This commit is contained in:
Putnam3145
2022-03-30 12:35:12 -07:00
1281 changed files with 75215 additions and 68744 deletions
-182
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@@ -1,182 +0,0 @@
GLOBAL_LIST_EMPTY(active_alternate_appearances)
/atom
var/list/alternate_appearances
/atom/proc/remove_alt_appearance(key)
if(alternate_appearances)
for(var/K in alternate_appearances)
var/datum/atom_hud/alternate_appearance/AA = alternate_appearances[K]
if(AA.appearance_key == key)
AA.remove_from_hud(src)
break
/atom/proc/add_alt_appearance(type, key, ...)
if(!type || !key)
return
if(alternate_appearances && alternate_appearances[key])
return
var/list/arguments = args.Copy(2)
new type(arglist(arguments))
/datum/atom_hud/alternate_appearance
var/appearance_key
/datum/atom_hud/alternate_appearance/New(key)
..()
GLOB.active_alternate_appearances += src
appearance_key = key
/datum/atom_hud/alternate_appearance/Destroy()
GLOB.active_alternate_appearances -= src
return ..()
/datum/atom_hud/alternate_appearance/proc/onNewMob(mob/M)
if(mobShouldSee(M))
add_hud_to(M)
/datum/atom_hud/alternate_appearance/proc/mobShouldSee(mob/M)
return FALSE
/datum/atom_hud/alternate_appearance/add_to_hud(atom/A, image/I)
. = ..()
if(.)
LAZYINITLIST(A.alternate_appearances)
A.alternate_appearances[appearance_key] = src
/datum/atom_hud/alternate_appearance/remove_from_hud(atom/A)
. = ..()
if(.)
LAZYREMOVE(A.alternate_appearances, appearance_key)
//an alternate appearance that attaches a single image to a single atom
/datum/atom_hud/alternate_appearance/basic
var/atom/target
var/image/theImage
var/add_ghost_version = FALSE
var/ghost_appearance
/datum/atom_hud/alternate_appearance/basic/New(key, image/I, target_sees_appearance = TRUE)
..()
theImage = I
target = I.loc
hud_icons = list(appearance_key)
add_to_hud(target, I)
if(target_sees_appearance && ismob(target))
add_hud_to(target)
if(add_ghost_version)
var/image/ghost_image = image(icon = I.icon , icon_state = I.icon_state, loc = I.loc)
ghost_image.override = FALSE
ghost_image.alpha = 128
ghost_appearance = new /datum/atom_hud/alternate_appearance/basic/observers(key + "_observer", ghost_image, FALSE)
/datum/atom_hud/alternate_appearance/basic/Destroy()
. = ..()
if(ghost_appearance)
QDEL_NULL(ghost_appearance)
/datum/atom_hud/alternate_appearance/basic/add_to_hud(atom/A)
LAZYINITLIST(A.hud_list)
A.hud_list[appearance_key] = theImage
. = ..()
/datum/atom_hud/alternate_appearance/basic/remove_from_hud(atom/A)
. = ..()
A.hud_list -= appearance_key
if(. && !QDELETED(src))
qdel(src)
/datum/atom_hud/alternate_appearance/basic/everyone
add_ghost_version = TRUE
/datum/atom_hud/alternate_appearance/basic/everyone/New()
..()
for(var/mob in GLOB.mob_list)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/everyone/mobShouldSee(mob/M)
return !isobserver(M)
/datum/atom_hud/alternate_appearance/basic/silicons
/datum/atom_hud/alternate_appearance/basic/silicons/New()
..()
for(var/mob in GLOB.silicon_mobs)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/silicons/mobShouldSee(mob/M)
if(issilicon(M))
return TRUE
return FALSE
/datum/atom_hud/alternate_appearance/basic/observers
add_ghost_version = FALSE //just in case, to prevent infinite loops
/datum/atom_hud/alternate_appearance/basic/observers/New()
..()
for(var/mob in GLOB.dead_mob_list)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/observers/mobShouldSee(mob/M)
return isobserver(M)
/datum/atom_hud/alternate_appearance/basic/noncult
/datum/atom_hud/alternate_appearance/basic/noncult/New()
..()
for(var/mob in GLOB.player_list)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/noncult/mobShouldSee(mob/M)
if(!iscultist(M))
return TRUE
return FALSE
/datum/atom_hud/alternate_appearance/basic/cult
/datum/atom_hud/alternate_appearance/basic/cult/New()
..()
for(var/mob in GLOB.player_list)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/cult/mobShouldSee(mob/M)
if(iscultist(M))
return TRUE
return FALSE
/datum/atom_hud/alternate_appearance/basic/blessedAware
/datum/atom_hud/alternate_appearance/basic/blessedAware/New()
..()
for(var/mob in GLOB.mob_list)
if(mobShouldSee(mob))
add_hud_to(mob)
/datum/atom_hud/alternate_appearance/basic/blessedAware/mobShouldSee(mob/M)
if(M.mind && (M.mind.assigned_role == "Chaplain"))
return TRUE
if (istype(M, /mob/living/simple_animal/hostile/construct/wraith))
return TRUE
if(isrevenant(M) || iseminence(M) || iswizard(M))
return TRUE
return FALSE
/datum/atom_hud/alternate_appearance/basic/onePerson
var/mob/seer
/datum/atom_hud/alternate_appearance/basic/onePerson/mobShouldSee(mob/M)
if(M == seer)
return TRUE
return FALSE
/datum/atom_hud/alternate_appearance/basic/onePerson/New(key, image/I, mob/living/M)
..(key, I, FALSE)
seer = M
add_hud_to(seer)
+6 -1
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@@ -50,7 +50,12 @@
var/has_gravity = FALSE
var/parallax_movedir = 0
/// Parallax moving?
var/parallax_moving = FALSE
/// Parallax move speed - 0 to disable
var/parallax_move_speed = 0
/// Parallax move dir - degrees clockwise from north
var/parallax_move_angle = 0
var/list/ambientsounds = GENERIC
flags_1 = CAN_BE_DIRTY_1
+15 -4
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@@ -1215,7 +1215,7 @@
if(user != target)
var/reverse_message = "has been [what_done] by [ssource][postfix]"
target.log_message(reverse_message, LOG_ATTACK, color="orange", log_globally=FALSE)
target.log_message(reverse_message, LOG_VICTIM, color="orange", log_globally=FALSE)
/**
* log_wound() is for when someone is *attacked* and suffers a wound. Note that this only captures wounds from damage, so smites/forced wounds aren't logged, as well as demotions like cuts scabbing over
@@ -1291,9 +1291,7 @@
/obj/item/update_filters()
. = ..()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
update_action_buttons()
/atom/proc/get_filter(name)
if(filter_data && filter_data[name])
@@ -1404,3 +1402,16 @@
*/
/atom/proc/setClosed()
return
//Update the screentip to reflect what we're hoverin over
/atom/MouseEntered(location, control, params)
. = ..()
// Screentips
var/client/client = usr?.client
var/datum/hud/active_hud = client?.mob?.hud_used
if(active_hud)
if(!client.prefs.screentip_pref || (flags_1 & NO_SCREENTIPS_1))
active_hud.screentip_text.maptext = ""
else
//We inline a MAPTEXT() here, because there's no good way to statically add to a string like this
active_hud.screentip_text.maptext = MAPTEXT("<span style='text-align: center; font-size: 32px; color: [client?.prefs?.screentip_color]'>[name]</span>")
-3
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@@ -28,7 +28,6 @@
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
var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
@@ -108,8 +107,6 @@
for(var/movable_content in contents)
qdel(movable_content)
LAZYCLEARLIST(client_mobs_in_contents)
moveToNullspace()
/atom/movable/proc/update_emissive_block()
+11 -6
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@@ -48,8 +48,17 @@
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/**
* meant for movement with zero side effects. only use for objects that are supposed to move "invisibly" (like camera mobs or ghosts)
* if you want something to move onto a tile with a beartrap or recycler or tripmine or mouse without that object knowing about it at all, use this
* most of the time you want forceMove()
*/
/atom/movable/proc/abstract_move(atom/new_loc)
var/atom/old_loc = loc
// move_stacks++
loc = new_loc
Moved(old_loc)
/atom/movable/Move(atom/newloc, direct, glide_size_override = 0)
var/atom/movable/pullee = pulling
@@ -167,12 +176,8 @@
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
+3 -1
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@@ -193,7 +193,9 @@ GLOBAL_LIST_INIT(reverseradiochannels, list(
var/frequency = 0
var/transmission_method
var/list/data
var/logging_data
/datum/signal/New(data, transmission_method = TRANSMISSION_RADIO)
/datum/signal/New(data, transmission_method = TRANSMISSION_RADIO, logging_data = null)
src.data = data || list()
src.transmission_method = transmission_method
src.logging_data = logging_data
-523
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@@ -1,523 +0,0 @@
/*
* Data HUDs have been rewritten in a more generic way.
* In short, they now use an observer-listener pattern.
* See code/datum/hud.dm for the generic hud datum.
* Update the HUD icons when needed with the appropriate hook. (see below)
*/
/* DATA HUD DATUMS */
/atom/proc/add_to_all_human_data_huds()
for(var/datum/atom_hud/data/human/hud in GLOB.huds)
hud.add_to_hud(src)
/atom/proc/remove_from_all_data_huds()
for(var/datum/atom_hud/data/hud in GLOB.huds)
hud.remove_from_hud(src)
/datum/atom_hud/data
/datum/atom_hud/data/human/medical
hud_icons = list(STATUS_HUD, HEALTH_HUD, NANITE_HUD, RAD_HUD)
/datum/atom_hud/data/human/medical/basic
/datum/atom_hud/data/human/medical/basic/proc/check_sensors(mob/living/carbon/human/H)
if(!istype(H))
return 0
var/obj/item/clothing/under/U = H.w_uniform
if(!istype(U))
return 0
if(U.sensor_mode <= SENSOR_VITALS)
return 0
return 1
/datum/atom_hud/data/human/medical/basic/add_to_single_hud(mob/M, mob/living/carbon/H)
if(check_sensors(H))
..()
/datum/atom_hud/data/human/medical/basic/proc/update_suit_sensors(mob/living/carbon/H)
check_sensors(H) ? add_to_hud(H) : remove_from_hud(H)
/datum/atom_hud/data/human/medical/advanced
/datum/atom_hud/data/human/security
/datum/atom_hud/data/human/security/basic
hud_icons = list(ID_HUD)
/datum/atom_hud/data/human/security/advanced
hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD, WANTED_HUD, NANITE_HUD)
/datum/atom_hud/data/diagnostic
/datum/atom_hud/data/diagnostic/basic
hud_icons = list(DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_CIRCUIT_HUD, DIAG_TRACK_HUD, DIAG_AIRLOCK_HUD, DIAG_NANITE_FULL_HUD)
/datum/atom_hud/data/diagnostic/advanced
hud_icons = list(DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_CIRCUIT_HUD, DIAG_TRACK_HUD, DIAG_AIRLOCK_HUD, DIAG_NANITE_FULL_HUD, DIAG_PATH_HUD)
/datum/atom_hud/data/bot_path
hud_icons = list(DIAG_PATH_HUD)
/datum/atom_hud/abductor
hud_icons = list(GLAND_HUD)
/datum/atom_hud/sentient_disease
hud_icons = list(SENTIENT_DISEASE_HUD)
/datum/atom_hud/ai_detector
hud_icons = list(AI_DETECT_HUD)
/datum/atom_hud/ai_detector/add_hud_to(mob/M)
..()
if(M && (hudusers.len == 1))
for(var/V in GLOB.aiEyes)
var/mob/camera/aiEye/E = V
E.update_ai_detect_hud()
/* MED/SEC/DIAG HUD HOOKS */
/*
* THESE HOOKS SHOULD BE CALLED BY THE MOB SHOWING THE HUD
*/
/***********************************************
Medical HUD! Basic mode needs suit sensors on.
************************************************/
//HELPERS
//called when a carbon changes virus
/mob/living/carbon/proc/check_virus()
var/threat
for(var/thing in diseases)
var/datum/disease/D = thing
if(!(D.visibility_flags & HIDDEN_SCANNER))
if(!threat || D.severity > threat) //a buffing virus gets an icon
threat = D.severity
return threat
//helper for getting the appropriate health status
/proc/RoundHealth(mob/living/M)
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH)))
return "health-100" //what's our health? it doesn't matter, we're dead, or faking
var/maxi_health = M.maxHealth
if(iscarbon(M) && M.health < 0)
maxi_health = 100 //so crit shows up right for aliens and other high-health carbon mobs; noncarbons don't have crit.
var/resulthealth = (M.health / maxi_health) * 100
switch(resulthealth)
if(100 to INFINITY)
return "health100"
if(90.625 to 100)
return "health93.75"
if(84.375 to 90.625)
return "health87.5"
if(78.125 to 84.375)
return "health81.25"
if(71.875 to 78.125)
return "health75"
if(65.625 to 71.875)
return "health68.75"
if(59.375 to 65.625)
return "health62.5"
if(53.125 to 59.375)
return "health56.25"
if(46.875 to 53.125)
return "health50"
if(40.625 to 46.875)
return "health43.75"
if(34.375 to 40.625)
return "health37.5"
if(28.125 to 34.375)
return "health31.25"
if(21.875 to 28.125)
return "health25"
if(15.625 to 21.875)
return "health18.75"
if(9.375 to 15.625)
return "health12.5"
if(1 to 9.375)
return "health6.25"
if(-50 to 1)
return "health0"
if(-85 to -50)
return "health-50"
if(-99 to -85)
return "health-85"
else
return "health-100"
//HOOKS
//called when a human changes suit sensors
/mob/living/carbon/proc/update_suit_sensors()
var/datum/atom_hud/data/human/medical/basic/B = GLOB.huds[DATA_HUD_MEDICAL_BASIC]
B.update_suit_sensors(src)
//called when a living mob changes health
/mob/living/proc/med_hud_set_health()
var/image/holder = hud_list[HEALTH_HUD]
holder.icon_state = "hud[RoundHealth(src)]"
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
med_hud_set_radstatus()
//for carbon suit sensors
/mob/living/carbon/med_hud_set_health()
..()
//called when a carbon changes stat, virus or XENO_HOST
/mob/living/proc/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
/mob/living/carbon/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
var/icon/I = icon(icon, icon_state, dir)
var/virus_threat = check_virus()
holder.pixel_y = I.Height() - world.icon_size
if(HAS_TRAIT(src, TRAIT_XENO_HOST))
holder.icon_state = "hudxeno"
else if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
if(tod)
var/tdelta = round(world.time - timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
var/obj/item/organ/heart/He = getorgan(/obj/item/organ/heart)
if(He)
holder.icon_state = "huddefib"
if(He.organ_flags & ORGAN_FAILING)
holder.icon_state = "huddefibheart"
else
holder.icon_state = "huddefibheart"
return
holder.icon_state = "huddead"
else
switch(virus_threat)
if(DISEASE_SEVERITY_BIOHAZARD)
holder.icon_state = "hudill5"
if(DISEASE_SEVERITY_DANGEROUS)
holder.icon_state = "hudill4"
if(DISEASE_SEVERITY_HARMFUL)
holder.icon_state = "hudill3"
if(DISEASE_SEVERITY_MEDIUM)
holder.icon_state = "hudill2"
if(DISEASE_SEVERITY_MINOR)
holder.icon_state = "hudill1"
if(DISEASE_SEVERITY_NONTHREAT)
holder.icon_state = "hudill0"
if(DISEASE_SEVERITY_POSITIVE)
holder.icon_state = "hudbuff"
if(null)
holder.icon_state = "hudhealthy"
/mob/living/proc/med_hud_set_radstatus()
var/image/radholder = hud_list[RAD_HUD]
var/icon/I = icon(icon, icon_state, dir)
radholder.pixel_y = I.Height() - world.icon_size
var/mob/living/M = src
var/rads = M.radiation
switch(rads)
if(-INFINITY to RAD_MOB_SAFE)
radholder.icon_state = "hudradsafe"
if((RAD_MOB_SAFE+1) to RAD_MOB_MUTATE)
radholder.icon_state = "hudraddanger"
if((RAD_MOB_MUTATE+1) to RAD_MOB_VOMIT)
radholder.icon_state = "hudradlethal"
if((RAD_MOB_VOMIT+1) to INFINITY)
radholder.icon_state = "hudradnuke"
/***********************************************
Security HUDs! Basic mode shows only the job.
************************************************/
//HOOKS
/mob/living/carbon/human/proc/sec_hud_set_ID()
var/image/holder = hud_list[ID_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = "hudno_id"
if(wear_id?.GetID())
holder.icon_state = "hud[ckey(wear_id.GetJobName())]"
sec_hud_set_security_status()
/mob/living/proc/sec_hud_set_implants()
var/image/holder
for(var/i in list(IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD))
holder = hud_list[i]
holder.icon_state = null
for(var/obj/item/implant/I in implants)
if(istype(I, /obj/item/implant/tracking))
holder = hud_list[IMPTRACK_HUD]
var/icon/IC = icon(icon, icon_state, dir)
holder.pixel_y = IC.Height() - world.icon_size
holder.icon_state = "hud_imp_tracking"
else if(istype(I, /obj/item/implant/chem))
holder = hud_list[IMPCHEM_HUD]
var/icon/IC = icon(icon, icon_state, dir)
holder.pixel_y = IC.Height() - world.icon_size
holder.icon_state = "hud_imp_chem"
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
holder = hud_list[IMPLOYAL_HUD]
var/icon/IC = icon(icon, icon_state, dir)
holder.pixel_y = IC.Height() - world.icon_size
holder.icon_state = "hud_imp_loyal"
/mob/living/carbon/human/proc/sec_hud_set_security_status()
var/image/holder = hud_list[WANTED_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
var/perpname = get_face_name(get_id_name(""))
if(perpname && GLOB.data_core)
var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.security)
if(R)
switch(R.fields["criminal"])
if("*Arrest*")
holder.icon_state = "hudwanted"
return
if("Incarcerated")
holder.icon_state = "hudincarcerated"
return
if("Paroled")
holder.icon_state = "hudparolled"
return
if("Discharged")
holder.icon_state = "huddischarged"
return
holder.icon_state = null
/***********************************************
Diagnostic HUDs!
************************************************/
/mob/living/proc/hud_set_nanite_indicator()
var/image/holder = hud_list[NANITE_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = null
if(src in SSnanites.nanite_monitored_mobs)
holder.icon_state = "nanite_ping"
//For Diag health and cell bars!
/proc/RoundDiagBar(value)
switch(value * 100)
if(95 to INFINITY)
return "max"
if(80 to 100)
return "good"
if(60 to 80)
return "high"
if(40 to 60)
return "med"
if(20 to 40)
return "low"
if(1 to 20)
return "crit"
else
return "dead"
//Sillycone hooks
/mob/living/silicon/proc/diag_hud_set_health()
var/image/holder = hud_list[DIAG_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(stat == DEAD)
holder.icon_state = "huddiagdead"
else
holder.icon_state = "huddiag[RoundDiagBar(health/maxHealth)]"
/mob/living/silicon/proc/diag_hud_set_status()
var/image/holder = hud_list[DIAG_STAT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
switch(stat)
if(CONSCIOUS)
holder.icon_state = "hudstat"
if(UNCONSCIOUS)
holder.icon_state = "hudoffline"
else
holder.icon_state = "huddead2"
//Borgie battery tracking!
/mob/living/silicon/robot/proc/diag_hud_set_borgcell()
var/image/holder = hud_list[DIAG_BATT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(cell)
var/chargelvl = (cell.charge/cell.maxcharge)
holder.icon_state = "hudbatt[RoundDiagBar(chargelvl)]"
else
holder.icon_state = "hudnobatt"
//borg-AI shell tracking
/mob/living/silicon/robot/proc/diag_hud_set_aishell() //Shows tracking beacons on the mech
var/image/holder = hud_list[DIAG_TRACK_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(!shell) //Not an AI shell
holder.icon_state = null
else if(deployed) //AI shell in use by an AI
holder.icon_state = "hudtrackingai"
else //Empty AI shell
holder.icon_state = "hudtracking"
//AI side tracking of AI shell control
/mob/living/silicon/ai/proc/diag_hud_set_deployed() //Shows tracking beacons on the mech
var/image/holder = hud_list[DIAG_TRACK_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(!deployed_shell)
holder.icon_state = null
else //AI is currently controlling a shell
holder.icon_state = "hudtrackingai"
/*~~~~~~~~~~~~~~~~~~~~
BIG STOMPY MECHS
~~~~~~~~~~~~~~~~~~~~~*/
/obj/mecha/proc/diag_hud_set_mechhealth()
var/image/holder = hud_list[DIAG_MECH_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = "huddiag[RoundDiagBar(obj_integrity/max_integrity)]"
/obj/mecha/proc/diag_hud_set_mechcell()
var/image/holder = hud_list[DIAG_BATT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(cell)
var/chargelvl = cell.charge/cell.maxcharge
holder.icon_state = "hudbatt[RoundDiagBar(chargelvl)]"
else
holder.icon_state = "hudnobatt"
/obj/mecha/proc/diag_hud_set_mechstat()
var/image/holder = hud_list[DIAG_STAT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = null
if(internal_damage)
holder.icon_state = "hudwarn"
/obj/mecha/proc/diag_hud_set_mechtracking() //Shows tracking beacons on the mech
var/image/holder = hud_list[DIAG_TRACK_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
var/new_icon_state //This var exists so that the holder's icon state is set only once in the event of multiple mech beacons.
for(var/obj/item/mecha_parts/mecha_tracking/T in trackers)
if(T.ai_beacon) //Beacon with AI uplink
new_icon_state = "hudtrackingai"
break //Immediately terminate upon finding an AI beacon to ensure it is always shown over the normal one, as mechs can have several trackers.
else
new_icon_state = "hudtracking"
holder.icon_state = new_icon_state
/*~~~~~~~~~
Bots!
~~~~~~~~~~*/
/mob/living/simple_animal/bot/proc/diag_hud_set_bothealth()
var/image/holder = hud_list[DIAG_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = "huddiag[RoundDiagBar(health/maxHealth)]"
/mob/living/simple_animal/bot/proc/diag_hud_set_botstat() //On (With wireless on or off), Off, EMP'ed
var/image/holder = hud_list[DIAG_STAT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(on)
holder.icon_state = "hudstat"
else if(stat) //Generally EMP causes this
holder.icon_state = "hudoffline"
else //Bot is off
holder.icon_state = "huddead2"
/mob/living/simple_animal/bot/proc/diag_hud_set_botmode() //Shows a bot's current operation
var/image/holder = hud_list[DIAG_BOT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if(client) //If the bot is player controlled, it will not be following mode logic!
holder.icon_state = "hudsentient"
return
switch(mode)
if(BOT_SUMMON, BOT_RESPONDING) //Responding to PDA or AI summons
holder.icon_state = "hudcalled"
if(BOT_CLEANING, BOT_REPAIRING, BOT_HEALING) //Cleanbot cleaning, Floorbot fixing, or Medibot Healing
holder.icon_state = "hudworking"
if(BOT_PATROL, BOT_START_PATROL) //Patrol mode
holder.icon_state = "hudpatrol"
if(BOT_PREP_ARREST, BOT_ARREST, BOT_HUNT) //STOP RIGHT THERE, CRIMINAL SCUM!
holder.icon_state = "hudalert"
if(BOT_MOVING, BOT_DELIVER, BOT_GO_HOME, BOT_NAV) //Moving to target for normal bots, moving to deliver or go home for MULES.
holder.icon_state = "hudmove"
else
holder.icon_state = ""
/*~~~~~~~~~~~~
Circutry!
~~~~~~~~~~~~~*/
/obj/item/electronic_assembly/proc/diag_hud_set_circuithealth(hide = FALSE)
var/image/holder = hud_list[DIAG_CIRCUIT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if((!isturf(loc))||hide) //if not on the ground dont show overlay
holder.icon_state = null
else
holder.icon_state = "huddiag[RoundDiagBar(obj_integrity/max_integrity)]"
/obj/item/electronic_assembly/proc/diag_hud_set_circuitcell(hide = FALSE)
var/image/holder = hud_list[DIAG_BATT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if((!isturf(loc))||hide) //if not on the ground dont show overlay
holder.icon_state = null
else if(battery)
var/chargelvl = battery.charge/battery.maxcharge
holder.icon_state = "hudbatt[RoundDiagBar(chargelvl)]"
else
holder.icon_state = "hudnobatt"
/obj/item/electronic_assembly/proc/diag_hud_set_circuitstat(hide = FALSE) //On, On and dangerous, or Off
var/image/holder = hud_list[DIAG_STAT_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if((!isturf(loc))||hide) //if not on the ground don't show overlay
holder.icon_state = null
else if(!battery)
holder.icon_state = "hudoffline"
else if(battery.charge == 0)
holder.icon_state = "hudoffline"
else if(combat_circuits) //has a circuit that can harm people
holder.icon_state = prefered_hud_icon + "-red"
else //Bot is on and not dangerous
holder.icon_state = prefered_hud_icon
/obj/item/electronic_assembly/proc/diag_hud_set_circuittracking(hide = FALSE)
var/image/holder = hud_list[DIAG_TRACK_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
if((!isturf(loc))||hide) //if not on the ground dont show overlay
holder.icon_state = null
else if(long_range_circuits)
holder.icon_state = "hudtracking"
else
holder.icon_state = null
/*~~~~~~~~~~~~
Airlocks!
~~~~~~~~~~~~~*/
/obj/machinery/door/airlock/proc/diag_hud_set_electrified()
var/image/holder = hud_list[DIAG_AIRLOCK_HUD]
if(secondsElectrified != 0)
holder.icon_state = "electrified"
else
holder.icon_state = ""
+1 -1
View File
@@ -1,6 +1,6 @@
GLOBAL_LIST_INIT(possible_changeling_IDs, list("Alpha","Beta","Gamma","Delta","Epsilon","Zeta","Eta","Theta","Iota","Kappa","Lambda","Mu","Nu","Xi","Omicron","Pi","Rho","Sigma","Tau","Upsilon","Phi","Chi","Psi","Omega"))
GLOBAL_LIST_INIT(slots, list("head", "wear_mask", "back", "wear_suit", "w_uniform", "shoes", "belt", "gloves", "glasses", "ears", "wear_id", "s_store"))
GLOBAL_LIST_INIT(slot2slot, list("head" = SLOT_HEAD, "wear_mask" = SLOT_WEAR_MASK, "neck" = SLOT_NECK, "back" = SLOT_BACK, "wear_suit" = SLOT_WEAR_SUIT, "w_uniform" = SLOT_W_UNIFORM, "shoes" = SLOT_SHOES, "belt" = SLOT_BELT, "gloves" = SLOT_GLOVES, "glasses" = SLOT_GLASSES, "ears" = SLOT_EARS, "wear_id" = SLOT_WEAR_ID, "s_store" = SLOT_S_STORE))
GLOBAL_LIST_INIT(slot2slot, list("head" = ITEM_SLOT_HEAD, "wear_mask" = ITEM_SLOT_MASK, "neck" = ITEM_SLOT_NECK, "back" = ITEM_SLOT_BACK, "wear_suit" = ITEM_SLOT_OCLOTHING, "w_uniform" = ITEM_SLOT_ICLOTHING, "shoes" = ITEM_SLOT_FEET, "belt" = ITEM_SLOT_BELT, "gloves" = ITEM_SLOT_GLOVES, "glasses" = ITEM_SLOT_EYES, "ears" = ITEM_SLOT_EARS, "wear_id" = ITEM_SLOT_ID, "s_store" = ITEM_SLOT_SUITSTORE))
GLOBAL_LIST_INIT(slot2type, list("head" = /obj/item/clothing/head/changeling, "wear_mask" = /obj/item/clothing/mask/changeling, "back" = /obj/item/changeling, "wear_suit" = /obj/item/clothing/suit/changeling, "w_uniform" = /obj/item/clothing/under/changeling, "shoes" = /obj/item/clothing/shoes/changeling, "belt" = /obj/item/changeling, "gloves" = /obj/item/clothing/gloves/changeling, "glasses" = /obj/item/clothing/glasses/changeling, "ears" = /obj/item/changeling, "wear_id" = /obj/item/changeling, "s_store" = /obj/item/changeling))
GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our this objective to all lings
+2 -2
View File
@@ -205,11 +205,11 @@ Credit where due:
var/mob/living/carbon/human/L = M
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK)
var/list/slots = list("In your left pocket" = ITEM_SLOT_LPOCKET, "In your right pocket" = ITEM_SLOT_RPOCKET, "In your backpack" = ITEM_SLOT_BACKPACK)
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/clockwork/replica_fabricator/F = new
if(H.equip_to_slot_or_del(F, SLOT_IN_BACKPACK))
if(H.equip_to_slot_or_del(F, ITEM_SLOT_BACKPACK))
to_chat(H, "<span class='brass'>You have been equipped with a replica fabricator, an advanced tool that can convert objects like doors, tables or even coats into clockwork equivalents.</span>")
slot = H.equip_in_one_of_slots(S, slots)
if(slot == "In your backpack")
@@ -37,17 +37,17 @@
if(!H.w_uniform || H.dropItemToGround(H.w_uniform))
C = new /obj/item/clothing/under/rank/civilian/clown(H)
ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT)
H.equip_to_slot_or_del(C, SLOT_W_UNIFORM)
H.equip_to_slot_or_del(C, ITEM_SLOT_ICLOTHING)
if(!H.shoes || H.dropItemToGround(H.shoes))
C = new /obj/item/clothing/shoes/clown_shoes(H)
ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT)
H.equip_to_slot_or_del(C, SLOT_SHOES)
H.equip_to_slot_or_del(C, ITEM_SLOT_FEET)
if(!H.wear_mask || H.dropItemToGround(H.wear_mask))
C = new /obj/item/clothing/mask/gas/clown_hat(H)
ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT)
H.equip_to_slot_or_del(C, SLOT_WEAR_MASK)
H.equip_to_slot_or_del(C, ITEM_SLOT_MASK)
H.dna.add_mutation(CLOWNMUT)
H.dna.add_mutation(SMILE)
@@ -214,7 +214,7 @@
if(!istype(C.wear_mask, /obj/item/clothing/mask/gas/clown_hat) && !istype(C.wear_mask, /obj/item/clothing/mask/gas/mime))
if(!C.wear_mask || C.dropItemToGround(C.wear_mask))
var/obj/item/clothing/mask/fakemoustache/sticky/the_stash = new /obj/item/clothing/mask/fakemoustache/sticky()
C.equip_to_slot_or_del(the_stash, SLOT_WEAR_MASK, TRUE, TRUE, TRUE, TRUE)
C.equip_to_slot_or_del(the_stash, ITEM_SLOT_MASK, TRUE, TRUE, TRUE, TRUE)
/obj/item/clothing/mask/fakemoustache/sticky
var/unstick_time = 2 MINUTES
@@ -226,7 +226,7 @@
/obj/item/clothing/mask/fakemoustache/sticky/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_WEAR_MASK)
if(slot == ITEM_SLOT_MASK)
ADD_TRAIT(user, TRAIT_NO_INTERNALS, STICKY_MOUSTACHE_TRAIT)
/obj/item/clothing/mask/fakemoustache/sticky/dropped(mob/user)
@@ -242,6 +242,69 @@
log_game("DYNAMIC: [key_name(M)] was selected by the [name] ruleset and has been made into a midround traitor.")
return TRUE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/families
name = "Family Head Aspirants"
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILY_HEAD_ASPIRANT
antag_flag_override = ROLE_FAMILIES
protected_roles = list("Prisoner", "Head of Personnel")
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 9
weight = 3
cost = 15
requirements = list(101,101,101,50,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/roundstart/families)
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/midround/families/trim_candidates()
..()
candidates = living_players
for(var/mob/living/player in candidates)
if(issilicon(player))
candidates -= player
else if(is_centcom_level(player.z))
candidates -= player
else if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
else if(HAS_TRAIT(player, TRAIT_MINDSHIELD))
candidates -= player
/datum/dynamic_ruleset/midround/families/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
handler.midround_ruleset = TRUE
handler.use_dynamic_timing = TRUE
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/midround/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/midround/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/midround/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/midround/families/round_result()
return handler.set_round_result_analogue()
//////////////////////////////////////////////
// //
// Malfunctioning AI //
@@ -485,6 +485,47 @@
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
SSticker.news_report = CULT_FAILURE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/families
name = "Families"
persistent = TRUE
antag_datum = /datum/antagonist/gang
antag_flag = ROLE_FAMILIES
protected_roles = list("Prisoner", "Head of Personnel")
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 9
weight = 3
cost = 15
requirements = list(101,101,101,50,30,20,10,10,10,10)
flags = HIGH_IMPACT_RULESET
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/roundstart/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gangs_to_generate = (antag_cap[indice_pop] / 2)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/roundstart/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/roundstart/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/roundstart/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/roundstart/families/round_result()
return handler.set_round_result_analogue()
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
+50
View File
@@ -0,0 +1,50 @@
/datum/game_mode/gang
name = "Families"
config_tag = "families"
antag_flag = ROLE_TRAITOR
false_report_weight = 5
required_players = 0
required_enemies = 1
recommended_enemies = 4
announce_span = "danger"
announce_text = "Grove For Lyfe!"
reroll_friendly = FALSE
restricted_jobs = list("Cyborg", "AI", "Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")//N O
protected_jobs = list()
/// A reference to the handler that is used to run pre_setup(), post_setup(), etc..
var/datum/gang_handler/handler
/datum/game_mode/gang/warriors
name = "Warriors"
config_tag = "warriors"
announce_text = "Can you survive this onslaught?"
