# Conflicts:
#	icons/mob/clothing/suit.dmi
#	icons/mob/clothing/suit_digi.dmi
#	icons/obj/clothing/suits.dmi
This commit is contained in:
zerothebigboy
2021-09-09 04:49:30 -04:00
122 changed files with 1938 additions and 289 deletions
+60
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@@ -0,0 +1,60 @@
/datum/atmosphere
var/gas_string
var/id
var/list/base_gases // A list of gases to always have
var/list/normal_gases // A list of allowed gases:base_amount
var/list/restricted_gases // A list of allowed gases like normal_gases but each can only be selected a maximum of one time
var/restricted_chance = 10 // Chance per iteration to take from restricted gases
var/minimum_pressure
var/maximum_pressure
var/minimum_temp
var/maximum_temp
/datum/atmosphere/New()
generate_gas_string()
/datum/atmosphere/proc/generate_gas_string()
var/list/spicy_gas = restricted_gases.Copy()
var/target_pressure = rand(minimum_pressure, maximum_pressure)
var/pressure_scale = target_pressure / maximum_pressure
// First let's set up the gasmix and base gases for this template
// We make the string from a gasmix in this proc because gases need to calculate their pressure
var/datum/gas_mixture/gasmix = new
gasmix.set_temperature(rand(minimum_temp, maximum_temp))
for(var/i in base_gases)
gasmix.set_moles(i, base_gases[i])
// Now let the random choices begin
var/gastype
var/amount
while(gasmix.return_pressure() < target_pressure)
if(!prob(restricted_chance) || !length(spicy_gas))
gastype = pick(normal_gases)
amount = normal_gases[gastype]
else
gastype = pick(spicy_gas)
amount = spicy_gas[gastype]
spicy_gas -= gastype //You can only pick each restricted gas once
amount *= rand(50, 200) / 100 // Randomly modifes the amount from half to double the base for some variety
amount *= pressure_scale // If we pick a really small target pressure we want roughly the same mix but less of it all
amount = CEILING(amount, 0.1)
gasmix.adjust_moles(gastype, amount)
// That last one put us over the limit, remove some of it
if(gasmix.return_pressure() > target_pressure)
var/moles_to_remove = (1 - target_pressure / gasmix.return_pressure()) * gasmix.total_moles()
gasmix.adjust_moles(gastype, -moles_to_remove)
gasmix.set_moles(gastype, FLOOR(gasmix.get_moles(gastype), 0.1))
// Now finally lets make that string
var/list/gas_string_builder = list()
for(var/id in gasmix.get_gases())
gas_string_builder += "[id]=[gasmix.get_moles(id)]"
gas_string_builder += "TEMP=[gasmix.return_temperature()]"
gas_string = gas_string_builder.Join(";")
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@@ -0,0 +1,48 @@
// Atmos types used for planetary airs
/datum/atmosphere/lavaland
id = LAVALAND_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_BZ=0.1,
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 30
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = BODYTEMP_COLD_DAMAGE_LIMIT + 1
maximum_temp = 320
/datum/atmosphere/icemoon
id = ICEMOON_DEFAULT_ATMOS
base_gases = list(
GAS_O2=5,
GAS_N2=10,
)
normal_gases = list(
GAS_O2=10,
GAS_N2=10,
GAS_CO2=10,
)
restricted_gases = list(
GAS_METHYL_BROMIDE=0.1,
)
restricted_chance = 10
minimum_pressure = HAZARD_LOW_PRESSURE + 10
maximum_pressure = LAVALAND_EQUIPMENT_EFFECT_PRESSURE - 1
minimum_temp = 180
maximum_temp = 180
@@ -135,6 +135,8 @@
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.item_flags &= ~IN_STORAGE
I.remove_outline()
if(new_location)
AM.forceMove(new_location) // exited comsig will handle removal reset.
//We don't want to call this if the item is being destroyed
@@ -180,6 +182,7 @@
I.forceMove(parent.drop_location())
return FALSE
I.on_enter_storage(master)
I.item_flags |= IN_STORAGE
refresh_mob_views()
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
if(M)
@@ -423,6 +423,9 @@
var/atom/A = parent
if(ismob(M)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
A.add_fingerprint(M)
if(istype(A, /obj/item))
var/obj/item/I = A
I.remove_outline() //Removes the outline when we drag
if(!over_object)
return FALSE
if(ismecha(M.loc)) // stops inventory actions in a mech
+3 -2
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@@ -10,6 +10,7 @@
var/mob/living/L = parent
if(L.incapacitated() || L.lying)
return
var/matrix/otransform = matrix(L.transform) //make a copy of the current transform
animate(L, pixel_z = 4, time = 0)
animate(pixel_z = 0, transform = turn(matrix(), pick(-12, 0, 12)), time=2)
animate(pixel_z = 0, transform = matrix(), time = 0)
animate(pixel_z = 0, transform = turn(L.transform, pick(-12, 0, 12)), time=2) //waddle.
animate(pixel_z = 0, transform = otransform, time = 0) //return to previous transform.
+8
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@@ -386,6 +386,14 @@
qdel(language_holder)
var/species_holder = initial(mrace.species_language_holder)
language_holder = new species_holder(src)
var/mob/living/carbon/human/H = src
//provide the user's additional language to the new language holder even if they change species
if(H.additional_language && H.additional_language != "None")
var/language_entry = GLOB.roundstart_languages[H.additional_language]
if(language_entry)
grant_language(language_entry, TRUE, TRUE)
update_atom_languages()
/mob/living/carbon/human/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE)
+17
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@@ -162,3 +162,20 @@
gain_text = "<span class='notice'>You feel like munching on a can of soda.</span>"
lose_text = "<span class='notice'>You no longer feel like you should be eating trash.</span>"
mob_trait = TRAIT_TRASHCAN
/datum/quirk/colorist
name = "Colorist"
desc = "You like carrying around a hair dye spray to quickly apply color patterns to your hair."
value = 0
medical_record_text = "Patient enjoys dyeing their hair with pretty colors."
/datum/quirk/colorist/on_spawn()
var/mob/living/carbon/human/H = quirk_holder
var/obj/item/dyespray/spraycan = new(get_turf(quirk_holder))
H.equip_to_slot(spraycan, SLOT_IN_BACKPACK)
H.regenerate_icons()
/datum/quirk/colorist/post_add()
var/mob/living/carbon/human/H = quirk_holder
SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
to_chat(quirk_holder, "<span class='boldnotice'>You brought some extra dye with you! It's in your bag if you forgot.</span>")
+12
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@@ -329,3 +329,15 @@
to_chat(L, "<span class='warning'>You need an attachable assembly!</span>")
#undef MAXIMUM_EMP_WIRES
//gremlins
/datum/wires/proc/npc_tamper(mob/living/L)
if(!wires.len)
return
var/wire_to_screw = pick(wires)
if(is_color_cut(wire_to_screw) || prob(50)) //CutWireColour() proc handles both cutting and mending wires. If the wire is already cut, always mend it back. Otherwise, 50% to cut it and 50% to pulse it
cut(wire_to_screw)
else
pulse(wire_to_screw, L)