratio)
/obj/item/clothing/head/mob_holder/transfer_air(datum/gas_mixture/taker, amount)
var/atom/location = get_loc_for_air()
return location.transfer_air(taker, amount)
/obj/item/clothing/head/mob_holder/transfer_air_ratio(datum/gas_mixture/taker, ratio)
var/atom/location = get_loc_for_air()
return location.transfer_air(taker, ratio)
// escape when found if applicable
/obj/item/clothing/head/mob_holder/on_found(mob/living/finder)
if(escape_on_find)
finder.visible_message("[finder] accidentally releases the [held_mob]!")
release()
+1 -1
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@@ -59,7 +59,7 @@
var/mob/living/L = AM
if(L.stat == DEAD)
continue
if(light_nutrition_gain)
if(light_nutrition_gain && L.nutrition < NUTRITION_LEVEL_WELL_FED)
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]
+19
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@@ -0,0 +1,19 @@
/datum/element/trash
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
/datum/element/trash/Attach(datum/target)
. = ..()
RegisterSignal(target, COMSIG_ITEM_ATTACK, .proc/UseFromHand)
/datum/element/trash/proc/UseFromHand(obj/item/source, mob/living/M, mob/living/user)
if((M == user || user.vore_flags & TRASH_FORCEFEED) && ishuman(user))
var/mob/living/carbon/human/H = user
if(HAS_TRAIT(H, TRAIT_TRASHCAN))
playsound(H.loc,'sound/items/eatfood.ogg', rand(10,50), 1)
if(H.vore_selected)
H.visible_message("<span class='notice'>[H] [H.vore_selected.vore_verb]s the [source] into their [H.vore_selected]</span>",
"<span class='notice'>You [H.vore_selected.vore_verb]s the [source] into your [H.vore_selected]</span>")
source.forceMove(H.vore_selected)
else
H.visible_message("<span class='notice'>[H] consumes the [source].")
qdel(source)
+75
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@@ -0,0 +1,75 @@
/datum/element/turf_z_transparency
var/show_bottom_level = FALSE
///This proc sets up the signals to handle updating viscontents when turfs above/below update. Handle plane and layer here too so that they don't cover other obs/turfs in Dream Maker
/datum/element/turf_z_transparency/Attach(datum/target, show_bottom_level = TRUE)
. = ..()
if(!isturf(target))
return ELEMENT_INCOMPATIBLE
var/turf/our_turf = target
src.show_bottom_level = show_bottom_level
our_turf.plane = OPENSPACE_PLANE
our_turf.layer = OPENSPACE_LAYER
RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, .proc/on_multiz_turf_del)
RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_turf_new)
ADD_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, TURF_TRAIT)
update_multiz(our_turf, TRUE, TRUE)
/datum/element/turf_z_transparency/Detach(datum/source, force)
. = ..()
var/turf/our_turf = source
our_turf.vis_contents.len = 0
REMOVE_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, TURF_TRAIT)
///Updates the viscontents or underlays below this tile.
/datum/element/turf_z_transparency/proc/update_multiz(turf/our_turf, prune_on_fail = FALSE, init = FALSE)
var/turf/below_turf = our_turf.below()
if(!below_turf)
our_turf.vis_contents.len = 0
if(!show_bottom_level(our_turf) && prune_on_fail) //If we cant show whats below, and we prune on fail, change the turf to plating as a fallback
our_turf.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
return FALSE
if(init)
our_turf.vis_contents += below_turf
if(isclosedturf(our_turf)) //Show girders below closed turfs
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays += girder_underlay
var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
plating_underlay = RESET_ALPHA | RESET_COLOR
our_turf.underlays += plating_underlay
return TRUE
/datum/element/turf_z_transparency/proc/on_multiz_turf_del(turf/our_turf, turf/T, dir)
SIGNAL_HANDLER
if(dir != DOWN)
return
update_multiz(our_turf)
/datum/element/turf_z_transparency/proc/on_multiz_turf_new(turf/our_turf, turf/T, dir)
SIGNAL_HANDLER
if(dir != DOWN)
return
update_multiz(our_turf)
///Called when there is no real turf below this turf
/datum/element/turf_z_transparency/proc/show_bottom_level(turf/our_turf)
if(!show_bottom_level)
return FALSE
var/turf/path = SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF) || /turf/open/space
if(!ispath(path))
path = text2path(path)
if(!ispath(path))
warning("Z-level [our_turf.z] has invalid baseturf '[SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF)]'")
path = /turf/open/space
var/mutable_appearance/underlay_appearance = mutable_appearance(initial(path.icon), initial(path.icon_state), layer = TURF_LAYER-0.02, plane = PLANE_SPACE)
underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays += underlay_appearance
return TRUE
+2 -2
View File
@@ -34,13 +34,13 @@
. = ..()
UnregisterSignal(source, COMSIG_MOB_ATTACK_HAND)
/datum/element/wuv/proc/on_attack_hand(datum/source, mob/user)
/datum/element/wuv/proc/on_attack_hand(datum/source, mob/user, act_intent)
var/mob/living/L = source
if(L.stat == DEAD)
return
//we want to delay the effect to be displayed after the mob is petted, not before.
switch(user.a_intent)
switch(act_intent)
if(INTENT_HARM)
addtimer(CALLBACK(src, .proc/kick_the_dog, source, user), 1)
if(INTENT_HELP)
+2
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@@ -317,6 +317,8 @@ GLOBAL_LIST_EMPTY(explosions)
var/took = (REALTIMEOFDAY - started_at) / 10
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPLOSION,epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(GLOB.Debug2)
log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
+368
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@@ -0,0 +1,368 @@
/// Creates a wave explosion at a certain place
/proc/wave_explosion(turf/target, power, factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY, constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT, flash = 0, fire = 0, atom/source, speed = 0,
silent = FALSE, bypass_logging = FALSE, block_resistance = 1, start_immediately = TRUE)
if(!istype(target) || (power <= EXPLOSION_POWER_DEAD))
return
if(!bypass_logging)
var/logstring = "Wave explosion at [COORD(target)]: [power]/[factor]/[constant]/[flash]/[fire]/[speed] initial/factor/constant/flash/fire/speed"
log_game(logstring)
message_admins(logstring)
return new /datum/wave_explosion(target, power, factor, constant, flash, fire, source, speed, silent, start_immediately, block_resistance)
/**
* New force-blastwave explosion system
*/
/datum/wave_explosion
/// Next unique numerical ID
var/static/next_id = 0
/// Our unique nuumerical ID
var/id
/// world.time we started at
var/start_time
/// Are we currently running?
var/running = FALSE
/// Are we currently finished?
var/finished = FALSE
/// What atom we originated from, if any
var/atom/source
/// Explosion power at which point to consider to be a dead expansion
var/power_considered_dead = EXPLOSION_POWER_DEAD
/// Explosion power we were initially at
var/power_initial
/// Base explosion power falloff multiplier (applied first)
var/power_falloff_factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY
/// Base explosion power falloff subtract (applied second)
var/power_falloff_constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT
/// Flash range
var/flash_range = 0
/// Fire probability per tile
var/fire_probability = 0
/// Are we silent/do we make the screenshake/sounds?
var/silent = FALSE
// Modifications
/// Object damage mod
var/object_damage_mod = 1
/// Hard obstcales get this mod INSTEAD of object damage mod
var/hard_obstacle_mod = 1
/// Window shatter mod. Overrides both [hard_obstcale_mod] and [object_damage_mod]
var/window_shatter_mod = 1
/// Wall destruction mod
var/wall_destroy_mod = 1
/// Mob damage mod
var/mob_damage_mod = 1
/// Mob gib mod
var/mob_gib_mod = 1
/// Mob deafen mod
var/mob_deafen_mod = 1
/// block = block / this, if 0 any block is absolute
var/block_resistance = 1
// Rewrite count: 2
// Each cycle is a "perfect ring".
// We run into the problem that diagonal hitboxes don't exist on 2d grid games.
// How we deal with this is this:
// The first half of each cycle explodes cardinal directions awaiting expansion first
// Diagonals get added to a potential diagonals list.
// The second half of each cycle checks the potential diagonals list. If something isn't on the exploded list,
// we know it's a valid diagonal and explode it.
// Then all exploded turfs are flushed to exploded_last and it continues.
// Direction bitflags use the WEX_DIR_X flags so we can keep track of more than one direction in a single field
// The insanity begins when I realized that doing cardinals are easy but diagonals require:
// - Tallying the explosive power that should go into it
// - Exploding it afterwards using the tallied power rather than passed power (so corners aren't far weaker unless there's one side of it blocked)
// Expanding the explosion power of the now exploded diagonal into the two dirs its cardinals are in
// If this is done using a perfect algorithm it should be relatively efficient and result in a near-perfect shockwave simulation.
/// The last ring that's been exploded. Any turfs in this will completely ignore the current cycle. Turf = TRUE
var/list/turf/exploded_last = list()
/// The "edges" + dirs that need to be processed this cycle. turf = dir flags
var/list/turf/edges = list()
/// The powers of the current turf edges. turf = power
var/list/turf/powers = list()
/// What cycle are we on?
var/cycle
/// When we started the current cycle
var/cycle_start
/// Time to wait between cycles
var/cycle_speed = 0
/// Current index for list
var/index = 1
/datum/wave_explosion/New(turf/initial, power, factor = EXPLOSION_DEFAULT_FALLOFF_MULTIPLY, constant = EXPLOSION_DEFAULT_FALLOFF_SUBTRACT, flash = 0, fire = 0, atom/source, speed = 0, silent = FALSE, autostart = TRUE, block_resistance = 1)
id = ++next_id
if(next_id > SHORT_REAL_LIMIT)
next_id = 0
SSexplosions.wave_explosions += src
src.power_initial = power
src.power_falloff_factor = factor
src.power_falloff_constant = constant
src.flash_range = flash
src.fire_probability = fire
src.source = source
src.cycle_speed = speed
src.silent = silent
src.block_resistance = block_resistance
if(!istype(initial))
stack_trace("Wave explosion created without a turf. This better be for debugging purposes.")