/datum/game_mode/gang/warriors/pre_setup()
handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
var/list/datum/antagonist/gang/gangs_to_generate = subtypesof(/datum/antagonist/gang)
handler.gangs_to_generate = gangs_to_generate.len
handler.gang_balance_cap = 3
return handler.pre_setup_analogue()
/datum/game_mode/gang/pre_setup()
handler = new /datum/gang_handler(antag_candidates,restricted_jobs)
return handler.pre_setup_analogue()
/datum/game_mode/gang/Destroy()
QDEL_NULL(handler)
return ..()
/datum/game_mode/gang/post_setup()
handler.post_setup_analogue(FALSE)
gamemode_ready = TRUE
return ..()
/datum/game_mode/gang/process()
handler.process_analogue()
/datum/game_mode/gang/set_round_result()
return handler.set_round_result_analogue()
/datum/game_mode/gang/generate_report()
return "Something something grove street home at least until I fucked everything up idk nobody reads these reports."
-247
View File
@@ -1,247 +0,0 @@
#define DOM_BLOCKED_SPAM_CAP 6
//32 instead of 40 for safety reasons. How many turfs aren't walls around dominator for it to work
//Update ppl somehow fuckup at 32, now we are down to 25. I hope to god they don't try harder to wall it.
#define DOM_REQUIRED_TURFS 25
#define DOM_HULK_HITS_REQUIRED 10
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 0.33
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 70)
var/datum/team/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/obj/machinery/dominator/Initialize()
. = ..()
set_light(l_range = 2, l_power = 0.75)
GLOB.poi_list |= src
spark_system = new
spark_system.set_up(5, TRUE, src)
countdown = new(src)
update_icon()
/obj/machinery/dominator/Destroy()
if(!(stat & BROKEN))
set_broken()
GLOB.poi_list.Remove(src)
gang = null
QDEL_NULL(spark_system)
QDEL_NULL(countdown)
STOP_PROCESSING(SSmachines, src)
return ..()
/obj/machinery/dominator/emp_act(severity)
take_damage(75+severity/4, BURN, "energy", 0)
..()
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
icon_state = "dominator-broken"
return
icon_state = "dominator"
if(operating)
var/mutable_appearance/dominator_overlay = mutable_appearance('icons/obj/machines/dominator.dmi', "dominator-overlay")
if(gang)
dominator_overlay.color = gang.color
add_overlay(dominator_overlay)
if(obj_integrity/max_integrity < 0.66)
add_overlay("damage")
/obj/machinery/dominator/examine(mob/user)
. = ..()
if(stat & BROKEN)
return
if(gang && gang.domination_time != NOT_DOMINATING)
if(gang.domination_time > world.time)
. += "<span class='notice'>Hostile Takeover in progress. Estimated [gang.domination_time_remaining()] seconds remain.</span>"
else
. += "<span class='notice'>Hostile Takeover of [station_name()] successful. Have a great day.</span>"
else
. += "<span class='notice'>System on standby.</span>"
. += "<span class='danger'>System Integrity: [round((obj_integrity/max_integrity)*100,1)]%</span>"
/obj/machinery/dominator/process()
..()
if(gang && gang.domination_time != NOT_DOMINATING)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(!is_station_level(z))
explosion(src, 5, 10, 20, 30) //you now get a nice explosion if this moves off station.
qdel(src) //to make sure it doesn't continue to exist.
if(excessive_walls_check())
gang.domination_time += 20
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0) // Play sound buzz-two.ogg, not before cause its annoying.
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = TRUE
var/area/domloc = get_base_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/G in GLOB.gangs)
var/datum/team/gang/tempgang = G
if(tempgang != gang)
tempgang.message_gangtools("WARNING: [gang.name] Gang takeover imminent. Their dominator at [domloc.map_name] must be destroyed!",1,1)
else
endgame()
if(!.)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/proc/endgame()
set waitfor = FALSE
Cinematic(CINEMATIC_MALF,world) //Here is the gang victory trigger on the dominator ending.
gang.winner = TRUE
SSticker.news_report = GANG_VICTORY
SSticker.force_ending = TRUE
/obj/machinery/dominator/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/dominator/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.)
if(obj_integrity/max_integrity > 0.66)
if(prob(damage_amount*2))
spark_system.start()
else if(!(stat & BROKEN))
spark_system.start()
update_icon()
/obj/machinery/dominator/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
set_broken()
/obj/machinery/dominator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!(stat & BROKEN))
set_broken()
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
add_fingerprint(user)
return ..()
/obj/machinery/dominator/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(operating || (stat & BROKEN))
examine(user)
return
var/datum/team/gang/tempgang
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(GA)
tempgang = GA.gang
if(!tempgang)
examine(user)
return
if(tempgang.domination_time != NOT_DOMINATING)
to_chat(user, "<span class='warning'>Error: Hostile Takeover is already in progress.</span>")
return
if(!tempgang.dom_attempts)
to_chat(user, "<span class='warning'>Error: Unable to breach station network. Firewall has logged our signature and is blocking all further attempts.</span>")
return
var/time = round(tempgang.determine_domination_time()/60,0.1)
if(alert(user,"A takeover will require [time] minutes.\nYour gang will be unable to gain influence while it is active.\nThe entire station will likely be alerted to it once it starts.\nYou have [tempgang.dom_attempts] attempt(s) remaining. Are you ready?","Confirm","Ready","Later") == "Ready")
if((tempgang.domination_time != NOT_DOMINATING) || !tempgang.dom_attempts || !in_range(src, user) || !isturf(loc))
return 0
var/area/A = get_base_area(loc)
var/locname = A.map_name
gang = tempgang
gang.dom_attempts --
priority_announce("Network breach detected in [locname]. The [gang.name] Gang is attempting to seize control of the station!","Network Alert")
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = TRUE
update_icon()
countdown.start()
countdown.color = gang.color
set_light(l_range = 3, l_power = 0.9)
light_color = gang.color
START_PROCESSING(SSmachines, src)
gang.message_gangtools("Hostile takeover in progress: Estimated [time] minutes until victory.[gang.dom_attempts ? "" : " This is your final attempt."]")
for(var/G in GLOB.gangs)
var/datum/team/gang/vagos = G
if(vagos != gang)
vagos.message_gangtools("Enemy takeover attempt detected in [locname]: Estimated [time] minutes until our defeat.",1,1)
/obj/machinery/dominator/proc/excessive_walls_check() // why the fuck was this even a global proc...
var/open = 0
for(var/turf/T in view(3, src))
if(!iswallturf(T)) //Check for /closed/wall, isclosedturf() moves it back to just checking for /closed/ which makes it very finicky.
open++
//to_chat(world, "THE DOMINATOR SEES [open] OPEN TURFS") uncomment to see what this shitty fucking wallcheck sees
if(open < DOM_REQUIRED_TURFS)
return TRUE
else
return FALSE
/obj/machinery/dominator/proc/set_broken()
if(gang)
gang.domination_time = NOT_DOMINATING
var/takeover_in_progress = FALSE
for(var/G in GLOB.gangs)
var/datum/team/gang/ballas = G
if(ballas.domination_time != NOT_DOMINATING)
takeover_in_progress = TRUE
break
if(!takeover_in_progress)
var/was_stranded = SSshuttle.emergency.mode == SHUTTLE_STRANDED
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(NUM2SECLEVEL(GLOB.security_level) == "delta")
set_security_level("red")
SSshuttle.clearHostileEnvironment(src)
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED
@@ -1,13 +0,0 @@
/obj/effect/countdown/dominator
name = "dominator countdown"
text_size = 1
color = "#e5e5e5" // Overwritten when the dominator starts
/obj/effect/countdown/dominator/get_value()
var/obj/machinery/dominator/D = attached_to
if(!istype(D))
return
else if(D.gang && D.gang.domination_time != NOT_DOMINATING)
return D.gang.domination_time_remaining()
else
return "OFFLINE"
-479
View File
@@ -1,479 +0,0 @@
/datum/antagonist/gang
name = "Gangster"
roundend_category = "gangsters"
can_coexist_with_others = FALSE
job_rank = ROLE_GANG
antagpanel_category = "Gang"
threat = 2
var/hud_type = "gangster"
var/message_name = "Gangster"
var/datum/team/gang/gang
/datum/antagonist/gang/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(new_owner.unconvertable)
return FALSE
/datum/antagonist/gang/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_added(M)
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_removed(M)
/datum/antagonist/gang/get_team()
return gang
/datum/antagonist/gang/greet()
gang.greet_gangster(owner)
/datum/antagonist/gang/farewell()
if(ishuman(owner.current))
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just remembered [owner.current.p_their()] real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>You are no longer a gangster! Your memories from the time you were in a gang are hazy... You don't seem to be able to recall the names of your previous allies, not even your bosses...</span>")
/datum/antagonist/gang/on_gain()
if(!gang)
create_team()
..()
var/mob/living/carbon/human/H = owner.current
if(istype(H))
if(owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
add_to_gang()
/datum/antagonist/gang/on_removal()
remove_from_gang()
..()
/datum/antagonist/gang/create_team(team)
if(!gang) // add_antag_datum calls create_team, so we need to avoid generating two gangs in that case
if(team)
gang = team
return
var/datum/team/gang/gangteam = pick_n_take(GLOB.possible_gangs)
if(gangteam)
gang = new gangteam
/datum/antagonist/gang/proc/equip_gang() // Bosses get equipped with their tools
return
/datum/antagonist/gang/proc/update_gang_icons_added(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(!ganghud)
ganghud = new/datum/atom_hud/antag/gang()
gang.hud_entry_num = GLOB.huds.len+1 // this is the index the gang hud will be added at
GLOB.huds += ganghud
ganghud.color = gang.color
ganghud.join_hud(M)
set_antag_hud(M,hud_type)
/datum/antagonist/gang/proc/update_gang_icons_removed(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(ganghud)
ganghud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/gang/proc/can_be_converted(mob/living/candidate)
if(!candidate.mind)
return FALSE
if(!can_be_owned(candidate.mind))
return FALSE
var/mob/living/carbon/human/H = candidate
if(!istype(H)) //Can't nonhumans
return FALSE
return TRUE
/datum/antagonist/gang/proc/promote() // Bump up to boss
var/datum/team/gang/old_gang = gang
var/datum/mind/old_owner = owner
owner.remove_antag_datum(/datum/antagonist/gang)
var/datum/antagonist/gang/boss/lieutenant/new_boss = new
new_boss.silent = TRUE
old_owner.add_antag_datum(new_boss,old_gang)
new_boss.silent = FALSE
log_game("[key_name(old_owner)] has been promoted to Lieutenant in the [old_gang.name] Gang")
to_chat(old_owner, "<FONT size=3 color=red><B>You have been promoted to Lieutenant!</B></FONT>")
// Admin commands
/datum/antagonist/gang/get_admin_commands()
. = ..()
.["Promote"] = CALLBACK(src,.proc/admin_promote)
.["Set Influence"] = CALLBACK(src, .proc/admin_adjust_influence)
if(gang.domination_time != NOT_DOMINATING)
.["Set domination time left"] = CALLBACK(src, .proc/set_dom_time_left)
/datum/antagonist/gang/admin_add(datum/mind/new_owner,mob/admin)
var/new_or_existing = input(admin, "Which gang do you want to be assigned to the user?", "Gangs") as null|anything in list("New","Existing")
if(isnull(new_or_existing))
return
else if(new_or_existing == "New")
var/newgang = input(admin, "Select a gang, or select random to pick a random one.", "New gang") as null|anything in GLOB.possible_gangs + "Random"
if(isnull(newgang))
return
else if(newgang == "Random")
var/datum/team/gang/G = pick_n_take(GLOB.possible_gangs)
gang = new G
else
GLOB.possible_gangs -= newgang
gang = new newgang
else
if(!GLOB.gangs.len) // no gangs exist
to_chat(admin, "<span class='danger'>No gangs exist, please create a new one instead.</span>")
return
var/existinggang = input(admin, "Select a gang, or select random to pick a random one.", "Existing gang") as null|anything in GLOB.gangs + "Random"
if(isnull(existinggang))
return
else if(existinggang == "Random")
gang = pick(GLOB.gangs)
else
gang = existinggang
..()
return TRUE
/datum/antagonist/gang/proc/admin_promote(mob/admin)
message_admins("[key_name_admin(admin)] has promoted [owner] to gang boss.")
log_admin("[key_name(admin)] has promoted [owner] to boss.")
promote()
/datum/antagonist/gang/proc/admin_adjust_influence()
var/inf = input("Influence for [gang.name]","Gang influence", gang.influence) as null | num
if(!isnull(inf))
gang.influence = inf
message_admins("[key_name_admin(usr)] changed [gang.name]'s influence to [inf].")
log_admin("[key_name(usr)] changed [gang.name]'s influence to [inf].")
/datum/antagonist/gang/proc/add_to_gang()
gang.add_member(owner)
owner.current.log_message("<font color='red'>Has been converted to the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/remove_from_gang()
gang.remove_member(owner)
owner.current.log_message("<font color='red'>Has been deconverted from the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/set_dom_time_left(mob/admin)
if(gang.domination_time == NOT_DOMINATING)
return // an admin shouldn't need this
var/seconds = input(admin, "Set the time left for the gang to win, in seconds", "Domination time left") as null|num
if(seconds && seconds > 0)
gang.domination_time = world.time + seconds*10
gang.message_gangtools("Takeover shortened to [gang.domination_time_remaining()] seconds by your Syndicate benefactors.")
// Boss type. Those can use gang tools to buy items for their gang, in particular the Dominator, used to win the gamemode, along with more gang tools to promote fellow gangsters to boss status.
/datum/antagonist/gang/boss
name = "Gang boss"
hud_type = "gang_boss"
message_name = "Leader"
threat = 10
/datum/antagonist/gang/boss/on_gain()
..()
if(gang)
gang.leaders += owner
/datum/antagonist/gang/boss/on_removal()
if(gang)
gang.leaders -= owner
..()
/datum/antagonist/gang/boss/antag_listing_name()
return ..() + "(Boss)"
/datum/antagonist/gang/boss/equip_gang(gangtool = TRUE, pen = TRUE, spraycan = TRUE, hud = TRUE) // usually has to be called separately
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
var/list/slots = list (
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE,
"hands" = SLOT_HANDS
)
if(gangtool)//Here is where all of the text occurs when a gang boss first spawns in.
var/obj/item/device/gangtool/G = new()
var/where = H.equip_in_one_of_slots(G, slots, critical = TRUE)
if (!where)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a Gangtool.")
else
G.register_device(H)
to_chat(H, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use gangtools too.")
if(pen)
var/obj/item/pen/gang/T = new()
var/where2 = H.equip_in_one_of_slots(T, slots, critical = TRUE)
if (!where2)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
else
to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them. All gangsters can use these, distribute them to see your gang grow.")
if(spraycan)
var/obj/item/toy/crayon/spraycan/gang/SC = new(null,gang)
var/where3 = H.equip_in_one_of_slots(SC, slots, critical = TRUE)
if (!where3)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a territory spraycan to start.")
else
to_chat(H, "The <b>territory spraycan</b> in your [where3] can be used to claim areas of the station for your gang. The more territory your gang controls, the more influence you get. All gangsters can use these, so distribute them to grow your influence faster.")
if(hud)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(null,gang)
var/where4 = H.equip_in_one_of_slots(C, slots, critical = TRUE)
if (!where4)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a chameleon security HUD.")
else
to_chat(H, "The <b>chameleon security HUD</b> in your [where4] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
// Admin commands for bosses
/datum/antagonist/gang/boss/admin_add(datum/mind/new_owner,mob/admin)
if(!new_owner.has_antag_datum(parent_type))
..()
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
return
promote()
message_admins("[key_name_admin(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
log_admin("[key_name(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
/datum/antagonist/gang/boss/get_admin_commands()
. = ..()
. -= "Promote"
.["Take gangtool"] = CALLBACK(src,.proc/admin_take_gangtool)
.["Give gangtool"] = CALLBACK(src,.proc/admin_give_gangtool)
.["Demote"] = CALLBACK(src,.proc/admin_demote)
/datum/antagonist/gang/boss/proc/demote()
var/old_gang = gang
var/datum/mind/old_owner = owner
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/gang/boss)
var/datum/antagonist/gang/new_gangster = new /datum/antagonist/gang()
new_gangster.silent = TRUE
old_owner.add_antag_datum(new_gangster,old_gang)
new_gangster.silent = FALSE
log_game("[key_name(old_owner)] has been demoted to Gangster in the [gang.name] Gang")
to_chat(old_owner, "<span class='userdanger'>The gang has been disappointed of your leader traits! You are a regular gangster now!</span>")
/datum/antagonist/gang/boss/proc/admin_take_gangtool(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/gangtool/gangtool = locate() in L
if (!gangtool)
to_chat(admin, "<span class='danger'>Deleting gangtool failed!</span>")
return
qdel(gangtool)
/datum/antagonist/gang/boss/proc/admin_give_gangtool(mob/admin)
equip_gang(TRUE, FALSE, FALSE, FALSE)
/datum/antagonist/gang/boss/proc/admin_demote(datum/mind/target,mob/user)
message_admins("[key_name_admin(user)] has demoted [owner.current] from gang boss.")
log_admin("[key_name(user)] has demoted [owner.current] from gang boss.")
admin_take_gangtool(user)
demote()
/datum/antagonist/gang/boss/lieutenant
name = "Gang Lieutenant"
message_name = "Lieutenant"
hud_type = "gang_lt"
#define MAXIMUM_RECALLS 3
#define INFLUENCE_INTERVAL 1200 //This handles the interval between each count of influence.
// Gang team datum. This handles the gang itself.
/datum/team/gang
name = "Gang"
member_name = "gangster"
var/hud_entry_num // because if you put something other than a number in GLOB.huds, god have mercy on your fucking soul friend
var/list/leaders = list() // bosses
var/max_leaders = MAX_LEADERS_GANG
var/list/territories = list() // territories owned by the gang.
var/list/lost_territories = list() // territories lost by the gang.
var/list/new_territories = list() // territories captured by the gang.
var/list/gangtools = list()
var/domination_time = NOT_DOMINATING
var/dom_attempts = INITIAL_DOM_ATTEMPTS
var/color
var/influence = 0 // influence of the gang, based on how many territories they own. Can be used to buy weapons and tools from a gang uplink.
var/winner // Once the gang wins with a dominator, this becomes true. For roundend credits purposes.
var/list/inner_outfits = list()
var/list/outer_outfits = list()
var/next_point_time
var/recalls = MAXIMUM_RECALLS // Once this reaches 0, this gang cannot force recall the shuttle with their gangtool anymore
/datum/team/gang/New(starting_members)
. = ..()
GLOB.gangs += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/groveboss in starting_members)
leaders += groveboss
var/datum/antagonist/gang/boss/gb = new
groveboss.add_antag_datum(gb, src)
gb.equip_gang()
else
var/datum/mind/CJ = starting_members
if(istype(CJ))
leaders += CJ
var/datum/antagonist/gang/boss/bossdatum = new
CJ.add_antag_datum(bossdatum, src)
bossdatum.equip_gang()
next_point_time = world.time + INFLUENCE_INTERVAL
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/Destroy()
GLOB.gangs -= src
..()
/datum/team/gang/roundend_report() //roundend report.
var/list/report = list()
report += "<span class='header'>[name]:</span>"
if(winner)
report += "<span class='greentext'>The [name] gang successfully activated the mind dominator!</span>"
else
report += "<span class='redtext'>The [name] gang has failed!</span>"
report += "The [name] gang bosses were:"
report += printplayerlist(leaders)
report += "The [name] [member_name]s were:"
report += printplayerlist(members-leaders)
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
/datum/team/gang/proc/greet_gangster(datum/mind/gangster) //The text a person receives when recruited.
var/message = "<FONT size=3 color=red><B>You are now a member of the <font color='[color]'>[name]</font> Gang!</B></FONT>"
message += "<font color='red'>Help your bosses take over the station by claiming territory with <b>spraycans</b>. Simply spray on any unclaimed area of the station.</font>"
message += "<font color='red'>You can also use recruitment pens to recruit more to your cause, If your boss provides you one.</font>"
message += "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>"
message += "<font color='red'>You can identify your mates by their <b>large, <font color='[color]'> \[G\]</font> icon</b>.</font>"
to_chat(gangster, message)
gangster.store_memory("You are a member of the [name] Gang!")
/datum/team/gang/proc/handle_territories()
next_point_time = world.time + INFLUENCE_INTERVAL
if(!leaders.len)
return
var/added_names = ""
var/lost_names = ""
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = new_territories & lost_territories
territories |= reclaimed_territories
new_territories -= reclaimed_territories
lost_territories -= reclaimed_territories
//Process lost territories
for(var/area in lost_territories)
if(lost_names != "")
lost_names += ", "
lost_names += "[lost_territories[area]]"
territories -= area
//Calculate and report influence growth
//Process new territories
for(var/area in new_territories)
if(added_names != "")
added_names += ", "
added_names += "[new_territories[area]]"
territories += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[new_territories.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[lost_territories.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
new_territories = list()
lost_territories = list()
var/total_territories = total_claimable_territories()
var/control = round((territories.len/total_territories)*100, 1)
var/uniformed = check_clothing()
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(domination_time != NOT_DOMINATING)
var/new_time = max(world.time, domination_time - (uniformed * 4) - (territories.len * 2))
if(new_time < domination_time)
message += "Takeover shortened by [(domination_time - new_time)*0.1] seconds for defending [territories.len] territories.<BR>"
domination_time = new_time
message += "<b>[domination_time_remaining()] seconds remain</b> in hostile takeover.<BR>"
else
var/new_influence = check_territory_income()
if(new_influence != influence)
message += "Gang influence has increased by [new_influence - influence] for defending [territories.len] territories and [uniformed] uniformed gangsters.<BR>"
influence = new_influence
message += "Your gang now has <b>[influence] influence</b>.<BR>"
message_gangtools(message)
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/proc/total_claimable_territories()
var/list/valid_territories = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION)) //First, collect all area types on the station zlevel
for(var/ar in SSmapping.areas_in_z["[z]"])
var/area/A = ar
if(!(A.type in valid_territories) && (A.area_flags & VALID_TERRITORY))
valid_territories |= A.type
return valid_territories.len
/datum/team/gang/proc/check_territory_income()
var/new_influence = min(999,influence + 15 + (check_clothing() * 2) + territories.len)
return new_influence
/datum/team/gang/proc/check_clothing()
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in members)
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and should return 0 not continue if conditions are met.
if(!istype(gangster) || gangster.stat == DEAD)
return 0
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.type in inner_outfits)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.type in outer_outfits)
gang_outfit = outfit
if(gang_outfit)
uniformed++
return uniformed
/datum/team/gang/proc/adjust_influence(value)
influence = max(0, influence + value)
/datum/team/gang/proc/message_gangtools(message)
if(!gangtools.len || !message)
return
for(var/i in gangtools)
var/obj/item/device/gangtool/tool = i
var/mob/living/mob = get(tool.loc, /mob/living)
if(mob && mob.mind && mob.stat == CONSCIOUS)
var/datum/antagonist/gang/gangster = mob.mind.has_antag_datum(/datum/antagonist/gang)
if(gangster.gang == src)
to_chat(mob, "<span class='warning'>[icon2html(tool, mob)] [message]</span>")
playsound(mob.loc, 'sound/machines/twobeep.ogg', 50, 1)
return
/datum/team/gang/proc/domination()
domination_time = world.time + determine_domination_time()*10
set_security_level("delta")
/datum/team/gang/proc/determine_domination_time() // calculates the value in seconds (this is the initial domination time!)
var/total_territories = total_claimable_territories()
return max(180,480 - (round((territories.len/total_territories)*100, 1) * 9))
/datum/team/gang/proc/domination_time_remaining() // retrieves the value from world.time based deciseconds to seconds
var/diff = domination_time - world.time
return round(diff * 0.1)
#undef MAXIMUM_RECALLS
#undef INFLUENCE_INTERVAL
-139
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@@ -1,139 +0,0 @@
// Gang datums go here. If you want to create a new gang, you must be sure to edit:
// name
// color (must be a hex, "blue" isn't acceptable due to how spraycans are handled)
// inner_outfits (must be a list() with typepaths of the clothes in it. One is fine, but there is support for multiple: one will be picked at random when bought)
// outer_outfits (same as above)
// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons, with the same name of the gang it's assigned to. Nothing else,just the icon.
// Those are all required. If one is missed, stuff could break.
/datum/team/gang/clandestine
name = "Clandestine"
color = "#FF0000"
inner_outfits = list(/obj/item/clothing/under/syndicate/combat)
outer_outfits = list(/obj/item/clothing/suit/jacket)
/datum/team/gang/prima
name = "Prima"
color = "#FFFF00"
inner_outfits = list(/obj/item/clothing/under/color/yellow)
outer_outfits = list(/obj/item/clothing/suit/hastur)
/datum/team/gang/zerog
name = "Zero-G"
color = "#C0C0C0"
inner_outfits = list(/obj/item/clothing/under/suit/white)
outer_outfits = list(/obj/item/clothing/suit/hooded/wintercoat)
/datum/team/gang/max
name = "Max"
color = "#800000"
inner_outfits = list(/obj/item/clothing/under/color/maroon)
outer_outfits = list(/obj/item/clothing/suit/poncho/red)
/datum/team/gang/blasto
name = "Blasto"
color = "#000080"
inner_outfits = list(/obj/item/clothing/under/suit/navy)
outer_outfits = list(/obj/item/clothing/suit/jacket/miljacket)
/datum/team/gang/waffle
name = "Waffle"
color = "#808000" //shared color with cyber, but they can keep brown cause waffles.
inner_outfits = list(/obj/item/clothing/under/suit/green)
outer_outfits = list(/obj/item/clothing/suit/poncho)
/datum/team/gang/north
name = "North"
color = "#00FF00"
inner_outfits = list(/obj/item/clothing/under/color/green)
outer_outfits = list(/obj/item/clothing/suit/poncho/green)
/datum/team/gang/omni
name = "Omni"
color = "#008080"
inner_outfits = list(/obj/item/clothing/under/color/teal)
outer_outfits = list(/obj/item/clothing/suit/chaplain/studentuni)
/datum/team/gang/newton
name = "Newton"
color = "#A52A2A"
inner_outfits = list(/obj/item/clothing/under/color/brown)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/cyber
name = "Cyber"
color = "#00f904" //Cyber and waffle shared colors, I made these guys green and made weed darker green.
inner_outfits = list(/obj/item/clothing/under/color/lightbrown)
outer_outfits = list(/obj/item/clothing/suit/chaplain/pharaoh)
/datum/team/gang/donk
name = "Donk"
color = "#0000FF"
inner_outfits = list(/obj/item/clothing/under/color/darkblue)
outer_outfits = list(/obj/item/clothing/suit/apron/overalls)
/datum/team/gang/gene
name = "Gene"
color = "#00FFFF"
inner_outfits = list(/obj/item/clothing/under/color/blue)
outer_outfits = list(/obj/item/clothing/suit/apron)
/datum/team/gang/gib
name = "Gib"
color = "#636060" //Applying black to grayscale... Zero-G is already grey too. oh well.
inner_outfits = list(/obj/item/clothing/under/color/black)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather/overcoat)
/datum/team/gang/tunnel
name = "Tunnel"
color = "#FF00FF" //Gave the leather jacket to the tunnel gang over diablo.
inner_outfits = list(/obj/item/clothing/under/costume/villain)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather)
/datum/team/gang/diablo
name = "Diablo"
color = "#FF0000" //literal early 90s skinhead regalia.
inner_outfits = list(/obj/item/clothing/under/pants/classicjeans)
outer_outfits = list(/obj/item/clothing/suit/suspenders)
/datum/team/gang/psyke
name = "Psyke"
color = "#808080"
inner_outfits = list(/obj/item/clothing/under/color/grey)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings/griffinwings)
/datum/team/gang/osiron
name = "Osiron"
color = "#FFFFFF"
inner_outfits = list(/obj/item/clothing/under/color/white)
outer_outfits = list(/obj/item/clothing/suit/toggle/labcoat)
/datum/team/gang/sirius
name = "Sirius"
color = "#FFC0CB"
inner_outfits = list(/obj/item/clothing/under/color/pink)
outer_outfits = list(/obj/item/clothing/suit/jacket/puffer/vest)
/datum/team/gang/sleepingcarp
name = "Sleeping Carp"
color = "#800080"
inner_outfits = list(/obj/item/clothing/under/color/lightpurple)
outer_outfits = list(/obj/item/clothing/suit/hooded/carp_costume)
/datum/team/gang/h
name = "H"
color = "#993333"
inner_outfits = list(/obj/item/clothing/under/costume/jabroni) //Why not?
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/rigatonifamily
name = "Rigatoni family"
color = "#cc9900" // p a s t a colored
inner_outfits = list(/obj/item/clothing/under/rank/civilian/chef)
outer_outfits = list(/obj/item/clothing/suit/apron/chef)
/datum/team/gang/weed
name = "Weed"
color = "#6cd648"
inner_outfits = list(/obj/item/clothing/under/color/darkgreen)
outer_outfits = list(/obj/item/clothing/suit/vapeshirt)
-38
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/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
if(type == "poseur tag")
var/datum/team/gang/gang = pick(subtypesof(/datum/team/gang))
var/gangname = initial(gang.name)
icon = 'icons/effects/crayondecal.dmi'
icon_state = "[gangname]"
type = null
/obj/effect/decal/cleanable/crayon/gang
icon = 'icons/effects/crayondecal.dmi'
layer = ABOVE_NORMAL_TURF_LAYER //Harder to hide
plane = ABOVE_WALL_PLANE
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/team/gang/gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, datum/team/gang/G, e_name = "gang tag", rotation = 0, mob/user)
if(!G)
return INITIALIZE_HINT_QDEL
gang = G
var/newcolor = G.color
var/area/territory = get_base_area(src)
icon_state = G.name
G.new_territories |= list(territory.type = territory.name)
//If this isn't tagged by a specific gangster there's no bonus income.
