This commit is contained in:
Ghommie
2020-06-29 06:55:35 +02:00
540 changed files with 87486 additions and 406619 deletions
+22 -2
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@@ -22,8 +22,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
//FLAGS BITMASK
///This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HEAR_1 (1<<3)
///Projectiels will check ricochet on things impacted that have this.
#define CHECK_RICOCHET_1 (1<<4)
///Projectiles will use default chance-based ricochet handling on things with this.
#define DEFAULT_RICOCHET_1 (1<<4)
///Conducts electricity (metal etc.).
#define CONDUCT_1 (1<<5)
///For machines and structures that should not break into parts, eg, holodeck stuff.
@@ -141,3 +141,23 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
// melee_attack_chain() attackchain_flags
/// The attack is from a parry counterattack.
#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
#define KEEP_TOGETHER_ORIGINAL "keep_together_original"
//setter for KEEP_TOGETHER to allow for multiple sources to set and unset it
#define ADD_KEEP_TOGETHER(x, source)\
if ((x.appearance_flags & KEEP_TOGETHER) && !HAS_TRAIT(x, TRAIT_KEEP_TOGETHER)) ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL); \
ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
x.appearance_flags |= KEEP_TOGETHER
#define REMOVE_KEEP_TOGETHER(x, source)\
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
if(HAS_TRAIT_FROM_ONLY(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL))\
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL);\
else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
x.appearance_flags &= ~KEEP_TOGETHER
+1
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@@ -52,3 +52,4 @@
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
#define ORGAN_EDIBLE (1<<5) //is a snack? :D
+11
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@@ -11,6 +11,17 @@
#define NUKE_RESULT_WRONG_STATION 7
#define NUKE_RESULT_WRONG_STATION_DEAD 8
//fugitive end results
#define FUGITIVE_RESULT_BADASS_HUNTER 0
#define FUGITIVE_RESULT_POSTMORTEM_HUNTER 1
#define FUGITIVE_RESULT_MAJOR_HUNTER 2
#define FUGITIVE_RESULT_HUNTER_VICTORY 3
#define FUGITIVE_RESULT_MINOR_HUNTER 4
#define FUGITIVE_RESULT_STALEMATE 5
#define FUGITIVE_RESULT_MINOR_FUGITIVE 6
#define FUGITIVE_RESULT_FUGITIVE_VICTORY 7
#define FUGITIVE_RESULT_MAJOR_FUGITIVE 8
#define APPRENTICE_DESTRUCTION "destruction"
#define APPRENTICE_BLUESPACE "bluespace"
#define APPRENTICE_ROBELESS "robeless"
+1
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@@ -59,6 +59,7 @@
#define ANTAG_HUD_CLOCKWORK 22
#define ANTAG_HUD_BROTHER 23
#define ANTAG_HUD_BLOODSUCKER 24
#define ANTAG_HUD_FUGITIVE 25
// Notification action types
#define NOTIFY_JUMP "jump"
+5 -1
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@@ -32,4 +32,8 @@
list("", "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
list("gondolapod", "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
list("", "", "")\
)
)
#define PACK_GOODY_NONE 0
#define PACK_GOODY_PUBLIC 1 //can be bought by both privates and cargo
#define PACK_GOODY_PRIVATE 2 //can be bought only by privates
+19 -10
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@@ -163,9 +163,8 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/obj/item/gun)))
//Combat object defines
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
@@ -174,7 +173,16 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 150 //A Time in ticks, total removal time = (this/item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
#define EMBEDDED_JOSTLE_CHANCE 5 //Chance for embedded objects to cause pain every time they move (jostle)
#define EMBEDDED_JOSTLE_PAIN_MULTIPLIER 1 //Coefficient of multiplication for the damage the item does while
#define EMBEDDED_PAIN_STAM_PCT 0.0 //This percentage of all pain will be dealt as stam damage rather than brute (0-1)
#define EMBED_CHANCE_TURF_MOD -15 //You are this many percentage points less likely to embed into a turf (good for things glass shards and spears vs walls)
#define EMBED_HARMLESS list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE)
#define EMBED_HARMLESS_SUPERIOR list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE, "embed_chance" = 100, "fall_chance" = 0.1)
#define EMBED_POINTY list("ignore_throwspeed_threshold" = TRUE)
#define EMBED_POINTY_SUPERIOR list("embed_chance" = 100, "ignore_throwspeed_threshold" = TRUE)
//Gun weapon weight
#define WEAPON_LIGHT 1
@@ -189,6 +197,14 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EGUN_SELFCHARGE 1
#define EGUN_SELFCHARGE_BORG 2
//Gun suppression
#define SUPPRESSED_NONE 0
#define SUPPRESSED_QUIET 1 ///standard suppressed
#define SUPPRESSED_VERY 2 /// no message
//Nice shot bonus
#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle
///Time to spend without clicking on other things required for your shots to become accurate.
#define GUN_AIMING_TIME (2 SECONDS)
@@ -273,10 +289,3 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
* a "inefficiently" prefix will be added to the message.
*/
#define FEEBLE_ATTACK_MSG_THRESHOLD 0.5
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
+29
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@@ -26,10 +26,16 @@
#define COMPONENT_ADD_TRAIT (1<<0)
#define COMPONENT_REMOVE_TRAIT (1<<1)
/// fires on the target datum when an element is attached to it (/datum/element)
#define COMSIG_ELEMENT_ATTACH "element_attach"
/// fires on the target datum when an element is attached to it (/datum/element)
#define COMSIG_ELEMENT_DETACH "element_detach"
// /atom signals
#define COMSIG_PARENT_ATTACKBY "atom_attackby" //from base of atom/attackby(): (/obj/item, /mob/living, params)
#define COMPONENT_NO_AFTERATTACK 1 //Return this in response if you don't want afterattack to be called
#define COMSIG_ATOM_HULK_ATTACK "hulk_attack" //from base of atom/attack_hulk(): (/mob/living/carbon/human)
#define COMSIG_ATOM_ATTACK_ANIMAL "attack_animal" //from base of atom/animal_attack(): (/mob/user)
#define COMSIG_PARENT_EXAMINE "atom_examine" //from base of atom/examine(): (/mob, list/examine_return_text)
#define COMSIG_ATOM_GET_EXAMINE_NAME "atom_examine_name" //from base of atom/get_examine_name(): (/mob, list/overrides)
//Positions for overrides list
@@ -227,10 +233,16 @@
#define COMSIG_LIVING_STATUS_STAGGER "living_stagger" //from base of mob/living/Stagger() (amount, update, ignore)
#define COMPONENT_NO_STUN 1 //For all of them
#define COMSIG_LIVING_LIFE "life_tick" //from base of mob/living/Life() (seconds, times_fired)
#define COMPONENT_INTERRUPT_LIFE_BIOLOGICAL 1 // interrupt biological processes
#define COMPONENT_INTERRUPT_LIFE_PHYSICAL 2 // interrupt physical handling
// /mob/living/carbon signals
#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity))
#define COMSIG_CARBON_IDENTITY_TRANSFERRED_TO "carbon_id_transferred_to" //from datum/dna/transfer_identity(): (datum/dna, transfer_SE)
#define COMSIG_CARBON_TACKLED "carbon_tackled" //sends from tackle.dm on tackle completion
#define COMSIG_CARBON_EMBED_RIP "item_embed_start_rip" // defined twice, in carbon and human's topics, fired when interacting with a valid embedded_object to pull it out (mob/living/carbon/target, /obj/item, /obj/item/bodypart/L)
#define COMSIG_CARBON_EMBED_REMOVAL "item_embed_remove_safe" // called when removing a given item from a mob, from mob/living/carbon/remove_embedded_object(mob/living/carbon/target, /obj/item)
// /mob/living/silicon signals
#define COMSIG_ROBOT_UPDATE_ICONS "robot_update_icons" //from base of robot/update_icons(): ()
@@ -243,6 +255,9 @@
#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct" //from base of obj/deconstruct(): (disassembled)
#define COMSIG_OBJ_BREAK "obj_break" //from base of /obj/obj_break(): (damage_flag)
#define COMSIG_OBJ_SETANCHORED "obj_setanchored" //called in /obj/structure/setAnchored(): (value)
#define COMSIG_OBJ_ATTACK_GENERIC "obj_attack_generic" //from base of atom/animal_attack(): (/mob/user)
#define COMPONENT_STOP_GENERIC_ATTACK 1
// /machinery signals
#define COMSIG_MACHINE_EJECT_OCCUPANT "eject_occupant" //from base of obj/machinery/dropContents() (occupant)
@@ -269,6 +284,7 @@
#define COMSIG_ITEM_IMBUE_SOUL "item_imbue_soul" //return a truthy value to prevent ensouling, checked in /obj/effect/proc_holder/spell/targeted/lichdom/cast(): (mob/user)
#define COMSIG_ITEM_HIT_REACT "item_hit_react" //from base of obj/item/hit_reaction(): (list/args)
#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed" //called on item when crossed by something (): (/atom/movable)
#define COMSIG_ITEM_MICROWAVE_ACT "microwave_act" //called on item when microwaved (): (obj/machinery/microwave/M)
#define COMSIG_ITEM_WORN_OVERLAYS "item_worn_overlays" //from base of obj/item/worn_overlays(): (isinhands, icon_file, used_state, style_flags, list/overlays)
// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
@@ -277,9 +293,15 @@
#define COMSIG_ITEM_MOUSE_EXIT "item_mouse_exit" //from base of obj/item/MouseExited(): (location, control, params)
#define COMSIG_ITEM_MOUSE_ENTER "item_mouse_enter" //from base of obj/item/MouseEntered(): (location, control, params)
#define COMSIG_ITEM_DECONSTRUCTOR_DEEPSCAN "deconstructor_deepscan" //Called by deconstructive analyzers deepscanning an item: (obj/machinery/rnd/destructive_analyzer/analyzer_machine, mob/user, list/information_list)
#define COMSIG_ITEM_DISABLE_EMBED "item_disable_embed" ///from [/obj/item/proc/disableEmbedding]:
#define COMSIG_MINE_TRIGGERED "minegoboom" ///from [/obj/effect/mine/proc/triggermine]:
// Uncovered information
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
// /obj/item/grenade signals
#define COMSIG_GRENADE_PRIME "grenade_prime" //called in /obj/item/gun/process_fire (user, target, params, zone_override)
#define COMSIG_GRENADE_ARMED "grenade_armed" //called in /obj/item/gun/process_fire (user, target, params, zone_override)
// /obj/item/clothing signals
#define COMSIG_SHOES_STEP_ACTION "shoes_step_action" //from base of obj/item/clothing/shoes/proc/step_action(): ()
#define COMSIG_SUIT_MADE_HELMET "suit_made_helmet" //from base of obj/item/clothing/suit/MakeHelmet(): (helmet)
@@ -307,8 +329,15 @@
#define COMSIG_PEN_ROTATED "pen_rotated" //called after rotation in /obj/item/pen/attack_self(): (rotation, mob/living/carbon/user)
// /obj/item/projectile signals (sent to the firer)
#define COMSIG_PROJECTILE_SELF_ON_HIT "projectile_self_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_ON_HIT "projectile_on_hit" // from base of /obj/item/projectile/proc/on_hit(): (atom/movable/firer, atom/target, Angle)
#define COMSIG_PROJECTILE_BEFORE_FIRE "projectile_before_fire" // from base of /obj/item/projectile/proc/fire(): (obj/item/projectile, atom/original_target)
#define COMSIG_PROJECTILE_FIRE "projectile_fire" ///from the base of /obj/projectile/proc/fire(): ()
#define COMSIG_PROJECTILE_RANGE_OUT "projectile_range_out" // sent to targets during the process_hit proc of projectiles
#define COMSIG_EMBED_TRY_FORCE "item_try_embed" // sent when trying to force an embed (mainly for projectiles, only used in the embed element)
#define COMSIG_PROJECTILE_PREHIT "com_proj_prehit" ///sent to targets during the process_hit proc of projectiles
#define COMSIG_PELLET_CLOUD_INIT "pellet_cloud_init" // sent to targets during the process_hit proc of projectiles
// /mob/living/carbon/human signals
#define COMSIG_HUMAN_MELEE_UNARMED_ATTACK "human_melee_unarmed_attack" //from mob/living/carbon/human/UnarmedAttack(): (atom/target)
+5 -1
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@@ -18,4 +18,8 @@
#define DRINK_VERYGOOD 3
#define DRINK_FANTASTIC 4
#define FOOD_AMAZING 5
#define RACE_DRINK 6
#define RACE_DRINK 6
#define FOOD_IN_CONTAINER (1<<0)
#define STOP_SERVING_BREAKFAST (15 MINUTES)
+9
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@@ -6,6 +6,7 @@
#define FOOTSTEP_GRASS "grass"
#define FOOTSTEP_WATER "water"
#define FOOTSTEP_LAVA "lava"
#define FOOTSTEP_MEAT "meat"
//barefoot sounds
#define FOOTSTEP_WOOD_BAREFOOT "woodbarefoot"
#define FOOTSTEP_WOOD_CLAW "woodclaw"
@@ -89,6 +90,8 @@ GLOBAL_LIST_INIT(footstep, list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0)
))
//bare footsteps lists
@@ -131,6 +134,8 @@ GLOBAL_LIST_INIT(barefootstep, list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0)
))
//claw footsteps lists
@@ -173,6 +178,8 @@ GLOBAL_LIST_INIT(clawfootstep, list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0)
))
//heavy footsteps list
@@ -189,4 +196,6 @@ GLOBAL_LIST_INIT(heavyfootstep, list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
'sound/effects/footstep/lava3.ogg'), 100, 0),
FOOTSTEP_MEAT = list(list(
'sound/effects/meatslap.ogg'), 100, 0)
))
+8
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@@ -135,6 +135,8 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
#define isdog(A) (istype(A, /mob/living/simple_animal/pet/dog))
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
@@ -180,6 +182,12 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isitem(A) (istype(A, /obj/item))
#define isgrenade(A) (istype(A, /obj/item/grenade))
#define islandmine(A) (istype(A, /obj/effect/mine))
#define isammocasing(A) (istype(A, /obj/item/ammo_casing))
#define isidcard(I) (istype(I, /obj/item/card/id))
#define isstructure(A) (istype(A, /obj/structure))
+6 -1
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@@ -4,8 +4,13 @@
/// Hard materials, such as iron or metal
#define MAT_CATEGORY_RIGID "rigid material"
///Use this flag on TRUE if you want the basic recipes
#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
/// Flag for atoms, this flag ensures it isn't re-colored by materials. Useful for snowflake icons such as default toolboxes.
#define MATERIAL_COLOR (1<<0)
#define MATERIAL_ADD_PREFIX (1<<1)
#define MATERIAL_EFFECTS (1<<2)
#define MATERIAL_AFFECT_STATISTICS (1<<3)
#define MATERIAL_AFFECT_STATISTICS (1<<3)
#define MATERIAL_SOURCE(mat) "[mat.name]_material"
+1 -1
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@@ -3,7 +3,7 @@
/// How much someone is slowed from fireman carrying a human
#define FIREMAN_CARRY_SLOWDOWN 0
/// How much someone is slowed by piggybacking a human
#define PIGGYBACK_CARRY_SLOWDOWN 1
#define PIGGYBACK_CARRY_SLOWDOWN 0
/// slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
#define SOFTCRIT_ADD_SLOWDOWN 2
/// slowdown when crawling
+14
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@@ -0,0 +1,14 @@
/// This atom should be ricocheted off of from its inherent properties using standard % chance handling.
#define PROJECTILE_RICOCHET_YES 1
/// This atom should not be ricocheted off of from its inherent properties.
#define PROJECTILE_RICOCHET_NO 2
/// This atom should prevent any kind of projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_PREVENT 3
/// This atom should force a projectile ricochet from its inherent properties.
#define PROJECTILE_RICOCHET_FORCE 4
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
+1
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@@ -27,6 +27,7 @@
#define BOT_NAV 15 // computing navigation
#define BOT_WAIT_FOR_NAV 16 // waiting for nav computation
#define BOT_NO_ROUTE 17 // no destination beacon found (or no route)
#define BOT_TIPPED 18 // someone tipped a medibot over ;_;
//Bot types
#define SEC_BOT (1<<0) // Secutritrons (Beepsky) and ED-209s
+2
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@@ -7,6 +7,8 @@
#define SHUTTLE_STRANDED "stranded"
#define SHUTTLE_ESCAPE "escape"
#define SHUTTLE_ENDGAME "endgame: game over"
#define SHUTTLE_RECHARGING "recharging"
#define SHUTTLE_PREARRIVAL "landing"
#define EMERGENCY_IDLE_OR_RECALLED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_IDLE) || (SSshuttle.emergency.mode == SHUTTLE_RECALL)))
#define EMERGENCY_ESCAPED_OR_ENDGAMED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_ESCAPE) || (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)))
+16
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@@ -6,10 +6,26 @@
#define RETURN_TYPE(X) set SpacemanDMM_return_type = X
#define SHOULD_CALL_PARENT(X) set SpacemanDMM_should_call_parent = X
#define UNLINT(X) SpacemanDMM_unlint(X)
#define SHOULD_NOT_OVERRIDE(X) set SpacemanDMM_should_not_override = X
#define SHOULD_NOT_SLEEP(X) set SpacemanDMM_should_not_sleep = X
#define SHOULD_BE_PURE(X) set SpacemanDMM_should_be_pure = X
#define PRIVATE_PROC(X) set SpacemanDMM_private_proc = X
#define PROTECTED_PROC(X) set SpacemanDMM_protected_proc = X
#define VAR_FINAL var/SpacemanDMM_final
#define VAR_PRIVATE var/SpacemanDMM_private
#define VAR_PROTECTED var/SpacemanDMM_protected
#else
#define RETURN_TYPE(X)
#define SHOULD_CALL_PARENT(X)
#define UNLINT(X) X
#define SHOULD_NOT_OVERRIDE(X)
#define SHOULD_NOT_SLEEP(X)
#define SHOULD_BE_PURE(X)
#define PRIVATE_PROC(X)
#define PROTECTED_PROC(X)
#define VAR_FINAL var
#define VAR_PRIVATE var
#define VAR_PROTECTED var
#endif
/world/proc/enable_debugger()
+2
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@@ -96,6 +96,8 @@
#define STATUS_EFFECT_SPASMS /datum/status_effect/spasms //causes random muscle spasms
#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
+13 -1
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@@ -61,12 +61,20 @@
} while (0)
#define HAS_TRAIT(target, trait) (target.status_traits ? (target.status_traits[trait] ? TRUE : FALSE) : FALSE)
#define HAS_TRAIT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (source in target.status_traits[trait]) : FALSE) : FALSE)
#define HAS_TRAIT_FROM_ONLY(target, trait, source) (\
target.status_traits ?\
(target.status_traits[trait] ?\
((source in target.status_traits[trait]) && (length(target.status_traits) == 1))\
: FALSE)\
: FALSE)
#define HAS_TRAIT_NOT_FROM(target, trait, source) (target.status_traits ? (target.status_traits[trait] ? (length(target.status_traits[trait] - source) > 0) : FALSE) : FALSE)
//mob traits
#define TRAIT_BLIND "blind"
#define TRAIT_MUTE "mute"
#define TRAIT_EMOTEMUTE "emotemute"
#define TRAIT_LOOC_MUTE "looc_mute" //Just like unconsciousness, it disables LOOC salt.
#define TRAIT_AOOC_MUTE "aooc_mute" //Same as above but for AOOC.
#define TRAIT_DEAF "deaf"
#define TRAIT_NEARSIGHT "nearsighted"
#define TRAIT_FAT "fat"
@@ -194,6 +202,7 @@
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
#define TRAIT_FAST_PUMP "fast_pump"
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
@@ -223,6 +232,8 @@
#define VEHICLE_TRAIT "vehicle" // inherited from riding vehicles
#define INNATE_TRAIT "innate"
///Used for managing KEEP_TOGETHER in [appearance_flags]
#define TRAIT_KEEP_TOGETHER "keep-together"
// item traits
#define TRAIT_NODROP "nodrop"
@@ -254,7 +265,7 @@
#define BOOK_TRAIT "granter (book)" // knowledge is power
// unique trait sources, still defines
#define STATUE_MUTE "statue"
#define STATUE_TRAIT "statue"
#define CLONING_POD_TRAIT "cloning-pod"
#define VIRTUAL_REALITY_TRAIT "vr_trait"
#define CHANGELING_DRAIN "drain"
@@ -299,3 +310,4 @@
#define ACTIVE_BLOCK_TRAIT "active_block"
/// This trait is added by the parry system.
