Merge conflicts, procs instead of macros, mood signals.

This commit is contained in:
Ghommie
2020-05-08 02:12:41 +02:00
227 changed files with 278636 additions and 999 deletions
+6 -2
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@@ -161,10 +161,14 @@
#define ATMOS_TANK_O2 "o2=100000;TEMP=293.15"
#define ATMOS_TANK_N2 "n2=100000;TEMP=293.15"
#define ATMOS_TANK_AIRMIX "o2=2644;n2=10580;TEMP=293.15"
//LAVALAND
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
#define LAVALAND_DEFAULT_ATMOS "o2=14;n2=23;TEMP=300"
//SNOSTATION
#define ICEMOON_DEFAULT_ATMOS "o2=17;n2=63;TEMP=180"
//ATMOSIA GAS MONITOR TAGS
#define ATMOS_GAS_MONITOR_INPUT_O2 "o2_in"
#define ATMOS_GAS_MONITOR_OUTPUT_O2 "o2_out"
@@ -255,10 +259,10 @@
//HELPERS
#define PIPING_LAYER_SHIFT(T, PipingLayer) \
if(T.dir & NORTH || T.dir & SOUTH) { \
if(T.dir & (NORTH|SOUTH)) { \
T.pixel_x = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_X;\
} \
if(T.dir & WEST || T.dir & EAST) { \
if(T.dir & (WEST|EAST)) { \
T.pixel_y = (PipingLayer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_P_Y;\
}
-2
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@@ -59,8 +59,6 @@
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
//The maximum size of a stack object.
#define MAX_STACK_SIZE 50
//maximum amount of cable in a coil
+24 -2
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@@ -110,7 +110,8 @@
#define COMSIG_TURF_MULTIZ_NEW "turf_multiz_new" //from base of turf/New(): (turf/source, direction)
// /atom/movable signals
#define COMSIG_MOVABLE_PRE_MOVE "movable_pre_move" //from base of atom/movable/Moved(): (/atom)
#define COMSIG_MOVABLE_PRE_MOVE "movable_pre_move" ///from base of atom/movable/Moved(): (/atom)
#define COMPONENT_MOVABLE_BLOCK_PRE_MOVE 1
#define COMSIG_MOVABLE_MOVED "movable_moved" //from base of atom/movable/Moved(): (/atom, dir)
#define COMSIG_MOVABLE_CROSS "movable_cross" //from base of atom/movable/Cross(): (/atom/movable)
#define COMSIG_MOVABLE_CROSSED "movable_crossed" //from base of atom/movable/Crossed(): (/atom/movable)
@@ -182,7 +183,28 @@
// #define SPEECH_FORCED 7
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //called from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
#define ACTION_SKILL_MOD_VALUE 2
#define ACTION_SKILL_MOD_THRESHOLD 3
#define ACTION_SKILL_MOD_IS_MULTI 4
//other mod values, kept separate from the args
#define MOD_VALUES_SKILL_MOD 1
#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
#define ITEM_SKILLS_MOD_VALUE 2
#define ITEM_SKILLS_MOD_FLAGS 3
#define ITEM_SKILLS_MOD_BAD_FLAGS 4
#define ITEM_SKILLS_MOD_IS_MULTI 5
//other mod values, kept separate from the args
#define MOD_VALUES_ITEM_SKILLS_SUM 1
#define MOD_VALUES_ITEM_SKILLS_DIV 2
#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
+4 -1
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@@ -132,7 +132,7 @@
#define FEMALE_UNIFORM_FULL 1
#define FEMALE_UNIFORM_TOP 2
//flags for outfits that have mutantrace variants: These are hard sprited too.
//flags for outfits that have mutant race variants: Most of these require additional sprites to work.
#define STYLE_DIGITIGRADE (1<<0) //jumpsuits, suits and shoes
#define STYLE_MUZZLE (1<<1) //hats or masks
#define STYLE_SNEK_TAURIC (1<<2) //taur-friendly suits
@@ -140,6 +140,9 @@
#define STYLE_HOOF_TAURIC (1<<4)
#define STYLE_ALL_TAURIC (STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC|STYLE_HOOF_TAURIC)
#define STYLE_NO_ANTHRO_ICON (1<<5) //When digis fit the default sprite fine and need no copypasted states. This is the case of skirts and winter coats, for example.
#define USE_SNEK_CLIP_MASK (1<<6)
#define USE_QUADRUPED_CLIP_MASK (1<<7)
#define USE_TAUR_CLIP_MASK (USE_SNEK_CLIP_MASK|USE_QUADRUPED_CLIP_MASK)
//digitigrade legs settings.
#define NOT_DIGITIGRADE 0
+4 -1
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@@ -174,7 +174,10 @@ GLOBAL_LIST_INIT(clawfootmob, typecacheof(list(
/mob/living/simple_animal/pet/fox,
/mob/living/simple_animal/chicken,
/mob/living/simple_animal/hostile/bear,
/mob/living/simple_animal/hostile/jungle/mega_arachnid
/mob/living/simple_animal/hostile/jungle/mega_arachnid,
/mob/living/simple_animal/hostile/asteroid/ice_whelp,
/mob/living/simple_animal/hostile/asteroid/wolf,
/mob/living/simple_animal/hostile/asteroid/polarbear
)))
GLOBAL_LIST_INIT(barefootmob, typecacheof(list(
+2
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@@ -1,6 +1,8 @@
//Defines for atom layers and planes
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
#define PLANE_VOID -100
#define CLICKCATCHER_PLANE -99
#define PLANE_SPACE -95
+3
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@@ -0,0 +1,3 @@
//map template annihilate_bounds
#define MAP_TEMPLATE_ANNIHILATE_PRELOAD 1 //annihilate bounds before starting loading
#define MAP_TEMPLATE_ANNIHILATE_LOADING 2 //"sweeping" delete during loading
+8
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@@ -38,8 +38,15 @@ require only minor tweaks.
#define ZTRAIT_VR "Virtual Reality"
#define ZTRAIT_SPACE_RUINS "Space Ruins"
#define ZTRAIT_LAVA_RUINS "Lava Ruins"
#define ZTRAIT_ICE_RUINS "Ice Ruins"
#define ZTRAIT_ICE_RUINS_UNDERGROUND "Ice Ruins Underground"
#define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement.
//boolean - weather types that occur on the level
#define ZTRAIT_SNOWSTORM "Weather_Snowstorm"
#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
// number - bombcap is multiplied by this before being applied to bombs
#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
@@ -68,6 +75,7 @@ require only minor tweaks.
#define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE)
#define ZTRAITS_LAVALAND list(\
ZTRAIT_MINING = TRUE, \
ZTRAIT_ASHSTORM = TRUE, \
ZTRAIT_LAVA_RUINS = TRUE, \
ZTRAIT_BOMBCAP_MULTIPLIER = 5, \
ZTRAIT_BASETURF = /turf/open/lava/smooth/lava_land_surface)
+2
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@@ -0,0 +1,2 @@
/// cm3 of material matter per sheet
#define MINERAL_MATERIAL_AMOUNT 2000
+9 -9
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@@ -35,15 +35,15 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define BODY_ADJ_LAYER 27 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_FRONT_LAYER 26 //Draws some genitalia above clothes and the TAUR body if need be.
#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 22
#define ID_LAYER 21
#define HANDS_PART_LAYER 20
#define SHOES_LAYER 19
#define GLOVES_LAYER 18
#define EARS_LAYER 17
#define BODY_TAUR_LAYER 16
#define BODY_ADJ_UPPER_LAYER 24
#define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 22 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 21
#define ID_LAYER 20
#define HANDS_PART_LAYER 19
#define SHOES_LAYER 18
#define GLOVES_LAYER 17
#define EARS_LAYER 16
#define SUIT_LAYER 15
#define GENITALS_EXPOSED_LAYER 14
#define GLASSES_LAYER 13
+7 -7
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@@ -138,6 +138,7 @@
#define MOOD_LEVEL_SAD4 -25
//Sanity levels for humans
#define SANITY_AMAZING 150
#define SANITY_GREAT 125
#define SANITY_NEUTRAL 100
#define SANITY_DISTURBED 75
@@ -265,6 +266,7 @@
#define WIZARD_AGE_MIN 30 //youngest a wizard can be
#define APPRENTICE_AGE_MIN 29 //youngest an apprentice can be
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define SHOES_SPEED_SLIGHT SHOES_SLOWDOWN - 1 // slightest speed boost to movement
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
#define DOOR_CRUSH_DAMAGE 15 //the amount of damage that airlocks deal when they crush you
@@ -288,10 +290,8 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define PULL_PRONE_SLOWDOWN 0.6
#define FIREMAN_CARRY_SLOWDOWN 0
#define PIGGYBACK_CARRY_SLOWDOWN 1
//slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
#define SOFTCRIT_ADD_SLOWDOWN 2
//slowdown when crawling
#define CRAWLING_ADD_SLOWDOWN 4
#define GRAB_PIXEL_SHIFT_PASSIVE 6
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
#define GRAB_PIXEL_SHIFT_NECK 16
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
+10
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@@ -0,0 +1,10 @@
/// How much someone is slowed from pulling a prone human
#define PULL_PRONE_SLOWDOWN 0.6
/// 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
/// slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
#define SOFTCRIT_ADD_SLOWDOWN 2
/// slowdown when crawling
#define CRAWLING_ADD_SLOWDOWN 4
+6 -5
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@@ -38,11 +38,12 @@
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define ALLOWINTERNALS (1<<3) //mask allows internals
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
#define THICKMATERIAL (1<<5) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define VOICEBOX_TOGGLABLE (1<<6) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<7) //The voicebox is currently turned off.
#define IGNORE_HAT_TOSS (1<<8) //Hats with negative effects when worn (i.e the tinfoil hat).
#define SCAN_REAGENTS (1<<9) // Allows helmets and glasses to scan reagents.
#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
#define THICKMATERIAL (1<<6) //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
// Flags for the organ_flags var on /obj/item/organ
+1
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@@ -65,6 +65,7 @@
#define FREQ_ENGINEERING 1357 // Engineering comms frequency, orange
#define FREQ_SECURITY 1359 // Security comms frequency, red
#define FREQ_HOLOGRID_SOLUTION 1433
#define FREQ_STATUS_DISPLAYS 1435
#define FREQ_ATMOS_ALARMS 1437 // air alarms <-> alert computers
#define FREQ_ATMOS_CONTROL 1439 // air alarms <-> vents and scrubbers
+5
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@@ -0,0 +1,5 @@
// the clamps are just sanity checks.
/// Efficiency scaling for stock part level to material usage. All code concerning lathing and production from raw material sheet should be using this.
#define STANDARD_PART_LEVEL_LATHE_COEFFICIENT(level) clamp(1 - (level * 0.1), 0, 1)
/// Efficiency scaling for stock part level to ore factor. All code concerning lathing and production from raw ores to raw material sheets should be using this.
#define STANDARD_PART_LEVEL_ORE_COEFFICIENT(level) clamp(1 + (level * 0.125), 1, 10)
+4
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@@ -29,6 +29,8 @@
#define DEF_SKILL_GAIN 1
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
#define SKILL_AFFINITY_MOOD_BONUS 1.25
///Items skill_flags and other defines
#define SKILL_USE_TOOL (1<<0)
#define SKILL_TRAINING_TOOL (1<<1)
@@ -39,6 +41,8 @@
#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
#define SKILL_THROW_STAM_COST (1<<7)
#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
///competency_threshold index defines
#define THRESHOLD_COMPETENT 1
-38
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@@ -1,41 +1,3 @@
/**
*Generic delay calculation macro for various delayed actions.
*The skill to check must be an instance, not a path or list.
*/
#define SKILL_MODIFIER(to_check, holder, target, threshold) \
var/___value;\
switch(to_check.progression_type){\
if(SKILL_PROGRESSION_LEVEL){\
___value = LAZYACCESS(holder.skill_levels, to_check.type)\
} else {\
___value = LAZYACCESS(holder.skills, to_check.type)\
}\
}\
target /= (1+(___value-to_check.competency_thresholds[threshold])*to_check.competency_mults[threshold])
/// This is the one that accepts typepaths and lists. if flags are enabled, an associative value check will be done.
#define LIST_SKILL_MODIFIER(list, holder, target, threshold, flags, bad_flags) \
var/___sum = 0;\
var/___divisor = 0;\
for(var/_S in list){\
if((flags && !(list[_S] & (flags))) || (bad_flags && list[_S] & (bad_flags))){\
continue\
}\
var/___value;\
var/datum/skill/___S = GLOB.skill_datums[_S];\
switch(___S.progression_type){\
if(SKILL_PROGRESSION_LEVEL){\
___value = LAZYACCESS(holder.skill_levels, ___S.type)\
} else {\
___value = LAZYACCESS(holder.skills, ___S.type)\
}\
}\
___sum += (1+(___value - ___S.competency_thresholds[threshold])*___S.competency_mults[threshold]);\
___divisor++\
}\
if(___divisor){\
target /= (___sum/___divisor)\
}
//How experience levels are calculated.
#define XP_LEVEL(std, multi, lvl) (std*((multi**lvl)/(multi-1))-std/(multi-1)) //don't use 1 as multi, you'll get division by zero errors
+3 -1
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@@ -34,6 +34,8 @@
#define STATUS_EFFECT_HIPPOCRATIC_OATH /datum/status_effect/hippocraticOath //Gives you an aura of healing as well as regrowing the Rod of Asclepius if lost
#define STATUS_EFFECT_REGENERATIVE_CORE /datum/status_effect/regenerative_core //removes damage slowdown while giving a slow regenerating effect
/////////////
// DEBUFFS //
/////////////
@@ -78,7 +80,7 @@
#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
#define STATUS_EFFECT_SAWBLEED /datum/status_effect/stacking/saw_bleed //if the bleed builds up enough, takes a ton of damage
#define STATUS_EFFECT_NECKSLICE /datum/status_effect/neck_slice //Creates the flavor messages for the neck-slice
+2 -1
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@@ -78,6 +78,7 @@
#define TRAIT_MONKEYLIKE "monkeylike" //sets IsAdvancedToolUser to FALSE
#define TRAIT_PACIFISM "pacifism"
#define TRAIT_IGNORESLOWDOWN "ignoreslow"
#define TRAIT_IGNOREDAMAGESLOWDOWN "ignoredamageslowdown"
#define TRAIT_DEATHCOMA "deathcoma" //Causes death-like unconsciousness
#define TRAIT_FAKEDEATH "fakedeath" //Makes the owner appear as dead to most forms of medical examination
#define TRAIT_DISFIGURED "disfigured"
@@ -187,7 +188,7 @@
#define TRAIT_NO_INTERNALS "no-internals"
#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_FAST_PUMP "fast_pump"
// 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)
+5
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@@ -58,6 +58,11 @@ GLOBAL_LIST_INIT(typecache_powerfailure_safe_areas, typecacheof(/area/engine/eng
else if(isarea(areatype))
var/area/areatemp = areatype
areatype = areatemp.type
else if(islist(areatype))
var/list/turfs = list()
for(var/A in areatype)
turfs += get_area_turfs(A)
return turfs
else if(!ispath(areatype))
return null
+4 -2
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@@ -163,9 +163,11 @@
"tail_lizard" = pick(GLOB.tails_list_lizard),
"tail_human" = "None",
"wings" = "None",
"wings_color" = "FFF",
"deco_wings" = "None",
"snout" = pick(GLOB.snouts_list),
"horns" = pick(GLOB.horns_list),
"horns" = "None",
"horns_color" = "85615a",
"ears" = "None",
"frills" = pick(GLOB.frills_list),
"spines" = pick(GLOB.spines_list),
@@ -174,7 +176,7 @@
"caps" = pick(GLOB.caps_list),
"insect_wings" = pick(GLOB.insect_wings_list),
"insect_fluff" = "None",
"insect_markings" = pick(GLOB.insect_markings_list),
"insect_markings" = pick(GLOB.insect_markings_list),
"taur" = "None",
"mam_body_markings" = snowflake_markings_list.len ? pick(snowflake_markings_list) : "None",
"mam_ears" = snowflake_ears_list ? pick(snowflake_ears_list) : "None",
+23
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@@ -434,6 +434,29 @@ Turf and target are separate in case you want to teleport some distance from a t
return locate(x,y,A.z)
/**
* Get ranged target turf, but with direct targets as opposed to directions
*
* Starts at atom A and gets the exact angle between A and target
* Moves from A with that angle, Range amount of times, until it stops, bound to map size
* Arguments:
* * A - Initial Firer / Position
* * target - Target to aim towards
* * range - Distance of returned target turf from A
* * offset - Angle offset, 180 input would make the returned target turf be in the opposite direction
*/
/proc/get_ranged_target_turf_direct(atom/A, atom/target, range, offset)
var/angle = arctan(target.x - A.x, target.y - A.y)
if(offset)
angle += offset
var/turf/T = get_turf(A)
for(var/i in 1 to range)
var/turf/check = locate(A.x + cos(angle) * i, A.y + sin(angle) * i, A.z)
if(!check)
break
T = check
return T
// returns turf relative to A offset in dx and dy tiles
// bound to map limits
+10
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@@ -266,6 +266,16 @@ GLOBAL_LIST_INIT(bitfields, list(
"STORAGE_LIMIT_COMBINED_W_CLASS" = STORAGE_LIMIT_COMBINED_W_CLASS,
"STORAGE_LIMIT_VOLUME" = STORAGE_LIMIT_VOLUME
),
"mutantrace_variation" = list(
"STYLE_DIGITIGRADE" = STYLE_DIGITIGRADE,
"STYLE_MUZZLE" = STYLE_MUZZLE,
"STYLE_SNEK_TAURIC" = STYLE_SNEK_TAURIC,
"STYLE_PAW_TAURIC" = STYLE_PAW_TAURIC,
"STYLE_HOOF_TAURIC" = STYLE_HOOF_TAURIC,
"STYLE_NO_ANTHRO_ICON" = STYLE_NO_ANTHRO_ICON,
"USE_SNEK_CLIP_MASK" = USE_SNEK_CLIP_MASK,
"USE_QUADRUPED_CLIP_MASK" = USE_QUADRUPED_CLIP_MASK
),
"vis_flags" = list(
"VIS_INHERIT_ICON" = VIS_INHERIT_ICON,
"VIS_INHERIT_ICON_STATE" = VIS_INHERIT_ICON_STATE,
+2 -2
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@@ -137,8 +137,8 @@ GLOBAL_LIST_INIT(jumpsuitlist, list(PREF_SUIT, PREF_SKIRT))
#define UPLINK_PEN "Pen" //like a real spy!