return
if(autostart)
start(initial)
/datum/wave_explosion/Destroy()
if(running)
stop(FALSE)
return ..()
/datum/wave_explosion/proc/start(list/turf/_starting)
if(running)
CRASH("Attempted to start() a running wave explosion")
if(!islist(_starting))
_starting = list(_starting)
var/list/mob/to_flash = list()
var/list/feedback = list()
var/list/mob/mob_potential_shake = list()
var/list/mob/closest_to = list()
for(var/i in 1 to _starting.len)
var/turf/starting = _starting[i]
edges[starting] = WEX_ALLDIRS
powers[starting] = power_initial
var/x0 = starting.x
var/y0 = starting.y
var/z0 = starting.z
var/area/areatype = get_area(starting)
feedback += list(list("power" = power_initial, factor = "factor", constant = "constant", flash = "flash", fire = "fire", speed = "speed", "x" = x0, "y" = y0, "z" = z0, "area" = areatype.type, "time" = TIME_STAMP("YYYY-MM-DD hh:mm:ss", 1)))
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
if(!silent)
for(var/mob/M in GLOB.player_list)
// Double check for client
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == z0)
var/dist = get_dist(M_turf, starting)
if(isnull(mob_potential_shake[M]))
mob_potential_shake[M] = dist
closest_to[M] = starting
else if(mob_potential_shake[M] < dist)
mob_potential_shake[M] = dist
closest_to[M] = starting
for(var/array in GLOB.doppler_arrays)
var/obj/machinery/doppler_array/A = array
A.sense_wave_explosion(starting, power_initial, cycle_speed)
// Flash mobs
if(flash_range)
for(var/mob/living/L in viewers(flash_range, starting))
to_flash |= L
if(!silent)
var/frequency = get_rand_frequency()
var/sound/explosion_sound = sound(get_sfx("explosion"))
var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
var/far_dist = sqrt(power_initial) * 7.5
for(var/mob/M in mob_potential_shake)
var/dist = mob_potential_shake[M]
var/baseshakeamount
if(sqrt(power_initial) - dist > 0)
baseshakeamount = sqrt((sqrt(power_initial) - dist)*0.1)
// If inside the blast radius + world.view - 2
if(dist <= round(2 * sqrt(power_initial) + world.view - 2, 1))
M.playsound_local(closest_to[M], null, 100, 1, frequency, max_distance = 5, S = explosion_sound)
if(baseshakeamount > 0)
shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(dist <= far_dist)
var/far_volume = clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
M.playsound_local(closest_to[M], null, far_volume, 1, frequency, max_distance = 5, S = far_explosion_sound)
if(baseshakeamount > 0)
shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
for(var/i in 1 to to_flash.len)
var/mob/living/L = to_flash[i]
L.flash_act()
SSblackbox.record_feedback("associative", "wave_explosion", 1, feedback)
if(!cycle)
cycle = 1
SSexplosions.active_wave_explosions += src
running = TRUE
cycle_start = world.time - cycle_speed
tick()
/datum/wave_explosion/proc/stop(delete = TRUE)
SSexplosions.active_wave_explosions -= src
SSexplosions.currentrun -= src
edges = null
powers = null
exploded_last = null
cycle = null
running = FALSE
qdel(src)
#define SHOULD_SUSPEND ((cycle_start + cycle_speed) > world.time)
/**
* Called by SSexplosions to propagate this.
* Return TRUE if postponed
*/
/datum/wave_explosion/proc/tick()
/// Each tick goes through one full cycle.
// This can be changed to a "continuous process" system where indexes are tracked if needed.
if(!src.edges.len)
// we're done
finished = TRUE
stop(TRUE)
return TRUE
if(SHOULD_SUSPEND)
return TRUE
// Set up variables
var/turf/T
var/turf/expanding
var/power
var/returned
var/blocked
var/dir
// insanity define to explode a turf with a certain amount of power, direction, and set returned.
#define WEX_ACT(_T, _P, _D) \
returned = max(0, _T.wave_explode(_P, src, _D)); \
blocked = _P - returned; \
if(!block_resistance) { \
if(blocked > EXPLOSION_POWER_NO_RESIST_THRESHOLD) { \
returned = 0; \
} \
} \
else if(blocked) { \
returned = _P - (blocked / block_resistance); \
}; \
returned = round((returned * power_falloff_factor) - power_falloff_constant, EXPLOSION_POWER_QUANTIZATION_ACCURACY); \
if(prob(fire_probability)) { \
new /obj/effect/hotspot(_T); \
};
// Cache hot lists
var/list/turf/edges = src.edges
var/list/turf/powers = src.powers
var/list/turf/exploded_last = src.exploded_last
// prepare expansions
var/list/turf/edges_next = list()
var/list/turf/powers_next = list()
var/list/turf/powers_returned = list()
var/list/turf/diagonals = list()
var/list/turf/diagonal_powers = list()
var/list/turf/diagonal_powers_max = list()
// to_chat(world, "DEBUG: cycle start edges [english_list_assoc(edges)]")
// Process cardinals:
// Explode all cardinals and expand in directions, gathering all cardinals it should go to.
// Power for when things meet in the middle should be the greatest of the two.
for(var/i in edges)
T = i
power = powers[T]
dir = edges[T]
WEX_ACT(T, power, dir)
if(returned < power_considered_dead)
continue
powers_returned[T] = returned
// diagonal power calc when multiple things hit one diagonal
#define CALCULATE_DIAGONAL_POWER(existing, adding, maximum) min(maximum, existing + adding)
// diagonal hitting cardinal expansion
#define CALCULATE_DIAGONAL_CROSS_POWER(existing, adding) max(existing, adding)
// insanity define to mark the next set of cardinals.
#define CARDINAL_MARK(ndir, cdir, edir) \
if(edir & cdir) { \
expanding = get_step(T,ndir); \
if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
powers_next[expanding] = max(powers_next[expanding], returned); \
edges_next[expanding] = (cdir | edges_next[expanding]); \
}; \
};
// insanity define to do diagonal marking as 2 substeps
#define DIAGONAL_SUBSTEP(ndir, cdir, edir) \
expanding = get_step(T,ndir); \
if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
if(!edges_next[expanding]) { \
diagonal_powers_max[expanding] = max(diagonal_powers_max[expanding], returned, powers[T]); \
diagonal_powers[expanding] = CALCULATE_DIAGONAL_POWER(diagonal_powers[expanding], returned, diagonal_powers_max[expanding]); \
diagonals[expanding] = (cdir | diagonals[expanding]); \
}; \
else { \
powers_next[expanding] = CALCULATE_DIAGONAL_CROSS_POWER(powers_next[expanding], returned); \
}; \
};
// insanity define to mark the diagonals that would otherwise be missed
// this only works because right now, WEX_DIR_X is the same as a byond dir
// and we know we're only passing in one dir at a time.
// if this ever stops being the case, and explosions break when you touch this, now you know why.
#define DIAGONAL_MARK(ndir, cdir, edir) \
if(edir & cdir) { \
DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir); \
};
CARDINAL_MARK(NORTH, WEX_DIR_NORTH, dir)
CARDINAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
CARDINAL_MARK(EAST, WEX_DIR_EAST, dir)
CARDINAL_MARK(WEST, WEX_DIR_WEST, dir)
// to_chat(world, "DEBUG: cycle mid edges_next [english_list_assoc(edges_next)]")
// Sweep after cardinals for diagonals
for(var/i in edges)
T = i
power = powers[T]
dir = edges[T]
returned = powers_returned[T]
DIAGONAL_MARK(NORTH, WEX_DIR_NORTH, dir)
DIAGONAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
DIAGONAL_MARK(EAST, WEX_DIR_EAST, dir)
DIAGONAL_MARK(WEST, WEX_DIR_WEST, dir)
// to_chat(world, "DEBUG: cycle mid diagonals [english_list_assoc(diagonals)]")
// Process diagonals:
for(var/i in diagonals)
T = i
power = diagonal_powers[T]
dir = diagonals[T]
WEX_ACT(T, power, dir)
if(returned < power_considered_dead)
continue
CARDINAL_MARK(NORTH, WEX_DIR_NORTH, dir)
CARDINAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
CARDINAL_MARK(EAST, WEX_DIR_EAST, dir)
CARDINAL_MARK(WEST, WEX_DIR_WEST, dir)
// to_chat(world, "DEBUG: cycle end edges_next [english_list_assoc(edges_next)]")
// flush lists
src.exploded_last = edges + diagonals
src.edges = edges_next
src.powers = powers_next
cycle++
cycle_start = world.time
#undef SHOULD_SUSPEND
#undef WEX_ACT
#undef CALCULATE_DIAGONAL_POWER
#undef CALCULATE_DIAGONAL_CROSS_POWER
#undef DIAGONAL_SUBSTEP
#undef DIAGONAL_MARK
#undef CARDINAL_MARK
+4 -4
View File
@@ -16,7 +16,7 @@
if(revinfo)
commit = revinfo.commit
originmastercommit = revinfo.origin_commit
date = rustg_git_commit_date(commit)
date = revinfo.timestamp || rustg_git_commit_date(commit)
// goes to DD log and config_error.txt
log_world(get_log_message())
@@ -29,8 +29,8 @@
for(var/line in testmerge)
var/datum/tgs_revision_information/test_merge/tm = line
msg += "Test merge active of PR #[tm.number] commit [tm.pull_request_commit]"
SSblackbox.record_feedback("associative", "testmerged_prs", 1, list("number" = "[tm.number]", "commit" = "[tm.pull_request_commit]", "title" = "[tm.title]", "author" = "[tm.author]"))
msg += "Test merge active of PR #[tm.number] commit [tm.head_commit]"
SSblackbox.record_feedback("associative", "testmerged_prs", 1, list("number" = "[tm.number]", "commit" = "[tm.head_commit]", "title" = "[tm.title]", "author" = "[tm.author]"))
if(commit && commit != originmastercommit)
msg += "HEAD: [commit]"
@@ -45,7 +45,7 @@
. = header ? "The following pull requests are currently test merged:<br>" : ""
for(var/line in testmerge)
var/datum/tgs_revision_information/test_merge/tm = line
var/cm = tm.pull_request_commit
var/cm = tm.head_commit
var/details = ": '" + html_encode(tm.title) + "' by " + html_encode(tm.author) + " at commit " + html_encode(copytext_char(cm, 1, 11))
if(details && findtext(details, "\[s\]") && (!usr || !usr.client.holder))
continue
+30 -11
View File
@@ -5,8 +5,8 @@
// effectout: effect to show right after teleportation
// asoundin: soundfile to play before teleportation
// asoundout: soundfile to play after teleportation
// no_effects: disable the default effectin/effectout of sparks
// forceMove: if false, teleport will use Move() proc (dense objects will prevent teleportation)
// no_effects: disable the default effectin/effectout of sparks
// forced: whether or not to ignore no_teleport
/proc/do_teleport(atom/movable/teleatom, atom/destination, precision=null, forceMove = TRUE, datum/effect_system/effectin=null, datum/effect_system/effectout=null, asoundin=null, asoundout=null, no_effects=FALSE, channel=TELEPORT_CHANNEL_BLUESPACE, forced = FALSE)
// teleporting most effects just deletes them
@@ -15,7 +15,8 @@
)) - typecacheof(list(
/obj/effect/dummy/chameleon,
/obj/effect/wisp,
/obj/effect/mob_spawn
/obj/effect/mob_spawn,
/obj/effect/immovablerod,
))
if(delete_atoms[teleatom.type])
qdel(teleatom)
@@ -66,7 +67,7 @@
var/area/A = get_area(curturf)
var/area/B = get_area(destturf)
if(!forced && (HAS_TRAIT(teleatom, TRAIT_NO_TELEPORT) || A.noteleport || B.noteleport))
if(!forced && (HAS_TRAIT(teleatom, TRAIT_NO_TELEPORT) || (A.area_flags & NOTELEPORT) || (B.area_flags & NOTELEPORT)))
return FALSE
if(SEND_SIGNAL(destturf, COMSIG_ATOM_INTERCEPT_TELEPORT, channel, curturf, destturf))
@@ -99,13 +100,13 @@
/proc/tele_play_specials(atom/movable/teleatom, atom/location, datum/effect_system/effect, sound)
if (location && !isobserver(teleatom))
if (sound)
playsound(location, sound, 60, 1)
playsound(location, sound, 60, TRUE)
if (effect)
effect.attach(location)
effect.start()
// Safe location finder
/proc/find_safe_turf(zlevel, list/zlevels, extended_safety_checks = FALSE)
/proc/find_safe_turf(zlevel, list/zlevels, extended_safety_checks = FALSE, dense_atoms = TRUE)
if(!zlevels)
if (zlevel)
zlevels = list(zlevel)
@@ -122,12 +123,17 @@
if(!isfloorturf(random_location))
continue
var/turf/open/floor/F = random_location
var/area/destination_area = F.loc
if(cycle < 300 && destination_area.area_flags & NOTELEPORT)//if the area is mostly NOTELEPORT (centcom) we gotta give up on this fantasy at some point.