#define ACTIVE_PARRY_TRAIT "active_parry"
#define STICKY_NODROP "sticky-nodrop" //sticky nodrop sounds like a bad soundcloud rapper's name
+4 -1
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@@ -55,7 +55,7 @@
WRITE_LOG(GLOB.world_game_log, "ADMIN: DSAY: [text]")
/proc/log_consent(text)
WRITE_LOG(GLOB.world_game_log,"CONSENT: [text]")
WRITE_LOG(GLOB.world_game_log, "CONSENT: [text]")
/* All other items are public. */
/proc/log_game(text)
@@ -66,6 +66,9 @@
if (CONFIG_GET(flag/log_virus))
WRITE_LOG(GLOB.world_virus_log, "VIRUS: [text]")
/proc/log_asset(text)
WRITE_LOG(GLOB.world_asset_log, "ASSET: [text]")
/proc/log_access(text)
if (CONFIG_GET(flag/log_access))
WRITE_LOG(GLOB.world_game_log, "ACCESS: [text]")
+1 -1
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@@ -3,7 +3,7 @@
for(var/file in args)
src << browse_rsc(file)
/client/proc/browse_files(root="data/logs/", max_iterations=10, list/valid_extensions=list("txt","log","htm", "html", "md"))
/client/proc/browse_files(root="data/logs/", max_iterations=10, list/valid_extensions=list("txt","log","htm", "html", "md", "json"))
var/path = root
for(var/i=0, i<max_iterations, i++)
+2
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@@ -375,6 +375,8 @@ GLOBAL_LIST_EMPTY(species_list)
override = TRUE
if(HAS_TRAIT(M, TRAIT_SIXTHSENSE))
override = TRUE
if(SSticker.current_state == GAME_STATE_FINISHED)
override = TRUE
if(isnewplayer(M) && !override)
continue
if(M.stat != DEAD && !override)
+1
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@@ -233,6 +233,7 @@
for(var/antag_name in total_antagonists)
var/list/L = total_antagonists[antag_name]
log_game("[antag_name]s :[L.Join(", ")].")
set_observer_default_invisibility(0, "<span class='warning'>The round is over! You are now visible to the living.</span>")
CHECK_TICK
SSdbcore.SetRoundEnd()
-6
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@@ -675,12 +675,6 @@ Turf and target are separate in case you want to teleport some distance from a t
loc = loc.loc
return null
//For objects that should embed, but make no sense being is_sharp or is_pointed()
//e.g: rods
GLOBAL_LIST_INIT(can_embed_types, typecacheof(list(
/obj/item/stack/rods,
/obj/item/pipe)))
/*
Checks if that loc and dir has an item on the wall
*/
+5 -1
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@@ -125,7 +125,7 @@ GLOBAL_LIST_INIT(bitfields, list(
"UNUSED_RESERVATION_TURF_1" = UNUSED_RESERVATION_TURF_1,
"CAN_BE_DIRTY_1" = CAN_BE_DIRTY_1,
"HEAR_1" = HEAR_1,
"CHECK_RICOCHET_1" = CHECK_RICOCHET_1,
"DEFAULT_RICOCHET_1" = DEFAULT_RICOCHET_1,
"CONDUCT_1" = CONDUCT_1,
"NO_LAVA_GEN_1" = NO_LAVA_GEN_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
@@ -140,6 +140,10 @@ GLOBAL_LIST_INIT(bitfields, list(
"BLOCK_FACE_ATOM_1" = BLOCK_FACE_ATOM_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1
),
"flags_ricochet" = list(
"RICOCHET_SHINY" = RICOCHET_SHINY,
"RICOCHET_HARD" = RICOCHET_HARD
),
"clothing_flags" = list(
"LAVAPROTECT" = LAVAPROTECT,
"STOPSPRESSUREDAMAGE" = STOPSPRESSUREDAMAGE,
+3
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@@ -223,3 +223,6 @@ GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_a
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
GLOBAL_LIST_INIT(redacted_strings, list("\[REDACTED\]", "\[CLASSIFIED\]", "\[ARCHIVED\]", "\[EXPLETIVE DELETED\]", "\[EXPUNGED\]", "\[INFORMATION ABOVE YOUR SECURITY CLEARANCE\]", "\[MOVE ALONG CITIZEN\]", "\[NOTHING TO SEE HERE\]", "\[ACCESS DENIED\]"))
GLOBAL_LIST_INIT(wisdoms, world.file2list("strings/wisdoms.txt"))
+2 -1
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@@ -51,7 +51,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/airlock_painter = 1,
/obj/item/stack/cable_coil/random = 4,
/obj/item/stack/cable_coil/random/five = 6,
/obj/item/stack/medical/bruise_pack = 1,
/obj/item/stack/medical/suture = 1,
/obj/item/stack/rods/ten = 9,
/obj/item/stack/rods/twentyfive = 1,
/obj/item/stack/rods/fifty = 1,
@@ -116,6 +116,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/autosurgeon/testicles = 1,
/obj/item/storage/box/marshmallow = 2,
/obj/item/clothing/gloves/tackler/offbrand = 1,
/obj/item/stack/sticky_tape = 1,
"" = 3
))
+3 -1
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@@ -19,6 +19,7 @@
#define POLL_IGNORE_WIZARD "wizard"
#define POLL_IGNORE_CLONE "clone"
#define POLL_IGNORE_CONTRACTOR_SUPPORT "contractor_support"
#define POLL_IGNORE_FUGITIVE "fugitive"
GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_SENTIENCE_POTION = "Sentience potion",
@@ -39,7 +40,8 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_DEMON = "Demons",
POLL_IGNORE_WIZARD = "Wizards",
POLL_IGNORE_CLONE = "Defective/SDGF clones",
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit"
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit",
POLL_IGNORE_FUGITIVE = "Fugitive Hunter"
))
GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())
+2
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@@ -28,6 +28,8 @@ GLOBAL_VAR(world_job_debug_log)
GLOBAL_PROTECT(world_job_debug_log)
GLOBAL_VAR(world_virus_log)
GLOBAL_PROTECT(world_virus_log)
GLOBAL_VAR(world_asset_log)
GLOBAL_PROTECT(world_asset_log)
GLOBAL_VAR(world_map_error_log)
GLOBAL_PROTECT(world_map_error_log)
GLOBAL_VAR(subsystem_log)
+3 -1
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@@ -93,6 +93,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_PASSTABLE" = TRAIT_PASSTABLE,
"TRAIT_GIANT" = TRAIT_GIANT,
"TRAIT_DWARF" = TRAIT_DWARF,
"TRAIT_NICE_SHOT" = TRAIT_NICE_SHOT,
"TRAIT_COMBAT_MODE_LOCKED" = TRAIT_COMBAT_MODE_LOCKED,
"TRAIT_SPRINT_LOCKED" = TRAIT_SPRINT_LOCKED,
"TRAIT_AUTO_CATCH_ITEM" = TRAIT_AUTO_CATCH_ITEM,
@@ -116,7 +117,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_MASO" = TRAIT_MASO,
"TRAIT_HIGH_BLOOD" = TRAIT_HIGH_BLOOD,
"TRAIT_EMPATH" = TRAIT_EMPATH,
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY,
"TRAIT_NICE_SHOT" = TRAIT_NICE_SHOT
),
/obj/item/bodypart = list(
"TRAIT_PARALYSIS" = TRAIT_PARALYSIS
+1 -1
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@@ -76,7 +76,7 @@
if(check_click_intercept(params,A))
return
if(notransform)
if(mob_transforming)
return
if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, params) & COMSIG_MOB_CANCEL_CLICKON)
+1 -1
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@@ -242,7 +242,7 @@ If you're feeling frisky, examine yourself and click the underlined item to pull
/obj/screen/alert/embeddedobject/Click()
if(isliving(usr))
var/mob/living/carbon/human/M = usr
var/mob/living/carbon/M = usr
return M.help_shake_act(M)
/obj/screen/alert/weightless
+1 -1
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@@ -108,7 +108,7 @@
A.attack_animal(src)
/atom/proc/attack_animal(mob/user)
return
SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
/mob/living/RestrainedClickOn(atom/A)
return
@@ -521,3 +521,10 @@
* Camera mobs, AIs, ghosts and some other are of course exempt from this. This also doesn't influence simplemob AI, for the best.
*/
/datum/config_entry/flag/use_field_of_vision
//Shuttle size limiter
/datum/config_entry/number/max_shuttle_count
config_entry_value = 6
/datum/config_entry/number/max_shuttle_size
config_entry_value = 250
+2
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@@ -76,6 +76,8 @@ SUBSYSTEM_DEF(air)
var/list/pipenet_rebuilds = pipenets_needing_rebuilt
for(var/thing in pipenet_rebuilds)
var/obj/machinery/atmospherics/AT = thing
if(!istype(AT))
continue
AT.build_network()
cost_rebuilds = MC_AVERAGE(cost_rebuilds, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
pipenets_needing_rebuilt.Cut()
+1 -11
View File
@@ -6,17 +6,7 @@ SUBSYSTEM_DEF(assets)
var/list/preload = list()
/datum/controller/subsystem/assets/Initialize(timeofday)
var/list/priority_assets = list(
/datum/asset/simple/oui_theme_nano,
/datum/asset/simple/goonchat
)
for(var/type in priority_assets)
var/datum/asset/A = new type()
A.register()
for(var/type in typesof(/datum/asset) - (priority_assets | list(/datum/asset, /datum/asset/simple)))
for(var/type in typesof(/datum/asset))
var/datum/asset/A = type
if (type != initial(A._abstract))
get_asset_datum(type)
+29 -1
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@@ -10,24 +10,52 @@ SUBSYSTEM_DEF(materials)
var/list/materials
///Dictionary of category || list of material refs
var/list/materials_by_category
///Dictionary of category || list of material types, mostly used by rnd machines like autolathes.
var/list/materialtypes_by_category
///A cache of all material combinations that have been used
var/list/list/material_combos
///List of stackcrafting recipes for materials using rigid materials
var/list/rigid_stack_recipes = list(
new /datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("sink", /obj/structure/sink/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("Floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE)
)
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials()
materials = list()
materials_by_category = list()
materialtypes_by_category = list()
material_combos = list()
for(var/type in subtypesof(/datum/material))
var/datum/material/ref = new type
materials[type] = ref
for(var/c in ref.categories)
materials_by_category[c] += list(ref)
materialtypes_by_category[c] += list(type)
/datum/controller/subsystem/materials/proc/GetMaterialRef(datum/material/fakemat)
if(!materials)
InitializeMaterials()
return materials[fakemat] || fakemat
return materials[fakemat] || fakemat
///Returns a list to be used as an object's custom_materials. Lists will be cached and re-used based on the parameters.
/datum/controller/subsystem/materials/proc/FindOrCreateMaterialCombo(list/materials_declaration, multiplier)
if(!material_combos)
InitializeMaterials()
var/list/combo_params = list()
for(var/x in materials_declaration)
var/datum/material/mat = x
var/path_name = ispath(mat) ? "[mat]" : "[mat.type]"
combo_params += "[path_name]=[materials_declaration[mat] * multiplier]"
sortTim(combo_params, /proc/cmp_text_asc) // We have to sort now in case the declaration was not in order
var/combo_index = combo_params.Join("-")
var/list/combo = material_combos[combo_index]
if(!combo)
combo = list()
for(var/mat in materials_declaration)
combo[GetMaterialRef(mat)] = materials_declaration[mat] * multiplier
material_combos[combo_index] = combo
return combo
+3 -3
View File
@@ -1,8 +1,8 @@
SUBSYSTEM_DEF(minimaps)
name = "Minimaps"
flags = SS_NO_FIRE
var/list/station_minimaps
var/datum/minimap_group/station_minimap
var/list/station_minimaps = list()
var/datum/minimap_group/station_minimap = null
/datum/controller/subsystem/minimaps/Initialize()
if(!CONFIG_GET(flag/minimaps_enabled))
@@ -12,9 +12,9 @@ SUBSYSTEM_DEF(minimaps)
return ..()
/datum/controller/subsystem/minimaps/proc/build_minimaps()
station_minimaps = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
var/datum/space_level/SL = SSmapping.get_level(z)
var/name = (SL.name == initial(SL.name))? "[z] - Station" : "[z] - [SL.name]"
station_minimaps += new /datum/minimap(z, name = name)
station_minimap = new(station_minimaps, "Station")
+1 -1
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@@ -23,7 +23,7 @@ SUBSYSTEM_DEF(npcpool)
var/mob/living/simple_animal/SA = currentrun[currentrun.len]
--currentrun.len
if(!SA.ckey && !SA.notransform)
if(!SA.ckey && !SA.mob_transforming)
if(SA.stat != DEAD)
SA.handle_automated_movement()
if(SA.stat != DEAD)
+2 -2
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@@ -409,7 +409,7 @@ SUBSYSTEM_DEF(ticker)
var/mob/living = player.transfer_character()
if(living)
qdel(player)
living.notransform = TRUE
living.mob_transforming = TRUE
if(living.client)
if (living.client.prefs && living.client.prefs.auto_ooc)
if (living.client.prefs.chat_toggles & CHAT_OOC)
@@ -423,7 +423,7 @@ SUBSYSTEM_DEF(ticker)
/datum/controller/subsystem/ticker/proc/release_characters(list/livings)
for(var/I in livings)
var/mob/living/L = I
L.notransform = FALSE
L.mob_transforming = FALSE
/datum/controller/subsystem/ticker/proc/send_tip_of_the_round()
var/m
+5
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@@ -117,6 +117,11 @@
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_ABSOLUTE
/datum/brain_trauma/severe/paralysis/spinesnapped
random_gain = FALSE
paralysis_type = "legs"
resilience = TRAUMA_RESILIENCE_LOBOTOMY
/datum/brain_trauma/severe/narcolepsy
name = "Narcolepsy"
desc = "Patient may involuntarily fall asleep during normal activities."
@@ -123,7 +123,9 @@
trauma = _trauma
return ..()
/mob/living/split_personality/Life()
/mob/living/split_personality/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(QDELETED(body))
qdel(src) //in case trauma deletion doesn't already do it
@@ -132,8 +134,6 @@
trauma.switch_personalities()
qdel(trauma)
..()
/mob/living/split_personality/Login()
..()
to_chat(src, "<span class='notice'>As a split personality, you cannot do anything but observe. However, you will eventually gain control of your body, switching places with the current personality.</span>")
+8 -8
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@@ -97,20 +97,20 @@
[get_footer()]
"}
/datum/browser/proc/open(use_onclose = 1)
/datum/browser/proc/open(use_onclose = TRUE)
if(isnull(window_id)) //null check because this can potentially nuke goonchat
WARNING("Browser [title] tried to open with a null ID")
to_chat(user, "<span class='userdanger'>The [title] browser you tried to open failed a sanity check! Please report this on github!</span>")
return
var/window_size = ""
if (width && height)
if(width && height)
window_size = "size=[width]x[height];"
if (stylesheets.len)
send_asset_list(user, stylesheets, verify=FALSE)
if (scripts.len)
send_asset_list(user, scripts, verify=FALSE)
if(stylesheets.len)
send_asset_list(user, stylesheets)
if(scripts.len)
send_asset_list(user, scripts)
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
if (use_onclose)
if(use_onclose)
setup_onclose()
/datum/browser/proc/setup_onclose()
@@ -157,7 +157,7 @@
close()
//designed as a drop in replacement for alert(); functions the same. (outside of needing User specified)
/proc/tgalert(var/mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
/proc/tgalert(mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
if (!User)
User = usr
switch(askuser(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout))
+1 -1
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@@ -114,7 +114,7 @@
// BYOND Bug #2563917
// Construct text
var/static/regex/html_metachars = new(@"&[A-Za-z]{1,7};", "g")
var/complete_text = "<span class='center maptext [extra_classes.Join(" ")]' style='color: [tgt_color]'>[text]</span>"
var/complete_text = "<span class='center maptext [extra_classes.Join(" ")]' style='color: [tgt_color]'>[owner.say_emphasis(text)]</span>"
var/mheight = WXH_TO_HEIGHT(owned_by.MeasureText(replacetext(complete_text, html_metachars, "m"), null, CHAT_MESSAGE_WIDTH))
approx_lines = max(1, mheight / CHAT_MESSAGE_APPROX_LHEIGHT)
+5 -5
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@@ -30,7 +30,7 @@ GLOBAL_LIST_EMPTY(cinematics)
/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/list/locked = list() //Who had mob_transforming 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)
@@ -45,7 +45,7 @@ GLOBAL_LIST_EMPTY(cinematics)
GLOB.cinematics -= src
QDEL_NULL(screen)
for(var/mob/M in locked)
M.notransform = FALSE
M.mob_transforming = FALSE
return ..()
/datum/cinematic/proc/play(watchers)
@@ -70,7 +70,7 @@ GLOBAL_LIST_EMPTY(cinematics)
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 ?
M.mob_transforming = TRUE //Should this be done for non-global cinematics or even at all ?
locked += M
//Close watcher ui's
SStgui.close_user_uis(M)
@@ -79,7 +79,7 @@ GLOBAL_LIST_EMPTY(cinematics)
M.client.screen += screen
else
if(is_global)
M.notransform = TRUE
M.mob_transforming = TRUE
locked += M
//Actually play it
@@ -254,4 +254,4 @@ Nuke.Explosion()
Narsie()
-> Cinematic(CULT,world)
*/
*/
+2 -1
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@@ -38,8 +38,9 @@
parent = raw_args[1]
var/list/arguments = raw_args.Copy(2)
if(Initialize(arglist(arguments)) == COMPONENT_INCOMPATIBLE)
stack_trace("Incompatible [type] assigned to a [parent.type]! args: [json_encode(arguments)]")
qdel(src, TRUE, TRUE)
CRASH("Incompatible [type] assigned to a [parent.type]! args: [json_encode(arguments)]")
return
_JoinParent(parent)
+1 -1
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@@ -109,7 +109,7 @@
AM.visible_message("<span class='boldwarning'>[AM] falls into [parent]!</span>", "<span class='userdanger'>[oblivion_message]</span>")
if (isliving(AM))
var/mob/living/L = AM
L.notransform = TRUE
L.mob_transforming = TRUE
L.Paralyze(200)
var/oldtransform = AM.transform
@@ -124,9 +124,9 @@
category = CAT_MISC
subcategory = CAT_TOOL
/datum/crafting_recipe/bruise_pack
name = "Bruise Pack"
result = /obj/item/stack/medical/bruise_pack/one
/datum/crafting_recipe/brute_pack
name = "Suture Pack"
result = /obj/item/stack/medical/suture/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/styptic_powder = 10)
@@ -134,8 +134,8 @@
subcategory = CAT_TOOL
/datum/crafting_recipe/burn_pack
name = "Burn Ointment"
result = /obj/item/stack/medical/ointment/one
name = "Regenerative Mesh"
result = /obj/item/stack/medical/mesh/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/silver_sulfadiazine = 10)
+244
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@@ -0,0 +1,244 @@
/*!
This component makes it possible to make things edible. What this means is that you can take a bite or force someone to take a bite (in the case of items).
These items take a specific time to eat, and can do most of the things our original food items could.
Behavior that's still missing from this component that original food items had that should either be put into seperate components or somewhere else:
Components:
Drying component (jerky etc)
Customizable component (custom pizzas etc)
Processable component (Slicing and cooking behavior essentialy, making it go from item A to B when conditions are met.)
