This commit is contained in:
Ghommie
2020-05-01 21:49:52 +02:00
268 changed files with 5984 additions and 7619 deletions

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@@ -40,8 +40,10 @@ GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
// Storyteller picked by the voting.
GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
// Storyteller forced by admins during voting--will be used instead of above.
GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
/datum/game_mode/dynamic
name = "dynamic mode"
@@ -164,7 +166,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
dat += "Current threat: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
dat += "<br/>"
dat += "Storyteller: <b>[storyteller.name]</b><br/>"
dat += "Storyteller: <a href='?src=\ref[src];[HrefToken()];change_storyteller=1'><b>[storyteller.name]</b></a> <br/>"
dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
@@ -222,6 +224,15 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
else if (href_list["change_storyteller"])
var/list/choices = list()
for(var/T in config.storyteller_cache)
var/datum/dynamic_storyteller/S = T
choices[initial(S.name)] = T
var/selected_storyteller = choices[input("Select storyteller:", "Storyteller", storyteller.name) as null|anything in choices]
storyteller = new selected_storyteller
storyteller.on_start()
message_admins("[key_name(usr)] changed the storyteller to [storyteller].", 1)
admin_panel() // Refreshes the window
@@ -243,7 +254,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
if(0 to 20)
if(-INFINITY to 20)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
@@ -275,7 +286,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Black Orbit</b></center><BR>"
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
set_security_level(SEC_LEVEL_AMBER)
if(96 to 100)
if(96 to INFINITY)
. += "<b>Impending Doom</b></center><BR>"
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
. += "Good luck."
@@ -346,6 +357,8 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
SSblackbox.record_feedback("tally","dynamic_threat",peaceful_percentage,"Percent of same-vote rounds that are more peaceful")
/datum/game_mode/dynamic/can_start()
if(GLOB.dynamic_forced_storyteller)
GLOB.dynamic_storyteller_type = GLOB.dynamic_forced_storyteller
storyteller = new GLOB.dynamic_storyteller_type // this is where all the initialization happens
storyteller.on_start()
SSblackbox.record_feedback("text","dynamic_storyteller",1,storyteller.name)
@@ -441,6 +454,8 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
if(!drafted_rules.len)
message_admins("Not enough threat level for roundstart antags!")
log_game("DYNAMIC: Not enough threat level for roundstart antags!")
midround_injection_cooldown = round((midround_injection_cooldown + world.time) / 2, 1)
latejoin_injection_cooldown = round((latejoin_injection_cooldown + world.time) / 2, 1)
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
@@ -721,7 +736,8 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
if (O.started_as_observer) // Observers
current_players[CURRENT_OBSERVERS].Add(M)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
if(!M.voluntary_ghosted)
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
threat = storyteller.calculate_threat() + added_threat
if(threat_average_weight)
var/cur_sample_weight = world.time - last_threat_sample_time
@@ -823,3 +839,11 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
return RULE_OF_THREE(40, 20, x) + 50
if (20 to INFINITY)
return rand(90, 100)
/datum/game_mode/dynamic/ghost_info()
. = list()
. += "Current threat: [threat]"
. += "Target threat: [threat_level]"
. += "Storyteller: <b>[storyteller.name]</b><br/>"
. += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
. += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"

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@@ -115,7 +115,7 @@ Property weights are:
return 100
var/threat_perc = mode.threat/mode.threat_level
return round(max(0,100*(1-(threat_perc*threat_perc*threat_perc))))
return clamp(round(100*(1-(threat_perc*threat_perc))**2,1),0,100)
/datum/dynamic_storyteller/proc/roundstart_draft()
var/list/drafted_rules = list()
@@ -152,7 +152,7 @@ Property weights are:
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -209,8 +209,8 @@ Property weights are:
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED
min_players = 40
flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
min_players = 30
var/refund_cooldown = 0
/datum/dynamic_storyteller/chaotic/do_process()
@@ -232,7 +232,7 @@ Property weights are:
curve_centre = 2
curve_width = 1.5
weight = 2
min_players = 30
min_players = 20
flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
property_weights = list("valid" = 3, "trust" = 5)
@@ -331,7 +331,7 @@ Property weights are:
/datum/dynamic_storyteller/story/calculate_threat()
var/current_time = (world.time / SSautotransfer.targettime)*180
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
..()
return ..()
/datum/dynamic_storyteller/classic
name = "Classic"
@@ -358,7 +358,7 @@ Property weights are:
flags = NO_ASSASSIN | FORCE_IF_WON
weight = 1
dead_player_weight = 5
property_weights = list("extended" = 2, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
property_weights = list("extended" = 2, "chaos" = -1, "valid" = -1, "conversion" = -10)
/datum/dynamic_storyteller/no_antag
name = "Extended"