GLOBAL_LIST_INIT(uplink_spawn_loc_list, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN))
//Female Uniforms
GLOBAL_LIST_EMPTY(female_clothing_icons)
//List of cached alpha masked icons.
GLOBAL_LIST_EMPTY(alpha_masked_worn_icons)
//radical shit
GLOBAL_LIST_INIT(hit_appends, list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF"))
+1 -1
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@@ -162,7 +162,7 @@
#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
#define ui_ghost_pai "SOUTH: 6, CENTER+2:24"
#define ui_ghost_spawners "SOUTH: 6, CENTER+2:24"
//UI position overrides for 1:1 screen layout. (default is 7:5)
+7 -7
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@@ -36,13 +36,13 @@
var/mob/dead/observer/G = usr
G.dead_tele()
/obj/screen/ghost/pai
name = "pAI Candidate"
icon_state = "pai"
/obj/screen/ghost/spawners
name = "Ghost role spawners"
icon_state = "spawners"
/obj/screen/ghost/pai/Click()
/obj/screen/ghost/spawners/Click()
var/mob/dead/observer/G = usr
G.register_pai()
G.open_spawners_menu()
/datum/hud/ghost/New(mob/owner)
..()
@@ -68,8 +68,8 @@
using.hud = src
static_inventory += using
using = new /obj/screen/ghost/pai()
using.screen_loc = ui_ghost_pai
using = new /obj/screen/ghost/spawners()
using.screen_loc = ui_ghost_spawners
using.hud = src
static_inventory += using
+3 -3
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@@ -118,7 +118,7 @@
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
if(I.used_skills && user.mind)
if(totitemdamage)
LIST_SKILL_MODIFIER(I.used_skills, user.mind.skill_holder, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
totitemdamage = user.mind.skill_holder.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
continue
@@ -163,7 +163,7 @@
if(!user.mind || !I.used_skills)
return
if(.)
LIST_SKILL_MODIFIER(I.used_skills, user.mind.skill_holder, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
. = user.mind.skill_holder.item_action_skills_mod(., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
continue
@@ -216,7 +216,7 @@
. *= STAM_COST_NO_COMBAT_MULT
bad_flag |= SKILL_COMBAT_MODE
if(used_skills && user.mind)
LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, ., skill_difficulty, flags, bad_flag)
. = user.mind.skill_holder.item_action_skills_mod(., skill_difficulty, flags, bad_flag, FALSE)
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration(force_override)
@@ -348,6 +348,11 @@
config_entry_value = 16
min_val = 0
/datum/config_entry/number/icemoon_budget
config_entry_value = 90
integer = FALSE
min_val = 0
/datum/config_entry/number/station_space_budget
config_entry_value = 10
min_val = 0
+29 -7
View File
@@ -16,6 +16,8 @@ SUBSYSTEM_DEF(mapping)
var/list/ruins_templates = list()
var/list/space_ruins_templates = list()
var/list/lava_ruins_templates = list()
var/list/ice_ruins_templates = list()
var/list/ice_ruins_underground_templates = list()
var/list/station_ruins_templates = list()
var/datum/space_level/isolated_ruins_z //Created on demand during ruin loading.
@@ -102,19 +104,32 @@ SUBSYSTEM_DEF(mapping)
loading_ruins = TRUE
var/list/lava_ruins = levels_by_trait(ZTRAIT_LAVA_RUINS)
if (lava_ruins.len)
seedRuins(lava_ruins, CONFIG_GET(number/lavaland_budget), /area/lavaland/surface/outdoors/unexplored, lava_ruins_templates)
seedRuins(lava_ruins, CONFIG_GET(number/lavaland_budget), list(/area/lavaland/surface/outdoors/unexplored), lava_ruins_templates)
for (var/lava_z in lava_ruins)
spawn_rivers(lava_z)
var/list/ice_ruins = levels_by_trait(ZTRAIT_ICE_RUINS)
if (ice_ruins.len)
// needs to be whitelisted for underground too so place_below ruins work
seedRuins(ice_ruins, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored), ice_ruins_templates)
for (var/ice_z in ice_ruins)
spawn_rivers(ice_z, 4, /turf/open/openspace/icemoon, /area/icemoon/surface/outdoors/unexplored/rivers)
var/list/ice_ruins_underground = levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND)
if (ice_ruins_underground.len)
seedRuins(ice_ruins_underground, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/underground/unexplored), ice_ruins_underground_templates)
for (var/ice_z in ice_ruins_underground)
spawn_rivers(ice_z, 4, level_trait(ice_z, ZTRAIT_BASETURF), /area/icemoon/underground/unexplored/rivers)
// Generate deep space ruins
var/list/space_ruins = levels_by_trait(ZTRAIT_SPACE_RUINS)
if (space_ruins.len)
seedRuins(space_ruins, CONFIG_GET(number/space_budget), /area/space, space_ruins_templates)
seedRuins(space_ruins, CONFIG_GET(number/space_budget), list(/area/space), space_ruins_templates)
// Generate station space ruins
var/list/station_ruins = levels_by_trait(ZTRAIT_STATION)
if (station_ruins.len)
seedRuins(station_ruins, CONFIG_GET(number/station_space_budget), /area/space/station_ruins, station_ruins_templates)
seedRuins(station_ruins, (SSmapping.config.station_ruin_budget < 0) ? CONFIG_GET(number/station_space_budget) : SSmapping.config.station_ruin_budget, list(/area/space/station_ruins), station_ruins_templates)
SSmapping.seedStation()
loading_ruins = FALSE
#endif
@@ -182,6 +197,8 @@ SUBSYSTEM_DEF(mapping)
ruins_templates = SSmapping.ruins_templates
space_ruins_templates = SSmapping.space_ruins_templates
lava_ruins_templates = SSmapping.lava_ruins_templates
ice_ruins_templates = SSmapping.ice_ruins_templates
ice_ruins_underground_templates = SSmapping.ice_ruins_underground_templates
station_ruins_templates = SSmapping.station_ruins_templates
shuttle_templates = SSmapping.shuttle_templates
shelter_templates = SSmapping.shelter_templates
@@ -196,7 +213,7 @@ SUBSYSTEM_DEF(mapping)
z_list = SSmapping.z_list
/datum/controller/subsystem/mapping/proc/LoadGroup(list/errorList, name, path, files, list/traits, list/default_traits, silent = FALSE)
/datum/controller/subsystem/mapping/proc/LoadGroup(list/errorList, name, path, files, list/traits, list/default_traits, silent = FALSE, orientation = SOUTH)
. = list()
var/start_time = REALTIMEOFDAY
@@ -236,7 +253,7 @@ SUBSYSTEM_DEF(mapping)
// load the maps
for (var/P in parsed_maps)
var/datum/parsed_map/pm = P
if (!pm.load(1, 1, start_z + parsed_maps[P], no_changeturf = TRUE))
if (!pm.load(1, 1, start_z + parsed_maps[P], no_changeturf = TRUE, orientation = orientation))
errorList |= pm.original_path
if(!silent)
INIT_ANNOUNCE("Loaded [name] in [(REALTIMEOFDAY - start_time)/10]s!")
@@ -252,7 +269,7 @@ SUBSYSTEM_DEF(mapping)
// load the station
station_start = world.maxz + 1
INIT_ANNOUNCE("Loading [config.map_name]...")
LoadGroup(FailedZs, "Station", config.map_path, config.map_file, config.traits, ZTRAITS_STATION)
LoadGroup(FailedZs, "Station", config.map_path, config.map_file, config.traits, ZTRAITS_STATION, FALSE, config.orientation)
if(SSdbcore.Connect())
var/datum/DBQuery/query_round_map_name = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET map_name = '[config.map_name]' WHERE id = [GLOB.round_id]")
@@ -268,7 +285,7 @@ SUBSYSTEM_DEF(mapping)
// load mining
if(config.minetype == "lavaland")
LoadGroup(FailedZs, "Lavaland", "map_files/Mining", "Lavaland.dmm", default_traits = ZTRAITS_LAVALAND)
else if (!isnull(config.minetype))
else if (!isnull(config.minetype) && config.minetype != "none")
INIT_ANNOUNCE("WARNING: An unknown minetype '[config.minetype]' was set! This is being ignored! Update the maploader code!")
#endif
@@ -372,6 +389,7 @@ GLOBAL_LIST_EMPTY(the_station_areas)
// Still supporting bans by filename
var/list/banned = generateMapList("[global.config.directory]/lavaruinblacklist.txt")
banned += generateMapList("[global.config.directory]/spaceruinblacklist.txt")
banned += generateMapList("[global.config.directory]/iceruinblacklist.txt")
banned += generateMapList("[global.config.directory]/stationruinblacklist.txt")
for(var/item in sortList(subtypesof(/datum/map_template/ruin), /proc/cmp_ruincost_priority))
@@ -389,6 +407,10 @@ GLOBAL_LIST_EMPTY(the_station_areas)
if(istype(R, /datum/map_template/ruin/lavaland))
lava_ruins_templates[R.name] = R
else if(istype(R, /datum/map_template/ruin/icemoon/underground))
ice_ruins_underground_templates[R.name] = R
else if(istype(R, /datum/map_template/ruin/icemoon))
ice_ruins_templates[R.name] = R
else if(istype(R, /datum/map_template/ruin/space))
space_ruins_templates[R.name] = R
else if(istype(R, /datum/map_template/ruin/station))
@@ -3,7 +3,6 @@ PROCESSING_SUBSYSTEM_DEF(projectiles)
wait = 1
stat_tag = "PP"
flags = SS_NO_INIT|SS_TICKER
var/global_max_tick_moves = 10
var/global_pixel_speed = 2
var/global_iterations_per_move = 16
@@ -413,15 +413,6 @@
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/paperwork
name = "Filed Paper Work"
result = /obj/item/folder/paperwork_correct
time = 10 //Takes time for people to file and complete paper work!
tools = list(/obj/item/pen)
reqs = list(/obj/item/folder/paperwork = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/coconut_bong
name = "Coconut Bong"
result = /obj/item/bong/coconut
+19 -2
View File
@@ -1,13 +1,18 @@
/datum/component/knockback
/// distance the atom will be thrown
var/throw_distance
/// whether this can throw anchored targets (tables, etc)
var/throw_anchored
/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
var/throw_gentle
/datum/component/knockback/Initialize(throw_distance=1)
/datum/component/knockback/Initialize(throw_distance=1, throw_gentle=FALSE)
if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent))
return COMPONENT_INCOMPATIBLE
src.throw_distance = throw_distance
src.throw_anchored = throw_anchored
src.throw_gentle = throw_gentle
/datum/component/knockback/RegisterWithParent()
. = ..()
@@ -22,17 +27,29 @@
. = ..()
UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
/// triggered after an item attacks something
/datum/component/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
if(!proximity_flag)
return
do_knockback(target, user, get_dir(source, target))
/// triggered after a hostile simplemob attacks something
/datum/component/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target)
do_knockback(target, attacker, get_dir(attacker, target))
/// triggered after a projectile hits something
/datum/component/knockback/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
do_knockback(target, null, angle2dir(Angle))
/**
* Throw a target in a direction
*
* Arguments:
* * target - Target atom to throw
* * thrower - Thing that caused this atom to be thrown
* * throw_dir - Direction to throw the atom
*/
/datum/component/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
if(!ismovable(target) || throw_dir == null)
return
@@ -43,4 +60,4 @@
throw_dir = turn(throw_dir, 180)
throw_distance *= -1
var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower) //, gentle = throw_gentle)
+49 -3
View File
@@ -1,5 +1,6 @@
#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
/datum/component/mood
var/mood //Real happiness
@@ -22,7 +23,6 @@
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_MODIFY_SANITY, .proc/modify_sanity)
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
var/mob/living/owner = parent
if(owner.hud_used)
@@ -150,7 +150,7 @@
if(8)
setSanity(sanity+0.25, maximum=SANITY_GREAT)
if(9)
setSanity(sanity+0.4, maximum=SANITY_GREAT)
setSanity(sanity+0.4, maximum=SANITY_AMAZING)
HandleNutrition(owner)
@@ -166,6 +166,7 @@
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
var/old_sanity = sanity
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
@@ -197,6 +198,12 @@
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 1
if(old_sanity > 1 && sanity == 1)
RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
else if(old_sanity == 1 && sanity < 1)
UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
@@ -205,8 +212,13 @@
//var/mob/living/master = parent
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
insanity_effect = newval
if(insanity_effect)
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
else
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = -INFINITY, maximum = INFINITY)
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
setSanity(sanity + amount, minimum, maximum)
/datum/component/mood/proc/add_event(datum/source, category, type, param) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
@@ -288,5 +300,39 @@
remove_temp_moods()
setSanity(initial(sanity))
/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
if(!(S.skill_flags & SKILL_USE_MOOD))
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
return
var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(!divisor)
return
var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
var/skills_len = length(L)
var/affected_skills = skills_len
for(var/k in L)
var/datum/skill/S = k
var/our_flags = I.used_skills[S.type]|S.skill_flags
if(!(our_flags & SKILL_USE_MOOD))
affected_skills--
if(!affected_skills)
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
var/datum/skill/S = GLOB.skill_datums[skill_path]
if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
return
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN
#undef MOOD_INSANITY_MALUS
+7
View File
@@ -20,6 +20,8 @@
var/ride_check_ridden_incapacitated = FALSE
var/list/offhands = list() // keyed list containing all the current riding offsets associated by mob
var/del_on_unbuckle_all = FALSE
/datum/component/riding/Initialize()
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
@@ -28,8 +30,11 @@
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/vehicle_moved)
/datum/component/riding/proc/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
var/atom/movable/AM = parent
restore_position(M)
unequip_buckle_inhands(M)
if(del_on_unbuckle_all && !AM.has_buckled_mobs())
qdel(src)
/datum/component/riding/proc/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
handle_vehicle_offsets()
@@ -194,6 +199,7 @@
///////Yes, I said humans. No, this won't end well...//////////
/datum/component/riding/human
del_on_unbuckle_all = TRUE
var/fireman_carrying = FALSE
/datum/component/riding/human/Initialize()
@@ -261,6 +267,7 @@
user.visible_message("<span class='warning'>[AM] pushes [user] off of [AM.p_them()]!</span>")
/datum/component/riding/cyborg
del_on_unbuckle_all = TRUE
/datum/component/riding/cyborg/Initialize()
. = ..()
+6 -14
View File
@@ -1,28 +1,20 @@
/datum/element/dusts_on_leaving_area
element_flags = ELEMENT_DETACH | ELEMENT_BESPOKE
id_arg_index = 2
var/list/attached_mobs = list()
var/list/area_types = list()
/datum/element/dusts_on_leaving_area/Attach(datum/target,types)
. = ..()
if(!ismob(target))
return ELEMENT_INCOMPATIBLE
attached_mobs += target
area_types = types
START_PROCESSING(SSprocessing,src)
RegisterSignal(target,COMSIG_ENTER_AREA,.proc/check_dust)
/datum/element/dusts_on_leaving_area/Detach(mob/M)
. = ..()
if(M in attached_mobs)
attached_mobs -= M
if(!attached_mobs.len)
STOP_PROCESSING(SSprocessing,src)
UnregisterSignal(M,COMSIG_ENTER_AREA)
/datum/element/dusts_on_leaving_area/process()
for(var/m in attached_mobs)
var/mob/M = m
var/area/A = get_area(M)
if(!(A.type in area_types))
M.dust(force = TRUE)
Detach(M)
/datum/element/dusts_on_leaving_area/proc/check_dust(datum/source, area/A)
var/mob/M = source
if(istype(M) && !(A.type in area_types))
M.dust(force = TRUE)
+31
View File
@@ -0,0 +1,31 @@
/datum/element/snailcrawl
element_flags = ELEMENT_DETACH
/datum/element/snailcrawl/Attach(datum/target)
. = ..()
if(!ismovable(target))
return ELEMENT_INCOMPATIBLE
var/P
if(iscarbon(target))
P = .proc/snail_crawl
else
P = .proc/lubricate
RegisterSignal(target, COMSIG_MOVABLE_MOVED, P)
/datum/element/snailcrawl/Detach(mob/living/carbon/target)
. = ..()
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
if(istype(target))
target.remove_movespeed_modifier(/datum/movespeed_modifier/snail_crawl)
/datum/element/snailcrawl/proc/snail_crawl(mob/living/carbon/snail)
if(snail.resting && !snail.buckled && lubricate(snail))
snail.add_movespeed_modifier(/datum/movespeed_modifier/snail_crawl)
else
snail.remove_movespeed_modifier(/datum/movespeed_modifier/snail_crawl)
/datum/element/snailcrawl/proc/lubricate(atom/movable/snail)
var/turf/open/OT = get_turf(snail)
if(istype(OT))
OT.MakeSlippery(TURF_WET_LUBE, 20)
return TRUE
+112
View File
@@ -0,0 +1,112 @@
// Hey! Listen! Update \config\iceruinblacklist.txt with your new ruins!
/datum/map_template/ruin/icemoon
prefix = "_maps/RandomRuins/IceRuins/"
allow_duplicates = FALSE
cost = 5
// above ground only
/datum/map_template/ruin/icemoon/lust
name = "Ruin of Lust"
id = "lust"
description = "Not exactly what you expected."
suffix = "icemoon_surface_lust.dmm"
/datum/map_template/ruin/icemoon/asteroid
name = "Asteroid Site"
id = "asteroidsite"
description = "Surprised to see us here?"
suffix = "icemoon_surface_asteroid.dmm"
/datum/map_template/ruin/icemoon/hotsprings
name = "Hot Springs"
id = "hotsprings"
description = "Just relax and take a dip, nothing will go wrong, I swear!"
suffix = "icemoon_surface_hotsprings.dmm"
/datum/map_template/ruin/icemoon/engioutpost
name = "Engineer Outpost"
id = "engioutpost"
description = "Blown up by an unfortunate accident."
suffix = "icemoon_surface_engioutpost.dmm"
/datum/map_template/ruin/icemoon/fountain
name = "Fountain Hall"
id = "fountain"
description = "The fountain has a warning on the side. DANGER: May have undeclared side effects that only become obvious when implemented."
