Merge branch 'master' into ninjasarecum

This commit is contained in:
zeroisthebiggay
2021-08-29 16:51:54 -04:00
committed by GitHub
55 changed files with 1339 additions and 295 deletions
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@@ -15,6 +15,7 @@
#define BLOCK_Z_IN_UP (1<<12) // Should this object block z uprise from below?
#define SHOVABLE_ONTO (1<<13)//called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
#define EXAMINE_SKIP (1<<14) /// Makes the Examine proc not read out this item.
#define IN_STORAGE (1<<15) //is this item in the storage item, such as backpack? used for tooltips
/// Integrity defines for clothing (not flags but close enough)
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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@@ -155,10 +155,10 @@
//LAVALAND
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
#define LAVALAND_DEFAULT_ATMOS "o2=14;n2=23;TEMP=300"
#define LAVALAND_DEFAULT_ATMOS "LAVALAND_ATMOS"
//SNOSTATION
#define ICEMOON_DEFAULT_ATMOS "o2=17;n2=63;TEMP=180"
#define ICEMOON_DEFAULT_ATMOS "ICEMOON_ATMOS"
//ATMOSIA GAS MONITOR TAGS
#define ATMOS_GAS_MONITOR_INPUT_O2 "o2_in"
+7
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@@ -8,6 +8,7 @@
#define FOOTSTEP_LAVA "lava"
#define FOOTSTEP_MEAT "meat"
#define FOOTSTEP_RUST "rust"
#define FOOTSTEP_CATWALK "catwalk"
//barefoot sounds
#define FOOTSTEP_WOOD_BAREFOOT "woodbarefoot"
@@ -94,6 +95,12 @@ GLOBAL_LIST_INIT(footstep, list(
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0),
FOOTSTEP_CATWALK = list(list(
'sound/effects/footstep/catwalk1.ogg',
'sound/effects/footstep/catwalk2.ogg',
'sound/effects/footstep/catwalk3.ogg',
'sound/effects/footstep/catwalk4.ogg',
'sound/effects/footstep/catwalk5.ogg'), 100, 1),
FOOTSTEP_RUST = list(list(
'sound/effects/footstep/rustystep1.ogg'), 100, 0)
))
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@@ -64,8 +64,9 @@
#define GAS_PIPE_VISIBLE_LAYER 2.47
#define GAS_FILTER_LAYER 2.48
#define GAS_PUMP_LAYER 2.49
#define LOW_OBJ_LAYER 2.5
///catwalk overlay of /turf/open/floor/plating/plating_catwalk
#define CATWALK_LAYER 2.51
#define LOW_SIGIL_LAYER 2.52
#define SIGIL_LAYER 2.54
#define HIGH_SIGIL_LAYER 2.56
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@@ -347,3 +347,7 @@
// / Breathing types. Lungs can access either by these or by a string, which will be considered a gas ID.
#define BREATH_OXY /datum/breathing_class/oxygen
#define BREATH_PLASMA /datum/breathing_class/plasma
//Gremlins
#define NPC_TAMPER_ACT_FORGET 1 //Don't try to tamper with this again
#define NPC_TAMPER_ACT_NOMSG 2 //Don't produce a visible message
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@@ -0,0 +1,61 @@
#define MAXIMUM_MARKOV_LENGTH 25000
/proc/markov_chain(var/text, var/order = 4, var/length = 250)
if(!text || order < 0 || order > 20 || length < 1 || length > MAXIMUM_MARKOV_LENGTH)
return
var/table = markov_table(text, order)
var/markov = markov_text(length, table, order)
return markov
/proc/markov_table(var/text, var/look_forward = 4)
if(!text)
return
var/list/table = list()
for(var/i = 1, i <= length(text), i++)
var/char = copytext(text, i, look_forward+i)
if(!table[char])
table[char] = list()
for(var/i = 1, i <= (length(text) - look_forward), i++)
var/char_index = copytext(text, i, look_forward+i)
var/char_count = copytext(text, i+look_forward, (look_forward*2)+i)
if(table[char_index][char_count])
table[char_index][char_count]++
else
table[char_index][char_count] = 1
return table
/proc/markov_text(var/length = 250, var/table, var/look_forward = 4)
if(!table)
return
var/char = pick(table)
var/o = char
for(var/i = 0, i <= (length / look_forward), i++)
var/newchar = markov_weighted_char(table[char])
if(newchar)
char = newchar
o += "[newchar]"
else
char = pick(table)
return o
/proc/markov_weighted_char(var/list/array)
if(!array || !array.len)
return
var/total = 0
for(var/i in array)
total += array[i]
var/r = rand(1, total)
for(var/i in array)
var/weight = array[i]
if(r <= weight)
return i
r -= weight
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@@ -71,6 +71,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"DROPDEL" = DROPDEL,
"NOBLUDGEON" = NOBLUDGEON,
"ABSTRACT" = ABSTRACT,
"IN_STORAGE" = IN_STORAGE,
"ITEM_CAN_BLOCK" = ITEM_CAN_BLOCK,
"ITEM_CAN_PARRY" = ITEM_CAN_PARRY
),
@@ -112,7 +112,6 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/storage/box/marshmallow = 2,
/obj/item/clothing/gloves/tackler/offbrand = 1,
/obj/item/stack/sticky_tape = 1,
/obj/effect/spawner/lootdrop/grille_or_trash = 15,
"" = 3
))
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@@ -141,11 +141,29 @@
/atom/movable/screen/inventory/MouseEntered()
..()
add_overlays()
//Apply the outline affect
add_stored_outline()
/atom/movable/screen/inventory/MouseExited()
..()
cut_overlay(object_overlays)
object_overlays.Cut()
remove_stored_outline()
/atom/movable/screen/inventory/proc/add_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
if(hud?.mymob.incapacitated())
inv_item.apply_outline(COLOR_RED_GRAY)
else
inv_item.apply_outline()
/atom/movable/screen/inventory/proc/remove_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
inv_item.remove_outline()
/atom/movable/screen/inventory/update_icon_state()
if(!icon_empty)
+18 -1
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@@ -37,7 +37,8 @@ SUBSYSTEM_DEF(air)
//atmos singletons
var/list/gas_reactions = list()
var/list/atmos_gen
var/list/planetary = list() //auxmos already caches static planetary mixes but could be convenient to do so here too
//Special functions lists
var/list/turf/open/high_pressure_delta = list()
@@ -61,6 +62,8 @@ SUBSYSTEM_DEF(air)
var/share_max_steps = 3
// Excited group processing will try to equalize groups with total pressure difference less than this amount.
var/excited_group_pressure_goal = 1
// If this is set to 0, monstermos won't process planet atmos
var/planet_equalize_enabled = 0
/datum/controller/subsystem/air/stat_entry(msg)
msg += "C:{"
@@ -473,6 +476,20 @@ SUBSYSTEM_DEF(air)
return pipe_init_dirs_cache[type]["[dir]"]
/datum/controller/subsystem/air/proc/generate_atmos()
atmos_gen = list()
for(var/T in subtypesof(/datum/atmosphere))
var/datum/atmosphere/atmostype = T
atmos_gen[initial(atmostype.id)] = new atmostype
/datum/controller/subsystem/air/proc/preprocess_gas_string(gas_string)
if(!atmos_gen)
generate_atmos()
if(!atmos_gen[gas_string])
return gas_string
var/datum/atmosphere/mix = atmos_gen[gas_string]
return mix.gas_string
#undef SSAIR_PIPENETS
#undef SSAIR_ATMOSMACHINERY
#undef SSAIR_EXCITEDGROUPS
+60
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@@ -0,0 +1,60 @@
/datum/atmosphere
var/gas_string
var/id
var/list/base_gases // A list of gases to always have
var/list/normal_gases // A list of allowed gases:base_amount
var/list/restricted_gases // A list of allowed gases like normal_gases but each can only be selected a maximum of one time
var/restricted_chance = 10 // Chance per iteration to take from restricted gases
var/minimum_pressure
var/maximum_pressure
var/minimum_temp
var/maximum_temp
/datum/atmosphere/New()
generate_gas_string()
/datum/atmosphere/proc/generate_gas_string()
var/list/spicy_gas = restricted_gases.Copy()
var/target_pressure = rand(minimum_pressure, maximum_pressure)
var/pressure_scale = target_pressure / maximum_pressure
// First let's set up the gasmix and base gases for this template
// We make the string from a gasmix in this proc because gases need to calculate their pressure
var/datum/gas_mixture/gasmix = new
gasmix.set_temperature(rand(minimum_temp, maximum_temp))
for(var/i in base_gases)
gasmix.set_moles(i, base_gases[i])
// Now let the random choices begin
var/gastype
var/amount
while(gasmix.return_pressure() < target_pressure)
if(!prob(restricted_chance) || !length(spicy_gas))
gastype = pick(normal_gases)
amount = normal_gases[gastype]
else
gastype = pick(spicy_gas)
amount = spicy_gas[gastype]
spicy_gas -= gastype //You can only pick each restricted gas once
amount *= rand(50, 200) / 100 // Randomly modifes the amount from half to double the base for some variety
amount *= pressure_scale // If we pick a really small target pressure we want roughly the same mix but less of it all
amount = CEILING(amount, 0.1)
gasmix.adjust_moles(gastype, amount)
// That last one put us over the limit, remove some of it
if(gasmix.return_pressure() > target_pressure)
var/moles_to_remove = (1 - target_pressure / gasmix.return_pressure()) * gasmix.total_moles()
gasmix.adjust_moles(gastype, -moles_to_remove)
gasmix.set_moles(gastype, FLOOR(gasmix.get_moles(gastype), 0.1))
// Now finally lets make that string
var/list/gas_string_builder = list()
for(var/id in gasmix.get_gases())
gas_string_builder += "[id]=[gasmix.get_moles(id)]"
gas_string_builder += "TEMP=[gasmix.return_temperature()]"
gas_string = gas_string_builder.Join(";")
+52
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@@ -0,0 +1,52 @@
// Atmos types used for planetary airs
/datum/atmosphere/lavaland
id = LAVALAND_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_PLASMA=0.1,
GAS_BZ=1.2,
GAS_METHANE=1.0,
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 30
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = BODYTEMP_COLD_DAMAGE_LIMIT + 1
maximum_temp = 350
/datum/atmosphere/icemoon
id = ICEMOON_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_PLASMA=0.1,
GAS_METHANE=1.0,
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 10
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = 180
maximum_temp = 180
@@ -1,8 +1,8 @@
//This file is for glass working types of things!