.=..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
var/area/territory = get_base_area(src)
gang.territories -= territory.type
gang.new_territories -= territory.type
gang.lost_territories |= list(territory.type = territory.name)
gang = null
return ..()
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isspaceturf(T) || islava(T) || istype(T, /turf/open/water) || ischasm(T)
-34
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@@ -1,34 +0,0 @@
/datum/atom_hud/antag/gang
var/color = null
/datum/atom_hud/antag/gang/add_to_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/remove_from_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
/datum/atom_hud/antag/gang/join_hud(mob/M)
if(!istype(M))
CRASH("join_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/leave_hud(mob/M)
if(!istype(M))
CRASH("leave_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
-411
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@@ -1,411 +0,0 @@
/datum/gang_item
var/name
var/item_path
var/cost
var/spawn_msg
var/category
var/list/gang_whitelist = list()
var/list/gang_blacklist = list()
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
if(!spawn_item(user, gang, gangtool))
gang.adjust_influence(-real_cost)
to_chat(user, "<span class='notice'>You bought \the [name].</span>")
return TRUE
/datum/gang_item/proc/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool) // If this returns anything other than null, something fucked up and influence won't lower.
if(item_path)
var/obj/item/O = new item_path(user.loc)
user.put_in_hands(O)
else
return TRUE
if(spawn_msg)
to_chat(user, "[spawn_msg]")
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.influence >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
/datum/gang_item/proc/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return cost
/datum/gang_item/proc/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return "([get_cost(user, gang, gangtool)] Influence)"
/datum/gang_item/proc/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return name
/datum/gang_item/proc/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/clothing
category = "Purchase Gang Clothes (Only the jumpsuit and suit give you added influence):"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfits.len)
var/outfit = pick(gang.inner_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfits.len)
var/outfit = pick(gang.outer_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
O.armor = O.armor.setRating(melee = 25, bullet = 35, laser = 15, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 16
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 18
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 20
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 11
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
/datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang member anyways?
name = "Cool Sunglasses"
id = "glasses"
cost = 5
item_path = /obj/item/clothing/glasses/sunglasses
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 13
item_path = /obj/item/storage/belt/military/gang
/obj/item/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
///////////////////
//WEAPONS
///////////////////
/datum/gang_item/weapon
category = "Purchase Weapons:"
/datum/gang_item/weapon/ammo
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 2
item_path = /obj/item/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 5
item_path = /obj/item/switchblade
/datum/gang_item/weapon/surplus //For when a gang boss is extra broke or cheap.
name = "Surplus Rifle"
id = "surplus"
cost = 6
item_path = /obj/item/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 3
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 5
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 25
item_path = /obj/item/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
name = "10mm Ammo"
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = "Black Market .50cal Sniper Rifle"
id = "sniper"
cost = 35
item_path = /obj/item/gun/ballistic/automatic/sniper_rifle
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Smuggled .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/*/datum/gang_item/weapon/ammo/sleeper_ammo //no. absolutely no.
name = "Illicit Soporific Cartridges"
id = "sniper_ammo"
cost = 15 //who the fuck thought a ONE-HIT K.O. for 15 gbp IN AN ENVIRONMENT WHERE WE'RE GETTING RID OF HARDSTUNS is a GOOD IDEA
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific*/
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 45
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/machinegun/spawn_item(mob/living/carbon/user, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 50
item_path = /obj/item/gun/ballistic/automatic/mini_uzi
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
id = "uzi_ammo"
cost = 20
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
/datum/gang_item/equipment
category = "Purchase Equipment:"
/datum/gang_item/equipment/spraycan
name = "Territory Spraycan"
id = "spraycan"
cost = 1
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/spraycan/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/sharpener
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 7
item_path = /obj/item/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 7
item_path = /obj/item/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 5
item_path = /obj/item/grenade/frag
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
cost = 10
item_path = /obj/item/implanter/gang
/datum/gang_item/equipment/implant_breaker/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
to_chat(user, "<span class='notice'>The <b>implant breaker</b> is a single-use device that destroys all implants within the target before trying to recruit them to your gang. Also works on enemy gangsters.</span>")
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 8
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
/datum/gang_item/equipment/shield
name = "Riot Shield"
id = "riot_shield"
cost = 25
item_path = /obj/item/shield/riot
/datum/gang_item/equipment/gangsheild
name = "Tower Shield"
id = "metal"
cost = 45 //High block of melee and even higher for bullets
item_path = /obj/item/shield/riot/tower
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
cost = 20
item_path = /obj/item/pen/gang
spawn_msg = "<span class='notice'>More <b>recruitment pens</b> will allow you to recruit gangsters faster. Only gang leaders can recruit with pens.</span>"
/datum/gang_item/equipment/pen/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(..())
gangtool.free_pen = FALSE
return TRUE
return FALSE
/datum/gang_item/equipment/pen/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return 0
return ..()
/datum/gang_item/equipment/pen/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return "(GET ONE FREE)"
return ..()
/datum/gang_item/equipment/gangtool
id = "gangtool"
cost = 5
/datum/gang_item/equipment/gangtool/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/item_type
if(gang)
item_type = /obj/item/device/gangtool/spare/lt
if(gang.leaders.len < MAX_LEADERS_GANG)
to_chat(user, "<span class='notice'><b>Gangtools</b> allow you to promote a gangster to be your Lieutenant, enabling them to recruit and purchase items like you. Simply have them register the gangtool. You may promote up to [MAX_LEADERS_GANG-gang.leaders.len] more Lieutenants</span>")
else
item_type = /obj/item/device/gangtool/spare
var/obj/item/device/gangtool/spare/tool = new item_type(user.loc)
user.put_in_hands(tool)
/datum/gang_item/equipment/gangtool/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && (gang.leaders.len < gang.max_leaders))
return "Promote a Gangster"
return "Spare Gangtool"
/datum/gang_item/equipment/dominator
name = "Station Dominator"
id = "dominator"
cost = 30
item_path = /obj/machinery/dominator
spawn_msg = "<span class='notice'>The <b>dominator</b> will secure your gang's dominance over the station. Turn it on when you are ready to defend it.</span>"
/datum/gang_item/equipment/dominator/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return FALSE
return ..()
/datum/gang_item/equipment/dominator/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return ..()
return "<b>[..()]</b>"
/datum/gang_item/equipment/dominator/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return "(Out of stock)"
return ..()
/datum/gang_item/equipment/dominator/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang)
return "This device requires a 5x5 area clear of walls to FUNCTION. (Estimated Takeover Time: [round(gang.determine_domination_time()/60,0.1)] minutes)"
/datum/gang_item/equipment/dominator/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/area/userarea = get_base_area(user)
if(!(userarea.type in gang.territories|gang.new_territories))
to_chat(user,"<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
for(var/obj/obj in get_turf(user))
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
-59
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@@ -1,59 +0,0 @@
/*
* Gang Boss Pens
*/
/obj/item/pen/gang
var/cooldown
var/last_used
/obj/item/pen/gang/Initialize()
. = ..()
last_used = world.time
/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE) //ha
if(!istype(M))
return
if(!ishuman(M) || !ishuman(user) || M.stat == DEAD)
return ..()
//var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss) //Pen works with bosses only.
var/datum/antagonist/gang/L = user.mind.has_antag_datum(/datum/antagonist/gang) //Pen works with anyone in gang.
if(!L)
return ..()
if(!..())
return
if(cooldown)
to_chat(user, "<span class='warning'>[src] needs more time to recharge before it can be used.</span>")
return
if(!M.client || !M.mind)
to_chat(user, "<span class='warning'>A braindead gangster is an useless gangster!</span>")
return
var/datum/team/gang/gang = L.gang
if(!add_gangster(user, gang, M.mind))
return
cooldown = TRUE
icon_state = "pen_blink"
var/cooldown_time = 600/gang.leaders.len
addtimer(CALLBACK(src, .proc/cooldown), cooldown_time)
/obj/item/pen/gang/proc/cooldown()
cooldown = FALSE
icon_state = "pen"
var/mob/M = loc
if(istype(M))
to_chat(M, "<span class='notice'>[icon2html(src, M)] [src][(loc == M)?(""):(" in your [loc]")] vibrates softly. It is ready to be used again.</span>")
/obj/item/pen/gang/proc/add_gangster(mob/user, datum/team/gang/gang, datum/mind/gangster_mind, check = TRUE) // Basically a wrapper to add_antag_datum.
var/datum/antagonist/dudegang = gangster_mind.has_antag_datum(/datum/antagonist/gang)
if(dudegang)
if(dudegang == gang)
to_chat(user, "<span class='danger'>This mind is already controlled by your gang!</span>")
return
to_chat(user, "<span class='danger'>This mind is already controlled by someone else!</span>")
return
if(check && HAS_TRAIT(gangster_mind.current, TRAIT_MINDSHIELD)) //Check to see if the potential gangster is implanted
to_chat(user, "<span class='danger'>This mind is too strong to control!</span>")
return
var/mob/living/carbon/human/H = gangster_mind.current // we are sure the dude's human cause it's checked in attack()
H.silent = max(H.silent, 5)
H.DefaultCombatKnockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
-67
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@@ -1,67 +0,0 @@
//gang.dm
//Gang War Game Mode
GLOBAL_LIST_INIT(possible_gangs, subtypesof(/datum/team/gang))
GLOBAL_LIST_EMPTY(gangs)
/datum/game_mode/gang
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
chaos = 9
restricted_jobs = list("Prisoner", "AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 15
required_enemies = 0
recommended_enemies = 2
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "A violent turf war has erupted on the station!\n\
<span class='danger'>Gangsters</span>: Take over the station with a dominator.\n\
<span class='notice'>Crew</span>: Prevent the gangs from expanding and initiating takeover."
var/list/datum/mind/gangboss_candidates = list()
/datum/game_mode/gang/generate_report()
return "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
/datum/game_mode/gang/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
//Spawn more bosses depending on server population
var/gangs_to_create = 2
if(prob(num_players()) && num_players() > 1.5*required_players)
gangs_to_create++
if(prob(num_players()) && num_players() > 2*required_players)
gangs_to_create++
gangs_to_create = min(gangs_to_create, GLOB.possible_gangs.len)
for(var/i in 1 to gangs_to_create)
if(!antag_candidates.len)
break
//Now assign a boss for the gang
var/datum/mind/boss = pick_n_take(antag_candidates)
antag_candidates -= boss
gangboss_candidates += boss
boss.restricted_roles = restricted_jobs
if(gangboss_candidates.len < 1) //Need at least one gangs
return
return TRUE
/datum/game_mode/gang/post_setup()
set waitfor = FALSE
..()
for(var/i in gangboss_candidates)
var/datum/mind/M = i
var/datum/antagonist/gang/boss/B = new()
M.add_antag_datum(B)
B.equip_gang()
-259
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@@ -1,259 +0,0 @@
//gangtool device
/obj/item/device/gangtool
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
var/datum/team/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
var/free_pen = 0
var/promotable = FALSE
var/static/list/buyable_items = list()
var/list/tags = list()
/obj/item/device/gangtool/Initialize()
. = ..()
update_icon()
for(var/i in subtypesof(/datum/gang_item))
var/datum/gang_item/G = i
var/id = initial(G.id)
var/cat = initial(G.category)
if(id)
if(!islist(buyable_items[cat]))
buyable_items[cat] = list()
buyable_items[cat][id] = new G
/obj/item/device/gangtool/Destroy()
if(gang)
gang.gangtools -= src
return ..()
/obj/item/device/gangtool/attack_self(mob/user)
..()
if (!can_use(user))
return
var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss)
var/dat
if(!gang)
dat += "This device is not registered.<br><br>"
if(L)
if(promotable && L.gang.leaders.len < L.gang.max_leaders)
dat += "Give this device to another member of your organization to use to promote them to Lieutenant.<br><br>"
dat += "If this is meant as a spare device for yourself:<br>"
dat += "<a href='?src=[REF(src)];register=1'>Register Device as Spare</a><br>"
else if(promotable)
var/datum/antagonist/gang/sweet = user.mind.has_antag_datum(/datum/antagonist/gang)
if(sweet.gang.leaders.len < sweet.gang.max_leaders)
dat += "You have been selected for a promotion!<br>"
dat += "<a href='?src=[REF(src)];register=1'>Accept Promotion</a><br>"
else
dat += "No promotions available: All positions filled.<br>"
else
dat += "This device is not authorized to promote.<br>"
else
if(gang.domination_time != NOT_DOMINATING)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[DisplayTimeText(gang.domination_time_remaining() * 10)] remain</B></font></center>"
dat += "Registration: <B>[gang.name] Gang Boss</B><br>"
dat += "Organization Size: <B>[gang.members.len]</B> | Station Control: <B>[gang.territories.len] territories under control.</B> | Influence: <B>[gang.influence]</B><br>"
dat += "Time until Influence grows: <B>[time2text(gang.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<a href='?src=[REF(src)];commute=1'>Send message to Gang</a><br>"
dat += "<a href='?src=[REF(src)];recall=1'>Recall shuttle</a><br>"
dat += "<hr>"
for(var/cat in buyable_items)
dat += "<b>[cat]</b><br>"
for(var/id in buyable_items[cat])
var/datum/gang_item/G = buyable_items[cat][id]
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=[REF(src)];purchase=1;id=[id];cat=[cat]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=[REF(src)];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v4.0", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/Topic(href, href_list)
if(!can_use(usr))
return
add_fingerprint(usr)
if(href_list["register"])
register_device(usr)
else if(!gang) //Gangtool must be registered before you can use the functions below
return
if(href_list["purchase"])
if(islist(buyable_items[href_list["cat"]]))
var/list/L = buyable_items[href_list["cat"]]
var/datum/gang_item/G = L[href_list["id"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
if(href_list["commute"])
ping_gang(usr)
if(href_list["recall"])
recall(usr)
attack_self(usr)
/obj/item/device/gangtool/update_icon()
overlays.Cut()
var/image/I = new(icon, "[icon_state]-overlay")
if(gang)
I.color = gang.color
overlays.Add(I)
/obj/item/device/gangtool/proc/ping_gang(mob/user)
if(!can_use(user))
return
var/message = stripped_input(user,"Discreetly send a gang-wide message.","Send Message")
if(!message || !can_use(user))
return
if(!is_station_level(user.z))
to_chat(user, "<span class='info'>[icon2html(src, user)]Error: Station out of range.</span>")
return
if(gang.members.len)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
return
var/ping = "<span class='danger'><B><i>[gang.name] [G.message_name] [user.real_name]</i>: [message]</B></span>"
for(var/datum/mind/ganger in gang.members)
if(ganger.current && is_station_level(ganger.current.z) && (ganger.current.stat == CONSCIOUS))
to_chat(ganger.current, ping)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [ping]")
user.log_talk(message,LOG_SAY, tag="[gang.name] gangster")
/obj/item/device/gangtool/proc/register_device(mob/user)
if(gang) //It's already been registered!
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(G)
gang = G.gang
gang.gangtools += src
update_icon()
if(!(user.mind in gang.leaders) && promotable)
G.promote()
free_pen = TRUE
gang.message_gangtools("[user] has been promoted to Lieutenant.")
to_chat(user, "The <b>Gangtool</b> you registered will allow you to purchase weapons and equipment, and send messages to your gang.")
to_chat(user, "Unlike regular gangsters, you may use <b>recruitment pens</b> to add recruits to your gang. Use them on unsuspecting crew members to recruit them. Don't forget to get your one free pen from the gangtool.")
else
to_chat(user, "<span class='warning'>ACCESS DENIED: Unauthorized user.</span>")
/obj/item/device/gangtool/proc/recall(mob/user)
if(!recallchecks(user))
return
if(recalling)
to_chat(user, "<span class='warning'>Error: Recall already in progress.</span>")
return
gang.message_gangtools("[user] is attempting to recall the emergency shuttle.")
recalling = TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]Generating shuttle recall order with codes retrieved from last call signal...</span>")
addtimer(CALLBACK(src, .proc/recall2, user), rand(100,300))
/obj/item/device/gangtool/proc/recall2(mob/user)
if(!recallchecks(user))
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Shuttle recall order generated. Accessing station long-range communication arrays...</span>")
addtimer(CALLBACK(src, .proc/recall3, user), rand(100,300))
/obj/item/device/gangtool/proc/recall3(mob/user)
if(!recallchecks(user))
return
var/list/living_crew = list()//shamelessly copied from mulligan code, there should be a helper for this
for(var/mob/Player in GLOB.mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
living_crew += Player
var/malc = CONFIG_GET(number/midround_antag_life_check)
if(living_crew.len / GLOB.joined_player_list.len <= malc) //Shuttle cannot be recalled if too many people died
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Station communication systems compromised. Unable to establish connection.</span>")
recalling = FALSE
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Comm arrays accessed. Broadcasting recall signal...</span>")
addtimer(CALLBACK(src, .proc/recallfinal, user), rand(100,300))
/obj/item/device/gangtool/proc/recallfinal(mob/user)
if(!recallchecks(user))
return
recalling = FALSE
log_game("[key_name(user)] has tried to recall the shuttle with a gangtool.")
message_admins("[key_name_admin(user)] has tried to recall the shuttle with a gangtool.", 1)
if(SSshuttle.cancelEvac(user))
gang.recalls--
return TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
return
/obj/item/device/gangtool/proc/recallchecks(mob/user)
if(!can_use(user))
return
if(SSshuttle.emergencyNoRecall)
return
if(!gang.recalls)
to_chat(user, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
return
if(SSshuttle.emergency.mode != SHUTTLE_CALL) //Shuttle can only be recalled when it's moving to the station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Emergency shuttle cannot be recalled at this time.</span>")
recalling = FALSE
return
if(!gang.dom_attempts)
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
recalling = FALSE
return
if(!is_station_level(user.z)) //Shuttle can only be recalled while on station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Device out of range of station communication arrays.</span>")
recalling = FALSE
return
return TRUE
/obj/item/device/gangtool/proc/can_use(mob/living/carbon/human/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(!(src in user.contents))
return
if(!user.mind)
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
to_chat(user, "<span class='notice'>Huh, what's this?</span>")
return
if(!isnull(gang) && G.gang != gang)
to_chat(user, "<span class='danger'>You cannot use gang tools owned by enemy gangs!</span>")
return
return TRUE
/obj/item/device/gangtool/spare
outfits = TRUE
/obj/item/device/gangtool/spare/lt
promotable = TRUE
-61
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@@ -1,61 +0,0 @@
/obj/item/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
activated = 0
var/datum/team/gang/gang
/obj/item/implant/gang/Initialize(loc, setgang)
.=..()
gang = setgang
/obj/item/implant/gang/Destroy()
gang = null
return ..()
/obj/item/implant/gang/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Criminal brainwash implant<BR>
<b>Life:</b> A few seconds after injection.<BR>
<b>Important Notes:</b> Illegal<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
return dat
/obj/item/implant/gang/implant(mob/living/target, mob/user, silent = 0)
if(!target || !target.mind || target.stat == DEAD)
return 0
var/datum/antagonist/gang/G = target.mind.has_antag_datum(/datum/antagonist/gang)
if(G && G.gang == G)
return 0 // it's pointless
if(..())
for(var/obj/item/implant/I in target.implants)
if(I != src)
qdel(I)
if(ishuman(target))
var/success
if(G)
if(!istype(G, /datum/antagonist/gang/boss))
success = TRUE //Was not a gang boss, convert as usual
target.mind.remove_antag_datum(/datum/antagonist/gang)
else
success = TRUE
if(!success)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
return FALSE
target.mind.add_antag_datum(/datum/antagonist/gang, gang)
qdel(src)
return TRUE
/obj/item/implanter/gang
name = "implanter (gang)"
/obj/item/implanter/gang/Initialize(loc, gang)
if(!gang)
qdel(src)
return
imp = new /obj/item/implant/gang(src,gang)
.=..()
+3 -3
View File
@@ -154,7 +154,7 @@
if(tc)
var/obj/item/U = new uplink_type(H, H.key, tc)
H.equip_to_slot_or_del(U, SLOT_IN_BACKPACK)
H.equip_to_slot_or_del(U, ITEM_SLOT_BACKPACK)
var/obj/item/implant/weapons_auth/W = new
W.implant(H)
@@ -170,7 +170,7 @@
mask = /obj/item/clothing/mask/gas/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
r_pocket = /obj/item/tank/internals/emergency_oxygen/engi
internals_slot = SLOT_R_STORE
internals_slot = ITEM_SLOT_RPOCKET
belt = /obj/item/storage/belt/military
r_hand = /obj/item/gun/ballistic/automatic/shotgun/bulldog
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
@@ -186,7 +186,7 @@
suit = /obj/item/clothing/suit/space/syndicate/black/red
head = /obj/item/clothing/head/helmet/space/syndicate/black/red
r_pocket = /obj/item/tank/internals/emergency_oxygen/engi
internals_slot = SLOT_R_STORE
internals_slot = ITEM_SLOT_RPOCKET
belt = /obj/item/storage/belt/military
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/tank/jetpack/oxygen/harness=1,\
+21 -2
View File
@@ -13,6 +13,7 @@ GLOBAL_LIST_EMPTY(objectives)
var/completed = FALSE //currently only used for custom objectives.
var/completable = TRUE //Whether this objective shows greentext when completed
var/martyr_compatible = FALSE //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
var/objective_name = "Objective" //name used in printing this objective (Objective #1)
/datum/objective/New(var/text)
GLOB.objectives += src // CITADEL EDIT FOR CRYOPODS
@@ -164,7 +165,7 @@ If not set, defaults to check_completion instead. Set it. It's used by cryo.
if(receiver && receiver.current)
if(ishuman(receiver.current))
var/mob/living/carbon/human/H = receiver.current
var/list/slots = list("backpack" = SLOT_IN_BACKPACK)
var/list/slots = list("backpack" = ITEM_SLOT_BACKPACK)
for(var/eq_path in special_equipment)
var/obj/O = new eq_path
. += O
@@ -778,6 +779,24 @@ GLOBAL_LIST_EMPTY(possible_items_special)
target_amount = count
update_explanation_text()
*/
/datum/objective/protect_object
name = "protect object"
var/obj/protect_target
/datum/objective/protect_object/proc/set_target(obj/O)
protect_target = O
update_explanation_text()
/datum/objective/protect_object/update_explanation_text()
. = ..()
if(protect_target)
explanation_text = "Protect \the [protect_target] at all costs."
else
explanation_text = "Free objective."
/datum/objective/protect_object/check_completion()
return !QDELETED(protect_target)
//Changeling Objectives
/datum/objective/absorb
@@ -1178,7 +1197,7 @@ GLOBAL_LIST_EMPTY(cult_contraband)
I.forceMove(get_turf(owner))
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.equip_in_one_of_slots(I, list("backpack" = SLOT_IN_BACKPACK), critical = TRUE)
H.equip_in_one_of_slots(I, list("backpack" = ITEM_SLOT_BACKPACK), critical = TRUE)
hoarded_item = I
+71 -38
View File
@@ -247,61 +247,94 @@ Class Procs:
/obj/machinery/proc/auto_use_power()
if(!powered(power_channel))
return 0
return FALSE
if(use_power == 1)
use_power(idle_power_usage,power_channel)
else if(use_power >= 2)
use_power(active_power_usage,power_channel)
return 1
return TRUE
/obj/machinery/proc/is_operational()
return !(stat & (NOPOWER|BROKEN|MAINT))
/obj/machinery/can_interact(mob/user)
var/silicon = hasSiliconAccessInArea(user) || IsAdminGhost(user)
if((stat & (NOPOWER|BROKEN)) && !(interaction_flags_machine & INTERACT_MACHINE_OFFLINE))
if((stat & (NOPOWER|BROKEN)) && !(interaction_flags_machine & INTERACT_MACHINE_OFFLINE)) // Check if the machine is broken, and if we can still interact with it if so
return FALSE
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN))
if(!silicon || !(interaction_flags_machine & INTERACT_MACHINE_OPEN_SILICON))
return FALSE
if(silicon)
if(IsAdminGhost(user))
return TRUE //if you're an admin, you probably know what you're doing (or at least have permission to do what you're doing)
if(!isliving(user))
return FALSE //no ghosts in the machine allowed, sorry
// if(SEND_SIGNAL(user, COMSIG_TRY_USE_MACHINE, src) & COMPONENT_CANT_USE_MACHINE_INTERACT)
// return FALSE
var/mob/living/living_user = user
var/is_dextrous = FALSE
if(isanimal(user))
var/mob/living/simple_animal/user_as_animal = user
if (user_as_animal.dextrous)
is_dextrous = TRUE
if(!issilicon(user) && !is_dextrous && !user.can_hold_items())
return FALSE //spiders gtfo
if(issilicon(user)) // If we are a silicon, make sure the machine allows silicons to interact with it
if(!(interaction_flags_machine & INTERACT_MACHINE_ALLOW_SILICON))
return FALSE
else
if(interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SILICON)
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN) && !(interaction_flags_machine & INTERACT_MACHINE_OPEN_SILICON))
return FALSE
if(!Adjacent(user))
var/mob/living/carbon/H = user
if(!(istype(H) && H.has_dna() && H.dna.check_mutation(TK)))
return FALSE
return TRUE
return TRUE //silicons don't care about petty mortal concerns like needing to be next to a machine to use it
if(living_user.incapacitated()) //idk why silicons aren't supposed to care about incapacitation when interacting with machines, but it was apparently like this before
return FALSE
// TODO: nerf blind people
// if((interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SIGHT) && user.is_blind())
// to_chat(user, span_warning("This machine requires sight to use."))
// return FALSE
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN))
return FALSE
if(interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SILICON) //if the user was a silicon, we'd have returned out earlier, so the user must not be a silicon
return FALSE
if(!Adjacent(user)) // Next make sure we are next to the machine unless we have telekinesis
var/mob/living/carbon/carbon_user = living_user
if(!istype(carbon_user) || !carbon_user.has_dna() || !carbon_user.dna.check_mutation(TK))
return FALSE
return TRUE // If we passed all of those checks, woohoo! We can interact with this machine.
/obj/machinery/proc/check_nap_violations()
if(!SSeconomy.full_ancap)
return TRUE
if(occupant && !state_open)
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
var/obj/item/card/id/I = H.get_idcard()
if(I)
var/datum/bank_account/insurance = I.registered_account
if(!insurance)
say("[market_verb] NAP Violation: No bank account found.")
nap_violation()
return FALSE
else
if(!insurance.adjust_money(-fair_market_price))
say("[market_verb] NAP Violation: Unable to pay.")
nap_violation()
return FALSE
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(fair_market_price)
else
say("[market_verb] NAP Violation: No ID card found.")
nap_violation()
var/mob/living/L = occupant
var/obj/item/card/id/I = L.get_idcard(TRUE)
if(I)
var/datum/bank_account/insurance = I.registered_account
if(!insurance)
say("[market_verb] NAP Violation: No bank account found.")
nap_violation(L)
return FALSE
else
if(!insurance.adjust_money(-fair_market_price))
say("[market_verb] NAP Violation: Unable to pay.")
nap_violation(L)
return FALSE
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(fair_market_price)
else
say("[market_verb] NAP Violation: No ID card found.")
nap_violation(L)
return FALSE
return TRUE
/obj/machinery/proc/nap_violation(mob/violator)
@@ -322,11 +355,11 @@ Class Procs:
/obj/machinery/Topic(href, href_list)
..()
if(!can_interact(usr))
return 1
return TRUE
if(!usr.canUseTopic(src))
return 1
return TRUE
add_fingerprint(usr)
return 0
return FALSE
////////////////////////////////////////////////////////////////////////////////////////////
+208 -217
View File
@@ -1,7 +1,3 @@
#define AUTOLATHE_MAIN_MENU 1
#define AUTOLATHE_CATEGORY_MENU 2
#define AUTOLATHE_SEARCH_MENU 3
/obj/machinery/autolathe
name = "autolathe"
desc = "It produces items using metal and glass."
@@ -24,13 +20,14 @@
var/shock_wire
var/busy = FALSE
var/prod_coeff = 1
///the multiplier for how much materials the created object takes from this machines stored materials
var/creation_efficiency = 1.6
var/datum/design/being_built
var/datum/techweb/stored_research
var/list/datum/design/matching_designs
var/selected_category
var/screen = 1
var/selected_category = "None"
var/base_price = 25
var/hacked_price = 50
@@ -60,7 +57,7 @@
QDEL_NULL(wires)
return ..()
/obj/machinery/autolathe/ui_interact(mob/user)
/obj/machinery/autolathe/ui_interact(mob/user, datum/tgui/ui)
. = ..()
if(!is_operational())
return
@@ -68,101 +65,129 @@
if(shocked && !(stat & NOPOWER))
shock(user,50)
var/dat
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Autolathe", capitalize(src.name))
ui.open()
switch(screen)
if(AUTOLATHE_MAIN_MENU)
dat = main_win(user)
if(AUTOLATHE_CATEGORY_MENU)
dat = category_win(user,selected_category)
if(AUTOLATHE_SEARCH_MENU)
dat = search_win(user)
var/datum/browser/popup = new(user, "autolathe", name, 400, 500)
popup.set_content(dat)
popup.open()
/obj/machinery/autolathe/on_deconstruction()
/obj/machinery/autolathe/ui_data(mob/user)
var/list/data = list()
data["materials"] = list()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_all()
data["materialtotal"] = materials.total_amount
data["materialsmax"] = materials.max_amount
data["categories"] = categories
data["designs"] = list()
data["active"] = busy
/obj/machinery/autolathe/attackby(obj/item/O, mob/user, params)
if (busy)
to_chat(user, "<span class=\"alert\">The autolathe is busy. Please wait for completion of previous operation.</span>")
return TRUE
if(default_deconstruction_screwdriver(user, "autolathe_t", "autolathe", O))
updateUsrDialog()
return TRUE
if(default_deconstruction_crowbar(O))
return TRUE
if(panel_open && is_wire_tool(O))
wires.interact(user)
return TRUE
if(user.a_intent == INTENT_HARM) //so we can hit the machine
return ..()
if(stat)
return TRUE
if(istype(O, /obj/item/disk/design_disk))
user.visible_message("<span class='notice'>[user] begins to load \the [O] in \the [src]...</span>",
"<span class='notice'>You begin to load a design from \the [O]...</span>",
"<span class='hear'>You hear the chatter of a floppy drive.</span>")
busy = TRUE
var/obj/item/disk/design_disk/D = O
if(do_after(user, 14.4, target = src))
for(var/B in D.blueprints)
if(B)
stored_research.add_design(B)
busy = FALSE
return TRUE
return ..()
/obj/machinery/autolathe/proc/AfterMaterialInsert(item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(custom_materials && custom_materials.len && custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
for(var/mat_id in materials.materials)
var/datum/material/M = mat_id
var/mineral_count = materials.materials[mat_id]
var/list/material_data = list(
name = M.name,
mineral_amount = mineral_count,
matcolour = M.color,
)
data["materials"] += list(material_data)
if(selected_category != "None" && !length(matching_designs))
data["designs"] = handle_designs(stored_research.researched_designs, TRUE)
else
flick("autolathe_o",src)//plays metal insertion animation
data["designs"] = handle_designs(matching_designs, FALSE)
return data
/obj/machinery/autolathe/proc/handle_designs(list/designs, categorycheck)
var/list/output = list()
for(var/v in designs)
var/datum/design/D = categorycheck ? SSresearch.techweb_design_by_id(v) : v
if(categorycheck)
if(!(selected_category in D.category))
continue
var/unbuildable = FALSE // we can't build the design currently
var/m10 = FALSE // 10x mult
var/m25 = FALSE // 25x mult
var/m50 = FALSE // 50x mult
var/m5 = FALSE // 5x mult
var/sheets = FALSE // sheets or no?
if(disabled || !can_build(D))
unbuildable = TRUE
var/max_multiplier = unbuildable ? 0 : 1
if(ispath(D.build_path, /obj/item/stack))
sheets = TRUE
if(!unbuildable)
var/datum/component/material_container/mats = GetComponent(/datum/component/material_container)
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(mats.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
m10 = TRUE
if (max_multiplier>25 && !disabled)
m25 = TRUE
else
if(!unbuildable)
if(!disabled && can_build(D, 5))
m5 = TRUE
if(!disabled && can_build(D, 10))
m10 = TRUE
var/datum/component/material_container/mats = GetComponent(/datum/component/material_container)
for(var/datum/material/mat in D.materials)
max_multiplier = min(50, round(mats.get_material_amount(mat)/(D.materials[mat] * creation_efficiency)))
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
var/list/design = list(
name = D.name,
id = D.id,
ref = REF(src),
cost = get_design_cost(D),
buildable = unbuildable,
mult5 = m5,
mult10 = m10,
mult25 = m25,
mult50 = m50,
sheet = sheets,
maxmult = max_multiplier,
)
output += list(design)
return output
/obj/machinery/autolathe/Topic(href, href_list)
if(..())
/obj/machinery/autolathe/ui_act(action, params)
. = ..()
if(.)
return
if (!busy)
if(href_list["menu"])
screen = text2num(href_list["menu"])
updateUsrDialog()
if(action == "menu")
selected_category = null
matching_designs.Cut()
. = TRUE
if(href_list["category"])
selected_category = href_list["category"]
updateUsrDialog()
if(action == "category")
selected_category = params["selectedCategory"]
matching_designs.Cut()
. = TRUE
if(href_list["make"])
if(action == "search")
matching_designs.Cut()
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(findtext(D.name,params["to_search"]))
matching_designs.Add(D)
. = TRUE
if(action == "make")
if (!busy)
/////////////////
//href protection
being_built = stored_research.isDesignResearchedID(href_list["make"])
being_built = stored_research.isDesignResearchedID(params["id"])
if(!being_built)
return
var/multiplier = text2num(href_list["multiplier"])
var/multiplier = text2num(params["multiplier"])
if(!multiplier)
to_chat(usr, span_alert("[src] only accepts a numerical multiplier!"))