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "fountain_hall.dmm"
// above and below ground together
/datum/map_template/ruin/icemoon/mining_site
name = "Mining Site"
id = "miningsite"
description = "Ruins of a site where people once mined with primitive tools for ore."
suffix = "icemoon_surface_mining_site.dmm"
always_place = TRUE
always_spawn_with = list(/datum/map_template/ruin/icemoon/underground/mining_site_below = PLACE_BELOW)
/datum/map_template/ruin/icemoon/underground/mining_site_below
name = "Mining Site Underground"
id = "miningsite-underground"
description = "Who knew ladders could be so useful?"
suffix = "icemoon_underground_mining_site.dmm"
unpickable = TRUE
// below ground only
/datum/map_template/ruin/icemoon/underground
name = "underground ruin"
/datum/map_template/ruin/icemoon/underground/abandonedvillage
name = "Abandoned Village"
id = "abandonedvillage"
description = "Who knows what lies within?"
suffix = "icemoon_underground_abandoned_village.dmm"
/datum/map_template/ruin/icemoon/underground/library
name = "Buried Library"
id = "buriedlibrary"
description = "A once grand library, now lost to the confines of the Ice Moon."
suffix = "icemoon_underground_library.dmm"
/datum/map_template/ruin/icemoon/underground/wrath
name = "Ruin of Wrath"
id = "wrath"
description = "You'll fight and fight and just keep fighting."
suffix = "icemoon_underground_wrath.dmm"
/datum/map_template/ruin/icemoon/underground/lavaland
name = "Lavaland Site"
id = "lavalandsite"
description = "I guess we never really left you huh?"
suffix = "icemoon_underground_lavaland.dmm"
/datum/map_template/ruin/icemoon/underground/puzzle
name = "Ancient Puzzle"
id = "puzzle"
description = "Mystery to be solved."
suffix = "icemoon_underground_puzzle.dmm"
/datum/map_template/ruin/icemoon/underground/bathhouse
name = "Bath House"
id = "bathhouse"
description = "A taste of paradise, locked in the hell of the Ice Moon."
suffix = "icemoon_underground_bathhouse.dmm"
/datum/map_template/ruin/icemoon/underground/wendigo_cave
name = "Wendigo Cave"
id = "wendigocave"
description = "Into the jaws of the beast."
suffix = "icemoon_underground_wendigo_cave.dmm"
/datum/map_template/ruin/icemoon/underground/free_golem
name = "Free Golem Ship"
id = "golem-ship"
description = "Lumbering humanoids, made out of precious metals, move inside this ship. They frequently leave to mine more minerals, which they somehow turn into more of them. \
Seem very intent on research and individual liberty, and also geology-based naming?"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "golem_ship.dmm"
allow_duplicates = FALSE
+4 -2
View File
@@ -67,7 +67,8 @@
description = "Lumbering humanoids, made out of precious metals, move inside this ship. They frequently leave to mine more minerals, which they somehow turn into more of them. \
Seem very intent on research and individual liberty, and also geology based naming?"
cost = 20
suffix = "lavaland_surface_golem_ship.dmm"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "golem_ship.dmm"
allow_duplicates = FALSE
/datum/map_template/ruin/lavaland/animal_hospital
@@ -175,7 +176,8 @@
name = "Fountain Hall"
id = "fountain"
description = "The fountain has a warning on the side. DANGER: May have undeclared side effects that only become obvious when implemented."
suffix = "lavaland_surface_fountain_hall.dmm"
prefix = "_maps/RandomRuins/AnywhereRuins/"
suffix = "fountain_hall.dmm"
cost = 5
allow_duplicates = FALSE
+4 -5
View File
@@ -23,14 +23,14 @@
mappath = "[prefix][shuttle_id].dmm"
. = ..()
/datum/map_template/shuttle/preload_size(path, cache)
/datum/map_template/shuttle/preload_size(path = mappath, force_cache = FALSE)
. = ..(path, TRUE) // Done this way because we still want to know if someone actualy wanted to cache the map
if(!cached_map)
return
discover_port_offset()
if(!cache)
if(!cached_map)
cached_map = null
/datum/map_template/shuttle/proc/discover_port_offset()
@@ -53,12 +53,11 @@
++xcrd
--ycrd
/datum/map_template/shuttle/load(turf/T, centered, register=TRUE)
/datum/map_template/shuttle/load(turf/T, centered = FALSE, orientation = SOUTH, annihilate = default_annihilate, force_cache = FALSE, rotate_placement_to_orientation = FALSE, register = TRUE)
. = ..()
if(!.)
return
var/list/turfs = block( locate(.[MAP_MINX], .[MAP_MINY], .[MAP_MINZ]),
locate(.[MAP_MAXX], .[MAP_MAXY], .[MAP_MAXZ]))
var/list/turfs = get_last_loaded_turf_block()
for(var/i in 1 to turfs.len)
var/turf/place = turfs[i]
if(istype(place, /turf/open/space)) // This assumes all shuttles are loaded in a single spot then moved to their real destination.
+2
View File
@@ -37,6 +37,8 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
var/list/competency_thresholds = list(0, 0, 0)
/// Multiplier of the difference of the holder skill value and the selected threshold.
var/list/competency_mults = list(0, 0, 0)
/// In which way this skil can affect or be affected through actions.
var/skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD
/**
* Ensures what someone's setting as a value for this skill is valid.
+71 -3
View File
@@ -39,12 +39,16 @@
* Grabs our affinity for a skill. !!This is a multiplier!!
*/
/datum/skill_holder/proc/get_skill_affinity(skill)
. = 1
if(!ispath(skill, /datum/skill))
CRASH("Invalid get_skill_affinity call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/affinity = LAZYACCESS(skill_affinities, skill)
if(isnull(affinity))
return 1
return affinity
if(!isnull(affinity))
. = affinity
var/list/wrapped = list(.)
SEND_SIGNAL(owner.current, COMSIG_MOB_SKILL_GET_AFFINITY, skill, wrapped)
. = wrapped[1]
/**
* Sets the value of a skill.
@@ -89,6 +93,70 @@
return
boost_skill_value_to(skill, target_value, silent)
/**
* Generic value modifier proc that uses one skill.
* Args:
* * value : the value to modify, may be a delay, damage, probability.
* * threshold : The difficulty of the action, in short. Refer to __DEFINES/skills/defines.dm for the defines.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/action_skills_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
var/mod
var/datum/skill/S = GLOB.skill_datums[skill]
if(!S)
return
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
else
mod = LAZYACCESS(skills, S.type)
mod = (1+(mod-S.competency_thresholds[threshold])*S.competency_mults[threshold])
var/list/comsig_values = list(mod)
SEND_SIGNAL(owner.current, COMSIG_MOB_ACTION_SKILL_MOD, args, comsig_values)
mod = comsig_values[MOD_VALUES_SKILL_MOD]
. = modifier_is_multiplier ? value*mod : value/mod
/**
* Generic value modifier proc that uses several skills, intended for items.
* Args:
* * item/I : the item used in this action. its used_skills list variable contains the skills exercised with it.
* * value : the value to modify, may be a delay, damage, probability.
* * flags : the required flags that each skill (either in I.used_skills or the skill datum skill_flags) must have to influence
* * the value.
* * bad_flags : the opposite of the above, skills that must not be present to impact the value.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
. = value
var/sum = 0
var/divisor = 0
var/list/checked_skills
for(var/k in I.used_skills)
var/datum/skill/S = GLOB.skill_datums[k]
if(!S)
continue
var/our_flags = (I.used_skills[k]|S.skill_flags)
if((flags && !(our_flags & flags)) || (bad_flags && our_flags & bad_flags))
continue
var/mod
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
else
mod = LAZYACCESS(skills, S.type)
sum += 1+(mod - S.competency_thresholds[I.skill_difficulty])*S.competency_mults[I.skill_difficulty]
LAZYADD(checked_skills, S)
var/list/comsig_values = list(sum, divisor, checked_skills)
SEND_SIGNAL(owner.current, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, args, comsig_values)
sum = comsig_values[MOD_VALUES_ITEM_SKILLS_SUM]
divisor = comsig_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(divisor)
. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
/**
* Generates a HTML readout of our skills.
* Port to tgui-next when?
+1
View File
@@ -2,3 +2,4 @@
name = "Wiring"
desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
competency_thresholds = list(JOB_SKILL_BASIC, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD|SKILL_USE_TOOL|SKILL_TRAINING_TOOL
+27
View File
@@ -550,3 +550,30 @@
else if(isanimal(L))
var/mob/living/simple_animal/SM = L
SM.adjustHealth(-3.5, forced = TRUE)
/obj/screen/alert/status_effect/regenerative_core
name = "Reinforcing Tendrils"
desc = "You can move faster than your broken body could normally handle!"
icon_state = "regenerative_core"
name = "Regenerative Core Tendrils"
/datum/status_effect/regenerative_core
id = "Regenerative Core"
duration = 1 MINUTES
status_type = STATUS_EFFECT_REPLACE
alert_type = /obj/screen/alert/status_effect/regenerative_core
/datum/status_effect/regenerative_core/on_apply()
. = ..()
ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
owner.adjustBruteLoss(-25)
if(!AmBloodsucker(owner)) //use your coffin you lazy bastard
owner.adjustFireLoss(-25)
owner.remove_CC()
owner.bodytemperature = BODYTEMP_NORMAL
return TRUE
/datum/status_effect/regenerative_core/on_remove()
. = ..()
REMOVE_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, "regenerative_core")
owner.updatehealth()
+22 -66
View File
@@ -391,78 +391,34 @@
owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
..()
/datum/status_effect/saw_bleed
/datum/status_effect/stacking/saw_bleed
id = "saw_bleed"
duration = -1 //removed under specific conditions
tick_interval = 6
alert_type = null
var/mutable_appearance/bleed_overlay
var/mutable_appearance/bleed_underlay
var/bleed_amount = 3
var/bleed_buildup = 3
var/delay_before_decay = 5
delay_before_decay = 5
stack_threshold = 10
max_stacks = 10
overlay_file = 'icons/effects/bleed.dmi'
underlay_file = 'icons/effects/bleed.dmi'
overlay_state = "bleed"
underlay_state = "bleed"
var/bleed_damage = 200
var/needs_to_bleed = FALSE
/datum/status_effect/saw_bleed/Destroy()
if(owner)
owner.cut_overlay(bleed_overlay)
owner.underlays -= bleed_underlay
QDEL_NULL(bleed_overlay)
return ..()
/datum/status_effect/stacking/saw_bleed/fadeout_effect()
new /obj/effect/temp_visual/bleed(get_turf(owner))
/datum/status_effect/saw_bleed/on_apply()
if(owner.stat == DEAD)
return FALSE
bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
var/icon_height = I.Height()
bleed_overlay.pixel_x = -owner.pixel_x
bleed_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
bleed_underlay.pixel_x = -owner.pixel_x
bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
bleed_underlay.alpha = 40
owner.add_overlay(bleed_overlay)
owner.underlays += bleed_underlay
return ..()
/datum/status_effect/stacking/saw_bleed/threshold_cross_effect()
owner.adjustBruteLoss(bleed_damage)
var/turf/T = get_turf(owner)
new /obj/effect/temp_visual/bleed/explode(T)
for(var/d in GLOB.alldirs)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
playsound(T, "desceration", 100, TRUE, -1)
/datum/status_effect/saw_bleed/tick()
if(owner.stat == DEAD)
qdel(src)
else
add_bleed(-1)
/datum/status_effect/saw_bleed/proc/add_bleed(amount)
owner.cut_overlay(bleed_overlay)
owner.underlays -= bleed_underlay
bleed_amount += amount
if(bleed_amount)
if(bleed_amount >= 10)
needs_to_bleed = TRUE
qdel(src)
else
if(amount > 0)
tick_interval += delay_before_decay
bleed_overlay.icon_state = "bleed[bleed_amount]"
bleed_underlay.icon_state = "bleed[bleed_amount]"
owner.add_overlay(bleed_overlay)
owner.underlays += bleed_underlay
else
qdel(src)
/datum/status_effect/saw_bleed/on_remove()
. = ..()
if(needs_to_bleed)
var/turf/T = get_turf(owner)
new /obj/effect/temp_visual/bleed/explode(T)
for(var/d in GLOB.alldirs)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
playsound(T, "desceration", 200, 1, -1)
owner.adjustBruteLoss(bleed_damage)
else
new /obj/effect/temp_visual/bleed(get_turf(owner))
/datum/status_effect/stacking/saw_bleed/bloodletting
id = "bloodletting"
stack_threshold = 7
max_stacks = 7
bleed_damage = 20
/datum/status_effect/neck_slice
id = "neck_slice"
+134 -3
View File
@@ -7,7 +7,6 @@
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/mob/living/owner //The mob affected by the status effect.
var/status_type = STATUS_EFFECT_UNIQUE //How many of the effect can be on one mob, and what happens when you try to add another
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
var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
@@ -16,6 +15,8 @@
/// If this is TRUE, the user will have sprint forcefully disabled while this is active.
var/blocks_sprint = FALSE
var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
/// How many of the effect can be on one mob, and what happens when you try to add another
var/status_type = STATUS_EFFECT_UNIQUE
/datum/status_effect/New(list/arguments)
on_creation(arglist(arguments))
@@ -67,6 +68,9 @@
/datum/status_effect/proc/tick() //Called every tick.
/datum/status_effect/proc/before_remove() //! Called before being removed; returning FALSE will cancel removal
return TRUE
/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
SHOULD_CALL_PARENT(TRUE)
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
@@ -123,12 +127,13 @@
S1 = new effect(arguments)
. = S1
/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
/mob/living/proc/remove_status_effect(effect, ...) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
. = FALSE
var/list/arguments = args.Copy(2)
if(status_effects)
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
if(initial(S1.id) == S.id && S.before_remove(arguments))
qdel(S)
. = TRUE
@@ -147,3 +152,129 @@
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
. += S
//////////////////////
// STACKING EFFECTS //
//////////////////////
/datum/status_effect/stacking
id = "stacking_base"
duration = -1 //removed under specific conditions
alert_type = null
var/stacks = 0 //how many stacks are accumulated, also is # of stacks that target will have when first applied
var/delay_before_decay //deciseconds until ticks start occuring, which removes stacks (first stack will be removed at this time plus tick_interval)
tick_interval = 10 //deciseconds between decays once decay starts
var/stack_decay = 1 //how many stacks are lost per tick (decay trigger)
var/stack_threshold //special effects trigger when stacks reach this amount
var/max_stacks //stacks cannot exceed this amount
var/consumed_on_threshold = TRUE //if status should be removed once threshold is crossed
var/threshold_crossed = FALSE //set to true once the threshold is crossed, false once it falls back below
var/overlay_file
var/underlay_file
var/overlay_state // states in .dmi must be given a name followed by a number which corresponds to a number of stacks. put the state name without the number in these state vars
var/underlay_state // the number is concatonated onto the string based on the number of stacks to get the correct state name
var/mutable_appearance/status_overlay
var/mutable_appearance/status_underlay
/datum/status_effect/stacking/proc/threshold_cross_effect() //what happens when threshold is crossed
/datum/status_effect/stacking/proc/stacks_consumed_effect() //runs if status is deleted due to threshold being crossed
/datum/status_effect/stacking/proc/fadeout_effect() //runs if status is deleted due to being under one stack
/datum/status_effect/stacking/proc/stack_decay_effect() //runs every time tick() causes stacks to decay
/datum/status_effect/stacking/proc/on_threshold_cross()
threshold_cross_effect()
if(consumed_on_threshold)
stacks_consumed_effect()
qdel(src)
/datum/status_effect/stacking/proc/on_threshold_drop()
/datum/status_effect/stacking/proc/can_have_status()
return owner.stat != DEAD
/datum/status_effect/stacking/proc/can_gain_stacks()
return owner.stat != DEAD
/datum/status_effect/stacking/tick()
if(!can_have_status())
qdel(src)
else
add_stacks(-stack_decay)
stack_decay_effect()
/datum/status_effect/stacking/proc/add_stacks(stacks_added)
if(stacks_added > 0 && !can_gain_stacks())
return FALSE
owner.cut_overlay(status_overlay)
owner.underlays -= status_underlay
stacks += stacks_added
if(stacks > 0)
if(stacks >= stack_threshold && !threshold_crossed) //threshold_crossed check prevents threshold effect from occuring if changing from above threshold to still above threshold
threshold_crossed = TRUE
on_threshold_cross()
if(consumed_on_threshold)
return
else if(stacks < stack_threshold && threshold_crossed)
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
stacks = min(stacks, max_stacks)
status_overlay.icon_state = "[overlay_state][stacks]"
status_underlay.icon_state = "[underlay_state][stacks]"
owner.add_overlay(status_overlay)
owner.underlays += status_underlay
else
fadeout_effect()
qdel(src) //deletes status if stacks fall under one
/datum/status_effect/stacking/on_creation(mob/living/new_owner, stacks_to_apply)
. = ..()
if(.)
add_stacks(stacks_to_apply)
/datum/status_effect/stacking/on_apply()
if(!can_have_status())
return FALSE
status_overlay = mutable_appearance(overlay_file, "[overlay_state][stacks]")
status_underlay = mutable_appearance(underlay_file, "[underlay_state][stacks]")
var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
var/icon_height = I.Height()
status_overlay.pixel_x = -owner.pixel_x
status_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
status_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the status's overlay size based on the target's icon size
status_underlay.pixel_x = -owner.pixel_x
status_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
status_underlay.alpha = 40
owner.add_overlay(status_overlay)
owner.underlays += status_underlay
return ..()
/datum/status_effect/stacking/Destroy()
if(owner)
owner.cut_overlay(status_overlay)
owner.underlays -= status_underlay
QDEL_NULL(status_overlay)
return ..()
/// Status effect from multiple sources, when all sources are removed, so is the effect
/datum/status_effect/grouped
status_type = STATUS_EFFECT_MULTIPLE //! Adds itself to sources and destroys itself if one exists already, there are never multiple
var/list/sources = list()
/datum/status_effect/grouped/on_creation(mob/living/new_owner, source)
var/datum/status_effect/grouped/existing = new_owner.has_status_effect(type)
if(existing)
existing.sources |= source
qdel(src)
return FALSE
else
sources |= source
return ..()
/datum/status_effect/grouped/before_remove(source)
sources -= source
return !length(sources)
+108 -26
View File
@@ -1,49 +1,96 @@
//The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
/**
* Causes weather to occur on a z level in certain area types
*
* The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
* Weather always occurs on different z levels at different times, regardless of weather type.
