Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit792
This commit is contained in:
@@ -731,14 +731,6 @@
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if(next_use_time > world.time)
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START_PROCESSING(SSfastprocess, src)
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//Stickmemes
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/datum/action/item_action/stickmen
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name = "Summon Stick Minions"
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desc = "Allows you to summon faithful stickmen allies to aide you in battle."
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icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
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button_icon_state = "art_summon"
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//surf_ss13
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/datum/action/item_action/bhop
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name = "Activate Jump Boots"
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@@ -63,7 +63,7 @@
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if(prob(2))
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switch(rand(1,2))
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if(1)
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to_chat(owner, "<i>...[lowertext(hypnotic_phrase)]...</i>")
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to_chat(owner, "<span class='hypnophrase'><i>...[lowertext(hypnotic_phrase)]...</i></span>")
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if(2)
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new /datum/hallucination/chat(owner, TRUE, FALSE, "<span class='hypnophrase'>[hypnotic_phrase]</span>")
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@@ -0,0 +1,60 @@
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//Magical traumas, caused by spells and curses.
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//Blurs the line between the victim's imagination and reality
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//Unlike regular traumas this can affect the victim's body and surroundings
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/datum/brain_trauma/magic
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resilience = TRAUMA_RESILIENCE_LOBOTOMY
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/datum/brain_trauma/magic/stalker
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name = "Stalking Phantom"
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desc = "Patient is stalked by a phantom only they can see."
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scan_desc = "extra-sensory paranoia"
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gain_text = "<span class='warning'>You feel like something wants to kill you...</span>"
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lose_text = "<span class='notice'>You no longer feel eyes on your back.</span>"
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var/obj/effect/hallucination/simple/stalker_phantom/stalker
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var/close_stalker = FALSE //For heartbeat
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/datum/brain_trauma/magic/stalker/on_gain()
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create_stalker()
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..()
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/datum/brain_trauma/magic/stalker/proc/create_stalker()
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var/turf/stalker_source = locate(owner.x + pick(-12, 12), owner.y + pick(-12, 12), owner.z) //random corner
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stalker = new(stalker_source, owner)
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/datum/brain_trauma/magic/stalker/on_lose()
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QDEL_NULL(stalker)
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..()
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/datum/brain_trauma/magic/stalker/on_life()
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// Dead and unconscious people are not interesting to the psychic stalker.
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if(owner.stat != CONSCIOUS)
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return
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// Not even nullspace will keep it at bay.
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if(!stalker || !stalker.loc || stalker.z != owner.z)
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qdel(stalker)
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create_stalker()
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if(get_dist(owner, stalker) <= 1)
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playsound(owner, 'sound/magic/demon_attack1.ogg', 50)
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owner.visible_message("<span class='warning'>[owner] is torn apart by invisible claws!</span>", "<span class='userdanger'>Ghostly claws tear your body apart!</span>")
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owner.take_bodypart_damage(rand(20, 45))
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else if(prob(50))
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stalker.forceMove(get_step_towards(stalker, owner))
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if(get_dist(owner, stalker) <= 8)
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if(!close_stalker)
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var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)
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owner.playsound_local(owner, slowbeat, 40, 0, channel = CHANNEL_HEARTBEAT)
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close_stalker = TRUE
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else
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if(close_stalker)
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owner.stop_sound_channel(CHANNEL_HEARTBEAT)
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close_stalker = FALSE
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..()
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/obj/effect/hallucination/simple/stalker_phantom
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name = "???"
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desc = "It's coming closer..."
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image_icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
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image_state = "curseblob"
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@@ -265,3 +265,37 @@
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..()
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if(prob(1) && !owner.has_status_effect(/datum/status_effect/trance))
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owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
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/datum/brain_trauma/severe/hypnotic_trigger
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name = "Hypnotic Trigger"
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desc = "Patient has a trigger phrase set in their subconscious that will trigger a suggestible trance-like state."
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scan_desc = "oneiric feedback loop"
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gain_text = "<span class='warning'>You feel odd, like you just forgot something important.</span>"
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lose_text = "<span class='notice'>You feel like a weight was lifted from your mind.</span>"
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random_gain = FALSE
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var/trigger_phrase = "Nanotrasen"
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/datum/brain_trauma/severe/hypnotic_trigger/New(phrase)
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..()
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if(phrase)
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trigger_phrase = phrase
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/datum/brain_trauma/severe/hypnotic_trigger/on_lose() //hypnosis must be cleared separately, but brain surgery should get rid of both anyway
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..()
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owner.remove_status_effect(/datum/status_effect/trance)
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/datum/brain_trauma/severe/hypnotic_trigger/handle_hearing(datum/source, list/hearing_args)
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if(!owner.can_hear())
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return
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if(owner == hearing_args[HEARING_SPEAKER])
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return
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var/regex/reg = new("(\\b[REGEX_QUOTE(trigger_phrase)]\\b)","ig")
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if(findtext(hearing_args[HEARING_RAW_MESSAGE], reg))
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addtimer(CALLBACK(src, .proc/hypnotrigger), 10) //to react AFTER the chat message
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hearing_args[HEARING_RAW_MESSAGE] = reg.Replace(hearing_args[HEARING_RAW_MESSAGE], "<span class='hypnophrase'>*********</span>")
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/datum/brain_trauma/severe/hypnotic_trigger/proc/hypnotrigger()
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to_chat(owner, "<span class='warning'>The words trigger something deep within you, and you feel your consciousness slipping away...</span>")
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owner.apply_status_effect(/datum/status_effect/trance, rand(100,300), FALSE)
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@@ -1,56 +0,0 @@
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#define BAD_ART 12.5
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#define GOOD_ART 25
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#define GREAT_ART 50
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/datum/component/art
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var/impressiveness = 0
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/datum/component/art/Initialize(impress)
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impressiveness = impress
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if(isobj(parent))
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_obj_examine)
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else
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_other_examine)
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if(isstructure(parent))
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/apply_moodlet)
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/datum/component/art/proc/apply_moodlet(mob/M, impress)
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M.visible_message("<span class='notice'>[M] stops and looks intently at [parent].</span>", \
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"<span class='notice'>You stop to take in [parent].</span>")
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switch(impress)
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if (0 to BAD_ART)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
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if (BAD_ART to GOOD_ART)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
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if (GOOD_ART to GREAT_ART)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
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if(GREAT_ART to INFINITY)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
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/datum/component/art/proc/on_other_examine(datum/source, mob/M)
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apply_moodlet(M, impressiveness)
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/datum/component/art/proc/on_obj_examine(datum/source, mob/M)
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var/obj/O = parent
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apply_moodlet(M, impressiveness *(O.obj_integrity/O.max_integrity))
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/datum/component/art/proc/on_attack_hand(datum/source, mob/M)
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to_chat(M, "<span class='notice'>You start examining [parent]...</span>")
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if(!do_after(M, 20, target = parent))
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return
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on_obj_examine(source, M)
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/datum/component/art/rev
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/datum/component/art/rev/apply_moodlet(mob/M, impress)
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M.visible_message("<span class='notice'>[M] stops to inspect [parent].</span>", \
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"<span class='notice'>You take in [parent], inspecting the fine craftsmanship of the proletariat.</span>")
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if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
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else
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
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@@ -0,0 +1,217 @@
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/**
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* Combat mode component. It makes the user face whichever atom the mouse pointer is hovering,
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* amongst other things designed outside of this file, namely PvP and PvE stuff, hence the name.
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* Can be toggled on and off by clicking the screen hud object or by pressing the assigned hotkey (default 'C')
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*/
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/datum/component/combat_mode
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var/mode_flags = COMBAT_MODE_INACTIVE
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var/combatmessagecooldown
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var/lastmousedir
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var/obj/screen/combattoggle/hud_icon
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var/hud_loc
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/datum/component/combat_mode/Initialize(hud_loc = ui_combat_toggle)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/living/L = parent
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src.hud_loc = hud_loc
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RegisterSignal(L, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock)
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RegisterSignal(L, COMSIG_TOGGLE_COMBAT_MODE, .proc/user_toggle_intentional_combat_mode)
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RegisterSignal(L, COMSIG_DISABLE_COMBAT_MODE, .proc/safe_disable_combat_mode)
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RegisterSignal(L, COMSIG_ENABLE_COMBAT_MODE, .proc/safe_enable_combat_mode)
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RegisterSignal(L, COMSIG_MOB_DEATH, .proc/on_death)
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RegisterSignal(L, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_logout)
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RegisterSignal(L, COMSIG_MOB_HUD_CREATED, .proc/on_mob_hud_created)
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RegisterSignal(L, COMSIG_COMBAT_MODE_CHECK, .proc/check_flags)
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update_combat_lock()
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||||
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||||
if(L.client)
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on_mob_hud_created(L)
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/datum/component/combat_mode/Destroy()
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if(parent)
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safe_disable_combat_mode(parent)
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if(hud_icon)
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QDEL_NULL(hud_icon)
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return ..()
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/// Creates the hud screen object.
