Merge branch 'master' into WanderingFox95-TheUnrollingPin

This commit is contained in:
WanderingFox95
2021-04-29 10:54:00 +02:00
committed by GitHub
155 changed files with 4299 additions and 1203 deletions
+1 -1
View File
@@ -428,7 +428,7 @@
output += "<option value='[j]'>[j]</option>"
for(var/j in GLOB.nonhuman_positions)
output += "<option value='[j]'>[j]</option>"
for(var/j in list(ROLE_TRAITOR, ROLE_CHANGELING, ROLE_OPERATIVE, ROLE_REV, ROLE_CULTIST, ROLE_WIZARD))
for(var/j in list(ROLE_TRAITOR, ROLE_CHANGELING, ROLE_OPERATIVE, ROLE_REV, ROLE_CULTIST, ROLE_WIZARD, ROLE_HERETIC))
output += "<option value='[j]'>[j]</option>"
output += "</select></td></tr></table>"
output += "<b>Reason:<br></b><textarea name='dbbanreason' cols='50'></textarea><br>"
+2 -2
View File
@@ -93,7 +93,7 @@ GLOBAL_PROTECT(admin_verbs_ban)
GLOBAL_LIST_INIT(admin_verbs_sounds, list(/client/proc/play_local_sound, /client/proc/play_sound, /client/proc/manual_play_web_sound, /client/proc/set_round_end_sound))
GLOBAL_PROTECT(admin_verbs_sounds)
GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/cmd_admin_dress,
/client/proc/cmd_select_equipment,
/client/proc/cmd_admin_gib_self,
/client/proc/drop_bomb,
/client/proc/set_dynex_scale,
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
/client/proc/play_local_sound,
/client/proc/play_sound,
/client/proc/set_round_end_sound,
/client/proc/cmd_admin_dress,
/client/proc/cmd_select_equipment,
/client/proc/cmd_admin_gib_self,
/client/proc/drop_bomb,
/client/proc/drop_dynex_bomb,
+4
View File
@@ -101,6 +101,10 @@ GLOBAL_VAR(antag_prototypes)
out += "Mind currently owned by key: [key] [active?"(synced)":"(not synced)"]<br>"
out += "Assigned role: [assigned_role]. <a href='?src=[REF(src)];role_edit=1'>Edit</a><br>"
out += "Faction and special role: <b><font color='red'>[special_role]</font></b><br>"
var/datum/component/activity/activity = current.GetComponent(/datum/component/activity)
if(activity)
out += "Activity level: [activity.activity_level]<br>"
out += "Hasn't changed areas in approximately [activity.not_moved_counter] seconds"
var/special_statuses = get_special_statuses()
if(length(special_statuses))
+196
View File
@@ -0,0 +1,196 @@
/client/proc/open_outfit_editor(datum/outfit/target)
var/datum/outfit_editor/ui = new(usr, target)
ui.ui_interact(usr)
#define OUTFIT_EDITOR_NAME "Outfit-O-Tron 9000"
/datum/outfit_editor
var/client/owner
var/dummy_key
var/datum/outfit/drip
/datum/outfit_editor/New(user, datum/outfit/target)
owner = CLIENT_FROM_VAR(user)
if(ispath(target))
drip = new /datum/outfit
drip.copy_from(new target)
else if(istype(target))
drip = target
else
drip = new /datum/outfit
drip.name = "New Outfit"
/datum/outfit_editor/ui_state(mob/user)
return GLOB.admin_state
/datum/outfit_editor/ui_status(mob/user, datum/ui_state/state)
if(QDELETED(drip))
return UI_CLOSE
return ..()
/datum/outfit_editor/ui_close(mob/user)
clear_human_dummy(dummy_key)
qdel(src)
/datum/outfit_editor/proc/init_dummy()
dummy_key = "outfit_editor_[owner]"
generate_dummy_lookalike(dummy_key, owner.mob)
unset_busy_human_dummy(dummy_key)
/datum/outfit_editor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "OutfitEditor", OUTFIT_EDITOR_NAME)
ui.open()
ui.set_autoupdate(FALSE)
/datum/outfit_editor/proc/entry(data)
if(ispath(data, /obj/item))
var/obj/item/item = data
return list(
"path" = item,
"name" = initial(item.name),
"desc" = initial(item.desc),
// at this point initializing the item is probably faster tbh
"sprite" = icon2base64(icon(initial(item.icon), initial(item.icon_state))),
)
return data
/datum/outfit_editor/proc/serialize_outfit()
var/list/outfit_slots = drip.get_json_data()
. = list()
for(var/key in outfit_slots)
var/val = outfit_slots[key]
. += list("[key]" = entry(val))
/datum/outfit_editor/ui_data(mob/user)
var/list/data = list()
data["outfit"] = serialize_outfit()
data["saveable"] = !GLOB.custom_outfits.Find(drip)
if(!dummy_key)
init_dummy()
var/icon/dummysprite = get_flat_human_icon(null,
dummy_key = dummy_key,
showDirs = list(SOUTH),
outfit_override = drip)
data["dummy64"] = icon2base64(dummysprite)
return data
/datum/outfit_editor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
. = TRUE
var/slot = params["slot"]
switch(action)
if("click")
choose_item(slot)
if("ctrlClick")
choose_any_item(slot)
if("clear")
if(drip.vars.Find(slot))
drip.vars[slot] = null
if("rename")
var/newname = stripped_input(owner, "What do you want to name this outfit?", OUTFIT_EDITOR_NAME)
if(newname)
drip.name = newname
if("save")
GLOB.custom_outfits |= drip
SStgui.update_user_uis(owner.mob)
if("delete")
GLOB.custom_outfits -= drip
SStgui.update_user_uis(owner.mob)
if("vv")
owner.debug_variables(drip)
/datum/outfit_editor/proc/set_item(slot, obj/item/choice)
if(!choice)
return
if(!ispath(choice))
alert(owner, "Invalid item", OUTFIT_EDITOR_NAME, "oh no")
return
if(initial(choice.icon_state) == null) //hacky check copied from experimentor code
var/msg = "Warning: This item's icon_state is null, indicating it is very probably not actually a usable item."
if(alert(owner, msg, OUTFIT_EDITOR_NAME, "Use it anyway", "Cancel") != "Use it anyway")
return
if(drip.vars.Find(slot))
drip.vars[slot] = choice
/datum/outfit_editor/proc/choose_any_item(slot)
var/obj/item/choice = pick_closest_path(FALSE)
if(!choice)
return
set_item(slot, choice)
//this proc will try to give a good selection of items that the user can choose from
//it does *not* give a selection of all items that can fit in a slot because lag;
//most notably the hand and pocket slots because they accept pretty much anything
//also stuff that fits in the belt and back slots are scattered pretty much all over the place
/datum/outfit_editor/proc/choose_item(slot)
var/list/options = list()
switch(slot)
if("head")
options = typesof(/obj/item/clothing/head)
if("glasses")
options = typesof(/obj/item/clothing/glasses)
if("ears")
options = typesof(/obj/item/radio/headset)
if("neck")
options = typesof(/obj/item/clothing/neck)
if("mask")
options = typesof(/obj/item/clothing/mask)
if("uniform")
options = typesof(/obj/item/clothing/under)
if("suit")
options = typesof(/obj/item/clothing/suit)
if("gloves")
options = typesof(/obj/item/clothing/gloves)
if("suit_store")
var/obj/item/clothing/suit/suit = drip.suit
if(suit)
suit = new suit //initial() doesn't like lists
options = suit.allowed
if(!options.len) //nothing will happen, but don't let the user think it's broken
to_chat(owner, "<span class='warning'>No options available for the current suit.</span>")
if("belt")
options = typesof(/obj/item/storage/belt)
if("id")
options = typesof(/obj/item/card/id)
if("l_hand")
choose_any_item(slot)
if("back")
options = typesof(/obj/item/storage/backpack)
if("r_hand")
choose_any_item(slot)
if("l_pocket")
choose_any_item(slot)
if("shoes")
options = typesof(/obj/item/clothing/shoes)
if("r_pocket")
choose_any_item(slot)
if(length(options))
set_item(slot, tgui_input_list(owner, "Choose an item", OUTFIT_EDITOR_NAME, options))
#undef OUTFIT_EDITOR_NAME
+73
View File
@@ -0,0 +1,73 @@
/client/proc/outfit_manager()
set category = "Debug"
set name = "Outfit Manager"
if(!check_rights(R_DEBUG))
return
var/datum/outfit_manager/ui = new(usr)
ui.ui_interact(usr)
/datum/outfit_manager
var/client/owner
/datum/outfit_manager/New(user)
owner = CLIENT_FROM_VAR(user)
/datum/outfit_manager/ui_state(mob/user)
return GLOB.admin_state
/datum/outfit_manager/ui_close(mob/user)
qdel(src)
/datum/outfit_manager/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "OutfitManager")
ui.open()
/datum/outfit_manager/proc/entry(datum/outfit/outfit)
var/vv = FALSE
var/datum/outfit/varedit/varoutfit = outfit
if(istype(varoutfit))
vv = length(varoutfit.vv_values)
return list(
"name" = "[outfit.name] [vv ? "(VV)" : ""]",
"ref" = REF(outfit),
)
/datum/outfit_manager/ui_data(mob/user)
var/list/data = list()
var/list/outfits = list()
for(var/datum/outfit/custom_outfit in GLOB.custom_outfits)
outfits += list(entry(custom_outfit))
data["outfits"] = outfits
return data
/datum/outfit_manager/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
. = TRUE
switch(action)
if("new")
owner.open_outfit_editor(new /datum/outfit)
if("load")
owner.holder.load_outfit(owner.mob)
if("copy")
var/datum/outfit/outfit = tgui_input_list(owner, "Pick an outfit to copy from", "Outfit Manager", subtypesof(/datum/outfit))
if(ispath(outfit))
owner.open_outfit_editor(new outfit)
var/datum/outfit/target_outfit = locate(params["outfit"])
if(!istype(target_outfit))
return
switch(action) //wow we're switching through action again this is horrible optimization smh
if("edit")
owner.open_outfit_editor(target_outfit)
if("save")
owner.holder.save_outfit(owner.mob, target_outfit)
if("delete")
owner.holder.delete_outfit(owner.mob, target_outfit)
+32
View File
@@ -0,0 +1,32 @@
GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
/datum/admins/proc/save_outfit(mob/admin, datum/outfit/O)
O.save_to_file(admin)
SStgui.update_user_uis(admin)
/datum/admins/proc/delete_outfit(mob/admin, datum/outfit/O)
GLOB.custom_outfits -= O
qdel(O)
to_chat(admin,"<span class='notice'>Outfit deleted.</span>")
SStgui.update_user_uis(admin)
/datum/admins/proc/load_outfit(mob/admin)
var/outfit_file = input("Pick outfit json file:", "File") as null|file
if(!outfit_file)
return
var/filedata = file2text(outfit_file)
var/json = json_decode(filedata)
if(!json)
to_chat(admin,"<span class='warning'>JSON decode error.</span>")
return
var/otype = text2path(json["outfit_type"])
if(!ispath(otype,/datum/outfit))
to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
return
var/datum/outfit/O = new otype
if(!O.load_from(json))
to_chat(admin,"<span class='warning'>Malformed/Outdated file.</span>")
return
GLOB.custom_outfits += O
SStgui.update_user_uis(admin)
+6
View File
@@ -870,6 +870,12 @@
else
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=changeling;jobban4=[REF(M)]'>Changeling</a></td>"
//Heretic
if(jobban_isbanned(M, ROLE_HERETIC) || isbanned_dept)
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=heretic;jobban4=[REF(M)]'><font color=red>Heretic</font></a></td>"
else
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=heretic;jobban4=[REF(M)]'>Heretic</a></td>"
//Nuke Operative
if(jobban_isbanned(M, ROLE_OPERATIVE) || isbanned_dept)
dat += "<td width='20%'><a href='?src=[REF(src)];[HrefToken()];jobban3=operative;jobban4=[REF(M)]'><font color=red>Nuke Operative</font></a></td>"
+22 -44
View File
@@ -484,74 +484,52 @@
set name = "Test Areas (ALL)"
cmd_admin_areatest(FALSE)
/client/proc/cmd_admin_dress(mob/M in GLOB.mob_list)
set category = "Admin.Events"
set name = "Select equipment"
if(!(ishuman(M) || isobserver(M)))
alert("Invalid mob")
return
var/dresscode = robust_dress_shop()
if(!dresscode)
return
var/delete_pocket
var/mob/living/carbon/human/H
if(isobserver(M))
H = M.change_mob_type(/mob/living/carbon/human, null, null, TRUE)
else
H = M
if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
delete_pocket = TRUE
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for (var/obj/item/I in H.get_equipped_items(delete_pocket))
qdel(I)
if(dresscode != "Naked")
H.equipOutfit(dresscode)
H.regenerate_icons()
log_admin("[key_name(usr)] changed the equipment of [key_name(H)] to [dresscode].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(H)] to [dresscode].</span>")
/client/proc/robust_dress_shop()
var/list/outfits = list("Cancel","Naked","Custom","As Job...")
var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job)
var/list/baseoutfits = list("Naked","Custom","As Job...", "As Plasmaman...")
var/list/outfits = list()
var/list/paths = subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman)
for(var/path in paths)
var/datum/outfit/O = path //not much to initalize here but whatever
if(initial(O.can_be_admin_equipped))
outfits[initial(O.name)] = path
outfits[initial(O.name)] = path
var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in outfits
var/dresscode = input("Select outfit", "Robust quick dress shop") as null|anything in baseoutfits + sortList(outfits)
if (isnull(dresscode))
return
if (outfits[dresscode])
dresscode = outfits[dresscode]
if(dresscode == "Cancel")
return
if (dresscode == "As Job...")
var/list/job_paths = subtypesof(/datum/outfit/job)
var/list/job_outfits = list()
for(var/path in job_paths)
var/datum/outfit/O = path
if(initial(O.can_be_admin_equipped))
job_outfits[initial(O.name)] = path
job_outfits[initial(O.name)] = path
dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in job_outfits
dresscode = input("Select job equipment", "Robust quick dress shop") as null|anything in sortList(job_outfits)
dresscode = job_outfits[dresscode]
if(isnull(dresscode))
return
if (dresscode == "As Plasmaman...")
var/list/plasmaman_paths = typesof(/datum/outfit/plasmaman)
var/list/plasmaman_outfits = list()
for(var/path in plasmaman_paths)
var/datum/outfit/O = path
plasmaman_outfits[initial(O.name)] = path
dresscode = input("Select plasmeme equipment", "Robust quick dress shop") as null|anything in sortList(plasmaman_outfits)
dresscode = plasmaman_outfits[dresscode]
if(isnull(dresscode))
return
if (dresscode == "Custom")
var/list/custom_names = list()
for(var/datum/outfit/D in GLOB.custom_outfits)
custom_names[D.name] = D
var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in custom_names
var/selected_name = input("Select outfit", "Robust quick dress shop") as null|anything in sortList(custom_names)
dresscode = custom_names[selected_name]
if(isnull(dresscode))
return
+49 -2
View File
@@ -879,8 +879,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
message_admins("[ADMIN_LOOKUPFLW(usr)] [N.timing ? "activated" : "deactivated"] a nuke at [ADMIN_VERBOSEJMP(N)].")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Nuke", "[N.timing]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
/client/proc/create_outfits()
set category = "Debug"
set name = "Create Custom Outfit"
@@ -1547,6 +1545,55 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
msg += "</UL></BODY></HTML>"
src << browse(msg.Join(), "window=Player_playtime_check")
/obj/effect/temp_visual/fireball
icon = 'icons/obj/wizard.dmi'
icon_state = "fireball"
name = "fireball"
desc = "Get out of the way!"
layer = FLY_LAYER
randomdir = FALSE
duration = 9
pixel_z = 270
/obj/effect/temp_visual/fireball/Initialize()
. = ..()
animate(src, pixel_z = 0, time = duration)
/obj/effect/temp_visual/target
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
layer = BELOW_MOB_LAYER
light_range = 2
duration = 9
/obj/effect/temp_visual/target/ex_act()
return
/obj/effect/temp_visual/target/Initialize(mapload, list/flame_hit)
. = ..()
INVOKE_ASYNC(src, .proc/fall, flame_hit)
/obj/effect/temp_visual/target/proc/fall(list/flame_hit)
var/turf/T = get_turf(src)
playsound(T,'sound/magic/fleshtostone.ogg', 80, 1)
new /obj/effect/temp_visual/fireball(T)
sleep(duration)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled()
playsound(T, "explosion", 80, 1)
new /obj/effect/hotspot(T)
T.hotspot_expose(700, 50, 1)
for(var/mob/living/L in T.contents)
if(istype(L, /mob/living/simple_animal/hostile/megafauna/dragon))
continue
if(islist(flame_hit) && !flame_hit[L])
L.adjustFireLoss(40)
to_chat(L, "<span class='userdanger'>You're hit by the drake's fire breath!</span>")
flame_hit[L] = TRUE
else
L.adjustFireLoss(10) //if we've already hit them, do way less damage
/datum/admins/proc/cmd_show_exp_panel(client/client_to_check)
if(!check_rights(R_ADMIN))
return
+227
View File
@@ -0,0 +1,227 @@
/client/proc/cmd_select_equipment(mob/target in GLOB.mob_list)
set category = "Admin.Events"
set name = "Select equipment"
var/datum/select_equipment/ui = new(usr, target)
ui.ui_interact(usr)
/*
* This is the datum housing the select equipment UI.
