Merge remote-tracking branch 'citadel/master' into projectiles_2
This commit is contained in:
+10
-7
@@ -25,35 +25,38 @@
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//subsystem does not initialize.
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#define SS_NO_INIT 1
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#define SS_NO_INIT (1<<0)
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//subsystem does not fire.
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// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
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// (Requires a MC restart to change)
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#define SS_NO_FIRE 2
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#define SS_NO_FIRE (1<<1)
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//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
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// SS_BACKGROUND has its own priority bracket
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#define SS_BACKGROUND 4
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#define SS_BACKGROUND (1<<2)
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//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
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#define SS_NO_TICK_CHECK 8
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#define SS_NO_TICK_CHECK (1<<3)
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//Treat wait as a tick count, not DS, run every wait ticks.
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// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
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// (implies all runlevels because of how it works)
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// (overrides SS_BACKGROUND)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER 16
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#define SS_TICKER (1<<4)
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//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
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// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
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#define SS_KEEP_TIMING 32
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#define SS_KEEP_TIMING (1<<5)
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//Calculate its next fire after its fired.
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// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
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// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING 64
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#define SS_POST_FIRE_TIMING (1<<6)
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/// Show in stat() by default even if SS_NO_FIRE
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#define SS_ALWAYS_SHOW_STAT (1<<7)
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//SUBSYSTEM STATES
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#define SS_IDLE 0 //aint doing shit.
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@@ -43,6 +43,7 @@
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#define COLOR_RED_GRAY "#B4696A"
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#define COLOR_PALE_BLUE_GRAY "#98C5DF"
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#define COLOR_PALE_GREEN_GRAY "#B7D993"
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#define COLOR_PALE_ORANGE "#FFC066"
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#define COLOR_PALE_RED_GRAY "#D59998"
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#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
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#define COLOR_PURPLE_GRAY "#AE8CA8"
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@@ -248,6 +248,15 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define TOTAL_MASS_MEDIEVAL_WEAPON 3.6 //very, very generic average sword/warpick/etc. weight in pounds.
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#define TOTAL_MASS_TOY_SWORD 1.5
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//stamina cost defines.
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#define STAM_COST_ATTACK_OBJ_MULT 1.2
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#define STAM_COST_ATTACK_MOB_MULT 0.8
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#define STAM_COST_BATON_MOB_MULT 1
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#define STAM_COST_NO_COMBAT_MULT 1.25
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#define STAM_COST_W_CLASS_MULT 1.25
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#define STAM_COST_THROW_MULT 2
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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@@ -183,7 +183,28 @@
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// #define SPEECH_FORCED 7
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#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
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#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
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#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
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#define ACTION_SKILL_MOD_VALUE 2
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#define ACTION_SKILL_MOD_THRESHOLD 3
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#define ACTION_SKILL_MOD_IS_MULTI 4
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//other mod values, kept separate from the args
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#define MOD_VALUES_SKILL_MOD 1
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#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
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#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
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#define ITEM_SKILLS_MOD_VALUE 2
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#define ITEM_SKILLS_MOD_FLAGS 3
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#define ITEM_SKILLS_MOD_BAD_FLAGS 4
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#define ITEM_SKILLS_MOD_IS_MULTI 5
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//other mod values, kept separate from the args
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#define MOD_VALUES_ITEM_SKILLS_SUM 1
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#define MOD_VALUES_ITEM_SKILLS_DIV 2
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#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
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#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
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// /mob/living signals
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#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
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@@ -138,6 +138,7 @@
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#define MOOD_LEVEL_SAD4 -25
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//Sanity levels for humans
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#define SANITY_AMAZING 150
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#define SANITY_GREAT 125
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#define SANITY_NEUTRAL 100
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#define SANITY_DISTURBED 75
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@@ -0,0 +1,77 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Levels
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#define SKILL_PROGRESSION_LEVEL 4
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define DEF_SKILL_GAIN 1
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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#define SKILL_AFFINITY_MOOD_BONUS 1.25
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///Items skill_flags and other defines
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#define SKILL_USE_TOOL (1<<0)
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#define SKILL_TRAINING_TOOL (1<<1)
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#define SKILL_ATTACK_MOB (1<<2)
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#define SKILL_TRAIN_ATTACK_MOB (1<<3)
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#define SKILL_ATTACK_OBJ (1<<4)
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#define SKILL_TRAIN_ATTACK_OBJ (1<<5)
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#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
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#define SKILL_THROW_STAM_COST (1<<7)
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#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
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#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
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#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
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///competency_threshold index defines
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#define THRESHOLD_COMPETENT 1
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#define THRESHOLD_EXPERT 2
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#define THRESHOLD_MASTER 3
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/// Level/Experience skills defines.
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#define STD_XP_LVL_UP 100
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#define STD_XP_LVL_MULTI 2
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#define STD_MAX_LVL 4
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#define RPG_MAX_LVL 100
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#define DORF_XP_LVL_UP 400
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#define DORF_XP_LVL_MULTI 100
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#define DORF_MAX_LVL 20 // Dabbling, novice, adequate, [...], legendary +3, legendary +4, legendary +5
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//level up methods defines
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#define STANDARD_LEVEL_UP "standard_level_up"
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#define DWARFY_LEVEL_UP "dwarfy_level_up"
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//job skill level defines
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#define JOB_SKILL_UNTRAINED 0
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#define JOB_SKILL_BASIC 1
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#define JOB_SKILL_TRAINED 2
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#define JOB_SKILL_EXPERT 3
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#define JOB_SKILL_MASTER 4
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//other skill level defines, not an exhaustive catalogue, only contains be most relevant ones.
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#define DORF_SKILL_COMPETENT 3
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#define DORF_SKILL_EXPERT 8
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#define DORF_SKILL_MASTER 12
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@@ -0,0 +1,8 @@
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//How experience levels are calculated.
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#define XP_LEVEL(std, multi, lvl) (std*((multi**lvl)/(multi-1))-std/(multi-1)) //don't use 1 as multi, you'll get division by zero errors
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#define DORF_XP_LEVEL(std, extra, lvl) (std*lvl+extra*(lvl*(lvl/2+0.5)))
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//More experience value getter macros
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#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
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#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
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@@ -1,28 +0,0 @@
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/// true/false
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#define SKILL_PROGRESSION_BINARY 1
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/// numerical
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#define SKILL_PROGRESSION_NUMERICAL 2
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/// Enum
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#define SKILL_PROGRESSION_ENUM 3
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/// Max value of skill for numerical skills
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#define SKILL_NUMERICAL_MAX 100
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/// Min value of skill for numerical skills
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#define SKILL_NUMERICAL_MIN 0
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// Standard values for job starting skills
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#define STARTING_SKILL_SURGERY_MEDICAL 35 //out of SKILL_NUMERICAL_MAX
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// Standard values for job starting skill affinities
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#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
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// Standard values for skill gain (this is multiplied by affinity)
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#define SKILL_GAIN_SURGERY_PER_STEP 0.25
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// Misc
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/// 40% speedup at 100 skill
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#define SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(number) clamp(number / 250, 1, 2)
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@@ -91,7 +91,7 @@
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log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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user.adjustStaminaLossBuffered(getweight()*0.8)//CIT CHANGE - makes attacking things cause stamina loss
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_MOB_MULT))//CIT CHANGE - makes attacking things cause stamina loss
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//the equivalent of the standard version of attack() but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user)
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@@ -102,7 +102,7 @@
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if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
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||||
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
|
||||
return // CIT CHANGE - ditto
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user.adjustStaminaLossBuffered(getweight()*1.2)//CIT CHANGE - makes attacking things cause stamina loss
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||||
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_OBJ_MULT))//CIT CHANGE - makes attacking things cause stamina loss
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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@@ -111,26 +111,32 @@
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return
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||||
|
||||
/obj/attacked_by(obj/item/I, mob/living/user)
|
||||
if(I.force)
|
||||
var/totitemdamage = I.force
|
||||
var/bad_flag = NONE
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
|
||||
totitemdamage *= 0.5
|
||||
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
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||||
if(I.used_skills && user.mind)
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if(totitemdamage)
|
||||
totitemdamage = user.mind.skill_holder.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
|
||||
for(var/skill in I.used_skills)
|
||||
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
|
||||
continue
|
||||
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
|
||||
if(totitemdamage)
|
||||
visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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//only witnesses close by and the victim see a hit message.
|
||||
log_combat(user, src, "attacked", I)
|
||||
take_damage(I.force, I.damtype, "melee", 1)
|
||||
take_damage(totitemdamage, I.damtype, "melee", 1)
|
||||
|
||||
/mob/living/attacked_by(obj/item/I, mob/living/user)
|
||||
//CIT CHANGES START HERE - combatmode and resting checks
|
||||
var/totitemdamage = I.force
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 0.5
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
totitemdamage *= 0.5
|
||||
//CIT CHANGES END HERE
|
||||
var/totitemdamage = pre_attacked_by(I, user)
|
||||
if((user != src) && run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user) & BLOCK_SUCCESS)
|
||||
return FALSE
|
||||
send_item_attack_message(I, user)
|
||||
I.do_stagger_action(src, user)
|
||||
I.do_stagger_action(src, user, totitemdamage)
|
||||
if(I.force)
|
||||
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
|
||||
apply_damage(totitemdamage, I.damtype)
|
||||
if(I.damtype == BRUTE)
|
||||
if(prob(33))
|
||||
I.add_mob_blood(src)
|
||||
@@ -146,6 +152,28 @@
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
|
||||
. = I.force
|
||||
var/bad_flag = NONE
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
|
||||
. *= 0.5
|
||||
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
. *= 0.5
|
||||
if(!user.mind || !I.used_skills)
|
||||
return
|
||||
if(.)
|
||||
. = user.mind.skill_holder.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
|
||||
for(var/skill in I.used_skills)
|
||||
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
|
||||
continue
|
||||
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
|
||||
|
||||
/mob/living/carbon/pre_attacked_by(obj/item/I, mob/living/user)
|
||||
. = ..()
|
||||
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
. *= 1.5
|
||||
|
||||
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
|
||||
// Click parameters is the params string from byond Click() code, see that documentation.
|
||||
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
|
||||
@@ -179,22 +207,30 @@
|
||||
return 1
|
||||
|
||||
/// How much stamina this takes to swing this is not for realism purposes hecc off.
|
||||
/obj/item/proc/getweight()
|
||||
return total_mass || w_class * 1.25
|
||||
/obj/item/proc/getweight(mob/living/user, multiplier = 1, flags = SKILL_STAMINA_COST)
|
||||
. = (total_mass || w_class * STAM_COST_W_CLASS_MULT) * multiplier
|
||||
if(!user)
|
||||
return
|
||||
var/bad_flag = NONE
|
||||
if(iscarbon(user) && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
. *= STAM_COST_NO_COMBAT_MULT
|
||||
bad_flag |= SKILL_COMBAT_MODE
|
||||
if(used_skills && user.mind)
|
||||
. = user.mind.skill_holder.item_action_skills_mod(src, ., skill_difficulty, flags, bad_flag, FALSE)
|
||||
|
||||
/// How long this staggers for. 0 and negatives supported.
|
||||
/obj/item/proc/melee_stagger_duration()
|
||||
/obj/item/proc/melee_stagger_duration(force_override)
|
||||
if(!isnull(stagger_force))
|
||||
return stagger_force
|
||||
/// totally not an untested, arbitrary equation.
|
||||
return clamp((1.5 + (w_class/7.5)) * (force / 2), 0, 10 SECONDS)
|
||||
return clamp((1.5 + (w_class/7.5)) * ((force_override || force) / 2), 0, 10 SECONDS)
|
||||
|
||||
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user)
|
||||
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user, force_override)
|
||||
if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
|
||||
return FALSE
|
||||
if(target.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
target.do_staggered_animation()
|
||||
var/duration = melee_stagger_duration()
|
||||
var/duration = melee_stagger_duration(force_override)
|
||||
if(!duration) //0
|
||||
return FALSE
|
||||
else if(duration > 0)
|
||||
|
||||
@@ -3,9 +3,7 @@
|
||||
name = "Initializing..."
|
||||
var/target
|
||||
|
||||
INITIALIZE_IMMEDIATE(/obj/effect/statclick)
|
||||
|
||||
/obj/effect/statclick/Initialize(mapload, text, target) //Don't port this to Initialize it's too critical
|
||||
/obj/effect/statclick/New(loc, text, target) //Don't port this to Initialize it's too critical
|
||||
. = ..()
|
||||
name = text
|
||||
src.target = target
|
||||
@@ -33,6 +31,14 @@ INITIALIZE_IMMEDIATE(/obj/effect/statclick)
|
||||
usr.client.debug_variables(target)
|
||||
message_admins("Admin [key_name_admin(usr)] is debugging the [target] [class].")
|
||||
|
||||
/obj/effect/statclick/misc_subsystems/Click()
|
||||
if(!usr.client.holder)
|
||||
return
|
||||
var/subsystem = input(usr, "Debug which subsystem?", "Debug nonprocessing subsystem") as null|anything in (Master.subsystems - Master.statworthy_subsystems)
|
||||
if(!subsystem)
|
||||
return
|
||||
usr.client.debug_variables(subsystem)
|
||||
message_admins("Admin [key_name_admin(usr)] is debugging the [subsystem] subsystem.")
|
||||
|
||||
// Debug verbs.
|
||||
/client/proc/restart_controller(controller in list("Master", "Failsafe"))
|
||||
|
||||
@@ -28,6 +28,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
|
||||
// List of subsystems to process().
|
||||
var/list/subsystems
|
||||
/// List of subsystems to include in the MC stat panel.
|
||||
var/list/statworthy_subsystems
|
||||
|
||||
// Vars for keeping track of tick drift.
|
||||
var/init_timeofday
|
||||
@@ -65,6 +67,9 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
//used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
|
||||
var/static/current_ticklimit = TICK_LIMIT_RUNNING
|
||||
|
||||
/// Statclick for misc subsystems
|
||||
var/obj/effect/statclick/misc_subsystems/misc_statclick
|
||||
|
||||
/datum/controller/master/New()
|
||||
if(!config)
|
||||
config = new
|
||||
@@ -87,6 +92,11 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
_subsystems += new I
|
||||
Master = src
|
||||
|
||||
// We want to see all subsystems during init.
|
||||
statworthy_subsystems = subsystems.Copy()
|
||||
|
||||
misc_statclick = new(null, "Debug")
|
||||
|
||||
if(!GLOB)
|
||||
new /datum/controller/global_vars
|
||||
|
||||
@@ -257,10 +267,14 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
var/list/tickersubsystems = list()
|
||||
var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
|
||||
var/timer = world.time
|
||||
statworthy_subsystems = list()
|
||||
for (var/thing in subsystems)
|
||||
var/datum/controller/subsystem/SS = thing
|
||||
if (SS.flags & SS_NO_FIRE)
|
||||
if(SS.flags & SS_ALWAYS_SHOW_STAT)
|
||||
statworthy_subsystems += SS
|
||||
continue
|
||||
statworthy_subsystems += SS
|
||||
SS.queued_time = 0
|
||||
SS.queue_next = null
|
||||
SS.queue_prev = null
|
||||
@@ -603,7 +617,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
|
||||
stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%)) (Internal Tick Usage: [round(MAPTICK_LAST_INTERNAL_TICK_USAGE,0.1)]%)")
|
||||
stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration]) (TickLimit: [round(Master.current_ticklimit, 0.1)])"))
|
||||
|
||||
stat("Misc Subsystems", misc_statclick)
|
||||
|
||||
/datum/controller/master/StartLoadingMap()
|
||||
//disallow more than one map to load at once, multithreading it will just cause race conditions
|
||||
|
||||
@@ -117,7 +117,7 @@
|
||||
|
||||
/datum/crafting_recipe/upgraded_gauze
|
||||
name = "Improved Gauze"
|
||||
result = /obj/item/stack/medical/gauze/adv
|
||||
result = /obj/item/stack/medical/gauze/adv/one
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/space_cleaner/sterilizine = 10)
|
||||
@@ -126,7 +126,7 @@
|
||||
|
||||
/datum/crafting_recipe/bruise_pack
|
||||
name = "Bruise Pack"
|
||||
result = /obj/item/stack/medical/bruise_pack
|
||||
result = /obj/item/stack/medical/bruise_pack/one
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/styptic_powder = 10)
|
||||
@@ -134,8 +134,8 @@
|
||||
subcategory = CAT_TOOL
|
||||
|
||||
/datum/crafting_recipe/burn_pack
|
||||
name = "Brun Ointment"
|
||||
result = /obj/item/stack/medical/ointment
|
||||
name = "Burn Ointment"
|
||||
result = /obj/item/stack/medical/ointment/one
|
||||
time = 1
|
||||
reqs = list(/obj/item/stack/medical/gauze = 1,
|
||||
/datum/reagent/medicine/silver_sulfadiazine = 10)
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#define SLIGHT_INSANITY_PEN 1
|
||||
#define MINOR_INSANITY_PEN 5
|
||||
#define MAJOR_INSANITY_PEN 10
|
||||
#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
|
||||
|
||||
/datum/component/mood
|
||||
var/mood //Real happiness
|
||||
@@ -22,7 +24,6 @@
|
||||
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
|
||||
RegisterSignal(parent, COMSIG_MODIFY_SANITY, .proc/modify_sanity)
|
||||
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
|
||||
|
||||
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
|
||||
var/mob/living/owner = parent
|
||||
if(owner.hud_used)
|
||||
@@ -150,7 +151,7 @@
|
||||
if(8)
|
||||
setSanity(sanity+0.25, maximum=SANITY_GREAT)
|
||||
if(9)
|
||||
setSanity(sanity+0.4, maximum=SANITY_GREAT)
|
||||
setSanity(sanity+0.4, maximum=SANITY_AMAZING)
|
||||
|
||||
HandleNutrition(owner)
|
||||
|
||||
@@ -166,6 +167,7 @@
|
||||
else if(sanity > maximum && amount > sanity - 0.5)
|
||||
amount = sanity - 0.5
|
||||
|
||||
var/old_sanity = sanity
|
||||
// Disturbed stops you from getting any more sane
|
||||
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
|
||||
sanity = min(amount,sanity)
|
||||
@@ -182,7 +184,7 @@
|
||||
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
|
||||
sanity_level = 5
|
||||
if(SANITY_UNSTABLE to SANITY_DISTURBED)
|
||||
setInsanityEffect(0)
|
||||
setInsanityEffect(SLIGHT_INSANITY_PEN)
|
||||
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
|
||||
sanity_level = 4
|
||||
if(SANITY_DISTURBED to SANITY_NEUTRAL)
|
||||
@@ -197,6 +199,12 @@
|
||||
setInsanityEffect(0)
|
||||
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
|
||||
sanity_level = 1
|
||||
|
||||
if(old_sanity > 1 && sanity == 1)
|
||||
RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
|
||||
else if(old_sanity == 1 && sanity > 1)
|
||||
UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
|
||||
|
||||
//update_mood_icon()
|
||||
|
||||
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
|
||||
@@ -204,9 +212,14 @@
|
||||
return
|
||||
//var/mob/living/master = parent
|
||||
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
|
||||
if(!insanity_effect && newval)
|
||||
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
|
||||
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
|
||||
else if(insanity_effect && !newval)
|
||||
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
|
||||
insanity_effect = newval
|
||||
|
||||
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = -INFINITY, maximum = INFINITY)
|
||||
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
|
||||
setSanity(sanity + amount, minimum, maximum)
|
||||
|
||||
/datum/component/mood/proc/add_event(datum/source, category, type, param) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
|
||||
@@ -288,5 +301,40 @@
|
||||
remove_temp_moods()
|
||||
setSanity(initial(sanity))
|
||||
|
||||
/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
|
||||
var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
|
||||
if(!(S.skill_flags & SKILL_USE_MOOD))
|
||||
return
|
||||
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
|
||||
mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
|
||||
|
||||
/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
|
||||
if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
|
||||
return
|
||||
var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
|
||||
if(!divisor)
|
||||
return
|
||||
var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
|
||||
var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
|
||||
var/skills_len = length(L)
|
||||
var/affected_skills = skills_len
|
||||
for(var/k in L)
|
||||
var/datum/skill/S = k
|
||||
var/our_flags = I.used_skills[S.type]|S.skill_flags
|
||||
if(!(our_flags & SKILL_USE_MOOD))
|
||||
affected_skills--
|
||||
if(!affected_skills)
|
||||
return
|
||||
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
|
||||
mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
|
||||
|
||||
/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
|
||||
var/datum/skill/S = GLOB.skill_datums[skill_path]
|
||||
if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
|
||||
return
|
||||
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
|
||||
|
||||
#undef SLIGHT_INSANITY_PEN
|
||||
#undef MINOR_INSANITY_PEN
|
||||
#undef MAJOR_INSANITY_PEN
|
||||
#undef MOOD_INSANITY_MALUS
|
||||
|
||||
@@ -208,13 +208,13 @@
|
||||
RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
|
||||
|
||||
/datum/component/riding/human/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
|
||||
. = ..()
|
||||
var/mob/living/carbon/human/H = parent
|
||||
if(!length(H.buckled_mobs))
|
||||
H.remove_movespeed_modifier(/datum/movespeed_modifier/human_carry)
|
||||
if(!fireman_carrying)
|
||||
M.Daze(25)
|
||||
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
|
||||
return ..()
|
||||
|
||||
/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
|
||||
. = ..()
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
var/mob/living/carbon/C = M
|
||||
if(prob(10))
|
||||
if(trauma_heal_severe)
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_LOBOTOMY)
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_SURGERY)
|
||||
else
|
||||
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
|
||||
|
||||
|
||||
+2
-1
@@ -67,7 +67,7 @@
|
||||
var/datum/skill_holder/skill_holder
|
||||
|
||||
/datum/mind/New(var/key)
|
||||
skill_holder = new
|
||||
skill_holder = new(src)
|
||||
src.key = key
|
||||
soulOwner = src
|
||||
martial_art = default_martial_art
|
||||
@@ -80,6 +80,7 @@
|
||||
if(antag_datum.delete_on_mind_deletion)
|
||||
qdel(i)
|
||||
antag_datums = null
|
||||
QDEL_NULL(skill_holder)
|
||||
return ..()
|
||||
|
||||
/datum/mind/proc/get_language_holder()
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
|
||||
|
||||
/proc/init_skill_datums()
|
||||
. = list()
|
||||
@@ -9,16 +9,13 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
S = new path
|
||||
.[S.type] = S
|
||||
|
||||
/proc/get_skill_datum(path)
|
||||
return GLOB.skill_datums[path]
|
||||
|
||||
/proc/sanitize_skill_value(path, value)
|
||||
var/datum/skill/S = get_skill_datum(path)
|
||||
var/datum/skill/S = GLOB.skill_datums[path]
|
||||
// don't check, if we runtime let it happen.
