Merge branch 'master' into upstream-merge-29741

This commit is contained in:
LetterJay
2017-09-30 13:35:47 -04:00
committed by GitHub
251 changed files with 4917 additions and 2764 deletions
+3
View File
@@ -19,3 +19,6 @@
#define ANTAG_DATUM_IAA_AI_CUSTOM /datum/antagonist/traitor/AI/internal_affairs/custom
#define ANTAG_DATUM_IAA_AI /datum/antagonist/traitor/AI/internal_affairs
#define ANTAG_DATUM_BROTHER /datum/antagonist/brother
#define ANTAG_DATUM_ABDUCTOR /datum/antagonist/abductor
#define ANTAG_DATUM_ABDUCTOR_SCIENTIST /datum/antagonist/abductor/scientist
#define ANTAG_DATUM_ABDUCTOR_AGENT /datum/antagonist/abductor/agent
+11
View File
@@ -0,0 +1,11 @@
#define CINEMATIC_DEFAULT 1
#define CINEMATIC_SELFDESTRUCT 2
#define CINEMATIC_SELFDESTRUCT_MISS 3
#define CINEMATIC_NUKE_WIN 4
#define CINEMATIC_NUKE_MISS 5
#define CINEMATIC_ANNIHILATION 6
#define CINEMATIC_MALF 7
#define CINEMATIC_CULT 8
#define CINEMATIC_NUKE_FAKE 9
#define CINEMATIC_NUKE_NO_CORE 10
#define CINEMATIC_NUKE_FAR 11
+1
View File
@@ -12,6 +12,7 @@
#define HIGH_TURF_LAYER 2.03
#define ABOVE_OPEN_TURF_LAYER 2.04
#define CLOSED_TURF_LAYER 2.05
#define BULLET_HOLE_LAYER 2.06
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define LATTICE_LAYER 2.2
#define DISPOSAL_PIPE_LAYER 2.3
+1 -1
View File
@@ -474,7 +474,7 @@
#error Remie said that lummox was adding a way to get a lists
#error contents via list.values, if that is true remove this
#error otherwise, update the version and bug lummox
#elseif
#endif
//Flattens a keyed list into a list of it's contents
/proc/flatten_list(list/key_list)
if(!islist(key_list))
+1 -1
View File
@@ -43,7 +43,7 @@
/client/proc/file_spam_check()
var/time_to_wait = GLOB.fileaccess_timer - world.time
if(time_to_wait > 0)
to_chat(src, "<font color='red'>Error: file_spam_check(): Spam. Please wait [round(time_to_wait/10)] seconds.</font>")
to_chat(src, "<font color='red'>Error: file_spam_check(): Spam. Please wait [DisplayTimeText(time_to_wait)].</font>")
return 1
GLOB.fileaccess_timer = world.time + FTPDELAY
return 0
+1 -1
View File
@@ -421,7 +421,7 @@
SEND_SOUND(M, 'sound/misc/notice2.ogg') //Alerting them to their consideration
if(flashwindow)
window_flash(M.client)
switch(ignore_category ? askuser(M,Question,"Please answer in [poll_time/10] seconds!","Yes","No","Never for this round", StealFocus=0, Timeout=poll_time) : askuser(M,Question,"Please answer in [poll_time/10] seconds!","Yes","No", StealFocus=0, Timeout=poll_time))
switch(ignore_category ? askuser(M,Question,"Please answer in [DisplayTimeText(poll_time)]!","Yes","No","Never for this round", StealFocus=0, Timeout=poll_time) : askuser(M,Question,"Please answer in [DisplayTimeText(poll_time)]!","Yes","No", StealFocus=0, Timeout=poll_time))
if(1)
to_chat(M, "<span class='notice'>Choice registered: Yes.</span>")
if(time_passed + poll_time <= world.time)
+5
View File
@@ -219,3 +219,8 @@ GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4,
new_x = Clamp(new_x, 0, world.maxx)
new_y = Clamp(new_y, 0, world.maxy)
return locate(new_x, new_y, starting.z)
/proc/round_down(num)
if(round(num) != num)
return round(num--)
else return num
+7 -3
View File
@@ -465,13 +465,17 @@ Proc for attack log creation, because really why not
if(H.dna && istype(H.dna.species, species_datum))
. = TRUE
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE)
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
var/turf/T = get_turf(target)
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
for(var/j in 1 to amount)
var/atom/X = new spawn_type(T)
var/list/new_args = list(T)
if(extra_args)
new_args += extra_args
for(var/j in 1 to amount)
var/atom/X = new spawn_type(arglist(new_args))
X.admin_spawned = admin_spawn
/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE)
+150 -25
View File
@@ -414,34 +414,159 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
end = temp
return end
/proc/parsepencode(t, mob/user=null, signfont=SIGNFONT)
if(length(t) < 1) //No input means nothing needs to be parsed
/proc/parsemarkdown_basic_step1(t, limited=FALSE)
if(length(t) <= 0)
return
t = replacetext(t, "\[center\]", "<center>")
t = replacetext(t, "\[/center\]", "</center>")
t = replacetext(t, "\[br\]", "<BR>")
t = replacetext(t, "\[b\]", "<B>")
t = replacetext(t, "\[/b\]", "</B>")
t = replacetext(t, "\[i\]", "<I>")
t = replacetext(t, "\[/i\]", "</I>")
t = replacetext(t, "\[u\]", "<U>")
t = replacetext(t, "\[/u\]", "</U>")
t = replacetext(t, "\[large\]", "<font size=\"4\">")
t = replacetext(t, "\[/large\]", "</font>")
if(user)
t = replacetext(t, "\[sign\]", "<font face=\"[signfont]\"><i>[user.real_name]</i></font>")
else
t = replacetext(t, "\[sign\]", "")
t = replacetext(t, "\[field\]", "<span class=\"paper_field\"></span>")
// This parses markdown with no custom rules
t = replacetext(t, "\[*\]", "<li>")
t = replacetext(t, "\[hr\]", "<HR>")
t = replacetext(t, "\[small\]", "<font size = \"1\">")
t = replacetext(t, "\[/small\]", "</font>")
t = replacetext(t, "\[list\]", "<ul>")
t = replacetext(t, "\[/list\]", "</ul>")
// Escape backslashed
t = replacetext(t, "$", "$-")
t = replacetext(t, "\\\\", "$1")
t = replacetext(t, "\\**", "$2")
t = replacetext(t, "\\*", "$3")
t = replacetext(t, "\\__", "$4")
t = replacetext(t, "\\_", "$5")
t = replacetext(t, "\\^", "$6")
t = replacetext(t, "\\((", "$7")
t = replacetext(t, "\\))", "$8")
t = replacetext(t, "\\|", "$9")
t = replacetext(t, "\\%", "$0")
// Escape single characters that will be used
t = replacetext(t, "!", "$a")
// Parse hr and small
if(!limited)
t = replacetext(t, "((", "<font size=\"1\">")
t = replacetext(t, "))", "</font>")
t = replacetext(t, regex("^-{3,}$", "gm"), "<hr>")
t = replacetext(t, regex("^\\(-{3,})$", "gm"), "$1")
// Parse lists
var/list/tlist = splittext(t, "\n")
var/tlistlen = tlist.len
var/listlevel = -1
var/singlespace = -1 // if 0, double spaces are used before asterisks, if 1, single are
for(var/i = 1, i <= tlistlen, i++)
var/line = tlist[i]
var/count_asterisk = length(replacetext(line, regex("\[^\\*\]+", "g"), ""))
if(count_asterisk % 2 == 1 && findtext(line, regex("^\\s*\\*", "g"))) // there is an extra asterisk in the beggining
var/count_w = length(replacetext(line, regex("^( *)\\*.*$", "g"), "$1")) // whitespace before asterisk
line = replacetext(line, regex("^ *(\\*.*)$", "g"), "$1")
if(singlespace == -1 && count_w == 2)
if(listlevel == 0)
singlespace = 0
else
singlespace = 1
if(singlespace == 0)
count_w = count_w % 2 ? round(count_w / 2 + 0.25) : count_w / 2
line = replacetext(line, regex("\\*", ""), "<li>")
while(listlevel < count_w)
line = "<ul>" + line
listlevel++
while(listlevel > count_w)
line = "</ul>" + line
listlevel--
else while(listlevel >= 0)
line = "</ul>" + line
listlevel--
tlist[i] = line
// end for
t = tlist[1]
for(var/i = 2, i <= tlistlen, i++)
t += "\n" + tlist[i]
while(listlevel >= 0)
t += "</ul>"
listlevel--
else
t = replacetext(t, "((", "")
t = replacetext(t, "))", "")
// Parse headers
t = replacetext(t, regex("^#(?!#) ?(.+)$", "gm"), "<h2>$1</h2>")
t = replacetext(t, regex("^##(?!#) ?(.+)$", "gm"), "<h3>$1</h3>")
t = replacetext(t, regex("^###(?!#) ?(.+)$", "gm"), "<h4>$1</h4>")
t = replacetext(t, regex("^#### ?(.+)$", "gm"), "<h5>$1</h5>")
// Parse most rules
t = replacetext(t, regex("\\*(\[^\\*\]*)\\*", "g"), "<i>$1</i>")
t = replacetext(t, regex("_(\[^_\]*)_", "g"), "<i>$1</i>")
t = replacetext(t, "<i></i>", "!")
t = replacetext(t, "</i><i>", "!")
t = replacetext(t, regex("\\!(\[^\\!\]+)\\!", "g"), "<b>$1</b>")
t = replacetext(t, regex("\\^(\[^\\^\]+)\\^", "g"), "<font size=\"4\">$1</font>")
t = replacetext(t, regex("\\|(\[^\\|\]+)\\|", "g"), "<center>$1</center>")
t = replacetext(t, "!", "</i><i>")
return t
/proc/parsemarkdown_basic_step2(t)
if(length(t) <= 0)
return
// Restore the single characters used
t = replacetext(t, "$a", "!")
// Redo the escaping
t = replacetext(t, "$1", "\\")
t = replacetext(t, "$2", "**")
t = replacetext(t, "$3", "*")
t = replacetext(t, "$4", "__")
t = replacetext(t, "$5", "_")
t = replacetext(t, "$6", "^")
t = replacetext(t, "$7", "((")
t = replacetext(t, "$8", "))")
t = replacetext(t, "$9", "|")
t = replacetext(t, "$0", "%")
t = replacetext(t, "$-", "$")
return t
/proc/parsemarkdown_basic(t, limited=FALSE)
t = parsemarkdown_basic_step1(t, limited)
t = parsemarkdown_basic_step2(t)
return t
/proc/parsemarkdown(t, mob/user=null, limited=FALSE)
if(length(t) <= 0)
return
// Premanage whitespace
t = replacetext(t, regex("\[^\\S\\r\\n \]", "g"), " ")
t = parsemarkdown_basic_step1(t)
t = replacetext(t, regex("%s(?:ign)?(?=\\s|$)", "igm"), user ? "<font face=\"[SIGNFONT]\"><i>[user.real_name]</i></font>" : "<span class=\"paper_field\"></span>")
t = replacetext(t, regex("%f(?:ield)?(?=\\s|$)", "igm"), "<span class=\"paper_field\"></span>")
t = parsemarkdown_basic_step2(t)
// Manage whitespace
t = replacetext(t, regex("(?:\\r\\n?|\\n)", "g"), "<br>")
t = replacetext(t, " ", "&nbsp;&nbsp;")
// Done
return t
+148 -52
View File
@@ -1,52 +1,148 @@
//Returns the world time in english
/proc/worldtime2text()
return gameTimestamp("hh:mm:ss", world.time)
/proc/time_stamp(format = "hh:mm:ss", show_ds)
var/time_string = time2text(world.timeofday, format)
return show_ds ? "[time_string]:[world.timeofday % 10]" : time_string
/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
if(!wtime)
wtime = world.time
return time2text(wtime - GLOB.timezoneOffset + SSticker.gametime_offset - SSticker.round_start_time, format)
/* Returns 1 if it is the selected month and day */
/proc/isDay(month, day)
if(isnum(month) && isnum(day))
var/MM = text2num(time2text(world.timeofday, "MM")) // get the current month
var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
if(month == MM && day == DD)
return 1
// Uncomment this out when debugging!
//else
//return 1
//returns timestamp in a sql and ISO 8601 friendly format
/proc/SQLtime(timevar)
if(!timevar)
timevar = world.realtime
return time2text(timevar, "YYYY-MM-DD hh:mm:ss")
GLOBAL_VAR_INIT(midnight_rollovers, 0)
GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/update_midnight_rollover()
if (world.timeofday < GLOB.rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS!
return GLOB.midnight_rollovers++
return GLOB.midnight_rollovers
/proc/weekdayofthemonth()
var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
switch(DD)
if(8 to 13)
return 2
if(14 to 20)
return 3
if(21 to 27)
return 4
if(28 to INFINITY)
return 5
else
return 1
//Returns the world time in english
/proc/worldtime2text()
return gameTimestamp("hh:mm:ss", world.time)
/proc/time_stamp(format = "hh:mm:ss", show_ds)
var/time_string = time2text(world.timeofday, format)
return show_ds ? "[time_string]:[world.timeofday % 10]" : time_string
/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
if(!wtime)
wtime = world.time
return time2text(wtime - GLOB.timezoneOffset + SSticker.gametime_offset - SSticker.round_start_time, format)
/* Returns 1 if it is the selected month and day */
/proc/isDay(month, day)
if(isnum(month) && isnum(day))
var/MM = text2num(time2text(world.timeofday, "MM")) // get the current month
var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
if(month == MM && day == DD)
return 1
// Uncomment this out when debugging!
//else
//return 1
//returns timestamp in a sql and ISO 8601 friendly format
/proc/SQLtime(timevar)
if(!timevar)
timevar = world.realtime
return time2text(timevar, "YYYY-MM-DD hh:mm:ss")
GLOBAL_VAR_INIT(midnight_rollovers, 0)
GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/update_midnight_rollover()
if (world.timeofday < GLOB.rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS!
return GLOB.midnight_rollovers++
return GLOB.midnight_rollovers
/proc/weekdayofthemonth()
var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
switch(DD)
if(8 to 13)
return 2
if(14 to 20)
return 3
if(21 to 27)
return 4
if(28 to INFINITY)
return 5
else
return 1
//Takes a value of time in deciseconds.
//Returns a text value of that number in hours, minutes, or seconds.
/proc/DisplayTimeText(time_value)
var/second = time_value*0.1
var/second_adjusted = null
var/second_rounded = FALSE
var/minute = null
var/hour = null
var/day = null
if(!second)
return "0 seconds"
if(second >= 60)
minute = round_down(second/60)
second = round(second - (minute*60), 0.1)
second_rounded = TRUE
if(second) //check if we still have seconds remaining to format, or if everything went into minute.
second_adjusted = round(second) //used to prevent '1 seconds' being shown
if(day || hour || minute)
if(second_adjusted == 1 && second >= 1)
second = " and 1 second"
else if(second > 1)
second = " and [second_adjusted] seconds"
else //shows a fraction if seconds is < 1
if(second_rounded) //no sense rounding again if it's already done
second = " and [second] seconds"
else
second = " and [round(second, 0.1)] seconds"
else
if(second_adjusted == 1 && second >= 1)
second = "1 second"
else if(second > 1)
second = "[second_adjusted] seconds"
else
if(second_rounded)
second = "[second] seconds"
else
second = "[round(second, 0.1)] seconds"
else
second = null
if(!minute)
return "[second]"
if(minute >= 60)
hour = round_down(minute/60,1)
minute = (minute - (hour*60))
if(minute) //alot simpler from here since you don't have to worry about fractions
if(minute != 1)
if((day || hour) && second)
minute = ", [minute] minutes"
else if((day || hour) && !second)
minute = " and [minute] minutes"
else
minute = "[minute] minutes"
else
if((day || hour) && second)
minute = ", 1 minute"
else if((day || hour) && !second)
minute = " and 1 minute"
else
minute = "1 minute"
else
minute = null
if(!hour)
return "[minute][second]"
if(hour >= 24)
day = round_down(hour/24,1)
hour = (hour - (day*24))
if(hour)
if(hour != 1)
if(day && (minute || second))
hour = ", [hour] hours"
else if(day && (!minute || !second))
hour = " and [hour] hours"
else
hour = "[hour] hours"
else
if(day && (minute || second))
hour = ", 1 hour"
else if(day && (!minute || !second))
hour = " and 1 hour"
else
hour = "1 hour"
else
hour = null
if(!day)
return "[hour][minute][second]"
if(day > 1)
day = "[day] days"
else
day = "1 day"
return "[day][hour][minute][second]"
+6 -22
View File
@@ -502,28 +502,12 @@ Turf and target are separate in case you want to teleport some distance from a t
var/y=arcsin(x/sqrt(1+x*x))
return y
/atom/proc/GetAllContents(list/ignore_typecache)
var/list/processing_list = list(src)
var/list/assembled = list()
if(ignore_typecache) //If there's a typecache, use it.
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
if(ignore_typecache[A.type])
continue
processing_list |= (A.contents - assembled)
assembled |= A
else //If there's none, only make this check once for performance.
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
processing_list |= (A.contents - assembled)
assembled |= A
return assembled
/atom/proc/GetAllContents(list/output=list())
. = output
output += src
for(var/i in 1 to contents.len)
var/atom/thing = contents[i]
thing.GetAllContents(output)
//Step-towards method of determining whether one atom can see another. Similar to viewers()
/proc/can_see(atom/source, atom/target, length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
+1 -1
View File
@@ -33,7 +33,7 @@
#define MAX_CHARTER_LEN 80
//MINOR TWEAKS/MISC
#define AGE_MIN 17 //youngest a character can be
#define AGE_MIN 18 //youngest a character can be
#define AGE_MAX 85 //oldest a character can be
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
+2
View File
@@ -33,6 +33,8 @@ GLOBAL_LIST_EMPTY(department_security_spawns) //list of all department security
GLOBAL_LIST_EMPTY(generic_event_spawns) //list of all spawns for events
GLOBAL_LIST_EMPTY(wizardstart)
GLOBAL_LIST_EMPTY(nukeop_start)
GLOBAL_LIST_EMPTY(nukeop_leader_start)
GLOBAL_LIST_EMPTY(newplayer_start)
GLOBAL_LIST_EMPTY(prisonwarp) //prisoners go to these
GLOBAL_LIST_EMPTY(holdingfacility) //captured people go here
+435 -5
View File
@@ -172,6 +172,27 @@
spread = 30 //should be 40 for XCOM memes, but since its adminspawn only, might as well make it useable
recoil = 1
///toy memes///
/obj/item/ammo_box/magazine/toy/x9
name = "foam force X9 magazine"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "toy9magazine"
max_ammo = 30
multiple_sprites = 2
/obj/item/gun/ballistic/automatic/x9/toy
name = "donksoft X9"
desc = "An old but reliable assault rifle made for combat against unknown enemies. Appears to be hastily converted. Ages 8 and up."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "toy9"
can_suppress = 0
needs_permit = 0
mag_type = /obj/item/ammo_box/magazine/toy/x9
casing_ejector = 0
spread = 45 //MAXIMUM XCOM MEMES (actually that'd be 90 spread)
////////XCOM2 Magpistol/////////
//////projectiles//////
@@ -213,7 +234,7 @@
//////magazines/////
/obj/item/ammo_box/magazine/mmags
/obj/item/ammo_box/magazine/mmag/small
name = "magpistol magazine (non-lethal disabler)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "nlmagmag"
@@ -223,7 +244,7 @@
max_ammo = 7
multiple_sprites = 2
/obj/item/ammo_box/magazine/mmags/lethal
/obj/item/ammo_box/magazine/mmag/small/lethal
name = "magpistol magazine (lethal)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "smallmagmag"
@@ -239,7 +260,7 @@
icon_state = "magpistol"
force = 10
fire_sound = 'sound/weapons/magpistol.ogg'
mag_type = /obj/item/ammo_box/magazine/mmags
mag_type = /obj/item/ammo_box/magazine/mmag/small
can_suppress = 0
casing_ejector = 0
fire_delay = 5
@@ -276,7 +297,7 @@
req_tech = list("combat" = 5, "magnets" = 6, "materials" = 5, "syndicate" = 3)
build_type = PROTOLATHE
materials = list(MAT_METAL = 4000, MAT_SILVER = 500)
build_path = /obj/item/ammo_box/magazine/mmags/lethal
build_path = /obj/item/ammo_box/magazine/mmag/small/lethal
category = list("Ammo")
/datum/design/mag_magpistol/nl
@@ -285,7 +306,7 @@
id = "mag_magpistol_nl"
req_tech = list("combat" = 5, "magnets" = 6, "materials" = 5)
materials = list(MAT_METAL = 3000, MAT_SILVER = 250, MAT_TITANIUM = 250)
build_path = /obj/item/ammo_box/magazine/mmags
build_path = /obj/item/ammo_box/magazine/mmag/small
//////toy memes/////
@@ -339,3 +360,412 @@
materials = list(MAT_METAL = 7500, MAT_GLASS = 1000)
build_path = /obj/item/gun/ballistic/shotgun/toy/mag
category = list("hacked", "Misc")
//////Magrifle//////
///projectiles///
/obj/item/projectile/bullet/magrifle
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile-large"
damage = 30
armour_penetration = 25
light_range = 3
light_color = LIGHT_COLOR_RED
/obj/item/projectile/bullet/nlmagrifle //non-lethal boolets
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile-large-nl"
damage = 5
knockdown = 30
stamina = 75
armour_penetration = 0
light_range = 3
light_color = LIGHT_COLOR_BLUE
///ammo casings///
/obj/item/ammo_casing/caseless/amagm
desc = "A large ferromagnetic slug intended to be launched out of a compatible weapon."