continue
if(!F.air)
continue
var/datum/gas_mixture/A = F.air
var/list/A_gases = A.get_gases()
var/trace_gases
for(var/id in A.get_gases())
for(var/id in A_gases)
if(id in GLOB.hardcoded_gases)
continue
trace_gases = TRUE
@@ -136,11 +142,12 @@
// Can most things breathe?
if(trace_gases)
continue
if(A.get_moles(/datum/gas/oxygen) < 16)
var/oxy_moles = A.get_moles(GAS_O2)
if(oxy_moles < 16 || oxy_moles > 50)
continue
if(A.get_moles(/datum/gas/plasma))
if(A.get_moles(GAS_PLASMA))
continue
if(A.get_moles(/datum/gas/carbon_dioxide) >= 10)
if(A.get_moles(GAS_CO2) >= 10)
continue
// Aim for goldilocks temperatures and pressure
@@ -156,6 +163,16 @@
if(!L.is_safe())
continue
// Check that we're not warping onto a table or window
if(!dense_atoms)
var/density_found = FALSE
for(var/atom/movable/found_movable in F)
if(found_movable.density)
density_found = TRUE
break
if(density_found)
continue
// DING! You have passed the gauntlet, and are "probably" safe.
return F
@@ -167,9 +184,11 @@
if(T.is_transition_turf())
continue // Avoid picking these.
var/area/A = T.loc
if(!A.noteleport)
if(!(A.area_flags & NOTELEPORT))
posturfs.Add(T)
return posturfs
/proc/get_teleport_turf(turf/center, precision = 0)
return safepick(get_teleport_turfs(center, precision))
var/list/turfs = get_teleport_turfs(center, precision)
if (length(turfs))
return pick(turfs)
+9
View File
@@ -45,3 +45,12 @@
start_length = 130
end_sound = 'sound/weather/ashstorm/inside/weak_end.ogg'
volume = 30
/datum/looping_sound/void_loop
mid_sounds = list('sound/ambience/VoidsEmbrace.ogg'=1)
mid_length = 1669 // exact length of the music in ticks
volume = 100
extra_range = 30
/datum/looping_sound/void_loop/start(atom/add_thing)
. = ..()
+144
View File
@@ -0,0 +1,144 @@
/datum/map_generator/cave_generator
var/name = "Cave Generator"
///Weighted list of the types that spawns if the turf is open
var/open_turf_types = list(/turf/open/floor/plating/asteroid/airless = 1)
///Weighted list of the types that spawns if the turf is closed
var/closed_turf_types = list(/turf/closed/mineral/random = 1)
///Weighted list of mobs that can spawn in the area.
var/list/mob_spawn_list
// Weighted list of Megafauna that can spawn in the caves
var/list/megafauna_spawn_list
///Weighted list of flora that can spawn in the area.
var/list/flora_spawn_list
///Weighted list of extra features that can spawn in the area, such as geysers.
var/list/feature_spawn_list
///Base chance of spawning a mob
var/mob_spawn_chance = 6
///Base chance of spawning flora
var/flora_spawn_chance = 2
///Base chance of spawning features
var/feature_spawn_chance = 0.1
///Unique ID for this spawner
var/string_gen
///Chance of cells starting closed
var/initial_closed_chance = 45
///Amount of smoothing iterations
var/smoothing_iterations = 20
///How much neighbours does a dead cell need to become alive
var/birth_limit = 4
///How little neighbours does a alive cell need to die
var/death_limit = 3
/datum/map_generator/cave_generator/New()
. = ..()
if(!mob_spawn_list)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
if(!megafauna_spawn_list)
megafauna_spawn_list = GLOB.megafauna_spawn_list
if(!flora_spawn_list)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
if(!feature_spawn_list)
feature_spawn_list = list(/obj/structure/geyser/random = 1)
/datum/map_generator/cave_generator/generate_terrain(list/turfs)
. = ..()
var/start_time = REALTIMEOFDAY
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
for(var/i in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = i
var/area/A = gen_turf.loc
if(!(A.area_flags & CAVES_ALLOWED))
continue
var/closed = text2num(string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x])
var/stored_flags
if(gen_turf.flags_1 & NO_RUINS_1)
stored_flags |= NO_RUINS_1
var/turf/new_turf = pickweight(closed ? closed_turf_types : open_turf_types)
new_turf = gen_turf.ChangeTurf(new_turf, initial(new_turf.baseturfs), CHANGETURF_DEFER_CHANGE)
new_turf.flags_1 |= stored_flags
if(!closed)//Open turfs have some special behavior related to spawning flora and mobs.
var/turf/open/new_open_turf = new_turf
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
//FLORA SPAWNING HERE
var/atom/spawned_flora
if(flora_spawn_list && prob(flora_spawn_chance))
var/can_spawn = TRUE
if(!(A.area_flags & FLORA_ALLOWED))
can_spawn = FALSE
if(can_spawn)
spawned_flora = pickweight(flora_spawn_list)
spawned_flora = new spawned_flora(new_open_turf)
//FEATURE SPAWNING HERE
var/atom/spawned_feature
if(feature_spawn_list && prob(feature_spawn_chance))
var/can_spawn = TRUE
if(!(A.area_flags & FLORA_ALLOWED)) //checks the same flag because lol dunno
can_spawn = FALSE
var/atom/picked_feature = pickweight(feature_spawn_list)
for(var/obj/structure/F in range(7, new_open_turf))
if(istype(F, picked_feature))
can_spawn = FALSE
if(can_spawn)
spawned_feature = new picked_feature(new_open_turf)
//MOB SPAWNING HERE
if(mob_spawn_list && !spawned_flora && !spawned_feature && prob(mob_spawn_chance))
var/can_spawn = TRUE
if(!(A.area_flags & MOB_SPAWN_ALLOWED))
can_spawn = FALSE
var/atom/picked_mob = pickweight(mob_spawn_list)
if(picked_mob == SPAWN_MEGAFAUNA) //
if((A.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && megafauna_spawn_list?.len) //this is danger. it's boss time.
picked_mob = pickweight(megafauna_spawn_list)
else //this is not danger, don't spawn a boss, spawn something else
picked_mob = pickweight(mob_spawn_list - SPAWN_MEGAFAUNA) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
for(var/thing in urange(12, new_open_turf)) //prevents mob clumps
if(!ishostile(thing) && !istype(thing, /obj/structure/spawner))
continue
if((ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(thing)) && get_dist(new_open_turf, thing) <= 7)
can_spawn = FALSE //if there's a megafauna within standard view don't spawn anything at all
break
if(ispath(picked_mob, /mob/living/simple_animal/hostile/asteroid) || istype(thing, /mob/living/simple_animal/hostile/asteroid))
can_spawn = FALSE //if the random is a standard mob, avoid spawning if there's another one within 12 tiles
break
if((ispath(picked_mob, /obj/structure/spawner/lavaland) || istype(thing, /obj/structure/spawner/lavaland)) && get_dist(new_open_turf, thing) <= 2)
can_spawn = FALSE //prevents tendrils spawning in each other's collapse range
break
if(can_spawn)
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list.Remove(picked_mob)
new picked_mob(new_open_turf)
CHECK_TICK
var/message = "[name] finished in [(REALTIMEOFDAY - start_time)/10]s!"
to_chat(world, "<span class='boldannounce'>[message]</span>")
log_world(message)
@@ -0,0 +1,28 @@
/datum/map_generator/cave_generator/icemoon
open_turf_types = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
closed_turf_types = list(/turf/closed/mineral/random/snow = 1)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/wolf = 50, /obj/structure/spawner/ice_moon = 3, \
/mob/living/simple_animal/hostile/asteroid/polarbear = 30, /obj/structure/spawner/ice_moon/polarbear = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10, \
/mob/living/simple_animal/hostile/asteroid/lobstrosity = 15)
flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/rock/icy = 2, /obj/structure/flora/rock/pile/icy = 2, /obj/structure/flora/grass/both = 6, /obj/structure/flora/ash = 2)
feature_spawn_list = list(/obj/structure/geyser/random = 1)
/datum/map_generator/cave_generator/icemoon/surface
flora_spawn_chance = 4
mob_spawn_list = null
initial_closed_chance = 53
birth_limit = 5
death_limit = 4
smoothing_iterations = 10
/datum/map_generator/cave_generator/icemoon/deep
closed_turf_types = list(/turf/closed/mineral/random/snow/underground = 1)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/ice_demon = 50, /obj/structure/spawner/ice_moon/demonic_portal = 3, \
/mob/living/simple_animal/hostile/asteroid/ice_whelp = 30, /obj/structure/spawner/ice_moon/demonic_portal/ice_whelp = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /obj/structure/spawner/ice_moon/demonic_portal/snowlegion = 3, \
SPAWN_MEGAFAUNA = 2)
megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/colossus = 1)
flora_spawn_list = list(/obj/structure/flora/rock/icy = 6, /obj/structure/flora/rock/pile/icy = 6, /obj/structure/flora/ash = 1)
@@ -0,0 +1,16 @@
/datum/map_generator/cave_generator/lavaland
open_turf_types = list(/turf/open/floor/plating/asteroid/basalt/lava_land_surface = 1)
closed_turf_types = list(/turf/closed/mineral/random/volcanic = 1)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast/random = 50, /obj/structure/spawner/lavaland/goliath = 3, \
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/random = 40, /obj/structure/spawner/lavaland = 2, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/random = 30, /obj/structure/spawner/lavaland/legion = 3, \
SPAWN_MEGAFAUNA = 4, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
feature_spawn_list = list(/obj/structure/geyser/random = 1)
initial_closed_chance = 45
smoothing_iterations = 50
birth_limit = 4
death_limit = 3
+91
View File
@@ -0,0 +1,91 @@
//the random offset applied to square coordinates, causes intermingling at biome borders
#define BIOME_RANDOM_SQUARE_DRIFT 2
/datum/map_generator/jungle_generator
///2D list of all biomes based on heat and humidity combos.
var/list/possible_biomes = list(
BIOME_LOW_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/mudlands,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/mudlands,
BIOME_HIGH_HUMIDITY = /datum/biome/water
),
BIOME_LOWMEDIUM_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGH_HUMIDITY = /datum/biome/mudlands
),
BIOME_HIGHMEDIUM_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle/deep,
BIOME_HIGH_HUMIDITY = /datum/biome/jungle
),
BIOME_HIGH_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/wasteland,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep
)
)
///Used to select "zoom" level into the perlin noise, higher numbers result in slower transitions
var/perlin_zoom = 65
///Seeds the rust-g perlin noise with a random number.