|
||||
return S.sanitize_value(value)
|
||||
|
||||
/proc/is_skill_value_greater(path, existing, new_value)
|
||||
var/datum/skill/S = get_skill_datum(path)
|
||||
var/datum/skill/S = GLOB.skill_datums[path]
|
||||
// don't check, if we runtime let it happen.
|
||||
return S.is_value_greater(existing, new_value)
|
||||
|
||||
@@ -30,10 +27,18 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
var/name
|
||||
/// Our description
|
||||
var/desc
|
||||
/// Color of the name as shown in the html readout
|
||||
var/name_color = "#F0F0F0" // White on dark surface.
|
||||
/// Our progression type
|
||||
var/progression_type
|
||||
/// Abstract type
|
||||
var/abstract_type = /datum/skill
|
||||
/// skill threshold used in generic skill modifiers calculations.
|
||||
var/list/competency_thresholds = list(0, 0, 0)
|
||||
/// Multiplier of the difference of the holder skill value and the selected threshold.
|
||||
var/list/competency_mults = list(0, 0, 0)
|
||||
/// In which way this skil can affect or be affected through actions.
|
||||
var/skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD
|
||||
|
||||
/**
|
||||
* Ensures what someone's setting as a value for this skill is valid.
|
||||
@@ -41,6 +46,13 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
/datum/skill/proc/sanitize_value(new_value)
|
||||
return new_value
|
||||
|
||||
/**
|
||||
* Sets the new value of this skill in the holder skills list.
|
||||
* As well as possible feedback messages or secondary effects on value change, that's on you.
|
||||
*/
|
||||
/datum/skill/proc/set_skill_value(datum/skill_holder/H, value, mob/owner)
|
||||
H.skills[type] = value
|
||||
|
||||
/**
|
||||
* Checks if a value is greater
|
||||
*/
|
||||
@@ -52,7 +64,7 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
/**
|
||||
* Standard value "render"
|
||||
*/
|
||||
/datum/skill/proc/standard_render_value(value)
|
||||
/datum/skill/proc/standard_render_value(value, level)
|
||||
return value
|
||||
|
||||
// Just saying, the choice to use different sub-parent-types is to force coders to resolve issues as I won't be implementing custom procs to grab skill levels in a certain context.
|
||||
@@ -61,11 +73,13 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
/datum/skill/binary
|
||||
abstract_type = /datum/skill/binary
|
||||
progression_type = SKILL_PROGRESSION_BINARY
|
||||
competency_thresholds = list(FALSE, TRUE, TRUE)
|
||||
competency_mults = list(0.5, 0.5, 0.5)
|
||||
|
||||
/datum/skill/binary/sanitize_value(new_value)
|
||||
return new_value? TRUE : FALSE
|
||||
|
||||
/datum/skill/binary/standard_render_value(value)
|
||||
/datum/skill/binary/standard_render_value(value, level)
|
||||
return value? "Yes" : "No"
|
||||
|
||||
/datum/skill/numerical
|
||||
@@ -81,7 +95,7 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
/datum/skill/numerical/sanitize_value(new_value)
|
||||
return clamp(new_value, min_value, max_value)
|
||||
|
||||
/datum/skill/numerical/standard_render_value(value)
|
||||
/datum/skill/numerical/standard_render_value(value, level)
|
||||
return display_as_percent? "[round(value/max_value/100, 0.01)]%" : "[value] / [max_value]"
|
||||
|
||||
/datum/skill/enum
|
||||
@@ -93,3 +107,102 @@ GLOBAL_LIST_INIT(skill_datums, init_skill_datums())
|
||||
/datum/skill/enum/sanitize_value(new_value)
|
||||
if(new_value in valid_values)
|
||||
return new_value
|
||||
|
||||
/**
|
||||
* Classing r p g styled skills, tiered by lvl, and current/nextlvl experience.
|
||||
*/
|
||||
/datum/skill/level
|
||||
abstract_type = /datum/skill/level
|
||||
progression_type = SKILL_PROGRESSION_LEVEL
|
||||
var/standard_xp_lvl_up = STD_XP_LVL_UP //the standard required to level up. def: 100
|
||||
var/xp_lvl_multiplier = STD_XP_LVL_MULTI //standard required level up exp multiplier. def: 2 (100, 200, 400, 800 etc.)
|
||||
var/max_levels = STD_MAX_LVL
|
||||
var/level_up_method = STANDARD_LEVEL_UP //how levels are calculated.
|
||||
var/list/levels = list() //level thresholds, if associative, these will be preceded by tiers such as "novice" or "trained"
|
||||
var/associative = FALSE //See above.
|
||||
var/unskilled_tier = "Unskilled" //Only relevant for associative experience levels
|
||||
|
||||
//Builds the levels list.
|
||||
/datum/skill/level/New()
|
||||
. = ..()
|
||||
var/max_assoc = ""
|
||||
var/max_assoc_start = 1
|
||||
for(var/lvl in 1 to max_levels)
|
||||
var/value
|
||||
switch(level_up_method)
|
||||
if(STANDARD_LEVEL_UP)
|
||||
value = XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
|
||||
if(DWARFY_LEVEL_UP)
|
||||
value = DORF_XP_LEVEL(standard_xp_lvl_up, xp_lvl_multiplier, lvl)
|
||||
value = round(value, 1)
|
||||
if(!associative)
|
||||
levels += value
|
||||
continue
|
||||
if(max_assoc)
|
||||
levels["[max_assoc] +[max_assoc_start++]"] = value
|
||||
continue
|
||||
var/key = LAZYACCESS(levels, lvl)
|
||||
if(!key)
|
||||
if(lvl == 1) //You dun goof it.
|
||||
stack_trace("Skill datum [src] was set to have an associative levels list despite the latter having no key value.")
|
||||
associative = FALSE
|
||||
levels += value
|
||||
continue
|
||||
max_assoc = levels[lvl-1]
|
||||
levels["[max_assoc] +[max_assoc_start++]"] = value
|
||||
levels[key] = value
|
||||
|
||||
/datum/skill/level/sanitize_value(new_value)
|
||||
return max(new_value, 0)
|
||||
|
||||
/datum/skill/level/set_skill_value(datum/skill_holder/H, value, datum/mind/M, silent = FALSE)
|
||||
H.skills[type] = value
|
||||
var/new_level
|
||||
for(var/k in levels)
|
||||
if(value < (associative ? levels[k] : k))
|
||||
break
|
||||
new_level++
|
||||
var/old_level = LAZYACCESS(H.skill_levels, type)
|
||||
LAZYSET(H.skill_levels, type, new_level)
|
||||
. = new_level - old_level
|
||||
if(silent || !(M?.current))
|
||||
return
|
||||
if(. > 0)
|
||||
to_chat(M.current, "<span class='nicegreen'>I feel like I've become more proficient at [name]!</span>")
|
||||
else if(. < 0)
|
||||
to_chat(M.current, "<span class='warning'>I feel like I've become worse at [name]!</span>")
|
||||
|
||||
/datum/skill/level/standard_render_value(value, level)
|
||||
var/current_lvl = associative ? (!level ? unskilled_tier : levels[level]) : level
|
||||
var/current_lvl_xp_sum = 0
|
||||
if(level)
|
||||
current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
|
||||
var/next_index = max(max_levels, level+1)
|
||||
var/next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
|
||||
if(next_lvl_xp > current_lvl_xp_sum)
|
||||
next_lvl_xp -= current_lvl_xp_sum
|
||||
|
||||
|
||||
return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp])[level == max_levels ? " \[MAX!\]" : ""]"
|
||||
|
||||
/datum/skill/level/job
|
||||
levels = list("Basic", "Trained", "Experienced", "Master")
|
||||
competency_thresholds = list(JOB_SKILL_TRAINED, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
|
||||
competency_mults = list(0.15, 0.1, 0.1)
|
||||
associative = TRUE
|
||||
|
||||
//quite the reference, no?
|
||||
/datum/skill/level/dwarfy
|
||||
abstract_type = /datum/skill/level/dwarfy
|
||||
standard_xp_lvl_up = DORF_XP_LVL_UP
|
||||
xp_lvl_multiplier = DORF_XP_LVL_MULTI
|
||||
max_levels = DORF_MAX_LVL
|
||||
level_up_method = DWARFY_LEVEL_UP
|
||||
levels = list("Novice", "Adequate", "Competent", "Skilled",
|
||||
"Proficient", "Talented", "Adept", "Expert",
|
||||
"Professional", "Accomplished", "Great", "Master",
|
||||
"High Master", "Grand Master", "Legendary")
|
||||
competency_thresholds = list(DORF_SKILL_COMPETENT, DORF_SKILL_EXPERT, DORF_SKILL_MASTER)
|
||||
competency_mults = list(0.15, 0.1, 0.08)
|
||||
associative = TRUE
|
||||
unskilled_tier = "Dabbling"
|
||||
|
||||
@@ -2,10 +2,18 @@
|
||||
* Skill holder datums
|
||||
*/
|
||||
/datum/skill_holder
|
||||
var/datum/mind/owner
|
||||
/// Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.
|
||||
var/list/skills
|
||||
/// Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.
|
||||
var/list/skill_affinities
|
||||
/// Let's say we want to get a specific skill "level" without looping through a proc everytime.
|
||||
/// Only supported by skills with tiers or levels.
|
||||
var/list/skill_levels
|
||||
|
||||
/datum/skill_holder/New(datum/mind/M)
|
||||
. = ..()
|
||||
owner = M
|
||||
|
||||
/**
|
||||
* Grabs the value of a skill.
|
||||
@@ -15,54 +23,139 @@
|
||||
CRASH("Invalid get_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
if(!skills)
|
||||
return null
|
||||
return LAZYACCESS(skills, skill)
|
||||
return skills[skill]
|
||||
|
||||
/**
|
||||
* Grabs the level of a skill. Only supported by skills with tiers or levels.
|
||||
*/
|
||||
/datum/skill_holder/proc/get_skill_level(skill)
|
||||
if(!ispath(skill, /datum/skill))
|
||||
CRASH("Invalid get_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
if(!skill_levels)
|
||||
return 0
|
||||
return skill_levels[skill]
|
||||
|
||||
/**
|
||||
* Grabs our affinity for a skill. !!This is a multiplier!!
|
||||
*/
|
||||
/datum/skill_holder/proc/get_skill_affinity(skill)
|
||||
if(!ispath(skill))
|
||||
CRASH("Invalid get_skill_affinity call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
if(!skills)
|
||||
return 1
|
||||
. = 1
|
||||
if(!ispath(skill, /datum/skill))
|
||||
CRASH("Invalid get_skill_affinity call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
var/affinity = LAZYACCESS(skill_affinities, skill)
|
||||
if(isnull(affinity))
|
||||
return 1
|
||||
return affinity
|
||||
if(!isnull(affinity))
|
||||
. = affinity
|
||||
var/list/wrapped = list(.)
|
||||
SEND_SIGNAL(owner.current, COMSIG_MOB_SKILL_GET_AFFINITY, skill, wrapped)
|
||||
. = wrapped[1]
|
||||
|
||||
|
||||
/**
|
||||
* Sets the value of a skill.
|
||||
*/
|
||||
/datum/skill_holder/proc/set_skill_value(skill, value)
|
||||
if(!ispath(skill))
|
||||
CRASH("Invalid set_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
LAZYINITLIST(skills)
|
||||
value = sanitize_skill_value(skill, value)
|
||||
/datum/skill_holder/proc/set_skill_value(skill, value, silent = FALSE)
|
||||
if(!ispath(skill, /datum/skill))
|
||||
CRASH("Invalid set_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
|
||||
var/datum/skill/S = GLOB.skill_datums[skill]
|
||||
value = S.sanitize_value(value)
|
||||
if(!isnull(value))
|
||||
LAZYSET(skills, skill, value)
|
||||
LAZYINITLIST(skills)
|
||||
S.set_skill_value(src, value, owner, silent)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/**
|
||||
* Boosts a skill to a value if not aobve
|
||||
*/
|
||||
/datum/skill_holder/proc/boost_skill_value_to(skill, value)
|
||||
/datum/skill_holder/proc/boost_skill_value_to(skill, value, silent = FALSE)
|
||||
var/current = get_skill_value(skill)
|
||||
if(!is_skill_value_greater(skill, current, value))
|
||||
return FALSE
|
||||
set_skill_value(skill, value)
|
||||
set_skill_value(skill, value, silent)
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* Automatic skill increase, multiplied by skill affinity if existing.
|
||||
* Only works if skill is numerical.
|
||||
*/
|
||||
/datum/skill_holder/proc/auto_gain_experience(skill, value)
|
||||
if(!ispath(skill, /datum/skill/numerical))
|
||||
CRASH("You cannot auto increment a non numerical skill!")
|
||||
/datum/skill_holder/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
|
||||
if(!ispath(skill, /datum/skill))
|
||||
CRASH("Invalid set_skill_value call. Use skill typepaths.")
|
||||
var/datum/skill/S = GLOB.skill_datums[skill]
|
||||
if(S.progression_type != SKILL_PROGRESSION_NUMERICAL && S.progression_type != SKILL_PROGRESSION_LEVEL)
|
||||
CRASH("You cannot auto increment a non numerical(experience skill!")
|
||||
var/current = get_skill_value(skill)
|
||||
var/affinity = get_skill_affinity(skill)
|
||||
boost_skill_value_to(skill, current + (value * affinity))
|
||||
var/target_value = current + (value * affinity)
|
||||
if(maximum)
|
||||
target_value = max(target_value, maximum)
|
||||
if(target_value == maximum) //no more experience to gain, early return.
|
||||
return
|
||||
boost_skill_value_to(skill, target_value, silent)
|
||||
|
||||
/**
|
||||
* Generic value modifier proc that uses one skill.
|
||||
* Args:
|
||||
* * value : the value to modify, may be a delay, damage, probability.
|
||||
* * threshold : The difficulty of the action, in short. Refer to __DEFINES/skills/defines.dm for the defines.
|
||||
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
|
||||
*/
|
||||
/datum/skill_holder/proc/action_skills_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
|
||||
var/mod
|
||||
var/datum/skill/S = GLOB.skill_datums[skill]
|
||||
if(!S)
|
||||
return
|
||||
switch(S.progression_type)
|
||||
if(SKILL_PROGRESSION_LEVEL)
|
||||
mod = LAZYACCESS(skill_levels, S.type)
|
||||
else
|
||||
mod = LAZYACCESS(skills, S.type)
|
||||
mod = (1+(mod-S.competency_thresholds[threshold])*S.competency_mults[threshold])
|
||||
|
||||
var/list/comsig_values = list(mod)
|
||||
SEND_SIGNAL(owner.current, COMSIG_MOB_ACTION_SKILL_MOD, args, comsig_values)
|
||||
mod = comsig_values[MOD_VALUES_SKILL_MOD]
|
||||
|
||||
. = modifier_is_multiplier ? value*mod : value/mod
|
||||
|
||||
/**
|
||||
* Generic value modifier proc that uses several skills, intended for items.
|
||||
* Args:
|
||||
* * item/I : the item used in this action. its used_skills list variable contains the skills exercised with it.
|
||||
* * value : the value to modify, may be a delay, damage, probability.
|
||||
* * flags : the required flags that each skill (either in I.used_skills or the skill datum skill_flags) must have to influence
|
||||
* * the value.
|
||||
* * bad_flags : the opposite of the above, skills that must not be present to impact the value.
|
||||
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
|
||||
*/
|
||||
/datum/skill_holder/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
|
||||
. = value
|
||||
var/sum = 0
|
||||
var/divisor = 0
|
||||
var/list/checked_skills
|
||||
for(var/k in I.used_skills)
|
||||
var/datum/skill/S = GLOB.skill_datums[k]
|
||||
if(!S)
|
||||
continue
|
||||
var/our_flags = (I.used_skills[k]|S.skill_flags)
|
||||
if((flags && !(our_flags & flags)) || (bad_flags && our_flags & bad_flags))
|
||||
continue
|
||||
var/mod
|
||||
switch(S.progression_type)
|
||||
if(SKILL_PROGRESSION_LEVEL)
|
||||
mod = LAZYACCESS(skill_levels, S.type)
|
||||
else
|
||||
mod = LAZYACCESS(skills, S.type)
|
||||
sum += 1+(mod - S.competency_thresholds[I.skill_difficulty])*S.competency_mults[I.skill_difficulty]
|
||||
LAZYADD(checked_skills, S)
|
||||
|
||||
var/list/comsig_values = list(sum, divisor, checked_skills)
|
||||
SEND_SIGNAL(owner.current, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, args, comsig_values)
|
||||
sum = comsig_values[MOD_VALUES_ITEM_SKILLS_SUM]
|
||||
divisor = comsig_values[MOD_VALUES_ITEM_SKILLS_DIV]
|
||||
|
||||
if(divisor)
|
||||
. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
|
||||
|
||||
/**
|
||||
* Generates a HTML readout of our skills.