caliber = "magm"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "mag-casing-live"
projectile_type = /obj/item/projectile/bullet/magrifle
/obj/item/ammo_casing/caseless/anlmagm
desc = "A large, specialized ferromagnetic slug designed with a less-than-lethal payload."
caliber = "magm"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "mag-casing-live"
projectile_type = /obj/item/projectile/bullet/nlmagrifle
///magazines///
/obj/item/ammo_box/magazine/mmag/
name = "magrifle magazine (non-lethal disabler)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "mediummagmag"
origin_tech = "magnets=6"
ammo_type = /obj/item/ammo_casing/caseless/anlmagm
caliber = "magm"
max_ammo = 15
multiple_sprites = 2
/obj/item/ammo_box/magazine/mmag/lethal
name = "magrifle magazine (lethal)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "mediummagmag"
origin_tech = "combat=6"
ammo_type = /obj/item/ammo_casing/caseless/amagm
///the gun itself///
/obj/item/gun/ballistic/automatic/magrifle
name = "\improper Magnetic Rifle"
desc = "A simple upscalling of the technologies used in the magpistol, the magrifle is capable of firing slightly larger slugs in bursts. Compatible with the magpistol's slugs."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magrifle"
item_state = "arg"
slot_flags = 0
origin_tech = "combat=6;engineering=6;magnets=6"
mag_type = /obj/item/ammo_box/magazine/mmag
fire_sound = 'sound/weapons/magrifle.ogg'
can_suppress = 0
burst_size = 3
fire_delay = 2
spread = 15
recoil = 1
casing_ejector = 0
///research///
/obj/item/gun/ballistic/automatic/magrifle/nopin
pin = null
/datum/design/magrifle
name = "Magrifle"
desc = "An upscaled Magpistol in rifle form."
id = "magrifle"
req_tech = list("combat" = 7, "magnets" = 7, "powerstorage" = 7)
build_type = PROTOLATHE
materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 10000, MAT_SILVER = 4000, MAT_GOLD = 2000)
build_path = /obj/item/gun/ballistic/automatic/magrifle/nopin
category = list("Weapons")
/datum/design/mag_magrifle
name = "Magrifle Magazine (Lethal)"
desc = "A 15 round magazine for the Magrifle."
id = "mag_magrifle"
req_tech = list("combat" = 7, "magnets" = 7, "materials" = 5, "syndicate" = 4)
build_type = PROTOLATHE
materials = list(MAT_METAL = 8000, MAT_SILVER = 1000)
build_path = /obj/item/ammo_box/magazine/mmag/lethal
category = list("Ammo")
/datum/design/mag_magrifle/nl
name = "Magrifle Magazine (Non-Lethal)"
desc = "A 15 round non-lethal magazine for the Magrifle."
id = "mag_magrifle_nl"
req_tech = list("combat" = 7, "magnets" = 7, "materials" = 5)
materials = list(MAT_METAL = 6000, MAT_SILVER = 500, MAT_TITANIUM = 500)
build_path = /obj/item/ammo_box/magazine/mmag
//////Hyper-Burst Rifle//////
///projectiles///
/obj/item/projectile/bullet/mags/hyper
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "magjectile"
damage = 10
armour_penetration = 10
stamina = 10
forcedodge = TRUE
range = 6
light_range = 1
light_color = LIGHT_COLOR_RED
/obj/item/projectile/bullet/mags/hyper/inferno
icon_state = "magjectile-large"
stamina = 0
forcedodge = FALSE
range = 25
light_range = 4
/obj/item/projectile/bullet/mags/hyper/inferno/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 1, 2, 4, 5)
return 1
///ammo casings///
/obj/item/ammo_casing/caseless/ahyper
desc = "A large block of speciallized ferromagnetic material designed to be fired out of the experimental Hyper-Burst Rifle."
caliber = "hypermag"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "hyper-casing-live"
projectile_type = /obj/item/projectile/bullet/mags/hyper
pellets = 12
variance = 40
/obj/item/ammo_casing/caseless/ahyper/inferno
projectile_type = /obj/item/projectile/bullet/mags/hyper/inferno
pellets = 1
variance = 0
///magazines///
/obj/item/ammo_box/magazine/mhyper
name = "hyper-burst rifle magazine"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "hypermag-4"
ammo_type = /obj/item/ammo_casing/caseless/ahyper
caliber = "hypermag"
desc = "A magazine for the Hyper-Burst Rifle. Loaded with a special slug that fragments into 12 smaller shards which can absolutely puncture anything, but has rather short effective range."
max_ammo = 4
/obj/item/ammo_box/magazine/mhyper/update_icon()
..()
icon_state = "hypermag-[ammo_count() ? "4" : "0"]"
/obj/item/ammo_box/magazine/mhyper/inferno
name = "hyper-burst rifle magazine (inferno)"
ammo_type = /obj/item/ammo_casing/caseless/ahyper/inferno
desc = "A magazine for the Hyper-Burst Rifle. Loaded with a special slug that violently reacts with whatever surface it strikes, generating a massive amount of heat and light."
///gun itself///
/obj/item/gun/ballistic/automatic/hyperburst
name = "\improper Hyper-Burst Rifle"
desc = "An extremely beefed up version of a stolen Nanotrasen weapon prototype, this 'rifle' is more like a cannon, with an extremely large bore barrel capable of generating several smaller magnetic 'barrels' to simultaneously launch multiple projectiles at once."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "hyperburst"
item_state = "arg"
slot_flags = 0
origin_tech = "combat=6;engineering=6;magnets=6;syndicate=6"
mag_type = /obj/item/ammo_box/magazine/mhyper
fire_sound = 'sound/weapons/magburst.ogg'
can_suppress = 0
burst_size = 1
fire_delay = 40
recoil = 2
casing_ejector = 0
weapon_weight = WEAPON_HEAVY
/obj/item/gun/ballistic/automatic/hyperburst/update_icon()
..()
icon_state = "hyperburst[magazine ? "-[get_ammo()]" : ""][chambered ? "" : "-e"]"
/* made redundant by reskinnable stetchkins
//////Stealth Pistol//////
/obj/item/gun/ballistic/automatic/pistol/stealth
name = "stealth pistol"
desc = "A unique bullpup pistol with a compact frame. Has an integrated surpressor."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "stealthpistol"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "combat=3;materials=3;syndicate=4"
mag_type = /obj/item/ammo_box/magazine/m10mm
can_suppress = 0
fire_sound = 'sound/weapons/gunshot_silenced.ogg'
suppressed = 1
burst_size = 1
/obj/item/gun/ballistic/automatic/pistol/stealth/update_icon()
..()
if(magazine)
cut_overlays()
add_overlay("stealthpistol-magazine")
else
cut_overlays()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
*/
//////10mm soporific bullets//////
obj/item/projectile/bullet/c10mm/soporific
name ="10mm soporific bullet"
armour_penetration = 0
nodamage = TRUE
dismemberment = 0
knockdown = 0
/obj/item/projectile/bullet/c10mm/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.blur_eyes(6)
if(L.staminaloss >= 40)
L.Sleeping(250)
else
L.adjustStaminaLoss(58)
return 1
/obj/item/ammo_casing/c10mm/soporific
name = ".10mm soporific bullet casing"
desc = "A 10mm soporific bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm/soporific
/obj/item/ammo_box/magazine/m10mm/soporific
name = "pistol magazine (10mm soporific)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "9x19pS"
desc = "A gun magazine. Loaded with rounds which inject the target with a variety of illegal substances to induce sleep in the target."
ammo_type = /obj/item/ammo_casing/c10mm/soporific
/obj/item/ammo_box/c10mm/soporific
name = "ammo box (10mm soporific)"
ammo_type = /obj/item/ammo_casing/c10mm/soporific
max_ammo = 24
//////Flechette Launcher//////
///projectiles///
/obj/item/projectile/bullet/cflechetteap //shreds armor
name = "flechette (armor piercing)"
damage = 8
armour_penetration = 80
/obj/item/projectile/bullet/cflechettes //shreds flesh and forces bleeding
name = "flechette (serrated)"
damage = 8
dismemberment = 10
armour_penetration = -80
/obj/item/projectile/bullet/cflechettes/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(10)
return ..()
///ammo casings (CASELESS AMMO CASINGS WOOOOOOOO)///
/obj/item/ammo_casing/caseless/flechetteap
name = "flechette (armor piercing)"
desc = "A flechette made with a tungsten alloy."
projectile_type = /obj/item/projectile/bullet/cflechetteap
caliber = "flechette"
throwforce = 1
throw_speed = 3
/obj/item/ammo_casing/caseless/flechettes
name = "flechette (serrated)"
desc = "A serrated flechette made of a special alloy intended to deform drastically upon penetration of human flesh."
projectile_type = /obj/item/projectile/bullet/cflechettes
caliber = "flechette"
throwforce = 2
throw_speed = 3
embed_chance = 75
///magazine///
/obj/item/ammo_box/magazine/flechette
name = "flechette magazine (armor piercing)"
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "flechettemag"
origin_tech = "combat=5;syndicate=1"
ammo_type = /obj/item/ammo_casing/caseless/flechetteap
caliber = "flechette"
max_ammo = 40
multiple_sprites = 2
/obj/item/ammo_box/magazine/flechette/s
name = "flechette magazine (serrated)"
ammo_type = /obj/item/ammo_casing/caseless/flechettes
///the gun itself///
/obj/item/gun/ballistic/automatic/flechette
name = "\improper CX Flechette Launcher"
desc = "A flechette launching machine pistol with an unconventional bullpup frame."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "flechettegun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = 0
/obj/item/device/firing_pin/implant/pindicate
origin_tech = "combat=6;materials=2;syndicate=5"
mag_type = /obj/item/ammo_box/magazine/flechette/
fire_sound = 'sound/weapons/gunshot_smg.ogg'
can_suppress = 0
burst_size = 5
fire_delay = 1
casing_ejector = 0
spread = 20
/obj/item/gun/ballistic/automatic/flechette/update_icon()
..()
if(magazine)
cut_overlays()
add_overlay("flechettegun-magazine")
else
cut_overlays()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
///unique variant///
/obj/item/projectile/bullet/cflechetteshredder
name = "flechette (shredder)"
damage = 5
dismemberment = 40
/obj/item/ammo_casing/caseless/flechetteshredder
name = "flechette (shredder)"
desc = "A serrated flechette made of a special alloy that forms a monofilament edge."
projectile_type = /obj/item/projectile/bullet/cflechettes
/obj/item/ammo_box/magazine/flechette/shredder
name = "flechette magazine (shredder)"
icon_state = "shreddermag"
ammo_type = /obj/item/ammo_casing/caseless/flechetteshredder
/obj/item/gun/ballistic/automatic/flechette/shredder
name = "\improper CX Shredder"
desc = "A flechette launching machine pistol made of ultra-light CFRP optimized for firing serrated monofillament flechettes."
w_class = WEIGHT_CLASS_SMALL
mag_type = /obj/item/ammo_box/magazine/flechette/shredder
spread = 30
/obj/item/gun/ballistic/automatic/flechette/shredder/update_icon()
..()
if(magazine)
cut_overlays()
add_overlay("shreddergun-magazine")
else
cut_overlays()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
//////modular pistol////// (reskinnable stetchkins)
/obj/item/gun/ballistic/automatic/pistol/modular
name = "modular pistol"
desc = "A small, easily concealable 10mm handgun. Has a threaded barrel for suppressors."
icon = 'icons/obj/guns/cit_guns.dmi'
icon_state = "cde"
can_unsuppress = TRUE
unique_rename = TRUE
unique_reskin = list("Default" = "cde",
"NT-99" = "n99",
"Stealth" = "stealthpistol",
"HKVP-78" = "vp78",
"Luger" = "p08b",
"Mk.58" = "secguncomp",
"PX4 Storm" = "px4"
)
/obj/item/gun/ballistic/automatic/pistol/modular/update_icon()
..()
if(current_skin)
icon_state = "[unique_reskin[current_skin]][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
else
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
if(magazine && suppressed)
cut_overlays()
add_overlay("[unique_reskin[current_skin]]-magazine-sup") //Yes, this means the default iconstate can't have a magazine overlay
else if (magazine)
cut_overlays()
add_overlay("[unique_reskin[current_skin]]-magazine")
else
cut_overlays()
@@ -0,0 +1,198 @@
#undef CURRENT_RESIDENT_FILE
#define LIST_MODE_NUM 0
#define LIST_MODE_TEXT 1
#define LIST_MODE_FLAG 2
/datum/config_entry
var/name //read-only, this is determined by the last portion of the derived entry type
var/value
var/default //read-only, just set value directly
var/resident_file //the file which this belongs to, must be set
var/modified = FALSE //set to TRUE if the default has been overridden by a config entry
var/protection = NONE
var/abstract_type = /datum/config_entry //do not instantiate if type matches this
var/dupes_allowed = FALSE
/datum/config_entry/New()
if(!resident_file)
CRASH("Config entry [type] has no resident_file set")
if(type == abstract_type)
CRASH("Abstract config entry [type] instatiated!")
name = lowertext(type2top(type))
if(islist(value))
var/list/L = value
default = L.Copy()
else
default = value
/datum/config_entry/Destroy()
config.RemoveEntry(src)
return ..()
/datum/config_entry/can_vv_get(var_name)
. = ..()
if(var_name == "value" || var_name == "default")
. &= !(protection & CONFIG_ENTRY_HIDDEN)
/datum/config_entry/vv_edit_var(var_name, var_value)
var/static/list/banned_edits = list("name", "default", "resident_file", "protection", "abstract_type", "modified", "dupes_allowed")
if(var_name == "value")
if(protection & CONFIG_ENTRY_LOCKED)
return FALSE
. = ValidateAndSet("[var_value]")
if(.)
var_edited = TRUE
return
if(var_name in banned_edits)
return FALSE
return ..()
/datum/config_entry/proc/VASProcCallGuard(str_val)
. = !(IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "ValidateAndSet" && GLOB.LastAdminCalledTargetRef == "\ref[src]")
if(!.)
log_admin_private("Config set of [type] to [str_val] attempted by [key_name(usr)]")
/datum/config_entry/proc/ValidateAndSet(str_val)
VASProcCallGuard(str_val)
CRASH("Invalid config entry type!")
/datum/config_entry/proc/ValidateKeyedList(str_val, list_mode, splitter)
str_val = trim(str_val)
var/key_pos = findtext(str_val, splitter)
var/key_name = null
var/key_value = null
if(key_pos || list_mode == LIST_MODE_FLAG)
key_name = lowertext(copytext(str_val, 1, key_pos))
key_value = copytext(str_val, key_pos + 1)
var/temp
var/continue_check
switch(list_mode)
if(LIST_MODE_FLAG)
temp = TRUE
continue_check = TRUE
if(LIST_MODE_NUM)
temp = text2num(key_value)
continue_check = !isnull(temp)
if(LIST_MODE_TEXT)
temp = key_value
continue_check = temp
if(continue_check && ValidateKeyName(key_name))
value[key_name] = temp
return TRUE
return FALSE
/datum/config_entry/proc/ValidateKeyName(key_name)
return TRUE
/datum/config_entry/string
value = ""
abstract_type = /datum/config_entry/string
var/auto_trim = TRUE
/datum/config_entry/string/vv_edit_var(var_name, var_value)
return var_name != "auto_trim" && ..()
/datum/config_entry/string/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
value = auto_trim ? trim(str_val) : str_val
return TRUE
/datum/config_entry/number
value = 0
abstract_type = /datum/config_entry/number
var/integer = TRUE
var/max_val = INFINITY
var/min_val = -INFINITY
/datum/config_entry/number/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
var/temp = text2num(trim(str_val))
if(!isnull(temp))
value = Clamp(integer ? round(temp) : temp, min_val, max_val)
if(value != temp && !var_edited)
log_config("Changing [name] from [temp] to [value]!")
return TRUE
return FALSE
/datum/config_entry/number/vv_edit_var(var_name, var_value)
var/static/list/banned_edits = list("max_val", "min_val", "integer")
return !(var_name in banned_edits) && ..()
/datum/config_entry/flag
value = FALSE
abstract_type = /datum/config_entry/flag
/datum/config_entry/flag/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
value = text2num(trim(str_val)) != 0
return TRUE
/datum/config_entry/number_list
abstract_type = /datum/config_entry/number_list
value = list()
/datum/config_entry/number_list/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
str_val = trim(str_val)
var/list/new_list = list()
var/list/values = splittext(str_val," ")
for(var/I in values)
var/temp = text2num(I)
if(isnull(temp))
return FALSE
new_list += temp
if(!new_list.len)
return FALSE
value = new_list
return TRUE
/datum/config_entry/keyed_flag_list
abstract_type = /datum/config_entry/keyed_flag_list
value = list()
dupes_allowed = TRUE
/datum/config_entry/keyed_flag_list/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
return ValidateKeyedList(str_val, LIST_MODE_FLAG, " ")
/datum/config_entry/keyed_number_list
abstract_type = /datum/config_entry/keyed_number_list
value = list()
dupes_allowed = TRUE
var/splitter = " "
/datum/config_entry/keyed_number_list/vv_edit_var(var_name, var_value)
return var_name != "splitter" && ..()
/datum/config_entry/keyed_number_list/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
return ValidateKeyedList(str_val, LIST_MODE_NUM, splitter)
/datum/config_entry/keyed_string_list
abstract_type = /datum/config_entry/keyed_string_list
value = list()
dupes_allowed = TRUE
var/splitter = " "
/datum/config_entry/keyed_string_list/vv_edit_var(var_name, var_value)
return var_name != "splitter" && ..()
/datum/config_entry/keyed_string_list/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
return ValidateKeyedList(str_val, LIST_MODE_TEXT, splitter)
#undef LIST_MODE_NUM
#undef LIST_MODE_TEXT
#undef LIST_MODE_FLAG
@@ -0,0 +1,287 @@
GLOBAL_VAR_INIT(config_dir, "config/")
GLOBAL_PROTECT(config_dir)
/datum/controller/configuration
name = "Configuration"
var/hiding_entries_by_type = TRUE //Set for readability, admins can set this to FALSE if they want to debug it
var/list/entries
var/list/entries_by_type
var/list/maplist
var/datum/map_config/defaultmap
var/list/modes // allowed modes
var/list/gamemode_cache
var/list/votable_modes // votable modes
var/list/mode_names
var/list/mode_reports
var/list/mode_false_report_weight
/datum/controller/configuration/New()
config = src
var/list/config_files = InitEntries()
LoadModes()
for(var/I in config_files)
LoadEntries(I)
if(Get(/datum/config_entry/flag/maprotation))
loadmaplist(CONFIG_MAPS_FILE)
/datum/controller/configuration/Destroy()
entries_by_type.Cut()
QDEL_LIST_ASSOC_VAL(entries)
QDEL_LIST_ASSOC_VAL(maplist)
QDEL_NULL(defaultmap)
config = null
return ..()
/datum/controller/configuration/proc/InitEntries()
var/list/_entries = list()
entries = _entries
var/list/_entries_by_type = list()
entries_by_type = _entries_by_type
. = list()
for(var/I in typesof(/datum/config_entry)) //typesof is faster in this case
var/datum/config_entry/E = I
if(initial(E.abstract_type) == I)
continue
E = new I
_entries_by_type[I] = E
var/esname = E.name
var/datum/config_entry/test = _entries[esname]
if(test)
log_config("Error: [test.type] has the same name as [E.type]: [esname]! Not initializing [E.type]!")
qdel(E)
continue
_entries[esname] = E
.[E.resident_file] = TRUE
/datum/controller/configuration/proc/RemoveEntry(datum/config_entry/CE)
entries -= CE.name
entries_by_type -= CE.type
/datum/controller/configuration/proc/LoadEntries(filename)
log_config("Loading config file [filename]...")
var/list/lines = world.file2list("[GLOB.config_dir][filename]")
var/list/_entries = entries
for(var/L in lines)
if(!L)
continue
if(copytext(L, 1, 2) == "#")
continue
var/pos = findtext(L, " ")
var/entry = null
var/value = null
if(pos)
entry = lowertext(copytext(L, 1, pos))
value = copytext(L, pos + 1)
else
entry = lowertext(L)
if(!entry)
continue
var/datum/config_entry/E = _entries[entry]
if(!E)
log_config("Unknown setting in configuration: '[entry]'")
continue
if(filename != E.resident_file)
log_config("Found [entry] in [filename] when it should have been in [E.resident_file]! Ignoring.")
continue
var/validated = E.ValidateAndSet(value)
if(!validated)
log_config("Failed to validate setting \"[value]\" for [entry]")
else if(E.modified && !E.dupes_allowed)
log_config("Duplicate setting for [entry] ([value]) detected! Using latest.")