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/datum/component/combat_mode/proc/on_mob_hud_created(mob/source)
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hud_icon = new
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hud_icon.hud = source.hud_used
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hud_icon.icon = tg_ui_icon_to_cit_ui(source.hud_used.ui_style)
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hud_icon.screen_loc = hud_loc
|
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source.hud_used.static_inventory += hud_icon
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hud_icon.update_icon()
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|
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/// Combat mode can be locked out, forcibly disabled by a status trait.
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/datum/component/combat_mode/proc/update_combat_lock()
|
||||
var/locked = HAS_TRAIT(parent, TRAIT_COMBAT_MODE_LOCKED)
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||||
var/desired = (mode_flags & COMBAT_MODE_TOGGLED)
|
||||
var/actual = (mode_flags & COMBAT_MODE_ACTIVE)
|
||||
if(actual)
|
||||
if(locked)
|
||||
disable_combat_mode(parent, FALSE, TRUE)
|
||||
else if(!desired)
|
||||
disable_combat_mode(parent, TRUE, TRUE)
|
||||
else
|
||||
if(desired && !locked)
|
||||
enable_combat_mode(parent, FALSE, TRUE)
|
||||
|
||||
/// Enables combat mode. Please use 'safe_enable_combat_mode' instead, if you wish to also enable the toggle flag.
|
||||
/datum/component/combat_mode/proc/enable_combat_mode(mob/living/source, silent = TRUE, forced = TRUE, visible = FALSE, locked = FALSE, playsound = FALSE)
|
||||
if(locked)
|
||||
if(hud_icon)
|
||||
hud_icon.combat_on = TRUE
|
||||
hud_icon.update_icon()
|
||||
return
|
||||
if(mode_flags & COMBAT_MODE_ACTIVE)
|
||||
return
|
||||
mode_flags |= COMBAT_MODE_ACTIVE
|
||||
mode_flags &= ~COMBAT_MODE_INACTIVE
|
||||
SEND_SIGNAL(source, COMSIG_LIVING_COMBAT_ENABLED, forced)
|
||||
if(!silent)
|
||||
var/self_message = forced? "<span class='warning'>Your muscles reflexively tighten!</span>" : "<span class='warning'>You drop into a combative stance!</span>"
|
||||
if(visible && (forced || world.time >= combatmessagecooldown))
|
||||
combatmessagecooldown = world.time + 10 SECONDS
|
||||
if(!forced)
|
||||
if(source.a_intent != INTENT_HELP)
|
||||
source.visible_message("<span class='warning'>[source] [source.resting ? "tenses up" : "drops into a combative stance"].</span>", self_message)
|
||||
else
|
||||
source.visible_message("<span class='notice'>[source] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].</span>")
|
||||
else
|
||||
source.visible_message("<span class='warning'>[source] drops into a combative stance!</span>", self_message)
|
||||
else
|
||||
to_chat(source, self_message)
|
||||
if(playsound)
|
||||
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()
|
||||
|
||||
/// Disables combat mode. Please use 'safe_disable_combat_mode' instead, if you wish to also disable the toggle flag.
|
||||
/datum/component/combat_mode/proc/disable_combat_mode(mob/living/source, silent = TRUE, forced = TRUE, visible = FALSE, locked = FALSE, playsound = FALSE)
|
||||
if(locked)
|
||||
if(hud_icon)
|
||||
hud_icon.combat_on = FALSE
|
||||
hud_icon.update_icon()
|
||||
return
|
||||
if(!(mode_flags & COMBAT_MODE_ACTIVE))
|
||||
return
|
||||
mode_flags &= ~COMBAT_MODE_ACTIVE
|
||||
mode_flags |= COMBAT_MODE_INACTIVE
|
||||
SEND_SIGNAL(source, COMSIG_LIVING_COMBAT_DISABLED, forced)
|
||||
if(!silent)
|
||||
var/self_message = forced? "<span class='warning'>Your muscles are forcibly relaxed!</span>" : "<span class='warning'>You relax your stance.</span>"
|
||||
if(visible)
|
||||
source.visible_message("<span class='warning'>[source] relaxes [source.p_their()] stance.</span>", self_message)
|
||||
else
|
||||
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))
|
||||
if(hud_icon)
|
||||
hud_icon.combat_on = FALSE
|
||||
hud_icon.update_icon()
|
||||
|
||||
///Changes the user direction to (try) keep match the pointer.
|
||||
/datum/component/combat_mode/proc/on_move(atom/movable/source, dir, atom/oldloc, forced)
|
||||
var/mob/living/L = source
|
||||
if(mode_flags & COMBAT_MODE_ACTIVE && L.client && lastmousedir && lastmousedir != dir)
|
||||
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)
|
||||
return
|
||||
source.face_atom(object, TRUE)
|
||||
lastmousedir = source.dir
|
||||
|
||||
/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves.
|
||||
/datum/component/combat_mode/proc/user_toggle_intentional_combat_mode(mob/living/source)
|
||||
if(mode_flags & COMBAT_MODE_TOGGLED)
|
||||
safe_disable_combat_mode(source)
|
||||
else if(source.stat == CONSCIOUS && !(source.combat_flags & COMBAT_FLAG_HARD_STAMCRIT))
|
||||
safe_enable_combat_mode(source)
|
||||
|
||||
/// Enables intentionally being in combat mode. Please try to use the COMSIG_COMBAT_MODE_CHECK signal for feedback when possible.
|
||||
/datum/component/combat_mode/proc/safe_enable_combat_mode(mob/living/source, silent = FALSE, visible = TRUE)
|
||||
if((mode_flags & COMBAT_MODE_TOGGLED) && (mode_flags & COMBAT_MODE_ACTIVE))
|
||||
return TRUE
|
||||
mode_flags |= COMBAT_MODE_TOGGLED
|
||||
enable_combat_mode(source, silent, FALSE, visible, HAS_TRAIT(source, TRAIT_COMBAT_MODE_LOCKED), TRUE)
|
||||
if(source.client)
|
||||
source.client.show_popup_menus = FALSE
|
||||
if(iscarbon(source)) //I dislike this typecheck. It probably should be removed once that spoiled apple is componentized too.
|
||||
var/mob/living/carbon/C = source
|
||||
if(C.voremode)
|
||||
C.disable_vore_mode()
|
||||
return TRUE
|
||||
|
||||
/// Disables intentionally being in combat mode. Please try to use the COMSIG_COMBAT_MODE_CHECK signal for feedback when possible.
|
||||
/datum/component/combat_mode/proc/safe_disable_combat_mode(mob/living/source, silent = FALSE, visible = FALSE)
|
||||
if(!(mode_flags & COMBAT_MODE_TOGGLED) && !(mode_flags & COMBAT_MODE_ACTIVE))
|
||||
return TRUE
|
||||
mode_flags &= ~COMBAT_MODE_TOGGLED
|
||||
disable_combat_mode(source, silent, FALSE, visible, !(mode_flags & COMBAT_MODE_ACTIVE), TRUE)
|
||||
if(source.client)
|
||||
source.client.show_popup_menus = TRUE
|
||||
return TRUE
|
||||
|
||||
/// Returns a field of flags that are contained in both the second arg and our bitfield variable.
|
||||
/datum/component/combat_mode/proc/check_flags(mob/living/source, flags)
|
||||
return mode_flags & (flags)
|
||||
|
||||
/// Disables combat mode upon death.
|
||||
/datum/component/combat_mode/proc/on_death(mob/living/source)
|
||||
safe_disable_combat_mode(source)
|
||||
|
||||
/// Disables combat mode upon logout
|
||||
/datum/component/combat_mode/proc/on_logout(mob/living/source)
|
||||
safe_disable_combat_mode(source)
|
||||
|
||||
/// The screen button.
|
||||
/obj/screen/combattoggle
|
||||
name = "toggle combat mode"
|
||||
icon = 'modular_citadel/icons/ui/screen_midnight.dmi'
|
||||
icon_state = "combat_off"
|
||||
var/mutable_appearance/flashy
|
||||
var/combat_on = FALSE ///Wheter combat mode is enabled or not, so we don't have to store a reference.