/obj/item/glasswork
name = "This is a bug report it!"
desc = "Failer to code. Contact your local bug remover..."
name = "this is a bug!"
desc = "Uh oh, the coders did a fucky wucky! Contact your local code monkey and tell them about this!"
icon = 'icons/obj/glassworks.dmi'
w_class = WEIGHT_CLASS_SMALL
force = 1
@@ -11,45 +11,45 @@
tool_behaviour = null
/obj/item/glasswork/glasskit
name = "Glass working tools"
desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
name = "glasswork tools"
desc = "A set of most the tools you will need to shape, mold, and refine glass into more advanced shapes."
icon_state = "glass_tools"
tool_behaviour = TOOL_GLASS_CUT //Cutting takes 20 ticks
/obj/item/glasswork/blowing_rod
name = "Glass working blow rod"
desc = "A hollow metal stick made for glass blowing."
name = "glassblowing rod"
desc = "A hollow metal rod made for blowing glass."
icon_state = "blowing_rods_unused"
tool_behaviour = TOOL_BLOW //Rods take 5 ticks
/obj/item/glasswork/glass_base //Welding takes 30 ticks
name = "Glass fodder sheet"
desc = "A sheet of glass set aside for glass working"
name = "glass fodder sheet"
desc = "A sheet of glass set aside for glass working."
icon_state = "glass_base"
var/next_step = null
var/rod = /obj/item/glasswork/blowing_rod
/obj/item/tea_plate
name = "Tea Plate"
name = "tea saucer"
desc = "A polished plate for a tea cup. How fancy!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
/obj/item/tea_cup
name = "Tea Cup"
desc = "A glass cup made for fake tea!"
name = "tea cup"
desc = "A glass cup made for sipping tea!"
icon = 'icons/obj/glass_ware.dmi'
icon_state = "tea_plate"
//////////////////////Chem Disk/////////////////////
//Two Steps //
//Sells for 300 cr, takes 10 glass shets //
//Usefull for chem spliting //
//Useful for chem spliting //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/dish
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass dish. Needs to be cut with some tools."
name = "glass fodder sheet (dish)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a small glass dish. It needs to be cut with some glassworking tools."
next_step = /obj/item/glasswork/glass_base/dish_part1
/obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params)
@@ -60,8 +60,8 @@
qdel(src)
/obj/item/glasswork/glass_base/dish_part1
name = "Half chem dish sheet"
desc = "A sheet of glass cut in half, looks like it still needs some more cutting down"
name = "half glass fodder sheet (dish)"
desc = "A sheet of glass cut in half. It looks like it still needs some more cutting down."
icon_state = "glass_base_half"
next_step = /obj/item/reagent_containers/glass/beaker/glass_dish
@@ -75,12 +75,12 @@
//////////////////////Lens//////////////////////////
//Six Steps //
//Sells for 1600 cr, takes 15 glass shets //
//Usefull for selling and later crafting //
//Useful for selling and later crafting //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/glass_lens
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass lens. Needs to be cut with some tools."
name = "glass fodder sheet (lens)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a glass lens. It needs to be cut with some glassworking tools."
next_step = /obj/item/glasswork/glass_base/glass_lens_part1
/obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params)
@@ -91,8 +91,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part1
name = "Glass fodder sheet"
desc = "Cut glass ready to be heated. Needs to be heated with some tools."
name = "half glass fodder sheet (lens)"
desc = "Cut glass ready to be heated with something very hot."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/glass_lens_part2
@@ -104,8 +104,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part2
name = "Glass fodder sheet"
desc = "Cut glass that has been heated. Needs to be heated more with some tools."
name = "heated half glass fodder sheet (lens)"
desc = "Cut glass that has been heated once already and is ready to be heated again."
icon_state = "glass_base_heat"
next_step = /obj/item/glasswork/glass_base/glass_lens_part3
@@ -117,8 +117,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part3
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
name = "heated glass blob (lens)"
desc = "Cut glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/glass_lens_part4
@@ -131,8 +131,8 @@
qdel(I)
/obj/item/glasswork/glass_base/glass_lens_part4
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
name = "glassblowing rod (lens)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/glass_lens_part5
@@ -145,8 +145,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part5
name = "Unpolished glass lens"
desc = "A small unpolished glass lens. Could be polished with some cloth."
name = "unpolished glass lens"
desc = "An unpolished glass lens. It needs to be polished with some dry cloth."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/glass_lens_part6
@@ -159,8 +159,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glass_lens_part6
name = "Unrefined glass lens"
desc = "A small polished glass lens. Just needs to be refined with some sandstone."
name = "unrefined glass lens"
desc = "A polished glass lens. It needs to be refined with some sandstone."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/lens
@@ -174,12 +174,12 @@
//////////////////////Spouty Flask//////////////////
//Four Steps //
//Sells for 1200 cr, takes 20 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/spouty
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a spout beaker. Needs to be cut with some tools."
name = "Glass fodder sheet (spout)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a spouty flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/spouty_part2
/obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params)
@@ -190,8 +190,8 @@
qdel(src)
/obj/item/glasswork/glass_base/spouty_part2
name = "Glass fodder sheet"
desc = "Cut glass that has been heated. Needs to be heated with some tools."
name = "glass fodder sheet (spout)"
desc = "Cut glass ready to be heated with something very hot."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/spouty_part3
@@ -203,8 +203,8 @@
qdel(src)
/obj/item/glasswork/glass_base/spouty_part3
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube."
name = "heated glass blob (spout)"
desc = "Cut glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/spouty_part4
@@ -217,8 +217,8 @@
qdel(I)
/obj/item/glasswork/glass_base/spouty_part4
name = "Glass fodder sheet"
desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube."
name = "glassblowing rod (spout)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask/spouty
@@ -233,12 +233,12 @@
//////////////////////Small Bulb Flask//////////////
//Two Steps //
//Sells for 600 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/flask_small
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a small flask. Needs to be heated with some tools."
name = "glass fodder sheet (small flask)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a small flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/flask_small_part1
/obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params)
@@ -249,8 +249,8 @@
qdel(src)
/obj/item/glasswork/glass_base/flask_small_part1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a small flask. Needs to be blown with some tools."
name = "heated glass blob (small flask)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/flask_small_part2
@@ -263,8 +263,8 @@
qdel(I)
/obj/item/glasswork/glass_base/flask_small_part2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (small flask)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask
@@ -279,12 +279,12 @@
//////////////////////Large Bulb Flask//////////////
//Two Steps //
//Sells for 1000 cr, takes 15 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/flask_large
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a large flask. Needs to be heated with some tools."
name = "glass fodder sheet (large flask)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a large flask. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/flask_large_part1
/obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params)
@@ -295,8 +295,8 @@
qdel(src)
/obj/item/glasswork/glass_base/flask_large_part1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a large flask. Needs to be blown with some tools."
name = "heated glass blob (large flask)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/flask_large_part2
@@ -309,8 +309,8 @@
qdel(I)
/obj/item/glasswork/glass_base/flask_large_part2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (small flask)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/reagent_containers/glass/beaker/flask/large
@@ -325,12 +325,12 @@
//////////////////////Tea Plates////////////////////
//Three Steps //
//Sells for 1000 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_plate
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea plate, how fancy! Needs to be heated with some tools."
name = "glass fodder sheet (tea saucer)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a tea saucer. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/tea_plate1
/obj/item/glasswork/glass_base/tea_plate/attackby(obj/item/I, mob/user, params)
@@ -341,8 +341,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_plate1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea plate. Needs to be blown with some tools."
name = "heated glass blob (tea saucer)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_plate2
@@ -355,8 +355,8 @@
qdel(I)
/obj/item/glasswork/glass_base/tea_plate2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (tea saucer)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_plate3
@@ -369,8 +369,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_plate3
name = "Disk of glass"
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some cloth."
name = "unpolished glass saucer (tea saucer)"
desc = "An unpolished glass saucer. It needs to be polished with some dry cloth."
icon_state = "glass_base_half"
next_step = /obj/item/tea_plate
@@ -384,12 +384,12 @@
//////////////////////Tea Cup///////////////////////
//Four Steps //
//Sells for 1600 cr, takes 6 glass shets //
//Usefull for selling and chemical things //
//Useful for selling and chemical things //
////////////////////////////////////////////////////
/obj/item/glasswork/glass_base/tea_cup
name = "Glass fodder sheet"
desc = "A set of glass sheets set aside for glass working, this one is ideal for a tea cup, how fancy! Needs to be heated with some tools."
name = "glass fodder sheet (tea cup)"
desc = "A set of glass sheets set aside for glass working. This one is ideal for a tea cup. It needs to heated with something very hot."
next_step = /obj/item/glasswork/glass_base/tea_cup1
/obj/item/glasswork/glass_base/tea_cup/attackby(obj/item/I, mob/user, params)
@@ -400,8 +400,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup1
name = "Metled glass"
desc = "A blob of metled glass, this one is ideal for a tea cup. Needs to be blown with some tools."
name = "heated glass blob (tea cup)"
desc = "Glass that has been heated into a blob. It needs to be attached to a glassblowing rod."
icon_state = "glass_base_molding"
next_step = /obj/item/glasswork/glass_base/tea_cup2
@@ -414,8 +414,8 @@
qdel(I)
/obj/item/glasswork/glass_base/tea_cupe2
name = "Metled glass"
desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools."
name = "glassblowing rod (tea cup)"
desc = "A hollow metal rod made for blowing glass. There is a blob of shapen glass at the end of it that needs to be cut off with some glassworking tools."
icon_state = "blowing_rods_inuse"
next_step = /obj/item/glasswork/glass_base/tea_cup3
@@ -428,8 +428,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup3
name = "Disk of glass"
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some cloth."
name = "unpolished glass cup (tea cup)"
desc = "An unpolished glass cup. It needs to be polished with some dry cloth."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/tea_cup4
@@ -441,8 +441,8 @@
qdel(src)
/obj/item/glasswork/glass_base/tea_cup4
name = "Disk of glass"
desc = "A bowl of polished glass that can be cant be used for much. Needs some more glass to make a handle."
name = "polished glass cup (tea cup)"
desc = "A polished glass cup. It needs some extra glass to form a handle."
icon_state = "glass_base_half"
next_step = /obj/item/tea_cup
@@ -1,15 +1,15 @@
//This file is for crafting using a lens!