* Can have custom durations, targets, and can automatically protect indoor areas.
*
*/
/datum/weather
/// name of weather
var/name = "space wind"
/// description of weather
var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
var/telegraph_message = "<span class='warning'>The wind begins to pick up.</span>" //The message displayed in chat to foreshadow the weather's beginning
var/telegraph_duration = 300 //In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_sound //The sound file played to everyone on an affected z-level
var/telegraph_overlay //The overlay applied to all tiles on the z-level
/// The message displayed in chat to foreshadow the weather's beginning
var/telegraph_message = "<span class='warning'>The wind begins to pick up.</span>"
var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>" //Displayed in chat once the weather begins in earnest
var/weather_duration = 1200 //In deciseconds, how long the weather lasts once it begins
var/weather_duration_lower = 1200 //See above - this is the lowest possible duration
var/weather_duration_upper = 1500 //See above - this is the highest possible duration
/// In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_duration = 300
/// The sound file played to everyone on an affected z-level
var/telegraph_sound
/// The overlay applied to all tiles on the z-level
var/telegraph_overlay
/// Displayed in chat once the weather begins in earnest
var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>"
///In deciseconds, how long the weather lasts once it begins
var/weather_duration = 1200
///See above - this is the lowest possible duration
var/weather_duration_lower = 1200
///See above - this is the highest possible duration
var/weather_duration_upper = 1500
/// Looping sound while weather is occuring
var/weather_sound
/// Area overlay while the weather is occuring
var/weather_overlay
/// Color to apply to the area while weather is occuring
var/weather_color = null
var/end_message = "<span class='danger'>The wind relents its assault.</span>" //Displayed once the weather is over
var/end_duration = 300 //In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
/// Displayed once the weather is over
var/end_message = "<span class='danger'>The wind relents its assault.</span>"
/// In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
var/end_duration = 300
/// Sound that plays while weather is ending
var/end_sound
/// Area overlay while weather is ending
var/end_overlay
var/area_type = /area/space //Types of area to affect
var/list/impacted_areas = list() //Areas to be affected by the weather, calculated when the weather begins
var/list/protected_areas = list()//Areas that are protected and excluded from the affected areas.
var/impacted_z_levels // The list of z-levels that this weather is actively affecting
/// Types of area to affect
var/area_type = /area/space
/// TRUE value protects areas with outdoors marked as false, regardless of area type
var/protect_indoors = FALSE
/// Areas to be affected by the weather, calculated when the weather begins
var/list/impacted_areas = list()
var/overlay_layer = AREA_LAYER //Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/aesthetic = FALSE //If the weather has no purpose other than looks
var/immunity_type = "storm" //Used by mobs to prevent them from being affected by the weather
/// Areas that are protected and excluded from the affected areas.
var/list/protected_areas = list()
/// The list of z-levels that this weather is actively affecting
var/impacted_z_levels
var/stage = END_STAGE //The stage of the weather, from 1-4
/// Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/overlay_layer = AREA_LAYER
/// Plane for the overlay
var/overlay_plane = BLACKNESS_PLANE
/// If the weather has no purpose but aesthetics.
var/aesthetic = FALSE
/// Used by mobs to prevent them from being affected by the weather
var/immunity_type = "storm"
// These are read by the weather subsystem and used to determine when and where to run the weather.
var/probability = 0 // Weight amongst other eligible weather. If zero, will never happen randomly.
var/target_trait = ZTRAIT_STATION // The z-level trait to affect when run randomly or when not overridden.
/// The stage of the weather, from 1-4
var/stage = END_STAGE
/// Weight amongst other eligible weather. if zero, will never happen randomly.
var/probability = 0
/// The z-level trait to affect when run randomly or when not overridden.
var/target_trait = ZTRAIT_STATION
/// Whether a barometer can predict when the weather will happen
var/barometer_predictable = FALSE
var/next_hit_time = 0 //For barometers to know when the next storm will hit
/// For barometers to know when the next storm will hit
var/next_hit_time = 0
/datum/weather/New(z_levels)
..()
impacted_z_levels = z_levels
/**
* Telegraphs the beginning of the weather on the impacted z levels
*
* Sends sounds and details to mobs in the area
* Calculates duration and hit areas, and makes a callback for the actual weather to start
*
*/
/datum/weather/proc/telegraph()
if(stage == STARTUP_STAGE)
return
@@ -58,6 +105,8 @@
affectareas -= get_areas(V)
for(var/V in affectareas)
var/area/A = V
if(protect_indoors && !A.outdoors)
continue
if(A.z in impacted_z_levels)
impacted_areas |= A
weather_duration = rand(weather_duration_lower, weather_duration_upper)
@@ -72,6 +121,13 @@
SEND_SOUND(M, sound(telegraph_sound))
addtimer(CALLBACK(src, .proc/start), telegraph_duration)
/**
* Starts the actual weather and effects from it
*
* Updates area overlays and sends sounds and messages to mobs to notify them
* Begins dealing effects from weather to mobs in the area
*
*/
/datum/weather/proc/start()
if(stage >= MAIN_STAGE)
return
@@ -86,6 +142,13 @@
SEND_SOUND(M, sound(weather_sound))
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
/**
* Weather enters the winding down phase, stops effects
*
* Updates areas to be in the winding down phase
* Sends sounds and messages to mobs to notify them
*
*/
/datum/weather/proc/wind_down()
if(stage >= WIND_DOWN_STAGE)
return
@@ -100,6 +163,13 @@
SEND_SOUND(M, sound(end_sound))
addtimer(CALLBACK(src, .proc/end), end_duration)
/**
* Fully ends the weather
*
* Effects no longer occur and area overlays are removed
* Removes weather from processing completely
*
*/
/datum/weather/proc/end()
if(stage == END_STAGE)
return 1
@@ -115,7 +185,11 @@
if(can_weather_act(L))
weather_act(L)
/datum/weather/proc/can_weather_act(mob/living/L) //Can this weather impact a mob?
/**
* Returns TRUE if the living mob can be affected by the weather
*
*/
/datum/weather/proc/can_weather_act(mob/living/L)
var/turf/mob_turf = get_turf(L)
if(mob_turf && !(mob_turf.z in impacted_z_levels))
return
@@ -123,11 +197,19 @@
return
if(!(get_area(L) in impacted_areas))
return
return 1
return TRUE
/datum/weather/proc/weather_act(mob/living/L) //What effect does this weather have on the hapless mob?
/**
* Affects the mob with whatever the weather does
*
*/
/datum/weather/proc/weather_act(mob/living/L)
return
/**
* Updates the overlays on impacted areas
*
*/
/datum/weather/proc/update_areas()
for(var/V in impacted_areas)
var/area/N = V
@@ -17,8 +17,9 @@
end_message = "<span class='boldannounce'>The downpour gradually slows to a light shower. It should be safe outside now.</span>"
end_sound = 'sound/ambience/acidrain_end.ogg'
area_type = /area/lavaland/surface/outdoors
target_trait = ZTRAIT_MINING
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_ACIDRAIN
immunity_type = "acid" // temp
@@ -16,8 +16,9 @@
end_duration = 300
end_overlay = "light_ash"
area_type = /area/lavaland/surface/outdoors
target_trait = ZTRAIT_MINING
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_ASHSTORM
immunity_type = "ash"
@@ -15,8 +15,9 @@
end_duration = 100
end_message = "<span class='boldannounce'>The snowfall dies down, it should be safe to go outside again.</span>"
area_type = /area/awaymission/snowdin/outside
target_trait = ZTRAIT_AWAY
area_type = /area
protect_indoors = TRUE
target_trait = ZTRAIT_SNOWSTORM
immunity_type = "snow"
+1
View File
@@ -1,6 +1,7 @@
/datum/wires/airlock
holder_type = /obj/machinery/door/airlock
proper_name = "Generic Airlock"
req_skill = JOB_SKILL_UNSKILLED //Training wheel, as per request.
var/wiretype
/datum/wires/airlock/secure
+30 -10
View File
@@ -11,13 +11,27 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = INVISIBILITY_LIGHTING
var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
/// Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
var/map_name
var/valid_territory = TRUE // If it's a valid territory for gangs to claim
var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count.
var/clockwork_warp_allowed = TRUE // Can servants warp into this area from Reebe?
/// If it's valid territory for gangs/cults to summon
var/valid_territory = TRUE
/// if blobs can spawn there and if it counts towards their score.
var/blob_allowed = TRUE
/// whether servants can warp into this area from Reebe
var/clockwork_warp_allowed = TRUE
/// Message to display when the clockwork warp fails
var/clockwork_warp_fail = "The structure there is too dense for warping to pierce. (This is normal in high-security areas.)"
/// If mining tunnel generation is allowed in this area
var/tunnel_allowed = FALSE
/// If flora are allowed to spawn in this area randomly through tunnel generation
var/flora_allowed = FALSE
/// if mobs can be spawned by natural random generation
var/mob_spawn_allowed = FALSE
/// If megafauna can be spawned by natural random generation
var/megafauna_spawn_allowed = FALSE
var/fire = null
var/atmos = TRUE
var/atmosalm = FALSE
@@ -25,11 +39,14 @@
var/lightswitch = TRUE
var/requires_power = TRUE
var/always_unpowered = FALSE // This gets overridden to 1 for space in area/Initialize().
/// This gets overridden to 1 for space in area/Initialize().
var/always_unpowered = FALSE
var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
/// For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/outdoors = FALSE
var/areasize = 0 //Size of the area in open turfs, only calculated for indoors areas.
/// Size of the area in open turfs, only calculated for indoors areas.
var/areasize = 0
var/power_equip = TRUE
var/power_light = TRUE
@@ -43,9 +60,12 @@
var/static_environ
var/has_gravity = 0
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
var/hidden = FALSE //Hides area from player Teleport function.
var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
/// Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
var/noteleport = FALSE
/// Hides area from player Teleport function.
var/hidden = FALSE
/// Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
var/safe = FALSE
/// If false, loading multiple maps with this area type will create multiple instances.
var/unique = TRUE
+74
View File
@@ -3,6 +3,7 @@
/area/mine
icon_state = "mining"
has_gravity = STANDARD_GRAVITY
flora_allowed = TRUE
/area/mine/explored
name = "Mine"
@@ -17,6 +18,7 @@
outdoors = TRUE
flags_1 = NONE
ambientsounds = MINING
flora_allowed = FALSE
/area/mine/unexplored
name = "Mine"
@@ -31,6 +33,7 @@
outdoors = TRUE
flags_1 = NONE
ambientsounds = MINING
tunnel_allowed = TRUE
/area/mine/lobby
name = "Mining Station"
@@ -82,6 +85,7 @@
icon_state = "mining"
has_gravity = STANDARD_GRAVITY
flags_1 = NONE
flora_allowed = TRUE
/area/lavaland/surface
name = "Lavaland"
@@ -114,9 +118,79 @@
/area/lavaland/surface/outdoors/unexplored //monsters and ruins spawn here
icon_state = "unexplored"
tunnel_allowed = TRUE
mob_spawn_allowed = TRUE
/area/lavaland/surface/outdoors/unexplored/danger //megafauna will also spawn here
icon_state = "danger"
megafauna_spawn_allowed = TRUE
/area/lavaland/surface/outdoors/explored
name = "Lavaland Labor Camp"
flora_allowed = FALSE
/**********************Ice Moon Areas**************************/
/area/icemoon
icon_state = "mining"
has_gravity = STANDARD_GRAVITY
flags_1 = NONE
flora_allowed = TRUE
blob_allowed = FALSE
/area/icemoon/surface
name = "Icemoon"
icon_state = "explored"
always_unpowered = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
requires_power = TRUE
ambientsounds = MINING
/area/icemoon/underground
name = "Icemoon Caves"
outdoors = TRUE
always_unpowered = TRUE
requires_power = TRUE
poweralm = FALSE
power_environ = FALSE
power_equip = FALSE
power_light = FALSE
ambientsounds = MINING
/area/icemoon/underground/unexplored // mobs and megafauna and ruins spawn here
name = "Icemoon Caves"
icon_state = "unexplored"
tunnel_allowed = TRUE
mob_spawn_allowed = TRUE
megafauna_spawn_allowed = TRUE
/area/icemoon/underground/unexplored/rivers // rivers spawn here
icon_state = "danger"
/area/icemoon/underground/explored
name = "Icemoon Underground"
flora_allowed = FALSE
/area/icemoon/surface/outdoors
name = "Icemoon Wastes"
outdoors = TRUE
/area/icemoon/surface/outdoors/labor_camp
name = "Icemoon Labor Camp"
flora_allowed = FALSE
/area/icemoon/surface/outdoors/unexplored //monsters and ruins spawn here
icon_state = "unexplored"
tunnel_allowed = TRUE
mob_spawn_allowed = TRUE
/area/icemoon/surface/outdoors/unexplored/rivers // rivers spawn here
icon_state = "danger"
/area/icemoon/surface/outdoors/unexplored/rivers/no_monsters
mob_spawn_allowed = FALSE
+9
View File
@@ -0,0 +1,9 @@
// Icemoon Ruins
/area/ruin/unpowered/buried_library
name = "Buried Library"
icon_state = "dk_yellow"
/area/ruin/powered/bathhouse
name = "Bath House"
icon_state = "dk_yellow"
+4
View File
@@ -25,6 +25,7 @@
var/inertia_move_delay = 5
var/pass_flags = 0
var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
var/atom/movable/moving_from_pull //attempt to resume grab after moving instead of before.
var/list/client_mobs_in_contents // This contains all the client mobs within this container
var/list/acted_explosions //for explosion dodging
glide_size = 8
@@ -207,6 +208,7 @@
if(!Process_Spacemove(get_dir(pulling.loc, A)))
return
step(pulling, get_dir(pulling.loc, A))
return TRUE
/atom/movable/proc/check_pulling()
if(pulling)
@@ -224,6 +226,8 @@
if(pulling.anchored || pulling.move_resist > move_force)
stop_pulling()
return
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
+8 -13
View File
@@ -20,6 +20,9 @@
if(!newloc.Enter(src, src.loc))
return
if (SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_MOVE, newloc) & COMPONENT_MOVABLE_BLOCK_PRE_MOVE)
return
// Past this is the point of no return
var/atom/oldloc = loc
var/area/oldarea = get_area(oldloc)
@@ -51,13 +54,8 @@
/atom/movable/Move(atom/newloc, direct)
var/atom/movable/pullee = pulling
var/turf/T = loc
if(pulling)
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
if(!moving_from_pull)
check_pulling()
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
@@ -130,19 +128,16 @@
if(has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
if(pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
if(pulling && pulling == pullee && pulling != moving_from_pull) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.moving_from_pull = src
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
stop_pulling()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
pulling.moving_from_pull = null
Moved(oldloc, direct)
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
@@ -642,6 +642,9 @@
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
for(var/obj/effect/landmark/loneopspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return FALSE
spawn_loc = pick(spawn_locs)
+10 -4
View File
@@ -62,6 +62,9 @@
/datum/material/mythril
)
/// 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))
. = ..()
@@ -206,7 +209,7 @@
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 32 : 32*coeff*multiplier
var/time = is_stack ? 10 : base_print_speed * coeff * multiplier
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
@@ -254,10 +257,12 @@
T += MB.rating*75000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = T
T=1.2
var/manips = 0
var/total_manip_rating = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
T -= M.rating*0.2
prod_coeff = min(1,max(0,T)) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
total_manip_rating += M.rating
manips++
prod_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
/obj/machinery/autolathe/examine(mob/user)
. += ..()
@@ -440,6 +445,7 @@
hackable = FALSE
circuit = /obj/item/circuitboard/machine/autolathe/secure
stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
base_print_speed = 20
/obj/machinery/autolathe/toy
name = "autoylathe"
+9 -2
View File
@@ -55,8 +55,12 @@
M.buckling = null
return FALSE
if(M.pulledby && buckle_prevents_pull)
M.pulledby.stop_pulling()
if(M.pulledby)
if(buckle_prevents_pull)
M.pulledby.stop_pulling()
else if(isliving(M.pulledby))
var/mob/living/L = M.pulledby
L.reset_pull_offsets(M, TRUE)
if(!check_loc && M.loc != loc)
M.forceMove(loc)
@@ -137,4 +141,7 @@
"<span class='notice'>You unbuckle yourself from [src].</span>",\
"<span class='italics'>You hear metal clanking.</span>")
add_fingerprint(user)
if(isliving(M.pulledby))
var/mob/living/L = M.pulledby
L.set_pull_offsets(M, L.grab_state)
return M
+12 -2
View File
@@ -313,6 +313,11 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
name = "carpspawn"
icon_state = "carp_spawn"
// lone op (optional)
/obj/effect/landmark/loneopspawn
name = "loneop+ninjaspawn"
icon_state = "snukeop_spawn"
// observer-start.