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@@ -272,7 +272,7 @@
reports += config.mode_reports[config_tag]
Count++
for(var/i in Count to rand(3,5)) //Between three and five wrong entries on the list.
var/false_report_type = pickweightAllowZero(report_weights)
var/false_report_type = pickweight(report_weights, 0)
report_weights[false_report_type] = 0 //Make it so the same false report won't be selected twice
reports += config.mode_reports[false_report_type]
@@ -604,3 +604,7 @@
/// Mode specific admin panel.
/datum/game_mode/proc/admin_panel()
return
/// Mode specific info for ghost game_info
/datum/game_mode/proc/ghost_info()
return

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@@ -229,7 +229,7 @@
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(get_security_level() == "delta")
if(NUM2SECLEVEL(GLOB.security_level) == "delta")
set_security_level("red")
SSshuttle.clearHostileEnvironment(src)

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@@ -121,6 +121,7 @@
uniform = /obj/item/clothing/under/syndicate
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
back = /obj/item/storage/backpack
ears = /obj/item/radio/headset/syndicate/alt
l_pocket = /obj/item/pinpointer/nuke/syndicate
id = /obj/item/card/id/syndicate

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@@ -441,11 +441,6 @@
circuit = /obj/item/circuitboard/machine/autolathe/secure
stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/item/proc/autolathe_crafted(obj/machinery/autolathe/A)
return
/obj/machinery/autolathe/toy
name = "autoylathe"
desc = "It produces toys using plastic, metal and glass."

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@@ -111,7 +111,7 @@
to_chat(usr, "<span class='notice'>Authorization confirmed. Modifying security level.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
//Only notify people if an actual change happened
var/security_level = get_security_level()
var/security_level = NUM2SECLEVEL(GLOB.security_level)
log_game("[key_name(usr)] has changed the security level to [security_level] with [src] at [AREACOORD(usr)].")
message_admins("[ADMIN_LOOKUPFLW(usr)] has changed the security level to [security_level] with [src] at [AREACOORD(usr)].")
deadchat_broadcast("<span class='deadsay'><span class='name'>[usr.real_name]</span> has changed the security level to [security_level] with [src] at <span class='name'>[get_area_name(usr, TRUE)]</span>.</span>", usr)
@@ -404,7 +404,7 @@
security_level_cd = world.time + 15 SECONDS
if(GLOB.security_level != old_level)
//Only notify people if an actual change happened
var/security_level = get_security_level()
var/security_level = NUM2SECLEVEL(GLOB.security_level)
log_game("[key_name(usr)] has changed the security level to [security_level] from [src] at [AREACOORD(usr)].")
message_admins("[ADMIN_LOOKUPFLW(usr)] has changed the security level to [security_level] from [src] at [AREACOORD(usr)].")
deadchat_broadcast("<span class='deadsay'><span class='name'>[usr.real_name]</span> has changed the security level to [security_level] from [src] at [get_area_name(usr, TRUE)].</span>", usr)
@@ -555,7 +555,7 @@
dat += " <A HREF='?src=[REF(src)];operation=setstat;statdisp=alert;alert=biohazard'>Biohazard</A> \]<BR><HR>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
if(STATE_ALERT_LEVEL)
dat += "Current alert level: [get_security_level()]<BR>"
dat += "Current alert level: [NUM2SECLEVEL(GLOB.security_level)]<BR>"
if(GLOB.security_level == SEC_LEVEL_DELTA)
dat += "<font color='red'><b>The self-destruct mechanism is active. Find a way to deactivate the mechanism to lower the alert level or evacuate.</b></font>"
else
@@ -563,8 +563,8 @@
dat += "<A HREF='?src=[REF(src)];operation=securitylevel;newalertlevel=[SEC_LEVEL_BLUE]'>Blue</A><BR>"
dat += "<A HREF='?src=[REF(src)];operation=securitylevel;newalertlevel=[SEC_LEVEL_GREEN]'>Green</A>"
if(STATE_CONFIRM_LEVEL)
dat += "Current alert level: [get_security_level()]<BR>"
dat += "Confirm the change to: [num2seclevel(tmp_alertlevel)]<BR>"
dat += "Current alert level: [NUM2SECLEVEL(GLOB.security_level)]<BR>"
dat += "Confirm the change to: [NUM2SECLEVEL(tmp_alertlevel)]<BR>"
dat += "<A HREF='?src=[REF(src)];operation=swipeidseclevel'>Swipe ID</A> to confirm change.<BR>"
if(STATE_TOGGLE_EMERGENCY)
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, 0)
@@ -696,7 +696,7 @@
dat += " <A HREF='?src=[REF(src)];operation=setstat;statdisp=alert;alert=biohazard'>Biohazard</A> \]<BR><HR>"
if(STATE_ALERT_LEVEL)
dat += "Current alert level: [get_security_level()]<BR>"
dat += "Current alert level: [NUM2SECLEVEL(GLOB.security_level)]<BR>"
if(GLOB.security_level == SEC_LEVEL_DELTA)
dat += "<font color='red'><b>The self-destruct mechanism is active. Find a way to deactivate the mechanism to lower the alert level or evacuate.</b></font>"
else