/datum/map_generator/jungle_generator/generate_terrain(list/turfs)
. = ..()
var/height_seed = rand(0, 50000)
var/humidity_seed = rand(0, 50000)
var/heat_seed = rand(0, 50000)
for(var/t in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = t
var/drift_x = (gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
var/drift_y = (gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
var/height = text2num(rustg_noise_get_at_coordinates("[height_seed]", "[drift_x]", "[drift_y]"))
var/datum/biome/selected_biome
if(height <= 0.85) //If height is less than 0.85, we generate biomes based on the heat and humidity of the area.
var/humidity = text2num(rustg_noise_get_at_coordinates("[humidity_seed]", "[drift_x]", "[drift_y]"))
var/heat = text2num(rustg_noise_get_at_coordinates("[heat_seed]", "[drift_x]", "[drift_y]"))
var/heat_level //Type of heat zone we're in LOW-MEDIUM-HIGH
var/humidity_level //Type of humidity zone we're in LOW-MEDIUM-HIGH
switch(heat)
if(0 to 0.25)
heat_level = BIOME_LOW_HEAT
if(0.25 to 0.5)
heat_level = BIOME_LOWMEDIUM_HEAT
if(0.5 to 0.75)
heat_level = BIOME_HIGHMEDIUM_HEAT
if(0.75 to 1)
heat_level = BIOME_HIGH_HEAT
switch(humidity)
if(0 to 0.25)
humidity_level = BIOME_LOW_HUMIDITY
if(0.25 to 0.5)
humidity_level = BIOME_LOWMEDIUM_HUMIDITY
if(0.5 to 0.75)
humidity_level = BIOME_HIGHMEDIUM_HUMIDITY
if(0.75 to 1)
humidity_level = BIOME_HIGH_HUMIDITY
selected_biome = possible_biomes[heat_level][humidity_level]
else //Over 0.85; It's a mountain
selected_biome = /datum/biome/mountain
selected_biome = SSmapping.biomes[selected_biome] //Get the instance of this biome from SSmapping
selected_biome.generate_turf(gen_turf)
CHECK_TICK
/turf/open/genturf
name = "ungenerated turf"
desc = "If you see this, and you're not a ghost, yell at coders"
icon = 'icons/turf/debug.dmi'
icon_state = "genturf"
/area/mine/planetgeneration
name = "planet generation area"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
map_generator = /datum/map_generator/jungle_generator
+6
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@@ -0,0 +1,6 @@
///This type is responsible for any map generation behavior that is done in areas, override this to allow for area-specific map generation. This generation is ran by areas in initialize.
/datum/map_generator
///This proc will be ran by areas on Initialize, and provides the areas turfs as argument to allow for generation.
/datum/map_generator/proc/generate_terrain(list/turfs)
return
+53
View File
@@ -0,0 +1,53 @@
///This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
/datum/biome
///Type of turf this biome creates
var/turf_type
///Chance of having a structure from the flora types list spawn
var/flora_density = 0
///Chance of having a mob from the fauna types list spawn
var/fauna_density = 0
///list of type paths of objects that can be spawned when the turf spawns flora
var/list/flora_types = list(/obj/structure/flora/grass/jungle)
///list of type paths of mobs that can be spawned when the turf spawns fauna
var/list/fauna_types = list()
///This proc handles the creation of a turf of a specific biome type
/datum/biome/proc/generate_turf(turf/gen_turf)
gen_turf.ChangeTurf(turf_type, null, CHANGETURF_DEFER_CHANGE)
if(length(fauna_types) && prob(fauna_density))
var/mob/fauna = pick(fauna_types)
new fauna(gen_turf)
if(length(flora_types) && prob(flora_density))
var/obj/structure/flora = pick(flora_types)
new flora(gen_turf)
/datum/biome/mudlands
// turf_type = /turf/open/floor/plating/dirt/jungle/dark
turf_type = /turf/open/floor/plating/dirt/jungle
flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/rock/jungle, /obj/structure/flora/rock/pile/largejungle)
flora_density = 3
/datum/biome/plains
// turf_type = /turf/open/floor/plating/grass/jungle
turf_type = /turf/open/floor/grass
flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/tree/jungle, /obj/structure/flora/rock/jungle, /obj/structure/flora/junglebush, /obj/structure/flora/junglebush/b, /obj/structure/flora/junglebush/c, /obj/structure/flora/junglebush/large, /obj/structure/flora/rock/pile/largejungle)
flora_density = 15
/datum/biome/jungle
// turf_type = /turf/open/floor/plating/grass/jungle
turf_type = /turf/open/floor/grass
flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/tree/jungle, /obj/structure/flora/rock/jungle, /obj/structure/flora/junglebush, /obj/structure/flora/junglebush/b, /obj/structure/flora/junglebush/c, /obj/structure/flora/junglebush/large, /obj/structure/flora/rock/pile/largejungle)
flora_density = 40
/datum/biome/jungle/deep
flora_density = 65
/datum/biome/wasteland
// turf_type = /turf/open/floor/plating/dirt/jungle/wasteland
turf_type = /turf/open/floor/plating/dirt/jungle
/datum/biome/water
turf_type = /turf/open/water/jungle
/datum/biome/mountain
turf_type = /turf/closed/mineral/random //jungle
-4
View File
@@ -43,12 +43,8 @@
/datum/martial_art/proc/damage_roll(mob/living/carbon/human/A, mob/living/carbon/human/D)
//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 *= 1.2
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
damage *= 0.7
if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
damage *= 0.8
return damage
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
+3 -2
View File
@@ -223,9 +223,10 @@
///Subtype of CQC. Only used for the chef.
/datum/martial_art/cqc/under_siege
name = "Close Quarters Cooking"
var/list/valid_areas = list(/area/service/kitchen)
///Prevents use if the cook is not in the kitchen.
/datum/martial_art/cqc/under_siege/can_use(mob/living/carbon/human/H) //this is used to make chef CQC only work in kitchen
if(!istype(get_area(H), /area/crew_quarters/kitchen))
/datum/martial_art/cqc/under_siege/can_use(mob/living/owner) //this is used to make chef CQC only work in kitchen
if(!is_type_in_list(get_area(owner), valid_areas))
return FALSE
return ..()
+6 -2
View File
@@ -144,14 +144,16 @@
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 12
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK //can attack while
parry_time_perfect = 2.5 // first ds isn't perfect
parry_time_perfect_leeway = 1.5
parry_time_perfect = 2.5
parry_time_perfect_leeway = 2.5
parry_imperfect_falloff_percent = 5
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 65 // VERY generous
parry_efficiency_perfect = 100
parry_failed_stagger_duration = 4 SECONDS
parry_failed_cooldown_duration = 2 SECONDS
parry_cooldown = 0.5 SECONDS
parry_flags = NONE
/mob/living/carbon/human/UseStaminaBuffer(amount, warn = FALSE, considered_action = TRUE)
amount *= physiology? physiology.stamina_buffer_mod : 1
@@ -165,6 +167,7 @@
ADD_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
ADD_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
ADD_TRAIT(H, TRAIT_TASED_RESISTANCE, SLEEPING_CARP_TRAIT)
ADD_TRAIT(H, TRAIT_NOPUGILIST, SLEEPING_CARP_TRAIT) // cqc doesn't get this as it's intended to be able to stack with northstar gloves
H.physiology.brute_mod *= 0.4 //brute is really not gonna cut it
H.physiology.burn_mod *= 0.7 //burn is distinctly more useful against them than brute but they're still resistant
H.physiology.stamina_mod *= 0.4 //You take less stamina damage overall, but you do not reduce the damage from stun batons as much
@@ -181,6 +184,7 @@
REMOVE_TRAIT(H, TRAIT_PIERCEIMMUNE, SLEEPING_CARP_TRAIT)
REMOVE_TRAIT(H, TRAIT_NODISMEMBER, SLEEPING_CARP_TRAIT)
REMOVE_TRAIT(H, TRAIT_TASED_RESISTANCE, SLEEPING_CARP_TRAIT)
REMOVE_TRAIT(H, TRAIT_NOPUGILIST, SLEEPING_CARP_TRAIT)
H.physiology.brute_mod = initial(H.physiology.brute_mod)
H.physiology.burn_mod = initial(H.physiology.burn_mod)
H.physiology.stamina_mod = initial(H.physiology.stamina_mod)
+2 -1
View File
@@ -52,7 +52,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
name = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
strength_modifier = 1.1
strength_modifier = 1.2
alpha = 132
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
@@ -85,6 +85,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
name = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
strength_modifier = 0.7
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
+7 -8
View File
@@ -129,7 +129,7 @@
/datum/mutation/human/proc/get_spans()
return list()
/mob/living/carbon/proc/update_mutations_overlay()
/mob/living/proc/update_mutations_overlay()
return
/mob/living/carbon/human/update_mutations_overlay()
@@ -142,13 +142,12 @@
if(overlays_standing[CM.layer_used])
mut_overlay = overlays_standing[CM.layer_used]
var/mutable_appearance/V = CM.get_visual_indicator()
if(!mut_overlay.Find(V)) //either we lack the visual indicator or we have the wrong one
remove_overlay(CM.layer_used)
for(var/mutable_appearance/MA in CM.visual_indicators[CM.type])
mut_overlay.Remove(MA)
mut_overlay |= V
overlays_standing[CM.layer_used] = mut_overlay
apply_overlay(CM.layer_used)
remove_overlay(CM.layer_used) //trying to find its existence defeats the point because if cut_overlays is called it doesn't bother reloading it.
for(var/mutable_appearance/MA in CM.visual_indicators[CM.type])
mut_overlay.Remove(MA)
mut_overlay |= V
overlays_standing[CM.layer_used] = mut_overlay
apply_overlay(CM.layer_used)
/datum/mutation/human/proc/modify() //called when a genome is applied so we can properly update some stats without having to remove and reapply the mutation from someone
if(modified || !power || !owner)
+3 -3
View File
@@ -227,7 +227,7 @@
//can we sniff? is there miasma in the air?