|
||||
|
||||
/obj/screen/combattoggle/Click()
|
||||
if(hud && usr == hud.mymob)
|
||||
SEND_SIGNAL(hud.mymob, COMSIG_TOGGLE_COMBAT_MODE)
|
||||
|
||||
/obj/screen/combattoggle/update_icon_state()
|
||||
var/mob/living/user = hud?.mymob
|
||||
if(!user)
|
||||
return
|
||||
if(combat_on)
|
||||
icon_state = "combat"
|
||||
else if(HAS_TRAIT(user, TRAIT_COMBAT_MODE_LOCKED))
|
||||
icon_state = "combat_locked"
|
||||
else
|
||||
icon_state = "combat_off"
|
||||
|
||||
/obj/screen/combattoggle/update_overlays()
|
||||
. = ..()
|
||||
var/mob/living/carbon/user = hud?.mymob
|
||||
if(!(user?.client))
|
||||
return
|
||||
|
||||
if(combat_on)
|
||||
if(!flashy)
|
||||
flashy = mutable_appearance('icons/mob/screen_gen.dmi', "togglefull_flash")
|
||||
flashy.color = user.client.prefs.hud_toggle_color
|
||||
. += flashy //TODO - beg lummox jr for the ability to force mutable appearances or images to be created rendering from their first frame of animation rather than being based entirely around the client's frame count
|
||||
@@ -1,20 +1,64 @@
|
||||
//Gun crafting parts til they can be moved elsewhere
|
||||
|
||||
// PARTS //
|
||||
k// PARTS //
|
||||
/obj/item/weaponcrafting
|
||||
icon = 'icons/obj/improvised.dmi'
|
||||
|
||||
/obj/item/weaponcrafting/receiver
|
||||
name = "modular receiver"
|
||||
desc = "A prototype modular receiver and trigger assembly for a firearm."
|
||||
icon_state = "receiver"
|
||||
|
||||
/obj/item/weaponcrafting/stock
|
||||
name = "rifle stock"
|
||||
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
|
||||
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 6)
|
||||
icon_state = "riflestock"
|
||||
|
||||
/obj/item/weaponcrafting/durathread_string
|
||||
name = "durathread string"
|
||||
desc = "A long piece of durathread with some resemblance to cable coil."
|
||||
icon_state = "durastring"
|
||||
|
||||
////////////////////////////////
|
||||
// KAT IMPROVISED WEAPON PARTS//
|
||||
////////////////////////////////
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts
|
||||
name = "Eerie bunch of coloured dots."
|
||||
desc = "You feel the urge to report to Central that the parent type of guncrafting, which should never appear in this reality, has appeared. Whatever that means."
|
||||
icon = 'icons/obj/guns/gun_parts.dmi'
|
||||
icon_state = "palette"
|
||||
|
||||
// BARRELS
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/barrel_rifle
|
||||
name = "rifle barrel"
|
||||
desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of."
|
||||
icon_state = "barrel_rifle"
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun
|
||||
name = "shotgun barrel"
|
||||
desc = "A twenty bore shotgun barrel."
|
||||
icon_state = "barrel_shotgun"
|
||||
|
||||
// RECEIVERS
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
|
||||
name = "bolt action receiver"
|
||||
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle."
|
||||
icon_state = "receiver_rifle"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
|
||||
name = "break-action assembly"
|
||||
desc = "An improvised receiver to create a break-action breechloaded shotgun."
|
||||
icon_state = "receiver_shotgun"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
// MISC
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly
|
||||
name = "firearm trigger assembly"
|
||||
desc = "A modular trigger assembly with a firing pin, this can be used to make a whole bunch of improvised firearss."
|
||||
icon_state = "trigger_assembly"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_body
|
||||
name = "wooden firearm body"
|
||||
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
|
||||
icon_state = "wooden_body"
|
||||
|
||||
|
||||
@@ -116,4 +116,41 @@
|
||||
always_availible = FALSE
|
||||
reqs = list(/obj/item/stack/rods = 1,
|
||||
/obj/item/stack/sheet/mineral/sandstone = 4)
|
||||
category = CAT_PRIMAL
|
||||
category = CAT_PRIMAL
|
||||
|
||||
/datum/crafting_recipe/rib
|
||||
name = "Collosal Rib"
|
||||
always_availible = FALSE
|
||||
reqs = list(
|
||||
/obj/item/stack/sheet/bone = 10,
|
||||
/datum/reagent/oil = 5)
|
||||
result = /obj/structure/statue/bone/rib
|
||||
subcategory = CAT_PRIMAL
|
||||
|
||||
/datum/crafting_recipe/skull
|
||||
name = "Skull Carving"
|
||||
always_availible = FALSE
|
||||
reqs = list(
|
||||
/obj/item/stack/sheet/bone = 6,
|
||||
/datum/reagent/oil = 5)
|
||||
result = /obj/structure/statue/bone/skull
|
||||
category = CAT_PRIMAL
|
||||
|
||||
/datum/crafting_recipe/halfskull
|
||||
name = "Cracked Skull Carving"
|
||||
always_availible = FALSE
|
||||
reqs = list(
|
||||
/obj/item/stack/sheet/bone = 3,
|
||||
/datum/reagent/oil = 5)
|
||||
result = /obj/structure/statue/bone/skull/half
|
||||
category = CAT_PRIMAL
|
||||
|
||||
/datum/crafting_recipe/boneshovel
|
||||
name = "Serrated Bone Shovel"
|
||||
always_availible = FALSE
|
||||
reqs = list(
|
||||
/obj/item/stack/sheet/bone = 4,
|
||||
/datum/reagent/oil = 5,
|
||||
/obj/item/shovel/spade = 1)
|
||||
result = /obj/item/shovel/serrated
|
||||
category = CAT_PRIMAL
|
||||
|
||||
@@ -251,8 +251,10 @@
|
||||
/datum/crafting_recipe/ishotgun
|
||||
name = "Improvised Shotgun"
|
||||
result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
|
||||
reqs = list(/obj/item/weaponcrafting/receiver = 1,
|
||||
/obj/item/pipe = 1,
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
|
||||
/obj/item/weaponcrafting/stock = 1,
|
||||
/obj/item/stack/packageWrap = 5)
|
||||
tools = list(TOOL_SCREWDRIVER)
|
||||
@@ -261,10 +263,12 @@
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/irifle
|
||||
name = "Improvised Rifle(7.62mm)"
|
||||
name = "Improvised Rifle (7.62mm)"
|
||||
result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
|
||||
reqs = list(/obj/item/weaponcrafting/receiver = 1,
|
||||
/obj/item/pipe = 2,
|
||||
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
|
||||
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
|
||||
/obj/item/weaponcrafting/stock = 1,
|
||||
/obj/item/stack/packageWrap = 5)
|
||||
tools = list(TOOL_SCREWDRIVER)
|
||||
@@ -394,3 +398,60 @@
|
||||
time = 5
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_AMMO
|
||||
|
||||
////////////////////
|
||||
// PARTS CRAFTING //
|
||||
////////////////////
|
||||
|
||||
// BARRELS
|
||||
|
||||
/datum/crafting_recipe/rifle_barrel
|
||||
name = "Improvised Rifle Barrel"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle
|
||||
reqs = list(/obj/item/pipe = 2)
|
||||
tools = list(TOOL_WELDER,TOOL_SAW)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/shotgun_barrel
|
||||
name = "Improvised Shotgun Barrel"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun
|
||||
reqs = list(/obj/item/pipe = 2)
|
||||
tools = list(TOOL_WELDER,TOOL_SAW)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
// RECEIVERS
|
||||
|
||||
/datum/crafting_recipe/rifle_receiver
|
||||
name = "Improvised Rifle Receiver"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 20)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Rifle is the easiest to craft and can be made at an autolathe, this is a very light kick in the shin for dual-wielding ishotguns.