Dunkable component (Dunking things into reagent containers to absorb a specific amount of reagents)
Misc:
Something for cakes (You can store things inside)
*/
/datum/component/edible
///Amount of reagents taken per bite
var/bite_consumption = 2
///Amount of bites taken so far
var/bitecount = 0
///Flags for food
var/food_flags = NONE
///Bitfield of the types of this food
var/foodtypes = NONE
///Amount of seconds it takes to eat this food
var/eat_time = 30
///Defines how much it lowers someones satiety (Need to eat, essentialy)
var/junkiness = 0
///Message to send when eating
var/list/eatverbs
///Callback to be ran for when you take a bite of something
var/datum/callback/after_eat
///Last time we checked for food likes
var/last_check_time
/datum/component/edible/Initialize(list/initial_reagents, food_flags = NONE, foodtypes = NONE, volume = 50, eat_time = 30, list/tastes, list/eatverbs = list("bite","chew","nibble","gnaw","gobble","chomp"), bite_consumption = 2, datum/callback/after_eat)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
RegisterSignal(parent, COMSIG_ATOM_ATTACK_ANIMAL, .proc/UseByAnimal)
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/UseFromHand)
else if(isturf(parent))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/TryToEatTurf)
src.bite_consumption = bite_consumption
src.food_flags = food_flags
src.foodtypes = foodtypes
src.eat_time = eat_time
src.eatverbs = eatverbs
src.junkiness = junkiness
src.after_eat = after_eat
var/atom/owner = parent
owner.create_reagents(volume, INJECTABLE)
if(initial_reagents)
for(var/rid in initial_reagents)
var/amount = initial_reagents[rid]
if(tastes && tastes.len && (rid == /datum/reagent/consumable/nutriment || rid == /datum/reagent/consumable/nutriment/vitamin))
owner.reagents.add_reagent(rid, amount, tastes.Copy())
else
owner.reagents.add_reagent(rid, amount)
/datum/component/edible/proc/examine(datum/source, mob/user, list/examine_list)
if(!(food_flags & FOOD_IN_CONTAINER))
switch (bitecount)
if (0)
return
if(1)
examine_list += "[parent] was bitten by someone!"
if(2,3)
examine_list += "[parent] was bitten [bitecount] times!"
else
examine_list += "[parent] was bitten multiple times!"
/datum/component/edible/proc/UseFromHand(obj/item/source, mob/living/M, mob/living/user)
return TryToEat(M, user)
/datum/component/edible/proc/TryToEatTurf(datum/source, mob/user)
return TryToEat(user, user)
///All the checks for the act of eating itself and
/datum/component/edible/proc/TryToEat(mob/living/eater, mob/living/feeder)
set waitfor = FALSE
var/atom/owner = parent
if(feeder.a_intent == INTENT_HARM)
return
if(!owner.reagents.total_volume)//Shouldn't be needed but it checks to see if it has anything left in it.
to_chat(feeder, "<span class='warning'>None of [owner] left, oh no!</span>")
if(isturf(parent))
var/turf/T = parent
T.ScrapeAway(1, CHANGETURF_INHERIT_AIR)
else
qdel(parent)
return
if(!CanConsume(eater, feeder))
return
var/fullness = eater.nutrition + 10 //The theoretical fullness of the person eating if they were to eat this
for(var/datum/reagent/consumable/C in eater.reagents.reagent_list) //we add the nutrition value of what we're currently digesting
fullness += C.nutriment_factor * C.volume / C.metabolization_rate
. = COMPONENT_ITEM_NO_ATTACK //Point of no return I suppose
if(eater == feeder)//If you're eating it yourself.
if(!do_mob(feeder, eater, eat_time)) //Gotta pass the minimal eat time
return
var/eatverb = pick(eatverbs)
if(junkiness && eater.satiety < -150 && eater.nutrition > NUTRITION_LEVEL_STARVING + 50 && !HAS_TRAIT(eater, TRAIT_VORACIOUS))
to_chat(eater, "<span class='warning'>You don't feel like eating any more junk food at the moment!</span>")
return
else if(fullness <= 50)
eater.visible_message("<span class='notice'>[eater] hungrily [eatverb]s \the [parent], gobbling it down!</span>", "<span class='notice'>You hungrily [eatverb] \the [parent], gobbling it down!</span>")
else if(fullness > 50 && fullness < 150)
eater.visible_message("<span class='notice'>[eater] hungrily [eatverb]s \the [parent].</span>", "<span class='notice'>You hungrily [eatverb] \the [parent].</span>")
else if(fullness > 150 && fullness < 500)
eater.visible_message("<span class='notice'>[eater] [eatverb]s \the [parent].</span>", "<span class='notice'>You [eatverb] \the [parent].</span>")
else if(fullness > 500 && fullness < 600)
eater.visible_message("<span class='notice'>[eater] unwillingly [eatverb]s a bit of \the [parent].</span>", "<span class='notice'>You unwillingly [eatverb] a bit of \the [parent].</span>")
else if(fullness > (600 * (1 + eater.overeatduration / 2000))) // The more you eat - the more you can eat
eater.visible_message("<span class='warning'>[eater] cannot force any more of \the [parent] to go down [eater.p_their()] throat!</span>", "<span class='warning'>You cannot force any more of \the [parent] to go down your throat!</span>")
return
else //If you're feeding it to someone else.
if(isbrain(eater))
to_chat(feeder, "<span class='warning'>[eater] doesn't seem to have a mouth!</span>")
return
if(fullness <= (600 * (1 + eater.overeatduration / 1000)))
eater.visible_message("<span class='danger'>[feeder] attempts to feed [eater] [parent].</span>", \
"<span class='userdanger'>[feeder] attempts to feed you [parent].</span>")
else
eater.visible_message("<span class='warning'>[feeder] cannot force any more of [parent] down [eater]'s throat!</span>", \
"<span class='warning'>[feeder] cannot force any more of [parent] down your throat!</span>")
return
if(!do_mob(feeder, eater)) //Wait 3 seconds before you can feed
return
log_combat(feeder, eater, "fed", owner.reagents.log_list())
eater.visible_message("<span class='danger'>[feeder] forces [eater] to eat [parent]!</span>", \
"<span class='userdanger'>[feeder] forces you to eat [parent]!</span>")
TakeBite(eater, feeder)
///This function lets the eater take a bite and transfers the reagents to the eater.
/datum/component/edible/proc/TakeBite(mob/living/eater, mob/living/feeder)
var/atom/owner = parent
if(!owner?.reagents)
return FALSE
if(eater.satiety > -200)
eater.satiety -= junkiness
playsound(eater.loc,'sound/items/eatfood.ogg', rand(10,50), TRUE)
if(owner.reagents.total_volume)
SEND_SIGNAL(parent, COMSIG_FOOD_EATEN, eater, feeder)
var/fraction = min(bite_consumption / owner.reagents.total_volume, 1)
owner.reagents.reaction(eater, INGEST, fraction)
owner.reagents.trans_to(eater, bite_consumption)
bitecount++
On_Consume(eater)
checkLiked(fraction, eater)
//Invoke our after eat callback if it is valid
if(after_eat)
after_eat.Invoke(eater, feeder)
return TRUE
///Checks whether or not the eater can actually consume the food
/datum/component/edible/proc/CanConsume(mob/living/eater, mob/living/feeder)
if(!iscarbon(eater))
return FALSE
var/mob/living/carbon/C = eater
var/covered = ""
if(C.is_mouth_covered(head_only = 1))
covered = "headgear"
else if(C.is_mouth_covered(mask_only = 1))
covered = "mask"
if(covered)
var/who = (isnull(feeder) || eater == feeder) ? "your" : "[eater.p_their()]"
to_chat(feeder, "<span class='warning'>You have to remove [who] [covered] first!</span>")
return FALSE
return TRUE
///Check foodtypes to see if we should send a moodlet
/datum/component/edible/proc/checkLiked(var/fraction, mob/M)
if(last_check_time + 50 > world.time)
return FALSE
if(!ishuman(M))
return FALSE
var/mob/living/carbon/human/H = M
if(HAS_TRAIT(H, TRAIT_AGEUSIA) && foodtypes & H.dna.species.toxic_food)
to_chat(H, "<span class='warning'>You don't feel so good...</span>")
H.adjust_disgust(25 + 30 * fraction)
else
if(foodtypes & H.dna.species.toxic_food)
to_chat(H,"<span class='warning'>What the hell was that thing?!</span>")
H.adjust_disgust(25 + 30 * fraction)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "toxic_food", /datum/mood_event/disgusting_food)
else if(foodtypes & H.dna.species.disliked_food)
to_chat(H,"<span class='notice'>That didn't taste very good...</span>")
H.adjust_disgust(11 + 15 * fraction)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "gross_food", /datum/mood_event/gross_food)
else if(foodtypes & H.dna.species.liked_food)
to_chat(H,"<span class='notice'>I love this taste!</span>")
H.adjust_disgust(-5 + -2.5 * fraction)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "fav_food", /datum/mood_event/favorite_food)
if((foodtypes & BREAKFAST) && world.time - SSticker.round_start_time < STOP_SERVING_BREAKFAST)
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "breakfast", /datum/mood_event/breakfast)
last_check_time = world.time
///Delete the item when it is fully eaten
/datum/component/edible/proc/On_Consume(mob/living/eater)
var/atom/owner = parent
if(!eater)
return
if(!owner.reagents.total_volume)
if(isturf(parent))
var/turf/T = parent
T.ScrapeAway(1, CHANGETURF_INHERIT_AIR)
else
qdel(parent)
///Ability to feed food to puppers
/datum/component/edible/proc/UseByAnimal(datum/source, mob/user)
var/atom/owner = parent
if(!isdog(user))
return
var/mob/living/L = user
if(bitecount == 0 || prob(50))
L.emote("me", 1, "nibbles away at \the [parent]")
bitecount++
. = COMPONENT_ITEM_NO_ATTACK
L.taste(owner.reagents) // why should carbons get all the fun?
if(bitecount >= 5)
var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [parent] was")
if(sattisfaction_text)
L.emote("me", 1, "[sattisfaction_text]")
qdel(parent)
+363
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/*
This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats,
and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
element survives to embed another day.
There are 2 different things that can be embedded presently: carbons, and closed turfs (see: walls)
- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
- Turf embedding is much simpler. All we do here is draw an overlay of the item's inhand on the turf, hide the item, and create an HTML link in the turf's inspect
that allows you to rip the item out. There's nothing dynamic about this, so far less checks.
In addition, there are 2 cases of embedding: embedding, and sticking
- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
- Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky"
when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward.
Stickables differ from embeds in the following ways:
-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
-- There is no slicing sound on impact
-- All damage checks and bloodloss are skipped for carbons
-- Pointy objects create sparks when embedding into a turf
*/
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/limb
var/obj/item/weapon
// all of this stuff is explained in _DEFINES/combat.dm
var/embed_chance // not like we really need it once we're already stuck in but hey
var/fall_chance
var/pain_chance
var/pain_mult
var/impact_pain_mult
var/remove_pain_mult
var/rip_time
var/ignore_throwspeed_threshold
var/jostle_chance
var/jostle_pain_mult
var/pain_stam_pct
var/embed_chance_turf_mod
///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
var/harmful
var/mutable_appearance/overlay
/datum/component/embedded/Initialize(obj/item/I,
datum/thrownthing/throwingdatum,
obj/item/bodypart/part,
embed_chance = EMBED_CHANCE,
fall_chance = EMBEDDED_ITEM_FALLOUT,
pain_chance = EMBEDDED_PAIN_CHANCE,
pain_mult = EMBEDDED_PAIN_MULTIPLIER,
remove_pain_mult = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
impact_pain_mult = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
rip_time = EMBEDDED_UNSAFE_REMOVAL_TIME,
ignore_throwspeed_threshold = FALSE,
jostle_chance = EMBEDDED_JOSTLE_CHANCE,
jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT,
embed_chance_turf_mod = EMBED_CHANCE_TURF_MOD)
if((!iscarbon(parent) && !isclosedturf(parent)) || !isitem(I))
return COMPONENT_INCOMPATIBLE
if(part)
limb = part
src.embed_chance = embed_chance
src.fall_chance = fall_chance
src.pain_chance = pain_chance
src.pain_mult = pain_mult
src.remove_pain_mult = remove_pain_mult
src.rip_time = rip_time
src.impact_pain_mult = impact_pain_mult
src.ignore_throwspeed_threshold = ignore_throwspeed_threshold
src.jostle_chance = jostle_chance
src.jostle_pain_mult = jostle_pain_mult
src.pain_stam_pct = pain_stam_pct
src.embed_chance_turf_mod = embed_chance_turf_mod
src.weapon = I
if(!weapon.isEmbedHarmless())
harmful = TRUE
weapon.embedded(parent)
if(iscarbon(parent))
initCarbon()
else if(isclosedturf(parent))
initTurf(throwingdatum)
/datum/component/embedded/RegisterWithParent()
if(iscarbon(parent))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/jostleCheck)
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, .proc/ripOutCarbon)
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, .proc/safeRemoveCarbon)
else if(isclosedturf(parent))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examineTurf)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/itemMoved)
/datum/component/embedded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_PARENT_EXAMINE))
/datum/component/embedded/process()
if(iscarbon(parent))
processCarbon()
/datum/component/embedded/Destroy()
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(overlay)
var/atom/A = parent
A.cut_overlay(overlay, TRUE)
qdel(overlay)
return ..()
////////////////////////////////////////
/////////////HUMAN PROCS////////////////
////////////////////////////////////////
/// Set up an instance of embedding for a carbon. This is basically an extension of Initialize() so not much to say
/datum/component/embedded/proc/initCarbon()
START_PROCESSING(SSdcs, src)
var/mob/living/carbon/victim = parent
if(!istype(limb))
limb = pick(victim.bodyparts)
limb.embedded_objects |= weapon // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
if(harmful)
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
var/damage = weapon.w_class * impact_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
else
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
var/mob/living/carbon/victim = parent
var/chance = jostle_chance
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
chance *= 0.5
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOutCarbon()
var/mob/living/carbon/victim = parent
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
else
victim.visible_message("<span class='danger'>[weapon] falls off of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls off of your [limb.name]!</span>")
safeRemoveCarbon()
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOutCarbon(datum/source, obj/item/I, obj/item/bodypart/limb)
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(do_after(victim, time_taken, target = victim))
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
victim.emote("scream")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
else
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] off of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
safeRemoveCarbon(TRUE)
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out
/datum/component/embedded/proc/safeRemoveCarbon(to_hands)
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING)) // have to unhook these here so they don't also register as having disappeared
if(!weapon)
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(weapon.unembedded()) // if it deleted itself
weapon = null
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(to_hands)
victim.put_in_hands(weapon)
else
weapon.forceMove(get_turf(victim))
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/byeItemCarbon()
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(victim)
to_chat(victim, "<span class='userdanger'>\The [weapon] that was embedded in your [limb.name] disappears!</span>")
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
weapon = null
qdel(src)
/// Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
/// Items harmfully embedded in carbons have an additional check for random pain (if applicable)
/datum/component/embedded/proc/processCarbon()
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
weapon.forceMove(get_turf(weapon))
qdel(src)
if(victim.stat == DEAD)
return
var/damage = weapon.w_class * pain_mult
var/chance = pain_chance
if(pain_stam_pct && IS_STAMCRIT(victim)) //if it's a less-lethal embed, give them a break if they're already stamcritted
chance *= 0.3
damage *= 0.7
if(harmful && prob(chance))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
if(prob(fall_chance))
fallOutCarbon()
////////////////////////////////////////
//////////////TURF PROCS////////////////
////////////////////////////////////////
/// Turfs are much lower maintenance, since we don't care if they're in pain, but since they don't bleed or scream, we draw an overlay to show their status.
/// The only difference pointy/sticky items make here is text descriptors and pointy objects making a spark shower on impact.
/datum/component/embedded/proc/initTurf(datum/thrownthing/throwingdatum)
var/turf/closed/hit = parent
// we can't store the item IN the turf (cause turfs are just kinda... there), so we fake it by making the item invisible and bailing if it moves due to a blast
weapon.forceMove(hit)
weapon.invisibility = INVISIBILITY_ABSTRACT
RegisterSignal(weapon, COMSIG_MOVABLE_MOVED, .proc/itemMoved)
var/pixelX = rand(-2, 2)
var/pixelY = rand(-1, 3) // bias this upwards since in-hands are usually on the lower end of the sprite
switch(throwingdatum.init_dir)
if(NORTH)
pixelY -= 2
if(SOUTH)
pixelY += 2
if(WEST)
pixelX += 2
if(EAST)
pixelX -= 2
if(throwingdatum.init_dir in list(NORTH, WEST, NORTHWEST, SOUTHWEST))
overlay = mutable_appearance(icon=weapon.righthand_file,icon_state=weapon.item_state)
else
overlay = mutable_appearance(icon=weapon.lefthand_file,icon_state=weapon.item_state)
var/matrix/M = matrix()
M.Translate(pixelX, pixelY)
overlay.transform = M
hit.add_overlay(overlay, TRUE)
if(harmful)
hit.visible_message("<span class='danger'>[weapon] embeds itself in [hit]!</span>")
playsound(hit,'sound/weapons/bladeslice.ogg', 70)
var/datum/effect_system/spark_spread/sparks = new
sparks.set_up(1, 1, parent)
sparks.attach(parent)
sparks.start()
else
hit.visible_message("<span class='danger'>[weapon] sticks itself to [hit]!</span>")
/datum/component/embedded/proc/examineTurf(datum/source, mob/user, list/examine_list)
if(harmful)
examine_list += "\t <a href='?src=[REF(src)];embedded_object=[REF(weapon)]' class='warning'>There is \a [weapon] embedded in [parent]!</a>"
else
examine_list += "\t <a href='?src=[REF(src)];embedded_object=[REF(weapon)]' class='warning'>There is \a [weapon] stuck to [parent]!</a>"
/// Someone is ripping out the item from the turf by hand
/datum/component/embedded/Topic(datum/source, href_list)
var/mob/living/us = usr
if(in_range(us, parent) && locate(href_list["embedded_object"]) == weapon)
if(harmful)
us.visible_message("<span class='notice'>[us] begins unwedging [weapon] from [parent].</span>", "<span class='notice'>You begin unwedging [weapon] from [parent]...</span>")
else
us.visible_message("<span class='notice'>[us] begins unsticking [weapon] from [parent].</span>", "<span class='notice'>You begin unsticking [weapon] from [parent]...</span>")
if(do_after(us, 30, target = parent))
us.put_in_hands(weapon)
weapon.unembedded()
qdel(src)
/// This proc handles if something knocked the invisible item loose from the turf somehow (probably an explosion). Just make it visible and say it fell loose, then get outta here.