if(validated)
E.modified = TRUE
/datum/controller/configuration/can_vv_get(var_name)
return (var_name != "entries_by_type" || !hiding_entries_by_type) && ..()
/datum/controller/configuration/vv_edit_var(var_name, var_value)
return !(var_name in list("entries_by_type", "entries")) && ..()
/datum/controller/configuration/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(null, "Edit", src)
stat("[name]:", statclick)
/datum/controller/configuration/proc/Get(entry_type)
if(IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Get" && GLOB.LastAdminCalledTargetRef == "\ref[src]")
log_admin_private("Config access of [entry_type] attempted by [key_name(usr)]")
return
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
if(entry_is_abstract)
CRASH("Tried to retrieve an abstract config_entry: [entry_type]")
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
return E.value
/datum/controller/configuration/proc/Set(entry_type, new_val)
if(IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Set" && GLOB.LastAdminCalledTargetRef == "\ref[src]")
log_admin_private("Config rewrite of [entry_type] to [new_val] attempted by [key_name(usr)]")
return
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
if(entry_is_abstract)
CRASH("Tried to retrieve an abstract config_entry: [entry_type]")
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
return E.ValidateAndSet(new_val)
/datum/controller/configuration/proc/LoadModes()
gamemode_cache = typecacheof(/datum/game_mode, TRUE)
modes = list()
mode_names = list()
mode_reports = list()
mode_false_report_weight = list()
votable_modes = list()
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
for(var/T in gamemode_cache)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
var/datum/game_mode/M = new T()
if(M.config_tag)
if(!(M.config_tag in modes)) // ensure each mode is added only once
modes += M.config_tag
mode_names[M.config_tag] = M.name
probabilities[M.config_tag] = M.probability
mode_reports[M.config_tag] = M.generate_report()
mode_false_report_weight[M.config_tag] = M.false_report_weight
if(M.votable)
votable_modes += M.config_tag
qdel(M)
votable_modes += "secret"
/datum/controller/configuration/proc/loadmaplist(filename)
filename = "[GLOB.config_dir][filename]"
var/list/Lines = world.file2list(filename)
var/datum/map_config/currentmap = null
for(var/t in Lines)
if(!t)
continue
t = trim(t)
if(length(t) == 0)
continue
else if(copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/command = null
var/data = null
if(pos)
command = lowertext(copytext(t, 1, pos))
data = copytext(t, pos + 1)
else
command = lowertext(t)
if(!command)
continue
if (!currentmap && command != "map")
continue
switch (command)
if ("map")
currentmap = new ("_maps/[data].json")
if(currentmap.defaulted)
log_config("Failed to load map config for [data]!")
if ("minplayers","minplayer")
currentmap.config_min_users = text2num(data)
if ("maxplayers","maxplayer")
currentmap.config_max_users = text2num(data)
if ("weight","voteweight")
currentmap.voteweight = text2num(data)
if ("default","defaultmap")
defaultmap = currentmap
if ("endmap")
LAZYINITLIST(maplist)
maplist[currentmap.map_name] = currentmap
currentmap = null
if ("disabled")
currentmap = null
else
WRITE_FILE(GLOB.config_error_log, "Unknown command in map vote config: '[command]'")
/datum/controller/configuration/proc/pick_mode(mode_name)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
// ^ This guy didn't try hard enough
for(var/T in gamemode_cache)
var/datum/game_mode/M = T
var/ct = initial(M.config_tag)
if(ct && ct == mode_name)
return new T
return new /datum/game_mode/extended()
/datum/controller/configuration/proc/get_runnable_modes()
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
var/list/min_pop = Get(/datum/config_entry/keyed_number_list/min_pop)
var/list/max_pop = Get(/datum/config_entry/keyed_number_list/max_pop)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
for(var/T in gamemode_cache)
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
qdel(M)
continue
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.can_start())
var/final_weight = probabilities[M.config_tag]
if(SSpersistence.saved_modes.len == 3 && repeated_mode_adjust.len == 3)
var/recent_round = min(SSpersistence.saved_modes.Find(M.config_tag),3)
var/adjustment = 0
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(M.config_tag,recent_round+1,0)
final_weight *= ((100-adjustment)/100)
runnable_modes[M] = final_weight
return runnable_modes
/datum/controller/configuration/proc/get_runnable_midround_modes(crew)
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
var/list/min_pop = Get(/datum/config_entry/keyed_number_list/min_pop)
var/list/max_pop = Get(/datum/config_entry/keyed_number_list/max_pop)
for(var/T in (gamemode_cache - SSticker.mode.type))
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
qdel(M)
continue
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.required_players <= crew)
if(M.maximum_players >= 0 && M.maximum_players < crew)
continue
runnable_modes[M] = probabilities[M.config_tag]
return runnable_modes
+1 -1
View File
@@ -69,7 +69,7 @@
can_fire = 0
flags |= SS_NO_FIRE
Master.subsystems -= src
return ..()
//Queue it to run.
// (we loop thru a linked list until we get to the end or find the right point)
+1 -1
View File
@@ -322,7 +322,7 @@ SUBSYSTEM_DEF(air)
EG.dismantle()
CHECK_TICK
var/msg = "HEY! LISTEN! [(world.timeofday - timer)/10] Seconds were wasted processing [starting_ats] turf(s) (connected to [ending_ats] other turfs) with atmos differences at round start."
var/msg = "HEY! LISTEN! [DisplayTimeText(world.timeofday - timer)] were wasted processing [starting_ats] turf(s) (connected to [ending_ats] other turfs) with atmos differences at round start."
to_chat(world, "<span class='boldannounce'>[msg]</span>")
warning(msg)
+1 -1
View File
@@ -29,7 +29,7 @@ SUBSYSTEM_DEF(server_maint)
var/cmob = C.mob
if(!(isobserver(cmob) || (isdead(cmob) && C.holder)))
log_access("AFK: [key_name(C)]")
to_chat(C, "<span class='danger'>You have been inactive for more than [config.afk_period / 600] minutes and have been disconnected.</span>")
to_chat(C, "<span class='danger'>You have been inactive for more than [DisplayTimeText(config.afk_period)] and have been disconnected.</span>")
qdel(C)
if (!(!C || world.time - C.connection_time < PING_BUFFER_TIME || C.inactivity >= (wait-1)))
+1 -1
View File
@@ -178,7 +178,7 @@ SUBSYSTEM_DEF(shuttle)
emergency = backup_shuttle
if(world.time - SSticker.round_start_time < config.shuttle_refuel_delay)
to_chat(user, "The emergency shuttle is refueling. Please wait another [abs(round(((world.time - SSticker.round_start_time) - config.shuttle_refuel_delay)/600))] minutes before trying again.")
to_chat(user, "The emergency shuttle is refueling. Please wait [DisplayTimeText((world.time - SSticker.round_start_time) - config.shuttle_refuel_delay)] before trying again.")
return
switch(emergency.mode)
+1
View File
@@ -11,6 +11,7 @@ SUBSYSTEM_DEF(squeak)
/datum/controller/subsystem/squeak/Initialize(timeofday)
trigger_migration(config.mice_roundstart)
return ..()
/datum/controller/subsystem/squeak/proc/trigger_migration(num_mice=10)
if(!num_mice)
+10 -1
View File
@@ -57,6 +57,9 @@ SUBSYSTEM_DEF(throwing)
var/pure_diagonal
var/diagonal_error
var/datum/callback/callback
var/paused = FALSE
var/delayed_time = 0
var/last_move = 0
/datum/thrownthing/proc/tick()
var/atom/movable/AM = thrownthing
@@ -64,14 +67,20 @@ SUBSYSTEM_DEF(throwing)
finalize()
return
if(paused)
delayed_time += world.time - last_move
return
if (dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
finalize()
return
var/atom/step
last_move = world.time
//calculate how many tiles to move, making up for any missed ticks.
var/tilestomove = Ceiling(min(((((world.time+world.tick_lag) - start_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait))
var/tilestomove = Ceiling(min(((((world.time+world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait))
while (tilestomove-- > 0)
if ((dist_travelled >= maxrange || AM.loc == target_turf) && AM.has_gravity(AM.loc))
finalize()
+5 -144
View File
@@ -51,14 +51,14 @@ SUBSYSTEM_DEF(ticker)
var/queue_delay = 0
var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
var/obj/screen/cinematic = null //used for station explosion cinematic
var/maprotatechecked = 0
var/news_report
var/late_join_disabled
var/roundend_check_paused = FALSE
var/round_start_time = 0
var/list/round_start_events
var/mode_result = "undefined"
@@ -137,7 +137,7 @@ SUBSYSTEM_DEF(ticker)
scripture_states = scripture_unlock_alert(scripture_states)
SSshuttle.autoEnd()
if(!mode.explosion_in_progress && mode.check_finished(force_ending) || force_ending)
if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending)
current_state = GAME_STATE_FINISHED
toggle_ooc(TRUE) // Turn it on
toggle_dooc(TRUE)
@@ -273,144 +273,7 @@ SUBSYSTEM_DEF(ticker)
qdel(bomb)
if(epi)
explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
//Plus it provides an easy way to make cinematics for other events. Just use this as a template
/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null, atom/bomb = null)
if( cinematic )
return //already a cinematic in progress!
for (var/datum/html_interface/hi in GLOB.html_interfaces)
hi.closeAll()
SStgui.close_all_uis()
//Turn off the shuttles, there's no escape now
if(!station_missed && bomb)
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
//initialise our cinematic screen object
cinematic = new /obj/screen{icon='icons/effects/station_explosion.dmi';icon_state="station_intact";layer=21;mouse_opacity = MOUSE_OPACITY_TRANSPARENT;screen_loc="1,0";}(src)
for(var/mob/M in GLOB.mob_list)
M.notransform = TRUE //stop everything moving
if(M.client)
M.client.screen += cinematic //show every client the cinematic
var/actually_blew_up = TRUE
//Now animate the cinematic
switch(station_missed)
if(NUKE_NEAR_MISS) //nuke was nearby but (mostly) missed
if(mode && !override )
override = mode.name
switch( override )
if("nuclear emergency") //Nuke wasn't on station when it blew up
flick("intro_nuke",cinematic)
sleep(35)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb)
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
if("cult")
cinematic.icon_state = null
flick("intro_cult",cinematic)
sleep(25)
SEND_SOUND(world, sound('sound/magic/enter_blood.ogg'))
sleep(28)
SEND_SOUND(world, sound('sound/machines/terminal_off.ogg'))
sleep(20)
flick("station_corrupted",cinematic)
SEND_SOUND(world, sound('sound/effects/ghost.ogg'))
actually_blew_up = FALSE
if("fake") //The round isn't over, we're just freaking people out for fun
flick("intro_nuke",cinematic)
sleep(35)
SEND_SOUND(world, sound('sound/items/bikehorn.ogg'))
flick("summary_selfdes",cinematic)
actually_blew_up = FALSE
else
flick("intro_nuke",cinematic)
sleep(35)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb)
if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb)
actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station
else //station was destroyed
if( mode && !override )
override = mode.name
switch( override )
if("nuclear emergency") //Nuke Ops successfully bombed the station
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb)
cinematic.icon_state = "summary_nukewin"
if("AI malfunction") //Malf (screen,explosion,summary)
flick("intro_malf",cinematic)
sleep(76)
flick("station_explode_fade_red",cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb
cinematic.icon_state = "summary_malf"
if("blob") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb) //TODO: no idea what this case could be
cinematic.icon_state = "summary_selfdes"
if("cult") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb) //TODO: no idea what this case could be
cinematic.icon_state = "summary_cult"
if("no_core") //Nuke failed to detonate as it had no core
flick("intro_nuke",cinematic)
sleep(35)
flick("station_intact",cinematic)
SEND_SOUND(world, sound('sound/ambience/signal.ogg'))
addtimer(CALLBACK(src, .proc/finish_cinematic, null, FALSE), 100)
return //Faster exit, since nothing happened
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
station_explosion_detonation(bomb)
cinematic.icon_state = "summary_selfdes"
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.
var/bombloc = null
if(actually_blew_up)
if(bomb && bomb.loc)
bombloc = bomb.z
else if(!station_missed)
bombloc = ZLEVEL_STATION_PRIMARY
if(mode)
mode.explosion_in_progress = 0
to_chat(world, "<B>The station was destoyed by the nuclear blast!</B>")
mode.station_was_nuked = (station_missed<2) //station_missed==1 is a draw. the station becomes irradiated and needs to be evacuated.
addtimer(CALLBACK(src, .proc/finish_cinematic, bombloc, actually_blew_up), 300)
/datum/controller/subsystem/ticker/proc/finish_cinematic(killz, actually_blew_up)
if(cinematic)
qdel(cinematic) //end the cinematic
cinematic = null
for(var/mob/M in GLOB.mob_list)
M.notransform = FALSE
if(actually_blew_up && !isnull(killz) && M.stat != DEAD && M.z == killz)
M.gib()
/datum/controller/subsystem/ticker/proc/create_characters()
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
@@ -505,7 +368,7 @@ SUBSYSTEM_DEF(ticker)
end_state.count()
var/station_integrity = min(PERCENT(GLOB.start_state.score(end_state)), 100)
to_chat(world, "<BR>[GLOB.TAB]Shift Duration: <B>[round(world.time / 36000)]:[add_zero("[world.time / 600 % 60]", 2)]:[world.time / 100 % 6][world.time / 100 % 10]</B>")
to_chat(world, "<BR>[GLOB.TAB]Shift Duration: <B>[DisplayTimeText(world.time - SSticker.round_start_time)]</B>")
to_chat(world, "<BR>[GLOB.TAB]Station Integrity: <B>[mode.station_was_nuked ? "<font color='red'>Destroyed</font>" : "[station_integrity]%"]</B>")
if(mode.station_was_nuked)
SSticker.news_report = STATION_DESTROYED_NUKE
@@ -711,13 +574,11 @@ SUBSYSTEM_DEF(ticker)
queue_delay = SSticker.queue_delay
queued_players = SSticker.queued_players
cinematic = SSticker.cinematic
maprotatechecked = SSticker.maprotatechecked
round_start_time = SSticker.round_start_time
queue_delay = SSticker.queue_delay
queued_players = SSticker.queued_players
cinematic = SSticker.cinematic
maprotatechecked = SSticker.maprotatechecked
modevoted = SSticker.modevoted
+2 -2
View File
@@ -169,7 +169,7 @@ SUBSYSTEM_DEF(vote)
admin = TRUE
if(next_allowed_time > world.time && !admin)
to_chat(usr, "<span class='warning'>A vote was initiated recently, you must wait roughly [(next_allowed_time-world.time)/10] seconds before a new vote can be started!</span>")
to_chat(usr, "<span class='warning'>A vote was initiated recently, you must wait [DisplayTimeText(next_allowed_time-world.time)] before a new vote can be started!</span>")
return 0
reset()
@@ -198,7 +198,7 @@ SUBSYSTEM_DEF(vote)
if(mode == "custom")
text += "\n[question]"
log_vote(text)
to_chat(world, "\n<font color='purple'><b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>")
to_chat(world, "\n<font color='purple'><b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [DisplayTimeText(config.vote_period)] to vote.</font>")
time_remaining = round(config.vote_period/10)
for(var/c in GLOB.clients)
var/client/C = c
+17 -13
View File
@@ -485,7 +485,7 @@
/datum/action/spell_action/New(Target)
..()
var/obj/effect/proc_holder/spell/S = target
var/obj/effect/proc_holder/S = target
S.action = src
name = S.name
desc = S.desc
@@ -495,36 +495,40 @@
button.name = name
/datum/action/spell_action/Destroy()
var/obj/effect/proc_holder/spell/S = target
var/obj/effect/proc_holder/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger()
if(!..())
return 0
return FALSE
if(target)
var/obj/effect/proc_holder/spell = target
spell.Click()
return 1
var/obj/effect/proc_holder/S = target
S.Click()
return TRUE
/datum/action/spell_action/IsAvailable()
if(!target)
return 0
var/obj/effect/proc_holder/spell/spell = target
if(owner)
return spell.can_cast(owner)
return 0
return FALSE
return TRUE
/datum/action/spell_action/spell/IsAvailable()
if(!target)
return FALSE
var/obj/effect/proc_holder/spell/S = target
if(owner)
return S.can_cast(owner)
return FALSE
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
if(!target)
return 0
return FALSE
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return 0
return FALSE
+60
View File
@@ -0,0 +1,60 @@
/datum/antagonist/abductor
name = "Abductor"
var/datum/objective_team/abductor_team/team
var/sub_role
var/outfit
var/landmark_type
var/greet_text
/datum/antagonist/abductor/agent
sub_role = "Agent"
outfit = /datum/outfit/abductor/agent
landmark_type = /obj/effect/landmark/abductor/agent
greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
/datum/antagonist/abductor/scientist
sub_role = "Scientist"
outfit = /datum/outfit/abductor/scientist
landmark_type = /obj/effect/landmark/abductor/scientist
greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
/datum/antagonist/abductor/New(datum/mind/new_owner, datum/objective_team/abductor_team/T)
team = T
return ..()
/datum/antagonist/abductor/on_gain()
SSticker.mode.abductors += owner
owner.special_role = "[name] [sub_role]"
owner.objectives += team.objectives
finalize_abductor()
return ..()
/datum/antagonist/abductor/on_removal()
SSticker.mode.abductors -= owner
team.members -= owner
owner.objectives -= team.objectives
if(owner.current)
to_chat(owner.current,"<span class='userdanger'>You are no longer the [owner.special_role]!</span>")
owner.special_role = null
return ..()
/datum/antagonist/abductor/greet()
to_chat(owner.current, "<span class='notice'>You are the [owner.special_role]!</span>")
to_chat(owner.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
to_chat(owner.current, "<span class='notice'>[greet_text]</span>")
owner.announce_objectives()
/datum/antagonist/abductor/proc/finalize_abductor()
//Equip
var/mob/living/carbon/human/H = owner.current
H.set_species(/datum/species/abductor)
H.real_name = "[team.name] [sub_role]"
H.equipOutfit(outfit)
//Teleport to ship
for(var/obj/effect/landmark/abductor/LM in GLOB.landmarks_list)
if(istype(LM, landmark_type) && LM.team_number == team.team_number)
H.forceMove(LM.loc)
break
SSticker.mode.update_abductor_icons_added(owner)
+2 -31
View File
@@ -1,6 +1,5 @@
/datum/antagonist/ninja
name = "Ninja"
var/team
var/helping_station = 0
var/give_objectives = TRUE
@@ -19,36 +18,8 @@
..(new_owner)
helping_station = rand(0,1)
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/H = owner.current, safety=0)//Safety in case you need to unequip stuff for existing characters.
if(safety)
qdel(H.w_uniform)
qdel(H.wear_suit)
qdel(H.wear_mask)
qdel(H.head)
qdel(H.shoes)
qdel(H.gloves)
var/obj/item/clothing/suit/space/space_ninja/theSuit = new(H)
var/obj/item/dash/energy_katana/EK = new(H)
theSuit.energyKatana = EK
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(H), slot_shoes)
H.equip_to_slot_or_del(theSuit, slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/space_ninja(H), slot_wear_mask)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(H), slot_glasses)
H.equip_to_slot_or_del(EK, slot_belt)
H.equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/tank/internals/emergency_oxygen(H), slot_s_store)
H.equip_to_slot_or_del(new /obj/item/tank/jetpack/carbondioxide(H), slot_back)
theSuit.randomize_param()
var/obj/item/implant/explosive/E = new/obj/item/implant/explosive(H)
E.implant(H)
return 1
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/H = owner.current)
return H.equipOutfit(/datum/outfit/ninja)
/datum/antagonist/ninja/proc/addMemories()
owner.store_memory("I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
+223
View File
@@ -0,0 +1,223 @@
GLOBAL_LIST_EMPTY(cinematics)
// Use to play cinematics.
// Watcher can be world,mob, or a list of mobs
// Blocks until sequence is done.