return
var/is_stack = ispath(being_built.build_path, /obj/item/stack)
multiplier = clamp(multiplier,1,50)
multiplier = clamp(round(multiplier),1,50)
/////////////////
var/coeff = (is_stack ? 1 : prod_coeff) //stacks are unaffected by production coefficient
var/coeff = (is_stack ? 1 : creation_efficiency) //stacks are unaffected by production coefficient
var/total_amount = 0
for(var/MAT in being_built.materials)
@@ -184,8 +209,8 @@
if(materials.materials[i] > 0)
list_to_show += i
used_material = input("Choose [used_material]", "Custom Material") as null|anything in sortList(list_to_show, /proc/cmp_typepaths_asc)
if(!used_material)
used_material = tgui_input_list(usr, "Choose [used_material]", "Custom Material", sortList(list_to_show, /proc/cmp_typepaths_asc))
if(isnull(used_material))
return //Didn't pick any material, so you can't build shit either.
custom_materials[used_material] += amount_needed
@@ -193,27 +218,95 @@
if(materials.has_materials(materials_used))
busy = TRUE
to_chat(usr, span_notice("You print [multiplier] item(s) from the [src]"))
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 32 : (32 * coeff * multiplier) ** 0.8
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack, usr), time)
. = TRUE
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
to_chat(usr, span_alert("Not enough materials for this operation."))
else
to_chat(usr, span_alert("The autolathe is busy. Please wait for completion of previous operation."))
if(href_list["search"])
matching_designs.Cut()
/obj/machinery/autolathe/on_deconstruction()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_all()
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(findtext(D.name,href_list["to_search"]))
matching_designs.Add(D)
updateUsrDialog()
/obj/machinery/autolathe/attackby(obj/item/O, mob/living/user, params)
if(busy)
balloon_alert(user, "it's busy!")
return TRUE
if(user.a_intent == INTENT_HARM) //so we can hit the machine
return ..()
if(stat)
return TRUE
if(istype(O, /obj/item/disk/design_disk))
user.visible_message(span_notice("[user] begins to load \the [O] in \the [src]..."),
balloon_alert(user, "uploading design..."),
span_hear("You hear the chatter of a floppy drive."))
busy = TRUE
if(do_after(user, 14.4, target = src))
var/obj/item/disk/design_disk/disky = O
var/list/not_imported
for(var/datum/design/blueprint as anything in disky.blueprints)
if(!blueprint)
continue
if(blueprint.build_type & AUTOLATHE)
stored_research.add_design(blueprint)
else
LAZYADD(not_imported, blueprint.name)
if(not_imported)
to_chat(user, span_warning("The following design[length(not_imported) > 1 ? "s" : ""] couldn't be imported: [english_list(not_imported)]"))
busy = FALSE
return TRUE
if(panel_open)
balloon_alert(user, "close the panel first!")
return FALSE
return ..()
/obj/machinery/autolathe/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(busy)
balloon_alert(user, "it's busy!")
return STOP_ATTACK_PROC_CHAIN
if(default_deconstruction_screwdriver(user, "autolathe_t", "autolathe", I))
return STOP_ATTACK_PROC_CHAIN
/obj/machinery/autolathe/crowbar_act(mob/living/user, obj/item/I)
. = ..()
if(busy)
balloon_alert(user, "it's busy!")
return STOP_ATTACK_PROC_CHAIN
if(default_deconstruction_crowbar(I))
return STOP_ATTACK_PROC_CHAIN
/obj/machinery/autolathe/multitool_act(mob/living/user, obj/item/I)
. = ..()
if(busy)
balloon_alert(user, "it's busy!")
return STOP_ATTACK_PROC_CHAIN
if(panel_open)
wires.interact(user)
return STOP_ATTACK_PROC_CHAIN
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(custom_materials && custom_materials.len && custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r", src)//plays glass insertion animation by default otherwise
else
to_chat(usr, "<span class=\"alert\">The autolathe is busy. Please wait for completion of previous operation.</span>")
flick("autolathe_o", src)//plays metal insertion animation
updateUsrDialog()
return
use_power(min(1000, amount_inserted / 100))
/obj/machinery/autolathe/proc/make_item(power, list/materials_used, list/picked_materials, multiplier, coeff, is_stack, mob/user)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
@@ -223,11 +316,11 @@
materials.use_materials(materials_used)
if(is_stack)
var/obj/item/stack/N = new being_built.build_path(A, multiplier)
N.update_icon()
var/obj/item/stack/N = new being_built.build_path(A, multiplier, FALSE)
N.update_appearance()
N.autolathe_crafted(src)
else
for(var/i=1, i<=multiplier, i++)
for(var/i in 1 to multiplier)
var/obj/item/new_item = new being_built.build_path(A)
new_item.autolathe_crafted(src)
@@ -241,132 +334,30 @@
icon_state = "autolathe"
busy = FALSE
updateDialog()
/obj/machinery/autolathe/RefreshParts()
var/T = 0
for(var/obj/item/stock_parts/matter_bin/MB in component_parts)
T += MB.rating*75000
var/mat_capacity = 0
for(var/obj/item/stock_parts/matter_bin/new_matter_bin in component_parts)
mat_capacity += new_matter_bin.rating*75000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = T
T=1.2
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
materials.max_amount = mat_capacity
var/efficiency=1.2
for(var/obj/item/stock_parts/manipulator/new_manipulator in component_parts)
efficiency -= new_manipulator.rating*0.2
creation_efficiency = max(1,efficiency) // creation_efficiency goes 1 -> 0,8 -> 0,6 -> 0,4 per level of manipulator efficiency
/obj/machinery/autolathe/examine(mob/user)
. += ..()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Storing up to <b>[materials.max_amount]</b> material units.<br>Material consumption at <b>[prod_coeff*100]%</b>.</span>"
/obj/machinery/autolathe/proc/main_win(mob/user)
var/dat = "<div class='statusDisplay'><h3>Autolathe Menu:</h3><br>"
dat += materials_printout()
dat += "<form name='search' action='?src=[REF(src)]'>\
<input type='hidden' name='src' value='[REF(src)]'>\
<input type='hidden' name='search' value='to_search'>\
<input type='hidden' name='menu' value='[AUTOLATHE_SEARCH_MENU]'>\
<input type='text' name='to_search'>\
<input type='submit' value='Search'>\
</form><hr>"
var/line_length = 1
dat += "<table style='width:100%' align='center'><tr>"
for(var/C in categories)
if(line_length > 2)
dat += "</tr><tr>"
line_length = 1
dat += "<td><A href='?src=[REF(src)];category=[C];menu=[AUTOLATHE_CATEGORY_MENU]'>[C]</A></td>"
line_length++
dat += "</tr></table></div>"
return dat
/obj/machinery/autolathe/proc/category_win(mob/user,selected_category)
var/dat = "<A href='?src=[REF(src)];menu=[AUTOLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><br>"
dat += materials_printout()
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(!(selected_category in D.category))
continue
if(disabled || !can_build(D))
dat += "<span class='linkOff'>[D.name]</span>"
else
dat += "<a href='?src=[REF(src)];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=25'>x25</a>"
if(max_multiplier > 0 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=[max_multiplier]'>x[max_multiplier]</a>"
else
if(!disabled && can_build(D, 5))
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=5'>x5</a>"
if(!disabled && can_build(D, 10))
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
dat += "[get_design_cost(D)]<br>"
dat += "</div>"
return dat
/obj/machinery/autolathe/proc/search_win(mob/user)
var/dat = "<A href='?src=[REF(src)];menu=[AUTOLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><br>"
dat += materials_printout()
for(var/v in matching_designs)
var/datum/design/D = v
if(disabled || !can_build(D))
dat += "<span class='linkOff'>[D.name]</span>"
else
dat += "<a href='?src=[REF(src)];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier
for(var/datum/material/mat in D.materials)
max_multiplier = min(D.maxstack, round(materials.get_material_amount(mat)/D.materials[mat]))
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=25'>x25</a>"
if(max_multiplier > 0 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=[max_multiplier]'>x[max_multiplier]</a>"
dat += "[get_design_cost(D)]<br>"
dat += "</div>"
return dat
/obj/machinery/autolathe/proc/materials_printout()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/dat = "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
for(var/mat_id in materials.materials)
var/datum/material/M = mat_id
var/mineral_amount = materials.materials[mat_id]
if(mineral_amount > 0)
dat += "<b>[M.name] amount:</b> [mineral_amount] cm<sup>3</sup><br>"
return dat
. += span_notice("The status display reads: Storing up to <b>[materials.max_amount]</b> material units.<br>Material consumption at <b>[creation_efficiency*100]%</b>.")
/obj/machinery/autolathe/proc/can_build(datum/design/D, amount = 1)
if(D.make_reagents.len)
if(length(D.make_reagents))
return FALSE
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : creation_efficiency)
var/list/required_materials = list()
@@ -379,7 +370,7 @@
/obj/machinery/autolathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : creation_efficiency)
var/dat
for(var/i in D.materials)
if(istext(i)) //Category handling
@@ -402,7 +393,7 @@
disabled = FALSE
/obj/machinery/autolathe/proc/shock(mob/user, prb)
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
return FALSE
if(!prob(prb))
return FALSE
@@ -424,7 +415,7 @@
else
stored_research.remove_design(D)
/obj/machinery/autolathe/hacked/Initialize()
/obj/machinery/autolathe/hacked/Initialize(mapload)
. = ..()
adjust_hacked(TRUE)
+1 -1
View File
@@ -407,7 +407,7 @@
/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
if(view_range == short_range) //unfocused
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 2)
/obj/machinery/camera/update_remote_sight(mob/living/user)
user.see_invisible = SEE_INVISIBLE_LIVING //can't see ghosts through cameras
+1
View File
@@ -3,6 +3,7 @@
desc = "A machine to give your apparel a fresh new color! Recommended to use with white items for best results."
icon = 'icons/obj/vending.dmi'
icon_state = "colormate"
// light_mask = "colormate-light-mask"
density = TRUE
anchored = TRUE
circuit = /obj/item/circuitboard/machine/colormate
@@ -275,7 +275,7 @@
if(final)
playsound(origin, 'sound/machines/terminal_prompt_confirm.ogg', 25, 0)
remote_eye.setLoc(get_turf(final))
C.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/flash/static)
C.overlay_fullscreen("flash", /atom/movable/screen/fullscreen/tiled/flash/static)
C.clear_fullscreen("flash", 3) //Shorter flash than normal since it's an ~~advanced~~ console!
else
playsound(origin, 'sound/machines/terminal_prompt_deny.ogg', 25, 0)
+77 -32
View File
@@ -44,6 +44,7 @@
/obj/machinery/computer/communications/Initialize()
. = ..()
GLOB.shuttle_caller_list += src
AddComponent(/datum/component/gps, "Secured Communications Signal")
/// Are we NOT a silicon, AND we're logged in as the captain?
/obj/machinery/computer/communications/proc/authenticated_as_non_silicon_captain(mob/user)
@@ -79,13 +80,11 @@
if (obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
SSshuttle.shuttle_purchase_requirements_met |= "emagged"
if (authenticated)
authorize_access = get_all_accesses()
to_chat(user, "<span class='danger'>You scramble the communication routing circuits!</span>")
to_chat(user, span_danger("You scramble the communication routing circuits!"))
playsound(src, 'sound/machines/terminal_alert.ogg', 50, FALSE)
SSshuttle.shuttle_purchase_requirements_met["emagged"] = TRUE
return
/obj/machinery/computer/communications/ui_act(action, list/params)
var/static/list/approved_states = list(STATE_BUYING_SHUTTLE, STATE_CHANGING_STATUS, STATE_MAIN, STATE_MESSAGES)
@@ -104,6 +103,7 @@
if ("answerMessage")
if (!authenticated(usr))
return
var/answer_index = params["answer"]
var/message_index = params["message"]
@@ -136,11 +136,11 @@
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_card = held_item?.GetID()
if (!istype(id_card))
to_chat(usr, "<span class='warning'>You need to swipe your ID!</span>")
to_chat(usr, span_warning("You need to swipe your ID!"))
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
return
if (!(ACCESS_CAPTAIN in id_card.access))
to_chat(usr, "<span class='warning'>You are not authorized to do this!</span>")
to_chat(usr, span_warning("You are not authorized to do this!"))
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
return
@@ -152,26 +152,28 @@
set_security_level(new_sec_level)
to_chat(usr, "<span class='notice'>Authorization confirmed. Modifying security level.</span>")
to_chat(usr, span_notice("Authorization confirmed. Modifying security level."))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
// Only notify people if an actual change happened
log_game("[key_name(usr)] has changed the security level to [params["newSecurityLevel"]] with [src] at [AREACOORD(usr)].")
message_admins("[ADMIN_LOOKUPFLW(usr)] has changed the security level to [params["newSecurityLevel"]] with [src] at [AREACOORD(usr)].")
deadchat_broadcast(" has changed the security level to [params["newSecurityLevel"]] with [src] at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" has changed the security level to [params["newSecurityLevel"]] with [src] at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type=DEADCHAT_ANNOUNCEMENT)
alert_level_tick += 1
if ("deleteMessage")
if (!authenticated(usr))
return
var/message_index = params["message"]
if(!isnum(message_index))
message_admins("[ADMIN_LOOKUPFLW(usr)] provided an invalid index type when deleting a message on [src] [ADMIN_JMP(src)]. This should not happen. Please check with a maintainer and/or consult tgui logs.")
CRASH("Non-numeric index provided when deleting comms console message.")
var/message_index = text2num(params["message"])
if (!message_index)
return
LAZYREMOVE(messages, LAZYACCESS(messages, message_index))
if ("emergency_meeting")
if(!(SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
return
if (!authenticated_as_silicon_or_captain(usr))
return
emergency_meeting(usr)
if ("makePriorityAnnouncement")
if (!authenticated_as_silicon_or_captain(usr))
return
@@ -188,32 +190,36 @@
var/emagged = obj_flags & EMAGGED
if (emagged)
message_syndicate(message, usr)
to_chat(usr, "<span class='danger'>SYSERR @l(19833)of(transmit.dm): !@$ MESSAGE TRANSMITTED TO SYNDICATE COMMAND.</span>")
to_chat(usr, span_danger("SYSERR @l(19833)of(transmit.dm): !@$ MESSAGE TRANSMITTED TO SYNDICATE COMMAND."))
else
message_centcom(message, usr)
to_chat(usr, "<span class='notice'>Message transmitted to Central Command.</span>")
to_chat(usr, span_notice("Message transmitted to Central Command."))
var/associates = emagged ? "the Syndicate": "CentCom"
usr.log_talk(message, LOG_SAY, tag = "message to [associates]")
deadchat_broadcast(" has messaged [associates], \"[message]\" at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" has messaged [associates], \"[message]\" at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
COOLDOWN_START(src, important_action_cooldown, IMPORTANT_ACTION_COOLDOWN)
if ("purchaseShuttle")
var/can_buy_shuttles_or_fail_reason = can_buy_shuttles(usr)
if (can_buy_shuttles_or_fail_reason != TRUE)
if (can_buy_shuttles_or_fail_reason != FALSE)
to_chat(usr, "<span class='alert'>[can_buy_shuttles_or_fail_reason]</span>")
to_chat(usr, span_alert("[can_buy_shuttles_or_fail_reason]"))
return
var/list/shuttles = flatten_list(SSmapping.shuttle_templates)
var/datum/map_template/shuttle/shuttle = locate(params["shuttle"]) in shuttles
if (!istype(shuttle))
return
// if (!can_purchase_this_shuttle(shuttle))
// return
if (!shuttle.prerequisites_met())
to_chat(usr, "<span class='alert'>You have not met the requirements for purchasing this shuttle.</span>")
to_chat(usr, span_alert("You have not met the requirements for purchasing this shuttle."))
return
var/datum/bank_account/bank_account = SSeconomy.get_dep_account(ACCOUNT_CAR)
if (bank_account.account_balance < shuttle.credit_cost)
return
SSshuttle.shuttle_purchased = SHUTTLEPURCHASE_PURCHASED
// for(var/datum/round_event_control/shuttle_insurance/insurance_event in SSevents.control)
// insurance_event.weight *= 20
SSshuttle.unload_preview()
SSshuttle.existing_shuttle = SSshuttle.emergency
SSshuttle.action_load(shuttle, replace = TRUE)
@@ -235,7 +241,7 @@
return
var/reason = trim(html_encode(params["reason"]), MAX_MESSAGE_LEN)
nuke_request(reason, usr)
to_chat(usr, "<span class='notice'>Request sent.</span>")
to_chat(usr, span_notice("Request sent."))
usr.log_message("has requested the nuclear codes from CentCom with reason \"[reason]\"", LOG_SAY)
priority_announce("The codes for the on-station nuclear self-destruct have been requested by [usr]. Confirmation or denial of this request will be sent shortly.", "Nuclear Self-Destruct Codes Requested", "commandreport")
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, FALSE)
@@ -245,7 +251,7 @@
return
if (!(obj_flags & EMAGGED))
return
to_chat(usr, "<span class='notice'>Backup routing data restored.</span>")
to_chat(usr, span_notice("Backup routing data restored."))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
obj_flags &= ~EMAGGED
if ("sendToOtherSector")
@@ -256,7 +262,7 @@
if (!COOLDOWN_FINISHED(src, important_action_cooldown))
return
var/message = trim(html_encode(params["message"]), MAX_MESSAGE_LEN)
var/message = trim(params["message"], MAX_MESSAGE_LEN)
if (!message)
return
@@ -268,12 +274,13 @@
var/network_name = CONFIG_GET(string/cross_comms_network)
if (network_name)
payload["network"] = network_name
payload["sender_ckey"] = usr.ckey
send2otherserver(station_name(), message, "Comms_Console", destination == "all" ? null : list(destination), additional_data = payload)
send2otherserver(html_decode(station_name()), message, "Comms_Console", destination == "all" ? null : list(destination), additional_data = payload)
minor_announce(message, title = "Outgoing message to allied station")
usr.log_talk(message, LOG_SAY, tag = "message to the other server")
message_admins("[ADMIN_LOOKUPFLW(usr)] has sent a message to the other server\[s].")
deadchat_broadcast(" has sent an outgoing message to the other station(s).</span>", "<span class='bold'>[usr.real_name]", usr)
deadchat_broadcast(" has sent an outgoing message to the other station(s).</span>", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
COOLDOWN_START(src, important_action_cooldown, IMPORTANT_ACTION_COOLDOWN)
if ("setState")
@@ -315,7 +322,7 @@
authenticated = TRUE
authorize_access = get_all_accesses()
authorize_name = "Unknown"
to_chat(usr, "<span class='warning'>[src] lets out a quiet alarm as its login is overridden.</span>")
to_chat(usr, span_warning("[src] lets out a quiet alarm as its login is overridden."))
playsound(src, 'sound/machines/terminal_alert.ogg', 25, FALSE)
else if(isliving(usr))
var/mob/living/L = usr
@@ -334,22 +341,36 @@
revoke_maint_all_access()
log_game("[key_name(usr)] disabled emergency maintenance access.")
message_admins("[ADMIN_LOOKUPFLW(usr)] disabled emergency maintenance access.")
deadchat_broadcast(" disabled emergency maintenance access at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" disabled emergency maintenance access at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
else
make_maint_all_access()
log_game("[key_name(usr)] enabled emergency maintenance access.")
message_admins("[ADMIN_LOOKUPFLW(usr)] enabled emergency maintenance access.")
deadchat_broadcast(" enabled emergency maintenance access at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" enabled emergency maintenance access at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/ui_data(mob/user)
var/list/data = list(
"authenticated" = FALSE,
"emagged" = FALSE,
"hasConnection" = has_communication(),
)
var/ui_state = issilicon(user) ? cyborg_state : state
var/has_connection = has_communication()
data["hasConnection"] = has_connection
// if(!SSjob.assigned_captain && !SSjob.safe_code_requested && SSid_access.spare_id_safe_code && has_connection)
// data["canRequestSafeCode"] = TRUE
// data["safeCodeDeliveryWait"] = 0
// else
// data["canRequestSafeCode"] = FALSE
// if(SSjob.safe_code_timer_id && has_connection)
// data["safeCodeDeliveryWait"] = timeleft(SSjob.safe_code_timer_id)
// data["safeCodeDeliveryArea"] = get_area(SSjob.safe_code_request_loc)
// else
// data["safeCodeDeliveryWait"] = 0
// data["safeCodeDeliveryArea"] = null
if (authenticated || issilicon(user))
data["authenticated"] = TRUE
data["canLogOut"] = !issilicon(user)
@@ -371,16 +392,17 @@
data["importantActionReady"] = COOLDOWN_FINISHED(src, important_action_cooldown)
data["shuttleCalled"] = FALSE
data["shuttleLastCalled"] = FALSE
data["aprilFools"] = SSevents.holidays && SSevents.holidays[APRIL_FOOLS]
data["alertLevel"] = NUM2SECLEVEL(GLOB.security_level)
data["authorizeName"] = authorize_name
data["canLogOut"] = !issilicon(user)
data["shuttleCanEvacOrFailReason"] = SSshuttle.canEvac(user, TRUE)
data["shuttleCanEvacOrFailReason"] = SSshuttle.canEvac(user)
if (authenticated_as_non_silicon_captain(user))
data["canRequestNuke"] = TRUE
if (authenticated_as_non_silicon_command(user))
data["canMessageAssociates"] = TRUE
if (can_send_messages_to_other_sectors(user))
data["canSendToSectors"] = TRUE
@@ -428,8 +450,13 @@
for (var/shuttle_id in SSmapping.shuttle_templates)
var/datum/map_template/shuttle/shuttle_template = SSmapping.shuttle_templates[shuttle_id]
if (!shuttle_template.can_be_bought || shuttle_template.credit_cost == INFINITY)
if (shuttle_template.credit_cost == INFINITY)
continue
if (!shuttle_template.can_be_bought)
continue
shuttles += list(list(
"name" = shuttle_template.name,
"description" = shuttle_template.description,
@@ -478,6 +505,7 @@
return FALSE
if (!authenticated_as_non_silicon_captain(user))
return FALSE
if (SSshuttle.emergency.mode != SHUTTLE_RECALL && SSshuttle.emergency.mode != SHUTTLE_IDLE)
return "The shuttle is already in transit."
if (SSshuttle.shuttle_purchased == SHUTTLEPURCHASE_PURCHASED)
@@ -492,21 +520,38 @@
return length(CONFIG_GET(keyed_list/cross_server)) > 0
/**
* Call an emergency meeting
*
* Comm Console wrapper for the Communications subsystem wrapper for the call_emergency_meeting world proc.
* Checks to make sure the proc can be called, and handles relevant feedback, logging and timing.
* See the SScommunications proc definition for more detail, in short, teleports the entire crew to
* the bridge for a meetup. Should only really happen during april fools.
* Arguments:
* * user - Mob who called the meeting
*/
/obj/machinery/computer/communications/proc/emergency_meeting(mob/living/user)
if(!SScommunications.can_make_emergency_meeting(user))
to_chat(user, span_alert("The emergency meeting button doesn't seem to work right now. Please stand by."))
return
SScommunications.emergency_meeting(user)
deadchat_broadcast(" called an emergency meeting from [span_name("[get_area_name(usr, TRUE)]")].", span_name("[user.real_name]"), user, message_type=DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/proc/make_announcement(mob/living/user)
var/is_ai = issilicon(user)
if(!SScommunications.can_announce(user, is_ai))
to_chat(user, "<span class='alert'>Intercomms recharging. Please stand by.</span>")
to_chat(user, span_alert("Intercomms recharging. Please stand by."))
return
var/input = stripped_input(user, "Please choose a message to announce to the station crew.", "What?")
if(!input || !user.canUseTopic(src, !issilicon(usr)))
return
if(!(user.can_speak())) //No more cheating, mime/random mute guy!
input = "..."
to_chat(user, "<span class='warning'>You find yourself unable to speak.</span>")
to_chat(user, span_warning("You find yourself unable to speak."))
else
input = user.treat_message(input) //Adds slurs and so on. Someone should make this use languages too.
SScommunications.make_announcement(user, is_ai, input)
deadchat_broadcast(" made a priority announcement from <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[user.real_name]</span>", user)
deadchat_broadcast(" made a priority announcement from [span_name("[get_area_name(usr, TRUE)]")].", user, src.loc, message_type=DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/proc/post_status(command, data1, data2)
+271 -259
View File
@@ -1,3 +1,5 @@
#define AHELP_FIRST_MESSAGE "Please adminhelp before leaving the round, even if there are no administrators online!"
/*
* Cryogenic refrigeration unit. Basically a despawner.
* Stealing a lot of concepts/code from sleepers due to massive laziness.
@@ -5,6 +7,7 @@
* since time_entered, which is world.time when the occupant moves in.
* ~ Zuhayr
*/
GLOBAL_LIST_EMPTY(cryopod_computers)
//Main cryopod console.
@@ -13,159 +16,113 @@
desc = "An interface between crew and the cryogenic storage oversight systems."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "cellconsole_1"
icon_keyboard = null
circuit = /obj/item/circuitboard/cryopodcontrol
density = FALSE
interaction_flags_machine = INTERACT_MACHINE_OFFLINE
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) //Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) // Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
var/mode = null
var/menu = 1 //Which menu screen to display
//Used for logging people entering cryosleep and important items they are carrying.
// Used for logging people entering cryosleep and important items they are carrying.
var/list/frozen_crew = list()
var/list/obj/stored_packages = list()
var/list/stored_packages = list()
/// Does this console store items? if NOT, will dump all items when the user cryo's instead
var/allow_items = TRUE
var/storage_type = "crewmembers"
var/storage_name = "Cryogenic Oversight Control"
/obj/machinery/computer/cryopod/deconstruct()
. = ..()
for(var/i in stored_packages)
var/obj/O = i
O.forceMove(drop_location())
/obj/machinery/computer/cryopod/attack_ai()
attack_hand()
/obj/machinery/computer/cryopod/Initialize()
. = ..()
GLOB.cryopod_computers += src
/obj/machinery/computer/cryopod/ui_interact(mob/user = usr)
if(!is_operational())
/obj/machinery/computer/cryopod/Destroy()
GLOB.cryopod_computers -= src
return ..()
/obj/machinery/computer/cryopod/update_icon_state()
if(stat & (NOPOWER|BROKEN))
icon_state = "cellconsole"
return ..()
icon_state = "cellconsole_1"
return ..()
/obj/machinery/computer/cryopod/ui_interact(mob/user, datum/tgui/ui)
if(stat & (NOPOWER|BROKEN))
return
user.set_machine(src)
add_fingerprint(user)
var/dat = ""
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "CryopodConsole", name)
ui.open()
dat += "<h2>Welcome, [user.real_name].</h2><hr/>"
dat += "<br><br>"
/obj/machinery/computer/cryopod/ui_data(mob/user)
var/list/data = list()
data["frozen_crew"] = frozen_crew
var/list/item_meta = list()
switch(src.menu)
if(1)
dat += "<a href='byond://?src=[REF(src)];menu=2'>View crew storage log</a><br><br>"
if(allow_items)
dat += "<a href='byond://?src=[REF(src)];menu=3'>View objects storage log</a><br><br>"
dat += "<a href='byond://?src=[REF(src)];item=1'>Recover object</a><br><br>"
dat += "<a href='byond://?src=[REF(src)];allitems=1'>Recover all objects</a><br>"
if(2)
dat += "<a href='byond://?src=[REF(src)];menu=1'><< Back</a><br><br>"
dat += "<h3>Recently stored Crew</h3><br/><hr/><br/>"
if(!frozen_crew.len)
dat += "There has been no storage usage at this terminal.<br/>"
else
for(var/person in frozen_crew)
dat += "[person]<br/>"
dat += "<hr/>"
if(3)
dat += "<a href='byond://?src=[REF(src)];menu=1'><< Back</a><br><br>"
dat += "<h3>Recently stored objects</h3><br/><hr/><br/>"
if(!stored_packages.len)
dat += "There has been no storage usage at this terminal.<br/>"
else
for(var/obj/O in stored_packages)
dat += "[O.name]<br/>"
dat += "<hr/>"
for(var/obj/item/storage/box/blue/cryostorage_items/O as anything in stored_packages)
item_meta += list(list("name" = O.real_name, "ref" = REF(O))) // i am truely livid about byond lists
data["item_meta"] = item_meta
var/datum/browser/popup = new(user, "cryopod_console", "Cryogenic System Control")
popup.set_content(dat)
popup.open()
var/obj/item/card/id/id_card
var/datum/bank_account/current_user
if(isliving(user))
var/mob/living/person = user
id_card = person.get_idcard()
if(id_card?.registered_account)
current_user = id_card.registered_account
if(current_user)
data["account_name"] = current_user.account_holder // i do not know why but this uses budget?
/obj/machinery/computer/cryopod/Topic(href, href_list)
return data
/obj/machinery/computer/cryopod/ui_act(action, params)
if(..())
return TRUE
return
var/mob/user = usr
add_fingerprint(user)
if(href_list["item"])
if(!allowed(user) && !(obj_flags & EMAGGED))
to_chat(user, "<span class='warning'>Access Denied.</span>")
if(action == "item")
if(!allowed(usr) && !(obj_flags & EMAGGED))
to_chat(usr, "<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
if(!allow_items)
return
if(stored_packages.len == 0)
to_chat(user, "<span class='notice'>There is nothing to recover from storage.</span>")
to_chat(usr, "<span class='notice'>There is nothing to recover from storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
var/obj/I = input(user, "Please choose which object to retrieve.","Object recovery",null) as null|anything in stored_packages
var/obj/I = locate(params["item"])
playsound(src, "terminal_type", 25, 0)
if(!I)
return
if(!(I in stored_packages))
to_chat(user, "<span class='notice'>\The [I] is no longer in storage.</span>")
to_chat(usr, "<span class='notice'>\The [I] is no longer in storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
visible_message("<span class='notice'>The console beeps happily as it disgorges \the [I].</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
I.forceMove(drop_location())
if(user && Adjacent(user) && user.can_hold_items())
user.put_in_hands(I)
if(usr && Adjacent(usr) && usr.can_hold_items())
usr.put_in_hands(I)
stored_packages -= I
updateUsrDialog()
else if(href_list["allitems"])
playsound(src, "terminal_type", 25, 0)
if(!allowed(user) && !(obj_flags & EMAGGED))
to_chat(user, "<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
if(!allow_items)
return
if(stored_packages.len == 0)
to_chat(user, "<span class='notice'>There is nothing to recover from storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
visible_message("<span class='notice'>The console beeps happily as it disgorges the desired objects.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
for(var/obj/O in stored_packages)
O.forceMove(get_turf(src))
stored_packages.Cut()
updateUsrDialog()
else if (href_list["menu"])
src.menu = text2num(href_list["menu"])
playsound(src, "terminal_type", 25, 0)
updateUsrDialog()
ui_interact(usr)
updateUsrDialog()
return
/obj/item/circuitboard/cryopodcontrol
name = "Circuit board (Cryogenic Oversight Console)"
build_path = "/obj/machinery/computer/cryopod"
/obj/machinery/computer/cryopod/contents_explosion(severity, target, origin)
return
/// The box
/obj/item/storage/box/blue/cryostorage_items
w_class = WEIGHT_CLASS_HUGE
//Cryopods themselves.
// Cryopods themselves.
/obj/machinery/cryopod
name = "cryogenic freezer"
desc = "Suited for Cyborgs and Humanoids, the pod is a safe place for personnel affected by the Space Sleep Disorder to get some rest."
@@ -178,47 +135,55 @@
var/on_store_message = "has entered long-term storage."
var/on_store_name = "Cryogenic Oversight"
// 15 minutes-ish safe period before being despawned.
var/time_till_despawn = 15 * 600 // This is reduced by 90% if a player manually enters cryo
var/despawn_world_time = null // Used to keep track of the safe period.
/// Time until despawn when a mob enters a cryopod. You can cryo other people in pods.
var/time_till_despawn = 30 SECONDS
/// Cooldown for when it's now safe to try an despawn the player.