|
||||
@@ -73,6 +166,6 @@
|
||||
out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
|
||||
for(var/path in skills)
|
||||
var/datum/skill/S = GLOB.skill_datums[path]
|
||||
out += "<tr><td>[S.name]</td><td>[S.standard_render_value(skills[path])]</td></tr>"
|
||||
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skills[path], LAZYACCESS(skill_levels, path) || 0)]</td></tr>"
|
||||
out += "</table>"
|
||||
return out.Join("")
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
/datum/skill/level/job/wiring
|
||||
name = "Wiring"
|
||||
desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
|
||||
name_color = COLOR_PALE_ORANGE
|
||||
competency_thresholds = list(JOB_SKILL_BASIC, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
|
||||
skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD|SKILL_USE_TOOL|SKILL_TRAINING_TOOL
|
||||
@@ -1,3 +1,5 @@
|
||||
/datum/skill/numerical/surgery
|
||||
name = "Surgery"
|
||||
desc = "How proficient you are at doing surgery."
|
||||
name_color = COLOR_PALE_BLUE_GRAY
|
||||
competency_mults = list(0.025, 0.025, 0.025) // 60% surgery speed up at max value of 100.
|
||||
|
||||
@@ -33,6 +33,9 @@
|
||||
var/list/assemblies = list() // List of attached assemblies.
|
||||
var/randomize = 0 // If every instance of these wires should be random.
|
||||
// Prevents wires from showing up in station blueprints
|
||||
var/req_knowledge = INFINITY //wiring skill level on which the functions are revealed.
|
||||
var/req_skill = JOB_SKILL_BASIC //used in user's cutting/pulsing/mending speed calculations.
|
||||
var/list/current_users //list of untrained people currently interacting with this set of wires.
|
||||
|
||||
/datum/wires/New(atom/holder)
|
||||
..()
|
||||
@@ -130,8 +133,22 @@
|
||||
cut_wires += wire
|
||||
on_cut(wire, mend = FALSE)
|
||||
|
||||
/datum/wires/proc/cut_color(color)
|
||||
/datum/wires/proc/cut_color(color, mob/living/user)
|
||||
LAZYINITLIST(current_users)
|
||||
if(current_users[user])
|
||||
return FALSE
|
||||
if(req_skill && user?.mind)
|
||||
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
|
||||
if(level_diff > 0)
|
||||
LAZYSET(current_users, user, TRUE)
|
||||
to_chat(user, "<span class='notice'>You begin cutting [holder]'s [color] wire...</span>")
|
||||
if(!do_after(user, 1.5 SECONDS * level_diff, target = holder) || !interactable(user))
|
||||
LAZYREMOVE(current_users, user)
|
||||
return FALSE
|
||||
LAZYREMOVE(current_users, user)
|
||||
to_chat(user, "<span class='notice'>You cut [holder]'s [color] wire.</span>")
|
||||
cut(get_wire(color))
|
||||
return TRUE
|
||||
|
||||
/datum/wires/proc/cut_random()
|
||||
cut(wires[rand(1, wires.len)])
|
||||
@@ -146,7 +163,21 @@
|
||||
on_pulse(wire, user)
|
||||
|
||||
/datum/wires/proc/pulse_color(color, mob/living/user)
|
||||
LAZYINITLIST(current_users)
|
||||
if(current_users[user])
|
||||
return FALSE
|
||||
if(req_skill && user?.mind)
|
||||
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
|
||||
if(level_diff > 0)
|
||||
LAZYSET(current_users, user, TRUE)
|
||||
to_chat(user, "<span class='notice'>You begin pulsing [holder]'s [color] wire...</span>")
|
||||
if(!do_after(user, 1.5 SECONDS * level_diff, target = holder) || !interactable(user))
|
||||
LAZYREMOVE(current_users, user)
|
||||
return FALSE
|
||||
LAZYREMOVE(current_users, user)
|
||||
to_chat(user, "<span class='notice'>You pulse [holder]'s [color] wire.</span>")
|
||||
pulse(get_wire(color), user)
|
||||
return TRUE
|
||||
|
||||
/datum/wires/proc/pulse_assembly(obj/item/assembly/S)
|
||||
for(var/color in assemblies)
|
||||
@@ -224,7 +255,7 @@
|
||||
var/reveal_wires = FALSE
|
||||
|
||||
// Admin ghost can see a purpose of each wire.
|
||||
if(IsAdminGhost(user))
|
||||
if(IsAdminGhost(user) || user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring) >= req_knowledge)
|
||||
reveal_wires = TRUE
|
||||
|
||||
// Same for anyone with an abductor multitool.
|
||||
@@ -259,18 +290,16 @@
|
||||
if("cut")
|
||||
I = L.is_holding_tool_quality(TOOL_WIRECUTTER)
|
||||
if(I || IsAdminGhost(usr))
|
||||
if(I && holder)
|
||||
if(cut_color(target_wire, L) && I && holder)
|
||||
I.play_tool_sound(holder, 20)
|
||||
cut_color(target_wire)
|
||||
. = TRUE
|
||||
else
|
||||
to_chat(L, "<span class='warning'>You need wirecutters!</span>")
|
||||
if("pulse")
|
||||
I = L.is_holding_tool_quality(TOOL_MULTITOOL)
|
||||
if(I || IsAdminGhost(usr))
|
||||
if(I && holder)
|
||||
if(pulse_color(target_wire, L) && I && holder)
|
||||
I.play_tool_sound(holder, 20)
|
||||
pulse_color(target_wire, L)
|
||||
. = TRUE
|
||||
else
|
||||
to_chat(L, "<span class='warning'>You need a multitool!</span>")
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/airalarm
|
||||
holder_type = /obj/machinery/airalarm
|
||||
proper_name = "Air Alarm"
|
||||
req_knowledge = JOB_SKILL_MASTER
|
||||
|
||||
/datum/wires/airalarm/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/airlock
|
||||
holder_type = /obj/machinery/door/airlock
|
||||
proper_name = "Generic Airlock"
|
||||
req_skill = JOB_SKILL_UNTRAINED //Training wheel, as per request.
|
||||
var/wiretype
|
||||
|
||||
/datum/wires/airlock/secure
|
||||
@@ -52,10 +53,11 @@
|
||||
|
||||
/datum/wires/airlock/interactable(mob/user)
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
if(!A.panel_open)
|
||||
return FALSE
|
||||
if(!A.hasSiliconAccessInArea(user) && A.isElectrified() && A.shock(user, 100))
|
||||
return FALSE
|
||||
if(A.panel_open)
|
||||
return TRUE
|
||||
return TRUE
|
||||
|
||||
/datum/wires/airlock/get_status()
|
||||
var/obj/machinery/door/airlock/A = holder
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/apc
|
||||
holder_type = /obj/machinery/power/apc
|
||||
proper_name = "APC"
|
||||
req_knowledge = JOB_SKILL_MASTER
|
||||
|
||||
/datum/wires/apc/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/autolathe
|
||||
holder_type = /obj/machinery/autolathe
|
||||
proper_name = "Autolathe"
|
||||
req_knowledge = JOB_SKILL_EXPERT
|
||||
|
||||
/datum/wires/autolathe/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
|
||||
/datum/wires/emitter
|
||||
holder_type = /obj/machinery/power/emitter
|
||||
req_knowledge = JOB_SKILL_TRAINED
|
||||
req_skill = JOB_SKILL_UNTRAINED
|
||||
|
||||
/datum/wires/emitter/New(atom/holder)
|
||||
wires = list(WIRE_ZAP,WIRE_HACK)
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
/datum/wires/explosive/c4
|
||||
holder_type = /obj/item/grenade/plastic/c4
|
||||
randomize = TRUE //Same behaviour since no wire actually disarms it
|
||||
req_skill = JOB_SKILL_UNTRAINED
|
||||
|
||||
/datum/wires/explosive/c4/interactable(mob/user)
|
||||
var/obj/item/grenade/plastic/c4/P = holder
|
||||
@@ -29,6 +30,7 @@
|
||||
/datum/wires/explosive/pizza
|
||||
holder_type = /obj/item/pizzabox
|
||||
randomize = TRUE
|
||||
req_skill = JOB_SKILL_MASTER
|
||||
|
||||
/datum/wires/explosive/pizza/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/microwave
|
||||
holder_type = /obj/machinery/microwave
|
||||
proper_name = "Microwave"
|
||||
req_knowledge = JOB_SKILL_TRAINED
|
||||
req_skill = JOB_SKILL_UNTRAINED
|
||||
|
||||
/datum/wires/microwave/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/mulebot
|
||||
holder_type = /mob/living/simple_animal/bot/mulebot
|
||||
randomize = TRUE
|
||||
req_knowledge = JOB_SKILL_MASTER
|
||||
|
||||
/datum/wires/mulebot/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/particle_accelerator/control_box
|
||||
holder_type = /obj/machinery/particle_accelerator/control_box
|
||||
proper_name = "Particle Accelerator"
|
||||
req_knowledge = JOB_SKILL_EXPERT
|
||||
req_skill = JOB_SKILL_TRAINED
|
||||
|
||||
/datum/wires/particle_accelerator/control_box/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/rnd
|
||||
holder_type = /obj/machinery/rnd
|
||||
randomize = TRUE
|
||||
req_knowledge = JOB_SKILL_EXPERT
|
||||
|
||||
/datum/wires/rnd/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/radio
|
||||
holder_type = /obj/item/radio
|
||||
proper_name = "Radio"
|
||||
req_knowledge = JOB_SKILL_TRAINED
|
||||
req_skill = JOB_SKILL_UNTRAINED
|
||||
|
||||
/datum/wires/radio/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/robot
|
||||
holder_type = /mob/living/silicon/robot
|
||||
randomize = TRUE
|
||||
req_knowledge = JOB_SKILL_MASTER
|
||||
req_skill = JOB_SKILL_TRAINED
|
||||
|
||||
/datum/wires/robot/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/suit_storage_unit
|
||||
holder_type = /obj/machinery/suit_storage_unit
|
||||
proper_name = "Suit Storage Unit"
|
||||
req_knowledge = JOB_SKILL_TRAINED
|
||||
req_skill = JOB_SKILL_UNTRAINED
|
||||
|
||||
/datum/wires/suit_storage_unit/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/datum/wires/syndicatebomb
|
||||
holder_type = /obj/machinery/syndicatebomb
|
||||
randomize = TRUE
|
||||
req_skill = JOB_SKILL_EXPERT //good luck, wannabe hero.
|
||||
|
||||
|
||||
/datum/wires/syndicatebomb/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
/datum/wires/tesla_coil
|
||||
randomize = 1 //Only one wire don't need blueprints
|
||||
holder_type = /obj/machinery/power/tesla_coil
|
||||
req_knowledge = JOB_SKILL_TRAINED
|
||||
|
||||
/datum/wires/tesla_coil/New(atom/holder)
|
||||
wires = list(WIRE_ZAP)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/datum/wires/vending
|
||||
holder_type = /obj/machinery/vending
|
||||
proper_name = "Vending Unit"
|
||||
req_knowledge = JOB_SKILL_EXPERT
|
||||
|
||||
/datum/wires/vending/New(atom/holder)
|
||||
wires = list(
|
||||
|
||||
@@ -90,7 +90,10 @@
|
||||
sabotage_type = "cloner"
|
||||
|
||||
/datum/sabotage_objective/cloner/check_conditions()
|
||||
return !(locate(/obj/machinery/clonepod) in GLOB.machines)
|
||||
for(var/obj/machinery/clonepod/cloner in GLOB.machines)
|
||||
if(is_station_level(cloner.z))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/sabotage_objective/ai_law
|
||||
name = "Upload a hacked law to the AI."
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
var/list/L = list()
|
||||
var/list/LL = list()
|
||||
var/hacked = FALSE
|
||||
var/hackable = TRUE
|
||||
var/disabled = 0
|
||||
var/shocked = FALSE
|
||||
var/hack_wire
|
||||
@@ -32,7 +31,7 @@
|
||||
var/selected_category
|
||||
var/screen = 1
|
||||
|
||||
var/datum/techweb/stored_research = /datum/techweb/specialized/autounlocking/autolathe
|
||||
var/datum/techweb/specialized/autounlocking/stored_research = /datum/techweb/specialized/autounlocking/autolathe
|
||||
var/list/categories = list(
|
||||
"Tools",
|
||||
"Electronics",
|
||||
@@ -425,11 +424,11 @@
|
||||
|
||||
/obj/machinery/autolathe/proc/adjust_hacked(state)
|
||||
hacked = state
|
||||
if(!hackable && hacked)
|
||||
return
|
||||
for(var/id in SSresearch.techweb_designs)
|
||||
var/datum/design/D = SSresearch.techweb_design_by_id(id)
|
||||
if((D.build_type & AUTOLATHE) && ("hacked" in D.category))
|
||||
if(D.build_type & stored_research.design_autounlock_skip_types)
|
||||
continue
|
||||
if((D.build_type & stored_research.design_autounlock_buildtypes) && ("hacked" in D.category))
|
||||
if(hacked)
|
||||
stored_research.add_design(D)
|
||||
else
|
||||
@@ -441,8 +440,7 @@
|
||||
|
||||
/obj/machinery/autolathe/secure
|
||||
name = "secured autolathe"
|
||||
desc = "An autolathe reprogrammed with security protocols to prevent hacking."
|
||||
hackable = FALSE
|
||||
desc = "It produces items using metal and glass. This model was reprogrammed without some of the more hazardous designs."
|
||||
circuit = /obj/item/circuitboard/machine/autolathe/secure
|
||||
stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
|
||||
base_print_speed = 20
|
||||
|
||||
@@ -48,8 +48,7 @@
|
||||
if(2)
|
||||
// State 2
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = W
|
||||
if(C.use(2))
|
||||
if(W.use_tool(src, user, 0, 2))
|
||||
to_chat(user, "<span class='notice'>You add wires to the assembly.</span>")
|
||||
state = 3
|
||||
else
|
||||
|
||||
@@ -83,7 +83,6 @@
|
||||
if(istype(P, /obj/item/stack/cable_coil))
|
||||
if(!P.tool_start_check(user, amount=5))
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
|
||||
if(P.use_tool(src, user, 20, volume=50, amount=5))
|
||||
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
|
||||
|
||||
@@ -400,12 +400,11 @@
|
||||
"<span class='notice'>You begin adding wires to [src]...</span>")
|
||||
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 60, target = src))
|
||||
if(constructionStep != CONSTRUCTION_GUTTED || B.get_amount() < 5 || !B)
|
||||
if(constructionStep != CONSTRUCTION_GUTTED || !B.use_tool(src, user, 0, 5))
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] adds wires to [src].</span>", \
|
||||
"<span class='notice'>You wire [src].</span>")
|
||||
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
|
||||
B.use(5)
|
||||
constructionStep = CONSTRUCTION_WIRES_EXPOSED
|
||||
update_icon()
|
||||
return
|
||||
|
||||
@@ -205,11 +205,9 @@
|
||||
return
|
||||
if(1)
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if(coil.get_amount() < 5)
|
||||
if(!W.use_tool(src, user, 0, 5))
|
||||
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
|
||||
else
|
||||
coil.use(5)
|
||||
buildstage = 2
|
||||
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
|
||||
update_icon()
|
||||
|
||||
@@ -114,7 +114,6 @@
|
||||
add_fingerprint(user)
|
||||
if(charging)
|
||||
charging.update_icon()
|
||||
charging.forceMove(drop_location())
|
||||
user.put_in_hands(charging)
|
||||
|
||||
/obj/machinery/recharger/attack_tk(mob/user)
|
||||
|
||||
@@ -160,10 +160,7 @@
|
||||
to_chat(user, "<span class='warning'>You need one length of cable to repair [src]!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You begin to replace the wires...</span>")
|
||||
if(do_after(user, 30, target = src))
|
||||
if(coil.get_amount() < 1)
|
||||
return
|
||||
coil.use(1)
|
||||
if(W.use_tool(src, user, 30, 1))
|
||||
obj_integrity = max_integrity
|
||||
stat &= ~BROKEN
|
||||
to_chat(user, "<span class='notice'>You repair \the [src].</span>")
|
||||
|
||||
@@ -3,6 +3,46 @@
|
||||
////////////////////////////////
|
||||
/datum/component/construction/mecha
|
||||
var/base_icon
|
||||
var/looky_helpy = TRUE
|
||||
|
||||
/datum/component/construction/mecha/examine(mob/user)
|
||||
. = ..()
|
||||
if(looky_helpy)
|
||||
switch(steps[index]["key"])
|
||||
if(TOOL_WRENCH)
|
||||
. += "<span class='notice'>The mech could be <b>wrenched</b> into place.</span>"
|
||||
if(TOOL_SCREWDRIVER)
|
||||
. += "<span class='notice'>The mech could be <b>screwed</b> into place.</span>"
|
||||
if(TOOL_WIRECUTTER)
|
||||
. += "<span class='notice'>The mech wires could be <b>trimmed</b> into place.</span>"
|
||||
if(/obj/item/stack/cable_coil)
|
||||
. += "<span class='notice'>The mech could use some <b>wiring</b>.</span>"
|
||||
if(/obj/item/circuitboard)
|
||||
. += "<span class='notice'>The mech could use a type of<b>circuitboard</b>.</span>"
|
||||
if(/obj/item/stock_parts/scanning_module)
|
||||
. += "<span class='notice'>The mech could use a <b>scanning stock part</b>.</span>"
|
||||
if(/obj/item/stock_parts/capacitor)
|
||||
. += "<span class='notice'>The mech could use a <b>power based stock part</b>.</span>"
|
||||
if(/obj/item/stock_parts/cell)
|
||||
. += "<span class='notice'>The mech could use a <b>power source</b>.</span>"
|
||||
if(/obj/item/stack/sheet/metal)
|
||||
. += "<span class='notice'>The mech could use some <b>sheets of metal</b>.</span>"
|
||||
if(/obj/item/stack/sheet/plasteel)
|
||||
. += "<span class='notice'>The mech could use some <b>sheets of strong steel</b>.</span>"
|
||||
if(/obj/item/bikehorn)
|
||||
. += "<span class='notice'>HONK IT!.</span>"
|
||||
if(/obj/item/clothing/mask/gas/clown_hat)
|
||||
. += "<span class='notice'>GIVE IT CLOWN MAKEUP HONK!.</span>"
|
||||
if(/obj/item/clothing/shoes/clown_shoes)
|
||||
. += "<span class='notice'>GIVE IT GOOFY SHOES HONK HONK!.</span>"
|
||||
if(/obj/item/mecha_parts/part)
|
||||
. += "<span class='notice'>The mech could use a mech <b>part</b>.</span>"
|
||||
if(/obj/item/stack/ore/bluespace_crystal)
|
||||
. += "<span class='notice'>The mech could use a <b>crystal</b> of sorts.</span>"
|
||||
if(/obj/item/assembly/signaler/anomaly)
|
||||
. += "<span class='notice'>The mech could use a <b>anomaly</b> of sorts.</span>"
|
||||
else
|
||||
return
|
||||
|
||||
/datum/component/construction/mecha/spawn_result()
|
||||
if(!result)
|
||||
|
||||
@@ -220,8 +220,7 @@
|
||||
return
|
||||
else if(istype(W, /obj/item/stack/cable_coil))
|
||||
if(state == 3 && (internal_damage & MECHA_INT_SHORT_CIRCUIT))
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(CC.use(2))
|
||||
if(W.use_tool(src, user, 0, 2))
|
||||
clearInternalDamage(MECHA_INT_SHORT_CIRCUIT)
|
||||
to_chat(user, "<span class='notice'>You replace the fused wires.</span>")
|
||||
else
|
||||
|
||||
@@ -132,6 +132,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
|
||||
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
|
||||
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
|
||||
|
||||
///Skills vars
|
||||
//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
|
||||
var/list/datum/skill/used_skills
|
||||
var/skill_difficulty = THRESHOLD_COMPETENT //how difficult it's to use this item in general.