/obj/effect/landmark/observer_start
name = "Observer-Start"
@@ -492,7 +497,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
if(!template)
return FALSE
testing("Room \"[template_name]\" placed at ([T.x], [T.y], [T.z])")
template.load(T, centered = FALSE)
template.load(T, centered = FALSE, orientation = dir, rotate_placement_to_orientation = TRUE)
template.loaded++
GLOB.stationroom_landmarks -= src
qdel(src)
@@ -504,7 +509,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
templates = list("Engine SM" = 3, "Engine Singulo" = 3, "Engine Tesla" = 3)
icon = 'icons/rooms/box/engine.dmi'
/obj/effect/landmark/stationroom/box/engine/New()
. = ..()
templates = CONFIG_GET(keyed_list/box_random_engine)
@@ -513,3 +517,9 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/stationroom/lavaland/station
templates = list("Public Mining Base" = 3)
icon = 'icons/rooms/Lavaland/Mining.dmi'
// handled in portals.dm, id connected to one-way portal
/obj/effect/landmark/portal_exit
name = "portal exit"
icon_state = "portal_exit"
var/id
+46 -1
View File
@@ -29,6 +29,7 @@
var/allow_anchored = FALSE
var/innate_accuracy_penalty = 0
var/last_effect = 0
var/force_teleport = FALSE
/obj/effect/portal/anom
name = "wormhole"
@@ -162,7 +163,7 @@
no_effect = TRUE
else
last_effect = world.time
if(do_teleport(M, real_target, innate_accuracy_penalty, no_effects = no_effect, channel = teleport_channel))
if(do_teleport(M, real_target, innate_accuracy_penalty, no_effects = no_effect, channel = teleport_channel, forced = force_teleport))
if(istype(M, /obj/item/projectile))
var/obj/item/projectile/P = M
P.ignore_source_check = TRUE
@@ -183,3 +184,47 @@
else
real_target = get_turf(linked)
return real_target
/obj/effect/portal/permanent
name = "permanent portal"
desc = "An unwavering portal that will never fade."
hardlinked = FALSE // dont qdel my portal nerd
force_teleport = TRUE // force teleports because they're a mapmaker tool
var/id // var edit or set id in map editor
/obj/effect/portal/permanent/proc/set_linked()
if(!id)
return
for(var/obj/effect/portal/permanent/P in GLOB.portals - src)
if(P.id == id)
P.linked = src
linked = P
break
/obj/effect/portal/permanent/teleport(atom/movable/M, force = FALSE)
set_linked() // update portal links
. = ..()
/obj/effect/portal/permanent/one_way // doesn't have a return portal, can have multiple exits, /obj/effect/landmark/portal_exit to mark them
name = "one-way portal"
desc = "You get the feeling that this might not be the safest thing you've ever done."
/obj/effect/portal/permanent/one_way/set_linked()
if(!id)
return
var/list/possible_turfs = list()
for(var/obj/effect/landmark/portal_exit/PE in GLOB.landmarks_list)
if(PE.id == id)
var/turf/T = get_turf(PE)
if(T)
possible_turfs |= T
if(possible_turfs.len)
hard_target = pick(possible_turfs)
/obj/effect/portal/permanent/one_way/one_use
name = "one-use portal"
desc = "This is probably the worst decision you'll ever make in your life."
/obj/effect/portal/permanent/one_way/one_use/teleport(atom/movable/M, force = FALSE)
. = ..()
qdel(src)
+3 -2
View File
@@ -133,7 +133,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
///Skills vars
var/list/used_skills //list of skills exercised when using this item. An associated bitfield indicates how the skill is exercised.
//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
var/list/datum/skill/used_skills.
var/skill_difficulty = THRESHOLD_COMPETENT //how difficult it's to use this item in general.
var/skill_gain = DEF_SKILL_GAIN //base skill value gain from using this item.
@@ -801,7 +802,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(delay)
if(user.mind && used_skills)
LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, delay, skill_difficulty, SKILL_USE_TOOL, NONE)
delay = user.mind.skill_holder.item_action_skills_mod(src, delay, skill_difficulty, SKILL_USE_TOOL, NONE, FALSE)
// Create a callback with checks that would be called every tick by do_after.
var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
@@ -351,6 +351,12 @@
light_color = "#FFAA44"
flashlight_power = 0.8
/obj/item/flashlight/lantern/jade
name = "jade lantern"
desc = "An ornate, green lantern."
color = LIGHT_COLOR_GREEN
light_color = LIGHT_COLOR_GREEN
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
@@ -8,6 +8,7 @@
level = 1
var/trigger_mob = TRUE
var/trigger_item = FALSE
var/specific_item = null
var/trigger_silent = FALSE
var/sound/trigger_sound = 'sound/effects/pressureplate.ogg'
var/obj/item/assembly/signaler/sigdev = null
@@ -35,6 +36,8 @@
. = ..()
if(!can_trigger || !active)
return
if(trigger_item && !istype(AM, specific_item))
return
if(trigger_mob && isliving(AM))
var/mob/living/L = AM
to_chat(L, "<span class='warning'>You feel something click beneath you!</span>")
+23
View File
@@ -3,6 +3,7 @@
* Fork
* Kitchen knives
* Ritual Knife
* Bloodletter
* Butcher's cleaver
* Combat Knife
* Rolling Pins
@@ -97,6 +98,28 @@
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
/obj/item/kitchen/knife/bloodletter
name = "bloodletter"
desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood."
icon = 'icons/obj/ice_moon/artifacts.dmi'
icon_state = "bloodletter"
w_class = WEIGHT_CLASS_NORMAL
/// Bleed stacks applied when an organic mob target is hit
var/bleed_stacks_per_hit = 3
/obj/item/kitchen/knife/bloodletter/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!isliving(target) || !proximity_flag)
return
var/mob/living/M = target
if(!(M.mob_biotypes & MOB_ORGANIC))
return
var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting)
if(!B)
M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit)
else
B.add_stacks(bleed_stacks_per_hit)
/obj/item/kitchen/knife/butcher
name = "butcher's cleaver"
icon_state = "butch"
-8
View File
@@ -123,11 +123,3 @@
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("skubbed")
/obj/item/supermatterspray
name = "supermatter spray"
desc = "A spray bottle containing some kind of magical spray to fix the SM. \"Do not inhale.\" is written on the side. Unless aimed at the supermatter, it does nothing."
icon = 'icons/obj/supermatter.dmi'
icon_state = "supermatterspray"
w_class = WEIGHT_CLASS_SMALL
var/usesleft = 2
+146
View File
@@ -0,0 +1,146 @@
//**************
//*****Keys*******************
//************** ** **
/obj/item/keycard
name = "security keycard"
desc = "This feels like it belongs to a door."
icon = 'icons/obj/puzzle_small.dmi'
icon_state = "keycard"
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
var/puzzle_id = null
//Two test keys for use alongside the two test doors.
/obj/item/keycard/cheese
name = "cheese keycard"
desc = "Look, I still don't understand the reference. What the heck is a keyzza?"
color = "#f0da12"
puzzle_id = "cheese"
/obj/item/keycard/swordfish
name = "titanic keycard"
desc = "Smells like it was at the bottom of a harbor."
color = "#3bbbdb"
puzzle_id = "swordfish"
//***************
//*****Doors*****
//***************
/obj/machinery/door/keycard
name = "locked door"
desc = "This door only opens when a keycard is swiped. It looks virtually indestructable."
icon = 'icons/obj/doors/puzzledoor/default.dmi'
icon_state = "door_closed"
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
/// Make sure that the key has the same puzzle_id as the keycard door!
var/puzzle_id = null
/// Message that occurs when the door is opened
var/open_message = "The door beeps, and slides opens."
//Standard Expressions to make keycard doors basically un-cheeseable
/obj/machinery/door/keycard/Bumped(atom/movable/AM)
return !density && ..()
/obj/machinery/door/keycard/emp_act(severity)
return
/obj/machinery/door/keycard/ex_act(severity, target)
return
/obj/machinery/door/keycard/try_to_activate_door(mob/user)
add_fingerprint(user)
if(operating)
return
/obj/machinery/door/keycard/attackby(obj/item/I, mob/user, params)
. = ..()
if(istype(I,/obj/item/keycard))
var/obj/item/keycard/key = I
if((!puzzle_id || puzzle_id == key.puzzle_id) && density)
if(open_message)
to_chat(user, "<span class='notice'>[open_message]</span>")
open()
return
else if(puzzle_id != key.puzzle_id)
to_chat(user, "<span class='notice'>[src] buzzes. This must not be the right key.</span>")
return
else
to_chat(user, "<span class='notice'>This door doesn't appear to close.</span>")
return
//Test doors. Gives admins a few doors to use quickly should they so choose.
/obj/machinery/door/keycard/cheese
name = "blue airlock"
desc = "Smells like... pizza?"
puzzle_id = "cheese"
/obj/machinery/door/keycard/swordfish
name = "blue airlock"
desc = "If nautical nonsense be something you wish."
puzzle_id = "swordfish"
//*************************
//***Box Pushing Puzzles***
//*************************
//We're working off a subtype of pressureplates, which should work just a BIT better now.
/obj/structure/holobox
name = "holobox"
desc = "A hard-light box, containing a secure decryption key."
icon = 'icons/obj/puzzle_small.dmi'
icon_state = "laserbox"
density = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
//Uses the pressure_plate settings for a pretty basic custom pattern that waits for a specific item to trigger. Easy enough to retool for mapping purposes or subtypes.
/obj/item/pressure_plate/hologrid
name = "hologrid"
desc = "A high power, electronic input port for a holobox, which can unlock the hologrid's storage compartment. Safe to stand on."
icon = 'icons/obj/puzzle_small.dmi'
icon_state = "lasergrid"
anchored = TRUE
trigger_mob = FALSE
trigger_item = TRUE
specific_item = /obj/structure/holobox
removable_signaller = FALSE //Being a pressure plate subtype, this can also use signals.
roundstart_signaller_freq = FREQ_HOLOGRID_SOLUTION //Frequency is kept on it's own default channel however.
active = TRUE
trigger_delay = 10
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
var/reward = /obj/item/reagent_containers/food/snacks/cookie
var/claimed = FALSE
/obj/item/pressure_plate/hologrid/examine(mob/user)
. = ..()
if(claimed)
. += "<span class='notice'>This one appears to be spent already.</span>"
/obj/item/pressure_plate/hologrid/trigger()
if(!claimed)
new reward(loc)
flick("lasergrid_a",src)
icon_state = "lasergrid_full"
claimed = TRUE
/obj/item/pressure_plate/hologrid/Crossed(atom/movable/AM)
. = ..()
if(trigger_item && istype(AM, specific_item) && !claimed)
AM.anchored = TRUE
flick("laserbox_burn", AM)
trigger()
sleep(15)
qdel(AM)
// snowflake code until undertile elements
/obj/item/pressure_plate/hologrid/hide()
. = ..()
anchored = TRUE
@@ -178,6 +178,11 @@ GLOBAL_LIST_INIT(leather_recipes, list ( \
icon_state = "sinew"
novariants = TRUE
/obj/item/stack/sheet/sinew/wolf
name = "wolf sinew"
desc = "Long stringy filaments which came from the insides of a wolf."
singular_name = "wolf sinew"
GLOBAL_LIST_INIT(sinew_recipes, list ( \
new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/sinew, 1), \
@@ -202,6 +207,11 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( \
w_class = WEIGHT_CLASS_NORMAL
layer = MOB_LAYER
/obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
name = "polar bear hides"
desc = "Pieces of a polar bear's fur, these might be able to make your suit a bit more durable to attack from the local fauna."
icon_state = "polar_bear_hide"
singular_name = "polar bear hide"
/obj/item/stack/sheet/animalhide/ashdrake
name = "ash drake hide"
+17
View File
@@ -350,11 +350,28 @@
icon = 'icons/obj/flora/rocks.dmi'
resistance_flags = FIRE_PROOF
density = TRUE
/// Itemstack that is dropped when a rock is mined with a pickaxe
var/obj/item/stack/mineResult = /obj/item/stack/ore/glass/basalt
/// Amount of the itemstack to drop
var/mineAmount = 20
/obj/structure/flora/rock/Initialize()
. = ..()
icon_state = "[icon_state][rand(1,3)]"
/obj/structure/flora/rock/attackby(obj/item/W, mob/user, params)
if(!mineResult || W.tool_behaviour != TOOL_MINING)
return ..()
if(flags_1 & NODECONSTRUCT_1)
return ..()
to_chat(user, "<span class='notice'>You start mining...</span>")
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You finish mining the rock.</span>")
if(mineResult && mineAmount)
new mineResult(get_turf(src), mineAmount)
SSblackbox.record_feedback("tally", "pick_used_mining", 1, W.type)
qdel(src)
/obj/structure/flora/rock/pile
icon_state = "lavarocks"
desc = "A pile of rocks."
@@ -0,0 +1,178 @@
GLOBAL_LIST_INIT(ore_probability, list(/obj/item/stack/ore/uranium = 50,
/obj/item/stack/ore/iron = 100,
/obj/item/stack/ore/plasma = 75,
/obj/item/stack/ore/silver = 50,
/obj/item/stack/ore/gold = 50,
/obj/item/stack/ore/diamond = 25,
/obj/item/stack/ore/bananium = 5,
/obj/item/stack/ore/titanium = 75))
/obj/structure/spawner/ice_moon
name = "cave entrance"
desc = "A hole in the ground, filled with monsters ready to defend it."
icon = 'icons/mob/nest.dmi'
icon_state = "hole"
faction = list("mining")
max_mobs = 3
max_integrity = 250
mob_types = list(/mob/living/simple_animal/hostile/asteroid/wolf)
move_resist = INFINITY
anchored = TRUE
/obj/structure/spawner/ice_moon/Initialize()
. = ..()
clear_rock()
/**
* Clears rocks around the spawner when it is created
*
*/
/obj/structure/spawner/ice_moon/proc/clear_rock()
for(var/turf/F in RANGE_TURFS(2, src))
if(abs(src.x - F.x) + abs(src.y - F.y) > 3)
continue
if(ismineralturf(F))
var/turf/closed/mineral/M = F
M.ScrapeAway(null, CHANGETURF_IGNORE_AIR)
/obj/structure/spawner/ice_moon/deconstruct(disassembled)
destroy_effect()
drop_loot()
return ..()
/**
* Effects and messages created when the spawner is destroyed
*
*/
/obj/structure/spawner/ice_moon/proc/destroy_effect()
playsound(loc,'sound/effects/explosionfar.ogg', 200, TRUE)
visible_message("<span class='boldannounce'>[src] collapses, sealing everything inside!</span>\n<span class='warning'>Ores fall out of the cave as it is destroyed!</span>")
/**
* Drops items after the spawner is destroyed
*
*/
/obj/structure/spawner/ice_moon/proc/drop_loot()
for(var/type in GLOB.ore_probability)
var/chance = GLOB.ore_probability[type]
if(!prob(chance))
continue
new type(loc, rand(5, 10))
/obj/structure/spawner/ice_moon/polarbear
max_mobs = 1
spawn_time = 60 SECONDS
mob_types = list(/mob/living/simple_animal/hostile/asteroid/polarbear)
/obj/structure/spawner/ice_moon/polarbear/clear_rock()
for(var/turf/F in RANGE_TURFS(1, src))
if(ismineralturf(F))
var/turf/closed/mineral/M = F
M.ScrapeAway(null, CHANGETURF_IGNORE_AIR)
/obj/structure/spawner/ice_moon/demonic_portal
name = "demonic portal"
desc = "A portal that goes to another world, normal creatures couldn't survive there."
icon_state = "nether"
mob_types = list(/mob/living/simple_animal/hostile/asteroid/ice_demon)
light_range = 1
light_color = LIGHT_COLOR_RED
/obj/structure/spawner/ice_moon/demonic_portal/clear_rock()
for(var/turf/F in RANGE_TURFS(3, src))
if(abs(src.x - F.x) + abs(src.y - F.y) > 5)
continue
if(ismineralturf(F))
var/turf/closed/mineral/M = F
M.ScrapeAway(null, CHANGETURF_IGNORE_AIR)
/obj/structure/spawner/ice_moon/demonic_portal/destroy_effect()
new /obj/effect/collapsing_demonic_portal(loc)
/obj/structure/spawner/ice_moon/demonic_portal/drop_loot()
return
/obj/structure/spawner/ice_moon/demonic_portal/ice_whelp
mob_types = list(/mob/living/simple_animal/hostile/asteroid/ice_whelp)
/obj/structure/spawner/ice_moon/demonic_portal/snowlegion
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow/tendril)
/obj/effect/collapsing_demonic_portal
name = "collapsing demonic portal"
desc = "It's slowly fading!"