/proc/Cinematic(id,watcher,datum/callback/special_callback)
var/datum/cinematic/playing
for(var/V in subtypesof(/datum/cinematic))
var/datum/cinematic/C = V
if(initial(C.id) == id)
playing = new V()
break
if(!playing)
CRASH("Cinematic type not found")
if(special_callback)
playing.special_callback = special_callback
if(watcher == world)
playing.is_global = TRUE
watcher = GLOB.mob_list
playing.play(watcher)
/obj/screen/cinematic
icon = 'icons/effects/station_explosion.dmi'
icon_state = "station_intact"
layer = 21
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = "1,1"
/datum/cinematic
var/id = CINEMATIC_DEFAULT
var/list/watching = list() //List of clients watching this
var/list/locked = list() //Who had notransform set during the cinematic
var/is_global = FALSE //Global cinematics will override mob-specific ones
var/obj/screen/cinematic/screen
var/datum/callback/special_callback //For special effects synced with animation (explosions after the countdown etc)
var/cleanup_time = 300 //How long for the final screen to remain
/datum/cinematic/New()
GLOB.cinematics += src
screen = new(src)
/datum/cinematic/Destroy()
GLOB.cinematics -= src
QDEL_NULL(screen)
for(var/mob/M in locked)
M.notransform = FALSE
return ..()
/datum/cinematic/proc/play(watchers)
//Check if you can actually play it (stop mob cinematics for global ones) and create screen objects
for(var/A in GLOB.cinematics)
var/datum/cinematic/C = A
if(C == src)
continue
if(C.is_global || !is_global)
return //Can't play two global or local cinematics at the same time
//Close all open windows if global
if(is_global)
for (var/datum/html_interface/hi in GLOB.html_interfaces)
hi.closeAll()
SStgui.close_all_uis()
for(var/mob/M in GLOB.mob_list)
if(M in watchers)
M.notransform = TRUE //Should this be done for non-global cinematics or even at all ?
locked += M
//Close watcher ui's
SStgui.close_user_uis(M)
if(M.client)
watching += M.client
M.client.screen += screen
else
if(is_global)
M.notransform = TRUE
locked += M
//Actually play it
content()
//Cleanup
sleep(cleanup_time)
qdel(src)
//Sound helper
/datum/cinematic/proc/cinematic_sound(s)
if(is_global)
SEND_SOUND(world,s)
else
for(var/C in watching)
SEND_SOUND(C,s)
//Fire up special callback for actual effects synchronized with animation (eg real nuke explosion happens midway)
/datum/cinematic/proc/special()
if(special_callback)
special_callback.Invoke()
//Actual cinematic goes in here
/datum/cinematic/proc/content()
sleep(50)
/datum/cinematic/nuke_win
id = CINEMATIC_NUKE_WIN
/datum/cinematic/nuke_win/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_nukewin"
/datum/cinematic/nuke_miss
id = CINEMATIC_NUKE_MISS
/datum/cinematic/nuke_miss/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
flick("station_intact_fade_red",screen)
screen.icon_state = "summary_nukefail"
//Also used for blob
/datum/cinematic/nuke_selfdestruct
id = CINEMATIC_SELFDESTRUCT
/datum/cinematic/nuke_selfdestruct/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red", screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_selfdes"
/datum/cinematic/nuke_selfdestruct_miss
id = CINEMATIC_SELFDESTRUCT_MISS
/datum/cinematic/nuke_selfdestruct_miss/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "station_intact"
/datum/cinematic/malf
id = CINEMATIC_MALF
/datum/cinematic/malf/content()
flick("intro_malf",screen)
sleep(76)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_malf"
/datum/cinematic/cult
id = CINEMATIC_CULT
/datum/cinematic/cult/content()
screen.icon_state = null
flick("intro_cult",screen)
sleep(25)
cinematic_sound(sound('sound/magic/enter_blood.ogg'))
sleep(28)
cinematic_sound(sound('sound/machines/terminal_off.ogg'))
sleep(20)
flick("station_corrupted",screen)
cinematic_sound(sound('sound/effects/ghost.ogg'))
sleep(70)
special()
/datum/cinematic/nuke_annihilation
id = CINEMATIC_ANNIHILATION
/datum/cinematic/nuke_annihilation/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_explode_fade_red",screen)
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
screen.icon_state = "summary_totala"
/datum/cinematic/fake
id = CINEMATIC_NUKE_FAKE
cleanup_time = 100
/datum/cinematic/fake/content()
flick("intro_nuke",screen)
sleep(35)
cinematic_sound(sound('sound/items/bikehorn.ogg'))
flick("summary_selfdes",screen) //???
special()
/datum/cinematic/no_core
id = CINEMATIC_NUKE_NO_CORE
cleanup_time = 100
/datum/cinematic/no_core/content()
flick("intro_nuke",screen)
sleep(35)
flick("station_intact",screen)
cinematic_sound(sound('sound/ambience/signal.ogg'))
sleep(100)
/datum/cinematic/nuke_far
id = CINEMATIC_NUKE_FAR
cleanup_time = 0
/datum/cinematic/nuke_far/content()
cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
special()
/* Intended usage.
Nuke.Explosion()
-> Cinematic(NUKE_BOOM,world)
-> ActualExplosion()
-> Mode.OnExplosion()
Narsie()
-> Cinematic(CULT,world)
*/
+2 -1
View File
@@ -94,7 +94,8 @@ Stands have a lot of procs which mimic mob procs. Rather than inserting hooks fo
* Allows the component to react to ownership transfers
1. `/datum/component/proc/_RemoveNoSignal()` (private, final)
* Internal, clears the parent var and removes the component from the parents component list
1. `/datum/component/proc/RegisterSignal(signal(string), proc_ref(type), override(boolean))` (protected, final) (Consider removing for performance gainz)
1. `/datum/component/proc/RegisterSignal(signal(string/list of strings), proc_ref(type), override(boolean))` (protected, final) (Consider removing for performance gainz)
* If signal is a list it will be as if RegisterSignal was called for each of the entries with the same following arguments
* Makes a component listen for the specified `signal` on it's `parent` datum.
* When that signal is recieved `proc_ref` will be called on the component, along with associated arguments
* Example proc ref: `.proc/OnEvent`
+9 -7
View File
@@ -95,7 +95,7 @@
P.datum_components = null
parent = null
/datum/component/proc/RegisterSignal(sig_type, proc_on_self, override = FALSE)
/datum/component/proc/RegisterSignal(sig_type_or_types, proc_on_self, override = FALSE)
if(QDELETED(src))
return
var/list/procs = signal_procs
@@ -103,12 +103,14 @@
procs = list()
signal_procs = procs
if(!override)
. = procs[sig_type]
if(.)
stack_trace("[sig_type] overridden. Use override = TRUE to suppress this warning")
procs[sig_type] = CALLBACK(src, proc_on_self)
var/list/sig_types = islist(sig_type_or_types) ? sig_type_or_types : list(sig_type_or_types)
for(var/sig_type in sig_types)
if(!override)
. = procs[sig_type]
if(.)
stack_trace("[sig_type] overridden. Use override = TRUE to suppress this warning")
procs[sig_type] = CALLBACK(src, proc_on_self)
/datum/component/proc/InheritComponent(datum/component/C, i_am_original)
return
+1 -4
View File
@@ -6,10 +6,7 @@
/datum/component/slippery/Initialize(_intensity, _lube_flags = NONE)
intensity = max(_intensity, 0)
lube_flags = _lube_flags
if(ismovableatom(parent))
RegisterSignal(COMSIG_MOVABLE_CROSSED, .proc/Slip)
else
RegisterSignal(COMSIG_ATOM_ENTERED, .proc/Slip)
RegisterSignal(list(COMSIG_MOVABLE_CROSSED, COMSIG_ATOM_ENTERED), .proc/Slip)
/datum/component/slippery/proc/Slip(atom/movable/AM)
var/mob/victim = AM
+3 -16
View File
@@ -24,22 +24,9 @@
if(use_delay_override)
use_delay = use_delay_override
if(istype(parent, /atom))
RegisterSignal(COMSIG_ATOM_BLOB_ACT, .proc/play_squeak)
RegisterSignal(COMSIG_ATOM_HULK_ATTACK, .proc/play_squeak)
RegisterSignal(COMSIG_PARENT_ATTACKBY, .proc/play_squeak)
if(istype(parent, /atom/movable))
RegisterSignal(COMSIG_MOVABLE_CROSSED, .proc/play_squeak)
RegisterSignal(COMSIG_MOVABLE_COLLIDE, .proc/play_squeak)
RegisterSignal(COMSIG_MOVABLE_IMPACT, .proc/play_squeak)
if(istype(parent, /obj/item))
RegisterSignal(COMSIG_ITEM_ATTACK, .proc/play_squeak)
RegisterSignal(COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
RegisterSignal(COMSIG_ITEM_ATTACK_OBJ, .proc/play_squeak)
if(istype(parent, /obj/item/clothing/shoes))
RegisterSignal(COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
else
RegisterSignal(COMSIG_ATOM_ENTERED, .proc/play_squeak)
RegisterSignal(list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY, COMSIG_MOVABLE_CROSSED, COMSIG_MOVABLE_COLLIDE, COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_ATTACK_OBJ), .proc/play_squeak)
RegisterSignal(COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
RegisterSignal(COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
/datum/component/squeak/proc/play_squeak()
if(prob(squeak_chance))
+111 -103
View File
@@ -1,103 +1,111 @@
#define FORWARD -1
#define BACKWARD 1
/datum/construction
var/list/steps
var/atom/holder
var/result
var/list/steps_desc
/datum/construction/New(atom)
..()
holder = atom
if(!holder) //don't want this without a holder
qdel(src)
set_desc(steps.len)
return
/datum/construction/proc/next_step()
steps.len--
if(!steps.len)
spawn_result()
else
set_desc(steps.len)
return
/datum/construction/proc/action(atom/used_atom,mob/user)
return
/datum/construction/proc/check_step(atom/used_atom,mob/user) //check last step only
var/valid_step = is_right_key(used_atom)
if(valid_step)
if(custom_action(valid_step, used_atom, user))
next_step()
return 1
return 0
/datum/construction/proc/is_right_key(atom/used_atom) // returns current step num if used_atom is of the right type.
var/list/L = steps[steps.len]
if(istype(used_atom, L["key"]))
return steps.len
return 0
/datum/construction/proc/custom_action(step, used_atom, user)
return 1
/datum/construction/proc/check_all_steps(atom/used_atom,mob/user) //check all steps, remove matching one.
for(var/i=1;i<=steps.len;i++)
var/list/L = steps[i];
if(istype(used_atom, L["key"]))
if(custom_action(i, used_atom, user))
steps[i]=null;//stupid byond list from list removal...
listclearnulls(steps);
if(!steps.len)
spawn_result()
return 1
return 0
/datum/construction/proc/spawn_result()
if(result)
new result(get_turf(holder))
qdel(holder)
return
/datum/construction/proc/set_desc(index as num)
var/list/step = steps[index]
holder.desc = step["desc"]
return
/datum/construction/reversible
var/index
/datum/construction/reversible/New(atom)
..()
index = steps.len
return
/datum/construction/reversible/proc/update_index(diff as num)
index+=diff
if(index==0)
spawn_result()
else
set_desc(index)
return
/datum/construction/reversible/is_right_key(atom/used_atom) // returns index step
var/list/L = steps[index]
if(istype(used_atom, L["key"]))
return FORWARD //to the first step -> forward
else if(L["backkey"] && istype(used_atom, L["backkey"]))
return BACKWARD //to the last step -> backwards
return 0
/datum/construction/reversible/check_step(atom/used_atom,mob/user)
var/diff = is_right_key(used_atom)
if(diff)
if(custom_action(index, diff, used_atom, user))
update_index(diff)
return 1
return 0
/datum/construction/reversible/custom_action(index, diff, used_atom, user)
return 1
#define FORWARD -1
#define BACKWARD 1
/datum/construction
var/list/steps
var/atom/holder
var/result
var/list/steps_desc
/datum/construction/New(atom)
..()
holder = atom
if(!holder) //don't want this without a holder
qdel(src)
set_desc(steps.len)
return
/datum/construction/proc/next_step()
steps.len--
if(!steps.len)
spawn_result()
else
set_desc(steps.len)
return
/datum/construction/proc/action(atom/used_atom,mob/user)
return
/datum/construction/proc/check_step(atom/used_atom,mob/user) //check last step only
var/valid_step = is_right_key(used_atom)
if(valid_step)
if(custom_action(valid_step, used_atom, user))
next_step()
return 1
return 0
/datum/construction/proc/is_right_key(atom/used_atom) // returns current step num if used_atom is of the right type.
var/list/L = steps[steps.len]
if(istype(used_atom, L["key"]))
return steps.len
return 0
/datum/construction/proc/custom_action(step, used_atom, user)
return 1
/datum/construction/proc/check_all_steps(atom/used_atom,mob/user) //check all steps, remove matching one.
for(var/i=1;i<=steps.len;i++)
var/list/L = steps[i];
if(istype(used_atom, L["key"]))
if(custom_action(i, used_atom, user))
steps[i]=null;//stupid byond list from list removal...
listclearnulls(steps);
if(!steps.len)
spawn_result()
return 1
return 0
/datum/construction/proc/spawn_result()
if(result)
new result(get_turf(holder))
qdel(holder)
return
/datum/construction/proc/spawn_mecha_result()
if(result)
var/obj/mecha/m = new result(get_turf(holder))
var/obj/item/oldcell = locate (/obj/item/stock_parts/cell) in m
QDEL_NULL(oldcell)
m.CheckParts(holder.contents)
QDEL_NULL(holder)
/datum/construction/proc/set_desc(index as num)
var/list/step = steps[index]
holder.desc = step["desc"]
return
/datum/construction/reversible
var/index
/datum/construction/reversible/New(atom)
..()
index = steps.len
return
/datum/construction/reversible/proc/update_index(diff as num)
index+=diff
if(index==0)
spawn_result()
else
set_desc(index)
return
/datum/construction/reversible/is_right_key(atom/used_atom) // returns index step
var/list/L = steps[index]
if(istype(used_atom, L["key"]))
return FORWARD //to the first step -> forward
else if(L["backkey"] && istype(used_atom, L["backkey"]))
return BACKWARD //to the last step -> backwards
return 0
/datum/construction/reversible/check_step(atom/used_atom,mob/user)
var/diff = is_right_key(used_atom)
if(diff)
if(custom_action(index, diff, used_atom, user))
update_index(diff)
return 1
return 0
/datum/construction/reversible/custom_action(index, diff, used_atom, user)
return 1
+6 -6
View File
@@ -11,7 +11,7 @@
/datum/action/neck_chop/Trigger()
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't use Krav Maga while you're incapacitated.</span>")
to_chat(owner, "<span class='warning'>You can't use [name] while you're incapacitated.</span>")
return
var/mob/living/carbon/human/H = owner
if (H.mind.martial_art.streak == "neck_chop")
@@ -28,7 +28,7 @@
/datum/action/leg_sweep/Trigger()
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't use Krav Maga while you're incapacitated.</span>")
to_chat(owner, "<span class='warning'>You can't use [name] while you're incapacitated.</span>")
return
var/mob/living/carbon/human/H = owner
if (H.mind.martial_art.streak == "leg_sweep")
@@ -45,7 +45,7 @@
/datum/action/lung_punch/Trigger()
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't use Krav Maga while you're incapacitated.</span>")
to_chat(owner, "<span class='warning'>You can't use [name] while you're incapacitated.</span>")
return
var/mob/living/carbon/human/H = owner
if (H.mind.martial_art.streak == "quick_choke")
@@ -57,14 +57,14 @@
/datum/martial_art/krav_maga/teach(mob/living/carbon/human/H,make_temporary=0)
if(..())
to_chat(H, "<span class = 'userdanger'>You know the arts of Krav Maga!</span>")
to_chat(H, "<span class = 'userdanger'>You know the arts of [name]!</span>")
to_chat(H, "<span class = 'danger'>Place your cursor over a move at the top of the screen to see what it does.</span>")
neckchop.Grant(H)
legsweep.Grant(H)
lungpunch.Grant(H)
/datum/martial_art/krav_maga/on_remove(mob/living/carbon/human/H)
to_chat(H, "<span class = 'userdanger'>You suddenly forget the arts of Krav Maga...</span>")
to_chat(H, "<span class = 'userdanger'>You suddenly forget the arts of [name]...</span>")
neckchop.Remove(H)
legsweep.Remove(H)
lungpunch.Remove(H)
@@ -140,7 +140,7 @@
playsound(get_turf(D), 'sound/effects/hit_punch.ogg', 50, 1, -1)
D.visible_message("<span class='danger'>[A] [picked_hit_type] [D]!</span>", \
"<span class='userdanger'>[A] [picked_hit_type] you!</span>")
add_logs(A, D, "[picked_hit_type] with Krav Maga")
add_logs(A, D, "[picked_hit_type] with [name]")
return 1
/datum/martial_art/krav_maga/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
+1 -55
View File
@@ -590,8 +590,6 @@
if(src in SSticker.mode.abductors)
text += "<b>Abductor</b> | <a href='?src=\ref[src];abductor=clear'>human</a>"
text += " | <a href='?src=\ref[src];common=undress'>undress</a> | <a href='?src=\ref[src];abductor=equip'>equip</a>"
else
text += "<a href='?src=\ref[src];abductor=abductor'>abductor</a> | <b>human</b>"
if(current && current.client && (ROLE_ABDUCTOR in current.client.prefs.be_special))
text += " | Enabled in Prefs"
@@ -1244,13 +1242,6 @@
if("clear")
to_chat(usr, "Not implemented yet. Sorry!")
//SSticker.mode.update_abductor_icons_removed(src)
if("abductor")
if(!ishuman(current))
to_chat(usr, "<span class='warning'>This only works on humans!</span>")
return
make_Abductor()
log_admin("[key_name(usr)] turned [current] into abductor.")
SSticker.mode.update_abductor_icons_added(src)
if("equip")
if(!ishuman(current))
to_chat(usr, "<span class='warning'>This only works on humans!</span>")
@@ -1496,52 +1487,7 @@
take_uplink()
var/fail = 0
fail |= !SSticker.mode.equip_revolutionary(current)
/datum/mind/proc/make_Abductor()
var/role = alert("Abductor Role ?","Role","Agent","Scientist")
var/team = input("Abductor Team ?","Team ?") in list(1,2,3,4)
var/teleport = alert("Teleport to ship ?","Teleport","Yes","No")
if(!role || !team || !teleport)
return
if(!ishuman(current))
return
SSticker.mode.abductors |= src
var/datum/objective/experiment/O = new
O.owner = src
objectives += O
var/mob/living/carbon/human/H = current
H.set_species(/datum/species/abductor)
var/datum/species/abductor/S = H.dna.species
if(role == "Scientist")
S.scientist = TRUE
S.team = team
var/list/obj/effect/landmark/abductor/agent_landmarks = new
var/list/obj/effect/landmark/abductor/scientist_landmarks = new
agent_landmarks.len = 4
scientist_landmarks.len = 4
for(var/obj/effect/landmark/abductor/A in GLOB.landmarks_list)
if(istype(A, /obj/effect/landmark/abductor/agent))
agent_landmarks[text2num(A.team)] = A
else if(istype(A, /obj/effect/landmark/abductor/scientist))
scientist_landmarks[text2num(A.team)] = A
var/obj/effect/landmark/L
if(teleport=="Yes")
switch(role)
if("Agent")
L = agent_landmarks[team]
if("Scientist")
L = scientist_landmarks[team]
H.forceMove(L.loc)
/datum/mind/proc/AddSpell(obj/effect/proc_holder/spell/S)
spell_list += S
S.action.Grant(current)
+2 -2
View File
@@ -102,10 +102,10 @@
if(implants)
for(var/implant_type in implants)
var/obj/item/implant/I = new implant_type(H)
I.implant(H, null, silent=TRUE)
I.implant(H, null, TRUE)
H.update_body()
return 1
return TRUE
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
if(!istype(H))
+26 -5
View File
@@ -225,6 +225,17 @@
A.CollidedWith(src)
/atom/movable/proc/forceMove(atom/destination)
. = FALSE
if(destination)
. = doMove(destination)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination)
. = FALSE
if(destination)
if(pulledby)
pulledby.stop_pulling()
@@ -251,8 +262,17 @@
AM.Crossed(src, oldloc)
Moved(oldloc, 0)
return 1
return 0
. = TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else
. = TRUE
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
loc = null
/mob/living/forceMove(atom/destination)
stop_pulling()
@@ -261,9 +281,10 @@
if(has_buckled_mobs())
unbuckle_all_mobs(force=1)
. = ..()
if(client)
reset_perspective(destination)
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
if(.)
if(client)
reset_perspective(destination)
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/brain/forceMove(atom/destination)
if(container)
+2 -2
View File
@@ -203,9 +203,9 @@
var/mob/living/silicon/robot/R
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/syndicate/medical(T)
R = new /mob/living/silicon/robot/modules/syndicate/medical(T)
else
R = new /mob/living/silicon/robot/syndicate(T) //Assault borg by default
R = new /mob/living/silicon/robot/modules/syndicate(T) //Assault borg by default
var/brainfirstname = pick(GLOB.first_names_male)
if(prob(50))
+1 -1
View File
@@ -57,7 +57,7 @@
if(!placed)
if(manualplace_min_time && world.time >= manualplace_min_time)
to_chat(src, "<b><span class='big'><font color=\"#EE4000\">You may now place your blob core.</font></span></b>")
to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>")
to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [DisplayTimeText(autoplace_max_time - world.time)].</font></span>")
manualplace_min_time = 0
if(autoplace_max_time && world.time >= autoplace_max_time)
place_blob_core(base_point_rate, 1)
+1 -1
View File
@@ -365,5 +365,5 @@
to_chat(src, "<b>Shortcuts:</b> Click = Expand Blob <b>|</b> Middle Mouse Click = Rally Spores <b>|</b> Ctrl Click = Create Shield Blob <b>|</b> Alt Click = Remove Blob")
to_chat(src, "Attempting to talk will send a message to all other overminds, allowing you to coordinate with them.")