var/datum/gas_mixture/air = user.loc.return_air()
if(air.get_moles(/datum/gas/miasma))
if(air.get_moles(GAS_MIASMA))
user.adjust_disgust(sensitivity * 45)
to_chat(user, "<span class='warning'>With your overly sensitive nose, you get a whiff of stench and feel sick! Try moving to a cleaner area!</span>")
return
@@ -283,7 +283,7 @@
desc = "Allows a creature to voluntary discard a random appendage."
quality = POSITIVE
text_gain_indication = "<span class='notice'>Your joints feel loose.</span>"
instability = 30
instability = 20
power = /obj/effect/proc_holder/spell/self/self_amputation
energy_coeff = 1
@@ -316,7 +316,7 @@
return
var/obj/item/bodypart/BP = pick(parts)
BP.dismember()
BP.dismember(harmless=TRUE)
//spider webs
/datum/mutation/human/webbing
+1 -1
View File
@@ -261,7 +261,7 @@
desc = "The user's chemical balance is more robust."
quality = POSITIVE
text_gain_indication = "<span class='notice'>You feel stimmed.</span>"
difficulty = 16
difficulty = 18
/datum/mutation/human/paranoia
name = "Paranoia"
+57
View File
@@ -0,0 +1,57 @@
/datum/mutation/human/cluwne
name = "Cluwne"
quality = NEGATIVE
locked = TRUE
text_gain_indication = "<span class='danger'>You feel like your brain is tearing itself apart.</span>"
/datum/mutation/human/cluwne/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.dna.add_mutation(CLOWNMUT)
owner.dna.add_mutation(EPILEPSY)
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 199, 199)
var/mob/living/carbon/human/H = owner
if(!istype(H.wear_mask, /obj/item/clothing/mask/gas/cluwne))
if(!H.dropItemToGround(H.wear_mask))
qdel(H.wear_mask)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/cluwne(H), SLOT_WEAR_MASK)
if(!istype(H.w_uniform, /obj/item/clothing/under/cluwne))
if(!H.dropItemToGround(H.w_uniform))
qdel(H.w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/under/cluwne(H), SLOT_W_UNIFORM)
if(!istype(H.shoes, /obj/item/clothing/shoes/clown_shoes/cluwne))
if(!H.dropItemToGround(H.shoes))
qdel(H.shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes/cluwne(H), SLOT_SHOES)
owner.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/white(owner), SLOT_GLOVES) // this is purely for cosmetic purposes incase they aren't wearing anything in that slot
owner.equip_to_slot_or_del(new /obj/item/storage/backpack/clown(owner), SLOT_BACK) // ditto
/datum/mutation/human/cluwne/on_life(mob/living/carbon/human/owner)
if((prob(15) && owner.IsUnconscious()))
owner.adjustOrganLoss(ORGAN_SLOT_BRAIN, 199, 199) // there I changed it to setBrainLoss
switch(rand(1, 6))
if(1)
owner.say("HONK")
if(2 to 5)
owner.emote("scream")
if(6)
owner.Stun(1)
owner.Knockdown(20)
owner.Jitter(500)
/datum/mutation/human/cluwne/on_losing(mob/living/carbon/human/owner)
owner.adjust_fire_stacks(1)
owner.IgniteMob()
owner.dna.add_mutation(CLUWNEMUT)
/mob/living/carbon/human/proc/cluwneify()
dna.add_mutation(CLUWNEMUT)
emote("scream")
regenerate_icons()
visible_message("<span class='danger'>[src]'s body glows green, the glow dissipating only to leave behind a cluwne formerly known as [src]!</span>", \
"<span class='danger'>Your brain feels like it's being torn apart, there is only the honkmother now.</span>")
flash_act()
+4
View File
@@ -30,3 +30,7 @@
/datum/generecipe/hulk
required = "/datum/mutation/human/strong; /datum/mutation/human/radioactive"
result = HULK
/datum/generecipe/thermal
required = "/datum/mutation/human/nearsight; /datum/mutation/human/stimmed"
result = THERMAL
+1 -1
View File
@@ -1,6 +1,6 @@
/datum/mutation/human/radioactive
name = "Radioactivity"
desc = "A volatile mutation that causes the host to sent out deadly beta radiation. This affects both the hosts and their surroundings."
desc = "A volatile mutation that causes the host to send out deadly beta radiation. This affects both the hosts and their surroundings."
quality = NEGATIVE
text_gain_indication = "<span class='warning'>You can feel it in your bones!</span>"
time_coeff = 5
+3 -2
View File
@@ -42,7 +42,8 @@
difficulty = 18
text_gain_indication = "<span class='notice'>You can see the heat rising off of your skin...</span>"
time_coeff = 2
instability = 25
instability = 40
locked = TRUE
var/visionflag = TRAIT_THERMAL_VISION
/datum/mutation/human/thermal/on_acquiring(mob/living/carbon/human/owner)
@@ -63,7 +64,7 @@
name = "X Ray Vision"
desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb
text_gain_indication = "<span class='notice'>The walls suddenly disappear!</span>"
instability = 35
instability = 50
locked = TRUE
visionflag = TRAIT_XRAY_VISION
+10 -9
View File
@@ -1,30 +1,31 @@
//Cold Resistance gives your entire body an orange halo, and makes you immune to the effects of vacuum and cold.
/datum/mutation/human/space_adaptation
name = "Space Adaptation"
desc = "A strange mutation that renders the host immune to the vacuum if space. Will still need an oxygen supply."
desc = "A strange mutation that renders the host immune to the vacuum of space. Will still need an oxygen supply."
quality = POSITIVE
difficulty = 16
text_gain_indication = "<span class='notice'>Your body feels warm!</span>"
time_coeff = 5
instability = 30
/datum/mutation/human/space_adaptation/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
..()
if(!(type in visual_indicators))
visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "fire", -MUTATIONS_LAYER))
/datum/mutation/human/space_adaptation/get_visual_indicator()
return visual_indicators[type][1]
/datum/mutation/human/space_adaptation/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
ADD_TRAIT(owner, TRAIT_RESISTCOLD, "cold_resistance")
ADD_TRAIT(owner, TRAIT_RESISTLOWPRESSURE, "cold_resistance")
owner.add_filter("space_glow", 2, list("type" = "outline", "color" = "#ffe46bd8", "size" = 1))
addtimer(CALLBACK(src, .proc/glow_loop, owner), rand(1,19))
/datum/mutation/human/space_adaptation/proc/glow_loop(mob/living/carbon/human/owner)
var/filter = owner.get_filter("space_glow")
if(filter)
animate(filter, alpha = 190, time = 15, loop = -1)
animate(alpha = 110, time = 25)
/datum/mutation/human/space_adaptation/on_losing(mob/living/carbon/human/owner)
if(..())
return
REMOVE_TRAIT(owner, TRAIT_RESISTCOLD, "cold_resistance")
REMOVE_TRAIT(owner, TRAIT_RESISTLOWPRESSURE, "cold_resistance")
owner.remove_filter("space_glow")
+2 -2
View File
@@ -3,8 +3,8 @@
var/obj/item/sample_object
var/number
/datum/numbered_display/New(obj/item/sample, _number = 1)
/datum/numbered_display/New(obj/item/sample, _number = 1, datum/component/storage/parent)
if(!istype(sample))
qdel(src)
sample_object = sample
sample_object = new /obj/screen/storage/item_holder(null, parent, sample)
number = _number
+294 -57
View File
@@ -1,71 +1,185 @@
/**
* # Outfit datums
*
* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
* this is the way to do it cleanly and properly.
*
* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
*
* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
* and you pass it the relevant datum outfit
*
* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
* that can be restored at a later date
*/
/datum/outfit
///Name of the outfit (shows up in the equip admin verb)
var/name = "Naked"
var/uniform = null
var/suit = null
var/toggle_helmet = TRUE
var/back = null
var/belt = null
var/gloves = null
var/shoes = null
var/head = null
var/mask = null
var/neck = null
var/ears = null
var/glasses = null
/// Type path of item to go in the idcard slot
var/id = null
var/l_pocket = null
var/r_pocket = null
/// Type path of item to go in uniform slot
var/uniform = null
/// Type path of item to go in suit slot
var/suit = null
/**
* Type path of item to go in suit storage slot
*
* (make sure it's valid for that suit)
*/
var/suit_store = null
var/r_hand = null
/// Type path of item to go in back slot
var/back = null
/**
* list of items that should go in the backpack of the user
*
* Format of this list should be: list(path=count,otherpath=count)
*/
var/list/backpack_contents = null
/// Type path of item to go in belt slot
var/belt = null
/// Type path of item to go in ears slot
var/ears = null
/// Type path of item to go in the glasses slot
var/glasses = null
/// Type path of item to go in gloves slot
var/gloves = null
/// Type path of item to go in head slot
var/head = null
/// Type path of item to go in mask slot
var/mask = null
/// Type path of item to go in neck slot
var/neck = null
/// Type path of item to go in shoes slot
var/shoes = null
/// Type path of item for left pocket slot
var/l_pocket = null
/// Type path of item for right pocket slot