COOLDOWN_DECLARE(despawn_world_time)
var/obj/machinery/computer/cryopod/control_computer
var/item_storage_type = /obj/item/storage/box/blue/cryostorage_items //with how storage components work this can be anything the player can open or anything with a storage component.
var/last_no_computer_message = 0
///Weakref to our controller
var/datum/weakref/control_computer_weakref
COOLDOWN_DECLARE(last_no_computer_message)
/obj/machinery/cryopod/Initialize(mapload)
. = ..()
/obj/machinery/cryopod/Initialize()
..()
return INITIALIZE_HINT_LATELOAD //Gotta populate the cryopod computer GLOB first
/obj/machinery/cryopod/LateInitialize()
update_icon()
find_control_computer(mapload)
find_control_computer()
// This is not a good situation
/obj/machinery/cryopod/Destroy()
control_computer_weakref = null
return ..()
/obj/machinery/cryopod/proc/find_control_computer(urgent = FALSE)
for(var/obj/machinery/computer/cryopod/C in get_area(src))
control_computer = C
if(C)
return C
break
for(var/cryo_console as anything in GLOB.cryopod_computers)
var/obj/machinery/computer/cryopod/console = cryo_console
if(get_area(console) == get_area(src))
control_computer_weakref = WEAKREF(console)
break
// Don't send messages unless we *need* the computer, and less than five minutes have passed since last time we messaged
if(!control_computer && urgent && last_no_computer_message + 5*60*10 < world.time)
if(!control_computer_weakref && urgent && COOLDOWN_FINISHED(src, last_no_computer_message))
COOLDOWN_START(src, last_no_computer_message, 5 MINUTES)
log_admin("Cryopod in [get_area(src)] could not find control computer!")
message_admins("Cryopod in [get_area(src)] could not find control computer!")
last_no_computer_message = world.time
return control_computer != null
return control_computer_weakref != null
/obj/machinery/cryopod/close_machine(mob/user)
if(!control_computer)
/obj/machinery/cryopod/close_machine(atom/movable/target)
if(!control_computer_weakref)
find_control_computer(TRUE)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
if((isnull(target) || isliving(target)) && state_open && !panel_open)
..(target)
var/mob/living/mob_occupant = occupant
investigate_log("Cryogenics machine closed with occupant [key_name(occupant)] by user [key_name(user)].", INVESTIGATE_CRYOGENICS)
investigate_log("Cryogenics machine closed with occupant [key_name(occupant)] by user [key_name(target)].", INVESTIGATE_CRYOGENICS)
if(mob_occupant && mob_occupant.stat != DEAD)
to_chat(occupant, "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>")
if(mob_occupant.client)//if they're logged in
despawn_world_time = world.time + (time_till_despawn * 0.1)
else
despawn_world_time = world.time + time_till_despawn
to_chat(occupant, span_notice("<b>You feel cool air surround you. You go numb as your senses turn inward.</b>"))
COOLDOWN_START(src, despawn_world_time, time_till_despawn)
icon_state = "cryopod"
/obj/machinery/cryopod/open_machine()
@@ -231,8 +196,8 @@
/obj/machinery/cryopod/container_resist(mob/living/user)
investigate_log("Cryogenics machine container resisted by [key_name(user)] with occupant [key_name(occupant)].", INVESTIGATE_CRYOGENICS)
visible_message("<span class='notice'>[occupant] emerges from [src]!</span>",
"<span class='notice'>You climb out of [src]!</span>")
visible_message(span_notice("[occupant] emerges from [src]!"),
span_notice("You climb out of [src]!"))
open_machine()
/obj/machinery/cryopod/relaymove(mob/user)
@@ -243,36 +208,122 @@
return
var/mob/living/mob_occupant = occupant
if(mob_occupant)
// Eject dead people
if(mob_occupant.stat == DEAD)
open_machine()
if(mob_occupant.stat == DEAD)
open_machine()
if(!(world.time > despawn_world_time + 100))//+ 10 seconds
return
if(!mob_occupant.client && COOLDOWN_FINISHED(src, despawn_world_time))
if(!control_computer_weakref)
find_control_computer(urgent = TRUE)
if(!mob_occupant.client && mob_occupant.stat < 2) //Occupant is living and has no client.
if(!control_computer)
find_control_computer(urgent = TRUE)//better hope you found it this time
despawn_occupant()
despawn_occupant()
/obj/machinery/cryopod/proc/handle_objectives()
var/mob/living/mob_occupant = occupant
// Update any existing objectives involving this mob.
for(var/datum/objective/objective in GLOB.objectives)
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(objective,/datum/objective/mutiny) && objective.target == mob_occupant.mind)
objective.team.objectives -= objective
qdel(objective)
for(var/datum/mind/mind in objective.team.members)
to_chat(mind.current, "<BR>[span_userdanger("Your target is no longer within reach. Objective removed!")]")
mind.announce_objectives()
else if(istype(objective.target) && objective.target == mob_occupant.mind)
if(istype(objective, /datum/objective/contract))
var/datum/antagonist/traitor/affected_traitor = objective.owner.has_antag_datum(/datum/antagonist/traitor)
var/datum/contractor_hub/affected_contractor_hub = affected_traitor.contractor_hub
for(var/datum/syndicate_contract/affected_contract as anything in affected_contractor_hub.assigned_contracts)
if(affected_contract.contract == objective)
affected_contract.generate(affected_contractor_hub.assigned_targets)
affected_contractor_hub.assigned_targets.Add(affected_contract.contract.target)
to_chat(objective.owner.current, "<BR>[span_userdanger("Contract target out of reach. Contract rerolled.")]")
break
else
var/old_target = objective.target
objective.target = null
if(!objective)
return
objective.find_target()
if(!objective.target && objective.owner)
to_chat(objective.owner.current, "<BR>[span_userdanger("Your target is no longer within reach. Objective removed!")]")
for(var/datum/antagonist/antag in objective.owner.antag_datums)
antag.objectives -= objective
if (!objective.team)
objective.update_explanation_text()
objective.owner.announce_objectives()
to_chat(objective.owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
else
var/list/objectivestoupdate
for(var/datum/mind/objective_owner in objective.get_owners())
to_chat(objective_owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
for(var/datum/objective/update_target_objective in objective_owner.get_all_objectives())
LAZYADD(objectivestoupdate, update_target_objective)
objectivestoupdate += objective.team.objectives
for(var/datum/objective/update_objective in objectivestoupdate)
if(update_objective.target != old_target || !istype(update_objective,objective.type))
continue
update_objective.target = objective.target
update_objective.update_explanation_text()
to_chat(objective.owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
update_objective.owner.announce_objectives()
qdel(objective)
/obj/machinery/cryopod/proc/should_preserve_item(obj/item/item)
for(var/datum/objective_item/steal/possible_item in GLOB.possible_items)
if(istype(item, possible_item.targetitem))
return TRUE
return FALSE
// This function can not be undone; do not call this unless you are sure
/obj/machinery/cryopod/proc/despawn_occupant()
if(!control_computer)
find_control_computer()
var/mob/living/mob_occupant = occupant
var/list/crew_member = list()
crew_member["name"] = mob_occupant.real_name
if(mob_occupant.mind)
// Handle job slot/tater cleanup.
var/job = mob_occupant.mind.assigned_role
crew_member["job"] = job
SSjob.FreeRole(job)
// if(LAZYLEN(mob_occupant.mind.objectives))
// mob_occupant.mind.objectives.Cut()
mob_occupant.mind.special_role = null
else
crew_member["job"] = "N/A"
// Delete them from datacore.
var/announce_rank = null
for(var/datum/data/record/medical_record as anything in GLOB.data_core.medical)
if(medical_record.fields["name"] == mob_occupant.real_name)
qdel(medical_record)
for(var/datum/data/record/security_record as anything in GLOB.data_core.security)
if(security_record.fields["name"] == mob_occupant.real_name)
qdel(security_record)
for(var/datum/data/record/general_record as anything in GLOB.data_core.general)
if(general_record.fields["name"] == mob_occupant.real_name)
announce_rank = general_record.fields["rank"]
qdel(general_record)
var/obj/machinery/computer/cryopod/control_computer = control_computer_weakref?.resolve()
if(!control_computer)
control_computer_weakref = null
else
control_computer.frozen_crew += list(crew_member)
// Make an announcement and log the person entering storage.
if(GLOB.announcement_systems.len)
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", mob_occupant.real_name, announce_rank, list())
visible_message(span_notice("[src] hums and hisses as it moves [mob_occupant.real_name] into storage."))
/* ============================= */
var/list/obj/item/storing = list()
var/list/obj/item/destroying = list()
var/list/obj/item/destroy_later = list()
investigate_log("Despawning [key_name(mob_occupant)].", INVESTIGATE_CRYOGENICS)
var/atom/target_store = (control_computer?.allow_items && control_computer) || src //the double control computer check makes it return the control computer.
var/drop_to_ground = !istype(target_store, /obj/machinery/computer/cryopod)
var/drop_to_ground = !istype(control_computer, /obj/machinery/computer/cryopod) || !control_computer.allow_items
var/mind_identity = mob_occupant.mind?.name
var/occupant_identity = mob_occupant.real_name
@@ -293,7 +344,6 @@
AM.forceMove(src)
R.module.remove_module(I, TRUE)
else
if(ishuman(mob_occupant))
var/mob/living/carbon/human/H = mob_occupant
if(H.mind && H.client && H.client.prefs && H == H.mind.original_character)
@@ -303,145 +353,89 @@
if(iscarbon(mob_occupant)) // sorry simp-le-mobs deserve no mercy
var/mob/living/carbon/C = mob_occupant
gear = C.get_all_gear()
for(var/i in gear)
var/obj/item/I = i
I.forceMove(src)
if(!istype(I))
destroying += I
for(var/obj/item/item_content as anything in gear)
if(!istype(item_content) || HAS_TRAIT(item_content, TRAIT_NODROP))
destroying += item_content
continue
if(I.item_flags & (DROPDEL | ABSTRACT))
destroying += I
continue
if(HAS_TRAIT(I, TRAIT_NODROP))
destroying += I
if(item_content.item_flags & (DROPDEL | ABSTRACT))
destroying += item_content
continue
// destroying stays in mob for a bit
item_content.forceMove(src)
// WEE WOO SNOWFLAKE TIME
if(istype(I, /obj/item/pda))
var/obj/item/pda/P = I
if(istype(item_content, /obj/item/pda))
var/obj/item/pda/P = item_content
if((P.owner == mind_identity) || (P.owner == occupant_identity))
destroying += P
else
storing += P
else if(istype(I, /obj/item/card/id))
var/obj/item/card/id/idcard = I
else if(istype(item_content, /obj/item/card/id))
var/obj/item/card/id/idcard = item_content
if((idcard.registered_name == mind_identity) || (idcard.registered_name == occupant_identity))
destroying += idcard
else
storing += idcard
else
storing += I
storing += item_content
// get rid of mobs
for(var/mob/living/L in mob_occupant.GetAllContents() - mob_occupant)
L.forceMove(drop_location())
if(storing.len)
var/obj/O = new item_storage_type
var/obj/item/storage/box/blue/cryostorage_items/O = new /obj/item/storage/box/blue/cryostorage_items
O.name = "cryogenic retrieval package: [mob_occupant.real_name]"
O.real_name = mob_occupant.real_name
for(var/i in storing)
var/obj/item/I = i
I.forceMove(O)
O.forceMove(drop_to_ground? target_store.drop_location() : target_store)
if((target_store == control_computer) && !drop_to_ground)
O.forceMove(drop_to_ground ? control_computer.drop_location() : control_computer)
if((control_computer == control_computer) && !drop_to_ground)
control_computer.stored_packages += O
QDEL_LIST(destroying)
//Update any existing objectives involving this mob.
for(var/i in GLOB.objectives)
var/datum/objective/O = i
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(O,/datum/objective/mutiny) && O.target == mob_occupant.mind)
qdel(O)
else if(O.target && istype(O.target, /datum/mind))
if(O.target != mob_occupant.mind)
continue
if(O.check_midround_completion())
continue
if(O.owner && O.owner.current)
to_chat(O.owner.current, "<BR><span class='userdanger'>You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!</span>")
O.target = null
spawn(10) //This should ideally fire after the occupant is deleted.
if(!O)
return
O.find_target()
O.update_explanation_text()
if(!(O.target))
qdel(O)
if(mob_occupant.mind)
//Handle job slot/tater cleanup.
if(mob_occupant.mind.assigned_role)
var/job = mob_occupant.mind.assigned_role
SSjob.FreeRole(job)
mob_occupant.mind.special_role = null
// Delete them from datacore.
var/announce_rank = null
for(var/datum/data/record/R in GLOB.data_core.medical)
if((R.fields["name"] == mob_occupant.real_name))
qdel(R)
for(var/datum/data/record/T in GLOB.data_core.security)
if((T.fields["name"] == mob_occupant.real_name))
qdel(T)
for(var/datum/data/record/G in GLOB.data_core.general)
if((G.fields["name"] == mob_occupant.real_name))
announce_rank = G.fields["rank"]
qdel(G)
for(var/obj/machinery/computer/cloning/cloner in world)
for(var/datum/data/record/R in cloner.records)
if(R.fields["name"] == mob_occupant.real_name)
cloner.records.Remove(R)
//Make an announcement and log the person entering storage.
if(control_computer)
control_computer.frozen_crew += "[mob_occupant.real_name]"
if(GLOB.announcement_systems.len)
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", mob_occupant.real_name, announce_rank, list())
visible_message("<span class='notice'>\The [src] hums and hisses as it moves [mob_occupant.real_name] into storage.</span>")
/* ============================= */
// Ghost and delete the mob.
// they already did ghost verb
var/mob/dead/observer/G = mob_occupant.get_ghost(TRUE)
if(G)
G.voluntary_ghosted = TRUE
// they did not ghost verb
else
mob_occupant.ghostize(FALSE, penalize = TRUE, voluntary = TRUE, cryo = TRUE)
QDEL_LIST(destroying)
handle_objectives()
QDEL_NULL(occupant)
QDEL_LIST(destroy_later)
open_machine()
name = initial(name)
/obj/machinery/cryopod/MouseDrop_T(mob/living/target, mob/user)
if(!istype(target) || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || !ismob(target) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
if(!istype(target) || !can_interact(user) || !target.Adjacent(user) || !ismob(target) || isanimal(target) || !istype(user.loc, /turf) || target.buckled)
return
if(occupant)
to_chat(user, "<span class='boldnotice'>The cryo pod is already occupied!</span>")
to_chat(user, span_notice("[src] is already occupied!"))
return
if(target.stat == DEAD)
to_chat(user, "<span class='notice'>Dead people can not be put into cryo.</span>")
to_chat(user, span_notice("Dead people can not be put into cryo."))
return
if(target.client && user != target)
if(user != target && target.client)
if(iscyborg(target))
to_chat(user, "<span class='danger'>You can't put [target] into [src]. They're online.</span>")
to_chat(user, span_danger("You can't put [target] into [src]. [target.p_theyre(capitalized = TRUE)] online."))
else
to_chat(user, "<span class='danger'>You can't put [target] into [src]. They're conscious.</span>")
to_chat(user, span_danger("You can't put [target] into [src]. [target.p_theyre(capitalized = TRUE)] conscious."))
return
else if(target.client)
if(alert(target,"Would you like to enter cryosleep?",,"Yes","No") == "No")
else if(target.client) // mob has client
if(tgalert(target, "Would you like to enter cryosleep?", "Enter Cryopod?", "Yes", "No") != "Yes")
return
var/generic_plsnoleave_message = " Please adminhelp before leaving the round, even if there are no administrators online!"
if(target == user && world.time - target.client.cryo_warned > 5 MINUTES)//if we haven't warned them in the last 5 minutes
if(target == user && world.time - target.client.cryo_warned > 5 MINUTES)
var/list/caught_string
var/addendum = ""
if(target.mind.assigned_role in GLOB.command_positions)
@@ -459,30 +453,48 @@
LAZYADD(caught_string, "Revolutionary")
if(caught_string)
alert(target, "You're a [english_list(caught_string)]![generic_plsnoleave_message][addendum]")
tgui_alert(target, "You're a [english_list(caught_string)]! [AHELP_FIRST_MESSAGE][addendum]")
target.client.cryo_warned = world.time
return
if(!target || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
if(!istype(target) || !can_interact(user) || !target.Adjacent(user) || !ismob(target) || isanimal(target) || !istype(user.loc, /turf) || target.buckled)
return
//rerun the checks in case of shenanigans
if(target == user)
visible_message("[user] starts climbing into the cryo pod.")
else
visible_message("[user] starts putting [target] into the cryo pod.")
// rerun the checks in case of shenanigans
if(occupant)
to_chat(user, "<span class='boldnotice'>\The [src] is in use.</span>")
to_chat(user, span_notice("[src] is already occupied!"))
return
close_machine(target)
to_chat(target, "<span class='boldnotice'>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</span>")
name = "[name] ([occupant.name])"
log_admin("<span class='notice'>[key_name(target)] entered a stasis pod.</span>")
message_admins("[key_name_admin(target)] entered a stasis pod. (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
if(target == user)
visible_message("<span class='infoplain'>[user] starts climbing into the cryo pod.</span>")
else
visible_message("<span class='infoplain'>[user] starts putting [target] into the cryo pod.</span>")
to_chat(target, span_warning("<b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"))
log_admin("[key_name(target)] entered a stasis pod.")
message_admins("[key_name_admin(target)] entered a stasis pod. [ADMIN_JMP(src)]")
add_fingerprint(target)
//Attacks/effects.
close_machine(target)
name = "[name] ([target.name])"
// Attacks/effects.
/obj/machinery/cryopod/blob_act()
return //Sorta gamey, but we don't really want these to be destroyed.
return // Sorta gamey, but we don't really want these to be destroyed.
#undef AHELP_FIRST_MESSAGE
/obj/item/circuitboard/cryopodcontrol
name = "Circuit board (Cryogenic Oversight Console)"
build_path = /obj/machinery/computer/cryopod
/obj/machinery/computer/cryopod/contents_explosion()
return
/obj/machinery/computer/cryopod/contents_explosion()
return //don't blow everyone's shit up.
/// The box
/obj/item/storage/box/blue/cryostorage_items
w_class = WEIGHT_CLASS_HUGE
var/real_name = "fire coderbus"
+3 -3
View File
@@ -102,7 +102,7 @@
rad_insulation = RAD_MEDIUM_INSULATION
var/static/list/airlock_overlays = list()
/// sigh
var/unelectrify_timerid
@@ -1278,8 +1278,8 @@
assemblytype = /obj/structure/door_assembly/door_assembly_extmai
update_icon()
/obj/machinery/door/airlock/CanAStarPass(obj/item/card/id/ID)
//Airlock is passable if it is open (!density), bot has access, and is not bolted shut or powered off)
/obj/machinery/door/airlock/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
//Airlock is passable if it is open (!density), bot has access, and is not bolted shut or powered off)
return !density || (check_access(ID) && !locked && hasPower())
/obj/machinery/door/airlock/emag_act(mob/user)
+8 -11
View File
@@ -194,22 +194,19 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
/*****The Point Calculator*****/
if(orig_light < 10)
if(orig_light < 5)
say("Explosion not large enough for research calculations.")
return
else
point_gain = (100000 * orig_light) / (orig_light + 5000)
else if(orig_light < BOMB_TARGET_SIZE) // we want to give fewer points if below the target; this curve does that
point_gain = (BOMB_TARGET_POINTS * orig_light ** BOMB_SUB_TARGET_EXPONENT) / (BOMB_TARGET_SIZE**BOMB_SUB_TARGET_EXPONENT)
else // once we're at the target, switch to a hyperbolic function so we can't go too far above it, but bigger bombs always get more points
point_gain = (BOMB_TARGET_POINTS * 2 * orig_light) / (orig_light + BOMB_TARGET_SIZE)
/*****The Point Capper*****/
if(point_gain > linked_techweb.largest_bomb_value)
if(point_gain <= TECHWEB_BOMB_POINTCAP || linked_techweb.largest_bomb_value < TECHWEB_BOMB_POINTCAP)
var/old_tech_largest_bomb_value = linked_techweb.largest_bomb_value //held so we can pull old before we do math
linked_techweb.largest_bomb_value = point_gain
point_gain -= old_tech_largest_bomb_value
point_gain = min(point_gain,TECHWEB_BOMB_POINTCAP)
else
linked_techweb.largest_bomb_value = TECHWEB_BOMB_POINTCAP
point_gain = 1000
var/old_tech_largest_bomb_value = linked_techweb.largest_bomb_value //held so we can pull old before we do math
linked_techweb.largest_bomb_value = point_gain
point_gain -= old_tech_largest_bomb_value
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_SCI)
if(D)
D.adjust_money(point_gain)
+101 -51
View File
@@ -1,8 +1,8 @@
/* Holograms!
* Contains:
* Holopad
* Hologram
* Other stuff
* Holopad
* Hologram
* Other stuff
*/
/*
@@ -24,7 +24,6 @@ Possible to do for anyone motivated enough:
* Holopad
*/
GLOBAL_LIST_EMPTY(network_holopads)
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
@@ -32,6 +31,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
name = "holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
base_icon_state = "holopad"
layer = LOW_OBJ_LAYER
plane = FLOOR_PLANE
flags_1 = HEAR_1
@@ -70,7 +70,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
var/obj/effect/overlay/holo_pad_hologram/replay_holo
/// Calls will be automatically answered after a couple rings, here for debugging
var/static/force_answer_call = FALSE
// var/static/list/holopads = list()
var/static/list/holopads = list()
var/obj/effect/overlay/holoray/ray
var/ringing = FALSE
var/offset = FALSE
@@ -107,26 +107,47 @@ GLOBAL_LIST_EMPTY(network_holopads)
new_disk.forceMove(src)
disk = new_disk
/obj/machinery/holopad/tutorial/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/obj/machinery/holopad/Moved(atom/OldLoc, Dir)
. = ..()
if(!loc)
return
// move any relevant holograms, basically non-AI, and rays with the pad
if(replay_holo)
replay_holo.abstract_move(loc)
for(var/i in holorays)
var/obj/effect/overlay/holoray/ray = holorays[i]
ray.abstract_move(loc)
var/list/non_call_masters = masters?.Copy()
for(var/datum/holocall/holocall as anything in holo_calls)
if(!holocall.user || !LAZYACCESS(masters, holocall.user))
continue
non_call_masters -= holocall.user
// moving the eye moves the holo which updates the ray too
holocall.eye.setLoc(locate(clamp(x + (holocall.hologram.x - OldLoc.x), 1, world.maxx), clamp(y + (holocall.hologram.y - OldLoc.y), 1, world.maxy), z))
for(var/mob/living/holo_master as anything in non_call_masters)
var/obj/effect/holo = masters[holo_master]
update_holoray(holo_master, holo.loc)
/obj/machinery/holopad/tutorial/attack_hand(mob/user, list/modifiers)
if(!istype(user))
return
if(user.incapacitated() || !is_operational())
return
if(replay_mode)
replay_stop()
else if(disk && disk.record)
else if(disk?.record)
replay_start()
/obj/machinery/holopad/tutorial/HasProximity(atom/movable/AM)
if (!isliving(AM))
return
if(!replay_mode && (disk && disk.record))
if(!replay_mode && (disk?.record))
replay_start()
/obj/machinery/holopad/Initialize()
. = ..()
if(on_network)
GLOB.network_holopads += src
holopads += src
/obj/machinery/holopad/Destroy()
if(outgoing_call)
@@ -146,7 +167,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
QDEL_NULL(disk)
GLOB.network_holopads -= src
holopads -= src
return ..()
/obj/machinery/holopad/power_change()
@@ -172,8 +193,10 @@ GLOBAL_LIST_EMPTY(network_holopads)
/obj/machinery/holopad/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Current projection range: <b>[holo_range]</b> units.</span>"
if(isAI(user))
. += span_notice("The status display reads: Current projection range: <b>[holo_range]</b> units. Use :h to speak through the projection. Right-click to project or cancel a projection. Alt-click to hangup all active and incomming calls. Ctrl-click to end projection without jumping to your last location.")
else if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads: Current projection range: <b>[holo_range]</b> units.")
/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
@@ -190,11 +213,11 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(istype(P,/obj/item/disk/holodisk))
if(disk)
to_chat(user,"<span class='warning'>There's already a disk inside [src]!</span>")
to_chat(user,span_warning("There's already a disk inside [src]!"))
return
if (!user.transferItemToLoc(P,src))
return
to_chat(user,"<span class='notice'>You insert [P] into [src].</span>")
to_chat(user,span_notice("You insert [P] into [src]."))
disk = P
return
@@ -242,24 +265,29 @@ GLOBAL_LIST_EMPTY(network_holopads)
switch(action)
if("AIrequest")
if(isAI(usr))
var/mob/living/silicon/ai/ai_user = usr
ai_user.eyeobj.setLoc(get_turf(src))
to_chat(usr, span_info("AIs can not request AI presence. Jumping instead."))
return
if(last_request + 200 < world.time)
last_request = world.time
to_chat(usr, "<span class='info'>You requested an AI's presence.</span>")
to_chat(usr, span_info("You requested an AI's presence."))
var/area/area = get_area(src)
for(var/mob/living/silicon/ai/AI in GLOB.silicon_mobs)
if(!AI.client)
continue
to_chat(AI, "<span class='info'>Your presence is requested at <a href='?src=[REF(AI)];jumptoholopad=[REF(src)]'>\the [area]</a>.</span>")
to_chat(AI, span_info("Your presence is requested at <a href='?src=[REF(AI)];jumptoholopad=[REF(src)]'>\the [area]</a>.</span>")) // <a href='?src=[REF(AI)];project_to_holopad=[REF(src)]'>Project Hologram?</a>"))
return TRUE
else
to_chat(usr, "<span class='info'>A request for AI presence was already sent recently.</span>")
to_chat(usr, span_info("A request for AI presence was already sent recently."))
return
if("holocall")
if(outgoing_call)
return
if(usr.loc == loc)
var/list/callnames = list()
for(var/I in GLOB.network_holopads)
for(var/I in holopads)
var/area/A = get_area(I)
if(A)
LAZYADD(callnames[A], I)
@@ -274,7 +302,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
calling = TRUE
return TRUE
else
to_chat(usr, "<span class='warning'>You must stand on the holopad to make a call!</span>")
to_chat(usr, span_warning("You must stand on the holopad to make a call!"))
if("connectcall")
var/datum/holocall/call_to_connect = locate(params["holopad"]) in holo_calls
if(!QDELETED(call_to_connect))
@@ -285,6 +313,12 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(!QDELETED(call_to_disconnect))
call_to_disconnect.Disconnect(src)
return TRUE
if("rejectall")
for(var/datum/holocall/call_to_reject as anything in holo_calls)
if(call_to_reject.connected_holopad == src) // do not kill the current connection
continue
call_to_reject.Disconnect(src)
return TRUE
if("disk_eject")
if(disk && !replay_mode)
disk.forceMove(drop_location())
@@ -327,14 +361,13 @@ GLOBAL_LIST_EMPTY(network_holopads)
return TRUE
/**
* hangup_all_calls: Disconnects all current holocalls from the holopad
*/
* hangup_all_calls: Disconnects all current holocalls from the holopad
*/
/obj/machinery/holopad/proc/hangup_all_calls()
for(var/I in holo_calls)
var/datum/holocall/HC = I
HC.Disconnect(src)
//do not allow AIs to answer calls or people will use it to meta the AI sattelite
/obj/machinery/holopad/attack_ai(mob/living/silicon/ai/user)
if (!istype(user))
return
@@ -343,12 +376,25 @@ GLOBAL_LIST_EMPTY(network_holopads)
/*There are pretty much only three ways to interact here.
I don't need to check for client since they're clicking on an object.
This may change in the future but for now will suffice.*/
if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
user.eyeobj.setLoc(get_turf(src))
else if(!LAZYLEN(masters) || !masters[user])//If there is no hologram, possibly make one.
if(!LAZYLEN(masters) || !masters[user])//If there is no hologram, possibly make one.
activate_holo(user)
else//If there is a hologram, remove it.
else//If there is a hologram, remove it, and jump to your last location.
clear_holo(user)
// if(user.lastloc)//only jump to your last location if your lastloc is set, which only sets if you projected from a request message.
// user.eyeobj.setLoc(user.lastloc)
// user.lastloc = null
/obj/machinery/holopad/AICtrlClick(mob/living/silicon/ai/user)
if (!istype(user))
return
if (!on_network)
return
if(!LAZYLEN(masters) || !masters[user])//If there is no hologram, then this button does nothing.
return
else//If there is a hologram, remove it, but dont jump to your last location.
// user.lastloc = null
clear_holo(user)
return
/obj/machinery/holopad/process()
if(LAZYLEN(masters))
@@ -378,25 +424,26 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(outgoing_call)
HC.Disconnect(src)//can't answer calls while calling
else
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
ringing = TRUE
update_icon()
update_appearance()
/obj/machinery/holopad/proc/activate_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(!istype(AI))
AI = null
if(is_operational() && (!AI || AI.eyeobj.loc == loc))//If the projector has power and client eye is on it
if (AI && istype(AI.current, /obj/machinery/holopad))
to_chat(user, "<span class='danger'>ERROR:</span> \black Image feed in progress.")
if(is_operational())//If the projector has power
if(AI && istype(AI.current, /obj/machinery/holopad))
to_chat(user, "[span_danger("ERROR:")] \black Image feed in progress.")
return
var/obj/effect/overlay/holo_pad_hologram/Hologram = new(loc)//Spawn a blank effect at the location.
if(AI)
Hologram.icon = AI.holo_icon
else //make it like real life
AI.eyeobj.setLoc(get_turf(src)) //ensure the AI camera moves to the holopad
else //make it like real life
Hologram.icon = user.icon
Hologram.icon_state = user.icon_state
Hologram.copy_overlays(user, TRUE)
@@ -407,17 +454,17 @@ GLOBAL_LIST_EMPTY(network_holopads)
Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
Hologram.set_anchored(TRUE)//So space wind cannot drag it.
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
Hologram.set_light(2) //hologram lighting
move_hologram()
set_holo(user, Hologram)
visible_message("<span class='notice'>A holographic image of [user] flickers to life before your eyes!</span>")
visible_message(span_notice("A holographic image of [user] flickers to life before your eyes!"))
return Hologram
else
to_chat(user, "<span class='danger'>ERROR:</span> Unable to project hologram.")
to_chat(user, "[span_danger("ERROR:")] Unable to project hologram.")
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
@@ -430,10 +477,13 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src && speaker != HC.hologram)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mods)
if(HC.connected_holopad == src)
if(speaker == HC.hologram && HC.user.client?.prefs.chat_on_map)
HC.user.create_chat_message(speaker, message_language, raw_message, spans)
else
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mods)
if(outgoing_call && speaker == outgoing_call.user)
if(outgoing_call?.hologram && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
if(record_mode && speaker == record_user)
@@ -447,16 +497,15 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
set_light(2)
else
set_light(0)
update_icon()
update_appearance()
/obj/machinery/holopad/update_icon_state()
var/total_users = LAZYLEN(masters) + LAZYLEN(holo_calls)
if(ringing)
icon_state = "holopad_ringing"
else if(total_users || replay_mode)
icon_state = "holopad1"
else
icon_state = "holopad0"
icon_state = "[base_icon_state]_ringing"
return ..()
icon_state = "[base_icon_state][(total_users || replay_mode) ? 1 : 0]"
return ..()
/obj/machinery/holopad/proc/set_holo(mob/living/user, obj/effect/overlay/holo_pad_hologram/h)
LAZYSET(masters, user, h)
@@ -488,7 +537,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
var/obj/effect/overlay/holo_pad_hologram/h = masters[holo_owner]
if(!h || h.HC) //Holocalls can't change source.
return FALSE
for(var/pad in GLOB.network_holopads)
for(var/pad in holopads)
var/obj/machinery/holopad/another = pad
if(another == src)
continue
@@ -524,7 +573,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
else
transfered = TRUE
//All is good.
holo.forceMove(new_turf)
holo.abstract_move(new_turf)
if(!transfered)
update_holoray(user,new_turf)
return TRUE
@@ -565,10 +614,10 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
holder.selected_language = record.language
Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
Hologram.set_anchored(TRUE)//So space wind cannot drag it.