if(!placed && autoplace_max_time <= world.time)
to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>")
to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [DisplayTimeText(autoplace_max_time - world.time)].</font></span>")
to_chat(src, "<span class='big'><font color=\"#EE4000\">You [manualplace_min_time ? "will be able to":"can"] manually place your blob core by pressing the Place Blob Core button in the bottom right corner of the screen.</font></span>")
@@ -207,7 +207,7 @@
time_duration = round(time_duration * (2 * efficiency), 1)
CO.active = TRUE //you'd be active in a second but you should update immediately
invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [time_duration / 10] seconds and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [DisplayTimeText(time_duration)] and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
@@ -195,6 +195,19 @@
textlist += "HONOR RATVAR "
textlist += "</b></font>"
else
var/servants = 0
var/production_time = SLAB_PRODUCTION_TIME
for(var/mob/living/M in GLOB.living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
servants++
if(servants > SCRIPT_SERVANT_REQ)
servants -= SCRIPT_SERVANT_REQ
production_time += min(SLAB_SERVANT_SLOWDOWN * servants, SLAB_SLOWDOWN_MAXIMUM)
if(production_time != SLAB_PRODUCTION_TIME+SLAB_SLOWDOWN_MAXIMUM)
production_time = "<b>[DisplayTimeText(production_time)]</b>, which increases for each human or silicon Servant above <b>[SCRIPT_SERVANT_REQ]</b>"
else
production_time = "<b>[DisplayTimeText(production_time)]</b>"
textlist = list("<font color=#BE8700 size=3><b><center>[text2ratvar("Purge all untruths and honor Engine.")]</center></b></font><br>\
\
<b><i>NOTICE:</b> This information is out of date. Read the Ark & You primer in your backpack or read the wiki page for current info.</i><br>\
@@ -287,12 +300,24 @@
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Components")
var/servants = 0 //Calculate the current production time for slab components
var/production_time = SLAB_PRODUCTION_TIME
for(var/mob/living/M in GLOB.living_mob_list)
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
servants++
if(servants > SCRIPT_SERVANT_REQ)
servants -= SCRIPT_SERVANT_REQ
production_time += min(SLAB_SERVANT_SLOWDOWN * servants, SLAB_SLOWDOWN_MAXIMUM)
if(production_time != SLAB_PRODUCTION_TIME+SLAB_SLOWDOWN_MAXIMUM)
production_time = "<b>[DisplayTimeText(production_time)]</b>, which increases for each human or silicon Servant above <b>[SCRIPT_SERVANT_REQ]</b>"
else
production_time = "<b>[DisplayTimeText(production_time)]</b>"
dat += "<font color=#BE8700 size=3>Components & Their Uses</font><br><br>"
dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
vanguard cogwheels as construction requirements, because it defends its allies by harming its enemies.<br><br>"
dat += "Components' primary use is fueling <b>scripture</b> (covered in its own section), and they can be created through various ways. This clockwork slab, for instance, \
will make a random component of every type - or a specific one, if you choose a target component from the interface - every <b>remove me already</b>. This number will increase \
will make a random component of every type - or a specific one, if you choose a target component from the interface - every [production_time]. This number will increase \
as the amount of Servants in the covenant increase; additionally, slabs can only produce components when held by a Servant, and holding more than one slab will cause both \
of them to halt progress until one of them is removed from their person.<br><br>"
dat += "Your slab has an internal storage of components, but it isn't meant to be the main one. Instead, there's a <b>global storage</b> of components that can be \
@@ -23,6 +23,7 @@
autoping = FALSE
resistance_flags = FIRE_PROOF | ACID_PROOF
force_replace_ai_name = TRUE
overrides_aicore_laws = TRUE
/obj/item/device/mmi/posibrain/soul_vessel/Initialize()
. = ..()
@@ -105,7 +105,7 @@
..()
if(is_servant_of_ratvar(user) || isobserver(user))
if(linkedwall)
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[round(get_production_time() * 0.1, 0.1)]</b> seconds!</span>")
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[DisplayTimeText(get_production_time())]</b>!</span>")
else
to_chat(user, "<span class='alloy'>It is unlinked! Construct a Clockwork Wall nearby to generate components!</span>")
to_chat(user, "<b>Stored components:</b>")
+3 -3
View File
@@ -96,7 +96,7 @@
/proc/pollCultists(var/mob/living/Nominee) //Cult Master Poll
if(world.time < CULT_POLL_WAIT)
to_chat(Nominee, "It would be premature to select a leader while everyone is still settling in, try again in [round((CULT_POLL_WAIT-world.time)/10)] seconds.")
to_chat(Nominee, "It would be premature to select a leader while everyone is still settling in, try again in [DisplayTimeText(CULT_POLL_WAIT-world.time)].")
return
GLOB.cult_vote_called = TRUE //somebody's trying to be a master, make sure we don't let anyone else try
for(var/datum/mind/B in SSticker.mode.cult)
@@ -232,7 +232,7 @@
return FALSE
if(cooldown > world.time)
if(!CM.active)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [round((cooldown - world.time) * 0.1)] seconds before you can mark another target!</b></span>")
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can mark another target!</b></span>")
return FALSE
return ..()
@@ -324,7 +324,7 @@
return FALSE
if(cooldown > world.time)
if(!PM.active)
to_chat(owner, "<span class='cultlarge'><b>You need to wait [round((cooldown - world.time) * 0.1)] seconds before you can pulse again!</b></span>")
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can pulse again!</b></span>")
return FALSE
return ..()
+4 -11
View File
@@ -10,7 +10,7 @@
..()
to_chat(user, "<span class='notice'>\The [src] is [anchored ? "":"not "]secured to the floor.</span>")
if((iscultist(user) || isobserver(user)) && cooldowntime > world.time)
to_chat(user, "<span class='cultitalic'>The magic in [src] is too weak, [p_they()] will be ready to use again in [getETA()].</span>")
to_chat(user, "<span class='cultitalic'>The magic in [src] is too weak, [p_they()] will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
/obj/structure/destructible/cult/examine_status(mob/user)
if(iscultist(user) || isobserver(user))
@@ -50,13 +50,6 @@
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/obj/structure/destructible/cult/proc/getETA()
var/time = (cooldowntime - world.time)/600
var/eta = "[round(time, 1)] minutes"
if(time <= 1)
time = (cooldowntime - world.time)*0.1
eta = "[round(time, 1)] seconds"
return eta
/obj/structure/destructible/cult/talisman
name = "altar"
@@ -72,7 +65,7 @@
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice = alert(user,"You study the schematics etched into the forge...",,"Eldritch Whetstone","Zealot's Blindfold","Flask of Unholy Water")
var/pickedtype
@@ -105,7 +98,7 @@
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice = alert(user,"You study the schematics etched into the forge...",,"Shielded Robe","Flagellant's Robe","Nar-Sien Hardsuit")
var/pickedtype
@@ -212,7 +205,7 @@
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
return
if(cooldowntime > world.time)
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/choice = alert(user,"You flip through the black pages of the archives...",,"Supply Talisman","Shuttle Curse","Veil Walker Set")
var/list/pickedtype = list()
+5 -1
View File
@@ -19,7 +19,6 @@
var/probability = 0
var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/explosion_in_progress = 0 //sit back and relax
var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
var/list/datum/mind/modePlayer = new
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
@@ -562,3 +561,8 @@
/datum/game_mode/proc/generate_report() //Generates a small text blurb for the gamemode in centcom report
return "Gamemode report for [name] not set. Contact a coder."
//By default nuke just ends the round
/datum/game_mode/proc/OnNukeExplosion(off_station)
if(off_station < 2)
station_was_nuked = TRUE //Will end the round on next check.
@@ -1,5 +1,17 @@
/datum/objective_team/abductor_team
member_name = "abductor"
var/list/objectives = list()
var/team_number
/datum/objective_team/abductor_team/is_solo()
return FALSE
/datum/objective_team/abductor_team/proc/add_objective(datum/objective/O)
O.team = src
O.update_explanation_text()
objectives += O
/datum/game_mode
var/abductor_teams = 0
var/list/datum/mind/abductors = list()
var/list/datum/mind/abductees = list()
@@ -12,12 +24,8 @@
required_players = 15
maximum_players = 50
var/max_teams = 4
abductor_teams = 1
var/list/datum/mind/scientists = list()
var/list/datum/mind/agents = list()
var/list/datum/objective/team_objectives = list()
var/list/team_names = list()
var/finished = 0
var/list/datum/objective_team/abductor_team/abductor_teams = list()
var/finished = FALSE
/datum/game_mode/abduction/announce()
to_chat(world, "<B>The current game mode is - Abduction!</B>")
@@ -26,163 +34,78 @@
to_chat(world, "<b>Crew</b> - don't get abducted and stop the abductors.")
/datum/game_mode/abduction/pre_setup()
abductor_teams = max(1, min(max_teams,round(num_players()/config.abductor_scaling_coeff)))
var/possible_teams = max(1,round(antag_candidates.len / 2))
abductor_teams = min(abductor_teams,possible_teams)
var/num_teams = max(1, min(max_teams, round(num_players() / config.abductor_scaling_coeff)))
var/possible_teams = max(1, round(antag_candidates.len / 2))
num_teams = min(num_teams, possible_teams)
abductors.len = 2*abductor_teams
scientists.len = abductor_teams
agents.len = abductor_teams
team_objectives.len = abductor_teams
team_names.len = abductor_teams
for(var/i = 1 to num_teams)
if(!make_abductor_team())
return FALSE
return TRUE
for(var/i=1,i<=abductor_teams,i++)
if(!make_abductor_team(i))
return 0
/datum/game_mode/abduction/proc/make_abductor_team(datum/mind/agent, datum/mind/scientist)
var/team_number = abductor_teams.len+1
return 1
var/datum/objective_team/abductor_team/team = new
team.team_number = team_number
team.name = "Mothership [pick(GLOB.possible_changeling_IDs)]" //TODO Ensure unique and actual alieny names
team.add_objective(new/datum/objective/experiment)
/datum/game_mode/abduction/proc/make_abductor_team(team_number,preset_agent=null,preset_scientist=null)
//Team Name
team_names[team_number] = "Mothership [pick(GLOB.possible_changeling_IDs)]" //TODO Ensure unique and actual alieny names
//Team Objective
var/datum/objective/experiment/team_objective = new
team_objective.team_number = team_number
team_objectives[team_number] = team_objective
//Team Members
if(antag_candidates.len < (!agent + !scientist))
return
if(!preset_agent || !preset_scientist)
if(antag_candidates.len <=2)
return 0
var/datum/mind/scientist
var/datum/mind/agent
if(!preset_scientist)
if(!scientist)
scientist = pick(antag_candidates)
antag_candidates -= scientist
else
scientist = preset_scientist
antag_candidates -= scientist
team.members |= scientist
scientist.assigned_role = "Abductor Scientist"
log_game("[scientist.key] (ckey) has been selected as [team.name] abductor scientist.")
if(!preset_agent)
if(!agent)
agent = pick(antag_candidates)
antag_candidates -= agent
else
agent = preset_agent
antag_candidates -= agent
team.members |= agent
agent.assigned_role = "Abductor Agent"
log_game("[agent.key] (ckey) has been selected as [team.name] abductor agent.")
scientist.assigned_role = "abductor scientist"
scientist.special_role = "abductor scientist"
log_game("[scientist.key] (ckey) has been selected as an abductor team [team_number] scientist.")
agent.assigned_role = "abductor agent"
agent.special_role = "abductor agent"
log_game("[agent.key] (ckey) has been selected as an abductor team [team_number] agent.")
abductors |= agent
abductors |= scientist
scientists[team_number] = scientist
agents[team_number] = agent
return 1
abductor_teams += team
return team
/datum/game_mode/abduction/post_setup()
for(var/team_number=1,team_number<=abductor_teams,team_number++)
post_setup_team(team_number)
for(var/datum/objective_team/abductor_team/team in abductor_teams)
post_setup_team(team)
return ..()
//Used for create antag buttons
/datum/game_mode/abduction/proc/post_setup_team(team_number)
var/list/obj/effect/landmark/abductor/agent_landmarks = list()
var/list/obj/effect/landmark/abductor/scientist_landmarks = list()
agent_landmarks.len = max_teams
scientist_landmarks.len = max_teams
for(var/obj/effect/landmark/abductor/A in GLOB.landmarks_list)
if(istype(A, /obj/effect/landmark/abductor/agent))
agent_landmarks[text2num(A.team)] = A
else if(istype(A, /obj/effect/landmark/abductor/scientist))
scientist_landmarks[text2num(A.team)] = A
var/team_name = team_names[team_number]
var/datum/mind/agent
var/obj/effect/landmark/L
var/datum/mind/scientist
var/mob/living/carbon/human/H
var/datum/species/abductor/S
agent = agents[team_number]
H = agent.current
L = agent_landmarks[team_number]
H.forceMove(L.loc)
H.set_species(/datum/species/abductor)
S = H.dna.species
S.team = team_number
H.real_name = team_name + " Agent"
H.equipOutfit(/datum/outfit/abductor/agent)
greet_agent(agent,team_number)
scientist = scientists[team_number]
H = scientist.current
L = scientist_landmarks[team_number]
H.forceMove(L.loc)
H.set_species(/datum/species/abductor)
S = H.dna.species
S.scientist = TRUE
S.team = team_number
H.real_name = team_name + " Scientist"
H.equipOutfit(/datum/outfit/abductor/scientist)
greet_scientist(scientist,team_number)
/datum/game_mode/abduction/proc/greet_agent(datum/mind/abductor,team_number)
abductor.objectives += team_objectives[team_number]
var/team_name = team_names[team_number]
to_chat(abductor.current, "<span class='notice'>You are an agent of [team_name]!</span>")
to_chat(abductor.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
to_chat(abductor.current, "<span class='notice'>Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve.</span>")
abductor.announce_objectives()
/datum/game_mode/abduction/proc/greet_scientist(datum/mind/abductor,team_number)
abductor.objectives += team_objectives[team_number]
var/team_name = team_names[team_number]
to_chat(abductor.current, "<span class='notice'>You are a scientist of [team_name]!</span>")
to_chat(abductor.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
to_chat(abductor.current, "<span class='notice'>Use your tool and ship consoles to support the agent and retrieve human specimens.</span>")
abductor.announce_objectives()
/datum/game_mode/abduction/proc/get_team_console(team_number)
for(var/obj/machinery/abductor/console/C in GLOB.machines)
if(C.team == team_number)
return C
/datum/game_mode/abduction/proc/post_setup_team(datum/objective_team/abductor_team/team)
for(var/datum/mind/M in team.members)
if(M.assigned_role == "Abductor Scientist")
M.add_antag_datum(ANTAG_DATUM_ABDUCTOR_SCIENTIST, team)
else
M.add_antag_datum(ANTAG_DATUM_ABDUCTOR_AGENT, team)
/datum/game_mode/abduction/check_finished()
if(!finished)
for(var/team_number=1,team_number<=abductor_teams,team_number++)
var/obj/machinery/abductor/console/con = get_team_console(team_number)
var/datum/objective/objective = team_objectives[team_number]
if (con.experiment.points >= objective.target_amount)
SSshuttle.emergency.request(null, set_coefficient = 0.5)
finished = 1
return ..()
for(var/datum/objective_team/abductor_team/team in abductor_teams)
for(var/datum/objective/O in team.objectives)
if(O.check_completion())
SSshuttle.emergency.request(null, set_coefficient = 0.5)
finished = TRUE
return ..()
return ..()
/datum/game_mode/abduction/declare_completion()
for(var/team_number=1,team_number<=abductor_teams,team_number++)
var/obj/machinery/abductor/console/console = get_team_console(team_number)
var/datum/objective/objective = team_objectives[team_number]
var/team_name = team_names[team_number]
if(console.experiment.points >= objective.target_amount)
to_chat(world, "<span class='greenannounce'>[team_name] team fulfilled its mission!</span>")
for(var/datum/objective_team/abductor_team/team in abductor_teams)
var/won = TRUE
for(var/datum/objective/O in team.objectives)
if(!O.check_completion())
won = FALSE
if(won)
to_chat(world, "<span class='greenannounce'>[team.name] team fulfilled its mission!</span>")
else
to_chat(world, "<span class='boldannounce'>[team_name] team failed its mission.</span>")
to_chat(world, "<span class='boldannounce'>[team.name] team failed its mission.</span>")
..()
return 1
return TRUE
/datum/game_mode/proc/auto_declare_completion_abduction()
var/text = ""
@@ -200,40 +123,28 @@
text += "<br>"
to_chat(world, text)
//Landmarks
// TODO: Split into separate landmarks for prettier ships
// LANDMARKS
/obj/effect/landmark/abductor
var/team = 1
var/team_number = 1
/obj/effect/landmark/abductor/agent
/obj/effect/landmark/abductor/scientist
// OBJECTIVES
/datum/objective/experiment
target_amount = 6
var/team_number
/datum/objective/experiment/New()
explanation_text = "Experiment on [target_amount] humans."
/datum/objective/experiment/check_completion()
var/ab_team = team_number
if(owner)
if(!owner.current || !ishuman(owner.current))
return 0
var/mob/living/carbon/human/H = owner.current
if(H.dna.species.id != "abductor")
return 0
var/datum/species/abductor/S = H.dna.species
ab_team = S.team
for(var/obj/machinery/abductor/experiment/E in GLOB.machines)
if(E.team == ab_team)
if(E.points >= target_amount)
return 1
else
return 0
return 0
if(!istype(team, /datum/objective_team/abductor_team))
return FALSE
var/datum/objective_team/abductor_team/T = team
if(E.team_number == T.team_number)
return E.points >= target_amount
return FALSE
/datum/game_mode/proc/update_abductor_icons_added(datum/mind/alien_mind)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
@@ -328,7 +328,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
return
/obj/item/paper/guides/antag/abductor/AltClick()
return
return //otherwise it would fold into a paperplane.
#define BATON_STUN 0
#define BATON_SLEEP 1
@@ -5,20 +5,14 @@
back = /obj/item/storage/backpack
ears = /obj/item/device/radio/headset/abductor
/datum/outfit/abductor/proc/get_team_console(team_number)
for(var/obj/machinery/abductor/console/C in GLOB.machines)
if(C.team == team_number)
return C
/datum/outfit/abductor/proc/link_to_console(mob/living/carbon/human/H, team_number)
if(!team_number && isabductor(H))
var/datum/species/abductor/S = H.dna.species
team_number = S.team
var/datum/antagonist/abductor/A = H.mind.has_antag_datum(ANTAG_DATUM_ABDUCTOR)
if(!team_number && A)
team_number = A.team.team_number
if(!team_number)
team_number = 1
var/obj/machinery/abductor/console/console = get_team_console(team_number)
var/obj/machinery/abductor/console/console = get_abductor_console(team_number)
if(console)
var/obj/item/clothing/suit/armor/abductor/vest/V = locate() in H
if(V)
@@ -1,6 +1,6 @@
/obj/machinery/computer/camera_advanced/abductor
name = "Human Observation Console"
var/team = 0
var/team_number = 0
networks = list("SS13","Abductor")
var/datum/action/innate/teleport_in/tele_in_action = new
var/datum/action/innate/teleport_out/tele_out_action = new
@@ -9,7 +9,7 @@
var/datum/action/innate/vest_disguise_swap/vest_disguise_action = new
var/datum/action/innate/set_droppoint/set_droppoint_action = new
var/obj/machinery/abductor/console/console
z_lock = ZLEVEL_STATION_PRIMARY
station_lock_override = TRUE
icon = 'icons/obj/abductor.dmi'
icon_state = "camera"
@@ -1,8 +1,13 @@
/proc/get_abductor_console(team_number)
for(var/obj/machinery/abductor/console/C in GLOB.machines)
if(C.team_number == team_number)
return C
//Common
/obj/machinery/abductor
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/team = 0
var/team_number = 0
//Console
@@ -139,21 +144,21 @@
return INITIALIZE_HINT_LATELOAD
/obj/machinery/abductor/console/LateInitialize()
if(!team)
if(!team_number)
return
for(var/obj/machinery/abductor/pad/p in GLOB.machines)
if(p.team == team)
if(p.team_number == team_number)
pad = p
break
for(var/obj/machinery/abductor/experiment/e in GLOB.machines)
if(e.team == team)
if(e.team_number == team_number)
experiment = e
e.console = src
for(var/obj/machinery/computer/camera_advanced/abductor/c in GLOB.machines)
if(c.team == team)
if(c.team_number == team_number)
camera = c
c.console = src
@@ -13,7 +13,7 @@
var/flash = " - || - "
var/obj/machinery/abductor/console/console
var/message_cooldown = 0
var/breakout_time = 0.75
var/breakout_time = 450
/obj/machinery/abductor/experiment/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
@@ -50,9 +50,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
+33 -49
View File
@@ -22,27 +22,17 @@
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
var/list/pre_nukeops = list()
/datum/game_mode/nuclear/pre_setup()
var/n_players = num_players()
var/n_agents = min(round(n_players / 10, 1), agents_possible)
if(antag_candidates.len < n_agents) //In the case of having less candidates than the selected number of agents
n_agents = antag_candidates.len
while(n_agents > 0)
var/datum/mind/new_syndicate = pick(antag_candidates)
syndicates += new_syndicate
antag_candidates -= new_syndicate //So it doesn't pick the same guy each time.