layer = TABLE_LAYER
icon = 'icons/mob/nest.dmi'
icon_state = "nether"
anchored = TRUE
density = TRUE
/obj/effect/collapsing_demonic_portal/Initialize()
. = ..()
playsound(loc,'sound/effects/tendril_destroyed.ogg', 200, FALSE, 50, TRUE, TRUE)
visible_message("<span class='boldannounce'>[src] begins to collapse, cutting it off from this world!</span>")
animate(src, transform = matrix().Scale(0, 1), alpha = 50, time = 5 SECONDS)
addtimer(CALLBACK(src, .proc/collapse), 5 SECONDS)
/obj/effect/collapsing_demonic_portal/proc/collapse()
visible_message("<span class='warning'>Something slips out of [src]!</span>")
var/loot = rand(1, 28)
switch(loot)
if(1)
new /obj/item/clothing/suit/space/hardsuit/cult(loc)
if(2)
new /obj/item/clothing/glasses/godeye(loc)
if(3)
new /obj/item/reagent_containers/glass/bottle/potion/flight(loc)
if(4)
new /obj/item/organ/heart/cursed/wizard(loc)
if(5)
new /obj/item/jacobs_ladder(loc)
if(6)
new /obj/item/rod_of_asclepius(loc)
if(7)
new /obj/item/warp_cube/red(loc)
if(8)
new /obj/item/wisp_lantern(loc)
if(9)
new /obj/item/immortality_talisman(loc)
if(10)
new /obj/item/book/granter/spell/summonitem(loc)
if(11)
new /obj/item/clothing/neck/necklace/memento_mori(loc)
if(12)
new /obj/item/borg/upgrade/modkit/lifesteal(loc)
new /obj/item/bedsheet/cult(loc)
if(13)
new /obj/item/disk/design_disk/modkit_disc/mob_and_turf_aoe(loc)
if(14)
new /obj/item/disk/design_disk/modkit_disc/bounty(loc)
if(15)
new /obj/item/ship_in_a_bottle(loc)
new /obj/item/oar(loc)
if(16)
new /obj/item/seeds/gatfruit(loc)
if(17)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/nuka_cola(loc)
if(18)
new /obj/item/assembly/signaler/anomaly/bluespace(loc)
if(19)
new /obj/item/disk/design_disk/modkit_disc/resonator_blast(loc)
if(20)
new /obj/item/disk/design_disk/modkit_disc/rapid_repeater(loc)
if(21)
new /obj/item/slimepotion/transference(loc)
if(22)
new /obj/item/slime_extract/adamantine(loc)
if(23)
new /obj/item/weldingtool/abductor(loc)
if(24)
new /obj/structure/elite_tumor(loc)
if(25)
new /mob/living/simple_animal/hostile/retaliate/clown/clownhulk(loc)
if(26)
new /obj/item/clothing/shoes/winterboots/ice_boots(loc)
if(27)
new /obj/item/book/granter/spell/sacredflame(loc)
if(28)
new /mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/doom(loc)
@@ -0,0 +1,86 @@
//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
/obj/structure/geyser
name = "geyser"
icon = 'icons/obj/lavaland/terrain.dmi'
icon_state = "geyser"
anchored = TRUE
var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
var/activated = FALSE //whether we are active and generating chems
var/reagent_id = /datum/reagent/fuel/oil
var/potency = 2 //how much reagents we add every process (2 seconds)
var/max_volume = 500
var/start_volume = 50
/obj/structure/geyser/proc/start_chemming()
activated = TRUE
create_reagents(max_volume, DRAINABLE)
reagents.add_reagent(reagent_id, start_volume)
START_PROCESSING(SSfluids, src) //It's main function is to be plumbed, so use SSfluids
if(erupting_state)
icon_state = erupting_state
else
var/mutable_appearance/I = mutable_appearance('icons/obj/lavaland/terrain.dmi', "[icon_state]_soup")
I.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(I)
/obj/structure/geyser/process()
if(activated && reagents.total_volume <= reagents.maximum_volume) //this is also evaluated in add_reagent, but from my understanding proc calls are expensive
reagents.add_reagent(reagent_id, potency)
/obj/structure/geyser/plunger_act(obj/item/plunger/P, mob/living/user, _reinforced)
if(!_reinforced)
to_chat(user, "<span class='warning'>The [P.name] isn't strong enough!</span>")
return
if(activated)
to_chat(user, "<span class'warning'>The [name] is already active!</span>")
return
to_chat(user, "<span class='notice'>You start vigorously plunging [src]!</span>")
if(do_after(user, 50 * P.plunge_mod, target = src) && !activated)
start_chemming()
/obj/structure/geyser/random
erupting_state = null
var/list/options = list(/datum/reagent/clf3 = 10, /datum/reagent/water/hollowwater = 10, /datum/reagent/medicine/omnizine/protozine = 6, /datum/reagent/wittel = 1)
/obj/structure/geyser/random/Initialize()
. = ..()
reagent_id = pickweight(options)
/obj/item/plunger
name = "plunger"
desc = "It's a plunger for plunging."
icon = 'icons/obj/watercloset.dmi'
icon_state = "plunger"
slot_flags = ITEM_SLOT_MASK
var/plunge_mod = 1 //time*plunge_mod = total time we take to plunge an object
var/reinforced = FALSE //whether we do heavy duty stuff like geysers
/obj/item/plunger/attack_obj(obj/O, mob/living/user)
if(!O.plunger_act(src, user, reinforced))
return ..()
/obj/item/plunger/throw_impact(atom/hit_atom, datum/thrownthing/tt)
. = ..()
if(tt.target_zone != BODY_ZONE_HEAD)
return
if(iscarbon(hit_atom))
var/mob/living/carbon/H = hit_atom
if(!H.wear_mask)
H.equip_to_slot_if_possible(src, ITEM_SLOT_MASK)
H.visible_message("<span class='warning'>The plunger slams into [H]'s face!</span>", "<span class='warning'>The plunger suctions to your face!</span>")
/obj/item/plunger/reinforced
name = "reinforced plunger"
desc = "It's an M. 7 Reinforced Plunger© for heavy duty plunging."
icon_state = "reinforced_plunger"
reinforced = TRUE
plunge_mod = 0.8
custom_premium_price = 1200
@@ -25,6 +25,9 @@
/obj/structure/spawner/lavaland/legion
mob_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/tendril)
/obj/structure/spawner/lavaland/icewatcher
mob_types = list(/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/icewing)
GLOBAL_LIST_INIT(tendrils, list())
/obj/structure/spawner/lavaland/Initialize()
. = ..()
@@ -94,4 +97,4 @@ GLOBAL_LIST_INIT(tendrils, list())
for(var/turf/T in range(2,src))
if(!T.density)
T.TerraformTurf(/turf/open/chasm/lavaland, /turf/open/chasm/lavaland, flags = CHANGETURF_INHERIT_AIR)
qdel(src)
qdel(src)
-3
View File
@@ -38,7 +38,4 @@
user.show_message("<span class='notice'>You weave \the [S.name] into a workable fabric.</span>", MSG_VISUAL)
return TRUE
/obj/structure/loom/unanchored
anchored = FALSE
#undef FABRIC_PER_SHEET
+9
View File
@@ -134,6 +134,15 @@
icon = 'icons/turf/walls.dmi'
icon_state = "icerock"
/turf/closed/indestructible/rock/snow/ice/ore
icon = 'icons/turf/walls/icerock_wall.dmi'
icon_state = "icerock"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
pixel_x = -4
pixel_y = -4
/turf/closed/indestructible/paper
name = "thick paper wall"
desc = "A wall layered with impenetrable sheets of paper."
+3
View File
@@ -110,6 +110,9 @@
if(prob(12))
icon_state = "necro[rand(2,3)]"
/turf/open/indestructible/necropolis/ice
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/open/indestructible/necropolis/air
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
+10
View File
@@ -146,3 +146,13 @@ GLOBAL_DATUM_INIT(openspace_backdrop_one_for_all, /atom/movable/openspace_backdr
PlaceOnTop(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
return TRUE
return FALSE
/turf/open/openspace/icemoon
name = "ice chasm"
baseturfs = /turf/open/openspace/icemoon
can_cover_up = FALSE
can_build_on = FALSE
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/open/openspace/icemoon/can_zFall(atom/movable/A, levels = 1, turf/target)
return TRUE
+10 -1
View File
@@ -88,6 +88,15 @@
light_power = 0.65 //less bright, too
light_color = LIGHT_COLOR_LAVA //let's just say you're falling into lava, that makes sense right
// Chasms for Ice moon, with planetary atmos and glow
/turf/open/chasm/icemoon
icon = 'icons/turf/floors/icechasms.dmi'
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
planetary_atmos = TRUE
baseturfs = /turf/open/chasm/icemoon
light_range = 1.9
light_power = 0.65
light_color = LIGHT_COLOR_PURPLE
// Chasms for the jungle, with planetary atmos and a different icon
/turf/open/chasm/jungle
@@ -115,4 +124,4 @@
. = ..()
var/turf/T = safepick(get_area_turfs(/area/fabric_of_reality))
if(T)
set_target(T)
set_target(T)
+3 -1
View File
@@ -48,7 +48,9 @@
"oldburning","light-on-r","light-on-y","light-on-g","light-on-b", "wood", "carpetsymbol", "carpetstar",
"carpetcorner", "carpetside", "carpet", "ironsand1", "ironsand2", "ironsand3", "ironsand4", "ironsand5",
"ironsand6", "ironsand7", "ironsand8", "ironsand9", "ironsand10", "ironsand11",
"ironsand12", "ironsand13", "ironsand14", "ironsand15")
"ironsand12", "ironsand13", "ironsand14", "ironsand15",
"snow", "snow0", "snow1", "snow2", "snow3", "snow4", "snow5", "snow6", "snow7", "snow8", "snow9", "snow10", "snow11", "snow12", "snow-ice", "snow_dug",
"unsmooth", "smooth", "1-i", "2-i", "3-i", "4-i", "1-n", "2-n", "3-s", "4-s", "1-w", "2-e", "3-w", "4-e", "1-nw", "2-ne", "3-sw", "4-se", "1-f", "2-f", "3-f", "4-f")
if(broken || burnt || (icon_state in icons_to_ignore_at_floor_init)) //so damaged/burned tiles or plating icons aren't saved as the default
icon_regular_floor = "floor"
else
@@ -13,11 +13,15 @@
barefootstep = FOOTSTEP_SAND
clawfootstep = FOOTSTEP_SAND
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
/// Environment type for the turf
var/environment_type = "asteroid"
/// Base turf type to be created by the tunnel
var/turf_type = /turf/open/floor/plating/asteroid //Because caves do whacky shit to revert to normal
var/floor_variance = 20 //probability floor has a different icon state
/// Probability the floor has a different icon state
var/floor_variance = 20
attachment_holes = FALSE
var/obj/item/stack/digResult = /obj/item/stack/ore/glass/basalt
/// Whether the turf has been dug or not
var/dug
/turf/open/floor/plating/asteroid/Initialize()
@@ -27,6 +31,7 @@
if(prob(floor_variance))
icon_state = "[environment_type][rand(0,12)]"
/// Drops itemstack when dug and changes icon
/turf/open/floor/plating/asteroid/proc/getDug()
new digResult(src, 5)
if(postdig_icon_change)
@@ -35,6 +40,7 @@
icon_state = "[environment_type]_dug"
dug = TRUE
/// If the user can dig the turf
/turf/open/floor/plating/asteroid/proc/can_dig(mob/user)
if(!dug)
return TRUE
@@ -135,16 +141,30 @@
#define SPAWN_BUBBLEGUM 6
/turf/open/floor/plating/asteroid/airless/cave
/// Length of the tunnel
var/length = 100
/// Mobs that can spawn in the tunnel, weighted list
var/list/mob_spawn_list
/// Megafauna that can spawn in the tunnel, weighted list
var/list/megafauna_spawn_list
/// Flora that can spawn in the tunnel, weighted list
var/list/flora_spawn_list
/// Turf type to choose when spawning in tunnel at 1% chance, weighted list
var/list/choose_turf_type
/// if the tunnel should keep being created
var/sanity = 1
/// Cave direction to move
var/forward_cave_dir = 1
/// Backwards cave direction for tracking
var/backward_cave_dir = 2
/// If the tunnel is moving backwards
var/going_backwards = TRUE
/// If this is a cave creating type
var/has_data = FALSE
/// The non-cave creating type
var/data_having_type = /turf/open/floor/plating/asteroid/airless/cave/has_data
/// Option tunnel width, wegihted list
var/list/pick_tunnel_width
turf_type = /turf/open/floor/plating/asteroid/airless
/turf/open/floor/plating/asteroid/airless/cave/has_data //subtype for producing a tunnel with given data
@@ -163,6 +183,47 @@
/turf/open/floor/plating/asteroid/airless/cave/volcanic/has_data //subtype for producing a tunnel with given data
has_data = TRUE
/turf/open/floor/plating/asteroid/airless/cave/snow
gender = PLURAL
name = "snow"
desc = "Looks cold."
icon = 'icons/turf/snow.dmi'
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
icon_state = "snow"
icon_plating = "snow"
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
slowdown = 2
environment_type = "snow"
flags_1 = NONE
planetary_atmos = TRUE
burnt_states = list("snow_dug")
bullet_sizzle = TRUE
bullet_bounce_sound = null
digResult = /obj/item/stack/sheet/mineral/snow
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/wolf = 50, /obj/structure/spawner/ice_moon = 3, \
/mob/living/simple_animal/hostile/asteroid/polarbear = 30, /obj/structure/spawner/ice_moon/polarbear = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/grass/both = 12)
data_having_type = /turf/open/floor/plating/asteroid/airless/cave/snow/has_data
turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
choose_turf_type = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
pick_tunnel_width = list("1" = 6, "2" = 1)
/turf/open/floor/plating/asteroid/airless/cave/snow/underground
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/ice_demon = 50, /obj/structure/spawner/ice_moon/demonic_portal = 3, \
/mob/living/simple_animal/hostile/asteroid/ice_whelp = 30, /obj/structure/spawner/ice_moon/demonic_portal/ice_whelp = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /obj/structure/spawner/ice_moon/demonic_portal/snowlegion = 3)
flora_spawn_list = list(/obj/structure/flora/rock/icy = 6, /obj/structure/flora/rock/pile/icy = 6)
data_having_type = /turf/open/floor/plating/asteroid/airless/cave/snow/underground/has_data
choose_turf_type = null
/turf/open/floor/plating/asteroid/airless/cave/snow/has_data //subtype for producing a tunnel with given data
has_data = TRUE
/turf/open/floor/plating/asteroid/airless/cave/snow/underground/has_data //subtype for producing a tunnel with given data
has_data = TRUE
/turf/open/floor/plating/asteroid/airless/cave/Initialize()
if (!mob_spawn_list)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
@@ -175,6 +236,7 @@
if(!has_data)
produce_tunnel_from_data()
/// Sets the tunnel length and direction
/turf/open/floor/plating/asteroid/airless/cave/proc/get_cave_data(set_length, exclude_dir = -1)
// If set_length (arg1) isn't defined, get a random length; otherwise assign our length to the length arg.
if(!set_length)
@@ -187,6 +249,7 @@
// Get the opposite direction of our facing direction
backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
/// Gets the tunnel length and direction then makes the tunnel
/turf/open/floor/plating/asteroid/airless/cave/proc/produce_tunnel_from_data(tunnel_length, excluded_dir = -1)
get_cave_data(tunnel_length, excluded_dir)
// Make our tunnels
@@ -196,10 +259,22 @@
// Kill ourselves by replacing ourselves with a normal floor.
SpawnFloor(src)
/**
* Makes the tunnel and spawns things inside of it
*
* Picks a tunnel width for the tunnel and then starts spawning turfs in the direction it moves in
* Can randomly change directions of the tunnel, stops if it hits the edge of the map, or a no tunnel area
* Can randomly make new tunnels out of itself
*
*/
/turf/open/floor/plating/asteroid/airless/cave/proc/make_tunnel(dir)
var/turf/closed/mineral/tunnel = src
var/next_angle = pick(45, -45)
var/tunnel_width = 1
if(pick_tunnel_width)
tunnel_width = text2num(pickweight(pick_tunnel_width))
for(var/i = 0; i < length; i++)
if(!sanity)
break
@@ -210,9 +285,11 @@
// Expand the edges of our tunnel
for(var/edge_angle in L)
var/turf/closed/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
if(istype(edge))
SpawnFloor(edge)
var/turf/closed/mineral/edge = tunnel
for(var/current_tunnel_width = 1 to tunnel_width)
edge = get_step(edge, angle2dir(dir2angle(dir) + edge_angle))
if(istype(edge))
SpawnFloor(edge)
if(!sanity)
break
@@ -223,9 +300,12 @@
if(istype(tunnel))
// Small chance to have forks in our tunnel; otherwise dig our tunnel.
if(i > 3 && prob(20))
if(istype(tunnel.loc, /area/mine/explored) || (istype(tunnel.loc, /area/lavaland/surface/outdoors) && !istype(tunnel.loc, /area/lavaland/surface/outdoors/unexplored)))
sanity = 0
break
if(isarea(tunnel.loc))
var/area/A = tunnel.loc
if(!A.tunnel_allowed)
sanity = 0
break
var/turf/open/floor/plating/asteroid/airless/cave/C = tunnel.ChangeTurf(data_having_type, null, CHANGETURF_IGNORE_AIR)
C.going_backwards = FALSE
C.produce_tunnel_from_data(rand(10, 15), dir)
@@ -241,26 +321,35 @@
setDir(angle2dir(dir2angle(dir) )+ next_angle)
/// Spawns the floor of the tunnel and any type of structure or mob it can have
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFloor(turf/T)
for(var/S in RANGE_TURFS(1, src))
var/turf/NT = S
if(!NT || isspaceturf(NT) || istype(NT.loc, /area/mine/explored) || (istype(NT.loc, /area/lavaland/surface/outdoors) && !istype(NT.loc, /area/lavaland/surface/outdoors/unexplored)))
sanity = 0
break
if(!sanity)
var/area/A = T.loc
if(!A.tunnel_allowed)
sanity = 0
return
SpawnFlora(T)
SpawnMonster(T)
if(choose_turf_type)
turf_type = pickweight(choose_turf_type)
if(turf_type == initial(turf_type)) // Don't spawn different turf types under flora or terrain
var/spawned_flora = FALSE
if(is_mining_level(z))
spawned_flora = SpawnFlora(T)
if(!spawned_flora) // no rocks beneath mob spawners / mobs.
SpawnMonster(T)
T.ChangeTurf(turf_type, null, CHANGETURF_IGNORE_AIR)
/// Spawns a random mob or megafauna in the tunnel
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(!isarea(loc))
return
var/area/A = loc
if(prob(30))
if(istype(loc, /area/mine/explored) || !istype(loc, /area/lavaland/surface/outdoors/unexplored))
if(!A.mob_spawn_allowed)
return
var/randumb = pickweight(mob_spawn_list)
if(!randumb)
return
while(randumb == SPAWN_MEGAFAUNA)
if(istype(loc, /area/lavaland/surface/outdoors/unexplored/danger)) //this is danger. it's boss time.
if(A.megafauna_spawn_allowed && megafauna_spawn_list && megafauna_spawn_list.len) //this is danger. it's boss time.
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
@@ -278,22 +367,26 @@
return //prevents tendrils spawning in each other's collapse range
new randumb(T)
return
return TRUE
#undef SPAWN_MEGAFAUNA
#undef SPAWN_BUBBLEGUM
/// Spawns a random flora in the tunnel, can spawn clumps of them.
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFlora(turf/T)
if(prob(12))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
return
if(isarea(loc))
var/area/A = loc
if(!A.flora_allowed)
return
var/randumb = pickweight(flora_spawn_list)
for(var/obj/structure/flora/ash/F in range(4, T)) //Allows for growing patches, but not ridiculous stacks of flora
if(!randumb)
return
for(var/obj/structure/flora/F in range(4, T)) // Allows for growing patches, but not ridiculous stacks of flora
if(!istype(F, randumb))
return
new randumb(T)
return TRUE
/turf/open/floor/plating/asteroid/snow
gender = PLURAL
@@ -322,6 +415,15 @@
return TRUE
return FALSE
/turf/open/floor/plating/asteroid/snow/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/open/lava/plasma/ice_moon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
baseturfs = /turf/open/lava/plasma/ice_moon
planetary_atmos = TRUE
/turf/open/floor/plating/asteroid/snow/ice
name = "icy snow"
desc = "Looks colder."