*
* You may notice some oddities about the way outfits are passed to the UI and vice versa here.
* That's because it handles both outfit typepaths (for normal outfits) *and* outfit objects (for custom outfits).
*
* Custom outfits need to be objects as they're created in runtime.
* "Then just handle the normal outfits as objects too and simplify the handling" - you may say.
* There are about 300 outfit types at the time of writing this. Initializing all of these to objects would be a huge waste.
*
*/
/datum/select_equipment
var/client/user
var/mob/target_mob
var/dummy_key
//static list to share all the outfit typepaths between all instances of this datum.
var/static/list/cached_outfits
//a typepath if the selected outfit is a normal outfit;
//an object if the selected outfit is a custom outfit
var/datum/outfit/selected_outfit = /datum/outfit
//serializable string for the UI to keep track of which outfit is selected
var/selected_identifier = "/datum/outfit"
/datum/select_equipment/New(_user, mob/target)
user = CLIENT_FROM_VAR(_user)
if(!ishuman(target) && !isobserver(target))
alert("Invalid mob")
return
target_mob = target
/datum/select_equipment/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SelectEquipment", "Select Equipment")
ui.open()
ui.set_autoupdate(FALSE)
/datum/select_equipment/ui_state(mob/user)
return GLOB.admin_state
/datum/select_equipment/ui_status(mob/user, datum/ui_state/state)
if(QDELETED(target_mob))
return UI_CLOSE
return ..()
/datum/select_equipment/ui_close(mob/user)
clear_human_dummy(dummy_key)
qdel(src)
/datum/select_equipment/proc/init_dummy()
dummy_key = "selectequipmentUI_[target_mob]"
generate_dummy_lookalike(dummy_key, target_mob)
unset_busy_human_dummy(dummy_key)
return
/**
* Packs up data about an outfit as an assoc list to send to the UI as an outfit entry.
*
* Args:
* * category (string) - The tab it will be under
*
* * identifier (typepath or ref) - This will sent this back to ui_act to preview or spawn in an outfit.
* * Must be unique between all entries.
*
* * name (string) - Will be the text on the button
*
* * priority (bool)(optional) - If True, the UI will sort the entry to the top, right below favorites.
*
* * custom_entry (bool)(optional) - Send the identifier with a "ref" keyword instead of "path",
* * for the UI to tell apart custom outfits from normal ones.
*
* Returns (list) An outfit entry
*/
/datum/select_equipment/proc/outfit_entry(category, identifier, name, priority=FALSE, custom_entry=FALSE)
if(custom_entry)
return list("category" = category, "ref" = identifier, "name" = name, "priority" = priority)
return list("category" = category, "path" = identifier, "name" = name, "priority" = priority)
/datum/select_equipment/proc/make_outfit_entries(category="General", list/outfit_list)
var/list/entries = list()
for(var/path as anything in outfit_list)
var/datum/outfit/outfit = path
entries += list(outfit_entry(category, path, initial(outfit.name)))
return entries
//GLOB.custom_outfits lists outfit *objects* so we'll need to do some custom handling for it
/datum/select_equipment/proc/make_custom_outfit_entries(list/outfit_list)
var/list/entries = list()
for(var/datum/outfit/outfit as anything in outfit_list)
entries += list(outfit_entry("Custom", REF(outfit), outfit.name, custom_entry=TRUE)) //it's either this or special handling on the UI side
return entries
/datum/select_equipment/ui_data(mob/user)
var/list/data = list()
if(!dummy_key)
init_dummy()
var/icon/dummysprite = get_flat_human_icon(null,
dummy_key = dummy_key,
outfit_override = selected_outfit,
no_anim = TRUE)
data["icon64"] = icon2base64(dummysprite)
data["name"] = target_mob
var/datum/preferences/prefs = user?.client?.prefs
data["favorites"] = list()
if(prefs)
data["favorites"] = prefs.favorite_outfits
var/list/custom
custom += make_custom_outfit_entries(GLOB.custom_outfits)
data["custom_outfits"] = custom
data["current_outfit"] = selected_identifier
return data
/datum/select_equipment/ui_static_data(mob/user)
var/list/data = list()
if(!cached_outfits)
cached_outfits = list()
cached_outfits += list(outfit_entry("General", /datum/outfit, "Naked", priority=TRUE))
cached_outfits += make_outfit_entries("General", subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman))
cached_outfits += make_outfit_entries("Jobs", typesof(/datum/outfit/job))
cached_outfits += make_outfit_entries("Plasmamen Outfits", typesof(/datum/outfit/plasmaman))
data["outfits"] = cached_outfits
return data
/datum/select_equipment/proc/resolve_outfit(text)
var/path = text2path(text)
if(ispath(path, /datum/outfit))
return path
else //don't bail yet - could be a custom outfit
var/datum/outfit/custom_outfit = locate(text)
if(istype(custom_outfit))
return custom_outfit
/datum/select_equipment/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("preview")
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
if(ispath(new_outfit)) //got a typepath - that means we're dealing with a normal outfit
selected_identifier = new_outfit //these are keyed by type
//by the way, no, they can't be keyed by name because many of them have duplicate names
else if(istype(new_outfit)) //got an initialized object - means it's a custom outfit
selected_identifier = REF(new_outfit) //and the outfit will be keyed by its ref (cause its type will always be /datum/outfit)
else //we got nothing and should bail
return
selected_outfit = new_outfit
if("applyoutfit")
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
if(new_outfit && ispath(new_outfit)) //initialize it
new_outfit = new new_outfit
if(!istype(new_outfit))
return
user.admin_apply_outfit(target_mob, new_outfit)
if("customoutfit")
user.outfit_manager()
if("togglefavorite")
var/datum/outfit/outfit_path = resolve_outfit(params["path"])
if(!ispath(outfit_path)) //we do *not* want custom outfits (i.e objects) here, they're not even persistent
return
if(user.prefs.favorite_outfits.Find(outfit_path)) //already there, remove it
user.prefs.favorite_outfits -= outfit_path
else //not there, add it
user.prefs.favorite_outfits += outfit_path
user.prefs.save_preferences()
/client/proc/admin_apply_outfit(mob/target, dresscode)
if(!ishuman(target) && !isobserver(target))
alert("Invalid mob")
return
if(!dresscode)
return
var/delete_pocket
var/mob/living/carbon/human/human_target
if(isobserver(target))
human_target = target.change_mob_type(/mob/living/carbon/human, delete_old_mob = TRUE)
else
human_target = target
if(human_target.l_store || human_target.r_store || human_target.s_store) //saves a lot of time for admins and coders alike
if(alert("Drop Items in Pockets? No will delete them.", "Robust quick dress shop", "Yes", "No") == "No")
delete_pocket = TRUE
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for(var/obj/item/item in human_target.get_equipped_items(delete_pocket))
qdel(item)
if(dresscode != "Naked")
human_target.equipOutfit(dresscode)
human_target.regenerate_icons()
log_admin("[key_name(usr)] changed the equipment of [key_name(human_target)] to [dresscode].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(human_target)] to [dresscode].</span>")
return dresscode
@@ -111,6 +111,7 @@ GLOBAL_LIST_EMPTY(antagonists)
var/datum/skill_modifier/job/M = GLOB.skill_modifiers[GET_SKILL_MOD_ID(A, type)]
if(istype(M))
M.name = "[name] Training"
owner.AddComponent(/datum/component/activity)
SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
/datum/antagonist/proc/is_banned(mob/M)
@@ -141,6 +142,7 @@ GLOBAL_LIST_EMPTY(antagonists)
var/datum/team/team = get_team()
if(team)
team.remove_member(owner)
// we don't remove the activity component on purpose--no real point to it
qdel(src)
/datum/antagonist/proc/greet()
@@ -511,8 +511,7 @@
/obj/item/abductor/baton/proc/StunAttack(mob/living/L,mob/living/user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
L.set_last_attacker(user)
L.adjustStaminaLoss(35) //because previously it took 5-6 hits to actually "incapacitate" someone for the purposes of the sleep inducement
L.DefaultCombatKnockdown(140)
+1 -2
View File
@@ -385,8 +385,7 @@
qdel(src)
return
log_combat(user, M, "used a cult spell on", source.name, "")
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
M.set_last_attacker(user)
/obj/item/melee/blood_magic/afterattack(atom/target, mob/living/carbon/user, proximity)
. = ..()
@@ -1,6 +1,6 @@
//Revenants: based off of wraiths from Goon
//"Ghosts" that are invisible and move like ghosts, cannot take damage while invisible
//Don't hear deadchat and are NOT normal ghosts
//Can hear deadchat, but are NOT normal ghosts and do NOT have x-ray vision
//Admin-spawn or random event
#define INVISIBILITY_REVENANT 50
@@ -77,6 +77,7 @@
/mob/living/simple_animal/revenant/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SIXTHSENSE, INNATE_TRAIT)
AddSpell(new /obj/effect/proc_holder/spell/targeted/night_vision/revenant(null))
AddSpell(new /obj/effect/proc_holder/spell/targeted/telepathy/revenant(null))
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/revenant/defile(null))
@@ -20,7 +20,7 @@
continue
if(!SSpersistence.IsValidDebrisLocation(C.loc, allowed_turf_typecache, allowed_z_cache, C.type, FALSE))
continue
weight += 0.05
weight += 0.03
return ..()
/datum/round_event/ghost_role/slaughter
@@ -1,30 +1,7 @@
/datum/traitor_class/human/assassin
/datum/traitor_class/human/subterfuge/assassin
name = "Donk Co Operative"
employer = "Donk Corporation"
weight = 0
weight = 6
chaos = 1
threat = 2
/datum/traitor_class/human/assassin/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/permakill_prob = 20
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
permakill_prob = max(0,mode.threat_level-50)
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = T.owner
destroy_objective.find_target()
T.add_objective(destroy_objective)
else if(prob(permakill_prob))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
else
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
assassin_prob = 70
@@ -1,12 +1,12 @@
/datum/traitor_class/human/freeform
name = "Waffle Co Agent"
employer = "Waffle Company"
weight = 0 // should not spawn in unless admins bus something in the traitor panel with setting traitor classes
weight = 5
chaos = 0
/datum/traitor_class/human/freeform/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/escape/O = new
O.explanation_text = "You have no explicit goals! While we don't approve of mindless slaughter, you may antagonize nanotrasen any way you wish! Make sure to escape alive and not in custody, though!"
var/datum/objective/freedom/O = new
O.explanation_text = "You have no explicit goals! While we don't approve of mindless slaughter, you may antagonize nanotrasen any way you wish! Don't get captured or killed, but if you've done nothing, you'll be in trouble!"
O.owner = T.owner
T.add_objective(O)
return
@@ -13,8 +13,12 @@
T.assign_exchange_role(SSticker.mode.exchange_blue)
objective_count += 1 //Exchange counts towards number of objectives
var/toa = CONFIG_GET(number/traitor_objectives_amount)
var/attempts = 0
for(var/i = objective_count, i < toa, i++)
forge_single_objective(T)
var/success = FALSE
while(!success && attempts < max(toa*10, 100))
success = forge_single_objective(T)
attempts += 1
if(!(locate(/datum/objective/escape) in T.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = T.owner
@@ -1,12 +1,11 @@
/datum/traitor_class/human/subterfuge
name = "MI13 Operative"
employer = "MI13"
weight = 36
weight = 25
chaos = -5
var/assassin_prob = 25
/datum/traitor_class/human/subterfuge/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/assassin_prob = 30
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
@@ -16,24 +15,31 @@
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
return TRUE
else
var/list/weights = list()
weights["sabo"] = length(subtypesof(/datum/sabotage_objective))
weights["steal"] = length(subtypesof(/datum/objective_item/steal))
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = T.owner
if(sabotage_objective.find_target())
weights["sabo"] = length(subtypesof(/datum/objective_item/steal))
var/datum/objective/steal/steal_objective = new
steal_objective.owner = T.owner
if(steal_objective.find_target())
weights["steal"] = length(subtypesof(/datum/objective_item/steal))
weights["download"] = !(locate(/datum/objective/download) in T.objectives || (T.owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
switch(pickweight(weights))
if("sabo")
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = T.owner
sabotage_objective.find_target()
T.add_objective(sabotage_objective)
qdel(steal_objective)
return TRUE
if("steal")
var/datum/objective/steal/steal_objective = new
steal_objective.owner = T.owner
steal_objective.find_target()
T.add_objective(steal_objective)
qdel(sabotage_objective)
return TRUE
if("download")
var/datum/objective/download/download_objective = new
download_objective.owner = T.owner
download_objective.gen_amount_goal()
T.add_objective(download_objective)
return TRUE
return FALSE
@@ -7,7 +7,8 @@ GLOBAL_LIST_EMPTY(traitor_classes)
var/chaos = 0
var/threat = 0
var/TC = 20
/// Minimum players for this to randomly roll via get_random_traitor_class().
var/processing = FALSE
/// Minimum players for this to randomly roll via get_random_traitor_kind().
var/min_players = 0
var/list/uplink_filters
@@ -43,4 +44,6 @@ GLOBAL_LIST_EMPTY(traitor_classes)
/datum/traitor_class/proc/clean_up_traitor(datum/antagonist/traitor/T)
// Any effects that need to be cleaned up if traitor class is being swapped.