|
||||
time = 50
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
/datum/crafting_recipe/shotgun_receiver
|
||||
name = "Improvised Shotgun Receiver"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
|
||||
reqs = list(/obj/item/stack/sheet/metal = 10,
|
||||
/obj/item/stack/sheet/plasteel = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Increased cost is to stop dual-wield alpha striking. ishotgun is a rvolver and can be duel-wielded
|
||||
time = 50
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
// MISC
|
||||
|
||||
/datum/crafting_recipe/trigger_assembly
|
||||
name = "Trigger Assembly"
|
||||
result = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
|
||||
reqs = list(/obj/item/stack/sheet/metal = 3,
|
||||
/obj/item/assembly/igniter = 1)
|
||||
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
|
||||
time = 150
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_PARTS
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
/datum/component/decal
|
||||
dupe_mode = COMPONENT_DUPE_ALLOWED
|
||||
can_transfer = TRUE
|
||||
var/cleanable
|
||||
var/description
|
||||
var/mutable_appearance/pic
|
||||
|
||||
var/first_dir // This only stores the dir arg from init
|
||||
|
||||
/datum/component/decal/Initialize(_icon, _icon_state, _dir, _cleanable=CLEAN_GOD, _color, _layer=TURF_LAYER, _description, _alpha=255)
|
||||
if(!isatom(parent) || !generate_appearance(_icon, _icon_state, _dir, _layer, _color, _alpha))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
first_dir = _dir
|
||||
description = _description
|
||||
cleanable = _cleanable
|
||||
|
||||
apply()
|
||||
|
||||
/datum/component/decal/RegisterWithParent()
|
||||
. = ..()
|
||||
if(first_dir)
|
||||
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, .proc/rotate_react)
|
||||
if(cleanable)
|
||||
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
|
||||
if(description)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
|
||||
/datum/component/decal/UnregisterFromParent()
|
||||
. = ..()
|
||||
UnregisterSignal(parent, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE))
|
||||
|
||||
/datum/component/decal/Destroy()
|
||||
remove()
|
||||
return ..()
|
||||
|
||||
/datum/component/decal/PreTransfer()
|
||||
remove()
|
||||
|
||||
/datum/component/decal/PostTransfer()
|
||||
remove()
|
||||
apply()
|
||||
|
||||
/datum/component/decal/proc/generate_appearance(_icon, _icon_state, _dir, _layer, _color, _alpha)
|
||||
if(!_icon || !_icon_state)
|
||||
return FALSE
|
||||
// It has to be made from an image or dir breaks because of a byond bug
|
||||
var/temp_image = image(_icon, null, _icon_state, _layer, _dir)
|
||||
pic = new(temp_image)
|
||||
pic.color = _color
|
||||
pic.alpha = _alpha
|
||||
return TRUE
|
||||
|
||||
/datum/component/decal/proc/apply(atom/thing)
|
||||
var/atom/master = thing || parent
|
||||
master.add_overlay(pic, TRUE)
|
||||
if(isitem(master))
|
||||
addtimer(CALLBACK(master, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/component/decal/proc/remove(atom/thing)
|
||||
var/atom/master = thing || parent
|
||||
master.cut_overlay(pic, TRUE)
|
||||
if(isitem(master))
|
||||
addtimer(CALLBACK(master, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/component/decal/proc/rotate_react(datum/source, old_dir, new_dir)
|
||||
if(old_dir == new_dir)
|
||||
return
|
||||
remove()
|
||||
pic.dir = turn(pic.dir, dir2angle(old_dir) - dir2angle(new_dir))
|
||||
apply()
|
||||
|
||||
/datum/component/decal/proc/clean_react(datum/source, strength)
|
||||
if(strength >= cleanable)
|
||||
qdel(src)
|
||||
|
||||
/datum/component/decal/proc/examine(datum/source, mob/user, list/examine_list)
|
||||
examine_list += description
|
||||
@@ -1,13 +0,0 @@
|
||||
/datum/component/decal/blood
|
||||
dupe_mode = COMPONENT_DUPE_UNIQUE
|
||||
|
||||
/datum/component/decal/blood/Initialize(_icon, _icon_state, _dir, _cleanable=CLEAN_STRENGTH_BLOOD, _color, _layer=ABOVE_OBJ_LAYER)
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
. = ..()
|
||||
RegisterSignal(parent, COMSIG_ATOM_GET_EXAMINE_NAME, .proc/get_examine_name)
|
||||
|
||||
/datum/component/decal/blood/proc/get_examine_name(datum/source, mob/user, list/override)
|
||||
var/atom/A = parent
|
||||
|
||||
return COMPONENT_EXNAME_CHANGED
|
||||
@@ -1,11 +0,0 @@
|
||||
/datum/component/empprotection
|
||||
var/flags = NONE
|
||||
|
||||
/datum/component/empprotection/Initialize(_flags)
|
||||
if(!istype(parent, /atom))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
flags = _flags
|
||||
RegisterSignal(parent, list(COMSIG_ATOM_EMP_ACT), .proc/getEmpFlags)
|
||||
|
||||
/datum/component/empprotection/proc/getEmpFlags(datum/source, severity)
|
||||
return flags
|
||||
@@ -9,6 +9,7 @@
|
||||
var/originalName
|
||||
var/list/affixes
|
||||
var/list/appliedComponents
|
||||
var/list/appliedElements
|
||||
|
||||
var/static/list/affixListing
|
||||
|
||||
@@ -22,6 +23,7 @@
|
||||
|
||||
src.affixes = affixes
|
||||
appliedComponents = list()
|
||||
appliedElements = list()
|
||||
randomAffixes()
|
||||
|
||||
/datum/component/fantasy/Destroy()
|
||||
@@ -118,6 +120,8 @@
|
||||
affix.remove(src)
|
||||
for(var/i in appliedComponents)
|
||||
qdel(i)
|
||||
for(var/i in appliedElements)
|
||||
master._RemoveElement(i)
|
||||
|
||||
master.force = max(0, master.force - quality)
|
||||
master.throwforce = max(0, master.throwforce - quality)
|
||||
|
||||
@@ -45,7 +45,8 @@
|
||||
|
||||
/datum/fantasy_affix/tactical/apply(datum/component/fantasy/comp, newName)
|
||||
var/obj/item/master = comp.parent
|
||||
comp.appliedComponents += master.AddComponent(/datum/component/tactical)
|
||||
master.AddElement(/datum/element/tactical)
|
||||
comp.appliedElements += list(/datum/element/tactical)
|
||||
return "tactical [newName]"
|
||||
|
||||
/datum/fantasy_affix/pyromantic
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
/datum/component/forced_gravity
|
||||
var/gravity
|
||||
var/ignore_space = FALSE //If forced gravity should also work on space turfs
|
||||
|
||||
/datum/component/forced_gravity/Initialize(forced_value = 1)
|
||||
if(!isatom(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
RegisterSignal(COMSIG_ATOM_HAS_GRAVITY, .proc/gravity_check)
|
||||
if(isturf(parent))
|
||||
RegisterSignal(COMSIG_TURF_HAS_GRAVITY, .proc/turf_gravity_check)
|
||||
|
||||
gravity = forced_value
|
||||
|
||||
/datum/component/forced_gravity/proc/gravity_check(datum/source, turf/location, list/gravs)
|
||||
if(!ignore_space && isspaceturf(location))
|
||||
return
|
||||
gravs += gravity
|
||||
|
||||
/datum/component/forced_gravity/proc/turf_gravity_check(datum/source, atom/checker, list/gravs)
|
||||
return gravity_check(parent, gravs)
|
||||
@@ -47,14 +47,11 @@
|
||||
if(icon_state)
|
||||
lock_icon_state = icon_state
|
||||
generate_lock_visuals()
|
||||
var/mob/M = parent
|
||||
LAZYOR(M.mousemove_intercept_objects, src)
|
||||
RegisterSignal(parent, COMSIG_MOB_CLIENT_MOUSEMOVE, .proc/onMouseMove)
|
||||
START_PROCESSING(SSfastprocess, src)
|
||||
|
||||
/datum/component/lockon_aiming/Destroy()
|
||||
var/mob/M = parent
|
||||
clear_visuals()
|
||||
LAZYREMOVE(M.mousemove_intercept_objects, src)
|
||||
STOP_PROCESSING(SSfastprocess, src)
|
||||
return ..()
|
||||
|
||||
@@ -120,7 +117,7 @@
|
||||
return
|
||||
LAZYREMOVE(immune_weakrefs, A.weak_reference)
|
||||
|
||||
/datum/component/lockon_aiming/onMouseMove(object,location,control,params)
|
||||
/datum/component/lockon_aiming/proc/onMouseMove(object,location,control,params)
|
||||
var/mob/M = parent
|
||||
if(!istype(M) || !M.client)
|
||||
return
|
||||
|
||||
@@ -321,6 +321,28 @@
|
||||
if(0 to NUTRITION_LEVEL_STARVING)
|
||||
add_event(null, "nutrition", /datum/mood_event/starving)
|
||||
|
||||
/datum/component/mood/proc/update_beauty(area/A)
|
||||
if(A.outdoors) //if we're outside, we don't care.