n_agents--
for(var/datum/mind/synd_mind in syndicates)
synd_mind.assigned_role = "Syndicate"
synd_mind.special_role = "Syndicate"//So they actually have a special role/N
log_game("[synd_mind.key] (ckey) has been selected as a nuclear operative")
return 1
var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible)
for(var/i = 0, i < n_agents, ++i)
var/datum/mind/new_op = pick_n_take(antag_candidates)
pre_nukeops += new_op
new_op.assigned_role = "Nuclear Operative"
new_op.special_role = "Nuclear Operative"
log_game("[new_op.key] (ckey) has been selected as a nuclear operative")
return TRUE
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
@@ -60,48 +50,36 @@
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/nuclear/post_setup()
var/list/turf/synd_spawn = list()
for(var/obj/effect/landmark/A in GLOB.landmarks_list)
if(A.name == "Syndicate-Spawn")
synd_spawn += get_turf(A)
continue
var/nuke_code = random_nukecode()
var/leader_selected = 0
var/agent_number = 1
var/spawnpos = 1
var/datum/mind/leader = pick(pre_nukeops)
syndicates += pre_nukeops
for(var/i = 1 to pre_nukeops.len)
var/datum/mind/op = pre_nukeops[i]
for(var/datum/mind/synd_mind in syndicates)
if(spawnpos > synd_spawn.len)
spawnpos = 2
synd_mind.current.loc = synd_spawn[spawnpos]
forge_syndicate_objectives(synd_mind)
greet_syndicate(synd_mind)
equip_syndicate(synd_mind.current)
forge_syndicate_objectives(op)
greet_syndicate(op)
equip_syndicate(op.current)
if(nuke_code)
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
to_chat(synd_mind.current, "The nuclear authorization code is: <B>[nuke_code]</B>")
op.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
to_chat(op.current, "The nuclear authorization code is: <B>[nuke_code]</B>")
if(!leader_selected)
prepare_syndicate_leader(synd_mind, nuke_code)
leader_selected = 1
if(op == leader)
op.current.forceMove(pick(GLOB.nukeop_leader_start))
prepare_syndicate_leader(op, nuke_code)
else
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
agent_number++
spawnpos++
update_synd_icons_added(synd_mind)
synd_mind.current.playsound_local(get_turf(synd_mind.current), 'sound/ambience/antag/ops.ogg',100,0)
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
op.current.forceMove(GLOB.nukeop_start[((i - 1) % GLOB.nukeop_start.len) + 1])
op.current.real_name = "[syndicate_name()] Operative #[agent_number++]"
update_synd_icons_added(op)
op.current.playsound_local(get_turf(op.current), 'sound/ambience/antag/ops.ogg',100,0)
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
if(nuke)
nuke.r_code = nuke_code
return ..()
/datum/game_mode/proc/prepare_syndicate_leader(datum/mind/synd_mind, nuke_code)
var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
spawn(1)
@@ -161,6 +139,12 @@
synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
return 1
/datum/game_mode/nuclear/OnNukeExplosion(off_station)
..()
nukes_left--
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
nuke_off_station = off_station
/datum/game_mode/nuclear/check_win()
if (nukes_left == 0)
@@ -19,7 +19,7 @@
return
declaring_war = TRUE
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew? You have [-round((world.time-SSticker.round_start_time - CHALLENGE_TIME_LIMIT)/10)] seconds to decide", "Declare war?", "Yes", "No")
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew? You have [DisplayTimeText(world.time-SSticker.round_start_time - CHALLENGE_TIME_LIMIT)] to decide", "Declare war?", "Yes", "No")
declaring_war = FALSE
if(!check_allowed(user))
+41 -18
View File
@@ -81,6 +81,20 @@
/obj/machinery/nuclearbomb/syndicate
//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
var/datum/game_mode/nuclear/NM = SSticker.mode
switch(off_station)
if(0)
if(istype(NM) && NM.syndies_didnt_escape)
return CINEMATIC_ANNIHILATION
else
return CINEMATIC_NUKE_WIN
if(1)
return CINEMATIC_NUKE_MISS
if(2)
return CINEMATIC_NUKE_FAR
return CINEMATIC_NUKE_FAR
/obj/machinery/nuclearbomb/syndicate/Initialize()
. = ..()
var/obj/machinery/nuclearbomb/existing = locate("syndienuke") in GLOB.nuke_list
@@ -422,12 +436,12 @@
update_icon()
sound_to_playing_players('sound/machines/alarm.ogg')
if(SSticker && SSticker.mode)
SSticker.mode.explosion_in_progress = 1
SSticker.roundend_check_paused = TRUE
sleep(100)
if(!core)
SSticker.station_explosion_cinematic(3,"no_core",src)
SSticker.mode.explosion_in_progress = 0
Cinematic(CINEMATIC_NUKE_NO_CORE,world)
SSticker.roundend_check_paused = FALSE
return
GLOB.enter_allowed = 0
@@ -437,28 +451,37 @@
var/area/A = get_area(bomb_location)
if(bomb_location && (bomb_location.z in GLOB.station_z_levels))
if(istype(A, /area/space))
off_station = NUKE_MISS_STATION
off_station = NUKE_NEAR_MISS
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
off_station = NUKE_MISS_STATION
off_station = NUKE_NEAR_MISS
else if((istype(A, /area/syndicate_mothership) || (istype(A, /area/shuttle/syndicate)) && bomb_location.z == ZLEVEL_CENTCOM))
off_station = NUKE_SYNDICATE_BASE
else
off_station = NUKE_NEAR_MISS
off_station = NUKE_MISS_STATION
if(istype(SSticker.mode, /datum/game_mode/nuclear))
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
var/datum/game_mode/nuclear/NM = SSticker.mode
NM.syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
NM.nuke_off_station = off_station
if(off_station < 2)
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
SSticker.station_explosion_cinematic(off_station,null,src)
if(SSticker.mode)
if(istype(SSticker.mode, /datum/game_mode/nuclear))
var/datum/game_mode/nuclear/NM = SSticker.mode
NM.nukes_left --
if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
SSticker.Reboot("Station destroyed by Nuclear Device.", "nuke - unhandled ending")
//Cinematic
SSticker.mode.OnNukeExplosion(off_station)
var/bombz = z
Cinematic(get_cinematic_type(off_station),world,CALLBACK(SSticker,/datum/controller/subsystem/ticker/proc/station_explosion_detonation,src))
INVOKE_ASYNC(GLOBAL_PROC,.proc/KillEveryoneOnZLevel,bombz)
SSticker.roundend_check_paused = FALSE
/obj/machinery/nuclearbomb/proc/get_cinematic_type(off_station)
if(off_station < 2)
return CINEMATIC_SELFDESTRUCT
else
return CINEMATIC_SELFDESTRUCT_MISS
/proc/KillEveryoneOnZLevel(z)
if(!z)
return
for(var/mob/M in GLOB.mob_list)
if(M.stat != DEAD && M.z == z)
M.gib()
/*
This is here to make the tiles around the station mininuke change when it's armed.
+1 -1
View File
@@ -121,7 +121,7 @@
return target
/datum/objective/assassinate/check_completion()
return !target || !considered_alive(target)
return !considered_alive(target) || considered_afk(target)
/datum/objective/assassinate/update_explanation_text()
..()
+3 -9
View File
@@ -154,8 +154,7 @@
var/obj/item/device/assembly/flash/T = new(mob)
var/obj/item/toy/crayon/spraycan/R = new(mob)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(mob)
var/obj/item/organ/cyberimp/eyes/hud/security/syndicate/S = new(mob)
var/list/slots = list (
"backpack" = slot_in_backpack,
@@ -163,13 +162,8 @@
"right pocket" = slot_r_store
)
var/where = mob.equip_in_one_of_slots(T, slots)
var/where2 = mob.equip_in_one_of_slots(C, slots)
mob.equip_in_one_of_slots(R,slots)
if (!where2)
to_chat(mob, "The Syndicate were unfortunately unable to get you a chameleon security HUD.")
else
to_chat(mob, "The chameleon security HUD in your [where2] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
S.Insert(mob, special = FALSE, drop_if_replaced = FALSE)
to_chat(mob, "Your eyes have been implanted with a cybernetic security HUD which will help you keep track of who is mindshield-implanted, and therefore unable to be recruited.")
if (!where)
to_chat(mob, "The Syndicate were unfortunately unable to get you a flash.")
+1 -1
View File
@@ -119,7 +119,7 @@
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
/obj/item/device/soulstone/proc/transfer_soul(choice as text, target, mob/user).
/obj/item/device/soulstone/proc/transfer_soul(choice as text, target, mob/user)
switch(choice)
if("FORCE")
if(!iscarbon(target)) //TODO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul
+1 -1
View File
@@ -43,7 +43,7 @@
to_chat(user, "<span class='danger'>[src] is out of foam and cannot be activated.</span>")
return
if(cooldown_time > world.time)
to_chat(user, "<span class='danger'>[src] cannot be activated for another <b>[round((world.time - cooldown_time) * 0.1)]</b> second\s.</span>")
to_chat(user, "<span class='danger'>[src] cannot be activated for <b>[DisplayTimeText(world.time - cooldown_time)]</b>.</span>")
return
new /obj/effect/particle_effect/foam(loc)
uses--
+3
View File
@@ -11,6 +11,9 @@
var/initial_icon_state
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi', "engineer" = 'icons/mob/augmentation/augments_engineer.dmi', "security" = 'icons/mob/augmentation/augments_security.dmi', "mining" = 'icons/mob/augmentation/augments_mining.dmi')
/obj/machinery/aug_manipulator/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to eject the limb.</span>")
/obj/machinery/aug_manipulator/Initialize()
initial_icon_state = initial(icon_state)
@@ -3,7 +3,8 @@
desc = "Used to access the various cameras on the station."
icon_screen = "cameras"
icon_keyboard = "security_key"
var/z_lock = null // Lock use to this zlevel
var/list/z_lock = list() // Lock use to these z levels
var/station_lock_override = FALSE
var/mob/camera/aiEye/remote/eyeobj
var/mob/living/current_user = null
var/list/networks = list("SS13")
@@ -13,6 +14,11 @@
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/camera_advanced/Initialize()
. = ..()
if(station_lock_override)
z_lock = GLOB.station_z_levels.Copy()
/obj/machinery/computer/camera_advanced/syndie
icon_keyboard = "syndie_key"
@@ -76,7 +82,7 @@
if(!eyeobj.eye_initialized)
var/camera_location
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
if(!C.can_use() || z_lock && C.z != z_lock)
if(!C.can_use() || z_lock.len && !(C.z in z_lock))
continue
if(C.network & networks)
camera_location = get_turf(C)
@@ -201,7 +207,7 @@
var/list/L = list()
for (var/obj/machinery/camera/cam in GLOB.cameranet.cameras)
if(origin.z_lock && cam.z != origin.z_lock)
if(origin.z_lock.len && !(cam.z in origin.z_lock))
continue
L.Add(cam)
+1 -1
View File
@@ -169,7 +169,7 @@
if("working")
temp_html += status
temp_html += "<h1>System Busy</h1>"
temp_html += "Working ... Please wait ([radduration] Seconds)"
temp_html += "Working ... Please wait ([DisplayTimeText(radduration)])"
if("buffer")
temp_html += status
temp_html += buttons
+143 -145
View File
@@ -1,145 +1,143 @@
/obj/machinery/computer/pod
name = "mass driver launch control"
desc = "A combined blastdoor and mass driver control unit."
var/obj/machinery/mass_driver/connected = null
var/title = "Mass Driver Controls"
var/id = 1
var/timing = 0
var/time = 30
var/range = 4
/obj/machinery/computer/pod/Initialize()
. = ..()
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
connected = M
/obj/machinery/computer/pod/proc/alarm()
if(stat & (NOPOWER|BROKEN))
return
if(!connected)
say("Cannot locate mass driver connector. Cancelling firing sequence!")
return
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
M.open()
sleep(20)
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
M.power = connected.power
M.drive()
sleep(50)
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
M.close()
/obj/machinery/computer/pod/attack_hand(mob/user)
if(..())
return
var/dat = ""
user.set_machine(src)
if(connected)
var/d2
if(timing) //door controls do not need timers.
d2 = "<A href='?src=\ref[src];time=0'>Stop Time Launch</A>"
else
d2 = "<A href='?src=\ref[src];time=1'>Initiate Time Launch</A>"
var/second = time % 60
var/minute = (time - second) / 60
dat += "<HR>\nTimer System: [d2]\nTime Left: [minute ? "[minute]:" : null][second] <A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>"
var/temp = ""
var/list/L = list( 0.25, 0.5, 1, 2, 4, 8, 16 )
for(var/t in L)
if(t == connected.power)
temp += "[t] "
else
temp += "<A href = '?src=\ref[src];power=[t]'>[t]</A> "
dat += "<HR>\nPower Level: [temp]<BR>\n<A href = '?src=\ref[src];alarm=1'>Firing Sequence</A><BR>\n<A href = '?src=\ref[src];drive=1'>Test Fire Driver</A><BR>\n<A href = '?src=\ref[src];door=1'>Toggle Outer Door</A><BR>"
else
dat += "<BR>\n<A href = '?src=\ref[src];door=1'>Toggle Outer Door</A><BR>"
dat += "<BR><BR><A href='?src=\ref[user];mach_close=computer'>Close</A>"
add_fingerprint(usr)
var/datum/browser/popup = new(user, "computer", title, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/pod/process()
if(!..())
return
if(timing)
if(time > 0)
time = round(time) - 1
else
alarm()
time = 0
timing = 0
updateDialog()
/obj/machinery/computer/pod/Topic(href, href_list)
if(..())
return
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || issilicon(usr))
usr.set_machine(src)
if(href_list["power"])
var/t = text2num(href_list["power"])
t = min(max(0.25, t), 16)
if(connected)
connected.power = t
if(href_list["alarm"])
alarm()
if(href_list["time"])
timing = text2num(href_list["time"])
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 120)
if(href_list["door"])
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
if(M.density)
M.open()
else
M.close()
if(href_list["drive"])
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
M.power = connected.power
M.drive()
updateUsrDialog()
/obj/machinery/computer/pod/old
name = "\improper DoorMex control console"
title = "Door Controls"
icon_state = "oldcomp"
icon_screen = "library"
icon_keyboard = null
/obj/machinery/computer/pod/old/syndicate
name = "\improper ProComp Executive IIc"
desc = "The Syndicate operate on a tight budget. Operates external airlocks."
title = "External Airlock Controls"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/pod/old/syndicate/attack_hand(mob/user)
if(!allowed(user))
to_chat(user, "<span class='notice'>Access denied.</span>")
return
else
..()
/obj/machinery/computer/pod/old/swf
name = "\improper Magix System IV"
desc = "An arcane artifact that holds much magic. Running E-Knock 2.2: Sorceror's Edition"
/obj/machinery/computer/pod
name = "mass driver launch control"
desc = "A combined blastdoor and mass driver control unit."
var/obj/machinery/mass_driver/connected = null
var/title = "Mass Driver Controls"
var/id = 1
var/timing = 0
var/time = 30
var/range = 4
/obj/machinery/computer/pod/Initialize()
. = ..()
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
connected = M
/obj/machinery/computer/pod/proc/alarm()
if(stat & (NOPOWER|BROKEN))
return
if(!connected)
say("Cannot locate mass driver connector. Cancelling firing sequence!")
return
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
M.open()
sleep(20)
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
M.power = connected.power
M.drive()
sleep(50)
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
M.close()
/obj/machinery/computer/pod/attack_hand(mob/user)
if(..())
return
var/dat = ""
user.set_machine(src)
if(connected)
var/d2
if(timing) //door controls do not need timers.
d2 = "<A href='?src=\ref[src];time=0'>Stop Time Launch</A>"
else
d2 = "<A href='?src=\ref[src];time=1'>Initiate Time Launch</A>"
dat += "<HR>\nTimer System: [d2]\nTime Left: [DisplayTimeText(time)] <A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>"
var/temp = ""
var/list/L = list( 0.25, 0.5, 1, 2, 4, 8, 16 )
for(var/t in L)
if(t == connected.power)
temp += "[t] "
else
temp += "<A href = '?src=\ref[src];power=[t]'>[t]</A> "
dat += "<HR>\nPower Level: [temp]<BR>\n<A href = '?src=\ref[src];alarm=1'>Firing Sequence</A><BR>\n<A href = '?src=\ref[src];drive=1'>Test Fire Driver</A><BR>\n<A href = '?src=\ref[src];door=1'>Toggle Outer Door</A><BR>"
else
dat += "<BR>\n<A href = '?src=\ref[src];door=1'>Toggle Outer Door</A><BR>"
dat += "<BR><BR><A href='?src=\ref[user];mach_close=computer'>Close</A>"
add_fingerprint(usr)
var/datum/browser/popup = new(user, "computer", title, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/pod/process()
if(!..())
return
if(timing)
if(time > 0)
time = round(time) - 1
else
alarm()
time = 0
timing = 0
updateDialog()
/obj/machinery/computer/pod/Topic(href, href_list)
if(..())
return
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || issilicon(usr))
usr.set_machine(src)
if(href_list["power"])
var/t = text2num(href_list["power"])
t = min(max(0.25, t), 16)
if(connected)
connected.power = t
if(href_list["alarm"])
alarm()
if(href_list["time"])
timing = text2num(href_list["time"])
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 120)
if(href_list["door"])
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
if(M.density)
M.open()
else
M.close()
if(href_list["drive"])
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
M.power = connected.power
M.drive()
updateUsrDialog()
/obj/machinery/computer/pod/old
name = "\improper DoorMex control console"
title = "Door Controls"
icon_state = "oldcomp"
icon_screen = "library"
icon_keyboard = null
/obj/machinery/computer/pod/old/syndicate
name = "\improper ProComp Executive IIc"
desc = "The Syndicate operate on a tight budget. Operates external airlocks."
title = "External Airlock Controls"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/pod/old/syndicate/attack_hand(mob/user)
if(!allowed(user))
to_chat(user, "<span class='notice'>Access denied.</span>")
return
else
..()
/obj/machinery/computer/pod/old/swf
name = "\improper Magix System IV"
desc = "An arcane artifact that holds much magic. Running E-Knock 2.2: Sorceror's Edition"
+2 -2
View File
@@ -96,7 +96,7 @@
dat += "</div><br>"
dat += "<A href='?src=\ref[src];action=select'> Select Track</A><br>"
dat += "Track Selected: [selection.song_name]<br>"
dat += "Track Length: [selection.song_length/10] seconds<br><br>"
dat += "Track Length: [DisplayTimeText(selection.song_length)]<br><br>"
dat += "<br>DJ's Soundboard:<b><br>"
dat +="<div class='statusDisplay'><div style='text-align:center'>"
dat += "<A href='?src=\ref[src];action=horn'>Air Horn</A> "
@@ -122,7 +122,7 @@
return
if(!active)
if(stop > world.time)
to_chat(usr, "<span class='warning'>Error: The device is still resetting from the last activation, it will be ready again in [round((stop-world.time)/10)] seconds.</span>")
to_chat(usr, "<span class='warning'>Error: The device is still resetting from the last activation, it will be ready again in [DisplayTimeText(stop-world.time)].</span>")
playsound(src, 'sound/misc/compiler-failure.ogg', 50, 1)
return
active = TRUE
+5 -1
View File
@@ -110,13 +110,17 @@
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover. Alt+click to toggle modes."
desc = "Instant cover."
icon = 'icons/obj/grenade.dmi'
icon_state = "flashbang"
item_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to toggle modes.</span>")
/obj/item/grenade/barrier/AltClick(mob/living/user)
if(!istype(user) || user.incapacitated())
return
+3 -3
View File
@@ -15,7 +15,7 @@
var/scan_level
var/precision_coeff
var/message_cooldown
var/breakout_time = 2
var/breakout_time = 1200
/obj/machinery/dna_scannernew/RefreshParts()
scan_level = 0
@@ -73,9 +73,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = FALSE
+3 -3
View File
@@ -20,7 +20,7 @@ The console is located at computer/gulag_teleporter.dm
circuit = /obj/item/circuitboard/machine/gulag_teleporter
var/locked = FALSE
var/message_cooldown
var/breakout_time = 1
var/breakout_time = 600
var/jumpsuit_type = /obj/item/clothing/under/rank/prisoner
var/shoes_type = /obj/item/clothing/shoes/sneakers/orange
var/obj/machinery/gulag_item_reclaimer/linked_reclaimer
@@ -104,9 +104,9 @@ The console is located at computer/gulag_teleporter.dm
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = FALSE
+2 -2
View File
@@ -305,7 +305,7 @@ GLOBAL_LIST_EMPTY(allCasters)
dat+="Creating new Feed Message..."