/obj/item/glasswork/glass_base/lens
name = "Optical lens"
desc = "Good for selling or crafting, by itself its useless"
name = "optical lens"
desc = "A glass lens. Useless by itself, but may prove useful in making something with a focus."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
//Laser pointers - 2600
/obj/item/glasswork/glass_base/laserpointer_shell
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a power capactor."
name = "laser pointer assembly"
desc = "An empty hull of a laser pointer. It's missing a capacitor."
icon_state = "laser_case"
icon = 'icons/obj/glass_ware.dmi'
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_1
@@ -21,8 +21,8 @@
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_1
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs a glass lens."
name = "powered laser pointer assembly"
desc = "A laser pointer hull with a capacitor inside of it. It's missing a lens."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/glasswork/glass_base/laserpointer_shell_2
@@ -34,8 +34,8 @@
qdel(src)
/obj/item/glasswork/glass_base/laserpointer_shell_2
name = "Laser pointer assembly"
desc = "Good for selling or crafting, by itself its useless. Needs to be screwed together."
name = "near-complete laser pointer assembly"
desc = "A laser pointer hull with a capacitor and a lens inside of it. It needs to be screwed together."
icon_state = "laser_wire"
icon_state = "laser_case"
next_step = /obj/item/laser_pointer/blue/handmade
@@ -50,8 +50,8 @@
//NERD SHIT - 5000
/obj/item/glasswork/glass_base/glasses_frame
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a pare of lens."
name = "glasses frame"
desc = "A pair of glasses without the lenses. You could probably add them yourself, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames"
next_step = /obj/item/glasswork/glass_base/glasses_frame_1
@@ -64,8 +64,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_1
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just add a the other lens."
name = "glasses frame"
desc = "A pair of shoddily-assembled glasses with only one lens. You could probably add the second one yourself, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_1"
next_step = /obj/item/glasswork/glass_base/glasses_frame_2
@@ -78,8 +78,8 @@
qdel(src)
/obj/item/glasswork/glass_base/glasses_frame_2
name = "Glasses Frame"
desc = "Good for crafting a pare of glasses, by itself its useless. Just adjust the pices into the frame with a screwdriver."
name = "glasses frame"
desc = "A pair of hastily-assembled unfitted glasses with both lenses intact. Use a screwdriver to fit them."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
next_step = /obj/item/glasswork/glasses
@@ -92,7 +92,7 @@
qdel(src)
/obj/item/glasswork/glasses
name = "Handmade Glasses"
desc = "Handmade glasses that have not been polished at all making them useless. Selling them could still be worth a few credits."
name = "handmade glasses"
desc = "A pair of poorly-assembled glasses clearly produced by someone with no qualifications in making glasses. They're smudged, ugly, and don't even fit you. They might be worth some money, though."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "frames_2"
@@ -135,6 +135,8 @@
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.item_flags &= ~IN_STORAGE
I.remove_outline()
if(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
@@ -180,6 +182,7 @@
I.forceMove(parent.drop_location())
return FALSE
I.on_enter_storage(master)
I.item_flags |= IN_STORAGE
refresh_mob_views()
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
if(M)
@@ -423,6 +423,9 @@
var/atom/A = parent
if(ismob(M)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
A.add_fingerprint(M)
if(istype(A, /obj/item))
var/obj/item/I = A
I.remove_outline() //Removes the outline when we drag
if(!over_object)
return FALSE
if(ismecha(M.loc)) // stops inventory actions in a mech
+12
View File
@@ -329,3 +329,15 @@
to_chat(L, "<span class='warning'>You need an attachable assembly!</span>")
#undef MAXIMUM_EMP_WIRES
//gremlins
/datum/wires/proc/npc_tamper(mob/living/L)
if(!wires.len)
return
var/wire_to_screw = pick(wires)
if(is_color_cut(wire_to_screw) || prob(50)) //CutWireColour() proc handles both cutting and mending wires. If the wire is already cut, always mend it back. Otherwise, 50% to cut it and 50% to pulse it
cut(wire_to_screw)
else
pulse(wire_to_screw, L)
@@ -191,6 +191,7 @@
var/x2 = x1
work_squares(y2, x2) //Work squares while in this loop so there's less load
reset_board = FALSE
CHECK_TICK
web += "<table>" //Start setting up the html table
web += "<tbody>"
@@ -235,6 +236,7 @@
web += "<td>[MINESWEEPERIMG(7)]</td>"
if(19)
web += "<td>[MINESWEEPERIMG(8)]</td>"
CHECK_TICK
web += "</tr>"
web += "</table>"
web += "</tbody>"
+45 -3
View File
@@ -146,6 +146,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
//the outline filter on hover
var/outline_filter
/* Our block parry data. Should be set in init, or something if you are using it.
* This won't be accessed without ITEM_CAN_BLOCK or ITEM_CAN_PARRY so do not set it unless you have to to save memory.
* If you decide it's a good idea to leave this unset while turning the flags on, you will runtime. Enjoy.
@@ -175,6 +178,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
if(istype(loc, /obj/item/storage))
item_flags |= IN_STORAGE
if(istype(loc, /obj/item/robot_module))
item_flags |= IN_INVENTORY
if(!hitsound)
if(damtype == "fire")
hitsound = 'sound/items/welder.ogg'
@@ -373,6 +382,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
remove_outline()
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
@@ -443,6 +453,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
remove_outline()
// if(!silent)
// playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
user?.update_equipment_speed_mods()
@@ -867,18 +878,49 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
if((item_flags & IN_INVENTORY) && usr.client.prefs.enable_tips && !QDELETED(src))
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
if((item_flags & IN_INVENTORY || item_flags & IN_STORAGE) && usr.client.prefs.enable_tips && !QDELETED(src) || isobserver(usr))
var/timedelay = usr.client.prefs.tip_delay/100
var/user = usr
tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, user), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
var/mob/living/L = usr
if(istype(L) && L.incapacitated())
apply_outline(COLOR_RED_GRAY)
else
apply_outline()
/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
. = ..()
remove_outline()
/obj/item/MouseExited(location,control,params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_EXIT, location, control, params)
deltimer(tip_timer)//delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
remove_outline()
/obj/item/MouseEntered(location,control,params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
/obj/item/proc/apply_outline(colour = null)
if(!(item_flags & IN_INVENTORY || item_flags & IN_STORAGE) || QDELETED(src))
return
if(usr.client)
if(!usr.client.prefs.outline_enabled)
return
if(!colour)
if(usr.client)
colour = usr.client.prefs.outline_color
if(!colour)
colour = COLOR_BLUE_GRAY
else
colour = COLOR_BLUE_GRAY
if(outline_filter)
filters -= outline_filter
outline_filter = filter(type="outline", size=1, color=colour)
filters += outline_filter
/obj/item/proc/remove_outline()
if(outline_filter)
filters -= outline_filter
outline_filter = null
// Called when a mob tries to use the item as a tool.
// Handles most checks.
+1
View File
@@ -3,6 +3,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("scooter frame", /obj/item/scooter_frame, 10, time = 25, one_per_turf = 0), \
new/datum/stack_recipe("railing", /obj/structure/railing, 3, time = 18, window_checks = TRUE), \
new/datum/stack_recipe("catwalk tile", /obj/item/stack/tile/catwalk, 1, 4, 20), \
))
/obj/item/stack/rods
@@ -555,3 +555,10 @@
color = "#92661A"
turf_type = /turf/open/floor/bronze
custom_materials = list(/datum/material/bronze = 250)
/obj/item/stack/tile/catwalk
name = "catwalk tile"
singular_name = "catwalk floor tile"
desc = "Flooring that shows its contents underneath. Engineers love it!"
icon_state = "catwalk_tile"
turf_type = /turf/open/floor/plating/catwalk_floor
@@ -0,0 +1,44 @@
/**
* ## catwalk flooring
*
* They show what's underneath their catwalk flooring (pipes and the like)
* you can crowbar it to interact with the underneath stuff without destroying the tile...
* unless you want to!
*/
/turf/open/floor/plating/catwalk_floor
icon = 'icons/turf/floors/catwalk_plating.dmi'
icon_state = "catwalk_below"
floor_tile = /obj/item/stack/tile/catwalk
name = "catwalk floor"
desc = "Flooring that shows its contents underneath. Engineers love it!"
baseturfs = /turf/open/floor/plating
footstep = FOOTSTEP_CATWALK
barefootstep = FOOTSTEP_CATWALK
clawfootstep = FOOTSTEP_CATWALK
heavyfootstep = FOOTSTEP_CATWALK
var/covered = TRUE
/turf/open/floor/plating/catwalk_floor/Initialize()
. = ..()
layer = CATWALK_LAYER
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/update_overlays()
. = ..()
var/static/catwalk_overlay
if(isnull(catwalk_overlay))
catwalk_overlay = iconstate2appearance(icon, "catwalk_above")
if(covered)
. += catwalk_overlay
/turf/open/floor/plating/catwalk_floor/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
covered = !covered
to_chat(user, span_notice("[!covered ? "You removed the cover!" : "You added the cover!"]"))