|
||||
clear_event(null, "area_beauty")
|
||||
return FALSE
|
||||
if(HAS_TRAIT(parent, TRAIT_SNOB))
|
||||
switch(A.beauty)
|
||||
if(-INFINITY to BEAUTY_LEVEL_HORRID)
|
||||
add_event(null, "area_beauty", /datum/mood_event/horridroom)
|
||||
return
|
||||
if(BEAUTY_LEVEL_HORRID to BEAUTY_LEVEL_BAD)
|
||||
add_event(null, "area_beauty", /datum/mood_event/badroom)
|
||||
return
|
||||
switch(A.beauty)
|
||||
if(-INFINITY to BEAUTY_LEVEL_DECENT)
|
||||
clear_event(null, "area_beauty")
|
||||
if(BEAUTY_LEVEL_DECENT to BEAUTY_LEVEL_GOOD)
|
||||
add_event(null, "area_beauty", /datum/mood_event/decentroom)
|
||||
if(BEAUTY_LEVEL_GOOD to BEAUTY_LEVEL_GREAT)
|
||||
add_event(null, "area_beauty", /datum/mood_event/goodroom)
|
||||
if(BEAUTY_LEVEL_GREAT to INFINITY)
|
||||
add_event(null, "area_beauty", /datum/mood_event/greatroom)
|
||||
|
||||
///Called when parent is revived.
|
||||
/datum/component/mood/proc/on_revive(datum/source, full_heal)
|
||||
START_PROCESSING(SSdcs, src)
|
||||
|
||||
@@ -62,7 +62,9 @@
|
||||
orbiters[orbiter] = TRUE
|
||||
orbiter.orbiting = src
|
||||
RegisterSignal(orbiter, COMSIG_MOVABLE_MOVED, .proc/orbiter_move_react)
|
||||
|
||||
var/matrix/initial_transform = matrix(orbiter.transform)
|
||||
orbiters[orbiter] = initial_transform
|
||||
|
||||
// Head first!
|
||||
if(pre_rotation)
|
||||
@@ -79,8 +81,6 @@
|
||||
|
||||
orbiter.SpinAnimation(rotation_speed, -1, clockwise, rotation_segments, parallel = FALSE)
|
||||
|
||||
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
|
||||
orbiter.transform = initial_transform
|
||||
orbiter.forceMove(get_turf(parent))
|
||||
to_chat(orbiter, "<span class='notice'>Now orbiting [parent].</span>")
|
||||
|
||||
@@ -89,6 +89,8 @@
|
||||
return
|
||||
UnregisterSignal(orbiter, COMSIG_MOVABLE_MOVED)
|
||||
orbiter.SpinAnimation(0, 0)
|
||||
if(istype(orbiters[orbiter],/matrix)) //This is ugly.
|
||||
orbiter.transform = orbiters[orbiter]
|
||||
orbiters -= orbiter
|
||||
orbiter.stop_orbit(src)
|
||||
orbiter.orbiting = null
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
valid_slots = _valid_slots
|
||||
|
||||
/datum/component/wearertargeting/phantomthief/proc/handlefilterstuff(mob/living/user, was_forced = FALSE)
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
|
||||
user.remove_filter("phantomthief")
|
||||
else
|
||||
user.add_filter("phantomthief", 4, list(type = "drop_shadow", x = filter_x, y = filter_y, size = filter_size, color = filter_color))
|
||||
|
||||
@@ -23,18 +23,12 @@
|
||||
|
||||
if(can_user_rotate)
|
||||
src.can_user_rotate = can_user_rotate
|
||||
else
|
||||
src.can_user_rotate = CALLBACK(src,.proc/default_can_user_rotate)
|
||||
|
||||
if(can_be_rotated)
|
||||
src.can_be_rotated = can_be_rotated
|
||||
else
|
||||
src.can_be_rotated = CALLBACK(src,.proc/default_can_be_rotated)
|
||||
|
||||
if(after_rotation)
|
||||
src.after_rotation = after_rotation
|
||||
else
|
||||
src.after_rotation = CALLBACK(src,.proc/default_after_rotation)
|
||||
|
||||
//Try Clockwise,counter,flip in order
|
||||
if(src.rotation_flags & ROTATION_FLIP)
|
||||
@@ -103,14 +97,34 @@
|
||||
examine_list += "<span class='notice'>Alt-click to rotate it clockwise.</span>"
|
||||
|
||||
/datum/component/simple_rotation/proc/HandRot(datum/source, mob/user, rotation = default_rotation_direction)
|
||||
if(!can_be_rotated.Invoke(user, rotation) || !can_user_rotate.Invoke(user, rotation))
|
||||
return
|
||||
if(can_be_rotated)
|
||||
if(!can_be_rotated.Invoke(user, default_rotation_direction))
|
||||
return
|
||||
else
|
||||
if(!default_can_be_rotated(user, default_rotation_direction))
|
||||
return
|
||||
if(can_user_rotate)
|
||||
if(!can_user_rotate.Invoke(user, default_rotation_direction))
|
||||
return
|
||||
else
|
||||
if(!default_can_user_rotate(user, default_rotation_direction))
|
||||
return
|
||||
BaseRot(user, rotation)
|
||||
return TRUE
|
||||
|
||||
/datum/component/simple_rotation/proc/WrenchRot(datum/source, obj/item/I, mob/living/user)
|
||||
if(!can_be_rotated.Invoke(user,default_rotation_direction) || !can_user_rotate.Invoke(user,default_rotation_direction))
|
||||
return
|
||||
if(can_be_rotated)
|
||||
if(!can_be_rotated.Invoke(user, default_rotation_direction))
|
||||
return
|
||||
else
|
||||
if(!default_can_be_rotated(user, default_rotation_direction))
|
||||
return
|
||||
if(can_user_rotate)
|
||||
if(!can_user_rotate.Invoke(user, default_rotation_direction))
|
||||
return
|
||||
else
|
||||
if(!default_can_user_rotate(user, default_rotation_direction))
|
||||
return
|
||||
if(istype(I,/obj/item/wrench))
|
||||
BaseRot(user,default_rotation_direction)
|
||||
return COMPONENT_NO_AFTERATTACK
|
||||
@@ -126,7 +140,10 @@
|
||||
if(ROTATION_FLIP)
|
||||
rot_degree = 180
|
||||
AM.setDir(turn(AM.dir,rot_degree))
|
||||
after_rotation.Invoke(user,rotation_type)
|
||||
if(after_rotation)
|
||||
after_rotation.Invoke(user, rotation_type)
|
||||
else
|
||||
default_after_rotation(user, rotation_type)
|
||||
|
||||
/datum/component/simple_rotation/proc/default_can_user_rotate(mob/living/user, rotation_type)
|
||||
if(!istype(user) || !user.canUseTopic(parent, BE_CLOSE, NO_DEXTERY))
|
||||
|
||||
@@ -136,9 +136,7 @@
|
||||
var/mob/M = parent.loc
|
||||
I.dropped(M)
|
||||
if(new_location)
|
||||
//Reset the items values
|
||||
_removal_reset(AM)
|
||||
AM.forceMove(new_location)
|
||||
AM.forceMove(new_location) // exited comsig will handle removal reset.
|
||||
//We don't want to call this if the item is being destroyed
|
||||
AM.on_exit_storage(src)
|
||||
else
|
||||
|
||||
@@ -351,7 +351,6 @@
|
||||
return master._removal_reset(thing)
|
||||
|
||||
/datum/component/storage/proc/_remove_and_refresh(datum/source, atom/movable/thing)
|
||||
_removal_reset(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.