/datum/component/embedded/proc/itemMoved()
weapon.invisibility = initial(weapon.invisibility)
weapon.visible_message("<span class='notice'>[weapon] falls loose from [parent].</span>")
weapon.unembedded()
qdel(src)
+1 -1
View File
@@ -144,7 +144,7 @@
var/obj/item/projectile/picked_projectiletype = pickweight(weighted_projectile_types)
var/obj/item/master = comp.parent
comp.appliedComponents += master.AddComponent(/datum/component/shrapnel, picked_projectiletype)
comp.appliedComponents += master.AddComponent(/datum/component/mirv, picked_projectiletype)
return "[newName] of [initial(picked_projectiletype.name)] shrapnel"
/datum/fantasy_affix/strength
@@ -1,36 +1,37 @@
/datum/component/shrapnel
/datum/component/mirv
var/projectile_type
var/radius // shoots a projectile for every turf on this radius from the hit target
var/override_projectile_range
/datum/component/shrapnel/Initialize(projectile_type, radius=1, override_projectile_range)
if(!isgun(parent) && !ismachinery(parent) && !isstructure(parent))
/datum/component/mirv/Initialize(projectile_type, radius=1, override_projectile_range)
if(!isgun(parent) && !ismachinery(parent) && !isstructure(parent) && !isgrenade(parent))
return COMPONENT_INCOMPATIBLE
src.projectile_type = projectile_type
src.radius = radius
src.override_projectile_range = override_projectile_range
if(isgrenade(parent))
parent.AddComponent(/datum/component/pellet_cloud, projectile_type=projectile_type)
/datum/component/shrapnel/RegisterWithParent()
/datum/component/mirv/RegisterWithParent()
. = ..()
if(ismachinery(parent) || isstructure(parent) || isgun(parent)) // turrets, etc
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, .proc/projectile_hit)
/datum/component/shrapnel/UnregisterFromParent()
/datum/component/mirv/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(COMSIG_PROJECTILE_ON_HIT))
/datum/component/shrapnel/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
/datum/component/mirv/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
do_shrapnel(firer, target)
/datum/component/shrapnel/proc/do_shrapnel(mob/firer, atom/target)
/datum/component/mirv/proc/do_shrapnel(mob/firer, atom/target)
if(radius < 1)
return
var/turf/target_turf = get_turf(target)
for(var/turf/shootat_turf in RANGE_TURFS(radius, target) - RANGE_TURFS(radius-1, target))
var/obj/item/projectile/P = new projectile_type(target_turf)
var/obj/item/projectile/P = new projectile_type(target_turf)
//Shooting Code:
P.range = radius+1
if(override_projectile_range)
+74
View File
@@ -0,0 +1,74 @@
/**
* omen.dm: For when you want someone to have a really bad day
*
* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
* or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
*
* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
*/
/datum/component/omen
dupe_mode = COMPONENT_DUPE_UNIQUE
/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
var/obj/vessel
/datum/component/omen/Initialize(silent=FALSE, vessel)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/person = parent
if(!silent)
to_chat(person, "<span class='warning'>You get a bad feeling...</span>")
src.vessel = vessel
/datum/component/omen/Destroy(force, silent)
if(vessel)
vessel.visible_message("<span class='warning'>[vessel] burns up in a sinister flash, taking an evil energy with it...</span>")
vessel = null
return ..()
/datum/component/omen/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_accident)
RegisterSignal(parent, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/check_slip)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/check_bless)
/datum/component/omen/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_LIVING_STATUS_KNOCKDOWN, COMSIG_MOVABLE_MOVED, COMSIG_ADD_MOOD_EVENT))
/**
* check_accident() is called each step we take
*
* While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
*/
/datum/component/omen/proc/check_accident(atom/movable/our_guy)
if(!prob(15))
return
for(var/t in get_adjacent_open_turfs(our_guy))
var/turf/the_turf = t
for(var/obj/machinery/vending/darth_vendor in the_turf)
if(darth_vendor.tiltable)
darth_vendor.tilt(our_guy)
qdel(src)
return
/// If we get knocked down, see if we have a really bad slip and bash our head hard
/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
if(amount <= 0 || prob(50)) // 50% chance to bonk our head
return
var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
if(!the_head)
return
playsound(get_turf(our_guy), "sound/effects/tableheadsmash.ogg", 90, TRUE)
our_guy.visible_message("<span class='danger'>[our_guy] hits [our_guy.p_their()] head really badly falling down!</span>", "<span class='userdanger'>You hit your head really badly falling down!</span>")
the_head.receive_damage(75)
our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100)
qdel(src)
/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
if(category != "blessing")
return
to_chat(our_guy, "<span class='nicegreen'>You feel a horrible omen lifted off your shoulders!</span>")
qdel(src)
+283
View File
@@ -0,0 +1,283 @@
/*
* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
* by signal.
*
* Pellet cloud currently works on two classes of sources: directed (ammo casings), and circular (grenades, landmines).
* -Directed: This means you're shooting multiple pellets, like buckshot. If an ammo casing is defined as having multiple pellets, it will automatically create a pellet cloud
* and call COMSIG_PELLET_CLOUD_INIT (see [/obj/item/ammo_casing/proc/fire_casing]). Thus, the only projectiles fired will be the ones fired here.
* The magnitude var controls how many pellets are created.
* -Circular: This results in a big spray of shrapnel flying all around the detonation point when the grenade fires COMSIG_GRENADE_PRIME or landmine triggers COMSIG_MINE_TRIGGERED.
* The magnitude var controls how big the detonation radius is (the bigger the magnitude, the more shrapnel is created). Grenades can be covered with bodies to reduce shrapnel output.
*
* Once all of the fired projectiles either hit a target or disappear due to ranging out/whatever else, we resolve the list of all the things we hit and print aggregate messages so we get
* one "You're hit by 6 buckshot pellets" vs 6x "You're hit by the buckshot blah blah" messages.
*
* Note that this is how all guns handle shooting ammo casings with multiple pellets, in case such a thing comes up.
*/
/datum/component/pellet_cloud
/// What's the projectile path of the shrapnel we're shooting?
var/projectile_type
/// How many shrapnel projectiles are we responsible for tracking? May be reduced for grenades if someone dives on top of it. Defined by ammo casing for casings, derived from magnitude otherwise
var/num_pellets
/// For grenades/landmines, how big is the radius of turfs we're targeting? Note this does not effect the projectiles range, only how many we generate
var/radius = 4
/// The list of pellets we're responsible for tracking, once these are all accounted for, we finalize.
var/list/pellets = list()
/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
var/list/targets_hit = list()
/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
var/list/bodies
/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
var/list/purple_hearts
/// For grenades, tracking how many pellets are removed due to martyrs and how many pellets are added due to the last person to touch it being on top of it
var/pellet_delta = 0
/// how many pellets ranged out without hitting anything
var/terminated
/// how many pellets impacted something
var/hits
/// If the parent tried deleting and we're not done yet, we send it to nullspace then delete it after
var/queued_delete = FALSE
/// for if we're an ammo casing being fired
var/mob/living/shooter
/datum/component/pellet_cloud/Initialize(projectile_type=/obj/item/shrapnel, magnitude=5)
if(!isammocasing(parent) && !isgrenade(parent) && !islandmine(parent))
return COMPONENT_INCOMPATIBLE
if(magnitude < 1)
stack_trace("Invalid magnitude [magnitude] < 1 on pellet_cloud, parent: [parent]")
magnitude = 1
src.projectile_type = projectile_type
if(isammocasing(parent))
num_pellets = magnitude
else if(isgrenade(parent) || islandmine(parent))
radius = magnitude
/datum/component/pellet_cloud/Destroy(force, silent)
purple_hearts = null
pellets = null
targets_hit = null
bodies = null
return ..()
/datum/component/pellet_cloud/RegisterWithParent()
RegisterSignal(parent, COMSIG_PARENT_PREQDELETED, .proc/nullspace_parent)
if(isammocasing(parent))
RegisterSignal(parent, COMSIG_PELLET_CLOUD_INIT, .proc/create_casing_pellets)
else if(isgrenade(parent))
RegisterSignal(parent, COMSIG_GRENADE_ARMED, .proc/grenade_armed)
RegisterSignal(parent, COMSIG_GRENADE_PRIME, .proc/create_blast_pellets)
else if(islandmine(parent))
RegisterSignal(parent, COMSIG_MINE_TRIGGERED, .proc/create_blast_pellets)
/datum/component/pellet_cloud/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_PARENT_PREQDELETED, COMSIG_PELLET_CLOUD_INIT, COMSIG_GRENADE_PRIME, COMSIG_GRENADE_ARMED, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UNCROSSED, COMSIG_MINE_TRIGGERED, COMSIG_ITEM_DROPPED))
/**
* create_casing_pellets() is for directed pellet clouds for ammo casings that have multiple pellets (buckshot and scatter lasers for instance)
*
* Honestly this is mostly just a rehash of [/obj/item/ammo_casing/proc/fire_casing()] for pellet counts > 1, except this lets us tamper with the pellets and hook onto them for tracking purposes.
* The arguments really don't matter, this proc is triggered by COMSIG_PELLET_CLOUD_INIT which is only for this really, it's just a big mess of the state vars we need for doing the stuff over here.
*/
/datum/component/pellet_cloud/proc/create_casing_pellets(obj/item/ammo_casing/shell, atom/target, mob/living/user, fired_from, randomspread, spread, zone_override, params, distro)
shooter = user
var/targloc = get_turf(target)
if(!zone_override)
zone_override = shooter.zone_selected
for(var/i in 1 to num_pellets)
shell.ready_proj(target, user, SUPPRESSED_VERY, zone_override, fired_from)
if(distro)
if(randomspread)
spread = round((rand() - 0.5) * distro)
else //Smart spread
spread = round((i / num_pellets - 0.5) * distro)
RegisterSignal(shell.BB, COMSIG_PROJECTILE_SELF_ON_HIT, .proc/pellet_hit)
RegisterSignal(shell.BB, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PARENT_QDELETING), .proc/pellet_range)
pellets += shell.BB
if(!shell.throw_proj(target, targloc, shooter, params, spread))
return
if(i != num_pellets)
shell.newshot()
/**
* create_blast_pellets() is for when we have a central point we want to shred the surroundings of with a ring of shrapnel, namely frag grenades and landmines.
*
* Note that grenades have extra handling for someone throwing themselves/being thrown on top of it, while landmines do not (obviously, it's a landmine!). See [/datum/component/pellet_cloud/proc/handle_martyrs()]
*/
/datum/component/pellet_cloud/proc/create_blast_pellets(obj/O, mob/living/lanced_by)
var/atom/A = parent
if(isgrenade(parent)) // handle_martyrs can reduce the radius and thus the number of pellets we produce if someone dives on top of a frag grenade
handle_martyrs(lanced_by) // note that we can modify radius in this proc
if(radius < 1)
return
var/list/all_the_turfs_were_gonna_lacerate = RANGE_TURFS(radius, A) - RANGE_TURFS(radius-1, A)
num_pellets = all_the_turfs_were_gonna_lacerate.len + pellet_delta
for(var/T in all_the_turfs_were_gonna_lacerate)
var/turf/shootat_turf = T
pew(shootat_turf)
/**
* handle_martyrs() is used for grenades that shoot shrapnel to check if anyone threw themselves/were thrown on top of the grenade, thus absorbing a good chunk of the shrapnel
*
* Between the time the grenade is armed and the actual detonation, we set var/list/bodies to the list of mobs currently on the new tile, as if the grenade landed on top of them, tracking if any of them move off the tile and removing them from the "under" list
* Once the grenade detonates, handle_martyrs() is called and gets all the new mobs on the tile, and add the ones not in var/list/bodies to var/list/martyrs
* We then iterate through the martyrs and reduce the shrapnel magnitude for each mob on top of it, shredding each of them with some of the shrapnel they helped absorb. This can snuff out all of the shrapnel if there's enough bodies
*
* Note we track anyone who's alive and client'd when they get shredded in var/list/purple_hearts, for achievement checking later
*/
/datum/component/pellet_cloud/proc/handle_martyrs(mob/living/lanced_by)
var/magnitude_absorbed
var/list/martyrs = list()
var/self_harm_radius_mult = 3
if(lanced_by && prob(60))
to_chat(lanced_by, "<span class='userdanger'>Your plan to whack someone with a grenade on a stick backfires on you, literally!</span>")
self_harm_radius_mult = 1 // we'll still give the guy who got hit some extra shredding, but not 3*radius
pellet_delta += radius
for(var/i in 1 to radius)
pew(lanced_by) // thought you could be tricky and lance someone with no ill effects!!
for(var/mob/living/body in get_turf(parent))
if(body == shooter)
pellet_delta += radius * self_harm_radius_mult
for(var/i in 1 to radius * self_harm_radius_mult)
pew(body) // free shrapnel if it goes off in your hand, and it doesn't even count towards the absorbed. fun!
else if(!(body in bodies))
martyrs += body // promoted from a corpse to a hero
for(var/M in martyrs)
var/mob/living/martyr = M
if(radius > 4)
martyr.visible_message("<b><span class='danger'>[martyr] heroically covers \the [parent] with [martyr.p_their()] body, absorbing a load of the shrapnel!</span></b>", "<span class='userdanger'>You heroically cover \the [parent] with your body, absorbing a load of the shrapnel!</span>")
magnitude_absorbed += round(radius * 0.5)
else if(radius >= 2)
martyr.visible_message("<b><span class='danger'>[martyr] heroically covers \the [parent] with [martyr.p_their()] body, absorbing some of the shrapnel!</span></b>", "<span class='userdanger'>You heroically cover \the [parent] with your body, absorbing some of the shrapnel!</span>")
magnitude_absorbed += 2
else
martyr.visible_message("<b><span class='danger'>[martyr] heroically covers \the [parent] with [martyr.p_their()] body, snuffing out the shrapnel!</span></b>", "<span class='userdanger'>You heroically cover \the [parent] with your body, snuffing out the shrapnel!</span>")
magnitude_absorbed = radius
var/pellets_absorbed = (radius ** 2) - ((radius - magnitude_absorbed - 1) ** 2)
radius -= magnitude_absorbed
pellet_delta -= round(pellets_absorbed * 0.5)
if(martyr.stat != DEAD && martyr.client)
LAZYADD(purple_hearts, martyr)
RegisterSignal(martyr, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
for(var/i in 1 to round(pellets_absorbed * 0.5))
pew(martyr)
if(radius < 1)
break
///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle)
pellets -= P
terminated++
hits++
targets_hit[target]++
if(targets_hit[target] == 1)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
UnregisterSignal(P, list(COMSIG_PARENT_QDELETING, COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT))
if(terminated == num_pellets)
finalize()
///One of our pellets disappeared due to hitting their max range (or just somehow got qdel'd), remove it from our list and check if we're done (terminated == num_pellets)
/datum/component/pellet_cloud/proc/pellet_range(obj/item/projectile/P)
pellets -= P
terminated++
UnregisterSignal(P, list(COMSIG_PARENT_QDELETING, COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PROJECTILE_SELF_ON_HIT))
if(terminated == num_pellets)
finalize()
/// Minor convenience function for creating each shrapnel piece with circle explosions, mostly stolen from the MIRV component
/datum/component/pellet_cloud/proc/pew(atom/target, spread=0)
var/obj/item/projectile/P = new projectile_type(get_turf(parent))
//Shooting Code:
P.spread = spread
P.original = target
P.fired_from = parent
P.firer = parent // don't hit ourself that would be really annoying
P.permutated += parent // don't hit the target we hit already with the flak
P.suppressed = SUPPRESSED_VERY // set the projectiles to make no message so we can do our own aggregate message
P.preparePixelProjectile(target, parent)
RegisterSignal(P, COMSIG_PROJECTILE_SELF_ON_HIT, .proc/pellet_hit)
RegisterSignal(P, list(COMSIG_PROJECTILE_RANGE_OUT, COMSIG_PARENT_QDELETING), .proc/pellet_range)
pellets += P
P.fire()
///All of our pellets are accounted for, time to go target by target and tell them how many things they got hit by.
/datum/component/pellet_cloud/proc/finalize()
var/obj/item/projectile/P = projectile_type
var/proj_name = initial(P.name)
for(var/atom/target in targets_hit)
var/num_hits = targets_hit[target]
UnregisterSignal(target, COMSIG_PARENT_QDELETING)
if(num_hits > 1)
target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
else
target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
if(queued_delete)
qdel(parent)
qdel(src)
/// Look alive, we're armed! Now we start watching to see if anyone's covering us
/datum/component/pellet_cloud/proc/grenade_armed(obj/item/nade)
if(ismob(nade.loc))
shooter = nade.loc
LAZYINITLIST(bodies)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/grenade_dropped)
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/grenade_moved)
RegisterSignal(parent, COMSIG_MOVABLE_UNCROSSED, .proc/grenade_uncrossed)
/// Someone dropped the grenade, so set them to the shooter in case they're on top of it when it goes off
/datum/component/pellet_cloud/proc/grenade_dropped(obj/item/nade, mob/living/slick_willy)
shooter = slick_willy
grenade_moved()
/// Our grenade has moved, reset var/list/bodies so we're "on top" of any mobs currently on the tile
/datum/component/pellet_cloud/proc/grenade_moved()
LAZYCLEARLIST(bodies)
for(var/mob/living/L in get_turf(parent))
RegisterSignal(L, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
bodies += L
/// Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it
/datum/component/pellet_cloud/proc/grenade_uncrossed(datum/source, atom/movable/AM)
bodies -= AM
/// Our grenade or landmine or caseless shell or whatever tried deleting itself, so we intervene and nullspace it until we're done here
/datum/component/pellet_cloud/proc/nullspace_parent()
var/atom/movable/AM = parent
AM.moveToNullspace()
queued_delete = TRUE
return TRUE
/// Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it
/datum/component/pellet_cloud/proc/on_target_qdel(atom/target)
UnregisterSignal(target, COMSIG_PARENT_QDELETING)
targets_hit -= target
bodies -= target
purple_hearts -= target
+3 -2
View File
@@ -69,8 +69,9 @@
out += "[out ? " and it " : "[master] "]seems to be glowing a bit."
if(RAD_AMOUNT_HIGH to INFINITY) //At this level the object can contaminate other objects
out += "[out ? " and it " : "[master] "]hurts to look at."
else
out += "."
if(!LAZYLEN(out))
return
out += "."
examine_list += out.Join()
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
+10 -3
View File
@@ -8,6 +8,8 @@
var/list/faction = list("mining")
/datum/component/spawner/Initialize(_mob_types, _spawn_time, _faction, _spawn_text, _max_mobs)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(_spawn_time)
spawn_time=_spawn_time
if(_mob_types)
@@ -19,20 +21,25 @@
if(_max_mobs)
max_mobs=_max_mobs
RegisterSignal(parent, list(COMSIG_PARENT_QDELETING), .proc/stop_spawning)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/stop_spawning)
RegisterSignal(parent, COMSIG_OBJ_ATTACK_GENERIC, .proc/on_attack_generic)
START_PROCESSING(SSprocessing, src)
/datum/component/spawner/process()
try_spawn_mob()
/datum/component/spawner/proc/stop_spawning(force, hint)
/datum/component/spawner/proc/stop_spawning(datum/source, force, hint)
STOP_PROCESSING(SSprocessing, src)
for(var/mob/living/simple_animal/L in spawned_mobs)
if(L.nest == src)
L.nest = null
spawned_mobs = null
// Stopping clientless simple mobs' from indiscriminately bashing their own spawners due DestroySurroundings() et similars.
/datum/component/spawner/proc/on_attack_generic(datum/source, mob/user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration)
if(!user.client && ((user.faction & faction) || (user in spawned_mobs)))
return COMPONENT_STOP_GENERIC_ATTACK
/datum/component/spawner/proc/try_spawn_mob()
var/atom/P = parent
if(spawned_mobs.len >= max_mobs)
+5 -5
View File
@@ -206,7 +206,7 @@
user.set_resting(FALSE, TRUE, FALSE)
user.forceMove(get_turf(target))
target.adjustStaminaLoss(65)
target.Paralyze(10)
target.Paralyze(10)
target.DefaultCombatKnockdown(20)
if(ishuman(target) && iscarbon(user))
target.grabbedby(user)
@@ -354,7 +354,7 @@
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
user.gain_trauma(/datum/brain_trauma/severe/paralysis/spinesnapped) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 4.5)
@@ -415,10 +415,10 @@
for(var/i = 0, i < speed, i++)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
//shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5)
//shard.AddElement(/datum/element/embed, shard.embedding)
shard.updateEmbedding()
user.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
//shard.embedding = list()
//shard.AddElement(/datum/element/embed, shard.embedding)
shard.embedding = list()
shard.updateEmbedding()
W.obj_destruction()
user.adjustStaminaLoss(10 * speed)
user.DefaultCombatKnockdown(40)
+7 -7
View File
@@ -20,11 +20,11 @@
/datum/disease/transformation/Copy()
var/datum/disease/transformation/D = ..()
D.stage1 = stage1.Copy()
D.stage2 = stage2.Copy()
D.stage3 = stage3.Copy()
D.stage4 = stage4.Copy()
D.stage5 = stage5.Copy()
D.stage1 = stage1?.Copy()
D.stage2 = stage2?.Copy()
D.stage3 = stage3?.Copy()
D.stage4 = stage4?.Copy()
D.stage5 = stage5?.Copy()
D.new_form = D.new_form
return D
@@ -52,9 +52,9 @@
to_chat(affected_mob, pick(stage5))
if(QDELETED(affected_mob))
return
if(affected_mob.notransform)
if(affected_mob.mob_transforming)
return
affected_mob.notransform = 1
affected_mob.mob_transforming = 1
for(var/obj/item/W in affected_mob.get_equipped_items(TRUE))
affected_mob.dropItemToGround(W)
for(var/obj/item/I in affected_mob.held_items)
+2
View File
@@ -19,11 +19,13 @@
SHOULD_CALL_PARENT(1)
if(type == /datum/element)
return ELEMENT_INCOMPATIBLE
SEND_SIGNAL(target, COMSIG_ELEMENT_ATTACH, src)
if(element_flags & ELEMENT_DETACH)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/Detach, override = TRUE)
/// Deactivates the functionality defines by the element on the given datum
/datum/element/proc/Detach(datum/source, force)
SEND_SIGNAL(source, COMSIG_ELEMENT_DETACH, src)
SHOULD_CALL_PARENT(1)
UnregisterSignal(source, COMSIG_PARENT_QDELETING)
+5 -2
View File
@@ -8,8 +8,11 @@
if(. == ELEMENT_INCOMPATIBLE || !isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
beauty = beautyamount
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
if(ismovable(target))
RegisterSignal(target, COMSIG_ENTER_AREA, .proc/enter_area)
RegisterSignal(target, COMSIG_EXIT_AREA, .proc/exit_area)
var/area/A = get_area(target)
if(A)
enter_area(null, A)
+227
View File
@@ -0,0 +1,227 @@
/*
The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
Otherwise non-embeddable or stickable items can be made embeddable/stickable through wizard events/sticky tape/admin memes.