/datum/traitor_class/proc/on_process(/datum/antagonist/traitor/T)
// only for processing traitor classes; runs once an SSprocessing tick
@@ -26,6 +26,8 @@
if(traitor_kind)
traitor_kind.remove_innate_effects(owner.current)
traitor_kind.clean_up_traitor(src)
if(traitor_kind.processing)
STOP_PROCESSING(SSprocessing, src)
swap_from_old = TRUE
traitor_kind = GLOB.traitor_classes[kind]
traitor_kind.apply_innate_effects(owner.current)
@@ -33,11 +35,16 @@
for(var/O in objectives)
qdel(O)
traitor_kind.forge_objectives(src)
if(traitor_kind.processing)
START_PROCESSING(SSprocessing, src)
if(swap_from_old)
traitor_kind.finalize_traitor(src)
traitor_kind.greet(src)
owner.announce_objectives()
/datum/antagonist/traitor/process()
traitor_kind.on_process(src)
/proc/get_random_traitor_kind(var/list/blacklist = list())
var/chaos_weight = 0
if(istype(SSticker.mode,/datum/game_mode/dynamic))
@@ -345,6 +345,14 @@
InsertAll("", each, GLOB.alldirs)
..()
/datum/asset/spritesheet/decals
name = "decals"
/datum/asset/spritesheet/decals/register()
for(var/each in list('icons/turf/decals.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
/datum/asset/spritesheet/supplypods
name = "supplypods"
@@ -0,0 +1,86 @@
GLOBAL_LIST_EMPTY(bluespace_pipe_networks)
/obj/machinery/atmospherics/pipe/bluespace
name = "bluespace pipe"
desc = "Transmits gas across large distances of space. Developed using bluespace technology."
icon = 'icons/obj/atmospherics/pipes/bluespace.dmi'
icon_state = "map"
pipe_state = "bluespace"
dir = SOUTH
initialize_directions = SOUTH
device_type = UNARY
can_buckle = FALSE
construction_type = /obj/item/pipe/bluespace
var/bluespace_network_name
/obj/machinery/atmospherics/pipe/bluespace/New()
icon_state = "pipe"
if(bluespace_network_name) // in case someone maps one in for some reason
if(!GLOB.bluespace_pipe_networks[bluespace_network_name])
GLOB.bluespace_pipe_networks[bluespace_network_name] = list()
GLOB.bluespace_pipe_networks[bluespace_network_name] |= src
..()
/obj/machinery/atmospherics/pipe/bluespace/on_construction()
. = ..()
if(bluespace_network_name)
if(!GLOB.bluespace_pipe_networks[bluespace_network_name])
GLOB.bluespace_pipe_networks[bluespace_network_name] = list()
GLOB.bluespace_pipe_networks[bluespace_network_name] |= src
/obj/machinery/atmospherics/pipe/bluespace/Destroy()
if(GLOB.bluespace_pipe_networks[bluespace_network_name])
GLOB.bluespace_pipe_networks[bluespace_network_name] -= src
for(var/p in GLOB.bluespace_pipe_networks[bluespace_network_name])
var/obj/machinery/atmospherics/pipe/bluespace/P = p
QDEL_NULL(P.parent)
P.build_network()
return ..()
/obj/machinery/atmospherics/pipe/bluespace/examine(user)
. = ..()
. += "<span class='notice'>This one is connected to the \"[html_encode(bluespace_network_name)]\" network.</span>"
/obj/machinery/atmospherics/pipe/bluespace/SetInitDirections()
initialize_directions = dir
/obj/machinery/atmospherics/pipe/bluespace/pipeline_expansion()
return ..() + GLOB.bluespace_pipe_networks[bluespace_network_name] - src
/obj/machinery/atmospherics/pipe/bluespace/hide()
update_icon()
/obj/machinery/atmospherics/pipe/bluespace/update_icon(showpipe)
underlays.Cut()
var/turf/T = loc
if(level == 2 || !T.intact)
showpipe = TRUE
plane = GAME_PLANE
else
showpipe = FALSE
plane = FLOOR_PLANE
if(!showpipe)
return //no need to update the pipes if they aren't showing
var/connected = 0 //Direction bitset
for(var/i in 1 to device_type) //adds intact pieces
if(nodes[i])
var/obj/machinery/atmospherics/node = nodes[i]
var/image/img = get_pipe_underlay("pipe_intact", get_dir(src, node), node.pipe_color)
underlays += img
connected |= img.dir
for(var/direction in GLOB.cardinals)
if((initialize_directions & direction) && !(connected & direction))
underlays += get_pipe_underlay("pipe_exposed", direction)
/obj/machinery/atmospherics/pipe/bluespace/paint()
return FALSE
/obj/machinery/atmospherics/pipe/bluespace/proc/get_pipe_underlay(state, dir, color = null)
if(color)
. = getpipeimage('icons/obj/atmospherics/components/binary_devices.dmi', state, dir, color)
else
. = getpipeimage('icons/obj/atmospherics/components/binary_devices.dmi', state, dir)
@@ -48,3 +48,12 @@
price_max = 300
stock_max = 3
availability_prob = 40
/datum/blackmarket_item/weapon/derringer
name = ".38 Derringer"
desc = "Compact safety! Now at a premium!"
item = /obj/item/gun/ballistic/derringer
price_min = 500
price_max = 1500
stock_max = 3
availability_prob = 30
@@ -75,7 +75,7 @@
cost = 250
unit_name = "heart"
export_types = list(/obj/item/organ/heart)
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic)
exclude_types = list(/obj/item/organ/heart/cursed, /obj/item/organ/heart/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/tongue
cost = 75
@@ -92,29 +92,30 @@
cost = 50 //can be replaced
unit_name = "stomach"
export_types = list(/obj/item/organ/stomach)
exclude_types = list(/obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/stomach/cybernetic/tier3)
/datum/export/organs/lungs
cost = 150
unit_name = "lungs"
export_types = list(/obj/item/organ/lungs)
exclude_types = list(/obj/item/organ/lungs/cybernetic, /obj/item/organ/lungs/cybernetic/upgraded)
export_types = list(/obj/item/organ/lungs,)
exclude_types = list(/obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier3)
/datum/export/organs/liver
cost = 175
unit_name = "liver"
export_types = list(/obj/item/organ/liver)
exclude_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/liver/cybernetic/upgraded)
exclude_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/liver/cybernetic/tier3)
/datum/export/organs/cybernetic
cost = 225
unit_name = "cybernetic organ"
export_types = list(/obj/item/organ/liver/cybernetic, /obj/item/organ/lungs/cybernetic, /obj/item/organ/eyes/robotic, /obj/item/organ/heart/cybernetic)
exclude_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
export_types = list(/obj/item/organ/liver/cybernetic/tier2, /obj/item/organ/lungs/cybernetic/tier2, /obj/item/organ/eyes/robotic/shield, /obj/item/organ/eyes/robotic/glow, /obj/item/organ/stomach/cybernetic/tier2, /obj/item/organ/heart/cybernetic/tier2)
exclude_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/upgraded
cost = 275
unit_name = "upgraded cybernetic organ"
export_types = list(/obj/item/organ/lungs/cybernetic/upgraded, /obj/item/organ/liver/cybernetic/upgraded)
export_types = list(/obj/item/organ/liver/cybernetic/tier3, /obj/item/organ/lungs/cybernetic/tier3, /obj/item/organ/eyes/robotic/xray, /obj/item/organ/eyes/robotic/thermals, /obj/item/organ/stomach/cybernetic/tier3, /obj/item/organ/heart/cybernetic/tier3)
/datum/export/organs/tail // yeah have fun pulling this off someone without catching a bwoink
cost = 500
+5 -1
View File
@@ -15,13 +15,17 @@
var/special_enabled = FALSE
var/DropPodOnly = FALSE //only usable by the Bluespace Drop Pod via the express cargo console
var/admin_spawned = FALSE //Can only an admin spawn this crate?
// this might be all in all unnecessary with current code if some changes are made
var/goody = PACK_GOODY_NONE //Small items can be grouped into a single crate.They also come in a closet/lockbox instead of a full crate, so the 700 min doesn't apply
var/can_private_buy = TRUE //Can it be purchased privately by each crewmember?
/datum/supply_pack/proc/generate(atom/A, datum/bank_account/paying_account)
var/obj/structure/closet/crate/C
if(paying_account)
C = new /obj/structure/closet/crate/secure/owned(A, paying_account)
if(ispath(crate_type, /obj/structure/closet/secure_closet/goodies)) // lets ensure private orders don't come in crates when the original one comes in lockers
C = new /obj/structure/closet/secure_closet/goodies/owned(A, paying_account) // that would lead to infinite money exploits
else
C = new /obj/structure/closet/crate/secure/owned(A, paying_account)
C.name = "[crate_name] - Purchased by [paying_account.account_holder]"
else
C = new crate_type(A)
+32
View File
@@ -232,3 +232,35 @@
desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids."
cost = 1500
contains = list(/obj/item/gun/energy/laser/hellgun)
/datum/supply_pack/security/armory/derringerclassic
name = "Holdout Crate"
crate_name = "dented crate"
desc = "Hey kid.. c'mere. Boss says we need to offload these, to any buyer, no questions asked. You pay us, we give you three of these guns, no strings attached. Locks are to ensure they get to PAYING customers."
cost = 2000
contraband = TRUE
can_private_buy = TRUE
contains = list(/obj/item/storage/fancy/cigarettes/derringer/smuggled,
/obj/item/storage/fancy/cigarettes/derringer/smuggled,
/obj/item/storage/fancy/cigarettes/derringer/smuggled,
/obj/item/storage/wallet)
/datum/supply_pack/security/armory/esoteric_arms
name = "Esoteric Armory Shipment"
desc = "Well.. you're an agent of taste, I can tell that much. For the right price.. we could see our way clear to send you one of our more... unique weapons."
hidden = TRUE
cost = 10000
can_private_buy = TRUE
crate_name = "dusty crate"
var/num_contained = 1
contains = list(/obj/item/gun/ballistic/shotgun/leveraction,
/obj/item/storage/fancy/cigarettes/derringer/gold,
/obj/item/gun/ballistic/revolver/nagant,
/obj/item/gun/ballistic/automatic/pistol/APS,
/obj/item/gun/ballistic/revolver/golden)
/datum/supply_pack/security/armory/esoteric_arms/fill(obj/structure/closet/crate/C)
var/list/L = contains.Copy()
for(var/i in 1 to num_contained)
var/item = pick_n_take(L)
new item(C)
+1
View File
@@ -81,3 +81,4 @@
desc = "Contains one standard epinephrine medipen and one standard emergency first-aid kit medipen. For when you want to prepare for the worst."
cost = 500
contains = list(/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/hypospray/medipen/ekit)
+8 -8
View File
@@ -14,56 +14,56 @@
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/materials/cardboard50
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "50 Cardboard Sheets"
desc = "Create a bunch of boxes."
cost = 300 //thrice their export value
contains = list(/obj/item/stack/sheet/cardboard/fifty)
/datum/supply_pack/materials/glass50
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "50 Glass Sheets"
desc = "Let some nice light in with fifty glass sheets!"
cost = 300 //double their export value
contains = list(/obj/item/stack/sheet/glass/fifty)
/datum/supply_pack/materials/metal50
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "50 Metal Sheets"
desc = "Any construction project begins with a good stack of fifty metal sheets!"
cost = 300 //double their export value
contains = list(/obj/item/stack/sheet/metal/fifty)
/datum/supply_pack/materials/plasteel20
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "20 Plasteel Sheets"
desc = "Reinforce the station's integrity with twenty plasteel sheets!"
cost = 4000
contains = list(/obj/item/stack/sheet/plasteel/twenty)
/datum/supply_pack/materials/plastic50
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "50 Plastic Sheets"
desc = "Build a limitless amount of toys with fifty plastic sheets!"
cost = 200 // double their export
contains = list(/obj/item/stack/sheet/plastic/twenty)
/datum/supply_pack/materials/sandstone30
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "30 Sandstone Blocks"
desc = "Neither sandy nor stoney, these thirty blocks will still get the job done."
cost = 150 // five times their export
contains = list(/obj/item/stack/sheet/mineral/sandstone/thirty)
/datum/supply_pack/materials/wood20
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "20 Wood Planks"
desc = "Turn cargo's boring metal groundwork into beautiful panelled flooring and much more with twenty wooden planks!"
cost = 400 // 6-7 planks shy from having equal import/export prices
contains = list(/obj/item/stack/sheet/mineral/wood/twenty)
/datum/supply_pack/materials/rcdammo
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "Large RCD ammo Single-Pack"
desc = "A single large compressed RCD matter pack, to help with any holes or projects people might be working on."
cost = 600
+1 -1
View File
@@ -370,7 +370,7 @@
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/misc/carpet
goody = PACK_GOODY_PUBLIC
crate_type = /obj/structure/closet/secure_closet/goodies
name = "Classic Carpet Single-Pack"
desc = "Plasteel floor tiles getting on your nerves? This 50 units stack of extra soft carpet will tie any room together."
cost = 200
+8 -10
View File
@@ -80,15 +80,15 @@
/datum/supply_pack/security/russianclothing
name = "Russian Surplus Clothing"
desc = "An old russian crate full of surplus armor that they used to use! Has two sets of bulletproff armor, a few union suits and some warm hats!"
desc = "An old russian crate full of surplus armor that they used to use! Has two sets of bulletproof armor, a few union suits and some warm hats!"
contraband = TRUE
cost = 5750 // Its basicly sec suits, good boots/gloves
contains = list(/obj/item/clothing/suit/armor/navyblue/russian,
/obj/item/clothing/suit/armor/navyblue/russian,
contains = list(/obj/item/clothing/under/syndicate/rus_army,
/obj/item/clothing/under/syndicate/rus_army,
/obj/item/clothing/shoes/combat,
/obj/item/clothing/shoes/combat,
/obj/item/clothing/head/ushanka,
/obj/item/clothing/head/ushanka,
/obj/item/clothing/head/helmet/rus_helmet,
/obj/item/clothing/head/helmet/rus_helmet,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/head/helmet/alt,
@@ -98,23 +98,21 @@
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas)
crate_name = "surplus russian clothing"
crate_type = /obj/structure/closet/crate/internals
/datum/supply_pack/security/russian_partisan
name = "Russian Partisan Gear"
desc = "An old russian partisan equipment crate, comes with a full russian outfit, a loaded surplus rifle and a second magazine."