@@ -336,6 +438,15 @@
clawfootstep = FOOTSTEP_HARD_CLAW
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
/turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
planetary_atmos = TRUE
/turf/open/floor/plating/asteroid/snow/ice/icemoon/solarpanel
icon = 'icons/turf/floors.dmi'
icon_state = "solarpanel"
/turf/open/floor/plating/asteroid/snow/ice/burn_tile()
return FALSE
@@ -347,4 +458,4 @@
/turf/open/floor/plating/asteroid/snow/atmosphere
initial_gas_mix = FROZEN_ATMOS
planetary_atmos = FALSE
planetary_atmos = FALSE
@@ -3,6 +3,10 @@
icon_state = "plating"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plating/icemoon
icon_state = "plating"
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/open/floor/plating/abductor
name = "alien floor"
icon_state = "alienpod1"
@@ -209,6 +213,8 @@
/turf/open/floor/plating/ice/burn_tile()
return
/turf/open/floor/plating/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/open/floor/plating/snowed
name = "snowed-over plating"
@@ -240,4 +246,6 @@
/turf/open/floor/plating/snowed/temperatre
temperature = 255.37
/turf/open/floor/plating/snowed/smoothed/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
+217 -13
View File
@@ -147,6 +147,11 @@
var/mineralChance = 13
var/display_icon_state = "rock"
/turf/closed/mineral/random/more_caves
mineralSpawnChanceList = list(/turf/closed/mineral/uranium = 5, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 10,
/turf/closed/mineral/silver = 12, /turf/closed/mineral/plasma = 20, /turf/closed/mineral/iron = 40, /turf/closed/mineral/titanium = 11,
/turf/closed/mineral/gibtonite = 4, /turf/open/floor/plating/asteroid/airless/cave = 15, /turf/closed/mineral/bscrystal = 1)
/turf/closed/mineral/random/Initialize()
mineralSpawnChanceList = typelist("mineralSpawnChanceList", mineralSpawnChanceList)
@@ -195,11 +200,27 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 35, /turf/closed/mineral/diamond/volcanic = 30, /turf/closed/mineral/gold/volcanic = 45, /turf/closed/mineral/titanium/volcanic = 45,
/turf/closed/mineral/silver/volcanic = 50, /turf/closed/mineral/plasma/volcanic = 50, /turf/closed/mineral/bscrystal/volcanic = 20)
/turf/closed/mineral/random/high_chance/snow
name = "snowy mountainside"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/walls/mountain_wall.dmi'
icon_state = "mountainrock"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
defer_change = TRUE
environment_type = "snow"
turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 35, /turf/closed/mineral/diamond/ice/icemoon = 30, /turf/closed/mineral/gold/ice/icemoon = 45, /turf/closed/mineral/titanium/ice/icemoon = 45,
/turf/closed/mineral/silver/ice/icemoon = 50, /turf/closed/mineral/plasma/ice/icemoon = 50, /turf/closed/mineral/bscrystal/ice/icemoon = 20)
/turf/closed/mineral/random/high_chance/earth_like
icon_state = "rock_highchance_oxy"
turf_type = /turf/open/floor/plating/asteroid
@@ -236,7 +257,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
mineralChance = 10
mineralSpawnChanceList = list(
@@ -244,6 +265,36 @@
/turf/closed/mineral/silver/volcanic = 12, /turf/closed/mineral/plasma/volcanic = 20, /turf/closed/mineral/iron/volcanic = 40,
/turf/closed/mineral/gibtonite/volcanic = 4, /turf/open/floor/plating/asteroid/airless/cave/volcanic = 1, /turf/closed/mineral/bscrystal/volcanic = 1)
/turf/closed/mineral/random/volcanic/more_caves
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 5, /turf/closed/mineral/diamond/volcanic = 1, /turf/closed/mineral/gold/volcanic = 10, /turf/closed/mineral/titanium/volcanic = 11,
/turf/closed/mineral/silver/volcanic = 12, /turf/closed/mineral/plasma/volcanic = 20, /turf/closed/mineral/iron/volcanic = 40,
/turf/closed/mineral/gibtonite/volcanic = 4, /turf/open/floor/plating/asteroid/airless/cave/volcanic = 15, /turf/closed/mineral/bscrystal/volcanic = 1)
/turf/closed/mineral/random/snow
name = "snowy mountainside"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/walls/mountain_wall.dmi'
icon_state = "mountainrock"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
defer_change = TRUE
environment_type = "snow"
turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
mineralChance = 10
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 5, /turf/closed/mineral/diamond/ice/icemoon = 1, /turf/closed/mineral/gold/ice/icemoon = 10, /turf/closed/mineral/titanium/ice/icemoon = 11,
/turf/closed/mineral/silver/ice/icemoon = 12, /turf/closed/mineral/plasma/ice/icemoon = 20, /turf/closed/mineral/iron/ice/icemoon = 40,
/turf/closed/mineral/gibtonite/ice/icemoon = 4, /turf/open/floor/plating/asteroid/airless/cave/snow = 1, /turf/closed/mineral/bscrystal/ice/icemoon = 1)
/turf/closed/mineral/random/snow/no_caves
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 5, /turf/closed/mineral/diamond/ice/icemoon = 1, /turf/closed/mineral/gold/ice/icemoon = 10, /turf/closed/mineral/titanium/ice/icemoon = 11,
/turf/closed/mineral/silver/ice/icemoon = 12, /turf/closed/mineral/plasma/ice/icemoon = 20, /turf/closed/mineral/iron/ice/icemoon = 40,
/turf/closed/mineral/gibtonite/ice/icemoon = 4, /turf/closed/mineral/bscrystal/ice/icemoon = 1)
/turf/closed/mineral/random/labormineral
mineralSpawnChanceList = list(
@@ -252,18 +303,51 @@
/turf/closed/mineral/gibtonite = 2)
icon_state = "rock_labor"
/turf/closed/mineral/random/snow/underground
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 5, /turf/closed/mineral/diamond/ice/icemoon = 1, /turf/closed/mineral/gold/ice/icemoon = 10, /turf/closed/mineral/titanium/ice/icemoon = 11,
/turf/closed/mineral/silver/ice/icemoon = 12, /turf/closed/mineral/plasma/ice/icemoon = 20, /turf/closed/mineral/iron/ice/icemoon = 40,
/turf/closed/mineral/gibtonite/ice/icemoon = 4, /turf/open/floor/plating/asteroid/airless/cave/snow/underground = 1, /turf/closed/mineral/bscrystal/ice/icemoon = 1)
/turf/closed/mineral/random/snow/more_caves
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 5, /turf/closed/mineral/diamond/ice/icemoon = 1, /turf/closed/mineral/gold/ice/icemoon = 10, /turf/closed/mineral/titanium/ice/icemoon = 11,
/turf/closed/mineral/silver/ice/icemoon = 12, /turf/closed/mineral/plasma/ice/icemoon = 20, /turf/closed/mineral/iron/ice/icemoon = 40,
/turf/closed/mineral/gibtonite/ice/icemoon = 4, /turf/open/floor/plating/asteroid/airless/cave/snow = 15, /turf/closed/mineral/bscrystal/ice/icemoon = 1)
/turf/closed/mineral/random/labormineral/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 3, /turf/closed/mineral/diamond/volcanic = 1, /turf/closed/mineral/gold/volcanic = 8, /turf/closed/mineral/titanium/volcanic = 8,
/turf/closed/mineral/silver/volcanic = 20, /turf/closed/mineral/plasma/volcanic = 30, /turf/closed/mineral/bscrystal/volcanic = 1, /turf/closed/mineral/gibtonite/volcanic = 2,
/turf/closed/mineral/iron/volcanic = 95)
//Subtypes for placing ores manually.
/turf/closed/mineral/random/labormineral/ice
name = "snowy mountainside"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/walls/mountain_wall.dmi'
icon_state = "mountainrock"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
defer_change = TRUE
environment_type = "snow"
turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
defer_change = TRUE
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/ice/icemoon = 3, /turf/closed/mineral/diamond/ice/icemoon = 1, /turf/closed/mineral/gold/ice/icemoon = 8, /turf/closed/mineral/titanium/ice/icemoon = 8,
/turf/closed/mineral/silver/ice/icemoon = 20, /turf/closed/mineral/plasma/ice/icemoon = 30, /turf/closed/mineral/bscrystal/ice/icemoon = 1, /turf/closed/mineral/gibtonite/ice/icemoon = 2,
/turf/closed/mineral/iron/ice/icemoon = 95)
/turf/closed/mineral/iron
mineralType = /obj/item/stack/ore/iron
@@ -294,6 +378,11 @@
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/iron/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/uranium
mineralType = /obj/item/stack/ore/uranium
@@ -306,7 +395,21 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/uranium/ice
environment_type = "snow_cavern"
icon_state = "icerock_Uranium"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/uranium/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/uranium/earth_like
icon_state = "rock_oxy"
@@ -327,7 +430,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/diamond/earth_like
icon_state = "rock_oxy"
@@ -345,6 +448,11 @@
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/diamond/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/gold
mineralType = /obj/item/stack/ore/gold
@@ -357,7 +465,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/gold/earth_like
icon_state = "rock_oxy"
@@ -366,6 +474,19 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/gold/ice
environment_type = "snow_cavern"
icon_state = "icerock_gold"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/gold/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/silver
mineralType = /obj/item/stack/ore/silver
@@ -378,7 +499,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/silver/earth_like
icon_state = "rock_oxy"
@@ -387,6 +508,19 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/silver/ice
environment_type = "snow_cavern"
icon_state = "icerock_silver"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/silver/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/titanium
mineralType = /obj/item/stack/ore/titanium
@@ -399,7 +533,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/titanium/earth_like
icon_state = "rock_oxy"
@@ -408,6 +542,19 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/titanium/ice
environment_type = "snow_cavern"
icon_state = "icerock_titanium"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/titanium/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/plasma
mineralType = /obj/item/stack/ore/plasma
@@ -420,7 +567,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/plasma/earth_like
icon_state = "rock_oxy"
@@ -438,6 +585,10 @@
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/plasma/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/bananium
@@ -454,6 +605,21 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/bananium/ice
environment_type = "snow_cavern"
icon_state = "icerock_Bananium"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/bananium/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/bscrystal
mineralType = /obj/item/stack/ore/bluespace_crystal
mineralAmt = 1
@@ -466,7 +632,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/bscrystal/earth_like
icon_state = "rock_oxy"
@@ -475,6 +641,19 @@
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/bscrystal/ice
environment_type = "snow_cavern"
icon_state = "icerock_BScrystal"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/bscrystal/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/volcanic
environment_type = "basalt"
@@ -486,7 +665,7 @@
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/earth_like
icon_state = "rock_oxy"
@@ -506,7 +685,7 @@
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
environment_type = "waste"
turf_type = /turf/open/floor/plating/ashplanet/rocky
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/snowmountain
name = "snowy mountainside"
@@ -521,6 +700,11 @@
turf_type = /turf/open/floor/plating/asteroid/snow
defer_change = TRUE
/turf/closed/mineral/snowmountain/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
/turf/closed/mineral/snowmountain/cavern
name = "ice cavern rock"
icon = 'icons/turf/mining.dmi'
@@ -532,6 +716,11 @@
environment_type = "snow_cavern"
turf_type = /turf/open/floor/plating/asteroid/snow/ice
/turf/closed/mineral/snowmountain/cavern/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
//GIBTONITE
/turf/closed/mineral/gibtonite
@@ -634,7 +823,7 @@
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturfs = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
defer_change = 1
defer_change = TRUE
/turf/closed/mineral/gibtonite/earth_like
icon_state = "rock_oxy"
@@ -642,3 +831,18 @@
baseturfs = /turf/open/floor/plating/asteroid
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
defer_change = TRUE
/turf/closed/mineral/gibtonite/ice
environment_type = "snow_cavern"
icon_state = "icerock_Gibtonite"
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
/turf/closed/mineral/gibtonite/ice/icemoon
turf_type = /turf/open/floor/plating/asteroid/snow/ice/icemoon
baseturfs = /turf/open/floor/plating/asteroid/snow/ice/icemoon
initial_gas_mix = ICEMOON_DEFAULT_ATMOS
+3 -2
View File
@@ -8,8 +8,9 @@ GLOBAL_LIST(topic_status_cache)
//This happens after the Master subsystem new(s) (it's a global datum)
//So subsystems globals exist, but are not initialised
/world/New()
if(fexists("byond-extools.dll"))
call("byond-extools.dll", "maptick_initialize")()
var/extools = world.GetConfig("env", "EXTOOLS_DLL") || "./byond-extools.dll"
if (fexists(extools))
call(extools, "maptick_initialize")()
enable_debugger()
world.Profile(PROFILE_START)
-1
View File
@@ -764,7 +764,6 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
for(var/arg in arguments)
new_args[++new_args.len] = SDQL_expression(source, arg)
if(object == GLOB) // Global proc.
procname = "/proc/[procname]"
return superuser? (call(procname)(new_args)) : (WrapAdminProcCall(GLOBAL_PROC, procname, new_args))
return superuser? (call(object, procname)(new_args)) : (WrapAdminProcCall(object, procname, new_args))
+8 -1
View File
@@ -705,10 +705,17 @@
var/list/names = list()
names += "---- Space Ruins ----"
for(var/name in SSmapping.space_ruins_templates)
names[name] = list(SSmapping.space_ruins_templates[name], ZTRAIT_SPACE_RUINS, /area/space)
names[name] = list(SSmapping.space_ruins_templates[name], ZTRAIT_SPACE_RUINS, list(/area/space))
names += "---- Lava Ruins ----"
for(var/name in SSmapping.lava_ruins_templates)
names[name] = list(SSmapping.lava_ruins_templates[name], ZTRAIT_LAVA_RUINS, /area/lavaland/surface/outdoors/unexplored)
names[name] = list(SSmapping.lava_ruins_templates[name], ZTRAIT_LAVA_RUINS, list(/area/lavaland/surface/outdoors/unexplored))
names += "---- Ice Ruins ----"
for(var/name in SSmapping.ice_ruins_templates)
names[name] = list(SSmapping.ice_ruins_templates[name], ZTRAIT_ICE_RUINS, list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored))
names += "---- Ice Underground Ruins ----"
for(var/name in SSmapping.ice_ruins_underground_templates)
names[name] = list(SSmapping.ice_ruins_underground_templates[name], ZTRAIT_ICE_RUINS_UNDERGROUND, list(/area/icemoon/underground/unexplored))
var/ruinname = input("Select ruin", "Spawn Ruin") as null|anything in names
var/data = names[ruinname]
@@ -18,9 +18,12 @@
var/image/item = image('icons/turf/overlays.dmi',S,"greenOverlay")
item.plane = ABOVE_LIGHTING_PLANE
preview += item
var/list/orientations = list("South" = SOUTH, "North" = NORTH, "East" = EAST, "West" = WEST)
var/choice = input(src, "Which orientation? Maps are normally facing SOUTH.", "Template Orientation", "South") as null|anything in orientations
var/orientation = orientations[choice]
images += preview
if(alert(src,"Confirm location.","Template Confirm","Yes","No") == "Yes")
if(template.load(T, centered = TRUE))
if(template.load(T, centered = TRUE, orientation = orientation))
message_admins("<span class='adminnotice'>[key_name_admin(src)] has placed a map template ([template.name]) at [ADMIN_COORDJMP(T)]</span>")
else
to_chat(src, "Failed to place map")
@@ -27,6 +27,9 @@
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
for(var/obj/effect/landmark/loneopspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs)
message_admins("No valid spawn locations found, aborting...")
+44 -4
View File
@@ -90,7 +90,7 @@
. = TRUE
update_icon()
/obj/item/assembly/signaler/attackby(obj/item/W, mob/user, params)
if(issignaler(W))
var/obj/item/assembly/signaler/signaler2 = W
@@ -162,7 +162,6 @@
return
return ..(signal)
// Embedded signaller used in anomalies.
/obj/item/assembly/signaler/anomaly
name = "anomaly core"
@@ -179,12 +178,53 @@
return FALSE
if(signal.data["code"] != code)
return FALSE
if(suicider)
manual_suicide(suicider)
for(var/obj/effect/anomaly/A in get_turf(src))
A.anomalyNeutralize()
return TRUE
/obj/item/assembly/signaler/anomaly/attack_self()
return
/obj/item/assembly/signaler/anomaly/manual_suicide(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user]'s [src] is reacting to the radio signal, warping [user.p_their()] body!</span>")
user.suiciding = TRUE
user.suicide_log()
user.gib()
/obj/item/assembly/signaler/anomaly/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_ANALYZER)
to_chat(user, "<span class='notice'>Analyzing... [src]'s stabilized field is fluctuating along frequency [format_frequency(frequency)], code [code].</span>")
..()
//Anomaly cores
/obj/item/assembly/signaler/anomaly/pyro
name = "\improper pyroclastic anomaly core"
desc = "The neutralized core of a pyroclastic anomaly. It feels warm to the touch. It'd probably be valuable for research."
icon_state = "pyro core"
anomaly_type = /obj/effect/anomaly/pyro
/obj/item/assembly/signaler/anomaly/grav
name = "\improper gravitational anomaly core"
desc = "The neutralized core of a gravitational anomaly. It feels much heavier than it looks. It'd probably be valuable for research."
icon_state = "grav core"
anomaly_type = /obj/effect/anomaly/grav
/obj/item/assembly/signaler/anomaly/flux
name = "\improper flux anomaly core"
desc = "The neutralized core of a flux anomaly. Touching it makes your skin tingle. It'd probably be valuable for research."
icon_state = "flux core"
anomaly_type = /obj/effect/anomaly/flux
/obj/item/assembly/signaler/anomaly/bluespace
name = "\improper bluespace anomaly core"
desc = "The neutralized core of a bluespace anomaly. It keeps phasing in and out of view. It'd probably be valuable for research."
icon_state = "anomaly core"
anomaly_type = /obj/effect/anomaly/bluespace
/obj/item/assembly/signaler/anomaly/vortex
name = "\improper vortex anomaly core"
desc = "The neutralized core of a vortex anomaly. It won't sit still, as if some invisible force is acting on it. It'd probably be valuable for research."
icon_state = "vortex core"
anomaly_type = /obj/effect/anomaly/bhole
/obj/item/assembly/signaler/cyborg
@@ -28,6 +28,8 @@
/obj/machinery/atmospherics/pipe/manifold/update_icon()
cut_overlays()
if(!center)
center = mutable_appearance(icon, "manifold_center")
PIPING_LAYER_DOUBLE_SHIFT(center, piping_layer)
add_overlay(center)
@@ -26,6 +26,8 @@
/obj/machinery/atmospherics/pipe/manifold4w/update_icon()
cut_overlays()
if(!center)
center = mutable_appearance(icon, "manifold_center")
PIPING_LAYER_DOUBLE_SHIFT(center, piping_layer)
add_overlay(center)
-16
View File
@@ -76,19 +76,3 @@
/datum/export/manifest_correct_denied/get_cost(obj/O)
var/obj/item/paper/fluff/jobs/cargo/manifest/M = O
return ..() - M.order_cost
// Paper work done correctly
/datum/export/paperwork_correct
cost = 120 // finicky number 20 x 120 = 2400 per crate
k_elasticity = 0
unit_name = "correct paperwork"
export_types = list(/obj/item/folder/paperwork_correct)
// Paper work not done retruned
/datum/export/paperwork_incorrect
cost = -500 // Failed to meet NT standers
k_elasticity = 0
unit_name = "returned incorrect paperwork"
export_types = list(/obj/item/folder/paperwork)
+1 -9
View File
@@ -148,15 +148,7 @@
crate_name = "supermatter shard crate"
crate_type = /obj/structure/closet/crate/secure/engineering
dangerous = TRUE
/datum/supply_pack/engine/supermatter_spray
name = "Supermatter Spray Crate"
desc = "The single thing that can truly heal the supermatter."
cost = 2000
contains = list(/obj/item/supermatterspray)
crate_name = "supermatter shard crate"
crate_type = /obj/structure/closet/crate/engineering/electrical
/datum/supply_pack/engine/tesla_coils
name = "Tesla Coil Crate"
desc = "Whether it's high-voltage executions, creating research points, or just plain old power generation: This pack of four Tesla coils can do it all!"