var/r_pocket = null
///Type path of item to go in the right hand
var/l_hand = null
var/internals_slot = null //ID of slot containing a gas tank
var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
var/box // Internals box. Will be inserted at the start of backpack_contents
var/list/implants = null
//Type path of item to go in left hand
var/r_hand = null
/// Any clothing accessory item
var/accessory = null
var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters
var/list/chameleon_extras //extra types for chameleon outfit changes, mostly guns
/// Internals box. Will be inserted at the start of backpack_contents
var/box
/**
* extra types for chameleon outfit changes, mostly guns
*
* Format of this list is (typepath, typepath, typepath)
*
* These are all added and returns in the list for get_chamelon_diguise_info proc
*/
var/list/chameleon_extras
/**
* Any implants the mob should start implanted with
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/implants = null
///ID of the slot containing a gas tank
var/internals_slot = null
/// Should the toggle helmet proc be called on the helmet during equip
var/toggle_helmet = TRUE
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
var/datum/sprite_accessory/undershirt = null
/**
* Called at the start of the equip proc
*
* Override to change the value of the slots depending on client prefs, species and
* other such sources of change
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
//to be overridden for customization depending on client prefs,species etc
return
/**
* Called after the equip proc has finished
*
* All items are on the mob at this point, use this proc to toggle internals
* fiddle with id bindings and accesses etc
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
//to be overridden for toggling internals, id binding, access etc
return
/**
* Equips all defined types and paths to the mob passed in
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
pre_equip(H, visualsOnly, preference_source)
//Start with uniform,suit,backpack for additional slots
if(uniform)
H.equip_to_slot_or_del(new uniform(H),SLOT_W_UNIFORM)
H.equip_to_slot_or_del(new uniform(H), SLOT_W_UNIFORM, TRUE)
if(suit)
H.equip_to_slot_or_del(new suit(H),SLOT_WEAR_SUIT)
H.equip_to_slot_or_del(new suit(H), SLOT_WEAR_SUIT, TRUE)
if(back)
H.equip_to_slot_or_del(new back(H),SLOT_BACK)
H.equip_to_slot_or_del(new back(H), SLOT_BACK, TRUE)
if(belt)
H.equip_to_slot_or_del(new belt(H),SLOT_BELT)
H.equip_to_slot_or_del(new belt(H), SLOT_BELT, TRUE)
if(gloves)
H.equip_to_slot_or_del(new gloves(H),SLOT_GLOVES)
H.equip_to_slot_or_del(new gloves(H), SLOT_GLOVES, TRUE)
if(shoes)
H.equip_to_slot_or_del(new shoes(H),SLOT_SHOES)
H.equip_to_slot_or_del(new shoes(H), SLOT_SHOES, TRUE)
if(head)
H.equip_to_slot_or_del(new head(H),SLOT_HEAD)
H.equip_to_slot_or_del(new head(H), SLOT_HEAD, TRUE)
if(mask)
H.equip_to_slot_or_del(new mask(H),SLOT_WEAR_MASK)
H.equip_to_slot_or_del(new mask(H), SLOT_WEAR_MASK, TRUE)
if(neck)
H.equip_to_slot_or_del(new neck(H),SLOT_NECK)
H.equip_to_slot_or_del(new neck(H), SLOT_NECK, TRUE)
if(ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
H.equip_to_slot_or_del(new ears(H), SLOT_EARS, TRUE)
if(glasses)
H.equip_to_slot_or_del(new glasses(H),SLOT_GLASSES)
H.equip_to_slot_or_del(new glasses(H), SLOT_GLASSES, TRUE)
if(id)
H.equip_to_slot_or_del(new id(H),SLOT_WEAR_ID)
H.equip_to_slot_or_del(new id(H), SLOT_WEAR_ID, TRUE)
if(suit_store)
H.equip_to_slot_or_del(new suit_store(H),SLOT_S_STORE)
H.equip_to_slot_or_del(new suit_store(H), SLOT_S_STORE, TRUE)
if(undershirt)
H.undershirt = initial(undershirt.name)
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
@@ -81,9 +195,9 @@
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
H.equip_to_slot_or_del(new l_pocket(H),SLOT_L_STORE)
H.equip_to_slot_or_del(new l_pocket(H), SLOT_L_STORE, TRUE)
if(r_pocket)
H.equip_to_slot_or_del(new r_pocket(H),SLOT_R_STORE)
H.equip_to_slot_or_del(new r_pocket(H), SLOT_R_STORE, TRUE)
if(box)
if(!backpack_contents)
@@ -97,7 +211,7 @@
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
H.equip_to_slot_or_del(new path(H), SLOT_IN_BACKPACK, TRUE)
if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
@@ -112,55 +226,178 @@
H.update_action_buttons_icon()
if(implants)
for(var/implant_type in implants)
var/obj/item/implant/I = new implant_type
var/obj/item/implant/I = new implant_type(H)
I.implant(H, null, TRUE)
H.update_body()
return TRUE
/**
* Apply a fingerprint from the passed in human to all items in the outfit
*
* Used for forensics setup when the mob is first equipped at roundstart
* essentially calls add_fingerprint to every defined item on the human
*
*/
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
if(!istype(H))
return
if(H.back)
H.back.add_fingerprint(H,1) //The 1 sets a flag to ignore gloves
H.back.add_fingerprint(H, ignoregloves = TRUE)
for(var/obj/item/I in H.back.contents)
I.add_fingerprint(H,1)
I.add_fingerprint(H, ignoregloves = TRUE)
if(H.wear_id)
H.wear_id.add_fingerprint(H,1)
H.wear_id.add_fingerprint(H, ignoregloves = TRUE)
if(H.w_uniform)
H.w_uniform.add_fingerprint(H,1)
H.w_uniform.add_fingerprint(H, ignoregloves = TRUE)
if(H.wear_suit)
H.wear_suit.add_fingerprint(H,1)
H.wear_suit.add_fingerprint(H, ignoregloves = TRUE)
if(H.wear_mask)
H.wear_mask.add_fingerprint(H,1)
H.wear_mask.add_fingerprint(H, ignoregloves = TRUE)
if(H.wear_neck)
H.wear_neck.add_fingerprint(H,1)
H.wear_neck.add_fingerprint(H, ignoregloves = TRUE)
if(H.head)
H.head.add_fingerprint(H,1)
H.head.add_fingerprint(H, ignoregloves = TRUE)
if(H.shoes)
H.shoes.add_fingerprint(H,1)
H.shoes.add_fingerprint(H, ignoregloves = TRUE)
if(H.gloves)
H.gloves.add_fingerprint(H,1)
H.gloves.add_fingerprint(H, ignoregloves = TRUE)
if(H.ears)
H.ears.add_fingerprint(H,1)
H.ears.add_fingerprint(H, ignoregloves = TRUE)
if(H.glasses)
H.glasses.add_fingerprint(H,1)
H.glasses.add_fingerprint(H, ignoregloves = TRUE)
if(H.belt)
H.belt.add_fingerprint(H,1)
H.belt.add_fingerprint(H, ignoregloves = TRUE)
for(var/obj/item/I in H.belt.contents)
I.add_fingerprint(H,1)
I.add_fingerprint(H, ignoregloves = TRUE)
if(H.s_store)
H.s_store.add_fingerprint(H,1)
H.s_store.add_fingerprint(H, ignoregloves = TRUE)
if(H.l_store)
H.l_store.add_fingerprint(H,1)
H.l_store.add_fingerprint(H, ignoregloves = TRUE)
if(H.r_store)
H.r_store.add_fingerprint(H,1)
H.r_store.add_fingerprint(H, ignoregloves = TRUE)
for(var/obj/item/I in H.held_items)
I.add_fingerprint(H,1)
return 1
I.add_fingerprint(H, ignoregloves = TRUE)
return TRUE
/// Return a list of all the types that are required to disguise as this outfit type
/datum/outfit/proc/get_chameleon_disguise_info()
var/list/types = list(uniform, suit, back, belt, gloves, shoes, head, mask, neck, ears, glasses, id, l_pocket, r_pocket, suit_store, r_hand, l_hand)
types += chameleon_extras
listclearnulls(types)
return types
/// Return a json list of this outfit
/datum/outfit/proc/get_json_data()
. = list()
.["outfit_type"] = type
.["name"] = name
.["uniform"] = uniform
.["suit"] = suit
.["toggle_helmet"] = toggle_helmet
.["back"] = back
.["belt"] = belt
.["gloves"] = gloves
.["shoes"] = shoes
.["head"] = head
.["mask"] = mask
.["neck"] = neck
.["ears"] = ears
.["glasses"] = glasses
.["id"] = id
.["l_pocket"] = l_pocket
.["r_pocket"] = r_pocket
.["suit_store"] = suit_store
.["r_hand"] = r_hand
.["l_hand"] = l_hand
.["internals_slot"] = internals_slot
.["backpack_contents"] = backpack_contents
.["box"] = box
.["implants"] = implants
.["accessory"] = accessory
/// Copy most vars from another outfit to this one
/datum/outfit/proc/copy_from(datum/outfit/target)
name = target.name
uniform = target.uniform
suit = target.suit
toggle_helmet = target.toggle_helmet
back = target.back
belt = target.belt
gloves = target.gloves
shoes = target.shoes
head = target.head
mask = target.mask
neck = target.neck
ears = target.ears
glasses = target.glasses
id = target.id
l_pocket = target.l_pocket
r_pocket = target.r_pocket
suit_store = target.suit_store
r_hand = target.r_hand
l_hand = target.l_hand
internals_slot = target.internals_slot
backpack_contents = target.backpack_contents
box = target.box
implants = target.implants
accessory = target.accessory
/// Prompt the passed in mob client to download this outfit as a json blob
/datum/outfit/proc/save_to_file(mob/admin)
var/stored_data = get_json_data()
var/json = json_encode(stored_data)
//Kinda annoying but as far as i can tell you need to make actual file.