contraband = TRUE
access = FALSE
cost = 6500
contains = list(/obj/item/clothing/suit/armor/navyblue/russian,
/obj/item/clothing/shoes/combat,
/obj/item/clothing/head/ushanka,
/obj/item/clothing/head/helmet/rus_helmet,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/head/helmet/alt,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/under/syndicate/rus_army,
/obj/item/clothing/mask/gas)
crate_name = "surplus russian gear"
crate_type = /obj/structure/closet/crate/internals
/datum/supply_pack/security/russian_partisan/fill(obj/structure/closet/crate/C)
..()
@@ -241,7 +239,7 @@
access = FALSE
access_any = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
contains = list(/obj/item/ammo_box/c38/dumdum)
crate_name = ".38 match crate"
crate_name = ".38 dumdum crate"
/datum/supply_pack/security/match
name = ".38 Match Grade Speedloader"
+2
View File
@@ -227,6 +227,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/persistent_scars = TRUE
///If we want to broadcast deadchat connect/disconnect messages
var/broadcast_login_logout = TRUE
///What outfit typepaths we've favorited in the SelectEquipment menu
var/list/favorite_outfits = list()
/// We have 5 slots for persistent scars, if enabled we pick a random one to load (empty by default) and scars at the end of the shift if we survived as our original person
var/list/scars_list = list("1" = "", "2" = "", "3" = "", "4" = "", "5" = "")
/// Which of the 5 persistent scar slots we randomly roll to load for this round, if enabled. Actually rolled in [/datum/preferences/proc/load_character(slot)]
@@ -385,6 +385,15 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["auto_ooc"] >> auto_ooc
S["no_tetris_storage"] >> no_tetris_storage
//favorite outfits
S["favorite_outfits"] >> favorite_outfits
var/list/parsed_favs = list()
for(var/typetext in favorite_outfits)
var/datum/outfit/path = text2path(typetext)
if(ispath(path)) //whatever typepath fails this check probably doesn't exist anymore
parsed_favs += path
favorite_outfits = uniqueList(parsed_favs)
//try to fix any outdated data if necessary
if(needs_update >= 0)
@@ -434,6 +443,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
no_tetris_storage = sanitize_integer(no_tetris_storage, 0, 1, initial(no_tetris_storage))
key_bindings = sanitize_islist(key_bindings, list())
modless_key_bindings = sanitize_islist(modless_key_bindings, list())
favorite_outfits = SANITIZE_LIST(favorite_outfits)
verify_keybindings_valid() // one of these days this will runtime and you'll be glad that i put it in a different proc so no one gets their saves wiped
@@ -535,6 +545,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["pda_skin"], pda_skin)
WRITE_FILE(S["key_bindings"], key_bindings)
WRITE_FILE(S["modless_key_bindings"], modless_key_bindings)
WRITE_FILE(S["favorite_outfits"], favorite_outfits)
//citadel code
WRITE_FILE(S["screenshake"], screenshake)
+4
View File
@@ -3,6 +3,10 @@
set desc = "Authorizes your account in the panic bunker of any servers connected to this function."
set category = "OOC"
if(prefs.db_flags & DB_FLAG_AGE_CONFIRMATION_INCOMPLETE)
to_chat(src, "<span class='danger'>You are not age verified.</span>")
return
if(autobunker_last_try + 5 SECONDS > world.time)
to_chat(src, "<span class='danger'>Function on cooldown, try again in 5 seconds.</span>")
return
+1 -2
View File
@@ -83,8 +83,7 @@
standard_outfit_options = list()
for(var/path in subtypesof(/datum/outfit/job))
var/datum/outfit/O = path
if(initial(O.can_be_admin_equipped))
standard_outfit_options[initial(O.name)] = path
standard_outfit_options[initial(O.name)] = path
sortTim(standard_outfit_options, /proc/cmp_text_asc)
outfit_options = standard_outfit_options
@@ -358,6 +358,12 @@
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/fakeblindfold
name = "thin blindfold"
desc = "Covers the eyes, but not thick enough to obscure vision. Mostly for aesthetic."
icon_state = "blindfoldwhite"
item_state = "blindfoldwhite"
/obj/item/clothing/glasses/sunglasses/blindfold/white
name = "blind personnel blindfold"
desc = "Indicates that the wearer suffers from blindness."
@@ -278,6 +278,19 @@
visible_message("[src] finishes cooking!")
new /obj/item/reagent_containers/food/snacks/meat/steak/goliath(loc)
qdel(src)
/obj/item/reagent_containers/food/snacks/meat/slab/dragon
name = "ash drake meat"
desc = "Meat from an ash drake. It's probably not a good idea to eat this raw."
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/toxin = 5, /datum/reagent/consumable/cooking_oil = 3)
icon_state = "goliathmeat"
tastes = list("meat" = 1)
foodtype = RAW | MEAT | TOXIC
/obj/item/reagent_containers/food/snacks/meat/slab/dragon/burn()
visible_message("[src] finishes cooking!")
new /obj/item/reagent_containers/food/snacks/meat/steak/dragon(loc)
qdel(src)
/obj/item/reagent_containers/food/snacks/meat/slab/meatwheat
name = "meatwheat clump"
@@ -395,6 +408,16 @@
trash = null
tastes = list("meat" = 1, "rock" = 1)
foodtype = MEAT
/obj/item/reagent_containers/food/snacks/meat/steak/dragon
name = "dragon steak"
desc = "Spicy."
resistance_flags = LAVA_PROOF | FIRE_PROOF
icon_state = "goliathsteak"
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/capsaicin = 3)
trash = null
tastes = list("meat" = 1, "fire" = 1)
foodtype = MEAT
/obj/item/reagent_containers/food/snacks/meat/steak/gondola
name = "gondola steak"
@@ -36,7 +36,7 @@
desc = "It's watching you suspiciously."
/obj/structure/closet/crate/necropolis/tendril/magic/PopulateContents()
var/loot = rand(1,9)
var/loot = rand(1,10)
switch(loot)
if(1)
new /obj/item/soulstone/anybody(src)
@@ -57,6 +57,8 @@
new /obj/item/immortality_talisman(src)
if(9)
new /obj/item/gun/magic/wand/book/healing(src)
if(10)
new /obj/item/guardiancreator(src)
/obj/structure/closet/crate/necropolis/tendril/weapon_armor/PopulateContents()
var/loot = rand(1,11)
@@ -128,7 +130,7 @@
new /obj/item/disk/design_disk/modkit_disc/rapid_repeater(src)
/obj/structure/closet/crate/necropolis/tendril/all/PopulateContents()
var/loot = rand(1,28)
var/loot = rand(1,29)
switch(loot)
if(1)
new /obj/item/shared_storage/red(src)
@@ -192,6 +194,8 @@
new /obj/item/immortality_talisman(src)
if(28)
new /obj/item/gun/magic/wand/book/healing(src)
if(29)
new /obj/item/guardiancreator(src)
//KA modkit design discs
/obj/item/disk/design_disk/modkit_disc
@@ -1105,14 +1109,12 @@
/obj/structure/closet/crate/necropolis/bubblegum/PopulateContents()
new /obj/item/clothing/suit/space/hostile_environment(src)
new /obj/item/clothing/head/helmet/space/hostile_environment(src)
var/loot = rand(1,3)
var/loot = rand(1,2)
switch(loot)
if(1)
new /obj/item/mayhem(src)
if(2)
new /obj/item/book/granter/spell/asura(src)
if(3)
new /obj/item/guardiancreator(src)
/obj/structure/closet/crate/necropolis/bubblegum/crusher
name = "bloody bubblegum chest"
@@ -297,6 +297,11 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "posibrain-ipc"
/obj/item/organ/brain/slime
name = "slime nucleus"
desc = "A slimey membranous mass from a slimeperson."
icon_state = "brain-s"
////////////////////////////////////TRAUMAS////////////////////////////////////////
@@ -1,7 +1,7 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMAGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
return 0
+44 -4
View File
@@ -24,7 +24,12 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/proc/wipe_state()
delete_equipment()
icon_render_key = null
cut_overlays()
cut_overlays(TRUE)
/mob/living/carbon/human/dummy/setup_human_dna()
create_dna(src)
randomize_human(src)
dna.initialize_dna(skip_index = TRUE) //Skip stuff that requires full round init.
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
@@ -42,13 +47,48 @@ GLOBAL_LIST_EMPTY(dummy_mob_list)
D = new
GLOB.human_dummy_list[slotkey] = D
GLOB.dummy_mob_list += D
else
D.regenerate_icons() //they were cut in wipe_state()
D.in_use = TRUE
return D
/proc/unset_busy_human_dummy(slotnumber)
if(!slotnumber)
/proc/generate_dummy_lookalike(slotkey, mob/target)
if(!istype(target))
return generate_or_wait_for_human_dummy(slotkey)
var/mob/living/carbon/human/dummy/copycat = generate_or_wait_for_human_dummy(slotkey)
if(iscarbon(target))
var/mob/living/carbon/carbon_target = target
carbon_target.dna.transfer_identity(copycat, transfer_SE = TRUE)
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
human_target.copy_clothing_prefs(copycat)
copycat.updateappearance(icon_update=TRUE, mutcolor_update=TRUE, mutations_overlay_update=TRUE)
else
//even if target isn't a carbon, if they have a client we can make the
//dummy look like what their human would look like based on their prefs
target?.client?.prefs?.copy_to(copycat, icon_updates=TRUE, roundstart_checks=FALSE)
return copycat
/proc/unset_busy_human_dummy(slotkey)
if(!slotkey)
return
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotkey]
if(istype(D))
D.wipe_state()
D.in_use = FALSE
/proc/clear_human_dummy(slotkey)
if(!slotkey)
return
var/mob/living/carbon/human/dummy/dummy = GLOB.human_dummy_list[slotkey]
GLOB.human_dummy_list -= slotkey
if(istype(dummy))
GLOB.dummy_mob_list -= dummy
qdel(dummy)
@@ -14,10 +14,7 @@
//initialize limbs first
create_bodyparts()
//initialize dna. for spawned humans; overwritten by other code
create_dna(src)
randomize_human(src)
dna.initialize_dna()
setup_human_dna()
if(dna.species)
set_species(dna.species.type)
@@ -36,6 +33,11 @@
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /atom.proc/clean_blood)
GLOB.human_list += src
/mob/living/carbon/human/proc/setup_human_dna()
//initialize dna. for spawned humans; overwritten by other code
create_dna(src)
randomize_human(src)
dna.initialize_dna()
/mob/living/carbon/human/ComponentInitialize()
. = ..()
@@ -176,3 +176,9 @@
/mob/living/carbon/human/get_biological_state()
return dna.species.get_biological_state()
///copies over clothing preferences like underwear to another human
/mob/living/carbon/human/proc/copy_clothing_prefs(mob/living/carbon/human/destination)
destination.underwear = underwear
destination.undershirt = undershirt
destination.socks = socks
@@ -1620,8 +1620,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
user, "<span class='danger'>You [atk_verb]ed [target]!</span>")
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
target.set_last_attacker(user)
user.dna.species.spec_unarmedattacked(user, target)
if(user.limb_destroyer)
@@ -2039,8 +2038,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
user, "<span class='danger'>You shove [target.name]!</span>")
target.Stagger(SHOVE_STAGGER_DURATION)
var/obj/item/target_held_item = target.get_active_held_item()
if(!is_type_in_typecache(target_held_item, GLOB.shove_disarming_types))
target_held_item = null
if(!target.has_status_effect(STATUS_EFFECT_OFF_BALANCE))
if(target_held_item)
if(!HAS_TRAIT(target_held_item, TRAIT_NODROP))
@@ -2058,7 +2055,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
log_combat(user, target, "shoved", append_message)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMAGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
if(!forced && hit_percent <= 0)
@@ -7,6 +7,9 @@
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutantstomach = /obj/item/organ/stomach/slime
mutantliver = /obj/item/organ/liver/slime
mutant_brain = /obj/item/organ/brain/slime
mutant_bodyparts = list("mcolor" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None", "legs" = "Plantigrade")
inherent_traits = list(TRAIT_TOXINLOVER)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
@@ -22,18 +25,12 @@
heatmod = 0.5 // = 1/4x heat damage
burnmod = 0.5 // = 1/2x generic burn damage
species_language_holder = /datum/language_holder/jelly
mutant_brain = /obj/item/organ/brain/jelly
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_category = SPECIES_CATEGORY_JELLY
ass_image = 'icons/ass/assslime.png'
/obj/item/organ/brain/jelly
name = "slime nucleus"
desc = "A slimey membranous mass from a slime person"
icon_state = "brain-slime"
/datum/species/jelly/on_species_loss(mob/living/carbon/C)
C.faction -= "slime"
if(ishuman(C))
+1 -1
View File
@@ -2,7 +2,7 @@
/**
* Applies damage to this mob
*
* Sends [COMSIG_MOB_APPLY_DAMGE]
* Sends [COMSIG_MOB_APPLY_DAMAGE]
*
* Arguuments:
* * damage - amount of damage
+2
View File
@@ -55,6 +55,8 @@
/mob/living/death(gibbed)
SEND_SIGNAL(src, COMSIG_LIVING_PREDEATH, gibbed)
stat = DEAD
unset_machine()
timeofdeath = world.time
+7 -1
View File
@@ -274,7 +274,7 @@
/mob/living/on_attack_hand(mob/user, act_intent = user.a_intent, attackchain_flags)
..() //Ignoring parent return value here.
SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user)
SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user, act_intent)
if((user != src) && act_intent != INTENT_HELP && (mob_run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE | ((attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE), null, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS))
log_combat(user, src, "attempted to touch")
visible_message("<span class='warning'>[user] attempted to touch [src]!</span>",
@@ -561,3 +561,9 @@
/mob/living/proc/getFireLoss_nonProsthetic()
return getFireLoss()
/mob/living/proc/set_last_attacker(mob/attacker)
lastattacker = attacker.real_name
lastattackerckey = attacker.ckey
SEND_SIGNAL(src, COMSIG_LIVING_ATTACKER_SET, attacker)
SEND_SIGNAL(attacker, COMSIG_LIVING_SET_AS_ATTACKER, src)
@@ -1,5 +1,3 @@
#define MEDAL_PREFIX "Bubblegum"
/*
BUBBLEGUM
@@ -7,24 +5,25 @@ BUBBLEGUM
Bubblegum spawns randomly wherever a lavaland creature is able to spawn. It is the most powerful slaughter demon in existence.
Bubblegum's footsteps are heralded by shaking booms, proving its tremendous size.
It acts as a melee creature, chasing down and attacking its target while also using different attacks to augment its power that increase as it takes damage.
It acts as a melee creature, chasing down and attacking its target while also using different attacks to augment its power
It often charges, dealing massive damage to anything unfortunate enough to be standing where it's aiming.
Whenever it isn't chasing something down, it will sink into nearby blood pools (if possible) and springs out of the closest one to its target.
To make this possible, it sprays streams of blood at random.
From these blood pools Bubblegum may summon slaughterlings - weak, low-damage minions designed to impede the target's progress.
It leaves blood trails behind wherever it goes, its clones do as well.
It tries to strike at its target through any bloodpools under them; if it fails to do that.
If it does warp it will enter an enraged state, becoming immune to all projectiles, becoming much faster, and dealing damage and knockback to anything that gets in the cloud around it.
It may summon clones charging from all sides, one of these charges being bubblegum himself.
It can charge at its target, and also heavily damaging anything directly hit in the charge.
If at half health it will start to charge from all sides with clones.