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@@ -405,7 +405,7 @@
// Ghost and delete the mob.
if(!mob_occupant.get_ghost(1))
mob_occupant.ghostize(FALSE, penalize = TRUE)
mob_occupant.ghostize(FALSE, penalize = TRUE, voluntary = TRUE)
QDEL_NULL(occupant)
for(var/I in cryo_items) //only "CRYO_DESTROY_LATER" atoms are left)

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@@ -19,6 +19,7 @@
var/processing_queue = 0
var/screen = "main"
var/temp
var/offstation_security_levels = TRUE
var/list/part_sets = list(
"Cyborg",
"Ripley",
@@ -72,6 +73,8 @@
for(var/obj/item/stock_parts/manipulator/Ml in component_parts)
T += Ml.rating
time_coeff = round(initial(time_coeff) - (initial(time_coeff)*(T))/5,0.01)
var/obj/item/circuitboard/machine/mechfab/C = circuit
offstation_security_levels = C.offstation_security_levels
/obj/machinery/mecha_part_fabricator/examine(mob/user)
. = ..()
@@ -106,13 +109,27 @@
if(!(set_name in D.category))
continue
output += "<div class='part'>[output_part_info(D)]<br>\["
if(check_resources(D))
if(check_clearance(D) && check_resources(D))
output += "<a href='?src=[REF(src)];part=[D.id]'>Build</a> | "
output += "<a href='?src=[REF(src)];add_to_queue=[D.id]'>Add to queue</a>\]\[<a href='?src=[REF(src)];part_desc=[D.id]'>?</a>\]</div>"
return output
/obj/machinery/mecha_part_fabricator/proc/check_clearance(datum/design/D)
if(!(obj_flags & EMAGGED) && (offstation_security_levels || is_station_level(z)) && !ISINRANGE(GLOB.security_level, D.min_security_level, D.max_security_level))
return FALSE
return TRUE
/obj/machinery/mecha_part_fabricator/proc/output_part_info(datum/design/D)
var/output = "[initial(D.name)] (Cost: [output_part_cost(D)]) [get_construction_time_w_coeff(D)/10]sec"
var/clearance = !(obj_flags & EMAGGED) && (offstation_security_levels || is_station_level(z))
var/sec_text = ""
if(clearance && (D.min_security_level > SEC_LEVEL_GREEN || D.max_security_level < SEC_LEVEL_DELTA))
sec_text = " (Allowed security levels: "
for(var/n in D.min_security_level to D.max_security_level)
sec_text += NUM2SECLEVEL(n)
if(n + 1 <= D.max_security_level)
sec_text += ", "
sec_text += ") "
var/output = "[initial(D.name)] (Cost: [output_part_cost(D)]) [sec_text][get_construction_time_w_coeff(D)/10]sec"
return output
/obj/machinery/mecha_part_fabricator/proc/output_part_cost(datum/design/D)
@@ -216,6 +233,11 @@
while(D)
if(stat&(NOPOWER|BROKEN))
return FALSE
if(!check_clearance(D))
say("Security level not met. Queue processing stopped.")
temp = {"<span class='alert'>Security level not met to build next part.</span><br>
<a href='?src=[REF(src)];process_queue=1'>Try again</a> | <a href='?src=[REF(src)];clear_temp=1'>Return</a><a>"}
return FALSE
if(!check_resources(D))
say("Not enough resources. Queue processing stopped.")
temp = {"<span class='alert'>Not enough resources to build next part.</span><br>
@@ -236,7 +258,7 @@
for(var/datum/design/D in queue)
i++
var/obj/part = D.build_path
output += "<li[!check_resources(D)?" style='color: #f00;'":null]>"
output += "<li[(!check_clearance(D) ||!check_resources(D))?" style='color: #f00;'":null]>"
output += initial(part.name) + " - "
output += "[i>1?"<a href='?src=[REF(src)];queue_move=-1;index=[i]' class='arrow'>&uarr;</a>":null] "
output += "[i<queue.len?"<a href='?src=[REF(src)];queue_move=+1;index=[i]' class='arrow'>&darr;</a>":null] "
@@ -440,3 +462,7 @@
return FALSE
return TRUE
/obj/machinery/mecha_part_fabricator/offstation
offstation_security_levels = FALSE
circuit = /obj/item/circuitboard/machine/mechfab/offstation