|
||||
@@ -359,6 +358,7 @@
|
||||
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()
|
||||
|
||||
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the new_location target, if that is null it's being deleted
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
var/mob/living/simple_animal/L = new chosen_mob_type(spawn_location)
|
||||
if(ishostile(L))
|
||||
var/mob/living/simple_animal/hostile/H = L
|
||||
H.friends += summoner // do not attack our summon boy
|
||||
H.friends[summoner]++ // do not attack our summon boy
|
||||
spawned_mobs += L
|
||||
if(faction != null)
|
||||
L.faction = faction
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
|
||||
/datum/component/tactical
|
||||
var/allowed_slot
|
||||
|
||||
/datum/component/tactical/Initialize(allowed_slot)
|
||||
if(!isitem(parent))
|
||||
return COMPONENT_INCOMPATIBLE
|
||||
|
||||
src.allowed_slot = allowed_slot
|
||||
|
||||
/datum/component/tactical/RegisterWithParent()
|
||||
. = ..()
|
||||
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/modify)
|
||||
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/unmodify)
|
||||
|
||||
/datum/component/tactical/UnregisterFromParent()
|
||||
. = ..()
|
||||
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
|
||||
unmodify()
|
||||
|
||||
/datum/component/tactical/Destroy()
|
||||
unmodify()
|
||||
return ..()
|
||||
|
||||
/datum/component/tactical/proc/modify(obj/item/source, mob/user, slot)
|
||||
if(allowed_slot && slot != allowed_slot)
|
||||
unmodify()
|
||||
return
|
||||
|
||||
var/obj/item/master = parent
|
||||
var/image/I = image(icon = master.icon, icon_state = master.icon_state, loc = user)
|
||||
I.copy_overlays(master)
|
||||
I.override = TRUE
|
||||
source.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/everyone, "sneaking_mission", I)
|
||||
I.layer = ABOVE_MOB_LAYER
|
||||
|
||||
/datum/component/tactical/proc/unmodify(obj/item/source, mob/user)
|
||||
var/obj/item/master = source || parent
|
||||
if(!user)
|
||||
if(!ismob(master.loc))
|
||||
return
|
||||
user = master.loc
|
||||
|
||||
user.remove_alt_appearance("sneaking_mission")
|
||||
+11
-11
@@ -391,16 +391,6 @@
|
||||
|
||||
/mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, newreal_name, newblood_type, datum/species/mrace, newfeatures)
|
||||
|
||||
if(newfeatures)
|
||||
var/old_size = dna.features["body_size"]
|
||||
dna.features = newfeatures
|
||||
dna.update_body_size(old_size)
|
||||
|
||||
if(mrace)
|
||||
var/datum/species/newrace = new mrace.type
|
||||
newrace.copy_properties_from(mrace)
|
||||
set_species(newrace, icon_update=0)
|
||||
|
||||
if(newreal_name)
|
||||
real_name = newreal_name
|
||||
dna.generate_unique_enzymes()
|
||||
@@ -410,7 +400,17 @@
|
||||
|
||||
if(ui)
|
||||
dna.uni_identity = ui
|
||||
updateappearance(icon_update=0)
|
||||
updateappearance(icon_update=FALSE)
|
||||
|
||||
if(newfeatures)
|
||||
var/old_size = dna.features["body_size"]
|
||||
dna.features = newfeatures
|
||||
dna.update_body_size(old_size)
|
||||
|
||||
if(mrace)
|
||||
var/datum/species/newrace = new mrace.type
|
||||
newrace.copy_properties_from(mrace)
|
||||
set_species(newrace, icon_update=FALSE)
|
||||
|
||||
if(LAZYLEN(mutation_index))
|
||||
dna.mutation_index = mutation_index.Copy()
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
|
||||
#define BAD_ART 12.5
|
||||
#define GOOD_ART 25
|
||||
#define GREAT_ART 50
|
||||
|
||||
/datum/element/art
|
||||
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
|
||||
id_arg_index = 2
|
||||
var/impressiveness = 0
|
||||
|
||||
/datum/element/art/Attach(datum/target, impress)
|
||||
. = ..()
|
||||
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
impressiveness = impress
|
||||
if(isobj(target))
|
||||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_obj_examine)
|
||||
if(isstructure(target))
|
||||
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
|
||||
if(isitem(target))
|
||||
RegisterSignal(target, COMSIG_ITEM_ATTACK_SELF, .proc/apply_moodlet)
|
||||
else
|
||||
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_other_examine)
|
||||
|
||||
/datum/element/art/Detach(datum/target)
|
||||
UnregisterSignal(target, list(COMSIG_PARENT_EXAMINE, COMSIG_ATOM_ATTACK_HAND, COMSIG_ITEM_ATTACK_SELF))
|
||||
return ..()
|
||||
|
||||
/datum/element/art/proc/apply_moodlet(atom/source, mob/M, impress)
|
||||
M.visible_message("<span class='notice'>[M] stops and looks intently at [source].</span>", \
|
||||
"<span class='notice'>You stop to take in [source].</span>")
|
||||
switch(impress)
|
||||
if (0 to BAD_ART)
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
|
||||
if (BAD_ART to GOOD_ART)
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
|
||||
if (GOOD_ART to GREAT_ART)
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
|
||||
if(GREAT_ART to INFINITY)
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
|
||||
|
||||
/datum/element/art/proc/on_other_examine(atom/source, mob/M)
|
||||
apply_moodlet(source, M, impressiveness)
|
||||
|
||||
/datum/element/art/proc/on_obj_examine(atom/source, mob/M)
|
||||
var/obj/O = source
|
||||
apply_moodlet(source, M, impressiveness *(O.obj_integrity/O.max_integrity))
|
||||
|
||||
/datum/element/art/proc/on_attack_hand(atom/source, mob/M)
|
||||
to_chat(M, "<span class='notice'>You start examining [source]...</span>")
|
||||
if(!do_after(M, 20, target = source))
|
||||
return
|
||||
on_obj_examine(source, M)
|
||||
|
||||
/datum/element/art/rev
|
||||
|
||||
/datum/element/art/rev/apply_moodlet(atom/source, mob/M, impress)
|
||||
M.visible_message("<span class='notice'>[M] stops to inspect [source].</span>", \
|
||||
"<span class='notice'>You take in [source], inspecting the fine craftsmanship of the proletariat.</span>")
|
||||
|
||||
if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
|
||||
else
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
|
||||
@@ -0,0 +1,34 @@
|
||||
/datum/element/beauty
|
||||
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
|
||||
id_arg_index = 2
|
||||
var/beauty = 0
|
||||
|
||||
/datum/element/beauty/Attach(datum/target, beautyamount)
|
||||
. = ..()
|
||||
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
beauty = beautyamount
|
||||
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
|
||||
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
|
||||
var/area/A = get_area(target)
|
||||
if(A)
|
||||
enter_area(null, A)
|
||||
|
||||
/datum/element/beauty/Detach(datum/target)
|
||||
UnregisterSignal(target, list(COMSIG_ENTER_AREA, COMSIG_EXIT_AREA))
|
||||
var/area/A = get_area(target)
|
||||
if(A)
|
||||
exit_area(null, A)
|
||||
return ..()
|
||||
|
||||
/datum/element/beauty/proc/enter_area(datum/source, area/A)
|
||||
if(A.outdoors)
|
||||
return
|
||||
A.totalbeauty += beauty
|
||||
A.update_beauty()
|
||||
|
||||
/datum/element/beauty/proc/exit_area(datum/source, area/A)
|
||||
if(A.outdoors)
|
||||
return
|
||||
A.totalbeauty -= beauty
|
||||
A.update_beauty()
|
||||
@@ -0,0 +1,75 @@
|
||||
/datum/element/decal
|
||||
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
|
||||
id_arg_index = 2
|
||||
var/cleanable
|
||||
var/description
|
||||
var/mutable_appearance/pic
|
||||
var/list/num_decals_per_atom
|
||||
|
||||
var/first_dir // This stores the direction of the decal compared to the parent facing NORTH
|
||||
|
||||
/datum/element/decal/Attach(datum/target, _icon, _icon_state, _dir, _cleanable=CLEAN_GOD, _color, _layer=TURF_LAYER, _description, _alpha=255)
|
||||
. = ..()
|
||||
if(. == ELEMENT_INCOMPATIBLE || !_icon || !_icon_state || !isatom(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
var/atom/A = target
|
||||
if(!pic)
|
||||
// It has to be made from an image or dir breaks because of a byond bug
|
||||
var/temp_image = image(_icon, null, _icon_state, _layer, _dir)
|
||||
pic = new(temp_image)
|
||||
pic.color = _color
|
||||
pic.alpha = _alpha
|
||||
first_dir = _dir
|
||||
description = _description
|
||||
cleanable = _cleanable
|
||||
|
||||
LAZYINITLIST(num_decals_per_atom)
|
||||
|
||||
if(!num_decals_per_atom[A])
|
||||
if(first_dir)
|
||||
RegisterSignal(A, COMSIG_ATOM_DIR_CHANGE, .proc/rotate_react)
|
||||
if(cleanable)
|
||||
RegisterSignal(A, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
|
||||
if(description)
|
||||
RegisterSignal(A, COMSIG_PARENT_EXAMINE, .proc/examine)
|
||||
|
||||
apply(A, TRUE)
|
||||
|
||||
num_decals_per_atom[A]++
|
||||
|
||||
/datum/element/decal/Detach(datum/target)
|
||||
var/atom/A = target
|
||||
remove(A, A.dir)
|
||||
UnregisterSignal(A, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_COMPONENT_CLEAN_ACT, COMSIG_PARENT_EXAMINE))