When Bubblegum dies, it leaves behind a H.E.C.K. suit+helmet as well as a chest that can contain three things:
1. A spellblade that can slice off limbs at range
2. A bottle that, when activated, drives everyone nearby into a frenzy
3. A super double-barrel shotgun that shoots both shells at the same time.
When Bubblegum dies, it leaves behind a H.E.C.K. mining suit as well as a chest that can contain three things:
1. A bottle that, when activated, drives everyone nearby into a frenzy
2. A scroll that teaches the reader a martial art that sacrifices health for raw demonic power with their bare hands.
Difficulty: Hard
*/
/mob/living/simple_animal/hostile/megafauna/bubblegum
name = "bubblegum"
name = "Bubblegum"
desc = "In what passes for a hierarchy among slaughter demons, this one is king."
health = 2500
maxHealth = 2500
@@ -42,15 +41,20 @@ Difficulty: Hard
melee_damage_lower = 40
melee_damage_upper = 40
speed = 1
move_to_delay = 10
ranged_cooldown_time = 10
move_to_delay = 5
retreat_distance = 5
minimum_distance = 5
rapid_melee = 8 // every 1/4 second
melee_queue_distance = 20 // as far as possible really, need this because of blood warp
ranged = 1
pixel_x = -32
gender = MALE
del_on_death = 1
crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
blood_volume = BLOOD_VOLUME_MAXIMUM //BLEED FOR ME
var/charging = 0
var/enrage_till = null
achievement_type = /datum/award/achievement/boss/bubblegum_kill
crusher_achievement_type = /datum/award/achievement/boss/bubblegum_crusher
@@ -67,36 +71,60 @@ Difficulty: Hard
desc = "You're not quite sure how a signal can be bloody."
invisibility = 100
/mob/living/simple_animal/hostile/megafauna/bubblegum/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
move_to_delay = clamp(round((health/maxHealth) * 10), 3, 10)
/mob/living/simple_animal/hostile/megafauna/bubblegum/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE, only_robotic = FALSE, only_organic = TRUE)
. = ..()
if(. > 0 && prob(25))
var/obj/effect/decal/cleanable/blood/gibs/bubblegum/B = new /obj/effect/decal/cleanable/blood/gibs/bubblegum(loc)
if(prob(40))
step(B, pick(GLOB.cardinals))
else
B.setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/blood/gibs/bubblegum
name = "thick blood"
desc = "Thick, splattered blood."
random_icon_states = list("gib3", "gib5", "gib6")
bloodiness = 20
/obj/effect/decal/cleanable/blood/gibs/bubblegum/can_bloodcrawl_in()
return TRUE
/mob/living/simple_animal/hostile/megafauna/bubblegum/OpenFire()
anger_modifier = clamp(((maxHealth - health)/50),0,20)
anger_modifier = clamp(((maxHealth - health)/60),0,20)
if(charging)
return
ranged_cooldown = world.time + ranged_cooldown_time
ranged_cooldown = world.time + 50
if(!try_bloodattack())
blood_warp()
blood_warp()
if(prob(25))
INVOKE_ASYNC(src, .proc/blood_spray)
else if(prob(5+anger_modifier/2))
slaughterlings()
else
if(health > maxHealth/2 && !client)
INVOKE_ASYNC(src, .proc/charge)
if(health > maxHealth * 0.5)
if(prob(50 + anger_modifier))
charge(delay = 6)
charge(delay = 4) // The FitnessGram Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues.
charge(delay = 2)
SetRecoveryTime(15)
else
INVOKE_ASYNC(src, .proc/triple_charge)
hallucination_charge_around(times = 6, delay = 10 - anger_modifier / 5)
SetRecoveryTime(10)
else
if(prob(50 - anger_modifier))
hallucination_charge_around(times = 4, delay = 9)
hallucination_charge_around(times = 4, delay = 8)
hallucination_charge_around(times = 4, delay = 7)
SetRecoveryTime(15)
else
for(var/i = 1 to 5)
INVOKE_ASYNC(src, .proc/hallucination_charge_around, 2, 10, 2, 0)
sleep(5)
SetRecoveryTime(10)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Initialize()
. = ..()
for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_list)
if(B != src)
return INITIALIZE_HINT_QDEL //There can be only one
if(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination))
return
for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_living_list) if(B != src)
return INITIALIZE_HINT_QDEL //There can be only one
var/obj/effect/proc_holder/spell/bloodcrawl/bloodspell = new
AddSpell(bloodspell)
if(istype(loc, /obj/effect/dummy/phased_mob/slaughter))
@@ -109,52 +137,78 @@ Difficulty: Hard
SSshuttle.shuttle_purchase_requirements_met |= "bubblegum"
/mob/living/simple_animal/hostile/megafauna/bubblegum/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(charging)
return
..()
if(!charging)
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/AttackingTarget()
if(charging)
if(!charging)
. = ..()
if(.)
recovery_time = world.time + 20 // can only attack melee once every 2 seconds but rapid_melee gives higher priority
/mob/living/simple_animal/hostile/megafauna/bubblegum/bullet_act(obj/item/projectile/P)
if(is_enraged())
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons while enraged!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 300, 1)
return 0
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/ex_act(severity, target)
if(severity >= EXPLODE_LIGHT)
return
..()
severity = EXPLODE_LIGHT // puny mortals
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination))
return 1
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/Goto(target, delay, minimum_distance)
if(charging)
return
..()
if(!charging)
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/MoveToTarget(list/possible_targets)
if(!charging)
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/Move()
if(!stat)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 200, 1, 2, 1)
if(charging)
new/obj/effect/temp_visual/decoy/fading(loc,src)
new /obj/effect/temp_visual/decoy/fading(loc,src)
DestroySurroundings()
. = ..()
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/Moved()
new /obj/effect/decal/cleanable/blood(src.loc)
if(charging)
DestroySurroundings()
playsound(src, 'sound/effects/meteorimpact.ogg', 200, 1, 2, 1)
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/triple_charge()
charge()
sleep(10)
charge()
sleep(10)
charge()
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge()
var/turf/T = get_turf(target)
if(!T || T == loc)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge(atom/chargeat = target, delay = 3, chargepast = 2)
if(!chargeat)
return
new /obj/effect/temp_visual/dragon_swoop(T)
var/chargeturf = get_turf(chargeat)
if(!chargeturf)
return
var/dir = get_dir(src, chargeturf)
var/turf/T = get_ranged_target_turf(chargeturf, dir, chargepast)
if(!T)
return
new /obj/effect/temp_visual/dragon_swoop/bubblegum(T)
charging = 1
DestroySurroundings()
walk(src, 0)
setDir(get_dir(src, T))
setDir(dir)
var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc,src)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 5)
sleep(5)
throw_at(T, get_dist(src, T), 1, src, 0)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 3)
sleep(delay)
var/movespeed = 0.7
walk_towards(src, T, movespeed)
sleep(get_dist(src, T) * movespeed)
walk(src, 0) // cancel the movement
try_bloodattack()
charging = 0
Goto(target, move_to_delay, minimum_distance)
/**
* Attack by override for bubblegum
@@ -176,36 +230,147 @@ Difficulty: Hard
if(isturf(A) || isobj(A) && A.density)
A.ex_act(EXPLODE_HEAVY)
DestroySurroundings()
if(isliving(A))
var/mob/living/L = A
L.visible_message("<span class='danger'>[src] slams into [L]!</span>", "<span class='userdanger'>[src] tramples you into the ground!</span>")
src.forceMove(get_turf(L))
L.apply_damage(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination) ? 15 : 30, BRUTE)
playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, 1)
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!charging)
return ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/get_mobs_on_blood()
var/list/targets = ListTargets()
. = list()
for(var/mob/living/L in targets)
var/list/bloodpool = get_pools(get_turf(L), 0)
if(bloodpool.len && (!faction_check_mob(L) || L.stat == DEAD))
. += L
else if(isliving(hit_atom))
var/mob/living/L = hit_atom
L.visible_message("<span class='danger'>[src] slams into [L]!</span>", "<span class='userdanger'>[src] slams into you!</span>")
L.apply_damage(40, BRUTE)
playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, 1)
shake_camera(L, 4, 3)
shake_camera(src, 2, 3)
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src)))
L.throw_at(throwtarget, 3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/try_bloodattack()
var/list/targets = get_mobs_on_blood()
if(targets.len)
INVOKE_ASYNC(src, .proc/bloodattack, targets, prob(50))
return TRUE
return FALSE
charging = 0
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodattack(list/targets, handedness)
var/mob/living/target_one = pick_n_take(targets)
var/turf/target_one_turf = get_turf(target_one)
var/mob/living/target_two
if(targets.len)
target_two = pick_n_take(targets)
var/turf/target_two_turf = get_turf(target_two)
if(target_two.stat != CONSCIOUS || prob(10))
bloodgrab(target_two_turf, handedness)
else
bloodsmack(target_two_turf, handedness)
if(target_one)
var/list/pools = get_pools(get_turf(target_one), 0)
if(pools.len)
target_one_turf = get_turf(target_one)
if(target_one_turf)
if(target_one.stat != CONSCIOUS || prob(10))
bloodgrab(target_one_turf, !handedness)
else
bloodsmack(target_one_turf, !handedness)
if(!target_two && target_one)
var/list/poolstwo = get_pools(get_turf(target_one), 0)
if(poolstwo.len)
target_one_turf = get_turf(target_one)
if(target_one_turf)
if(target_one.stat != CONSCIOUS || prob(10))
bloodgrab(target_one_turf, handedness)
else
bloodsmack(target_one_turf, handedness)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodsmack(turf/T, handedness)
if(handedness)
new /obj/effect/temp_visual/bubblegum_hands/rightsmack(T)
else
new /obj/effect/temp_visual/bubblegum_hands/leftsmack(T)
sleep(4)
for(var/mob/living/L in T)
if(!faction_check_mob(L))
to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
playsound(T, attack_sound, 100, 1, -1)
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
sleep(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
if(handedness)
new /obj/effect/temp_visual/bubblegum_hands/rightpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/rightthumb(T)
else
new /obj/effect/temp_visual/bubblegum_hands/leftpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/leftthumb(T)
sleep(6)
for(var/mob/living/L in T)
if(!faction_check_mob(L))
if(L.stat != CONSCIOUS)
to_chat(L, "<span class='userdanger'>[src] drags you through the blood!</span>")
playsound(T, 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/turf/targetturf = get_step(src, dir)
L.forceMove(targetturf)
playsound(targetturf, 'sound/magic/exit_blood.ogg', 100, 1, -1)
addtimer(CALLBACK(src, .proc/devour, L), 2)
sleep(1)
/obj/effect/temp_visual/dragon_swoop/bubblegum
duration = 10
/obj/effect/temp_visual/bubblegum_hands
icon = 'icons/effects/bubblegum.dmi'
duration = 9
/obj/effect/temp_visual/bubblegum_hands/rightthumb
icon_state = "rightthumbgrab"
/obj/effect/temp_visual/bubblegum_hands/leftthumb
icon_state = "leftthumbgrab"
/obj/effect/temp_visual/bubblegum_hands/rightpaw
icon_state = "rightpawgrab"
layer = BELOW_MOB_LAYER
/obj/effect/temp_visual/bubblegum_hands/leftpaw
icon_state = "leftpawgrab"
layer = BELOW_MOB_LAYER
/obj/effect/temp_visual/bubblegum_hands/rightsmack
icon_state = "rightsmack"
/obj/effect/temp_visual/bubblegum_hands/leftsmack
icon_state = "leftsmack"
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_warp()
if(Adjacent(target) || (enrage_till + 30 > world.time))
return FALSE
var/list/can_jaunt = get_pools(get_turf(src), 1)
if(!can_jaunt.len)
return FALSE
var/list/pools = get_pools(get_turf(target), 2)
var/list/pools_to_remove = get_pools(get_turf(target), 1)
pools -= pools_to_remove
if(!pools.len)
return FALSE
var/obj/effect/temp_visual/decoy/DA = new /obj/effect/temp_visual/decoy(loc,src)
DA.color = "#FF0000"
var/oldtransform = DA.transform
DA.transform = matrix()*2
animate(DA, alpha = 255, color = initial(DA.color), transform = oldtransform, time = 3)
sleep(3)
qdel(DA)
var/obj/effect/decal/cleanable/blood/found_bloodpool
var/list/pools = list()
var/can_jaunt = FALSE
for(var/obj/effect/decal/cleanable/blood/nearby in view(src,2))
can_jaunt = TRUE
break
if(!can_jaunt)
return
for(var/obj/effect/decal/cleanable/blood/nearby in view(get_turf(target),2))
pools += nearby
pools = get_pools(get_turf(target), 2)
pools_to_remove = get_pools(get_turf(target), 1)
pools -= pools_to_remove
if(pools.len)
shuffle_inplace(pools)
found_bloodpool = pick(pools)
@@ -215,48 +380,110 @@ Difficulty: Hard
forceMove(get_turf(found_bloodpool))
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
visible_message("<span class='danger'>And springs back out!</span>")
blood_enrage()
return TRUE
return FALSE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_enrage(var/boost_time = 30)
enrage_till = world.time + boost_time
retreat_distance = null
minimum_distance = 1
change_move_delay(3.75)
var/newcolor = rgb(149, 10, 10)
add_atom_colour(newcolor, TEMPORARY_COLOUR_PRIORITY)
var/datum/callback/cb = CALLBACK(src, .proc/blood_enrage_end)
addtimer(cb, boost_time)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_spray()
visible_message("<span class='danger'>[src] sprays a stream of gore!</span>")
var/turf/E = get_edge_target_turf(src, src.dir)
var/range = 10
var/turf/previousturf = get_turf(src)
for(var/turf/J in getline(src,E))
if(!range)
break
new /obj/effect/temp_visual/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
if(!previousturf.CanAtmosPass(J))
break
playsound(J,'sound/effects/splat.ogg', 100, 1, -1)
new /obj/effect/decal/cleanable/blood(J)
range--
previousturf = J
sleep(1)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_enrage_end(var/newcolor = rgb(149, 10, 10))
retreat_distance = initial(retreat_distance)
minimum_distance = initial(minimum_distance)
change_move_delay()
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, newcolor)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/slaughterlings()
visible_message("<span class='danger'>[src] summons a shoal of slaughterlings!</span>")
for(var/obj/effect/decal/cleanable/blood/H in range(src, 10))
if(prob(25))
new /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter(H.loc)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/is_enraged()
return (enrage_till > world.time)
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter
name = "slaughterling"
desc = "Though not yet strong enough to create a true physical form, it's nonetheless determined to murder you."
icon_state = "bloodbrood"
icon_living = "bloodbrood"
icon_aggro = "bloodbrood"
attack_verb_continuous = "pierces"
attack_verb_simple = "pierce"
color = "#C80000"
density = FALSE
faction = list("mining", "boss")
weather_immunities = list("lava","ash")
has_field_of_vision = FALSE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/change_move_delay(var/newmove = initial(move_to_delay))
move_to_delay = newmove
handle_automated_action() // need to recheck movement otherwise move_to_delay won't update until the next checking aka will be wrong speed for a bit
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum))
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/get_pools(turf/T, range)
. = list()
for(var/obj/effect/decal/cleanable/nearby in view(T, range))
if(nearby.can_bloodcrawl_in())
. += nearby
/obj/effect/decal/cleanable/blood/bubblegum
bloodiness = 0
/obj/effect/decal/cleanable/blood/bubblegum/can_bloodcrawl_in()
return TRUE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/hallucination_charge_around(var/times = 4, var/delay = 6, var/chargepast = 0, var/useoriginal = 1)
var/startingangle = rand(1, 360)
if(!target)
return
var/turf/chargeat = get_turf(target)
var/srcplaced = 0
for(var/i = 1 to times)
var/ang = (startingangle + 360/times * i)
if(!chargeat)
return
var/turf/place = locate(chargeat.x + cos(ang) * times, chargeat.y + sin(ang) * times, chargeat.z)
if(!place)
continue
if(!srcplaced && useoriginal)
forceMove(place)
srcplaced = 1
continue
var/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/B = new /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination(src.loc)
B.forceMove(place)
INVOKE_ASYNC(B, .proc/charge, chargeat, delay, chargepast)
if(useoriginal)
charge(chargeat, delay, chargepast)
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination
name = "Bubblegum's hallucination"
desc = "Is that really just a hallucination?"