|
||||
var/skill_gain = DEF_SKILL_GAIN //base skill value gain from using this item.
|
||||
|
||||
/obj/item/Initialize()
|
||||
|
||||
if (attack_verb)
|
||||
@@ -783,7 +789,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
|
||||
|
||||
// Called when a mob tries to use the item as a tool.
|
||||
// Handles most checks.
|
||||
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks)
|
||||
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = 1, max_level = INFINITY)
|
||||
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
|
||||
// Run the start check here so we wouldn't have to call it manually.
|
||||
if(!delay && !tool_start_check(user, amount))
|
||||
@@ -795,6 +801,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
|
||||
play_tool_sound(target, volume)
|
||||
|
||||
if(delay)
|
||||
if(user.mind && used_skills)
|
||||
delay = user.mind.skill_holder.item_action_skills_mod(src, delay, skill_difficulty, SKILL_USE_TOOL, NONE, FALSE)
|
||||
|
||||
// Create a callback with checks that would be called every tick by do_after.
|
||||
var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
|
||||
|
||||
@@ -819,6 +828,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
|
||||
if(delay >= MIN_TOOL_SOUND_DELAY)
|
||||
play_tool_sound(target, volume)
|
||||
|
||||
if(user.mind && used_skills && skill_gain_mult)
|
||||
for(var/skill in used_skills)
|
||||
if(!(used_skills[skill] & SKILL_TRAINING_TOOL))
|
||||
continue
|
||||
user.mind.skill_holder.auto_gain_experience(skill, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
|
||||
|
||||
return TRUE
|
||||
|
||||
// Called before use_tool if there is a delay, or by use_tool if there isn't.
|
||||
|
||||
@@ -97,8 +97,7 @@
|
||||
to_chat(user, "<span class='notice'>You add [A] to the [initial(name)] assembly.</span>")
|
||||
|
||||
else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
if (C.use(1))
|
||||
if (I.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
|
||||
det_time = 50 // In case the cable_coil was removed and readded.
|
||||
stage_change(WIRED)
|
||||
to_chat(user, "<span class='notice'>You rig the [initial(name)] assembly.</span>")
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
|
||||
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
|
||||
breakouttime = 300 //Deciseconds = 30s
|
||||
cuffsound = 'sound/weapons/cablecuff.ogg'
|
||||
cuffsound = 'sound/weapons/cablecuff.ogg'
|
||||
|
||||
/obj/item/restraints/handcuffs/cable/attack_self(mob/user)
|
||||
to_chat(user, "<span class='notice'>You start unwinding the cable restraints back into coil</span>")
|
||||
@@ -130,7 +130,7 @@
|
||||
user.put_in_hands(coil)
|
||||
coil.color = color
|
||||
to_chat(user, "<span class='notice'>You unwind the cable restraints back into coil</span>")
|
||||
|
||||
|
||||
/obj/item/restraints/handcuffs/cable/red
|
||||
color = "#ff0000"
|
||||
|
||||
@@ -225,7 +225,6 @@
|
||||
/obj/item/restraints/handcuffs/fake/kinky
|
||||
name = "kinky handcuffs"
|
||||
desc = "Fake handcuffs meant for erotic roleplay."
|
||||
icon = 'modular_citadel/icons/obj/items_and_weapons.dmi'
|
||||
icon_state = "handcuffgag"
|
||||
item_state = "kinkycuff"
|
||||
|
||||
|
||||
@@ -325,7 +325,7 @@
|
||||
else
|
||||
target.LAssailant = WEAKREF(user)
|
||||
cooldown_check = world.time + cooldown
|
||||
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
|
||||
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
|
||||
else
|
||||
var/wait_desc = get_wait_description()
|
||||
if(wait_desc)
|
||||
|
||||
@@ -59,6 +59,9 @@
|
||||
self_delay = 20
|
||||
grind_results = list(/datum/reagent/medicine/styptic_powder = 10)
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/one
|
||||
amount = 1
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/heal(mob/living/M, mob/user)
|
||||
if(M.stat == DEAD)
|
||||
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
|
||||
@@ -134,6 +137,9 @@
|
||||
singular_name = "sterilized medical gauze"
|
||||
self_delay = 5
|
||||
|
||||
/obj/item/stack/medical/gauze/adv/one
|
||||
amount = 1
|
||||
|
||||
/obj/item/stack/medical/gauze/cyborg
|
||||
custom_materials = null
|
||||
is_cyborg = 1
|
||||
@@ -151,6 +157,9 @@
|
||||
self_delay = 20
|
||||
grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10)
|
||||
|
||||
/obj/item/stack/medical/ointment/one
|
||||
amount = 1
|
||||
|
||||
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
|
||||
if(M.stat == DEAD)
|
||||
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
|
||||
|
||||
@@ -69,7 +69,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
|
||||
if (get_amount() < 1 || CC.get_amount() < 5)
|
||||
to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
|
||||
return
|
||||
CC.use(5)
|
||||
CC.use_tool(src, user, 0, 5, max_level = JOB_SKILL_BASIC)
|
||||
use(1)
|
||||
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
|
||||
var/obj/item/stack/light_w/new_tile = new(user.loc)
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
if(status)
|
||||
if(baton_stun(M, user, disarming))
|
||||
user.do_attack_animation(M)
|
||||
user.adjustStaminaLossBuffered(getweight()) //CIT CHANGE - makes stunbatonning others cost stamina
|
||||
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
|
||||
else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
|
||||
M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
|
||||
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
|
||||
@@ -232,11 +232,8 @@
|
||||
/obj/item/melee/baton/stunsword
|
||||
name = "stunsword"
|
||||
desc = "not actually sharp, this sword is functionally identical to a stunbaton"
|
||||
icon = 'modular_citadel/icons/obj/stunsword.dmi'
|
||||
icon_state = "stunsword"
|
||||
item_state = "sword"
|
||||
lefthand_file = 'modular_citadel/icons/mob/inhands/stunsword_left.dmi'
|
||||
righthand_file = 'modular_citadel/icons/mob/inhands/stunsword_right.dmi'
|
||||
|
||||
/obj/item/melee/baton/stunsword/get_belt_overlay()
|
||||
if(istype(loc, /obj/item/storage/belt/sabre))
|
||||
|
||||
@@ -241,11 +241,13 @@
|
||||
playsound(user, activation_sound, transform_volume, 1)
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
AddElement(/datum/element/sword_point)
|
||||
total_mass = total_mass_on
|
||||
else
|
||||
to_chat(user, "<span class='notice'>[deactivation_message]</span>")
|
||||
playsound(user, deactivation_sound, transform_volume, 1)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
RemoveElement(/datum/element/sword_point)
|
||||
total_mass = initial(total_mass)
|
||||
|
||||
update_icon()
|
||||
add_fingerprint(user)
|
||||
@@ -287,9 +289,6 @@
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/toy/sword/getweight()
|
||||
return (active ? total_mass_on : total_mass) || w_class *1.25
|
||||
|
||||
/obj/item/toy/sword/cx
|
||||
name = "\improper DX Non-Euplastic LightSword"
|
||||
desc = "A deluxe toy replica of an energy sword. Realistic visuals and sounds! Ages 8 and up."
|
||||
|
||||
@@ -131,7 +131,7 @@
|
||||
if(C.get_amount() >= 5)
|
||||
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
|
||||
if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use(5))
|
||||
if(do_after(user, 20, target = src) && state == SCREWED_CORE && C.use_tool(src, user, 0, 5))
|
||||
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
|
||||
state = CABLED_CORE
|
||||
update_icon()
|
||||
|
||||
@@ -84,7 +84,6 @@
|
||||
panel_open = FALSE
|
||||
|
||||
else if(istype(I, /obj/item/stack/cable_coil) && panel_open)
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
if(obj_flags & EMAGGED) //Emagged, not broken by EMP
|
||||
to_chat(user, "<span class='warning'>Sign has been damaged beyond repair!</span>")
|
||||
return
|
||||
@@ -92,7 +91,7 @@
|
||||
to_chat(user, "<span class='warning'>This sign is functioning properly!</span>")
|
||||
return
|
||||
|
||||
if(C.use(2))
|
||||
if(I.use_tool(src, user, 0, 2))
|
||||
to_chat(user, "<span class='notice'>You replace the burnt wiring.</span>")
|
||||
broken = FALSE
|
||||
else
|
||||
|
||||
@@ -169,8 +169,7 @@
|
||||
if(do_after(user, 40, target = src))
|
||||
if(!src || !anchored || src.state != "01")
|
||||
return
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(!CC.use(1))
|
||||
if(!W.use_tool(src, user, 0, 1))
|
||||
to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You wire the windoor.</span>")
|
||||
|
||||
@@ -10,9 +10,9 @@
|
||||
/obj/item/organ/heart/gland/trauma/activate()
|
||||
to_chat(owner, "<span class='warning'>You feel a spike of pain in your head.</span>")
|
||||
if(prob(33))
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
|
||||
else
|
||||
if(prob(20))
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
|
||||
else
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
|
||||
owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
|
||||
|
||||
@@ -0,0 +1,282 @@
|
||||
/mob/living
|
||||
var/mb_cd_length = 5 SECONDS //5 second cooldown for masturbating because fuck spam.
|
||||
var/mb_cd_timer = 0 //The timer itself
|
||||
|
||||
/mob/living/carbon/human
|
||||
var/saved_underwear = ""//saves their underwear so it can be toggled later
|
||||
var/saved_undershirt = ""
|
||||
var/saved_socks = ""
|
||||
var/hidden_underwear = FALSE
|
||||
var/hidden_undershirt = FALSE
|
||||
var/hidden_socks = FALSE
|
||||
|
||||
//Mob procs
|
||||
/mob/living/carbon/human/proc/underwear_toggle()
|
||||
set name = "Toggle undergarments"
|
||||
set category = "IC"
|
||||
|
||||
var/confirm = input(src, "Select what part of your form to alter", "Undergarment Toggling") as null|anything in list("Top", "Bottom", "Socks", "All")
|
||||
if(!confirm)
|
||||
return
|
||||
if(confirm == "Top")
|
||||
hidden_undershirt = !hidden_undershirt
|
||||
|
||||
if(confirm == "Bottom")
|
||||
hidden_underwear = !hidden_underwear
|
||||
|
||||
if(confirm == "Socks")
|
||||
hidden_socks = !hidden_socks
|
||||
|
||||
if(confirm == "All")
|
||||
var/on_off = (hidden_undershirt || hidden_underwear || hidden_socks) ? FALSE : TRUE
|
||||
hidden_undershirt = on_off
|
||||
hidden_underwear = on_off
|
||||
hidden_socks = on_off
|
||||
|
||||
update_body(TRUE)
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/adjust_arousal(strength,aphro = FALSE,maso = FALSE) // returns all genitals that were adjust
|
||||
var/list/obj/item/organ/genital/genit_list = list()
|
||||
if(!client?.prefs.arousable || (aphro && (client?.prefs.cit_toggles & NO_APHRO)) || (maso && !HAS_TRAIT(src, TRAIT_MASO)))
|
||||
return // no adjusting made here
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(G.genital_flags & GENITAL_CAN_AROUSE && !G.aroused_state && prob(strength*G.sensitivity))
|
||||
G.set_aroused_state(strength > 0)
|
||||
G.update_appearance()
|
||||
if(G.aroused_state)
|
||||
genit_list += G
|
||||
return genit_list
|
||||
|
||||
/obj/item/organ/genital/proc/climaxable(mob/living/carbon/human/H, silent = FALSE) //returns the fluid source (ergo reagents holder) if found.
|
||||
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
|
||||
. = reagents
|
||||
else
|
||||
if(linked_organ)
|
||||
. = linked_organ.reagents
|
||||
if(!. && !silent)
|
||||
to_chat(H, "<span class='warning'>Your [name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
|
||||
|
||||
/mob/living/carbon/human/proc/do_climax(datum/reagents/R, atom/target, obj/item/organ/genital/G, spill = TRUE)
|
||||
if(!G)
|
||||
return
|
||||
if(!target || !R)
|
||||
return
|
||||
var/turfing = isturf(target)
|
||||
G.generate_fluid()
|
||||
if(spill && R.total_volume >= 5)
|
||||
R.reaction(turfing ? target : target.loc, TOUCH, 1, 0)
|
||||
if(!turfing)
|
||||
R.trans_to(target, R.total_volume * (spill ? G.fluid_transfer_factor : 1))
|
||||
G.time_since_last_orgasm = 0
|
||||
R.clear_reagents()
|
||||
|
||||
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
|
||||
var/datum/reagents/fluid_source = G.climaxable(src, TRUE)
|
||||
if(!fluid_source)
|
||||
to_chat(src,"<span class='userdanger'>Your [G.name] cannot cum.</span>")
|
||||
return
|
||||
if(mb_time) //as long as it's not instant, give a warning
|
||||
to_chat(src,"<span class='userlove'>You feel yourself about to orgasm.</span>")
|
||||
if(!do_after(src, mb_time, target = src) || !G.climaxable(src, TRUE))
|
||||
return
|
||||
to_chat(src,"<span class='userlove'>You climax[isturf(loc) ? " onto [loc]" : ""] with your [G.name].</span>")
|
||||
do_climax(fluid_source, loc, G)
|
||||
|
||||
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
|
||||
var/datum/reagents/fluid_source = G.climaxable(src)
|
||||
if(!fluid_source)
|
||||
return
|
||||
if(mb_time) //Skip warning if this is an instant climax.
|
||||
to_chat(src,"<span class='userlove'>You're about to climax with [L]!</span>")
|
||||
to_chat(L,"<span class='userlove'>[src] is about to climax with you!</span>")
|
||||
if(!do_after(src, mb_time, target = src) || !in_range(src, L) || !G.climaxable(src, TRUE))
|
||||
return
|
||||
if(spillage)
|
||||
to_chat(src,"<span class='userlove'>You orgasm with [L], spilling out of them, using your [G.name].</span>")
|
||||
to_chat(L,"<span class='userlove'>[src] climaxes with you, overflowing and spilling, using [p_their()] [G.name]!</span>")
|
||||
else //knots and other non-spilling orgasms
|
||||
to_chat(src,"<span class='userlove'>You climax with [L], your [G.name] spilling nothing.</span>")
|
||||
to_chat(L,"<span class='userlove'>[src] climaxes with you, [p_their()] [G.name] spilling nothing!</span>")
|
||||
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "orgasm", /datum/mood_event/orgasm)
|
||||
do_climax(fluid_source, spillage ? loc : L, G, spillage)
|
||||
|
||||
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
|
||||
var/datum/reagents/fluid_source = G.climaxable(src)
|
||||
if(!fluid_source)
|
||||
return
|
||||
if(mb_time)
|
||||
to_chat(src,"<span class='userlove'>You start to [G.masturbation_verb] your [G.name] over [container].</span>")
|
||||
if(!do_after(src, mb_time, target = src) || !in_range(src, container) || !G.climaxable(src, TRUE))
|
||||
return
|
||||
to_chat(src,"<span class='userlove'>You used your [G.name] to fill [container].</span>")
|
||||
do_climax(fluid_source, container, G, FALSE)
|
||||
|
||||
/mob/living/carbon/human/proc/pick_climax_genitals(silent = FALSE)
|
||||
var/list/genitals_list
|
||||
var/list/worn_stuff = get_equipped_items()
|
||||
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH) && G.is_exposed(worn_stuff)) //filter out what you can't masturbate with
|
||||
LAZYADD(genitals_list, G)
|
||||
if(LAZYLEN(genitals_list))
|
||||
var/obj/item/organ/genital/ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
|
||||
return ret_organ
|
||||
else if(!silent)
|
||||
to_chat(src, "<span class='warning'>You cannot climax without available genitals.</span>")
|
||||
|
||||
/mob/living/carbon/human/proc/pick_partner(silent = FALSE)
|
||||
var/list/partners = list()
|
||||
if(pulling)
|
||||
partners += pulling
|
||||
if(pulledby)
|
||||
partners += pulledby
|
||||
//Now we got both of them, let's check if they're proper
|
||||
for(var/mob/living/L in partners)
|
||||
if(!L.client || !L.mind) // can't consent, not a partner
|
||||
partners -= L
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
if(!C.exposed_genitals.len && !C.is_groin_exposed() && !C.is_chest_exposed()) //Nothing through_clothing, no proper partner.
|
||||
partners -= C
|
||||
//NOW the list should only contain correct partners
|
||||
if(!partners.len)
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
|
||||
return //No one left.
|
||||
var/mob/living/target = input(src, "With whom?", "Sexual partner", null) as null|anything in partners //pick one, default to null
|
||||
if(target && in_range(src, target))
|
||||
to_chat(src,"<span class='notice'>Waiting for consent...</span>")
|
||||
var/consenting = input(target, "Do you want [src] to climax with you?","Climax mechanics","No") in list("Yes","No")
|
||||
if(consenting == "Yes")
|
||||
return target
|
||||
else
|
||||
message_admins("[src] tried to climax with [target], but [target] did not consent.")
|
||||
log_consent("[src] tried to climax with [target], but [target] did not consent.")
|
||||
|
||||
/mob/living/carbon/human/proc/pick_climax_container(silent = FALSE)
|
||||
var/list/containers_list = list()
|
||||
|
||||
for(var/obj/item/reagent_containers/C in held_items)
|
||||
if(C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks))
|
||||
containers_list += C
|
||||
for(var/obj/item/reagent_containers/C in range(1, src))
|
||||
if((C.is_open_container() || istype(C, /obj/item/reagent_containers/food/snacks)) && CanReach(C))
|
||||
containers_list += C
|
||||
|
||||
if(containers_list.len)
|
||||
var/obj/item/reagent_containers/SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
|
||||
if(SC && CanReach(SC))
|
||||
return SC
|
||||
else if(!silent)
|
||||
to_chat(src, "<span class='warning'>You cannot do this without an appropriate container.</span>")
|
||||
|
||||
/mob/living/carbon/human/proc/available_rosie_palms(silent = FALSE, list/whitelist_typepaths = list(/obj/item/dildo))
|
||||
if(restrained(TRUE)) //TRUE ignores grabs
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
|
||||
return FALSE
|
||||
if(!get_num_arms() || !get_empty_held_indexes())
|
||||
if(whitelist_typepaths)
|
||||
if(!islist(whitelist_typepaths))
|
||||
whitelist_typepaths = list(whitelist_typepaths)
|
||||
for(var/path in whitelist_typepaths)
|
||||
if(is_holding_item_of_type(path))
|
||||
return TRUE
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
//Here's the main proc itself
|
||||
/mob/living/carbon/human/proc/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
|
||||
if(mb_cd_timer > world.time)
|
||||
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
|
||||
to_chat(src, "<span class='warning'>You need to wait [DisplayTimeText((mb_cd_timer - world.time), TRUE)] before you can do that again!</span>")
|
||||
return
|
||||
|
||||
if(!client?.prefs.arousable || !has_dna())
|
||||
return
|
||||
if(stat == DEAD)
|
||||
if(!forced_climax)
|
||||
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
|
||||
return
|
||||
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(!CHECK_BITFIELD(G.genital_flags, CAN_CLIMAX_WITH)) //Skip things like wombs and testicles
|
||||
continue
|
||||
var/mob/living/partner
|
||||
var/check_target
|
||||
var/list/worn_stuff = get_equipped_items()
|
||||
|
||||
if(G.is_exposed(worn_stuff))
|
||||
if(pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
|
||||
if(isliving(pulling)) //Don't fuck objects
|
||||
check_target = pulling
|
||||
if(pulledby && !check_target) //prioritise pulled over pulledby
|
||||
if(isliving(pulledby))
|
||||
check_target = pulledby
|
||||
//Now we should have a partner, or else we have to come alone
|
||||
if(check_target)
|
||||
if(iscarbon(check_target)) //carbons can have clothes
|
||||
var/mob/living/carbon/C = check_target
|
||||
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
|
||||
partner = C
|
||||
else //A cat is fine too
|
||||
partner = check_target
|
||||
if(partner) //Did they pass the clothing checks?