var/f = file("data/TempOutfitUpload")
fdel(f)
WRITE_FILE(f,json)
admin << ftp(f,"[name].json")
/// Create an outfit datum from a list of json data
/datum/outfit/proc/load_from(list/outfit_data)
//This could probably use more strict validation
name = outfit_data["name"]
uniform = text2path(outfit_data["uniform"])
suit = text2path(outfit_data["suit"])
toggle_helmet = outfit_data["toggle_helmet"]
back = text2path(outfit_data["back"])
belt = text2path(outfit_data["belt"])
gloves = text2path(outfit_data["gloves"])
shoes = text2path(outfit_data["shoes"])
head = text2path(outfit_data["head"])
mask = text2path(outfit_data["mask"])
neck = text2path(outfit_data["neck"])
ears = text2path(outfit_data["ears"])
glasses = text2path(outfit_data["glasses"])
id = text2path(outfit_data["id"])
l_pocket = text2path(outfit_data["l_pocket"])
r_pocket = text2path(outfit_data["r_pocket"])
suit_store = text2path(outfit_data["suit_store"])
r_hand = text2path(outfit_data["r_hand"])
l_hand = text2path(outfit_data["l_hand"])
internals_slot = outfit_data["internals_slot"]
var/list/backpack = outfit_data["backpack_contents"]
backpack_contents = list()
for(var/item in backpack)
var/itype = text2path(item)
if(itype)
backpack_contents[itype] = backpack[item]
box = text2path(outfit_data["box"])
var/list/impl = outfit_data["implants"]
implants = list()
for(var/I in impl)
var/imptype = text2path(I)
if(imptype)
implants += imptype
accessory = text2path(outfit_data["accessory"])
return TRUE
/datum/outfit/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor")
/datum/outfit/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_TO_OUTFIT_EDITOR])
usr.client.open_outfit_editor(src)
+5 -6
View File
@@ -204,12 +204,11 @@
// first 10 minutes only
return world.time - SSticker.round_start_time < 6000
// this is broken and does not work. Thanks TG
// /datum/map_template/shuttle/emergency/airless/post_load()
// . = ..()
// //enable buying engines from cargo
// var/datum/supply_pack/P = SSshuttle.supply_packs[/datum/supply_pack/engineering/shuttle_engine]
// P.special_enabled = TRUE
/datum/map_template/shuttle/emergency/construction/post_load()
. = ..()
//enable buying engines from cargo
var/datum/supply_pack/P = SSshuttle.supply_packs[/datum/supply_pack/engineering/shuttle_engine]
P.special_enabled = TRUE
/datum/map_template/shuttle/emergency/asteroid
+96 -1
View File
@@ -642,7 +642,7 @@
O.Remove()
if(iscarbon(owner))
var/mob/living/carbon/C = owner
C.vomit(0, toxic = TRUE)
C.vomit(0)
O.forceMove(get_turf(owner))
if(isliving(owner))
var/mob/living/L = owner
@@ -768,3 +768,98 @@
M.dna.species.punchdamagelow -= damageboost
M.dna.species.punchwoundbonus -= woundboost
to_chat(M, "<span class='notice'>You calm yourself, and your unnatural strength dissipates.</span>")
/datum/status_effect/crucible_soul
id = "Blessing of Crucible Soul"
status_type = STATUS_EFFECT_REFRESH
duration = 15 SECONDS
examine_text = "<span class='notice'>They don't seem to be all here.</span>"
alert_type = /obj/screen/alert/status_effect/crucible_soul
var/turf/location
/datum/status_effect/crucible_soul/on_apply()
. = ..()
to_chat(owner,"<span class='notice'>You phase through reality, nothing is out of bounds!</span>")
owner.alpha = 180
owner.pass_flags |= PASSCLOSEDTURF | PASSGLASS | PASSGRILLE | PASSTABLE | PASSMOB
location = get_turf(owner)
/datum/status_effect/crucible_soul/on_remove()
to_chat(owner,"<span class='notice'>You regain your physicality, returning you to your original location...</span>")
owner.alpha = initial(owner.alpha)
owner.pass_flags &= ~(PASSCLOSEDTURF | PASSGLASS | PASSGRILLE | PASSTABLE | PASSMOB)
owner.forceMove(location)
location = null
return ..()
/datum/status_effect/duskndawn
id = "Blessing of Dusk and Dawn"
status_type = STATUS_EFFECT_REFRESH
duration = 60 SECONDS
alert_type =/obj/screen/alert/status_effect/duskndawn
/datum/status_effect/duskndawn/on_apply()
. = ..()
ADD_TRAIT(owner,TRAIT_XRAY_VISION,type)
owner.update_sight()
/datum/status_effect/duskndawn/on_remove()
REMOVE_TRAIT(owner,TRAIT_XRAY_VISION,type)
owner.update_sight()
return ..()
/datum/status_effect/marshal
id = "Blessing of Wounded Soldier"
status_type = STATUS_EFFECT_REFRESH
duration = 60 SECONDS
tick_interval = 1 SECONDS
alert_type = /obj/screen/alert/status_effect/marshal
/datum/status_effect/marshal/on_apply()
. = ..()
ADD_TRAIT(owner,TRAIT_IGNOREDAMAGESLOWDOWN,type)
/datum/status_effect/marshal/on_remove()
. = ..()
REMOVE_TRAIT(owner,TRAIT_IGNOREDAMAGESLOWDOWN,type)
/datum/status_effect/marshal/tick()
. = ..()
if(!iscarbon(owner))
return
var/mob/living/carbon/carbie = owner
for(var/BP in carbie.bodyparts)
var/obj/item/bodypart/part = BP
for(var/W in part.wounds)
var/datum/wound/wound = W
var/heal_amt = 0
switch(wound.severity)
if(WOUND_SEVERITY_MODERATE)
heal_amt = 1
if(WOUND_SEVERITY_SEVERE)
heal_amt = 3
if(WOUND_SEVERITY_CRITICAL)
heal_amt = 6
if(wound.wound_type == WOUND_BURN)
carbie.adjustFireLoss(-heal_amt)
else
carbie.adjustBruteLoss(-heal_amt)
carbie.blood_volume += carbie.blood_volume >= BLOOD_VOLUME_NORMAL ? 0 : heal_amt*3
/obj/screen/alert/status_effect/crucible_soul
name = "Blessing of Crucible Soul"
desc = "You phased through the reality, you are halfway to your final destination..."
icon_state = "crucible"
/obj/screen/alert/status_effect/duskndawn
name = "Blessing of Dusk and Dawn"
desc = "Many things hide beyond the horizon, with Owl's help i managed to slip past sun's guard and moon's watch."
icon_state = "duskndawn"
/obj/screen/alert/status_effect/marshal
name = "Blessing of Wounded Soldier"
desc = "Some people seek power through redemption, one thing many people don't know is that battle is the ultimate redemption and wounds let you bask in eternal glory."
icon_state = "wounded_soldier"
+65 -18
View File
@@ -95,21 +95,31 @@
/datum/status_effect/staggered/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
if(!CONFIG_GET(flag/sprint_enabled))
new_owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/status_effect/stagger, TRUE, CONFIG_GET(number/sprintless_stagger_slowdown))
return ..()
/datum/status_effect/staggered/on_remove()
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/stagger)
return ..()
/datum/status_effect/off_balance
id = "offbalance"
blocks_sprint = TRUE
alert_type = null
/datum/status_effect/off_balance/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
if(!CONFIG_GET(flag/sprint_enabled))
new_owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/status_effect/off_balance, TRUE, CONFIG_GET(number/sprintless_off_balance_slowdown))
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))
if(active_item)
owner.visible_message("<span class='warning'>[owner.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/off_balance)
return ..()
/obj/screen/alert/status_effect/asleep
@@ -117,18 +127,14 @@
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
icon_state = "asleep"
/datum/status_effect/no_combat_mode
id = "no_combat_mode"
alert_type = null
status_type = STATUS_EFFECT_REPLACE
blocks_combatmode = TRUE
/datum/status_effect/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
. = ..()
/datum/status_effect/grouped/stasis
id = "stasis"
duration = -1
tick_interval = 10
var/last_dead_time
/datum/status_effect/no_combat_mode/robotic_emp
/datum/status_effect/robotic_emp
id = "emp_no_combat_mode"
/datum/status_effect/mesmerize
@@ -138,13 +144,11 @@
/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
. = ..()
ADD_TRAIT(owner, TRAIT_MUTE, "mesmerize")
ADD_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, "mesmerize")
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/mesmerize)
/datum/status_effect/mesmerize/on_remove()
. = ..()
REMOVE_TRAIT(owner, TRAIT_MUTE, "mesmerize")
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, "mesmerize")
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/mesmerize)
/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
@@ -154,7 +158,7 @@
/obj/screen/alert/status_effect/mesmerized
name = "Mesmerized"
desc = "You cant tear your sight from who is in front of you... their gaze is simply too enthralling.."
desc = "You can't tear your sight from who is in front of you... their gaze is simply too enthralling.."
icon = 'icons/mob/actions/bloodsucker.dmi'
icon_state = "power_mez"
@@ -162,7 +166,7 @@
id = "tased"
alert_type = null
var/movespeed_mod = /datum/movespeed_modifier/status_effect/tased
var/stamdmg_per_ds = 0 //a 20 duration would do 20 stamdmg, disablers do 24 or something
var/stamdmg_per_ds = 1 //a 20 duration would do 20 stamdmg, disablers do 24 or something
var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
@@ -193,9 +197,26 @@
/datum/status_effect/electrode/no_combat_mode
id = "tased_strong"
movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode
blocks_combatmode = TRUE
stamdmg_per_ds = 1
/datum/status_effect/vtec_disabled
id = "vtec_disable"
tick = FALSE
/datum/status_effect/vtec_disabled/on_creation(mob/living/new_owner, set_duration)
if(isnum(set_duration))
duration = set_duration
. = ..()
if(iscyborg(owner))
var/mob/living/silicon/robot/R = owner
R.vtec_disabled = TRUE
/datum/status_effect/vtec_disabled/on_remove()
if(iscyborg(owner))
var/mob/living/silicon/robot/R = owner
R.vtec_disabled = FALSE
return ..()
//OTHER DEBUFFS
/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
id = "his_wrath"
@@ -498,6 +519,32 @@
I.take_damage(100)
return ..()
/datum/status_effect/eldritch/void
id = "void_mark"
effect_sprite = "emark4"
/datum/status_effect/eldritch/void/on_effect()
var/turf/open/turfie = get_turf(owner)
turfie.TakeTemperature(-40)
owner.adjust_bodytemperature(-60)
return ..()
/datum/status_effect/domain
id = "domain"
alert_type = null
var/movespeed_mod = /datum/movespeed_modifier/status_effect/domain
/datum/status_effect/domain/on_creation(mob/living/new_owner, set_duration)
if(isliving(owner))
var/mob/living/carbon/C = owner
C.add_movespeed_modifier(movespeed_mod)
/datum/status_effect/electrode/on_remove()
if(isliving(owner))
var/mob/living/carbon/C = owner
C.remove_movespeed_modifier(movespeed_mod)
. = ..()
/datum/status_effect/corrosion_curse
id = "corrosion_curse"
status_type = STATUS_EFFECT_REPLACE
@@ -506,7 +553,7 @@
/datum/status_effect/corrosion_curse/on_creation(mob/living/new_owner, ...)
. = ..()
to_chat(owner, "<span class='danger'>Your feel your body starting to break apart...</span>")
to_chat(owner, "<span class='danger'>You feel your body starting to break apart...</span>")
/datum/status_effect/corrosion_curse/tick()
. = ..()
@@ -577,7 +624,7 @@
/datum/status_effect/amok/on_apply(mob/living/afflicted)
. = ..()
to_chat(owner, "<span class='boldwarning'>Your feel filled with a rage that is not your own!</span>")
to_chat(owner, "<span class='boldwarning'>You feel filled with a rage that is not your own!</span>")
/datum/status_effect/amok/tick()
. = ..()
+2 -8
View File
@@ -5,14 +5,14 @@
/datum/status_effect
var/id = "effect" //Used for screen alerts.
var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
/// do we tick()?
var/tick = TRUE
var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
var/next_tick //The scheduled time for the next tick.
var/mob/living/owner //The mob affected by the status effect.
var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
/// If this is TRUE, the user will have combt mode forcefully disabled while this is active.
var/blocks_combatmode = FALSE
/// If this is TRUE, the user will have sprint forcefully disabled while this is active.
var/blocks_sprint = FALSE
var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
@@ -61,8 +61,6 @@
/datum/status_effect/proc/on_apply() //Called whenever the buff is applied; returning FALSE will cause it to autoremove itself.
SHOULD_CALL_PARENT(TRUE)
if(blocks_combatmode)
ADD_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
if(blocks_sprint)
ADD_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
return TRUE
@@ -74,8 +72,6 @@
/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
SHOULD_CALL_PARENT(TRUE)
if(blocks_combatmode)
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
if(blocks_sprint)
REMOVE_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
return TRUE
@@ -83,8 +79,6 @@
/datum/status_effect/proc/be_replaced() //Called instead of on_remove when a status effect is replaced by itself or when a status effect with on_remove_on_mob_delete = FALSE has its mob deleted
owner.clear_alert(id)
LAZYREMOVE(owner.status_effects, src)
if(blocks_combatmode)
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
if(blocks_sprint)
REMOVE_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
owner = null
-16
View File
@@ -219,19 +219,3 @@
/datum/quirk/night_vision/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
H.update_sight()
/datum/quirk/multilingual
name = "Multi-Lingual"
desc = "You spent a portion of your life learning to understand an additional language. You may or may not be able to speak it based on your anatomy."
value = 1
mob_trait = TRAIT_MULTILINGUAL
gain_text = "You've learned an extra language!"
lose_text = "You've forgotten your extra language."