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/pry_tile(obj/item/crowbar, mob/user, silent)
if(covered)
to_chat(user, span_notice("You need to remove the cover first!"))
return FALSE
. = ..()
@@ -129,13 +129,12 @@
/mob/living/simple_animal/slaughter/proc/release_victims()
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
M.forceMove(T)
/mob/living/simple_animal/slaughter/proc/refresh_consumed_buff()
@@ -263,12 +262,12 @@
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
continue
M.forceMove(T)
if(M.revive(full_heal = TRUE, admin_revive = TRUE))
M.grab_ghost(force = TRUE)
@@ -157,6 +157,8 @@
id = GAS_METHANE
specific_heat = 30
name = "Methane"
powerloss_inhibition = 1
heat_resistance = 3
breath_results = GAS_METHYL_BROMIDE
fire_products = list(GAS_CO2 = 1, GAS_H2O = 2)
fire_burn_rate = 0.5
@@ -177,6 +179,8 @@
id = GAS_METHYL_BROMIDE
specific_heat = 42
name = "Methyl Bromide"
powermix = 1
heat_penalty = -1
flags = GAS_FLAG_DANGEROUS
breath_alert_info = list(
not_enough_alert = list(
@@ -32,6 +32,11 @@
if(!blocks_air)
air = new(2500,src)
air.copy_from_turf(src)
if(planetary_atmos && !(initial_gas_mix in SSair.planetary))
var/datum/gas_mixture/mix = new
mix.parse_gas_string(initial_gas_mix)
mix.mark_immutable()
SSair.planetary[initial_gas_mix] = mix
update_air_ref(planetary_atmos ? 1 : 2)
. = ..()
@@ -261,6 +261,8 @@ we use a hook instead
return 1
/datum/gas_mixture/parse_gas_string(gas_string)
gas_string = SSair.preprocess_gas_string(gas_string)
var/list/gas = params2list(gas_string)
if(gas["TEMP"])
var/temp = text2num(gas["TEMP"])
@@ -648,7 +648,7 @@
//Replace miasma with oxygen
var/cleaned_air = min(air.get_moles(GAS_MIASMA), 20 + (air.return_temperature() - FIRE_MINIMUM_TEMPERATURE_TO_EXIST - 70) / 20)
air.adjust_moles(GAS_MIASMA, -cleaned_air)
air.adjust_moles(GAS_O2, cleaned_air)
air.adjust_moles(GAS_METHANE, cleaned_air)
//Possibly burning a bit of organic matter through maillard reaction, so a *tiny* bit more heat would be understandable
air.set_temperature(air.return_temperature() + cleaned_air * 0.002)
+9 -15
View File
@@ -172,15 +172,13 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
/// bumper object, the thing that starts actual teleport
var/obj/effect/gateway_portal_bumper/portal
/// Visual object for handling the viscontents
/// DISABLED DUE TO BYOND BUG CAUSING STACK OVERFLOWS OF ANY HUMAN INSTANTIATION NEAR AN ACTIVATED GATEWAY.
/// Probably due to it referencing each other through the gateway (there's a deep loop, maybe BYOND isn't catching something when it usually would)
// var/obj/effect/gateway_portal_effect/portal_visuals
var/obj/effect/gateway_portal_effect/portal_visuals
/obj/machinery/gateway/Initialize()
generate_destination()
update_icon()
// portal_visuals = new
// vis_contents += portal_visuals
portal_visuals = new
vis_contents += portal_visuals
return ..()
/obj/machinery/gateway/proc/generate_destination()
@@ -197,7 +195,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
if(use_power == ACTIVE_POWER_USE)
use_power = IDLE_POWER_USE
update_icon()
// portal_visuals.reset_visuals()
portal_visuals.reset_visuals()
/obj/machinery/gateway/process()
if((stat & (NOPOWER)) && use_power)
@@ -205,12 +203,6 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
deactivate()
return
/obj/machinery/gateway/update_icon_state()
if(target)
icon_state = "on_old"
else
icon_state = "portal_frame"
/obj/machinery/gateway/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
return
@@ -223,7 +215,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
return
target = D
target.activate(destination)
// portal_visuals.setup_visuals(target)
portal_visuals.setup_visuals(target)
generate_bumper()
use_power = ACTIVE_POWER_USE
update_icon()
@@ -365,6 +357,8 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
animate(get_filter("portal_ripple"), time = 1.3 SECONDS, loop = -1, easing = LINEAR_EASING, radius = 32)
var/turf/center_turf = our_destination.get_target_turf()
/// DISABLED DUE TO BYOND BUG CAUSING STACK OVERFLOWS OF ANY HUMAN INSTANTIATION NEAR AN ACTIVATED GATEWAY.
/// Probably due to it referencing each other through the gateway (there's a deep loop, maybe BYOND isn't catching something when it usually would)
//var/turf/center_turf = our_destination.get_target_turf()
vis_contents += block(locate(center_turf.x - 1, center_turf.y - 1, center_turf.z), locate(center_turf.x + 1, center_turf.y + 1, center_turf.z))
//vis_contents += block(locate(center_turf.x - 1, center_turf.y - 1, center_turf.z), locate(center_turf.x + 1, center_turf.y + 1, center_turf.z))
+10
View File
@@ -60,6 +60,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
//autocorrected this round, not that you'd need to check that.
var/UI_style = null
var/outline_enabled = TRUE
var/outline_color = COLOR_BLUE_GRAY
var/buttons_locked = FALSE
var/hotkeys = FALSE
@@ -774,6 +776,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>General Settings</h2>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;task=input;preference=ui'>[UI_style]</a><br>"
dat += "<b>Outline:</b> <a href='?_src_=prefs;preference=outline_enabled'>[outline_enabled ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Outline Color:</b> <span style='border:1px solid #161616; background-color: [outline_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=outline_color'>Change</a><BR>"
dat += "<b>tgui Monitors:</b> <a href='?_src_=prefs;preference=tgui_lock'>[(tgui_lock) ? "Primary" : "All"]</a><br>"
dat += "<b>tgui Style:</b> <a href='?_src_=prefs;preference=tgui_fancy'>[(tgui_fancy) ? "Fancy" : "No Frills"]</a><br>"
dat += "<b>Show Runechat Chat Bubbles:</b> <a href='?_src_=prefs;preference=chat_on_map'>[chat_on_map ? "Enabled" : "Disabled"]</a><br>"
@@ -2706,6 +2710,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
buttons_locked = !buttons_locked
if("tgui_fancy")
tgui_fancy = !tgui_fancy
if("outline_enabled")
outline_enabled = !outline_enabled
if("outline_color")
var/pickedOutlineColor = input(user, "Choose your outline color.", "General Preference", outline_color) as color|null
if(pickedOutlineColor)
outline_color = pickedOutlineColor
if("tgui_lock")
tgui_lock = !tgui_lock
if("winflash")
@@ -45,6 +45,9 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(current_version < 46) //If you remove this, remove force_reset_keybindings() too.
force_reset_keybindings_direct(TRUE)
addtimer(CALLBACK(src, .proc/force_reset_keybindings), 30) //No mob available when this is run, timer allows user choice.
if(current_version < 30)
outline_enabled = TRUE
outline_color = COLOR_BLUE_GRAY
/datum/preferences/proc/update_character(current_version, savefile/S)
if(current_version < 19)
@@ -377,6 +380,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["ooccolor"] >> ooccolor
S["lastchangelog"] >> lastchangelog
S["UI_style"] >> UI_style
S["outline_color"] >> outline_color
S["outline_enabled"] >> outline_enabled
S["hotkeys"] >> hotkeys
S["chat_on_map"] >> chat_on_map
S["max_chat_length"] >> max_chat_length
@@ -555,6 +560,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["ooccolor"], ooccolor)
WRITE_FILE(S["lastchangelog"], lastchangelog)
WRITE_FILE(S["UI_style"], UI_style)
WRITE_FILE(S["outline_enabled"], outline_enabled)
WRITE_FILE(S["outline_color"], outline_color)
WRITE_FILE(S["hotkeys"], hotkeys)
WRITE_FILE(S["chat_on_map"], chat_on_map)
WRITE_FILE(S["max_chat_length"], max_chat_length)
+18 -4
View File
@@ -27,13 +27,27 @@
if(prob(low_threat_perc))
severity = "low; the supermatter should return to normal operation shortly."
else
severity = "medium; the supermatter should return to normal operation, but check NT CIMS to ensure this."
severity = "medium; the supermatter should return to normal operation, but regardless, check if the emitters may need to be turned off temporarily."
else
severity = "high; if the supermatter's cooling is not fortified, coolant may need to be added."
severity = "high; the emitters likely need to be turned off, and if the supermatter's cooling loop is not fortified, pre-cooled gas may need to be added."
if(100000 to INFINITY)
severity = "extreme; emergency action is likely to be required even if coolant loop is fine."
severity = "extreme; emergency action is likely to be required even if coolant loop is fine. Turn off the emitters and make sure the loop is properly cooling gases."
if(power > 20000 || prob(round(power/200)))
priority_announce("Supermatter surge detected. Estimated severity is [severity]", "Anomaly Alert")
/datum/round_event/supermatter_surge/start()
GLOB.main_supermatter_engine.matter_power += power
var/obj/machinery/power/supermatter_crystal/supermatter = GLOB.main_supermatter_engine
var/power_proportion = supermatter.powerloss_inhibitor/2 // what % of the power goes into matter power, at most 50%
// we reduce the proportion that goes into actual matter power based on powerloss inhibitor
// primarily so the supermatter doesn't tesla the instant these happen
supermatter.matter_power += power * power_proportion
var/datum/gas_mixture/methane_puff = new
var/selected_gas = pick(4;GAS_CO2, 10;GAS_METHANE, 4;GAS_H2O, 1;GAS_BZ, 1;GAS_METHYL_BROMIDE)
methane_puff.set_moles(selected_gas, 500)
methane_puff.set_temperature(500)
var/energy_ratio = (power * 500 * (1-power_proportion)) / methane_puff.thermal_energy()
if(energy_ratio < 1) // energy output we want is lower than current energy, reduce the amount of gas we puff out
methane_puff.set_moles(GAS_METHANE, energy_ratio * 500)
else // energy output we want is higher than current energy, increase its actual heat
methane_puff.set_temperature(energy_ratio * 500)
supermatter.assume_air(methane_puff)
@@ -542,6 +542,20 @@
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/takahiro_kitsune
name = "Takahiro Kitsune Tails" //takahiro had five tails i just wanted to follow the 'T' naming convention vs. tamamo and triple
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails_animated/human/takahiro_kitsune
name = "Takahiro Kitsune Tails"
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/tentacle
name = "Tentacle"
icon_state = "tentacle"
@@ -98,6 +98,16 @@
qdel(bigcheese)
evolve()
return
for(var/obj/item/trash/garbage in range(1, src))
if(prob(2))
qdel(garbage)
evolve_plague()
return
for(var/obj/effect/decal/cleanable/blood/gibs/leftovers in range(1, src))
if(prob(2))
qdel(leftovers)
evolve_plague()
return
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
@@ -123,6 +133,13 @@
mind.transfer_to(regalrat)
qdel(src)
/mob/living/simple_animal/mouse/proc/evolve_plague()
var/mob/living/simple_animal/hostile/plaguerat = new /mob/living/simple_animal/hostile/plaguerat(loc)
visible_message("<span class='warning'>[src] devours the food! He rots into something worse!</span>")
if(mind)
mind.transfer_to(plaguerat)
qdel(src)
/*
* Mouse types
*/
@@ -169,3 +186,16 @@ GLOBAL_VAR(tom_existed)
/obj/item/reagent_containers/food/snacks/deadmouse/on_grind()
reagents.clear_reagents()
/mob/living/simple_animal/mouse/proc/miasma(datum/gas_mixture/environment, check_temp = FALSE)
if(isturf(src.loc) && isopenturf(src.loc))
var/turf/open/ST = src.loc
var/miasma_moles = ST.air.get_moles(GAS_MIASMA)
if(prob(5) && miasma_moles >= 5)
evolve_plague()
else if(miasma_moles >= 20)
evolve_plague()
return
/mob/living/simple_animal/mouse/handle_environment(datum/gas_mixture/environment)
. = ..()
miasma()
@@ -0,0 +1,253 @@
#define GREMLIN_VENT_CHANCE 1.75
//Gremlins
//Small monsters that don't attack humans or other animals. Instead they mess with electronics, computers and machinery
//List of objects that gremlins can't tamper with (because nobody coded an interaction for it)
//List starts out empty. Whenever a gremlin finds a machine that it couldn't tamper with, the machine's type is added here, and all machines of such type are ignored from then on (NOT SUBTYPES)
GLOBAL_LIST(bad_gremlin_items)
/mob/living/simple_animal/hostile/gremlin
name = "gremlin"
desc = "This tiny creature finds great joy in discovering and using technology. Nothing excites it more than pushing random buttons on a computer to see what it might do."