dat+="<HR><B><A href='?src=\ref[src];set_channel_receiving=1'>Receiving Channel</A>:</B> [channel_name]<BR>"
dat+="<B>Message Author:</B> <FONT COLOR='green'>[scanned_user]</FONT><BR>"
dat+="<B><A href='?src=\ref[src];set_new_message=1'>Message Body</A>:</B> <BR><font face=\"[PEN_FONT]\">[parsepencode(msg, user, SIGNFONT)]</font><BR>"
dat+="<B><A href='?src=\ref[src];set_new_message=1'>Message Body</A>:</B> <BR><font face=\"[PEN_FONT]\">[parsemarkdown(msg, user)]</font><BR>"
dat+="<B><A href='?src=\ref[src];set_attachment=1'>Attach Photo</A>:</B> [(photo ? "Photo Attached" : "No Photo")]</BR>"
dat+="<B><A href='?src=\ref[src];set_comment=1'>Comments [allow_comments ? "Enabled" : "Disabled"]</A></B><BR>"
dat+="<BR><A href='?src=\ref[src];submit_new_message=1'>Submit</A><BR><BR><A href='?src=\ref[src];setScreen=[0]'>Cancel</A><BR>"
@@ -555,7 +555,7 @@ GLOBAL_LIST_EMPTY(allCasters)
if(msg =="" || msg=="\[REDACTED\]" || scanned_user == "Unknown" || channel_name == "" )
screen=6
else
GLOB.news_network.SubmitArticle("<font face=\"[PEN_FONT]\">[parsepencode(msg, usr, SIGNFONT)]</font>", scanned_user, channel_name, photo, 0, allow_comments)
GLOB.news_network.SubmitArticle("<font face=\"[PEN_FONT]\">[parsemarkdown(msg, usr)]</font>", scanned_user, channel_name, photo, 0, allow_comments)
SSblackbox.inc("newscaster_stories",1)
screen=4
msg = ""
+2
View File
@@ -213,6 +213,8 @@ GLOBAL_LIST_INIT(pipeID2State, list(
return ..()
if (!isturf(src.loc))
return 1
add_fingerprint(user)
fixdir()
if(pipe_type in list(PIPE_GAS_MIXER, PIPE_GAS_FILTER))
+1 -1
View File
@@ -79,7 +79,7 @@
return
if(world.time < last_teleport + teleport_cooldown)
to_chat(user, "<span class='warning'>[src] is recharging power. Please wait [round((last_teleport + teleport_cooldown - world.time) / 10)] seconds.</span>")
to_chat(user, "<span class='warning'>[src] is recharging power. Please wait [DisplayTimeText(last_teleport + teleport_cooldown - world.time)].</span>")
return
if(teleporting)
+3 -3
View File
@@ -27,7 +27,7 @@
var/uv_super = FALSE
var/uv_cycles = 6
var/message_cooldown
var/breakout_time = 0.5
var/breakout_time = 300
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
@@ -267,9 +267,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
"<span class='notice'>You start kicking against the doors... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You start kicking against the doors... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
+26 -37
View File
@@ -1,37 +1,26 @@
/obj/mecha/combat
force = 30
internal_damage_threshold = 50
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
/obj/mecha/combat/CheckParts(list/parts_list)
..()
var/obj/item/stock_parts/capacitor/C = locate() in contents
var/obj/item/stock_parts/scanning_module/SM = locate() in contents
step_energy_drain = 20 - (5 * SM.rating) //10 is normal, so on lowest part its worse, on second its ok and on higher its real good up to 0 on best
armor["energy"] += (C.rating * 10) //Each level of capacitor protects the mech against emp by 10%
qdel(C)
qdel(SM)
/obj/mecha/combat/moved_inside(mob/living/carbon/human/H)
if(..())
if(H.client && H.client.mouse_pointer_icon == initial(H.client.mouse_pointer_icon))
H.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
return 1
else
return 0
/obj/mecha/combat/mmi_moved_inside(obj/item/device/mmi/mmi_as_oc,mob/user)
if(..())
if(occupant.client && occupant.client.mouse_pointer_icon == initial(occupant.client.mouse_pointer_icon))
occupant.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
return 1
else
return 0
/obj/mecha/combat/go_out()
if(occupant && occupant.client && occupant.client.mouse_pointer_icon == 'icons/mecha/mecha_mouse.dmi')
occupant.client.mouse_pointer_icon = initial(occupant.client.mouse_pointer_icon)
..()
/obj/mecha/combat
force = 30
internal_damage_threshold = 50
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
/obj/mecha/combat/moved_inside(mob/living/carbon/human/H)
if(..())
if(H.client && H.client.mouse_pointer_icon == initial(H.client.mouse_pointer_icon))
H.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
return 1
else
return 0
/obj/mecha/combat/mmi_moved_inside(obj/item/device/mmi/mmi_as_oc,mob/user)
if(..())
if(occupant.client && occupant.client.mouse_pointer_icon == initial(occupant.client.mouse_pointer_icon))
occupant.client.mouse_pointer_icon = 'icons/mecha/mecha_mouse.dmi'
return 1
else
return 0
/obj/mecha/combat/go_out()
if(occupant && occupant.client && occupant.client.mouse_pointer_icon == 'icons/mecha/mecha_mouse.dmi')
occupant.client.mouse_pointer_icon = initial(occupant.client.mouse_pointer_icon)
..()
+13
View File
@@ -202,6 +202,19 @@
GLOB.mechas_list -= src //global mech list
return ..()
/obj/mecha/CheckParts(list/parts_list)
..()
var/obj/item/C = locate(/obj/item/stock_parts/cell) in contents
cell = C
var/obj/item/stock_parts/scanning_module/SM = locate() in contents
var/obj/item/stock_parts/capacitor/CP = locate() in contents
if(SM)
step_energy_drain = 20 - (5 * SM.rating) //10 is normal, so on lowest part its worse, on second its ok and on higher its real good up to 0 on best
qdel(SM)
if(CP)
armor["energy"] += (CP.rating * 10) //Each level of capacitor protects the mech against emp by 10%
qdel(CP)
////////////////////////
////// Helpers /////////
////////////////////////
File diff suppressed because it is too large Load Diff
+17 -18
View File
@@ -157,11 +157,27 @@
/obj/effect/landmark/start/wizard
name = "wizard"
/obj/effect/landmark/start/wizard/Initialize(mapload)
/obj/effect/landmark/start/wizard/Initialize()
..()
GLOB.wizardstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop
name = "nukeop"
/obj/effect/landmark/start/nukeop/Initialize()
..()
GLOB.nukeop_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop_leader
name = "nukeop leader"
/obj/effect/landmark/start/nukeop_leader/Initialize()
..()
GLOB.nukeop_leader_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/new_player
name = "New Player"
@@ -205,23 +221,6 @@
/obj/effect/landmark/tripai
name = "tripai"
// marauder entry (XXX WTF IS MAURADER ENTRY???)
/obj/effect/landmark/marauder_entry
name = "Marauder Entry"
// syndicate breach area (XXX I DON'T KNOW WHAT THIS IS EITHER)
/obj/effect/landmark/syndicate_breach_area
name = "Syndicate Breach Area"
// teleport scroll landmark, XXX DOES THIS DO ANYTHING?
/obj/effect/landmark/teleport_scroll
name = "Teleport-Scroll"
/obj/effect/landmark/syndicate_spawn
name = "Syndicate-Spawn"
// xenos.
/obj/effect/landmark/xeno_spawn
name = "xeno_spawn"
+1 -1
View File
@@ -33,7 +33,7 @@
if(!force_rebuild && range == current_range)
return FALSE
. = TRUE
current_range = range
var/list/checkers_local = checkers
+7 -3
View File
@@ -52,6 +52,7 @@
icon_state = "eggs"
var/amount_grown = 0
var/player_spiders = 0
var/directive = "" //Message from the mother
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
@@ -71,6 +72,7 @@
S.poison_type = poison_type
S.poison_per_bite = poison_per_bite
S.faction = faction.Copy()
S.directive = directive
if(player_spiders)
S.player_spiders = 1
qdel(src)
@@ -87,6 +89,7 @@
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/travelling_in_vent = 0
var/player_spiders = 0
var/directive = "" //Message from the mother
var/poison_type = "toxin"
var/poison_per_bite = 5
var/list/faction = list("spiders")
@@ -192,6 +195,7 @@
S.poison_per_bite = poison_per_bite
S.poison_type = poison_type
S.faction = faction.Copy()
S.directive = directive
if(player_spiders)
S.playable_spider = TRUE
notify_ghosts("Spider [S.name] can be controlled", null, enter_link="<a href=?src=\ref[S];activate=1>(Click to play)</a>", source=S, action=NOTIFY_ATTACK)
@@ -210,12 +214,12 @@
. = ..()
/obj/structure/spider/cocoon/container_resist(mob/living/user)
var/breakout_time = 1
var/breakout_time = 600
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [breakout_time] minutes.)</span>")
to_chat(user, "<span class='notice'>You struggle against the tight bonds... (This will take about [DisplayTimeText(breakout_time)].)</span>")
visible_message("You see something struggling and writhing in \the [src]!")
if(do_after(user,(breakout_time*60*10), target = src))
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
qdel(src)
+1 -1
View File
@@ -59,7 +59,7 @@
to_chat(user, "Your name has been sent to your employers for approval.")
// Autoapproves after a certain time
response_timer_id = addtimer(CALLBACK(src, .proc/rename_station, new_name, user.name, user.real_name, key_name(user)), approval_time, TIMER_STOPPABLE)
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [new_name] (will autoapprove in [approval_time / 10] seconds). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=\ref[src]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [new_name] (will autoapprove in [DisplayTimeText(approval_time)]). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=\ref[src]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
/obj/item/station_charter/proc/reject_proposed(user)
if(!user)
+3
View File
@@ -234,6 +234,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/cigarette/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!istype(M))
return ..()
if(M.on_fire && !lit)
light("<span class='notice'>[user] lights [src] with [M]'s burning body. What a cold-blooded badass.</span>")
return
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M)
if(lit && cig && user.a_intent == INTENT_HELP)
if(cig.lit)
+44 -4
View File
@@ -26,6 +26,14 @@ GLOBAL_LIST_EMPTY(PDAs)
var/obj/item/cartridge/cartridge = null //current cartridge
var/mode = 0 //Controls what menu the PDA will display. 0 is hub; the rest are either built in or based on cartridge.
var/icon_alert = "pda-r" //Icon to be overlayed for message alerts. Taken from the pda icon file.
var/font_index = 0 //This int tells DM which font is currently selected and lets DM know when the last font has been selected so that it can cycle back to the first font when "toggle font" is pressed again.
var/font_mode = "font-family:\"VT323\", monospace;letter-spacing:1px;" //The currently selected font.
var/background_color = "#808000" //The currently selected background color.
#define FONT_VT 0
#define FONT_SHARE 1
#define FONT_ORBITRON 2
#define FONT_MONO 3
//Secondary variables
var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner.
@@ -58,6 +66,13 @@ GLOBAL_LIST_EMPTY(PDAs)
var/obj/item/inserted_item //Used for pen, crayon, and lipstick insertion or removal. Same as above.
var/overlays_x_offset = 0 //x offset to use for certain overlays
/obj/item/device/pda/examine(mob/user)
..()
if(!id && !inserted_item)
return
else
to_chat(user, "<span class='notice'>Alt-click to remove contents.</span>")
/obj/item/device/pda/Initialize()
. = ..()
if(fon)
@@ -121,7 +136,8 @@ GLOBAL_LIST_EMPTY(PDAs)
hidden_uplink.interact(user)
return
var/dat = "<html><head><title>Personal Data Assistant</title></head><body bgcolor=\"#808000\"><style>a, a:link, a:visited, a:active, a:hover { color: #000000; }img {border-style:none;}</style>"
var/dat = "<!DOCTYPE html><html><head><title>Personal Data Assistant</title><link href=\"https://fonts.googleapis.com/css?family=Orbitron|Share+Tech+Mono|VT323\" rel=\"stylesheet\"></head><body bgcolor=\"" + background_color + "\"><style>body{" + font_mode + "}ul,ol{list-style-type: none;}a, a:link, a:visited, a:active, a:hover { color: #000000;text-decoration:none; }img {border-style:none;}</style>"
dat += "<a href='byond://?src=\ref[src];choice=Refresh'><img src=pda_refresh.png> Refresh</a>"
@@ -130,6 +146,12 @@ GLOBAL_LIST_EMPTY(PDAs)
if (mode)
dat += " | <a href='byond://?src=\ref[src];choice=Return'><img src=pda_menu.png> Return</a>"
if (mode == 0)
dat += "<div align=\"center\">"
dat += "<br><a href='byond://?src=\ref[src];choice=Toggle_Font'>Toggle Font</a>"
dat += " | <a href='byond://?src=\ref[src];choice=Change_Color'>Change Color</a>"
dat += "</div>"
dat += "<br>"
if (!owner)
@@ -307,6 +329,24 @@ GLOBAL_LIST_EMPTY(PDAs)
//BASIC FUNCTIONS===================================
if("Refresh")//Refresh, goes to the end of the proc.
if ("Toggle_Font")
//CODE REVISION 2
font_index = (font_index + 1) % 4
switch(font_index)
if (FONT_VT)
font_mode = "font-family:\"VT323\", monospace;letter-spacing:1px;"
if (FONT_SHARE)
font_mode = "font-family:\"Share Tech Mono\", monospace;letter-spacing:0px;"
if (FONT_ORBITRON)
font_mode = "font-family:\"Orbitron\", monospace;letter-spacing:0px; font-size:15px"
if (FONT_MONO)
font_mode = "font-family:monospace;"
if ("Change_Color")
var/new_color = input("Please enter a color name or hex value (Default is \'#808000\').")as color
background_color = new_color
if("Return")//Return
if(mode<=9)
mode = 0
@@ -400,7 +440,7 @@ GLOBAL_LIST_EMPTY(PDAs)
if (in_range(src, U) && loc == U)
if (mode == 1 && n)
note = n
notehtml = parsepencode(n, U, SIGNFONT)
notehtml = parsemarkdown(n, U)
notescanned = 0
else
U << browse(null, "window=pda")
@@ -538,7 +578,7 @@ GLOBAL_LIST_EMPTY(PDAs)
P.show_recieved_message(msg,src)
if(!multiple)
show_to_ghosts(user,msg)
log_talk(user,"[key_name(user)] (PDA: [name]) sent \"[message]\" to [key_name(P,null,TRUE)]",LOGPDA)
log_talk(user,"[key_name(user)] (PDA: [initial(name)]) sent \"[message]\" to [key_name(P,null,TRUE)]",LOGPDA)
else
if(!multiple)
to_chat(user, "<span class='notice'>ERROR: Server isn't responding.</span>")
@@ -548,7 +588,7 @@ GLOBAL_LIST_EMPTY(PDAs)
if(multiple)
show_to_sender(last_sucessful_msg,1)
show_to_ghosts(user,last_sucessful_msg,1)
log_talk(user,"[user] (PDA: [name]) sent \"[message]\" to Everyone",LOGPDA)
log_talk(user,"[user] (PDA: [initial(name)]) sent \"[message]\" to Everyone",LOGPDA)
/obj/item/device/pda/proc/show_to_sender(datum/data_pda_msg/msg,multiple = 0)
tnote += "<i><b>&rarr; To [multiple ? "Everyone" : msg.recipient]:</b></i><br>[msg.message][msg.get_photo_ref()]<br>"
+5 -2
View File
@@ -1,7 +1,7 @@
GLOBAL_LIST_EMPTY(GPS_list)
/obj/item/device/gps
name = "global positioning system"
desc = "Helping lost spacemen find their way through the planets since 2016. Alt+click to toggle power."
desc = "Helping lost spacemen find their way through the planets since 2016."
icon = 'icons/obj/telescience.dmi'
icon_state = "gps-c"
w_class = WEIGHT_CLASS_SMALL
@@ -15,6 +15,9 @@ GLOBAL_LIST_EMPTY(GPS_list)
var/updating = TRUE //Automatic updating of GPS list. Can be set to manual by user.
var/global_mode = TRUE //If disabled, only GPS signals of the same Z level are shown
/obj/item/device/gps/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to switch it [tracking ? "off":"on"].</span>")
/obj/item/device/gps/Initialize()
. = ..()
@@ -209,4 +212,4 @@ GLOBAL_LIST_EMPTY(GPS_list)
clear()
tagged = null
STOP_PROCESSING(SSfastprocess, src)
. = ..()
. = ..()
@@ -1,6 +1,6 @@
/obj/item/device/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking."
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
@@ -11,6 +11,12 @@
var/obj/item/device/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/device/radio/headset/examine(mob/user)
..()
to_chat(user, "<span class='notice'>To speak on the general radio frequency, use ; before speaking.</span>")
if (command)
to_chat(user, "<span class='notice'>Alt-click to toggle the high-volume mode.</span>")
/obj/item/device/radio/headset/Initialize()
. = ..()
recalculateChannels()
+2 -2
View File
@@ -181,7 +181,7 @@ MASS SPECTROMETER
to_chat(user, "<span class='info'>Time of Death:</span> [M.tod]")
var/tdelta = round(world.time - M.timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
to_chat(user, "<span class='danger'>Subject died [tdelta / 10] seconds ago, defibrillation may be possible!</span>")
to_chat(user, "<span class='danger'>Subject died [DisplayTimeText(tdelta)] ago, defibrillation may be possible!</span>")
for(var/thing in M.viruses)
var/datum/disease/D = thing
@@ -214,7 +214,7 @@ MASS SPECTROMETER
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in C.internal_organs)
if(CI.status == ORGAN_ROBOTIC)
if(CI.status == ORGAN_ROBOTIC && !CI.syndicate_implant)
cyberimp_detect += "[C.name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
to_chat(user, "<span class='notice'>Detected cybernetic modifications:</span>")
@@ -111,7 +111,6 @@ effective or pretty fucking useless.
/obj/item/device/healthanalyzer/rad_laser/interact(mob/user)
user.set_machine(src)
var/cooldown = GetCooldown()
var/dat = "Irradiation: <A href='?src=\ref[src];rad=1'>[irradiate ? "On" : "Off"]</A><br>"
dat += "Stealth Mode (NOTE: Deactivates automatically while Irradiation is off): <A href='?src=\ref[src];stealthy=[TRUE]'>[stealth ? "On" : "Off"]</A><br>"
dat += "Scan Mode: <a href='?src=\ref[src];mode=1'>"
@@ -133,7 +132,7 @@ effective or pretty fucking useless.
<A href='?src=\ref[src];radwav=-5'>-</A><A href='?src=\ref[src];radwav=-1'>-</A>
[(wavelength+(intensity*4))]
<A href='?src=\ref[src];radwav=1'>+</A><A href='?src=\ref[src];radwav=5'>+</A><BR>
Laser Cooldown: [cooldown] Seconds<BR>
Laser Cooldown: [DisplayTimeText(GetCooldown())]<BR>
"}
var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240)
+9 -2
View File
@@ -38,10 +38,14 @@
/obj/item/toy/eightball/Initialize(mapload)
. = ..()
if(prob(1))
new /obj/item/toy/eightball/haunted(get_turf(src))
if(MakeHaunted())
return INITIALIZE_HINT_QDEL
/obj/item/toy/eightball/proc/MakeHaunted()
. = prob(1)
if(.)
new /obj/item/toy/eightball/haunted(loc)
/obj/item/toy/eightball/attack_self(mob/user)
if(shaking)
return
@@ -105,6 +109,9 @@
GLOB.poi_list -= src
. = ..()
/obj/item/toy/eightball/haunted/MakeHaunted()
return FALSE
/obj/item/toy/eightball/haunted/attack_ghost(mob/user)
if(!shaking)
to_chat(user, "<span class='warning'>[src] is not currently being shaken.</span>")
+190 -188
View File
@@ -1,188 +1,190 @@
/obj/item/extinguisher
name = "fire extinguisher"
desc = "A traditional red fire extinguisher."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "fire_extinguisher0"
item_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags_1 = CONDUCT_1
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 7
force = 10
materials = list(MAT_METAL=90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
dog_fashion = /datum/dog_fashion/back
resistance_flags = FIRE_PROOF
var/max_water = 50
var/last_use = 1
var/safety = TRUE
var/refilling = FALSE
var/sprite_name = "fire_extinguisher"
var/power = 5 //Maximum distance launched water will travel
var/precision = 0 //By default, turfs picked from a spray are random, set to 1 to make it always have at least one water effect per row
var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled
/obj/item/extinguisher/mini
name = "pocket fire extinguisher"
desc = "A light and compact fibreglass-framed model fire extinguisher."
icon_state = "miniFE0"
item_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags_1 = null //doesn't CONDUCT_1
throwforce = 2
w_class = WEIGHT_CLASS_SMALL
force = 3
materials = list()
max_water = 30
sprite_name = "miniFE"
dog_fashion = null
/obj/item/extinguisher/New()
..()
create_reagents(max_water)
reagents.add_reagent("water", max_water)
/obj/item/extinguisher/attack_self(mob/user)
safety = !safety
src.icon_state = "[sprite_name][!safety]"
src.desc = "The safety is [safety ? "on" : "off"]."
to_chat(user, "The safety is [safety ? "on" : "off"].")
return
/obj/item/extinguisher/attack(mob/M, mob/user)
if(user.a_intent == INTENT_HELP && !safety) //If we're on help intent and going to spray people, don't bash them.
return FALSE
else
return ..()
/obj/item/extinguisher/attack_obj(obj/O, mob/living/user)
if(AttemptRefill(O, user))
refilling = TRUE
return FALSE
else
return ..()
/obj/item/extinguisher/examine(mob/user)
..()
if(reagents.total_volume)
to_chat(user, "It contains [round(reagents.total_volume)] units.")
else
to_chat(user, "It is empty.")