Hologram.name = "[record.caller_name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
visible_message("<span class='notice'>A holographic image of [record.caller_name] flickers to life before your eyes!</span>")
Hologram.set_light(2) //hologram lighting
visible_message(span_notice("A holographic image of [record.caller_name] flickers to life before your eyes!"))
return Hologram
/obj/machinery/holopad/proc/replay_start()
@@ -661,7 +710,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
record_user = null
/obj/machinery/holopad/proc/record_clear()
if(disk && disk.record)
if(disk?.record)
QDEL_NULL(disk.record)
/obj/effect/overlay/holo_pad_hologram
@@ -673,6 +722,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
Impersonation = null
if(!QDELETED(HC))
HC.Disconnect(HC.calling_holopad)
HC = null
return ..()
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
+102 -21
View File
@@ -52,23 +52,30 @@
/obj/machinery/limbgrower/ui_data(mob/user)
var/list/data = list()
for(var/datum/reagent/reagent_id in reagents.reagent_list)
var/list/reagent_data = list(
reagent_name = reagent_id.name,
reagent_amount = reagent_id.volume,
reagent_type = reagent_id.type
)
data["reagents"] += list(reagent_data)
if(reagents.reagent_list.len)
for(var/datum/reagent/reagent_id in reagents.reagent_list)
var/list/reagent_data = list(
reagent_name = reagent_id.name,
reagent_amount = reagent_id.volume,
reagent_type = reagent_id.type
)
data["reagents"] += list(reagent_data)
else
data["reagents"] = list()
data["total_reagents"] = reagents.total_volume
data["max_reagents"] = reagents.maximum_volume
data["busy"] = busy
var/list/disk_data = list()
disk_data["disk"] = dna_disk //Do i, the machine, have a disk?
disk_data["name"] = dna_disk?.fields["name"] //Name for the human saved if there is one
if(dna_disk)
if(dna_disk.fields["name"])
disk_data["name"] = dna_disk.fields["name"]
else if(dna_disk.genetic_makeup_buffer["name"])
disk_data["name"] = dna_disk.genetic_makeup_buffer["name"]
else
disk_data["name"] = "No name"
//Name for the human saved if there is one
data["disk"] = disk_data
return data
/obj/machinery/limbgrower/ui_static_data(mob/user)
@@ -119,6 +126,18 @@
if (busy)
to_chat(user, "<span class=\"alert\">\The [src] is busy. Please wait for completion of previous operation.</span>")
return
if(ispath(user_item.type, /obj/item/reagent_containers/blood) && user.a_intent != INTENT_HARM)
var/obj/item/reagent_containers/blood/B = user_item
if(!B.reagents.get_reagents())
to_chat(user, "<span class=\"alert\">You can't fill [src] with an empty [B.name]!</span>")
return
if(reagents.total_volume == reagents.maximum_volume)
to_chat(user, "<span class=\"alert\">\The [src] can't hold more blood!</span>")
return
user.visible_message("<span class='notice'>[user] drains the [user_item] into [src] using the blood bag port on [src].</span>",
"You drain the [user_item] into [src] using the blood bag port.")
B.reagents.trans_to(src, B.amount_per_transfer_from_this)
return
if(default_deconstruction_screwdriver(user, "limbgrower_panelopen", "limbgrower_idleoff", user_item))
ui_close(user)
@@ -180,7 +199,7 @@
for(var/reagent_id in consumed_reagents_list)
consumed_reagents_list[reagent_id] *= production_coefficient
if(!reagents.has_reagent(reagent_id, consumed_reagents_list[reagent_id]))
audible_message("<span class='notice'>\The [src] buzzes.</span>")
audible_message("<span class='warning'>\The [src] buzzes and states \"INSUFFICENT REAGENTS\"</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
return
@@ -206,17 +225,13 @@
* modified_consumed_reagents_list - the list of reagents we will consume on build, modified by the production coefficient.
*/
/obj/machinery/limbgrower/proc/build_item(list/modified_consumed_reagents_list)
for(var/reagent_id in modified_consumed_reagents_list)
if(!reagents.has_reagent(reagent_id, modified_consumed_reagents_list[reagent_id]))
audible_message("<span class='notice'>\The [src] buzzes.</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
break
reagents.remove_reagent(reagent_id, modified_consumed_reagents_list[reagent_id])
reagent_usage(modified_consumed_reagents_list)
var/built_typepath = being_built.build_path
// If we have a bodypart, we need to initialize the limb on its own. Otherwise we can build it here.
if(ispath(built_typepath, /obj/item/bodypart))
if(ispath(built_typepath, /mob/living/carbon/human/chestonly))
if(!build_mob_chest(built_typepath, FALSE))
reagent_usage(modified_consumed_reagents_list, FALSE)
else if(ispath(built_typepath, /obj/item/bodypart))
build_limb(built_typepath)
else if(ispath(built_typepath, /obj/item/organ/genital)) //genitals are uhh... customizable
build_genital(built_typepath)
@@ -227,6 +242,25 @@
flick("limbgrower_unfill", src)
icon_state = "limbgrower_idleoff"
/obj/machinery/limbgrower/proc/reagent_usage(modified_consumed_reagents_list, remove = TRUE)
// Apparently, having a boolean in a loop is worse than doing it twice
if(remove)
for(var/reagent_id in modified_consumed_reagents_list)
if(reagent_sanity_check(reagent_id, modified_consumed_reagents_list[reagent_id]))
reagents.remove_reagent(reagent_id, modified_consumed_reagents_list[reagent_id])
else
for(var/reagent_id in modified_consumed_reagents_list)
if(reagent_sanity_check(reagent_id, modified_consumed_reagents_list[reagent_id]))
reagents.add_reagent(reagent_id, modified_consumed_reagents_list[reagent_id])
/obj/machinery/limbgrower/proc/reagent_sanity_check(reagent_id, amount)
if(reagents.has_reagent(reagent_id, amount))
return TRUE
audible_message("<span class='warning'>\The [src] buzzes, with a screen showing: INSUFFICENT REAGENTS</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
return FALSE
/*
* The process of putting together a limb.
* This is called from after we remove the reagents, so this proc is just initializing the limb type.
@@ -306,6 +340,53 @@
else
new built_typepath(loc)
/obj/machinery/limbgrower/proc/build_mob_chest(built_typepath)
// Create a mob with a chest, but nothing else
if(!ispath(built_typepath, /mob/living/carbon/human/chestonly))
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
visible_message(src, "Buzzes, an error screen appearing on its display.")
return FALSE
// Fields is from cloning, a much fuller scan, genetic_makeup_buffer is less so
var/dna_genetics = dna_disk?.genetic_makeup_buffer
var/dna_cloning = dna_disk?.fields
var/datum/species/selected = GLOB.species_datums[selected_category]
var/mob/living/carbon/human/chestonly/C = new(loc)
C.real_name = length(dna_genetics) ? dna_genetics["name"] : "Synthetic Humanoid #[rand(10000, 99999)]"
if(length(dna_cloning))
C.hardset_dna(dna_cloning["UI"], dna_cloning["SE"], dna_cloning["name"], dna_cloning["blood_type"], dna_cloning["mrace"], dna_cloning["features"])
else if(length(dna_genetics))
C.hardset_dna(dna_genetics["UI"], null, dna_genetics["name"], dna_genetics["blood_type"])
else
C.real_name = "Synthetic Humanoid #[rand(10000, 99999)]"
C.hair_style = "bald"
C.skin_tone = "albino"
C.set_species(selected)
C.set_resting(TRUE, TRUE)
// Don't want to cause it to deathgasp..
C.stat = DEAD
C.adjustOxyLoss(200)
// Limb replacement causes toxloss, which can cause too much suffering for the doctor that I don't want
C.adjustCloneLoss(45)
C.med_hud_set_status()
C.med_hud_set_health()
C.underwear = "Nude"
C.undershirt = "Nude"
C.saved_underwear = ""
C.saved_undershirt = ""
// Just enough to start reviving them, I hope
C.blood_volume = BLOOD_VOLUME_SURVIVE
// At some point, make a way to deal with species regenerate_organs
// Remove all the organs
for(var/organ in C.internal_organs)
var/obj/item/organ/O = organ
O.Remove(organ)
C.update_body(TRUE)
C.update_hair()
C.update_body_parts()
C.update_appearance()
return TRUE
/obj/machinery/limbgrower/RefreshParts()
reagents.maximum_volume = 0
for(var/obj/item/reagent_containers/glass/our_beaker in component_parts)
+2 -1
View File
@@ -45,7 +45,8 @@ Buildable meters
if(make_from)
make_from_existing(make_from)
else
pipe_type = _pipe_type
if(!initial(src.pipe_type))
pipe_type = _pipe_type
setDir(_dir)
update()
+1 -1
View File
@@ -374,7 +374,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
radio_freq = FREQ_ENGINEERING
if("security")
radio_freq = FREQ_SECURITY
if("cargobay" || "mining")
if("cargobay", "mining")
radio_freq = FREQ_SUPPLY
Radio.set_frequency(radio_freq)
+21
View File
@@ -0,0 +1,21 @@
/obj/mecha/combat/five_stars
desc = "A state of the art tank deployed by the Spinward Stellar Coalition National Guard."
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 800
pixel_x = -32
pixel_y = -32
/obj/mecha/combat/five_stars/Initialize()
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
max_ammo()
@@ -130,7 +130,11 @@
if(isalien(target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
//organs go everywhere
if(target_part && prob(10 * drill_level))
@@ -342,6 +342,9 @@
harmful = TRUE
ammo_type = "missiles_he"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops
projectiles = 420
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/breaching
name = "\improper BRM-6 missile rack"
desc = "A weapon for combat exosuits. Launches low-explosive breaching missiles designed to explode only when striking a sturdy target."
@@ -11,12 +11,12 @@
var/gibs_reagent_id = /datum/reagent/liquidgibs
var/gibs_bloodtype = "A+"
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases, list/blood_data)
. = ..()
if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
reagents.add_reagent(gibs_reagent_id, 5, blood_data)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
update_icon()
@@ -1,3 +1,5 @@
GLOBAL_LIST(gang_tags)
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
@@ -45,6 +47,8 @@
data["pixel_x"] = pixel_x
if(pixel_y != initial(pixel_y))
data["pixel_y"] = pixel_y
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isgroundlessturf(T)
/obj/effect/decal/cleanable/crayon/PersistenceLoad(list/data)
. = ..()
@@ -63,3 +67,18 @@
pixel_x = data["pixel_x"]
if(data["pixel_y"])
pixel_y = data["pixel_y"]
/obj/effect/decal/cleanable/crayon/gang
name = "Leet Like Jeff K gang tag"
desc = "Looks like someone's claimed this area for Leet Like Jeff K."
icon = 'icons/obj/gang/tags.dmi'
layer = BELOW_MOB_LAYER
var/datum/team/gang/my_gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
LAZYADD(GLOB.gang_tags, src)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
LAZYREMOVE(GLOB.gang_tags, src)
..()
@@ -31,7 +31,10 @@
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
var/body_coloring = ""
var/list/blood_data_to_add
if(source_mob)
blood_data_to_add = source_mob.get_blood_data()
if(!issilicon(source_mob))
dna_to_add = blood_dna || source_mob.get_blood_dna_list() //ez pz
if(ishuman(source_mob))
@@ -65,7 +68,7 @@
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(loc, diseases)
gib = new gibType(loc, diseases, blood_data_to_add)
if(iscarbon(loc))
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
@@ -4,6 +4,7 @@
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
color = BLOOD_COLOR_HUMAN // set it to red by default because the actual icons are white
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
+125 -47
View File
@@ -46,11 +46,23 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
max_integrity = 200
obj_flags = NONE
///Item flags for the item
var/item_flags = NONE
var/hitsound = null
var/usesound = null
var/throwhitsound = null
///Sound played when you hit something with the item
var/hitsound
///Played when the item is used, for example tools
var/usesound
///Used when yate into a mob
var/mob_throw_hit_sound
///Sound used when equipping the item into a valid slot
var/equip_sound
///Sound uses when picking the item up (into your hands)
var/pickup_sound
///Sound uses when dropping the item, or when its thrown.
var/drop_sound
///Whether or not we use stealthy audio levels for this item's attack sounds
var/stealthy_audio = FALSE
/// Weight class for how much storage capacity it uses and how big it physically is meaning storages can't hold it if their maximum weight class isn't as high as it.
var/w_class = WEIGHT_CLASS_NORMAL
@@ -129,7 +141,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/datum/dog_fashion/dog_fashion = null
//Tooltip vars
var/force_string //string form of an item's force. Edit this var only to set a custom force string
///string form of an item's force. Edit this var only to set a custom force string
var/force_string
var/last_force_string_check = 0
var/trigger_guard = TRIGGER_GUARD_NONE
@@ -331,15 +344,20 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return ..()
/obj/item/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
if(!user)
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(loc == user && current_equipped_slot && current_equipped_slot != ITEM_SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
. = TRUE
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
var/can_handle_hot = FALSE
@@ -374,6 +392,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
//If the item is in a storage item, take it out
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
if(QDELETED(src)) //moving it out of the storage to the floor destroyed it.
return
if(throwing)
throwing.finalize(FALSE)
@@ -381,11 +401,12 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
remove_outline()
. = FALSE
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
user.dropItemToGround(src)
return TRUE
/obj/item/proc/allow_attack_hand_drop(mob/user)
return TRUE
@@ -395,7 +416,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(loc == user && current_equipped_slot && current_equipped_slot != ITEM_SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(user, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
@@ -453,9 +474,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
item_flags &= ~(IN_INVENTORY)
item_flags &= ~(IN_STORAGE)
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
remove_outline()
// if(!silent)
// playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
if(!silent)
playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
user?.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
@@ -548,7 +568,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
if(slot == ITEM_SLOT_BACKPACK || slot == ITEM_SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
return FALSE
return TRUE
@@ -702,8 +722,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (throwhitsound)
playsound(hit_atom, throwhitsound, volume, TRUE, -1)
if (mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
@@ -711,8 +731,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
// else
// playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
else if (drop_sound)
playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -797,7 +817,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(ismob(location))
var/mob/M = location
var/success = FALSE
if(src == M.get_item_by_slot(SLOT_WEAR_MASK))
if(src == M.get_item_by_slot(ITEM_SLOT_MASK))
success = TRUE
if(success)
location = get_turf(M)
@@ -886,47 +906,55 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
. = ..()
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
if((item_flags & IN_INVENTORY || item_flags & IN_STORAGE) && usr?.client.prefs.enable_tips && !QDELETED(src))
var/timedelay = max(usr.client.prefs.tip_delay * 0.01, 0.01) // I heard multiplying is faster, also runtimes from very low/negative numbers
usr.client.tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
var/mob/living/L = usr
if(istype(L) && (L.incapacitated() || (current_equipped_slot in L.check_obscured_slots()) || !L.canUnEquip(src)))
apply_outline(_size = 3)
else
apply_outline()
if(get(src, /mob) == usr && !QDELETED(src))
var/mob/living/L = usr
if(usr.client.prefs.enable_tips)
var/timedelay = usr.client.prefs.tip_delay/100
usr.client.tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
if(usr.client.prefs.outline_enabled)
if(istype(L) && L.incapacitated())
apply_outline(COLOR_RED_GRAY) //if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now
else
apply_outline(usr.client.prefs.outline_color) //if the player's alive and well we send the command with no color set, so it uses the theme's color
/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
. = ..()
remove_outline()
remove_filter("hover_outline") //get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong
/obj/item/MouseExited(location,control,params)
/obj/item/MouseExited(location, control, params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_EXIT, location, control, params)
deltimer(usr.client.tip_timer) //delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
remove_outline()
remove_filter("hover_outline")
/obj/item/proc/apply_outline(colour = null, _size=1)
if(!(item_flags & IN_INVENTORY || item_flags & IN_STORAGE) || QDELETED(src) || isobserver(usr))
/obj/item/proc/apply_outline(outline_color = null)
if(get(src, /mob) != usr || QDELETED(src) || isobserver(usr)) //cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow)
return
if(usr.client)
if(!usr.client.prefs.outline_enabled)
return
if(!colour)
if(usr.client)
colour = usr.client.prefs.outline_color
if(!colour)
colour = COLOR_BLUE_GRAY
else
colour = COLOR_BLUE_GRAY
if(outline_filter)
filters -= outline_filter
outline_filter = filter(type="outline", size=_size, color=colour)
filters += outline_filter
var/theme = lowertext(usr.client.prefs.UI_style)
if(!outline_color) //if we weren't provided with a color, take the theme's color
switch(theme) //yeah it kinda has to be this way
if("midnight")
outline_color = COLOR_THEME_MIDNIGHT
if("plasmafire")
outline_color = COLOR_THEME_PLASMAFIRE
if("retro")
outline_color = COLOR_THEME_RETRO //just as garish as the rest of this theme
if("slimecore")
outline_color = COLOR_THEME_SLIMECORE
if("operative")
outline_color = COLOR_THEME_OPERATIVE
if("clockwork")
outline_color = COLOR_THEME_CLOCKWORK //if you want free gbp go fix the fact that clockwork's tooltip css is glass'
if("glass")
outline_color = COLOR_THEME_GLASS
else //this should never happen, hopefully
outline_color = COLOR_WHITE
if(color)
outline_color = COLOR_WHITE //if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint
/obj/item/proc/remove_outline()
if(outline_filter)
filters -= outline_filter
outline_filter = null
add_filter("hover_outline", 1, list("type" = "outline", "size" = 1, "color" = outline_color))
// Called when a mob tries to use the item as a tool.
// Handles most checks.
@@ -1063,6 +1091,19 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
. = ..()
if(var_name == NAMEOF(src, slowdown))
set_slowdown(var_value) //don't care if it's a duplicate edit as slowdown'll be set, do it anyways to force normal behavior.
/obj/item/proc/canStrip(mob/stripper, mob/owner)
SHOULD_BE_PURE(TRUE)
return !HAS_TRAIT(src, TRAIT_NODROP) && !(item_flags & ABSTRACT)
/obj/item/proc/doStrip(mob/stripper, mob/owner)
if(owner.dropItemToGround(src))
if(stripper.can_hold_items())
stripper.put_in_hands(src)
return TRUE
else
return FALSE
/**
* Does the current embedding var meet the criteria for being harmless? Namely, does it explicitly define the pain multiplier and jostle pain mult to be 0? If so, return true.
*
@@ -1195,3 +1236,40 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE
/**
* * An interrupt for offering an item to other people, called mainly from [/mob/living/carbon/proc/give], in case you want to run your own offer behavior instead.
*
* * Return TRUE if you want to interrupt the offer.
*
* * Arguments:
* * offerer - the person offering the item
*/
/obj/item/proc/on_offered(mob/living/carbon/offerer)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFERING, offerer) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/**
* * An interrupt for someone trying to accept an offered item, called mainly from [/mob/living/carbon/proc/take], in case you want to run your own take behavior instead.
*
* * Return TRUE if you want to interrupt the taking.
*
* * Arguments:
* * offerer - the person offering the item
* * taker - the person trying to accept the offer
*/
/obj/item/proc/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFER_TAKEN, offerer, taker) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/**
* Updates all action buttons associated with this item
*
* Arguments:
* * status_only - Update only current availability status of the buttons to show if they are ready or not to use
* * force - Force buttons update even if the given button icon state has not changed
*/
/obj/item/proc/update_action_buttons(status_only = FALSE, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.UpdateButtonIcon(status_only, force)
+28 -2
View File
@@ -14,6 +14,7 @@
var/response_timer_id = null
var/approval_time = 600
var/allow_unicode = FALSE
var/admin_approved = FALSE
var/static/regex/standard_station_regex
@@ -62,8 +63,32 @@
to_chat(user, "Your name has been sent to your employers for approval.")
// Autoapproves after a certain time
response_timer_id = addtimer(CALLBACK(src, .proc/rename_station, new_name, user.name, user.real_name, key_name(user)), approval_time, TIMER_STOPPABLE)
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [html_encode(new_name)] (will autoapprove in [DisplayTimeText(approval_time)]). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=[REF(src)]'>REJECT</A>) [ADMIN_CENTCOM_REPLY(user)]</span>")
var/requires_approval = CONFIG_GET(flag/station_name_needs_approval)
response_timer_id = addtimer(CALLBACK(src, .proc/check_state, new_name, user.name, user.real_name, key_name(user)), approval_time, TIMER_STOPPABLE)
to_chat(GLOB.admins, "<span class='adminnotice'><b><font color=orange>CUSTOM STATION RENAME:</font></b>[ADMIN_LOOKUPFLW(user)] proposes to rename the [name_type] to [html_encode(new_name)] ([requires_approval ? "REQUIRES ADMIN APPROVAL and will autodeny" : "will autoapprove"] in [DisplayTimeText(approval_time)]). [ADMIN_SMITE(user)] (<A HREF='?_src_=holder;[HrefToken(TRUE)];reject_custom_name=[REF(src)]'>REJECT</A>)[requires_approval ? " (<A HREF='?_src_=holder;[HrefToken(TRUE)];approve_custom_name=[REF(src)]'>APPROVE</A>)" : ""] [ADMIN_CENTCOM_REPLY(user)]</span>")
/obj/item/station_charter/proc/check_state(designation, uname, ureal_name, ukey)
var/requires_approval = CONFIG_GET(flag/station_name_needs_approval)
if(requires_approval && !admin_approved)
var/turf/T = get_turf(src)
T.visible_message("<span class='warning'>A note appears on [src], stating this sector requires central command approval for its station names, which was not performed in time for this request. Looks like the change has been auto-rejected.</span>")
var/m = "Station rename has been autorejected due to config requiring admin approval."
message_admins(m)
log_admin(m)
else
rename_station(designation, uname, ureal_name, ukey)
response_timer_id = null
admin_approved = FALSE
/obj/item/station_charter/proc/allow_pass(user)
if(!user)
return
if(!response_timer_id)
return
admin_approved = TRUE
var/m = "[key_name(user)] has approved the proposed station name. It can still be denied prior to the timer expiring."
message_admins(m)
log_admin(m)
/obj/item/station_charter/proc/reject_proposed(user)
if(!user)
@@ -80,6 +105,7 @@
deltimer(response_timer_id)
response_timer_id = null
admin_approved = FALSE
/obj/item/station_charter/proc/rename_station(designation, uname, ureal_name, ukey)
set_station_name(designation)
+1 -1
View File
@@ -34,7 +34,7 @@
user.put_in_hands(PA)
/obj/item/chrono_eraser/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_BACK)
if(slot == ITEM_SLOT_BACK)
return 1
/obj/item/gun/energy/chrono_gun
+4 -4
View File
@@ -89,7 +89,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
..()
/obj/item/proc/help_light_cig(mob/living/M)
var/mask_item = M.get_item_by_slot(SLOT_WEAR_MASK)
var/mask_item = M.get_item_by_slot(ITEM_SLOT_MASK)
if(istype(mask_item, /obj/item/clothing/mask/cigarette))
return mask_item
@@ -130,7 +130,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
reagents.add_reagent_list(list_reagents)
if(starts_lit)
light()
AddComponent(/datum/component/knockoff,90,list(BODY_ZONE_PRECISE_MOUTH),list(SLOT_WEAR_MASK))//90% to knock off when wearing a mask
AddComponent(/datum/component/knockoff,90,list(BODY_ZONE_PRECISE_MOUTH),list(ITEM_SLOT_MASK))//90% to knock off when wearing a mask
/obj/item/clothing/mask/cigarette/Destroy()
STOP_PROCESSING(SSobj, src)
@@ -819,7 +819,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/vape/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_WEAR_MASK)
if(slot == ITEM_SLOT_MASK)
if(!screw)
to_chat(user, "<span class='notice'>You start puffing on the vape.</span>")
reagents.reagents_holder_flags &= ~(NO_REACT)
@@ -830,7 +830,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/vape/dropped(mob/user)
. = ..()
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_WEAR_MASK) == src)
if(C.get_item_by_slot(ITEM_SLOT_MASK) == src)
reagents.reagents_holder_flags |= NO_REACT
STOP_PROCESSING(SSobj, src)
+60 -84
View File
@@ -298,7 +298,7 @@
/obj/item/toy/crayon/proc/draw_on(atom/target, mob/user, proximity, params)
var/static/list/punctuation = list("!","?",".",",","/","+","-","=","%","#","&")
var/istagger = HAS_TRAIT(user, TRAIT_TAGGER)
var/cost = 1
if(paint_mode == PAINT_LARGE_HORIZONTAL)
cost = 5
@@ -355,14 +355,14 @@
else if(drawing in graffiti|oriented)
temp = "graffiti"
// If a gang member is using a gang spraycan, it'll behave differently
var/gang_mode = FALSE
if(gang && user.mind && user.mind.has_antag_datum(/datum/antagonist/gang)) //Heres a check.
gang_mode = TRUE // No more runtimes if a non-gang member sprays a gang can, it just works like normal cans.
// discontinue if the area isn't valid for tagging because gang "honour"
var/gang_mode
if(user.mind)
gang_mode = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gang_mode && (!can_claim_for_gang(user, target)))
return
var/graf_rot
if(drawing in oriented)
switch(user.dir)
@@ -390,16 +390,12 @@
audible_message("<span class='notice'>You hear spraying.</span>")
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
var/takes_time = !instant //For order purposes, since I'm maximum bad.
if(gang_mode)
takes_time = TRUE
var/wait_time = 50
if(paint_mode == PAINT_LARGE_HORIZONTAL)
wait_time *= 3
if(takes_time) //This is what deteremines the time it takes to spray a tag in gang mode. 50 is Default.
if(!do_after(user, gang_tag_delay, target = target)) //25 is a good number, but we have gang_tag_delay var now.
if(gang_mode || !instant)
if(!do_after(user, 50, target = target))
return
if(length(text_buffer))
@@ -410,16 +406,15 @@
if(actually_paints)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
if(gang_mode)
// Double check it wasn't tagged in the meanwhile.
if(!can_claim_for_gang(user, target))
return
tag_for_gang(user, target)
tag_for_gang(user, target, gang_mode)
affected_turfs += target
else
switch(paint_mode)
if(PAINT_NORMAL)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
C.add_hiddenprint(user)
if(precision_mode)
C.pixel_x = clamp(precision_x, -(world.icon_size/2), world.icon_size/2)
@@ -432,14 +427,18 @@
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(isValidSurface(left) && isValidSurface(right))
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
affected_turfs += left
affected_turfs += right
affected_turfs += target
else
to_chat(user, "<span class='warning'>There isn't enough space to paint!</span>")
return
C.add_hiddenprint(user)
if(istagger)
C.AddComponent(/datum/element/art, GOOD_ART)
else
C.AddComponent(/datum/element/art, BAD_ART)
if(!instant)
to_chat(user, "<span class='notice'>You finish drawing \the [temp].</span>")
@@ -462,52 +461,6 @@
reagents.trans_to(t, ., volume_multiplier)
check_empty(user)
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
// Check area validity.
// Reject space, player-created areas, and non-station z-levels.
var/area/A = get_base_area(target)
if(!A || (!is_station_level(A.z)) || !(A.area_flags & VALID_TERRITORY))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/G in target)
var/obj/effect/decal/cleanable/crayon/gang/gangtag = G
if(istype(gangtag))
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gangtag.gang != GA.gang)
spraying_over = TRUE
break
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by the [occupying_gang] gang! You must get rid of or spray over the old tag first!</span>")
return FALSE
// If you pass the gauntlet of checks, you're good to proceed
return TRUE
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/datum/team/gang/G in GLOB.gangs)
if(territory.type in (G.territories|G.new_territories))
. = G.name
break
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target)
//Delete any old markings on this tile, including other gang tags
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
var/area/territory = get_base_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,G.gang,"graffiti",0,user) // Heres the gang tag.
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/////////////////Gang end////////////////////
/obj/item/toy/crayon/attack(mob/M, mob/user)
if(edible && (M == user))
to_chat(user, "You take a bite of the [src.name]. Delicious!")
@@ -521,6 +474,49 @@
else
..()
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
var/area/A = get_area(target)
if(!A || (!is_station_level(A.z)))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/obj/effect/decal/cleanable/crayon/gang/G in target)
spraying_over = TRUE
for(var/obj/machinery/power/apc in target)
to_chat(user, "<span class='warning'>You can't tag an APC.</span>")
return FALSE
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by a gang! You must find and spray over the old tag first!</span>")
return FALSE
// stolen from oldgang lmao
return TRUE
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target, datum/antagonist/gang/user_gang)
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/area/territory = get_area(target)
var/obj/effect/decal/cleanable/crayon/gang/tag = new /obj/effect/decal/cleanable/crayon/gang(target)
tag.my_gang = user_gang.my_gang
tag.icon_state = "[user_gang.gang_id]_tag"
tag.name = "[tag.my_gang.name] gang tag"
tag.desc = "Looks like someone's claimed this area for [tag.my_gang.name]."
to_chat(user, "<span class='notice'>You tagged [territory] for [tag.my_gang.name]!</span>")
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/obj/effect/decal/cleanable/crayon/gang/G in GLOB.gang_tags)
if(get_area(G) == territory)
return G
/////////////////Gang end////////////////////
/obj/item/toy/crayon/red
icon_state = "crayonred"
paint_color = "#DA0000"
@@ -761,7 +757,7 @@
return
if(isobj(target))
if(isobj(target) && !istype(target, /obj/effect/decal/cleanable/crayon/gang))
if(actually_paints)
if(istype(target, /obj/item/canvas)) //dont color our canvas neon green when im trying to paint please
return
@@ -866,26 +862,6 @@
post_noise = FALSE
reagent_contents = list(/datum/reagent/consumable/nothing = 1, /datum/reagent/toxin/mutetoxin = 1)
/obj/item/toy/crayon/spraycan/gang
charges = 20 // Charges back to 20, which is the default value for them.
gang = TRUE
gang_tag_delay = 15 //Its 50% faster than a regular spraycan, for tagging. After-all they did spend points/meet the boss.
pre_noise = FALSE
post_noise = TRUE // Its even more stealthy just a tad.
/obj/item/toy/crayon/spraycan/gang/Initialize(loc, datum/team/gang/G)
..()
if(G)
gang = G
paint_color = G.color
update_icon()
/obj/item/toy/crayon/spraycan/gang/examine(mob/user)
. = ..()
if(user.mind && user.mind.has_antag_datum(/datum/antagonist/gang) || isobserver(user))
. += "This spraycan has been specially modified with a stage 2 nozzle kit, making it faster."
/obj/item/toy/crayon/spraycan/infinite
name = "infinite spraycan"
charges = -1
+4 -4
View File
@@ -80,13 +80,13 @@
/obj/item/defibrillator/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user)
if(slot_flags == ITEM_SLOT_BACK)
if(user.get_item_by_slot(SLOT_BACK) == src)
if(user.get_item_by_slot(ITEM_SLOT_BACK) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
else if(slot_flags == ITEM_SLOT_BELT)
if(user.get_item_by_slot(SLOT_BELT) == src)
if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
@@ -182,7 +182,7 @@
/obj/item/defibrillator/equipped(mob/user, slot)
..()
if((slot_flags == ITEM_SLOT_BACK && slot != SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != SLOT_BELT))
if((slot_flags == ITEM_SLOT_BACK && slot != ITEM_SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != ITEM_SLOT_BELT))
remove_paddles(user)
update_power()
@@ -423,7 +423,7 @@
if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
H.notify_ghost_cloning("Your heart is being defibrillated!")