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@@ -483,7 +483,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
if(!SSmapping.station_room_templates[t])
log_world("Station room spawner placed at ([T.x], [T.y], [T.z]) has invalid ruin name of \"[t]\" in its list")
templates -= t
template_name = pickweightAllowZero(templates)
template_name = pickweight(templates, 0)
if(!template_name)
GLOB.stationroom_landmarks -= src
qdel(src)

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@@ -170,7 +170,7 @@
if(!victim.client || !istype(victim))
return
to_chat(victim, "<span class='notice'>You feel fast!</span>")
victim.add_movespeed_modifier(MOVESPEED_ID_YELLOW_ORB, update=TRUE, priority=100, multiplicative_slowdown=-2, blacklisted_movetypes=(FLYING|FLOATING))
victim.add_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
sleep(duration)
victim.remove_movespeed_modifier(MOVESPEED_ID_YELLOW_ORB)
victim.remove_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
to_chat(victim, "<span class='notice'>You slow down.</span>")

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@@ -393,7 +393,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(src)
item_flags &= ~IN_INVENTORY
if(SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user) & COMPONENT_DROPPED_RELOCATION)
return ITEM_RELOCATED_BY_DROPPED
. = ITEM_RELOCATED_BY_DROPPED
user.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
@@ -434,11 +434,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
if(!(. & COMPONENT_NO_GRANT_ACTIONS))
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
item_flags |= IN_INVENTORY
user.update_equipment_speed_mods()
@@ -897,3 +898,11 @@ 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.
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/item/proc/autolathe_crafted(obj/machinery/autolathe/A)
return
/obj/item/proc/rnd_crafted(obj/machinery/rnd/production/P)
return

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@@ -258,6 +258,8 @@ update_label("John Doe", "Clowny")
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
if(!anyone)
AddComponent(/datum/component/identification/syndicate, ID_COMPONENT_DEL_ON_IDENTIFY, ID_COMPONENT_EFFECT_NO_ACTIONS, NONE) //no deconstructive analyzer usage.
/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
if(!proximity)