|
||||
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
|
||||
continue //You've climaxed once with this organ, continue on
|
||||
//not exposed OR if no partner was found while exposed, climax alone
|
||||
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
|
||||
//Now all genitals that could climax, have.
|
||||
//Since this was a forced climax, we do not need to continue with the other stuff
|
||||
mb_cd_timer = world.time + mb_cd_length
|
||||
return
|
||||
//If we get here, then this is not a forced climax and we gotta check a few things.
|
||||
|
||||
if(stat == UNCONSCIOUS) //No sleep-masturbation, you're unconscious.
|
||||
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
|
||||
return
|
||||
|
||||
//Ok, now we check what they want to do.
|
||||
var/choice = input(src, "Select sexual activity", "Sexual activity:") as null|anything in list("Climax alone","Climax with partner", "Fill container")
|
||||
if(!choice)
|
||||
return
|
||||
|
||||
switch(choice)
|
||||
if("Climax alone")
|
||||
if(!available_rosie_palms())
|
||||
return
|
||||
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
|
||||
if(picked_organ && available_rosie_palms(TRUE))
|
||||
mob_climax_outside(picked_organ)
|
||||
if("Climax with partner")
|
||||
//We need no hands, we can be restrained and so on, so let's pick an organ
|
||||
var/obj/item/organ/genital/picked_organ = pick_climax_genitals()
|
||||
if(picked_organ)
|
||||
var/mob/living/partner = pick_partner() //Get someone
|
||||
if(partner)
|
||||
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as null|anything in list("Yes", "No")
|
||||
if(spillage && in_range(src, partner))
|
||||
mob_climax_partner(picked_organ, partner, spillage == "Yes" ? TRUE : FALSE)
|
||||
if("Fill container")
|
||||
//We'll need hands and no restraints.
|
||||
if(!available_rosie_palms(FALSE, /obj/item/reagent_containers))
|
||||
return
|
||||
//We got hands, let's pick an organ
|
||||
var/obj/item/organ/genital/picked_organ
|
||||
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
|
||||
if(picked_organ)
|
||||
//Good, got an organ, time to pick a container
|
||||
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
|
||||
if(fluid_container && available_rosie_palms(TRUE, /obj/item/reagent_containers))
|
||||
mob_fill_container(picked_organ, fluid_container)
|
||||
|
||||
mb_cd_timer = world.time + mb_cd_length
|
||||
|
||||
/mob/living/carbon/human/verb/climax_verb()
|
||||
set category = "IC"
|
||||
set name = "Climax"
|
||||
set desc = "Lets you choose a couple ways to ejaculate."
|
||||
mob_climax()
|
||||
@@ -0,0 +1,374 @@
|
||||
/obj/item/organ/genital
|
||||
color = "#fcccb3"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
organ_flags = ORGAN_NO_DISMEMBERMENT
|
||||
var/shape
|
||||
var/sensitivity = 1 // wow if this were ever used that'd be cool but it's not but i'm keeping it for my unshit code
|
||||
var/genital_flags //see citadel_defines.dm
|
||||
var/masturbation_verb = "masturbate"
|
||||
var/orgasm_verb = "cumming" //present continous
|
||||
var/arousal_verb = "You feel aroused"
|
||||
var/unarousal_verb = "You no longer feel aroused"
|
||||
var/fluid_transfer_factor = 0 //How much would a partner get in them if they climax using this?
|
||||
var/size = 2 //can vary between num or text, just used in icon_state strings
|
||||
var/datum/reagent/fluid_id = null
|
||||
var/fluid_max_volume = 50
|
||||
var/fluid_efficiency = 1
|
||||
var/fluid_rate = CUM_RATE
|
||||
var/fluid_mult = 1
|
||||
var/time_since_last_orgasm = 500
|
||||
var/aroused_state = FALSE //Boolean used in icon_state strings
|
||||
var/obj/item/organ/genital/linked_organ
|
||||
var/linked_organ_slot //used for linking an apparatus' organ to its other half on update_link().
|
||||
var/layer_index = GENITAL_LAYER_INDEX //Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
|
||||
|
||||
/obj/item/organ/genital/Initialize(mapload, do_update = TRUE)
|
||||
. = ..()
|
||||
if(fluid_id)
|
||||
create_reagents(fluid_max_volume, NONE, NO_REAGENTS_VALUE)
|
||||
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
|
||||
reagents.add_reagent(fluid_id, fluid_max_volume)
|
||||
if(do_update)
|
||||
update()
|
||||
|
||||
/obj/item/organ/genital/proc/set_aroused_state(new_state)
|
||||
if(!(genital_flags & GENITAL_CAN_AROUSE))
|
||||
return FALSE
|
||||
if(!((HAS_TRAIT(owner,TRAIT_PERMABONER) && !new_state) || HAS_TRAIT(owner,TRAIT_NEVERBONER) && new_state))
|
||||
aroused_state = new_state
|
||||
return aroused_state
|
||||
|
||||
/obj/item/organ/genital/proc/update()
|
||||
if(QDELETED(src))
|
||||
return
|
||||
update_size()
|
||||
update_appearance()
|
||||
if(genital_flags & UPDATE_OWNER_APPEARANCE && owner && ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.update_genitals()
|
||||
if(linked_organ_slot || (linked_organ && !owner))
|
||||
update_link()
|
||||
|
||||
//exposure and through-clothing code
|
||||
/mob/living/carbon
|
||||
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
|
||||
|
||||
/obj/item/organ/genital/proc/is_exposed()
|
||||
if(!owner || genital_flags & (GENITAL_INTERNAL|GENITAL_HIDDEN))
|
||||
return FALSE
|
||||
if(genital_flags & GENITAL_UNDIES_HIDDEN && ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(!(NO_UNDERWEAR in H.dna.species.species_traits))
|
||||
var/datum/sprite_accessory/underwear/top/T = H.hidden_undershirt ? null : GLOB.undershirt_list[H.undershirt]
|
||||
var/datum/sprite_accessory/underwear/bottom/B = H.hidden_underwear ? null : GLOB.underwear_list[H.underwear]
|
||||
if(zone == BODY_ZONE_CHEST ? (T?.covers_chest || B?.covers_chest) : (T?.covers_groin || B?.covers_groin))
|
||||
return FALSE
|
||||
if(genital_flags & GENITAL_THROUGH_CLOTHES)
|
||||
return TRUE
|
||||
|
||||
switch(zone) //update as more genitals are added
|
||||
if(BODY_ZONE_CHEST)
|
||||
return owner.is_chest_exposed()
|
||||
if(BODY_ZONE_PRECISE_GROIN)
|
||||
return owner.is_groin_exposed()
|
||||
|
||||
/obj/item/organ/genital/proc/toggle_visibility(visibility, update = TRUE)
|
||||
genital_flags &= ~(GENITAL_THROUGH_CLOTHES|GENITAL_HIDDEN|GENITAL_UNDIES_HIDDEN)
|
||||
if(owner)
|
||||
owner.exposed_genitals -= src
|
||||
switch(visibility)
|
||||
if(GEN_VISIBLE_ALWAYS)
|
||||
genital_flags |= GENITAL_THROUGH_CLOTHES
|
||||
if(owner)
|
||||
owner.exposed_genitals += src
|
||||
if(GEN_VISIBLE_NO_UNDIES)
|
||||
genital_flags |= GENITAL_UNDIES_HIDDEN
|
||||
if(GEN_VISIBLE_NEVER)
|
||||
genital_flags |= GENITAL_HIDDEN
|
||||
|
||||
if(update && owner && ishuman(owner)) //recast to use update genitals proc
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.update_genitals()
|
||||
|
||||
/mob/living/carbon/verb/toggle_genitals()
|
||||
set category = "IC"
|
||||
set name = "Expose/Hide genitals"
|
||||
set desc = "Allows you to toggle which genitals should show through clothes or not."
|
||||
|
||||
if(stat != CONSCIOUS)
|
||||
to_chat(usr, "<span class='warning'>You can toggle genitals visibility right now...</span>")
|
||||
return
|
||||
|
||||
var/list/genital_list = list()
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(!CHECK_BITFIELD(G.genital_flags, GENITAL_INTERNAL))
|
||||
genital_list += G
|
||||
if(!genital_list.len) //There is nothing to expose
|
||||
return
|
||||
//Full list of exposable genitals created
|
||||
var/obj/item/organ/genital/picked_organ
|
||||
picked_organ = input(src, "Choose which genitalia to expose/hide", "Expose/Hide genitals") as null|anything in genital_list
|
||||
if(picked_organ && (picked_organ in internal_organs))
|
||||
var/picked_visibility = input(src, "Choose visibility setting", "Expose/Hide genitals") as null|anything in GLOB.genitals_visibility_toggles
|
||||
if(picked_visibility && picked_organ && (picked_organ in internal_organs))
|
||||
picked_organ.toggle_visibility(picked_visibility)
|
||||
return
|
||||
|
||||
/mob/living/carbon/verb/toggle_arousal_state()
|
||||
set category = "IC"
|
||||
set name = "Toggle genital arousal"
|
||||
set desc = "Allows you to toggle which genitals are showing signs of arousal."
|
||||
var/list/genital_list = list()
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(G.genital_flags & GENITAL_CAN_AROUSE)
|
||||
genital_list += G
|
||||
if(!genital_list.len) //There's nothing that can show arousal
|
||||
return
|
||||
var/obj/item/organ/genital/picked_organ
|
||||
picked_organ = input(src, "Choose which genitalia to toggle arousal on", "Set genital arousal", null) in genital_list
|
||||
if(picked_organ)
|
||||
var/original_state = picked_organ.aroused_state
|
||||
picked_organ.set_aroused_state(!picked_organ.aroused_state)
|
||||
if(original_state != picked_organ.aroused_state)
|
||||
to_chat(src,"<span class='userlove'>[picked_organ.aroused_state ? picked_organ.arousal_verb : picked_organ.unarousal_verb].</span>")
|
||||
else
|
||||
to_chat(src,"<span class='userlove'>You can't make that genital [picked_organ.aroused_state ? "unaroused" : "aroused"]!</span>")
|
||||
picked_organ.update_appearance()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/organ/genital/proc/modify_size(modifier, min = -INFINITY, max = INFINITY)
|
||||
fluid_max_volume += modifier*2.5
|
||||
fluid_rate += modifier/10
|
||||
if(reagents)
|
||||
reagents.maximum_volume = fluid_max_volume
|
||||
return
|
||||
|
||||
/obj/item/organ/genital/proc/update_size()
|
||||
return
|
||||
|
||||
/obj/item/organ/genital/proc/update_appearance()
|
||||
if(!owner || owner.stat == DEAD)
|
||||
aroused_state = FALSE
|
||||
|
||||
/obj/item/organ/genital/on_life()
|
||||
. = ..()
|
||||
if(!reagents || !.)
|
||||
return
|
||||
reagents.maximum_volume = fluid_max_volume
|
||||
if(fluid_id && CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION))
|
||||
time_since_last_orgasm++
|
||||
|
||||
/obj/item/organ/genital/proc/generate_fluid()
|
||||
var/amount = clamp(fluid_rate * time_since_last_orgasm * fluid_mult,0,fluid_max_volume)
|
||||
reagents.clear_reagents()
|
||||
reagents.add_reagent(fluid_id,amount)
|
||||
return TRUE
|
||||
|
||||
/obj/item/organ/genital/proc/update_link()
|
||||
if(owner)
|
||||
if(linked_organ)
|
||||
return FALSE
|
||||
linked_organ = owner.getorganslot(linked_organ_slot)
|
||||
if(linked_organ)
|
||||
linked_organ.linked_organ = src
|
||||
linked_organ.upon_link()
|
||||
upon_link()
|
||||
return TRUE
|
||||
if(linked_organ)
|
||||
linked_organ.linked_organ = null
|
||||
linked_organ = null
|
||||
return FALSE
|
||||
|
||||
//post organ duo making arrangements.
|
||||
/obj/item/organ/genital/proc/upon_link()
|
||||
return
|
||||
|
||||
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = TRUE)
|
||||
. = ..()
|
||||
if(.)
|
||||
update()
|
||||
RegisterSignal(owner, COMSIG_MOB_DEATH, .proc/update_appearance)
|
||||
if(genital_flags & GENITAL_THROUGH_CLOTHES)
|
||||
owner.exposed_genitals += src
|
||||
|
||||
/obj/item/organ/genital/Remove(special = FALSE)
|
||||
. = ..()
|
||||
var/mob/living/carbon/C = .
|
||||
update()
|
||||
if(!QDELETED(C))
|
||||
if(genital_flags & UPDATE_OWNER_APPEARANCE && ishuman(C))
|
||||
var/mob/living/carbon/human/H = .
|
||||
H.update_genitals()
|
||||
C.exposed_genitals -= src
|
||||
UnregisterSignal(C, COMSIG_MOB_DEATH)
|
||||
|
||||
//proc to give a player their genitals and stuff when they log in
|
||||
/mob/living/carbon/human/proc/give_genitals(clean = FALSE)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
|
||||
if(clean)
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
qdel(G)
|
||||
if (NOGENITALS in dna.species.species_traits)
|
||||
return
|
||||
if(dna.features["has_vag"])
|
||||
give_genital(/obj/item/organ/genital/vagina)
|
||||
if(dna.features["has_womb"])
|
||||
give_genital(/obj/item/organ/genital/womb)
|
||||
if(dna.features["has_balls"])
|
||||
give_genital(/obj/item/organ/genital/testicles)
|
||||
if(dna.features["has_breasts"])
|
||||
give_genital(/obj/item/organ/genital/breasts)
|
||||
if(dna.features["has_cock"])
|
||||
give_genital(/obj/item/organ/genital/penis)
|
||||
|
||||
/mob/living/carbon/human/proc/give_genital(obj/item/organ/genital/G)
|
||||
if(!dna || (NOGENITALS in dna.species.species_traits) || getorganslot(initial(G.slot)))
|
||||
return FALSE
|
||||
G = new G(null, FALSE)
|
||||
G.get_features(src)
|
||||
G.Insert(src)
|
||||
return G
|
||||
|
||||
/obj/item/organ/genital/proc/get_features(mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
|
||||
//procs to handle sprite overlays being applied to humans
|
||||
|
||||
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
|
||||
. = ..()
|
||||
if(!. && I && slot && !(slot in GLOB.no_genitals_update_slots)) //the item was successfully equipped, and the chosen slot wasn't merely storage, hands or cuffs.
|
||||
update_genitals()
|
||||
|
||||
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
|
||||
var/no_update = FALSE
|
||||
if(!I || I == l_store || I == r_store || I == s_store || I == handcuffed || I == legcuffed || get_held_index_of_item(I)) //stops storages, cuffs and held items from triggering it.
|
||||
no_update = TRUE
|
||||
. = ..()
|
||||
if(!. || no_update)
|
||||
return
|
||||
update_genitals()
|
||||
|
||||
/mob/living/carbon/human/proc/update_genitals()
|
||||
if(QDELETED(src))
|
||||
return
|
||||
var/static/list/relevant_layers = list("[GENITALS_BEHIND_LAYER]" = "BEHIND", "[GENITALS_FRONT_LAYER]" = "FRONT")
|
||||
var/static/list/layers_num
|
||||
if(!layers_num)
|
||||
for(var/L in relevant_layers)
|
||||
LAZYSET(layers_num, L, text2num(L))
|
||||
for(var/L in relevant_layers) //Less hardcode
|
||||
remove_overlay(layers_num[L])
|
||||
remove_overlay(GENITALS_EXPOSED_LAYER)
|
||||
if(!LAZYLEN(internal_organs) || ((NOGENITALS in dna.species.species_traits) && !genital_override) || HAS_TRAIT(src, TRAIT_HUSK))
|
||||
return
|
||||
|
||||
//start scanning for genitals
|
||||
|
||||
var/list/gen_index[GENITAL_LAYER_INDEX_LENGTH]
|
||||
var/list/genitals_to_add
|
||||
var/list/fully_exposed
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
|
||||
LAZYADD(gen_index[G.layer_index], G)
|
||||
for(var/L in gen_index)
|
||||
if(L) //skip nulls
|
||||
LAZYADD(genitals_to_add, L)
|
||||
if(!genitals_to_add)
|
||||
return
|
||||
//Now we added all genitals that aren't internal and should be rendered
|
||||
//start applying overlays
|
||||
for(var/layer in relevant_layers)
|
||||
var/list/standing = list()
|
||||
var/layertext = relevant_layers[layer]
|
||||
for(var/A in genitals_to_add)
|
||||
var/obj/item/organ/genital/G = A
|
||||
var/datum/sprite_accessory/S
|
||||
var/size = G.size
|
||||
switch(G.type)
|
||||
if(/obj/item/organ/genital/penis)
|
||||
S = GLOB.cock_shapes_list[G.shape]
|
||||
if(/obj/item/organ/genital/testicles)
|
||||
S = GLOB.balls_shapes_list[G.shape]
|
||||
if(/obj/item/organ/genital/vagina)
|
||||
S = GLOB.vagina_shapes_list[G.shape]
|
||||
if(/obj/item/organ/genital/breasts)
|
||||
S = GLOB.breasts_shapes_list[G.shape]
|
||||
|
||||
if(!S || S.icon_state == "none")
|
||||
continue
|
||||
var/aroused_state = G.aroused_state && S.alt_aroused
|
||||
var/accessory_icon = S.icon
|
||||
var/do_center = S.center
|
||||
var/dim_x = S.dimension_x
|
||||
var/dim_y = S.dimension_y
|
||||
if(G.genital_flags & GENITAL_CAN_TAUR && S.taur_icon && (!S.feat_taur || dna.features[S.feat_taur]) && dna.species.mutant_bodyparts["taur"])
|
||||
var/datum/sprite_accessory/taur/T = GLOB.taur_list[dna.features["taur"]]
|
||||
if(T?.taur_mode & S.accepted_taurs)
|
||||
accessory_icon = S.taur_icon
|
||||
do_center = TRUE
|
||||
dim_x = S.taur_dimension_x
|
||||
dim_y = S.taur_dimension_y
|
||||
|
||||
var/mutable_appearance/genital_overlay = mutable_appearance(accessory_icon, layer = -layer)
|
||||
if(do_center)
|
||||
genital_overlay = center_image(genital_overlay, dim_x, dim_y)
|
||||
|
||||
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
|
||||
genital_overlay.color = SKINTONE2HEX(skin_tone)
|
||||
else
|
||||
switch(S.color_src)
|
||||
if("cock_color")
|
||||
genital_overlay.color = "#[dna.features["cock_color"]]"
|
||||
if("balls_color")
|
||||
genital_overlay.color = "#[dna.features["balls_color"]]"
|
||||
if("breasts_color")
|
||||
genital_overlay.color = "#[dna.features["breasts_color"]]"
|
||||
if("vag_color")
|
||||
genital_overlay.color = "#[dna.features["vag_color"]]"
|
||||
|
||||
genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size][(dna.species.use_skintones && !dna.skin_tone_override) ? "_s" : ""]_[aroused_state]_[layertext]"
|
||||
|
||||
if(layers_num[layer] == GENITALS_FRONT_LAYER && G.genital_flags & GENITAL_THROUGH_CLOTHES)
|
||||
genital_overlay.layer = -GENITALS_EXPOSED_LAYER
|
||||
LAZYADD(fully_exposed, genital_overlay)
|
||||
else
|
||||
genital_overlay.layer = -layers_num[layer]
|
||||
standing += genital_overlay
|
||||
|
||||
if(LAZYLEN(standing))
|
||||
overlays_standing[layers_num[layer]] = standing
|
||||
|
||||
if(LAZYLEN(fully_exposed))
|
||||
overlays_standing[GENITALS_EXPOSED_LAYER] = fully_exposed
|
||||
apply_overlay(GENITALS_EXPOSED_LAYER)
|
||||
|
||||
for(var/L in relevant_layers)
|
||||
apply_overlay(layers_num[L])
|
||||
|
||||
|
||||
//Checks to see if organs are new on the mob, and changes their colours so that they don't get crazy colours.