icon = 'icons/mob/mob.dmi'
icon_state = "gremlin"
icon_living = "gremlin"
icon_dead = "gremlin_dead"
var/in_vent = FALSE
health = 20
maxHealth = 20
search_objects = 3 //Completely ignore mobs
//Tampering is handled by the 'npc_tamper()' obj proc
wanted_objects = list(
/obj/machinery,
/obj/item/reagent_containers/food,
/obj/structure/sink
)
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent
dextrous = TRUE
possible_a_intents = list(INTENT_HELP, INTENT_GRAB, INTENT_DISARM, INTENT_HARM)
faction = list("meme", "gremlin")
speed = 0.5
gold_core_spawnable = 2
unique_name = TRUE
//Ensure gremlins don't attack other mobs
melee_damage_upper = 0
melee_damage_lower = 0
attack_sound = null
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
//List of objects that we don't even want to try to tamper with
//Subtypes of these are calculated too
var/list/unwanted_objects = list(/obj/machinery/atmospherics/pipe, /turf, /obj/structure) //ensure gremlins dont try to fuck with walls / normal pipes / glass / etc
var/min_next_vent = 0
//Amount of ticks spent pathing to the target. If it gets above a certain amount, assume that the target is unreachable and stop
var/time_chasing_target = 0
//If you're going to make gremlins slower, increase this value - otherwise gremlins will abandon their targets too early
var/max_time_chasing_target = 2
var/next_eat = 0
//Last 20 heard messages are remembered by gremlins, and will be used to generate messages for comms console tampering, etc...
var/list/hear_memory = list()
var/const/max_hear_memory = 20
/mob/living/simple_animal/hostile/gremlin/Initialize()
. = ..()
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
access_card = new /obj/item/card/id(src)
var/datum/job/captain/C = new /datum/job/captain
access_card.access = C.get_access()
/mob/living/simple_animal/hostile/gremlin/AttackingTarget()
var/is_hungry = world.time >= next_eat || prob(25)
if(istype(target, /obj/item/reagent_containers/food) && is_hungry) //eat food if we're hungry or bored
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return
if(istype(target, /obj))
var/obj/M = target
tamper(M)
if(prob(50)) //50% chance to move to the next machine
LoseTarget()
/mob/living/simple_animal/hostile/gremlin/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(message)
hear_memory.Insert(1, raw_message)
if(hear_memory.len > max_hear_memory)
hear_memory.Cut(hear_memory.len)
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_input()
var/result = ""
for(var/memory in hear_memory)
result += memory + " "
return result
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_chain()
return markov_chain(generate_markov_input(), rand(2,5), rand(100,700)) //The numbers are chosen arbitarily
/mob/living/simple_animal/hostile/gremlin/proc/tamper(obj/M)
switch(M.npc_tamper_act(src))
if(NPC_TAMPER_ACT_FORGET)
visible_message(pick(
"<span class='notice'>\The [src] plays around with \the [M], but finds it rather boring.</span>",
"<span class='notice'>\The [src] tries to think of some more ways to screw \the [M] up, but fails miserably.</span>",
"<span class='notice'>\The [src] decides to ignore \the [M], and starts looking for something more fun.</span>"))
LAZYADD(GLOB.bad_gremlin_items,M.type)
return FALSE
if(NPC_TAMPER_ACT_NOMSG)
//Don't create a visible message
return TRUE
else
visible_message(pick(
"<span class='danger'>\The [src]'s eyes light up as \he tampers with \the [M].</span>",
"<span class='danger'>\The [src] twists some knobs around on \the [M] and bursts into laughter!</span>",
"<span class='danger'>\The [src] presses a few buttons on \the [M] and giggles mischievously.</span>",
"<span class='danger'>\The [src] rubs its hands devilishly and starts messing with \the [M].</span>",
"<span class='danger'>\The [src] turns a small valve on \the [M].</span>"))
//Add a clue for detectives to find. The clue is only added if no such clue already existed on that machine
return TRUE
/mob/living/simple_animal/hostile/gremlin/CanAttack(atom/new_target)
if(LAZYFIND(GLOB.bad_gremlin_items,new_target.type))
return FALSE
if(is_type_in_list(new_target, unwanted_objects))
return FALSE
if(istype(new_target, /obj/machinery))
var/obj/machinery/M = new_target
if(M.stat) //Unpowered or broken
return FALSE
else if(istype(new_target, /obj/machinery/door/firedoor))
var/obj/machinery/door/firedoor/F = new_target
//Only tamper with firelocks that are closed, opening them!
if(!F.density)
return FALSE
return ..()
/mob/living/simple_animal/hostile/gremlin/death(gibbed)
walk(src,0)
return ..()
/mob/living/simple_animal/hostile/gremlin/Life()
. = ..()
if(!health || stat == DEAD)
return
//Don't try to path to one target for too long. If it takes longer than a certain amount of time, assume it can't be reached and find a new one
if(!client) //don't do this shit if there's a client, they're capable of ventcrawling manually
if(in_vent)
target = null
if(entry_vent && get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.parents[1]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents += temp_vent
if(!vents.len)
entry_vent = null
in_vent = FALSE
return
exit_vent = pick(vents)
visible_message("<span class='notice'>[src] crawls into the ventilation ducts!</span>")
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
addtimer(CALLBACK(src, .proc/exit_vents), travel_time) //come out at exit vent in 2 to 20 seconds
if(world.time > min_next_vent && !entry_vent && !in_vent && prob(GREMLIN_VENT_CHANCE)) //small chance to go into a vent
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
in_vent = TRUE
walk_to(src, entry_vent)
break
if(!target)
time_chasing_target = 0
else
if(++time_chasing_target > max_time_chasing_target)
LoseTarget()
time_chasing_target = 0
. = ..()
/mob/living/simple_animal/hostile/gremlin/EscapeConfinement()
if(istype(loc, /obj) && CanAttack(loc)) //If we're inside a machine, screw with it
var/obj/M = loc
tamper(M)
return ..()
/mob/living/simple_animal/hostile/gremlin/proc/exit_vents()
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
exit_vent = null
in_vent = FALSE
var/area/new_area = get_area(loc)
message_admins("[src] came out at [new_area][ADMIN_JMP(loc)]!")