*/
#define STANDARD_WALL_HARDNESS 40
/datum/element/embed
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
var/initialized = FALSE /// whether we can skip assigning all the vars (since these are bespoke elements, we don't have to reset the vars every time we attach to something, we already know what we are!)
// all of this stuff is explained in _DEFINES/combat.dm
var/embed_chance
var/fall_chance
var/pain_chance
var/pain_mult
var/remove_pain_mult
var/impact_pain_mult
var/rip_time
var/ignore_throwspeed_threshold
var/jostle_chance
var/jostle_pain_mult
var/pain_stam_pct
var/payload_type
var/embed_chance_turf_mod
/datum/element/embed/Attach(datum/target, embed_chance, fall_chance, pain_chance, pain_mult, remove_pain_mult, impact_pain_mult, rip_time, ignore_throwspeed_threshold, jostle_chance, jostle_pain_mult, pain_stam_pct, embed_chance_turf_mod, projectile_payload=/obj/item/shard)
. = ..()
if(!isitem(target) && !isprojectile(target))
return ELEMENT_INCOMPATIBLE
if(isitem(target))
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob)
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther)
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
if(!initialized)
src.embed_chance = embed_chance
src.fall_chance = fall_chance
src.pain_chance = pain_chance
src.pain_mult = pain_mult
src.remove_pain_mult = remove_pain_mult
src.rip_time = rip_time
src.impact_pain_mult = impact_pain_mult
src.ignore_throwspeed_threshold = ignore_throwspeed_threshold
src.jostle_chance = jostle_chance
src.jostle_pain_mult = jostle_pain_mult
src.pain_stam_pct = pain_stam_pct
src.embed_chance_turf_mod = embed_chance_turf_mod
initialized = TRUE
else
payload_type = projectile_payload
RegisterSignal(target, COMSIG_PROJECTILE_SELF_ON_HIT, .proc/checkEmbedProjectile)
/datum/element/embed/Detach(obj/target)
. = ..()
if(isitem(target))
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
else
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
/// Checking to see if we're gonna embed into a human
/datum/element/embed/proc/checkEmbedMob(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum, blocked = FALSE, forced = FALSE)
if(blocked || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
return
var/actual_chance = embed_chance
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
if(armor) // we only care about armor penetration if there's actually armor to penetrate
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
if(actual_chance <= 0)
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
return
var/roll_embed = prob(actual_chance)
var/pass = forced || ((((throwingdatum ? throwingdatum.speed : weapon.throw_speed) >= EMBED_THROWSPEED_THRESHOLD) || ignore_throwspeed_threshold) && roll_embed && (!HAS_TRAIT(victim, TRAIT_AUTO_CATCH_ITEM) || victim.incapacitated() || victim.get_active_held_item()))
if(!pass)
return
var/obj/item/bodypart/limb = victim.get_bodypart(hit_zone) || pick(victim.bodyparts)
victim.AddComponent(/datum/component/embedded,\
weapon,\
throwingdatum,\
part = limb,\
embed_chance = embed_chance,\
fall_chance = fall_chance,\
pain_chance = pain_chance,\
pain_mult = pain_mult,\
remove_pain_mult = remove_pain_mult,\
rip_time = rip_time,\
ignore_throwspeed_threshold = ignore_throwspeed_threshold,\
jostle_chance = jostle_chance,\
jostle_pain_mult = jostle_pain_mult,\
pain_stam_pct = pain_stam_pct,\
embed_chance_turf_mod = embed_chance_turf_mod)
return TRUE
/// We need the hit_zone if we're embedding into a human, so this proc only handles if we're embedding into a turf
/datum/element/embed/proc/checkEmbedOther(obj/item/weapon, turf/closed/hit, datum/thrownthing/throwingdatum, forced=FALSE)
if(!istype(hit))
return
var/chance = embed_chance + embed_chance_turf_mod
if(iswallturf(hit))
var/turf/closed/wall/W = hit
chance += 2 * (W.hardness - STANDARD_WALL_HARDNESS)
if(!forced && chance <= 0 || embed_chance_turf_mod <= -100)
return
var/pass = ((((throwingdatum ? throwingdatum.speed : weapon.throw_speed) >= EMBED_THROWSPEED_THRESHOLD) || ignore_throwspeed_threshold) && prob(chance))
if(!pass)
return
hit.AddComponent(/datum/component/embedded,\
weapon,\
throwingdatum,\
embed_chance = embed_chance,\
fall_chance = fall_chance,\
pain_chance = pain_chance,\
pain_mult = pain_mult,\
remove_pain_mult = remove_pain_mult,\
rip_time = rip_time,\
ignore_throwspeed_threshold = ignore_throwspeed_threshold,\
jostle_chance = jostle_chance,\
jostle_pain_mult = jostle_pain_mult,\
pain_stam_pct = pain_stam_pct,\
embed_chance_turf_mod = embed_chance_turf_mod)
return TRUE
///A different embed element has been attached, so we'll detach and let them handle things
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
if(istype(E, /datum/element/embed))
Detach(weapon)
///If we don't want to be embeddable anymore (deactivating an e-dagger for instance)
/datum/element/embed/proc/detachFromWeapon(obj/weapon)
Detach(weapon)
///Someone inspected our embeddable item
/datum/element/embed/proc/examined(obj/item/I, mob/user, list/examine_list)
if(I.isEmbedHarmless())
examine_list += "[I] feels sticky, and could probably get stuck to someone if thrown properly!"
else
examine_list += "[I] has a fine point, and could probably embed in someone if thrown properly!"
/**
* checkEmbedProjectile() is what we get when a projectile with a defined shrapnel_type impacts a target.
*
* If we hit a valid target (carbon or closed turf), we create the shrapnel_type object and immediately call tryEmbed() on it, targeting what we impacted. That will lead
* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
*/
/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
if(!iscarbon(hit) && !isclosedturf(hit))
Detach(P)
return // we don't care
var/obj/item/payload = new payload_type(get_turf(hit))
var/did_embed
if(iscarbon(hit))
var/mob/living/carbon/C = hit
var/obj/item/bodypart/limb
limb = C.get_bodypart(hit_zone)
if(!limb)
limb = C.get_bodypart()
did_embed = payload.tryEmbed(limb)
else
did_embed = payload.tryEmbed(hit)
if(!did_embed)
payload.failedEmbed()
Detach(P)
/**
* tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
*
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly
* AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf.
*
* Arguments:
* * I- what we're trying to embed, obviously
* * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
* * forced- if we want this to succeed 100%
*/
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
var/obj/item/bodypart/limb
var/mob/living/carbon/C
var/turf/closed/T
if(!forced && !prob(embed_chance))
return
if(iscarbon(target))
C = target
if(!hit_zone)
limb = pick(C.bodyparts)
hit_zone = limb.body_zone
else if(isbodypart(target))
limb = target
hit_zone = limb.body_zone
C = limb.owner
else if(isclosedturf(target))
T = target
if(C)
return checkEmbedMob(I, C, hit_zone, forced=TRUE)
else if(T)
return checkEmbedOther(I, T, forced=TRUE)
-53
View File
@@ -1,53 +0,0 @@
#define EMBEDID "embed-[embed_chance]-[embedded_fall_chance]-[embedded_pain_chance]-[embedded_pain_multiplier]-[embedded_fall_pain_multiplier]-[embedded_impact_pain_multiplier]-[embedded_unsafe_removal_pain_multiplier]-[embedded_unsafe_removal_time]"
/proc/getEmbeddingBehavior(embed_chance = EMBED_CHANCE,
embedded_fall_chance = EMBEDDED_ITEM_FALLOUT,
embedded_pain_chance = EMBEDDED_PAIN_CHANCE,
embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER,
embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER,
embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME)
. = locate(EMBEDID)
if (!.)
. = new /datum/embedding_behavior(embed_chance, embedded_fall_chance, embedded_pain_chance, embedded_pain_multiplier, embedded_fall_pain_multiplier, embedded_impact_pain_multiplier, embedded_unsafe_removal_pain_multiplier, embedded_unsafe_removal_time)
/datum/embedding_behavior
var/embed_chance
var/embedded_fall_chance
var/embedded_pain_chance
var/embedded_pain_multiplier //The coefficient of multiplication for the damage this item does while embedded (this*w_class)
var/embedded_fall_pain_multiplier //The coefficient of multiplication for the damage this item does when falling out of a limb (this*w_class)
var/embedded_impact_pain_multiplier //The coefficient of multiplication for the damage this item does when first embedded (this*w_class)
var/embedded_unsafe_removal_pain_multiplier //The coefficient of multiplication for the damage removing this without surgery causes (this*w_class)
var/embedded_unsafe_removal_time //A time in ticks, multiplied by the w_class.
/datum/embedding_behavior/New(embed_chance = EMBED_CHANCE,
embedded_fall_chance = EMBEDDED_ITEM_FALLOUT,
embedded_pain_chance = EMBEDDED_PAIN_CHANCE,
embedded_pain_multiplier = EMBEDDED_PAIN_MULTIPLIER,
embedded_fall_pain_multiplier = EMBEDDED_FALL_PAIN_MULTIPLIER,
embedded_impact_pain_multiplier = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
embedded_unsafe_removal_pain_multiplier = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
embedded_unsafe_removal_time = EMBEDDED_UNSAFE_REMOVAL_TIME)
src.embed_chance = embed_chance
src.embedded_fall_chance = embedded_fall_chance
src.embedded_pain_chance = embedded_pain_chance
src.embedded_pain_multiplier = embedded_pain_multiplier
src.embedded_fall_pain_multiplier = embedded_fall_pain_multiplier
src.embedded_impact_pain_multiplier = embedded_impact_pain_multiplier
src.embedded_unsafe_removal_pain_multiplier = embedded_unsafe_removal_pain_multiplier
src.embedded_unsafe_removal_time = embedded_unsafe_removal_time
tag = EMBEDID
/datum/embedding_behavior/proc/setRating(embed_chance, embedded_fall_chance, embedded_pain_chance, embedded_pain_multiplier, embedded_fall_pain_multiplier, embedded_impact_pain_multiplier, embedded_unsafe_removal_pain_multiplier, embedded_unsafe_removal_time)
return getEmbeddingBehavior((isnull(embed_chance) ? src.embed_chance : embed_chance),\
(isnull(embedded_fall_chance) ? src.embedded_fall_chance : embedded_fall_chance),\
(isnull(embedded_pain_chance) ? src.embedded_pain_chance : embedded_pain_chance),\
(isnull(embedded_pain_multiplier) ? src.embedded_pain_multiplier : embedded_pain_multiplier),\
(isnull(embedded_fall_pain_multiplier) ? src.embedded_fall_pain_multiplier : embedded_fall_pain_multiplier),\
(isnull(embedded_impact_pain_multiplier) ? src.embedded_impact_pain_multiplier : embedded_impact_pain_multiplier),\
(isnull(embedded_unsafe_removal_pain_multiplier) ? src.embedded_unsafe_removal_pain_multiplier : embedded_unsafe_removal_pain_multiplier),\
(isnull(embedded_unsafe_removal_time) ? src.embedded_unsafe_removal_time : embedded_unsafe_removal_time))
#undef EMBEDID
+2 -1
View File
@@ -27,7 +27,8 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_SOULLESS = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker()
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
))
/datum/atom_hud
+9 -3
View File
@@ -23,10 +23,14 @@
var/end_sound
var/chance
var/volume = 100
var/vary = FALSE
var/max_loops
var/direct
var/extra_range = 0
var/falloff
var/timerid
var/init_timerid
/datum/looping_sound/New(list/_output_atoms=list(), start_immediately=FALSE, _direct=FALSE)
if(!mid_sounds)
@@ -47,13 +51,15 @@
/datum/looping_sound/proc/start(atom/add_thing)
if(add_thing)
output_atoms |= add_thing
if(timerid)
if(timerid || init_timerid)
return
on_start()
/datum/looping_sound/proc/stop(atom/remove_thing)
if(remove_thing)
output_atoms -= remove_thing
if(init_timerid)
deltimer(init_timerid)
if(!timerid)
return
on_stop()
@@ -80,7 +86,7 @@
if(direct)
SEND_SOUND(thing, S)
else
playsound(thing, S, volume)
playsound(thing, S, volume, vary, extra_range, falloff)
/datum/looping_sound/proc/get_sound(starttime, _mid_sounds)
. = _mid_sounds || mid_sounds
@@ -92,7 +98,7 @@
if(start_sound)
play(start_sound)
start_wait = start_length
addtimer(CALLBACK(src, .proc/sound_loop), start_wait, TIMER_CLIENT_TIME)
init_timerid = addtimer(CALLBACK(src, .proc/sound_loop), start_wait, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
/datum/looping_sound/proc/on_stop()
if(end_sound)
+56 -6
View File
@@ -6,8 +6,6 @@ Simple datum which is instanced once per type and is used for every object of sa
/datum/material
var/name = "material"
var/desc = "its..stuff."
///Var that's mostly used by science machines to identify specific materials, should most likely be phased out at some point
var/id = "mat"
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
var/color
///Base alpha of the material, is used for greyscale icons.
@@ -26,6 +24,20 @@ Simple datum which is instanced once per type and is used for every object of sa
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///How beautiful is this material per unit?
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
var/item_sound_override
///Can be used to override the stepsound a turf makes. MORE SLOOOSH
var/turf_sound_override
///what texture icon state to overlay
var/texture_layer_icon_state
///a cached filter for the texture icon
var/cached_texture_filter
/datum/material/New()
. = ..()
if(texture_layer_icon_state)
var/texture_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
cached_texture_filter = filter(type="layer", icon=texture_icon, blend_mode = BLEND_INSET_OVERLAY)
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
@@ -34,16 +46,27 @@ Simple datum which is instanced once per type and is used for every object of sa
source.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if(alpha)
source.alpha = alpha
if(texture_layer_icon_state)
ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.filters += cached_texture_filter
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
if(beauty_modifier)
addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
else if(isturf(source, /turf)) //turfs
on_applied_turf(source, amount, material_flags)
source.mat_update_desc(src)
///This proc is called when a material updates an object's description
/atom/proc/mat_update_desc(/datum/material/mat)
return
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
@@ -61,6 +84,24 @@ Simple datum which is instanced once per type and is used for every object of sa
for(var/i in current_armor)
temp_armor_list[i] = current_armor[i] * armor_modifiers[i]
o.armor = getArmor(arglist(temp_armor_list))
if(!isitem(o))
return
var/obj/item/I = o
if(!item_sound_override)
return
I.hitsound = item_sound_override
I.usesound = item_sound_override
I.throwhitsound = item_sound_override
/datum/material/proc/on_applied_turf(var/turf/T, amount, material_flags)
if(isopenturf(T))
if(!turf_sound_override)
return
var/turf/open/O = T
O.footstep = turf_sound_override
O.barefootstep = turf_sound_override
O.clawfootstep = turf_sound_override
O.heavyfootstep = turf_sound_override
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, material_flags)
@@ -68,6 +109,9 @@ Simple datum which is instanced once per type and is used for every object of sa
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
source.alpha = initial(source.alpha)
if(texture_layer_icon_state)
source.filters -= cached_texture_filter
REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
@@ -75,10 +119,16 @@ Simple datum which is instanced once per type and is used for every object of sa
if(istype(source, /obj)) //objs
on_removed_obj(source, material_flags)
else if(istype(source, /turf)) //turfs
on_removed_turf(source, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(var/obj/o, amount, material_flags)
/datum/material/proc/on_removed_obj(obj/o, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = initial(o.max_integrity)
o.modify_max_integrity(new_max_integrity)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)
/datum/material/proc/on_removed_turf(turf/T, material_flags)
return
+144 -29
View File
@@ -1,21 +1,19 @@
///Has no special properties.
/datum/material/iron
name = "iron"
id = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#878687"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/metal
value_per_unit = 0.0025
///Breaks extremely easily but is transparent.
/datum/material/glass
name = "glass"
id = "glass"
desc = "Glass forged by melting sand."
color = "#88cdf1"
alpha = 150
categories = list(MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
@@ -30,10 +28,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Has no special properties. Could be good against vampires in the future perhaps.
/datum/material/silver
name = "silver"
id = "silver"
desc = "Silver"
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
beauty_modifier = 0.075
@@ -41,11 +38,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Slight force increase
/datum/material/gold
name = "gold"
id = "gold"
desc = "Gold"
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
strength_modifier = 1.2
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
@@ -54,11 +50,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Has no special properties
/datum/material/diamond
name = "diamond"
id = "diamond"
desc = "Highly pressurized carbon"
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 132
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
beauty_modifier = 0.3
@@ -67,10 +62,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Is slightly radioactive
/datum/material/uranium
name = "uranium"
id = "uranium"
desc = "Uranium"
color = rgb(48, 237, 26)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
@@ -88,10 +82,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Adds firestacks on hit (Still needs support to turn into gas on destruction)
/datum/material/plasma
name = "plasma"
id = "plasma"
desc = "Isn't plasma a state of matter? Oh whatever."
color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
@@ -111,7 +104,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
/datum/material/bluespace
name = "bluespace crystal"
id = "bluespace_crystal"
desc = "Crystals with bluespace properties"
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
alpha = 200
@@ -123,10 +115,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Honks and slips
/datum/material/bananium
name = "bananium"
id = "bananium"
desc = "Material with hilarious properties"
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
@@ -146,11 +137,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Mediocre force increase
/datum/material/titanium
name = "titanium"
id = "titanium"
desc = "Titanium"
color = "#b3c0c7"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
@@ -158,11 +148,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/runite
name = "runite"
id = "runite"
desc = "Runite"
color = "#3F9995"
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
beauty_modifier = 0.5
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
@@ -170,7 +159,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Force decrease
/datum/material/plastic
name = "plastic"
id = "plastic"
desc = "Plastic"
color = "#caccd9"
strength_modifier = 0.85
@@ -182,7 +170,6 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Force decrease and mushy sound effect. (Not yet implemented)
/datum/material/biomass
name = "biomass"
id = "biomass"
desc = "Organic matter"
color = "#735b4d"
strength_modifier = 0.8
@@ -190,12 +177,11 @@ Unless you know what you're doing, only use the first three numbers. They're in
/datum/material/wood
name = "wood"
id = "wood"
desc = "Flexible, durable, but flamable. Hard to come across in space."
color = "#bb8e53"
strength_modifier = 0.5
sheet_type = /obj/item/stack/sheet/mineral/wood
categories = list(MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.06
beauty_modifier = 0.1
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
@@ -215,11 +201,10 @@ Unless you know what you're doing, only use the first three numbers. They're in
///Stronk force increase
/datum/material/adamantine
name = "adamantine"
id = "adamantine"
desc = "A powerful material made out of magic, I mean science!"
color = "#6d7e8e"
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
@@ -228,10 +213,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
///RPG Magic. (Admin only)
/datum/material/mythril
name = "mythril"
id = "mythril"
desc = "How this even exists is byond me"
color = "#f2d5d7"
categories = list(MAT_CATEGORY_RIGID = TRUE)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
beauty_modifier = 0.5
@@ -246,3 +230,134 @@ Unless you know what you're doing, only use the first three numbers. They're in
. = ..()
if(istype(source, /obj/item))
qdel(source.GetComponent(/datum/component/fantasy))
//I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
/datum/material/sand
name = "sand"
desc = "You know, it's amazing just how structurally sound sand can be."
color = "#EDC9AF"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/sandblock
value_per_unit = 0.001
strength_modifier = 0.5
integrity_modifier = 0.1
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
//And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary.