|
||||
/mob/living/carbon/human/proc/emergent_genital_call()
|
||||
if(!client.prefs.arousable)
|
||||
return FALSE
|
||||
|
||||
var/organCheck = locate(/obj/item/organ/genital) in internal_organs
|
||||
var/breastCheck = getorganslot(ORGAN_SLOT_BREASTS)
|
||||
var/willyCheck = getorganslot(ORGAN_SLOT_PENIS)
|
||||
|
||||
if(organCheck == FALSE)
|
||||
if(ishuman(src) && dna.species.use_skintones)
|
||||
dna.features["genitals_use_skintone"] = TRUE
|
||||
if(src.dna.species.fixed_mut_color)
|
||||
dna.features["cock_color"] = "[dna.species.fixed_mut_color]"
|
||||
dna.features["breasts_color"] = "[dna.species.fixed_mut_color]"
|
||||
return
|
||||
//So people who haven't set stuff up don't get rainbow surprises.
|
||||
dna.features["cock_color"] = "[dna.features["mcolor"]]"
|
||||
dna.features["breasts_color"] = "[dna.features["mcolor"]]"
|
||||
else //If there's a new organ, make it the same colour.
|
||||
if(breastCheck == FALSE)
|
||||
dna.features["breasts_color"] = dna.features["cock_color"]
|
||||
else if (willyCheck == FALSE)
|
||||
dna.features["cock_color"] = dna.features["breasts_color"]
|
||||
return TRUE
|
||||
@@ -0,0 +1,121 @@
|
||||
/datum/sprite_accessory
|
||||
var/alt_aroused = FALSE //CIT CODE if this is TRUE, then the genitals will use an alternate icon_state when aroused.
|
||||
var/taur_icon //leave null if the genital doesn't have a taur counterpart.
|
||||
var/accepted_taurs = STYLE_HOOF_TAURIC|STYLE_PAW_TAURIC //Types that match with the accessory.
|
||||
var/feat_taur //the text string of the dna feature to check for those who want to opt out.
|
||||
var/taur_dimension_y = 32
|
||||
var/taur_dimension_x = 32
|
||||
|
||||
|
||||
//DICKS,COCKS,PENISES,WHATEVER YOU WANT TO CALL THEM
|
||||
/datum/sprite_accessory/penis
|
||||
icon = 'icons/obj/genitals/penis_onmob.dmi'
|
||||
name = "penis" //the preview name of the accessory
|
||||
color_src = "cock_color"
|
||||
alt_aroused = TRUE
|
||||
feat_taur = "cock_taur"
|
||||
|
||||
/datum/sprite_accessory/penis/human
|
||||
icon_state = "human"
|
||||
name = "Human"
|
||||
|
||||
/datum/sprite_accessory/penis/knotted
|
||||
icon_state = "knotted"
|
||||
name = "Knotted"
|
||||
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
|
||||
taur_dimension_x = 64
|
||||
|
||||
/datum/sprite_accessory/penis/flared
|
||||
icon_state = "flared"
|
||||
name = "Flared"
|
||||
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
|
||||
taur_dimension_x = 64
|
||||
|
||||
/datum/sprite_accessory/penis/barbknot
|
||||
icon_state = "barbknot"
|
||||
name = "Barbed, Knotted"
|
||||
|
||||
/datum/sprite_accessory/penis/tapered
|
||||
icon_state = "tapered"
|
||||
name = "Tapered"
|
||||
taur_icon = 'icons/obj/genitals/taur_penis_onmob.dmi'
|
||||
taur_dimension_x = 64
|
||||
|
||||
/datum/sprite_accessory/penis/tentacle
|
||||
icon_state = "tentacle"
|
||||
name = "Tentacled"
|
||||
|
||||
/datum/sprite_accessory/penis/hemi
|
||||
icon_state = "hemi"
|
||||
name = "Hemi"
|
||||
|
||||
/datum/sprite_accessory/penis/hemiknot
|
||||
icon_state = "hemiknot"
|
||||
name = "Knotted Hemi"
|
||||
|
||||
//Testicles
|
||||
/datum/sprite_accessory/testicles
|
||||
icon = 'icons/obj/genitals/testicles_onmob.dmi'
|
||||
icon_state = "testicle"
|
||||
name = "testicle" //the preview name of the accessory
|
||||
color_src = "balls_color"
|
||||
|
||||
/datum/sprite_accessory/testicles/single
|
||||
icon_state = "single"
|
||||
name = "Single" //Single as "single pair", for clarity.
|
||||
|
||||
//Vaginas
|
||||
/datum/sprite_accessory/vagina
|
||||
icon = 'icons/obj/genitals/vagina_onmob.dmi'
|
||||
name = "vagina"
|
||||
color_src = "vag_color"
|
||||
alt_aroused = TRUE
|
||||
|
||||
/datum/sprite_accessory/vagina/human
|
||||
icon_state = "human"
|
||||
name = "Human"
|
||||
|
||||
/datum/sprite_accessory/vagina/tentacles
|
||||
icon_state = "tentacle"
|
||||
name = "Tentacle"
|
||||
|
||||
/datum/sprite_accessory/vagina/dentata
|
||||
icon_state = "dentata"
|
||||
name = "Dentata"
|
||||
|
||||
/datum/sprite_accessory/vagina/hairy
|
||||
icon_state = "hairy"
|
||||
name = "Hairy"
|
||||
alt_aroused = FALSE
|
||||
|
||||
/datum/sprite_accessory/vagina/spade
|
||||
icon_state = "spade"
|
||||
name = "Spade"
|
||||
alt_aroused = FALSE
|
||||
|
||||
/datum/sprite_accessory/vagina/furred
|
||||
icon_state = "furred"
|
||||
name = "Furred"
|
||||
alt_aroused = FALSE
|
||||
|
||||
/datum/sprite_accessory/vagina/gaping
|
||||
icon_state = "gaping"
|
||||
name = "Gaping"
|
||||
|
||||
//BREASTS BE HERE
|
||||
/datum/sprite_accessory/breasts
|
||||
icon = 'icons/obj/genitals/breasts_onmob.dmi'
|
||||
name = "breasts"
|
||||
color_src = "breasts_color"
|
||||
|
||||
/datum/sprite_accessory/breasts/pair
|
||||
icon_state = "pair"
|
||||
name = "Pair"
|
||||
|
||||
/datum/sprite_accessory/breasts/quad
|
||||
icon_state = "quad"
|
||||
name = "Quad"
|
||||
|
||||
/datum/sprite_accessory/breasts/sextuple
|
||||
icon_state = "sextuple"
|
||||
name = "Sextuple"
|
||||
@@ -0,0 +1,137 @@
|
||||
#define BREASTS_ICON_MIN_SIZE 1
|
||||
#define BREASTS_ICON_MAX_SIZE 6
|
||||
|
||||
/obj/item/organ/genital/breasts
|
||||
name = "breasts"
|
||||
desc = "Female milk producing organs."
|
||||
icon_state = "breasts"
|
||||
icon = 'icons/obj/genitals/breasts.dmi'
|
||||
zone = BODY_ZONE_CHEST
|
||||
slot = ORGAN_SLOT_BREASTS
|
||||
size = BREASTS_SIZE_DEF // "c". Refer to the breast_values static list below for the cups associated number values
|
||||
fluid_id = /datum/reagent/consumable/milk
|
||||
fluid_rate = MILK_RATE
|
||||
shape = DEF_BREASTS_SHAPE
|
||||
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_FUID_PRODUCTION|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
|
||||
masturbation_verb = "massage"
|
||||
arousal_verb = "Your breasts start feeling sensitive"
|
||||
unarousal_verb = "Your breasts no longer feel sensitive"
|
||||
orgasm_verb = "leaking"
|
||||
fluid_transfer_factor = 0.5
|
||||
var/static/list/breast_values = list("a" = 1, "b" = 2, "c" = 3, "d" = 4, "e" = 5, "f" = 6, "g" = 7, "h" = 8, "i" = 9, "j" = 10, "k" = 11, "l" = 12, "m" = 13, "n" = 14, "o" = 15, "huge" = 16, "flat" = 0)
|
||||
var/cached_size //these two vars pertain size modifications and so should be expressed in NUMBERS.
|
||||
var/prev_size //former cached_size value, to allow update_size() to early return should be there no significant changes.
|
||||
|
||||
/obj/item/organ/genital/breasts/Initialize(mapload, do_update = TRUE)
|
||||
if(do_update)
|
||||
cached_size = breast_values[size]
|
||||
prev_size = cached_size
|
||||
return ..()
|
||||
|
||||
/obj/item/organ/genital/breasts/update_appearance()
|
||||
. = ..()
|
||||
var/lowershape = lowertext(shape)
|
||||
switch(lowershape)
|
||||
if("pair")
|
||||
desc = "You see a pair of breasts."
|
||||
if("quad")
|
||||
desc = "You see two pairs of breast, one just under the other."
|
||||
if("sextuple")
|
||||
desc = "You see three sets of breasts, running from their chest to their belly."
|
||||
else
|
||||
desc = "You see some breasts, they seem to be quite exotic."
|
||||
if(size == "huge")
|
||||
desc = "You see [pick("some serious honkers", "a real set of badonkers", "some dobonhonkeros", "massive dohoonkabhankoloos", "two big old tonhongerekoogers", "a couple of giant bonkhonagahoogs", "a pair of humongous hungolomghnonoloughongous")]. Their volume is way beyond cupsize now, measuring in about [round(cached_size)]cm in diameter."
|
||||
else
|
||||
if (size == "flat")
|
||||
desc += " They're very small and flatchested, however."
|
||||
else
|
||||
desc += " You estimate that they're [uppertext(size)]-cups."
|
||||
|
||||
if(CHECK_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION) && aroused_state)
|
||||
var/datum/reagent/R = GLOB.chemical_reagents_list[fluid_id]
|
||||
if(R)
|
||||
desc += " They're leaking [lowertext(R.name)]."
|
||||
var/datum/sprite_accessory/S = GLOB.breasts_shapes_list[shape]
|
||||
var/icon_shape = S ? S.icon_state : "pair"
|
||||
var/icon_size = clamp(breast_values[size], BREASTS_ICON_MIN_SIZE, BREASTS_ICON_MAX_SIZE)
|
||||
icon_state = "breasts_[icon_shape]_[icon_size]"
|
||||
if(owner)
|
||||
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
|
||||
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
|
||||
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
if(!H.dna.skin_tone_override)
|
||||
icon_state += "_s"
|
||||
else
|
||||
color = "#[owner.dna.features["breasts_color"]]"
|
||||
|
||||
//Allows breasts to grow and change size, with sprite changes too.
|
||||
//maximum wah
|
||||
//Comical sizes slow you down in movement and actions.
|
||||
//Ridiculous sizes makes you more cumbersome.
|
||||
//this is far too lewd wah
|
||||
|
||||
/obj/item/organ/genital/breasts/modify_size(modifier, min = -INFINITY, max = INFINITY)
|
||||
var/new_value = clamp(cached_size + modifier, min, max)
|
||||
if(new_value == cached_size)
|
||||
return
|
||||
prev_size = cached_size
|
||||
cached_size = new_value
|
||||
update()
|
||||
..()
|
||||
|
||||
/obj/item/organ/genital/breasts/update_size()//wah
|
||||
var/rounded_cached = round(cached_size)
|
||||
if(cached_size < 0)//I don't actually know what round() does to negative numbers, so to be safe!!fixed
|
||||
if(owner)
|
||||
to_chat(owner, "<span class='warning'>You feel your breasts shrinking away from your body as your chest flattens out.</span>")
|
||||
QDEL_IN(src, 1)
|
||||
return
|
||||
var/enlargement = FALSE
|
||||
switch(rounded_cached)
|
||||
if(0) //flatchested
|
||||
size = "flat"
|
||||
if(1 to 8) //modest
|
||||
size = breast_values[rounded_cached]
|
||||
if(9 to 15) //massive
|
||||
size = breast_values[rounded_cached]
|
||||
enlargement = TRUE
|
||||
if(16 to INFINITY) //rediculous
|
||||
size = "huge"
|
||||
enlargement = TRUE
|
||||
if(owner)
|
||||
var/status_effect = owner.has_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
|
||||
if(enlargement && !status_effect)
|
||||
owner.apply_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
|
||||
else if(!enlargement && status_effect)
|
||||
owner.remove_status_effect(STATUS_EFFECT_BREASTS_ENLARGEMENT)
|
||||
|
||||
if(rounded_cached < 16 && owner)//Because byond doesn't count from 0, I have to do this.
|
||||
var/mob/living/carbon/human/H = owner
|
||||
var/r_prev_size = round(prev_size)
|
||||
if (rounded_cached > r_prev_size)
|
||||
to_chat(H, "<span class='warning'>Your breasts [pick("swell up to", "flourish into", "expand into", "burst forth into", "grow eagerly into", "amplify into")] a [uppertext(size)]-cup.</span>")
|
||||
else if (rounded_cached < r_prev_size)
|
||||
to_chat(H, "<span class='warning'>Your breasts [pick("shrink down to", "decrease into", "diminish into", "deflate into", "shrivel regretfully into", "contracts into")] a [uppertext(size)]-cup.</span>")
|
||||
|
||||
/obj/item/organ/genital/breasts/get_features(mob/living/carbon/human/H)
|
||||
var/datum/dna/D = H.dna
|
||||
if(D.species.use_skintones && D.features["genitals_use_skintone"])
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
else
|
||||
color = "#[D.features["breasts_color"]]"
|
||||
size = D.features["breasts_size"]
|
||||
shape = D.features["breasts_shape"]
|
||||
if(!D.features["breasts_producing"])
|
||||
DISABLE_BITFIELD(genital_flags, GENITAL_FUID_PRODUCTION|CAN_CLIMAX_WITH|CAN_MASTURBATE_WITH)
|
||||
if(!isnum(size))
|
||||
cached_size = breast_values[size]
|
||||
else
|
||||
cached_size = size
|
||||
size = breast_values[size]
|
||||
prev_size = cached_size
|
||||
toggle_visibility(D.features["breasts_visibility"], FALSE)
|
||||
|
||||
#undef BREASTS_ICON_MIN_SIZE
|
||||
#undef BREASTS_ICON_MAX_SIZE
|
||||
@@ -0,0 +1,109 @@
|
||||
/obj/item/organ/genital/penis
|
||||
name = "penis"
|
||||
desc = "A male reproductive organ."
|
||||
icon_state = "penis"
|
||||
icon = 'icons/obj/genitals/penis.dmi'
|
||||
zone = BODY_ZONE_PRECISE_GROIN
|
||||
slot = ORGAN_SLOT_PENIS
|
||||
masturbation_verb = "stroke"
|
||||
arousal_verb = "You pop a boner"
|
||||
unarousal_verb = "Your boner goes down"
|
||||
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN|GENITAL_CAN_TAUR
|
||||
linked_organ_slot = ORGAN_SLOT_TESTICLES
|
||||
fluid_transfer_factor = 0.5
|
||||
shape = DEF_COCK_SHAPE
|
||||
size = 2 //arbitrary value derived from length and diameter for sprites.
|
||||
layer_index = PENIS_LAYER_INDEX
|
||||
var/length = 6 //inches
|
||||
|
||||
var/prev_length = 6 //really should be renamed to prev_length
|
||||
var/diameter = 4.38
|
||||
var/diameter_ratio = COCK_DIAMETER_RATIO_DEF //0.25; check citadel_defines.dm
|
||||
|
||||
/obj/item/organ/genital/penis/modify_size(modifier, min = -INFINITY, max = INFINITY)
|
||||
var/new_value = clamp(length + modifier, min, max)
|
||||
if(new_value == length)
|
||||
return
|
||||
prev_length = length
|
||||
length = clamp(length + modifier, min, max)
|
||||
update()
|
||||
..()
|
||||
|
||||
/obj/item/organ/genital/penis/update_size(modified = FALSE)
|
||||
if(length <= 0)//I don't actually know what round() does to negative numbers, so to be safe!!
|
||||
if(owner)
|
||||
to_chat(owner, "<span class='warning'>You feel your tallywacker shrinking away from your body as your groin flattens out!</b></span>")
|
||||
QDEL_IN(src, 1)
|
||||
if(linked_organ)
|
||||
QDEL_IN(linked_organ, 1)
|
||||
return
|
||||
var/rounded_length = round(length)
|
||||
var/new_size
|
||||
var/enlargement = FALSE
|
||||
switch(rounded_length)
|
||||
if(0 to 6) //If modest size
|
||||
new_size = 1
|
||||
if(7 to 11) //If large
|
||||
new_size = 2
|
||||
if(12 to 20) //If massive
|
||||
new_size = 3
|
||||
if(21 to 34) //If massive and due for large effects
|
||||
new_size = 3
|
||||
enlargement = TRUE
|
||||
if(35 to INFINITY) //If comical
|
||||
new_size = 4 //no new sprites for anything larger yet
|
||||
enlargement = TRUE
|
||||
if(owner)
|
||||
var/status_effect = owner.has_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
|
||||
if(enlargement && !status_effect)
|
||||
owner.apply_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
|
||||
else if(!enlargement && status_effect)
|
||||
owner.remove_status_effect(STATUS_EFFECT_PENIS_ENLARGEMENT)
|
||||
if(linked_organ)
|
||||
linked_organ.size = clamp(size + new_size, BALLS_SIZE_MIN, BALLS_SIZE_MAX)
|
||||
linked_organ.update()
|
||||
size = new_size
|
||||
|
||||
if(owner)
|
||||
if (round(length) > round(prev_length))
|
||||
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("swells up to", "flourishes into", "expands into", "bursts forth into", "grows eagerly into", "amplifys into")] a [uppertext(round(length))] inch penis.</b></span>")
|
||||
else if ((round(length) < round(prev_length)) && (length > 0.5))
|
||||
to_chat(owner, "<span class='warning'>Your [pick(GLOB.dick_nouns)] [pick("shrinks down to", "decreases into", "diminishes into", "deflates into", "shrivels regretfully into", "contracts into")] a [uppertext(round(length))] inch penis.</b></span>")
|
||||
icon_state = sanitize_text("penis_[shape]_[size]")
|
||||
diameter = (length * diameter_ratio)//Is it just me or is this ludicous, why not make it exponentially decay?