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@@ -308,6 +308,13 @@
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1)
var/offstation_security_levels = TRUE
/obj/item/circuitboard/machine/mechfab/offstation
offstation_security_levels = FALSE
/obj/item/circuitboard/machine/mechfab/rnd_crafted(obj/machinery/rnd/production/P)
offstation_security_levels = P.offstation_security_levels
/obj/item/circuitboard/machine/cryo_tube
name = "Cryotube (Machine Board)"
@@ -759,6 +766,13 @@
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/reagent_containers/glass/beaker = 2)
var/offstation_security_levels = TRUE
/obj/item/circuitboard/machine/circuit_imprinter/offstation
offstation_security_levels = FALSE
/obj/item/circuitboard/machine/mechfab/rnd_crafted(obj/machinery/rnd/production/P)
offstation_security_levels = P.offstation_security_levels
/obj/item/circuitboard/machine/circuit_imprinter/department
name = "Departmental Circuit Imprinter (Machine Board)"
@@ -832,6 +846,13 @@
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/reagent_containers/glass/beaker = 2)
var/offstation_security_levels = TRUE
/obj/item/circuitboard/machine/protolathe/offstation
offstation_security_levels = FALSE
/obj/item/circuitboard/machine/protolathe/rnd_crafted(obj/machinery/rnd/production/P)
offstation_security_levels = P.offstation_security_levels
/obj/item/circuitboard/machine/protolathe/department
name = "Departmental Protolathe (Machine Board)"

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@@ -59,7 +59,7 @@
var/edible = TRUE // That doesn't mean eating it is a good idea
var/list/reagent_contents = list(/datum/reagent/consumable/nutriment = 1)
var/list/reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1)
// If the user can toggle the colour, a la vanilla spraycan
var/can_change_colour = FALSE
@@ -487,56 +487,56 @@
icon_state = "crayonred"
paint_color = "#DA0000"
crayon_color = "red"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/red = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/red = 0.9)
dye_color = DYE_RED
/obj/item/toy/crayon/orange
icon_state = "crayonorange"
paint_color = "#FF9300"
crayon_color = "orange"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/orange = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/orange = 0.9)
dye_color = DYE_ORANGE
/obj/item/toy/crayon/yellow
icon_state = "crayonyellow"
paint_color = "#FFF200"
crayon_color = "yellow"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/yellow = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/yellow = 0.9)
dye_color = DYE_YELLOW
/obj/item/toy/crayon/green
icon_state = "crayongreen"
paint_color = "#A8E61D"
crayon_color = "green"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/green = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/green = 0.9)
dye_color = DYE_GREEN
/obj/item/toy/crayon/blue
icon_state = "crayonblue"
paint_color = "#00B7EF"
crayon_color = "blue"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/blue = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/blue = 0.9)
dye_color = DYE_BLUE
/obj/item/toy/crayon/purple
icon_state = "crayonpurple"
paint_color = "#DA00FF"
crayon_color = "purple"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/purple = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/purple = 0.9)
dye_color = DYE_PURPLE
/obj/item/toy/crayon/black
icon_state = "crayonblack"
paint_color = "#1C1C1C" //Not completely black because total black looks bad. So Mostly Black.
crayon_color = "black"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/black = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/black = 0.9)
dye_color = DYE_BLACK
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
paint_color = "#FFFFFF"
crayon_color = "white"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/white = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/white = 0.9)
dye_color = DYE_WHITE
/obj/item/toy/crayon/mime
@@ -544,7 +544,7 @@
desc = "A very sad-looking crayon."
paint_color = "#FFFFFF"
crayon_color = "mime"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent/crayonpowder/invisible = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent/crayonpowder/invisible = 0.9)
charges = -1
dye_color = DYE_MIME
@@ -552,10 +552,9 @@
icon_state = "crayonrainbow"
paint_color = "#FFF000"
crayon_color = "rainbow"
reagent_contents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/colorful_reagent = 1)
reagent_contents = list(/datum/reagent/consumable/nutriment = 0.1, /datum/reagent/colorful_reagent = 0.9)
drawtype = RANDOM_ANY // just the default starter.
dye_color = DYE_RAINBOW
charges = -1
/obj/item/toy/crayon/rainbow/afterattack(atom/target, mob/user, proximity, params)