health = 1
maxHealth = 1
alpha = 127.5
crusher_loot = null
loot = null
deathmessage = "Explodes into a pool of blood!"
deathsound = 'sound/effects/splat.ogg'
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/Initialize()
..()
toggle_ai(AI_OFF)
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/charge(atom/chargeat = target, delay = 3, chargepast = 2)
..()
qdel(src)
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/Destroy()
new /obj/effect/decal/cleanable/blood(get_turf(src))
. = ..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum)) // hallucinations should not be stopping bubblegum or eachother
return 1
return 0
return ..()
#undef MEDAL_PREFIX
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/Life()
return
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE, only_robotic = FALSE, only_organic = TRUE)
return
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/OpenFire()
return
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/AttackingTarget()
return
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/try_bloodattack()
return
/mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination/grant_achievement(medaltype,scoretype)
return
@@ -60,10 +60,10 @@ Difficulty: Medium
pixel_x = -16
crusher_loot = list(/obj/structure/closet/crate/necropolis/dragon/crusher)
loot = list(/obj/structure/closet/crate/necropolis/dragon)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/bone = 30)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/bone = 30, /obj/item/reagent_containers/food/snacks/meat/slab/dragon = 5)
guaranteed_butcher_results = list(/obj/item/stack/sheet/animalhide/ashdrake = 10)
var/swooping = NONE
var/swoop_cooldown = 0
var/player_cooldown = 0
achievement_type = /datum/award/achievement/boss/drake_kill
crusher_achievement_type = /datum/award/achievement/boss/drake_crusher
score_achievement_type = /datum/award/score/drake_score
@@ -116,66 +116,167 @@ Difficulty: Medium
ranged_cooldown = world.time + ranged_cooldown_time
if(prob(15 + anger_modifier) && !client)
if(health < maxHealth/2)
INVOKE_ASYNC(src, .proc/swoop_attack, TRUE, null, 50)
if(health < maxHealth*0.5)
swoop_attack(lava_arena = TRUE)
else
fire_rain()
lava_swoop()
else if(prob(10+anger_modifier) && !client)
if(health > maxHealth/2)
INVOKE_ASYNC(src, .proc/swoop_attack)
if(health < maxHealth*0.5)
mass_fire()
else
INVOKE_ASYNC(src, .proc/triple_swoop)
fire_cone()
else
fire_walls()
if(prob(50) && !client)
INVOKE_ASYNC(src, .proc/lava_pools, 10, 2)
fire_cone()
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_rain()
/mob/living/simple_animal/hostile/megafauna/dragon/proc/lava_pools(var/amount, var/delay = 0.8)
if(!target)
return
target.visible_message("<span class='boldwarning'>Fire rains from the sky!</span>")
for(var/turf/turf in range(9,get_turf(target)))
if(prob(11))
new /obj/effect/temp_visual/target(turf)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_walls()
playsound(get_turf(src),'sound/magic/fireball.ogg', 200, 1)
for(var/d in GLOB.cardinals)
INVOKE_ASYNC(src, .proc/fire_wall, d)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_wall(dir)
var/list/hit_things = list(src)
var/turf/E = get_edge_target_turf(src, dir)
var/range = 10
var/turf/previousturf = get_turf(src)
for(var/turf/J in getline(src,E))
if(!range || (J != previousturf && (!previousturf.atmos_adjacent_turfs || !previousturf.atmos_adjacent_turfs[J])))
target.visible_message("<span class='boldwarning'>Lava starts to pool up around you!</span>")
while(amount > 0)
if(!target)
break
range--
new /obj/effect/hotspot(J)
J.hotspot_expose(DRAKE_FIRE_TEMP, DRAKE_FIRE_EXPOSURE, 1)
for(var/mob/living/L in J.contents - hit_things)
if(istype(L, /mob/living/simple_animal/hostile/megafauna/dragon))
var/turf/T = pick(RANGE_TURFS(1, target))
new /obj/effect/temp_visual/lava_warning(T, 60) // longer reset time for the lava
amount--
sleep(delay)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/lava_swoop(var/amount = 30)
INVOKE_ASYNC(src, .proc/lava_pools, amount)
swoop_attack(FALSE, target, 1000) // longer cooldown until it gets reset below
fire_cone()
if(health < maxHealth*0.5)
sleep(10)
fire_cone()
sleep(10)
fire_cone()
SetRecoveryTime(40)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/mass_fire(var/spiral_count = 12, var/range = 15, var/times = 3)
for(var/i = 1 to times)
SetRecoveryTime(50)
playsound(get_turf(src),'sound/magic/fireball.ogg', 200, 1)
var/increment = 360 / spiral_count
for(var/j = 1 to spiral_count)
var/list/turfs = line_target(j * increment + i * increment / 2, range, src)
INVOKE_ASYNC(src, .proc/fire_line, turfs)
sleep(25)
SetRecoveryTime(30)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/lava_arena()
if(!target)
return
target.visible_message("<span class='boldwarning'>[src] encases you in an arena of fire!</span>")
var/amount = 3
var/turf/center = get_turf(target)
var/list/walled = RANGE_TURFS(3, center) - RANGE_TURFS(2, center)
var/list/drakewalls = list()
for(var/turf/T in walled)
drakewalls += new /obj/effect/temp_visual/drakewall(T) // no people with lava immunity can just run away from the attack for free
var/list/indestructible_turfs = list()
for(var/turf/T in RANGE_TURFS(2, center))
if(istype(T, /turf/open/indestructible))
continue
if(!istype(T, /turf/closed/indestructible))
T.ChangeTurf(/turf/open/floor/plating/asteroid/basalt/lava_land_surface)
else
indestructible_turfs += T
sleep(10) // give them a bit of time to realize what attack is actually happening
var/list/turfs = RANGE_TURFS(2, center)
while(amount > 0)
var/list/empty = indestructible_turfs.Copy() // can't place safe turfs on turfs that weren't changed to be open
var/any_attack = 0
for(var/turf/T in turfs)
for(var/mob/living/L in T.contents)
if(L.client)
empty += pick(((RANGE_TURFS(2, L) - RANGE_TURFS(1, L)) & turfs) - empty) // picks a turf within 2 of the creature not outside or in the shield
any_attack = 1
for(var/obj/mecha/M in T.contents)
empty += pick(((RANGE_TURFS(2, M) - RANGE_TURFS(1, M)) & turfs) - empty)
any_attack = 1
if(!any_attack)
for(var/obj/effect/temp_visual/drakewall/D in drakewalls)
qdel(D)
return 0 // nothing to attack in the arena time for enraged attack if we still have a target
for(var/turf/T in turfs)
if(!(T in empty))
new /obj/effect/temp_visual/lava_warning(T)
else if(!istype(T, /turf/closed/indestructible))
new /obj/effect/temp_visual/lava_safe(T)
amount--
sleep(24)
return 1 // attack finished completely
/mob/living/simple_animal/hostile/megafauna/dragon/proc/arena_escape_enrage() // you ran somehow / teleported away from my arena attack now i'm mad fucker
SetRecoveryTime(80)
visible_message("<span class='boldwarning'>[src] starts to glow vibrantly as its wounds close up!</span>")
adjustBruteLoss(-250) // yeah you're gonna pay for that, don't run nerd
add_atom_colour(rgb(255, 255, 0), TEMPORARY_COLOUR_PRIORITY)
move_to_delay = move_to_delay / 2
light_range = 10
sleep(10) // run.
mass_fire(20, 15, 3)
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY)
move_to_delay = initial(move_to_delay)
light_range = initial(light_range)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_cone(var/atom/at = target)
playsound(get_turf(src),'sound/magic/fireball.ogg', 200, 1)
if(QDELETED(src) || stat == DEAD) // we dead no fire
return
var/range = 15
var/list/turfs = list()
turfs = line_target(-40, range, at)
INVOKE_ASYNC(src, .proc/fire_line, turfs)
turfs = line_target(0, range, at)
INVOKE_ASYNC(src, .proc/fire_line, turfs)
turfs = line_target(40, range, at)
INVOKE_ASYNC(src, .proc/fire_line, turfs)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/line_target(var/offset, var/range, var/atom/at = target)
if(!at)
return
var/angle = ATAN2(at.x - src.x, at.y - src.y) + offset
var/turf/T = get_turf(src)
for(var/i in 1 to range)
var/turf/check = locate(src.x + cos(angle) * i, src.y + sin(angle) * i, src.z)
if(!check)
break
T = check
return (getline(src, T) - get_turf(src))
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_line(var/list/turfs)
var/list/hit_list = list()
for(var/turf/T in turfs)
if(istype(T, /turf/closed))
break
new /obj/effect/hotspot(T)
T.hotspot_expose(700,50,1)
for(var/mob/living/L in T.contents)
if(L in hit_list || L == src)
continue
hit_list += L
L.adjustFireLoss(20)
to_chat(L, "<span class='userdanger'>You're hit by the drake's fire breath!</span>")
hit_things += L
previousturf = J
sleep(1)
to_chat(L, "<span class='userdanger'>You're hit by [src]'s fire breath!</span>")
/mob/living/simple_animal/hostile/megafauna/dragon/proc/triple_swoop()
swoop_attack(swoop_duration = 30)
swoop_attack(swoop_duration = 30)
swoop_attack(swoop_duration = 30)
// deals damage to mechs
for(var/obj/mecha/M in T.contents)
if(M in hit_list)
continue
hit_list += M
M.take_damage(45, BRUTE, "melee", 1)
sleep(1.5)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(fire_rain, atom/movable/manual_target, swoop_duration = 40)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(lava_arena = FALSE, atom/movable/manual_target, var/swoop_cooldown = 30)
if(stat || swooping)
return
if(manual_target)
target = manual_target
if(!target)
return
swoop_cooldown = world.time + 200
stop_automated_movement = TRUE
swooping |= SWOOP_DAMAGEABLE
density = FALSE
@@ -209,32 +310,16 @@ Difficulty: Medium
swooping |= SWOOP_INVULNERABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
sleep(7)
var/list/flame_hit = list()
while(swoop_duration > 0)
if(!target && !FindTarget())
break //we lost our target while chasing it down and couldn't get a new one
if(swoop_duration < 7)
fire_rain = FALSE //stop raining fire near the end of the swoop
if(loc == get_turf(target))
if(!fire_rain)
break //we're not spewing fire at our target, slam they
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
break //target is dead and we're on em, slam they
if(fire_rain)
new /obj/effect/temp_visual/target(loc, flame_hit)
while(target && loc != get_turf(target))
forceMove(get_step(src, get_dir(src, target)))
if(loc == get_turf(target))
if(!fire_rain)
break
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
break
var/swoop_speed = 1.5
swoop_duration -= swoop_speed
sleep(swoop_speed)
sleep(0.5)
// Ash drake flies onto its target and rains fire down upon them
var/descentTime = 10;
var/lava_success = 1
if(lava_arena)
lava_success = lava_arena()
//ensure swoop direction continuity.
if(negative)
@@ -245,8 +330,8 @@ Difficulty: Medium
negative = TRUE
new /obj/effect/temp_visual/dragon_flight/end(loc, negative)
new /obj/effect/temp_visual/dragon_swoop(loc)
animate(src, alpha = 255, transform = oldtransform, time = 5)
sleep(5)
animate(src, alpha = 255, transform = oldtransform, descentTime)
sleep(descentTime)
swooping &= ~SWOOP_INVULNERABLE
mouse_opacity = initial(mouse_opacity)
icon_state = "dragon"
@@ -264,6 +349,8 @@ Difficulty: Medium
var/throwtarget = get_edge_target_turf(src, throw_dir)
L.throw_at(throwtarget, 3)
visible_message("<span class='warning'>[L] is thrown clear of [src]!</span>")
for(var/obj/mecha/M in orange(1, src))
M.take_damage(75, BRUTE, "melee", 1)
for(var/mob/M in range(7, src))
shake_camera(M, 15, 1)
@@ -271,16 +358,20 @@ Difficulty: Medium
density = TRUE
sleep(1)
swooping &= ~SWOOP_DAMAGEABLE
SetRecoveryTime(MEGAFAUNA_DEFAULT_RECOVERY_TIME)
SetRecoveryTime(swoop_cooldown)
if(!lava_success)
arena_escape_enrage()
/mob/living/simple_animal/hostile/megafauna/dragon/AltClickOn(atom/movable/A)
if(!istype(A))
AltClickNoInteract(src, A)
return
if(swoop_cooldown >= world.time)
to_chat(src, "<span class='warning'>You need to wait 20 seconds between swoop attacks!</span>")
if(player_cooldown >= world.time)
to_chat(src, "<span class='warning'>You need to wait [(player_cooldown - world.time) / 10] seconds before swooping again!</span>")
return
swoop_attack(TRUE, A, 25)
swoop_attack(FALSE, A)
lava_pools(10, 2) // less pools but longer delay before spawns
player_cooldown = world.time + 200 // needs seperate cooldown or cant use fire attacks
/obj/item/gps/internal/dragon
icon_state = null
@@ -289,54 +380,63 @@ Difficulty: Medium
invisibility = 100
/obj/effect/temp_visual/fireball
icon = 'icons/obj/wizard.dmi'
icon_state = "fireball"
name = "fireball"
desc = "Get out of the way!"
layer = FLY_LAYER
randomdir = FALSE
duration = 9
pixel_z = DRAKE_SWOOP_HEIGHT
/obj/effect/temp_visual/fireball/Initialize()
. = ..()
animate(src, pixel_z = 0, time = duration)
/obj/effect/temp_visual/target
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
/obj/effect/temp_visual/lava_warning
icon_state = "lavastaff_warn"
layer = BELOW_MOB_LAYER
light_range = 2
duration = 9
duration = 13
/obj/effect/temp_visual/target/ex_act()
/obj/effect/temp_visual/lava_warning/ex_act()
return
/obj/effect/temp_visual/target/Initialize(mapload, list/flame_hit)
/obj/effect/temp_visual/lava_warning/Initialize(mapload, var/reset_time = 10)
. = ..()
INVOKE_ASYNC(src, .proc/fall, flame_hit)
INVOKE_ASYNC(src, .proc/fall, reset_time)
src.alpha = 63.75
animate(src, alpha = 255, time = duration)
/obj/effect/temp_visual/target/proc/fall(list/flame_hit)
/obj/effect/temp_visual/lava_warning/proc/fall(var/reset_time)
var/turf/T = get_turf(src)
playsound(T,'sound/magic/fleshtostone.ogg', 80, 1)
new /obj/effect/temp_visual/fireball(T)
sleep(duration)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled()
playsound(T, "explosion", 80, 1)
new /obj/effect/hotspot(T)
T.hotspot_expose(700, 50, 1)
playsound(T,'sound/magic/fireball.ogg', 200, 1)
for(var/mob/living/L in T.contents)
if(istype(L, /mob/living/simple_animal/hostile/megafauna/dragon))
continue
if(islist(flame_hit) && !flame_hit[L])
L.adjustFireLoss(40)
to_chat(L, "<span class='userdanger'>You're hit by the drake's fire breath!</span>")
flame_hit[L] = TRUE
else
L.adjustFireLoss(10) //if we've already hit them, do way less damage
L.adjustFireLoss(10)
to_chat(L, "<span class='userdanger'>You fall directly into the pool of lava!</span>")
// deals damage to mechs
for(var/obj/mecha/M in T.contents)
M.take_damage(45, BRUTE, "melee", 1)
// changes turf to lava temporarily
if(!istype(T, /turf/closed) && !istype(T, /turf/open/lava))
var/lava_turf = /turf/open/lava/smooth
var/reset_turf = T.type
T.ChangeTurf(lava_turf)
sleep(reset_time)
T.ChangeTurf(reset_turf)
/obj/effect/temp_visual/drakewall
desc = "An ash drakes true flame."