|
||||
|
||||
|
||||
/obj/item/organ/genital/penis/update_appearance()
|
||||
. = ..()
|
||||
var/datum/sprite_accessory/S = GLOB.cock_shapes_list[shape]
|
||||
var/icon_shape = S ? S.icon_state : "human"
|
||||
icon_state = "penis_[icon_shape]_[size]"
|
||||
var/lowershape = lowertext(shape)
|
||||
|
||||
if(owner)
|
||||
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
|
||||
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
|
||||
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
if(!H.dna.skin_tone_override)
|
||||
icon_state += "_s"
|
||||
else
|
||||
color = "#[owner.dna.features["cock_color"]]"
|
||||
if(genital_flags & GENITAL_CAN_TAUR && S?.taur_icon && (!S.feat_taur || owner.dna.features[S.feat_taur]) && owner.dna.species.mutant_bodyparts["taur"])
|
||||
var/datum/sprite_accessory/taur/T = GLOB.taur_list[owner.dna.features["taur"]]
|
||||
if(T.taur_mode & S.accepted_taurs) //looks out of place on those.
|
||||
lowershape = "taur, [lowershape]"
|
||||
|
||||
desc = "You see [aroused_state ? "an erect" : "a flaccid"] [lowershape] [name]. You estimate it's about [round(length, 0.25)] inch[round(length, 0.25) != 1 ? "es" : ""] long and [round(diameter, 0.25)] inch[round(diameter, 0.25) != 1 ? "es" : ""] in diameter."
|
||||
|
||||
/obj/item/organ/genital/penis/get_features(mob/living/carbon/human/H)
|
||||
var/datum/dna/D = H.dna
|
||||
if(D.species.use_skintones && D.features["genitals_use_skintone"])
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
else
|
||||
color = "#[D.features["cock_color"]]"
|
||||
length = D.features["cock_length"]
|
||||
diameter_ratio = D.features["cock_diameter_ratio"]
|
||||
shape = D.features["cock_shape"]
|
||||
prev_length = length
|
||||
toggle_visibility(D.features["cock_visibility"], FALSE)
|
||||
@@ -0,0 +1,67 @@
|
||||
/obj/item/organ/genital/testicles
|
||||
name = "testicles"
|
||||
desc = "A male reproductive organ."
|
||||
icon_state = "testicles"
|
||||
icon = 'icons/obj/genitals/testicles.dmi'
|
||||
zone = BODY_ZONE_PRECISE_GROIN
|
||||
slot = ORGAN_SLOT_TESTICLES
|
||||
size = BALLS_SIZE_MIN
|
||||
arousal_verb = "Your balls ache a little"
|
||||
unarousal_verb = "Your balls finally stop aching, again"
|
||||
linked_organ_slot = ORGAN_SLOT_PENIS
|
||||
genital_flags = CAN_MASTURBATE_WITH|MASTURBATE_LINKED_ORGAN|GENITAL_FUID_PRODUCTION|UPDATE_OWNER_APPEARANCE|GENITAL_UNDIES_HIDDEN
|
||||
var/size_name = "average"
|
||||
shape = DEF_BALLS_SHAPE
|
||||
fluid_id = /datum/reagent/consumable/semen
|
||||
masturbation_verb = "massage"
|
||||
layer_index = TESTICLES_LAYER_INDEX
|
||||
|
||||
/obj/item/organ/genital/testicles/generate_fluid()
|
||||
if(!linked_organ && !update_link())
|
||||
return FALSE
|
||||
return ..()
|
||||
// in memoriam "Your balls finally feel full, again." ??-2020
|
||||
|
||||
/obj/item/organ/genital/testicles/upon_link()
|
||||
size = linked_organ.size
|
||||
update_size()
|
||||
update_appearance()
|
||||
|
||||
/obj/item/organ/genital/testicles/update_size(modified = FALSE)
|
||||
switch(size)
|
||||
if(BALLS_SIZE_MIN)
|
||||
size_name = "average"
|
||||
if(BALLS_SIZE_DEF)
|
||||
size_name = "enlarged"
|
||||
if(BALLS_SIZE_MAX)
|
||||
size_name = "engorged"
|
||||
else
|
||||
size_name = "nonexistant"
|
||||
|
||||
/obj/item/organ/genital/testicles/update_appearance()
|
||||
. = ..()
|
||||
desc = "You see an [size_name] pair of testicles."
|
||||
var/datum/sprite_accessory/S = GLOB.balls_shapes_list[shape]
|
||||
var/icon_shape = S ? S.icon_state : "single"
|
||||
icon_state = "testicles_[icon_shape]_[size]"
|
||||
if(owner)
|
||||
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
|
||||
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
|
||||
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
if(!H.dna.skin_tone_override)
|
||||
icon_state += "_s"
|
||||
else
|
||||
color = "#[owner.dna.features["balls_color"]]"
|
||||
|
||||
/obj/item/organ/genital/testicles/get_features(mob/living/carbon/human/H)
|
||||
var/datum/dna/D = H.dna
|
||||
if(D.species.use_skintones && D.features["genitals_use_skintone"])
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
else
|
||||
color = "#[D.features["balls_color"]]"
|
||||
shape = D.features["balls_shape"]
|
||||
fluid_rate = D.features["balls_cum_rate"]
|
||||
fluid_mult = D.features["balls_cum_mult"]
|
||||
fluid_efficiency = D.features["balls_efficiency"]
|
||||
toggle_visibility(D.features["balls_visibility"], FALSE)
|
||||
@@ -0,0 +1,74 @@
|
||||
/obj/item/organ/genital/vagina
|
||||
name = "vagina"
|
||||
desc = "A female reproductive organ."
|
||||
icon = 'icons/obj/genitals/vagina.dmi'
|
||||
icon_state = ORGAN_SLOT_VAGINA
|
||||
zone = BODY_ZONE_PRECISE_GROIN
|
||||
slot = "vagina"
|
||||
size = 1 //There is only 1 size right now
|
||||
shape = DEF_VAGINA_SHAPE
|
||||
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE|GENITAL_UNDIES_HIDDEN
|
||||
masturbation_verb = "finger"
|
||||
arousal_verb = "You feel wetness on your crotch"
|
||||
unarousal_verb = "You no longer feel wet"
|
||||
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
|
||||
layer_index = VAGINA_LAYER_INDEX
|
||||
var/cap_length = 8//D E P T H (cap = capacity)
|
||||
var/cap_girth = 12
|
||||
var/cap_girth_ratio = 1.5
|
||||
var/clits = 1
|
||||
var/clit_diam = 0.25
|
||||
var/clit_len = 0.25
|
||||
var/list/vag_types = list("tentacle", "dentata", "hairy", "spade", "furred")
|
||||
|
||||
/obj/item/organ/genital/vagina/update_appearance()
|
||||
. = ..()
|
||||
icon_state = "vagina"
|
||||
var/lowershape = lowertext(shape)
|
||||
var/details
|
||||
|
||||
switch(lowershape)
|
||||
if("tentacle")
|
||||
details = "Its opening is lined with several tentacles and "
|
||||
if("dentata")
|
||||
details = "There's teeth inside it and it "
|
||||
if("hairy")
|
||||
details = "It has quite a bit of hair growing on it and "
|
||||
if("human")
|
||||
details = "It is taut with smooth skin, though without much hair and "
|
||||
if("gaping")
|
||||
details = "It is gaping slightly open, though without much hair and "
|
||||
if("spade")
|
||||
details = "It is a plush canine spade, it "
|
||||
if("furred")
|
||||
details = "It has neatly groomed fur around the outer folds, it "
|
||||
else
|
||||
details = "It has an exotic shape and "
|
||||
if(aroused_state)
|
||||
details += "is slick with female arousal."
|
||||
else
|
||||
details += "seems to be dry."
|
||||
|
||||
desc = "You see a vagina. [details]"
|
||||
|
||||
if(owner)
|
||||
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
|
||||
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
|
||||
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
if(!H.dna.skin_tone_override)
|
||||
icon_state += "_s"
|
||||
else
|
||||
color = "#[owner.dna.features["vag_color"]]"
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.update_genitals()
|
||||
|
||||
/obj/item/organ/genital/vagina/get_features(mob/living/carbon/human/H)
|
||||
var/datum/dna/D = H.dna
|
||||
if(D.species.use_skintones && D.features["genitals_use_skintone"])
|
||||
color = SKINTONE2HEX(H.skin_tone)
|
||||
else
|
||||
color = "[D.features["vag_color"]]"
|
||||
shape = "[D.features["vag_shape"]]"
|
||||
toggle_visibility(D.features["vag_visibility"], FALSE)
|
||||
@@ -0,0 +1,10 @@
|
||||
/obj/item/organ/genital/womb
|
||||
name = "womb"
|
||||
desc = "A female reproductive organ."
|
||||
icon = 'icons/obj/genitals/vagina.dmi'
|
||||
icon_state = "womb"
|
||||
zone = BODY_ZONE_PRECISE_GROIN
|
||||
slot = ORGAN_SLOT_WOMB
|
||||
genital_flags = GENITAL_INTERNAL|GENITAL_FUID_PRODUCTION
|
||||
fluid_id = /datum/reagent/consumable/femcum
|
||||
linked_organ_slot = ORGAN_SLOT_VAGINA
|
||||
@@ -0,0 +1,159 @@
|
||||
//////////
|
||||
//DILDOS//
|
||||
//////////
|
||||
/obj/item/dildo
|
||||
name = "dildo"
|
||||
desc = "Floppy!"
|
||||
icon = 'icons/obj/genitals/dildo.dmi'
|
||||
force = 0
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
throwforce = 0
|
||||
icon_state = "dildo_knotted_2"
|
||||
alpha = 192//transparent
|
||||
var/can_customize = FALSE
|
||||
var/dildo_shape = "human"
|
||||
var/dildo_size = 2
|
||||
var/dildo_type = "dildo"//pretty much just used for the icon state
|
||||
var/random_color = TRUE
|
||||
var/random_size = FALSE
|
||||
var/random_shape = FALSE
|
||||
var/is_knotted = FALSE
|
||||
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
|
||||
|
||||
/obj/item/dildo/proc/update_appearance()
|
||||
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
|
||||
var/sizeword = ""
|
||||
switch(dildo_size)
|
||||
if(1)
|
||||
sizeword = "small "
|
||||
if(3)
|
||||
sizeword = "big "
|
||||
if(4)
|
||||
sizeword = "huge "
|
||||
if(5)
|
||||
sizeword = "gigantic "
|
||||
|
||||
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
|
||||
|
||||
/obj/item/dildo/AltClick(mob/living/user)
|
||||
. = ..()
|
||||
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return
|
||||
customize(user)
|
||||
return TRUE
|
||||
|
||||
/obj/item/dildo/proc/customize(mob/living/user)
|
||||
if(!can_customize)
|
||||
return FALSE
|
||||
if(src && !user.incapacitated() && in_range(user,src))
|
||||
var/color_choice = input(user,"Choose a color for your dildo.","Dildo Color") as null|anything in GLOB.dildo_colors
|
||||
if(src && color_choice && !user.incapacitated() && in_range(user,src))
|
||||
sanitize_inlist(color_choice, GLOB.dildo_colors, "Red")
|
||||
color = GLOB.dildo_colors[color_choice]
|
||||
update_appearance()
|
||||
if(src && !user.incapacitated() && in_range(user,src))
|
||||
var/shape_choice = input(user,"Choose a shape for your dildo.","Dildo Shape") as null|anything in GLOB.dildo_shapes
|
||||
if(src && shape_choice && !user.incapacitated() && in_range(user,src))
|
||||
sanitize_inlist(shape_choice, GLOB.dildo_colors, "Knotted")
|
||||
dildo_shape = GLOB.dildo_shapes[shape_choice]
|
||||
update_appearance()
|
||||
if(src && !user.incapacitated() && in_range(user,src))
|
||||
var/size_choice = input(user,"Choose the size for your dildo.","Dildo Size") as null|anything in GLOB.dildo_sizes
|
||||
if(src && size_choice && !user.incapacitated() && in_range(user,src))
|
||||
sanitize_inlist(size_choice, GLOB.dildo_colors, "Medium")
|
||||
dildo_size = GLOB.dildo_sizes[size_choice]
|
||||
update_appearance()
|
||||
if(src && !user.incapacitated() && in_range(user,src))
|
||||
var/transparency_choice = input(user,"Choose the transparency of your dildo. Lower is more transparent!(192-255)","Dildo Transparency") as null|num
|
||||
if(src && transparency_choice && !user.incapacitated() && in_range(user,src))
|
||||
sanitize_integer(transparency_choice, 192, 255, 192)
|
||||
alpha = transparency_choice
|
||||
update_appearance()
|
||||
return TRUE
|
||||
|
||||
/obj/item/dildo/Initialize()
|
||||
. = ..()
|
||||
if(random_color == TRUE)
|
||||
var/randcolor = pick(GLOB.dildo_colors)
|
||||
color = GLOB.dildo_colors[randcolor]
|
||||
if(random_shape == TRUE)
|
||||
var/randshape = pick(GLOB.dildo_shapes)
|
||||
dildo_shape = GLOB.dildo_shapes[randshape]
|
||||
if(random_size == TRUE)
|
||||
var/randsize = pick(GLOB.dildo_sizes)
|
||||
dildo_size = GLOB.dildo_sizes[randsize]
|
||||
update_appearance()
|
||||
alpha = rand(192, 255)
|
||||
pixel_y = rand(-7,7)
|
||||
pixel_x = rand(-7,7)
|
||||
|
||||
/obj/item/dildo/examine(mob/user)
|
||||
. = ..()
|
||||
if(can_customize)
|
||||
. += "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
|
||||
|
||||
/obj/item/dildo/random//totally random
|
||||
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
|
||||
random_color = TRUE
|
||||
random_shape = TRUE
|
||||
random_size = TRUE
|
||||
|
||||
/obj/item/dildo/knotted
|
||||
dildo_shape = "knotted"
|
||||
name = "knotted dildo"
|
||||
attack_verb = list("penetrated", "knotted", "slapped", "inseminated")
|
||||
|
||||
obj/item/dildo/human
|
||||
dildo_shape = "human"
|
||||
name = "human dildo"
|
||||
attack_verb = list("penetrated", "slapped", "inseminated")
|
||||
|
||||
obj/item/dildo/plain
|
||||
dildo_shape = "plain"
|
||||
name = "plain dildo"
|
||||
attack_verb = list("penetrated", "slapped", "inseminated")
|
||||
|
||||
obj/item/dildo/flared
|
||||
dildo_shape = "flared"
|
||||
name = "flared dildo"
|
||||
attack_verb = list("penetrated", "slapped", "neighed", "gaped", "prolapsed", "inseminated")
|
||||
|
||||
obj/item/dildo/flared/huge
|
||||
name = "literal horse cock"
|
||||
desc = "THIS THING IS HUGE!"
|
||||
dildo_size = 4
|
||||
|
||||
obj/item/dildo/custom
|
||||
name = "customizable dildo"
|
||||
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
|
||||
can_customize = TRUE
|
||||
random_color = TRUE
|
||||
random_shape = TRUE
|
||||
random_size = TRUE
|
||||
|
||||
// Suicide acts, by request
|
||||
|
||||
/obj/item/dildo/proc/manual_suicide(mob/living/user)
|
||||
user.visible_message("<span class='suicide'>[user] finally finishes deepthroating the [src], and their life.</span>")
|
||||
user.adjustOxyLoss(200)
|
||||
user.death(0)
|
||||
|
||||
/obj/item/dildo/suicide_act(mob/living/user)
|
||||
// is_knotted = ((src.dildo_shape == "knotted")?"They swallowed the knot":"Their face is turning blue")
|
||||
if(do_after(user,17,target=src))
|
||||
user.visible_message("<span class='suicide'>[user] tears-up and gags as they shove [src] down their throat! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
playsound(loc, 'sound/weapons/gagging.ogg', 50, 1, -1)
|
||||
user.Stun(150)
|
||||
user.adjust_blurriness(8)
|
||||
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
|
||||
eyes?.applyOrganDamage(10)
|
||||
return MANUAL_SUICIDE
|
||||
|
||||
/obj/item/dildo/flared/huge/suicide_act(mob/living/user)
|
||||
if(do_after(user,35,target=src))
|
||||
user.visible_message("<span class='suicide'>[user] tears-up and gags as they try to deepthroat the [src]! WHY WOULD THEY DO THAT? It looks like [user.p_theyre()] trying to commit suicide!!</span>")
|
||||
playsound(loc, 'sound/weapons/gagging.ogg', 50, 2, -1)
|
||||
user.Stun(300)
|
||||
user.adjust_blurriness(8)
|
||||
return MANUAL_SUICIDE
|
||||
|
||||
@@ -786,9 +786,8 @@
|
||||
return
|
||||
user.visible_message("[user.name] wires the air alarm.", \
|
||||
"<span class='notice'>You start wiring the air alarm...</span>")
|
||||
if (do_after(user, 20, target = src))
|
||||
if (cable.get_amount() >= 5 && buildstage == 1)
|
||||
cable.use(5)
|
||||
if (W.use_tool(src, user, 20, 5))
|
||||
if (buildstage == 1)
|
||||
to_chat(user, "<span class='notice'>You wire the air alarm.</span>")
|
||||
wires.repair()
|
||||
aidisabled = 0
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
desc = "You put the cake on your head. Brilliant."
|
||||
icon_state = "hardhat0_cakehat"
|
||||
item_state = "hardhat0_cakehat"
|
||||
hat_type = "cakehat"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
|
||||
if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
C.use(1)
|
||||
I.use_tool(src, user, 0, 1)
|
||||
has_sensor = HAS_SENSORS
|
||||
to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
|
||||
return 1
|
||||
|
||||
@@ -57,7 +57,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushi_basic
|
||||
name = "funa hosomaki"
|
||||
desc = "A small cylindrical kudzu skin, filled with rice and fish."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_basic"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 4)
|
||||
@@ -69,7 +68,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushi_adv
|
||||
name = "funa nigiri"
|
||||
desc = "A peace of carp lightly placed on some rice."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_adv"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 6)
|
||||
@@ -81,7 +79,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushi_pro
|
||||
name = "funa nigiri"
|
||||
desc = "A well prepared peace of the best of the carp fillet placed on rice. Looks fancy and fresh!"
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_pro"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment = 2, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
|
||||
@@ -215,7 +215,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/tobiko
|
||||
name = "tobiko"
|
||||
desc = "Spider eggs wrapped in a thin salted Kudzu pod"
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_egg"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
filling_color = "#FF3333" // R225 G051 B051
|
||||
@@ -558,7 +557,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/riceball
|
||||
name = "onigiri"
|
||||
desc = "A ball of rice with some light salt and a wrap of Kudzu skin."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "riceball"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/sodiumchloride = 2)
|
||||
tastes = list("rice" = 3, "salt" = 1)
|
||||
|
||||
@@ -136,7 +136,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/tuna_sandwich
|
||||
name = "tuna sandwich"
|
||||
desc = "Both a salad and a sandwich in one."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "tunasandwich"
|
||||
trash = /obj/item/trash/plate
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 3)
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushi_rice
|
||||
name = "Sushi Rice"
|
||||
desc = "A bowl of sticky rice for making sushi."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushi_rice"
|
||||
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 5)
|
||||
tastes = list("rice" = 5, "salt" = 1)
|
||||
@@ -12,7 +11,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sea_weed
|
||||
name = "Sea Weed Sheet"
|
||||
desc = "A thin, light salt sheet of plant mater. This is commenly used in sushi recipes,"
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sea_weed"
|
||||
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 2)
|
||||
tastes = list("plants" = 2, "salt" = 1)
|
||||
@@ -21,7 +19,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/tuna
|
||||
name = "Canned Tuna"
|
||||
desc = "A small can of tuna fish beloved by felines."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "tuna_can"
|
||||
//trash = /obj/item/trash/tuna_used //I dont know if I like this idea - A Masked Cat
|
||||
list_reagents = list(/datum/reagent/consumable/sodiumchloride = 5, /datum/reagent/mercury = 2)
|
||||
@@ -32,7 +29,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushie_basic
|
||||
name = "Funa Hosomaki"
|
||||
desc = "A small cylindrical filled with rice and fish."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_basic"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 1)
|
||||
@@ -44,7 +40,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushie_adv
|
||||
name = "Funa Nigiri"
|
||||
desc = "A pice of carp lightly placed on some rice."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_adv"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 2)
|
||||
@@ -56,7 +51,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/sushie_pro
|
||||
name = "Funa Nigiri"
|
||||
desc = "A well prepared pice of the best of the carp fillet placed on rice. Looks fancy and fresh!"