/datum/quirk/multilingual/post_add()
var/mob/living/carbon/human/H = quirk_holder
H.grant_language(H.client.prefs.language, TRUE, TRUE, LANGUAGE_MULTILINGUAL)
/datum/quirk/multilingual/remove()
var/mob/living/carbon/human/H = quirk_holder
H.remove_language(H.client.prefs.language, TRUE, TRUE, LANGUAGE_MULTILINGUAL)
+8
View File
@@ -154,3 +154,11 @@
/datum/quirk/longtimer/on_spawn()
var/mob/living/carbon/C = quirk_holder
C.generate_fake_scars(rand(min_scars, max_scars))
/datum/quirk/trashcan
name = "Trashcan"
desc = "You are able to consume and digest trash."
value = 0
gain_text = "<span class='notice'>You feel like munching on a can of soda.</span>"
lose_text = "<span class='notice'>You no longer feel like you should be eating trash.</span>"
mob_trait = TRAIT_TRASHCAN
+8 -5
View File
@@ -58,13 +58,13 @@
/// The list of z-levels that this weather is actively affecting
var/impacted_z_levels
/// Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/overlay_layer = AREA_LAYER
/// Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/overlay_layer = AREA_LAYER
/// Plane for the overlay
var/overlay_plane = BLACKNESS_PLANE
/// If the weather has no purpose but aesthetics.
/// If the weather has no purpose but aesthetics.
var/aesthetic = FALSE
/// Used by mobs to prevent them from being affected by the weather
/// Used by mobs to prevent them from being affected by the weather
var/immunity_type = "storm"
/// The stage of the weather, from 1-4
@@ -79,6 +79,8 @@
var/barometer_predictable = FALSE
/// For barometers to know when the next storm will hit
var/next_hit_time = 0
/// This causes the weather to only end if forced to
var/perpetual = FALSE
/datum/weather/New(z_levels)
..()
@@ -140,7 +142,8 @@
to_chat(M, weather_message)
if(weather_sound)
SEND_SOUND(M, sound(weather_sound))
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
if(!perpetual)
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
/**
* Weather enters the winding down phase, stops effects
@@ -18,7 +18,7 @@
area_type = /area
protected_areas = list(/area/maintenance, /area/ai_monitored/turret_protected/ai_upload, /area/ai_monitored/turret_protected/ai_upload_foyer,
/area/ai_monitored/turret_protected/ai, /area/storage/emergency/starboard, /area/storage/emergency/port, /area/shuttle, /area/security/prison, /area/ruin, /area/space/nearstation, /area/icemoon)
/area/ai_monitored/turret_protected/ai, /area/commons/storage/emergency/starboard, /area/commons/storage/emergency/port, /area/shuttle, /area/security/prison/safe, /area/security/prison/toilet)
target_trait = ZTRAIT_STATION
immunity_type = "rad"
@@ -0,0 +1,31 @@
/datum/weather/void_storm
name = "void storm"
desc = "A rare and highly anomalous event often accompanied by unknown entities shredding spacetime continouum. We'd advise you to start running."
telegraph_duration = 2 SECONDS
telegraph_overlay = "void"
weather_message = "<span class='danger'><i>You feel air around you getting colder... and void's sweet embrace...</i></span>"
weather_overlay = "void_storm"
weather_duration_lower = 60 SECONDS
weather_duration_upper = 120 SECONDS
end_duration = 10 SECONDS
area_type = /area
protect_indoors = FALSE
target_trait = ZTRAIT_VOIDSTORM
immunity_type = "void"
barometer_predictable = FALSE
perpetual = TRUE
/datum/weather/void_storm/weather_act(mob/living/L)
if(IS_HERETIC(L) || IS_HERETIC_MONSTER(L))
return
L.adjustOxyLoss(rand(1,3))
L.adjustFireLoss(rand(1,3))
L.adjust_blurriness(rand(0,1))
L.adjust_bodytemperature(-rand(5,15))
+1
View File
@@ -166,6 +166,7 @@
on_pulse(wire, user)
/datum/wires/proc/pulse_color(color, mob/living/user)
set waitfor = FALSE
LAZYINITLIST(current_users)
if(current_users[user])
return FALSE
+7 -6
View File
@@ -106,12 +106,7 @@
A.aiControlDisabled = 1
else if(A.aiControlDisabled == -1)
A.aiControlDisabled = 2
sleep(10)
if(A)
if(A.aiControlDisabled == 1)
A.aiControlDisabled = 0
else if(A.aiControlDisabled == 2)
A.aiControlDisabled = -1
addtimer(CALLBACK(A, /obj/machinery/door/airlock.proc/reset_ai_wire), 1 SECONDS)
if(WIRE_SHOCK) // Pulse to shock the door for 10 ticks.
if(!A.secondsElectrified)
A.set_electrified(30, usr)
@@ -125,6 +120,12 @@
A.lights = !A.lights
A.update_icon()
/obj/machinery/door/airlock/proc/reset_ai_wire()
if(aiControlDisabled == 1)
aiControlDisabled = 0
else if(aiControlDisabled == 2)
aiControlDisabled = -1
/datum/wires/airlock/on_cut(wire, mend)
var/obj/machinery/door/airlock/A = holder
if(usr && !A.hasSiliconAccessInArea(usr) && A.isElectrified() && A.shock(usr, 100))
+98
View File
@@ -207,3 +207,101 @@
if(!key_valid)
GLOB.topic_status_cache = .
/datum/world_topic/jsonstatus
keyword = "jsonstatus"
/datum/world_topic/jsonstatus/Run(list/input, addr)
. = list()
.["mode"] = "hidden" // GLOB.master_mode - woops we don't want people to know if there's secret/extended :)
.["round_id"] = "[GLOB.round_id]"
.["players"] = GLOB.clients.len
var/list/adm = get_admin_counts()
var/list/presentmins = adm["present"]
var/list/afkmins = adm["afk"]
.["admins"] = presentmins.len + afkmins.len //equivalent to the info gotten from adminwho
.["security_level"] = "[NUM2SECLEVEL(GLOB.security_level)]"
.["round_duration"] = WORLDTIME2TEXT("hh:mm:ss")
.["map"] = SSmapping.config.map_name
return json_encode(.)
/datum/world_topic/jsonplayers
keyword = "jsonplayers"
/datum/world_topic/jsonplayers/Run(list/input, addr)
. = list()
for(var/client/C in GLOB.clients)
if(C.holder?.fakekey)
. += C.holder.fakekey
continue
. += C.key
return json_encode(.)
/datum/world_topic/jsonmanifest
keyword = "jsonmanifest"
/datum/world_topic/jsonmanifest/Run(list/input, addr)
var/list/command = list()
var/list/security = list()
var/list/engineering = list()
var/list/medical = list()
var/list/science = list()
var/list/cargo = list()
var/list/civilian = list()
var/list/misc = list()
for(var/datum/data/record/R in GLOB.data_core.general)
var/name = R.fields["name"]
var/rank = R.fields["rank"]
var/real_rank = rank // make_list_rank(R.fields["real_rank"])
if(real_rank in GLOB.security_positions)
security[name] = rank
else if(real_rank in GLOB.engineering_positions)
engineering[name] = rank
else if(real_rank in GLOB.medical_positions)
medical[name] = rank
else if(real_rank in GLOB.science_positions)
science[name] = rank
else if(real_rank in GLOB.supply_positions)
cargo[name] = rank
else if(real_rank in GLOB.civilian_positions)
civilian[name] = rank
else
misc[name] = rank
// mixed departments, /datum/department when
if(real_rank in GLOB.command_positions)
command[name] = rank
. = list()
.["Command"] = command
.["Security"] = security
.["Engineering"] = engineering
.["Medical"] = medical
.["Science"] = science
.["Cargo"] = cargo
.["Civilian"] = civilian
.["Misc"] = misc
return json_encode(.)
/datum/world_topic/jsonrevision
keyword = "jsonrevision"
/datum/world_topic/jsonrevision/Run(list/input, addr)
var/datum/getrev/revdata = GLOB.revdata
var/list/data = list(
"date" = copytext(revdata.date, 1, 11),
"dd_version" = world.byond_version,
"dd_build" = world.byond_build,
"dm_version" = DM_VERSION,
"dm_build" = DM_BUILD,
"revision" = revdata.commit,
"round_id" = "[GLOB.round_id]",
"testmerge_base_url" = "[CONFIG_GET(string/githuburl)]/pull/"
)
if (revdata.testmerge.len)
for (var/datum/tgs_revision_information/test_merge/TM in revdata.testmerge)
data["testmerges"] += list(list(
"id" = TM.number,
"desc" = TM.title,
"author" = TM.author
))
return json_encode(data)
+5 -5
View File
@@ -128,7 +128,7 @@
initial_flow = 1.5
gauzed_clot_rate = 0.8
internal_bleeding_chance = 30
internal_bleeding_coefficient = 1.25
internal_bleeding_coefficient = 1
threshold_minimum = 40
threshold_penalty = 15
status_effect_type = /datum/status_effect/wound/pierce/moderate
@@ -142,10 +142,10 @@
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
initial_flow = 2
gauzed_clot_rate = 0.6
internal_bleeding_chance = 60
internal_bleeding_coefficient = 1.5
internal_bleeding_coefficient = 1.25
threshold_minimum = 60
threshold_penalty = 25
status_effect_type = /datum/status_effect/wound/pierce/severe
@@ -159,10 +159,10 @@
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
initial_flow = 2.7
gauzed_clot_rate = 0.4
internal_bleeding_chance = 80
internal_bleeding_coefficient = 1.75
internal_bleeding_coefficient = 1.5
threshold_minimum = 110
threshold_penalty = 40
status_effect_type = /datum/status_effect/wound/pierce/critical
+5 -5
View File
@@ -253,7 +253,7 @@
occur_text = "is cut open, slowly leaking blood"
sound_effect = 'sound/effects/wounds/blood1.ogg'
severity = WOUND_SEVERITY_MODERATE
initial_flow = 1.5
initial_flow = 1.25
minimum_flow = 0.375
max_per_type = 3
clot_rate = 0.12
@@ -270,8 +270,8 @@
occur_text = "is ripped open, veins spurting blood"
sound_effect = 'sound/effects/wounds/blood2.ogg'
severity = WOUND_SEVERITY_SEVERE
initial_flow = 2.4375
minimum_flow = 2.0625
initial_flow = 2
minimum_flow = 1.75
clot_rate = 0.07
max_per_type = 4
threshold_minimum = 60
@@ -288,8 +288,8 @@
occur_text = "is torn open, spraying blood wildly"
sound_effect = 'sound/effects/wounds/blood3.ogg'
severity = WOUND_SEVERITY_CRITICAL
initial_flow = 3.1875
minimum_flow = 3
initial_flow = 2.75
minimum_flow = 2.5
clot_rate = -0.05 // critical cuts actively get worse instead of better
max_per_type = 5
threshold_minimum = 90