if(new_area)
new_area.Entered(src)
visible_message("<span class='notice'>[src] climbs out of the ventilation ducts!</span>")
min_next_vent = world.time + 900 //90 seconds between ventcrawls
//This allows player-controlled gremlins to tamper with machinery
/mob/living/simple_animal/hostile/gremlin/UnarmedAttack(var/atom/A)
if(istype(A, /obj/machinery) || istype(A, /obj/structure))
tamper(A)
if(istype(target, /obj/item/reagent_containers/food)) //eat food
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>", "<span class='danger'>You hungrily devour [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return ..()
/mob/living/simple_animal/hostile/gremlin/IsAdvancedToolUser()
return 1
/mob/living/simple_animal/hostile/gremlin/proc/divide()
//Health is halved and then reduced by 2. A new gremlin is spawned with the same health as the parent
//Need to have at least 6 health for this, otherwise resulting health would be less than 1
if(health < 7.5)
return
visible_message("<span class='notice'>\The [src] splits into two!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = new /mob/living/simple_animal/hostile/gremlin(get_turf(src))
if(mind)
mind.transfer_to(G)
health = round(health * 0.5) - 2
maxHealth = health
resize *= 0.9
G.health = health
G.maxHealth = maxHealth
/mob/living/simple_animal/hostile/gremlin/traitor
health = 85
maxHealth = 85
gold_core_spawnable = 0
@@ -0,0 +1,214 @@
/obj/proc/npc_tamper_act(mob/living/L)
return NPC_TAMPER_ACT_FORGET
/obj/machinery/atmospherics/components/binary/passive_gate/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/volume_pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
transfer_rate = rand(0, MAX_TRANSFER_RATE)
investigate_log("was set to [transfer_rate] L/s by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/valve/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/space_heater/npc_tamper_act(mob/living/L)
var/list/choose_modes = list("standby", "heat", "cool")
if(prob(50))
choose_modes -= mode
mode = pick(choose_modes)
else
on = !on
update_icon()
/obj/machinery/shield_gen/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/firealarm/npc_tamper_act(mob/living/L)
alarm()
/obj/machinery/airalarm/npc_tamper_act(mob/living/L)
if(panel_open)
wires.npc_tamper(L)
else
panel_open = !panel_open
/obj/machinery/ignition_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/flasher_button/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/crema_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/camera/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/atmospherics/components/unary/cryo_cell/npc_tamper_act(mob/living/L)
if(prob(50))
if(beaker)
beaker.forceMove(loc)
beaker = null
else
if(occupant)
if(state_open)
if (close_machine() == usr)
on = TRUE
else
open_machine()
/obj/machinery/door_control/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/door/airlock/npc_tamper_act(mob/living/L)
//Open the firelocks as well, otherwise they block the way for our gremlin which isn't fun
for(var/obj/machinery/door/firedoor/F in get_turf(src))
if(F.density)
F.npc_tamper_act(L)
if(prob(40)) //40% - mess with wires
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
else //60% - just open it
open()
/obj/machinery/gibber/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/light_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/turretid/npc_tamper_act(mob/living/L)
enabled = rand(0, 1)
lethal = rand(0, 1)
updateTurrets()
/obj/machinery/vending/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/shower/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/deepfryer/npc_tamper_act(mob/living/L)
//Deepfry a random nearby item
var/list/pickable_items = list()
for(var/obj/item/I in range(1, L))
pickable_items.Add(I)
if(!pickable_items.len)
return
var/obj/item/I = pick(pickable_items)
attackby(I, L) //shove the item in, even if it can't be deepfried normally
/obj/machinery/power/apc/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/power/rad_collector/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/power/emitter/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/particle_accelerator/control_box/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/communications/npc_tamper_act(mob/living/user)
if(!authenticated)
if(prob(20)) //20% chance to log in
authenticated = TRUE
else //Already logged in
if(prob(50)) //50% chance to log off
authenticated = FALSE
else if(istype(user, /mob/living/simple_animal/hostile/gremlin)) //make a hilarious public message
var/mob/living/simple_animal/hostile/gremlin/G = user
var/result = G.generate_markov_chain()
if(result)
if(prob(85))
SScommunications.make_announcement(G, FALSE, result)
var/turf/T = get_turf(G)
log_say("[key_name(usr)] ([ADMIN_JMP(T)]) has made a captain announcement: [result]")
message_admins("[key_name_admin(G)] has made a captain announcement.", 1)
else
if(SSshuttle.emergency.mode == SHUTTLE_IDLE)
SSshuttle.requestEvac(G, result)
else if(SSshuttle.emergency.mode == SHUTTLE_ESCAPE)
SSshuttle.cancelEvac(G)
/obj/machinery/button/door/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/sleeper/npc_tamper_act(mob/living/L)
if(prob(75))
inject_chem(pick(available_chems))
else
if(state_open)
close_machine()
else
open_machine()
/obj/machinery/power/smes/npc_tamper_act(mob/living/L)
if(prob(50)) //mess with input
input_level = rand(0, input_level_max)
else //mess with output
output_level = rand(0, output_level_max)
/obj/machinery/syndicatebomb/npc_tamper_act(mob/living/L) //suicide bomber gremlins
if(!open_panel)
open_panel = !open_panel
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/bank_machine/npc_tamper_act(mob/living/L)
siphoning = !siphoning
/obj/machinery/computer/slot_machine/npc_tamper_act(mob/living/L)
spin(L)
/obj/structure/sink/npc_tamper_act(mob/living/L)
if(istype(L, /mob/living/simple_animal/hostile/gremlin))
visible_message("<span class='danger'>\The [L] climbs into \the [src] and turns the faucet on!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = L
G.divide()
return NPC_TAMPER_ACT_NOMSG
@@ -0,0 +1,44 @@
/datum/round_event_control/gremlin
name = "Spawn Gremlins"
typepath = /datum/round_event/gremlin
weight = 15
max_occurrences = 2
earliest_start = 20 MINUTES
min_players = 5
/datum/round_event/gremlin
var/static/list/acceptable_spawns = list("xeno_spawn", "generic event spawn", "blobstart", "Assistant")
/datum/round_event/gremlin/announce()
priority_announce("Bioscans indicate that some gremlins entered through the vents. Deal with them!", "Gremlin Alert", 'sound/announcer/classic/attention.ogg')
/datum/round_event/gremlin/start()
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc) && !isspaceturf(L.loc))
if(L.name in acceptable_spawns)
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find any gremlin spawns, try the xeno spawns
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("Assistant")
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return MAP_ERROR
var/gremlins_to_spawn = rand(2,5)
var/list/gremlin_areas = list()
for(var/i = 0, i <= gremlins_to_spawn, i++)
var/spawnat = pick(spawn_locs)
spawn_locs -= spawnat
gremlin_areas += get_area(spawnat)
new /mob/living/simple_animal/hostile/gremlin(spawnat)
var/grems = gremlin_areas.Join(", ")
message_admins("Gremlins have been spawned at the areas: [grems]")
log_game("Gremlins have been spawned at the areas: [grems]")
return SUCCESSFUL_SPAWN
@@ -0,0 +1,131 @@
/mob/living/simple_animal/hostile/plaguerat
name = "plague rat"
desc = "A large decaying rat. It spreads its filth and emits a putrid odor to create more of its kind."
icon_state = "plaguerat"
icon_living = "plaguerat"
icon_dead = "plaguerat_dead"
speak = list("Skree!","SKREEE!","Squeak?")
speak_emote = list("squeaks")
emote_hear = list("Hisses.")
emote_see = list("runs in a circle.", "stands on its hind legs.")
gender = NEUTER
speak_chance = 1
turns_per_move = 5
maxHealth = 15
health = 15
see_in_dark = 6
obj_damage = 10
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 1)
response_help_continuous = "glares at"
response_help_simple = "glare at"
response_disarm_continuous = "skoffs at"
response_disarm_simple = "skoff at"
response_harm_continuous = "slashes"
response_harm_simple = "slash"
melee_damage_lower = 5
melee_damage_upper = 7
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/punch1.ogg'
faction = list("rat")
density = FALSE
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC|MOB_BEAST
var/datum/action/cooldown/scavenge
var/last_spawn_time = 0
///Number assigned to rats and mice, checked when determining infighting.
/mob/living/simple_animal/hostile/plaguerat/Initialize()
. = ..()
SSmobs.cheeserats += src
AddComponent(/datum/component/swarming)
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
scavenge = new /datum/action/cooldown/scavenge
scavenge.Grant(src)
/mob/living/simple_animal/hostile/plaguerat/Destroy()
SSmobs.cheeserats -= src
return ..()
/mob/living/simple_animal/hostile/plaguerat/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(isopenturf(loc))
var/turf/open/T = src.loc
if(T.air)
T.atmos_spawn_air("miasma=5;TEMP=293.15")
if(prob(40))
scavenge.Trigger()
if(prob(50))
var/turf/open/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && C.avail())
visible_message("<span class='warning'>[src] chews through the [C]. It looks unharmed!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, TRUE)
C.deconstruct()
for(var/obj/O in range(1,src))
if(istype(O, /obj/item/trash) || istype(O, /obj/effect/decal/cleanable/blood/gibs))
qdel(O)
be_fruitful()
/mob/living/simple_animal/hostile/plaguerat/CanAttack(atom/the_target)
if(istype(the_target,/mob/living/simple_animal))
var/mob/living/A = the_target
if(istype(the_target, /mob/living/simple_animal/hostile/plaguerat) && A.stat == CONSCIOUS)
var/mob/living/simple_animal/hostile/plaguerat/R = the_target
if(R.faction_check_mob(src, TRUE))
return FALSE
else
return TRUE
return ..()
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
*/
/mob/living/simple_animal/hostile/plaguerat/proc/be_fruitful()
var/cap = CONFIG_GET(number/ratcap)
if(LAZYLEN(SSmobs.cheeserats) >= cap)
visible_message("<span class='warning'>[src] gnaws into its food, [cap] rats are now on the station!</span>")
return
var/mob/living/newmouse = new /mob/living/simple_animal/hostile/plaguerat(loc)
SSmobs.cheeserats += newmouse
visible_message("<span class='notice'>[src] gnaws into its food, attracting another rat!</span>")
/**
*Creates a chance to spawn more trash or gibs to repopulate. Otherwise, spawns a corpse or dirt.
*/
/datum/action/cooldown/scavenge
name = "Scavenge"
desc = "Spread the plague, scavenge for trash and fresh meat to reproduce."
icon_icon = 'icons/mob/actions/actions_animal.dmi'
background_icon_state = "bg_clock"
button_icon_state = "coffer"
cooldown_time = 50
/datum/action/cooldown/scavenge/Trigger()
. = ..()
if(!.)