H.grab_ghost() // Shove them back in their body.
else if(H.can_defib())
else if(H.can_revive())
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
do_help(H, user)
@@ -369,6 +369,10 @@ GLOBAL_LIST_EMPTY(PDAs)
dat += "<li><a href='byond://?src=[REF(src)];choice=Toggle Door'>[PDAIMG(rdoor)]Toggle Remote Door</a></li>"
if (cartridge.access & CART_DRONEPHONE)
dat += "<li><a href='byond://?src=[REF(src)];choice=Drone Phone'>[PDAIMG(dronephone)]Drone Phone</a></li>"
if (cartridge.access & CART_BARTENDER)
dat += "<li><a href='byond://?src=[REF(src)];choice=Drink Recipe Browser'>[PDAIMG(bucket)]Drink Recipe Browser</a></li>"
if (cartridge.access & CART_CHEMISTRY)
dat += "<li><a href='byond://?src=[REF(src)];choice=Chemistry Recipe Browser'>[PDAIMG(bucket)]Chemistry Recipe Browser</a></li>"
dat += "<li><a href='byond://?src=[REF(src)];choice=3'>[PDAIMG(atmos)]Atmospheric Scan</a></li>"
dat += "<li><a href='byond://?src=[REF(src)];choice=Light'>[PDAIMG(flashlight)][fon ? "Disable" : "Enable"] Flashlight</a></li>"
if (pai)
@@ -705,6 +709,16 @@ GLOBAL_LIST_EMPTY(PDAs)
if(T)
pai.forceMove(T)
//DRINK RECIPE BROWSER=============================
if("Drink Recipe Browser")
if(cartridge && cartridge.access & CART_BARTENDER)
recipe_search(U, GLOB.drink_reactions_list)
//CHEMISTRY RECIPE BROWSER
if("Chemistry Recipe Browser")
if(cartridge && cartridge.access & CART_CHEMISTRY)
recipe_search(U, GLOB.normalized_chemical_reactions_list)
//LINK FUNCTIONS===================================
else//Cartridge menu linking
@@ -222,6 +222,7 @@
/obj/item/pda/bar
name = "bartender PDA"
icon_state = "pda-bartender"
default_cartridge = /obj/item/cartridge/bartender
inserted_item = /obj/item/pen/fountain
/obj/item/pda/atmos
+9 -1
View File
@@ -13,6 +13,8 @@
#define CART_QUARTERMASTER (1<<12)
#define CART_HYDROPONICS (1<<13)
#define CART_DRONEPHONE (1<<14)
#define CART_BARTENDER (1<<15)
#define CART_CHEMISTRY (1<<16)
/obj/item/cartridge
@@ -77,7 +79,7 @@
/obj/item/cartridge/chemistry
name = "\improper ChemWhiz cartridge"
icon_state = "cart-chem"
access = CART_REAGENT_SCANNER
access = CART_REAGENT_SCANNER | CART_CHEMISTRY
bot_access_flags = MED_BOT
/obj/item/cartridge/security
@@ -190,6 +192,12 @@
bot_access_flags = SEC_BOT | MULE_BOT | FLOOR_BOT | CLEAN_BOT | MED_BOT | FIRE_BOT
spam_enabled = 1
/obj/item/cartridge/bartender
name = "\improper B.O.O.Z.E cartridge"
desc = "Now with 12% alcohol!"
icon_state = "cart-bar"
access = CART_BARTENDER
/obj/item/cartridge/captain/New()
..()
radio = new(src)
@@ -19,6 +19,7 @@
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
rad_flags = RAD_NO_CONTAMINATE
item_flags = NOBLUDGEON
custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
var/grace = RAD_GRACE_PERIOD
@@ -35,17 +36,15 @@
. = ..()
START_PROCESSING(SSobj, src)
soundloop = new(list(src), FALSE)
soundloop = new(src, FALSE)
/obj/item/geiger_counter/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(soundloop)
return ..()
/obj/item/geiger_counter/process()
update_icon()
update_sound()
/obj/item/geiger_counter/process(delta_time)
if(!scanning)
current_tick_amount = 0
return
@@ -64,49 +63,55 @@
current_tick_amount = 0
update_appearance()
update_sound()
/obj/item/geiger_counter/examine(mob/user)
. = ..()
if(!scanning)
return
. += "<span class='info'>Alt-click it to clear stored radiation levels.</span>"
. += span_info("Alt-click it to clear stored radiation levels.")
if(obj_flags & EMAGGED)
. += "<span class='warning'>The display seems to be incomprehensible.</span>"
. += span_warning("The display seems to be incomprehensible.")
return
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
. += "<span class='notice'>Ambient radiation level count reports that all is well.</span>"
. += span_notice("Ambient radiation level count reports that all is well.")
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
. += "<span class='disarm'>Ambient radiation levels slightly above average.</span>"
. += span_alert("Ambient radiation levels slightly above average.")
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
. += "<span class='warning'>Ambient radiation levels above average.</span>"
. += span_warning("Ambient radiation levels above average.")
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
. += "<span class='danger'>Ambient radiation levels highly above average.</span>"
. += span_danger("Ambient radiation levels highly above average.")
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
. += "<span class='suicide'>Ambient radiation levels nearing critical level.</span>"
. += span_suicide("Ambient radiation levels nearing critical level.")
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
. += "<span class='boldannounce'>Ambient radiation levels above critical level!</span>"
. += span_boldannounce("Ambient radiation levels above critical level!")
. += "<span class='notice'>The last radiation amount detected was [last_tick_amount]</span>"
. += span_notice("The last radiation amount detected was [last_tick_amount]")
/obj/item/geiger_counter/update_icon_state()
if(!scanning)
icon_state = "geiger_off"
else if(obj_flags & EMAGGED)
return ..()
if(obj_flags & EMAGGED)
icon_state = "geiger_on_emag"
else
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
return ..()
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
return ..()
/obj/item/geiger_counter/proc/update_sound()
var/datum/looping_sound/geiger/loop = soundloop
@@ -124,21 +129,21 @@
if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
return
current_tick_amount += amount
update_icon()
update_appearance()
/obj/item/geiger_counter/attack_self(mob/user)
scanning = !scanning
update_icon()
to_chat(user, "<span class='notice'>[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src].</span>")
update_appearance()
to_chat(user, span_notice("[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src]."))
/obj/item/geiger_counter/afterattack(atom/target, mob/user)
/obj/item/geiger_counter/afterattack(atom/target, mob/living/user)
. = ..()
if(user.a_intent == INTENT_HELP)
if(!(obj_flags & EMAGGED))
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='notice'>You scan [target]'s radiation levels with [src]...</span>")
user.visible_message(span_notice("[user] scans [target] with [src]."), span_notice("You scan [target]'s radiation levels with [src]..."))
addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
else
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='danger'>You project [src]'s stored radiation into [target]!</span>")
user.visible_message(span_notice("[user] scans [target] with [src]."), span_danger("You project [src]'s stored radiation into [target]!"))
target.rad_act(radiation_count)
radiation_count = 0
return TRUE
@@ -156,57 +161,61 @@
if(isliving(A))
var/mob/living/M = A
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
to_chat(user, span_notice("[icon2html(src, user)] Radiation levels within normal boundaries."))
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation] rad.</span>")
to_chat(user, span_boldannounce("[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation]."))
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]</span>")
to_chat(user, span_boldannounce("[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]"))
else
to_chat(user, "<span class='notice'>[icon2html(src, user)] Target is free of radioactive contamination.</span>")
to_chat(user, span_notice("[icon2html(src, user)] Target is free of radioactive contamination."))
/obj/item/geiger_counter/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER && (obj_flags & EMAGGED))
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return 0
user.visible_message("<span class='notice'>[user] unscrews [src]'s maintenance panel and begins fiddling with its innards...</span>", "<span class='notice'>You begin resetting [src]...</span>")
to_chat(user, span_warning("Turn off [src] before you perform this action!"))
return FALSE
user.visible_message(span_notice("[user] unscrews [src]'s maintenance panel and begins fiddling with its innards..."), span_notice("You begin resetting [src]..."))
if(!I.use_tool(src, user, 40, volume=50))
return 0
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
return FALSE
user.visible_message(span_notice("[user] refastens [src]'s maintenance panel!"), span_notice("You reset [src] to its factory settings!"))
obj_flags &= ~EMAGGED
radiation_count = 0
update_icon()
return 1
update_appearance()
return TRUE
else
return ..()
/obj/item/geiger_counter/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
return ..()
if(!scanning)
to_chat(usr, "<span class='warning'>[src] must be on to reset its radiation level!</span>")
return TRUE
to_chat(usr, span_warning("[src] must be on to reset its radiation level!"))
return
radiation_count = 0
to_chat(usr, "<span class='notice'>You flush [src]'s radiation counts, resetting it to normal.</span>")
update_icon()
return TRUE
to_chat(usr, span_notice("You flush [src]'s radiation counts, resetting it to normal."))
update_appearance()
/obj/item/geiger_counter/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
to_chat(user, span_warning("Turn off [src] before you perform this action!"))
return
to_chat(user, "<span class='warning'>You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan.</span>")
to_chat(user, span_warning("You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan."))
obj_flags |= EMAGGED
return TRUE
/obj/item/geiger_counter/cyborg
var/mob/listeningTo
/obj/item/geiger_counter/cyborg/cyborg_unequip(mob/user)
if(!scanning)
return
scanning = FALSE
update_appearance()
/obj/item/geiger_counter/cyborg/equipped(mob/user)
. = ..()
if(listeningTo == user)
@@ -217,6 +226,7 @@
listeningTo = user
/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
SIGNAL_HANDLER
rad_act(amount)
/obj/item/geiger_counter/cyborg/dropped(mob/user)
+1 -1
View File
@@ -19,7 +19,7 @@
/obj/item/megaphone/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HANDS)
if (slot == ITEM_SLOT_HANDS)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
@@ -156,7 +156,7 @@
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.get_item_by_slot(SLOT_NECK))
if(loc == user && user.get_item_by_slot(ITEM_SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
return ..()
@@ -167,7 +167,7 @@
if(isliving(loc) && on) //the "on" arg is currently useless
var/mob/living/L = loc
if(!L.get_item_by_slot(SLOT_NECK)) //**properly** stops pocket shockers
if(!L.get_item_by_slot(ITEM_SLOT_NECK)) //**properly** stops pocket shockers
return
if(shock_cooldown == TRUE)
return
@@ -56,7 +56,7 @@ GLOBAL_LIST_INIT(channel_tokens, list(
/obj/item/radio/headset/ComponentInitialize()
. = ..()
if (bowman)
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
AddComponent(/datum/component/wearertargeting/earprotection, list(ITEM_SLOT_EARS))
/obj/item/radio/headset/Initialize()
. = ..()
@@ -373,4 +373,4 @@ GLOBAL_LIST_INIT(channel_tokens, list(
name = replacetext(name,"headset", "bowman headset")
desc = "[desc] Protects ears from flashbangs."
bowman = TRUE
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
AddComponent(/datum/component/wearertargeting/earprotection, list(ITEM_SLOT_EARS))
@@ -24,8 +24,8 @@
/obj/item/reverse_bear_trap/Initialize()
. = ..()
soundloop = new(list(src))
soundloop2 = new(list(src))
soundloop = new(src)
soundloop2 = new(src)
/obj/item/reverse_bear_trap/Destroy()
QDEL_NULL(soundloop)
@@ -33,22 +33,22 @@
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/reverse_bear_trap/process()
/obj/item/reverse_bear_trap/process(delta_time)
if(!ticking)
return
time_left--
time_left -= delta_time
soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
if(!time_left || !isliving(loc))
if(time_left <= 0 || !isliving(loc))
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
soundloop.stop()
soundloop2.stop()
to_chat(loc, "<span class='userdanger'>*ding*</span>")
to_chat(loc, span_userdanger("*ding*"))
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/reverse_bear_trap/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_HEAD) == src)
if(C.get_item_by_slot(ITEM_SLOT_HEAD) == src)
if(HAS_TRAIT_FROM(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT) && !struggling)
struggling = TRUE
var/fear_string
@@ -82,26 +82,26 @@
..()
/obj/item/reverse_bear_trap/attack(mob/living/target, mob/living/user)
if(target.get_item_by_slot(SLOT_HEAD))
if(target.get_item_by_slot(ITEM_SLOT_HEAD))
to_chat(user, "<span class='warning'>Remove [target.p_their()] headgear first!</span>")
return
target.visible_message("<span class='warning'>[user] starts forcing [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] starts forcing [src] onto your head!</span>", "<i>You hear clanking.</i>")
to_chat(user, "<span class='danger'>You start forcing [src] onto [target]'s head...</span>")
if(!do_after(user, 30, target = target) || target.get_item_by_slot(SLOT_HEAD))
if(!do_after(user, 30, target = target) || target.get_item_by_slot(ITEM_SLOT_HEAD))
return
target.visible_message("<span class='warning'>[user] forces and locks [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] locks [src] onto your head!</span>", "<i>You hear a click, and then a timer ticking down.</i>")
to_chat(user, "<span class='danger'>You force [src] onto [target]'s head and click the padlock shut.</span>")
user.dropItemToGround(src)
target.equip_to_slot_if_possible(src, SLOT_HEAD)
target.equip_to_slot_if_possible(src, ITEM_SLOT_HEAD)
arm()
notify_ghosts("[user] put a reverse bear trap on [target]!", source = src, action = NOTIFY_ORBIT, ghost_sound = 'sound/machines/beep.ogg')
/obj/item/reverse_bear_trap/proc/snap()
reset()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.get_item_by_slot(SLOT_HEAD) != src)
if(!istype(H) || H.get_item_by_slot(ITEM_SLOT_HEAD) != src)
visible_message("<span class='warning'>[src]'s jaws snap open with an ear-piercing crack!</span>")
playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
else
@@ -116,13 +116,22 @@
/obj/item/reverse_bear_trap/proc/reset()
ticking = FALSE
update_appearance(UPDATE_OVERLAYS)
REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
soundloop.stop()
soundloop2.stop()
STOP_PROCESSING(SSprocessing, src)
/obj/item/reverse_bear_trap/update_overlays()
. = ..()
if(ticking != TRUE)
return
/// note: this timer overlay increments one frame every second (to simulate a clock ticking). If you want to instead have it do a full cycle in a minute, set the 'delay' of each frame of the icon overlay to 75 rather than 10, and the worn overlay to twice that.
// . += "rbt_ticking"
/obj/item/reverse_bear_trap/proc/arm() //hulen
ticking = TRUE
update_appearance(UPDATE_OVERLAYS)
escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
time_left = initial(time_left)
ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
+7 -4
View File
@@ -325,7 +325,7 @@ GENETICS SCANNER
var/breathes = TRUE
var/blooded = TRUE
if(C.dna && C.dna.species)
if(HAS_TRAIT_FROM(C, TRAIT_NOBREATH, SPECIES_TRAIT))
if(!HAS_TRAIT_FROM(C, TRAIT_AUXILIARY_LUNGS, SPECIES_TRAIT) && HAS_TRAIT_FROM(C, TRAIT_NOBREATH, SPECIES_TRAIT))
breathes = FALSE
if(NOBLOOD in C.dna.species.species_traits)
blooded = FALSE
@@ -380,6 +380,8 @@ GENETICS SCANNER
mutant = TRUE
else if (S.mutantstomach != initial(S.mutantstomach))
mutant = TRUE
else if (S.flying_species != initial(S.flying_species))
mutant = TRUE
msg += "\t<span class='info'>Reported Species: [H.spec_trait_examine_font()][H.dna.custom_species ? H.dna.custom_species : S.name]</font></span>\n"
msg += "\t<span class='info'>Base Species: [H.spec_trait_examine_font()][S.name]</font></span>\n"
@@ -434,12 +436,13 @@ GENETICS SCANNER
if(R)
blood_type = R.name
if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_SAFE * C.blood_ratio) && (C.scan_blood_volume() + C.integrating_blood) > (BLOOD_VOLUME_OKAY*C.blood_ratio))
msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
msg += "<span class='danger'>LOW [HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "coolant" : "blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
else if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_OKAY * C.blood_ratio))
msg += "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
msg += "<span class='danger'>CRITICAL [HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "coolant" : "blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
else
msg += "<span class='info'>Blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]</span>\n"
msg += "<span class='info'>[HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "Coolant" : "Blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]</span>\n"
var/cyberimp_detect
@@ -208,7 +208,7 @@ effective or pretty fucking useless.
actions_types = list(/datum/action/item_action/toggle)
/obj/item/shadowcloak/ui_action_click(mob/user)
if(user.get_item_by_slot(SLOT_BELT) == src)
if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
if(!on)
Activate(usr)
else
@@ -216,7 +216,7 @@ effective or pretty fucking useless.
return
/obj/item/shadowcloak/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_BELT)
if(slot == ITEM_SLOT_BELT)
return 1
/obj/item/shadowcloak/proc/Activate(mob/living/carbon/human/user)
@@ -238,11 +238,11 @@ effective or pretty fucking useless.
/obj/item/shadowcloak/dropped(mob/user)
..()
if(user && user.get_item_by_slot(SLOT_BELT) != src)
if(user && user.get_item_by_slot(ITEM_SLOT_BELT) != src)
Deactivate()
/obj/item/shadowcloak/process()
if(user.get_item_by_slot(SLOT_BELT) != src)
if(user.get_item_by_slot(ITEM_SLOT_BELT) != src)
Deactivate()
return
var/turf/T = get_turf(src)
+1 -1
View File
@@ -6,7 +6,7 @@
// 1) Tennis balls, lines 39 - 99
// 2) Chew bones, lines 101 - 138
// 3) Frisbee, lines 140 - 166
*/
*/
/obj/item/toy/fluff
name = "Fluff Item"
+1 -1
View File
@@ -336,7 +336,7 @@
var/obj/item/clothing/magichead = new /obj/item/clothing/mask/horsehead/cursed(user.drop_location())
if(!user.dropItemToGround(user.wear_mask))
qdel(user.wear_mask)
user.equip_to_slot_if_possible(magichead, SLOT_WEAR_MASK, TRUE, TRUE)
user.equip_to_slot_if_possible(magichead, ITEM_SLOT_MASK, TRUE, TRUE)
qdel(src)
else
to_chat(user,"<span class='notice'>I say thee neigh</span>") //It still lives here
@@ -29,7 +29,7 @@
if(target.mind.has_antag_datum(ANTAG_DATUM_VASSAL))
SSticker.mode.remove_vassal(target.mind)
if(target.mind.has_antag_datum(/datum/antagonist/rev/head) || target.mind.unconvertable || target.mind.has_antag_datum(/datum/antagonist/gang/boss))
if(target.mind.has_antag_datum(/datum/antagonist/rev/head) || (target.mind.unconvertable))
if(!silent)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
var/obj/item/implanter/I = loc
@@ -20,4 +20,7 @@
imp_type = /obj/item/implant/uplink/precharged
/obj/item/implant/uplink/precharged
starting_tc = 10
starting_tc = TELECRYSTALS_PRELOADED_IMPLANT
/obj/item/implant/uplink/starting
starting_tc = TELECRYSTALS_DEFAULT - UPLINK_IMPLANT_TELECRYSTAL_COST
@@ -189,5 +189,7 @@
return FALSE
brainwash(C, objective)
message_admins("[ADMIN_LOOKUPFLW(user)] brainwashed [key_name_admin(C)] with objective '[objective]'.")
user.log_message("has brainwashed [key_name(C)] with the objective '[objective]' using \the [src]", LOG_ATTACK)
C.log_message("has been brainwashed with the objective '[objective]' by [key_name(user)] using \the [src]", LOG_VICTIM, log_globally = FALSE)
log_game("[key_name(user)] brainwashed [key_name(C)] with objective '[objective]'.")
return TRUE
+1 -1
View File
@@ -188,7 +188,7 @@
icon_state = "inducer-combat"
item_state = "inducer-combat"
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BELT
slot_flags = ITEM_SLOT_BELT
desc = "A tool for inductively charging internal power cells. This one has been modified and upgraded to be able to charge into guns as well as normal electronics."
cell_type = /obj/item/stock_parts/cell/hyper
powertransfer = 1300
+1 -1
View File
@@ -193,7 +193,7 @@
/obj/item/melee/transforming/energy/sword/saber
possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
unique_reskin = list("Sword" = "sword0", "saber" = "esaber0")
unique_reskin = list("Sword" = "sword0", "Saber" = "esaber0")
var/hacked = FALSE
var/saber = FALSE
@@ -34,6 +34,7 @@
/obj/item/target/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(pinnedLoc)
pinnedLoc.removeTarget(user)
. = ..()
/obj/item/target/syndicate
icon_state = "target_s"
@@ -488,6 +488,9 @@
icon_state = "nanogel"
var/being_applied = FALSE //No doafter stacking.
/obj/item/stack/medical/nanogel/one
amount = 1
/obj/item/stack/medical/nanogel/try_heal(mob/living/M, mob/user, silent = FALSE)
if(being_applied)
to_chat(user, "<span class='warning'>You are already applying [src]!</span>")
+6 -2
View File
@@ -53,7 +53,6 @@
desc = "A satchel that opens into a localized pocket of Blue Space."
icon_state = "holdingsat"
item_state = "holdingsat"
species_exception = list(/datum/species/angel)
/obj/item/storage/backpack/holding/duffel
name = "duffel bag of holding"
@@ -190,7 +189,6 @@
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
species_exception = list(/datum/species/angel) //satchels can be equipped since they are on the side, not back
/obj/item/storage/backpack/satchel/leather
name = "leather satchel"
@@ -657,3 +655,9 @@
desc = "Worn by snails as armor and storage compartment."
icon_state = "snailshell"
item_state = "snailshell"
/obj/item/storage/backpack/henchmen
name = "wings"
desc = "Granted to the henchmen who deserve it. This probably doesn't include you."
icon_state = "henchmen"
item_state = "henchmen"
+5 -5
View File
@@ -108,7 +108,7 @@
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_POCKET
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_POCKETS
w_class = WEIGHT_CLASS_NORMAL
component_type = /datum/component/storage/concrete/stack
var/spam_protection = FALSE //If this is TRUE, the holder won't receive any messages when they fail to pick up ore through crossing it
@@ -400,7 +400,7 @@
icon = 'icons/obj/chemical.dmi'
icon_state = "bag"
desc = "A bag for storing pills, patches, and bottles."
slot_flags = ITEM_SLOT_BELT|ITEM_SLOT_POCKET
slot_flags = ITEM_SLOT_BELT|ITEM_SLOT_POCKETS
resistance_flags = FLAMMABLE
/obj/item/storage/bag/chemistry/ComponentInitialize()
@@ -420,7 +420,7 @@
icon = 'icons/obj/chemical.dmi'
icon_state = "biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
slot_flags = ITEM_SLOT_BELT|ITEM_SLOT_POCKET
slot_flags = ITEM_SLOT_BELT|ITEM_SLOT_POCKETS
resistance_flags = FLAMMABLE
/obj/item/storage/bag/bio/ComponentInitialize()
@@ -451,7 +451,7 @@
desc = "A pouch for your ammo that goes in your pocket."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "ammopouch"
slot_flags = ITEM_SLOT_POCKET
slot_flags = ITEM_SLOT_POCKETS
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
@@ -472,7 +472,7 @@ Bag for holding materials
desc = "A pouch for sheets and RCD ammunition that manages to hang where you would normally put things in your pocket."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "materialpouch"
slot_flags = ITEM_SLOT_POCKET
slot_flags = ITEM_SLOT_POCKETS
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
+1 -1
View File
@@ -73,7 +73,7 @@ GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible",
var/mob/living/carbon/human/H = usr
H.dna.add_mutation(CLOWNMUT)
H.dna.add_mutation(SMILE)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), SLOT_WEAR_MASK)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), ITEM_SLOT_MASK)
GLOB.bible_icon_state = icon_state
GLOB.bibleitemstates = item_state
+2 -2
View File
@@ -248,10 +248,10 @@
return ..()
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(!user.wear_mask && !(SLOT_WEAR_MASK in M.check_obscured_slots()))
if(!user.wear_mask && !(ITEM_SLOT_MASK in M.check_obscured_slots()))
var/obj/item/clothing/mask/cigarette/W = cig
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, M)
M.equip_to_slot_if_possible(W, SLOT_WEAR_MASK)
M.equip_to_slot_if_possible(W, ITEM_SLOT_MASK)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
+539
View File
@@ -0,0 +1,539 @@
/// doing nothing/orbiting idly
#define STATE_IDLE 0
/// performing reset animation
#define STATE_RESET 1
/// performing attack animation
#define STATE_ATTACK 2
/// performing animation between attacks
#define STATE_RECOVER 3
/**
* Simple summon weapon code in this file
*
* tl;dr latch onto target, repeatedly proc attacks, animate using transforms,
* no real hitboxes/collisions, think of /datum/component/orbit-adjacent
*/
/obj/item/summon
name = "a horrifying mistake"
desc = "Why does this exist?"
/// datum type
var/host_type
/// number of summons
var/summon_count = 6
/// how long it takes for a "stack" to fall off by itself
var/stack_duration = 5 SECONDS
/// our summon weapon host
var/datum/summon_weapon_host/host
/// range summons will chase to
var/range = 7
/// are we a ranged weapon?
var/melee_only = TRUE
/obj/item/summon/Initialize()
. = ..()
if(host_type)
host = new host_type(src, summon_count, range)
/obj/item/summon/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!host)
return
if(!proximity_flag && melee_only)
return
Target(target)
/obj/item/summon/dropped(mob/user, silent)
. = ..()
addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
/obj/item/summon/equipped(mob/user, slot)
. = ..()
addtimer(CALLBACK(src, .proc/check_activation), 0, TIMER_UNIQUE)
/obj/item/summon/proc/check_activation()
if(!host)
return
if(!isliving(loc))
host.SetMaster(null)
var/mob/living/L = loc
if(!istype(L))
return
if(!L.is_holding(src))
host.SetMaster(src)
host.Suppress()
host.SetMaster(L)
host.Wake()
/obj/item/summon/proc/Target(atom/victim)
if(!host?.CheckTarget(victim))
return
host.AutoTarget(victim, stack_duration)
/obj/item/summon/sword
name = "spectral blade"
desc = "An eldritch blade that summons phantasms to attack one's enemies."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "spectral"
item_state = "spectral"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
host_type = /datum/summon_weapon_host/sword
force = 15
sharpness = SHARP_EDGED
/**
* Serves as the master datum for summon weapons
*/
/datum/summon_weapon_host
/// master atom
var/atom/master
/// suppressed?
var/active = TRUE
/// actual projectiles
var/list/datum/summon_weapon/controlled
/// active projectiles - refreshing a projectile reorders the list, so if they all have the same stack durations, you can trust the list to have last-refreshed at [1]
var/list/datum/summon_weapon/attacking
/// idle projectiles
var/list/datum/summon_weapon/idle
/// projectile type
var/weapon_type
/// default stack time
var/stack_time = 5 SECONDS
/// range
var/range = 7
/datum/summon_weapon_host/New(atom/master, count, range)
src.master = master
src.range = range
controlled = list()
attacking = list()
idle = list()
Create(count)
/datum/summon_weapon_host/Destroy()
QDEL_LIST(controlled)
master = null
return ..()
/datum/summon_weapon_host/proc/SetMaster(atom/master, reset_on_failure = TRUE)
var/changed = src.master != master
src.master = master
if(changed)
for(var/datum/summon_weapon/weapon as anything in idle)
weapon.Reset()
if(!master && reset_on_failure)
for(var/datum/summon_weapon/weapon as anything in attacking)
weapon.Reset()
/datum/summon_weapon_host/proc/Create(count)
if(!weapon_type)
return
for(var/i in 1 to min(count, clamp(20 - controlled.len - count, 0, 20)))
var/datum/summon_weapon/weapon = new weapon_type
Associate(weapon)
/datum/summon_weapon_host/proc/Associate(datum/summon_weapon/linking)
if(linking.host && linking.host != src)
linking.host.Disassociate(linking)
linking.host = src
controlled |= linking
linking.Reset()
/datum/summon_weapon_host/proc/Disassociate(datum/summon_weapon/unlinking, reset = TRUE, autodel)
if(unlinking.host == src)
unlinking.host = null
controlled -= unlinking
if(reset)
unlinking.Reset(del_no_host = autodel)
idle -= unlinking
attacking -= unlinking
/datum/summon_weapon_host/proc/AutoTarget(atom/victim, duration = stack_time)
if(!active)
return
var/datum/summon_weapon/weapon = (idle.len && idle[1]) || (attacking.len && attacking[1])
if(!weapon)
return
if(!CheckTarget(victim))
return
weapon.Target(victim)
if(duration)
weapon.ResetIn(duration)
/datum/summon_weapon_host/proc/OnTarget(datum/summon_weapon/weapon, atom/victim)
attacking -= weapon
idle -= weapon
attacking |= weapon
/datum/summon_weapon_host/proc/OnReset(datum/summon_weapon/weapon, atom/victim)
attacking -= weapon
idle |= weapon
/datum/summon_weapon_host/proc/CheckTarget(atom/victim)
if(isitem(victim))
return FALSE
if(QDELETED(victim))
return FALSE
if(victim == master)
return FALSE
if(isliving(victim))
var/mob/living/L = victim
if(L.stat == DEAD)
return FALSE
return TRUE
if(isobj(victim))
var/obj/O = victim
return (O.obj_flags & CAN_BE_HIT)
return FALSE
/datum/summon_weapon_host/proc/Suppress()
active = FALSE
for(var/datum/summon_weapon/weapon as anything in controlled)
weapon.Reset()
/datum/summon_weapon_host/proc/Wake()
active = TRUE
for(var/datum/summon_weapon/weapon as anything in controlled)
weapon.Reset()
/datum/summon_weapon_host/sword
weapon_type = /datum/summon_weapon/sword
/**
* A singular summoned object
*
* How summon weapons work:
*
* Reset() - makes it go back to its master.
* Target() - locks onto a target for a duration
*
* The biggest challenge is synchronizing animations.
* Variables keep track of when things tick, but,
* animations are client-timed, and not server-timed
*
* Animations:
* The weapon can only track its "intended" angle and dist
* "Current" pixel x/y are always calculated relative to a target from the current orbiting atom the physical effect is on
* There's 3 animations,
* MoveTo(location, angle, dist, rotation)
* Orbit(location)
* Rotate(degrees)
*
* And an non-animation that just snaps it to a location,
* HardReset(location)
*/
/datum/summon_weapon
/// name
var/name = "summoned weapon"
/// host
var/datum/summon_weapon_host/host
/// icon file
var/icon = 'icons/effects/summon.dmi'
/// icon state
var/icon_state
/// mutable_appearance to use, will skip making from icon/icon state if so
var/mutable_appearance/appearance
/// the actual effect
var/atom/movable/summon_weapon_effect/atom
/// currently locked attack target
var/atom/victim
/// current angle from victim - clockwise from 0. null if not attacking.
var/angle
/// current distance from victim - pixels
var/dist
/// current rotation - angles clockwise from north
var/rotation
/// rand dist to rotate during reattack phase
var/angle_vary = 45
/// orbit distance from victim - pixels
var/orbit_dist = 72
/// orbit distance variation from victim
var/orbit_dist_vary = 24
/// attack delay in deciseconds - this is time spent between attacks
var/attack_speed = 1.5
/// attack length in deciseconds - this is the attack animation speed in total
var/attack_length = 1.5
/// attack damage
var/attack_damage = 5
/// reset animation duration
var/reset_speed = 2
/// attack damtype
var/attack_type = BRUTE
/// attack sound
var/attack_sound = list(
'sound/weapons/bladeslice.ogg',
'sound/weapons/bladesliceb.ogg'
)
/// attack verb
var/attack_verb = list(
"rended",
"pierced",
"penetrated",
"sliced"
)
/// current state
var/state = STATE_IDLE
/// animation locked until
var/animation_lock
/// animation lock timer
var/animation_timerid
/// reset timerid
var/reset_timerid
/datum/summon_weapon/New(mutable_appearance/appearance_override)
if(appearance_override)
appearance = appearance_override
Setup()
attack_verb = typelist(NAMEOF(src, attack_verb), attack_verb)
attack_sound = typelist(NAMEOF(src, attack_sound), attack_sound)
/datum/summon_weapon/Destroy()
host.Disassociate(src, autodel = FALSE)
QDEL_NULL(atom)
QDEL_NULL(appearance)
return ..()
/datum/summon_weapon/proc/Setup()
atom = new
if(!appearance)
GenerateAppearance()
atom.appearance = appearance
atom.moveToNullspace()
if(host)
Reset()
/datum/summon_weapon/proc/GenerateAppearance()
if(!appearance)
appearance = new
appearance.icon = icon
appearance.icon_state = icon_state
appearance.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance.opacity = FALSE
appearance.plane = GAME_PLANE
appearance.layer = ABOVE_MOB_LAYER
appearance.appearance_flags = KEEP_TOGETHER
appearance.overlays = list(
emissive_appearance(icon, icon_state)
)
/datum/summon_weapon/proc/Reset(immediate = FALSE, del_no_host = TRUE)
angle = null
victim = null
if(reset_timerid)
deltimer(reset_timerid)
reset_timerid = null
host?.OnReset(src)
atom.Release()
state = STATE_RESET
if(!host)
if(del_no_host)
qdel(src)
return
HardReset(null)
atom.moveToNullspace()
return
if(immediate)
if(animation_timerid)
deltimer(animation_timerid)
Act()
else
Wake()
/datum/summon_weapon/proc/ResetIn(ds)
reset_timerid = addtimer(CALLBACK(src, .proc/Reset), ds, TIMER_STOPPABLE)
/datum/summon_weapon/proc/Target(atom/victim)
if(!istype(victim) || !isturf(victim.loc) || (host && !host.CheckTarget(victim)))
Reset()
return
src.victim = victim
host.OnTarget(src, victim)
state = STATE_ATTACK
Wake()
/datum/summon_weapon/proc/Wake()
if(!animation_timerid)
Act()
/datum/summon_weapon/proc/AnimationLock(duration)
if(animation_timerid)
deltimer(animation_timerid)
animation_timerid = addtimer(CALLBACK(src, .proc/Act), duration, TIMER_CLIENT_TIME | TIMER_STOPPABLE)
/datum/summon_weapon/proc/Act()
animation_timerid = null
switch(state)
if(STATE_IDLE)
return
if(STATE_ATTACK)
if(!isturf(victim.loc) || (host && !host.CheckTarget(victim)))
Reset(TRUE)
return
state = STATE_RECOVER
// register hit at the halfway mark
// we can do better math to approximate when the attack will hit but i'm too tired to bother
addtimer(CALLBACK(src, .proc/Hit, victim), attack_length / 2, TIMER_CLIENT_TIME)
// we need to approximate our incoming angle - again, better math exists but why bother
var/incoming_angle = angle
if(isturf(atom.loc) && (atom.loc != victim.loc))
incoming_angle = Get_Angle(atom.loc, victim.loc)
// pierce through target
// we do not want to turn while doing this so we pierce through them visually
incoming_angle += 180
var/outgoing_angle = SIMPLIFY_DEGREES(incoming_angle)
AnimationLock(MoveTo(victim, null, outgoing_angle, orbit_dist + rand(-orbit_dist_vary, orbit_dist_vary), outgoing_angle, attack_length))
if(STATE_RESET)
state = STATE_IDLE
if(!host || !host.active || !get_turf(host.master))
atom.moveToNullspace()
src.angle = null
src.dist = null
src.rotation = null
return
var/reset_angle = rand(0, 360)
AnimationLock(MoveTo(host.master, null, reset_angle, 30, 90, reset_speed))
addtimer(CALLBACK(src, .proc/Orbit, host.master, reset_angle, 30, 3 SECONDS), reset_speed, TIMER_CLIENT_TIME)
if(STATE_RECOVER)
state = STATE_ATTACK
AnimationLock(Rotate(rand(-angle_vary, angle_vary), attack_speed, null))
/datum/summon_weapon/proc/Hit(atom/victim)
if(!isobj(victim) && !isliving(victim))
return FALSE
if(isliving(victim))
var/mob/living/L = victim
L.apply_damage(attack_damage, attack_type)
playsound(victim, pick(attack_sound), 75)
else if(isobj(victim))
var/obj/O = victim
O.take_damage(attack_damage, attack_type)
return TRUE
/**
* relative to defaults to current location
*/
/datum/summon_weapon/proc/MoveTo(atom/destination, atom/relative_to, angle = 0, dist = 64, rotation = 180, time)
. = time
// construct final transform
var/matrix/dest = ConstructMatrix(angle, dist, rotation)
// move to
atom.Lock(destination)
// get relative first positions
relative_to = get_turf(relative_to || atom.locked)
destination = get_turf(destination)
// if none, move to immediately and end
if(!relative_to)
atom.transform = dest
src.angle = angle
src.dist = dist
src.rotation = rotation
// end animations
animate(atom, time = 0, flags = ANIMATION_END_NOW)
return 0
// grab source
var/rel_x = (destination.x - relative_to.x) * world.icon_size + src.dist * sin(src.angle)
var/rel_y = (destination.y - relative_to.y) * world.icon_size + src.dist * cos(src.angle)
// construct source matrix
var/matrix/source = new
source.Turn((relative_to == get_turf(atom.locked))? src.rotation : Get_Angle(relative_to, destination))
source.Translate(rel_x, rel_y)
// set vars
src.angle = angle
src.dist = dist
src.rotation = rotation
// animate
atom.transform = source
animate(atom, transform = dest, time, FALSE, LINEAR_EASING, ANIMATION_LINEAR_TRANSFORM | ANIMATION_END_NOW)
/**
* rotation defaults to facing towards locked atom
*/
/datum/summon_weapon/proc/Rotate(degrees, time, rotation)
. = time
if(!dist)
return 0
var/matrix/M = ConstructMatrix(angle + degrees, dist, rotation || src.rotation)
if(rotation)
src.rotation = rotation
angle += degrees
animate(atom, transform = M, time, FALSE, LINEAR_EASING, ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
/datum/summon_weapon/proc/Orbit(atom/destination, initial_degrees = rand(0, 360), dist, speed)
. = 0
atom.Lock(destination)
animate(atom, 0, FALSE, flags = ANIMATION_END_NOW)
atom.transform = ConstructMatrix(initial_degrees, dist, 90)
atom.SpinAnimation(speed, parallel = FALSE, segments = 10)
// we can't predict dist/angle anymre because clienttime vs servertime.