|
||||
LAZYREMOVE(num_decals_per_atom, A)
|
||||
return ..()
|
||||
|
||||
/datum/element/decal/proc/remove(atom/target, old_dir)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(old_dir))
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.cut_overlay(pic, TRUE)
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/element/decal/proc/apply(atom/target, init = FALSE)
|
||||
pic.dir = first_dir == NORTH ? target.dir : turn(first_dir, dir2angle(target.dir))
|
||||
if(init)
|
||||
target.add_overlay(pic, TRUE)
|
||||
else
|
||||
for(var/i in 1 to num_decals_per_atom[target])
|
||||
target.add_overlay(pic, TRUE)
|
||||
if(isitem(target))
|
||||
addtimer(CALLBACK(target, /obj/item/.proc/update_slot_icon), 0, TIMER_UNIQUE)
|
||||
|
||||
/datum/element/decal/proc/rotate_react(datum/source, old_dir, new_dir)
|
||||
if(old_dir == new_dir)
|
||||
return
|
||||
remove(source, old_dir)
|
||||
apply(source)
|
||||
|
||||
/datum/element/decal/proc/clean_react(datum/source, strength)
|
||||
if(strength >= cleanable)
|
||||
Detach(source)
|
||||
|
||||
/datum/element/decal/proc/examine(datum/source, mob/user, list/examine_list)
|
||||
examine_list += description
|
||||
@@ -0,0 +1,18 @@
|
||||
/datum/element/empprotection
|
||||
element_flags = ELEMENT_DETACH | ELEMENT_BESPOKE
|
||||
id_arg_index = 2
|
||||
var/flags = NONE
|
||||
|
||||
/datum/element/empprotection/Attach(datum/target, _flags)
|
||||
. = ..()
|
||||
if(. == ELEMENT_INCOMPATIBLE || !isatom(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
flags = _flags
|
||||
RegisterSignal(target, COMSIG_ATOM_EMP_ACT, .proc/getEmpFlags)
|
||||
|
||||
/datum/element/empprotection/Detach(atom/target)
|
||||
UnregisterSignal(target, COMSIG_ATOM_EMP_ACT)
|
||||
return ..()
|
||||
|
||||
/datum/element/empprotection/proc/getEmpFlags(datum/source, severity)
|
||||
return flags
|
||||
@@ -0,0 +1,30 @@
|
||||
/datum/element/forced_gravity
|
||||
element_flags = ELEMENT_BESPOKE
|
||||
id_arg_index = 2
|
||||
var/gravity
|
||||
var/ignore_space
|
||||
|
||||
/datum/element/forced_gravity/Attach(datum/target, gravity=1, ignore_space=FALSE)
|
||||
. = ..()
|
||||
if(!isatom(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
src.gravity = gravity
|
||||
src.ignore_space = ignore_space
|
||||
|
||||
RegisterSignal(target, COMSIG_ATOM_HAS_GRAVITY, .proc/gravity_check)
|
||||
if(isturf(target))
|
||||
RegisterSignal(target, COMSIG_TURF_HAS_GRAVITY, .proc/turf_gravity_check)
|
||||
|
||||
/datum/element/forced_gravity/Detach(datum/source, force)
|
||||
. = ..()
|
||||
var/static/list/signals_b_gone = list(COMSIG_ATOM_HAS_GRAVITY, COMSIG_TURF_HAS_GRAVITY)
|
||||
UnregisterSignal(source, signals_b_gone)
|
||||
|
||||
/datum/element/forced_gravity/proc/gravity_check(datum/source, turf/location, list/gravs)
|
||||
if(!ignore_space && isspaceturf(location))
|
||||
return
|
||||
gravs += gravity
|
||||
|
||||
/datum/element/forced_gravity/proc/turf_gravity_check(datum/source, atom/checker, list/gravs)
|
||||
return gravity_check(null, source, gravs)
|
||||
@@ -0,0 +1,37 @@
|
||||
/datum/element/tactical
|
||||
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
|
||||
id_arg_index = 2
|
||||
var/allowed_slot
|
||||
|
||||
/datum/element/tactical/Attach(datum/target, allowed_slot)
|
||||
. = ..()
|
||||
if(. == ELEMENT_INCOMPATIBLE || !isitem(target))
|
||||
return ELEMENT_INCOMPATIBLE
|
||||
|
||||
src.allowed_slot = allowed_slot
|
||||
RegisterSignal(target, COMSIG_ITEM_EQUIPPED, .proc/modify)
|
||||
RegisterSignal(target, COMSIG_ITEM_DROPPED, .proc/unmodify)
|
||||
|
||||
/datum/element/tactical/Detach(datum/target)
|
||||
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
|
||||
unmodify(target)
|
||||
return ..()
|
||||
|
||||
/datum/element/tactical/proc/modify(obj/item/source, mob/user, slot)
|
||||
if(allowed_slot && slot != allowed_slot)
|
||||
unmodify(source, user)
|
||||
return
|
||||
|
||||
var/image/I = image(icon = source.icon, icon_state = source.icon_state, loc = user)
|
||||
I.copy_overlays(source)
|
||||
I.override = TRUE
|
||||
source.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/everyone, "sneaking_mission", I)
|
||||
I.layer = ABOVE_MOB_LAYER
|
||||
|
||||
/datum/element/tactical/proc/unmodify(obj/item/source, mob/user)
|
||||
if(!user)
|
||||
if(!ismob(source.loc))
|
||||
return
|
||||
user = source.loc
|
||||
|
||||
user.remove_alt_appearance("sneaking_mission")
|
||||
@@ -39,11 +39,11 @@
|
||||
/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(!(D.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 1.5
|
||||
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
|
||||
damage *= 0.5
|
||||
if(!(A.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 0.25
|
||||
return damage
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
var/datum/martial_art/X = H.mind.default_martial_art
|
||||
X.teach(H)
|
||||
REMOVE_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT)
|
||||
|
||||
|
||||
/datum/martial_art/proc/on_remove(mob/living/carbon/human/H)
|
||||
if(help_verb)
|
||||
H.verbs -= help_verb
|
||||
|
||||
@@ -24,6 +24,8 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
var/value_per_unit = 0
|
||||
///Armor modifiers, multiplies an items normal armor vars by these amounts.
|
||||
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
|
||||
///How beautiful is this material per unit?
|
||||
var/beauty_modifier = 0
|
||||
|
||||
///This proc is called when the material is added to an object.
|
||||
/datum/material/proc/on_applied(atom/source, amount, material_flags)
|
||||
@@ -39,6 +41,9 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
if(istype(source, /obj)) //objs
|
||||
on_applied_obj(source, amount, material_flags)
|
||||
|
||||
if(beauty_modifier)
|
||||
addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
|
||||
|
||||
///This proc is called when the material is added to an object specifically.
|
||||
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
integrity_modifier = 0.1
|
||||
sheet_type = /obj/item/stack/sheet/glass
|
||||
value_per_unit = 0.0025
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok
|
||||
|
||||
/*
|
||||
@@ -35,6 +36,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/silver
|
||||
value_per_unit = 0.025
|
||||
beauty_modifier = 0.075
|
||||
|
||||
///Slight force increase
|
||||
/datum/material/gold
|
||||
@@ -46,6 +48,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
|
||||
|
||||
///Has no special properties
|
||||
@@ -58,6 +61,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.3
|
||||
armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
|
||||
|
||||
///Is slightly radioactive
|
||||
/datum/material/uranium
|
||||
@@ -68,6 +73,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.3 //It shines so beautiful
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
|
||||
|
||||
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
|
||||
@@ -88,6 +94,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/plasma
|
||||
value_per_unit = 0.1
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
|
||||
|
||||
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
|
||||
@@ -109,6 +116,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
|
||||
alpha = 200
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE)
|
||||
beauty_modifier = 0.5
|
||||
sheet_type = /obj/item/stack/sheet/bluespace_crystal
|
||||
value_per_unit = 0.15
|
||||
|
||||
@@ -121,6 +129,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
|
||||
value_per_unit = 0.5
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
|
||||
|
||||
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
|
||||
@@ -144,6 +153,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
|
||||
|
||||
/datum/material/runite
|
||||
@@ -154,6 +164,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
strength_modifier = 1.3
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/runite
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
|
||||
///Force decrease
|
||||
@@ -165,6 +176,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
strength_modifier = 0.85
|
||||
sheet_type = /obj/item/stack/sheet/plastic
|
||||
value_per_unit = 0.0125
|
||||
beauty_modifier = -0.01
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
|
||||
|
||||
///Force decrease and mushy sound effect. (Not yet implemented)
|
||||
@@ -176,6 +188,30 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
strength_modifier = 0.8
|
||||
value_per_unit = 0.025
|
||||
|
||||
/datum/material/wood
|
||||
name = "wood"
|
||||
id = "wood"
|
||||
desc = "Flexible, durable, but flamable. Hard to come across in space."