return
var/turf/T = get_turf(owner)
var/loot = rand(1,100)
switch(loot)
if(1 to 3)
var/pickedtrash = pick(GLOB.ratking_trash)
to_chat(owner, "<span class='notice'>Excellent, you find more trash to spread your filth!</span>")
new /obj/effect/decal/cleanable/dirt(T)
new pickedtrash(T)
if(4 to 6)
to_chat(owner, "<span class='notice'>You find blood and gibs to feed your young!</span>")
new /obj/effect/decal/cleanable/blood/gibs(T)
new /obj/effect/decal/cleanable/blood/(T)
if(7 to 18)
to_chat(owner, "<span class='notice'>A corpse rises from the ground. Best to leave it alone.</span>")
new /obj/effect/mob_spawn/human/corpse/assistant(T)
if(19 to 100)
to_chat(owner, "<span class='notice'>Drat. Nothing.</span>")
new /obj/effect/decal/cleanable/dirt(T)
StartCooldown()
@@ -109,7 +109,7 @@
continue
playsound(src, 'sound/effects/splat.ogg', 50, TRUE)
visible_message("<span class='danger'>[src] vomits up [consumed_mob]!</span>")
consumed_mob.forceMove(loc)
consumed_mob.forceMove(get_turf(src))
consumed_mob.Paralyze(50)
if((rifts_charged == 3 || (SSshuttle.emergency.mode == SHUTTLE_DOCKED && rifts_charged > 0)) && !objective_complete)
victory()
@@ -123,6 +123,7 @@
to_chat(src, "<span class='boldwarning'>You've failed to summon the rift in a timely manner! You're being pulled back from whence you came!</span>")
destroy_rifts()
playsound(src, 'sound/magic/demon_dies.ogg', 100, TRUE)
empty_contents()
QDEL_NULL(src)
/mob/living/simple_animal/hostile/space_dragon/AttackingTarget()
@@ -351,7 +352,7 @@
*/
/mob/living/simple_animal/hostile/space_dragon/proc/empty_contents()
for(var/atom/movable/AM in src)
AM.forceMove(loc)
AM.forceMove(get_turf(src))
if(prob(90))
step(AM, pick(GLOB.alldirs))
@@ -529,7 +530,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift_carpspawn"
@@ -636,7 +637,7 @@
icon_state = "carp_rift_charged"
light_color = LIGHT_COLOR_YELLOW
update_light()
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3 && !dragon.objective_complete)
+1
View File
@@ -238,6 +238,7 @@
if(istype(W))
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
W.apply_outline()
return TRUE
if(!W)
+12 -6
View File
@@ -39,7 +39,8 @@
#define DAMAGE_INCREASE_MULTIPLIER 0.25
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_MODIFIER 350 //Higher == more heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_CAP_MODIFIER 250 //Higher == lower cap on how much heat can be released per tick--currently 1.3x old value
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
@@ -500,7 +501,8 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(powerloss_inhibition_gas - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
else
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling - 0.05, 0, 1)
//Ranges from 0 to 1(1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//Ranges from 0 to 1 (1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//0 means full inhibition, 1 means no inhibition
//We take the mol count, and scale it to be our inhibitor
powerloss_inhibitor = clamp(1-(powerloss_dynamic_scaling * clamp(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD, 1, 1.5)), 0, 1)
@@ -536,15 +538,19 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
//Power * 0.55 * a value between 1 and 0.8
var/device_energy = power * REACTION_POWER_MODIFIER
removed.set_temperature(removed.return_temperature() + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER))
//We don't want our output to be too hot
removed.set_temperature(max(0, min(removed.return_temperature(), 2500 * dynamic_heat_modifier)))
var/effective_temperature = min(removed.return_temperature(), 2500 * dynamic_heat_modifier)
var/max_temp_increase = effective_temperature + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_CAP_MODIFIER)
//Calculate how much gas to release
//Varies based on power and gas content
removed.adjust_moles(GAS_PLASMA, max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0))
//Varies based on power, gas content, and heat
removed.adjust_moles(GAS_O2, max(((device_energy + removed.return_temperature() * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
removed.adjust_moles(GAS_O2, max(((device_energy + effective_temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
if(removed.return_temperature() < max_temp_increase)
removed.adjust_heat(device_energy * dynamic_heat_modifier * THERMAL_RELEASE_MODIFIER)
removed.set_temperature(min(removed.return_temperature(), max_temp_increase))
if(produces_gas)
env.merge(removed)
+27 -5
View File
@@ -54,7 +54,8 @@
var/SA_para_min = 1 //nitrous values
var/SA_sleep_min = 5
var/BZ_trip_balls_min = 1 //BZ gas
var/BZ_trip_balls_min = 0.1 //BZ gas
var/BZ_brain_damage_min = 1
var/gas_stimulation_min = 0.002 //Nitryl and Stimulum
var/cold_message = "your face freezing and an icicle forming"
@@ -269,13 +270,13 @@
// BZ
var/bz_pp = PP(breath, GAS_BZ)
if(bz_pp > BZ_trip_balls_min)
if(bz_pp > BZ_brain_damage_min)
H.hallucination += 10
H.reagents.add_reagent(/datum/reagent/bz_metabolites,5)
if(prob(33))
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
else if(bz_pp > 0.01)
else if(bz_pp > BZ_trip_balls_min)
H.hallucination += 5
H.reagents.add_reagent(/datum/reagent/bz_metabolites,1)
@@ -476,7 +477,7 @@
)
SA_para_min = 30
SA_sleep_min = 50
BZ_trip_balls_min = 30
BZ_brain_damage_min = 30
emp_vulnerability = 3
cold_level_1_threshold = 200
@@ -509,8 +510,29 @@
heat_level_2_threshold = 600 // up 200 from level 1, 1000 is silly but w/e for level 3
/obj/item/organ/lungs/ashwalker/populate_gas_info()
// humans usually breathe 21 but require 16/17, so 80% - 1, which is more lenient but it's fine
#define SAFE_THRESHOLD_RATIO 0.8
var/datum/gas_mixture/breath = SSair.planetary[LAVALAND_DEFAULT_ATMOS] // y'all know
var/pressure = breath.return_pressure()
var/total_moles = breath.total_moles()
for(var/id in breath.get_gases())
var/this_pressure = PP(breath, id)
var/req_pressure = (this_pressure * SAFE_THRESHOLD_RATIO) - 1
if(req_pressure > 0)
gas_min[id] = req_pressure
if(id in gas_max)
gas_max[id] += this_pressure
var/bz = breath.get_moles(GAS_BZ)
if(bz)
BZ_trip_balls_min += bz
BZ_brain_damage_min += bz
gas_max[GAS_N2] = PP(breath, GAS_N2) + 5
var/o2_pp = PP(breath, GAS_O2)
safe_breath_min = 0.3 * o2_pp
safe_breath_max = 1.3 * o2_pp
..()
gas_max[GAS_N2] = 28
#undef SAFE_THRESHOLD_RATIO
/obj/item/organ/lungs/slime
name = "vacuole"
+52 -108
View File
@@ -50,6 +50,58 @@
-->
<div class="commit sansserif">
<h2 class="date">28 August 2021</h2>
<h3 class="author">DeltaFire15 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Demons now drop bodies on their own tile instead of scattering them across the station. tweak: Space dragon content ejection is now slightly safer.</li>
<li class="bugfix">Space dragons no longer delete their contents if they die due to timeout, ejecting them instead.</li>
<li class="bugfix">Carp rifts created by space dragons now have their armor work correctly.</li>
</ul>
<h3 class="author">Putnam3145 updated:</h3>
<ul class="changes bgimages16">
<li class="config">Planetary monstermos can now be disabled with varedit</li>
<li class="rscadd">Lavaland/ice planet atmos is no longer a preset gas mixture and varies per round</li>
</ul>
<h3 class="author">keronshb updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ports Inventory Outlines</li>
<li class="imageadd">Re-adds the old glue sprite</li>
<li class="rscadd">Adds Plague Rats</li>
<li class="rscadd">Gives Plague Rat spawn conditions for regular mice</li>
<li class="imageadd">Plague Rat sprite</li>
<li class="rscadd">Gremlin</li>
<li class="imageadd">Gremlin sprites</li>
</ul>
<h3 class="author">zeroisthebiggay updated:</h3>
<ul class="changes bgimages16">
<li class="rscdel">grilles as maintenance loot</li>
<li class="rscadd">sevensune tail from hyperstation</li>
</ul>
<h2 class="date">26 August 2021</h2>
<h3 class="author">keronshb updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds catwalk floors</li>
</ul>
<h2 class="date">24 August 2021</h2>
<h3 class="author">BlueWildrose updated:</h3>
<ul class="changes bgimages16">
<li class="balance">MK ultra explosions (failures at making MKultra) are gone, and replaced with a gas that just causes a bunch of status effects to you.</li>
</ul>
<h2 class="date">23 August 2021</h2>
<h3 class="author">zeroisthebiggay updated:</h3>
<ul class="changes bgimages16">
<li class="spellcheck">i hate the grammarchrist</li>
</ul>
<h2 class="date">22 August 2021</h2>
<h3 class="author">zeroisthebiggay updated:</h3>
<ul class="changes bgimages16">
<li class="spellcheck">trillby can't spell pair</li>
</ul>
<h2 class="date">20 August 2021</h2>
<h3 class="author">EmeraldSundisk updated:</h3>
<ul class="changes bgimages16">
@@ -423,114 +475,6 @@
<li class="rscadd">Carrots are good for your eyes - but eyes are also good for your carrots. Adds the googly eyes trait to walkingshrooms (Oculary Mimicry)</li>
<li class="imageadd">Googly Eyes - they make everything better.</li>
</ul>
<h2 class="date">25 June 2021</h2>
<h3 class="author">MrJWhit updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds two missing decals to the 5x5 SM.</li>
</ul>
<h3 class="author">brokenOculus updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">pillbottles and syringesare now printable from the medbay protolathe, shiftstart. Hyposprays are now printable in medbay lathe under advanced biotech.</li>
</ul>
<h2 class="date">24 June 2021</h2>
<h3 class="author">WanderingFox95 updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">An announcement to let players know the Cat Surgeon has come to visit.</li>
<li class="balance">Upped the Volume of his spawn noise and lowered the spawn weight slightly.</li>
</ul>
<h2 class="date">23 June 2021</h2>
<h3 class="author">DeltaFire15 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">A bunch of small nanite things should be less wonky</li>
<li class="bugfix">Slimes are no longer immune to vomiting (undocumented change from a previous PR)</li>
<li class="bugfix">Fruit wine exists again.</li>
<li class="code_imp">Airlock hacking no longer sleeps.</li>
<li class="code_imp">The clockwork gateway deconstruction no longer sleeps.</li>
<li class="code_imp">Teslium reactions and Holywater booms no longer sleep.</li>
<li class="code_imp">Slime timestop no longer sleeps.</li>
</ul>
<h3 class="author">Putnam3145 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">inelastic exports no longer uselessly do exponential functions</li>
</ul>
<h2 class="date">22 June 2021</h2>
<h3 class="author">bunny232 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Adds a missing win door to meta xenobiology pen 6</li>
</ul>
<h3 class="author">silicons updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">no more doubleroasting</li>
</ul>
<h2 class="date">21 June 2021</h2>
<h3 class="author">silicons updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">glowshroom scaling</li>
</ul>
<h3 class="author">timothyteakettle updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">vore is 0.1% less shitcode</li>
</ul>
<h2 class="date">20 June 2021</h2>
<h3 class="author">Arturlang updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Port's TG's nanite storage modification programs from the bepis</li>
<li class="bugfix">Fixes infective nanite progreams not syncing cloud ID.</li>
<li class="rscadd">Add's off icons for nanite machinery</li>
<li class="bugfix">Fixes antitox nanites runtiming on simplemobs</li>
<li class="rscadd">Updates the nanite dermal button icon set</li>
<li class="rscadd">Adds the ability to select the logic for nanite rules</li>
<li class="bugfix">Nanite programs with triggers won't ignore rules.</li>
<li class="bugfix">Coagluating nanite program research no longer has the wrong name tweak: Nanite program's have better descriptions now tweak: Nanite subdermal ID's now also include pulled ID's for simplemobs</li>
<li class="bugfix">Nanite voice sensors should properly work now.</li>
<li class="bugfix">Fixes nanite comm remote, now they should actually work</li>
</ul>
<h3 class="author">EmeraldSundisk updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds ColorMates to Snow Taxi tweak: Slight adjustments near the arrival shuttle landing zone</li>
<li class="rscdel">Removes an undesired corporate entity</li>
</ul>
<h3 class="author">Nanotrasen Structual Engineering Division updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added lables to the atmos tanks on Metastation.</li>
<li class="rscadd">Adjusted Pubbystation's emitter room wall layout to prevent light-breakage on startup of emitters.</li>
<li class="rscdel">Removed frestanding sink and showers from Metastation science airlock, and Deltastation Xenobio. Added an emergency shower next to the kill room.</li>
<li class="bugfix">Removed a leftover pipe in Metastation security hallway.</li>
</ul>
<h3 class="author">bunny232 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Pressure tanks other then air tanks start with gas!</li>
</ul>
<h3 class="author">keronshb updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Adds the Space Dragon midround event</li>
<li class="soundadd">Space Dragon sounds</li>
<li class="imageadd">Space Dragon + effects</li>
<li class="code_imp">Added Spacewalk trait</li>
<li class="code_imp">Gibs the original owner if they are turned into a Space Dragon with the traitor panel</li>
<li class="admin">logging for Space Dragon creation</li>
</ul>
<h3 class="author">kiwedespars updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">a downside to wheely heelies ((made it actually detrimental))</li>
</ul>
<h3 class="author">zeroisthebiggay updated:</h3>
<ul class="changes bgimages16">
<li class="imageadd">beltslot sprites for various items</li>
<li class="imageadd">resprite for telebaton</li>
</ul>
<h2 class="date">19 June 2021</h2>
<h3 class="author">keronshb updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Ling Bone Gauntlets work again</li>
</ul>
</div>
<b>GoonStation 13 Development Team</b>
+35
View File
@@ -29838,3 +29838,38 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- imageadd: They even come with 10 different fillstates!