View File

@@ -57,6 +57,35 @@
on_reading_finished(user)
reading = FALSE
return TRUE
///TRAITS///
/obj/item/book/granter/trait
var/granted_trait
var/traitname = "being cool"
/obj/item/book/granter/trait/already_known(mob/user)
if(!granted_trait)
return TRUE
if(HAS_TRAIT(user, granted_trait))
to_chat(user, "<span class ='notice'>You already have all the insight you need about [traitname].")
return TRUE
return FALSE
/obj/item/book/granter/trait/on_reading_start(mob/user)
to_chat(user, "<span class='notice'>You start reading about [traitname]...</span>")
/obj/item/book/granter/trait/on_reading_finished(mob/user)
to_chat(user, "<span class='notice'>You feel like you've got a good handle on [traitname]!</span>")
ADD_TRAIT(user, granted_trait, BOOK_TRAIT)
/obj/item/book/granter/trait/rifleman
name = "\proper the Neo-Russian Rifleman\'s Primer"
desc = "A book with stains of vodka and...blood? The back is hard to read, but says something about bolt-actions. Or pump-actions. Both, maybe."
oneuse = FALSE
granted_trait = TRAIT_FAST_PUMP
traitname = "riflery"
icon_state = "book1"
remarks = list("One smooth motion...", "Palm the bolt...", "Push up, rotate back, push forward, down...", "Don't slap yourself with the bolt...", "Wait, what's this about pumping?", "Who just scribbled \"Z\" and \"LMB\" on this page?")
///ACTION BUTTONS///

View File

@@ -110,6 +110,9 @@
if(!(shield_flags & SHIELD_CAN_BASH))
to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
return FALSE
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
to_chat(user, "<span class='warning'>You can't bash with [src] while on the ground!</span>")
return FALSE
if(world.time < last_shieldbash + shieldbash_cooldown)
to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
return FALSE

View File

@@ -100,6 +100,7 @@
if(!H.bleedsuppress && H.bleed_rate) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
to_chat(user, "<span class='notice'>You stop the bleeding of [M]!</span>")
H.adjustBruteLoss(-(heal_brute))
return TRUE
to_chat(user, "<span class='notice'>You can not use \the [src] on [M]!</span>")
@@ -127,6 +128,12 @@
stop_bleeding = 900
heal_brute = 0
/obj/item/stack/medical/gauze/adv
name = "sterilized medical gauze"
desc = "A roll of elastic sterilized cloth that is extremely effective at stopping bleeding, heals minor wounds and cleans them."
singular_name = "sterilized medical gauze"
self_delay = 5
/obj/item/stack/medical/gauze/cyborg
custom_materials = null
is_cyborg = 1

View File

@@ -695,7 +695,10 @@
/obj/item/gun/ballistic/revolver,
/obj/item/ammo_box,
/obj/item/toy/gun,
/obj/item/gun/energy/e_gun/mini
/obj/item/gun/energy/e_gun/mini,
/obj/item/gun/ballistic/automatic/magrifle/pistol,
/obj/item/gun/energy/disabler,
/obj/item/gun/energy/taser
))
/obj/item/storage/belt/holster/full/PopulateContents()

View File

@@ -1117,9 +1117,9 @@
desc = "A box containing a gift for worthy golems."
/obj/item/storage/box/rndboards/PopulateContents()
new /obj/item/circuitboard/machine/protolathe(src)
new /obj/item/circuitboard/machine/protolathe/offstation(src)
new /obj/item/circuitboard/machine/destructive_analyzer(src)
new /obj/item/circuitboard/machine/circuit_imprinter(src)
new /obj/item/circuitboard/machine/circuit_imprinter/offstation(src)
new /obj/item/circuitboard/computer/rdconsole(src)
/obj/item/storage/box/silver_sulf