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_pro"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 8, /datum/reagent/consumable/nutriment/vitamin = 1)
|
||||
@@ -68,7 +62,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/tobiko
|
||||
name = "Tobiko"
|
||||
desc = "Spider eggs wrapped in a thin salted Kudzu pod"
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "sushie_egg"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
filling_color = "#FF3333" // R225 G051 B051
|
||||
@@ -78,7 +71,6 @@
|
||||
/obj/item/reagent_containers/food/snacks/riceball
|
||||
name = "Onigiri"
|
||||
desc = "A ball of rice with some light salt and a wrap of Kudzu skin."
|
||||
icon = 'modular_citadel/icons/obj/food/food.dmi'
|
||||
icon_state = "riceball"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/sodiumchloride = 2)
|
||||
tastes = list("rice" = 4, "salt" = 1)
|
||||
|
||||
@@ -392,8 +392,7 @@
|
||||
|
||||
/datum/plant_gene/trait/battery/on_attackby(obj/item/reagent_containers/food/snacks/grown/G, obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/C = I
|
||||
if(C.use(5))
|
||||
if(I.use_tool(src, user, 0, 5, max_level = JOB_SKILL_EXPERT))
|
||||
to_chat(user, "<span class='notice'>You add some cable to [G] and slide it inside the battery encasing.</span>")
|
||||
var/obj/item/stock_parts/cell/potato/pocell = new /obj/item/stock_parts/cell/potato(user.loc)
|
||||
pocell.icon_state = G.icon_state
|
||||
|
||||
@@ -66,6 +66,11 @@
|
||||
/obj/item/instrument/proc/is_tuned()
|
||||
return tune_time_left > 0
|
||||
|
||||
/obj/item/instrument/dropped(mob/user)
|
||||
. = ..()
|
||||
if((loc != user) && (user.machine == src))
|
||||
user.set_machine(null)
|
||||
|
||||
/obj/item/instrument/interact(mob/user)
|
||||
ui_interact(user)
|
||||
|
||||
|
||||
@@ -222,7 +222,9 @@
|
||||
tempo = sanitize_tempo(600 / bpm)
|
||||
|
||||
/// Updates the window for our user. Override in subtypes.
|
||||
/datum/song/proc/updateDialog(mob/user)
|
||||
/datum/song/proc/updateDialog(mob/user = usr)
|
||||
if(user.machine != src)
|
||||
return
|
||||
ui_interact(user)
|
||||
|
||||
/datum/song/process(wait)
|
||||
@@ -277,8 +279,10 @@
|
||||
// subtype for handheld instruments, like violin
|
||||
/datum/song/handheld
|
||||
|
||||
/datum/song/handheld/updateDialog(mob/user)
|
||||
parent.ui_interact(user || usr)
|
||||
/datum/song/handheld/updateDialog(mob/user = usr)
|
||||
if(user.machine != src)
|
||||
return
|
||||
parent.ui_interact(user)
|
||||
|
||||
/datum/song/handheld/should_stop_playing(mob/user)
|
||||
. = ..()
|
||||
@@ -290,8 +294,10 @@
|
||||
// subtype for stationary structures, like pianos
|
||||
/datum/song/stationary
|
||||
|
||||
/datum/song/stationary/updateDialog(mob/user)
|
||||
parent.ui_interact(user || usr)
|
||||
/datum/song/stationary/updateDialog(mob/user = usr)
|
||||
if(user.machine != src)
|
||||
return
|
||||
parent.ui_interact(user)
|
||||
|
||||
/datum/song/stationary/should_stop_playing(mob/user)
|
||||
. = ..()
|
||||
|
||||
@@ -174,7 +174,7 @@
|
||||
if(!starting_skills)
|
||||
return
|
||||
for(var/skill in starting_skills)
|
||||
M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
|
||||
M.skill_holder.boost_skill_value_to(skill, starting_skills[skill], TRUE) //silent
|
||||
// do wipe affinities though
|
||||
M.skill_holder.skill_affinities = list()
|
||||
for(var/skill in skill_affinities)
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
var/do_special_check = TRUE
|
||||
threat = 5
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
|
||||
|
||||
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
|
||||
if(visualsOnly)
|
||||
CRASH("dynamic preview is unsupported")
|
||||
|
||||
@@ -17,6 +17,10 @@
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ENGINE,
|
||||
ACCESS_ENGINE_EQUIP, ACCESS_EMERGENCY_STORAGE, ACCESS_CONSTRUCTION, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
|
||||
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN
|
||||
threat = 0.5
|
||||
|
||||
|
||||
@@ -27,6 +27,9 @@
|
||||
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
|
||||
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
|
||||
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CHIEF_ENGINEER
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/paraplegic, /datum/quirk/insanity)
|
||||
threat = 2
|
||||
|
||||
@@ -12,6 +12,8 @@
|
||||
exp_requirements = 120
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CYBORG
|
||||
|
||||
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
|
||||
|
||||
@@ -16,6 +16,10 @@
|
||||
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
|
||||
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
|
||||
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
|
||||
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_ROBOTICIST
|
||||
threat = 1
|
||||
|
||||
|
||||
@@ -18,6 +18,9 @@
|
||||
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
|
||||
skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_STATION_ENGINEER
|
||||
|
||||
threat = 1
|
||||
|
||||
@@ -363,12 +363,11 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
|
||||
|
||||
/obj/item/coin/attackby(obj/item/W, mob/user, params)
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(string_attached)
|
||||
to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
|
||||
return
|
||||
|
||||
if (CC.use(1))
|
||||
if (W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
|
||||
add_overlay("coin_string_overlay")
|
||||
string_attached = 1
|
||||
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
|
||||
|
||||
@@ -199,7 +199,7 @@
|
||||
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
|
||||
return
|
||||
|
||||
adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
|
||||
adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
|
||||
|
||||
if(thrown_thing)
|
||||
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
|
||||
var/obj/item/clothing/glasses/GFP = src.glasses
|
||||
number += GFP.flash_protect
|
||||
|
||||
|
||||
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
|
||||
var/obj/item/clothing/mask/MFP = src.wear_mask
|
||||
number += MFP.flash_protect
|
||||
@@ -77,15 +77,13 @@
|
||||
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
|
||||
|
||||
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
|
||||
//CIT CHANGES START HERE - combatmode and resting checks
|
||||
var/totitemdamage = I.force
|
||||
var/totitemdamage = pre_attacked_by(I, user)
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 0.5
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
totitemdamage *= 0.5
|
||||
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 1.5
|
||||
//CIT CHANGES END HERE
|
||||
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
|
||||
if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
|
||||
return FALSE
|
||||
@@ -94,7 +92,7 @@
|
||||
affecting = bodyparts[1]
|
||||
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
|
||||
send_item_attack_message(I, user, affecting.name)
|
||||
I.do_stagger_action(src, user)
|
||||
I.do_stagger_action(src, user, totitemdamage)
|
||||
if(I.force)
|
||||
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
|
||||
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
|
||||
|
||||
@@ -43,5 +43,6 @@ GLOBAL_LIST_EMPTY(dummy_mob_list)
|
||||
return
|
||||
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
|
||||
if(istype(D))
|
||||
D.set_species(/datum/species/human,icon_update = TRUE, pref_load = TRUE) //for some fucking reason, if you don't change the species every time, some species will dafault certain things when it's their own species on the mannequin two times in a row, like lizards losing spines and tails setting to smooth. If you can find a fix for this that isn't this, good on you
|
||||
D.wipe_state()
|
||||
D.in_use = FALSE
|
||||
|
||||
@@ -1668,9 +1668,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
disarm(M, H, attacker_style)
|
||||
|
||||
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
|
||||
var/totitemdamage = H.pre_attacked_by(I, user)
|
||||
// Allows you to put in item-specific reactions based on species
|
||||
if(user != H)
|
||||
if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
|
||||
if(H.run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
|
||||
return 0
|
||||
if(H.check_martial_melee_block())
|
||||
H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
|
||||
@@ -1686,24 +1687,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
|
||||
armor_block = min(90,armor_block) //cap damage reduction at 90%
|
||||
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
|
||||
//CIT CHANGES START HERE - combatmode and resting checks
|
||||
var/totitemdamage = I.force
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 0.5
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
totitemdamage *= 0.5
|
||||
if(istype(H))
|
||||
if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 1.5
|
||||
//CIT CHANGES END HERE
|
||||
var/weakness = H.check_weakness(I, user)
|
||||
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
|
||||
|
||||
H.send_item_attack_message(I, user, hit_area)
|
||||
|
||||
I.do_stagger_action(H, user)
|
||||
I.do_stagger_action(H, user, totitemdamage)
|
||||
|
||||
if(!I.force)
|
||||
if(!totitemdamage)
|
||||
return 0 //item force is zero
|
||||
|
||||
//dismemberment
|
||||
|
||||
@@ -427,24 +427,23 @@
|
||||
|
||||
else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if (getFireLoss() > 0 || getToxLoss() > 0)
|
||||
if(src == user && coil.use(1))
|
||||
if(src == user)
|
||||
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
|
||||
if(!do_after(user, 50, target = src))
|
||||
if(!W.use_tool(src, user, 50, 1, max_level = JOB_SKILL_TRAINED))
|
||||
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
|
||||
return
|
||||
adjustFireLoss(-10)
|
||||
adjustToxLoss(-10)
|
||||
if (coil.use(1))
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
|
||||
if(!do_after(user, 30, target = src))
|
||||
if(!W.use_tool(src, user, 30, 1))
|
||||
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
|
||||
return
|
||||
adjustFireLoss(-30)
|
||||
adjustToxLoss(-30)
|
||||
updatehealth()
|
||||
user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
|
||||
else
|
||||
to_chat(user, "The wires seem fine, there's no need to fix them.")
|
||||
|
||||
|
||||
@@ -147,9 +147,8 @@
|
||||
to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
|
||||
if(do_after(user, 40, target = src))
|
||||
if(coil.get_amount() >= 1 && build_step == 6)
|
||||
coil.use(1)
|
||||
if(coil.use_tool(src, user, 40, 1))
|
||||
if(build_step == 6)
|
||||
to_chat(user, "<span class='notice'>You wire [src].</span>")
|
||||
name = "wired ED-209 assembly"
|
||||
build_step++
|
||||
|
||||
@@ -87,7 +87,6 @@
|
||||
pass_flags = PASSMOB
|
||||
mob_size = MOB_SIZE_SMALL
|
||||
collar_type = "kitten"
|
||||
held_icon = "cat"
|
||||
|
||||
//RUNTIME IS ALIVE! SQUEEEEEEEE~
|
||||
/mob/living/simple_animal/pet/cat/Runtime
|
||||
@@ -99,6 +98,7 @@
|
||||
gender = FEMALE
|
||||
gold_core_spawnable = NO_SPAWN
|
||||
unique_pet = TRUE
|
||||
held_icon = "cat"
|
||||
var/list/family = list()//var restored from savefile, has count of each child type
|
||||
var/list/children = list()//Actual mob instances of children
|
||||
var/cats_deployed = 0
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
mob_biotypes = MOB_ORGANIC|MOB_BEAST
|
||||
mouse_opacity = MOUSE_OPACITY_ICON
|
||||
speak_emote = list("telepathically cries")
|
||||
speed = 2
|
||||
speed = 1
|
||||
move_to_delay = 2
|
||||
projectiletype = /obj/item/projectile/temp/basilisk/ice
|
||||
projectilesound = 'sound/weapons/pierce.ogg'
|
||||
@@ -25,8 +25,8 @@
|
||||
melee_damage_upper = 15
|
||||
attacktext = "slices"
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
vision_range = 9
|
||||
aggro_vision_range = 9
|
||||
vision_range = 7
|
||||
aggro_vision_range = 7
|
||||
move_force = MOVE_FORCE_VERY_STRONG
|
||||
move_resist = MOVE_FORCE_VERY_STRONG
|
||||
pull_force = MOVE_FORCE_VERY_STRONG
|
||||
|
||||
@@ -593,7 +593,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
|
||||
stat("Failsafe Controller:", "ERROR")
|
||||
if(Master)
|
||||
stat(null)
|
||||
for(var/datum/controller/subsystem/SS in Master.subsystems)
|
||||
for(var/datum/controller/subsystem/SS in Master.statworthy_subsystems)
|
||||
SS.stat_entry()
|
||||
GLOB.cameranet.stat_entry()
|
||||
if(statpanel("Tickets"))
|
||||
|
||||
@@ -41,11 +41,10 @@
|
||||
|
||||
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
|
||||
if(istype(I, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/S = I
|
||||
if(obj_integrity == max_integrity)
|
||||
to_chat(user, "<span class='warning'>\The [src] doesn't seem to require repairs.</span>")
|
||||
return 1
|
||||
if(S.use(1))
|
||||
if(I.use_tool(src, user, 0, 1))
|
||||
to_chat(user, "<span class='notice'>You patch up \the [src] with a bit of \the [I].</span>")
|
||||
obj_integrity = min(obj_integrity + 10, max_integrity)
|
||||
return 1
|
||||
|
||||
@@ -597,19 +597,15 @@
|
||||
user.visible_message("[user.name] adds cables to the APC frame.", \
|
||||
"<span class='notice'>You start adding cables to the APC frame...</span>")
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
if(do_after(user, 20, target = src))
|
||||
if (C.get_amount() < 10 || !C)
|
||||
if(C.use_tool(src, user, 20, 10) && !terminal && opened && has_electronics)
|
||||
var/turf/T = get_turf(src)
|
||||
var/obj/structure/cable/N = T.get_cable_node()
|
||||
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
|
||||
do_sparks(5, TRUE, src)
|
||||
return
|
||||
if (C.get_amount() >= 10 && !terminal && opened && has_electronics)
|
||||
var/turf/T = get_turf(src)
|
||||
var/obj/structure/cable/N = T.get_cable_node()
|
||||
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
|
||||
do_sparks(5, TRUE, src)
|
||||
return
|
||||
C.use(10)
|
||||
to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
|
||||
make_terminal()
|
||||
terminal.connect_to_network()
|
||||
to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
|
||||
make_terminal()
|
||||
terminal.connect_to_network()
|
||||
else if (istype(W, /obj/item/electronics/apc) && opened)
|
||||
if (has_electronics)
|
||||
to_chat(user, "<span class='warning'>There is already a board inside the [src]!</span>")
|
||||
|
||||
@@ -510,6 +510,7 @@ By design, d1 is the smallest direction and d2 is the highest
|
||||
full_w_class = WEIGHT_CLASS_SMALL
|
||||
grind_results = list(/datum/reagent/copper = 2) //2 copper per cable in the coil
|
||||
usesound = 'sound/items/deconstruct.ogg'
|
||||
used_skills = list(/datum/skill/level/job/wiring)
|
||||
|
||||
/obj/item/stack/cable_coil/cyborg
|
||||
is_cyborg = 1
|
||||
@@ -591,8 +592,6 @@ By design, d1 is the smallest direction and d2 is the highest
|
||||
amount += extra
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////
|
||||
// Cable laying procedures
|
||||
//////////////////////////////////////////////
|
||||
|
||||
@@ -15,8 +15,7 @@
|
||||
state = FLOODLIGHT_NEEDS_WIRES
|
||||
desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring."
|
||||
else if(istype(O, /obj/item/stack/cable_coil) && (state == FLOODLIGHT_NEEDS_WIRES))
|
||||
var/obj/item/stack/S = O
|
||||
if(S.use(5))
|
||||
if(O.use_tool(src, user, 0, 5))
|
||||
to_chat(user, "<span class='notice'>You wire [src].</span>")
|
||||
name = "wired [name]"
|
||||
desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver."
|
||||
|
||||
@@ -118,8 +118,7 @@
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if(coil.use(1))
|
||||
if(W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_TRAINED))
|
||||
icon_state = "[fixture_type]-construct-stage2"
|
||||
stage = 2
|
||||
user.visible_message("[user.name] adds wires to [src].", \
|
||||
@@ -193,7 +192,7 @@
|
||||
var/on = FALSE // 1 if on, 0 if off
|
||||
var/on_gs = FALSE
|
||||
var/static_power_used = 0
|
||||
var/brightness = 11 // luminosity when on, also used in power calculation
|
||||
var/brightness = 9 // luminosity when on, also used in power calculation
|
||||
var/bulb_power = 0.75 // basically the alpha of the emitted light source
|
||||
var/bulb_colour = "#FFF6ED" // befault colour of the light.
|
||||
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
|
||||
@@ -232,7 +231,8 @@
|
||||
icon_state = "bulb"
|
||||
base_state = "bulb"
|
||||
fitting = "bulb"
|
||||
brightness = 6
|
||||
brightness = 5
|
||||
nightshift_brightness = 4
|
||||
bulb_colour = "#FFDDBB"
|
||||
desc = "A small lighting fixture."
|
||||
light_type = /obj/item/light/bulb
|
||||
@@ -274,11 +274,11 @@
|
||||
spawn(2)
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
brightness = 11
|
||||
brightness = 9
|
||||
if(prob(2))
|
||||
break_light_tube(1)
|
||||
if("bulb")
|
||||
brightness = 6
|
||||
brightness = 5
|
||||
if(prob(5))
|
||||
break_light_tube(1)
|
||||
spawn(1)
|
||||
@@ -361,11 +361,11 @@
|
||||
set_light(0)
|
||||
update_icon()
|
||||
|
||||
active_power_usage = (brightness * 7.2)
|
||||
active_power_usage = (brightness * 10)
|
||||
if(on != on_gs)
|
||||
on_gs = on
|
||||
if(on)
|
||||
static_power_used = brightness * 14.4 * (hijacked ? 2 : 1) //20W per unit luminosity
|
||||
static_power_used = brightness * 20 * (hijacked ? 2 : 1) //20W per unit luminosity
|
||||
addStaticPower(static_power_used, STATIC_LIGHT)
|
||||
else
|
||||
removeStaticPower(static_power_used, STATIC_LIGHT)
|
||||
@@ -748,7 +748,7 @@
|
||||
icon_state = "ltube"
|
||||
base_state = "ltube"
|
||||
item_state = "c_tube"
|
||||
brightness = 11
|
||||
brightness = 9
|
||||
|
||||
/obj/item/light/tube/broken
|
||||
status = LIGHT_BROKEN
|
||||
@@ -761,7 +761,7 @@
|
||||
item_state = "contvapour"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
brightness = 6
|
||||
brightness = 5
|
||||
|
||||
/obj/item/light/bulb/broken
|
||||
status = LIGHT_BROKEN
|
||||
@@ -830,7 +830,8 @@
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
base_state = "floor" // base description and icon_state
|
||||
icon_state = "floor"
|
||||
brightness = 6
|
||||
brightness = 5
|
||||
nightshift_brightness = 4
|
||||
layer = 2.5
|
||||
light_type = /obj/item/light/bulb
|
||||
fitting = "bulb"
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user