-8
View File
@@ -129,14 +129,6 @@
/obj/item/rcd_ammo)
crate_name = "rcd ammo"
/datum/supply_pack/materials/loom
name = "Loom"
desc = "A large pre-made loom."
cost = 1000
contains = list(/obj/structure/loom/unanchored)
crate_name = "loom crate"
crate_type = /obj/structure/closet/crate/large
//////////////////////////////////////////////////////////////////////////////
///////////////////////////// Canisters //////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
+1 -26
View File
@@ -87,37 +87,12 @@
crate_type = /obj/structure/closet/crate/wooden
crate_name = "calligraphy crate"
/datum/supply_pack/misc/paper_work
name = "Freelance Paper work"
desc = "The Nanotrasen Primary Bureaucratic Database Intelligence (PDBI) reports that the station has not completed its funding and grant paperwork this solar cycle. In order to gain further funding, your station is required to fill out (10) ten of these forms or no additional capital will be disbursed. We have sent you ten copies of the following form and we expect every one to be up to Nanotrasen Standards." // Disbursement. It's not a typo, look it up.
cost = 700 // Net of 0 credits but makes (120 x 10 = 1200)
contains = list(/obj/item/folder/paperwork,
/obj/item/pen/fountain
)
crate_name = "Paperwork"
/datum/supply_pack/misc/paper_work/generate()
. = ..()
for(var/i in 1 to 9)
new /obj/item/folder/paperwork(.)
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////// Entertainment ///////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/misc/randombedsheets
name = "Bedsheet Crate (R)"
desc = "Snuggle up in some sweet sheets with this assorted bedsheet crate. Each set comes with eight random bedsheets for your slumbering pleasure!"
cost = 2000
contains = list(/obj/item/bedsheet/random)
crate_name = "random bedsheet crate"
/datum/supply_pack/misc/randombedsheets/generate()
. = ..()
for(var/i in 1 to 7)
new /obj/item/bedsheet/random(.)
/datum/supply_pack/misc/coloredsheets
name = "Bedsheet Crate (C)"
name = "Bedsheet Crate"
desc = "Give your night life a splash of color with this crate filled with bedsheets! Contains a total of nine different-colored sheets."
cost = 1250
contains = list(/obj/item/bedsheet/blue,
+11 -14
View File
@@ -94,8 +94,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/skin_tone = "caucasian1" //Skin color
var/use_custom_skin_tone = FALSE
var/eye_color = "000" //Eye color
var/horn_color = "85615a" //Horn color
var/wing_color = "fff" //Wing color
var/datum/species/pref_species = new /datum/species/human() //Mutant race
var/list/features = list("mcolor" = "FFF",
"mcolor2" = "FFF",
@@ -104,8 +102,10 @@ GLOBAL_LIST_EMPTY(preferences_datums)
"tail_human" = "None",
"snout" = "Round",
"horns" = "None",
"horns_color" = "85615a",
"ears" = "None",
"wings" = "None",
"wings_color" = "FFF",
"frills" = "None",
"deco_wings" = "None",
"spines" = "None",
@@ -496,7 +496,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<h3>Horns</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=horns;task=input'>[features["horns"]]</a>"
dat += "<span style='border:1px solid #161616; background-color: #[horn_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=horns_color;task=input'>Change</a><BR>"
dat += "<span style='border:1px solid #161616; background-color: #[features["horns_color"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=horns_color;task=input'>Change</a><BR>"
mutant_category++
@@ -609,7 +609,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<h3>Decorative wings</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=deco_wings;task=input'>[features["deco_wings"]]</a>"
dat += "<span style='border:1px solid #161616; background-color: #[wing_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=wings_color;task=input'>Change</a><BR>"
dat += "<span style='border:1px solid #161616; background-color: #[features["wings_color"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=wings_color;task=input'>Change</a><BR>"
if(pref_species.mutant_bodyparts["insect_wings"])
if(!mutant_category)
@@ -618,7 +618,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<h3>Insect wings</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=insect_wings;task=input'>[features["insect_wings"]]</a>"
dat += "<span style='border:1px solid #161616; background-color: #[wing_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=wings_color;task=input'>Change</a><BR>"
dat += "<span style='border:1px solid #161616; background-color: #[features["wings_color"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=wings_color;task=input'>Change</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
@@ -1770,12 +1770,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
features["horns"] = new_horns
if("horns_color")
var/new_horn_color = input(user, "Choose your character's horn colour:", "Character Preference","#"+horn_color) as color|null
var/new_horn_color = input(user, "Choose your character's horn colour:", "Character Preference","#"+features["horns_color"]) as color|null
if(new_horn_color)
if (new_horn_color == "#000000")
horn_color = "#85615A"
features["horns_color"] = "85615A"
else
horn_color = sanitize_hexcolor(new_horn_color)
features["horns_color"] = sanitize_hexcolor(new_horn_color)
if("wings")
var/new_wings
@@ -1784,12 +1784,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
features["wings"] = new_wings
if("wings_color")
var/new_wing_color = input(user, "Choose your character's wing colour:", "Character Preference","#"+wing_color) as color|null
var/new_wing_color = input(user, "Choose your character's wing colour:", "Character Preference","#"+features["wings_color"]) as color|null
if(new_wing_color)
if (new_wing_color == "#000000")
wing_color = "#FFFFFF"
features["wings_color"] = "#FFFFFF"
else
wing_color = sanitize_hexcolor(new_wing_color)
features["wings_color"] = sanitize_hexcolor(new_wing_color)
if("frills")
var/new_frills
@@ -2459,9 +2459,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
organ_eyes.old_eye_color = eye_color
character.hair_color = hair_color
character.facial_hair_color = facial_hair_color
character.horn_color = horn_color
character.wing_color = wing_color
character.skin_tone = skin_tone
character.dna.skin_tone_override = use_custom_skin_tone ? skin_tone : null
character.hair_style = hair_style
+18 -25
View File
@@ -5,7 +5,7 @@
// You do not need to raise this if you are adding new values that have sane defaults.
// Only raise this value when changing the meaning/format/name/layout of an existing value
// where you would want the updater procs below to run
#define SAVEFILE_VERSION_MAX 29
#define SAVEFILE_VERSION_MAX 30
/*
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
@@ -181,6 +181,19 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(lickable)
ENABLE_BITFIELD(vore_flags,LICKABLE)
if(current_version < 30)
switch(features["taur"])
if("Husky", "Lab", "Shepherd", "Fox", "Wolf")
features["taur"] = "Canine"
if("Panther", "Tiger")
features["taur"] = "Feline"
if("Cow")
features["taur"] = "Cow (Spotted)"
if(current_version < 31)
S["wing_color"] >> features["wings_color"]
S["horn_color"] >> features["horns_color"]
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
if(!ckey)
return
@@ -412,15 +425,6 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(newtype)
pref_species = new newtype
if(!S["features["mcolor"]"] || S["features["mcolor"]"] == "#000")
WRITE_FILE(S["features["mcolor"]"] , "#FFF")
if(!S["features["horn_color"]"] || S["features["horn_color"]"] == "#000")
WRITE_FILE(S["features["horn_color"]"] , "#85615a")
if(!S["features["wing_color"]"] || S["features["wing_color"]"] == "#000")
WRITE_FILE(S["features["wing_color"]"] , "#FFF")
//Character
S["real_name"] >> real_name
S["nameless"] >> nameless
@@ -444,8 +448,6 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["shirt_color"] >> shirt_color
S["socks"] >> socks
S["socks_color"] >> socks_color
S["horn_color"] >> horn_color
S["wing_color"] >> wing_color
S["backbag"] >> backbag
S["jumpsuit_style"] >> jumpsuit_style
S["uplink_loc"] >> uplink_spawn_loc
@@ -555,15 +557,6 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(!custom_names[custom_name_id])
custom_names[custom_name_id] = get_default_name(custom_name_id)
if(!features["mcolor"] || features["mcolor"] == "#000")
features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
if(!features["horn_color"] || features["horn_color"] == "#000")
features["horn_color"] = "85615a"
if(!features["wing_color"] || features["wing_color"] == "#000")
features["wing_color"] = "FFFFFF"
nameless = sanitize_integer(nameless, 0, 1, initial(nameless))
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
@@ -590,8 +583,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
else
skin_tone = sanitize_inlist(skin_tone, GLOB.skin_tones - GLOB.nonstandard_skin_tones, initial(skin_tone))
horn_color = sanitize_hexcolor(horn_color, 3, FALSE)
wing_color = sanitize_hexcolor(wing_color, 3, FALSE, "#FFFFFF")
features["horns_color"] = sanitize_hexcolor(features["horns_color"], 3, FALSE, "85615a")
features["wings_color"] = sanitize_hexcolor(features["wings_color"], 3, FALSE, "FFFFFF")
backbag = sanitize_inlist(backbag, GLOB.backbaglist, initial(backbag))
jumpsuit_style = sanitize_inlist(jumpsuit_style, GLOB.jumpsuitlist, initial(jumpsuit_style))
uplink_spawn_loc = sanitize_inlist(uplink_spawn_loc, GLOB.uplink_spawn_loc_list, initial(uplink_spawn_loc))
@@ -705,8 +698,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["shirt_color"] , shirt_color)
WRITE_FILE(S["socks"] , socks)
WRITE_FILE(S["socks_color"] , socks_color)
WRITE_FILE(S["horn_color"] , horn_color)
WRITE_FILE(S["wing_color"] , wing_color)
WRITE_FILE(S["horns_color"] , features["horns_color"])
WRITE_FILE(S["wings_color"] , features["wings_color"])
WRITE_FILE(S["backbag"] , backbag)
WRITE_FILE(S["jumpsuit_style"] , jumpsuit_style)
WRITE_FILE(S["uplink_loc"] , uplink_spawn_loc)
+12 -6
View File
@@ -173,12 +173,18 @@ SEE_PIXELS// if an object is located on an unlit area, but some of its pixels ar
BLIND // can't see anything
*/
/proc/generate_female_clothing(index,t_color,icon,type)
var/icon/female_clothing_icon = icon("icon"=icon, "icon_state"=t_color)
var/icon/female_s = icon("icon"='icons/mob/clothing/uniform.dmi', "icon_state"="[(type == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
female_clothing_icon.Blend(female_s, ICON_MULTIPLY)
female_clothing_icon = fcopy_rsc(female_clothing_icon)
GLOB.female_clothing_icons[index] = female_clothing_icon
/proc/generate_alpha_masked_clothing(index,state,icon,female,alpha_masks)
var/icon/I = icon(icon, state)
if(female)
var/icon/female_s = icon('icons/mob/clothing/alpha_masks.dmi', "[(female == FEMALE_UNIFORM_FULL) ? "female_full" : "female_top"]")
I.Blend(female_s, ICON_MULTIPLY, -15, -15) //it's a 64x64 icon.
if(alpha_masks)
if(istext(alpha_masks))
alpha_masks = list(alpha_masks)
for(var/alpha_state in alpha_masks)
var/icon/alpha = icon('icons/mob/clothing/alpha_masks.dmi', alpha_state)
I.Blend(alpha, ICON_MULTIPLY, -15, -15)
. = GLOB.alpha_masked_worn_icons[index] = fcopy_rsc(I)
/obj/item/clothing/proc/weldingvisortoggle(mob/user) //proc to toggle welding visors on helmets, masks, goggles, etc.
if(!can_use(user))
@@ -143,6 +143,13 @@
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
/obj/item/clothing/shoes/winterboots/ice_boots
name = "ice hiking boots"
desc = "A pair of winter boots with special grips on the bottom, designed to prevent slipping on frozen surfaces."
icon_state = "iceboots"
item_state = "iceboots"
clothing_flags = NOSLIP_ICE
/obj/item/clothing/shoes/winterboots/christmasbootsr
name = "red christmas boots"
desc = "A pair of fluffy red christmas boots!"
+1 -1
View File
@@ -811,7 +811,7 @@
desc = "A dusty button up winter coat. The zipper tab looks like a tiny pickaxe."
icon_state = "coatminer"
item_state = "coatminer"
allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
+4 -1
View File
@@ -6,7 +6,7 @@
block_priority = BLOCK_PRIORITY_UNIFORM
slot_flags = ITEM_SLOT_ICLOTHING
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
mutantrace_variation = STYLE_DIGITIGRADE
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
var/has_sensor = HAS_SENSORS // For the crew computer
var/random_sensor = TRUE
@@ -263,10 +263,13 @@
fitted = NO_FEMALE_UNIFORM
if(!alt_covers_chest) // for the special snowflake suits that expose the chest when adjusted
body_parts_covered &= ~CHEST
mutantrace_variation &= ~USE_TAUR_CLIP_MASK //How are we supposed to see the uniform otherwise?
else
fitted = initial(fitted)
if(!alt_covers_chest)
body_parts_covered |= CHEST
if(initial(mutantrace_variation) & USE_TAUR_CLIP_MASK)
mutantrace_variation |= USE_TAUR_CLIP_MASK
return adjusted
+13 -14
View File
@@ -130,25 +130,27 @@
var/obj/item/clothing/accessory/maidapron/A = new (src)
attach_accessory(A)
/obj/item/clothing/under/costume/singer
desc = "Just looking at this makes you want to sing."
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
body_parts_covered = CHEST|GROIN|ARMS
alternate_worn_layer = ABOVE_SHOES_LAYER
can_adjust = FALSE
/obj/item/clothing/under/costume/singer/yellow
name = "yellow performer's outfit"
desc = "Just looking at this makes you want to sing."
icon_state = "ysing"
item_state = "ysing"
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
can_adjust = FALSE
/obj/item/clothing/under/costume/singer/blue
name = "blue performer's outfit"
desc = "Just looking at this makes you want to sing."
icon_state = "bsing"
item_state = "bsing"
body_parts_covered = CHEST|GROIN|ARMS
alternate_worn_layer = ABOVE_SHOES_LAYER
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
/obj/item/clothing/under/costume/geisha
name = "geisha suit"
@@ -205,7 +207,7 @@
body_parts_covered = CHEST|GROIN|ARMS
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = NONE
mutantrace_variation = USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/drfreeze
name = "doctor freeze's jumpsuit"
@@ -213,7 +215,7 @@
icon_state = "drfreeze"
item_state = "drfreeze"
can_adjust = FALSE
mutantrace_variation = NONE
mutantrace_variation = USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/lobster
name = "foam lobster suit"
@@ -222,7 +224,7 @@
item_state = "lobster"
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
mutantrace_variation = NONE
mutantrace_variation = USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/gondola
name = "gondola hide suit"
@@ -248,7 +250,7 @@
icon_state = "christmasmaler"
item_state = "christmasmaler"
can_adjust = FALSE
mutantrace_variation = NONE
mutantrace_variation = USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/christmas/green
name = "green christmas suit"
@@ -262,7 +264,7 @@
icon_state = "christmasfemaler"
item_state = "christmasfemaler"
body_parts_covered = CHEST|GROIN
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON|USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/christmas/croptop/green
name = "green feminine christmas suit"
@@ -287,7 +289,6 @@
item_state = "qipao_white"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/costume/qipao/red
name = "Red Qipao"
@@ -296,7 +297,6 @@
item_state = "qipao_red"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/costume/cheongsam
name = "Black Cheongsam"
@@ -305,7 +305,7 @@
item_state = "cheong"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
mutantrace_variation = USE_TAUR_CLIP_MASK
/obj/item/clothing/under/costume/cheongsam/white
name = "White Cheongsam"
@@ -323,7 +323,6 @@
item_state = "cheongr"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
mutantrace_variation = NONE
/obj/item/clothing/under/costume/cloud
name = "cloud"
@@ -30,6 +30,7 @@
item_state = "clown"
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
mutantrace_variation = STYLE_DIGITIGRADE //The clown suit must look funny, no taur alpha masks where possible.
/obj/item/clothing/under/rank/civilian/clown/blue
name = "blue clown suit"
@@ -90,6 +91,7 @@
desc = "A jolly dress, well suited to entertain your master, nuncle."
icon_state = "jester"
can_adjust = FALSE
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
/obj/item/clothing/under/rank/civilian/clown/jester/alt
icon_state = "jester2"
@@ -100,6 +102,7 @@
icon_state = "sexyclown"
item_state = "sexyclown"
can_adjust = FALSE
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
/obj/item/clothing/under/rank/civilian/clown/Initialize()
. = ..()

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