View File

@@ -294,18 +294,18 @@
name = "chameleon kit"
/obj/item/storage/box/syndie_kit/chameleon/PopulateContents()
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/suit/chameleon(src)
new /obj/item/clothing/gloves/chameleon(src)
new /obj/item/clothing/shoes/chameleon(src)
new /obj/item/clothing/glasses/chameleon(src)
new /obj/item/clothing/head/chameleon(src)
new /obj/item/clothing/mask/chameleon(src)
new /obj/item/storage/backpack/chameleon(src)
new /obj/item/radio/headset/chameleon(src)
new /obj/item/stamp/chameleon(src)
new /obj/item/pda/chameleon(src)
new /obj/item/clothing/neck/cloak/chameleon(src)
new /obj/item/clothing/under/chameleon/syndicate(src)
new /obj/item/clothing/suit/chameleon/syndicate(src)
new /obj/item/clothing/gloves/chameleon/insulated/syndicate(src)
new /obj/item/clothing/shoes/chameleon/syndicate(src)
new /obj/item/clothing/glasses/chameleon/syndicate(src)
new /obj/item/clothing/head/chameleon/syndicate(src)
new /obj/item/clothing/mask/chameleon/syndicate(src)
new /obj/item/storage/backpack/chameleon/syndicate(src)
new /obj/item/radio/headset/chameleon/syndicate(src)
new /obj/item/stamp/chameleon/syndicate(src)
new /obj/item/pda/chameleon/syndicate(src)
new /obj/item/clothing/neck/cloak/chameleon/syndicate(src)
//5*(2*4) = 5*8 = 45, 45 damage if you hit one person with all 5 stars.
//Not counting the damage it will do while embedded (2*4 = 8, at 15% chance)
@@ -510,4 +510,4 @@
new /obj/item/clothing/under/chameleon(src)
new /obj/item/storage/fancy/cigarettes/cigpack_syndicate(src)
new /obj/item/lighter(src)

View File

@@ -52,7 +52,7 @@
ion_trail.start()
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/move_react)
if(full_speed)
user.add_movespeed_modifier(MOVESPEED_ID_JETPACK, priority=100, multiplicative_slowdown=-2, movetypes=FLOATING, conflict=MOVE_CONFLICT_JETPACK)
user.add_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
/obj/item/tank/jetpack/proc/turn_off(mob/user)
on = FALSE
@@ -60,7 +60,7 @@
icon_state = initial(icon_state)
ion_trail.stop()
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
user.remove_movespeed_modifier(MOVESPEED_ID_JETPACK)
user.remove_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
/obj/item/tank/jetpack/proc/move_react(mob/user)
allow_thrust(0.01, user)

View File

@@ -303,7 +303,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
resistance_flags = FIRE_PROOF
/obj/item/switchblade
name = "switchblade"
icon_state = "switchblade"
@@ -639,6 +638,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
w_class = WEIGHT_CLASS_SMALL
//Things in this list will be instantly splatted. Flyman weakness is handled in the flyman species weakness proc.
var/list/strong_against
var/list/spider_panic
/obj/item/melee/flyswatter/Initialize()
. = ..()
@@ -648,7 +648,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/mob/living/simple_animal/cockroach,
/obj/item/queen_bee
))
spider_panic = typecacheof(list(
/mob/living/simple_animal/banana_spider,
/mob/living/simple_animal/hostile/poison/giant_spider,
))
/obj/item/melee/flyswatter/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
@@ -659,6 +662,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
if(istype(target, /mob/living/))
var/mob/living/bug = target
bug.death(1)
if(is_type_in_typecache(target, spider_panic))
to_chat(user, "<span class='warning'>You easily land a critical blow on the [target].</span>")
if(istype(target, /mob/living/))
var/mob/living/bug = target
bug.adjustBruteLoss(-35) //What kinda mad man would go into melee with a spider?!
else
qdel(target)

View File

@@ -77,6 +77,7 @@
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/glasses/meson/engine(src)
new /obj/item/storage/box/emptysandbags(src)
new /obj/item/cartridge/engineering(src)
/obj/structure/closet/secure_closet/atmospherics
name = "\proper atmospheric technician's locker"
@@ -97,6 +98,7 @@
new /obj/item/clothing/head/hardhat/atmos(src)
new /obj/item/clothing/glasses/meson/engine/tray(src)
new /obj/item/extinguisher/advanced(src)
new /obj/item/cartridge/atmos(src)
/*
* Empty lockers

View File

@@ -298,8 +298,8 @@ GLOBAL_LIST(topic_status_cache)
if(SSmapping.config) // this just stops the runtime, honk.
features += "[SSmapping.config.map_name]" //CIT CHANGE - makes the hub entry display the current map
if(get_security_level())//CIT CHANGE - makes the hub entry show the security level
features += "[get_security_level()] alert"
if(NUM2SECLEVEL(GLOB.security_level))//CIT CHANGE - makes the hub entry show the security level
features += "[NUM2SECLEVEL(GLOB.security_level)] alert"
if (n > 1)
features += "~[n] players"