// well, we can, but, let's not be bothered with timeofday math eh.
dist = 0
angle = 0
/datum/summon_weapon/proc/ConstructMatrix(angle = 0, dist = 64, rotation = 0)
var/matrix/M = new
M.Turn(rotation)
M.Translate(0, dist)
M.Turn(angle)
return M
/datum/summon_weapon/proc/HardReset(atom/snap_to)
if(animation_timerid)
deltimer(animation_timerid)
atom.Release()
atom.forceMove(snap_to)
atom.transform = null
/datum/summon_weapon/sword
name = "spectral blade"
icon_state = "sword"
attack_damage = 5
attack_speed = 1.5
attack_length = 1.5
/atom/movable/summon_weapon_effect
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = GAME_PLANE
layer = ABOVE_MOB_LAYER
opacity = FALSE
density = FALSE
/// locked atom
var/atom/locked
/atom/movable/summon_weapon_effect/Destroy()
Release()
return ..()
/atom/movable/summon_weapon_effect/proc/Lock(atom/target)
if(locked == target)
return
if(locked)
Release()
if(!target)
return
locked = target
forceMove(locked.loc)
if(ismovable(locked))
RegisterSignal(locked, COMSIG_MOVABLE_MOVED, .proc/Update)
/atom/movable/summon_weapon_effect/proc/Release()
if(ismovable(locked))
UnregisterSignal(locked, COMSIG_MOVABLE_MOVED)
locked = null
/atom/movable/summon_weapon_effect/proc/Update()
if(!locked)
return
if(loc != locked.loc)
forceMove(locked.loc)
#undef STATE_IDLE
#undef STATE_ATTACK
#undef STATE_RECOVER
#undef STATE_RESET
+2 -2
View File
@@ -291,8 +291,8 @@
message_admins("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
//Give the gas a chance to build up more pressure through reacting
air_contents.react(src)
air_contents.react(src)
for(var/i in 1 to TANK_POST_FRAGMENT_REACTIONS)
air_contents.react(src)
pressure = air_contents.return_pressure()
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
+19 -15
View File
@@ -58,7 +58,7 @@
/obj/item/watertank/equipped(mob/user, slot)
..()
if(slot != SLOT_BACK)
if(slot != ITEM_SLOT_BACK)
remove_noz()
/obj/item/watertank/proc/remove_noz()
@@ -271,18 +271,7 @@
if(resin_cooldown)
to_chat(user, "<span class='warning'>Resin launcher is still recharging...</span>")
return
resin_cooldown = TRUE
R.remove_any(100)
var/obj/effect/resin_container/A = new (get_turf(src))
log_game("[key_name(user)] used Resin Launcher at [AREACOORD(user)].")
playsound(src,'sound/items/syringeproj.ogg',40,1)
for(var/a=0, a<5, a++)
step_towards(A, target)
sleep(2)
A.Smoke()
spawn(100)
if(src)
resin_cooldown = FALSE
launch_resin(target, user)
return
if(nozzle_mode == RESIN_FOAM)
if(!Adj|| !isturf(target))
@@ -301,6 +290,21 @@
to_chat(user, "<span class='warning'>Resin foam mix is still being synthesized...</span>")
return
/obj/item/extinguisher/mini/nozzle/proc/launch_resin(atom/target, mob/user)
set waitfor = FALSE
resin_cooldown = TRUE
reagents.remove_any(100)
var/obj/effect/resin_container/A = new (get_turf(src))
log_game("[key_name(user)] used Resin Launcher at [AREACOORD(user)].")
playsound(src,'sound/items/syringeproj.ogg',40,1)
for(var/a=0, a<5, a++)
step_towards(A, target)
sleep(2)
A.Smoke()
spawn(100)
if(src)
resin_cooldown = FALSE
/obj/effect/resin_container
name = "resin container"
desc = "A compacted ball of expansive resin, used to repair the atmosphere in a room, or seal off breaches."
@@ -344,14 +348,14 @@
toggle_injection()
/obj/item/reagent_containers/chemtank/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == SLOT_BACK)
if(slot == ITEM_SLOT_BACK)
return 1
/obj/item/reagent_containers/chemtank/proc/toggle_injection()
var/mob/living/carbon/human/user = usr
if(!istype(user))
return
if (user.get_item_by_slot(SLOT_BACK) != src)
if (user.get_item_by_slot(ITEM_SLOT_BACK) != src)
to_chat(user, "<span class='warning'>The chemtank needs to be on your back before you can activate it!</span>")
return
if(on)
@@ -46,6 +46,8 @@
create_reagents(max_fuel)
reagents.add_reagent(/datum/reagent/fuel, max_fuel)
update_icon()
if(can_off_process)
START_PROCESSING(SSobj, src)
/obj/item/weldingtool/ComponentInitialize()
. = ..()
+117 -3
View File
@@ -1105,7 +1105,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "madeyoulook"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
item_flags = DROPDEL | ABSTRACT | HAND_ITEM
attack_verb = list("bopped")
/obj/item/circlegame/Initialize()
@@ -1207,7 +1207,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
item_state = "nothing"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
item_flags = DROPDEL | ABSTRACT | HAND_ITEM
attack_verb = list("slapped")
hitsound = 'sound/effects/snap.ogg'
@@ -1227,6 +1227,120 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
return FALSE
return TRUE
/obj/item/slapper/on_offered(mob/living/carbon/offerer)
. = TRUE
if(!(locate(/mob/living/carbon) in orange(1, offerer)))
visible_message(span_danger("[offerer] raises [offerer.p_their()] arm, looking around for a high-five, but there's no one around!"), \
span_warning("You post up, looking for a high-five, but finding no one within range!"), null, 2)
return
offerer.visible_message(span_notice("[offerer] raises [offerer.p_their()] arm, looking for a high-five!"), \
span_notice("You post up, looking for a high-five!"), null, 2)
offerer.apply_status_effect(STATUS_EFFECT_OFFERING, src, /atom/movable/screen/alert/give/highfive)
/// Yeah broh! This is where we do the high-fiving (or high-tenning :o)
/obj/item/slapper/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
. = TRUE
var/open_hands_taker
var/slappers_giver
for(var/i in taker.held_items) // see how many hands the taker has open for high'ing
if(isnull(i))
open_hands_taker++
if(!open_hands_taker)
to_chat(taker, span_warning("You can't high-five [offerer] with no open hands!"))
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five_full_hand) // not so successful now!
return
for(var/i in offerer.held_items)
var/obj/item/slapper/slap_check = i
if(istype(slap_check))
slappers_giver++
if(slappers_giver >= 2) // we only check this if it's already established the taker has 2+ hands free
offerer.visible_message(span_notice("[taker] enthusiastically high-tens [offerer]!"), span_nicegreen("Wow! You're high-tenned [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You give high-tenning [offerer] your all!"))
playsound(offerer, 'sound/weapons/slap.ogg', 100, TRUE, 1)
SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten)
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten)
else
offerer.visible_message(span_notice("[taker] high-fives [offerer]!"), span_nicegreen("All right! You're high-fived by [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You high-five [offerer]!"))
playsound(offerer, 'sound/weapons/slap.ogg', 50, TRUE, -1)
SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five)
SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five)
qdel(src)
/// Gangster secret handshakes.
/obj/item/slapper/secret_handshake
name = "Secret Handshake"
icon_state = "recruit"
icon = 'icons/obj/gang/actions.dmi'
/// References the active families gamemode handler (if one exists), for adding new family members to.
var/datum/gang_handler/handler
/// The typepath of the gang antagonist datum that the person who uses the package should have added to them -- remember that the distinction between e.g. Ballas and Grove Street is on the antag datum level, not the team datum level.
var/gang_to_use
/// The team datum that the person who uses this package should be added to.
var/datum/team/gang/team_to_use
/// Adds the user to the family that this package corresponds to, dispenses the free_clothes of that family, and adds them to the handler if it exists.
/obj/item/slapper/secret_handshake/proc/add_to_gang(mob/living/user, original_name)
var/datum/antagonist/gang/swappin_sides = new gang_to_use()
swappin_sides.original_name = original_name
swappin_sides.handler = handler
user.mind.add_antag_datum(swappin_sides, team_to_use)
var/policy = get_policy(ROLE_FAMILIES)
if(policy)
to_chat(user, policy)
team_to_use.add_member(user.mind)
swappin_sides.equip_gangster_in_inventory()
if (!isnull(handler) && !handler.gangbangers.Find(user.mind)) // if we have a handler and they're not tracked by it
handler.gangbangers += user.mind
/// Checks if the user is trying to use the package of the family they are in, and if not, adds them to the family, with some differing processing depending on whether the user is already a family member.
/obj/item/slapper/secret_handshake/proc/attempt_join_gang(mob/living/user)
if(!user?.mind)
return
var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang)
var/real_name_backup = user.real_name
if(is_gangster)
if(is_gangster.my_gang == team_to_use)
return
real_name_backup = is_gangster.original_name
is_gangster.my_gang.remove_member(user.mind)
user.mind.remove_antag_datum(/datum/antagonist/gang)
add_to_gang(user, real_name_backup)
/obj/item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
. = TRUE
if (!(null in taker.held_items))
to_chat(taker, span_warning("You can't get taught the secret handshake if [offerer] has no free hands!"))
return
if(HAS_TRAIT(taker, TRAIT_MINDSHIELD))
to_chat(taker, "You attended a seminar on not signing up for a gang and are not interested.")
return
var/datum/antagonist/gang/is_gangster = taker.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster?.starter_gangster)
if(is_gangster.my_gang == team_to_use)
to_chat(taker, "You started your family. You don't need to join it.")
return
to_chat(taker, "You started your family. You can't turn your back on it now.")
return
offerer.visible_message(span_notice("[taker] is taught the secret handshake by [offerer]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker)
to_chat(taker, span_nicegreen("You get taught the secret handshake by [offerer]!"))
var/datum/antagonist/gang/owner_gang_datum = offerer.mind.has_antag_datum(/datum/antagonist/gang)
handler = owner_gang_datum.handler
gang_to_use = owner_gang_datum.type
team_to_use = owner_gang_datum.my_gang
attempt_join_gang(taker)
qdel(src)
/obj/item/extendohand
name = "extendo-hand"
desc = "Futuristic tech has allowed these classic spring-boxing toys to essentially act as a fully functional hand-operated hand prosthetic."
@@ -1261,7 +1375,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
// attack_verb_simple = list("whack", "thwack", "wallop", "sock")
// icon = 'icons/obj/items_and_weapons.dmi'
// icon_state = "gohei"
// inhand_icon_state = "gohei"
// item_state = "gohei"
// lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
// righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
+12 -1
View File
@@ -238,7 +238,18 @@
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
/**
* This proc is used for telling whether something can pass by this object in a given direction, for use by the pathfinding system.
*
* Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely
* multiple times per tile since we're likely checking if we can access said tile from multiple directions, so keep these as lightweight as possible.
*
* Arguments:
* * ID- An ID card representing what access we have (and thus if we can open things like airlocks or windows to pass through them). The ID card's physical location does not matter, just the reference
* * to_dir- What direction we're trying to move in, relevant for things like directional windows that only block movement in certain directions
* * caller- The movable we're checking pass flags for, if we're making any such checks
**/
/obj/proc/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
/obj/proc/check_uplink_validity()
+3 -1
View File
@@ -52,6 +52,8 @@
var/author_ckey
var/icon_generated = FALSE
var/icon/generated_icon
///boolean that blocks persistence from saving it. enabled from printing copies, because we do not want to save copies.
var/no_save = FALSE
// Painting overlay offset when framed
var/framed_offset_x = 11
@@ -370,7 +372,7 @@
update_icon()
/obj/structure/sign/painting/proc/save_persistent()
if(!persistence_id || !current_canvas)
if(!persistence_id || !current_canvas || current_canvas.no_save)
return
if(sanitize_filename(persistence_id) != persistence_id)
stack_trace("Invalid persistence_id - [persistence_id]")
@@ -531,7 +531,7 @@
/obj/structure/closet/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 1)
/obj/structure/closet/emp_act(severity)
. = ..()
+1 -1
View File
@@ -397,7 +397,7 @@
data["owner_name"] = payments_acc.account_holder
if(showpiece)
data["product_name"] = capitalize(showpiece.name)
var/base64 = icon2base64(icon(showpiece.icon, showpiece.icon_state))
var/base64 = icon2base64(icon(showpiece.icon, showpiece.icon_state, SOUTH, 1))
data["product_icon"] = base64
data["registered"] = register
data["product_cost"] = sale_price
@@ -1,5 +1,5 @@
//Objects that spawn ghosts in as a certain role when they click on it, i.e. away mission bartenders.
#define spawnOverride TRUE
//Preserved terrarium/seed vault: Spawns in seed vault structures in lavaland. Ghosts become plantpeople and are advised to begin growing plants in the room near them.
/obj/effect/mob_spawn/human/seed_vault
name = "preserved terrarium"
@@ -36,6 +36,44 @@
//Ash walker eggs: Spawns in ash walker dens in lavaland. Ghosts become unbreathing lizards that worship the Necropolis and are advised to retrieve corpses to create more ash walkers.
/obj/structure/ash_walker_eggshell
name = "ash walker egg"
desc = "A man-sized yellow egg, spawned from some unfathomable creature. A humanoid silhouette lurks within. The egg shell looks resistant to temperature but otherwise rather brittle."
icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
icon_state = "large_egg"
resistance_flags = LAVA_PROOF | FIRE_PROOF | FREEZE_PROOF
max_integrity = 80
var/obj/effect/mob_spawn/human/ash_walker/egg
/obj/structure/ash_walker_eggshell/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) //lifted from xeno eggs
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/effects/attackblob.ogg', 100, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
if(damage_amount)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/ash_walker_eggshell/attack_ghost(mob/user) //Pass on ghost clicks to the mob spawner
if(egg)
egg.attack_ghost(user)
. = ..()
/obj/structure/ash_walker_eggshell/Destroy()
if(!egg)
return ..()
var/mob/living/carbon/human/yolk = new /mob/living/carbon/human/(get_turf(src))
yolk.fully_replace_character_name(null,random_unique_lizard_name(gender))
yolk.set_species(/datum/species/lizard/ashwalker)
yolk.underwear = "Nude"
yolk.equipOutfit(/datum/outfit/ashwalker)//this is an authentic mess we're making
yolk.update_body()
yolk.gib()
QDEL_NULL(egg)
return ..()
/obj/effect/mob_spawn/human/ash_walker
name = "ash walker egg"
desc = "A man-sized yellow egg, spawned from some unfathomable creature. A humanoid silhouette lurks within."
@@ -55,12 +93,25 @@
You have seen lights in the distance... they foreshadow the arrival of outsiders to your domain. \
Ensure your nest remains protected at all costs."
assignedrole = "Ash Walker"
var/datum/team/ashwalkers/team
var/obj/structure/ash_walker_eggshell/eggshell
/obj/effect/mob_spawn/human/ash_walker/Destroy()
eggshell = null
return ..()
/obj/effect/mob_spawn/human/ash_walker/allow_spawn(mob/user, silent = FALSE)
if(!(user.key in team.players_spawned) || spawnOverride)//one per person unless you get a bonus spawn
return TRUE
to_chat(user, span_warning("<b>You have exhausted your usefulness to the Necropolis</b>."))
return FALSE
/obj/effect/mob_spawn/human/ash_walker/special(mob/living/new_spawn)
new_spawn.real_name = random_unique_lizard_name(gender)
if(is_mining_level(z))
to_chat(new_spawn, "<b>Drag the corpses of men and beasts to your nest. It will absorb them to create more of your kind. Glory to the Necropolis!</b>")
to_chat(new_spawn, "<b>You can expand the weather proof area provided by your shelters by using the 'New Area' key near the bottom right of your HUD.</b>")
to_chat(new_spawn, "<b>Dragging injured ashwalkers to the tentacle or using the sleep verb next to it youself causes the body to remade whole after a short delay!</b>")
else
to_chat(new_spawn, "<span class='userdanger'>You have been born outside of your natural home! Whether you decide to return home, or make due with your new home is your own decision.</span>")
@@ -72,10 +123,18 @@
H.undershirt = "Nude"
H.socks = "Nude"
H.update_body()
new_spawn.mind.add_antag_datum(/datum/antagonist/ashwalker, team)
team.players_spawned += (new_spawn.key)
eggshell.egg = null
QDEL_NULL(eggshell)
/obj/effect/mob_spawn/human/ash_walker/Initialize(mapload)
/obj/effect/mob_spawn/human/ash_walker/Initialize(mapload, datum/team/ashwalkers/ashteam)
. = ..()
var/area/A = get_area(src)
team = ashteam
eggshell = new /obj/structure/ash_walker_eggshell(get_turf(loc))
eggshell.egg = src
src.forceMove(eggshell)
if(A)
notify_ghosts("An ash walker egg is ready to hatch in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_ASHWALKER, ignore_dnr_observers = TRUE)
+3 -4
View File
@@ -305,11 +305,10 @@
else
return 0
/obj/structure/girder/CanAStarPass(ID, dir, caller)
/obj/structure/girder/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSGRILLE)
if(istype(caller))
. = . || (caller.pass_flags & PASSGRILLE)
/obj/structure/girder/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
+3 -4
View File
@@ -133,11 +133,10 @@
else
return !density
/obj/structure/grille/CanAStarPass(ID, dir, caller)
/obj/structure/grille/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSGRILLE)
if(istype(caller))
. = . || (caller.pass_flags & PASSGRILLE)
/obj/structure/grille/attackby(obj/item/W, mob/user, params)
user.DelayNextAction(CLICK_CD_MELEE)
@@ -25,7 +25,7 @@
/obj/machinery/manned_turret/Destroy()
target = null
target_turf = null
..()
return ..()
//BUCKLE HOOKS
+4 -5
View File
@@ -139,7 +139,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/scaled/impaired, 2)
/*
* Morgue
*/
@@ -371,8 +371,7 @@ GLOBAL_LIST_EMPTY(crematoriums)
else
return 0
/obj/structure/tray/m_tray/CanAStarPass(ID, dir, caller)
/obj/structure/tray/m_tray/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
if(istype(caller))
. = . || (caller.pass_flags & PASSTABLE)
+81 -43
View File
@@ -1,3 +1,5 @@
#define MAX_NOTICES 5
/obj/structure/noticeboard
name = "notice board"
desc = "A board for pinning important notices upon."
@@ -7,8 +9,25 @@
density = FALSE
anchored = TRUE
max_integrity = 150
/// Current number of a pinned notices
var/notices = 0
/obj/structure/noticeboard/directional/north
dir = SOUTH
pixel_y = 32
/obj/structure/noticeboard/directional/south
dir = NORTH
pixel_y = -32
/obj/structure/noticeboard/directional/east
dir = WEST
pixel_x = 32
/obj/structure/noticeboard/directional/west
dir = EAST
pixel_x = -32
/obj/structure/noticeboard/Initialize(mapload)
. = ..()
@@ -16,7 +35,7 @@
return
for(var/obj/item/I in loc)
if(notices > 4)
if(notices >= MAX_NOTICES)
break
if(istype(I, /obj/item/paper))
I.forceMove(src)
@@ -27,67 +46,84 @@
/obj/structure/noticeboard/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/paper) || istype(O, /obj/item/photo))
if(!allowed(user))
to_chat(user, "<span class='info'>You are not authorized to add notices</span>")
to_chat(user, span_warning("You are not authorized to add notices!"))
return
if(notices < 5)
if(notices < MAX_NOTICES)
if(!user.transferItemToLoc(O, src))
return
notices++
icon_state = "nboard0[notices]"
to_chat(user, "<span class='notice'>You pin the [O] to the noticeboard.</span>")
to_chat(user, span_notice("You pin the [O] to the noticeboard."))
else
to_chat(user, "<span class='notice'>The notice board is full</span>")
to_chat(user, span_warning("The notice board is full!"))
else
return ..()
/obj/structure/noticeboard/interact(mob/user)
ui_interact(user)
/obj/structure/noticeboard/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/noticeboard/ui_interact(mob/user)
/obj/structure/noticeboard/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "NoticeBoard", name)
ui.open()
/obj/structure/noticeboard/ui_data(mob/user)
var/list/data = list()
data["allowed"] = allowed(user)
data["items"] = list()
for(var/obj/item/content in contents)
var/list/content_data = list(
name = content.name,
ref = REF(content)
)
data["items"] += list(content_data)
return data
/obj/structure/noticeboard/ui_act(action, params)
. = ..()
var/auth = allowed(user)
var/dat = "<B>[name]</B><BR>"
for(var/obj/item/P in src)
if(istype(P, /obj/item/paper))
dat += "<A href='?src=[REF(src)];read=[REF(P)]'>[P.name]</A> [auth ? "<A href='?src=[REF(src)];write=[REF(P)]'>Write</A> <A href='?src=[REF(src)];remove=[REF(P)]'>Remove</A>" : ""]<BR>"
else
dat += "<A href='?src=[REF(src)];read=[REF(P)]'>[P.name]</A> [auth ? "<A href='?src=[REF(src)];remove=[REF(P)]'>Remove</A>" : ""]<BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
if(.)
return
/obj/structure/noticeboard/Topic(href, href_list)
..()
usr.set_machine(src)
if(href_list["remove"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/I = locate(href_list["remove"]) in contents
if(istype(I) && I.loc == src)
I.forceMove(usr.loc)
usr.put_in_hands(I)
notices--
icon_state = "nboard0[notices]"
var/obj/item/item = locate(params["ref"]) in contents
if(!istype(item) || item.loc != src)
return
if(href_list["write"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["write"]) in contents
if(istype(P) && P.loc == src)
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/pen)
if(I)
add_fingerprint(usr)
P.attackby(I, usr)
var/mob/user = usr
switch(action)
if("examine")
if(istype(item, /obj/item/paper))
item.ui_interact(user)
else
to_chat(usr, "<span class='notice'>You'll need something to write with!</span>")
user.examinate(item)
return TRUE
if("remove")
if(!allowed(user))
return
remove_item(item, user)
return TRUE
if(href_list["read"])
var/obj/item/I = locate(href_list["read"]) in contents
if(istype(I) && I.loc == src)
usr.examinate(I)
/**
* Removes an item from the notice board
*
* Arguments:
* * item - The item that is to be removed
* * user - The mob that is trying to get the item removed, if there is one
*/
/obj/structure/noticeboard/proc/remove_item(obj/item/item, mob/user)
item.forceMove(drop_location())
if(user)
user.put_in_hands(item)
balloon_alert(user, "removed from board")
notices--
icon_state = "nboard0[notices]"
/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 1)
for(var/obj/item/content in contents)
remove_item(content)
qdel(src)
// Notice boards for the heads of staff (plus the qm)
@@ -131,3 +167,5 @@
name = "Staff Notice Board"
desc = "Important notices from the heads of staff."
req_access = list(ACCESS_HEADS)
#undef MAX_NOTICES
+9 -9
View File
@@ -56,18 +56,18 @@
return FALSE
return TRUE
/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
/obj/structure/plasticflaps/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
if(isliving(caller))
if(isbot(caller))
return 1
return TRUE
var/mob/living/M = caller
if(!(SEND_SIGNAL(M, COMSIG_CHECK_VENTCRAWL)) && M.mob_size != MOB_SIZE_TINY)
return 0
var/atom/movable/M = caller
if(M && M.pulling)
return CanAStarPass(ID, to_dir, M.pulling)
return 1 //diseases, stings, etc can pass
var/mob/living/living_caller = caller
if(!(SEND_SIGNAL(living_caller, COMSIG_CHECK_VENTCRAWL)) && living_caller.mob_size != MOB_SIZE_TINY)
return FALSE
if(caller?.pulling)
return CanAStarPass(ID, to_dir, caller.pulling)
return TRUE //diseases, stings, etc can pass
/obj/structure/plasticflaps/CanPass(atom/movable/A, turf/T)
if(istype(A) && (A.pass_flags & PASSGLASS))
+6 -8
View File
@@ -109,11 +109,10 @@
else
return !density
/obj/structure/table/CanAStarPass(ID, dir, caller)
/obj/structure/table/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
if(istype(caller))
. = . || (caller.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(src.loc)
@@ -702,11 +701,10 @@
else
return 0
/obj/structure/rack/CanAStarPass(ID, dir, caller)
/obj/structure/rack/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
if(istype(caller))
. = . || (caller.pass_flags & PASSTABLE)
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
+4 -7
View File
@@ -58,13 +58,10 @@
pinned_target.nullPinnedLoc()
nullPinnedTarget()
handle_density()
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(pinned_target)
to_chat(user, "<span class='notice'>You take the target out of the stake.</span>")
else
pinned_target.forceMove(user.drop_location())
to_chat(user, "<span class='notice'>You take the target out of the stake.</span>")
pinned_target.forceMove(get_turf(src))
to_chat(user, "<span class='notice'>You take the target out of the stake.</span>")
if(user.can_hold_items())
user.put_in_hands(pinned_target)
/obj/structure/target_stake/bullet_act(obj/item/projectile/P)
if(pinned_target)
+2 -2
View File
@@ -257,7 +257,7 @@
/obj/machinery/shower/Initialize()
. = ..()
soundloop = new(list(src), FALSE)
soundloop = new(src, FALSE)
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
@@ -669,7 +669,7 @@
icon_state = "well_3"
return TRUE
else
to_chat(user, "<span class='warning'>You need at least tweenty-five pieces of sandstone!</span>")
to_chat(user, "<span class='warning'>You need at least twenty-five pieces of sandstone!</span>")
return
if(steps == 3 && S.tool_behaviour == TOOL_SHOVEL)
S.use_tool(src, user, 80, volume=100)
+6 -7
View File
@@ -90,13 +90,13 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
. = ..()
if(direct)
setDir(direct)
if(extra_reinforced && anchored)
state = PRWINDOW_SECURE
else if(reinf && anchored)
state = WINDOW_SCREWED_TO_FRAME
if(mapload && electrochromatic_id && electrochromatic_id[1] == "!")
electrochromatic_id = SSmapping.get_obfuscated_id(electrochromatic_id)
@@ -571,13 +571,13 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
return null
/obj/structure/window/CanAStarPass(ID, to_dir)
/obj/structure/window/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
if(!density)
return 1
return TRUE
if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
return 0
return FALSE
return 1
return TRUE
/obj/structure/window/GetExplosionBlock()
return reinf && fulltile ? real_explosion_block : 0
@@ -719,7 +719,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
icon_state = "rplasmawindow"
dir = FULLTILE_WINDOW_DIR
state = PRWINDOW_SECURE
max_integrity = 1000
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
@@ -34,11 +34,11 @@
/turf/open/floor/plating/catwalk_floor/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
covered = !covered
to_chat(user, span_notice("[!covered ? "You removed the cover!" : "You added the cover!"]"))
user.balloon_alert(user, "[!covered ? "cover removed" : "cover added"]")
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/pry_tile(obj/item/crowbar, mob/user, silent)
if(covered)
to_chat(user, span_notice("You need to remove the cover first!"))
user.balloon_alert(user, "remove cover first!")
return FALSE
. = ..()
+1
View File
@@ -11,6 +11,7 @@
barefootstep = FOOTSTEP_HARD_BAREFOOT
clawfootstep = FOOTSTEP_HARD_CLAW
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
flags_1 = NO_SCREENTIPS_1
/// Minimum explosion power to break tile
var/explosion_power_break_tile = EXPLOSION_POWER_FLOOR_TILE_BREAK
@@ -125,8 +125,12 @@
if(istype(W, /obj/item/stack/tile/material))
var/turf/newturf = PlaceOnTop(/turf/open/floor/material, flags = CHANGETURF_INHERIT_AIR)
newturf.set_custom_materials(W.custom_materials)
if(length(C.atom_colours) && C.atom_colours[WASHABLE_COLOUR_PRIORITY] != null)
newturf.add_atom_colour(C.atom_colours[WASHABLE_COLOUR_PRIORITY], FIXED_COLOUR_PRIORITY)
else if(W.turf_type)
var/turf/open/floor/T = PlaceOnTop(W.turf_type, flags = CHANGETURF_INHERIT_AIR)
if(length(C.atom_colours) && C.atom_colours[WASHABLE_COLOUR_PRIORITY] != null)
T.add_atom_colour(C.atom_colours[WASHABLE_COLOUR_PRIORITY], FIXED_COLOUR_PRIORITY)
if(istype(W, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = W
var/turf/open/floor/light/F = T
@@ -19,3 +19,11 @@
/turf/open/floor/plating/dirt/try_replace_tile(obj/item/stack/tile/T, mob/user, params)
return
/turf/open/floor/plating/dirt/space
baseturfs = /turf/baseturf_bottom
planetary_atmos = FALSE
desc = "Upon closer examination there's plating beneath the dirt."
/turf/open/floor/plating/dirt/space/airless
initial_gas_mix = AIRLESS_ATMOS

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