name = "Fire Barrier"
icon = 'icons/effects/fire.dmi'
icon_state = "1"
anchored = TRUE
opacity = 0
density = TRUE
CanAtmosPass = ATMOS_PASS_DENSITY
duration = 82
color = COLOR_DARK_ORANGE
/obj/effect/temp_visual/lava_safe
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "trap-earth"
layer = BELOW_MOB_LAYER
light_range = 2
duration = 13
/obj/effect/temp_visual/dragon_swoop
name = "certain death"
@@ -347,7 +447,7 @@ Difficulty: Medium
pixel_x = -32
pixel_y = -32
color = "#FF0000"
duration = 5
duration = 10
/obj/effect/temp_visual/dragon_flight
icon = 'icons/mob/lavaland/64x64megafauna.dmi'
@@ -376,7 +476,7 @@ Difficulty: Medium
/obj/effect/temp_visual/dragon_flight/end
pixel_x = DRAKE_SWOOP_HEIGHT
pixel_z = DRAKE_SWOOP_HEIGHT
duration = 5
duration = 10
/obj/effect/temp_visual/dragon_flight/end/flight(negative)
if(negative)
@@ -399,6 +499,16 @@ Difficulty: Medium
crusher_loot = list()
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/bone = 30)
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/AltClickOn(atom/movable/A)
if(!istype(A))
return
if(player_cooldown >= world.time)
to_chat(src, "<span class='warning'>You need to wait [(player_cooldown - world.time) / 10] seconds before swooping again!</span>")
return
swoop_attack(FALSE, A)
lava_pools(10, 2) // less pools but longer delay before spawns
player_cooldown = world.time + 200 // needs seperate cooldown or cant use fire attacks
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/transformed //ash drake balanced around player control
name = "transformed ash drake"
desc = "A sentient being transformed into an ash drake"
@@ -64,7 +64,6 @@
friendly_verb_simple = "groom"
mob_size = MOB_SIZE_SMALL
movement_type = FLYING
gold_core_spawnable = FRIENDLY_SPAWN
var/parrot_damage_upper = 10
var/parrot_state = PARROT_WANDER //Hunt for a perch when created
+1 -2
View File
@@ -267,8 +267,7 @@ They *could* go in their appropriate files, but this is supposed to be modular
apply_effect(EFFECT_STUTTER, G.stunforce)
SEND_SIGNAL(src, COMSIG_LIVING_MINOR_SHOCK)
lastattacker = H.real_name
lastattackerckey = H.ckey
set_last_attacker(H)
log_combat(H, src, "stunned")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
@@ -390,7 +390,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
else
speaking = "[i*0.1]..."
radio.talk_into(src, speaking, common_channel)
radio.talk_into(src, speaking, common_channel, list(SPAN_COMMAND)) // IT GOT WORSE, LOUD TIME
sleep(10)
explode()
@@ -715,7 +715,8 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
//Oh shit it's bad, time to freak out
if(damage > emergency_point)
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel)
// it's bad, LETS YELL
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel, list(SPAN_YELL))
lastwarning = REALTIMEOFDAY
if(!has_reached_emergency)
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
@@ -73,3 +73,11 @@
name = ".38 DumDum bullet casing"
desc = "A .38 DumDum bullet casing."
projectile_type = /obj/item/projectile/bullet/c38/dumdum
//.45-70 GOVT (Gunslinger's Derringer)
/obj/item/ammo_casing/g4570
name= ".45-70 Govt bullet casing"
desc = "An exceedingly rare .45-70 Govt bullet casing."
caliber = "45-70g"
projectile_type = /obj/item/projectile/bullet/g4570
@@ -25,7 +25,7 @@
/obj/item/ammo_casing/chemgun
name = "dart synthesiser"
desc = "A high-power spring, linked to an energy-based dart synthesiser."
projectile_type = /obj/item/projectile/bullet/dart
projectile_type = /obj/item/projectile/bullet/dart/piercing
firing_effect_type = null
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
@@ -35,7 +35,7 @@
var/obj/item/gun/chem/CG = loc
if(CG.syringes_left <= 0)
return
CG.reagents.trans_to(BB, 15)
CG.reagents.trans_to(BB, 10)
BB.name = "chemical dart"
CG.syringes_left--
..()
@@ -0,0 +1,30 @@
/obj/item/ammo_box/magazine/internal/derringer
name = "derringer muzzle"
ammo_type = /obj/item/ammo_casing/c38
caliber = "38"
max_ammo = 2
multiload = FALSE
/obj/item/ammo_box/magazine/internal/derringer/ammo_count(countempties = 1)
if (!countempties)
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in stored_ammo)
if(bullet.BB)
boolets++
return boolets
else
return ..()
/obj/item/ammo_box/magazine/internal/derringer/a357
name = "\improper derringer muzzle"
ammo_type = /obj/item/ammo_casing/a357
caliber = "357"
max_ammo = 2
multiload = FALSE
/obj/item/ammo_box/magazine/internal/derringer/g4570
name = "\improper derringer muzzle"
ammo_type = /obj/item/ammo_casing/g4570
caliber = "45-70g"
max_ammo = 2
multiload = FALSE
@@ -407,11 +407,11 @@
fire_sound = 'sound/weapons/rifleshot.ogg'
weapon_weight = WEAPON_HEAVY
mag_type = /obj/item/ammo_box/magazine/m10mm/rifle
fire_delay = 30
fire_delay = 10
burst_size = 1
can_unsuppress = TRUE
can_suppress = TRUE
w_class = WEIGHT_CLASS_HUGE
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
automatic_burst_overlay = FALSE
actions_types = list()
@@ -0,0 +1,74 @@
/obj/item/gun/ballistic/derringer
name = "\improper .38 Derringer"
desc = "A easily concealable derringer. Uses .38 ammo"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "derringer"
mag_type = /obj/item/ammo_box/magazine/internal/derringer
obj_flags = UNIQUE_RENAME
fire_sound = 'sound/weapons/revolvershot.ogg'
casing_ejector = FALSE
w_class = WEIGHT_CLASS_TINY
/obj/item/gun/ballistic/derringer/Initialize()
..()
transform *= 0.8 //Spriter too lazy to make icons smaller than default revolvers, local coder hacks in solution.
/obj/item/gun/ballistic/derringer/get_ammo(countchambered = FALSE, countempties = TRUE)
var/boolets = 0 //legacy var name maturity
if (chambered && countchambered)
boolets++
if (magazine)
boolets += magazine.ammo_count(countempties)
return boolets
/obj/item/gun/ballistic/derringer/attackby(obj/item/A, mob/user, params)
. = ..()
if(.)
return
var/num_loaded = magazine.attackby(A, user, params, 1)
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src].</span>")
playsound(user, 'sound/weapons/bulletinsert.ogg', 60, 1)
A.update_icon()
update_icon()
chamber_round(0)
/obj/item/gun/ballistic/derringer/attack_self(mob/living/user)
var/num_unloaded = 0
while (get_ammo() > 0)
var/obj/item/ammo_casing/CB
CB = magazine.get_round(0)
chambered = null
CB.forceMove(drop_location())
CB.update_icon()
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class='notice'>You break open \the [src] and unload [num_unloaded] bullets\s.</span>")
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
/obj/item/gun/ballistic/derringer/examine(mob/user)
. = ..()
var/live_ammo = get_ammo(FALSE, FALSE)
. += "[live_ammo ? live_ammo : "None"] of those are live rounds."
/obj/item/gun/ballistic/derringer/traitor
name = "\improper .357 Syndicate Derringer"
desc = "An easily concealable derriger, if not for the bright red and black. Uses .357 ammo"
icon_state = "derringer_syndie"
mag_type = /obj/item/ammo_box/magazine/internal/derringer/a357
/obj/item/gun/ballistic/derringer/gold
name = "\improper Golden Derringer"
desc = "The golden sheen is somewhat counterintuitive as a stealth weapon, but it looks cool. Uses .357 ammo"
icon_state = "derringer_gold"
mag_type = /obj/item/ammo_box/magazine/internal/derringer/a357
fire_sound = 'sound/weapons/resonator_blast.ogg'
/obj/item/gun/ballistic/derringer/nukeop
name = "\improper Gunslinger's Derringer"
desc = "Sandalwood grip, wellkempt blue-grey steel barrels, and a crash like thunder itself. Uses the exceedingly rare 45-70 Govt. ammo"
icon_state = "derringer"
mag_type = /obj/item/ammo_box/magazine/internal/derringer/g4570
fire_sound = 'sound/weapons/gunshotshotgunshot.ogg'
@@ -13,9 +13,9 @@
custom_materials = list(/datum/material/iron=2000)
clumsy_check = FALSE
fire_sound = 'sound/items/syringeproj.ogg'
var/time_per_syringe = 250
var/syringes_left = 4
var/max_syringes = 4
var/time_per_syringe = 300
var/syringes_left = 5
var/max_syringes = 5
var/last_synth = 0
/obj/item/gun/chem/Initialize()
@@ -138,3 +138,13 @@
embedding = list(embed_chance=90, fall_chance=2, jostle_chance=5, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
wound_falloff_tile = -1
embed_falloff_tile = -5
//.45-70 GOVT (Gunslinger's Derringer)
//0bserver here. For all that is holy, do me a flavor, and do NOT allow people easy access to this ammo. This is meant for extremely lucky traitors, and nuclear operatives.
/obj/item/projectile/bullet/g4570
name = ".45-70 Govt bullet"
damage = 60
armour_penetration = 40
wound_bonus = -80
@@ -105,3 +105,13 @@
materials = list(/datum/material/iron = 2000, /datum/material/bluespace = 500)
category = list("Bluespace Designs")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/bluespace_pipe
name = "Bluespace Pipe"
desc = "A pipe that teleports gases."
id = "bluespace_pipe"
build_type = PROTOLATHE
materials = list(/datum/material/gold = 1000, /datum/material/diamond = 750, /datum/material/uranium = 250, /datum/material/bluespace = 2000)
build_path = /obj/item/pipe/bluespace
category = list("Bluespace Designs")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING
@@ -644,66 +644,109 @@
//Cybernetic organs
/datum/design/cybernetic_liver
name = "Cybernetic Liver"
desc = "A cybernetic liver"
name = "Basic Cybernetic Liver"
desc = "A basic cybernetic liver."
id = "cybernetic_liver"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/liver/cybernetic
category = list("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart
name = "Cybernetic Heart"
desc = "A cybernetic heart"
id = "cybernetic_heart"
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic
category = list("Misc","Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart_u
name = "Upgraded Cybernetic Heart"
desc = "An upgraded cybernetic heart"
id = "cybernetic_heart_u"
build_type = PROTOLATHE | MECHFAB
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
build_path = /obj/item/organ/heart/cybernetic/upgraded
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_liver_u
name = "Upgraded Cybernetic Liver"
desc = "An upgraded cybernetic liver"
id = "cybernetic_liver_u"
build_type = PROTOLATHE | MECHFAB
/datum/design/cybernetic_liver/tier2
name = "Cybernetic Liver"
desc = "A cybernetic liver."
id = "cybernetic_liver_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/liver/cybernetic/upgraded
category = list("Misc","Medical Designs")
build_path = /obj/item/organ/liver/cybernetic/tier2
/datum/design/cybernetic_liver/tier3
name = "Upgraded Cybernetic Liver"
desc = "An upgraded cybernetic liver."
id = "cybernetic_liver_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/liver/cybernetic/tier3
/datum/design/cybernetic_heart
name = "Basic Cybernetic Heart"
desc = "A basic cybernetic heart."
id = "cybernetic_heart"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_heart/tier2
name = "Cybernetic Heart"
desc = "A cybernetic heart."
id = "cybernetic_heart_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/heart/cybernetic/tier2
/datum/design/cybernetic_heart/tier3
name = "Upgraded Cybernetic Heart"
desc = "An upgraded cybernetic heart."
id = "cybernetic_heart_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/heart/cybernetic/tier3
/datum/design/cybernetic_lungs
name = "Cybernetic Lungs"
desc = "A pair of cybernetic lungs."
name = "Basic Cybernetic Lungs"
desc = "A basic pair of cybernetic lungs."
id = "cybernetic_lungs"
build_type = PROTOLATHE | MECHFAB
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/lungs/cybernetic
category = list("Misc","Medical Designs")
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_lungs_u
/datum/design/cybernetic_lungs/tier2
name = "Cybernetic Lungs"
desc = "A pair of cybernetic lungs."
id = "cybernetic_lungs_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/lungs/cybernetic/tier2
/datum/design/cybernetic_lungs/tier3
name = "Upgraded Cybernetic Lungs"
desc = "A pair of upgraded cybernetic lungs."
id = "cybernetic_lungs_u"
id = "cybernetic_lungs_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/lungs/cybernetic/tier3
/datum/design/cybernetic_stomach
name = "Basic Cybernetic Stomach"
desc = "A basic cybernetic stomach."
id = "cybernetic_stomach"
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 500)
build_path = /obj/item/organ/lungs/cybernetic/upgraded
category = list("Misc","Medical Designs")
construction_time = 40
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/stomach/cybernetic
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_stomach/tier2
name = "Cybernetic Stomach"
desc = "A cybernetic stomach."
id = "cybernetic_stomach_tier2"
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/stomach/cybernetic/tier2
/datum/design/cybernetic_stomach/tier3
name = "Upgraded Cybernetic Stomach"
desc = "An upgraded cybernetic stomach."
id = "cybernetic_stomach_tier3"
construction_time = 50
materials = list(/datum/material/iron = 500, /datum/material/glass = 500, /datum/material/silver = 600, /datum/material/gold = 600, /datum/material/plasma = 1000, /datum/material/diamond = 2000)
build_path = /obj/item/organ/stomach/cybernetic/tier3
/datum/design/cybernetic_tongue
name = "Cybernetic tongue"
desc = "A fancy cybernetic tongue."