|
||||
color = "#bb8e53"
|
||||
strength_modifier = 0.5
|
||||
sheet_type = /obj/item/stack/sheet/mineral/wood
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
value_per_unit = 0.06
|
||||
beauty_modifier = 0.1
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
|
||||
|
||||
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
|
||||
. = ..()
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/wooden = source
|
||||
wooden.resistance_flags |= FLAMMABLE
|
||||
|
||||
/datum/material/wood/on_removed_obj(obj/source, material_flags)
|
||||
. = ..()
|
||||
if(material_flags & MATERIAL_AFFECT_STATISTICS)
|
||||
var/obj/wooden = source
|
||||
wooden.resistance_flags &= ~FLAMMABLE
|
||||
|
||||
///Stronk force increase
|
||||
/datum/material/adamantine
|
||||
name = "adamantine"
|
||||
@@ -186,6 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.4
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
|
||||
|
||||
///RPG Magic. (Admin only)
|
||||
@@ -197,6 +234,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/mythril
|
||||
value_per_unit = 0.75
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
|
||||
|
||||
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
|
||||
|
||||
@@ -97,9 +97,6 @@
|
||||
if(current) // remove ourself from our old body's mind variable
|
||||
current.mind = null
|
||||
SStgui.on_transfer(current, new_character)
|
||||
if(iscarbon(current))
|
||||
var/mob/living/carbon/C = current
|
||||
C.disable_intentional_combat_mode(TRUE)
|
||||
|
||||
if(key)
|
||||
if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
|
||||
|
||||
@@ -153,7 +153,13 @@
|
||||
mood_change = -4
|
||||
timeout = 2400
|
||||
|
||||
/datum/mood_event/graverobbing
|
||||
description ="<span class='boldwarning'>I just desecrated someone's grave... I can't believe I did that...</span>\n"
|
||||
mood_change = -8
|
||||
timeout = 3 MINUTES
|
||||
|
||||
//These are unused so far but I want to remember them to use them later
|
||||
|
||||
/datum/mood_event/cloned_corpse
|
||||
description = "<span class='boldwarning'>I recently saw my own corpse...</span>\n"
|
||||
mood_change = -6
|
||||
@@ -162,6 +168,8 @@
|
||||
description = "<span class='boldwarning'>HE'S CUTTING ME OPEN!!</span>\n"
|
||||
mood_change = -8
|
||||
|
||||
//End unused
|
||||
|
||||
/datum/mood_event/sad_empath
|
||||
description = "<span class='warning'>Someone seems upset...</span>\n"
|
||||
mood_change = -2
|
||||
@@ -199,6 +207,8 @@
|
||||
mood_change = -2
|
||||
timeout = 1 MINUTES
|
||||
|
||||
//Cursed stuff end.
|
||||
|
||||
/datum/mood_event/vampcandle
|
||||
description = "<span class='umbra'>Something is making your mind feel... loose...</span>\n"
|
||||
mood_change = -15
|
||||
|
||||
@@ -189,6 +189,12 @@
|
||||
x += mpx * (multiplier)
|
||||
y += mpy * (multiplier)
|
||||
|
||||
/datum/point/vector/proc/pixel_increment(pixels = 32, update_iteration = TRUE, realistic_iteration = FALSE)
|
||||
if(update_iteration)
|
||||
iteration += realistic_iteration? round(pixels / speed) : 1
|
||||
x += sin(angle) * pixels
|
||||
y += cos(angle) * pixels
|
||||
|
||||
/datum/point/vector/proc/return_vector_after_increments(amount = 7, multiplier = 1, force_simulate = FALSE)
|
||||
var/datum/point/vector/v = copy_to()
|
||||
if(force_simulate)
|
||||
|
||||
@@ -250,4 +250,12 @@
|
||||
cost = 5
|
||||
placement_weight = 3
|
||||
always_place = TRUE
|
||||
allow_duplicates = TRUE
|
||||
allow_duplicates = TRUE
|
||||
|
||||
/datum/map_template/ruin/lavaland/elephant_graveyard
|
||||
name = "Elephant Graveyard"
|
||||
id = "Graveyard"
|
||||
description = "An abandoned graveyard, calling to those unable to continue."
|
||||
suffix = "lavaland_surface_elephant_graveyard.dmm"
|
||||
allow_duplicates = FALSE
|
||||
cost = 10
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
all_mods[id] = list(
|
||||
name = M.name,
|
||||
desc = M.desc,
|
||||
icon = assets.icon_class_name(M.icon)
|
||||
icon = assets.icon_class_name(M.icon_name)
|
||||
)
|
||||
|
||||
.["categories"] = list()
|
||||
|
||||
@@ -27,7 +27,7 @@ GLOBAL_LIST_EMPTY(potential_mods_per_skill)
|
||||
/// Priority of this skill modifier compared to other ones.
|
||||
var/priority = MODIFIER_SKILL_PRIORITY_DEF
|
||||
/// Skill modifier icon, used in the UI
|
||||
var/icon = "default"
|
||||
var/icon_name = "default_mod"
|
||||
|
||||
/datum/skill_modifier/New(id, register = FALSE)
|
||||
identifier = GET_SKILL_MOD_ID(type, id)
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
/datum/tgs_event_handler/impl
|
||||
var/datum/timedevent/reattach_timer
|
||||
|
||||
/datum/tgs_event_handler/impl/HandleEvent(event_code, ...)
|
||||
switch(event_code)
|
||||
if(TGS_EVENT_REBOOT_MODE_CHANGE)
|
||||
@@ -18,3 +21,19 @@
|
||||
if(TGS_EVENT_DEPLOYMENT_COMPLETE)
|
||||
message_admins("TGS: Deployment complete!")
|
||||
to_chat(world, "<span class='boldannounce'>Server updated, changes will be applied on the next round...</span>")
|
||||
if(TGS_EVENT_WATCHDOG_DETACH)
|
||||
message_admins("TGS restarting...")
|
||||
reattach_timer = addtimer(CALLBACK(src, .proc/LateOnReattach), 1 MINUTES)
|
||||
if(TGS_EVENT_WATCHDOG_REATTACH)
|
||||
var/datum/tgs_version/old_version = world.TgsVersion()
|
||||
var/datum/tgs_version/new_version = args[2]
|
||||
if(!old_version.Equals(new_version))
|
||||
to_chat(world, "<span class='boldannounce'>TGS updated to v[old_version.deprefixed_parameter]</span>")
|
||||
else
|
||||
message_admins("TGS: Back online")
|
||||
if(reattach_timer)
|
||||
deltimer(reattach_timer)
|
||||
reattach_timer = null
|
||||
|
||||
/datum/tgs_event_handler/impl/proc/LateOnReattach()
|
||||
message_admins("Warning: TGS hasn't notified us of it coming back for a full minute! Is there a problem?")
|
||||
|
||||
@@ -10,6 +10,15 @@
|
||||
lose_text = "<span class='notice'>You can taste again!</span>"
|
||||
medical_record_text = "Patient suffers from ageusia and is incapable of tasting food or reagents."
|
||||
|
||||
/datum/quirk/snob
|
||||
name = "Snob"
|
||||
desc = "You care about the finer things, if a room doesn't look nice its just not really worth it, is it?"
|
||||
value = 0
|
||||
gain_text = "<span class='notice'>You feel like you understand what things should look like.</span>"
|
||||
lose_text = "<span class='notice'>Well who cares about deco anyways?</span>"
|
||||
medical_record_text = "Patient seems to be rather stuck up."
|
||||
mob_trait = TRAIT_SNOB
|
||||
|
||||
/datum/quirk/pineapple_liker
|
||||
name = "Ananas Affinity"
|
||||
desc = "You find yourself greatly enjoying fruits of the ananas genus. You can't seem to ever get enough of their sweet goodness!"
|
||||
|
||||
@@ -11,9 +11,6 @@
|
||||
if(A.attachable)
|
||||
return TRUE
|
||||
|
||||
/atom
|
||||
var/datum/wires/wires = null
|
||||
|
||||
/atom/proc/attempt_wire_interaction(mob/user)
|
||||
if(!wires)
|
||||
return WIRE_INTERACTION_FAIL
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
if(WIRE_POWER1, WIRE_POWER2) // Short for a long while.
|
||||
if(!A.shorted)
|
||||
A.shorted = TRUE
|
||||
A.update()
|
||||
addtimer(CALLBACK(A, /obj/machinery/power/apc.proc/reset, wire), 1200)
|
||||
if(WIRE_IDSCAN) // Unlock for a little while.
|
||||
A.locked = FALSE
|
||||
@@ -49,6 +50,7 @@
|
||||
else
|
||||
A.shorted = TRUE
|
||||
A.shock(usr, 50)
|
||||
A.update()
|
||||
if(WIRE_AI) // Disable AI control.
|
||||
if(mend)
|
||||
A.aidisabled = FALSE
|
||||
|
||||
Reference in New Issue
Block a user