/datum/material/sandstone
name = "sandstone"
desc = "Bialtaakid 'ant taerif ma hdha."
color = "#B77D31"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
/datum/material/snow
name = "snow"
desc = "There's no business like snow business."
color = "#FFFFFF"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
/datum/material/runedmetal
name = "runed metal"
desc = "Mir'ntrath barhah Nar'sie."
color = "#3C3434"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
/datum/material/bronze
name = "bronze"
desc = "Clock Cult? Never heard of it."
color = "#92661A"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/tile/bronze
value_per_unit = 0.025
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = 0.2
/datum/material/paper
name = "paper"
desc = "Ten thousand folds of pure starchy power."
color = "#E5DCD5"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
/datum/material/paper/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/paper = source
paper.resistance_flags |= FLAMMABLE
paper.obj_flags |= UNIQUE_RENAME
/datum/material/paper/on_removed_obj(obj/source, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/paper = source
paper.resistance_flags &= ~FLAMMABLE
return ..()
/datum/material/cardboard
name = "cardboard"
desc = "They say cardboard is used by hobos to make incredible things."
color = "#5F625C"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 0.003
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
beauty_modifier = -0.1
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
. = ..()
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/cardboard = source
cardboard.resistance_flags |= FLAMMABLE
cardboard.obj_flags |= UNIQUE_RENAME
/datum/material/cardboard/on_removed_obj(obj/source, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/cardboard = source
cardboard.resistance_flags &= ~FLAMMABLE
return ..()
/datum/material/bone
name = "bone"
desc = "Man, building with this will make you the coolest caveman on the block."
color = "#e3dac9"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/bone
value_per_unit = 0.05
armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
beauty_modifier = -0.2
/datum/material/bamboo
name = "bamboo"
desc = "If it's good enough for pandas, it's good enough for you."
color = "#339933"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"
+32
View File
@@ -0,0 +1,32 @@
///It's gross, gets the name of it's owner, and is all kinds of fucked up
/datum/material/meat
name = "meat"
desc = "Meat"
color = rgb(214, 67, 67)
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/meat
value_per_unit = 0.05
beauty_modifier = -0.3
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "meat"
/datum/material/meat/on_removed(atom/source, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/edible))
/datum/material/meat/on_applied_obj(obj/O, amount, material_flags)
. = ..()
O.obj_flags |= UNIQUE_RENAME //So you can name it after the person its made from, a depressing comprimise.
make_edible(O, amount, material_flags)
/datum/material/meat/on_applied_turf(turf/T, amount, material_flags)
. = ..()
make_edible(T, amount, material_flags)
/datum/material/meat/proc/make_edible(atom/source, amount, material_flags)
var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, RAW | MEAT | GROSS, null, 30, list("Fleshy"))
+30
View File
@@ -0,0 +1,30 @@
/datum/material/pizza
name = "pizza"
desc = "~Jamme, jamme, n'coppa, jamme ja! Jamme, jamme, n'coppa jamme ja, funi-culi funi-cala funi-culi funi-cala!! Jamme jamme ja funiculi funicula!~"
color = "#FF9F23"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/pizza
value_per_unit = 0.05
beauty_modifier = 0.1
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "pizza"
/datum/material/pizza/on_removed(atom/source, material_flags)
. = ..()
qdel(source.GetComponent(/datum/component/edible))
/datum/material/pizza/on_applied_obj(obj/O, amount, material_flags)
. = ..()
make_edible(O, amount, material_flags)
/datum/material/pizza/on_applied_turf(turf/T, amount, material_flags)
. = ..()
make_edible(T, amount, material_flags)
/datum/material/pizza/proc/make_edible(atom/source, amount, material_flags)
var/nutriment_count = 3 * (amount / MINERAL_MATERIAL_AMOUNT)
var/oil_count = 2 * (amount / MINERAL_MATERIAL_AMOUNT)
source.AddComponent(/datum/component/edible, list(/datum/reagent/consumable/nutriment = nutriment_count, /datum/reagent/consumable/cooking_oil = oil_count), null, GRAIN | MEAT | DAIRY | VEGETABLES, null, 30, list("crust", "tomato", "cheese", "meat"))
+9 -12
View File
@@ -406,6 +406,8 @@
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/mob/living/carbon/human/fired_by
/// if we missed our target
var/missed = TRUE
/obj/item/hardened_spike/Initialize(mapload, firedby)
. = ..()
@@ -413,13 +415,12 @@
addtimer(CALLBACK(src, .proc/checkembedded), 5 SECONDS)
/obj/item/hardened_spike/proc/checkembedded()
if(ishuman(loc))
var/mob/living/carbon/human/embedtest = loc
for(var/l in embedtest.bodyparts)
var/obj/item/bodypart/limb = l
if(src in limb.embedded_objects)
return limb
unembedded()
if(missed)
unembedded()
/obj/item/hardened_spike/embedded(atom/target)
if(isbodypart(target))
missed = FALSE
/obj/item/hardened_spike/unembedded()
var/turf/T = get_turf(src)
@@ -490,11 +491,7 @@
var/obj/item/bodypart/L = spikey.checkembedded()
L.embedded_objects -= spikey
//this is where it would deal damage, if it transfers chems it removes itself so no damage
spikey.forceMove(get_turf(L))
transfered.visible_message("<span class='notice'>[spikey] falls out of [transfered]!</span>")
if(!transfered.has_embedded_objects())
transfered.clear_alert("embeddedobject")
SEND_SIGNAL(transfered, COMSIG_CLEAR_MOOD_EVENT, "embedded")
spikey.unembedded()
+20
View File
@@ -162,6 +162,10 @@
port_id = "pirate"
can_be_bought = FALSE
/datum/map_template/shuttle/hunter
port_id = "hunter"
can_be_bought = FALSE
/datum/map_template/shuttle/ruin //For random shuttles in ruins
port_id = "ruin"
can_be_bought = FALSE
@@ -458,6 +462,10 @@
suffix = "whiteship_pod"
name = "Salvage Pod"
/datum/map_template/shuttle/whiteship/cog
suffix = "cog"
name = "NT Prisoner Transport"
/datum/map_template/shuttle/cargo/box
suffix = "box"
name = "supply shuttle (Box)"
@@ -613,3 +621,15 @@
/datum/map_template/shuttle/snowdin/excavation
suffix = "excavation"
name = "Snowdin Excavation Elevator"
/datum/map_template/shuttle/hunter/space_cop
suffix = "space_cop"
name = "Police Spacevan"
/datum/map_template/shuttle/hunter/russian
suffix = "russian"
name = "Russian Cargo Ship"
/datum/map_template/shuttle/hunter/bounty
suffix = "bounty"
name = "Bounty Hunter Ship"
+46 -5
View File
@@ -81,11 +81,11 @@
owner.adjustStaminaLoss(-0.5) //reduce stamina loss by 0.5 per tick, 10 per 2 seconds
if(human_owner && human_owner.drunkenness)
human_owner.drunkenness *= 0.997 //reduce drunkenness by 0.3% per tick, 6% per 2 seconds
if(prob(20))
if(carbon_owner)
carbon_owner.handle_dreams()
if(prob(10) && owner.health > owner.crit_threshold)
owner.emote("snore")
if(carbon_owner && !carbon_owner.dreaming && prob(2))
carbon_owner.dream()
// 2% per second, tick interval is in deciseconds
if(prob((tick_interval+1) * 0.2) && owner.health > owner.crit_threshold)
owner.emote("snore")
/datum/status_effect/staggered
id = "staggered"
@@ -795,3 +795,44 @@ datum/status_effect/pacify
name = "Genetic Breakdown"
desc = "I don't feel so good. Your body can't handle the mutations! You have one minute to remove your mutations, or you will be met with a horrible fate."
icon_state = "dna_melt"
/datum/status_effect/fake_virus
id = "fake_virus"
duration = 1800//3 minutes
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
alert_type = null
var/msg_stage = 0//so you dont get the most intense messages immediately
/datum/status_effect/fake_virus/tick()
var/fake_msg = ""
var/fake_emote = ""
switch(msg_stage)
if(0 to 300)
if(prob(1))
fake_msg = pick("<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>",
"<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>",
"<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>",
"<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>",
"<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>",
"<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
if(301 to 600)
if(prob(2))
fake_msg = pick("<span class='warning'>[pick("Your head hurts a lot.", "Your head pounds incessantly.")]</span>",
"<span class='warning'>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>",
"<span class='warning'>You feel very [pick("dizzy","woozy","faint")].</span>",
"<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>",
"<span class='warning'>You nod off for a moment.</span>")
else
if(prob(3))
if(prob(50))// coin flip to throw a message or an emote
fake_msg = pick("<span class='userdanger'>[pick("Your head hurts!", "You feel a burning knife inside your brain!", "A wave of pain fills your head!")]</span>",
"<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>",
"<span class='warning'>[pick("You feel nauseated.", "You feel like you're going to throw up!")]</span>")
else
fake_emote = pick("cough", "sniff", "sneeze")
if(fake_emote)
owner.emote(fake_emote)
else if(fake_msg)
to_chat(owner, fake_msg)
msg_stage++
+5 -4
View File
@@ -6,6 +6,7 @@
var/id = "effect" //Used for screen alerts.
var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
var/next_tick //The scheduled time for the next tick.
var/mob/living/owner //The mob affected by the status effect.
var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
@@ -31,7 +32,7 @@
return
if(duration != -1)
duration = world.time + duration
tick_interval = world.time + tick_interval
next_tick = world.time + tick_interval
if(alert_type)
var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
A.attached_effect = src //so the alert can reference us, if it needs to
@@ -52,9 +53,9 @@
if(!owner)
qdel(src)
return
if(tick_interval < world.time)
if(next_tick < world.time)
tick()
tick_interval = world.time + initial(tick_interval)
next_tick = world.time + tick_interval
if(duration != -1 && duration < world.time)
qdel(src)
@@ -221,7 +222,7 @@
threshold_crossed = FALSE //resets threshold effect if we fall below threshold so threshold effect can trigger again
on_threshold_drop()
if(stacks_added > 0)
tick_interval += delay_before_decay //refreshes time until decay
next_tick += delay_before_decay //refreshes time until decay
stacks = min(stacks, max_stacks)
status_overlay.icon_state = "[overlay_state][stacks]"
status_underlay.icon_state = "[underlay_state][stacks]"
+11
View File
@@ -93,6 +93,13 @@
/area/shuttle/abandoned/pod
name = "Abandoned Ship Pod"
////////////////////////////Bounty Hunter Shuttles////////////////////////////
/area/shuttle/hunter
name = "Hunter Shuttle"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
blob_allowed = FALSE
canSmoothWithAreas = /area/shuttle/hunter
////////////////////////////Single-area shuttles////////////////////////////
/area/shuttle/transit
@@ -103,6 +110,10 @@
/area/shuttle/custom
name = "Custom player shuttle"
/area/shuttle/custom/powered
name = "Custom Powered player shuttle"
requires_power = FALSE
/area/shuttle/arrival
name = "Arrival Shuttle"
unique = TRUE // SSjob refers to this area for latejoiners
+60 -24
View File
@@ -8,6 +8,13 @@
var/interaction_flags_atom = NONE
var/datum/reagents/reagents = null
var/flags_ricochet = NONE
///When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
var/ricochet_chance_mod = 1
///When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
var/ricochet_damage_mod = 0.33
//This atom's HUD (med/sec, etc) images. Associative list.
var/list/image/hud_list = null
//HUD images that this atom can provide.
@@ -41,6 +48,7 @@
var/rad_insulation = RAD_NO_INSULATION
///The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.)
///The list referenced by this var can be shared by multiple objects and should not be directly modified. Instead, use [set_custom_materials][/atom/proc/set_custom_materials].
var/list/custom_materials
///Bitfield for how the atom handles materials.
var/material_flags = NONE
@@ -107,11 +115,8 @@
if (canSmoothWith)
canSmoothWith = typelist("canSmoothWith", canSmoothWith)
var/temp_list = list()
for(var/i in custom_materials)
temp_list[SSmaterials.GetMaterialRef(i)] = custom_materials[i] //Get the proper instanced version
custom_materials = null //Null the list to prepare for applying the materials properly
set_custom_materials(temp_list)
// apply materials properly from the default custom_materials value
set_custom_materials(custom_materials)
ComponentInitialize()
@@ -141,8 +146,27 @@
return ..()
/**
* Checks if a projectile should ricochet off of us. Projectiles get final say.
* [__DEFINES/projectiles.dm] for return values.
*/
/atom/proc/check_projectile_ricochet(obj/item/projectile/P)
return (flags_1 & DEFAULT_RICOCHET_1)? PROJECTILE_RICOCHET_YES : PROJECTILE_RICOCHET_NO
/atom/proc/handle_ricochet(obj/item/projectile/P)
return
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
return TRUE
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
@@ -420,8 +444,10 @@
return
var/list/blood_dna = list()
if(dna)
blood_dna["color"] = list(dna.species.exotic_blood_color) //so when combined, the list grows with the number of colors
blood_dna[dna.unique_enzymes] = dna.blood_type
else
blood_dna["color"] = list(BLOOD_COLOR_HUMAN)
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
@@ -435,8 +461,10 @@
if(!new_blood_dna)
return FALSE
LAZYINITLIST(blood_DNA) //if our list of DNA doesn't exist yet, initialise it.
LAZYINITLIST(blood_DNA["color"])
var/old_length = blood_DNA.len
blood_DNA |= new_blood_dna
blood_DNA["color"] += new_blood_dna["color"]
if(blood_DNA.len == old_length)
return FALSE
return TRUE
@@ -444,9 +472,12 @@
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna, list/datum/disease/diseases)
LAZYINITLIST(blood_DNA)
LAZYINITLIST(blood_dna["color"])
var/old_length = blood_DNA.len
blood_DNA |= blood_dna
if(blood_DNA.len > old_length)
blood_DNA["color"] += blood_dna["color"]
return TRUE
//some new blood DNA was added
@@ -518,23 +549,22 @@
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
for(var/blood_color in blood_DNA["color"])
if(colors[blood_color])
colors[blood_color]++
else
colors[blood_DNA[bloop]] = 1
colors[blood_color] = 1
var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
final_rgb = bloodtype_to_color(colors[1])
final_rgb = colors[1]
sum = colors[colors[1]]
if(colors.len > 1)
var/i = 2
while(i <= colors.len)
var/tmp = colors[colors[i]]
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
final_rgb = BlendRGB(final_rgb, colors[i], tmp/(tmp+sum))
sum += tmp
i++
@@ -846,6 +876,17 @@
/atom/proc/GenerateTag()
return
/**
* Called after a shuttle is loaded **from map template initially**.
*
* @params
* * port - Mobile port/shuttle
* * dock - Stationary dock the shuttle's at
* * idnum - ID number of the shuttle
*/
/atom/proc/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
return
// Generic logging helper
/atom/proc/log_message(message, message_type, color=null, log_globally=TRUE)
if(!log_globally)
@@ -969,26 +1010,21 @@ Proc for attack log creation, because really why not
///Sets the custom materials for an item.
/atom/proc/set_custom_materials(var/list/materials, multiplier = 1)
if(!materials)
materials = custom_materials
if(custom_materials) //Only runs if custom materials existed at first. Should usually be the case but check anyways
for(var/i in custom_materials)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(i)
custom_material.on_removed(src, material_flags) //Remove the current materials
if(!length(materials))
custom_materials = null
return
custom_materials = list() //Reset the list
if(material_flags & MATERIAL_EFFECTS)
for(var/x in materials)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(x)
custom_material.on_applied(src, materials[x] * multiplier * material_modifier, material_flags)
for(var/x in materials)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(x)
if(material_flags & MATERIAL_EFFECTS)
custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
custom_materials[custom_material] += materials[x] * multiplier
custom_materials = SSmaterials.FindOrCreateMaterialCombo(materials, multiplier)
/**
* Returns true if this atom has gravity for the passed in turf
@@ -202,7 +202,7 @@
icon_state = "moustacheg"
clumsy_check = GRENADE_NONCLUMSY_FUMBLE
/obj/item/grenade/chem_grenade/teargas/moustache/prime()
/obj/item/grenade/chem_grenade/teargas/moustache/prime(mob/living/lanced_by)
var/list/check_later = list()
for(var/mob/living/carbon/C in get_turf(src))
check_later += C
+1 -1
View File
@@ -288,7 +288,7 @@ datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang m
name = "Fragmentation Grenade"
id = "frag nade"
cost = 5
item_path = /obj/item/grenade/syndieminibomb/concussion/frag
item_path = /obj/item/grenade/frag
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
+2
View File
@@ -92,6 +92,8 @@ Class Procs:
pressure_resistance = 15
max_integrity = 200
layer = BELOW_OBJ_LAYER //keeps shit coming out of the machine from ending up underneath it.
flags_ricochet = RICOCHET_HARD
ricochet_chance_mod = 0.3
anchored = TRUE
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
+5 -18
View File
@@ -46,29 +46,16 @@
"Dinnerware",
"Imported"
)
var/list/allowed_materials = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/gold,
/datum/material/silver,
/datum/material/diamond,
/datum/material/uranium,
/datum/material/plasma,
/datum/material/bluespace,
/datum/material/bananium,
/datum/material/titanium,
/datum/material/runite,
/datum/material/plastic,
/datum/material/adamantine,
/datum/material/mythril,
/datum/material/wood
)
var/list/allowed_materials
/// Base print speed
var/base_print_speed = 10
/obj/machinery/autolathe/Initialize()
AddComponent(/datum/component/material_container, allowed_materials, _show_on_examine=TRUE, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
var/list/mats = allowed_materials
if(!mats)
mats = SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID]
AddComponent(/datum/component/material_container, mats, _show_on_examine=TRUE, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autolathe(src)
stored_research = new stored_research
+9
View File
@@ -257,3 +257,12 @@
name = "AI upload monitor"
desc = "A telescreen that connects to the AI upload's camera network."
network = list("aiupload")
// Subtype that connects to shuttles.
/obj/machinery/computer/security/shuttle
circuit = /obj/item/circuitboard/computer/security/shuttle
/obj/machinery/computer/security/shuttle/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
for(var/i in network)
network -= i
network += "[idnum][i]"
+2 -1
View File
@@ -169,7 +169,8 @@
to_chat(user, "[src] is now in [mode] mode.")
/obj/item/grenade/barrier/prime()
/obj/item/grenade/barrier/prime(mob/living/lanced_by)
. = ..()
new /obj/structure/barricade/security(get_turf(src.loc))
switch(mode)
if(VERTICAL)
+2 -2
View File
@@ -413,8 +413,8 @@
// shock user with probability prb (if all connections & power are working)
// returns TRUE if shocked, FALSE otherwise
// The preceding comment was borrowed from the grille's shock script
/obj/machinery/door/airlock/proc/shock(mob/user, prb)
if(!hasPower()) // unpowered, no shock
/obj/machinery/door/airlock/proc/shock(mob/living/user, prb)
if(!istype(user) || !hasPower()) // unpowered, no shock
return FALSE
if(shockCooldown > world.time)
return FALSE //Already shocked someone recently?