@@ -711,7 +754,7 @@
build_type = PROTOLATHE | MECHFAB
materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
build_path = /obj/item/organ/tongue/cybernetic
category = list("Misc","Medical Designs")
category = list("Misc", "Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cybernetic_ears
@@ -61,7 +61,7 @@
display_name = "Bluespace Travel"
description = "Application of Bluespace for static teleportation technology."
prereq_ids = list("adv_power", "adv_bluespace")
design_ids = list("tele_station", "tele_hub", "quantumpad", "quantum_keycard", "launchpad", "launchpad_console", "teleconsole", "roastingstick")
design_ids = list("tele_station", "tele_hub", "quantumpad", "quantum_keycard", "launchpad", "launchpad_console", "teleconsole", "roastingstick", "bluespace_pipe")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/unregulated_bluespace
@@ -67,20 +67,27 @@
design_ids = list("implanter", "implantcase", "implant_chem", "implant_tracking", "locator", "c38_trac")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
/datum/techweb_node/basic_cyber_organs
id = "basic_cyber_organs"
starting_node = TRUE
display_name = "Basic Cybernetic Organs"
description = "We have the techinology to force him to live a disgusting halflife."
design_ids = list("cybernetic_liver", "cybernetic_heart", "cybernetic_lungs", "cybernetic_stomach")
/datum/techweb_node/cyber_organs
id = "cyber_organs"
display_name = "Cybernetic Organs"
description = "We have the technology to rebuild him."
prereq_ids = list("adv_biotech")
design_ids = list("cybernetic_ears", "cybernetic_heart", "cybernetic_liver", "cybernetic_lungs", "cybernetic_tongue")
prereq_ids = list("biotech")
design_ids = list("cybernetic_ears", "cybernetic_heart_tier2", "cybernetic_liver_tier2", "cybernetic_lungs_tier2", "cybernetic_stomach_tier2")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1000)
/datum/techweb_node/cyber_organs_upgraded
id = "cyber_organs_upgraded"
display_name = "Upgraded Cybernetic Organs"
description = "We have the technology to upgrade him."
prereq_ids = list("cyber_organs")
design_ids = list("cybernetic_ears_u", "cybernetic_heart_u", "cybernetic_liver_u", "cybernetic_lungs_u", "ipc_stomach")
prereq_ids = list("adv_biotech", "cyber_organs")
design_ids = list("cybernetic_ears_u", "cybernetic_heart_tier3", "cybernetic_liver_tier3", "cybernetic_lungs_tier3", "cybernetic_stomach_tier3")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 1500)
/datum/techweb_node/cyber_implants
@@ -21,7 +21,7 @@
id = "advanced_illegal_ballistics"
display_name = "Advanced Non-Standard Ballistics"
description = "Ballistic ammunition for non-standard firearms. Usually the ones you don't have nor want to be involved with."
design_ids = list("10mm","10mmap","10mminc","10mmhp","sl357","sl357ap","pistolm9mm","m45","bolt_clip")
design_ids = list("10mm","10mmap","10mminc","10mmhp","sl357","sl357ap","pistolm9mm","m45","bolt_clip","m10apbox","m10firebox","m10hpbox")
prereq_ids = list("ballistic_weapons","syndicate_basic","explosive_weapons")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 25000) //This gives sec lethal mags/clips for guns from traitors, space, or anything in between.
+1 -1
View File
@@ -128,7 +128,7 @@ GLOBAL_LIST_INIT(cargo_shuttle_leave_behind_typecache, typecacheof(list(
var/value = 0
var/purchases = 0
var/list/goodies_by_buyer = list() // if someone orders more than GOODY_FREE_SHIPPING_MAX goodies, we upcharge to a normal crate so they can't carry around 20 combat shotties
// var/list/lockers_by_buyer = list() // TODO, combine orders that come in lockers into a single locker to not crowd the shuttle
for(var/datum/supply_order/SO in SSshuttle.shoppinglist)
if(!empty_turfs.len)
break
+50 -28
View File
@@ -98,8 +98,8 @@
failed = TRUE
/obj/item/organ/heart/slime
name = "slime heart"
desc = "It seems we've gotten to the slimy core of the matter."
name = "mitochondria"
desc = "The powerhouse of the cell. Or in this case, the hearty organelle of a slimeperson."
icon_state = "heart-s-on"
icon_base = "heart-s"
@@ -197,45 +197,67 @@
colour = "red"
/obj/item/organ/heart/cybernetic
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Offers no benefit over an organic heart other than being easy to make."
name = "basic cybernetic heart"
desc = "A basic electronic device designed to mimic the functions of an organic human heart."
icon_state = "heart-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD*0.75 //This also hits defib timer, so a bit higher than its less important counterparts
var/dose_available = FALSE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/heart/cybernetic/tier2
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
icon_state = "heart-c-u"
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 2
/obj/item/organ/heart/cybernetic/tier3
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
rid = /datum/reagent/medicine/atropine
ramount = 5
emp_vulnerability = 3
/obj/item/organ/heart/cybernetic/emp_act(severity)
. = ..()
// If the owner doesn't need a heart, we don't need to do anything with it.
if(!owner.needs_heart())
return
if(. & EMP_PROTECT_SELF)
return
Stop()
addtimer(CALLBACK(src, .proc/Restart), 0.2*severity SECONDS)
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.Dizzy(10)
owner.losebreath += 10
COOLDOWN_START(src, severe_cooldown, 20 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
Stop()
owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
addtimer(CALLBACK(src, .proc/Restart), 10 SECONDS)
/obj/item/organ/heart/cybernetic/upgraded
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
//I put it on upgraded for now.
var/dose_available = TRUE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
/obj/item/organ/heart/cybernetic/upgraded/on_life()
/obj/item/organ/heart/cybernetic/on_life(delta_time, times_fired)
. = ..()
if(!.)
return
if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
owner.reagents.add_reagent(rid, ramount)
used_dose()
if(ramount < 10) //eats your nutrition to regen epinephrine
var/regen_amount = owner.nutrition/2000
owner.adjust_nutrition(-regen_amount)
ramount += regen_amount
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
/obj/item/organ/heart/cybernetic/proc/used_dose()
owner.reagents.add_reagent(rid, ramount)
dose_available = FALSE
/obj/item/organ/heart/cybernetic/tier3/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
ramount = 0
/obj/item/organ/heart/ipc
name = "IPC heart"
+32 -9
View File
@@ -77,6 +77,11 @@
C.action_cooldown_mod *= value
cachedmoveCalc = value
/obj/item/organ/liver/slime
name = "viscoplasm" //this is the name that Fermis came up with when working on that organ PR that never got finished - if Fermis ever updates this, this probably will have a lot more functionality.
icon_state = "liver-s"
desc = "An organelle resembling a liver for slimepeople."
/obj/item/organ/liver/fly
name = "insectoid liver"
icon_state = "liver-x" //xenomorph liver? It's just a black liver so it fits.
@@ -93,23 +98,41 @@
icon_state = "liver-c"
/obj/item/organ/liver/cybernetic
name = "cybernetic liver"
name = "basic cybernetic liver"
icon_state = "liver-c"
desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce."
desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
organ_flags = ORGAN_SYNTHETIC
maxHealth = 1.1 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 0.3 * LIVER_DEFAULT_TOX_TOLERANCE //little less than 1u of toxin purging
toxLethality = 1.1 * LIVER_DEFAULT_TOX_LETHALITY
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
/obj/item/organ/liver/cybernetic/upgraded
name = "upgraded cybernetic liver"
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/liver/cybernetic/tier2
name = "cybernetic liver"
icon_state = "liver-c-u"
desc = "An upgraded version of the cybernetic liver, designed to improve upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
desc = "An electronic device designed to mimic the functions of a human liver. Handles toxins slightly better than an organic liver."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 2 * LIVER_DEFAULT_TOX_TOLERANCE //6 units of toxin purging
toxLethality = 0.8 * LIVER_DEFAULT_TOX_LETHALITY //20% less damage than a normal liver
emp_vulnerability = 2
/obj/item/organ/liver/cybernetic/tier3
name = "upgraded cybernetic liver"
icon_state = "liver-c-u2"
desc = "An upgraded version of the cybernetic liver, designed to improve further upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
alcohol_tolerance = 0.001
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 15 //can shrug off up to 15u of toxins
toxLethality = 0.008 //20% less damage than a normal liver
toxTolerance = 5 * LIVER_DEFAULT_TOX_TOLERANCE //15 units of toxin purging
toxLethality = 0.4 * LIVER_DEFAULT_TOX_LETHALITY //60% less damage than a normal liver
emp_vulnerability = 3
/obj/item/organ/liver/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.adjustToxLoss(10)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
+36 -16
View File
@@ -547,33 +547,52 @@
maxHealth = INFINITY//I don't understand how plamamen work, so I'm not going to try t give them special lungs atm
/obj/item/organ/lungs/cybernetic
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
name = "basic cybernetic lungs"
desc = "A basic cybernetic version of the lungs found in traditional humanoid entities."
icon_state = "lungs-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = 400
safe_oxygen_min = 13
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
/obj/item/organ/lungs/cybernetic/emp_act()
. = ..()
if(. & EMP_PROTECT_SELF)
return
owner.losebreath = 20
owner.adjustOrganLoss(ORGAN_SLOT_LUNGS, 25)
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/lungs/cybernetic/upgraded
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
/obj/item/organ/lungs/cybernetic/tier2
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. Allows for greater intakes of oxygen than organic lungs, requiring slightly less pressure."
icon_state = "lungs-c-u"
safe_toxins_max = 20
safe_co2_max = 20
safe_oxygen_max = 250
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 13
safe_oxygen_max = 100
emp_vulnerability = 2
/obj/item/organ/lungs/cybernetic/tier3
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. Features the ability to filter out various airbourne toxins and carbon dioxide even at heavy levels."
icon_state = "lungs-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 4 //You could literally be breathing the thinnest amount of oxygen and be fine
safe_oxygen_max = 250 //Or be in an enriched oxygen room for that matter
safe_toxins_max = 30
safe_co2_max = 30
SA_para_min = 30
SA_sleep_min = 50
BZ_trip_balls_min = 30
emp_vulnerability = 3
cold_level_1_threshold = 200
cold_level_2_threshold = 140
cold_level_3_threshold = 100
maxHealth = 550
/obj/item/organ/lungs/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.losebreath += 20
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/lungs/ashwalker
name = "ash lungs"
desc = "blackened lungs identical from specimens recovered from lavaland, unsuited to higher air pressures."
@@ -591,6 +610,7 @@
/obj/item/organ/lungs/slime
name = "vacuole"
icon_state = "lungs-s"
desc = "A large organelle designed to store oxygen and other important gasses."
safe_toxins_max = 0 //We breathe this to gain POWER.
@@ -16,6 +16,7 @@
var/decay_factor = 0 //same as above but when without a living owner, set to 0 for generic organs
var/high_threshold = STANDARD_ORGAN_THRESHOLD * 0.45 //when severe organ damage occurs
var/low_threshold = STANDARD_ORGAN_THRESHOLD * 0.1 //when minor organ damage occurs
var/severe_cooldown //cooldown for severe effects, used for synthetic organ emp effects.
///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
var/prev_damage = 0
@@ -153,6 +154,9 @@
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
if(organ_flags & ORGAN_FAILING || !owner)
return FALSE
if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
applyOrganDamage(maxHealth * decay_factor)
return
if(!is_cold() && damage)
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
+39
View File
@@ -78,6 +78,11 @@
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "disgust")
..()
/obj/item/organ/stomach/slime
name = "macrolysosome" //an original cell has multiple lysosomes, but in this case a slimeperson only really has one... a big one? probably give it "macro" in the name.
icon_state = "stomach-s"
desc = "A slimeperson organelle resembling a stomach. It breaks down, or digests macromolecules. Or food and drinks."
/obj/item/organ/stomach/fly
name = "insectoid stomach"
icon_state = "stomach-x" //xenomorph liver? It's just a black liver so it fits.
@@ -88,6 +93,40 @@
icon_state = "stomach-p"
desc = "A strange crystal that is responsible for metabolizing the unseen energy force that feeds plasmamen."
/obj/item/organ/stomach/cybernetic
name = "basic cybernetic stomach"
icon_state = "stomach-c"
desc = "A basic device designed to mimic the functions of a human stomach"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/stomach/cybernetic/tier2
name = "cybernetic stomach"
icon_state = "stomach-c-u"
desc = "An electronic device designed to mimic the functions of a human stomach. Handles disgusting food a bit better."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 2
emp_vulnerability = 2
/obj/item/organ/stomach/cybernetic/tier3
name = "upgraded cybernetic stomach"
icon_state = "stomach-c-u2"
desc = "An upgraded version of the cybernetic stomach, designed to improve further upon organic stomachs. Handles disgusting food very well."
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 3
emp_vulnerability = 3
/obj/item/organ/stomach/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.vomit(stun = FALSE)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/stomach/ipc
name = "ipc cell"
icon_state = "stomach-ipc"
@@ -172,17 +172,17 @@
/datum/uplink_item/bundles_TC/reroll
name = "Renegotiate Contract"
desc = "Selecting this will inform your employers that you wish for new objectives. Can only be done once; no take-backs."
desc = "Selecting this will inform your employers that you wish for new objectives. Can only be done twice."
item = /obj/effect/gibspawner/generic
cost = 0
cant_discount = TRUE
restricted = TRUE
limited_stock = 1
limited_stock = 2
/datum/uplink_item/bundles_TC/reroll/purchase(mob/user, datum/component/uplink/U)
var/datum/antagonist/traitor/T = user?.mind?.has_antag_datum(/datum/antagonist/traitor)
if(istype(T))
T.set_traitor_kind(/datum/traitor_class/human/subterfuge)
T.set_traitor_kind(get_random_traitor_kind(blacklist = list(/datum/traitor_class/human/freeform, /datum/traitor_class/human/hijack, /datum/traitor_class/human/martyr)))
else
to_chat(user,"Invalid user for contract renegotiation.")
@@ -22,6 +22,17 @@
cost = 12
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/implants/deathrattle
name = "Box of Deathrattle Implants"
desc = "A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team \
dies, all other implant holders recieve a mental message informing them of their teammates' name \
and the location of their death. Unlike most implants, these are designed to be implanted \
in any creature, biological or mechanical."
item = /obj/item/storage/box/syndie_kit/imp_deathrattle
cost = 4
surplus = 0
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
/datum/uplink_item/implants/freedom
name = "Freedom Implant"
desc = "An implant injected into the body and later activated at the user's will. It will attempt to free the \
@@ -208,9 +208,10 @@
/datum/uplink_item/role_restricted/chemical_gun
name = "Reagent Dartgun"
desc = "A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. Can hold 100u of reagents."
desc = "A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. \
Synthesizes one piercing 10 unit dart every 30 seconds up to a maximum of five. Can hold 100u of reagents."
item = /obj/item/gun/chem
cost = 12
cost = 10
restricted_roles = list("Chemist", "Chief Medical Officer")
/datum/uplink_item/role_restricted/reverse_bear_trap
@@ -257,4 +258,4 @@
item = /obj/item/storage/toolbox/emergency/turret
cost = 11
restricted_roles = list("Station Engineer")
@@ -45,6 +45,26 @@
item = /obj/item/toy/plush/carpplushie/dehy_carp
cost = 1
/datum/uplink_item/stealthy_weapons/derringerpack
name = "Compact Derringer"
desc = "An easily concealable handgun capable of firing .357 rounds. Comes in an inconspicuious packet of cigarettes with additional munitions."
item = /obj/item/storage/fancy/cigarettes/derringer
cost = 8
surplus = 30
/datum/uplink_item/stealthy_weapons/derringerpack/purchase(mob/user, datum/component/uplink/U)
if(prob(1)) //For the 1%
item = /obj/item/storage/fancy/cigarettes/derringer/gold
..()
/datum/uplink_item/stalthy_weapons/derringerpack_nukie
name = "Antique Derringer"
desc = "An easy to conceal, yet extremely deadly handgun, capable of firing .45-70 Govt rounds. Comes in a unique pack of cigarettes with additional munitions."
item = /obj/item/storage/fancy/cigarettes/derringer/midworld
include_modes = list(/datum/game_mode/nuclear)
cost = 10
surplus = 2
/datum/uplink_item/stealthy_weapons/edagger
name = "Energy Dagger"
desc = "A dagger made of energy that looks and functions as a pen when off."