- imageadd: Better Shark Tails, dodododododo~
- rscadd: The old ones are now listed as carp tails.
2021-08-22:
zeroisthebiggay:
- spellcheck: trillby can't spell pair
2021-08-23:
zeroisthebiggay:
- spellcheck: i hate the grammarchrist
2021-08-24:
BlueWildrose:
- balance: MK ultra explosions (failures at making MKultra) are gone, and replaced
with a gas that just causes a bunch of status effects to you.
2021-08-26:
keronshb:
- rscadd: Adds catwalk floors
2021-08-28:
DeltaFire15:
- bugfix: 'Demons now drop bodies on their own tile instead of scattering them across
the station. tweak: Space dragon content ejection is now slightly safer.'
- bugfix: Space dragons no longer delete their contents if they die due to timeout,
ejecting them instead.
- bugfix: Carp rifts created by space dragons now have their armor work correctly.
Putnam3145:
- config: Planetary monstermos can now be disabled with varedit
- rscadd: Lavaland/ice planet atmos is no longer a preset gas mixture and varies
per round
keronshb:
- rscadd: Ports Inventory Outlines
- imageadd: Re-adds the old glue sprite
- rscadd: Adds Plague Rats
- rscadd: Gives Plague Rat spawn conditions for regular mice
- imageadd: Plague Rat sprite
- rscadd: Gremlin
- imageadd: Gremlin sprites
zeroisthebiggay:
- rscdel: grilles as maintenance loot
- rscadd: sevensune tail from hyperstation
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@@ -266,55 +266,20 @@ Creating a chem with a low purity will make you permanently fall in love with so
//Creates a gas cloud when the reaction blows up, causing everyone in it to fall in love with someone/something while it's in their system.
/datum/reagent/fermi/enthrallExplo//Created in a gas cloud when it explodes
name = "Gaseous MKUltra"
description = "A forbidden deep red gas that overwhelms a foreign body, causing the person they next lay their eyes on to become more interesting. Studies have shown that people are 66% more likely to make friends with this in the air. Produced when MKUltra explodes."
description = "A deep red gas that when taken into a body, the recipient will experience a high and reduced control in their body for as long as it is in their system. Produced when MKUltra explodes."
color = "#2C051A" // rgb: , 0, 255
metabolization_rate = 0.1
taste_description = "synthetic chocolate, a base tone of alcohol, and high notes of roses."
metabolization_rate = 1
taste_description = "extremely bitter chocolate"
chemical_flags = REAGENT_DONOTSPLIT
can_synth = FALSE
var/mob/living/carbon/love
var/lewd = FALSE
/datum/reagent/fermi/enthrallExplo/on_mob_life(mob/living/carbon/M)//Love gas, only affects while it's in your system,Gives a positive moodlet if close, gives brain damagea and a negative moodlet if not close enough.
if(HAS_TRAIT(M, TRAIT_MINDSHIELD))
return ..()
if(!M.has_status_effect(STATUS_EFFECT_INLOVE))
var/list/seen = (M.fov_view(M.client?.view || world.view) - M) | viewers(M.client?.view || world.view, M)
for(var/victim in seen)
if((isanimal(victim)) || (!isliving(victim)))
seen -= victim
if(!length(seen))
return
love = pick(seen)
M.apply_status_effect(STATUS_EFFECT_INLOVE, love)
lewd = (M.client?.prefs.cit_toggles & HYPNO) && (love.client?.prefs.cit_toggles & HYPNO)
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")][(lewd?"You develop a sudden crush on [love], your heart beginning to race as you look upon them with new eyes.":"You suddenly feel like making friends with [love].")] You feel strangely drawn towards them.</span>")
log_reagent("FERMICHEM: [M] ckey: [M.key] has temporarily bonded with [love] ckey: [love.key]")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Times people have bonded")
else
if(get_dist(M, love) < 8)
var/message = "[(lewd?"I'm next to my crush..! Eee!":"I'm making friends with [love]!")]"
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "InLove", /datum/mood_event/InLove, message)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "MissingLove")
else
var/message = "[(lewd?"I can't keep my crush off my mind, I need to see them again!":"I really want to make friends with [love]!")]"
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "MissingLove", /datum/mood_event/MissingLove, message)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "InLove")
if(prob(5))
M.Stun(10)
M.emote("whimper")//does this exist?
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")] You're overcome with a desire to see [love].</span>")
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.5)//I found out why everyone was so damaged!
..()
/datum/reagent/fermi/enthrallExplo/on_mob_delete(mob/living/carbon/M)
if(HAS_TRAIT(M, TRAIT_MINDSHIELD))
return ..()
M.remove_status_effect(STATUS_EFFECT_INLOVE)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "InLove")
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "MissingLove")
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")]Your feelings for [love] suddenly vanish!")
log_reagent("FERMICHEM: [M] ckey: [M.key] is no longer in temp bond")
/datum/reagent/fermi/enthrallExplo/on_mob_life(mob/living/carbon/M) //Drug them, jitter them, dizzy them, confuse them
M.Dizzy(5)
M.Jitter(5)
M.set_drugginess(15)
if(!M.confused)
M.confused = 1
M.confused = max(M.confused, 20)
..()
/datum/reagent/fermi/proc/FallInLove(mob/living/carbon/Lover, mob/living/carbon/Love)
@@ -344,8 +344,13 @@
E.creatorID = B.data["ckey"]
/datum/chemical_reaction/fermi/enthrall/FermiExplode(datum/reagents/R0, var/atom/my_atom, volume, temp, pH)
var/turf/T = get_turf(my_atom)
var/datum/reagents/R = new/datum/reagents(1000)
var/datum/effect_system/smoke_spread/chem/s = new()
R.add_reagent(/datum/reagent/fermi/enthrallExplo, volume)
s.set_up(R, volume/2, T)
s.start()
R0.clear_reagents()
..()
/datum/chemical_reaction/fermi/hatmium // done
name = "Hat growth serum"
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@@ -178,6 +178,7 @@
#include "code\__HELPERS\icon_smoothing.dm"
#include "code\__HELPERS\icons.dm"
#include "code\__HELPERS\level_traits.dm"
#include "code\__HELPERS\markov.dm"
#include "code\__HELPERS\lighting.dm"
#include "code\__HELPERS\matrices.dm"
#include "code\__HELPERS\mobs.dm"
@@ -461,6 +462,9 @@
#include "code\datums\achievements\misc_scores.dm"
#include "code\datums\achievements\skill_achievements.dm"
#include "code\datums\actions\beam_rifle.dm"
#include "code\datums\actions\ninja.dm"
#include "code\datums\atmosphere\_atmosphere.dm"
#include "code\datums\atmosphere\planetary.dm"
#include "code\datums\brain_damage\brain_trauma.dm"
#include "code\datums\brain_damage\hypnosis.dm"
#include "code\datums\brain_damage\imaginary_friend.dm"
@@ -1388,6 +1392,7 @@
#include "code\game\turfs\closed.dm"
#include "code\game\turfs\open.dm"
#include "code\game\turfs\turf.dm"
#include "code\game\turfs\open\floor\catwalk_plating.dm"
#include "code\game\turfs\simulated\chasm.dm"
#include "code\game\turfs\simulated\dirtystation.dm"
#include "code\game\turfs\simulated\floor.dm"
@@ -2788,6 +2793,9 @@
#include "code\modules\mob\living\simple_animal\friendly\drone\say.dm"
#include "code\modules\mob\living\simple_animal\friendly\drone\verbs.dm"
#include "code\modules\mob\living\simple_animal\friendly\drone\visuals_icons.dm"
#include "code\modules\mob\living\simple_animal\gremlin\gremlin.dm"
#include "code\modules\mob\living\simple_animal\gremlin\gremlin_act.dm"
#include "code\modules\mob\living\simple_animal\gremlin\gremlin_event.dm"
#include "code\modules\mob\living\simple_animal\guardian\guardian.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\assassin.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\charger.dm"
@@ -2824,6 +2832,7 @@
#include "code\modules\mob\living\simple_animal\hostile\nanotrasen.dm"
#include "code\modules\mob\living\simple_animal\hostile\netherworld.dm"
#include "code\modules\mob\living\simple_animal\hostile\pirate.dm"
#include "code\modules\mob\living\simple_animal\hostile\plaguerat.dm"
#include "code\modules\mob\living\simple_animal\hostile\regalrat.dm"
#include "code\modules\mob\living\simple_animal\hostile\russian.dm"
#include "code\modules\mob\living\simple_animal\hostile\sharks.dm"