+2 -1
View File
@@ -12,12 +12,13 @@
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
ricochet_chance_mod = 0.8
interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
var/secondsElectrified = 0
var/shockedby
var/visible = TRUE
var/visible = TRUE // To explain: Whether the door can block line of sight when closed or not.
var/operating = FALSE
var/glass = FALSE
var/welded = FALSE
+20 -6
View File
@@ -54,6 +54,15 @@
else
icon_state = "[src.base_state]open"
/obj/machinery/door/window/update_atom_colour()
if((color && (color_hex2num(color) < 255)))
visible = TRUE
if(density)
set_opacity(TRUE)
else
visible = FALSE
set_opacity(density && visible)
/obj/machinery/door/window/proc/open_and_close()
open()
if(src.check_access(null))
@@ -143,16 +152,18 @@
do_animate("opening")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state ="[src.base_state]open"
sleep(10)
addtimer(CALLBACK(src, .proc/finish_opening), 10)
return TRUE
/obj/machinery/door/window/proc/finish_opening()
operating = FALSE
density = FALSE
// src.sd_set_opacity(0) //TODO: why is this here? Opaque windoors? ~Carn
if(visible)
set_opacity(FALSE)
air_update_turf(1)
update_freelook_sight()
if(operating == 1) //emag again
operating = FALSE
return 1
/obj/machinery/door/window/close(forced=0)
if (src.operating)
@@ -171,10 +182,13 @@
density = TRUE
air_update_turf(1)
update_freelook_sight()
sleep(10)
addtimer(CALLBACK(src, .proc/finish_closing), 10)
return TRUE
/obj/machinery/door/window/proc/finish_closing()
if(visible)
set_opacity(TRUE)
operating = FALSE
return 1
/obj/machinery/door/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
+2 -1
View File
@@ -13,7 +13,8 @@
var/obj/item/reagent_containers/beaker
var/static/list/drip_containers = typecacheof(list(/obj/item/reagent_containers/blood,
/obj/item/reagent_containers/food,
/obj/item/reagent_containers/glass))
/obj/item/reagent_containers/glass,
/obj/item/reagent_containers/chem_pack))
/obj/machinery/iv_drip/Initialize(mapload)
. = ..()
+44
View File
@@ -0,0 +1,44 @@
/obj/machinery/sheetifier
name = "Sheet-meister 2000"
desc = "A very sheety machine"
icon = 'icons/obj/machines/sheetifier.dmi'
icon_state = "base_machine"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
circuit = /obj/item/circuitboard/machine/sheetifier
layer = BELOW_OBJ_LAYER
var/busy_processing = FALSE
/obj/machinery/sheetifier/Initialize()
. = ..()
AddComponent(/datum/component/material_container, list(/datum/material/meat), MINERAL_MATERIAL_AMOUNT * MAX_STACK_SIZE * 2, TRUE, /obj/item/reagent_containers/food/snacks/meat/slab, CALLBACK(src, .proc/CanInsertMaterials), CALLBACK(src, .proc/AfterInsertMaterials))
/obj/machinery/sheetifier/update_overlays()
. = ..()
if(stat & (BROKEN|NOPOWER))
return
var/mutable_appearance/on_overlay = mutable_appearance(icon, "buttons_on")
. += on_overlay
/obj/machinery/sheetifier/update_icon_state()
icon_state = "base_machine[busy_processing ? "_processing" : ""]"
/obj/machinery/sheetifier/proc/CanInsertMaterials()
return !busy_processing
/obj/machinery/sheetifier/proc/AfterInsertMaterials(item_inserted, id_inserted, amount_inserted)
busy_processing = TRUE
update_icon()
var/datum/material/last_inserted_material = id_inserted
var/mutable_appearance/processing_overlay = mutable_appearance(icon, "processing")
processing_overlay.color = last_inserted_material.color
flick_overlay_static(processing_overlay, src, 64)
addtimer(CALLBACK(src, .proc/finish_processing), 64)
/obj/machinery/sheetifier/proc/finish_processing()
busy_processing = FALSE
update_icon()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_all() //Returns all as sheets
@@ -0,0 +1,33 @@
/obj/machinery/shuttle
name = "shuttle component"
desc = "Something for shuttles."
density = TRUE
obj_integrity = 250
max_integrity = 250
icon = 'icons/turf/shuttle.dmi'
icon_state = "burst_plasma"
idle_power_usage = 150
circuit = /obj/item/circuitboard/machine/shuttle/engine
var/icon_state_closed = "burst_plasma"
var/icon_state_open = "burst_plasma_open"
var/icon_state_off = "burst_plasma_off"
/obj/machinery/shuttle/Initialize()
. = ..()
GLOB.custom_shuttle_machines += src
/obj/machinery/shuttle/Destroy()
. = ..()
GLOB.custom_shuttle_machines -= src
/obj/machinery/shuttle/attackby(obj/item/I, mob/living/user, params)
if(default_deconstruction_screwdriver(user, icon_state_open, icon_state_closed, I))
return
if(default_pry_open(I))
return
if(panel_open)
if(default_change_direction_wrench(user, I))
return
if(default_deconstruction_crowbar(I))
return
return ..()
@@ -0,0 +1,138 @@
//-----------------------------------------------
//-------------Engine Thrusters------------------
//-----------------------------------------------
#define ENGINE_HEAT_TARGET 600
#define ENGINE_HEATING_POWER 5000000
/obj/machinery/shuttle/engine
name = "shuttle thruster"
desc = "A thruster for shuttles."
density = TRUE
obj_integrity = 250
max_integrity = 250
icon = 'icons/turf/shuttle.dmi'
icon_state = "burst_plasma"
idle_power_usage = 150
circuit = /obj/item/circuitboard/machine/shuttle/engine
var/thrust = 0
var/fuel_use = 0
var/bluespace_capable = TRUE
var/cooldown = 0
var/thruster_active = FALSE
var/datum/weakref/attached_heater
/obj/machinery/shuttle/engine/plasma
name = "plasma thruster"
desc = "A thruster that burns plasma stored in an adjacent plasma thruster heater."
icon_state = "burst_plasma"
icon_state_off = "burst_plasma_off"
idle_power_usage = 0
circuit = /obj/item/circuitboard/machine/shuttle/engine/plasma
thrust = 25
fuel_use = 0.24
bluespace_capable = FALSE
cooldown = 45
/obj/machinery/shuttle/engine/void
name = "void thruster"
desc = "A thruster using technology to breach voidspace for propulsion."
icon_state = "burst_void"
icon_state_off = "burst_void"
icon_state_closed = "burst_void"
icon_state_open = "burst_void_open"
idle_power_usage = 0
circuit = /obj/item/circuitboard/machine/shuttle/engine/void
thrust = 400
fuel_use = 0
bluespace_capable = TRUE
cooldown = 90
/obj/machinery/shuttle/engine/Initialize()
. = ..()
check_setup()
/obj/machinery/shuttle/engine/on_construction()
. = ..()
check_setup()
/obj/machinery/shuttle/engine/Destroy()
attached_heater = FALSE
thruster_active = FALSE
return ..()
/obj/machinery/shuttle/engine/proc/check_setup()
if(!anchored)
attached_heater = null
update_engine()
return
var/heater_turf
switch(dir)
if(NORTH)
heater_turf = get_offset_target_turf(src, 0, 1)
if(SOUTH)
heater_turf = get_offset_target_turf(src, 0, -1)
if(EAST)
heater_turf = get_offset_target_turf(src, 1, 0)
if(WEST)
heater_turf = get_offset_target_turf(src, -1, 0)
if(!heater_turf)
attached_heater = null
update_engine()
return
attached_heater = null
for(var/obj/machinery/atmospherics/components/unary/shuttle/heater/as_heater in heater_turf)
if(as_heater.dir != dir)
continue
if(as_heater.panel_open)
continue
if(!as_heater.anchored)
continue
attached_heater = WEAKREF(as_heater)
break
update_engine()
return
/obj/machinery/shuttle/engine/proc/update_engine()
if(!attached_heater)
icon_state = icon_state_off
thruster_active = FALSE
return
var/obj/machinery/atmospherics/components/unary/shuttle/heater/resolved_heater = attached_heater.resolve()
if(panel_open)
thruster_active = FALSE
else if(resolved_heater?.hasFuel(1))
icon_state = icon_state_closed
thruster_active = TRUE
else
thruster_active = FALSE
icon_state = icon_state_off
return
/obj/machinery/shuttle/engine/void/update_engine()
if(panel_open)
thruster_active = FALSE
return
thruster_active = TRUE
icon_state = icon_state_closed
return
//Thanks to spaceheater.dm for inspiration :)
/obj/machinery/shuttle/engine/proc/fireEngine()
var/turf/heatTurf = loc
if(!heatTurf)
return
var/datum/gas_mixture/env = heatTurf.return_air()
var/heat_cap = env.heat_capacity()
var/req_power = abs(env.return_temperature() - ENGINE_HEAT_TARGET) * heat_cap
req_power = min(req_power, ENGINE_HEATING_POWER)
var/deltaTemperature = req_power / heat_cap
if(deltaTemperature < 0)
return
env.temperature += deltaTemperature
air_update_turf()
/obj/machinery/shuttle/engine/default_change_direction_wrench(mob/user, obj/item/I)
. = ..()
update_engine()
@@ -0,0 +1,132 @@
//-----------------------------------------------
//--------------Engine Heaters-------------------
//This uses atmospherics, much like a thermomachine,
//but instead of changing temp, it stores plasma and uses
//it for the engine.
//-----------------------------------------------
/obj/machinery/atmospherics/components/unary/shuttle
name = "shuttle atmospherics device"
desc = "This does something to do with shuttle atmospherics"
icon_state = "heater"
icon = 'icons/turf/shuttle.dmi'
/obj/machinery/atmospherics/components/unary/shuttle/heater
name = "engine heater"
desc = "Directs energy into compressed particles in order to power an attached thruster."
icon_state = "heater_pipe"
var/icon_state_closed = "heater_pipe"
var/icon_state_open = "heater_pipe_open"
var/icon_state_off = "heater_pipe"
idle_power_usage = 50
circuit = /obj/item/circuitboard/machine/shuttle/heater
density = TRUE
max_integrity = 400
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 30)
layer = OBJ_LAYER
showpipe = TRUE
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
var/gas_type = /datum/gas/plasma
var/efficiency_multiplier = 1
var/gas_capacity = 0
/obj/machinery/atmospherics/components/unary/shuttle/heater/New()
. = ..()
GLOB.custom_shuttle_machines += src
SetInitDirections()
update_adjacent_engines()
updateGasStats()
/obj/machinery/atmospherics/components/unary/shuttle/heater/Destroy()
. = ..()
update_adjacent_engines()
GLOB.custom_shuttle_machines -= src
/obj/machinery/atmospherics/components/unary/shuttle/heater/on_construction()
..(dir, dir)
SetInitDirections()
update_adjacent_engines()
/obj/machinery/atmospherics/components/unary/shuttle/heater/default_change_direction_wrench(mob/user, obj/item/I)
if(!..())
return FALSE
SetInitDirections()
var/obj/machinery/atmospherics/node = nodes[1]
if(node)
node.disconnect(src)
nodes[1] = null
if(!parents[1])
return
nullifyPipenet(parents[1])
atmosinit()
node = nodes[1]
if(node)
node.atmosinit()
node.addMember(src)
build_network()
return TRUE
/obj/machinery/atmospherics/components/unary/shuttle/heater/RefreshParts()
var/cap = 0
var/eff = 0
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
cap += M.rating
for(var/obj/item/stock_parts/micro_laser/L in component_parts)
eff += L.rating
gas_capacity = 5000 * ((cap - 1) ** 2) + 1000
efficiency_multiplier = round(((eff / 2) / 2.8) ** 2, 0.1)
updateGasStats()
/obj/machinery/atmospherics/components/unary/shuttle/heater/examine(mob/user)
. = ..()
var/datum/gas_mixture/air_contents = airs[1]
. += "The engine heater's gas dial reads [air_contents.return_volume()] liters in internal tank.<br>"
/obj/machinery/atmospherics/components/unary/shuttle/heater/proc/updateGasStats()
var/datum/gas_mixture/air_contents = airs[1]
if(!air_contents)
return
air_contents.volume = gas_capacity
air_contents.temperature = T20C
/obj/machinery/atmospherics/components/unary/shuttle/heater/proc/hasFuel(var/required)
var/datum/gas_mixture/air_contents = airs[1]
var/moles = air_contents.total_moles()
return moles >= required
/obj/machinery/atmospherics/components/unary/shuttle/heater/proc/consumeFuel(var/amount)
var/datum/gas_mixture/air_contents = airs[1]
air_contents.remove(amount)
return
/obj/machinery/atmospherics/components/unary/shuttle/heater/attackby(obj/item/I, mob/living/user, params)
update_adjacent_engines()
if(default_deconstruction_screwdriver(user, icon_state_open, icon_state_closed, I))
return
if(default_pry_open(I))
return
if(panel_open)
if(default_change_direction_wrench(user, I))
return
if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/atmospherics/components/unary/shuttle/heater/proc/update_adjacent_engines()
var/engine_turf
switch(dir)
if(NORTH)
engine_turf = get_offset_target_turf(src, 0, -1)
if(SOUTH)
engine_turf = get_offset_target_turf(src, 0, 1)
if(EAST)
engine_turf = get_offset_target_turf(src, -1, 0)
if(WEST)
engine_turf = get_offset_target_turf(src, 1, 0)
if(!engine_turf)
return
for(var/obj/machinery/shuttle/engine/E in engine_turf)
E.check_setup()
+1 -1
View File
@@ -290,7 +290,7 @@
if("shuttle_id")
update()
/obj/machinery/status_display/shuttle/proc/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override)
/obj/machinery/status_display/shuttle/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override)
if (port && (shuttle_id == initial(shuttle_id) || override))
shuttle_id = port.id
update()
@@ -388,7 +388,7 @@
/obj/item/mecha_parts/mecha_equipment/generator/get_equip_info()
var/output = ..()
if(output)
return "[output] \[[fuel]: [round(fuel.amount*fuel.mats_per_stack,0.1)] cm<sup>3</sup>\] - <a href='?src=[REF(src)];toggle=1'>[equip_ready?"A":"Dea"]ctivate</a>"
return "[output] \[[fuel]: [round(fuel.amount*MINERAL_MATERIAL_AMOUNT,0.1)] cm<sup>3</sup>\] - <a href='?src=[REF(src)];toggle=1'>[equip_ready?"A":"Dea"]ctivate</a>"
/obj/item/mecha_parts/mecha_equipment/generator/action(target)
if(chassis)
@@ -398,9 +398,9 @@
/obj/item/mecha_parts/mecha_equipment/generator/proc/load_fuel(var/obj/item/stack/sheet/P)
if(P.type == fuel.type && P.amount > 0)
var/to_load = max(max_fuel - fuel.amount*fuel.mats_per_stack,0)
var/to_load = max(max_fuel - fuel.amount*MINERAL_MATERIAL_AMOUNT,0)
if(to_load)
var/units = min(max(round(to_load / P.mats_per_stack),1),P.amount)
var/units = min(max(round(to_load / MINERAL_MATERIAL_AMOUNT),1),P.amount)
fuel.amount += units
P.use(units)
occupant_message("[units] unit\s of [fuel] successfully loaded.")
@@ -454,7 +454,7 @@
if(cur_charge < chassis.cell.maxcharge)
use_fuel = fuel_per_cycle_active
chassis.give_power(power_per_cycle)
fuel.amount -= min(use_fuel/fuel.mats_per_stack,fuel.amount)
fuel.amount -= min(use_fuel/MINERAL_MATERIAL_AMOUNT,fuel.amount)
update_equip_info()
return 1
+1
View File
@@ -26,6 +26,7 @@
"Firefighter",
"Odysseus",
"Gygax",
"Medical-Spec Gygax",
"Durand",
"H.O.N.K",
"Phazon",
+298
View File
@@ -642,6 +642,304 @@
user.visible_message("[user] unfastens Gygax Armor Plates.", "<span class='notice'>You unfasten Gygax Armor Plates.</span>")
return TRUE
//Begin Medigax
/datum/component/construction/unordered/mecha_chassis/medigax
result = /datum/component/construction/mecha/medigax
steps = list(
/obj/item/mecha_parts/part/medigax_torso,
/obj/item/mecha_parts/part/medigax_left_arm,
/obj/item/mecha_parts/part/medigax_right_arm,
/obj/item/mecha_parts/part/medigax_left_leg,
/obj/item/mecha_parts/part/medigax_right_leg,
/obj/item/mecha_parts/part/medigax_head
)
/datum/component/construction/mecha/medigax
result = /obj/mecha/medical/medigax
base_icon = "medigax"
steps = list(
//1
list(
"key" = TOOL_WRENCH,
"desc" = "The hydraulic systems are disconnected."
),
//2
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_WRENCH,
"desc" = "The hydraulic systems are connected."
),
//3
list(
"key" = /obj/item/stack/cable_coil,
"amount" = 5,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "The hydraulic systems are active."
),
//4
list(
"key" = TOOL_WIRECUTTER,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "The wiring is added."
),
//5
list(
"key" = /obj/item/circuitboard/mecha/gygax/main,
"action" = ITEM_DELETE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "The wiring is adjusted."
),
//6
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "Central control module is installed."
),
//7
list(
"key" = /obj/item/circuitboard/mecha/gygax/peripherals,
"action" = ITEM_DELETE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "Central control module is secured."
),
//8
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "Peripherals control module is installed."
),
//9
list(
"key" = /obj/item/circuitboard/mecha/gygax/targeting,
"action" = ITEM_DELETE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "Peripherals control module is secured."
),
//10
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "Weapon control module is installed."
),
//11
list(
"key" = /obj/item/stock_parts/scanning_module,
"action" = ITEM_MOVE_INSIDE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "Weapon control module is secured."
),
//12
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "Scanner module is installed."
),
//13
list(
"key" = /obj/item/stock_parts/capacitor,
"action" = ITEM_MOVE_INSIDE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "Scanner module is secured."
),
//14
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "Capacitor is installed."
),
//15
list(
"key" = /obj/item/stock_parts/cell,
"action" = ITEM_MOVE_INSIDE,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "Capacitor is secured."
),
//16
list(
"key" = TOOL_SCREWDRIVER,
"back_key" = TOOL_CROWBAR,
"desc" = "The power cell is installed."
),
//17
list(
"key" = /obj/item/stack/sheet/metal,
"amount" = 5,
"back_key" = TOOL_SCREWDRIVER,
"desc" = "The power cell is secured."
),
//18
list(
"key" = TOOL_WRENCH,
"back_key" = TOOL_CROWBAR,
"desc" = "Internal armor is installed."
),
//19
list(
"key" = TOOL_WELDER,
"back_key" = TOOL_WRENCH,
"desc" = "Internal armor is wrenched."
),
//20
list(
"key" = /obj/item/mecha_parts/part/medigax_armor,
"action" = ITEM_DELETE,
"back_key" = TOOL_WELDER,
"desc" = "Internal armor is welded."
),
//21
list(
"key" = TOOL_WRENCH,
"back_key" = TOOL_CROWBAR,
"desc" = "External armor is installed."
),
//22
list(
"key" = TOOL_WELDER,
"back_key" = TOOL_WRENCH,
"desc" = "External armor is wrenched."