/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
if(istype(target, /obj/structure/reagent_dispensers/watertank) && target.Adjacent(user))
var/safety_save = safety
safety = TRUE
if(reagents.total_volume == reagents.maximum_volume)
to_chat(user, "<span class='warning'>\The [src] is already full!</span>")
safety = safety_save
return 1
var/obj/structure/reagent_dispensers/watertank/W = target
var/transferred = W.reagents.trans_to(src, max_water)
if(transferred > 0)
to_chat(user, "<span class='notice'>\The [src] has been refilled by [transferred] units.</span>")
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
for(var/datum/reagent/water/R in reagents.reagent_list)
R.cooling_temperature = cooling_power
else
to_chat(user, "<span class='warning'>\The [W] is empty!</span>")
safety = safety_save
return 1
else
return 0
/obj/item/extinguisher/afterattack(atom/target, mob/user , flag)
// Make it so the extinguisher doesn't spray yourself when you click your inventory items
if (target.loc == user)
return
//TODO; Add support for reagents in water.
if(refilling)
refilling = FALSE
return
if (!safety)
if (src.reagents.total_volume < 1)
to_chat(usr, "<span class='warning'>\The [src] is empty!</span>")
return
if (world.time < src.last_use + 12)
return
src.last_use = world.time
playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3)
var/direction = get_dir(src,target)
if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
spawn(0)
var/obj/B = user.buckled
var/movementdirection = turn(direction,180)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(2)
step(B, movementdirection)
sleep(2)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
else user.newtonian_move(turn(direction, 180))
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
if(precision)
var/turf/T3 = get_step(T1, turn(direction, 90))
var/turf/T4 = get_step(T2,turn(direction, -90))
the_targets = list(T,T1,T2,T3,T4)
for(var/a=0, a<5, a++)
spawn(0)
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
var/turf/my_target = pick(the_targets)
if(precision)
the_targets -= my_target
var/datum/reagents/R = new/datum/reagents(5)
if(!W) return
W.reagents = R
R.my_atom = W
if(!W || !src) return
src.reagents.trans_to(W,1)
for(var/b=0, b<power, b++)
step_towards(W,my_target)
if(!W || !W.reagents) return
W.reagents.reaction(get_turf(W))
for(var/A in get_turf(W))
if(!W) return
W.reagents.reaction(A)
if(W.loc == my_target) break
sleep(2)
else
return ..()
/obj/item/extinguisher/AltClick(mob/user)
EmptyExtinguisher(user)
/obj/item/extinguisher/proc/EmptyExtinguisher(var/mob/user)
if(loc == user && reagents.total_volume)
reagents.clear_reagents()
var/turf/T = get_turf(loc)
if(isopenturf(T))
var/turf/open/theturf = T
theturf.MakeSlippery(min_wet_time = 10, wet_time_to_add = 5)
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] using its release valve.</span>")
/obj/item/extinguisher
name = "fire extinguisher"
desc = "A traditional red fire extinguisher."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "fire_extinguisher0"
item_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags_1 = CONDUCT_1
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 7
force = 10
materials = list(MAT_METAL=90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
dog_fashion = /datum/dog_fashion/back
resistance_flags = FIRE_PROOF
var/max_water = 50
var/last_use = 1
var/safety = TRUE
var/refilling = FALSE
var/sprite_name = "fire_extinguisher"
var/power = 5 //Maximum distance launched water will travel
var/precision = 0 //By default, turfs picked from a spray are random, set to 1 to make it always have at least one water effect per row
var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled
/obj/item/extinguisher/mini
name = "pocket fire extinguisher"
desc = "A light and compact fibreglass-framed model fire extinguisher."
icon_state = "miniFE0"
item_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags_1 = null //doesn't CONDUCT_1
throwforce = 2
w_class = WEIGHT_CLASS_SMALL
force = 3
materials = list()
max_water = 30
sprite_name = "miniFE"
dog_fashion = null
/obj/item/extinguisher/New()
..()
create_reagents(max_water)
reagents.add_reagent("water", max_water)
/obj/item/extinguisher/attack_self(mob/user)
safety = !safety
src.icon_state = "[sprite_name][!safety]"
src.desc = "The safety is [safety ? "on" : "off"]."
to_chat(user, "The safety is [safety ? "on" : "off"].")
return
/obj/item/extinguisher/attack(mob/M, mob/user)
if(user.a_intent == INTENT_HELP && !safety) //If we're on help intent and going to spray people, don't bash them.
return FALSE
else
return ..()
/obj/item/extinguisher/attack_obj(obj/O, mob/living/user)
if(AttemptRefill(O, user))
refilling = TRUE
return FALSE
else
return ..()
/obj/item/extinguisher/examine(mob/user)
..()
if(reagents.total_volume)
to_chat(user, "It contains [round(reagents.total_volume)] units.")
to_chat(user, "<span class='notice'>Alt-click to empty it.</span>")
else
to_chat(user, "It is empty.")
/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
if(istype(target, /obj/structure/reagent_dispensers/watertank) && target.Adjacent(user))
var/safety_save = safety
safety = TRUE
if(reagents.total_volume == reagents.maximum_volume)
to_chat(user, "<span class='warning'>\The [src] is already full!</span>")
safety = safety_save
return 1
var/obj/structure/reagent_dispensers/watertank/W = target
var/transferred = W.reagents.trans_to(src, max_water)
if(transferred > 0)
to_chat(user, "<span class='notice'>\The [src] has been refilled by [transferred] units.</span>")
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
for(var/datum/reagent/water/R in reagents.reagent_list)
R.cooling_temperature = cooling_power
else
to_chat(user, "<span class='warning'>\The [W] is empty!</span>")
safety = safety_save
return 1
else
return 0
/obj/item/extinguisher/afterattack(atom/target, mob/user , flag)
// Make it so the extinguisher doesn't spray yourself when you click your inventory items
if (target.loc == user)
return
//TODO; Add support for reagents in water.
if(refilling)
refilling = FALSE
return
if (!safety)
if (src.reagents.total_volume < 1)
to_chat(usr, "<span class='warning'>\The [src] is empty!</span>")
return
if (world.time < src.last_use + 12)
return
src.last_use = world.time
playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3)
var/direction = get_dir(src,target)
if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
spawn(0)
var/obj/B = user.buckled
var/movementdirection = turn(direction,180)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(1)
step(B, movementdirection)
sleep(2)
step(B, movementdirection)
sleep(2)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
sleep(3)
step(B, movementdirection)
else user.newtonian_move(turn(direction, 180))
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
if(precision)
var/turf/T3 = get_step(T1, turn(direction, 90))
var/turf/T4 = get_step(T2,turn(direction, -90))
the_targets = list(T,T1,T2,T3,T4)
for(var/a=0, a<5, a++)
spawn(0)
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
var/turf/my_target = pick(the_targets)
if(precision)
the_targets -= my_target
var/datum/reagents/R = new/datum/reagents(5)
if(!W) return
W.reagents = R
R.my_atom = W
if(!W || !src) return
src.reagents.trans_to(W,1)
for(var/b=0, b<power, b++)
step_towards(W,my_target)
if(!W || !W.reagents) return
W.reagents.reaction(get_turf(W))
for(var/A in get_turf(W))
if(!W) return
W.reagents.reaction(A)
if(W.loc == my_target) break
sleep(2)
else
return ..()
/obj/item/extinguisher/AltClick(mob/user)
EmptyExtinguisher(user)
/obj/item/extinguisher/proc/EmptyExtinguisher(var/mob/user)
if(loc == user && reagents.total_volume)
reagents.clear_reagents()
var/turf/T = get_turf(loc)
if(isopenturf(T))
var/turf/open/theturf = T
theturf.MakeSlippery(min_wet_time = 10, wet_time_to_add = 5)
user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] using its release valve.</span>")
@@ -26,21 +26,15 @@
if(..())
var/obj/machinery/abductor/console/console
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.dna.species.id == "abductor")
var/datum/species/abductor/S = H.dna.species
console = get_team_console(S.team)
var/datum/antagonist/abductor/A = target.mind.has_antag_datum(ANTAG_DATUM_ABDUCTOR)
if(A)
console = get_abductor_console(A.team.team_number)
home = console.pad
if(!home)
console = get_team_console(pick(1, 2, 3, 4))
var/list/consoles = list()
for(var/obj/machinery/abductor/console/C in GLOB.machines)
consoles += C
console = pick(consoles)
home = console.pad
return 1
/obj/item/implant/abductor/proc/get_team_console(var/team)
var/obj/machinery/abductor/console/console
for(var/obj/machinery/abductor/console/c in GLOB.machines)
if(c.team == team)
console = c
break
return console
return TRUE
@@ -20,7 +20,7 @@
var/special = FALSE
var/special_name = "special function"
var/message_cooldown
var/breakout_time = 1
var/breakout_time = 600
/obj/machinery/implantchair/Initialize()
. = ..()
@@ -124,9 +124,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
@@ -400,7 +400,6 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
singular_name = "plastic sheet"
icon_state = "sheet-plastic"
throwforce = 7
origin_tech = "materials=1"
origin_tech = "materials=1;biotech=1"
merge_type = /obj/item/stack/sheet/plastic
+1
View File
@@ -76,6 +76,7 @@
to_chat(user, "There are [get_amount()] in the stack.")
else
to_chat(user, "There is [get_amount()] in the stack.")
to_chat(user, "<span class='notice'>Alt-click to take a custom amount.</span>")
/obj/item/stack/proc/get_amount()
if(is_cyborg)
+13 -5
View File
@@ -125,13 +125,21 @@
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
/obj/item/storage/fancy/cigarettes/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to extract contents.</span>")
/obj/item/storage/fancy/cigarettes/AltClick(mob/user)
if(user.get_active_held_item())
if(user.stat || user.restrained())
return
for(var/obj/item/lighter/lighter in src)
remove_from_storage(lighter, user.loc)
user.put_in_active_hand(lighter)
break
var/obj/item/clothing/mask/cigarette/W = locate(/obj/item/clothing/mask/cigarette) in contents
if(W && contents.len > 0)
remove_from_storage(W, user)
user.put_in_hands(W)
contents -= W
to_chat(user, "<span class='notice'>You take a [icon_type] out of the pack.</span>")
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/storage/fancy/cigarettes/update_icon()
if(fancy_open || !contents.len)
+6 -1
View File
@@ -123,6 +123,11 @@
icon_broken = "medalbox+b"
can_hold = list(/obj/item/clothing/accessory/medal)
/obj/item/storage/lockbox/medal/examine(mob/user)
..()
if(!locked)
to_chat(user, "<span class='notice'>Alt-click to [open ? "close":"open"] it.</span>")
/obj/item/storage/lockbox/medal/AltClick()
if(!locked)
open = (open ? FALSE : TRUE)
@@ -179,4 +184,4 @@
/obj/item/storage/lockbox/medal/sci/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
+13 -15
View File
@@ -28,31 +28,29 @@
/obj/item/storage/secure/examine(mob/user)
..()
to_chat(user, text("The service panel is [src.open ? "open" : "closed"]."))
to_chat(user, text("The service panel is currently <b>[open ? "unscrewed" : "screwed shut"]</b>."))
/obj/item/storage/secure/attackby(obj/item/W, mob/user, params)
if(locked)
if (istype(W, /obj/item/screwdriver))
if (do_after(user, 20*W.toolspeed, target = src))
src.open =! src.open
user.show_message("<span class='notice'>You [open ? "open" : "close"] the service panel.</span>", 1)
if (do_after(user, 20*W.toolspeed, target = user))
open =! open
to_chat(user, "<span class='notice'>You [open ? "open" : "close"] the service panel.</span>")
return
if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
user.show_message("<span class='danger'>Now attempting to reset internal memory, please hold.</span>", 1)
src.l_hacking = 1
if (do_after(usr, 100*W.toolspeed, target = src))
if (prob(33))
src.l_setshort = 1
if (istype(W, /obj/item/wirecutters) || istype(W, /obj/item/card/emag))
to_chat(user, "<span class='danger'>[src] is protected from this sort of tampering, yet it appears the internal memory wires can still be <b>pulsed</b>.</span>")
if ((istype(W, /obj/item/device/multitool)) && (!l_hacking))
if(src.open == 1)
to_chat(user, "<span class='danger'>Now attempting to reset internal memory, please hold.</span>")
src.l_hacking = 1
if (do_after(usr, 400*W.toolspeed, target = user))
to_chat(user, "<span class='danger'>Internal memory reset - lock has been disengaged.</span>")
src.l_set = 0
user.show_message("<span class='danger'>Internal memory reset. Please give it a few seconds to reinitialize.</span>", 1)
sleep(80)
src.l_setshort = 0
src.l_hacking = 0
else
user.show_message("<span class='danger'>Unable to reset internal memory.</span>", 1)
src.l_hacking = 0
else
src.l_hacking = 0
to_chat(user, "<span class='notice'>You must <b>unscrew</b> the service panel before you can pulse the wiring.</span>")
return
//At this point you have exhausted all the special things to do when locked
// ... but it's still locked.
+184 -183
View File
@@ -1,183 +1,184 @@
/* Types of tanks!
* Contains:
* Oxygen
* Anesthetic
* Air
* Plasma
* Emergency Oxygen
*/
/*
* Oxygen
*/
/obj/item/tank/internals/oxygen
name = "oxygen tank"
desc = "A tank of oxygen."
icon_state = "oxygen"
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/oxygen/New()
..()
air_contents.assert_gas("o2")
air_contents.gases["o2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/oxygen/yellow
desc = "A tank of oxygen, this one is yellow."
icon_state = "oxygen_f"
dog_fashion = null
/obj/item/tank/internals/oxygen/red
desc = "A tank of oxygen, this one is red."
icon_state = "oxygen_fr"
dog_fashion = null
/*
* Anesthetic
*/
/obj/item/tank/internals/anesthetic
name = "anesthetic tank"
desc = "A tank with an N2O/O2 gas mix."
icon_state = "anesthetic"
item_state = "an_tank"
force = 10
/obj/item/tank/internals/anesthetic/New()
..()
air_contents.assert_gases("o2", "n2o")
air_contents.gases["o2"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases["n2o"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
* Air
*/
/obj/item/tank/internals/air
name = "air tank"
desc = "Mixed anyone?"
icon_state = "oxygen"
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/air/New()
..()
air_contents.assert_gases("o2","n2")
air_contents.gases["o2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases["n2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
* Plasma
*/
/obj/item/tank/internals/plasma
name = "plasma tank"
desc = "Contains dangerous plasma. Do not inhale. Warning: extremely flammable."
icon_state = "plasma"
flags_1 = CONDUCT_1
slot_flags = null //they have no straps!
force = 8
/obj/item/tank/internals/plasma/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasma/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/flamethrower))
var/obj/item/flamethrower/F = W
if ((!F.status)||(F.ptank))
return
if(!user.transferItemToLoc(src, F))
return
src.master = F
F.ptank = src
F.update_icon()
else
return ..()
/obj/item/tank/internals/plasma/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/*
* Plasmaman Plasma Tank
*/
/obj/item/tank/internals/plasmaman
name = "plasma internals tank"
desc = "A tank of plasma gas designed specifically for use as internals, particularly for plasma-based lifeforms. If you're not a Plasmaman, you probably shouldn't use this."
icon_state = "plasmaman_tank"
item_state = "plasmaman_tank"
force = 10
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
/obj/item/tank/internals/plasmaman/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/belt
icon_state = "plasmaman_tank_belt"
item_state = "plasmaman_tank_belt"
slot_flags = SLOT_BELT
force = 5
volume = 6
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
/obj/item/tank/internals/plasmaman/belt/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/*
* Emergency Oxygen
*/
/obj/item/tank/internals/emergency_oxygen
name = "emergency oxygen tank"
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
icon_state = "emergency"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 4
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
/obj/item/tank/internals/emergency_oxygen/New()
..()
air_contents.assert_gas("o2")
air_contents.gases["o2"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/emergency_oxygen/engi
name = "extended-capacity emergency oxygen tank"
icon_state = "emergency_engi"
volume = 6
/obj/item/tank/internals/emergency_oxygen/double
name = "double emergency oxygen tank"
icon_state = "emergency_engi"
volume = 10
/* Types of tanks!
* Contains:
* Oxygen
* Anesthetic
* Air
* Plasma
* Emergency Oxygen
*/
/*
* Oxygen
*/
/obj/item/tank/internals/oxygen
name = "oxygen tank"
desc = "A tank of oxygen."
icon_state = "oxygen"
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/oxygen/New()
..()
air_contents.assert_gas("o2")
air_contents.gases["o2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/oxygen/yellow
desc = "A tank of oxygen, this one is yellow."
icon_state = "oxygen_f"
dog_fashion = null
/obj/item/tank/internals/oxygen/red
desc = "A tank of oxygen, this one is red."
icon_state = "oxygen_fr"
dog_fashion = null
/*
* Anesthetic
*/
/obj/item/tank/internals/anesthetic
name = "anesthetic tank"
desc = "A tank with an N2O/O2 gas mix."
icon_state = "anesthetic"
item_state = "an_tank"
force = 10
/obj/item/tank/internals/anesthetic/New()
..()
air_contents.assert_gases("o2", "n2o")
air_contents.gases["o2"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases["n2o"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
* Air
*/
/obj/item/tank/internals/air
name = "air tank"
desc = "Mixed anyone?"
icon_state = "air"
item_state = "air"
force = 10
dog_fashion = /datum/dog_fashion/back
/obj/item/tank/internals/air/New()
..()
air_contents.assert_gases("o2","n2")
air_contents.gases["o2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * O2STANDARD
air_contents.gases["n2"][MOLES] = (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C) * N2STANDARD
return
/*
* Plasma
*/
/obj/item/tank/internals/plasma
name = "plasma tank"
desc = "Contains dangerous plasma. Do not inhale. Warning: extremely flammable."
icon_state = "plasma"
flags_1 = CONDUCT_1
slot_flags = null //they have no straps!
force = 8
/obj/item/tank/internals/plasma/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasma/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/flamethrower))
var/obj/item/flamethrower/F = W
if ((!F.status)||(F.ptank))
return
if(!user.transferItemToLoc(src, F))
return
src.master = F
F.ptank = src
F.update_icon()
else
return ..()
/obj/item/tank/internals/plasma/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/*
* Plasmaman Plasma Tank
*/
/obj/item/tank/internals/plasmaman
name = "plasma internals tank"
desc = "A tank of plasma gas designed specifically for use as internals, particularly for plasma-based lifeforms. If you're not a Plasmaman, you probably shouldn't use this."
icon_state = "plasmaman_tank"
item_state = "plasmaman_tank"
force = 10
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
/obj/item/tank/internals/plasmaman/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/plasmaman/belt
icon_state = "plasmaman_tank_belt"
item_state = "plasmaman_tank_belt"
slot_flags = SLOT_BELT
force = 5
volume = 6
w_class = WEIGHT_CLASS_SMALL //thanks i forgot this
/obj/item/tank/internals/plasmaman/belt/full/New()
..()
air_contents.assert_gas("plasma")
air_contents.gases["plasma"][MOLES] = (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/*
* Emergency Oxygen
*/
/obj/item/tank/internals/emergency_oxygen
name = "emergency oxygen tank"
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
icon_state = "emergency"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 4
distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
/obj/item/tank/internals/emergency_oxygen/New()
..()
air_contents.assert_gas("o2")
air_contents.gases["o2"][MOLES] = (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)
return
/obj/item/tank/internals/emergency_oxygen/engi
name = "extended-capacity emergency oxygen tank"
icon_state = "emergency_engi"
volume = 6
/obj/item/tank/internals/emergency_oxygen/double
name = "double emergency oxygen tank"
icon_state = "emergency_engi"
volume = 10
+1 -1
View File
@@ -177,7 +177,7 @@
if("pressure")
var/pressure = params["pressure"]
if(pressure == "reset")
pressure = TANK_DEFAULT_RELEASE_PRESSURE
pressure = initial(distribute_pressure)
. = TRUE
else if(pressure == "min")
pressure = TANK_MIN_RELEASE_PRESSURE
+3 -3
View File
@@ -104,11 +104,11 @@
/obj/item/paper/guides/antag/supermatter_sliver
info = "How to safely extract a supermatter sliver:<br>\
<ul>\
<li>Approach an active supermatter crystal with proper protective gear. DO NOT MAKE PHYSICAL CONTACT.</li>\
<li>Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.</li>\
<li>Use a supermatter scalpel (provided) to slice off a sliver of the crystal.</li>\
<li>Use supermatter extraction tongs (also provided) to safely remove the sliver.</li>\
<li>Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off.</li>\
<li>Physical contact of any object with the sliver will dust the object, as well as yourself.</li>\
<li>Use the tongs to place the sliver into the provided container, which will take some time to seal</li>\
<li>Use the tongs to place the sliver into the provided container, which will take some time to seal.</li>\
<li>Get the hell out before the crystal delaminates.</li>\
<li>???</li>\
</ul>"
+6 -1
View File
@@ -427,6 +427,11 @@
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
/obj/item/twohanded/spear/examine(mob/user)
..()
if(explosive)
to_chat(user, "<span class='notice'>Alt-click to set your war cry.</span>")
/obj/item/twohanded/spear/update_icon()
if(explosive)
icon_state = "spearbomb[wielded]"
@@ -475,7 +480,7 @@
if(G)
explosive = G
name = "explosive lance"
desc = "A makeshift spear with [G] attached to it. Alt+click on the spear to set your war cry!"
desc = "A makeshift spear with [G] attached to it."
update_icon()
// CHAINSAW
+10 -5
View File
@@ -45,14 +45,13 @@
switch(state)
if(EMPTY_CORE)
if(istype(P, /obj/item/circuitboard/aicore))
if(!user.drop_item())
if(!user.transferItemToLoc(P, src))
return
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
update_icon()
state = CIRCUIT_CORE
circuit = P
P.forceMove(src)
return
if(CIRCUIT_CORE)
if(istype(P, /obj/item/screwdriver))
@@ -143,10 +142,9 @@
to_chat(user, "<span class='warning'>This [M.name] is mindless!</span>")
return
if(!user.drop_item())
if(!user.transferItemToLoc(M,src))
return
M.forceMove(src)
brain = M
to_chat(user, "<span class='notice'>You add [M.name] to the frame.</span>")
update_icon()
@@ -176,7 +174,14 @@
SSticker.mode.remove_antag_for_borging(brain.brainmob.mind)
if(!istype(brain.laws, /datum/ai_laws/ratvar))
remove_servant_of_ratvar(brain.brainmob, TRUE)
var/mob/living/silicon/ai/A = new /mob/living/silicon/ai(loc, laws, brain.brainmob)
var/mob/living/silicon/ai/A = null
if (brain.overrides_aicore_laws)
A = new /mob/living/silicon/ai(loc, brain.laws, brain.brainmob)
else
A = new /mob/living/silicon/ai(loc, laws, brain.brainmob)
if(brain.force_replace_ai_name)
A.fully_replace_character_name(A.name, brain.replacement_ai_name())
SSblackbox.inc("cyborg_ais_created",1)
@@ -15,7 +15,7 @@
max_integrity = 200
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
var/breakout_time = 2
var/breakout_time = 1200
var/message_cooldown
var/can_weld_shut = TRUE
var/horizontal = FALSE
@@ -366,9 +366,9 @@
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='warning'>[src] begins to shake violently!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear banging from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting

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