),
)
/datum/component/construction/mecha/medigax/action(datum/source, atom/used_atom, mob/user)
return check_step(used_atom,user)
/datum/component/construction/mecha/medigax/custom_action(obj/item/I, mob/living/user, diff)
if(!..())
return FALSE
switch(index)
if(1)
user.visible_message("[user] connects [parent] hydraulic systems", "<span class='notice'>You connect [parent] hydraulic systems.</span>")
if(2)
if(diff==FORWARD)
user.visible_message("[user] activates [parent] hydraulic systems.", "<span class='notice'>You activate [parent] hydraulic systems.</span>")
else
user.visible_message("[user] disconnects [parent] hydraulic systems", "<span class='notice'>You disconnect [parent] hydraulic systems.</span>")
if(3)
if(diff==FORWARD)
user.visible_message("[user] adds the wiring to [parent].", "<span class='notice'>You add the wiring to [parent].</span>")
else
user.visible_message("[user] deactivates [parent] hydraulic systems.", "<span class='notice'>You deactivate [parent] hydraulic systems.</span>")
if(4)
if(diff==FORWARD)
user.visible_message("[user] adjusts the wiring of [parent].", "<span class='notice'>You adjust the wiring of [parent].</span>")
else
user.visible_message("[user] removes the wiring from [parent].", "<span class='notice'>You remove the wiring from [parent].</span>")
if(5)
if(diff==FORWARD)
user.visible_message("[user] installs [I] into [parent].", "<span class='notice'>You install [I] into [parent].</span>")
else
user.visible_message("[user] disconnects the wiring of [parent].", "<span class='notice'>You disconnect the wiring of [parent].</span>")
if(6)
if(diff==FORWARD)
user.visible_message("[user] secures the mainboard.", "<span class='notice'>You secure the mainboard.</span>")
else
user.visible_message("[user] removes the central control module from [parent].", "<span class='notice'>You remove the central computer mainboard from [parent].</span>")
if(7)
if(diff==FORWARD)
user.visible_message("[user] installs [I] into [parent].", "<span class='notice'>You install [I] into [parent].</span>")
else
user.visible_message("[user] unfastens the mainboard.", "<span class='notice'>You unfasten the mainboard.</span>")
if(8)
if(diff==FORWARD)
user.visible_message("[user] secures the peripherals control module.", "<span class='notice'>You secure the peripherals control module.</span>")
else
user.visible_message("[user] removes the peripherals control module from [parent].", "<span class='notice'>You remove the peripherals control module from [parent].</span>")
if(9)
if(diff==FORWARD)
user.visible_message("[user] installs [I] into [parent].", "<span class='notice'>You install [I] into [parent].</span>")
else
user.visible_message("[user] unfastens the peripherals control module.", "<span class='notice'>You unfasten the peripherals control module.</span>")
if(10)
if(diff==FORWARD)
user.visible_message("[user] secures the weapon control module.", "<span class='notice'>You secure the weapon control module.</span>")
else
user.visible_message("[user] removes the weapon control module from [parent].", "<span class='notice'>You remove the weapon control module from [parent].</span>")
if(11)
if(diff==FORWARD)
user.visible_message("[user] installs [I] to [parent].", "<span class='notice'>You install [I] to [parent].</span>")
else
user.visible_message("[user] unfastens the weapon control module.", "<span class='notice'>You unfasten the weapon control module.</span>")
if(12)
if(diff==FORWARD)
user.visible_message("[user] secures the scanner module.", "<span class='notice'>You secure the scanner module.</span>")
else
user.visible_message("[user] removes the scanner module from [parent].", "<span class='notice'>You remove the scanner module from [parent].</span>")
if(13)
if(diff==FORWARD)
user.visible_message("[user] installs [I] to [parent].", "<span class='notice'>You install [I] to [parent].</span>")
else
user.visible_message("[user] unfastens the scanner module.", "<span class='notice'>You unfasten the scanner module.</span>")
if(14)
if(diff==FORWARD)
user.visible_message("[user] secures the capacitor.", "<span class='notice'>You secure the capacitor.</span>")
else
user.visible_message("[user] removes the capacitor from [parent].", "<span class='notice'>You remove the capacitor from [parent].</span>")
if(15)
if(diff==FORWARD)
user.visible_message("[user] installs [I] into [parent].", "<span class='notice'>You install [I] into [parent].</span>")
else
user.visible_message("[user] unfastens the capacitor.", "<span class='notice'>You unfasten the capacitor.</span>")
if(16)
if(diff==FORWARD)
user.visible_message("[user] secures the power cell.", "<span class='notice'>You secure the power cell.</span>")
else
user.visible_message("[user] pries the power cell from [parent].", "<span class='notice'>You pry the power cell from [parent].</span>")
if(17)
if(diff==FORWARD)
user.visible_message("[user] installs the internal armor layer to [parent].", "<span class='notice'>You install the internal armor layer to [parent].</span>")
else
user.visible_message("[user] unfastens the power cell.", "<span class='notice'>You unfasten the power cell.</span>")
if(18)
if(diff==FORWARD)
user.visible_message("[user] secures the internal armor layer.", "<span class='notice'>You secure the internal armor layer.</span>")
else
user.visible_message("[user] pries internal armor layer from [parent].", "<span class='notice'>You pry internal armor layer from [parent].</span>")
if(19)
if(diff==FORWARD)
user.visible_message("[user] welds the internal armor layer to [parent].", "<span class='notice'>You weld the internal armor layer to [parent].</span>")
else
user.visible_message("[user] unfastens the internal armor layer.", "<span class='notice'>You unfasten the internal armor layer.</span>")
if(20)
if(diff==FORWARD)
user.visible_message("[user] installs [I] to [parent].", "<span class='notice'>You install [I] to [parent].</span>")
else
user.visible_message("[user] cuts the internal armor layer from [parent].", "<span class='notice'>You cut the internal armor layer from [parent].</span>")
if(21)
if(diff==FORWARD)
user.visible_message("[user] secures Gygax Armor Plates.", "<span class='notice'>You secure Medical Gygax Armor Plates.</span>")
else
user.visible_message("[user] pries Gygax Armor Plates from [parent].", "<span class='notice'>You pry Medical Gygax Armor Plates from [parent].</span>")
if(22)
if(diff==FORWARD)
user.visible_message("[user] welds Gygax Armor Plates to [parent].", "<span class='notice'>You weld Medical Gygax Armor Plates to [parent].</span>")
else
user.visible_message("[user] unfastens Gygax Armor Plates.", "<span class='notice'>You unfasten Medical Gygax Armor Plates.</span>")
return TRUE
// End Medigax
/datum/component/construction/unordered/mecha_chassis/firefighter
result = /datum/component/construction/mecha/firefighter
steps = list(
+41
View File
@@ -129,6 +129,47 @@
desc = "A set of armor plates designed for the Gygax. Designed to effectively deflect damage with a lightweight construction."
icon_state = "gygax_armor"
///////// Medical Gygax
/obj/item/mecha_parts/chassis/medigax
name = "\improper Medical Gygax chassis"
construct_type = /datum/component/construction/unordered/mecha_chassis/medigax
/obj/item/mecha_parts/part/medigax_torso
name = "\improper Medical Gygax torso"
desc = "A torso part of Gygax. Contains power unit, processing core and life support systems."
icon_state = "medigax_harness"
/obj/item/mecha_parts/part/medigax_head
name = "\improper Medical Gygax head"
desc = "A Gygax head. Houses advanced surveillance and targeting sensors."
icon_state = "medigax_head"
/obj/item/mecha_parts/part/medigax_left_arm
name = "\improper Medical Gygax left arm"
desc = "A Gygax left arm. Data and power sockets are compatible with most exosuit tools and weapons."
icon_state = "medigax_l_arm"
/obj/item/mecha_parts/part/medigax_right_arm
name = "\improper Medical Gygax right arm"
desc = "A Gygax right arm. Data and power sockets are compatible with most exosuit tools and weapons."
icon_state = "medigax_r_arm"
/obj/item/mecha_parts/part/medigax_left_leg
name = "\improper Medical Gygax left leg"
desc = "A Gygax left leg. Constructed with advanced servomechanisms and actuators to enable faster speed."
icon_state = "medigax_l_leg"
/obj/item/mecha_parts/part/medigax_right_leg
name = "\improper Medical Gygax right leg"
desc = "A Gygax right leg. Constructed with advanced servomechanisms and actuators to enable faster speed."
icon_state = "medigax_r_leg"
/obj/item/mecha_parts/part/medigax_armor
gender = PLURAL
name = "\improper Medical Gygax armor plates"
desc = "A set of armor plates designed for the Gygax. Designed to effectively deflect damage with a lightweight construction."
icon_state = "medigax_armor"
//////////// Durand
+18
View File
@@ -125,6 +125,24 @@
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
/obj/structure/mecha_wreckage/medigax
name = "\improper Medical Gygax wreckage"
icon_state = "medigax-broken"
/obj/structure/mecha_wreckage/medigax/Initialize()
. = ..()
var/list/parts = list(/obj/item/mecha_parts/part/medigax_torso,
/obj/item/mecha_parts/part/medigax_head,
/obj/item/mecha_parts/part/medigax_left_arm,
/obj/item/mecha_parts/part/medigax_right_arm,
/obj/item/mecha_parts/part/medigax_left_leg,
/obj/item/mecha_parts/part/medigax_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
+34
View File
@@ -0,0 +1,34 @@
/obj/mecha/medical/medigax
desc = "A Gygax with it's actuator overload stripped and a slick white paint scheme, for medical use, These exosuits are developed and produced by Vey-Med. (&copy; All rights reserved)."
name = "\improper Medical Gygax"
icon_state = "medigax"
step_in = 1.75 // a little faster than an odysseus
max_temperature = 25000
max_integrity = 250
wreckage = /obj/structure/mecha_wreckage/odysseus
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
internal_damage_threshold = 35
deflect_chance = 15
step_energy_drain = 6
infra_luminosity = 6
/obj/mecha/medical/medigax/moved_inside(mob/living/carbon/human/H)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.add_hud_to(H)
/obj/mecha/medical/medigax/go_out()
if(isliving(occupant))
var/mob/living/carbon/human/L = occupant
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.remove_hud_from(L)
..()
/obj/mecha/medical/medigax/mmi_moved_inside(obj/item/mmi/mmi_as_oc, mob/user)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
var/mob/living/brain/B = mmi_as_oc.brainmob
hud.add_hud_to(B)
+5
View File
@@ -428,6 +428,11 @@
desc = "A poster decipting a snake shaped into an ominous 'S'!"
icon_state = "poster47"
/obj/structure/sign/poster/contraband/bountyhunters
name = "Bounty Hunters"
desc = "A poster advertising bounty hunting services. \"I hear you got a problem.\""
icon_state = "poster48"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."
@@ -91,7 +91,7 @@
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))
if(color != S.last_blood_color)
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
@@ -104,7 +104,7 @@
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S && S.bloody_shoes[blood_state])
if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
if(color != S.last_blood_color)//last entry - we check its color
return
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
+28 -10
View File
@@ -5,19 +5,21 @@
anchored = TRUE
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "uglymine"
var/triggered = 0
/// We manually check to see if we've been triggered in case multiple atoms cross us in the time between the mine being triggered and it actually deleting, to avoid a race condition with multiple detonations
var/triggered = FALSE
/obj/effect/mine/proc/mineEffect(mob/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
if(isturf(loc))
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
triggermine(AM)
else
triggermine(AM)
/obj/effect/mine/Crossed(atom/movable/AM)
if(triggered || !isturf(loc))
return
. = ..()
if(AM.movement_type & FLYING)
return
triggermine(AM)
/obj/effect/mine/proc/triggermine(mob/victim)
if(triggered)
@@ -27,9 +29,13 @@
s.set_up(3, 1, src)
s.start()
mineEffect(victim)
SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED)
triggered = 1
qdel(src)
/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
. = ..()
triggermine()
/obj/effect/mine/explosive
name = "explosive mine"
@@ -50,6 +56,18 @@
if(isliving(victim))
victim.DefaultCombatKnockdown(stun_time)
/obj/effect/mine/shrapnel
name = "shrapnel mine"
var/shrapnel_type = /obj/item/projectile/bullet/shrapnel
var/shrapnel_magnitude = 3
/obj/effect/mine/shrapnel/mineEffect(mob/victim)
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
/obj/effect/mine/shrapnel/sting
name = "stinger mine"
shrapnel_type = /obj/item/projectile/bullet/pellet/stingball
/obj/effect/mine/kickmine
name = "kick mine"
@@ -105,7 +123,7 @@
/obj/effect/mine/pickup/triggermine(mob/victim)
if(triggered)
return
triggered = 1
triggered = TRUE
invisibility = INVISIBILITY_ABSTRACT
mineEffect(victim)
qdel(src)
@@ -491,7 +491,7 @@
/obj/item/kitchen/knife = 5,
/obj/item/screwdriver = 5,
/obj/item/crowbar/red = 1, //Dont you need a crowbar to open this?
/obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/suture = 3,
/obj/item/reagent_containers/food/drinks/bottle/vodka = 2,
/obj/item/radio = 5,
/obj/item/flashlight = 4,
+175 -18
View File
@@ -4,6 +4,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if true, everyone item when created will have its name changed to be
// more... RPG-like.
GLOBAL_VAR_INIT(stickpocalypse, FALSE) // if true, all non-embeddable items will be able to harmlessly stick to people when thrown
GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to embed in people, takes precedence over stickpocalypse
/obj/item
name = "item"
icon = 'icons/obj/items_and_weapons.dmi'
@@ -104,7 +107,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
var/datum/embedding_behavior/embedding
var/list/embedding = NONE
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
@@ -159,7 +162,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
/obj/item/Initialize()
if (attack_verb)
if(attack_verb)
attack_verb = typelist("attack_verb", attack_verb)
. = ..()
@@ -167,9 +170,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
new path(src)
actions_types = null
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
@@ -179,16 +179,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(damtype == "brute")
hitsound = "swing_hit"
if (!embedding)
embedding = getEmbeddingBehavior()
else if (islist(embedding))
embedding = getEmbeddingBehavior(arglist(embedding))
else if (!istype(embedding, /datum/embedding_behavior))
stack_trace("Invalid type [embedding.type] found in .embedding during /obj/item Initialize()")
if(sharpness) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
/obj/item/Destroy()
item_flags &= ~DROPDEL //prevent reqdels
if(ismob(loc))
@@ -198,6 +188,26 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(X)
return ..()
/obj/item/ComponentInitialize()
. = ..()
// this proc says it's for initializing components, but we're initializing elements too because it's you and me against the world >:)
if(!LAZYLEN(embedding))
if(GLOB.embedpocalypse)
embedding = EMBED_POINTY
name = "pointy [name]"
else if(GLOB.stickpocalypse)
embedding = EMBED_HARMLESS
name = "sticky [name]"
updateEmbedding()
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(sharpness) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside))
return 0
@@ -247,7 +257,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
. += "[src] is made of cold-resistant materials."
if(resistance_flags & FIRE_PROOF)
. += "[src] is made of fire-retardant materials."
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY))
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
. += "[src] has the capacity to be used to block and/or parry. <a href='?src=[REF(data)];name=[name];block=[item_flags & ITEM_CAN_BLOCK];parry=[item_flags & ITEM_CAN_PARRY];render=1'>\[Show Stats\]</a>"
@@ -625,6 +635,18 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (throwhitsound)
playsound(hit_atom, throwhitsound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg',volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -756,6 +778,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, M)
if(istype(M) && M.dirty < 100)
M.dirty++
@@ -918,11 +941,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if w_volume is 0 you fucked up anyways lol
return w_volume || AUTO_SCALE_VOLUME(w_class)
/obj/item/proc/embedded(mob/living/carbon/human/embedded_mob)
/obj/item/proc/embedded(atom/embedded_target)
return
/obj/item/proc/unembedded()
return
if(item_flags & DROPDEL)
QDEL_NULL(src)
return TRUE
/**
* Sets our slowdown and updates equipment slowdown of any mob we're equipped on.
@@ -938,3 +963,135 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
. = ..()
if(var_name == NAMEOF(src, slowdown))
set_slowdown(var_value) //don't care if it's a duplicate edit as slowdown'll be set, do it anyways to force normal behavior.
/**
* Does the current embedding var meet the criteria for being harmless? Namely, does it explicitly define the pain multiplier and jostle pain mult to be 0? If so, return true.
*
*/
/obj/item/proc/isEmbedHarmless()
if(embedding)
return !isnull(embedding["pain_mult"]) && !isnull(embedding["jostle_pain_mult"]) && embedding["pain_mult"] == 0 && embedding["jostle_pain_mult"] == 0
///In case we want to do something special (like self delete) upon failing to embed in something, return true
/obj/item/proc/failedEmbed()
if(item_flags & DROPDEL)
QDEL_NULL(src)
return TRUE
/**
* tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target.
*
* Really, this is used mostly with projectiles with shrapnel payloads, from [/datum/element/embed/proc/checkEmbedProjectile], and called on said shrapnel. Mostly acts as an intermediate between different embed elements.
*
* Arguments:
* * target- Either a body part, a carbon, or a closed turf. What are we hitting?
* * forced- Do we want this to go through 100%?
*/
/obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE)
if(!isbodypart(target) && !iscarbon(target) && !isclosedturf(target))
return
if(!forced && !LAZYLEN(embedding))
return
if(SEND_SIGNAL(src, COMSIG_EMBED_TRY_FORCE, target, forced, silent))
return TRUE
failedEmbed()
///For when you want to disable an item's embedding capabilities (like transforming weapons and such), this proc will detach any active embed elements from it.
/obj/item/proc/disableEmbedding()
SEND_SIGNAL(src, COMSIG_ITEM_DISABLE_EMBED)
return
///For when you want to add/update the embedding on an item. Uses the vars in [/obj/item/embedding], and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item.
/obj/item/proc/updateEmbedding()
if(!islist(embedding) || !LAZYLEN(embedding))
return
AddElement(/datum/element/embed,\
embed_chance = (!isnull(embedding["embed_chance"]) ? embedding["embed_chance"] : EMBED_CHANCE),\
fall_chance = (!isnull(embedding["fall_chance"]) ? embedding["fall_chance"] : EMBEDDED_ITEM_FALLOUT),\
pain_chance = (!isnull(embedding["pain_chance"]) ? embedding["pain_chance"] : EMBEDDED_PAIN_CHANCE),\
pain_mult = (!isnull(embedding["pain_mult"]) ? embedding["pain_mult"] : EMBEDDED_PAIN_MULTIPLIER),\
remove_pain_mult = (!isnull(embedding["remove_pain_mult"]) ? embedding["remove_pain_mult"] : EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER),\
rip_time = (!isnull(embedding["rip_time"]) ? embedding["rip_time"] : EMBEDDED_UNSAFE_REMOVAL_TIME),\
ignore_throwspeed_threshold = (!isnull(embedding["ignore_throwspeed_threshold"]) ? embedding["ignore_throwspeed_threshold"] : FALSE),\
impact_pain_mult = (!isnull(embedding["impact_pain_mult"]) ? embedding["impact_pain_mult"] : EMBEDDED_IMPACT_PAIN_MULTIPLIER),\
jostle_chance = (!isnull(embedding["jostle_chance"]) ? embedding["jostle_chance"] : EMBEDDED_JOSTLE_CHANCE),\
jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE
+46 -9
View File
@@ -83,7 +83,7 @@
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
icon_state = "emag_bs"
prox_check = FALSE
/obj/item/card/emag/attack()
@@ -166,6 +166,7 @@
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/id_type_name = "identification card"
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
@@ -174,6 +175,8 @@
var/bank_support = ID_FREE_BANK_ACCOUNT
var/datum/bank_account/registered_account
var/obj/machinery/paystand/my_store
var/uses_overlays = TRUE
var/icon/cached_flat_icon
/obj/item/card/id/Initialize(mapload)
. = ..()
@@ -362,20 +365,38 @@
/obj/item/card/id/RemoveID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
/obj/item/card/id/update_overlays()
. = ..()
if(!uses_overlays)
return
cached_flat_icon = null
var/job = assignment ? ckey(GetJobName()) : null
if(registered_name == "Captain")
job = "captain"
if(registered_name && registered_name != "Captain")
. += mutable_appearance(icon, "assigned")
if(job)
. += mutable_appearance(icon, "id[job]")
/obj/item/card/id/proc/get_cached_flat_icon()
if(!cached_flat_icon)
cached_flat_icon = getFlatIcon(src)
return cached_flat_icon
/obj/item/card/id/get_examine_string(mob/user, thats = FALSE)
if(uses_overlays)
return "[icon2html(get_cached_flat_icon(), user)] [thats? "That's ":""][get_examine_name(user)]" //displays all overlays in chat
return ..()
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
update_icon()
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
update_icon()
/obj/item/card/id/silver
name = "silver identification card"
@@ -388,6 +409,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/silver/reaper
name = "Thirteen's ID Card (Reaper)"
access = list(ACCESS_MAINT_TUNNELS)
icon_state = "reaper"
assignment = "Reaper"
registered_name = "Thirteen"
@@ -539,7 +561,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "An ERT ID card."
icon_state = "centcom"
icon_state = "ert_commander"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
@@ -548,6 +570,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Security
icon_state = "ert_security"
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
@@ -556,6 +579,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Engineer
icon_state = "ert_engineer"
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
@@ -564,6 +588,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/Medical
icon_state = "ert_medical"
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
@@ -572,6 +597,7 @@ update_label("John Doe", "Clowny")
. = ..()
/obj/item/card/id/ert/chaplain
icon_state = "ert_chaplain"
registered_name = "Religious Response Officer"
assignment = "Religious Response Officer"
@@ -624,40 +650,49 @@ update_label("John Doe", "Clowny")
. += "<span class='notice'>Your sentence is up! You're free!</span>"
/obj/item/card/id/prisoner/one
icon_state = "prisoner_001"
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
icon_state = "prisoner_002"
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
icon_state = "prisoner_003"
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
icon_state = "prisoner_004"
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
icon_state = "prisoner_005"
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
icon_state = "prisoner_006"
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
icon_state = "prisoner_007"
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
icon_state = "retro"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
icon_state = "retro"
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
@@ -700,6 +735,7 @@ update_label("John Doe", "Clowny")
/obj/item/card/id/departmental_budget
name = "departmental card (FUCK)"
desc = "Provides access to the departmental budget."
icon_state = "budgetcard"
var/department_ID = ACCOUNT_CIV
var/department_name = ACCOUNT_CIV_NAME
@@ -712,6 +748,7 @@ update_label("John Doe", "Clowny")
B.bank_cards += src
name = "departmental card ([department_name])"
desc = "Provides access to the [department_name]."
icon_state = "[lowertext(department_ID)]_budget"
SSeconomy.dep_cards += src
/obj/item/card/id/departmental_budget/Destroy()

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